MMO-Champion - World of Warcraft News and Raiding Strategies

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by Published on 2013-07-24 06:52 AM

#EvilReborn Video Collection, Moderation is Not Automated, Moldran's 5 Tips to Farm Legendaries

Hearthstone Puzzle #4, Fireside Chat Card Art Contest

Patch 5.4 - Norushen Preview
Norushen is the third encounter in the Siege of Orgrimmar raid and takes place under the Vale of Eternal Blossoms.


Name Points Category
Heroic: Norushen Complete Norushen's trial in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid
Swallow Your Pride Defeat the Sha of Pride in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty after no player has gained Pride from Manifestations of Pride while Norushen is alive.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Overview - When the fight begins, Norushen seals all players inside a Quarantine Zone and extracts a portion of each player's corruption to form an Amalgam of Corruption. The object of the encounter is to destroy this creature. Players must reduce their personal level of Corruption in order to inflict full damage to the Amalgam. Players can accomplish this by interacting with the nodes of Purifying Light that active around the room, which will pull them into another phase where they must face a role-specific challenge. Overcoming this challenge will Purify the player and allow them to inflict full damage to the Amalgam.
    • Corruption - Players start the encounter with 75 points of Corruption. The more corrupt a player is the less damage they will inflict to the Amalgam of Corruption.
    • Purified - Players who reach 0 Corruption become Purified. Healers who are purified gain bonus healing.
    • Quarantine Measures - If the Amalgam of Corruption proves too dangerous Norushen will have no choice but to activate the zone's safety measures and destroy all life within.
  • Amalgam of Corruption -
    • Unleashed Anger - The Amalgam slashes at its current tank target, inflicting 320,000 Physical damage.
    • Self Doubt - The Amalgam inflicts doubt on its current tank target. Self Doubt increases the damage of Unleashed Anger by 50% per application.
    • Blind Hatred - The Amalgam creates a zone of corruption that extends outward and slowly turns in place. All players caught in the path of the corruption suffer 120,000 Shadow damage every second.
    • Fusion - Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 8% for 15 sec.
    • Icy Fear - The Amalgam inflicts 60,000 Frost damage to all players every 3 sec. This damage increases as the Amalgam loses health.
    • Frayed - When the Amalgam reaches 50% health remaining, and for every 10% health lost thereafter, the Amalgam spawns an Unleashed Manifestation of Corruption.
  • Look Within - Players can interact with Purifying Light to Look Within. Doing so transports the player to their own realm where they face a personal challenge based on their role. Successfully completing the challenge will return the player to the normal realm with zero Corruption.
    • Test of Serenity - Players of the DPS role face the Test of Serenity. To complete this challenge, players must defeat the elements of corruption present. Whenever one of these elements of corruption is defeated, it will be unleashed into the normal realm.
      Failure to complete the challenge will unleash all remaining elements of corruption to the normal realm at once.
      • Manifestation of Corruption - These sha creatures repeatedly cast Tear Reality, which inflict Shadow damage to all enemies in a cone in front of the caster.
      • Essence of Corruption - These lesser sha creatures repeatedly cast Expel Corruption, which fires a ball of corrupted energies in a straight line, dealing 80,000 Shadow damage to anyone it strikes.
    • Test of Reliance - Players of the Healer role face the Test of Reliance. To complete this challenge, players must defeat a Greater Corruption. Healers are aided by several allies while Looking Within. Failure to complete the challenge will unleash the Greater Corruption to the normal. Success reveals an orb of purifying light that will cleanse the player of all corruption.
      • Greater Corruption
        • Disheartening Laugh - Inflicts 44,000 Shadow damage to all enemies.
        • Pit of Despair - Inflicts 80,000 Shadow damage every second to all enemies within the area.
        • Lingering Corruption - Inflicts 240,000 Shadow damage if not dispelled from the victim within 10 sec.
    • Test of Confidence - Players of the Tank role face the Test of Confidence. To complete this challenge, the tank must survive for 60 sec against a Titanic Corruption. Success returns the player to the normal realm with zero corruption.
      • Titanic Corruption
        • Titanic Smash - Inflicts 400,000 Shadow damage to anyone in a cone in front of the caster.
        • Corruption - Every successful strike received from the Titanic Corruption inflicts the victim with a stack of Corruption, inflicting 8,000 Shadow damage per application every second.
        • Hurl Corruption - The caster hurls a ball of corruption at their target, inflicting 240,000 Shadow damage.
        • Burst of Corruption - Inflicts 160,000 Shadow damage to all enemies.
        • Piercing Corruption - Inflicts 320,000 Physical damage to the target. This attack cannot be absorbed.
  • Unleashed Corruption - Whenever players successfully defeat an element of corruption during the Test of Serenity it will be unleashed in the normal realm.
    • Unleashed Manifestation of Corruption
      • Tear Reality - Inflicts Shadow damage to all enemies in a cone in front of the caster.
      • Burst of Anger - Inflicts 40,000 Shadow damage to all players within the Quarantine Zone.
      • Residual Corruption - When an Unleashed Manifestation of Corruption dies it leaves behind a small amount of corruption that will periodically inflict 72,000 Shadow damage to all players in the Quarantine Zone until it is picked up. Players are unable to pick up the Residual Corruption unless they have removed sufficient corruption of their own first. In LFR, Flexible, and Normal difficulties, Residual Corruption gives the player 25 Corruption. In Heroic difficulties, Residual Corruption gives the player 30 Corruption.
    • Unleashed Essence of Corruption
      • Expel Corruption - A ball of corrupted energy travels outward from the caster, inflicting 80,000 Shadow damage to the first enemy in its path. Every Expelled Corruption that reaches the Amalgam of Corruption will increase the damage the Amalgam inflicts by 8% for 15 sec. In Heroic difficulties, Expelled Corruption gives the victim 0 corruption.



Patch 5.4 - Iron Juggernaut Preview
Iron Juggernaut is the sixth encounter in the Siege of Orgrimmar raid and takes place right outside the gates of Orgrimmar.


Name Points Category
Fire in the Hole! Stomp on 6 superheated Crawler Mines and then defeat the Iron Juggernaut in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty.
10Pandaria Raid
Heroic: Iron Juggernaut Defeat the Iron Juggernaut in Siege of Orgrimmar on Heroic difficulty.
10Pandaria Raid

Originally Posted by MMO-Champion
  • Pressing the Attack: Assault Mode - The Iron Juggernaut is freely mobile while in Assault mode.
    • Borer Drill - The Iron Juggernaut bores its drill arm into the ground, causing the earth to crack and shatter. This effect ripples out into many directions, inflicting 60,000 Physical damage to those caught within its effect.
    • Laser Burn - The Iron Juggernaut's tail cannon now focuses briefly on random players. Inflicts 137,500 Fire damage to random players, and sears their flesh for an additional 75,000 Fire damage every 2 seconds.
    • Mortar Cannon - The Iron Juggernaut's top cannon launches shrapnel and explosives at a random player, inflicting 200,000 Fire damage to enemies within 8 yards of the blast.
    • Crawler Mines - The Iron Juggernaut releases several Crawler Mines that scurry in the direction of random players, burying themselves partially into the ground. Once they burrow, they begin a detonation sequence. At the end of the sequence, they will detonate for 240,000 Physical damage to all players. A particularly brave player may stomp a burrowed Mine into the ground, stifling the explosion but causing a localized detonation at their feet. This explosion inflicts 1,000,000 Physical damage and knocks the player high into the air.
    • Ricochet - The Iron Juggernaut launches the sawblade from its arm, causing 0 Physical damage to players that come into contact with the blade as it whirls and ricochets from player to player.
    • Flame Vents - The Iron Juggernaut emits flame from its frontal vents, inflicting 240,000 Fire damage in a frontal cone. This effect applies Ignite Armor, which increases damage taken by Fire effects by 10% sears the target's flesh for for 30,000 damage every 1 second. This effect stacks.
  • Breaking the Defense: Siege Mode - The Iron Juggernaut plants itself in its current position, boring deep into the ground. It will no longer focus on a single target. During Siege mode, the Iron Juggernaut releases crawler mines at an increased rate.
    • Seismic Activity - The Iron Juggernaut's drills deep into the earth, causing a violent earthquake. This earthquake inflicts 32,000 Nature damage every 1 second to all players. The seismic activity causes intermittent Shock Pulses.
      • Shock Pulse - Shock Pulse causes a wave of force that knocks players back significantly.
    • Demolisher Cannons - The shoulder-mounted turrets of the Iron Juggernaut fire high into the sky over random players, inflicting 120,000 Fire damage to players within 6 yards of each blast.
    • Cutter Laser - The Iron Juggernaut's tail cannon now traces the ground as it chases each target. The laser inflicts 140,000 Fire damage every 1 sec to players with which it comes into contact.
    • Explosive Tar - The Iron Juggernaut spews tar in all directions. Standing in tar deals 16,000 Nature damage every 1 second and reduces movement speed by 30%. If a tar puddle comes into contact with the flames of the cutter laser, the puddle will explode, inflicting 160,000 Fire damage to all players.
    • Mortar Barrage - The Iron Juggernaut's top cannon rapidly fires numerous Mortar Blasts towards one of the Iron Juggernaut's sides, dealing 280,000 Fire damage to players within 15 yards of each blast.



