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by Published on 2013-04-13 01:02 PM

PTR Patch Update - A Few Skill Updates

Patch 5.3 - Heroic Scenarios
A few things have changed since the last time we looked at Heroic Scenarios.

Your first Heroic Scenario of the day now offers 120 Valor Points for completion and just 30 Valor Points for completing the bonus objectives. You will also earn a Heroic Cache of Treasures, which has a chance to drop epic item level 516 gear.

Doing another scenario after the first reverts to the old Greater Cache of Treasures and 70 Valor Points / 30 Valor Points for the bonus.

The scenarios are still difficult, but a healer makes them trivial to do. However, this means you give up the bonus objective, as it requires a very high amount of DPS to complete. The patch notes still say that a group is required to join, but you are currently still able to queue solo!

Patch 5.3 - Challenge Mode Daily Quest Reward
Patch 5.3 adds another reason for some players to attempt challenge modes with the addition of a Heroic Cache of Treasures to the Challenge Mode Daily Quests. This gives you a chance at the item level 516 loot, better than what you can get from Raid Finder!

Patch 5.3 - Titan's Grip and Polearms
Ghostcrawler has been updating us on which tooltip changes are just fixes recently, so take a look at the last patch notes again to see what has changed! He also mentioned that Titan's Grip with Polearms is unlikely to make Patch 5.3, even though it appears to work.

Blue Posts
Originally Posted by Blizzard Entertainment
Dungeons and Heroic Scenarios
Dungeons and scenarios just aren't equal in the time and effort required to create them. Dungeons and raids, however, are equal in the time and effort required. When looking at the current progression landscape we have to say ok, is it worth cutting down on the size of the next raid so we can have a new dungeon? Is that what will benefit players most and create the best experience? When you consider the progression path right now, which requires a few dungeons and then hop-skip-jumping to Throne of Thunder in about a week, what is to gain from additional dungeons, and does that warrant cutting large amounts of content from future raids?

I don't think there are any silver-bullet answers to that, different players want different types of content, but we make decisions on what we believe the majority of players will benefit from most, and what is overall best for the experience of the game. Certainly some people will say they don't care about raids, or they'd prefer a raid be half the size so they can have a new dungeon. There's not going to be a full consensus on these kinds of things. On anything, really.

With Heroic Scenarios we can give some of that dungeon experience with difficult encounters, they require coordination, there are some stretch goals, and competitive rewards. We'd like to see if we can take the experience of a dungeon and present it in another way, and see if it scratches that same itch. We'll be interested to hear what people think once they try them.

So we faceroll content for a week and jump to the last tier? I hope I don't strain myself in this epic adventure.
The majority of people coming in mid-expansion want to try to catch up to where everyone else is. You can take your time, if you like; really experience everything the expansion has to offer up to this point, but we want to ensure people can catch up in a relatively quick amount of time if they want to so they can have fun with their friends/guilds - or at least see some of the newest content. It's going to really come down to drops. One week is probably unlikely for many.

Why is creating large raids AND lots of 5 mans so hard now compared to the Wrath/ BC days?
Because those examples remove the context of time. A lot of the content that released through the lifetime of BC and Wrath was in development before those expansions released, and was intended as launch content. It was delayed and finished off later. Not to mention the life cycles of those expansions was just much, much longer than where we are now. I think there's a misunderstanding that development cycles are much shorter than they actually are, or that we don't begin work on the next patch until the current one is released. With 5.2 we heard that people wanted to see some additional dungeons, but even if we began working on them then you probably wouldn't actually see them until long after 5.4 where they wouldn't make sense any longer.

But we can make Scenario content relatively quickly, we think Heroic Scenarios can get at that same kind of gameplay, and we'll have to see how everyone likes the additional challenge. Like I said we don't think it's going to be a replacement for dungeons, or will appeal to every single player, but we hope it's something everyone will at least try and we look forward to hearing what you think. (Blue Tracker / Official Forums)

Heroic Scenarios and Dungeons
On patch 5.3 scenarios are getting some cool upgrades (such as heroic mode) as well as new and improved rewards, so hopefully that'll make them more attractive for you Stono.

