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by Published on 2013-08-07 01:09 AM

Patch 5.4 PTR - Build 17271
Build 17271 will be deployed to the PTR realms soon.

New Icons


New Items
You can see all of the new items on the WoWDB PTR site.

Level Type Spec Slot Name
1Junk Pouch of Enduring Wisdom
1Junk Oversized Pouch of Enduring Wisdom
90Quest Moonfang's Pelt
1Quest Vision of Time
1Quest Vision of Time
1Quest Vision of Time
1Quest Vision of Time
1Quest Vision of Time
1Quest Vision of Time
476ShieldTankOff Hand Daylight Protectorate
476ShieldSpell DPSOff Hand Shield of the Eternal Noon
476BowPhysical DPSRanged Featherdraw Longbow
476One-handed MaceMeleeOne Hand Pandaren Peace Offering
476PolearmMeleeTwo Hand Yak-Herder's Longstaff
476StaffPhysical DPSTwo Hand Contemplation of Shaohao
476StaffSpell DPSTwo Hand Cloudscorcher Greatstaff
476Fist WeaponPhysical DPSOne Hand Hozen Can Opener
476DaggerPhysical DPSOne Hand Scavenged Pandaren Dagger
476DaggerSpell DPSOne Hand Ordon Sacrificial Dagger
1Consumable Moonfang's Paw

New Music















New Strings
Originally Posted by MMO-Champion
  • BLIZZARD_STORE_LICENSE_ACK_TEXT - User acknowledgement: I read and understand all the terms and conditions regarding this transaction and confirm this purchase.\n|HurlIndex:8|h|cff71d5ffRefund Policy|r|h, |HurlIndex:9|h|cff71d5ffTerms of Sales|r|h
  • BLIZZARD_STORE_SECOND_CHANCE_KR - Duration of service: Until the termination of item or until consumption.|nThis item CANNOT be refundable when even partially consumed or after 7 days from purchase.
  • PVP_GAMES_PLAYED - Games Played:
  • SPELL_FAILED_CUSTOM_ERROR_203 - You must wait for customers to get in line before you can select them to be seated.
  • VISITABLE_URL8 - https://kr.battle.net/support/ko/art...d-games-refund
  • VISITABLE_URL9 - http://kr.blizzard.com/ko-kr/company...ofuse.html#tos



Achievement Changes
Originally Posted by MMO-Champion
Collect
Pet Battles

Pandaria
Exploration
  • A Bone Apart (New) Help Tomb "Tom" Bone Apart find his body in the Cavern of Lost Spirits on Timeless Isle. 10 points.

Player vs. Player

Rated Battleground
Player vs. Player



Spell Changes
Originally Posted by MMO-Champion
Items

Item Set Bonuses

Death Knight (Forums, Talent Calculator)
Talents
  • Blood Tap no longer requires the spell to do damage to generate Blood Charges.

Blood
  • Vengeance now grants 1.5% of the unmitigated damage taken as attack power, down from 2%.

Minor Glyphs

Druid (Forums, Talent Calculator)
  • Ravage! had a bugged value fixed.
  • Wrath now costs 8.8% of base mana, down from 12.6%.

Talents
  • Dream of Cenarius (Guardian) now also increases Critical Strike chance of Mangle (Bear) by 10%. Your Mangle (Bear) critical strikes have a 40% (was 45%) chance to make your next Healing Touch or Rebirth instant, free, and castable in all forms, and benefit from Attack Power instead of Spell Power.

Guardian
  • Thick Hide now also reduces the cooldown on Barkskin by 30 sec.
  • Vengeance now grants 1.5% of the unmitigated damage taken as attack power, down from 2%.

Restoration

Hunter (Forums, Talent Calculator)
Survival
  • Black Arrow no longer shares a cooldown with other Fire Trap spells.

Monk (Forums, Talent Calculator)
  • Gift of the Serpent now gives a 10% chance to summon a Healing Sphere with a 30 sec duration (was 60).

Talents

Brewmaster
  • Vengeance now grants 1.5% of the unmitigated damage taken as attack power, down from 2%.

Mistweaver
  • Revival healing and SP scaling reduced by 30%.

Windwalker
  • Storm, Earth, and Fire - 1 Spirit Summoned - Monk and spirit deal 75% of the Monk's normal damage, up from 60%. 2 Spirits Summoned - Monk and spirits deal 60% of the Monk's normal damage, up from 45%.

Paladin (Forums, Talent Calculator)
Talents

Protection
  • Vengeance now grants 1.5% of the unmitigated damage taken as attack power, down from 2%.

Priest (Forums, Talent Calculator)

Shadow

Major Glyphs
  • Glyph of Shadow Word: Death - Your Shadow Word: Death can now be cast at any time, but deals 14% damage against targets above 20% health, down from 25%.

Rogue (Forums, Talent Calculator)
  • Evasion now has a 2 min cooldown, down from 3. Now has a 10 sec duration, down from 15.

Warrior (Forums, Talent Calculator)

Protection
  • Vengeance now grants 1.5% of the unmitigated damage taken as attack power, down from 2%.

Racials
Pandaren
  • Inner Peace now causes you to earn twice as much rested experience rather than having your rested experience bonus last twice as long as normal.

Professions
Enchanting
  • Many enchants that were instant casts are now a 1.5 sec cast. This is reverting a PTR change and making the cast time identical to live.

Inscription
  • Many enchants that were instant casts are now a 4 sec cast. This is reverting a PTR change and making the cast time identical to live.

Leatherworking
  • Many enchants that were instant casts are now a 5 sec cast. This is reverting a PTR change and making the cast time identical to live.

Tailoring
  • Many enchants that were instant casts are now a 4 sec cast. This is reverting a PTR change and making the cast time identical to live.

