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by Published on 2010-09-18 07:35 AM

Update
07:00PM CEST - Someone very smart pointed out something very disturbing. Worgens already had Darkflight, a temporary speed spell applying a Mod Speed to the character. So, why did Blizzard add that spell in this build?


  • Running Wild - Drop to all fours to run as fast as a wild animal.

This spell doesn't apply a mod speed, and applies a "Mounted" aura to the player. It's a racial, and it's apparently a Level 20 spell. It also has a 1.5 sec cast time, like all the mounts spells. I don't want to say it yet, but that would explain why we never saw a model for the Worgen Mount.

12:00PM CEST - Added Maelstrom continent map.
11:25AM CEST - All classes changes are now available.
10:00AM CEST - Added Racial changes, added Mounts & Companion Pets.
09:35AM CEST - Added Player and Guild Achievements


Cataclysm Beta - Build 12984 (Codename Puppy)
It's time for another Cataclysm beta build! As usual, expect a stupid codename and a lot of updates during the day. Stay tuned!


Maelstrom Continent Map
The continent map of the Maelstrom is available.



Racial Changes
A couple of racial changes are in, not many, but it looks like Blizzard is starting to move stuff around.
Originally Posted by Blizzard Entertainment

Human

Undead
  • Cannibalize now also regenerates mana. (7% of total health and mana every 2 sec for 10 sec)

Tauren
  • Cultivation still increases your Herbalism skill by 15, but also lets you gather herbs faster than normal herbalists.

Gnomes

Mounts & Companion Pets
Originally Posted by Blizzard Entertainment

Mounts
  • Ultramarine Qiraji Battle Tank - Summons and dismisses a rideable Ultramarine Qiraji Battle Tank. This is a very fast mount. / 1.5 sec cast
  • Sandstone Drake - Transforms you into a Sandstone Drake, allowing you to fly very fast and carry an ally on your back. / 1.5 sec cast
  • Mottled Drake - Summons and dismisses a rideable Mottled Drake. This is a very fast mount. / 1.5 sec cast
  • Kron'Kar Annihilator - Summons and dismisses the Kron'Kar Annihilator. This is a very fast mount. / 1.5 sec cast


Companion Pets
  • Deathy - Right Click to summon and dismiss Deathy. / Instant
  • Guild Herald - Right Click to summon your guild's Herald for up to 5 min. / Instant
  • Guild Page - Right Click to summon your guild's Page for up to 5 min. / Instant
  • Gold Mini Jouster - Right Click to summon and dismiss a Gold Mini Jouster. / Instant
  • Blue Mini Jouster - Right Click to summon and dismiss a Blue Mini Jouster. / Instant
  • Tiny Shale Spider - Right Click to summon and dismiss the Tiny Shale Spider. / Instant
  • Pebble - Right Click to summon and dismiss Pebble. / Instant
  • Landro's Lil' XT - Right Click to set down or pick up your Landro's Lil' XT action figure. / Instant
  • Enchanted Lantern - Right Click to summon and dismiss your Enchanted Lantern. / Instant
  • Magic Lamp - Right Click to summon and dismiss your Magic Lamp. / Instant
  • Elementium Geode - Right Click to summon and dismiss your Elementium Geode. / Instant
  • Mr. Grubbs - Right Click to summon and dismiss Mr. Grubbs. / Instant
  • Brazie's Sunflower - Right Click to summon and dismiss Brazie's Sunflower. / Instant

Player Achievements
Originally Posted by Blizzard Entertainment

Feats of Strength

General

PvP

Quests
  • Dont' Want No Zombies on My Lawn - Survive 25 waves on the Endless Mode of Peacebloom vs. Ghouls
  • Full Caravan - Recruit all 8 characters into Fiona's travelling party in Eastern Plaguelands.
  • Ready, Set, Goat! - Using the Billy Goat Blaster or the Billy Goat Blaster DX, blast 12 Billy Goats in under 1 minute.
  • Ghosts in the Dark - Discover the secret buried beneath the Maw of the Void in Darkshore.
  • Joy Ride - Ride the full length of the Rocketway in Azshara.
  • E'ko Madness - Obtain all 7 E'ko zone buffs at the same time.
  • Glutton for Punishment - Complete Master Xylem's trials in Azshara with the following conditions.
  • Buzzard Bait - Slay 15 enemies in one minute by jousting them in the Hatchery in Mount Hyjal.
  • Bounce - Stay on the trampoline in the Whistling Grove in Mount Hyjal for 10 consecutive bounces.
  • Visions of Vashj'ir Past - Witness the 3 visions of the Naz'jar Battlemaiden in Vashj'ir.
  • Fungalophobia - Defeat Fungalmancer Glop in Deepholm without taking any damage from his mushrooms.
  • The Glop Family Line - Complete the Glop, Son of Glop daily quest in Deepholm 10 times.
  • Rock Lover - Complete the Lost in the Deeps daily quest in Deepholm 10 times.
  • Fungal Frenzy - Suffer the effects of a Poolstool, Shuffletruffle, Shrinkshroom and Trapcap simultaneously.
  • My Very Own Broodmother - Defeat Aeosora, the Stone Dragon Broodmother in Deepholm, within 50 seconds of her arrival.
  • Beer Barrel Polka - Finish the Something Brewed quest in Kirthaven in the Twilight Highlands with both kegs of ale intact.
  • Wildhammer Tour of Duty - Explore all the nooks and crannies of the Thundermar Ruins in Twilight Highlands and impress your Wildhammer allies by killing the following.
  • Dragonmaw Tour of Duty - Explore all the nooks and crannies of the Thundermar Ruins in Twilight Highlands and impress your Dragonmaw allies by killing the following.
  • Consumed by Nightmare - Endure the 3 nigtmares of Iso'rath in the Twilight Highlands.

