World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-08-28 06:31 PM

UPDATE - Realms Live!
Originally Posted by Blizzard Entertainment
Realms are now live. See you all in game!

Update - Patch 5.0.4 Maintenance Extended - 3PM PDT
Originally Posted by Blizzard Entertainment
We are continuing to perform internal testing on all realms as a part of the 5.0.4 Patch release. We will be extending the regularly scheduled maintenance until approximately 3:00 p.m. PDT.

Update - Patch 5.0.4 Maintenance Extended - 2PM PDT
Originally Posted by Blizzard Entertainment
We are continuing to perform internal testing on all realms as a part of the 5.0.4 Patch release. We will be extending the regularly scheduled maintenance until approximately 2:00 p.m. PDT.

Patch 5.0.4 Maintenance Extended - 1PM PDT
Originally Posted by Blizzard (Blue Tracker)
We are continuing to work on updating all servers with Patch 5.0.4 and will be extending the scheduled maintenance by approximately two hours. We anticipate all realms will be available for play at 1:00 p.m. PDT.

Patch 5.0.4 Today
The Mists of Pandaria systems patch will be going today and it brings a lot of changes!

by Published on 2012-08-28 03:33 PM

Battle of Theramore: One Week at Level 85
For a preview of what to expect, see our previous Theramore coverage: Partial run of Theramore Scenario, Theramore Screenshots and Scenario Steps, Horde Theramore Dialogue, Jaina Theramore Dialogue, Theramore Quests, and Very Early Map Preview.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
The Battle of Theramore, the first of many Scenarios coming to World of Warcraft, is a story-changing event that will be available to level-85 characters for one week only -- the week leading up to the launch of Mists of Pandaria on September 25.

For the duration of the week of September 18-24, level-85 characters will be able to queue up for and participate in the Alliance and Horde versions of this new Scenario with two friends. (Please note: if friends are not available to you at the time, two will be provided. Batteries not included. Subject to change. Void where prohibited.)

After the lifting of the mists, the Battle of Theramore will join all other Scenarios as level-90-only content, and everyone -- including players who missed it at level 85 -- will be able to play through the event. Upon completing the Scenario for the first time, players will see the aftermath of the battle whenever visiting Theramore in Dustwallow Marsh. Theramore will eventually be changed permanently to its post-battle state in a future patch, sometime after the launch of Mists of Pandaria, whether or not players have completed the Scenario.

We’ll see you there!
by Published on 2012-08-28 04:49 AM

Max Rank of Each Two-Handed Affix, Diablo III European Launch Events Video, Contest Winners, Paragon System Poll

Patch 5.0.4 Class Guides
With the long downtime on Tuesday, you should have plenty of time to read up about how your class has changed in Patch 5.0.4 in Icy Vein's class guides. The last few guides are being updated, but you can find the previews for the remaining classes in their news forum.

These guides give a more in depth overview of the changes and new status of each class than the some of the guides in our Patch 5.0.4 preview, so they are worth a look if you already read some guides yesterday!

Originally Posted by MMO-Champion

Grand Empress Shek'zeer Preview
Today we take a look at Grand Empress Shek'zeer, the final boss of the Heart of Fear, making it one of the more difficult encounters in the first set of Mists of Pandaria raids. You can find all of the other Heart of Fear bosses in the menu on the top right of our front page.

WoWDB Addon Data Collection
You may have noticed that we are making slow and steady progress on WoWDB, but now we need some help from you! If you are using Curse Client, you can contribute data like mining node locations and what a vendor sells.

To help out, just install the WoWDB Profiler addon from Curse and check the box in the Curse Client options as seen below. When you are playing the addon will gather data and save it. When you are done playing, Curse Client will see the game close and upload the collected data from the addon.

Raid Testing Schedule - August 30
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raid testing will resume this Thursday, August 30.

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

Elegon (Mogu'shan Vaults) - 25 Player Heroic
10:30 PDT (13:30 EDT, 19:30 CEST)

Blade Lord Ta'yak (Heart of Fear) - 25 Player Heroic
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.

We will be revisiting some specific Normal mode encounters, as well as the other two Raid Finder instances in the near future.

It is unlikely that we will leave any of the instances open on Normal mode for extended testing.

