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by Published on 2011-06-10 11:16 PM

Update - Zarhym clarified who the "Molten Lords" required to start the legendary questline are.
Originally Posted by Zarhym (Blue Tracker / Official Forums)
Molten Lords are mobs in the Firelands. Killing one will unlock the quest for you, after which you need to visit Grommash Hold in Orgrimmar or the Wizard's Sanctum in Stormwind to pick up the quest.

You do not have to have defeated any bosses from the previous tier. That was a requirement we ultimately decided to get rid of.
For more information, check the preview posted a couple of weeks ago!



Patch 4.2 PTR Notes - 06/10 Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
New Quest Chain: Elemental Bonds
  • A New quest line is now available to level-85 Horde and Alliance characters, bringing brave adventurers to Thrall's aid. The Call of the World-Shaman, the quest which will point players toward Thrall and The Nordrassil Summit, can be obtained in Stormwind or Orgrimmar.

New Raid: The Firelands
  • Located within the Elemental Plane, the Firelands is an all-new 10- and 25-player raid featuring normal and Heroic difficulties! Battle-hardened veterans of the Horde and Alliance now have an opportunity to strike at Ragnaros the Firelord and his loyal servants by venturing into their domain via Sulfuron Spire in Mount Hyjal.

New Legendary Item: Dragonwrath, Tarecgosa's Rest
  • 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 or Coridormi in Orgrimmar or Stormwind.

New User Interface Feature: Dungeon Journal
  • A host of dungeon information is now built into the user interface via the all-new Dungeon Journal. This feature can be accessed via a new button in the Navigation tray from anywhere in the world. Boss background story, encounter details, abilities, and loot can be viewed with the Dungeon Journal for all bosses which have been integrated into the new system (this includes bosses for all Cataclysm dungeons and raids). Additional dungeons are planned to be incorporated in future updates.

Dungeons & Raids
  • Raid Profiles have been added which allow players to save the raid window user interface layout based on type of content (i.e. 10-player raids, 25-player raids, Battlegrounds, etc.) for future use.
    • Players can select PvE, PvP, specialization, and group size. Each Raid Profile type will then automatically setup going forward.
    • The pullout panel will be available for 5-player content as well when Show Raid Frames is selected.
    • Raid Profiles can list groups horizontally as well as vertically.
  • A Raid button has been added to the Navigation tray which will bring players straight to the Raid window in the Social pane.

Valor Points
  • The maximum number of Valor Points which can be earned in a week from any and all applicable dungeons and raids is now 980, down from 1250.
  • The maximum number of Valor Points awarded for completing Rise of the Zandalari dungeons remains at 980.
  • The maximum number of Valor Points awarded for completing Heroic dungeons remains at 490.
  • The number of Valor Points awarded for killing a boss in the Firelands is 70 in 10-player mode, and 90 in 25-player mode.
  • The number of Valor Points awarded for killing Occu'thar in Baradin Hold is 35 in 10-player mode, and 45 in 25-player mode.
  • The number of Valor Points awarded for killing a boss on Heroic difficulty in The Bastion of Twilight, Blackwing Descent, and Throne of the Four winds is 35 in 10-player mode, and 45 in 25-player mode.

Baradin Hold
  • Occu'thar has broken free from his cage and presents an all-new boss challenge to players in 10- and 25-player arrangements who control Tol Barad.

PvP
Battlegrounds
  • New PvP ground mounts, the Vicious War Wolf (Horde) and Vicious War Steed (Alliance), will be awarded to players for completing achievements to win 75, 150, and 300 Rated Battlegrounds respectively, rather than for being in the top .5% of the ladder at the end of each season as with Arenas. This award system is to better compliment the spirit of Battlegrounds. One account-bound mount will be awarded for each achievement unlocked, allowing players who obtain 150 and 300 Rated Battleground wins to earn this mount a second and third time. The additional mounts earned can then be sent to alt characters, given they’re account-bound. These mounts are awarded as soon as an associated achievement is unlocked and do not correspond with end-of-season rewards.
  • The individual Matchmaking Rating column has been removed from the Rated Battleground scoreboard and replaced with a team Matchmaking Rating.

War Games
  • Many improvements have been made to the War Games interface. It now has its own panel for ease of use and raid/group leaders are the only ones who can challenge another group to War Games.

Death Knight (Forums / Talent Calculator / Skills/Talents)
Unholy
  • Unholy Might now increases Strength by 10% 20%, up from 5%.

Druid (Forums / Talent Calculator / Skills/Talents)
Feral
  • Druids now gain 1 attack power per point of Strength, down from 2. They continue to gain 2 attack power per point of Agility while in Cat Form or Bear Form. In addition, Cat Form’s scaling rate from gear upgrades was slower than other classes, which was causing them to fall behind in damage with higher item levels. To counter the Strength change and improve scaling, the following changes have been made. All numbers cited are for level-85 druids.
    • Mangle (Cat) damage at level 80 and above has been increased to 530% 540% weapon damage, up from 460%, and bonus damage has been lowered to 302.
    • 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.
    • Ravage damage at level 80 and above has been increased to 975% 950% weapon damage, up from 850%, and bonus damage has been lowered to 532.
    • Savage Roar now grants 80% increased damage to melee auto attacks, up from 50%. The Glyph of Savage Roar remains an unchanged bonus of 5% to that total.
    • Shred damage at level 80 and above has been increased to 520% 540% weapon damage, up from 450%, and bonus damage has been lowered to 302.

