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by Published on 2013-02-21 06:27 AM

Diablo 3 Announced for PlayStation

Patch 5.2 - Isle of Thunder Faction Quartermaster Update
The cloaks offered by the Kirin Tor Offensive and Sunreaver Onslaught were added to quartermasters in the latest PTR build. The cloaks cost 937 Valor Points and only some are flagged as needing Revered currently, but will likely change to all of them.

Level Type Spec Slot Name
496BackTankBack Cloak of the Immortal Guardian
496BackTankBack Cloak of the Immortal Guardian
496BackMeleeBack Shan'ze Partisan's Greatcloak
496BackMeleeBack Shan'ze Partisan's Greatcloak
496BackSpell SpiritBack Shan'ze Gravetender Cloak
496BackSpell SpiritBack Shan'ze Gravetender Cloak
496BackPhysical DPSBack Thunder-Chaser Cloak
496BackPhysical DPSBack Thunder-Chaser Cloak
496BackSpell DPSBack Static-Collecting Cloak
496BackSpell DPSBack Static-Collecting Cloak

A Day on the Isle of Thunder
Crithto wrote a nice blog post about what you can expect when Patch 5.2 is live. It covers some of these things:

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Legendary Meta-gems
In order to further discourage the use of these in PvP, the effects are dispellable. Not all of them are Spell Steal-able because frankly some of the effects are too complex to work correctly when stolen.

In order to provide feedback on potential changes to rotational priority or damage modeling, please confirm these estimated new values, or provide the accurate value in their place:
Sure. Here are the correct values. Flat amounts are the values at level 90, as you’d expect.

  • Howling Blast: 575 + 85.1% of Attack Power
  • Frost Strike (motfw): 126% Weapon Damage
  • Obliterate (motfw): 386.4% weapon damage, +25% w/ two disease
  • Scourge Strike: 633 + 140% Weapon Damage, 25% shadow damage per disease
  • Diseases: 187(FF)/223(BP) + 17.9% AP
  • Diseases (Unholy): 299.2(FF)/356.8(BP) + 28.64% AP
  • Soul Reaper (motfw): 120% weapon damage

…based on modeling I've done (with assistance from Theck and Hamlet), [Gaze of the Twins is] actually a Guardian's best trinket for Rage Generation.
Gaze of the Twins will only proc for Str users.

Thoughts on an Unholy Death Knight using Unerring Vision of Lei-Shen and using Festering Strike to maintain these 100% crit chance diseases permanently?
Unerring Vision of Lei-Shen will only proc for Int users.

The first the comes to mind is on the mage class. In frost spec, taking the rune of power talent, I noticed that the frost pet's waterbolt apparently is double dipping from Rune of Power. The first effect (reasonably) comes from the mage at 15%. But, it has another multiplicative 15% on top of that.
We’re not seeing this. Are you perhaps seeing the result of the Frostbolt debuff?

Rune of Re-Origination
We're going to make some changes to this trinket based on testing and feedback. Our goal was to make it decent if you didn't game it at all but offer some opportunities for enhanced benefits if you did. We're going to try to meet that goal better with these changes:

  • 10 sec duration (down from 20 sec) but with double the proc rate.
  • Increase your highest secondary stat by 200% of the sum of your two lowest secondary stats. For example: you have 3500 mastery, 5000 crit, 7000 haste. Rune procs, and you get [-3500 mastery, -5000 crit, +17000 haste]. Same logic as before, just double the size of the buff to your highest stat.

Forgive me for saying this....we are high right now? Locks/mages are topping meters and all I see is + + + + + + for them. If you go to raid-bots (shows what people are actually doing with the classes), click on any fight other than Galaron....look at who is on to....mages and locks (speaking 25 heroic).

We did not ask for a buff to haste.

I work for a software company, so I understand you have tools to see things that we don't. But don't friggin cop out and say things like "you are higher than you should be now"

Arcane and Affliction are high on many fights in 5.1, but they shouldn't be in 5.2. It's almost always the wrong argument to compare yourself to the highest DPS specs out there. "Middle of the pack" is actually where everyone is supposed to be.