Patch 5.3 Hotfixes - July 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Brawler's Guild
  • Fixed a crash in the client affecting some players that occurred when Ahoo’ru used their Divine Circle ability.

Blue Posts
Originally Posted by Blizzard Entertainment
Patch 5.4 - Celestial Tournament Testing
New adjustments and fixes have been applied to the Celestial Tournament on the PTR and we're seeking your **feedback. If you're a seasoned veteran of Pet Battles and have a robust selection of level 25 pets, head on over and speak to Master Li on the Timeless Isle. Once in the scenario, Emperor Shaohao will be your guide and instruct you on what you will need to accomplish.

As with anything still in development, please keep your comments constructive when providing us with feedback. Regardless of the extent of your experiences in Pet Battles, your thoughts are valuable to us and we look forward to hearing from you!

**Note: To be safe, we recommend you place your pets in a cage (as many as you can) and leave them in your bags before transferring to the PTR to avoid potential issues. There are still a few quirks with the character transfer process which we’re working on correcting, but may affect which pets will be on your PTR character once it arrives.

You REALLY should warn people that they will be facing off against 13 PETS in this tournament each day.
It's a weekly event, not daily.

I can completely understand why you have set the min amount of pets to even qualify for this, but it is likely someone is going to run through 15-20 pets in this due to the "NO HEALING' debuff you have while in this scenario.
You're catching on! And yes, it's going to be a challenge and tough to defeat so having a solid list of level 25 pets is recommended. (Blue Tracker / Official Forums)

Mage (Forums / Skills / Talent Calculator)
Patch 5.4 Frost Mastery
The feedback from the community has been extremely vital to getting this new Mastery working well. Iteration is key to us, and Icicles are a perfect example of that.

Overall, we like the core concept of Icicles, and are refining things at this point. The next (or perhaps one after that) PTR build will include several revisions. The Frostbolt debuff is now “baked in” (meaning the debuff no longer increases damage taken, but the spells it modified now do more baseline damage), and Waterbolt no longer generates Icicles (with Mastery now increasing Waterbolt’s damage directly). We’re also speeding up the rate at which Icicles launch when triggered by Ice Lance, as well as a few other tweaks.

We look forward to more feedback from testing that next iteration on it. Thanks all. (Blue Tracker / Official Forums)

Monk (Forums / Skills / Talent Calculator)
Patch 5.4 Mana Tea Changes Reverted
After a lot of heavy discussion, we've decided not to go ahead with the Mana Tea nerfs for now. As many of you have pointed out (and we’re keenly aware), solving the issues with Mistweavers’ mana regen is not a small task, and while we’re not happy with how things are working currently, it’s just a bigger problem than we’re comfortable trying to solve in 5.4. We’ll be revisiting the issue in the future.

Note: There is a possibility that the next PTR build will have a number of other changes that we were considering, but have since decided not to go ahead with. Should that happen, they will be reverted in the build after next. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Proving Grounds
is proving grounds meant to last into the future, or just a MoP feature?
we'd like for it to endure. The current one has a Pandaren theme but we could rebuild it to use a different theme. (Source)

Do DPS Stand in fire the entire time in a Healer Proving Ground? That would be epic.
They also body pull adds that the tank hasn't picked up yet. (Source)

Will DPS proving grounds be tuned around having a 24 sec interrupt? If so, whats the expectation for Shadow Priests w/ 45s?
Most CCs also work to interrupt in Proving Grounds. You should be fine. (Source)

Proving Grounds 90 is a missed opportunity; shouldn't this be encouraged at lower levels, i.e. 30, to 'learn your role(s)'
If the feature proves popular, we'll certainly expand on the idea. We'd have to change the content quite a lot for low lvls. (Source)

UI / Addons
Does the restriction on changing raid groups in combat still serve a purpose nowadays? "Okay, 3 minute break before Ji-Kun..."
A little concern about a mod that puts the debuff target in slot 1 and lets the dispeller spam slot 1. (Source)
If we could prevent that, then it would be fine to let you switch whenever. We know it's a hassle. (Source)

PTR
Presumably you still pay your QA staff?You'd get more players on the PTR if you didn't treat it like free testing.
We don't really target PTR to players for bug finding. Our QA will find nearly all bugs. It's more about feedback. (Source)

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

by Published on 2013-07-23 08:42 AM

MrMonstrosity's Loot 2.0 Suggestions, Blue Posts, Developer Interview Round-Up

Hearthstone Forge Live Stream this Friday - Honing Hearthstone's Heroes

Patch 5.4 - Season 14 Rogue Armor Set Preview
Keep in mind that this is just a preview and the final set may be different.





Patch 5.4 - Multiple Raid Finder Queues
Patch 5.4 will finally allow you to queue for multiple Raid Finder wings at once, as the string from the last PTR build hinted at: ERR_LFG_REASON_TOO_MANY_LFG - You are queued for too many instances.



Blue Posts
Originally Posted by Blizzard Entertainment
World PvP and Item Levels
World PvP is inherently imbalanced. The reality is that a "fair" fight rarely happens. Someone gets the drop on the other, or is already in combat, or not at full health, or has friends with them... the list goes on. We're not convinced that gear has a terribly significant impact in the vast majority of world PvP.

We're also not convinced that, even in the cases where you are on an even playing field, there's nothing you can do if you're constantly losing. World of Warcraft is an MMORPG -- a social game. Part of the point of playing on a PvP server is making friends and allies that can bail you out when you're in trouble. If you don't want to play that way, that's fine, but that's why we have PvE servers available.

That said, we also get why it's frustrating when you feel like you could have beaten somebody if only you had those few extra item levels. We'd like to fix that, but it's not in the cards for 5.4. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
how many season remains before the next expansion? 2? the season 15 is actually not in ptr but exist.
We haven't decided yet. Might depend on how the 5.4 season goes. (Source)

PvE
4/12. In cataclysm each raid tier was out long enough for us to slowly work through it. Faster release in mop makes that hard
Yes, this is a problem w/ faster pace. We either have to nerf content a lot or you have to move on without finishing a tier. (Source)

Why shouldn't they have faster progression? In TBC, my guild was in SSC/TK when top guilds were in BT. I was fine with that.
If you're talking about the same difficulty tier, sure. SSC/TK was all one difficulty. We have (Jeez) six now. (Source)
Honestly? That's too many. I know you're trying to cater to everyone, but it makes difficulty feel artificial.
I dunno. Halo and Civilization have a lot of difficulty levels. It's a traditional inclusive mechanic. (Source)

It's a bit complex as Heroics slid down in the order of progression with LFR. Some legit points I think.
I often wonder if harder heroic dungeons would work if there was no matchmaking, like heroic scenarios. (Source)
People are using add-ons to bypass the lack of match-making on heroic scenarios now.
Are you talking like Open Raid? We dig stuff like that overall. A pug isn't random matchmaking. (Source)
A pug has a leader who can invite or kick or make rules. You choose to live with that or find another group. (Source)
In terms of game health, social groups > pugs > random matchmaking > not grouping at all. That last bit is why LFR exists. (Source)

I just wondering, why devs are considering 25ppls as more epic? Crowd = mess, not epic.
Speaking personally, I like the fiction that the boss is so powerful that it takes a huge army of heroes to bring him or her down. (Source)

I'm split when it comes to TFgear. It's just too random and can effect progression between two guilds. Otherwise yea it's good
It doesn't affect progression that much. Not getting a weapon at all has a much bigger impact than someone getting a TF weapon. (Source)
Thats a problem in 10 man raids. TF loots dont drop so often and when they drop sometimes no one can use it.
We think that's a good thing though. Loot was more interesting when everyone didn't have the expectation of BiS every tier. (Source)
In effect what your saying is that PROGRESSION (i.e loot) was more interesting when only fewer people did it
No, it just felt more special to get loot when your 40 player raid got 2-3 items. The rates are like 4x that now. (Source)
That leads to the expectation of getting all BiS, which further makes any non BiS worth passing over instead of nice items. (Source)

will there be an easy worldboss in 5.4 as well?
Yes. We've tried to have an easy boss and a harder boss each patch, but Oondasta and Galleon ended up being too zergable. (Source)

Raid Finder
Are there any plans to help remedy the issue of rampant widespread rudeness in LFR/LFG?
What are you thinking? Some kind of +1 reward if a player is a decent human being? (Not joking.) (Source)

Do you believe making raid content accessible via LFR reduces sense of achievement, communication & social skills?
I think those are all downsides for LFR. Those aren't reasons to kill the feature, i.e. it has upsides too. (Source)

I don't think the last part is addressed by LFR in anyway. Essentially its a loot pinata with zero communication.
But players are seeing the content and spending time raiding instead of not doing that. Sans LFR they'd just log out. (Source)

