World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-11-06 07:48 AM

Using Banners As Town Portals, Diablo II Ladder Reset, Blue Posts, Diablo Collectibles

Patch 5.1 - Brawler's Guild Invites
The new Brawler's Guild being added Patch 5.1 will require you to purchase an invite from the Black Market Auction House. If you aren't able to purchase an invite, someone else who is already in the Brawler's Guild can invite you. On the PTR there are currently 10 invites with a starting bid of a few thousand gold.
Originally Posted by Ghostcrawler (Blue Tracker)
Why put Brawler's Guild pass on the BMAH? Now I'll just never see it because I hate the BMAH.
The experience won't be good if 1000 players hit the brawls when the patch drops. We need to ramp up slowly, but we'll ramp up.

From what I have seen its not instanced. You literally have to wait in line for your turn.Hope I'm wrong
It is not instanced. We have plenty of instanced content. We want these to have spectators.

Seems like a design failure. Shouldn't have to bow and scrape to the 1% in game to see content. Not a good feels.
I expect everyone who wants to brawl will be able to. Just not the day the patch goes live. Slow down, as the Pandaren say.

Reminder: Heroic and Raid Finder Difficulty Heart of Fear Opens This Week
Don't forget that Heroic and Raid Finder (part 1) difficulty Heart of Fear is opening this week! The second half of Raid Finder difficulty and Normal difficulty Terrace of Endless Spring will open next week.

So far 555 guilds, or 2.08% of the guilds tracked by WoWProgress have completed normal difficulty.

Conquest Point Cap Increase
Originally Posted by Blizzard (Blue Tracker / Official Forums)
To help everyone keep up with the upcoming system in 5.1 that will allow you to upgrade your Conquest gear with Conquest Points, a hotfix is being implemented very soon that will raise the Conquest Point caps:

At 1500 rating, the Arena Conquest Cap will now be 1800 (up from 1350), while the Rated Battleground Conquest cap will be 2200 (up from 1650). As always, when your rating increases, so will your cap.

Plan accordingly! (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
The BMAH is boring
The Black Market Auction House features a wide variety of items. One week it might have something like an Enchanted Broom, the next week Ashes of Al'ar. It's completely random, and varies per realm. Certainly there have been items up on a few realms that people hit the bid cap on.

Just keep watching, it's bound to have something you want sooner or later. Only trick is, it'll probably be desirable to other people too. Good luck! (Blue Tracker / Official Forums)

Daily Quests and the Grind
Is the only way to get the Elder Charm Coins is by doing dailys by getting 90 of the good coins and turning them into 3 elder...? that sort of forces u into dailys if so.. because u know people want that extra chance in Raid to get the gear so your know there going do dailys to get a silly coin that doesnt even help one bit gg..
"Gear drops in raids like it always has."
"I like gear like I always have."
"But I want bonus chances at that gear."
"I have to do something to earn bonus chances at that gear?!"
"I don't want to do something to earn bonus chances at that gear!"
"That thing I don't want to do that would earn me bonus chances at that gear, doesn't earn me bonus chances at that gear!"

Let me know if that's an accurate summary, as well as what you're talking about. o.O

Lol ok the point is everyone dont wanna do dailys all day every dam day : ) kk thanks. i dont mind grinding rep dont get me wrong gives me something to do... but having to do dailys to gain the rep is load of crap. tabard ftw.. gg.
Sounds good. I suggest not doing dailies all day everyday if you don't want to, then. I don't want to either. If I want to have additional pulls of the slot machine when I'm in a raid though, I'll decide if the cost is worth it, or if I'll just take my standard one shot at a boss's loot table per week.

Do I want a tabard that allows me to get credit for doing one type of content, while actually doing another (which, by itself, earns me gold and chances at loot)? It'd save me time, sure. There are so many things about endgame progression that could be changed to save me time, enough so that I wouldn't have to worry about enjoying actually playing the game to improve my character and earn things.

"Sounds good. I suggest not doing dailies all day everyday if you don't want to, then. I don't want to either."

Zarhym admits he/she doesn't want to do dailies. What can we infer out of this? Devs admit they aren't fun. Which they aren't. Maybe once. Maybe twice. Heck, I'll even go three times. But past that? Pfffffft.

I don't like it when my words are twisted. I put sentences together to convey a cohesive thought, so I'd prefer if you read them in context.

I said I don't want to do dailies all day everyday either. I do dailies. I enjoy being able to earn my reputation. I appreciate that the system is designed to allow me to do a little bit of whatever I want to do each week without feeling overwhelmed. As soon as I capped Valor this week, I stopped running dailies and focused on other things. I'll wait until the weekly reset to pick up where I left off to get the full reward of completing each daily. Those factions aren't going anywhere. I log into the game everyday, and I never log out feeling like I made no progress. I can't say the same about my time in Cataclysm.

"I appreciate that the system is designed to allow me to do a little bit of whatever I want to do each week without feeling overwhelmed"

Except it is overwhelming. Every day I don't finish all of my dailies, I feel like I've missed out. That I'm now behind where I could be. And how do I catch up? I don't. I'll never catch up, I'll always be behind. This puts an overwhelming burden on completing every daily every day. And each day I don't meet these goals set by the game, it's demotivating. Why keep trying since I'll never catch up?

My valor is capped for the week, my charms are capped for the next several weeks, and every post I make or read I'm feeling more and more behind schedule. But I've fallen so far behind now, that I don't want to try and catch up.

Just like with all other games I play, I don't choose to measure how my time is spent in the game -- or whether or not I'm enjoying it -- against the players in STARS, Vodka, Blood Legion, or any of the other hardcore guilds out there, or the people who can devote hours upon hours more time to this game than me.

I don't think you should either. Sure, I know people have commitments to friends and guilds. There are social expectations and demands put on players to be at a certain progression point, or completing X/Y/Z every week in order to be included in raids.

If the goal is to be entertained by playing a game and you're not meeting that goal, it's totally fair to reassess things -- whether that means looking at what kind of stresses you impose on yourself, who you're playing with, what you're doing with your time in the game, and maybe even your time spent with the game itself.

But, from your post, it sounds like the pressure you feel comes from within. And I honestly have to wonder why. I don't mean to be a downer, but you'll likely never be on the cutting edge of clearing content as soon as it's possible to do so. And by the way, these endgame progression systems weren't modeled around that being the assumed standard way the general population plays the game. Spoiler: It's not how the general population plays the game.

Leading up to Mists, we talked a lot about having as many options as possible for players to play how they want to. That means you have a lot of choices, and some of them will provide you with extra advantages in other pieces of content (bonus rolls, VP loot from factions, etc.). Regardless of your opinion on our delivery, I think it's fair to say we really did give people a lot of choices. But if the standard mentality is, "I must do ALL THE THINGS if I can," rather than, "I must do all the things I find fun that will progress my character, time permitting" you'll surely feel overwhelmed.

