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by Published on 2012-05-09 08:36 PM

WoW Stable at 10.2 Million Subscribers
Activision Blizzard's press release states that World of Warcraft is still at 10.2 million subscribers as of 3/31/12. This is the same amount of subscribers from Q4 2011. A few other interesting points:

  • Battle.Net has 10 million users.
  • 1.2 million people bought the Annual Pass.
  • 2 million people played the Diablo 3 open beta.
  • Pre-orders for Diablo 3 have set a new record for Blizzard. This number includes units pre-ordered as part of the Annual Pass promotion, as well as retail and digital pre-orders.
  • Blizzard renewed their license with NetEase for the distribution of World of Warcraft in mainland China, and it will continue for an additional three years following the expiration of the current license agreement.

by Published on 2012-05-09 03:29 AM

Pandaren Dances
Tonight's beta patch finally brought us the Pandaren dances!

by Published on 2012-05-08 09:20 PM

Update: The notes should be mostly complete now. Don't miss this blue post which mentions that Townlong Steppes will be open, along with new quests, and new scenarios.

Mists of Pandaria - Beta Build 15668
Another week and another patch! Today's patch is mostly small changes that were previously announced, including realm first profession achievements, increased rage generation for warriors and a new level 90 talent for Druids: Nature's Vigil!

Monk Tier 14
As always, this is our first draft preview. We will update with a more complete preview and video when possible.

Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength


Temple of Kotmogu

Pandaria Raid
  • Show Me Your Moves! - Defeat the Will of the Emperor in Mogu'shan Vaults on Normal or Heroic difficulty after all members of the raid execute an Unbalancing Strike within a single Unbalanced phase.

Silvershard Mines


  • Scenaterday New: Complete every scenario on a Saturday.

Spell Changes
Originally Posted by MMO-Champion
  • Aberration now Reduces Shadow and Nature damage taken by 1% instead of increasing your Shadow and Nature resist.

Druid (Forums)
  • Aquatic Form now makes you immune to movement impairing effects, instead of movement slowing effects.
  • Bear Form now makes you immune to movement impairing effects, instead of movement slowing effects.
  • Cat Form now makes you immune to movement impairing effects, instead of movement slowing effects.
  • Treant Form now makes you immune to movement impairing effects, instead of movement slowing effects.
  • Swift Flight Form now makes you immune to movement impairing effects, instead of movement slowing effects.
  • Travel Form now makes you immune to movement impairing effects, instead of movement slowing effects.
  • Swipe (Cat) now has a 8 yards range instead of a melee range.
  • Thrash no longer causes the Weakened Blow effects

  • Dream of Cenarius now increases next damaging spell by 70% instead of 30%. Still increases next melee ability by 30%.
  • Heart of the Wild now also increases Agility and Intellect by 6%.
  • Nature's Vigil (New) - Increases all damage and healing done by 30% for 30 sec. While active, all healing spells also damage a nearby enemy target for 50% of the healing done, and all damage spells and abilities also heal a nearby friendly target for 50% of the damage done. 3 min cooldown. Instant.


Minor Glyphs
  • Glyph of the Treant - Teaches you the ability Treant Form. Shapeshift into Treant Form. The act of shapeshifting frees the caster of movement impairing effects.

Hunter (Forums)
  • Aspect of the Beast - Now is a baseline skill.
  • Fetch - Retrieves the loot from a nearby corpse.
  • Revive Pet now returns the pet to life with 100% of its health, up from 15%.

Pet - Exotic Rhino
  • Stampede - Now causes the enemy to take 4% increased physical damage, rather than 30% increased damage from bleeds.
Pet - Boar
  • Gore - Now causes the enemy to take 4% increased physical damage, rather than 30% increased damage from bleeds.
Pet - Hyena
  • Tendon Rip - Now causes the enemy to take 4% increased physical damage, rather than 30% increased damage from bleeds.

