World of Warcraft News and Raiding Strategies RSS Feed

The Nighthold - Raid Boss Strategy Guide and Loot
by Published on 2012-08-26 11:22 PM

Witch Doctor 1.0.4 Guide, Puzzle Ring Proc Video, and Blizzard News

Patch 5.0.4 on Live Servers This Week
The Mists of Pandaria systems patch will be going live this week and it brings a lot of changes! Make sure your Background Downloader has downloaded the files so you aren't stuck waiting.


New Talent System
One of the biggest changes in this patch is the new talent system. This system removed the illusion of choice that was part of the old talent system by taking all of the mandatory talents and giving them to your class or specialization. Get your build ready with our new Talent Calculator on WoWDB!



Class Changes
Take a look at the updated skills on WoWDB, as well as the talents on our new Talent Calculator. Several of the forum members and mods have put together brief guides to help ease the transition to the new patch, so a big thanks to them!




Wowpedia has compiled a nice long list of the changes made to each class in this patch. Be sure to check it out if you want to know every single change made to your class!



New Ability Animations
Many classes also got new ability animations! Note that these videos include all of the spells that had changed at the time, including Mists of Pandaria spells.






Experience Required to Level Changed
The experience required to level has been reduced for some levels, making it a good time to level up alts before Mists of Pandaria is released.

Level Old XP Requirement New XP Requirement
1-9OldSame
10-39?Old (-20%)
40-82Old Same
82-834,004,0002,669,000 (-33%)
83-845,203,400 3,469,000 (-33%)
84-859,165,100 4,583,000 (-50%)


Additional Character Slot
Patch 5.0.4 or the Mists of Pandaria release will add an 11th character slot!



AoE Looting
You will now be able to loot all of the corpses in an area around you with one click!


Scarlet Monastery Revamp
While we are waiting for the new level 90 Heroic versions of Scarlet Monastery, you can go and run the revamped lower level version! There are small new mechanics, changes, and new art that make the dungeon a much nicer experience than before.



Scholomance Revamp
While we are waiting for the new level 90 Heroic version of Scholomance, you can go and run the revamped lower level version! There are small new mechanics, changes, and new art that make the dungeon a much nicer experience than before.



Dungeon and Raid Valor Reward Changes

Instance Cataclysm Mists of Pandaria
Raid Finder (Dragon Soul)250 x 250 x
Random Heroic Dungeon (Hour of Twilight / Cataclysm)150 x 150 x
Random Dungeon (Cataclysm)140 x 150 x
Random Dungeon (Mists of Pandaria)N/A60 x


Currency Conversion
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The currency conversion coming with Mists of Pandaria is going to happen in three stages, and this is how we plan for it to progress:

With Patch 5.0.4 on August 28
  • Valor points will be converted to Justice points, and Conquest points will be converted to Honor points.
    • At this time, you will not be able to earn Justice points or Honor points if the conversion puts your total above the cap of 4000 per type.
  • The current Arena season will end.
  • Players will no longer be able to earn Valor or Conquest points (bosses will drop Justice, Arenas will be closed).
  • Items formerly purchasable for Valor/Conquest will be available for Justice/Honor.

Approximately two weeks after Patch 5.0.4
  • All Justice and Honor points that exceed the 4000 point caps will be converted to gold at the rate of 35 silver per Honor point and 47 silver per Justice point.
  • The cap of 4000 points per type will remain in-effect.

Account Wide Achievements
If you are curious if a specific achievement has account wide progress, check out the tooltip of the achievement on WoWDB.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Most achievements are account-wide

This means you only earn the points once. If you have earned an achievement on one character, you can see it on all your characters. However, and this is important, you will still see the achievement toast (the pop-up notification) if a second or subsequent character completes the achievement. We think it’s still important to recognize milestones like reaching level 80, maxing out a profession, or killing a raid boss for the first time. It's fun to have everyone congratulate you when you get the toast. Nonetheless, this will just be a new character of yours completing the achievement that you’ve already earned on your account. You won’t double up on points.

Most criteria are not account-wide

If you start an achievement on one character, you can't then finish the achievement on another (there are exceptions, so please keep reading). We didn't think it made sense for one character to get level 60 and another to get level 20 and then see the "level 80" achievement toast. If you start to explore Thousand Needles on one character, you’ll probably want to finish that achievement on the same character.

Some achievements are "meta achievements."

These are achievements that require you to get other specific achievements. An infamous example is "What a Long, Strange Trip It's Been." These achievements generally ARE account-wide. If one character earned Noble Gardener and another character earned The Flame Warden, then your account would get Long Strange Trip. (Otherwise it would be weird: it would look as if you had the sub-achievements, but you wouldn't have the meta-achievement). Even though you need Explore Thousand Needles on one character, all of your characters can contribute to Explore Kalimdor.

A very few achievements are account-only.

There are two categories of account-only achievements. One is achievements that are not possible to earn on one character. If we made an achievement to level every class to level 90, it would be account-only. (I'm not sure we will, but it's a good example.) The other category are achievements that are just brutal to complete on one character (and you’d never want to do for multiples), such as 2500 daily quests or 250K honorable kills. In these cases, the cumulative work of all your characters on those criteria will count.

Account Wide Mounts
Many mounts are now account wide! This means you can use the mount on any character on your Battle.net account. If the last time you read about this was this blue post, fear not, all of those mounts were made account wide.



The major exceptions to the rule now are mounts that are restricted to your class or earned through rated PvP. Faction specific mounts are account wide, but you can only use them on characters with the correct faction.

If you are curious about a specific mount, take a look at the mounts list over on WoWDB!



Account Wide Pets
Originally Posted by Blizzard (Blue Tracker / Official Forums)
When Patch 5.0.4 goes live in the next week, we will be implementing systems that prepare characters for the Pet Battles system that is coming with World of Warcraft: Mists of Pandaria, and bringing account-wide non-combat pets to the game. During the patching process, non-combat pets will be migrated among your characters, with the final result being all of your non-combat pets available to all of your characters. This initial adjustment to your catalog of pets includes several changes that are worth noting. Caging and trading caged pets are Mists of Pandaria functions. You'll see some mention of it after the 5.0.4 patch, but you won't be doing it until the expansion.

1. There will be a limit of 500 pets, per player, that can be carried going forward.
  • Players will be allowed to go over the 500 pet cap during the 5.0.4 migration.
  • The migration will not convert more than a total of 1500 pets for a player.
  • Unique pets will be merged, so there will not be more than one unique pet on an account.

2. Pets that can only be used by characters of the other faction will be greyed out.
  • Such pets can only be summoned by characters of the proper faction.
  • Examples include: Balloons, Moonkin Hatchlings.
  • There are certain pets that will not be account-wide. Examples include: Guild Page, Guild Herald, Argent Squire, Argent Gruntling.

3. Players should not see more than one of any unique pets. Examles include: Lil' KT, Murky, and Frosty.

4. All standard pets will be merged, with a limit of three per type. Players who currently have more than three of the same pet across their characters will see a total of three after the migration. Examples of standard pets: Orange Tabby Cat, Brown Prairie Dog, Crimson Whelpling.

Also that makes we wonder why they are going to do with the vanity PETS we have NOW in the guild bank, are they going to auto be caged or put in our spell book and once again if we have more than 3 of something we are going to lose them?
The key is to differentiate between pets that your characters have learned, and potential pets that you have as items in bags or banks or in the mail or on the AH.

Pets that your characters have learned are going to be merged, and will be account-wide thereafter. Pets that are items will be unaffected.

Will the pets really be merged across all of Battle.net as the press releases state or is it actually just within each individual license?
Yes. All of the characters on all three licenses will share all of the pets in that Battle.net Account.

Only one player per Battle.net account can be in a Pet Battle at a time. Any other players on that account who are logged-in will be able to summon the shared pets as companions, but will not be able to enter Pet Battles.

Will we each still be able to each do the quest lines and dailies? Using the same pets? Will we be able to level and battle with pets all at the same time in different parts of the world?
Yes and no. Daily Quests that are specific to Pet Battles will be limited to once per account. Other sorts of dailies will be unlimited, and there is no 25-daily-quest cap anymore.

I am on the verge of separating my licenses onto different battle.net accounts to make sure that we can participate fully. My son will be devastated if we can't battle each other!
You will have to separate licenses for two players on the same Battle.net account to enter into Pet Battles at the same time.

Simplified Buff and Debuff System
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We recently released an update to the Mists of Pandaria talent tree. Since the expansion is still in development, these updates represent a snapshot of where we are at any given moment and not a final design where we step back and say “Ladies and gentlemen, we have achieved perfection. Let us not change a thing.” If you’ve been playing the game for a while, you’ve probably realized by now that we never think we’ll hit perfection, and we probably never will.

One design that we haven’t focused on much yet is the plan for various group buffs and debuffs. Some specs have their buffs in place and some do not. Rather than trying to describe each omission, we thought we’d just dump the whole design on you here. As with the rest of the expansion’s systems, we’re not even in beta yet, so there’s plenty of time for things to change.

First, some underlying design goals, so you might understand where we’re coming from. Our main goals for group buffs are:

  • Make you feel more powerful when grouped with other players.
  • Give you lots of freedom to invite whom you want. This gets to be a problem when there are too many mandatory buffs spread out among too many specs. . .
  • …But not offer too many incentives to class stack. If you can achieve every buff with, say, only three players, then there might be a tendency to fill all of the other slots with whoever is best for a particular situation. Some class stacking is inevitable at the cutting-edge level, but to some extent, the players on the cutting edge of raiding enjoy extreme min-maxing. For the rest of us, we try to make sure you can finish all of the encounters without feeling like you need a huge roster of folks waiting in the wings for their one fight.
  • We tend to be more generous to DPS specs, since groups -- especially raids -- already have ample reasons to bring tanks and healers.
  • We generally don’t want a DPS spec to have to switch to a different spec in the same role just to bring a different buff. An example would be a Combat rogue who has to go Assassination just for a buff. In our experience, players are less likely to switch from a ranged to a melee DPS spec just for a buff, so DPS shaman and DPS druids might bring different buffs.

And finally some notes on the categories below:

  • The list only includes what we consider “traditional” buffs, such as Prayer of Fortitude. It doesn’t include utility like being great at snaring, battle rez, knock backs, high DPS while moving, and other mechanics. Those ultimately all factor into a raid or Battleground comp as well.
  • The matrix is a little more complex than it appears. A paladin, for example, can only offer one Blessing at a time, while a warrior can only do one shout at a time. You can’t assume one character can cover every buff or debuff listed below at the same time.
  • Some of these are active (you must cast them, like Prayer of Fortitude) while others are passive. Note that totems no longer bring passive buffs as a rule.
  • You’ll see several categories consolidated or gone. Bleeds no longer made sense, since everyone who cared about bleeds already buffed themselves. Magical resistance we just removed from the game, though there are some abilities that provide magical damage reduction.
  • We are still likely to use the design that hunters, especially Beastmaster hunters, can fill in for missing buffs or debuffs by using certain pets.