Blue Posts
Originally Posted by Blizzard Entertainment
Valor Point Design
There are alternatives to the valor gear on the rep vendors. There was no alternative to the head enchants.

Furthermore, if you decide to pursue say Shado-Pan rep, you'll find some items that your class or spec can use (provided you don't already have a better item, etc.) With the head enchants, you felt like you had to follow the one for your spec (casters had to go Hyjal for example). If you thought that another faction was more interesting or fun, you had to give up your head enchant to pursue it, at least initially.

The broader topic, probably beyond the scope of this thread, though I suspect the one you're really getting at, is that we need to balance the desires of players who want to play WoW sporadically with those who want to have more to do. We heard loud and clear from players in Cataclysm that there wasn't enough for them to do: there weren't enough optional activities once they finished the core ones of leveling and perhaps raiding and PvP. We tried to add plenty to Mists.

However, if an activity is too optional, then it doesn't count. For example, you could level up every profession on one character. You can try to get every achievement. That motivates some players, but not enough: the reward for that effort just isn't there. Hitting Revered Shado-Pan does have some great rewards, but you can earn somewhat competitive items from crafting, raiding or PvP. You can also choose to then pursue Exalted Shado-Pan which we consider even more optional because it offers cosmetic or vanity rewards instead of power rewards. (Blue Tracker / Official Forums)

Transmogrification Restrictions
I find "debacle" to be a bit of an overstatement. Transmog didn't even exist before patch 4.3. You now have the ability to customize your armor which effectively didn't exist before. It's challenging to characterize the fact that the rules aren't as permissive as you want them to be as a nerf. I also suspect we will keep making the transmog rules more permissive over time. Changing those rules would also have more impact in a later patch than they would today when they'll get swallowed up by massive number of systems changes about to drop in the game. (Blue Tracker / Official Forums)

PvP Feedback
The reason I don't personally comment frequently on PvP threads these days is that, historically, the discussions turned into nasty arguments very quickly. While you see players asking for nerfs to other classes in PvE , it's rare, and usually folks are content to ask for buffs for their character instead. In PvP, you see a lot more requests to nerf someone else, and when Blizzard comment on those, the targeted classes get defensive, things get personal, and the whole thing devolves quickly. In some ways, PvP doesn't stop in the game, but continues onto the forums.

Unfortunately, it's hard to even refer to relatively objective data like raid parses to make a point. Players do attempt to leverage various comp percentages at various MMR levels to prove their point, but the numbers often feel cherry picked; it's not difficult to find the statistic that seems to support the point you're trying to make, and the arguments never really get resolved. The awesome videos set up (sometimes painstakingly so) typically to show off someone's mad skill or perhaps to grind some axe tend to be more sensational than proof of a problem. All in all, it's just a really subjective area of the game to discuss and it's hard for many players to check their emotions at the door. That has just been my experience.

It's not that PvP isn't important to us. It is. But we haven't yet found a good way to engage the community in a public discussion on PvP issues.

I am much more likely to participate in discussions at a more philosophical level. For example, I mentioned recently that we thought healing with lots of PvP Power was too strong. We want PvP healers to wear PvP gear, but it's not fun (except perhaps for the healers) for them to be invulnerable either.

We think damage in PvP feels appropriate overall. There are some situations where someone can set up a huge burst window or drop all their cooldowns at once and we're evaluating when that feels fair ("hey, it took skill and timing to set all that up") or when it feels cheap ("how am I supposed to counter that?").

The thing I am most worried about are the huge number of variables now in terms of who has what ability. It used to be that you knew what cooldowns and escape tools and CC a Frost mage had and you knew what an Arms warrior had to counter them. With the new talent system, you have to be prepared for almost anything. When there are too many variables, you risk losing some of the predictive and reactive tactics that many players (including me) enjoy. If I have no idea what tools you have, I am more likely to just to tunnel on you, blow all my cooldowns, and hope for the best. Not a ton of depth there.

While the old days of rogue-mage-priest didn't feel fair to the non rogue-mage-priests, they did have the advantage that the system was much easier to learn, so participants could move on to mining the depths of the system (i.e. easy to learn, hard to master) instead of just trying to remember all of the hundreds of various combinatorial permutations (i.e. hard to learn).

