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by Published on 2012-08-07 11:22 PM

Update: Monks will not be able to receive a Scroll of Resurrection invitation.

Mists of Pandaria Beta - Build 15952
A new beta build will be deployed on beta realms soon. We will be updating these notes frequently, so keep checking back! Don't miss another new Item Upgrade string, ITEM_UPGRADE_STAT_AVERAGE_ITEM_LEVEL, indicating that Valor Upgrades are still in the works!

Set Bonus Changes
Originally Posted by MMO-Champion
Druid (Forums / Skills)
  • Item - Druid T14 Guardian 4P Bonus - Increases the healing received from your Frenzied Regeneration by 10% and increases the dodge granted by your Savage Defense by an additional 5% (was 10%).

Paladin (Forums / Skills)
  • Item - Paladin T14 Protection 4P Bonus - Increases the healing done by your Word of Glory spell by 10% (was 20%) and increases the damage reduction of your Shield of the Righteous ability by 10%.

Priest (Forums / Skills)

Warrior (Forums / Skills)

Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength

Pandaria Raid
Dungeons & Raids
  • Straight Six was reworded: Deactivate six Empyreal Focuses within 10 seconds of eachother, and then defeat Elegon in Mogu'shan Vaults on Normal or Heroic difficulty.

New Items
For a full list of the new items, check out WoWDB!

Level Type Spec Slot Name
1JunkCache of Sha-Touched Gold
1JunkMarauder's Gleaming Sack of Gold
90OtherMisty Satchel of Exotic Mysteries
90LeatherHeadReplica Shado-Pan Helmet
516LeatherPhysical DPSLegsLegguards of Failing Purification
503LeatherPhysical DPSLegsLegguards of Failing Purification
90MailHeadReplica Shado-Pan Helmet
503MailPhysical DPSShouldersWaterborne Shoulderguards
516MailPhysical DPSShouldersWaterborne Shoulderguards
90PlateHeadReplica Shado-Pan Helmet
78DaggerPhysical DPSOff HandHigh Warlord's Razor

Strings Changes
Originally Posted by MMO-Champion
  • REPORT_PET_NAME_CONFIRMATION - Are you sure you want to report %s for inappropriate pet name?
  • TRANSFER_ABORT_XREALM_ZONE_DOWN - Transfer Aborted: cross-realm zone is down

Spell Changes
Originally Posted by MMO-Champion


  • Lucky is no longer a Battle Pet.

Druid (Forums)
  • Clearcasting no longer affects Nourish.
  • Frenzied Regeneration health amount was changed, see the tooltip.
  • Moonfire damage reduced by 10%. DoT base damage reduced by 30% and SP scaling reduced by 10%. Duration of DoT reduced by 22%.
  • Wrath damage reduced by 13%.

  • Eclipse now increases all all Arcane / Nature damage done by 15% during Solar / Lunar Eclipse, down from 20%.
  • Mastery: Total Eclipse now increases the bonus damage from Eclipse by 15%, down from 20%.
  • Starfire damage reduced by 13%.
  • Sunfire damage reduced by 10%. DoT base damage reduced by 30% and SP scaling reduced by 10%. Duration of DoT reduced by 22%.


Hunter (Forums)
  • Arcane Shot weapon damage reduced by 32% and additional damage reduced by 52%.
  • Glaive Toss base damage doubled, but the primary target will take 4 times as much damage from each strike, down from 8 times. AP scaling was doubled to 20%.
  • Serpent Sting damage was reduced by 20%.
  • Steady Shot damage was reduced by 29% and additional damage was reduced by 75%.

  • Barrage now costs 30 Focus, down from 40. Weapon damage to secondary target doubled.
  • Blink Strike damage bonus upon blinking tripled.
  • Glaive Toss now costs 15 Focus, down from 20. Damage bonus was halved.
  • Lynx Rush damage doubled.
  • Powershot damage to secondary targets doubled and Focus cost halved.
  • Thrill of the Hunt now has a 30% proc chance, up from 20%.

Beast Mastery
  • Beast Cleave now strikes all other nearby enemy targets for 30%, up from 25%.
  • Focus Fire now grants 6% haste per stack, up from 5%.
  • Kill Command damage and scaling reduced by 30%.

Beast Mastery & Survival



  • Bite damage was reduced by ~20%.
  • Claw damage was reduced by ~20%.
  • Smack damage was reduced by ~20%.

Mage (Forums)
  • Frost Bomb damage was increased by 10%.
  • Frostfire Bolt damage was reduced by 7%.
  • Ice Lance damage was reduced by 7%.
  • Molten Armor now reduces all physical damage taken by 6% instead of reducing the duration of all harmful Physical effects used against you by 25%.


  • Arcane Barrage's damage is increased by 25% per Arcane Charge, up from 20%.
  • Arcane Blast damage was reduced by 10%. Damage is increased by 25% per Arcane Charge, up from 20%.
  • Arcane Charge now stacks up to 6 times.
  • Arcane Missiles's damage is increased by 25% per Arcane Charge, up from 20%.



Major Glyphs
  • Water Elemental: When in Assist mode and in combat, commanding your Water Elemental to Follow will cause it to stay near you and autocast Waterbolt when your target is in range.

Monk (Forums)


  • Avert Harm now has a 3 min cooldown, up from 1 min. Duration reduced to 6 sec, down from 15 sec. Reworked: You cause 30% of all damage party and raid members within 10 yards take to be re-directed to you. The damage received through Avert Harm can be Staggered.

  • Renewing Mist mana cost reduced to 4.58% of Base Mana, down from 6.55%.
  • Soothing Mist now has a 25% chance to generate 1 Chi, up from 20%.


Paladin (Forums)

  • Divine Purpose: Abilities that cost Holy Power have a 25% chance to cause the Divine Purpose effect, up from 20%. Now has an 8 sec duration.
  • Eternal Flame additional healing reduced by 72%.
  • Holy Avenger now has an additional effect: Abilities that generate Holy Power will deal 30% additional damage and healing.
  • Sanctified Wrath now has an additional effect for Protection: Avenging Wrath also increases healing received by 20%.

  • Divine Storm weapon damage increased by 12.5%.
  • Exorcism damage reduced by 15%.
  • Sword of Light now jncreases the damage you deal with two-handed melee weapons by 10%, down from 20%.
  • Templar's Verdict now does 280% was (260%) weapon damage plus 1,918 (was 1,633).

Retribution & Protection

Priest (Forums)

  • From Darkness, Comes Light now grants 50% additional damage from the Surge of Darkness proc, up from 20%.
  • Power Word: Solace now has a 1.5 sec cast time, down from 2 sec. Base damage increased by 50% and SP scaling increased by 185%. Mana restoration reduced to .7% of maximum mana, down from 2%.


Shaman (Forums)


  • Flurry now grants 15% attack speed, down from 20%.


Warlock (Forums)




Warrior (Forums)
  • Shield Barrier now absorbs ((max((AP - 200% of STR) * 200 / 100,25000% of STA / 100) * 1) / 3) damage for the next 6 sec.

Blood Elf


  • Berserking had a wording change to melee, ranged, and spell haste, rather than attack and casting speed.

