World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-03-30 09:45 AM

Castbar When Identifying All in 1.0.8, You Can't Attack While Moving on Console, Discussions on the Console Version, Blue Posts

Patch 5.3 - Armored Dragonhawk and Steel Warhorse Mounts
Here are the nicer previews of the new Armored Red Dragonhawk, Armored Blue Dragonhawk, and Steel Warhorse mount. We also looked at the Faeire Dragon Mount a few days ago.

Patch 5.3 - PvP Vanity Items
Patch 5.3 added a new tabard earned through PVP, the Tyrannical Gladiator's Tabard.
Originally Posted by Blizzard Entertainment
Tyrannical Gladiators Tabard
Just as an FYI, the tabard is not the only aesthetic thing coming.

I definitely recommend that you keep your eyes on the patch notes blog, because there are several cool rewards that we are planning to introduce in patch 5.3 that you can get at certain ratings. (Blue Tracker / Official Forums)

PvP Vanity Items
- Make vanity items for ratings (i.e. 1750, 2000, 2200, 2500, 2800)
We actually have some more of these kind of rewards planned for 5.3. There is currently only a single cosmetic enchant that is appealing to only a few select classes, but we want to widen this range of enchants so that all classes have a use for the 2200 rating required, enchant.

On top of this, we plan to change elite gear back to having a rating requirement in patch 5.4 so that it gets back it's old prestige. We also know that many players like the ideas of having even more rewards; we are looking to introduce some additional cool things that you can earn at specific ratings in 5.3 to give everyone better reasons to work on increasing their Arena ratings, not just to aim on getting their end-of-season rewards. We have lots of stuff on the way in patch 5.3 and the patch notes blog will be updated soon to reflect this. (Blue Tracker / Official Forums)

Automatic Flight Path Discovery Removal
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve seen a bit of confusion over the removal of automatic flight path discovery for characters leveling in patch 5.2, so here’s some background on the whole series of events that lead to where we are.

Players have always been required to visit a Flight Master in order to unlock transportation to and from that location. We’ve always viewed this as a fundamental element of exploration in World of Warcraft. Players should feel like they’re in a massive world with vast continents to explore and thousands of adventures to embark upon (because there are!).

With Cataclysm, every zone in Kalimdor and Eastern Kingdoms was changing, flight points were moving, being added or removed, and we needed to make sure people didn’t log in to find they were missing large portions of their flight points. To solve this, characters exploring the world below level 80 were given every flight point automatically to ensure no edge-cases were missed. It was supposed to be a one-time changeover in the old-to-new world transition to resolve what could be numerable bugs due to the vastly altered landscape in the expansion. However, when the change went in, we didn’t realize it was implemented in a way that would affect all characters forever. When we found out it wasn’t an immediate priority, and we began implementing new tech in 5.1 and (more completely) 5.2.

We understand it was very convenient, but it wasn’t an intended change for flight path discovery forever. Over the course of patch 5.1 and 5.2, we implemented new functionality to remedy the original implementation issues. We’ve improved our tech in a way that allows us to remember what flight points a character has discovered, or determine what paths a character should/shouldn’t know on a case-by-case basis. In some cases you’re provided flight points when we’ve determined a character’s foreknowledge of them is important to the experience, but in most cases you will need to brave the wilds, seek out adventure, and visit a Flight Master before you can unlock flight to and from that location.

Patch 5.2 Hotfixes: March 29
Originally Posted by Blizzard (Blue Tracker)
  • Mage (Forums / Skills / Talent Calculator)
    • Tier-15 Fire/Frost 4-piece set bonus should now properly increase Frostbolt's chance to activate Fingers of Frost effect.

  • Priest (Forums / Skills / Talent Calculator)
    • Tier-15 Discipline/Holy 4-piece set bonus should summon a Golden Apparition that now heals for the correct amount and can activate Divine Aegis.

  • Rogue (Forums / Skills / Talent Calculator)
    • Combat
      • Blade Flurry now has a range of 8 yards, up from 5 yards, and will only hit targets that are within the Rogue's line-of-sight.

Raids, Dungeons, and Scenarios
  • Ji-Kun's Feed Young ability should now be slightly easier to intercept.
  • To the Skies!: Fixed an issue where the Hail of Arrows debuff not being removed after defeating Beastmaster Horaki.


Blue Posts
Originally Posted by Blizzard Entertainment
Removal of PvP Stats
I am really not sure but as far as I know, PVP Power/Resilience cost item level, blanket removal of a stat aka make it passive = you should add another stat or increase current one. Now the stat is removed with no other stat boost, I believe that stat boost is needed, specially to PVP Power in order to overcom PVE gear.
Let's look at one example, both items are ilvl 476:

Dorian's Necklace of Burgeoning Dreams
849 sta + 566 int + 399 haste + 340 mastery = 2154

Malevolent Gladiator's Pendant of Alacrity
849 sta + 566 int + 405 haste + 331 mastery + (299 PvP Power + 299 PvP Resilience) = 2151 + (598) = 2749

As you can see, if you simply sum up all the stats without taking into account any sort of relative stat weights (which are irrelevant for this case as the existing PvE stats on both items are exactly the same) you can clearly see that they are pretty similar if you ignore the PvP stats (2154 vs 2151).
So we can conclude that PvP stats (Resilience and PvP Power) do not count towards the ilvl budget of any item.

So, yes even if PvP stats are out of the ilvl budget, the removal of resilience will still mean that PvP items are losing something extra that was exclusive to them, but PvP Power is still there and is still out of the budget, if we find that this is not enough we can always change some of the numbers on PvP items, like turning the PvP Power “knob” up until we are happy with them.

Note: Malevolent gear actually has even more stamina than that due to a recent hotfix, but I used the old values just to show that the numbers were correct in terms of correlation between stats and ilvl. (Blue Tracker / Official Forums)

Reduced Difficulty of WoW
WoW has now been dumbed down so much to the point that my Dutch 7 yo. nephew can level up to 80 (mage) without knowing any English, thus not having a clue of what spells do and so on. He doesn't read quests because whatever he needs to click on is sparkly, and what he needs to kill is marked red. Arrows lead him in all the directions he needs to go so basically, he doesn't need to do anything other than spam frostbolt and the occasional frostnova or whatever.

