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by Published on 2010-08-24 06:55 AM

Blizzard's PowerAuras - Updated Arts/Icons
I posted about the Power Auras/Spell Procs interface in Cataclysm a few days ago, the feature isn't really implemented on beta servers yet and even if a lot of people are already excited because of how useful it will be, you have to admit it looked ugly.

I have a good news for you, the final version of the spell activation UI will be pretty, very pretty. Apparently, Blizzard will deploy graphics specific to each skill and most of them look just awesome. Keep in mind that it's a beta, all skills might not be implemented yet, etc etc etc ...

Cataclysm Beta - Welcome to the Machine! Spoilers
You thought that The Day Deathwing Came was an awesome quest? Well I'm sure you will like this one even more, I know the people on the forums did.

Blue Posts
Originally Posted by Blizzard Entertainment
Removing prereq talents
Designing as a player typically means trying to change the game's design in ways that make your character more powerful. "Hmm. I have to get talent X in order to get talent Y. But I don't want to get talent X, because then I couldn't get these other talents I want. Therefore, Blizzard should change the talent tree so I can get Y without X." I would say something like 95% of the posts in the role forums are from players wishing their character was more powerful, or other players arguing against those sentiments. I wasn't saying anything about whether designers or players are better people. Just consider your forum suggestions as to whether they would benefit the entire game or if you're really just making them to better your dude.

Players wanting to remove the prereqs is almost always because they want the bottom thing but don't want to also have to get the top thing. In essence, the talent tree design is cramping their style and not letting them just cherry pick whatever talents they want. But that isn't the intent of talent trees. The intent is that you make some choices, and sometimes that means having to spend extra points to get a talent you really want. (Source)

[...] You can take the cynical point of view that every time a player complains about a talent prereq then the prereq is actually accomplishing something. If they don't complain about it, it's probably because it isn't really affecting their decision -- perhaps they would have gotten both talents anyway.

Yes, sometimes talent A is needed for B (because B affects A), but to be honest, we face the same issue when we want to talent an ability that you get at higher level, and what we do in that case is just bundle the talent with something else. It isn't strictly necessary to link the two with a prereq arrow in those cases.

Some of you are sounding defensive, but it wasn't my intention to insult anyone here. I was just trying to challenge you to think about *why* those arrows are there. They aren't random or arbitrary. If they are forcing you to think about things differently, then they are doing their jobs. (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Volley removed from the game (And of course when I don't report a missing skill because I think it's a bug, it's actually gone for real)
It's gone. We want to make Multi-Shot the spell hunters use for AE.

Channeling a spell that makes arrows fall out of the sky doesn't feel like a hunter ability and doesn't even really match the name of the spell.

Only class with a minimal range and now without volley only class without an aoe /shakes head
You realize "only class" claims are viewed as a success by the developers. The classes are too similar as it is. (Source)

Most seem to think they simply removed it & that we will be using multishot instead.
Yep. Volley was edging out Mult-Shot, even though we think the latter is the more interesting ability. Volley felt too much like a magic spell and not something a hunter was doing with her bow or gun. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy Paladin Talents
We do think the Holy paladin tree has a few too many mainstream (meaning as apposed to situational) healing-focused talents. The next build or so should have a tree with more freedom. (Source)

Eye for an Eye
Eye for an Eye will only reflect direct damage spells, not dots. [...] We want the talent (Eye for an Eye) to be situational or at least subjective and not a no-brainer. As an active ability, every paladin would feel compelled to take it, which then gives you fewer points to spend elsewhere. (Source)

Optional Talents
Talents like Eye for an Eye, Selfless Healer and Acts of Sacrifice are designed to be choices. No half-decent paladin is going to skip over a major talent like Sanctified Wrath. But we are trying to design the trees so not every talent is Sanctified Wrath. If part of what attracted you to the paladin class was being able to occasionally throw out a heal to save your friends in a 5-player dungeon, then Selfless Healer might be attractive. If you like having lots of utility in PvP, then Acts of Sacrifice might be a better choice.

It's okay -- intended even -- that some of you would skip over these talents. It's only a problem if everyone does so. We imagine a cookie cutter Ret build would tell you to absolutely take Sanctified Wrath and Zealotry, but to spend a few points where you want. (Source)

Templar's Verdict with one Holy Power
This would be a pretty big dps loss under most circumstances. A 3 charge Templar's Verdict hits so much stronger than a 1 charge, that it's not worth it using Templar's Verdict to fill holes. (Source)

Holy Power generation and skills rotation
It seems to me you are saying there are these abilities that sometimes grant you a charge of Holy Power, but that in order to get Holy Power as fast as possible you need to get lucky several times, so therefore the abilities should just always give you Holy Power.

The rotation is designed around 3 Crusader Strikes. Sometimes it takes fewer than that and you get to use Templar's Verdict sooner. You're not balanced around a maximum efficiency that is dependent on the stars randomly aligning. You're balanced around average efficiency that corresponds to the averages generated by the appropriate random numbers.

