World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-04-05 12:52 AM

Incoming: 250,000 More Beta Invites - Wave 4
Blizzard is still working hard to make everyone happy and sent another wave of 250,000 Beta Invites, bringing the total to 550,000 Annual Pass Invites since the initial wave of beta testing!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
That’s right -- we’re in the process of sending 250,000 additional beta-test invites to Annual Pass holders. Keep an eye on your email and account for an invitation to come test Mists of Pandaria with us.

As with previous waves, it’s going to take a while for the invites to process, so we recommend checking your games list in Account Management to see whether yours has arrived yet. Once it does, you’ll see the Mists of Pandaria beta client available for download from there. We expect this entire wave to take a day or so to complete.

We appreciate the enthusiasm of everyone who signed up for the World of Warcraft Annual Pass, and we’re working hard to get you into the beta. We know you’re excited to explore Pandaria and test the new content, and we’ll keep you posted here in the forums when we’re ready to send out another wave.
by Published on 2012-04-04 05:02 AM

Diablo 3 - Game Systems Reminder, Halls of Agony, Diablo III Pre-Order Box

Blood Legion and Intent Complete All Guild Achievements
Blood Legion of US-Illidan earned every guild achievement early this morning before maintenance and Intent of US-Kel'thuzad did it as soon as possible afterwards. The final achievement necessary was Raid Challenges. Congratulations to both guilds!

Scholomance Preview
While we are waiting for the new level 90 Heroic version of Scholomance, we went back and took a look at the revamped lower level version. There are small new mechanics, changes, and new art that make the dungeon a much nicer experience than before, so watch the video for the full experience.

  • The entire dungeon has new art, increased texture resolutions, and the new lighting system, making for a very nice environment.
  • Janice Barov makes many copies of herself now, requiring you to find the correct one and kill it before she will reappear.
  • After killing Professor Slate, you can drink a potion that will give you increased damage and his model. The potion works as a shapeshift and currently persists outside of the instance. You cannot mount with it however.

2012 World of Warcraft Arena Pass Coming Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re pleased to announce that the 2012 World of Warcraft Arena Pass is nearly here. Starting April 10, players will be able to sign up to compete against like-minded individuals in a dedicated Arena sandbox. The Arena Pass service will feature access to the special tournament realms with level-85 character templates and epic gear from Cataclysm.

As an added bonus, we have included an exclusive reward that players can earn by purchasing their Arena Pass and participating in the competition -- an Armored Murloc in-game pet. Top players will also contend for a chance to achieve the “Vanquisher” title for their live characters. Players that choose to take part in the 2012 Arena Pass will also receive access to a special level-90 realm with upgraded epic gear after they’ve upgraded their accounts with the upcoming Mists of Pandaria expansion.

If you would like to demonstrate your Arena prowess, are eager for a chance to earn the exclusive loot, or just want to reserve a spot in the level-90 Mists of Pandaria Arena Pass realm, please check back next week for more details and be sure to register!

Blue Posts
Originally Posted by Blizzard Entertainment
Glyphs: What's with the change? Why?
As with talents, we want glyphs to be a choice. Stepping back a moment, we do think there is room in the game for very easy decision -- the kind that don't stress you out for fear of making the wrong one. We don't think glyphs need to be in that category though. We want you to think about them a little bit and not just look up the accepted glyphs for your character.

The old prime glyphs were not choices for anyone who cared much about their performance. We designed them to be no-nonsense throughput increasers, because we feared players would find the glyph system confusing if say a Ret paladin couldn't find a glyph that unequivocally increased DPS. But we didn't like how the glyphs actually felt. They were just a hoop to jump through -- something you might choose once for your character and never interact with again. We shoot for simple to learn and complex to master, and prime glyphs were the poster child for simple to learn, simple to master. The current glyph of Templar's Verdict increases damage by 15%. What Retribution paladin wouldn't want that glyph? (The answer is almost none of them.)

Now that primes are gone, we want all of the majors to be a choice. Some of these are decisions because they have a bonus and a penalty. In these cases, we thought that the glyph without a penalty would be a no-brainer. The glyph of Riptide removes the cooldown of Riptide, but also removes the initial heal. If it just removed the cooldown of Riptide, then every decent Resto shaman would want the glyph. Without the upfront heal though you have to treat Riptide more like Renew -- trading its initial heal for more healing over time. Some shaman will want that and some won't. Some may want it for some situations only. It is, in game designer parlance, an interesting decision.

Another category of major glyphs don't need this downside, because the glyph itself taking one of your precious three slots is sufficient downside. Consider the glyph of Spellsteal, which heals you when you Spellsteal. If you succeed in Spellsteal a lot, then it's a good glyph. But is it better than the glyph of Frost Nova (which lowers its cooldown)? Neither glyph may be exciting to a raiding mage, but both may feel pretty attractive to someone focused on PvP.

