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by Published on 2012-10-16 05:40 PM

Upcoming Heroic Elegon Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
​This week will see some changes coming to the Elegon encounter in Heroic mode Mogu’shan Vaults. The Discharge effect that occurs whenever an Energy Charge is defeated was not dealing damage in Heroic mode, which had the effect of making a portion of the fight easier than it should be. Since a few guilds had already beaten Heroic mode Elegon before we were able to apply a hotfix to the issue, we chose to hold off on resolving this issue until now to keep the field even during the first week of Heroic progression. In addition to the fix to Discharge, Elegon’s health will also be reduced to offset the loss of Draw Power stacks resulting from the Discharge resolution.

The following fixes will be in place when raids reset this week in each region:
  • Discharge now properly deals damage in Heroic difficulty.
  • Elegon’s health has been reduced by approximately 12.5% on Heroic difficulty.
by Published on 2012-10-16 08:14 AM

Patch 1.0.5 on Live Servers Tomorrow (Recap)

Heroic Will of the Emperor 25 Man Video
Blood Legion released their video of the Heroic Will of the Emperor 25 Man Heroic fight. There are now 14 guilds that have defeated all 6 bosses, 12 of them in 25 man and two in 10 man. The other 10 man guild is Интервенция. The next set of normal raids open in two weeks on October 30.



Patch 5.1 PvP Announcer Audio
Patch 5.1 is adding voice announcements for Battlegrounds and Arenas.



Patch 5.1 Factions
Patch 5.1 brings us a few new factions. All are associated with the Horde/Alliance forces landing in Pandaria or the Brawler's Guild, except for Akama's Trust.
Originally Posted by MMO-Champion
  • Brawl'gar Arena - The warchief has gathered creatures from all over Azeroth and Outland to participate in bloody arena deathmatches with heroes of the Horde.
  • Dominance Offensive - Horde forces in Pandaria, stationed at Domination Point in Krasarang Wilds.
  • Operation: Shieldwall - Alliance forces in Pandaria, stationed at Lion's Landing in Krasarang Wilds.
  • Akama's Trust - Akama is distrustful of Warlocks after witnessing Illidan's fall to his own corruption, followed by the ransacking of the Black Temple by Warlocks after the Cataclysm.
  • Bizmo's Brawlpub - A group of battle-hungry fighters has gathered creatures from all over Azeroth and Outland to participate in bloody arena deathmatches with heroes of the Alliance.



Blue Posts
Originally Posted by Blizzard Entertainment
Windsong and Elemental Force Information
But now can you explain why Black Magic still procs from just targeting enemies?
This isn't really related to this topic, but we'll look into it.

Is it intended that these enchants can be better than the Sha Crystal equivalents, ie: Jade Spirit?
It's intended that they're very viable enchants, but the top tier (Sha Crystal) enchants should usually win, on average. But there may be exceptions in certain situations.

Thanks for the info Daxx, but could you clarify a little more on Windsong - is it 2RPPM PER effect (haste proc, Crit Proc, Mastery Proc) - thus essentially 6RPPM among the 3 different buffs it can proc, or 2RPPM to get A proc at random?
Windsong is 2 RPPM total and the buff applied is totally random. Each time it procs, you randomly get 1 of 3 buffs.

How does this apply to Guardians and Ferals?
The same way it applies to everyone else. Swing speed is not a factor in this proc mechanic.

As a dual wielding melee, I would frequently see double and sometimes even a triple proc of Windsong rolling at once, if only for a few brief seconds. And even outside of getting double procs, it was up quite often. Does this new proc design for Windsong mean I'm going to see a decrease in procs, and thus a decrease in stacked up procs?
It should proc roughly as frequently as it did before for a rogue, and this change has no impact on its ability to stack. It is fully intended that Windsong’s 3 different buffs can stack with each other, but each is a result of a separate proc event.

My only question about the "Real PPM" is if the new system ONLY applies to...
This new proc mechanic is only used for Windsong and Elemental Force currently. Depending on how it works, we may use it for more procs going forward, but are unlikely to apply it to previous procs. We chose to apply it to Windsong and Elemental Force because their existing proc mechanic was problematic and significantly underperforming for a many of its intended users, so the change was almost universally a buff.

Windsong procs on my Recuperate tics and breaks me out of stealth. Quite troublesome in PVE and PVP situations.
This sounds like a bug. We'll investigate and fix if necessary. These sort of procs should not break stealth.