Flex Difficulty
it's fun to play palatank with haste i think all agrees but what about dps stuff that tanks take away from dps? lot of times
Loot is personal in LFR and someday will be in dungeons. That just leaves organized raids, and you guys can work it out there. (Source)
so you're saying flex will use normal raid loot in future? Or will it use LFR loot system.
We don't know yet. Perhaps we'll let the raid leader decide which loot model to use. Flex uses LFR loot for 5.4 though. (Source)
I don't see there being much attraction to flex if the loot isn't even close to normal mode ilvl.
If you're capable of doing Normal, than Flex really isn't targeted at you. (Source)
Flex is for groups with erratic raid schedules, unstable rosters and so on. (Source)
That's very sad to hear. Been doing N10 since ICC, but we value friends over progress so it's a struggle. Currently 4/16.
If you value friends over progression, then you might be a good candidate for Flex. Maybe give it a shot? (Source)
Flex raid is just you throwing us the leftover bones as if we were dogs.. We wanted N raiding tuned for N raiders
Maybe we should rename Normal. I think some of you are getting hung up on the name. (Source)
In my opinion it's that the name didn't change while N. raids now are almost like H. from Wrath.
And this is where flex comes in. If you liked ICC 10s, then Flex is for you. If you liked Cataclysm 10s, then normal is for you. (Source)
That isn't really true of 25s, which are about the same as they've always been. We did make 10s harder since they drop same ilvl. (Source)
How do you feel that's worked out? Was it worth the cost? (eg. fractured community, no casual-mode until Flex, etc.).
Not sure it was the right call TBH. Maybe the ICC model was better. (Source)

How fast/slow are you planning to open Flex for SoO compared to LFR?
Not sure yet. We'd like for it to be sooner though. We want flex to seem more attractive to someone on the fence. (Source)

Dungeons
outdoor dungeons are 1 thing I miss about classic, are the dino isle and timeless island an attempt at bringing them back?
Siege was pretty much an outdoor dungeon. Or is that not what you meant? (Source)

Would need options b/c folks are used to H-Dungeons for valor. Take away speed, back to Cata
Right. That was the problem with Cata -- matchmaking and no alternatives. (Source)
But hard+organized = loot efficient with easier+matchmaking = less loot efficient could work. (Source)

you mean challenge modes?
Well, Challenge Modes with gear. Random matchmaking doesn't work when tight coordination is required. (Source)

If heroics are so simple, stop calling them heroics. Make 90 dungs base, add non-matchmaking heroic setting w/good items.
I'm not sure either the dungeon nor raid difficulty names are good ones. But renaming them all can be pretty confusing too. (Source)

I know its not popular opinion, but l loved the cata heroics. Couldn't stick to std rotations.
I liked Cata heroics (though a couple were still overtuned) but they worked for guilds not pugs. (Source)
why did you not like cata heroic randoms? You act like we just cant complete it.
The success rate overall was not good. In the absence of alternatives it meant a lot of players had no content. (Source)
I hoped players would rise to the occasion. Recall my "dungeons are hard" blog. (Source)
But that was naive of me in a world of random matchmaking for hard content. The two aren't compatible. (Source)
Now, a good pug with a strong leader isn't the same as random matchmaking mind you. (Source)

Dark Legacy Comics #399
DLC #399 has been released.

by Published on 2013-07-21 08:45 PM

Cosmetic Helm Giveaway Ends Today!

Diablo III "Wanted" Posters, Chat Bug is Fixed, Curse Weekly Roundup

Patch 5.4 - Tier 16 Rogue Armor Set Preview
Keep in mind that this is just a preview, and the final set may be different.





Warcraft Movie Teaser at Comic-Con
Fans that were at Comic-Con this weekend got a treat in the form of a Warcraft movie teaser. It was a short clip that featured a human in the desert with a sword who comes across the skeleton of a solider. He takes a drink and then picks up the shield, which has the Alliance insignia on it. An orc then shows up and charges the human, with the clip ending there.

Duncan Jones also mentioned that filming would begin early next year, so this was just a test shot for Comic-Con. Unfortunately, no recordings have shown up yet, and there are no plans to release the footage...



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Do you ever get worried about classes being too similar or blurring the lines between what makes every class unique?
Constantly! It's one of the hardest problems for us to solve b/c nobody wants to feel weak in the name of class differentiation. (Source)

Can you explain the move back to mana regen scaling with spi/gear? MoP took away mana regen scaling with int, why this then?
The problem with Int was it provided two bonuses for one stat. Spirit is only regen. It comes at the expense of other stats. (Source

Healing is becoming a spam/dps like activity instead of making choices. Changes coming next expansion? Water cooler topic?
It often comes down to mana IMO. The challenge is we get a lot of pressure to buff regen instead of healers having to make choices. (Source)
As I've said before, the encounters are balanced around class output, not vice versa. (Source)
But when someone struggles with a fight, the inclination is to ask for class buffs. (Source)

in fact correct me if i'm wrong GC but didn't you say people have too many buttons to push already?
I highly suspect DS is already on your action bar. It's more about how big those action bars are. (Source)
Not sure it's a triumph of game design that players feel like they need 4+ bars to bind all of their abilities. (Source)

with the constant nerfs to prep/readiness/alter time, maybe it's time you stopped putting cd reset abilities into the game
We agree. I'm not sure that design angle has payed out well. (Source)

That is because you design encounters that though out tons of AoE damage. You can't single target heal that.
We actually balance the encounters around the AE healing that groups can do. If we nerfed healing, the other would follow. (Source)
How about speeding up ST cast time comparatively? So fast ST heals win for 2 targets but AE output wins for 4?
There is logic in that approach since one of the benefits of AEs is the GCD savings. (Source)
To continue, we don't want every paladin playing like a Resto druid, and honestly neither should you paladins. EF shouldn't be mandatory. (Source)
so if you dont want us blanketing the raid with hots and shields. Give us back burst healing. What exactly is our "niche"
What do you think you are missing for burst healing? (Source)
stronger LoD/increased target cap would lead to less EF usage. 3 hp LoD is less effective than 1 hp EF.
But does it lead to priests, monks and druids wanting their AE heals uncapped as well b/c now they're left out? (Source)
Sanctuary should be getting the HR treatment; 12(?) cap in 25's. 1-2k ticks with 25 ppl in it is sad.
It is extremely unlikely we will change the cap for any other heal as we did for Healing Rain unless it is a raid CD. (Source)

Why compare one boring bonus to another?
T16 at least requires you to do something. The T15 could have said "You do 5% more damage." (Source)

some time ago single-targets big heals on tanks didnt make healers to feel weak.
I think ST heals on tanks feels like it always has. I think ST heals on non tanks feels like a waste vs PoH, HR etc. (Source)
Shaman have a strong mechanic to encourage weaving in ST heals to buff AE heals. Maybe others (e.g. Serendipity) need buffs. (Source)

why have sheilds become the new version of HoTs, in every situation a sheild will be the better option then any type of HoT.
That has always been the case and isn't a design problem. The shields have become too cheap and easy to apply though. (Source)

Now that we're approaching the end of MoP. What class/classes do you think need a big overhaul in 6.0?
None. We will likely work to make the 3 hunter and rogue specs play a little more differently from each other. (Source)

Druid (Forums / Skills / Talent Calculator)
Any insight on what you may be doing with Glyph of Efflorescence? Haven't seen it in any builds and it isn't marked NYI.
Not sure yet, but we'd like to try it on the PTR at least. (Source)

Hunter (Forums / Skills / Talent Calculator)
since u nerfed sp survival so much and disperse can be locked is it possible to fix the activation lag&make it work like block
Not sure why there should be unusual lag. Usually that comes from procs. Can look at it though. (Source)

Stampede buff was a PVE compensation for Readiness removal. Where are the buffs making Hunters coequal to Mages, Wls, Rogues?
We haven't done 5.4 tuning yet. In 5.3 we think mages and locks were often too high. (Source)

Just wondering what plans are there to rework hunters BEFORE 5.4, taking readiness away is big, signature shots are quite meh.
In PvE, Readiness just makes opening rotations needlessly complex IMO. Not convinced there is a ton of depth or skill there. (Source)

more hunter changes to come? Removing deterrence and adding charges to 2 abilities doesn't seem like an adequate compensation.
We aren't necessarily trying to compensate them defensively. We think PvP hunters need nerfs. (Source)

3m Deterrence w/2 charges is worse than 2m w/Readiness. This is a big nerf to PVE AND PVP survivability. Intended?
It's 2 every 3 min rather than 1 every 2 min with 2 every 2 min once every 5 min. If that makes sense.... (Source)

Could you please clarify on the deterrence change? Is it generating a charge every 1:30 or one every 3:00 etc?
ATM (which could change) we increased the cooldown and added charges. Works just like Roll or DK runes charging. (Source)

Mage (Forums / Skills / Talent Calculator)
As a Fire mage -and only when playing Fire- I feel like I need the PoM talent. Will this be "fixed" (if you think it should)?
No promises, but I wish there was room for instant Pyros (Fire?) and say PoM poly (talent?). (Source)

why make PoM unaffected by AT? I am assuming it is a pvp change. If that is the case you need to find a new way to balance.
We fear Alter Time makes PoM a mandatory talent for Fire. We're not 100% sold on the change though TBH. (Source)

it fair to assume that mages are considered in a good place? I notice they're rarely rebalanced or have talent changes.
Still working on Frost mastery and making sure we don't nerf undergeared Fire mages because of overgeared Fire mages. (Source)
Overgeared. Is something that should NEVER be said in current content. If that's the case, it's a #designflaw
It was shorthand. Heroic raid balance obviously matters, but very few players have that gear so it's not fair to nerf all. (Source)