Monk (Forums)
  • Disable now reduces movement speed by 50% instead of 25% stackable 2 times. The duration of disable will be refreshed if the target remains within 10 yards of the Monk. Using disable on a target already snared will cause them to be rooted for 8 sec instead.
  • Fortifying Brew now also increases your Stagger amount by an additional 20% in Brewmaster spec.
  • Path of Blossoms now costs 30 Energy, down from 60 energy. Now lasts for 10 secs, up from 6 secs.
  • Resuscitate now costs 67% of base mana, up from 4%. Cast time is no longer reduced if target is within melee range.
  • Spear Hand Strike now has a 25 sec cooldown, down from 30 sec. No longer requires a stance.
  • Tiger Palm no longer deals additional damage to targets above 50% health. Also grants you Tiger Power, causing your attacks to ignore 5% of enemies armor for 15 sec. Stacks up to 3 times.

  • Celerity now icnreases the number of charges by 1.
  • Charging Ox Wave no longer costs 1 Chi and no longer knock backs.
  • Chi Wave no longer requires Serpent Stance.
  • Rushing Jade Wind now causes you to move at 100% speed while using Spinning Crane Kick, down from 200%.

  • Brewing: Mana Tea can now stack up to 20 times, down from 50 times.
  • Enveloping Mist Is now a Mistweaver Spec spell. Now costs 3 Chi instead of 3 Energy. Now has a 2 sec cast time, up from 1.5 sec cast time. If cast while channeling Soothing Mists, Enveloping Mist will be instant cast.
  • Renewing Mist - Maximum 10 targets can have your Renewing Mists at any one time.
  • Revival now scales from 200% of Spell Power, down from 310%.
  • Teachings of the Monastery Surging Mist effect no longer procs from Expel Harm. No also reduces Mana Cost of Surging Mist. Now affects Spinning Crane Kick instead of Expel Harm - While channeling Spinning Crane Kick, you also heal nearby allies for (3,712 + 38.1% of SP) every 1 sec for 3 sec.
  • Thunder Focus Tea now lasts for 30 secs.

  • Afterlife Healing Sphere effect changed - Forms a healing sphere. If you walk through it, you are healed for 15% of your total health. Lasts for 30 sec.
  • Brewing: Tigereye Brew is now a Windwalker spec spell. Can now stack up to 10 times, down from 50 times. Tigereye Brew - Increases damage done by 2% per stack of Tigereye Brew active, consuming your Tigereye Brew stacks.
  • Fists of Fury now has a 25 sec cooldown, down from 45 sec.
  • Rising Sun Kick now applies Mortal Wounds to the target. Grievously wounds the target, reducing the effectiveness of any healing received for 10 sec.

  • Brewmaster Training now causes your Fortifying Brew to increases your Stagger amount by 20% while active.
  • Elusive Brew now increases chances to dodge by 10% for 8 sec instead of 50% for 10 sec.

Minor Glyphs

Major Glyphs

Paladin (Forums)
Minor Glyph
  • Glyph of Contemplation - Allows you a moment of peace as you kneel in quiet contemplation to ponder the nature of the Light.

Major Glyph

Priest (Forums)
  • Smite now costs 3% of Base Mana, down from 4% of Base Mana.

  • Divine Insight now affects Penance instead of Spirit Shell in Discipline spec. Shadow spec effect has been reworked - Periodic damage from your Mind Flay increases the damage of your next Mind Blast by 10%, stacking up to 10 times.

  • Devouring Plague base damage has been reduced by 66%. Now lasts 6 secs, up from 2 secs. Duration no longer increased based on the number of Shadow Orbs consumed.
  • Mind Surge (NNF) now has a 15% chance to proc, up from 10%.
  • Psychic Horror now causes the target to drop their weapons and shield instead of main hand and ranged weapons.
  • Shadowy Apparitions no longer generates Shadow Orbs.

  • Grace now affects Greater Heal and Heal, no longer affects Spirit Shell.
  • Rapture now also removes the cooldown on Power Word: Shield.
  • Spirit Shell has been reworked - For the next 15 sec, your Heal, Flash Heal, Greater Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec. Instant. 60 sec cooldown.
  • Strength of Soul (New) - When you heal a target with your Heal, Greater Heal or Flash Heal spell, the duration of the Weakened Soul debuff on the target is reduced by 2 sec.

Major Glyphs
  • Glyph of Holy Nova - Teaches you the ability Holy Nova. Causes an explosion of holy light around the caster, causing (332 + 14.3% of SP) Holy damage to all enemy targets within 10 yards and healing up to 5 targets within 10 yards for (2,564 + 24.7% of SP). Healing is divided among the number of targets healed. These effects cause no threat.
  • Glyph of Mind Flay has been slightly reworked - each time Mind Flay deals damage you will be granted 15% increased movement speed for 3 sec, stacking up to 3 times.

