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Beta Week 3: Keys from Week 3 have been released! Check the status page to see if you won.

by Published on 2012-10-16 05:40 PM

Upcoming Heroic Elegon Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
​This week will see some changes coming to the Elegon encounter in Heroic mode Mogu’shan Vaults. The Discharge effect that occurs whenever an Energy Charge is defeated was not dealing damage in Heroic mode, which had the effect of making a portion of the fight easier than it should be. Since a few guilds had already beaten Heroic mode Elegon before we were able to apply a hotfix to the issue, we chose to hold off on resolving this issue until now to keep the field even during the first week of Heroic progression. In addition to the fix to Discharge, Elegon’s health will also be reduced to offset the loss of Draw Power stacks resulting from the Discharge resolution.

The following fixes will be in place when raids reset this week in each region:
  • Discharge now properly deals damage in Heroic difficulty.
  • Elegon’s health has been reduced by approximately 12.5% on Heroic difficulty.
by Published on 2012-10-16 08:14 AM

Patch 1.0.5 on Live Servers Tomorrow (Recap)

Heroic Will of the Emperor 25 Man Video
Blood Legion released their video of the Heroic Will of the Emperor 25 Man Heroic fight. There are now 14 guilds that have defeated all 6 bosses, 12 of them in 25 man and two in 10 man. The other 10 man guild is Интервенция. The next set of normal raids open in two weeks on October 30.

Patch 5.1 PvP Announcer Audio
Patch 5.1 is adding voice announcements for Battlegrounds and Arenas.

Patch 5.1 Factions
Patch 5.1 brings us a few new factions. All are associated with the Horde/Alliance forces landing in Pandaria or the Brawler's Guild, except for Akama's Trust.
Originally Posted by MMO-Champion
  • Brawl'gar Arena - The warchief has gathered creatures from all over Azeroth and Outland to participate in bloody arena deathmatches with heroes of the Horde.
  • Dominance Offensive - Horde forces in Pandaria, stationed at Domination Point in Krasarang Wilds.
  • Operation: Shieldwall - Alliance forces in Pandaria, stationed at Lion's Landing in Krasarang Wilds.
  • Akama's Trust - Akama is distrustful of Warlocks after witnessing Illidan's fall to his own corruption, followed by the ransacking of the Black Temple by Warlocks after the Cataclysm.
  • Bizmo's Brawlpub - A group of battle-hungry fighters has gathered creatures from all over Azeroth and Outland to participate in bloody arena deathmatches with heroes of the Alliance.

Blue Posts
Originally Posted by Blizzard Entertainment
Windsong and Elemental Force Information
But now can you explain why Black Magic still procs from just targeting enemies?
This isn't really related to this topic, but we'll look into it.

Is it intended that these enchants can be better than the Sha Crystal equivalents, ie: Jade Spirit?
It's intended that they're very viable enchants, but the top tier (Sha Crystal) enchants should usually win, on average. But there may be exceptions in certain situations.

Thanks for the info Daxx, but could you clarify a little more on Windsong - is it 2RPPM PER effect (haste proc, Crit Proc, Mastery Proc) - thus essentially 6RPPM among the 3 different buffs it can proc, or 2RPPM to get A proc at random?
Windsong is 2 RPPM total and the buff applied is totally random. Each time it procs, you randomly get 1 of 3 buffs.

How does this apply to Guardians and Ferals?
The same way it applies to everyone else. Swing speed is not a factor in this proc mechanic.

As a dual wielding melee, I would frequently see double and sometimes even a triple proc of Windsong rolling at once, if only for a few brief seconds. And even outside of getting double procs, it was up quite often. Does this new proc design for Windsong mean I'm going to see a decrease in procs, and thus a decrease in stacked up procs?
It should proc roughly as frequently as it did before for a rogue, and this change has no impact on its ability to stack. It is fully intended that Windsong’s 3 different buffs can stack with each other, but each is a result of a separate proc event.

My only question about the "Real PPM" is if the new system ONLY applies to...
This new proc mechanic is only used for Windsong and Elemental Force currently. Depending on how it works, we may use it for more procs going forward, but are unlikely to apply it to previous procs. We chose to apply it to Windsong and Elemental Force because their existing proc mechanic was problematic and significantly underperforming for a many of its intended users, so the change was almost universally a buff.

