World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2012-05-15 04:58 AM

Diablo 3 - Diablo III - Live Around the Word, Important Templar Bug, Blizzard Looking out for Fans, Cake

Diablo 3 is live, don't forget to check out Diablofans for updates and make sure you check our guides!

Cloud Serpent Quest Lines
The Windless Isle has been updated and new quests added in the Cloud Serpent quest line!

Many of the daily quests below will likely be repeated until you have enough reputation to take place in further training. This training ultimately leads to a final race, before you join the Serpent Riders. There is a Cooking, Fishing, First Aid, and Archaeology daily quest for those of you who love the secondary professions as well!

Level Name Objective
90The Order of the Cloud SerpentSpeak to Instructor Skythorn at The Arboretum in The Jade Forest.
90Wild ThingsFind Instructor Tong at Windless Isle in the Jade Forest.
90Beating the OddsKill 8 Slitherblade saurok.
90Empty NestsLeash and return 6 Windless Hatchlings to their nests.
90Egg CollectionCollect 9 Serpent Eggs.
90Choosing the OneChoose one egg.
90The Rider's JourneyReturn to Instructor Skythorn at the Arboretum in the Jade Forest.
90It's a...Watch your egg hatch.
90Sweet as HoneyCollect 8 Honeycomb from the beehives in The Arboretum.
90Catch!Use the Bouncy Ball to throw it. Then, catch and return the ball 10 times.
90Emptier NestsLeash and return 6 Windless Hatchlings to their nests.
90Full Speed AheadFollow Instructor Windblade.
90Proper GroomingCollect 200 Saber Teeth and 100 Glider Sinew.
90Restoring the BalanceKill 8 Slitherblade Rippers or Slitherblade Eggdrinkers.
90Feeding TimeFeed 6 Saltback Meat to your serpent. Saltback Meat Scraps can be combined to make Saltback Meat.
90Disarming the EnemyCollect 8 Slitherblade Harpoons.
90PreservationCollect 8 Stolen Eggs from Deepscale Poachers.
90Slitherblade SuppressionKill the Slitherblade Scale-Lord.
90Snack TimeFish 10 Sugar Minnow from salt or fresh water in the Jade Forest.
90Fragments of the PastVisit archaeology dig sites around Pandaria and use your survey ability to retrieve 12 Serpentrider Relics.
90Just a Flesh WoundUse Windwool Bandages, Heavy Windwool Bandages, or Dense Windwool Bandages to heal 8 Injured Hatchlings at Windless Isle.
90A Feast for the SensesCollect 5 Pandaren Meat Balls.
90They Grow Like WeedsSpeak to Instructor Windblade at The Arboretum.
90Flight Training: Ring Round-UpFly through 10 cloud rings while riding your war serpent.
90Flight Training: Full Speed AheadFollow Instructor Windblade.
90Flight Training: In Due CourseCollect 10 Race Flags from the Checkpoints floating above the Jadespire Sea.
90The Sky RaceComplete the Sky Race by gathering 10 Race Flags, then passing underneath the Finish Line at The Arboretum.
90Riding the SkiesJoin the Serpent Riders.

Cross Realm Zones
Cross realm zones appear to work similar to phasing, with no loading screen required! You can even duel your friends from other realms.

Valve and Blizzard Reach DotA Trademark Agreement
Some time ago we mentioned the ongoing battle between Blizzard and Valve over the DotA trademark. This was finally resolved recently with an agreement that allows Valve to use the DotA trademark commercially and Blizzard to use the trademark only for noncommercial use. This means that they could no longer use the name Blizzard DotA and have now renamed the game to Blizzard All-Stars.

In a press release, Rob Pardo said that the new name "better reflects the design of our game" and that Blizzard will go into more detail on that in the future. Gabe Newell expressed his pleasure at coming to an agreement without making things messy, saying that "We both want to focus on the things our fans care about, creating and shipping great games for our communities."

The companies do not plan to discuss the terms of the agreement beyond today's announcement, but we now know that the DotA name will still be safe for the community to use! Riot has not officially commented on this agreement and the status of their dispute remains unchanged on the USPTO website.

Blue Posts
Originally Posted by Blizzard Entertainment
Quest Rewards Lack Spirit
Note that I have about 10K spellpower and a little over 7K mana regen. When I think about it, 10K spellpower is what I had in epic 85 gear with about 6K mana regen. Taking into account the huge mana pool increase at 89 (250K versus my ~132K live at 85), this is quite troubling.
I'm looking at the Townlong quest rewards, just because that's what I happen to have in front of me, and it looks like you would get about 1800 Spirit from the ilevel 429 gear in that zone. How much Spirit do you have at the moment?

I'm wondering if part of what is going on is that mana pool and spell costs jump instantly when you level, but regen requires you to gear back up to that level. It's the same phenomenon that happens with say crit or haste but it may feel worse with Spirit.