Balance
  • Starfire damage has been increased by approximately 23%.
  • Wrath damage has been increased by approximately 23%.

Set Bonuses
  • The 4-piece Balance druid tier 11 PvE set bonus, Astral Alignment, now provides a total of 15% critical strike chance with 3 charges, decreasing by 5% per charge, instead of 99% decreasing by 33% per charge. This change was made because the set bonus proved so valuable it was not possible to upgrade out of the set into tier 12. To compensate, changes have been made to Starfire and Wrath (listed at the top of the druid class section).

Paladin (Forums / Talent Calculator / Skills/Talents)
Holy
  • Illuminated Healing (Mastery) has been adjusted slightly so that if a paladin refreshes an existing copy of his or her own Illuminated Healing on a target, the new absorption amount will be added into the old absorption amount and the duration will be reset. The total absorption created can never exceed 1/3 of the casting paladin's health.

Retribution
  • Inquiry of Faith now increases Inquisition duration by 66/133/200%, up from 50/100/150%.

Guilds
Guild Finder
  • Long comments will now work and not be cut off in the display.

User Interface
  • The User Interface panels have been resized so there is no more need for scroll bars.The
  • Addons will no longer be able to intelligently swap items by working with the built-in Equipment Manager.
  • Character talent specializations can now be viewed on mouseover of the Battlegrounds Scoreboard.
  • There is now a Dismiss Pet option on unit frames.
  • The durability character display will now show items as yellow when they are below 20% durability, instead of when items have 5 durability or less.
  • The Macros window and Spellbook can now both be open at the same time to allow for more intuitive macro creation. In addition, the Macros window has a Save/Cancel button.
  • It is now easier to change the language of the game client to any language available in the region.
  • A target or focus target can be selected within the mini-map tracking (does not include enemy players).
  • Vendors now display currency types they use.
by Published on 2011-06-10 06:55 AM

Patch 4.2 - PTR Build 14265 Tagged as Release
If you spend time on test realms you might have noticed that the latest PTR build is tagged as "Release". It means it's time to stockpile the gummy bears and get ready for the Firelands, the patch will definitely hit the live servers soon. (Most likely June 21st)



Arena Season 10 Weapons - Models Preview
With the recent announcement of how Season 10 weapons will work in Season 10, it's time for a preview of the weapon models! For the stats, feel free to check the two links below.



Originally Posted by Blizzard (Blue Tracker / Official Forums)
Player vs. Player
Gladiator Weapons
  • Season 10 Conquest Point weapons will only be purchasable once a required minimum sum of Conquest Points has been reached during the current season. For example, Ruthless Gladiator's Pike costs 3400 Conquest Points to purchase. However, players must first earn a total of 11650 Conquest Points during Season 10 before they are able to purchase it.
  • Season 9 Honor Point weapons will only be purchasable once a required minimum sum of Honor Points has been reached during the current season. For example, Vicious Gladiator's Pike costs 3400 Honor Points to purchase. However, players must first earn a total of 18500 Honor Points during Season 10 before they are able to purchase it.
  • Once the minimum sum of points required to purchase weapons is reached, all available weapons can be purchased for their listed costs. The point requirement is not reset once a purchase is made.
  • Weapon tooltips from the vendor will let players know how many more Conquest or Honor Points must be earned in the current season before the item can be purchased.


Axe_1H_PVP410_C_01


Axe_2h_PVP410_C_01


Bow_1h_PVP410_C_01


Bow_2H_Crossbow_PVP410_C_01


Knife_1h_PVP410_C_01


Knife_1H_PVP410_C_02


Firearm_2H_Rifle_PVP410_C_01


Mace_1h_PVP410_C_01


Mace_1h_PVP410_C_02


Mace_2H_PVP410_C_01


Offhand_1h_PVP410_C_01


Polearm_2h_PVP410_C_01


Shield_PVP410_C_01


Shield_PVP410_C_02


Staff_2h_PVP410_C_01_Alliance


Staff_2h_PVP410_C_01_Horde


Stave_2h_PVP410_C_02


Sword_1h_PVP410_C_01


Sword_1h_PVP410_C_02


Sword_2h_PVP410_C_01


Thrown_1h_PVP410_C_01


Wand_1h_PVP410_C_02


Blue Posts
Originally Posted by Blizzard Entertainment
Adding more PvP content
We've actually touched on this topic in the past. In general, while we could add more Battlegrounds and Arenas we risk thinning out the queue for all Battlegrounds and Arenas. We're not against the idea of adding more, but it's a matter of deciding the how and the when of doing so.

We could compare the content between PvP and PvE, but it's not exactly an equal comparison given that the styles of play are different as are the end goals.

Just as an FYI, we are putting the Ring of Valor back in again in 4.2, which (while not new) will at least add back in a bit more variety to Arena queue.