Also, many warriors did ask for a buff to haste. Feel free to bring it up with them.

I try to always be careful to say "X is where or not where *we* want it." I say that because we pick the target DPS for everyone, not the community. We find that when we phrase it that way, players spend less time (though still a lot) campaigning for DPS buffs.

As someone who's main-specced Beast Mastery through most of his hunter career, these adjustments concern me about the implications for spec balance. Rough estimate, this seems like it's about a 5% adjustment upwards for Survival, and closer to 10% adjustment upwards for Marksman (maybe more if the rotation changes from 5.1 to favour Aimed Shot more).
This is why I added the caveat that you can't just take the 5.1 environment and mentally add buffs or nerfs. My advice here if you can't test it yourself on the PTR is to trust your theorycrafting community and see where they think everyone will end up in 5.2. (Zeherah made a post up above.)

I believe he's saying the damage buffs for pve will harm pvp, as a lot of ptr feedback was already very worried about very high burst and sustained damage ( people being gibbed in a few globals constantly) in pvp in full tyrannical gear with resil gems.
But that's a vague answer. That's not anything I can discuss with my design team. What would be more helpful are as many specifics as possible. What are you worried about from Shadow priests or Frost DKs? Mind Spike? Obliterate? Dots? We can go look at those specific cases where there are concerns. We don't think it's appropriate just to nerf everyone's PvP damage by 15% or something just in case.

GC we've still yet to get a clear cut answer on whether or not Lava Burst will scale (i know you hate that word, sorry) with crit rating (IE More crit chance = higher damage like Soul Fire/Chaos Bolt). Also, Bombay or Tanka Rey?
You used the word correctly, so no worries. What makes me reach for the Bombay are vague concerns about "scaling issues" masquerading DPS buff requests. (If you're worried about your DPS, just be up front and say you're worried about your DPS.)

We are unlikely to add extra crit damage to Lava Burst given the amount of time we have left for testing because we don't feel we can accurately predict what it would do to gear or rotational choices, and there is a PvP burst risk as well. We're not against the idea in theory and might try it at a future date once we have more information about what the 5.2 changes do to Elemental overall.

I also bet you did not test both Titan's Grip and SMF, since both do substantially different in Raids.
We treat SMF and TG (and also DW and 2H Frost) as separate specs for purposes of our testing. Nowhere do we see Execute anywhere close to the percentage of damage you're suggesting.

That said, several warriors have asked us to nerf Execute instead of the numbers we did hit. We might still do that, but Execute damage is a scary thing to mess with at this stage because it can cause relatively-hard-to-predict changes to priorities and damage between TG and SMF. We'll consider it though.

The fact that the reason behind the nerf was totally false.
You're conflating two issues. Stampede had a bug causing it to do too much damage, which we eventually found and fixed. At the same time, we also wanted to tone down all of the "because I'm immune to everything I'm going to come beat your face in" cooldowns. We deeply regret having so many "I'm immune to everything" mechanics. We don't think they are good for PvP overall, even though it can be fun to beat someone's face in while they have no recourse.

Anything uncounterable is probably something we are trying to phase out in PvP.

Blizzard seems to be unable to admit that having Sanctity of Battle as baseline for Paladins was a mistake.
Sorry, we just don't think it was a mistake. If you go back and look at a lot of the feedback about haste for paladins, many players like how haste feels. They like how well it ties into their active mitigation. We don't think there was any mistake here. We just have to make sure (long-term) that avoidance still has some role for tanks. We reduced the proc chance of Grand Crusader because we also allowed it to be caused from dodge and parry, which helps to make those stats somewhat more attractive.

There are numerous, serious issues with multiple different healer specs/classes. All of them are essentially being brushed under the rug so 5.2 can go live on schedule.
If we, the developers, though there were numerous, serious issues with multiple specs, we would delay the patch. We are fortunately in a position where we can do that and we do it all the time (heck, with almost every product we release). There are some players out there with concerns, and that is their prerogative, but it's also pretty par for the course for any of our major patches or expansions. We think things are pretty close.

with buffs to warriors/dks/rogues I only see the gap between us and other melee getting even larger.
We need evidence to evaluate claims like that. Unfortunately, as I've said, 5.1 evidence isn't super useful at this point.