Minor glyphs have almost no affect on performance. They are there for convenience or increasingly just fun. They should help customize your character with almost no downside (except that again you can only have 3).

If we are successful with the glyph revamp, you'll see players with lots of different glyphs out there. Some players will love a certain glyph, while others won't care for it. If you still enjoy playing your character but feel you are stuck in a rut, you can try swapping out a glyph for a little variety in how you play. You won't see someone create a forum thread asking "What glyphs should I use for a Fire mage?" or at least if someone does create that thread, the response will be "Try them out and pick the ones you like."

As we continue with beta, letting us know of specific glyphs that you feel are mandatory for a particular type of player would be very useful feedback (not all in this thread, of course). (Blue Tracker / Official Forums)

Curse PAX East After Party sponsored by PlanetSide 2
Curse is throwing a MASSIVE party for our fans and community at PAX East in Boston. The party will feature open bar, appetizers, DJ, arcade, party favors, and green screen photo opportunity. You won't want to miss it!

RSVP now for a pass and instant access. You'll be 'on the list' and get into the party right away. We'll be sending out a confirmation email prior to the party with further information. You must be 18 or older to enter and 21 or older to enjoy the open bar. The party is Saturday, April 7th from 8 PM to 2 AM at the Boston Seaport Hotel Plaza Ballroom.

Fan Art Update
The World of Warcraft Fan Art Section has been updated with three new pieces of fan artwork.

by Published on 2012-04-03 06:29 AM

Diablo 3 - Systems Questions, Demon Hunter Spotlight, Inferno Poll

Mists of Pandaria Profession Changes
Important - Professions changes are not complete. There are more changes coming in the future, this is only early beta.

Currently all professions have a cap of 600, or Zen Master, which requires level 80 to train. Secondary professions may get daily quests that allow you to level your skill slowly.
Originally Posted by MMO-Champion
Mists of Pandaria Volatile Equivalents

Nodes for Mining and Herbalism have not been added yet.

Originally Posted by MMO-Champion

Originally Posted by MMO-Champion
Armor Enchants
Weapon Enchants
  • Enchant Weapon - Windsong - Permanently enchants a melee weapon to sometimes increase your critical strike, haste, or mastery rating by 1,500 for 12 sec when dealing damage with spells and melee attacks.
  • Enchant Weapon - Jade Spirit - Permanently enchants a melee weapon to sometimes increase your Intellect by 1,650 when healing or dealing damage with spells. If less than 25% of your mana remains when the effect is triggered, your Spirit will also increase by 750.
  • Enchant Weapon - Elemental Force - Permanently enchants a melee weapon to sometimes inflict 3,000 additional damage when dealing damage with spells and melee attacks.
  • Enchant Weapon - Dancing Steel - Permanently enchants a melee weapon to sometimes increase your Strength or Agility by 1,650 when dealing melee damage. Your highest stat is always chosen.
  • Enchant Weapon - Colossus - Permanently enchants a melee weapon to make your damaging melee strikes sometimes activate a Mogu protection spell, absorbing up to 7,500 damage.
  • Enchant Weapon - Flowing River - Permanently enchants a melee weapon to sometimes increase your dodge rating by 1,650 for 12 sec when dealing melee damage.
Ring Enchants
Low Level

A new Jewelcrafter only gem and crafted BoE mount have been added along with the new gems and cuts.
Originally Posted by MMO-Champion

Inscription had several new glyphs added and prime glyphs all removed. For a full list of the new and changed glyphs, see this news post.
Originally Posted by MMO-Champion
Staves and Off-Hands


Originally Posted by MMO-Champion

No new gear or items have been added yet.
Originally Posted by MMO-Champion

Originally Posted by Blizzard Entertainment
Cooking Changes
So you might have heard for Cooking in Mists of Pandaria we will have specializations. At the moment we're looking at around 5 branches of cooking, for example: broiling, steaming...etc.

Each of these specializations will focus on a particular stat. So let's say the Steaming specialization allows you to create Agility food. A rogue would find that very interesting, and would probably want to max that one out first. At which point, said rogue would be able to create Agility buff feasts for groups. Cool, huh? But worry not, once you max out in one specialization, you can then work on the other specializations.