Raid & Dungeon Abilities
  • Blade of the Hundred Steps Imbues all players of the tank role in the current quadrant of this warehouse with a boon. Attacks have a chance to call down a bolt of lightning, inflicting 325,000 487,000 Nature damage to enemies within 4 yards and stun them for 2 sec. This effect bypasses a creature's immunity to stuns and has a 15-second cooldown. Unlimited range. Instant.
  • Blizzard Calls down a blizzard that lasts 20 sec., inflicting 300,000 0 Frost damage every 1 sec. to all enemies in a selected area. Unlimited range. Instant. 3 sec cast.
  • Bonecracker Crack the target's bones, reducing maximum health by 25% 10% and causing the target to bleed for 40,000 Physical damage every 1 sec. Limited to 2 targets. 100 yd range. 1.5 sec cast. 3 sec cooldown.
  • Bonecracker Crack the target's bones, reducing maximum health by 25% 10% and causing the target to bleed for 40,000 Physical damage every 1 sec. Limited to 2 targets. 100 yd range. 3 sec cast. 3 sec cooldown.
  • Corrosive Blast Inflicts 0 Shadow damage and increases Shadow Corrosive Blast damage taken by 300% for 45 sec. Stacks. Unlimited range. 3 sec cast.
  • Corrosive Blast Inflicts 600,000 Shadow damage and increases Shadow Corrosive Blast damage taken by 300% for 30 sec. Stacks. Unlimited range. Instant.
  • Corrupted Touch (New) Corrupts an enemy upon death, causing them to explode after 10 sec secs, inflicting 150,000 Shadow damage to themselves and all allies within 8 yards. Instant.
  • Crimson Acid (New) Adds a harsh acid to the Crimson Reconstitution anima pools. Any players which remain in the pool are damaged for 0 Fire damage every second. Unlimited range. Instant.
  • Demolisher Cannon Targets an enemy's location and lobs a flaming projectile inflicting 500,000 450,000 damage to all enemies within 6 yards, knocking players back. Unlimited range. Instant.
  • Eminence When the Monk deals damage, she will heal equal to 150% of the damage dealt. Instant. inflicts damage, she will heal herself for 150% of that amount. Instant.
  • Empowered Gripping Despair Inflicts 20,000 Inflicts 30,000 Shadow damage every 1 sec for 20 15 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair. Melee range. Instant.
  • Empowered Gripping Despair (New) Inflicts 30,000 Shadow damage every 1 sec for 15 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair. Melee range. Instant.
  • Empowered Touch of Y'Shaarj You have become touched by Y'Shaarj and will try to spread the Touch of Y'Shaarj. Limited to 1 target The Touch of Y'shaarj mind controls the target, causing them to seek out nearby allies and attempt to convert them as well. Dealing sufficient damage to the mind-controlled player will break the effect. Limited to 2 targets. Unlimited range. 3 sec cast.
  • Empowered Touch of Y'Shaarj You have become touched by Y'Shaarj and will try to spread the Touch of Y'shaarj The Touch of Y'shaarj mind controls the target, causing them to seek out nearby allies and attempt to convert them as well. Dealing sufficient damage to the mind-controlled player will break the effect. Unlimited range. 3 sec cast.
  • Fiery Edge A beam of fire forms between two friendly targets, burning them and any allies in the path of the beam for 8 10 sec. 100 yd range. Instant.
  • Flame Arrows Inflicts 80,000 Inflicts 0 Fire damage on impact, and then 100,000 Fire damage every 2 seconds. 300 yd range. Instant. 3 sec cast.
  • Flame Breath Periodically inflicts 100,000 0 Fire damage to enemies in a cone in front of the caster. Melee range. Instant. 3 sec cast.
  • Flame Breath Periodically inflicts 100,000 0 Fire damage to enemies in a cone in front of the caster. Melee range. Instant.
  • Flames of Galakrond Deals 100,000 Deals 600,000 Fire damage to all enemies. Unlimited range. Instant.
  • Flamestrike Calls down a flamestrike that lasts 20 sec., inflicting 300,000 Fire damage every 1 0 Fire damage every 2 sec. to all enemies in a selected area. Unlimited range. Instant. 3 sec cast.
  • Fracture Smashes the ground with his mighty blade. This strike is so powerful that it inflicts inflicting 150,000 Nature damage to all nearby players. 1.9 sec cast. 3 sec cooldown.
  • Gene Splice Mutate into an amber scorpion. The process of transforming causes you to suffer 0 Physical damage each second suffering 0 Physical every 1 sec while transformed. 40 yd range. 3 sec cast. 2 min cooldown.
  • Grasp of Y'Shaarj Inflicts 250,000 Inflicts 150,000 Shadow damage to random enemies and creates a Manifestation. Limited to 5 targets. 1,000 yd range. 1.5 sec cast. 2 sec cast.
  • Gripping Despair Inflicts 30,000 Shadow damage every 1 sec for 20 15 sec. Stacks. Melee range. Instant.
  • Gusting Charge Charges Slides a bomb towards a distant target, inflicting 200,000 Nautre Nature damage to enemies within 5 yards of that target and This fast-moving bomb leaves behind a trail of wind, inflicting 150,000 Nature damage every second for 45 sec. Unlimited range. Instant.
  • Gusting Charge Charges Slides a bomb towards a distant target, inflicting 200,000 Nautre Nature damage to enemies within 5 yards of that target and This fast-moving bomb leaves behind a trail of wind, inflicting 150,000 Nature damage every second for 45 sec. Unlimited range. Instant.
  • Gusting Crane Kick The Wise Mistweaver Spirit spins rapidly in a circle, drawing in players within 40 yards and inflicting 0 Physical damage to targets within 10 every second for 4 sec. Unlimited range. Instant. 3 sec cast.
  • Magma Totem Summons a Magma Totem that causes Fire damage to creatures within 40 yards. 5 sec cast. 3 sec cast.
  • Metal Storm Fires a rocket barrage that inflicts 0 Fire A caustic barrage that inflicts 0 Nature damage every 0.5 sec. to random enemies 100 yd range. 3 sec cast.
  • Obliterate The War Master ferociously spins his weapon, inflicting 800,000 Physical damage to all enemies within 10 yards. 10 yd range. 3 sec cast.
  • Pheromone Cloud Inflicts 30,000 Inflicts 0 Nature damage every second while alive. Unlimited range. Instant. 3 sec cast.
  • Pulsing Flames Periodically inflicting 25,000 0 Fire damage. Each pulse increases Fire damage dealt by 2%. Instant. 3 sec cast.
  • Pummel Pummel the target with your weapon, dealing 80,000 0 damage and interrupting spellcast. 8 yd range. Instant. 3 sec cast.
  • Reaper Inflicts 700,000 Inflicts 400,000 Shadow damage, stunning the target and making them unthreatening for 6 sec. Next melee. Melee range. Instant.
  • Rushing Waters (New) Causes five torrents of Sha infused water to spring forth from the Defender. Touching the spouts causes 0 Frost damage. 10 yd range. 3 sec cast.
  • Screeching Howl The pterrordax lets out an ear piercing scream dealing 0 Physical damage. Unlimited range. 3 sec cast.2 sec cooldown.
  • Set to Blow Throws a pack of highly volatile bombs on the back of players. After 30 15 sec, these bombs will detonate, inflicting 200,000 Fire damage per remaning stack to all players within 9 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, inflicting 200,000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The explosion from any of these bombs can chain to nearby ground bombs. Unlimited range. Instant.
  • Sha Pool Inflicts 10,000 Inflicts Shadow damage every 1 sec for 10 sec. Instant.
  • Shattering Roar Inflicts 250,000 damage to the raid enemies. 100 yd range. Instant. 5 sec cooldown.
  • Shock Pulse A mighty seismic eruption knocks enemies back and inflicts 75,000 Nature damage. 4 sec cast. 3 sec cooldown.
  • Skull Cracker Thranok savagely spins his weapon , inflicting 800,000 0 Physical damage to all enemies within 10 yards. 10 yd range. 4.5 sec cast. 3 sec cast.
  • Sundering Blow Inflicts 0 Physical damage and sunders the target's armor, reducing armor by 10% for 60 sec. Generates 5 rage per stack of Sundering Blow on the target. Next melee. Melee range. 3 sec cast.
  • Thunder Clap Causes 150,000 Causes 0 Nature damage and slows enemy movement speed by 25%. Instant. 8 sec cooldown. 3 sec cast. 8 sec cooldown.
  • Tidal Wave Summons a violent typhoon that deals 150,000 0 Nature to enemies with which it collides. 40 yd range. Instant. 3 sec cast.
  • Tidal Wave (New) Summons a violent typhoon that deals 0 Nature to enemies with which it collides. 40 yd range. Instant.
  • Torment Torments a target with the pain wrought from a thousand years of isolation, inflicting rapidly increasing 75,000 Shadow damage immediately and additional Shadow damage every second until dispelled. This damage increases over time. Each time Torment is dispelled, it jumps to a nearby target and resets in damage inflicts the initial damage, and resets the damage increase. Torment is removed when once the Mogu Shadow Ritualist is defeated. Unlimited range. 2 sec cast. 5 sec cooldown.
  • Torment Torments a target with the pain wrought from a thousand years of isolation, inflicting rapidly increasing 75,000 Shadow damage immediately and additional Shadow damage every second until dispelled. This damage increases over time. Each time Torment is dispelled, it jumps to a nearby target and resets in damage inflicts the initial damage, and resets the damage increase. Torment is removed when once the Mogu Shadow Ritualist is defeated. Unlimited range. Instant.
  • Touch of Y'Shaarj You have become touched by Y'Shaarj and will try to spread the Touch of Y'Shaarj The Touch of Y'shaarj mind controls the target, causing them to seek out nearby allies and attempt to convert them as well. Dealing sufficient damage to the mind-controlled player will break the effect. Unlimited range. 3 sec cast.
  • Touch of Y'Shaarj You have become touched by Y'Shaarj and will try to spread the Touch of Y'Shaarj. Limited to 1 target The Touch of Y'shaarj mind controls the target, causing them to seek out nearby allies and attempt to convert them as well. Dealing sufficient damage to the mind-controlled player will break the effect. Limited to 2 targets. Unlimited range. 3 sec cast.
  • Unstable Defense Systems Inflicts increasing Fire Nature damage to nearby enemies every second. Unlimited range. Instant.
  • Venom Bolt Volley Shoots poison at all enemies, inflicting 150,000 0 Nature damage. 100 yd range. Instant. 3 sec cast.
  • War Song A powerful war cry inflicts 50% of enemies' maximum health as damage. 70 Mana / 100 Mana / 100 Mana / 100 Mana. 3 sec cast. 3 sec cooldown.
  • Windstorm Creates a torrent of wind that moves around in a spiral. Colliding with the torrent inflicts 250,000 Nature damage. The torrent lasts for 15 18 sec and increases in speed over time. Unlimited range. Instant.
  • Wrecking Ball The Starving The Starved Yeti inflicts 0 Physical damage and knocks back all players in its path. Unlimited range. 3 sec cast.
by Published on 2013-08-06 08:50 AM

D3 Console Test Invite, Blue Posts, Solution to Inventory Screen on Local Co-op

Stormwind Gameboard Audio, Blue Posts

Patch 5.4 - Timeless Isle Chests
Last week, we talked about the new BoA ilvl 496 tokens on the Timeless Isle and the ability to upgrade them to 535s with a Burden of Eternity. Today, we look at the biggest source of these items on the Timeless Isle: chests.

