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by Published on 2013-07-15 03:55 PM

Season 14 Mage Armor Set, Patch 5.4 PTR Notes Update, Class Blue Tweets, News Recap

Update (3:50 PM EST): Cleaned up spell changes.
Update (3:30 PM EST): Added Tank proving grounds video.
Update (2:35 PM EST): Added DPS proving grounds video.
Update (1:25 PM EST): Added some more new glyphs to spell changes.
Update (12:35 PM EST): Added Monk Tier 16.
Update (12:15 PM EST): Added new items.
Update (12:10 PM EST): Added new client strings.
Update (12:05 PM EST): Added new titles and icons.

Patch 5.4 - Proving Grounds Preview
There are a few things we know so far:

  • Items are scaled to item level 463, but gems are not scaled down. Set bonuses don't work.
  • Flasks and food buffs are allowed, but potions are not. You also get a full set of raid buffs.
  • The UI elements (timers and wave counters) and audio were not in in the videos below.
  • The DPS video below just shows Gold for DPS, stopping a few waves before the end. This is a somewhat older version of Gold, the current version on the PTR is significantly easier.






Originally Posted by Blizzard (Blue Tracker / Official Forums)
There comes a time in any healer, tank, or damage dealer’s life when they decide to take their collaborative skills and abilities to the next level. When that time comes, the Proving Grounds will be waiting. Set within the Temple of the White Tiger, this new feature will provide a repeatable solo Scenario where level 90 players can test their mettle or try out different roles in a safe, controlled environment.

Getting In
To get started, you’ll need to talk with an NPC in the Temple of the White Tiger in Kun-Lai Summit or class trainer, who'll grant you entrance to the instance. Upon entering the Proving Grounds, your gear will be scaled down much like it is in Challenge Modes. Depending on the role you choose, you may not have to go it alone. (Then again, you just might. Aren’t you brave?)


Choose Your Role
Within the Proving Grounds, much like in any dungeon, you’ll be able to choose the role of tank, DPS, or healer. Once you’ve decided, you’ll be faced with a series of challenges based on the kinds of combat mechanics that role would encounter in a dungeon.

Tank: You will be tasked with protecting an NPC from oncoming waves of enemies, which will test your tanking skills in various ways. Fear not, though a friendly NPC will assist, by healing you, and damaging the enemies.

Damage: Sometimes you just have to go it alone. You'll melt the usual faces, while handling a variety of mechanics including interrupting heals, chasing down runners, timing cooldowns, avoiding harmful mechanics, and more.

Healer: Four NPCs will join you to form a full party. It will take a special healing touch to keep your friendsalive, as you work together to face the challenges of attacking enemies.

Choose Your own Adventure
Proving Grounds will be available in four different modes: Bronze, Silver, Gold, and Endless. Each mode allows you the opportunity to test your mettle and learn a bit more about your role by putting you in the thick of a grouping experience. You’ll have to beat each one (beginning with Bronze) to take on the next mode. Once you’ve beaten Gold, you’ll unlock Endless and be truly prepared to astound and amaze your friends with your prowess.

In Endless, you’ll push yourself to the limits and see just how long you can survive as each wave of foes becomes more and more difficult to withstand. The longer you survive Endless, the higher your score, and the system will track your progress so you can see just how well you’ve done.


Choose to Endure
You’ll be able to reenter the Proving Grounds as much as you want as you work to improve your skills earn Achievements, and claim some bragging rights when you survive longer than any of your friends. It’s just a quick chat with the NPC, and you're quickly back in action.

You won’t need to worry about death or taking durability damage. Food and flasks will last their full duration, but leave your potions at home – you won’t be able to use them here. You’ll also have access to various amenities within the Proving Ground such as Vendors, Runeforges, Soulwells, repairs, and Reforgers.

Now that you know what’s in store, sharpen those blades, enchant that new robe, and get ready to go boldly into the Proving Grounds.

Patch 5.4 PTR - Build 17191
Build 17191 will be deployed to the PTR realms soon.


Tier 16 Monk
The red and blue versions of this set are missing from this preview, but we will add them later.



New Titles
Originally Posted by MMO-Champion
  • CharTitle #378 - Grievous Gladiator ...
  • CharTitle #379 - Prideful Gladiator ...
  • CharTitle #382 - ..., Conqueror of Orgrimmar
  • CharTitle #383 - ..., Liberator of Orgrimmar
  • CharTitle #384 - ..., Hellscream's Downfall
  • CharTitle #385 - ... the Proven Damage Dealer
  • CharTitle #386 - ... the Proven Tank
  • CharTitle #387 - ... the Proven Healer



New Icons



New Strings
Originally Posted by MMO-Champion
  • ACTION_PARTY_KILL_UNCONSCIOUS - knocked out
  • ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT - %1$s has knocked out %4$s!
  • ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE - 0
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS - knocked out
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT - %1$s %2$s knocks out %4$s.
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE - %2$s knocks out %4$s.
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE - 1
  • ACTION_UNIT_BECCOMES_UNCONSCIOUS - collapses
  • ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT - %4$s collapses.
  • ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE - 0
  • ALSO_QUEUED_FOR - Also queued for: %s
  • BLIZZARD_STORE - Store
  • BLIZZARD_STORE_BUY - Buy
  • BLIZZARD_STORE_CANCEL_PURCHASE - Cancel
  • BLIZZARD_STORE_CONFIRMATION_INSTRUCTION - Please confirm your order below:
  • BLIZZARD_STORE_CONFIRMATION_TITLE - Store Confirmation
  • BLIZZARD_STORE_FINAL_BUY - Buy Now
  • BLIZZARD_STORE_FINAL_PRICE_LABEL - Total
  • BLIZZARD_STORE_ON_SALE - Sale!
  • BLIZZARD_STORE_PAYMENT_METHOD - Your default payment method on file will be used.
  • BLIZZARD_STORE_PAYMENT_METHOD_EXTRA - If you do not have a default payment setup, or would like to change your default payment method you can do so by visiting the Battle.net account site.
  • BLIZZARD_STORE_PLUS_TAX - *Taxes may apply
  • BLIZZARD_STORE_PRODUCT_INDEX - Product |cffffffff%d|r of |cffffffff%d|r
  • ITEM_UPGRADE_ITEM_UPGRADED_NOTIFICATION - Item Upgraded
  • LEAVE_ALL_QUEUES - Leave All Queues
  • UNITNAME_SUMMON_TITLE23 - Twisted Image of %s



New Items
Several new glyph items were also added in this build, so check out the full list on the WoWDB PTR site.

Level Type Spec Slot Name
90Junk Pouch of Timeless Coins
1Other Purse of Timeless Coins
1Other Giant Purse of Timeless Coins
1Other Cursed Swabby Helmet
496Other Timeless Plate Armor Cache
496Other Timeless Mail Armor Cache
496Other Timeless Leather Armor Cache
496Other Timeless Cloth Armor Cache
20Mount Stormcrow
1Key Barnacle Encrusted Key
535TrinketTrinket Resolve of Niuzao
535TrinketMeleeTrinket Alacrity of Xuen
535TrinketPhysical DPSTrinket Discipline of Xuen
535TrinketSpell DPSTrinket Cunning of Chi-Ji
535TrinketSpell DPSTrinket Yu'lon's Caress


Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength
  • Challenger: Season 14 End a PvP season in the top 35% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Challenger.
  • Challenger: Season 15 (New) End a PvP season in the top 35% of the arena ladder (requires 50 games won in Season 15). Title Reward: Challenger.
  • Duelist: Season 14 End a PvP season in the top 3% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Duelist.
  • Duelist: Season 15 (New) End a PvP season in the top 3% of the arena ladder (requires 50 games won in Season 15). Title Reward: Duelist.
  • Gladiator: Season 15 (New) End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Season 15). Title Reward: Gladiator.
  • Grievous Gladiator End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Gladiator.
  • Grievous Gladiator: Rank 1 End a PvP season in the top 0.1% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Grievous Gladiator.
  • Prideful Gladiator: Season 15 (New) End a PvP season in the top 0.1% of the arena ladder (requires 50 games won in Season 15). Title Reward: Prideful Gladiator.
  • Rival: Season 14 End a PvP season in the top 10% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Rival.
  • Rival: Season 15 (New) End a PvP season in the top 10% of the arena ladder (requires 50 games won in Season 15). Title Reward: Rival.
  • Tyrannical Gladiator's Cloud Serpent (New) Obtain the Tyrannical Gladiator's Cloud Serpent from Arena Season 13 of Mists of Pandaria.