The whole "coin" thing is fine but I know have 274 lesser charm of good fortune and 9 elder charm of good fortune! WTH am I gonna do with all these lesser ones? Can't trade them in, not yet geared enough for raids(spending way too much time doing dailies with no time left for heroics!)!!!! So what good are they other then taking up space(2slots) in my bag?!?!?!
Lesser Charms are being moved out of your bags and turned into a currency in 5.1. Think a little further down the road when you're not doing dailies as often and you're raiding more. A stockpile of Lesser Charms is absolutely what you'll want. (Blue Tracker / Official Forums)

LFR Feedback
So then, please answer this for me. Lets say everyone else in my raidteam makes the choice to do LFR, because better gear obviously helps progression. I choose not to do LFR, simply because i do not want to do it. Now can you honestly with a straight face tell me that i am not holding my teams progress back? Thats right, you cant.
I can. Your kill will be slowed by a fraction of time (seconds). But by no stretch of the imagination your team will be meeting enrage timers unless you're just undergeared. Once you're at the point to which the content is tuned for, the only thing preventing your raid from killing the boss is perfecting the execution. The very tight dps races are on Heroic (Gara'jal Heroic comes to mind as an example) and in that setting unless you're at the very top of progression, LFR gear will do you no good (it's very likely you'll need a fair amount of normal gear to take him down).

You don't need to use LFR to clear normal (this is evident). However to say that LFR wasn't required to clear heroic (all of the top guilds ran LFR as a group for in-guild drops) is a bit ridiculous. It might not be needed when everyone is decked in 489 gear, but when the gear inflation between heroic blues (463) and the first tier (489) is so large because of LFR (476) there is an obvious problem. This wasn't a problem that existed in Cataclysm.
And it's a problem that won't happen past Mogu'shan Vaults Raid Finder. Heroic Gear from this tier will be higher item level than gear from the Raid Finder of the next tier, therefore heroic raiders won't feel obligated to enter it for gearing purposes.

We aren't supposed to, Yet the majority of players do. It's badly designed imo, and I was hoping to see it rectified in early MoP. Are players supposed to be able to clear normal in a week before LFR is released?
Players have certainly cleared MV before LFR was opened. Of course, that takes a level of skill and coordination that not necessarily all raid groups have.

So there's why doing LFR - or dailies - isn't a choice. We've got the option of better gear, then we'll do it. We need it. I was in big need for a weapon until yesterday, so I'd run every opportunity to get one (Gate of the Setting Sun and LFR). I needed the upgrades certain factions offered on hitting exalted, so I did the dailies. The only choice involved here is my choice for raiding, and this includes pressure to not waste the time of my fellow raiders by not pulling the maximum of my char. We raid because we want to progress, not because we like to wipe to enrage timers and gear dependent mechanics. Of course competition is part of raiding, even on server level, but this isn't the sole reason why a raid wants to advance quickly. So yes - almost anything that improves performance will be felt mandatory not only by hardcore, but also semi hardcore raider folks.
And that's part of what implies picking that particular play style. If you aim to be hardcore/semi hardcore, of course, you'll need (and want) every possible gear upgrade you can get. Because that's what you've chosen to do. You want to be at the top of your game. So it makes sense you'll go out of your way to pick every possible upgrade lying ahead in hopes of edging your competition.

That's precisely what competition is about. Getting the upper hand over everyone else. And for that, I'd argue it's just logical you'll go and do everything that's available. For Heroic raiders, though, LFR will slowly fade away as you replace your gear with Heroic gear. Because come the next tier, you won't have a reason to go there. On this tier you'll experience the same already with Heart of Fear and Terrace of Endless Spring LFRs. For those slots you've got gear from normal Mogu'shan Vaults, there'll be no reason to go and visit HoF and TES LFRs (when those are open), since it'll still be higher item level than that of LFR.

I find it rather mind-boggling that the idea of competitiveness coming from blue posts can't get beyond getting realm/world firsts. For one thing, there are lots of things people would probably consider as 'realm firsts' that aren't recognised as such. For example, the vast majority of world/realm first kills are going to come from hardcore guilds running 16-20+ hours per week. Guilds running 2 or 3 3-4 hour raids per week may well consider themselves in a separate bracket with others with similar time limits.
By this definition, I should be able to walk up to Lionel Messi, Kobe Bryant, Sebastian Vettel, Roger Federer... (you get the idea, I guess) and tell them I'm being super competitive in their respective sports because I'm competing in a local league putting a fraction of the time they are. The thing is, when looking at the grand scheme, I'm not. Not even close. There's a reason why the world first quality guilds usually get world firsts, and it's not just skill, there's also commitment, coordination and a myriad of factors.

Of course, if we start removing factors that we can't or don't want to meet, even playing rock-paper-scissors with your friend on the middle of Times Square is competitive, but the moment the discussion goes down that path, it's very unlikely we'll reach any kind of agreement on what's being discussed.

However, for people with less ability to perform DPS/other roles, it makes no doubt to me that they are indeed having trouble on enrage timers and such, or at the very least be close enough that they'll absolutely want any possible upgrade.

When we raided during the first week with raids full of 463~ ilvl geared characters enrage timers felt quite tight, and we're a world-class guild. I can safely assume that a raid of players that perform sub-par, despite their much higher ilvl, will not be dishing out much more DPS/healing than our raids back in 463 gear, and will probably encounter a lot of trouble with enrage timers or other numbers-related issues rather than mechanics issues.

Isn't this another reason why it'd do good to those players that feel they need the gear to instead improve their dps rotations, talents, gearing choices, etc, so that they can make the most benefit of their class rather than relying on getting higher gear? (I'm talking about those encounters that aren't dps checks, of course, at some point the developers expect the raid to be at a certain treshold of gear, and if that's not the case it's very likely you just won't be able to move forward until you get more upgrades)

Of course, not everyone can play at the 100% of their spec, but the jump those players may see from wearing all 463 to 476 compared to the jump from perfecting their rotations (working on them, or whichever area they might be failing in) would probably yield a greater result, and one that will outlast gear replacements in the long run; you're not likely to lose skill once you've acquired it after all. (Blue Tracker / Official Forums)

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

by Published on 2012-11-04 09:00 PM

Updated Undocumented 1.0.5 Patch Notes, Monk 1.0.5 Budget Guide, Stay Awhile And Listen Author Interview, Diablo 3 Wallpaper

Patch 5.1 - New Faction Rewards
Patch 5.1 will add two new factions, the Dominance Offensive and Operation: Shieldwall. These are the factions that are landing on the beach in Kasarang Wilds. Reputation for your faction is earned by completing the storyline quests and then doing daily quests afterwards.