Monk (Forums / Skills / Talent Calculator)
Been meaning to ask. When a Brewmaster Tiger palms there is a gcd delay before the buff to Guard is active. Is that intended?
Procs are sometimes slow. We might be able to rebuild it. (Source)

what are your feelings and opinions/hopes on the ww mastery changes? Anything to compensate for dps loss?
Yes, we will compensate for the DPS loss. We don't want a trinket to be a 15% DPS gain though. (Source)

Paladin (Forums / Skills / Talent Calculator)
Plz allow Holy Pallies to judge friendly targets - will at least make SH more viable
Just so you don't have to switch targets? It's weird to Judge an ally, unless it healed them, which is a bigger change. (Source)

SoB is explicitly scaling with melee haste. In practice, spell haste will always be higher for us.
But the point was to make it scale, which it does. Making it use spell haste is just a buff on top of that. (Source)

Divine Plea doesn't return enough mana if it doesn't include short duration bonuses. I don't know how much pure spirit u want
Nobody's mana return should scale with trinket procs. I don't think you'd really want this overall. (Source)
Any time you didn't game the procs like a pro, your mana would suffer a lot. (Source)
I read that as "if you didn't game the procs like a pro, your mama would suffer a lot"
I like that one better. (Source)

Saw a change where Crusader Strike applies Weakened Blows. HotR going away, CS going away or incomplete change? Or wrong data?
Both apply WB. We originally wanted HotR to in the ST rotation rather than just being AE CS, but eventually caved. #acronyms (Source)

I know this is datamining. But Holy should have their version of Sanctity of B. tied to spell haste rather than melee haste.
The only difference really is the raid buff. If we were just trying to buff HS, we could just lower the base CD. (Source)
(By which I mean haste on gear affects SoB either way, which was the real goal.) (Source)

Datamining shows SoB affecting Holy Shock for all three pally specs. Are we all getting it or is it just a datamining thing?
We are trying it as a way to make haste a little more interesting for Holy. Too early to say if it will be an official change. (Source)

Unless this glyph becomes a buff to DP, there is nothing with new DP to motivate glyphing the spell. Delete it.
The Glyph of Divine Plea will have to be redesigned. Considering a glyph to cut CD and mana returned by 50%. (Source)

EF is simply easier to use and more effective, SS and SH both require maintenance without worthwhile benefit.
Yep. Which is why we're nerfing it. The synergy with mastery is just way too good given its other bonuses. (Source)
The periodic of Eternal Flame still should not proc Holy paladin mastery on PTR. If it is, that is a bug. (Source)
Just give up on Holy Paladins already. Everyone else with any sense has. #nofun #neverwillbe
If we had done that every times players asked, I think we'd have one spec left in the game. Maybe. (Source)
Well paladins are pretty useless at this point. No point in bringing them.
They are the most common healer in 25 and second to Disc in 10s. Clearly someone is bringing them. (Source)
Maybe the EF nerf sends them from hero to zero but I sort of doubt it. (Source)

This point is simply because EF can handle mutliple targets at once. SS and SH are single-target abilities.
We could make EF limit one again but I don't think that would be very fun. (Source)

If you dont want EF to be so "mandatory" why not buff Sacred Shield so it looks more attractive?
We'd like to. What do you feel it needs to compete? (Source)
SS is already verging towards OP for Protection, It's haste scaling is a big part of why prot stacks haste,
it's possible to buff SS for Holy without making it even better for Prot though. (Source)

Small throughput buffs are not what paladins need. We need a rework. Mastery is the only thing making us look competitive.
TBH, we hear this too often from every class in the game. The paladin healing toolkit is mostly fine. EF is a crutch. (Source)
Now paladins aren't perfect. No class is. But they aren't horribly off the rails either as the forums would have you believe. (Source)
Raid testing proved how bad paladin throughput is, not the forums. 25m raid testing will prove it even further.
Is this proof somewhere we can see and analyze? (Source)

Can you give us any insight as to what the current ideas/plans are for Guardian of the Ancients Kings (Holy)?
We want it to key off of AE heals in addition to ST heals. Less use these days in that much ST healing on one target. (Source)

can you clarify new selfless healer change? Judgment already gives a HP for all specs. With this talent will it now give 2?
Holy does not get J->HoPo baseline. With SH, they do. No change for Prot or Ret. (Source)

Crit as a possible gearing strat sounds cool. But so does a viable Glyph of Illumination.
We'd be fine buffing Illumination. It's just a short ride from there to mandatory though. (Source)

Priest (Forums / Skills / Talent Calculator)
To even out with an unskilled disc(are there any skilled???) using 8 Raptures, DP needs to return 1200% spirit,not 405.
Rapture isn't really a mana return mechanic. It's a way of getting PW:S cost from cooldown level to rotation level. (Source)
Honestly, can't imagine any raiding classes running OOM regularly these days unless they (or their groups) are doing something odd. (Source)
It's very hard to just look at mana %s and make class comparisons. Time to zero mana under a variety of scenarios is more relevant. (Source)
Then please compare how other healers drop spirit. MW Monks running 7k spirit and finish 100% mana is broken.
We agree that MW and Disc are eschewing Spirit (at high ilevels) that other healers can't afford to do. (Source)

Is Glyph of Dark Binding being replaced with Focused Mending? That's how it currently is on the PTR.
Dark Binding benefit is getting baked in. (Source)

Will we see any disc nerfs at any point? Or do you see them as being balanced right now (lol)
We don't think the shields, CDs or Atonement are OP alone. The package makes them very versatile. (Source)

Rogue (Forums / Skills / Talent Calculator)
GoAR has been replaced with GoRedirect in recent PTR build. Will the GCD reduction be baselined or removed?
Yes. We baked in GoAR. (Source)

Shaman (Forums / Skills / Talent Calculator)
"Totemic Restoration has proven to be a problematic talent, and we’re considering replacing it in 5.4" Any updates?
Still the plan. (Source)

Every resto shaman uses HTT, make it baseline. Every holy paladin uses EF, nerf it!
The difference is we think healing totems fit the shaman kit. We do not think hots fit the paladin kit. (Source)
If some paladins take EF, then that's cool. That's character differentiation. When they all have it, that's homogenization. (Source)
I repeat, "Every resto shaman uses HTT, make it baseline. Every holy paladin uses EF, nerf it!" Same thing, different result.
I repeat: We want every shaman to use totems. We do not want every paladin to use hots. (Source)

Purification once again increases healing done by all water totems. 5.4 notes, I dont understand this one, nothing changed?
Originally we wanted to make HTT less mandatory by having it not do bonus healing for Resto. Concluded that would never work. (Source)

Warlock (Forums / Skills / Talent Calculator)
what brought about the many changes to aff (love them btw)? low pvp rep, considering past seasons?
PvP was part of it but overall we were concerned everything was too dependent on MG. Cool spell but a bit too dominant. (Source)

is the new soul link 3% of your dmg split between pet/caster (1.5% each) or 3% on both pet/caster (6% dmg to healing total)
6% total. (Source)

Warrior (Forums / Skills / Talent Calculator)
Thoughts on letting crit rating scale crit block ~ half value of mastery, for prot warriors. ?
We are paranoid about block or crit block chance getting capped. How close are you? (Source)

How about making slam consume TFB stacks like OP? That would help arms not have to spam OP all the time.
But what do you then cast if you want to get the stacks to stack instead of consuming them? Heroic Strike? (Source)

Any buffs for Arms? Lowest dps spec in the game by a very large marging and under performs in pvp
You are comparing 22k Fury parses with 800 Arms parses. Fury might beat Arms, but you can't compare those means. (Source)

MMO-Champion Forums Moderator Recruitment
Good news everyone! We're recruiting moderators for the forums again! The amount of users and posts keeps increasing and we reached the point where we need some help before the trolls take over and play Whack-a-Mod in the Darkmoon Faire. I know it sounds fun, but I'm going to assume we don't want that.

Please be sure to read the entire post before applying!



Weekly News Recap
This was a busy week, with two PTR builds, Proving Grounds, and Timeless Isle, so catch up on all the news!


by Published on 2013-07-20 07:27 AM

Cosmetic Armor Pieces Now Available on Blizzard Store, Giveaway

Wyatt Cheng on EHP and Life Return Stats

Blizzard's Favorite Cards

Patch 5.4 - Frost Mage Mastery Spell Effect
Patch 5.4 changes the mastery for Frost Mages, giving them Mastery: Icicles, which comes with a nice new effect.





Arena League Tournament This Weekend
An arena tournament with $30,000 in prizes will take place on Sunday and Monday, starting at 17:00 CET.

Each team consists of five players, who are allowed to play multiple classes or specs. The matches start with bans and picks. During the banning phase the teams can choose which specs the enemy team is not allowed to play and after that each team can pick the classes they want to use. This system helps to creating a variety of comps facing each other.

After the comps have been picked the two teams face each other in a best of three series. The first team to win two matches wins the first round. After that the bans and picks start again, allowing the teams to adjust their strategies. Then the next best of three round is played. The first team winning two best of threes is the winner of that match. After the group phase the teams with the highest amount of points proceed to the finals.



Patch 5.3 Hotfixes - July 19
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
  • Shaman (Forums / Skills / Talent Calculator)
    • Talents
      • Ancestral Guidance should now properly interact with Battle Fatigue. Previously, Battle Fatigue was being incorrectly applied a second time while healing nearby party or raid members.
    • Restoration
      • Ancestral Awakening should now properly interact with Battle Fatigue. Previously, Battle Fatigue was being incorrectly applied a second time while healing nearby party or raid members.