  • Many Jewelcrafting spells no longer require a Simple Grinder, and instead require a Jeweler's Kit.

Raid & Dungeon Abilities
  • Amethyst Pool Lasts 60 sec. Lasts 1.33333333333333 min.
  • Arcane Blast Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 20% 25% and mana cost of Arcane Blast is increased by 125%. Effect stacks up to 4 6 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast.
  • Blade Rush General Pa'valak throws his sword at an enemy's location, inflicting 100,000 120,000 Physical damage to all players within 4 yards on impact. Once the sword lands, General Pa'valak charges to it, inflicting 100,000 120,000 Physical damage to all players within 4 yards, knocking them back.
  • Blade Rush General Pa'valak throws his sword at an enemy's location, inflicting 100,000 120,000 Physical damage to all players within 4 yards on impact. Once the sword lands, General Pa'valak charges to it, inflicting 100,000 120,000 Physical damage to all players within 4 yards, knocking them back.
  • Bulwark Protects the caster in a defensive shield, absorbing 1,000,000 damage. 6,000,000 damage.
  • Destabilizing Energies Exposure to Total Annihilation causes lasting negative effects, rooting the enemy in place and inflicting 75,000 stunning the enemy and inflicting 45,000 Arcane damage every 2 seconds until the target is healed to full health. 80 of max health.
  • Detonate Explodes, inflicting 200,000 500,000 Fire damage and increases all damage taken by 5%.
  • Discharge Inflicts 28,500 Inflicts 35,625 Arcane damage to all enemies.
  • Dread Shadows Inflicts 20,000 Inflicts 30,000 Shadow damage and increases Dread Shadows damage taken by 10%.
  • Energy Cascade Inflicts 95,000 Inflicts 166,250 Arcane damage to all enemies within 5 yards.
  • Enveloping Darkness Envelopes an enemy in darkness, inflicting 8,000 12,000 Shadow damage every 3 sec.
  • Maddening Shout Inflicting 45,000 Shadow damage every 2 Inflicting 65,000 Shadow damage every 3 sec and causing all enemies to hate each other, players regain their sanity after taking 30,000 damage from another player.
  • Overwhelming Fear Terrorizes an enemy, inflicting 50,000 200,000 Shadow damage and fearing them for 10 sec.
  • Pheromones Every 2 seconds, Pheromones inflicts 15,000 20,000 Nature damage to allies within 300 yards and increases damage dealt by Pheromones by 10% for 1.25 min. 2 min.
  • Radiating Energies Inflicts 9,025 Inflicts 19,000 Arcane damage to all players inside the Energy Vortex.
  • Shadowburn Burns an enemy target's soul, inflicting 0 30,000 Shadow damage every 2 sec for 20 sec.
  • Spray Water bursts from the ground at an enemy's feet, inflicting 97,500-205,000 100,000 Frost damage to all enemies within 2.5 yds and increasing their Frost damage taken by 16% for 15 sec. 10 sec.
  • Stability Flux Low on health, the Celestial Protector pulses arcane energy, inflicting 19,000 23,750 Arcane damage to all enemies.
  • Tempest General Pa'valak unleashes a tempest, inflicting 50,000 70,000 Nature damage to all players within 60 yards and negating the next 30,000 points of healing on the target.
  • Titan Gas Titan Gas fills the room, dealing 20,000 25,000 Frost damage every 1 seconds to all players and energizing any constructs, increasing damage dealt by 0% and attack speed by 25%.
  • Total Annihilation Inflicts 146,250 Inflicts 219,375 Arcane damage to all enemies in area.
  • Unstable Bolt Inflicts 100,000 Inflicts 150,000 Shadow damage, but costs the Unstable Sha 15% of its total health to cast.
  • Wind Bomb A violent explosion of wind inflicts 250,000 350,000 Nature damage to all players.
  • Wind Bomb Wind Lord Mel'jarak hurls a volatile bomb at a player, inflicting 100,000 Nature damage to all players within 5 yards, knocking them back.

by Published on 2012-08-07 07:13 AM

Game-Limits Now Live, 1.0.4 Developer Blogs, Diablo III Profiles - More Info, Ugly As Sin: Azmodan Brought to Life, Curse Weekly Roundup

Pandaria Faction Capital Changes
The last patch added some of the things that people have been requesting since we originally previewed the new Faction Capitals. You can now find a Void Storage and Transmogrification NPC near the Reforging NPC. Training Dummies have also been added outside of the city and the Horde city now has the 60% speed buff to help you get around quickly. Finally, all of the NPCs have dialogues and sell the items that they are supposed to!

Lorewalker Story: Between a Saurok and a Hard Place
In Mists of Pandaria there are several extra lore related achievements to go with the regular zone exploration achievements.

Once you have found all of the objects for an achievement, Lorewalker Cho will send you mail that asks you to meet him at the Seat of Knowledge. Once there he will narrate a small story that gives you some more information about Pandaria lore.

In the video below, the Between a Saurok and a Hard Place story is told to you.

World Boss Preview
Blizzard published a preview of the Salyis's Warband encounter today, but if you want to see a video and the full list of skills, check out our new boss pages! Loot tables are not available yet.

Originally Posted by Blizzard Entertainment
Check out the Mists of Pandaria preview website and get a first glimpse at one of the two new roaming world bosses: Salyis’s Warband! These extremely powerful monsters will do everything in their power to make your life more... “interesting” as you explore the mysterious continent of Pandaria.

World bosses spawn in the open world and can be attacked by any player (un)fortunate enough to cross their paths. Salyis's Warband will be quite rare, while the expansion's other boss will appear with fairly regular frequency. But before you charge headfirst into battle, keep in mind that it will take the combined efforts of a full raid to bring one of these guys to their knees.

Taking down a world boss is no small feat, but the rewards make it all worthwhile: achievements, fabulous items, and massive bragging rights will all be yours if you and your comrades in arms succeed in felling one of these roving terrors. Check back soon for more info on the game's other world boss, the Sha of Anger! (Blue Tracker / Official Forums)

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hunter (Forums / Skills)
I've been trying to get accurate pet focus regen numbers but it's difficult to test accurately in game given the limits of the display and the fact that none of it ends up in the log. Currently it looks like the base pet focus regen is around 5 fps, but is it possible a blue poster could confirm if that's the correct number? It would also be extremely helpful if pet focus regen (and crit chance for that matter) were added to the pet display.

Also if I'm testing correctly, it looks like spiked collar does not increase pet focus regen (even though it is called haste and not attack speed). Which haste and attack speed bonuses increase regen for pets has never been incredibly clear or consistent. The terminology doesn't seem to be a reliable clue and measuring pet focus regen precisely is difficult. Is there a chance of this getting clarified at some point?

Base pet Focus regen is 5 per second (which is different from base hunter Focus regen, which is 4). Spiked Collar is indeed just attack speed, not actual haste; we’ve fixed the tooltip for the next build. Thanks for pointing that out. Same with Berserking; we’ve updated that to say Haste instead of Attack Speed.