Originally Posted by MMO-Champion
Buffs

Attack Power:
Crit Chance:
Mastery:
Melee/Ranged Attack Speed:
Raid-Haste-Cooldown:
Spell Haste:
Spellpower:
Stamina:
Stats:
Debuffs

Magic Vulnerability:
Mortal Wounds:
Physical Vulnerability:
Slowed Casting Speed:
Weakened Armor:
Weakened Blows:
Raid Benefits


Combat Res:
Buff Removal:
Curse Removal:
Enrage Removal:
Disease Removal:
Magic Removal:
Poison Removal:



Item and Stats Changes
This patch makes some major changes to stats, such as ranged attacks being dodgeable, expertise becoming a rating, Spell resistance being removed, Resilience changes, and more. It also caused some changes to old items, especially PvP gear. You can see the new item stats on WoWDB.





New Druid Travel Form
The new Druid Travel form has some animations for dancing, grazing, cowering, sitting, sleeping, a mountspecial, and a walking animation. It replaces the old Cheetah travel form.





Armored Druid Forms Preview
Druids will have access to the Incarnation talent, which allows them to change into an armored version of the form for their spec.



New Warlock Pets
Warlocks finally got new pets, which are learned by the Grimoire of Supremacy talent. These pets are stronger, do 20% more damage, and replace your normal pets. The Fel Imp is a minor variation of the regular imp pet.



Pet Emotes



New Character Creation Preview Gear
Mists of Pandaria added some new higher res gear used when creating a new character. This is not the gear that your character will get when starting the game, but the gear that is used to show you what a higher level character will look like.



Cross-Realm Zones
Blizzard will be rolling this feature out beginning with a few realms at the launch of 5.0.4, and increasing until all realms are included for the release of Mists of Pandaria.


Originally Posted by Blizzard Entertainment
In the World of Warcraft: Mists of Pandaria beta, we’re introducing a new technology that will enable players to meet up and group with other players in under populated areas of the world such as low level zones or areas that other players may have outleveled or moved on from. This technology will allow players to form a group with other players from within a select pool of realms in order to quest just like they normally would while still allowing the social structures of their home realms to remain intact. We are also able to split over-populated zones.

For the live realms we will be matching realm types: PvP with PvP, PvE with PvE, RP-PvP with RP-PvP, and RP-PvE with RP-PvE. As always, we plan to keep an eye on constructive feedback while in testing of this new technology.

F.A.Q.

Q. Why cross-realm zones?
For many years now, the significant majority of the player population online at any given time has consisted mostly of characters at or near the level cap. This has resulted in an environment where characters that are leveling up experience a world that has fewer other players to interact with than what the world was designed for. Cross-realm zones give us the capability to ensure that level-up zones retain a population size that feels more like the high level areas of the game, leading to a more fun play experience for characters of all levels.

Q. How do cross-realm zones work?
When you’re in a zone that is set as a ‘cross-realm zone’ you’ll notice that in addition to the players you’d ordinarily see from your realm, you’ll also see (and be able to play with) players from other realms. This will happen seamlessly, and players will be able to group and quest as they normally would with players from their own realm.

Q. How will this work on boats or zeppelins?

Usually transitions will occur on area boundaries (think moving from Darkshore to Ashenvale).

Q. Can I form groups with the people I meet in the zone?
Yes! You can group and talk to others within the cross-server zone normally though trading will be restricted much as it is within raids, dungeons, or battlegrounds.

Q. Will my cross-realm group be disbanded if we move on to an adjacent zone together, like from Goldshire to Westfall or from Thousand Needles to Feralas?
Much like how cross-realm groups currently work, your party won’t be disbanded when you move through different zones, though if you’re not in the same home realm, you won’t be able to see each other if you’re in separate zone instances.

Q. Will I be able to group with my friends?
Yes, you will be able to group with your Real ID friends, provided they are within the same faction. The functionality works the same as it does for cross-realm dungeons, raids, or Battlegrounds.

Q. What level range do my friends and I have to be within in order to group?
There is no restriction on level ranges. You’ll be able to group with anyone you would normally be able to.

Q. Can I go into main capital cities while grouped with others?
Capital cities and areas with regularly high populations will not be set as cross-server areas/zones so you will not be able to enter into the same instance of a city as someone who is from a different realm.

Q. Will I be able to trade with others I meet?
Trading restrictions are in place much the same as they are in cross-realm dungeons, raids, and battlegrounds.

Q. How is group loot handled?
Group looting will function the same as it would with any group you would create through normal play.

Q. Who will I be playing with?
You’ll be able to interact with players from within a select pool of realms which will make it possible to run into a player in Redridge that you already ran into within Westfall.

Q. What areas will be shared?
This can vary from realm to realm and relies on how densely populated (or underpopulated) an area is. Capital cities and areas with regularly high populations will not be eligible for area sharing.

Q. What about resources or gathering nodes, will those be shared too?
Resources and nodes will be available to all parties within the shared area the same as always. We will be keeping a close eye on the impact of area sharing and should an area become too populated, we are capable of adjusting how many realms are able to connect to a shared area.

Q. Does this mean that Auction Houses will be merged?

No, when any player access an Auction House, they will be only able to access their home realm’s Auction House.

Q. What about zones that are already overpopulated, like new race starting zones?

With this technology, we can also flag zones to allow for more than one copy of that zone per realm. Players on that realm will be split among those copies in order to alleviate problems due to overpopulation. Players won’t normally see or interact with those on a different instance of their zone, although joining a party will relocate all party members to a single instance of that zone.

Q. How will this work for PvP vs. PvE realms? Will these realm types be shared?
No. Realm types will be matched with like realm types. So if you’re on a PvE realm, you’ll only be matched with other PvE realms. The same rules will apply for matching RP realm types and will be restricted to matching RP-PvP with RP-PvP and RP-PvE with RP-PvE. We plan to keep an eye on constructive feedback while testing this new technology.

Q. How will RID groups work? Which realm type would we play on?
If you group up with somebody from a different rule type (via RealID for example) and go into a cross-realm zone you’ll be on the ruleset for that player’s realm type. So, if you’re on a PvP realm and a friend joins your group from a PvE realm and enters a cross-realm zone, the group will be in one of the PvP realm clusters and will use the PvP realm ruleset.

Q: I really don't see any reason to group with others when everything is so easy to do at the lower levels. All these other people will be doing is killing my mobs and taking my resources.
The game is specifically designed with variable respawns, and huge influxes of players on launches. Having very few people in a zone is actually not what the game is supposed to be.

Q: Will be have to zone to every zone from now on then?
No, it's as seamless as it is today.

PvP Season 11 Ends
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Arena and Rated Battleground Season 11 is scheduled to end on Wednesday, August 29. At that point, we will determine who is eligible for the end-of-season rewards, a process that should take approximately one week. It's very important for players who feel that they may be eligible for Arena titles and/or the Cataclysmic Gladiator’s Twilight Drake to refrain from transferring their characters to another realm or faction until after Season 11 ends. The awarding of Season 11 titles and mounts will occur approximately 1 week after the season ends.

At the end of the season, Conquest Points will be converted to Honor Points, possibly exceeding the 4,000 point Honor cap. There will be no cap on Honor until Mists of Pandaria is released on September 25. At that time, any Honor accrued above the 4,000-point cap will be converted into gold at a rate of 35 silver per point.

All Season 11 items will cost Honor Points (equivalent to their previous Conquest Point cost) when the season ends, with the exception of any items with rating requirements attached. These items will no longer be available for purchase.

The next Arena and Rated Battleground season will begin for level-90 players approximately one week after Mists of Pandaria launches. During the break between seasons, all Rated Battleground and Arena matches will be unavailable. Matchmaking (MMR), Team, and Personal Ratings will all be wiped when Season 12 begins.

Heroic Spine Changes After Mists of Pandaria Pre-Patch
Originally Posted by Blizzard (Blue Tracker / Official Forums)
So I haven't seen this mentioned anywhere, but is anything being done to make heroic spine beatable after the nerf to dispels that are going out? Considering how rapidly you have to dispel on it, it seems impossible with the new dispell reductions.
When the pre-Mists patch goes live, Blood Corruption on the Heroic Spine of Deathwing encounter will transform into the positive type after a single dispel.

Somewhat related, successfully dispelling Wrack on Sinestra will reset the cooldown of the caster's dispel ability, keeping the gameplay there unchanged.

Character Creation Screens
These screens are only used during the Character Creation process, not Character Selection.


Character Selection Screens


New Mounts and Pets Interface


Misc Interface Changes









Dungeon Journal Expansion
The Dungeon Journal has been expanded to cover all of the old dungeons.



New Maps
If you still get lost in Caverns of Time, things are about to get much better. This patch also brings many, many maps for areas that don't show up on zone maps very well, such as caves, underground areas, and starter zones.



Graphical Changes
Patch 5.0.4 will bring us an improved lighting system, SSAO support, and slightly improved reflections. Many of these changes are hard to see without actually playing the game!

If you don't have a higher end computer, you may have to turn down some settings, especially once Mists of Pandaria and the new zones are released. If this sounds like an excuse to upgrade some hardware, head over to our Computer Forum.

The lighting system is more dynamic now, with flickering lights actually changing the light levels on the scene around them. SSAO adds shadows between objects that are very close together, making lighting look slightly more realistic. Mounts and players now appear in the reflections.







Updated Addons
Many addon authors have been hard at work updating their addons for Patch 5.0.4 and Mists of Pandaria. You can find the complete list on Curse! Now might be a good time to take advantage of the Curse Client to update your addons, and the one click update for Premium users! If you are already using Curse Client, be sure to check this box in the options to help populate WoWDB with data!

by Published on 2012-08-25 05:38 AM

Paragon Level Chart, The MF Cap, Environmental Hazards and Witch Doctor pets, Stats From Followers, Fan Art, Contest

Kite Mount Preview
The Horde and Alliance Kite Mounts were recently added to the game. They are a reward from the Pandaren Ambassador achievement. You are required to be exalted with the following factions to earn it:





Turtle Mount Vendors
Both the Horde and Alliance finally have vendors for the new Turtle Mounts! Old Whitenose in Stormwind and Turtlemaster Odai in Orgrimmar will sell the turtles to Pandaren characters. If you are not a Pandaren, you are out of luck for now, but you can buy a Tabard to give you rep with the faction that will likely be required to purchase the mount as a non Pandaren.




