World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-08-05 04:21 PM

Garrosh Preview, Lesser Charms in the In-Game Store, Blue Tweets, Weekly News Recap

Patch 5.4 Feature Preview: Connected Realms
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Over the years, World of Warcraft players of all kinds have naturally migrated to different realms to play with their friends, find new guilds, strive for Heroic boss kills, search for the most competitive PvP experiences, and otherwise try to find the right place to call home. Over time, these shifts in player population can sometimes create a less-than-optimal play experience for those on less popular realms, making it tougher to find guilds, conquer group content, and get what they’re looking for from the Auction House and in-game economy.

In Patch 5.4, we’re looking to address this with a new feature called Connected Realms. Building on our existing cross-realm technology, a Connected Realm is a set of two or more standard realms that have been permanently and seamless “linked.” These linked realms will behave as if they were one cohesive realm, meaning you’ll be able to join the same guilds and Arena teams, access a single Auction House, run the same Raids and Dungeons, and join other adventurers to complete quests.

Our goal with Connected Realms is to give players on lower-population realms more opportunities to group up, compete, and connect with other players to take on Azeroth’s bigger challenges. That sort of interaction is a big part of what makes World of Warcraft fun, and this feature will help us deliver that experience to even more players.

We’ve prepared a short FAQ to answer a few questions we’re sure you’ll have, and we’re very eager to hear your thoughts and collect further questions in your comments below.

Q. Why are you implementing Connected Realms?
A.As WoW has evolved, we’ve seen players naturally gravitate toward a subset of very active realms, leaving behind lower-populated realms. Due to the massively multiplayer nature of World of Warcraft, certain kinds of gameplay experiences simply aren’t well-suited to a low-pop realm. By allowing players from two or more lower-pop realms to play together, we hope to give more players more opportunities to participate in group-oriented activities, helping to foster a more vibrant in-game community.

Connected Realms also allow us to link populations in a way that’s not disruptive to players, and that doesn’t negatively impact players’ sense of identity and character. Other alternatives such as merging realms would require us to force character name changes if there were conflicts, and could lead to confusion for returning players who’d log in to find their realm missing from the realm list. Some players also feel strong ties to their realm’s name or history, and we don’t want to erase that.

Q. Why implement this now?

A. Our cross-realm technology has continued to evolve since it was first developed for joining players in dungeons. It’s now at a point where we can create seamless worlds made up of multiple individual realms, and we think there are some really positive benefits to that.

Q. How can I tell if someone is on my Connected Realm, but from a different realm?
A. Similar to how we use the (*) symbol next to a player’s name to denote if they’re from another realm in Raid Finder, Dungeons, Scenarios, or a cross-realm zone, we’ll be using a (#) symbol to indicate that someone is part of your Connected Realm, but not your home realm.

Q. Which realms will be connected as Connected Realms?
A. We haven’t decided yet which realms will be made part of a Connected Realm, or which other realms they’ll be connected to, though realms will only be connected to other realms of the same type (e.g. PvE to PvE, PvP to PvP, RP to RP). In the end, we’re considering a number of factors, including Battlegroup, population, and faction balance.

Q. How many realms will make up a Connected Realm?
A. We don’t know how many realms will make up a Connected Realm yet, and it’s likely to differ from Connected Realm to Connected Realm. Our goal is to create a vibrant and fun online experience where you can join guilds, access an active Auction House, and band together to take on group content.

Q. Will Connected Realms have any limitations?
A. There should be no limitations. We want the experience to be seamless, and we expect it work as if you’re suddenly part of a much more active realm.

Q. When will Connected Realms be available?
A. We haven’t yet determined when we’ll be creating the first Connected Realms, but we expect it will be some time after the launch of Patch 5.4.
by Published on 2013-08-04 07:45 PM

IGN's Diablo 3 Art Contest, The Wizard Raps of Mikey Mayez, Aaron Cox and D3Up

Patch 5.4 - Garrosh Preview
Garrosh is the final encounter in the Siege of Orgrimmar raid.

Name Side Points Reward Category
Conqueror of Orgrimmar Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty.
Alliance 10Pandaria Raid
Liberator of Orgrimmar Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty.
Horde 10Pandaria Raid
Ahead of the Curve: Garrosh Hellscream (10 player) Defeat Garrosh Hellscream on 10-Player Normal difficulty, prior to the release of the next tier of content.
Feats of Strength
Ahead of the Curve: Garrosh Hellscream (25 player) Defeat Garrosh Hellscream on 25-Player Normal difficulty, prior to the release of the next tier of content.
Feats of Strength
Cutting Edge: Garrosh Hellscream (10 player) Defeat Garrosh Hellscream on 10-Player Heroic difficulty, prior to the release of the next tier of content.
Feats of Strength
Cutting Edge: Garrosh Hellscream (25 player) Defeat Garrosh Hellscream on 25-Player Heroic difficulty, prior to the release of the next tier of content.
Feats of Strength
Heroic: Garrosh Hellscream Defeat Garrosh Hellscream in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid
Strike! Kill 18 Kor'kron Warbringers with a single Iron Star and then defeat Garrosh in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty.
Pandaria Raid