Pandaria Raid
Dungeons & Raids
  • Conqueror of Orgrimmar (New) Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty. Title Reward: Conqueror of Orgrimmar. 10 points.
  • Heroic: Garrosh Hellscream Defeat Garrosh Hellscream in Siege of Orgrimmar on Heroic difficulty. 10 points. Title Reward: Hellscream's Downfall. 10 points.
  • Liberator of Orgrimmar (New) Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty. Title Reward: Liberator of Orgrimmar. 10 points.

Player vs. Player
  • Grievous Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 14 15 points.
  • Grievous Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 14 15 points.
  • Prideful Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 15 15 points.
  • Prideful Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 15 15 points.

Proving Grounds
Scenarios



Spell Changes
Originally Posted by MMO-Champion
Mounts
  • Stormcrow (New) Summons and dismisses a Stormcrow. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.

Companions
  • Lil' Bling Right Click to summon and dismiss Lil' Bling. Instant. Battle Pet. Instant.

Item Set Bonuses
  • Frostflame Weapon Increases the damage of your Lava Lash by 40% if your off-hand weapon is enchanted with Frostbrand. While your weapon is imbued with Flametongue Weapon, your attacks also slow the target's movement speed by 50% for 3 sec.
  • Item - Death Knight T16 DPS 4P Bonus Death Coil increases the duration of Dark Transformation by 2.0 sec per cast. Pillar of Frost increases rune regeneration speed by 50% while active. Special attacks while Pillar of Frost is active will impale your target with an icy spike.
  • Item - Druid T16 Balance 4P Bonus Every time you enter Solar or Lunar Eclipse, the cooldown of Celestial Alignment is reduced by 5 sec. Your chance to get Shooting Stars from a critical strike from Moonfire or Sunfire is increased by 20%.
  • Item - Monk T15 Windwalker 4P Bonus You have a 10% chance to gain an additional charge of Tigereye Brew every time you gain a charge of Tigereye Brew. Increases the damage of your Tigereye Brew by 1% per stack consumed.
  • Item - Warlock T16 4P Bonus When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 8% 10% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 8% chance to also cast Hand of Gul'dan at the target.

Unknown Class
Minor Glyphs

Death Knight (Forums, Talent Calculator)
  • Death Gate - Using a Death Gate while in Ebon Hold will return the Death Knight back to near their departure point.

Druid (Forums, Talent Calculator)
  • Bear Form now increases armor contribution from cloth and leather items by 120% and Stamina by 40%, up from 20%.
  • Innervate now excludes short-duration Spirit bonuses.
  • One with Nature (New) Teleports you to a natural location. 3 sec cast.
  • Teleport: Moonglade - Casting Teleport: Moonglade while in Moonglade will return the Druid back to near their departure point

Hunter (Forums, Talent Calculator)
  • Deterrence now has a .8 sec cooldown, down from 2 min. (Keep in mind that this now uses charges, which gives it a 3 min CD as of the latest patch notes)
  • Disengage now has a 20 sec cooldown, down from 25. "disengage from combat" removed from tooltip.

Mage (Forums, Talent Calculator)
Talents

Major Glyphs

Monk (Forums, Talent Calculator)
Windwalker
  • Brewing: Tigereye Brew now grants a charge for every 3 Chi you consume through use of abilities and attacks, down from 4. Now grants 6% increased damage and healing, up from 5%.
  • Tigereye Brew now grants a charge for every 3 Chi you consume through use of abilities and attacks, down from 4. Now grants 6% increased damage and healing, up from 5%.

Major Glyphs

Paladin (Forums, Talent Calculator)
  • Crusader Strike now applies the Weakened Blows effect - Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.
  • Hammer of the Righteous now applies the Weakened Blows effect - Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.
  • Light of the Ancient Kings no longer increases haste. Now heals the target of your heals, not just single target heals.
  • Sanctity of Battle now also works with Holy Shock.

Talents

Holy
  • Divine Plea was reworked to restore at least 12% of total mana, with additional mana depending on Spirit.
  • Guardian of Ancient Kings now has a 15 sec duration, down from 30. Now heals the target of all your heals, not just single target heals. Haste amount now has a tooltip error.
  • Holy Insight now also increases the effectiveness of your Word of Glory, Eternal Flame and Light of Dawn by 35%.

Protection

Major Glyphs

Priest (Forums, Talent Calculator)
Talents
  • Mindbender had a very slight increase to the amount of mana returned.

Holy
  • Serendipity - When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 20% (was 10%).

Major Glyphs

Rogue (Forums, Talent Calculator)
  • Sinister Strike now costs 50 Energy, up from 40. Base and additional damage increased by 30%.

Talents

Combat
  • Ruthlessness (New) Gives your finishing moves a 20% chance per combo point to add a combo point to your target. Rogue - Combat Spec.

Major Glyphs

Shaman (Forums, Talent Calculator)
Major Glyphs

Warlock (Forums, Talent Calculator)
Talents
  • Archimonde's Vengeance was renamed Archimonde's Darkness. Now grants two charges to Dark Soul spells.
  • Soul Link was reworked - 20% of all damage taken is split with your summoned demon. Additionally, 3% of all damage you deal is converted to healing on you and your summoned demon.

Demonology
  • Dark Soul: Knowledge now increases the effects of Mastery: Master Demonologist by an additional 30% for 20 sec, rather than increasing Mastery.

Major Glyphs

Warrior (Forums, Talent Calculator)
  • Bladestorm now does 180% weapon damage for Arms, up from 120%.
  • Bloodbath now gives the target 117% reduced speed, up from 50%. Now has a 12 sec duration.
  • Intervene now lasts until cancelled. Now has an 8 yd range, down from 10.

Talents
  • Bladestorm Arms now does 180% weapon damage, up from 120%.
  • Bloodbath now gives the target 117% reduced speed, up from 50%.

