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by Published on 2013-02-24 08:55 PM

TryHard: Demonic Essence Farming Route, Blue Posts, Fan Creation of the Week: /r/Diablo's Short Story Winners, Weavesilk Tyrael

Patch 5.2 - Isle of Thunder Rare Spawns
We already talked about the new rare spawns that drop some of the Direhorn mounts, so let's take a look at the new rare spawns on the Isle of Thunder. Thanks to Simca for helping to gather much of this information. You will need to kill these ten NPCs to earn the Champions of Lei Shen achievement.

Ra'sha is the eleventh rare spawn. He is somewhat weaker than the others, not an elite, and drops Ra'sha's Sacrificial Dagger.

The rest of the rare spawns have a chance to drop a Key to the Palace of Lei Shen and Shan'ze Ritual Stone. Every kill also will reward you with 15 x Valor Points. You can find a description of the encounter on the NPC pages.

Patch 5.2 - Quest / Rare NPC Sharing
One of the complaints that often came up in the Blue Tweets was people "stealing" mobs during daily quests or when killing a rare spawn. Patch 5.2 attempts to make things a little bit better with a new system that lets you share mobs. Currently, any mob that is flagged as a quest mob on live gives you credit when you participate in the kill, but Patch 5.2 takes this one step further.

When you encounter another player killing a rare spawn or quest flagged NPC, you can just start to help them kill it. Doing so will increase the maximum health of the NPC by 50% and give you a chance to win loot, completely separate from the other player. If someone else comes along to help out, this will increase the health by another 50%, and give them a chance to win loot as well. You will still get loot with just one hit while the mob is alive, even if combat drops.

This system allows anyone from either faction, in your group, solo, or in another group to take part in killing these NPCs and get a chance at the loot, without affecting your loot chances. For now, it only works for the new rares and big quest mobs introduced in Patch 5.2. Please note that this does not work for normal quest mobs (Kill 20 of X...), only the bigger ones that are usually named and have an icon on their unit frame.

Blue Tweets
Originally Posted by Blizzard Entertainment
My point is that you have never been able to balance classes in the past, this makes it even harder.
But players want their guy to be the highest DPS so they don't have to switch. Not sure how to solve that. (Source)
I think it's impossible to balance say Fire, Frost and Arcane to be identical on every single boss. (Source)

Positive feedback on what basis? Because on the PTR the seal hasn't been working correctly at all.
While actual testing is the most valuable, I'd say we get 75% of our feedback just from player reaction and theorycrafting. (Source)

Hunter (Forums / Skills / Talent Calculator)
Survival Hunters - Black Arrow shares a cooldown with Explosive TRAP. Working as intended, but why? This baffles me.
We don't want you to have to drop a trap as part of a single target rotation. (Source)

Are you nerfing Silencing Shot because noone uses Wyvern Sting and Binding Shot? I think a better answer is SS as baseline!
Silencing Shot is really powerful and the short CD just felt like too much. (Source)

Why can BM hunters Use Stampede in arena, And Dks cant use Army of the dead, It would be fun for Unholy to have this in arena.
There is a teensy bit of damage potential between the two. (Source)

Mage (Forums / Skills / Talent Calculator)
why nerf arcane into the ground instead of buffing frost with a small arcane nerf?
Because Arcane is ahead of everyone else (along with Affliction). We'd have to buff everyone else (including the bosses). (Source)

Monk (Forums / Skills / Talent Calculator)
MWs wont stop Jab Jab Uplift, we'll just get more spirit to compensate. Possibly make t30 talents gen 1 Chi (2 for Chi Burst)?
You don't have to stop. Just don't be sad when your mana down. (Source)

Paladin (Forums / Skills / Talent Calculator)
would you consider the possibility of efficiently leveling as a Holy paladin (or ranged dps paladin new spec)?
Have you tried it in MoP? Ranged Judgment with Holy Shock and Denounce works pretty well for DPS. (Source)

GC, most Rets today are crying for sustained damage and not burst. Please re-evaluate this outdated assumption.
Go look at my Twitter feed a month or two ago. I speculated we could nerf Ret CDs and buff sustained. The earth trembled. (Source)

You know, youre giving WW an obscene buff in utility all around yet you give ret some small gimmick buffs. We need massive aid
There are like 5x as many Ret paladins as all monks put together. (Source)

Could you explain why you won't change Devotion Aura to also include Phys damage 5.2? At least for Holy Paladins.
We don't want every CD to be a carbon copy. Mantid just happened to have a lot of physical AE. Not the case for every boss. (Source)

Priest (Forums / Skills / Talent Calculator)
The 20% mindblast increase is a promising first tweak for shadow priests. Any chance mb haste scaling from ptr will come back?
Explain why your DPS needs it. What percent of relative DPS will you lose in the course of 5.2 because of scaling? (Source)

instead of buffing mind blast damage, why not scale the cd with haste? Would help stat scaling a bit.
Will your relative DPS drop 10% over the course of a tier because of haste scaling? If not, why does it matter? (Source)

When are you going to stop focusing on disc all the time and pay some MUCH needed attention on holy? (PvE)
We think Holy is in a really good place. They just get overshadowed by Disc so their representation is low. (Source)

And you still lose 25% output in the stance you're not in while no others healers have to deal with this. Why?
Chakra is the Holy priest resource. You could ask why Holy paladins need to build up Holy Power before using WoG or EF. (Source)
chakra is a resource alright, a resource for frustration, and will to bump my head in the wall.
Holy without Chakra is just a generic healer, a Molten Core priest. If you don't like Chakra, probably not a good spec for you. (Source)
I know you've talked about doing that before, and it really is the only way to make Chakra actually fun.
We agree it would be more fun with more different spells per stance. Making swapping super easy just makes swapping not a thing. (Source)

Let me ask you this, do you think Sanctuary, in its current state, is a good spell?
A good spell, yes. A high HPS spell, no, and it wasn't intended to be. You can layer it with other heals though. (Source)

so disc priest wont crit anymore but get a bubble instead... why are you nerfing priest so much? Being oom constantly sucks.
Your crits will "only" be 130% but now non crits will be 130% too. (Source)

will pws critting simply mean pws absorb is 2x or does it create da for 100% when crits? For pvp I hope it creates da.
PW:S crit is just a double absorb. (Source)

