World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-03-08 07:58 AM

More on Co-op Improvements, Mob Density Changes for Inferno Only, The Job of a Community Manager

Isle of Thunder Day 2 - 45% Unlocked (Stage 1)

Throne of Thunder - Ra-den's Abilities
It appears Ra-den is no longer shrouded in mystery, as some of his abilities have been added to the Throne of Thunder section of the official site. His health (446.6M–1339.8M) has also been listed. The audio files for him are also below in case you missed them the first time around.

You can find more spells that may be related by searching WoWDB for spells added in Patch 5.2 that share similar names.

Name Description
Fatal Strike
An unerringly accurate strike that disrupts an enemy target's very being. Undefended, this attack is fatal, though active defensive abilities (Shield Block, Shield of the Righteous, Shuffle, Blood Shield, or Savage Defense) will offer some measure of protection.
Imbued with Anima
Empowered with Anima.
Imbued with Vita
Empowered with Vita.
Materials of Creation
Conjures the forces of creation to empower the caster.
Murderous Strike
An unerringly accurate strike that turns the life force of the target against them, inflicting Shadow damage every 2 sec for 10 sec. The damage dealt is equal to the health of the target at the time of the attack.
Deals 100,000 Plague damage to all nearby enemies every 2 sec.
Ruin Bolt
Deals 1,000,000 Plague damage to an enemy target. This damage bypasses most damage reduction effects.
Summon Crackling Stalker
Summons a construct of Vita.
Summon Sanguine Horror
Summons a construct of Anima.
Unleashed Anima
An eruption of pure Anima energy engulfs all nearby enemies, increasing their maximum health by 100%, but also causing them to suffer 70,000 Shadow damage every 1 sec. This effect lasts until negated.
Unleashed Vita
Deals 600,000 Nature damage to all enemies.
Unstable Anima
Corrupted life energy erupts from the afflicted player, dealing 2,500,000 Shadow damage, and an additional 250,000 Shadow damage every 1 sec for 10 sec, divided among all allies within 8 yards. If no nearby allies are struck, a catastrophic explosion will result.
Unstable Vita
Charges the target with storm energy, causing a surge of lightning every 8 sec, which transfers Unstable Vita to the farthest available target. The streaking lightning deals 400,000 Nature damage to all players in its path, and afflicts those it touches with Vita Sensitivity.

No Flying for Leveling Alts in Pandaria
Zarhym shared that there are no plans to let you fly on alts when leveling in Pandaria.

Sunsong Ranch Work Order Quest Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
One of the great new features in 5.2 is the ability to take over the Sunsong Ranch farm in the Valley of the Four Winds. You can do this by talking to Nana Mudclaw after reaching Exalted with The Tillers, and unlocking all 16 plots of the farm. When you take over the farm you can begin taking work orders for specific factions in Pandaria, allowing you to earn reputation with them simply by planting, harvesting, and delivering the items you grow.

The way your receive work orders on the Sunsong Ranch farm was changed recently which may cause some confusion. If you've been doing your work orders you probably have logged in and had the second work order in the series automatically pop-up in your quest list. This has been changed, and from now on you’ll receive the quest when you start harvesting your plants, or when you interact with the drop-off crate.

Enjoy farming for rep! nyuknyuknyuk

Patch 5.2 Class Reviews - Rogue, Shaman, Warlock
Originally Posted by Blizzard (Blue Tracker)
Many of the 5.2 patch notes fall into two main categories: balance tuning and talent adjustments. Unless we called out a specific reason otherwise, you can assume that the various +10% or -10% adjustments you’ll see in the patch notes were made to keep all of the specs where we want them in 5.2. In some cases these are changes to reflect the different environment in 5.2 with new gear and set bonuses. In other cases, we are correcting issues we found in patch 5.1.

In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.

Note: The purpose of these blogs is mostly to provide an overview of the design intentions behind our 5.2 changes, rather than to detail the thought process behind every individual note. You can refer to the patch notes for specific changes and numbers.

We had a lot of work to do on the Rogue talent tree, probably the most of any class.

  • Rogues, historically a PvP mainstay, felt underpowered and weren’t well-represented in high-end PvP. We wanted to change that.
  • In PvE, we wanted to tone down the Cleave capabilities of Combat so it didn’t feel like a mandatory spec for some fights.
  • We wanted to give Rogues a little more PvE utility instead of feeling quite so selfish.

While we tweaked several talents to make them more attractive, there were large-scale changes to two tiers. In an attempt to balance a perennial problem we’d had balancing Rogues in PvP, we initially asked them to choose between Preparation and Shadowstep. Forcing Rogues to choose between the two worked . . . so well that Rogues felt ineffective in PvP. While we tried to make it a trade-off between the defensive capabilities of Prep and the movement capabilities of Burst of Speed or Shadowstep, as with the Mage tree, we eventually came to the conclusion that only movement could compete with movement. We gave Prep to all Rogues, buffed Burst of Speed, and created a new talent, Cloak and Dagger to be part of the movement tier. Cloak and Dagger causes a Rogue to teleport to their target whenever they use an opener. Combined with dropping out of combat to re-Stealth, Shadow Dance, and the Subterfuge talent, we expect that it can be used to accomplish some pretty interesting things.

Similarly, while Anticipation proved very popular in the level 90 tier, Versatility did not, and in fact, Anticipation felt like it provided the benefits of Versatility, only better. We retired Versatility and added a new talent, Marked for Death, which will mark a target and instantly generate 5 combo points on that target. When the target dies, the cooldown will reset.

In addition to giving Rogues Preparation baseline, we also wanted to increase Rogue burst in PvP. That may sound backwards given that we are often trying to reduce the burst of classes in PvP, but we think Rogues had the opposite problem, where their large component of passive damage from white attacks and poisons coupled with the low damage per hit of using a pair of small weapons meant that Rogues had significant issues closing the deal and taking an enemy down during a burst window. Our solution here was to allow Rogues to store up more energy in PvP through a new set bonus. This means a Rogue will have to work for their burst, but it will be there if they plan for it.
Blade Flurry has been an iconic spell for Combat for some time, and while we initially discussed just giving it to all Rogues, we thought Combat lost too much under that design. Ultimately, we like that Combat is good at cleaving. The problem was it was so good that it felt mandatory for many Rogues to switch to Combat for some fights. Ideally, a Rogue who prefers Assassination or Subtlety should be able to stick with that spec, knowing they might fall a little behind on Cleave situations, but can make up for it in other situations. We changed the way that Blade Flurry works, so that it will strike more targets for less damage. Combat will still be the best choice for AoE fights, but not so much so that it will be at an overwhelming advantage. We’ll be increasing Combat single-target damage via an increase to Vitality to compensate. Overall, we hope that most players will feel comfortable sticking with the spec they are most comfortable playing without feeling compelled to swap between fights. Subtlety will see increased single-target damage via an increase to the effects of Sanguinary Vein.

PvE utility is very subjective. Some players equate it with a raid-wide damage reduction cooldown, while for others, the utility has to be something unique that nobody else can provide. We add that caveat just because we don’t think the community will ever agree on who brings “enough” or “the best” utility. The change we made for Rogues was simple: Smoke Bomb now provides damage reduction, so in a similar fashion to abilities like Rallying Cry, a Rogue can help survive against, oh say, just for example, the damage a huge freakin’ dinosaur can dish out.

We had a few goals with Shaman:

  • As with the other classes, we wanted to make unattractive talents more appealing. Shaman had a similar problem to Druids, where certain choices were perceived as good for e.g. Elemental but not Restoration.
  • We wanted to buff Elemental dispel vulnerability and overall survivability in PvP.
  • We wanted to give Enhancement a very slight boost for PvP.
  • We also wanted to improve Elemental’s target switching and multi-target damage in PvE.
  • We adjusted some Glyphs, some because they were too good, others because they felt mandatory.

We made several adjustments to talents to broaden their appeal. For example, Ancestral Swiftness now provides 10% melee haste in order for Enhancement Shaman to take it more seriously as an option, while staying at 5% spell haste since Restoration Shaman already liked the talent.

For PvP, we gave Shamanistic Rage to Elementals to provide a defensive cooldown they could use when focused. We also changed the interaction between Flame Shock and Lava Burst. Lava Burst still does more damage when Flame Shock is present, but it will now do more damage than it did previously, even when Flame Shock isn’t on the target. Therefore, if Flame Shock is dispelled, Elemental does less damage but doesn’t feel completely crippled.

This same change helped with Elemental’s target switching in PvE, since they didn’t have to wait for Flame Shock to come off cooldown every time they wanted to do something like burst down a new add. We also felt that Elemental never had a great chance to shine in 5.0 raiding. Their damage was on target for most fights, but other specs with whom they were tied would do great in some situations, such as multi-dot fights. We decided that “chains” are one of a Shaman’s core mechanics, so we wanted to make sure Chain Lightning delivered when the player was in a situation where they could use it. Chain Lightning damage no longer decreases when hitting subsequent targets, and actually increases when converted to Lava Beam.

We wanted to buff Enhancement for PvP in two ways. First, we increased the mana generation of Mental Quickness, since Enhancement suffered from mana problems when they didn’t have high uptime on the target, a common occurrence in PvP. We also lowered the cooldown on Spirit Walk to further increase their up time as well as giving them more frequent escape tools.

Finally, on the Glyph front, Purge is an extremely powerful tool in PvP, especially when Glyphed, so we added a 6 second cooldown on the ability if the Glyph is applied. It’s still powerful and useful, but less spammable. On the other hand, the Glyph of Flame Shock felt mandatory, so its effects have been made baseline.

Our main goals for Warlocks:
  • As with all classes, we wanted to tweak talents to make underused talents more appealing.
  • Fix Blood Fear.
  • Put the pet back in Warlock.
  • Roll mandatory-feeling Glyphs into the relevant specs.

We feel Warlocks are, generally speaking, in a pretty good place right now. Obviously they received many changes in 5.0 and we’re still iterating on a few of those new mechanics to get them to feel quite right. Warlock talents weren’t in a bad place overall. We made a few tweaks such as Burning Rush also offering snare “resistance”, and Kil’jaeden’s Cunning no longer having an active / passive mechanic.
In PvP we saw that Blood Fear, intended to be used defensively, was increasingly seeing use as an offensive ability. We also felt that it was a bit too effective. To adjust it some, as well as return it to its more defensive roots, the old talent has been removed, and its new replacement, Blood Horror, applies a buff to the Warlock that will Fear enemies that strike her in melee.

Warlocks are meant to be a pet class, but a lot of locks were choosing Grimoire of Sacrifice. We understand that players have a tendency toward the most powerful and efficient play style, and that managing a pet takes a little effort. Pets are a big part of what it means to be a Warlock though, so while we don’t mind offering GoSac so that there’s some play style diversity, we wanted to de-emphasize petless play. Now sacrificing your fel friend, while still an option, won’t be quite as much of a damage bump as it was in the past. In addition, too many locks felt like they had to use the imp in PvE, especially in smaller groups, in order to benefit from Blood Pact. We just added the Stamina bonus to Dark Intent to let the player choose whether an imp or another demon made more sense depending on their preference and the situation.

Both Glyph of Embers and Glyph of Soul Shards really felt like they should be baseline, and had become essential to their respective specs. We made the original Glyph effects baseline, and added new Glyph effects that should be helpful, without feeling like they’re absolutely required. We also changed the Glyph of Unstable Affliction so players didn’t feel like they had to choose between the Silence and the damage backlash.