If they make our cooldowns lower, damage without cooldowns becomes less of a concern
Yep. There is nothing inherently stronger about sustained damage than burst damage, provided the end result is the same (and often the opposite is true). There are encounter specifics that throw that out of kilter, such as the frequency of burst windows and the length of the fight, but in general we like those complexities because they help prevent every class from behaving exactly the same way. When CDs are too long, then the risk of things getting out of kilter are increased - consider the example of a 10 minute cooldown, that will rarely ever get used more than once per fight. We think a 2 min CD solves the problem sufficiently. Your DPS at any given second won't be the same as everyone else's -- this is a good thing -- but integrated over the course of a fight it will be close, again taking into consideration that we like variation among encounters.

Even including the 4-piece T15 bonus and boosted stats, I'm simming that 2/2 upgraded T14 gear is outperforming T15 gear of equivalent difficulty levels because of the reduced CD on an incredibly buffed Penance. This is an issue.
We have considered nerfing the priest T14 set bonus to 1 sec off of Penance (under the argument that Penance is more powerful now) and just reducing Penance by 1 sec baseline. That undoes a little bit of the first part of my argument, but Penance is a fun spell and a single-target one at that.

Tiriél is also correct that partially it's just a comparison between upgraded heroic 5.0 gear and normal 5.2 gear ilevels.

No. I can reproduce this consistently (100% of the time) on the live server. Steps to reproduce (at least on live, I will verify whether this still exists on PTR)
Okay, that sounds like it is just the tooltip and not the damage itself, but we'll still check it out. Tooltips can only be so accurate since so many things affect spell points these days.

Raid Testing Schedule - February 21-25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, February 21, through Monday, February 25, we will be testing the 25-player Normal raid encounters in the Throne of Thunder.

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

Thursday, February 21
  • Jin'rokh the Breaker - 25 Player Normal - 11:00 PST (14:00 EST, 20:00 CET)
  • Tortos - 25 Player Normal - 13:30 PST (16:30 EST, 22:30 CET)
  • Ji-Kun - 25 Player Normal - 15:00 PST (18:00 EST, 00:00 CET)
  • Durumu the Forgotten - 25 Player Normal - 16:30 PST (19:30 EST, 01:30 CET)

Friday, February 22
  • Council of Elders - 25 Player Normal - 11:00 PST (14:00 EST, 20:00 CET)
  • Megaera - 25 Player Normal - 13:30 PST (16:30 EST, 22:30 CET)
  • Primordius - 25 Player Normal - 15:00 PST (18:00 EST, 00:00 CET)
  • Dark Animus - 25 Player Normal - 17:00 PST (20:00 EST, 02:00 CET)

Monday, February 25
  • Horridon - 25 Player Normal - 11:00 PST (14:00 EST, 20:00 CET)
  • Iron Qon - 25 Player Normal - 13:30 PST (16:30 EST, 22:30 CET)
  • Twin Consorts - 25 Player Normal - 15:00 PST (18:00 EST, 00:00 CET)
  • Lei Shen - 25 Player Normal - 16:30 PST (19:30 EST, 01:30 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. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

The Daily Blink - The Life Cycle of a WoW Patch
The Daily Blink has a nice summary of Patch 5.2 changes.

Patch notes: More emotionally involving than the best-written suspense novel.
by Published on 2013-02-21 01:19 AM

Diablo 3 Announced for PlayStation

Diablo 3 Coming to Playstation 3 and 4
Chris Metzen just announced that Diablo 3 will be coming to both PlayStation 3 and PlayStation 4. It is currently running well on the PS3 with a console optimized UI and controls and has a four player co-op mode. More information will be revealed at PAX East.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
The minions of Hell grow stronger.

We're excited to announce that Diablo III is being developed for the Sony PlayStation®3 computer entertainment system. We'll also be adapting the award-winning action–role-playing game for Sony's newly announced platform: the PlayStation® 4!

