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by Published on 2010-09-21 05:50 PM

Guild Chat Coming Soon to Mobile Armory
In a nutshell, you can now use the Mobile Armory to discuss on your guild chat, the offer is bundled with the remote AH and will cost you $2,99 a month.
Originally Posted by Nethaera (Blue Tracker)
We're pleased to announce a new feature being added to the Mobile Armory: Guild Chat!

Coming soon in an update to the Mobile Armory app available in the iTunes App Store ( ) and Android Market, this new feature will allow all World of Warcraft Remote subscribers the ability to chat with their guildies right from their mobile device. Access to the guild chat feature is included for no extra charge in the $2.99 World of Warcraft Remote Auction House ( ) premium monthly subscription. In addition, soon after the launch of the mobile version we're planning on adding the ability for premium subscribers to use Guild Chat through any browser on the Armory website.

Guild Chat will allow you to chat with your guildmates via Guild Chat, Officer Chat, and Whispers. Now you can stay connected with your guild or update them from anywhere if you're going to be late to a raid! Stay tuned for additional information about this service and the upcoming Mobile Armory Guild Chat beta test.
by Published on 2010-09-21 07:16 AM

10/25-Man Shared Realm Firsts
Blizzard added the Realm First! feats of strength to the game in the latest Cataclysm beta build.

  • Realm First! Nefarian - First guild on the realm to defeat Nefarian in Blackwing Descent on Heroic difficulty while in a guild group.
  • Realm First! Al'Akir - First guild on the realm to defeat Al'Akir in the Throne of the Four Winds on Heroic difficulty while in a guild group.
  • Realm First! Sinestra - First guild on the realm to defeat Sinestra in the Bastion of Twilight on Heroic difficulty while in a guild group.

Today, Mumper answered revealed something very interesting on the official forums: the Realm First! achievements can be obtained in both 10 and 25-Man raids. So far, these achievements do not have any specific reward.
Originally Posted by Mumper (Blue Tracker)

They are available to both 10 and 25 player raids, whoever does it first.

Vial of the Sands - Alchemy Mount?
A new spell appeared in the latest beta build, the Vial of the Sands. According to the spell and reagents it looks like it will be an alchemy recipe available through Discoveries, the Vial of the Sands isn't a regular mount and will let you transform into a Sandstone Drake and carry an ally on your back!

  • Vial of the Sands - Teaches you how to transform into a dragon, allowing you to fly very fast and carry an ally on your back.

Pre-Cataclysm World Event on PTRs
Originally Posted by Daeleht (Blue Tracker)

The early stages of the pre-Cataclysm events have begun on the PTR's.

If you're encountering any problems with the events themselves or have any feedback please post them in this thread.

The 3rd part of the event is now available on PTRs, Doomsayers are in capital cities and a new questline is available to infiltrate the Twilight's Cult.

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Twilight's Cult - Horde / Alliance Questline

Quest - Prophecies of Doom / Prophecies of Doom
Objective - Listen to a speech given by a Doomsayer in the Drag and obtain copies of the pamphlets "Elemental Fire for the Soul", "What Does 'The End of All Things' Mean for Me?", and "Finding Security and Comfort in a Doomed World".
Harbingers of doom are nothing new on the streets of Orgrimmar, but I'm worried about this latest batch. These people are organized and they've attracted a lot of attention in the Drag, where they seem to congregate. I've thought about rounding them up or otherwise disrupting their activities, but that will just drive them underground. We need to find out more about them. Would you go to the Drag, listen to what these doomsayers are spreading, and gather any literature you can find about their ideas?

Quest - Signs of the Times / Signs of the Times
Objective - Setup 5 Warning Posters around the Valley of Strength, the Drag, or the Valley of Honor.
We've got to do something to reduce interest in this doomsday cult, but I'm hesitant to take much action until we know more about who is behind this group. I've had my men place markers around heavily traveled areas in Orgrimmar. Take these posters and set them up where you see the markers. They won't discourage the most determined of seekers, but it's a first step in exposing this cult. The Horde has enough to deal with as it is, without people wilfully spreading lies too.

Quest - Infiltrating the Cult / Infiltrating the Cult
Objective - Speak to a Doomsayer Orgrimmar's Drag to join the cult, then put on your Recruit's Robe.
The streets of Orgrimmar are wild with rumors about the cult's origins and practices. There's only one way to know the truth about this group, . You're going to join them. Approach one of the Doomsayers in the Drag and tell them you wish to join their group. With any luck, they will give you instructions to introduce yourself to one of the group's leaders and tell you where the group is hiding. Don any clothing given to you by the doomsayer; you'll need it to gain entry to the group's hideout.

Quest - Spreading the Word / Spreading the Word
Objective - While wearing your Doomsday Message, visit the East Zeppelin Tower, the West Zeppelin Tower, and the town square of Razor Hill.
Welcome to the farm, . Everyone here works to earn keep. For some, that means caring for the animals. Others are responsible for working on our construction projects. Still others work to spread our message among the people and I think that's a good place for you to start. Take this board. It bears a short message about our beliefs. While wearing the board, visit the eastern and western zeppelin towers outside Orgrimmar's gates, as well as the town square of Razor Hill, to the south.

Quest - The Master's Plan / The Master's Plan
Objective - Learn more about the cult's plans at the altar in the eastern part of the Jaggedswine Farm.
You're fitting in well here, , but there is more to us than daily chores and spreading the message. I'm sure you heard a little bit about it when you first joined. As you know, this world is ending and the unprepared will die painful deaths. We have been given a gift, an opportunity to become something greater and more powerful. Overseer Golbaz is will be preparing a ritual before the altar at the eastern end of the farm. Wait there for him, and learn more of your new brothers and sisters.

Quest - The Doomsday Plan / The Doomsday Plan
Objective - Take the Elemental Devices to Blood Guard Torek in Orgrimmar's Valley of Strength.
The first batch of elemental devices are ready. Your task will be to conceal them inside the city of Orgrimmar. The devices will unleash their fire elementals at the proper time. Don't worry, , you'll be safely away before that happens. Do not do anything that would draw attention to yourself.

Quest - Thwarting Twilight's Hammer / Thwarting Twilight's Hammer
Objective - Break Elemental Devices to release their elementals. You must defeat 5 Raging Fire Elementals.
You can't have been the only person sent into Orgrimmar to deploy those devices containing fire elementals. We have to find and disable the rest of the devices before set their captive elementals free and burn down the city. Are you familiar enough with the devices to destroy them? You need to break them open before the fire elementals inside have had time to reach full strength. They should be easy to defeat if you open the devices early. The cultists have probably put them all over the city.