I think there is some tension between Exorcism potentially generating Holy Power such that you're not sure what to do when you have 3 charges -- use the Templar's Verdict and potentially waste the Exorcism Holy Power, or use the Exorcism and delay the next Templar's Verdict -- but that seems like an isolated problem (and perhaps not even a major one) and not a reason to make Holy Power generation more consistent. Consistency is what we're trying to downplay in the Ret rotation because it doesn't allow great players to outperform merely good ones. (Source)

Using every GCD
This specific feedback is a tricky thing to handle because a lot of Ret paladins are used to mashing buttons every GCD, and any time they aren't in that state they are going to feel a lack of "rhythm" (as you put it). Yet if you look at rogues and Feral druids, they can't hit a button every GCD because they don't always have the energy to do so.

We don't want classes / specs to use every GCD. We don't think that's good for the game, as I've mentioned before. (Casters do their waiting while casting rather than in between abilities.) The trick is to fill "enough" holes with something. For some players, especially some Ret players, that "enough" is going to feel weird for them unless it means every single hole. That's not what we're going for though. Wasting every other GCD is too extreme and isn't what we're going for either. (Source)

Words of Glory
I usually reget getting into the "what is my role supposed to be?" discussions because players then feel like they're supposed to use that as a constitution to interpret whether their class is performing correctly or not. Let us worry about that. If Word of Glory is so weak that you'd never consider using it, then that's good feedback. If it needs to heal for 50K before you'd ever consider using it, then that's good feedback too (because it either means we're barking up the wrong tree, or you personally aren't the correct audience for that talent). The fact that you have talents that affect a heal should be ample evidence that we want you to situationally cast it. The fact that you have only a couple of talents (and one really aimed at Holy sub-speccing) should suggest that we want to keep it situational. (Source)

Hammer of Wrath
Hammer of Wrath hits too hard to be a rotational ability. We'd have to make the proc really rare or nerf the Hammer of Wrath damage. You might notice we dropped Execute from the Arms warrior rotation for the same reason -- it actually neutered Execute rather than making it a fun ability. (Source)

Retribution mana usage
Ret is designed to be able to hit basic abilities with enough mana. You don't have infinite mana. You'll find that casting heals other than WoG will be really difficult and Consecrate is probably not going to happen unless you situationally find yourself with a lot of mana. In that environment, being able to do something other than dps might be attractive. I think it gets way overplayed on the forums, but it's often nice to offer something other than "I bring damage!" to a group, because everyone brings damage. (Source)

We're going to add a little bit of damage to Justice just because there are several talents that improve Seals in the trees and we don't want those to be completely unattractive to a PvP Retribution paladin. I think it's far too early however to be able to place judgement [sic] calls on whether damage or the movement limitation of Justice is the obvious choice. You can't do much damage if you can't get to melee and typically autoattack-based damage isn't nearly as valuable in PvP. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Restorative Totems
Restorative Totems isn't long for the world. It's a poster child for the kind of talent we're trying to prune. We just haven't finalized a suitable replacement yet. (Source)

Telluric Currents
We want Telluric Currents to be optional. It won't be an effective way to restore your mana, but it might make you feel less guilty about throwing out a Lightning Bolt in a world where mana is more precious. (Source)

Wrath of the Lich King Launches in Mainland China August 31
We finally have a release date for the expansion! It's just not the one most of us are waiting for. ^^
Originally Posted by Blizzard (Blue Tracker)
The shadow of Icecrown Citadel grows longer, and the armies of the Scourge prepare for battle on a new front.... We're pleased to announce that World of Warcraft: Wrath of the Lich King will be released in mainland China on August 31! For more information, check out our recent press release.
by Published on 2010-08-23 03:06 AM

Cataclysm Mounts - Drakes of the Wind, Stone Drakes, and Camels
Mounts didn't get a lot of love on the front page since the beginning of the beta. A lot of stuff was implemented in-game during the latest beta update and we now have a decent idea of what to expect in-game. I tried to restrict it to the mounts that we will most likely see in-game, more recolors are available but they aren't always linked to an item, etc ... Let's keep it simple for the moment.

This is not a complete list of all the mounts added to the game with Cataclysm, I'll do that a little later when most of them are added to the game.

Drakes of the Wind
The only known drop location is the Reins of the Drake of the East Wind rewarded from Glory of the Cataclysm Raider achievement.

Stone Drakes
Only 2 stone drakes seems to be implemented for the moment, the only known drop location is the Reins of the Volcanic Stone Drake from the Glory of the Cataclysm Hero achievement.

Last but not least, camels! Absolutely no idea where they are from, but they will most likely be linked to Uldum. No animations yet = No video needed.

Blue Posts
Originally Posted by Blizzard Entertainment

Crowd Control spells cast time increased to 2 sec
Pretty much. The crowd control spells were never designed around the existence of haste. Asking anyone to interrupt a 1.1 second Polymorph isn't reasonable. Health pools are going to be a lot larger, so control is going to play a larger role than burst compared to the live environment. On the other hand, dispels are more expensive in Cataclysm and you can waste a dispel now if there is nothing there to dispel.

So I'm right in my sentiment that, instead of correcting haste affecting utility spells, we now all get to suffer even further exacerbated haste dominance?
I never follow this line of thinking. Yes, making it harder to have a [very fast] cast time requires more haste. But you have to make a big trade off for that haste, such as having a lower crit chance for your damage spells. That seems like a reasonable enough trade off that you'll at least have to consider it.