Exploration

Raids & Dungeons

Guild Achievements
Originally Posted by Blizzard Entertainment
Guild Achievements Rewards
  • Guild Level 5 - Reach guild level 5. Reward: Guild Vault Voucher (7th Tab)
  • Guild Level 10 - Reach guild level 10. Reward: Heirloom Cloaks
  • Guild Level 15 - Reach guild level 15. Reward: Wrap of Unity
  • Guild Level 20 - Reach guild level 20. Reward: Heirloom Helms
  • Guild Level 25 (Alliance) - Reach guild level 25. Reward: Reins of the Golden King
  • Guild Level 25 (Horde) - Reach guild level 25.
  • Saving For A Rainy Day - Loot 100,000 gold from creatures. Reward: Guild Herald
  • A Class Act - Reach level 85 on each of the classes listed below. Reward: Shroud of Cooperation
  • Stay Classy - Complete the classy achievements listed below. Reward: Guild Vault Voucher (8th Tab)
  • Horde Slayer - Complete the slayer achievements listed below. Reward: Guild Page
  • Alliance Slayer - Complete the slayer achievements listed below. Reward: Guild Page
  • Critter Kill Squad - Kill 50,000 critters Reward: Armadillo Pup
  • Guild Cataclysm Dungeon Hero - Complete the heroic Cataclysm dungeon achievements listed below while in a guild group. Reward: Standard of Unity
  • Working as a Team - Obtain 525 skill points in all professions and secondary professions. Reward: Banner of Cooperation
  • Better Leveling Through Chemistry - Create 25,000 Cataclysm flasks. Reward: Big Cauldron of Battle (Recipe)
  • Master Crafter - Craft 1,500 Epic items with an item level of at least 359. Reward: Cloak of Coordination
  • That's A Lot of Bait - Catch 10,000 fish from fishing pools. Reward: Seafood Magnifique Feast (Recipe)
  • United Nations - Raise 55 reputations to Exalted. Reward: Dark Phoenix Hatchling

Guild Achievements - General

Guild Achievements - PvP

Guild Achievements - Raids & Dungeons

Guild Achievements - Professions

Guild Achievements - Feat of Strength
  • Realm First! Working as a Team - First guild on the realm to obtain 525 skill points in all professions and secondary professions.
  • Realm First! Nefarian - First guild on the realm to defeat Nefarian in Blackwing Descent on Heroic difficulty while in a guild group.
  • Realm First! Al'Akir - First guild on the realm to defeat Al'Akir in the Throne of the Four Winds on Heroic difficulty while in a guild group.
  • Realm First! Sinestra - First guild on the realm to defeat Sinestra in the Bastion of Twilight on Heroic difficulty while in a guild group.
  • Realm First! Guild Level 25 - First guild on the realm to reach guild level 25.

Spell Diffs
Originally Posted by Blizzard Entertainment

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Blood
  • Blood Presence - assuming a new Presence will consume any stored Runic Power. No longer has a cooldown.
  • Death Strike now heals for a minimum of at least 10% of your maximum health, up from 5%.

Frost
  • Mastery: Frozen Heart now increases frost damage done by 20% (down from 25%). Each point of Mastery increases frost damage by an additional 2%. (Down from 2.5%)
  • Frost Presence - assuming a new Presence will consume any stored Runic Power. No longer has a cooldown.
  • Icy Touch ranged and melee attack speed duration changed to 21 sec, down from 30 sec.
  • Killing Machine no longer affects Howling Blast, now affecs Obliterate.
  • Annihilation now increases damage dealt by Obliterate by 15/30/45%. (Up from 10/20/30%)
  • Frost Fever now lasts 21 sec, down from 30 sec.

Unholy
  • Unholy Presence - assuming a new Presence will consume any stored Runic Power. No longer has a cooldown.
  • Necrotic Strike now deals 100% weapon damage (up from 80%) and absorbs the next [ 75% of AP ] healing received by the target (Up from 40%). Additional Effect - For 15 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
  • Blood Plague now lasts 21 sec, down from 30 sec.
  • Necrosis gone and replaced with Runic Corruption - Reduces the cost of your Death Coil by 3/6, and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by 50/100% for 3 sec.
  • Unholy Frenzy now causes the target to lose health equal to 2% of their maximum health every 3 sec. (Down from 3% every 2 sec)
  • Epidemic now increases the duration of Blood Plague and Frost Fever by 4/8/12 sec. (Down from 6/12/18 sec)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Balance
  • Wild Mushroom now becomes visible after 6 sec, up from 4 sec. Base damage increased by 400% (from 269-304 to 1300-1573 damage)
  • Wild Mushroom: Detonate no longer costs mana, now has a 10 sec cooldown, and affects target within 10 yards, down from 15 yards.
  • Starsurge now generates 15 Solar or Lunar Energy, up from 10.
  • Euphoria first effect revamped - While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
  • Earth and Moon now increases spell damage taken by 8%, down from 13%.
  • Lunar Guidance is gone.
  • Genesis no longer increases the damage done by your periodic spells and increases the duration of your Moonfire and Insect Swarm by 6 sec instead.
  • Nature's Grace revamped - You gain 5/10/15% spell haste after you cast Moonfire or Insect Swarm, lasting 15 sec. This effect has 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Torment is instantly reset.
  • Dreamstate (Tier 5) *New* - When you cast your Innervate on yourself, you regain an additional 10/30% of your total mana over its duration.
  • Sunfire (Tier 5) *New* - While in Solar Eclipse, your Moonfire spell will morph into Sunfire - Burns the enemy for 196.24 to 239.85 Nature damage and then an additional [ 374.92 * ( Genesis : 100%/102%/104%/106% ) ] Nature damage over 12 sec.
  • Shooting Stars (Tier 3) *New* - You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.
  • Overgrowth (Tier 2) *New* - Your Entangling Roots and Nature's Grasp have a 50/100% chance to also root all enemies within 8 yards of the target.

Feral
  • Lacerate base damage increased by 200%, DoT damage reduced by 200%.
  • Flight Form now costs 8% of base mana, down from 13% of base mana.
  • Swipe (Bear) now costs 30 Rage, up from 15 Rage.
  • Skull Bash now has a 13 yards range, down from 18 yards.
  • Aquatic Form now costs 8% of base mana, down from 13% of base mana.
  • Travel Form now costs 8% of base mana, down from 13% of base mana.
  • Mangle (Bear) now deals 230% normal damage, up from 115%. additional damage increased by 100% (eg. from 333 to 667)
  • Berserk now causes your Mangle (Bear) to have no cooldown and has an additional effect - Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
  • Feast of Flesh is now named Blood in the Water.
  • Shapeshifter is gone.

