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by Published on 2010-11-18 09:23 AM

Cataclysm - The Shattering
I went through all the old zones pages and updated all of them with screenshots from the latest build of the beta (if you're wondering, that's a little more than 1400 screenshots). All these zones will be changed when Patch 4.0.3a is deployed on live servers, most likely next week or the week after. I also included links to Wowpedia for people who are looking for a few extra lore informations, etc ...

With the expansion getting closer, expect a lot of similar updates to Cataclysm articles in the next few days.

Kalimdor


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Eastern Kingdoms


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Wintergrasp Balancing in 4.0.3
Originally Posted by Zarhym (Blue Tracker)
In patch 4.0.3, Wintergrasp queuing was changed so that each battle attempts to match the factions at a 1-to-1 ratio. This is the exact system being used for Tol Barad in Cataclysm. While we understand that this inflates queue times for factions which are vastly overpopulated on select realms, we prefer this system over using Tenacity. In addition, the new system at least encourages playing on a faction that's better balanced against the opposing faction. With the old Wintergrasp functionality, players were almost encouraged to be on an overpopulated faction, further contributing to realm balance issues.

That said, we'll review realms with significant faction imbalances on a case-by-case basis in the event we need to take further action.

Rated Battlegrounds FAQ
The Rated Battlegrounds FAQ has been updated to what seems to be a final version.
Originally Posted by Blizzard (Blue Tracker)
World of Warcraft: Cataclysm is just around the corner -- and that means Rated Battlegrounds will soon be available. While Rated Battlegrounds will only be open to level-85 characters, we know many of you may still have some questions about this new system, so we’ve put together an FAQ to help address some of the more common inquiries we've seen.

Q. What are Rated Battlegrounds?
A. Like the Arena system, Rated Battlegrounds are an alternative way for players to battle against opponents of similar skill levels and accrue rating to purchase powerful PvP gear. Instead of competing in a 2v2, 3v3, or 5v5 bracket, though, you'll be testing your mettle in familiar environments like Arathi Basin and Eye of the Storm, as well as all-new Battlegrounds set to release in Cataclysm.

Q. How are Rated Battlegrounds structured?
A. Rated Battlegrounds are broken down into two brackets: 10v10 and 15v15. These brackets rotate weekly and can be viewed in-game via the calendar by activating the Battleground holiday filter.

Q. What Battlegrounds are eligible for Rated Battleground matches?
A. Warsong Gulch, Arathi Basin, Eye of the Storm, Strand of the Ancients, Battle for Gilneas, and Twin Peaks.

Q. What happened to the 25v25 bracket?
A. We decided to remove this bracket. We don't feel it's feasible to ask players to coordinate a group of 25 players for Rated Battlegrounds. If any player happens to drop group just before a match begins, the raid group would not be able to enter the battle. We anticipate most players or guilds will stick with fairly dedicated 10-player groups, and making the jump to 15-player groups shouldn't be too difficult.

Q. How can I queue for a Rated Battleground?
A. Before entering the queue, you must first create a raid with the full number of players required for the weekly bracket (10 or 15). Any level-85 player on your realm and of your faction may participate in the battle regardless of guild association.

Once you have a raid of the appropriate size, simply open up the PvP window, click on the Conquest tab, highlight "Rated Battleground," and then click "Join Battle."

Q. Can I queue up solo and just be matched with a Rated Battleground team?
A. No. You will need to first join a raid of the appropriate size and level before you can queue up for a Rated Battleground. Individual queuing will not be available for Rated Battlegrounds.

Q. Do all players in the raid group have to be from the same guild in order to queue for a Rated Battleground?
A. No. So long as the raid group size matches the weekly bracket and is comprised of level-85 players, you can queue up for a Rated Battleground no matter what guild you are in. Guild membership has no effect on the formation of Battleground teams.

Winning a Rated Battleground with a team composed of at least 80% guild members, however, will result in the additional benefit of guild experience gain for that guild.

Q. How can I tell if my Rated Battleground team meets the minimum guild requirement?
A. If you join a Rated Battleground with the minimum number of required guild members, a special guild banner will appear in the upper-left corner of the in-game mini-map. This will let you know if you are eligible for the bonus guild experience.

