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by Published on 2012-05-25 06:01 AM

Diablo 3 - RMAH Delayed, Hotfixes, Balance Reminder, Constructive Posting, Blue Posts, and Thorns Affix

Wrathion Pandaria Introduction Quest Audio (Spoilers)
While the details aren't much clearer than the previous post about Breath of the Black Prince, we now have new audio that was added in the latest beta patch from the quest where you share a drink with Wrathion and talk about the future. There might be some minor spoilers, so don't read on if you don't want to know the details!

One other thing that the recent patch added was an explanation of what the Mysterious Note was for: Stranger in a Strange Land.

Originally Posted by MMO-Champion
A new era has begun, Pandaria, a land of mystery, history and opportunity. We stand at the crossroads of history.

Ah, if it isn’t my favorite master assassin, I was hoping I’d find you here in Pandaria. Very good, let’s talk.

Tong, drinks please. (A Legend in the Making)

My father, Deathwing, tried to destroy the whole of Azeroth. He was, misguided, of course, but he was right about one thing. Our world is, so, fragile. We are a point of light, in a universe of shadow, a candle in a tempest, and sometimes, I think it was the very precariousness of our world that drove my father to madness.

Ah, thank you Tong.

Now, to my point, I believe we are headed towards a reckoning. And no, I am not talking about the current conflict between the Alliance and the Horde. Believe me, what Garrosh Hellscream achieved in Theramore is nothing compared to the horrors that are even now bearing down on our fragile home. But, the war deeply troubles me, do you see my concern? A divided Azeroth cannot possibly stand against the darkness. This war has to end, soon, before it consumes our strength.

Alliance version: I want you to know that your Alliance has my full and unwavering support in this campaign.
Horde version: You can rest assured, my loyalties lie with your Horde.

How do we bring a swift and decisive end to the conflict? I believe the answer lies with heroes, like you. We must ensure that you are up to the task, and then, equip you, accordingly.

Try to stay alive, we are just beginning our legendary journey.
Ah, so returns my conquering hero.
The terrace is just up the hill here.
Stay on your guard, few visitors have returned.
You are looking pale, my friend, I trust you have not allowed fear to get the better of you.
Allow me to gather up my things and I will meet you there. (Breath of the Black Prince)

This is an awfully one-sided conversation.
Did you hear what happened to the rest of the black dragon flight? I had them killed, all of them, and they were family. So, if I were you, I would carefully consider your decision to continue poking me.

I often venture out here to think, the view is breathtaking, would you agree? Pandaria is indeed a jewel, such beauty, it makes you want to protect her, yes? I feel the same way about Azeroth herself. You have done great things, friend. I can assure you, this is but the beginning of our work together.
Behold, the power of the foes you have vanquished, and the wisdom of those you’ve outsmarted. Here, the embodiment of the fear you have conquered, may it now strike terror into the hearts of your enemies.

Finally, a gift from me. Make no mistake, the Black dragon flight lives on.

There, my work is done, you can now greatly augment the power of any sha-touched weapon. We are just getting started friend, our greatest challenges lie ahead, but when war comes to these shores, you and I will be ready for it. (Incoming...)

Shaman Skill Animations Preview
Today we continue looking at the new skill animations with the new Shaman animations!

New Pet Descriptions
A previous beta build also brought us another new little feature, descriptions for all of the Battle Pets. The most recent patch added even more descriptions, and Daetur was kind enough to make a list of all of them on the forums!

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Really glad you guys are liking this. We were really excited to write them and they really bring a lot of flavor to the pets.

Blue Posts
Originally Posted by Blizzard Entertainment
Daily Quest Cap Removed
Current plan is to remove the daily quest cap completely for ship. Just like what you see in the beta now. We literally have 100's of daily quests at level 90 and we want to make sure that players can pick and choose what they want to do.