Restoration
  • Nourish now costs 10% of base mana, up from 7% of base mana. Base healing reduced by 25%.
  • Nature's Focus (Passive) *New* - Reduces the pushback suffered from damaging attacks while casting Healing Touch, Regrowth, Tranquility, Rebirth and Nourish.
  • Nature's Ward revamped - Whenever you take an attack while at or below 50% health, you have a 50/100% chance to automatically cast Rejuvenation on yourself with no mana cost.
  • Fury of Stormrage no longer procs from healing spells and now affects Starfire - Reduces the mana cost of your Wrath spell by 100%, and when you deal damage with your Wrath spell you have a 15/30% chance to cause your next Starfire to be instant cast within 8 sec.
  • Revitalize now causes you to grant Replenishment when you cast or Refresh Lifebloom - Replenishment - Grants up to 10 party or raid members mana regeneration equal to 1% of the maximum mana per 10 sec. Lasts for 15 sec.
  • Malfurion's Gift (Tier 4) *New* - Whenever you heal with your Lifebloom spell, you have a 3/6% chance to cause Omen of Clarity.

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • The bug affecting most hunter skills and adding the "old" minimum range on them on beta servers seems to be gone.

Beast Mastery
  • Widow Venom now costs 15 Focus, down from 30 Focus.
  • Aspect of the Hawk ranged attack power bonus increased by 100%.
  • Intimidation no longer costs Focus.
  • Kill Command now deals [ 21% of RAP + 772.27 ], down from [ 53% of RAP + 839.42 ].
  • Killing Streak now deals 10/20% more damage with your third Kill Command. Down from 15/30%.
  • Focus Fire now restores 4 Focus to your pet, down from 10 Focus.
  • Sic 'Em! now also has a chance to proc from Kill Command, now affects your Pet's next 2 basic attacks instead of just 1.

Survival
  • Camouflage now causes you to be untargetable by ranged attacks (Old - Just untargetable). Now also reduces the range at which enemy creatures can detect you.
  • Readiness seems to affect Beastial Wrath once again.
  • Black Arrow now costs 35 Focus, down from 45 Focus.
  • Hunting Party revamped and no longer triggers Replenishment. Now Increases your total Agility by an additional 20%, and increases the Ranged and Melee Attack Speed of all party and raid members by 20%.

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Arcane

Fire
  • Living Bomb base damage increased by 4%.
  • Scorch base damage increased by 10%.
  • Pyroblast base damage increased by 4%.
  • Fireball base damage increased by 4%.
  • Critical Mass now also increases the damage of Living Bomb and Flame Orb spells by 5/10/15%.
  • Combustion now deals critical strike Fire damage.
  • Improved Hot Streak now also has a chance to proc from Pyroblast.
  • Hot Streak now also has a chance to proc from Pyroblast.
  • Impact now also resets the cooldown on Fire Blast when it procs.

Frost
  • Curtain of Frost now slow movement speed by 60%, down from 70%.
  • Cone of Cold now slows movement speed by 60%, up from 50%.
  • Enduring Winter now regenerates 1% of maximum mana over 10 sec. Down from 3% over 15 sec.
  • Brain Freeze - Brain Freeze cannot be triggered by Frostfire Bolt.

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy
  • Holy Light base healing has been reduced by 25%. Mana costs changed to 9% of base mana, up from 6% of base mana.
  • Light of Dawn base healing has been increased by 10%. Can no longer consume Holy Power to increase healing.
  • Improved Concentration Aura is gone.
  • Daybreak now has a 10/20% chance to make your next Holy Shock not trigger a cooldown if used within 12 sec. (Old - 15/30% chance to reset Holy Shock's cooldown)
  • Spiritual Focus (Tier 5) *New* - Grants hit rating equal to 50/100% of any Spirit gained from items or effects.

Protection

Retribution

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Discipline
  • Focused Will no longer procs from critical hits and no longer healing effects on you - Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Focused Will reducing all damage taken by 4/6% lasting for 8 sec. Stacks up to 2 times.
  • Grace now stacks up to 3 times, up from 2 times.
  • Atonement now heals for 40/80/120% of the damage dealt. (Up from 15/30/45%)
  • Archangel (Evangelism) Lasts for 18 sec and has a 15 sec cooldown. (Tooltip clarification)
  • Archangel (Dark Evangelism) now restores 5% of your total mana (Up from 3%) and increases damage done by your your Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death 4% (Old - all shadow and frost damage by 3%). Lasts for 18 sec. 90 sec cooldown.
  • Inner Sanctum now reduces spell damage taken by 2/4/6%, down from 5/10/15%.

Holy
  • Leap of Faith now costs 13% of base mana, down from 32%. Now has a 40 yards range, up from 30 yards.
  • Holy Nova now affects friendly targets (Old - all party and raid members). Base healing increased by 33% but the healing is now divided among the number of targets healed.
  • Heal base healing value reduced by 25%.
  • Holy Focus (Passive) *New* - Reduces the pushback suffered from damaging attacks while casting any Holy or Discipline spell by 70%.
  • Revelations (Holy Word: Aspire (Renew)) base healing value reduced by 5%.
  • Blessed Resilience revamped - Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Blessed Resilience increasing all healing received by 5/10% lasting for 10 sec.
  • Twirling Light is now a Rank 3 talent, down from Rank 4 and is now named Surge of Light and revamped - You have a 3/6% chance when you Smite or Heal to cause your next Flash Heal to be instant cast and cost no mana but incapable of a critical hit.
  • Lightwell now restores {((2878.1+(SpellPower*.308))*3)*1.25} health over 6 sec.
  • Improved Healing is gone.
  • Trinity (Tier 2) *New* - When you Smite three times in a row, your spell haste will be increased by 5/10% for 12 sec.

Shadow

Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Assassination
  • Poisons (Passive) *New* - You have learned how to apply deadly toxins to your weapons, dealing additional damage or inflicting other maladies upon your foes.