Q. What are the normal benefits of winning a Rated Battleground?
A. When you win a Rated Battleground, you will be rewarded Conquest points, up to your weekly cap. Weekly caps are individual for each player and are based on your highest single PvP rating from the previous week (the cap resets on Tuesdays). This rating can be derived from your 2v2, 3v3, or 5v5 Arena rating or your Rated Battleground rating.

Q. What Rated Battleground rating do players start out with?
A. Players start at zero Rated Battleground rating and progress upward from there. If you lose a battle, your Rated Battleground rating will only be reduced if that rating is currently higher than your Match Making Value (MMV). For the most part, a rating only goes up.

Q. What’s MMV?
A. Match Making Value (or MMV for short) is our best measure of an individual player's skill. MMV is the skill rating per format (2v2, 3v3, 5v5, Battleground) and per character that is used for matchmaking. It exists to help the matchmaking system create great matches as quickly as possible for all players. It's generally not a rating we show, with the exception of an average MMV for Arena teams.

Q. Will my MMV go down in the event of a Rated Battleground loss?
A. Yes; however, unlike Arenas, all players in a Rated Battleground team will win or lose the same amount of Rated Battleground rating per match depending on its outcome.

Q. Does MMV for Rated Battlegrounds function the same as it does in Arenas (i.e. does it go up more when you beat a higher-rated team, and go down more when you lose to a lower-rated team)?
A. Yes. Your MMV will go up faster if you defeat a Rated Battleground team with a higher average MMV.

Q. What’s the plan to prevent your Rated Battleground rating from skyrocketing at high win ratios? If your rating only goes down when it is above your MMV, it seems that ratings will just be high on average (compared to Arena).
A. If your Rated Battleground rating gets inflated much beyond your MMV, you’ll only receive a minimal amount of points when you win. Similarly, you’ll lose many more points after a defeat, until your Rated Battleground rating gets back in line with your MMV. This will prevent inflation.

Q. Can consumables and engineering items be used in Rated Battlegrounds?
A.Yes, but they will follow the same rules and restrictions as Arenas.

Q. Will Rated Battleground teams only be matched against other teams in their Battlegroup?
A. No. Rated Battlegrounds will be region-wide, meaning that when you queue for a Rated Battleground, you will have the opportunity to be matched against a team from any of our North American World of Warcraft realms.

Q. Are there any plans to reward players with the highest Rated Battleground rating, similar to Arenas?
A. Epic ground mounts will be rewarded at the end of each season to the top 0.5% of players according to Rated Battleground rating. Titles are also available as you gain rating in the system. The titles are rewarded directly from achievements earned from gaining the required rating.

Fan Arts
The Blizzard Fan Art Section has been updated with 4 new Fan Arts.

by Published on 2010-11-17 08:02 AM

PTR 4.0.3a - Build 13316
The shattering happened on PTR 4.0.3, the login screen is the one shipped with Cataclysm and the world is changed forever!


This build is already tagged as (Release), if there isn't any major bug you can totally expect patch 4.0.3a on live servers next week.
Originally Posted by Blizzard Entertainment
Racials
  • Blood Fury now increases attack power by 1170 at level 85. Up from 342.
  • Blood Fury now increases spell power by 585 at level 85. Up from 173.

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Blood
  • Death Strike now heals you for 25% (down from 30%) of the damage sustained during the preceding 5 sec, minimum of at least 7% (down from 10%) of your maximum health.
  • Rune Tap now heals you for 10% of your maximum health, down from 15%.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Retribution

Holy
  • Holy Shock base healing reduced by 33%, from [ 3943 - 4272 ] to [ 2628 - 2847 ]

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy
  • Binding Heal base healing value increased by 20%, from [ 3960 - 5091 ] to [ 4752 - 6110 ]
  • Greater Heal base healing value increased by 20%, from [ 6968 - 8098 ] to [ 8361 - 9717 ]
  • Heal base healing value increased by 20%, from [ 2613 - 3037 ] to [ 3136 - 3644 ]
  • Flash Heal base healing value increased by 20%, from [ 5227 - 6074 ] to [ 6272 - 7289 ]

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Restoration
  • Healing Rain base healing has been increased by 100%, from [ 345 - 410 ] to [ 690 - 820 ].

