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by Published on 2013-07-26 05:45 AM

Forge Livestream Tomorrow, Fireside Chat #6 - Hunters, Forge, Art Contest

WoW Down to 7.7 Million Subscribers
Activision Blizzard's press release states that World of Warcraft is down to 7.7 million subscribers. This is a loss of 600,000 subscribers, down from 8.3 million last quarter. A call about the shares purchase will take place on July 26 at 8:30 AM ET, so check back then for any more comments on subscriber numbers. The regular earnings call will take place on Thursday, August 2nd.


Activision Blizzard Purchases Shares From Vivendi
Activision Blizzard is purchasing 429 million shares from Vivendi for $5.8 billion. This purchase is financed with $1.2 billion of cash that was on hand and $4.6 billion of debt proceeds, leaving them with a $1.4 billion of net debt at the end of the deal in September 2013.

An investment group that includes Bobby Kotick and Brian Kelly, who put up $100 million together, as well as Tencent and other partners is purchasing 172 million shares for $2.3 billion. This group will own 24.9% of the company and Vivendi will retain ownership of 83 million shares (12%) of the company.
by Published on 2013-07-24 04:41 PM

Patch 5.4 - Norushen and Iron Juggernaut Preview, Blue Posts, Blue Tweets, TCG Art

Patch 5.4 PTR - Build 17227
Build 17227 will be deployed to the PTR realms soon.


Loading Screens



Updated Maps



New Strings
Originally Posted by MMO-Champion
  • BLIZZARD_STORE_ASTERISK - *
  • BLIZZARD_STORE_BAG_FULL - Bags are Full
  • BLIZZARD_STORE_BAG_FULL_DESC - Please clear some room in your bags before using the store.
  • BLIZZARD_STORE_BROWSE_BATTLE_COINS_CN - *Prices in Battle Coins
  • BLIZZARD_STORE_BROWSE_BATTLE_COINS_KR - *Prices in Battle Coins
  • BLIZZARD_STORE_BROWSE_TEST_CURRENCY - *Prices in Test Currency
  • BLIZZARD_STORE_CONFIRMATION_GENERIC - Items purchased will be delivered into your inventory. If your inventory is full at the time of delivery, purchased items may be mailed to you.
  • BLIZZARD_STORE_CONFIRMATION_TEST - Items purchased here will use the Test Currency. You will not actually be charged.
  • BLIZZARD_STORE_CURRENCY_BETA - %s XTS
  • BLIZZARD_STORE_CURRENCY_FORMAT_CPT_LONG - %s Battle Coins
  • BLIZZARD_STORE_CURRENCY_FORMAT_KRW_LONG - %s Battle Coins
  • BLIZZARD_STORE_CURRENCY_FORMAT_TPT - NT$%s
  • BLIZZARD_STORE_CURRENCY_RAW_ASTERISK - %s*
  • BLIZZARD_STORE_INTERNAL_ERROR - Internal Error
  • BLIZZARD_STORE_INTERNAL_ERROR_SUBTEXT - The store has encounted an error. Please try again later.
  • ERR_LFG_JOINED_FLEX_QUEUE - You are now queued for Flexible Raids.
  • SPELL_FAILED_CUSTOM_ERROR_200 - The door is locked.
  • SPELL_FAILED_CUSTOM_ERROR_201 - You need to select a customer who is waiting in line first.
  • UNITNAME_SUMMON_TITLE24 - %s's Noodle Cart



New Items
There are too many items to list here, so check the full list of new items on the WoWDB PTR site.