While the Timeless Isle hosts many different rare mobs and events, by far the fastest way for a character new to the Timeless Isle to get epics is through finding these chests. The catch is that almost all of the chests can only be found and looted once per character and you have to compete with other players for respawns (though they're short).

There are several major types of chests on the island, so here is a list which also serves as a legend for the map below. Keep in mind that contents and locations can change before these go live.

  • Tier 1 (1): These are on the western half of the Timeless Isle and have the name "Moss-Covered Chest". They contain a very small amount of Timeless Coins and can sometimes contain an epic token.
  • Tier 2 (2): These are on the eastern half of the Timeless Isle and have the name "Moss-Covered Chest". They contain a few hundred Timeless Coins and can sometimes contain an epic token.
  • Tier 3 (3): These chests are located in hard to reach places and have many different names. The western two of them are on top of cliffs and are accessible by using a Highwind Albatross. Another two are in caves, and the final one is an area densely populated by Gulp Frogs. These chests all contain a few hundred Timeless Coins and multiple epic tokens.
  • Tier 4 (4): These chests are located in the middle of groups of Ordos yaungol and have the name "Smouldering Chest". They contain several hundred Timeless Coins and multiple epic tokens.
  • Tier 5 (5): This 'ultimate' chest, the Blazing Chest, is located in the western part of the Ordos Sanctuary and can be tricky to reach due to the large amount of high-level elites in the area. The chest contains a medium amount of Timeless Coins, a few epic tokens, and a guaranteed Burden of Eternity.
  • Daily (D): As the name implies, these chests can be looted once per day, unlike the majority of the island's chests. All of them are in places that require effort (and even some platforming skills) to reach. Additionally, they all drop Lesser Charms of Good Fortune in addition to a medium amount of Timeless Coins and a possible epic token.
  • Weekly (W): As the name implies, these chests can be looted once per week, unlike the majority of the island's chests. Both of these chests are underwater and require a bit of fighting to reach - one even requires a key from the mobs around it. Additionally, they both drop (~5-15)Lesser Charms of Good Fortune in addition to a medium amount of Timeless Coins and a possible epic token. The southern-most Weekly chest also will contain a Cursed Swabby Helmet the first time you open it.


In addition to lots of loot, these chests are now linked to achievements as well. Finding all of the 'one-time' chests (Tier 1-5 in the list above) will net you the achievement Treasure, Treasure Everywhere. If you loot both Weekly chests and the eastern-most Daily chest (all three are pirate-themed), you will receive the achievement Where There's Pirates, There's Booty, and you can receive the achievement Extreme Treasure Hunter for getting the other three Daily chests.



Patch 5.4 - No Epic Gems
It seems we won't get epic gems during Patch 5.4.



Raid Testing Schedule - August 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Tuesday, August 6, we will continue testing raid encounters in the Siege of Orgrimmar raid. We're moving on to 10-player Heroic testing at this time, and then 25-player mode as the PTR cycle progresses.

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

Tuesday, August 6
Thok the Bloodthirsty - 10 Player Heroic - 10:30 PDT (13:30 EDT, 19:30 CEST)
Iron Juggernaut - 10 Player Heroic - 16:00 PDT (19:00 EDT, 01:00 CEST)

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

Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / Talent Calculator)
Hunter Spec Identity
Long-term (ie: not for 5.4), we will be making some bigger changes to the Hunter class. It may not be a full class revamp (like the Warlock revamp in 5.0), but we do want to give the class a full once-over and make sure that the specs feel different and unique. We are not planning any further, class-wide mechanical changes for 5.4.

We have not yet balanced DPS for Hunters (or anyone) for 5.4. When we do, we'll make sure that as much of that balancing as possible is done via signature shots.

Before you get excited, note the wording "as much of that balancing as possible."
By that, I meant that signature shots are going to be the primary target for any buffs to bring Hunter damage up, but there's only so much we could buff them depending on how much actually needs to be done. We wouldn't, say, allow Explosive Shot to tick for 500k just to bring Survival PvE DPS up. Instead, we'd bring up Explosive Shot as much as we comfortably could, and then make minor tweaks elsewhere if further balancing was necessary.

Marksmanship has been a spec without a niche this entire expansion which is why it hasn't been played.
Apologies for picking out one part of your post, but I think this illustrates pretty well the exact issue we'd like to fix post-5.4. We'd like to make sure that all three specs have a bit more "identity."

Blue Tweets
Originally Posted by Blizzard Entertainment
Misc
MMOC forums let me keep my job again. Whew. (Source)

Also still trying to figure out which RPGS hold RNG as a time honored tradition. Especially as far as player prog is concerned
Any game with a crit chance or a range on damage (e.g. 7-13) inserts RNG into determining the outcome of a fight. (Source)

Not blaming you personally but why does there seem a lame excuse every Q call when Sub losses are announced.
I think the intent is to provide context, not an excuse. (Source)

I just wonna say, that we're sick of this argument due to double standarts.
Okay. That doesn't make it go away. There are only 8-10 working hours in a day. (Source)
We appreciate feedback on features you like, but we don't want to leave it to the community to decide how we spend our time. (Source)
(The community would never agree anyway.) (Source)
Don't use "we have no time" argument then, tell the truth - "we don't want to do it".
We say we don't want to do something when that is so. Other times we are just stacking high vs. low priorities. (Source)
We usually do get around to the low priorities eventually. (Source)

Patch 5.4 - Vengeance Diminishing Returns
Keep in mind that this is a translated post, so details can be lost. Thanks to ngacnlcq for the translation.
Originally Posted by MMO-Champion
Brief summary: You will get 1/N of the full Vengeance when hit by the mob within 5 seconds who has the Nth highest DPS. This "N" will be recalculated each time you are hit.

For example, you are tanking 3 mobs: one is the Boss and the other two are mobs. The Boss has 1.5 million DPS, one mob has 400K and the other has 300K. The system will now sort these mobs by their DPS:

  • 1. Boss: 1.5 million DPS, so you will get 1/1 (100%) of the full Vengeance.
  • 2. The first mob: 400K DPS, so you will get 1/2 (50%) of the full Vengeance.
  • 3. The second mob: 300K DPS, so you will get 1/3 (33.33%) of the full Vengeance.

This mechanism will be recalculated when you are hit by even more mobs within 5 seconds(1/4, 1/5, 1/6,etc). Additionally, in the example above, if the first mob is not attacking you while the second mob is, you will get 1/2 of the full Vengeance by this attack instead of 1/3.



WoWDB Addon Data Collection
Collection data on things like Timeless Isle drops and locations 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. Be sure you have Curse Client open before you close WoW so that the data will upload!



The Burdens of Shaohao
If you can't get enough of Lorewalker Cho's storytelling, this should be a fun week! Blizzard is releasing a six part series that looks at Emperor Shaohao as he progresses toward discovering the truth about his future.



by Published on 2013-08-05 04:21 PM

Garrosh Preview, Lesser Charms in the In-Game Store, Blue Tweets, Weekly News Recap

Patch 5.4 Feature Preview: Connected Realms
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Over the years, World of Warcraft players of all kinds have naturally migrated to different realms to play with their friends, find new guilds, strive for Heroic boss kills, search for the most competitive PvP experiences, and otherwise try to find the right place to call home. Over time, these shifts in player population can sometimes create a less-than-optimal play experience for those on less popular realms, making it tougher to find guilds, conquer group content, and get what they’re looking for from the Auction House and in-game economy.

In Patch 5.4, we’re looking to address this with a new feature called Connected Realms. Building on our existing cross-realm technology, a Connected Realm is a set of two or more standard realms that have been permanently and seamless “linked.” These linked realms will behave as if they were one cohesive realm, meaning you’ll be able to join the same guilds and Arena teams, access a single Auction House, run the same Raids and Dungeons, and join other adventurers to complete quests.

Our goal with Connected Realms is to give players on lower-population realms more opportunities to group up, compete, and connect with other players to take on Azeroth’s bigger challenges. That sort of interaction is a big part of what makes World of Warcraft fun, and this feature will help us deliver that experience to even more players.

We’ve prepared a short FAQ to answer a few questions we’re sure you’ll have, and we’re very eager to hear your thoughts and collect further questions in your comments below.

Q. Why are you implementing Connected Realms?
A.As WoW has evolved, we’ve seen players naturally gravitate toward a subset of very active realms, leaving behind lower-populated realms. Due to the massively multiplayer nature of World of Warcraft, certain kinds of gameplay experiences simply aren’t well-suited to a low-pop realm. By allowing players from two or more lower-pop realms to play together, we hope to give more players more opportunities to participate in group-oriented activities, helping to foster a more vibrant in-game community.