Windsong procs on my Recuperate tics and breaks me out of stealth. Quite troublesome in PVE and PVP situations.
This sounds like a bug. We'll investigate and fix if necessary. These sort of procs should not break stealth.

So what you are saying is that we are penalized if our class does not favor haste over mastery and crit? How is this in any way a good idea?
No, we're saying that one of haste's benefits is giving you more procs, which has always been the case, and we wanted to preserve that.

So after 10 seconds, it takes Around 3-4 swings, Ticks, casts, etc should proc it, baring any RNG God Hate. Since The buff is 12 Seconds, its close to 100% uptime?
I think you're misreading 'time since the last chance to proc' as 'time since the last proc'. That's a very important distinction.

How does this interact with swapping weapons with different enchants? I'd hope TSLP is reset on weapon swap, so that weapon swapping is not promoted.
Equipping a weapon resets the time since the last chance to proc in this case, so a weapon swap does not gain you additional procs.

The question for comes up for dual wielders with it on both weapons. Does it count each weapon's enchant only for attacks made with that weapon or does having it on both weapons cause every attack to reset the counter?
Both weapons' attacks can proc both enchants. You can think of dual wielding Windsong enchanted weapons as having a second chance (at the same proc chance) at each damage event. And yes, both can proc from the same event; you could indeed have two Windsong procs from one attack.

By haste, do you guys mean haste rating, total haste effects, or attack speed?
Ah, that’s a good thing to clarify. Thanks for bringing that up. In this case, it refers to the highest of your casting speed multiplier, or your attack speed multiplier. So, haste rating, increased attack speed effects (such as the attack speed raid buff), pure haste (such as Heroism or Bloodlust), or even Mind-Numbing Poison will all affect it.

Also, a minor clarification from the original post:

Windsong is now a useful enchant for all classes and specs
*Except Hunters, since they use scopes instead of weapon enchants. (Blue Tracker / Official Forums)

Mogu'shan Vaults LFR Part 2
470 minimum i-lvl?
The second half of Mogu'shan Vaults is the same as the first half. The required item level players must have is 460.

Once Heart of Fear and Terrace of Endless Spring open up, they will have a required item level of 470, with both raid dungeons dropping improved gear. (Blue Tracker / Official Forums)

Cross-Realm Zones Feedback
If you find a persistent group of players giving you trouble, there should be a few friendly level 90 players of your own faction willing to help out.

With respect, how is that a reliable plan A?

With equal respect, I'd say it's at the very least plan B. Plan A is when you select a PvP realm to level on in the first place, knowing full-well that members of the opposing faction will be able to attack you at any point, but being okay with that (else, why would you make a character there?).

It was purely my suggestion on how to combat gankers. Another idea might be to call in some friends or guild members, or go make a cup of tea and leave them to get bored. Maybe go and log your main, come back and dish out some revenge? These are all tactics that have been around forever on how to deal with gankers. I realise it's frustrating, I've been there myself many a time, but I knew what I was getting into when I rolled there. Some people love the danger of levelling on a PvP server. If it's not for you, there are plenty of alternative options.

I want to stress that I'm not dismissing your thoughts on this at all, I'm just getting into the conversation as a player myself. We do want to hear your continued feedback. But please be aware that ganking, having to wait for mobs to spawn and sharing mineral nodes are all things that figure into an MMO, and they've been factors to consider in WoW from the start. Obviously, having said that, we are of course monitoring the situation and will keep you posted if we decide to tweak anything further. (Blue Tracker / Official Forums)

Bag space issue
Wow, really impressed with some of these ideas! I still see people suggesting bigger banks and bags though. That's only going to resolve the problem for a little while. We'd be back in exactly the same position once everyone got used to the extra space, which is kinda what's happening each time bigger bags are introduced.

But yeah, loving some of the things you're all coming up with! (Blue Tracker / Official Forums)

Warrior and Hunter Changes
There have already been a number of changes made and issues fixed with hunters and warriors. Hunters have had a couple of bug fixes, a nerf and some other changes happen to their class, this should tone down their burst and healing done through Spirit Mend from Stampede. Warriors have had their Charge and Warbringer stuns changed so that they now correctly apply diminishing returns which should help with lowering their ability to lock down a target in stuns.