Level Type Slot Name Cost
20Mount Reins of the Green Dragon Turtle1
20Mount Reins of the Brown Dragon Turtle1
20Mount Reins of the Purple Dragon Turtle1
20Mount Reins of the Red Dragon Turtle1
20Mount Reins of the Black Dragon Turtle1
20Mount Reins of the Blue Dragon Turtle1
40Mount Reins of the Great Red Dragon Turtle10
40Mount Reins of the Great Black Dragon Turtle10
40Mount Reins of the Great Green Dragon Turtle10
40Mount Reins of the Great Blue Dragon Turtle10
40Mount Reins of the Great Brown Dragon Turtle10
40Mount Reins of the Great Purple Dragon Turtle10
1MiscellaneousTabard Huojin Tabard10
1MiscellaneousTabard Tushui Tabard10


Update: Currency Conversion Before and After Mists of Pandaria
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Updated August 24, 2012 at 5:00 p.m. PDT.

The currency conversion coming with Mists of Pandaria is going to happen in three stages, and this is how we plan for it to progress:

With Patch 5.0.4 on August 28
  • Valor points will be converted to Justice points, and Conquest points will be converted to Honor points.
    • Neither of the resultant currencies (Justice and Honor) will have an enforced hard-cap at this time.
    • At this time, you will not be able to earn Justice points or Honor points if the conversion puts your total above the cap of 4000 per type.
  • The current Arena season will end.
  • Players will no longer be able to earn Valor or Conquest points (bosses will drop Justice, Arenas will be closed).
  • Items formerly purchasable for Valor/Conquest will be available for Justice/Honor.

Approximately two weeks after Patch 5.0.4
  • All Justice and Honor points that exceed the 4000 point caps will be converted to gold at the rate of 35 silver per Honor point and 47 silver per Justice point.
  • The cap of 4000 points per type will remain in-effect.

With Mists of Pandaria on September 25
  • Valor can be earned again.
    • Characters can earn up to 1000 Valor per week, and carry a maximum of 3000 Valor.
    • Daily quests, random Scenarios, random Heroic dungeons, and all levels of raiding will reward Valor.
    • Valor will be used to purchase ilvl 489 gear in Mists of Pandaria.
  • Conquest will become earnable.
    • There is a cap of 4000 Conquest points.
    • Arenas and Rated Battlegrounds reward Conquest.
    • It will be used to purchase ilvl 483 gear from Pandaren battlemasters on the Great Wall.

With Mists of Pandaria, Patch 5.1
  • We currently plan to upgrade the Valor system as Ghostcrawler described in Mists of Pandaria Looting Explained in the 5.1 patch, allowing you to upgrade your gear using Valor points. We’ll have additional information once Mists of Pandaria launches and we get closer to the 5.1 patch release.

Do you have questions or comments about currencies in World of Warcraft? Please let us know in this discussion thread.

Patch 5.0.4 and Theramore
Originally Posted by Blizzard (Blue Tracker / Official Forums)
"The first two Scenarios (one for Horde and one for Alliance) are coming with 5.0.4, but they won’t be enabled until a few weeks before the Mists of Pandaria expansion release. Keep an eye on the front page of this blog for more info."

So basically, all you're implementing on Tuesday is the pre-patch changes, but not the pre-patch world event? No offense, but WTH? I do not understand why you would do this. We're a month out of the expansion - and that "other MMO" is coming out on Tuesday...which = lots of new and different things to do (because it's a diff game, but whatevs) and you decide you're going to drop the pre-patch on the same day (no surprise there), but you then decide to not give us even a small scrap of something NEW to do? Because, I'm sorry, but changing the way my class plays is something I don't REALLY refigure out until I'm leveling; not during pre-patch. FYI - 8/28 IS a few weeks before the expansion as the word "few" means 3-5. Just sayin.

We'll be providing the specific timing along with some additional information about this prior to it going live within the game. This "world event" is both a world event and not a world event. It won't be "going away" at the launch of Mists of Pandaria the same way previous events have come and gone. It's a scenario, not just a one time event.

While you may not feel there will be much for you to do prior to the release of Mists of Pandaria, I've heard many others who are looking forward to spending time learning about their class changes and trying them out in the live environment before the expansion launch. I'm sure there are other things people are still working on getting finished up before the release as well.

While you may feel disappointed at the moment, our hope is that it is very short lived. Much like how this year has flown by, I have no doubt that the launch of the expansion will be upon us before we know it.

I've seen this question on the forums and Twitter a few times, so I just want to chime in and clarify...

As a role-player setting up events based around the battle for Theramore, I would like to know if Theramore in the game world will be destroyed when the patch hits, or if it will remain intact until the scenario is released. If anyone knows, I'd love to find out!
Similar to the way Molten Front works, the destruction of Theramore will be phased. So the city will remain in-tact when patch 5.0.4 is released. Once the scenario is unlocked you'll play through it and, upon receiving the achievement, you'll see the aftermath of the attack whenever visiting Theramore.

You'll also be able to repeat the scenario if you wish by speaking to a member of the bronze dragonflight.

Does this mean everyone who was sad about seeing it destroyed can choose to live in a world where it isn't destroyed?
No, the destruction will eventually be permanent whether or not a player earns the achievement for completing the scenario. This will likely take place in patch 5.1.

I am somewhat concerned about how this will effect the Alliance questlines in Dustwallow. Not a big deal for me because I already have Loremaster on a different character. But for those without, it would be kind of difficult for them to complete the quest achievement for the zone when most of the Alliance questgivers have a mild case of being dead.

Oh, and I presume the Mage teleportation spells will continue to work as is, with the player simply appearing in the Theramore ruins?

We've updated the zone to incorporate the changes that'll take place to Theramore. You'll still be able to quest through the zone once it's permanently changed in 5.1.

What about our mage portal? It going to go to a pile of rubble or will we see an update?
I think it's moved to the new encampment, but I don't know 100% off-hand. (Twitter)

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
How does the game cope with non-integer results from the above formula? For example, say I'm using a 3.0 speed 2h. According to the above formula for 2h, 2.4 and 3.6 speed correspond to 2 and 3 stacks respectively, so 3.0 speed should generate 2.5 stacks every crit. Since only integer numbers of stacks are ever applied in game, though, this means that my crits should be split 50/50 between providing 2 and 3 stacks. Is there a mechanism in place to ensure that this is the case (that I'll get exactly 50% 2-stack procs and 50% 3-stack procs with a 3.0-speed 2h)?

Also, in the provided formula, what exactly is the WeaponSpeed variable? Is this simply the paper doll value for weapon speed, or are procs taken into account?

It's random; if that formula says that you should get 2.4 stacks on average, then 60% of the time you get 2, 40% of the time you get 3. WeaponSpeed is the raw weapon speed, not hasted.

What exactly are the proc rates, ICD (if any), and hidden rules of the MoP weapon enchants?
Ask, and ye shall receive:
  • River's Song: 2PPM on melee attacks that land, or are dodged, or parried.
  • Dancing Steel: 1PPM on melee attacks that land.
  • Colossus: 3PPM on melee attacks that land, or are dodged, or parried, with a 3-second cooldown.
  • Elemental Force: 5PPM on melee damage, or non-periodic spell damage/healing, with a 0.1-second cooldown.
  • Jade Spirit: 10% chance on spell damage or healing, 50-second cooldown.
  • Windsong: 1PPM on melee damage, or non-periodic spell damage/healing, with a 1-second cooldown.

So my co-tank and I verified tonight that not putting up Weakened Blows will give you more Vengeance.
Good point! We’ll factor Weakened Blows out of the Vengeance calculations.

Druid (Forums / Skills / Talent Calculator)
Soul of the Forest does not give energy when used on Ferocious Bite, it correctly works with SR/Rip/Maim.
Yep, we found this bug and we'll get it fixed as quickly as we can. It actually wasn't always working with Rip, either.

Is it intended for there to be such a disparity between Starfire and Wrath?
Yes. Lunar side should be noticeably stronger single target damage than Solar side.

Is the healing of Wild Mushrooms still being reworked? Transferring the mana cost to the Bloom spell instead of the Mushroom summon spell was a great change, but the Mushrooms themselves still do not heal for enough to warrant their usage. I could see very occasional use for them in fights where there is a long lull and the 3 seconds we spend setting up the mushrooms does not interfere with our healing, but honestly, using the GCD to blow them up is just not as compelling as using that GCD instead to cast a Wild Growth, or a Swiftmend, or even 1.5 Rejuvenations!
Wild Mushroom: Bloom (and Detonate) are instant and off the GCD. If you place them ahead of time, detonating them does not take any time away from casting anything else. They’re not intended to be used for sustained healing or damage, only for burst healing or damage.

Dream of Cenarius is not increasing the HoT portion of Swiftmend, even though that is now part of the spell itself and no longer an additional talent with a different spell name. DoC does work to empower both the direct heal and HoT components of Regrowth, which is IMO a similar enough spell to Swiftmend now that it should work both ways.
A fair point. It's not built such that that would work, but we'll consider making it work that way for the future.

Soul of the Forest is not affecting Tranquility at all, but Tranquility still consumes the Soul of the Forest buff.
The devs just tried this out today and when they looked at the data, everything seemed to be functioning properly. The haste from Soul of the Forest is reducing the channel time of Tranquility. It does not affect the HoT from that Tranquility, though, because it’s already been consumed by reducing the channel time.

Force of Nature Treants should cast Healing Touch back-to-back so long as there are viable healing targets, so they do not lose potential casts under Heroism or even just from our own Haste. They are also maybe not inheriting our Crit? I got 3 crits out of 40 trials of 18 casts each, and my Crit rating is a lot higher than 0.4%
We’ll see if we can get the trees to be more responsive. They should be inheriting your crit and haste, just not mastery.

Monk (Forums / Skills / Talent Calculator)
About brewmasters and Gift of the Ox
We're going to change the 0.03 coefficient for one-hand weapons to 0.037.

I'm consistently getting 2 charges of Elusive Brew per crit with a 3.6 speed weapon (buffed attack speed is listed on the paperdoll as 2.26).
Is this still happening for you since we applied the latest build? A 3.6-speed weapon should always give 3 charges which is what we're currently seeing in-game. Only the raw speed on the weapon matters--no haste, attack speed buffs, passives, or anything else matter.

Paladin (Forums / Skills / Talent Calculator)
In testing Inquisition, I am not seeing the new clipping mechanic that was mentioned a while back. No matter when I refresh it, I always receive exactly 10 seconds per Holy Power used, no extra duration despite pressing the button with some duration remaining.

Is it working as intended? Did the design change? Am I missing something?

It seems to be working for us. As someone else mentioned, it gives extra time in 2-second chunks. If you have 1.8 seconds left on it, the new one will last 11.8 seconds.

Is it intended that Glyph of Word of Glory does not trigger when Word of Glory is used as an attack with Glyph of Harsh Words? It used to work and was changed with no change to tooltips recently.
Yes, this was an intentional change. We just haven't updated the tooltip yet which we plan to in an upcoming build.

Priest (Forums / Skills / Talent Calculator)
How close are the lvl 45 Priest talents on DPS? My testings show SW:I the lowest (~49k), Mindbender ok (~51k) and FDCL procs seems to be bugged (~54k). I've seen 300k+ crits come out very easily with just one spellpower proc.
There was a bug where Mind Spike damage was being calculated incorrectly, but we believe that was recently fixed.