Sit Down, Relax, and Kill Some Demons
Diablo III for the PS3™/PS4™ will be based on the core PC game and feature all the latest updates, including Paragon levels, the Infernal Machine event, Monster Power, Brawling, and more. This version is also being tailored with customized controls, a new user interface, and a dynamic camera perspective to provide an awesome Diablo III experience for PlayStation gamers.

Players will be able to wage war against the Burning Hells on their own in single-player games as well as team up and destroy countless demons with their fellow Nephalem in multiplayer games. For multiplayer, players will have the option to choose between four-player online (complete with matchmaking) and four-player local co-op modes for their couch-based warfare.

Follow the Falling Star to Boston, MA

The PS3 version of Diablo III will make its public debut at PAX East in the Boston Convention and Exhibition Center from March 22–24, and attendees of the convention will be some of the first to defend the world of Sanctuary via handheld controllers.

We call upon all heroes to join us at the official Blizzard booth, where you can enjoy some fast-paced hack-and-slash, participate in fun contests and giveaways, and learn more about the game. (Community managers will also be on-site, and they look forward to answering your questions and slaying some of Diablo's many malevolent minions with you.)

For more information, be sure to check out the official press release, and stay tuned to for future updates.
by Published on 2013-02-20 04:29 AM

Patch 5.2 PTR - Build 16597

BlizzCon 2013 Storms Anaheim November 8-9

PvP Season 12 Ending March 5
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Arena and Rated Battleground Season 12 is scheduled to end on Tuesday, March 5. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Malevolent Gladiator's Cloud Serpent to refrain from transferring their characters to another realm or faction until after Season 12 ends. The awarding of Season 12 titles and mounts will occur approximately 2 weeks after the season ends.

At the end of the season, Conquest Points will be converted to Honor Points and any honor above 4000 will be converted to gold at a rate of 35 silver per point. The honor cap will remain at 4000.

All Season 12 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.

The next Arena and Rated Battleground season will begin approximately one week after the current season ends. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Team and Personal Ratings will be reset when Season 13 begins.

Raid Testing Schedule - February 20
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Wednesday, February 20, we will be testing more raid encounters in the Throne of Thunder.

Note that we will likely be doing 25-player Normal testing (of many encounters) on Thursday and Friday. I'll post a schedule for those tomorrow.

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

Wednesday, February 20

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

Ji-Kun - 10 Player Heroic
13:30 PST (16:30 EST, 22:30 CET)

Primordius - 10 Player Heroic
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. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Tuning Adjustments
  • These are in addition to any previous changes, unless specifically noted.
  • You can't just apply these to 5.1 numbers. You need to keep the entire suite of changes in mind. I say this because we always get a few players who only see -20% on some ability and get all "Don't nerf me, bro."
  • That said, feedback on these changes is always welcome. Numbers are more persuasive than feelings. PTR logs are better than simulations, since the latter are very dependent on the talent and time of the person doing the simming.

Death Knight (Forums / Skills / Talent Calculator)

Paladin (Forums / Skills / Talent Calculator)
  • We like our recent change to a lower cooldown on Avenging Wrath for Retribution in PvP. We like it so much that we want to make it a baseline change for Retribution and not a set bonus, since many PvE paladins are benefiting from shorter wings today, and our recent DPS testing suggests that Ret needs a DPS buff. However, this does mean changing the existing T14 4pc PvE bonus.

So the list of changes reads like this:
  • Retribution has a two minute cooldown on Avenging Wrath baseline.
  • We are reverting the PvP set bonus change. The Retribution set bonuses remain as they are on live. This line will no longer appear in patch notes.
  • We are changing the T14 4pc PvE bonus to +10% damage on Seals and Judgment. We want you to graduate to the T15 set bonus fairly quickly and you won't be losing the shorter Avenging Wrath cooldown.
  • Retribution damage was too low, but as I mentioned above, we buffed it through more frequent use of Avenging Wrath.

Rogue (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • Shadowform increases damage by 25%, up from 20%.
  • We have heard some concerns that Atonement damage is higher than intended, so we are checking that out, but no changes to announce yet.