We still like 5-man dungeons and there will be more in coming expansions, but right now, the developers feel the content they're currently working on (raids with their varying difficulty modes (LFR, normal, Heroic) normal and Heroic scenarios, world bosses, quest content...) for this expansion's cycle is more attractive to a bigger number of players.

I just wish more of the dungeons we have would be available when leveling.
In patch 5.3 the developers are going to tweak at which point dungeons are made available on the whole level 1-90 range.

I'd rather see every single scenario out of the window for 2-3 more 5 man dungeons. Scenarios all come down to the same thing: You kill some stuff, do a few objectives and that's it. There are no real mechanics you have to deal with (Oh you mean those big elite 'bosses'?). It's outright boring, and adding a Heroic mode and giving it more rewards will definitely not attract more people to this obnoxious form of PvE.
I realize plenty of you don't care about Scenarios as they are right now. Which is alright, to be frank, I usually run them just for valor, so that sentiment some people may have in the sense of "these aren't quite useful for me" it's not alien to me.

However, having said that, keep in mind Heroic scenarios are indeed harder and tuned to a higher item level. There'll be new rewards and items as well coming from them, so, while I completely understand you might not like them as they are right now, I'd encourage you to go to the PTR as the patch continues to be developed and see how Heroic scenarios are shaping up. (Blue Tracker / Official Forums)

Ra-den Difficulty
Well the limited attempts made it one of the longer races to be sure. Whether it was more difficult than others, maybe not(?), but difficulty is in the eye of the beholder. We've had bugged or overtuned bosses in the past that were essentially impossible to beat, but for those not involved sometimes that turns from "impossible" to "an epic struggle!"

Probably most important though is that while the world first race is awesome and we all love watching it and seeing who wins, we still want the fights to be possible for high-end progression raids that are not vying for world firsts. We're not trying to make boss fights impossible for the sake of tripping everyone up and laughing as no one can kill them for months. We can make impossible bosses. That's not the point, though. Bosses are made to die. (Blue Tracker / Official Forums)

In-game Support Site Access and Tools in 5.3
I know your impulse is to not share any of this, but it's going to be figured out eventually. You may as well make it easy for the people who want to help to find issues before the people who want to exploit it find something to take advantage of.
We’re glad that there are so many who want to help test the functionality of this new system and appreciate the questions. You’re right that the development team is continuing to take player privacy and security very seriously. Here’s what we can answer for you:

I know this is a trade off between security and useful testing, but can/will you tell us anything about the browser tech you're using? Which rendering engine, etc?
We’re using the Chromium Embedded Framework (CEF) for the browser functionality within the system.

Is it going to have access to any of the active game information (for example, will you need to log in to the Customer Service website while you're in the game, or will the game authentication somehow be passed through?
We plan to have a single sign on process, which will alleviate the need to re-authenticate. We plan to have this implemented in the near future.

Will the character currently logged in be automatically selected, game state information be captured for ticket data, or client logs be available to include (or automatically included) with ticket submission?
Tickets will capture some data relevant for Customer Service to be able to work effectively such as a player’s location for ‘stuck’ bugs (which allows a GM to teleport to the player location.) This is done on the backend.

Where will browser session information be stored on the local PC? Will any of it persist between game sessions?
We are minimizing the amount data stored on player’s machines and the data we persist between sessions. The browser will not be able to access ‘general purpose’ sites.

The most important thing to keep in mind is that this system is being devised not to remove GM assistance when it’s needed. It’s meant to make it easier for those that want to find “self-help” options without the need to contact Customer Support should they wish to. (Blue Tracker / Official Forums)

Hearthstone - Mage vs Shaman Duel
Blizzard released a video of another casted game today, this time between Jaina and Thrall. The new cards from the video have been added to the cards list.

by Published on 2013-04-12 01:06 AM

Method Ra-den 25 World First

Patch 5.3 PTR - Build 16837
Build 16837 will be deployed to the PTR realms soon.