Cataclysm Preview: Tol Barad
Originally Posted by Blizzard (Blue Tracker)
An island off the coast of the Eastern Kingdoms, Tol Barad is a historic land now sought-after by the leaders of the Horde and the Alliance. Its strategic, isolated location makes it an ideal stronghold from which to conduct military strikes. In World of Warcraft: Cataclysm, a battle will be waged to seize control of this prized territory. Should you triumph, unique rewards await you. Read more about this all-new world PvP and questing zone here.

The Fight for Tol Barad
Similar to Wintergrasp, Tol Barad will serve as an open world PvP zone, although there is also a hub on Tol Barad Peninsula for both factions to complete daily quests. Reachable by portals in Stormwind and Orgrimmar, or via a level-85 mage teleport or portal, Tol Barad will accept up to 80 players per faction to engage in brutal combat across the island's surface. Unlike Wintergrasp, Tol Barad will not have Tenacity buffs. Instead, the queue system will attempt to match each side at a 1-to-1 ratio. Battles will take place every two hours and thirty minutes, giving the offensive faction a chance to claim territory.

Tol Barad will feature capture-point gameplay. There are three keeps and three towers for the defending side to hold. When destroyed by the attackers, each tower will add five minutes to the standard fifteen-minute battle timer. In order to win, though, all three keeps must be captured and controlled by the attackers. If these keeps cannot be taken by the attacking forces, the defending faction will claim victory in Tol Barad. Similar to Eye of the Storm, Tol Barad determines whether a keep has been captured by the number of players from each side in the immediate area. There is, however, a new twist: each time a member of your faction is killed in the immediate vicinity of a keep, a slider bar will move slightly in favor of the opposing faction. So not only does the size of each force in the area determine who controls each keep, but losing allies during the contesting process determines control as well.

In order to destroy the defenders' towers, attackers will have access to an all-new type of war machine: Abandoned Siege Engines. Six of these Siege Engines will be placed around the map, and these vehicles can be used to bombard the towers. In contrast to the Siege Engines of Wintergrasp, these machines cannot attack players or buildings while the vehicles are being driven. Instead, players must drive them within range of a tower and jump out, allowing the vehicle to transform into an automated cannon that can lay siege to the tower. The Abandoned Siege Engine will continue to damage the closest tower in range until the machine is destroyed by opposing forces.

To the Victor Go the Spoils
Players who win the battle for Tol Barad will be awarded honor points in addition to Tol Barad commendations. These commendations can be used along with new reputations as currency with special vendors who sell rare and epic items, mounts, and more. In addition, the controlling faction will have unique access to extra daily quests. Similar to the Vault of Archavon, Tol Barad gives those who control it the chance to form a raid and best foul beasts locked within Baradin Hold for precious rewards.

Questing for a Living
Aside from the battle to control Tol Barad, there are many quests available to both factions just off of the main island on Tol Barad Peninsula. Members of the Horde will assist Hellscream's Reach, an all-new faction vying for control of Tol Barad. At odds with the Horde are Baradin's Wardens, an Alliance faction also seeking to command the territory. Six unique quests, randomly determined from a larger pool of missions, will be offered daily. This will allow for diversity in completing quest objectives as you explore Tol Barad Peninsula over time. The faction that controls Tol Barad will also have sole access to six additional daily quests. Completing each of these exclusive quests will award experience, gold, and Tol Barad commendations. By accomplishing these tasks, players will learn of the perilous inmates held within the prison on Tol Barad, as well as why this isolated land is of great importance to Hellscream's Reach and Baradin's Wardens. In addition, increasing reputation with these new factions will grant access to incredible rewards.

With so much at stake in the wake of the Cataclysm, Tol Barad will be fiercely sought-after by the Horde and the Alliance, but it's up to you to help determine which side makes this island the next great military port of the Eastern Kingdoms.