Rogue (Forums)
  • Evasion no longer reduces the chance that ranged attacks will hit you.
  • Garrote no longer requires you to be behind the target.

  • Hemorrhage now deals 140% weapon damage, up from 100%. Now deals 203% weapon damage if a dagger is equipped, up from 145%. Now deals an additional 50% bleeding damage, down from 100%.

Minor Glyphs
  • Glyph of Detection - Teaches you the ability Detection. Focus intently on trying to detect something.

Warlock (Forums)
  • Drain Life now increases healing by 150% under Soulburn, down from 300%.



  • Metamorphosis - Designer Notes: Yes, Demonology is mega OP. Will fix.
  • Metamorphosis: Chaos Wave (New) - While using Metamorphosis, your Hand of Gul'dan spell transforms into Chaos Wave. Hurls a fragment of chaos to strike the target and all enemies within 6 yards for (1,869 + 175.0% of SP) Chaos damage. 200 Demonic Fury. 40 yd range. Instant.
    Metamorphosis: Demonic Slash now causes (1,370 + 90% of Spell Power) Shadow damage.
  • Metamorphosis: Doom While using Metamorphosis, your Corruption spell transforms into Doom. Inflicts impending doom upon the target, causing ((1,602 + Spell Power) * 4) Shadow damage over 60 sec. 60 Demonic Fury. 40 yd range. Instant
  • Soul Fire now costs 15% of base mana, up from 8% of base mana. Damage has been reduced by 7%. Now scales from 140% of Spell Power, down from 150% of Spell Power.

  • Soulburn now seems to have a 60 sec cooldown only for Soulburn: Summon Demon.

Warrior (Forums)
Warrior - Fury
Major Glyphs

Professions - Cooking

Professions - Cooking - Master of the Grill

New Items
Nothing interesting this time around, just a blue wepaon and some cooking recipes.

Level Type Slot Name
419PolearmPhysical DPSTwo HandPandaren Fishing Spear
86CookingN/ARecipe: Banquet of the Grill
80BandageN/ABattle Pet Bandage

