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by Published on 2013-02-26 06:51 AM

Gear Customization Coming in Future Patch, Diablo 3 Was Designed for PC, No Cross-Platform Play or Characters, Witch Doctor Suggestions Compilation

Patch 5.2 PTR - Build 16634
This build is a Release Candidate, which means that Patch 5.2 is getting closer to going live.

Patch 5.2 Blacksmithing Changes
With all the profession changes in the Patch 5.2 Notes update tonight, now is a good time to take a look at the Blacksmithing changes coming in Patch 5.2. Don't expect any more significant professions changes in 5.2, but we may see similar changes for other professions in Patch 5.3.

The new catch up spells will use Ghost Iron Bars to level Blacksmithing from 1 to 500, without requiring any other materials. This makes it no longer necessary to go and find the other ore types, if you are willing to pay or gather the Ghost Iron Ore. Keep in mind this will take a lot of ore, so purchasing old world ore might be cheaper.

Another addition is the Burning Crusade replica weapons, bringing back things like Stormherald, Reborn! The first tier of these weapons are unlocked when your server unlocks the Thunder Forge.

There are also the crafted eight slot item level 458 PvP sets to help you get started in PvP without farming lots of honor.

Finally, there are the new crafted item level 522 epic items for the Head and Foot slots, which require a new reagent Haunting Spirit, which is a likely successor to the Blood Spirits.

Patch 5.2 PTR Notes Update - Feb 25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • General
    • Area Damage Cap: The area damage cap is now 20 targets (was 10). This means area of effect damage spells now reach their maximum damage when striking 20 targets. If more than 20 targets are struck, then the total damage done is spread evenly over the actual number of targets present.

  • Death Knight (Forums / Skills / Talent Calculator)
    • Blood Plague now deals 15% more damage.
    • Frost Fever now deals 15% more damage.
    • Blood Parasite now summons Bloodworms with 15% of the Death Knight's health (was 18%) and Blood Burst now heals for 25% per stack of Blood Gorged (was 30% per stack).
    • Frost
      • Howling Blast now deals 8% more damage to the primary target. Damage to other enemies in the area-of-effect remains unchanged.
      • Icy Talons now increases attack speed by 25% (was 20%).
      • Might of the Frozen Wastes now increases melee damage by 15% (was 10%).
    • Unholy

  • Druid (Forums / Skills / Talent Calculator)
    • Symbiosis
      • Dispersion now has a 3-minute cooldown for Druids (was 2 minutes).
    • Rip now deals 15% more damage.
    • Restoration
      • Wild Mushroom will now gain 25% of the overhealing performed by the Druid’s Rejuvenation effects, up to a maximum of 33% of the Druid’s health in bonus healing, and growing larger as they do so. When Wild Mushroom: Bloom is cast, this bonus healing will be divided evenly amongst targets in the area of effect.

    • Balance/Restoration Druid PvP gloves bonus now increases Cyclone duration by 2 seconds (previously increased Cyclone range by 5 yards).

  • Hunter (Forums / Skills / Talent Calculator)
    • Dismiss Pet now has a cast time of 3 seconds (was 2 seconds).
    • Powershot now cancels Camouflage when the cast begins.
    • Steady Shot now deals 20% more damage.
    • Marksmanship
      • Aimed Show now deals 10% more damage.
      • Chimera Shot now deals 25% more damage and heals the Hunter for 5% (was 3%) of their total health.

    • Survival

  • Mage (Forums / Skills / Talent Calculator)

  • Monk (Forums / Skills / Talent Calculator)
    • Spear Hand Strike, used on a target that's facing the Monk Silence them for 2 seconds (was 4 seconds).
    • Mistweaver
      • Jab now costs 8% (was 4%) of base mana to use.
      • The Glyphed version of Uplift now costs 16% of base mana (was 6.6%) to cast.
      • Soothing Mist now generates chi more consistently and average generation rate is slightly higher.
      • Xuen will now fixate on the Monk's original target.
      • Muscle Memory is a new passive ability for Mistweaver Monks. Successful Jab and Spinning Crane Kick which damages at least 3 enemies cause Muscle Memory. Muscle Memory causes the Monk's next Tiger Palm or Blackout Kick to deal 150% more damage and restore 4% mana.
    • Windwalker
    • Brewing: Tigereye Brew now gains 1 charge after spending 3 Chi (was 4 Chi), increases damage by 1% per stack (was 2%), can stack to 20 but only 10 charges can be consumed per activation, and a user interface alert displays upon reaching 10 charges. Stacks of Tigereye Brew are cleared at the start of a raid encounter. This ability is improved by Bottled Fury.

