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by Published on 2014-07-17 07:14 PM

Warlords of Draenor Zone Preview: Talador
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Our journey into the wilds of Draenor takes us next into Talador. We unabashedly absconded with a little of Associate Quest Designer Johnny Cash’s* time to learn what’s waiting for players here.


Located in the heart of Draenor, Talador offers significant strategic value to the Iron Horde should they complete their quest to gain control. The city of Shattrath, a shining jewel of draenei civilization, now lies in the Iron Horde’s clutches, and the situation is looking grim..

Zone Music Piece: Last Night by Neal Acree


What can you tell us about the path that leads players into the events taking place in Talador? How does the story evolve within this zone?

Johnny Cash: After coming out of a major confrontation against the Iron Horde in Gorgrond and leaving one of their bases in ruin, you and your forces have begun erecting an outpost just north of the draenei city of Tuurem in a bid to push back the invading fleet. Under the command of the ruthless Warlord Blackhand the Destroyer, the Iron Horde has already made landfall on the Orunai Coast and have taken most of northern Talador—including the sprawling city of Shattrath, the trade capital for all of draenei civilization. If they aren’t stopped soon, all of Talador will fall into Grommash Hellscream’s grip, and the rest of Draenor is sure to follow. Talador’s strategic location at the heart of Draenor would give the Iron Horde the perfect launching point for their amassing forces in Tanaan Jungle.


Pushing the Iron Horde back will be no simple feat, however. They have greater numbers, a stronger foothold, and one of the most brilliant military generals to ever live backing its mission. A confrontation of epic proportions between Warlord Blackhand and Orgrim Doomhammer within Shattrath will shake the city’s foundations, and not every hero who enters may make it out alive.

Even once the Iron Horde is routed out of Shattrath, the city will not remain safe for long, as new foes are waiting to emerge and lay claim to the city. The Sargerai are a sect of draenei who have aligned themselves with the Shadow Council to usher Gul’dan’s twisted schemes into fruition. With most draenei cities razed and sacked by the Iron Horde, allies are few and far between . . . but they do exist. Pockets of draenei resistance dot Talador’s forests, eager to retake their homes and enact vengeance on their assailants. In an ancient caldera to the east at a major ley line nexus, Archmage Khadgar and the Kirin Tor have taken up residence. Perhaps most curiously, there have been several sightings near the city of Aruuna of arakkoa outcasts—flightless bird-men powerful in the ways of shadow magic. Some say their existence is little more than a legend, but players will have to find out for themselves if the rumors are true—and if they are, what brings the arakkoa outside of their ancestral home in Spires of Arak . . . or, more importantly, who.


On top of all of the very real threats players face in their first foray into Talador, a darker, more sinister threat lurks to the south. Teron’gor, right hand of Gul’dan, leads a massive assault on the holy mausoleum of Auchindoun, resting place for all draenei souls. Demons pour in at the Burning Front from the remains of a ruined world somewhere in the Twisting Nether. The Shadow Council eyes the city of Telmor. Exarch Maladaar leads the Auchenai, ancient defenders of Auchindoun, in a desperate effort to hold off the seemingly endless waves of death. If their lines falter, Teron’gor will have unhindered access to innumerable draenei souls . . . and plans to consume them to gain a terrible power not meant for mortal hands. But the Auchenai have an ally that Teron’gor did not expect. Lady Liadrin and her Sunsworn felt the demonic presence and have flocked to Auchindoun’s aid, and will call upon players to help turn the tide—but will they be enough?

How would you describe the zone’s ambience and the creatures that can be found in it?

Johnny Cash: Talador is home to the heart of draenei civilization. It is stunningly beautiful, and the zone has a palette of oranges, golds, and greens that make it incredibly vibrant.

It is stunning beautiful, and the zone has a pallete of oranges, golds, and greens that make it incredibly vibrant.

It’s particularly lovely at dusk and into the evening, where its gentle orange sky fades into a dazzling starry night. The zone really showcases the breadth of draenei life: the sprawling trade hub of Shattrath, the massive mausoleum that is Auchindoun, the iconic city of Tuurem, the mythical Telmor (it does exist!), and so many others. Talador is more than a pretty place, though, and there is a prevailing sense of urgency that you feel everywhere you go. The Iron Horde and the Shadow Council threaten to unravel all that you’ve done in one fell swoop. Talador also boasts these great contrasts everywhere: old versus new, tranquil versus literally on fire.

Of course, while you’re in Talador you’ll have run-ins with the many creatures that call this great forest home, many of whom have adapted unique hunting techniques to survive. The devious stalker is able to change its skin coloration to camouflage it, allowing it to ambush prey or escape predators unseen. Mighty teroclaws, flying beasts that use their strong beaks to sever both flesh and bone, rule the skies here rather than the rylaks found in many of Draenor’s other locales. Moths are drawn to the plentiful water sources, and have developed the ability to channel the abundant magic energy in the air around them into condensed blasts. Those same water sources are home to all sorts of electric eels, poison frogs, and even mighty riverbeasts. Some caves are home to ferocious territorial spiders that few dare disturb—their venom is said to be able to alter both the body and mind. Tigers prowl the lower mountain ridges, hungry for their next kill. Talador looks like a welcoming place . . . but every forest has its dark side.


Which locations are some of your favorites? Any highlights players should make sure to see and experience?

Johnny Cash: Talador offers some truly diverse locations that are all worth a visit. You’re seeing these places that you may be familiar with from The Burning Crusade in a totally different light. You know more or less where everything is in Talador already if you braved the Terokkar Forest, but nothing in those locations is quite as you remember it. That’s what makes it so exciting to explore. I would say there are three main areas and their surroundings that really define Talador: Shattrath, Auchindoun, and the northeastern forest.

Shattrath is initially occupied by the Iron Horde and is exponentially larger than the Shattrath players know from The Burning Crusade. Carefully manicured trees and hedges lines its walkways, and numerous rises, canals, and bridges connect several large, unique sections of the city. One section is protected and cordoned off by an ornate, magically enhanced shell structure. Nearby, Shattrath’s docks offer ample room for traders from all across Draenor to come peddle their wares—or for an Iron Horde war fleet to bring their ships. Those who prefer to live a quieter lifestyle outside of the hustle and bustle of the big city may find themselves in Tuurem or a village along the Orunai Coast.

Auchindoun has not yet been sullied by the Shadow Council, and players will have a chance to see it in all its glory. Draenei from all around make pilgrimages there to pay their respects to their ancestors and the recently deceased. The northeastern forest may not have an enormous city dominating its horizon, but it is far from short on sights worth seeing. Your Garrison outpost stands tall in an ideal position for accessing the whole of Talador, wherever your presence is needed.


What outpost bulidings are available, and what will players be able to earn for their Garrison?

Johnny Cash: Talador will offer some really cool choices that will affect your Garrison. You’ll have the opportunity to build an Arcane Sanctum or an Arsenal in the last available spot in the outpost. Which building you choose will offer you a different questing experience, a blueprint to construct a Mage Tower or Armory at your Garrison, and a special follower.Each building also unlocks a special zone ability to use anytime you’re in Talador. You can call in an artillery strike from the cannon mounted on the Arsenal, or summon a guardian orb from the Arcane Sanctum that will follow you around for a time and fry any enemies that dare to get too close.

Talador is full of enemies to slay and problems to solve, and I hope you enjoy playing it as much as we did making it. Good luck; have fun!

We hope you’ve enjoyed learning more about Talador, and we look forward to continuing the journey through Draenor in our next zone preview.

*Not to be confused with the original “man in black,” though Johnny—like most game designers—does own a healthy collection of black T-shirts. He does not, however, take song requests.
by Published on 2014-07-17 08:30 AM

Legendary Gem changes coming to PTR

Deck Spotlight: apDrop's Aggressive Rogue, IEM Shenzhen Day 1 VoDs, Funny & Lucky Moments #54

New Battleground: Garden of Terror, Master Skins Coming Soon

Warlords of Draenor - Level 100 Warrior and Paladin Talents
Today we are taking a look at some of the visuals used for Level 100 talents. You can find the Warlords of Draenor Talent Calculator for Warrior and Paladin on the beta WoWDB site.

Talents Displayed










Warlords of Draenor - Face Variation
It looks like fixes for "same face" are in progress!



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Don't understand devs' love for players standing still. Movement is fun.
So is caring about the specialness of movement, and the gameplay value of it. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
What's the intent with new blood 4pc? Blood shield can't deplete, so immune to physical damage for 10sec?
Your Shield can't drop below X% of your health; ie, every hit on you, Blood Shield will at least absorb that much. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
SI really gone for balance? Barkskin is so weak in comparison even with a 30second cd
Barkskin is generally regarded as stronger, especially in PvP. (Celestalon)
I get killed with barkskin up almost every time I queue. And SI would help a lot more in raids since druids have no immunity
With the Barkskin glyph? It's extremely strong in PvP. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Are you even considering changing the new MM mastery? .. I would like to PVP as MM .. dont ruin my spec please
I'm not sure how that ruins your spec. It's valuable for PvP, situationally (and is optional anyway). (Celestalon)
stand still in PVP, hunters need to kite all the time, or else we get instat wrecked. It never goes off in PVP
You should try harder to get some stand-still time in. It is absolutely possible. You only have to stop for 3 sec. (Celestalon)
only hunter def is roar of sacri, and one talent row. That is no where near other classes. You cannot face tank melee or casters
And Deterrence, and Disengage, and the other defensive talent row, and traps... (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
yes, thanks for reply. Speaking about heating up fade on none crit hit. The grace delay was a good fix 1/2
We feel like the grace delay worked well. It may need some slight retuning after the responsiveness fix, though. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
And in the category of nearly mandatory talents: Spirit Shell at Level 75. http://t.co/s5xP9BnOGs
We think that's an interesting choice because Spirit Shell is not necessarily a throughput gain, whereas the others are. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
MM, ele and arms masteries changed for being too similar to MS. Why not combat?
Combat's Mastery we changed to offhand dmg; has interaction with your other abilities. We decided it was different enough. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Is the Echo of the Elements ui notification final? Looks like it's hard to see and not as flashy as Lava Surge & Fulmination.
No. (Celestalon)

I know it's MOLTEN earth, but sounds like it should be nature damage.
Nature is heavily overloaded, unfortunately. Rocks/Earth doing damage are typical physical, and we didn't want this to be ... (Celestalon)
...affected by armor, or weirdly bypass armor."Nature" damage is crazy. Poison, Solar, Plants, Lightning, Earth, Wind, Chi, etc. (Celestalon)

Minor Glyph to make Molten Earth for Shamans summon Pandaria Earth Spirits.
It doesn't summon anything. Heard that misconception several times now, perhaps there's a better way to word the tooltip. (Celestalon)
"incite the earth around to come to their aid" Since shamans call Elementals for aid, "incite" sounds like the earth comes alive
In a way, it does, but they're not units, they're missiles. (Celestalon)
is this the same stone missiles the ogre shamans use in frost fire ridge?
Very similar, but more polished for players. (Celestalon)

about new Ele mastery, will CL last target be the one you cast or the random one hit by the last chain?
First target. (Celestalon)

Did the cool lightning from sky visual effect got scrapped for ele shammies? ;(
I reckon that that was not the last you'll see of that visual. (Celestalon)

Any chance LB for EnhShaman will be revisited? Or is hardcasting LB as melee (to avoid MW overcapping) part of our skillcap?
Part of your skillcap. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Any chance you'll ever take WS off the GCD? Fury still feels terrible as is.
It'd feel worse with WS off the GCD. You'd have a *ton* of rotational deadtime. Would feel extremely slow. (Celestalon)

"Tanks now take 25% additional damage while engaged in PvP combat." Does this count Protection warriors in Glad stance too.
Currently, no. It's something we could do if needbe, but don't think it's needed currently. (Celestalon)

...2 RB, bloodsurge proc, and full rage, no matter what we do feels wrong. Rage capping, wasting RBs and letting enrage fall...
In that case, you should be doing WS-WS-WS-WS-WS-WS-WS-WS-BR-RB-RB-BT. No lost rage, or RBs. (Celestalon)
Did BT get a massive nerf/change in your build? You really prioritize it last? Dump to 0 rage / 0 RB before you BT...
During a CS? Absolutely. It's the lowest DPCT. (Celestalon)

does Sudden Death's Execute proc increase based on rage or will it be as if we had minimum rage?
Currently, yes. Strongly suspicious that that's too strong, though. (Celestalon)

