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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 2013-02-03 07:08 PM

All Rubies Will Use The New Calculations, Marquise Gems Make Gear Temporarily BoA, Blizzard's Philosophy on Dueling

TCG Pet Giveaway Update - The people that won a pet through posting to enter have been PMed. The Curse Premium winners and WoWDB winners have not been contacted yet.

Patch 5.2 - Jin'rokh the Breaker Preview
Today we take a look at the first Throne of Thunder raid boss, Jin'rokh the Breaker!


Name Points Category
Heroic: Jin'rokh the Breaker Defeat Jin'rokh the Breaker in Throne of Thunder on Heroic difficulty.
10Pandaria Raid
Lightning Overload Cause two Focused Lightning Orbs to collide while fighting Jin'rokh the Breaker in Throne of Thunder on Normal or Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Fluidity - All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 40% increased damage. However, all players standing in Conductive Water also take 100% increased Nature damage.
    • Conduction - Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.
    • Electrified Waters - Jin'rokh the Breaker infuses the Conductive Water with storm energies, removing Fluidity and inflicting 45,500 Nature damage every second to all players remaining in the Conductive Water. All players standing in Conductive Water still take 100% increased Nature damage.
  • Static Burst - Jin'rokh the Breaker performs a quick strike, dealing 130,000 Nature damage to all players. After 3 sec., this applies Static Wound to his current target.
    • Static Wound - Jin'rokh the Breaker statically constricts the target, inflicting 19,500 Nature damage per stack to all players when taking melee attacks. This effect stacks, but reduces in potency over time.
  • Focused Lightning - Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 195,000 Nature damage to all players within 8 yards. This orb also pulses 52,000 Nature damage every half second to other players within 5 yards.
    • Conduction - Focused Lightning Detonation damage travels through Conductive Water, inflicting 195,000 Nature damage to players standing in Conductive Water.
    • Lightning Fissure - If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 75,000 Nature damage every 1 second to players within 5 yards.
      • Conduction - A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 41,250 Nature damage to players standing in that Conductive Water.
      • Implosion - Couldn't parse description.
    • Violent Detonation - The Focused Lightning detonates violently inside Electrified Water, inflicting 750,000 Nature damage to all players within 8 yards.
  • Thundering Throw - Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 206,250 Physical damage. Additionally inflicts 260,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Conductive Water erupts from the broken statue, forming a pool on the ground.
  • Lightning Storm - Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 91,000 Nature damage to all players every second for 15 sec. Furthermore, the Lightning Storm electrifies Conductive Water.
    • Lightning Strike - Lightning Strikes multiple locations throughout the room during Lightning Storm, inflicting 250,000 Nature damage to nearby players. Each Lightning Strike diffuses, inflicting 150,000 Nature damage to all players in a line.
  • Ionization - Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 500,000 Nature damage to players within 8 yards when dispelled or duration expires.
    • Conduction - Ionization damage travels through Conductive Water, inflicting 500,000 Nature damage to players standing in Conductive Water.



Patch 5.2 - Ra-den Audio
Ra-den is the Heroic difficulty only boss found in the Throne of Thunder raid. There is still nothing about him in the Dungeon Journal, other than the little bit of lore.


Originally Posted by MMO-Champion
Shrouded in Mystery - There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....

Lei Shen's life changed forever when he stumbled into a dark chamber below what are now the Mogu'shan Vaults. Legend has it he found an ancient titan keeper guarding a miraculous device known as the Engine of Nalak'sha. No one knows what transpired between the two beings, but Lei Shen later emerged from the site bristling with the power to forge an empire. The keeper's fate -- and his current whereabouts -- remain a mystery.



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
You succeeded at Active mitigation - avoidance is by definition passive mitigation - regretting the change?
Nope. We think active mitigation is more fun. Just need to decide what to do about dodge and parry long term. (Source)

Items with spirit on it. Holy vs disc vs shadow - which spec gets priority in your opinion? Causing gearing issues ATM.
IMO it doesn't matter that much. Too many healers think they must have Spirit in every single slot and they really don't. (Source)
That said, we think the whole Spirit to hit thing is awkward and we'd like to come up with a better solution in a future expansion. (Source)

Long term, are "pure" dps classes here to stay, or are you guys evaluating other options?
We talk about it often. I'm not sure all those pures would want to be hybrids though. Not as simple as oh just ignore that role. (Source)
For the pures that want, it's a plus. For the pures that don't, they can deal with it just like all other classes
Maybe they picked pure so they wouldn't have to deal with it. (Source)

Tanks are still number 1 DPS for like all fights. It's a bit frustraiting as a DPS to not be able to compete. Concerns?
Can you name a specific fight? Dungeon? Raid? Happens on Mel'jarak because of the fight. Not common elsewhere. (Source)

you are going to have to listen to the people playing the class and not all the ones playing everything else.
But the people playing the class are the most likely to think excessive buffs are reasonable. The others have a different pov. (Source)
the others have the pov that no nerf is ever enough.
That can happen. It's really hard to have the objectivity to recognize the difference between overpowered and outplayed. (Source)

Anyway you can balance out all the class specs so that there are no more FOTM specs? No best DPS spec, no best Healing, etc.
We try. There's math and then there are player reactions and we try to balance the two. (Source)

So pls stop making drastic changes to mage pve spec,tired of having to regem/spec/test/learn a new rotation every month.
The alternative is all the players who love X spec just can't play it. Not sure how to solve both. (Source)

Theorycrafting ruined the game, it made everyone elitist and most specs "nonviable" because they do 5% less DPS.
No objections to theorycrafting overall. It's when stack ranks of DPS are offered as fact that it causes more harm than good. (Source)

So you're more concerned with representation than balance?
There is often a relationship. Balance is not the only thing that drives population, but it contributes. (Source)

Druid (Forums / Skills / Talent Calculator)
btw does it not seem overpowered that feral has passive movement, slow, and can shift slow/root? rhetorical question
Broadly speaking, we think the game is better when classes have powerful pros but also some cons rather than all mediocrity. (Source)

Hunter (Forums / Skills / Talent Calculator)
there aren't many changes to hunters in the 5.2 patch notes so far, would I be wrong to assume MM won't get the buff it needs?
The change buffed MM's damage. Can you explain how far you think they are behind with the change? (Raidbots can't answer this.) (Source)

Mage (Forums / Skills / Talent Calculator)
At the highest RNG, Fire is okay. On average RNG, Fire sucks, and by sucks, I mean it's ridiculously low.
Raidbots suggests the standard deviation of both specs is pretty close. (Source)

Why such a severe nerf to Rune of Power as Arcane? Seems to kill the effort vs. reward of having to stay in the same spot.
Trying to balance reward for using it correctly against penalty in those times when you can't. (Source)

You forgot to answer his question. Tho, reading between the lines, looks like the answer is "switch to arcane"
Think I've said many times that Arcane is a bit high because Scorch lets them sit on 6 stacks all the time. Not our intent. (Source)

So, our damage is too high, but other classes like Affliction Locks that do more damage than Arcane is fine?
Pretty sure I've said several times that Affliction is too high too. (Source)

Paladin (Forums / Skills / Talent Calculator)
BTW, what are the reasons to try and remove haste from prot pallies?
"WTF Bliz? Why put dodge on our tier sets. I'll just use Ret set." (Source)

no offense, but you guys knew about Haste and Prot Paladins since well before live.
At the time we thought it was an undergeared problem because dodge doesn't matter when failing a dodge kills you. (Source)
We still sort of suspect that's the problem but it's become such a mantra that it's worth changing anyway. (Source)

Too gauche? So why warriors can (not used) carry daggers? It is a symbol of clumsiness as Ghostcrawler.
I think warriors will use any weapon but prefer the bigger ones. Paladins shun daggers for some code reason. Shrug. (Source)

will you give back Ret paladins their divine purpose?
Unlikely. Despite the good arguments we hear, we're convinced many Rets would complain about forcing RNG on them. (Source)

you talked about nerfing ret burst and buffing sustained dmg/mechanics. What happended to that idea?
We don't think the reaction from Ret players would be good overall. Would have to weigh that cost. (Source)

Priest (Forums / Skills / Talent Calculator)
We have to cast PW:S 3 times every 12 seconds to net the same mana Rapture does, and it has to be effective healing.
Rapture isn't supposed to be a mana generation tool. It's to offset PW:S cost. Disc mana needs a nerf on live. (Source)

Why does Shadow need to be nerfed? We haven't even seen PvP on 5.2. Premature.
We get very little PvP participation on PTRs. Mostly it's players theorizing about what changes mean (which is still useful). (Source)

For disc priests, do you think removing DA when PoH overheals rather than removing it entirely will be a better solution?
Potentially, but sometimes you want the bubble when everyone is full because big damage is incoming. (Source)

Rogue (Forums / Skills / Talent Calculator)
hi i know you are a busy man but have you taken any time to think about buffing rogues we suck thanks
We think they have been buffed in 5.2 a whole lot. (Source)
Rogue buffing the result of ineffectiveness or population decline or both?
I've talked before about how DPS didn't seem to affect population in this particular case. (Source)

Rogues get a bit of love in 5.2,but what if history holds and their pop still doesnt grow.What will be your next step if any?
Great question and we don't have an answer to share yet. We are looking at more exciting visuals. (Source)

Warlock (Forums / Skills / Talent Calculator)
would you mind explaining blizzards disregard for warlocks? Maybe justify our nerfs? It's the same thing every season...
No offense, but I think it's hard to claim "disregard for warlocks" in this expansion in particular. (Source)

Warrior (Forums / Skills / Talent Calculator)
On PTR the new TFB mechanic + overpower costing rage is makin it extremely difficult to keep hamstring up. Please take a look.
Well, that's kind of the point. Why have Hamstring cost rage if that cost is irrelevant? (Source)

Does it make sense to you that a Mage can Blink out of a Stun but a warriors second wind shouldn't work?
The difference is the Blink is used once and then you can respond. There's no way to stop a SW unless you can out DPS it. (Source)

Again nerfing warr's every 5 minutes after over a year of being gimped isn't a good fix, its no wonder people don't trust you.
I'm not sure if people trust me or not. I'm also not sure if that's important. Would be an interesting discussion. (Source)

Character
So many ilvls of each piece + reforge + gems, enchants, enhances is making gear overwhelming. Too many choices/variables
Ignoring the damage it might do to professions, would you miss gemming and enchanting? (Source)

Ever feel like there's too much focus on math in WoW? Reforging, DPS, HPS... numbers are too important. Not sure how to fix.
Players are really scared of being wrong, even if the delta is trivial. Much more likely to experiment in a single player game. (Source)

I'm more concerned that the meta gem AH market will crash if most get free legendary metas.
Nobody said they were free. Nobody said they didn't cost metagems.... (Source)

MoP seems to be harsher towards multiclass players. I know 'you don't have to do all your dailies', but to go to raids...
I think that's fair, but in the previous expansion players with one main ran out of stuff to do very quickly. (Source)

Am I the only one who feels that they have the solution to separating PvE gear and PvP gear COMPLETELY from each other?
We wanted to have some overlap. However, current design seems to be having an even greater effect in the opposite direction. (Source)

Very much agree. Those "BiS lists" irritate me.
I think knowing which item is your best piece is fine. That then gets turned into anything which is not that piece is "garbage." (Source)

Do you intend to balance the tier set bonuses to ensure tier is better than off-set Thunderforged (which is +6 ilvls)?
Not sure. I sort of miss the days when players would take non-tier seriously if the stats were good enough. (Source)
What days do you speak of? It was more like when set stat allocation was bad in addition to bad set bonuses.
It was also hard to complete sets. Some players had them, others had good stats to make up for the lack of the set. (Source)

Have you guys thought about balancing racials a little better?It feels like no one really plays tauren,or gnome; human better
While I won't claim racials are perfect, I think what you are seeing is about graphics not racials. (Source)

Tell me you are changing the tier 15 set bonuses for H Paladins. I don't want to nearly skip a tier and go from 517 to t15 hc.
We could have no set bonuses on T15 and you'd still want to upgrade because of the stats unless T14 is ridiculously over budget. (Source)

No,actually,there is not a wrong choice.Wether we(players) buy new items OR upgrade old ones should be our decision,not DEV's.
Giving players the ability to make choices with wrong answers doesn't make players happy overall. (Source)