Also of note, we are implementing a new War Games interface (which you can see on the PTR) which should make it easier for people to play skirmish type matches against people either in the Battlegrounds or Arenas. (Blue Tracker / Official Forums)

War Games
We've actually had the War Games in since last December. The only issue was that it required that you knew it existed and used the right game commands to get it rolling. We've now shined it up and added a great new easy to use interface into the patch so that you can start challenging other groups. Just keep in mind, there's no rewards available (including HKs) for taking part in these, but they can be very fun. It's also a great way to hold your own in-game event if you wanted. (Remember when people would meet up at Gurubashi?) (Blue Tracker / Official Forums)

Feedback and changes to the community
No, I don't. I just think that people have concerns (of which we're aware of) and we're doing what we can to address what we can as we go.

As for having someone else speak, we've been talking and will continue to talk. Just recently Dave Kosak gave some insight on the new quest hubs. (On the blog.) Greg Street continues to share his own insights there as well. No matter your personal thoughts or feelings about what they have to say, they care deeply for the game and community.

While some may have concerns over whether their questions in the Q&As are being answered or not, we are talking there as well. We're here in the forums responding to what we can.

It's true we don't have infinite resources and that's been true since day one of World of Warcraft. That hasn't changed. I see it come up time and time again that the "good" devs have moved to the new project, but that too isn't true in the way people think it is and is insulting and dismissive to the guys (and gals) who have been on the team for years. The people working on World of Warcraft are people who have been here for years or are still being guided by those who have been here for years. The people who "left" WoW haven't really left either. They are here at the studio lending their ears and thoughts to those still working on World of Warcraft. They haven't washed their hands of the game and the company hasn't washed their hands either.

We know we aren't always going to agree on a direction. We know we can make mistakes or not anticipate every possible outcome, but there is no way I'm going to tell you that we don't care, or that the developers don't care or that we are insular from the concerns being voiced.

We are and continue to be passionate about the game and about the community. We're never going to give everyone their perfect answer, but that isn't going to stop us from trying to meet and exceed expectations where we can. We aren't beat or beaten but can understand how easy it is to buy into that idea with so many people repeating the thought. Sometimes it's hard to be positive when you only see the negative, but the positive is still there and we refuse to lay down and go with the negative flow of thought. As any game "ages" it is so easy to forget the good and the "polish" and start picking at what you see as flaws. It's also easy to take for granted all the things that are added in because they make so much sense. Eventually you forget that it was ever new to begin with because it feels like it was always there.

Again, we're totally open to constructive feedback. We're not deaf to it. We just may not react immediately or have the answer you want. It's just not always possible to. That doesn't mean we didn't hear it or think about it on one level or another and it doesn't mean that we are going to suddenly stop listening because we don't like what someone has to say. We're just asking that the dialogue stay open, honest, and most importantly constructive. (Blue Tracker / Official Forums)

"Grindy" leveling and improving old content
While I wouldn't say that leveling from 1-79 is totally "grindy" (I actually had and continue to have a lot of fun running through those zones), I can definitely see your argument. I mean, a lot of current dungeon mechanics are fun, right? They make you analyze the world around you and adapt changing scenarios, sort of like a puzzle. At first glance, having that kind of gameplay accompany you all the way from lower level quest zones to end-game dungeon content seems like it'd be amazing. But that's just at first glance. There's a lot to be said for keeping the leveling process as seamless and straightforward as possible.

For a lot of players, the goal of World of Warcraft is to meet some benchmark, things like leveling up, getting gear, increasing their character's potency, and/or defeating end-game raid content. While questing may be enjoyable activity in its own right for some (like you!), there's definitely a portion of the population where it's really more of a means to end -- a way of achieving those other goals more quickly or with greater efficiency -- and that's an important fact for us to keep in mind.

It's not that quests aren't important; on the contrary, they're a critical part of the game, and we'll continue to work towards making them even more epic and fun. It's just that if we make quests too challenging or too complicated, especially during the leveling process, we run the risk of creating situations where players might become frustrated and feel like they're being forced into a style of gameplay that isn't exactly their cup of PvE.

Now, that doesn't mean there isn't some sort of balance that can be struck, where we're able to create quests that evoke the fun of dungeon encounters, but never really reach that point where they become tedious or difficult (we totally hear your feedback on that). It's a matter of appealing to as many players as possible and making sure that they're engaged, but not overwhelmed with over-the-top challenge as they level up -- which can be tricky, especially when you have such a wide variety of playstyles and opinions to consider.

Even so, incorporating more dynamic mechanics into questing and using quests as a teaching method is something we'd like to do for future content. Whether or not we should invest the time and resources into revamping existing content, though...well, that's something that we'd have to weigh very carefully, as it would require us to focus our attention away from creating new things. (Blue Tracker / Official Forums)

Rogue (Forums / Talent Calculator / Skills/Talents)
Poison Management
If I've forgotten to buy enough poisons to see me through a raid or dungeon, or failed to pay attention to poison durations and seize the occasional moment to re-apply my poisons, then those are issues I can easily resolve by being slightly more mindful.