Maybe they're gonna make it take ages to fully train all of them.
Well, maybe not ages. But it does mean that until enough time passes for you to train all specializations, you need to—er—specialize. Actually it's the way for other crafting professions too. For example, my jewelcrafter specialized in spell related stat recipes first, since of all my multitude of alts, I prefer my casters. Eventually, of course, she learned many more recipes and of course so did other crafters, so the market changed. (Blue Tracker / Official Forums)
Originally Posted by MMO-Champion

You can find a list of the new Archaeology Items here. There may have been another slight increase in the amount of artifacts at one site, as well as the addition of new artifacts that will teleport you to the next digsite.
Originally Posted by MMO-Champion
  • Tiger's Wood Digsite
  • Chun Tian Digsite
  • Shrine of the Dawn Digsite
  • Ruins of Gan Shi Digsite
  • Emperor's Omen Digsite
  • The Arboretum Digsite
  • Thunderwood Digsite
  • Singing Marshes Digsite
  • North Great Wall Digsite
  • South Great Wall Digsite
  • Torjari Pit Digsite
  • Hidden Pass Digsite
  • Paoquan Hollow Digsite
  • North Fruited Fields Digsite
  • South Fruited Fields Digsite
  • Pools of Purity Digsite
  • Fallsong Village Digsite
  • Ruins of Korja Digsite
  • Krasarang Wilds Digsite
  • Lost Dynasty Digsite
  • East Ruins of Dojan Digsite
  • West Ruins of Dojan Digsite
  • North Temple of the Red Crane Digsite
  • Zhu Province Digsite
  • Valley of Kings Digsite
  • Gate to Golden Valley Digsite
  • Snow Covered Hills Digsite
  • East Snow Covered Hills Digsite
  • Remote Village Digsite
  • Destroyed Village Digsite
  • Old Village Digsite
  • Grumblepaw Ranch Digsite
  • Chow Farmstead Digsite
  • West Old Village Digsite
  • Small Gate Digsite
  • Kun-Lai Peak Digsite
  • Town Digsite
  • Gong of Hope Digsite
  • Great Bridge Digsite
  • Orchard Digsite
  • Jade Temple Grounds Digsite
  • South Orchard Digsite
  • Den of Sorrow Digsite
  • Shrine Meadow Digsite
  • Veridian Grove Digsite

First Aid
Originally Posted by MMO-Champion

Most fish are unnamed at this time, referred to as "Uncommon Fish 1" or "Common Fish".
Originally Posted by MMO-Champion

Blue Posts
Originally Posted by Blizzard Entertainment
Druid (Forums)
Guardian Druid Feedback
1) Bear damage in beta is currently too low. That is almost certainly the cause of any threat problems. It isn't anything you're doing wrong.

2) Tanks got gibbed for missing Shield Blocks back when bosses could perform crushing blows (and back when warriors were designed to be the only tank). Mechanics work very differently today. We want bears, and all tanks, to have more control over their own survivability because threat isn't really that hard to maintain once #1 is fixed. You still have emergency buttons for when things go wrong or when you know big attacks are going to land. However we didn't think a tanking model designed around using long cooldowns and standing around the rest of the time would be very fun. So the new design is that using your attacks skillfully will give you some mitigation, in this case Savage Defense. It's not often going to save your life and fumbling it isn't likely to get you killed, but if you play well, your healers may notice and say "Wow, you require less healing than many tanks I run with."

Think of it this way:

Beginner tank - can maintain threat. Probably 100% reliant on healers to stay alive.
Intermediate tank - can maintain threat. Skilled at using long cooldowns to live.
Advanced tank - can maintain threat. Skilled at using long cooldowns to live. Skilled at using short cooldowns to save healer mana and otherwise make things go smoother.

More skilled tanks also know more encounter specifics, such as when adds are coming, when to interrupt spells, when to move bosses and so forth.

Maul is a DPS alternative to Savage Defense, and is comparable to Heroic Strike. You shouldn't need Maul to maintain threat (which as I said above may not be the case on beta right now, but that's the intent).

In what situations would you want DPS instead of mitigation? There are several: Maybe you're an off tank and taking little damage. Maybe you want to solo as Guardian. Maybe you're running a dungeon you out-gear. Maybe a new add just arrived, and it's important to get one swing in before it heads to the healer, assuming you can live without SD for a few seconds. (In that example, you're not spamming Maul to fight to maintain threat; you're just establishing initial aggro, which we still want in the game.)

To be honest, we considered pulling Heroic Strike and Maul from tanks, just because we thought they might be a trap. But we decided there were enough situations where more DPS might be desirable. To use my previous examples, inexperienced tank will use Maul too much. Intermediate tanks might forsake Maul altogether. But expert tanks will know when they should use it.

You can try to keep up Savage Defense as much as you can on challenging content, and the best tanks will, but I would still consider when to use it. I would not save it for a big boss smash that isn't going to land for 20 more seconds (because chances are you can use it now and then later), but if one was going to land in 8 seconds, it might be worth holding Savage Defense for then. (Blue Tracker / Official Forums)

The Daily Blink - The Brewmaster’s Slippery Slope
The Daily Blink reports on how we could make WoW a happier place.

by Published on 2012-04-02 03:02 AM

It's April 2nd in enough timezones to stop the sillyness! Yes, everything was a fake, including the new Jaina model with her awesome tramp stamp. We're going back to regular news, and to an insane amount of blue posts we've missed/skipped over the past week.