PvE
This mostly affects the first wave of guilds tackling the encounters. I'm just curious if it's taken into account.
We balance the new tier with that ilevel in mind. (Source)

Love the idea of the conquest catchup mechanism. Any chance we can see something similar implemented for Valor?
We like the idea for Valor too but want to see how it shakes out for Conquest first. (Source)

What do you think about including some Lesser Charms of Good Fortune in the LFR consolation bag?
As we said in some of the 5.1 interviews, we plan on putting some better goodies in the consolation bag. (Source)

Hey can you verify if the change in 5.2 to the 'failbag' will apply to 5.0 and 5.1 LFRs too? Or just the 5.2 LFR?
I can't yet. Definitely for 5.2 and 5.0 if we have time. (Source)

Is Thunderforging the NA/EU equivalent/response to higher ilvl on Asian servers?
Asia will have Thunderforged too. (Source)

I like the concept of the 'thunderforged' items, but dont let them drop while the world 1st race is on. I think its important.
Weapons drop (or don't) on the world first race right now and those are a bigger swing than 6 ilevels. (Source)

I didn't see you guys reaching out to solve our problems, but you appear to work awfully hard to create incentives for 25s
While I am sorry for your individual situation, overall 10s are growing and 25s are shrinking. We don't like that. (Source)
fix to the issue of raid sizes, remove both make 15m baseline also remove fiscal cost of server transfers
You are asking every raider in the world to grow their roster by 50% or prune 10 people. Feels pretty harsh. (Source)

I recommend either a)collapsing to one raid size, b) going back to the Wrath model of decisive difficulty diff, or c) equality
A) Would be very cruel to all. B) Potentially, but cruel to 10s. C) Close to today, which feels cruel to 25s. No easy answers. (Source)

Not to sound ignorant, but why don't you like people migrating from 25s to 10s? If ppl like 25 its its own reward
We don't buy that 10s are just more fun. Throughout WoW, one constant is that players gravitate towards efficiency. (Source)

My guild lacks enough players to continue 25s, so we are forced to do 10s. But doesn't it look to you like we just like 10s?
Yes, and that's a problem. 10s are very unlikely to become 25s but the opposite happens all the time. Entropy. (Source)

Instead of 'Thunderforged' why don't you just have items that drop that are consumed to upgrade items instead of VP? Simpler.
We want killing bosses on farm to stay exciting because of the chance of dropping a better item. Hard for tokens to be exciting. (Source)

With this proposed Thunderforged idea, don't you think the iLevel focus and range is really getting out of hand?
It's 6 ilevels. We're not going to reach ilevel 1000 in this expansion. It may feel weird, but it still functions. (Source)
I'm sure there was a reason for this, but why have TF items vs simply having items occasionally drop 1/2 upg already?
If we do upgrading in 5.3, then the drops become less exciting again because pre-upgraded not better than anything. (Source)

I am confused. You say we(players) consume content too fast? Yet 5.2 is making current content obselete after what 4 months??
"Consume" doesn't mean complete. In this context it means "finish." Can be done with a raid even if you haven't cleared it. (Source)

If LFR is meant to be the primary source of gearing up for a new raid tier, will lower LFR tiers get a higher chance for gear?
Yes. I think we improved drop chance, charm chance and made it easier to get charms. (Source)

Any reason for the 5 dungeon per hour per account lockout? Could we at least double it? 5 is too low a # for low lvl dungeons
It's to discourage exploits. Do you really need to enter a new dungeon every 10 min? (Source)

How come asian servers have 10/25 lockout seperately like WOTLK and have better ilvl for 25 man yet we dont on EU/NA?
Letting players play more isn't always a slam dunk. Witness current dailies debate. (Source)
Much more controversial in NA/EU. Heard from many that ICC felt too much like a job. (Source)

I'm excited about the PvP gear changes in 5.2. If the catch up feature works well can we expect to see it for PvE?
If it works well in PvP we'll definitely consider it. (Source)

Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
The current SSD prices seem to have bottomed out for now, with almost all SSDs under $1 per gigabyte. This is the first month in a long time that there have been no amazing SSD sales. No new CPUs, GPUs, or SSDs worth waiting for are expected before the second quarter this year.

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 3770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in [email protected], take a look in our team's thread.


Peripherals/Monitors
ComponentPuppy Dolphin
MonitorAsus VS229H-P 21.5" LED IPS Monitor - $145ASUS VW246H 24-Inch Monitor - $188
KeyboardLogitech Media Keyboard K200 - $12Cyborg V.5 - $46
MouseLogitech G400 - $35Razer Deathadder - $51
SpeakersCreative A220 2.1 Speaker System - $27Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE278Q 27-Inch - $290HP ZR2440W 24-inch (IPS Panel) - $364
KeyboardLogitech G110 - $55Razer BlackWidow (Backlit)- $80 ($133)
MouseLogitech G500 - $50Razer Naga (Buttons on the Side) - $65
SpeakersLogitech Z323 2.1 Speaker System - $59Logitech Speaker System Z523 - $76


Puppy and Dolphin
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $34NZXT GAMMA Classic - $34
Power SupplyCorsair CX500 - $58XFX Core Edition PRO 550W - $66
CPUAMD Phenom II X4 965 Black Edition- $95AMD FX-6300 - $134
HeatsinkCooler Master Hyper 212 Plus - $28Cooler Master Hyper 212 EVO - $33
MotherboardASUS M5A97 R2 AM3+ 970 - $90ASUS M5A99FX PRO R2.0 AM3+ 990FX - $130
MemoryKingston HyperX Blu 4GB 1333 - $238GB G.Skill DDR3 1600 - $49
Graphics CardMSI 7770 - $123Gigabyte 7850 2 GB or Gigabyte GTX 660 OC 2GB - $195 / $205
Hard DriveWestern Digital Caviar Blue 500GB - $50Western Digital Caviar Black 1TB - $92
DVDAsus 24X SATA DVD+/-RW - $24Asus 24X SATA DVD+/-RW - $24
Total$525$760


Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn. SSDs are always optional.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $50Cooler Master HAF X - $190
Power SupplyCorsair 650TX V2 - $70Corsair 750HX - $130
CPUIntel i5-3570K - $224Intel i7-3770K - $305
HeatsinkThermaltake Frio - $57Noctua 6 NH-D14 - $81
MotherboardASUS P8Z77-V LK - $128ASUS P8Z77-V - $183
Memory8GB G.Skill DDR3 1600 - $498GB G.Skill DDR3 1600 - $49
Graphics Card7950 OR GIGABYTE GTX 660 Ti - $290 / $280Gigabyte 7970 OR GIGABYTE GTX 670 - $380 / $379
Hard DriveWestern Digital 1TB Caviar Black - $92Western Digital 1TB Caviar Black - $92
SSDSAMSUNG 840 128GB (Review) - $93
OR
OCZ 128 GB Vertex 4 (Review) - $126
Intel 330 180GB (Review) - $157
OR
SAMSUNG 840 Pro 128GB (Review) - $130
DVDAsus 24X SATA DVD+/-RW - $24Asus 24X SATA DVD+/-RW - $24
Total$974 - $1110$1433 - $1592


Astro A40 Headset Giveaway
Curse took a look at the Astro A40 headset recently and had a few left over to give away to premium members. If you have Curse Premium, be sure to enter the contest!



Curse Weekly Roundup
A director has been selected for the live-action Warcraft movie, Grand Theft Auto 5 has received a release date, and EA has reportedly lost 45 Million Dollars last quarter.

by Published on 2013-02-02 11:15 AM

PTR Patch 1.0.7, Auction House Transaction Delays, Fan Creation of the Week: The Cosplay of Anna He, TryHard: Legendary Items for Barb

Patch 5.2 - Tortos Preview
Today we take a look at another one of the Patch 5.2 Throne of Thunder raid bosses, Tortos!


Name Points Category
Heroic: Tortos Defeat Tortos in Throne of Thunder on Heroic difficulty.
10Pandaria Raid
One-Up Defeat Tortos in Throne of Thunder on Normal or Heroic difficulty after kicking a Whirl Turtle shell through five or more other Whirl Turtles.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Call of Tortos - Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.
  • Whirl Turtle
    • Spinning Shell - The turtle chases players around the room, spinning rapidly and continuously inflicting 30,000 Physical damage to enemies within 0 yards and knocking them away.
    • Shell Block - The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.
    • Shell Concussion - When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 30 sec.
  • Furious Stone Breath - Inflicts 85,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast.
  • Rockfall - A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 Nature damage to enemies within 5 yds. and 35,000 Nature damage to enemies within 20 yds.
  • Quake Stomp - Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.
  • Snapping Bite - The turtle snaps his jaws shut around the target, inflicting 500,000 Physical damage.
  • Vampiric Cave Bat -
    • Drain the Weak - Drains health when attacking targets with less than 350,000 current health, inflicting 20% of weapon damage as Physical and healing the caster for 50 times the damage dealt.
  • Crystal Shell - The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100,000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500,000. The shell breaks when it cannot absorb any more damage.



Patch 5.2 - Sunsong Ranch Improvements
Along with the previously mentioned Work Orders, some other changes have come to Sunsong Ranch in Patch 5.2.

Nana Mudclaw has realized she is getting on in years and is looking for someone to take over the Tiller's Union. She asks you to see if Farmer Yoon is willing to take over, which he is! This results in him giving Sunsong Ranch to you for free.
Farmer Yoon says: Nana Mudclaw asked ME to join the Tillers council?
Farmer Yoon says: Just think of all the knowledge I could share. Think of all the food we could grow!
Farmer Yoon says: But... I don't think I'll have time to work for the council, AND run Sunsong Ranch.
Farmer Yoon says: This farm has been in my family for generations. How can I give it up? Yet, a greater responsibility has fallen upon me.
Farmer Yoon says: There's only one solution. I have to join the council. As for the farm...
Farmer Yoon says: Chaudmmoc, I'm gifting Sunsong Ranch to you. You're in charge, now!
Farmer Yoon says: I'd better head up and talk to Nana. The farm is yours now, Chaudmmoc. I know you'll take great care of it.
Once you own the farm, the Work Orders board will appear and allow you to begin earning rep with various factions.

Merchant Greenfield also has received some upgrades, as he now sells bags of seeds that let you plant four patches at once. Each bag costs as much as 30 seeds and has 10 charges, allowing you to plant 40 seeds. Should you already have many seeds in your bags, his new assistant Milly Greenfield will exchange 30 seeds for a bag of seeds.

The patch notes also mention that the yield from special crops has been improved to make farming them competitive with gathering these items out in the world. It isn't clear if this is active yet from limited testing, but so far the maximum number of items rewarded from the special seeds doesn't appear to be increased. The patch notes also mention that the farm will become an inn once you own it, but that doesn't appear to work yet on the PTR.



Rated Battleground Suspension Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Earlier this week, several player accounts were given short suspensions and had their ratings wiped for being involved in Rated Battleground win-trading. Upon further review, we determined that some of the players initially identified as cheating may not have purposefully participated in the exploitive behavior, and as a result, we're in the process of lifting suspensions and restoring ratings to all but the most egregious offenders. This process should be completed following the Tuesday maintenance.

As always, our goal is to identify cheaters while making sure people playing by the rules aren't inadvertently penalized. Rest assured that we'll continue to take action against players who aren't competing in the spirit of fair play.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Thing is, and this is what is puzzling GC with the whole hitbox situation.. is that we're getting out of range errors, yet our white swings are still merrily hitting the target. It's that disparity that confuses the kitties. I've never seen that kind of issue on any other melee class.
White attacks and yellow attacks are calculated differently by the engine and it make different calculations about your position. You have to remember WoW was originally designed to be mostly white attacks with very few yellow attacks. The 2013 game is a very different beast, and if we could do it all over again, we'd have the two handled really similarly. Again, this isn't anything related to druids or cats. Despite your personal experience, all melee should be encountering this.

Spirit Shell formula is slightly off - right now the metagem critical effect (1.03) is only being multiplied in on the expected aegis size on crits not on the entire crit heal. This is causing a slight decrease in the size of SS.
You are correct. Fixed.