At worst, glyphed poisons apply very quickly, and it's possible to re-apply them in a non-clutch fight if you have them in your bags. It's not even close to ideal, but it's possible.

Why does it make sense for Hunters to no longer have physical ammunition for their bows and guns it's just MYSTERIOUSLY provided to them but Rogues' poisons must be bought from a specific vendor and then applied to weapons once an hour?
Well, maybe I can shed some light on the mystery then, or at least, our thought process.

Poisons are important to the rogue class and there's no doubt of that. There's still little or no comparison to be made between the use of poison (which amounts to an important buff) vs. ammunition, without which the hunter class was almost totally ineffective. Running out of poisons means a performance hit, but it doesn't mean that performance stops. Running out of ammo meant that a hunter could no longer use most class abilities or perform at anything resembling a meaningful level. It's relatively easy to remain well stocked with a selection of poisons. It required slot after slot of inventory filled to the brim with ammo to keep a hunter running consistently.

Ultimately, ammunition wasn't a mechanic that we felt was particularly interesting. Whereas a rogue sometimes has interesting choices to make regarding which poisons to use, the only real choice a hunter had was to use slightly more or less expensive ammo, which wasn't much of a choice at all. (Blue Tracker / Official Forums)

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


by Published on 2011-06-09 09:18 PM

E3 2011 - The E3 is this week! You can check out the E3 2011 Coverage on Curse.com!

Patch 4.2 - PTR Build 14265
A new build is being deployed on test realms. This is a minor build, the end is near! Two new companion pet spells in this build, the Summon Alliance Balloon and the Summon Horde Balloon most likely using the balloon models already in the game files.


Strings
Originally Posted by MMO-Champion
  • ERR_CROSS_REALM_RAID_INVITE = "You can't invite a player from another realm to a raid group.";
  • ERR_RAID_DISALLOWED_BY_CROSS_REALM = "Cannot convert to raid while players from other realms are in the party.";



Spells
Originally Posted by MMO-Champion
Companion Pets

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

Professions (Working on a prettier version, just compare the tooltips)
Blacksmithing
  • Brainsplinter: Reagents: Truegold (8), Inferno Ruby (2), Hardened Elementium Bar (3), (5), Chaos Orb (5)
  • Elementium-Edged Scalper: Reagents: Truegold (8), Volatile Fire (8), Hardened Elementium Bar (4), (5), Chaos Orb (5)
  • Emberforged Elementium Boots: 6 2 sec cast | Reagents: Hardened Elementium Bar (10), Volatile Fire (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Intellect | +187 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 197. 202.
  • Eternal Elementium Handguards: 6 2 sec cast | Reagents: Hardened Elementium Bar (10), Volatile Fire (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Strength | +454 Stamina | Red Socket | Socket Bonus: +15 Stamina | Equip: Increases your mastery rating by 187. 202. | Equip: Increases your parry rating by 197. 202.
  • Fists of Fury: 6 2 sec cast | Reagents: Hardened Elementium Bar (10), Volatile Fire (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Strength | Red Socket | Socket Bonus: +10 Strength | Equip: Improves critical strike rating by 197. 202. | Equip: Improves hit rating by 187. 202.
  • Holy Flame Gauntlets: 6 2 sec cast | Reagents: Hardened Elementium Bar (10), Volatile Fire (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Intellect | +197 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 187. 202.
  • Lightforged Elementium Hammer: Reagents: Truegold (8), Volatile Water Hardened Elementium Bar (30), (5), Chaos Orb (5)
  • Masterwork Elementium Deathblade: Reagents: Truegold (8), Ocean Sapphire (2), Hardened Elementium Bar (4), (5), Chaos Orb (5)
  • Masterwork Elementium Spellblade: Reagents: Truegold (8), Ocean Sapphire , Jasper (2), Hardened Elementium Bar , (5), Chaos Orb (5)
  • Mirrored Boots: 6 2 sec cast | Reagents: Hardened Elementium Bar (10), Volatile Fire (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Strength | +454 Stamina | Red Socket | Socket Bonus: +15 Stamina | Equip: Increases your mastery rating by 197. 202. | Equip: Increases your parry rating by 187. 202.
  • Pyrium Spellward: Reagents: Truegold (8), Ember Topaz , Hardened Elementium Bar (3), (5), Chaos Orb (5)
  • Unbreakable Guardian: Reagents: Truegold (8), Zephyrite Hardened Elementium Bar (8), Heavy Savage Leather (2), (5), Chaos Orb (5)
  • Warboots of Mighty Lords: 6 2 sec cast | Reagents: Hardened Elementium Bar (10), Volatile Fire (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Strength | Red Socket | Socket Bonus: +10 Strength | Equip: Improves critical strike rating by 197. 202. | Equip: Improves hit rating by 187. 202.
  • Witch-Hunter's Harvester: Reagents: Truegold (8), Heavy Savage Leather (6), Hardened Elementium Bar (4), (5), Chaos Orb (5)

