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by Published on 2013-01-17 03:49 AM

Swift Windsteed Giveaway, PTR Class Balance, Blue Posts, SWTOR Patch 1.7, GW2 in 2013

Patch 5.2 - PTR Build 16467

Patch 5.2 PTR Official Notes Update

Interesting Notes
  • The new legendary item is a meta gem, not head enchant.
  • Heroic Pandaria dungeons now award 100 Justice points per boss and gold drops scale based on number of players.
  • Mists of Pandaria Season 2 Malevolent Gladiator’s PvP gear can now be purchased with Honor Points instead of Conquest Points, including weapons, but newly purchased Season 2 Malevolent Gladiator’s armor, offhands, and shields will have an item level of 476 (was 483). Existing Malevolent items are unaffected.
  • Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental now gain 25% of the bonus healing provided by PvP Power (was 0%).
  • Players in low level battlegrounds will have their effective level raised to the maximum level allowed in that battleground bracket.
  • Rated Battlegrounds now award conquest to the losing team based on their final score. The losing team can earn up to 200 Conquest Points from a very close match.
  • Staves and polearms can be transmogrified to each other.
  • Patch 5.0 Valor gear costs 50% less, and Patch 5.1 Valor Gear now costs 25% less.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
  • The Legendary Quest Continues:
    • Wrathion must know the origin and source of Mogu power, and Azeroth's mightiest heroes will aid the Black Prince in finding out what it is. The search for information will take players into the depths of the Thunder King's Palace, and pit them against trials of perseverance and skill. Along the way, they'll unlock the secrets to a new legendary metagem, Crown of the Heavens.

Classes
  • Death Knight (Forums / Skills / Talent Calculator)

  • Druid (Forums / Skills / Talent Calculator)
    • Cyclone range has been increased to 30 yards (was 20), and it now has a 30-second cooldown for Feral Druids. In addition, it will now share diminishing returns with Banish, Seduction, Bind Elemental, Hex, Freezing Trap, Wyvern Sting, Gouge, Sap, Hibernate, Paralysis, Polymorph, Ring of Frost, Repentance, and Quaking Palm.
    • Balance
      • Starfall will no longer strike targets that are affected by crowd control effects.
    • Restoration
      • Naturalist: This new passive learned at level 10 by Restoration Druids increases all healing done by the Druid by 10%.
      • Wild Mushroom will now gain 75% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 100% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.
    • Balance/Restoration Druid PvP Gloves: Bonus now increases Cyclone duration by 2 seconds (previously increased Cyclone range by 5 yards).

  • Hunter (Forums / Skills / Talent Calculator)
    • Aimed Shot cast time has been been reduced to 2.5 seconds (was 2.9 seconds).

  • Mage (Forums / Skills / Talent Calculator)

  • Monk (Forums / Skills / Talent Calculator)
    • Windwalker
      • New Level-75 Ability: Storm, Earth and Fire
        • The Windwalker can summon up to 2 elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk's normal damage. Each spirit lasts until the ability is canceled, that spirit's target dies or otherwise becomes unavailable, or they're killed (they can be targeted and have 10% of the Monk's health).
          • When using Fist of Fury, the stun effect will only apply from the Monk (not the spirits).
      • Spinning Fire Blossom’ damage has been adjusted to scale from weapon damage rather than attack power.
      • Tigereye Brew now gains 1 charge after spending 3 Chi (was 4 Chi).
    • Brewmaster
      • Black Ox Statue
        • The damage requirement to activate Sanctuary of the Ox has been increased by 100%. The spell tooltip has been updated to reflect the change.

  • Paladin (Forums / Skills / Talent Calculator)

  • Priest (Forums / Skills / Talent Calculator)
    • Angelic Bulwark Spirit Shell can no longer be dispelled.
    • 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 them. Insanity causes Mind Flay to deal double damage for the duration.
    • Devouring Plague now deals its damage evenly through its duration.
    • Focused Will is now a passive for Holy priests as well as Discipline priests.
    • Flash Heal healing has been reduced by 30%. A new passive (available at level 10) increases Flash Heal healing by 43% for Holy and Discipline Priests.
    • Power Word: Solace has been replace with a new talent: Solace & Insanity.
      • For Holy and Discpline, Power Word: Solace replaces Holy Fire. It deals the same damage, and interacts with other spells and abilities in the same manner, but is instant, costs no mana, and restores 1% of maximum mana on each cast.
    • Glyph of Desperation has been replaced with Glyph of Binding Heal. Pain Suppression and Guardian Spirit can now always be cast while stunned.
    • New Glyph: Glyph of Binding Heal applies Binding Heal a third nearby friendly target, but costs 35% more mana.
    • Glyph of Inner Focus has been replaced with Glyph of Weakened Soul. Casting Inner Focus now always grants 5 seconds of immunity to Silence, Interrupts, and Dispels.
    • New Glyph: Glyph of Weakened Soul reduces the duration of Weakened Soul by 2 seconds.
    • Discipline
      • Penance damage and healing has been increased by 20%.
      • Rapture now reduces the cost of Power Word: Shield by 25% 50% and provides mana equal to 150% 250% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short-duration bonuses.
      • Divine Aegis is no longer guaranteed when Prayer of Healing is cast. The effect now procs when the spell crits.
    • The 2-piece Holy/Discipline PvP set bonus is now the previous Holy Spark 4-piece bonus, instead of Diamond Soul.
    • The 4-piece Holy/Discipline PvP set bonus has been redesigned. It now reduces the cooldown of Chakra by 25 seconds. When Spirit Shell is active the mana cost of Flash Heal is reduced by 50%.

  • Rogue (Forums / Skills / Talent Calculator)
    • Shuriken Toss now causes the Rogue to throw shuriken instead of auto-attacking for 10 seconds after Shuriken Toss is used. Auto-attack damage from Shuriken Toss has been lowered to 75% (was 80%), and the new shuriken auto-attack override is canceled when the Rogue enters melee range of the target.
    • Smoke Bomb now reduces damage taken by allies in the area of effect by 20% in addition to current effects.
    • Nerve Strike now reduces the effectiveness of healing provided by the target by 10% (was 25%).
    • PvP set bonuses have been changed:
      • Vigor is now the 4-piece set bonus and increases maximum energy by 30 (was 10).
    • Combat
      • Blade Flurry has been changed. It now strikes up to 4 additional nearby targets for 40% of normal damage.