I doubt this is even close to enough to make an rbg team want to bring a ret.
We have a problem right now where melee of all kinds are not very attractive for super-competitive RBG teams, except possibly as a flag carrier, in which case you probably want a druid or warrior. This isn’t the kind of thing we’re going to easily solve by just throwing all sorts of amazing utility at every melee spec, but we agree it’s a problem and we’re looking at longer term solutions.

It was stated abilities are meant to be counterable, but things like Cloak of Shadows and smokebomb are just fine. There is a double standard here.....
Quoting Ghostcrawler because he said it better than I could: "Yes, all of those mechanics still exist, though we are trying to design as many as possible out of the game. We're much more likely to consider tools that have a counter, not tools that cannot be countered."

Eye for an eye baseline would be kinda cool, but it'll have to be designed really well because I don't want it breaking CCs lol. I would probably rather have something else if I had to choose though.
Something we hear a lot from Retribution is they want a little more “retribution” back in their kit. We don’t think passive and/or random reflection like Eye for an Eye or Retribution Aura were super interesting mechanics but we understand the attraction of the idea in general and we’ll consider something longer term.

Reduce PW:S mana cost (this is gonna have to happen one way or another to make it viable), and make it so that a priest can't have more than 3 - 4 active PW:S to avoid PWS spam.
This suggestion (limit 3 or whatever) has come up a few times, and possibly for other traditionally-hard-to-balance spells like Eternal Flame and perhaps Rejuvenation. We are unlikely to make any of these changes for 5.2 so it’s probably beyond the scope of discussion in this thread, but we wouldn’t mind hearing more feedback on the idea over the long term. I personally worry that it might feel like a lot to have to track, which makes mods more mandatory, etc.

Looks like they need to just go ahead and buff Arms rage generation.
We’re hearing really mixed feedback on Arms’ rage at the moment and I suspect there is still a lot of experimentation and/or theorycrafting required to figure out when to use Overpower vs. Slam vs. Heroic Strike. (To be clear, we have a design, but we're not sure it's working yet.) Warriors nearly always ask for more, more, more rage, so just seeing posts requesting the same won’t be sufficient to convince us. Overall though, more analysis of how Arms rotation feels (in PvE and PvP) would be helpful.

This post is from the perspective of an Elemental Shaman that mainly focuses on PvP.
You commented on a lot of different things, which makes it hard for me to offer responses. (In general players tend to try to cover too many different topics in a single post instead of focusing on the 2-3 that really, really matter). I will try to cover a few though.

While it’s fun to have lots of minor glyphs, they really are targeted at fun, and this thread is supposed to be about the nuts and bolts of rotations and set bonuses, so it’s beyond the scope of this discussion.

We agree Elemental have too many mandatory glyphs, and we did give you the most mandatory one (Flame Shock) as a base mechanic in 5.2.

I disagree with you some on Frozen Power. We see a lot of Elemental shaman using it. It’s not the dominant talent (Earthgrab is) but it definitely isn’t niche.

I also disagree with you on the prevalence of dispels. Dispels are precious in MoP. I know it might seem like anything awesome you do gets instantly removed, but your opponent has to make the choice to blow their CD on your Flame Shock (which has a lower CD than the dispel). We are really trying to move away from undispellable mechanics on enemies. In Cataclysm and before, dispels weren't a choice and we agree that anything got removed too quickly. We're not really in that world anymore, and we think that's a huge improvement.

I keep getting a lot of lols on Twitter about Shamanistic Rage, but we think this is a pretty serious buff for Elemental in PvP (esp. considering the glyph). It’s an exciting change. We’ll see if we’re right.

Does that not seem odd to you? Where are your design principles? Where is the consistency?
Hardly any PvP paladin takes Light’s Hammer, while it’s reasonably popular in PvE. A PvP-only buff there makes a lot of sense. Nearly every priest takes Phantasm in PvP while it’s not popular in PvE. A PvP-only nerf makes sense there.

I'm glad for warriors that you decided to revert the additional nerfs to Second Wind, but there is still a potential problem with it and that tier. The problem is that it's mandatory for warriors to take because it is so necessary for their viability.
We actually agree with this, but allow me to explain our logic. As a designer, one of the things you often have to struggle with is idealistic design vs. realistic design. In a pure design space, we believe Enraged Regen and Impending Victory are balanced and Second Wind is overpowered. However, we’re not talking about a theoretical game. It’s a real, living game played by millions of players. Our changes have impact. Arms warriors (and Frost mages and a couple of other specs) have been hammered with PvP nerfs since launch, and not at all because the players did anything wrong. The new patch brings a few more hefty Arms nerfs with Shockwave, Defensive Stance, Overpower, Taste for Blood and Warbringer. We’re not trying to kill Arms in PvP and we’re not trying to make anyone who plays Arms hopelessly depressed. In this case we think it’s acceptable to have Second Wind be a little overpowered so long as Arms as a whole is not dramatically overpowered or underpowered. Long term, it’s the kind of thing we’d like to eventually fix, but in the short term, we think nerfing it does more harm than good.

just curious, what are you looking at that makes you think shadow priests are OP in pvp? It seems that we get more nerfs based on a projection of what you might think is the case, then classes that were/are OP. What about shadow makes you think it's over powered? I still feel like I get focused every game I play, and you nerfing my escape tool kit, when I don't ever see how priests had superior escapes.
There’s always an element of that in PvP. For PvE, we have a really good idea of how much damage everyone can do in every situation. That’s harder to generate for PvP and not even super relevant. We do look at who is winning a lot in PvP. We do it a lot ourselves to try and understand why. We also try to pay a lot of attention to player feedback, especially those skilled PvP players whose opinions we respect, but also the guy just doing pickup BGs who still deserves to have fun. In all of those cases, the names that keep coming up are Frost, Arms, Shadow and maybe BM.

Frost and Arms are taking some big nerfs. BM has a couple of little ones. With Shadow, I’ve tried to be honest that we’re not exactly sure of the right thing to hit. There isn’t anything there like Shockwave or PoM+Ring of Frost that feels totally broken. It’s a lot of little things that add up: damage, healing, utility, survivability. Utility we really don't want to hit and damage isn't too high in PvE. At the moment, we've nerfed burst a little, healing a little, and made some of the survivability mechanics less potent. We'll see how that feels.

Are you telling me that not only is this issue understood, but is considered acceptable? Being spammed with out of range while you're clipping someone elses model is incredibly frustrating and a major turn off to playing the game at all. It swings both ways too, being stunned by a melee ability from someone 20yds away is just awesome. I had hoped something would eventually be done to fix this crap.
Which would be acceptable? That the nose of the cat is considered the center of the model, so that anyone chasing you has to hit your nose? Or that cats just have a huge combat reach (which also means everyone else can hit you much easier than they could a smaller model)? Should tauren for that matter be easier to hit and gnomes harder? Trust me that this is a very old and involved debate in game design – the code does not always agree with the art about where your character is located, and that is particularly true on a client-server game that still tries to offer some semblance of snappy combat.

1. Are you happy with how many different categories there are?
2. Are you happy that some abilities affect more than one DR category?
3. Are you happy CC is so complicated, that not even sites like Arena Junkies can track how they all interact?
4. If you are not happy, would you please please please consider reworking CC and DR and make it transparent in the tool tips?

Our sense is that there probably 2-3 too many different categories. I also totally agree that the system is way too opaque, especially for new players. Mentioning DR and perhaps PvP CC durations in the tooltips (perhaps only in PvP, perhaps only as an advanced option) is something we’ve wanted to do for some time (so is Path of the Titans, so is Dance Studio… you know how it goes).

We also talk often about whether the game would be better off with only a single DR category. It makes it easier to learn for sure. But it’s also a really risky change. Much of the depth of PvP skill involves knowing what ability DRs with what. A lot of Arena comps are built on that mechanic. It gives us a lot of room to provide surgical buffs or nerfs by changing which DRs with what. Overall, I think there is a chance we would scale down the number of different DRs, but it’s a small chance. We’re much more likely to just spell them out more explicitly (which to be fair also chips away at the knowledge base that differentiates an expert PvP player from a merely tolerable one).

That's what I'm trying to say in more attention grabbing ways. I can try running the numbers in simcraft or wrathcalcs if that will help, but I'm not the math expert that some of the silent laser chickens are.
Nope, you did a fine job. It will take us some time to analyze all this, but I wanted to drop a quick note to say we appreciate the work.

Now moving into patch 5.2 We'll have a similar feel except we'll have a lot of GCDs where we can't do anything because we've blown our rage on AOE. We'll proably go... Mortal Strike > Thunderclap > Whirwlind > Twiddle our thumbs for 3 seconds while we wait for MS to come off CD. We don't have that filler of Overpower to do something else whilel we wait.
This could be a problem. We’ll look into it more. Off the cuff, we could make Whirlwind 20 rage (just for Arms!) to keep parity with the cheaper Slam.

MAKE SEPARATE TALENTS FOR PVE AND PVP!!!!
I’ll refrain from the caps, but we do that all the time. Check out Colossus Smash. Check out (live) Taste for Blood. Check out the duration on Polymorph. We do it as a last resort, because it does cause more risk for bugs and is more for players to have to remember, but when it’s the right solution, we definitely go there. We nerfed Devouring Plague’s up front damage because that reduces PvP burst without having a huge impact on PvE (because the difference in burst in this case is over such a short time frame it’s unlikely to really be felt). If that solution hadn’t worked, then we could have considered DP to do less damage in PvP.

I'll also posit that even if PvE and PvP had totally different rule sets, it wouldn't reduce the volume of players campaigning for buffs or nerfs. "Everyone" would still think it was their class holding them back and would want us to twiddle with the numbers even more. Once in awhile we'll say something like "We'd love to help you guys, but we just can't buff you any more because of PvE / PvP." The more typical situation is that someone thinks they need a buff while we disagree. Splitting out the rules doesn't change that.

Perhaps there is a much simpler solution (a numbers tweak rather than a mechanics tweak)?
I feel like we’d have to nerf Divine Aegis dramatically to have the same effect. The Spirit Shell change was mostly so priests could go back to using it at the right moment and not just on cooldown because it was a throughput increase. Those are the two major changes that weren’t numbers tweaks.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.2 Faction Rep and Valor Gear
The raid rep (and their delicious, delicious Valor epics) includes LFR. You will need to kill bosses though to keep progressing it. No more ICC trash rep runs.

I never found it to be bad, just boring as hell to go clear trash for hours on end to cheese the rep earning mechanic.
Yeah, but then we'd probably want to balance rep gain speed with the assumption that you're chain-running trash, which makes people who don't do it (but are raiding and killing bosses) slower at getting access to those items. That doesn't really make much sense, mechanically or in the kind of in-world sense of "impressing" a group of people with your accomplishments.

"Huzzah! The hero hath once again slain many inconsequential foes, to leap through thine magic portal, and oft returneth to... doeth the same task over and again! Verily, this is a champion worthy of our shiny baubles and trinkets."

So, regular raiders will still be running LFR whether they want to or not to min max their rep. Or can you guys do something creative like killing x boss on ANY difficulty gives rep once per week, period?
Yes, you gain rep from boss kills once per week regardless of difficulty.

This reminds me of dailies.
Sure, you can loosely apply that to any task with some variance of repetition. Feel free. Except that continuing to fight to take back areas, or retrieve items, or slay ne'er-do-wells generally makes some sense in the context of the narrative in daily hubs. Those damn monkeys stoled muh fruits again! Etc. etc.

Going into a raid and not killing bosses does not.

So here's a question, why have valor gear gated behind rep at all? I definitely see it as a step in the right direction having valor gated behind raids instead of dailies. But it's still a double-tax. You earn valor points, but in order to spend said points, you need to earn rep on top of it.
The whole point of a steady and measured currency to buy items is to offset the RNG of boss loot drops. If you're unlucky you still have this absolute system, and no matter what, you know that in X time you can fill in at least a few of those gaps. The intent of these currencies wasn't as a type of separate loot progression, but that is the way a lot of people perceive it, and certainly some of our designs have even worked to support that perception. The whole original intent in mind though it makes more sense to ensure that you're killing bosses to be able to buy Valor items, and not just farming up Valor from other sources. Of course we could take Valor out of everything but raid kills/completions to avoid that... but Valor is a nice reward to have in a lot of various systems, and lets people pick and choose the ways they want to earn it.