We are watching to see how these and other hotfixes will play out on the live realms and hope to see a positive effect from them. There are also several changes that we want to test out on the PTR, but they may be deployed earlier than patch 5.1. (Blue Tracker / Official Forums)

Garajal Heroic Adds
Doesn't matter wether or not its doable, rather how much harder it is compared to 25 man, yet again, speaking through numbers. The adds in the spirit totem has about 200k health more than the 10 man ones, and spawn as much as on 10 man, only that already is enough to say that 10 man is overtuned seeing as the mobs health isnt even duplicated.
Adds on 10-man heroic spawn at a slower rate than 25-man normal.

On 10-man, however, when several Shadowy Minions are active, there's more potential for busrt damage from then than on 25-man. That's something the devs are evaluating and may adjust. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Patch 5.1
Does the Brawler's Guild allow non-level 90?
Pretty sure it is for 90s.

What if you never do normal 5 mans and you need gear for heroics?
Gearing for heroics: Dread Waste blues, JP or HP items, crafted blues, scen items (esp Arena). We also lowered required ilevel.

Is racing to tag the 'Sha of Anger' the intended way of doing the encounter? It just feels so.. frustrating.
We've made many Sha changes lately to help. Competition: good. Competition over who spams AE for a first tap: less good.
Wouldn't this be the same as Galleon. Doesn't seem like World Bosses are fulfilling their role all that well.
Galleon is targeted more at organized groups. Sha of Anger is more for everyone, sort of like Archavon. Sort of.
Do away with tagging entirely, give loot rights to anyone contributing. World bosses should promote cooperation, not griefing.
Quest bosses do let you contribute. We want world bosses to be competitive though - that's what makes them not pinatas.

Mob tagging on regular mobs feels outdated in MMO design and makes players hate other players.
Agree, but the counterpoint is that zerging every mob in a zone doesn't feel very heroic either. The group tap mobs evaporate.

Why is LFR the best way to get valor points? 45 for the clear + the bosses beats out even doing them on normal/heroic
I have seen very few raiders have trouble capping valor for the week.

Will valor rewards be tied to rep grinds in future patches? It doesn't seem very optional for raiders, and isn't fun for many.
Raiders run out of Valor purchases quickly and other players are probably progressing at a much slower pace than you expect.

Running dungeons as a windwalker I swear LFD puts me with a rogue every time. Didn't it use to look outside your armor class?
It tries to, but we emphasize faster queues over perfect groups (esp when queues aren't so fast). Many monks right now.

I hear 90s can't queue for normal 5mans. Pity, because that's what I used to learn a new spec that was tank or healer
Players only tended to run the normals once or twice though. The heroics are pretty forgiving.
Was there something prohibitive with the feature in Cata? Because 85s in Cata could queue for normals....
It would have been nice for 90s to be able to queue for Mogu'shan. Wish we had done that.

Scenarios appear to be the best idea you guys have ever had. So great for quick playing, also tons of fun to chain queue.
They work well for DPS because you can queue for dungeons and hopefully it will be ready by the time the scenario is done.

Have you guys considered replacing the Holiday dungeon bosses and some of the outdated events with Scenarios?
That's a great idea! Have only scratched surface of what scenarios can do - will do more with them in future.

Scenarios in Mists use only 3 players, but the tech is capable of more. We will definitely experiment. 40-player missions? It's possible!

TCG Art Update
Blizzard has updated the Trading Card Game art gallery to feature ten new pieces.

by Published on 2012-10-15 07:26 PM

Windsong and Elemental Force Information
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We recently hotfixed the Windsong and Elemental Force weapon enchants to improve their performance for many users. The important part for most players is that Windsong is now is a useful enchant for all classes and specs, since it will trigger on all damage or healing, be it spell, melee, or ranged, and direct or periodic. Elemental Force will also trigger from all damage, so is useful for all damage dealers.

Additionally, these two enchants use a new system for triggering, which we wanted to give some details on. These are the gritty details, which you do not need to understand in order to use these enchants, but we wanted to detail for the benefit of the theorycrafting community. If mathy simulations and modeling aren’t your thing, none of this will matter much to you.