Leatherworking
  • Clutches of Evil: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Agility | Red Socket | Socket Bonus: +10 Agility | Equip: Improves haste rating by 198. 202. | Equip: Increases your mastery rating by 186. 202.
  • Dragonfire Gloves: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Agility | Red Socket | Socket Bonus: +10 Agility | Equip: Improves critical strike rating by 197. 202. | Equip: Increases your mastery rating by 187. 202.
  • Earthen Scale Sabatons: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Agility | Red Socket | Socket Bonus: +10 Agility | Equip: Improves critical strike rating by 197. 202. | Equip: Increases your mastery rating by 187. 202.
  • Ethereal Footfalls: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Intellect | +197 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 187. 202.
  • Footwraps of Quenched Fire: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Intellect | +197 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 187. 202.
  • Gloves of Unforgiving Flame: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Intellect | +197 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 187. 202.
  • Heavenly Gloves of the Moon: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Intellect | +182 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect
  • Treads of the Craft: 6 3 sec cast | Reagents: Pristine Hide (8), Volatile Fire (40), Volatile Water (40), Living Ember (4), (8), Chaos Orb (3) | +282 +302 Agility | Red Socket | Socket Bonus: +10 Agility | Equip: Improves haste rating by 197. 202. | Equip: Increases your mastery rating by 187. 202.

Tailoring
  • Boots of the Black Flame: 6 2 sec cast | Reagents: Dreamcloth (8), Living Ember (4) (8) | +282 +302 Intellect | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves hit rating by 197. 202. | Equip: Improves critical strike rating by 187. 202.
  • Don Tayo's Inferno Mittens: 6 2 sec cast | Reagents: Dreamcloth (8), Living Ember (4) (8) | +282 +302 Intellect | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves hit rating by 182. 202.
  • Endless Dream Walkers: 6 2 sec cast | Reagents: Dreamcloth (8), Living Ember (4) (8) | +282 +302 Intellect | +197 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 187. 202.
  • Grips of Altered Reality: 6 2 sec cast | Reagents: Dreamcloth (8), Living Ember (4) (8) | +282 +302 Intellect | +187 +202 Spirit | Red Socket | Socket Bonus: +10 Intellect | Equip: Improves haste rating by 197. 202.
by Published on 2011-06-09 07:49 AM

Patch 4.2 - Firelands Raid Weapons Previews
Some people have been requesting models of Firelands Raid weapons, here is your preview! You can probably expect more content in the next 2 weeks now that we have a release date for the patch forcing me to enter my "OMG HURRY!" mode.

Also, keep in mind that these models might be slightly different in-game, etc ... but most of the time they should be fairly accurate. (And some of them look pretty nice)


Axe_1H_FirelandsRaid_D_01


Axe_1H_FirelandsRaid_D_02


Axe_2H_FirelandsRaid_D_01


Bow_1H_FirelandsRaid_D_01


Bow_2H_Xbow_FirelandsRaid_D_01


Knife_1H_FirelandsRaid_D_01


Knife_1H_FirelandsRaid_D_02


Knife_1H_FirelandsRaid_D_03


Mace_1H_FirelandsRaid_D_02


Mace_1H_FirelandsRaid_D_03


Mace_1H_FirelandsRaid_D_04


Mace_1h_Sulfuron_D_01


Mace_2H_FirelandsRaid_D_01


Mace_2h_Sulfuras_D_01


Offhand_1H_FirelandsRaid_D_01


Offhand_1H_FirelandsRaid_D_02


Polearm_2H_FirelandsRaid_D_01


Shield_FirelandsRaid_D_01


Shield_FirelandsRaid_D_02


Stave_2H_FirelandsRaid_D_01


Stave_2H_FirelandsRaid_D_02


Stave_2H_FirelandsRaid_D_03


Stave_2H_FirelandsRaid_D_04


Stave_2H_Tarecgosa_E_01


Sword_1H_FirelandsRaid_D_01


Sword_1H_FirelandsRaid_D_02


Sword_1H_FirelandsRaid_D_04


Sword_2H_FirelandsRaid_D_01


Thrown_1H_FirelandsRaid_D_01


Wand_1H_FirelandsRaid_D_01


Wand_1H_FirelandsRaid_D_02



Reminder - Ask The Devs #9 - Tanking
The latest Ask the Devs was published a couple of hours ago and focused on tanking, it had a couple of interesting information and you might want to read it.



Among other things, developers hinted at the next legendary weapon to be released in Patch 4.3.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Q: Will we see a tanking Legendary sometime soon? – Pedoso (NA)

A: The tanking community both loves and hates when this question comes up, but it received a lot of votes, so we’ll answer it. The answer is not soon, but probably eventually. The problem with tanking legendaries, of course, is that the shield-users and non-shield-users tank with different weapons. That’s not a deal breaker, but it is a consideration. We could allow the legendary to be transformed from a one-hander to two-hander or we could just design an item for a more narrow audience (such as a shield). The 4.2 legendary has fairly wide appeal, and the 4.3 legendary will have much more narrow appeal. We don’t want to fall into the trap of making legendaries too formulaic.