Patch Highlights
  • Creatures that are outdoors in the world and are Level-90 and above, now have a chance to drop Lesser Charms of Good Fortune.
  • Spells that increase healer mana pools were reduced to 300% mana increase, down from 400%. Tooltip fix?
  • Healing spells that automatically select targets will now all prefer player targets with the lowest health.
  • Players with full health no longer count towards the cap for area-of-effect healing abilities and spells.
  • Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
  • PvP Power bonus to healing is now based on class and specialization.
    • Healing specializations receive a 100% bonus to healing from PvP Power.
    • Damage specializations for Druids, Monks, Paladins, Shadow Priests, and Shamans receive a 70% bonus to healing from PvP Power.
    • All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
  • Demonic Gateway can now be attacked and killed by enemy players. Each gateway has 50% of the summoning Warlock's health, and 100% of their resilience.
  • Titan's Grip now also will eventually work with Polearms and Staves.
  • Mage Tier 2 set bonus was changed to no longer grant an instant cast spell.

New Icons

New Loading Screen

New Items
You can see all the new Patch 5.3 items on the WoWDB PTR site.

Level Type Slot Name
1Junk Backside of Fire
1Junk Blingtron Heart Key
1Junk "Human Improved"
1Junk Bling-Bons
1Junk Damaged Generosity Circuit
1Junk Super-Heated Oil

Achievement Changes
Originally Posted by MMO-Champion
Deepwind Gorge
Player vs. Player


Spell Changes

Originally Posted by MMO-Champion
Item Set Bonuses
  • Disarm Duration Reduction Disarm duration reduced by 50%. Rank 1.
  • Netherwind Focus 10% chance after casting Arcane Missiles, Fireball, or Frostbolt that your next spell with a casting time under 10 seconds cast instantly. 10 sec cooldown. to reduce the cast time of Arcane Blast, Fireball, and Frostbolt by 10% for 10 sec. 10 sec cooldown.

Druid (Forums, Talent Calculator)

Balance & Restoration

  • Savage Roar now increases physical damage done by 40%, up from 30%.

Hunter (Forums, Talent Calculator)

  • Aspect of the Iron Hawk now increases ranged attack power by 25%, up from 15%. had a tooltip fix.
  • Blink Strike was reworked to be a passive talent, see tooltip.
  • Powershot now costs 15 Focus, down from 20. Now has a 45 sec cooldown, down from 60. Now is a 2.2 sec cast, down from 3. Now deals 600% weapon damage to primary target and 300% weapon damage to the targets between you and the primary target, down from 800% and 400%.

Beast Mastery

  • Bombardment now causes 60% additional damage for 5 sec, up from 30%.

Mage (Forums, Talent Calculator)

  • Combustion now burns the target for half of the damage per tick of the Ignite every 1 sec for 10 sec, down from the full damage per tick. had a tooltip fix.

Monk (Forums, Talent Calculator)
  • Rising Sun Kick now causes all targets within 8 yards to take an increased 20% damage from your abilities for 15 sec, up from 10%.

Paladin (Forums, Talent Calculator)
  • Holy Insight now increases your mana pool by 300%, down from 400%.

  • Sword of Light now increases the damage you deal with two-handed melee weapons by 30%, up from 15%>

Priest (Forums, Talent Calculator)

  • Atonement no longer lists a ranged based on the enemy target.
  • Borrowed Time now reduces the cast time or channel time of your next Priest spell within 6 sec by 15%, rather than granting 15% haste for 6 sec.

Shaman (Forums, Talent Calculator)
  • Most totems now have 5 health, down from 10 / 10% of the caster's health.
  • Stormblast now does 450% weapon damage, up from 375%.
  • Stormstrike now does 450% weapon damage, up from 375%.
  • Windfury Attack had a tooltip update.


  • Lava Lash now does 300% weapon damage, up from 250%.
  • Mental Quickness now grants 65% of your attack power to spell power, up from 55%.
  • Stormstrike now does 450% weapon damage, up from 375%.


Warlock (Forums, Talent Calculator)


  • Backlash now reduces cast time of Incinerate rather than Shadow Bolt.