Are you worried about running into the problem of people feeling like they need to do all of the dailies every day to remain competitive again?
Not really. We honestly think it would be worse to actually raise the cap and make people think that now they need to do 50 or 100 or whatever higher number we chose. All of the daily's are limited to a random amount per day so its not like you can do every single quest every day. Daily quests are included as one of the new ways to earn valor in MoP. We don't expect many people will choose to cap their valor just by doing daily quests, but that is an option if you really like them. We expect to have around 50 dailys available from all the factions every day.

Like I mentioned before, those 50 would be randomly chosen from a much larger total pool of quests. This helps keep things feeling fresh for a long time. (Blue Tracker / Official Forums)

Woes of the Older Gamer
What are you considering "older"? I hate to burst your bubble here, but, we have a pretty diverse population of gamers that we try to accommodate as much as we can. I assure you that no one is "swatted away like annoying flies" nor are we dropping a knee and begging for direction. This is opinion and conjecture and while your post is somewhat poetic, I'd prefer we didn't make this into a discussion based on age. We believe that every voice matters here both within the company and beyond. Age doesn't even factor into it. The ideas are what matters.

A gamer is a gamer is a gamer no matter their age. I'm not exactly in the "younger crowd" anymore (nor a gentleman despite being around for the "beginning" of home gaming), and I certainly don't see the golden age of gaming being behind us. The future continues to become brighter as we gain more people to our beloved hobby from all walks of life. I assure you, no one has been "disposed of" either. We recognize and value all of the individuals in the community. We also have to recognize though that there are limitations to how much we can do or how happy we can make all of the people we'd like to make happy.

Everyone has different opinions and experiences that shape their perceptions and there's only so much we can do. But to say that we don't recognize or appreciate them is false.

I find that' I'm being pushed out of gaming against my will. It's like the industry is an entity that is slowly purging anything old. I don't think it's age, but I do think most of the industry is no longer directed at me, I'm no longer the target demographic. Just makes me sad is all, the golden age of gaming for me is over.
Perhaps it's not gaming that has changed, it may just be that you've changed or your expectations have changed, which is perfectly alright. I enjoy things differently now than I did when I was "younger". It's OK to let go if you're just not getting the joy out of something you used to, and it's OK to mourn that loss if it makes you feel better.I kind of hit on it earlier I think, but mostly the gaming community, especially in WoW has changed. More in favor for the silent runs through dungeons, just so they can get their next 150 justice points. No communication is made except to argue or berate other players. Yes, I can run with certain people and avoid this mostly, but I'm talking in generalities here. And it seems developers are catering to this behavior, making it easier to be silent and do fine. I just miss the communication gamers used to have on a whole, everyone was excited to be where they were, what they were doing, and were happy to have others, not so much--many people would be happy with 4 other bots perfectly capable of doing their jobs rather than deal with the general playerbase.

We're with you in that the game is just more fun when you have friends and guildmates to run with. The issue we run into is, "what happens when they're not available but you want to do things?" So the most we can do is facilitate the means to get with others easily. We can connect you to other players, but we can't force people to talk or be social. It's going to take effort from the community itself to make it a more social experience by being social. I don't think what you're referring to is a design issue. And if you think it is, I'd love to hear your thoughts on how it could be improved. Just keep in mind, if you share some thoughts, they should keep in mind the current structure of the game. Without taking anything away or putting new restrictions out there, how would you go about doing it? Because as it is right now, it's easier than ever to be put into contact with other people. It's just a matter of then getting those people interested in interacting socially.

Why is it required to have dead times between xpacs, and then wholesale change with yet more leveling up in a new xpac, over and over without end, the same formula every time?
It takes a lot of time and dedicated effort and resources to create an expansion pack. While we can develop both current and future content at the same time to an extent, there has to be a spot in which we put focus on future content so that we don't get in our own way. As I've said in the past, World of Warcraft has many layers of complexity. Changes that seem innocuous may end up impacting larger systems causing further issues if they aren't segregated in some way during development.

Why not have more content patches, leave off new leveling up, and focus on having a steady stream of content without so much change?
I'm not sure I get where you're coming from here other than if you're asking why we choose to make larger changes during expansions than in patches. For the answer, we go back to the first answer. It's far easier for us to make larger system changes and additions in an expansion. Some of this is due to technological limitations and some is about being cautious about breaking that which was not broken before.