Prot Warriors can continue to avoid/block while in Bladestorm dispite the tooltip removing that description. intended?
Yes. That wording was removed from several tooltips to make them more understandable. No functional change. (Celestalon)

Art
Will Yrel have a custom, unique model like Jaina,Vol'jin etc or will she use a heavily modified version of new Draenei female?
Yrel's model has a couple custom elements, but isn't a whole unique model like Velen or Khadgar. (DaveKosak)

Character / Items
color variation artists have made whenever you want, for a fee
I love the idea of dying armor like Diablo did. I get a little worried with user-made content, because we're internet people. (Muffinus)

PvP
so you're fixing small details to the flag points that no one looks at when you could fix mmr and stop 0 point games
The artist that made this flag post does not work on the MMR system (holinka)

Could we get any information regarding the Tournament realm when it's coming up and so on or is it top secret?
We're finalizing details to share. Sorry for the delay. (holinka)

Does the damage against Tanks stack higher if they are carrying a flag In a Normal or Rated BG?.
The damage debuff for flag carrying remains the same so they'll stack (holinka)

Garrisons
Do Garrisons have specific music? Would be awesome; for example variation of vanilla Orgrimmar music.
They have their own music, but you can get a boom box that lets you change the music (Muffinus)

Heroes of the Storm - New Map and Master Skins
Blizzard announced a new map and previewed some Master Skins today! Garden Of Terror is a new three lane map with darker nights that reduce visibility. Players can collect seeds until they reach 100 and control the limited duration Garden Terror.



by Published on 2014-07-16 06:11 AM

Life on Hit on PTR Explained, Transmog Adjustments, Chinese Diablo 3 Graphics, Diablo Cosplay at Japan Expo

No Naxxramas This Week, Deck Spotlight: Black and Blue Warrior, Naxxramas Blues

Hero Rotation for Week of July 15th, Developer Q&A #6 Livestream - July 22nd

Warlords of Draenor - Upcoming Beta Additions
It looks like upcoming beta builds (next week) will give us Gorgrond, Talador, and Ashran!



Warlords of Draenor - 7/15 Beta Invite Wave
A sizable invite wave went out tonight, allowing many more people to join the beta testing for Warlords of Draenor. Bashiok also explained a little bit more about how invite targeting works.


Originally Posted by Bashiok (Blue Tracker)
Targeting was at subscription length + recent activity of accounts who are (of course) opted in to beta test on the website. So account creation date wasn't necessarily a factor, although of course those with a lot of sub time also have old accounts. Also it was a target and not a guarantee, and so certainly not everyone who has been playing a long time got one.

But more are going out to opt-ins every week, and there are fansite and gaming news site giveaways. Plenty of additional opportunities every week.

Warlords of Draenor - Holiday Updates
Muffinus hinted that holidays may see some changes or updates in Warlords of Draenor.



US Connected Realms - Update 7/15
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As previously announced, we’ve been working toward connecting realms to increase the number of players on low-population realms. Here's a continuously updated list that contains currently planned connections, future plans, and completed realm connections, all in one convenient location.
*Please note this list does not encompass all potential future connections. Please check back for further updates.

Next Connections
We will be connecting the realms listed below on Thursday, July 17 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.
  • Dawnbringer and Madoran
  • Zuluhed and Andorhal, Scilla, and Ursin

We will be connecting the realms listed below on Thursday, July 24 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.
  • Deathwing and Executus, Kalecgos, and Shattered Halls
  • Gilneas and Elune

Future Connections
We do not have a date for the following realm connections, but will update this post when we do.
  • Malfurion and Trollbane
  • The Venture Co and Maelstrom

*Plans for these connections may change at any time, but we’ll provide additional updates on specific dates for future connections here as we can. Please note that as a part of the connection process realm times may change to match each other.

EU Connected Realms Update - 15/07
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The following realms are due to be connected on 16 July:

English Realms
  • (PvE) Saurfang and Darkspear/Terokkar

German Realms
  • (PvE) Teldrassil and Perenolde
  • (PvE) Durotan and Tirion
  • (PvE) Lothar and Baelgun

The following realms are due to be connected after the realms above:

English Realms
  • (PvE) Lightbringer and Mazrigos
  • (PvP) Dentarg and Tarren Mill

German Realms
  • (PvE) Norgannon and Dun Morogh
  • (PvP) Nefarian and Nera'thor

Russian Realms
  • (PvP) Пиратская бухта and Ткач смерти

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
does everyone get a base multistrike %? Don't have beta yet so can't test
No, no global base amount. A few specs have passives which some though. (Celestalon)
...which *grant* some. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
also also about mirror images. Giving mages an ability we've had for years as a lvl90 talent isn't fun or exciting gameplay.
It does like 3000% more damage now though! (Muffinus)

Warrior (Forums / Skills / WoD Talent Calculator)
Will a warrior have to commit to glad stance before a bg starts?
In its current implementation, yes. (holinka)

Warlords of Draenor Stats
Is Rating -> % conv. going to be the same for Crit and Multistrike? If so, it feels like Crit will always be numerically better.
Nope. (Celestalon)
Good to know. Are we going to see Multistrike Damage bonuses (> 30%) the way we do with Crit? (> 100/50%)
Yes, but they're very rare. (Celestalon)

PvE
Is it realistic to expect we will frequently switch gemming and enchanting, esp given stat attunements?
The average player? Maybe not. A top 10 guild tank doing progression? Wouldn't surprise me at all. (WatcherDev)

With most ench/gem/reforg gone, how do we promote build diversity aside for drop RnG. It's fairly important during progression.
But enchanting and gemming aren't gone? Also flask/food is a good chunk of secondary stats - you can make large stat adjustments. (WatcherDev)
I was under the (misguided maybe?) impression that available enchants and gem slots are severely reduced in WoD?
They're consolidated into fewer slots, so you can wear more gear instantly, but each enchant you do have is more impactful. (WatcherDev)

In other words, will heroic dungeon gear be powerful enough for normal mode Highmaul?
Absolutely. Normal Highmaul is tuned for Heroic dungeon blues, and Normal Highmaul will be open before LFR. (WatcherDev)
Question, is that Normal which is "Flex" now, or "Normal" right now?
If I ever talk about Warlords raids, I'm using the 6.0 difficulty names. So, the former. (WatcherDev)
Follow-up inquiry, what is Heroic Highmaul tuned for?
"Tuned for" can be misleading. Tuned to be done in Normal Highmaul gear by the audience for which Heroic is the likely endpoint. (WatcherDev)
But Mythic-caliber raiders should be quite able to do Heroic Highmaul without much/any Normal gear. (WatcherDev)

PvP
Any chance at getting a few more bgs for low levels, random bgs xp <3
Actually yes! We are going to redistribute when battlegrounds come available. More at lower level. Also Random BG at level 20. (holinka)

I don't play much. I did however start at release and saw the game wither away since Cata.
Arena participation grew 50% over the course if the expansion. Not dead, growing. (holinka)

constant new rewards take resources. motivation at top end is a recognition issue, maybe in game ladder UI to show off?
Definitely thinking about ways to improve rewards and progression in PvP. Any change would need to be clearly better. (holinka)

we going to see an different version of nagrand arena in WoD? Maybe more #savage
One of our longterm goals is to improve the visuals of the arenas while preserving their layouts. More to come on that. (holinka)
awesome, looking forward to see what is to come. Cant wait testing out Ashran when its on beta, druid ready to explore n kill!
We're working to get Ashran playable in Beta very soon. (holinka)

then what about shooting through a hill in a bg map? Is that latency to?
No terrain does not break LoS in WoW. (holinka)

so do you think they will ever make an arena that is wide open? Nowhere to hide type arena
No, line of sight and positioning are a critical part of arena PvP (holinka)
of unless you are a caster or hunter who can shoot through solid objects. Which has been a problem for years
In arena? Barring latency, the objects in arena do block line of sight. (holinka)
so all the complaints about shooting through solid objects is being blamed on latency.
do you have any specific examples? Generally, objects in arena break LoS. But for moving targets, latency matters. (holinka)
for instance, on my client, I may see myself behind the pillar, but on your client I haven't made it there yet. (holinka)
is that something that is trying to be fixed in WOD?
No because it's the nature of online multiplayers games. Synchronization is often sacrificed for responsiveness. (holinka)

I remember you asking how to increase arena participation a while back. *hint*hint*
We are creating new Vicious mounts of the Combatant achievements. It was very effective for increasing participation. (holinka)

I remember seeing something about the window for getting the vicious saddle being extended. True or am I just imagining things?
The vicious saddle will be available each season. (holinka)
The same one available for s14 is still obtainable now then? Just trying to be sure to clear up confusion between friends and I
You can obtain one Vicious Saddle per character each season. (holinka)

Well you can't really blame people. I don't give a crap about store mounts, but your answer was kinda poor and now deleted
The irony is that we're already making more PvP mounts. I know people are upset, but we are doing what they want. (holinka)
1 Ground mount per expansion isn't what people want. Again you presume to thin you know what we want.
who said one per expac was the plan? I think you are making assumptions. (holinka)
Sorry, it's actually two. For each faction. That's what we got for MoP. Did the plan change for WoD?
We hope to do 2 per season as long as we can. (holinka)

Lore
So Dave, outside Pandaria are there any beings to compare the celestials to? Or are they unique?
The ancients (Goldrinn, Aviana, etc) are just like Celestials. (DaveKosak)

WHOA! The elements on Draenor want balance? They aren't fighting with early h other or mortals for supremacy?
Unlike Azeroth, they don't seek the end to all, but the balance of all elements. The Breakers have other plans... (Muffinus)

Garrisons
are there any negative ramifications for bulldozing your plots?
There is a cost in garrison supplies, but there are also a ton of ways to obtain them (mostly through adventuring!) (Muffinus)

Why the cut to only 3 small garrison plots? Forces picks for the player now, Storehouse or Salvage only choice.
What would you have done with 4, specifically? (Muffinus)
I'm afraid of losing that impressive base feel, that houses a true army. Less complete base now.
It's still REALLY big, and full of stuff. Looking forward to feedback when t3 unlocks for sure. (Muffinus)

Yep, more alts with Garrisons...
Fine line to walk, rewards per alt. Didn't work out well on the farm. Check out garrison capacity system. (Muffinus)

What type of armor will non-human and orcs have? People are nervous around Worgen in Stormwind plate.
They come in the armor of their origins, Night Elf sentinels will look like sentinels, etc. (Muffinus)

Can we have a variety of racial guards? Not just one race, but a combination of orcs, trolls, etc?
There are some plans to allow you to customize where your guards come from (e.g. what main city) (Muffinus)
You mean faction right? Cause there are races without cities.
Yes. You can have all worgen guards and call it Dogfort. (Muffinus)
Please say Pandaren will be included in this.
Yup! Even some Shado-pan may choose to show up... (Muffinus)

UI / Addons
you said earlier no "new stuff for arena frames" - not even letting us scale/move them? Or do we have to rely on scripts?
Those frames are reusing the boss frames. We'd prefer to do a more comprehensive overhaul. (holinka)
Is it actually on the list, or something you'd simply like to do?
On the list of things we'd like to do... (holinka)

Warlords of Draenor - Mage Frost Mastery Visual Update
Along with the new mage spell visuals, some older spells are getting updated visuals as well. Mastery: Icicles is one example.



Dark Legacy Comics - #448
This week DLC takes on "same face"!

by Published on 2014-07-15 07:31 AM

Depth Diggers Changes Explained, Fetish Counters, Tempest Rush Changes, Paragon Levels on UEE, Play Your Way Thursdays

Naxxramas Not Releasing on July 15th, Heroic Card Back to be Shown Before Naxxramas

Into the Nexus #12, Authentication Maintenance - July 16th

Warlords of Draenor - Darker Nights
The darker nights that Mumper mentioned recently appeared in a few locations in Beta. Below we have a few examples of day time from beta, nighttime from live, and night time from beta. The video also shows a complete day/night cycle for each location.








Chris Hardwick Hosting Blizzcon 2014 Contests
Jay Mohr has been hosting the contests at Blizzcon for several years now, but according to him Chris Hardwick will be giving it a shot this year. Hardwick has recently been hosting the Talking Dead and The Nerdist Podcast.