Major Glyphs

Raid & Dungeon Abilities
  • Berzerker Blaze Wildfire explodes, dealing 1 Fire damage. Instant. Inferno explodes, dealing 800,000 Fire damage. Instant.
  • Blood of Y'Shaarj (New) Inflicts 10,000 Shadow damage every 1 sec. Increases damage taken by 10%. Increases damage dealt by 10%. Stacks. Instant.
  • Bursting Pride A mass of Sha energy forms at an enemy's location that explodes after 3 seconds. The explosion inflicts 250,000 300,000 Shadow damage to all players within 5 yards. 500 yd range. Instant.
  • Corrupted Water A volley of corrupted waters strikes each raid member inflicting 450,000 Frost damage Unlimited range. 10 sec cast.
  • Fire Storm 45 yd range. Instant. Fires a rocket barrage that inflicts 10,000 Fire damage every 0.75 sec. to random enemies 45 yd range. Instant.
  • Fracture Melee range. Instant. A sweeping attack that strikes an enemy and additonal nearby enemies, inflicting 300% normal damage. Melee range. Instant.
  • Grasp of Y'Shaarj (New) Inflicts 250,000 Shadow damage to random enemies and creates a Manifestation. Limited to 5 targets. 1,000 yd range. 1.5 sec cast.
  • Harden Flesh Torments targets, hardening their flesh over 15 sec. Inflicts 65,000 Hardens the flesh of targets over 10 sec, inflicting 60,000 Physical damage every 3 sec. and increasingly slows them slowing by 30%. This effect stacks. Limited to 1 target. Unlimited range. 1.5 sec cast. 5 sec cooldown. 2.5 sec cooldown.
  • Malice Fires Malicious Blast at the closest 2 allies every 1.5 2 sec. Any Malicious Blast that is not absorbed will be fired at Garrosh instead, granting him 5 Energy. Limited to 1 target. Unlimited range. Instant.
  • Mark of Arrogance Marks an enemy, causing them to suffer 55,000 70,000 Shadow damage every second for the remainder of the fight. This effect stacks. Removing this effect gives the dispeller 5 Pride. Limited to 2 targets. Instant.
  • Mocking Blast Blasts an enemy with dark energy, inflicting 175,000 225,000 Shadow damage and giving them 5 Pride. Limited to 1 target. 100 yd range. 3 sec cast.
  • Projection Causes an enemy's pride to project at a nearby location. The projection explodes, inflicting 175,000 225,000 Shadow damage to all players after 8 seconds unless the creator of the projection is standing within it. 200 yd range. Instant.
  • Reaper (New) Inflicts 700,000 Shadow damage, stunning the target and making them unthreatening for 6 sec. Next melee. Melee range. Instant.
  • Reaping Whirlwind (New) Inflicts 30,000 Shadow damage every 1 sec. Instant.
  • Return to Stone Drains some of the life essence from players, inflicting 100,000 Shadow damage and creating stone statue copies of those players. These statues frequently strike the ground, inflicting 200,000 150,000 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed. 1 sec cast.
  • Set to Blow Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 200,000 Fire damage per remaning stack to all players within 10 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate for 200,000 Fire damage when any player enters their proximity or after 30 sec. The damage from any of these bombs can chain to nearby ground bombs. Unlimited range. 2 sec cast. 1 sec cast.
  • Sha Smash Inflicts 4,000,000 Inflicts 2,000,000 Physical damage split amongst all enemies in a frontal cone. 25 yd range. 3 sec cast.
  • Skull Cracker Thranok savagely spins his weapon , inflicting 800,000 Physical damage to all enemies within 10 yards 10 yd range. 4.5 sec cast.
  • Swirl Zone Unlimited range. Instant. Creates 5 torrents of Sha infused water to spring forth from the Defender. Touching the spouts causes 0 Frost damage and knocks the target into the air. Unlimited range. 3 sec cast.
  • Umbral Tempest 45 yd range. Instant. Summons a tempest that inflicts10,000 Nature damage every 0.75 sec. to random enemies. 45 yd range. Instant.
  • Vortex A vortex of corrupted water surrounds the target, slowing them by 80%. Any player caught within the vortex suffers 75,000 0 Frost damage every 0.5 seconds. Lasts 15 sec seconds. Unlimited range. Instant. Unlimited range. 3 sec cast.
  • Waterbolt (New) Creates a bolt of water that strikes an enemy inflicting 0 Frost damage. 300 yd range. 3 sec cast.
by Published on 2013-07-14 09:00 PM

Diablo Books In Order, Community Commentary: That Takes Skill, Curse Weekly Roundup

Patch 5.4 - Season 14 Mage Armor Set
Keep in mind that this is just a preview and the final set may be different!





Patch 5.4 PTR Notes Update
Originally Posted by Blizzard Entertainment
Classes
  • All fear and horrify effects can no longer cause targets under the effects of a movement speed buff to move faster than normal run speed.

Death Knight (Forums / Skills / Talent Calculator)
  • General
    • Death Gate now returns the Death Knight to a location near their original departure point when the spell is cast while in Ebon Hold.
  • Blood
    • Riposte is a new passive ability learned by Blood Death Knights at level 76. When the Death Knight dodges or parries any attack, they gain 75% of their Parry and Dodge as additional bonus to Critical Strike for 20 seconds.

Druid (Forums / Skills / Talent Calculator)

Hunter (Forums / Skills / Talent Calculator)
  • General
    • Deterrence now has a 3-minute cooldown (up from 2 minutes) but has 2 charges.
    • Disengage now has a cooldown of 20 seconds (down from 25 seconds).
    • Readiness has been removed. now finishes the cooldowns on Rapid Fire, Feign Death, Deterrence, Disengage, and Camouflage when activated (was all Hunter abilities with a base cooldown of less than 5 minutes).
    • Stampede damage dealt by pets when the ability is used outside of an Arena or Battleground is no longer reduced by 75%

Monk (Forums / Skills / Talent Calculator)
  • Talents
    • Invoke Xuen, the White Tiger now has a pet control bar for Xuen, and the talent is no longer on global cooldown for all Monk specializations. summoned version of Xuen will no longer Taunt off players that are tank-specialized.
  • Windwalker
    • Tigereye Brew received a number of adjustments.
      • Increases damage by 6% per stack, (up from 1% per stack) but is no longer increased by Mastery.
      • The Monk gains 1 charge of Tigereye Brew for every 4 Chi spent (down from 1 charge per 3 Chi spent).

Paladin (Forums / Skills / Talent Calculator)
  • Holy
    • Mastery: Illuminated Healing no longer activates from periodic healing effects.
    • Divine Plea no longer reduces the amount of healing done, and now restores mana based on the Paladin’s Spirit.
    • Guardian of the Ancient Kings (Holy version) now deals additional healing based on any heal cast by the Paladin for the 15 seconds for the duration of the spell. The Paladin also has 10% additional haste for the duration that the ability is active.
    • Holy Insight now increases the effectiveness of Eternal Flame, Light of Dawn, and Word of Glory by 35%. Effectiveness of other heals are still increased by 25%.
  • Protection

Priest (Forums / Skills / Talent Calculator)
  • Holy
    • Holy Word: Sanctuary mana cost reduced to 3.8% (down from 6.3%).
    • Serendipity mana cost reduction has been increased to 20% per stack (up from 10% per stack), and no longer displays a spell effect when in the UI when it's active.

Rogue (Forums / Skills / Talent Calculator)
  • Glyphs
    • Glyph of Blind now only removes damage-over-time effects that would cause Blind to break. For Rogues that also have the Dirty Tricks talent, this means Blind will no longer remove the Rogue’s poison or bleed effects.

Shaman (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)
  • Talents
    • Archimonde's Vengeance has been redesigned and renamed into Archimonde's Darkness. Archimonde's Darkness gives the Warlock's Dark Soul spell two charges. For the passive portion of the talent, each time the Warlock or their pet takes damage, the Warlock now gains 1% of the unmitigated damage back as spell power for 20 seconds.
    • Soul Link now transfers 20% of damage taken by the Warlock to their pet, and 3% of all damage dealt by the Warlock will be returned as healing for the Warlock and their pet. This ability is always active while the Warlock's pet is active.
  • Glyphs

Warrior (Forums / Skills / Talent Calculator)
  • Talents
    • Bladestorm now deals an increased 180% of weapon damage for Arms Warriors (up from 120%).
    • Bloodbath snare and bleed effects are now two separate debuffs. Clearing one of the effects will no longer remove the other.
  • Protection
    • Revenge now generates 20 Rage (up from 15 Rage).
    • Riposte is a new passive ability learned by Protection Warriors at level 76. When the Warrior dodges or parries any attack, they gain 75% of their Parry and Dodge as an additional bonus to Critical Strike for 20 seconds.
    • Ultimatum now activates from critical hits with Shield Slam instead of a flat 20% chance, and the ability will make the next Heroic Strike or Cleave be a critical hit in addition to costing no Rage.