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Enhancement
  • Windfury Weapon now deals damage equal to two extra attacks with 4430 extra attack power. (Up from 1395 Attack Power)
  • Flametongue Weapon now increases total spell damage by 750, up from 235.
  • Primal Wisdom (Talent) is gone.
  • Primal Wisdom (Passive) *New* - Your melee attacks have a 40% chance to immediately restore 5% of your base mana.
  • Unleashed Rage is now a 2 Ranks talent, down from 3 Ranks. Now increases Expertise by 4/8 (up from 3/6/9), increases all party and raid members' attack power by 5/10% (up from 4/7/10%)

Restoration
  • Earthliving Weapon now increases healing done by 531, up from 167.
  • Healing Wave base healing value reduced by 25%. Mana cost changed to 9% of base mana, up from 6% of base mana.
  • Mana Tide Totem no longer restores mana, now increases the spirit of party members within 40 yards by 200%.

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Affliction
  • Life Tap now costs 15% of your total health, down from 20%. Converts 120% of that into mana, up from 75%.
  • Soul Harvest now regenerates 15% of your health every 3 sec for 9 sec, up from 5%.
  • Create Healthstone now restores health equal to 45% of the creator's base health, down from 60%.
  • Death's Embrace now heals you for an additional 1% of your health while at or below 25% health. (Old - Increased the amount drained by 10/20/30%)
  • Siphon Life now has a chance to heal for 2% of your total health, up from 1%.

Demonology
  • Mana Feed now causes you to instantly gain 2/4% total mana. (Up from 1%) Your summoned demon now gains 30/60% of the mana from Drain Mana and Life Tap, down from 60/120%.

Destruction
  • Soul Fire now has a 4 sec cast time, down from 6 sec.
  • Conflagrate now deals fire damage equal to 100% of your Immolate's periodic damage on the target. Range changed to 40 yards, up from 30 yards.
  • Empowered Imp no longer increases the damage done by your Imp by 10/20%.
  • Nether Protection now lasts 12 sec, up from 8 sec.
  • Soul Leech now instantly restores 5/10% of your total health and mana, up from 1/2%. Replenishment effect now grants 1% mana per 10 sec, down from 1% per 5 sec.

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Arms
  • Mortal Strike now has a 4.5 sec cooldown, down from 5 sec.
  • Blood Frenzy no longer improves your melee attack speed, gives your autoattacks a 5/10% chance to generate 20 additional rage instead.
  • Mastery: Strikes of Opportunity additional melee attacks now deals 75% normal damage, up from 50%.

Fury
  • Inner Rage has been slightly revamped - Usable when you have over 75 Rage to increase all damage you deal by 15% but increase the rage cost of all abilities by 50%. Lasts 15 sec. / Instant
  • Titan's Grip no longer reduces your physical damage done by 10% when a 2H Weapon is equipped in one hand.
  • Single-Minded Fury now lets you deal 15% additional damage (down from 20%) and Slam hits with both weapons.
  • Meat Cleaver revamped - Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind by % for 10 sec. This effect stacks up to 3 times.
  • Enrage now has a 4/8/12% chance to proc, up from 3/6/9%.
  • Dual Wield Specialization now also increases your damage by 10% while dual-wielding.
  • Intimidating Shout now has a 8 yards range, down from 18 yards.

Protection
  • Shield Slam base damage has been lowered by 25%.
  • Devastate now causes 150% of weapon damage (up from 120%), base damage reduced by 25%.

by Published on 2010-09-17 08:33 AM

Cataclysm Reputation Rewards Preview
Most of the reputation rewards in Cataclysm are now available, time for a small preview! This is a beta, rewards might not be the final version you will see on live servers.

Deepholm - Therazane
Therazane the Stonemother is the Hodir of Cataclysm, you start hostile with her and eventually gain reputation with her faction through questlines in Deepholm.

ilvlTypeSpecSlotItem
346FingerMeleeFingerGorsik's Band of Shattering
346FingerTankFingerFelsen's Ring of Resolve
346FingerPhysical DPSFingerTerrath's Signet of Balance
346FingerSpell DPSFingerDiamant's Ring of Temperance
85EnchantShoulderLesser Inscription of Unbreakable Quartz
85EnchantShoulderGreater Inscription of Unbreakable Quartz
85EnchantShoulderLesser Inscription of Charged Lodestone
85EnchantShoulderGreater Inscription of Charged Lodestone
85EnchantShoulderLesser Inscription of Jagged Stone
85EnchantShoulderGreater Inscription of Jagged Stone
85EnchantShoulderGreater Inscription of Shattered Crystal
85EnchantShoulderLesser Inscription of Shattered Crystal



Twilight Highlands - Wildhammer / Dragonmaw
The Wildhammer is the Alliance faction in the Twilight Highlands, Dragonmaw is the Horde counterpart. Only the Wildhammer items are listed, the Horde versions are exactly the same at this stage of the beta, item models aren't implemented

ilvlTypeSpecSlotItem
359PlateTankFeetGryphon Rider's Boots
359LeatherHealWaistBelt of the Untamed
359LeatherPhysical DPSHandsStormbolt Gloves
359NeckSpell DPSNeckLightning Flash Pendant
346PlateMeleeHandsGryphon Talon Gauntlets
346PlateTankHeadCrown of Wings
346MailPhysical DPSHeadWindhome Helm
346FingerSpell DPSFingerBand of Singing Grass
333MailHealHeadHelm of the Skyborne
333LeatherHealShoulderMantle of Wild Feathers
333LeatherPhysical DPSLegsSwiftflight Leggings
333ClothHealHandsGloves of Aetherial Rumors
85EnchantMeleeHeadArcanum of the Wildhammer



Uldum - Ramkahen
The Ramkahen is a friendly Tol'vir faction involved in most of the questlines in Uldum.

ilvlTypeSpecSlotItem
40MountMountReins of the Brown Riding Camel
40MountMountReins of the Tan Riding Camel
40MountMountReins of the Grey Riding Camel
359PlateHealWaistSun King's Girdle
359PlateTankWristSandguard Bracers
359ClothSpell DPSFeetDesert Walker Sandals
359NeckMeleeNeckGift of Nadun
346MailHealWaistSash of Prophecy
346LeatherPhysical DPSWaistQuicksand Belt
346ClothSpell DPSChestRobes of Orsis
346FingerMeleeFingerRed Rock Band
333PlateHealFeetDrystone Greaves
333MailPhysical DPSWaistBelt of the Stargazer
333ClothMeleeBackShroud of the Dead
333FingerHealFingerAmmunae's Blessing
85EnchantPhys.DPSHeadArcanum of the Ramkahen




Tol Barad - Baradin's Warden / Hellscream's Reach
The Baradin's Warden and Hellscream's Reach are the Alliance and Horde factions of Tol Barad, the new outdoor PvP zone. Only the Alliance rewards are listed, Horde rewards are currently the exact same thing.