Level Type Slot Name
1Junk Ordon Ceremonial Robes
1Junk Blazing Sigil of Ordos
1Junk Partially-Digested Meal
1Junk Scuttler's Shell
1Junk Twisted Treasures of the Vale
1Junk Glowing Blue Ash
1Junk Coalesced Turmoil
1Junk Celestial Treasure Box
1Junk Flame-Scarred Cache of Offerings
1Junk Glinting Pile of Stone
1Junk Pristine Stalker Hide
1Junk Pristine Firestorm Egg
1Junk Glowing Green Ash
1Junk Falling Flame
1Junk Blackflame Daggers
1Junk Rain Stone
1Junk Blizzard Stone
1Junk Ashen Stone
1Junk Sunset Stone
1Junk Eternal Kiln
20Companion Pets Rotten Helper Box
1Companion Pets Jadefire Spirit
1Companion Pets Swarmling of Gu'chi
1Companion Pets Bonkers
55Holiday Crashin' Thrashin' Flyer Controller
1Other Cursed Talisman
1Other Cauterizing Core
1Other Ash-Covered Horn
1Other Warped Warning Sign
1Other Warning Sign
90Other Satchel of Cosmic Mysteries
1Other Censer of Eternal Agony
1Other Mantid Artifact Hunter's Kit
1Other Odd Polished Stone
1Other Quivering Firestorm Egg
1Other Rhime of the Time-Lost Mariner
1Other Harmonious Porcupette
90Mount Reins of Galakras
90Mount Reins of the Kor'kron War Wolf
90Mount Kor'kron Juggernaut
90Mount Reins of the Thundering Onyx Cloud Serpent
90Mount Tyrannical Gladiator's Cloud Serpent
90Mount Grievous Gladiator's Cloud Serpent
90Mount Prideful Gladiator's Cloud Serpent
496TrinketTrinket Captain Zvezdan's Lost Leg
496TrinketTrinket Golden Moss
496TrinketTrinket Ordon Death Chime
553ClothChest Akolik's Acid-Soaked Robes
553PlateLegs Legplates of Unthinking Strife
1Consumable Windfeather Plume
1Consumable Condensed Jademist
1Consumable Sticky Silkworm Goo
85Potion Potion of Illusion <New>
1Food & Drink Spectral Grog


Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength
  • Crashin' Thrashin' Flyer (New) Proud owner of the 2013 Vintage Winter Veil gift, the Crashin' Thrashin' Flyer.
  • Hearthstoned Obtain the Hearthsteed Owner of the Hearthsteed mount from the Hearthstone promotion. Account Wide.

Pandaria Raid
Dungeons & Raids
  • Double Trouble Reveal and defeat two Massive enemies in the same quadrant simultaneously and then complete the Spoils of Pandaria encounter in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty. 10 points. without any raid member defeating both a Mantid and a Mogu enemy. 10 points.
  • Mega Snail Vs. Giant Dinosaur Unleash Garrosh's secret weapon Open the Thrice-Locked Cage during the Thok the Bloodthirsty encounter in Flexible, Normal, or Heroic mode. Then, allow it Siege of Orgrimmar of Flexible, Normal, or Heroic mode, and then allow its inhabitant to feast upon Thok's corpse once you have defeated the encounter. 10 points.
  • No More Tears Defeat Immerseus after killing 10 Tears of the Vale in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty.10 points.
  • None Shall Pass Defeat the Amalgam of Corruption without allowing any unleashed corruption to fuse with it.10 points.
  • Now We are the Paragon Defeat the Paragons after assuming the mantle of three different Paragons.10 points.
  • Strike! Kill 18 Kor'kron Warbringers with a single Iron Star and then defeat Garrosh in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty.10 points.
  • Unlimited Potential Transform a Corrupted Warden Skullsplitter into a Corrupted Amalgamation and then defeat Malkorok in Siege of Orgrimmar on Flexible, Normal or Heroic difficulty. 10 points.

Proving Grounds
Scenarios
  • You're Doing it Wrong (New) Successfully complete any of the Basic (Silver) trials at the Proving Grounds, while in a specialization not suited for it. Account Wide.

Winter Veil
World Events



Patch 5.4 PTR Official Patch Notes Update - July 24
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes
Druid (Forums / Skills / Talent Calculator)
  • Talents
    • Astral Communion now defaults to generating Lunar energy towards a Lunar Eclipse when used after being resurrected or zoning into a new area (used to default to generating Solar energy).

Hunter (Forums / Skills / Talent Calculator)
  • Talents
  • Glyphs
    • New Major Glyphs
      • Glyph of the Lean Pack: Reduces the range of Aspect of the Pack by 7 yards.
      • Glyph of Enduring Deceit: Camouflage also reduces spell damage taken by 10%

Mage (Forums / Skills / Talent Calculator)
  • Frost
    • Mastery: Frostburn has been replaced by Mastery: Icicles. When the Mage damages an enemy with their Frostbolt, and Frostfire Bolt, and the Water Elemental's Waterbolt, (14% + 1.75% per Mastery) of the damage done is stored as an Icicle for 15 seconds. Mastery: Icicles also increases the Water Elemental’s Water Bolt damage by (14% + 1.75% per Mastery). Up to 5 Icicles can be stored at once. Casting Ice Lance launches all stored Icicles at the target.
    • Frostbolt no longer increases the damage of any spells. The damage for those spells have been increased instead. but no longer causes the target to take an additional damage from Frostbolt.
    • Ice Lance damage has been increased by 48%.
    • Water Elemental
      • Waterbolt damage has been increased by 25%.
  • Glyphs
    • Major Glyphs
      • Glyph of Ice Lance has been renamed to Glyph of Splitting Ice.
        • Glyph of Splitting Ice causes Ice Lance and Icicles to hit 1 additional target for 50% damage.

