MMO-Champion - World of Warcraft News and Raiding Strategies

World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2011-06-16 06:44 AM

Update Patch 4.2 - Official Trailer
Blizzard released the new trailer for Patch 4.2 as I was finishing up this news post apparently.



Patch 4.2 - PTR Build 14299
A new build has been deployed on test realms last night. There wasn't really any important change in this build but it's starting to look like the patch won't be deployed on live realms on June 21st, I don't think Blizzard is crazy enough to push a patch live with a build that is less than a week old on PTRs.

That would make the patch more likely to be released on June 28th, I'm not sure if it will have any impact on the starting date of the Arena Season at this point.


Patch 4.2 - Opening Map / Mails Animation
The feature was shortly implemented on Patch 4.1 test realms and then removed, it's back in patch 4.2! Your character now has an animation whenever you check the world map or open your mail at the mailbox.





Leaders of the Horde and Alliance - Gelbin Mekkatorque
Originally Posted by Blizzard (Blue Tracker / Official Forums)
After long years of patiently enduring and biding their time under the hospitality of their dwarven allies, the gnomes have rallied for one final, valiant attempt to reclaim their rightful home. They now face a battle against the twisted genius of a betrayer, one who is maniacally obsessed with ruling over the gnomish race… or destroying it entirely. With their allies hard-pressed to survive in the aftermath of the Cataclysm, the gnomes must rely upon cunning, cleverness, and courage to take back what is theirs.

Leading this desperate charge is High Tinker Gelbin Mekkatorque, the brilliant and resourceful inventor who has guided the gnomes through their darkest hours. Now he stands on the razor's edge between personal vengeance and true leadership -- to face a test that none of his calculations could have ever prepared him for.

Gelbin took a step forward and scanned the room. Maybe if he could get to the other side of the study quick enough, there would be a stool that could become a makeshift weapon. If he could keep the trogg at bay, perhaps he would be able to escape through the opening it had just come through. It would be risky, but it was the best—

Two more troggs shambled into the light. The first one grunted guttural commands to the other two, and they moved to either side of their prey with a feral swiftness that belied their bulk.

The wall lowered behind them with a foreboding clang, and Gelbin felt a sad clarity: he was going to die here.

Blizzard Entertainment is proud to present the latest entry in the Leaders of Azeroth short story series:

"Cut Short"!


Blue Posts
Originally Posted by Blizzard Entertainment
Quest Design
I'm reading that as you want quests to be interesting but easy and fast to get people to endgame.
Yes and no. When designing quests, it's important for us to keep in mind all the different kinds of players that'll play through them and what their interests might be. For example, some World of Warcraft players just want to get to max level as quickly as they can. That's a totally valid style of play, so we try to make sure that quests don't arbitrarily complicate or impede the leveling process.

That's just one thing we consider, though. We know that there are a lot of players who absolutely love questing -- quest chains, daily quests, low level quests, all of it. (Loremasters, represent! \o/) And we absolutely want to appeal to that group of players, too. With respect to the OP's suggestions, our concern is that, if we implement quests that are too challenging or too similar to dungeon content, then we risk forcing players into roles and types of gameplay that they may not appreciate. Not everyone likes running dungeons or feeling pressured by having to learn encounter mechanics, so overloading quest content with those kind of scenarios may not be the best course of action.

Could we do more to vary up the kinds of quests you play through, though? Sure. We feel that we can still provide a streamlined, straightforward questing experience without always relying on the simple "collect this," "kill that," "okay, now kill that again, and then be a good sport and collect a variety of gross things from their corpses" objectives that everyone has come to love. Those kinds of quests certainly have their place and will likely remain a staple in World of Warcraft, but we're trying some new things with the 4.2 daily areas that we hope players will enjoy, and want to continue that trend with future content, as well. (Blue Tracker / Official Forums)

Ask the Devs
I'm not going to bother getting into the specifics of what was answered or why or any fansite articles bashing the process; it's been covered many times before.

But, at the core, I think we agree it's not working. While we could (and do) lament over the reasons why a scheduled Q&A based on question popularity doesn't sit well with people, the bottom line is it can't go on as it is.