Shaman (Forums / Skills / Talent Calculator)

Hunter (Forums / Skills / Talent Calculator)

Druid (Forums / Skills / Talent Calculator)
  • Rip damage +15%.

Warrior (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)

For clarification, is the AoE aspect of Howling Blast going to be increased by this 23% single target buff, or will the AoE coefficient be lowered to compensate?
Single-target buff. That's what I meant by damage to secondary targets remains the same.

However, in case it wasn't obvious, these were all single-target changes. We haven't completed AE, healing or tanking changes. Healing or tanking numbers look pretty solid overall though, so don't expect much change there. (And feel free to disagree, but please provide some kind of evidence to back it up.)

I want to play Unholy!
We buffed Unholy early on in the patch and I did mention disease and Scourge Strike buffs as well.

You stated that shadow priest were overpowered in PVP and yet they received a 20% damage buff and now another 5% overall buff in Shadowform how does that make any sense?
We're not convinced that Shadow's OPness in PvP came from overall damage. We think it is probably a combination of many things, and those we hit the hardest were healing and Phantasm. We did nerf the Mind Spike glyph, which will reduce burst.

I'd imagine so since FnB is just a multiplier on the existing spells.

Hand of Gul'dan, in metamorphasis form, is chaos wave. Does the 15% buff apply to the chaos wave too?

Are there buffs designed to compensate for assassination getting less from the set bonuses?
Partially. This is a challenge for us, because we need to take the set bonuses into account, but everyone needs to function with the old set bonuses as well. We try to look at both situations.

Ret paladin damage will still be outclassed by other melee classes, causing us to be undervalued in the PvE scene, especially with the buffs to DK.
We're not seeing Ret DPS below where we want it on live, except on AE or Cleave fights, which these changes aren't targeted to correct. Again, as I mentioned above, you can't just take 5.1 numbers, mentally add these percentages to them and predict 5.2 numbers. I wish it was that easy, but a whole lot of things change. For example, we missed the mark on the current DK set bonuses, and they have been nerfed in 5.2.

Yeah, I'm thoroughly confused to the Fury nerfs after the MINOR buff to WS, a move that is used AFTER everything else.
Sorry, I brought too much focus to that one issue. Fury's DPS was just too high in 5.2 before these changes. It is a little high in 5.1 as well.

Patch 5.2 PTR Notes - Feb 19 Update
Originally Posted by Blizzard Entertainment
  • New Daily Quest Hub: Isle of Thunder.
    • Heroes fortunate enough to acquire a “Key to the Palace of Lei Shen” can bring it to the Shado-Pan on the Isle of Thunder and use it to infiltrate the fabled treasure vaults of the first emperor. Heroes are tasked with grabbing as much loot as they can within five minutes. Larger chests will have the most loot, including special keys that can be used at the end of the run for a chance at epic gear and other major rewards. Keys are awarded from rare mobs, hidden chests around the island, and from award satchels obtained by completing daily quests.

  • Taking Over The Farm
    • Players that have grown attached to working the land at Sunsong Ranch can now acquire purchase the farm land from Farmer Yoon via a quest. The farmhouse becomes a rest point like an Inn, where the player can bind and instantly log out. Work orders will pour into the farm from factions across Pandaria, and completing a work order will earn a reputation boost with the issuing faction.
    • The option to take over the farm is available to characters that are exalted with the Tillers and have unlocked all 16 farm plots.
    • Please note: The new Sunsong Ranch features are not available on the PTR, but will be coming soon.

  • Mage (Forums / Skills / Talent Calculator)
    • Glyph of Evocation now causes the Invocation talent to restore 10% (was 20%) health after completing an Evocation.
    • Arcane
      • Arcane Blast damage has been reduced by 22.2% and mana cost has been increased to 1.66667% of base mana (was 1.5%).
      • Arcane Missile's damage has been reduced by 22.2%.
      • Arcane Barrage damage has been reduced by 13.6%.
    • Frost
      • Frostbolt now deals 52% more damage, but its debuff no longer increases subsequent Frostbolt damage.