Blue Posts
Originally Posted by Blizzard Entertainment
Cross-Realm Destination Realm
There is a purposeful non-specific determination in who is taken to which realm in order to dissuade large groups of people from intentionally targeting a single realm for nefarious activities. Unfortunately it does have the side effect of impacting some of the good uses for cross-realm play, like inviting a friend to help with something that exists on one realm but not the other. (Blue Tracker / Official Forums)

Sunsong Ranch Plowing Change
It is nice that plowing pops out the vermin with significant damage, but it has two flaws as implemented:

- You cannot easily gather up multiple vermin if they are in different rows as you could, even if they are close by.

- It leaves the spot with the vermin in it unplowed, so you have to either plow the whole line again or manually plow that spot. It would be nice if it converted it to plowed after you killed the vermin so it would be consistent with the rest of the plowed row.

Considering that the plow went over an entire Virmen, uprooting them and all that, a single additional click on the recently disturbed plot of dirt after the commotion is not unexpected.

When the patch first went life after I killed the vermin that I plowed up it wouldn't even let me till the soil manually or with the plow. Just said "Occupied Soil" over it. Seems to have been fixed now. But it was interesting to say the least.
There was a hotfix last night that fixed an issue where Occupied Soil would sometimes not update correctly after clearing the associated Squatting Virmen. (Blue Tracker / Official Forums)

PvP Weapon Costs
Would like to know the same for my alts. Currently capped at 4000 with them and not sure whether the 7250 required honor is a bug or intentional. Any insight into this would be greatly appreciated!
The "Requires earning a total of 7250 Honor Points for the season" is not a bug. In order to purchase the honor weapons you will first need to earn 7250 Honor Points on that particular character. I would recommend that you start buying some items with your current stash of 4000 Honor Points and then continue to farm more till you reach the required 7250 earned for the season. Once you have earned in total 7250 Honor for the season, you can buy the weapon for its listed cost.

How come there's no 2H mace available with conquest?
It's actually intended that we have no 2-handed mace for Conquest points available this season. It's quite normal for us not to have every single type of weapon available each season, a good example of this is that this is the first season in a while that we've had a crossbow available for purchase. If your preference is to use a mace as your weapon of choice we can understand your frustration, however the available options this season for 2-handed weapons are either swords or axes. (Blue Tracker / Official Forums)

Throne of Thunder Boss Difficulty
ToT 1st boss is balanced for 502 ilvl.
I don't think the developers have ever mentioned to which item level a particular boss is balanced. But Jin'rokh has been already killed by guilds with less item level than what you suggest. In fact, most guilds that are at least close to finishing Heart of Fear or beginning Terrace of Endless Spring will probably be able to kill him.

Horridon, on the other hand, might be a different story... But for those of you with T14 still unfinished, remember 5.0 raids have a reduction of 10% health and 10% damage in place, so you'll probably be able to progress a bit faster and get your group in better shape to further advance on Throne of Thunder. (Blue Tracker / Official Forums)

Fan Art Update
The World of Warcraft Fan Art Section has been updated with new fan artwork.

by Published on 2013-03-07 10:30 AM

Wyatt Cheng and Travis Day on 1.0.8, Next Patch to Feature Co-op Improvements, Who Is Travis Day?

Isle of Thunder Day 2 - 30% Unlocked (Stage 1)

Patch 5.2 Dev Interviews
Today we continue our interviews recap with ArenaJunkies and their interview with Ghostcrawler and Brian Holinka, a new PvP designer.

  • Frost Mage, Arms Warrior, Shadow Priest, and Hunter were all over represented during Patch 5.1. Monks and Disc Priests were underrepresented.
  • PvP will likely never be completely balanced, as there are so many specs and different PvP situations that it is impossible.
  • PvP could be fairly well balanced with six or seven specs, but then the rest of the classes and specs would feel left out. This means the idea balance point right now is making sure that everyone can compete at some level.
  • Blizzard feels that a highly skilled player can take almost any spec and do very well with it.
  • It is somewhat harder to detect cheaters in Rated Battlegrounds, but the week between the season end and reward distribution should provide an opportunity to take a look, especially at players that earned Hero of the Alliance / Hero of the Horde.
  • The new PvE trinkets were changed to be less effective against players, making the best items for PvP still come from PvP.
  • For the near future, abilities will not have a separate PvP and PvE version, as it wouldn't change the amount of requests for buffs and nerfs to abilities and would add even more things to keep track of in PvP. However, if something like Colossus Smash comes up that is very difficult to balance in both, a separate rule for PvP can be added.
  • Blizzard is currently working to address long arena queue times on smaller battlegroups.
  • Looking at representation doesn't tell the complete story when it comes to class balance in PvP, but any outliers will be changed to bring them more in line with other classes.
  • Both changing numbers and mechanics to try and balance classes ends up making some relearning necessary.
  • Blade's Edge and Dalaran Arena were created before spells that could knock you off of where you were standing were created. Changes are forthcoming this season.
  • Blacklisting arena maps is a possibility for the future.
  • A permanent tournament realm would not fit with the core idea of investing time in your character.
  • Tweaks to how arena teams work might be coming in the future. (Wanting to be able to play with someone not on your team and not being able to do so isn't fun)

Patch 5.2 Hotfixes: March 5
Originally Posted by Blizzard (Blue Tracker)

  • Fixed an issue where quest items could drop less frequently than intended.
  • Players should now be able to speak with Waterspeaker Goria to complete the quest, "The Ritual".

  • Shapeshifted players should now be able to use Lightning Rods when fighting Electromancer Ju'le.
  • Risen Ancestors spawn rate has been increased.

Pet Battles
  • Sleep effects should now break properly when a pet is attacked.

Raids, Dungeons, and Scenarios


Sunsong Ranch

  • Players should no longer see or hear chat from other player's NPCs during the introduction to the Isle of Thunder.

Patch 5.2 Class Reviews - Mage, Paladin, Priest
Originally Posted by Blizzard (Blue Tracker)
We don’t alter classes lightly, and every change comes only after a great deal of player feedback, developer thought, and careful analysis. We also know that while class changes can help keep things fresh, they can also mean that there’s a need to re-learn things about your character that you thought you already knew. We want to make this process clearer, more understandable, and easier to adapt to as we move into patch 5.2, so I’ll be working with World of Warcraft Lead Systems Designer Greg “Ghostcrawler” Street to write a short blog series that will provide an overview of the important changes coming to each class.

Many of the 5.2 patch notes fall into two main categories: balance tuning and talent adjustments. Unless we called out a specific reason otherwise, you can assume that the various +10% or -10% adjustments you’ll see in the patch notes were made to keep all of the specs where we want them in 5.2. In some cases these are changes to reflect the different environment in 5.2 with new gear and set bonuses. In other cases, we are correcting issues we found in patch 5.1.

In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.

Note: The purpose of these blogs is mostly to provide an overview of the design intentions behind our 5.2 changes, rather than to detail the thought process behind every individual note. You can refer to the patch notes for specific changes and numbers.

We set out to accomplish a few goals with Mages:

  • Despite various adjustments along the way, Frost Mages are still too powerful in PvP and not quite competitive in PvE.
  • Our changes to Arcane in patch 5.1 overshot the mark and also needed some changes.
  • While we wanted to make some less attractive talents more attractive, we also weren’t satisfied with the Mage talent tree.

There are a few changes to Frost in PvP. First, the PvP set bonus only lowers the cooldown of Counterspell when it is successfully used as an interrupt, not as a Silence. As we’ve said before, we think Silence are too dominant in PvP, but we don’t think patch 5.2 is the right time to remove them all because we can’t also remove all of the instant heals in PvP. We like the Counterspell change because it rewards skilled play. We also made a change to the way Ring of Frost works with Presence of Mind. Rather than making the Ring of Frost instantly apply, the PoM only makes the cast time instant—the Ring still needs to arm for two seconds before freezing the unfortunates standing on it. Most significantly, we redesigned the Glyph of Fireblast to no longer allow it to detonate Frost Bomb on demand; instead it will require some timing on the part of the player. We’re boosting Frost’s PvE performance via Frostbolt, which requires a spell cast (which means the Mage must stand still and risks Frost lock), and also has a stacking debuff to really maximize damage.

We had two problems we wanted to solve with Arcane. The first was that Scorch was never intended to be rotational for Arcane to avoid having to dump stacks of Arcane Charge. Arcane is intended to build up charges but then dump them when the mana drain gets too high, but Scorch allowed Arcane Mages to avoid that cycle, which inflated their damage as a consequence. However, we also wanted to tweak a previous change where we increased Arcane Charge up to a max stack of 6. Dumping a stack of 6 is painful because it takes a long time to build it back up again, so in 5.2 we are lowering the stack size to 4.

Scorch was a big design problem for us for other reasons. It feels really good to have something to cast while moving, even if it’s a DPS loss overall. Many mages were taking Scorch for reasons beyond the Arcane Charge stacking issue above. At the same time, the talent tree also suffered a problem where Blazing Speed couldn’t compete with Temporal Shield or Ice Barrier. We had hoped to position Blazing Speed as a defensive ability, but really it’s a mobility talent, and we think it makes more sense alongside Presence of Mind and Ice Floes, which also offer mobility in one way or another. Instead of replacing Blazing Speed with Scorch, we just gave Scorch to Fire mages, which also helps differentiate the specs a bit more. Instead, now Mages have a new talent, Flameglow, which is a passive defensive option that absorbs some damage from each hit, and fits in thematically alongside Temporal Shield and Ice Barrier.

Paladins are pretty solid overall. Still, we had a few issues to address:

  • We wanted to make less attractive talents more attractive.
  • Holy was too dominant in PvP.
  • Retribution wasn’t performing as well in PvP.

We focused a lot on addressing the performance of Holy Paladins in PvP for Mists of Pandaria, and it worked . . . a little too well. They have some offensive utility now and a variety of strong heals. To bring them back into line, we’re making two changes: Blinding Light will now have a cast time, but only for Holy. We also changed a PvP gear bonus to affect Flash of Light instead of Word of Glory. Shifting more PvP healing to a cast-time spell opens up the risk of interrupts and also requires the Paladin to stand still on occasion. Addressing representation through balance adjustments is always tricky – healers are always in demand for 3v3 Arena teams, so it’s unlikely that we’ll see Retribution Paladins become as common as Holy Paladins. However, we did want to give Retribution a little more oomph. The main change here is to lower the cooldown on Avenging Wrath to two minutes for Retribution only. Since this is an ability raiding Paladins have today through a set bonus, we just made it a core change. We also made Retribution’s Flash of Light stronger and allow them to benefit more from PvP Power’s Conversion to healing. It makes sense that even DPS Paladins have good healing potential, so long as Retribution continues to primarily fill the role of a damage-dealer and can’t fully step into the role of a dedicated healer in PvP. Smaller Retribution buffs include letting them benefit from Glyph of Blessed Life and Templar’s Verdict to a greater extent, and adding a snare to Hammer of Light.

Protection received few changes; we like how they are doing overall. One small change was to make Grand Crusader benefit from dodges and parries as well, so that Paladins would benefit more from stats that were going to appear on their tanking gear anyway.