Pet Battles
  • Pet Battle General
    • Battle Pet Training cost and the price of pets sold by Battle Pet Trainers have been greatly reduced.
  • Battle Pets
    • Tiny Twister: The Sandstorm ability has been replaced with Call Lightning.
  • Battle Pet Abilities
    • Battle Pet abilities with a component that increases in damage every time it hits will no longer reset when an opponent's pet gets swapped. (Arcane Blast, Frog Kiss, etc.)
    • Death Grip cooldown increased to 4 rounds (up from 3 rounds), damage has been reduced by 50%, and hit chance has been reduced to match similar abilities.
    • Nether Gate damage has been reduced by 33%.
    • Sweep damage has been reduced by 33%.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
As heal I hate this "nonstop AOE heal spam" playstyle for example.
We do think AE heal spam has gotten out of control again. The healer tookit lacks depth when single target heals are ignored. (Source)
It's challenging because every time we nerf AEs, rather than going to single-target heals, healers just feel too weak to heal. (Source)

Stop giving abilities 2charges, it's a dumb system..
Why do you think so? We like the system since it lets you hold a CD rather than using it ASAP. (Source)

New minor glyphs are nice. ... But some classes ALREADY have too many mandatory minor glyphs, and no room for cosmetic ones
What is a mandatory minor glyph? (Source)

are you concerned people are playing specs that sim the highest spa and not the specs they enjoy the most?
Yes. I don't think it's healthy for the game but it's a hard mentality to fight. (Source)
For almost all of us, 1% more DPS is not the difference between success or failure. Playing well is. (Source)
For almost all of us, the top 100 on Raidbots is not a reflection of what we can do on an encounter. Even more so for sims. (Source)

in the world of bring the player not the class shouldn't http://t.co/s32qQttF4q be equivalent to lust and not weaker?
If the goal was that you had all buffs regardless of comp then we'd just give them all passively. (Source)
Isn't this raid buff thing mostly there to shit on 10m raids? 25s get them all by accident.
Buffs are there to make you feel stronger in a group and to encourage some level of raid diversity. (Source)
I just don't see why mark fort and now hero, which we have like 3 copies of each, are handed out, but we gotta struggle.
The original idea with Mark and Fort was that tank survivability is balanced around having those. (Source)
It's harder to tell a tank to survive better the way you can usually coax a little more from DPS. (Source)
But in MoP I'm not sure the distinction is that relevant anymore. (Source)

Don't you think that cooldowns/trinkets are too high? a 250k Chaos Bolt normal going to 900k with procs, isn't that too much?
We do worry that the synergistic effects of lining up CDs with trinkets has grown too large. Lining up shouldn't trump everything. (Source)
Personally I think there are just too many cooldowns+trinkets. I'd rather have one big cooldown I use than 4 I have to line up
Yeah, it's a cause of button bloat for sure. Does Ret need AW and GoAK? Does Fury need Skull Banner and Recklessness? (Source)

Death Knight (Forums / Skills / Talent Calculator)
Does the solo Sha kill still not prove how broken blood is? It's still current content and this has been every xpac.
Lei Shen is current content. Sha is many ilevels ago. What is the specific issue that offends you here? How does it hurt you? (Source)

Druid (Forums / Skills / Talent Calculator)
Will we ever be able to have hybrid talents trees like we did long ago? I.e. Some spec skills from resto on moonkin = Restokin
With the druid talents in particular we tried to offer healing options to Balance and so on. (Source)

When will Resto Druid Glyph of Efflorescence be on PTR? Is this glyph being rethought?
Our concern is that Swiftmend went from being a great ST heal to part of the AE healing kit. Maybe that wasn't the right call. (Source)
What exactly does that mean? That doesn't really answer the question...
The answer is yes it is being rethought because we're debating the old vs new role for Swiftmend. No decisions yet. (Source)

Hunter (Forums / Skills / Talent Calculator)
Removing SS as a talent will cripple BM and SV in PvP, forcing hunters into MM if they want to be able to compete in PvP
So BM for example can have a trinket or a silence. Seems fair. You really need both? When does anyone get a chance to counter? (Source)
you do realize that you gave hunter trinket and silence in the first place right? youre arguing with yourself now
Right. That's why we made the change. The original 5.0 talent design was crazy generous to BM PvP. (Source)
will we have some dmg buff on kill command in 5.4 ? and you guys think of baking widow venom in serpent sting ?
Long term, we agree Widow Venom needs some work. Short term not thrilled with the idea of e.g. Serpent Spread + Widow Venom. (Source)

Why is Snake Trap still in the game? It does like 300 dps on level 90. It's completely useless.
We agree it needs a better niche. Reluctant to yank it since it has a unique kit vs. the 200 spells in the game named Frost X. (Source)

The tooltip says "preventing any spell in that school from being cast for 3 sec" so yes.
You can also use Silencing Shot preemptively to stop the cast, while Counter Shot has to land during the cast. (Source)

Talking with several hunters, agreement that Readiness going away is fine if other spells are adjusted as well.
We're thinking 2 charges on Deterrence and Disengage, then other buffs to things like Kill Command. (Source)
Wouldn't that be a big buff with the talented 1min Deter? 1min and 5min Deter vs both are up in 2mins?
Charges just gives them what they have today with Readiness, though IIRC the base CDS are longer. (Source)
This is an example where I am expressing design intent (no Readiness) and not tuning... yet. (Source)

what's the real difference between counter shot and silencing shot?
The silence...? (Source)

Have you seen this post detailing some concerns about hunters? http://t.co/NlAMMnOwjPIt has some nice points.
We are pretty happy with raid utility for all specs. Every class asks for more to guarantee a raid spot. (Source)
What utility do hunters offer in 25m or even well organized 10m that another class or two don't already bring?
That is true of everyone but warlocks, who probably bring too much. (Source)

Stampede was never intended to provide utility. It's a DPS cooldown. (Source)
It's now a 20 second DOT on a 5 minute CD that is worth 1% of our total damage. Least compelling CD in the game?
Do keep in mind that total damage and damage per second both have different benefits. (Source)
Do keep in mind that it is our 87 ability, and it is exactly like Dire Beast. "Insulting" is the word.
So how much damage do you think Stampede needs to do to be fair? (Source)

Will you EVER get rid of arcane shot for spec unique dumps? It's a remnant from days of Hunter mana; Please remove
Having different focus dumps would help with spec distinction. (Source)

Mage (Forums / Skills / Talent Calculator)
They think Frost PvP is "balanced" as is on PTR and that people enjoy the RNG of Fire and the poor scaling of Frost.
We try not to tell you what you enjoy. We design specs and encourage you to play the spec(s) that appeal to you the most. (Source)
When players try to redesign specs too much we worry they're just looking for something different than we're offering. (Source)

Excuse Masta, he's a bit pissed (as I am, though to be fair). If you can overhaul warlock talents, why not Mage???
It's just a matter of degree. KJC and AV risked breaking all of our encounters. (Source)

54% crit as fire with CM, zero heroic gear, hit/haste staff. (ilvl528). 5.4 scaling problems? Same old CM nerf inc or plans?
Don't know yet. It's cool to have crit -> something cool happens, but we're souring on the whole weak until X%, then OP design. (Source)
We had the same problem with warriors previously. Just feels like crit has to be between say 30 and 70% for the design to work. (Source)
WoW's problem has become that for y=mx+c 'm' is too large and 'c' is too small. MoP T16 has 3x stats of H 5m
Are you saying that about Fire or as some kind of generic problem? (Source)
Because we like huge gear jumps between tiers. Allows us to challenge the best guilds and those that come later (with more gear). (Source)

Monk (Forums / Skills / Talent Calculator)
WW needs something besides dps to offer. Every other melee has a raid cooldown, major raid healing or both. WW has neither.
The utility arms race won't end well. Someone will always have the best and others will still want more to compete. (Source)