Level Type Spec Slot Name Required Rep
80Mount Grand Armored GryphonExalted
1Other Grand Commendation of Operation: ShieldwallRevered
496TrinketSpell DPSTrinket Shock-Charger MedallionRevered
496TrinketTankTrinket Vaporshield MedallionRevered
496TrinketMeleeTrinket Helmbreaker MedallionRevered
496TrinketPhysical DPSTrinket Arrowflight MedallionRevered
496TrinketSpell SpiritTrinket Heartwarmer MedallionRevered
496FingerTankFinger Seal of the ShieldwallHonored
496FingerMeleeFinger Circle of the ShieldwallHonored
496FingerSpell SpiritFinger Loop of the ShieldwallHonored
496FingerPhysical DPSFinger Signet of the ShieldwallHonored
496FingerSpell DPSFinger Band of the ShieldwallHonored
Level Type Spec Slot Name Required Rep
80Mount Grand Armored WyvernExalted
1Other Grand Commendation of the Dominance OffensiveRevered
496TrinketTrinket Static-Caster's MedallionRevered
496TrinketTankTrinket Medallion of Mystifying VaporsRevered
496TrinketMeleeTrinket Skullrender MedallionRevered
496TrinketPhysical DPSTrinket Woundripper MedallionRevered
496TrinketSpell DPSTrinket Cutstitcher MedallionRevered
496FingerTankFinger Dominator's SealHonored
496FingerMeleeFinger Dominator's CircleHonored
496FingerSpell SpiritFinger Dominator's LoopHonored
496FingerPhysical DPSFinger Dominator's SignetHonored
496FingerSpell DPSFinger Dominator's BandHonored

Patch 5.1 - New Klaxxi and August Celestial Rewards
Another set of items that appeared in Patch 5.1 are these new item level 496 belts and shoes. They are currently assigned to The Klaxxi and The August Celestials, but keep in mind this is the test realm and things can change.

There are two almost identical versions of each item with race restrictions, making it possible they should be assigned to the Dominance Offensive and Operation: Shieldwall.

Level Type Spec Slot Name Required Rep
496ClothSpell SpiritWaist Sash of SurehandednessRevered
496ClothSpell SpiritWaist Sash of Bouncing PowerRevered
496ClothSpell DPSWaist Bon-iy's Unbreakable CordRevered
496ClothSpell DPSWaist Chang's Changing CordRevered
496LeatherSpell SpiritWaist Bambrick's Striking StrapRevered
496LeatherSpell SpiritWaist Soothing StrapsRevered
496LeatherPhysical DPSWaist Prevenge's Swashbuckling CinchRevered
496LeatherPhysical DPSWaist Prevenge's Dagger-CarrierRevered
496MailPhysical DPSWaist Shigi's Chain of Cheerful SummonsRevered
496MailPhysical DPSWaist Chain of Flaming ArrowsRevered
496MailSpell DPSWaist Bloodbinder LinksRevered
496MailSpell DPSWaist Links of Bonded BloodRevered
496PlateTankWaist Waistplate of ImmobilityRevered
496PlateTankWaist Immovable WaistplateRevered
496PlateMeleeWaist Kwon's Crushing GirdleRevered
496PlateMeleeWaist Girdle of Crushing StrengthRevered
496PlateSpell DPSWaist Divide's Greatheart ClaspRevered
496PlateSpell DPSWaist Divide's Loyal ClaspRevered
Level Type Spec Slot Name Required Rep
496ClothSpell SpiritFeet Shieldwarden SlippersRevered
496ClothSpell SpiritFeet Slippers of Soothing BalmRevered
496ClothSpell DPSFeet Sandals of Oiled SilkRevered
496ClothSpell DPSFeet Beach-Born SandalsRevered
496LeatherPhysical DPSFeet Crab-Leather TabiRevered
496LeatherPhysical DPSFeet Troll-Toe TabiRevered
496LeatherSpell DPSFeet Statue Summoner's TreadsRevered
496LeatherSpell DPSFeet Treads of Rejuvenating MistsRevered
496MailSpell SpiritFeet Boots of the Healing StreamRevered
496MailSpell SpiritFeet Totem-Binder BootsRevered
496MailPhysical DPSFeet Odlaw's EverwalkersRevered
496MailPhysical DPSFeet Greaves of Manifest DestinyRevered
496PlateTankFeet Sabatons of the Sullied ShoreRevered
496PlateTankFeet Groundbreaker SabatonsRevered
496PlateMeleeFeet Sea-Soaked SolleretsRevered
496PlateMeleeFeet Cragchewer SolleretsRevered
496PlateSpell SpiritFeet Scar Swallower GreatbootsRevered
496PlateSpell SpiritFeet Greatboots of Flashing LightRevered

Blue Posts
Originally Posted by Blizzard Entertainment
LFR Rewards Visibility
Even if I don't get anything, I want to see what other's get. Not just NOTHING and some gold. I want the slight drama of who gets the high roll, etc.
What would that change other than creating drama as you mentioned? (and the kind of drama that doesn't really add anything to the community, I believe).

Under the new loot system, since you're not affected by what others get (your chance of getting a drop lies strictly on what your roll is against the system, no matter how many items might have been distributed already), there's no big loss to see if others were rewarded (besides mere curiosity and the potential of people starting to argue that this one player undeservedly got an item because of X). (Blue Tracker / Official Forums)

Bonus Reputation for Alt Characters
As a matter of fact, now seems like a good time to follow-up with everyone with the latest information.

In my original message, reaching Revered with any particular faction on Pandaria would have triggered double reputation for all characters on the account with that same faction. After testing this internally, we felt the "trigger" wasn't obvious enough so we decided to create an item that players can purchase which, when used, grants the user's account with the bonus.

The changes to reputation gains are intended for Patch 5.1, but please do keep in mind that the patch is still in development. If there are any further changes, we'll let you know. (Blue Tracker / Official Forums)

Forced to do LFR
After 2 weeks of raiding, we haven't killed the Stone Guards yet. This is not a problem in tanking position, low dps or bad healing. Its a gear only problem.
Stone Guards is mostly a coordination check between your tanks, the folks with Jasper Chains, and not much else. Certainly is not a DPS check (that would be, for some guilds, Gara'jal the Spiritbinder).

If you don't LFR (or you are a pro), you fail. So in certain mode, you are forcing us to get gear first from LFR and then go to normal mode to succeed.
Many players (not saying it's your case, of course) believe that they are on par with the skill level of players further ahead than them, and that the only thing separating them from players with more progression is just gear. More often than not, the issue lies on the skill side, either your group is not really making the most of their dps rotations, cooldown usage is not being proper, etcetera, or it may very well be that your group is still undergeared for that fight (as long as everyone is decked in blue heroic gear, you'll be fine).