World of Warcraft’s 6th Anniversary!
Originally Posted by Blizzard (Blue Tracker)
World of Warcraft turns six on November 23rd, 2010! It’s been a truly incredible six years, and we’d like to thank you all for joining us on this momentous occasion. To celebrate, players that log into the game between the dates of November 30th and December 14th will receive a feat of strength added to their Achievements. We look forward to another great year ahead and many more to come!

Blue Posts
Originally Posted by Blizzard Entertainment

Official forums going read-only
We're still hammering out some last minute issues, so the new forums aren't quite ready for prime time use just yet. We're working day to day to see when we can transition to the new site, so putting these forums as read-only could happen any time between tomorrow and early next week.

Consider it a standing warning that these forums will go read-only soon™. (Source)

Class changes and Blue Posts on official forums
We don't want the expectation to be that the reason you come to the forums is to get a blue post.

I tend to confine my posting to the three role forums. I read the PvP one, professions, dungeons and raids, UI, achievements, bug reports and a few others every day or two, and even if I don't regularly read a forum, rest assured that many folks at Blizzard do. Consider for example that I don't read forums posted in languages other than English (you'd think with the number of years I spent in school that I could have picked up something as practical as a second language), yet somehow that feedback still gets back to us.

While forum communication has advantages, such as quick turn around and the ability to have a fairly intimate conversation with developers, it has disadvantages too. We often lose the context of a conversation when folks read only the blue response, then jump in to a thread without reading it all. Many times the blue post detracts from an excellent conversation already taking place. Blue posts are famous for derailing conversations. Smart players in parts of Europe, Asia or Latin America get to participate in the conversations only indirectly. It drives me nuts that players sometimes assume only the threads (or forums!) with blue responses are the ones that get read. Finally, I think knowing that there is a small chance that a forum will get a dev response spurs some players into saying ridiculous things in the hopes of "winning the lottery."

We think these forums work best when they are 99% defined by players communicating with other players. With the new community site going live, it gives us an opportunity to try some things differently. I still plan on communicating with players as much as I can -- it is very important to me personally and I think it's a critical part of my job to get feedback on World of Warcraft's design. However, we're going to try some different avenues for communication in addition or perhaps in place of frequent developer forum posts.

We'll see how it works out. Blizzard is nothing if not iterative on design, so if we're not happy with the results, we promise to try different things. (Source)

Fan Wallpaper
A new fan wallpaper has been added to the official site.

by Published on 2010-11-16 12:18 PM

Update - Confirmed in the European maintenance message.
Originally Posted by Blizzard Entertainment
Weekly Maintenance, 17/11
This Wednesday there will be an maintenance to apply patch 4.0.3. All European realms will be offline from 03:00 until 11:00, Paris time.

Patch 4.0.3 on live servers this week
Nothing official, but if everything goes as planned Patch 4.0.3 should be deployed on live servers this week. This is NOT THE PATCH CHANGING THE OLD WORLD, Patch 4.0.3a will do that and the one deployed this week is mostly here to pave the way for the shattering of Azeroth. Patch notes below.

Deathy - Blizzcon Pet Animations
Deathy was shipped without his animations and this bug should be fixed in 4.0.3.





Patch Notes
Originally Posted by Blizzard Entertainment
World of Warcraft Client Patch 4.0.3

The latest patch notes can always be found at http://www.wow-europe.com/en/patchnotes/

The latest test realm patch notes can always be found at http://www.wow-europe.com/en/info/un...testrealm.html

General
  • Much of the data being downloaded in patch 4.0.3 will pave the way for the shattering of Azeroth shortly before the release of World of Warcraft: Cataclysm on December 7.
  • The leader of Wintergrasp raids can no longer kick players from the raid (this change will also apply to Tol Barad in Cataclysm).
  • When in a Looking For Dungeon group, using an instance portal to that instance will now take players to the Looking For Dungeon entrance point instead of the normal destination of that portal. This will make it easier to return to the instance after dying in an LFD group.
  • Honorable Kills are no longer awarded for killing players below level 5.