  • Monk (Forums / Skills / Talent Calculator)
    • Chi Wave now does 100% more damage and 14% less healing, and no longer costs Chi, and has a 15 second cooldown.
    • Zen Sphere now has a limit of 2 (was 1), detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, no longer costs Chi, and has a 10 second cooldown. Its periodic damage has been increased by 22%, periodic healing has been reduced by 61%, its detonation healing has been reduced by 62%, and detonation range has been increased by 40%.
    • Chi Burst now does 340% more damage and 69% more healing, no longer costs Chi, and has a 30 second cooldown.
    • Mistweaver
      • Jab now costs 6% (was 4%) of base mana to use.
      • The Glyphed version of Uplift now costs 8% of base mana (was 6.6%) to cast.
      • Teachings of the Monastery now provides additional benefits.
        • Tiger Palm damage increased by 100%. and restores 1% of max mana.
      • Muscle Memory is a new passive ability for Mistweaver Monks. Successful Jab and Spinning Crane Kick which damages at least 3 enemies cause Muscle Memory. Muscle Memory causes the Monk's next Tiger Palm or Blackout Kick to deal 150% more damage and restore 2% mana.

  • Paladin (Forums / Skills / Talent Calculator)
    • Retribution
      • Seal of Justice now causes melee attacks to deal an additional 20% (was 16%) as Holy damage.
      • Retribution 2-piece PvP set bonus now grants 1000 PvP power (was 800).
      • Retribution 4-piece PvP set bonus had been replaced. It now decreases the cooldown on Avenging Wrath by 65 seconds.

  • Priest (Forums / Skills / Talent Calculator)
    • Power Word: Solace has been replaced with a new talent: Solace & Insanity
      • For Holy and Discipline, Power Word: Solace replaces Holy Fire. It deals the same damage, and interacts with other spells and abilities in the same manner but does not trigger Atonement, is instant, costs no mana, and restores 1% of maximum mana on each cast. Damage dealt by Power Word: Solace will heal a nearby friendly player within 40 yards of the target for 100% of the damage dealt (50% when healing the Priest).
    • Power Infusion now increases the Priest's damage by 10% in addition to current effects.
    • Discipline
      • Mastery: Shield Discipline now also increases all healing done by a lesser amount, but the bonus provided by Mastery has been reduced by 36%.
      • Penance now has a range of 40 yards for both friendly and hostile targets (was 40 yards for friendly and 30 yards for hostile targets).
      • Spirit Shell now provides an absorb shield equal to the average healing and absorb of the triggering spell, including criticals and Divine Aegis. no longer benefits from Mastery, and now properly includes the benefits of Divine Aegis and critical effect chance.
      • Divine Aegis now causes critical heals to apply an absorb shield on the target for 100% of the amount healed instead of healing for twice as much. In addition, it grants Power Word: Shield a chance equal to the Priest's critical chance for the shield to absorb twice as much damage. is no longer guaranteed when Prayer of Healing is cast. The effect now activates when the spell crits.

  • Shaman (Forums / Skills / Talent Calculator)

  • Warrior (Forums / Skills / Talent Calculator)

  • Players of the same faction that participated in a fight with Pandaria world bosses (Sha of Anger, Galleon, Nalak the Storm Lord, and Oondasta) now get shared credit for the kill and will be eligible for loot.

Raids, Dungeons and Scenarios
  • Satchels obtained via the Raid Finder now have a chance to contain additional rewards, including: consumables, Spirits of Harmony, rare pets or mounts, and Raid Finder versions of Normal and Heroic difficulty zone drops that were previously unavailable from Raid Finder encounters!
  • Mogu Runes of Fate have been added and provides a bonus roll for Throne of Thunder, Nalak the Storm Lord, and Oondasta and are purchased with Lesser Charms of Good Fortune. Elder Charms of Good Fortune will continue to work in Mogu'shan Vaults, Heart of Fear, Terrace of Endless Spring, the Sha of Anger, and Salyis' Warband (Galleon).
  • The maximum number of Elder Charms of Good Fortune a character can hold has been increased to 20 (was 10).
by Published on 2013-02-19 03:34 PM

BlizzCon 2013 Storms Anaheim November 8-9

Troves of the Thunder King, Patch 5.2 Notes Update, Blue Posts, Starcraft Universe

Patch 5.2 PTR - Build 16597
Patch 16597 will be deployed to the PTR realms soon. This patch adds new 496 cloaks from the 5.2 daily quest faction reputations at Revered, attaches some crafting spells to their professions, and tweaks damage on many of the Patch 5.2 raid spells.