Connected Realms also allow us to link populations in a way that’s not disruptive to players, and that doesn’t negatively impact players’ sense of identity and character. Other alternatives such as merging realms would require us to force character name changes if there were conflicts, and could lead to confusion for returning players who’d log in to find their realm missing from the realm list. Some players also feel strong ties to their realm’s name or history, and we don’t want to erase that.

Q. Why implement this now?

A. Our cross-realm technology has continued to evolve since it was first developed for joining players in dungeons. It’s now at a point where we can create seamless worlds made up of multiple individual realms, and we think there are some really positive benefits to that.

Q. How can I tell if someone is on my Connected Realm, but from a different realm?
A. Similar to how we use the (*) symbol next to a player’s name to denote if they’re from another realm in Raid Finder, Dungeons, Scenarios, or a cross-realm zone, we’ll be using a (#) symbol to indicate that someone is part of your Connected Realm, but not your home realm.

Q. Which realms will be connected as Connected Realms?
A. We haven’t decided yet which realms will be made part of a Connected Realm, or which other realms they’ll be connected to, though realms will only be connected to other realms of the same type (e.g. PvE to PvE, PvP to PvP, RP to RP). In the end, we’re considering a number of factors, including Battlegroup, population, and faction balance.

Q. How many realms will make up a Connected Realm?
A. We don’t know how many realms will make up a Connected Realm yet, and it’s likely to differ from Connected Realm to Connected Realm. Our goal is to create a vibrant and fun online experience where you can join guilds, access an active Auction House, and band together to take on group content.

Q. Will Connected Realms have any limitations?
A. There should be no limitations. We want the experience to be seamless, and we expect it work as if you’re suddenly part of a much more active realm.

Q. When will Connected Realms be available?
A. We haven’t yet determined when we’ll be creating the first Connected Realms, but we expect it will be some time after the launch of Patch 5.4.
by Published on 2013-08-04 07:45 PM

IGN's Diablo 3 Art Contest, The Wizard Raps of Mikey Mayez, Aaron Cox and D3Up

Patch 5.4 - Garrosh Preview
Garrosh is the final encounter in the Siege of Orgrimmar raid.


Name Side Points Reward Category
Conqueror of Orgrimmar Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty.
Alliance 10Pandaria Raid
Liberator of Orgrimmar Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty.
Horde 10Pandaria Raid
Ahead of the Curve: Garrosh Hellscream (10 player) Defeat Garrosh Hellscream on 10-Player Normal difficulty, prior to the release of the next tier of content.
Feats of Strength
Ahead of the Curve: Garrosh Hellscream (25 player) Defeat Garrosh Hellscream on 25-Player Normal difficulty, prior to the release of the next tier of content.
Feats of Strength
Cutting Edge: Garrosh Hellscream (10 player) Defeat Garrosh Hellscream on 10-Player Heroic difficulty, prior to the release of the next tier of content.
Feats of Strength
Cutting Edge: Garrosh Hellscream (25 player) Defeat Garrosh Hellscream on 25-Player Heroic difficulty, prior to the release of the next tier of content.
Feats of Strength
Heroic: Garrosh Hellscream Defeat Garrosh Hellscream in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid
Strike! Kill 18 Kor'kron Warbringers with a single Iron Star and then defeat Garrosh in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty.
10
Pandaria Raid

Originally Posted by MMO-Champion
  • Overview - At the beginning of the encounter Garrosh calls Kor'kron Warbringers and Far Seers to assault the players alongside him. Siege Engineers periodically join the battle and try to activate the Kor'kron Iron Stars on the sides of the room. Killing a Siege Engineer will prevent him from activating his Iron Star, but an active Iron Star will also crush any Kor'kron orcs in its path. When Garrosh reaches 10% health remaining, he will draw upon the power of Y'Shaarj to heal himself, gaining new abilities and no longer calling orc soldiers to his aid. During this phase, Garrosh will periodically pull all players into the Realm of Y'Shaarj, where they must battle their way through Sha minions to reach Garrosh and interrupt his efforts to draw more power from the heart. Every 25 energy Garrosh is allowed to gain will empower one of his abilities. Upon being reduced to 10% health a second time, Garrosh will fully drain the Heart of Y'Shaarj, granting him 100 energy and empowering all his abilities until he is defeated.
  • Stage One: The True Horde - Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal, brings his might to bear upon any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 10% health remaining.
    • Garrosh Hellscream - Warchief of the True Horde.
      • Desecrate - Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 160,000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location.
        • Desecrated Weapon - The power of Y'Shaarj seeps from the Desecrated Weapon. As the health of the weapon gets lower, the radius of the Desecrated ground becomes smaller.
      • Hellscream's Warsong - Hellscream's Warsong inspires his allies, increasing Physical damage dealt by 200% and increasing health by 200%.
    • Kor'kron Warbringer - Warbringers stream in from the sides of the room and join the battle more frequently as the phase progresses.
      • Hamstring - Inflicts 150% of normal damage and reduces move speed by 50% for 10 sec.
    • Farseer Wolf Rider - The Farseers will join the battle less frequently than the grunts, but they too join the battle more frequently as the phase progresses.
      • Ancestral Fury - Being interrupted causes Fury, increasing cast speed by 25%. Stacks.
      • Ancestral Chain Heal - Heals a friendly target for a percentage of their max health, chaining to nearby friendly targets.
      • Chain Lightning - Inflicts 200,000 Nature damage, chaining to nearby enemies.
    • Siege Engineer - The Siege Engineers enter from the side balcony and begin to power the Iron Star which will become active after 15 sec if the Siege Engineer is not killed.
    • Kor'kron Iron Star - After becoming activated by the Siege Engineers the Iron Star will roll across the room, slamming into the opposite wall.
      • Iron Star Impact - Inflicts massive damage to any players or Kor'kron that are caught in its path, knocking them back.
      • Exploding Iron Star - The impact of the Iron Star causes it to explode, inflicting 3,500,000 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.
  • Intermission: Realm of Y'Shaarj - Periodically the call of Y'Shaarj will transport Garrosh and the players into the Realm of Y'Shaarj for 1 min. Garrosh will Absorb Energy from the Heart of Y'Shaarj until players have defeated all Minions of Y'Shaarj inside the realm and interrupt Garrosh.
    • Y'Shaarj's Protection - Immune to damage. Defeating the Sha minions will dispel the protection. While under the protection of Y'Shaarj, Garrosh will absorb energy from the Heart.
    • Annihilate - After Absorb Power is interrupted Garrosh will cast Annihilate, inflictsing 350,000 Shadow damage to enemies within 0 yards in front of Garrosh and 700,000 Shadow damage to all enemies in the Realm of Y'Shaarj.
    • Embodied Fear - Found in the Terrace of Endless Spring. Once all Embodied Fear are defeated Y'Shaarj's Protection will fade from Garrosh.
      • Consumed Courage - Causes Courage to spawn nearby when the Embodied Fear is defeated. Courage reduces damage taken by 50%.
    • Embodied Doubt - Found in the Temple of the Jade Serpent. Once all Embodied Doubt are defeated Y'Shaarj's Protection will fade from Garrosh.
      • Consumed Faith - Causes Faith to spawn nearby when the Embodied Doubt is defeated. Faith reduces damage taken by 20%. Stacks.
    • Embodied Despair - Found in the Temple of the Red Crane. Once both Embodied Despair are defeated Y'Shaarj's Protection will fade from Garrosh.
      • Consumed Hope - Causes Hope to spawn nearby when the Embodied Despair is defeated. Hope reduces damage taken by 50%.
  • Stage Two: Power of Y'Shaarj - After absorbing the Power of Y'Shaarj, Garrosh will heal to full health as Y'Shaarj's blood grants Garrosh new powers.
    • Whirling Corruption - Garrosh begins whirling, inflicting 100,000 Shadow damage to nearby enemies every 5 sec. The damage inflicted decreases the farther away the enemy is from Garrosh. When Garrosh reaches 25 Energy, Whirling Corruption becomes Empowered.
      • Empowered Whirling Corruption - At 25 Energy the Empowered Whirling Corruption will periodically fire a missile at a player inflicting 200,000 Shadow damage to enemies within 8 yards and creates a Minion of Y'Shaarj at the location.
        • Minion of Y'Shaarj - A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full health and increases damage dealt by 500%. Stacks.
    • Touch of Y'Shaarj - Garrosh will afflict players with Touch of Y'Shaarj. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health. When Garrosh reaches 50 Energy, Touch of Y'Shaarj becomes Empowered.
      • Empowered Touch of Y'Shaarj - At 50 Energy, Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.
    • Desecrate - Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 160,000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location. When Garrosh reaches 75 Energy, Desecrate becomes Empowered.
      • Desecrated Weapon - The power of Y'Shaarj seeps from the Desecrated Weapon. As the health of the weapon gets lower, the radius of the Desecrated ground becomes smaller.
      • Empowered Desecrate - At 75 Energy, Garrosh creates an Empowered Desecrated Weapon that gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.
    • Gripping Despair - Gripping Despair inflicts 24,000 Shadow damage every 1 sec for 20 sec. Stacks.