  • Paladin (Forums / Skills / Talent Calculator)
    • Avenging Wrath now has a cooldown of 2 minutes for Retribution Paladins (was 3 minutes). The cooldown remains unchanged for Holy and Protection Paladins.
    • Retribution
      • Retribution 4-piece PvP set bonus had been replaced. It now decreases the cooldown on Avenging Wrath by 65 seconds.
      • Tier-14 Retribution 4-piece set bonus has been changed to increase damage on all Seals and Judgment by 10%.

  • Priest (Forums / Skills / Talent Calculator)
    • Power Word: Solace has been replaced with a new talent: Solace & Insanity
      • For Shadow, this ability causes Mind Flay to gain the Insanity effect on a target affected by Devouring Plague. when it's cast on a target with 3 Shadow damage-over-time spells on it. Insanity increases the damage of Mind Flay by 33% per Shadow Orb consumed.
    • Glyph of Holy Fire has been redesigned. It now increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards.
    • Power Infusion now increases the Priest's damage by 5% in addition to current effects.
    • Psyfiend belonging to an individual Priest will no longer cast Psychic Horror on the same target twice.
    • Discipline
      • Penance damage and healing has been increased by 20%, now a cooldown of 9 seconds (was 10 seconds), and has a range of 40 yards for both friendly and hostile targets (was 40 yards for friendly and 30 yards for hostile targets).
    • Shadow
      • Mind Blast damage has been increased by 20%.
      • Shadowform now increases the Priest's Shadow damage by 25% (was 20%).
    • Tier-14 Holy/Discipline 4-piece set bonus now reduces the cooldown of Penance by 3 seconds (was 4 seconds).

  • Rogue (Forums / Skills / Talent Calculator)
    • Assassination

  • Shaman (Forums / Skills / Talent Calculator)

  • Warlock (Forums / Skills / Talent Calculator)
    • Immolate now deals 20% more damage.
    • Shadow Bolt now deals 15% more damage.
    • Grimoire of Sacrifice now increases the damage of abilities by 15% (was 25%) for Destruction Warlocks and 35% (was 50%) for Affliction Warlocks. In addition, it now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
    • Demonology
      • Hand of Gul'dan now deals 15% more damage.
      • Shadowflame now deals 15% more damage.
      • Soul Fire now deals 22% more damage.
      • Touch of Chaos now deals 15% more damage.
      • Wild Imp's Firebolt now deals 15% more damage.
    • Destruction

    • Warrior (Forums / Skills / Talent Calculator)
      • Execute now deals 25% less damage.

Pet Battles
  • Players may now participate in pet battle duels while in the Throne of Thunder instance.
  • Brilliant Kaliri, Jade Tentacle, Tirisfal Batling, Firefly, Jade Crane Chick, Gilnean Raven, and Shore Crawler are no longer available in multiple breeds.
  • Anubisath Idol: Sandstorm and Deflection have swapped ability positions.

Raids, Dungeons and Scenarios
  • Throne of Thunder raid bosses in Normal and Heroic difficulties have a chance of dropping items with the Thunderforged designation. Thunderforged items are 6 item levels higher than their Normal or Heroic counterparts and will drop more frequently in 25-player raids. For a more in-depth look at this change, check out this discussion thread.

  • Archeology
    • Mantid Archaeology has been added. Players will be able to uncover common and rare Mantid artifacts.
    • Players can purchase a Mantid Artifact Sonic Locator to focus exclusively on Mantid digsites.
    • The Lorewalker's Map now randomizes all digsites in Pandaria, rather than just 1.
    • Updates have been made to the “museum” at the Seat of Knowledge.

