World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-07-03 05:58 PM

You should follow WoWDB on Twitter if you want sneak peeks of things like the legendary cloak procs!

Update (12:50 AM EST): Cleaned up some of the spell changes notes.
Update (8:20 PM EST): Zarhym confirmed that they are exploring the possibility of adding a way for players in certain regions to make purchases directly within the game.
Update (4:30 PM EST): Added Mage Season 14.
Update (4:15 PM EST): Added Paladin Tier 16.
Update (3:45 PM EST): Added Druid Tier 16 and new items.
Update (3:15 PM EST): Added Rogue Tier 16 and Blizzard Store spell.
Update (3:05 PM EST): Added a few more new models.
Update (2:45 PM EST): Added legendary cloaks.
Update (2:40 PM EST): Added new client strings and new icons.
Update (2:30 PM EST): Added Resto Shaman blue post.
Update (2:15 PM EST): Added new NPC models.

Patch 5.4 PTR - Build 17153
Build 17153 will be deployed to the PTR realms soon.

Double Experience In Game Store Buff
A spell for an item to double experience with an "In Game Store" note has appeared. Keep in mind that this does not mean it will be in the US or EU stores, or any store at all!

Legendary Cloaks
The legendary cloaks are here!

Level Type Spec Slot Name
600BackTankBack Qian-Le, Courage of Niuzao
600BackTankBack Qian-Ying, Fortitude of Niuzao
600BackMeleeBack Gong-Lu, Strength of Xuen
600BackSpell SpiritBack Jina-Kang, Kindness of Chi-Ji
600BackPhysical DPSBack Fen-Yu, Fury of Xuen
600BackSpell DPSBack Xing-Ho, Breath of Yu'lon

Tier 16 Armor Sets

Season 14 Mage Armor Set

New Models

New Icons

Strings Changes
Originally Posted by MMO-Champion
  • PROJECTED_CONQUEST_CAP - Projected Conquest Cap
  • WHO_TAG_EXACT - x-

New Items
There were too many new items in this build to list here individually!

Level Type Slot Name
90Junk Vicious War Saddle
90Junk Vicious Saddle
1Other Treasures of the Vale
40Mount Reins of the Vicious Warsaber
40Mount Reins of the Vicious Skeletal Warhorse
90Leatherworking Pattern Pattern: Drums of Rage
378Two-handed AxeTwo Hand Axe of Ordos
90Flask Enduring Elixir of Wisdom

Achievement Changes
Originally Posted by MMO-Champion
Pandaria Raid
Dungeons & Raids
  • Celestial Challenge (New) Complete the trials of all four Celestials, besting them each in combat on the Timeless Isle. 10 points.
  • Double Trouble Reveal and defeat two Massive enemies in the same quadrant simultaneously and then defeat Spoils of Pandaria complete the Spoils of Pandaria encounter on Flexible, Normal, or Heroic difficulty.10 points.
  • Fire in the Hole! Stomp on 6 superheated Crawler Mines and then defeat the Iron Juggernaut in on Flexible Normal or Heroic Siege of Orgrimmar. 10 points.
  • Go Long Transfer the Mark of Anguish to 5 unique players and at least 5 unique players over a total of 250 yards in or more during a single Desperate Measures phase and then defeat the Fallen Protectors on Flexible, Normal, or Heroic difficulty. 10 points.
  • No More Tears (New) Defeat Immerseus after killing 10 Tears of the Vale.
  • None Shall Pass (New) Defeat the Amalgam of Corruption without allowing any unleashed corruption to fuse with it.
  • Now We are the Paragon (New) Defeat the Paragons after assuming the mantle of three different Paragons.
  • Ordos (New) Defeat Ordos, Fire-God of the Yaungol, atop the Timeless Isle. 10 points.
  • Return From Darkness Defeat the Sha of Pride after escaping the Sha Realm by collecting 10 Orbs of Light in Siege of Orgrimmar on Flexible, Normal or Heroic Difficulty.after no player has gained Pride from Manifestations of Pride while Norushen is alive. 10 points.
  • Strike! (New) Kill 18 Kor'kron Warbringers with Iron Star Impact and then defeat Garrosh.
  • The Immortal Vanguard (New) Defeat Galakras in the Siege of Orgrimmar without having allowed a single friendly NPC to perish in battle on Flexible, Normal, or Heroic difficulty. 10 points.

Rated Battleground
Player vs. Player
  • Hero of the Alliance End a PvP season in the top 0.5% of the rated battleground ladder (requires 50 games played won in the current season). Title Reward: Hero of the Alliance. 10 points.
  • Hero of the Horde End a PvP season in the top 0.5% of the rated battleground ladder (requires 50 games played won in the current season). Title Reward: Hero of the Horde. 10 points.

Resto Shaman - 5.4 Issues and Concerns
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We do have more changes coming for Resto Shaman in 5.4, which you should be seeing on the PTR soon (though possibly not in the next build). However, since we’ve got a long weekend coming up here at the office due to the holiday, we wanted to let you know about a couple changes we’re going to try out for Healing Tide Totem.

First, it’s no longer a talent. Healing Tide Totem is now baseline, available to all three Shaman specs. As you’re all aware, it’s an extremely useful ability, which makes it difficult for us to provide alternative options in that talent tier. Giving Healing Tide to everyone not only lets us work on making that tier more interesting, but it also makes sure no one is missing out on one of Resto’s more powerful tools by selecting the “wrong” talent.

Second, now that Healing Tide is a baseline ability, we feel it’s acceptable to give it a similar treatment to Tranquility or Divine Hymn in 25-man raids. It will now heal up to 12 targets when in a 25-player raid instance (and remains at 5 targets in other content).

There are several other changes still in discussion (such as what we’ll be replacing Healing Tide with in the talent tree, just as one example), but we wanted to at least share what we could before the weekend. We’re hoping to get at least some of them onto the PTR in one of the next builds. Please keep up the constructive feedback – it’s extremely useful!

Spell Changes
Originally Posted by MMO-Champion

Item Set Bonuses
  • Fortitude Reduces all damage taken by 10%. Instant. Increases Resilence by 2,600.

Death Knight (Forums / Skills / Talent Calculator)

Druid (Forums / Skills / Talent Calculator)
  • Item - Druid T16 Feral 4P Bonus Tiger's Fury generates 5 combo points. After using Tiger's Fury, your next finishing move will restore 5 combo points on your current target after being used.