Blue Posts
Originally Posted by Blizzard Entertainment
Rogue (Forums / Talent Calculator / Skills/Talents)
Making poison buffs permanent
I remember when I had to mix poisons using reagents, buy different reagents depending on which level of poison I wanted to create, they had charges as well as duration, and they were wiped every time I zoned into or out of an instance... Uphill, in the snow, beset by amorous troggs, both ways.

I think that when we apply poisons (or cast any buff, really) it makes us feel more connected to our characters and what they're about. It would be marginally more convenient to simply cast a buff once (or never cast it at all) and forever benefit from the buff in question, but that's not very interesting or involving. It would also remove a lot of context; your character should be more than just a collection of pixels. What you do in-game should have some meaning; even if it's as simple as tipping a bottle and poisoning a dagger.

Of course, things have become more convenient over time as well, and there may be a time when it makes sense to remove a buff duration. I just wanted to point out that it's not totally pointless, and even the slightly "inconvenient" things play a role in how it feels to play a class.

[...] I think the current system balances a sense of involvement with convenience pretty well. I'd rather be fighting mobs or PvPing than sitting in Ironforge buying bagfuls of reagents to fill my poison bag, but I feel that it's good that I still need to pay a visit to the Shady Dealer now and then. (Blue Tracker / Official Forums)
by Published on 2011-06-08 04:57 PM

Ask The Devs #9 - Tanking
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Q: Vengeance is a great tool to help raid tanks hold aggro over DPS, but in 5-man heroics it doesn't stack high enough to keep up with the threat generated by overgeared DPS burst damage. Are there any plans to address this? Are there any plans to help warriors put out more initial threat before Vengeance has been ramped up? – Nikelsndimes (NA), Cémanana (EU-FR), Arthur (TW), Mancake (NA), Migol (NA)

A: We think Vengeance works well overall. It provides sufficient threat without causing the tank to do more DPS than the dedicated DPS characters, and doesn’t let the tank just neglect abilities that cause threat. A full stack of Vengeance probably provides too much threat, but we didn’t think it was necessary to nerf that mid-expansion. Overall, we don’t want tanks to have 100% guaranteed threat on a pull, so we don’t want to buff that aspect of Vengeance, but we also don’t want DPS specs to constantly have to throttle the DPS they can deliver midway through a fight, so we have to strike a balance.

Note: There are fights with tank swaps or incoming adds, or similar mechanics, when threat may matter mid-fight. This is intended – encounter design varies widely.


Q: Have you considered normalizing initial Rage for feral druid tanks? For example, when a warrior uses Charge, it generates 15 points of Rage, which lets them use another aggro generating ability quickly, something that Feral druids tend to be a bit short on. Why in Cataclysm was the bear bonus health pool was reduced, as well? Their survivability always depended on the amount of health since they don’t have parry or shield block. Do you have any plans to improve bear tanking in the future? At the moment, it’s considered to be the weakest tank. Have you considered giving druid tanks an additional tool to pull casters at range? It’s the only tank class that doesn’t have a talent or spell to help in those situations. – Pødêrøsø (LA), Вирко (EU-RU), Амелья (EU-RU), Condenacion (EU-ES), Whitewnd (KR)

A: Bears are getting a significant mitigation buff in 4.2 and we’re retuning their damage such that it’s a little easier to hold aggro at low gear levels, and a little harder at higher gear levels. While we definitely don’t expect the community to ever agree on anything, we’ve seen little evidence of a widespread concurrence that druids are “the weakest tank.” There are plenty of druid tanks out there, handling everything from Grim Batol to Sinestra. Tank balance overall is in a really good place. Players may focus on potential problems that could arise in the future but we also have ample time to address those problems should they occur. Gone are the days when we would just release a class into the wild and refuse to touch it again until the next expansion.


Q: What are your intentions with each tank's mastery and mastery in general? – Migol (NA)

A: Mastery is intended to be a defensive stat for tanks. We want it to be at least in the same ballpark of value per rating as avoidance. To go into a bit more depth on each tank:

Death Knights: We’re pretty happy with how mastery has turned out. It does have the oddity that it scales down in value with your mitigation, but also up in value with your health. But it does indeed scale up pretty smoothly in value, and doesn’t have any unintuitive breakpoints or anything, so we’re happy with it.

Druids: We’re pretty happy with how mastery has turned out. It scales well, doesn’t have any unintuitive or unfortunate interactions with other stats, and provides solid performance value.

Paladins: Mastery is an attractive stat for paladins, but has some design problems. It scales very well, but due to the nature of our combat tables (and being able to “fill them up”), you can get “block capped,” which is a massive performance benefit. Worse, Protection mastery scales with itself, since there are no diminishing returns on block chance, and the amount of rating you need to block cap goes down as your dodge and parry improve, allowing you to put even more of your stats into dodge or parry. This sort of feedback loop is something we always try to stay away from, so we plan to change this in the future. We tried several alternatives for 4.2, but weren’t happy with the results. Any change which made mastery weaker (such as subjecting block to diminishing returns or changing what it does) would have required mitigation compensation for paladins elsewhere (with all the design risks inherent in making such changes), as well as asking many players to extensively re-gem or re-forge. We’ll ask players to do that when the need is great, but we didn’t think this problem crossed that line. The major risks are that Protection paladins become too powerful or too weak or that gear with mastery will at some point be rejected once characters are over the cap. We don’t think any of those problems will manifest themselves in the 4.2 content.

