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by Published on 2013-02-07 07:49 AM

1.0.7 Is Very Close, To AH or Not to AH, Adding Sockets Not Likely To Come Soon, Angels Will Never Be a Playable Class, Blue Posts, Project Blackstone

Project Blackstone
We now finally know what the Project Blackstone domain was for! You can take a look around with the password, "Y7_$0>0k_3<$m" and see some more of the action on Twitter:

Patch 5.2 - Green Fire Quest Preview
Patch 5.2 finally adds the Green Fire quest line for Warlocks. After finding a The Codex of Xerrath as a somewhat rare drop, you combine the tome with a Healthstone to bind it to you. If you want to test the quest line on the PTR, you can get it as a guaranteed drop from an NPC near the Shado-Pan Garrison.

Once bound, you begin with a quest to find the origins of the tome by speaking with your demons. Each demon will tell you something different about it. You then take the tome to a Warlock Trainer to find out more.

Your Warlock trainer will recognize that the tome is important to the Council of the Black Harvest, and ask you to read through Part One of Legacy of the Masters.

You will then need to look through Jubeka's Journal and find fragments in Hellfire, Blade's Edge, Netherstorm, and Shadowmoon Valley. At three of the fragments, you will witness a memory, of which you can find the text below.

Netherstorm Memory
Jubeka Shadowbreaker: Such strange creatures. Why do they remain so long after the legion has left?
Kanrethad Ebonlocke: ...there's a slight flaw in that supposition.
Jubeka Shadowbreaker: Oh?
Kanrethad Ebonlocke: The Observers were in the service of Illidan... not the legion.
Jubeka Shadowbreaker: Well, he's gone too... so why are they still around?
Kanrethad Ebonlocke: How should I know?
Jubeka Shadowbreaker: Well, I've spent weeks trying to understand how to summon one of these things. If you know something I don't, I'd appreciate it if you'd share it with us "lesser" mortals.
Kanrethad Ebonlocke: What's the problem? You handled the binding of the Fel Imps and Voidlords effortlessly.
Jubeka Shadowbreaker: They were trivial by comparison! These things are never in the same place.
Jubeka Shadowbreaker: There's something... strange about them... something out of place...
Jubeka Shadowbreaker: Oh dear...
Blade's Edge Memory
Kanrethad Ebonlocke: I tire of your evasive babble, doomguard. Explain to me why you and your kind are drawn to sacrificial magics.
Doomguard: My contract is to fight for you, not to reveal the legion's secrets, mortal.
Kanrethad Ebonlocke: Do not attempt to decieve me, demon!
Kanrethad Ebonlocke: Your kind far predates Sargeras's betrayal. What WERE you?
Jubeka Shadowbreaker: This knowledge is useless... what are you trying to achieve, Kanrethad?
Kanrethad Ebonlocke: STAY OUT OF THIS! The demon will answer, NOW!
Doomguard: What an odd demand. Not even my own kind care about our origins. Why should you?
Kanrethad Ebonlocke: If you do not care then there is no harm telling me.
Doomguard: ... before Sargeras freed us, we were the Titan's hounds. Forever enslaved to police the use of arcane.
Doomguard: Sacrificial magic was considered the greatest violation of life and we were attuned to instantly punish those who delved into such... delicious sorcery.
Doomguard: You have your petty secret, Kanrethad. Now, I demand knowledge from you... why do you care?
Kanrethad Ebonlocke: I don't believe that is part of our contact. We are done here.
Kanrethad Ebonlocke: Jubeka, complete the ritual.
Shadowmoon Valley Memory
Jubeka Shadowbreaker: What is it you wished to show me...?
Kanrethad Ebonlocke: ... I've seen the fear in your eyes, Jubeka.
Jubeka Shadowbreaker: What...? No! I.. I have... no idea...
Kanrethad Ebonlocke: Gul'dan destroyed this world in his bid for power... you're concerned I will do the same to Azeroth.
Kanrethad Ebonlocke: ...
Jubeka Shadowbreaker: No! Stay back...! You... you're dangerous. I remain content summoning demons, but you...
Jubeka Shadowbreaker: toy with becoming one yourself!
Kanrethad Ebonlocke: There are two sides to the blade of Demonology...
Kanrethad Ebonlocke: ... the threats that besiege us from the outside...
Kanrethad Ebonlocke: ... and those that threaten us from within.
Kanrethad Ebonlocke: I chose you as my companion for a reason.
Jubeka Shadowbreaker: And what depraved reason is that...?
Kanrethad Ebonlocke: ... If I fail, I need you to banish me forever.

You then follow the soulstone that was created by the fragments to the gates of the Black Temple, find the mark on the door, and enter the scenario. After defeating Kanrethad, you are granted Green Fire!

  • Enter the Black Temple - Avoid the guards and enter the Sanctuary of Shadows.
  • Search for signs of the Council's Presence - Find the Council of the Black Harvest's trail.
  • Follow Akama to the Shrine of Lost Souls - Walk with Akama to the Shrine of Lost Souls.
  • Uncover the Council's Plan - Investigate the Reliquary of Souls.
  • Defeat the Essence of Order - Claim the soul crystal left behind by the Council of the Black Harvest.
  • Escape the Shrine of Lost Souls - Fight off the demons unleashed by the Reliquary and return to Akama in the Halls of Anguish.
  • Plunder the Den of Mortal Delights - Grab as much treasure as you can before time runs out.
  • Head to the Temple Summit - Take the Empowered Soulcore to the Temple Summit.
  • Defeat Kanrethad - Place the Empowered Soulcore in the Demonic Soulwell, and defeat Kanrethad.

As of now, it seems that the part of the quest line with The Eye of the Storm, Wrathion, and Warlock Island has been abandoned.

10% Nerf to Patch 5.0 Raids
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Something that has continued to evolve over the life of the game has been end-game progression, and what’s required of your character to see what is at any one time considered the final raid. Originally it was a very linear path. You had to gear up through one raid before you could attempt the next, and the one after that, and so on. It meant that if you were even slightly behind the curve you could potentially never catch up. We began adding mechanics and options in Burning Crusade and beyond to ensure players could, with effort, have some ability to catch up. Fast forward to Cataclysm where we believe we went too far the other direction and a freshly minted 90 didn’t really have to do anything before jumping directly into Dragon Soul.

In Mists of Pandaria we want to get back to where we were in helping people catch up, but only through some effort in completing prior content. We don’t want it to be a linear A->B->C model again, because that causes a lot of undue burden on guilds attempting to catch up alts and replacements, but we also don’t want the Cataclysm model of being able to more or less skip straight to the end, invalidating everyone’s efforts who came before.

New characters coming into Mists of Pandaria will be going through Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring, killing bosses, and gearing up before moving on. Due to that we’ll be adjusting the difficulty, as well as item drops, to make progression a bit quicker without shortcutting people directly to the Throne of Thunder raid. With the release of 5.2 enemy health and damage in the three prior raids will be reduced by 10%. We expect this to be a one-time reduction, and not a slowly increasing reduction as we’ve done previously. In addition, item drops are being greatly increased, including those from Elder Charm of Good Fortune bonus rolls. In addition, as stated in the patch notes, costs of 5.0 and 5.1 Valor items are being reduced by 50% and 25% respectively.

IN ADDITION! If you’re killing bosses in Normal and Heroic before 5.2 releases, and thus pre-nerf, you’ll actually get Feats of Strength honoring the accomplishments you made before the change – which is pretty cool. IMO.

With these changes we hope to see players able to catch when coming into the game mid-expansion, or leveling an alt, but still putting in the time and effort to get to the latest tier.

Patch 5.2 Currency Conversions
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Patch 5.2 introduces a new raid tier and PvP season, and so the higher tier currencies will be down-converted during maintenance. This time around there won’t be a soft cap, old Valor items aren’t changing to cost Justice, and we’re adding a new rank of PvP gear. Let’s break down exactly how it’s all going to harmoniously work together.

All Valor is converted to Justice
Justice above the 4000 cap is converted to gold at a rate of 47 silver per point

So let’s say the realms go down for the 5.2 patch and you have 450 Valor and 3800 Justice. Because of the 4000 Justice cap, you’d log back in after the patch is released with 0 Valor, 4000 Justice, and be 117 gold and 50 silver richer after the conversion.

With 5.2 we won’t be changing current Valor items to cost Justice, but they will be much cheaper (discounts from 50-75% off their current costs). You’ll need to acquire Valor after the patch is released to buy pieces for their discounted rate, or to buy the new 5.2 Valor items, but we’re also introducing new items to spend your Justice on, including heirlooms and Pet Battle stones.

While Charms won’t be converted, Lesser Charms of Good Fortune will no longer be used to purchase Elder Charms in patch 5.2. Instead Lesser Charms will purchase Mogu Runes of Fate. They’ll be purchasable in the same way; once a week, 90 Lesser Charms can be converted to 3 Mogu Runes of Fate via a quest in your faction’s Shrine. Mogu Runes of Fate will be usable for bonus rolls on 5.2 raid and world bosses only. Elder Charms will continue to be used for bonus rolls on 5.0 raids and world bosses, and will now be acquired as item drops by killing enemies in the new 5.2 Thundering Isle outdoor zone.

All Conquest is converted to Honor
Honor above the 4000 cap is converted to gold at a rate of 35 silver per point

For example, if I log out before the 5.2 maintenance period with 450 Conquest and 3800 Honor, my excess of 250 Honor would be converted, and so when I log in after 5.2 is released I would have 0 Conquest, 4000 Honor, and be 87 gold and 50 silver richer.

In 5.2 we’re introducing an entirely new tier of PvP gear that will be purchasable with Honor to help smooth out the gearing progression for new and returning players, alts, etc. so they can catch up and be a bit more successful coming in mid-season or even mid-expansion. You can read more about all the changes being made surrounding that in the PvP Gear blog we posted a few weeks back.

LFR Raid Testing Coming Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're planning on opening the LFR wings of the Throne of Thunder raid sequentially, beginning on Thursday, February 7, by 11am PST (2pm EST, 8pm CET). We will leave LFR open through the weekend, so hop on the PTR, check it out, and share your feedback!

The item level requirement for the 5.2 LFR sections is 480 -- if you can't meet this threshold, note that there are vendors with epic PvP and PvE set pieces that may help you reach it.

FEEDBACK: Oondasta
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Please use this thread to discuss the world boss Oondasta, who looms over the Isle of Giants off the northern coast of Kun-Lai Summit. He's fairly challenging and, to my knowledge, has not been defeated at all yet.

Guilds that are logging on to test our other raid encounters in Throne of Thunder are encouraged to check him out, perhaps in between testing sessions. I'll even make a post here naming and congratulating the players who manage to secure the ever-prestigious World First Public Test Realm Kill(TM).

FEEDBACK: Warlock "Green fire" Questline
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Yes, it's happening, and next PTR build you should be able to test it. Please use this thread for your feedback on the experience, and please expect there will be spoilers here.

(Please do not use this thread to discuss other warlock or non-warlock related topics, including but not limited to, your pitch for a quest line for your class.)

To begin the Black Harvest questline on the PTR, you can find an item that starts the quest as a drop on the "Green Flame Infernal." When 5.2 goes live, the item will be rarer but not stupidly rare.

Known Issues:
1) At one point you will be asked to speak with a Warlock trainer. The quest is not hooked up to every possible trainer, so keep talking to trainers until you find one.
2) At a later point in the quest, there is a timed element. In the current build, you must finish the trial within the time frame given or be forced to redo it. In a future build, you will be able to proceed even if you fail the time check. This will make sense when you see it.

One request: if you are providing tuning feedback (i.e. if a fight is too easy or too hard), could you please let us know the ilevel of the character you're using?

We appreciate all the feedback.

the Den of Mortal Delights part isn't particularly clear as to what I'm supposed to do or what will complete the objective. It says "loot everything you can in the time available" and I'm looting everything I can click on, but I'm still failing the objective.
I edited the original instructions, but this is the second issue I mentioned. The timer is supposed to expire, at which point you are done looting and continue on your adventure. On your version of the PTR, if the timer expires before you reach the end of the loot run, you fail. This isn't intended. For now, your best bet might be to ignore the loot and just book it to the end.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Will the 'always hit' apply to moving targets as well or is it just for stationary targets?
Always hit your primary target, even if moving.

Priest (Forums / Skills / Talent Calculator)
  • We are reverting the nerf to Body and Soul. It will stay at 4 sec duration.
  • Holy Fire will be instant baseline. We agree it is an unnecessary nerf to remove that 5.1 functionality, but we also like the range increase from the 5.2 version of the glpyh, so just removing Holy Fire's cast time seems like the right move. Solace will still be positioned as an upgraded Holy Fire that generates mana.
  • We understand that reverting the Devouring Plague change (restoring it to its 5.1 functionality) is a nerf to Shadow mastery, but overall we are still sympathetic to the arguments that losing burst from Devouring Plague is a negative in PvE and doesn't really solve the PvP burst problem (which is more about holding procs). We haven't adjusted Shadow's PvE damage yet in any case.

Paladin (Forums / Skills / Talent Calculator)
  • We are going to try Grand Crusader proc'd by CS, HotR and dodge and parry (at lower chances for each).
  • We are going to buff Seal of Justice and Seal of Righteousness damage. Neither of these Seals is seeing enough use. Justice was always intended to be a strong PvP Seal, and it just isn't right now. We haven't solidified numbers yet - I'm just sharing our intent.

We're making a change to the way damage-to-healing conversions work so that the healing is not affected by resilience. The healing will be based on how much damage would have been done as if the target had no resilience. If you hit an opponent for 10K and have a mechanic that converts damage into 50% healing, your hit may land for 6K because of resilience, but the heal will still be 5K (50% of the unmitigated damage). This only applies to resilience, not to armor, Shield Wall or other forms of damage reduction.

This change currently includes Atonement, Glyph of Battle Healer, Ancestral Guidance, Vampiric Embrace, Nature's Vigil, Glyph of Siphon Life, Eminence, Glyph of Flame Shock and Leeching Poison.

Related, we have read feedback that certain mechanics, such as Retribution's mastery, Hand of Light, are double-dipping from resilience. If this happened, then your attack would be mitigated by resilience and then the mastery proc (which is supposed to be a percentage of the main attack) would also be mitigated by resilience. However, we can find no evidence that this is actually happening. In our testing, Hand of Light is never mitigated by resilience a second time. If anyone has additional information, please share.

Monk (Forums / Skills / Talent Calculator)
The 2pc Windwalker PvE bonus no longer drops spheres in a circle. They drop right next to you, much like the Brewmaster's Gift of the Ox, so that you can shift side to side and pick them all up.

Warrior (Forums / Skills / Talent Calculator)
We are currently trying Overpower on a 1 sec GCD (again). We like the way it feels and we like that it boosts Arms' damage without having to increase the damage of special attacks (which risks PvP burst), so we're going to let you guys try it next PTR build.

Leeching poison not getting that change or just forgot to list it?
It is and I did forget (and edited the note above).