Mage (Forums / Skills / Talent Calculator)
  • Item - Mage T16 2P Bonus Arcane Missiles causes your next Arcane Blast within 10 sec to cost 25% less mana, stacking up to 4 times. Consuming Brain Freeze increases the damage of your next Frost spell by 0% Ice Lance, Frostbolt, Frostfire Bolt, or Cone of Cold by 20%. Consuming Pyroblast! increases your haste by 750 for 4 5 sec, stacking up to 5 times.

Monk (Forums / Skills / Talent Calculator)

Rogue (Forums / Skills / Talent Calculator)
  • Item - Rogue T16 2P Bonus When you generate a combo point from Revealing Strike's effect, Honor Among Thieves, or Seal Fate, your next combo point generating ability has its energy cost reduced by 5 15. Stacks up to 5 times.
  • Item - Rogue T16 4P Bonus Killing Spree deals 10% more damage every time it strikes a target. Abilities against a target with Vendetta on it increase your mastery by 250 for 5 sec, stacking up to 20 times. Every 4 Backstabs, your Backstab is replaced time you backstab, you have a 4% chance to replaced your Backstab with Ambush that can be used regardless of Stealth.

Shaman (Forums / Skills / Talent Calculator)

Hunter (Forums, Talent Calculator)
  • Explosive Trap base damage halved and AP scaling reduced by 30%. DoT base damage and AP scaling reduced by 15% and 30% respectively.

Monk (Forums, Talent Calculator)



Priest (Forums, Talent Calculator)


Shaman (Forums, Talent Calculator)
  • Conductivity now increases Healing Rain's duration by 3 sec, up from 1.

Warlock (Forums, Talent Calculator)
  • Seed of Corruption no longer lists SP scaling in the tooltip.
  • Soul Swap has been reworked to copy DoTs, see the tooltip for the new spell details.


  • Nightfall now has a 10% proc chance from damage from your most recent Corruption, rather than a 5% proc chance from Corruption.
  • Seed of Corruption no longer lists SP scaling in the tooltip.
  • Soul Swap has been reworked to copy DoTs, see the tooltip for the new spell details. [/ins]

Warrior (Forums, Talent Calculator)

  • Slam no longer hits the main target with the cleave component of the damage.

  • All Worgen racials now list a level 10 requirement to use, except Running Wild, which lists level 20.


  • Mango Ice Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2). Aged Balsamic Vinegar, Fresh Mangos (5).
  • PH Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2). Ancient Pandaren Spices, Fresh Pomfruit (5).
  • PH Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2). Aged Balsamic Vinegar, Fresh Strawberries, Fresh Shao-Tien Rice (2).
  • PH Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2). Ancient Pandaren Spices, Delicate Blossom Petals (5).
  • PH Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2). Aged Mogu'shan Cheese, Fresh Silkfeather Hawk Eggs (5).
  • PH Cooking. 2 sec cast. Reagents: Juicycrunch Carrot (2). Aged Mogu'shan Cheese, Fresh Lushroom (5).

  • Jard's Peculiar Energy Source Create a peculiar energy source from Ghost Iron Bars. This can only be done once a day. Engineering. 2 sec cast. 1 sec cooldown. Reagents: Ghost Iron Bar (10).Tools: Arclight Spanner.
  • Pierre Engineering. 10 sec cast. Reagents: Jard's Peculiar Energy Source (15), Living Steel (15). Tools: Blacksmith Hammer.Arclight Spanner.




Raid & Dungeon Abilities
  • Amber Blast Inflicts 150,000 Physical damage to a random player Unlimited range. 2 sec cast.
  • Blaze of Gory Wildfire explodes, dealing 100,000 Fire damage. Instant. 1 Fire damage. Instant.
  • Corrosive Blast Inflicts 600,000 Inflicts 0 Shadow damage and increases Shadow damage taken by 100% for 45 sec. Stacks. Unlimited range. 2 sec cast. 3 sec cast.
  • Fly-by Attack (New) The Paragon Swarmer charges one of the furthest enemies, causing 200,000 Physical damage to all targets in the path. Unlimited range. Instant.
  • Ground Slam (New) Korvok slams into the ground causing 75,000 damage to all players within 25 yards. In addition all players are knocked back. 25 yd range. 1 sec cast.
  • Pass Judgment A brutal strike that deals weapon damage and stuns the opponent for 3 1.5 sec. Requires Melee Weapon. 10 yd range. Instant.
  • Poison Blast (New) Shoots poison at enemies, inflicting 85,000 Nature damage, then additional 100,000 damage every 3 seconds for 12 sec. Unlimited range. 1 sec cast.
  • Resonating Amber Instant. Deals 100,000 Physical damage while near a Resonating Amber. Instant.
  • Restrictive Measures Unlimited range. Instant. Restricts the use of Calamity, Clash, Noxious Poison and Instant Poison when present. Unlimited range. Instant.
  • Sha Smash Inflicts 4,000,000 Physical damage split amongst all enemies in a frontal cone. Unlimited range. 3 sec cast. 25 yd range. 3 sec cast.
by Published on 2013-07-03 07:28 AM

Blizzard Working Hard on 'Loot 2.0', Exclusive Merch at SD Comic Con, Blue Posts, Code of Conduct Clarifications

In-game Store Preview - User Interface, Strings

Patch 5.4 - Tier 16 Warrior Set
Keep in mind that this is just a preview and the final sets may be different! This is especially true for this set, as it is still a little buggy.

Patch 5.4 - Flex Raid Queue UI
The Flex Raid queue has been added to the PvE finder UI.

Battle.Net Desktop Client Beta
Another wave of invites went out today, but this time the invite email had a new line in it! Be sure you are opted in for the test.
Originally Posted by Blizzard Entertainment
In addition, closed-beta invitees who download and use the app during the closed-beta period will receive something cool from Blizzard and the team in thanks.

Blue Posts
Originally Posted by Blizzard Entertainment
Arena Skirmishes
Really? Must have missed that in the Patch Notes.
They are not planned to return with patch 5.4 at this time, this is why you didn't see it in the patch notes. We do plan on bringing them back in the future, we simply don't have a set date for when that will be, though.

If I may; why not? It's not hard to implement.
From an outside perspective, I can see why you would assume that. To the outside observer, bringing skirmishes back into the game should be as simple as flicking a switch to reactivate the old system. The issue is that it's sadly not that simple because while it may have functioned just fine with a previous version of the game, that doesn't guarantee that it will work now.

We hope to have skirmishes back soon, but we cannot make any promises on when that will be for the moment. (Blue Tracker / Official Forums)

Patch 5.4 Arena Changes
1. You cant play with random bad friends if you are serious because you will lose alot of rating
If you don't want to or cannot play with you're friends because your afraid of them ruining your rating, then there is unfortunately nothing that can be changed with the game to help with your particular dilemma. Even the old system didn't allow for this because you would also be afraid of them tanking your team and personal ratings.

