World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-02-11 05:20 PM

WoW is on sale for 50-70% off in the US and EU. The total cost, including Mists of Pandaria, is 35 USD / 31 EUR.

Patch 5.2 - Preparing to Kill a King (Feb 26th)
It looks like we will see Patch 5.2 on in roughly two weeks, or February 26th, assuming that everything goes well.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With 5.2 fast approaching I’ve been wanting to get my thoughts together on how I should be playing in the last couple weeks before the patch. Are there any reps I should catch up on; do I need to worry about spending currencies or upgrading items; and just in general what do I need to start doing now to maximize my play time before and after the patch releases? This isn’t going to be earth shattering info to anyone who has been following closely, but hopefully it’s a helpful reference.

So, It’s Like a Seat of Sound?
It’s probably most appropriate to start by talking about the new raid, the Throne of Thunder, as entering and clearing it is the goal for PvE progression. The raid is located on a new island, which can be reached by using a portal found in your faction’s Shado-pan camp on the west coast of Townlong Steppes. When 5.2 releases you’ll automatically receive a quest that will get you there, so no need to write that one down.

As the 5.2 raid Throne of Thunder is one continuous, sprawling dungeon, each difficulty will open in its entirety once unlocked. Normal difficulty will be available the first week, then Heroic the week after. LFR will, as usual, be broken up into sub-sections and those will be releasing over time, likely with the first section opening with Heroic in the second week, and a new section each week afterward. Of course we don’t tend to give out patch release dates ahead of time, because things can slip, but right now we’re targeting the last week of February.

To get into the LFR difficulty of Throne of Thunder you’ll need an item level of 480. A quick way to find your item level is to search for your character in the upper right search bar of Your item level is a big number in the upper right of your character’s profile. You can also see it in-game by expanding the advanced character stats.

The new LFR will require an average ilvl of 480, so get crackin'!

If you’re shy of 480 you’ve got some gearing up to do. There are a few different methods of finding and targeting upgrades. The in-game Dungeon Journal can filter by class and spec, showing you what each boss drops that’s good for you, and is actually a pretty easy and straightforward way to create a shopping list. The one downside is you’re not going to have lists of Valor-purchasable items with the Dungeon Journal to compare against. Likely the most popular strategy is to use item database sites and look for specific items (LFR / Valor / BoE), and arrange by ilvl or source. offers an upgrade list too. I’ve also recently been using their new Find Upgrades feature, which has a bunch of useful options. It’s a premium feature so they do charge for it, but it’s free for the first week or so. If nothing else it can be a good option to just help you clear that 480 hurdle.

Upgrade 'Em While You Got 'Em
Like prior raid tiers we’re down-converting Valor to Justice with the patch. This means any Valor you have before the patch will become Justice, and any Justice over the cap will be converted to gold. There is a difference this time in that current Valor items are not being changed to cost Justice, and instead their cost is just being reduced (25-50%). That means you’re not going to benefit by waiting for the down-conversion to pick up any current Valor items. You’re going to want to strategize spending Valor beforehand, if there’s anything you want to buy with Justice (and there’s new Justice-bought heirlooms coming in 5.2), or maybe even if you want the gold. With both currencies at cap you could make around 1,400 gold with the conversion, so maybe that’s even a consideration. After the patch you’ll need to build Valor back up if you want any Valor items of course, but at a reduced cost it may be an option if you’re still looking to get over that 480 hurdle.

Personally I’m not really looking to pick up any Justice items, so my plan is to spend all of my Valor before the down-conversion, and the next section describes what I’m likely to spend the majority of it on.

You can keep your Valor Points, see this post for more information.

Later Space Mummy
Item upgrades won’t be available in 5.2, so getting those upgrades done before the patch hits is probably a good idea. Upgrades are likely coming back in 5.3 (at least for PvE), but spending the Valor now on upgrading pieces you don’t expect to replace quickly is pretty safe. Of course you could always get that lucky boss drop that completely demolishes your fully upgraded item, but those kinds of situations are par for the course.

This is one place where the Askmrrobot upgrade recommendation tool is pretty helpful for me. The rating on how best to spend Valor is quite useful. I’m over 480 so I’m personally just looking at spending Valor on upgrading my best items now.

Is that a mount!? Can it be a mount!? I want that to be a mount. GIMME DAT MOUNT

Be Less Charming Every Day
Throughout Mists of Pandaria we’ve all been working to collect Lesser Charms of Good Fortune. Once a week there’s a quest to exchange 90 Lesser Charms for 3 Elder Charms. The Elder Charms can then be used to get an additional chance at loot (bonus roll) from raid boss kills. In 5.2 the weekly quest to turn in the Lesser Charms changes, and will instead give you 3 Mogu Runes of Fate. The Mogu Runes of Fate can be used the same way, on bonus rolls, but only in the 5.2 Throne of Thunder raid and on the two new world bosses (Nalak and Oondasta). Elder Charms will still be available for the 5.0 raids, but they’ll instead be dropping from mobs in the new outdoor Thundering Isle zone.

There are a few different ways you can use this information depending on how well you’re geared, and how well geared you want to be before the patch. The new raid will require 480 item level for the LFR, and so if you’re at or above 480 you’re probably wise to just hold on to your Lesser Charms. If not, those bonus rolls may well be the quickest way to getting into the Throne of Thunder.

Personally I’m hanging on to mine. I think spending some Valor is probably the wiser course for getting over the hurdle. I do plan to still be doing dailies in 5.2, but I have enough reps at Exalted now that I don’t expect I’ll be coming across enough Lesser Charms to be overburdened and not working through my stack each week.

I'll just come back when you look like you're in a better mood...

As I briefly mentioned in the Currency Conversion section, 5.0 Valor items are seeing their prices reduced by 50%, and those added with the 5.1 factions (Operation Shieldwall and Dominance Offensive) will see their prices cut by 25%. In addition, the chance to get drops in the 5.0 LFR raids is being greatly increased, including the chance to get an item when using an Elder Charm for a bonus roll. All of this means gearing up alts will be a bit quicker, and if you’re not at that 480 requirement yet it should be pretty fruitful to run those raids for a few more weeks to get you there.

Sounds Like Heavy Metal
This isn’t really anything you can prepare for, but I think it’s at least worth mentioning here. In the Throne of Thunder, the Normal and Heroic raid bosses have a chance to drop an item with a new Thunderforged designation. (Normal / Heroic) Thunderforged items are 6 item levels higher than their standard counterparts. Bonus rolls can award a Thunderforged item (again, only in Normal and Heroic), so probably the only thing to plan for ahead of time is having Lesser Charms ready and waiting to exchange for Mogu Runes of Fate.

♫Said if you want to call me baby, just go ahead now♫ (Two Princes, get it? Ugh just keep reading...)

On Doomed Azeroth, Black Prince Choose You
As we’re all aware, Wrathion, the Black Prince, using his voodoo crystal ball of Black Dragonflight future-sight has determined Azeroth is headed for (more?) doom and despair. To help solve this problem he wants to give you a Legendary item, but only after you’ve gone around terrorizing the world and killing a bunch of people. Fishy. Over the course of each patch he gives you some tasks for new toys, ultimately leading to your very own Legendary item in (presumably) patch 5.4.

This is where things get a bit tricky because, up until this point, everyone has been working to obtain their Sha-Touched weapons, the gem to put into it, and adding a prismatic slot. But in 5.2 the reward veers left, no Sha-touched weapons will drop in the new raid, and the new Wrathion reward is a Legendary meta gem, which leaves your Sha-touched weapon and gem to be replaced by what will certainly be more powerful weapons in the Throne of Thunder. You will still be able to apply the prismatic slot upgrade to 5.2 raid weapons, though.

Considering the prismatic slot is usable on 5.2 raid weapons, my recommendation would be to try to catch up if you haven’t yet, but balance it against other priorities. You’d be pretty lucky to get a weapon drop your first time into the new raid, and if you’re running LFR the raid is broken up into smaller sections which open one at a time each week. So if you have more pressing matters, this is one thing you can continue to work on even after 5.2 releases and probably not be too far behind.

Well at least they don't have robots full of blood. Nevermind.