We have had various methods for triggering procs throughout WoW’s history. Most procs fall into two categories for the past few years:

  • Relatively high but static proc chance, with a significant cooldown. Most trinkets and caster procs fall into this category. For example, a trinket may have a 30% chance to proc on hit, with a 55sec cooldown. This lets us balance the trinket with a pretty safe assumption of procing about once per minute. Unfortunately, since it’s so reliable, it doesn’t really feel like a random proc, but rather like an On Use trinket that’s just on auto-cast. The uptime won’t increase significantly with any stats with this type of proc.
  • Relatively low proc chance with some normalization based on weapon speed, typically referred to as ‘PPM’ (procs per minute). Most melee weapon enchants fall into this category. For example, a weapon enchant may have 3 PPM. That checks your weapon speed, and gives your attacks a % chance based on that. If you have a 3.6speed weapon, your attacks will have a 3(PPM) * 3.6(weaponspeed) / 60 (sec per min) = 18% chance. All your white and yellow attacks with that weapon will have an 18% chance to trigger the enchant. Despite being supposedly ‘3 PPM’, that really will result in significantly more than 3 procs per minute, since all of the special attacks can proc it. Since there is no cooldown involved here, this type of enchant can feel random and streaky, instead of reliable. That isn’t necessarily a bad thing though, as you are just as likely to get lucky and get several procs in a row, which can be exciting. Some stats, primarily haste, will increase the frequency of these procs. However, since they vary heavily based on weapon speed, and how many special attacks you’re doing, these can procing significantly more or less for one class/spec/weapon than another, making them difficult to balance.

So, there are pros and cons of both of those types of procs. We’re trying a new system for these enchants. This new system, nicknamed Real PPM, aims to give the random nature of procs, the scaling with haste, and the ability for us to balance them assuming a standard proc frequency. Here’s the short version of how you can expect them to function:

  • Windsong is 2 Real PPM. Elemental Force is 10 Real PPM.
  • Regardless of how you’re attacking or healing, slow or fast, with DoTs or direct heals, whatever, you can expect to get the same proc frequency, on average.
  • Dual wielding and having both weapons enchanted with the same enchant will double the frequency of procs that you get.
  • This Real PPM is increased by your haste %. (The highest of your melee, ranged, or spell haste is chosen).
  • Simple as that. Whether you’re an Affliction Warlock dealing very frequent DoT ticks and Malefic Grasp ticks, or a Holy Paladin casting purely Holy Lights, or a Combat Rogue quickly attacking and using specials, or an Enhancement Shaman attacking with slow melee attacks and spells, or a Shadow Priest channeling Mind Sear on fifty Onyxian Whelps, you’ll get 2*Haste Windsong procs or 10*Haste Elemental Force procs per enchant per minute.
  • We’re excited to see how this proc system works out. If it works well, we may start using it for more types of procs. Feedback about how it feels is most welcome.

Here are even more nitty gritty details, if you’re interested:

  • It can proc from any damage/healing event. It keeps track of the last time it had a chance to proc for that enchant.
  • It calculates the difference in time since the last chance to proc. It uses that time to determine the chance for that event to trigger a proc.
  • For example, if you have 22% Haste, it was 1.4sec since the last chance to proc, and you’ve got Windsong, then the chance to proc is 2(ppm) * 1.22(haste) * 1.4(time since last chance) / 60 (sec per min) = 5.693%.
  • The ‘time since the last chance to proc’ is capped at 10sec, so that your first attack of a fight isn’t a guaranteed proc.

If you have any questions about this, please feel free to post them here, and we’ll try to answer them.
by Published on 2012-10-14 10:18 PM

Patch 1.0.5 Recap

Blizzard at Comic Con New York
BlizzPlanet has a nice video of the Blizzard panel at the New York Comic Con event. While it mostly covers the new books and lore, we do learn a few things.

  • Patch 5.1 will bring new Zandalari Troll models, as well as a new model for Vol'jin.
  • Vol'jin will show up at a few points in Patch 5.1 and Patch 5.2.
  • It is unlikely we will see Lorewalker objects added to old content, but we might see them added to new content
  • UDON is going to release a book with the best Fan Art, see the full press release for details.
  • Vol'jin, Shadows of the Horde will be released in April 2013. Chen Stormstout will be in the novel. Blizzplanet got a nice shot of some of the art.