Cloud Serpents Mount Video Preview
The Cloud Serpents are definitely the most popular mount in Mists of Pandaria so far and I finally found the time to make a real preview of the mount with actual, in-game footage. I also added a couple of raw footage for all the recolors for those of you who want to spend a little more time inspecting one specific color.

Mists of Pandaria Dynamic Quest Rewards
One of the interesting change made to leveling in the expansion is the quest rewards. In Mists of Pandaria, quests no longer have predetermined rewards and they have been replaced with dynamic rewards depending on which class you're playing.

For example, this is the rewards for the first horde quest of the expansion, from the point of view of 3 different classes.

Each class gets a different weapon, and hybrid classes get to choose between multiple weapons based on their specialization. You don't have to run a bunch of quests that won't give you anything useful for your plate tanking gear, and you don't have to spend forever trying to figure out where you can get an upgrade for your weapon!

In the case of this quest, this is all the possible weapon rewards you could get:

Level Type Slot Name
372CrossbowPhysical DPSRangedScavenger's Crossbow
372DaggerPhysical DPSOne HandScavenger's Dagger
372MacePhysical DPSOne HandScavenger's Club
372StaffPhysical DPSTwo HandScavenger's Combat Staff
372StaffSpell DPSTwo HandScavenger's Divining Rod
372MaceSpell SpiritMain HandScavenger's Scepter
372StaffSpell SpiritTwo HandScavenger's Meditation Staff
372AxeMeleeOne HandScavenger's Handaxe
372MaceMeleeTwo HandScavenger's Battlemace
372MaceTankOne HandScavenger's Battlehammer
372AxePhysical DPSOne HandScavenger's Axe
372DaggerPhysical DPSOne HandScavenger's Blade
372MaceMeleeOne HandScavenger's Mace
372SwordMeleeTwo HandScavenger's Greatsword

Of course the system could get much more interesting as leveling progresses, with instance quests always rewarding you with an useful blue item for your specialization, etc ...

Class Blue Posts
Originally Posted by Blizzard Entertainment
Death Knight (Forums)
Death Strike Healing not Working
There is a bug that prevents Death Strike from healing at all at the moment on beta. This is the kind of thing we should be able to hotfix. (Blue Tracker / Official Forums)

Druid (Forums)
Allow me to play as Balance without looking ridiculous.
We want to clarify a bit more about the Moonkin model update being "in the schedule." Essentially this means that though it is on the way, it is not currently intended to be ready for the launch of Mists of Pandaria. (Blue Tracker / Official Forums)

Monk (Forums)
Monks Aren't Fun to Level
There are apparently some bugs in what levels monks get certain abilities. There should not be big level gaps in any class until you start hitting the 50s.

Overall, classes should still get new abilities at about the same rate they always did. We shifted some around to where they would make more sense (e.g. Shadow priests need some heals, but not nearly as many as a Disc priest) but those gaps are made up for by old talents that are no spec-specific spells. Using priests as an example again, all Holy priests get Chakra instead of having to spend a (no-brainer) talent point on them.

Feedback on specific monk abilities is appreciated. We just didn't want you to blame the talent changes for an apparent lack of abilities. (Blue Tracker / Official Forums)

Chi Wave
The design of Chi Wave is that it jumps from hostile to friendly to hostile to friendly and so on. It prefers the closest target, and in the next build will try to perfer players over pets and guardians. The way we use it internally is to cast it on the tanks, which causes it to hit the boss, and then back to the tank and so on. We agree missing is pretty punitive, but I believe Mistweavers don't yet have the Spirit to hit conversion mechanic of healers. (Blue Tracker / Official Forums)

Monk Feedback
Thanks for the feedback, everyone. Monks are a new class, and we will be iterating on them quite a bit and often we change mechanics a lot faster than we make beta builds. With that in mind, we wanted to clarify our design intent on some of the abilities:

Dizzying Haze -- We increased the threat and lowered the energy. We're not crazy about making it do damage because then it risks competing with other Brewmaster abilities. We really don't want Dizzying Haze used rotationaly on single-targets. We also run into whether or not the ability should break CC if it does damage.

AE tanking -- We agree that monks need a little more ability to cleave.