It's Not a Tabard!
In 5.2 you’ll be able to champion a Mists of Pandaria faction (except for Black Prince) by choosing a new option added to your reputation list (in the same list where you can show that rep as your XP bar). By championing a faction you can earn 750 reputation for the first Heroic dungeon each day, and 325 for the first Scenario. This allows you to augment (or avoid) daily quests with those factions to get to Exalted that much quicker.

In addition, if you have The Tillers at Exalted and all of your farm plots unlocked, you’ll be able to take on a work order each day from one of the various factions (except for Black Prince) which will reward you with additional rep.

The new reputation and quest hub in 5.2 is pretty cool; it unlocks and builds up via server progression a la Isle of Quel’danas. What will be a lot cooler for some of you though is that there are no Valor items associated with the rep. (Alliance / Horde) At least this time around, all the Valor items are tied to a raid reputation, which you can earn even through LFR. It will require boss kills though, so no ICC rep runs.

I know some people are already saying they’re going to stop doing dailies until then. I don’t know; I’m already playing more or less every day, doing a daily hub here and there isn’t going to break my time-bank, and I’m still going to be hitting Exalted quicker than if I was waiting. Up to you, but I’m hoping to have less and less 5.0 content to have to think about once 5.2 hits.

That'll Do, Tree
I think that about does it. You’ll of course want to look at mixing up food and elixirs, and gathering mats for crafted items. There’s also the new the world bosses, but that’s not content you really need to prepare for specifically, at least not to the same extent you need to gear up for a raid dungeon. It may be worth noting though that one of the world bosses, Oondasta, is intended to be crazy-difficult. If you’re not in an organized Heroic-level raid group and teaming up with other Heroic-level raid groups, you’re going to want to stick to the other world boss, Nalak; although, keep in mind Nalak unlocks with the island’s server progression, so it’s something to look forward to. Sha of Anger still has Tier-14 and Season-12 items, so that’s certainly something a lot of people will continue to hit up, and I expect it to stay pretty active even well into the new patch.

Let’s open it up to your comments! How are you planning and preparing for 5.2? Did I miss something? Any tips or tricks on how to maximize your time as you progress?

Thanks for reading, may all your bonus rolls be BiS, and I’ll see you in-game!

Micah “Bashiok” Whipple is a Community Manager for World of Warcraft and thinks you’re just the bees knees. It’s worth mentioning though that he’s deathly afraid of bees, as well as various types of pivotal hinges.
by Published on 2013-02-10 09:45 PM

Araxom on Hardcore, Fan Creation of the Week: Pixel-Ninja Cosplay, Curse Weekly Roundup

Patch 5.2 on the Background Downloader
This weekend the Launcher started downloading ~1 GB of assets for Patch 5.2. Keep in mind that this doesn't mean the patch is coming anytime soon, especially as LFR bosses still need tuning and Isle of the Thunder King still needs testing.

Patch 5.2 - Assault on Zeb'tula
Assault on Zeb'tula is the solo scenario that you experience when going through the Horde Isle of Thunder intro quest line.

Upon logging in to Patch 5.2, you will be sent to the Horde camp near Shadopan Garrison, in Townlong Steppes. Scout Captain Elsia will escort you to the Isle of Thunder and then you have a brief conversation with Lor'themar Theron. After speaking with him, he will ask for your help in establishing a base on the island.

Originally Posted by MMO-Champion
Scout Captain Elsia: Pandaren legends tell of Lei Shen, "The Thunder King." He was the brutal founder of the Mogu empire over 12,000 years ago. He united the mogu, defeated the other pandaren races, and founded a glorious nation with the slave labor of those he conquered.
Scout Captain Elsia: The Thunder King built a palatial fortress on the borders of his empire. We should see it soon...
Scout Captain Elsia: There! Just ahead: The Isle of the Thunder King.
Scout Captain Elsia: The Pandaren are terrified that the former Emperor will try to reclaim his empire, and enslave them once again. But we have our own reasons for assisting them. I will allow Lor'themar to explain.
Scout Captain Elsia: Whoa! Careful - it is nearly impossible to fly anywhere near the island!

Lor'themar Theron: Aethas, leave us for a moment.
Lor'themar Theron: Hero, you have served the Horde nobly across many campaigns. I feel I can take you into confidence. Our Warchief's campaign across Kalimdor and Pandaria is pulling the Horde apart at the seams. We are here to fight the Thunder King. Justice demands it, and Hellscream is too preoccupied at Domination Point to pay attention here. But, in defeating him, we must seek out the source of his great power. We must claim it for ourselves, as leverage against our "Warchief." In the event of an uprising, we must be prepared.
Lor'themar Theron: Heads up! Ha-hah! It will feel good to bloody my blade again. Against Alliance or mogu, does not matter to me.
Lor'themar Theron: Enough talk. You know how precarious our position is. Between the Alliance and the Thunder King, only with the help of heroes like you can we hope to succeed here. Anar'alah belore, hero. Good luck.

Love is in the Air 2013
Love is in the Air once again, at least until February 23! Not much has changed this year, other than the addition of updated Neck slot rewards.

Level Type Spec Slot Name
480NeckTankNeck Shard of Pirouetting Happiness
480NeckMeleeNeck Choker of the Pure Heart
480NeckSpell SpiritNeck Winking Eye of Love
480NeckPhysical DPSNeck Sweet Perfume Broach
480NeckSpell DPSNeck Heartbreak Charm

Q4 2012 Earnings Call
There were a few more interesting points from the Q4 2012 earnings call, other than the subscriber number drop.

  • The majority of the decline in subscriber numbers came from China, and the number in the west was more stable.
  • Engagement was better in the months after the Mists of Pandaria launch than it was after the Cataclysm launch in all regions, including China.
  • The next WoW update should reach players "in the coming weeks".
  • There should be a Blizzcon 2013 announcement soon.
  • Since Cataclysm, players are more apt to come and go from the community. This is being addressed by providing more frequent content updates.

Blue Posts
Originally Posted by Blizzard Entertainment
PTR Class and Set Bonus Issues
I believe he said it will last 15 seconds and stack exactly how Censure does now. If that is the case we should be able to swap between two targets in that 15 second time span. However, since the stacks will get consumed it will be more difficult to keep them up on more than one target.
Our intent was that if you were building stacks of Justice and had to swap targets, you'd then be building stacks on two targets. The more generous we make the duration, the easier that is to do, but the harder it is for enemies to escape as well.

Scorch was our only way to obtain at least some mobility before it became castable while moving (yes some of us actually PvP'd as fire before this change). Before that, and at least for me, my only option to chase somebody besides keeping living bomb up was spamming icelance and tbh, I never liked it.
Another idea is to put Scorch back in the talent tree and just remove Blazing Speed. Maybe Blink just provides too much of the same niche. Scorch trumps Ice Floes at the moment, but we think we could solve that.

Any chance shadow priest PvE damage and off-healing concerns will be addressed before 5.2 goes live? Part 1 of the thread is full of them. Part 2 just became PTR world of paladincraft. Maybe make a separate paladin thread before having to close this one too?
RE: Shadow. We haven't buffed damage yet. Mind Blast is a likely candidate because it helps damage on the move and doesn't change rotation priorities. Mind Sear perhaps too. All of that is off the top of my head, so don't hold me to it.

RE: Paladins. Welcome to my world.

Your data is full of PVE Ret paladins. PVP paladins use FoJ in arenas.
I was explicitly referring to relatively high-end Arena players. Many (guessing 60% because I don't have the data right in front of me) use FoJ. The rest split between Burden and Repentance about evenly. We can't always answer why players use certain abilities, but we can usually answer what they're using.

Death Knight
- You now maintain the same percentage of health when you switch into and out of Blood Presence
- Strangulate (but not Asphyxiate) is off the GCD.

Can Hunters please see some adjustments on our end talents to make more than Glaive Toss worth taking for raids? Barrage is very limited and Powershot is useless and never taken in raids, doing less than half the DPS of Glaive Toss.
I know you've mentioned this before, but it doesn't match up with what we're seeing. Do you have a link or some other evidence we can chase down?