2. seen what happend rbgs? wintrade wintrade wintrade someone will find a way to abuse it
We do take actions against cheating players, as has been seen in the past. Just because these actions are not made visible to the public does not change the fact that we take cheating very seriously. If you would like to report information regarding cheats or hacks, you can send it directly to [email protected]. We will be keeping an eye out for any abuse of the new system and take action where necessary.

If you want, jump onto the PTR to test the system once it's up and running. If you find any ways in which it can be abused, then please feel free to report it to us so that we can look into it.

3. this is only good for casuals or pve'ers that want to do pvp, not for the real pvpers its just gonna ruin it.
Please elaborate on why you think that this is so bad for the "real PvP'ers". In the long run this increases the pool of potential players greatly. This means that queue times will drop, the number of end of season rewards will increase and there will also be a larger competition for those rewards as well.

Not only for the above reasons is this good for high-end PvP'ers, but the people you deem as "casual PvP'ers" may end up finding a greater interest in arena if they are able to play against a greater pool of players and are able to queue with friends from other realms. This may mean that they end up becoming new high-end PvP'ers to add to that competition.

1. i just hope they implement something so that not every random i group up with for a quest or something can just queue up and ruin my rating.
That's a valid concern. I would assume (read; this isn't validated by actual facts, it's a personal thought) that there will be a prompt to enter the arena to prevent such action, declining it would mean that your personal statistics are not damaged. I will look into this and find out what kind of safeguards are in place to prevent abuse of people trying to damage ratings by queuing you up unexpectedly.

Or we need a skirmish mode.
We understand that there are lots of people that want skirmish arena back. We have plans for it to return, but unfortunately we aren't able to say when it will be back at this time. When we have more information about skirmishes coming back, we'll let you all know about it

I feel that even though this new system looks great, the feel of accomplishment of playing together as a team to reach that high rating or for some players even rank one, will be gone.
We understood that there would be some losses from introducing this new system but felt that more would be gained from it. We know that there are players that really enjoy the customization of teams and the comradery that came from them. We are still looking into options to help with preserving this feeling. Don't forget that these changes are still in early development, so keep your eyes open for new information about them.

That's very nice! Still, when you get thrown off, getting back will take approx 10 seconds it self.
The duration of the immunity may change in future iterations of the PTR, but feel free to test it out and give your feedback. (Blue Tracker / Official Forums)

Warrior (Forums / Skills / Talent Calculator)
Warrior Shield Requirements
Drede makes a lot of good points, much of which is in line with our thinking. We don't feel that looking up a macro on a website equates to player skill. He brings up a few other points (such as the HP loss) that make the current system less than ideal as well. Allowing the abilities to be usable at any time and strapping on a shield as a visual effect lets us clean up the way the ability is used while also keeping the original flavor.

The current system also has an interesting effect on balance. When you have an ability as useful as Shield Wall or Spell Reflect, but only a handful of players actually know how to use it, how do you balance that class? If you assume (probably correctly) that the average player won't bother swapping to a shield, you risk making the players who do swap too powerful. On the other hand, if you balance around the players using macros, you risk leaving everyone else behind.

It's a fascinating problem (from a design perspective) that is, ultimately, best resolved by just cleaning up how the abilities work to begin with. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator)
Patch 5.4 Paladin Burden of Guilt Change
A few points of clarification:

First off, we don't feel that this change is adding more crowd control to the game. As several posters in this thread have pointed out, taking Evil is a Point of View means you aren't taking Fist of Justice (which the vast majority of PvP Paladins are using in 5.3) or Repentance. You're sacrificing (or significantly weakening) one form of CC in order to gain another.

That said, it does allow access to a different form of CC. We feel it will open up some more options for Paladins in different Arena compositions. Though it may be less desirable if you're running with, for example, a Warlock or Priest, you may prefer it if you're with, say, a Rogue or Feral Druid.

We're also seeing very, very little usage out of Burden of Guilt. Right now, as I mentioned, the vast majority of PvP Paladins are using Fist of Justice. Of the remainder, most are taking Repentance. In fact, the majority of players taking Burden of Guilt are using it as Protection in PvE, and even then it's a very small percentage.

That said, we are still monitoring feedback very closely (that's what the PTR is for, after all). Hopefully this helps clear up our thinking a bit so that the discussion can continue!

The fact that there are so many forms of cc with different DRs available to different classes is exactly why so many people feel cc is out of control in pvp right now, why the heck would you intentionally make the problem worse?
This change doesn't add any more CC to the teams that are already heavily stacking it -- those teams will likely continue using Fist of Justice (or in some cases Repentance) as they are currently. It just allows the Paladin more options when they're on a team that doesn't synergize quite as well with another stun or incapacitate.

The diminishing returns issue is one we've talked about a few times. It's definitely a concern, but not one that we can really effectively address mid-expansion.

Even further, by taking the talent you can no longer use Turn Evil against Undead/Demons which I'm using now more than ever before due to the prevalence of Priests/Warlocks/DKs where it's very useful.
To clarify: you will still be able to cast Turn Evil against Undead and Demons with the talent selected. Not sure if that's what you were suggesting or not (I can see why you wouldn't want to) but wanted to make sure. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Patch 5.4 Hunter Changes
As I've mentioned before, we're still discussing Hunter concerns. When we have an update, we will share it.

Please do not mistake silence for ignorance; we're following the discussion closely, and your constructive feedback is extremely valuable as part of the testing process. If we didn't want to hear it, we wouldn't have a PTR Discussion Forum (or even a PTR) in the first place. (Blue Tracker / Official Forums)

Blizzard Art Update
Blizzard has added more pieces to the World of Warcraft: Mists of Pandaria Art gallery.

by Published on 2013-07-01 04:16 PM

The forum software upgrade is complete. Please report any issues in this thread.

Patch 5.4 - Sky Golem Mount, Blue Tweets, Sha of Fear Solo Kill, Weekly News Recap

Patch 5.4 Arena Update
You can see the UI changes here.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Big changes are coming to World of Warcraft’s Arenas that will make participating more convenient and competitive than ever before, and some of those changes may begin appearing on the PTR very soon.

Today, competition is limited to the realms within your Battlegroup, and your ability to participate in the Arena system requires having a static team with friends on the same realm. In the upcoming Patch 5.4, we’re building on technological improvements we’ve made over time (such as region-wide matchmaking) to expand the pool of competitors and improve the Arena experience for all World of Warcraft players.