Originally Posted by MMO-Champion
  • Overview - At the beginning of the encounter Garrosh calls Kor'kron Warbringers and Far Seers to assault the players alongside him. Siege Engineers periodically join the battle and try to activate the Kor'kron Iron Stars on the sides of the room. Killing a Siege Engineer will prevent him from activating his Iron Star, but an active Iron Star will also crush any Kor'kron orcs in its path. When Garrosh reaches 10% health remaining, he will draw upon the power of Y'Shaarj to heal himself, gaining new abilities and no longer calling orc soldiers to his aid. During this phase, Garrosh will periodically pull all players into the Realm of Y'Shaarj, where they must battle their way through Sha minions to reach Garrosh and interrupt his efforts to draw more power from the heart. Every 25 energy Garrosh is allowed to gain will empower one of his abilities. Upon being reduced to 10% health a second time, Garrosh will fully drain the Heart of Y'Shaarj, granting him 100 energy and empowering all his abilities until he is defeated.
  • Stage One: The True Horde - Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal, brings his might to bear upon any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 10% health remaining.
    • Garrosh Hellscream - Warchief of the True Horde.
      • Desecrate - Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 160,000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location.
        • Desecrated Weapon - The power of Y'Shaarj seeps from the Desecrated Weapon. As the health of the weapon gets lower, the radius of the Desecrated ground becomes smaller.
      • Hellscream's Warsong - Hellscream's Warsong inspires his allies, increasing Physical damage dealt by 200% and increasing health by 200%.
    • Kor'kron Warbringer - Warbringers stream in from the sides of the room and join the battle more frequently as the phase progresses.
      • Hamstring - Inflicts 150% of normal damage and reduces move speed by 50% for 10 sec.
    • Farseer Wolf Rider - The Farseers will join the battle less frequently than the grunts, but they too join the battle more frequently as the phase progresses.
      • Ancestral Fury - Being interrupted causes Fury, increasing cast speed by 25%. Stacks.
      • Ancestral Chain Heal - Heals a friendly target for a percentage of their max health, chaining to nearby friendly targets.
      • Chain Lightning - Inflicts 200,000 Nature damage, chaining to nearby enemies.
    • Siege Engineer - The Siege Engineers enter from the side balcony and begin to power the Iron Star which will become active after 15 sec if the Siege Engineer is not killed.
    • Kor'kron Iron Star - After becoming activated by the Siege Engineers the Iron Star will roll across the room, slamming into the opposite wall.
      • Iron Star Impact - Inflicts massive damage to any players or Kor'kron that are caught in its path, knocking them back.
      • Exploding Iron Star - The impact of the Iron Star causes it to explode, inflicting 3,500,000 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.
  • Intermission: Realm of Y'Shaarj - Periodically the call of Y'Shaarj will transport Garrosh and the players into the Realm of Y'Shaarj for 1 min. Garrosh will Absorb Energy from the Heart of Y'Shaarj until players have defeated all Minions of Y'Shaarj inside the realm and interrupt Garrosh.
    • Y'Shaarj's Protection - Immune to damage. Defeating the Sha minions will dispel the protection. While under the protection of Y'Shaarj, Garrosh will absorb energy from the Heart.
    • Annihilate - After Absorb Power is interrupted Garrosh will cast Annihilate, inflictsing 350,000 Shadow damage to enemies within 0 yards in front of Garrosh and 700,000 Shadow damage to all enemies in the Realm of Y'Shaarj.
    • Embodied Fear - Found in the Terrace of Endless Spring. Once all Embodied Fear are defeated Y'Shaarj's Protection will fade from Garrosh.
      • Consumed Courage - Causes Courage to spawn nearby when the Embodied Fear is defeated. Courage reduces damage taken by 50%.
    • Embodied Doubt - Found in the Temple of the Jade Serpent. Once all Embodied Doubt are defeated Y'Shaarj's Protection will fade from Garrosh.
      • Consumed Faith - Causes Faith to spawn nearby when the Embodied Doubt is defeated. Faith reduces damage taken by 20%. Stacks.
    • Embodied Despair - Found in the Temple of the Red Crane. Once both Embodied Despair are defeated Y'Shaarj's Protection will fade from Garrosh.
      • Consumed Hope - Causes Hope to spawn nearby when the Embodied Despair is defeated. Hope reduces damage taken by 50%.
  • Stage Two: Power of Y'Shaarj - After absorbing the Power of Y'Shaarj, Garrosh will heal to full health as Y'Shaarj's blood grants Garrosh new powers.
    • Whirling Corruption - Garrosh begins whirling, inflicting 100,000 Shadow damage to nearby enemies every 5 sec. The damage inflicted decreases the farther away the enemy is from Garrosh. When Garrosh reaches 25 Energy, Whirling Corruption becomes Empowered.
      • Empowered Whirling Corruption - At 25 Energy the Empowered Whirling Corruption will periodically fire a missile at a player inflicting 200,000 Shadow damage to enemies within 8 yards and creates a Minion of Y'Shaarj at the location.
        • Minion of Y'Shaarj - A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full health and increases damage dealt by 500%. Stacks.
    • Touch of Y'Shaarj - Garrosh will afflict players with Touch of Y'Shaarj. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health. When Garrosh reaches 50 Energy, Touch of Y'Shaarj becomes Empowered.
      • Empowered Touch of Y'Shaarj - At 50 Energy, Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.
    • Desecrate - Garrosh hurls the Desecrated Weapon at a random enemy, inflicting 160,000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location. When Garrosh reaches 75 Energy, Desecrate becomes Empowered.
      • Desecrated Weapon - The power of Y'Shaarj seeps from the Desecrated Weapon. As the health of the weapon gets lower, the radius of the Desecrated ground becomes smaller.
      • Empowered Desecrate - At 75 Energy, Garrosh creates an Empowered Desecrated Weapon that gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.
    • Gripping Despair - Gripping Despair inflicts 24,000 Shadow damage every 1 sec for 20 sec. Stacks.

      When Garrosh reaches 100 Energy, Gripping Despair becomes Empowered.
  • Stage Three: MY WORLD - Upon reaching 10% health a second time, Garrosh will absorb the remaining power of Y'Shaarj, gaining full energy, healing and empowering all of his abilities.
    • Empowered Whirling Corruption - Empowered Whirling Corruption will periodically fire a missile at a player, inflicting 200,000 Shadow damage to enemies within 8 yards and creating a Minion of Y'Shaarj at the location.
      • Minion of Y'Shaarj - A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full health and increases damage dealt by 500%. Stacks.
    • Empowered Touch of Y'Shaarj - Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.
    • Empowered Desecrate - Garrosh hurls the Empowered Desecrated Weapon at a random enemy, inflicting 160,000 Shadow damage to enemies within 15 yards and creates an Empowered Desecrated Weapon at the location which gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.
    • Empowered Gripping Despair - Empowered Gripping Despair inflicts 16,000 Shadow damage every 1 sec for 20 sec. When Empowered Gripping Despair expires or is removed it causes Explosive Despair.
      • Explosive Despair - Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 5% for each stack of Empowered Gripping Despair when it expired or was removed.

Patch 5.4 PTR - Lesser Charms Added to In-Game Store
The Bulging Bag of Charms is now being tested in the store. Keep in mind that the last we heard is that this will only be for Asian regions initially.

Blue Tweets
Originally Posted by Blizzard Entertainment
Heroic Nazgrim's Execute: Where encounter design fails class design (Guardian tanks ....) Any fixes planned?
Yeah, changing the way it works. Long term, we want Guardian less focused on dodge more on AM. High armor and health are cool. (Source)

How does vengeance diminishing returns determine which is the primary vengeance target and which targets get reduced?
The intent is any time you tank more than one thing, you get less per target. Still more Vengeance overall. (Source)
"Let me tank all that" should never be a strategy because of mitigation or DPS increases. It should be to save non-tanks. (Source)

Outside of armor and stamina, what else would a tank look for in an upgrade to increase survivability?
Haste makes a fine mitigation stat for paladins. It's not hard to imagine a role for crit and mastery is already tanky. (Source)

Why not shift the majority of tank game play to active mitigation? Its far more fun and interesting that way (to me at least).
There's a good chance we will post 5.4. (Source)
What about the idea of active mana regeneration for healers? Stacking spirit is incredibly boring
How could you make it more interesting than say wanding with paladin Light, given that healers have a lot else on their minds? (Source)

every melee has at least 1 slow and you gave rets a 2 sec duration of burden of guilt? is the only class with 2 sec slow
"The only class with" is usually a win in our minds, not a reason to change things. (Source)

What's the reason for making things like Thistle Tea (+100 energy on-use) useless? IMO it adds flavor.
How many consumables do you want to be forced to juggle? Flasks, food, potions, health stones at the moment. Am I forgetting any? (Source)

Keep up serpent sting. Signature on cooldown. Get focus with focus getter. Arcane shot as filler. Which hunter spec is this?
Keep up X. Use Y on CD. Fill with Z. Perhaps proc A. What spec am I? (Source)
You are being overly vague when it is clear as day that hunters (of all classes) have the least variety in their specs by far.
Hunters need more differentiation in their rotations among specs, but so do rogues. (Source)

I don't know why you think spriest is fine, but you really should consider taking a closer look at the spec. It has issues!!
Every single spec thinks it has major issues that we don't understand or refuse to address. I sympathize but it's a no win for us. (Source)
Same issues Shadow, indeed priests as a whole, always had; mobility issues. All it would take would be Phantasm base
We think classes and specs having strengths and weaknesses is good for the game. Not everyone needs to be the same at mobility. (Source)

so we aint gonna see Absorb getting a Overhaul with how broken it has been in this expansion?
Absorbs generally are fine. Holy paladin and Disc priest could just toss them out a little too efficiently. (Source)

But isn't a lot of the ability bloat today due to CDs? Som rotational abilities, but a LOT of CDs, too.
Yeah. There isn't a need for 3+ CDs on many classes. There are many situational abilities too. (Source)
I'll toss out 4 abilities. You guys can debate whether the game can live without them: Disarm, Fel Flame, Heal, Fear Ward. (Source)

Death Knight (Forums / Skills / Talent Calculator)
Did you like the idea of Festerblight rotation?
We have a love / hate relationship with dot snapshotting, but that is offset by so many DKs telling us it's a fun rotation. (Source)
just curious what you hate about it?
It can cause weird behavior, e.g. Fel Flame dot extension going from a bonus to a penalty. (Source)