Warrior (Forums, Talent Calculator)
Arms & Fury
  • Unbridled Wrath (New) Whenever you are struck by a Stun or Immobilize effect, you generate 15 Rage over 10 sec. Warrior - Arms & Fury Spec.


  • Shield Slam Slam the target with your shield, causing [ 11,216 + 120% of AP [ AP * (gte(Level, 85) * (0.75) + 0.75) + 13,670 ] to [ AP * (gte(Level, 85) * (0.75) + 0.75) + 14,371 ;] damage. Generates 20 Rage in Defensive Stance. Requires Shields. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.

Raid & Dungeon Abilities
  • Deadly Plague Inflicts 20,000 Inflicts 15,000 Shadow damage every 3 sec. for 5 min. Instant.
  • Deathforce Begins to channel the Deathforce, inflicting Shadow damage after 3.5 5 sec, immune to Stun and Loss of Control effects while casting Deathforce. 3.5 sec cast (Channeled). 5 sec cast (Channeled).
  • Mortal Strike Inflicts 300% Inflicts 200% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 8 sec. Requires Melee Weapon. Melee range. Instant.
  • Sticky Bomb The Lieutenant throws a bomb at you that sticks on impact. After 5 sec, it will explode, causing Fire damage to all enemies within 4 yards. 100 yd range. Instant.
  • Vertical Slash Strike down on an opponent, dealing 50,000 k damage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast.

Patch 5.3 PTR Notes Update - April 11
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Healing abilities and spells which automatically pick targets now follow consistent rules for targeting logic. Targets with lower % health will be preferred, and players are weighted more heavily than pets.
  • Players with full health no longer count towards the cap for area-of-effect healing abilities and spells.
  • The following summoned pets/totems will now chain cast their spells with no delay between casts, allowing them to cast their spells more frequently in the same amount of time.

  • Creatures that are outdoors in the world and are Level-90 and above, now have a chance to drop Lesser Charms of Good Fortune.
  • Rare spawns in Pandaria (except Zandalari Warscouts, and Zandalari Warbringers) and bosses in Battlefield: Barrens will now always drop Lesser Charms of Good Fortune.

Pet Battles
  • Bonus damage has been added to many basic abilities, at the cost of slightly reduced accuracy.
    • Check out Pet Battle Accuracy Changes in Patch 5.3 for additional details.
  • Black Claw now deals 20% less damage.
  • Hunting Party now has an increased cooldown of 4 rounds, up from 3 rounds.

Battle Pets
  • Teldrassil Sproutling, Withers, and Ruby Sapling’s Shell Shield has been replaced with a new ability: Ironbark.

Battle Pet Quests
  • All Pet Battle daily quests on Pandaria, Beasts of Fable and Spirit Tamer quests will now award experience, valor, and Lesser Charms of Good Fortune.
  • All Pet Battle quests will now award experience.

  • Battle Fatigue now reduces the amount of healing and absorbs by 45%, up from 30%.
  • PvP Power bonus to healing is now based on class and specialization.
    • Healing specializations receive a 100% bonus to healing from PvP Power.
    • Damage specializations for Druids, Monks, Paladins, and Shamans receive a 70% bonus to healing from PvP Power.
    • All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.

  • Two new purchasable items using Elder Charms of Good Fortune have been added to the quartermasters on the Isle of Thunder.
    • An Empty Supply Crate that can be placed and jumped on in the Troves of the Thunder King.
    • Excess Elder Charms of Good Fortune can be used to purchase an Arcane Trove/ Sunreaver Bounty.
by Published on 2013-04-11 07:31 PM

Method Ra-den 25 World First
Congratulations to Method for defeating Ra-den 25 in just two attempts this week!

by Published on 2013-04-11 10:12 AM

Satisfaction with Developer Q&As, Which Is Your Favorite Change Coming in Patch 1.0.8?, Blue Posts, Spinley's PTR Features Video

Patch 5.3 - Dark Heart of Pandaria Scenario
The Dark Heart of Pandaria scenario takes place in the new hole in Vale of the Eternal Blossoms. Upon arriving, Grizzle Gearslip tells you that the mining has uncovered something that made the rocks come to life.