Priests received several changes to address a few problems:

  • We wanted to make less attractive talents more attractive.
  • Discipline performed too well in PvE, but under-performed in PvP.
  • Shadow was too good in PvP, but solid in PvE, so we didn’t want the nerfs to spill over much.

We nerfed Phantasm and Psyfiend, both talents that all Shadow Priests took (and to be fair, many other priests as well) and reduced their healing (though remember we also offset that nerf somewhat with the change to PvP Power to benefit their healing somewhat). We didn’t want to hurt Mass Dispel or other utility that Shadow provides, especially in PvE. We also reduced Shadow burst a little through the Glyph of Mind Spike.

Discipline required more work. In raiding particularly, Discipline priests were using an effective but boring “rotation” of casting almost nothing but Prayer of Healing (with a guaranteed Divine Aegis) while using Spirit Shell on cooldown. Doing so allowed them to prevent more damage than anyone else was capable of healing. Our first change was to make Spirit Shell no longer benefit from mastery. When Spirit Shell absorbs for 50% more than it would have healed for, it just becomes a button to use on cooldown, while we’d rather it was used as a situational ability that’s triggered when absorbs make the most sense. We also wanted to see Discipline using spells other than Prayer of Healing.

As with Restoration Druids, we don’t want Disc to be casting nothing but Power Word: Shield, but we do want Power Word: Shield to be a major button in their arsenal, which wasn’t the case in 5.1. To accomplish this, we reduced the cost of Power Word: Shield and now allow it to crit, but we also redesigned Divine Aegis so that Prayer of Heal spamming would no longer be the right answer for every situation. Divine Aegis now requires a critical on Prayer of Healing to activate, but when it procs it applies a bubble instead of doubling the heal (essentially Discipline’s crits are 100% heal and 100% bubble instead of a 200% heal). We also changed their mastery to affect both heals and absorption so that their mastery wasn’t only beneficial after a crit. In addition, we buffed Penance, which is an iconic spell for Discipline and a fun one to use. To address Discipline’s PvP issues, in addition to these changes (of which the Power Word: Shield and Penance buffs will have the greatest effect), we redesigned their set bonus to make Flash Heal cheaper, and made a few spells un-dispellable. That’s normally a last resort for us, but we felt it was appropriate in this case.

Holy Priests received few modifications, though they will benefit from some of the talent changes. We think Holy is in a good place in PvE relative to other healers but was just so overshadowed by Discipline that they weren’t as common. That may change as the specs fill different niches.

/Follow Command Disabled in Battlegrounds
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We disabled /follow from use in battlegrounds to curb some of the most basic types of bots that use the command. We chose not to communicate it beforehand in attempts to catch as many bots unaware as possible. Removing /follow in battlegrounds is one small change we can make immediately to stop a number of bots, and those that choose to transition to more overt botting methods will have a much higher chance of being caught and banned.

We did consider those who use /follow for other reasons, including multiboxing, before making the change. Multiboxing in battlegrounds has been a long-fought battle within the community, as the effect of multiboxers in those situations is considered unfavorable by many. When we were looking to make a change to disable a command used by bots, which would benefit the game as a whole, we were ok with it also resulting in multiboxing in battlegrounds also going away due to the poor experience it can create for others.

Right now /follow is also disabled in Arenas, but we’re looking to revert that change as bots don’t typically exist in Arenas, and multiboxing in that kind of pre-determined group environment doesn’t tend to be as disruptive.

One Handed Malevolent Weapons Cost
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just wanted to drop in here to let you guys know that this was an oversight, and that those Malevolent dps 1-handers should cost 1750 Honor. We'll fit in the change as soon as possible, though I don't have an ETA at this time.

Great now they are 1750 CONQUEST lol
Yeah, something went sideways with the currency conversion on these items. Intuitively, it's easy to imagine that it would be like flipping a switch to alter these things, but unfortunately it isn't.

We've got a fix on the way as soon as possible, but as before I don't have a specific eta.

The fix should be in now, guys.

Blue Posts
Originally Posted by Blizzard Entertainment
Tabard of the Scarlet Crusade.
The developers have informed us the Tabard of the Scarlet Crusade will be added back as a rare drop to the Scarlet dungeons in a future patch. (Blue Tracker / Official Forums)

Heirloom Shields
Unfortunately shields didn’t make it into 5.2, this was due to a bug that was caught very late, there was no time to fix it before the launch, so we had to make the hard choice of removing them for now. They should be back on the next major patch though. (Blue Tracker / Official Forums)

Shan'ze Ritual Stones Drop Limit
Just to clarify on drop chances for ritual stones and keys, you can only obtain one Key to the Palace of Lei Shen (aka treasure room) from any creature on the island, including the Isle of Thunder Rare Elites. Once you’ve already looted one off of a creature, no more will drop from creatures for your character that week. Additional keys can potentially drop from other select sources, but are extremely rare and not something you can try to farm.

Similarly, you can only obtain one Shan'ze Ritual Stone from an Isle of Thunder Rare Elite per week. You'll still be able to collect more from other sources, though. (Blue Tracker / Official Forums)

Patch 5.2 Resilience Changes
They must really think the dmg is to low.
Far from it, this change was not because we thought that damage was too low. This change was made simply because we saw that damage reduction was scaling faster than damage was. This meant that as you started getting more resilience over time, the better the returns were that you saw in getting even more of it.

The change to the formula that calculated resilience was done to correct this trend. The additional resilience that you get in patch 5.2 would have made it that much more beneficial to stack, so it would have been a stat that was far too attractive. We hope this explains the thoughts behind the change and wanted to let you know that we are monitoring damage as always and we'll turn some knobs to adjust it if we have to.

No player worth their salt stacked anything BUT resi in 5.1
That is because it was so beneficial to stack, which is why we made this change. The benefits would have also been exacerbated in patch 5.2 with even more resilience on Tyrannical gear.

This will not change in 5.2
Maybe not, but that is fine. We are more than happy with players stacking resilience again in patch 5.2 as long as it's no longer outscaling damage too much and is not clearly the best choice, this is what the change to the resilience formula addressed.

It was pretty obvious for most of Pvper's that the need to stack PVP Resi was because how much high damage in the game , even while stacking Resi damage was still high. Resilience will still be an attractive stat, there is no doubt about that, but I think that you neglected to read the last part of one of my posts:

We hope this explains the thoughts behind the change and wanted to let you know that we are monitoring damage as always and we'll turn some knobs to adjust it if we have to.

So the amount of damage and players being able to mitigate that damage is most definitely still on our radar. If we see a need to do so, we will be making some tweaks and a adjusting some knobs if we have to, to deal with damage concerns. (Blue Tracker / Official Forums)

Cost of Paid Services
these services are completely 100% optional and are in no way needed to play the game.
It’s partially because of this.

Another reason would be to keep things somewhat stable, if these services were free or extremely cheap, communities could lose social and economic stability.

Social stability - Because realms are supposed to be somewhat insular, and that’s a good thing, one of the best qualities MMORPG’s have going for them is the social bond created between players, and those require time and a stability to create.

Players would also become less accountable for their actions (realm reputation would be very hard to assess), and we all know that unfortunately LFR and CRZ already hinted on how that can be a problem; we still we think the benefits far outweigh the risks in these two specific cases though, as they’re limited to the use of those features.

Economic stability - because not all realms are exactly the same and this would effectively allow the most enthusiastic traders and speculators to explore the global economy to their own best interests, which could have negative effects on a global scale or at least on the more economically vulnerable servers.

We could talk for hours about this, but that would be beyond the point of this topic, I’m sure you understand the logic behind this argument, some won’t agree with it and that’s ok, this can be quite an interesting and complex topic, just think about reality and global economy, opinions on that are far from being unanimous.

Now I understand that nowadays it’s much more common for players to have a lot of alt characters and when someone chooses to migrate, most of the times that player would like to take all his characters with him and that would come at a high cost.

Sometimes players will choose not to migrate at all due to not being able to afford it or simply not wanting to pay for all those migrations; now, although there’s not much I can tell you about this, I can say that we’re aware of all of your suggestions and requests regarding services, as you can probably realize, this is not the sort of thing that can be decided on-the-fly, but if we believe that there is a real need for some sort of change or improvement on our character services and that it could potentially improve gameplay, then I don’t see why we wouldn’t consider it, evolution and change has always part of Blizzard’s culture, especially when we talk about WoW, we’re nothing if not adaptable and iterative, so all I can say is that I’m not currently aware of any plans to change these services, but that doesn’t mean we won’t have them in the future, keep providing us with constructive feedback about it, I can assure you it can/will speed things up. (Blue Tracker / Official Forums)

Garrosh Fixed in 5.2
So as title says i want to know if in 5.2 ptach if me and my guild go in ogrimar and try to kill garosh will he reset like always or it will be fixed?
Yes. Sorry if this took a bit too long to fix, but the good news is that it's supposed to be fixed in 5.2!
If you still find anything weird going on with Mr. Garrosh, please reply here, I'll keep an eye on this thread. (Blue Tracker / Official Forums)

The Daily Blink - You Lead, We’ll /Follow
The Daily Blink tells us about the end of battlegrounds multiboxing.

by Published on 2013-03-06 08:00 AM

Developer Journal: Itemization Update

Isle of Thunder Day 1 - 12% Unlocked (Stage 1)

Patch 5.2 - Armored Bloodwing
One of the mounts that generated the most interest in Patch 5.2 was the Armored Bloodwing. While the item, spell, and model made it in to the patch, there is still no known source for it, so it could have been removed like the new engineering items. Note that it only requires level 20 and is supposedly a ground and flying mount.

Please keep in mind that the mount may not be intended for this patch!

Throne of Thunder Raid Schedule
Almost 600 guilds have already killed the first boss!
Originally Posted by Blizzard (Blue Tracker)
With the release of Patch 5.2: The Thunder King, the vast Throne of Thunder raid will become available. As in previous raid tiers, Raid Finder wings and availability difficulties will be staggered.

To access the new Raid Finder wings you will need a minimum average item level (ilevel) of 480.

This is our current schedule based on a planned patch release date of March 5. If the patch is delayed, or if we determine any change is needed, we’ll update this article.

March 5 – Normal Throne of Thunder
March 12 – Heroic Throne of Thunder and LFR Wing 1 “Last Stand of the Zandalari”
March 19 – LFR Wing 2 “Forgotten Depths”
April 2 – LFR Wing 3 “Halls of Flesh-Shaping”
April 16 – LFR Wing 4 “Pinnacle of Storms”

Patch 5.2 Class Reviews – Death Knight / Druid / Hunter
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In addition to significant PvP changes, a new Raid, a new quest hub, and a mysterious island full of dinosaurs, numerous class changes are coming in patch 5.2: Throne of Thunder.

We don’t alter classes lightly, and every change comes only after a great deal of player feedback, developer thought, and careful analysis. We also know that while class changes can help keep things fresh, they can also mean that there’s a need to re-learn things about your character that you thought you already knew. We want to make this process clearer, more understandable, and easier to adapt to as we move into patch 5.2, so I’ll be working with World of Warcraft Lead Systems Designer Greg “Ghostcrawler” Street to write a short blog series that will provide an overview of the important changes coming to each class.

Many of the 5.2 patch notes fall into two main categories: balance tuning and talent adjustments. Unless we called out a specific reason otherwise, you can assume that the various +10% or -10% adjustments you’ll see in the patch notes were made to keep all of the specs where we want them in 5.2. In some cases these are changes to reflect the different environment in 5.2 with new gear and set bonuses. In other cases, we are correcting issues we found in patch 5.1.