Druid (Forums / Skills / Talent Calculator)
Any chance of modifying the Resto Druid T16 4pc to include more single target spells? Maybe Rejuv?
We're not entirely happy with Resto T16 4pc yet. (Source)

Hunter (Forums / Skills / Talent Calculator)
Possible MM hunters will be viable (progression raiding) again in 5.4? Haven't been able to play my favorite spec since 4.2
It's tough. We'd like for it to be a choice, but if websites say MM is 2% higher than SV/BM, a whole lot of players switch. (Source)

If we're considering reducing button bloat for Hunters, can we talk about Widow Venom? Extremely clunky.
Agreed. The challenge with that one is we don't want it to be passively applied for hunters either. (Source)
IMO talent applied via arcane shot or serpent sting. One all three roles share, or something. mite b cool
Serpent Sting is really easy to apply though, and spread for SV. As I said, we don't want it to be that easy for hunters. (Source)

Mage (Forums / Skills / Talent Calculator)
We're not convinced Fire is going to scale out of control. Beyond say 50% crit or so, the value starts to decrease. (Source)
I'm finding it very hard to swallow this statement, and so does other DPSers who compete with mages. Elaborate?
Fire's DPS is a little high in ToT. We were worried they were going to scale much higher in SoO, but it may not happen. (Source)
So we can adjust their damage without say crushing Critical Mass or the like, which mostly hurts less geared majority. (Source)

With that being said then, how is arcane looking to fair against fire? I love the new RoP change, and what about frost?
Arcane is great for some fights, and perhaps surprisingly is much more popular in China than in NA / EU. (Source)

Monk (Forums / Skills / Talent Calculator)
What was the reasoning behind the nerf to Revival (MW monk)
Because it was instant, it was significantly better than Tranquility or Divine Hymn. It solved too many challenges easily. (Source)

Paladin (Forums / Skills / Talent Calculator)
Do you think we spam heal HR and EF bubble the raid because we like it? There is no alternative, and 5.4 doesn't add any
It's just the hot proc'ing and constantly refreshing the absorb that made the EF healing style a no-brainer. We want options. (Source)
Ideally you could use LoD when clumped and EF when you wanted more finesse and didn't mind targeting multiple people. (Source)
I don't target,I mouseover. Explain me how the 5.4 changes are making that happen in any way.
Using LoD vs. EF (minus bubbles) don't feel any different to you? (Source)
I just use LoD whenever 3hp or DP procs. No thought behind
Then that sounds like the hot on EF needs to be stronger. (Source)

Why does devotion aura still only work on phys dmg, hpalas will be the only healer without raid cds on some fights in siege.
Because it's very good in other situations. Encounter designers often consider Devo Aura the one they need to balance around. (Source)

And don't say jack of all trades. Every Holy Priest knows that has never ever worked.
You think it should be bubbling the whole raid with EF spam? That's what we're trying to avoid. (Source)
For the last time, we AGREE that EF blanketing had to be removed in some way. However, we need a different NICHE in return.
Not all paladins agree. That's mainly who I'm talking to. I am glad you do though. (Source)
My view is that you'\re not changing our EF blanketing ways. You're just making us worse at it in 25
Then perhaps we haven't hit the sweet spot for SH and SS tuning (and possibly LoD). (Source)
If you take EF, we're kind of okay with that. If every Holy paladin still does, then I agree we haven't fixed the problem. (Source)

jack of all trades is inevitable given 10m raiding now - every healer must be able to do 'everything'. Less specialty = less fun.
To a point, but a druid and monk use pretty different spells to heal. We can't say e.g. druid you will be a bad tank healer. (Source)
It might be possible to bucketize the healers into a ST or AE healer and then dictate you need one of each. (Source)
Not sure that design is superior though. (Source)

I guess the only way to put through to you the state of hpally is to say "We told you so" when they are bottom of every fight.
If by bottom you mean HPS, isn't the EF nerf like < 5% HPS? Doesn't sound very harsh. (Source)
EF nerf is way bigger than 5%. Seriously, would you have even had it on your radar if it was that little?
So what am I missing? How is it way bigger than 5%? (Source)
And we lose more than 5%. Hpallies lose their playstyle. And "new" playstyle with SH is not fun for 95% of community
Not sure you can speak for 95% of the community, but if around 30% chose SH, that would be just about ideal. (Source)

I don't think they weren't fair,but taken like a direct % you forget that EF is spread and that it refreshes IH to 45 secs.
Yeah, EF spreading is cool and should be a strength of choosing that talent. It's just IH that makes it the only choice in 5.3. (Source)

Last but not least, why are you still dodging the 5.4 Pala niche question? U said you don't want us EF bubbling the raid...
I don't like niche questions in general because I feel like players try to use them to lawyer us too much. (Source)
If I say druids are supposed to be the masters of hots, then folks drag that out whenever they cast a non-hot or someone else hots. (Source)
Our intent is that specs have depth and nuance, and that doesn't compress nicely into 140 characters. (Source)
But I think it is fair to say that nobody went into MoP thinking paladins were the masters of hot based absorbs and needed more. (Source)
We just overbuffed Eternal Flame at the last minute before launch. Perhaps it even masked weaknesses in other areas. (Source)

Let's say EF does 13% of your healing+absorbs. So the hot does 3-4% of total healing+absorbs. (Source)
Even EF's refreshing the absorb is an important aspect, one that you keep forgetting.
No I think that's fair, though it's hard to quantify as part of the mythical "way bigger than 5%." (Source)
And SOI nerf was 10% of our total mana gained per fight, new DP "compensate" ~3-4%
But if you only count the healing (say about 50%) then EF's HoT was only 6-7% of total healing. (Source)
This means absorbs are going to be reduced to 93-94% of what they currently are, or a loss of 6-7% of absorbs. (Source)
If your absorbs are 50% of healing+absorbs, then you'll lose about 3% of your total throughput. BoL loss would be a little more. (Source)
But it also leads to the whole "I can't function without EF" which isn't the design we want for paladins. (Source)
I've said this a few times, but we never balanced paladin mana around 100% SoI uptime because we knew that wasn't realistic. (Source)

Most of us Holy paladins are going to get the boot from our raiding guilds with all these damn nerfs!!!
Aside from EF (which is small) and SoI (which we compensated for), which nerfs are you talking about? (Source)
The talents are fairly competitive with one another, but overall we've lost a ton of strength from that tier
We buffed the finishers to help compensate for that and we can buff them more if needed. (Source)
Tier 45 does not need to be the entire solution to making Holy Paladins work. (Source)

what's the reasoning behind the Judgment mana increase? Are there other changes coming?
Paladins dropping all Spirit to use SH wasn't the intent. We'd rather it compete on utility / HPS grounds not super efficiency. (Source)
But monks dropping all Spirit is fine? Even with 9k Spirit and old SH we could barely compete in 10s.
Monks don't do it if they choose the right talent. We don't think the mana or tools choice for paladins would be very fun. (Source)

Biggest Ret AE problem is having to choose ST/AE Talents/Glyphs OOC and be stuck with them the whole fight.
That's part of the intent though. If you have everything available precisely and only when you need it, there's no choice. (Source)

Priest (Forums / Skills / Talent Calculator)
not being able to use 3 orb dp at a beginning of a fight really hurts shadow dps. Couldn't a orb generating ability work?
Our intent is you build them up, not unleash them ASAP. We do think the initial burst (for all) has too much impact now. (Source)

Spriests are silent on the forums compared to others and i feel like changes needed to the spec gets overlooked cause of it.
I must have missed that silent on the forums part. (Source)
"We're happy with Shadow" was a "Let them eat cake" moment for us, we'd like a better answer at the least
We're considering fixing the double SW: D thing. (Source)
No disrespect, but the double SW: D thing is barely a thing. We need damage output tuning, sp for ST.
We're fine with Shadow DPS. It's where it should be if you're not comparing yourself to mage and lock, which are too high. (Source)
Sorry, Sir, but people don't compare to the middle in any sport. They compare to the #1 within their category.
That's fine, but if they compare themselves to outliers, they're not going to be happy with our response. (Source)
For the "I like to link Raidbots" crowd, maybe always compare your DPS to the fourth on the chart? (Source)