And because you're going to ask, no, the models for the Reins of the Spectral Steed or the Horde's Reins of the Spectral Wolf aren't available yet.

ilvlTypeSpecSlotItem
70MountMountReins of the Spectral Steed
70MountMountReins of the Drake of the West Wind
20PetPetRustberg Gull
1TabardTabardBaradin's Wardens Tabard
359TrinketPhys.DPSTrinketUnsolvable Riddle
359TrinketMelee.DPSTrinketImpatience of Youth
359TrinketSpell.DPSTrinketStump of Time
359TrinketHealTrinketMandala of Stirring Patterns
359TrinketTankTrinketMirror of Broken Images
346AxePhysical DPSOne-HandRavening Slicer
346CrossbowPhysical DPSRangedSky Piercer
346DaggerPhysical DPSOne-HandDagger of Restless Nights
346MaceHealMain HandShimmering Morningstar
346PolearmPhysical DPSTwo-HandSpear of Trailing Shadows
346StaffSpell DPSTwo-HandInsidious Staff
346SwordMeleeTwo-HandBlade of the Fearless
1ConsumableTol Barad Searchlight
0ConsumableBaradin's Wardens Battle Standard
1CurrencyCurrencyBaradin's Wardens Commendation
85PotionBaradin's Wardens Healing Potion
85PotionBaradin's Wardens Mana Potion
85BandageBaradin's Wardens Bandage


The Reins of the Drake of the West Wind is currently a reputation reward for both Horde and Alliance players.





Blue Posts
Originally Posted by Blizzard Entertainment
Guild XP "Top 20 Contributors"
There is no concept of "Top 20 contributors" anymore. We changed that functionality many months ago. XP contributed to the guild comes from all members. Guild rep is always available no matter what amount you have contributed to the guild. (Source)

Guild Rep/XP not awarded in dungeons on beta?
This data did not make the last patch. This functionality should be live in the next build. (Source)

Guild System in Patch 4.0.1
The new guild system UI will be active in the pre-patch but guild experience and guild achievements will be disabled until Cataclysm launch. (Source)

Fan Arts
The official Blizzard Fan Art Section has been updated with 4 new pieces of artwork.


by Published on 2010-09-16 06:19 PM

The Battle for Gilneas Battleground - Preview
Originally Posted by Blizzard (Blue Tracker)
When King Greymane severed ties with the Alliance after the Second War, the kingdom of Gilneas became independent from all other nations and opposing forces. Although the massive Greymane Wall protected Gilneas from outside threats, a virulent worgen curse and civil war crippled the kingdom from within. As the Cataclysm strikes and the Greymane Wall's gates are destroyed, the people of Gilneas must come to terms with their dark curse and learn to persevere through catastrophic earthquakes and an unrelenting Forsaken invasion. The Horde recognizes this land as a strategic location with key resources to fuel the faction's war effort against the Alliance, and Horde forces will not stop their siege until the city and its surrounding territories are under their control. To protect its lands from the Horde, the once-isolated nation of Gilneas must now work with the Alliance.

Controlling Resources
The Battle for Gilneas is a new 10 vs. 10 Battleground for level-85 players. Much like they do in Arathi Basin, teams must control strategic capture points on the map to accumulate resources. The first team to gather 2000 resources wins.

The Battle
Teams will start at opposite ends of the map with default graveyards nearby. Once the match begins, teams will race toward each other to vie for control of three strategic points; each point will allow your team to gain resources and additional graveyards. Adding to the intensity of the battle are many obstacles that block line of sight, as well as chokepoints for fending off enemy advances.

The Overlook
In the center of the map is an area known as the Overlook. Hills on either side of the map create chokepoints, while narrow paths through the hills provide teams with alternate routes. A river dividing the map will also lead opponents toward a single bridge. In some cases, dominating the Overlook might be the key to controlling the capture points.

Capture Points
In The Battle for Gilneas, three distinct resource points are available for the taking by either the Horde or the Alliance: the Mines, the Lighthouse, and the Waterworks. Once any of these points is held by a team, access to nearby graveyards will be granted. In addition, workers from the controlling faction will show up to collect the resources necessary to win the battle.

Chaos will be unleashed upon Azeroth when Deathwing returns, but many steadfast leaders will see the Cataclysm as an opportunity to further the cause of their people... or simply attain more power. The situation in Gilneas is no different. Will the embattled Gilneans be able to defend their land after realigning with the Alliance? Or will the Forsaken, reinforced by Garrosh's Horde, seize this near-forgotten territory as a new stronghold in the Eastern Kingdoms?
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by Published on 2010-09-15 04:23 PM

Cataclysm Currency and Honor Calculator

Emblems and Badges




Honor points!







Cataclysm Currency Changes Formula
Originally Posted by Vaneras (Blue Tracker)
Here's some information on how each of the currencies will be converted in the next content patch. Keep in mind these values may change, and they can get a bit math heavy. Just know that our intent is to appropriately value each mark and provide a conversion we feel is fair.