I don't want to imply though that having Valor items on daily quests was in any way a failed experiment. Obviously some of you weren't too keen on having the items behind those reps, and so in 5.2 we're trying this. We may have some mix in the future, we may not, let us know how you think it feels when the patch is live and if the new daily hub is compelling enough to gain your attention without a meatier (ie ilvl based) reward.

If it is.. will a person get enough rep from just three wings of LFR to be able to buy something to avoid running into the 3000 point valor cap?
Yup, we'll make sure items are paced out to hopefully avoid that. Getting to Friendly is pretty quick, and there are items available at all reputation levels. (Blue Tracker / Official Forums)

LFR Difficulty and Purpose
New players discover what the basic principles of raiding are.
Raid Finder is not an introductory tool for raiding. It's aimed to players that can't participate in organized raiding (or don't wish to) for whatever reason.

Players don't see the entire raids of a new patch in less then 2 hours, but instead they get a feel for how the new raid feels and what it looks like, and incase they want to discover the other part they are encouraged to join a raiding guild and really get into the game.
It's true that if you're a normal or heroic raider, it kinda sucks to go in and discover the whole place in just 2 hours. For 5.0.4 raids, Raid Finder was unlocked one week after the raid was released on normal mode.

Less gear; This is again an encouragement for players to join raiding guilds.
Which is exactly the opposite of what LFR is supposed to do. It should be a venue of character progression for those players. Arbitrarily punishing them so they join raids would defeat the purpose of it in the first place. The gear is already lower ilvl, and the other rewards from Raid Finder are lower as well.

More pugs: Players who can't join a raiding guild due to IRL would be encouraged to create a pug when they have the time for it
So, if we get rid of half the content from the Raid Finder, players are going to get into more pugs because we got rid of the abilty to conveniently get into pugs? Think about it, players who can't join a raiding guild probably can't schedule either their playtime with complete strangers.

Gearing up alts would be harder, as you can't receive full BIS LFR gear anymore.
BiS LFR gear? At this rate, I swear one day we'll see "BiS green gear" used as an argument to justify something... I'm not attacking your point though (especially for those that enjoy gearing up alts it'd be definitely a negative aspect). (Blue Tracker / Official Forums)

The Daily Blink - Welcome, Duncan Jones
The Daily Blink has seen the future of the legendary quest line.

by Published on 2013-02-01 07:13 AM

Update on Upcoming Changes to Rubies, Blue Posts, Poll: Do You Watch Diablo III Streams?

Patch 5.2 - Wrathion Quest Line Audio
A recent PTR build added new audio for Wrathion to be used in the Patch 5.2 part of the legendary quest line.



Grand Commendation UI Indicator
One of the recent Patch 5.2 PTR builds added the Grand Commendation UI indicator from the patch notes, making it easier to see if you have already purchased a Commendation. Upon purchasing another and trying to use it, you receive an error, but are unable to sell it back to the vendor.



Patch 5.2 Under Development Preview
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Lei Shen has consolidated his power on the Isle of Thunder, and if he’s not dislodged, his reborn army will threaten all of Pandaria. But the return of the Thunder King is good news for you, because it means that new challenges and triumphs await you in patch 5.2.

Head over to the Under Development page now for a preview of the major in-development features planned for the next World of Warcraft patch, The Thunder King. Among them: a massive new zone, a new raid, server-wide events surrounding the siege on the Isle of Thunder, new factions, world bosses…and more still. Brace yourself for the storm.

We'll continue adding details of in-development patches to the Under Development page, so check back for more previews in the future.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Nerfing Talents to the ground just to make other talents look more attractive never worked.
There are two issues in situations like this. First, there is the question of whether the three talent options are relatively attractive. Second, there is the question of whether any of them are overpowered. You can't just say the second issue is always part of the first issue, and letting players choose any of three overpowered talents isn't going to be great for player balance.

We do think Shadow needs PvP nerfs, but not PvE nerfs, and we also want to be careful not to nerf any of the utility that Shadow brings in PvE. (For example nerfing Mass Dispel for Shadow, possibly through the glyph is a common suggestion, but we like that Shadow's Mass Dispel can be really beneficial in PvE). Phantasm is particularly annoying to deal with because being untargetable is so powerful. The intent of the talent was to make Fade more powerful as an escape tool, but we just overdid it with the untargeting part.

Glyph of Deep Freeze - now also lowers the stun duration of Deep Freeze by 1 sec in addition to taking Deep Freeze off the GCD.
Base Deep Freeze has a 1 sec longer duration. So a mage with the Glyph of Deep Freeze will see no change, but a mage without the glyph will have a slightly better Deep Freeze.

you seem like a smart guy, explain how this helps our current problem?
We were trying to solve a very specific problem here, where a paladin wants to join an Arena team, and the team says "Can't you just go Holy, because you won't lose anything?" or the paladin looking for an RBG team who hears "We need a rogue and a DK, but don't have room for a Ret paladin." We were specifically looking for a modest buff to group utility that was Ret specific.

On survivability specifically, I feel like we're hearing that DKs are squishy and paladins are squishy and shaman are squishy, which makes me think that once Defensive Stance for warriors isn't overpowered that all melee might feel about the same.

And now you want to take that away too, you're turning the talent into a Hand of Freedom that has a longer cooldown and a shorter duration. Despite the buffs to disc I feel this is a big and unnecessary blow to a spec that's already struggling.
While we want to see more healing priests in PvP, we don't think the right way to do that is through a really annoying defensive mechanic like this.

Single target damage is bad for shadow priests, and the only changes we're getting so far are:
We haven't made many PvE damage adjustments at all. We will. It's possible Shadow lost too much damage while moving in PvE. Nearly all of these Shadow changes were to tone them down in PvP.

The problem is the Feline Swiftness talent. It always has been. But now you're forcing feral PvP into a catch 22 situation. We're either forced to take Feline Swiftness just to stop the out of range errors when trying to use abilities, and lose our gap closer.. or we get inundated with out of range errors when trying to do anything. You know the feral hit box is still out of whack... and the feral speed bonus on the PvP set was to compensate for this.
We fixed the Feral hit box some time ago. Different races and models once had different combat reaches. It has all been normalized at least since Cataclysm.

However, to address your main concern, a different option would be to prevent Feline Swiftness and the PvP set bonus from stacking. Feline Swiftness would just remain a dead talent at least among knowledgeable PvP players.

As an editorial note, we're just going to delete posts that are nothing but whining and if that doesn't send a strong enough message, the moderators will ban you. Try to keep this thread informative. You have plenty of places on the internet where you don't have to be.

Was the damage buff it provided too strong? In almost the exact same gear I'm using, I was doing ~67k sustained single target dps. Seemed fine, provided that I had 0 mobility while doing that. Was the rotation being used to maximize it's effect not what you envisioned? I like how it changed our rotation without actually changing it. We were just hitting DP more frequently.
If you are talking about the version of Insanity where you just use Devouring Plague at one orb all the time, we thought that undermined the entire rotation. It didn't just change it, it made it so you didn't need to build up orbs any longer.

Not really sure what this mean or how this really affect gameplay nor why this change now tbh... mind to explain?
PoM makes the cast instant instead of 2 sec (reduced by haste). This means the ring will appear immediately if PoM'd, but it won't freeze immediately. After 2 sec (again reduced by haste) the freeze happens.

No PoM: 2 sec cast, 2 sec arming time
5.1 PoM: 0 sec cast, 0 sec arming time
5.2 PoM: 0 sec cast, 2 sec arming time

I can see that 99% of this entire thread is related to PvP, but any chance of some feedback from GC on how he can think a 40-50% nerf to Disc AoE heals is a fair thing, given that at the absolute most we top the meters by 20%. Sure we needed a nerf, but an execution?
It seems like a lot more than 20% to us. In any case, you still have DA on PoH, just not guaranteed any more. You can force DA with Inner Focus. You can toss out PW:Shields on some folks.* You can also still use Spirit Shell with PoH. Using PoH without any of those absorbs will be weaker, but that will be offset by the times when you do have the absorbs. All of that ignores the argument that an absorb is probably stronger than a direct heal so maybe the ratio shouldn't even be 1:1.

* - This seems to be the most misunderstood portion of the philosophy. We want Disc to use PW:S. It's one of their signature spells. We don't want Disc to blanket the entire raid and use nothing but PW:S. But we are so far from that now -- we see almost no PW:S, except for Rapture cheesiness with Mana Tide or to proc Body and Soul. You won't be able to put PW:S on 10 or 25 people before the dragon breathes, but you shouldn't have to. You have other healers backing you up and all of you have several cooldowns (and yes PW:B counts) when you're really in trouble.

Oh, and there's no point in making Fade an escape tool. If the priest is running at 100%, gets slowed, but uses his "escape tool" to go back to 100%; IT STILL DOES NOTHING SINCE THE PERSON COMING AFTER HIM IS RUNNING AT 100%.
"Escape tool" does not mean "nobody can ever catch you." Abilities have counters and pre-counters. Phantasm was a movement ability with a damage avoidance mechanic (that allowed you to go offensive with less of a chance for retribution) on a tier with two movement abilities. The other talents are never going to compete with that.

I'm just offering a general statement here, and I'm not calling any of you out personally, but we see a lot of feedback of the form "X doesn't work because it can be countered." That is the entire point.

PvP works better, in our opinions, when you have to be smart and react to what other players are doing. That means trying to guess what they're going to do next or deciding the right time for a crutch dispel or CC. If you find yourself asking for something to be undispellable, or to punish someone for dispelling it, or you're asking for something to work while crowd controlled, or something that makes you immune to something, or something that overall leaves your opponent no options, we're very unlikely to make those changes. Yes, all of those mechanics still exist, though we are trying to design as many as possible out of the game. We're much more likely to consider tools that have a counter, not tools that cannot be countered.

Hey, The Balance 2 piece looks interesting, but the 4 piece looks weaker than lots of trinkets I've disenchanted this expansion.
Can you give us some kind of estimate for how much DPS percent you think it provides? I've disenchanted a lot of trinkets too, but that's not much of a yardstick.

what the (insert explicit here) are you thinking nerfing shadow priests this hard? you do realize it all but benches them in pve right? they needed a buff in pve as it stands now, and your nerfing them??? seriously?
How does nerfing Phantasm or Dispersion bench Shadow in PvE? We avoided utility nerfs that would risk hurting them in PvE, as I mentioned, such as targeting Hymn of Hope or Mass Dispel.

GC, it is obvious that the nerf to Mindspike glyph is a loss on dps even if you are just standing and doing damage.
This is a legit PvE nerf, but a very, very small one and as I said, we haven't made any PvE numbers adjustments to anyone yet. This one is easy to fix without PvP risk and it makes a glyph less mandatory for its DPS benefits.

If they catch your cast time spells, which only melee really seem to bother doing these days, then you'll be unable to cast Dispersion until your shadow school is available again. But yes, if a mage decided to wait for you to cast a VT and Counterspell that, instead of using a blanket Silence on you, then they could prevent Dispersion for 6s.
Yes. I predict the Dispersion nerf won't really be felt that much, especially among lower ratings.

you may think you have fixed it - but you have not. Only 3 days ago on life I was pursuing a hunter - I don't have any speed bonus except the +25% from cat - my nose was almost touching his back and I still got "out of range" errors.
The hitbox of a cat has the same hitbox as a gnome or a tauren. The nose of the model doesn't matter - it comes from the center of the model. What you're probably seeing is what all melee deal with, particularly when moving very quickly (+25% counts) and no snares. The two clients just often disagree about the position of you and your target.

That said, we are likely to make the change I mentioned yesterday about reverting the PvP set bonus and having it not stack with Feline Swiftness.

Yep. Frost is a lot better than Ret. I'm not trying to suggest otherwise. I just think that those saying the Sac change isn't potent are wrong. It's a huge buff to Ret utility.
Yeah, we agree. It's not "Ret mandatory on every 3s team" good, but I think you can understand why we wouldn't want that.

We are considering some other buffs to Ret still. We don't know yet if we will do any or all of these (they are emphatically not promises) but the kind of thing we are considering:

  • Glyph of Blessed Life - no longer requires Seal of Insight. You can have any Seal or none active, which puts the glyph in Ret's hands.
  • Glyph of Templar's Verdict - damage reduction triggered by Exorcism (or both) instead. That way you aren't choosing TV over a heal.
  • Light's Hammer - also snares targets it damages while in range. This one potentially buffs Holy too, but we're not sure that many Holy paladins would give up Prism to take it.