One of the first things you’ll notice in Patch 5.4 is that you’ll no longer need to join or create an Arena team to compete. Instead, queuing will work much as it does for Rated Battlegrounds: you can queue for an Arena battle in a party of the appropriate size (still 2v2, 3v3, and 5v5), and your opponents will be selected based on the average Match Making Rating of your party.

For the most part, the mechanics of Arena will remain the same. You’ll still gain and lose personal rating based on your wins and losses, though your Conquest Point cap will now be based on your Personal Rating. The rating requirements to purchase items will also be based on your Personal Rating.

The change will confer a few advantages over the old static-team-based system:

  • You’ll no longer need to worry about invitations, joining, or leaving an Arena team. Now you can play with who you want, when you want.
  • You’ll be able to join a cross-realm group and queue for Arena matches with friends from other realms.
  • The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, now all Arenas will be region-wide. You’ll be competing with a field of opponents that includes every Arena player in your region.

As before, at the end of an Arena season, the top players will still earn titles and mounts.

We’re excited for these changes, and we’re eagerly looking forward to hearing your feedback. Please join us on the PTR when these updates go live to check them out for yourself.

Patch 5.4 Official Notes Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Redesigned Arena System
  • Players no longer need to create or join an Arena team to compete.
  • Similar to the Rated Battleground system, players in a party of the appropriate size (cross-realm groups are supported) may queue for an Arena bracket of the same size (2v2, 3v3, or 5v5).
  • Each player will have a personal rating that increase or decrease based on victories and defeats against other rated opponents. Opponents will be selected based on the average Match Making Rating of the party.
  • Conquest cap, requirements on gear and enchantments will be based on the player's personal rating.
  • The Arena ladder will no longer be sorted according to Battlegroup. Just like Rated Battlegrounds and normal Battlegrounds, all Arenas will now be region-wide!
  • At the end of an Arena season, the top players in a region will still earn titles and mounts.
  • For more details about the change to Arenas, please see the blog titled: Patch 5.4 Arena Update.

  • Area knockback effects now all share a diminishing return category. After a player has been moved by one of these spells, the player will be immune for 10 seconds. This new category applies to: Fellash, Gorefiend’s Grasp, Glyph of Explosive Trap, Thunderstorm, Typhoon, Ursol’s Vortex, and Whiplash.

Druid (Forums / Skills / Talent Calculator)
  • Restoration
    • Living Seed effects can now stack, up to 50% of the casting Druid's maximum health, and will no longer be consumed if the target is already at full health.

Hunter (Forums / Skills / Talent Calculator)
  • General
    • Explosive Trap had its overall damage decreased by 30%. Proportionately, more damage has been removed from the initial damage than the periodic effect.

Monk (Forums / Skills / Talent Calculator)
  • Talents
    • Chi Brew will now also generate stacks of Brew/Teas based on the Monk's specialization.

Paladin (Forums / Skills / Talent Calculator)
  • Talents
    • Eternal Flame initial healing has been reduced by 30%.
    • Execution Sentence will now immediately damage the target for 5 times the amount of damage that had been dealt by Execution Sentence most recent periodic effect when dispelled.
      • Stay of Execution will now immediately heal the target for 5 times the amount of healing that had been dealt by Stay of Execution most recent periodic effect when dispelled.
    • Sacred Shield changes have been reverted and is a talent once more. (Old) has been renamed to Holy Shield and is no longer a talent. Holy Shield is a Protection Paladin ability learned at level 85.
    • Sacred Shield (New)
      • Holy: When the Paladin or their Beacon of Light target falls below 30% health, that target gains a Sacred Shield absorbing damage equal to 30% of their maximum health. Sacred Shield can only occur once every 2 minutes.
      • Protection, Retribution: When the Paladin falls below 30% health, they gain a Sacred Shield absorbing damage equal to 30% of their maximum health. Sacred Shield can only occur once every 2 minutes.
    • Sanctified Wrath
      • Protection: Now causes Judgment to generate 2 Holy Power instead of 1 while Avenging Wrath is active. reduces the cooldown of Judgment by 100% (up from 50%).

Priest (Forums / Skills / Talent Calculator)
  • General
    • Hymn of Hope now prefers to target healers when it grants mana. Healers will always be picked before non-healers, regardless of how much mana they have.
  • Glyphs
    • New Minor Glyph: Glyph of Feathers causes the Priest's healing spells to momentarily grant angelic wings.

Warrior (Forums / Skills / Talent Calculator)
  • Arms
    • Slam now deals 35% of damage dealt against the primary target to all other enemies within 2 yards, and causes an additional 10% damage to targets affected by the warrior’s Colossus Smash.

  • Adjustments have been made to Mists of Pandaria faction quartermasters.
    • Epic quality (purple) Valor items sold by the Shado-Pan Assault now have their reputation requirements reduced to Friendly or below, and have their Valor Point cost reduced by 34%.
    • Epic quality (purple) Valor items sold by all other Mists of Pandaria faction quartermasters no longer have reputation requirements, and will now cost Justice Points instead of Valor.
    • Rare quality (blue) items have their Justice Point cost reduced by 75%.
    • No changes for items that require an Exalted reputation.
  • The conversion rate for Justice Points to Honor Points have changed. The conversion rate is now 500 Justice per 250 Honor (up from 375 Justice per 250 Honor).
  • Equipping any pair of PvP trinkets from Season 12 or later will now grant a 10% reduction in damage taken from other players.
  • [PTR]: For testing purposes, Flaskataur, Esq. will be available near the Niuzao Temple selling normal Tier-16 armor and Tier-16 trinkets for gold.
by Published on 2013-06-30 07:36 PM

Diablo 3 Fansite Mixer Information, Berninio's Talisman Suggestion, Archon's 50 Million Witch Doctor Guide

Fansite Event Recap, Arena Team Changes, Upcoming Raid Testing, Blue Posts, TCG Art

Patch 5.4 - Sky Golem
Patch 5.4 finally adds the Sky Golem as a replacement for the Sky Claw mount that never made it live, and it appears to have been well worth the wait! This mount is crafted by engineers and allows you to pick herbs while mounted.