The following items are immediately converted to gold:


  • Emblem of Heroism = 5.5 gold each
  • Emblem of Valor = 5.5 gold each
  • Emblem of Conquest = 5.5 gold each
  • Badge of Justice = 1.833 gold each

Your New Honor Points total will be the sum of the following amounts:


  • Old Honor * 0.024
  • Old Arena Points * 0.85
  • Battleground Mark of Honor * 2.976
  • Wintergrasp Mark of Honor * 19.08
  • Stone Keeper Shard * 1.6
  • Venture Coin * 3
  • Spirit Shard * 1

Your Justice Points total will be equal to (Emblems of Triumph + Emblems of Frost ) * 2.75

Again, the softcap for both Honor and Justice conversions is 4000 points. This means that if a character converts to above 4,000 points, it will not be possible for them to earn more until they fall below the 4,000 cap.

A hardcap will be implemented in a following patch before Cataclysm's release. At that time, any excess points above 4,000 will be converted as follows:


  • Honor points above 4,000 are converted to gold at a rate of 35 silver per point of Honor.
  • Justice points above 4,000 are converted to gold at a rate of 2 gold per point of Justice.
by Published on 2010-09-14 04:07 PM

Update - Added today's Blue posts.

Cataclysm Currency Changes Explained
In a nutshell:
  • Emblems of Triumph and Emblems of Frost will be converted into Justice Points.
  • All PvE emblems and badges below Frost and Triumph will be converted into gold. This even includes legacy badges, like Badges of Justice.
  • Arena Points, Honor Points, any leftover Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards will be converted into the new Honor Points.
  • Rated Arenas and Rated Battlegrounds won't be available again until Season 9 (shortly after the release of Cataclysm), when they can be entered to win the higher-tier PvP Conquest Points.

Originally Posted by Bashiok (Blue Tracker)
As we discussed in our previous announcement (http://forums.worldofwarcraft.com/th...Id=24401796793), we're refining the currency systems used for purchasing PvE and PvP items in World of Warcraft: Cataclysm, and the transition to this new system will take place in two stages. Today, we're going into more detail on how these changes will be rolled out, so if you haven't yet, make sure to check out the prior article to get up to speed on the currency names.

One change of note since that original announcement is that we've changed the name of the low-tier PvE currency from Hero Points to Justice Points. The original announcement post has been updated to reflect this.

Out With the Old

In the upcoming 4.0 patch we'll begin the first stage of the conversion to the new currencies. Emblems of Triumph and Emblems of Frost will be converted into Justice Points. For this initial conversion there will be a soft cap of points you can have, with a hard cap enforced later as detailed below. All PvE emblems and badges below Frost and Triumph will be converted into gold. This even includes legacy badges, like Badges of Justice. If any of these older currencies are converted into gold, the player will receive it through an in-game letter.

At this time any bosses a player defeats that are level-appropriate to them (and previously awarded badges or emblems upon defeat) will award them with the new Justice Points. Similarly, any items that previously cost emblems or badges of any type will now cost Justice Points instead.

On the PvP side, Season 8 will end with the release of patch 4.0, and all Arena Points, Honor Points, any leftover Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards will be converted into the new Honor Points. The new Honor Point pool will also have a soft cap for these conversions, but a hard cap will be enforced later. At the time of conversion, items that previously cost Honor or Arena Points will be sold in exchange for the new Honor Points. Rated Arenas and Rated Battlegrounds won't be available again until Season 9 (shortly after the release of Cataclysm), when they can be entered to win the higher-tier PvP Conquest Points.

In addition, purchasing any item with these secondary currencies (Honor Points and Justice Points) will now require that the purchaser meet the item's minimum level requirement.

It's important to note that these conversions are not 1:1, but are indicative of the level and relative worth of each before the conversion to the new point systems. For example, Stone Keeper's Shards will convert into more Honor Points than Spirit Shards.

Tip of the Cap

While we previously announced that there's a limit to the amount of these new currencies you can stockpile, we're providing a grace period in the form of a soft cap. This soft cap will allow the initial conversion to push the amount owned over the cap, but will not allow any further points to be earned (or returned through item refunds) until enough points are spent to put you below the hard cap.

For instance, a player has 3000 Emblems of Triumph, and 1200 Emblems of Frost; at the time of conversion they'll be given 4200 Justice Points. The hard cap for Justice Points is 4000, so that player won't be able to earn any more Justice Points until he or she spends enough points to reduce the total to under 4000. This also applies to the new PvP Honor Points, which also have a cap of 4000.

Shortly before Cataclysm is released, another patch will enforce the hard cap, marking the second stage of the currency conversion. Any Justice or Honor Points above the hard cap will be converted to gold, and just like in the first stage of the conversion, the player will receive an in-game letter explaining that some of their currencies were converted into gold as well as delivering the gold itself.

Blue Posts
Originally Posted by Blizzard Entertainment

Cataclysm Dungeons Difficulty
We want dungeons to be challenging. Not brutal, but challenging. Yes, trying to get us to change our minds on that is going to take some pretty spectacular debate skills on your part given just how much feedback we've received on it over the past year or so. But you can try to explain to us what it is about more challenging 5-player dungeons that threatens you, or what you dislike, and we can try to accommodate you. For example, the dungeons aren't going to be four hour trash-clearing fests like Heroic Shadow Labyrinth. Likewise, we're not going to ask healers to sit on their hands for long stretches of time for fear of wasting mana, because everyone has an efficient spell they can use when nobody is in imminent danger. On the other hand, if you just hate the idea of healers having a resource at all, well that goes against the design of the game. (Source)

Archaeology
There is definitely a large component of Archaeology which should be very attractive to completionists. It's quite awesome though. I think it'll add a lot of flavor to the game without necessarily being one of those "must have X" professions/skills/abilities.

Allowing you to explore some ruins in Azeroth you may have otherwise overlooked and learn more about this world's rich history is something we're very excited about. It has elements that feel a bit like questing, but you have much more freedom to choose how and when you want to explore the world for new artifacts. It's been set up to allow for a fairly simple expansion of content over time as well, so we look forward to giving digging deeper into Archaeology in the future. (Source)

PvP Balancing in 4.0.1 and Arena Season
When the class changes go live, damage is going to be very high relative to health for level 80 characters. We are spending most our PvP balancing effort at level 85, since that by far is what matters most to players. The health pools at 85, decaying combat ratings (because you'll be going from tier 3 gear to tier 0 gear), extra talent points and the 3 new abilities make a huge difference overall.