User Interface
  • Added pets to the new raid unit frames when displayed in party.
  • The default UI Scale has been altered so it will be set at a 1:1 pixel/texel ratio. This will result in a smaller UI appearance for higher resolution monitors.
  • Players may now adjust the local "Lag Tolerance" time for better precision of spell timing. This is an advanced-users-only feature found in the Interface Options (Combat) panel.

Bug Fixes
  • Macros now handle spell variant transitions better. For example, Trap Launcher causes a different version of Frost Trap to be cast. Previously the macro system was not handling this transition properly.
  • Queuing in Looking For Dungeon for a different wing of the instance a player is already in now works properly. For example, a party can now queue for Scarlet Monastery - Library after completing Scarlet Monastery - Graveyard.
  • Killing High Interrogator Gerstahn before killing Emperor Dagran Thaurissan in a Blackrock Depths - Upper City random Looking For Dungeon run will now provide the proper reward. This also applies to Archmage Arugal and the Crown Chemical Company bosses in Shadowfang Keep during the Love is in the Air holiday event.
  • Repeatedly inspecting other players should now function correctly.
  • Area heal-over-time effects should no longer cause players to stand up.
  • Male blood elves have received a crash course in dancing and now know to stop dancing when they run.
  • Drake mounts have gotten bored with gliding and will flap their wings again when flying forward.
  • Druid Flight Form now properly appears in the Spellbook before Expert Riding is learned.
  • Sunfire's damage-over-time effect now deals damage at the same rate as Moonfire's damage- over-time effect.
  • GM Ticket messages should now displace buff icons instead of obscuring them.

US Official Forums Going Read-Only
Originally Posted by Bashiok (Blue Tracker)
This Wednesday, November 17 these forums will be put into a read-only state. At that time we'll be inviting all posters to fully migrate to the new World of Warcraft community site and forums.

http://www.battle.net/wow

These forums will remain read-only until the end of the month, after which they and all of their posts will be removed ... forever! If you have any posts, information, stickies, etc. that you'd like to keep you'll want to have finished saving it before then.

We've all enjoyed the past few years on these forums, and look forward to creating many more with you on the new community site. See you there!
by Published on 2010-11-15 08:08 PM

Update - Added Thunder Bluff and Ironforge Screenshots. Also, keep in mind that you can get Tripping the Rifts very easily by defending cities now, see below!
Update - Yep, bosses are up! Go crazy kids!

Elemental Invasion Part 4 - We're under attack!
Things are getting serious and elementals are attacking capital cities!

Elemental Invasions
  • Guards will try to evacuate citizens, low level players can also use portals to leave the city before the attack.
  • You first have to deploy sandbags/barricades to help defending the city.
  • You will then have to defeat the elementals in all the districts of the city, Orgrimmar is damaged badly in the process and most of the buildings are on fire.


Tripping the Rifts Achievement
The achievement is now very easy to complete, all you have to do is defend the cities to kill the 4 types of Elementals.
  • Earth and Fire elementals are found in Ironforge for Alliance, and Orgrimmar for Horde.
  • Wind and Water elementals are found in Stormwind for Alliance, and Thunder Bluff for Horde.


Bosses
  • After successfully defending the cities, you will get a chance to counter attack by entering the huge portal in capital cities (or using the LFD tool) to fight mini-bosses in 4 different instances.
  • The 4 bosses are Grand Ambassador Flamelash in BRD, Crown Princess Theradras in Maraudon, Kai'ju Gahz'rilla in Zul'Farrak and Prince Sarsarun in AQ20.
  • The bosses only appear at the end of the elemental invasion after you succesfully defended the city, you cannot queue for them all the time.