Client Strings
Originally Posted by MMO-Champion
  • A combat log for pet battles has been added.
  • ASSIGN_LOOT - Assign Loot
  • BATTLE_PET_LEVEL_UP - %s has reached |cffFF4E00|Hlevelup:%d:LEVEL_UP_TYPE_BATTLE_PET:%s|h[Level %d]|h|r!
  • BATTLE_PET_LEVEL_UP_ICON - |T%s:0|t%s has reached |cffFF4E00|Hlevelup:%d:LEVEL_UP_TYPE_BATTLE_PET:%s|h[Level %d]|h|r!
  • BATTLE_PET_SLOT_DRAG_HERE - Drag a pet icon here to get it ready for battle!
  • BATTLE_PET_YOUR - Your Battle Pet
  • CATCH_PET - Catch Pet
  • CATCH_PET_DESCRIPTION - Attempt to catch a pet that is below 35% health.
  • CONFIRM_EXIT_WITH_UNSPENT_TALENT_POINTS - You have unspent talent points. Are you sure you wish to close this window?
  • CONFIRM_UNLEARN_AND_SWITCH_TALENT - In order to learn %s, you need to remove %s. Are you sure you want to do this? %sCost: %d %s|r
  • CORE_ABILITIES_HELP_1 - This page gives you information on your most important abilities. You should definitely have these abilities on your action bar.
  • MASTER_LOOTER_GIVE_TO - Give to %s
  • PET_BATTLE_COMBAT_LOG_PET_SWITCHED - %s is now %s active pet.
  • PET_BATTLE_FORFEIT_DESCRIPTION - Forfeit the match. Your opponent will be deemed the winner.
  • PET_JOURNAL_HELP_1 - Drag the pet icon to a battle slot. Click on the name to get more information. Right-click for more options.
  • PET_JOURNAL_HELP_2 - Collect more pets! You can find pets to battle and capture all over Azeroth by Tracking Pets in your minimap. The pet card also shows how to obtain a pet.
  • PET_JOURNAL_HELP_3 - Learn Pet Battle Training in any major city. Drag pet icons to these slots to build your team. As your pet levels they will gain more abilities.
  • PET_JOURNAL_HELP_4 - When you have unlocked all battle slots, you can battle other players.
  • PROFESSIONS_HELP_1 - You can find trainers for professions in a major city. A gathering profession is recommended for new players
  • PROFESSIONS_HELP_2 - You can find trainers for professions in a major city. First Aid is recommended for new players.
  • REQUEST_ROLL - Request Roll
  • SPEC_FRAME_HELP_1 - These are the specializations for your class.
  • SPEC_FRAME_HELP_2 - The specialization you learn affects what base abilities you get.
  • SPEC_FRAME_HELP_3 - Clicking \"LEARN\" will finalize your choice. |cFFFF0000You can always unlearn at your class trainer.|r
  • SPELLBOOK_HELP_1 - Drag spells to your action bar from here. Your active spells are sorted before passive spells.
  • SPELLBOOK_HELP_2 - These tabs display your current spells.
  • SPELLBOOK_HELP_3 - These tabs display all the spells you would get if you choose a different specialization. Some spells will be available in multiple specializations.
  • SWITCH_PET - Switch Pet
  • SWITCH_PET_DESCRIPTION - Choose another pet to enter the battle.
  • TALENT - Talent
  • TALENT_FRAME_HELP_1 - You can only choose one talent per row.
  • TALENT_FRAME_HELP_3 - Clicking \"LEARN\" will finalize your choice. |cFFFF0000You can always unlearn at your class trainer.|r
  • TALENT_PASSIVE - Passive Talent
  • TALENT_SPEC_CHANGE_AT_CLASS_TRAINER - You can change your specialization at your class trainer
  • WHAT_HAS_CHANGED - What has changed?
  • WHC_WARRIOR_1 - Many old talents have become specialization spells.
  • WHC_WARRIOR_2 - Warrior abilities no longer require specific stances. You can use any ability in any stance.
  • WHC_WARRIOR_3 - Rage is generated by Mortal Strike (id 12294), Bloodthirst (id 23881) or Shield Slam (id 23922). Only use Heroic Strike (id 78) when you have more Rage than you can spend.
  • WHC_WARRIOR_4 - Rend (icon ability_gouge) is now called Deep Wounds (id 115768). It is automatically applied so it won't appear in your spell book.
by Published on 2012-05-08 04:03 PM

Bringing Achievements to the Account Level
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We recently added account-level changes to achievements in World of Warcraft: Mists of Pandaria, and there’s still a lot of work left before we’re done. The plan here is to illustrate the intent behind our design, which should in turn help you figure out the answers to many of your questions.

Overall, we never want you to play Character A instead of Character B because of achievement concerns. If Character A had the Violet Proto-Drake, then you might not play Character B. If Character A was only one holiday away from the Violet Proto-Drake, then you may not play Character B. If Character A had completed most of the raid achievements from Dragon Soul, you may not want to bring Character B for one fight and miss out on the achievement. Having alts is cool and working on achievements is cool, but we don’t want the two systems to work against each other.

This goal is paramount and drives everything else. If we allowed you to earn extra achievement points from completing an achievement on two different characters, then you might only want to play the character with the most points and you’d feel like you had to grind through all the achievements with every alt, thus defeating the purpose of having account-level achievements.

Most achievements are account-wide

This means you only earn the points once. If you have earned an achievement on one character, you can see it on all your characters. However, and this is important, you will still see the achievement toast (the pop-up notification) if a second or subsequent character completes the achievement. We think it’s still important to recognize milestones like reaching level 80, maxing out a profession, or killing a raid boss for the first time. It's fun to have everyone congratulate you when you get the toast. Nonetheless, this will just be a new character of yours completing the achievement that you’ve already earned on your account. You won’t double up on points.

Most criteria are not account-wide

If you start an achievement on one character, you can't then finish the achievement on another (there are exceptions, so please keep reading). We didn't think it made sense for one character to get level 60 and another to get level 20 and then see the "level 80" achievement toast. If you start to explore Thousand Needles on one character, you’ll probably want to finish that achievement on the same character.

Some achievements are "meta achievements."