Like Tiriel, I cringe when I queue for Mogo'shan. I'm thinking that place is overtuned versus the gear we have. I can only cover so many player mistakes. (Yeah, I know. They need to get out of the fire and all that.)
Entirely possible. We ran it the other day, and the final boss did way too much damage from traps. The mechanics have changed a little bit because of that, and of course it's hard for me to remember which version of the dungeon you have without just jumping into beta myself and doing the dungeon.

Again, level up dungeons have to be easy because of the simple fact that if you die much at all, you're just going to run the quests instead, given that even the best rewards from a level up dungeon won't last more than a few hours. If dungeons are inefficient, players will just skip them. At max level it's a different story obviously.

That is exactly what it should be balanced around, healing in that gear when you have crap regen with crap quest gear. So you should be able to heal brewery in 333 gear that you get in Twilight Highlands because that's the previous step right? Without basically any enchants and anything really going for you. If that's the case, which it is, obviously the dungeons are going to have to take a small step down in their difficulty scale.
Exactly. If you can't heal those dungeons yet, then there is a problem on our end. Some of you are acting like the system is fundamentally flawed and can't be fixed. It can be, fairly easily.

It would be helpful to hear a few numbers from you guys, such as character level, average ilevel and current Spirit. It doesn't need to be super precise.

This is a very good question. Having to swap specs every time you turn in a quest to game your rewards would be very cumbersome.
1) You shouldn't need a lot of Spirit to heal a level up dungeon. A Ret paladin with a lot of Strength gear who swaps Holy should still be a tolerable healer.

2) There are several redundant quest rewards. If you already have the shoulders for your primary spec, take the ones for your off-spec. This is particularly true of Four Winds - Krasarang which are the same level, and Townlong - Dread Wastes, which are the same level.

3) We offer choices in gear (say healer vs. nuker) for many quests, typically end-cappers, blue rewards, weapons and trinkets. In the final zones, there are even more of those since we figure players who level as DPS may start thinking about their end-game healer or tanking gear at that time.

4) If all else fails, there are vendors scattered about with decent green gear. If you have been leveling as Enhance and want to try Resto, you can get a good enough head start by hitting the vendors. Again, the leveling up content where you would want to heal should not feel dangerous at all, especially once you've seen the bosses once.

Nobody is arguing that healers need a lot of Spirit to function. It is our intention that you want a lot of Spirit and can get a lot of Spirit. You should not need Spirit in every slot.

Feedback is very mixed in this thread, so trying to distill it down to one of the following would be more useful than more posts of "I need Spirit," which doesn't give us much information. What we are trying to ascertain is which of the following is true:

1) You have Spirit on nearly every piece and still can't function.
2) You want more Spirit but can't find any.
3) You don't have Spirit on every piece, so you want more.
4) You want so much Spirit that you never run OOM.

Points 1 and 2 are of the most concern to us, but it's still important to distinguish which problem is occurring. Is the problem acquiring Spirit, or is the problem that even with Spirit on many pieces, you run out of mana too frequently?

In this case, it's probably also more relevant how many heals you can cast before running out of mana just standing around alone somewhere, because when healing a dungeon, we can't easily extract from your feedback alone whether the encounters cause too much damage or whether the damage is appropriate and it's the HPS or longevity that are low.

After reading more of this feedback and looking at the zones, we're concerned that there aren't enough quest rewards with Spirit on them. We are leaning towards offering more, as choices, so that players who feel like their Spirit is low can choose to have more. (Blue Tracker / Official Forums)

The Black Market AH Only Caters to the 1%
Once there is more information about how this all works, we'll provide more insight into it.

When we can share more about what we're going for and how it will all work, we will. It's not a deeply shrouded mystery, and you get the general gist, but as it's still in testing to begin with, it's hard to go into details about something that we don't have details for aside from what we think we want to try out. (And we don't plan to share that currently. We prefer to test and see first. ) (Blue Tracker / Official Forums)

Infuriated by the Black Market
It's worth noting that since we're in beta, we're still looking into what our philosophies are for what should and what shouldn't be on the Black Market. We're also trying to discern the frequency/rarity of what shows up there as well.

Again, I want to reinforce that we are in beta and the most helpful sorts of discussions everyone can have is simply in sharing constructive feedback about what you're experiencing with the new features and what you'd like to see or not see. (Blue Tracker / Official Forums)

Male Pandaren Dance Changed?
We're looking into this. Most likely there was some erroneous data pushed. It's being investigated however. When we do another beta push, this should be corrected again. (Blue Tracker / Official Forums)

Inactive Guild Master Replacement
The idea of this feature is that in many cases, a guild leader will leave for a time and there's no contingency for someone else to be able to handle the guild if that guild leader chooses not to return (or whatever other issues may occur). Many guild members who experienced missing guild leaders made it clear that they wanted a means by which they could gain control of a guild if the guild leader went missing or was gone for a long while.