Twilight Bosses Loot

Level Type Spec Slot Name
251ShieldMeleeOff HandBarrier of the Earth Princess
251PlateHealWaistGirdle of Oblation
251PlateMeleeChestTectonic Plate
251PlateMeleeChestSalamander Skin
251PlateMeleeWristTwilight Offering Bands
251MailPhysical DPSLegsSacrificial Mail
251LeatherHealFeetFlamewaker's Treads
251LeatherPhysical DPSChestPulmonary Casing
251ClothHealChestEarth Bride's Gown
251ClothPhysical DPSBackCloak of Mocking Winds
251ClothSpell DPSBackZaetar's Deathshroud
251ClothSpell DPSFeetSandfury Sandals
251FingerMeleeFingerOld Gods' Blessing
251FingerPhysical DPSFingerSulfuron's Favor
251FingerSpell DPSFingerRing of the Three-Headed Beast
251NeckHealNeckPendant of Burning Spirits
251NeckMeleeNeckFlamelash Amulet
251NeckPhysical DPSNeckAmulet of the Centauri
251NeckSpell DPSNeckAmulet of Evil Winds



Twilight Bosses




Stormwind



Ironforge



Orgrimmar



Thunder Bluff

by Published on 2010-11-15 10:42 AM

Patch 4.0.3 on live servers this week
Nothing official, but if everything goes as planned Patch 4.0.3 should be deployed on live servers this week. This is NOT THE PATCH CHANGING THE OLD WORLD, Patch 4.0.3a will do that and the one deployed this week is mostly here to pave the way for the shattering of Azeroth. Patch notes below.
Originally Posted by Blizzard Entertainment
World of Warcraft Client Patch 4.0.3

The latest patch notes can always be found at http://www.wow-europe.com/en/patchnotes/

The latest test realm patch notes can always be found at http://www.wow-europe.com/en/info/un...testrealm.html

General
  • Much of the data being downloaded in patch 4.0.3 will pave the way for the shattering of Azeroth shortly before the release of World of Warcraft: Cataclysm on December 7.
  • The leader of Wintergrasp raids can no longer kick players from the raid (this change will also apply to Tol Barad in Cataclysm).
  • When in a Looking For Dungeon group, using an instance portal to that instance will now take players to the Looking For Dungeon entrance point instead of the normal destination of that portal. This will make it easier to return to the instance after dying in an LFD group.
  • Honorable Kills are no longer awarded for killing players below level 5.

User Interface
  • Added pets to the new raid unit frames when displayed in party.
  • The default UI Scale has been altered so it will be set at a 1:1 pixel/texel ratio. This will result in a smaller UI appearance for higher resolution monitors.
  • Players may now adjust the local "Lag Tolerance" time for better precision of spell timing. This is an advanced-users-only feature found in the Interface Options (Combat) panel.

Bug Fixes
  • Macros now handle spell variant transitions better. For example, Trap Launcher causes a different version of Frost Trap to be cast. Previously the macro system was not handling this transition properly.
  • Queuing in Looking For Dungeon for a different wing of the instance a player is already in now works properly. For example, a party can now queue for Scarlet Monastery - Library after completing Scarlet Monastery - Graveyard.
  • Killing High Interrogator Gerstahn before killing Emperor Dagran Thaurissan in a Blackrock Depths - Upper City random Looking For Dungeon run will now provide the proper reward. This also applies to Archmage Arugal and the Crown Chemical Company bosses in Shadowfang Keep during the Love is in the Air holiday event.
  • Repeatedly inspecting other players should now function correctly.
  • Area heal-over-time effects should no longer cause players to stand up.
  • Male blood elves have received a crash course in dancing and now know to stop dancing when they run.
  • Drake mounts have gotten bored with gliding and will flap their wings again when flying forward.
  • Druid Flight Form now properly appears in the Spellbook before Expert Riding is learned.
  • Sunfire's damage-over-time effect now deals damage at the same rate as Moonfire's damage- over-time effect.
  • GM Ticket messages should now displace buff icons instead of obscuring them.

Tier 11 Models Preview - All races / Classes / Gender
I've been doing Armor Sets previews for years, and I'm always surprised by how much time I have to spend on it. I know I promised it before the end of last week but ... Monday is close enough, and I'm totally blaming it on the new races/classes conditions!