In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.

Note: The purpose of these blogs is mostly to provide an overview of the design intentions behind our 5.2 changes, rather than to detail the thought process behind every individual note. You can refer to the patch notes for specific changes and numbers.

We had three main goals:
  • Make some less attractive talents more compelling.
  • Improve quality of life for Unholy Death Knights.
  • Give a small PvP buff.

We didn’t feel like Death Knights needed many changes overall, and we try not to change classes for change’s sake, especially midway through an expansion, so you’ll see fewer changes here than for some other classes.

To address some issues with less attractive talents, you’ll see buffs to Death Siphon (more damage dealt) and Conversion (less Runic Power over time).

Unholy’s quality of life changes were mostly to solve the problem of “orphaned” runes. A Death Knight would, for example, Blood Boil twice and then Scourge Strike, leaving two Frost Runes, which weren’t sufficient to use Festering Strike. Now Icy Touch activates Reaping, which will allow those Frost Runes to convert to Death Runes. We also made Plague Strike apply Frost Fever to reduce the need to use Icy Touches. We also made Summon Gargoyle no longer cost Runic Power and changed the damage done to both Shadow and Nature to synergize better with Unholy’s Mastery, Dreadblade.

While we think Death Knights are in a good place in PvP overall, we did agree with the feedback that Strangulate has a very long cooldown for what it does, so we lowered its cooldown and also lowered Asphyxiate to match. Finally, it is worth pointing out that the tier 14 2-piece ended up being overbudget to the extent that we were concerned DKs would keep using it in the 5.2 raid. We nerfed the set bonus and buffed Death Knights to compensate. Blood is in a good place overall, but we did buff Blood Parasite dramatically, because it was just undertuned.

We wanted to:
  • Make some unattractive talents more compelling.
  • Slightly reduce Feral’s effectiveness in PvP.
  • Improve Restoration slightly in PvP and PvE.
  • Give a bump to non-Restoration Druid healing in PvP.

We had a problem where some Druid talents were only attractive to certain specs. Changes such as the buff to Cenarion Ward and Force of Nature were to help with this problem, while other talents, such as Mass Entanglement were just undertuned for all specs.

We addressed Feral in PvP by adding a cooldown to Cyclone. Now Feral won’t gain such frequent use of free Cyclone through Predatory Swiftness, but can still benefit from the proc for heals. We initially tried a few different mechanics to prevent Cat Form from stacking speed benefits to a ridiculous level, but that left Druids feeling like they were being penalized for taking the Feline Swiftness talent (which many of them didn’t take, even in PvP). We ended up with Feline Swiftness not stacking with the PvP set bonus. We’re keeping a close eye on Feral’s damage output in PvP, but we didn’t make any changes for 5.2.

Restoration’s buffs include an across-the-board buff to healing, as well as mana savings on Rejuvenation. We think that some of Restoration’s performance issues were actually caused by Discipline Priests being so dominant (since absorb shields are better at “sniping” heals than even Heal over Time effects), but we still wanted to make sure that Druids were competitive healers, so we increased their healing by 10% through the Naturalist Passive. Rejuvenation is an iconic Restoration spell. While we don’t want druids to do nothing but spam Rejuv, we don’t feel like it was getting enough use overall. We redesigned Wild Mushroom to benefit from the overhealing that can occur with Heal over Time spells. Now, the new mushrooms allow a Druid to “bank” overhealing, and then unleash it when the Mushrooms bloom.

Balance and Feral should also see a boost to PvP healing effectiveness because we’re allowing 25% of PvP Power’s benefit to increase their healing output (versus 50% for Restoration druids).

Hunters overall are in a good place in PvE and PvP. We wanted to:

  • Make unattractive talents more compelling. (Notice a theme?)
  • Improve Marksmanship’s viability.

Like Death Knights, Hunters were also in a good place overall and we didn’t think they needed many changes. These notes are relatively short as a result.

In terms of talents, we felt like Silencing Shot was too powerful so we increased its cooldown slightly, while removing the Focus costs of the competing talents: Binding Shot and Wyvern Sting. We also recognized the community’s frustrations with using Powershot so we rebuilt it so it would reliably hit even moving targets.

We reduced the cast time of Aimed Shot partially as a quality of life change for Marksmanship, and partially to buff the spec’s damage output. We also increased Chimera Shot’s self-healing to give Marksmanship Hunters a small distinct niche compared to Survival and Beast Mastery.

Nearly every Hunter felt like they had to take the Glyph of Marked For Death, so we made the glyph’s effects baseline, removed the glyph, and replaced it with the new Glyph of Liberation that provides a moderate heal when Disengage is used.

Patch 5.2 Class Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Warning: Arcana! This information is targeted at theorycrafting. You don't need to read any of the following to benefit from these items in patch 5.2.

RealPPM Functionality Changes
Just a reminder that RealPPM now uses your true melee haste or spell haste (whichever is higher) to scale the proc rate instead of attack speed or casting speed. The difference is that things that buff your attack speed (such as the raid buff or Slice and Dice) do not increase the frequency of RPPM procs. True haste boosts, such as Bloodlust or haste rating on gear will improve proc rate. We felt this change was necessary to balance proc rates among different specs.


Agility DPS
  • Vicious Talisman of the Shado-Pan Assault – 15% chance on landing harmful abilities and spells, and melee/ranged abilities and swings. 105 sec ICD.
  • Renataki’s Soul Charm – 0.56 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. 22 sec ICD.
  • Talisman of Bloodlust – 3.00 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. No ICD.
  • Bad Juju – 0.50 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. No ICD. Voodoo Gnomes are mostly for flavor and deal ~200 damage before armor per hit.
  • Rune of Re-Origination – 0.92 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. 22 sec ICD
  • Proc rate multiplied by 0.1 for non-melee specs. Proc rate multiplied by 0.25 against player controlled units. Proc rate multiplied by 1/(1.15^((528-ItemLevel)/15) for the various Item Level versions of the trinket.

Strength DPS
  • Brutal Talisman of the Shado-Pan Assault - 15% chance on landing harmful abilities and spells, and melee/ranged abilities and swings. 75 sec ICD.
  • Fabled Feather of Ji-Kun - 0.56 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. 22 sec ICD.
  • Primordius’ Talisman of Rage – 3.00 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. No ICD.
  • Spark of Zandalar - 5.00 RealPPM on landing harmful abilities and spells, and melee/ranged abilities and swings. No ICD.
  • Gaze of the Twins – 0.75*(1+MeleeCritChance) RealPPM on critical harmful abilities and spells, periodic spell, and melee/ranged abilities and swings. No ICD.

Intellect DPS
  • Volatile Talisman of the Shado-Pan Assault – 15% chance on landing harmful spell. 45 sec ICD.
  • Wushoolay’s Final Choice – 0.56 RealPPM on damage/absorb from harmful abilities and spells, and periodic spells. 22 sec ICD.
  • Breath of the Hydra – 0.50 RealPPM on damage/absorb from periodic spell. No ICD.
  • Unerring Vision of Lei-Shen – 0.50 RealPPM on damage/absorb from harmful spells and periodic spells. No ICD. Proc rate multiplied by 0.00 for non-caster specs. Proc rate multiplied by 0.5 for Balance Druids. Proc rate multiplied by 0.25 against player controlled units. Proc rate multiplied by 1/(1.15^((528-ItemLevel)/15) for the various Item Level versions of the trinket.
  • Cha-Ye's Essence of Brilliance – 0.77*(1+SpellCritChance) RealPPM on critical harmful spells and periodic spells. No ICD.



Legendary Metagems

(Lots of numbers for theorycrafters, see the full post)

Recent DPS Tweaks
  • Might of the Frozen Wastes includes melee damage by 20%, up from 15%.
  • Icy Talons increases attack speed by 30%, up from 25%.
  • Threat of Thassarian now increases Frost Strike damage by 50%, up from 40%.
  • Assassin's Resolve now increases damage by 30%, up from 20%.
  • Shadow Word: Pain damage increased by 25%.

So the Windwalker proc rate is the same regardless of whether they use 2hand or DW?

Then why is it okay to force every Unholy DK to go Frost?
That's not the intention. Now it's not realistically possible to have Unholy and Frost do idential DPS on every single boss given how different mechanics are, and that's not really our goal anyway. For players who care about 1% theoretical DPS changes, they will probably just swap specs constantly, and there isn't much we can do to change that behavior. What we do try to do is get things close enough so that someone who loves Frost and can play Frost on every encounter and someone who loves Unholy can play Unholy on every encounter. In 5.1, Unholy's DPS was probably a little too low (though take the huge sampling bias in mind when comparing DPS on sites such as Raidbots). Through all the changes going into 5.2, we found that Unholy had such an advantage that we were scared we had tipped the scales too far in the opposite direction and would see every DPS DK abandon Frost, so we buffed Frost a little again. Do we always balance these things perfectly? Of course not, and sometimes despite our best intentions Arcane ends up ahead of Fire or BM ends up ahead of Marks, or there are just more encounters that favor one over the other or whatever. Realistically our only solutions are to keep trying (which is our plan) or just give up and accept that some DPS specs aren't really for raiding (which we think would be really lame).

Prior to these buffs, we'd estimated 2h Frost and Unholy were close on most single target scenarios while DW pulled ahead in cleave.
Hey GC, so the weakest Warlock spec (destro) gets the lowest RPPM on the meta gem?
So You Are Buffing Classes Yet Again That Do Not Need A Damage Increase, Brovo!
Don't understand why buff assassination and not combat?! Combat still behind assassination...
And combat? just 5% Vitality buff, why assassination got so many buffs? Just because of the T15 raid set bonus? and pvp as combat rogues?

Yeah, my above comments apply to every DPS class. “Why did you buff Spec X when they were already tied with Spec Y? Do you hate Spec Y and want us to only play Spec X?”

We’re making these changes based on actual data and test results. Unfortunately, the primary tool the community uses for comparing and reviewing test results (World of Logs) hasn’t worked for 5.2 PTR at all, as far as we know (largely I believe to some well-meaning changes we added to let players better track things like attack power and mana gains). That basically restricts performance measurements to occasional Recount screenshots or LFR streams. This has added a fog of war effect to class balance tweaking that didn't exist last patch.

As I said in an interview recently, it's our job to balance the game. A lot of players want to help, and we appreciate that, but it's not something every forum poster needs to concern themselves with. We don't mind you challenging any of our assumptions, but try to do so in a reasonable manner, ideally with some kind of data to back it up. Most importantly, don't freak out. That just drags the conversation down for everyone.

To be clear, we buffed Frost DKs yesterday, because they were significantly behind Unholy, and we want them to be equal. Same with Assassination (compared to Combat), and Shadow. Also, for clarification, we are explicitly not using legendary meta gems as a form of balance tuning knob. We’re balancing specs without the legendary meta gems, and we’re also balancing the performance gain of the legendary meta gems. Players will have a variety of gear levels, and we strive to balance them all.

We've been told many times over the course of this testing that ret was around the same spot as the other melee specs in terms of single target but that ret was lacking in the AOE/Cleave department and that was something you were going to look at.
Since the Seal of Righteousness change, Ret is actually one of the best specs at clumped AE. I’d encourage you to try it out. Now, AE is a pretty broad encompassing term and it depends a lot on number of targets, length of the fight and so forth. Players tend to focus less on the encounters that are considered easy and a lot more on those that are considered blocking, so the specific encounter mechanics of the hardest fights become the yardstick of which kind of AE is considered important at any point in time.