Druid (Forums / Skills)
Question about the Guardian 4pc bonus. Does the 10% to Savage Defense mean:

0.45 * 1.1 = 0.495
0.45 + .1 = 0.55

It was multiplicative, but since that can be read ambiguously, we’ve adjusted it to say that it adds an additional 5% dodge chance (yes, that’s a very slight buff).

I dont know if its intended but the last spell cast in ether Eclipse is not buffed when fully cast. For example, when casting wrath with 15 or less solar energy the spell says its buffed however when the cast completes it uses the unbuffed damage. The same for starsurge and starfire in lunar. Its very misleading.
Unintended; we’ll get that fixed.

Monk (Forums / Skills)
Any there any plans to change the way Shuffle refresh is managed for Brewmasters?

What I mean in regard to this is how Shuffle is unable to refresh to the full 12 sec duration unless it is 6.0 seconds or below. At the beginning of a Shuffle application you can get it to 12 seconds. However at any point above 6.1 seconds Shuffle will never refresh to 12 seconds. This makes it very frustrating because you have to watch the time on Shuffle to be below the 6.0 mark to reapply it. I understand a Brewmaster wouldn't want to waste Chi by reapplying Shuffle too early or often but even at 6.1 seconds it will just waste 2 Chi without increasing duration to 12 seconds.

I wouldn't even mind if you say had Shuffle at 7 seconds and did a BoK that it went only to 12 seconds (the cap right now of time) than simply eating our 2 Chi and that's that. However, I think it'd be best if any reapplication of Shuffle above 6 seconds should automatically refresh it to 12 seconds.

In the build after next, you’ll find that Shield Block, Savage Defense, Shuffle, and Shield of the Righteous will always add their duration to the existing buff if there is one, instead of just adding an imaginary tick. If you hit Blackout Kick with 7 seconds left on Shuffle, it’ll go up to 13 seconds remaining.

Shaman (Forums / Skills)
There are several changes coming for shaman in the next build, some of which won’t be easily datamined, so we’d like to let you know about them. We shifted around where damage comes from for both Elemental and Enhancement. The overall damage should be down a bit, but both specializations should still feel strong. Remember, if you’re giving feedback and making comparisons to other classes and specs, please list who you’re comparing to, as it’s quite possible that you’re feeling underpowered compared to someone who is overpowered.

The Fire Elementals were stronger than we wanted, so we reduced the amount of spell power that the standard version gets to 40%, down from 55% (Primal: 60%, down from 82.5%). The Primal Elementalist talent was also too strong, so we reduced the damage of the Primal Fire Elemental’s Immolate DoT by 65%. Also on the topic of talents, Elemental Blast was too weak, so we increased its damage and stat effects by roughly 17%, but reduced its proc chance with Echo of the Elements to 6% for Enhancement (previously it had a 30% chance to trigger an Echo for Enhancement, which made that talent pair too strong).

Further, on the topic of shocks, we recently reduced the shared cooldown of shocks to 5 seconds for Elemental shaman. More recently, we lowered Earth Shock’s damage a bit and significantly increased Flame Shock’s damage.

Specific to Enhancement, we wanted to bring DPS down a bit and also make them feel like more of their damage was coming from their active buttons, rather than passively. The one significant change that you probably won’t be able to datamine is an increase to Feral Spirits’ damage. They now get 50% of your attack power each, up from 30%. And their Spirit Bite ability’s damage has more than doubled. The net result should be that Feral Spirits are significantly stronger than before, probably somewhere between 70% and 100% stronger, depending on gear.

Priest (Forums / Skills)
Renew seems to be benefiting from 15% bonus when in Chakra: Serenity-- akin to it being considered a Single Target Heal. Additionally, it also seems to be auto-refreshing (and thus, gaining an additional tick). Is this intended performance? If so, it dramatically affects the value of Renew and its corresponding Chakra: States as well as the Glyph of Renew when running Sims and Spreadsheeting haste values.
The 15% benefit to Renew from Serenity is intended. We decided it made more sense to associate Renew with Serenity and not Sanctuary. Renew refreshing itself to get that extra tick is not intended and we will fix.

Blue Posts
Originally Posted by Blizzard Entertainment
Beta Raiding Class Balance
When I'm being outhealed by a factor of two by any Joe Schmoe paladin or monk who happens to wander into a raid...I'm sorry, but skill is simply not going to overcome that. I don't even want to think about what a good paladin could do. At least not until I have one.

But be realistic. Do you think Blizzard will let such a disparity last into Live and if so, for any real determinate amount of time? Even during "Your class brings utility, shut it" era of TBC the numbers never went for that big of a spread.
It's probably not possible to overcome that much of a difference. Fortunately, you don't have to, because paladins and monks both had some egregious bugs that inflated their healing. We actually hotfixed those bugs but then a new build broke them again. Until you get a new build or we hotfix the issues again, you are probably better off comparing druid, priest and shaman healing. I apologize for any inconvenience.

Overall, I would recommend not deciding who you're going to bench based on beta testing until we are very close to ship. It's not a great strategy to try to get your character buffed either.

there being no Spirit whatsoever on the Legendary Sha weapons
Well, the weapons themselves aren't legendary, but the Intellect mace is supposed to have Spirit on it. That's a bug.

Also one thing to consider is that benching and stacking of classes in the top guilds has less to do with SimCraft numbers and more of certain mechanics being very powerful on certain fights. Case in point: Paragon's 11 Druids on their first Heroic Nefarian kill.
Agreed. Remember guilds in those world first situations are doing content very undergeared compared to what we expect because they are skipping the weeks of farming. In those situations players have to resort to some unusual strategies to make up the difference. In general (though not always depending on what they feel like they have to do) those type of machinations are fun for the guilds in questions and very few players are affected overall.

When we see widespread stacking, that crosses the line. In retrospect, the dependence on quick burst for a fight like Spine might cross the line. Overall, we didn't see a ton of stacking or sitting for the Cataclysm raids and we'll try to do even better for the new content.

For the record, I believe there is evidence the PW: Solace thread that druids are outpacing priests and shaman as well, but not nearly as much, the major issue seems to be the longevity.
That is possible. As I have said repeatedly, if every priest is taking Solace, we'll continue to nerf it until the perception is that it is on par with the other talents. We don't want Solace to be a required talent.

I believe we have the paladin and monk fixed and we have some more raid testing ongoing so we'll be able to get some better data.

We're in a situation again where we have made several changes to a variety of class mechanics but haven't been able to get a build up with fresh data. (Blue Tracker / Official Forums)

Priest (Forums / Skills)
Feeback on Priest Changes
This is a combination of responses to some points in this thread and a couple of others, such as the "bench" thread.

When we stop seeing posts that rank Solace priests ahead of Mindbender priests, then we'll feel like the talents are in a better spot. Not every priest wants to have to cast nukes as part of their healing rotation, and we are just not going to make Solace mandatory. If you enjoy the style, awesome. That talent is for you. You shouldn't have to take it though. (When I heal, I tend to play the mana game a lot, because healing just enough without overheating is fun for me. Rather than overheal, I'll gladly sit idle a lot rather than waste a heal. Solace would work well for me. Other healers, even some I play with, want to stay more active and keep spells queued up and cancel them or just keep everyone topped off. That's cool too. The game supports lots of different healing styles, except for the one where you just spam your highest HPS spell and nothing else, which hasn't been supported since Icecrown.)