A little confused with something I just read. Did holy nova just get nerfed for 5.4? Why on earth? It was useless anyway.
We removed the meteor but put on a target cap. It's a glyph, not intended to be the power house of the rotation. (Source)
Also not sure the glyph is the right call. I worry we caved beneath the "I must have destealth!" crowd. (Source)
Can Shadow get something to cast while moving? We can't Pain because it wipes our DoTs. Fel Flame if you are feeling lazy?
We don't want to add a new spell at this stage, but we would like to solve the problem. This is one of those hate snapshot deals. (Source)
SoO does have a lot of multidot fights though and we can make sure Shadow is up there with Affliction and Balance on multidot. (Source)
And multidot in turn has a better chance of being able to use SW:P while moving, because there's a non-snapshotted target. (Source)
Some one already suggested getting mindspike back up to something usefull, idea?
For example, Mind Spike with no dot removal > Mind Flay if I'm not mistaken. There's also the talent. (Source)

Do you have any plans to fix the latency on Shadow Word: Death's activation?
There is no easy way to do that since the game has to detect that the target is injured. Longer term it might be possible. (Source)

not sure if it's true but I saw a PWS nerf on MMO champion, unfortunately the post vanished.Just curious if you plan on a nerf
Nothing beyond the Rapture change already in as far as I can recollect. (Source)

what would you think about letting #spriest charge orbs out of combat, similar to moonkin, so we can pull with 3 orbs? #wow
We'd rather do the opposite and drain all resources when combat begins. It's just complex to do. (Source)

Rogue (Forums / Skills / Talent Calculator)
Have you guys got any plans to look at making combat the top rogue spec? playing mostly assass for 3 patches is getting old!
We wish Combat were closer, yes. In 5.2(?), we wanted to nerf C's cleave and buff their ST, but don't think we buffed it enough. (Source)

You mentioned agreeing rogue specs need to be looked at. Any thing to discuss currently? Warlock level rehaul in the future?
Note that is GC random musings, not any kind of official announcement. (Source)
Unlikely to be at the warlock level with vastly different resources. (Source)
More on the table would be something like one spec has Rupture, one uses Recuperate rotationally, and one uses SnD. (Source)

why are you evading all rogue questions ? The class has had nearly no attention throughout mop, less than Shaman!
Because we're pretty happy with rogues. We did make several talent changes throughout MoP. (Source)

Warlock (Forums / Skills / Talent Calculator)
Glyph of Everlasting Affliction has been replaced by Glyph of Eternal Resolve - wow no one wants that crappy change
Glyph of EA was a trap for most players. Duration less useful because of snapshotting. What did you like about it? (Source)
(I should add that UVLS and Wild Imps felt like an exploit more than a cool mechanic.) (Source)

Also make Harvest Life back into an AOE spell - stop with the crappy changes to us locks. So far 9/10 lock changes so far suck
We found hardly anyone was using Harvest Life. That's not always the only concern, but we didn't think it was salvageable. (Source)

Do you regret adding so much unique utility in MoP? It's too powerful to ignore from a heroic raid leading perspective.
Not really. Demonic Gateway is the only one that feels like a must have to us. (Source)

Warrior (Forums / Skills / Talent Calculator)
Will we ever see heroic leap remove snares? Druids can literally spam out of roots and dps pressure, but heroic leap is 30secs
We don't want you to feel like you have to save Heroic Leap for snare removal. That mechanic already dominates Safegaurd. (Source)
Though see recent Safeguard change on the PTR. (Source)

are u ever going to change the warrior rotation spamming 105# wep dmg with no bonus apr is the reason warriors do so low dmg
We changed the warrior rotation for MoP, and the Arms rotation almost every patch. Are you sure you mean "rotation?" (Source)

Is there a reason hitting heroic strike during Ultimatum removes a stack from Glyph of Incite?
I think we fixed that. (Source)

Will tank damage really be more in in line in 5.4. It seems like prot warriors will again be at the bottom.
That's not the intent. We haven't tuned them yet. (Source)

Still near worthless in PVE. Almost every other class has a (near) immunity effect or dmg absorption.
That sounds like it would increase class homogenization to give warriors one then. (Source)

Any thoughts on Fury DPS being a tad low, combined with our mediocre defensive cooldowns? 5.4, Fury isn't really shining.
Fury's defensive cooldowns are fine, IMO, especially with the change to shields. My hunch is their DPS is too low in 5.4 ATM. (Source)

Weekly News Recap
Another busy week full of news, so here is your chance to catch up!

  • July 28
    • We looked at the Stormcrow mount.
    • Ghostcrawler did an interview:
      • Patch 5.4 is the final raid patch for Mists of Pandaria and ends with players defeating Garrosh and setting events in motion for a new warchief. Unfortunately, we will have to wait a little bit longer to see who that will be.
      • WoW won't be going free to play anytime soon, as Blizzard is happy with the current business model. Even if they wanted to make it into a microtransaction based game, it couldn't be done with how gameplay works today.
      • The devs want people to be able to catch up faster so that they can play with friends, which is why they are testing the experience buff and other convenience items in the Blizzard store. There is no desire to move towards a pay to win style game.
  • July 29
    • We looked at the new Timeless Isle armor coming in Patch 5.4. This will add a relatively easy to obtain set of item level 496 gear, and a set that you can grind for that is item level 535. Patch 5.4 normal difficulty gear has an item level of 553, while flex gear is 540, and raid finder gear is 528.
    • The Patch 5.4 PTR notes were updated with another round of class changes.
    • Ghostcrawler did another interview:
      • The item level squish might take place next expansion. (See tweet)
      • The Lesser Charms that may be added to the Asian store are there as a convenience item for players that may not have time to do their daily quests that week or players who just want to save time. There are no plans to add items to the store that will increase player stats.
  • July 30
  • July 31
  • August 1
    • The Q2 Earnings call took place:
      • Titan will not be a subscription based MMO. Blizzard is still working on a new direction and plan for the project.
      • The decline in subscribers in Q2 was more evenly split between Asia and the West.
      • The subscriber churn rate was very positively impacted by Patch 5.2 and 5.3.
      • Blizzard All-Stars is in wider internal testing and will be talked about more later this year.
    • There was a new PTR build:
  • August 2
by Published on 2013-08-03 01:27 PM

Penny Arcade and Scott Kurtz Invade New Tristram, Activision Blizzard Earnings Call Q2, Blue Posts

Blue Post Recap - Arena & Card Clarifications

Patch 5.4 - Siege of Orgrimmar Stormwind Harbor
A damaged version of the Stormwind Harbor area exists in the Patch 5.4 PTR files. This is not located in the regular world, just in the Siege of Orgrimmar encounter.

During the Garrosh encounter in Siege of Orgrimmar, players are teleported to a modified section of Temple of Jade Serpent, Terrace of Endless Spring, and Temple of the Red Crane. Each area has a sha spell surrounding part, preventing you from leaving it. This version of the Stormwind Harbor has a similar spell, along with the Fire Unstable Iron Star and Bombardment spells. These point to the area being used at some point during the Garrosh encounter.

Keep in mind that this is just speculation and nothing is confirmed, a point which Zarhym stressed in the blue post below!

Originally Posted by Zarhym (Blue Tracker / Official Forums)
Hello, Alliance.

Howdy, Horde.

Understandably, there's a lot of rampant speculation about a version of Stormwind Harbor that has been found in the 5.4 PTR files with virtually no context behind what's going on in that environment, or where, how, and why it could be in the game. That should be relative to the time you spend drawing conclusions about what you know so far of this alternate Stormwind Harbor environment.