Now when I do questing myself instead of letting my nephew do it while I go play guitar or whatever it just hurts my heart to see the old STV "bosses" for example either be completely gone or they're now normal mobs that I kill with 3 spells.. There's no challenge at all in leveling now.

We didn't read quests back then (well, some of us did, and still do) and could do them just fine. You could also level up spamming frostbolt or frost nova, you just had to be careful with how many mobs you were pulling at the same time. And we had sites like Thottbot to go check where quest objectives where (and map addons to get the coordinates). Now those things are built in the game, but it wasn't nothing that didn't exist before.

The STV "bosses" and many other elite quests were changed some time ago. Among other reasons, because it was getting increasingly harder to find players to do that content as we were moving into newer expansions. So, during The Burning Crusade's launch, it was very easy to find players to group up for the elite quests at Hellfire Peninsula, yet at the end of that very same expansion, it was rather difficult to find alts that would help you go through. As you move forward from that content, new players coming up to the game just can't do them because they can't group with people. What's the point of a difficult monster if noone can kill him because you can't find a group at the appropriate level?

Getting into dungeons, and dungeons themselves have turned into the most impersonal experiences I've ever had. Raid/dungeon finder gets me groups while I can AFK and I don't even need to pay attention to the group or talk or whatever because I can solo every dungeon I enter. When I play my tank monk now for example I just tell the healer to go dps spec because I have enough selfhealing to stay alive and mobs don't live longer than 5 seconds. It's boring, tedious and completely ruins my experience in WoW. The other people might as well be NPCs for me because it doesn't change a damn thing about what happens around me.
If you are having an easy time on 5-man heroics, you're more than welcome to try Challenge Modes. Though, if your party overgears the content it's to be expected that it won't be too difficult (but again, this is nothing new, it was being done in previous expansions as better gear was being released).

I miss having to choose my talents carefully, re-speccing, being different from the rest. I remember having a frostweaving DK and a half enh/ele mixed shaman, was amazing. Right now in arenas when you see what spec somebody is you know exactly what's coming. There's no guessing, observing or adapting anymore (to a certain degree).
How did you choose your talents carefully? I mean, it's an honest question. Because most of the community would go and use the same cookie cutter specs (and using anything else would be a DPS loss on PVE or a survivability loss in PVP).

New raids are cleared within the first 10 hours they're out, no challenge there.
Which one?
Throne of Thunder's Heroic race is still on (and it wasn't released 10 hours ago).

And also, unless you have cleared it, the challenge is there, waiting for you. If you refuse to do it that's entirely a different topic.

So yeah, am I the only person who thinks WoW too dumbed down and is no longer challenging? Let me know.
You aren't, but I would recommend you reading this answer I made about this topic as well as that thread. Might be useful. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Heroic scenarios sound interesting, but is it like challenge mode content or aimed at a broader audience? @Ghostcrawler
It's mostly because current scenarios feel silly in 500+ gear. Not as hard as Challenges, but not face roll. (Source)

Why nerf Oondasta? Not that I am complaining, just curious the mindset behind that change.
When too many players are in one area, game performance is unacceptable. Now he will be dead before your whole realm assembles. (Source)

ToC was an accident rather than a raid or big dungeon. Biggest mistake and no successor for ulduar.
No accident. ToC bought us time to work on 2 raids and 3 dungeons in other patches, but wasn't well received. Trying other options. (Source)

Discuss "How much should we play ?" 3 hours raid 3 times a week is not normal imo when you have a real life.
Ideally, play what you want to play. We offer a lot of content because we have some players who want to play a lot. (Source)

as far as heroic content being the only true dps checks, How many stuck on Garajal, Elegon, or Garalon last tier normal mode?
That said, we agree that the berserk timers were too tight on some of the 5.0 normal raid bosses. They are gentler in 5.2. (Source)
Yet you havent changed the 5.0 enrage timers you agree are too tight, even when its not that hard to do.
We nerfed everything in the 5.0 tier when 5.2 came out. (Source)
In those cases, you could probably improve success more by handling the mechanics better than by respec'ing for a small DPS gain. (Source)
And GC is right, you will get a bigger improvement by just improving your (or the raid's) mechanics
And I'm not saying trying to improve DPS is misguided. I'm saying if you don't want to respec you likely don't need to. (Source)

Tortos Kill Video
Fifth Element of Stormrage-US came up with an interesting intro for their Tortos kill video.

by Published on 2013-03-28 10:48 PM

Patch 5.3 PTR - Build 16781
Build 16781 will be deployed to the PTR realms soon.

  • The 200 mount achievement now rewards a red or blue Armored Dragonhawk, based on your faction.
  • Many new item level 516 items with random stats have been added, with the possibility of at least some of them being heroic scenario loot.
  • New Item Level 600 cloaks were added, which are likely related to Wrathion's quest line. There are cloaks for all four of the August Celestials and Wrathion mentions augmenting the power of your cloak after speaking to them.
  • PvP Resilience has been removed from most gear and stats have been rebalanced on other PvP gear.
  • Two new horse like mounts have been added, but only one has a working model.
  • A new PvP tabard and enchants were added.

Third Spec Clarification

New Models
Just as last time, these are rougher previews, and we will update with nicer ones later on!

New Loading Screens

Modified Maps
Gold Rush was renamed Deepwind Gorge, but the rest of the map remained identical.

New Icons

New Items
See the new item level 516 items and other additions on WoWDB! Only items that are not armor are listed here to keep the page length down.

Level Type Slot Name
70Mount Armored Blue Dragonhawk Armored Blue Dragonhawk
90Mount Brawler's Burly Mushan Beast Brawler's Burly Mushan Beast
1TabardTabard Tyrannical Gladiator's Tabard Tyrannical Gladiator's Tabard
1Food & Drink Big Blossom Brew Big Blossom Brew
90Item Enhancement Enchant Weapon - Bloody Dancing Steel Enchant Weapon - Bloody Dancing Steel
85Item Enhancement Enchant Weapon - Spirit of Conquest Enchant Weapon - Spirit of Conquest

Achievement Changes
Originally Posted by MMO-Champion
  • Mount Parade now rewards an Armored Red Dragonhawk, rather than Armored Dragonhawk.
  • Mount Parade now rewards an Armored Blue Dragonhawk, rather than Armored Dragonhawk.