We're not noticing a big longevity problem between priests and druids. Shaman seemed a little low so we are examining the impact of the Water Shield and Resurgence chances. We may also lower the cost of Healing Rain. It is definitely a challenging thing to sim out how much mana the various healers use because it has a lot to do with spell choice. You should be able to use your more expensive heals somewhat, but you should also be casting a lot of Heals as well.

We don't feel like mana regen in 5-player dungeons is at all a problem. Mana felt tighter (too tight in retrospect) in Cataclysm launch. If you are running out while healing a dungeon boss, I would suspect it's because you are using Flash and it's equivalents too often or you're just used to the rapid mana regen of full Dragon Soul gear. It's possible mana is tighter in raids, especially 25 player, but we're running a lot of raid tests right now and it's just not a common theme we're hearing from those players, which again leads me to want to understand what is going on for players who feel they are struggling. Again, being as specific as possible would help. Which bosses? How far into the fight are you struggling for mana? How quickly are you having to Shadow Fiend? Are you wearing Mists quest greens, Mists PvP gear, or scaled up Dragon Soul raid gear?

Returning Holy Concentration to a higher value is extremely unlikely. We felt that created more class balance problems than it solved. We are more likely to lower priest and or shaman heal costs if we think it is needed. We just don't want to be in a situation where we improve priest and shaman healing now and are then forced to nerf them after launch. Nobody will be happy with that outcome.

I'll dig into the "Realistic 60 sec Holy priest average" posted. You shouldn't feel, with any mana talent choice, that are you are sitting around a lot too scared to heal. (The example I used for my healing style above is just one play style, not the only valid way to play. I could overheal a lot more and still be fine.) The risk should be that any time you replace a Heal with a Flash Heal that it's going to hurt a little, but sometimes that is still the right call. A priest casting nothing but Heal should last indefinitely. That isn't true of say a paladin who uses a lot of free spells. PW:Shield for Disc is a little more risky. It has a lot of benefits, but overall you should be rewarded for shielding folks who are taking damage and not just throwing it around indiscriminately on the raid. The former should benefit you through Rapture. The latter should slowly run you OOM. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
If blizzard actually believe LFR keeps people interested beyond 2 weeks, I am SERIOUSLY worried for the game. They must see how shallow and short spanned it is.
There's a broad spectrum of players on this game. And the LFR is interesting to some of those players, just as Heroic, soul-crushing bosses are interesting to a different set of players, and then you get everything in between. The community is way more different that what some of you think it is. Even the motivation behind each of us is entirely different in some cases. Some might raid for the loot, some might raid for the lore, others for the achievements, others for the challenge, others for the social experience of tackling content with their friends... and so on. (Blue Tracker / Official Forums)

Madness Heroic and Ragnaros Heroic Mounts
Will the mounts be an 1% drop ish in MoP? Or do they stay as current 100%?
The developers haven't decided yet how they'll handle it, but it's likely they'll make some adjustments. (Blue Tracker / Official Forums)

Raid Testing Schedule - August 7
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raid testing will continue on Tuesday.

Each encounter should be available at approximately the listed times below for all Beta Test Realms, regardless of suggested geographical region.

Gara'jal the Spiritbinder (Mogu'shan Vaults) - 10 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Sha of Fear (Terrace of Endless Spring) - 25 Player Normal
16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session or cancel it entirely, due to bugs, builds, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

MMO Report
The MMO Report is here with news on the Secret World’s creepy new Unleashed update, SWTOR going free-to-play, and more!

by Published on 2012-08-05 07:35 PM

Inferno Booster Pack Giveaway, Demon Hunter Inferno Guide, Diablo 3 Arcade, and Demon Hunter Sculpture

Valor of the Ancients Buff
Mists of Pandaria is going to make it easier for you to earn Valor points on your alts once your main character is capped for the week. The Valor of the Ancients buff increases the Valor earned on all of your characters on a realm by 50%, after one character has capped for the week. This comes along with another change to Valor points that limits the amount you may hold at any time to 3,000 per character.

Jaina Audio for Theramore Event
One of the recent beta patches added some more audio for Jaina during the Theramore event. If you haven't already listed to the previous audio, listen to it first! See the long standing thread about Jaina in the Mists of Pandaria forum if you are interested in more speculation and discussion of the lore!

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Warlock (Forums)
There is some major bug going on with Fel Flame and Corruption & UA. Tagging a target with Fel Flame seems to cause Corruption & UA to over double in damage.
Warlock DoTs are incorrectly increasing their damage. This is a bug, and will be fixed in the next build.

Could a blue poster please confirm/deny this bug, or if it's intended? It looks like the 50% extra damage DOTs aren't benefiting from Spell Power buffs. It says 50% of normal periodic damage in the tool tip, so if this is intended, it's a pretty hard nerf from the original MG effect.
This was the aforementioned bug with Fel Flame approximately doubling the damage of Corruption, which was unintended (and doesn’t apply to the extra ticks granted by MG). For doing target dummy and theorycrafting testing, it’s probably best for you to not use Fel Flame as Affliction (unfortunately, Demonology has no such way to avoid extending Corruption). This bug has nothing to do with spellpower.

We understand that this bug is significantly skewing impressions of the Warlock specs, and hope to have a new build up to fix this soon.

Hunter (Forums)
Glaive Toss incurs a 1.5s global cooldown, unlike the 1s incurred by any other direct damage hunter ability. Is this intended?
I've noticed and fixed that yesterday, actually. Fixed for the next build.

Shaman (Forums)
So, if I am reading this correctly, on targets below 35% HP, each Chain Heal jump should have a 50% change to proc Earthliving, and each Healing Rain tick should have a 30% chance to proc Earthliving? Is this correct, or was the datamined change to Earhliving Weapon actually the removal of the 80% increased proc chance on Chain Heal and Healing Rain?
This is correct.

Is there any chance the developers could enlighten us as to Healing Rain's chance to proc Earthliving Weapon? It seems as though Chain Heal's is 0.2 x 0.25 = 0.05 (i.e. the chance is reduced by the maximum number of targets). Healing Rain is 0.2 x ??? = ???.

Either number will help me immensely! I am getting anywhere from 5.3 - 8% chance when testing it myself, and I just can't make these numbers reconcile with anything logical like "number of targets in the healing rain" or "number of targets at which the DR cap begins to apply". I'm interested in the proc chance when we are *above* 35% health. From there I can work out the rest. Thanks!

Earthliving has a 20% base chance to proc, and an additional 80% (additive, total of 100%) if the target was below 35% HP when the triggering heal landed. After that, the chance is multiplied by 0.3 for Healing Rain, and 0.5 for Chain Heal.

For example, a chain heal on a healthy target has a 10% chance to trigger Earthliving. A Healing Rain tick on a healthy target has a 6% chance to trigger Earthliving.

Mage (Forums)
Here’s another bit of info I want to pass on sooner rather than waiting for a new build to get to you all, about Arcane Mages.