Not saying no changes, I am saying fewer changes. Not saying no new content, I am saying do it via patches.
We do patches when we can, but those patches generally occur after we've put in the framework for them. Without that framework, it's more difficult and more can go wrong. Expansions give us the opportunity to make those larger changes that we want to make and we keep the "smaller" ones to patches when we can. It's understandable that some may feel the changes are "too much" and we try to maintain a balance where we can, but we like taking opportunities to make those larger changes where we can so long as we think it will benefit the overall health of the game and community.

Right now raiding is dead unless you are one of the chosen 10, and even a die hard raider like myself is now tired of no new content for a long time, and none to come until the xpac, however long that may yet be.
A valid concern, but I have seen people setting up PUG raids or still spending time in the Raid Finder. It may not be ideal, but the best thing you can do is use the realm forums or the in game chat to see if you can locate others interested in running the content you are. It's understandable though that there are lulls when a lot of people have seen or experienced the content already. We're doing what we can to keep the "downtime" limited, but we aren't making any specific guarantees on timing for the expansion.

Seems like Blizzard is married to a formula that is outdated.
We're not "married" to it, but it does work. We have adapted how we do things over the years and I'm sure we'll continue to adapt as technology and need allows. (Blue Tracker / Official Forums)

Account Wide Mounts
Let's say you have one character with a TCG mount. When MoP hits all of your characters will have that mount. But what if you then delete the character that had that mount originally? Will all of the others still have it?
As far as I'm aware, they should still have it. It's set on the account end and not the individual character end. If (however) I find out differently, I'll let you know. I don't have reason to believe that this isn't how it should work though.

It should be the individual World of Warcraft account itself no matter what realm the other characters are on. There are still details to work out however, so I don't want to give any incorrect information if I can help it.

We'll have more information about pets specifically as soon as we can. That too has some things being ironed out still but we'll share a bit more "soonish". (Blue Tracker / Official Forums)

Dragon Turtle Vendors
We have not spawned in the vendors for the Dragon Turtles yet. These will hopefully be in the next build. The vendors will be at the Pandaren camps in Stormwind and Orgrimmar. (Blue Tracker / Official Forums)

"Releasing" and Un-Naming Pets
We have added restrictions on releasing pets in the latest build. The only pets you can release are ones that you have caught though the pet battle system. We have also made a change to the tooltips for pets so that it will always show the pets original name below the custom one. (Blue Tracker / Official Forums)

Status of Tillers Farm
The Tillers and the farming gameplay are still planned for ship. We are in the process of reviewing and iterating on it still. We just want to make sure its ready for feedback when it goes live on the beta. (Blue Tracker / Official Forums)

Flight Path Kite Animations
This is a bug. The kites are in the middle of getting animation updates currently. (Blue Tracker / Official Forums)

Hunter (Forums)
The Quilen Model
This model is currently WIP. We are building a new rig for it to deal with the clipping and animation issues. Keep an eye out for the updated one soon! (Blue Tracker / Official Forums)

Warlock (Forums)
Decay of Embers
The decay of embers (or any resource really) is only intended so that you don't feel like the right way to play is to finish a fight, then go nuke a squirrel or something so that you're at full embers before the next fight. Thematically, embers are something you build up, not something that you start with at full and burn down. However, it's not our intent to punish everyone who doesn't end a fight with exactly 0 embers.

In the beta build you should have now, the decay is much slower. If you are going from creature to creature while questing, you shouldn't see them decay. It should feel about like Holy Power or similar resources. If you're trying to game the resource so that you can start every boss fight or PvP duel will full embers, then you're going to have more trouble. (Blue Tracker / Official Forums)

Kerrigan Statue at Blizzard Versailles
Blizzard added another nice statue to their collection recently! This time it was Kerrigan, a character from Starcraft.

by Published on 2012-05-23 06:16 PM

Diablo 3 - Diablo III - Massive Hotfix List

Mists of Pandaria Beta - Build 15726
A new beta build will be deployed on beta realms soon.