Will they still be getting reduced by Battle Fatigue, or are those conversions set to ignore it as well?
Battle Fatigue will still reduce the healing.

I feel like there's a huge disconnect here between the way we play and the way you guys play. The issue with this set bonus isn't the way the orbs are dropped, it's that extra energy is very rarely something we ever need.
Our suspicion is you are viewing this through the lens of 5.1, where you are often GCD capped. The 5.2 mastery changes open up a lot more GCDs (that you can then fill with extra energy). Have you tried the set bonus on the PTR?

Battle Fatigue is gone on the PTR, that's why a ton of feedback about some hybrids heals in the ptr are false. Just saying that this is a cause of some incorrect feedback, and make PVP on the ptr quite frustrating to test.
This is accurate. Battle Fatigue isn't working at the moment on the PTR. We're aware of it and we keep that in mind when evaluating feedback. It's a good idea for you all to do so as well.

I don't care so much about Shattering throw (mostly a PVP thing), or Cleave (I don't mind if it's useless much much HS is for us), but Whirlwind, Sweeping Strikes, and Thunderclap all really need to be looked at.
Awhile ago, we made Whirlwind only cost 20 rage for Arms to address Arms needing to spend more rage on Overpower. I may have forgotten to report it and I don't think it's in the patch notes. Cleave is supposed to be expensive (like Heroic Strike). Thunder Clap is really cheap already. Sweeping Strikes is expensive but also quite powerful so we suspect it's okay, but we'll adjust if needed.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.2 Class DPS Balance
The ones that are played by players who know their class, the raid mechanics, and can adapt to situations on the fly.
I have nothing to add here.

No, I kid. But that was an excellent point.

Something that Ghostcrawler has brought up in the past is that top players will tend to hone in on a specific spec, and wring the most out of it. Parses are posted showing the results, and others follow suit. Soon the parses get dominated by players doing very well with a particular class and spec. Now, we know from internal testing that other options might be competitive, or even better, but because of the... uh, I guess I'll call it the 'echo effect', those specs never really get a chance to shine because everyone has already found something that works, and works well.

Of course, that's not always the case. Sometimes those other specs might not be getting spotlight time because they're much harder to get optimal performance out of, or other factors. Still, it's a real phenomenon.

The other thing to keep in mind is that we (as a community) have developed a strange relationship with damage numbers. Once upon a time, there were pretty broad differences in dps between the highest and lowest dps classes. Bringing the wrong class could have a real impact on your ability to win a fight. Over the years I think we've gone a very long way toward fixing that, and the gap between the different classes and specs has narrowed considerably. Instead of 50 and even 100% differences in output, now we're usually talking about 5 and 10% differences. At these ranges, skill, timing, and knowledge play a more central role than ever before in determining how much practical damage a class is capable of, and even the classes that aren't topping the charts are contributing essential and meaningful amounts of damage.

Don't get me wrong, I have fun vying for the top spot too. I'm just saying that even if your class isn't the #1 top damage for a particular encounter, you're still in a position to help make an important contribution to the fight and ensure that your raid group is killing bosses.

Not trying to quote out of context, but a 10% difference will never sit well with the bulk of the community. I'd even go so far as to say a 5% difference is probably too much. Yeah it's come a long way, but it simply doesn't work in the community's perspective on damage output.
I know, and I get it, but I also think that's kind of unfortunate. Due to vagaries in individual player capabilities, differences in class ability mechanics, latency, encounter design, the moon phase, etc., getting dps numbers within a couple % points of each other is extremely difficult. In some cases, it's not even desirable. What I mean by that is, it's cool that some classes perform better in specific encounters when their unique traits become valuable. As I said earlier, being top dps is fun, if it's you. It can be fun OR frustrating to shoot for that target if it isn't you. Regardless, the point of good dps is defeating encounters, which is much more a product of the raid's efforts as a whole, and their collective skill and knowledge.

Would we like dps (and tanking, and healing) output to be even more balanced, just on principle? It would be awesome. Is there a point of diminishing returns where constantly tweaking those things doesn't significantly impact the success or failure of players and raid groups in general? I think that's also the case. I'm not saying we can't do better, but we do have to prioritize our time to yield the best overall experience we can provide. We've made progress over time, and we'll continue to try to do so. In the meantime, I hope that most players feel like they can choose the class they want to play, and not feel like that choice is holding them back from being a productive member of their group.

This notion that a thin layer of elite players is leading the masses down the wrong path is cute. It's way more likely that your lab results, for whatever reason, don't translate perfectly in a live environment.
Oh, we know for a fact that lab results don't always translate into a live environment. I didn't use the word 'wrong' because it would be... well, wrong. Our theory crafting community is smart, and their analysis is sound. The specs and classes they advocate have been proven to be strong and effective, and are the top performers in many cases.

What I'm suggesting is that often other specs can still be viable, competitive, and better than they're presented to be by parses, but that's not always reflected because they didn't make the initial theory crafting cut. (Blue Tracker / Official Forums)

Patch 5.2 LFR Item Level
A couple of points to make here.

First, the mere fact that item level 502 gear is available from Throne of Thunder LFR doesn't mean that the day patch 5.2 goes live, everyone will suddenly be handed a set of that 502 gear. The sections of LFR are going to unlock over time, and as a quick glance around the Raid & Dungeon forums will tell you, players sometimes only receive gold when defeating bosses, instead of loot (shocking, I know). Sure, maybe 3 months down the line, someone who has been running Throne LFR regularly will have slightly better gear than someone who's been doing Normal mode raids today. But the Normal mode raider who has spent those same 3 months in Normal mode Throne will have far superior items (ilvl 522) by that point anyway.

Second, part of the reason that the items are ilvl 502 is the existence of the array of Valor gear to which LFR-only players have had access to throughout patches 5.0 and 5.1. Many LFR-only players have a number of 489 and 496 Valor items that they've purchased and perhaps even upgraded. If we'd made Throne LFR drop ilvl 496 items, as suggested, a large number of LFR-only players would find that many of the 5.2 LFR drops were barely upgrades, or even downgrades in some cases.

And just to anticipate a familiar criticism ("But if the point of LFR is just to see the content, then what do they even need gear upgrades for?") let me just say that meaningful rewards are important for every playstyle, and character progression is an integral part of WoW. (Blue Tracker / Official Forums)

LFR Loot System Feedback
LFR loot system is a joke, really. I've looted a couple of items 2 times already, and T14 head and shoulders 3 times. Instead of giving us duplicates the whole time, fix your lootsystem so we actually receive items that we still need and benefit us.
That's not the point of the LFR loot system. It's not mean to conveniently help you fill your gear slots with what you're missing. Is a different loot system from what we're used to see, but, as in any other loot system, it might take a while before you see the item you want finally drop. (Blue Tracker / Official Forums)

Is WoW Losing its Epicness?
With prestigious I mean the players that go all in and really gives their heart and soul to clear the most difficult encounters, setting a benchmark for the rest of us to strive for. While these players are a small % to the community as a whole, they are the forerunners and give others an incentive to push a little harder to get further. This is now slowly getting trivialized with pokemon, cute pandas, transmogs, LFR, daily rep gear better than raid gear etc etc.
This is where most arguments just lose it (for me, of course). You might, of course, strive to achieve what others have done, but projecting that same impression onto a majority doesn't really work. The fact is, most of the players probably can't even name the best raiding guild in the world, because they just don't care. So they might give an incentive to push to some folks, absolutely (those in the raiding competition, most likley).

Then you go on and proceed to argue that these other things that have nothing to do with bleeding edge progression raiding, for some reason, "dumb down" the game, when, in fact, it's just expanding the amount of choices you have at your disposal.

If the game loses it's focus on skills and perseverance, we're only left with the social aspects and I don't really see why we just couldn't sit on FB and play farmville or some pokemon app there?
If that's what you feel WoW offers to you, then I'm afraid you are not really looking at what those activities actually have to offer to any player that wants to do something else than bleeding edge progression raiding.

This paragraph makes it sounds like the 'prestigious raiders' are climbing Everest to collect medical supplies or something. They are people spending a lot of time on a computer game, not war heroes. I for one do not aspire to be like them, I just want to enjoy playing Wow.
Coriandra sums pretty well how some players feel. While for some of you raiding is everything that exists in WoW, for others is high-end PVP, for others is doing 5-man with their friends, challenge modes, scenarios, pet batlles, heck, it might be just flying around Azeroth just because they can.

The thing is, in a game as massive as World of Warcraft you can make of it whatever you want to, and it can't be a bad answer. As long as you have fun, and feel like you're getting from the game something worth it, then there's no real harm if some people just want to PVP all day long, or if some players would rather see all raid content through Raid Finder without caring at all about world firsts.

Also, please realize that some of the casual players of today, will be the hardcore players of tomorrow; and some, if not all hardcores of today, will be the casuals of tomorrow. There's no benefit in acting like it's two separate ponds that aren't connected and pretending you will always be part of this one pond.

Based on what some of you have commented and what I saw yesterday both here on the forums and on Twitter, I'm just curious...

Why do you feel the game has been dumbed down when, in fact, heroic raid bosses (for example) are increasingly harder? You've probably seen even players arguing that this tier in Normal feels harder than it should as well.

I mean, I totally understand you feel the game is easier than before, but consider three things:
-If you're a dedicated player, your skill will improve at some point, and (most likely) at early stages your improvement will be more dramatic, so the room to make the game harder without being outright silly (numerically or mechanically) gets smaller (which should help put in perspective the amazing work developers do when coming up with new boss fight mechanics and concepts).

-Heroic raiding content is increasingly more difficult (just compare Heroic Ragnaros to Heroic Sha of Fear and to Kil'jaeden, both mechanics wise and leeway to meet enrage timers, etc)

-Most of the things you mention as being dumbed down don't really seem to target you. But rather a different segment of players that might still be getting the hang of the game or don't want/can't devote as much of their time into the game as they would like.

Considering all this, how does it affect you in a negative way (assuming that you are at the high-end spectrum) that the game is more accessible or there are more things to do for players that are not you specifically? (Blue Tracker / Official Forums)

Thunderforged Tier Items
There are still no plans for tier items to be available with the Thunderforged designation. (Blue Tracker / Official Forums)

"Raiding is too Difficult and Time Consuming"
Like why do I have to sit around in normals for 3 months wiping 8 hours a week to get anywhere? It was cool to release 3 raids, but whats the point if you're gonna make them so hard no one will even get to the second one before next tier? I thought normals were supposed to be easy and hms were supposed to be the hard raids? Wiping isn't fun... bring back DS difficulty. That was perfect for normals, people could actually do them in a respectable amount of time.
I can commiserate with your feelings, but the best thing you can do is share with us specifically what encounters or issues you're having. It may be something we may need to look at and address on our end, or it may be something that other players can give you additional insight on to make the encounters seem less difficult for you.

As I see it, these are the things that could be affecting how you and your Raid team are performing:

  • You've found a bug or an imbalance in an encounter that's causing you issues.
  • Your Raid team may not be using solid achievable tactics to approach the encounters and may need to refine them more.
  • Members of your Raid team may not have the most appropriate gear for the encounters. which can cause additional burden on other members who do have appropriate gear.
  • Members of the Raid team may need to change spell rotations or even talent options for specific encounters

Again, I think by citing specific issues and problems, you may find better success in overcoming them. (Blue Tracker / Official Forums)

Mage (Forums / Skills / Talent Calculator)
Patch 5.2 Mage Balance
The Glyph of Evocation seems to have been updated on the PTR.

If you have the Invocation talent, a full Evocation will only heal you for 20%.
So, yes a mage will be able to spam it with the invocation talent, but since evocation reduces the channelling time and duration by 50%, this also means that it will heal exactly the same as it did before, since the glyph changed from 40% to 20% Health.

The old Invocation also had a 10 second cooldown, that means that although mages couldn't spam it, it wasn't that much different… Evocation used to last for 6 seconds, that means they would only have 4 seconds downtime on evocation and to be honest, going from 4 seconds of evocation downtime to 0 seconds, is not such a huge difference, because chances are, the first evocation that regenerated 40% HP for 6 seconds was enough of a buffer for the mage to wait 4 more seconds and move away or blink/frost nova/pet nova/sheep and do it again.

Still, I’m not trying to defend the changes here, simply stating some facts and my own opinion, keep in mind that anything is still subject to change and it’s exactly this kind of feedback that we need to make us rethink anything that might need tweaking. Thanks for keeping us on our toes. (Blue Tracker / Official Forums)

Patch 5.2 and Flameglow
I think its cute that its implied blizzard have a board meeting about pvp balance and get a bunch of feedback from all the devs.
Of course they do, they have regular meetings to discuss both game balance and the feedback they receive from the community. Just because you do not agree with some changes does not mean that they ignore your feedback or don't care, they simply cannot implement every change that the community mentions, especially if they feel it's not entirely beneficial to the health of the game.

On the topic of the Flameglow talent that is mentioned in this comic, I think there are some misunderstandings on how this new talent functions which I would like to address. First of all, this new talent for mages functions as follows:

Protects you with fiery energy, absorbing [ 20% of Fire Spell Power ] damage from each attack against you (up to a maximum of 30% of the attack).

Too many people are focusing on this talents potential to protect the mage from a maximum of 30% of an attack, where you must realise that under the more dire of circumstances where damage is high, it's protection is quite minimal. With most mages only just breaking 20,500 spell power unbuffed they will only protect themselves for a maximum of 7,000 damage with full procs and buffs, and 5,000 under normal buffed circumstances.

Let's take Ice Barrier which is also in the same tier as Flameglow, for a mage who has 20,000 spell power it will absorb approximately 70,000 damage. For Flameglow to absorb this damage at the same amount of spell power, you would need to take more than 17 hits where each hit does a minimum of 14,000 damage. Another situation you need to consider is that when big burst damage comes in to play.

If you are about to be hit hard, let's say you get hit by a big skill for 70,000 damage. At 20,000 spell power again, your Ice Barrier will absorb all of this, your Flameglow however will only absorb a measly 4000 damage and you will get hit for 66,000.

As you can see, Flameglow is certainly a good talent but it is not an outright winner against either Ice Barrier or even Temporal Shield. They all simply offer different situational uses and styles of gameplay. I would think that Flameglow works best against DoT's or lots of low damage, whereas Ice Barrier would be better against holding up against larger, more bursty damage. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Powershot Fixes
Both Powershot and Glaive Toss have been rebuilt and should now always hit their primary targets, plus, they should also be much more responsive to secondary targets.