These are achievements that require you to get other specific achievements. An infamous example is "What a Long, Strange Trip It's Been." These achievements generally ARE account-wide. If one character earned Noble Gardener and another character earned The Flame Warden, then your account would get Long Strange Trip. (Otherwise it would be weird: it would look as if you had the sub-achievements, but you wouldn't have the meta-achievement). Even though you need Explore Thousand Needles on one character, all of your characters can contribute to Explore Kalimdor.

A very few achievements are account-only.

There are two categories of account-only achievements. One is achievements that are not possible to earn on one character. If we made an achievement to level every class to level 90, it would be account-only. (I'm not sure we will, but it's a good example.) The other category are achievements that are just brutal to complete on one character (and you’d never want to do for multiples), such as 2500 daily quests or 250K honorable kills. In these cases, the cumulative work of all your characters on those criteria will count.

We hope that rewards granted from achievements (pets, mounts, titles, and tabards) will be shared at the account level.

I'm not going to promise this yet, because a lot of magic has to happen for that to work, but it's our intent. We have discussed having a character level requirement for some rewards, so that your level-2 gnome couldn’t walk around with the “Defender of a Shattered World” title just because your level-90 shaman earned it. If the gnome made it to level 80, though, you could proudly show off your title. You also won’t be able to use a faction-specific pet, mount, or title on the wrong faction. The achievement wouldn’t go away -- you just wouldn’t be able to show it off on that character. There are probably additional exceptions and details we’ll find as we dig deeper into the system.

This is the kind of system that will evolve over time, and we don’t think this has to be the way achievements work forever. As beta players start experimenting with it and offering feedback, I am certain that we will end up making even more changes.

Greg “Ghostcrawler” Street is Lead Systems Designer for World of Warcraft. He loves you very, very much. Yes, you.
by Published on 2012-05-08 06:53 AM

Diablo 3 - Item Data to be Updated Monday, Jay Wilson Interview, Blue Posts, Opening of the D3 CE

May 8 Blog Post on Account Wide Achievements
According to Zarhym's recent tweet, we will see a blog post by Ghostcrawler today on Account Wide Achievements!

Beta Leatherworking Items
Recently several Leatherworking crafts were added to Beta, and we now know what the items are! You can craft Rare quality Season 12 PvP gear and Epic Leather Gloves and Chests. You can find the full list of recently added crafts on WoWDB.

Final Annual Pass Beta Invitations Sent
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The World of Warcraft Annual Pass promotion ended May 1, and we recently sent out the remaining Mists of Pandaria beta invitations. Check your games list in Account Management for the Mists of Pandaria beta. You can download and install it from there.

Again, thank you for your enthusiasm and feedback. To provide feedback for the Mists of Pandaria beta, we invite you to please post in the Beta Feedback forum.

Blue Posts
Originally Posted by Blizzard Entertainment
Cataclysm PvP gear and PvP Power
You will have less resilience on your gear coming into beta. However, you will also have some base resilience and that base should offset the PvP power that everyone is getting. The net result should be that you take about the same damage you do today in a PvP setting, but will take less damage from someone not wearing PvP gear.

Currently on your beta build, I believe the ratio of power to resilience is off. You should have more resilience and less power than you do.

It is entirely possible that some new talents or spell changes will result in too much burst damage in isolated cases, but when giving feedback, it's useful for us if you distinguish between those and survivability in PvP in general. (Blue Tracker / Official Forums)

Druid (Forums)
Druid Level 90 Talents
We're not yet happy with the druid level 90 row. We still like the theme of it playing into the druid's hybrid nature and we want to reassure you (which I think most of you already know) that druids won't do lower damage or healing compared to other classes just because some other class has an unambiguous throughput increasing talent at level 90. Classes are balanced around their whole package.

Nonetheless, we want the bottom row of talents to be exciting. In the next (hopefully) build, you'll see a few changes.

  • Disentanglement -- no longer a talent. Shapeshifting for all druids just breaks roots.
  • Dream of Cenarius -- increases damage spells by 70% (up from 30%).
  • Heart of the Wild -- now also grants 6% passive Agility and Intellect.
  • Nature's Vigil -- replaces Disentanglement. Increases all damage and healing done by 30% for 30 sec, with a 3 min cooldown. While active, all healing spells also damage a nearby target for 50% of healing done, and all damage spells and abilities also heal a nearby friendly target for 50% of the damage done.