Since the current PvP season will end when these changes go live, they shouldn't have a lasting impact on ratings, titles and the like. We are prepared to just drop a temporary player damage nerf on all BGs and Arenas if necessary just so things don't feel too silly until everyone can level up to 85.

How things feel at 85 is of far more importance to us. We fully expect to see a lot of posts from freaked out players who imagine 85 will feel just like 80, but it won't. The gain in survivability is substantial. (Source)

Resilience Rating in 4.0.1
20% less damage taken overall by players, pets, minions.
For now, just imagine that it's N less damage taken. The salient point is that resilience will no longer affect crit chance. We don't like the crit (and talents based on crits, etc.) are devalued in high resilience environments.

Health pools grow enormously going from level 80 to 85. Resilience needs to be strong enough that it's still an attractive stat for PvP gear, but you won't blow up in one or two globals* even with low resilience.

* - If you let someone build up towards one of their very powerful attacks, then you deserve what you get. But you shouldn't need to worry about dying the second combat starts unless you're decently outnumbered. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Enhancement Changes
In our current Cataclysm build, we have cut the Primal Wisdom talent (and give it as part of the Enhancement passive) and reduced Unleashed Rage from 3 to 2 ranks, but with the same overall effect. That should take care of the extra talent points that the tree seemed to have.

We are still working on making the Searing Totem a little smarter. (Source)
by Published on 2010-09-14 07:41 AM

Archaeology Preview
It's time for a small preview of Archaeology, the profession was added to the game in the latest beta build and most of the features are already implemented.

Archaeology Rewards
Let's directly jump to rewards, that's the only thing most people care about! As explained in an earlier blue posts, Blizzard changed their mind and decided to reward people with a few epic weapons/armors along with the cosmetic items.

1. Bind on Account Epic Items
Archaeology gives you epics! Of course, these artefacts will be fairly rare but with enough work you should be able to acquire a nice set of epic weapons and armors, including lvl 85 ones. This list of rewards might not be complete at this point

All these items will Bind on Account.

lvlTypeSpecSlotItem
359SwordMelee.DPS2-HandZin'rokh, Destroyer of Worlds
359SwordMelee.DPS1-HandScimitar of the Sirocco
359StaffSpell Spirit2-HandStaff of Ammunae
359StaffSpell2-HandStaff of Sorceror Thane Thaurissan
359FingerSpellFingerRing of the Boy Emperor
359TrinketSpellTrinketPendant of the Scarab Storm
359TrinketHealerTrinketTyrande's Favorite Doll
105MailPhys.DPSHeadHeadress of the First Shaman
67ClothSpellChestQueen Azshara's Dressing Gown



2. Mounts
The Scepter of Az'Aqir got a lot of attention when I first posted about it but isn't the only mount you can find.



The Scepter of Az'Aqir currently uses the model of the Blue AQ40 mount.


3. Companion Pets
3 Companion pets are available from Archaeology.



So far it looks like the Crawling Hand will be the most interesting one, especially for alliance players who already have an endless supply of gnomes slaves and won't be interested in a mechanical version. Below is a small preview of the animations of the Crawling Hand / Mummified Monkey Paw





4. Miscellaneous Items
Archaeology also rewards you with a lot of lore-oriented items, they're not really useful and are just here for fun. A lot of them aren't implemented yet and the only thing I can really get out of this is the model of the transformations.





Archaeology - How it works
Ghostcrawler wrote an awesome post about how Archaeology works and I don't think there is much more to add, maybe a couple of screenshots.
Originally Posted by Ghostcrawler (Blue Tracker)
Archaeology just went in this build for the first time and we don't yet have any of the support around it to teach players what to do. It has been informative to watch players learn to swim by drowning, but we thought it was time to offer a little more direction.

Digsites
Once you train archaeology, you can see digsites on your map (not your minimap - your map). There are always 4 digsites per continent. These will not change until you dig one out. Most of the time, you're probably only going to be concerned with the 4 sites on your current continent, but at higher character and archaeology skill levels, there will be 16 sites active at one time (4 each in Eastern Kingdoms, Kalimdor, Outland and Northrend.)

You will only find sites in zones of your level or lower. A level 25 player will have all 4 sites per continent in level 25 zones. (This means Outland and Northrend will have no sites at this time.) A level 80 player will have all 4 sites in any zone. A low level Kalimdor player might have sites in Ashenvale and Stonetalon, while a level 82 might have Uldum, Ashenvale, Stonetalon and Silithus.

Sites are race specific. You can usually guess the race by the location. Kalimdor tends to have a lot of night elf ruins. Eastern Kingdoms tends to have a lot of dwarf ruins.

Some races are only available on some continents (such as orc and draenei on Outland). You need to have a minimum character level and a minimum archaeology level to use these. Currently you can see them if you are a certain character level but can't gather from them until your archaeology skill is higher. For Outland, the skill is 300. While somewhat consistent with other gathering skills, we think this is confusing and we will change it so that you don't even see the digsites until your archaeology skill is sufficiently high. Tol'vir artifacts are the most rewarding, but also require near max archaeology skill to recover.

Some players are reporting some issues with digsites not showing up correctly. We'll look into these bugs.

Unlike other gathering skills, digsites are player-specific. Other players will be searching in different locations. There is no competition for digsites.

Fragments
Each digsite can be searched 3 times before it despawns and a new site spawns. If there is a digsite somewhere too far away from you or otherwise inconvenient, just ignore it and hit the closer ones. You won't run out.

To search a digsite, use the Survey ability. The survey tool will spawn and point in the approximate direction of the artifact. Red means you're far away. Yellow means you're close. Green means you may be within 40 yards or so. When you discover your find, you'll get fragments specific to a particular race.

There are two main strategies to surveying. You can attempt to triangulate by moving around the outer edge of a digsite. (Like quest blobs, the digsites are not necessarily circular.) Other players just keep surveying, heading in the direction the tool points until they strike paydirt.

Remember, the thing you uncover is yours. There is no competition with other players and nobody can gank your node.

Artifacts
Whenever you get a new fragment for a race, you'll start a research project. You can only work on one artifact per race at a time. When you have enough fragments, click Solve to complete that artifact. You won't waste excess fragments -- they will just start the next project. You can be working on one project for each race at a time.