So what you are saying is that we are penalized if our class does not favor haste over mastery and crit? How is this in any way a good idea?
No, we're saying that one of haste's benefits is giving you more procs, which has always been the case, and we wanted to preserve that.

So after 10 seconds, it takes Around 3-4 swings, Ticks, casts, etc should proc it, baring any RNG God Hate. Since The buff is 12 Seconds, its close to 100% uptime?
I think you're misreading 'time since the last chance to proc' as 'time since the last proc'. That's a very important distinction.

How does this interact with swapping weapons with different enchants? I'd hope TSLP is reset on weapon swap, so that weapon swapping is not promoted.
Equipping a weapon resets the time since the last chance to proc in this case, so a weapon swap does not gain you additional procs.

The question for comes up for dual wielders with it on both weapons. Does it count each weapon's enchant only for attacks made with that weapon or does having it on both weapons cause every attack to reset the counter?
Both weapons' attacks can proc both enchants. You can think of dual wielding Windsong enchanted weapons as having a second chance (at the same proc chance) at each damage event. And yes, both can proc from the same event; you could indeed have two Windsong procs from one attack.

By haste, do you guys mean haste rating, total haste effects, or attack speed?
Ah, that’s a good thing to clarify. Thanks for bringing that up. In this case, it refers to the highest of your casting speed multiplier, or your attack speed multiplier. So, haste rating, increased attack speed effects (such as the attack speed raid buff), pure haste (such as Heroism or Bloodlust), or even Mind-Numbing Poison will all affect it.

Also, a minor clarification from the original post:

Windsong is now a useful enchant for all classes and specs
*Except Hunters, since they use scopes instead of weapon enchants. (Blue Tracker / Official Forums)

Mogu'shan Vaults LFR Part 2
470 minimum i-lvl?
The second half of Mogu'shan Vaults is the same as the first half. The required item level players must have is 460.

Once Heart of Fear and Terrace of Endless Spring open up, they will have a required item level of 470, with both raid dungeons dropping improved gear. (Blue Tracker / Official Forums)

Cross-Realm Zones Feedback
If you find a persistent group of players giving you trouble, there should be a few friendly level 90 players of your own faction willing to help out.

With respect, how is that a reliable plan A?

With equal respect, I'd say it's at the very least plan B. Plan A is when you select a PvP realm to level on in the first place, knowing full-well that members of the opposing faction will be able to attack you at any point, but being okay with that (else, why would you make a character there?).

It was purely my suggestion on how to combat gankers. Another idea might be to call in some friends or guild members, or go make a cup of tea and leave them to get bored. Maybe go and log your main, come back and dish out some revenge? These are all tactics that have been around forever on how to deal with gankers. I realise it's frustrating, I've been there myself many a time, but I knew what I was getting into when I rolled there. Some people love the danger of levelling on a PvP server. If it's not for you, there are plenty of alternative options.

I want to stress that I'm not dismissing your thoughts on this at all, I'm just getting into the conversation as a player myself. We do want to hear your continued feedback. But please be aware that ganking, having to wait for mobs to spawn and sharing mineral nodes are all things that figure into an MMO, and they've been factors to consider in WoW from the start. Obviously, having said that, we are of course monitoring the situation and will keep you posted if we decide to tweak anything further. (Blue Tracker / Official Forums)

Bag space issue
Wow, really impressed with some of these ideas! I still see people suggesting bigger banks and bags though. That's only going to resolve the problem for a little while. We'd be back in exactly the same position once everyone got used to the extra space, which is kinda what's happening each time bigger bags are introduced.

But yeah, loving some of the things you're all coming up with! (Blue Tracker / Official Forums)

Warrior and Hunter Changes
There have already been a number of changes made and issues fixed with hunters and warriors. Hunters have had a couple of bug fixes, a nerf and some other changes happen to their class, this should tone down their burst and healing done through Spirit Mend from Stampede. Warriors have had their Charge and Warbringer stuns changed so that they now correctly apply diminishing returns which should help with lowering their ability to lock down a target in stuns.