Patch 5.1 Dalaran Event Audio
There is some audio that goes along with the previously mentioned quests relating to Dalaran's future. Spoilers ahead!

Patch 5.1 Scenario Steps
Keep in mind that it is very likely that all of these scenarios will not make it into Patch 5.1. They may be used for questing in the world rather than a scenario, or might not be intended for Patch 5.1.

The following scenarios have been added to the LFD tool: 5.1 Vol'jin Scenario, Battle on the High Seas (Alliance), A Little Patience, Lion's Landing, Assault on Zan'vess (A), Pursuing the Black Harvest, Domination Point.

Originally Posted by MMO-Champion
Pursuing the Black Harvest
  • Xi'ri will be making an appearance in the Warlock quest line to give a speech.
  • Enter the Black Temple - Avoid the guards and enter the Sanctuary of Shadows.
  • Search for Evidence of the Council's Presence - Find proof that the Council of the Black Harvest came to the temple.
  • Follow Akama to the Shrine of Lost Souls
  • Uncover the Council's Plan - Investigate the Reliquary of Souls.
  • Defeat the Essence of Order - Claim the soul crystal left behind by the Council of the Black Harvest.
  • Survive the Demonic Invasion - Fight off the demons unleashed by the Reliquary and return to Akama in the Halls of Anguish.
  • Purge or Plunder - Choose to save Akama's men in the Halls of Anguish or plunder the Den of Mortal delights in the chaos.
  • Head to the Temple Summit - Take the Empowered Soulcore to the Temple Summit.

5.1 Vol'jin Scenario
  • Speak with Vol'jin - Speak with Vol'jin to begin the search for the Saurok cave.
  • Escort Vol'jin to the Saurok Cave - Find the entrance to the Saurok Cave.
  • Guards! - Defeat the Saurok guarding the cave.
  • Ride the Boat
  • Investigate the Source of the Saurok
  • Defeat the Saurok Broodmaster
  • Investigate the Mogu Statues
  • Fend off the Kor'kron Ambush

Battle on the High Seas
  • Boarding Party! - Protect the Ship! Defeat the Horde Boarding party.
  • Destroy the Horde Ship! - Plant explosives on the Horde Ship to destroy it!
  • Defeat the Captain!

A Little Patience
  • By order of the King - Speak with King Varian Wrinn
  • Prepare the Defenses - Assist the laborers in the construction of their defenses.
  • Kill Commander Scargore

Lion's Landing
  • Under Siege - Assist the Beleaguered Defenders of Lion's Landing.
  • Vanguard Commander - Defeat the leader of the Keep assault.
  • Recapture the Cannons - Recapture the fort's cannons before the enemy turns them against the keep.
  • Hold the Keep - Defeat the attack enemy commander and forces.

Assault on Zan'vess
  • Assault on Zan'vess - Launch an assault on the island of Zan'vess.
  • Defenses of Zan'vess - Destroy the Sonic Towers and deactivate the Zan'vess Defense Shield.
  • The Heart of Zan'vess - Storm the beach and reach the Heart of Zan'vess.
  • Weapons of Zan'vess - Defeat Commander Tel'vrak and retrieve the Mantid weapon cache.

Diamond Island
  • Infiltrate the Ancient Fortress - Destroy the orbs of protection and make your way into the fortress.
  • Stealing for Profit - Grab as much treasure as you can before the titan construct is released.

Blue Tweets
Originally Posted by Blizzard Entertainment
Patch 5.1
What about the new scenario "Infiltrating the Black Temple" Warlocks get Green fire?
It's not really a scenario.

Just looked over the official PTR Notes. When it says "earn commissions that can be spent to upgrade their faction's base." Is that an individual thing, like the Molten Front, or a server wide thing, like the Sunwell Base building?
Great question! Yes, these changes are all server-wide. Your upgrades help your faction-mates, and are short-term. For example, you could recruit a Mage mercenary to stand in your faction hub and cast Arcane Brilliance on everyone for 1hr.