You can argue that haste is over-valued in PvP because of the risk of interruption, which is much less of a big deal in PvE. Therefore making the cost per stat of haste higher in PvP seems perfectly reasonable. I wouldn't call that "exacerbated dominance." I'd say it's adjusting it to its actual value in PvP compared to other stats. (Source)

Buffs improvements in talents
There is no difference between "talents that increase potency of buffs" and "talents that increase range of buffs". In both cases you must spend talent points to bring a buff up to par with something other classes offer. In both cases, the baseline buff has something about it that's inferior. So if there's some sort of difference that I'm missing here, please share with the class. No one else can see the difference either.
That's not our definition. If you bring an 8% attack power buff and someone else brings a 10% attack power buff, then the other guy will generally be more desirable. If you have an 8% attack power buff but a talent that brings it up to 2% (and only that), then you have a talent you probably don't want to spend and feel dumb spending whenever the 10% guy isn't around. This is the case with many talents in Lich King, such as Improved Blessing of Might. These are the class of talents that we said we would remove (and then proceeded to do so).

Once you get beyond the buff itself, there are a variety of ways it is produced by a character. Sometimes it's a base spell. Sometimes it's a talent. Sometimes it's a passive aura. Sometimes it's a proc. Sometimes it goes away when the dude dies. Sometimes it lasts for a duration. We're not interested in making all of these parameters identical, and we think the game would suffer from a pervasive sameness were we to do so. We also think most raiders are sensible enough not to disqualify someone because his buff isn't produced in the absolute most convenient way possible. "Our dps would go up 2% if we had 10% attack power instead of 8% attack power" seems like a reasonable sentiment. "Our dps would go up if the range on this buff were longer" seems like you're really down in the weeds of things to actually worry about. (Source)

Goblins & Worgens DK on Beta
Both goblin and worgen will be unable to finish the DK starting zone until we get back to it and add the goblin/worgen "Special Surprise" quests. Until then you'll be stuck. (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Rhumba removed from the game
We were sad to see this talent go, because we thought it was cool too. However, BM just had too many damage-oriented talents, which was preventing those hunters from being able to pick up the utility or fun talents, which in turn violated a major goal of the talent tree revamps. (Source)

Swapping pets
If our pet dies, can we use Feign Death, drop combat, and instantly bring out one of our 5 different pets in that short window of being out of combat in an Arena Match?
No, because you have to dismiss a pet before you can summon a new one. You also need to rez a dead pet before you can dismiss it. It's possible that allowing all of that in combat is fine since it would take so long to actually pull off and in the meantime you could just have rezzed your pet (or healed an injured one rather than dismissing it).

On the other hand, dismissal no longer affects happiness in any way since the new model is you can swap them more regularly. Your pets just have to learn not to get all emo about it. (Source)

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
How to make lightwell work: Change clicking range to 15y, Make clicking it not change target
As I have said previously, this is the plan. We just haven't been able to test it yet, and the talent has enough baggage that it's hard to get players to even try it. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental shamans
Elemental Reach affects all shocks. (Elemental only).

Totemic Reach increases the range of Searing Totem. (Tier 2 Enhance, so available to all shaman.)

If you're fighting a shaman with a bunch of Lightning orbs and you're worried about damage, just go hit the shaman. That still removes the orbs.

Rolling Thunder is 2% mana return, not 1%.

[...] Yes, we have made further changes to the tree since the build that you have available now. They are predominantly talent changes and not gameplay changes. Earth Shock was the big one. (Source)

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Demonic Rebirth
Demonic Rebirth has a long cooldown. (Source)

The MMO Report
It's monday, and it's time for my weekly answer to people who point out that this site can't be called MMO-Champion if it only talks about WoW. Thank you MMO Report!

Dark Legacy Comic #252 and Teh Gladiators #160 + #161 are out!

by Published on 2010-08-20 11:45 PM

Update 01:00AM PDT - Just for fun, here is a list of 8000 items datamined in this build. Most of them are dev/internal items, with a couple of Cataclysm goodies such as Essence of the Underworld (NYI), Reins of the Grey Riding Camel, Reins of the Drake of the North Wind etc ... at the end. The HTML file is quite big, you might want to use Chrome to open it if your browser struggles.

Update 11:30PM PDT - Ok, Soul Link is still here, it just doesn't show up in the spellbook before you train it, I guess I'll just hug the trainers for future beta builds, looks like spellbook "alerts" and spells are implemented separately. Also, the hunter dead zone is confirmed to be a bug.

Also, a couple of people reported a deadzone on ... Mind Sear, I'll just assume it's also a bug. (But this kind of stuff is impossible to confirm on my side, that's not misinformation, only Blizzard knows what's bugged and what isn't :/)
Originally Posted by Ghostcrawler (Blue Tracker)
To clear up a lot of misinformation...

Soul Link is a trainable ability.
Hunters still have a minimum range.
Demonic Rebirth has a significant cooldown.
Warlocks still have a cast time to summon demons, but can dismiss them instantly.
Hunters can summon pets instantly, but have a cast time to dismiss them. They cannot switch pets in combat.
Call Stabled Pet has been removed since hunters can call any of their 5 active pets.

Update 09:00PM PDT - Servers are up, updated Worgen creation screen, Rhumba is indeed gone.
Update - Removed Rhumba and Soul Link changes, might be a parsing bug. Will wait and see in-game.