Quest - Warn King Wrynn / Warn the Warchief
Objective - Speak with Thrall at Grommash Hold in Orgrimmar's Valley of Wisdom.
You have successfully defended Orgrimmar from the threat posed by this Twilight's Hammer cult, , and without shedding the blood of our own people. Our enemy will not rest for long. I cannot imagine that Cho'Gall will accept defeat so easily. You must take word to Thrall. Go to the Valley of Wisdom and speak to him in Grommash Hold. Tell the warchief that our enemies have shown themselves and we must be prepared for their return.

Brewfest is Here
Originally Posted by Nethaera (Blue Tracker)

Celebrated by both the Horde and the Alliance, the Brewfest ( ) is a time to enjoy the fermented fruits of the harvest: pretzels, cheese, and booze! The competing breweries Thunderbrew, Barleybrew, and the Ogres, all come together outside of all the major cities in a bid to outdo each other with their special ales, meads, and beers. This year's iteration of the holiday includes new achievements. Brewfest runs from September 20 to October 5.
If you're wondering why I didn't news about it earlier, there is your answer.
Originally Posted by Blizzard Entertainment
I’m sorry to say that, at present, there is no new Brewfest Stein for this year, nor is there planned to be.

Sincere apologies for any annoyance this may cause you, but hopefully some will be pleased by the ability to catch up on something missed out year. (Source)

[...] There may be nothing new for characters who have achieved everything in the previous year, but let's not generalize for the entire player base. (Source)

Blue Posts
Originally Posted by Blizzard Entertainment
Guild Reputation Leveling
You are currently only earning guild rep from questing. Based on this, your rep gain speed will be slow since you are missing out on the other two ways to earn it. (rated BG's and boss kills) We just activated guild xp on dungeons so you should see the rate increase from that. You will see another increase once rated BG's are active. Guild achievements will not affect guild rep since the xp that you earn goes directly to the guild and not the players.

We are watching the rep gain rate both internally and on the beta and we will tune as necessary right up to launch. Guild rep gain is scaled based on the amount of time we think a player should need to invest in a guild to earn the rewards and contribute. It's not something that you can just "grind out" like a normal world faction. (Source)

Tol Barad
Leaving Tol Barad
Portals that lead back to Stormwind and Orgrimmar will be present in the next build. These portals can be found on the peninsula island at your respective faction camps. We will also open a portal for the winning team at the raid entrance to Baradin Hold. (Source)

Tunnel System
Those 3 micro dungeons will be closed off during the main battle. Anyone in them will be kicked out. They are there to support daily questing in the zone between battles. (Source)

Tol Barad daily dungeon quests
Many of the features in Tol Barad have been a work in progress over the past few weeks. Our next push should be in a much more polished state and ready for testing. Thank you for all the reports, this info is extremely useful as we move along in development.

A few things to note:

--One of the three micro dungeons is chosen at random after each Tol Barad battle. This comes along with its accompanying quests. This is 100% random.

--These quests are ONLY available for the winners of the game and must be completed in the 2.5hrs before the next game starts.

--A total of 6 quests unlock for the winner of each game. 3 take place in one of the randomly chosen micros and the other 3 take place out on the island.

Hope that helps clear things up. (Source)

Reputation leveling
The rep vendors for both Baradin's Wardens and Hellscream's Reach will be fully available in the next build. We had a few hiccups in this last push.

Reputation for these Tol Barad factions can be earned from doing the daily quests, winning a tol barad battle, defeating the raid boss in Baradin Hold or by purchasing commendations from the rep vendors. (Source)

The defenders respawn in the center of the island (Baradin Hold), and the attackers respawn at the graveyard nearest the node. So, in a straight fight where both sides are killing at the same effectiveness the defenders should eventually lose. So presumably, if you're fighting a losing battle as defense your better option is to try to re-secure one of the other points. (Source)

20% Melee/Ranged Haste
Is it just me or does this buff seem too good? In Cataclysm, haste is your main stat when it comes to increasing your resource generation. If you're in a raid group that does not have this buff, it greatly hinders your DPS.
It's not just you. (Source)

Tank damage on PTRs
The damage being done by Lich King-level mobs is currently higher than intended on the PTR. That's not a good surrogate for what tank healing will be like at 85 in appropriate gear. (Source)

Deep Healing Mastery
We like the shaman version. The druid one is problematic for a couple of reasons. Conceptually, a hot is often the last thing you think of putting on someone who is grievously wounded. Second, at the moment the bonus is only calculated on the initial application and not the ticks. If we can fix that problem, then the druid mastery would be better. It's also possible we'll just redesign it. (Source)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
New Restoration Mastery
New Resto druid mastery: Increases the potency of your heals on targets upon which you have a hot.

It benefits both hots and direct heals equally while still supporting Resto being a healer that cares a lot about hots. It encourages layering different spells while disincentivizing Rejuv blanketing.


1) You cast Regrowth on someone who has a Rejuv = bonus healing.
2) You cast Nourish on someone who has a Lifebloom = bonus healing.
3) You Swiftmend a Rejuv = bonus healing.
4) You cast a Rejuv on someone who does not have a Regrowth, LB or WG on them = no bonus healing.
5) You cast Rejuv on someone who has a Rejuv = no bonus healing. (You merely refreshed Rejuv.)
6) You cast a Wild Growth = bonus healing on those with preexisting hots.

C). Rejuv, then LBx3. Rejuv falls off, and LBx3 is refreshed by Nourish. Will the LB ticks retain the mastery benefit?
Yes. There was a hot on the target, so Nourish benefits (from the mastery in addition to Nourish just working that way).

If someone gets low and they don't have a HoT on them already, are you really going to want to put on a HoT, THEN a heal? Probably not.
My impression is that some of you are going from the extreme of "Rejuv everyone in the raid" to "Rejuv nobody but the tank." The reality will probably be somewhere in the middle. Some targets will have hots on them and some won't. The more hots you can keep up, the better off you'll be, but you'll have to balance that against the mana cost of doing so. I don't think it's as simple as "always do X." (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy Paladins
We like the change to Daybreak. Read some more posts from fellow paladins if it doesn't make sense to you.