Warlock Challenge Mode Armor
As always, this is an early and very incomplete preview. We will update with a nicer version later on.

Tier 14 Hunter Armor
As always, this is an early and very incomplete preview. We will update with a nicer version later on.

Tier 14 Druid Armor
As always, this is an early and very incomplete preview. We will update with a nicer version later on.

New Creatures

New and Updated Maps

Achievement Changes
Originally Posted by MMO-Champion

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums)
  • Frost Fever now scales with level and has a spec dependent tooltip.

Major Glyphs

Druid (Forums)
  • Astral Storm damage decreased by 10%.
  • Healing Touch now costs 28.9% of base mana, up from 25.5%.
  • Hurricane damage has been increased by 10%.
  • Incarnation: King of the Jungle now also removes the positional requirement of Ravage.
  • Lifebloom - Heals the target for (6,210 + 5.7% of SP) over 10 sec. When Lifebloom expires or is dispelled, the target is instantly healed for (8,150 + 75.2% of SP). This effect can stack up to 3 times on the same target. Duration refreshed each time you cast Healing Touch, Nourish, or Regrowth on the target. Lifebloom can be active only on one target at a time.
  • Mangle now has a spec specific tooltip. Feral and Guardian will also reduce the target's movement speed by 50% for 12 sec, and generate 5 Rage.
  • Mangle now has a spec specific tooltip. Feral and Guardian will also reduce the target's movement speed by 50% for 12 sec and generate 5 Rage when used in Bear Form and award 1 combo point when used in Cat Form.
  • Mangle now has a spec specific tooltip. Feral and Guardian will also reduce the target's movement speed by 50% for 12 sec, and award 1 combo point when used in Cat Form.
  • Maul now has a spec specific tooltip. Feral and Guardian will also reduce the target's movement speed by 50% for 12 sec.
  • Pounce no longer requires prowling.
  • Ravage! now has a spec specific tooltip. Ravage has a 50% increased chance to critically strike targets with over 80% health. Feral and guardian also reduce the target's movement speed by 50% for 12 sec. Awards 1 combo points.
  • Wrath (Balance) damage has been reduced by 10%.

  • Incarnation now also removes the positional requirement of Ravage.

  • Astral Communion (New) Commune with the sun and moon, gaining 20 Lunar or Solar energy every 1 sec for 5 sec. Generates the power type most beneficial to you. 5 sec cast (Channeled).
  • Starfire (Balance) damage has been increased by 10%.

  • Shred now has a spec specific tooltip. Feral and Guardian also reduce the target's movement speed by 50% for 12 sec.

  • Nourish now costs 10.2% of base mana, up from 8.5%.

Major Glyphs

Hunter (Forums)
  • Trueshot Aura no longer grants 5% increased critical strike chance.

Mage (Forums)

Monk (Forums)
  • Blackout Kick has a new Windwalker bonus: Also empowers you with Serpent's Zeal, causing you and your summoned Jade Serpent Statue to heal nearby injured targets equal to 100% of your auto-attack damage. Stacks up to 2 times.
  • Legacy of the Emperor now has a power cost: 60 Energy / 6% of Base Mana.
  • Path of Blossoms damage has been increased by 100%.
  • Tiger Palm buff now lasts for 20 sec, up from 15.
  • Zen Flight no longer has a duration in the description.
  • Zen Pilgrimage now has a 30 minute cooldown, up from 15.


  • Gift of the Ox has an additional effect: When you move through your Healing Sphere summoned through Gift of the Ox, you heal yourself for 9,986.
  • Keg Smash no longer has a listed range.

  • Teachings of the Monastery now has an additional effect: When you Blackout Kick, you gain Serpent's Zeal causing you to heal nearby injured targets equal to 100% of your auto-attack damage. Stacks up to 2 times. The Spinning Crane Kick buff now scales with AP.