Monk (Forums / Skills / Talent Calculator)
  • Mistweaver
    • Mana Tea is now consumed at an increased rate of 1 stack per 0.5 seconds (up from 1 stack per 1 second). restores 3% of maximum mana per stack (down from 4%)
  • Talents

Shaman (Forums / Skills / Talent Calculator)
  • Talents
    • Totemic Restoration has been replaced with a new talent, Totemic Persistence.
      • New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem can benefit from this effect at a time.

Warlock (Forums / Skills / Talent Calculator)
  • Talents
    • Harvest Life no longer replaces Drain Life. Harvest Life is now a passive talent that increases Drain Life damage by 50%, and healing by 150%. The talent no longer turns the ability into an area-of-effect spell.
      • For Affliction Warlocks, the Soulburn empowered version of Drain Soul also receives a 50% increase to damage and 150% increase to healing.
  • Glyphs
  • Class Armor
    • Warlock Tier-14 4-piece set bonus now increases all damage dealt by the Warlock by 10% while Dark Soul is active.

Warrior (Forums / Skills / Talent Calculator)
  • Arms
    • Slam now deals 35% of damage dealt against the primary target to all other enemies within 2 yards while Sweeping Strikes is active, and causes an additional 10% damage to targets affected by the warrior’s Colossus Smash.

Pet Battles
  • Battle Pets
    • Wild Silk Worm: Wild Silk Worm should now be correctly classified as a Critter.
  • Battle Pet Abilities
    • Call Lightning's duration has been reduced to 5 rounds (down from 9 rounds), and cooldown has been increased to 5 rounds (up from 3 rounds).

Spell Changes
Originally Posted by MMO-Champion
Mounts

Companions
  • Bloodcove Droplet Right Click to summon and dismiss your Bloodcove Droplet. Instant. Ruby Droplet. Instant.
  • Bonkers (New) Right Click to summon and dismiss Bonkers the Boxing Hozen. Battle Pet. Instant.
  • Gu'chi Swarmling (New) Right Click to summon and dismiss your Gu'chi Swarmling. Battle Pet. Instant.
  • Harmonious Porcupette (New) Right Click to summon and dismiss your Harmonious Porcupette. Battle Pet. Instant.
  • Jadefire Spirit (New) Right Click to summon and dismiss your Jadefire Spirit. Battle Pet. Instant.
  • Rotten Little Helper (New) Right Click to summon and dismiss your Rotten Little Helper. Even rotten helpers are very busy year-round, and only have leisure time during the Feast of Winter Veil. Battle Pet. Instant.
  • Vengeful Porcupette (New) Right Click to summon and dismiss your Vengeful Porcupette. Battle Pet. Instant.
  • Young Gulp Frog Right Click to summon and dismiss your Young Gulp Frog. Battle Pet. Instant. Gulp Froglet. Battle Pet. Instant.

Item Set Bonuses
  • Item - Druid T16 Feral 4P Bonus After using Tiger's Fury, your next finishing move will restore 5 3 combo points on your current target after being used.
  • Item - Hunter T16 4P Bonus Explosive Shot casts have a 40% chance to not consume a charge of Lock and Load. Instant Aimed shots reduce the cast time of your next Aimed Shot by 50%. Offensive abilities used during Bestial Wrath increase all damage you deal by 2% 4% and all damage dealt by your pet by 2%, stacking up to 15 times. 5 times.
  • Item - Priest T16 Healer 4P Bonus Circle of Healing and Prayer of Mending casts increase the effect of your next Holy Word spell Serenity by 33% and your Holy Word: Chastise and Sanctuary spells by 75%, stacking up to 3 times. While Spirit Shell is active, you gain 10% haste and 3,500 mastery.
  • Item - Warlock T14 4P Bonus Reduces the cooldown of your Dark Soul abilities by 40 sec. While Dark Soul is active, your damage is increased by 10%.