We're not assuming Conviction is up 100% of the time. Procs that are supposed to be up all the time are usually better designed as passives (unless ramp up time is a concern for some reason).

Light of Dawn now heals the paladin as well. We will be very surprised if we see many paladins skip the talent.

Let's keep the QQ under control. If you're so frustrated that our vision of the paladin doesn't align with yours or if you're blinded by rage that we can't see how much weaker you are than other healers, than you're better off just not posting. If you keep posting in this manner you'll just get banned anyway so the effect will be the same. (Source)

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Shadow Mastery Scaling
It's easy to increase the bonus per mastery point for Shadow if crit ends up being a far better stat. It's a little trickier to get Shadow (or any dot class) to devalue haste. (Source)

Use of Power Word: Shield as Discipline
We don't want Disc just bubbling everyone all the time. That strategy is too effective on live given how simple (and arguably boring) it is. Disc should use a lot PW:Shield a lot more than Holy, but that doesn't mean it should solve every problem for you.

I'm not seeing the massive throughput differences between Disc and Holy, even on the EJ post you're referencing. (Source)

Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Rogue concerns
Passive damage -- While the combat log says that you are doing a lot of auto attacking, it's not telling you the full story. A lot of what rogues have to manage (say SnD and Envenom) then boost your autoattacks or poison damage. If we changed SnD to instead be a separate dot for the same overall damage, all of a sudden your combat logs would show less "passive" damage. As long as good rogues can do better damage than bad rogues, we think it's fine.

Combat's mastery -- The big missing piece of the puzzle was that Main Guache was supposed to proc Combat Potency. Without that (which it now has), it is pretty lackluster.

20% melee / ranged haste buff -- This is something we're evaluating. It's a really serious buff for rogues and warriors particularly, to the extent that your dps drops significantly without it. This suggests we need to nerf the buff (in the same way we changed e.g. Curse of Elements from 13% to 8%) and buff affected classes to compensate. We just don't want the swing to be that big when you don't have it.

Mana reducing talents -- We just disagree that rogues are singled out here, though if you see some dps classes that can spend all of their points on dps and skip anything utiltiy related, please bring them up so we can evaluate them. It's always possible that the community (correctly or incorrectly) perceives a talent we intended to be optional utility as mandatory dps. (Source)

[...] Mana reducing talents = the OP was concerned about talents like Deadened Nerves that for PvE really translate into reducing the mana healers spend on heals. Apologies if I short-handed too much.

We want dps classes to consider these useful talents rather than just dismissing survival as the healers' jobs while they go into dps tunnel vision mode. The OP was expressing the concern that rogues had too many of these talents relative to other classes. I responded that I didn't think that was the case but players are welcome to point out other dps trees that don't match. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Heroic Strike / Inner Rage
As we have said several times now, there are zero players outside of these halls doing Cataclysm raids yet, and the high level PvP is just starting to get there. If we were certain warriors would never, ever get into a state where they couldn't spend rage fast enough with Heroic Strike alone, then Inner Rage might be a lot less important. We're just not convinced that is the case yet, nor do we think any amount of theorycrafting can prove that is the case without actual first-hand experience.

If normalization and the new HS model have fixed the problem forever, then awesome. It's just too early to know that. (Source)

AE Damage / Blood and Thunder
You shouldn't be dependent on Blood and Thunder to generate enough AE damage. It's there mostly for those cases where you can't always keep reapplying an AE ability but want to keep threat. In other words, a warrior who skips the talent shouldn't feel like they can't AE tank at all. You shouldn't feel like you have to open with Rend every AE pull. A more typical scenario would be on a fight where you know you're going to be AE tanking for a long time, you use Rend after your initial Thunder Clap or Shockwave. (Likewise, Thunder Clap buffing Shockwave shouldn't mean you never, ever touch Shockwave until the buff is applied.)
Thunder Clap's damage may just be too low.

We'll discuss pulling the GCD cost from Inner Rage. (Source)
by Published on 2010-09-20 07:25 AM

Tier 11 Mini-Preview - Druids and Rogues
The latest build teach us a little more about Tier 11 sets, we already had the set bonuses, we now have an early preview of the models of the Rogue and Druid sets and the name of all the sets. Shanai already posted the preview on forums and I'll just steal it for the moment because the streaming client still hurts my workflow on a few things.

The sets are obviously unfinished, so there're a few graphical glitches and bugs.

Peacebloom Vs. Ghouls
A lot of people wondered what the "Peacebloom vs. Ghouls" achievements from the latest beta build are and we finally have an answer. Have you ever played Plants vs. Zombies? No? Cataclysm will give you a chance to fix that! A new quest was added to the game in the latest beta build, it's a brand new mini-game heavily based on Plants vs Zombies and I'm sure a lot of players will waste an insane amount of time on it.

Originally Posted by Blizzard Entertainment

WoWTal - Build 12984
It looks like we had a small issue with the update during the latest beta build, the Cataclysm Talent Calculator has been updated to Build 12984.

Blue Posts
Originally Posted by Blizzard Entertainment

Running Wild / No Worgen Mounts
This isn't a matter of saving time. The animations still had to be made in order to make this feel cool.

It's a matter of preference and creating an immersive gameplay experience. Giving the worgen a distinct creature to ride just didn't feel right, but they can still ride other mounts if they meet the criteria. Right now we're okay with the fact that this particular race is different when it comes to mounts. We feel that makes it interesting, even if the Alliance gets less racial mounts as a result. There are plenty of mounts out there and we can always add more. (Source)

Saturday PTR/Beta Patch and bugs
We didn't have people working Saturday so we could push the patch. People were working Saturday so we decided to push the patch. Given how much work is going into this expansion right now, many changes are added to the system seven days a week. It is better that we collect those changes by creating new builds and releasing them to test the content, at this point, than it is to thoroughly bug test each new build internally. We know it can create various issues each new patch which can be sort of rough on testers, but we appreciate you working through these things with us because it's helping to shape Cataclysm to be the best expansion possible. (Source)

Stats balancing
As an almost universal rule, we don't want to solve "I don't like that stat" problems by just not making gear with that stat. The eventual result of such a design would be that all of your gear looks alike. That's a problem WoW has in general, so we like to actually get the most out of what few stats we have.