Food for thought! Happy Friday.

That sure was a lot of words that didn't mean anything. If you actually think that a contentless blue post is going to decrease the rampant speculation instead of increasing it, you're completely wrong.
My goal wasn't to stop people from speculating. I'm just saying that drawing a conclusion from what you know about this alternate version of Stormwind Harbor -- hidden somewhere in the 5.4 PTR files -- and using that to fuel the narrative that we don't care about the Alliance isn't very productive.

Patch 5.4 PTR Notes Update - August 2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
New Area: Timeless Isle
  • Players seeking to explore the Timeless Isle should visit their faction's shrine in the Vale of Eternal Blossoms. check their mailboxes, where a Curious Ticking Parcel awaits. Unwrapping it will set you on the first step of your new adventure.

  • Vengeance has received several changes.
    • Vengeance now grants Attack Power equal to 1.5% of the damage taken, down from 1.8% (The tooltip said 2% but it was actually 1.8%).
    • Tanks no longer receive Vengeance from many persistent area damage effects (standing in the fire) or from missed attacks (dodging and parrying an attack will continue to work as it has before).
    • There are now diminishing returns on Vengeance gains while tanking multiple targets. Each additional target grants progressively less Vengeance.

Druid (Forums / Skills / Talent Calculator)
  • General
    • Wild Mushroom for Restoration Druids now summons a single mushroom at the friendly target’s location. If the mushroom is recast, the mushroom moves to the new location and retains its accumulated bonus healing. A single mushroom now heals for as much as what 3 mushrooms combined healed for previously.

Hunter (Forums / Skills / Talent Calculator)
  • General
    • The following Hunter pet abilities no longer cost Focus to use: Dash, Dive, and Charge.

Monk (Forums / Skills / Talent Calculator)
  • Mistweaver
    • Revival healing has been reduced by 30%.
  • Windwalker
    • Storm, Earth and Fire now deals 75% damage (up from 60%) with one Spirit summoned and 60% (up from 45%) with two Spirits summoned.
  • Glyphs
    • Major Glyphs
      • Glyph of Targeted Expulsion now causes Expel Harm to heal for 50% as much when used on other targets.

Paladin (Forums / Skills / Talent Calculator)

Priest (Forums / Skills / Talent Calculator)
  • General
    • Shadow Word: Death damage is now increased by 80% when used on enemies that have less than 20% health, but the cooldown is no longer reset if the target does not die.

Rogue (Forums / Skills / Talent Calculator)
  • General
    • Evasion now increases dodge chance by 100% (was 50%), cooldown has been reduced to 2 minutes (down from 3 minutes), and duration has been reduced to 10 seconds (down from 15 seconds).

Shaman (Forums / Skills / Talent Calculator)

Warlock (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)
  • General
    • Battle, Berserker and Defensive Stance [alternative: Warrior Stances] now have a 1.5-second cooldown (down from 3 seconds).
    • Intervene now also breaks roots and snares when used.

Raids, Dungeons, and Scenarios
  • All enemies in Throne of Thunder now have a debuff called Shado-Pan Onslaught, which reduces their health and damage by 20%.

  • Heroic Scenarios no longer have a minimum item level requirement to enter.

  • Trinket, enchant, set bonus, and legendary meta-gem effects whose triggered effect benefits from haste no longer also have their chance to trigger the benefit from haste. Activation chances for those effects have been adjusted to compensate.

Patch 5.4 Change to RPPM Mechanics
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are some further changes to the RPPM system in development that we'd like to share with you. As you know, RPPM is something we've been doing a lot of iteration on, and we have another iteration that should be hitting the PTR soon:

As you may know, RPPM proc rates typically scale with haste. This was done because historically, attacking faster meant you had more chances to proc something, so got more procs, and we wanted to preserve that effect. However, most procs before RPPM were such that either their effect didn't also scale with haste, or their proc rate was predominantly limited by an ICD. Many of our RPPM effects thus far have had neither of these limitations, such that they effectively 'double-dipped' on haste, benefiting twice from it. In some extreme cases, the proc was designed such that they actually triple-dipped.

As RPPM effects have become more wide-spread and more impactful, this has caused a variety of problems. Primarily, it has skewed stat balances toward haste rather significantly. It's also a compounding problem where many of these procs stack multiplicatively with each other, causing insane burst when all of these procs go off together. That can be fun, but also raises the skill cap on your performance, and makes gearing choices more restricted to ones which stack together optimally.

For 5.4 we're going to change both new and existing RPPM procs to not double-dip on haste. Benefiting once from haste is fine and expected, but not twice. For example, suppose you have two hypothetical procs, Flamekissed and Villainy:
  • Flamekissed's proc rate scales with haste, and its effect says "Chance on hit: Deal 500 additional fire damage". This is fine, because only the proc rate scales with haste; the effect doesn't.
  • Villainy's proc rate also scales with haste, and its effect says "Chance on hit: +5000 Agility for 20sec." This is not fine, because both the proc rate and the proc effect scale with haste. The more haste you have, the more attacks you do in that 20sec period which benefit from the increased Agility.

If both the rate and effect of a proc scale with haste, we're going to remove the haste scaling from its proc rate. In these cases, we'll compensate for an expected amount of haste by increasing the base proc rate. For any procs whose effect does not scale with haste, their proc rate will continue to scale with haste as before. However, we're also revisiting the proc rate tuning on all existing procs that were made overbudget due to the addition of Unlucky Streak Prevention (which ends up increasing effective proc rate by 9%). These changes should bring RPPM procs back to being on-budget and tied with traditional ICD procs in value.

This will obviously have a noticeable effect on most players performance; don't panic. We're going to be adjusting damage/healing/tanking performance with these changes in mind.

These RPPM changes should make it to PTR soon, and you'll be able to find the exact changes to each such effect there. We now show RPPM proc rates in the tooltip of the effect, which should make it easy to find.

Lore is the change in post #256 happening concurrently with the change to essentially prevent procs on boss pulls? While I'm glad to see haste being so ridiculous, I still hate the idea that 2 minute CDs could have to be held for 90 seconds to match up with procs.
We're still planning on making that change as well, yes.

However, we recognize that not everyone likes the RPPM gameplay, and are going to greater lengths to provide alternative options in Siege of Orgrimmar. In addition to RPPM-based trinkets, there will be trinkets that use the older internal cooldown (ICD) method, as well as a few on-use trinkets if you'd prefer to have an even greater degree of control over when your trinkets are active. There's even a couple trinkets with completely passive effects.

RPPM Haste Change Table
"Budget" in the below table is defined as- accounting for the item budget difference between a standard ilvl and the ilvl of the item in question. The standard ilvl for Throne of Thunder trinkets is 528. The standard ilvl for the legendary cloak is 600. Note: This table has been updated with new values from the tooltips since the original post.