Death Knight (Forums, Talent Calculator)
Blood
  • Scent of Blood (New) Your successful main-hand autoattacks, dodges and parries have a chance to increase the healing and minimum healing done by your next Death Strike within 20 sec by 20%, and to generate 10 Runic Power. This effect stacks up to 5 times. Death Knight - Blood Spec.

Major Glyphs

Druid (Forums, Talent Calculator)
Guardian

Major Glyphs

Hunter (Forums, Talent Calculator)
  • Disengage no longer lists a combat restriction.

Major Glyphs

Minor Glyphs

Mage (Forums, Talent Calculator)
  • Ice Lance damage and SP scaling was increased by 15%.

Talents
  • Ice Floes now has 3 charges with a 20 sec recharge time.

Frost
  • Frostbolt no longer provides a debuff that increases the damage of other spells.
  • Mastery: Icicles no longer gains charges from Waterbolt. Icicles duration increased to 30 sec, up from 15. Now also increases the damage of your Water Elemental's Waterbolt by 14%.

Monk (Forums, Talent Calculator)

Talents
  • Chi Brew now restores 2 Chi, and generates 5 stacks of Elusive Brew. Maximum 2 charges. No longer has 1.5 min cooldown.
  • Chi Burst lists a base damage once again.
  • Rushing Jade Wind now has a 2 sec cooldown.
  • Zen Sphere base damage and healing increased by 15%.

Major Glyphs

Paladin (Forums, Talent Calculator)

Holy

Major Glyphs

Priest (Forums, Talent Calculator)
Talents

Holy

Major Glyphs
  • Glyph of Lightwell was reworked: Your Lightwell no longer automatically heals nearby targets, but can be clicked by players to restore [ 8,603 + 83% of Spell Power ] health every 2 for 6 sec.

Rogue (Forums, Talent Calculator)
Combat
  • Adrenaline Rush reduces the global cooldown of Sinister Strike, Revealing Strike, Eviscerate, Slice and Dice, and Rupture by 0.2 sec while active.

Shaman (Forums, Talent Calculator)
Talents
  • Totemic Restoration was renamed Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed.

Elemental

Warlock (Forums, Talent Calculator)
  • Soul Swap now has a 3 sec duration on the Soul Swap: Exhale buff, down from 6 sec.

Talents
  • Harvest Life was reworked: Increases the damage of your Drain Life spell by 50% and the healing of your Drain Life spell by 150%.

Affliction
  • Soul Swap now has a 3 sec duration on the Soul Swap: Exhale buff, down from 6 sec.

Major Glyphs

Warrior (Forums, Talent Calculator)
Talents

Arms
  • Slam now has an Arms spec specific tooltip with additional effect: While Sweeping Strikes is active, 35% of damage dealt by Slam will also hit all all other enemies within 2 yards. No longer lists a cleave on the Prot tooltip.