Quests
  • A Scarlet Letter: Lilian Voss is no longer attackable for Alliance players.
  • Celestial Blessings: Fixed an issue where Neltharion's Tears could become unkillable for Hunters that use Feign Death.

Raids, Dungeons, and Scenarios
  • Throne of Thunder
    • Twin Consorts
      • Fixed an issue where Suen was not using her abilities properly if Lu'lin is defeated first.

Battlefield: Barrens
  • Alliance players that are hostile with the Steamwheedle Cartel should no longer be immediately attacked by Ratchet Bruisers when teleporting into Ratchet from Shrine of Seven Stars.

Patch 5.4 - Flex Raid Item Level
A few weeks ago, the PTR was updated to list item level 540 for Flex Raid loot, but the flex items haven't been updated yet.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Allow me to walk through some of our thinking, from a couple of angles.

To begin with, Siege of Orgrimmar LFR loot needs to feel like a meaningful upgrade to people who are currently primarily running Throne of Thunder LFR. (And yes, contrary to the occasional "but what do LFR players need gear upgrades for, anyway?" argument, it turns out that player power progression is a fairly integral part of the RPG experience for all playstyles, and not one that we consider negotiable.) Now, 5.2 Valor gear is 522, and Heroic Scenario gear is 516, and LFR-only players often have both of these in abundance. For such players, even item level 528 might not feel like a huge step up, but that was pretty much a floor on how low the Siege of Orgrimmar LFR loot could go.

Next, we want Siege of Orgrimmar Normal loot to be higher than Heroic Throne of Thunder loot, for a few reasons. Heroic raiders range from bleeding-edge progression guilds who will be racing for world firsts during the first weeks of the raid, to those who will steadily work their way through the zone over the course of weeks and months. Many players in the latter group will be largely Heroic-geared when Siege of Orgrimmar comes out, but they won't necessarily be killing many Siege of Orgrimmar Heroic bosses for a while. The prospect of disenchanting nearly every single drop from Normal in favor of items obtained months ago is not a thrilling one. In addition, that would seriously complicate gear progression and its ability to smooth the difficulty curve over the course of the zone. Since Heroic Thunderforged loot is 549, something in the low 550s felt like the right place for Normal Siege of Orgrimmar loot, and we chose 553.

That brings us to Flexible mode. It's meant to fill a gap between LFR and Normal. However, Flexible mode requires a pre-formed group to enter, and its mechanics are generally closer to Normal's given the baseline assumption of more coordination and communication among a premade group. Those factors mean that Flexible should be sufficiently rewarding above and beyond LFR, or Flexible raiders may wonder why they're bothering with the additional effort for a measly few item levels. We chose 540 as roughly a midway point between LFR and Normal, and feel it appropriately rewards the added difficulty and organizational requirements as compared to LFR.

For current Heroic raiders, who are the ones most likely to feel obligated to pursue every available means of improving their character's performance, the overwhelming majority of Flexible loot will not be an upgrade compared to their current items. Many Heroic raiders are already sporting average item levels in the mid-540s due to a mix of Valor upgrades and Thunderforged loot. (And yes, while you could upgrade your Flex 540 to make it superior to a 541 or 543, you won't -- if you're a Heroic raider today, you'll be getting 553+ Normal mode loot the moment Siege of Orgrimmar opens, and upgrading that will be a priority.) Flexible mode will also be gated. Its wings will open at a faster pace than LFR's, but it will still be gated. Again, Heroic raiders will have a significant amount of Normal mode Siege of Orgrimmar loot by the time most of Flexible is unlocked.

Now, will it be worth it to run Flexible mode as a Heroic raider if you're chasing after a specific amazing trinket, or trying to get your fourth set piece to complete your bonus? Yes, it probably will. But I suspect that the same would have been true if Flexible mode dropped item level 536 loot, or 534, or nearly any reasonable value that would still be an attractive reward to a majority of the playerbase. And that should be a short-term commitment, maybe focused on the specific wing in which your item lies, until you either obtain it or its Normal-mode equivalent. In the long-run, Heroic raiders will be progressing in Heroic mode, and Normal raiders will be progressing in Normal mode.

We don't want to see you feeling obligated to run the same raid two or three times a week any more than you do, and for the most part, we feel that the itemization structure supports that goal. This is a very different structure than, say, Trial of the Crusader in patch 3.2, where clearing all available difficulties was required in order to earn required currency for purchasing set pieces, regardless of your level of progression. We hope that a few weeks into patch 5.4, the only people running Flexible mode will be the ones who genuinely want to do so, and we hope that there will be many of them. The separate lockouts do also offer benefits to many guild raiders who may want to work on achievements separately, or may for the first time be able to hop in an off-night raid with some real-life friends on a different server, without it conflicting with their main raid lockout.

I realize at the end of the day that parts of our design may simply not be ideal for your personal playstyle, and I understand that perspective, but hopefully some of this sheds some light on our thought process and the different considerations involved.

Flex Raiding and Proving Grounds
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Flex mode is meant to encourage pugging and the grading system will work against it.
Flex is for guilds and groups of friends to be able to raid in a slightly less demanding situation that scales to a number of players, because for those guilds not everyone shows up every raid night, while also allowing them to avoid LFR or needing to invite PUG people to fill out their group.

We think people putting together PUGs for Flex is totally cool and giving some love to PUG raids is an overall positive for the game, but it's a side-bonus. It's not really an important point to make necessarily, but I just wanted to point it out as you stated your understanding of the intent of Flex so certainly. PUG Flex is cool, just not the primary intent of the system. Somewhat ironically it's mostly to keep guilds from having to invite PUGs to their "Beer League" runs.

It's been common for PUG leaders to ask for achievement links before inviting people for a very long time as a way to test familiarity with an encounter and skill. The achievements they ask for change from raid leader to raid leader, and raid to raid. Proving Grounds certainly isn't going to make that any worse, raid leaders are still going to want some "proof", and it could be possible Proving Grounds actually makes the situation better as you may only need to show a single "class competence" achievement from 5.4 on. "I haven't done some of these fights yet, but I have Gold so I'm sure I can figure it out." That may not be acceptable for all raid leaders, but it at least creates that possibility. Right now there's no way for a raid leader to judge your competence outside of "I killed this dragon." with no context. Maybe you had your friends carry you? With Proving Grounds there is at least the context of your abilities as an individual player.

Very loosely if you can get Bronze in Proving Grounds you're good for Heroic dungeons, if you can get Silver you're good for LFR, and if you can do Gold you're going to probably be able to handle Flex/Normal - if you can get Gold you're probably not a liability to pick up for a Normal.

Anyway, it seems you're implying Proving Grounds will be bad for Flex because players will have to show ability/competence to raid leaders to join PUGs, and... I don't know that that's a bad thing, or much different than showing various raid achievements. And actually it may be better for people than raid achievements because there's context for how it was earned. If someone is a bit less skilled, they can keep at Proving Grounds and getting better, that's a benefit for them and the people they're going to group with.

Very loosely if you can get Bronze in Proving Grounds you're good for Heroic dungeons, if you can get Silver you're good for LFR, and if you can do Gold you're going to probably be able to handle Flex/Normal - if you can get Gold you're probably not a liability to pick up for a Normal.

For Tanks and Healers, maybe. Can you explain to me how Proving Grounds shows anything about DPS at all?

If you got Gold then you know enough about your class and were able to do enough damage to successfully kill some things, and that means you're probably competent enough to dip into Flex/Normal.

The intent of Proving Grounds is not to show your epic DPS for Heroic raiding guild recruitment, it's to help players learn new specs, and understand when they have achieved some competency to be a positively contributing member to a group of players.

I don't think I've seen a dps able to pull agro off a tank since cataclysm. Well unless maybe they forgot their tank stance / buff / whatever that gives them +agro. Basically this mechanism has been all but removed from game?
If you pull aggro off a tank maybe you shouldn't be grouping with them.

As far as helping teach additional skills and things, there are a wide range of boss mechanics, this is the first implementation of Proving Grounds, and we'll be evaluating how well it works out, and how and where to potentially expand it in the future.

I suspect that the OP might be correct, raid invites and what not is possibly gonna depend on what grade you have on the proving grounds. you wanna know why? because about half this comminuty are total ^%#@ and elitests , tbh I when I said op might be correct, saying this is making me lean waay towards the op being correct
Ensuring a group is composed of competent players (with game knowledge and proper gear) that will not cause a lot of undue stress or a waste of time is not something I would consider elitist. I'd consider that good sense.

If someone isn't great at the game Proving Grounds can actually provide some goals to achieve, in a private setting, so that they can attempt to improve. Knowing that you have room to improve and being able to mark that improvement is a very positive thing for that player, and the future groups they join.

I don't think you really understood the context of what was being said. Proving Grounds, for now, is not there to hold your hand through every type of encounter. It's there to get you used to the tools you'd need to tank with. So if it teaches you how to properly handle AoE and to use a taunt once in a while, it's exposing the player to their abilities and what they do. It's not teaching you any specific fight mechanic.

I'd hope you'd rather the player learn, than the game just hold their hand through everything that would potentially influence individual thought.

And there's room for improvement of course. As I said we'll be evaluating how well this first shot goes, and when and if we may want to expand Proving Grounds in the future.