All of the quests are still PvE. We're trying to make it 'feel' like a war, but still playable on lopsided realms. Very much an experiment.

For clarity, the Brawler's Guild feature announced for 5.1 is unrelated to Proving Grounds. That's still on our Pandaria wishlist. Brawler's Guild akin to solo Amp of Anguish w/ more depth. Proving Grounds likely closer to solo role-based scenarios/challenges.

Do we get more hunter changes for 5.1 instead of this 1 Aimed Shot change or are other classes more important ?
We haven't made any 5.1 class changes yet.

Can we expect quivers for 5.1? Please give us any sign or hope for that
Working on it but not in 5.1.

Will the Battle-Stones be usable on all battle pets (wild and non-wild)?

Are the epic quality stones really going live to upgrade pets to epic? If so that is pretty terrible & invalidates the whole system
Epic stones will not be in 5.1.0. We will do them at some point, not now.

Any concern for outdating raid content before players have a chance to finish it on heroic? (regarding 5.1 PTR)
Faster new content doesn't have to mean out dating older content.

Lots of top dps parses from tanks so far, especially dk and pally. Is tank dps or veng too high? Or just DPS undergeared?
Vengeance helps keep tank threat scaling with DPS gear... which DPS don't have yet. We'll keep an eye on it.
Why doesn't vengeance increase threat gen % rather than AP then? Current model is devaluing the role of real DPS, geared or not
Having DPS specs is still critical. You just can't write off the tanks' contributions any more.

Starfall ignores CC, your state of combat, yet it's a huge DPS contribution. Why exactly isn't starfall fixed yet?
In general, we like players to have to have to pay attention when using AEs.

Do you guys try to balance AoE between specs or do you like certain classes being stronger for AE situations?
We try to balance it overall, but we're okay with some deltas in length, burst, etc. so that everyone doesn't feel the same.

Can shamans, or elemental have haste buff when flame shock is dispelled like in cata?
We tried to move away from dispel "punishments." UA is one of the few left.

I am a disc priest with close to 13k spirit in a 10 man. I am always oom. pally has 7k spirit and is never oom. Why?
Paladins have a lot of free healing and can subsist on fumes a long time. (That doesn't mean Disc mana is fine.)

ArP was removed for being too mathy. Now it seems like reforging is all math and no gameplay value. Any thoughts?
We agree. The original intent was to solve being over caps, but we don't like the cascade that happens when you get a new piece.

Have you ever considered removing hit from caster gear and going with spirit=hit for all caster classes? Sounds good to me.
We've defended hit as an interesting stat for a long time, but I'm starting to be convinced that it isn't.
Is there a specific reason you are starting to think you were wrong? I've never bought into it myself.
Over all, it just feels more like a penalty when you're not hit capped rather than bonus when you are. Reforging, intended to make capping easier, makes getting a new piece of gear less fun because of the cascade effect of hit changes.
Incoming rage from all healers about having to share spirit gear w/ mages and warlocks too.
We wouldn't just pull hit and make casters fight. It would be a stat redesign not a quick and dirty patch change.
The result will simple be that we'll see spirit items on basically every boss to supply all caster.
No, it probably wouldn't be that simple.
We need a few "annoying" stats like exp and hit to break the monotony of mindlessly stacking the 1,2 optimal stats for a class
Gearing needs to be interesting. You shouldn't be able to ignore the stats. That doesn't mean there isn't a better design out there.

Currently tanks are topping meters in raids with the vengeance changes, is this intended, or will we see it balance with gear?
Gear will definitely help. Tank DPS won't go up much more. Rogue DPS will go up a lot. Still, we're keeping an eye on it.

When calculating enh sham dps, do you consider that it's usually impossible for CDs to be used as soon as they're available?
For all specs, we look both at max theoretical damage and more reasonable expectations.

Do you guys keep an eye on glyph usage? Do you think there are any that need to be looked at?
Yes, we look at glyph usage and I'd be surprised if we didn't need to buff some. Waiting for the dust to settle more.

Death Knight (Forums / Skills / Talent Calculator)
Unholy blight + Howling blast aren't applying more their respective debuffs on more than the primary target. Intended?
Unholy Blight and Howling Blast not spreading their debuffs is a convoluted bug. Working on a fix.