Blue Posts
Originally Posted by Blizzard Entertainment
[Request] Introduce a Boss Sound Only Mode
Cool suggestion, I must say I personally would use that mode if it was available, but I’d still like to have the option to hear the sounds of my own spells and abilities in addition to the boss.

So murloc here is going to keep running and forward this to the devs (and I haven’t even broken a sweat!). We’ll see what their take on this is, maybe this is a particular design decision where they didn’t want for this to happen or maybe it’s a technical limitation of some sort or… if we’re lucky, they might agree with it and one day you might remember this as the Megafail sound option!
Like always, thanks for caring and for helping us improve our game. If there’s any news on the subject I’ll let you know. (Blue Tracker / Official Forums)

Raid Finder Stacking Buff Feedback
Couldn't you just have someone take one for the team, strip naked, and die over and over to the boss until they get 10 stacks and then people can just super EZ mode clear the boss.
There is a minimum attempt requirement before the system 'credits' you with a wipe. It should always be more time-efficient to not wipe at all, but if it isn't we can tweak the threshold.

Raid Finder needs to be even easier?
We don't think LFR is too difficult, but in order to make it the right difficulty for 25 strangers with little-to-no coordination we did have to trivialize some encounters and mechanics. With a system that can correct for variances in groups, encounters don't have to be quite so binary (trivial vs. impossible). Mechanics can be more meaningful, while encouraging players to stay with groups that run into some difficulty, rather than quit and re-queue. (Blue Tracker / Official Forums)

Raid Finder Stacking Buff Feedback
As Bashiok mentioned, there's a minimum attempt requirement before the buff kicks in. The most time-efficient option should be to not wipe at all, and if that's not the case, the threshold can be tweaked.

As if lfr wasn't dumbed down enough already. They may as well just spawn a loot chest on zoning in.
The developers don't think LFR is too difficult, but since the difference in performance between groups can vary noticeably, they had to trivialize some encounters and mechanics. With this system in place, some bosses don't have to be quite so binary (trivial vs. impossible). Mechanics can be more meaningful, while encouraging players to stay together rather than leave as soon as there is a wipe. (Blue Tracker / Official Forums)

Rated Battleground Exploit Punishments
After a thorough investigation and liaising with multiple departments, we can confirm that the recent wave of actions taken against Rated Battleground exploitation and win trading are indeed correct. The team of investigators have made sure to avoid any false positives and we will not be overturning any of the actions taken.

We want you all to understand that the spirit of competition and fair play is especially important to us, particularly in regards to rated Player versus Player combat. As a part of this, we have now dealt with the issue that allowed some Rated Battleground teams to exploit the queuing system to gain high ratings and engage in win trading.

These, and all, exploitative activities are expressly prohibited. We are still investigating the situation carefully; any players that have taken part in exploitation or win trading will be subject to the appropriate action against their World of Warcraft accounts. For now however, we are working on resolving any remaining issues that still reside within the queue system so that this behavior will not occur again in the future. (Blue Tracker / Official Forums)

PTR Realm Maintenance - 1/30/13
You'll be happy to learn that the PVP vendors are now available. (Blue Tracker / Official Forums)

FEEDBACK: Megaera (10N)
Pet pathing issues are fixed in the next build. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Hey GC, any reason to keep extra Sigils after completing the first Black Prince quests?
No. (Source)
Not a big issue, but why do they keep dropping/get looted past 10 then?
We could have made a limit of 10 but it would have been harder to stop them from dropping, since you're still on the quest. (Source)

You guys said it'd be nice to redo Outlands levelling experience at some point. I like it, what do you think is wrong with it?
You go back in time from level 60 (LK dead) to level 70 (LK alive). Also weird that you do Hellfire and never Shadowmoon. (Source)

Dailies should promote grouping, so the interesting question: Why don't they?
Mostly because the game wasn't designed that way. But it should be. It just takes us a long time to change fundamentals. (Source)

I love how you tried to wrap up dailies with gear just because no one was doing them in the first place
You're making assumptions. It was more like: when you can gear up very quickly, you also quickly lose interest in playing. (Source)

PvP
Why do RBGs have a higher cap than arenas?
To provide rewards commensurate with the extra logistics and time commitment that RBGs require. 2s esp. take very little time (Source)

adding gear upgrades to WOW was a HUGGGGGGE mistake man. you're really killing us casual pvp'ers.
Do you think it's fair to jump in mid-season and be competitive without any catch up with someone collecting gear for months? (Source)

IIRC, a big reason for not doing separate ability values for PvE/PvP was additional complexity. Still true?
We do it when it's needed. Some assume it would be a panacea. We don't think so. Players would demand even more tuning changes. (Source)

The new PvP changes seem pretty popular, except for the elite armor. Any chance of keeping a cosmetic reward for t2 players?
Overall, we think PvP needs more cosmetic / prestige rewards. Still discussing the right options. (Source)

The 5.2 PVP changes are a breath of fresh air but can we see Arena/RBG Point caps being the same I really don't like RBG's
I understand. At the same time, if RBGs aren't generously rewarding, players will just gravitate towards easy and fast Arenas. (Source)

TCG Pets Giveaway Update
Today is the last day to enter the giveaway! So far it has worked well, and we will do a similar one in the future so don't let the deadline stop you from contributing to WoWDB. As a thank you to the people who contributed before the contest, all of their contributions will count as entries.

For the list of prizes and all the information, please see this post. If you just want to post once to enter, this is the correct thread.

Rules
  • You can earn additional entries by leaving a useful comment on WoWDB pages. If you try to spam to get more entries, you will be disqualified from the contest. Comments that aren't constructive and useful will be removed. Comments that repeat what is already on the page or in another comment without adding anything of value will be removed.
  • You can earn additional entries by uploading a high quality screenshot to WoWDB pages. Low quality screenshots will be removed. Please crop before uploading, as there is a ~1MB file size limit. Screenshots can take several hours to appear, as they are approved manually.
  • Keep in mind that Curse accounts and MMO-Champion accounts are not connected, so you may need to create a new account on WoWDB.
  • Winners will receive a PM on the forum / WoWDB which they have 72 hours to reply to. After that, a new winner will be selected. Don't forget to log in and check your PMs!
  • You have until Friday February 1st @ 11:59 PM EST to enter the contest. After that time this thread will be closed and winners will be selected randomly.


Argent Dawn RP-PvP Event
This is one of the events in the current campaign on Argent Dawn EU.

by Published on 2013-01-31 02:20 AM

Lei Shen Preview, RBG Exploitation & Win Trading, Blue Posts, Blue Tweets, Machinima

Patch 5.2 PTR - Build 16503

Warcraft Movie Update: Director Signed!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are pleased to announce that Duncan Jones, director of critically-acclaimed films Source Code and Moon, has signed on with Legendary Pictures to direct the upcoming live-action film based on the Warcraft universe. Click here for more info.

Legendary is keeping its script, written by Charles Leavitt, under wraps. The Warner Bros.-based production and finance outfit is eyeing a fall 2013 start and a 2015 release. Jones’ producing partner, Stuart Fenegan, will executive produce while Chris Metzen will co-produce for Blizzard. Thomas Tull and Jon Jashni are producing for Legendary along with Blizzard and Atlas Entertainment’s Charles Roven and Alex Gartner. Warcraft is expected to have a budget north of $100 million.

Raid Testing Schedule - January 31/February 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, January 31, and Friday, February 1, we will be testing more raid encounters in the Throne of Thunder.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Thursday, January 31

Tortos - 10 Player Normal
10:30 PST (13:30 EST, 19:30 CET)

Megaera - 10 Player Normal
16:00 PST (19:00 EST, 01:00 CET)

Friday, February 1

Dark Animus - 10 Player Normal
10:30 PST (13:30 EST, 19:30 CET)

Twin Consorts - 10 Player Normal
16:00 PST (19:00 EST, 01:00 CET)

Patch 5.2 PTR Official Notes Update

Interesting Notes
  • To encourage Raid Finder groups to persevere, each time an Raid Finder group wipes on a boss fight all players in the group receives a stacking buff that increases health, damage dealt, and healing done by 5% (up to a maximum of 10 stacks). This buff is cleared once the boss has been killed.
  • Lorewalker Cho has two new tales to tell: Dagger in the Dark and A Little Patience. Though his mystical story-weaving magic (and well, the Dungeon Finder), both Alliance and Horde characters are now able run these previously faction-specific Scenarios.
  • Characters that have attained requisite title levels (Centurion, Knight-Champion, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PVP items requiring those titles.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Death Knight (Forums / Skills / Talent Calculator)
    • Asphyxiate cooldown has been reduced to 30 seconds (was 1 minute).

  • Druid (Forums / Skills / Talent Calculator)
    • Cyclone now has a 20-second cooldown for Feral Druids.
    • Guardian
      • Thick Hide now reduces critical strike chance from all types of attacks made against the Guardian Druid, instead of just melee.
    • Feral Druid PvP Gloves now also increases the duration of Bear Hug by 1 second.
    • Feral Druid PvP 2-piece bonus, in addition to the Savage Roar effect, Thick Hide reduces the wearer's chance to receive critical strikes by 20%.
    • Feral Druid PvP 4-piece bonus also causes successful interrupts with Skull Bash to reset the cooldown of Enrage.

  • Mage (Forums / Skills / Talent Calculator)
    • Improved Counterspell has been removed.
    • Ice Floes now has a 45-second cooldown, down from 1 minute and its duration have been increased to 15-seconds (was 10-seconds).
    • Scorch now costs 3.5% of base mana, up from 0.1%. Scorch cast by Arcane Mages now deals 40% less damage but can now be affected by Arcane Charge.
    • Arcane
      • Arcane Charge now stacks up to 4 times (was 6), increases damage by 50% (was 25%), and increases mana cost by 150% (was 75%).

  • Monk (Forums / Skills / Talent Calculator)
    • New Level-60 Talent: Ring of Peace
      • Ring of Peace forms an 8-yard sanctuary around a friendly target for 8 seconds, disabling enemy player auto-attacks in PvP, and causing all enemies (both players and NPCs) in the area of effect to be disarmed for the duration. In addition, enemies that cast a damaging spell while within the area of effect will be silenced for 3-seconds.
    • Mistweaver
    • Windwalker
      • Windwalker Monk PvP 2-piece bonus now also increases the range of Keg Smash.

  • Paladin (Forums / Skills / Talent Calculator)

  • Priest (Forums / Skills / Talent Calculator)
    • Halo will no longer hit enemies that are in Stealth.
    • Power Word: Solace has been replaced with a new talent: Solace & Insanity
      • For Shadow, this ability causes Mind Flay to gain the Insanity effect when it's cast on a target with 3 Shadow damage-over-time spells on it. Insanity increases the damage of Mind Flay by 33% per Shadow Orb consumed.

    • Glyph of Mind Spike only works from Mind Spike that aren't instant casts from Surge of Darkness.
    • Shadow

  • Rogue (Forums / Skills / Talent Calculator)
    • Shuriken Toss now causes the Rogue to throw ranged shurikens coated in Lethal Poison and auto-attack at 75% damage (was 80%) for up to 10 seconds if the enemy is farther than 10 yards away.

  • Warlock (Forums / Skills / Talent Calculator)
    • The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3-second blanket Silence.

  • Warrior (Forums / Skills / Talent Calculator)
    • Second Wind now generates 15 rage (was 20) over 10-seconds and the health regeneration effect will pause while the Warrior is stunned.
    • Deadly Calm has been removed from the game.
    • Glyph of Incite no longer procs from Deadly Calm, it now procs from Demoralizing Shout.
    • Glyph of Overpower now increases the duration of Die by the Sword by 1-second each time Overpower is used.
    • Arms
      • Slam now deals 220% weapon damage, down from 190% and had its cost reduced to 20 rage (was 30).
      • Sudden Death now has a 25% chance to activate from Overpower instead of a 20% chance from auto attacks. In addition, using Execute makes Overpower free for 10-seconds.