One of the defining characteristics of Arcane Mages has been that they can trade more mana for more damage, at a decreasing efficiency. In other words, they can play conservative, and use their mana as frugally as possible in order to maximize sustained damage. Or, they can play aggressively and increase their DPS now, in exchange for lower sustained damage over the course of the whole fight.

Arcane’s sustained damage is about where we want it (as well as Fire and Frost), barring some minor tweaks perhaps. But, they’re currently playing very high on their Arcane Blast stacks. The goal is to have their rotations change significantly based on which level 90 talent they pick. An Arcane Mage with Invocation should play very aggressively and frequently stop to recharge their batteries. An Arcane Mage with Rune of Power should generally play rather conservative, but stay at relatively high mana to maximize Mana Adept. And with Incanter’s Ward, an Arcane Mage should generally play the traditional mix of conserve/burn/evocate.

What we’re actually seeing are all three styles playing much more aggressively than we’re aiming for. There’s effectively a ceiling of just how much you can convert more mana into more damage. Invokers are playing so aggressively that they never drop their Arcane Charges at all, Rune users are staying at a 4 stack for a majority of the time, and Incanters are able to play more aggressively during their conserve phases and burn longer.

In order to try to solve this, we decided to try raising the ceiling. So, in the next beta build, you’ll find the max Arcane Charges has been raised from 4 to 6, and the damage increase per stack is back up to 25% from 20%. I’d like to emphasize that the goal of these changes are to create the gameplay flexibility that we’re hoping for there to be with Arcane, not to change Arcane’s overall DPS. There will likely need to be additional changes after this to readjust their damage back to where we want it. Feedback about how it feels, and theorycrafting analyzing the effects this has on them are especially appreciated.

Death Knight (Forums)
Also, a little tidbit for DKs who kept reading through all that Mage stuff: Blood Tap is back off the GCD in the next build.

Doing LFR I realized that my bloodworms were doing about 35% of my healing done (compared to live, where it does less than ~5%.). I was also competing against healers on healing done. (I was averaging out to 40k HPS on the stone guards, compared to other healers who are just a bit higher.) Is this intended?
Nope, it wasn't intended. Bloodworms were getting significantly more health (and therefore healing) from pet scaling than intended. For theorycrafters, they dropped from 25% to 6% of the Death Knight’s max health.

Thanks for letting us know, this has been fixed for the next build.

Blue Posts
Originally Posted by Blizzard Entertainment
Subscriber Losses
A very clear drop happened after Diablo was released. I'm confident Mists will be incredibly strong. (Twitter)

Monk Leveling Speed Benefits
Any word on the faq on Scroll of Resurrection and Recruit a Friend guidelines for monks?
We're still working on gathering a few remaining details. We'll have more info for you... next week, maybe? Hopefully! (Twitter)

Mists of Pandaria Collector's Edition
If I purchase the MoP CE, will I get the mount and pet on all my accts, or just the one that's a CE?
It applies to all licenses attached to your account.

So if you have 2 wow accts, you get the mount and pet on both? Even if you onky make one a CE?
That's how it should work as long as they're all on the same account. (Twitter)

Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
Hard drive prices are slowly declining, but are still above the pre-flood prices, so now is still a good time to buy a SSD. The current SSD prices are still slowly moving downward, with most under $1 per gigabyte now. A few sales have even gone under 50 cents per gigabyte, so look for something on sale!

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 3770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in [email protected], take a look in our team's thread.

ComponentPuppy Dolphin
MonitorAcer V223W EJBD 22-Inch Widescreen - $138ASUS VW246H 24-Inch Widescreen - $190
KeyboardLogitech Media Keyboard K200 - $18Cyborg V.5 - $49
MouseLogitech G400 - $34Razer Deathadder - $42
SpeakersLogitech S220 2.1 Speaker System - $23Logitech Z313 Speaker System - $40
ComponentNarwhal Unicorn
MonitorASUS VE276Q 27-Inch - $254HP ZR2440W 24-inch (IPS Panel) - $363
KeyboardLogitech G110 - $52Razer BlackWidow (Backlit)- $70 ($104)
MouseLogitech G500 - $54Razer Naga (Buttons on the Side) - $72
SpeakersLogitech Z323 2.1 Speaker System - $60Logitech Speaker System Z523 - $70

Puppy and Dolphin
Overclocked Puppy will outperform Dolphin when multiple threads are in use (Not WoW) and come close in most other cases.
Mix and match anything but the CPU/Motherboard combo between Puppy and Dolphin. Pick one of the two CPU/Motherboard combos.
Mix and match anything between Dolphin and Narwhal.
ComponentPuppy Dolphin
CaseNZXT GAMMA Classic - $40NZXT GAMMA Classic - $40
Power SupplyCorsair CX500 V2 - $54XFX Core Edition PRO 550W - $64
CPUAMD Phenom II X4 965 Black Edition- $110Intel i3-2120 - $122
HeatsinkCooler Master Hyper 212 Plus - $26Cooler Master Hyper 212 EVO - $32
MotherboardASUS M5A97 AM3+ 970 - $95Gigabyte GA-Z77-D3H - $120
Memory4GB PNY Optima DDR3 10600 - $258GB G.Skill DDR3 12800 - $55
Graphics CardXFX 7770 - $105XFX 6870 or EVGA GTX 560 - $137/ $146
Hard DriveWestern Digital Caviar Blue 500GB - $68Western Digital Caviar Black 1TB - $100
DVDAsus 24X SATA DVD+/-RW - $20Asus 24X SATA DVD+/-RW - $20

Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn. SSDs are always optional.
ComponentNarwhal Unicorn
CaseCooler Master HAF 912 - $60Cooler Master HAF932 - $154
Power SupplyCorsair 650TX V2 - $90Corsair 750HX - $156
CPUIntel i5-3570K - $220Intel i7-3770K - $330
HeatsinkThermaltake Frio - $60Noctua 6 NH-D14 - $85
MotherboardASUS P8Z77-V LK - $146ASUS P8Z77-V - $190
Memory8GB G.Skill DDR3 12800 - $568GB G.Skill DDR3 12800 - $56
Graphics CardASUS 7850 DirectCU II - $260XFX 7970 Black Edition OR EVGA GTX 670 FTW - $430 / $430
Hard DriveWestern Digital 1TB Caviar Black - $100Western Digital 1TB Caviar Black - $100
SSDCrucial 128 GB m4 (Review) - $105
Corsair Force Series GT 120 GB - $129
SAMSUNG 830 128GB (Review) - $99
OCZ 120 GB Vertex 3 (Review) - $95
DVDAsus 24X SATA DVD+/-RW - $20Asus 24X SATA DVD+/-RW - $20
Total$1012 - $1141$1521 - $1620

The Daily Blink
The Daily Blink talks about the recent subscriber number releases.

How much do I not care? Last night I was looking for the remote control, and found 300,000 subscribers in the couch cushions.
by Published on 2012-08-04 05:44 AM

Update: It appears Accession (US-Stormreaver) was able to kill the Grand Empress Shek'zeer and confirm that a single Sigil of Wisdom dropped. The first person to loot the boss with the quest got it.

Also, don't forget that you could originally get Elementium Gem Cluster from LFR on the Patch 4.3 PTR, which turned out to be a bug. When introducing the Raid Finder, Blizzard said "Also, there are certain items, as well as components for legendary weapons, which will not drop in Raid Finder raids".