Cataclysm Beta - Build 12803
A new build is being deployed on beta servers, stay tuned for more updates in the next hours.

Talent Calculator - Build 12803 has been updated to the latest beta build.

Worgen Creation Screen
The Worgen creation screen now displays both Worgens and Human appearances of your character. You cannot customize them separately (for the moment?).

Originally Posted by Blizzard Entertainment

Raids & Dungeons




Spell Diffs
Originally Posted by Blizzard Entertainment


Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Blood Strike now deals an additional 10% damage for each of your diseases on the target. Down from 12.5%.


Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Wild Mushroom changed, only 3 mushrooms can be placed at one time (Down from 5).
  • Cyclone cast time increased to 2 sec. Up from 1.5 sec.
  • Faerie Fire now has a 35 yards range, up from 30 yards.
  • Insect Swarm now has a 40 yards range, up from 30 yards.
  • Starfire now has a 40 yards range, up from 30 yards.
  • Entangling Roots now has a 35 yards range, up from 30 yards.
  • Thorns now lasts 20 sec, down from 10 minutes. Damage increased by 1400% (Deals 447 damage instead of 32)
  • Moonfire now has a 40 yards range, up from 30 yards.
  • Wrath now has a 40 yards range, up from 30 yards.
  • Moonkin Form now increases Nature and Arcane spell damage by 10%.
  • Starlight Wrath now reduces cast time by 0.15/0.25/0.5 sec. (Up from 0.1/0.2/0.3 sec)

  • Lacerate now stacks up to 3 times, down from 5 times.
  • Mangle (Bear) no longer has a cooldown.
  • Improved Feral Charge is now named Stampede
  • Heart of the Wild moved to Tier 1 restoration.
  • Furor is now a Feral Tier 1 talent - Gives you 33/66/100% chance to gain 10 Rage when you shapeshift into Bear Form, and you keep up to 33/66/100 of your Energy when you shapeshift into Cat Form, and increases your total Intellect by 2/4/6%.

  • Tranquility now heals every 2 sec, down from 5 sec. (Old tooltip bug?)
  • Rebirth now has a 40 yards range, up from 30 yards.
  • Revive now has a 40 yards range, up from 30 yards.
  • Empowered Rejuvenation (Tier 6) renamed to Swift Rejuvenation (Tier 5) and revamped - Reduces the global cooldown of your Rejuvenation by 0.25/0.5 sec.
  • Efflorescence now affects friendly targets within 4 yards, down from 15 yards.
  • Wild Growth mana cost reduced to 27% of base mana, down from 55% of base mana.
  • Fury of Stormrage moved from Tier 5 to Tier 4. Now also reduces the mana cost of your Wrath spell by 50/100%.
  • Gift of the Earthmother moved from Tier 5 to Tier 6. Rejuvenation spell instant heal increased from 3/6% to 5/10%.
  • Nature's Bounty now increases critical strike chance on Regrowth by 20/40/60% (Up from 10/20/30%) and now has a 33/66/100% chance to proc. (Up from 20/40/60%)
  • Empowered Touch now Increases the healing done by your Healing Touch and Nourish spells by 5/10%, and your Nourish spell has a 50/100% chance to refresh the duration of your Lifebloom on targets.
  • Naturalist moved from Tier 2 to Tier 1. Changed to 2-Ranks, down from 3-Ranks. Reduces the cast time of your Healing Touch and Nourish spells by 0.25/0.5 sec. (Up from 0.15/0.35/0.5 sec)
  • Natural Shapeshifter is now a 2 ranks talent, down from 3 Ranks.
  • Nature's Cure (Tier 5) *New* - Empowers your Remove Corruption spell to also remove a magic effect from a friendly target.
  • Heart of the Wild is now a Tier 1 Restoration talent - Increases your maximum mana by 5/10/15%. In addition, while in Bear Form your Stamina is increased by 3/7/10% and while in Cat Form your attack power is increased by 3/7/10%.

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Beast Mastery

  • Aimed Shot now has a 40 yards range, up from 35 yards.
  • Concussive Shot now has a 40 yards range, up from 35 yards.
  • Steady Shot now has a 40 yards range, up from 35 yards.
  • Arcane Shot now has a 40 yards range, up from 35 yards.
  • Auto Shot now has a 40 yards range, up from 35 yards.
  • Chimera Shot now has a 40 yards range, up from 35 yards.
  • Marked for Death revamped - Your Arcane Shot and Chimera Shot have a 50/100% chance to automatically apply your Hunter's Mark ability instantly onto the target.
  • Bombardment no longer increases the critical strike chance of your Volley.
  • Silencing Shot no longer deals damage.


Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)

  • Polymorph now has a 2 sec cast time, up from 1.5 sec. (All forms of Polymorph affected)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Healing Hands is now named Holy Radiance.
  • Denounce is now a Tier 3 talent, down from Tier 5.
  • Illumination is now a Tier 5 talent, up from Tier 3. Now 2 Ranks instead of 3 Ranks. you gain mana equal to 15/30% of the base cost of the spell. (Up from 10/20/30%)


Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Renewed Hope now increases critical effect chance by 5/10%, up from 3/6%.