This new implementation of the two abilities isn’t on PTR yet but will be as soon as both abilities have been through QA. Once we have a new PTR build go live, feel free to test them and provide us with some feedback, this is when it is most important and when it can dramatically change what ends up going live. (Blue Tracker / Official Forums)

Your Developer Interview Druthers
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I'm in the process of scheduling fansite interviews with our developers to cover patch 5.2 content and design, and I'm curious what formats and topics are most popular among the community. In addition to this simple poll on preferred format, please elaborate on what you think makes for a successful (or unsuccessful) interview. Some examples:

  • What topics interest you most? (i.e. systems, encounters, lore, content, art, sound, etc.)
  • Why do you prefer the format you voted on?
  • What sites or podcasts are your primary sources of WoW news?
  • What sites or podcasts have conducted the most compelling interviews in the past?
  • In a single interview do you most prefer one-on-one, multiple people asking questions, or multiple developers answering questions?

Keep in mind this is specifically about press/fansite interviews with developers, and not public Q&As. The two aren't mutually exclusive and we'd like to host another developer Q&A in the near future.

Your feedback will help me assess our resources and determine a solid 5.2 interview strategy. Much appreciated!

I don't think they really address the issues that are on the forums. Its more of a PR thang, really.
It's worth pointing out that I'm specifically asking for your feedback because I want to make the developer interviews as effective as possible, and not just about PR. Our PR department does setup interviews between developers and some of the larger press/media publications/sites, but I oversee the fansite interview process and treat it as a very different animal.

I recognize that the audience frequenting fansites is completely different, typically better informed about the latest gameplay news, and prefers more in-depth design discussions.

Why is yet another dev Q&A being held on a third party site? Do you despise your own venue so much?
I'm not talking about dev Q&As. I'm talking about journalists, podcasters, and news/editorial folks sitting down with developers to interview them about World of Warcraft design, and what you think the best interview format and topics are.

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

by Published on 2013-02-05 06:08 PM

Patch 5.2 PTR - Build 16539
A new PTR build will be deployed soon. We will be updating these notes frequently, so keep checking back!

Patch Highlights
  • Throne of Thunder is now somewhat itemized, with lots of temporary art, names, stats, and drop rates.
  • New rep gear for the Kirin Tor Offensive, Sunreaver Onslaught, and Shado-Pan Assault has been added.
  • The Tier 15 set tokens have been added.
  • Flaskataur is selling normal Tier 15 armor for gold on the PTR.
  • The Normal and Heroic Patch 5.0 raids now have a buff (that can be disabled) that reduces enemy health and damage by 10%.
  • When Patch 5.2 goes live, all players who have defeated Will of the Emperor, Grand Empress Shek’zeer, and/or Sha of Fear prior to the release of Patch 5.2 will receive a Feat of Strength to mark their accomplishments.
  • Siege of Niuzao Temple awards 5 bonus Valor Points, Scholomance awards 10 bonus Valor Points, and Shado-Pan Monastery awards 15 bonus Valor Points.
  • Completing the Scenarios: Brewmoon Festival, Greenstone Village, A Little Patience, and Theramore’s Fall will award 5 additional Valor Points.

Sun Crown

New Icons

Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength


New Items
You can find all of the new Patch 5.2 items on WoWDB, including the new tier tokens.

Level Type Slot Name
1Junk Kirin Tor Beacon
1Junk Sunreaver Beacon
1Junk Shiny Pile of Refuse
1Junk Stormtouched Cache
1Junk Dividends of the Everlasting Spring
1Junk Cache of Mogu Riches
1Junk Amber Encased Treasure Pouch
20Companion Pets Warbot Ignition Key
1Other Ra'sha's Sacrificial Dagger
90Mount Primal Golden Direhorn
90Mount Primal Crimson Direhorn
1TabardTabard Kirin Tor Offensive Tabard
1TabardTabard Sunreaver Onslaught Tabard
1TabardTabard Shado-Pan Assault Tabard
476ClothWaist Shan'ze Scholar's Girdle
476ClothWaist Shan'ze Scholar's Girdle
476ClothWaist Belt of Loa Charms
476ClothWaist Belt of Loa Charms
476LeatherWaist Cinch of the Dead Forest's Vigil
476LeatherWaist Cinch of the Dead Forest's Vigil
476LeatherWaist Skumblade-Tooth Girdle
476LeatherWaist Skumblade-Tooth Girdle
476MailWaist Skumblade Ritualist Links
476MailWaist Skumblade Ritualist Links
476MailWaist Rotting Bog Cinch
476MailWaist Rotting Bog Cinch
476PlateWaist Thunder Caressed Waistguard
476PlateWaist Thunder Caressed Waistguard
476PlateWaist Girdle of Shan'ze Glory
476PlateWaist Girdle of Shan'ze Glory
90Consumable Glorious Standard of the Kirin Tor Offensive
90Consumable Glorious Standard of the Sunreaver Onslaught
1Other Grand Commendation of the Kirin Tor Offensive
1Other Grand Commendation of the Sunreaver Onslaught

Strings Changes
Originally Posted by MMO-Champion
  • DWY_DB_WORK_BUG_COPY - The pet card displays information about a pet's abilities and stats.\n\n\nHover over the pet's icon to see how to obtain a pet.
  • ERR_DIFFICULTY_CHANGE_COMBAT_COOLDOWN_S - Raid was in combat recently and may not change difficulty again for %s.
  • EXCLUDE_BATTLEGROUNDS_LINE_1 - You can exclude up to
  • EXCLUDE_BATTLEGROUNDS_LINE_2 - %d battlegrounds
  • INCLUDED_BATTLEGROUNDS - Included Battlegrounds
  • SPELL_FAILED_CUSTOM_ERROR_191 - There is nothing to be fetched.

Patch 5.2 PTR Official Notes Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • The Legendary Quest Continues:
    • Players seeking to re-acquire previous Legendary quest rewards (Such as gems for Sha-touched weapons) can now speak with the Blacktalon Quartermaster, the surly-looking Pandaren standing in the first floor of the Tavern in the Mists.

  • Druid (Forums / Skills / Talent Calculator)

  • Hunter (Forums / Skills / Talent Calculator)
    • The Fetch ability from Glyph of Fetch no longer requires a target. When activated, the pet will automatically choose a nearby corpse to loot.

  • Mage (Forums / Skills / Talent Calculator)
    • Glyph of Blink will now increase the movement speed bonus provided by Blazing Speed by an additional 50%.
    • Blazing Speed is now a level 15 talent, replacing Scorch. can be triggered at will, provides root/stun immunity, and has a 10-second cooldown (was 25 seconds). This ability replaces Blink.
    • Flameglow, a new talent is available at level 30 and replaces Blazing Speed. The passive ability encases the Mage in fiery energy, absorbing damage from each attack made against the Mage equal to 20% of their spellpower, up to a maximum of 30% of the attack.
    • Cold Snap now heals the Mage for 15% of maximum health when used, down from 30%.
    • Ring of Frost cast instantly through Presence of Mind now has a 2 second arming period before the Freeze effect is activated against targets in the area of effect. The 2 second arming period can be reduced by Haste.
    • Deep Freeze now stuns the target for 5 seconds (was 4 seconds).
    • Glyph of Deep Freeze now removes it from global cooldown but also reduces its duration by 1 second.
    • Mage PvP 2-piece bonus now requires Counterspell to successfully interrupt a spell before applying the 4 second cooldown reduction to Counterspell.
    • Fire
      • Scorch is no longer a talent and is now available to all Fire Mages.

  • Monk (Forums / Skills / Talent Calculator)
    • New Level 60 Talent: Ring of Peace
      • Ring of Peace has a 45 second cooldown.
    • Paralysis is now a physical, non-magical effect, can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards. The Paralysis effect lasts 40 seconds (was 30 seconds) for non-player targets, 4 seconds when used against other players, and lasts 50% (was 200%) longer when used from behind a target.

  • Paladin (Forums / Skills / Talent Calculator)
    • Light's Hammer now also applies a 50% snare for 2 seconds to targets that take damage from the area of effect.
    • Glyph of Blessed Life no longer requires Seal of Insight to be active.
    • Glyph of Templar's Verdict can also activate from Exorcism.
    • Retribution
      • When Hand of Sacrifice is cast by a Retribution Paladin, all harmful magic effects are removed from the party or raid member.

  • Priest (Forums / Skills / Talent Calculator)
    • Several of these may be tooltip updates, see Ghostcrawler's tweets. [1, 2]
    • Spiritual Healing is a new passive ability obtained by Discipline and Holy Priests at level 10. This ability increases the amount of healing done by Flash Heal, Binding Heal, Renew, and Prayer of Mending by 25%. The amount of healing done by those four spells have been reduced by 20%. For Holy and Discipline Priests, there is no change to the amount of healing done by those four spells.
    • Evangelism stacking effect now also increases the healing of Penance.
    • Devouring Plague now deals its damage evenly through its duration.
    • Phantasm no longer makes the Priest untargetable by ranged attacks, and the movement impairing immunity effect is now 5 seconds (was 3 seconds).
    • Discipline

    • Shadow

  • Rogue (Forums / Skills / Talent Calculator)
    • Preparation is now a baseline ability learned at level 68 and no longer resets the cooldown on Cloak of Shadows.
    • Blind now has a cooldown of 2 minutes (was 1.5 minutes).
    • Cloak of Shadows now has a cooldown of 1 minute (was 2 minutes).
    • Smoke Bomb now reduces damage taken by allies in the area of effect by 20%, in addition to current effects.

  • Shaman (Forums / Skills / Talent Calculator)
    • The talent Totemic Restoration now has an additional effect. Any totems that have been destroyed or replaced behave as if the totem had been active for at least 1 second.
    • When summoned, the Stone Bulwark Totem has health equal to 10% of the casting Shaman's health.
    • The talent Nature's Guardian now preserves the player's health percentage when its maximum health boosting effect expires.

  • Warlock (Forums / Skills / Talent Calculator)
    • Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 5% health to activate, and has a 30-second cooldown.
    • Blood Fear has a new visual and sound effect, and has a visual and sound effect when the fear effect is activated.
    • Blood Fear has been replaced by Blood Horror. Blood Horror costs 5% health, has 1 charge, and lasts 60 seconds with a 30 second cooldown. While Blood Horror is active, melee attacks that strike the Warlock will cause the attacker to be horrified for 4 seconds.
    • Destruction

  • Warrior (Forums / Skills / Talent Calculator)
    • Second Wind now generates 15 rage (was 20 rage) over 10 seconds. and the health regeneration effect will pause while the Warrior is stunned.
    • Glyph of Overpower is now Glyph of Die by the Sword. It increases the duration of Die by the Sword whenever Overpower or Wild Strike are used.

Pet Battles
  • Many new Battle Pets and Battle Pet abilities have been added.
  • Volcano's damage has been reduced by 15%.
  • Ice Tomb, Elementium Bolt, and Stun Seed's damage has been reduced by 25%.
  • Geyser's damage has been reduced by 12.5%.
  • Conflagrate's base damage has been increased by 20% and its bonus damage has been reduced by 60%.
  • Siphon Life now heals for a flat amount instead of a percentage of the damage that had been dealt.
  • Ghostly Bite now has a cooldown of 7 rounds (was 3 rounds).
  • Spectral Strike now has a cooldown of 4 rounds (was 3 rounds).
  • Light now has a cooldown of 4 rounds (was 3 rounds).
  • Call Darkness now lasts for 5 rounds (was 9 rounds).

Raids, Dungeons and Scenarios
  • Throne of Thunder loot drops are now available for testing in Raid Finder, Normal, and Heroic difficulty. Please note that at this stage of testing, bonus rolls are not yet available, art for weapons, armor pieces, and the drop rates themselves are not yet final.
  • Ao Pye at Niuzao Temple in Towlong Steppes is offering to sell Shadow-Pan Assault faction gear to adventurers for Valor points. Another NPC will also be selling those items in or near the entrance to the Throne of Thunder on Isle of the Thunder King.
  • For testing purposes, Flaskataur is selling normal Tier 15 armor for gold on the PTR.
  • On Normal and Heroic mode, zone-wide auras have been activated in Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring, reducing the health and damage of all enemies therein by 10%. A NPC near the entrance within each zone explains this, and offers to deactivate the buff for the benefit of brave/foolhardy adventurers.
  • When Patch 5.2 goes live, all players who have defeated Will of the Emperor, Grand Empress Shek’zeer, and/or Sha of Fear prior to the release of Patch 5.2 will receive a Feat of Strength to mark their accomplishments. The Feats of Strength will be: “Ahead of the Curve: (Will of the Emperor, Grand Empress Shek’zeer, Sha of Fear)” for players that have defeated them on Normal difficulty and “Cutting Edge: (Will of the Emperor, Grand Empress Shek’zeer, Sha of Fear)” for players that have defeated them on Heroic difficulty. Once 5.2 is released, these Feats of Strength will no longer be obtainable.
  • Level 90 players that use Dungeon Finder to look for a random Dungeon or Scenario will receive additional bonus Valor Points upon completing specific Dungeons or Scenarios.
    • Dungeons
      • Siege of Niuzao Temple: 5 bonus Valor Points
      • Scholomance: 10 bonus Valor Points
      • Shadow-Pan Monastery: 15 bonus Valor Points
    • Completing the Scenarios: Brewmoon Festival, Greenstone Village, A Little Patience, and Theramore’s Fall will award 5 additional Valor Points.

  • Players can obtain a new title "Khan", by completing the following Battleground achievements: Master of the Battle for Gilneas, Master of Twin Peaks, Master of Temple of Kotmogu, Master of Isle of Conquest, and Master of Silvershard Mines.

Bug Fixes

Spell Changes
Originally Posted by MMO-Champion

Item Set Bonuses

Hunter (Forums)


Beast Mastery



Minor Glyphs

Mage (Forums)

  • Blazing Speed is now a level 15 talent, down from 30. Now has a 25 sec cooldown, up from 10. No longer replaces Blink. No longer frees the caster from stuns and bonds, and makes them immune for the duration.
  • Flameglow (New) Protects you with fiery energy, absorbing [ 20% of Fire Spell Power ] damage from each attack against you (up to a maximum of 30% of the attack). Mage - LvL 30 Talent.


  • Scorch is no longer a talent, just a Fire mage spell.

Major Glyphs
  • Glyph of Deep Freeze - Your Deep Freeze spell is no longer on the global cooldown, but its duration is reduced by 1 sec.

Monk (Forums)
  • Blackout Kick is no longer limited to 2 targets.
  • Chi Burst damage and AP scaling doubled. Healing reduced by 16%.
  • Chi Wave base damage doubled and healing tooltip updated to reflect previously doubled healing.
  • Healing Sphere was renamed Gift of the Serpent. AP scaling was reduced by 38%.
  • Paralysis now incapacitates for 40 sec, up from 30. When done from behind, duration is increased 50%, rather than doubled.
  • Zen Sphere healing reduced by 60% and damage slightly increased.

  • Chi Burst damage and AP scaling doubled. Healing reduced by 16%.
  • Chi Wave base damage doubled and healing tooltip updated to reflect previously doubled healing.
  • Ring of Peace now has a 45 sec cooldown, down from 1.5 min.
  • Zen Sphere healing reduced by 60% and damage slightly increased.


Major Glyphs
  • Glyph of Path of Blossoms was renamed to Glyph of Paralysis: Your Paralysis ability also removes all damage over time effects from the target.