We've adjusted the length of time until this occurs as well as changed the eligibility for this to get passed along both. You can see the details in the following post:

If you're on vacation for a few months, the update gives you 90 days now instead of the original 30 days. (Blue Tracker / Official Forums)

Regarding GAME Australia Diablo III Preorders
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're aware that some Australian GAME customers have been left out in the cold on what should be the hottest night of the year -- the launch of Diablo III. To help with this situation and get these players into the game as soon as possible, we've put the following process in place.

Australian GAME customers with a valid preorder/prepurchase receipt dated before May 15, 2012 can do the following:

1. Purchase the digital version of Diablo III from now or anytime before May 21, 2012.

2. Download and start playing when the servers go live!

3. Submit your GAME Australia preorder/prepurchase receipt to us before June 30, 2012.

4. Receive a credit from Blizzard, for the amount you paid in advance to GAME Australia for Diablo III. This credit will be applied to the payment method used for the digital purchase.

We'll post further details here on how to submit your GAME Australia receipt to our customer service team as soon as possible. Stay tuned, and we look forward to seeing you in the Burning Hells!

The Daily Blink - The Black Market We’d Like to See
The Daily Blink created an improved version of the Black Market.

by Published on 2012-05-13 08:57 PM

Black Market Auction House Items
As a followup to yesterday's post, these are the items we have come across on the Black Market Auction House so far. Mounts seem to start at 20,000 gold, Armor at 10,000 gold, Pets at 10,000 gold, and Misc items at 10,000 - 15,000 gold.

The auctions last for 24 hours or more and the current bid cap is 214,748 gold. This cap could be increased in the future, just like the gold limit was increased. After winning, another item is not added to the auction house immediately. The number of items that are up for auction is not the same across all servers. There is no way to tell if these are placeholder items or not, so please wait for an official announcement before providing feedback!

Diablo III Information Recap
With a little over one day to go, now is the best time to catch up on all the information out there about Diablo III that you might have missed! Our friends over at Diablofans have been hard at work putting this massive recap together. Even if you know all about the game, there can easily be Blizzcon videos, trailers, pictures or many other things you may not have seen or have forgotten about!

Keep in mind this could be a bit of a spoiler to some. For example the final boss of the game was announced last year in an official interview. Information like that is placed without spoiler warnings. Monster Affixes is also listed in the Monster section. Other than that, any spoilers require you to click on a picture to see.

Diablo III - The Classes
Diablo III has only one returning class type - the Barbarian. The other four are new to Diablo III. Click the pictures below to get loads of information on each, such as facts, lore, rune skills, and other videos!

Diablo III - The Followers
The Followers are companions to the player which help him in combat with different skills and buffs. In their article you can find details about their stats, equipment, dialogue and videos for each.

Diablo III - The World
Same as the previous game, Diablo III will have 4 acts. The worlds are randomized just as Diablo II was with the exception of towns and major quest locations. Clicking on the areas will give you information on acts, locations, and level generation. Monsters will give you what we currently know about monsters, affixes and bosses. Quests will explain Blizzard's intentions with the questing system and give a summery of all known quests so far.

Diablo III - Items and the Auction House
Diablo III introduces a feature which hasn't been explored much in the gaming world - a Real Money Auction house, where you can buy and sell items from the game for real currency. Apart from that is a standard Gold Auction House. They have also included a huge summary of information about the Items in the game.

Diablo III - Game systems and Modes
Diablo III has many core changes from Diablo II. Skill and Runes particularly have had many changes made quite recently, which might have confused a lot of people. This can be fixed in the Skill and Runes article. Crafting is almost entirely new to the franchise. Magic Find includes lots of information about the popular stat and the new buff called Nephalem Valor. There is also major info on Multiplayer, PvP, Difficulties and the Hardcore mode.

Diablo III - Story and Achievements
There is also a small summary of the Diablo's storyline so far, plus lots of videos of all cinematics and information about books involved with the game. Also an important note, unlike the other articles the achievements is not so much a recap, as it is a FULL LIST, so SPOILER WARNING

by Published on 2012-05-12 07:28 PM

Update: It seems that the Black Market Auction House is not enabled in this build.

Mists of Pandaria Beta - Build 15689
Two patches in a week is not enough, so how about a third? If you are tired of taking part in PvP on certain maps, it looks like there is now a solution for you! ERR_PVP_BLACKLIST_CAP indicates that players will be able to blacklist maps when queuing for some type of PvP.

Black Market Auction House
The Black Market Auction House allows players to bid on special items that are not normally sold by NPCs. For example, Mei Francis normally sells mounts in Dalaran, but in this case she is auctioning Ashes of Al'ar!

The items for auction vary by server, as other servers are able to bid on Reins of the Blazing Drake, Swift White Hawkstrider, or Riding Turtle.