Several players could get in a state where they were hit capped in LK and then just kept getting more and more hit on higher level items. We are trying to fix that this time around in a number of ways:

1) Making all stats more attractive, rather than having the good stat vs. the garbage stat.
2) Getting rid of so many passive hit buffs, such as the draenei racial and class raid buffs.
3) Requiring higher combat ratings for additional content tiers. What hit caps you for 4.0 won't be sufficient in 4.1, so the extra budge on the 4.1 gear will be helpful.
4) Reforging. If all else fails and you just find yourself over the hit cap (or over-enriched in any other stats) you can remove part of the less desirable stat.

In all of these cases I'm talking about stats that actually show up on your gear. It's fine if mages don't care about Agi or warriors don't care about Spirit. But crit, haste and mastery should be universally desirable, and one of those should not trump the other two by being 2x more valuable. (Source)

Healing (I strongly suggest reading the whole post about healers)
Medium Heals Nerf
As others have pointed out, we nerfed all of the medium heals.

Very early in beta, some healers were freaking out about running out of mana. To counter this, we made the medium heals really cost effective. We probably overdid it, because more recently, healers were able to handle almost everything with just that one heal. We want it to be part of your package, not your whole package. (Source)

Is it intended that our efficient heals only have about 20% more HPM than our big heals? Or should we expect those to be nerfed as well soon?
If healers stop casting the medium heals completely, then it's likely we nerfed them too far. Up until this change they weren't using the big heals enough.

We had the numbers set at what we thought made sense from a cost per benefit standpoint, but reality is always a little more complicated. Perhaps it was just easier using a single heal and being a B+ healer rather than having to worry about which of multiple heals to use in order to be an A+ healer. (Source)

Big Heals
The big heals get a decent amount of use, and they don't seem to run players out of mana unless the rest of the group is taking unnecessary damage (by say ignoring all the encounter mechanics because they can do so when running Heroic Nexus today).

If there's a heal we're worried about, it's the flash heals, but that's partially because so many of the talented or spec heals are also emergency heals that fill a similar niche -- things like Swiftmend, Penance and Holy Shock. (Source)

You're fortunate if you have to triage. Many healers don't today. The typical experience is to use your fastest heal on everyone who takes any damage. You may get some amount of triage by choosing who to heal, but you won't be losing that either. If you are really choosing today which of your many heals to use, then A) you're in the minority, and B) you won't really have to relearn things for Cataclysm. You'll be ahead of the game.

The Lich King game today has additional problems. Since overhealing doesn't matter, mana regen doesn't matter. Since overhealing is typical, large heals also don't matter, which means critical heals are often wasted. This makes two of the stats that appear on your gear (Spirit and crit) not attractive, which in turn makes the minigame of choosing which piece to use and how to gem and enchant them less compelling as well.

If you just really think it's fun to just cast one heal over and over with no real repercussions for doing so while stacking a single stat on all your gear, then I guess I'll just have to accept that. It's hard for us to understand why you find that satisfying though. (Source)

Healing spam
When we say "spammy" in this context, we mean using the same spell over and over. We're not talking about sitting around on your hands waiting for your mana to come back (and without the five second rule, that won't do much for you anyway).

Think of playing a healer like a real time strategy game. In the Lich King environment, your strategy is basically to crank out infantry as fast as you can and never let up. No matter what your opponent does, your job is to counter him with infantry. It doesn't matter what kinds of units he makes or whether he's going for a fast or slow buildup. Just make infantry. If your race has upgrades that affect things other than infantry, obviously they are of no use to you and you should ignore them. Cost is largely irrelevant too, since you are making one solider over and over.

In the Cataclysm environment, we want you to make a variety of units. Sometimes infantry will do the job well. Other times you may need to mix in some cavalry or siege units as well. In fact, you need to tailor what you're making to the environment. Sometimes you want cheap units. Sometimes you want expensive ones. We want you to consider your upgrades as well. Investing all of them on infantry will make less sense because you have other types of units as well. Yet you won't have enough resources so you'll have to make a decision.

That is really what we're trying to get out of the new healing model: making decisions. We think players have more fun when they are making decisions. When you make the right decision based on the information available, you feel smart. When you make the wrong decision, you feel dumb, and you might cause the rest of the group to have to work harder, or even ultimately cause a wipe.

Blizzard is investing a lot into this change... they must have better reasons then that! I want them to sell it! Front page headline "New Improved Healing System". If they can't do that, then maybe they should question all the hard work they are doing. (Source)

[...] For the most part, you'll still be constantly casting. We do want to buy a little bit of bandwidth though. Making decisions takes actual time (fractions of seconds perhaps, but still time). In the LK healing environment even if you had a variety of effective healing spells, by the time you looked at someone's bar, decided what heal would be most appropriate, and started to cast it, the dude could very well be dead.

In Cataclysm, large health pools will keep most players up for a few hits. That gives you the opportunity to decide if someone needs a little heal or a big heal, or a slow heal or a fast heal, or if they are likely to live long enough for a powerful spell to finish its cooldown. If you use the wrong spell, the target is unlikely to die immediately, but over time you'll realize that your mana has really started to dwindle and the boss has a large health bar still left.

I've said this before, but I remember when tanking back in vanilla, a priest would call out on Vent, announcing that he had a big Greater Heal being cast. Other healers might call out when they were healing someone who suddenly took a lot of unexpected damage. That kind of coordination is very hard in today's raids because you'd only get through the B in "Big heal coming," before the target would be dead.

It's possible to slow down combat enough to provide room for decision making and communication without going to the extreme where healers are doing nothing for large stretches of time because they are so paranoid about running out of mana if they cast a heal that isn't at 100% efficiency or doesn't save a life at that moment. (Source)

Healer mana efficiency in solo
Keep in mind that we're not super concerned with healer mana efficiency when not in a group. Fights are pretty short when you're solo and there are a lot of breaks. What I'm getting at is we're not super concerned with how you perform when self-buffed, so long as you're functional. We're more concerned with how you perform when group buffed, since all of the most rewarding endgame content requires groups. (Source)

Val'anyr competitive @ LVL 85?
Let's put it this way... if it is competitive at level 85, it won't be for long. (Source)

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Runic Empowerment
We think Runic Empowerment is an important mechanic because without it, the rotation becomes very predictable perhaps even metronome-like. We are trying to make sure all specs have some random mechanics so that they need to react to what happens instead of just pressing the same buttons over and over as fast as they can. Some players react badly to random mechanics because they make the rotations less predictable and therefore more challenging to manage. That's the entire point.