I assume that you mean ranged, melee or spell haste (whichever is higher) right? Otherwise hunters will lose the benefit of RPPM scaling on ranged specific haste abilities like rapid fire and focus fire. I also assume that when you refer to non-melee specs you mean non-physical specs. Sorry to be picky about language but based on past history it's necessary to verify these things.
Yeah, sorry, I meant ranged/melee/spell haste for determining RPPM proc rate. And yes, clarification on Rune of Re-Origination: The *0.1 proc multiplier is for non-Agility users, not non-melee.

For clarification, does the last statement about the proc rate multipliers apply to all the agility trinkets or just the Rune of Re-Origination?
Just Rune of Re-Origination.

Do you currently have any plans to change/alter the elemental shaman tier 15 4 piece set bonus?
We did. It's -1.5 sec per Lava Burst.

[Re: Unerring Vision having a 0% proc chance for “non-caster” specs] Does anyone know if healers fall into this group?
No, it will proc for healers.

As others have asked, was the RPPM change live?
It's not always easy for us to keep track of when certain PTR builds were triggered so it's possible it was excluded, but my guess is that it was on PTR for about a week.

I noticed none of the buffs mentioned earlier are in the updated patch notes. I dont know if it is a mistake or just not implemented yet?
If they aren't live yet, they should be soon. Sometimes there is a lag for late changes, but we haven't reverted them.

Blue Posts
Originally Posted by Blizzard Entertainment
Elder Charm Quest Removal
Drop chances of gear in 5.0 raids have been increased substantially with 5.2, so even without the coins you have a much better chance of getting loot now than you did before even with a normal roll and a coin.

The chance of getting personal loot in Raid Finder and the chance of a successful bonus roll in Raid Finder have been greatly increased for the following raids, Mogu'shan Vaults, Heart of Fear, and Terrace of Endless Spring.
Also keep in mind the new 5.2 content isn't exclusive to people that have done all of the 5.0/5.1 content. It's tuned a little tougher but still someone can level to 90, jump straight to the Isle of Thunder, and start doing stuff on the island and finding Elder Charms. Even if you're still working on 5.0 raids, you should be looking to do some of the new 5.2 content.

The Elder Charms also drop fairly frequently on the isle.

and with the other hand, make it much harder to obtain Elder Charms for those raids?
Considering you can almost literally find them just laying around in chests on the island, I wouldn't say it's necessarily harder to obtain them. Getting 90 Lesser Charms to convert into 3 probably took more time than it'll take to find 3 on the island.

This needs to be hot fixed immediately. We had access to our Elder Charms last week. There was no reason to remove them this week.
It's going to stay this way, sorry if it caught you off guard. You'll be using your Lesser Charms to buy Mogu Runes which give bonus rolls on 5.2 content.

Unless they have been doubled, and mounts included in that doubling of droprate, this isn't an acceptable change
It's been more than doubled in some cases. We have to throw in free mounts too? Well... ok, the satchels you get off of bosses when you don't win an item now also have the chance to drop mounts and pets, among other things.

as you now require more work to have the same chance as before.
How so? Questing in older content to get Lesser Charms to turn in for Elder Charms... or questing in newer content just to find Elder Charms. (Blue Tracker / Official Forums)

Patch 5.2 Resilience Changes
We have indeed made a change to the formula for resilience. Currently in patch 5.1 resilience scales exponentially, in patch 5.2 it will scale linearly. What this means is that at higher ratings of resilience you will see little to no change in damage reduction, but at lower ratings it will go up.

What we did was take the best geared players and made sure that their resilience did not change, from there we scaled down linearly. We made sure that nobody would lose any damage reduction, but those who are undergeared will gain some to help with their survivability. So while current gear will not be affected, this new formula does mean that the theoretical max of resilience has decreased slightly. By this I mean that when you reach full Tyrannical gear you will have a little bit less damage reduction than if this change was not implemented.

Why would they reduce the amount of resil you have at lvl 90, when the dmg in PvP is already too high.....
We have not reduced the amount of obtainable resilience, we have simply changed the formula for how the amount damage reduction from resilience is determined. Players in their top end gear right now should see almost no change in their damage reduction, but those with lower levels of resilience should see more.

The only time you should start seeing less damage reduction from resilience is when you start using the Tyrannical gear in patch 5.2.
I explained it in my last post here:

So while current gear will not be affected, this new formula does mean that the theoretical max of resilience has decreased slightly. By this I mean that when you reach full Tyrannical gear you will have a little bit less damage reduction than if this change was not implemented.

It's so frustrating that you ignore stuff like this that has a huge impact on the game for this long and only mention it when a "known" person comes forward.
I am sorry about that, but the person asking the question does not determine if an answer will be given or not. I was not able to respond to your post as unfortunately at that point in time I did not have the necessary information to reply with an answer.

So am I understanding it correct that we will have less resilience/ damage reduction in our end gear than we do now?
No, I feel that my explanation may have been misleading. Your resilience will continue to increase as you get more of it, so you will have more resilience in Tyrannical gear than in Malevolent. The explanation is only about when you have full Tyrannical gear and not comparative to Malevolent gear.

So, to elaborate; the theoretical max of damage reduction when wearing full Tyrannical gear is now lower than what it would have been if this change to the formula didn't occur, but not by any drastic amount. In current patch 5.1 gear, your resilience should be either the same as it was before, if not, better.

BURST is still too high even on people with full resilience and Blizzard's solution is too make resilience/ damage reduction less??
Nope, your damage reduction will still increase going into the future, just the theoretical max has been lowered slightly. This change was aimed more towards allowing undergeared players more resilience, those at higher levels of resilience should notice little to no change. (Blue Tracker / Official Forums)

LFR Delay Feedback
Yea first part, exactly, while all parts should be there, dont care about no hardcore raiding people that think wow is their life, and how HURT they would feel if little longstride could do lfr... SHEESH!!!!!
And those hardcores that you do not care about could just as well say that they don't care that you are not able to just waltz in an slay Lei Shen in the first week.

We are trying to take the interests of both casuals as well as hardcores (and everyone in between of course) into consideration with the staggered release of the Throne of Thunder raid.

You may not approve, but we feel it is fair compromise for everyone if the players who prefer to use the Raid Finder gets to experience the content, but not so soon that Lei Shen is being farmed for weeks via the raid finder before normal/heroic raiders even gets to have a go at him.

Having the end boss of a raid dungeon on farm status via the raid finder diminishes the epic feeling of defeating that boss for the first time in normal/heroic raids, and we would like to avoid that with Lei Shen as much as possible - at least in the beginning while the raid is still fresh for the normal/heroic raiders.

We know that the players who raid primarily via the Raid Finder want to see the new content sooner rather than later, and to accommodate that we plan to release the first two wings faster than the last two. (Blue Tracker / Official Forums)

Vanity Items from PVP
More vanity items in PvP, as we have said many times, are something that we would like to do. We understand that only having power upgrades as rewards in PvP is not something that the community enjoys. At this point we have an aesthetic and strong weapon enchant available to PvP'ers which has both a rating requirement and conquest point cost.

bring back arena tabards and gear sets for certain rating would actually make people improve in the game
This is something we hear a lot whenever vanity rewards are mentioned in PvP, especially the request for tabards. We know that players would like additional incentives and goals to achieve higher ratings in PvP, outside of just item upgrades. In the future we hope to add more vanity items as rewards in PvP, unfortunately at this time we have no new information on what those vanity items will be or how they will be awarded. (Blue Tracker / Official Forums)

Patch 5.2 - New Loading Screens

by Published on 2013-03-04 08:17 AM

Update 3: Notes changed out to the official notes. No mention of the engineering items.
Update 2: Ghostcrawler shared some last minute notes and changes.
Update: Throne of Thunder Raid Schedule added!

Patch 5.2 Live This Week
Patch 5.2 is going live this week!

New World Bosses - Nalak and Oondasta
Nalak and Oondasta are the two new World Bosses added in Patch 5.2. You can find Nalak on the Isle of Thunder after the final stage has been unlocked and Oondasta on the Isle of Giants north of Kun-Lai Summit. Nalak is the equivalent of the Sha of Anger and Oondasta is tuned for Heroic difficulty raid groups.

Don't forget that the Mists of Pandaria world bosses now all use the new Tap to Faction system, offering anyone on the same faction as the group who tagged it a chance to take part in the kill and receive loot. The respawn time on bosses has also been reduced.

New Raid - Throne of Thunder
Get ready to down the new bosses in the Throne of Thunder by reading the encounter journal and watching guides!

Armor Sets

New Reputation Gear
Patch 5.2 adds three new factions: Kirin Tor Offensive (A) and Sunreaver Onslaught (H) with reputation from daily quests and Shado-Pan Assault with reputation from raiding in any difficulty. All of the gear that is item level 496 or higher will cost Valor Points.