New Strings
Originally Posted by MMO-Champion
  • BATTLEGROUND_IS_READY - Your Battleground is ready!
  • CAN_NOT_RELEASE_IN_COMBAT - A member of your group is in combat.
  • CONFIRM_UPGRADE_ITEM - Are you sure you wish to spend %s to upgrade the following item? Upgrading will cause this item to become soulbound.
  • OPTION_TOOLTIP_SHOW_BATTLE_PET_TAMERS_ON_MAP - If enabled, you will be able to look at your map to see the locations of battle pet tamers.
  • OPTION_TOOLTIP_SHOW_BOSSES_ON_MAP - If enabled, you will be able to look at your map to see the locations of bosses.
  • OPTION_TOOLTIP_SHOW_DIG_SITES_ON_MAP - If enabled, you will be able to look at your map to see archaeological dig site locations.
  • SPELL_FAILED_CUSTOM_ERROR_195 - You may not change talent specializations during a celestial challenge.
  • SPELL_FAILED_CUSTOM_ERROR_196 - Your talent specialization does not match the selected challenge.
  • WEB_BROWSER_IME_ENTRY_TEXT - Please enter text here

Spell Changes
Originally Posted by MMO-Champion

  • Gahz'rooki Right Click to summon and dismiss Ghaz'rooki. Battle Pet. Instant. Gahz'rooki. Battle Pet. Instant.

Item Set Bonuses

Druid (Forums, Talent Calculator)
Major Glyphs

Hunter (Forums, Talent Calculator)
  • Dust Cloud now notes that Weakened Armor is applied with 3 stacks initially.

Monk (Forums, Talent Calculator)


Warrior (Forums, Talent Calculator)


Raid & Dungeon Abilities
  • Air Vent A chilling gust of wind knocks you back. 100 yd range. Instant. slows you and inflicts 14% health in Frost damage. 100 yd range. Instant.
  • Drain Blood A skillfully-thrown cleaver deals weapon damage and Bleeds (15% 5%)*5 Health over 10 sec seconds. Requires One-Handed Axes. 30 yd range. 3 sec cast.
  • Electrified Ground Electrifies the ground, inflicting 150,000 75,000 Nature damage to all enemies within 6 yards of the caster. 2.5 sec cast.
  • Emberstrikes Pools of embers inflict 55,000 25,000 Fire damage every 2 seconds to all enemies within the pool. Unlimited range. Instant.
  • Glacial Freeze Inflicts 75,000 Inflicts 35,000 Frost damage to all enemies within 10 yards for 5 sec. Instant.
  • Hekima's Brand Shadow damage depletes the target's Health by 10% 5% every 3 seconds for 15 sec. 40 yd range. Instant.
  • Hekima's Scorn Inflicts 25,000 Inflicts 15,000 Shadow damage every 2 sec. and prevents all healing to enemies for 20 sec. 100 yd range. 2 sec cast. Instant.
  • Ice Spike Knocks up and inflicts 150,000 100,000 Physical damage to players within 3 yards of the Ice Spike. 0.5 sec cast.
  • Ignite Blood (New) Ignites an enemey's blood, inflicting 8,000 Fire damage every 3 sec. for 15 sec. This effect stacks. 8 yd range. Instant.
  • Lava Spit (New) Spit lava at an enemy, inflicting 35,000 Fire damage. Limited to 1 target. 2 sec cast.
  • Poison Bolt Inflicts 65,000 Inflicts 25,000 Nature damage. Limited to 1 target. 40 yd range. 2 sec cast. 2.5 sec cast.
  • Pollen Puff Poisons the air around the caster, doing 60,000 Nature damage over 6 150,000 Nature damage over 15 sec to enemies who enter the area. 1 sec cast.
  • Ruined Earth Instant. Magma erupts from the earth, inflicting 88,000 Fire damage to all enemies within the eruptions. Instant.
  • Shadow Bolt Volley Launches a Shadow Bolt dark bolt of energy at enemies within 0 yards. 100 yd range. 3 sec cast. inflicting Shadow damage and cursing them. 50 yd range. 2.5 sec cast.
  • Torch Toss (New) Throws a torch, inflicting Fire damage to enemies within the flames every 2 sec. for 16 sec. 30 yd range. Instant.
  • Twisted Elements Blasts an enemy with dark magic, inflicting 100,000 50,000 Shadow damage. 40 yd range. 2.5 sec cast.
  • Venom Cloud (New) Inflicts 0 Nature damage to enemies within the cloud every 2 sec. and reduces healing effects by 90% for the 14 sec. 45 yd range. Instant.
  • Vertical Slash Strike down on an opponent, dealing 250,000 50,000 k damage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast.
  • Volatile Concoction Consume a Volatile Concoction, increasing damage done by 500% 200% and damage taken by 50%. 2.5 sec cast.
by Published on 2013-03-28 09:29 AM

1.0.8 Will Have a PTR, Clarification on Itemization and Legendary Items, Fan Creation of the Week: Eat Game Live, Curse Interview With Matthew Berger

Patch 5.3 - Heroic Scenarios
Patch 5.3 adds a new type of scenario, the Heroic Scenario. These currently require an item level of 496 to queue for, but keep in mind that this is the PTR and things are not final. (Remember that the Patch 5.2 LFR initially had a higher item level requirement, which was then lowered)

Upon entering a heroic scenario, you will see the additional objectives listed to the right. These are optional, and will reward you with an extra 90 Valor Points if you successfully complete both. If one of the two is failed, you receive no bonus Valor Points. Even if you fail the objectives, you will still earn the increased amount of gold.

Only two scenarios have bonus objectives implemented so far, and both use a hidden timer as one of the bonus objectives. There is no way to know how long you have, or if you failed until after the attempt is complete.