Warriors: Warriors’ mastery is in a similar boat as paladins’, except that it still provides a notable benefit past the cap and scales much slower, making it much more difficult to “block cap.” That delays, but doesn’t remove the problem.


Q: Will we see a tanking Legendary sometime soon? – Pedoso (NA)

A: The tanking community both loves and hates when this question comes up, but it received a lot of votes, so we’ll answer it. The answer is not soon, but probably eventually. The problem with tanking legendaries, of course, is that the shield-users and non-shield-users tank with different weapons. That’s not a deal breaker, but it is a consideration. We could allow the legendary to be transformed from a one-hander to two-hander or we could just design an item for a more narrow audience (such as a shield). The 4.2 legendary has fairly wide appeal, and the 4.3 legendary will have much more narrow appeal. We don’t want to fall into the trap of making legendaries too formulaic.


Q: Are there any plans to teach players in-game how to tank when they are at an early stage, or at least at some point in the leveling process? – Romner (EU-EN)

A: A system to teach players how we intend for them to perform their roles is something we realize we’re lacking. We have some pretty cool plans to help solve this problem in the future, but we’re not quite ready to make any announcements, and Ask the Devs just wouldn’t be the appropriate venue anyway.


Q: Do you plan to bring other tanks to the same level as Death Knights who have a lot of advantages over other tanking classes (easier to heal, quite a number of various safe abilities, etc.)? - Меланори (EU-RU)

A: Death knights are a somewhat different style of tank compared to the others. They take significantly more damage than other tanks, but then heal/shield that extra damage back instead (and sometimes more). Due to taking more damage, and that damage coming in spikes, they’re also the most likely to die to unexpected burst (such as when they don’t have runes up to Death Strike, have no cooldowns available, and fail to dodge or parry a few attacks in a row. They also have more personal impact on their own survivability and mitigation than any other tank, by tying much of their performance to Death Strike (and especially optimally timing their Death Strikes). So in the hands of a really skilled player, they can do some amazing things, but not usually much better than the other tanks. We’d actually like to head more in that direction with the other tanks (making them tie more of their defensive performance to their ability usage), in the future.


Q: Is there any chance that we can see damage reduction numbers being used in the statistic UI, just like shield absorb amount of Discipline priest? – 首領先生 (TW)

A: The default UI should show the damage reduction from armor against a creature of equal level. We’ll look into also showing the damage reduction against a +1, +2, +3/boss-level mob, like we do for hit or expertise. Beyond that, there is typically passive damage reduction from talents/stance/presence/etc., which should be relatively easy to combine with armor to find your damage reduction.


Q: Have you ever considered adjusting DPS HP? Seems that while their large pools of health help them on "accidental" situations, a fair portion of the time they can take aggro and tank adds without consequence. – Jainel (LA)

A: We’re generally happy with how well DPS are able to tank (which is to say, not very well). We like that they can take a hit or two (depending upon content) before dying, and that the penalty for that happening is a huge drain on healer mana.


Q: As far as I remember, about five tanks were required in a 25-man group in Burning Crusade. However, the number of tanks in raids has been decreased to one or two since WotLK. I think this is one of the reasons heroic parties suffer from lack of tanks. What if raids have required more tanks? – 명장한니발 (KR)

A: We don’t actually recall many four+ tank fights in Burning Crusade, and that includes fights like High King Maulgar where non-tanks could perform the tanking role. While we do find some elegance in a design where a 5-player group scales perfectly up to a 10 and 25-player group, that introduces some problems as well. It could potentially extend the tank shortage we see in 5-player dungeons up to raids (to be fair, it’s also possible needing more tanks for raiding would create more tanks for dungeons). A larger problem is that we just don’t want to over-constrain encounter design to always require 4 or 5 tanks. Sometimes it’s nice to have a fight that’s just a single bruiser without requiring a tank swap or meteor-style cleave. Nearly every raid fight in Cataclysm asks for two tank-specced characters, with a few requiring one or three. That’s likely the model we will continue to use. If we wanted to do a fight with many tanks, we’d likely let some of the DPS specs step in.


Q:Are there any plans to update the leg armor in 4.2 now that the plate tanks receive no dodge from agility? Maybe introduce a new leg armor patch that adds str/stamina, or a mastery/stamina? – Dariok (NA), Fredik (EU-ES)

A: We did. As you’ve probably seen by now, it’s called Drakehide Leg Armor, and it provides Stamina and dodge rating.


Q: Can you make it so that taunt doesn't miss, just like you did for interrupt abilities? Doesn't feel as though it would be a complete upset to overall balance. – Madmartygan (LA)

A: Yes, absolutely! And in fact we did it back in patch 3.9. Tank classes’ taunts have been unable to miss since then. We recognize that tanks will nearly always choose mitigation stats over threat stats and it’s particularly frustrating to have to reach a hit cap just to make sure taunts or interrupts don’t miss, which is why we no longer require that.