  • Holy Word: Chastise *New* - Chastise the target for 563.9 to 632.71 Holy damage, and Immobilizing them for 2 sec. 15% of base mana, 30 yd range, Instant cast, 45 sec cooldown
  • Heavenly Voice is gone.
  • Binding Prayers is gone.
  • Holy Concentration moved from Tier 4 to Tier 3 and revamped - Increases the amount of mana regeneration while in combat by an additional 10/20%.
  • Serendipity now reduces cast time by 10/20% (up from 6/12%) and also reduces mana cost by 5/10%. Stacks up to 2 times, down from 3 times.
  • Surge of Light is gone.
  • Revelations (Tier 5) *New* - While in a Chakra state, your Holy Word: Chastise ability will transform into a different ability depending on which state you are in. Holy Word: Serenity (Heal) - Instantly heals the target for 3161.85 to 3730.47, and increases the critical effect chance of your healing spells on the target by 25% for until cancelled. 45 sec cooldown. Holy Word: Aspire (Renew) - Instantly heals the target for 2363.56 and another 4471.99 over until cancelled. 15 sec cooldown. Holy Word: Sanctuary (Prayer of Healing) - Blesses the ground with Divine light, healing all within it for 298.75 to 355.32 every 2 for 15 sec. Only one Sanctuary can be active at any one time.
  • Twirling Light (Tier 6) *New* - When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 30% of the amount. Lasts for 10 sec. When you deal damage with Smite, Holy Fire, or Holy Word: Chastise your next Flash Heal is instant at 75% reduced mana cost, but heals for 60% of the amount. Lasts for 10 sec.

  • Mind Spike now has a 35 yards range, up from 30 yards.
  • Mind Sear now has a 35 yards range, up from 30 yards.
  • Mind Control now has a 30 yards range, up from 20 yards. 2 sec cast time, down from 3 sec.
  • Devouring Plague now has a 40 yards range, up from 30 yards.
  • Mind Flay now has a 40 yards range, up from 30 yards.
  • Mind Blast now has a 40 yards range, up from 30 yards.
  • Darkness now increases Spell haste by 1/2/3% instead of increasing Shadow damage by 2/4/6%.

Rogue (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Smoke Bomb now has a 8 yard radius, down from 10 yards.
  • Serrated Blades now has a 10/20% chance per combo point to proc. (Up from 6/12%)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Totemic Wrath is now a Tier 4 talent, down from Tier 5.
  • Unrelenting Storm is gone.
  • Fulmination (Tier 5) *New* - When you have more than 3 Lightning Shield charges active, your Earth Shock spell will consume any surplus charges, instantly dealing their total damage to the enemy target.
  • Rolling Thunder (Tier 4) *New* - When you deal damage with Lightning Bolt or Chain Lightning while your Lightning Shield ability is active, you have a 30/60% chance to recover 1% of your mana and to generate an additional Lightning Shield charge, up to a maximum of 0/9 charges.

  • Elemental Weapons reworded - Increases the passive bonuses granted by your Flametongue Weapon and Earthliving Weapon abilities by 20/40%, the damage of your extra attacks from Windfury Weapon by 20/40%, and the effectiveness of the ongoing benefits of your Unleash Elements ability by 25/50%.

  • Totem of Tranquil Mind now causes party or raid members within 30 yards to lose 30% less casting or channeling time when damaged.

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Seed of Corruption now has a 35 yards range, up from 30 yards.
  • Curse of the Elements now has a 40 yards range, up from 35 yards.
  • Curse of Tongues now has a 40 yards range, up from 35 yards.
  • Drain Mana now has a 40 yards range, up from 35 yards. Now lasts 3 sec, down from 5 sec.
  • Bane of Doom now has a 40 yards range, up from 35 yards.
  • Curse of Weakness now has a 40 yards range, up from 35 yards.
  • Fear now has a 30 yards range, up from 20 yards. Cast time increased from 1.5 sec to 2 sec.
  • Bane of Agony now has a 40 yards range, up from 35 yards.
  • Drain Soul now has a 40 yards range, up from 35 yards.
  • Unstable Affliction now has a 40 yards range, up from 35 yards.
  • Drain Life now has a 40 yards range, up from 35 yards.
  • Doom and Gloom now increases critical strike chance of Bane of Agony by 4/8% instead of increasing its damage by 5/10%.

  • Summon Felhunter, Summon Succubus, Summon Felguard, Summon Voidwalker, Summon Imp now have a 6 sec cast time. Down from 10 sec.
  • Demon Soul now costs 15% of base mana instead of 1 Soul Shard.
  • Demonic Aegis revamped - Increases the amount of health generated through spells and effects granted by your Demon Armor by 25/50%, and increases the amount of health regenerated by your Fel Armor by 50/100%.
  • Master Summoner now reduces casting time of summoning spells by 0.5/1 sec (down from 2/4 sec) and mana cost by 50/100%. (Up from 20/40%)
  • Demonic Rebirth (Tier 2) *New* - If your summoned demon dies, you gain the Demonic Rebirth effect reducing the cast time of your next summon demon spell by 50/100%. Lasts for 10 sec.
  • Fel Armor spell power bonus no longer scales with Spirit.