  • Blacksmithing
    • New raid and PvP blacksmithing recipes have been added, and can be acquired through daily research of Lightning Steel Ingots.
    • Seasoned Blacksmiths will be able to find a way to create Lightning Steel Ingots once their realm has unlocked the Thunderforges on the Isle of Thunder. These ingots will allow blacksmiths to recreate powerful weapons from the past, updated for Mists of Pandaria. These power weapons will be bind-on-equip and making them will take a significant amount of dedication.
    • For blacksmiths who have lapsed in their trade (i.e., haven’t practiced blacksmithing since the Burning Crusade), there is a (not necessarily cost efficient) way to catch-up. Blacksmiths at your faction’s shrines in the Vale of Eternal Blossoms will be able to teach you training plans for crafting common household items using Ghost Iron.

  • Fishing
    • Players with a high fishing skill have a chance to fish up new pets. The Pet Journal has clues on where these elusive pets could be found.
    • Fish of the Day: On any given day, there is a location in Pandaria teeming with a type of Pandaren fishing pool.
    • Ben of the Booming Voice, located near the Halfhill Market area will inform players what the “Fish of the Day” is and mark the location on their map.

  • Jewelcrafting
    • Jewelcrafters may find the designs for Serpent’s Heart and uncut Primal Diamonds during the course of their adventures (world drops).
    • Serpent’s Heart is a daily cooldown that consumes several Serpent’s Eyes to create a random rare quality Pandaren gem. In addition, there is a small chance that a player will discover the design for the Sapphire Cub or Jade Owl.
    • The design for uncut Primal Diamonds requires Spirits of Harmony and large quantities of uncommon gems.

  • Leatherworking
    • Patterns for Magnificence of Leather and Magnificence of Scales could be found via world drops. These patterns allow the leatherworker to create Magnificent Hides more economically and share a daily cooldown. In addition to producing a Magnificent Hide, the leatherworker will learn a new 5.2 raid or PvP pattern.
    • A new 36 slot leather bag ( Magnificent Hide Pack) can now be created through Leatherworking.

  • Tailoring
    • New raid and PvP recipes have been added, and tailors can acquire these new recipes via the daily Imperial Silk cooldown.

Soloing Sunwell
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Regarding Kalecgos, at this point we don't know if the developers have any plans to change him or any other bosses, but we'll ask them and share with you any news if that's the case.
Just a small update this, which should hopefully come as good news... A last minute fix was made to patch 5.2.0 that should allow players to solo the Kalecgos encounter in The Sunwell.

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
ConsideringShado-Pan Assault rep can be obtained in Raid Finder, is there a cap of how much rep can be obtained this way?
Only Friendly via trash. Once you're doing bosses, only one kill per boss per week (so doing both N and LFR won't double rate). (Source)
Does HC grant more reputation?
I don't believe heroic gives more rep. (Source)

Is there any reason we still cant do quest while in raid groups? #WoW
We don't want players to feel obligated to join e.g. the Jade Forest raid while leveling up. Working on a solution though. (Source)

Current WoW questing/dailies are better without others. People ninja the node/mob/quest item is not fun. outdated!
Agreed. We want to make seeing others of your faction a bonus not a penalty. (Source)

Dailies are not for all specs - that is the greatest imbalance of this kind of content.
I've done a lot of dailies as a healer. The difference in time really isn't that much - you aren't in combat 100% of the time. (Source)

Sucks a bunch that daily quests are once again gating valor rewards. The double gate is too much for just dailies
You don't need to do dailies to do the non-raid rep, but it will be faster if you do. (Source)
If you're a raider, you'll earn the rep from raiding. If you're not a raider, then the non-raid rep is for you. (Source)

Is there any intention or desire to increase the rate at which class-specific quest chains get released?
We'd love to make more of them. It just means fewer quests that other players can enjoy. (Source)

Weekly News Recap
If for some reason or another you missed some of the news over the past week, here is what you missed:

by Published on 2013-02-25 06:34 PM

Isle of Thunder Rare Spawns, 5.2 Rare and Quest NPC Sharing, Blue Tweets, TCG Art

Patch 5.2 PTR - Build 16634
Build 16634 will be deployed to the PTR realms soon. Nothing major in this patch, it is now confirmed that Reins of the Thundering Cobalt Cloud Serpent comes from Nalak and Reins of the Cobalt Primordial Direhorn comes from Oondasta.