I may regret this, because I don't know that I can capture every one and we iterate on this stuff really rapidly. We may change a number one day and change it again the next when we look at AE or PvP damage or whatever. If frequent iteration scares you, look away! But in the interest of providing context and helping theorycrafting, I'll give it a go.

DPS Tuning Adjustments

- Arms - Increased Deep Wounds by +100%.
- Balance - Increased Starfire, Wrath and Starsurge by 9%.
- Mind Blast - Increased Mind Blast by 20%. (Yeah I know you have to stop and cast it modulo procs, but I meant in contrast to Mind Flay which makes you really plant.)

Recent datamining has shown Invocation being nerfed to reduce our natural mana regen by 100%, up from 50%.
It was that way briefly (and the PTR pull may have caught that change). Instead we are leaving Invocation at -50% mana regen, but we changed Evocation to generate 10% mana per tick for Arcane, but affected by Arcane Charges (25% per charge and consumes all charges).

The intent of this change is to try and spare you from having to do single GCDs of Evo every 3 casts, which is probably worth it but not much fun. It's a net buff to Evo total mana regen but a net nerf to frequent Evos.

A lot of Warlocks are wondering why our AOE spells are getting reduced so dramatically?
Are you referring to Seed of Corruption and Fire and Brimstone? We don't usually do 15 yard radii for AE spells. It just felt gratuitous and was causing warlocks to do a lot of extra damage in some situations without requiring any extra effort on their part. It was also a bit ridiculous with Mannoroth's Fury.

i assumed this was suppose to spread the snare from warbringer to other targets also never actually seen it in any official patch notes.. was this an error on their part or is bugged currently on the ptr?

The Glyph of Blitz works with the snare as well as the stun. (Blue Tracker / Official Forums)

World of Warcraft Difficulty Over Time
Ah, you're welcome, I'll educately bow down my head in a sincere apology, as you have eloquently, elaboratedly and irrefutably proved through facts and your own experience that I am completely wrong about this affirmation.

If you want to say I'm wrong, at least go on and elaborate why. We all might be missing an interesting point of view just because you decided to take a shortcut that didn't add anything to the discussion.

Most of current encounters are just combination of total randomness that decides will you wipe or not (sunbeams spawning on top of the adds on Tsulong as example). It's not hard, it's just random.
So, a boss that you can predictably determine which ability is going to cast next (any vanilla boss with a DBM-like addon) is harder than a boss with more room for random abilities? Random sounds actually like a good reason to define something as hard. If you can't control it, you can't just yawn through it.

Why do you think that making the game less accessible again would bring back the old times?
This is an interesting question, especially for those of you that do consider reducing the accesibility of the game would bring back players. (As a side related note, since we're mostly talking about raiding content, remember that Patch 5.2 introduces a Heroic only boss, Ra-den).

Okay, so at this point anything I say you can easily reply with, that's not about accessibility. Pet management was removed, pets changed to be a vanilla set that all share the same three talent trees, and ammo removed. Call it what you want, I call it dumbing down.
Has the mechanic of the hunter (requiring an appropiate pet to be used at every time if you want to maximize your dps output) and its damage (you're insane if you weren't using the strongest ammo available to you) become simpler just because now you don't have to feed your pet or pick the highest dps available ammo? (Blue Tracker / Official Forums)

Invocation on PTR Feedback
We hear you, we really do. I’d just like to reinforce that it’s only PTR so don’t get overly upset about it, but please do continue to keep providing feedback about it, this is exactly when it’s needed the most, it’s one of the core reasons we have a PTR realm in the first place and we really do appreciate your help with tuning and balancing the game during this important stage.

So… Invocation. Duration and healing got reduced by 50%, it does seem like it should end up being the same “on average” as it is on live but I do realize that it’s actually not, it’s probably a lot more powerful for PvP as it is on the PTR right now.
I mean, the healing ends up being the same (on average, as in “healing per second”) as it is now on live, but the important fact that we have to retain here is that the heal only comes at the end of the cast, and in PvP that means a lot, it means that you can get interrupted and get no healing or DPS buff from it.

With a 3 second cast and no cooldown, things change; First, if you do get interrupted you will be able to cast it as soon as the interrupt effect wears off; Secondly, interrupting a 3 second cast (can be shortened by haste) is much harder than a 6 second one, so chances are, a mage will be able to complete his Invocations with a lot more ease.

Devs are still evaluating everything about the PTR, there isn’t much that they can’t tweak if they feel it’s necessary.

I hope that my reply is clear enough in the sense that it provides you with enough certainty and confidence about your point of view being understood, we’re definitely not ignoring you, we’ll evaluate everyone’s feedback like we always do, and you can be sure that it will be conveyed to the developers. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Simcraft and Raidbots is all we have. If you don't give us your data all we have is "trust us"I'll trust Raidbots
You can trust whatever you want. I'm just explaining why it's not as simple as linking to a URL and expecting us to buff you (Source)

Mage (Forums / Skills / Talent Calculator)
I'm just praying Blizzard botches arcane mages and we can play frost next tier.
You may jest, but this is a really insightful tweet. Now imagine all the guys who want to play Fire or Arcane. How to solve? (Source)

Paladin (Forums / Skills / Talent Calculator)
Any chance that Holy Paladins will ever receive a way to "melee heal" like Fistweaving?
Not in the immediate plans, but I agree it would fit the paladin kit. We'll keep it in mind. (Source)

please just buff ret sust damage or give us pressure mechanics or better cc. Sucks to be useful 20 secs every 3 min.
Every time we discuss nerfing burst and buffing sustain, hundreds of Rets cry no. (Source)

Today I had to bench myself as the raid leader on Sha of Fear 10m H progress because Ret DPS is terrible. Any buffs in sight?
I'm assuming you understand the problem where DPS is very hard to measure on that fight since everyone is so spread out. (Source)

giving repentance a cast and making it talent is like your prep mistake with rogue. Ret needs it as instant.
We'd probably get rid of every instant CC if we could. The expansion of instants caused a lot of problems long term. (Source)

please look at rets in PvE GC we bring no unique buff give us attack speed
We are trying to get away from unique buffs. We don't want every group to feel a Ret is mandatory. (Source)

Priest (Forums / Skills / Talent Calculator)
With the 5.2 disc nerf, will mastery be redesigned? Seems pretty pointless, pws is rarely cast and divine ae cant be count on.
We want you to cast more PW:S (not just LK levels). (Source)

You nerfed Shadow's core abilities without having a concept? Great, exactly what I expected from you.
Sorry you think Shadow is fine in PvP. We disagree and we are not alone. (Source)

please gc, are there still more buffs for disc pvp coming? Pws undispellabe would be glorious.
Not a fan of undispellable anything TBH. (Source)

No other healer has to choose which foot to shoot for 30 seconds either. It an outdated mechanic like tree form
We disagree. Tree form gave up utility and DPS for healing. Chakra lets you focus on DPS, AE or ST but you can still change. (Source)

how are Surge of Darkness/Mindbender even close to a "Strong Cooldown", compared to other casters? Stop joking.
We don't want to give every single spec a 2 min cooldown or whatever. That really leads to classes all feeling the same. (Source)

Shaman (Forums / Skills / Talent Calculator)
Greg, maybe shamans could receive the new frog model in Hex? How about it?
Already done. (Source)

Curse Weekly Roundup
The Ouya is set to arrive in stores this June, Assassins Creed gets a new hero, Minecraft got some updates, Season 3 games are underway for League of Legends fans, and this week's Game Forecast.

by Published on 2013-02-08 11:56 PM

Patch 5.2 PTR - Build 16562
A new build will be applied to the PTR tonight. Keep checking back, as we will update our notes often!

LFR Raid Testing Returning Soon
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are going to temporarily close LFR testing until we can get a new build up, hopefully this afternoon (in NA).

Thank you to everyone who has participated so far.

New Items
Many of the Throne of Thunder bosses now have some of the many new items from this build assigned to them. In the interest of not making the front page even more massive by linking 100s of items, you can browse them on WoWDB.

The only non raid loot item news is the addition of Spoils of the Thunder King and Advanced Refrigeration Unit changing from 32 slots to 36.