      When Garrosh reaches 100 Energy, Gripping Despair becomes Empowered.
  • Stage Three: MY WORLD - Upon reaching 10% health a second time, Garrosh will absorb the remaining power of Y'Shaarj, gaining full energy, healing and empowering all of his abilities.
    • Empowered Whirling Corruption - Empowered Whirling Corruption will periodically fire a missile at a player, inflicting 200,000 Shadow damage to enemies within 8 yards and creating a Minion of Y'Shaarj at the location.
      • Minion of Y'Shaarj - A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full health and increases damage dealt by 500%. Stacks.
    • Empowered Touch of Y'Shaarj - Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.
    • Empowered Desecrate - Garrosh hurls the Empowered Desecrated Weapon at a random enemy, inflicting 160,000 Shadow damage to enemies within 15 yards and creates an Empowered Desecrated Weapon at the location which gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.
    • Empowered Gripping Despair - Empowered Gripping Despair inflicts 16,000 Shadow damage every 1 sec for 20 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair.
      • Explosive Despair - Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it expired or was removed.



Patch 5.4 PTR - Lesser Charms Added to In-Game Store
The Bulging Bag of Charms is now being tested in the store. Keep in mind that the last we heard is that this will only be for Asian regions initially.



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Heroic Nazgrim's Execute: Where encounter design fails class design (Guardian tanks ....) Any fixes planned?
Yeah, changing the way it works. Long term, we want Guardian less focused on dodge more on AM. High armor and health are cool. (Source)

How does vengeance diminishing returns determine which is the primary vengeance target and which targets get reduced?
The intent is any time you tank more than one thing, you get less per target. Still more Vengeance overall. (Source)
"Let me tank all that" should never be a strategy because of mitigation or DPS increases. It should be to save non-tanks. (Source)

Outside of armor and stamina, what else would a tank look for in an upgrade to increase survivability?
Haste makes a fine mitigation stat for paladins. It's not hard to imagine a role for crit and mastery is already tanky. (Source)

Why not shift the majority of tank game play to active mitigation? Its far more fun and interesting that way (to me at least).
There's a good chance we will post 5.4. (Source)
What about the idea of active mana regeneration for healers? Stacking spirit is incredibly boring
How could you make it more interesting than say wanding with paladin Light, given that healers have a lot else on their minds? (Source)

every melee has at least 1 slow and you gave rets a 2 sec duration of burden of guilt? is the only class with 2 sec slow
"The only class with" is usually a win in our minds, not a reason to change things. (Source)

What's the reason for making things like Thistle Tea (+100 energy on-use) useless? IMO it adds flavor.
How many consumables do you want to be forced to juggle? Flasks, food, potions, health stones at the moment. Am I forgetting any? (Source)

Keep up serpent sting. Signature on cooldown. Get focus with focus getter. Arcane shot as filler. Which hunter spec is this?
Keep up X. Use Y on CD. Fill with Z. Perhaps proc A. What spec am I? (Source)
You are being overly vague when it is clear as day that hunters (of all classes) have the least variety in their specs by far.
Hunters need more differentiation in their rotations among specs, but so do rogues. (Source)

I don't know why you think spriest is fine, but you really should consider taking a closer look at the spec. It has issues!!
Every single spec thinks it has major issues that we don't understand or refuse to address. I sympathize but it's a no win for us. (Source)
Same issues Shadow, indeed priests as a whole, always had; mobility issues. All it would take would be Phantasm base
We think classes and specs having strengths and weaknesses is good for the game. Not everyone needs to be the same at mobility. (Source)

so we aint gonna see Absorb getting a Overhaul with how broken it has been in this expansion?
Absorbs generally are fine. Holy paladin and Disc priest could just toss them out a little too efficiently. (Source)

But isn't a lot of the ability bloat today due to CDs? Som rotational abilities, but a LOT of CDs, too.
Yeah. There isn't a need for 3+ CDs on many classes. There are many situational abilities too. (Source)
I'll toss out 4 abilities. You guys can debate whether the game can live without them: Disarm, Fel Flame, Heal, Fear Ward. (Source)

Death Knight (Forums / Skills / Talent Calculator)
Did you like the idea of Festerblight rotation?
We have a love / hate relationship with dot snapshotting, but that is offset by so many DKs telling us it's a fun rotation. (Source)
just curious what you hate about it?
It can cause weird behavior, e.g. Fel Flame dot extension going from a bonus to a penalty. (Source)

Druid (Forums / Skills / Talent Calculator)
Any chance of modifying the Resto Druid T16 4pc to include more single target spells? Maybe Rejuv?
We're not entirely happy with Resto T16 4pc yet. (Source)

Hunter (Forums / Skills / Talent Calculator)
Possible MM hunters will be viable (progression raiding) again in 5.4? Haven't been able to play my favorite spec since 4.2
It's tough. We'd like for it to be a choice, but if websites say MM is 2% higher than SV/BM, a whole lot of players switch. (Source)

If we're considering reducing button bloat for Hunters, can we talk about Widow Venom? Extremely clunky.
Agreed. The challenge with that one is we don't want it to be passively applied for hunters either. (Source)
IMO talent applied via arcane shot or serpent sting. One all three roles share, or something. mite b cool
Serpent Sting is really easy to apply though, and spread for SV. As I said, we don't want it to be that easy for hunters. (Source)

Mage (Forums / Skills / Talent Calculator)
We're not convinced Fire is going to scale out of control. Beyond say 50% crit or so, the value starts to decrease. (Source)
I'm finding it very hard to swallow this statement, and so does other DPSers who compete with mages. Elaborate?
Fire's DPS is a little high in ToT. We were worried they were going to scale much higher in SoO, but it may not happen. (Source)
So we can adjust their damage without say crushing Critical Mass or the like, which mostly hurts less geared majority. (Source)

With that being said then, how is arcane looking to fair against fire? I love the new RoP change, and what about frost?
Arcane is great for some fights, and perhaps surprisingly is much more popular in China than in NA / EU. (Source)

Monk (Forums / Skills / Talent Calculator)
What was the reasoning behind the nerf to Revival (MW monk)
Because it was instant, it was significantly better than Tranquility or Divine Hymn. It solved too many challenges easily. (Source)

Paladin (Forums / Skills / Talent Calculator)
Do you think we spam heal HR and EF bubble the raid because we like it? There is no alternative, and 5.4 doesn't add any
It's just the hot proc'ing and constantly refreshing the absorb that made the EF healing style a no-brainer. We want options. (Source)
Ideally you could use LoD when clumped and EF when you wanted more finesse and didn't mind targeting multiple people. (Source)
I don't target,I mouseover. Explain me how the 5.4 changes are making that happen in any way.
Using LoD vs. EF (minus bubbles) don't feel any different to you? (Source)
I just use LoD whenever 3hp or DP procs. No thought behind
Then that sounds like the hot on EF needs to be stronger. (Source)

Why does devotion aura still only work on phys dmg, hpalas will be the only healer without raid cds on some fights in siege.
Because it's very good in other situations. Encounter designers often consider Devo Aura the one they need to balance around. (Source)

And don't say jack of all trades. Every Holy Priest knows that has never ever worked.
You think it should be bubbling the whole raid with EF spam? That's what we're trying to avoid. (Source)
For the last time, we AGREE that EF blanketing had to be removed in some way. However, we need a different NICHE in return.
Not all paladins agree. That's mainly who I'm talking to. I am glad you do though. (Source)
My view is that you'\re not changing our EF blanketing ways. You're just making us worse at it in 25
Then perhaps we haven't hit the sweet spot for SH and SS tuning (and possibly LoD). (Source)
If you take EF, we're kind of okay with that. If every Holy paladin still does, then I agree we haven't fixed the problem. (Source)

jack of all trades is inevitable given 10m raiding now - every healer must be able to do 'everything'. Less specialty = less fun.
To a point, but a druid and monk use pretty different spells to heal. We can't say e.g. druid you will be a bad tank healer. (Source)
It might be possible to bucketize the healers into a ST or AE healer and then dictate you need one of each. (Source)
Not sure that design is superior though. (Source)

I guess the only way to put through to you the state of hpally is to say "We told you so" when they are bottom of every fight.
If by bottom you mean HPS, isn't the EF nerf like < 5% HPS? Doesn't sound very harsh. (Source)
EF nerf is way bigger than 5%. Seriously, would you have even had it on your radar if it was that little?
So what am I missing? How is it way bigger than 5%? (Source)
And we lose more than 5%. Hpallies lose their playstyle. And "new" playstyle with SH is not fun for 95% of community
Not sure you can speak for 95% of the community, but if around 30% chose SH, that would be just about ideal. (Source)