The difficulty in these scenarios is increased by more damage and increased health. The NPCs seem to have ~2.3x the health and do significantly more damage. The damage is significant enough that you can't ignore all the mechanics and just AoE down everything, but not excessively challenging, especially with the current item level requirement. Most of the fights are possible to do with just two players, but having someone who wears plate or can throw a few offspec heals may come in handy if someone stands in something.

You will earn 140 Valor for your first scenario if the bonus objectives are completed and 115 Valor if it isn't your first. Keep in mind that that the amount of Valor isn't final yet, and many of the tooltips refer to 50 bonus Valor for completing the bonus objectives, rather than 90.

Patch 5.3 - New Scenario Steps
You can see the new scenario achievements on WoWDB.
Originally Posted by MMO-Champion
Blood in the Snow
  • The Mountaineers - Contact the Dark Iron Mountaineers atop Shimmer Ridge and find a way to stop the storm.
  • Save Scout Stonebeard - Slay the trolls cooking Scout Stonebeard and free him.
  • Save Scout Boldbrew - Slay the trolls trying to cook Scout Boldbrew.
  • Save Scout Forgefellow - Slay the trolls about to sacrifice Scout Forgefellow.
  • The Cold Cave - Slay the elemental spirit in the ice cave to end the snowstorm.
  • Victory or Death - Join Moira's forces, slay the Zandalari leader, and captures the Frostmane village.

Dark Heart of Pandaria
  • Talk to the Boss - Speak with Grizzle Gearslip.
  • Rock Grinding - Destroy the greater elemental ravaging the Big Blossom Mine.
  • Time is Money - Finish gathering the archaeology fragments from the dig site.
  • End of the Mine - Travel deep into Big Blossom Mine and blast open the wall.
  • Heartbreak - Destroy the Echo of Y'Sharrj.

The Secrets of Emberdeep
  • Infiltration - Breach the main chamber and stop the mongrel forces.
  • Reconnaissance - Investigate the main chamber.
  • The Sealed Gate - Help Ticker build a device to open the next gate.
  • Holdout - Defend the Gob Squad while Patch establishes an escape route.
  • Egress - Escape with the Gob Squad.

Battle on the High Seas
  • Boarding Party! - Protect the Ship! Defeat the Horde Boarding party.
  • Explosives Acquisition - Steal Explosives from enemy Demolitionists.
  • To Smithereens! - Plant explosives on the Alliance Ship to destroy it!
  • Defeat the Admiral! - Defeat Admiral Hodgson.

Patch 5.2 Hotfixes: March 27
Originally Posted by Blizzard (Blue Tracker)

  • Itoka's Strange Metal Ingot can now be looted by multiple players.
  • Oondasta's health had been reduced by 50%.

Raids, Dungeons, and Scenarios


Bug Fixes
  • Tyrannical Conquest achievement should now be correctly tracking a character's Conquest gains.

Blue Posts
Originally Posted by Blizzard Entertainment
Faerie Dragons Model Change Error
You owners of the adorable Sprite Darter Hatchling can rest assured, we do not intend to change the model you’ve come to know. There was an error with a file that caused the change, and we’ll be correcting it in future PTR build. (Blue Tracker / Official Forums)

Patch 5.3 PvP
They are pretty much forcing us in to pve it seems, time to get that hard core raid on the go
Can you explain why you feel this way? In Battlegrounds and Arena, PvP items will trump PvE gear.

PvP gear offers the same stats as a PvE gear in the same item level, the things you will lose out on is set bonuses, some sockets, and maybe some socket bonuses.
Actually, the sockets come at the price of some of the iLvl budget. So even if you miss out on a socket or two, PvP gear gets some more stats as well as PvP power not being a part of the iLvl budget.

Because PvE gear will be BiS if you don't change something. Which means that PvPers will be forced to PvE to get the best gear.
Only in world PvP, but our developers are already looking into solutions for this.

Also, this is the Arena and Rated Battleground forum, if you wish to discuss the World PvP aspects of this change, please do so in this thread:

To be fair, you did say that that honor gear would be somewhat worse then last seasons conquest gear too. I understand if people don't believe you.
Well, if you won't believe me there is a blog that states quite clearly that in instanced PvP such as Battlegrounds and Arena, PvP gear will be BiS. I quoted this previously in the thread from the PvP Gear in Patch 5.3 blog — "Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and Heroic raid gear."

It was just posting a thought on why people are against this to start with. Myself I know that PvP gear will be the best but I'm a bit worried about all the gems slots in the PvE gear and the fact that reslience gems are still in the game.
Actually, this is something I addressed in an earlier post. The sockets of PvE items are a part of the iLvl budget, so if an item has more sockets it generally has less stats when unsocketed. The PvP power on the PvP gear is not a part of the iLvl budget. You can also use your sockets to gear for PvP power and resilience, those gems are not restricted to PvE gear only. (Blue Tracker / Official Forums)

Patch 5.3 World PvP
Nakatoir mentions that World PvP is an 'unfortunate sacrifice' does this mean you are doing nothing to prevent this unfortunate sacrifice, or are you just going to allow PVE geared players to dominate pvp geared players in world pvp.
I already mentioned that we don't want to ignore world PvP and dueling in the post that you quoted:

This doesn't mean that world PvP and duels will be ignored. We definitely understand that players are wanting more huge, epic and glorious PvP such as those that come from world PvP, we just don't feel that it's the right place with the faction imbalance that is present in such battles.
So we are well aware that you all enjoy world PvP and we want to deliver on providing an enjoyable experience like world PvP. The main point here is that we feel that while it can generally be an amazing and fun experience, it normally comes down to two things; ganking, and the number of players on opposing sides.

We understand your desire for world PvP and while it's an enjoyable activity, it can never really be balanced because of the inherent factors that it relies on. We feel that those cool, epic battles out in the world can be done in a much better way through an instanced environment; we will however keep looking into ways to improve the world PvP experience.