Spell Changes
Originally Posted by MMO-Champion

Item Set Bonuses

Death Knight (Forums, Talent Calculator)

  • Howling Blast base damage was reduced by 13%.
  • Icy Talons now increases melee attack speed by 15%, down from 30%.
  • Might of the Frozen Wastes now causes all melee attacks to deal an additional 15% damage when wielding a two-handed weapon, down from 20%.

  • Scourge Strike weapon damage reduced to 135% from 140% and additional damage reduced by 9%.

Hunter (Forums, Talent Calculator)

  • Chimera Shot now does 265% ranged weapon Nature damage, down from 315%. Additional damage reduced by 30%.


Mage (Forums, Talent Calculator)
  • Frostbolt base healing and SP scaling reduced by 13%.

  • Frostbolt base damage and SP scaling reduced by 13%. Debuff now also causes the target to take an additional 5% damage from your Frostbolt and your Water Elemental's Water Jet.

Monk (Forums, Talent Calculator)

Priest (Forums, Talent Calculator)
  • Guardian Spirit no longer heals for over 9,000,000 thanks to a tooltip fix.

Shaman (Forums, Talent Calculator)

Warlock (Forums, Talent Calculator)

Warrior (Forums, Talent Calculator)
  • Execute damage and AP scaling reduced by 25%.
  • Recklessness now has a 3 min cooldown, down from 5 min. Now grants your special attacks an additional 30% chance to critically hit, down from 50%.

Major Glyphs

Raid & Dungeon Abilities
  • Blue Rays Inflicts 800,000 Frost damage divided amongst all targets in the Blue Rays. This damage is increased by 1% 2% each time the victim is hit by this effect. 100 yd range. Instant.
  • Bright Light Inflicts 800,000 Nature damage divided amongst all targets in the Bright Light. This damage is increased by 1% 2% each time the victim is hit by this effect. 100 yd range. Instant.
  • Burst of Amber Inflicts 100,000 Inflicts 300,000 Nature damage to all enemies within 500 yards. Instant.
  • Crimson Bloom Inflicts 150,000 Inflicts 300,000 Fire damage to all enemies within 500 yards. Instant.
  • Eye Sore Inflicts 50,000 Inflicts 100,000 Arcane damage to the target every second. 100 yd range. Instant.
  • Flash Freeze Inflicts 100,000 Inflicts 300,000 Frost damage to all enemies within 100 yards. Instant.
  • Infrared Light Inflicts 800,000 Fire damage divided amongst all targets in the Infrared Light. This damage is increased by 1% 2% each time the victim is hit by this effect. 100 yd range. Instant.
  • Long-Range Ritual Lightning Inflicts 275,000 Fire damage to enemies outside 50,000 200 yds. 1.5 sec cast. 3 sec cooldown.
  • Pustule Eruption Inflicts 150,000 Inflicts 125,000 Nature damage to enemies within 3 yards of the impact. 1,000 yd range. Instant.
  • Spinning Shell The turtle chases players around the room, spinning rapidly and continuously inflicting 100,000 125,000 Physical damage to enemies within 5 yards, knocking them away. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 8 yards of the point of impact, stunning them for 5 sec. Unlimited range. Instant.
  • Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 8 yards of the point of impact, stunning them for 5 sec. Unlimited range. Instant.
  • Thunderstruck Lei Shen winds up to hurl his axe at a target location, inflicting 1,100,000 1,000,000 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point. Unlimited range. Instant.
  • Volatile Mutation Inflicts 600,000 Inflicts 2,000,000 Nature damage and grants a harmful mutation. Instant.
by Published on 2013-02-24 08:55 PM

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Druid (Forums / Skills / Talent Calculator)

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

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

Monk (Forums / Skills / Talent Calculator)

Death Knight (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Just as an example, although it's TBC content, Rage Winterchill will still give you a run for your money if you are not careful avoiding Death & Decay (since it's % HP based) (Blue Tracker / Official Forums)

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