It's not going to take a brand new WoW player in quest blues and make them battle-ready to tank your Normal or Heroic raids. It will help people learn new specs and their basic mechanics (like what taunting even is) in a private setting where they can try to improve without impacting a large raid full of people.

I don't suppose proving grounds will inform players of abilities in their spellbook? (I had a hard time raiding when I forgot shadowfiend existed, when I switched to solace and insanity.) There's certain abilities people don't care to use (or even know that they exist).

How much guidance will one have in the proving grounds?

It's something we've discussed. It obviously can get pretty complicated, especially with every class and spec and as abilities and talents change, but it of course could offer a super in-depth training situation. There are a ton of things we could do with Proving Grounds, but we're focusing on getting it out there with its current features in 5.4.

Last note, the current difficulty on the PTR isn't final. We have quite a bit of time to keep testing and tuning, and the current difficulty is probably quite a bit undertuned from where we want it. Where each medal shakes out in relative difficulty to group PvE content is likely to change, and we appreciate your continued feedback on the PTR Discussion forum after trying it out!

I give it two weeks after 5.4 hits that we will see pugs expecting any and all to have PG at gold level min, massively overgear instance, and for any who dont have it to be told "ur bad" and sneered at and abused. PG at Gold will be considered "mandatory" for all regardless.
Not intending to be snide, but if you don't like being held to the standards of others you can always create your own group and decide who can join. I think you'll find that after some difficulty there are good reasons why people have learned to set some standards and requirements, not that all of them are necessarily accurate or needed. But in creating your group and making good judgment calls on what those can be, you could create a very popular, fun, successful and regularly occurring PUG.

All I will say in reply is that the "standards" set at times are ridiculous bordering on the insane.

As far as standards and requirements...isnt that what achievements are for? If I or anyone else has the achieve then why need to do the Grounds as well? Kinda defeats the purpose?

I don't disagree that people tend to set requirements far and above what are required, but that may also be due to those people having bad experiences. If they seem unreasonable for what you believe is necessary for success there's a straight forward way to do something about it.

You're asking me why in a hypothetical situation people are asking you for Proving Ground medal achievements in addition to raid achievements? That's an assumption, first off, although probably a correct one. Well, one shows you downed a boss, which has no context for what you contributed. Maybe you had a guild carry you or went AFK? Proving Grounds show some level of ability, devoid of other factors outside of your own.

Blue Posts
Originally Posted by Blizzard Entertainment
PvP gear vs. PvE gear
I've found that the fastest way to earn Honor points is by doing Heroics and change your Justice points to Honor. Bit sad that it is this way.
We have made the conversion ratio of justice-to-honor = 3:2 but if this happens consistently to most players then it’s not ideal; do you find that earning honor through dungeons is still faster than doing Bgs even when you’re in a good semi-fixed group?

This is one of those cases where PvP and PvE differ a lot, you know what to expect from a 5man dungeon, and you know on average how long it will take, especially when you have a friend or two speeding things up with top gear. When doing Bgs however, you never really know what you’re going to get, even with a semi-fixed group; the other team might put up a good fight and the game will last longer, or you might even lose; but in the end, isn’t that what PvP is all about, enjoying a good fight?

I mean, while the design concept that I talked about is still what we aim for, this might be one of those situations where on average, players still get more points through Bgs even if that isn’t true for everyone (example: if you have friends willing to go with you into 5mans but not into PvP), but we can look into the ratio it if the difference reveals to be significant.

On the other hand, I’d like to point out that currently, Conquest Points are exclusive to PvP and Valor to PvE, Justice and Honor are a sort of catch-up currencies, and while these latter are still important and should still respect some design boundaries, Conquest and Valor are the currencies where those boundaries have to be applied much more strictly and rigorously.

So for example, in case we ever allow Valor-to-Conquest again like we did in Cata or possibly even the opposite (Uh oh!), we would need to be very careful with the conversion ratio and maybe even impose a weekly cap. (we have no plans to do this atm, it’s just an example to better illustrate this argument) (Blue Tracker / Official Forums)

Patch 5.4 PvP Mounts
As an update to this thread, because of all the feedback we have been receiving regarding the requirements to attain the new PvP mounts we have been considering changing the "and" to an "or". This will mean that instead of having to get 100 3v3 wins and 40 RBG wins, you will only need to meet one of these quotas.

What do you all think of this possible change to the requirements for the new PvP mounts? (Blue Tracker / Official Forums)

Hunter (Forums / Skills / Talent Calculator)
Patch 5.4 Mend Pet Change
That datamined tooltip is incorrect. It's a buff, not a nerf.

Glyph of Mending now speeds up the periodic effect of Mend Pet to restore health to the pet every 1 second doubling the total amount healed over 10 seconds.
CD is still on the PTR last i heard, is this a confirmation that no CD will be in place?

Moreover are you guy planing on adjusting pet survivability and threat generation? or is it working as intended?

The plan is that the glyph will make the Mend Pet tick twice as fast, last the same duration effectively doubling the amount healed, and no cooldown. However, I must append the caveat that things on the PTR may be subject to change. (Blue Tracker / Official Forums)

Monk (Forums / Skills / Talent Calculator)
Patch 5.4 Mana Tea Changes
The fact that a 50% nerf to Mana Tea feels like a 50% nerf to your overall mana regen should indicate why the change was necessary. We want healers to want Spirit. When a healing class is actively avoiding Spirit whenever possible, there's a problem.

That said, there’s still a lot of work and discussion going on here. We’re probably not going to keep this particular change. The overall goal is simply that you care about Spirit, and we’ll be rebalancing as necessary. (Blue Tracker / Official Forums)

Warrior (Forums / Skills / Talent Calculator)
Patch 5.4 Warrior PvP Changes
We have been keeping up with the various Warrior threads, and we do greatly appreciate how constructive and civil you guys have been. It's quite refreshing to see. Wanted to drop a line and say thanks.

A couple things we've been discussing recently, aside from the handful of changes that hit the latest PTR notes:

We recognize that Shockwave feels extremely strong in that tier for high-end PvP. To a degree, a short-duration AoE stun will always be powerful, so it's a tricky issue for us to solve. That said, we don't think it's quite as mandatory as, say, Healing Tide Totem was for Restoration Shaman. It's something we're still discussing. How do you feel it stacks up with the recent changes to Bladestorm?

We've been discussing the level 75 tier as well. We did make a change to Vigilance not long ago with the intention of making it a bit more attractive compared to Safeguard, but we do recognize why Safeguard is considered so necessary. We'll discuss some more.

We do hear the damage concerns. We're not at the point in development yet where we're ready to start tweaking numbers, but we are listening. We'll discuss the burst vs sustain issue.

One small request: there's been a ton of awesome, well-thought-out suggestions in both this thread and the PvE thread, and that's great! Sometimes, however, it's easy to get carried away with the "what" and lose sight of the "why". I've read a few posts where the poster obviously put a lot of thought and effort into their suggestions, but I'm left wondering exactly what issue they're trying to solve. That makes it very difficult for me to bring those suggestions to the designers.

Given the option, I'd certainly take constructive suggestions that I have to do some detective work on over no suggestions at all any day -- and since you guys have been so helpful already, feel free to continue as you've been. More just of a small request on behalf of my poor little kitty brain. (Blue Tracker / Official Forums)

25 Warlock Heart of Fear
The 25 Death Knights clearing Heart of Fear made it look easy, so 25 Warlocks gave it a try and were able to do it as well!

by Published on 2013-07-19 08:48 AM

Cosmetic Armor Pieces Now Available on Blizzard Store, Giveaway

New Products Announced at SDCC, $10 Discount on D3 for Consoles, Community Commentary, Anime Expo + Diablo Cosplay

Hearthstone Puzzle #2, Blue Posts Extravaganza - Mechanics & Card Clarifications

Patch 5.4 - Timeless Isle
The Timeless Isle was opened today and we took a quick look around tonight:





Patch 5.5
It sounds like Patch 5.5 is still a possibility, with Dave Kosak mentioning that future changes to Orgrimmar will happen in another patch before the next expansion.



Raid Testing Schedule - July 19
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Friday, July 19, we will continue testing raid encounters in the Siege of Orgrimmar raid. We're proceeding with 10-player Normal testing, and will then move on to Heroic and then 25-player mode as the PTR cycle progresses.

Each encounter should be available at approximately the listed times below for all Public Test Realms.

Friday, July 19
  • Spoils of Pandaria - 10 Player Normal - 10:30 PDT (13:30 EDT, 19:30 CEST)
  • Thok the Bloodthirsty* - 10 Player Normal - 16:00 PDT (19:00 EDT, 01:00 CEST)

*Depending on the status of a couple of bugs, we may test another encounter in place of Thok.

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Patch 5.4 PTR Patch Notes - July 18
Originally Posted by Rygarius (Blue Tracker / Official Forums)
General
New Area: Timeless Isle
  • A mysterious island, lost for millennia to the currents of time, has emerged from the mists off the eastern coast of Jade Forest.
  • Players seeking to explore the Timeless Isle should check their mailboxes, where a Curious Ticking Parcel awaits. Unwrapping it will set you on the first step of your new adventure.
  • The Timeless Isle is inhabited by all manner of strange and powerful creatures that will test the mettle of solo explorers, but great rewards await the brave and skillful: epic loot, bind-to-account gear, Mogu Runes of Fate, pets, mounts, fun toys, and much more.
  • The Isle is filled with secrets and mysteries, many of which dynamically become available to explorers. Keep an eye on your minimap while on the Isle for information on nearby events!
  • The Timeless Isle is home to five new world raid bosses! Players may face each of the four Celestials in a trial of combat.
  • Heroes who have earned the legendary cloak from Wrathion may access the sanctum of the fiery Yaungol demigod Ordos, atop the Timeless Isle.