Let us know how they feel once you get a chance to try them. (Blue Tracker / Official Forums)

Paladin (Forums)
Protection Paladin Feedback
I can't imagine that blizz intends for paladins to have to get a swing timer addon to effectively micromanage a 3 second buff. I'm waiting patiently for a 'fix'.
Bosses hardly ever attack slower than 1.5 second these days and there is no longer a boss swing timer debuff. We find that when bosses attack slower, they have to hit really hard to do the same DPS, which means tanks risk being two-shot. A Shield of the Righteous should be able to get two hits.

Even if that were not the case, the penalty is mostly on healer mana. Because Shield of the Righteous can't be up all the time, it can't be the case that a paladin will die without it.

The challenge with the current SotR design is that Prot paladins generate Holy Power pretty quickly, which means any 3 Holy Power ability will be used often. We don't want SotR to have 100% coverage, or it starts to feel more like Inquisition or the Hammer of the Righteous debuff and not like a short cooldown. We could slow down Holy Power generation, but we're reluctant to do that, because it feels good coming in quickly and coming from abilities like Judgment. Having Bastion of Glory buff Word of Glory so much is a way to encourage paladins to spend some of their Holy Power on Word of Glory once in awhile so that it all isn't funneling into a persistent Shield of the Righteous shield. (Blue Tracker / Official Forums)

Priest (Forums)
Rapture Feedback
While I'm not a big fan of Rapture in the beta environment, I think this is the wrong way to look at it, that if it provides less mana than PW:S, it's not "regen." Assuming PW:S is a spell worth casting on its own merits (and it should be, when MoP is live, or else I think even Blizzard designers will agree they failed), then you'd be casting PW:S anyway and it's part of the total mana-out over the course of the fight. Rapture simply increases the mana-in over the course of the fight, making it regen.

Now, if PW:S isn't worth casting on its own merits and is ONLY used for Rapture, then it's perfectly fair to point out that Rapture doesn't even refund PW:S's cost. But, again, if that ends up being the case, it will mean discipline is truly broken and devs will surely fix it. I don't think anyone believes PW:S shouldn't be a valuable spell just from its effect in mitigating damage.

Yes, this is how we see it. Rapture isn't trying to be Telluric Currents. You shouldn't spam PW:Shield when you need mana. Rapture is intended to offset the cost of PW:Shield when the latter is used intelligently. I said "regen" in the more generic sense of mana returns. I understand the posters saying that it's not increasing your mana over time because you are still casting PW:Shield.

Rapture is a mana increase on live mostly because we scale too well with Int (as a regen stat) and the gear item levels went crazy just like at the end of Wrath. It was not the original plan for the spell, otherwise it would have functioned as a mana-increase at the very start of the expansion.

PW:S is quite probably the most powerful spell in our toolbox, and without a prohibitively high mana cost, it will wind up being spammed to the exclusion of other spells. The Rapture mechanic serves to moderate the mana cost of the spell when tank healing while not interfering with the mechanics that prevent us from just spamming PW:S 24/7. Supposedly we'll have other tools for raid healing, though I personally find these tools lacking.

As far as our overall mana regen goes, we've got 25% passive regen, rapture procs and shadow fiend. I think that'll be enough regen for single tank healing, but not enough at all for raid healing or multi-tank healing. I'm concerned that Mind Bender is going to wind up being a mandatory choice for Disc at this point.

Yes, I agree with all of this as well. The challenge of designing Disc has always been trying to balance the fun of PW:Shield with the power of PW:Shield.

We don't want any talent to be mandatory for Disc (or any spec). If Disc has mana problems in AE situations, or if Holy regens too much compared to Disc during periods of not casting, then that is something we can address.

Our goal is to make mana-management with a fresh level 90 a little easier than it was at 85. It was close at 85, but just a little too punitive. Once you hit 90, let us know how dungeons feel.