Rogue (Forums / Skills / Talent Calculator)
Does the t15 4pc 7 second gcd stack with the glyph of Adrenaline rush?
Yes. (Source)

how many patches will the devs ask and wonder why rogues pop isnt high enough when we have been telling you for months energy
Not a recent phenomenon. My pet theory is rogue pop started to drop as soon as gank -> guaranteed kill became less likely. (Source)

regen is TOO low, therefor the class is SLOW and UNFUN, want to bring your rogue players back up? Increase the sodding regen!
Our vision for rogues is not to have enough energy to fill every GCD. That makes energy not a thing. (Source)

Warlock (Forums / Skills / Talent Calculator)
Any chance at destro locks seeing the cataclysm spell thay we read about? survival is tough without blood fear. thankyou.
Cataclysm didn't help with that. Melee just stepped away then stepped back in. (Source)

Warrior (Forums / Skills / Talent Calculator)
Why should warriors be "forced" to stay in Battlestance?
Mostly because that's our design intent. You can go Defensive or Berserk for short situational reasons. (Source)

hate to pester but could you hit me with some insight?
Shield Barrier was just a little too good with high Vengeance. I don't think you'll notice much of a change. (Source)

Hey , i was wondering if the gear without a drop source on the new raid are trash loots or arent going to be implemented ?
Normal drops trash loot (and there is no heroic trash). In LFR, you can get those pieces from the bags that only have gold today. (Source)

Ra-den Limited attempts? Seriously? I am disappoint, #LevelALLTheAlts!
At some point, cutting-edge guilds making 500 attempts a week is no longer a test of skill. It's a test of endurance. (Source)

And that's not my standard. That's standard.
The intent of Ra-Den is to be insanely difficult. Most heroic guilds should not consider him a part of progression. (Source)

thunderforged increases logistics problem for 25. It makes things worse. If this is the only solution this expansion...
Remember, the main goal of Thunderforged is to keep Jin'rokh kills interesting after 12 weeks. (Source)

I could see that if the 5.0 raids were en masse on farm, but they aren't. Most raiders haven't cleared Terrace.
Most raiders have, because they play LFR, and they're ready for something new. (Source)
How many % of players raid lfr, and how many % of players raid hardmodes? Have you got any current numbers?
I do, but it's probably not appropriate to share them. A whole lot of people do LFR. Very few do heroic raids. (Source)
That should not be interpreted as developing heroic raids is a waste of resources. We don't agree with that conclusion. (Source)

What is "the Mechanar Syndrome"? I've noticed you have mentioned it several times.
Players chain ran Mech because it was the most efficient way to earn BC dungeon currency. Efficiency in MMOs can trump fun. (Source)
You mean like dailies? Perfect example whether intended or not.
Mmm, not really. A better example would be if Klaxxi offered more valor than Golden Lotus so everyone just ran Klaxxi. (Source)

do you take those metrics into account when tunning drop chances? Just curious, not complaining.
No, we're worried that would cause a vicious cycle. We drop gear by number of potential users, not current class popularity. (Source)

this is crude and simple but true. current progression: LFR-----------Normal---Heroics. should be: LFR----Normal-----Heroics
Some of the normals had berserk timers that were a little tight. If you beat the mechanics you should probably win N (but not H). (Source)

Challenge Mode dungeons are great fun! How do you feel their acceptance is? Above or below expectation? Or on par?
I think we will see more players do them as they run out of other content to do. We always knew their niche would never be huge. (Source)

For the purposes of RPPM, do the Haste buffs (Melee / Spell) contribute to the proc rate?
Yes. (Source)

Misc Read the Disc feedback
The irony of the epeen stereotype is WoW players like to argue just as much about whose is shorter. (Source)

On the PTR forum:"Your next mind flay can be channeled while moving after a successful, non-instant cast mind blast" Thoughts?
I would get rid of every cast while moving if I could. It would be better for the game overall. (Source)

WoWDB Addon Data Collection
Finding the locations of the new Patch 5.2 Rare Spawn NPCs or adding new data from the other Patch 5.2 additions is done with the help of many players. The more people that contribute data, the more accurate and quickly we can update the database.

To help out, just click here if you have Curse Client already installed.

When you are playing the addon will gather data and save it. When you are done playing, Curse Client will see the game close and upload the collected data from the addon. You can see the last time data was uploaded by looking in the Plugins tab of the options, as well as making sure the addon is enabled there.

If you have any WoWDB related feedback, you can post in this thread or send us an email.

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

by Published on 2013-02-23 12:05 PM

ProzaicMuze's Multi-Strafe Demon Hunter, 100% Completion and Achievement Bugs, Blue Posts, What’s Your Favorite Piece of Lore Text?

Patch 5.2 - Council of Elders Preview
Today we will take a look at another one of the Throne of Thunder bosses, the Council of Elders.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Meta-gems and Trinkets

Do the spirits from the DK 2-piece DPS set "snapshot" your stats like the Ghoul do upon summoning?
Neither the 2T15 Zandalari or your Ghoul “shapshot” stats (and hasn’t since 5.0).

GC, when dealing with the Rune [of Re-Origination] trinkets, will the only difference be between the three trinkets be the agility on the three or will there be a further adjustment of stat allocation.
The proc frequency changes based on the ilvl of the trinket:

541 ilevel = 112.88% proc multiplier
535 ilevel = 106.74% proc multiplier
528 ilevel = 100.00% proc multiplier
522 ilevel = 94.56% proc multiplier
502 ilevel = 78.49% proc multiplier
463 ilevel = 54.57% proc multiplier

This counts for both Unerring Vision and Rune of Re-Origination.

Are there any plans in 5.2 for changing or removing the ability to build up Tigereye Brew stacks before a pull and use them as a pre-pot? I grow tired of casting Spinning Fire Blossom.
Yes. The charges and buff are cleared upon beginning raid boss combat. Ultimately we'd like to remove the burden from players for any behavior like this, such as using Holy Shock to stack up 5 Holy Power prepull. We just have to be clever about it to distinguish between this annoying use and a legit use, such as pulling a boss quickly after trash, the way you might in Challenge Modes.