Quests
  • Upon reaching level 20 and level 60, characters will automatically receive a new quest directing them to visit the racial riding trainer and mount vendors.

Pet Battles
  • Reflection has been replaced with Deflection, an ability that always attempts to go first and causes the pet to avoid all attacks for that round.
  • Thunderbolt has been redesigned. It is now a powerful team-damage spell.
  • Mr. Bigglesworth's Prowl has been replaced with a new ability, Ice Barrier, which blocks two attacks.
  • Fluxfire Feline's Wind-Up has been replaced with a new ability, Flux, which deals damage to the enemy team.
  • The Tuskarr Kite has a new set of abilities that's more appropriate for a Tuskarr Kite.
  • Pets that had been affected by a crowd-control ability will now be granted Resilience, making them immune to crowd control for a short while.
  • Arcane Explosion’s damage to back-line pets has been increased by 20%.
  • Frost Shock now properly chills targets of 2 rounds (was 4).
  • Deep Freeze now has a cooldown of 4 rounds (was 3).
  • Blocking abilities that last for 2 turns like Decoy, now have a cooldown of 8 rounds.
  • Feign Death now has a cooldown of 8 rounds (was 5).
  • Sprite Darter Hatchling and Nether Faerie Dragon: Evanescence and Arcane Blast have swapped ability positions.

Raids, Dungeons and Scenarios
  • To encourage Raid Finder groups to persevere, each time an Raid Finder group wipes on a boss fight all players in the group receives a stacking buff that increases health, damage dealt, and healing done by 5% (up to a maximum of 10 stacks). This buff is cleared once the boss has been killed.
  • Lorewalker Cho has two new tales to tell: Dagger in the Dark and A Little Patience. Though his mystical story-weaving magic (and well, the Dungeon Finder), both Alliance and Horde characters are now able run these previously faction-specific Scenarios.

PvP
  • A new vendor has been added offering to sell Conquest PvP gear for Honor to characters that have earned 27,000 Conquest during the season. They could be found near existing Pandaria PvP vendors.
  • Tyrannical Elite items have been updated so that they have the same un-budgeted PVP Power and Resilience values as standard Tyrannical items.
  • Characters that have attained requisite title levels (Centurion, Knight-Champion, Grand Marshal, High Warlord, etc.) through the Rated Battleground system will be able to purchase old PVP items requiring those titles.

Professions

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are making some additional changes. The ones below are mostly for PvP purposes and were based on a lot of PTR feedback, much of it from high-end PvP players. Until 5.2 goes live, these are not set in stone.

Rogue (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)
  • We agree that Retribution does not offer enough benefits to an Arena or Battleground team beyond just taking a Holy paladin. We are going to try a change where Hand of Sacrifice also dispels all harmful magic effects on the target for Ret only.

Priest (Forums / Skills / Talent Calculator)
  • Phantasm - no longer makes you untargetable. Movement protection increased to 5 sec (from 3 sec).
  • Dispersion - now belongs to the Shadow school, meaning it can get locked out.
  • We are expanding the Shadow healing nerf to most of the priest healing toolkit. This means Holy and Discipline will have a passive that increases all of their healing by 25% as do most other healing classes. Holy and Discipline should see no change as a result, but Shadow's heals will be weaker. Remember that this will be partially offset relative to 5.1 because Shadow does get some healing benefit from PvP Power. (This note replaces earlier notes about Flash Heal and Binding Heal being nerfed for Shadow).

Warlock (Forums / Skills / Talent Calculator)
  • Blood Fear is now Blood Horror and is a 4 sec horror effect instead of a Fear. It otherwise works as it does on the PTR.

Shaman (Forums / Skills / Talent Calculator)
  • Totemic Restoration - now behaves as though any replaced or destroyed totem was active for a minimum of 1 sec, even if the totem is dropped and grabbed for a shorter time period.
  • Stone Bulwark Totem - the totem now has 10% of the Shaman's health, much like Mana Tide and Healing Tide.
  • Nature's Guardian - now preserves the Shaman's health percentage when it expires.

Warrior (Forums / Skills / Talent Calculator)
  • Second Wind - we are reverting the nerf to the heal not working while stunned. We think we have nerfed Arms enough for PvP reasons in 5.2.

Monk (Forums / Skills / Talent Calculator)
  • Paralysis - duration is now 4 sec from the front / 6 sec from the back (down from 4 / 8).

Mage (Forums / Skills / Talent Calculator)
by Published on 2013-01-30 05:46 PM

Lei Shen Preview, RBG Exploitation & Win Trading, Blue Posts, Blue Tweets, Machinima

Patch 5.2 PTR - Build 16503
A new beta build will be deployed on PTR soon. We will be updating these notes frequently, so keep checking back!

Season 13 Rogue Armor Set




Updated Maps


Updated Legendary Meta Gems

Level Type Slot Name
90Meta Gem Courageous Primal Diamond
90Meta Gem Capacitive Primal Diamond
90Meta Gem Sinister Primal Diamond
90Meta Gem Tyrannical Primal Diamond


New Items
You can see a list of all of the new items in Patch 5.2 on WoWDB.

Level Type Slot Name
1Junk Serpent's Heart
1Junk Mantid Artifact Sonic Locator
20Companion Pets Zandalari Anklerender
20Companion Pets Zandalari Footslasher
20Companion Pets Zandalari Toenibbler
500Other Lightning Lance
500Other Tempered Lightning Lance
1Key Burial Trove Key
85Leatherworking Pattern Pattern: Magnificence of Leather
85Leatherworking Pattern Pattern: Magnificence of Scales
85Jewelcrafting Design Design: Serpent's Heart
85Jewelcrafting Design Design: Primal Diamond
85Other Mantid Amber Piece
480BackBack Icebound Cloak
480BackBack The Frost Lord's Battle Shroud
480BackBack Cloak of the Frigid Winds
480BackBack The Frost Lord's War Cloak
480BackBack Shroud of Winter's Chill
463Two-handed MaceTwo Hand Invocation of the Dawn
480StaffTwo Hand Frostscythe of Lord Ahune
90Consumable Sunreaver Offensive Insignia
90Consumable Greater Sunreaver Offensive Insignia
90Consumable Kirin Tor Offensive Insignia
90Consumable Greater Kirin Tor Offensive Insignia
90Consumable Shado-Pan Assault Insignia


Achievement Changes
Originally Posted by MMO-Champion
Archaeology
Professions

Feats of Strength

Pandaria Raid
Dungeons & Raids

Pet Battles

Player vs. Player



Strings Changes
Originally Posted by MMO-Champion
  • BONUS_VALOR_TOOLTIP - Bonus Valor: %s%d
  • ERR_QUEST_NEED_PREREQS_CUSTOM - %s
  • MAP_BAR_PARTICIPATION - %s Participation: %d%%
  • MAP_BAR_THUNDER_ISLE_ALLIANCE_TOOLTIP0 - Further contributions to the Kirin Tor war effort are needed before the assault on Shaol'mara can begin.
  • MAP_BAR_THUNDER_ISLE_DESCRIPTION0 - Securing a Beachhead
  • MAP_BAR_THUNDER_ISLE_HORDE_TOOLTIP0 - Further contributions to the Sunreaver war effort are needed before the assault on Zeb'tula can begin.
  • MAP_BAR_THUNDER_ISLE_HORDE_TOOLTIP1 - Further contributions to the Sunreaver war effort are needed before the assault on the Zandalari fortifications begin.
  • MAP_BAR_THUNDER_ISLE_HORDE_TOOLTIP2 - Further contributions to the Sunreaver war effort are needed before the assault on the Thunder Forges can begin.
  • MAP_BAR_THUNDER_ISLE_HORDE_TOOLTIP3 - Further contributions to the Sunreaver war effort are needed before the assault on Stormsea Landing can begin.
  • MAP_BAR_THUNDER_ISLE_HORDE_TOOLTIP4 - Further contributions to the Sunreaver war effort are needed before the assault on the Foot of Lei Shen can begin.
  • MAP_BAR_THUNDER_ISLE_LOCKED0 -
  • MAP_BAR_THUNDER_ISLE_TITLE0 - Stage 1
  • PET_BATTLE_FORFEIT_CONFIRMATION_NO_PENALTY - Are you sure you want to forfeit the match? Your opponent will be deemed the winner.
  • REWARD_FOR_PVP_WIN - Reward for Win
  • SPECIFIC_INSTANCE_IS_READY - An instance has been formed for:
  • SPELL_FAILED_CANT_UNTALENT - You can't change that talent choice while %s is on cooldown.
  • SPELL_FAILED_CUSTOM_ERROR_190 - You are not Electrified.



Spell Changes


Originally Posted by MMO-Champion
Mounts
Flying
  • Clutch of Ji-Kun no longer requires Cloud Serpent Riding.
  • Ghastly Charger Summons and dismisses a rideable Ghastly Charger. This is a flying mount mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.
  • The Sky Claw Mount a Sky Claw copter, allowing you to fly very fast and The claws are surprisingly delicate and can carry an ally. This is a flying mount. Account wide. 1.5 sec cast.

Companions
  • Pierre Right Click to summon and dismiss Pierre. Battle Pet. Instant. If you give him a moment to heat up, he makes an excellent cooking fire. Battle Pet. Instant.
  • Zandalari Anklerender (New) Right Click to summon and dismiss your Zandalari Hatchling. Battle Pet. Instant.
  • Zandalari Footslasher (New) Right Click to summon and dismiss your Zandalari Hatchling. Battle Pet. Instant.
  • Zandalari Toenibbler (New) Right Click to summon and dismiss your Zandalari Hatchling. Battle Pet. Instant.

Item Set Bonuses
  • Item - Druid T15 Feral 2P Bonus Gives your finishing moves a 0% 15% chance per combo point to add a combo point to your target.
  • Item - Priest T14 Shadow 4P Bonus Increases the duration of your Shadow Word: Pain and Vampiric Touch spells by 3 sec, and increases the damage done by Shadow Word: Insanity by 15%.
  • Item - Warlock T15 DPS 2P Bonus While Dark Soul is active, Haunt's duration is increased by 2 4 sec, Chaos Bolt and Shadowburn consume 20% less Embers, and abilities cost 30% less Demonic Fury.

Death Knight (Forums, Talent Calculator)
Talents
  • Asphyxiate no longer costs a Blood Rune. Now has a 30 sec cooldown, down from 60 sec.

Druid (Forums, Talent Calculator)
  • Cyclone now has a 20 yd range, down from 25.

Mage (Forums, Talent Calculator)

Talents
  • Blazing Speed now has a 10 sec cooldown, down from 15 sec.
  • Cold Snap now heals you for 30% of your maximum health, up from 15%.
  • Scorch now costs 2% of Base Mana, down from 3.5%.

Arcane
  • Arcane Barrage damage is increased by 50% per Arcane Charge, up from 25%.
  • Arcane Blast damage is increased by 50% per Arcane Charge, up from 25%. Mana cost is increased by 150% per Arcane Charge, up from 75%.
  • Arcane Charge now stacks up to 4 times, down from 6. Scorch's damage is increased by 50% per charge, and its mana cost increased by 150% per charge.
  • Arcane Missiles damage is increased by 50% per Arcane Charge, up from 25%.

Monk (Forums, Talent Calculator)

Talents
  • Ring of Peace was reworked: Forms a sanctuary around the friendly target, causing all nearby enemies within 8 yards to be disarmed and unable to auto-attack. In addition, enemies who cast a harmful spell within the ring become silenced for 3 sec. Ring of Peace lasts for 8 sec.

Mistweaver
  • Teachings of the Monastery no longer affects Surging Mist. New additional effect on Tiger Palm: When you Tiger Palm, you restore 1% of your mana and gain Vital Mists, reducing the cast time and mana cost of your next Surging Mist by 20%. Stacks up to 5 times. Lasts 30 sec.

Priest (Forums, Talent Calculator)

Talents
  • Solace and Insanity was reworked for Shadow: Your Devouring Plague increases the damage of Mind Flay by 33% per orb consumed.

Major Glyphs
  • Glyph of Mind Spike now only works off of successful non-instant Mind Spikes, and has a 9 sec duration, up from 6.