The Gaze of the Black Prince Returns
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Beginning Tuesday, July 15 at 9:00 a.m. PDT, through Tuesday, July 29 at 9:00 a.m. PDT, we’ll be applying the Gaze of the Black Prince buff which will increase the reputation gained with the Black Prince by 100%. It will also increase the chance of obtaining items from his foes needed as a part of the Legendary Cloak quest line including: the Secrets of the Empire, Sigil of Wisdom, Sigil of Power, or Titan Runestone.

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Theorycraft Discussion
It's me or Crackling Jade Lightning in Stance of the Wise Serpent with Jade Serpent Statue don't proc Eminence (Statue) ? Is it intentional?
Yes, Eminence only works for the Monk in Crane Stance. (Xuen still causes Eminence regardless of the Monk's stance)

1. For stat calculating purposes, how does the Night Elf racial Touch of Elune determine whether its currently night or day?
Server time.

Possible to get current proc rates/data on the various new weapon enchants?
They're extremely untuned still. Once we get them at least ballpark tuned, I'll provide that data. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Any chance Combo Points can update a bit faster than they currently do?
Yes! (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
still looking for Hunter changes. 3 BA's on premade 100 and only 1 single proc of LnL.
Of course, because you're not Multistrike geared yet. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Have BrM monks received all the ability pruning they are gonna get...they still seem to have a lot of buttons&redundant skills?
No more major changes planned there, no. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Healing beta. Priest. Should I start treating flash heal as greater heal, not flash heal? In usage amounts, comparing early Cata
Kind of. It's similar in that it's your high-throughput heal. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Can multistrike proc Lightning Strike & Eruption too? 1 Lava Beam w/ 2 multistrikes gen 15 charges = 5 eruptions from 1 cast?
Nope. (Celestalon)
Shame, could've looked pretty awesome to see a few go off at the same time
Oh you definitely can see a couple go off at the same time, just on different targets. (Celestalon)
That's great, it looks very aesthetically pleasing. Was secretly hoping to see it rather frequently
Get a bunch of Mastery and spam Chain Lightning; it'll be frequent. (Celestalon)

Now that Elemental has no overload will our spell damage be increased to compensate?
Elemental did not lose Overload; it got merged with Multistrike. (Celestalon)
But everybody has Multistrike will all classes be balanced around the possibility to "overload"?
Elemental's Multistrikes are different; much stronger. (Celestalon)
(But yes, all classes will be balanced around the existence of Multistrike.) (Celestalon)

Earth Shield does not seem to have an internal CD on procs in the WoD beta. Sometimes gone in a couple of GCDs. Intended?
I believe we're trying it out as such. Much more effective as a heal this way. However, may be too strong, or annoying. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Average? It's literally within the bottom 4 overall for 25HM SoO and bottom 3 for 10HM. It's underperforming overall
Looking at rankings for Demo is entirely deceptive, because most of the top Warlocks are Aff/Destro. (Celestalon)

Any demo buffs? Literally no demos on ladder. Feels bad, man.
That's a tuning issue. (And to be fair, it's a tuning issue with Aff/Destr, not Demo).We haven't done tuning yet. (Celestalon)
It is a tuning issue with demo, actually. Demo has little ability to kill and little pressure against other players.
Oh, apologies, I was talking PvE. (Celestalon)
So does this mean demo is going to stay same and des/aff is going to be slightly nerfed?
It should come as no shock to hear that Aff/Destro are overpowered on live. (Celestalon)
It's HIGHLY underrepresented in medium to top end guilds, that isn't a coincidence
Demo is underrepresented because the Warlocks up there strongly favor Aff/Destro, not because it's weak (Celestalon)
lolwut. It's underrepresented because it underperforms compared to Destro/Aff.
That's... exactly what I just said? (Celestalon)
You can re-read your last post, if you'd like, to see where you're wrong.
Yeah, I don't get it. Demo is not UP; Aff/Destro are OP (in PvE). Thus, top guilds' Warlocks are mostly Aff/Destro. (Celestalon)
While they are OP, Demo is underpowered compared to almost every other single spec in the game. Again, bottom 4 25HM/bottom 3 10
And again, those rankings are useless. (Celestalon)

Art
Can taurens get around 2 feet back? watching beta streams I noticed they lost a lot of height. They should look taller imo.
That's strange man - we matched skeletons one to one on all new PC's. It might be illusion w/ movement. We'll take a look (artofcgrobinson)

Any chance of the old models of shaman totens being updated to match the new char models? great work on those models btw
I'd love to, it's on my radar. Totems are so cool, we could do a lot with updating them. No ETA, but I agree they need it (artofcgrobinson)

Will we possibly see white skin color for Worgen in WoD? It's becoming a bit depressing being black, grey, grey or grey.
its now on the list. This would be something we might add after PC update. (artofcgrobinson)

Will there be new faces added for each race or even the accessories you were looking into, like panda highlights?
Not at this stage. This is only an update of existing options in game. Would like to do so at some point, no eta (artofcgrobinson)

Please tell me female draenei are getting longer tails that have animation. I'm so tired of of sausage tail!
This would be something we might add in the future after we update existing features. (artofcgrobinson)

loving chars in beta, playing the chars is better then seeing in artcrafts, sad feather option for tauren horns is gone.
We might bring the feather back (artofcgrobinson)

Knowing that nothing is yet final, are there any plans for an brighter orange dwarf hair color like the old one?
Been thinking about that, I agree we missed the value on that color. I'll look into it (artofcgrobinson)

Thank you for taking a second look. We just want some feeling of diversity in the faces.
I hear ya, that's definitely our desire and goal at this stage. (artofcgrobinson)

Is the new human female model definitive or is it subject to change? Can't see my old char reflected http://t.co/ycgWabMIef
Definitely subject to change, we're now fine tuning each face, altering base pose to more closely match original structure/emotion (artofcgrobinson)
in this case we will be adjusting eyebrows, as well as looking at eye color, lip color, mouth shape, etc. (artofcgrobinson)
This is all part of our plan to address "same face". I had hoped to get out an Artcraft for this but tendon in finger detached - (artofcgrobinson)

What about the undead empty eye socket faces? Any chance we'll get those back?
When we're finished - you should have everything you started with. We don't want to cut/lose any features. (artofcgrobinson)

Male or female trolls next maybe? Pretty please? I think it's high time they've gotten an artcraft or at least*some* reveal
They'll be coming up soon. Had to model mouth in flat line, then use animation posing to form lips around tusks. Showing them (artofcgrobinson)
without that posing would have been disastrous. Hence the wait They look great now - we'll get something out asap (artofcgrobinson)

PvE
Chance we could have Beta Shatt Target Dummies on Live servers? Maybe a special room that is phased? Able to learn a lot there
It's something we're considering, but we'd want to kit them up a lot more. (Celestalon)

PvP
will lower level skirmishes give XP? Would be a nice change from questing/dungeon leveling. Maybe like as much XP as a quest?
We're planning on granting some XP from skirmishes. (holinka)

Will Ashran have solid trees, for LoS cover?
Trees have never had LoS in WoW for technical reasons. We're avoiding putting them in contested gameplay spaces. (holinka)

Are there any plans to bring back mana burns/drains? From what I see, a lot of healers not getting punished for standing in los.
There are no plans to bring back mana burns/drains. (holinka)

UI / Addons
will the limit of 50 mails be raised with wod?
No plans to change that - you can have far more than 50, but only 50 get displayed at once. (WatcherDev)

Garrisons
How big will our garrisons grow eventually? Won't fit all of the buildings, I fear? Pick & choose the best ones? Can we rebuild?
Pretty large, but not large enough to have everything. You can bulldoze and change buildings as much as you want, though! (Muffinus)

I thought there were 4 small plots has that changed now to 3? Also is the current design of requiring Alch to progress just for beta
On plots, current plan is 3 smalls at Tier 3 now. (mumper)
So the fourth small is scrapped?
No tier 4, the Garrison upgrades from 1 to 3. Lots of iteration still in progress, hence "current plan" (mumper)

how many large plots at the max teir and is that barracks, alchemy lab, town hall teir considered tier 1 for garisons?
Tier 1 currently has a small and a large plot for buildings. (mumper)

No previously made statements imply that having a gathering prof improves the overall yield from your mine/garden/barn.
Both the Mine and Herb Garden will let folks without the matching gathering skill create work orders for mats. (mumper)
Having the matching gathering skill will let you harvest the local garrison nodes in the mine/garden. (mumper)
so will we get enough mats out of our garrison & should drop gathering or it will must supplement miserable ground based gathering
Will still be valuable to have gathering skills, don't want to lose that. (mumper)

World
Is the return of darker night going into places like Elwynn Forest etc as well?
The plan is to get it in as many places as possible. (mumper)

Warlords of Draenor - Like Father, Like Son
Garrosh and Grommash meet up in Draenor and have some fun in this video.

by Published on 2014-07-13 09:47 PM

Comic-Con Goodie Bag, Diablo 3 China Release, Performance Drops in Coop, Monk Analysis and Feedback

This Week in Review - Popular Decks & Naxxramas News, Top 5 Plays of the Week #28

Skin Spotlight: Shan'do Illidan, Blizzard Gear Comic-Con Loot Contest

Warlords of Draenor - Horde Garrison Preview
Today we are taking a look at the Level 3 Horde Garrison! In these screenshots several plots are empty or not upgraded, as Chickat was upgraded to Level 3 by a bug.



Warlords of Draenor - Alliance Garrison Preview
Today we are taking a look at the Level 3 Alliance Garrison! In these screenshots several plots are empty or not upgraded, as lmarcelus was upgraded to Level 3 by a bug.



Flying in Warlords of Draenor
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We still think a 6.1 patch seems like a pretty reasonable point where flying would become available in Draenor, likely with some kind of aforementioned prerequisite. Maybe it's gold, maybe it's some kind of epic quest, maybe something more straightforward. But we're staying open to changing that post-release if it seems like it's working out really well and we want to keep rolling with it. I'm digging that there seems to be a pretty reasonable mix of beta experiences here though. Definitely looking forward to feedback when we get to the max-level content too.

Warlords of Draenor Theorycraft Blue Posts
Originally Posted by Celestalon (Blue Tracker / Official Forums)
Is there a certain reason that special ability multistrike rolls are delayed (especially the 2nd multistrike roll being time dependent on the 1st), while auto-attack multistrike rolls are instant and independent?

This 0.3-0.7 second delay is problematic for Colossus Smash, as any multistrikes from the last ability in a CS window will most likely land after CS has worn off.

It's an important part of making Multistrike feel like a distinctive stat. If you Multistrike a Frostbolt, you shouldn't just see 2-3 damage numbers pop up, you should actually see 2-3 Frostbolts fly out of your hand. Or if you Multistrike a Sinister Strike, you should at least see 3 impact visuals. This naturally includes delays, so that these effects are visual.

There already is a slight delay built into the animation of whatever ability you use (time it takes to swing your weapon down to the impact point, or raise your hands to the launch point of the spell). These average around something like 200ms. Multistrikes are offset by 533ms for the first one, and 866ms for the second one.

That all describes the visual, but what about the functionality? The 200ms delay I mentioned is purely visual, it doesn't actually exist for determining damage. For Multistrikes, the caster's stats are always used at cast time (t=0). Sometimes the target's stats matter as well, and those are used at impact time (t=533ms and t=866ms, plus travel time if there's a missile).

However, the Multistrike delays don't apply to all cases of Multistrikes. Auto attacks, heals, and periodic ticks have no delay. Special attacks do have the delay.

TL;DR: Yes, it's important, and Colossus Smash is a bit of an outlier in that it has a notable impact on DPS.

Should the Thirst for Blood talent be proccing off of multiple Rends? Rage generation gets pretty ridiculous around 5 targets.
Yes, for now.

Currently it seems SR doesn't gain bonuses from Find Weakness or Sanguinary Vein. This makes sense because it's a different 'entity'. Is this intended? Should a rogues 'pet' gain bonuses like this?
Yes.

Another question separate from this. Should SR's Ambush/Backstab Multistrikes trigger Sinister Calling?
For now, no.

Shadow Reflection is inherently a unique situation, and we have a lot of decisions to make about what it can do and what it can't. We have to balance it feeling rewarding to the user, and not being overpowered or buggy or overly complex. A lot of these decisions are somewhat fluid, and we can adjust them based on how things play out. If it ends up underpowered for Subtlety, we may end up enabling Sinister Calling for it, for example. Here are some more current details:

- It does not currently trigger any of your procs.
- The Reflection ignores stealth requirements, but does not ignore positional requirements.
- It can multistrike/crit as normal.