Armored Druid Bear Forms
Incarnation brings us yet another set of armored druid forms!

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

Level Type Slot Name
1JunkN/ASky Crystal
1JunkN/ABag of Helpful Things
1JunkN/ANat's Fishing Chair
1PetN/AAqua Strider
1OtherN/ABattle Horn
500OtherN/ASigil of Power
500OtherN/ASigil of Wisdom
513OtherN/AChimera of Fear
513OtherN/ABreath of the Black Prince
80CookingN/AApprentice Cookbook
80CookingN/AExpert Cookbook
80CookingN/AArtisan Cookbook
80CookingN/AMaster Cookbook
80CookingN/AGrand Master Cookbook
30CookingN/ATest Cookbook
85ClothHandsForager's Gloves
90Item EnhancementN/ALiving Steel Weapon Chain
90Item EnhancementN/AGhost Iron Shield Spike

Achievement Changes
Originally Posted by MMO-Champion
Pet Battles


Pandaria Raid
  • Sorry, Were You Looking for This? New: Successfully activate the Ancient Mogu Artifact during the Gara'jal the Spiritbinder encounter in Mogu'shan Vaults on Normal or Heroic difficulty.

Temple of Kotmogu

  • A Brewing Storm New: Defeat Borokhula the Destroyer in A Brewing Storm.
  • Beat the Heat New: Defeat Little Liuyang without taking damage from a Flame Wall in the Arena of Annihilation scenario.
  • Big Beach Brew Bash New: Defeat Captain Ook in the Big Beach Brew Bash.
  • Burgled Brew New: Defeat Vengeful Hui in the Burgled Brew scenario.
  • Don't Shake the Keg New: Defeat Borokhula the Destroyer in A Brewing Storm without getting hit by his Swamp Smash.
  • Fancy Footwork New: Complete the Crypt of Forgotten Kings scenario without anyone taking damage from a Cloud of Hatred.
  • For Display Only New: Defeat General Zhu without using any of the artifact orbs in the Temple of Kotmogu scenario.
  • It's a Trap! New: Step on a floor trap in the Crypt of Forgotten Kings scenario.
  • Monkey in the Middle New: Defeat Captain Ook without him getting the orange.
  • Monkey See, Monkey Kill New: Defeat all bosses of the Big Beach Brew Bash.
  • Mucking Around New: Find and kill the Muckscale King during the Assault on Zan'vess scenario.
  • Party of Six New: Finish A Brewing Storm with all six Thunderpaw Guardians still alive.
  • Perfect Delivery New: Return six stolen kegs without any being damaged in the Burgled Brew scenario.
  • Save it for Later New: Complete the Burgled Brew scenario without using any Volatile Greenstone Brew.
  • Spill No Evil New: Complete Stage 2 of the Big Beach Brew Bash without any brew being stolen.
  • Stay Off the Grass New: Don't aggro any Zhun'ji Maulers or Ancestral Horrors in the Temple of Kotmogu scenario.
  • The Arena of Annihilation New: Complete the Arena of Annihilation scenario.
  • The Eye of the Tiger New: Defeat all final bosses - Cloudbender Kobo, Maki Waterblade, and Satay Byu - in the Arena of Annihilation scenario.
  • The Keg Runner New: Complete Stage 2 of the Big Beach Brew Bash before the third wave of hozen pirates arrives.
  • The Perfect Pour New: Brew the Boomer Brew without anyone in your party being hit by Lightning during A Brewing Storm.
  • The Temple of Kotmogu New: Defeat General Zhun in the Temple of Kotmogu scenario.
  • Zero Bug Count New: Kill each type of mantid in the Assault on Zan'vess scenario.


Silvershard Mines
  • End of the Line New: Seize control of a mine cart that is controlled by the opposing team within 20 yards of the depot, and then capture it.
  • Escort Service New: Capture 100 mine carts in Silvershard Mines.
  • Greed is Good New: Gain both the Berserking and Restoration buffs at the same time in Silvershard Mines.
  • Master of Silvershard Mines New: Complete the Silvershard Mines achievements listed below.
  • Mine Cart Courier New: Capture a mine cart using each of the 5 sets of tracks in a single Silvershard Mines match.
  • Mine Mine Mine! New: Kill 100 enemies trying to take control of the mine cart you are defending.
  • My Diamonds and Your Rust New: Win a Silvershard Mines battle without letting the enemy team capture a minecart.
  • The Long Riders New: Capture and escort a minecart from its spawn to a depot without losing control.
  • Three for Three New: Capture 3 mine carts in a single Silvershard Mines battle without dying.