Quick question, though irrelevant to class balance: have you ever considered implementing cross-realm arena teams, or perhaps implementing a rating system similar to rated battlegrounds where no actual team would be required for arenas?
A little off topic for a class discussion forum, but I'll answer it. Yes, we have discussed letting arenas work more like rated battlegrounds where the "team" is fluid. We haven't made a final decision on it yet, and I doubt any change would be before Mists launched.

I think overall, what the players are more looking for is just a reminder from Blizz every now and then that they are actually looking at PVP and observing carefully what's happening on that side of the game. Oftentimes the lack of feedback from the blue text, makes it easy for an impression to be made that PvP is a secondary side game that the developers don't spend a lot of time focusing on. I know that isn't true but it's easy to understand why people have that belief when you look at how frequently the devs give feedback on raiding and how silent they are in contrast with the PvP community.
Yep. Totally understandable. PvP design as a whole is tricky because what some PvP players want is new stuff while what some want is well-polished stability. I'll just give a few examples of this:

1) We could have a lot of BGs with different rules, with the expectation that some just won't work out as well. Or we could take those few that have years of iteration (say WSG and AB) and make new skins for them.

2) We could have every spec be reasonably viable in arenas and BGs, or we could focus on a spec per class (or even a reduced number of classes) and make sure the experience is really good for those few. This really comes down to a quantity vs. quality discussion, but there isn't a clear right answer.

Though the easy to learn part of blizzards philosophy probably takes a hit (especially for new pvp'ers), but I believe that's hard to avoid with a game this old. I would have to say my biggest concern is that we go back to the globaling game, where people die in a few globals or are healed to full in a few globals. I know you guys have been trying to avoid that as much as possible and I hope it continues.
Totally agree. The opposite risk (which is how beta has felt) is that nobody ever dies because healers (or sometimes even DPS specs with healing capabilities) can pop someone to full with just a cast or two. It's easy to reduce damage vs. players. It's much more challenging to reduce damage without also reducing healing.

Lots of words, but what are you really saying? Cause all I got out of this was, "We have no way of testing PvP on a mass scale in a meaningful way and therefore cannot provide meaningful feedback to our community."
I actually didn't say that, or didn't intend to. I was saying that it's hard to have a good discussion with players on forums about PvP balance because it's hard for many players to be objective about their experiences in PvP. Even the good discussions tend to get littered with personal attacks, hyperbole, questionable "proof," and a lot of unfettered emotion.

We test PvP all the time and we follow the discussions (on this and many other forums) even when we don't replay directly.

I think you guys have kind of got yourselves in a serious bind with respect to PvP healing. Basically, the only way anyone (who's not a serious masochist) could ever possibly enjoy spending 90% of their time stunned, silenced, interrupted, frozen, feared, polymorphed, horrored, hexed, cycloned, pushed back, running, or juking is if the remaining ~10% of their time is sufficient for them to stand a fair chance of keeping themselves and their teammates alive.
Healers definitely are under a lot of pressure in PvP and they know they're going to be targeted a lot, but I don't think it's an intractable problem. When we get the tuning right, I think it feels fine. I do agree it can be shocking for a healer who is used to PvE where you tend to be mostly concerned about healing others to suddenly have to spend so much effort keeping yourself alive in PvP. But I believe there are plenty of healers who enjoy PvP. (Blue Tracker / Official Forums)

Pandaren Availability
Pandaren won't be made available until Mists of Pandaria releases, though you won't need to purchase the expansion to play one. Classes however are not being made available to everyone, so you'll still need the expansions to play them (such as Mists of Pandaria to play a Monk). (Blue Tracker / Official Forums)

Tanks DPS
We don't want Vengeance to be a PvP feature. We think tank survivability and control are valuable, especially in Battlegrounds. If doing high damage is really important to you, then a tank spec is probably not the best choice.

We think it feels weird and demoralizing to true DPS specs when tanks do as high or higher damage than they do in dungeons or raids. Players are somewhat used to it in 5-player dungeons just because the tank time on target tends to be high. With the new Vengeance model, tank damage will go up, especially in 25-player raids, and we're okay with that for reasons we explained when we announced the change. We don't want tank DPS to be terrible -- we just want it to feel noticeably lower than that of DPS specs.