  • Shaman (Forums / Skills / Talent Calculator)
    • Chain Lightning will now deal the same damage to subsequent targets as it does to the first.
    • Lava Beam's damage now increases with jumps. Each jump increases the damage by 10%.
    • Elemental Mastery now has a 90-second cooldown (was 2 minutes).
    • Enhancement
      • Mental Quickness now lowers the cost of shocks by 90% (still lowers the cost of other “beneficial, instant, damaging and totem spells” by 75%).
      • The tier-14 2-piece set bonus now grants 2 charges of Maelstrom Weapon every time the Shaman uses Stormstrike.

  • Warlock (Forums / Skills / Talent Calculator)
    • Fel Armor now reduces damage taken by 10%, instead of increasing the Warlock’s armor.
    • Blood Fear has a new visual and sound effect, and has a visual and sound effect when the proc occurs.
    • Burning Rush now also prevents movement impairing effects from reducing the Warlock’s movement speed below 100% of normal, in addition to its other effects.
    • The Imp pet ability Blood Pact has been removed.
    • Dark Intent now increases Stamina in addition to Spell Power.
    • New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 33%, but the health is restored over 10 seconds.
    • Glyph of Unstable Affliction changed. This ability now reduces the cast time of Unstable Affliction by 25%.
    • Affliction
      • Unstable Affliction’s Backlash effect is now always a critical hit, and deals approximately 15% more damage.
      • The tier-14 2-piece set bonus now causes Dark Soul to incresae the duraton of Haunt by 4 seconds (instead of the previous Nightfall modifier).
    • Demonology
      • Chaos Wave now have a new visual.

  • Warrior (Forums / Skills / Talent Calculator)
    • The benefit of Haste from items and consumables has been increased by 100% for all Warriors.
    • Bladestorm can no longer be disarmed.
    • Defensive Stance now reduces damage by 15% (was 25%).
    • Unwavering Sentinel now improves the damage reduction of Defensive Stance by 10% for Protection Warriors.
    • Second Wind now causes a Warrior that has been reduced to 35% health or lower to regenerate 2% of their health per second (was 3%), and now generates 15 Rage over 10 seconds (was 20 Rage).
    • Second Wind will no longer regenerate health while the Warrior is stunned.
    • Warbringer now reduces the target's movement by 50% for 15 seconds (8 seconds in PvP) in addition to its other effects. The 3-second stun/knockdown is now in the diminishing returns category for stuns (same as Shockwave and Storm Bolt), and not the proc stun diminishing returns category.
    • Impending Victory will now heal the Warrior for 15% of maximum health when they have not slain an enemy (was 10%).
    • Arms
    • Fury
      • Bloodsurge now reduces the Rage cost of Wild Strike by 30 (was 20) and its duration has been increased to 15 seconds (was 10 seconds).

Creatures
  • Fite spectral porcupine fite! Three new spectral porcupine spirit beasts have appeared across Pandaria as tameable beasts, though taming them may provide quite a challenge.

Pet Battles
  • Prowl now lasts for 2 rounds.
  • Crystal Overload now lasts for 2 rounds.
  • Focus Chi now lasts for 1 round.
  • Elite Battle Pets have been added to the game world. These rare pets will spawn alone against an entire team. The Beasts of Fable taming quest will now become available from Gentle San or Sara Finkleswitch once Aki the Chosen has been defeated. Defeating all of the fabled beasts will award the new Red Panda pet, while completing the associated daily quest has a chance to award the rare brown, white, and orange variants.

Raids, Dungeons and Scenarios
  • Heroic Pandaria dungeons now award 100 Justice points per boss. Gold drops for those bosses have also been changed from a static 50 gold to a 40-60 gold range. Less gold will drop in groups consisting of less than 5 players.

PvP
  • Mists of Pandaria Season 2 Malevolent Gladiator’s PvP gear can now be purchased with Honor Points instead of Conquest Points, including weapons.
  • All newly purchased Season 2 Malevolent Gladiator’s armor, offhands, and shields will have an item level of 476 (was 483). Existing Malevolent items are unaffected.
  • Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental now gain 25% of the bonus healing provided by PvP Power (was 0%). Dedicated healers will continue to gain 50% of the bonus healing provided by PvP Power and 0% damage from PvP Power.
  • For casters and healers, PVP Power is now split evenly between main-hand and off-hand in a manner similar to a dual-wield melee class. This change is retroactive, affecting Season 12 Malevolent and Malevolent Elite items. There should be no net change for any character already using a main-hand/off-hand combination.
  • PVP Caster weapons in Season 13 cost 2250 Conquest Points (down from 2500) and shields/off-hands cost 1250 (up from 1000), to reflect the increased value of the off-hand slot for classes that use it in this manner. This change is not retroactive and applies only to Season 13 items.

Battlegrounds
  • Players in low level battlegrounds will have their effective level raised to the maximum level allowed in that battleground bracket. Players' base stats and spells are scaled accordingly and are treated as the same level when determining hits, misses, and critical effect chance.
  • Rated Battlegrounds now award conquest to the losing team based on their final score. The losing team can earn up to 200 Conquest Points from a very close match.

Items
  • Transmogrification rules have been broadened for several weapon types.
    • Two-handed axes, maces, and swords can be Transmogrified to each other.
    • One-handed axes, maces, and swords can be Transmogrified to each other.
    • Staves and polearms can be transmogrified to each other.
  • The ethereals that offered to upgrade items using Valor or Justice points have departed Azeroth for the moment. They may yet return in a future patch.
  • The cost of Valor Point gear introduced in patch 5.0 has been reduced by 50%.
  • The cost of Valor Point gear introduced in patch 5.1 has been reduced by 25%.

UI
  • The Reputation panel on the character screen will now let players know which reputations they have purchased and used Grand Commendations for.
  • There is now an option to show absorb effects (such as Power Word: Shield) on player, target, party and raid frames. This feature is currently enabled if you turn on the predictive healing option. Unlike predictive healing, absorb effects will display for enemy targets.

Bug Fixes
  • Classes
  • Mac
    • Fixed an issue that would cause command-left-click to occur as right-click while using trackpad functionality.
    • The Logitech LCD applet for G19/G15 keyboards will now launch with the 64-bit client.
by Published on 2013-01-16 09:51 PM

Swift Windsteed Giveaway, PTR Class Balance, Blue Posts, SWTOR Patch 1.7, GW2 in 2013

Patch 5.2 - PTR Build 16467
A new PTR build will be deployed on PTR realms soon.


Raid Testing Schedule - January 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, January 17, we will be testing two more raid encounters in the Throne of Thunder.