We don't expect people will ever be completely happy with any Q&A. Regardless of how they're conducted we'll never get to every question, so there are always going to be complaints that we didn't answer the right ones. But Ask the Devs is different. While there are certainly arguments that answers didn't say the right things, or didn't give a firm answer on how a problem would be resolved, the process just doesn't work because of the format.

We've spent a lot of time discussing why it doesn't work, and while that's interesting to us, the bottom line is that once we've finished the role Q&A's with healers, we will be ending the Ask the Dev series.

Our goal with Ask the Devs was always to increase interaction with the developers, to provide a direct conduit to their thoughts and process. We're in the planning stages for a new Q&A process that will replace Ask the Devs, and while we're absolutely certain people will continue to be upset we didn't answer every question, we think it will overall be a far more successful approach. (Blue Tracker / Official Forums)

Death Knight (Forums / Talent Calculator / Skills/Talents)
Tanking and Survavibility
DKs have a lot of control over their survivability. While the other tank classes spend a lot of button clicks on generating threat, DKs can regularly hit Death Strike, which heals them. This puts a very powerful tool in the hands of the player. Played well, you can mitigate a lot of incoming damage and even choose when it is important to mitigate that damage. But you also have the possibility of playing poorly. It probably isn’t the kind of play style that is going to appeal to everyone.

You can look at the recent discussion about the paladin Holy Shield as a microcosm of this debate. Some players wanted more control over their survivability, and the new Holy Shield provides that. But it is more work to control an active button and there is a larger penalty for doing it badly. Death Strike is like Holy Shield on steroids in this regard. There are good and bad times to use Holy Shield. There are definitely good and bad times to use Death Strike. We see some DKs attempting to hit Death Strike as much as they possibly can, and then getting frustrated when they can’t squeeze more Death Strikes into the rotation. What they are perhaps missing is that the timing of when they Death Strike is very important. Used optimally, it’s a powerful reactive tool.

One thing we have discussed is giving players more control over whether they make this decision (trading higher risk for higher return) or not. In many driving games for example you have the choice of an automatic or manual transmission. Many players choose the automatic, suspecting that they are probably not going to be as fast as a player who is awesome at managing their clutch, but it means they never have to mess with the clutch and can still win plenty of races. On the other hand, imagine that the player who plays the manual perfectly is performing at 100% and the player who performs the manual poorly is performing at 25%. Choosing an automatic transmission for 75% performance may be perfectly acceptable. You give up a little theoretical performance in return for having less going on. Tanking can often have a lot going on. Maybe there is a talent choice that lets DKs have a more powerful Death Strike in return for weaker passive mitigation. Some players would take that talent, and some might only take it for some encounters.

Related, we understand that some DKs don’t like having to make the decision about whether to Death Strike or whether to apply tanking debuffs. That’s really the tension that’s supposed to be at the heart of any resource system -- I have a limited allotment of X, so at this moment do I want to use X on this one ability or on a separate ability? Again, a possible solution is to put the choice of which play style to use in the hands of the player. We could offer a talent or glyph (or something) that lowers the cooldown of Outbreak for instance, without turning Blood DKs into a spec that can play optimally by pushing nothing but Death Strike. It’s something we’ll consider.

(Assuming Blood is the manual transmission, and the other three classes are automatic)

Amazing DKs aren't 25% better than Amazing Paladins/Warriors/Druids, so what is the point of a system that is incredibly punishing and only slightly rewarding?


The 25%, 75% and 100% percentiles weren’t meant to be taken literally. If a DK feels like he or she has to work much harder than other tanks to achieve about the same amount of survivability, then that feels bad (and to be fair, we had this exact problem with paladin tanks being too easy to play well in the previous expansion). On the other hand, if a DK played well completely trumps all other tanks, then the very best guilds for whom the skill cap isn’t an issue, will just use DK tanks. We see a pretty good spread of DK tanks among both great raiding guilds and all raiding guilds for that matter, so we don’t think the numbers are so far off that groups are either flocking to or avoiding DK tanks. (Blue Tracker / Official Forums)

New Warcraft Fan Art
The Blizzard Fan Art Section has been updated with four new pieces of fan artwork set within the Warcraft universe.

by Published on 2011-06-15 08:27 AM

Patch 4.2 PTR Notes - 06/14 Update
There was a minor update to PTR notes, nothing super important at first sight but Blizzard considerably increased the amount of Valor Points you will get from Patch 4.2 Raid Instances.