And if you haven't already a good thread regarding concerns and discussion on the changes as well
The intent isn't to nerf WW overall -- we're not finished yet. It will end up with Rune just being good instead of crazy OP. (Source)
On the flip side, you won't be so dependent on Rune (or any specific trinket). (Source)

Paladin (Forums / Skills / Talent Calculator)
You need to understand LoD is too weak and you tuned SoO encounters to favor hots(EF). On no boss so far would LoD outdo EF.
Paladins survived for years without hots. We don't buy that they are utterly dependent on a talent that is like a year old. (Source)

(continued) we do it because the alternative doesn't exist. When u floored Holy Radiance u made the 3hp finisher too important
If the finishers aren't good, we find paladins just spam the builders and ignore the finishers, which feels bad too. (Source)

To continue, we don't want every paladin playing like a Resto druid, and honestly neither should you paladins. EF shouldn't be mandatory. (Source)
Agree100%. I am growing to hate having to take EF. Every fight my top heal is an absorb. Should just play my Disc priest.
Exactly. We don't argue it's effective. But we question whether it's really fun or fits the paladin kit. (Source)
If you recall, EF was limit one until very late in MoP beta. It's an example of a change we should not have made so late. (Source)
Obviously had big consequences. (Source)

you fked up prots in PvP because of all qq from none tank players.. you need to be fired
Do you realize you won't have any opponents in PvP for long if you're having tons of fun and they aren't? (Source)
Tanks in PvP are "you can't kill me" which is super frustrating for everyone else. If there's another design we're open to it. (Source)

+10% on LoD won't help much, increase the amount of targets hit and increase holy radiance's 6 target cap in 25man.
We don't like non-CD AE heals with huge target caps. Trying it with HR only because we want Resto to be awesome when clumped. (Source)

Then give us something to use as an alternative, the other two talents in that tier are a joke, at best.
We buffed SH a lot for Holy. Looking at what we can do to SS for them. (Source)

Don't want to play like a druid, either. Concerned about number balance since EF hot/shield accounts for so much on live
Yes. Our strategy is to try to buff LoD w/out killing WoG or EF. (Source)

i still dont understand why paladins are getting a fear when we have repentance, unless its instant n1 will go for it
PvP balance has a great deal to do with team synergy, not the tools of the individual. Fears are a valuable and hard to get DR. (Source)

Healer balance is looking good! Feels like Shaman, Druids, Monks, and Priests are going into 5.4 feeling good. Pallies need <3
Going to try DP scaling with Spirit. GoAK with AE heals. Maybe buff to WoG, EF, LoD. (Source)
Clarifications from Lore seems great. I hope the change to GoAK will be an overall buff. Also 40y on LoD would be nice.
The intent is that GoAK is a buff. We agree that it's a lot of single-target overhealing in today's environment. (Source)
Considered lowering the CD, but we'd have to nerf the HPS and it would also get macro'd with Divine Favor a lot. (Source)
What HPS? Paladin HPS is bad on the PTR.The updated GoAk on a 5min cd is hardly going to be enough to push that up.
Do you have any logs or other data to support that? It's unfortunately too easy just to tweet for buffs with no support. (Source)

Not nearly enough to compensate for SoI sadly.
We didn't balance Holy around 100% SoI usage because we knew that was unrealistic. We balanced them around DP. (Source)
For Prot, we buffed Guarded by the Light to 15% mana return to compensate for SoI. (Source)
Guys are making of mess of the last patch. Should of done this retooling with an expansion.
It's often a tough balance. Many players want their issues fixed NOW and don't want to wait an indeterminate time in the future. (Source)

These are reassuring words. Any chance that for Holy SoI/BattleHealer and Judgment could scale for SelflH use?
Might try Selfless Healer gives Judgment Holy Power for Holy, but nervous about that one. (Source)

Divine Plea no longer reduces healing in 5.4. Truth/datamine? What about Glyph of Divine Plea--changing?
Truth (at least for the moment - anything could change). Not sure of glyph future yet. (Source)

Holy Paladins are lacking in the PTR 5.4 at the moment. Any hope for compensation considering the Eternal Flame nerfs we got ?
EF, like GoSac and KJC are intended as rule-breaking talents. We want to see some players use them but not all. (Source)
It's funny, the talents that the warlock community, on average, liked the most, y'all hate and decided to destroy
I feel like they liked them because they made the class easy to play without a corresponding DPS loss. (Source)

t16 4pc for ret is really boring gameplay. Button lights up = press it when a free gcd = not fun.
Did you find your t15 TVs hitting harder to be more engaging? Seems even easier to ignore. (Source)

Priest (Forums / Skills / Talent Calculator)
Holy word:Sanctuary performs awful, increasing the reduced amount and radius insteadof reduce the mana cost is better.
Sanc isn't intended to be a go to AE spell. It is intended to be layered with other spells to be ticking while they do. (Source)
Too much buffing and it becomes like Healing Rain, a big weapon in the Resto toolkit. But that's not what we want for Sanc. (Source)

speaking of healing is holy priest ever going to be as good as disc again?
You have to define good. Holy is a great healer and better than Disc in some fights. Atonement makes Disc very popular in 10s. (Source)
And Atonement itself isn't OP, but the ease with which Disc can swap from DPS healing to shielding is quite useful (esp in 10s). (Source)

Dear crabby, is there any news regarding Divine Hymn becoming baseline again for all priest specs?
We don't really think Disc or Shadow need more CDs or utility, respectively. (Source)

with the recent changes to apparitions on the ptr, is there also a movement speed increase to them? Or would it not be needed?
We don't want them to move super fast or they become just another missile. Shouldn't have big pathing problems anymore though. (Source)
whats wrong with JUST ANOTHER missile? its gona be the only missile shadowpriest has. STOP discriminating ffs
Resistance to making everything the same is not the same as discrimination. We don't want SA to be Shadow Bolt. (Source)

Limited, too. 30 sec Chakra CD makes it tough to be flexible.
We could consider lowering CD, but we don't want "Chakra twisting" every time you want to cast e.g. CoH. (Source)

Any plans on giving disc divine hymh back? maybe make it share a cooldown with PW:B?
Feel like Disc needs more limitations, not more tools. (Source)

Is Holy Priests' HW: Sanc ever going to be looked at number wise? It's pretty terrible and even with new 4set won't be used.
It is meant to be layered along with PoH etc. so both are happening at once. It isn't intended as a high priority AE heal. (Source)

Holy regen is too low. Disc mp5 is very comfortable indeed, but nerfing it wouldn't solve the low holy regen.
We are worried that Holy regen is where the other healers are but that Disc can largely ignore mana. (Source)

clarify how you think holy competes w disc?Don't have utility or damage disc has chakra limits st/aoe heals gap esp > in 10's
Holy heals fine. I think the desirability of Disc in 10s is purely Atonement. (Source)

Rogue (Forums / Skills / Talent Calculator)
Fierydemise has some raw sim date for your proposed combat changes (http://t.co/b0dyEezlzv). Combat's going to need more tbh.
Yeah to be fair, we haven't tuned the damage yet. Just focused on pacing. Bandit's Guile may need tweaking too. (Source)

it seems for rogues this coming tier combat is looking less desirable than sub in raids. Is this the intent?
Are you basing that on anything other than DPS (which isn't tuned for 5.4 yet)? (Source)

Shaman (Forums / Skills / Talent Calculator)
What use does the Conductivity Change have if you cant have 2 Healing Rains at a time?
It isn't intended to let you splash rains around the entire raid, and technically the spell cannot even work that way. (Source)
The idea is you can keep HR going without spending the cast time just by casting other spells. (Source)
Why buff HR when we're already good in packed situations? Isn't HTT nerf making us weaker in spread situations? CH still slow
We like that Resto shaman look at the battlefield and not just the target frames. (Source)
We'd rather make them stronger while grouped than just like everyone else. (Source)
Would you agree Shaman should be superior than every other healer when stacked to justify poor spread healing?
Yes. That is the intent. Just need to rectify that with e.g. SCK. (Source)