I think the problem is LFR is extremely easy and normal mode is a bit overtunned. Normal is a step above where it should be if you want an easy transition. That way probably, you shouldn't be forced to gear up in LFR and let it only for casuals who doesn't raid normal modes.
You're not supposed to transition from LFR to Normal. You're supposed to start on Normal (in fact, LFR opens a week after the normal mode of the raid has). So, if you want to get every possible drop to advance in your progression, yes, sure, you'll want to raid the LFR if you're not doing Heroics, but there're more areas than just gear where all raid groups should be looking at when having issues with a certain encounter. Most of the times, unless it's a dps race, it comes down to something else (bad strategy, for example).

There it is folks. Plain and simple. Blizzard will keep forcing Real raiders with the scrubs... i mean "casuals" so they dont wipe 4 hours on the first boss.
As he clearly said, there're benefits to having experienced raiders queuing up on LFR (shorter wait times, higher success rates, etc), and there's usually some benefit for level 90 players in there. Which still means you can skip it altogether if you're raiding Heroic (and that'll be particularly true moving forward since LFR gear from the following tier will have a lower ilvl than current Heroic gear).

But you still ran it for a chance to upgrade some slot and valor, correct? I won 2 lfr items last week and i replaced them in a matter of days, but i still ran it 3 times. The thing is a lot of us dont want to run it AT ALL.
Then don't. It's obvious that you are well beyond the skill level of any player posting here and that you'd rather not play with "mouthbreathers", as you so elegantly and politely put it in your previous post. So, by all means, open Vent, repeatedly tell your guildmates how awesome and uber skilled you are and run with them Normal and Heroic raids, but the attitude you display towards players running the Raid Finder is completely unacceptable and needs to go.

Blizzard is hiding from the fact that there are blockages in current Normal raiding progress. Every boss is tuned for maximum buffs and if you are missing one you will require extra item lvl to make up for it. And that is hard when you only have like 4 raid bosses to work with like is with Elegon. It is an overtuned fight atm for its gear lvl if you dont have all the buffs and the best way to beat that fight is to go LFR and get the 476 weapons on boss AFTER Elegon. The chance of getting 476 weapons in HCs is way to low and you can go for months and months and never get them.

I dare any person to go to World of logs and compare the bosses in Vaults. The success raid for Elegon is under 5% for 10 mans while beeing well over 10-15% for all other bosses - even the last one. That should be very obvious that its overtuned - and the best way to beat him is to get items from 6 bosses in LFR rather than wait once every week for the 4 bosses in normal.

Elegon is a very complex fight. There're many things to be aware of, experiment with and so on. But once you master them all, he goes down relatively quickly. It just takes time to adapt to all the mechanics that encounter has. Don't give up!

Having said that, the current buff system should allow most 10 player groups to get all the buffs (at least the important ones) as long as the composition isn't terribly strange. If that's not the case, I'd say please point it out and we'll let the developers know about. It might be that it is indeed an oversight or that in fact they don't expect raid groups to necessarily have that particular buff.

The thing you ask and pressure: It is not MANDATORY in order to beat the encounters, no. But, as I stated above, why on earth would you make it just so much complicated to you by not running those things and making it harder for the 24 or 9 other people who you run the raids with? That's just selfish and piss poor excuse for one who wants to complete all HC encounters, or even people who just want to clear normal and are in more "casual" environment.
If you are pursuing realm firsts or world firsts. I definitely understand you might feel you need to hit LFR for every possible gear upgrade to those 463 blues you're missing. But that's a playstyle choice. If you're playing at your own leisure and not too bothered by the competition, you don't need to hit LFR at all. The jump from 463 to 476 for a couple items is minimal. Of course, if you expect to be stuck on this one boss forever, you should definitely go and visit LFR. The fact is, under normal circumpstances, it's unlikely your guild will get stuck for any noticeable period of time if what you're aiming in fact is to clear Heroic modes.

If you're a newly formed guild that needs LFR, then I'd say more power to you, because that's a setting where the room for error is big enough that you can just focus on improving your coordination without fear or meeting enrage timers or wiping because someone still getting the hang of things.

You choose how to play the game. From a tuning point of view, the content isn't tuned accounting for LFR gear in every possible slot.

It's pretty much mandatory if you're doing heroic content.
That will be true only for so long. Heroic Mogu'shan Vaults gear is higher ilvl (502) than that of Normal Heart of Fear and Terrace of Endless Spring (496), and well above the Raid Finder of those two raids (483).

But in all reality, let's put things into perspective in that regard, anyways. Let's assume that you do take all your 25 raid members to the Raid Finder in order to clear it. And that you are a Heroic raiding guild at the top of progression. How long does that really take? A guild of a friend of mine, still scratching Heroic raiding, can clear the two halves in something like 40 minutes. So, I'd go and argue that a Heroic-level guild could clear the whole place in 30? minutes.

What else could you do in that time? You could do dailies for a particular faction, surely. You could harvest materials for your profession or trade. Or play some pet battles. Thirty minutes. Unless you raid for thirty minutes as well every week, that doesn't sound as a massive time investment to me. So, is it really as demanding as some of you seem to pretend to imply?

Some of us want to put in effort in order to kill bosses. we're not gonna let outselves slack behind on gear, when there's some easyly attainable for almost no effort. asking us not to do LFR if we dont want to do it, would be like telling us not to gem or enchant or gear.

we're not gonna let outselves slack behind on gear, when there's some easyly attainable for almost no effort.
And you wrote that back to back. The thing is, you are not forced to do it. Neither dailies for that matter. Dailies can be already considered obsolete gear wise because you can already get item level 496 gear from Heart of Fear.

It's a conscious choice you're making. You'd rather go through the LFR and pick that gear than wait until you get the appropriate drop from the normal/Heroic raid. That's alright, but it's your choice.

It's not a "choice". It is Mandatory. You have to do it if you want to be competative even if you are not in a realm first guild.
Please, by all means, define competitive. What is competitive when you're not pursuing a realm first that actually warrants running Raid Finder on every single reset? Because frankly, I can't see it. And it might be a perfect valid point. (Blue Tracker / Official Forums)

Daily Random Dungeons
During cataclysm the dungeon system was changed to allow players to queue for dungeons/heroics, so that the first seven times we cleared it we got the extra rewards. Allowing players that don’t have enough time to log on each day to queue and knock them all out over a weekend etc. Why was this removed in MoP?
You now get Valor with every run, with a bonus for the first of the day. It's similar to the rested XP bonus while leveling up. We wanted a better catch up mechanism. More folks did dungeons/heroics when we had one a day than seven a week. The latter felt too much like a job. (Blue Tracker / Official Forums)

Guildox - Popular Guild Names
Guildox went through their entire database to come up with the most popular guild names!