This description of multistrike concerns me greatly. For rolling DOT effects such as ignite, if I understand you correctly, the following situation could occur:
No, Ignite is always rolling, and you never care about just the ignite from a single hit. You're observing the difference between the very very first ignite impact of the entire fight to every other one.

EDIT: Oh, and ignoring the damage of the Multistrikes.They add to the Ignite.

The current AT POM Pyro-chaining behavior for building up combustions utilizes "ignite tick time gaming" a lot.
We'd rather remove that obscure, unintuitive, super-precise-timing-based mechanic. We're considering the best way to do that, currently thinking of changing Ignite to be a 1sec periodic, 5sec base duration.

The majority of raiders completely ignore the numbers that they are doing
Not only is this false, it's something we're looking to improve, and it's not the only type of gameplay.

The small delay that you are using does not result in any multistrike-feel either, as they are still so closely spaced together that it feels like they instantly happen. You would have to be paying special attention to each and every spell in order to notice multistrikes (coming from personal testing, hitting the dummies for a few minutes).
Again, totally false. Regardless, this thread is for theorycrafting, not philosophy.

Has the Creature-Attack-Player crit chance formula changed at all, in WOD? It did not get posted with the previous info dumps on page 1. If it did not, is it still (5% + (0.2% * LD))? And can the base 5% be reduced by mobs lower level than you?

While on the topic of Creature-To-Player crit chance, can you explain the mechanics behind "Sit Crit", where sitting down will result in always being crit? It seems that this got half-removed in WOD, unless I did my testing wrong.

Unchanged. Sitting should still increase your chance to be crit by 100% and lower your chance to dodge/parry/block by 100%.

Theorycrafting Details for Molten Earth
As long as you have attacked something within the last 6 sec, molten stone bolts will rise out of the ground periodically and fire at your most recently attacked target.

Period is 2sec/haste. Each tick, the bolt that it fires is offset by randomly up to 4sec/haste, to create visual variety/clustering, but still average to a 2sec/haste period.

Aborts firing if the target is dead or has a breaks-on-damage aura. Can crit, can multistrike. SP Coefficient is [MasteryPoints]*5%.

Could you elaborate what you were talking about in this Tweet: https://twitter.com/Celestalon/statu...47450841841664 ? Specifically, I am confused about the mechanic you are proposing and the intention/reasoning behind the change. Is the aim for it to heal less then it does (comparatively speaking, I know all healing right now is insane) now? More then it does now? Or is the goal something else entirely?
Conversion is straight up overpowered on beta right, so it's going to come down across the board. However, what I'm talking about there is the difference between specs. Frost has significantly increased RP generation rate through Frost Presence, and Blood gets significant extra RP through Multistrike. They're both balanced around that increased RP generation rate.

The idea with how Conversion limits RP generation on live is to try to equalize them by costing Frost/Blood more (by preventing their extra RP gen). However, a fair point with that approach is that it reduces all of their RP gen, not just the RP they spend on Conversion. So, we're considering alternatives. The leading one is simply making it cost different amounts for each spec, for the same healing, such as 15/sec for Frost/Blood, and 10/sec for Unholy. Don't know if those are the right numbers offhand, but something in that ballpark.

It seems that eminence dont work with multi strike. Is it intentional?
No.

Blue Posts
Originally Posted by Blizzard Entertainment
Beta Information
You guys are cranking out these builds!
Yeah, we'd like to be able to keep up this pace as much as we can. Even if a build doesn't have massive new content (new zones, etc) it will just be more current in terms of class design changes and data changes in general. Additionally, we sometimes only discover issues when a build is released to the public and we have the large beta userbase logging in and straining the servers. Sometimes that results in a less-than-ideal play experience for you folks, and while I know that can be frustrating it is very helpful for us to uncover those issues now as opposed to later on down the road.

Hopefully the newest build will clear up some of the Garrison problems, including as was mentioned earlier in the thread the Garrison locking characters inside and rarely letting them out. I haven't been able to complete any missions for days sadly.
I can clear some of this up, maybe. Despite looking like it's connected to the Draenor Continent, your garrison is actually on a different "map", in the same way that Kalimdor and Eastern Kingdoms are on different maps. Using some pretty fancy tech new to 6.0, we're able to transfer you from your garrison to the Draenor continent and vice versa without a loading screen, but if there are server stability issues you can be in a situation where Draenor is "down" but your Garrison is fine. When you attempt to leave the Garrison, you'll get snapped back to your Garrison because the transfer failed. (Note that even without this new tech, you'd experience pretty much the same behavior with walking through a portal).

I can't say with certainty this build will clear all that up, as you'll experience that behavior whenever a continent crashes. In reality it'll be an ongoing thing as we work to address the issues encountered on beta. (Blue Tracker / Official Forums)

Tank Specs in PvP
Hard to test out tanks in PVP when they are so broken right now. Unkillable gods of destruction.
So hey, about that...

We discovered a teeny tiny little issue with the Battle Fatigue debuff. Turns out, it was set to increase tank damage taken by -25%. Yes, that's an increase of negative 25%... which means that Battle Fatigue was actually reducing the damage tank-specced characters were taking.

This should now be fixed on Beta servers, which should make quite a difference. Let us know how things feel now.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Death Knight (Forums / Skills / WoD Talent Calculator)
Important question about Multistrike: If I use Icy Touch with the glyph that dispels and multistrike procs will it dispel twice?
No. (Celestalon)

RE DK Loving Blood Caked Blade for Unholy, looks great - anything similar coming for Frost?
Not really; Frost isn't supposed to favor Multistrike. That said, for that feel, Razorice is slightly similar (and has been buffed) (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Without an affordable swiftmend, rdruids are locked into refreshing harmony via healingtouch (i.e. forced to use HT once in 20s)
In the world of Warlords healing, that's expected (and very normal). (Celestalon)

Plans to re implement glyph to starfall that reduced its radius by 50%? I can see the huge range being a problem in dungeons.
Glyph of Guided Stars is for you in that situation then. (Celestalon)
What about adds with small amounts of hp Im thinking like alot of adds spawn they need to be killed quickly I can't dot them all
Hurricane. (Celestalon)

As it stands, MoC is strictly superior to Germ/RG, because the later add restrictions, while the first removes them ...
Moment of Clarity is likely overpowered with current tuning. It's not designed to be "strictly superior", obviously. (Celestalon)
How is MoC being op related to Germ/RG being awful talents? As long as MoC is slightly useful, you won't pick the other two...
A) If you think Germ is an awful talent, you're not thinking of all the potential situations. B) RG probably needs to buff SM. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
LnL changes: Trying it out now, I like it a lot. One Q: what happens at lvl 90, patch 6.0 with 0% multistrike?
There's at least raid buffs that provide Multistrike. Agree that it's awkward for now, but perhaps worth it. (Celestalon)

Are there any plans to making Clefthoofs and Talbulks tameable for hunters?
Still working out final implementation of the WoD families. Thinking maybe a Stag family w/deer, talbuk, MoP stags, etc. (Muffinus)

Mage (Forums / Skills / WoD Talent Calculator)
How exactly does conjured food count as a survival ability? You never get a chance to sit and eat in arena. Debuffs don't help.
That's not what that section of the patch notes is about. Most are unusable in arenas, if you notice. (Celestalon)
Most of what are unusable? Debuffs?
The sustainability section that you're referring to. They're to aid with questing and other soloing. (Celestalon)
But you can't eat while in combat. Any class can get food from a vendor so it isn't comparable to sustain. of other classes.
Most of those are primarily used out of combat. And no, Mage food is better. It's for questing/soloing, as I said. (Celestalon)
Mages have a lack of over time healing compared to every other class. a 40% heal from ice block every 5 minutes is underwhelming
Yes, and they're designed to *avoid* damage, not heal it back. They have burst absorbs, damage reversal, Invis, Nova, etc. (Celestalon)
So are these avoidance-abilities being retuned for warlords, because right now my absorbs aren't comparable to healer ones.
Nor should they be. You shouldn't be soaking up that much damage. (Celestalon)

are frost mage mastery Icicles going to snap shot off frost bolts, or scale to the damage of a frost bolt at the time of fire
Still snapshot; nothing's changing with that. (Celestalon)
will icicles scale to the current level of incanters flow or will they snap shot off a frost bolt that was buffed by flow
Icicles are based on the damage that created them. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Are WW monks really suposed to feel this slow? im energy starved all the time with no buttons to press level 100
If you're the type of player that wants to fill as many GCDs as possible, you should favor Ascension, Haste gear, and Chi Wave. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
shadow priest self healing feels very lackluster atm. maybe have instant and in shadowform PoM back? or renew?
No, but DP is changing to cause healing equal to 100% of damage done (DD and DoT). (Celestalon)
while questing, you barely get a tick of DP before mob dies. Biggest issue I had with Shadow. Healing on initial cast?
....I'm fairly certain that you just responded to the answer with the question. (Celestalon)
Does that mean even the initial cast will do 100% healing of that damage and not just the rolling dot?
Ah, there's the missing link, I think. "DD" = Direct Damage. Yes. (Celestalon)

Is it intended that Clarity of Power priests remove Devouring Plague immediately after applying it?
No, you should not do that. Better to Mind Flay during Devouring Plague. (Celestalon)

Since Multistrike is supposed to be H Priest Attunement/best stat, can H Priest Multistrikes proc EoL and/or vice versa?
Multistrikes will be able to Echo. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Will Elemental retain its niche of 3-5 target cleave with the change to mastery?
Absolutely. It works on chains. (Celestalon)

Will Elemental Blast work with the new mastery and would it add to fire or lightning stacks?
Yes and yes.(Both) (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Will the new Warlock talent: Demonic Servitude work with the existing Warlock talent: Grimoire of Service?
Yes. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
I can accept HS being removed. Don't like it but accept it. Still a 3 button rotation (4 w/ rare RB proc) is too much.
I question why you think RB is rare. It's more frequent than CS, even naked. With even blues it's twice as frequent. (Celestalon)

Spent a lot of time this evening playing on Fury. The 0.5sec Wild Strikes really make rage capping easy to avoid. Rage feels in your control (Celestalon)
It can definitely still get away from you if you don't pay attention to it, but you certainly have the tools to manage it now. (Celestalon)
I look forward to the feedback from people who give it a real try in the next build (day or few, I believe). (Celestalon)
How will 0.5sec WS work for me, as I play with 180ms if I'm really lucky? Most of times I get 270 ms. 0.5sec going to be bad.
That won't actually be bad at all. You're not GCD capped so slight timing offset doesn't matter, plus huge responsiveness upgrades. (Celestalon)

Any thought to adding a defensive aspect to Prot Warrs' Ultimatum procs? It just seems outdated to only be an offensive proc.
They have enough defensives; it's nice to have a proc that you know you don't need to worry about for defensive value; a bonus. (Celestalon)

On the Warrior Prot: Unyielding Strikes: Will using Ultimatum consume the stacks?
The Unyielding Strikes buff isn't consumed. (Celestalon)

WS would have to massively beat out RB in DPR to compete, and at that point you'd say, "why have both spells filling the role?"
WS doesn't beat RB in DPR, but it does beat it in DPCT, handily. And if you're GCD locked, DPCT starts mattering a lot. (Celestalon)
5 rage + 0.5 gcd WS? sounds painful to play with high latency.
The -25 thing was just to illustrate that it's untuned, not any indication that that's remotely correct. (Celestalon)

There are a lot of abilities requiring defstance. Is it intended that Gladstance be excluded from using them, or just not update
Gladiator Stance is for DPS, but restricted from swapping, so will likely count as both Battle and Defensive. (Celestalon)

Warlords of Draenor Stats
Does Multistrike benefits from + %damage buffs?
Yes. (Celestalon)