  • Fel Flame now has a 35 yards range, up from 30 yards.
  • Incinerate now has a 40 yards range, up from 30 yards.
  • Soul Fire now has a 40 yards range, up from 30 yards.
  • Shadow Bolt now has a 40 yards range, up from 30 yards.
  • Bane of Havoc now has a 40 yards range, up from 30 yards.
  • Shadowburn now has a 35 yards range, up from 20 yards.

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Nothing for you in this build it seems.
by Published on 2010-08-20 08:20 AM

Power Auras / Spell Procs in Cataclysm
The latest build introduced a VERY interesting feature to the game: a built-in PowerAuras. If you are unfamiliar with the mod, it is mostly used to watch and warn players when a spell proc is available and the game clearly reached the point where it's fairly hard (or just annoying) to play at high level without a mod like this.

Blizzard eventually agreed that watching your buff bar isn't really fun and a new icone appears on your character when situational spells such as Art of War are available, see the screenshot below.

Mages - Teleport/Portal Interface
Mages are getting an interface upgrade similar to Shaman's totems for their portals, you can now add a generic "Portal" and "Teleport" spell to your bar and pick a portal after clicking it.

Darnassus - The Howling Oak
A new sub-zone was added to Darnassus in the latest beta build - The Howling Oak, the area isn't populated yet but it looks like it will be the home of the worgens in Darnassus.

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Reforging - Video and Screenshots
For some reasons I still get a lot of questions about reforging, this new feature is fairly simple: You talk to a NPC in capital cities to swap 40% of any of the secondary stats of an item (ratings / Spirit) for another secondary stat. TotalBiscuit released a video of Reforging in the current beta build, if you want to take a look at it.

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Blue Posts
Originally Posted by Blizzard Entertainment

Cataclysm Digital Download
If StarCraft II is any indicator you'll be able to download the client beforehand, and the the installer will unlock at 10AM pacific time. So, if you want it right at midnight (or a collector's edition), your best bet is probably a pre-order and midnight release at your local brick and mortar. But, this is all assuming things which we haven't release any information about.

I'd wait for more info... like... a release date. (Source)

Tol Barad Tunnel System
Those 3 micro dungeons will be closed off during the main battle. Anyone in them will be kicked out. They are there to support daily questing in the zone between battles. (Source)

Throne of the Tides portal on beta
The Throne of the Tides portal inside the instance was set to take you to Dalaran because for a while you couldn't get out of the cavern. In a future beta build, it will take you back to Vashj'ir. (Source)

24 Hour Maintenances
The 24 hour maintenances have all been related to large scale hardware upgrades. (Source)

Beta Feedback
This is a beta test, so generalized feedback about how and (vaguely) why healing is not fun -- when we haven't even reached the level cap in the test process -- doesn't give us actionable feedback.

There are a few things to consider here:

  • Healers don't play in beta quite like they do in Wrath of the Lich King. Yes, the system is designed to be less forgiving so that the heal you choose to cast, or how often you choose to heal your party or top off their health bars, should be a more meaningful decision.
  • Numbers are still being balanced, bugs are still being worked out with each new build, and we're still iterating upon individual spells and abilities.
  • The whole group could be approaching a dungeon like they do in Wrath, trying to pull as many packs of mobs as possible to charge through it. This isn't Wrath, nor are players or creatures balanced around Wrath numbers.
  • As an expansion of my first point, you might be making bad choices.

If you'd like to give us constructive feedback we can take with us to the drawing board, give us scenarios. Tell us what rotations you're using, the group make-up, whether you're using CC or AoE, a play-by-play of specific pulls or boss fights, etc. We want to know what the specific cases are where you are being as conservative as possible and still finding it to be a struggle, or even just too frustrating. We can look into that type of data. (Source)

Priest (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
New Holy Spell
The new Holy level 10 spell is pretty simple, but it also has a lot of play with Chakra. I am just pointing this out, because many players never noticed the talent that made the old Holy level 10 (Desperate Prayer) into a tool that could heal others. (Source)
by Published on 2010-08-19 07:50 AM

Dark Phoenix Mount Video
It seems that the Dark Phoenix mount is fairly popular these days, here is a short video of how the model looks. As a reminder, the Dark Phoenix will be rewarded through the new Guild Achievement/Rewards system, you will have to unlock it via a Guild Achievement, have enough reputation with your guild to buy it, and of course, enough gold.

Archaeology Preview
There isn't much known about Archaeology at this point but a couple of spells and some extra information have been added to the game files. Even if Path of the Titans is gone it looks like the main idea behind Archaeology remains the same and you will have to hunt for artifacts throughout the world.