Helm of Hungering Darkness

New Items
You can find all of the new items in Patch 5.2 on WoWDB.

Level Type Spec Slot Name
496BackTankBack Cloak of the Immortal Guardian
496BackTankBack Cloak of the Immortal Guardian
496BackMeleeBack Shan'ze Partisan's Greatcloak
496BackMeleeBack Shan'ze Partisan's Greatcloak
496BackSpell SpiritBack Shan'ze Gravetender Cloak
496BackSpell SpiritBack Shan'ze Gravetender Cloak
496BackPhysical DPSBack Thunder-Chaser Cloak
496BackPhysical DPSBack Thunder-Chaser Cloak
496BackSpell DPSBack Static-Collecting Cloak
496BackSpell DPSBack Static-Collecting Cloak

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Mage (Forums, Talent Calculator)

  • Arcane Barrage base damage reduced by 33% and SP scaling reduced by 14%.
  • Arcane Blast damage and SP scaling reduced by 14%.
  • Arcane Charge now grants 50% damage per charge, up from 40%. Arcane Blast mana cost increased by 150% per charge.
  • Arcane Missiles damage and SP scaling reduced by 14%.

Major Glyphs
  • Glyph of Evocation - With the Invocation talent, you instead gain 10% of your health upon completing an Evocation, down from 20%.

Monk (Forums, Talent Calculator)

  • Chi Burst now has spec specific tooltips. Now only lists healing AP scaling for Mistweavers.
  • Chi Wave now has spec specific tooltips. Healing now scales with AP and base damaged increased.


Paladin (Forums, Talent Calculator)

Priest (Forums, Talent Calculator)

  • Power Infusion now increases all damage by 10%.
  • Solace and Insanity - Damage dealt by Power Word: Solace will instantly heal a nearby low health friendly target within 40 yards from the enemy target for 100% of the damage dealt (50% when healing the Priest).

  • Divine Aegis - Critical heals create a protective shield on the target, absorbing 100% of the amount healed, instead of healing for twice as much. Lasts 15 sec. Additionally, Power Word: Shield has a chance equal to your critical effect chance to absorb twice as much.
  • Mastery: Shield Discipline now increases the potency of all your damage absorption spells by 12.8%, down from 20%. Now also increases all of your healing by 6.4%.
  • Penance now has a 40 yd range for friendly and enemy targets.

Discipline & Holy
  • Holy Fire is now instant cast, down from 2 sec.

Warrior (Forums, Talent Calculator)
  • Sudden Death now has a 10% proc chance from autoattack and Strikes of Opportunity, rather than 25% from Overpower.


  • Advanced Refrigeration Unit Engineering 10 sec cast. Reagents: Stabilized Lightning Source (5), Living Steel (5). Tools: Blacksmith Hammer.
  • Pierre Engineering 10 sec cast. Reagents: Stabilized Lightning Source (15), Living Steel (15). Tools: Blacksmith Hammer.
  • Sky Claw Engineering. 10 sec cast. Reagents: Stabilized Lightning Source (30), Living Steel (30). Tools: Blacksmith Hammer.
  • Stabilized Lightning Source Create a from Stabilized Lightning Source Ghost Iron Bars. Engineering. 2 sec cast. 1 sec cooldown. Reagents: Ghost Iron Bar (10).