Paladin (Forums)
  • Hand of Sacrifice now has spec specific tooltips. Retribution now also removes all harmful Magic effects from the target.

  • Light's Hammer now also reduces enemy movement speed by 50% for 2 sec. (Healing amount likely a typo)
  • Selfless Healer no longer procs off of Holy Shocks.

  • Shield of the Righteous Instantly slam the target with your shield, causing [ 836 + 61.7% of AP ] Holy damage, reducing the physical damage you take by 30% [ 30 ] [Min 30, Max 80]% for 3 sec, and causing Bastion of Glory. Bastion of Glory Increases the strength of your Word of Glory when used to heal yourself by 10%. Stacks up to 5 times. Paladin - Protection Spec. 3 Holy Power. Melee range. Instant. 1.5 sec cooldown.

  • Absolve (New) Your Hand of Sacrifice also removes all harmful Magic effects from the target. Paladin - Retribution Spec.

Major Glyphs

Priest (Forums)
  • Binding Heal healing and SP scaling increased, range limit set at 20 yards for the third target.
  • Divine Star now heals all allies within 4 yds of its path, down from 6.
  • Flash Heal healing and SP scaling increased by 14%.
  • Holy Nova Causes an explosion of holy light around the caster, causing [ 332 + 14.3% of Spell Power ] Holy damage to all enemy targets within 10 yards and healing up to 5 targets within 10 yards for [ 2,564 + 24.7% of Spell Power ]. Healing is divided among the number of targets healed. These effects cause no threat.
  • Power Word: Shield (Discipline) absorb and SP scaling reduced by 13%.
  • Power Word: Shield (Holy) absorb and SP scaling reduced by 13%.
  • Renew healing and SP scaling reduced by 20%.

  • Divine Star now heals all allies within 4 yds of its path, down from 6.
  • Phantasm no longer makes you untargetable by ranged attacks. Your movement speed is unhindered for 5 sec, up from 3.
  • Solace and Insanity damage increased (or tooltip fixed).

Discipline & Holy
  • Evangelism (Discipline) now increases the damage and healing done by your Penance, Smite, and Holy Fire spells, not just damage.

Holy & Discipline

Major Glyphs

Rogue (Forums)
  • Blind now has a 2 min cooldown, up from 1.5 min.
  • Cloak of Shadows now has a 1 min cooldown, down from 2.
  • Crimson Tempest bleed now does 240% of the initial damage over 12 sec, up from 30%.
  • Preparation no longer works with Cloak of Shadows.
  • Vanish now has a 2 min cooldown, down from 3 min.

Shaman (Forums)

Warlock (Forums)
  • Blood Fear was renamed Blood Horror: While active, any time an enemy melee attack deals damage to the Warlock, the enemy will run in horror for up to 4 sec. 1 charge. Blood Horror lasts 60 sec.

Minor Glyphs
  • Glyph of Eye of Kilrogg - The casting Warlock must be within line of sight of the Eye of Kilrogg to place the Demonic Circle.

Warrior (Forums)



Major Glyphs

  • Fishing tooltip has been updated to reflect that no fishing pole is needed.
  • Fishing tooltip has been updated to reflect that no fishing pole is needed.


Raid & Dungeon Abilities
  • Acid Rain Spits a globule of acid at a random enemy, inflicting 350,000 390,000 Nature damage to all players upon impact. The damage of Acid Rain is reduced the further enemies are from the point of impact. Instant.
  • Amber Retaliation Inflicts 50,000 Inflicts 26,400 Nature damage to all enemies illuminated by Bright Light. 100 yd range. Instant.
  • Arcane Burst Inflicts 200,000 Inflicts 120,000 Arcane damage to all enemies within 0 yards. 100 yd range. Instant.
  • Arctic Freeze Breathes ice on all enemies in front of the caster, inflicting 150,000 165,750 Frost damage every second for 3 sec. Enemies hit by Arctic Freeze begin to freeze solid and are stunned for 20 sec. if they reach 5 stacks of Arctic Freeze. Instant.
  • Ball Lightning The Ball Lightning rushes towards an enemy, inflicting increasing nature damage based on the distance from the target. Unlimited range. Instant. 65,000 Nature damage to the enemy. Unlimited range. Instant.
  • Burst of Amber Inflicts 100,000 Inflicts 135,000 Nature damage to all enemies within 500 yards. Instant.
  • Caustic Gas Inflicts 4,050,000 Nature damage split evenly between all enemies within a 18 30 yard cone. 3 sec cast. 12 sec cooldown.
  • Chain Lightning Inflicts 90,000 Inflicts 60,000 Nature damage, chaining to nearby enemies. Unlimited range. Instant.
  • Chain Lightning Inflicts 60,000 Inflicts 40,000 Nature damage, chaining to nearby enemies. Unlimited range. Instant.
  • Chain Lightning Inflicts 120,000 Inflicts 80,000 Nature damage, chaining to nearby enemies. Unlimited range. Instant.
  • Cheep Inflicts 100,000 Inflicts 150,000 Physical damage to the target. 200 yd range. 1 sec cast. Instant.
  • Cheep Inflicts 50,000 Inflicts 30,000 Physical damage to the target. 200 500 yd range. 1 sec cast.
  • Cinders Ignites an enemy, inflicting 125,000 136,500 Fire damage and an additional 75,000 97,500 Fire damage every 1 sec. for 30 sec. When Cinders is removed, a pool of flames is created at the target's location. The pool inflicts 125,000 136,500 Fire damage every 1 sec. to all enemies within 5 yards. 1.5 sec cast.
  • Cinders Ignites an enemy, inflicting 125,000 136,500 Fire damage and an additional 75,000 97,500 Fire damage every 1 sec. for 30 sec. When Cinders is removed, a pool of flames is created at the target's location. The pool inflicts 125,000 136,500 Fire damage every 1 sec. to all enemies within 5 yards. Instant.
  • Cleave (New) Inflicts 150% of normal melee damage to an enemy and its nearest ally. Melee range. Instant. 2 sec cooldown.
  • Cocoon Wraps the target in web, 100 yd range. Instant. Encases the target in webs, preventing all action and preventing any allies from aiding them directly. 100 yd range. Instant.
  • Crimson Bloom Inflicts 100,000 Inflicts 135,000 Fire damage to all enemies within 500 yards. Instant.
  • Diffusion Chain Inflicts 100,000 Nature damage, chaining to nearby enemies, inflicting increasing damage for each target it jumps to. When an enemy is hit by Diffusion Chain a Diffused Lightning spawns at the location. 1,000 yd range. Instant.
  • Discharged Energy Increases damage taken from Discharged Energy by 3%. Instant.
  • Electrical Shock Inflicts 15,000 Inflicts 8,000 Nature damage every 1 sec for 8 sec. Unlimited range. Instant.
  • Elemental Blood of Megaera The elemental blood of Megaera increases damage done by all Venomous Heads by 10%. This effect stacks. Instant. 15%. This effect stacks. Instant.
  • Elemental Blood of Megaera The elemental blood of Megaera increases damage done by all Flaming Heads by 10%. This effect stacks. Instant. 15%. This effect stacks. Instant.
  • Elemental Blood of Megaera The elemental blood of Megaera increases damage done by all Frozen Heads by 10%. This effect stacks. Instant. 15%. This effect stacks. Instant.
  • Feed Young The caster summons forth globules of food for their young. Instant.
  • Flash Freeze Inflicts 100,000 Inflicts 135,000 Frost damage to all enemies within 100 yards. Instant.
  • Focused Lightning Conduction Focused Lightning Detonation damage travels through Conductive Water, inflicting 195,000 227,500 Nature damage to players standing in Conductive Water. Unlimited range. Instant.
  • Focused Lightning Detonation The Focused Lightning detonates, inflicting 195,000 227,500 Nature damage to all players within 8 yards. Unlimited range. Instant.
  • Furious Stone Breath Inflicts 85,000 Inflicts 350,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast. Unlimited range. Instant.
  • Fusion Slash Lei Shen slashes at the target with his polearm, inflicting 550,000 600,000 Nature damage and increases damage taken by Fusion Slash by 50% for 45 sec. Unlimited range. 1.5 sec cast. 60 sec. Unlimited range. 2 sec cast.
  • Gnawed Upon The caster takes a bite out of the victim inflicting 400,000 640,000 physical damage and increasing the damage they take 100% for 20 sec. 100 yd range. Instant.
  • Ice Comet Inflicts 0 Inflicts 400,000 Frost damage to all enemies within 0 6 yards. 300 yd range. Instant.
  • Icy Ground The frozen ground inflicts 80,000 88,400 Frost damage to all enemies who touch it, reducing their movement speed by 5% every second. The snare effect of Icy Ground stacks up to 20 times. 100 yd range. Instant.
  • Ignite Flesh Inflicts 35,000 Inflicts 39,000 Fire damage every 1 sec. for 45 sec. 100 yd range. Instant.
  • Ignite Flesh Breathes flames on all enemies in front of the caster, inflicting 150,000 165,750 Fire damage every second for 3 sec. Enemies hit by Ignite Flesh burn for 35,000 39,000 additional Fire damage every second for 45 sec. This effect stacks. Instant.
  • Judgment of the Loa Unleashes the Loa's judgment on an enemy, inflicting 2,750 Holy damage for each application of Mark of the Loa. 15 yd range. Instant.
  • Judgment of the Loa Blesses an ally with the light of loa, healing them for 10% of their maximum health. 10 yd range. 2.5 sec cast.
  • Life Drain Inflicts Shadow damage to the nearest target in front of the caster and heals Durumu based on the damage inflicted. 100 yd range. Instant.
  • Lightning Bolt Inflicts 30,000 Inflicts 40,000 Nature damage every 0.25 sec, the Lightning Bolt can be avoided by jumping over it. 500 yd range. Instant.
  • Lightning Whip Lei Shen cracks a Lightning Whip across the floor, inflicting 750,000 800,000 Nature damage to enemies in front of him, creating a Lightning Bolt on the ground. The Lightning Bolt effect can be avoided by jumping over it. 500 yd range. 4 sec cast.
  • Lingering Gaze Inflicts 136,500 Inflicts 200,000 Shadow damage to all targets within 15 yards. 100 yd range. Instant.
  • Lingering Gaze (New) Inflicts 100,000 Shadow damage to the target. 100 yd range. Instant.
  • Lingering Gaze Inflicts 100,000 Shadow damage to the target. 100 yd range. Instant.
  • Long-Range Ritual Lightning Inflicts 100,000 Inflicts 125,000 Fire damage to enemies outside 50,000 yds. 1.5 sec cast. 3 sec cooldown.
  • Luciferase Inflicts 150,000 Inflicts 80,000 Nature damage to the target. 100 yd range. Instant.
  • Mark of the Loa Inflicts 5,000 Inflicts 2,750 Holy damage every second for 15 sec. This effect stacks. 10 yd range. Instant.
  • Megaera's Rage Megaera spits flames at her target when they are not within melee range. The flames inflict 250,000 325,000 Fire damage to all enemies within 5 yards upon impact. 500 yd range. Instant.
  • Megaera's Rage Megaera spits poison at her target when they are not within melee range. The poison inflict 250,000 325,000 Nature damage to all enemies within 5 yards upon impact. 500 yd range. Instant.
  • Megaera's Rage Megaera spits ice at her target when they are not within melee range. The ice inflict 250,000 325,000 Frost damage to all enemies within 5 yards upon impact. 500 yd range. Instant.
  • Mind Daggers The caster hurls bolts of arcane energy at the victim, inflicting 30,000 48,000 Arcane damage. 100 yd range. Instant.
  • Nether Tear Tears open a portal to the nether, releasing a Nether Wyrm every 1 sec. for 6 sec. 500 yd range. Instant.
  • Overloaded Circuits The Conduit was the highest power after becoming Supercharged, causing Overloaded Circuits, disabling the Conduit. Inflicts 75,000 40,000 Nature damage every 1 sec. Instant.
  • Pierce the Veil The caster inflicts 40,000 Shadow damage on a random target. 200 yd range. Instant.
  • Quake Stomp Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and stunning all enemies for 1 sec and inflicting Physical damage to each equal to 120% of their maximum health. Quake Stomp also increases the frequency of Rockfalls for 9 sec. 1.8 8 sec. 2.3 sec cast. 3 sec cooldown.
  • Quills Inflicts 110,000 Inflicts 60,000 Physical damage to all enemies within 500 yards. 500 yd range. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Frost damage to all enemies. The damage of Rampage is increased by 25% for each additional Frozen Head. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Arcane damage to all enemies. The damage of Rampage is increased by 25% for each additional Arcane Head. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Nature damage to all enemies. The damage of Rampage is increased by 25% for each additional Venomous Head. Instant.
  • Rampage Inflicts 45,000 Inflicts 58,500 Fire damage to all enemies. The damage of Rampage is increased by 25% for each additional Flaming Head. Instant.
  • Rockfall A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 515,000 Nature damage to enemies within 5 yds. and 35,000 81,000 Nature damage to enemies within 20 yds. Unlimited range. Instant.
  • Rockfall A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 515,000 Nature damage to enemies within 5 yds. and 35,000 81,000 Nature damage to enemies within 20 yds. Unlimited range. Instant.
  • Rot Armor Breathes corrosive gas on all enemies in front of the caster, inflicting 150,000 165,750 Nature damage every second for 3 sec. Enemies hit by Rot Armor take 10% 6% increased damage from all sources for 45 sec. This effect stacks. Instant.
  • Rot Armor All damage taken increased by 10% for 45 sec. Instant. 6% for 45 sec. Instant.
  • Serpent's Vitality Breathes life and vitality into players, causing them to regenerate 20,000 health and 20,000 5,000 mana every 1 sec. Instant.
  • Shadow Power Melee attacks inflict 35,000 19,250 Shadow damage to all enemies within 100 yards. Instant.
  • Short-Range Ritual Lightning Inflicts 100,000 Inflicts 125,000 Fire damage to enemies within 30 yds. 1.5 sec cast. 3 sec cooldown.
  • Slime Trail The caster leaves behind a trail of extremely caustic, sticky slime. Stepping into the slime will slow the target 80% and inflict 30,000 16,500 Nature damage every 2 seconds. 100 yd range. Instant.
  • Snapping Bite The turtle Tortos snaps his jaws shut around the target, inflicting 500,000 Physical damage. 1.4 sec cast. 682,000 Physical damage. Unlimited range. 1.4 sec cast.
  • Spinning Shell Inflicts 30,000 Physical damage and knocks the target back. 100 yd range. Instant. The turtle chases players around the room, spinning rapidly and continuously inflicting 200,000 Physical damage to enemies within 5 yards, knocking them away. 100 yd range. Instant.
  • Summon Ball Lightning Inflicts 250,000 Inflicts 100,000 Nature damage to enemies within 6 yards and creates a Ball Lightning at the location. Unlimited range. Instant.
  • Thunder Trap Inflicts 50,000 Inflicts 10,000 Nature damage. Unlimited range. Instant.
  • Thunderstruck Lei Shen winds up to hurl his axe at target location, inflicting 1,500,000 Nature a target location, inflicting 1,750,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away the target is from the Thunderstruck location. Unlimited range. Instant. an enemy is from the impact point. Unlimited range. Instant.
  • Torrent of Ice Channels a beam of ice at at an enemy, inflicting 50,000 55,250 Frost damage at the point of contact every 0.5 sec. for 8 sec. The beam freezes the ground in its wake, inflicting 80,000 88,400 Frost damage and slowing movement speed every second to all enemies who touch it. Instant.
  • Twisted Anima Deals 1,000,000 Deals 2,500,000 Shadow damage, divided evenly among all nearby players. Unlimited range. Instant.
  • Unstable Anima Corrupted life energy erupts from the afflicted player, dealing 1,000,000 2,500,000 Shadow damage divided among all allies within 8 yards. If no nearby allies are struck, a catastrophic explosion will result. 200 yd range. Instant.
  • Unstable Vita Charges the target with storm energy, causing a surge of lightning every 10 8 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 300,000 400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity. 200 yd range. Instant.
  • Unstable Vita Charges the target with storm energy, causing a surge of lightning every 10 8 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 300,000 400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity. 200 yd range. Instant.
  • Violent Gale Winds The Violent Gale Winds from the outdoors push the players in a direction, inflicting 40,000 30,000 Nature damage every 1 sec. 500 yd range. Instant.
  • Visions of Demise (New) Prophesies your enemy's demise, inflicting 24,750 Shadow damage to all enemies within 30 yards every second for 5 sec. Instant.
  • Web Spray Inflicts 125,000 Inflicts 70,000 Nature damage to all enemies in front of the caster and slows their movement speed 125,000% Instant. Instant.
  • Windburn (New) Increases damage taken by Violent Gale Winds by 3%. Instant.
  • Zapped (New) Inflicts 40,000 Nature damage to enemies within 6 yards. Unlimited range. Instant.
by Published on 2013-02-05 06:58 AM