However, coming out of LK, Frost had a more random rotation that was more about priorities than set rotations, and Unholy was the opposite. This let players gravitate towards the play style they preferred and made the specs feel more different when you swapped from one for the other (more than just replacing Frost damage with Shadow damage). We are working on an Unholy talent that will essentially turn off the Runic Empowerment system in place of something more predictable, like the runes just refreshing more quickly. Ideally the talent would be optional, so that Unholy DKs could stick with Runic Empowerment if they prefer it. It will still require you to keep on your toes a little bit rather than letting you know for certainty what buttons you will be hitting at second 148 a battle. (Source)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Replenishment on Lifebloom
We gave Replenishment to Restoration because we took it away from Survival hunters. It didn't make a lot of sense for a non-mana class to offer mana. We want to make sure Replenishment is easily available, though to be fair it is about half as effective as it was in Lich King. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Protection Damage / Shield Slam damage nerf
We also buffed Revenge back to a 30% coefficient. We weren't trying to nerf Prot's damage overall -- just make sure that the other attacks actually did something besides consume GCDs waiting for the next Shield Slam.

We're happy with Heavy Repercussions. It lets you use a defensive cooldown offensively when you don't need it defensively.

I'm not sure it makes sense for Heroic Leap to hit harder than anything else a Prot warrior could do. It might make you want to do things like move out of melee and leap back in all the time. It might make you use a utility ability only for dps. (I don't think that's the same thing as Shield Block, because you're not literally giving up its defensive uses with Heavy Repercussions.) (Source)

The MMO Report
It's monday, and it's time for your weekly MMO Report.

Dark Legacy Comic #256 and Teh Gladiators #168 are out!

by Published on 2010-09-19 04:56 AM

Horde Guild Mount - Scorpion / Kron'Kar Annihilator
The model of the Horde Guild Mount, the Kron'Kar Annihilator is now available, it will be buyable from your guild rewards panel if your guild reached Guild Level 25.

The lovely Kody also released an updated video of the Alliance version of the guild. Tabards now works on it and I'm sure you can already imagine how ridiculously awesome it will look when you run in a battleground with 25 guild members on it.

Female Worgens Models on Beta
The new models for the female worgens are now available on the beta servers.

by Published on 2010-09-19 01:16 AM

Update - You might want to check this out.

Running Wild - No Worgen Mounts
This is now official, Worgens won't get their own mounts, they will get a mount racial spell instead.
  • Running Wild - Drop to all fours to run as fast as a wild animal.
Originally Posted by Zarhym (Blue Tracker)
Running Wild is indeed the new racial "mount" for worgen. Functionally the ability works exactly like a mount. This does mean the worgen are not bringing faction mounts to the table which other Alliance races can access. This is also of course very different from the original Plainsrunning implemented for taurens. We have no plans to try and bring that ability back in any form.

Ultimately, we feel Running Wild fits very well with the nature of the worgen race. Rather than getting a physical mount, they get down and sprint on all fours. When you're playing a worgen, it just feels awesome.

2nd part of Patch 4.0.1 on Background Downloader
The 2nd part of Patch 4.0.1 is now available on the Background Downloader, things are looking a little better today for weird people who think that Cataclysm will be released on November 2.

by Published on 2010-09-18 07:35 AM

07:00PM CEST - Someone very smart pointed out something very disturbing. Worgens already had Darkflight, a temporary speed spell applying a Mod Speed to the character. So, why did Blizzard add that spell in this build?

  • Running Wild - Drop to all fours to run as fast as a wild animal.

This spell doesn't apply a mod speed, and applies a "Mounted" aura to the player. It's a racial, and it's apparently a Level 20 spell. It also has a 1.5 sec cast time, like all the mounts spells. I don't want to say it yet, but that would explain why we never saw a model for the Worgen Mount.

12:00PM CEST - Added Maelstrom continent map.
11:25AM CEST - All classes changes are now available.
10:00AM CEST - Added Racial changes, added Mounts & Companion Pets.
09:35AM CEST - Added Player and Guild Achievements

Cataclysm Beta - Build 12984 (Codename Puppy)
It's time for another Cataclysm beta build! As usual, expect a stupid codename and a lot of updates during the day. Stay tuned!

Maelstrom Continent Map
The continent map of the Maelstrom is available.

Racial Changes
A couple of racial changes are in, not many, but it looks like Blizzard is starting to move stuff around.
Originally Posted by Blizzard Entertainment


  • Cannibalize now also regenerates mana. (7% of total health and mana every 2 sec for 10 sec)

  • Cultivation still increases your Herbalism skill by 15, but also lets you gather herbs faster than normal herbalists.


Mounts & Companion Pets
Originally Posted by Blizzard Entertainment

  • Ultramarine Qiraji Battle Tank - Summons and dismisses a rideable Ultramarine Qiraji Battle Tank. This is a very fast mount. / 1.5 sec cast
  • Sandstone Drake - Transforms you into a Sandstone Drake, allowing you to fly very fast and carry an ally on your back. / 1.5 sec cast
  • Mottled Drake - Summons and dismisses a rideable Mottled Drake. This is a very fast mount. / 1.5 sec cast
  • Kron'Kar Annihilator - Summons and dismisses the Kron'Kar Annihilator. This is a very fast mount. / 1.5 sec cast

Companion Pets
  • Deathy - Right Click to summon and dismiss Deathy. / Instant
  • Guild Herald - Right Click to summon your guild's Herald for up to 5 min. / Instant
  • Guild Page - Right Click to summon your guild's Page for up to 5 min. / Instant
  • Gold Mini Jouster - Right Click to summon and dismiss a Gold Mini Jouster. / Instant
  • Blue Mini Jouster - Right Click to summon and dismiss a Blue Mini Jouster. / Instant
  • Tiny Shale Spider - Right Click to summon and dismiss the Tiny Shale Spider. / Instant
  • Pebble - Right Click to summon and dismiss Pebble. / Instant
  • Landro's Lil' XT - Right Click to set down or pick up your Landro's Lil' XT action figure. / Instant
  • Enchanted Lantern - Right Click to summon and dismiss your Enchanted Lantern. / Instant
  • Magic Lamp - Right Click to summon and dismiss your Magic Lamp. / Instant
  • Elementium Geode - Right Click to summon and dismiss your Elementium Geode. / Instant
  • Mr. Grubbs - Right Click to summon and dismiss Mr. Grubbs. / Instant
  • Brazie's Sunflower - Right Click to summon and dismiss Brazie's Sunflower. / Instant