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

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

Iron Qon - 10 Player Normal at 16:00 PST (19:00 EST, 01:00 CET)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. This is particularly true for these early tests as we are still nailing down overall patch stability. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Important Testing Notes

Q: How do I get into the raid zone?
A: At the northeastern edge of the swamp on the Thunder King's island, there is a Shado-Pan camp in a small cave. A sewer grate in this cave will take you directly to the zone-in point for the raid zone. (As more of the island unlocks, players will be able to access the main gate directly.)

Q: What gear do I use to test the raid?
A: As we did for Beta raid testing, we will be scaling players' gear inside the raid in order to facilitate testing. Gear will be scaled (up or down, as appropriate) to item Level 502 for the purposes of testing Normal modes.

New Items
You can see all of the new items on WoWDB!

Level Type Slot Name
1Junk Fortuitous Coffer
90Junk Intact Devilsaur Hide
90Junk Notes on Lightning Steel
90Junk Notes on Lightning Stabilization
20Companion Pets Ji-Kun Hatchling
20Companion Pets Spawn of G'nathus
20Companion Pets Direhorn Runt
20Companion Pets Pygmy Direhorn
500Other Secrets of the Empire
500Other Titan Runestone
1Quest Wild Thunder Pterrorwing Hatchling
476Two-handed AxeTwo Hand Drakkari Decapitator
476BowRanged Mogu Sportsman's Bow
476One-handed MaceOne Hand Lightning Snare
476PolearmTwo Hand Teng's Reach
476One-handed SwordOne Hand Vengeance of Kor'dok
476One-handed SwordOne Hand Talonblade of Akil'amon
476StaffTwo Hand Gaze of Qi'nor
476DaggerOne Hand Cera's Impalers
476DaggerOne Hand Saurok Ritualist's Sacrificial Dagger
80Consumable Burning Seed



New Strings
Originally Posted by MMO-Champion
  • INVITE_TEAM_MEMBERS - Invite Team Members
  • PVP_BEST_RATING - Best Rating:
  • PVP_CURRENT_RATING - Current Rating:
  • PVP_INVITE_TEAM_TOOLTIP - Right-Click to invite team members



Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Pandaria
Quests

Pandaria Raid
Dungeons & Raids
  • A Complete Circuit (New) Defeat Lei Shen in the Throne of Thunder on Normal or Heroic Difficulty after disabling each of the four Conduits first. Criteria: Static Shock Conduit Disabled First, Diffusion Chain Conduit Disabled First, Overcharge Conduit Disabled First, Bouncing Bolt Conduit Disabled First.
  • Can't Touch This (New) Survive the Iron Qon fight in the Throne of Thunder on Normal or Heroic difficulty without getting hit by any of the following abilities: 10 points. Criteria: Burning Cinders, Frozen Blood, Storm Cloud, Frozen Solid!, Rushing Winds.
  • From Dusk 'til Dawn (New) Defeat Lu'lin before Suen falls below 30% health, and then defeat Suen in Throne of Thunder on Normal or Heroic Difficulty. 10 points.
  • One-Up now is possible to earn in Normal or Heroic difficulty.

Player vs. Player



Tier 15 Set Bonus Changes
Originally Posted by MMO-Champion
Mage (Forums / Skills / Talent Calculator)
  • Item - Mage T15 2P Bonus When Alter Time expires, you gain 5,100 Haste for 30 sec. 1,800 Haste, Crit, and Mastery for 30 sec.

Shaman (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)
  • Item - Warrior T15 Protection 2P Bonus Your Shield Slam and Revenge have a 10% chance to activate Victory Rush and increase the healing done by the next Impending Victory by 100%. or Impending Victory as if you had killed your target.



Spell Changes
Originally Posted by MMO-Champion
Companions

Druid (Forums)
  • Cyclone now has a 30yd range, up from 20.
  • Wild Mushroom: Bloom - Bonus healing on the Wild Mushroom will be divided across all targets healed.

Balance & Restoration
  • Wild Mushroom (Restoration) now only gains from 25% of overhealing done by your Rejuvenation, up to a maximum of 33% (was 100%) of your health in bonus healing per mushroom.

Restoration
  • Naturalist (New) Increases all healing you deal by 10%. Druid - Restoration Spec.
  • Wild Mushroom: Bloom - Bonus healing on the Wild Mushroom will be divided across all targets healed.

Hunter (Forums)
Marksmanship
  • Aimed Shot now has a 2.5 sec cast, down from 2.9 sec.

Monk (Forums)
Brewmaster

Windwalker

Paladin (Forums)

Priest (Forums)
Talents
  • Solace and Insanity (New) Discipline, Holy: You gain the Power Word: Solace ability. Shadow: When cast on a target that has three of your Shadow damage-over-time spells applied, your Mind Flay gains the insanity effect. Strike an enemy with the power of the heavens, dealing [ 1,136 + 111% of Spell Power ] Holy damage and an additional [ 7 + 3.12% of Spell Power ] Holy damage over 7 sec and restoring 1% of maximum mana. Replaces Holy Fire. Assault the target's mind with Shadow energy, causing 6,294 Shadow damage over 3 sec and slowing their movement speed by 50%. Priest - LvL 45 Talent.

Discipline
  • Divine Aegis no longer gains from Prayer of Healing.
  • Rapture now also reduces Power Word: Shield mana cost by 50%. Now grants mana equal to 100% of your Spirit, down from 250%.

Discipline & Holy

Rogue (Forums)
  • Blade Flurry now strike up to 4 additional nearby opponents for 40% of normal damage, up from 25%.
  • Smoke Bomb - Allies take 20% less damage while within the cloud.

Talents
  • Marked for Death now requires the target to die within 60 seconds to reset the cooldown.

Combat
  • Blade Flurry now strike up to 4 additional nearby opponents for 40% of normal damage, up from 25%.

Shaman (Forums)
Talents

Warlock (Forums)
  • Dark Intent now increases spell power by 10% and Stamina by 10%, rather than just spell power.

Warrior (Forums)

Arms

Fury

Professions
Blacksmithing
  • Lightning Steel Ingot Combine Trillium and Ghost Iron to create a Lightning Steel Ingot. In the process, you may Create a Lightning Steel Ingot from Ghost Iron Bars. In the process, you may gain additional knowledge of Ghost Iron, and discover a Blacksmithing plan you have yet to learn. Materials. 2 sec cast. 1 sec cooldown. Reagents: Trillium Bar, Ghost Iron Bar (3). Ghost Iron Bar (10).