Most of the screenshots should match the in-game models, except for a few bugs (T11 Priest on female gnomes) but 99% of it is just fine at this point. Races are always screenshoted in the following order: Human, Dwarf, Night Elf, Draenei, Worgen, Gnome, Orc, Troll, Goblin, Undead, Tauren, Blood Elf


Death Knight


High-Definition

High-Definition


Druid


High-Definition

High-Definition


Hunter


High-Definition

High-Definition


Mage


High-Definition

High-Definition


Paladin


High-Definition

High-Definition


Priest


High-Definition

High-Definition


Rogue


High-Definition

High-Definition


Shaman


High-Definition

High-Definition


Warlock


High-Definition

High-Definition


Warrior


High-Definition

High-Definition



The MMO Report
It's monday, time for your weekly MMO Report!



Comics
Dark Legacy Comic #264 and Teh Gladiators #183 + #184 are out!

by Published on 2010-11-14 09:45 AM

MMO-Champion is now recruiting moderators!
The forums have been expanding quite fast in the past few months and it's time to recruit more moderators! Thanks to the work of the existing moderators, the quality of the forums has improved over the past months and it's time to build a stronger team to make things even better!

Read this if you plan to apply
  • Do not apply if you only want to wave your banhammer at random people. Moderators are expected to post on the forums they moderate regularly, contribute, keep the sticky posts clean and updated, etc ...
  • You will be expected to be on IRC most of the time, we're not asking you to be here 24/7 but things will be much harder for everyone if you're not there.
  • Cataclysm and WoW General forums will be merged when Cataclysm goes live. "General Discussions", "Raids & Dungeons", "PvP" and "Professions" will be merged with general forums, the rest will probably be removed a little later.
  • If you apply to moderate a class forum, you will be expected to know how your class works. (Like, really!)
  • Off-Topic forums are a little inactive for the moment, but will most likely get some focus soon. If you want to apply as a moderator for one of them, now is the time.
  • No, we don't need moderators on Raid First Kills and Guild Recruitment forums. (Raid First Kills will probably go away actually)

How do I apply?
  • Make sure you're not bored and are applying for something you won't want to do anymore in 3 days.
  • You will need 100+ forum posts. This isn't because people with more posts are smarter, it's just the only way for us to check your behavior on forums and make sure you're not an idiot.
  • Fill this very simple form and wait!


Ghostcrawler will nerf you to the ground in Cataclysm!
Cataclysm will add a couple of rare elites to the game and one of them is probably a little more interesting than the others! He loves long walks on the beach, drinking gin, and nerfing paladins ... Yep! It's Ghostcrawler!

Ghostcrawler is a level 85 rare elite crab in the Abyssal Depths of Vashj'ir and will be tameable by hunters, you can probably expect a lot of camping but be careful, his Nerfbat hits hard.







Blue Posts
Originally Posted by Blizzard Entertainment

Complicated designs and hidden maths
Yes, and no. Having a design that isn't trivially easy to model can be a good thing, because it promotes experimentation and discussion instead of just being a solved problem. I have seen a lot of theoretical discussion about how a simple talent like Incite works, and that's the kind of thing that keeps the theorycrafting portion of the community engaged.

What we really don't like, somewhat ironically, is simple but hidden math. When there are two talents and one is a 10% dps increase and one is a 5% dps increase, and every savvy player knows that intuitively and every beginner gets caught by the "trap," then that's not cool. Armor penetration was just a god stat for many classes, even though that might not be apparent without some kind of insider knowledge. If armor pen had a slight edge over say crit in some circumstances with some gear levels and some talent builds, then we probably would have kept it. It becomes an interesting decision instead of a no-brainer. (Source)

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Vanish
This is correct, provided you aren't using Hunter's Mark or some kind of "I still see you, dude" ability. If you have a rogue targeted, and they Vanish, you should lose your target.

This is the case in beta as far as we know. There are some situations on live where it does not work, but they are all fixed in beta and therefore will be fixed when the Shattering occurs.

As I said before, make sure when you're reporting a bug that it is a legit bug and not "I wish Vanish made me immune to spells because that was cool when it worked even though it didn't work often."

EDIT: Faerie Fire should prevent you from using Vanish. If you use Cloak of Shadows to remove Faerie Fire, you should then be able to Vanish. It should not make you waste the Vanish cooldown and it should not let you Vanish but let the druid still see you.

vanish removes hunter's mark
We have changed this (Hunter's Mark behavior) back and forth quite a bit, so I'm not comfortable at this point saying one way or the other. Excluding a few cases like this though, Vanish should work as described above. (Source)

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Slam
If you're the kind of warrior who just doesn't like Slam or think it should scale with haste, that's fine feedback to provide, but not the kind of thing we are going to change before Cataclysm.