I don't think they weren't fair,but taken like a direct % you forget that EF is spread and that it refreshes IH to 45 secs.
Yeah, EF spreading is cool and should be a strength of choosing that talent. It's just IH that makes it the only choice in 5.3. (Source)

Last but not least, why are you still dodging the 5.4 Pala niche question? U said you don't want us EF bubbling the raid...
I don't like niche questions in general because I feel like players try to use them to lawyer us too much. (Source)
If I say druids are supposed to be the masters of hots, then folks drag that out whenever they cast a non-hot or someone else hots. (Source)
Our intent is that specs have depth and nuance, and that doesn't compress nicely into 140 characters. (Source)
But I think it is fair to say that nobody went into MoP thinking paladins were the masters of hot based absorbs and needed more. (Source)
We just overbuffed Eternal Flame at the last minute before launch. Perhaps it even masked weaknesses in other areas. (Source)

Let's say EF does 13% of your healing+absorbs. So the hot does 3-4% of total healing+absorbs. (Source)
Even EF's refreshing the absorb is an important aspect, one that you keep forgetting.
No I think that's fair, though it's hard to quantify as part of the mythical "way bigger than 5%." (Source)
And SOI nerf was 10% of our total mana gained per fight, new DP "compensate" ~3-4%
But if you only count the healing (say about 50%) then EF's HoT was only 6-7% of total healing. (Source)
This means absorbs are going to be reduced to 93-94% of what they currently are, or a loss of 6-7% of absorbs. (Source)
If your absorbs are 50% of healing+absorbs, then you'll lose about 3% of your total throughput. BoL loss would be a little more. (Source)
But it also leads to the whole "I can't function without EF" which isn't the design we want for paladins. (Source)
I've said this a few times, but we never balanced paladin mana around 100% SoI uptime because we knew that wasn't realistic. (Source)

Most of us Holy paladins are going to get the boot from our raiding guilds with all these damn nerfs!!!
Aside from EF (which is small) and SoI (which we compensated for), which nerfs are you talking about? (Source)
The talents are fairly competitive with one another, but overall we've lost a ton of strength from that tier
We buffed the finishers to help compensate for that and we can buff them more if needed. (Source)
Tier 45 does not need to be the entire solution to making Holy Paladins work. (Source)

what's the reasoning behind the Judgment mana increase? Are there other changes coming?
Paladins dropping all Spirit to use SH wasn't the intent. We'd rather it compete on utility / HPS grounds not super efficiency. (Source)
But monks dropping all Spirit is fine? Even with 9k Spirit and old SH we could barely compete in 10s.
Monks don't do it if they choose the right talent. We don't think the mana or tools choice for paladins would be very fun. (Source)

Biggest Ret AE problem is having to choose ST/AE Talents/Glyphs OOC and be stuck with them the whole fight.
That's part of the intent though. If you have everything available precisely and only when you need it, there's no choice. (Source)

Priest (Forums / Skills / Talent Calculator)
not being able to use 3 orb dp at a beginning of a fight really hurts shadow dps. Couldn't a orb generating ability work?
Our intent is you build them up, not unleash them ASAP. We do think the initial burst (for all) has too much impact now. (Source)

Spriests are silent on the forums compared to others and i feel like changes needed to the spec gets overlooked cause of it.
I must have missed that silent on the forums part. (Source)
"We're happy with Shadow" was a "Let them eat cake" moment for us, we'd like a better answer at the least
We're considering fixing the double SW: D thing. (Source)
No disrespect, but the double SW: D thing is barely a thing. We need damage output tuning, sp for ST.
We're fine with Shadow DPS. It's where it should be if you're not comparing yourself to mage and lock, which are too high. (Source)
Sorry, Sir, but people don't compare to the middle in any sport. They compare to the #1 within their category.
That's fine, but if they compare themselves to outliers, they're not going to be happy with our response. (Source)
For the "I like to link Raidbots" crowd, maybe always compare your DPS to the fourth on the chart? (Source)

A little confused with something I just read. Did holy nova just get nerfed for 5.4? Why on earth? It was useless anyway.
We removed the meteor but put on a target cap. It's a glyph, not intended to be the power house of the rotation. (Source)
Also not sure the glyph is the right call. I worry we caved beneath the "I must have destealth!" crowd. (Source)
Can Shadow get something to cast while moving? We can't Pain because it wipes our DoTs. Fel Flame if you are feeling lazy?
We don't want to add a new spell at this stage, but we would like to solve the problem. This is one of those hate snapshot deals. (Source)
SoO does have a lot of multidot fights though and we can make sure Shadow is up there with Affliction and Balance on multidot. (Source)
And multidot in turn has a better chance of being able to use SW:P while moving, because there's a non-snapshotted target. (Source)
Some one already suggested getting mindspike back up to something usefull, idea?
For example, Mind Spike with no dot removal > Mind Flay if I'm not mistaken. There's also the talent. (Source)

Do you have any plans to fix the latency on Shadow Word: Death's activation?
There is no easy way to do that since the game has to detect that the target is injured. Longer term it might be possible. (Source)

not sure if it's true but I saw a PWS nerf on MMO champion, unfortunately the post vanished.Just curious if you plan on a nerf
Nothing beyond the Rapture change already in as far as I can recollect. (Source)

what would you think about letting #spriest charge orbs out of combat, similar to moonkin, so we can pull with 3 orbs? #wow
We'd rather do the opposite and drain all resources when combat begins. It's just complex to do. (Source)

Rogue (Forums / Skills / Talent Calculator)
Have you guys got any plans to look at making combat the top rogue spec? playing mostly assass for 3 patches is getting old!
We wish Combat were closer, yes. In 5.2(?), we wanted to nerf C's cleave and buff their ST, but don't think we buffed it enough. (Source)

You mentioned agreeing rogue specs need to be looked at. Any thing to discuss currently? Warlock level rehaul in the future?
Note that is GC random musings, not any kind of official announcement. (Source)
Unlikely to be at the warlock level with vastly different resources. (Source)
More on the table would be something like one spec has Rupture, one uses Recuperate rotationally, and one uses SnD. (Source)

why are you evading all rogue questions ? The class has had nearly no attention throughout mop, less than Shaman!
Because we're pretty happy with rogues. We did make several talent changes throughout MoP. (Source)

Warlock (Forums / Skills / Talent Calculator)
Glyph of Everlasting Affliction has been replaced by Glyph of Eternal Resolve - wow no one wants that crappy change
Glyph of EA was a trap for most players. Duration less useful because of snapshotting. What did you like about it? (Source)
(I should add that UVLS and Wild Imps felt like an exploit more than a cool mechanic.) (Source)

Also make Harvest Life back into an AOE spell - stop with the crappy changes to us locks. So far 9/10 lock changes so far suck
We found hardly anyone was using Harvest Life. That's not always the only concern, but we didn't think it was salvageable. (Source)

Do you regret adding so much unique utility in MoP? It's too powerful to ignore from a heroic raid leading perspective.
Not really. Demonic Gateway is the only one that feels like a must have to us. (Source)

Warrior (Forums / Skills / Talent Calculator)
Will we ever see heroic leap remove snares? Druids can literally spam out of roots and dps pressure, but heroic leap is 30secs
We don't want you to feel like you have to save Heroic Leap for snare removal. That mechanic already dominates Safegaurd. (Source)
Though see recent Safeguard change on the PTR. (Source)

are u ever going to change the warrior rotation spamming 105# wep dmg with no bonus apr is the reason warriors do so low dmg
We changed the warrior rotation for MoP, and the Arms rotation almost every patch. Are you sure you mean "rotation?" (Source)

Is there a reason hitting heroic strike during Ultimatum removes a stack from Glyph of Incite?
I think we fixed that. (Source)

Will tank damage really be more in in line in 5.4. It seems like prot warriors will again be at the bottom.
That's not the intent. We haven't tuned them yet. (Source)

Still near worthless in PVE. Almost every other class has a (near) immunity effect or dmg absorption.
That sounds like it would increase class homogenization to give warriors one then. (Source)

Any thoughts on Fury DPS being a tad low, combined with our mediocre defensive cooldowns? 5.4, Fury isn't really shining.
Fury's defensive cooldowns are fine, IMO, especially with the change to shields. My hunch is their DPS is too low in 5.4 ATM. (Source)

Weekly News Recap
Another busy week full of news, so here is your chance to catch up!