Raid & Dungeon Abilities
  • Amplifier Increases damage dealt by 25% and attack speed by 25%. Instant. 10% and attack speed by 10%. Instant.
  • Animus Font (New) Further corrupts a target already afflicted by Touch of the Animus, causing them to spew Animus bolts at nearby locations every 1 sec. Enemies struck by the bolts suffer 0 Fire damage. Unlimited range. Instant.
  • Animus Ring Forms several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, inflicting 70,000 Physical damage over 8 sec. Unlimited range. Instant. increasing the damage they take from melee attacks by 100%. This effect stacks. In normal and heroic difficulties, touching a sphere also inflicts 0 Fire damage over 15 sec. Unlimited range. Instant.
  • Biting Cold Inflicting 110,500 Frost damage to all allies within 4 yards every 136,992t1 2 sec. for 30 sec. Instant.
  • Bloodletting (New) Evicerates an enemy, inflicting 6% of their maximum health in Physical damage every 2 sec. for 15 sec. Melee range. Instant. 5 sec cooldown.
  • Burning Cinders Inflicts 50,000 Fire damage initially and then 10,000 Fire damage every 1 second while standing in the area of effect.. Unlimited range. Instant.
  • Chain Lightning Inflicts 50,000 Inflicts 30,000 Nature damage, chaining to nearby targets. 20 yd range. Instant.
  • Choking Sands (New) Conjures sand to suffocate an enemy, silencing and pacifying them for 8 sec and inflicting 25,000 Nature damage every second. 2.5 sec cast.
  • Crimson Wake Animus explodes upward from the floor, inflicting 150,000 Physical damage to enemies within 0 yds. Instant. Animus repeatedly explodes upward from the ground in a line that accelerates toward a random target. Crimson Wake will pursue the target for up to 30 seconds. Enemy targets hit by the explosions suffer 200,000 Fire damage. Instant.
  • Discharge Kazra'jin becomes electrified, stunning himself for 20 sec and reflectings 10% 14% of all damage taken as Nature damage to all players. Instant.
  • Electro Pulse Inflicts 50,000 Inflicts 30,000 Nature damage to allies within 6 yards. Instant.
  • Electro Wave Inflicts 150,000 Inflicts 100,000 Nature damage to allies within 20 yards. Instant.
  • Explosive Slam The golem slams the ground, inflicting 200,000 300,000 Fire damage to enemies within 15 12 yds. of his target. Enemies struck are seared, increasing the damage of subsequent Explosive Slams for 25 sec. Melee range. 2.5 sec cast.
  • Fire Blast Blasts the target, inflicting 90,000 49,500 Fire damage. 60 yd range. Instant.
  • FULL POWER (New) Unleashes a torrent of Animus bolts that strike at random targets. Each bolt inflicts 500,000 Fire damage to enemies within 5 yds. of the impact point. Unlimited range. Instant.
  • Fusion Slash Lei Shen slashes at the target with his polearm, inflicting 550,000 Nature damage and causing a Meltdown. Meltdown inflicts 500,000 Nature damage to friends within 8 yards increases damage taken by Fusion Slash by 50% for 45 sec. Unlimited range. 1.5 sec cast.
  • Glacial Freeze (New) Inflicts 42,000 Frost damage to all enemies within 10 yards for 5 sec. Instant.
  • Interrupting Jolt (New) The Animus releases a burst of energy, inflicting 270,000 Nature damage and interrupting the spellcasts of all players. Unlimited range. 1.5 sec cast.
  • Lightning Bolt Inflicts 25,000 Inflicts 30,000 Nature damage every 0.25 sec. 500 yd range. Instant. the Lightning Bolt can be avoided by jumping over it. 500 yd range. Instant.
  • Lightning Crash Inflicts 200,000 Inflicts 130,000 Nature damage to enemies within 6 yards. 1,000 yd range. Instant.
  • Lightning Whip Lei Shen cracks a Lightning Whip across the floor, inflicting 250,000 750,000 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. 500 yd range. 4 sec cast.
  • Overcharge Inflicts 150,000 Nature damage, stunning the target for 5 sec. Unlimited range. Instant. 3 sec. Unlimited range. Instant.
  • Overloaded Circuits The Conduit was the highest power after becoming Supercharged, causing Overloaded Circuits, disabling the Conduit. Inflicts 50,000 75,000 Nature damage every 1 sec. Instant.
  • Quicksand Inflicts 162,500 Nature damage every second. Instant. Unlimited range. Instant.
  • Rushing Winds Inflicts 50,000 Inflicts 100,000 Nature damage and captures the target for 3 sec. 150 yd range. Instant.
  • Sand Bolt (New) Hurls a bolt of sand at an enemy, inflicting 55,000 Nature damage to them and all enemies within 5 yards. 100 yd range. Instant.
  • Sand Bolt Hurls a bolt of sand at an enemy, inflicting 195,000 Nature damage to them and all enemies within 5 yards. 100 yd range. Instant. 300 yd range. Instant.
  • Serpent's Vitality Breathes life and vitality into players, causing them to regenerate 5,000 health and 5,000 20,000 health and 20,000 mana every 1 sec. Instant.
  • Shadow Bolt (New) Hurls a bolt of dark magic at an enemy, inflicting 65,000 Shadow damage. 200 yd range. 2 sec cast.
  • Static Shock Inflicts 700,000 Inflicts 1,000,000 Nature damage divided among all players within 8 yards. Unlimited range. Instant.
  • Swipe Inflicts 90,000 Inflicts 180,000 Physical damage to targets in a 5-yard cone in front of the caster. Instant.
  • Touch of the Animus Corrupts the The Dark Animus periodically corrupts a random target, inflicting 60,000 Fire damage every 10 5 for the remainder of the encounter. Unlimited range. Instant.
  • Violent Gale Winds The Violent Gale Winds from the outdoors push the players in a direction, inflicting 30,000 40,000 Nature damage every 1 sec. 500 yd range. Instant.
by Published on 2013-01-16 06:22 AM

1.0.7 PTR Patch Notes, Patch 1.0.7 Now Available on PTR

Want to talk about this news post? Use this thread! Please don't attempt to enter the contest in it, as your entry will not be counted.

MMO-Champion Giveaway - Swift Windsteed Mount - Day 1
It is time to do another belated holiday giveaway! This time we are starting with 5 x Swift Windsteed. Be sure to read the full rules below. Good luck!

  • 4 x Swift Windsteed will be given away on the forum to people that reply to this news post.
  • 1 x Swift Windsteed will be given away to someone following us on Twitter.
  • To enter the contest, just post a reply in this news post or follow us on Twitter.
  • You have until Thursday January 17th @ 1 AM EST to enter the contest. After that time this thread will be closed and winners will be selected randomly.
  • Winners will receive a PM on the forum or DM on Twitter asking for their region (US or EU), 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 and DMs!
  • Entering more than once per contest thread is useless and will get you disqualified. There will be no 2nd chance for people posting more than one comment in this thread, you have been warned. (We will also of course check for double accounts, etc)
  • You are welcome to enter both on the forum and on Twitter for two chance to win!