You will now get the following amount of points if you clear up the instance in a given week.

PlayersFirelands RaidBaradin HoldFirelands Raid
+ Baradin Hold
10-Man840 Valor Points120 Valor Points960 Valor Points
25-Man980 Valor Points140 Valor Points1120 Valor Points

Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
  • Steadfast raiders have an opportunity to embark on a series of quests to create an all-new legendary caster staff. In order to begin the process of assembling the staff, players must first kill a Molten Lord in the Firelands. Once a Molten Lord is killed, players can accept the quest A Legendary Engagement from Ziradormi in Grommash Hold in Orgrimmar, or Coridormi atop the Wizard's Sanctum in Stormwind. The legendary item questline is only available to druids, mages, priests, shaman, and warlocks.

Currency
Conquest & Honor Points
  • Example: During the first week of Season 10 everyone starts with a rating below 1500. Therefore, the cap from Rated Battlegrounds will be 1500 and the cap from Arena rating will be 1000. In the first week, the character wins enough Arena matches to reach the 1000 point cap. After that point, Arena wins will no longer grant Conquest points for the week. However, the character can still earn up to 500 additional points, but can only earn those points from either Rated Battlegrounds, or from the Conquest Point bonus for holiday and/or daily random Battlegrounds. The following week the cap will be recalculated based on the character's ratings, and it is possible Arena rating could now generate the higher cap. The second week, the character's cap from Arena rating is 1600, and the cap from Rated Battlegrounds is 1500. The character has a total cap of 1600 Conquest points for the week. Up to 1500 points can be earned from Rated Battlegrounds, but the last 100 must come from a different source.

Valor & Justice Points
  • The number of Valor Points awarded for killing a boss in the Firelands is 70 120 in 10-player mode, and 90 140 in 25-player mode.
  • The number of Valor Points awarded for killing Occu'thar in Baradin Hold is 35 120 in 10-player mode, and 45 140 in 25-player mode.
by Published on 2011-06-15 01:29 AM

Valor Point Conversion in 4.2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
World of Warcraft update 4.2, Rage of the Firelands, will introduce the first new raid tier in Cataclysm, and with that it will also introduce the first conversion from Valor Points to Justice Points. For anyone running Heroics and raids, this is important information to ensure you spend your points wisely before release of the patch.

With the release of patch 4.2 all Valor Points will be converted down to Justice Points up to the 4000 point cap, with any points over the cap being converted to gold at a rate of 47 silver per point. In addition, all previous Tier 11 Valor items will now be purchasable with Justice from the Justice Point vendors, and new Tier 12 Valor items will be available from the Valor vendors.

For example: I have 3300 Justice Points and 1600 Valor Points. Upon logging in after 4.2 releases I’ll see that my Valor has been down-converted to Justice; I now have 4000 Justice Points and 0 Valor Points. 900 of my Valor Points were over the 4000 point cap, they converted at a rate of 47 silver per point (.47x900), and so I received 423 gold as compensation.

The maximum you can have is 4000 Justice points, and Justice will be able to buy Tier 11 gear, so it’s important to go ahead and spend Valor before 4.2 if the conversion would take you over the 4000-point Justice cap and you have no need for the gold.

Blue Posts
Originally Posted by Blizzard Entertainment
Clarification: Dragonwrath, Tarecgosa's Rest
Dragonwrath is designed to be DOT-friendly. Simply put, it has a chance to copy each tick of a DOT spell. There is no internal cooldown, since we want it to be good for warlocks and Shadow priests.

Furthermore, the proc chance is adjusted favorably for pet specs that derive a significant portion of their DPS from pets.