Classes
Death Knight (Forums / Skills / Talent Calculator)
  • Glyphs
    • New Major Glyphs
      • Glyph of Festering Blood: Makes Blood Boil treat all targets as if they have been infected with Blood Plague or Frost Fever.
      • Glyph of Regenerative Magic: If Anti-Magic Shell expires after its full duration, cooldown for the ability is reduced based on the amount of damage absorbed.
      • Glyph of Swift Death: Haste effect granted by Soul Reaper now also increases the Death Knight's movement speed for the duration.
      • Glyph of the Loud Horn: Horn of Winter now generates additional Runic Power, but the cooldown is increased.
    • Major Glyphs
      • Glyph of Pillar of Frost now reduces movement speed by 70% instead of freezing the Death Knight in place.
    • New Minor Glyphs
      • Glyph of the Long Winter: The Horn of Winter ability now lasts for 1 hour.
      • Glyph of the Skeleton: The Death Knight's Raise Dead spell now summons a Skeleton instead of a Ghoul.

Druid (Forums / Skills / Talent Calculator)
  • General
    • Bear Form now increases Stamina contribution from cloth and leather items by 40% (up from 20%).
  • Glyphs
    • Major Glyphs
      • Glyph of Frenzied Regeneration now increases Frenzied Regeneration's cost to 50 Rage (down from increasing Rage cost to 60).
      • Glyph of Lifebloom's effect is now baseline and has been replaced with Glyph of Efflorescence. Glyph of Efflorescence increases the healing done by Swiftmend by 20%, causes the Efflorescence healing effect to be triggered by Wild Mushroom instead of Swiftmend, and lasts as long as the Wild Mushroom is active.
      • Glyph of Nature’s Grasp now reduces the cooldown of Nature’s Grasp by 60 seconds (up from 30 seconds).
      • Glyph of the Moonbeast's effect is now baseline and has been replaced with Glyph of Guided Stars. Glyph of Guided Stars causes Starfall to only hit targets affected by the Druid's Moonfire or Sunfire.
    • New Minor Glyphs
      • Glyph of One With Nature: Grants the Druid the ability to teleport to a random natural location.
      • Glyph of the Sprouting Mushroom: Allows the Wild Mushroom spell to be placed on the ground instead of underneath a target.

Hunter (Forums / Skills / Talent Calculator)
  • Glyphs
    • Major Glyphs
      • Glyph of Mending now speeds up the periodic effect of Mend Pet to restore health to the pet every 1 second.

Mage (Forums / Skills / Talent Calculator)
  • Glyphs
    • Major Glyphs
      • Glyph of Invisibility has been replaced with Glyph of Rapid Displacement. Glyph of Rapid Displacement gives Blink two charges, gaining a charge every 15 seconds, but no longer frees the Mage from stuns and bonds.
    • New Minor Glyphs
      • Glyph of Condensation: Increases the size of the Mage's Water Elemental.
      • Glyph of Evaporation: Reduces the size of the Mage's Water Elemental.
      • Glyph of the Unbound Elemental: The Mage's Water Elemental is replaced by an Unbound Water Elemental.
  • Frost
    • Mastery: Frostburn has been replaced by Mastery: Icicles. When the Mage damages an enemy with their Frostbolt, Frostfire Bolt, and the Water Elemental's Waterbolt, (12% + 1.5% per Mastery) of the damage done is stored as an Icicle for 15 seconds. Up to 5 Icicles can be stored at once. Casting Ice Lance launches all stored Icicles at the target. Fingers of Frost now increases the damage of Ice Lance by an additional 2%, Brain Freeze increases the damage of the instant cast Frostfire Bolt by 2%, and damage done by the Mage's Water Elemental is increased by 2%.
    • Frostbolt no longer causes the target to take an additional damage from Frostbolt.
    • Ice Lance damage has been increased by 29%.
    • Water Elemental
      • Waterbolt damage has been increased by 9%.

Monk (Forums / Skills / Talent Calculator)
  • Talents
    • Chi Brew now restores 2 Chi, has a 45-second cooldown (down from 1.5 minutes), and generate stacks of Brew/Teas based on the Monk's specialization.
      • Brewmaster: 5 stacks of Elusive Brew
      • Mistweaver: 2 stacks of Mana Tea
      • Windwalker: 2 stacks of Tigereye Brew
    • Chi Burst no longer requires a target. It now travels as a 40-yard line in front of the Monk.
    • Rushing Jade Wind replaces Spinning Crane Kick. The Monk summons a whirling tornado around them, dealing damage to nearby enemies (heals nearby allies for Mistweavers). Rushing Jade Wind lasts twice as long as Spinning Crane Kick, is instant, and not channeled.
  • Glyphs
    • Major Glyph
      • Glyph of Crackling Jade Lightning has been replaced with Glyph of Nimble Brew. Glyph of Nimble Brew causes Nimble Brew to heal the Monk when it clears a root, stun, fear, or horror effect.
      • Glyph of Expel Harm has been replaced with Glyph of Rapid Rolling. Glyph of Rapid Rolling makes the next Roll or Chi Torpedo go farther after using a Roll or Chi Torpedo.
      • Glyph of Retreat has been replaced with Glyph of Fortuitous Spheres. Glyph of Fortuitous Spheres causes a healing sphere to be summoned near the Monk at no cost when their health falls below 25%. This effect cannot occur more than once every 30 seconds.
      • Glyph of Stoneskin has been replaced with Glyph of Detox. Glyph of Detox causes Detox to heal the target when it successfully removes a harmful effect.
      • Glyph of Transcendence now reduces the cooldown of Transcendence: Transfer by 5 seconds (used to increase the range by 10 yards).
      • Glyph of Uplift has been replaced by Glyph of Targeted Expulsion. Glyph of Targeted Expulsion allows Expel Harm to be used on other players.
  • Mistweaver
    • Mana Tea now restores 2% of maximum mana per stack (down from 4%).

Paladin (Forums / Skills / Talent Calculator)
  • General
    • Sanctity of Battle now also affects the cooldown of Holy Shock.
  • Talents
    • Sacred Shield for Holy Paladins can now be active on more than one target at a time, but the talent now costs mana, and has a 10-second cooldown.
    • Selfless Healer in addition to its current effects, now also causes Judgment to generate a charge of Holy Power for Holy Paladins. Stacks of Selfless Healer now reduce the cast time, mana cost, and improve the effectiveness of Divine Light, Flash of Light, and Holy Radiance.
  • Glyphs
    • New Major Glyphs
      • Glyph of Divine Shield: Removing harmful effects with Divine Shield heals the Paladin for each effect removed. This heal cannot exceed a percentage of the Paladin's maximum health.
      • Glyph of Hand of Sacrifice: Hand of Sacrifice no longer transfers damage taken by the target to the Paladin.
    • Major Glyphs
      • Glyph of Divine Plea now reduces the amount of mana restored and cooldown of Divine Plea by 50%.
      • Glyph of Holy Wrath now also allows Holy Wrath to stun Aberrations.
      • Glyph of Immediate Truth now increases the instant damage done by Seal of Truth 40% (up from 30%).
      • Glyph of Rebuke has been replaced with Glyph of Devotion Aura. Glyph of Devotion Aura causes Devotion Aura to no longer affect party or raid members, but the cooldown is reduced.
      • Glyph of Turn Evil replaces Glyph of Burden of Guilt. This glyph causes Judgment to reduce the target's movement speed by 50% for 2 seconds.
    • New Minor Glyphs
      • Glyph of Pillar of Light: Critical heals on other players display a small pillar of light at their location briefly.
  • Protection
    • Crusader Strike now applies a Weakened Blows effect to the target for Protection Paladins.
    • Grand Crusader no longer has a chance to activate from Crusader Strike and Hammer of the Righteous, but now has a 30% chance to activate when dodging or parrying a melee attack (up from 12%).
    • Guarded by the Light now restores 15% of the Paladin's maximum mana every 2 seconds (up from 6%).