Patch 5.2 PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Paladin (Forums / Skills / Talent Calculator)
  • New Ret 4pc reads in totality (i.e. there is no mention of Templar's Verdict): "Your Crusader Strike and Hammer of the Righteous have a X% chance to cause your next Divine Storm to also strike its primary target with a Lightning Bolt for Y Nature damage." Y is about a Templar's Verdict.
  • Obviously, I meant +50% Flash of Light not Flash Heal. Those spells are tooootaly different.
  • Sword of Light now reads +30% Word of Glory and +100% Flash of Light. We wanted to reward Flash of Light more, because it's harder and riskier to use.
  • For Divine Storm, several years ago, we got on this kick that thou shalt not use AE in single target fights. Ret paladins (Divine Storm) and warriors (Whirlwind) were particularly affected (and perhaps bummed out by it). The game has changed a lot since that time and now we have cleaving Arcane Barrage and core abilities like Howling Blast. We think the Ret toolkit is in a better place with separate single-target and AE finishers, but we get requests all the time to make Divine Storm more prominent. This set bonus is one way to do that. We also saw some complaints about yet another set bonus affecting TV, and thought maybe we could play with DS. We also saw complaints that TV randomly doing more damage would be frustrating. The new bonus allows you to take advantage of a proc to increase your damage. We could change the proc to Holy damage, but we would have to nerf it to account for the 2pc and Inquisition.
  • For Blinding Light, we don't think it changes much that it's used at the end of a CC chain. It's still trickier to get off a cast time spell. You have to stop moving and risk interruption. Yes, you may use it defensively less often, but the net result will still be less being CC'd by a Holy paladin. No, the CC target can't stop the cast time, but we balance PvP around group play. During MoP development, we wanted to make sure paladins had more offensive pressure. Holy ended up getting plenty with higher nuke damage and access to Repentance. With the recent changes to shaman, Holy paladins are the most dominant healer in high-end PvP. We think this change along with the set piece bonus change will help bring that down a little.

Shaman (Forums / Skills / Talent Calculator)
  • We're changing the Enhance 2pc from 3 charges on Unleashed Weapon to 1 charge on all Shocks.
  • For the Enhance 2pc, we're going to try Storm Strike gives you 2 charges on Maelstrom Weapon, for the reasons mentioned.

Priest (Forums / Skills / Talent Calculator)
  • Our current though on Solace is that it will provide damage and healing for both Disc and Holy. So Holy could use it for some Atonement-like healing, as could Disc, but Disc won't double dip and shouldn't feel like it's mandatory. That could change (all of this could change) as we try it out and iterate more.
  • Khendra, we have no objection to using Prayer of Healing when you need to heal a bunch of people. That's what it's for. But when you're using Prayer of Healing in Preparation for future damage because DA and SS make your AE heal better at shielding than actual Power Word: Shield, then that even further reduces your options. (In 10s, Disc tends to use Atonement more, so they're doing something more than just PoH spam. In 25s, we see some Atonement use, but it's fit in when possible and healers in 25s are just always going to be able to specialize more.)
  • We might in the future add another AE heal for Disc (I think you can make a compelling argument that in this day and age, healers need a variety of interesting AE heals and maybe only a couple of ST heals, while healer design for years went in the opposite direction) but that's not the sort of thing we want to drop on you in the middle of an expansion. In the meantime, if Disc uses Penance and PW:Shield some more (and Flash Heal in PvP) and doesn't trounce all the other healers, we will be satisfied and hopefully so will priests.

Rogue (Forums / Skills / Talent Calculator)
  • The 2pc bonus does not affect Crimson Tempest, because Crimson Tempest’s duration does not scale with combo points.
  • As previously mentioned, we chose 80% as the damage for Shuriken Toss, as that made it balanced with white attacks, to offset the Dual Wield miss penalty and glancing. However, that neglected to consider that it also triggers poisons more often due to not missing 19% of the time. So we’re lowering its damage slightly, to 75%. That’s intentionally under-compensating, so that the extra poison procs are still a gain, rather than just neutral. Additionally, to make absolutely clear that you do not want to run out, Shuriken Toss, and run back in, to get the Shuriken auto attacks, we’re making the auto attack override end when you get back in melee range.

Death Knight (Forums / Skills / Talent Calculator)
  • We are changing the 4pc Frost / Unholy set bonus from Army of the Dead to Killing Machine and Sudden Doom proc more often. We don't have numbers yet and it's possible they won't work out. In addition to all the concerns mentioned, it was a really valid point that Army of the Dead is hard to use in Raid Finder, where most of our players experience raids. You rarely get countdowns before a pull and players in general are used to yelling at DKs who use Army because they had a bad experience at some point with the ghoul taunt.

Druid (Forums / Skills / Talent Calculator)
  • For PvP, we're considering just making the Cyclone duration buff the bonus for all druid specs. We'd likely just give Feral cheaper interrupts (their current glove bonus) baseline.

Patch 5.1 Hotfixes - January 14
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Creatures
  • Various Hozen rare spawns can now be slain appropriately.
  • Kor'kron Flak Cannons will now appropriately deal damage to Alliance players over Dominance Point. Attacking the cannon will no longer flag players for PvP.

Quests
  • Fixed an issue where some players were unable obtain the quest "The Bell Speaks" to progress in the Shieldwall quest chain. Achievement credit for "In Search of Harmony" will be corrected in a future patch.

Bug Fixes
  • Players will no longer sometimes become stuck in the Battle for Gilneas.

Blue Posts
Originally Posted by Blizzard Entertainment
Flying Mounts Feedback
We pretty firmly believe the questing experience is just wholly better when you can't lift off and set down wherever you like, frog leaping from quest objective to quest objective. Certainly we've supported that with no flying for the leveling content of Wrath and Mists, and only after you hit level cap can you obtain the ability to fly. The new zone coming in 5.2 is not unlike the Isle of Quel'Danas in a few ways, and one of them is that there's no flying. That helps us achieve that desire for progressive questing, it's good for supporting world PvP, as well as lets us make really difficult outdoor encounters, like Oondasta - who is OG Kazzak in difficulty - that you can't just drop on top of from the sky.