I'm assuming like all tertiary stats, multistrike will not be in abundance so it won't be something we should bank on
Multistrike is a secondary stat, as abundant as Crit or Haste or Mastery. (Celestalon)

it's seems like pvp power and resilience build into one stat . So very awful...
PvP Power/Resilience & Versatility have a common effect but overarching design is very different. (holinka)
We didn't like Resilience because it got so large that spells felt VERY different in PvP/PvE. (holinka)
We didn't like PvP Power because it was meant to compete directly with ilevel, which led to a lot of confusion. (holinka)
Versatility is a secondary stat on PvP and PvE gear and competes with Haste/Mastery/Crit/Multistrike. (holinka)
is it possible for Versatility to actually outperform other stats? ex. Frost Mastery, Subtelty Mastery etc.
Since it has damage reduction, it is tuned to not be as good at increasing damage. (holinka)
up to now we've been told "not as good as your best stat". Is it going to actually be dead last, or somewhere in between?
It has benefits that aren't related to damage so it is subjective. But it won't be your first or second best stat for damage. (holinka)

Challenge Modes
CM's are too item oriented, 30s tries then 10m wait for banner cd is no fun, could you either make cds reset or items unusable?
Agreed. In Warlords we'll be much more careful about which items are allowed to work in CMs. (WatcherDev)

PvE
With the removal of feats for SoO in 6.0 will this mean the Kor'kron Juggernaut will not longer drop guaranteed upon 6.0?
Slightly different handling there -- the mount will drop 100% of the time on Mythic until Draenor opens. (WatcherDev)

PvP
whats the thought behind adding those crazy pvp-only items to Ashran? variety and more action packed? some stuff of it scares me yo
."Crazy" items, spells in Ashran is an opportunity for us to "rewrite the rules" for a short time. It is about variety. (holinka)
By "short time", do you mean the abilities granted are temporary, i.e. you have to find another book later?
I mean during the life of the expansion, when Ashran is relevant content. (holinka)

will skirmishes reward Conquest? So we can gear there and then do rated Arenas after?
The conquest acquisition rate will likely be slower than normal unrated battlegrounds. (holinka)

Any chance on having a window to swap specs during arena preparation in WoD? Sometimes certain specs work better against classes.
It would just end up as a mandatory ritual in arenas to bluff you opponents. (holinka)

I know low lvl pvp isn't priority, but any chance we'll ever see gear options for pvp leveling (honor purchased)?
We want to expand on it, but we won't have the time just yet. (holinka)

will conquest/honor gear have random tertiary stats on them?
We haven't come to a decision on tertiary stats and pvp gear (holinka)

PvP Gear-grind for alts will be better but still potentially tedious when facing conquest-geared opponents in BGs
40 ilevels leaves room enough to feel progression in your gearing without the gap being too large. (holinka)
Think a lot of people would prefer to have less of a sense of progression for sake of alts not being facerolled in BGs
I'm sympathetic to the alt concern but I think 40 ilevels from no gear to full gear is reasonable. (holinka)
Especially when there two tiers of gear in between top and bottom. (holinka)

Curse Voice and SMITE Giveaway
Curse and SMITE have teamed up to integrate Curse Voice into the SMITE client, allowing you to quickly join a voice chat with teammates. Anyone who uses Curse Voice in game by August 31 will also get 200 free gems and a chance to win additional gems.

An Alienware X51 Desktop and more gems are also up for grabs, so be sure to enter the contest soon for your chance to win.



Weekly News Recap
It has been a busy week, so here is your chance to catch up on any news you may have missed!

by Published on 2014-07-11 11:43 PM

Warlords of Draenor Beta - Build 18537
Build 18537 went live on the beta servers tonight.



Updated Dark Portal
Tanaan Jungle now has a more fitting sky compared to last build.



UI Updates
The Warlords of Draenor cinematic button was added to the menu, as well as separate graphical settings for battlegrounds and raids. The Group Finder UI was also improved.





Season 16 Hunter
The helm, shoulders, and belt are missing from this preview.



Season 16 Warlock
The shoulders are missing from this preview, along with a belt buckle. The gloves are slightly bugged.



Season 16 Death Knight




New Models




Old Model




New Icons




New Items
You can see all of the new items on the WoWDB Beta site.

Level Type Slot Name
1Companion Pets Sky-Bo
1Companion Pets PetTemplate
100Other Personal Rocket Courier
100Other Pocket Flying Machine
655Other Kowalski's Music Box
60Mount Core Hound Chain
1Quest Intricate Crimson Pendant
695Quest Flamebender's Tome
695Quest Draenic Thaumaturgical Orb
1Quest Apexis Interface
1Quest Rough Lava Diamond
90Quest Ameeka's Tome of Tailoring
1Quest Marvelous Lava Diamond
1Quest Vial of Untested Serum
695Quest Heart of the Fury
1Quest Bat Collar
1Quest Worn Gavel
1Trade Goods Crate of Ore
1Trade Goods Alchemy: Northrend Alchemy Research
660TrinketTrinket Primal Gladiator's Badge of Adaptation
660TrinketTrinket Primal Gladiator's Badge of Adaptation
93MailHead Brianium Helm
93DaggerOne Hand Brianium Dagger
1Consumable Elixir of Shadow Sight
100Potion Ashran Healing Tonic
100Bandage Ashran Bandage
100Other Elemental Fragment


New Strings
Originally Posted by MMO-Champion
  • COLLECTIONS_MICRO_BUTTON_SPEC_TUTORIAL - Mounts, pets, and toys can all be found here!
  • CONFIRM_SUMMON_STARTING_AREA - %s wants to summon you to %s.\n\nYou will be unable to return to this starting zone.\n\nThe spell will be cancelled in %d %s.
  • GARRISON_BUILDING_LEVEL_LABEL_TOOLTIP - Level %d
  • GARRISON_FOLLOWER_TOOLTIP_UPGRADE_XP - %d XP to next upgrade
  • GARRISON_FOLLOWER_XP_LEFT - %d XP
  • GARRISON_FOLLOWER_XP_UPGRADE_STRING - to next upgrade
  • GARRISON_MISSION_STARTED - Mission Started
  • LFG_MICRO_BUTTON_SPEC_TUTORIAL - Find other players to go on an adventure with!

Game Text
  • Game Text #86635 - Knowledge is half the battle.
  • Game Text #86636 - Keep your wits about you, commander.
  • Game Text #86637 - The battle is heating up. We must push forward!
  • Game Text #86638 - This is our chance to send the Iron Horde scattering. Steel yourself. We must hold the front line!
  • Game Text #86715 - You have seen nothing yet. Beyond these gates lie the jungles of Tanaan. And I will be waiting.
  • Game Text #86747 -
  • Game Text #86748 -
  • Game Text #86749 -
  • Game Text #86750 -
  • Game Text #86775 - Commanda, we can hold a Iron Horde here. We don't got much time. Ya need ta find Warlord Bladefury inside da main compound.
  • Game Text #86786 -
  • Game Text #86788 - Lay down your weapons, Grommash! Look around you. You are lost.
  • Game Text #86789 - Wait then, Grommash. Wait, because we are coming for you.
  • Game Text #86790 - Thank you, hero. Today, we taste victory! Lok'tar ogar!



Achievement Changes
Originally Posted by MMO-Champion
Ashran
Player vs. Player

Feats of Strength
  • Challenger: Warlords Season 1 (New) Challenger: Warlords Season 1 End a PvP season in the top 35% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Challenger.
  • Duelist: Warlords Season 1 (New) Duelist: Warlords Season 1 End a PvP season in the top 3% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Duelist.
  • Gladiator: Warlords Season 1 (New) Gladiator: Warlords Season 1 End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Gladiator.
  • Hero of the Alliance: Primal (New) Hero of the Alliance: Primal End Warlords of Draenor PvP season 1 in the top .5% of the rated battleground ladder.
  • Hero of the Horde: Primal (New) Hero of the Horde: Primal End Warlords of draenor PvP season 1 in the top .5% of the rated battleground ladder.
  • Primal Gladiator: Warlords Season 1 (New) Primal Gladiator: Warlords Season 1 End Warlords PvP season 1 in the top 0.1% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Primal Gladiator.
  • Primal Gladiator's Mount [TBD] (New) Primal Gladiator's Mount [TBD] Obtain the Primal Gladiator's Mount from Warlords of Draenor Arena Season 1
  • Rival: Warlords Season 1 (New) Rival: Warlords Season 1 End a PvP season in the top 10% of the arena ladder (requires 50 games won in Warlords Season 1). Title Reward: Rival.

Player vs. Player
  • Primal Combatant (New) Primal Combatant Win 100 Arena (3v3) or 40 Rated Battlegrounds in Warlords Season 1 Reward: Vicious Saddle. 15 points.
  • Primal Combatant (New) Primal Combatant Win 100 Arena (3v3) or 40 Rated Battlegrounds in Warlords Season 1 Reward: Vicious Saddle. 15 points.
  • Primal Conquest (New) Primal Conquest Earn 27,000 Conquest Points in Warlords Season 1. 10 points.
  • Primal Conquest (New) Primal Conquest Earn 27,000 Conquest Points in Warlords Season 1. 10 points.



Spell Changes
Originally Posted by MMO-Champion
Mounts
  • Core Hound (New) Core Hound Summons and dismisses a rideable Core Hound. Account wide. 1.5 sec cast.

Companions

Item Set Bonuses
Before complaining about set bonuses, heed Celestalon's warning!