Major Glyphs

Paladin (Forums)
  • Flash of Light now costs 42% of base mana, up from 36.3%.
  • Judgment moved Retribution to it's own spec specific tooltip. For Retribution, it additionally generates one charge of Holy Power, and applies the Physical Vulnerability debuff to a target. Physical Vulnerability - Weakens the constitution of an enemy target, increasing their physical damage taken by 4% for 30 sec.

  • Divine Light now costs 40% of base mana, up from 35%.
  • Holy Light now costs 16% of base mana, up from 14%.
  • Holy Radiance now costs 40% of base mana, up from 35%.
  • Holy Shock now costs 16% of base mana, up from 14%. Damage reduced by 20%.


Priest (Forums)


  • Shadow Orbs are now also generated by Shadow Word: Death.

Warlock (Forums)
  • Corruption now costs 1.25% of base mana, down from 2.5%.
  • Fel Flame damage reduced 13%. Now costs 2.5% of base mana, down from 4%.
  • Life Tap now restores (1500% of MHP * 0.01) mana.
  • Soul Harvest no longer regenerates Soul Shards for Destruction.

  • Agony now costs 1% of base mana, down from 2%.
  • Malefic Grasp now costs 1.5% of Base Mana, plus 1.5% per sec, down from 2%/2%.
  • Unstable Affliction now costs 1.5% of base mana, down from 3%.


  • Chaos Bolt now has a 3 sec cast time, down from 4 sec. Damage has been reduced ~3%.
  • Ember Tap now heals 18.6% of your health, down from 23%.
  • Fire and Brimstone damage reduced to 49.6% of their normal damage, down from 61.2%.
  • Immolate now has a spec specific tooltip. Now critical strikes have a chance to generate Burning Embers
  • Incinerate damage reduced 14%.
  • Mastery: Emberstorm now increases the effectiveness of Burning Ember consuming spells by 24%, down from 53%.
  • Shadowburn damage slightly reduced.

Warrior (Forums)
  • Enrage was reworked: Mortal Strike, Bloodthirst and Colossus Smash critical strikes and critical blocks Enrage you, increasing the Rage you generate from attacks by 50% for 6 sec.

  • Overpower now does 100% weapon damage, down from 120%. Overpower has a 60% increased chance to be a critical strike.

  • Bloodthirst now has double the normal chance to be a critical strike.


  • Cooking enables a cook to explore the mysteries of Pandaren cooking. Your overall Cooking skill reflects your most advanced Way.

  • Many of the glyph crafting spells were updated with descriptions and reagents, see WoWDB for the full list.

Strings Changes
Originally Posted by MMO-Champion
  • ACCOUNT_WIDE_ACHIEVEMENT - Progress on any of your characters\nwill count towards this achievement.
  • AUCTION_TIME_LEFT0 - Completed!
  • AUCTION_TIME_LEFT0_DETAIL - Auction is done.
  • COMPANIONS_MICRO_BUTTON_NEW_BATTLE_SLOT - A new battle slot is available! Click here and drag a pet into the slot.
  • ERR_NO_RIDING_SKILL - You can learn riding and obtain a mount from your riding trainer at level 20
  • EXPANSION_NAME4 - Mists of Pandaria
  • GUILD_CHALLENGE_TYPE5 - Challenge Mode Dungeon
  • INVITATION_XREALM - %s invites you to a group.\n\nAccepting this invitation may transfer you to another realm.
  • LEVEL_UP_HEROIC - Heroic Dungeons Unlocked!
  • LEVEL_UP_HEROIC2 - New heroic dungeons unlocked:
  • LEVEL_UP_RAID - Raid Dungeon Unlocked!
  • LEVEL_UP_RAID2 - New raid dungeon unlocked:
  • REPORT_PET_NAME - Report Bad Pet Name
  • SCENARIO_STAGE_STATUS - Stage %d of %d
  • SEND_BATTLETAG_REQUEST - Send BattleTag Request
  • WOW_FRIEND - World of Warcraft Friend
by Published on 2012-05-23 04:45 PM

Pandaren Mount Revealed: Dragon Turtle
Originally Posted by Blizzard (Blue Tracker / Official Forums)
What would a hero be without a mighty steed? How else does a champion ride boldly into the thick of battle? What self-respecting hero walks to the battlefield, instead of riding in style?