DPS Tuning
  • We overshot the mark on DKs and hunters a little, and we think warriors need that Execute nerf after all. All of this may change tomorrow as we look at different situations, so don't overly freak out about anything.

Druid (Forums / Skills / Talent Calculator)

Hunter (Forums / Skills / Talent Calculator)
  • Dismiss Pet now has a 3 sec cast time (up from 2 sec). This is to discourage swapping pets in the middle of PvP to get a different form of CC.
  • Powershot now cancels Camo when the cast begins rather than the shot landing. Powershot is much more effective in 5.2 since it is so reliable now.
  • Chimera Shot damage +25% (was +50%).
  • Black Arrow and Explosive Shot damage +10% (was +15%).

Mage (Forums / Skills / Talent Calculator)
  • Incanter's Ward can now be dispelled. We agree with the concerns that the 30% damage buff is a significant contributor to mage PvP burst and often one not recognized by the recipient of said burst.

Monk (Forums / Skills / Talent Calculator)

Death Knight (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)

Weekend LFR Testing
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The first LFR wing (Last Stand of the Zandalari) is open for testing all weekend long. When sharing any feedback, please make sure to note how many stacks of Determination your group had when defeating a given boss. Thanks for testing!

Oondasta Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
So, anyone actually ventured out to the Isle of Giants with an organized raid group and taken a crack at him?

The ample feedback about the conceptual design is noted. As some posters noted, one of the major flaws with Galleon (the "rare" boss) was that he was far too easy, such that the main challenge with him is being there when he spawns and getting the initial tap on him. Oondasta is challenging, and he's pretty far out of the way (as opposed to Galleon, who is mere seconds away from Halfhill), so we think he'll be active for longer periods of time before a group takes him down. And we'll be keeping a close eye on how things like faction tapping, potential griefing, and related issues play out, and making adjustments as are warranted.

But I'd love to hear some discussion about the actual boss fight from people who have done it. You can even be immortalized in Blue-trackers everywhere if you manage to kill him.

Blue Posts
Originally Posted by Blizzard Entertainment
Difficult Solo Content
However, it's a different story at max level. I would enjoy the occasional, challenging, max-level, multi-zone, elongated, epic lore, single-player quest.
I should point out that we agree that they're worthwhile occasionally, particularly when they're hooked up to a grandiose purpose. The upcoming Warlock quest for fel-green fire should present a significant challenge. The 5.2 leg of the legendary quest line should also present some nice challenges.

As for bringing loners together? I have a feeling that the Isle of Giants will prompt at least some erstwhile soloers to seek out groups for a bit of the 'ol ultra dino slaying. (Blue Tracker / Official Forums)

PvP Catch Up
How is this any different for PvE players who have to complete raids each week in order to remain competitive and at the top of the raiding scene?

You are far from forced to compete in PvP each week, however if you want to be at the very top of the competitive PvP scene, then it's definitely recommended. The same goes for PvE players, in order to obtain optimal gear for their raid members and as such remain competitive with other top guilds, they need to do their raids each week.

We are addressing the difficulties that players have with entering PvP mid-season in patch 5.3. When patch 5.3 is released the catch-up system will be implemented, which is designed to help out if you were not able to cap your arena points on a regular basis. The system for gearing is also being changed in patch 5.2 to try and assist with the issue of gear disparity in PvP. If you want to find out more about these changes, check out the following blogs:

Actually it is quite different. A lot of top-end raiding guilds raid a TON the first few weeks, then go on farm a little bit later, and then they might start doing alt-runs of boost-runs in the end but at that point there is no expectations that you show up if you don't want to.
In order for every player in a 25 player raid group to get their BiS gear, in an ideal situation where a each of the 6 items dropped by a boss were a BiS upgrade someone needed, PvE players need to kill 63 bosses in a 25 man raid. This is under ideal circumstances too, where everyone only needs one weapon and not a main-hand and off-hand as well as as well as the previously mentioned BiS drops situation, quite regularly drops will appear that have no use to anyone or go to an off-spec.

So all in all, if there are 13 bosses in Throne of Thunder, it will take a 25 man raid of the exact same players every week, 5 weeks of full clearing Heroic mode to gear perfectly under optimal conditions. Don't forget as well that Heroic mode is not easily accessible, or even easy to clear and as such takes some time to get on farm, so that number goes a LOT higher if you account for these reasons as well as those mentioned above. Ii is safe to assume that the time required for gearing a PvE character in BiS items would be about equal to the time needed to do the same for a PvP character.

Given all of this, to be saying that a PvE player doesn't need to clear content every week in order to remain competitive with other top players, is incorrect.

This isn't PvE vs PvP topic. I don't care if PvE players need to work more or less than I do but what I care about the insane gear imbalances atm. How fun is it to fight versus players who don't need to care about anything because they can't be killed and they kill you in matter of seconds?
I recommend that you take a look at my previous post in the thread that mentions how we are addressing gear disparity and mid-season catch-up issues players have in patch 5.2.

Besides, 5 weeks gearing in PvE against 4 months of gearing in PvP which is "minigame" in this game is a joke.
It will take you a lot longer to get fully geared in PvE than just five weeks. In PvP gear upgrades to BiS are assured simply by earning your points, whereas in PvE it is mostly about the luck of the drop, in which you can sometimes go weeks without an upgrade.

After the raid has been cleared by 1 guild in the world, what's there to compete about? Server firsts, what a joke. Most servers have 1-3 PvE guilds that "compete".
And on each server there are generally only a few teams that are competing to get rank one on the Battlegroup. There are many guilds out there that compete to simply climb in the world rankings, much like there are Arena Teams that compete every week pushing themselves to try and reach rank one.

The main difference between PvP competition and PvE competition is that PvP gearing happens at the start of the patch and the competition ends at its conclusion, for PvE players it is the competition and the race that comes first and the gearing that happens afterwards in preparation for the next tier.