New Icons

New Strings
Originally Posted by MMO-Champion
  • CHANGE_ACCOUNT - Change Account
  • ERR_IN_PVP_QUEUE - Can't do that while queued for battle.
  • SPELL_FAILED_CUSTOM_ERROR_64 - There are no valid targets within range.

Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Guild Feats of Strength
  • Realm First! Ra-den (New) First guild on the realm to defeat Ra-den in Throne of Thunder on Heroic difficulty while in a guild group. 10 points.

Pandaria Raid
Dungeons & Raids

Player vs. Player

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Mage (Forums, Talent Calculator)
  • Invocation now causes you to passively regenerate 100% less mana after completing an Evocation, up from 50%. See this blue post for the upcoming change.

Major Glyphs
  • Glyph of Blink now increases your movement speed during Blazing Speed by an additional 5%, down from 50%.

Monk (Forums, Talent Calculator)


  • Storm, Earth, and Fire - Monk and spirits deal 45% of the Monk's normal damage when 2 Spirits Summoned, up from 40%.

Paladin (Forums, Talent Calculator)

  • Grand Crusader no longer procs off of Crusader Strike and Hammer of the Righteous, instead when you dodge or parry a melee attack.

  • Seal of Justice was reworked, and has tooltip errors. No longer lists a movement speed reduction.

Priest (Forums, Talent Calculator)
  • Devouring Plague initial damage has no base damage anymore and just scales based on spellpower, rather than a base plus a lower amount of spellpower. The DoT component damage has been reduced by 40%.


  • Devouring Plague initial damage has no base damage anymore and just scales based on spellpower, rather than a base plus a lower amount of spellpower. The DoT component damage has been reduced by 40%.

Warlock (Forums, Talent Calculator)

  • Seed of Corruption explosion now has a 10 yd radius, down from 15.
  • Soulburn: Curse: Your Curse of the Elements will affect all enemies in a 10yard radius around your target, down from 15.



PTR Class and Set Bonus Issues
Originally Posted by Blizzard (Blue Tracker / Official Forums)
GC currently (on live) Vampiric Touch don't return mana when hit shielded targets, is this intent? Also, dispelling VT causes it to diminish return itself and Psychic Horror intended as well? I think it devaluate the dispel protection.
The first part (vs. shields) is a bug and now fixed. The second part (the dispel DR) is intended.

the Rogue Assassination ability Venomous Wounds does not currently proc off of absorptions effects;
Also a bug. Most things that proc on an attempt to deal damage should proc if the damage was absorbed.

We finished looking at Seal of Righteousness and Justice. Righteousness we ended up buffing by 50% so it should be a good choice against 4 targets instead of 6.

Justice is much more complicated. It was intended as a PvP seal, but the damage loss is so significant and the snare just not that valuable (which is ironic when you consider Ret's history of not being able to catch things), and Burden of Guilt is there if you really do want to snare. Furthermore, just buffing Justice's damage risks Seal twisting in PvE becoming a thing, where you stack up Censure and then swap to Justice. It could be cool if designed right, but would probably just be annoying. We just don't have much room to buff Justice, and players might still forsake it in PvP.

So, we're going to redesign it and attempt to solve another problem, which is Ret's damage outside of cooldowns (which are quite potent). Justice will now proc (and Judgment will count for the proc) a stacking debuff on the target that increases the damage of your next Templar's Verdict. With 5 stacks, this will be a big hit (but not an insta-gib) and opens up some interesting decisions about how to use Holy Power, such as Inquisition or WoG, if you're trying to hold TV. While Truth + Censure will still do more sustained damage overall, there is a chance Justice will see some situational use in PvE, and we're okay with that. Justice is a Ret-only thing, so it should be a Seal they actually use. It won't snare at all, which I expect some will call a devastating nerf, but again, there's Burden of Guilt if you really need a snare.

Combined with removing the snare, it's a really stupid change that solves none of the issues it was meant to and creates others. It's worse than no change, it's active destruction.
We went through several pages (on this and other forums) of Ret paladins saying they'd never use Justice because Truth is a lot more damage, they have Burden of Guilt if they really need a snare (and our numbers suggest plenty of high-end PvP players take it), and there are enough snares from allies that having an easy-to-apply snare isn't even that important.

Likewise, we had a lot of feedback, principally from Ret paladins, that changing Seals (occasionally - not rotationally) was something they wanted to do. Given that Ret has some problems with burst damage outside of cooldowns, we thought this was a good solution. Truth still does more sustained damage, if sustained is important to you, and has some perks such as being able to do damage to two targets at once or apply an anti-stealth dot.

Now given the size and diversity of our player base, it doesn't surprise me that other players will feel differently and expect that Justice is very important in PvP. We have to make these kinds of decisions all the time where we get competing, often contradictory, feedback.

Check it out when it's available on PTR or when we're able to provide actual numbers and let us know how it feels.

(Having a passive snare for Ret that's available all the time with no damage trade-off is just not something we're going to do. Why not just apply a snare when you enter PvP at that point?)

No more embers on SB killing blows (and it only refunds 1 ember period for the very last SB you used if killed in 5 sec).
We didn't make any intentional change here. It could be a bug.

- if you get blanket silenced and a melee attacks you (rogue's garrote comes to mind), they don't get feared, and you still lose the blood horror buff. So I spend health and a cd for no effect at all. - if a warrior spell reflects, he can successfully reflect blood horror back at the warlock.
Silence shouldn't prevent the horror proc. We'll get that fixed. Warriors can Spell Reflect Nature's Grasp proc, so it seems consistent that they can reflect the Blood Horror proc.

If there are no enhancement buffs after this then they are truly biased.
We asked you not to whine. This is whining. Please don't do it. I don't have a lot of time, so I want to actually get something out of reading this thread, and posts like this just waste my time and that of anyone else trying to read this thread.

My apologies if I sound like a jerk. I'm not going to mention this again.

Currently to maximize DPS Enhance is casting Lightning Bolt before reaching 5 stacks of Maelstorm quite often. This is cause Lightning Bolt does the same amount of damage regardless of how many stacks of Maelstrom you have. As a melee spec I find having to 'stutter step' in order to get casts off is really akward. I was thinking that if Maelstrom Weapon increased the potency of your spells with each stack kind of like how the Healing Storm glyph operates for healing then it would be more favorable to cast an instant spell at 5 stacks as opposed to hard casting prior to the 5th stack.
This is intended behavior. We like that there is some decision about when to use Maelstrom Weapon, and the mechanic has worked this way for some time, possibly always. That said, you don't have to game it. It will be a DPS loss, but not a massive one, if you only use MW at 5 stacks. Do what works for you. Trying to use MW at various stacks to improve your DPS and failing to do so might be lower DPS than always using it at 5 stacks.

That said, HTT swings wildly in the other direction for Restoration due to both Purification and Mastery scaling.
We think this is a legit concern and we're looking at it, but we also want to make really sure any change didn't feel like a massive nerf to Resto, who relies on Healing Tide a lot for group healing. Opening up talent options is important to us, but so is enjoying your class, and big nerfs to talents to make the other choices seem better is a last resort. (Yes, we do it. You don't need to bring up examples of when we've done it. But we don't like to.) It could be that it's not worth the risk of changing, but we are considering how we'd do it.

Any thought on removing preparation all together and lowering the remaining rogue cooldowns. The recent cloak change makes gameplay feel smoother and I'm really digging it.
I don't think we'd remove Prep. Would the design be stronger without Prep and lowered cooldowns? Possibly. But we're convinced what would happen is that all the rogues that love Prep for whatever reason would come out of the woodwork. It's been a core ability forever and all that. Years from now when we did threads asking players what to fix about their class, I'm convinced we'd see "Bring back Prep!" I really don't mean to sound cynical; I'm trying to sound practical.

I know many of you are smart players and you expect all players to be just as logical and objective and see that there is no massive difference between a cooldown that finishes the cooldown or other spells and those spells all having shorter cooldowns. I don't think the reaction would be universal praise though.

If both just do damage, whichever does more wins, which apparently will be Truth.
Sustained damage doesn't count for as much in PvP as being able to land a kill within a narrow window. If you want to have good damage meters at the end of a BG, then Truth may be fine for you (it has other benefits because of the dot as well). If you need to kill someone while their healer is CC'd, then you may not have time to let Censure finish ticking for its full amount.