Raid & Dungeon Abilities
  • Acceleration Link Anima Golems in close proximity link together, increasing each golem's attack speed by 250% and damage by 200% 175%. In addition, linked golems gain 30% movement speed and immunity to movement slowing effects. Instant.
  • Anima Font Further corrupts a target already afflicted by Touch of the Animus, causing them to spew Anima bolts at nearby locations every 1 sec. Enemies struck by the bolts suffer 0 250,000 Fire damage. Unlimited range. Instant.
  • Anima 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, increasing the damage they take from melee attacks by 200% for 15 sec. This effect stacks. In Heroic Difficulty, touching a sphere also inflicts 350,000 180,000 Fire damage over the duration. Unlimited range. Instant.
  • Arcane Blast Blasts the target with energy, dealing 6,500 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 40% 50% and mana cost of Arcane Blast is increased by 120% 150%. Effect stacks up to 4 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast. 8% of Base Mana. 30 yd range. 2.5 sec cast.
  • Ball Lightning The Ball Lightning rushes towards an enemy, inflicting 100,000 150,000 Nature damage to the enemy. Unlimited range. Instant.
  • Caustic Gas Inflicts 800,000 Nature damage split evenly between all enemies within a 25 0-yard cone. 3 sec cast. 12 sec cooldown.
  • Caustic Spike Inflicts 80,000 Physical damage to a random enemy illuminated by Infrared Light. Limited to 1 target. 100 yd range. 2 sec cast.
  • Discharge Kazra'jin becomes electrified, stunning himself for 20 sec and reflectings 7% 5% of all damage taken as Nature damage to all players. Instant.
  • Focused Gaze 200 yd range. Instant. Inflicts 100,000 Arcane damage per second. 200 yd range. Instant.
  • Focused Lightning Pulses 40,000 Nature damage every 0 sec half second. to other players within 5 yards. Melee range. Instant.
  • Fusion Slash Lei Shen slashes at the target with his polearm, inflicting 400,000 Nature damage and increases knocking the target back and increasing damage taken by Fusion Slash by 100% for 60 sec. Unlimited range. 2 sec cast.
  • Icy Shadows Standing in Icy Shadows reduces Fire damage taken by 80 % 80%. Melee, ranged, and casting speed reduced by 75%. 300 yd range. Instant.
  • Ionization Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 400,000 450,000 Nature damage to players within 8 yards when dispelled or duration expires. Unlimited range. Instant.
  • Lingering Gaze Inflicts 150,000 Inflicts 50,000 Shadow damage to all targets within 15 yards. 100 yd range. Instant.
  • Long-Range Ritual Lightning Inflicts 200,000 Inflicts 275,000 Fire damage to enemies outside 50,000 yds. 1.5 sec cast. 3 sec cooldown.
  • Short-Range Ritual Lightning Inflicts 200,000 Inflicts 275,000 Fire damage to enemies within 30 yds. 1.5 sec cast. 3 sec cooldown.
  • Spear Spin Attacks nearby enemies in a whirlwind of steel that inflicts weapon 50,000 Physical damage and knocks back. Instant.
  • Summon Ball Lightning Inflicts 75,000 Inflicts 50,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location. Unlimited range. Instant.
  • Tidal Force Inflicts 150,000 Inflicts 0 Frost damage to enemy players in its path. 300 yd range. Instant.
  • Unstable Anima Corrupted life energy erupts from the afflicted player, dealing 1,000,000 Shadow damage, and an additional 250,000 Shadow damage every 1 sec for 10 sec divided among all allies within 8 yards. If no nearby allies are struck, a catastrophic explosion will result. 200 yd range. Instant.
  • Violent Gale Winds The Violent Gale Winds from the outdoors push the players in a direction, inflicting 15,000 10,000 Nature damage every 1 sec. 500 yd range. Instant.
  • Wild Smash Inflicts 150,000 Inflicts 0 Physical damage to enemy players in its path. 300 yd range. 1 sec cast.
  • Wind Storm Deals 60,000 Deals 50,000 Nature damage every 2 second. Damage, healing, and absorption reduced by 80%. 100 yd range. Instant.
  • Wounding Strike Inflicts 20,000% Inflicts 20,000 Physical damage every second and leaves the target wounded, reducing the effectiveness of any healing by 9% 8% for 18 sec. Requires Melee Weapon. Melee range. Instant.

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