With PvE, you get the kill and rewards every week. PvP doesn't have just that.
It kind of does, your cap resets each week allowing you beat more players in arena to get more Conquest points and as such, new gear.

Secondly, theoretically you can earn a reward from every boss if you are lucky enough. So gearing in raids is million times faster than for pvp where you have weekly cap.
However gearing and playing in a raid is not just about the individual. Sure, it's possible for one player to get fully geared out in a couple of runs, but what about everyone else? Their performance will be under par. Gearing an individual from a raid in PvE might be reasonably quick, but gearing an entire raid so they perform at an adequate level, isn't.

I am getting tired of people waving PvP problems away with the fallacy but in PvE you...
I am not dismissing it, I am simply stating that it's not required or forced upon you to participate in PvP every week. However if you are wanting to compete at the very top against all others in the game, no matter whether you PvE or PvP, it is definitely a bonus to participate and compete weekly in order to improve your character as much as possible. (Blue Tracker / Official Forums)

Patch 5.2 Reputation Items
I've updated my previous posts as part of the information I posted wasn't completely accurate:

There won't be a Grand Commendation for the Shado-Pan Assault (that is the raid faction) on Patch 5.2, although there's currently one available on the PTR, which is a mistake.

Also, please note that the item level 496 rings from the Kirin Tor Offensive / Sunreavers Onslaught do cost Valor Points (only level 476 items cost gold). (Blue Tracker / Official Forums)

Soloing Old Raids
Then could they please "Hotfix" the whole of ICC25hc and Ulduar 25hc so it can be soloed too?
The changes the developers made were mostly on some TBC and Vanilla bosses. They didn't modify anything from Naxxramas (although you have 3 pets there). But just to make it clear, the intent they had at the time when making these changes wasn't to make all the raid content from WoW/TBC/Wrath soloable.

Just as an example, although it's TBC content, Rage Winterchill will still give you a run for your money if you are not careful avoiding Death & Decay (since it's % HP based) (Blue Tracker / Official Forums)
by Published on 2013-02-22 04:10 AM

1.0.7 50 Million Critical Mass Budget Guide, Crafted Item Stat Rolls, Witch Doctors and Attack Speed, Blue Posts

Patch 5.2 PTR - Build 16618
Build 16618 will be deployed to the PTR realms soon. Don't miss GC's Patch Notes below!

Armored Skyscreamer
The blue version of the Armored Skyscreamer is now the Glory of the Thundering Raider reward.

Achievement Changes
Originally Posted by MMO-Champion
Dungeons & Raids

New Thunderforged Items
Lots of Thunderforged items have shown up over the past few days! Please note that this is not every Thunderforged item, many are still missing. The item level 496 cloaks from the previous build are now all epic and correctly set to Revered reputation required.

Level Type Spec Slot Name
528TrinketTrinket Spark of Zandalar
528TrinketTrinket Primordius' Talisman of Rage
528FingerTankFinger Jin'rokh's Soulcrystal
528NeckMeleeNeck Amulet of the Primal Turtle
528FingerMeleeFinger Band of the Scaled Tyrant
528NeckSpell SpiritNeck Horridon's Tusk Fragment
528FingerSpell SpiritFinger Petrified Eye of the Basilisk
528TrinketSpell SpiritTrinket Stolen Relic of Zuldazar
528NeckPhysical DPSNeck Talisman of Living Poison
528FingerPhysical DPSFinger Sign of the Bloodied God
528FingerPhysical DPSFinger Gore-Soaked Gear
528TrinketPhysical DPSTrinket Renataki's Soul Charm
528TrinketPhysical DPSTrinket Talisman of Bloodlust
528FingerSpell DPSFinger Jin'rokh's Dreamshard
528TrinketSpell DPSTrinket Horridon's Last Gasp
528BackTankBack Beakbreaker Greatcloak
528BackMeleeBack Hydra-Scale Bloodcloak
528BackMeleeBack Horn-Rimmed Doomcloak
528ClothSpell SpiritHead Stonegaze Hood
528ClothSpell SpiritChest Robes of Static Bursts
528ClothSpell SpiritLegs Leggings of Ebon Veins
528ClothSpell SpiritWrists Vaccinator's Armwraps
528ClothSpell SpiritHands Helix-Breaker Gloves
528BackSpell SpiritBack Drape of Booming Nights
528BackPhysical DPSBack Wastewalker's Sandblasted Drape
528ClothSpell DPSHead Flamecaster's Burning Crown
528ClothSpell DPSShoulders Fissure-Split Shoulderwraps
528ClothSpell DPSChest Robes of Mutagenic Blood
528ClothSpell DPSLegs Al'set's Tormented Leggings
528ClothSpell DPSWrists Azure Shell Bracers
528ClothSpell DPSWrists Bracers of Fragile Bone
528ClothSpell DPSHands Crystal-Claw Gloves
528ClothSpell DPSHands Lightningweaver Gauntlets
528BackSpell DPSBack Shimmershell Cape
528LeatherSpell SpiritShoulders Spaulders of Dinomancy
528LeatherSpell SpiritChest Robes of Concussive Shocks
528LeatherSpell SpiritLegs Leggings of the Malformed Sapling
528LeatherSpell SpiritWrists Vampire Bat-Hide Bracers
528LeatherSpell SpiritWrists Infinitely Conducting Bracers
528LeatherPhysical DPSHead Lightning-Eye Hood
528LeatherPhysical DPSShoulders Forgotten Mantle of the Moon
528LeatherPhysical DPSChest Rockfall Ribwraps
528LeatherPhysical DPSLegs Crimson Bloom Legguards
528LeatherPhysical DPSWrists Bindings of Multiplicative Strikes
528LeatherPhysical DPSHands Gloves of Cushioned Air
528LeatherPhysical DPSHands Grips of Vampiric Cruelty
528LeatherSpell DPSLegs Roots of Rampaging Earth
528MailSpell SpiritShoulders Spaulders of Quaking Fear
528MailSpell SpiritFeet Ghostbinder Greatboots
528MailPhysical DPSShoulders Static-Shot Shoulderguards
528MailPhysical DPSChest Sul'lithuz Sandmail
528MailPhysical DPSLegs Spearman's Jingling Leggings
528MailPhysical DPSFeet Quakestompers
528MailPhysical DPSWrists Beady-Eye Bracers
528MailPhysical DPSWrists Bracers of Mutagenic Fervor
528MailPhysical DPSHands Synapse-String Handguards
528MailSpell DPSHead Clear-Mind Helm
528MailSpell DPSLegs Legguards of Scintillating Scales
528PlateTankShoulders Metabolically Boosted Shoulderplates
528PlateTankLegs Black Blood Legplates
528PlateTankWrists Shell-Coated Wristplates
528PlateMeleeShoulders Shoulderguards of Centripetal Destruction
528PlateMeleeChest Chestplate of Violent Detonation
528PlateMeleeWaist Cloudbreaker Greatbelt
528PlateMeleeLegs Bloodlord's Bloodsoaked Legplates
528PlateMeleeWrists Frozen Warlord's Bracers
528PlateMeleeWrists Bracers of Constant Implosion
528PlateMeleeWrists Caustic Spike Bracers
528PlateMeleeHands Rein-Binder's Fists
528PlateSpell SpiritShoulders Spaulders of Primordial Growth
528PlateSpell SpiritWaist Refreshing Abalone Girdle
528PlateSpell SpiritWrists Bonemender Bracers
528PlateSpell SpiritHands Tortos' Shellseizers
528PlateSpell DPSChest Ionized Yojamban Carapace
528PlateSpell DPSWrists Armplates of the Vanquished Abomination
528ShieldTankOff Hand Greatshield of the Gloaming
528ShieldSpell SpiritOff Hand Tortos' Discarded Shell
528One-handed AxeMeleeOne Hand Shellsplitter Greataxe
528One-handed AxeMeleeOne Hand Worldbreaker's Stormscythe
528BowPhysical DPSRanged Shattered Tortoiseshell Longbow
528One-handed MaceTankOne Hand Acid-Spine Bonemace
528PolearmMeleeTwo Hand Bo-Ris, Horror in the Night
528One-handed SwordSpell SpiritOne Hand Soulblade of the Breaking Storm
528StaffPhysical DPSTwo Hand Jalak's Maelstrom Staff
528StaffSpell DPSTwo Hand Dinomancer's Spiritbinding Spire