(The same is true in PvE by the way. Sometimes something needs to die right now.)

I'm fine with switching a seal to snare if I have to, but being forced to spend a talent point for the same mechanic handed to EVERY SINGLE MELEE with zero tradeoff besides maybe a GCD is really irritating.
A GCD is a DPS tradeoff.... Other abilities, like Hamstring, have costs. In any case, we balance classes around their entire package of abilities not single ones. Specs with very good snares often have weaknesses elsewhere.

I made that comment for a very specific reason, which was to try to get players to not lobby for a Seal of Truth-level ability that also snared everyone. And yet, I guess that was a mistake because my making that comment still brought out a lot of lobbying for the very thing I said we weren't going to do.

Can you tell us when you'll start doing PvE adjustments?
Soon? We're actually working on it now. I will try to give you our quick summary of who is likely to go up or down so you can prepare for it before you see the notes or datamining.

Eye of Kilrogg glyph no longer allows you to place your Demonic Circle if the location is out of line-of-sight. Then to make matters worse, it places it at your current player location instead of giving a LoS error, thereby making it even more difficult to replace a soon to expire Demonic Circle that may appear to be in LoS, but actually isn't. Eye of Kilrogg can't even be used in RBGs, yet this was somehow necessary.
We had to implement the nerf to stop some exploits where it was possible to get Demonic Circle in areas that you aren't supposed to path. We didn't want to nerf the mechanic overall and in fact we think we found a compromise where you have to either LoS OR be able to path to the location. That should cut out the exploits while still letting you use Eye to get behind a pillar or something legit.

Believe me, nothing frustrates us more than having to nerf something because of 'sploiters.

A very simple bug to fix that only requires the Meteor to check for the Glider buff or similar things before activating
Things that may seem simple to players are often anything but. That was the case here. (Typically, statements like this are followed with various players trying to tell our programmers how to code, and typically I answer that if you're that awesome at coding, please send us your resume.)

Rapture now reduces the cost of Power Word: Shield by 25% and provides mana equal to 150% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short-duration bonuses. Really..... a Mana Nerf?????
It wont't feel like a nerf when you consider that PW:S is cheaper and Meditation is now the same as other healers in cases except timing Rapture for use with things like Mana Tide (which is what we call cheesy). We also changed the Disc set bonus in PvP to make Flash Heal cheaper.

Overall, Disc in PvE on live just does not worry about mana the way other healers have to and all are supposed to. PvP is a different story, but the changes above are intended to help fix.

Here is the current PTR Seal of Justice: Fills you with Holy Light, causing melee attacks (and Judgment) to apply Justice to your target. Justice: The attacking Paladin's next Templar's Verdict striking this target will also deal 25% weapon damage as Holy per application of Justice. Stacks up to 5 times. Lasts 15 sec. Undispellable. Using the TV consumes the stack. The Justice proc itself is not affected by mastery, nor is the mastery proc from TV counted for purposes of how hard Justice hits.

We understand the concern that this superficially looks a little like the old Taste for Blood. Taste for Blood was designed to be very random in order to limit the planning the warrior could do and limit its frequency. (It was also off the GCD, a buff rather than a debuff which made it feel even less predictable to the victim, and stackable with other big hits like Heroic Leap.) Justice is designed to be a very predictable mechanic in order to unload some decent damage even when GoaK and wings are on CD. Yes, it will be even bigger when stacked with CDs. Big hits that take a lot of planning and give their target plenty of notification and opportunities to counter are more acceptable than those that come out of the blue.

We also understand the concern that this forces paladins into taking Burden of Guilt if they want a snare. However, that is offset by the data that suggests some (but not all) paladins take Burden today (meaning the cost for taking it isn't too great), but hardly anyone uses the current Seal of Justice today; i.e. most Rets are running around with no snare at all.

On the other hand, if Ret still isn't going to use this new Justice, then there is no reason to change it, and we could just leave it as a dead spell for 5.2.

Is there a reason why Subtlety's Slice and Dice can be refreshed with a weaker (aka shorter) version when Combat's can't (you get the 'more powerful spell active' error)?
That is odd. Neither should be refreshed with a weaker aura. We'll look at it.

Could you guys PLEASE look at Death Knights final tier talents as they are now they are absolutely USELESS in a raid situation Remorseless Winter is an AoE cc that obviously dosent work on a raid boss there immune then there's gorefiends grasp an AoE deathgrip obviously useless in a raid encounter as they are immune to its affects as well then there's Desecrated Ground? i forget the last ones name but boss loss of control mechanics can not be broken by any ability. PLEASE look them over and give one of them something useful to raid boss encounter i feel left out of all the cool level 90 talents.
Originally, they all did damage in addition to their other utility so players would use them in raiding environments. Unfortunately, the damage just overshadowed everything else. Players tried to figure out how to work them into their normal rotations to maximize DPS, and then the utility almost became a liability, because you had to delay the ability (i.e. nerf your DPS) in order to use their utility. We think DK rotations have enough going on that the level 90 talents don’t need to provide say Unholy Prism etc. and the DK level 90 talents as is are still useful. We don’t have many raid bosses these days that don’t come with some kind of add that often does need to be CC’d, and raids still have trash, as do challenge modes.

I don't get the justice change either because at first GC didn't want to buff sustain because it meant buffing burst so now he plans to buff burst which will buff burst even more!?
I think we’re all using terms like “burst” too generically. The more specific problem is that Rets have a couple of really strong cooldowns that they can’t use very often. This leads to the perception that their damage is great with GoaK + Wings and weak outside of it. A few weeks ago (largely through Twitter), I explained that we could drop Wings CD, but then you’re looking at a 10% DPS increase every minute (or something). That means there are more frequent periods of high damage, but it’s a big nerf to having on-demand burst. On the other hand, we don’t want to just buff say Judgment, CS, TV and Exorcism across the board, because then inside of GoaK + Wings, Ret just blows people up. We’re trying to use the new Justice as a shorter cooldown to improve damage outside of GoaK + Wings + trinket. (It also improves damage with GoaK + Wings even more, but only for one hit. You can’t unload with Holy Avenger and the new Justice for example.)

Sweeping Strikes, Cleave, Thunderclap, Whirlwind, and Talented attacks. All vying for a place in AoE.
We treat cleaves (2-3 targets) and AEs (4, 6, 10+) targets a little differently. Because we try to have mostly 2 tank fights these days, cleave situations are a lot more common. Sweeping Strikes and Cleave are for cleaving (and I agree you could argue that Heroic Strike and Cleave aren’t as important for Arms as they used to be). Whirlwind is for actual AE situations. Thunderclap can be used for anything, though you can’t really and wouldn’t want to just spam Thunderclap.

Also, think about how often in PvE you are doing AE vs. doing single-target damage in PvE. I think sometimes all of us (developers included) get too focused on these mythical Patchwerk fights that just don’t happen very often anymore. Increasingly, every spec is going to need an interesting AE rotation because increasingly you’re asked to do a lot of AE. (Channeling Blizzard is not an interesting rotation in our book.)

Look at it this way, you say that 90% or Locks are using sac and that's why it needs to be nerfed, but really the vast majority of those people are playing with Sac becasue they DON"T WANT TO USE A PET.
If you hate pets, take Sac (though I also have to challenge a little bit why you picked a pet class to play in the first place). What we don’t want is for warlocks to take Sac just because it’s a dps increase. The average warlock should have a demon out. If a subset of them do not because they take Sac, we’re okay with that. If very few of them have demons out because a spreadsheet said Sac is a 1% dps increase, then we’re not okay with it.

Do you consider this change to make progression PVE ret's reinstitute seal twisting as mandatory? Or is the debuff going to be mutually exclusive to Censure? Also, "melee attacks" in this case mean CS/HotR, Judgement, and white attacks only, correct? I guess I'm just concerned with how this plays into min/max PVE, esp considering the fact that seals are still on the GCD.
We don’t want to encourage more Seal twisting. We could consider a 20 sec shared cooldown on Seals if we needed to. We’d rather a PvE paladin consider which Seal made more sense for the fight at hand and a PvP paladin use Justice unless they really wanted Censure for some reason (to damage two targets at once or prevent stealth for example). As I said above, we are trying to fix a PvP problem here. If the new idea doesn’t solve that problem and paladins just prefer Truth still and we create a lot of pressure to Seal twist, then we’re doing more harm than good.