  • July 28
    • We looked at the Stormcrow mount.
    • Ghostcrawler did an interview:
      • Patch 5.4 is the final raid patch for Mists of Pandaria and ends with players defeating Garrosh and setting events in motion for a new warchief. Unfortunately, we will have to wait a little bit longer to see who that will be.
      • WoW won't be going free to play anytime soon, as Blizzard is happy with the current business model. Even if they wanted to make it into a microtransaction based game, it couldn't be done with how gameplay works today.
      • The devs want people to be able to catch up faster so that they can play with friends, which is why they are testing the experience buff and other convenience items in the Blizzard store. There is no desire to move towards a pay to win style game.
  • July 29
    • We looked at the new Timeless Isle armor coming in Patch 5.4. This will add a relatively easy to obtain set of item level 496 gear, and a set that you can grind for that is item level 535. Patch 5.4 normal difficulty gear has an item level of 553, while flex gear is 540, and raid finder gear is 528.
    • The Patch 5.4 PTR notes were updated with another round of class changes.
    • Ghostcrawler did another interview:
      • The item level squish might take place next expansion. (See tweet)
      • The Lesser Charms that may be added to the Asian store are there as a convenience item for players that may not have time to do their daily quests that week or players who just want to save time. There are no plans to add items to the store that will increase player stats.
  • July 30
  • July 31
  • August 1
    • The Q2 Earnings call took place:
      • Titan will not be a subscription based MMO. Blizzard is still working on a new direction and plan for the project.
      • The decline in subscribers in Q2 was more evenly split between Asia and the West.
      • The subscriber churn rate was very positively impacted by Patch 5.2 and 5.3.
      • Blizzard All-Stars is in wider internal testing and will be talked about more later this year.
    • There was a new PTR build:
  • August 2
by Published on 2013-08-03 01:27 PM

Penny Arcade and Scott Kurtz Invade New Tristram, Activision Blizzard Earnings Call Q2, Blue Posts

Blue Post Recap - Arena & Card Clarifications

Patch 5.4 - Siege of Orgrimmar Stormwind Harbor
A damaged version of the Stormwind Harbor area exists in the Patch 5.4 PTR files. This is not located in the regular world, just in the Siege of Orgrimmar encounter.

During the Garrosh encounter in Siege of Orgrimmar, players are teleported to a modified section of Temple of Jade Serpent, Terrace of Endless Spring, and Temple of the Red Crane. Each area has a sha spell surrounding part, preventing you from leaving it. This version of the Stormwind Harbor has a similar spell, along with the Fire Unstable Iron Star and Bombardment spells. These point to the area being used at some point during the Garrosh encounter.

Keep in mind that this is just speculation and nothing is confirmed, a point which Zarhym stressed in the blue post below!




Originally Posted by Zarhym (Blue Tracker / Official Forums)
Hello, Alliance.

Howdy, Horde.

Understandably, there's a lot of rampant speculation about a version of Stormwind Harbor that has been found in the 5.4 PTR files with virtually no context behind what's going on in that environment, or where, how, and why it could be in the game. That should be relative to the time you spend drawing conclusions about what you know so far of this alternate Stormwind Harbor environment.

Food for thought! Happy Friday.

That sure was a lot of words that didn't mean anything. If you actually think that a contentless blue post is going to decrease the rampant speculation instead of increasing it, you're completely wrong.
My goal wasn't to stop people from speculating. I'm just saying that drawing a conclusion from what you know about this alternate version of Stormwind Harbor -- hidden somewhere in the 5.4 PTR files -- and using that to fuel the narrative that we don't care about the Alliance isn't very productive.

Patch 5.4 PTR Notes Update - August 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
New Area: Timeless Isle
  • Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms. check their mailboxes, where a Curious Ticking Parcel awaits. Unwrapping it will set you on the first step of your new adventure.

Classes
  • Vengeance has received several changes.
    • Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
    • Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
    • There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.

Druid (Forums / Skills / Talent Calculator)
  • General
    • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.

Hunter (Forums / Skills / Talent Calculator)
  • General
    • The following Hunter pet abilities no longer cost Focus to use: Dash, Dive, and Charge.

Monk (Forums / Skills / Talent Calculator)
  • Mistweaver
    • Revival healing has been reduced by 30%.
  • Windwalker
    • Storm, Earth and Fire now deals 75% damage (up from 60%) with one Spirit summoned and 60% (up from 45%) with two Spirits summoned.
  • Glyphs
    • Major Glyphs
      • Glyph of Targeted Expulsion now causes Expel Harm to heal for 50% as much when used on other targets.

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • General
    • Shadow Word: Death damage is now increased by 80% when used on enemies that have less than 20% health, but the cooldown is no longer reset if the target does not die.

Rogue (Forums / Skills / Talent Calculator)
  • General
    • Evasion now increases dodge chance by 100% (was 50%), cooldown has been reduced to 2 minutes (down from 3 minutes), and duration has been reduced to 10 seconds (down from 15 seconds).

Shaman (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)
  • General
    • Battle, Berserker and Defensive Stance [alternative: Warrior Stances] now have a 1.5-second cooldown (down from 3 seconds).
    • Intervene now also breaks roots and snares when used.

Raids, Dungeons, and Scenarios
Raids
  • All enemies in Throne of Thunder now have a debuff called Shado-Pan Onslaught, which reduces their health and damage by 20%.

Scenarios
  • Heroic Scenarios no longer have a minimum item level requirement to enter.

Items
  • Trinket, enchant, set bonus, and legendary meta-gem effects whose triggered effect benefits from haste no longer also have their chance to trigger the benefit from haste. Activation chances for those effects have been adjusted to compensate.

Patch 5.4 Change to RPPM Mechanics
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are some further changes to the RPPM system in development that we'd like to share with you. As you know, RPPM is something we've been doing a lot of iteration on, and we have another iteration that should be hitting the PTR soon:

As you may know, RPPM proc rates typically scale with haste. This was done because historically, attacking faster meant you had more chances to proc something, so got more procs, and we wanted to preserve that effect. However, most procs before RPPM were such that either their effect didn't also scale with haste, or their proc rate was predominantly limited by an ICD. Many of our RPPM effects thus far have had neither of these limitations, such that they effectively 'double-dipped' on haste, benefiting twice from it. In some extreme cases, the proc was designed such that they actually triple-dipped.

As RPPM effects have become more wide-spread and more impactful, this has caused a variety of problems. Primarily, it has skewed stat balances toward haste rather significantly. It's also a compounding problem where many of these procs stack multiplicatively with each other, causing insane burst when all of these procs go off together. That can be fun, but also raises the skill cap on your performance, and makes gearing choices more restricted to ones which stack together optimally.

For 5.4 we're going to change both new and existing RPPM procs to not double-dip on haste. Benefiting once from haste is fine and expected, but not twice. For example, suppose you have two hypothetical procs, Flamekissed and Villainy:
  • Flamekissed's proc rate scales with haste, and its effect says "Chance on hit: Deal 500 additional fire damage". This is fine, because only the proc rate scales with haste; the effect doesn't.
  • Villainy's proc rate also scales with haste, and its effect says "Chance on hit: +5000 Agility for 20sec." This is not fine, because both the proc rate and the proc effect scale with haste. The more haste you have, the more attacks you do in that 20sec period which benefit from the increased Agility.

If both the rate and effect of a proc scale with haste, we're going to remove the haste scaling from its proc rate. In these cases, we'll compensate for an expected amount of haste by increasing the base proc rate. For any procs whose effect does not scale with haste, their proc rate will continue to scale with haste as before. However, we're also revisiting the proc rate tuning on all existing procs that were made overbudget due to the addition of Unlucky Streak Prevention (which ends up increasing effective proc rate by 9%). These changes should bring RPPM procs back to being on-budget and tied with traditional ICD procs in value.

This will obviously have a noticeable effect on most players performance; don't panic. We're going to be adjusting damage/healing/tanking performance with these changes in mind.

These RPPM changes should make it to PTR soon, and you'll be able to find the exact changes to each such effect there. We now show RPPM proc rates in the tooltip of the effect, which should make it easy to find.

Lore is the change in post #256 happening concurrently with the change to essentially prevent procs on boss pulls? While I'm glad to see haste being so ridiculous, I still hate the idea that 2 minute CDs could have to be held for 90 seconds to match up with procs.
We're still planning on making that change as well, yes.

However, we recognize that not everyone likes the RPPM gameplay, and are going to greater lengths to provide alternative options in Siege of Orgrimmar. In addition to RPPM-based trinkets, there will be trinkets that use the older internal cooldown (ICD) method, as well as a few on-use trinkets if you'd prefer to have an even greater degree of control over when your trinkets are active. There's even a couple trinkets with completely passive effects.