Player Achievements
Originally Posted by Blizzard Entertainment

Feats of Strength



  • Dont' Want No Zombies on My Lawn - Survive 25 waves on the Endless Mode of Peacebloom vs. Ghouls
  • Full Caravan - Recruit all 8 characters into Fiona's travelling party in Eastern Plaguelands.
  • Ready, Set, Goat! - Using the Billy Goat Blaster or the Billy Goat Blaster DX, blast 12 Billy Goats in under 1 minute.
  • Ghosts in the Dark - Discover the secret buried beneath the Maw of the Void in Darkshore.
  • Joy Ride - Ride the full length of the Rocketway in Azshara.
  • E'ko Madness - Obtain all 7 E'ko zone buffs at the same time.
  • Glutton for Punishment - Complete Master Xylem's trials in Azshara with the following conditions.
  • Buzzard Bait - Slay 15 enemies in one minute by jousting them in the Hatchery in Mount Hyjal.
  • Bounce - Stay on the trampoline in the Whistling Grove in Mount Hyjal for 10 consecutive bounces.
  • Visions of Vashj'ir Past - Witness the 3 visions of the Naz'jar Battlemaiden in Vashj'ir.
  • Fungalophobia - Defeat Fungalmancer Glop in Deepholm without taking any damage from his mushrooms.
  • The Glop Family Line - Complete the Glop, Son of Glop daily quest in Deepholm 10 times.
  • Rock Lover - Complete the Lost in the Deeps daily quest in Deepholm 10 times.
  • Fungal Frenzy - Suffer the effects of a Poolstool, Shuffletruffle, Shrinkshroom and Trapcap simultaneously.
  • My Very Own Broodmother - Defeat Aeosora, the Stone Dragon Broodmother in Deepholm, within 50 seconds of her arrival.
  • Beer Barrel Polka - Finish the Something Brewed quest in Kirthaven in the Twilight Highlands with both kegs of ale intact.
  • Wildhammer Tour of Duty - Explore all the nooks and crannies of the Thundermar Ruins in Twilight Highlands and impress your Wildhammer allies by killing the following.
  • Dragonmaw Tour of Duty - Explore all the nooks and crannies of the Thundermar Ruins in Twilight Highlands and impress your Dragonmaw allies by killing the following.
  • Consumed by Nightmare - Endure the 3 nigtmares of Iso'rath in the Twilight Highlands.


Raids & Dungeons

Guild Achievements
Originally Posted by Blizzard Entertainment
Guild Achievements Rewards
  • Guild Level 5 - Reach guild level 5. Reward: Guild Vault Voucher (7th Tab)
  • Guild Level 10 - Reach guild level 10. Reward: Heirloom Cloaks
  • Guild Level 15 - Reach guild level 15. Reward: Wrap of Unity
  • Guild Level 20 - Reach guild level 20. Reward: Heirloom Helms
  • Guild Level 25 (Alliance) - Reach guild level 25. Reward: Reins of the Golden King
  • Guild Level 25 (Horde) - Reach guild level 25.
  • Saving For A Rainy Day - Loot 100,000 gold from creatures. Reward: Guild Herald
  • A Class Act - Reach level 85 on each of the classes listed below. Reward: Shroud of Cooperation
  • Stay Classy - Complete the classy achievements listed below. Reward: Guild Vault Voucher (8th Tab)
  • Horde Slayer - Complete the slayer achievements listed below. Reward: Guild Page
  • Alliance Slayer - Complete the slayer achievements listed below. Reward: Guild Page
  • Critter Kill Squad - Kill 50,000 critters Reward: Armadillo Pup
  • Guild Cataclysm Dungeon Hero - Complete the heroic Cataclysm dungeon achievements listed below while in a guild group. Reward: Standard of Unity
  • Working as a Team - Obtain 525 skill points in all professions and secondary professions. Reward: Banner of Cooperation
  • Better Leveling Through Chemistry - Create 25,000 Cataclysm flasks. Reward: Big Cauldron of Battle (Recipe)
  • Master Crafter - Craft 1,500 Epic items with an item level of at least 359. Reward: Cloak of Coordination
  • That's A Lot of Bait - Catch 10,000 fish from fishing pools. Reward: Seafood Magnifique Feast (Recipe)
  • United Nations - Raise 55 reputations to Exalted. Reward: Dark Phoenix Hatchling

Guild Achievements - General

Guild Achievements - PvP

Guild Achievements - Raids & Dungeons

Guild Achievements - Professions

Guild Achievements - Feat of Strength
  • Realm First! Working as a Team - First guild on the realm to obtain 525 skill points in all professions and secondary professions.
  • Realm First! Nefarian - First guild on the realm to defeat Nefarian in Blackwing Descent on Heroic difficulty while in a guild group.
  • Realm First! Al'Akir - First guild on the realm to defeat Al'Akir in the Throne of the Four Winds on Heroic difficulty while in a guild group.
  • Realm First! Sinestra - First guild on the realm to defeat Sinestra in the Bastion of Twilight on Heroic difficulty while in a guild group.
  • Realm First! Guild Level 25 - First guild on the realm to reach guild level 25.

Spell Diffs
Originally Posted by Blizzard Entertainment

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Blood Presence - assuming a new Presence will consume any stored Runic Power. No longer has a cooldown.
  • Death Strike now heals for a minimum of at least 10% of your maximum health, up from 5%.

  • Mastery: Frozen Heart now increases frost damage done by 20% (down from 25%). Each point of Mastery increases frost damage by an additional 2%. (Down from 2.5%)
  • Frost Presence - assuming a new Presence will consume any stored Runic Power. No longer has a cooldown.
  • Icy Touch ranged and melee attack speed duration changed to 21 sec, down from 30 sec.
  • Killing Machine no longer affects Howling Blast, now affecs Obliterate.
  • Annihilation now increases damage dealt by Obliterate by 15/30/45%. (Up from 10/20/30%)
  • Frost Fever now lasts 21 sec, down from 30 sec.