Resto Shaman are lacking in the PTR 5.4 at the moment. Any hope for compensation considering the poor spread healing we got ?
We understand players will say that's not enough, but we still want shaman to care about grouping and to perform better then. (Source)
Make chaining glyph baseline with no CD for resto.
No CD means your rotation would likely turn into CH CH CH CH CH CH. It was that way once.... (Source)
Also, if CH is being spam, that implies other abilities aren't good enough and should be buffed so CH doesn't HAVE to be spam
That argues that no spell needs a cooldown, just buffs to other spells. We don't think rotations work that way. (Source)
But the thing about grouping is that we are losing even on those fights to ppl who have better spread healing.
Yes. This is what we're trying to fix. (Source)

Warlock (Forums / Skills / Talent Calculator)
What's the story behind affliction changes? Just curious, I'm guessing it's because they rely on fillers and not the DoTs?
Wanted to nerf MG a little bit and buff dots since you can't always MG (especially in PvP). Still want MG to be good of course. (Source)

Warrior (Forums / Skills / Talent Calculator)
GC, i think Revenge needs an increased cleave range. Its a little dumb the ability not hitting secondary targets some times.
Possibly. I can't recall of the top of my head. Is the range 5 or 8? (Source)

Can bladestorm be baseline to arms please. It was an iconic arms ability and now we just can't afford to take it in PvP
We'd rather get it to a point where it's competitive in PvP. Baking in talents and adding new ones leads to button bloat. (Source)

Actually, changing stances every couple of seconds was exactly what made warrior gameplay so fun and engaging
It was a very common request to remove the old stance restrictions. Lots of "no other class has this liability" etc. (Source)

You guys really like Arms rotation? it works but it's... really boring to spam OP. op could be our revenge proc TFB changed?
Wouldn't you run into a lot of MS -> empty GCD? (Source)

Any plans on bringing the sunder armor debuff up to date? I dont think anyone has spent the gcds/rage on actual Sunder in mop
Maybe have CS and Devastate apply Sunder and cut the core ability. (Source)

Weekly News Recap
Another busy week, another chance to catch up on what you missed!


by Published on 2013-07-13 12:08 AM

New Stuff Coming to the Pet Store!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve got some new stuff coming to the Pet Store, and we wanted to give everyone a quick sneak peek. Obviously, the Pet Store has been the place where we sell pets and mounts, but we’ve come up with some new types of cosmetic goodies, including some fun new little toys and Transmogrifiables.

First up: a trio of cosmetic helms for Transmogrification. ( Jewel of the Firelord, Hood of Hungering Darkness, and Crown of Eternal Winter) When Transmog went into the game, people immediately started talking about the possibility of just buying armor looks. So we’re going ahead and forging a few helms and seeing how they fit. They don’t have any stats, they’re just for looks, and you can use them to change the appearance of the helms for any characters of any class or race (they work with all armor types). They’re great for spicing up a Transmog set—or replacing a tier head piece you hate the looks of. No need to check that ‘Hide Helm’ box any longer!




Here are a few images, but keep in mind that these are all special-effecty and animated in a really cool way. You may have even seen these models pop up on Wowhead or MMO-Champion earlier this year.

We’re also trying out something else new. A lot of people have liked the kinds of fun, limited-use items you can get from the WoW TCG—so we’re taking that idea to the Pet Store. Soon you’ll be able to snag two fun new little toys: the Seesaw and Iron Hitching Post!

You can jump on the Seesaw with a party member and relive the childhood glee of trying to slam your friend into the ground . . . or you can have a big ogre named Lunk launch them into the air. Really, though, you’ll probably just look super cute gazing lovingly into each other’s eyes. D’awwwww.


True story: Worgen are exactly the same weight as Ogres.

The Iron Hitching Post is a little different: It’s an item you set down that allows you and up to 24 of your closest raiding cohorts to each jump on your own new unearthly Iron Warhorse mount. You can use it for smaller parties too, and it’s also great for Battlegrounds. Imagine the look on your opponents’ faces when they see a unified front of ghost horses galloping toward them . . . just to ruin everything and capture Snowfall Graveyard. (STOP IT!)




Hyah ghost-steed! Later I’ll feed you some ghost-oats in the ghost-barn.

We don’t have specific release dates for any of these items yet, but you can expect to see them show up in the Pet Store in the near future.

Let us know what you think, and what other kinds of fun and cosmetic items you might like to see in the Pet Store in the comments below!
by Published on 2013-07-12 04:28 AM

Console Version Pre-Order, Diablo: Sword of Justice is Out, Blue Posts, Archon's 5 Mil Tempest Rush Monk Guide

Community Feedback, Hero Picker UI - Base and Drop-Ins

Patch 5.4 - Fallen Protectors
Fallen Protectors is the second encounter in the Siege of Orgrimmar Raid and takes place where the Golden Lotus daily quest pagoda was located.