ItemOld PPMModsNew PPMMods
Breath of the Hydra0.53Haste1.1 
Bad Juju0.55Haste11 
Wushoolay's Final Choice0.59Haste0.61 
Renataki's Soul Charm0.62Haste0.7 
Fabled Feather of Ji-Kun0.62Haste0.7 
Cha-Ye's Essence of Brilliance0.81Haste+Crit0.85Crit
Gaze of the Twins0.83Haste+Crit0.72Crit
Primordius' Talisman of Rage3.3Haste3.5 
Talisman of Bloodlust3.3Haste3.5 
Spark of Zandalar5.5Haste5.5 
Rune of Re-Origination1Haste+Budget1.1Budget
Unerring Vision of Lei Shen0.53Haste+Budget0.58Budget
Horridon's Last Gasp1.05Haste0.96Haste
Inscribed Bag of Hydra-Spawn1.79Haste1.64Haste
Stolen Relic of Zuldazar3.15Haste2.89Haste
Lightning-Imbued Chalice6.3Haste5.78Haste
Haromm's Talisman0.5Haste0.92 
Kardris' Toxic Totem0.5Haste0.92 
Nazgrim's Burnished Insignia0.5Haste0.92 
Black Blood of Y'Shaarj0.61Haste0.92 
Skeer's Bloodsoaked Talisman0.61Haste0.92 
Ticking Ebon Detonator0.61Haste1.0 
Dysmorphic Samophlange of Discontinuity0.92Haste0.51Haste
DPS Warrior 2T151Haste1.1 
DPS Death Knight 2T151Haste1.15 
Hunter 2T151Haste1Haste
Hunter 4T153Haste3Haste
Enchant Weapon - Colossus6Haste5.5Haste
Enchant Weapon - Elemental Force10Haste9.17Haste
Enchant Weapon - Windsong2Haste2.2 
Enchant Weapon - Jade Spirit2Haste2.2 
Enchant Weapon - Spirit of Conquest2Haste2.2 
Enchant Weapon - Dancing Steel2.3Haste2.53 
Enchant Weapon - Bloody Dancing Steel2.3Haste2.53 
Enchant Weapon - River's Song4Haste3.67Haste
Capacitive Primal Diamond21Haste19.27Haste
Sinister Primal Diamond1.18Haste1.35 
Courageous Primal Diamond1.4Haste1.61 
Indomitable Primal Diamond1.4Haste2.57 
Xing-Ho, Breath of Yu'lon3Haste+Budget2.611Haste+Budget
Fen-Yu, Fury of Xuen & Gong-Lu, Strength of Xuen1.5Haste+Budget1.74Haste+Budget
Jina-Kang, Kindness of Chi-Ji1Budget.581Budget

Personal Loot in Dungeons
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are looking to bring the personal loot system that's currently used in LFR to dungeons as well, which will of course solve that problem. Randomly matching players together just doesn't match well with coordination and universal agreements over loot distribution. No announcements yet on when that will be coming, but it won't make it for 5.4.

Also, low level gear does not matter too much because there is no ilvl requirement for dungeons until you reach Cata content.
It wouldn't just be for low level dungeons.

Please do not add an extra element of RNG to what is already there.
It'd actually be less RNG because you're not competing against an unknown element of rolls by the other players you're randomly matched with.

I dislike the LFR loot system because when I kill a boss, I like seeing loot drop regardless of whether it's for me or not. I am not a fan of "personal" rolls and it honestly feels like a huge nerf when you put it in low level dungeons.
I kind of agree with that, personally, I'd like for loot drops to still be shown for everyone but I know it's not necessarily as simple as that.

Clearly the OP of this thread, as well as thousands before it, are based on the fact that a random group of strangers being matched to take on content will tend not to come to universal agreements on how loot should be distributed. Those situations do not make most people happy. This would be a change for high level progression dungeons as well, the ones where your rolls on loot can determine how quickly you progress.

I'll stop here and say there aren't any specific details available to share, where it would apply, or when, but it is something we are looking at implementing and we'd appreciate any feedback on how this might impact how you want to play the game.

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Cloak Upgrades and Multiple Cloaks
I know this is slightly off-topic, but can we turn in our cape for a new one or have the ability to choose which cape we want to make Legendary?
I'm not completely sure how things are set up in the build that's going up today, but our intent is actually that you'll be able to acquire multiple Legendary cloaks, if you like. So, if you wanted, you could actually get one for both your Protection and Retribution spec.

As an update, there's been a very slight change of plans. Our current thinking is to either start the Legendary cloak off at 2/2 upgraded (regardless of whether you upgraded the Epic cloak or not), or just have it set to 608 item level and disable upgrades for it. If we do decide to make one of those changes, the cloak will not be upgradable further than item level 608.

Apologies for the misinformation earlier. (Blue Tracker / Official Forums)

Epicness of Epic Items
That little green tag which says "Heroic" is the new epic. Purple is just the new blue.
I kind of agree. I’m wondering… do you guys feel that if the green “heroic” or maybe even the thunderforged tag could be transformed into something else instead? Let’s say for example… something more like Hearthstone’s golden border around the cards. Would that make those items feel more appealing and rewarding to you? Personally I imagine it would, since that gear would be much more noticeable whenever you would inspect someone.

I suppose it should really work like this, the top 5-10% of iLevel gear of any single expansion should be Epic. This should be dynamic and change gear from Epic to Rare when the next tier comes out.
Same goal, but a different and very interesting approach. I wonder what most would prefer…

Let us hear about all your crazy ideas. Nothing is too crazy!
I’m all for brainstorming on the forums, sometimes really good ideas can come up from these discussions, and devs do pay quite a lot of attention to feedback and suggestions, so you never know…

You did see the items I linked, right? Same level Blue is much more powerful? When I mentioned them in the last thread about this I got shot down with people saying I was an idiot as they aren't the same as they drop in different areas.
I did and you have a good point, but I think that's the exception to the rule. You could say the same thing about comparing last expansion’s epic items to MoP’s greens and blues.

In general, dungeon/raid items from the same expansion have a linear association between ilvl and colour. The issue is that above a certain ilvl, everything will be purple, which ends up making purple more “common” than blues later into an expansion since it will be much harder to find someone wearing blues than purples at that stage.

*Keep in mind that there are currently no plans that I know of to change the way these tags are displayed, this is intended as merely a gathering of suggestions and feedback. (Blue Tracker / Official Forums)

Play With the Blues – Timeless Isle
You can see the new Timeless Isle quests added on the WoWDB PTR site.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This coming Tuesday, August 6, 2013, from 2 p.m. to 4 p.m. PDT, select members of the World of Warcraft Development and Community teams will be hosting a “Play With the Blues” event on the PTR! Anasterian and Broxigar will be the two realms you can choose from where you can play alongside Ghostcrawler, Bashiok, Zarhym, Nethaera, Daxxarri, Rygarius, Lore, and Crithto. The Blues will be divided among the realms, participating as both Alliance and Horde and we’re hoping you will join us as we explore the mysteries of the Timeless Isle.

One of our goals is to have a lot of fun! And at the same time, we’re also hoping to receive your feedback about the island. Hidden chests, spooky caves, ghostly ships, angry rare mobs, helpful power-ups, and birds that will pluck you from your boots and take to the sky; this will be a wild event where you’re sure to walk away with some cuts and bruises. And maybe even some epic lewtz!

To copy a character to the Public Test Realm, log into your account, select World of Warcraft: Mists of Pandaria PTR listed in Your Game Accounts, and then click on the link that says, “PTR Character Copy”. You may also create a pre-made level 90 character of your choice. Either way, we truly hope you’ll join us and share your feedback about the new content.

Many of you have already experienced some of the adventures on the Timeless Isle and there are a few updates we’d like to share with you. Listed here are some adjustments that will be implemented in time for the Play With the Blues event:

  • Based on initial feedback, we’ve lowered the health and damage of many of the creatures on the Timeless Isle.
  • Several avoidable mob abilities have had their damage reduced, or have been given a more obvious visual warning.
  • Celestial abilities will no longer hit players outside of the Celestial Arena.
  • Using the Censer of Eternal Agony will no longer make you hostile to friendly NPCs.
  • Many new quests have been added to the Isle which are designed to tell more of its story.

Come Monday, we hope we can all have a great time testing these new adjustments and many of the other features on the Timeless Isle together. And of course, your feedback is important, so please feel free to post it in the PTR Discussion forum.

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

by Published on 2013-08-02 12:46 AM

Follow WoWDB on Twitter to see sneak peeks and interesting news!

Activision Blizzard Q2 Earnings Call
Blizzard had their normal earnings call today, after the announcement last week that WoW was down to 7.7 million subscribers.