Shado-Pan Assault

Level Type Spec Slot Name
522NeckTankNeck Vanguard's Battletags
522NeckMeleeNeck Striker's Battletags
522NeckSpell SpiritNeck Mender's Battletags
522NeckPhysical DPSNeck Flanker's Battletags
522NeckSpell DPSNeck Destroyer's Battletags
Level Type Spec Slot Name
522TrinketTrinket Steadfast Talisman of the Shado-Pan Assault
522TrinketTrinket Vicious Talisman of the Shado-Pan Assault
522FingerTankFinger Loop of the Shado-Pan Assault
522FingerMeleeFinger Band of the Shado-Pan Assault
522FingerSpell SpiritFinger Ring of the Shado-Pan Assault
522FingerPhysical DPSFinger Seal of the Shado-Pan Assault
522TrinketPhysical DPSTrinket Brutal Talisman of the Shado-Pan Assault
522FingerSpell DPSFinger Signet of the Shado-Pan Assault
522TrinketSpell DPSTrinket Soothing Talisman of the Shado-Pan Assault
522TrinketSpell DPSTrinket Volatile Talisman of the Shado-Pan Assault
522ClothSpell SpiritWrists Bracers of Shielding Thought
522ClothSpell DPSWrists Troll-Burner Bracers
522LeatherSpell SpiritWrists Hearthfire Armwraps
522LeatherPhysical DPSWrists Willow-Weave Armbands
522MailSpell SpiritWrists Spiritcaller Cuffs
522MailPhysical DPSWrists Powderburn Bracers
522PlateTankWrists Axebinder Wristguards
522PlateMeleeWrists Bonecrusher Bracers
522PlateSpell SpiritWrists Softscar Armplates
Level Type Spec Slot Name
522BackTankBack Many-Layered Scalecloak
522BackMeleeBack Spikeshard Greatcloak
522ClothSpell SpiritLegs Wisp-Weave Pantaloons
522ClothSpell SpiritHands Ghostbinder Grips
522BackSpell SpiritBack Dreamweaver Drape
522BackPhysical DPSBack Longshot Forestcloak
522ClothSpell DPSLegs Charfire Leggings
522ClothSpell DPSHands Flameweaver Handwraps
522BackSpell DPSBack Shadowspike Cloak
522LeatherPhysical DPSLegs Legguards of Hidden Knives
522LeatherPhysical DPSHands Daggerfinger Clutches
522LeatherSpell DPSLegs Trousers of Waning Shadow
522LeatherSpell DPSHands Gloves of Enduring Renewal
522MailPhysical DPSLegs Homeguard Leggings
522MailPhysical DPSHands Gauntlets of the Longbow
522MailSpell DPSLegs Kilt of Rising Thunder
522MailSpell DPSHands Totemshaper Gloves
522PlateTankLegs Thunderbreaker Legplates
522PlateTankHands Stoneward Handguards
522PlateMeleeLegs Vaultbreaker Greaves
522PlateMeleeHands Bloodstained Skullsqueezers
522PlateSpell DPSLegs Legguards of Renewal
522PlateSpell DPSHands Touch of Soothing Mists
Level Type Spec Slot Name
522ClothSpell SpiritChest Robes of Misty Bindings
522ClothSpell SpiritWaist Girdle of Glowing Light
522ClothSpell DPSChest Fire Support Robes
522ClothSpell DPSWaist Firestrike Cord
522LeatherSpell SpiritChest Raiment of Silent Stars
522LeatherSpell SpiritWaist Martiean's Splitleaf Girdle
522LeatherPhysical DPSChest Roofstalker Shadowwrap
522LeatherPhysical DPSWaist Darkfang Belt
522MailSpell SpiritChest Skinsealer Tunic
522MailSpell SpiritWaist Cracklebite Links
522MailPhysical DPSChest Carapace of Segmented Scale
522MailPhysical DPSWaist Nightflight Chain
522PlateTankChest Breastplate of Brutal Strikes
522PlateTankWaist Reinforced Spiritplate Girdle
522PlateMeleeChest Gianttooth Chestplate
522PlateMeleeWaist Swordhook Slingbelt
522PlateSpell SpiritChest Hauberk of Gleaming Fire
522PlateSpell SpiritWaist Waistplate of Channeled Mending
Level Type Spec Slot Name
522ClothSpell SpiritShoulders Halo-Graced Mantle
522ClothSpell DPSShoulders Frost-Kissed Shoulderwraps
522ClothSpell DPSShoulders Shoulders of Demonic Dreams
522LeatherSpell SpiritShoulders Heartroot Shoulderguards
522LeatherPhysical DPSShoulders Wallwalker Spaulders
522MailSpell SpiritShoulders Lightning Strike Mantle
522MailPhysical DPSShoulders Targetblinder Spaulders
522PlateTankShoulders Sparksmasher Pauldrons
522PlateMeleeShoulders Sightblinder Shoulderguards
522PlateSpell SpiritShoulders Shoulderguards of Potentiation

Kirin Tor Offensive / Sunreaver Onslaught

Level Type Spec Slot Name Req. Standing
476ClothSpell SpiritWaist Shan'ze Scholar's GirdleHonored
476ClothSpell DPSWaist Pain-Binder GirdleHonored
476ClothSpell DPSWaist Belt of Loa CharmsHonored
476LeatherSpell SpiritWaist Cinch of the Dead Forest's VigilHonored
476LeatherPhysical DPSWaist Skumblade-Tooth GirdleHonored
476MailSpell SpiritWaist Skumblade Ritualist LinksHonored
476MailPhysical DPSWaist Rotting Bog CinchHonored
476PlateTankWaist Thunder Caressed WaistguardHonored
476PlateSpell SpiritWaist Girdle of Shan'ze GloryHonored
496BackTankBack Cloak of the Immortal GuardianRevered
496BackMeleeBack Shan'ze Partisan's GreatcloakRevered
496BackSpell SpiritBack Shan'ze Gravetender CloakRevered
496BackPhysical DPSBack Thunder-Chaser CloakRevered
496BackSpell DPSBack Static-Collecting CloakRevered
496FingerTankFinger Ancient Overlord's Onyx BandExalted
496FingerMeleeFinger Refurbished Seal of JinExalted
496FingerSpell SpiritFinger Ancient Primalist's SealExalted
496FingerPhysical DPSFinger Refurbished Band of JinExalted
496FingerSpell DPSFinger Restored Hexxer's SignetExalted
90Mount Reins of the Golden Primal DirehornExalted
Level Type Spec Slot Name Req. Standing
476ClothSpell SpiritWaist Shan'ze Scholar's GirdleHonored
476ClothSpell DPSWaist Pain-Binder GirdleHonored
476ClothSpell DPSWaist Belt of Loa CharmsHonored
476LeatherSpell SpiritWaist Cinch of the Dead Forest's VigilHonored
476LeatherPhysical DPSWaist Skumblade-Tooth GirdleHonored
476MailSpell SpiritWaist Skumblade Ritualist LinksHonored
476MailPhysical DPSWaist Rotting Bog CinchHonored
476PlateTankWaist Thunder Caressed WaistguardHonored
476PlateSpell SpiritWaist Girdle of Shan'ze GloryHonored
496BackTankBack Cloak of the Immortal GuardianRevered
496BackMeleeBack Shan'ze Partisan's GreatcloakRevered
496BackSpell SpiritBack Shan'ze Gravetender CloakRevered
496BackPhysical DPSBack Thunder-Chaser CloakRevered
496BackSpell DPSBack Static-Collecting CloakRevered
496FingerTankFinger Ancient Overlord's Onyx BandExalted
496FingerMeleeFinger Refurbished Seal of JinExalted
496FingerSpell SpiritFinger Ancient Primalist's SealExalted
496FingerPhysical DPSFinger Refurbished Band of JinExalted
496FingerSpell DPSFinger Restored Hexxer's SignetExalted
90Mount Reins of the Crimson Primal DirehornExalted

Legendary Quest Line Updated
Patch 5.2 adds some more story and some new legendary meta gems!



Name Side Points Reward Category
Chapter III: Two Princes Discover the secrets of the mogu with Wrathion, and deliver to him the heart of the Thunder King.
Chapter IV: Judgement of the Black Prince [Coming Soon...]


Level Name Objective
90Meet Me UpstairsMeet Wrathion upstairs on the second floor of the Tavern in the Mists in the Veiled Stair.
90Secrets of the First EmpireCollect 20 Secrets of the Empire and 40 Trillium Bars.
90I Need a ChampionEarn Exalted Reputation with the Black Prince by defeating mogu, Zandalari, and saurok enemies on the Isle of the Thunder King.
90The Thunder ForgeProgress through the Isle of Thunder until you unlock the Thunder Forge. Meet Wrathion outside the Thunder Forge and complete his task.
90Spirit of the Storm LordProgress through the Isle of the Thunder King until you unlock the final courtyard. Obtain a Tempered Lightning Lance by thrusting the lance into Storm Lord Nalak and killing it.
90Echoes of the TitansCollect 12 x Titan Runestone from raid bosses in the Chambers of Flesh-Shaping and the Halls of Thunder.
90Heart of the Thunder KingSlay the Thunder King in the Halls of Thunder and collect the Heart of the Thunder King.
90The Crown of HeavenMeet Wrathion atop Mason's Folly in the Veiled Stair and collect your reward.
90A ReckoningContact Wrathion once your faction is ready to make its move. [To Be Continued in Patch 5.3...]


Originally Posted by Blizzard (Blue Tracker / Official Forums)
The story goes on in Patch 5.2: Rise of the Thunder King and so too does the journey with the Black Prince, Wrathion, guiding the way. With the threat of the Thunder King and the mogu, Prince Wrathion seeks to delve even deeper into the source of mogu power. He'll enlist Azeroth’s mightiest heroes once more to aid him in finding out what it is. The search for information will take these heroes into the depths of the Thunder King’s Palace, and pit them against trials of perseverance and skill. Along the way, they’ll unlock the secrets to a new Legendary metagem, Crown of Heaven.

The game is afoot, but who will win in the end?

5.2 Changes and Things to Look Forward to
As with many patches, there will be new additions and changes to the Legendary quest line. Here’s a look at what’s in store (Spoiler Free Zone):

Warlock - Green Fire Quest Line
Patch 5.2 finally adds the Green Fire quest line for Warlocks. After finding the Sealed Tome of the Lost Legion as a somewhat rare drop, you combine the tome with a Healthstone to bind it to you. If you want to test the quest line on the PTR, you can get it as a guaranteed drop from an NPC near the Shado-Pan Garrison.

Once bound, you begin with a quest to find the origins of the tome by speaking with your demons. Each demon will tell you something different about it. You then take the tome to a Warlock Trainer to find out more.

Your Warlock trainer will recognize that the tome is important to the Council of the Black Harvest, and ask you to read through Part One of Legacy of the Masters.

You will then need to look through Jubeka's Journal and find fragments in Hellfire, Blade's Edge, Netherstorm, and Shadowmoon Valley. At three of the fragments, you will witness a memory, of which you can find the text below.

You then follow the soulstone that was created by the fragments to the gates of the Black Temple, find the mark on the door, and enter the scenario. After defeating Kanrethad, you are granted Green Fire!

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

Upon completing the The Assault on Zeb'tula (Video) or The Assault on Shaol'mara, you have established a small base on the island. The isle contains the new daily quests, raid, and rare spawns, as well as quartermasters for all of the new factions.

Before tackling any daily quests, you need to select your quest set for the day. You can choose between the PvE quests with PvE rewards (slightly slower to complete) or the PvP quests with PvP rewards (slightly faster to complete). The rewards from the final stage of the Isle of Thunder quests are below, but they start out slightly lower.

PvE Daily Quests
PvP Daily Quests

The PvE quests involve doing a set of four quests in three areas, and then a final quest to kill an elite. While questing in the Ihgaluk Crag, you are transformed into a Saurok, allowing you to run quickly, jump higher, travel without being attacked, and take almost no fall damage. This disguise is dropped whenever you are in combat.

The PvP quests can be done without engaging in combat with any other players, killing guards at the other faction's base instead. If you are on a PvE realm, be aware that taking any of the PvP quests will flag you for PvP while they remain in your logs.

Assuming it is part of the PvP quest set every day, it is a good idea to complete Charged Moganite first, as it gives you a 5% move speed buff for 15 minutes. Keep in mind that you have to carry the object back from the center of the island without mounting or dying. The remaining quests are fairly simple, kill NPCs/players, rescue scouts, plant bombs, and infiltrate the other faction's base to retrieve an object.

The final quest will reward you with a Sunreaver Bounty or Arcane Trove. This can contain a Great Pandaren Banquet, Shan'ze Ritual Stone, Shado-Pan Assault Insignia, Sunreaver Onslaught Insignia, Mote of Harmony, and Elder Charm. Keep in mind that Elder Charms are only used for the Patch 5.0 raids and items used in the Troves of the Thunder King scenario, not the new Patch 5.2 raids.

The new factions don't sell any gear for Valor Points, only gold. You can earn more reputation from them by using Sunreaver Onslaught Insignia / Greater Sunreaver Onslaught Insignia. The 25 Rep insignia can be found in the Sunreaver Bounty or purchased for 1 x Tattered Historical Parchments. The 250 Rep insignia can be purchased for 10 x Tattered Historical Parchments. The Parchments are looted from chests in the Troves of the Thunder King scenario.

If you really need more rep from them, you are able to apply your bonus reputation from the first Scenario and Heroic Dungeon of the day towards the faction as well, earning an extra 750 reputation from the dungeon and 325 from the scenario.

Thunder Forge
Unlocking the Thunder Forge is part of the 5.2 legendary quest line and will allow you to begin crafting Lightning Steel Ingots for the new replica Blacksmith weapons.