Curse Weekly Roundup
Pico and the team are back with the Weekly Roundup. It has some, LoL, MechWarrior Online, and Minecraft news, along with the weekly Game Forecast!

by Published on 2012-11-03 02:01 AM

Patch 5.1 PTR - Build 16257

Patch 5.1 PTR Notes Update - November 2
Only changed and new notes are below, see the full notes on the Blue Tracker.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Brawler's Guild
    • Entry into the brawler’s guild is by invitation only. Invitations can be found on the black market auction house or by invitation from somebody within the guild.

  • The durations of all Disarm effects have been reduced to 8 seconds.

Death Knight (Forums / Skills / Talent Calculator)
  • Damage received from players (or player-controlled sources) no longer counts towards increasing the healing done by Death Strike.

Druid (Forums / Skills / Talent Calculator)
  • A new passive ability has been added: Tooth and Claw. This ability causes autoattacks to have a chance to empower the Druid's next Maul. Empowered Maul reduce the damage dealt by the target's next autoattack. Guardian Druids obtain this ability at level 32.
  • Omen of Clarity now has a different visual effect for Feral Druids.
  • Glyphs
    • A new Minor Glyph has been added: Glyph of Focus. This glyph reduces the radius of Starfall by 50%.

Hunter (Forums / Skills / Talent Calculator)
  • Careful Aim now increases the critical strike chance of Steady Shot and Aimed Shot by 75% on targets who are above 80% health, down from 90%.
  • The duration of Steady Focus has been increased to 20 seconds, up from 10 seconds.

Mage (Forums / Skills / Talent Calculator)
  • The damage buff from Arcane Charge has been increased from 22% to 24%.
  • Rune of Power duration now shows in the UI, and no longer has a cooldown (was 6 seconds).
  • Ring of Frost now has a 45 second cooldown, up from 30 seconds, and can no longer affect more than 10 targets.
  • Pyroblast now has a 3 second cooldown. The cooldown on Pyroblast is affected by haste.
  • The mana cost of Spellsteal has been increased to 21% of base mana for Fire and Frost mages, up from 7%.
  • Glyphs

Monk (Forums / Skills / Talent Calculator)
  • All healing spells which cost mana have had their mana cost increased by 10%.
  • The energy costs of Legacy of the Emperor, and Legacy of the White Tiger have been reduced to 20, down from 50.
  • The energy cost of Healing Sphere has been reduced to 40, down from 60.
  • The Tiger Power provided by Tiger Palm now reduces target armor by 30% with a single application and no longer stacks.
  • Stance of the Fierce Tiger now increases the Monk's movement speed by 10% in addition to its other effects. This movement speed increase stacks with other effects.
  • The healing provided by the Healing Sphere base spell has been increased by 20%.
  • The chance to generate 1 Chi while channeling Soothing Mist and Crackling Jade Lightning has increased to 35%, up from 25%.
  • The Power Strikes talent now grants the Power Strikes effect every 22 20 seconds, which causes the Monk's next attack to generate 1 additional Chi.
  • Mistweaver

Paladin (Forums / Skills / Talent Calculator)
  • Holy Paladin: The 4 piece bonus now reduces Holy Shock cooldown by 2 seconds, up from 1 second.
  • Retribution Paladin: The 4 piece bonus now reduces Avenging Wrath’s cooldown by 65 seconds, down from 85 seconds.

Priest (Forums / Skills / Talent Calculator)
  • Atonement healing range has been increased to 40 yards, up from 15.
  • Chakras now persist through death and zoning.
  • Discipline Priests can once again learn Focused Will. This ability is obtained at level 30.
  • Chakra: Chastise now increases the damage dealt by Shadow and Holy spells by 50% (was 15%), and reduces mana costs by 90% (was 75%) while the ability is in effect.

Rogue (Forums / Skills / Talent Calculator)
  • The cooldown of Sprint has been reduced to 45 seconds, down from 1 minute.
  • The cooldown of Blind has been reduced to 90 seconds, down from 3 minutes.

Warlock (Forums / Skills / Talent Calculator)
  • Kil'jaeden's Cunning snare has been increased from 10% per stack to 15% per stack.
  • Removed the ranged Melee attack from Demonology Warlocks in Metamorphosis form, and increased the damage of Doom by 25% to compensate.
  • Destruction Warlocks have gained a new ability: Cataclysm. Cataclysm costs one Burning Ember. After a 3 second channeling period, Cataclysm will stun and knockback all burning targets within 10 yards of the caster. This ability has a 1 minute cooldown.
  • Demonic Gateway duration has been increased to 20 15 minutes, and it will no longer despawn if the Warlock moves too far away. In addition, this ability can no longer be used in any capital city.
  • Glyphs
    • A New Major Glyph has been added: Glyph of Supernova. This glyph will cause the Warlock to deal 10% of his maximum health to all targets within 5 yards for each Burning Ember he had when he was slain.

Warrior (Forums / Skills / Talent Calculator)
  • Avatar no longer grants immunity to movement impairing effects, and instead now instantly breaks movement impairing effects. This ability also no longer generates addiitonal Rage while active. Its duration has increased to 24 seconds (was 20 seconds).
  • The cooldown of Intimidating Shout has increased to 90 seconds, up from 60 seconds.

Pet Battles
  • Pet Battle music is now more appropriate for the type of match being fought.
  • Several new Pet Battle PvP areas have been added to the world.

Raids, Dungeons and Scenarios
  • The Tidal Shield cast by High Warlord Naj'entus now has a reduced duration.
  • Razorgore the Untamed no longer takes extra damage from Black Talon enemies, has more health, and can cast Destroy Egg more frequently.
  • Viscidus now requires significantly fewer hits to freeze and Shatter.

Bug Fixes
  • All spells that cause Forebearance can no longer be applied simultaneously.

Monk (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • Halo Should now be more responsive.

Rogue (Forums / Skills / Talent Calculator)
  • Poisons should now be more responsive.
  • Revealing Strike should now be more responsive.

Warlock (Forums / Skills / Talent Calculator)
  • Pandemic no longer smooths the damage when extending dots with different amounts of spellpower.

Warrior (Forums / Skills / Talent Calculator)
  • Execute damage with high amounts of Vengeance is now capped at the Warrior's maximum health to prevent it from reaching excessive numbers.
by Published on 2012-11-02 06:01 PM

Patch 5.1 - Item Upgrades, HoF Progression, 5.0.5 Hotfixes, Blue Posts, MMO-Report

Patch 5.1 PTR - Build 16257
A new build will be deployed on the PTR soon.

New Items
A couple of items added in this patch, mostly updated rewards for Love is in the Air and Akama's Seal of Courage from the Black Temple Scenario/Warlock Questline.