We are watching to see how these and other hotfixes will play out on the live realms and hope to see a positive effect from them. There are also several changes that we want to test out on the PTR, but they may be deployed earlier than patch 5.1. (Blue Tracker / Official Forums)

Garajal Heroic Adds
Doesn't matter wether or not its doable, rather how much harder it is compared to 25 man, yet again, speaking through numbers. The adds in the spirit totem has about 200k health more than the 10 man ones, and spawn as much as on 10 man, only that already is enough to say that 10 man is overtuned seeing as the mobs health isnt even duplicated.
Adds on 10-man heroic spawn at a slower rate than 25-man normal.

On 10-man, however, when several Shadowy Minions are active, there's more potential for busrt damage from then than on 25-man. That's something the devs are evaluating and may adjust. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Patch 5.1
Does the Brawler's Guild allow non-level 90?
Pretty sure it is for 90s.

PvE
What if you never do normal 5 mans and you need gear for heroics?
Gearing for heroics: Dread Waste blues, JP or HP items, crafted blues, scen items (esp Arena). We also lowered required ilevel.

Is racing to tag the 'Sha of Anger' the intended way of doing the encounter? It just feels so.. frustrating.
We've made many Sha changes lately to help. Competition: good. Competition over who spams AE for a first tap: less good.
Wouldn't this be the same as Galleon. Doesn't seem like World Bosses are fulfilling their role all that well.
Galleon is targeted more at organized groups. Sha of Anger is more for everyone, sort of like Archavon. Sort of.
Do away with tagging entirely, give loot rights to anyone contributing. World bosses should promote cooperation, not griefing.
Quest bosses do let you contribute. We want world bosses to be competitive though - that's what makes them not pinatas.

Mob tagging on regular mobs feels outdated in MMO design and makes players hate other players.
Agree, but the counterpoint is that zerging every mob in a zone doesn't feel very heroic either. The group tap mobs evaporate.

Why is LFR the best way to get valor points? 45 for the clear + the bosses beats out even doing them on normal/heroic
I have seen very few raiders have trouble capping valor for the week.

Will valor rewards be tied to rep grinds in future patches? It doesn't seem very optional for raiders, and isn't fun for many.
Raiders run out of Valor purchases quickly and other players are probably progressing at a much slower pace than you expect.

Running dungeons as a windwalker I swear LFD puts me with a rogue every time. Didn't it use to look outside your armor class?
It tries to, but we emphasize faster queues over perfect groups (esp when queues aren't so fast). Many monks right now.

I hear 90s can't queue for normal 5mans. Pity, because that's what I used to learn a new spec that was tank or healer
Players only tended to run the normals once or twice though. The heroics are pretty forgiving.
Was there something prohibitive with the feature in Cata? Because 85s in Cata could queue for normals....
It would have been nice for 90s to be able to queue for Mogu'shan. Wish we had done that.

Scenarios appear to be the best idea you guys have ever had. So great for quick playing, also tons of fun to chain queue.
They work well for DPS because you can queue for dungeons and hopefully it will be ready by the time the scenario is done.

Have you guys considered replacing the Holiday dungeon bosses and some of the outdated events with Scenarios?
That's a great idea! Have only scratched surface of what scenarios can do - will do more with them in future.

Scenarios in Mists use only 3 players, but the tech is capable of more. We will definitely experiment. 40-player missions? It's possible!

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


by Published on 2012-10-15 07:26 PM

Windsong and Elemental Force Information
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We recently hotfixed the Windsong and Elemental Force weapon enchants to improve their performance for many users. The important part for most players is that Windsong is now is a useful enchant for all classes and specs, since it will trigger on all damage or healing, be it spell, melee, or ranged, and direct or periodic. Elemental Force will also trigger from all damage, so is useful for all damage dealers.

Additionally, these two enchants use a new system for triggering, which we wanted to give some details on. These are the gritty details, which you do not need to understand in order to use these enchants, but we wanted to detail for the benefit of the theorycrafting community. If mathy simulations and modeling aren’t your thing, none of this will matter much to you.