You’ve met the pandaren and learned of their rich and enigmatic history, but the time has come to reveal their mount of choice, the Dragon Turtle.

The pandaren have long sought mounts that embody their values: patience and strength. With a naturally armored hide, and even gait (no matter how heavy the passenger), and the relaxed attitude that welcomes long journeys, the Dragon Turtle is perfect for the pandaren adventurer. Indigenous to mainland Pandaria, these fine steeds are easily outfitted with the essentials: maps, cushions, footstools, and brew-storage. Comfortable and hardy, the dragon turtle’s slow, even stride will gently ease passengers into new parts of the world and/or a relaxing nap time.

Features: 360-degree panoramic view, fully automatic transmission, deep pile ornate rug seats.

This mount's handling is so intuitive that you can "safely" read a map or eat a snack while in motion.

*Disclaimer: Do not operate while napping. May not actually charge into battle. Maps, cushions, and brew-storage optional.May cause mount envy and wanderlust. For recreational use only. Keep fingers and toes away from mouth. Do not leave in sun. Feed and water regularly. No guarantees real or imagined apply.
by Published on 2012-05-23 06:25 AM

Diablo 3 - Game Guide Updated, Guide to the Gibbering Gemstone, Monk Nerfed, Inferno Poll

Mage Skill Animations Preview
Today we continue looking at the new skill animations by starting with the Mage.

Druid Skill Animations Preview
We also have the Druid skill animations today! Please note that Incarnation is not yet displaying the armored shapeshift forms. (Moonkin, Bear, and Cat forms)

Misc Changes
The previous beta builds made a few small changes that we haven't noted so far.

Originally Posted by MMO-Champion
Raid Requirements

Dungeon Requirements
  • Challenge Modes require that you complete the instance and earn the Heroic difficulty achievement first.

  • Silvershard Mines is now a 10 man battleground, down from 15 man.

New Titles

New Currency Types
  • Zen Jewelcrafter's Token - Awarded for demonstrating great skill in jewelcrafting, these tokens can be used to purchase unique jewelcrafting plans and the beautiful Serpent's Eye.
  • Ironpaw Token - Replaces the Chef's Token. Represents your credit with the Ironpaw family of cooks. Can be redeemed for Cooking ingredients and other things at the Stockmaster in Halfhill Market.

Blue Posts
Originally Posted by Blizzard Entertainment
Guard Kills Rewarding Honor
We don't want to encourage people to "farm" guards. It's a bit counter to the purpose of world PvP. If it helps, we have some information we're putting together for you. It will go into a bit more about our plans for PvP in Mists of Pandaria that we'll share with you before much longer though. (Blue Tracker / Official Forums)

Druid (Forums)
Balance Druid Concerns
Increasing Hurricane's damage so that we actually use it for AoE is a great start. Giving it an Arcane version so we can AoE in Lunar is almost getting there! But then you totally forget about Wild Mushroom, which is currently our strongest AoE ability. Either it's back to being worthless, or we're still stuck forcing a Solar Eclipse.
Mushrooms don't benefit from Eclipse and really it's targeted more at something you set up before targets arrive. You then use Hurricane once they're there. That's the intent, anyway, and if it's not there yet, then we'll get it there. (Blue Tracker / Official Forums)