Level Type Spec Slot Name
80Mount Grand Gryphon
80Mount Grand Wyvern
480NeckTankNeck Shard of Pirouetting Happiness
480NeckMeleeNeck Choker of the Pure Heart
480NeckSpell SpiritNeck Winking Eye of Love
480NeckPhysical DPSNeck Sweet Perfume Broach
480NeckSpell DPSNeck Heartbreak Charm
489FingerSpell DPSFinger Akama's Seal of Courage

Originally Posted by MMO-Champion
Notable Item Changes

New Loading Screen

Client Strings
Originally Posted by MMO-Champion
  • CHAT_INSTANCE_CHAT_GET - |Hchannel:INSTANCE_CHAT|h[Instance]|h %s:\32
  • CHAT_INSTANCE_CHAT_LEADER_GET - |Hchannel:INSTANCE_CHAT|h[Instance Leader]|h %s:\32
  • CHAT_INSTANCE_CHAT_SEND - Instance:\32
  • DELETE_GOOD_QUEST_ITEM - Do you want to destroy %s?\nDestroying this item will also abandon any related quests.\n\nType "DELETE" into the field to confirm.
  • ERR_NOT_IN_INSTANCE_GROUP - You aren't in an instance group.
  • INSTANCE_CHAT - Instance
  • INSTANCE_CHAT_LEADER - Instance Leader
  • PET_BATTLE_COMBAT_LOG_CAST - %s %s cast %s.
  • SLASH_INSTANCE_CHAT3 - /instance
  • SLASH_INSTANCE_CHAT4 - /instance
  • SLASH_INSTANCE_CHAT6 - /battleground
  • SLASH_INSTANCE_CHAT8 - /battleground
  • SLASH_INSTANCE_CHAT9 - /instance_chat

Achievement Changes
Originally Posted by MMO-Champion
Brawler's Guild
World Events

Feats of Strength


  • Wakener (New) Become an honorary Klaxxi Paragon by completing the achievements listed below. Title Reward: the Wakener. 10 points.

Spell Changes
Originally Posted by MMO-Champion
  • Grand Gryphon (New) Summons and dismisses a rideable Grand Gryphon mount. The capabilities of this mount depend on your Riding skill and location. Account wide. 1.5 sec cast.
  • Grand Wyvern (New) Summons and dismisses a rideable Grand Wyvern mount. The capabilities of this mount depend on your Riding skill and location. Account wide. 1.5 sec cast.

Hunter (Forums)
  • Careful Aim now requires target to be above 80% health, down from 90%.

  • Clench disarm now lasts 8 sec, down from 10.

Mage (Forums)
  • Invocation changes have been reverted, now identical to live.


Monk (Forums)

  • Chi Burst healing reduced by 25%.
  • Chi Wave healing reduced by 25%.
  • Power Strikes now gives a bonus every 20 sec, down from every 22.
  • Zen Sphere healing from repeat cast causing a detonate reduced by 25%.

  • Brewmaster Training Tiger Palm bonus now increases the amount of your next Guard by 15%, up from 5%.



Priest (Forums)
  • Halo had a tooltip fix, now reads 33,694 + 325.0% of SP healing. This is a 66% increase from live. SP scaling is 325.0%, up from 195% of SP on live.
  • Halo had a tooltip fix, now reads 33,694 + 325.0% of SP healing. This is a 66% increase from live. SP scaling is

  • Halo had a tooltip fix, now reads 33,694 + 325.0% of SP healing. This is a 66% increase from live. SP scaling is


Warlock (Forums)



  • Pursuit now does 100% weapon damage, down from 150%.
  • Pursuit now does 100% weapon damage, down from 150%.

Raid & Dungeon Abilities
  • Eerie Skull The Sha throws a skull at a player's location, inflicting 41,250 42,900 Shadow damage to enemies within 0 yards of the impact point. Unlimited range. Instant.
  • Get Away! Lei channels, pushing players away and inflicting 49,500 50,000 periodic Shadow damage. Players who fight the current take half damage. Lasts 30 sec or until Lei takes 4% of her max health in damage. Instant.
  • Get Away! Lei channels, pushing players away and inflicting 49,500 50,000 periodic Shadow damage. Players who fight the current take half damage. Lasts 30 sec or until Lei takes 4% of her max health in damage. Unlimited range. 30 sec cast (Channeled).
  • Penetrating Bolt Hurls a bolt of Sha energy at a player's location, inflicting 46,750 48,618 Shadow damage to enemies within 0 yards of the impact point. Affected enemies take 25% increased Shadow damage for 15 sec. Unlimited range. Instant.
  • Scary Fog Coalesced Sha energy surrounds you, inflicting 6,000 6,900 Shadow damage every 1 sec. In addition, players and enemies near you take 10% more damage from all sources. Lasts 35 sec. Stacks. A target may only be afflicted by one Scary Fog at a time. Instant.
  • Spray Water bursts from the ground at an enemy's feet, inflicting 135,000 155,250 Frost damage to all enemies within 2.5 yds and increasing their Frost damage taken by 12% for 10 sec. Unlimited range. 2 sec cast.
  • Wind Step Inflicts 156,000 damage every 3 Inflicts 150,000 damage every 2 secs for 30 sec. Instant.
by Published on 2012-11-02 09:56 AM

Molten And Desecrator, Service Outage Information - 11/1/12, Blue Posts, Halloween At Blizzard, Diablo Halloween Costumes

Patch 5.1: Item Upgrades
Patch 5.1 will finally implement the item upgrade system that first appeared in beta. The same frame is being used now, with a background that matches the other Ethereal frames, making it likely that this will be another function performed by our Ethereal friends. The window title still says Valor Upgrade, but the game has support for Valor, Conquest, Justice, and Honor points upgrades.

It appears all items that are upgradeable can be upgraded by 8 item levels, but Conquest and Valor points will do it in two steps rather than all at once. The currency used to upgrade an item is set per item, so you cannot use Honor to upgrade Valor Points gear or any other type than what is set for the item.

Important: There are a lot of details missing about how the system works, it is not intended to be tested yet, and the values are not final!

Upgrade Costs

Currency Cost Item Level Upgrade Max Number of Upgrades
Valor Points750 × 4 Item Levels2
Conquest Points750 × 4 Item Levels2
Justice Points1500 × 8 Item Levels1
Honor Points1500 × 8 Item Levels1

Upgrade Examples

Heart of Fear Progression
After a few days of progression, there are now 72 guilds that have cleared the Heart of Fear raid on Normal difficulty, with Duality (US-Zul'jin) grabbing the first clear. Heroic progression starts next week, along with the first half of LFR.

Wowprogress shows 32 guilds have completed it in 10 man difficulty, and 40 guilds in 25 man difficulty.