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Death Knight (Forums, Talent Calculator)


  • Scourge Strike additional damage increased by 16% and weapon damage increased to 140%, up from 130%.

Hunter (Forums, Talent Calculator)
  • Steady Shot additional damage increased by 44% and weapon damage increased to 60%, up from 50%.

  • Aimed Shot weapon damage increased to 350%, up from 320%. Additional damage increased by 20%.
  • Chimera Shot now does 315% ranged weapon Nature damage, up from 210%. Additional damage increased by 125%. Now heals you for 5% of your total health, up from 3%.


Mage (Forums, Talent Calculator)


Monk (Forums, Talent Calculator)
  • Jab now costs 8% of Base Mana, up from 6%.


Priest (Forums, Talent Calculator)
  • Penance now has a 40 yd range, up from 30.


  • Penance now has a 9 sec cooldown, down from 10 sec.

  • Mind Blast base damage reduced 17%. SP scaling reduced to 191%, down from 229%.
  • Shadowform now increases your Shadow damage by 25%, up from 20%.

Rogue (Forums, Talent Calculator)
  • Dispatch now does 460% weapon damage, up from 400%. Additional damage increased by 33%.
  • Envenom base damage increased by 20%.

  • Vitality increases your Attack Power by 35%, up from 30%.

Shaman (Forums, Talent Calculator)
  • Elemental Focus proc now increases spell damage done by 15%, up from 10%.
  • Shamanism now increases the damage of Lightning Bolt by 70%, up from 50%.

Warlock (Forums, Talent Calculator)


  • Conflagrate damage and SP scaling increased by 20%.
  • Immolate damage and SP scaling increased by 20%.
  • Incinerate damage and SP scaling increased by 10%.

Warrior (Forums, Talent Calculator)
Arms & Fury

Raid & Dungeon Abilities
  • Cosmic Strike Strikes an enemy, dealing 200,000 150,000 Arcane damage to alll enemies within 8 yards, knocking them back. 300 yd range. Instant.
  • Disorienting Roar Horridon emits a powerful roar, inflicting 250,000 Physical damage and disorienting all enemies for 2 sec. 2 sec cast. to all enemies and empowering allies, increasing melee attack speed by 50%. 2 sec cast.
  • Harsh Light The caster's light beam burns so intensely that it inflicts Fire damage to all victims caught in its path. This damage is shared amongst the targets with targets further away recieving more damage unless enough targets closer to the caster obscure the light from hitting them 100 yd range. Instant. receiving more damage. 100 yd range. Instant.
  • Putrify Inflicts 10,000 Inflicts 8,000 k damage every 1 second. This effect stacks. 100 yd range. Instant.
  • Quills (New) Inflicts 100,000 Physical damage to all enemies within 500 yards. 500 yd range. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 6 sec. Unlimited range. Instant. 5 sec. Unlimited range. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 6 sec. Unlimited range. Instant. 5 sec. Unlimited range. Instant.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Shaman (Forums / Skills / Talent Calculator)
  • Spirit Walk – cooldown reduced from 2 min to 1 min.

Priest (Forums / Skills / Talent Calculator)
  • Penance – cooldown reduced from 10 sec to 9 sec.
    Tier 14 4pc – cooldown on Penance reduced from by 3 sec instead of 4 sec. (In essence, this nerfs T14 and buffs Penance while keeping the same end result.)
  • Power Infusion – we are lowering the +10% damage buff to +5%. Our goal here was noble to make Power Infusion more attractive to Shadow, but we’re worried about making the talent too powerful in PvP. Many PvP players had concerns about the buffed version of Power Infusion.