Protection

Professions
Inscription

Leatherworking

Raid & Dungeon Abilities
  • Acid Breath Inflicts 400,000 Inflicts 0 Nature damage in a frontal cone. The acid coats the armor of enemies, reducing its effectiveness by 20% per stack. 45 yd range. Instant. 3 sec cast.
  • Alchemical Mastery (New) Lobs a Mantid bomb at a random player inflicting 0 Fire damage and 0 Fire damage every 1 sec, sending it into a state of panic for 5 sec. Unlimited range. 3 sec cast.
  • Amber Blast Inflicts 150,000 Inflicts 0 Physical damage to a random player. Unlimited range. 2 sec cast. 3 sec cast.
  • Ancient Miasma An ancient miasma fills the room, absorbing all healing received and creating a shield that absorbs damage equal to the amount of healing absorbed, up to a cap of 100% of max health. In addition, the miasma inflicts 30,000 0 Shadow damage every 2 seconds. Instant. 3 sec cast.
  • Animated Strike Drains some of the life essence from players, knocking them back and inflicting 100,000 75,000 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 150,000 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed. 15 yd range. 3 sec cast.
  • Blade of the Hundred Steps Imbues all players of the tank role in the current quadrant of this warehouse with a boon. Attacks have a chance to call down a bolt of lightning, inflicting 261,438 324,479 Nature damage to enemies within 4 yards and stun them for 2 sec. This effect bypasses a creature's immunity to stuns and has a 10 15-second cooldown. Unlimited range. Instant.
  • Blaze of Gory Wildfire The caster explodes, dealing 400,000 Fire damage. 15 yd range. Instant. to enemies within 15 yards. 15 yd range. Instant.
  • Blazing Charge Charges a distant target, inflicting 150,000 Fire damage to enemies within 5 250,000 Nautre damage to enemies within 7 yards of that target and leaves behind a trail of flame, inflicting 150,000 Fire wind, inflicting 150,000 Nature damage every second for 30 sec. Unlimited range. Instant.
  • Blazing Charge Charges a distant target, inflicting 150,000 Fire damage to enemies within 5 250,000 Nautre damage to enemies within 7 yards of that target and leaves behind a trail of flame, inflicting 150,000 Fire wind, inflicting 150,000 Nature damage every second for 30 sec. Unlimited range. Instant. 5 sec cooldown.
  • Blood Rage Rage fills Malkorok, causing each melee attack to inflict 3,150,000 0 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 rage every second and ends when he no longer has any rage. 100 yd range. Instant. 3 sec cast.
  • Brutal Hemorrhage (New) Inflicts 30% of the target's health as Physical damage and 125,000 every 3 sec for 10 sec. In addition, healing upon the target is reduced by 50%. Melee range. Instant.
  • Burst of Corruption Inflicts 0 Shadow damage to all enemies within 15. yards. 15 yd range. 3 sec cast.
  • Claw of Burning Anger Imbues all players of the damage dealer role in the current quadrant of this warehouse with a boon. Attacks have a chance to damage a target for 145,242 144,212 Fire damage. This effect has a 5-second cooldown. Unlimited range. Instant.
  • Corrosive Blast Inflicts 400,000 Inflicts 600,000 Shadow damage and increases Shadow damage taken by 100% for 30 sec. Stacks. Unlimited range. Instant.
  • Corrosive Blood Inflicts 40,000 Inflicts 0 Nature damage initially, and then 20,000 0 Nature damage every 2 seconds. 300 yd range. Instant. Limited to 4 targets. 300 yd range. 3 sec cast.
  • Corruption Kick Spins rapidly in a circle, rooting himself and inflicting 0 Physical damage to targets within 10 yards every second for 4 sec. Additionally torments targets struck, inflicting 0 Shadow damage every two seconds for 6 sec. Unlimited range. 3 sec cast.
  • Corruption Kick Spins rapidly in a circle, rooting himself and inflicting 0 Physical damage to targets within 10 yards every second for 4 sec. Additionally torments targets struck, inflicting 0 Shadow damage every two seconds for 6 sec. Unlimited range. 3 sec cast.
  • Crimson Reconstitution Sprays pools of anima around nearby units for 10 45 sec. Any targets which remain in the void are healed for 5% 10% of their maximum health every second. Unlimited range. Instant.
  • Crushing Swipe Causes 600,000 Physical damage to all creatures within a 15 cone. 20 yd range. 1 sec cast (Channeled). Causes 0 Physical damage to all enemies in a 15 yard cone. 20 yd range. 3 sec cast (Channeled).
  • Deafening Screech Inflicts 300,000 Sonic damage all enemies and interrupts spellcast. 100 Mana. Instant. Inflicts 0 Physical damage to all enemies and interrupts spellcasting for 2 sec. 100 Mana. 3 sec cast.
  • Demonic Volley (New) Ushers the power of his inner demon, inflicting 150,000 Shadow damage to all nearby players. Unlimited range. Instant (Channeled). 3 sec cooldown.
  • Desecrated Inflicts 100,000 Shadow damage ever every 1 sec. Unlimited range. Instant.
  • Detonate! Inflicts 225,000 Inflicts 0 Fire damage to nearby units, knocking them back and killing the caster. Instant. 3 sec cast.