I can't imagine flying mounts ever going away, they're a big part of the game at this point, but certainly they can take a break when it makes sense and we can present content in a more intimate way from time to time. (Blue Tracker / Official Forums)

Mists of Pandaria and Casual Players
I prefer dedicating, let's say, one day to grind one faction, by doing dungeon runs, grinding mobs, maybe doing some dailies, and then be off with it (for example I blasted from friendly to exalted with Skettis in less than 2 days)
Have you considered the sole fact you can't do that is one of the reasons you've got something to do for longer rather than be done with everything in a single day and the complain for the next 3 weeks there's nothing to do?

This is a classic response. "We're reading what you're saying, but we're not listening because this is what we're doing and we don't care."
You're implying we should listen to all kinds of hyperboles. There's a BIG difference between feedback and hyperboles. If we based the feedback we passed to the devs on them (and for some reason our developers suddenly became individuals without any judgment capabilities) then the game would be in a real ugly place, to be honest.

It's fine if you don't like something. It's fine if you hate it with burning passion. It's not fine when you go on to ignore every other aspect of the game, reduce everything it offers to the absolute minimum, and then demand we act based on such a silly premise.

Can you honestly say you enjoy dailies? I sure as hell can't. Well, for a few days after I hit 90, they were refreshing and enjoyable. Thereafter they were a grind, a bore, an extremely poor design and a wasted effort.
I do. I enjoy them, I find them useful to do something outside my daily dungeon/raid routine. I've only stopped running them once I've hit exalted with all Pandaria factions to instead run scenarios, old raids and PVP.

Do you fear repute? Does your pride stop you from even attempting to admit that there's something even slightly wrong?
I'm noone to judge if there's something wrong with the amount of daily quests. I'm not a developer. I can understand, however, how a player might feel he's got to climb a huge mountain when you just reach level 90 and realize all the reputations you've got to go through.

But the thing is, now that all content is unlocked (unlike at MoP's launch), you can really progress at your leisure.

I'm sure many players, like myself, would be a lot more satisfied if we got a response that was understanding of our concerns and hatred for daily quests and acknowledged that we want an alternative.
There's plenty of alternative activities. The issue here, I fear, is that you want the rewards tied to daily quests without doing daily quests. I would like to have Heroic raiding gear rewards without doing Heroic raiding every day, but hey, I understand that wouldn't be healthy for the game.

Being an altoholic casual player my only complain about the dailies is that you have to them several times if you want to experience some casual end-game with a few alts.
Honest question: Isn't a better option for some casual end-game to run LFR with your alts? You'll get a shot at gear every week rather than having to go through those faction items.

Even if you are a paying customer they really dont care what you say about this topic, they think the solution to Cata problems are dailys times 25 a day.
Oh, please. The solution to Cataclysm problems, if you look at what's been added since then (4.0), is:
-Pet Battles, Scenarios, Raid Finder, Daily quest reputations, Item Upgrades, The Tillers farm (and how you can use it for Cooking), Brawlers Guild, Black Market Auction House, World Bosses.

It's just not objective to go and argue that everything that's been added it's dailies.

And saying that LFR is so easy it is not when you need ilvl463 to get in the first one. so you need to do dailys to get gear that gets you up to the ilvl or ofc buy gear at 20-30k gold a piece.
So just leave the topic.

LFR requires you to have ilvl460, which you can get by completing all the Dread Wastes quests, some Townlong Steppes rewards, and if you're still lacking gear for some reason: heroics/scenarios. You don't need to dailies to get in.

The problem with dailies is their structure. If you missed one set of dailies for whatever reason, then suddenly you're a behind. Your goal is a day further away from you and there's nothing you can do. This easily starts to mount up and it can eventually get to the point where you have missed so much rep that you just give in, because even though you're just seven days from exalted, you've still got to do the same old dailies that you've been doing for the past few months and it gets boring.
This isn't really true though. If you're 7 days away from reaching exalted, and you miss one day of dailies, you won't be at 8 days from exalted, you'll remain at 7. You're not losing anything. It's just up to you if you want to finish those 7 days in a single week, once every week, once every month...

Sure, I can see how people who had only one character would be bored by the Cataclysm model, contrary to people with many alts. But the MoP model of content is going way too much in the other direction, with alts being heavily discouraged by all the chores Blizz is pushing on us.

And it would really be to the good for the dialogue between fans and developers, if the Blizz reps here would stop being deliberately obtuse. "But you don't have to do all of this!" is not a valid comment in a game which relies so heavily on keeping players in the progression spiral ( with casuals like me being at the very low end of progression, but still feeling the need to make their character(s) better ).

When there's so much content to do with your main, do you truly need an army of alts at the same level your main is right now? at this very moment? I can't quite wrap my head around the argument of being a casual and at the same time arguing you need to have a bunch of alts at the very same level your main is.

No, we are not forced to do these dailies to be able to casually raid, however, it's damn hard to know that you have potential rewards within reach limited only by time-input, no actual effort aside from the time spent, and say 'Oh well, we got our behinds handed to us by this enrage, but it's ok, we're not as commited as those other guys doing dailies, so we'll just be content wiping since we don't have time (or even want) to do those daily quests.
Unless you're at your maximum skill level you're going to get a much bigger return from working on how well you play your character than picking a new item for him. Unless you're just massively undergeared (which you can fix by getting gear from an ample pool that is just not limited to dailies).

However, there are tons of things to discover in Mists if you go out and explore. The devs has places all sorts of cool and interesting treasures out in the world. I've had some great times just flying and riding around in Pandaria exploring.
So true.

Sure go ahead and lie but please try not to make it that obvious.
If you find them useful and enjoyable, you must be flying around in orgrimmar/stormwind waiting for something to happen because that's the only thing i know is worse than questing.
And how dare you defend the content??? We both know it's crap and the one who created it deserves to hear it.


Sorry but you can't call me a liar because you don't like my opinion. If you don't like questing, that's all fine (in fact, there's plenty of players out there that don't like having to level when a new expansion is launched), but you can't pretend your opinion is an universal, undisputable truth and everyone else is just a liar. (Blue Tracker / Official Forums)

Patch 5.2 Release Date
More interestingly, what do you think would be a good date to launch 5.2?

Do you think the majority of players are already “finished” with the current content? Where do you think most players stand in terms of PvE and PvP progress right now?
What rules do you think we should follow when deciding to launch new content?
Should it be a fixed linear time cycle? (Blue Tracker / Official Forums)

Players Leaving Dungeons
Getting a 30 min deserter debuff doesn't stop them, what makes you think they wont just AFK or teleport out of the dungeon instead?

Which means you will be stuck for 5 min, without a tank and no chance of replacing him.