So you mentioned UH Blight and H Blast being bugged - Is Soulreaper 50% haste duration bugged too? Says 10s actually gives 4s
Soul Reaper is 5 sec now. Should be in the hotfix notes. The haste was supposed to be consolation, not the reason to SR.

Druid (Forums / Skills / Talent Calculator)
Are healing mushrooms where you want them? I found them completely ineffective last night in MV.
We don't want shrooms to be rotational for Resto, but we do want them to get used. May need tweaking.

With the upcoming HOTW hotfix, is there any plan to take a look at the talent to see if it meets the original design brief?
It does a good job of getting a druid to temporarily assume another role. It was just weird for Wrath to be top spell for Feral.

Hunter (Forums / Skills / Talent Calculator)
Thrill of the hunt (hunter talent) doesn't proc off explosive shots that costs focus. Bug/intended? +1k focus over 5 min lost.
No, Thrill not proc'ing from Explosive Shot is a bug. Working on a fix.

I know simcraft is not perfectly accurate, but can you explain why a pure dps class (hunters) sim below everything else ATM?
Not without verifying that the sims are reasonably accurate for all specs, and I already have a demanding job. Only 1 week of raid parses, mostly for 2 bosses. No extreme outliers yet but we'll see if anyone is behind after another week.

Mage (Forums / Skills / Talent Calculator)
My frost mage is now not only ineffectual in damage, but is also a mana sieve. Thanks, Blizz.
That's not what we're hearing about Frost mages overall.

Monk (Forums / Skills / Talent Calculator)
Will the fix for the bug where Chi Wave dead-ends when bouncing from enemy to ally be a "hotfix" thing or a "patch" thing?
Not sure yet. We are investigating Chi Wave now. It's complicated.

Paladin (Forums / Skills / Talent Calculator)
When we going to see ret pally's buffed? TV hits too low. Bored of being kicked for low DPS even though gear, stats fine?
We think Ret is pretty competitive in raids right now.

Priest (Forums / Skills / Talent Calculator)
Healing priests are DIRE in raids, completely ignored our concerns in beta saying it will be fine, devs sold us down the river
Priests got a lot of raiding use this week. Why do you feel ineffective?
10-15% behind all specs in output, requires near perfect play to keep up.
Output isn't a great way to evaluate healing. Overhealing, hot sniping, whoever heals the tanks just having stronger HPS...

Shadow AoE damage is so low, there are some fights I've seen healers do more damage. Is there any intention to fix this?
We want priests to multi-dot a lot in AE situations, not just spam Mind Sear.

Shadow priest single target DPS seems very low. I've been sat on heroic Feng because of this. Anything to help would be great.
Shadow single target DPS is fine. AE might be low.

Rogue (Forums / Skills / Talent Calculator)
Some good Rogue forum discussion going on about feeling energy starved and more. How do you feel about Rogues right now?
It doesn't surprise me you feel energy starved if you went from Dragon Soul epics to MoP blues. More haste will change things.

The issues rogues are complaining about are the same ones you said you would address prior to the release of cataclysm.
Rogues are fine in PvE. We're looking at movement in PvP.

Many said the Rogue DPS is too low and the energyreg seems very very slow. Are you going to change something?
Rogue DPS in PvE is fine. Keeping a close eye on them in PvP though.
Tell me, how are rogues in PvE fine? We are getting outdone by friggin DK and Monks in tanking specc.
In what situation? Feng? He buffs tanks. Dungeons? Tanks historically win there, but it's uptime not DPS.

Warlock (Forums / Skills / Talent Calculator)
393 k chaos bolt crit in Arathi basin and I have 55 % dmg reduction
Chaos Bolt always crits and requires considerable build up time.

Darkmoon Eye Preview
Dave Maldonado provided a preview of the new Darkmoon Eye pet coming in Patch 5.1.

Curse Weekly Roundup
This week PETA makes a game parody on Pokemon, dinosaur fans get to finally be one in Primal Carnage, a Maine State Senate candidate gets heat for playing WoW, Hawken makes it's way to the New York Comic Con, Playspan users get hacked, and your game forecast for next week.

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