Blue Tweets
Originally Posted by Blizzard Entertainment
Set bonus numbers in particular are very stand in. I wouldn't spend effort trying to math / sim their values quite yet. (Source)

The hybrid vs. pure debate is not one I wade into often. I find that logic holds little power in that discussion. (Source)

Do you ever wish you could redo the class system? Drop/add classes, redo roles,etc?
Every day. We struggle with expectations, tradition, precedent and that's-the-way-it's-always-been constantly. (Source)

Risks being heard as "Bad players should take this talent".
"Everyone take X all the time" isn't the goal of the talent system. (Source)
Another hint: don't take the talent that a website says is the highest DPS. Take the one that makes YOUR dps the highest. (Source)
Realistically how many classes do you feel actually have talent choices where that question can be asked?
I don't have the data right in front of me, but it's definitely not ideal for every spec yet. 5.4 is a chance to work on it. (Source)

Why do you guys love smart heals so much? Makes smart play and spell choice less impactful.
I would agree they have become too dominant. The risk is that dumb heals can make a spell very low priority. (Source)
don't nerf smart heals, buff the not smart ones.
Isn't that kind of the same thing? It still changes prioritization. Imagine PoH >>> CoH. Why use CoH? (Source)

Fair enough feral is losing instant clone (it was OP) but are others losing their instant CC too? Feral PvP?
We balance around the whole package, not individual spells. Which other instant CCs do you think are overpowered? (Source)

This topic has dropped off the front page. 56 unique posters, 302 responses, tried hard to keep it constructive.
Have you played with the new tier set 4p bonus? We want to see how that feels as a possible solution. (Source)
Set bonuses shouldn't really fix class issues, should they? : \
No, but we find it's a good way to test out ideas without constantly iterating on the core rotations themselves. (Source)

Resto Shaman are in a bad spot; behind in most metrics, including the weakest raid CD in 25s. They need some love in 5.4
What metrics? We find HPS is a poor way to evaluate healer power. Healing often doesn't come down to just button mashing. (Source)
HPS is a huge metric in what healers are brought to raids only next to utility/absorb, why is it poor viewing?
The job of healers is to keep the raid alive, not heal as much as they can every second. (Source)
HPS can be a useful measurement in that discussion, but too many forum posts and tweets want to equate HPS with "healerness." (Source)

For example dps < dmg done to the correct target. Topping the meters is fairly easy...
I feel the need to repeat this every so often: HPS from aggregate sites is not a great way to measure who is the best healer. (Source)
Many raid leaders have a good sense for who their reliable healers are, but not the kind of thing that shows up from a simple Raidbots link. (Source)
WoL and Raidbots were some of the best... and worst... tools to put in the hands of the community. (Source)

How about the metric that every shaman that is posting on the forums is all but begging for your attention for change.
That's not really a useful metric and it's one shared by all healers. (Source)
This is why a forum discussion of strengths and weaknesses of *all* healers interests me more than the class forum thread. (Source)
Class forums have a propensity for: Bliz has no direction for us, never plays us, doesn't respond to our threads. (Source)
Stick with class forums for discussions of gems etc. If you want to talk power, do it where other classes will respond IMO. (Source)

Pretty much this. I liked when talents mattered. In b4 "everyone specced the same". Not like today!
But everyone did spec the same. We think it's impossible to offer "choice" that can be solved by math. (Source)
I can understand how you might love the *idea* of old talent trees. What did you love about the reality? (Source)

We know. Tanks say hi. Every tanking class feels the same now. Possibly with the exception of a monk, haven't tried them.
You say that, and yet every day I get pleas to buff some tank because they can't compete / lack the tools. (Source)
So from that perspective, tanks aren't similar enough. (Source)
Imbalance of feedback where players who want buffs are loud and players who like classes staying different aren't?
Entirely possible. (Source)

Death Knight (Forums / Skills / Talent Calculator)
any major things to come for DKs mobility?I find them less mobile than other melee dps classes.Would you agree?
Again, it's the package. DKs have a lot of ranged abilities and Death Grip. (Source)

Druid (Forums / Skills / Talent Calculator)
When will Resto Druid Glyph of Efflorescence be on PTR? Is this glyph being rethought?
Our concern is that Swiftmend went from being a great ST heal to part of the AE healing kit. Maybe that wasn't the right call. (Source)

Hunter (Forums / Skills / Talent Calculator)
Have you seen this post detailing some concerns about hunters? It has some nice points.
Stampede was never intended to provide utility. It's a DPS cooldown. (Source)
Silencing Shot is tough. As a talent, it will always get chosen. But hunters don't need more CC so we don't want to bake it in. (Source)
Readiness we are still iterating on. Removing offense or removing the ability both still on the table. (Source)
Pet survivability we can look at, but pets aren't supposed to be free DPS with no management either. (Source)
We are pretty happy with raid utility for all specs. Every class asks for more to guarantee a raid spot. (Source)
But we don't want guaranteed raid spots, and overall raid comp diversity is satisfactory for us. (Source)

Would prefer Readiness to be fully removed from DPS (RF) and just be utility-- would free up a LOT of defensive choice in PvE
That is another way to go, as would be just lowering def CDs (or giving them charges). Still evaluating feedback. (Source)

Readiness should do more defensive stuff. Masters call and traps and so forth.
Master's Call, maybe. Traps were one of the big things we wanted to eliminate. (Source)

Please don't buff hunter's focus dump. PTR + T16 2pc will reduce value of special shots and homogenize specs.
Can you explain why it homogenizes specs? (Source)

Just a quick question: what cloak proc would hunters be using? Xuen or Yu'lon? I assume Xuen, but I just wanted to be sure.
Yeah, we usually group hunters with melee not casters. (Source)

Any possibility of baking widow venom in to another shot for hunters? Would really help with button bloat.
Possibly. Wouldn't the ranged version just be the best version then? (Source)

To compensate readiness, please give MM back its old Chimera serpent sting proc and Aimed its old baseline crit chance of 4-5%
Cool. Feedback on the best ways to buff the hunters specs without causing rotation weirdness or PvP burst is appreciated. (Source)

Would you ever consider bringing back the arrows/bullets for hunters with an extra quiver just for hunters to store them in?
We'd like to do a quiver just for the visuals. Ammo returning is unlikely. There wasn't much depth to that system. (Source)

Mage (Forums / Skills / Talent Calculator)
The PTR Frostburn change makes casting even less appealing in PvP - there is huge objection to this. Why go this direction?
You don't think the amazing synergy of doing more burst damage while someone was CC'd was getting to be a problem? (Source)

give mages some unique raid utility. Locks have tons.Mana gems for healers aka lock cookies? not on the same cooldown?
Do healers want another mana source to manage? (Source)
please find a way to adjust Mage knobs without changing frost mastery

The synergy among the high damage, instant attacks and CC is really hard (impossible?) to balance. (Source)