In certain fights, tank damage will still be high. Mel'jarak was mentioned above, but that encounter features bonus damage on the boss (like Halfus) and a lot of AE from the DPS specs while the tank is probably beating on the boss the whole time.

What we don't ever, ever want to see is for e.g. a Ret paladin to want to go Protection on a fight because it's a DPS gain. If the group has need for another tank, then that's different. But if a DPS spec ever wants to swap to a tank spec because that will increase their overall DPS, then something bizarre and unintended is probably going on. (Blue Tracker / Official Forums)

Class Blue Posts
Originally Posted by Blizzard Entertainment
Druid (Forums / Skills / Talent Calculator)
Feral Druid Feedback
A single post on a feral thread that said "we're aware of your frustrations, but we really believe this is the best course for the class" would go a long way towards keeping a happy community while literally asking for 15 seconds of time. If you can give us a reason that's even better, but if you can't, just let us know you see our problem but believe the dev team is right on this one.

I actually disagree with this, but we'll see what happens. Usually when we say we disagree with a change for which players are arguing passionately, our comments don't usually resolve anything. They throw fuel on the fire and players can get more worked up because now they see a glimmer of hope that if we're communicating on the topic, that they now have a glimmer of hope to get us to change our minds.

We regretted what Savage Roar became in Cataclysm. We know that the depth of the Feral rotation was something that attracted a lot of players to that spec, and we feel like we removed too much of that by de-emphasizing Savage Roar to such an extent. Yes, Savage Roar takes some attention and skill to manage. The effectiveness for which you do so is one of the things that separates great cats from merely good ones. Furthermore, if you screw up Savage Roar completely, the penalty just isn't that dire.

Now I chose that word "depth" on purpose. We don't believe in needless complexity for its own sake. We greatly respect Cynwise, but when you read what he or she is talking about, a lot of it comes from warlocks having these extra buttons that weren't really intended for their rotation but that players understandably try to jam in there because it will theoretically improve their DPS. Part of the Mists overhaul of what specs and talents mean is not to give specs buttons that they really don't need and aren't intended for them. In 5.0, Destruction warlocks don't have Corruption to mess with.

That's not the case with Ferals. It would be if you were trying to use say Faerie Fire or even Maul rotationaly. The Feral rotation we designed is pretty much what Feral players are actually using. Yes, the rotation would be easier if you could spend every combo point on Rip without having to worry about also maintaining Savage Roar. The rotation would also be easier if we removed Rake and just let you always Mangle instead of Shred. We think that's too much simplification though.

In our minds, the Lich King Feral rotation was too complex. We think we made it too simple in Cataclysm. The change is intended to strike a balance between the two. (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Hunter Aspects and Mobility
A great deal of this thread is just angry venting, so I don't anticipate being able to see a nudge it into a good discussion. Instead, I'll attempt to explain our logic and move on. Do with it what you will.

Having an ability that you always macro because you don't want to think about when to use it is bad game design. If you build a macro because you want to use two abilities occasionally at the same time, we're happy. Examples of this are two cooldowns you might want to pop at once (and you also might have separate keys to pop them individually) or a buff that makes your next spell better macroed with the spell itself (provided you aren't macroing this ability into every ability so that you're essentially using it on cooldown). In both of these situations, you're making the decision about when to use the macro.

Aspects are supposed to be a decision. You should think about when you want to be in Hawk or Fox. If the answer to Fox is "anytime I'm casting Steady Shot," then that's not a choice. If the answer to Fox is "anytime I'm moving," then that's not a choice. If you're thinking "I'm going to be moving a lot for the next few seconds, so I'll go Fox for a bit," then that is a choice. If you're thinking "The next few seconds of DPS aren't critical, so I'll go Fox to build focus back up, and then switch back to Hawk when the boss hits phase two," then that's a choice.

With this change, we don't anticipate hunters to be swapping into and out of Aspects frequently. That is the whole idea of the change. We don't think the gameplay of swapping Aspects constantly is fun, and I suspect most hunters agree. I also suspect most hunters were hoping we'd just scrap Fox altogether, and that still might happen, but it would probably also come with never casting Steady or Cobra on the move.