Rogue (Forums, Talent Calculator)
Talents
  • Nerve Strike now reduces healing done by the target by 10% for 6 sec, down from 25%.
  • Shuriken Toss - Shurikens are coated in your Lethal Poison

Shaman (Forums, Talent Calculator)
Enhancement

Warlock (Forums, Talent Calculator)

Talents
  • Blood Fear While active, any time an enemy melee attack deals damage to the caster they will become afflicted by Fear. for up to until cancelled. Blood Fear Lasts 60 sec.

Pets
  • Spell Lock once again silences the enemy for 3 sec.

Warrior (Forums, Talent Calculator)

Arms
  • Slam now costs 20 Rage, down from 30.
  • Sudden Death - Your Overpower hits have a 25% chance of resetting the cooldown on your Colossus Smash. Your Execute hits have a 100% chance of making any Overpower free for ? sec.

Fury
  • Bloodsurge now makes your next 3 Wild Strikes free, rather than reducing the Rage cost.

Major Glyphs

Professions
Blacksmithing

Jewelcrafting

Leatherworking
  • Magnificence of Leather (New) Create a Magnificent Hide from Exotic Leather once a day. In the process, your knowledge of Pandaren Leatherworking may increase, resulting in the discovery of a new pattern. Shares cooldown with the Magnificence of Scales.
  • Magnificence of Scales (New) Create a Magnificent Hide from Prismatic Scales once a day. In the process, your knowledge of Pandaren Leatherworking may increase, resulting in the discovery of a new pattern. Shares cooldown with the Magnificence of Leather.

Raid & Dungeon Abilities
  • Anima Ring Enemy targets that touch a sphere will consume it, increasing the damage they take from melee attacks by 100%. for 15 sec. In normal and heroic difficulties In Heroic Difficulty, touching a sphere also inflicts 250,000 Fire damage over 15 sec. the duration.
  • Arcane Blast Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 25% 50% and mana cost of Arcane Blast is increased by 75%. 150%. Effect stacks up to 6 4 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.
  • Corrupted Healing 30,000 10,000 Shadow damage inflicted every 1 sec.
  • Crashing Star Barrages an enemy, dealing 200,000 Arcane damage to alll all enemies within 8 yards, knocking them back.
  • Explosive Slam The golem slams the ground, inflicting 250,000 200,000 Fire damage to enemies within 12 yds.
  • Focused Lightning Detonation The Focused Lightning detonates, inflicting 150,000 Nature damage to all players within 5 yards. 8 yards.
  • Impale Inflicts normal damage plus 25,000 20,000 bleed damage every 1 second.
  • Implosion This effect leaves targets vulnerable, increasing damage taken from Implosion by 10%.
  • Lightning Fissure This field of unstable energy inflicts 50,000 Nature damage every second to players within 3 yards. 5 yards. 3 yd Melee range.
  • Lightning Whip Lei Shen cracks a Lightning Whip across the floor, inflicting 500,000 Nature damage to enemies within 80 yards infront of him, leaving a lightning bolt behind on the ground that can be avoided by jumping over it. Lei Shen cracks a Lightning Whip across the floor, inflicting 500,000 Nature damage to enemies in front of him, creating a Lightning Bolt on the ground. The Lightning Bolt effect can be avoided by jumping over it.
  • Quills Inflicts 125,000 Inflicts 80,000 Physical damage to all enemies within 500 yards.
  • Serpent's Vitality Breathes life and vitality into players, causing them to regenerate 0 20,000 health and 5,000 mana every 1 sec.
  • Shadow Nova Inflicts Shadow damage to enemies in an area. Inflicts 125,000 Shadow damage to enemies within 10 yds. of a random target.
  • Shatter Shattering mana Shattering inflicts 150,000 Frost damage to all enemies.
  • Spear Spin Attacks nearby enemies in a whirlwind of steel that inflicts normal damage and knocks back. weapon damage and knocks back.
  • Static Wound Jin'rokh the Breaker statically constricts the target, inflicting 18,000 Physical damage per stack when taking melee attacks. 15,000 Nature damage per stack to all players when taking melee attacks. This effect stacks but dissipates gradually while not in Conductive Water. reduces in potency over time.
  • Waves of Fury The Zandalari Berserker No'ku Stormsayer slams his hammer into the ground, inflicting Stormstrike damage and interrupting casts. 50,000 Nature damage to nearby targets and an additional 150,000 Nature damage and interrupting casts to enemies in a line.
  • Waves of Fury No'ku Stormsayer slams his hammer into the ground, inflicting 50,000 Nature damage to nearby targets and an additional 150,000 Nature damage and interrupting casts to enemies in a line.
  • Wounding Strike (New) Inflicts 20,000% Physical damage every second and leaves the target wounded, reducing the effectiveness of any healing by 9% for 18 sec.
by Published on 2013-01-30 07:58 AM

Ask the Devs is Ongoing, Blue Posts, Diablo Fan Art

Patch 5.2 - Lei Shen Preview
Lei Shen is the final boss (other than the Heroic difficulty only boss) of the Throne of Thunder raid in Patch 5.2.


Name Points Reward Category
A Complete Circuit Defeat Lei Shen in the Throne of Thunder on Normal or Heroic Difficulty after disabling each of the four Conduits first.
10
Pandaria Raid
Heroic: Lei Shen Defeat Lei Shen in Throne of Thunder on Heroic difficulty.
10
Title Reward: <Name>, Storm's End
Pandaria Raid

Originally Posted by MMO-Champion
  • Lightning Conduits - While Lei Shen is in range of a Lightning Conduit he will power it, granting him an additional ability specific to that Lightning Conduit. The energy level of the Conduit increases the longer Lei Shen is charging it, increasing damage dealt by the granted ability. When the Conduit's power reaches 100 energy, it will increase the level of the Conduit, and the Conduit's energy will reset to 0.
    • North Conduit: Static Shock - Lei Shen charges the target with Static Shock after 8 sec. Static Shock inflicts 1,000,000 Nature damage divided among all players within 8 yards. As the level of the Static Shock Conduit increases, the number of targets Lei Shen afflicts with Static Electricity will also increase.
    • East Conduit: Diffusion Chain - Inflicts 100,000 Nature damage, chaining to nearby enemies. When an enemy is hit by Diffusion Chain, a Diffused Lightning spawns at the location. As the level of the Diffusion Chain Conduit increases, the spawned Diffused Lightning elementals grow more powerful.
      • Diffused Lightning - Diffusion Chain creates a Diffused Lightning for every target it strikes. Diffused Lightning's attacks cause Chain Lightning. In Heroic, the Diffused Lightning will fixate on the player that it spawned from.
    • South Conduit: Overcharge - Lei Shen Overcharges a target player. The player becomes rooted and after 6 sec causes Overcharge to burst, creating a torus of electric energy around the target to quickly expands creating a ring with a safe area in the middle. Inflicts 150,000 Nature damage, stunning effected targets for 3 sec. As the level of the Overcharge Conduit increases, the number of targets Lei Shen afflicts with Overcharge will also increase.
    • West Conduit: Bouncing Bolt - Lei Shen conjures Bouncing Bolts that target random locations on the ground. Each Bolt inflicts 110,000 Nature damage split among enemies within 6 yards. If the Bouncing Bolt does not impact with an enemy, an Unharnessed Power is formed, and the Bouncing Bolt will bounce again. As the level of the Bouncing Bolt Conduit increases, the number of Bouncing Bolts that Lei Shen conjures will also increase.
      • Unharnessed Power - When Bouncing Bolts impact the ground and are not absorbed by enemies, an Unharnessed Power is unleashed.
  • Stage One: Thunderstruck! - Lei Shen equips his Axe, Thunder, which he can throw with deadly accuracy and cause lightning to strike the ground wherever it lands. Lei Shen will charge any Conduit that he is near.
    • Discharged Energy - If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.5 sec.
    • Decapitate - Lei Shen throws his axe with supernatural force, inflicting 4,500,000 Physical damage. The damage inflicted decreases the farther away the target is from Lei Shen.
      • Maim - If the target of Decapitate gets far enough from Lei Shen, they are safe from Decapitation and instead are merely maimed.
    • Thunderstruck - Lei Shen winds up to hurl his axe at a target location, inflicting 1,500,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.
    • Crashing Thunder - Lei Shen calls down Thunder rapidly on targets every 1 sec causing a Lightning Crash. Inflicts 110,000 Nature damage every 1 sec for 45 sec.
  • Intermission: Supercharge Conduits! - At 70% health, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.
    • Overloaded Circuits - The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 75,000 Nature damage every 1 sec to that quadrant of the room.
  • Stage Two: Lightning Will End You! - Lei Shen equips his Polearm, Lightning, allowing him to call lightning from the sky. Lei Shen will charge any Conduit that he is near.
    • Discharged Energy - If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.5 sec.
    • Fusion Slash - Lei Shen slashes at the target with his polearm, inflicting 550,000 Nature damage and increases damage taken by Fusion Slash by 50% for 45 sec.
    • Summon Ball Lightning - Inflicts 250,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location.
      • Ball Lightning - The Ball Lightning rushes towards the farthest enemy, inflicting increasing Nature damage based on the distance it traveled to the target.
    • Lightning Whip - Lei Shen cracks a Lightning Whip across the floor, inflicting 750,000 Nature damage to enemies within 80 yards in front of him, leaving a Lightning Bolt behind on the ground that can be avoided by jumping over it.
      • Lightning Bolt - The Lightning Bolt inflicts 30,000 Nature damage every 0.25 sec. Lightning Bolt can be avoided by jumping over it.
  • Intermission: Supercharge Conduits! - At 30% health, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.
    • Overloaded Circuits - The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 75,000 Nature damage every 1 sec to that quadrant of the room.
  • Stage Three: Master of Thunder and Lightning - Lei Shen equips both his Axe and Polearm wielding both Thunder and Lightning against his enemies. Lei Shen cast Overwhelming Power and consume all electricity from the Throne of Thunder, destroying any remaining functional Conduits, preventing them from being activated anymore.
    • Overwhelming Power - Lei Shen absorbs all of the electrical power from the Throne of Thunder, destroying any remaining functional Conduits, preventing them from being activated anymore. Overwhelming Power causes his melee attacks to inflict 15,000 Nature damage over 1 sec.
    • Violent Gale Winds - Lei Shen summons the Violent Gale Winds from the outdoors. The winds push the players in a direction, inflicting 40,000 Nature damage every 1 sec.
    • Thunderstruck - Lei Shen winds up to hurl his axe at target location, inflicting 1,500,000 Nature damage. The damage inflicted decreases the farther away the target is from Thunderstruck.
    • Crashing Thunder - Lei Shen calls down Thunder rapidly on targets every 1 sec causing a Lightning Crash. Inflicts 110,000 Nature damage every 1 sec for 45 sec.
    • Summon Ball Lightning - Inflicts 250,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location.
      • Ball Lightning - The Ball Lightning rushes towards the farthest enemy, inflicting increasing Nature damage based on the distance it traveled to the target.
    • Lightning Whip - Lei Shen cracks a Lightning Whip across the floor, inflicting 750,000 Nature damage to enemies within 80 yards in front of him, leaving a lightning bolt behind on the ground.
      • Lightning Bolt - The Lightning Bolt inflicts 30,000 Nature damage every 0.25 sec.



Rated Battleground Exploitation & Win Trading
Players have been banned for exploiting, see this thread on ArenaJunkies.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Providing an environment where players can compete in the spirit of fair play is extremely important to us, particularly in rated Player versus Player combat. As part of that commitment we regularly monitor gameplay, and have discovered an issue where some Rated Battleground teams have exploited the queuing system to obtain high team ratings and engage in win trading.

These, and all, exploitative activities are absolutely prohibited. We will investigate the situation carefully, and players that have been found to have participated in exploitation will be subject to the appropriate actions against their World of Warcraft accounts. In the meantime, we are currently working to resolve any remaining issues with the queue system to prevent this behavior in the future.

Blue Posts
Originally Posted by Blizzard Entertainment
Cross Realm Arena Teams
It would definitely be cool to team up with friends who are playing on realms other than your own for arena. A while back, Ghostcrawler said on Twitter that he would also like to see cross-realm arena teams in World of Warcraft, however at this point in time we don't have any plans to implement a feature that enables you to search for or create an arena team cross-realm. (Blue Tracker / Official Forums)

WoW Over Time
So in summary, the communities are still there, it's just that by default you don't have to belong to them any more, you need to actively want to participate in them. Seems to me that this caters to everybody better than being excluded from a large amount of content just because you couldn't find a group.
I personally think this is quite true.