Also, is there still a passive damage component associated with SOJ, like the current 16% weapon damage as holy on Live? Or is this new Justice Debuff the only form of damage associate with the seal?
No, there is no passive component. We did that because it let us make the debuff that much larger.

Can you share the proc rate for us? is judgment 100% chance to generate a proc?
The proc rate is 100%, just like Censure. There is no random chance involved.

Will I be able to prevent the application of Judgment stacks with AMS?
It will behave like Censure (Seal of Trurth’s proc), and I don’t believe you can prevent Censure with AMS. I may not be correct with that assumption.

And do i need to state how rediculous this is for combat? its got to the point where the rogues in my guild thought about not popping ar and sb together for combat because of the rediculous nature of our energy situation and that inherently hurts our long term dps because sb wont benefit from the 2-3 cycles/finishers we use during the AR. I Hope all of what i have said makes some sense to you, im not whining here, im simply pointing out a fundemental issue with the 4 piece.
What is the inherent problem with not using Adrenaline Rush and Shadowblades together? Doesn’t that sort of give you two Adrenaline Rushes? If it’s a big DPS loss then that would be a problem, but all it really seems to be doing is changing up your rotation a bit.

What exactly is the intention? Justice for pvp. Truth for pve? Truth for cds or something?
We’d be pretty happy with Justice for PvP, Truth for single target PvE and Righteousness for AE PvE. That was the original MoP design intent, but Justice’s damage is too low, and the dot from Censure does have some PvP benefit. That said, we try not to be too heavy handed with our designs. We give players tools and let them use them creatively, so long as the specs stay relatively balanced and nobody’s rotation becomes stupidly convoluted or numbingly simple. So if players find ways to use Righteousness in PvP or Justice in PvE, we’re okay with that.

Raid & Dungeon Abilities
Originally Posted by MMO-Champion
  • Anima Ring Forms several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, increasing the damage they take from melee attacks by 100% 200% for 15 sec. This effect stacks. In Heroic Difficulty, touching a sphere also inflicts 250,000 350,000 Fire damage over the duration. Unlimited range. Instant.
  • Blazing Sunlight Inflicts 50,000 Inflicts 80,000 Fire damage instantly and 20,000 Fire damage every 1 sec. for 30 sec. Limited to 3 targets. 2 sec cast. 5 sec cooldown.
  • Caustic Gas Inflicts 1,350,000 Inflicts 0 Nature damage split evenly between all enemies within a 30 yard cone. 3 sec cast. 12 sec cooldown.
  • Caw 100 yd range. Instant. Inflicts 300,000 Physical damage to all targets within 8. 100 yd range. Instant.
  • Chain Lightning Inflicts 60,000 Inflicts 80,000 Nature damage and jumps to another target within 5 yards. Affects 3 total targets, increasing damage by 50% per jump. 50 yd range. 2 sec cast. 5 sec cooldown.
  • Cheep Inflicts 100,000 Physical damage to all enemies within 0 yards of the target. 200 yd range. Instant.
  • Cheep Inflicts 50,000 Physical damage to the target Limited to 1 target. 500 yd range. 2 sec cast.
  • Choking Mists (New) Chokes an enemy with mist, silencing and pacifying them for 8 sec and inflicting 65,000 Nature damage every second. Limited to 1 target. 2 sec cast. 2 sec cooldown.
  • Corrosive Breath (New) Breathes corrosive gas on all enemies in front of the caster, inflicting 65,000 Nature damage every second for 3 sec. Enemies hit by Corrosive Breath take 25% increased damage from all sources for 15 sec. Instant.
  • Crush Armor (New) Crushes an enemy's armor, increasing the damage they take from all sources by 50% for 18 sec. Melee range. Instant. 5 sec cooldown.
  • Crystal Barbs (New) Shoots crystals at 3 enemies, inflicting 150,000 Physical damage. Limited to 3 targets. 1 sec cast. 5 sec cooldown.
  • Deadly Plague Inflicts 10,000 Inflicts 20,000 Shadow damage every 3 sec. for 5 min. Instant.
  • Deluge Summons a fierce void of water, dealing inflicting Frost damage to nearby enemies. Unlimited range. Instant.
  • Disorienting Roar Horridon emits a powerful roar, inflicting 250,000 Physical damage and disorienting all enemies for 3 sec. 2 sec cast. 2 sec. 2 sec cast.
  • Double Swipe Inflicts 200,000 Inflicts 300,000 Physical damage to targets in a 35-yard cone in front of and behind the caster. Instant.
  • Double Swipe Inflicts 200,000 Inflicts 300,000 Physical damage to targets in a 35-yard cone in front of and behind the caster. Instant.
  • Explosive Slam The golem slams the ground, inflicting 200,000 Fire damage to enemies within 12 11 yds. of his target. Enemies struck are seared, increasing the damage of subsequent Explosive Slams for 25 sec. 15 yd range. 2.5 sec cast.
  • Eye Sore 100 yd range. Instant. Inflicts 50,000 Arcane damage to the target every second. 100 yd range. Instant.
  • Eye Sore 100 yd range. Instant. Inflicts 125,000 Arcane damage to the target every second. 100 yd range. Instant.
  • Feed Pool 100 yd range. Instant. Inflicts 60,000 Nature damage to the target each second. 100 yd range. Instant.
  • Feed Young The caster summons forth globules of food for their young. Instant. 5 sec cast (Channeled).
  • Feeding Frenzy (New) Increases attack speed by 10% for each nearby Shale Stalker. Instant.
  • Fireball Inflicts 50,000 Inflicts 100,000 Fire damage. 50 yd range. 2 sec cast.
  • Fungal Explosion (New) Explodes inflicting 100,000 Nature damage to all enemies within 4 yards. Instant.
  • Fungi Spores (New) Covers an enemy in fungal spores, inflicting 35,000 Nature damage to them and their allies within 5 yards every second for 20 sec. Instant.
  • Furious Stone Breath Inflicts 200,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Costs 100 Fury to cast. Unlimited range. Instant. Unlimited range. Instant.
  • Gnawed Upon The caster takes a bite out of the victim inflicting 400,000 physical damage and increasing the damage they take by 100% for 20 sec. 100 yd range. Instant.
  • Grow (New) Grows, increasing all damage done by 15%. 1 sec cast. 3 sec cooldown.
  • Infected Talons 100 yd range. Instant. Inflicts 30,000 Nature damage to the target every 3 seconds. 100 yd range. Instant.
  • Lightning Nova (New) Summons lightning to blast all enemies within 15 yards for 125,000 Nature damage. 2 sec cast. 3 sec cooldown.
  • Lingering Gaze 100 yd range. Instant. Inflicts 75,000 Shadow damage to the victim every second. 100 yd range. Instant.
  • Living Poison Inflicts 100,000 Nature damage to enemies within 8 4 yards every 1 sec. Instant.
  • Mortal Strike Inflicts 200% Inflicts 300% weapon damage and leaves the target wounded, reducing the effectiveness of any healing by 50% for 8 sec. Requires Melee Weapon. Melee range. Instant.
  • Mutation Instant. Inflicts 50,000 Nature damage and grants a mutation. Instant.
  • Rending Charge Charge the opponent and strike them, causing them to bleed for 20,000 40,000 Physical damage every 1 sec. for 6 15 sec. 6 yd range. Instant.
  • Shale Shards (New) Spits a shale shard at an enemy, inflicting 55,000 Physical damage every 3 sec. for 12 sec. Limited to 1 target. Instant.
  • Siphon Life (New) Drains 100,000 life from all enemies further than 15 yards from the caster. 2.5 sec cast. 3 sec cooldown.
  • Static Burst Jin'rokh the Breaker performs a quick strike, dealing inflicting 100,000 Nature damage to all players. After 3 sec., this applies 10 Static Wound stacks to his current target. Melee range. Instant. 5 sec cooldown.
  • Storm Energy Charges the player, causing them to inflict Nature damage to nearby players. Unlimited range. Instant. 8 yd range. Instant.
  • Touch of the Animus The Dark Animus periodically corrupts a random target, inflicting 70,000 Fire damage every 10 8 sec for the remainder of the encounter. Unlimited range. Instant.
  • Transfusion Defeating any size Anima Golem will cause the Anima that was powering them to flow into the nearest another golem with enough available capacity. Instant. In LFR difficulty, a random golem is chosen. In other difficulties, the nearest golem is chosen. Instant.
  • Ventral Sacs Sacs located around the frill will periodically erupt, inflicting 15,000 20,000 Nature damage to all enemies every 1 sec. Instant.
  • Volatile Mutation Instant. Inflicts 600,000 Nature damage and grants a harmful mutation. Instant.
  • Volatile Pathogen Inflicts 100,000 Nature damage to the target every 1 sec. and summons a Living Fluid. 100 yd range. Instant. 100 yd range. Instant.