Our goal is to tune Dragonwrath in such a way that you can give it to any caster without anticipating certain classes or specs getting a bigger benefit than others. (Blue Tracker / Official Forums)

The Daily Blink - Lament of an Ex-Mage
The Daily Blink feels very sorry for tanks today.

by Published on 2011-06-14 09:49 AM

Patch 4.2 - PTR Build 14288
A new build is being deployed on test realms. The build isn't a release candidate anymore and is flagged as "Test" but it's already 4 days old and I doubt it will have any impact on the release date of the patch.


Also, the language selection menu is now fully implemented and the game is now available in all localizations just by selecting the language from the menu and restart their game. It it looks like more languages are now available and all languages seem to be fully supported in-game.


Strings
The description of the arena season confirms slightly that the patch is to be expected on June 21st.
Originally Posted by MMO-Champion
Arena
  • ARENA_MASTER_NO_SEASON_TEXT = "Arena battles and Rated Battlegrounds are only available during an active player versus player combat season. Season 10 will begin one week after the end of Season 9, so be prepared at that time to take your shot at glory!";

Trial Accounts
  • TRIAL_CAPPED = "Trial cap reached.";
  • TRIAL_LEVEL_CAPPED = "Trial level cap reached.";
  • TRIAL_RESTRICTED = "You need to convert your account to access this feature.";



Spell Changes
Note: Don't pay attention to the tooltips of druid spells, they're slightly bugged for the moment, just stick to the nice notes below.
Originally Posted by MMO-Champion
Leatherworking

Death Knight (Forums / Talent Calculator / Skills/Talents)
Unholy

Druid (Forums / Talent Calculator / Skills/Talents)
Balance
  • Starfire damage has been increased by 23%.
  • Wrath damage has been increased by 23%.

Feral
  • Mangle now deals 540% normal damage plus 302, instead of 530% normal damage plus 315.
  • Rake initial damage on hit now deals the same damage as each periodic tick (and is treated the same for all combat calculations). Periodic damage now gains 14.7% of attack power per tick, up from 12.6%, and base damage per tick has been lowered from 557 to 56. There is a known issue with Rake's tooltip being incorrect from this change will be corrected in a future patch. (Taken from official notes, tooltip bugged)
  • Ravage (Cat) now deals 950% damage plus 532, instead of 975% damage plus 330.
  • Shred now deals 540% damage plus 302, instead of 520% damage plus 330.
  • Savage Roar now increases autoattack damage done by 80%, up from 50%.

Item Set
by Published on 2011-06-14 12:53 AM

Patch 4.2 PTR Notes - 06/13 Update
Blizzard updated the official notes once again, most likely for the last time before the live release.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes: General
General Class Bug Fixes
  • Players should no longer incorrectly receive a message stating they interrupted a spell cast when they did not.
  • Actions bars will no longer briefly disappear when characters that have a stance bar enter a vehicle.

Currency
Conquest & Honor Points
  • All existing Conquest Points in the Currency tab have been converted to Honor Points. Any points above the Honor Point cap must be spent within the next week before Season 10 starts. Once Season 10 begins, all Honor Points exceeding the 4,000 point cap will be converted into gold at a rate of 35 silver per point and mailed to characters.

Dungeon & Raids
The Bastion of Twilight
  • Bound Deluge's Frost Whirl ability now deals 50% less damage.
  • Arion
    • Chain Lightning damage and chain distance has been reduced.

Dungeon & Raid Bug Fixes
  • Bosses are now immune to the shrinking effect from Gnomish Shrink Ray.
  • The achievement Aberrant Behavior should no longer incorrectly reset its kill tracking during the Maloriak encounter in Blackwing Descent.
  • Anshal's Soothing Breeze should no longer cause combat pets to behave erratically in Throne of the Four Winds.
  • Raid Marker icons are now visible in all phases of boss encounters.

Items
  • Applicable tier 11 items now cost Justice Points.

PvP Items & Rewards
  • Applicable Season 9 items now cost Honor Points.

Quests & Creatures
  • Creatures will now display smooth energy regeneration for players.

User Interface
  • The Interface Options screens have changed size to match the Video and Audio screens. This allows for a larger Compact Unit Frames Profiles panel.

Technical
  • The Blizzard Launcher now utilizes Universal Plug and Play for port configuration. If your router supports UPnP it will automatically open the ports that it requires and your downloads will be unrestricted.

Site Navigation