Paladin (Forums / Skills / Talent Calculator)
How come you're fine with no Holy Paladin using over 6 Talents EVER, but not fine with using 1 talent ALWAYS?
That talent dramatically changes how paladins heal. It's one thing when a talent feels like a rules breaker. (Source)
When everyone uses a rules breaker, it's just the new status quo. Same reason we want some (not every) lock to use Sacrifice. (Source)

Holy Paladins are lacking in the PTR 5.4 at the moment. Any hope for compensation considering the Eternal Flame nerfs we got ?
Yes, we will do something. The intent was not to nerf Holy. The intent was to make hotting paladins an option not the only way. (Source)
EF, like GoSac and KJC are intended as rule-breaking talents. We want to see some players use them but not all. (Source)
If everyone takes them, they aren't rule breakers, but just the new way those classes work. (Source)
You should know EF is still the only way to heal, no matter what (as long as its viable) because SoO favors hots
So if we buff them 1% over the unviable level they then become mandatory? What about 1/2%? (Source)

If you want people to stop using EF as a baseline Holy talent, why not bring back the old radiance hots?
At the time, paladins complained that HR wasn't reliable because the hots came too late. Might be an interesting glyph maybe. (Source)

dislike EF for holy, dislike Ss for holy, dislike SH for holy. Could you make them attractive for holy please?
We appreciate that SH will just never work for some Holy players, but we think we can get SS to compete with EF. (Source)

im curious to why seal twisting for paladins was left on purpose in TBC or if you never knew about it?
With any system like that it's hard to get swapping into the sweet spot. (Source)
Changing aspects / armors / stances / seals every couple of seconds sucks but so does never changing them. (Source)

any response to my previous tweet? Does blizzard acknowledge the fact that haste is a priority stat for pala tanks...
Yes, we know paladins like haste. This has been discussed much before. (Source)
would you say we like haste just because, or because it is the best stat for us? I love mist prot palla dont get me wrong
Too long a discussion for twitter. In brief, we disagree we the logic that says avoidance is garbage because it's unreliable. (Source)
But we get that haste is more fun, so it's a moot point anyway. It plays into active mitigation, which is ultimately our goal. (Source)

Time for that complete pally rework in 6.0 yet?
Very unlikely. We're happy with the paladin design. (Source)

Priest (Forums / Skills / Talent Calculator)
So how about another disc nerf? As a holy priest I feel like my healing is rendered useless thanks absorbs sniping everything.
We think Holy competes with Disc well now except in mana, and we're not sure yet whether D has too much regen or H too little. (Source)

Holy priest mana regen is/has been/and will be in a terrible place, lets give them a glyph so they can have angel wings! #sigh
Is Holy priest regen too low or is Disc priest regen too good? (Source)

What is your idea behind Mind Spike? It has no use in any fight and is never casted besides instant fdcl procs.
The original intent was for quick kills, esp. when soloing when you didn't want to dot everything up. (Source)
Just curious, why was Burden of guilt replaced with the new talent? Not a terrible change, just wandering about the reasoning
We felt it would open up comp options for paladins. We really think comp trumps almost all PvP balance issues. (Source)

Shaman (Forums / Skills / Talent Calculator)
You still haven't compensated Resto Shaman for not getting HTT buffed with other raid CDs in 5.3 causing us to be ~20% behind
HTT is a talent. Buffing it only makes it more mandatory for Resto. SLT is the shaman raid CD. (Source)

Warlock (Forums / Skills / Talent Calculator)
GC pls do something about DAs' pvp debuff, its annoying to switch just becuz we have that, DA isn't as viable as real tanks
Not sure we're excited about the idea of locks using that glyph for PvP survivability. (Source)

Removal of Cor extending and new 4p t16, void ray is quickly becoming an obsolete spell that was already in an awkward place.
Void Ray is super awkward. Could just be Fel Flame with another visual. Not sure yet. (Source)
Please, please, please do NOT remove Void Ray. Demo Multidoting will become an absolute QoL nightmare I don't want.
if we remove the dot refresh (both spells) we might add it back via glyph. (Source)

Mind if I ask another question? You didn't like blood fear in 5.0 but you're practically giving it to Paladins? I'm confused
Blood Fear had a very short CD and was instant. The health cost wasn't much of a cost at all. (Source)
Turn Evil has a CD and cast time and paladins have to give up FoJ or Repentance to take it. (Source)

Warrior (Forums / Skills / Talent Calculator)
Since Arms single target dps has always been limited largely by PvP burst, would a more bleed-heavy dps output be reasonable?
We agree bleeds are a good kit for Arms, but we don't want to bring Rend back and there is already one passive bleed. (Source)
We would be open to other ways of incorporating bleeds though. (Source)
Why not? Autoapplied bleed is boring. Rend was amazing.
Rend was a no win situation for us. Many warriors begged us to remove it. They would still be cranky if it was still around. (Source)
How are you defining passive here? Not seeing many things that wouldn't be basically rend (upkeep) or passive.
That's what I meant. Imagine MS causes Deep Wounds and another bleed. What's the gameplay there? (Source)
Yeah that'd be boring. What about forum suggestion: Mastery make all strikes provide bleed. New strike consumes bleed deal dmg
Might work for PvE, though target switching might suck unless the bleeds are trivial to apply or move. (Source)
For PvP the challenge is burst might be high or bleeds might be too easy to remove (or both). (Source)

So excited about shield wall & spell reflect no longer requiring a shield. Less telegraphing in pvp & I can remove two macros
There is still plenty of telegraphing. That is intended. We do want you to be able to remove the macros. (Source)

I like the optional complexity of zerker stance for rage, but disappointed that it doesn't seem to increase dmg much.
It's pretty close to a good spot, but might could benefit from a small buff. Too much and everyone ignores Battle. (Source)

So far I'm interested in the addition of Riposte and change to Ultimatum - trying to get tank wars crit without itemization?
It's an issue where DPS scaling with both DPS and tanking stats was actually causing a problem. (Source)

how about replacing hamstring with a bleed that reduces movement speed 50% /rend
Rend is a tough one for us B/C we heard a lot of requests to remove it, but once we did, all these other warriors wanted it back. (Source)
If Rendstring did damage, it would just have to be part of the DPS rotation, no? (Source)

Perhaps it's time to put Heroic Strike out to pasture, then. w/50% more GCDs, rage could be spent on Slam or WS
Possibly, but we really like the idea of the ability and aren't quite ready to give up on it yet. (Source)

So, after thinking about rage this morning, how do you guys think it's working as a resource? Happy? Unhappy? Thoughts?
Pretty happy. Ideally we could make it slightly less predictable to get more Heroic Strike use. (Source)

Sha of Fear Solo Kill
Raegwyn has managed to solo Sha of Fear as a Death Knight. Congratulations to him!