The Daily Blink - The History of WoW in One Panel
The Daily Blink has a good summary of the subscriber number dip.

by Published on 2013-02-08 09:51 AM

Diablo III Has Sold Over 12 Million Copies, Diablo III Lectures on GDC 2013, Poll: Who's Your Favorite Diablo III Villain?, Witch Doctor Fan Art

WoW Down to 9.6 Million Subscribers

Patch 5.2 Valor Gear
Patch 5.2 brings us new gear purchased with Valor Points from the Shado-Pan Assault. They will offer a variety of item level 522 gear starting from Neutral reputation all the way up to Revered. Reputation is earned mostly from killing raid bosses, including LFR bosses.

You can purchase these items from Ao Pye in Townlong Steppes. It is possible that Teng of the Flying Daggers will also sell them in the future, but she currently only sells the Grand Commendation. Currently the only reward at Exalted is the Shado-Pan Assault Tabard.

Prices are the same as they have been for Valor gear recently: 1250 for the Necks/Wrists/Rings, 1750 for the Hands/Trinkets/Shoulders/Rings, and 2250 for the Chest/Legs.

Level Type Spec Slot Name Req. Standing
522NeckTankNeck Vanguard's BattletagsNeutral
522NeckMeleeNeck Striker's BattletagsNeutral
522NeckSpell SpiritNeck Mender's BattletagsNeutral
522NeckPhysical DPSNeck Flanker's BattletagsNeutral
522NeckSpell DPSNeck Destroyer's BattletagsNeutral
522TrinketTrinket Steadfast Talisman of the Shado-Pan AssaultFriendly
522TrinketTrinket Vicious Talisman of the Shado-Pan AssaultFriendly
522FingerTankFinger Loop of the Shado-Pan AssaultFriendly
522FingerMeleeFinger Band of the Shado-Pan AssaultFriendly
522FingerSpell SpiritFinger Ring of the Shado-Pan AssaultFriendly
522FingerPhysical DPSFinger Seal of the Shado-Pan AssaultFriendly
522TrinketPhysical DPSTrinket Brutal Talisman of the Shado-Pan AssaultFriendly
522FingerSpell DPSFinger Signet of the Shado-Pan AssaultFriendly
522TrinketSpell DPSTrinket Soothing Talisman of the Shado-Pan AssaultFriendly
522TrinketSpell DPSTrinket Volatile Talisman of the Shado-Pan AssaultFriendly
522ClothSpell SpiritWrists Bracers of Shielding ThoughtFriendly
522ClothSpell DPSWrists Troll-Burner BracersFriendly
522LeatherSpell SpiritWrists Hearthfire ArmwrapsFriendly
522LeatherPhysical DPSWrists Willow-Weave ArmbandsFriendly
522MailSpell SpiritWrists Spiritcaller CuffsFriendly
522MailPhysical DPSWrists Powderburn BracersFriendly
522PlateTankWrists Axebinder WristguardsFriendly
522PlateMeleeWrists Bonecrusher BracersFriendly
522PlateSpell SpiritWrists Softscar ArmplatesFriendly
522BackTankBack Many-Layered ScalecloakHonored
522BackMeleeBack Spikeshard GreatcloakHonored
522ClothSpell SpiritLegs Wisp-Weave PantaloonsHonored
522ClothSpell SpiritHands Ghostbinder GripsHonored
522BackSpell SpiritBack Dreamweaver DrapeHonored
522BackPhysical DPSBack Longshot ForestcloakHonored
522ClothSpell DPSLegs Charfire LeggingsHonored
522ClothSpell DPSHands Flameweaver HandwrapsHonored
522BackSpell DPSBack Shadowspike CloakHonored
522LeatherPhysical DPSLegs Legguards of Hidden KnivesHonored
522LeatherPhysical DPSHands Daggerfinger ClutchesHonored
522LeatherSpell DPSLegs Trousers of Waning ShadowHonored
522LeatherSpell DPSHands Gloves of Enduring RenewalHonored
522MailPhysical DPSLegs Homeguard LeggingsHonored
522MailPhysical DPSHands Gauntlets of the LongbowHonored
522MailSpell DPSLegs Kilt of Rising ThunderHonored
522MailSpell DPSHands Totemshaper GlovesHonored
522PlateTankLegs Thunderbreaker LegplatesHonored
522PlateTankHands Stoneward HandguardsHonored
522PlateMeleeLegs Vaultbreaker GreavesHonored
522PlateMeleeHands Bloodstained SkullsqueezersHonored
522PlateSpell DPSLegs Legguards of RenewalHonored
522PlateSpell DPSHands Touch of Soothing MistsHonored
522ClothSpell SpiritShoulders Halo-Graced MantleRevered
522ClothSpell SpiritChest Robes of Misty BindingsRevered
522ClothSpell SpiritWaist Girdle of Glowing LightRevered
522ClothSpell DPSShoulders Frost-Kissed ShoulderwrapsRevered
522ClothSpell DPSShoulders Shoulders of Demonic DreamsRevered
522ClothSpell DPSChest Fire Support RobesRevered
522ClothSpell DPSWaist Firestrike CordRevered
522LeatherSpell SpiritShoulders Heartroot ShoulderguardsRevered
522LeatherSpell SpiritChest Raiment of Silent StarsRevered
522LeatherSpell SpiritWaist Martiean's Splitleaf GirdleRevered
522LeatherPhysical DPSShoulders Wallwalker SpauldersRevered
522LeatherPhysical DPSChest Roofstalker ShadowwrapRevered
522LeatherPhysical DPSWaist Darkfang BeltRevered
522MailSpell SpiritShoulders Lightning Strike MantleRevered
522MailSpell SpiritChest Skinsealer TunicRevered
522MailSpell SpiritWaist Cracklebite LinksRevered
522MailPhysical DPSShoulders Targetblinder SpauldersRevered
522MailPhysical DPSChest Carapace of Segmented ScaleRevered
522MailPhysical DPSWaist Nightflight ChainRevered
522PlateTankShoulders Sparksmasher PauldronsRevered
522PlateTankChest Breastplate of Brutal StrikesRevered
522PlateTankWaist Reinforced Spiritplate GirdleRevered
522PlateMeleeShoulders Sightblinder ShoulderguardsRevered
522PlateMeleeChest Gianttooth ChestplateRevered
522PlateMeleeWaist Swordhook SlingbeltRevered
522PlateSpell SpiritShoulders Shoulderguards of PotentiationRevered
522PlateSpell SpiritChest Hauberk of Gleaming FireRevered
522PlateSpell SpiritWaist Waistplate of Channeled MendingRevered
1Other Grand Commendation of the Shado-Pan AssaultRevered
1TabardTabard Shado-Pan Assault TabardExalted

Warlock Green Fire Toggle
Once you have earned Green Fire, you will be able to disable it by speaking with Jubeka Shadowbreaker in Shadowmoon Valley.

Isle of the Thunder King: PTR Unlock Schedule
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Pandaria, her hills of gold
In dark and mournful times of old
Did once a hopeless horror hold

When from her sacred vale did spring
With storm and flash, a monstrous thing!
His name, Lei Shen: The Thunder King.