Spell Changes
Originally Posted by MMO-Champion
Misc Spells
  • Master Forager Allows faster gathering of resources in Pandaria.
  • Huojin Champion - You champion the cause of Huojin Pandaren. All reputation gains while in dungeons will be applied to your standing with them. Instant.
  • Tushui Champion You champion the cause of Tushui Pandaren. All reputation gains while in dungeons will be applied to your standing with them. Instant.
  • Item - Proc Dodge Your attacks have a chance to grant you 3,386 dodge for 15 sec.
  • Item - Proc Intellect Your healing spells have a chance to grant 3,386 Intellect for 10 sec.
  • Confession compels a friendly target to confess a secret. Or maybe it's just subtle mind control. 40 yd range, Instant, 30 min cooldown.
  • 5.0 Rare Item Spawn - Hammer of Ten Thunders Your melee attacks have a chance to blast your enemy with 13,500 nature damage.
  • 5.0 Rare Item Spawn - Jade Infused Blade Your melee attacks have a chance to encase your enemy in jade, stunning them for 3 sec. Only works on creatures level 90 and below. Does not work on players.
  • 5.0 Rare Item Spawn - Yaungol Fire Your melee attacks have a chance to set your enemies ablaze, dealing 882 damage every 2 sec for 10 sec.

Professions - Engineering
  • Cloak Tinker: Goblin Glider Permanently attaches a specialized folding assembly to a cloak, allowing you to deploy a goblin glider and fall slowly for 30 sec. Additionally, the glider has periodic forward thrust and usually won't catch fire. The cloak can only be used once every two minutes and requires an Engineering skill of at least 500 to operate. 5 sec cast. Reagents: Strong Flux (3)

Druid (Forums)
  • Feline Grace New: Reduces damage from falling while in Cat Form.

  • Cenarion Ward now costs 14.8% of Base Mana, down from 22.4%.
  • Dream of Cenarius now proc increase healing done by your next healing spell by 70%, up from 30%. Tranquility is not affected..
  • Nature's Vigil now increases all damage and healing done by 20% for 30 sec, down from 30%. Single target spells now damage or heal a nearby target for 25% of the damage/healing done, down from 50%.

  • Rip now has a duration increased by Ravage as well.

Hunter (Forums)

Major Glyphs

  • Glyph of Marking Your Hunter's Mark ability now places a bullseye on your target instead of its usual visual.
  • Glyph of Direction Causes your Misdirection target to appear larger.

  • Eternal Guardian New: Returns the spirit to the body, restoring a dead target to life with 20% health and 20% mana. 20 yd range, 2 sec cast, 10 min cooldown.
  • Fearless Roar New: The quilen lets out a fearless roar, increasing the critical strike chance of all party and raid members by 5%. Instant, 45 sec cooldown.

  • Paralyzing Quill New: Fires paralyzing quills around the porcupine, incapacitating all enemies for 2 sec. 0.5 sec cast, 60 sec cooldown.
  • Rest New: You command your pet Porcupine to take a rest. Instant.

  • Trample New: Your goat tramples the enemy, kicking up an obscuring cloud of dust, causing all enemies within 10 yards to have their melee and ranged attack speed reduced by 20% for 30 sec. Melee range, Instant, 25 sec cooldown.

Water Strider
  • Still Water New: Infuses all party and raid members within vision with still water, increasing their spell power by 10% and their critical strike chance by 5% for 60 min. Instant.
  • Surface Trot New: Allows the Hunter and the Water Strider to walk across water for 10 min. Any damage will cancel the effect. Unlimited range, Instant.

  • Lullaby New: Puts the target to sleep for 4 sec. 20 yd range, Instant, 60 sec cooldown.
  • Trick New: You command your Crane to do a trick. Instant.

  • Petrifying Gaze New: Turns the target into stone for 3 sec, causing them to be invulnerable. 20 yd range, Instant, 60 sec cooldown.

Mage (Forums)
  • Frostbolt now also can be cast on your Water Elemental to heal it for (1,442 + 189.2% of SP).

Monk (Forums)


  • Desperate Measures New: While at or below 35% health, your Expel Harm has no cooldown.
  • Purifying Brew now has a 1 sec cooldown.
  • Summon Black Ox Statue has been reworked: Sancturary of the Ox (Passive) -Everytime the Monk deals damage equal to 50% of their health, the Black Ox statue will cast Guard on an injured party or raid member within 40 yards absorbing 14,232 damage lasting 30 sec. This effect cannot be cast onto the Monk.

  • Stance of the Wise Serpent now grants hit and expertise equal to 50% Spirit gained from items or effects, down from any Spirit gained. Now heals for 50% of non-auto attack damage, rather than all damage.
  • Summon Jade Serpent Statue now heals based on non-auto attack damage, rather than all damage.

Minor Glyphs

Major Glyphs
  • Glyph of Leer of the Ox New: Teaches you the spell Leer of the Ox: Your Ox Statue stirs hatred in the target, reducing their movement speed by 50% and causing them to attack your Black Ox Statue for 8 sec. The statue must be within 40 yards of the target. Requires Black Ox Statue to be active.
  • Glyph of Path of Blossoms now increases the number of Fire Blossoms you create by 1, down from 10.