We have changed Aspects many times since WoW launched, and I won't claim they have ever been super compelling gameplay. I'll further acknowledge that it's entirely possible that it isn't possible to have a strong design for them, and the game is better off without them. However, before we come to that conclusion, we want to try this iteration. As a precautionary tale, we scrapped paladin Auras because we didn't think there was much gameplay there, but plenty of paladins rallied to their defense. They missed Auras. They didn't necessarily like the Cataclysm or perhaps any version of them, but they liked the idea and didn't want us to give up. You all posting here individually may not miss Aspects, but I have 100% confidence we'd see them requested constantly as soon as we removed them.

We have tried, without much success, with the generic design of "there are these exclusive modal options and you pick whichever one fits the situation." The closest we have come to success is having a tanking vs. a melee mode for Presences and Stances, but any DK or warrior will tell you that it's hard to justify having two DPS modes. There is nearly always a right answer. If they are too situational then one just gets neglected. If they aren't situational enough, then you're just constantly swapping in and out. Putting things on the GCD generally adds a moment of decision making because it's a very real cost to change your mode.

And what about for PvP Ghostcrawler? Where we need to ALWAYS move and ALWAYS maximize our damage? Not, oh, I will have to move so I can swap to fox now... and then Oh, I won't have to move for the next 20 seconds so I can swap back.
Movement should be terrible for a ranged spec. Full stop. All of the various mechanics we put in from Spiritwalker's Grace to Aspect of the Fox are to make moving less terrible, but it should still be pretty terrible. (And if you think there are specs not penalized enough by moving, please let us know, though probably not in this thread. We felt that ranged movement got a bid out of control in Cataclysm so we've definitely made an attempt to scale it back.) If it helps, imagine Hawk and Fox as talents. You can have higher damage, or you can cast your focus-generating shots on the move. Which do you want? It probably depends. Try them both out and see which gives you more success. (And at the end of the day, they aren't talents, so if you really can't bear the thought of making an exclusive choice, you can switch it. Just not for free.)

The system would need an overhaul like multiple other similar things got, like stances, presences and armors once again. I'm not a game designer so I don't know exactly what would work but to me I don't think that swapping between a flat damage increase and an obligatory movement stance is very fun, compelling or effective in terms of gameplay.
Yeah, that makes sense. Off the top of my head (and not promising anything) it would be interesting to try a Spiritwalker's type cooldown where for the next X you could shoot, perhaps anything, on the move. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator)
Bring back Divine Intervention
We tried to bring DI back, but it was still too buggy and just taking too many of our resources to try and fix this one ability that, while cool, wasn't really game changing. (Blue Tracker / Official Forums)

Priest (Forums / Skills / Talent Calculator)
Mind Sear Feedback
We want Shadow to use multi-dotting in addition to Mind Sear when there are only a few targets. When Mind Sear is too strong, then the "rotation" becomes Mind Sear -> Mind Sear -> Mind Sear, which isn't a ton of fun. If you're AE'ing lots of targets, then it's fine to do nothing but Mind Sear (and perhaps a level 90 talent). (Blue Tracker / Official Forums)

Warrior (Forums / Skills / Talent Calculator)
Dragon Roar Feedback
A warrior by class concept is a highly armored melee fighter, giving up mobility for durability.
I'm not sure that was ever the WoW design of the warrior. Our warriors have always had high mobility. In fact, paladins used to be the low movement, high durability class in PvP and it wasn't a particularly fun niche. If you're hard to kill, then people just tend to not attack you unless they have to attack you, which typically means you're going to score a point or you provide so much pressure that they're forced to attack you (in which case you aren't really a defensive guy).

That's kind of my point. Dragon's roar is clearly OP. It's going to be nerfed - honestly, I have to scratch my head at how this even made it off a dev's table to start with.
As far as Dragon Roar goes, it is a lot of burst, no doubt. However, its damage is balanced against Bladestorm and Shockwave, and in fact you see many PvP warriors choosing Bladestorm or Shockwave instead. (Their videos just aren't as exciting). I also suspect if we nerfed Dragon Roar, that warriors would just choose Bladestorm or Shockwave instead unless we nerfed all three, and I suspect we'd have to nerf them all by something horrible like 30% to really notice a difference. We don't want to do that.