If Slam isn't worth using for a level 85 Arms warrior in reasonable gear, that's a problem. "Isn't worth using" means that it isn't a dps gain to use Slam, not "I don't like using it." (Source)

Arms Rage Starvation
If Arms at 85 in reasonable gear doesn't have enough rage to hit Mortal Strike, Slam, Rend, Overpower and Colossus Smash nearly every time they are up, then that is a problem. Things like shouts and Deadly Calm should cover up a few rage gaps, but in general you shouldn't be standing around waiting for enough rage to Mortal Strike again. If Arms can't always hit Heroic Strike, that is intended. (Source)

Rage Generation Balance
We felt that for the high-end Lich King PvE warrior that rage was largely irrelevant. You could hit whatever buttons you wanted to when they were off cooldown. If you put electrical tape over that red bar, your gameplay wouldn't change much.

In Cataclysm, we want rage to matter. We want you to have the gameplay of managing a limited resource. We want the electrical tape scenario to make the game almost unplayable for you.

It's easy to take that to extremes. We do not want warriors to hit say Mortal Strike then have to autoattack several times before they have enough rage to hit Mortal Strike again. Standing around waiting too long isn't managing your resource -- it's just standing around (assuming you didn't blow your rage through poor decisions generally involving Heroic Strike).

However, when I write stuff like that, it's easy for players to then say "Aha! Any time I can't hit my abilities on cooldown, then my rage income is too low," meaning that they are trying to get back to their existence not being limited by rage again.

That's why I said "nearly." Are there going to be moments where you avoided a lot of damage or had your damage avoided or were in the middle of moving or (heaven forbid) wasted rage on something that you shouldn't have? Most likely. In those moments, use something like Berserker Rage, Deadly Calm or Battle Shout to get a little rage. But you shouldn't ever feel like you're in a position to take say Slam off your bar because you can just never afford it.

Slam's balance is also tricky. We nerfed its damage at a time when beta warriors were considering not using Mortal Strike at all. But Heroic Strike should never look more attractive than Slam for Arms. Heroic Strike is for times when you've hit every button and still have rage. We realize with certain amounts of haste that Slam may eventually fall behind, but we don't think we'll be there in the first tier of content so we have time to evaluate how the rest of the mechanics and abilities are working before we make any changes there. If we're wrong, and Heroic Strike does fall higher in the priority than Slam for Arms, then we'll nerf one or buff the other. (Source)

Haste
The actual explanation is that haste (in Cataclysm) gives melee more resources, and all of our melee (though Ret still the least) can often do more when they have more resources. To use your warlock comparison, the lock can cast faster (i.e. "do more") with more haste. Warriors already have that, because haste gives them more rage, which lets them hit more buttons. If haste provided more rage *and* more damage, then there is a chance that melee would scale better than casters and that haste would trump every other secondary stat (except possibly hit) for Arms. (By contrast, giving warlocks more mana over short time periods wouldn't really do anything for them.)

It's definitely possible that haste isn't good enough for Arms yet, but we want to avoid it slipping into the master stat. We might be able to make say Rend or Slam scale very slightly with haste to make up the difference. It will be confusing if some melee attacks scale damage with haste and some don't, but that might be the lesser evil. (Source)

Rage Cap (100) too low?
I don't think that's it. We just like the design (of rage capping at 100). Usually when players want deeper pools, they are asking for more slush room so that they don't waste resources if they unexpectedly get more than they could handle or didn't get to spend it as efficiently as they anticipated. But that's part of the challenge of the resource. You have to keep the max in mind and base your decisions around not wasting it. Procs (of all kinds) get wasted all the time, by almost every class. One of the marks of skill of good players is trying to minimize that loss, and by extension, knowing when it's okay to take that hit.

Remember, our goal isn't necessarily to try to make things as easy as possible for you. (Source)

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