Name Points Category
Go Long Transfer the Mark of Anguish to at least 5 unique players over a total of 250 yards or more during a single Desperate Measures phase, and then defe...
10Pandaria Raid
Heroic: Fallen Protectors Defeat the Fallen Protectors in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Overview - Players must do battle with the brewmaster Rook Stonetoe, the rogue He Softfoot, and the priest Sun Tenderheart, as the three fallen protectors assault the raid simultaneously. At 66% and 33% health remaining, each protector will perform Desperate Measures, manifesting spirits of fallen allies to bring new and powerful attacks to bear against the raid until those spirits are defeated. Triggering Desperate Measures on multiple protectors at the same time is inadvisable.
  • Bond of the Golden Lotus - Rook Stonetoe, He Softfoot, and Sun Tenderheart share a spiritual bond, linking their fates to each other. Upon reaching 1 health, each of them will begin to cast Bond of the Golden Lotus if any of the other Protectors are still in combat, restoring 30% of maximum heath upon completion. Bringing all three Protectors to 1 health simultaneously will restore clarity to their clouded minds.
  • Rook Stonetoe -
    • Desperate Measures - Upon reaching 66% or 33% health remaining, Rook Stonetoe manifests evil forms of his closest friends, making Embodied Misery, Embodied Sorrow, and Embodied Gloom. Once all three spirits are defeated, Rook Stonetoe resumes fighting players.
      • Embodied Misery -
        • Defiled Ground - Embodied Misery smashes the ground with fervor, inflicting 525,000 Physical damage to her current target, knocking them back. This force burns into the ground, inflicting 150,000 Shadow damage every second.
      • Embodied Sorrow
        • Inferno Strike - Embodied Sorrow casts a massive Fire damage spell at a random target. Inferno Strike divides 3,600,000 Fire damage among all targets within 8 yards.
          • Residual Burn - Secondary targets are afflicted with Residual Burn, taking 500% increased damage from Inferno Strike for until cancelled.
      • Embodied Gloom
        • Corruption Shock - Embodied Gloom hurls a bolt of corrupted lightning at several locations, inflicting 250,000 Nature damage to all enemies within 4 yards.
        • Corruption Chain - On Heroic difficulty, Corruption Chain replaces Corruption Shock. Embodied Gloom hurls a bolt of corrupted lightning at an enemy, inflicting 150,000 Nature damage and chaining to enemies within 10 yards.
      • Shared Torment - Embodied Misery, Sorrow, and Gloom share health.
    • Vengeful Strikes - Rook Stonetoe enters an offensive stance, stunning his target and inflicting 35% normal damage in a frontal cone twice per second for 3 sec.
    • Corrupted Brew - Rook Stonetoe hurls a keg of Corrupted Brew at a distant target, inflicting 275,000 Shadow damage to enemies within 5 yards and slowing targets hit by 65% for 15 sec. In Heroic difficulty, every two casts, Corrupted Brew's travel time is reduced by half a second. This effect resets when Rook Stonetoe begins his Desperate Measures.
    • Clash - Rook Stonetoe clashes against an enemy, charging each other and meeting halfway. Rook Stonetoe then immediately begins to perform Corruption Kick. In Non-Heroic Difficulty, Rook Stonetoe's Clash will not be cast during any Desperate Measures phase.
      • Corruption Kick - Spins rapidly in a circle, rooting himself and inflicting 180,000 Physical damage to targets within 10 every second for 4 sec. Additionally torments targets struck, inflicting 112,500 Shadow damage every two seconds for 6 sec.
  • He Softfoot -
    • Desperate Measures - Upon reaching 66% or 33% health remaining, He Softfoot manifests a twisted spirit of his brother, creating Embodied Anguish, which fixates upon the raid member who has the Mark of Anguish. Once this spirit is defeated, He Softfoot resumes fighting players.
      • Mark of Anguish - Mark of Anguish periodically inflicts 75,000 Shadow damage every second and roots the target. The Marked player gains the ability to transfer the Mark to another friendly player within 30 yards. Embodied Anguish's gaze moves to a random target upon killing his current target.
      • Lingering Anguish - Embodied Anguish's attacks periodically inflict Lingering Anguish, increasing damage taken by Mark of Anguish by 35%. This effect stacks. A stack of Lingering Anguish is applied to all raid members when Mark of Anguish is passed to another player.
      • Debilitating Anguish - Possessing the Mark of Anguish debilitates targets, decreasing their armor by 50% for until cancelled.
    • Garrote - Traveling through the shadows, He Softfoot Garrotes targets, inflicting 108,000 Physical damage every 2 sec. This effect is removed when He Softfoot begins his Desperate Measures.
    • Gouge - He Softfoot attempts to gouge the eyes of his target, incapacitating them for 6 sec and fixating on a random target until Taunted. If the target is facing away, Gouge will instead knock them away a short distance.
    • Master Poisoner - He Softfoot is a Master Poisoner and occasionally coats his weapons with various types of poisons. In Heroic Difficulty, Master Poisoner abilities also take effect when using Garrote or Fixate. In Non-Heroic Difficulty, He Softfoot's Master Poisoner abilities will not be cast during any Desperate Measures phase.
      • Noxious Poison - He Softfoot coats his weapon in a Noxious Poison, causing successful melee attacks to create pools of poison on the ground, inflicting 127,500 Nature damage every second. These pools may be jumped over. This effect is removed when He Softfoot begins his Desperate Measures.
      • Instant Poison - He Softfoot coats his weapon in an Instant Poison, causing successful melee attacks to inflict 112,500 additional Nature damage.
  • Sun Tenderheart
    • Desperate Measures - Upon reaching 66% or 33% health remaining, Sun Tenderheart manifests an evil form of her protectors, making Embodied Despair and Embodied Desperation. Once both spirits are defeated, Sun Tenderheart resumes fighting players.
      • Dark Meditation - Sun Tenderheart enters a Dark Meditation, inflicting Shadow damage to all enemies every half second. Players take 35% less damage from Dark Meditation when inside her Meditative Field.
      • Manifest Emotions - Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by Manifest Emotions will also be suffered by the creature that spawned them.
      • Meditation Spike - Sun Tenderheart periodically fires a bolt of dark energy that inflicts 250,000 Shadow damage upon impact to enemies within 6 yards.
    • Sha Sear - Causes an explosion of Shadow magic around the target, inflicting increasing Shadow damage every second to all enemies within 5 yards around the target.
    • Shadow Word: Bane - Expels a word of misery upon multiple targets, inflicting 135,000 Shadow damage every 3 sec for 18 sec. Each time this effect deals damage, it will jump to an additional target, up to a total of 3 times.
    • Calamity - Calls forth a great Calamity, striking all players for 30% of their maximum health as Shadow damage. This also removes Shadow Word: Bane from all targets. In Heroic difficulty, Calamity increases in magnitude by an additional 10% of maximum health each addtional time it is cast. This effect resets when Sun Tenderheart begins her Desperate Measures. In Non-Heroic Difficulty, Sun Tenderheart's Calamity will not be cast during any Desperate Measures phase.



Patch 5.4 - Sha of Pride
Sha of Pride is the fourth encounter in the Siege of Orgrimmar raid and takes place under the Vale of Eternal Blossoms.


Name Points Category
Heroic: Sha of Pride Defeat the Sha of Pride in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid
Swallow Your Pride Defeat the Sha of Pride in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty after no player has gained Pride from Manifestations of Pri...
10Pandaria Raid

Originally Posted by MMO-Champion
  • Pride - Players start the encounter with 0 points of Pride. Whenever hit by an ability from the Sha of Pride or one of its minions, players gain 5 Pride. As a player's Pride increases to 25, 50, 75 and 100, Swelling Pride will inflict additional effects on that player.
  • Gift of the Titans - Norushen gifts players with immunity to Pride. In addition, if all players with Gift of the Titans are within 8 yards of each other, they gain Power of the Titans.
    • Power of the Titans - If all players with Gift of the Titans stand within 8 yards of each other, they gain Power of the Titans for 15 sec. Power of the Titans increases haste and all damage and healing done by 15%.
  • Swelling Pride - When the Sha of Pride reaches 100 energy, it releases a wave of dark energy, inflicting 350,000 Shadow damage to all players, giving them 5 Pride. In addition, Swelling Pride will trigger a secondary effect on any player with 25 or more Pride.
    • Bursting Pride - When Swelling Pride hits a player that has 25 to 49 Pride, a mass of Sha corruption is created at their location. After 3 seconds, the corruption explodes, inflicting 250,000 Shadow damage to all players within 5 yards. Any player damage by this explosion gains 5 Pride.
    • Projection - When Swelling Pride hits a player that has 50 to 74 Pride, they create a projection 15 yards from their current location. Projections explode after 6 seconds, inflicting 175,000 Shadow damage to all players, unless the projection's creator is standing within it. Any player damage by a projection's explosion gains 5 Pride.
    • Aura of Pride - When Swelling Pride hits a player that has 75 to 99 Pride, they are afflicted with Aura of Pride for 25 sec. This effect causes the player to inflict 250,000 Shadow damage to their allies within 5 yards every 1 sec. Any player damage by Aura of Pride gains 5 Pride.
    • Overcome - When players reach 100 Pride, they are overcome, increasing their damage and healing done by 50%. Players hit by Swelling Pride while Overcome are permanently mind controlled and have their health increased by 100%.
  • Mark of Arrogance - The Sha of Pride marks 2 players, inflicting 55,000 Shadow damage every 1 sec., for the remainder of the encounter. This effect stacks. When Mark of Arrogance is removed, the dispeller gains 5 Pride. In 25 player Difficulty, the Sha of Pride marks 5 players.
  • Wounded Pride - The Sha of Pride wounds his current target for 15 sec. Wounded players gain 5 Pride whenever they suffer melee damage from the Sha of Pride.
  • Manifestation of Pride - The Sha of Pride periodically summons Manifestations of Pride to attack players.
    • Mocking Blast - Manifestations of Pride blast a random player, inflicting 175,000 Shadow damage, giving them 5 Pride.
    • Last Word - When a Manifestation of Pride dies, it gives 5 Pride to the 2 closest players. In 25 player Difficulty, Manifestaions of Pride give Pride to the 5 closest players.
  • Self-Reflection - The Sha of Pride causes up to 5 players to reflect on their actions, creating a Reflection of Pride at their location. With each tick of Self-Reflection, the Sha focuses on players with higher levels of Pride, only targeting those with 25, 50 and then 75 Pride.
    • Reflection - Reflections explode out of the ground at a player's location after 2 sec., inflicting 250,000 Shadow damage to all players within 2 yards. Any player damage by this explosion gains 5 Pride.
  • Corrupted Prison - The Sha of Pride activates 2 titan prisons, trapping a player inside of each. As the prison activates, it releases a burst of Sha energy that inflicts 250,000 Shadow damage to all players within 0 yards, knocking them back and giving them 5 Pride. Imprisoned players are stunned, suffer 80,000 Shadow damage and gain 5 Pride every second. Players remain stunned until all titan locks surrounding the prison have been activated. Titan locks are activated by having a player stand within the lock's rune and remaining there until the prison is deactivated. In 25 player Difficulty, the Sha of Pride activates 4 prisons.
  • Banishment - The Sha of Pride banishes a random player to the corrupted Sha Realm. Banished players leave behind a physical form of their pride and remain banished until it is destroyed. Players within the Sha realm move 50% faster and are compelled to continually run forward, unable to stop. Additionally, coming into contact with corruption within the Sha realm inflicts 350,000 Shadow damage every second. Any player damage by the Sha realm gains 5 Pride.
    • Orb of Light - Orbs of Light form within the corrupted Sha realm that weaken a player's physical form of pride. Each orb inflicts 25% of the physical form's maximum health in Holy damage and increases its damage taken by 25%. This effect stacks.
  • Reaching Attack - The Sha of Pride strikes at a distant target, inflicting 50% of weapon damage as Shadow and increasing Shadow damage taken by 25% for 8 sec. The Sha uses this ability when no targets are in melee range.
  • Unleashed - When the Sha of Pride reaches 30% health remaining it becomes unleashed. With its unleashed power, the Sha focuses on Norushen, instantly killing him. The remaining power of the unleashed Sha inflicts 245,000 Shadow damage every 10 seconds for the remainder of the encounter. Players gain 5 Pride each time they are damaged by Unleashed.
    • Final Gift - As Norushen dies, he purifies all players, reducing their Pride to zero.