Diablo III Hotfixes for August 3rd - Rubberbanding

Legendary Questline Update
After meeting Wrathion and sharing a drink with him, he gives you a quest that requires you to collect Sigil of Power x 10 and Sigil of Wisdom x 10.

When LFR opened for testing tonight, we found that Sigil of Power drops from every boss 100% of the time. It appears as a quest objective in the tooltips for most bosses in Raid Finder difficulty, but drops from all of the bosses that have been killed so far.

Earlier today, we saw that Sigil of Wisdom appeared as a quest objective on Grand Empress Shek'zeer's tooltip in 25 Man Normal Difficulty Heart of Fear. Unfortunately, no one was able to kill her to confirm that it actually drops. Keep in mind that this is beta and things can change in the future and may not be working as intended.

Once 10 of each Sigil has been collected, Warthion sends you into the Terrace of Endless Spring to defeat the Sha of Fear. Before entering the Terrace of Endless Spring, you must have completed the Heart of Fear raid. Upon defeating the Sha of Fear you will loot a Chimera of Fear from him and bring it back to Wrathion.

When the items that you collected are combined, you will be able to choose from a Crystallized Dread, Crystallized Horror, or Crystallized Terror gem. These gems are unique equipped, and go into a Sha-Touched socket in the weapons below. These weapons drop from bosses in Terrace of the Endless Spring and the last boss of Heart of Fear.

Sha-Touched Weapons

Level Type Spec Slot Name Dropped From Dropped In
509Two-handed AxeMeleeTwo HandShin'ka, Execution of DominionSha of FearTerrace of Endless Spring
509GunPhysical DPSRangedTaoren, the Soul BurnerLei ShiTerrace of Endless Spring
509One-handed SwordMeleeOne HandKilrak, Jaws of TerrorSha of FearTerrace of Endless Spring
509One-handed SwordSpell DPSOne HandLoshan, Terror IncarnateTsulongTerrace of Endless Spring
509StaffPhysical DPSTwo HandGao-Rei, Staff of the Legendary ProtectorTsulongTerrace of Endless Spring
509StaffSpell DPSTwo HandJin'ya, Orb of the WaterspeakerLei ShiTerrace of Endless Spring
509DaggerPhysical DPSOne HandSpiritseverLei ShiTerrace of Endless Spring
509One-handed MaceSpell DPSMain HandKri'tak, Imperial Scepter of the SwarmGrand Empress Shek'zeerHeart of Fear
509Fist WeaponPhysical DPSOne HandClaws of Shek'zeerGrand Empress Shek'zeerHeart of Fear
Level Type Spec Slot Name Dropped From Dropped In
496Two-handed AxeMeleeTwo HandShin'ka, Execution of DominionSha of FearTerrace of Endless Spring
496GunPhysical DPSRangedTaoren, the Soul BurnerLei ShiTerrace of Endless Spring
496One-handed SwordMeleeOne HandKilrak, Jaws of TerrorSha of FearTerrace of Endless Spring
496One-handed SwordSpell DPSOne HandLoshan, Terror IncarnateTsulongTerrace of Endless Spring
496StaffPhysical DPSTwo HandGao-Rei, Staff of the Legendary ProtectorTsulongTerrace of Endless Spring
496StaffSpell DPSTwo HandJin'ya, Orb of the WaterspeakerLei ShiTerrace of Endless Spring
496DaggerPhysical DPSOne HandSpiritseverLei ShiTerrace of Endless Spring
496One-handed MaceSpell DPSMain HandKri'tak, Imperial Scepter of the SwarmGrand Empress Shek'zeerHeart of Fear
496Fist WeaponPhysical DPSOne HandClaws of Shek'zeerGrand Empress Shek'zeerHeart of Fear
Level Type Spec Slot Name Dropped From Dropped In
483Two-handed AxeMeleeTwo HandShin'ka, Execution of DominionSha of FearTerrace of Endless Spring
483GunPhysical DPSRangedTaoren, the Soul BurnerLei ShiTerrace of Endless Spring
483One-handed SwordMeleeOne HandKilrak, Jaws of TerrorSha of FearTerrace of Endless Spring
483One-handed SwordSpell DPSOne HandLoshan, Terror IncarnateTsulongTerrace of Endless Spring
483StaffPhysical DPSTwo HandGao-Rei, Staff of the Legendary ProtectorTsulongTerrace of Endless Spring
483StaffSpell DPSTwo HandJin'ya, Orb of the WaterspeakerLei ShiTerrace of Endless Spring
483DaggerPhysical DPSOne HandSpiritseverLei ShiTerrace of Endless Spring
483One-handed MaceSpell DPSMain HandKri'tak, Imperial Scepter of the SwarmGrand Empress Shek'zeerHeart of Fear
483Fist WeaponPhysical DPSOne HandClaws of Shek'zeerGrand Empress Shek'zeerHeart of Fear

Don't forget that this is only part of the questline, as it continues when war comes to Pandaria in Patch 5.1! There are also achievements that hint at the questline continuing in patches that come after 5.1. We also haven't seen a source confirmed yet for Breath of the Black Prince or the legendary icons below.

Icon Name Icon Name Icon Name Icon Name
Legendary Axe Legendary Fist Weapon Legendary Gun Legendary Knife
Legendary Mace Legendary Shield Legendary Staff Legendary Sword

Name Side Points Reward Category
Chapter I: Trial of the Black Prince
Prove your worth to Wrathion and acquire a sha-touched gem upgrade.


Chapter II: Wrathion's War
[Coming in Patch 5.1...]


Chapter III: Two Princes
[Coming Soon...]


Chapter IV: Judgement of the Black Prince
[Coming Soon...]



New Character Creation Preview Gear
This build finally finished adding the last of the new character creation gear used in the preview. This is not the gear that your character will get when starting the game, but the gear that is used to show you what a higher level character will look like. Keep in mind that this is beta and things can always change!

Beta Class Balance Analysis
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Pretty much this...for some reason devs think most progression guilds are quite happy to bring an underperforming player to a progression fight (Obviously none of them are in progression oriented guilds).
Actually, several designers have been farming Heroic Madness of Deathwing (some on 25, some on 10), for over 6 months. Some of them are in very performance-intensive guilds too, that definitely adjust raid comp based on individual performance above all else. In any event, you don't make a stronger case for yourself by arguing that the designers must lack your experience. And, as has been stated multiple times, this thread is for discussing numbers and mechanics, not making anecdotal accusations.

The point is this: Would your raiding developers ever bring the MoP Affliction Warlock to a unnerfed Heroic Spine-like fight? Desto and Affliction locks did not have competitive burst. Demo lock was there as the buff bot and actually did pretty decent damage as long as the lifts were no often than every 2 minutes.

Current Affliction damage is fairly stable until execute, with no real spikes or troughs. We still cannot bring competitive burst, unless my sims are incorrect. We will be sat for these encounters or respec, just like we were in Cata. Oh and we will be sat for AoE fights as well since things will be dead before we even get going. Spine left some pretty deep scars I must admit.