Shaman (Forums / Skills / Talent Calculator)
Just wanted to check on one thing that I've seen since the recent Lightning Bolt nerfs - Is it intended that Lightning Bolt be below Chain Lightning for single target situations in entry level gear?
While a little bit of this is alright, we don’t want it to be a significant difference. We’re currently planning to increase the % of the damage that is chained through Chain Lightning, and reduce the initial damage at the same time. That will in effect nerf it for use against a single target but not against a group.

HST and HTT still not scaling with Haste
We're going to change Healing Stream and Healing Tide Totems to benefit from haste, crit, and mastery.

Zizith's Chain Heal/Resurgence mechanics post - I am pretty sure Resurgence procs from any critical Chain Heal bounce on live servers, and it's a huge loss in potential regen to have it only working if the first bounce of the Chain Heal crits.
We're seeing all bounces of Chain Heal independently able to trigger Resurgence. Could you double-check this, please?

Is resurgence intended to proc off each jump of chain heal? Because it's currently only proccing on the initial hit (not the jumps).
Yes, Resurgence can proc individually off of each Chain Heal jump.

Warlock (Forums / Skills / Talent Calculator)
Is it intended to have Grimoire of Sacrifice only work with one talent in the level 45 tier?
Actually, all of the level-45 tier warlock talents function fine with Grimoire of Sacrifice. When you have Soul Link, Grimoire of Sacrifice also increases your max health by 20%. If you have no pet out (for instance, if it was sacrificed), Sacrificial Pact will absorb an amount equal to your current health in exchange for costing half your current health. And Dark Bargain has no pet interaction, so that works fine.

Soulburning a pet seems to be triggering a cooldown to manually summon a pet. This is also happening to Soulswap while glyphed after soulburning. Is this intended?
The first part is intended; the second is a bug.

Blue Posts
Originally Posted by Blizzard Entertainment
Broken Pets
This is a bug and will be fixed in time for launch. Caging is not available until Pandaria box launch, these will be fixed by then.

Thanks for the report. (Blue Tracker / Official Forums)

Hit and Expertise Scaling in Challenge Mode
Hit and expertise are needed in challenge modes; in fact, creature level is increased by 1 in challenge mode, so that the hit and expertise values needed are identical to those needed for raid content. When you enter a challenge mode, your absolute hit and expertise percentages will not change; your other secondary stats will be reduced proportionally to compensate.

If you have +7.5% Hit and 6% dodge reduction from Expertise in your normal gear (let's say item level 489 raid gear), when you enter a challenge mode, you will still have +7.5% Hit and 6% dodge reduction from Expertise. You can think of it as us reforging your gear for you to make sure that you stay at your pre-scaling Hit and Expertise values, so that you don't need to deal with a separate set of gear, gemming, and/or reforging.

Watcher real quick question, and it's something that has been nagging me a bit, but what would happen to special procs?

Say a a trinket or special weapon (like No'kalad) that does a burst damage or increases a primary stat. How will these procs be handled for Challenge Mode? Will they be scaled down or will they do the same damage?

Procs will function, but will be scaled down. A hypothetical ilvl 500 weapon or trinket that has a proc effect that deals 50,000 Shadow damage might only deal 35,000 Shadow damage when you are in a challenge mode (numbers are made up -- heavily rounded for simplicity).

On a separate note, at this time, our plan is to disable set bonuses from functioning entirely inside challenge modes -- they are not always precisely balanced against each other the way classes as a whole are, and due to the gear normalization, if bonuses were functional, the optimal challenge mode gear at the start of the expansion would likely be PvP sets.

That said, there will be very slight power creep as players get access to items that have ideal stat distributions for them, more sockets, and so forth, but we view that sort of optimization as interesting gameplay that we'd like to preserve, especially bearing in mind that when everything is scaled down to a fixed level, an LFR version of an item is equivalent to the Heroic version for the purposes of challenge mode effectiveness. Overall, though, the difference in power will be very slight, and this sort of min-max'ing will only be relevant to players who are vying for the top spots on realm- or region-wide leaderboards. The benefits of doing 1% more damage from having an optimal set of gear will pale in comparison to the time saved or lost by dodging a specific patrol, or aggressively pulling the next pack as you're finishing off the current one. (Blue Tracker / Official Forums)

Challenge Mode Dungeons
By that I mean, it would have been nice if there was the option to run the Challenge modes as part of progression. Maybe JP for bronze, VP for silver and both for gold? Hell, I'm making it up, but hipefully I'm a bit clearer this time.
There's a daily quest that will reward you valor points for completing that day's challenge dungeon.

i want soem challenging 5 man content, not a race content i play with my 70 year retired father, he can complete challenging content but can not rush cotnent making the challenge modes pointless and the heroics dull for us.
Although in challenge dungeons you're competing against the clock, these are tuned harder than heroics and in some cases there're additional pulls and even boss mechanics. So hopefully it'll be content that you find challenging! (Blue Tracker / Official Forums)

LFR Feedback
so what raiders felt they had to use lfr to be competitive that's there problem but nerfing the gear into the ground
The gear is not going to be "nerfed to the ground". When new tiers are released those items won't be better than the Heroic gear of the previous tier, but they'll still be an upgrade to you if you're only raiding on the LFR and the ocassional Normal run. So, for those players that can't take part on organized raiding/prefer the Raid Finder, there'll be a gear progression just as it happens with normal/Heroic raiders.

Trash the difficulty all you want but LFR with under geared and under skilled players will be hell. I still remember numerous wipes on ultraxion in LFR due to the enrage timer.
If any of you have access to the beta, you might want to go and check how LFR works when players are learning the mechanics of the bosses. I'm sure it's not too far from the experiences that many probably had on the early days of Dragon Soul's Raid Finder release! (Blue Tracker / Official Forums)

LFR and Normal Difficulty Won't Share a Lockout
It is indeed a possibility that we might make LFR share lockout with normal raids, but it is not something we are planning currently.

We have seen a lot of assumptions about how raid content will be run in Mists of Pandaria, and we find that many of these assumptions are based off of only one tier in Cataclysm, Dragon Soul, which happens to be something of an exception as it is the last tier of the expansion that also happens to be the only raid currently found in LFR. This just does not provide a very accurate means of measuring the way raid progression will work over the course of an entire expansion. Had the LFR been released from the launch of Cataclysm, and thus included more raids, things would quite possibly have been different than they are now.

We acknowledge that sometimes some raiders might feel obliged to run LFR for every advantage possible, but it isn't our intention that raiders should feel this way. We have not designed progression with the goal of making people feel obliged to continue running LFR for weeks and weeks on top of their normal progression.

A particularly stifling issue that would result from shared lockouts is the barrier to "upward mobility". Many players who primarily use LFR may occasionally join their friends or guildmates on a normal mode raid later in the week, or may want to try their hand in a normal mode PUG that offers better loot after they have learned the encounters in LFR. If LFR and normals shared a lockout, it would be impossible to do this, which we see as a problem, because we like the fact that LFR can serve as a gateway into organized raiding. (Blue Tracker / Official Forums)

Mists of Pandaria Heroic Raid Opening Schedule
So in an interview a dev said. "As soon as a guild has completed normal mode of Mogu'shan Vaults, they can begin heroic mode.". Now does this mean on oct 2nd after normal mode raiding opens up a guild can clear it then access heroic mode?
No, the standard shared lockout between Normal and Heroic applies. You can switch the difficulty to Heroic once you've killed Normal Will of the Emperor, but your instance will be empty because everything will be dead.

The gist of the comments was to clarify that there was no additional gating being applied to Heroic modes (unlike Trial of the Crusader or Icecrown Citadel, where all content had to be unlocked before any of it was accessible in Heroic mode). (Blue Tracker / Official Forums)

Save Your Chat Logs
With the upcoming release of patch 5.0.4, all items within the Logs Directory for World of Warcraft will be deleted. It is advised that if you have WoW Combat Logs or WoW Chat Logs that you would like to save, that you do so prior to the release of the patch.

These are logs a lot of people use either for RP purposes or combat parsing through their addons. (Generally speaking.) If it's not something you use or save specifically for your use, this won't impact you. (Blue Tracker / Official Forums)

Changes to Archeology
There have been changes. Don't worry. We think you'll like them. We'll be sharing more information from the developers on those changes "soon". (Blue Tracker / Official Forums)

Bring Back 2v2 Gladiator!
I too miss the old days; 2v2 is still my favourite bracket to play in, I really enjoy the more relaxed, less “messy” environment of 2v2’s and the easiness and convenience of scheduling matches with a single friend at a time, I also feel more in control of the game and of everything that is happening at any moment and I really enjoyed the fact that I could focus only on 2v2 and still be able to get the same rewards as 3v3 or 5v5 (weapons and title).

But the fact remains that we just can’t compare 2v2 with 3v3 or 5v5, while I enjoyed being able to get the same level of rewards, I understand that it wasn’t exactly fair, 2v2 is more prone to class imbalance issues and we would risk going back to some specific classes having a much easier way to get the 2.2k rewards, while other classes would possibly struggle with it, unfortunately, due to the complex nature of the game, it’s very hard if not impossible to create a perfect world where duels, 2v2, 3v3 and 5v5 are all under a perfect level of balance, if we you could actually apply a perfect level of balance and tuning to one of the brackets, chances are, the other two would probably suffer a bit from it, and this is a lot more noticeable in 2v2 because of the tendency that some classes seem to have for being highly synergetic.
So, something that is perfectly balanced for 2v2, probably won’t be for 3v3 or 5v5 and vice-versa.

Apart from the balance issue we also believe that the extra coordination and strategy that 3v3 and 5v5 requires, warrants attributing those special rewards only to those brackets.

I still play 2v2 and will continue to do so, it gives me access to most of the PvP gear anyway, and if I really want those weapons I’ll take on the challenge and jump into 3v3 or 5v5. (Blue Tracker / Official Forums)

Pearl of Pandaria Update
It looks like the Pearl of Pandaria graphic novel is one step closer to the September 24th release date, as Kat Hunter showed off a printed copy today. If you are interested in the graphic novel, don't miss the panels that were previewed last month.



Trading Card Game Art Update
The Trading Card Game art gallery has been updated to feature ten new pieces.



by Published on 2012-08-24 03:49 PM

Patch 5.0.4 Survival Guide
Originally Posted by Blizzard Entertainment
With the release of Patch 5.0.4, a number of features and changes that aren’t strictly in the continent of Pandaria will be added to the game. I’ve drummed up this guide (with the help of a lot of other people) to ensure you’re prepared for the patch, aware of how it will impact your characters and experience, and ultimately get you into and enjoying the improvements the patch brings as quickly as possible.

You Are Prepared!