Weekly News Recap
Lots of news this week, so here is your chance to catch up!

  • June 23
    • We looked at the new legendary quests added in Patch 5.4, along with some audio and the legendary cape models.
  • June 24
  • June 25
  • June 26
    • We previewed the first Siege of Orgrimmar raid boss, Immerseus.
  • June 27
    • Legendary cloaks were confirmed.
      • Spirit of Chi-Ji - Your healing spells also grant the target the Spirit of Chi-Ji, which heals the target for 3% of their missing health, every 1 sec, for 3 sec.
      • Flurry of Xuen - Your damaging attacks have a chance to trigger a Flurry of Xuen, causing you to deal 60% weapon damage to all targets in front of you, every 0.5 sec for 3 sec.
      • Essence of Yu'lon - Your damaging attacks have a chance to empower you with the Essence of Yu'lon, causing your next direct damage spell to also burn the target with jade dragonflame, dealing 5,000 damage and an additional 30,000 damage over 6 sec. This damage also affects other enemies near the burning target.
      • Endurance of Niuzao - The Endurance of Niuzao fully absorbs the damage of one attack that would normally kill you. This effect has a 60 sec cooldown.
    • There is an new PvP trinket item set. Every PvP trinket will contribute to the set, not just the two listed on the page.
    • All of the Shado-pan Assault armor except for the shoulders is now available at Friendly, down from Honored.
    • Priest and Warrior Tier 16 sets were added.
    • Gamon got some audio!
    • Siege of Orgrimmar trinkets were added.
    • Drums of Rage were added to give everyone Bloodlust, but the final version will be 25% haste, not 30%.
  • June 28
    • There was a fansite event at Blizzard where we learned some new information, the recap is worth reading!
    • The existence of a Patch 5.5 is still to be determined.
    • Ordos is a difficult world boss that requires you to have a legendary cloak to get to him. He will respawn every few hours or so, but the main gating mechanism for him is getting a group together that all has the cloak. He drops items that will be anywhere from Normal to Normal Thunderforged quality.
    • Timeless Isle is another experiment, similar to Battlefield Barrens but with more content. There are dynamic events, some really difficult mobs, more rare spawns, world bosses, treasure chests, pet battle things, and lots of other things to do. There won't be a central hub where you go to do things, but activities will be spread out and hidden all over the isle.
    • Heroic Garrosh will have a 100% drop rate mount.
    • Thunderforged gear worked out well and will continue (with another name) going forward.
    • Arena teams are now gone from the UI, allowing you to group with whoever you want, similar to the rated battleground system. This will also come with region wide matchmaking. There will be a blog post that fully explains the changes on Monday.

by Published on 2013-06-29 03:15 PM

Bug Makes The Friend List Disappear, Blue Posts, XP and MF Spreadsheet, Curse Weekly Roundup

Hearthstone News from Blizzard HQ

Fansite Event Recap
There was a nice event at Blizzard for fansites on Friday, which gave everyone the opportunity to ask some questions and hear a little bit more about Patch 5.4.

Patch 5.4 and Misc
  • The existence of a Patch 5.5 is still to be determined.
  • Patch 5.4 may keep item upgrades around, but it isn't set in stone yet.
  • Proving Grounds is coming to the PTR in the next couple of weeks. They will start out with basic things like doing a certain amount of DPS or keeping NPCs alive through some damage and then mix in things like not standing in fire or interrupting to prevent CC or heals. You will be put in a group with NPCs that will show up on your party frames, just like players would.

Timeless Isle
  • Timeless Isle is another experiment, similar to Battlefield Barrens but with more content. There are dynamic events, some really difficult mobs, more rare spawns, world bosses, treasure chests, pet battle things, and lots of other things to do. There won't be a central hub where you go to do things, but activities will be spread out and hidden all over the isle.
  • Ordos is a difficult world boss that requires you to have a legendary cloak to get to him. He will respawn every few hours or so, but the main gating mechanism for him is getting a group together that all has the cloak. He drops items that will be anywhere from Normal to Normal Thunderforged quality.
  • There will be a few UI changes to help alert you to events that are happening on Timeless Isle.

  • The first two MoP raiding tiers had mounts that were earned based on luck, but the mounts in this tier are earned by accomplishing something.
  • The devs weren't happy with how the Glory of the Raider mounts were working out, as you had to kill Heroic bosses and kill bosses in ways that were incompatible with killing them on Heroic difficulty. This worked before there were multiple difficulties, but doesn't work very well with today's difficulty system. Making the achievements that require you to kill the bosses in a different way available in Flex difficulty and up is a good solution to this problem.
  • Heroic Garrosh will have a 100% drop rate mount.
  • Siege of Orgrimmar will have a smoother ramp up in difficulty than Throne of Thunder did.
  • Flex raid wings will open faster than the LFR wings. For example, week one could have the first flex raid wing open with no LFR wings open yet.
  • Flex raid groups can kill 2 bosses, come back the next night and queue again, and then invite other people who had 0 bosses down to avoid having to kill the first 2 again. This is just a workaround to a technical limitation that will hopefully be fixed in the future.
  • Heroic scenarios are working out really well. A lot of players are completing them successfully and the design is closer to the initial vision for scenarios.
  • Item upgrades worked out better in Patch 5.3 than it did in Patch 5.1. Making them less expensive made it much easier to upgrade an item without having to worry about replacing the item soon.
  • Thunderforged gear worked out well and will continue (with another name) going forward. Combined with the Valor upgrade system, it almost guarantees that a raid working on progression will be a little bit stronger every week, making it a better alternative to the progressive nerfs from the past.

  • Arena teams are now gone from the UI, allowing you to group with whoever you want, similar to the rated battleground system. This will also come with region wide matchmaking, allowing you to be matched with anyone in your region, not just your battlegroup. There will be a blog post that fully explains the changes on Monday.
  • The Defense of the Alehouse battleground won't happen during this expansion.

  • Patch 5.2 was supposed to be the last major thing the quest team had to work on before moving to the next expansion, but there is so much storytelling in Patch 5.3 and Patch 5.4 that they got pulled away to work on those. Most of the Patch 5.4 quest team work is done now, so they are back on the next expansion.
  • The Golden Lotus still have a few of the more fun quests over on the west side of Vale of Eternal Blossoms. The old quest bosses are turned into rare spawns and other NPCs now give rep.
  • Randomizing a large pool of daily quests didn't fix the problem of the quests feeling repetitive, so now the devs are adding other activities that aren't daily quests as an option. Battlefield Barrens was the first step towards this and Timeless Isle will significantly advance it.
  • Self directed activities or weekly quests give much more flexibility than daily quests did, so they are a nice additional content option to have.
  • Instead of seeing a huge pool of randomized quests, we might see more story based daily quest chains like Patch 5.1 added.