Maybe a bluepost could share some light on why it would be so hard to enable PvP power in world zones? Seems like it is simple enough to enable doesnt it? It has to be made once, it doesnt depend on class, spec, item.
The problem with such a solution is that it would not result in much of a change. The reason this system works for Battegrounds and Arena is because the items will be capped at 496 Ilvl, and the PvP power on PvP gear will make it stronger than the PvE versions. In an open world scenario however there is no Ilvl cap. This means that the gear obtained in PvE will be able to outperform that which is obtained through PvP. We understand the frustration involved in such a change, but do note that we are looking at the effect that this has on world PvP and if we make some changes to this, we will let you know.

I think there's some gross exaggeration of just how many people will actually be rocking full HC gear. You're not suddenly going to see everyone running around with it, stop acting like they are.
This is true as well, the number of players that have access to Heroic raiding gear is actually a very small percentage of the total population. You shouldn't suddenly be seeing large numbers of Heroic geared raiders running around in the world just ganking others. (Blue Tracker / Official Forums)

Under the Hood: Anatomy of Sound Design
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Patch 5.2: The Thunder King brought with it not only new and exotic locations to visit (if you don’t mind a few storms) but a slew of new creatures. One of these creatures is the Zandalari Battlesaur whose roar can shake even the most stalwart hero. But, what exactly goes into crafting a voice for such a creature? The World of Warcraft Sound team was able to pop the hood and give us a look at the anatomy of the sound design within.

There are subtleties to sound design that aren’t always evident at first listen. In this case, the Zandalari Battlesaur’s roar consists of several layers of sound that are integrated into one unified voice. These layers include:

  • A voice actor - We pulled in some of the best voice talent in the industry who excel in making creature sounds. In this case, we were able to bring in Jon Olson who also did the non-Voice Over sounds for sha and hozen mobs. What you hear is an edit of two takes that form a base layer of performance and sound that other layers and effects are crafted around.
  • Bear - Early last year, senior Sound Designer Chris Kowalski took his recording gear and his courage to Big Bear to gather some scary up-close source material from several of the wild animals at Predators in Action. The bear recordings from that visit were used to add size and embellish some of what the actor did.
  • Tiger - While at Predators in Action, Chris was also given the opportunity to record the tiger that was used in the movie Gladiator. This resulted in a ton of great material, including a lot of big cat chest rumbles and roars you may hear mixed into several creatures across Pandaria.
  • Final Sound - The final mix is comprised of all the layers above along with additional processing and mastering that make it fit within the world.

Here’s a brief video with individual sounds before and after they’ve been mixed in.

We spoke with the World of Warcraft Sound Supervisor (and the sound designer behind the Zandalari Battlesaur), Mike Johnson and Sound Producer Jay Maguire for a little more insight.

Q. How many team members do you have currently working on World of Warcraft sound design specifically?

[Jay Maguire] We currently have five sound designers working full-time on World of Warcraft. They are Mike Johnson, Jon Graves, Chris Kowalski, Eric LeBlanc, and Peter Steinbach. The soundscape of World of Warcraft is continually evolving along with the game and this talented group is always looking for ways to raise the bar and immerse players in the environment through ambient background sound, vocal post-processing, and spell, creature, and object sfx.

Q. How often do you get to go out into the field to do recordings for sound design?

[Mike Johnson] Not often enough unfortunately, so when we do have the ability to go out and record some new source material we really go after the big stuff that we need, like animals. One of the things that I wanted to accomplish for Mists of Pandaria was adding as much variation as possible to our creature kits, so getting enough material to work with was essential. Since we had so many new creatures to make in Mists we made it a top priority to get a wealth of new animal recordings to use in our design work at the studio here at Blizzard. Obviously you can’t go out into the wild and record a Battlesaur, or Mogu, or a Sha so we have to think of individual layers (both real and synthetic) that when mixed together make these creatures.

Q. What sorts of Foley work can you do at the studio itself?

[Mike Johnson] On Mists of Pandaria, we recorded a great deal of new source material for the new Monk class (mainly whooshes and impacts) and for various mounts and creatures as well. Everyone on the World of Warcraft Sound Team spent time in our recording booth recording what they felt they needed in order to bring their creations to life. For the Monk we had a whoosh recording session where Chris (Kowalski), Jon (Graves), and Peter (Steinbach) all took turns swinging around various objects tied onto the end of a rope at high speeds. Many of these whooshes were then processed by Chris and then utilized for all of the new abilities for the Monk class. We also did a big vegetable destruction recording session where we tore up ears of corn, smashed walnuts, hit cabbage, and twisted celery among other things to use for sweeteners. These sounds were used in various ambiences, Monk abilities, creature exertions, farming, doodads, spells and in many different quests.

Q. What’s the most satisfying part of working on sound designs such as these?

[Mike Johnson] The most rewarding part of creating sounds for World of Warcraft is experiencing the new expansion while it has little or no sound while in development and hearing it all come together in the final shipped version of the game.

There are so many other audio disciplines like Dialog, Music, and Cinematics in addition to sound design that are equally responsible for creating a believable soundscape to immerse our players into the game world.

Of course during production we’re aware of what each other is doing, but something magical happens when it all comes together at the end and we get to hear everything together and it just works.

Ways to Earn Hearthstone Cards
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Players will earn their first set of cards as soon as they start playing Hearthstone, and certain game modes and features will award additional cards through gameplay.Here are the different ways to get cards:

  • Practice Mode: Play against A.I. opponents representing different classes to unlock new heroes and basic cards.
  • Play Mode: By participating in traditional head-to-head matches, players have a chance to win card packs.
  • The Forge: Build a deck by selecting one card from each of a series of randomized card choices, and then play against other Forge participants. The cards you pick to build your deck are yours to keep—play well enough, and you could win even more. Note that you must trade in a certain number of card packs to participate in The Forge (further details to be announced later).
  • Crafting: Disenchant expert cards in your collection to receive arcane dust, and then use your collected dust to craft other cards of your choosing. Basic cards cannot be disenchanted.
  • Card Packs: Purchase card packs containing five random cards using your Balance or a variety of supported payment methods. One of the cards will always be of “rare” rarity or greater; in some cases, you may find that one or more additional cards has also “upgraded” to a higher tier of rarity.
  • Achievements: Certain achievements in the game may grant additional cards.