Blue Posts
Originally Posted by Blizzard Entertainment
Paladin (Forums / Skills / Talent Calculator)
GC Tweet (https://twitter.com/Ghostcrawler/sta...149588164609):

"Going to try DP scaling with Spirit. GoAK with AE heals. Maybe buff to WoG, EF, LoD."

For some clarification on this, here's the patch notes for Divine Plea and Holy's Guardian of Ancient Kings in the next PTR build:

  • Guardian of the Ancient Kings (Holy version) has been redesigned. The ability is no longer limited to the next 5 single-target heals, and deals additional healing based on all healing spells cast by the Paladin for its duration. The ability also increases the Paladin's haste by 10% while it's active. However, the duration of the ability has been reduced to 15 seconds (down from 30 seconds).
  • Divine Plea no longer reduces the amount of healing done by 50%, and now restores 135% of the Paladin's Spirit as mana every 3 seconds for 9 seconds. The total amount of mana restored will always be at least 12% of the Paladin's total mana.

As per usual, anything is subject to change. (Blue Tracker / Official Forums)

Rogue (Forums / Skills / Talent Calculator)
Combat is supposed to feel faster-paced than the other specs, but we agree that it's gotten a bit TOO spammy, particularly where the Tier 15 set bonus is concerned. We don't have any solid info on any changes we might make yet, but we definitely see the concern and are discussing it.

The challenge we always face when balancing between different specs that perform the same role is that, even if the benefits are relatively small, some players will feel "required" to play whichever is "best". Even in cases where each spec has a clearly defined niche that they excel at, some players still feel like they should change specs from fight to fight to match each encounter's mechanics.

We're not sure it's even possible to ever balance things out completely perfectly so that all specs are equal in all areas, but we do our best to at least minimize the differences. It's far too early to guess at which specs will be "best" once 5.4 launches, but our goal is to allow you to play whichever you enjoy the most without feeling like you're making a huge sacrifice. (Blue Tracker / Official Forums)

Free Character Moves (US)
Originally Posted by Blizzard (Blue Tracker / Official Forums)
If you're on one of the source realms listed below, you can move your characters to one of the designated destination realms and avoid the queues -- for free!

By initiating one of these transfers, you will be moving your character to a new realm and home. This is a one-time, one-way move. If you wish to move your character elsewhere, you will need to use the paid transfer service.

Source Realm -> Destination
Stormrage-> Trollbane
Area 52 -> Turalyon
Darkspear -> Vashj
Tichondrius -> Blackrock
Illidan -> Mannoroth
Bleeding Hollow -> Korgath

Please be aware that, due to the unpredictable nature of free transfers, we may close down any Free Character Moves at any time and without warning if the target realm becomes full. If you plan to move with friends or your guild, we suggest that you coordinate the effort to reduce the chance of any stragglers being left behind.

Early closures aside, this set of Free Character Moves will end on Thursday, July 25.

Begin a Free Character Move now! We recommend reviewing the FAQ, as it details what is or isn't allowed for transferred characters.

I thought the purpose of the Free Realm Transfer was to repopulate dying realms. Korgath is already a high population realm. Wouldn't it serve the purpose better to offer the Free Realm Transfer to one of the dying low population realms like Archimonde?
We've found over the years that people would rather stay on high population realms with long queues than move to very low population realms. When offering transfers - even free ones - to low population realms, very few people take the offer and high queue times persist. By providing transfers to medium population realms we can, at the very least, offer them a somewhat enticing reason to get away from their long queues and offer relief to that entire realm.

Obviously we're exploring some new ways to solve low population issues in 5.4, and we'll have more details on how that will all work (as well as a final name!) in the near future. (Blue Tracker / Official Forums)

SWTOR Class Representative Program
SWTOR is adding an interesting way for players to provide feedback on classes and get developer replies. You can see the full post over on Darthhater.

Originally Posted by SWTOR
How Will Class Representatives Be Selected?
This process is going to be largely in your hands! As of the time of making this post, you will be able to head over to your Advanced Class Forum and you will find a post where you can begin nominations for who your Class Representative will be. After a span of time (a week or so) we will create a poll with the names we saw mentioned most, by each AC, and you will vote on who you want your rep to be! I want to note that Class Representatives will be shared across mirrored ACs, so Sentinel and Marauder will have the same representative. We are still going to allow one to be selected for each, but they will rotate in their responsibilities.

Also, each Class Representative will only serve for one “term” (more on that later). After that a new representative will be elected!

What Will They Do?
Upon the Class representatives being selected, we will release a schedule. On each scheduled date listed, the chosen representative for each Class will make a forum post in their Class forum with the top 3 things they want to have answered or commented on. Our current plan is to do 4 ACs each month with 2 ACs being able to propose questions every 2 weeks.

Up until the scheduled date, the rep’s job is to work to figure out what the top 3 issues or questions are for their Class. Once posted, we will begin working with the Combat Team to get an answer or comment to all 3 of those issues, regardless of what they are! Our goal is a one week turnaround from the time that you post the questions for us to get you an answer. I will stress now that our development schedule will take priority at all times, so if our Combat Team is unavailable due to development constraints, any of this schedule is subject to change.

Expectations
Our number one goal is to get your questions answered. We have known for some time that players have had Class balance questions, and it has been tricky to get them answered. The purpose of this initiative is to get those questions addressed as directly as possible. I want to make sure we stress the following things:

It is possible, and even likely, that we could disagree with player sentiment towards something in relation to Class balance. Ex: Why does suck at ?! We may respond that we feel they are in a good place in our design goals and we will do our best to explain why.

Attaching feedback to your top 3 in no way guarantees that it will be feedback that is actionable. The purpose is to allow a set dialog between our Combat Team and you here on the forums. Just because something appears in the top 3 provided by a representative does not mean it is feedback that will garner special treatment.

Class Representatives are player elected and will not be granted any special access to the BioWare team. If chosen, you won’t have to sign an NDA or anything similar. You will be a player-elected forum user who assists your Class in formulating the top issues and concerns you would like to have BioWare commentary on.

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