Troves of the Thunder King Scenario
Patch 5.2 makes use of solo scenarios for several storytelling purposes, but one of the scenarios is purely to give you loot! To enter the scenario, you need to acquire a Key to the Palace of Lei Shen. This key drops very rarely from mobs on the Isle of Thunder, more often from rare spawns on the Isle of Thunder, and in the rare spawn chests that appear on the isle. You can read more about this scenario in this post.

Solo Storytelling Scenarios
Each stage of the Isle of Thunder unlocks another storytelling scenario, which can be played through once. These must all be done, even if the Isle is already unlocked on your realm, allowing everyone to experience the story, even if they got started late. Each faction has a separate but very similar version of the scenario.

New Pandaria Rare Spawns
Patch 5.2 brings us some new rare spawn mobs along the coast of the zones in Pandaria. They drop a Big Bag of Zandalari Supplies that contains Sha Crystal, Ethereal Shard, Mysterious Essence, and Spirit Dust. They also drop a Small Bag of Zandalari Supplies that contains gold, ores, and motes.

You can find these rare spawns in locations along the coast in each zone. The Zandalari Warbringers will require a tank or healer, or both, depending on your gear. So far, they are the only ones that actually drop the mount. The Zandalari Scouts can easily be killed with two players, or even soloed depending on your gear and class.

Isle of Thunder Rare Spawns
The Isle of Thunder has ten rare spawn NPCs that must be killed to earn the Champions of Lei Shen achievement.

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

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

Quest / Rare NPC Sharing
When you encounter another player killing a rare spawn or quest flagged NPC, you can just start to help them kill it. Doing so will increase the maximum health of the NPC by 50% and give you a chance to win loot, separate from the other player's chance. If someone else comes along to help out, this will increase the maximum health by another 50%, and give them a chance to win loot as well.

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

Isle of Giants
The Isle of Giants is full of many colors and types of dinosaurs, as well as the new Heroic difficulty world boss, Oondasta. All of them have several million health and drop a few Giant Dinosaur Bones, which can be turned in for gold, Mote of Harmony, Spirit of Harmony, Spectral Porcupette, or a Reins of the Bone-White Primal Raptor.

Each dinosaur will drop 1 to 9 bones, depending on luck and how much health they have. See the quest tables below for the amounts required for the rewards.

The Zandalari Dinomancers found on the Isle of Giants also have a chance to drop some of the new pets and tome needed to tame the Direhorns found there.

Level Name Rewards Money
90Giant Dinosaur Bone1 98
90More Giant Dinosaur Bones
1 98
90Many More Giant Dinosaur Bones
1 98
90A Large Pile of Giant Dinosaur Bones
1 98
90A Mountain of Giant Dinosaur Bones
1 98

PvP Changes

New Battle Pets
Patch 5.2 brings 23 new Battle Pets to World of Warcraft. They are obtained in many various ways, but they are almost all attached to the new 5.2 content in some way. Unfortunately, Pierre and the Pygmy Direhorn didn't make the cut and are now slated instead for Patch 5.3. In addition to the many balance/functionality changes announced for Battle Pets in the 5.2 Patch Notes, Simca has created an extensive list of Unannounced Battle Pet Changes.

Baby Pandas

Red Panda is the reward from completing the new quest Beasts of Fable, which requires you to defeat ten legendary 'elite' Battle Pets around Pandaria. Mountain Panda, Snowy Panda, and Sunfur Panda sometimes come from Fabled Pandaren Pet Supplies, which is the reward for completing the daily quest version of Beasts of Fable.

Baby Zandalari Raptors

From left to right, they are Zandalari Anklerender, Zandalari Toenibbler, Zandalari Kneebiter, and Zandalari Footslasher. These baby raptors drop from Zandalari Dinomancers on the Isle of Giants. On the PTR, the drop rate was extremely high (~25%), but it is unclear if it will remain that way on Live.

Tiny Carps

Tiny White Carp, Tiny Red Carp, Tiny Green Carp, and Tiny Blue Carp are the four new Fishing pets in Patch 5.2. The Tiny Blue Carp is found in Vale of Eternal Blossoms, the Tiny Green Carp is found in The Jade Forest, Valley of the Four Winds, and Krasarang Wilds, the Tiny Red Carp is found in Townlong Steppes and Dread Wastes, and the Tiny White Carp is found in Kun-Lai Summit and the coastal regions of Pandaria (saltwater catches in any zone).

Isle of Thunder Pets

Thundertail Flapper, Swamp Croaker, Electrified Razortooth, and Elder Python are located throughout the Isle of Thunder. They are all quite easy to find, though the highest concentrations of them are in the center 'jungle' portion of the island.

Throne of Thunder Raid Pets

Son of Animus, Living Sandling, and Ji-Kun Hatchling all come from the new Throne of Thunder raid. Ji-Kun Hatchling drops from Ji-Kun, the 6th Throne of Thunder boss. Living Sandling's location is not listed specifically in the Pet Journal. Son of Animus drops from Dark Animus, the 9th Throne of Thunder boss.

Other Patch 5.2 Pets

Spectral Porcupette is obtained by turning in 1000 Giant Dinosaur Bones, which requires you to kill a massive amount of dinosaurs on the Isle of Giants.

Spawn of G'nathus is a drop from G'nathus in Townlong Steppes, a massive underwater eel.

Sunreaver Micro-Sentry is a drop from a rare mob on the Isle of Thunder, Haywire Sunreaver Construct.

Gusting Grimoire comes from a new expansion for WoW TCG that came out just under two weeks ago, Betrayal of the Guardian. You can trade for the pet in-game with gold because it is cageable or you can buy it from a site such as WoW TCG Loot.

Alchemists can now discover the recipe for Zen Alchemist Stone.

Patch 5.2 adds Mantid Archaeology, with digsites in Dread Wastes and Townlong Steppes.

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

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

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

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

Nothing appears in the official notes for Engineering, so it is possible that none of the items below made it in to Patch 5.2.

Engineers might be able to make a few new things in Patch 5.2, but sadly Pierre won't be in this patch.

Jewelcrafters got a few new things in Patch 5.2:

Leatherworkers get Leather and Mail item level 522 epic PvE gear and item level 458 PvP sets.

There are also two new ways to craft Magnificent Hide: one using 20 x Exotic Leather and the other using 20 x Prismatic Scale. Seven Magnificent Hides are needed to craft the new Magnificent Hide Pack.

Tailors can look forward to new item level 522 PvE gear that uses the new Haunting Spirit. There are also new item level 458 PvP gear sets.

Patch 5.2 - Darkmoon Faire Updates
In Patch 5.2, the Darkmoon Faire daily quests no longer reward a Darkmoon Prize Ticket directly, but instead reward a Darkmoon Game Prize.

This usually contains a Darkmoon Prize Ticket, but also has the chance to contain a Darkmoon Top Hat. If you aren't lucky enough to get one out of the prize, you can purchase one from Gelvas Grimegate for Darkmoon Prize Ticket x 10.

Patch 5.2 also adds the Darkmoon Fishing Cap, but no source has been determined for it yet.

Sunsong Ranch Work Orders
These quests will use eight plots of dirt each, allowing you to do two quests per day, and reward you with 400 rep each.

Level Name Rep Objective
90Work Order: Dominance Offensive IPlant 8 Red Blossom Leak Seeds on Sunsong Ranch.
90Work Order: Dominance Offensive II
400 Harvest 8 Ripe Red Blossom Leak plants and provide 40 Red Blossom Leaks for Domination Offensive.
90Work Order: Operation: Shieldwall IPlant 8 Witchberry Seeds on Sunsong Ranch.
90Work Order: Operation: Shieldwall II
400 Harvest 8 Ripe Witchberry plants and provide 40 Witchberries for Operation: Shieldwall.
90Work Order: Golden Lotus IPlant 8 White Turnip Seeds on Sunsong Ranch.
90Work Order: Golden Lotus II
400 Harvest 8 Ripe White Turnip plants and provide 40 White Turnips for the Golden Lotus.
90Work Order: Shado-Pan IPlant 8 Green Cabbage Seeds on Sunsong Ranch.
90Work Order: Shado-Pan II
400 Harvest 8 Ripe Green Cabbage plants and provide 40 Green Cabbages for the Shado-Pan
90Work Order: The August Celestials IPlant 8 Striped Melon Seeds on Sunsong Ranch.
90Work Order: The Klaxxi IPlant 8 Mogu Pumpkin Seeds on Sunsong Ranch.
90Work Order: The August Celestials II
400 Harvest 8 Ripe Striped Melon plants and provide 40 Stripped Melons for the August Celestials.
90Work Order: The Klaxxi II
400 Harvest 8 Ripe Mogu Pumpkin plants and provide 40 Mogu Pumpkins for the Klaxxi.

Sunsong Ranch Improvements
Along with the previously mentioned Work Orders, some other changes have come to Sunsong Ranch in Patch 5.2.

Nana Mudclaw has realized she is getting on in years and is looking for someone to take over the Tiller's Union. She asks you to see if Farmer Yoon is willing to take over, which he is! This results in him giving Sunsong Ranch to you for free.

Once you own the farm, the Work Orders board will appear and allow you to begin earning rep with various factions.

Merchant Greenfield also has received some upgrades, as he now sells bags of seeds that let you plant four patches at once. Each bag costs as much as 30 seeds and has 10 charges, allowing you to plant 40 seeds. Should you already have many seeds in your bags, his new assistant Milly Greenfield will exchange 30 seeds for a bag of seeds.

UI Changes
Patch 5.2 adds indicators to the UI for the new reputation improvements and overhauls the PvP UI. The default unit frames also show the amount your current shields will absorb.

AskMrRobot Updated
AskMrRobot is in the process of updating for Patch 5.2, so get started picking out your upgrades!

IcyVeins Updated
IcyVeins is in the process of updating their Throne of Thunder encounter guides, but it is never too early to start reading up on the new bosses.

OpenRaid Updated
OpenRaid is ready to go for creating your Patch 5.2 raids, with several runs already listed. If you want to try the Patch 5.0 raids with people from other realms, now is your chance!

WoWDB Addon Data Collection
Quickly populating the database with 5.2 additions is done with the help of many players. The more people that contribute data, the more accurate and quickly we can update the database.

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

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

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

by Published on 2013-03-02 09:39 AM

Improvement of Item Affixes, More on Console vs PC, Fan Creation of the Week: Silk Art

Patch 5.2 Dev Interviews
Gamebreaker got yet another chance to interview devs, this time speaking with Ion Hazzikostas and Ghostcrawler. Guildox also had the opportunity to talk to Ion about what to expect in the Throne of Thunder.