Scheduled Game Maintenance - 02/05/2013, ProzaicMuze: Thunderstrike Barbarian Guide, Curse Weekly Roundup

TCG Pet Giveaway Update - TCG Pet codes for forum entires have been sent out. Congratulations to all of the winners, and thanks to wowtcgloot for providing the prizes. Look for similar contests in the near future!

Curse Premium winners have now been PMed. WoWDB entries are still being sorted through and may take a while. We will add a note at the top of the news when they have been contacted. Be sure your email address is correct so we can contact you when the time comes.

Patch 5.2 - Horridon Preview
Today we take a look at the second Throne of Thunder raid boss, Horridon!

Name Points Category
Cretaceous Collector Defeat Horridon in Throne of Thunder on Normal or Heroic difficulty without killing any Zandalari Dinomancers.
10Pandaria Raid
Heroic: Horridon Defeat Horridon in Throne of Thunder on Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Triple Puncture - A brutal tri-horned strike that inflicts 500,000 Physical damage and increases the damage taken from Triple Puncture by 10% for 1.5 min. This effect stacks.
  • Double Swipe - Horridon swings his massive head and tail to and fro, inflicting 300,000 Physical damage to players in a 35-yard cone in front of and behind himself. This effect happens twice.
  • Charge - Horridon charges at a random player, performing a Double Swipe once he reaches their location.
  • Disorienting Roar - Horridon emits a powerful roar, inflicting 300,000 Physical damage and disorienting all players for 3 sec.
  • The Farraki - War-God Jalak will first call upon the aid of the Farraki tribe.
    • Sul'lithuz Stonegazer - Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
      • Stone Gaze - The Stonegazer gazes at the target, stunning them for 2 sec.
    • Farraki Skirmisher - Once called to action, Farraki Skirmishers pour from the Farraki tribal door until it is destroyed.
    • Farraki Wastewalker - A total of three Farraki Wastewalkers will jump down from the arena stands once the Farraki are called to action.
      • Blazing Sunlight - The Wastewalker calls upon the scorching sunlight of Tanaris to inflict 75,000 Fire damage instantly and 10,000 Fire damage every 1 sec for 30 sec.
      • Sand Trap - Summons a Sand Trap, which inflicts 200,000 Nature damage to nearby enemies every 1 sec and grows in size over time.
  • The Gurubashi - War-God Jalak will call upon the Gurubashi tribe to enter the arena second.
    • Gurubashi Bloodlord - Once called to action, Gurubashi Bloodlords pour from the Gurubashi tribal door until it is destroyed.
      • Rending Charge - The Bloodlord charges at an opponent and strikes them, causing them to bleed for 30,000 Physical damage every 1 sec for 6 sec.
    • Gurubashi Venom Priest - A total of three Gurubashi Venom Priests will jump down from the arena stands once the Gurubashi are called to action.
      • Venom Bolt Volley - The Gurubashi Venom Priest unleashes a spray of vile toxins that inflicts 15,000 Nature damage to all enemies instantly, and 15,000 Nature damage every 3 sec for 60 sec. This effect stacks.
      • Venomous Effusion - The Gurubashi Venom Priest can summon a Venomous Effusion.
        • Venom Bolt Volley - The Venomous Effusion unleashes a spray of vile toxins that inflicts 15,000 Nature damage to all enemies instantly, and 15,000 Nature damage every 3 sec for 60 sec. This effect stacks.
        • Living Poison - When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 200,000 Nature damage to enemies within 8 yards every 1 sec and wanders around.
  • The Drakkari - War-God Jalak will call upon the Drakkari tribe to enter the arena third.
    • Risen Drakkari Warrior - Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.
      • Uncontrolled Abomination - The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
      • Deadly Plague - Risen Drakkari spread a Deadly Plague when they strike players, inflicting 22,500 Shadow damage every 3 sec for 5 min.
    • Risen Drakkari Champion - Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.
      • Uncontrolled Abomination - The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.
      • Deadly Plague - Risen Drakkari spread a Deadly Plague when they strike players, inflicting 22,500 Shadow damage every 3 sec for 5 min.
    • Drakkari Frozen Warlord - A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.
      • Mortal Strike - A powerful blow inflicts 300% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.
      • Frozen Orb - Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 1 sec, inflicting 200,000 Frost damage and slowing movement speed by 20% for 2 sec.
  • The Amani - War-God Jalak will call upon the Amani tribe to enter the arena last.
    • Amani'shi Protector - Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.
    • Amani'shi Flame Caster - Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.
      • Fireball - Hurls a ball of fire at a random player, inflicting 75,000 Fire damage.
    • Amani Warbear - A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.
      • Swipe - The warbear swipes with its claws, inflicting 180,000 Physical damage to players in a 0-yard cone.
    • Amani'shi Beast Shaman - Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.
      • Chain Lightning - The Beast Shaman calls upon the spirits of the storms to inflict 90,000 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.
      • Hex of Confusion - Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 60,000 Physical damage when casting a spell or using an ability.
      • Lightning Nova Totem - Places a Lightning Nova totem that emits a pulse of lightning every 3 sec, inflicting 500,000 Nature damage to enemies within 8 yards.
  • The Zandalari - War-God Jalak and his faithful Zandalari Dinomancers will come to the aid of Horridon during the battle.
    • Zandalari Dinomancer - Zandalari Dinomancers will jump down into the arena periodically.
      • Dino-Mending - The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 1 sec.
      • Dino Form - At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.
      • Orb of Control - When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.
        • Headache - Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.
        • Cracked Shell - Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.
    • War-God Jalak - After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.
      • Bestial Cry - War-God Jalak unleashes a savage cry, inflicting 100,000 Physical damage to all players and increasing damage dealt by War-God Jalak by 25%. This effect stacks.
      • Rampage - War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 100%.

Patch 5.2 - Darkmoon Faire Updates
In Patch 5.2, the Darkmoon Faire daily quests no longer reward a Darkmoon Prize Ticket directly, but instead reward a Darkmoon Game Prize.

This usually contains a Darkmoon Prize Ticket, but also has the chance to contain a Darkmoon Top Hat. If you aren't lucky enough to get one out of the prize, you can purchase one from Gelvas Grimegate for Darkmoon Prize Ticket x 10.

Patch 5.2 also adds the Darkmoon Fishing Cap, but no source has been determined for it yet.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
At this point in 5.2 development, we are greatly slowing down on class mechanic changes. There will still be some, particularly in response to feedback and PTR testing, but ideas for new talents, core spells and the like are even less likely to get our attention now.

We still have not completed our tuning pass. You’ll know we're in the midst of it when you start to see a lot of PTR notes with number tweaks. Having said that, if you have specific concerns about PTR (not live) numbers, and you have some kind of mathematical evidence to back those concerns up, please let us know.

As always, this is not a good thread for whining. No thread is really ideal for whining, but we'll be particularly vigilant here. Sorry to end on a negative note, but it will likely be another long thread and we want to maximize the prospects for communication.

To stave off the controversial Protection haste issue, we are making a chance to Grand Crusader to proc from dodge and parry at 30% instead of CS and HotR at 20%. This will improve dodge and parry slightly for active mitigation purposes without negating the +haste slant that many paladins have taken.

This is very much a PTR experiment, but we are going to try moving Blazing Speed to the top talent tier to replace Scorch. Scorch will become a baseline Fire spell. Blazing Speed’s old position on the talent tree will be replaced with a new talent.

The new talent is currently called Flameglow, and it is a “permanently on” ability that reduces all damage taken by a flat amount, based on spellpower, up to a maximum of 30% of the hit. The intent is to give mages a passive defensive option, and also one that varies with the frequency of incoming damage. Remember, mages must give up Temporal Shield or Ice Barrier to take the new talent.

We agree with the feedback that Blazing Speed makes more sense grouped with the movement talents than with the defensive talents. In addition, we have buffed Ice Floes already from live, and we have added an additional perk that spells cast within the first half a second of Ice Flows don’t consume a charge. Currently if you’re making use of spell queuing, it’s easy to waste the first charge, so this fix is intended to help with that.

That brings us to Scorch. Sorch feels really valuable to many players (above and beyond Arcane using it rotationally to avoid dropping stacks), but we’re concerned that it feels more valuable than it actually is. Yes, Elemental and Hunters can do a lot of damage while on the move, but not every spec in the game needs to do so, and mages have a lot of other advantages. Mages do have several tools to deal with movement, such as several instants and abilities such as Blink and the tier 2 talents to minimize movement time. We’d rather seem mages plan, move quickly, and plant rather than just stay moving all the time. Scorch preempts all of those tools and has the added psychological benefit of feeling like you’re always doing something, and because of that feeling of being productive, we’re concerned you have less motivation to minimize movement. Mathematically, if you’re making full use of your available tools without Scorch, Scorch isn’t much of a benefit of all, and we think the mage class would feel and play better overall without Scorch as a crutch. We debated removing Scorch completely, and we still might, but we’re sensitive to the fact that so many mages are using Scorch today and might not understand or appreciate its loss. As a compromise, we’re going to try Scorch as Fire only to preserve the gameplay for players who really like it and to help differentiate the Mage specs a bit more.

This is a big change, and the kind of thing we might revert if we and you don’t like how it plays. Try it out and let us know.

EDIT: The correct Grand Crusader number is 30% in case you're trying to theorycraft it.

Unless you can demonstrate that "scaling" is going to cause a 5-10% DPS difference between one spec and another within a single tier (say 13 ilevels or so), we're not inclined to mess with it. I'm not trying to dismiss the concerns, but it's become such a buzzword among players that I worry scaling discussions are drowning out other conversations.

- We are reverting the change to how Devouring Plague deals damage. It will have more up-front damage in 5.2 as it does in 5.1. We think the more recent nerfs to Shadow healing and Phantasm are more appropriate changes for PvP.

You mean that you're leaving haste AS IS for prot, but removing GrandCrusader from proc'ing off of CS/HotR and changing that to dodge/parry? Or do you mean that you're removing Sanctity of Battle for prot, and giving us the above change as the "fix"? Your wording was a little ambiguous, and it makes a HUGE difference about the angry prot pally mob forming or not.
No change to haste, dodge, parry or Sanctity of Battle. Grand Crusader changes to proc on dodge / parry to increase their value for active mitigation.

To address other concerns I've seen: yes, this is a small nerf to DPS when not the focused tank (and is similar to blocks for warriors). Yes, this improved Holy Power generation when AE tanking (but again is similar to Revenge for warriors, which hasn't been a gigantic balance problem). No, you shouldn't have to give up all your haste gear. This change should just let any dodge or parry you do accumulate be more attractive.

The tooltip for PW:S on the PTR was recently updated to show it shielding for 40% more than on live. However, the actual numbers for PW:S on the PTR do not reflect the 40% buff. Can you confirm if this is just a tooltip error or if there is an intended buff to PW:S in the pipeline?
We did not make a change to PW:S points nor is there anything in the patch notes or in one of my posts as far as I can recollect.

I will add that so far on our PTR raid testing, Disc priests are using PW:S along with PoH and not having abnormal HPS or mana problems. Heroic testing will tell more.

Level 90 Hunter Talent - Powershot. Yes you have stated that you are trying to rebuild it, and I am positive that it will be great if you can get it to work properly, but there is no indication that it will be fixed by 5.2
Until a time comes when I say "Sorry, we were not able to get it to work," then you can safely assume our plans have not changed.

Not 30% DR. I made the same mistake by reading it too fast. Read it again, and pay attention this time. It's a flat damage reduction (aka a number such as 3000, 2746, etc.) based on spell power, capped on a maximum 30% reduction. So if a hit would deal X damage, it deals X minus that number, but it cannot reduce the overall damage by more than 30%.
This is correct. Apologies if my initial description was insufficient. The rate of incoming damage is important here.

Thank you for additional feedback from everyone on various topics, though I am of course unable to comment on it all. Also recall my initial post in this thread: we're only interested in 5.2 (not 5.1) DPS comparisons for purposes of this thread, and also, no whining.

Until a time comes when I say "Sorry, we were not able to get it to work," then you can safely assume our plans have not changed.
In fact, I posted this too soon. We have now completed rebuilding Power Shot and Glaive Toss. Both abilities always hit their primary target and are much more responsive to secondary targets in our initial testing. Once these abilities have been subjected to a QA pass, you can try them in a future PTR build and let us know how they work. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
World PvP and CRZ
The evil side of me wants to just reply and say something along the lines of "PVP is Death. There's no escape, your character will eventually be killed, ganked, roflstomped and massacred over and over again. The only question is 'when'".

On the other side, though, World PVP is not fair, there'll rarely be an equal number of forces, or at the same level... and so on. If you can push through it, at times you'll find yourself at the opposite end of the experience (revenge is a dish best served cold, isn't it?), as well as move to a different zone to continue your leveling.

But, if the notion of other players being able to disrupt your gameplay at some point is something that you just don't want to deal with, then the best option is to reroll on a PVE realm, where you can decide when and how to flag yourself for PVP.