Missing Jabs -- It isn't intended to lose all Energy on a miss. We will fix that. (Blue Tracker / Official Forums)

Paladin (Forums)
Protection Paladin Design
You shouldn't have to "wait to do things" much. The Protection rotation should include Avenger's Shield, Crusader Strike, Judgment, Consecration and Holy Wrath, with Shield of the Righteous and Word of Glory as finishers. You should almost always have a button to push. We don't have a problem with occasional holes in the rotation, so long as those don't occur with frustrating regularity. (Blue Tracker / Official Forums)

Shaman (Forums)
Lava Lash Tooltip Error
Lava Lash does still spread Flame Shock, but the tooltip was, strangely, updated and no longer say it spreads Flame Shock.
Yes, this is just a tooltip error. The design intent is that Lava Lash spreads Flame Shock.

There is a minor glyph that lets you turn the Flame Shock spread off (which is sometimes useful to shaman), but the tooltip appears as if you always have the glyph even when you do not. (Blue Tracker / Official Forums)

Warlock (Forums)
Warlock Tanking
Just to make our intent clear, the Glyph of Demon Hunting isn't intended to turn Demonology warlocks into a tanking spec. You won't be able to queue as a tank for Dungeon Finder for instance and won't have the survivability or tools of say a Protection paladin.

Historically, warlocks felt tankier than other casters and could even off-tank some encounters. We have made an effort in Mists to recapture some of that flavor. A warlock with this glyph should feel like they are about as effective tanking as an Arms warrior who pulls out a shield and swaps to Defensive Stance, or a Feral druid who goes into Bear form. You might be able to off-tank adds or pick up an actual boss for a short period of time if the tank goes down.

To make warlocks an actual tank would take more significant changes. For example, we want tanks to have to pick up separate tanking gear than their DPS gear (this is even true of druids) and want tanks to have to give up some of their DPS potential in exchange for their survivability. In short, it needs to be a commitment, and that's the sort of thing that needs larger gameplay changes than just a glyph.

That shouldn't stop the glyph of Demon Hunting from being fun though. As you can probably tell, we are trying to make even the major glyphs more about character customization and fun.

As some of you have pointed out, the glyph of Demon Hunting in your beta build doesn't deliver on what I described above as the design. The newer version of the glyph, hopefully available in the next beta build, allows a warlock to toggle in and out of the off-tank / survival mode, more like the druid going Bear or the warrior going Defensive.

The new shapeshift granted by the glyph is called Threatening Presence (PH) and adds Taunt and Fury Ward to the normal Metamorphosis toolkit. You still get the damage reduction from mastery instead of the damage boost from mastery while in this form. You can also choose to go into normal Metamorphosis even if you have the glyph. Let us know how it feels.

We appreciate all the feedback and passion on this topic. We expected this glyph would serve a pretty niche community and were surprised at how many players were excited about it. We are still in beta and are still very much experimenting with what kind of gamplay we can deliver in glyphs. (Blue Tracker / Official Forums)

Warlock Fire
So we’ve obtained some additional insight about what exactly lies behind the use of the word “hope” in regard to our efforts to achieve green fire for warlocks. Essentially, we want this updated information out so that we can better manage expectations, especially as the announcement created such a flurry of excitement.

Unfortunately, dear warlocks, those of you who retained a modicum of skepticism were right to, as it would seem that the chance of green fire for warlocks is even less as likely as the wording of the original information indicated.

Since spell effects are not as simple to change around as — for example — druid forms are, we need some additional technology implemented in order to allow the use of red or green fire to be a player choice and not a permanent change that is put in place for all warlocks.

Also, technology aside, we want to do the introduction of something like green fire in the right way. Implementing it in “a quest” doesn’t really explain our stance here. We want something as substantial as this change to be an epic accomplishment for you.

So though we have definitely heard your thoughts on the matter, and we’ve explained what we want to do from our side, green fire will not be available with the launch of Mists of Pandaria. And we haven’t a timeframe to commit to, or communicate about, at this stage.

It is with regret that we were unable to clarify these details more when we first mentioned our intent — “our hope” — and we wish we hadn’t caused such excitement and raised expectations for those that didn’t instantly take the news with an “I’ll believe it when I see it” pinch of salt. It seems, as many of us said at the time here and on Twitter and fansites, the proof of the (green fire) pudding really was in the eating. (Blue Tracker / Official Forums)

Warrior (Forums)
Protection Warrior Design
We wanted to clarify a little the direction we are trying to go with Protection warriors and ultimately all tanks.

You generate rage through auto attacks. You also have some sources of rage more under your control, such as shouts, Charge, and in particular Shield Slam (the same is true of MS or BT if you are Arms or Fury). You no longer generate rage from taking damage, because we found that it basically meant Prot warriors always had infinite rage, so the resource wasn't relevant to gameplay. We think classes are more fun and interesting when they have to manage, even to a small extent, some resource.