Gamebreaker - Dungeons and Raids
  • Large raid tiers have worked out well and will likely be continued in the future.
  • Tier 14 had a few too many hard DPS checks on Normal difficulty, so in Tier 15 you should beat Normal difficulty by mastering the mechanics, not having a certain amount of DPS.
  • The Throne of Thunder ended up linear because of the story being told. Future tiers may have a less linear path, similar to Blackwing Descent.
  • Players aren't really interested in Patchwerk style fights, as it turns in to fighting a target dummy with some different visuals.
  • Complex mechanics and a very strict DPS check might be too much for a Normal difficulty encounter, as most players can't flawlessly perform their rotations and avoid standing in the fire.
  • LFR is supposed to be optional, mostly for players that don't raid with a regular group. The Throne of Thunder LFR gear is slightly better than the normal Tier 14 drops. LFR will have a staggered release schedule, so Normal difficulty raiders shouldn't feel any pressure to do LFR initially.
  • Limited attempts is about stressing quality and not quantity of attempts. They were out of place in Normal difficulty Icecrown Citadel and the limit of ten was too low. It isn't expected that guild will have alts raids to try more attempts when working towards the World First kill.
  • You have to be in combat with a LFR boss for a while to actually get the stacking buff, so there are measures in place that will discourage wiping to get stacks of the buff.
  • There isn't a big concern about people tapping Nalak and then not fully participating in the fight, as this already happens with Sha of Anger. Oondasta is on the Isle of Giants, where there isn't enough player traffic for a player to just encounter a group fighting the boss by chance most likely.

Questing and Scenarios
  • Daily quests were supposed to be something to do after you finished raiding or other activities, allowing you to progress your character by going out in the world. Players should have been able to not do daily quests if they were not interested, without hurting their group.
  • The Patch 5.2 solo scenarios are used for storytelling, so you won't be able to run them more than once.
  • More three player scenarios will be added in future patches.
  • Blizzard is still figuring out how scenarios fit in to the game, as they haven't lived up to their full potential yet.

  • Item upgrades returning hasn't been decided upon yet, but it is unlikely that it will come back for PvP gear. It felt good for players to be able to upgrade their blue gear and have a high enough item level to do heroic dungeons or LFR, but it didn't feel good trying to figure out how to spend your Valor Points. Partial refunds or transferring upgrades from one item to another are potential solutions. Item upgrades were helpful in allowing guilds to continue progressing by slowly making the players stronger.
  • Reverting the silence and crowd control changes from early in the PTR was done to prevent healers from becoming too strong with the various instant heals they have. This kind of a change might be made in the next expansion.
  • There aren't enough rewards for PvP that are not gear.
  • The Conquest catch up system wasn't ready for this patch, but it will hopefully be in Patch 5.3.
  • Skirmishes are still on the todo list.

  • Kicking turtles on the Tortos encounter and tracing constellations when fighting the Twin Consorts are two of the more interesting raid mechanics in Throne of Thunder.
  • Guilds that aren't done with Heart of Fear and Terrace of Endless Spring are likely going to run into difficulty keeping up with the fights much past Council of Elders (the third encounter).
  • No fights are designed to need three tanks this time around.
  • The Tier 14 progression might have taken longer than you would expect without gating, as the world first kills were often seconds away from being a wipe. The extra weeks allowed players to gear up more than they would have been able to otherwise.

Throne of Thunder Preview
Get ready to down the new bosses by reading the encounter journal and watching guides!

MMO-Champion Forums Moderator Recruitment
Good news everyone! We're recruiting moderators for the forums again! The amount of users and posts keeps increasing and we reached the point where we need some help before the trolls take over and play Whack-a-Mod in the Darkmoon Faire. I know it sounds fun, but I'm going to assume we don't want that.

Please be sure to read the entire post before applying!

Blue Tweets
Originally Posted by Blizzard Entertainment
Folks, simulated DPS is not DPS. Please don't use it as evidence. We're not going to take it seriously. (Source)
Okay if simulated DPS isn't true how do you then chose how to buff or nerf specs? Do you "wing it" and hope it works? BS talk!
Our DPS isn't simulated. But there will always be some guess work because we can't predict perfectly what players will do. (Source)
Okay follow up question to that, how do you "find" classes or specs that aren't "where you want" if you don't rely on logs?
If statistics were easy the world wouldn't need statisticians. (Source)
So that's confirmed then? you balance around how much a class/spec is represented instead of performance? Fishing for answers!
We look at representation for sure, but that can be driven by a lot of things: class kit, art, tradition. (Source)
so do you look at class rep success rates/percentages. Popularity and success are not equal
Both popularity and efficacy are data points. There is a correlation but not often a strong one. (Source)

Every class/spec is viable. Not every class/spec is top for their role. Community too hung up on "the best spec/class".
Agree. (Source)

Hey homie, any chance for certain specs to get some love with the meta? Ele/Destro etc? Crazy some get near 8% and others ~1%.
We are still tweaking those gems. Agree that Ele doesn't benefit enough yet. (Source)

Hunter (Forums / Skills / Talent Calculator)
..shale spider for BM vs crane for MM. Damage buffs were great but bridging the gap between BM's and MM's utility could help
We buffed Chim Shot's healing (which I forgot to mention). It's not group utility per se, but is a thing BM / SV don't have. (Source)
your argu to nerf silance shot was removing blanket silance , then u revert blanket again but silance shot is still 24 sec cd
Hunters don't need any PvP buffs IMO. Worried they are trending too good in 5.2. (Source)

If movement does not challenge a hunter in pve now - what can? Tired of the hunter blowing away other ranged when we move.
Yet, they aren't winning meters overall are they? The game is better IMO when everyone has strengths and weaknesses. (Source)

really!!!! Dismiss Pet now has a 3 sec cast time, up from 2. prof you use a dart board to decide what to buff/nerff /facepalm
It is dumb to dismiss pets in PvP in order to get a different CC DR. You'll barely notice in PvE. (Source)

Mage (Forums / Skills / Talent Calculator)
Just making sure, you ARE aware that Mages bring nothing but DPS, right? Making us middle = making us get sat. Please fix?
Under that argument who doesn't get sat? Tanks and healers? Is this a hybrid tax deal? (Source)
All I'm saying is there's NO POINT to bring a Mage over a Warlock on the current PTR. Is that fair? I sure don't think so.
Raidbots (to use a site you can access) suggests 79K locks and 84K mages in 10H. Let's see if that ratio changes much in 5.2. (Source)
GC, I respect you a ton, but please tell me you didn't just compare LIVE ARCANE to LIVE AFFLICTION...
We can't compare the 5.2 pops yet. I'm just citing a "before" so we can see what the "after" looks like in a couple of months. (Source)

Mage gets deep buff(no glyph)+frost dmg buff, keeps 4s ImpCS. Minor nerf to pom ring, sheep anyone? CS>SS Mr Crab
You have to interrupt to keep the 4s CS, and the bomb detonation nerf is major. (Source)
Granted on the bomb nerf, though many mages already use tempest instead. I was refering to the 4s silence, not cd redux :3
Fair enough. The duration is the same. The cooldown will often be longer. (Source)

Is it the shield only or the damage portion of Incanter's Ward that can be dispelled, or both? Thanks.
Both IIRC. (Source)

Monk (Forums / Skills / Talent Calculator)
Why did you increase surging mist mana cost by 10%? The whole mistweaver community is clueless and angry, please explain
With numbers, we have to include how players perform and not just how they feel. (Source)

Paladin (Forums / Skills / Talent Calculator)
Ret is much less viable at high ratings? % of players in glad range is much lower than any other spec/class
It is really hard to isolate the effects of paladins who just go Holy because heals are always good and Holy is a little imba. (Source)
The ratio of high rated Rets to total Rets is very low. This proves Rets are weak.
Or that Holy is so OP that any sane paladin goes Holy. Analysis is never that simple or we would have solved all this long ago. (Source)
I PVP as a holy paladin and I agree. We've always been a defensive class. It was a mistake to give us so much CC.
But nobody used Holy before because they had no offensive pressure. They do now and they're popular. Just a bit OP. (Source)

Healing is a completely different role in arena. One does not simply switch from Ret for the first time and be 2200+ at Holy.
Of course not. But how many players have heard "No room for Ret - we'll take you if you swap to heals?" Happens all the time. (Source)

Priest (Forums / Skills / Talent Calculator)
Do you really think shadow priests are in a good position PVE wise ?? They are rly weak in both actual fights and theory craft
I can't vouch for the theorycraft. Do you have any 5.2 logs? (Source)
I'll post raid logs soon. But this is what we still look like single-target.
Stack ranks of simulation DPS are generally worthless. We have no way to know if each component is built with equal skill. (Source)

Shaman (Forums / Skills / Talent Calculator)
Thoughts on Ele/Enh gettings totems back while blanketed? The nerf was class wide when aimed at Resto only, pretty careless...
I've said before that we didn't like it for any shaman. Not okay for a weakish PvP spec to be annoying. That affects everyone. (Source)
Seriously offended by this.We pour our blood sweat and tears into Enhance PvP and all we get is "weakish PvP spec is annoying"
I was making a philosophical point, not a shaman point. The argument was "we need this broken thing in order to be viable." (Source)
it wasnt broken, it was unique. Remove blink too gc, mechanically its retarded to have short cd trinket.
Broken vs. unique is subjective, which is why we make the calls instead of leaving it up to the community. (Source)

dont you think druid shapeshifting is also broken, if totems were? why double standards?
Mechanics working different isn't double standards. It's mechanics working differently. (Source)

Warlock (Forums / Skills / Talent Calculator)
A big problem with locks and pets is that for aff/destro pets don't scale with mastery, which is the best stat for both specs.
That's not really a problem except for talents that let you opt out of having a pet. (Source)
do you think sacrifice was a mistake? i personally didnt want to play a warlock till i heard of that talent.
It's asking 2 questions at once: want DPS? Want a pet? (Source)
If you want your pet but Sac is more DPS you feel like you have to lose your pet. (Source)
ie: Sac DPS bonus should equal Pet DPS, so it's a choice of style rather than substance.
Or even a DPS loss since it's a convenience plus. (Source)
So you're basically admitting that pets are inconvenient? Wouldn't the better design be one that makes them worth having?
Pets are something you have to manage, like embers or cps or mana. Is the game more fun if we remove every such inconvenience? (Source)
lol. managing a pet is cool, but maybe DPS buffs (protectors) should affect them so many fights aren't "blizzard hates pets"
Pets are largely immune to raid damage. They have limitations on some fights, but aren't that big a deal to manage IMO. (Source)
"Pet's are something you have to manage" - GC and "[pets] aren't that big a deal to manage IMO" - GC WTF?
What are you trying to lawyer here? Yes, you have to manage pets. No, it's not rocket surgery to do so. (Source)

Warrior (Forums / Skills / Talent Calculator)
instead of each patch making execute more and more like cata y not just nerf the meta for warriors? instead of gimping for pvp
We looked at the meta, but DPS was still too high. Execute will still be great in PvP. (Source)

Why did Rampage ever got removed from fury warriors? In 10m it's often problematic, same for CM's where we lack buffs.
Feels to me like DPS warriors bring a ton of group utility these days. (Source)

Fury generates more rage in Defensive Stance than Arms. So which one is broken?
Def Stance isn't supposed to be illegal. You should just prefer Battle to max DPS. (Source)

I dont understand, Why do you keep making nerfs that effect prot warriors, we are the lowest DPS tanks by over 10k in parses
Which specifically? Execute? Won't that be like a 2% need for Prot? (Source)
Exec, SS and Revenge. The change with SS/Rev are good for offtanking though, but we still dps less than other tank classes.
SS / Revenge should help with MT'ing too. Why do you think DPS is still low? (Source)
just look at the logs, we are bottom of the dps. just critted for 3m on elegon and my dps still under the dk tank
They are a little low in 5.1 but that's why we buffed them. (Source)

Curse's WildStar PAX East After Party
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The Daily Blink - Mingling with the Commonfolk
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