Patch 5.0.5 Hotfixes - Nov 1
Originally Posted by Blizzard Entertainment

Hunter (Forums / Skills / Talent Calculator)
  • Stampede Pets summoned into the Arena, Rated Battlegrounds, and Wargames will now do the correct amount of damage.

Monk (Forums / Skills / Talent Calculator)

Shaman (Forums / Skills / Talent Calculator)
  • Shaman Searing Totem will no longer break on Heroic Elegon due to the line of sight restrictions while the energy vortex is active.

  • The quest "In Battle's Shadow" now only requires the appropriate faction to take and no longer requires a quest prerequisite.

Dungeons & Raids
  • Updated the Dungeon Finder matchmaking system to properly identify Monk classes and their available roles.
  • Heart of Fear
    • Garalon now mends his injured legs more frequently in Normal mode.
    • Garalon will now take longer before he casts Massive Crush.
    • Players will now be able to zone back to Ta’yak’s room once he’s been killed.
  • Mogu'shan Vaults
    • Jasper Chains now casts less frequently in both Normal and Heroic 10-player difficulty.
    • A few indirect spells will no longer trigger the Spirit Kings’ shields on Heroic Difficulty.

  • One-hand melee weapons will now show the correct Conquest cost.
  • The Dreadful Gladiator’s Emblem now displays the proper stats: +809 Spirit, +293 PvP Power, +293 PvP Resilience, +40,673 health for 15s on use

Bug Fixes
  • Fixed an issue with the Battle Spear of the Thunder King in which the quest could not be properly completed due to the spear object not being visible to the player.
  • Fixed an issue in which classes were sometimes receiving select inappropriate loot items.
  • Fixed an issue in which players would sometimes be disconnected from the game when knocked off of an elevator.
  • Fixed an issue in which Ashweb Weavers for the Golden Lotus dailies would sometimes evade.
  • Fixed an issue in which Captain Doren would evade during the quest, “The Darkness Within” if the player died while he was transforming into his Sha form.
  • The Ancient Guo-Lai Cache will now properly despawn after being closed.

Heart of Fear Now Live & Raid Schedule
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The latest Normal difficulty Mists of Pandaria Raid Dungeon is now available: Heart of Fear. Raid Finder and Heroic difficulties will be available Wednesday, November 7.

Raid Finder will unlock bosses in Heart of Fear over time, and all Heart of Fear bosses will be unlocked and available Wednesday, November 14. To access the new Raid Finder dungeons, you will need a minimum item level (ilevel) requirement of 470.

Here is the current schedule for these Raid releases:

  • Wednesday, October 31 – Normal Heart of Fear
  • Wednesday, November 7 – Heroic Heart of Fear and first half of Heart of Fear on Raid Finder
  • Wednesday,November 14 – Second half of Heart of Fear on Raid Finder and Normal Terrace of Endless Spring
  • Wednesday, November 21 - Heroic Terrace of Endless Spring and Terrace of Endless Spring on Raid Finder

All raids/difficulties will still be fully accessible by November 21, as we had always intended, but we’re staggering the release a bit more.

Blue Posts
Originally Posted by Blizzard Entertainment
Hotfix Timing
The hotfix list posted covers a pretty large window of time (October 26 - Nov 1, as stated). The Jasper Chains change on Stone Guard was made at the end of last week, and corrected the fact that the ability was being cast with roughly the same frequency on 10-player as on 25-player mode. This meant that an entire 10-player raid could quickly find themselves chained to each other, while a majority of a 25-player group would still have been unfettered after the same amount of time. That was never our intent.

Now, as for the Garalon hotfixes, the Mend Leg hotfix was made on Tuesday afternoon, before more than a few dozen people in the world had seen the encounter at all, and certainly before any guilds had defeated it. The berserk hotfix was enacted the following morning. Ultimately, both of these hotfixes were intended to bring the DPS requirement down to an appropriate level for a Normal mode encounter halfway through the zone. Normal mode encounters should be reasonably beatable using available Normal mode gear; we were seeing Heroic-caliber guilds with a significant number of ilvl 502 items (from Heroic Mogu’shan, and more powerful than the handful of 496 epics available from the first two bosses of Heart of Fear) struggling to meet the berserk timer on the fight. We made an adjustment accordingly, and we feel that Garalon remains a step up in difficulty from the prior two encounters in the zone.

Our rationale regarding avoiding midweek hotfixes that make a fight easier only applies to Heroic encounters: When a guild encounters a Heroic boss that seems excessively difficult, they may opt to defeat it on Normal and move on. If we make the fight easier midweek, they don’t have the option to go back and fight that easier version, and that can be frustrating and seem unfair. A Normal mode brick wall is a brick wall regardless, so there is no such potential unfairness. (Blue Tracker / Official Forums)

Reins of the Raven Lord Drop Rate
If you are still looking for Reins of the Raven Lord Lord it's still in the game. Got it as a drop a few days ago.

Could be a bug if the mount is not listed as a drop on the Dungeon Journal. It should be reported to our Bug Report forum. (Blue Tracker / Official Forums)

Account-Wide Cloud Serpent Riding
Some account-wide mounts have restrictions based on profession, faction, or class. In this instance, cloud serpents have a factional requirement. (Blue Tracker / Official Forums)

LFR Feedback
You are gimping your raid group by not running it. I'm sick of feeling that I have to suffer through the mess that is LFR each and every week. Blizzard made 10 and 25s share a lockout because 25 man guilds were "forced" into running the lower skilled 10s for extra gear each week. This new system is no different but 100x worse due to the nature of LFR.
Actually, the new system is quite a bit different than the 10- and 25-player lockout situation. A much greater percentage of the population will experience each new raid using Raid Finder, compared to normal and (especially) Heroic difficulties. The loot system is vastly different in Raid Finder to account for matchmade players, the dungeons are often split up differently for LFR (i.e. Dragon Soul in two parts), and the quality of loot that drops is lower. Given all of this, the cons largely outweigh the pros in your suggestion to make all difficulties of a raid dungeon share lockouts.

But let's discuss the issue you raise: "I run raid content in an organized group. I don't want to do LFR on top of my normal raiding, but I feel like I have to if I want to gear up as fast as possible."

The statement might be true for some, but I have a lot of follow-ups.

  • Are you in a guild that has success with Heroic raid progression? This one's pretty important, as any guild that's good enough to be farming, or at least killing several bosses in, Heroic Mogu'shan Vaults and Heart of Fear by the time Terrace of Endless Spring opens via LFR, will not likely need a single piece of gear from LFR. Terrace of Endless Spring LFR items won't be as good as your Heroic raid gear.
  • Is your guild demanding that you run LFR every week for the chance at some upgrades you haven't made via normal difficulty yet? In your post you say we're forcing you into LFR, but that's not true. I won't argue semantics, but if you're min/maxing your character for every competitive edge possible, that's a playstyle choice.
  • How badly are you really hurting your raid by not running LFR? Is your progression in normal difficulty such that upgrading from a piece of ilvl 463 gear to 476 gear is "make or break" for the entire raid? With stat inflation, the difference between these item levels is almost negligible, unless you're comparing full sets. But in the amount of time it might take you to get several upgrades via LFR, you should be getting several upgrades via normal difficulty -- and you get a head start on normal difficulty with Raid Finder always releasing at least a week later.