This sums it up pretty well. Bottom line is we can’t force players to do things they don’t want to do, and why would we want to do that anyway? It’s a game; you should only do what entertains you.

Before anyone changes the topic to “yeah but we’re forced to do dailies”, I do understand that the game sometimes requires players to do things that they might not enjoy so much in order to be able to reach some things that they do.

Ideally I would like to see every aspect of the game to be as entertaining as possible to every single player, but there are 2 problems with that:

- One, everyone is different, different tastes turn this into an impossible task.
- Second, whenever you create different types of content, there will be people that will choose the content that seems to follow the path of least resistance towards an objective (example: gear).

So if you have two paths to gear, one fun, one tedious, if tedious is somewhat faster or easier than the fun path, some people will still take that route even if it goes completely against their preferences.

The trick here would be to make every kind of content that shares a similar objective to take the exact same amount of time and effort, now, not only that is highly utopic as sometimes players like the objective but don’t like the path, so they will take that path anyway to reach the objective that they do enjoy. The only solution to that would be something highly uninteresting and dull, which is make every path present the player with a choice from all the objectives that exist. But then everyone would only play and experience a very small portion of the game.

Personal experience: memorable things almost never derive from something that is fast and easy. That’s why players have so fond memories of vanilla, it took them ages to get gear from something like Naxx, and that in return, brings us feeling of value and worth to those moments, but I remember very clearly how frustrating it was for some players to be wiping for weeks/months and farm mats/gold for consumables for several hours every single day.

I’m sure that wasn’t the most entertaining experience for a lot of people, but it was for others. That allowed them to reach the objective they wanted, which was to kill an extremely hard boss and get his precious loot.

The game is always evolving and we keep trying to make the “paths” as entertaining as they can possibly be, but I don’t think there is a design that will fit with every single player’s tastes. For example, there are some that actually enjoyed that nonstop farming and wiping even then, and this is not just due to nostalgia, they did enjoy it during that time.

TL;DR - Wouldn't work. (Blue Tracker / Official Forums)

SWTOR Patch 1.7 Coming Soon
Patch 1.7 is coming soon, bringing a reputation system and new recurring event! Be sure to keep an eye on DarthHater and our SWTOR forum for more SWTOR news.


Originally Posted by SWTOR
Game Update 1.7: Return of the Gree is coming soon to The Old Republic™, allowing players to experience brand new in-game content, including a limited time event and an exciting new way to progress your character.

  • Explore the Planet Ilum to unveil a new Event, Relics of the Gree! A mysterious ancient Gree starship called “the Gray Secant” has appeared over Ilum’s Western Ice Shelf. Those who are brave enough will get the chance to help the Gree and face off against a powerful foe waiting in the heart of the Gree vessel. Republic and Imperial forces that finish this mission will earn exclusive Gree technology, including highly advanced weapon and armor appearances!
  • Advance your character with the new Galactic Reputation system! The Galactic Reputation system lets you earn Reputation points by completing missions for factions such as the Gree or the Voss, or for military divisions within the Republic and the Empire. This new system advances characters through six ranks of increasing prestige: “Outsider”, "Newcomer", "Friend", "Hero", "Champion", and "Legend". Galactic Reputation is also tied to a character’s Legacy, so Reputation points and ranks are shared across all the characters within the same Legacy!



Guild Wars 2 in the Months Ahead
Guild Wars 2 has now sold over three million copies since launch! They also posted a long blog post today about what to expect in the first half of 2013. If you are interested in more frequent GW2 news, see Guild Wars 2 Guru and our GW2 Forum!


General
  • New and improved world events, based off of the things learned from the previous ones.
  • Tokens for achievements that you can turn in to select from a list of rewards, such as Ascended gear and Infusions.
  • Completion of a subgroup of daily achievements to get credit.
  • No new tier between Ascended and Legendary in 2013.
  • New guild rewards, missions, and tools.

WvW
  • Paid server transfers, with time limitations and WvW restrictions, and guesting ability, which allows players to visit friends on other servers in every part of the game except for WvW.
  • A system of prestige and advancement for WvW, giving players a progression path where they earn new WvW-only abilities and bonuses, and with them gain prestige and visible titles/recognition.
  • More short term reasons to be winning in WvW.
  • Fixes for culling.

PvP
  • Better PvP matching, allowing players to be matched against people with a similar skill level.
  • Observer mode for PvP, custom arenas, leaderboards, and more tournaments and prizes.
  • Improved LFG, new player experience, and other fixes.
by Published on 2013-01-15 07:45 AM

Patch 1.0.7 Datamined Information

Green Fire Questline Availability
It appears that all Warlocks will eventually be able to take part in the questline for green fire! One of the changes to the quest line that happened after our last recap: it now rewards Akama's Seal of Courage.



Voidbinders Taking a Break in 5.2
We got an official post today that expands upon what Ghostcrawler said on Twitter previously. He also let us know that you will have new Valor gear to spend your Valor Points on in Patch 5.2!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Even Ethereals need a vacation, and the item upgraders (Voidbinders), are no exception. They’re saying they need to go home to take care of business arrangements, but … I’m not convinced. I think they’re just homesick for their ‘space mummy’ families.

Ok ok, fourth wall broken, we’re actually just temporarily removing them from the game for 5.2 due to the new raid tier. The idea with the item upgrade system is that it’s a way to spend currency on upgrading items when buying new items isn’t the clear path. Either you’ve bought everything, or at least most of them, and then spend currency to get that extra *oomph*. With a new raid tier coming, we don’t want to create a trap where people are wondering what’s more lucrative: spend currency on new items, or on the new gear appearing on vendors? (Hint: It’s the new gear on vendors.) To help ensure we’re not indirectly encouraging anyone to spend their currency somewhere they probably shouldn’t, the item upgraders will be taking a break.

Right now we’re planning for them to return in 5.3, which will not have a raid tier, and offer upgrades again as people will have likely have some currency to burn. We’re not sure yet if we’ll continue this cycle of having them take a break for raid patches and then come back in non-raid patches, but we’ll continue evaluating as we go, absorb feedback, and let you know how these plans evolve.

Patch 5.2 PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hunter (Forums / Skills / Talent Calculator)
  • Aimed Shot cast time has been lowered from 2.9 to 2.5 sec.