Priest (Forums / Skills / Talent Calculator)
  • Talents
    • Mindbender now deals 10% more damage, and mana return has been increased by 20%.
  • Glyphs
    • Major Glyphs
      • Glyph of Dark Binding's effect is now baseline and has been replaced with Glyph of Focused Mending. Glyph of Focused Mending causes Prayer of Mending to only bounce between the target and the caster.
      • Glyph of Fear Ward now reduces the cooldown on Fear Ward without reducing its duration.
      • Glyph of Lightspring has been renamed to Glyph of Lightwell. Glyph of Lightwell causes Lightwell to heal for 50% more, but no longer automatically heal targets. Allies can click on the Lightwell to heal.
      • Glyph of Lightwell has been renamed to Glyph of Deep Wells. Glyph of Deep Wells increases the number of charges on Lightwell by 2.
    • New Minor Glyphs
      • Glyph of Inspired Hymns: A spirit appears above the Priest while channeling Hymns.
      • Glyph of Shifted Appearances: Void Shift causes the Priest and their target to exchange appearances for several seconds.
      • Glyph of the Sha: Transforms the Priest's Shadowfiend and Mindbender into a Sha Beast.
  • Discipline
    • Rapture now energizes the Priest for 100% of the mana cost of Power Word: Shield When the shield is fully consumed or is dispelled (used to energize the Priest with mana equal to 150% of their spirit). This is the modified mana cost for Power Word: Shield, after being reduced by Rapture’s passive effect.
    • Spirit Shell duration has been reduced to 10 seconds (down from 15 seconds), and the damage absorption shield's effectiveness can now be reduced through Battle Fatigue.
  • Holy
    • Lightspring is now baseline for all Holy Priests and the ability has been renamed to Lightwell.

Rogue (Forums / Skills / Talent Calculator)
  • General
    • Evasion now increases dodge chance by 100% (was 50%).
    • Sinister Strike deals an increased 190% of weapon damage (up from 145%), but now costs 50 Energy (up from 40 Energy).
  • Talents
    • Paralytic Poison now stuns the target at 4 applications of the poison (down from 5 applications).
  • Glyphs
    • Major Glyphs
      • Glyph of Adrenaline Rush's effect is now baseline and has been replaced with Glyph of Redirect. Glyph of Redirect causes Redirect to no longer have a cooldown.
      • Glyph of Crippling Poison has been replaced with Glyph of Sharpened Knives. Glyph of Sharpened Knives now causes Fan of Knives to also damage the armor of its victims, applying 1 application of the Weakened Armor effect to each target.
      • Glyph of Debilitation has been replaced with Glyph of Recovery. Glyph of Recovery increases the healing received by the Rogue while Recuperate is active.
      • Glyph of Sap has been replaced with Glyph of Hemorrhaging Veins. Glyph of Hemorrhaging Veins causes Sanguinary Veins ability to also increase damage done to targets affected by Hemorrhage.
      • Glyph of Shiv now reduces the cooldown of Shiv by 3 seconds (was 2 seconds).
    • New Minor Glyphs
      • Glyph of Improved Distraction: Distract now summons a decoy at the target location.
      • Glyph of the Headhunter: Throw and Deadly Throw abilities will now throw axes regardless of the Rogue's currently equipped weapon.
  • Combat
    • New passive ability, Ruthlessness: This passive ability is learned by Combat Rogues at Level 32. The Rogue gains a 20% chance per combo point (100% chance at 5 combo points) to immediately regain 1 combo point while performing a finishing move.

Shaman (Forums / Skills / Talent Calculator)
  • Glyphs
    • New Major Glyphs
      • Glyph of Eternal Earth: Lightning Bolt now has a chance to add a charge to the Shaman's active Earth Shield. This cannot cause Earth Shield to exceed 9 charges.
      • Glyph of Purging: Successfully Purging a target now grants a stack of Maelstrom Weapon.
    • Major Glyphs
      • Glyph of Cleansing Waters now heals the target for 5% of the Shaman's maximum health (up from 4%).
      • Glyph of Frost Shock now reduces the cooldown of Frost Shock by 2 seconds.
      • Glyph of Grounding Totem now increases the cooldown of Grounding Totem after reflecting a harmful spell by 20 seconds (down from a 35-second cooldown increase).
    • New Minor Glyphs
      • Glyph of Astral Fixation: Astral Recall now takes the Shaman to their capital's Earthshrine.
      • Glyph of the Compy: Hex now transforms enemies into a Compy.
      • Glyph of Elemental Familiars: Summons a random Fire, Water, or Nature familiar. Familiars of different types have a tendency to fight each other.
      • Glyph of Flaming Serpents: The Shaman's Searing Totem now resembles Vol'jin's Serpent Ward.
      • Glyph of Lingering Ancestors: Resurrecting someone with Ancestral Spirit causes a ghostly ancestor to follow them around for a short time.
      • Glyph of Rain of Frogs: Allows the Shaman to summon a rain storm of frogs at a targeted location.
      • Glyph of Spirit Raptors: Spirit Wolves are replaced with Spirit Raptors.
      • Glyph of Spirit Wolf: Ghost Wolf can be now be used while the Shaman is a ghost.
  • Class Armor
    • Enhancement Shaman 4-piece PvP set bonus now causes the Shaman's Flametongue Weapon to also reduce the target's movement speed for 3 seconds.

Warlock (Forums / Skills / Talent Calculator)
  • Glyphs
    • New Major Glyph
      • Glyph of Havoc: Havoc gains 3 additional charges, but the cooldown is increased by 35 seconds.
    • Major Glyph
      • Glyph of Dark Soul has been replaced by Glyph of Curse of the Elements. Glyph of Curse of the Elements causes Curse of the Elements to hit 2 additional nearby targets.
      • Glyph of Fear no longer causes Fear to have a cooldown.
      • Glyph of Shadowflame has been replaced with Glyph of Unending Resolve. Glyph of Unending Resolve reduces the damage reduction of Unending Resolve by 20%, but the cooldown is also reduced.
  • Demonology
    • Dark Soul: Knowledge now increases the effects of Mastery: Master Demonologist by an additional 30%.

Warrior (Forums / Skills / Talent Calculator)
  • Talents
    • Bladestorm's cooldown has decreased to 60 seconds (down from 1.5 minutes), and now deals an increased 180% of weapon damage for Arms Warriors (up from 120%).
    • Storm Bolt now has a duration of 4 seconds (up from 3 seconds), and has an off-hand attack for Fury Warriors.
  • Glyphs
    • New Major Glyphs
      • Glyph of the Executor: Killing an enemy with Execute grants Rage.
      • Glyph of Impaling Throws: Heroic Throw now leaves an axe in the target, which can be retrieved by moving within 5 yards of the target to finish the cooldown of Heroic Throw. This effect will only occur when Heroic Throw is cast from more than 10 yards away from the target.
      • Glyph of the Raging Whirlwind: Whirlwind gives additional Rage over time, but for that time the Warrior no longer generates Rage from auto-attacks.
    • New Minor Glyphs
      • Glyph of the Subtle Defender: Removes the threat generation bonus from Defensive Stance.
      • Glyph of the Weaponmaster: Shout abilities cause the appearance of the Warrior's weapon to change to that of a random weapon from their primary bag for a short time.

Creatures
  • Stone Trogg Berserker now drops trivial items and can no longer be pickpocketed.
  • Stone Trogg Geomancer now drops trivial items and can no longer be pickpocketed.

Pet Battles
Battle Pet Abilities
  • Sandstorm's duration has been reduced to 5 rounds (down from 9 rounds), and cooldown has been increased to 5 rounds (up from 3 rounds).

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Cloak and Ordos
Just as an update to this:

We're planning to change the restriction for access to Ordos to be account-wide. Basically, as long as at least one of your characters has a legendary cloak, all of them should be able to access the encounter. (Blue Tracker / Official Forums)

Timeless Isle Feedback
No more quests after the first one to explore.
Note that the Timeless Isle is largely a self-directed experience, which diverges somewhat from our recent practice. You aren't going to find a hub of daily questgivers or NPCs who will assign you specific tasks to complete. There is a ton to do on the Timeless Isle, and countless secrets to discover, so go explore! (Blue Tracker / Official Forums)

PvP Gear vs PvE Gear
The problem with that approach is that whenever there is an alternative way to get the same or similar gear, players will generally always choose the easiest/fastest route, even if that goes against their own personal enjoyment of the game; obviously that is something we would like to avoid and should be able to avoid with good design.

If you’re a serious raider and you dislike doing PvP, you’ll probably feel left behind if the rest of your guildmates go into arena to complement their PvE gear, and vice versa in case you’re into PvP and dislike PvE.

I think these two groups are different enough to warrant a gear distinction, I believe that is good design. Can the current system be improved? Certainly, there are many things that are far from ideal, we’ve tried quite a lot of new ideas for PvP in MoP, some of those ideas were quite radical and we know that there’s always some risk attached to anything that’s drastically different and new. We made some mistakes, and we learned a lot from them, we’ve reverted some changes and we’ve tried a few new approaches and as time goes on the system will keep on maturing.

It’s also important to remember that new expansions will always give us much more leeway when it comes to design shifts. It’s very important to keep a certain level of consistency during the course of an expansion, even when you have a great new idea, if that idea is too radical, sometimes it will be better to wait for a new expansion before deploying it in order to avoid alienating and confusing the players.
There are certainly some things that we would do differently if MoP were to launch today. But frankly, I think MoP had (and will have) some of the most drastic changes I’ve seen during the course of any expansion, and 5.4 is really really packed!
I must say I’m quite excited and curious to see how 5.4 will play out on live and see how players will take some of the new features.

simple fixes like even ilevel balance?
Fixing ilvls is super simple, fixing everything that depends on those ilvls however is not. That’s where the complexity begins, the whole game is like an intrinsic vast web of connections, every change that you apply will send out a wave of repercussions that we have to “fix” somehow. Some of these will be easy, others hard, and some we won’t even be expecting. (Blue Tracker / Official Forums)

Patch 5.4 and Alani
Alani will still be accessible in 5.4, yes. (Blue Tracker / Official Forums)

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


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