Warrior (Forums / Skills / Talent Calculator)
  • Recklessness – We are going to lower Recklessness to 3 min cooldown, 30% crit (down from 5 min, 50%). We will have to adjust the Glyph of Recklessness and T14 4pc (and probably other mechanics I forgot) to keep them at the same relative power. We’re trying to move away from very long cooldowns, especially those without a lot of visual noise (e.g. a 1 min Army of the Dead would be pretty annoying to see, but Recklessness is pretty chill). It would let Recklessness line up better with Skull Banner (and maybe we would eventually just merge the two buttons), and have the added bonus of reducing warrior burst in PvP while still giving them more frequent use of the CD to avoid that all eggs in one basket feeling.

Warlock (Forums / Skills / Talent Calculator)
  • We are going to go ahead and grandfather in the bug of Shadowburn granting 2 embers on a kill. It is technically a bug, which is why we fixed it, but it's been that way since MoP launched and we don't think it's causing huge balance problems, so in cases like this, we think the right thing to do is just make it official.

Mage (Forums / Skills / Talent Calculator)
  • While we like mages hard casting spells more often in PvP, we agree with the consensus that we overdid the buff to Frostbolt. We are going to revert one of the earlier changes and have it once again increase its damage by its own debuff. Base damage has been reduced to compensate, but should not change for the fully stacked case.

    Old patch note: Frostbolt deals 52% more damage, but its debuff no longer increases subsequent Frostbolt damage.

    New patch note: Frostbolt now deals 32% more damage.

Capactive Meta-gem
  • Proc now uses ranged crit/hit chances for Hunters.

DPS Tuning
  • Warrior – we reverted the nerfs to Bloodthirst, Colossus Smash and Raging Blow. We planned on taking the damage out of Execute instead, but before we do that, we’re concerned that the actual problem is the legendary meta-gem being too good for warriors, and we don’t think it’s fair to nerf all warriors because of an item that nobody will have for some time. We may nerf the metagem for warriors instead.
  • Priest – we also reverted the 20% buff to Mind Blast. This buff had also become a big PvP damage burst concern. It has a pretty small effect on PvE damage overall, but we will buff something if needed. The buff to Shadowform remains.
  • Monk – In efforts to further discourage Jab, Jab, Uplift, we increased the mana cost of Jab from 6% to 8%, increased the mana restore on Muscle Memory from 2% to 4%, and increased the mana cost of glyphed Uplift to 16% mana. So that monks feel like they can be less reliant on Jab, Jab, Uplift, we also changed Soothing Mist to generate chi more consistently (to avoid long stretches of bad luck) and increased its generation rate overall.
  • Death Knight – We reduced the health of Bloodworms to 15% (from 18%) and reduced the health healed to 25% from 30%. Our earlier buffs were too generous (and they are still significantly buffed from 5.1).

GC said it's a bug. I noticed that it also has not been fixed (um, GC, can you guys pls fix??).
We thought we did fix it. Any more information? It costs 1 ember, but if it kills the target or the target dies within 5 sec, it restores 1 ember, for a net costs of 0. If it ever restored 2 embers on a kill, that was a bug and probably got fixed.

Quick follow-up though: Is the ICD [on Rune of Re-Origination] still 22 seconds with the "new" version?
Yes. We considered lowering that to match, but held off on that for now.

It has been shown quite conclusively that a Monk using 2 one handers will out dps an equal skilled, equal geared 2h monk by about 2-3%.
It's much more helpful to show us that evidence (or link it) than to state that it exists, unless it's just up in the thread somewhere and we missed it. In any case, we're not seeing it at all. DW has an additional enchant and gem, but 2H has slightly more stats and more procs.

I feel like fury could use some nerfs (especially SMF).
We're not seeing this in 5.2. Any more information?

Either way, the point remains that Supremacy is highly inferior in most situations. This is because your mastery (extremely powerful for affliction and destruction) does your pet no benefit. Additionally, your haste does not scale the fel energy gain of the minion. This leaves your pets scaling tied directly to critical strike and spell power, unless using a pet with melee attacks (which then gets marginal haste benefit).
We think this is a legitimate criticism. We think it's only a problem at very high gear levels, but once players see the highest DPS players choosing Sacrifice, it's going to be conventional wisdom that you just have to take that talent... which we really don't want. If anything, this talent should be rare. As I've said before, the common warlock should be one with a demon. Short of having Supremacy and Service somehow give Affliction and Destruction Demo's mastery or just nerfing Sacrifice to the point where it's really only for players who hate pet bars (even at a DPS loss), we don't have a great solution yet.

If this is even remotely true then blizzard has done a horrible job. This is the first time I've read or heard the sentence "middle of the pack" regarding mages and warlocks.
I think you might be misinterpreting my comment. Perhaps it was vague. What I meant was that if you are a player wondering if your DPS is low, compare it to someone in the middle. Players almost always compare themselves to the guy at very top of the stack rank, but that dude is often overpowered and it's rarely our goal to buff everyone else up to that line. More than likely, he'll be getting a nerf.

Is removal of the T11 Protection tier gimmic going to be addressed before 5.2 hits so don't have to keep it for a 45 sec guardian prepull as retribution?
We addressed it in 5.2. When you remove the set bonuses, the buff is also cancelled.

Mage frostbolts are doing crazy damage on the PTR on full resilience targets. Something along the lines of 200k damage crits with CDs.
We did shift some damage to Frostbolt, but overall it's a good thing for the game for mages to hard cast. They have to stand still and you can cause a Frost lock.

I'm still confused. In 5.1 I never felt my DPS, or rather DK frost DPS in general was bad, or even close to bad. Where are all these buffs coming from, is there going to be some kind of counterweight in 5.2 yet to be announced?
It's a lot of things. Overall, we are balancing for 5.2. That's a different environment. Nearly everyone will quickly get better gear with more secondary stats. While everyone scales to some extent with those stats (and as much as I like to tweak the community about its seeming obsession with scaling) the fact still remains that those numbers do affect damage. Set bonuses will change. There are new trinkets and meta-gems. Not everyone will get all of those items, but we still have to take into consideration with our tuning that many will. We have to look at the new bosses. While we like there to be some variation from boss to boss depending on encounter mechanics, we also understand human nature well enough to expect that players will quickly start worrying only about their performance in the new raid and stop worrying about how well they did on the previous one. For DKs specifically, also recall that we also nerfed the current T14 2pc because it ended up so good that there was a risk DKs wouldn't feel like they could upgrade to the T15 gear.

im not saying revert the dk buffs, they are fine...but by that same logic, where are the ret sustained buffs to keep us competitive? we are already pretty far behind frost as it is.
Unless you can demonstrate to us that Ret is behind Frost in 5.2, we can't do much with comments like this.