For Protection, we expect you to spend most of your rage on Shield Block. Shield Block is not an emergency button. It generally won't save your life. But this is a good thing. Emergency buttons with resource costs aren't reliable. On the other hand using Shield Block (or Shield Barrier for magic damage) will make a difference over the course of a fight. It will help your healers out. It will slightly blunt spikes. Shield Block has no cool down, allowing you to use it more frequently when you have lots of rage, but also letting you play a little with when you use it. If you know a big hit is coming soon, you can delay the block for a few seconds. Otherwise, you can use it, knowing you'll have rage soon for another one.

One of the changes for old time Prot warriors is getting used to not spamming Heroic Strike. Think of HS (and Cleave) as an alternative to Shield Block for times when you don't need to worry about blocking, such as when you are soloing, off-tanking or doing easy content. If you use too many Heroic Strikes, you won't have rage for Shield Block as well. Your other attacks, Devastate, Revenge, Shield Slam and Thunder Clap, should fill in most of the holes in your rotation and should be sufficient for holding threat without HS spam.

As I mentioned recently, Prot warrior damage is probably 50% of where it needs to be. When we have that adjusted, your threat will be higher and those Shield Slam and Revenge hits in particular should feel meatier.

If you are a Guardian Druid, there are a lot of analogues. Notice what costs rage, and don't spend it on the wrong things. If you are a Prot paladin, spend your Holy Power mostly on Shield of the Righteous (in this case for damage and mitigation). If you are a Blood DK, your rotation isn't that different than it is on live.

We will ultimately balance all of the tanks around their suite of survival mechanics. Just be aware that we balance based on typical group situations and not how long a tank can go without getting a heal. If a tank can be two shot by a boss (assuming appropriate gear and skill), it's a design problem. If a tank is getting four or five shot, it's a healer problem.

P.S. Standard caveat that our design intent here is to make things more fun overall, not to nerf anybody. (Blue Tracker / Official Forums)

Thunder Clap
TC's attack power scaling was removed. It is gone.
That doesn't sound like something we would document. Do you remember where you saw it? In any case, it isn't accurate. Thunder Clap has a 0.456 attack power coefficient. We cleaned up a lot of melee tooltips to remove "scales with attack power" because it is pretty much always true. We don't say for Flash Heal "scales with spell power." It's just superfluous.

There is a general problem where Protection warrior damage is much too low across the board. That is something we are working on. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
New Quest Reward System
Offering quest rewards this way is a change for us, and the kind of thing for which we could definitely use feedback.

For the players that level as X spec but want to also collect gear as Y spec, we have a few solutions:

  • Several of the zones have vendors with decent gear that isn't quite at the quest item level. These help provide coverage if you miss a reward, say gloves or shoulders, since questing is less linear now. However, these vendors also help you gather off-spec gear.
  • Several quests, especially those that offer blue rewards, weapons, trinkets and most of the level 90 quests, offer you a choice of gear for all of your specs instead of just your current spec.
  • Because the questing in zones isn't as linear as Cataclysm, and because there are two zones per level in some cases, you'll have the option to hit some quests as spec A and some quests as spec B.
  • There are still other sources of gear, such as crafting, the AH, dungeons, faction rep and so on.

Also remember that if, for example, you level as Arms but want to tank a few dungeons as Protection, that the level-up dungeons are not so brutally difficult that you need full tanking gear. A Prot warriors in DPS Strength gear would do just fine. As you get into endgame content, especially normal raids, you'll want actual tanking gear.

We don't players to have to feel like they should do this. Keep in mind that you would need to be pretty min-max focused to agonize over whether you want the healing or the DPS legs when you'll probably get a new set of legs in an hour or two. It starts to matter more as you get closer to level 90 and the rate of upgrade slows down, but as I said, you'll generally get options on those quests. (Blue Tracker / Official Forums)

Tiller Farm
A little snippet of information for you: your farm will be visible only to yourself. So nobody's going to come by and poach your crops... or, I guess, water your plants while you're away!

I’m a warrior who has hunted down dragons and demons, so why would I go work on a farm?
As with anything in the game, the idea is if it's not for you, you can leave it and concentrate on other things. One of the themes you might have noticed in Mists of Pandaria is that we're trying to ensure a range of fun options. Hopefully you can pick and choose which ones interest you and focus on them. (Blue Tracker / Official Forums)

Cooking Changes
So you might have heard for Cooking in Mists of Pandaria we will have specializations. At the moment we're looking at around 5 branches of cooking, for example: broiling, steaming...etc.

Each of these specializations will focus on a particular stat. So let's say the Steaming specialization allows you to create Agility food. A rogue would find that very interesting, and would probably want to max that one out first. At which point, said rogue would be able to create Agility buff feasts for groups. Cool, huh? But worry not, once you max out in one specialization, you can then work on the other specializations.