Paladin (Forums)
  • Consecration base damage has been reduced by 24%.
  • Holy Wrath damage has been reduced to 408 and AP scaling reduced to 35.7%, down from 59.5%.
  • Shield of the Righteous base damage has been reduced by 85%. AP scaling has been reduced to 54%, down from 60%.

Priest (Forums / Talent Calculator)
  • Glyph of Confession New: Teaches you the ability Confession. Compels a friendly target to confess a secret.

Major Glyphs
  • Glyph of Lightspring New: Transforms your Lightwell into a Lightspring: Creates a Holy Lightspring. Every 5 sec the Lightspring will attempt to heal party and raid members lower than 50% health for (5,735 + 55.3% of SP) over 6 sec. Attacks done to the target equal to 30% of your total health will cancel the effect. Lightspring lasts for 3 min or until 15 heals are expended.


Shaman (Forums)
Minor Glyphs

Major Glyphs
  • Glyph of Chain Heal has been renamed to Glyph of Unstable Earth. Causes your Earthquake spell to also reduce the movement speed of affected targets by 40% for 3 sec.
  • Glyph of Telluric Currents has been reworked: Causes your Lightning Bolt to restore 10% of your mana when it strikes an enemy.
  • Glyph of Totemic Recall now returns the full mana cost of any recalled totems, rather than 50%.

Warlock (Forums)
  • Dark Intent now costs 4% of Base Mana, down from 26% of Base Mana.
  • Imp Swarm's cooldown is reduced by spell haste.


  • Drain Soul now causes damage every 2 sec and rewards a Soul Shard after dealing damage twice.
  • Soulburn now has a 1.5 sec cooldown.

Major Glyphs

Warrior (Forums)
  • Deadly Calm New: You enter a battle trance, reducing the cost of your next 3 Heroic Strike or Cleave attacks by 10 Rage. Instant, 60 sec cooldown.

  • Bloodsurge now has a 20% proc rate, down from 30%.

  • Taste for Blood now each additional Overpower will hit for an additional 30% damage, up from 20%.

Major Glyphs
  • Glyph of Incite has been reworked: Using Devastate during Deadly Clam reduces the cost of Heroic Strike and Cleave by an additional 20 Rage.

New Maps

Client Strings
Originally Posted by MMO-Champion
  • DUNGEON_FLOOR_DEATHKNELL12 - Night Web's Hollow
  • DUNGEON_FLOOR_DUNMOROGH11 - Gol'Bolar Quarry
  • DUNGEON_FLOOR_DUROTAR10 - Tiragarde Keep
  • DUNGEON_FLOOR_DUROTAR19 - Dustwind Cave
  • DUNGEON_FLOOR_DUROTAR8 - Burning Blade Coven
  • DUNGEON_FLOOR_ELWYNN1 - Fargodeep Mine
  • DUNGEON_FLOOR_GILNEAS1 - Emberstone Mine
  • DUNGEON_FLOOR_HEARTOFFEAR1 - Oratorium of the Voice
  • DUNGEON_FLOOR_KEZAN5 - Kaja'Mine Gold
  • DUNGEON_FLOOR_KEZAN6 - Kaja'Mine Silver
  • DUNGEON_FLOOR_KEZAN7 - Kaja'Mine Copper
  • DUNGEON_FLOOR_MOGUSHANPALACE1 - The Crimson Assembly Hall
  • DUNGEON_FLOOR_MOGUSHANPALACE3 - Throne of Ancient Conquerors
  • DUNGEON_FLOOR_MOGUSHANVAULTS3 - Forge of the Endless
  • DUNGEON_FLOOR_MULGORE6 - Palemane Rock
  • DUNGEON_FLOOR_MULGORE7 - The Venture Co. Mine
  • DUNGEON_FLOOR_SCHOLOMANCE4 - The Headmaster's Study
  • DUNGEON_FLOOR_SEARINGGORGE15 - Blackrock Caverns
  • DUNGEON_FLOOR_SHADOWGLEN2 - Shadowthread Cave
  • DUNGEON_FLOOR_SILITHUS13 - Twilights Run
  • DUNGEON_FLOOR_TANARIS15 - The Noxious Lair
  • DUNGEON_FLOOR_TANARIS16 - The Gaping Chasm
  • DUNGEON_FLOOR_TANARIS17 - Timeless Tunnel
  • DUNGEON_FLOOR_TANARIS18 - Caverns of Time
  • DUNGEON_FLOOR_TIRISFAL13 - Scarlet Monastery Entrance
  • DUNGEON_FLOOR_TYRIVESS1 - Assault on Zan'Vess
  • DUNGEON_FLOOR_UNGOROCRATER14 - The Slithering Scar
  • DUNGEON_FLOOR_WESTFALL4 - Gold Coast Quarry
  • DUNGEON_FLOOR_WESTFALL5 - Jangolode Mine
  • ERR_ITEM_UPGRADE_ITEM_TOO_LOW_LEVEL - Item must be level 375 or higher
  • ERR_ITEM_UPGRADE_NO_MORE_UPGRADES - This item is fully upgraded
  • ERR_ITEM_UPGRADE_NO_PATH - Item cannot be upgraded
  • ERR_PETBATTLE_ALL_PETS_DEAD - All pets in your battle slots are dead.
  • ERR_PETBATTLE_NO_PETS_IN_SLOTS - Must have a pet in battle slot.
  • ERR_PVP_BLACKLIST_CAP - You have already blacklisted the maximum number of maps.
  • ERR_PVP_MAP_NOT_FOUND - Blacklisted map not set.
  • ITEM_UPGRADE_NO_MORE_UPGRADES - This item cannot be upgraded anymore.
  • PRIEST_HOLY_CORE_ABILITY_6 - Use to switch from single-target healing to area healing or damage.
  • SPELL_FAILED_CUSTOM_ERROR_145 - Wait until the Onyx Serpent is overhead directly overhead.
  • SPELL_FAILED_CUSTOM_ERROR_164 - You must obtain a Flight Master's License before using this spell.
  • WHC_DK_2 - Presences have changed. Frost Presence now doubles runic power generation.
  • WHC_DRUID_2 - Feral specialization has been split into Feral, a Cat-based damage specialization and Guardian, a Bear-based tanking specialization.
  • WHC_TITLE_DK_2 - Presences
by Published on 2012-05-12 07:11 AM