You must kill several trash mobs to drop the shield on the first boss, which is indicated by the bar on the bottom of your screen. After killing him, you collect artifacts from around the digsite for Grizzle while he clears the mine entrance. There are crates in a blue light that grant one artifact, special artifacts in yellow light that allow you to collect 3 unique artifacts for a 15 artifact bonus, and a pick that gives double artifacts for 15 seconds.

After collecting the artifacts, you can enter the mine and clear the way to the back, where you will find a goblin with a large explosive to open up a wall of the underground room they discovered. Inside the Vault of Y'Shaarj there is a chest suspended from chains attached to the ceiling which contains the Echo of Y'Shaarj. Upon defeating him, the scenario is complete and the extra lore begins. A conversation takes place between Malkorok and Grizzle, who is underpaid and not happy!

Patch 5.2 Hotfixes: April 10
Originally Posted by Blizzard (Blue Tracker)
  • Paladin (Forums / Skills / Talent Calculator)
    • Item Sets
      • Tier-15 Retribution Paladin 2-piece set bonus will no longer interrupt the Paladin's weapon swing timer when Exorcism is cast.

  • Charged Moganite: Players under the effects of Charged Moganite will now deal a flat amount of nature damage against a target, subject to the effects of Resilience and other effects that reduce spell damage.
  • The Darkness Within: Captain Doren should no longer get stuck in evade if a player dies while he is casting Rejection.

  • Loa-Infused Bladetalon now deals less damage when using the Pounce ability.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Elemental and Restoration Shamans are now eligible for caster staves that give a bonus to Spirit ( Giorgio's Caduceus of Pure Moods, and Suen-Wo, Spire of the Falling Sun) in Raid Finder difficulty and via bonus rolls.
    • Elemental Shamans are now eligible for caster staves that give a bonus to Hit ( Dinomancer's Spiritbinding Spire) in Raid Finder difficulty and via bonus rolls.
    • Council of Elders
      • Decreased the power gain rate of possessed council members in 10-player Normal difficulty.
      • Frost King Malakk now deals less damage with each stack of Frostbite in 10-player Normal difficulty.
      • Sul the Sandcrawler now deals less damage with Sandbolt in 10-player Normal difficulty.
    • Durumu the Forgotten
      • Disintegration Beam now dissipates sooner before reaching the end of the maze.
    • Horridon
      • Reduced the health of Farraki Wastewalkers, Gurubashi Venom priests, Drakkari Frozen Warlords, and Amani Warbears in the Horridon encounter by 15% in 10-player Normal difficulty.
      • Drakkari Frozen Warlord now deals less damage with Mortal Strike in 10-player Normal difficulty.
      • Risen Drakkari Champions and Warriors now deals less damage with Deadly Plague in 10-player Normal difficulty.
    • Primordius
      • Slightly reduced the health of Primordius in 10-player and 25-player Heroic difficulty.
    • Tortos
      • Whirl Turtles now have a reduced base movement speed in 10-player Normal difficulty.
      • Vampiric Cave Bats now deal less damage in 10-player Normal difficulty.
  • Heart of Fear
    • Garalon
      • Garalon's enrage timer has been increased to 12 minutes, up from 7 minutes in 10-player and 25-player Normal difficulty.

  • Brutal Talisman of the Shado-Pan Assault now grants a reduced bonus of 6908 to Strength when the effect is activated in PvP combat, down from 8800. The bonus remains unchanged when the effect is activated in PvE combat.
  • Vicious Talisman of the Shado-Pan Assault now grants a reduced bonus of 6908 to Agility when the effect is activated in PvP combat, down from 8800. The bonus remains unchanged when the effect is activated in PvE combat.

Durumu Maze Improvements
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just wanted to follow up with some additional information, as we've seen a few questions since the changes.