  • Unholy Presence - assuming a new Presence will consume any stored Runic Power. No longer has a cooldown.
  • Necrotic Strike now deals 100% weapon damage (up from 80%) and absorbs the next [ 75% of AP ] healing received by the target (Up from 40%). Additional Effect - For 15 sec, or until the full amount of healing is absorbed, the target's casting time is increased by 30%.
  • Blood Plague now lasts 21 sec, down from 30 sec.
  • Necrosis gone and replaced with Runic Corruption - Reduces the cost of your Death Coil by 3/6, and causes your Runic Empowerment ability to no longer refresh a depleted rune, but instead to increase your rune regeneration rate by 50/100% for 3 sec.
  • Unholy Frenzy now causes the target to lose health equal to 2% of their maximum health every 3 sec. (Down from 3% every 2 sec)
  • Epidemic now increases the duration of Blood Plague and Frost Fever by 4/8/12 sec. (Down from 6/12/18 sec)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Wild Mushroom now becomes visible after 6 sec, up from 4 sec. Base damage increased by 400% (from 269-304 to 1300-1573 damage)
  • Wild Mushroom: Detonate no longer costs mana, now has a 10 sec cooldown, and affects target within 10 yards, down from 15 yards.
  • Starsurge now generates 15 Solar or Lunar Energy, up from 10.
  • Euphoria first effect revamped - While not in an Eclipse state, you have a 12/24% chance to double the Solar or Lunar energy generated by your Wrath or Starfire when they deal damage. When you reach a Solar or Lunar eclipse, you instantly are restored 6/12% of your total mana.
  • Earth and Moon now increases spell damage taken by 8%, down from 13%.
  • Lunar Guidance is gone.
  • Genesis no longer increases the damage done by your periodic spells and increases the duration of your Moonfire and Insect Swarm by 6 sec instead.
  • Nature's Grace revamped - You gain 5/10/15% spell haste after you cast Moonfire or Insect Swarm, lasting 15 sec. This effect has 1 minute cooldown. When you gain Lunar or Solar Eclipse, the cooldown of Nature's Torment is instantly reset.
  • Dreamstate (Tier 5) *New* - When you cast your Innervate on yourself, you regain an additional 10/30% of your total mana over its duration.
  • Sunfire (Tier 5) *New* - While in Solar Eclipse, your Moonfire spell will morph into Sunfire - Burns the enemy for 196.24 to 239.85 Nature damage and then an additional [ 374.92 * ( Genesis : 100%/102%/104%/106% ) ] Nature damage over 12 sec.
  • Shooting Stars (Tier 3) *New* - You have a 2/4% chance when you deal damage with your Moonfire or Insect Swarm to instantly reset the cooldown of your Starsurge and reduce its cast time by 100%. Lasts 8 sec.
  • Overgrowth (Tier 2) *New* - Your Entangling Roots and Nature's Grasp have a 50/100% chance to also root all enemies within 8 yards of the target.

  • Lacerate base damage increased by 200%, DoT damage reduced by 200%.
  • Flight Form now costs 8% of base mana, down from 13% of base mana.
  • Swipe (Bear) now costs 30 Rage, up from 15 Rage.
  • Skull Bash now has a 13 yards range, down from 18 yards.
  • Aquatic Form now costs 8% of base mana, down from 13% of base mana.
  • Travel Form now costs 8% of base mana, down from 13% of base mana.
  • Mangle (Bear) now deals 230% normal damage, up from 115%. additional damage increased by 100% (eg. from 333 to 667)
  • Berserk now causes your Mangle (Bear) to have no cooldown and has an additional effect - Your Lacerate periodic damage has a 30% chance to refresh the cooldown of your Mangle (Bear) ability and make it cost no rage.
  • Feast of Flesh is now named Blood in the Water.
  • Shapeshifter is gone.

  • Nourish now costs 10% of base mana, up from 7% of base mana. Base healing reduced by 25%.
  • Nature's Focus (Passive) *New* - Reduces the pushback suffered from damaging attacks while casting Healing Touch, Regrowth, Tranquility, Rebirth and Nourish.
  • Nature's Ward revamped - Whenever you take an attack while at or below 50% health, you have a 50/100% chance to automatically cast Rejuvenation on yourself with no mana cost.
  • Fury of Stormrage no longer procs from healing spells and now affects Starfire - Reduces the mana cost of your Wrath spell by 100%, and when you deal damage with your Wrath spell you have a 15/30% chance to cause your next Starfire to be instant cast within 8 sec.
  • Revitalize now causes you to grant Replenishment when you cast or Refresh Lifebloom - Replenishment - Grants up to 10 party or raid members mana regeneration equal to 1% of the maximum mana per 10 sec. Lasts for 15 sec.
  • Malfurion's Gift (Tier 4) *New* - Whenever you heal with your Lifebloom spell, you have a 3/6% chance to cause Omen of Clarity.

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • The bug affecting most hunter skills and adding the "old" minimum range on them on beta servers seems to be gone.

Beast Mastery
  • Widow Venom now costs 15 Focus, down from 30 Focus.
  • Aspect of the Hawk ranged attack power bonus increased by 100%.
  • Intimidation no longer costs Focus.
  • Kill Command now deals [ 21% of RAP + 772.27 ], down from [ 53% of RAP + 839.42 ].
  • Killing Streak now deals 10/20% more damage with your third Kill Command. Down from 15/30%.
  • Focus Fire now restores 4 Focus to your pet, down from 10 Focus.
  • Sic 'Em! now also has a chance to proc from Kill Command, now affects your Pet's next 2 basic attacks instead of just 1.

  • Camouflage now causes you to be untargetable by ranged attacks (Old - Just untargetable). Now also reduces the range at which enemy creatures can detect you.
  • Readiness seems to affect Beastial Wrath once again.
  • Black Arrow now costs 35 Focus, down from 45 Focus.
  • Hunting Party revamped and no longer triggers Replenishment. Now Increases your total Agility by an additional 20%, and increases the Ranged and Melee Attack Speed of all party and raid members by 20%.

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)

  • Living Bomb base damage increased by 4%.
  • Scorch base damage increased by 10%.
  • Pyroblast base damage increased by 4%.
  • Fireball base damage increased by 4%.
  • Critical Mass now also increases the damage of Living Bomb and Flame Orb spells by 5/10/15%.
  • Combustion now deals critical strike Fire damage.
  • Improved Hot Streak now also has a chance to proc from Pyroblast.
  • Hot Streak now also has a chance to proc from Pyroblast.
  • Impact now also resets the cooldown on Fire Blast when it procs.