With any large patch, you’ll want to ensure you have it pre-downloaded, and ready to start up the game for the first time when it goes live. The 5.0.4 patch has been available on our background downloader for a couple weeks now, and if you haven’t yet, you’ll want to ensure you have the majority of the patch data downloaded before its release on August 28. The Background Downloader FAQ can help answer just about any question for how to get this done. To verify you have the patch fully downloaded already, just run the BackgroundDownloader.exe found in your World of Warcraft game directory.

Once the patch releases, it’s always possible you could run into an issue when installing it. Our Patch Troubleshooting page has a number of steps you can take, as well as basic and advanced steps.

One other area that trips a lot of people up when coming into a major game revision (especially one with as many changes as 5.0.4) is out of date UI AddOns. Both WoWInterface and Curse are popular UI sites that offer up-to-date addons, and you should attempt to find addons that state they support version 5.0.4 and/or the Mists of Pandaria expansion.

If you’ve been away from the game a while, or are running into UI issues, LUA/XML error messages, or “Unknown” entities, it may be a reasonable option to just wipe everything clean and start your AddOn adventures over. Our UI Reset FAQ can help!

Class Changes

Certainly one of the biggest changes coming in 5.0.4 is the new talent system, and with that comes a ton of changes and new spells and abilities, but before we get to that, a number of changes have been made that can impact how you play your class. These range from minor to major, but almost all specs have altered rotations, and a few have been completely redesigned. Once the patch launches be prepared to spend a little time reacquainting yourself with each ability, and setting your action bars up. Here are just a few of the highlights to be aware of.

Death Knight (Forums / Skills / Talent Calculator)
Presences have changed. Frost Presence now increases your Runic Power generation, and each specialization learns a passive effect that should cause that specialization to favor the corresponding Presence for general use. Necrotic Strike, as well as the new talent Death Siphon, both cost a Death Rune, meaning that they can only be used when one of your runes has been transformed to Death.

Druid (Forums / Skills / Talent Calculator)
The Feral specialization has been split into Feral (for Cat-focused druids) and Guardian (for Bear-focused druids) specializations. Each of the four specializations has a more distinct and different set of tools, but all of the spells available to the specialization are now useful. For example, Feral and Guardian druids can cast Healing Touch for a useful amount of healing, and Balance and Restoration druids can make better use of the Cat Form and Bear Form abilities they have.

Hunter (Forums / Skills / Talent Calculator)
There is no longer a minimum range for the class. The ranged weapon slot has been removed from the game; hunters now equip their ranged weapon in the main hand weapon slot. Hunters now benefit from Expertise as their ranged attacks can be dodged. Any type of pet can now choose any specialization (Ferocity, Tenacity, or Cunning).

Mage (Forums / Skills / Talent Calculator)
Mages received many changes intended to flesh out rotations and make them more interesting. Arcane mages now have a more complex rotation. Fire mages now have tools to control the random nature of their spells. Frost mages are now considerably stronger at sustained damage dealing, and now viable in PvE. Much of the crowd control and survivability that was unique to Frost has been spread to the whole class, or made available to all specs as talents.

Paladin (Forums / Skills / Talent Calculator)
Paladins now have several ranged abilities, though remain primarily melee combatants. In-line with streamlining raid buffs (more on that below), Auras have been removed, and the buff focus is now on Seals. Paladins can now store up to 5 Holy Power at a time, but still can only use up to 3 on each Holy Power spender.

Priest (Forums / Skills / Talent Calculator)
Mana pools are fixed for all casters (more on this below). Chakras are now more similar to warrior stances. Changes have been made to Discipline to further support the damage absorption playstyle. Shadow priests now have Shadow Orbs as a resource, which can be generated by some of their basic spells, and spent on either strong damage or crowd control.

Rogue (Forums / Skills / Talent Calculator)
Poisons are now Spellbook abilities that affect both weapons at once. Poisons are divided into two categories, Lethal (Deadly or Wound Poison) and Non-Lethal (the rest), and you may have one poison of each type active at once. Many abilities that used to be restricted to a single specialization are now talents and available to all specializations; so you can have a Shadowstepping Combat rogue or an Assassination rogue with Cheat Death. Dagger speeds have been normalized such that the niche of the “fast dagger” intended for the off-hand no longer exists. Any dagger should be fine to equip in either hand.

Shaman (Forums / Skills / Talent Calculator)
Totems no longer provide long-term buffs. Some of the old passive effects are now innately provided by the shaman. Totems instead have short-term situational benefits. In light of this the totem multidrop UI has been removed, though all totem spells are now sorted under draggable elemental flyouts in the Spellbook.

Warlock (Forums / Skills / Talent Calculator)
Each warlock specialization has a unique secondary resource which allows them temporary surges in power. Affliction warlocks focus more on layering multiple periodic damage effects, and amplifying their effects, and use Soul Shards rotationally for strong damage, or occasionally for utility as before. Demonology warlocks now have a new Demonic Fury resource, instead of Soul Shards, which is built by casting their normal spells. Destruction warlocks now use Unstable Embers as a resource, which is built up slowly through casting their normal spells, and spent in bursts of massive damage. Warlocks no longer use armor spells, instead gaining additional armor and bonus health passively. All demons deal similar damage and are no longer linked to a specific spec. Doomguard, Infernal and Soulstone cooldowns reset upon wiping to a raid or dungeon boss.

Warrior (Forums / Skills / Talent Calculator)
The design of Rage has changed to function more like a valuable resource. Warriors no longer naturally gain Rage from taking damage, but instead generate Rage with their primary attacks, such as Mortal Strike, Bloodthirst, and Shield Slam. Stances also now share a single action bar, rather than changing your action bar, and abilities are no longer restricted by stance. In addition, the benefits of the stances have changed considerably, with Berserker Stance allowing the warrior to gain some Rage from taking damage, Battle Stance making the warrior gain additional Rage from dealing damage, and Defensive Stance focused on survivability.

New Talent System

The new talent system redefines how you create your character in World of Warcraft, while keeping the core style and feeling of each class and specialization intact. When launching the patch for the first time and hitting ‘N’ to open your talent pane, you’ll notice a number of changes.

The most obvious is a new layout for specializations, which now show the Core Abilities for each class spec. These are the defining skills that can only be used when you have that spec active.

The talent tab will show you the new talent system. You have a wide variety of useful and powerful abilities available to you regardless of your spec, but you may only select one talent from each row. Many of these tend to be old talents, sometimes with a bit of a change, while others are completely new abilities. These choices tend to be quite difficult, and you should expect to spend time considering each. But don’t get too discouraged, you can reset a single talent at any time (and anywhere) by using a Tome of Clear Mind (a tradable item crafted with Inscription), or reset all of them by visiting your class trainer.

Of course with a change this vast all talents have been reset, and you’ll be able to explore the new skills and talents as you choose them for the first time!

Glyphs

Glyphs are now a bit more focused, and a bit more fun. Prime glyphs are being removed, and Major glyphs are taking on the majority of the power and utility bonuses from both Prime and Minor glyphs. Minor glyphs are instead focusing on more fun aspects and cosmetic customization.

Quality of Life

There are a ton of changes in 5.0.4, and you should definitely check out the full patch notes on August 28th, but a few of these are worth calling out because of how wonderfully pleasing they’ll be every time you log in.

  • All Cooking awards have been combined into a single currency: Epicureans Awards. This not only cleans up your currency list a bit, but means that doing the daily quests in Stormwind can help you buy the Chef’s Hat in Dalaran.
  • AoE looting! Round up a ton of enemies, nuke ‘em, and then pick up all of their loot with a single right click – bag space permitting.
  • The Daily Quest cap is removed. While this will truly shine in Mists of Pandaria with far more robust daily quests, you can certainly take advantage of it before then.
  • Account-wide mounts, pets, and achievements! It’s finally here, and you’ll be able to enjoy just about every mount and pet you own on any character, and any license, under a single Battle.net account. You can also work on a wide variety of Achievements from multiple characters.
  • A new help system has been added to many of the UI elements and menus. You can toggle hints on and off by clicking the "i" button in the upper left corner of windows that have it.
  • New spells are now learned automatically when you level up. Class trainers are only needed to change talents, glyphs, class specialization, or to utilize the dual specialization feature.
  • Mana pools are capped. Not necessarily a quality of life improvement, but this change will impact all mana-using classes and the stats they want. Intellect will still make skills more powerful, and Spirit will still regenerate mana faster. The amounts you choose for each is a bit more compelling now.

There’s a bunch of other stuff in the patch, and if you think we missed something crucial here be sure to let others know in the comments below.

Massively Multiplayer

There are a few changes to be aware of that impact how you interact and play with others.
  • New buff and debuff design. This builds off the class section above, but the basic premise is that there is now a specific list of available buffs and debuffs, and each are castable by a few classes or specs. When stepping into a raid you know you should have 8 buffs, and if you don’t, there’s probably at least one person that can cast it.
  • BattleTag support. If you’ve played Diablo III you’re already well acquainted with BattleTags (and you have one!). If not, you should make one now. A BattleTag is your permanent account-wide nickname on Battle.net, so choose it wisely. BattleTags can do anything RealID can, but anonymously. RealID should be kept for your real-life friends and family, and BattleTag can be used for acquaintances or others you don’t want to reveal you real name to.
  • Unified PvE queue. You can now queue for dungeons, raids, and other queue-able content in one handy place, all at once, and just see what pops up first.
  • Cross-Realm Zones. We’ll be rolling this feature out beginning with a few realms at the launch of 5.0.4, and increasing until all realms are included for the release of Mists of Pandaria. If you’re looking to level a new character up before Mists of Pandaria, this feature will have a noticeable impact on the world around you.
  • There’s also a new roll frame that pulls all the loot rolls out of the chat window and into its own spot.

The Battle of Theramore

The first two Scenarios (one for Horde and one for Alliance) are coming with 5.0.4, but they won’t be enabled until a few weeks before the Mists of Pandaria expansion release. Keep an eye on the front page of this blog for more info.

The Kitchen Sink

None of this stuff seemed to fit anywhere else, but these are important bits to take note of to better understand way lay ahead in the land of 5.0.4.
  • Currency conversion. In case you missed it, Kaivax put together the specifics of the currency conversion rollout in 5.0.4 and beyond.
  • PvP Season 11 ends. As usual, we’ll be determining who is getting end-of-season awards, so stay put and don’t change realm if you think you’re eligible. Conquest points will also automatically convert to Honor points at this time.
  • Head enchants removed. Another bit explained a while ago was the beheading of faction enchants. The design intent will be fully seen in Mists of Pandaria with the new factions, but the change (like so many others) will hit with this patch.
  • Spell Penetration has been replaced by PvP Power, and Resilience is now PvP Resilience. A blog Ghostcrawler wrote up was posted a while back with the first incarnation of this change, and the design intent remains true.
  • The ranged/relic/thrown item slot has been removed. All weapons should now be equipped in the weapon slot, and ranged weapons, including wands, have been adjusted to be more powerful.