Patch 5.4 - Arena Team Changes
The latest PTR build made a few changes to the PvP UI. The Arena Teams tab is now gone and when you inspect a player you will see their rating and record for each arena size, with no more teams listing.

Raid Testing Schedule - July 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Monday, July 1, we will continue testing raid encounters in the Siege of Orgrimmar raid. We'll begin with 10-player Normal testing, and then move on to Heroic and then 25-player mode as the PTR cycle progresses.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Monday, July 1

Malkorok - 10 Player Normal - 10:30 PDT (13:30 EDT, 19:30 CEST)

Siegecrafter Blackfuse - 10 Player Normal - 14:00 PDT (17:00 EDT, 23:00 CEST)

Paragons of the Klaxxi - 10 Player Normal - 16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Blue Posts
Originally Posted by Blizzard Entertainment
Drums of Rage
Note that the current Drums of Rage you're seeing are a non-final version. The Drums will provide a 25% haste buff, not 30% -- this really is not terribly different from Runescrolls of Fortitude, Drums of the Wild, or other similar tradeskill consumables that provide slightly weaker versions of core class buffs.

You should still prefer to have a Shaman, or a Mage, or a Hunter, versus a Leatherworker. But in a pinch, it's better than nothing. (Blue Tracker / Official Forums)

"The Crowd Chose You" Clarification
Really super long arena matches are so rare in my experiences. Only ever happened to me in Wrath a few times when I tried out Blood DK spec for jollies with my Shaman buddy in 2's and as Hunter/Holy Pally when I died and they couldn't kill my holy pally. That's about it.
This is the important thing to remember here, I think. The number of matches that actually go past 15 minutes is incredibly small -- less than half a percent. Realistically, very few players will probably ever see "The Crowd Chose You" come into play at all.

However, the games that do last that long typically fall into the category that Ugluc mentioned: one team clearly has no chance of winning, but the other team is having trouble closing the deal. The current system (ending in a draw) essentially means that everyone loses. In those extremely rare cases, we'd rather award the win to the team that got closest to victory.

That said, we're also trying to avoid doing anything that would change how you play a normal match. This is actually why we don't like the idea of a debuff with a ramp-up time: it becomes something that certain teams will want to strategize around. We recognize that there are concerns with abilities such as Ice Block, Guardian Spirit, and so on. We share those concerns and want to avoid changing how you use those abilities as much as possible.

Remember, this is the PTR. "Test" is quite literally its middle name. Things can easily change before the patch goes live. However, we do feel that this system, whatever final form it takes, will be a large improvement over the current "everyone loses" scenario. (Blue Tracker / Official Forums)

Just going to jump in here to add some new information for you all:

What we are wanting in every match if for there to be a clear victor in all battles. In our current "draw" system, everyone loses and in those matches you can quite often leave with a sour taste in your mouth.

The big thing that we want to do is avoid modifying player behavior. This is the reason that we believe that a debuff with a ramp-up time is not the best solution for this case; it may lead to a situation were players simply turtle the entire game until the debuff builds up enough effect over time. We will also be keeping an eye out for this new system making such a change to player behavior as well; we hope that you will try testing it out on the PTR to see if there is any way that you can abuse it and report it to us.

We also understand that there are some potential issues that could pop up with this new system (such as Mages wanting to Ice Block earlier, Cheat Death becoming less useful and others), and we will continue to discuss those in great detail. While we may not be able to resolve every single issue before 5.4 releases, we are confident that the new tiebreaker feature will be a significant improvement over the current system.

Let's also not forget Guardian Spirit which basically means a player can 'die', 0% HP, but result in 50% HP. Holy priest are and should be viable!
These are the kinds of spells that we're referring to when we mentioned Cheat Death. We will be looking into and discussing these particular abilities and spells in great detail and we greatly appreciate your feedback on the matter.

Do understand thought that we know that there are some issues with this system, but we will be looking to iron as many of them out throughout the PTR cycle as is possible. We are confident that this system will be better than the current "draw = loss for both teams" system and we will endeavor to create a system that ensures the rightful winner of every match gets the buff. (Blue Tracker / Official Forums)

Flex Raid Lockouts
I am going to use an example raid with 4 bosses for simplicity. Paralleling your example:
Player1 joins a fresh raid, kills the first boss. The raid falls apart so he joins an already in progress raid whom are on the 4th boss.

If the raid is already inside waiting for him to enter, will he be able to enter and start with them on the 4th boss? or will it stop him from entering until bosses 2 & 3 are killed?

Yes, he will be able to enter and kill the 4th boss. Loot is per-player, we don’t see any point in locking someone to some sort of raid-id. However, if that same group decides to queue for a new instance, any bosses that anyone in that group has not already killed, will spawn again.

And if it doesn't stop him from entering, would leaving the instance or soft resetting the instance spawn bosses 2 & 3? There’s no soft resetting because it’s a queue system. If they queue again for a new instance, then yes, the bosses will spawn again. (Blue Tracker / Official Forums)

Readiness Change
They probably have nothing concrete to report for the time being and don't want to start listing ideas they are considering for fear of people seeing it as changes they will do. Afterwards you get the angry posts for changes that did and did not make the list.

All we can really do is keep posting feedback and hope for the best.

This is pretty much the case, but just to hopefully ease your minds a bit, we do intend on compensating Hunters for the change to Readiness and its impact on overall DPS (particularly in PvE).

We've mentioned this a few times recently, but it's important to remember how the PTR process works. For the first several weeks, we're focused primarily on changes to mechanics: adjusting how spells work in general. This can be a lengthy process, and in most cases it honestly just doesn't make sense for us to worry about DPS balance if we're not yet sure that the mechanics changes are even going to stick.

What we'd rather do is get all the groundwork done -- the basic changes -- so that we have a complete idea of how everybody's spells are going to work before we start tweaking how much damage those spells do, or how much healing, and so on. Once that's done, we'll do what we call a "numbers pass" and make sure everyone's still able to do their jobs effectively.

If you (and this goes for any class) feel you're not doing enough damage, or you're not survivable enough, or your healing output isn't cutting it, etc., then sure, let us know! That's valuable feedback, and it's definitely not falling on deaf ears. We just aren't at the point where we're implementing changes based on that feedback just yet. (Blue Tracker / Official Forums)

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

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