  • Titan will not be a subscription based MMO. Blizzard is still working on a new direction and plan for the project.
  • The decline in subscribers in Q2 was more evenly split between Asia and the West.
  • Blizzard will continue to work on making the process of rejoining the game smoother.
  • The subscriber churn rate was very positively impacted by Patch 5.2 and 5.3.
  • Blizzard All-Stars is in wider internal testing and will be talked about more later this year.
  • Diablo 3 has sold over 12 million copies.

Patch 5.4 PTR - Build 17260
Build 17260 will be deployed to the PTR realms soon.

New Bind on Account Epic Weapons
The item level on these items is not final!

Level Type Spec Slot Name
561Off HandSpell DPSOff Hand Hellscream's Tome of Destruction
548Off HandSpell DPSOff Hand Hellscream's Tome of Destruction
574Off HandSpell DPSOff Hand Hellscream's Tome of Destruction
574ShieldTankOff Hand Hellscream's Shield Wall
548ShieldTankOff Hand Hellscream's Shield Wall
561ShieldTankOff Hand Hellscream's Shield Wall
561ShieldSpell SpiritOff Hand Hellscream's Barrier
548ShieldSpell SpiritOff Hand Hellscream's Barrier
574ShieldSpell SpiritOff Hand Hellscream's Barrier
574One-handed AxePhysical DPSOne Hand Hellscream's Cleaver
548One-handed AxePhysical DPSOne Hand Hellscream's Cleaver
561One-handed AxePhysical DPSOne Hand Hellscream's Cleaver
561Two-handed AxeMeleeTwo Hand Hellscream's Decapitator
548Two-handed AxeMeleeTwo Hand Hellscream's Decapitator
574Two-handed AxeMeleeTwo Hand Hellscream's Decapitator
574BowPhysical DPSRanged Hellscream's Warbow
561BowPhysical DPSRanged Hellscream's Warbow
548BowPhysical DPSRanged Hellscream's Warbow
548One-handed MaceSpell SpiritOne Hand Hellscream's Warmace
561One-handed MaceSpell SpiritOne Hand Hellscream's Warmace
574One-handed MaceSpell SpiritOne Hand Hellscream's Warmace
574PolearmPhysical DPSTwo Hand Hellscream's Pig Sticker
561PolearmPhysical DPSTwo Hand Hellscream's Pig Sticker
548PolearmPhysical DPSTwo Hand Hellscream's Pig Sticker
561One-handed SwordMeleeOne Hand Hellscream's Doomblade
548One-handed SwordMeleeOne Hand Hellscream's Doomblade
574One-handed SwordMeleeOne Hand Hellscream's Doomblade
574StaffSpell DPSTwo Hand Hellscream's War Staff
548StaffSpell DPSTwo Hand Hellscream's War Staff
561StaffSpell DPSTwo Hand Hellscream's War Staff
561DaggerPhysical DPSOne Hand Hellscream's Razor
548DaggerPhysical DPSOne Hand Hellscream's Razor
574DaggerPhysical DPSOne Hand Hellscream's Razor

New Icons

New Models

New Strings
Originally Posted by MMO-Champion
  • BATTLE_PET_COMBAT_LOG_ABILITY_GAINED - %s %s has gained the ability %s.
  • BLIZZARD_STORE_ERROR_MESSAGE_BATTLEPAY_DISABLED - An error was encountered. Please come back later.
  • BLIZZARD_STORE_ERROR_MESSAGE_PAYMENT - You don't have a valid payment method. Please visit Account Management.
  • BLIZZARD_STORE_NOT_AVAILABLE_SUBTEXT - The Store is temporarily unavailable. Please try again later.
  • CONVERSATION_INCOMPATIBLE_CLIENT - This friend is not using a client capable of conversations.
  • DUNGEON_FLOOR_TIMELESSISLE22 - Cavern of Lost Spirits
  • SPELL_FAILED_CUSTOM_ERROR_202 - You may not change specialization while a trial is in progress.
  • TRANSFER_ABORT_SOLO_PLAYER_SWITCH_DIFFICULTY - This instance is already in progress. You may only switch difficulties from inside the instance.

New Items
Siege of Orgrimmar loot has been added, making for 100s of new items in this build.

Level Type Slot Name
1Junk Twisted Treasures of the Vale
1Junk Coalesced Turmoil
90Other Kor'kron Shaman's Treasure
1Quest Epoch Stone
85Enchanting Sha Crystal Fragment

Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength



Player vs. Player
  • Archiereus (New) Obtain 10000 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Candlekeeper (New) Obtain 10 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Emissary of Ordos (New) Use the Censer of Eternal Agony obtained from Speaker Gulan on the Timeless Isle. 10 points.
  • Fire-Watcher (New) Obtain 100 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Kilnmaster (New) Obtain 1000 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.
  • Oathguard (New) Obtain 500 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher. 10 points.

Spell Changes
Originally Posted by MMO-Champion
  • Kor'kron Juggernaut Summons and dismisses the Kor'kron Annihilator Juggernaut. Account wide. 1.5 sec cast.
  • Kor'kron War Wolf Summons and dismisses a rideable Vicious War Wolf. 1.5 sec cast. Kor'kron War Wolf. Account wide. 1.5 sec cast.
  • Spawn of Galakras Summons and dismisses a rideable Rusted Proto-Drake Spawn of Galakras. This is a flying mount. Account wide. 1.5 sec cast.

Item Set Bonuses
  • Item - Death Knight T16 Blood 4P Bonus Dancing Rune Weapon will convert reactivate all Frost and Unholy runes to Death Runes, and make your next Death Strike free. and convert them to Death runes.
  • Item - Druid T16 Restoration 4P Bonus Casting Ironbark grants you Spark of Life, causing all cast time spells within the next 15 sec to grant a Living Seed on the target for 80% of the amount healed. Targets of your Wild Growth spell are instantly healed for [ 25% of Spell Power ].
  • Item - Monk T16 Mistweaver 4P Bonus When your Renewing Mist heals a target, you have a 4% chance to cast a Chi Wave healing bolt that will not bounce Mist Wave healing bolt at a nearby low health friendly target.
  • Item - Paladin T16 Protection 2P Bonus While Guardian of Ancient Kings is active, 200% While Divine Protection is active, 75% of the damage taken is converted into a heal over time that activates when Guardian of Ancient Kings fades. Divine Protection fades.
  • Item - Warrior T16 Protection 4P Bonus For 10 sec after Shield Wall fades Demoralizing Shout falls off your targets, you gain Rage from taking damage.

Death Knight (Forums, Talent Calculator)
  • Unholy Presence now increases haste rather than attack speed and rune regeneration.



Major Glyphs

Hunter (Forums, Talent Calculator)
Major Glyphs

Ferocity & Cunning
  • Dash no longer lists a Focus cost.

  • Charge no longer lists a Focus cost.

Mage (Forums, Talent Calculator)
  • Rune of Power now has a 5 yd buff range, up from standing on it.

Monk (Forums, Talent Calculator)
  • Invoke Xuen, the White Tiger damage now ticks every second, up from every 6 sec. Now lasts until cancelled / 45 sec. No longer lists a base damage.

  • Brewing: Tigereye Brew can now stack 20 times, down from 30. Now allows you to consume 10 stacks at a time, down from 15. Now grants 60% increased damage, down from 90%.
  • Tigereye Brew can now stack 20 times, down from 30. Now allows you to consume 10 stacks at a time, down from 15. Now grants 60% increased damage, down from 90%. Now has a 5 sec cooldown, up from 1 sec.

Major Glyphs

Paladin (Forums, Talent Calculator)


  • Beacon of Light now lists a 0 to 60 yd range on the target.
  • Holy Insight now increases the effectiveness of your Word of Glory, Eternal Flame and Light of Dawn by 50%, up from 35%.

Major Glyphs
  • Glyph of the Battle Healer now causes melee attacks from Seal of Insight to heal the most wounded member of your raid or party for 30% of the normal heal instead of you.