Translation: Another benefit of CRZ is the money we make, we knew this would happen.
There're unscrupuloous players that use unrespectful tactics to fight others and then escape unpunished. PVP realms were designed with the intent to be a place where wild PVP could take place, so... a player on CRZ killed you.

Ganking is ganking, no matter if the player comes from another realm or not, this has been happening since the dark ages of WoW... (Blue Tracker / Official Forums)

LFR Feedback
Looking at people with epic gear should be a motivator to get yourself into raiding, and if you don't have the time for it, then to bad for you. Get over it.
You can't control people's motivations. For many players out there, gear is not the objective, just the mean to an end (defeating more difficult foes).

Having LFR as a tool for those who cannot commit to organized is fine (all thought I dont agree to it), but why do they have to get gear from it? It's not like they're gonna need it if they're not gonna start in normal/HC modes. They get to see the content anyway.
We all log in to progress our characters, so removing gear from the Raid Finder because "they're not gonna start in normal/HC modes" is not really fair. Also, there are players that do take the gear they get from Raid Finder to normal/Heroic modes, as they use this venue as just another way to gear up and get something better in those slots than the blues/greens from the leveling experience and 5-mans.

I wish there was an LFR for every raid mode i.e normal etc...
It wouldn't really work though. 25 strangers that have never played together would not be able to defeat Garalon (just look at the changes his Raid Finder version went through shortly after being released on the live realms).

I've been an active raider from Molten Core to Dragon Soul, but nowadays I've grown a bit tired of adhering to the schedules of organised raiding guilds. Now I prefer raiding on my own terms, whenever I feel like it, and LFR grants me that. It's what keeps me subscribed to this game. I wouldn't mind a bit more ilvl disparity between LFR and normal/heroic (I think 5.2 is doing that already?) but I'd like to keep the ability to see the raids and improve my character please.
This is something I've seen around myself (and I guess I'm not the only one that can relate to this experience?) as we get older, and schedules, real life, work and other things get in the way, some friends had to become more casual in order to keep playing.

Just as a reminder, next Monday, WoW will turn 8 in Europe, just think about how much your life has changed in 8 years, even if you weren't playing back in Vanilla.

If you don't have a time for something. Why should you as a game creator make it easier for those who doesn't have time to play your game? I don't get it!
The opposite would be having raid content be seen by a minimal amount of players, which is not good, particularly when it comes to how the developers can better spend their time designing content.

So basically, because I'm 30 years old and married with a child, i work 9-11 hours per day and can not commit to my guild raiding time, I'm not entitled to the option of seeing raids or getting some gear, I do not pvp, I never had, used to be able to raid in vanilla and BC, but now I can't and lfr is perfect for me
Not so long ago (12 years ago?) it was believed that the average gamer stopped playing videogames at some point on his mid 20s due to real life constraints and would stop playing altogether.

If you think about it, and the games we had back then, it kinda makes sense. Most of them were still rather hardcore and not accessible to what we consider today a casual gamer, so it's not entirely surprising to see people out there that think that because you're 30 years old you shout put gaming down and move on. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
During MoP beta there was an achievement for visiting all 1001 (IIRC) waterfalls in Pandaria. Will that be brought back?
Would love to, but there wasn't a clean way to implement it. (Source)

What is the reasoning behind not being able to queue for multiple LFR-dungeons at the same time? Wouldn't it make sense?
Yeah, it would make sense. We've never had 5 LFRs at once, so the idea just slipped through the cracks. (Source)

Saw the rogue pvp glove change. It helps and I like it. Can we test the sets on PTR?
Being able to try out all the sets on the PTR is a goal. It won't be in the next build or so, but we'd like to get there. (Source)

Does Blizzard have any plans to help low pop servers? I've seen EU servers get Character Migration recently.
Not for me to say and not over Twitter, but we do want to address the problem. (Source)

is Thunderforged the new announcement? I like!
Thunderforged is the controversial idea I mentioned weeks ago, not the cool unannounced feature. (Source)

I hope you realise what you've started with your "we haven't announced it yet" comment.
Sorry. I'll just say I had a specific feature in mind and wasn't just trolling. Some will love it. Some will say: this is it? (Source)

what do you feel you are doing to try keep players who are "burned out"?
That is one of our biggest challenges. If we mix things up too much to keep them interested we risk turning off other players. (Source)

make it so that heirlooms are mailable then!
Not a fan of cross-realm AH. The other things you mention are technical not design limitations. (Source)

I would love to start playing WoW again, but I hate aoe looting - any chance of an interface option/mod support to disable?
Can you explain what you hate about it? Is this a Skinning issue? (Source)

Again GC you are ruining gaming! Games were supposed to be epic and difficult you can't beat it keep trying, not make it easy
Some players will keep trying. I am that kind of player personally. Others will just quit the game. How to balance that? (Source)

greetings warcraft 3 were an amazing game why blizzard isn't going 2 make warcraft 4 ?
We're kind of busy at the moment. Agree that it would be awesome to see. (Source)

Most unappreciated guy in MoP is "Tong". Poor guy always fetching Wrathions food an things. GG
Or maybe the smartest considering who he backs? (Source)

i think you belong to the forums. You express yourself better with long posts than short tweets.
I agree but I can't do as many long posts, which drives players crazy. (Source)

what do you think about elder scroll game for singal and for online? is it give small "fight" to wow or to blizzard games?
Personally, I love Elder Scrolls series. Wish them all the best. (Source)

I wonder why was included in the Starcraft 1 credits when he didn't join Blizzard for another 7 years.
True story. I offered a lot of feedback on the mission editor. (Source)

I quit this game, it will never be what it use to be. I've come to this realization. Casuals ruined it.
Do you want a game with no casuals so about 500 players? (Source)

DLC #375 - Gold
DLC #375 has been released and is worth a read!

by Published on 2013-02-03 07:08 PM

All Rubies Will Use The New Calculations, Marquise Gems Make Gear Temporarily BoA, Blizzard's Philosophy on Dueling

TCG Pet Giveaway Update - The people that won a pet through posting to enter have been PMed. The Curse Premium winners and WoWDB winners have not been contacted yet.

Patch 5.2 - Jin'rokh the Breaker Preview
Today we take a look at the first Throne of Thunder raid boss, Jin'rokh the Breaker!

Name Points Category
Heroic: Jin'rokh the Breaker Defeat Jin'rokh the Breaker in Throne of Thunder on Heroic difficulty.
10Pandaria Raid
Lightning Overload Cause two Focused Lightning Orbs to collide while fighting Jin'rokh the Breaker in Throne of Thunder on Normal or Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Fluidity - All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 40% increased damage. However, all players standing in Conductive Water also take 100% increased Nature damage.
    • Conduction - Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.
    • Electrified Waters - Jin'rokh the Breaker infuses the Conductive Water with storm energies, removing Fluidity and inflicting 45,500 Nature damage every second to all players remaining in the Conductive Water. All players standing in Conductive Water still take 100% increased Nature damage.
  • Static Burst - Jin'rokh the Breaker performs a quick strike, dealing 130,000 Nature damage to all players. After 3 sec., this applies Static Wound to his current target.
    • Static Wound - Jin'rokh the Breaker statically constricts the target, inflicting 19,500 Nature damage per stack to all players when taking melee attacks. This effect stacks, but reduces in potency over time.
  • Focused Lightning - Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 195,000 Nature damage to all players within 8 yards. This orb also pulses 52,000 Nature damage every half second to other players within 5 yards.
    • Conduction - Focused Lightning Detonation damage travels through Conductive Water, inflicting 195,000 Nature damage to players standing in Conductive Water.
    • Lightning Fissure - If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 75,000 Nature damage every 1 second to players within 5 yards.
      • Conduction - A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 41,250 Nature damage to players standing in that Conductive Water.
      • Implosion - Couldn't parse description.
    • Violent Detonation - The Focused Lightning detonates violently inside Electrified Water, inflicting 750,000 Nature damage to all players within 8 yards.
  • Thundering Throw - Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 206,250 Physical damage. Additionally inflicts 260,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Conductive Water erupts from the broken statue, forming a pool on the ground.
  • Lightning Storm - Jin'rokh the Breaker commands a fierce Lightning Storm, inflicting 91,000 Nature damage to all players every second for 15 sec. Furthermore, the Lightning Storm electrifies Conductive Water.
    • Lightning Strike - Lightning Strikes multiple locations throughout the room during Lightning Storm, inflicting 250,000 Nature damage to nearby players. Each Lightning Strike diffuses, inflicting 150,000 Nature damage to all players in a line.
  • Ionization - Jin'rokh the Breaker ionizes enemy players, attracting storm energies over 24 sec. Inflicts 500,000 Nature damage to players within 8 yards when dispelled or duration expires.
    • Conduction - Ionization damage travels through Conductive Water, inflicting 500,000 Nature damage to players standing in Conductive Water.

Patch 5.2 - Ra-den Audio
Ra-den is the Heroic difficulty only boss found in the Throne of Thunder raid. There is still nothing about him in the Dungeon Journal, other than the little bit of lore.

Originally Posted by MMO-Champion
Shrouded in Mystery - There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....

Lei Shen's life changed forever when he stumbled into a dark chamber below what are now the Mogu'shan Vaults. Legend has it he found an ancient titan keeper guarding a miraculous device known as the Engine of Nalak'sha. No one knows what transpired between the two beings, but Lei Shen later emerged from the site bristling with the power to forge an empire. The keeper's fate -- and his current whereabouts -- remain a mystery.

Blue Tweets
Originally Posted by Blizzard Entertainment
You succeeded at Active mitigation - avoidance is by definition passive mitigation - regretting the change?
Nope. We think active mitigation is more fun. Just need to decide what to do about dodge and parry long term. (Source)

Items with spirit on it. Holy vs disc vs shadow - which spec gets priority in your opinion? Causing gearing issues ATM.
IMO it doesn't matter that much. Too many healers think they must have Spirit in every single slot and they really don't. (Source)
That said, we think the whole Spirit to hit thing is awkward and we'd like to come up with a better solution in a future expansion. (Source)

Long term, are "pure" dps classes here to stay, or are you guys evaluating other options?
We talk about it often. I'm not sure all those pures would want to be hybrids though. Not as simple as oh just ignore that role. (Source)
For the pures that want, it's a plus. For the pures that don't, they can deal with it just like all other classes
Maybe they picked pure so they wouldn't have to deal with it. (Source)

Tanks are still number 1 DPS for like all fights. It's a bit frustraiting as a DPS to not be able to compete. Concerns?
Can you name a specific fight? Dungeon? Raid? Happens on Mel'jarak because of the fight. Not common elsewhere. (Source)

you are going to have to listen to the people playing the class and not all the ones playing everything else.
But the people playing the class are the most likely to think excessive buffs are reasonable. The others have a different pov. (Source)
the others have the pov that no nerf is ever enough.
That can happen. It's really hard to have the objectivity to recognize the difference between overpowered and outplayed. (Source)

Anyway you can balance out all the class specs so that there are no more FOTM specs? No best DPS spec, no best Healing, etc.
We try. There's math and then there are player reactions and we try to balance the two. (Source)

So pls stop making drastic changes to mage pve spec,tired of having to regem/spec/test/learn a new rotation every month.
The alternative is all the players who love X spec just can't play it. Not sure how to solve both. (Source)

Theorycrafting ruined the game, it made everyone elitist and most specs "nonviable" because they do 5% less DPS.
No objections to theorycrafting overall. It's when stack ranks of DPS are offered as fact that it causes more harm than good. (Source)

So you're more concerned with representation than balance?
There is often a relationship. Balance is not the only thing that drives population, but it contributes. (Source)

Druid (Forums / Skills / Talent Calculator)
btw does it not seem overpowered that feral has passive movement, slow, and can shift slow/root? rhetorical question
Broadly speaking, we think the game is better when classes have powerful pros but also some cons rather than all mediocrity. (Source)

Hunter (Forums / Skills / Talent Calculator)
there aren't many changes to hunters in the 5.2 patch notes so far, would I be wrong to assume MM won't get the buff it needs?
The change buffed MM's damage. Can you explain how far you think they are behind with the change? (Raidbots can't answer this.) (Source)

Mage (Forums / Skills / Talent Calculator)
At the highest RNG, Fire is okay. On average RNG, Fire sucks, and by sucks, I mean it's ridiculously low.
Raidbots suggests the standard deviation of both specs is pretty close. (Source)

Why such a severe nerf to Rune of Power as Arcane? Seems to kill the effort vs. reward of having to stay in the same spot.
Trying to balance reward for using it correctly against penalty in those times when you can't. (Source)

You forgot to answer his question. Tho, reading between the lines, looks like the answer is "switch to arcane"
Think I've said many times that Arcane is a bit high because Scorch lets them sit on 6 stacks all the time. Not our intent. (Source)

So, our damage is too high, but other classes like Affliction Locks that do more damage than Arcane is fine?
Pretty sure I've said several times that Affliction is too high too. (Source)

Paladin (Forums / Skills / Talent Calculator)
BTW, what are the reasons to try and remove haste from prot pallies?
"WTF Bliz? Why put dodge on our tier sets. I'll just use Ret set." (Source)

no offense, but you guys knew about Haste and Prot Paladins since well before live.
At the time we thought it was an undergeared problem because dodge doesn't matter when failing a dodge kills you. (Source)
We still sort of suspect that's the problem but it's become such a mantra that it's worth changing anyway. (Source)

Too gauche? So why warriors can (not used) carry daggers? It is a symbol of clumsiness as Ghostcrawler.
I think warriors will use any weapon but prefer the bigger ones. Paladins shun daggers for some code reason. Shrug. (Source)

will you give back Ret paladins their divine purpose?
Unlikely. Despite the good arguments we hear, we're convinced many Rets would complain about forcing RNG on them. (Source)

you talked about nerfing ret burst and buffing sustained dmg/mechanics. What happended to that idea?
We don't think the reaction from Ret players would be good overall. Would have to weigh that cost. (Source)

Priest (Forums / Skills / Talent Calculator)
We have to cast PW:S 3 times every 12 seconds to net the same mana Rapture does, and it has to be effective healing.
Rapture isn't supposed to be a mana generation tool. It's to offset PW:S cost. Disc mana needs a nerf on live. (Source)

Why does Shadow need to be nerfed? We haven't even seen PvP on 5.2. Premature.
We get very little PvP participation on PTRs. Mostly it's players theorizing about what changes mean (which is still useful). (Source)

For disc priests, do you think removing DA when PoH overheals rather than removing it entirely will be a better solution?
Potentially, but sometimes you want the bubble when everyone is full because big damage is incoming. (Source)

Rogue (Forums / Skills / Talent Calculator)
hi i know you are a busy man but have you taken any time to think about buffing rogues we suck thanks
We think they have been buffed in 5.2 a whole lot. (Source)
Rogue buffing the result of ineffectiveness or population decline or both?
I've talked before about how DPS didn't seem to affect population in this particular case. (Source)