Heroic Spine is an extremely skewing fight, as it forced you to value 20-second burst damage every 1:30 to 2:00 over just about everything else. It’s no surprise when that does unfortunate things to class/spec balance. We try to balance different specs to do similar sustained damage, but allow them to have different strengths and weaknesses, such as burst potential. One of the class designers (who also happens to be a raid leader in a 25-player raid progression guild) says that if there were a similar encounter in Mists of Pandaria, he would definitely ask his warlocks to switch to Destruction, given that Destruction’s potential 20-second burst is incredibly high. Warlocks would definitely not be sat in that situation.

It seems that Halo and Divine Star have a DR now... is it at "beyond 6", similar to Sanct/Healing Rain?
Yes; we recently did a pass on making sure that new AoEs were appropriately following our standard AoE capping rules (10 targets for damage, 6 targets for heals). There were a number of Monk AoEs and a few other class level 90 talents affected, I believe.

Death Knight (Forums)
In the current beta build when an unholy death knight uses blood boil (speced into Rolling Blood), blood runes don't turn into death runes (Reaping effect). Just an obvious bug which we can hopefully see fixed in a later build.
Fixed for the next build.

Hunter (Forums)
After some discussion with a fellow hunter, I have been questioning the worth of Focus Fire. In its current state, it seems that casting Focus Fire could actually result in a net DPS loss, based on information gained using Zeherah's sim and personal observations.
We did notice this and have buffed it a bit, but that change didn’t make the build you’re just now getting. I believe the amount of haste it grants your character went up to 6% and we might need to increase it further. It should be a significant DPS increase, not just break even.

Hunter level 90 talents (glaive shot, etc.) appear not to be triggering Marksman mastery. Is that intended?

Murder of crows benefits from BM mastery, but Dire Beast does not. What's the intent here (e.g., presumably Lynx Rush benefits from it)?

The Hunter level 90 talents should trigger Wild Quiver, with the exception that Barrage has 1/6th the normal proc rate (so that it isn’t overwhelmingly dominant for Marksmanship).

The next build will include a new version of Murder of Crows. It’s mostly a mechanic and visual change; the damage should remain roughly the same, including being affected by Master of Beasts. Dire Beast will also be affected by Master of Beasts in the next build (so that the entire talent row is consistently affected by it).

Paladin (Forums)
Latest finds from doing hitting dummies for an hour.
  • Judgment can be dodge/parried from 30 yds away
  • Hammer of the Righteous is really bugged.
  • Nova is doing only 1-2 damage at several AP levels
  • It really only hits for 0 yds.
These are simple bugs, and are fixed for the next build. Also, a clarification on the previous update about Judgment and its interaction with seals: Seal of Truth will affect Judgment (both damage and Censure application). The other seals will not.

Warlock (Forums)
Another bug which may confuse Affliction warlocks in the current beta build is Malefic Grasp’s interaction with spell haste. It is appropriately getting its period reduced by haste, but the channel bar is incorrectly still 4 seconds long. The debuff it applies is the accurate duration. It should not gain additional ticks with additional haste. The channel bar will be fixed in the next build.

Sorry but I am confused. Can you please explain this a little better? Are you saying that the MG ticks benefit from haste but the extra dot damage is still every 1 second? Or are you saying something else?
No, the extra DoT ticks are directly tied to the MG damage ticks. The bug is simply that the channel bar UI is not being affected by haste. The gameplay functionality is correct.

Blue Posts
Originally Posted by Blizzard Entertainment
World Boss Availability
I understand that Mogushan Vaults is going to be out a week after the xpac drops, but what about the 2 world bosses? Will those be spawning and killable the week of the xpac?
Yes, world bosses will be available on day 1. Oh, the days of trying to down Azuregos. September 25 is going to be epic! (Blue Tracker / Official Forums)

Teleports Rewarded by Gold Medal Challenge Modes
They share a cooldown with each other, but not with the hearthstone or other player spells like shaman Astral Recall or mage Teleport. Whenever you complete a challenge mode, this shared cooldown is reset. (Blue Tracker / Official Forums)

LFR Rewards and Difficulty
While LFR difficulty requires less coordination and organization than normal raids, it still generally takes more effort than completing a heroic. Therefore, shouldn't the rewards be greater?

Also, I think people generally like the normal dungeon>heroic>LFR>normal raid setup. Removing a step would give people less diversity. (Blue Tracker / Official Forums)

Content Difficulty and Consumption Speed
As my son (Lambey) pointed out a number of times, releasing LFR this early into a patch means content gets done on week 2 its out.
personally me AND my son feel the schedule needs to be adjusted to the following:

September 25: MoP launches
October 2: Mogu'shan Vaults (normal) opens
October 7: those who cleared normal Vaults can access heroic mode
October 30: Heart of Fear and Terrace of Endless Spring (normal) open, with Terrace only accessible by clearing Heart. LFR difficulty for Mogu'shan Vaults opens.
November 6: Those who cleared normal Heart can access heroic Heart, same for Terrace.
November 27: Lfr for Heart Opens.
December 11: Lfr for Terrace Opens.

This means that even a month later, the content has NOT been burnt out by the casual gamers. it also allows raiders to feel somewhat superior as they are seeing content others arent, while also providing incentive for players to at least TRY normal mode raids!

If others want to try and burn the content in two weeks through LFR. How is your gaming experience diminished by it? I can't honestly understand what's the big deal on people that isn't you doing something that you don't want to do. I mean, what could you possibly do when someone that is not you storms Mogu'shan Vaults on the LFR...

it also allows raiders to feel somewhat superior as they are seeing content others arent
Perhaps we should just tell the devs that we should close all raids until the Top 10 guilds clear them on heroic, so that they can feel superior to everyone else as they are seeing content that you, the raiders not-as-good-as-them aren't seeing. Does it make sense?

Again you come back to a frankly stupid and absurd statement about locking content till the top 10 guilds kill it....I mean why do you have such a problem with players doing stuff that others cannot?
Do you mean that the argument of locking "casuals" from LFR so that raiders can feel superior because they aren't doing that content is fine, but that same example applied in a higher level is wrong? Both situations are the same, just applied at a different scale.

I don't have a problem with players doing stuff that others cannot, I have a problem with proclaiming that locking others so someone can feel superior is a good thing (and regardless, what I may have problems with is irrelevant to this discussion, is not me who decides what's wrong and what's not).

Have you never looked at a player in full gear beyond your skill levels or content and thought wow I want to look like that someday.
No, never. Back in the old days I remember looking at a T1 geared player, and my reaction was something along the lines of "that armor is cool, I wonder how long it'll take me before getting to reach the place where I can get that". And the only reason that particular player caught my attention was because he was playing the same class than me.

For a lot of people clearing things on a higher difficulty is not content.
The developers consider the Normal-Heroic transition to be part of the raiding progression. Of course, it's your choice to decide if you want to go and deal with Heroic content or not.

What most are advocating in this thread is not to remove content from casuals, it’s to ensure that their content lasts longer and that they will learn and become better from their gaming experience.
I'm quite sure that the "casuals" can handle themselves in what they want and how they want it, and they don't need parenting from "hardcore" players. And what I mean is, the goal, probably, is having fun, right?