  • Item - Death Knight T17 Blood 2P Bonus While Bone Shield is active, your rune regeneration rate is increased by 10%. Casting Pestilence increases the value of your current Blood Shield by 10%.
  • Item - Death Knight T17 Blood 4P Bonus Activating Vampiric Blood now also imbues you with Bloodstained Armor. Bloodstained Armor increases your bonus armor by 10 for 10 sec. While Vampiric Blood is active, your Blood Shield cannot be reduced below 25% of your maximum health.
  • Item - Death Knight T17 Frost 2P Bonus When Rune of Cinderglacier activates, you gain the Frostbite effect. Frostbite makes your next Obliterate consume no runes. Activating Pillar of Frost refreshes all of your Runes as Death Runes and generates 6 Runic Power.
  • Item - Death Knight T17 Frost 4P Bonus While Pillar of Frost is active, all of your special attacks deal 10% additional damage as Frost damage. your special attacks trap a soul in your rune weapon, increasing Frost damage dealt by 10%. When Pillar of Frost fades, your rune weapon discharges the souls at your current target, dealing 10 damage per soul.
  • Item - Death Knight T17 Unholy 2P Bonus Increases the damage bonus of your Ghoul while under Dark Transformation by 10%. When Soul Reaper deals its bonus damage to a target, you gain 3 stacks of Shadow Infusion.
  • Item - Death Knight T17 Unholy 4P Bonus Scourge Strike deals its shadow damage a second time at 50% of normal damage. When you activate Dark Transformation, 3 of your runes are automatically refreshed as Death Runes.
  • Item - Druid T17 Balance 4P Bonus Wrath and Starfire reduces casts reduce the cooldown of Celestial Alignment by $[3,000/1,000} sec.
  • Item - Druid T17 Feral 4P Bonus While Berserk is active, special attacks cause a Gushing Wound on the target. Gushing Wound deals 15% of the damage of the special attack deal an additional 15% bleed damage to the target over until cancelled.
  • Item - Druid T17 Restoration 4P Bonus When you cast 3 sequential Healing Touch spells, you gain Nature's Wisdom. Nature's Wisdom increases your spirit by 75% for 10 sec. the mana cost of your next Wild Growth is reduced by 75%.
  • Item - Hunter T17 Beast Mastery 2P Bonus Kill Command has a 25% chance to increase the size and damage of your pet by 10% for until cancelled. reset the cooldown of Bestial Wrath.
  • Item - Hunter T17 Marksmanship 2P Bonus Name Changed from Item - Hunter T17 Marksmanship 4P Bonus to Item - Hunter T17 Marksmanship 2P Bonus. Aimed Shot critical strikes have a chance to call down an artillery strike on your target, dealing 10 damage. (Approximately procrppm procs per minute) restore 10 additional Focus.
  • Item - Hunter T17 Marksmanship 4P Bonus Name Changed from Item - Hunter T17 Marksmanship 2P Bonus to Item - Hunter T17 Marksmanship 4P Bonus. Activating Rapid Fire also grants you Deadly Aim. Deadly Aim increases your critical strike damage by 10%. While Rapid Fire is active, your critical strike damage increases by 5% per second.
  • Item - Hunter T17 Survival 2P Bonus Increases the Focus restored from Serpent Sting by 2. Black Arrow deals damage 33% more often.
  • Item - Hunter T17 Survival 4P Bonus When you hit a target with Explosive Shot, you gain the Rapid Shot effect. Rapid Shot increases your haste by 10%, stacking up to 0 times. your multistrike damage is increased by 25% for 3 sec.
  • Item - Mage T17 Arcane 2P Bonus After using Evocation, you gain the Arcane Affinity. Arcane Affinity reduces the cast time and mana cost of Arcane Blast is reduced by 10% for until cancelled.
  • Item - Mage T17 Arcane 4P Bonus When you gain an Arcane Charge, you have a chance to gain the Arcane Instability effect. Arcane Instability increases increase the number of missiles your next Arcane Missiles will fire by 10. 5.
  • Item - Mage T17 Fire 4P Bonus When Hot Streak activates, you have a 100% chance to gain the Pyromaniac effect. Pyromaniac causes cause all Pyroblasts to have no cast time and be guaranteed critical strikes for until cancelled. 6 sec.
  • Item - Mage T17 Frost 4P Bonus Each Ice Lance cast while Frozen Orb is active generates one stack of Ice Shards. When Frozen Orb ends, each application of Ice Shards reduces the cast time of Frostbolt by 25% 5% and increases the damage of Frostbolt by 30%. 5% for 10 sec.
  • Item - Monk T17 Mistweaver 4P Bonus Surging Mist multistrikes imbue you with Chi-ji's Guidance Chi-ji's Guidance causes cause your next Thunder Focus Tea to generate 1% Chi. Stacks up to 0 times.
  • Item - Monk T17 Windwalker4P Bonus While Tigereye Brew's damage effect is active, you gain Forceful Winds. Forceful Winds increases multistrike damage your multistrike damage is increased by 2% per stack of Tigereye Brew consumed.
  • Item - Paladin T17 Holy 2P Bonus When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory as though they were cast with 3 Holy Power. have a 25% chance to also be able to cast a free 3 Holy Power Word of Glory.
  • Item - Paladin T17 Holy 4P Bonus When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 10% effectiveness. have a 25% chance to be able to cast a free 3 Holy Power Light of Dawn.
  • Item - Paladin T17 Protection 2P Bonus When you use Avenger's Shield, you gain Faith Barricade. Faith Barricade increases your block chance by 50 for 5 sec. your block chance is increased by 50% for 5 sec.
  • Item - Paladin T17 Retribution 2P Bonus Using Templar's Verdict or Divine Storm Spending Holy Power has a 30% chance to empower you with Crusader's Fury. Crusader's Fury allows allow the use of Hammer of Wrath regardless of your target's current health.
  • Item - Priest T17 Discipline 2P Bonus Increases the duration of Penance by 1 sec. Penance channels for 1 additional second and generates 2 stacks of Evangelism.
  • Item - Priest T17 Discipline 4P Bonus Heal has a 10% chance imbue you with Clear Thoughts. Clear Thoughts increases your spirit by 10% for 10 sec. When you active Archangel, the mana cost of Prayer of Healing is reduced by 50% for 10 sec.
  • Item - Priest T17 Holy 2P Bonus Prayer of Mending jumps to 1 additional Ltarget:targets. 2 additional targets.
  • Item - Priest T17 Holy 4P Bonus Heal has a 10% chance to imbue you with Spiritual Vigor. Spiritual Vigor increases your spirit by 10% for 10 sec. When Prayer of Mending heals a target, you have a 40% chance to gain a stack of Serendipity.
  • Item - Priest T17 Shadow 2P Bonus Mind Blast deals an additional 10% of its damage over until cancelled to the target. Consuming Shadow Orbs resets the cooldown of Mind Blast.
  • Item - Priest T17 Shadow 4P Bonus Each time Devouring Plague deals damage over time, you gain the Mental Instinct effect. Mental Instinct increases your haste by 10%, stacking up to 0 times. your haste increases by 3% for 4 sec, stacking up to 12 times.
  • Item - Rogue T17 Assassination 2P Bonus Mutilate Mutilate and Dispatch critical strikes restore 10 energy.
  • Item - Rogue T17 Assassination 4P Bonus Envenom also instantly deals 35% of the damage of your Deadly Poison on the target. Envenom refunds 1 Combo Point and activates Blindside.
  • Item - Rogue T17 Combat 4P Bonus When you use a finishing move, there is a 25% chance to gain the Deceit effect. Deceit generates 5 combo points instantly and causes Your finishing moves have a 25% chance to generate 5 combo points and cause your next Eviscerate to consume no Energy.
  • Item - Rogue T17 Subtlety 2P Bonus While Shadow Dance is active, you gain the Quick Blades effect. Quick Blades generates 10 Energy every 1 sec for 10 sec. your abilities cost no Energy.
  • Item - Rogue T17 Subtlety 4P Bonus While Shadow Dance is active, your special attacks deal 10% additional damage as Shadow damage to the target. For 5 sec after Shadow Dance ends, your finishing moves will refund 5 combo points.
  • Item - Shaman T17 Elemental 2P Bonus Lightning Bolt and Chain Lightning have a chance to activate the Thundercaller effect. Thundercaller causes your next 5 offensive spell casts to also strike the target with lightning. Each stack of Lightning Shield consumed by Fulmination increases your multistrike damage by 2% for 10 sec.
  • Item - Shaman T17 Elemental 4P Bonus Lava Burst deals an additional 10% of its damage over 2 sec to the target. When you consume more than 12 Lightning Shield charges with Fulmination, you automatically gain Lava Surge.
  • Item - Shaman T17 Enhancement 2P Bonus Windfury Weapon now deals 2 extra attacks. Stormstrike reduces the cooldown of Feral Spirits by 5 sec.
  • Item - Shaman T17 Enhancement 4P Bonus Stormstrike reduces the cooldown of Feral Spirit by 5 sec. While Feral Spirits is active, you also turn into a Feral Spirit. Your Stormstrike, Windfury, and movement speed are improved.
  • Item - Shaman T17 Restoration 2P Bonus Targets healed by your Chain Heal spell receive an additional 15% of the healing received over time. When Earth Shield heals a target, you gain a charge of Tidal Waves.
  • Item - Shaman T17 Restoration 4P Bonus Heal has a 10% chance to grant you the Harmony of the Elements effect. Harmony of the Elements increases your spirit by 10% for 10 sec. When you gain Tidal Waves, you have a 10% chance to reduce the mana cost of Chain Heal by 75 for 10 sec.
  • Item - Warlock T17 Demonology 4P Bonus Shadowbolt Hand of Gul'dan has a 50% chance empower your inner demon, temporarily bringing your Metamorphosis form out even while you are not transformed.
  • Item - Warlock T17 Destruction 4P Bonus When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reduces reduce the cast time of Chaos Bolt by 50% and causes cause Chaos Bolt to consume no Burning Embers when cast.
  • Item - Warrior T17 Arms 4P Bonus Colossus Smash has a 50% chance to grant you the Deadly Calm effect. Deadly Calm reduces reduce the cooldown of Mortal Strike by 50% for 10 sec.
  • Item - Warrior T17 Fury 4P Bonus When you activate Recklessness, you also gain the Rampage effect. Rampage increases While Recklessness is active your attack speed and critical strike chance by 0% every second Recklessness is active. increase by 5% every second.
  • Item - Warrior T17 Protection 2P Bonus Shield Slam has a 101% 25% chance to automatically cast Shield Charge.
  • Item - Warrior T17 Protection 4P Bonus [Shield Shield Charge increases the damage of Heroic Strike, Slam, and Revenge by an additional 20%.

Death Knight (Forums)
Talents

Runeforging
  • Rune of Razorice Affixes your weapon with a rune that causes 3% extra weapon damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 3 3%, stacking up to 5 times. Modifying your rune weapon requires a Rune Forge in Ebon Hold. Runes. 5 sec cast.

Druid (Forums)
  • Cyclone Tosses the enemy target into the air, preventing all action disorienting them but making them invulnerable for up to 6 sec. Only one target can be affected by your Cyclone at a time. 7.5% of Base Mana. 20 yd range. 1.7 sec cast.
  • Primal Fury proc now requires a non-periodic critical strike to your primary target.

Feral & Guardian
  • Survival Instincts Reduces all damage taken by 70% for 12 sec. Max 2 charges. Instant. 12 sec cooldown. Druid - Feral & Guardian Spec. Instant. 12 sec cooldown.

Guardian, Balance, Restoration
  • Barkskin The Druid's skin becomes as tough as bark, reducing all damage taken by 20% for 12 sec. Usable while stunned, frozen, incapacitated, feared, or asleep, and in all forms. Druid - Guardian Balance, Restoration Spec. Instant. 30 sec cooldown.

Hunter (Forums)
  • Freezing Trap Place a frost trap that freezes the first enemy that approaches, preventing all action incapacitating them for up to 60 sec. Any damage caused will break the ice. Only one target can be Freezing Trapped at a time. Trap will exist for 60 sec. Frost Trap. Instant. 30 sec cooldown.

Talents
  • Wyvern Sting A stinging shot that puts the target to sleep, incapacitating them for 30 sec. Any damage will cancel the effect. Hunter - LvL 30 Talent. 40 yd range. Instant. 45 sec cooldown.

Mage (Forums)
  • Polymorph tooltips now note that the target wanders around incapacitated.

Talents
  • Ring of Frost tooltip now note that the target is incapacitated rather than frozen.

Fire
  • Dragon's Breath tooltip now note that the target is incapacitated rather than disoriented.

Monk (Forums)
Mistweaver
  • Jade Mists You gain 5% more of the Multistrike stat from all sources. Your Renewing Mist and Rising Sun Kick have a chance equal to your multistrike chance to not go on cooldown when used. Monk - Mistweaver Spec. The next Renewing Mist or Rising Sun Kick cannot trigger this effect. Monk - Mistweaver Spec.

Paladin (Forums)
  • Turn Evil tooltip now note that the target is incapacitated rather than disoriented.

Priest (Forums)
  • Divine Star tooltip no longer notes that the spell can be cast while moving.
  • Divine Star tooltip no longer notes that the spell can be cast while moving.

Talents
  • Clarity of Purpose Heals an ally for [ 1 + 492.4% of Spell Power 1;], increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for the same amount. Replaces Prayer of Healing. Priest - LvL 100 Talent. 5.7% of Base Mana. 40 yd range. 2.5 sec cast.
  • Divine Star is now an instant cast.
  • Dominate Mind Controls a mind up to level 4, incapacitating them for 30 sec. Does not work versus Mechanical beings. Priest - LvL 60 Talent. 2% of Base Mana. 30 yd range. 30 sec cast (Channeled).
  • Psychic Scream The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee, disorienting them for 8 sec. Damage caused may interrupt the effect. Priest - LvL 60 Talent. 3% of Base Mana. Instant. 45 sec cooldown.
  • Shadowy Insight Name Changed from Divine Insight to Shadowy Insight
  • Spirit Shell (New) Spirit Shell For the next 10 sec, your Heal, Flash Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec. Priest - LvL 75 Talent. Instant. 60 sec cooldown.

Holy
  • Divine Providence now also increases the absorption of your multistrikes.
  • Holy Word: Chastise Chastises the target for [ 1 + 63.6% of Spell Power ] Holy damage and disorients incapacitates them for 3 sec. Priest - Holy Spec. 3% of Base Mana. 30 yd range. Instant. 30 sec cooldown.

Shadow
  • Psychic Horror Consumes up to 3 Shadow Orbs to terrify the target, causing them to tremble in horror incapacitating them for 1 sec plus 1 sec per Shadow Orb consumed. Priest - Shadow Spec. All Shadow Orbs. 30 yd range. Instant. 45 sec cooldown.