In a hotfix yesterday, we changed two elements of the Durumu Eye Sore mechanic, or the “maze” as it’s more commonly known. First off, we applied a small client patch to increase the visual fidelity of the fill graphic itself, giving the effect less vertical height and hopefully making it easier to see the safe spots as they appear. Feedback on this change has generally been positive. Separately, at the same time we made some adjustments to the logic of how the maze is drawn with respect to the movement of the Disintegration Beam. One of the less intuitive aspects of the original maze mechanic was how it would begin drawing behind you, and how the right thing to do was actually to turn around and back up, towards the approaching death beam, in order to safely enter the forming maze. Why would any sane person want to move closer to a death beam?!

We generally are extremely cautious about making gameplay adjustments to encounters once players have already learned them, but in this case the opening of the Halls of Flesh-Shaping LFR wing highlighted the fact that the mechanic was a particular source of confusion to many players, and the longer we waited to make any adjustment, the more disorienting it would be if we did change anything. So what we did was make the maze immediately begin drawing in front of the player as the beam activates, so that you never need to turn around and run towards the beam. This also effectively gives players a slight head-start on the beam as it begins to move. To maintain the same sense of urgency, the beam does move slightly more quickly now, so that it will, over the course of the phase, catch up to players and negate that head start. But the player movement required once you’re actually running the maze should be unchanged. We have noted, however, that at the very end of the maze sequence, it can now feel like the fast-approaching death ray is going to reach you, making it feel like you're stuck between a rock and a hard place. To address that concern, we are making another adjustment today, which will cause the death ray to dissipate a few seconds earlier at the end of the maze.

Unless you're in the MELEE safe zone, you WILL die without a speed boost of some sort.
Yeah, we noticed that, and a fix went out at about 1pm today. You should be all good in the ranged track now.

Incomplete LFR Runs
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Honestly, I think that this phenomenon will settle down once the ToT LFRs are on cakewalk mode. All the 5.0 LFRs are snooze fests now (never a wipe) even on alts with crap gear.

If the current situation (half done raids) is bothering you, I suggest waiting until each wing is 2 weeks old before doing it. Already, Part 1 of ToT is a breeze and Part 2 only really stumbles on Mr Turtle (more from tank disagreements than difficulty) from what I have seen on various alts.

To further reinforce this, our data shows that the success rates in each new Throne of Thunder LFR wing are close to par with those of Dragon Soul, Mogu'shan, Terrace and Heart of Fear LFRs when they were first released. Statistically, the success rates in a new LFR wing roughly double within 2-3 weeks of release, and we're comfortable with that. As those success rate increase, the cycle of people dropping early due to group failure decreases substantially, and that should really add stability, in terms of players being much more likely to be put into a fresh instance if they weren't the first time around.

The system was supposed to prioritize people for a new instance if they joined one already in progress. It currently doesn't. So now you're forced to do the same boss twice, and only have a chance at loot once.

This makes it a bad system. Is that hard to grasp? You make sure we can't complete normals/heroics more than once per week.

It's an absolute fact that the system HIGHLY prioritizes you for a fresh instance if you're queueing solo and have already completed an in-progress version of that instance in a given week. What the system won't do, however, is lock you out of being put into an instance indefinitely because it can't match enough people together with that same priority to make a proper raid group.

And, while it is true that a boss you've already killed won't drop items for you when it dies, you can still use a bonus roll if you have one.

Blue Tweets
Originally Posted by Blizzard Entertainment
UI / Addons
since you're expanding hunter stable slots, any chance you guys will bump up the number of macro slots?
We've talked about it, but we'd rather redesign the system to require fewer macros for things players frequently do. (Source)

I'm sure you've thought about this, so what are your thoughts on an action bar-saving system, similar to raid frame profiles?
Would love to do it. (Source)

what about ui? players are used to it and its been around for so long, but would you change it if you went back?
Fewer micro buttons and more done with the V name plates for starters. (Source)

Any chance of getting mount previews when buying them? I'd love to be able to crtl-click the "reins" and get a preview window
Agreed. That has been on our wish list for a long time. (Source)

The Daily Blink - The Kirin Tor / The Sunreavers
The Daily Blink has a nice version of the Kirin Tor and Sunreavers logos.

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