We think Ret and Frost are where they should be in 5.1 with the exception that Frost pulls ahead too much in certain cleave and AE situations.

Crysis 3 Giveaway
Our friends over at FPSGeneral are giving away a copy of Crysis 3! Today is the last day to enter, so be sure to get your entry in before it is over.

by Published on 2013-02-21 06:27 AM

Diablo 3 Announced for PlayStation

Patch 5.2 - Isle of Thunder Faction Quartermaster Update
The cloaks offered by the Kirin Tor Offensive and Sunreaver Onslaught were added to quartermasters in the latest PTR build. The cloaks cost 937 Valor Points and only some are flagged as needing Revered currently, but will likely change to all of them.

Level Type Spec Slot Name
496BackTankBack Cloak of the Immortal Guardian
496BackTankBack Cloak of the Immortal Guardian
496BackMeleeBack Shan'ze Partisan's Greatcloak
496BackMeleeBack Shan'ze Partisan's Greatcloak
496BackSpell SpiritBack Shan'ze Gravetender Cloak
496BackSpell SpiritBack Shan'ze Gravetender Cloak
496BackPhysical DPSBack Thunder-Chaser Cloak
496BackPhysical DPSBack Thunder-Chaser Cloak
496BackSpell DPSBack Static-Collecting Cloak
496BackSpell DPSBack Static-Collecting Cloak

A Day on the Isle of Thunder
Crithto wrote a nice blog post about what you can expect when Patch 5.2 is live. It covers some of these things:

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Legendary Meta-gems
In order to further discourage the use of these in PvP, the effects are dispellable. Not all of them are Spell Steal-able because frankly some of the effects are too complex to work correctly when stolen.

In order to provide feedback on potential changes to rotational priority or damage modeling, please confirm these estimated new values, or provide the accurate value in their place:
Sure. Here are the correct values. Flat amounts are the values at level 90, as you’d expect.

  • Howling Blast: 575 + 85.1% of Attack Power
  • Frost Strike (motfw): 126% Weapon Damage
  • Obliterate (motfw): 386.4% weapon damage, +25% w/ two disease
  • Scourge Strike: 633 + 140% Weapon Damage, 25% shadow damage per disease
  • Diseases: 187(FF)/223(BP) + 17.9% AP
  • Diseases (Unholy): 299.2(FF)/356.8(BP) + 28.64% AP
  • Soul Reaper (motfw): 120% weapon damage

…based on modeling I've done (with assistance from Theck and Hamlet), [Gaze of the Twins is] actually a Guardian's best trinket for Rage Generation.
Gaze of the Twins will only proc for Str users.

Thoughts on an Unholy Death Knight using Unerring Vision of Lei-Shen and using Festering Strike to maintain these 100% crit chance diseases permanently?
Unerring Vision of Lei-Shen will only proc for Int users.

The first the comes to mind is on the mage class. In frost spec, taking the rune of power talent, I noticed that the frost pet's waterbolt apparently is double dipping from Rune of Power. The first effect (reasonably) comes from the mage at 15%. But, it has another multiplicative 15% on top of that.
We’re not seeing this. Are you perhaps seeing the result of the Frostbolt debuff?

Rune of Re-Origination
We're going to make some changes to this trinket based on testing and feedback. Our goal was to make it decent if you didn't game it at all but offer some opportunities for enhanced benefits if you did. We're going to try to meet that goal better with these changes:

  • 10 sec duration (down from 20 sec) but with double the proc rate.
  • Increase your highest secondary stat by 200% of the sum of your two lowest secondary stats. For example: you have 3500 mastery, 5000 crit, 7000 haste. Rune procs, and you get [-3500 mastery, -5000 crit, +17000 haste]. Same logic as before, just double the size of the buff to your highest stat.

Forgive me for saying this....we are high right now? Locks/mages are topping meters and all I see is + + + + + + for them. If you go to raid-bots (shows what people are actually doing with the classes), click on any fight other than Galaron....look at who is on to....mages and locks (speaking 25 heroic).

We did not ask for a buff to haste.

I work for a software company, so I understand you have tools to see things that we don't. But don't friggin cop out and say things like "you are higher than you should be now"

Arcane and Affliction are high on many fights in 5.1, but they shouldn't be in 5.2. It's almost always the wrong argument to compare yourself to the highest DPS specs out there. "Middle of the pack" is actually where everyone is supposed to be.

Also, many warriors did ask for a buff to haste. Feel free to bring it up with them.

I try to always be careful to say "X is where or not where *we* want it." I say that because we pick the target DPS for everyone, not the community. We find that when we phrase it that way, players spend less time (though still a lot) campaigning for DPS buffs.

As someone who's main-specced Beast Mastery through most of his hunter career, these adjustments concern me about the implications for spec balance. Rough estimate, this seems like it's about a 5% adjustment upwards for Survival, and closer to 10% adjustment upwards for Marksman (maybe more if the rotation changes from 5.1 to favour Aimed Shot more).
This is why I added the caveat that you can't just take the 5.1 environment and mentally add buffs or nerfs. My advice here if you can't test it yourself on the PTR is to trust your theorycrafting community and see where they think everyone will end up in 5.2. (Zeherah made a post up above.)

I believe he's saying the damage buffs for pve will harm pvp, as a lot of ptr feedback was already very worried about very high burst and sustained damage ( people being gibbed in a few globals constantly) in pvp in full tyrannical gear with resil gems.
But that's a vague answer. That's not anything I can discuss with my design team. What would be more helpful are as many specifics as possible. What are you worried about from Shadow priests or Frost DKs? Mind Spike? Obliterate? Dots? We can go look at those specific cases where there are concerns. We don't think it's appropriate just to nerf everyone's PvP damage by 15% or something just in case.