Well, that should do it. These are some big and exciting changes, and I’m certain I forgot one or more of them. If you have any helpful info or tips to ensure you and others can get into the game, get set up, and start killing giant boars (or each other) as fast as possible, post it in the comments below!

2012 World Championship WoW Arena North America Invitational
The 2012 World Championship World of Warcraft Arena North America Invitational will be taking place this week on August 24-26, starting at 1 PM PST today (4 PM EST / 10 PM CEST / 8 PM UTC).

The three-day event will be broadcast live from the Curse studio in San Francisco and will feature eight of North America’s best World of Warcraft arena teams. The winners will earn their share of a $30,000 prize pool and top two will represent North America at the Battle.net World Championship in Shanghai, China later this year.

All matches will be streamed live on the CurseTV network with casters vhell and Conradical. Be sure to check out ArenaJunkies for event updates and team rosters.


by Published on 2012-08-24 05:45 AM

New Legendary Procs In Action, Puzzle Ring Clarification, 1.0.4 Patch Notes Updated, Ahh, Fresh Meat!

Gamescom Interviews
A few of the European fansites were lucky enough to have some interview time with the developers, so we have a quick summary of the interviews below. If you want to read the full thing, check out Vanion, Buffed, NinjaPull, and Gamestar.

Misc
  • It is very unlikely that you will see Pet Battles on your phone.
  • The Valor Upgrade system will not be released with Mists of Pandaria and may not be added in the following patches. There are too many items that you would have to upgrade and the system would end up too complicated.
  • In the past they have created too many zones, as most players are rushing to the level cap. Mists of Pandaria has done it again to some extent, but you should be able to do a good part of each zone while leveling.
  • There are a few things that beta testers have not seen, such as the Heroic version of some of the hardest bosses and the final Theramore scenario. (Partial run of Theramore Scenario, Horde Theramore Dialogue, Jaina Theramore Dialogue, Very Early Map Preview)
  • Mists of Pandaria won't raise the free to play level cap from 20.
  • Mists of Pandaria is starting with more end game content than any previous expansion.
  • As the art in the game becomes higher resolution and more complex, it takes more time to create, limiting the rate of new content.

Dungeons and Raids
  • The two world bosses will be available on release day.
  • The one week delay before the first raid becomes available is to allow players to get prepared and not have to do things like taking time off of work to stay competitive.
  • As soon as a guild has completed normal mode of Mogu'shan Vaults, they can begin heroic mode (after the next reset).
  • After four weeks the Heart of Fear and Terrace of Endless Spring will become available, with better loot and a higher difficulty than Mogu'shan Vaults.
  • Cataclysm dungeons were too hard because they were tuned for groups of friends and guild members, rather than random people from the Dungeon Finder. Random groups don't guarantee progression from mistakes.
  • Mists of Pandaria will continue with reduced difficulty of Heroic Dungeons, but coordinated players will find more fun content in Challenge Modes. You can't outgear them, you can only win by getting better. Leaderboards are still planned to allow you to compete with armory.

Future Content
  • Patch 5.1 will bring the Horde and Alliance army to Pandaria and the story will focus on Varian Wrynn and Garrosh Hellscream.
  • There is a lot of story to be told in the patches leading up to the battle with Garrosh. Part of the story in this expansion is the war between the Alliance and Horde reigniting after they have banded together to save the world by defeating Deathwing and similar foes. Pandaria can change people, and we will see that with Garrosh.
  • Patch releasing timing will hopefully be shorter during this expansion, especially towards the end of the expansion. This has to be balanced with the fact that there is only one team working on the next expansion and a final patch for this expansion.


Beta Experience Required to Level Changed
Once again, the experience required to level in beta has been tweaked. This time around the XP needed to level from 85 to 90 was reduced from the original increase. It is now 30% higher than it was originally during beta.

Level Old XP Requirement New XP Requirement Newer XP Requirement Newest XP Requirement
1-9OldSame Same Same
10-39?Old(-20%) (-20%) (-20%)
40-82OldSame Same Same
82-834,004,0002,669,000 (-33%) 2,669,000 (-33%) 2,669,000 (-33%)
83-845,203,4003,469,000 (-33%) 3,469,000 (-33%) 3,469,000 (-33%)
84-859,165,1004,583,000 (-50%) 4,583,000 (-50%) 4,583,000 (-50%)
85-8610 million15.5 million (+55%) 13 million (+30%) 13 million (+30%)
86-8711.6 million18 million (+55%) 18 million (+55%) 15.1 million (+30%)
87-8814.6 million22.6 million (+55%) 22.6 million (+55%) 19 million (+30%)
88-8917.6 million27.3 million (+55%) 27.3 million (+55%) 22.8 million (+30%)
89-9021.2 million32.8 million (+55%) 32.8 million (+55%) 27.6 million (+30%)


Mobile Armory Guild Chat and Auction House Features Now Free


Originally Posted by Blizzard Entertainment
It’s now easier than ever to stay in touch with your guildmates and access the World of Warcraft® auction house... wherever you go.

Starting today, all of the features that were previously part of the optional World of Warcraft Remote subscription service are now available for free to all World of Warcraft subscribers. These features include:

  • Remote Guild Chat – Stay in touch with your guildmates on the go using your mobile phone.
  • Remote Auction House – Bid on items, create auctions, and collect gold via your mobile device or through the official World of Warcraft website.

We hope this change will make it easier for players to stay connected to each other and to the game, and we encourage everyone to try out these powerful tools for themselves.

As a reminder, to take full advantage of these features, you’ll need the World of Warcraft Mobile Armory app, available for free for your Android™ device, iPhone®, or iPod® touch. The app also includes a number of other handy tools:

Full Character Profiles
  • 3D Viewer
  • Activity Feed
  • Achievements
  • Character Stats
Remote Auction House
  • Browse Auctions
  • Create Auctions
  • Bid on Items
  • Claim Your Gold
Remote Guild Chat
  • Guild & Officers Channels
  • Saved Whisper Conversations
  • Guildmate Presence
  • Chat Push Notifications
Other Features
  • Guild Profiles
  • Realm Status
  • Talent Calculator
  • Item Browser

Download the app free here:

Google Play
App Store℠ for iPhone® and iPod touch®

To access the web-based Auction House, simply visit www.worldofwarcraft.com, log in with your Battle.net® account, view your character profile, and click the Auctions link on the left-hand menu of the profile page.

If you’re a current World of Warcraft Remote subscriber, you’ll receive an email from Blizzard soon with more information about the end of your subscription. In the meantime, you do not need to take any action.

Upcoming LFR Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello my fellow non-murloc creatures of Azeroth,

Please allow me to chip in with a few updated bits of information about LFR, I hope that you view this as an improvement and a step in the right direction over the current version of LFR. We do hear you and your feedback is seriously taken into consideration each time we decide to apply any change to the game.

We know that competitive players seem to dislike the idea of having to go through LFR to get some upgrades and that some will always go there as long as there is any chance at all of getting the slightest competitive advantage from it.

Of course we would prefer that LFR wasn’t part of the progression path for guilds that are raiding normal/heroic content, and so we have made some additional adjustments for the next iteration of LFR, for example:

  • Currently we have two separate item levels in LFR, items from the last 2 encounters have a level of 390, while the rest have 384, this made the LFR gear from Deathwing a bit too attractive for just about everyone, including hardcore raiders, so we’ve decided that this needed to be changed for MoP.
  • Our initial intention was that this difference would work as a special reward for beating such difficult encounters but that didn’t really translate in LFR since those encounters don’t have a difficulty that is relevant enough for this reward to be warranted.
    Basically our intention for MoP is that if we decide to give a slight bump and increase the loot table ilvl of end bosses, that same bump won’t be applied to LFR but only to normal/heroic modes.
  • While the LFR gear from a new tier will continue to be slightly better than the normal difficulty items from the previous tier, we’ll structure the power level of future tiers’ LFR loot so that it doesn’t replace Heroic gear from the previous raid, and we’re continuing to discuss other solutions internally to limit the pressure for competitive raiders to run LFR.
  • We’ve also made a slight change on how Terrace of Endless Spring and Heart of Fear are going to roll out. These two raids will still be split into three separate queues for LFR, but we no longer plan to release them all on the same day, instead, we’ll unlock one queue each week. We hope that by the time all of the bosses are available in LFR, organized raiders will have had two full weeks to work on normal difficulty and one week for Heroic difficulty.

While I don’t expect this to completely stop raiding guilds from feeling some need to go into LFR, I hope that it will provide less incentive, they shouldn’t feel obligated to continue running LFR for a long time on top of their normal/heroic progression, I’d say if LFR remains somewhat interesting for 2-3 weeks to some players that want one or two specific items from there, that’s not such a big issue.

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you can imagine, we’ve been extremely busy lately and so we’ve gotten behind on answering your theorycrafting questions posted in the original Beta Class Balance Analysis thread. Rest assured, we’re still reading and appreciating the feedback. Keep it coming! As you may be able to tell from the changes in the recent builds, we’re generally tweaking damage, healing, and other attributes up and down to get balance just right. This is an iterative process so you may see alternating buffs and nerfs to your class between builds.

We’re getting progressively closer to balance with each build. Despite some of the proclamations we’ve read lately, no class is intended to be on the bottom of the meters. The difference between the highest and the lowest DPS in the latest build is not 30%, 20%, or even 10%. Though certain fights may favor specific specs, we’re actually seeing most specs within 5% of each other. There are a few exceptions, however, which we intend to bring in line soon: Subtlety, Frost DKs, and Frost mages. Most are actually within 2% but the few in the 2-5% range (Arms, Fury, Marksmanship, Survival) will also be brought in line soon as well. Of course, we’ll be vigilant with keeping an eye on balance and making necessary tuning tweaks as time permits.

We understand that some of the theorycrafting community may disagree with the numbers. This tends to be because they’re doing things that we don’t expect, or because the theorycrafting is inaccurate. There’s certainly going to be some confusion, but one of the goals of this thread is to provide accurate clarification. If you’re seeing substantial differences between specs, please try to identify where the discrepancies are. If a spec seems overpowered or underpowered according to the theorycraft, double-check it for accuracy by comparing it to actual results. If that checks out, maybe there’s something that you’re doing that we don’t expect; please present that info in a concise way, with as much supporting evidence (both theorycraft and especially actual log parses) as possible. We can’t debug everyone’s theorycraft, but we can try to identify large discrepancies.

Now, to catch up on questions…

Regarding racial expertise and weapons, I would like to know what would happen in the following scenario: 7.50% on-gear hit rating, 6.50% on-gear expertise, Main hand Axe, Off hand Sword, racial expertise (either sword or axe). Would you be spell hit capped or not?
OK, update on spell hit from expertise from weapon racials: It should count expertise on your main hand as spell hit. In the situation you described, an orc (axe racial, which is in the MH) would be spell hit capped, and a human (sword racial, which is in the OH) would not. The character sheet UI should properly reflect this, however, there’s currently a bug on beta where it’s not actually giving you this benefit. That will be fixed soon.