Diablo 3 - Achievements, Item Affixes, Boss Info, Legendary Item Information, Set Items, and Monster Affixes

Priest and Monk Arena Set Videos
The new video preview should be fairly representative of the set you will see in the final version of the game!

Pet Battle System Update
Since we last covered the Pet Battle system, there have been a few changes and things we didn't mention last time. The table below shows the new pet abilities added in the recent patches.

  • You are now able to rename pets as many times as you would like.
  • You are unable to use your character to attack the critters that you can do pet battles with.
  • When doing a pet battle, only the pets you fight with will gain experience, which is granted relative to the amount of damage they do.
  • During a battle, the mobs that are very close will disappear, leaving only the farther away mobs. They will not interact with you until the battle is over.
  • Pets now have a quality similar to items which is not based on the pet itself, as the same pet can have different quality levels for different people.
  • When your pet dies in battle, you can switch to the next one. The damage persists between battles now, requiring healing using a Battle Pet Bandage or Revive Pets.
  • The auction house now has a section for the different types of pets. You can sell almost every pet after using the cage function in the pet journal.

Name Type Power Cooldown Duration Accuracy
BleatCritter154 rounds100%
ChewCritter01 round100%
DevourBeast301 round100%
ProwlBeast05 rounds100%

Blue Posts
Originally Posted by Blizzard Entertainment
Low Population Server Issues
We do realize that this system does not address all of the issues affecting low population and faction imbalanced realms, but we do feel that it will improve things quite a bit. This is a brand new technology being developed for World of Warcraft, with the purpose of bringing life back to the more barren parts of the world, so this is only the start. What needs to be understood with the cross-realm zones technology is that it opens more doors to future systems that could help with those other matters as well.

There is still no solution how can guilds on our realm find new people for PvE or PvP. What a shame...
This system will actually assist you in finding players to PvP and PvE with, not to join your guild, but they can join you through the cross-server groups and raids features. While leveling up you will once again have more players in the world to interact with. With friendly players, you will be able to interact with them and maybe end up on each other’s friends’ lists, and grouping up again later for either PvP or PvE. With more players of the opposite faction running about, you will also have more world PvP too

This technology and the systems surrounding it are still in development and as such your feedback on them is greatly appreciated. We hope to have more innovative technologies and systems coming in the future that will keep improving the World of Warcraft experience for everyone! (Blue Tracker / Official Forums)

Healer Leveling Feedback
1) Spirit doesn't mean "this is for healers" the same way Strength means "this is for plate-wearers." We assume healers will have some pieces with Spirit and some without, depending on their regen needs. If a boss drops cloth with haste and mastery, and you say "there is no healer gear on this boss" we are going to respectfully disagree. That was my point.

2) On the other hand, if you just can't find any Spirit gear anywhere, that would be a problem.

3) It's likewise a problem if say mail, leather or plate-wearers can find Spirit much easier than cloth. That shouldn't be the case, but bugs happen so we'll take a look at it.

4) All healers should have about the same longevity, but that includes all of their sources of mana and the cost of their spells. This isn't an easy thing to compare just by looking at e.g. Meditation.

5) You should have plenty of mana to heal level up dungeons and even heroics. You might need to reforge or be on the look out for a few more Spirit pieces, but overall you shouldn't feel that every pull and boss fight is a nail-biting mana battle. (Mana will matter a lot more for raiding and challenge modes.) We want level 90 in blues to feel a little easier than level 85 in blues, so please let us know if that's not the case.