I will note that we are considering retiring Judgment of the Pure. (Blue Tracker / Official Forums)

Warrior (Forums)
Warrior Feedback
Since I'm not sure yet when you'll get the next beta build, here are a few upcoming warrior (mostly Protection) changes to try out:

  • Shield Slam -- now generates 20 rage. Sword and Board generates 30.
  • Unwavering Sentinel -- now grants passive rage generation like the old Anger Management effect. The intent is to make rage generation smoother when a tank is kiting or otherwise doesn't have high boss contact.
  • Demoralizing Shout -- a new (old) Protection spec ability, now in the form of a short-term, free cooldown, much like Barkskin. Reduces the damage done by 20% by targets against the warrior for 10 sec. 60 sec cooldown.
  • Shield Barrier -- cost reduced to 20 rage, but consumes up to 60 rage for up to triple the effect. (Total absorb adjusted accordingly).
  • Glyph of Thunder Clap -- Not super useful. Redesigned to Glyph of Unending Rage, which increases total rage cap to 120, allowing interested warriors to be able to bank more Rage.
  • The sum total of these changes may provide too much rage. We'll have to see. We still want to mess with Berserker Stance and possibly Enrage rage generation as well to make sure warrior rage isn't too static and predictable. We want there to be some Heroic Strike use.

One of the reasons we don't always announce changes before they happen is that things can move pretty fast in beta. Even though I mentioned some Protection changes above, they are already out of date.

Overall, the goal is to mix up Protection's rotation a little more. Prot warriors are used to lots of buttons, and we don't want too much waiting around. (For Arms and Fury, we can just flood them with rage, but with Protection the risk is that we hit 100% uptime of Shield Block, which turns it from being a short cooldown to a managed buff like Thunder Clap.) We also want to make sure tanks who execute their attacks with more skill are rewarded with better mitigation. To make this compelling, we think it needs to tie into Rage generation.

  • As part of this, we're going to try Defensive Stance no longer generating Rage from auto attacks at all. Instead we'll have nearly all Rage come from special attacks while in Defensive.
  • In addition to Shield Slam, we'll try Revenge and Devastate generating some Rage. Devastate will do so by once again being the ability that procs Sword and Board. For Revenge, we agree that the more rotational version has lost some of its old excitement. Revenge will generate Rage outright. It will no longer proc from blocks but will also have no cooldown so you will sometimes get multiple Revenges in a row.
  • We're going to try Shield Block using the charge system that we've tried for a few abilities, such as the monk Roll. This one may feel too different, but we'll see. What it means is you can use Shield Block twice in a row, but then pay a 15 sec cooldown. (The first use will start its cooldown as soon as its used.) This mechanic should let you chain together two Shield Blocks but not keep it up 100% of the time.We think this rotation feels better and more traditionally Prot, but let us know how it feels to you.

I'd find it a bit more comforting if I ever saw actual passion coming from Blizzard regarding Warriors. But I don't see that, haven't seen that. Does anyone really see the passion there? If these people enjoy their jobs, really enjoy working on the game, really believe in their design - then you'd think they could set aside an hour or two to address our concerns about enjoyability.
But two hours times eleven classes turns into a huge time commitment pretty quickly (and that's on top of reading all of the posts in the first place). Believe me -- you want the design team spending time designing the game, not debating players on forums.

We are all very passionate about our designs, but we're also professional game designers who know better than to get too attached to any particular implementation. Stuff changes. Ideas that seem great might not pan out. We've all seen ideas we were really excited about being greeted with indifference by the community. That's just part of the job.

Passion also can come across as being defensive ("they're stuck on their pet feature!") or impartial ("he likes priests better!") when read on forums.

I know I participated in it, but really these discussions would be more useful if we kept to class feedback. I have found as a rule of thumb that any time the discussion strays from the design to the designers, then it is probably off course.

You definitely caught me scratching my head when you said you were moving tanks to 'active mitigation', kept all the passive mitigation skills for prot paladins, and nerfed the only active mitigation skill we had.
No, you are correct. The way paladins were playing with lots of Word of Glory was closer to the new design. We said at the time however that we didn't think it would work for tank balance to let paladins convert resources into mitigation while warriors could not. I think we even said at the time that we'd like for all of the tanks to play more like that, but it required a whole sale design.

That happens a lot in this gig, where class A is working the way we'd consider ideal, while class B, C, D and so on do not. The "pure" design is to keep A working the right way, but the right decision is usually to change the single outlier until we have time to fix everyone.