The Daily Blink - Hearthstone: The Game for *Almost* Everyone
The Daily Blink shares the opinion of the two players that don't like Hearthstone.

by Published on 2013-03-27 06:37 AM

Rollback Policy Updated, Legendary Revamp Might Bring New Items, Diablo 3 on Xbox?, Itemization Could Bring Changes to MP

Method Heroic Lei Shen 25 Man World First
Congratulations to Method for being the first guild to down Heroic Lei Shen 25!

Patch 5.2 - Shaman Hotfixes
Ghostcrawler shared some Shaman hotfixes that recently went live.

Patch 5.3 Pet Models
The BadRobot model doesn't actually have a pet yet, but the others are part of the new pets added in Patch 5.3.

Stable Size Increased
Patch 5.3 adds another 30 stable slots for hunter pets, giving you room to collect all the dinosaurs.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.3 PvP Changes
One minor concern would be World PvP. If the item level of PvP gear is only 496, PvE gear might be very dominant here. To be fair with you though, I'm not that bothered with World PvP in the first place, so don't mind this at all. We are well aware that this is a concern that has arisen from players regarding the recently announced changes. While we understand that this is an unfortunate sacrifice for the overall betterment of PvP, we feel that this change will improve the state of both competitive and entry level PvP. This means that more players will be able to enter into PvP and as such increase to competition and the attractiveness of this fun and exciting area of the game.

This doesn't mean that world PvP and duels will be ignored. We definitely understand that players are wanting more huge, epic and glorious PvP such as those that come from world PvP, we just don't feel that it's the right place with the faction imbalance that is present in such battles. We are also looking into trying to find some solutions that will help with PvE gear in duels as we have seen this is a concern as well.

Let me elaborate: A tank has no use at all what so ever of PvP power, nada zip null. So he gets his shiny PvE gear with superduper tank stats on it, an insane amount of sockets. He then sockets and enchants all out resilience on everything becoming virtually immune to melee damage (hi dodge, parry and block!) and still extremely viable against casters.

Basically no high rated RBG team will take a PvP geared tank, because they will benefit so much more from PvE geared tanks with the appropriate gems and enchants.

That is something that we are also aware of, we don't want fully PvE geared tanks being the best choice for flag carriers either. Solutions to this are already being looked into.

) Balance classes (huge issue)
This is something we are constantly working to address, don't think that because we're making these changes that class balance has taken a backseat.

2) Delete the 70 zillion CC possibilities on all characters
We know that the current number of CC present in the game right now is a concern of players. We’re looking at ways to help with the number of CC in PvP combat right now, but it would be a large type of gameplay overhaul and can be risky to implement in the middle of an expansion cycle if the change is too drastic.

3) Fix the amount of "I can global you on 1 macro" playstyle
We are monitoring damage constantly and when we see a need to, we make tweaks and adjustments as they are needed. You can see this from the fact that several of these bursting macros are not as effective as they were previously.

Since this has been designated the "single feedback thread" by Nakatoir, I'll post my input regarding tanks here, rather than finding a more specific thread or making my own.
Not really the designated topic to discuss everything related to the patch 5.3 changes, but this particular thread is discussing the changes coming to PvP gear and it is always best to keep discussions about the same topic in one thread. That is why the other thread was locked and redirected here, because both threads were about the same thing

I know GC hates the word "scaling", but I'm afraid now its extremely relevant. HOW will the 65% damage reduction change in future patches? 65% would've been ridiculous in 5.0. Now its fine. Next patch, its too little. What to think of this?
Who says that this number cannot be tweaked depending on the patch and the numbers being seen? This change gives us another knob that we can turn in order to balance out damage, just like Battle Fatigue does for healing.

I thought it was obvious that what I meant was single feedback thread regarding the PvP gear changes. In the case of my post specifically regarding tanks, something that hadn't really been a focus so far in this particular thread and might have seen a bit out of context.
Not at all, it is related to the topic and I addressed a similar comment in my last post. We want to make sure that PvE geared tanks are not the best option for flag carriers and are looking into ways to make sure that they will use PvP gear as their best in slot choices.

I also would like to say how important world PvP is for many people, the sole reason I do arena, RBG's and get PvP gear is to be competitive in world PvP and be able to fight back in the world while doing dailies etc.

Now the PvP'rs who focus soley or mostly on PvP are actually going to be worse off when fighting other players in the world. While players who do not PvP at all and only raid are going to have an advantage. It's not fun when the PvP gear you've worked so hard to get is only useful when you zone in to an arena or a battleground. And is otherwise useless.

We completely agree. We don't want people who have worked so hard to get their PvP gear to be left out in the cold for world PvP either, but we feel that the overall benefits that this will provide are greater than the issues it creates for World PvP.

While we do want World PvP to be an enjoyable experience for everyone, we are primarily concerned with instanced PvP. The reason for this is because world PvP generally comes down to ganking and the number of players on either side. This is not to say that we don't want World PvP and massive, out of control battles to flourish though, we are just not sure that something that suffers from major drawbacks such as faction imbalance is an optimal location for this.

I do not understand why you have to remove the ilvl 512 from elite gear if it scales down anyways. If we keep the ilvl 512 we will have more of a fighting chance in world PVP whilst keeping the balance in Battlegrounds and Arenas
Because then the conversion across to Season 14 would have been even worse than the transition from S12 to S13. We are aware that the armor not being an upgrade any more is not something many players are happy with, but it is becoming a prestige upgrade with 5.3 again where it will require a certain rating to obtain.

1. what about pve set bonuses? how will you balance them?
Which set bonuses are you most concerned about? We do not want the set bonuses to trump the other big benefits that are given by PvP gear, so tell us which ones you are most worried about, and why.