Rogue (Forums)
Talents
  • Anticipation When one of your attacks generates a combo point on a target that already has while you already have 5 combo points, you gain an Anticipation charge, up to a maximum of 5. When you perform an offensive finishing move on an enemy, any Anticipation charges are consumed to grant you an equal number of combo points on that target. Rogue - LvL 90 Talent. Performing an offensive finishing move consumes all Anticipation charges and grants you a combo point for each. Rogue - LvL 90 Talent.
  • Cheat Death An attack that would otherwise be fatal will instead reduce you to no less than Fatal attacks instead reduce you to 7% of your maximum health, and damage taken will be reduced by 85% for 3 sec. This effect cannot occur more For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 90 seconds. Rogue - LvL 45 Talent.
  • Cloak and Dagger Your Ambush, Garrote, and Cheap Shot abilities can now be used from 40 yards away, and will cause you to appear Ambush, Garrote, and Cheap Shot have a 40 yard range, and cause you to teleport behind your target. Rogue - LvL 60 Talent.
  • Combat Readiness Enter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacks Enter a state of heightened defensive awareness. Each successive weapon attack will deal 10% less damage per application, stacking 5 times. Lasts for 20 sec, but if 10 sec elapse without any incoming weapon strikes, this state will end stacking 5 times. Lasts 20 sec or until not attacked with weapons for 10 sec. Rogue - LvL 30 Talent. Instant. 2 min cooldown.
  • Deadly Throw (Assassination, Combat) Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 3 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for a period of time. Damage dealt: 1 point : [ 1 + 17.8% of AP ] damage 2 points: [ 1 + 35.6% of AP ] damage 3 points: [ 1 + 53.4% of AP ] damage 4 points: [ 1 + 71.2% of AP ] damage 5 points: [ 1 + 89% of AP ] damage Finishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 17.8% of AP ] damage 2 points: [ 1 + 35.6% of AP ] damage 3 points: [ 1 + 53.4% of AP ] damage 4 points: [ 1 + 71.2% of AP ] damage 5 points: [ 1 + 89% of AP ] damage
  • Deadly Throw (Subtlety) Finishing move that reduces the movement speed of the target by 50% for 6 sec. If performed with 3 combo points, also interrupts spellcasting and prevents any spell in that school from being cast for a period of time. Damage dealt: 1 point : [ 1 + 22.1% of AP ] damage 2 points: [ 1 + 44.1% of AP ] damage 3 points: [ 1 + 66.2% of AP ] damage 4 points: [ 1 + 88.3% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damage Finishing move that deals damage, reduces the target's movement speed by 50% for 6 sec, and interrupts spellcasting when used with 3 or more combo pioints: 1 point : [ 1 + 22.1% of AP ] damage 2 points: [ 1 + 44.1% of AP ] damage 3 points: [ 1 + 66.2% of AP ] damage 4 points: [ 1 + 88.3% of AP ] damage 5 points: [ 1 + 110.4% of AP ] damage
  • Marked for Death Mark the target, instantly generating 5 combo points on them Cooldown reset. If the target dies within 60 sec Marked for Death's cooldown is reset. Rogue - LvL 90 Talent. 30 yd range. Instant. 60 sec cooldown.
  • Nerve Strike A successful Kidney Shot or Cheap Shot also reduces the Kidney Shot and Cheap Shot also reduce damage dealt by the target by 50% (25% on player targets up to 50%) and healing done by the target by 10% for 6 sec after the their effect fades. Rogue - LvL 30 Talent.

Shaman (Forums)
  • Hex Transforms the enemy into a frog. While hexed, the target is incapacitated and cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 60 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts. 3.5% of Base Mana. 30 yd range. 1.7 sec cast. 45 sec cooldown.

Talents
  • Conductivity (Elemental, Enhancement) When you cast Lightning Bolt, Chain Lightning, or Earth Shock, or use Stormstrike, your Healing Rain's duration is increased by 4.00 sec. This cannot cause Healing Rain to last longer than 40 sec. Your Lightning Bolt, Chain Lightning, Earth Shock, and Stormstrike increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
  • Conductivity (Restoration) When you cast Healing Wave, Healing Surge, or Chain Heal, your Healing Rain's duration is increased by 4.00 sec. This cannot cause Healing Rain to last longer than 40 sec. Your Healing Wave, Healing Surge, and Chain Heal increase the duration of your Healing Rain by 4.00 sec, up to a maximum increase of 30 sec.
  • Earthgrab Totem Summons an Earth Totem with 5 health at the feet of the caster for 20 sec. The totem pulses every 2 sec, causing roots to ensnare the legs of rooting all enemies within 10 yards for 5 sec, preventing movement. Enemies that have already been rooted once Enemies previously rooted by the totem will instead have their movement speed reduced by 50% suffer 50% movement speed reduction. Replaces Earthbind Totem. Shaman - LvL 30 Talent. 5% of Base Mana. Instant. 30 sec cooldown.
  • Echo of the Elements (Elemental) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Burst, Frost Shock, or Earthquake to not incur its cooldown. Your spells and abilities have a chance to cause your next Lava Burst or Frost Shock not to incur its cooldown.
  • Echo of the Elements (Enhancement) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova to not incur its cooldown. Your spells and abilities have a chance to cause your next Lava Lash, Stormstrike, Frost Shock, or Fire Nova not to incur its cooldown.
  • Echo of the Elements (Restoration) Your spells and abilities have a chance to trigger Echo of the Elements. Echo of the Elements causes your next Riptide, Healing Rain, Purify Spirit to not incur its cooldown. Your spells and abilities have a chance to cause your next Riptide, Healing Rain, or Purify Spirit not to incur its cooldown.
  • Elemental Blast (Elemental, Restoration) Harness and direct Harness the raw power of the elements towards an enemy target, dealing [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Critical Strike, Haste, Multistrike, or Mastery your Critical Strike, Haste, Mastery, Multistrike, or Versatility by 0 for 8 sec.
  • Elemental Blast (Enhancement) Harness and direct Harness the raw power of the elements towards an enemy target, dealing [ 164.51% of Spell Power ] Elemental damage and increasing the caster's Agility, Critical Strike, Haste, Multistrike, or Mastery your Agility, Critical Strike, Haste, Mastery, Multistrike, or Versatility by 0 for 8 sec.
  • Elemental Mastery Call upon elemental forces, empowering Elemental forces empower you with 30% haste for 20 sec. Shaman - LvL 60 Talent. Instant. 1.5 min cooldown.
  • Nature's Guardian Whenever a damaging attack brings you below 30% health, your maximum health is increased Attacks that bring your health below 30% increase your maximum health by 25% for 10 sec, and your threat level towards the attacker is reduced. This effect cannot occur more often reduce your threat toward the attacker. Cannot occur more than once every 30 sec. Shaman - LvL 15 Talent.

Elemental
  • Earth Shock Instantly shocks the target with concussive force, causing [ 35.95% [ 1 + 35.95% of Spell Power ] Nature damage. Shaman - Elemental Spec. 5% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Mastery: Molten Earth (New) Mastery: Molten Earth Your damaging spells incite the earth around you to come to your aid for 6 sec, repeatedly dealing [ 160% of Spell Power ] Fire damage to your most recently attacked target. Shaman - Elemental Spec.

Warlock (Forums)
  • Fear Strikes fear in the enemy, causing it to flee disorienting it for up to 20 sec. Damage caused may cancel fear. Limit 1 target. 4% of Base Mana. 30 yd range. 1.7 sec cast.

Pets
  • Seduction Seduces the target, preventing all actions disorienting them for up to 30 sec. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast: Cast upon targets who attack, stun, silence or fear their master. (Right-Click to toggle) Special Ability. 20 Energy. 30 yd range. 30 sec cast (Channeled). 30 sec cooldown.

Warrior (Forums)
  • Bloodbath For the next 12 sec, causes your melee special attacks and their multistrikes to deal an additional 30% your melee abilities and their multistrikes deal 30% additional damage as a bleed over 6 sec. While bleeding, the target moves at 50% reduced speed. 100 yd range. Instant. targets move 50% slower. 100 yd range. Instant.
  • Intimidating Shout Causes the targeted enemy to cower in fear, and up to 5 additional enemies within 8 yards to flee. Lasts Targets are disoriented for 8 sec. 8 yd range. Instant. 1.5 min cooldown.

Talents
  • Bladestorm (Arms, Protection) You become a whirling storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities. Become an unstoppable storm of destructive force, striking all targets within 8 yards for $168,969sw2 Physical damage every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.
  • Bladestorm (Fury) You become a whirling storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities. Become an unstoppable storm of destructive force, striking all targets within 8 yards for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. You are immune to movement impairing and loss of control effects, but can only use Taunt and other defensive abilities.
  • Slam now stacks up to 2 times.

Professions
Tailoring
  • Hexweave Cloth May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. Gives 10 skillups. Reagents: Native Beast Sumptuous Fur (20), Gorgrond Flytrap (10).
  • Hexweave Cloth May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. 1 sec cooldown. Gives 10 skillups. Reagents: Native Beast Sumptuous Fur (20), Gorgrond Flytrap (10).



Battle Pet Ability Changes
Originally Posted by MMO-Champion
Aquatic
  • Tail Slap 100% Hit Chance Slaps the enemy with its tail, dealing 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy. 15 to 28 Aquatic damage. Aquatic. 22 damage. 100% Accuracy.

Beast
  • Barbed Stinger (New) Barbed Stinger 100% Hit Chance Instantly deals 19 Beast damage and has a 20% chance to Poison the target for 5 additional Elemental damage per round for 1 round. Beast. 19 damage. 1 round duration. 20% Accuracy.

Critter
  • Apocalypse A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.
  • Apocalypse 100% Hit Chance Calls down a meteor, which will fall 2 15 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 20 round cooldown. 2 round duration. 100% Accuracy. 15 round duration. 100% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST) A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST) Calls down a meteor, which will fall 2 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 3 round cooldown. 2 round duration. 200% Accuracy.
  • Apocalypse (TEST) (New) Apocalypse (TEST) A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.
  • Chomp 100% Hit Chance Chomps on the enemy, dealing 14 to 26 Critter damage. Critter. 20 damage. 100% Accuracy. 15 to 28 Critter damage. Critter. 22 damage. 100% Accuracy.
  • Hoof 100% Hit Chance Stomps the enemy, dealing 16 to 24 Critter damage. Critter. 20 damage. 100% Accuracy. 25 Critter damage. Critter. 21 damage. 100% Accuracy.

Elemental
  • Burn 100% Hit Chance Blasts the enemy with fire, dealing 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy. 25 Elemental damage. Elemental. 21 damage. 100% Accuracy.
  • Sulfuras Smash 100% Hit Chance Devastates the enemy with a swing of Sulfuras, dealing 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy. 15 to 28 Elemental damage. Elemental. 22 damage. 100% Accuracy.

Humanoid
  • Crush 100% Hit Chance Crush the enemy, dealing 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy. 15 to 28 Humanoid damage. Humanoid. 22 damage. 100% Accuracy.
  • Draenic Trap (New) Draenic Trap Attempt to catch a pet below 35% health. Capture chance is increased by 45% each time you fail. Humanoid.
  • Giant's Blood 100% Hit Chance Howls with primitive fury, restoring 22 health and enlarging the user, increasing the damage they deal increasing damage dealt by DATA ERROR% for 3 rounds. Humanoid. 3 round cooldown. 22 damage. 3 round duration. 100% Accuracy.
  • Gilded Fist 100% Hit Chance Smashes the enemy, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy. 25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.
  • Holy Sword 100% Hit Chance Slices with El'druin, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy. 25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.
  • Jab 100% Hit Chance Jabs at the enemy, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy. 25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.

Magic
  • Jade Claw 100% Hit Chance Rakes the enemy with jade claws, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy. 25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Phaser 100% Hit Chance Shoots the enemy with a phaser beam, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy. 25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Spiritfire Bolt 100% Hit Chance Hurls a bolt of mystical fire at the enemy, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy. 15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.

Mechanical
  • Missile 100% Hit Chance Launches a rocket at the target, dealing 16 to 24 Mechanical damage. Mechanical. 20 damage. 100% Accuracy. 25 Mechanical damage. Mechanical. 21 damage. 100% Accuracy.

Undead
  • Infected Claw 100% Hit Chance Tears at the enemy with plagued claws, dealing 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy. 15 to 28 Undead damage. Undead. 22 damage. 100% Accuracy.
  • Shadow Shock 100% Hit Chance Shocks the target with dark energy, dealing 14 to 26 Undead damage. Undead. 20 damage. 100% Accuracy. 15 to 28 Undead damage. Undead. 22 damage. 100% Accuracy.
  • Shadow Slash 100% Hit Chance Slashes at the target with dark energy, dealing 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy. 25 Undead damage. Undead. 21 damage. 100% Accuracy.



Warlords of Draenor Beta Patch Notes Update - July 11
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Secondary Stat Attunements
  • All specializations now receive New passive abilities granting a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities. equipped items have been added for all specializations.

Ability Pruning and Consolidation

Instant Cast Heals
  • Priest
    • Divine Star now has a 1.5-second cast time (up from instant cast), but can be cast while moving.