Maybe they're gonna make it take ages to fully train all of them.
Well, maybe not ages. But it does mean that until enough time passes for you to train all specializations, you need to—er—specialize. Actually it's the way for other crafting professions too. For example, my jewelcrafter specialized in spell related stat recipes first, since of all my multitude of alts, I prefer my casters. Eventually, of course, she learned many more recipes and of course so did other crafters, so the market changed. (Blue Tracker / Official Forums)

Lilian Voss
In Mists of Pandaria, we finally catch up with Lilian Voss. For those who didn't play through the Forsaken starting experience, Lilian Voss was brought back to life by Sylvanas, but despite this she refused to become part of the Forsaken.

After trying to re-connect with her still living father, those players with keen eyes might have noticed her handiwork in Western Plaguelands. As a non-aligned "free agent," Lilian has some surprising hidden talents. In Mists of Pandaria she's still confused about her situation. Still broiling with internal conflict, despising what she has become.

Now she has a new and grander mission in mind and it revolves around Scholomance and Darkmaster Gandling in particular. She wants to ensure that like herself, no others shall be raised from death and subjugated. (Blue Tracker / Official Forums)

DoTA Style Battleground as a Potential E-sport
The biggest problem with releasing this battleground is that it requires some new tech, however we would very much love to be able to release the DotA-style Battleground during the Mists of Pandaria Life cycle.

Regarding this particular battleground becoming an eSport, I see that as all depending on the community and the support that it is given. I personally would love to see more World of Warcraft eSports, I find myself spending loads of time watching streams and videos of arena and rated battlegrounds...they are ridiculously entertaining! (Blue Tracker / Official Forums)

Outland update.
Especially in comparison to the revamped 1-60 experience, we feel the pacing of Outland is a bit awkward at the moment. This is something we might try and work on.

Having Wrath as the weakest link in the chain? Not so bad, in my opinion.

And in our opinion too. Well, no... we don't think Wrath content is weak, we spent a lot of time lovingly crafting that place. In fact, we don't think it needs as many adjustments as perhaps Outland does, if any.

I'd rather they just reworked the leveling experience to not include Outland anymore
Well it might be more feasible to re-work the 1-60 content to avoid Outland (or Northrend) if it was "just" to skip 5 levels of content. But we don't want to somehow try to stretch 1-60 to cover 10 extra levels, let alone 20. (Blue Tracker / Official Forums)

Pandaren mount is a yak?
So no, the Yak mounts are not the racial mounts for Pandaren. We're still thinking about how we want Yak mounts to be obtained. (Blue Tracker / Official Forums)

Circumvention of Battleground Balancing Measures via Addons
This is not something that we are encouraging, but it is also something that we currently have no realistic way to prevent. That being said, this is something that may change soon, which is why we always advise people to not use any type of add-on designed to circumvent or bend our balancing safeguards... using such add-ons can lead to severe account penalties! (Blue Tracker / Official Forums)

Horde not as Appealing to Female Gamers
To answer the question in the title, I think the majority of responses in this thread show that female gamers like to play Horde characters just as much as Alliance. It's purely down to personal taste.

I play a nice range of characters across both factions, and I feel the options available for each side match the spirit of the faction. Any 'pretty' missing for Horde females was more than made up for when blood elves joined back in TBC, and goblins are adorable!

Having said that, what changes would you all like to see to the models to make them more appealing to play, besides those already mentioned? (Blue Tracker / Official Forums)

Poll: VoIP Clients

Curse Weekly Roundup
Pico gives us news on Notch creating a Firefly game, updates on WoW: Mists of PandarIa, rumors on X-Box 720 and PS4 consoles, Smithsonian opens The Art Of Video Games, Athene charity, Save the Children, Operation: ShareCraft, Eve Dust trailer, and our indie game spotlight on "Warp".

by Published on 2012-04-01 05:24 PM

Gothic/Emo Jaina Model Datamined - April 1st/Joke!
A new NPC model appeared in the beta game files, this time it's Jaina who gets yet another reskin with a much more emo/gothic look.

by Published on 2012-04-01 07:51 AM

Diablo 3 - Diablo III is Coming to the Wii - April 1st/Joke!

Update: New Zergotchi Authenticator announced!
Note: If the Korean site is any indication, we should be seeing another announcement for WoW soon!

New Zergotchi Authenticator – Blizzard Exclusive - April 1st/Joke!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Say goodbye to your dusty old Authenticator and hello to its new incarnation: the Zergotchi! Gone are the days when all you had to do was type in a boring six- or eight-digit code to log in to or World of Warcraft. Blizzard Entertainment’s newest authentication system takes the next step in both Virtual Pet and Authenticator technology to provide you with the login experience of your life!

Combining a Authenticator and a virtual pet into one seamless design, the Zergotchi will not only be an endless source of fun but will also make sure your account stays as secure and safe as ever – in style. Once attached to your account, your Zergotchi’s life begins in its vulnerable egg-state. See it hatch! Be there when it evolves from a tiny, creep-spilling larva into a disgustingly cute Zergotchi, and experience the miracle of creation.