3. what about legendary items? sha sockets and so on, are you sure it will be balanced enough?
I assume you mean the thunderforged items, they all get lowered down to Ilvl 496 as well. The Sha sockets shouldn't be able to trump the value of PvP power, however we will keep an eye on this and make changes if we feel they are needed. (Blue Tracker / Official Forums)

Patch 5.3 PvP Changes
mm any idea about tank gears? i mean dodge,parry etc from pve gears?
We don't want to see flag carriers running around in full PvE gear either and this is something that we are looking into sorting out. When we have more information on this, we'll let you know.

Oh and healers dont need pvp power, they might go fully pve then.
That is wrong actually, our intention is for PvP power to be much more useful in PvP than PvE gear.

Understand that we don't want PvE gear to be the best in PvP either and are these changes should ensure that this remains so. The feedback that everyone is providing regarding these changes to gear is great and it's offering us a lot of useful information. Please continue providing all of this great feedback and positive discussion, but do so in a single thread.(Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Reputation / Questing
Players interacted with Shado Pan & AC long before meeting the GL. It was a poor choice for a gate.
Perhaps but GL was right there in the vale and had more quests. Not sure we'd make the same choices if we had a do-over. (Source)

gotta admit I've yet to get the enchant recipes bc I just can't stomach doing GL on yet another toon to revered.
Much faster with Commendations and in 5.2 you can slowly progress via dungeons and scenarios. (Source)

Yeah, because that would imply people grouping up and being social and we sure in the hell can't have that!
The Jade Forest raid wouldn't be social. It would be an obligation we'd all feel like we had to do to splash experience. (Source)

in fairness, and your(justified) dismissal of claims of a majority aside, the mop leveling experience has gotten mixed reviews
That is the case for most things we do. We like the MoP leveling experience, though there are always way to improve. (Source)

my problem with dailies and rep is not the quests or the rep, it is the VP required to make purchases, double gate
We double gate stuff all the time. It's a pretty time honored RPG convention. (Source)

Any plans to allow players to complete dailies and other quests while in a raid group? Current design is annoying.
We would like too, yes. We just don't want to splash credit to the whole raid. (Source)

WoWDB on Twitter
In addition to the MMO-Champion Twitter and Facebook, you can now find WoWDB on Twitter.

You will be able to keep up with database updates, see smaller news items, and maybe even catch a few things before they end up in a news post, such as the new path from the graveyard to Oondasta or [Griftah's Authentic Troll Shoes]!

To help us with Patch 5.3 data collection, just click here if you already have Curse Client installed, or check the box in the client options.

Dark Legacy Comics #382
DLC #382 has been released!

by Published on 2013-03-26 01:18 AM

Patch 5.3 PTR - Build 16758 - Tri Spec!

WoWDB is now on Twitter!

Patch Highlights

Faerie Dragon Mount

PvP Gear in Patch 5.3
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are more really big changes coming to the way that PVP gear works coming in patch 5.3. As you know if you read our previous blog on the subject, we approached patch 5.2 with the goal in mind of narrowing the PvP gear gap, as well as working to make PvP more accessible to all players, to broaden interest and provide a robust pool of competitors that enriches the PvP experience for everyone.

PvE vs. PvP
We face some significant challenges, so we’re prepared to take some unprecedented steps to meet them. Historically, we have always had a hard time balancing PvP gear against PvE gear, as these two areas of the game have very different gear design goals. In PvP, we want gear to matter, but we don’t want gear to become the overwhelming reason someone wins a match. For PvE, the difference in power between tiers has to be significant enough that players really feel rewarded and more powerful when they upgrade. This problem has been compounded as we now have Raid Finder, normal and heroic raid tiers, as well as item level gating to enter the Raid Finder.

Transitions: From Season 12 to Season 13
Patch 5.2’s gear changes represented our first attempt to balance PvP gear with PvE gear, and offer better ways to narrow the gear gap. We introduced the Elite tier of gear that would be available to all players after earning 27,000 Conquest Points throughout the season. This allowed us to balance Honor gear against Raid Finder gear, Conquest gear against normal mode raiding gear and Elite gear against Heroic mode raid gear. But, keeping pace with PvE gear also means that there is significant difference between this season’s Honor gear and the Elite gear. Not to mention that there is a tremendous difference between a fresh 90 and a veteran, Elite geared player. While it’s important to have that difference, the competitive nature of PvP means that highly geared players can serve as a deterrent to players who are looking into trying PvP for the first time. Trying to keep pace with the escalating ilevel of PvE gear has proven quite difficult for PvP.

Furthermore, as Season 13 has illustrated, having more than two levels of PvP gear can generate some significant issues during season transitions. Players expect that each season will start on a fairly level playing field. The presence of upgrades in 5.1 meant that some players now have a gear advantage over players with this season’s Honor gear. The presence of higher ilevel Elite gear has the potential to create an even bigger issue in Season 14.

Still, we think we’ve taken some great steps forward with PvP gear in Mists of Pandaria. PvP Power has given us an extremely useful ‘knob’ to turn so we can adjust PvP gear to make sure that it’s better than its PvE equivalent. Meanwhile Resilience, while well-intentioned, has actually made the gear gap worse over time. We think that most players would be okay with going into PvP with lower damage if they were a bit more durable. We believe that a broader population of PvPers will offer a better experience for everyone, and also provide a better pool of players as we introduce refinements to how Battleground queuing works in the future. One of the best ways for us to increase the number of players that participate in PvP is to reduce the barrier to entry for those who play World of Warcraft regularly but don’t participate in PvP. Specifically, we’re referring to PvE players that spend a lot of time gearing up in PvE but feel that PvE gear is a severe liability in PvP (because, well, it is ).

Incoming 5.3 Gear Changes
With all of this in mind, we’re making some pretty dramatic changes to PvP gear and the PvP environment in 5.3:

  • Base Resilience will be set to 65% for all characters level 85 and higher
  • Resilience will be removed from nearly all PvP gear
  • Players will still be able to use Resilience gems and enchants
  • PvP power will remain exclusively on PvP gear
  • PvP set bonuses that currently provide Resilience will now provide PvP Power
  • Healers and hybrid-casters will benefit to a greater degree from PvP Power, and Battle Fatigue will increase to make PvP gear superior for healers.
  • Conquest gear will be increased to item level 496 (up from 493).
  • Elite gear will be decreased to item level 496. This gear will essentially become a prestige upgrade.
  • The Big Change: We will be adding an item level ceiling to gear in unrated Battlegrounds, Rated Battlegrounds and Arenas
    • All gear will have its item level scaled down to 496 (Conquest gear item level). This includes even Conquest items that exceed the ilevel ceiling, such as weapons.