6) It's possible there are bad points in progression before level 90, because we haven't looked at that as much yet. If you have just hit say level 88 and haven't gotten any new level 88 gear yet and run a dungeon, it's possible mana return is lower than intended. Feedback on that is also useful. Do keep in mind that at this stage you might run into a boss that is horribly overtuned or just bugged. Just because you can't keep a tank alive doesn't necessarily mean that your mana needs to be massively buffed. It could mean we need to adjust the encounter. That said, the intent is not that you sit around idle much of the time, waiting for mana or too scared to waste a heal that isn't 100% critical.

Beta is going to be buggy and unpolished- very buggy and unpolished. It may not be a very enjoyable experience. It's not for everyone, and if you don't enjoy content in a half-implemented state, you might have a better experience waiting until the final product, which we will try our hardest to be as bug-free and polished as possible.

If you enjoy offering feedback before things are set in stone (insofar as they ever are in this game) and you don't mind seeing the inner workings of the sausage factory that is game development, then beta may be more fun for you.

P.S. I like to think I am less smug than snarky. (Blue Tracker / Official Forums)

Death Knight (Forums)
Death Knights and Number of Class Changes
I'm not losing too much sleep, but for Warlocks they've had a huge set of changes and information and it's clear that they haven't been forgotten. It's not even hyperbole that Blizzard isn't listening to us, look at the notes. Look at the changes. Warlocks know they're being taken care of. We don't.
This is a tough issue for us to solve as far as forum discussions go, because we think some classes need larger changes than others. There will be some DK changes, but overall we don't think they have the spec identity problems that the warlock changes were largely intended to address.

It may not seem fair to classes or specs that aren't undergoing as many changes, but we try very hard not to monkey around with things just for the sake of changing systems that we think work. I'd agree that every class needs a little bit of newness in an expansion, but there is a lot of that from the talents and glyphs. That said, I will try to carve off some time to address some DK concerns. (Blue Tracker / Official Forums)

Hunter (Forums)
Silkworm and Porcupine Pets
Just read a forum on petopia that said the silkworms and porcupines that are part of the "boar" family weren't meant to be tameable pets, but they forgot to change that part when they got rid of the boar placeholder models. Please don't take away my porcupine.
We decided these animals shouldn't be boars anymore, but they will be tameable. Silkworms can be worms. Porcupines can be their own family. (Blue Tracker / Official Forums)

Warrior (Forums)
Warrior Feedback
For Arms, we're trying a new Taste for Blood right now, where the Overpower procs buff your next Slam instead of Overpower. The effect lasts longer than the buff in your build, and can stack up several times, but the general intent is you Slam when Overpower stops proc'ing. The decision point can come about whether to Slam or CS or MS if those are all available, and how much Rage you can afford to bleed off to Heroic Strikes and still have enough left for the big Slam. This is a pretty new change, so it's entirely possible we'll change it again before you see it. I just din't want anyone spending too much effort modeling the Overpower buffs Overpower design. (Blue Tracker / Official Forums)

Dragon Soul Challenge
Join Athene once again as he leads another Dragon Soul Challenge. This time around there will be four guilds participating! Stars, Paragon, Blood Legion, and Exorsus will all be racing for first place to raise money for the Save the Children charity!

The event starts at 4PM GMT on May 12th with $3,500 in prizes up for grabs for the winners. A countdown timer for when the event will start can be found here.

Arena Junkies Invitational Tournament
Arena Junkies, together with help from Curse and Alienware, is going to be running the first ever Arena Junkies Invitational Tournament, featuring eight of the best 3v3 teams. These players will battle it out for glory and yet to be announced, but surely impressive prizes.

The eight teams will be broken into two groups of four and will play in a Round Robin format. The top two teams from each group will advance to face each other and vie for the spot in the Finals. The Round Robin matches will take place on May 19th & 20th at 3 PM EST. The Finals will take place on May 26th at 3 PM EST.

by Published on 2012-05-10 08:36 PM

Update: Clarification about realm grouping, initial zones, and zone splitting added.

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

During the initial phase of testing we will be sharing the following zones between the available beta realms: Northern Barrens, Ashenvale, Azshara, Darkshore, Westfall, and Silithus. We are also able to split over-populated zones and will be testing this new technology on the Pandaren starting area (turtle zone).

For beta testing purposes, we will be matching up all realm types whether they are PvP or PvE. This is different than what we plan to do for the live realms, however. For the live realms we will be matching realm types: PvP with PvP, PvE with PvE, RP-PvP with RP-PvP, and RP-PvE with RP-PvE. As always, we plan to keep an eye on constructive feedback while in testing of this new technology.


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

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

Q. How will this work on boats or zeppelins?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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