The picture linked by the OP is one that I think speaks to a lot of us who have been playing this game for years, it certainly speaks to the nostalgic old-timer in me, and it made me think back on some of those early guilds I was in and the good times I had back then... I think most of us will never forget that great first guild we were in where great bonds of friendship were established while learning the game and playing together.

Not all guilds stand the test of time, just like not all real life friendships stand the test of time. People grow apart, and so does guilds. In real life I sometimes wonder how old friends of mine I haven't seen in years are doing, or what happened to my old class mates that I used to have such a good time with, but since those days I have made new friends and formed new great friendships and those are the ones that matter today.

I have friends on my friends lists in-game who I do not see log in any more for various reasons. Some have re-rolled, some are playing on their alts, some have moved to another realm, some have quit, etc. But while many old friends on my friend are no longer active, I should never forget that I have many other friends on my friends list who are still playing, and some of those friends I didn't have before when my old friends were active. In fact my friends list has grown ever since it became possible to add RealID and BattleTag friends, and I am still having just as much fun playing with friends today as I did back in the old days, even if those friends I play with are not the same as the old ones. (Blue Tracker / Official Forums)

Content Difficulty Feedback
Simple - Normal Elegon and HC elegon are two different things and aimed for (imo) to two different kind of audiences. No ?
There aren't really different audiences that you can put on neat little boxes, though. Of course, hardcore players will get first to the Heroic boss, and will have an easier time fighting him. But there's nothing that prevents a "normal" player from becoming "hardcore", the thing is, that's something progressive, you don't become a hardcore raider overnight, so what is just hard enough for you as a Heroic boss is still easy for the person to your left, but too hard for the person to your right.

This means it's not as simple as saying "hey, if you can't kill Elegon Heroic, stick to normals, that's your place". Because there'll surely be players that are right in-between, normals too easy for them, heroics still too hard.

We improve in life and in game trough experience (and personal perks), but if experience is too simple and fire does not burn and voidzone does not kill - we do not learn to move from fire. If dragon's tail does not bend, we do not learn to stand on its side.
This is definitely true. The gaming scene has changed a lot over the last 20 years, though.

While it was something very restricted to people with computers and an interest in videogames back then, now it's something mainstream where a grandmother or a complete illiterate in computers can insert a disc and start playing. And so the games, the genres, and the media itself has adapted to its new demographic. A decade ago or so, a MMO with varying difficulties, tools to find other players in a convenient way, etc, would have been seen by many as unconceivable, yet nowadays, there're players that pretty much expect those things to be in a game before they consider trying it. (Blue Tracker / Official Forums)

[Suggestion] Bring back the Night!
Wow! Alright alright, we hear you. This seems almost like a unanimous opinion on this thread…
We’ll let the devs know how you feel about this. (Blue Tracker / Official Forums)

Racials Feedback
Racials have an intrinsic inequality; it’s very hard to get away from that if we want to make them all very distinctive at the same time. I wouldn’t dare to insult your intelligence by defending that racials are all perfectly balanced. Clearly they are not, but we also need to realize that there are two sides to this game, and for PvE for example, EMFH suddenly just doesn’t seem so op anymore, except on very specific encounters where a “PvP trinket” effect would give you more uptime.

It has been stated before that devs aren’t too happy about racials and our most distinguishable anthropomorphic crabbie even went so far as to say that if he were to design WoW from scratch, there would be no racials. The thing is, racials have been a part of the game for so long that everyone likes them and is used to the differentiation they provide, racials were designed with the intent of being some of the most distinctive abilities in the game, shaping distinct traits and providing identity to each of the different races.

That is not to say that there’s nothing we can do about it, far from that, devs are already aware of this issue so you already have their attention, perfecting balance is part of the persistent balancing and tuning of WoW. Keep providing us with feedback and suggestions for different racial implementations that you feel are balanced and highly distinctive both for PvE and PvP at the same time, and I’m sure devs will appreciate it, good ideas are always welcome here at Blizzard and many good ideas that make it into our games can actually be traced back to our community. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Is a glyph everyone uses (ie 80%) a good glyph or a bad glyph?
Overall, bad glyph. But, some glyphs are fun but very situational. They get underreported because they're used but not for long. (Source)

Death Knight (Forums / Skills / Talent Calculator)
Im worried the DK 4piece set bonus will make Frost mandatory in 5.2 with SR benefiting from KM procs. Thoughts?
SR hits harder for Unholy and Frost has to give up KM buffing something else when they use SR. We think DPS benefit is close. (Source)

Paladin (Forums / Skills / Talent Calculator)
Regarding Blinding Light nerf: Why don't you just make Repentance replace HoJ like FoJ, to reduce CC to 2 instead of 3?
That's interesting. Would like to see more discussion on it. (Repent replaces HoJ but no BL cast even for Holy.) (Source)
why is no one concerned that all three of our CCs can be dispelled?
Dispellable CC should be the norm. "You can't counter me," isn't good for PvP. (Source)

I have no idea what you're doing with Blinding Light. You're nerfing it roughly the same way you did with Hungering Cold.
But not for the melee (Ret and Prot). That was the problem with HC. Healers are used to actually casting. (Source)

"Holy paladins are the most dominant healer in high-end PvP." Not the opinion of top-pvpers at least.Very nonchalant statement
Last I looked, they were the most common above 2200. Who do top-end PvPers think is the most dominant? (Source)

Priest (Forums / Skills / Talent Calculator)
why nerf FoL so much? Its not like spriests are spamming this in their normal rotation
Shadow needs a PvP nerf. What would you suggest? (Source)

Agreed. PoH nerfed, and Blizzard obviously doesn't want PW:S blanketing, only other real option is Atonement.
I don't get the "We can't use PWS and we can't use PoH now so we're doomed." Use some PoH and use some PWS. Use the whole toolbox. (Source)
But why use PW:S now when mastery is only going to affect PW:S and divine aegis, which already relies on crit?
It's an instant spell that can prevent like 100K of damage.... (Source)

so where are the healing priest buffs for pvp. Nothing good enough yet. They really need more and you know it
They got a lot. New set bonus. Glyphs baked in. Stuff undispellable. (Source)
New set bonus is worse than before. We lose out on PW:S giving ~28% reduction for 4seconds. And SS is BAD in PvP.
This is an example of competing feedback. Heard a lot of players saying Diamond Soul was meh but they missed Holy Spark. (Source)

Shadow priest can heal over 100k with a flash heal, Yet u thought second wind is op?! Now a Warrior will die within 1 stun, GG
We nerfed Shadow Flash too. (Source)

Thoughts on moving the disc current 4pc (holy spark) to the 2pc and scrapping the resil one? pvp disc still lacking in thruput
Actually discussed that. Would have to make sure 2pc Holy Spark wasn't attractive for PvE. That's why it's 4pc today. (Source)
I could get behind this. And so what if Holy Spark is decent in PvE? Didn't you say Disc doesn't ST enough?
True that, but making a PvP set bonus mandatory for PvE won't win us many friends. (Source)

With the changes to Rapture and PW:S on PTR, Weakened Soul seems archaic. Also, Disc's mastery seems uninspiring now.
Didn't you sort of imply you are going to PW:S more (which is buffed by mastery)? (Source)

what's the plan for discs AOE now? With the DA nerf to POH, disc lacks in aoe; are we supposed to shield spam like wrath?
PW:S or SS+PoH or IF+PoH=DA for incoming damage. PoH for damage already done. (Source)

Is the Flash heal change on the PTR intended to increase healing on Flash for Disc, or just nerf it for Shadow?
Nerf it for Shadow. (Source)

Doesn't Disc tend to post better numbers than direct healing just because absorbs go before direct heals?
Yes. But that still means Disc is doing more for the group than the healers who are getting their heals sniped. (Source)
Are you saying then disc throughput when single healing = other healers, but in a group, disc snipes better?
Hard to even find Disc single heals on logs. Would take longer to answer that question. Sniping used to be what hots did. (Source)

What are some of the plans for Shadow in 5.2, will we see a nerf in pvp, will insanity be useful without cancelling a dot?
Discussing what the right nerf for PvP is, but we think they need one. Redesigning Insanity. (Source)

Warlock (Forums / Skills / Talent Calculator)
Why are Warlocks getting so much love over mages? Massive updates in cata, new quests to come, and massive utility in raids?
Nobody was playing warlocks. Lots of players playing mages. Just part of it though. Locks also lacked a strong identity. (Source)
So does that mean Rogues are getting an overhaul next expansion? Because while I love the class, it feels stale.
We don't think they need a lock-level overhaul. We do agree rotations are still too similar across specs. (Source)
Not trying to discount feedback, but mages have interesting rotations, a good kit, a lot of cool spells, and competitive DPS. (Source)

Warrior (Forums / Skills / Talent Calculator)
What was wrong with defensive stance giving a low amount of rage per hit? Are you afraid that prot warriors will stack haste?
We heard from Prot warriors who felt they were punished if they ever kited or otherwise weren't beating on something every sec. (Source)

Frustrating watching community tell you Arms lacks tools to scale yet changes made in opposite direction. Ugh++ latest PTR.
Other warriors told us the changes we made were extreme and would make haste and mastery dramatically trump crit. (Source)

Can you explain why the hunter's execute "Kill shot" never hits as hard as say... a warriors execute??
Different spells are different. FWIW warriors often complain that Execute hits too hard (lowering their dps for early fight). (Source)

Character
are you adding more sha touched weapons in 5.2 or do I need to race and get my heroic gun so I can upgrade it twice before 5.2
That's the challenge of every tier transition. You can go nuts trying to upgrade your gun, but it won't last forever. (Source)

So will the players be refunded all the valor/conquest/honor points they used for upgrades?
Why? We don't give you refunds for Valor items you purchased. What's the difference? (Source)

If you get tired of your main and don't want the drudge of gearing an alt what's left then?
That's the key. OTOH, if alts can be geared up too fast, you might feel like you're done with everything. (Source)

Will I ever get to use my gem/Eye enchant if I don't get a Sha weapon drop? Will they be useless once 5.2 hits?
Not the instant 5.2 hits, but they won't last forever. (Source)

please explain why you're removing item upgrade when the problem stated was from pvp when its pve that gets the best use of it
Say you have 1000 V. Do you upgrade an item or buy a new one? P.S. There is a wrong choice. Justice might be fine. (Source)

what is my incentive to come back if it still takes me 2-3 months to just raid with my friends and not gimp their group?
Where did the 2-3 month number come from? It's not going to be one day, but.... (Source)

Can a priest transmog their 1h mace into, say, a sword, in 5.2? Or do you still need to be able to equip it?
You still must be able to equip it. (Source)

TCG Pets Giveaway Update
Many people are leaving comments that add no value to WoWDB, especially on the contest pet pages. These comments are being removed and repeatedly adding them will disqualify you from the contest. Lots of quest pages still lack comments if you are looking for somewhere to contribute to! The number of entries is lower so you have a better chance of winning, and multiple comments and screenshots will allow you to further increase your chances!

For the list of prizes and all the information, please see this post. If you just want to post once to enter, this is the correct thread.

Rules
  • You can earn additional entries by leaving a useful comment on WoWDB pages. If you try to spam to get more entries, you will be disqualified from the contest. Comments that aren't constructive and useful will be removed. Comments that repeat what is already on the page or in another comment without adding anything of value will be removed.
  • You can earn additional entries by uploading a high quality screenshot to WoWDB pages. Low quality screenshots will be removed. Please crop before uploading, as there is a ~1MB file size limit. Screenshots can take several hours to appear, as they are approved manually.
  • Keep in mind that Curse accounts and MMO-Champion accounts are not connected, so you may need to create a new account on WoWDB.
  • Winners will receive a PM on the forum / WoWDB which they have 72 hours to reply to. After that, a new winner will be selected. Don't forget to log in and check your PMs!
  • You have until Friday February 1st @ 11:59 PM EST to enter the contest. After that time this thread will be closed and winners will be selected randomly.


Tides of War Machinima
If you were waiting for the movie version of Tides of War or just want to know some more of the story behind the Theramore scenario, this may help.


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