I'm curious how exactly this is going to work. Does it just consume as much rage as it can (Up to 60) and give you a decent sized absorb based on that? I do like the change though, it makes the move much more interesting.
Right. Assume that spending 20 Rage will give you an absorb equal to 30% of your attack power. If you have 40 Rage, the bubble is 60% and 60 Rage, it's 90%. If you have 100 Rage, you still get the 90% bubble and have 40 Rage left over.

Like Aed said, unless Heroic Strike gives some form of defensive benefit somehow, warrior tanks are basically never going to use it. You guys learnt that lesson with the pre-nerf WoG back in 4.0, remember?
As a few players pointed out, I meant Heroic Strike use for Arms and Fury. Prot will use Heroic Strike when not tanking at the moment, when soloing, when running easy content, or when Ultimatum procs. Tanks have never chosen spending resources on damage when they could spend them on survival.

Although I wish that auto attacks would still generate rage, I understand that we shouldn't be swimming in rage because that makes us imbalanced. I like the idea of our special abilities generating rage much more. It actually feels like I am "actively" working torwards taking less damage.
There may be a way to get some Rage from autoattacks. We were just concerned that so much Rage was from autoattacks that buttons like Shield Slam weren't contributing much so warriors were ending up feeling passive when what we were going for was active.

GS since you posting can we get atleast an idea of plans with Arms and Fury? currently they play way to similar and when I say that I mean they play exactly alike only difference is you don't have something procing to turn Slam into 3 stack 10 rage, and Overpower is proc'd from using your rage generating ability but they still play to alike, I'd just like some info as to what might be the plans with them? thanks
If you say they play similarly because they both have an attack that generates 10 Rage and both have an attack that costs 30 Rage, then that's true. However the similarities sort of end there. Arms has a second attack, Overpower, that is reliable, though it can sometimes chain proc. Colossus Smash sometimes has a lower cooldown. Arms' AE is based around Sweeping Strikes and Blood and Thunder. Arms' Rage income is slower from autoattacks and come in chunkier because of slow weapon swings.

Fury can sometimes use Raging Blow but not predictably. Rather than a proc concerning Colossus Smash, Fury gets to use Wild Strike three times in a row. Fury cares about being Enraged more than Arms for a couple of reasons (RB and mastery). Fury's AE is based around Meat Cleaver procs and using Raging Blow. Wielding two weapons ensures more consistent rage income, even when using two-handers. Fury will probably always have more Heroic Strike use. Overall, Fury's rotation is probably less predictable, which is fitting for their kit of crazed berserking.

I'm just trying to get a feel for what you're looking for. Should Bloodthirst deliver 20 Rage? Should Bloodthirst just be a cooldown? Should Arms have a different cooldown than Recklessness? Should Fury not have Deep Wounds?

I thought we were supposed to be commenting on how it feels now, not coming up with our own fixes.
I feel like most of you have been on the forums long enough to know the difference, but here goes:

Example One: "I think Mortal Strike would feel better with a 9 sec cooldown."
Example Two: "I find myself with not enough Rage as Fury."
Example Three: "I find the rotation confusing. I'm not sure which button to push."
Example Four: "Rend was a fun button. I miss it."
Example Five: "I came up with a new warrior ability. It's called Staple. Staple requires 40 Rage and roots a target. You then get 100% crit chance against the Stapled target. I imagine it would have an icon that looks like a big staple. The glyph of Staple would staple the target to the warrior so you would drag them around with you."

Five is fun, but less useful to us overall. If it's fun for you, go for it. Maybe it will spur some interesting discussion as players try to explore what design problems (if any) you're trying to address with your brainstorming. The risk is that you grow attached to the idea of Staple and essentially refuse to like any warrior change unless you see Staple implemented. Ultimately, it's just a less efficient way to have a discussion than figuring out what the root problem is you are trying to solve anyway. But I understand sometimes it isn't easy to get your finger on the pulse of what is bothering you. I've been doing game design a long time, and it still vexes me sometimes. (Blue Tracker / Official Forums)

Rogue (Forums) / Warrior (Forums)
Rogue and Warrior Ranged Weapons
What I said here still stands true, however, there's a bug currently in beta preventing rogues and warriors from equipping ranged weapons. (Blue Tracker / Official Forums)

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