GC we've still yet to get a clear cut answer on whether or not Lava Burst will scale (i know you hate that word, sorry) with crit rating (IE More crit chance = higher damage like Soul Fire/Chaos Bolt). Also, Bombay or Tanka Rey?
You used the word correctly, so no worries. What makes me reach for the Bombay are vague concerns about "scaling issues" masquerading DPS buff requests. (If you're worried about your DPS, just be up front and say you're worried about your DPS.)

We are unlikely to add extra crit damage to Lava Burst given the amount of time we have left for testing because we don't feel we can accurately predict what it would do to gear or rotational choices, and there is a PvP burst risk as well. We're not against the idea in theory and might try it at a future date once we have more information about what the 5.2 changes do to Elemental overall.

I also bet you did not test both Titan's Grip and SMF, since both do substantially different in Raids.
We treat SMF and TG (and also DW and 2H Frost) as separate specs for purposes of our testing. Nowhere do we see Execute anywhere close to the percentage of damage you're suggesting.

That said, several warriors have asked us to nerf Execute instead of the numbers we did hit. We might still do that, but Execute damage is a scary thing to mess with at this stage because it can cause relatively-hard-to-predict changes to priorities and damage between TG and SMF. We'll consider it though.

The fact that the reason behind the nerf was totally false.
You're conflating two issues. Stampede had a bug causing it to do too much damage, which we eventually found and fixed. At the same time, we also wanted to tone down all of the "because I'm immune to everything I'm going to come beat your face in" cooldowns. We deeply regret having so many "I'm immune to everything" mechanics. We don't think they are good for PvP overall, even though it can be fun to beat someone's face in while they have no recourse.

Anything uncounterable is probably something we are trying to phase out in PvP.

Blizzard seems to be unable to admit that having Sanctity of Battle as baseline for Paladins was a mistake.
Sorry, we just don't think it was a mistake. If you go back and look at a lot of the feedback about haste for paladins, many players like how haste feels. They like how well it ties into their active mitigation. We don't think there was any mistake here. We just have to make sure (long-term) that avoidance still has some role for tanks. We reduced the proc chance of Grand Crusader because we also allowed it to be caused from dodge and parry, which helps to make those stats somewhat more attractive.

There are numerous, serious issues with multiple different healer specs/classes. All of them are essentially being brushed under the rug so 5.2 can go live on schedule.
If we, the developers, though there were numerous, serious issues with multiple specs, we would delay the patch. We are fortunately in a position where we can do that and we do it all the time (heck, with almost every product we release). There are some players out there with concerns, and that is their prerogative, but it's also pretty par for the course for any of our major patches or expansions. We think things are pretty close.

with buffs to warriors/dks/rogues I only see the gap between us and other melee getting even larger.
We need evidence to evaluate claims like that. Unfortunately, as I've said, 5.1 evidence isn't super useful at this point.

If they make our cooldowns lower, damage without cooldowns becomes less of a concern
Yep. There is nothing inherently stronger about sustained damage than burst damage, provided the end result is the same (and often the opposite is true). There are encounter specifics that throw that out of kilter, such as the frequency of burst windows and the length of the fight, but in general we like those complexities because they help prevent every class from behaving exactly the same way. When CDs are too long, then the risk of things getting out of kilter are increased - consider the example of a 10 minute cooldown, that will rarely ever get used more than once per fight. We think a 2 min CD solves the problem sufficiently. Your DPS at any given second won't be the same as everyone else's -- this is a good thing -- but integrated over the course of a fight it will be close, again taking into consideration that we like variation among encounters.

Even including the 4-piece T15 bonus and boosted stats, I'm simming that 2/2 upgraded T14 gear is outperforming T15 gear of equivalent difficulty levels because of the reduced CD on an incredibly buffed Penance. This is an issue.
We have considered nerfing the priest T14 set bonus to 1 sec off of Penance (under the argument that Penance is more powerful now) and just reducing Penance by 1 sec baseline. That undoes a little bit of the first part of my argument, but Penance is a fun spell and a single-target one at that.

Tiriél is also correct that partially it's just a comparison between upgraded heroic 5.0 gear and normal 5.2 gear ilevels.

No. I can reproduce this consistently (100% of the time) on the live server. Steps to reproduce (at least on live, I will verify whether this still exists on PTR)
Okay, that sounds like it is just the tooltip and not the damage itself, but we'll still check it out. Tooltips can only be so accurate since so many things affect spell points these days.

Raid Testing Schedule - February 21-25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Thursday, February 21, through Monday, February 25, we will be testing the 25-player Normal raid encounters in the Throne of Thunder.

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

Thursday, February 21
  • Jin'rokh the Breaker - 25 Player Normal - 11:00 PST (14:00 EST, 20:00 CET)
  • Tortos - 25 Player Normal - 13:30 PST (16:30 EST, 22:30 CET)
  • Ji-Kun - 25 Player Normal - 15:00 PST (18:00 EST, 00:00 CET)
  • Durumu the Forgotten - 25 Player Normal - 16:30 PST (19:30 EST, 01:30 CET)

Friday, February 22
  • Council of Elders - 25 Player Normal - 11:00 PST (14:00 EST, 20:00 CET)
  • Megaera - 25 Player Normal - 13:30 PST (16:30 EST, 22:30 CET)
  • Primordius - 25 Player Normal - 15:00 PST (18:00 EST, 00:00 CET)
  • Dark Animus - 25 Player Normal - 17:00 PST (20:00 EST, 02:00 CET)

Monday, February 25
  • Horridon - 25 Player Normal - 11:00 PST (14:00 EST, 20:00 CET)
  • Iron Qon - 25 Player Normal - 13:30 PST (16:30 EST, 22:30 CET)
  • Twin Consorts - 25 Player Normal - 15:00 PST (18:00 EST, 00:00 CET)
  • Lei Shen - 25 Player Normal - 16:30 PST (19:30 EST, 01:30 CET)

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.

The Daily Blink - The Life Cycle of a WoW Patch
The Daily Blink has a nice summary of Patch 5.2 changes.

Patch notes: More emotionally involving than the best-written suspense novel.

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