What is the design intent behind the engineer MoP "bomb" G91 Landshark? Currently on the beta it can be used by anyone, engineer or not, and has a 1 min cooldown but can only be used once per fight. Are these intended to be sellable to all players?
Yes, there are several engineer-created items in Mists which are usable by non-engineers and sellable. These are indeed intended to be usable as consumables in raids. However, the Landsharks you mentioned share a cooldown with combat potions so these are an alternative.

Death Knight (Forums / Skills)
For the past several builds Death Knights have been seeing data mined info for Death Coil showing a 1.2x multiplier for the Unholy spec. We initially thought this was to account for the loss of the Morbidity talent, however we haven't see this actually make it onto the servers. Is this multiplier intended to be there and if so will we be seeing it in a future build?
We’re not sure what 1.2x multiplier you’re seeing; can you point it out? We believe it’s doing the correct amount of damage so perhaps there’s a tooltip bug.

Druid (Forums / Skills)
There have been reports of absolutely ridiculous amounts of DPS being done with HotW. As a Guardian, Wrath is hitting for ~140k with a SP weapon when active. Similar values are being reported for Healing Touch. I know I've been saying that HotW needed a buff, but even I think that's a little on the overboard side of things.
The intention was that HotW allows you to DPS as strong as an equally-geared druid of each other spec on average. In other words, if a Guardian druid can Wrath for 140k with a 2sec cast, that’s 70k DPS before haste and crit. However, we’re not sure what gear exactly that was in, or with what cooldowns involved (it does seem on the high side). If you do any testing of how much DPS each spec can do while HotW’d into each other spec, we’d be very interested in seeing it. It’s quite possible that we over-buffed some of the combinations.

Hunter (Forums / Skills)
Cobra Strike Behaviour(possible bug) - As stated on the tooltip, it's supposed to make the next 2 pet's basic hits, a critical hit. However I've done much testing on this subject and it appears that it does not behave in the way that it should be.
Also sounds like a bug. We’ll look into that, too.

Let me restate the point that Lissanna (and GC) were making. Your question, as posed, is based on the 37K difference you see in the sims. The sims are not data. They are tools to help point at where we should look for data. If the number 37K makes you itch, then look for or generate real data (i.e., logs) from the game that support your concern. A large spread in the sim might mean there's a large spread in the game. But it's more likely that the high and low classes have small sim bugs that push them up or down. It's also more likely that the sim action profiles of the low classes could be improved. Your question may be a good question, but again, as posed, it's unsupported.

For hunters, for example, MM has been consistently low in the sims. Based on that, I would try to confirm that in game, not whine at Blizzard that MM sucks. It led Zeherah and I to find a bug in how the T14 4-piece bonus was implemented (in sims) that disproportionately affected MM. Whitefyst identified priority bogosities (e.g., glaive toss may be a dps loss during careful aim). It pointed to a missing ICD for lock and load (because SV was simmed as too many LnL procs). On the flip side, the sims have also led to improvements in the game: e.g., they point to places where MM could potentially haste cap (and Blizzard fixed it), noted that it now could now crit cap (which may be deliberate), where focus fire would not be worth using (Blizzard tweaked it), etc.

So again, if you don't like the number from a sim, dig in and understand it better. Then find a real issue with real data.

This is an awesome post!

Monk (Forums / Skills)
GC, since you have access to the internal gear stat budgets, can you tell me whether it should it be viable for Monks to use Strength [Parry + Dodge/Mastery] gear (Cloaks, Necks, Rings) and should Brewmasters be getting Parry from Strength like Plate Tanks do?
No, only the plate tanks get significant parry from Strength. Brewmasters should be wearing Agility jewelry.

We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing. Please explain this change
Sure. Tiger Strikes was removed, but we didn’t want to nerf the proc rate of Elusive Brew or Gift of the Ox. So, we increased the proc rate of Elusive Brew and Gift of the Ox by 50%. Elusive Brew now adds up to 3 charges per crit: [1.5*WeaponSpeed/2.6] for 1H weapons, and [3.0*WeaponSpeed/3.6] for 2H weapons. Gift of the Ox now has a higher proc rate on white attacks: [0.03*WeaponSpeed] for 1H weapons, and [0.06*WeaponSpeed] for 2H weapons.

The T30 talents no longer proc Eminence, is this intended?
Yes. Monks are a new class and Mistweavers in particular use a very new style of healing, so this definitely has the potential to change, but our general philosophy is that abilities which do both damage and healing don’t need to cause Eminence. The only exception that we can recall offhand is Chi Torpedo and we may also change that to not cause Eminence to be consistent.

Also channeling CJL allows me to cast Enveloping Mist instantly, though Surging Mist does not do the same, so it feels like a bug that EM does become instant.
Yep, bug. We believe that was fixed in the most recent build.

Lastly, earlier in beta, we could cast Soothing Mist on one target, then EM on another. Recently, this is longer possible, though the CJL bug allows me to do it once again. Was it a bug being able to cast EM on anyone that wasn't Soothing Mist's target?
This is intended. Being able to cast Enveloping Mist and Surging Mist instantly while channeling Soothing Mist is intended to be used to pump more healing into the target you’re channeling. You’re not intended to just keep channeling Soothing Mist on anyone and be able to cast instant Enveloping/Surging on different people.

Paladin (Forums / Skills)
Execution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Sounds like a bug. We’ll look into that.

The melee attack speed buff does not change the cooldown tooltips on abilities affected by Sanctity of Battle, for Retribution at least - and it doesn't seem like it's just tooltips not updating, but that they're not being affected at all. Is this intentional? Not that it would necessarily be a bad thing as long as we're balanced around Sanctity of Battle not benefiting from it.
This is intended. The raid buff you’re referring to increases melee and ranged attack speed, not haste. Sanctity of Battle only uses actual haste.

Shaman (Forums / Skills)
It appears that there's a hidden ICD on stormlash that prevents synchronized mh+oh swings from both triggering the effect.
Yes, there is a very short ICD on Stormlash. We’ll look into whether we need to have that or not.

Hey, just workin on some spreadsheets and was wondering if anyone had the formulas for the following:

1. Healing Tide Totem
2. Healing Stream Totem
3. Earth Shield

I'm using the formulas given on wowhead/wowdb, but it would be nice to have the actual formulas (the numbers tend to be consistently off). Also, for Healing Tide, what's the min/max for it's heal (the tooltip only gives one number, but it's not acting like HST where you're getting the same heal 7 times in a row). Any help would be greatly appreciated!

Looks like the data minable formula for Healing Tide is accurate, but the tooltip is mistakenly only showing the minimum healing amount. It actually heals for that amount plus up to 798 at level 90. That’s before multipliers (like Purification and Mastery), by the way.

Healing Stream’s tooltip does indeed seem to be wrong. We’ll try to get that fixed. The actual healing amount (again, before multipliers), is 44.5% of SP.

Earth Shield’s tooltip also seems to be wrong. It’s actually 18.5% of SP, plus 2043 at level 90 (and again, before multipliers).

1. Riptide is consuming both the unleashed life and fury buffs, yet only the direct portion is benefiting from the unleashed fury buff. Both the direct and hot portions are benefiting from unleashed life, but the hot is not being affected by unleashed fury.
And sounds like a bug. We’ll check it out.

2. Healing Rain is not consuming unleashed fury (it's working with unleashed life fine).
Not a bug! Unleashed Fury is a buff on the target and Healing Rain is a persistent AoE. We didn’t think you’d want it to just increase the crit chance of a single Healing Rain tick and then end up getting consumed by it.

Warlock (Forums / Skills)
Wrathguard vs Felguard Head to Head Comparison [and other warlock testing]
Thanks for that. We recently did another pass on warlock pet damage and found (and fixed) a few more issues. The most recent build that went up should have resolved the issues. Please test it again and let us know what you find.

I am a bit confused with Glyph: Dark Soul (Destruction).
Without the glyph, Dark Soul grants 30% crit while active. With the glyph it grants 27% while active and 3% while off cooldown. Does that answer your question?

People from EJ ran test on Demo (special thanks to whi for his time) to find your hidden nerfs (you did say they were coming, but not updating tooltips is mean).
It’s not done out of meanness. We’re just applying many of our balance/tuning tweaks as hotfixes directly to beta, and that means the tooltips will be out of date until you get a new client build. That said, there are a few known bugs with warlock spells having the tooltip damage wrong, regardless of hotfixes involved. If you encounter any spells that give you grief when figuring out your formulas, let us know and we’ll try to help out. In general, we usually change both the base damage and SP scaling of a spell at the same time (though not necessarily by the same amounts). If you see only one of those change at a time, it’s a good hint that you may want to retest and make sure you’ve got the formula right.

Warrior (Forums / Skills)
I've got a question about Berserker Stance. A recent post linked to a video of a Fire mage demonstrating burst. The target was a warrior, and over the course of a few seconds of high damage, its rage level jumped to full.

Unless I've missed a data dump, there's been a big knowledge gap about how the stance generates rage per damage (I, and I think a lot of other players didn't realize it was so dynamic). Any information you can give?

Sure. While in Berserker Stance, you gain 1 rage for every 1% of your health lost to damage.

Blue Posts
Originally Posted by Blizzard Entertainment
Challenge Mode Dungeon Testing
The Challenge Modes for the Scholomance and Gate of the Setting Sun dungeons are now available for testing, and should remain open for at least several days. Yes, just those two dungeons for now.

A few relevant testing notes:
  • You must have completed the Heroic version of the dungeon once in order to attempt the challenge mode.
  • Item level will be normalized to 463.
  • There is no queue system for challenge modes; groups must be formed manually and you must zone in from the outside world.
  • While the challenge is active, the group leader may Reset the dungeon at any time via a drop-down accessible by right-clicking your unit frame.

On the live servers, gear will only scale down, not up.

Challenge modes do not drop loot of any kind, though they do award Valor for completion. You will be able to reset the instance mid-run on the live servers. You can run them as many times per day as you like.

Will we get the 5 instances per hour lockout on Challenge modes? This could be seen as extremely frustrating if we are trying to sort out a method for a beginning pull etc etc.
Resetting the instance while inside it, using the contextual menu option that is specific to challenge modes, does not count towards the lockout counter. (Blue Tracker / Official Forums)

Challenge Mode Dungeons
They aren't AoE fests? They are actually as hard as the TBC ones? Can you also run them to gear up? Do they continue to drop the same items as the normal version? I'd much rather gear up like that!
Challenge dungeons don't drop upgrades. Actually, there's a mechanic in place that normalizes your gear, so that no matter what you have (that is, if you overgear it), you'll have the same difficulty you did before.

When you add the fact you'll be able to compare your times against other groups in your same realm, I'd say that might open up a very interesting competition to see which 5-man group is the best of the realm!