The only thing we know about Archaeology rewards is from the Press Tour 2 months ago, rewards are known to be "cosmetic only" like pets, or toys, but a few of them will have actual effects. We really don't know much more but a few people speculated that the Skeletal Raptor Mount and Skeletal Raptor Pet might be Archaeology rewards. It would make sense, with the "Fossil" research branch in the game files. (But again, this is pure speculation at this point)

Research Branch
It seems that the profession includes multiple research branches:

  • Dwarf
  • Draenei
  • Fossil
  • Night Elf
  • Nerubian
  • Orc
  • Tol'vir
  • Troll
  • Vrykul
  • Other

Research Sites
The known research sites are:

  • Stone Cairn Dig Site (Elwynn Forest)
  • Ironband's Excavation Site (Loch Modan)
  • Ironbeard's Tomb (Wetlands)
  • Whelgar's Excavation Site (Wetlands)
  • Greenwarden's Fossil Bank (Wetlands)
  • Circle of Inner Binding (Arathi Highlands)
  • Circle of West Binding (Arathi Highlands)
  • Circle of East Binding (Arathi Highlands)
  • Circle of Outer Binding (Arathi Highlands)
  • Witherbark Dig Site (Arathi Highlands)
  • Thandol Span (Arathi Highlands/Wetlands)
  • Dun Garok Dig Site (Hillsbrad Foothills)
  • Shindra'Alor Dig Site (Hinterlands)
  • Altar of Zul Dig Site (Hinterlands)
  • Jintha'Alor Lower City Dig Site (Hinterlands)
  • Jintha'Alor Upper City Dig Site (Hinterlands)
  • Agol'watha Dig Site (Hinterlands)

It looks like only the Dwarf branch of archeology is implemented for the moment, and it's most likely not complete.

Of course.

These spells are part of the Archaeology profession.

  Spell Level Description
Bone Gaming Dice
30 100 Dwarves love gold and dwarves love drinking, so gaming seemed like a natural fit for both. These dice appear to have been carved from sheep bones.
Ceramic Funeral Urn
30 100 Some dwarves sealed their deceased in tombs. Clans that had more interaction with the Scourge tended to burn their dead.
Silver Drinking Cup
30 100 If there's one thing dwarves love, it's drinking. And fighting. Two things.
This cup may have belonged to a minor noble or wealthy merchant. Any gems have long since been lost or stolen.

Silver Neck Torc
30 100 Dwarves are famous metalsmiths. While they produce many implements of war, they are adept at working with softer metals as well.
Stone Gryphon
30 100 Gryphons have long been allies of the Wildhammer dwarves, who brought their noble steeds to the rest of the Alliance.
Worn Hunting Knife
30 100 Some dwarves spend most of their lives underground, but others welcome a chance to step out into the sunlight to add a bit of meat to their diet.
1 1 Allows an archaeologist to find artifact fragments and complete artifacts up to a maximum potential skill of 75.
Searching for Artifacts
1 1 Allows an archaeologist to collect fragments and complete artifacts up to a potential skill of 75. Requires fragments from archaological dig sites or ruins.
5 yd range
1 1 Survey for archaeology fragments within a dig site. Each survey will direct you closer to the location of the fragments.
40 yd range, 4 sec cooldown

Blue Posts
It won't take long today.
Originally Posted by Blizzard Entertainment
Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Holy Changes
We removed the prereq chain from Divine Illumination to Aura Mastery and Light of Dawn. We had the prerq in there to make sure paladins didn't skip over a powerful group utility talent in a perhaps selfish attempt to enhance their personal healing per second, but we do acknowledge that it is far less useful in say 5-player dungeons. (Source)

Fan Arts
The Blizzard Fan Art Section has been updated with 5 new piece of fan artwork.

by Published on 2010-08-18 07:01 AM

The Day Deathwing Came Spoiler
The Day that Deathwing Came is one of the ridiculously awesome quest introduced to the game with Cataclysm, I had a LOT of requests to post this video over the last month and it gives you a pretty good idea of why you should be excited about a few things in Cataclysm.

Legends - Part one: The Gathering
It's been a while since the last time we saw a huge machinima project (the last one was probably Tales of the Past). "Legends" is a machinima created by Lucas Cedergren, the first part is 1 hour long (split in 5 Youtube Videos) and is the result of months of work in cooperation with a lot of people from the machinima scene, see the description below for more information!

After centuries of conflict the world of Azeroth has found, at long last, sense of peace and well being. New generations rise and new allegiances are forged in a brave and exciting new world with hope of an even brighter tomorrow - but in these times there are those who would seek to crush hope and extinguish the light. Minds dark and twisted, focused only on spreading the darkness that clings to their very being. Unaware of this rising darkness Azeroth continues, in blissful ignorance, to enjoy new-found freedoms, unknowingly walking towards their demise. But there are remnants of wars past. Heroes of old... Some would say... Legends. Brave warriors who selflessly sacrificed themselves to protect their people. But that was long ago, things have changed and the heroes of old have been scattered and forgotten, un-needed, until now. Maybe if they could be found in time.. Maybe the course of this dark destruction could be averted.

All hope now rests on the shoulders of two young, fresh faced Warriors, as they rush to save Azeroth and reunite these heroes so that they can once more restore peace to the world.