Most artifacts are common. These give you a little bit of lore or flavor text and an item you can sell for a small profit (presumably to a museum!) The profit increases as the value of the artifact increases. You can estimate this by the number of fragments needed to finish the artifact. You will only find cheaper artifacts at low level, but you can find cheap and valuable artifacts at higher level (the reason for this is we want players to be able to find all the artifacts if they want to). You won't find a second copy of a common object until you have found all the artifacts of that race. If you get stuck at a certain skill level of archaeology or character level, you may find an artifact more than once until you reach the next tier.

Some artifacts are rare. These always make a blue or purple item. Many of these have no in-game power and are toys or for flavor. Some of them are actual weapons and armor. The latter items are all bound to account. They aren't heirlooms in that they don't scale, but you can pass them around. So if you are level 80 and you find a level 60 axe, you can always have another character use it when they are level 60. You will never get a rare artifact more than once.

The future
We designed archaeology to be easily expandable, so we plan to add much more content in future patches, including new races to research (though to be fair, there's a sizable amount of content already). We also have a feature that is not available on beta yet, that allows you to use your archaeology skill for a slight (think Fish Feast-level) bonus in the Cataclysm dungeons.

Training

Spellbook

Continent Map

Zone Map

Survey

Survey (Details)

Artifact!



Archaeology Video
As usual, TotalBiscuit released a nice video preview of Archaeology.



Blue Posts
Originally Posted by Blizzard Entertainment

AQ20 is a 10-player raid in Cataclysm
ZG is being removed as a L60 raid. Havent heard anything about AQ20 though.
AQ20 has been converted to a 10 player raid. (Source)

Reforging on 4.0.1 PTRs
We've been creating a lot of builds lately for 4.0.1 and Cataclysm beta, so Reforging NPCs may not yet be available. As with all PTR processes, the patch notes are not comprehensive. Some changes may not be reflected in the notes, while others may not yet be available in the current build.

If Reforging is not yet active, it should be in an upcoming build. We want to give players a chance to try out the new feature. With all of the class changes going in, Reforging will allow players the opportunity to customize their gear a bit more before Cataclysm actually ships. It will also allow you to add Mastery to existing items if you so choose. (Source)

World Changes / New Race and Class combinations in Patch 4.0.1
The world will not be changing in patch 4.0.1. We are planning to apply those changes in patch 4.0.3 shortly before Cataclysm launch. (Source)

[...] New race/class combinations and changes to the old world (including quests) should be patch 4.0.3. I know it's kind of confusing since we typically release one major patch right before the release of the next expansion. In this case, many of the systems changes will be added in 4.0.1, while a lot of content changes will be added in 4.0.3.

The expansion will then provide players with access to the new races, new zones, level 85 cap, flight in Azeroth, Archaeology, etc. (Source)

Reduced XP from 70 to 80
This is still a possibility, but it's probably not something we're going to do immediately with the release of Cataclysm. (Source)

Guild XP for boss kills
Guild xp for boss kills is scaled on a few factors.

- Boss level
- Normal / Heroic
- Amount of guild members present (more xp for raids, since they are limited to once a week)

Hope this helps. (Source)

Spamming cheap heals in Cataclysm
Right now on the Beta videos a lot of the healers seem to be spamming the weak "Heal" for 90% of the time. So spamming is ok and we are expected to spam for most of the fight as long as what we're spamming is a weak spell? is this truly what is intended for Cata healers?
No, that's not the intent. We made those heals very cheap so that healers wouldn't be in constant terror of running out of mana. We also are making the normal modes easier than the heroic modes. You'll have to pair the right heal for the right situation to a greater degree in heroic modes. I think part of what you're seeing is that healers are using the base heal because they can get away with it. It's also possible that in our effort to distinguish them from the more expensive heals that we made the base heals too cheap or efficient. (Source)

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Arcane Mastery
According to Kavan on EJ, this theory of aiming to maintain your mana above some percentage is wrong anyways. If there was a magical percentage, it would be 40% because the idea is to gradually ramp up your cycle's mps as you get closer and closer to using evocation. What matters is the time at which your evocation comes off cooldown, not some magical percentage point at which mastery becomes more or less effective.
I think that's more accurate. Generally speaking, the approach is something along the lines of...

Evocation and mana gem are available at the start so you burn some mana quickly, use gem and dps cooldowns, burn more down to 40%, evoc back to 100%, play conservatively until mana cooldowns are available, burn more, then come back up and play conservatively, then nearing the end of the fight you try to time your burn down once again to match the end of the fight.

I like arcane mastery because it adds some depth to an otherwise shallow spec. It changes the way I play mid encounter in a controlled way as opposed to stupid stuff like hot streak where I just hope for the best. I will be making some mistakes (none as dumb as waiting until 20% mana to evocate or using arcane missiles every time it's up LULZ), gradually over time I'll get bored and look into / math out minor details and make fewer/smaller mistakes.
Yeah, that. My gut says it'll be very hard for players to perfectly optimize their fights since optimal behavior will be different from fight to fight and further vary based on mastery level, but most players will (hopefully) be able to use general guidelines to get reasonable results from the spec. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Slam Scaling
It's not important to keep Slam scaling with haste so long as Arms scales with haste. It's only a problem if you'd get to the point of dropping Slam from your rotation or something, which we think is unlikely. We'll make sure Heroic Strike never eclipses Slam. Heroic Strike isn't supposed to be a button you're ever excited about pushing at the expense of something else. It's just there so the rage doesn't go to waste. (Source)

Blood Frenzy
That Blood Frenzy changes lets us give Arms as much rage as needed from haste to make sure that haste is valuable from the resource-generation side. It's already valuable from the damage side -- it is not the case that increasing haste is a dps loss for Arms. I realize you might have made this post before mine in the beta forum. The challenge of communicating in two places at once. (Source)

Arms Rotation
The Arms rotation is Rend, Colossus Smash, Mortal Strike and Slam, with Overpower and additional Colossus Smash procs, and Heroic Strike as a rage dump. (Source)

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