Tank Vengeance, Resolve, and PvP
Tanks in PvP
Finally, we have the topic of tanks in PvP. Apart from a few niche cases like flag carrying; tanks have been intentionally non-viable in serious PvP for several expansions now. The reason for this was simple: fighting against tanks was very frustrating, not fun. They were near-invincible, had numerous CC abilities (primary stuns), but did little enough damage to not be able to kill you (in most cases, anyway). By excluding them from PvP, we preserved the enjoyment of the rest of the playerbase. However, that has the obvious downside that people who prefer to play tanks are excluded from doing so in PvP.

We decided that we could do better, and satisfy everyone involved. Our other changes to tanks in Warlords of Draenor got us most of the way there. Tanks’ damage will already be tuned to be somewhat weaker than damage dealers, but not trivial. We’ve already removed the additional CC that they had during the CC Disarmament and Ability Pruning. All that remains that makes them frustrating to fight against is their invincibility. So, we’re causing tanks to take increased damage in PvP, so that the net result is that they both deal and take somewhat less damage than damage dealers.

  • Tanks now take 25% additional damage while engaged in PvP combat.

Self-Sustainability
  • Shaman
    • Elemental Focus now also triggers any time the Shaman lands a killing blow.
    • Healing Surge now heals for 100% more when cast on self for Elemental Shaman.

Resurrection Mana Costs (Section Removed)
We reduced the mana cost of all Resurrection spells to 4% of base mana, so that mana isn't an inhibitor on the Raid or Party's ability to recover from a wipe. Cast time already functions as the primary cost of these spells. Note that Priests' Resurrection spell was already at 4% of base mana, so it remains unchanged.

Class Changes
Druid
Ability Pruning
  • Barkskin is now available to Balance, Guardian, and Restoration Druids, and no longer provides pushback protection, but its base cooldown has been reduced to 30 seconds.

Ability Consolidation and Refinement
  • Revive’s mana cost has been reduced by 87%.

Details of changes to Balance:
  • Incarnation: Chosen of Elune now increases spell damage by 15% while active (was a 25% increase to Arcane and Nature damage, but only while Eclipse is active).
  • Euphoria has been removed. A new level-100 talent with the same name has been added.
  • Insect Swarm has been redesigned and renamed Stellar Flare.
    • Stellar Flare is a powerful spell benefitting from both Lunar and Solar Eclipse, dealing the most damage when they are equal. Burns the target for Spellstorm damage and cause additional damage over 15 seconds. The ability has a cast time of 1.5 seconds.

Hunter
Ability Pruning
  • Serpent Sting now causes Multi-Shot and Arcane Shot to also apply a Serpent Sting poison dealing instant and periodic damage. Each time it deals damage, the Hunter receives 3 Focus; this effect cannot occur more than once every 3 seconds.

Marksmanship Changes
One of our new secondary stats is Multistrike, which is strikingly similar to Wild Quiver for Marksmanship Hunters. In order to solve this, we replaced Wild Quiver with a new Mastery: Sniper Training. Marksmanship Hunters that favored Mastery before will want to favor Multistrike for a similar feel. For their new Mastery, we wanted to add some depth to their moment-to-moment gameplay, and compliment Critical Strike. In order to do that, we brought back the concept of Sniper Training.

Finally, we added an interaction between Careful Aim and Rapid Fire (and indirectly Aimed Shot through a Draenor Perk), so as to add a bit more depth to their gameplay.
  • Mastery: Wild Quiver has been removed.
  • Sniper Training is a new Mastery for Marksmanship Hunters, replacing Wild Quiver.
    • Sniper Training activates when the Hunter stands still for 3 seconds, giving them the Sniper Training effect for 6 seconds, increasing damage, shot range, and critical strike damage by 4% (increased by Mastery).

Survival Changes
Apart from rotational changes through Ability Pruning, changes for Survival Hunters mostly center on Lock and Load. We changed how Lock and Load is triggered to increase the value of Multistrike, provide gameplay depth and the ability to pool damage more.
  • Black Arrow now deals 60% more damage, inflicts Shadow damage every 3 seconds (up from every 2 seconds), has a duration of 18 seconds (down from 20 seconds), and triggers Lock and Load on Multistrike hits.
  • Explosive Shot now costs 15 Focus (down from 25 Focus).
  • Lock and Load effects have been incorporated into Black Arrow and has been redesigned.
    • Lock and Load now causes the next Explosive Shot to not trigger its cooldown, but no longer causes it to be free or reset the ability's current cooldown. This effect can stack up to 5 times.

Mage
Ability Consolidation and Refinement
  • Ice Floes no longer has a restriction on base cast or channel times for spells (formerly only worked on spells with a base cast or channel time of less than 4 seconds).

Frost Changes
Ice Lance’s non-frozen damage was doubled to make up for no longer having access to Fire Blast and reducing redundancy in the process. We also changed Brain Freeze effect, in order to give Frost mages another cast-time spell in their rotation.
  • The Brain Freeze effect now increases Frostfire Bolt damage by 25%, and can now stack up to 2 times instead of making Frostfire Bolt instant. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 45%. (Total of 100% on double-Multistrikes).
  • Ice Lance’s base damage has been increased by 100%, but its damage multiplier against frozen targets has been reduced by 50%.

Monk
Ability Pruning

Ability Consolidation and Refinement
  • Resuscitate’s mana cost has been reduced by 80%.
  • Spinning Crane Kick now always generates 1 Chi, and no longer reduces movement speed.
  • Paralysis now always lasts 60 seconds against creatures, regardless of facing.
  • Zen Sphere no longer has a target limit.

Mistweaver Changes
  • All abilities available to Mistweavers now have a 1.5-second global cooldown (up from 1 second).
  • Focus and Harmony is a new passive ability for Mistweaver Monks, causing Haste to reduce the global cooldown, and causes Attack Power to be equal to 100% of Spell Power.
  • Jade Mist is a new passive ability for Mistweaver Monks, causing them to gain 5% more of the Multistrike stat from all sources, and also causes Renewing Mist and Rising Sun Kick to have a chance equal to Multistrike chance to not go on cooldown when used. This effect cannot trigger on the next Renewing Mist or Rising Sun Kick.
  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger, and provides the following effects.
    • The Monk's Attack Power is equal to 100% of their Spell Power, and they no longer benefit from other sources of Attack Power.
    • The Monk gains Eminence, causing all damage dealt to also heal nearby allies.
      • Eminence now causes a nearby target to be healed for 35% of all damage caused by the Monk and includes auto attacks.
      • Stance of the Wise Serpent no longer provides this benefit.
    • Haste reduces the global cooldown of the Monk’s abilities.

Paladin
Ability Streamlining and Refinement


Priest
Ability Pruning

Holy Changes
  • Divine Providence is a new passive ability for Holy Priests.
    • Divine Providence increases the amount of the Multistrike stat gains from all sources by 5%, and increases the damage and healing of Multistrikes by 25%.
  • Power Word: Shield may now critically strike or Multistrike.

Talent Revisions
  • Shadow: This effect is now named Shadowy Insight.


Rogue
Subtlety Changes
Honor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group. The passive ability Sinister Calling also received significant change to better balance scaling rates, the value of secondary stats, improve Multistrike for them, and add rotational depth. The power of their Sinister Calling passive ability has also been reduced, in order to better balance the scaling rates and value of secondary stats for Subtlety.
  • Sinister Calling now increases Agility by 15% (down from 30%), and the amount of Multistrike bonus received from all sources by 5% (in order to act as Subtlety’s Secondary Stat Attunement). And finally, when the rogue Multistrikes with Backstab or Ambush, they also twist the blade, causing all Bleed effects to instantly tick an additional time.


Shaman
Ability Consolidation and Refinement

Elemental Overload and Elemental Discharge
One of the new secondary stats Multistrike, functions very similarly to Elemental Overload. We wanted to keep Mastery and Multistrike feeling distinct, but also know how iconic and important Elemental Overload is for Elemental Shaman. So, we decided to merge the two together with Multistrike driving Elemental Overload, and give the Elemental specialization a new Mastery. For the new Mastery, we wanted to strengthen the Elemental Shaman’s connection to earth energies, and added damage that continues while the Shaman is moving. The summary of all this is that if you liked Mastery before, favor Multistrike instead for the same effect. Or try out the new Mastery: Molten Earth.

  • Elemental Overload is now a regular passive ability and is no longer increased by Mastery. It grants 35% increased Multistrike damage and healing, and an additional 20% to Multistrike chance. It also increases the amount of the Multistrike stat gains from all sources by 5%, serving as Elemental’s Secondary Stat attunement.
  • Molten Earth is a new Mastery for Elemental Shaman.
    • Molten Earth causes the Shaman’s damaging spells to incite the earth around to come to their aid for 6 seconds, repeatedly dealing Fire damage to their most recently attacked target.


Warlock
Ability Pruning

Ability Consolidation and Refinement


Affliction Changes
For Affliction, we're happy with their rotation. But, Drain Soul was causing them to be too strong in situations where they had a steady supply of small creatures to kill. We reduced the effectiveness of its on-kill effect in order to solve this. Additionally, Soul Swap was changed to cost 1 Soul Shard to push it into its intended role of being a more expensive but faster method of applying your periodic damage effects, and better balance it against Haunt.

Movement Abilities
We've reduced the ability for ranged damage dealers to deal damage while moving in Warlords. Kil'jaeden's Cunning became a problematic talent because its mobility made Warlocks much stronger compared to other casters. We redesigned how the ability works to be more powerful in bursts instead of always affecting only some spells. After experimenting with the removal of Fel Flame in an earlier build, we brought the ability back, but reduced its effectiveness.
  • Kil’jaeden’s Cunning has been redesigned. Kil'jaeden's Cunning calls upon the cunning of Kil'jaeden to permit movement while casting Warlock spells. This spell may be cast while casting other spells and lasts 8 seconds with a 1-minute cooldown.
  • Fel Flame now generates 5 Demonic Fury (down from 15), and only generates Burning Embers on critical strikes. was removed.

Warrior
Arms Changes
  • Battle Stance for Arms Warriors now generates 140% more Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Execute for Arms Warriors now costs 10 Rage, and consumes up to 40 additional Rage to deal additional damage.
  • Overpower has been removed. Arms Warriors should now use Rend and Whirlwind instead.
  • Rend is a new ability for Arms Warriors.
    • Rend causes bleed damage over 18 seconds, and a final burst of bleed damage when the effect expires.
  • Slam has been removed. Arms Warriors should now use Rend and Whirlwind instead.
  • Sweeping Strikes now costs 10 Rage (down from 30 Rage).

Talent Changes
A few Warrior talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. Enraged Regeneration was changed to account for the removal of Enrage from Arms.

The level-45 talent row was removed for crowd-control disarmament reasons, and also wanted to allow you to choose more rotational complexity through talents. We replaced the row with new talents, many of which are specialization-specific, giving you a variety of playstyle choices for your Warrior.

For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm positions. We also adjusted the effects of a few talents in order to make them more competitive with the talents on their row.

  • Enraged Regeneration now heals for 100% more but the amount healed is no longer increased by being Enraged.
  • Staggering Shout has been removed and replaced with 3 new talents that vary by specialization.
  • Piercing Howl has been removed and replaced with a new talent, Sudden Death.
    • Sudden Death causes auto-attack hits to have a 10% chance to make the next Execute free and useable on any target, regardless of health level.
  • Disrupting Shout has been removed and replaced with 3 new talents that vary by specialization.
    • Arms: Slam: Slam an opponent, causing 100% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and Rage cost by 100%.
    • Fury: Unquenchable Thirst: Bloodthirst no longer has a cooldown.
    • Protection: Unyielding Strikes: Devastate reduces the cost of Heroic Strike by 6 Rage for 6 seconds, stacking up to 5 times. Once this effect reaches 5 applications, its duration will no longer refresh.

Fury Changes
Fury Warriors received a few additional changes. In particular, Heroic Strike has been removed for Fury Warriors, and modified Wild Strike to fill the role of quick excess Rage dump. We also made a revision to the Critical Strike chance of Bloodthirst to make them less crit-dependant. A new glyph has been added which gives Fury Warriors a choice for a notably different playstyle. Auto attack damage had become too high, so we also moved some damage from that into Execute (which has been changed to deal damage based on Weapon Damage, instead of just Attack Power). Plus, we've updated some to spell alerts to improve usability.

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