Rogues get a bit of love in 5.2,but what if history holds and their pop still doesnt grow.What will be your next step if any?
Great question and we don't have an answer to share yet. We are looking at more exciting visuals. (Source)

Warlock (Forums / Skills / Talent Calculator)
would you mind explaining blizzards disregard for warlocks? Maybe justify our nerfs? It's the same thing every season...
No offense, but I think it's hard to claim "disregard for warlocks" in this expansion in particular. (Source)

Warrior (Forums / Skills / Talent Calculator)
On PTR the new TFB mechanic + overpower costing rage is makin it extremely difficult to keep hamstring up. Please take a look.
Well, that's kind of the point. Why have Hamstring cost rage if that cost is irrelevant? (Source)

Does it make sense to you that a Mage can Blink out of a Stun but a warriors second wind shouldn't work?
The difference is the Blink is used once and then you can respond. There's no way to stop a SW unless you can out DPS it. (Source)

Again nerfing warr's every 5 minutes after over a year of being gimped isn't a good fix, its no wonder people don't trust you.
I'm not sure if people trust me or not. I'm also not sure if that's important. Would be an interesting discussion. (Source)

So many ilvls of each piece + reforge + gems, enchants, enhances is making gear overwhelming. Too many choices/variables
Ignoring the damage it might do to professions, would you miss gemming and enchanting? (Source)

Ever feel like there's too much focus on math in WoW? Reforging, DPS, HPS... numbers are too important. Not sure how to fix.
Players are really scared of being wrong, even if the delta is trivial. Much more likely to experiment in a single player game. (Source)

I'm more concerned that the meta gem AH market will crash if most get free legendary metas.
Nobody said they were free. Nobody said they didn't cost metagems.... (Source)

MoP seems to be harsher towards multiclass players. I know 'you don't have to do all your dailies', but to go to raids...
I think that's fair, but in the previous expansion players with one main ran out of stuff to do very quickly. (Source)

Am I the only one who feels that they have the solution to separating PvE gear and PvP gear COMPLETELY from each other?
We wanted to have some overlap. However, current design seems to be having an even greater effect in the opposite direction. (Source)

Very much agree. Those "BiS lists" irritate me.
I think knowing which item is your best piece is fine. That then gets turned into anything which is not that piece is "garbage." (Source)

Do you intend to balance the tier set bonuses to ensure tier is better than off-set Thunderforged (which is +6 ilvls)?
Not sure. I sort of miss the days when players would take non-tier seriously if the stats were good enough. (Source)
What days do you speak of? It was more like when set stat allocation was bad in addition to bad set bonuses.
It was also hard to complete sets. Some players had them, others had good stats to make up for the lack of the set. (Source)

Have you guys thought about balancing racials a little better?It feels like no one really plays tauren,or gnome; human better
While I won't claim racials are perfect, I think what you are seeing is about graphics not racials. (Source)

Tell me you are changing the tier 15 set bonuses for H Paladins. I don't want to nearly skip a tier and go from 517 to t15 hc.
We could have no set bonuses on T15 and you'd still want to upgrade because of the stats unless T14 is ridiculously over budget. (Source)

No,actually,there is not a wrong choice.Wether we(players) buy new items OR upgrade old ones should be our decision,not DEV's.
Giving players the ability to make choices with wrong answers doesn't make players happy overall. (Source)

This mostly affects the first wave of guilds tackling the encounters. I'm just curious if it's taken into account.
We balance the new tier with that ilevel in mind. (Source)

Love the idea of the conquest catchup mechanism. Any chance we can see something similar implemented for Valor?
We like the idea for Valor too but want to see how it shakes out for Conquest first. (Source)

What do you think about including some Lesser Charms of Good Fortune in the LFR consolation bag?
As we said in some of the 5.1 interviews, we plan on putting some better goodies in the consolation bag. (Source)

Hey can you verify if the change in 5.2 to the 'failbag' will apply to 5.0 and 5.1 LFRs too? Or just the 5.2 LFR?
I can't yet. Definitely for 5.2 and 5.0 if we have time. (Source)

Is Thunderforging the NA/EU equivalent/response to higher ilvl on Asian servers?
Asia will have Thunderforged too. (Source)

I like the concept of the 'thunderforged' items, but dont let them drop while the world 1st race is on. I think its important.
Weapons drop (or don't) on the world first race right now and those are a bigger swing than 6 ilevels. (Source)

I didn't see you guys reaching out to solve our problems, but you appear to work awfully hard to create incentives for 25s
While I am sorry for your individual situation, overall 10s are growing and 25s are shrinking. We don't like that. (Source)
fix to the issue of raid sizes, remove both make 15m baseline also remove fiscal cost of server transfers
You are asking every raider in the world to grow their roster by 50% or prune 10 people. Feels pretty harsh. (Source)

I recommend either a)collapsing to one raid size, b) going back to the Wrath model of decisive difficulty diff, or c) equality
A) Would be very cruel to all. B) Potentially, but cruel to 10s. C) Close to today, which feels cruel to 25s. No easy answers. (Source)

Not to sound ignorant, but why don't you like people migrating from 25s to 10s? If ppl like 25 its its own reward
We don't buy that 10s are just more fun. Throughout WoW, one constant is that players gravitate towards efficiency. (Source)

My guild lacks enough players to continue 25s, so we are forced to do 10s. But doesn't it look to you like we just like 10s?
Yes, and that's a problem. 10s are very unlikely to become 25s but the opposite happens all the time. Entropy. (Source)

Instead of 'Thunderforged' why don't you just have items that drop that are consumed to upgrade items instead of VP? Simpler.
We want killing bosses on farm to stay exciting because of the chance of dropping a better item. Hard for tokens to be exciting. (Source)

With this proposed Thunderforged idea, don't you think the iLevel focus and range is really getting out of hand?
It's 6 ilevels. We're not going to reach ilevel 1000 in this expansion. It may feel weird, but it still functions. (Source)
I'm sure there was a reason for this, but why have TF items vs simply having items occasionally drop 1/2 upg already?
If we do upgrading in 5.3, then the drops become less exciting again because pre-upgraded not better than anything. (Source)

I am confused. You say we(players) consume content too fast? Yet 5.2 is making current content obselete after what 4 months??
"Consume" doesn't mean complete. In this context it means "finish." Can be done with a raid even if you haven't cleared it. (Source)

If LFR is meant to be the primary source of gearing up for a new raid tier, will lower LFR tiers get a higher chance for gear?
Yes. I think we improved drop chance, charm chance and made it easier to get charms. (Source)

Any reason for the 5 dungeon per hour per account lockout? Could we at least double it? 5 is too low a # for low lvl dungeons
It's to discourage exploits. Do you really need to enter a new dungeon every 10 min? (Source)

How come asian servers have 10/25 lockout seperately like WOTLK and have better ilvl for 25 man yet we dont on EU/NA?
Letting players play more isn't always a slam dunk. Witness current dailies debate. (Source)
Much more controversial in NA/EU. Heard from many that ICC felt too much like a job. (Source)

I'm excited about the PvP gear changes in 5.2. If the catch up feature works well can we expect to see it for PvE?
If it works well in PvP we'll definitely consider it. (Source)

Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
The current SSD prices seem to have bottomed out for now, with almost all SSDs under $1 per gigabyte. This is the first month in a long time that there have been no amazing SSD sales. No new CPUs, GPUs, or SSDs worth waiting for are expected before the second quarter this year.

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 3770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in [email protected], take a look in our team's thread.

ComponentPuppy Dolphin
MonitorAsus VS229H-P 21.5" LED IPS Monitor - $145ASUS VW246H 24-Inch Monitor - $188
KeyboardLogitech Media Keyboard K200 - $12Cyborg V.5 - $46
MouseLogitech G400 - $35Razer Deathadder - $51
SpeakersCreative A220 2.1 Speaker System - $27Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE278Q 27-Inch - $290HP ZR2440W 24-inch (IPS Panel) - $364
KeyboardLogitech G110 - $55Razer BlackWidow (Backlit)- $80 ($133)
MouseLogitech G500 - $50Razer Naga (Buttons on the Side) - $65
SpeakersLogitech Z323 2.1 Speaker System - $59Logitech Speaker System Z523 - $76

Puppy and Dolphin
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $34NZXT GAMMA Classic - $34
Power SupplyCorsair CX500 - $58XFX Core Edition PRO 550W - $66
CPUAMD Phenom II X4 965 Black Edition- $95AMD FX-6300 - $134
HeatsinkCooler Master Hyper 212 Plus - $28Cooler Master Hyper 212 EVO - $33
MotherboardASUS M5A97 R2 AM3+ 970 - $90ASUS M5A99FX PRO R2.0 AM3+ 990FX - $130
MemoryKingston HyperX Blu 4GB 1333 - $238GB G.Skill DDR3 1600 - $49
Graphics CardMSI 7770 - $123Gigabyte 7850 2 GB or Gigabyte GTX 660 OC 2GB - $195 / $205
Hard DriveWestern Digital Caviar Blue 500GB - $50Western Digital Caviar Black 1TB - $92
DVDAsus 24X SATA DVD+/-RW - $24Asus 24X SATA DVD+/-RW - $24

Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn. SSDs are always optional.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $50Cooler Master HAF X - $190
Power SupplyCorsair 650TX V2 - $70Corsair 750HX - $130
CPUIntel i5-3570K - $224Intel i7-3770K - $305
HeatsinkThermaltake Frio - $57Noctua 6 NH-D14 - $81
MotherboardASUS P8Z77-V LK - $128ASUS P8Z77-V - $183
Memory8GB G.Skill DDR3 1600 - $498GB G.Skill DDR3 1600 - $49
Graphics Card7950 OR GIGABYTE GTX 660 Ti - $290 / $280Gigabyte 7970 OR GIGABYTE GTX 670 - $380 / $379
Hard DriveWestern Digital 1TB Caviar Black - $92Western Digital 1TB Caviar Black - $92
SSDSAMSUNG 840 128GB (Review) - $93
OCZ 128 GB Vertex 4 (Review) - $126
Intel 330 180GB (Review) - $157
SAMSUNG 840 Pro 128GB (Review) - $130
DVDAsus 24X SATA DVD+/-RW - $24Asus 24X SATA DVD+/-RW - $24
Total$974 - $1110$1433 - $1592

Astro A40 Headset Giveaway
Curse took a look at the Astro A40 headset recently and had a few left over to give away to premium members. If you have Curse Premium, be sure to enter the contest!

Curse Weekly Roundup
A director has been selected for the live-action Warcraft movie, Grand Theft Auto 5 has received a release date, and EA has reportedly lost 45 Million Dollars last quarter.

by Published on 2013-02-02 11:15 AM

PTR Patch 1.0.7, Auction House Transaction Delays, Fan Creation of the Week: The Cosplay of Anna He, TryHard: Legendary Items for Barb

Patch 5.2 - Tortos Preview
Today we take a look at another one of the Patch 5.2 Throne of Thunder raid bosses, Tortos!

Name Points Category
Heroic: Tortos Defeat Tortos in Throne of Thunder on Heroic difficulty.
10Pandaria Raid
One-Up Defeat Tortos in Throne of Thunder on Normal or Heroic difficulty after kicking a Whirl Turtle shell through five or more other Whirl Turtles.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Call of Tortos - Tortos lets out a rumbling call, causing several smaller turtles to enter the area and attack players.
  • Whirl Turtle
    • Spinning Shell - The turtle chases players around the room, spinning rapidly and continuously inflicting 30,000 Physical damage to enemies within 0 yards and knocking them away.
    • Shell Block - The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.
    • Shell Concussion - When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 30 sec.
  • Furious Stone Breath - Inflicts 85,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast.
  • Rockfall - A lightning charged stalactite falls from the roof of the cave, inflicting 250,000 Nature damage to enemies within 5 yds. and 35,000 Nature damage to enemies within 20 yds.
  • Quake Stomp - Tortos performs a massive stomp that inflicts Physical damage to all enemies equal to 100% of their maximum health and increases the frequency of Rockfalls for 9 sec.
  • Snapping Bite - The turtle snaps his jaws shut around the target, inflicting 500,000 Physical damage.
  • Vampiric Cave Bat -
    • Drain the Weak - Drains health when attacking targets with less than 350,000 current health, inflicting 20% of weapon damage as Physical and healing the caster for 50 times the damage dealt.
  • Crystal Shell - The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100,000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500,000. The shell breaks when it cannot absorb any more damage.

Patch 5.2 - Sunsong Ranch Improvements
Along with the previously mentioned Work Orders, some other changes have come to Sunsong Ranch in Patch 5.2.

Nana Mudclaw has realized she is getting on in years and is looking for someone to take over the Tiller's Union. She asks you to see if Farmer Yoon is willing to take over, which he is! This results in him giving Sunsong Ranch to you for free.
Farmer Yoon says: Nana Mudclaw asked ME to join the Tillers council?
Farmer Yoon says: Just think of all the knowledge I could share. Think of all the food we could grow!
Farmer Yoon says: But... I don't think I'll have time to work for the council, AND run Sunsong Ranch.
Farmer Yoon says: This farm has been in my family for generations. How can I give it up? Yet, a greater responsibility has fallen upon me.
Farmer Yoon says: There's only one solution. I have to join the council. As for the farm...
Farmer Yoon says: Chaudmmoc, I'm gifting Sunsong Ranch to you. You're in charge, now!
Farmer Yoon says: I'd better head up and talk to Nana. The farm is yours now, Chaudmmoc. I know you'll take great care of it.
Once you own the farm, the Work Orders board will appear and allow you to begin earning rep with various factions.

Merchant Greenfield also has received some upgrades, as he now sells bags of seeds that let you plant four patches at once. Each bag costs as much as 30 seeds and has 10 charges, allowing you to plant 40 seeds. Should you already have many seeds in your bags, his new assistant Milly Greenfield will exchange 30 seeds for a bag of seeds.

The patch notes also mention that the yield from special crops has been improved to make farming them competitive with gathering these items out in the world. It isn't clear if this is active yet from limited testing, but so far the maximum number of items rewarded from the special seeds doesn't appear to be increased. The patch notes also mention that the farm will become an inn once you own it, but that doesn't appear to work yet on the PTR.

Rated Battleground Suspension Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Earlier this week, several player accounts were given short suspensions and had their ratings wiped for being involved in Rated Battleground win-trading. Upon further review, we determined that some of the players initially identified as cheating may not have purposefully participated in the exploitive behavior, and as a result, we're in the process of lifting suspensions and restoring ratings to all but the most egregious offenders. This process should be completed following the Tuesday maintenance.

As always, our goal is to identify cheaters while making sure people playing by the rules aren't inadvertently penalized. Rest assured that we'll continue to take action against players who aren't competing in the spirit of fair play.

PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Thing is, and this is what is puzzling GC with the whole hitbox situation.. is that we're getting out of range errors, yet our white swings are still merrily hitting the target. It's that disparity that confuses the kitties. I've never seen that kind of issue on any other melee class.
White attacks and yellow attacks are calculated differently by the engine and it make different calculations about your position. You have to remember WoW was originally designed to be mostly white attacks with very few yellow attacks. The 2013 game is a very different beast, and if we could do it all over again, we'd have the two handled really similarly. Again, this isn't anything related to druids or cats. Despite your personal experience, all melee should be encountering this.

Spirit Shell formula is slightly off - right now the metagem critical effect (1.03) is only being multiplied in on the expected aegis size on crits not on the entire crit heal. This is causing a slight decrease in the size of SS.
You are correct. Fixed.

I doubt this is even close to enough to make an rbg team want to bring a ret.
We have a problem right now where melee of all kinds are not very attractive for super-competitive RBG teams, except possibly as a flag carrier, in which case you probably want a druid or warrior. This isn’t the kind of thing we’re going to easily solve by just throwing all sorts of amazing utility at every melee spec, but we agree it’s a problem and we’re looking at longer term solutions.

It was stated abilities are meant to be counterable, but things like Cloak of Shadows and smokebomb are just fine. There is a double standard here.....
Quoting Ghostcrawler because he said it better than I could: "Yes, all of those mechanics still exist, though we are trying to design as many as possible out of the game. We're much more likely to consider tools that have a counter, not tools that cannot be countered."

Eye for an eye baseline would be kinda cool, but it'll have to be designed really well because I don't want it breaking CCs lol. I would probably rather have something else if I had to choose though.
Something we hear a lot from Retribution is they want a little more “retribution” back in their kit. We don’t think passive and/or random reflection like Eye for an Eye or Retribution Aura were super interesting mechanics but we understand the attraction of the idea in general and we’ll consider something longer term.

Reduce PW:S mana cost (this is gonna have to happen one way or another to make it viable), and make it so that a priest can't have more than 3 - 4 active PW:S to avoid PWS spam.
This suggestion (limit 3 or whatever) has come up a few times, and possibly for other traditionally-hard-to-balance spells like Eternal Flame and perhaps Rejuvenation. We are unlikely to make any of these changes for 5.2 so it’s probably beyond the scope of discussion in this thread, but we wouldn’t mind hearing more feedback on the idea over the long term. I personally worry that it might feel like a lot to have to track, which makes mods more mandatory, etc.

Looks like they need to just go ahead and buff Arms rage generation.
We’re hearing really mixed feedback on Arms’ rage at the moment and I suspect there is still a lot of experimentation and/or theorycrafting required to figure out when to use Overpower vs. Slam vs. Heroic Strike. (To be clear, we have a design, but we're not sure it's working yet.) Warriors nearly always ask for more, more, more rage, so just seeing posts requesting the same won’t be sufficient to convince us. Overall though, more analysis of how Arms rotation feels (in PvE and PvP) would be helpful.

This post is from the perspective of an Elemental Shaman that mainly focuses on PvP.
You commented on a lot of different things, which makes it hard for me to offer responses. (In general players tend to try to cover too many different topics in a single post instead of focusing on the 2-3 that really, really matter). I will try to cover a few though.

While it’s fun to have lots of minor glyphs, they really are targeted at fun, and this thread is supposed to be about the nuts and bolts of rotations and set bonuses, so it’s beyond the scope of this discussion.

We agree Elemental have too many mandatory glyphs, and we did give you the most mandatory one (Flame Shock) as a base mechanic in 5.2.

I disagree with you some on Frozen Power. We see a lot of Elemental shaman using it. It’s not the dominant talent (Earthgrab is) but it definitely isn’t niche.

I also disagree with you on the prevalence of dispels. Dispels are precious in MoP. I know it might seem like anything awesome you do gets instantly removed, but your opponent has to make the choice to blow their CD on your Flame Shock (which has a lower CD than the dispel). We are really trying to move away from undispellable mechanics on enemies. In Cataclysm and before, dispels weren't a choice and we agree that anything got removed too quickly. We're not really in that world anymore, and we think that's a huge improvement.

I keep getting a lot of lols on Twitter about Shamanistic Rage, but we think this is a pretty serious buff for Elemental in PvP (esp. considering the glyph). It’s an exciting change. We’ll see if we’re right.

Does that not seem odd to you? Where are your design principles? Where is the consistency?
Hardly any PvP paladin takes Light’s Hammer, while it’s reasonably popular in PvE. A PvP-only buff there makes a lot of sense. Nearly every priest takes Phantasm in PvP while it’s not popular in PvE. A PvP-only nerf makes sense there.

I'm glad for warriors that you decided to revert the additional nerfs to Second Wind, but there is still a potential problem with it and that tier. The problem is that it's mandatory for warriors to take because it is so necessary for their viability.
We actually agree with this, but allow me to explain our logic. As a designer, one of the things you often have to struggle with is idealistic design vs. realistic design. In a pure design space, we believe Enraged Regen and Impending Victory are balanced and Second Wind is overpowered. However, we’re not talking about a theoretical game. It’s a real, living game played by millions of players. Our changes have impact. Arms warriors (and Frost mages and a couple of other specs) have been hammered with PvP nerfs since launch, and not at all because the players did anything wrong. The new patch brings a few more hefty Arms nerfs with Shockwave, Defensive Stance, Overpower, Taste for Blood and Warbringer. We’re not trying to kill Arms in PvP and we’re not trying to make anyone who plays Arms hopelessly depressed. In this case we think it’s acceptable to have Second Wind be a little overpowered so long as Arms as a whole is not dramatically overpowered or underpowered. Long term, it’s the kind of thing we’d like to eventually fix, but in the short term, we think nerfing it does more harm than good.

just curious, what are you looking at that makes you think shadow priests are OP in pvp? It seems that we get more nerfs based on a projection of what you might think is the case, then classes that were/are OP. What about shadow makes you think it's over powered? I still feel like I get focused every game I play, and you nerfing my escape tool kit, when I don't ever see how priests had superior escapes.
There’s always an element of that in PvP. For PvE, we have a really good idea of how much damage everyone can do in every situation. That’s harder to generate for PvP and not even super relevant. We do look at who is winning a lot in PvP. We do it a lot ourselves to try and understand why. We also try to pay a lot of attention to player feedback, especially those skilled PvP players whose opinions we respect, but also the guy just doing pickup BGs who still deserves to have fun. In all of those cases, the names that keep coming up are Frost, Arms, Shadow and maybe BM.

Frost and Arms are taking some big nerfs. BM has a couple of little ones. With Shadow, I’ve tried to be honest that we’re not exactly sure of the right thing to hit. There isn’t anything there like Shockwave or PoM+Ring of Frost that feels totally broken. It’s a lot of little things that add up: damage, healing, utility, survivability. Utility we really don't want to hit and damage isn't too high in PvE. At the moment, we've nerfed burst a little, healing a little, and made some of the survivability mechanics less potent. We'll see how that feels.

Are you telling me that not only is this issue understood, but is considered acceptable? Being spammed with out of range while you're clipping someone elses model is incredibly frustrating and a major turn off to playing the game at all. It swings both ways too, being stunned by a melee ability from someone 20yds away is just awesome. I had hoped something would eventually be done to fix this crap.
Which would be acceptable? That the nose of the cat is considered the center of the model, so that anyone chasing you has to hit your nose? Or that cats just have a huge combat reach (which also means everyone else can hit you much easier than they could a smaller model)? Should tauren for that matter be easier to hit and gnomes harder? Trust me that this is a very old and involved debate in game design – the code does not always agree with the art about where your character is located, and that is particularly true on a client-server game that still tries to offer some semblance of snappy combat.

1. Are you happy with how many different categories there are?
2. Are you happy that some abilities affect more than one DR category?
3. Are you happy CC is so complicated, that not even sites like Arena Junkies can track how they all interact?
4. If you are not happy, would you please please please consider reworking CC and DR and make it transparent in the tool tips?

Our sense is that there probably 2-3 too many different categories. I also totally agree that the system is way too opaque, especially for new players. Mentioning DR and perhaps PvP CC durations in the tooltips (perhaps only in PvP, perhaps only as an advanced option) is something we’ve wanted to do for some time (so is Path of the Titans, so is Dance Studio… you know how it goes).

We also talk often about whether the game would be better off with only a single DR category. It makes it easier to learn for sure. But it’s also a really risky change. Much of the depth of PvP skill involves knowing what ability DRs with what. A lot of Arena comps are built on that mechanic. It gives us a lot of room to provide surgical buffs or nerfs by changing which DRs with what. Overall, I think there is a chance we would scale down the number of different DRs, but it’s a small chance. We’re much more likely to just spell them out more explicitly (which to be fair also chips away at the knowledge base that differentiates an expert PvP player from a merely tolerable one).

That's what I'm trying to say in more attention grabbing ways. I can try running the numbers in simcraft or wrathcalcs if that will help, but I'm not the math expert that some of the silent laser chickens are.
Nope, you did a fine job. It will take us some time to analyze all this, but I wanted to drop a quick note to say we appreciate the work.

Now moving into patch 5.2 We'll have a similar feel except we'll have a lot of GCDs where we can't do anything because we've blown our rage on AOE. We'll proably go... Mortal Strike > Thunderclap > Whirwlind > Twiddle our thumbs for 3 seconds while we wait for MS to come off CD. We don't have that filler of Overpower to do something else whilel we wait.
This could be a problem. We’ll look into it more. Off the cuff, we could make Whirlwind 20 rage (just for Arms!) to keep parity with the cheaper Slam.

I’ll refrain from the caps, but we do that all the time. Check out Colossus Smash. Check out (live) Taste for Blood. Check out the duration on Polymorph. We do it as a last resort, because it does cause more risk for bugs and is more for players to have to remember, but when it’s the right solution, we definitely go there. We nerfed Devouring Plague’s up front damage because that reduces PvP burst without having a huge impact on PvE (because the difference in burst in this case is over such a short time frame it’s unlikely to really be felt). If that solution hadn’t worked, then we could have considered DP to do less damage in PvP.

I'll also posit that even if PvE and PvP had totally different rule sets, it wouldn't reduce the volume of players campaigning for buffs or nerfs. "Everyone" would still think it was their class holding them back and would want us to twiddle with the numbers even more. Once in awhile we'll say something like "We'd love to help you guys, but we just can't buff you any more because of PvE / PvP." The more typical situation is that someone thinks they need a buff while we disagree. Splitting out the rules doesn't change that.

Perhaps there is a much simpler solution (a numbers tweak rather than a mechanics tweak)?
I feel like we’d have to nerf Divine Aegis dramatically to have the same effect. The Spirit Shell change was mostly so priests could go back to using it at the right moment and not just on cooldown because it was a throughput increase. Those are the two major changes that weren’t numbers tweaks.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.2 Faction Rep and Valor Gear
The raid rep (and their delicious, delicious Valor epics) includes LFR. You will need to kill bosses though to keep progressing it. No more ICC trash rep runs.

I never found it to be bad, just boring as hell to go clear trash for hours on end to cheese the rep earning mechanic.
Yeah, but then we'd probably want to balance rep gain speed with the assumption that you're chain-running trash, which makes people who don't do it (but are raiding and killing bosses) slower at getting access to those items. That doesn't really make much sense, mechanically or in the kind of in-world sense of "impressing" a group of people with your accomplishments.

"Huzzah! The hero hath once again slain many inconsequential foes, to leap through thine magic portal, and oft returneth to... doeth the same task over and again! Verily, this is a champion worthy of our shiny baubles and trinkets."

So, regular raiders will still be running LFR whether they want to or not to min max their rep. Or can you guys do something creative like killing x boss on ANY difficulty gives rep once per week, period?
Yes, you gain rep from boss kills once per week regardless of difficulty.

This reminds me of dailies.
Sure, you can loosely apply that to any task with some variance of repetition. Feel free. Except that continuing to fight to take back areas, or retrieve items, or slay ne'er-do-wells generally makes some sense in the context of the narrative in daily hubs. Those damn monkeys stoled muh fruits again! Etc. etc.

Going into a raid and not killing bosses does not.

So here's a question, why have valor gear gated behind rep at all? I definitely see it as a step in the right direction having valor gated behind raids instead of dailies. But it's still a double-tax. You earn valor points, but in order to spend said points, you need to earn rep on top of it.
The whole point of a steady and measured currency to buy items is to offset the RNG of boss loot drops. If you're unlucky you still have this absolute system, and no matter what, you know that in X time you can fill in at least a few of those gaps. The intent of these currencies wasn't as a type of separate loot progression, but that is the way a lot of people perceive it, and certainly some of our designs have even worked to support that perception. The whole original intent in mind though it makes more sense to ensure that you're killing bosses to be able to buy Valor items, and not just farming up Valor from other sources. Of course we could take Valor out of everything but raid kills/completions to avoid that... but Valor is a nice reward to have in a lot of various systems, and lets people pick and choose the ways they want to earn it.

I don't want to imply though that having Valor items on daily quests was in any way a failed experiment. Obviously some of you weren't too keen on having the items behind those reps, and so in 5.2 we're trying this. We may have some mix in the future, we may not, let us know how you think it feels when the patch is live and if the new daily hub is compelling enough to gain your attention without a meatier (ie ilvl based) reward.

If it is.. will a person get enough rep from just three wings of LFR to be able to buy something to avoid running into the 3000 point valor cap?
Yup, we'll make sure items are paced out to hopefully avoid that. Getting to Friendly is pretty quick, and there are items available at all reputation levels. (Blue Tracker / Official Forums)

LFR Difficulty and Purpose
New players discover what the basic principles of raiding are.
Raid Finder is not an introductory tool for raiding. It's aimed to players that can't participate in organized raiding (or don't wish to) for whatever reason.

Players don't see the entire raids of a new patch in less then 2 hours, but instead they get a feel for how the new raid feels and what it looks like, and incase they want to discover the other part they are encouraged to join a raiding guild and really get into the game.
It's true that if you're a normal or heroic raider, it kinda sucks to go in and discover the whole place in just 2 hours. For 5.0.4 raids, Raid Finder was unlocked one week after the raid was released on normal mode.

Less gear; This is again an encouragement for players to join raiding guilds.
Which is exactly the opposite of what LFR is supposed to do. It should be a venue of character progression for those players. Arbitrarily punishing them so they join raids would defeat the purpose of it in the first place. The gear is already lower ilvl, and the other rewards from Raid Finder are lower as well.

More pugs: Players who can't join a raiding guild due to IRL would be encouraged to create a pug when they have the time for it
So, if we get rid of half the content from the Raid Finder, players are going to get into more pugs because we got rid of the abilty to conveniently get into pugs? Think about it, players who can't join a raiding guild probably can't schedule either their playtime with complete strangers.

Gearing up alts would be harder, as you can't receive full BIS LFR gear anymore.
BiS LFR gear? At this rate, I swear one day we'll see "BiS green gear" used as an argument to justify something... I'm not attacking your point though (especially for those that enjoy gearing up alts it'd be definitely a negative aspect). (Blue Tracker / Official Forums)

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