Shaman (Forums)
General Shaman Class Feedback
Just to touch on a few points here:
  • "Resto shaman glyphs have too much of a penalty."This is a fair concern. We don't want glyphs to be no-brainers. Often this means giving a powerful bonus a penalty that offsets that bonus, hopefully in interesting ways. "Increases duration and cooldown," is a common one. Glyph of Lightning Bolt would be a no-brainer without some kind of offset. However, because there are only 3 glyph slots, choosing a glyph for a more situational spell can itself be a sufficient cost. We've taken a look at the Resto glyphs recently to make sure they feel more equitable.
  • "Telluric Currents is mandatory."We definitely don't want that to be the case. To be fair, it wasn't mandatory early on in Cataclysm, but as Intellect-based mana regen increased, it became better and better. By having Intellect no longer interact with mana pools, we'll improve this situation somewhat, but we'll take a look at it above and beyond that.
  • "Enhance doesn't value haste enough."Yes, this is something we want to address. Ultimately, we'd like to deliver on the goal of "more haste lets you do more stuff," but that's challenging giving how many buttons Enhance is already using. It's better than it used to be with the addition of Ascendance, but it's not quite good enough yet.
  • "Why the long cooldown on Reincarnate?"We debated this for awhile, but ultimately decided that having every shaman in a raid being able to stand up every fight would be really powerful and an actual encounter balance problem for us. We could make the ankh count against the battle rez counter, but that would be pretty mean. We think the best design is to leave it at a long-cooldown. Sometimes you may not want to blow it if you think the fight is going to be a wipe.
  • "Thou shalt not use AE abilities on a single-target fight."I'm going to address this because it's of potential interest to more than just shaman (and frankly, issues with broad appeal are the ones I prefer to address). I think the "law" here has gotten oversold a bit, and maybe that's my fault.

    There are two essential problems here we wanted to fix. One is that it's fun when you hit different buttons on AE fights. That just keeps combat more interesting. The second, more balance-related issue, is that when say warriors used Whirlwind so much on single-target fights and multi-target fights, then warrior damage just skyrocketed whenever there was an opportunity to AE. Meanwhile the mage just had to channel Blizzard or something. The game is in a very different place these days and every spec has some variety in how they AE. Frost DKs use Howling Blast and Protection warriors use Thunder Clap even on single targets.

    It's fine for Lava Lash / Flame Shock to get used for both single target and AE. There are some situations where breaking CC or hitting the wrong target is a really bad idea. In those situations, you can try to move out of the way or just not Lava Lash (or not use Flame Shock). The risk of hitting the wrong target has always existed in WoW and it's one of those points of skill differentiation between average players and experts. We don't want a world where there is never any risk of breaking CC or hitting the wrong target. That's dull. In those very rare situations (say Spine of Deathwing) where maximum DPS and hitting the right target are both extremely critical, you can use the glyph.
  • "Why so few shaman changes?"I know players eagerly tear into the latest beta changes like opening birthday presents. What goodies did the designers leave for us today? And to be fair, it's really rewarding for designers to make a change that they know players will get excited about. There is a lot of positive reinforcement there.

    But remember, change is not the goal. Fun is the goal. It is not our intention to introduce crazy new things every beta build. We are overwhelmingly focused on the end result. All of the developers are well accustomed with the phenomenon where we make changes early in an expansion and those classes get excited, but then what was shiny and new starts to be less shiny and new as time goes on and they see other classes get changes. If you are like most players, newness wears off quickly -- that's not what is going to keep you playing two months after Mists ships. It's more likely to be a very slippery, very subjective "I am having fun playing my character" sentiment that can keep you engaged.

    If there are things you still don't find fun about your class (whatever class it is) please feel free to keep bringing them up. But don't evaluate beta notes as some kind of thermometer about how much we love or hate your class. We love them all.
  • "OMG, GC didn't address the most important issue!"I don't have the bandwidth to answer everything, but rest assured we read it all. If there is something particularly important to you for us to address, feel free to keep bringing it up (without just "bumps" please).
(Blue Tracker / Official Forums)

Warlock (Forums)
Affliction Multi-dotting Changes
Multi-dotting is one of those mechanics that provides a benefit to dot specs (especially Affliction, Shadow and Balance) and we're not trying to kill it. We do need to keep it under control however. When there are 2-3 targets then players have some decisions about whether to spend their GCDs focused on one target or trying to keep dots up on multiple targets. Doing so can mess with the rotation, in a good way, and as I said, it's one of those mechanics that makes dots feel different from cast time spells.