Where Dragon Roar might be gratuitous is in the AE damage and the stun. It probably doesn't need to do so much damage to large groups. It's possible we will have problems with 2-3 Dragon Roars (from different warriors) in a flag room. We added the stun mostly as kit but it doesn't need to be that long. Then victims would at least have a chance for a defensive button before the Execute or whatever comes next. (If we shortened the stun, we'd have to evaluate the DR though.)

Dragon Roar already does not benefit from Colossus Smash or Recklessness (though those cooldowns can affect other attacks used at the same general time). It would be nice if it didn't work with Avatar, but I'm not sure that change would really solve much. We do want to make sure PvP warriors don't always choose Avatar though.

I don't think it's super helpful to discuss the issue in terms of 1 vs. 1 mage vs. warrior and the celebrated history of that relationship. I am personally more interested in whether warrior burst damage is too high in PvP. (Blue Tracker / Official Forums)

Warrior Feedback
With regard to Arms, my suspicion is that you guys are focused too much on the 4 and 5 stacks of Taste for Blood, which statistically are going to be fairly rare. With a stacking percentage like it has, the intent isn't that you're always waiting for that mythical 5-stack. You're going to get it sometimes, but you're also going to get twenty crits in a row sometimes. That doesn't mean you should design your entire rotation around when that happens.

Personally, I feel like the depth of the Arms rotation is in a good place, though Deadly Calm still feels like I can just macro it into HS with very little downside.
I have mixed feelings about Deadly Calm. We added it back based on the number of warriors who really liked the Dragon Soul set bonus, but rage for warriors had changed enough that it didn't have the same effect. We wanted a minor cooldown, because we felt like we were already asking warriors to adjust to a lot of changes, but it's so minor that it seems most warriors are just macroing it to Heroic Strike, which violates one of the design principles I've been railing against so much lately. We're not sure whether it makes more sense to make Deadly Calm a more prominent cooldown or just remove it.

I do want to wait to see the feedback when more warriors are back to epic gear again (and not just scaled up PvP gear) because some aspects of rage management are going to feel quite different.

I don't see how people are putting 'too much' emphasis on the coveted 5 stack, because this priority will always dump stacks, regardless of how many you have.
Yeah, I wasn't referring specifically to the discussion of the last couple of pages, but more to the trend I have noticed (and not just here -- this was just a convenient place to post it) where warrior rotations seems to be fixated on how to get Taste for Blood to stack up like Maelstrom Weapon. Much of the time it's not going to stack up.

Right now for pvp, I'm going to be running with hindering strikes glyphed and this macro
I think the calculus is really different for PvP, especially with Hindering Strikes for Arms. You're going to have to decide if frequent use of the snare offsets reduced chance for big hits. Both are valuable. (Blue Tracker / Official Forums)

Guild Wars 2 Release
Guild Wars 2 will be released on 8/28/12, giving you something to do during all of the downtime. Be sure to update your Nvidia Drivers if you are playing, as players have reported a significant performance boost!

If you want more frequent updates, check out GW2Guru or find some other players to play with in our Guild Wars 2 forum. If you are looking for maps or anything else that can be found in a database, check out GW2DB!

Diablo III Poll: Thoughts on the Paragon System
What do you think of the Paragon System?

Interview with Christie Golden, Author of Tides of War
BlizzPlanet recently had the opportunity to interview Christie Golden, the author of several World of Warcraft books, and most recently World of Warcraft: Jaina Proudmoore: Tides of War.

If you are interested in the books, it is worth a listen. Keep in mind that it is full of spoilers about upcoming events!

by Published on 2012-08-26 11:22 PM

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

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

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

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

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

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

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

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

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

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

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

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

Dungeon and Raid Valor Reward Changes

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

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

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

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

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

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

Most criteria are not account-wide

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

Some achievements are "meta achievements."

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

A very few achievements are account-only.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

And finally some notes on the categories below:

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

Originally Posted by MMO-Champion

Attack Power:
Crit Chance:
Melee/Ranged Attack Speed:
Spell Haste:

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

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

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

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

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

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

Pet Emotes

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

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

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

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


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

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

Q. How will this work on boats or zeppelins?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Character Selection Screens

New Mounts and Pets Interface

Misc Interface Changes

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

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

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

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

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

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

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