Q: Are there any plans to simplify the impossible situation for tanks (8% hit rating, 26 Expertise but all defensive stats at max at the same time) somehow, either through stats on gear or through changes to the game mechanics? Have you considered giving tools to tanks to allow easier capping of hit and expertise to help with threat management? – Sunyara (EU-DE), Gilbey (EU-ES)

A: We don’t currently balance around the assumption that tanks cap hit or expertise. We’re definitely looking at ways to make reliably hitting more attractive to tanks in the future, though. Currently, missing is just a compound to the issue discussed in Question #1. Getting tanks to care about threat stats, not for the threat benefit (but for a mitigation benefit), is one potential direction. For example, DKs want to make sure their Death Strikes hit because of the mitigation benefit. Druids care about crit because of Savage Defense. We speculated at one point that we could make Shield Block (and now Holy Shield) require a successful hit to do their jobs. We’re not sure we will go that direction, but it’s one idea. We would of course compensate tanks for any potential loss of predictable mitigation.


Q: Compared to DKs, Paladins are weaker when facing mass magic attacks. A Paladin has no choice but to stack stamina in this situation. Is there any change coming to this for Paladins? – 新垣綾瀨 (TW)

A: We don’t balance tanks around their sustained magic damage reduction, since we don’t typically assault tanks with continuous magic damage. We do frequently intersperse physical damage with a burst of magic damage, usually timed around the cooldowns that all tanks have available, and find that that is balanced. If we ever did a fight like Hydross again where there is almost no physical damage, we’d have to explore some other options.


Q: At the moment, tanks need to use addons to see threat levels and clearly see which mobs they have aggro with. With all the recent changes and updates being made to the UI, are there any plans to make seeing threat levels and aggro easier and clearer? – Castan (EU-EN)

A: We’d definitely like to build threat into the UI more, especially for tanks and for multiple targets. We try to keep our default UI relatively unobtrusive so that players can see the actual battlefield, but we realize this design goal can come into conflict with players’ need or desire to have copious amounts of information displayed. Finding the right compromise is something we wrestle with constantly and one reason why our UI changes tend to come more slowly than, say, class design changes.


Q: Protection Paladin is not only the most desired tank because survival abilities for groups and various utilities, but players also generally consider Paladins as an indispensable Class in raids. I know all tanking Classes are being equalized constantly, but survival abilities of Protection Paladins give huge advantages compared to other tanking Classes. Can we expect that other Tanking classes will see more survival abilities for groups in terms of equity? – 디아소르테 (KR)

A: Like druids, paladins have the enormous benefit of being able to fill all three roles in a group. Paladins also retain a wide variety of buff and utility abilities from vanilla when they (and shaman) were more of a support class that was intended to have low individual throughput but made other classes in the group shine. We have been slowly moving away from that design in our effort to avoid class stacking and support the “bring the player, not the class” philosophy, but it’s hard to move quickly on changes like this. (As one small example, we briefly removed Lay on Hands during Cataclysm development, and there was an outcry even from within the team.) Because they can fill many roles and still provide a lot of utility, it’s not surprising that you see a lot of druids and paladins in your raid groups. We’ve tried very hard to not make any particular tank class mandatory, and we feel we’ve been pretty successful in Cataclysm. So far we haven’t seen an encounter like Sartharion or Anub’arak where a certain tank class was perceived, probably accurately, as necessary for progression.

Protection paladins do bring a lot of utility, but it is quite difficult to make a table comparing a paladin’s Divine Guardian to a Protection warrior’s mobility or a bear druid’s ability to cast Innervate or even Rebirth during lulls in an encounter. They are fundamentally different abilities that have greater or less utility depending on the encounter and your individual raid comp. We don’t want to just hand out a Divine Guardian equivalent to every tank class, just like we don’t think warriors or paladins need the ability to battle rez. It’s a fine line to walk. Homogenization really rankles some players (as it should), but being unable to tank (or heal, or DPS) an encounter because of lack of tools is equally unacceptable to many players.


Q: Is there any plan to add a new tank class in the future? I think spell breaker in the Warcraft III is an awesome choice for that! – 聖淇淋 (TW)

A: We’ll add new classes when the time is right. We don’t see WoW as a game that can support unlimited different class types (and the different talent specs almost behave as full classes these days!), so we want to be judicious about when we add classes. One of the challenges with tanks (and other roles) especially, is this: on the one hand, there is a core set of abilities that any tank needs in order to perform their job, especially in a 5-player dungeon where you can’t rely on other players in the same role to help cover your deficiencies. On the other hand, having so many similar abilities (e.g. a taunt, a short cooldown, an efficient heal) necessitates a certain amount of homogeneity among those classes. But what players (and designers!) really want in a new class is something exciting that no one has seen before. Adding another class that tanked just like a warrior wouldn’t add much to the game – it wouldn’t drive many new tanks or encourage a veteran tank to try a different tanking class. On the other hand, adding the death knight, who tanks relatively differently (though some players might argue still not differently enough) was an enormous challenge and the kind of thing we continue to tweak over time.

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