Feed it, play with it, care for it, and give it the love it needs to grow into the monster it was meant to be. Even better, it will display a new authentication code every time you ask. Be sure to keep your pet happy, though! If you don’t care for your little friend it will start begging for your attention – and if you let it get unhappy, it’ll start giving you partial authentication codes! Can you guess the missing digits? Yes, your Zergotchi is a playful little character.

  • Adds an additional layer of security to your account
  • Impressive 16-bit display
  • Grows according to your play-style
  • Intuitive, user-friendly interface

Countless different critter outcomes
Thanks to a unique piece of Blizzard technology - the Advanced Pattern Recognition Integrated Layer™ - your Zergotchi will be able to determine how often you logged in to which game and played with the different races in order to create your perfect little pet. Playing an orc in World of Warcraft and enjoying some StarCraft II matches as a Terran? Then get ready to meet your little orcish Marine buddy. Or what about an undead Dark Templar? The possibilities are endless!*
*Possibilities are not endless.

Make new friends
But there's more! With its integrated RL Friend Finder Sensoring System, the Zergotchi will bring your gaming experience to the next level. Whenever you’re near someone with a Zergotchi of their own, your little fella will light up and make a noise! What better way to make new in-game and real-life friends than when you are cooing over your little critters together?

New Blizzard Kidzz Series to Offer the Most Epic Learning Experiences...Ever! - April 1st/Joke!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The most epic learning experiences... ever!
Blizzard Entertainment is proud to announce a new line of videogames set to capture the imagination of a whole new generation of gamers. Designed for a young audience, Blizzard Kidzz™ games strive to present children with not just the most epic, but also the most educational gaming experiences... ever.

Parents can rest easy knowing that their children are learning important life skills covering topics such as history, science, reading and writing, and much more! Blizzard Kidzz™ games feature characters and settings from our most popular franchises, so epic lessons are always just a mouse click away.

Here is a taste of some of our upcoming lineup:

Zergling Teaches Typing
Skzzzt! Brnnchh! W’rkncacnter! Learn these and many other important zerg vocabulary words while also dramatically improving your words per minute and keystroke accuracy. (Ages 6 and up)

Reader Ravager
Join Reader Ravager as he devours tome after tome of ancient lore, teaching kids a valuable lesson—that reading isn’t just fun, it’s downright delicious! (Ages 6 and up)

The Westfall Trail
Lead a band of settlers from Lordaeron to Westfall while learning all about the history of Azeroth! Hunt, manage inventories, and more! But beware: danger lurks around every corner. Don’t die of dysentery! (Ages 6 and up)

Turbo Science Vessel
Help captain Quasar and his crew maneuver through the Koprulu Sector by answering exciting questions about science! Learn how a warp drive works, how to tell if a star is about to go supernova, how to screen colonists for viruses, and more! (Ages 10 and up)

Strat Blaster with Edmund Duke
Listen up cadet, the Dominion needs you to keep us all safe from those nasty space bugs called the zerg and those psionic creeps known as the protoss. In my training course, you will learn all about interstellar warfare, the finer points of politics, and how to patch up a downed battlecruiser. (Ages 12 and up)

Where In Sanctuary is Deckard Cain
Oh no! Uncle Deckard got lost while compiling notes for the Book of Cain! Help Leah find her uncle by solving puzzles and collecting clues about the vast world of Sanctuary. (Rated M for Mature)

Announcing StarCraft®: Supply Depot™ - April 1st/Joke!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Following the success of our mobile-gaming lineup, we are proud to unveil the next entry in our series of epic handheld, pocket-sized entertainment!

It is a dark time for the galaxy. The alien forces of the voracious zerg and the ancient and enigmatic protoss have threatened the terrans for years.

Pushed to their limits, the beleaguered terrans plan a last-ditch attempt to save their people from extinction. They enter deep development on the most important research project of their time, one that will elevate warfare forever.

RAISE your expectations!
LOWER your enemies into the ground!!

Mankind's last resort is...
Supply Depot!

  • Endless hours of gaming including repeat playthroughs and Endurance Mode!
  • Deep, rewarding gameplay—multilevel play control allows you to both RAISE and LOWER Supply Depot!
  • Riveting backstory set in the StarCraft game universe!
  • Get up close and personal with an iconic StarCraft hero!
  • Multiple endings, each influenced by your choices and color-coded for your convenience! (Further epic endings planned for post release as downloadable content.)
  • Tens of hundreds of thousands of unlockable hats!

StarCraft: Supply Depot 2 is available on your favorite web browser, and coming soon for iPhone and Android!

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