  • Eminence When the Monk deals damage, she will heal equal to 150% of the damage done. Instant. dealt. Instant.
  • Enrage Periodically enrages, increasing damage done by 200%, size by 75%, but decreasing movement speed by 50%. Instant. 5 sec cooldown. but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by $148,510% for 60 sec. This effect stacks. Instant. 5 sec cooldown.
  • Fearsome Roar Inflicts 200,000 Sonic Inflicts 0 Physical damage in a frontal cone. The roar incites terror in the heart of enemies, causing them to take 50% more damage per stack. 45 yd range. Instant. 3 sec cast.
  • Fire Storm Fires a rocket barrage that inflicts 10,000 0 Fire damage every 0.75 sec. to random enemies 45 yd range. Instant. 100 yd range. 3 sec cast.
  • Flame Coating Deals 50,000 Nature damage. 100 yd range. Instant. Fire damage. 100 yd range. 3 sec cast.
  • Forbidden Magic Inflicts 50,000 Inflicts 130,000 Arcane damage every second while channeling. Unlimited range. Instant.
  • Fracture (New) Smashes the ground with his mighty blade. This strike is so powerful that it inflicts 150,000 Nature damage to all nearby players. Instant (Channeled). 3 sec cooldown.
  • Fracture Unlimited range. Instant. Inflicts 5% of the target's health every 0.5 seconds. Unlimited range. Instant.
  • Freezing Breath Inflicts 200,000 Inflicts 0 Frost damage in a frontal cone. After 5 stacks, the target will be frozen in a tomb of ice. 45 yd range. Instant. 3 sec cast.
  • Grapple The Pterrordax grabs a nearby player and lifts them up to great heights before letting them go. The target takes 15,000 Bleed 0 Physical damage every 3 seconds until they are dropped. Unlimited range. Instant. 3 sec cast.
  • Ground Slam Korvok Kovok slams into the ground causing 75,000 damage to all players within 25 yards. In addition all players are knocked Physical damage to all players within 15 yards and knocking them back. 25 yd range. 1 sec cast.
  • Icy Blood Inflicts 120,000 Frost damage to random enemies. After 5 stacks, the target will be frozen in a tomb of ice. This ability respects line-of-sight checks. 45 yd range. Instant. Limited to 4 targets. 45 yd range. Instant.
  • Imploding Energy Energy arcs off of Malkorok, creating an implosion that inflicts 510,000 450,000 Shadow damage to all enemies within 5 yards after 4 sec. If the implosion does not hit an enemy, it instead explodes for 510,000 Shadow damage to all enemies within 200 yards. Instant.
  • Imploding Energy Energy arcs off of Malkorok, creating an implosion that inflicts 510,000 450,000 Shadow damage to all enemies within 5 yards after 4 sec. If the implosion does not hit an enemy, it instead explodes for 510,000 Shadow damage to all enemies within 200 yards. Instant.
  • Jade Tempest (New) Combines the immense power of Jade Flame with the destructive force of Thunder, inflicting 150,000 Firestorm damage to all nearby players. Unlimited range. 1.5 sec cast (Channeled). 3 sec cooldown.
  • Jealousy Deals 0 Shadow damage to all enemies every 3 sec. In addition, all players take 5% more Shadow damage for 5 sec seconds. This effect stacks. 3 sec cast.
  • Lacerating Bite Causes 50,000 Bleeding Causes 0 Physical damage every 2 seconds for 15 sec. Stacks. 20 yd range. Instant. 3 sec cast.
  • Mogu Rune of Power Etches a rune of power on the ground under nearby units for 15 45 sec. Any targets which remain on the rune gain increased melee, ranged, and spell haste by 100%. Unlimited range. Instant.
  • Molten Fist (New) Unleashes his burning fists, slinging orbs of flame at nearby opponents, inflicting 150,000 Fire damage. Unlimited range. Instant (Channeled). 3 sec cooldown.
  • Overconfidence 3 sec cast. Arrogance fills the player with Overconfidence increasing the amount of damage the player deals by 5% as well as dealing 0 Shadow damage to the player. The player also gains stacks of Growing Overconfidence which increases the effect of Overconfidence by 10% per stack. Standing next to an ally will cause them to gain Overconfidence, but reset your stacks of Growing Overconfidence to zero. 3 sec cast.
  • Path of Blossoms Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflicting inflict 150,000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec. Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec. Unlimited range. Instant.
  • Rage of the Empress Rallies nearby friendly targets, increasing all damage dealt by 100%, divided evenly amongst all targets. Unlimited range. Instant. 50% for 30 sec. Unlimited range. Instant.
  • Rend Inflicts Physical damage to an enemy every 3 sec. for 15 sec. Melee range. Instant. 3 sec cast.
  • Residue Applies a thick layer of restorative amber residue to nearby friendly targets, healing them for 300,000 health every 3 sec., divided evenly amongst all targets. Unlimited range. Instant. 150,000 health every 3 sec. Unlimited range. Instant.