In addition, some of the changes that we’ve discussed previously will also be implemented:

  • In patches that don’t include a new season (including patch 5.3), the seasonal currency requirement of 7,250 Conquest Points earned will be lifted from weapons. The seasonal currency requirement must always be met to purchase Elite items, though.
  • Once the 27,000 Conquest Point seasonal currency requirement is reached, players will be able to purchase Tyrannical Gladiator’s gear with Honor Points.
  • The Conquest Point catch up cap will be introduced. You can read our PvP Gear in 5.2 and Beyond blog for more information on these changes.

We’re taking these steps because we want to improve PvP for those players who love to PvP by providing a richer pool of potential competitors (which can result in faster queues, and open doors to queuing refinements later on), and make an incredibly fun element of World of Warcraft more accessible to a larger audience.

What to Expect
We expect these changes to have a few important effects. First, we feel that they will still preserve our most important design goal: the best gear for competitive PvP will come from PvP. Since all other gear will be scaled down to the Conquest’s item level of 496 as a maximum, the Conquest gear will always be better by a significant margin because it will have PvP Power on it (which doesn’t count toward the item’s item level budget). Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and heroic raid gear. For example, a Heroic Thunderforged weapon and a Conquest weapon will be the same item level in PvP, with the same amount of primary stats, secondary stats and stamina. While the PvE weapon will do very good damage, it will still do less damage than the Conquest weapon due to the presence of PvP power on the PvP weapon.

We also believe that the changes will make it easier for those who aren’t PvPing now to give it a try or possibly motivate those that play only rarely to play more often. While they will do less damage than a player with PvP gear, they will have the same survivability, stamina and resilience. The damage differences shouldn’t be so great that they will be ‘insta-gibbed’ by the average opponent in PvP gear either. We expect the improvements will make PvP more fun for both hardcore players that want a more even playing field, as well as competitors that just want to dive in and have some fun without assembling a specialized gear set.

We Want Your Feedback!
This is a pretty massive change for World of Warcraft and while it would probably be more appropriate at the start of a new season, or even an expansion, we strongly feel that the current gear situation should be resolved quickly. We think this solution will help us meet our design goals and help create a more active, competitive, and fun PvP environment.

We know that concerns and questions are inevitable, and we look forward to hearing your thoughts on the subject. We invite you to try these changes on the PTR for yourself, and we’ll be watching for your feedback on the PTR Discussion forum and elsewhere.

Patch 5.3 PTR - Build 16767
Build 16767 is coming to the PTR realms soon.

Map Changes

New Icons

New Items

Level Type Slot Name
1Other Gastropod Shell Gastropod Shell
522BackBack Ox Cloak Ox Cloak
522BackBack Tiger Cloak Tiger Cloak
522BackBack Tiger Cloak Tiger Cloak
522BackBack Crane Cloak Crane Cloak
522BackBack Dragon Cloak Dragon Cloak
502ClothFeet Modest Sandals Modest Sandals
502ClothFeet Unassuming Slippers Unassuming Slippers
502LeatherFeet Treads of Respect Treads of Respect
502LeatherFeet Self-Effacing Boots Self-Effacing Boots
502MailFeet Treads of Reticence Treads of Reticence
502MailFeet Unpretentious Boots Unpretentious Boots
502PlateFeet Sabatons of the Humble Sabatons of the Humble
502PlateFeet Subservient Greatboots Subservient Greatboots
502PlateFeet Boots of Boundless Patience Boots of Boundless Patience

Achievement Changes
Originally Posted by MMO-Champion
Lich King Dungeon
Dungeons & Raids
  • Split Personality Defeat Grand Magus Telestra in The Nexus on Heroic Difficulty after having killed her images within 5 seconds of each other during both splits. 10 points. the first one dying during each split. 10 points.


Spell Changes
Originally Posted by MMO-Champion
Druid (Forums)
  • Force of Nature Summons 3 Treants Summons a Treant to assist in the Druid's current combat role for 15 sec. Useable in all shapeshift forms. Balance Each Treant will cast Casts Wrath for [ 1,642 + 30% of Spell Power ] Nature damage every 2 sec and will cast Entangling Roots. Feral Each Treant deals [ 3,504 Melees for [ 2 + 10.7% of AP ] Physical damage every 2 sec and will use Bash. Guardian Each Treant deals [ 702 Melees for [ 1 + 2.1% of AP ] Physical damage every 2 sec and will use Taunt. Restoration Each Treant will heal Heals a nearby injured ally for [ 3,490 + 32.3% of Spell Power ] every 3 sec. and will use Swiftmend. Druid - LvL 60 Talent. 40 yd range. Instant. 60 sec cooldown.

Major Glyphs
  • Glyph of Solar Beam Increases the radius of your Solar Beam by 100%. Major Glyph. While you are not in an Eclipse, the following abilities now grant 10 Solar or Lunar Energy: Entangling Roots, Cyclone, Faerie Fire, Solar Beam, Faerie Swarm, Mass Entanglement, Typhoon, Disorienting Roar, Ursol's Vortex, and Mighty Bash. Major Glyph.

Raid & Dungeon Abilities
  • Amplifier Increases damage dealt by 50% and attack speed by 50%. Instant. 10% and attack speed by 10%. Instant.
  • Anger Inflicts Shadow damage to all enemies within 5 yds. Instant. 7 yds. Instant.
  • Dark Blood Inflicts Shadow damage to ALL nearby creatures and players. Instant. minions of Y'Shaarj within 0 yards of the dying creature. Instant.

Strings Changes
Originally Posted by MMO-Champion
  • WEB_ERROR - Error #%d|nA problem was encountered. Please try again.
  • WEB_PROXY_FAILED - There was a problem configuring the internal web browser. Please restart the application and try again.

Site Navigation