World of Warcraft Path 5.2: The Thunder King is almost here. The Kirin-Tor Offensive, led by Jaina Proudmoore, and the Sunreaver Onslaught, championed by Lor’themar Theron, are converging on the Isle of the Thunder King to topple the first emperor before he can wreak havoc across Pandaria. Their campaign will march slowly across the island, unlocking new content over time.

We’re ready to test the full breadth of the island, and that’s where you come in: Players who participate on the Public Test Realm can enjoy an accelerated unlock schedule, blasting from the beach to the shores and into the Thunder King’s inner citadel in a matter of a few short weeks. By participating, you’ll be a great asset to Jaina and Lor’themar. More importantly, you’ll help us knock out any nasty problems with the island and its progression before we go live.

Transfer over a character and report to the Vale of Eternal Blossoms for instructions !

Below is a tentative unlock schedule. This is of course subject to change and does not reflect patch release dates.

Active – PTR set to stage 0. The Sunreavers and Kirin-Tor will besiege the island from offshore.
Feb 8 – PTR set to Stage 1. You’ll be able to conquer a foothold on the island itself.
Feb 12– PTR set to stage 2. With your help, Jaina and Lor’themar will blast the walls and infiltrate the outer city.
Feb 15– PTR set to stage 3. Daring players can infiltrate the mines and blast open the doors to the Thunder Forge.
Feb 19 – PTR set to stage 4. Block further Zandalari reinforcements by overtaking the shipyard.
Feb 22 – PTR set to stage 5. Fight your way to the Thunder King’s front door! Jaina and Lor’themar will have a ... reckoning.

Question for you Nethaera. With the wording for Stage 5, does this indicate that the Raid itself will not be open until the push has progressed to where we are "at the Thunder Kings front door" making the launch of the raid 2+ weeks after the launch of the patch itself?
As far as I'm aware (last I heard caveat and all that) the Island unlocks do not affect the Raid availability. The Island unlocks will affect some other things (of course.)

Isle of the Thunder King and Isle of Giants
Dave Kosak recently answered a few questions about how the Isle of the Thunder King and Isle of Giants will work.

Blue Posts
Originally Posted by Blizzard Entertainment
PvP and the Global Cooldown
But personally I would find it annoying when there on global cooldown, especially with raiding. Makes them feel...........Clunky :P
This is quite true, having these types of abilities on the global cooldown would probably make them feel clunky, on top of that it can waste part of the time that they are active in order to begin utilising them. Also remember that these "Swifty" macros are an all or nothing venture, they are not a guaranteed "I-win" button.

When a player pops all of their cooldowns in one big hit, they are taking the risk of simply wasting them because their opponents go on the defensive. The choice to use a cooldown is exactly that, a choice, and it can backfire. When it backfires, the player using the cooldowns feel they should be compensated because their damage is now lower and they feel their cooldowns need to be up again to be useful. When it works however, the person that's on the other end feels it’s completely unfair, even if they are able to survive it at other times through their own reactions and defensive abilities.

That chance and randomness in fighting people with different skill levels to counter and react to the strategies of another is part of what makes PvP more engaging and exciting. If it were simply about looking at someone’s output versus another person’s output and declaring a winner on potential damage done, then it would make the gameplay stale because you would always be able to know the winner beforehand. (Blue Tracker / Official Forums)

World of Warcraft Difficulty Changes Feedback
Complexity gives people more to learn, thus prolonging the life of a game because every time you think you've mastered something, there's always something new to learn.
Throw too much complexity to a game, and then suddenly you're not prolonging its life, but rather, overwhelming newcomers.

The people that are usually the most adamant against complexity are the ones that don't have the patience to learn something properly and demand that it be lowered to their level so they can "enjoy everything right off the bat".
As long as you have a challenge at some level on the game (for some it will be Heroic Sha of Fear, for others it will be Shado-Pan Monastery Challenge Mode trying to get gold, for others it'll be Garalon Normal, for others getting to 2.5k rating on PVP... I could go on) what's the harm if things are made more accessible to other players? (As long as you have your challenge)

The LFR is a great example of this, instant gratification with absolutely no commitment required. No preparation required, no need to know what the bosses do, no nothing. Just go in, spam 3-4 buttons and you're done.

And you want this to be encouraged? Christ, modern gamers make the mind boggle.

It's not quite instant gratification (you have to defeat the boss, do the whole run, etc etc), neither on the same level of rewards that players get for completing Normal of Heroic content.

I disagree. Lets look at raids (I didnt do any at MOP, but know them quite well). At Vanilla it took a good guild to clear a new raid several weeks. A medicore guild or casual, some months. Today you join the LFR and a few hours later you have finished the content. Do you see the big difference there? In vanilla you were busy for many weeks, today for several hours.

In vanilla you had a real competition within your faction. You always had to be better than the other players, you had to win a lot and these BG´s did last 1 or 2 hours. Today you have 5 min arena games where a fotm wins. But even if you dont win, you will be a winner at the end of the season. Again, its missing the depth.

That's not depth. Content in vanilla required more preparation, but bosses were much, much easier than today's Heroic content.

The duration of the content doesn't have much to do with the depth of the game. In fact, there's much more depth and complexity in overcoming your opposition on a Rated Battleground today (as strategies keep evolving as the community does and teams can be very coordinated) as opposed to trying to cap Lumber Mill for the 100th time with a bunch of strangers that refuse to stay in their bases and would rather camp the roads.

I dont deny that you can do more things today, but the "how" is what matters and there wow has lost a lot of its depth and fun.
Many of the things that have been mentioned on discussions like this have to do with "the grind" more than the activity itself.

Was Battleguard Sartura a fun encounter in Ahn'Qiraj? Sure, it was.
Was it incredibly fun to farm the resistance sets required for some bosses back then? I'm not so sure there's going to be a common agreement there... (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Would it be too complex to make 10 baseline and increase dungeon diff linearly for every extra player until 25?
Worry that it wouldn't scale that naturally. Would suck to see: You need 12 for boss 1, 10 for boss 2, then 20 for boss 3. (Source)

Why do you think a random token is any less exciting than a random item? That almost sounds sadistic.
Depends perhaps whether you like gift cards or actual gifts for holidays. (Source)

If the rewards don't incentivise 25s, should the next approach be to make it easier to find raiders?
Making it easier to find raiders is great all the way around, but seems like it benefits 10s just as much. (Source)

understand thunderforged but not a fan yet. 522 normal gear is extreme though, no? try 509/513 or something, feels bad at 522.
Can you elaborate on the issue? Why is 522 a bad number? (Source)

Just wondering if you will have to have downed Sha of Fear to enter Trollduar and will the req IL be 500? (for normal mode)
There is no ilevel or sha requirement for normal mode, though it will be harder if you're undergeared of course. (Source)

Has there been any discussions to make an exclusive 10s and 25s? The gear could be the same but the bosses would be different
You would get half as many bosses (or patches would take us twice as long). (Source)

I thought the Justice/Valor point system was the mechanic to ensure even unlucky people got loot from raiding.
In N or H, usually your friends will eventually take pity on you. In LFR, you theoretically could fail every roll forever. (Source)

IMO, PvP would be better with more casting and interrupting than more instants and immunities. Going to be a tough sell though. (Source)

"Tyrannical Primal Diamond"Please just leave stuff like this out of PvP. Adding a gem like this makes no sense at all!
You'd rather complete the raid quest chain to get a gem? (Source)

I'm confused. I thought you were going away from PvE manditory for PvP? Whats with new meta gems?
The PvP gem won't require raiding. (Source)

Is dueling healthy for the community? It's not balanced, so it serves little purpose.
It's fun for a lot of players. That serves a purpose. (Source)

"also want to reiterate that we see very little PvP participation during the PTR"erm WHAT?you know that we cant PvP on PTR atm
I can't remember how many major patches I've been through. A dozen? This is an eternal issue not a 5.2 issue. (Source)

Why was removing blanket silence reverted? It would have solved a lot of issues with CC and locking out and smooth out thegame
I tried to explain in US PTR forum. This was one of those deals where many high-end players thought we were making a mistake. (Source)

Grand Empress Kill Video
Fifth Element of Stormrage-US came up with a unique intro for their Grand Empress kill video.

Site Navigation