  • Return to Stone Drains some of the life essence from players, knocking them back and inflicting 100,000 75,000 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 150,000 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed. Unlimited range. Instant.
  • Scorching Breath Inflicts 200,000 Inflicts 0 Fire damage in a frontal cone. The flames sear enemy flesh, causing 75,000 Fire damage every 2 seconds. 45 yd range. Instant. 3 sec cast.
  • Screeching Howl The pterrordax lets out an ear piercing scream dealing 150,000 Sonic damage. 15 yd range. 1 sec cast. 0 Physical damage. 15 yd range. 3 sec cast.
  • Seismic Slam Malkorok slams the ground, inflicting 0 500,000 Physical damage in a 5 yard area around a random enemy. In addition, anyone hit by Seismic Slam is knocked into the air. 100 yd range. Instant.
  • Sha Nova 3 sec cast. Inflicts 0 Shadow damage to all enemies within 50 yards. 50 yd range. 3 sec cast.
  • Shattered Armor (New) Periodically enrages, increasing damage done by 200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by $148,510% for 60 sec. This effect stacks. Unlimited range. Instant.
  • Shear Inflicts 150,000 Inflicts 325,000 Nature damage and inflicts an additional 75,000 100,000 Nature damage every second for 6 sec. Melee range. Instant. 5 sec cooldown.
  • Shock Pulse A mighty seismic eruption knocks enemies back. and inflicts 75,000 Nature damage. 4 sec cast. 3 sec cooldown.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. Instant.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. 3.5 sec cast. 3 sec cast.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. 3.5 sec cast. 3 sec cast.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. 3.5 sec cast. 3 sec cast.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. 3.5 sec cast. 3 sec cast.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. 3.5 sec cast. 3 sec cast.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. Instant.
  • Shockwave Missile Launches a missile that sends a barrage of drills in expanding rings of seismic energy, inflicting 225,000 0 Nature damage to all players caught within each ring. 3.5 sec cast. 3 sec cast.
  • Shredding Blast (New) Fires a ball of Napalm at the enemy's destination that does 150,000 Fire damage on impact and leaves a pool of burning Napalm. 300 yd range. Instant.
  • Staff of Resonating Water Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 150,000 healing energy. which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 348,582 276,888 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates. Unlimited range. Instant.
  • Staff of Resonating Water Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 150,000 healing energy. which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 348,582 276,888 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates. Unlimited range. Instant.
  • Sundering Blow Inflicts 600,000 Inflicts 0 Physical damage and sunders the target's armor, reducing armor by 10% for 60 sec. Generates 5 rage per stack of Sundering Blow on the target. Melee range. Instant. 3 sec cast.
  • Swirl Zone Creates 5 Causes five torrents of Sha infused water to spring forth from the Defender. Touching the spouts causes 0 Frost damage and knocks the target into the air. Unlimited range. 3 sec cast.
  • Throw Explosives Tosses Tosses specialized mantid bombs at enemies that immediately explode for 85,000 Fire Physical damage to targets within 3 yards. Unlimited range. Instant.
  • Umbral Tempest Summons a tempest that inflicts 10,000 0 Nature damage every 0.75 sec. to random enemies. 45 yd range. Instant. 100 yd range. 3 sec cast.
  • Vengeful Strikes Rook Stonetoe enters an offensive stance, stunning his target and inflicting 34% weapon 180,000 physical damage in a frontal cone twice per second for 3 sec. Unlimited range. Instant.
  • Watery Asphyxiation A bubble of water wraps around the target's head inflicting 150,000 Frost damage every 1 2 seconds and stunning the target for 10 sec. Limited to 2 targets. Unlimited range. 2 sec cast.
  • Whirling Corruption Unlimited range. Instant. Inflicts 75,000 Shadow damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from Garrosh. Unlimited range. Instant.
  • Windstorm Rapidly spins, inflicting 150,000 Nature damage to nearby enemies for 9 sec. Unlimited range. Instant. Creates a torrent of wind that moves around in a spiral. Colliding with the torrent inflicts 250,000 Nature damage. The torrent lasts for 12 sec and increases in speed over time. Unlimited range. Instant.
  • Wrecking Ball Any player caught between the Starving Yeti and it's destination is dealt 300,000 Physical damage. The target is also knocked away by the force of the beast. Unlimited range. Instant. The Starving Yeti inflicts 0 Physical damage and knocks back all players in its path. Unlimited range. 3 sec cast.



New Icons

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!


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