RPPM Haste Change Table
"Budget" in the below table is defined as- accounting for the item budget difference between a standard ilvl and the ilvl of the item in question. The standard ilvl for Throne of Thunder trinkets is 528. The standard ilvl for the legendary cloak is 600. Note: This table has been updated with new values from the tooltips since the original post.

ItemOld PPMModsNew PPMMods
Breath of the Hydra0.53Haste1.1 
Bad Juju0.55Haste11 
Wushoolay's Final Choice0.59Haste0.61 
Renataki's Soul Charm0.62Haste0.7 
Fabled Feather of Ji-Kun0.62Haste0.7 
Cha-Ye's Essence of Brilliance0.81Haste+Crit0.85Crit
Gaze of the Twins0.83Haste+Crit0.72Crit
Primordius' Talisman of Rage3.3Haste3.5 
Talisman of Bloodlust3.3Haste3.5 
Spark of Zandalar5.5Haste5.5 
Rune of Re-Origination1Haste+Budget1.1Budget
Unerring Vision of Lei Shen0.53Haste+Budget0.58Budget
Horridon's Last Gasp1.05Haste0.96Haste
Inscribed Bag of Hydra-Spawn1.79Haste1.64Haste
Stolen Relic of Zuldazar3.15Haste2.89Haste
Lightning-Imbued Chalice6.3Haste5.78Haste
Haromm's Talisman0.5Haste0.92 
Kardris' Toxic Totem0.5Haste0.92 
Nazgrim's Burnished Insignia0.5Haste0.92 
Black Blood of Y'Shaarj0.61Haste0.92 
Skeer's Bloodsoaked Talisman0.61Haste0.92 
Ticking Ebon Detonator0.61Haste1.0 
Dysmorphic Samophlange of Discontinuity0.92Haste0.51Haste
DPS Warrior 2T151Haste1.1 
DPS Death Knight 2T151Haste1.15 
Hunter 2T151Haste1Haste
Hunter 4T153Haste3Haste
Enchant Weapon - Colossus6Haste5.5Haste
Enchant Weapon - Elemental Force10Haste9.17Haste
Enchant Weapon - Windsong2Haste2.2 
Enchant Weapon - Jade Spirit2Haste2.2 
Enchant Weapon - Spirit of Conquest2Haste2.2 
Enchant Weapon - Dancing Steel2.3Haste2.53 
Enchant Weapon - Bloody Dancing Steel2.3Haste2.53 
Enchant Weapon - River's Song4Haste3.67Haste
Capacitive Primal Diamond21Haste19.27Haste
Sinister Primal Diamond1.18Haste1.35 
Courageous Primal Diamond1.4Haste1.61 
Indomitable Primal Diamond1.4Haste2.57 
Xing-Ho, Breath of Yu'lon3Haste+Budget2.611Haste+Budget
Fen-Yu, Fury of Xuen & Gong-Lu, Strength of Xuen1.5Haste+Budget1.74Haste+Budget
Jina-Kang, Kindness of Chi-Ji1Budget.581Budget

Personal Loot in Dungeons
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are looking to bring the personal loot system that's currently used in LFR to dungeons as well, which will of course solve that problem. Randomly matching players together just doesn't match well with coordination and universal agreements over loot distribution. No announcements yet on when that will be coming, but it won't make it for 5.4.

Also, low level gear does not matter too much because there is no ilvl requirement for dungeons until you reach Cata content.
It wouldn't just be for low level dungeons.

Please do not add an extra element of RNG to what is already there.
It'd actually be less RNG because you're not competing against an unknown element of rolls by the other players you're randomly matched with.

I dislike the LFR loot system because when I kill a boss, I like seeing loot drop regardless of whether it's for me or not. I am not a fan of "personal" rolls and it honestly feels like a huge nerf when you put it in low level dungeons.
I kind of agree with that, personally, I'd like for loot drops to still be shown for everyone but I know it's not necessarily as simple as that.

Clearly the OP of this thread, as well as thousands before it, are based on the fact that a random group of strangers being matched to take on content will tend not to come to universal agreements on how loot should be distributed. Those situations do not make most people happy. This would be a change for high level progression dungeons as well, the ones where your rolls on loot can determine how quickly you progress.

I'll stop here and say there aren't any specific details available to share, where it would apply, or when, but it is something we are looking at implementing and we'd appreciate any feedback on how this might impact how you want to play the game.

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Cloak Upgrades and Multiple Cloaks
I know this is slightly off-topic, but can we turn in our cape for a new one or have the ability to choose which cape we want to make Legendary?
I'm not completely sure how things are set up in the build that's going up today, but our intent is actually that you'll be able to acquire multiple Legendary cloaks, if you like. So, if you wanted, you could actually get one for both your Protection and Retribution spec.

As an update, there's been a very slight change of plans. Our current thinking is to either start the Legendary cloak off at 2/2 upgraded (regardless of whether you upgraded the Epic cloak or not), or just have it set to 608 item level and disable upgrades for it. If we do decide to make one of those changes, the cloak will not be upgradable further than item level 608.

Apologies for the misinformation earlier. (Blue Tracker / Official Forums)

Epicness of Epic Items
That little green tag which says "Heroic" is the new epic. Purple is just the new blue.
I kind of agree. I’m wondering… do you guys feel that if the green “heroic” or maybe even the thunderforged tag could be transformed into something else instead? Let’s say for example… something more like Hearthstone’s golden border around the cards. Would that make those items feel more appealing and rewarding to you? Personally I imagine it would, since that gear would be much more noticeable whenever you would inspect someone.

I suppose it should really work like this, the top 5-10% of iLevel gear of any single expansion should be Epic. This should be dynamic and change gear from Epic to Rare when the next tier comes out.
Same goal, but a different and very interesting approach. I wonder what most would prefer…

Let us hear about all your crazy ideas. Nothing is too crazy!
I’m all for brainstorming on the forums, sometimes really good ideas can come up from these discussions, and devs do pay quite a lot of attention to feedback and suggestions, so you never know…

You did see the items I linked, right? Same level Blue is much more powerful? When I mentioned them in the last thread about this I got shot down with people saying I was an idiot as they aren't the same as they drop in different areas.
I did and you have a good point, but I think that's the exception to the rule. You could say the same thing about comparing last expansion’s epic items to MoP’s greens and blues.

In general, dungeon/raid items from the same expansion have a linear association between ilvl and colour. The issue is that above a certain ilvl, everything will be purple, which ends up making purple more “common” than blues later into an expansion since it will be much harder to find someone wearing blues than purples at that stage.

*Keep in mind that there are currently no plans that I know of to change the way these tags are displayed, this is intended as merely a gathering of suggestions and feedback. (Blue Tracker / Official Forums)

Play With the Blues – Timeless Isle
You can see the new Timeless Isle quests added on the WoWDB PTR site.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This coming Tuesday, August 6, 2013, from 2 p.m. to 4 p.m. PDT, select members of the World of Warcraft Development and Community teams will be hosting a “Play With the Blues” event on the PTR! Anasterian and Broxigar will be the two realms you can choose from where you can play alongside Ghostcrawler, Bashiok, Zarhym, Nethaera, Daxxarri, Rygarius, Lore, and Crithto. The Blues will be divided among the realms, participating as both Alliance and Horde and we’re hoping you will join us as we explore the mysteries of the Timeless Isle.

One of our goals is to have a lot of fun! And at the same time, we’re also hoping to receive your feedback about the island. Hidden chests, spooky caves, ghostly ships, angry rare mobs, helpful power-ups, and birds that will pluck you from your boots and take to the sky; this will be a wild event where you’re sure to walk away with some cuts and bruises. And maybe even some epic lewtz!

To copy a character to the Public Test Realm, log into your Battle.net account, select World of Warcraft: Mists of Pandaria PTR listed in Your Game Accounts, and then click on the link that says, “PTR Character Copy”. You may also create a pre-made level 90 character of your choice. Either way, we truly hope you’ll join us and share your feedback about the new content.

Many of you have already experienced some of the adventures on the Timeless Isle and there are a few updates we’d like to share with you. Listed here are some adjustments that will be implemented in time for the Play With the Blues event:

  • Based on initial feedback, we’ve lowered the health and damage of many of the creatures on the Timeless Isle.
  • Several avoidable mob abilities have had their damage reduced, or have been given a more obvious visual warning.
  • Celestial abilities will no longer hit players outside of the Celestial Arena.
  • Using the Censer of Eternal Agony will no longer make you hostile to friendly NPCs.
  • Many new quests have been added to the Isle which are designed to tell more of its story.

Come Monday, we hope we can all have a great time testing these new adjustments and many of the other features on the Timeless Isle together. And of course, your feedback is important, so please feel free to post it in the PTR Discussion forum.

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


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