Priest (Forums, Talent Calculator)
  • Holy Nova no longer heals all targets, now heals 5. Healing reduced by 80%, but healing is no longer divided between all targets.

Shaman (Forums, Talent Calculator)
  • Healing Rain no longer has a higher threshold for diminishing returns in 25 man instances.

  • Stormstrike no longer grants extra crit to Elemental Blast.

  • Purification now also increases the healing done by your Healing Rain by an additional 100%.

Major Glyphs

Warlock (Forums, Talent Calculator)

Major Glyphs

Warrior (Forums, Talent Calculator)


Raid & Dungeon Abilities
  • Annihilate Inflicts 2,500,000 Inflicts 3,500,000 Shadow damage to enemies within 0 yards in front of the caster. and 325,000 Shadow damage to all enemies in the Realm of Y'Shaarj. Unlimited range. 2.5 sec cast.
  • Bottomless Pit 500 yd range. Instant. Creates a Bottomless Pit at a random enemy's destination that inflicts 100,000 Shadow damage every 1 sec. 500 yd range. Instant.
  • Bubbling Amber An unstable shard of Bubbling Amber periodically expels Amber at Periodically expels a trail of Encapsulated Pheromones in the direction of nearby foes, inflicting 100,000 Fire damage every second to enemies standing in the Amber pool. Unlimited range. Instant. Encapsulated Pheromone pool. Unlimited range. Instant.
  • Chain Heal Infuses a wounded ally with healing energy that spreads to another nearby ally. The spell affects up to 3 9 targets. 40 yd range. 3 sec cast.
  • Corrosive Blast Inflicts 0 Shadow damage and increases Shadow damage taken by 100% 300% for 45 sec. Stacks. Unlimited range. 3 sec cast.
  • Corrosive Blast Inflicts 600,000 Shadow damage and increases Shadow damage taken by 100% 300% for 30 sec. Stacks. Unlimited range. Instant.
  • Corrosive Blood Inflicts 0 Nature damage initially, and then 0 Nature damage every 2 seconds. Limited to 4 targets 1 target. 300 yd range. 3 sec cast.
  • Demonic Volley Ushers the power of his inner demon Ushers great power of Shadow origin, inflicting 150,000 Shadow damage to all nearby players. Unlimited range. 1.9 sec cast. 3 sec cooldown.
  • Desecrated Inflicts 150,000 Shadow damage ever every 1 sec. Unlimited range. Instant.
  • Detonate! (New) Inflicts 0 Fire damage to nearby units, knocking them back and killing the caster. 3 sec cast.
  • Disheartening Laugh Inflicts Shdaow damage to all enemies over 6 sec 500 yd range. 2 sec cast.
  • Electrostatic Charge Inflicts 250,000 Nature damage to the current target. Increases damage taken from Electrostatic Charge by 100% and damage inflicted on targets with Reactive Armor by 200% for 1.7 min 60 sec. This ability stacks up to 10 times. 300 yd range. 2 sec cast.
  • Enrage Periodically enrages, increasing damage done dealt by 200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by 20% for 60 sec 2 min. This effect stacks. Instant. 5 sec cooldown.
  • Expelled Corruption Inflicts 100,000 Shadow damage to the target every second. 100 yd range. Instant. it remains in the Expelled Corruption's path. 100 yd range. Instant.
  • Faith (New) Reduces damage taken by 10%. Unlimited range. Instant.
  • Flame Vents Inflicts 0 Fire damage in a frontal cone, searing the target's flesh for for 0 damage every 1 second. 45 yd range. 3 sec cast.
  • Gusting Charge Charges a distant target, inflicting 200,000 Nautre damage to enemies within 5 yards of that target and leaves behind a trail of wind, inflicting 150,000 Nature damage every second for 30 sec. Unlimited range. Instant. 45 sec. Unlimited range. Instant.
  • Gusting Charge Charges a distant target, inflicting 200,000 Nautre damage to enemies within 5 yards of that target and leaves behind a trail of wind, inflicting 150,000 Nature damage every second for 30 sec. Unlimited range. Instant. 45 sec. Unlimited range. Instant.
  • Icy Blood Inflicts 120,000 Frost damage to random enemies. After 5 stacks, the target will be frozen in a tomb of ice. This ability respects line-of-sight checks. Limited to 4 3 targets. 45 yd range. Instant.
  • Ignite Armor Melts an enemy's armor, increasing Fire damage taken by 10% for 30 sec. This sears the target's flesh for for 0 damage every 1 second. 30 yd range. 3 sec cast.
  • Lingering Corruption Infects the victim with Lingering Corruption that will erupt violently for 300,000 400,000 Shadow damage after 10 sec. 100 yd range. Instant.
  • Mark of Arrogance Marks an enemy, causing them to suffer 70,000 Shadow damage every second for the remainder of the fight. This effect stacks. Removing this effect gives the dispeller 5 Pride This effect is only removed by single target dispels and gives the dispeller 5 Pride when removed. Limited to 2 targets. Instant.
  • Overload Inflicts 100,000 Inflicts 200,000 Nature damage to all enemies, and increases damage dealt by 10%. Stacks up to 20 times. 300 yd range. Instant.
  • Pheromone Cloud (New) Inflicts 30,000 Nature damage every second while alive. Unlimited range. Instant.
  • Reaction: Red Unlimited range. Instant. The catalyst reacts with the toxin in your veins, causing an explosion for 400,000 Fire damage to you and any friends within 10. Unlimited range. Instant.
  • Reaping Whirlwind Inflicts 30,000 Shadow damage every 1 sec. Instant. Couldn't parse description. Instant.
  • Reave The caster inflicts Physical damage to at all enemies. The damage received lessens the farther away the target is. 10 yd range. Instant.
  • Screeching Howl The pterrordax lets out an ear piercing scream dealing 0 Physical damage. 15 yd range. 3 sec cast. Unlimited range. 3 sec cast.
  • Self Doubt The caster reveals the deepest doubts of the victim, causing them to suffer 40% more damage from the Amalgam's next Unleahsed Unleashed Anger. 100 yd range. Instant.
  • Serrated Slash The sawblade slashes nearby targets, inflicting 250,000 50 Physical damage and knocking them back. Instant. 300 yd range. Instant.
  • Serrated Slash The sawblade slashes nearby targets, inflicting 250,000 50 Physical damage and knocking them back. Instant.
  • Shattered Armor Periodically enrages, increasing damage done dealt by 200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by 20% for 60 sec 2 min. This effect stacks. Unlimited range. Instant.
  • Shattering Roar Inflicts 250,000 damage to the raid. 500 100 yd range. Instant. 5 sec cooldown.
  • Shear Inflicts 0 Nature damage and inflicts an additional 0 Nature damage every second for 6 sec. Melee range. 3 sec cast. 5 sec cooldown. 2 sec cooldown.
  • Shredding Blast Fires a Shredder Missile at the enemy's destination that does 150,000 Fire damage on impact. 300 yd range. Instant. Enemies caught in the blast suffer 0 Physical damage every 5 sec. over until cancelled. 300 yd range. Instant.
  • Throw Explosives Tosses specialized mantid bombs at enemies bombs that immediately explode for 0 Physical damage to targets within 2 yards. Unlimited range. 3 sec cast.
  • Unleashed Anger Inflicts Inflicts 400,000 Pysical damage to the target. 100 yd range. Instant.
  • Whirling Spins the victim The sonic forces left by Ka'roz's passage inflict 100,000 Physical damage to the target and spins them around in place very rapidly. All players near the victim suffer 0 Physical damage each second. 200 yd range. Instant.
  • Windstorm Creates a torrent of wind that moves around in a spiral. Colliding with the torrent inflicts 250,000 Nature damage. The torrent lasts for 12 15 sec and increases in speed over time. Unlimited range. Instant.

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