  • Curtain of Frost now slow movement speed by 60%, down from 70%.
  • Cone of Cold now slows movement speed by 60%, up from 50%.
  • Enduring Winter now regenerates 1% of maximum mana over 10 sec. Down from 3% over 15 sec.
  • Brain Freeze - Brain Freeze cannot be triggered by Frostfire Bolt.

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Holy Light base healing has been reduced by 25%. Mana costs changed to 9% of base mana, up from 6% of base mana.
  • Light of Dawn base healing has been increased by 10%. Can no longer consume Holy Power to increase healing.
  • Improved Concentration Aura is gone.
  • Daybreak now has a 10/20% chance to make your next Holy Shock not trigger a cooldown if used within 12 sec. (Old - 15/30% chance to reset Holy Shock's cooldown)
  • Spiritual Focus (Tier 5) *New* - Grants hit rating equal to 50/100% of any Spirit gained from items or effects.



Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Focused Will no longer procs from critical hits and no longer healing effects on you - Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Focused Will reducing all damage taken by 4/6% lasting for 8 sec. Stacks up to 2 times.
  • Grace now stacks up to 3 times, up from 2 times.
  • Atonement now heals for 40/80/120% of the damage dealt. (Up from 15/30/45%)
  • Archangel (Evangelism) Lasts for 18 sec and has a 15 sec cooldown. (Tooltip clarification)
  • Archangel (Dark Evangelism) now restores 5% of your total mana (Up from 3%) and increases damage done by your your Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death 4% (Old - all shadow and frost damage by 3%). Lasts for 18 sec. 90 sec cooldown.
  • Inner Sanctum now reduces spell damage taken by 2/4/6%, down from 5/10/15%.

  • Leap of Faith now costs 13% of base mana, down from 32%. Now has a 40 yards range, up from 30 yards.
  • Holy Nova now affects friendly targets (Old - all party and raid members). Base healing increased by 33% but the healing is now divided among the number of targets healed.
  • Heal base healing value reduced by 25%.
  • Holy Focus (Passive) *New* - Reduces the pushback suffered from damaging attacks while casting any Holy or Discipline spell by 70%.
  • Revelations (Holy Word: Aspire (Renew)) base healing value reduced by 5%.
  • Blessed Resilience revamped - Whenever you are victim of an attack equal to damage greater than 10% of your total health, you gain Blessed Resilience increasing all healing received by 5/10% lasting for 10 sec.
  • Twirling Light is now a Rank 3 talent, down from Rank 4 and is now named Surge of Light and revamped - You have a 3/6% chance when you Smite or Heal to cause your next Flash Heal to be instant cast and cost no mana but incapable of a critical hit.
  • Lightwell now restores {((2878.1+(SpellPower*.308))*3)*1.25} health over 6 sec.
  • Improved Healing is gone.
  • Trinity (Tier 2) *New* - When you Smite three times in a row, your spell haste will be increased by 5/10% for 12 sec.


Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Poisons (Passive) *New* - You have learned how to apply deadly toxins to your weapons, dealing additional damage or inflicting other maladies upon your foes.

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Windfury Weapon now deals damage equal to two extra attacks with 4430 extra attack power. (Up from 1395 Attack Power)
  • Flametongue Weapon now increases total spell damage by 750, up from 235.
  • Primal Wisdom (Talent) is gone.
  • Primal Wisdom (Passive) *New* - Your melee attacks have a 40% chance to immediately restore 5% of your base mana.
  • Unleashed Rage is now a 2 Ranks talent, down from 3 Ranks. Now increases Expertise by 4/8 (up from 3/6/9), increases all party and raid members' attack power by 5/10% (up from 4/7/10%)

  • Earthliving Weapon now increases healing done by 531, up from 167.
  • Healing Wave base healing value reduced by 25%. Mana cost changed to 9% of base mana, up from 6% of base mana.
  • Mana Tide Totem no longer restores mana, now increases the spirit of party members within 40 yards by 200%.

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Life Tap now costs 15% of your total health, down from 20%. Converts 120% of that into mana, up from 75%.
  • Soul Harvest now regenerates 15% of your health every 3 sec for 9 sec, up from 5%.
  • Create Healthstone now restores health equal to 45% of the creator's base health, down from 60%.
  • Death's Embrace now heals you for an additional 1% of your health while at or below 25% health. (Old - Increased the amount drained by 10/20/30%)
  • Siphon Life now has a chance to heal for 2% of your total health, up from 1%.

  • Mana Feed now causes you to instantly gain 2/4% total mana. (Up from 1%) Your summoned demon now gains 30/60% of the mana from Drain Mana and Life Tap, down from 60/120%.

  • Soul Fire now has a 4 sec cast time, down from 6 sec.
  • Conflagrate now deals fire damage equal to 100% of your Immolate's periodic damage on the target. Range changed to 40 yards, up from 30 yards.
  • Empowered Imp no longer increases the damage done by your Imp by 10/20%.
  • Nether Protection now lasts 12 sec, up from 8 sec.
  • Soul Leech now instantly restores 5/10% of your total health and mana, up from 1/2%. Replenishment effect now grants 1% mana per 10 sec, down from 1% per 5 sec.

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Mortal Strike now has a 4.5 sec cooldown, down from 5 sec.
  • Blood Frenzy no longer improves your melee attack speed, gives your autoattacks a 5/10% chance to generate 20 additional rage instead.
  • Mastery: Strikes of Opportunity additional melee attacks now deals 75% normal damage, up from 50%.

  • Inner Rage has been slightly revamped - Usable when you have over 75 Rage to increase all damage you deal by 15% but increase the rage cost of all abilities by 50%. Lasts 15 sec. / Instant
  • Titan's Grip no longer reduces your physical damage done by 10% when a 2H Weapon is equipped in one hand.
  • Single-Minded Fury now lets you deal 15% additional damage (down from 20%) and Slam hits with both weapons.
  • Meat Cleaver revamped - Dealing damage with Cleave or Whirlwind increases the damage of Cleave and Whirlwind by % for 10 sec. This effect stacks up to 3 times.
  • Enrage now has a 4/8/12% chance to proc, up from 3/6/9%.
  • Dual Wield Specialization now also increases your damage by 10% while dual-wielding.
  • Intimidating Shout now has a 8 yards range, down from 18 yards.

  • Shield Slam base damage has been lowered by 25%.
  • Devastate now causes 150% of weapon damage (up from 120%), base damage reduced by 25%.

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