Certainly there's a psychology to hunting down every advantage you can, and the endgame is largely about that. But there are a lot of nuances in the raid progression system to ensure that:

  • A) Raid Finder has a healthy pool of players from which to choose
  • B) Organized raiders who regularly tackle Heroic difficulty will have virtually no need to run Raid Finder much at all this expansion (since a new tier's LFR ilvl won't outdo the previous tier's Heroic ilvl)
  • C) Organized raiders who make progress each week on normal difficulty shouldn't hit any pass/fail gear checks and lose because they're not running LFR every week.
  • D) You're not forced by the game (AT ALL) to keep running LFR each week for gear if you want to be successful in the higher difficulties.

I asked a lot of questions because you're demanding a very dramatic change to the game, but you've shared almost no details regarding why this change is completely necessary for everyone, and you're posting on an account that gives me absolutely no insight into your level-90 progression.

My point is that everyone including you has now said there is no need to run LFR and Normal each week, so why would any normal mode raider care that they could only do normal modes over LFR difficulties each week?
Mmm.. That's not quite what people are arguing -- at least that's not what I'm arguing.

Yes, I'm saying the game isn't set up so that you'll fail in normal/Heroic raids, if you're not running LFR every lockout as well. But now it sounds like your argument is: "If LFR isn't required for normal progression, no one should care if they share lockouts."

That's very flawed.

You first said we're literally forcing you to do LFR to progress. I pointed out that you're not actually forced to do it, in that you shouldn't hit a brick wall in progression because you didn't collect enough LFR gear. Now you're saying you want us to force everyone to choose between LFR and normal difficulty each week, just because it's not mandatory to run both.

I don't understand the value in asserting that we're forcing you, by design, to make certain raid progression choices -- when we're actually not -- and then arguing we should more directly force everyone to make certain raid progression choices.

How badly are you really hurting your raid by not running LFR?

That's subjective as there is no true way to find out. Let's just assume a raid group of ten people each person has two pieces of LFR gear, that's a lot of extra stats across the raid and def helps against something like a elegon fight with tight enrages.[/i]
Right. So it's a choice you're making for every advantage in the game. Do you want every advantage possible in the game? 'Cause you have to put in extra effort for that.

That was in response to your second post in the thread Z, and ya buddy you knew what you were doing with it and got the responses you wanted of the 11/10 and lolol Zarhym owned that guy blah blah blah. It was rude and not an open dialogue.
You're making big assertions and suggesting (to put it mildly) that we change the lockout system for everyone. If you're serious about this change at all -- and not just trolling -- I reserve the right to review your reasoning in context in order to formulate an answer to your suggestion. In other words, regardless of what you think my job entails, I'd certainly be of less use if I can't even point out logical fallacies in design suggestions, for fear that that'd be rude.

If you'd rather me placate you and say "thanks for the suggestion," sorry. This is a discussion forum. The dialog goes both ways.

1) LFR will remain relevant through this particular tier because it is the first one.
LFR is relevant right now. For sure. My guild for an example is 3/6 H, and 25 man (so we get bonus loots), and at least a third of my raid could still use an upgrade from LFR just due to RNG. We're still going in there! And, when you release HOF and Terrace LFR, I will certainly be in there tons to grab my tier. I have to plan all these LFRs into my week. I know this is a unique situation right now because it is the very beginning of the expansion. I am hoping that you guys' plans to devalue LFR for raiders kick in in a couple tiers with the ilvl changes; however, at this very moment, you should really believe that raiders of ALL flavors are running it.

You're correct. That's why I said in my original post that I didn't want to argue semantics over, "Blizzard is forcing me to do this." Raid Finder absolutely provides a strategic advantage for progression raiders looking to increase their character power as quickly as possible, fill out set bonuses, etc. But yes, over the course of this expansion's lifecycle that should be diminished, particularly for Heroic raiders. The need to regularly run (meaning over the course of several weeks) the Raid Finder versions of upcoming Mists of Pandaria raids should feel far less crucial, if not nonexistent, for dedicated raid guilds.

2) Valor Points.
LFR represents a larger quantity of VP than even raiding. VP is important now for gear, and will be important in the future for our upgrade paths; the cap is pretty far away by design. As long as that holds true, and as long as LFR rewards so much VP, we'll all be running LFR.

Assuming we're talking about an above-average, organized guild, Challenge dungeons are mathematically the fastest path to the VP cap. Of course the difficulty isn't comparable between LFR and Challenge Modes, but a serious raiding guild can go into an organized five-player setting and get to the VP cap faster, as opposed to gambling with a random LFR queue or facerolling LFR with a full guild clear.

You don't even have to be anywhere near a record-breaking time to be getting more VP/minute than in LFR.

3) Not every HM raider hits a new tier in Best in Slot.
You guys are opening instances very quickly. I appreciate that we are being provided with lots of raids, but you must understand that there are tons of times when LFR - at that single moment in time - represents an upgrade path for a given raider even if they are clearing a lot of heroic mode bosses.

Absolutely, and that's okay sometimes. In my first post I said that one of our goals is to ensure that Raid Finder has a healthy pool of players from which to choose. Our goal isn't to make sure progression raiders never want or need to run LFR. Having experienced raiders queuing up is usually going to be a net gain for everyone (in terms of wait times, success rates, etc.). There is usually some benefit to most level-90 players running Raid Finder, but that's obviously very different from "forced content."

It kind of depends on your goals, your guild's goals, and what you want to get out of the game. I'll still assert that Raid Finder isn't a progression roadblock for those who prefer to stick with normal/Heroic raiding.

4) Procs and tier bonuses will be devalued, but once in a while there might come one that's OP.
You also assume that the ilvl change will completely devalue LFR gear. I hope this will be true, but I suspect the devs - who try as hard as they can - will still occasionally throw in a very op set bonus or trinket proc. These things just happen.

I definitely see your point, and even I've been involved in several discussions with the developers about this concept, so I know they discuss the itemization/progression model quite a bit in their daily lives.

Of note, we recently spoke about the Sigils for the legendary gem. Even in that case, they're watching closely and expect the LFR runs simply for more shots at the Sigils will tail off. (Blue Tracker / Official Forums)

The MMO Report is back with the Dust 514 trailer, MechWarrior Online news, Age of Wushu screenshots, and more!

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