If that's the goal, then it's probably best to worry about how you can have fun yourself, and point out the flaws there, point out what doesn't let you have fun, without factoring in what other players do. That's something we can send to the developers. But judging how others should have fun is certainly not going to get us anywhere.

But parently by nerfing is different somehow?
The debuff is a design decission made by the developers based on the data they have. In the other hand, the players that say how the game should be for others only have their opinion. And opinions are great, as long as you don't try to turn them into facts.

Loads of people are trying here, including me, but somehow you seem hellbent on telling me that I play for gear, status and titles.
That you're playing for gear, status and titles is not a bad thing (if that is your case), the issue comes from saying that the only way those things are worth it is preventing others from getting it.

I'm not having fun by the highest tier of raiding being watered down. I'm telling you, since you are our relay to the devs and designers. Please take note of it, since your arguements are based on some kind of assumpion of pride, while it really isn't. In fact, that shows only your personal view of the matter. Take one step back and look at it more objectively.
Hopefully the Cutting Edge FoS will give a reason to you and your guildmates (if they don't share that view with you) to go and tackle the content without any debuffs.

We post because we care (I hope). Just look at how (relatively) civil this 200 page thread still is. People take it serious. Perhaps you should to. Think. Reread, and only then post.
I take it seriously, otherwise I wouldn't be posting here anymore. Actually, from this thread we've gathered useful feedback, and questions, that were forwarded to the developers.

One thing, just as an example, was that some players here pointed out they feel the Power of the Aspects kicked in too early for them. The developers are happy with the point in time at which it was introduced. The timing of each increment of the debuff is completely driven by data. When they see participation and progress declining across the board because of "brick walls" on some bosses, they introduce the nerf to encourage those players to come back and keep trying. And every time they've done it they've seen the participation in Dragon Soul increase exponentially in comparison to previous weeks.

So, with that in mind, it might be an aswer you like or one you don't. But, it is an answer (along with others we've shared) that came due to threads like this (and, as you remarked, its mostly civil tone). (Blue Tracker / Official Forums)

Tabard Reputation Rewards
The point is some people like how their character looks, and gaining rep with x factions forces you to wear different tabards you might not like (if you choose to gain rep via dungeons).
Just as an update, we're going to change the whole tabard system with MoP, so this shouldn't be an issue any longer.
We're fixing this in Mists of Pandaria by removing the whole concept of tabards providing reputation bonuses.

Of course we're still in beta and things can always change... (Blue Tracker / Official Forums)

Spells in PvE vs PvP
I think some of you are making big assumptions about how the spell data work. I realize that the mechanics behind our data can quite obtuse, but you'll just have to trust me that having two sets of numbers is just more risk than one. It is a risk worth taking sometimes, but it is a risk. Set bonuses, talents, tooltips, basically everything that can modify a spell need to modify two spells instead. There are opportunities for bugs to creep in, and long term players know how many strange bugs or quirks show up in character spells already.

(Armchair programmers at thIs point can argue how our data structure *should* be set up, but you'll also just have to trust me that it's probably a more complex problem than you give it credit for.)

In any case, I'm also not convinced at all that even if we could easily manage two different sets of numbers that it would really solve the problem. I think sometimes in players' minds, they say "Man, I just can't kill anyone in PvP. It is a truth universally acknowledged that my dude's PvP damage is too low, but Blizzard can't buff it because I do well in PvE." The shortcoming in that logic of course is that the truth is rarely universally acknowledged, and in the case of PvP there aren't even logs or target dummies to look at. In some cases your damage is just fine and it's not the game rules holding you back. In some cases you lost not because the deck was stacked against you, but because you got outplayed.

I'm not saying there aren't PvP balance issues. There are and there may always be. But I also don't think players would suddenly become much more objective about their own personal skill just because we adjusted more numbers independently. (Blue Tracker / Official Forums)

Class Changes Discussion
I know it may come as a shock, but this forum is not our sole conduit though which to monitor player feedback. The twin strategies of "shh, don't admit we're overpowered" and "shh, don't let them know we're happy" are about as transparent as you would imagine. I would suggest leaving the psychological warfare at home and just be honest about how you feel (and as I said above, backing it up with evidence of some kind is vastly more helpful to us).

We had just been discussing whether it would be better to warn players that some nerfs were coming and let them worry themselves to death, or to just make the changes and have players be surprised. Conveniently, this thread came along.... (Blue Tracker / Official Forums)

Warrior (Forums)
New Enrage Graphic
It was an experiment. We're not crazy about it and the player response has been negative overall, so we're going to revert it. (Blue Tracker / Official Forums)

Pet Battle Blue Posts
Originally Posted by Blizzard Entertainment
Weakened by Capture
We have made a few adjustments to the both the weakened by capture pets and the overall XP curve. Details below!

  • Catching any pet level 15 or under retains its current level.
  • Catching a level 16-20 pet will lose 1 level.
  • Catching a level 21-25 pet will lose 2 levels.
  • We have dramatically reduced the XP required to level for pets after level 10.

Thanks for all of your feedback on this stuff guys. (Blue Tracker / Official Forums)

Healing Pets is Getting Old
We have reduced the cool down to 10m in the next build. Don't forget you can get single use heals in the Sack of Pet Supplies from the Tamer dailies as an alternative to using the Stable Master or your Revive spell. (Blue Tracker / Official Forums)

Northrend Tamer
When can we expect this achievement to be fixed? as it stands right now, there are still no battle pets in Crystalsong Forest so this achievement is currently unobtainable.
Good catch! This is fixed in the next build. Thanks for the report. (Blue Tracker / Official Forums)

Microscopic crabs.
Is there a specific reason as to why every wild crab that I run into is almost microscopic? I wouldn't mind capturing one, but I would at least like to see the pet that I'm using.
This is fixed in the next build. (Blue Tracker / Official Forums)

Revive Battle Pets Exploit?
This is a good thread, here are a few of our thoughts:

Healing pets to full after every battle is not a change we are interested in making. We want to encourage players to not only win a battle, but to win by taking the least amount of damage or by using pet heals in a smart way. Attrition is a driving part of the gameplay and it won't be going away anytime soon. We do have tunable factors that we will continue to watch though. (Battle Recovery, Revive spell cooldown & pet bandages)

In regards to the Revive Pets spell, we have just reduced the cooldown to 10m for the next build. (Down from 15m) We will keep a close eye on the feedback and continue to monitor how often players are using the Stable Master to heal. The Stable Master should be a fallback, not a requirement. We know the pet bandages are a bit too sparse right now too, we are going to amp that up as well to help fill in the gaps.

Finally, the cool-up's that we added to the heal spells (both the player and stable master) are to deal with exploit cases of players using multiple characters/accounts to avoid cooldowns. We used 3 minutes as a baseline since most players can fly to one in that amount of time from pretty much anywhere on a full speed mount.

Thanks for all the feedback, we are listening! (Blue Tracker / Official Forums)

Curse Weekly Roundup
Pico is back with the Curse Weekly Round Up. She covers Dragons Dogma, SWTOR going free to play, Battlefield, EA, Mists of Pandaria, Minecraft, and our indie highlight Awesomenauts

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