And as the reward for completing challenge dungeons, you'll have transmogrifiable gear. For example, the warlock challenge set has a close resemblance to Illidan's outfit (horns, tattoos and all). If you happen to have access to the Mists of Pandaria beta, you can check which gear you may acquire from the Challenge Dungeon vendor inside your faction city. (Blue Tracker / Official Forums)

Challenge Mode Gear
Why can't it have stats? I like the look of it and would use it w/o t-mogging it.
We want these to be prestige items that you can show off without them giving you power. The power stats will come from Raiding etc. These will be that extra 'oomph' to show others your accomplishment in taking things to the "next level" so to speak. (Blue Tracker / Official Forums)

LFR Loot System Feedback
So I have a 4% chance at getting loot every single time I down a boss in LFR... Yeah, I don't think I'm going to bother with that. Pretty much a complete waste of time.
What gives you that idea? Your chance of receiving an item from a given boss is much, much higher than that. If it were 4%, you'd expect to see on average one player per LFR kill receive an item, and that is far from the reality.

On average, you'll see about as much loot dropping in 5.0 as you do today in the live 4.3 game. The only difference with the new system is that any loot obtained is guaranteed to be designed for use by your spec (whereas on live you may have "wasted" loot, such as a tank shield dropping in a raid where the only tanks are a druid and a DK). In general, your odds of getting the item that you want will be higher in 5.0 -- often significantly higher depending on how contested your item of choice would be -- than they are today.

whereas on live you may have "wasted" loot, such as a tank shield dropping in a raid where the only tanks are a druid and a DK...

Isn't the point of the new system that you still get this wasted loot, but it just takes a different form? Like, if your tanks already have a shield they still get given a shield by the system (and thus said loot is wasted), but it means that you can't even get some marginal benefit from that shield by having someone win it with a greed roll for their offspec.

No, because everyone's chance at loot is independent. If the tank in my group gets a duplicate shield, that has no effect whatsoever on my chance at getting loot. It doesn't matter if 20 people in my group need drops from a given boss, or if only 3 do. Either way, my own personal chance is unaffected.

I know it seems like a bit of a black box that sometimes magically spits out epics. However, objectively, you will obtain the gear want more quickly from LFR under the 5.0 system than you did in 4.3, in every case except the special circumstance where you had an entire guild group funneling you gear. (Blue Tracker / Official Forums)

Upcoming Raid Testing
Scheduled testing will resume next week. (Blue Tracker / Official Forums)

Wrathgate Scenario
Hmm I like this idea But blizzard wouldn't do it, Like blizzard have said many times, they want the game to keep moving forward other than going back to old content
We are aware and do acknowledge that there are people would like us to focus some more on renewing old content, but we do indeed want the game to progress and evolve with new content.

It has previously been said that adding new content is something we feel is generally more exciting than renewing old content, and this is still true today. Renewing existing content can be great in some situations, especially if it is content that is very popular or if it is content that hasn't been experienced by a large portion of the player-base, but in generally we feel it is better to spend our resources on creating new content that is fresh for everyone.

Existing content has been renewed before though, and it is most likely going to happen again in the future in some form. Even though there are no immediate plans for it, perhaps we will one day get to see the Wrathgate and the fight for the Undercity converted into scenarios. (Blue Tracker / Official Forums)

Patch 5.0.4 and all Races
So basically I just wasted $60 for nothing.. Everyone who doesn't own MoP will get to play a monk / panda for free??? yay spending money for apparent reason is awesome.. Thank you blizz *slow sarcastic clap*
All classes are not becoming available with the patch. Only the races and the pandaren won't be playable until the release of Mists of Pandaria when the starting area opens up as well and the expansion begins.

You're getting more than just a new race with the expansion anyway and I'd hope that the pandaren aren't the only thing you are purchasing the expansion for.

*Of note, while we always love feedback and to hear how people feel about these things, it's always important to remain as constructive as possible. This will help us understand what you don't like in particular as well as avoid any potential flame wars from other community members who may think you're simply just trying to stir up trouble. (Blue Tracker / Official Forums)

Patch 5.0.4 Download
does this 6 GB include the background downloader data that's already available? or is it 6 GB excluding the 6 GB some of us already downloaded via the background downloader?
The 6GB download I am referring to is the one coming from the background download.

How do I start the background downloader? Or how do I tell if I have already finished downloading it?
It is a sneaky little thing and hard to notice. In the launcher next to the "play" button it will say "Downloading data for the next update". You can see its progress by clicking the "Info" drop down and choosing "Connection info".

Hope that helps, if it you need more assistance or information you can always contact our friendly support staff for more help. (Blue Tracker / Official Forums)

Trading Card Game Art Update
The Trading Card Game art gallery has been updated to feature ten new pieces.


by Published on 2012-08-23 02:32 AM

Mists of Pandaria Beta - Build 16016
A new beta build will be deployed on beta realms soon.

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums)
Frost
  • Frost Strike now does 105% weapon damage, down from 110%.
  • Icy Talons now grants 20% melee attack speed, down from 25%.
  • Obliterate now does 230% weapon damage, down from 240%.

Hunter (Forums)
Marksmanship
  • Aimed Shot now does 280% ranged weapon damage, up from 260%. Additional damage increased by 15%.
  • Chimera Shot now does 210% ranged weapon Nature damage, up from 200%. Additional damage increased by 17%.

Survival

Mage (Forums)
  • Ice Lance damage and SP scaling increased by 5%.

Fire
  • Combustion now does 1,040 Fire damage, down from 4,163 + 300.0% of SP.
  • Pyroblast damage and SP scaling increased by 33%.

Rogue (Forums)
  • Sinister Strike damage reduced by 6%. Additional damage was reduced to 145% of your normal weapon damage, down from 155%.

Assassination
  • Dispatch now does 400% weapon damage, down from 450%. Additional damage was reduced by 11%.

Combat

Subtlety
  • Sanguinary Vein now causes you to deal 20% additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest, down from 25%.

Warrior (Forums)

Arms
  • Mortal Strike now does 185% weapon damage, up from 175%. Additional damage increased by 12%.
  • Overpower now does 120% weapon damage, up from 115%.

Fury
  • Raging Blow now does 215% weapon damage, down from 235%.



Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.0.4 Download Size
The update is going to be quite large and the background downloader should already be preparing you for the 29 of August. It will be approximately 6GB in size and will include all of the Mists of Pandaria content including Talents, Glyphs and stats.

You will need to wait for the release of Mists of Pandaria to play Pandaren and you must upgrade your account to play a monk.

The 21GB download is only if you are doing a completely fresh installation. If you are patching to 5.0.4 from the current patch then it is a great deal smaller, approximately 6GB. (Blue Tracker / Official Forums)

Reward Currencies: Conversions, 5.0.4, & You!
Can you continue earning JP/HP if you pass the soft cap of 4000. Remember, HARD CAP was removed (and that will only be from August 28 - September 25) since Valor and Conquest will convert to their lesser forms and any excess will go over the cap?

The second question is currency conversion. When 5.1 drops (which is probably MoP), will we keep some JP/HP and have excess converted to gold; will all of it be converted to gold; or will no conversion happen?

Yes, starting August 28, you can earn as much as you want, since there’s no cap at all on the Justice and Honor currencies from that day, until September 25. With Mists of Pandaria, the caps will be applied, and players will be reduced to 4000 Honor and 4000 Justice – any excess points will be converted on September 25 to gold at the rates described before.

Are they seriously going to remove conquest points from regular BGs? One of the best changes in cata, and they're already going to take it away?
Nope! There are no plans to remove Conquest from the Random Daily Battleground. We agree that it was a great change!

What will be the conversion rate? Is it 1:1? or is it 2:1?
On September 25, excess Honor over the cap will be converted at a rate of 35 silver per point, and excess Justice over the cap will be converted at a rate of 47 silver per point.

Conquest points will be converted to Honor Points with patch 5.0.4. (Blue Tracker / Official Forums)

LFR Feedback
It would be useful if we could form a guild group and set our own loot rules, essentially the same process we use in norm/heroic.
Within LFR, boss loot is handled on a per-player basis using the new system, regardless whether you queued as a full group or used the matchmaking features. You should still be able to change the loot method you use to handle any drops from the non-boss creatures in the instance if you are a full premade, but the boss system is hardcoded. (Blue Tracker / Official Forums)

150 Mount Achievement Update
I've discussed this a bit with Cory Stockton (Mumper). There won't be a new mount achievement with the launch of Mists of Pandaria, though we'll consider adding one in patch 5.1. We agree that it's probably time to set a new bar for mount collectors. (Blue Tracker / Official Forums)

Account Wide Feedback for PvP Mounts
I don't mind being called out on this. I didn't abandon anything, but I did get caught up in other tasks and didn't get back to you all like I had intended. I apologize for that. It wasn't my intention at all. (Yes, I'm a community manager, not a developer (and a she just for clarity's sake).)

I've been working behind the scenes a lot lately with the team to get more information out to everyone on a variety of things as well as getting ready for the Mists of Pandaria launch, but I don't intend that to be an excuse.

A few things just to be clear on the PvP mounts and what I know.

There was a period of time in the beta in which some PvP mounts were erroneously showing that they couldn't be given/used on other characters. This was a bug that should have been corrected. That bug did not apply to the Gladiator Mount or the Rated Battleground Mount.

The decision on the Gladiator Mount or Rated Battleground Mounts hasn't changed. The developers still want these to be character specific as they apply to that particular class and season.

While I didn't respond again, I definitely did carry the feedback to the team. Other PvP mounts you get outside of those should be account-wide as it was originally intended to work that way within the beta.

That all said, I have no doubt that the developers will continue to assess whether or not this is something they want to change in the future, but this is how it's working for now.

I do appreciate everyone that took their time to share their feedback whether it was in those threads, twitter, or even via email (yes I got some.)

Just of note, if there are particular mounts (beyond the Gladiator and Rated Battleground mount) that you're concerned about, feel free to post and let us know. We can always look into them to make sure everything is working "as intended".

I know it wasn't the answer you were hoping for, but it's what I have for you at this time. We always reserve the right to change our minds though, so while the answer today is "no" on those mounts, you never know what could happen in the future.

Believe it or not, we have a lot of people here who love PvP as well (I'm one of them), so while we may not always agree on what that means, please do know we do in fact care about it. (Blue Tracker / Official Forums)

75% OFF World of Warcraft – This Week Only
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Prepare for Pandaria with epic savings! This week only, you can get the World of Warcraft Battle Chest for $5, Wrath of the Lich King for $5, and Cataclysm for $10 when you buy directly from Blizzard. That’s 75% off the regular prices, making this a great time to set yourself up for the imminent launch of Mists of Pandaria… or to invite a friend to join you in Azeroth.

Hurry, this offer ends August 27, 2012 at 11:59 p.m. PDT.

Blizzard Games News
Diablo's effort to keep people interested grows into some unique systems, Mega Bloks and World of Warcraft team up, WoW Invitationals, and Gamescom Cosplay in this weeks Blizzard News.


Site Navigation