Shaman (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)
  • The Protection 4pc counts damage after all mitigation, and does count absorbed damage.
  • The Retribution 4pc set bonus has changed. It now has a chance for Hammer of the Righteous or Crusader Strike to cause your next Divine Storm to cause extra damage to your target. The idea being that you might swap from TV to DS when you get the proc, so that the RNG is something you can actually do something with rather than it just being RNG for extra damage.
  • Retribution now does 50% extra healing with Flash Heal. The Selfless Healer talent has been reduced to 20/40/60% bonus healing.
  • Sacred Shield absorb effect is now dispellable, but the periodic effect is not.
  • Blinding Light has a 1.8 sec cast for Holy only. We think Holy's CC chains are too strong at the moment, but we don't think Ret or Prot need the nerf.

Death Knight (Forums / Skills / Talent Calculator)
  • I said above that the Zandalari from the 2pc benefited from Unholy mastery. That was a bald-faced lie. It deals physical damage, like the ghoul.
  • There is a good chance we're going to redesign the 4pc DPS bonus.

Priest (Forums / Skills / Talent Calculator)
  • The Golden Apparition from the Healing 4pc heals the lowest % health friendly target within 40yd. Note that it has no visual yet, but will not work like Shadowy Apparitions. It is a simple missile, not a summoned unit.
  • Further clarification on the Healing 2pc: the Glyph of Prayer of Mending will only boost the first heal. The glyph effects won’t be carried over due to the set bonus. It will be 160% -> 110% -> 121% -> 133% -> etc.
  • We are going to redesign Shadow Word: Insanity.
  • We are going to nerf Divine Aegis for Prayer of Healing, but also lower the cost of Power Word: Shield (for Disc only) and increase the healing and damage of Penance. In 25 raids, Disc is using Prayer of Healing almost exclusively and we don't think the Spirit Shell change will be sufficient to change that. We actually want Disc to get back to using PW:Shield a little more, along with Penance. Disc's throughput is overall too strong in PvE, not even counting the fact that absorbs are often more beneficial than heals.
  • Angelic Bulwark and Spirit Shell can no longer be dispelled.
  • The 4pc PvP bonus for healing priests has changed: Reduces the cooldown of Chakra by 25 sec and during Spirit Shell, Flash Heal costs 50% less mana.

Druid (Forums / Skills / Talent Calculator)
  • The Guardian 4pc is currently a 50% increase to rage generation while Enraged.
  • We are going to slightly increase Resto druid healing across the board.
  • We still like the DR change to Cyclone, but we are going to increase its range to 30 yards, and the PvP glove bonus for Balance and Resto will be to increase Cyclone duration by 2 sec.

Monk (Forums / Skills / Talent Calculator)
  • Spinning Fire Blossom's damage now scales from weapon damage rather than attack power. This will result in an intended nerf.

Keep in mind with those changes you haven't seen yet that they may change again before they reach the PTR.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.2 PvP Gear Blog Coming This Week
Changing the PvP Honor gear from 483 to 476 next season is a HUGE mistake. You are making it impossible to enter PvP Arena/RBG on a near level playing field when people with full 2/2 Malevolent are starting the season with 491 gear and 498 T2 weapons.

This is the biggest gear disparity EVER in PvP. Usually Honor Gear > Last season PvP gear so players can have a fresh start and compete on semi-even playing field. You guys are making a huge mistake and you have time to fix it. Please listen to you community and don't go through with these changes.

Not to worry, there's already stuff in the works, and the item level change on that gear is just a smaller part of the larger picture.

We'll be posting a blog that explains the upcoming changes later this week. (Blue Tracker / Official Forums)

Daily Quests Feedback
You want gear? Do dailies. You want quests? Dailies. You want end-game content without raiding eight days a week? Dailies, dailies, dailies.
You want gear?
Do heroics, Raid Finder, Scenarios, upgrade items, PVP (for PVP gear, of course)

You want quests?
Do the quests you haven't finished while leveling through Pandaria. Or yes, do dailies (let's not forget it's "daily quests").

End-game content without raiding:
Pet battles, Scenarios, Heroics, Challenge Dungeons, PVP.

And in any case, casual players can still play the game just as always, at their own pace. There's no requirement for you to have everything at a particular pace (especially if you aren't really on the raiding competition).

Daily quests being the only way for reputation was, is, and will always be BAD.
Why is this the case?

If you want the gear purely for progression terms, LFR is readily available and you won't have to go through reputations, you can also get some 496 items from crafting (though I bet those won't be exactly cheap if you need to look for a crafter you don't know at all).

Other than gear, what the reputation is giving you access to right now is just vanity items. On which case, why do you think it's unfair to invest some time leveling the reputation of those factions that offer you a vanity reward you want? (especially considering that, thanks to Grand Commendations, it doesn't take as long to raise reputations to Exalted as it did during 5.0). (Blue Tracker / Official Forums)

TFB Hotfix on Arena Pass Realm
We have a problem with latest hotfix patch not being live there (30% battle fatigue and fire blast glyph, warrior 3 stack tfb).
Thanks for the report Minpojke, we just want to let all of you know that this is something that we are actively looking into at the moment. We will keep you updated if any new information comes to light. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Future
Maybe focus on the PTR/Beta feedback instead to avoid having millions on forums e-mails and twitter?
We definitely give more weight to players who have actually tried something. (Source)

How do you feel about a flimsy/squishy class getting a 'touch me, and you'll regret it' type of ability in the next expac?
Doesn't that take a weakness and make it not a weakness? (Source)

I've always wondered what's your take on innovation in games? Blizzard isn't known for it per se but what do you think?
It's tricky. IMO sometimes features get lauded as innovative my jaded gamers when really they're just different (and bad). (Source)
I think it's fare to say that World of Warcraft has had many innovations but do you feel recent expansions have had enough?
Is tons of innovation what the game needs? It needs enough for players getting bored, but risky for folks who are happy. (Source)

Derp, I dont think he ment that he was asking is there any plans for more space i.e bigger bags??
I get that, but we don't think heading towards 50 slot bags is the answer. Less stuff to put in bags might be. (Source)

Sunsong Ranch changes sound good. Now allow some personalization and some item storage space, and we've got player housing.
Isn't an important part of player housing being able to show off your stuff? (Source)

Battle.net Desktop App
Something interesting showed up in tonight's Diablo III Patch 1.0.7 PTR datamining. One of the new client strings was "Region selection is disabled when Diablo III is launched from the Battle.net Desktop app." In addition to this, the Battle.net Producer job opening had a new line added to it somewhat recently: "Battle.net App – developing the next-generation Battle.net desktop client."



The Daily Blink - Don’t Worry Blizz, We Got This Designed
The Daily Blink has designed a new role selection screen.

Not Listed: Assignment for 'Raider who is frustrated he can't select multiple roles, which, given this list, means that we should probably just boot them from the raid anyways'

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