Quick Note From Lucas "Lima" Cedergren
Most movies are made in Modelviewer. But this is recorded 90% in-game. We've had the help of some of the best voice actors in the machinima community, additional sound design by Glenn Xaydin Govan and special effects by Johan Vågstedt I think we have created something to be proud of. I very much hope that all of the viewers will enjoy it! This is the first part of three. We are currently writing the script for the second one and we are sure that it won't take 4 years to complete it this time. This movie is more of a prologue for the upcoming 2 that will contain a lot more action and delve deeper into the plot. If you want more information about the movie and our upcoming ones please visit

Guild Leveling and Rewards - Blue Posts
Originally Posted by Blizzard Entertainment
Dark Phoenix Mount Reward
The guild rewards you guys are seeing in game are not hooked up yet. Guild rewards have 3 requirements that must be be met before you can use them. First and foremost, they must be unlocked via a guild achievement. Let's just say, that for example, you need to complete the new guild achievement "We are Legendary" in order to unlock the Dark Phoenix. That achievement requires the guild to gain access to all 6 legendary weapons currently available in the game. (note that all guild achievements start on Cataclysm launch, so anything you have now will not matter, it must be done with your guild after launch)

So, let's say that your guild get's this achievement and thereby unlocks the Dark Phoenix on the guild vendor. At this point anyone in the guild can see the item on the vendor, but they will need a specific amount of guild faction to be able to purchase it. In this case, let's say exalted. Now, once you have the guild faction, you can purchase the item for its gold price. (prices will vary based on the reward)

I am using the Dark Phoenix and the We are Legendary guild achievement as examples here but you should get the idea. Don't worry, we wont be handing out all the goodies so easily. =)

Guild Heirlooms
The heirlooms on the guild vendor are just like other heirlooms in the game except that these must be unlocked via a guild achievement and you must have the required guild faction to purchase them. After that, you can use them just like normal heirloom items.

We did have thoughts of making these items guild bound a long time ago but we came to the conclusion that that was just too limiting of a design. Imagine leaving a guild and losing all the guild rewards that you worked so hard to get? Taking items away from players is something that we would like to avoid at all costs. (Source)

Guild Leveling
Guild experience can be earned in any of four ways:

1. Completing quests / daily quests that reward experience
2. Killing any dungeon / raid boss with a guild group/raid
3. Winning a rated battleground with a guild group/raid
4. Earning a guild achievement (these are nice, fat chunks of experience so they feel great when you get em)

A guild group/raid is 4/5, 8/10, 12/15 or 20/25 members of the group/raid being guild members. (Source)

Guild Reputation
Any quest that rewards experience to you will also reward guild experience. The amount of guild reputation earned is based on the amount of guild experience rewarded. Note that daily quests will also reward guild experience.

All guild reputation is gained as a factor of guild experience. (Source)

[...] As I mentioned in the other post, anything that grants guild xp will also grant guild facton. So that means that winning a rated BG with your guild or completing specific guild achievments will reward faction as well as completing quests or killing instance bosses. (Source)

Guilds Q&A (Source)
1.) No matter how hard you work at your own guild rep, even if you farm it like a psyco, can a GM just "Deny" you of the guild rep rewards.
1. GM's have no control over the guild rewards. As long as your guild has unlocked the item via the achievement and you have the required guild rep, you can purchase the item.

2.) Are all the standard guild control functions staying the same? (GBank control, inv and remove settings, ect)
2. Yes, most all of the guild control functions are remaining the same. We are however introducing a new ui for guild ranks that will allow you much more control.

3.) I understand there is going to be an exp cap per day, but as per reward and ability, will this at least be the determining factor that a 10 and 25 guild are not equals. (its an mmo ppl, go make friends)
3. The experience cap is in place to help balance out the experience curve between large and small guilds. We tuned the cap to be be high enough that in most cases, you will never hit it. (when I say most, I mean average size guilds which make up the majority of wow's guilds)

Guild Ranks system overhaul
The entire guild rank system in the process of being overhauled. The new interface for this will be much better and allow you to actually move ranks up and down as well as copy an existing ranks permissions into a new one.

Sorry for the inconvenience on this right now but it will be fixed up in an upcoming build. (Source)

Guild UI
A lot of the UI for the guild advancement system is in progress. The "at war" box will be removed from the guild faction at some point in the future. (Source)

Blue Posts
Originally Posted by Blizzard Entertainment

Beta Servers - Characters stuck in Moonglade
We've investigated this issue and believe we've determined a fix to be released in the near future. I'm unable to say for sure in what build the fix will appear, or when that build will be released.

I have a character stuck as well. (Source)

Guild Leveling Speed
We are looking for as much feedback as we can get on the guild advancement leveling speed and experience gain. Please use this thread to report any feedback you have. As much info as you can give on the size of the guild, active members and what you were doing to earn the guild experience would be extremely helpful.

We know that not all of the ways to earn guild experience are active yet (rated bg's for example), but they will be soon. The feedback on how it feels with just quests / bosses now would still be useful.

We will be tuning the values to get where we need to be until they feel right. Your input on this is greatly appreciated. =)

Thanks! (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Hammer of the Righteous
I think if Hammer of the Righteous went back to its old design of hitting 3 targets, you'd see the forums swarming with paladins in a few weeks demanding some way to AE, such as... removing the cooldown on Consecrate again. There is no way to change the Prot paladin rotation up without changing some core abilities, and we are committed to changing the Prot rotation up.

We have some room to experiment with the proc rates for Grand Crusader, but remember that the more often it procs, the weaker it has to hit. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental Changes
In the next beta build (or the one after that), you will see two important changes to Elemental shaman. First, you will use Lightning Shield (for damage!) instead of Water Shield. Second, you will want to use Earthquake for AE over Fire Nova. These changes, especially the former, will provide Elemental shaman with a bit of an upgrade in the rotation over what you're used to in LK.

I don't want to oversell it, because players have a tendency to imagine herds of glittering ponies when left to their own imaginations, but it should be a fun change. (Source)

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