The benefit of multi-dotting depends a lot on the situation -- the dot classes can out-perform the melee cleave guys when targets aren't clumped and the melee tend to do a lot better when they are. The value of multi-dotting in PvP depends a lot on the power of dispels, and I don't think anyone has a good feel yet for how that is going to play out. (Our intent, once again, is to make dispelling in PvP more strategic and less spammy so that you can remove things when you need to, but anything dispellable isn't immediately regarded as worthless.)

When multi-dotting becomes broken, in our minds, is when a dot class would rather try to maintain dots on many targets at once rather than focus on single targets at all because they end up doing more damage from just dotting. (Let's assume for the sake of argument that such damage is useful and isn't just trying to win meters at the expense of beating the encounter.) When multi-dotting large numbers of targets becomes too good, we have several problems. For one, we have to choose how to balance the dot specs. Do we just let them be overpowered when there are many targets? Do we make them weak against single-targets to compensate? Casting too many dots also comes at the expense of cast time spells, which means that stats and mechanics that benefit cast time are less attractive and the casters themselves are too good at moving and too hard to interrupt.

It's too early to worry about whether Affliction, Balance or Shadow will be the best multi-dotter, or whether such a title is even worth much. In an ideal world there will be situations that benefit each so that the classes don't play too similarly but don't convey such an advantage that players feel like they need to stack the right class for the right encounter.

It would seem that the lack of burst, or 'on demand' damage, would be the reason that Afflocks should excel at multi-dotting.
Sure, that's fine. But it can't be "I win the meters, but you have high burst." For better or worse players focus a lot on who does the highest damage, not whose damage was most useful to beat the encounter. If the situation is "I win the meters when I can multi-dot but you win the meters when you burst," then that would work better, but it's harder for us to frequently engineer encounters with those situations. Even better would be "I benefit the group because I can multi-dot but you benefit the group because you can burst." (Blue Tracker / Official Forums)

Locks Taxing Our Healers? Why Bring 'em
I think all of this is the same issue that I addressed (or attempted to) the other day. Is it possible to have a situation where warlocks are so constantly hovering near death's door that they are a liability? Yes, it's possible. Do we want that? Of course not. On live today, groups don't generally hesitate to bring warlocks for fear of draining healer mana, unless the locks are really bad and tend to Life Tap just before the dragon breathes or whatever.

Affliction mana costs are about twice as high as they need to be on beta right now, which causes warlocks to have to Life Tap too frequently and worry too much how to offset that health loss through talents and other self-healing. Once Life Tap gets down towards more moderate uses, I think a lot of these concerns will go away.

We know some players are also worried that Life Tap won't scale well at higher gear levels when mana use per time is higher, but we've already made a change to Life Tap to convert 15% of health into mana (instead of consuming 15% health to grant 20% max mana). This will probably mean that you Life Tap a little less at high gear levels, which is what happens on live. But it's fine and often a little fun for high levels of gear to convey such perks, and we only need to worry about it until the final tier of gear in Mists, at which point if history is any indication, everything resets and all bets on scaling are off. (Blue Tracker / Official Forums)

Warrior (Forums)
Warrior PvP Feedback
Though over the hills and far away Pandaria looks bleaker still
I feel quite different about that actually, with Double Time and Juggernaught, Bladestorm, Safeguard and also Avatar; warriors will have a nice little array of abilities to escape snares, roots and other abilities. If you rotate these abilities well, you could have quite a nice amount of up time.

This ability could be toggled on and off, so it would have an infinite duration. You could compare it to your stances (making it quite fitting for a Warrior), only then with for example a 5 second cooldown to toggle it on or off.
I really think that sounds like a cool idea. My personal feeling is that it would be awesome if Avatar was able to be toggled with a health or rage per second cost. But we will have to wait and see as to how the warrior class develops into the future of the Mists beta. (Blue Tracker / Official Forums)

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