We have had various methods for triggering procs throughout WoW’s history. Most procs fall into two categories for the past few years:

  • Relatively high but static proc chance, with a significant cooldown. Most trinkets and caster procs fall into this category. For example, a trinket may have a 30% chance to proc on hit, with a 55sec cooldown. This lets us balance the trinket with a pretty safe assumption of procing about once per minute. Unfortunately, since it’s so reliable, it doesn’t really feel like a random proc, but rather like an On Use trinket that’s just on auto-cast. The uptime won’t increase significantly with any stats with this type of proc.
  • Relatively low proc chance with some normalization based on weapon speed, typically referred to as ‘PPM’ (procs per minute). Most melee weapon enchants fall into this category. For example, a weapon enchant may have 3 PPM. That checks your weapon speed, and gives your attacks a % chance based on that. If you have a 3.6speed weapon, your attacks will have a 3(PPM) * 3.6(weaponspeed) / 60 (sec per min) = 18% chance. All your white and yellow attacks with that weapon will have an 18% chance to trigger the enchant. Despite being supposedly ‘3 PPM’, that really will result in significantly more than 3 procs per minute, since all of the special attacks can proc it. Since there is no cooldown involved here, this type of enchant can feel random and streaky, instead of reliable. That isn’t necessarily a bad thing though, as you are just as likely to get lucky and get several procs in a row, which can be exciting. Some stats, primarily haste, will increase the frequency of these procs. However, since they vary heavily based on weapon speed, and how many special attacks you’re doing, these can procing significantly more or less for one class/spec/weapon than another, making them difficult to balance.

So, there are pros and cons of both of those types of procs. We’re trying a new system for these enchants. This new system, nicknamed Real PPM, aims to give the random nature of procs, the scaling with haste, and the ability for us to balance them assuming a standard proc frequency. Here’s the short version of how you can expect them to function:

  • Windsong is 2 Real PPM. Elemental Force is 10 Real PPM.
  • Regardless of how you’re attacking or healing, slow or fast, with DoTs or direct heals, whatever, you can expect to get the same proc frequency, on average.
  • Dual wielding and having both weapons enchanted with the same enchant will double the frequency of procs that you get.
  • This Real PPM is increased by your haste %. (The highest of your melee, ranged, or spell haste is chosen).
  • Simple as that. Whether you’re an Affliction Warlock dealing very frequent DoT ticks and Malefic Grasp ticks, or a Holy Paladin casting purely Holy Lights, or a Combat Rogue quickly attacking and using specials, or an Enhancement Shaman attacking with slow melee attacks and spells, or a Shadow Priest channeling Mind Sear on fifty Onyxian Whelps, you’ll get 2*Haste Windsong procs or 10*Haste Elemental Force procs per enchant per minute.
  • We’re excited to see how this proc system works out. If it works well, we may start using it for more types of procs. Feedback about how it feels is most welcome.

Here are even more nitty gritty details, if you’re interested:

  • It can proc from any damage/healing event. It keeps track of the last time it had a chance to proc for that enchant.
  • It calculates the difference in time since the last chance to proc. It uses that time to determine the chance for that event to trigger a proc.
  • For example, if you have 22% Haste, it was 1.4sec since the last chance to proc, and you’ve got Windsong, then the chance to proc is 2(ppm) * 1.22(haste) * 1.4(time since last chance) / 60 (sec per min) = 5.693%.
  • The ‘time since the last chance to proc’ is capped at 10sec, so that your first attack of a fight isn’t a guaranteed proc.

If you have any questions about this, please feel free to post them here, and we’ll try to answer them.
by Published on 2012-10-14 10:18 PM

Patch 1.0.5 Recap

Blizzard at Comic Con New York
BlizzPlanet has a nice video of the Blizzard panel at the New York Comic Con event. While it mostly covers the new books and lore, we do learn a few things.

  • Patch 5.1 will bring new Zandalari Troll models, as well as a new model for Vol'jin.
  • Vol'jin will show up at a few points in Patch 5.1 and Patch 5.2.
  • It is unlikely we will see Lorewalker objects added to old content, but we might see them added to new content
  • UDON is going to release a book with the best Fan Art, see the full press release for details.
  • Vol'jin, Shadows of the Horde will be released in April 2013. Chen Stormstout will be in the novel. Blizzplanet got a nice shot of some of the art.


Patch 5.1 Dalaran Event Audio
There is some audio that goes along with the previously mentioned quests relating to Dalaran's future. Spoilers ahead!



Patch 5.1 Scenario Steps
Keep in mind that it is very likely that all of these scenarios will not make it into Patch 5.1. They may be used for questing in the world rather than a scenario, or might not be intended for Patch 5.1.

The following scenarios have been added to the LFD tool: 5.1 Vol'jin Scenario, Battle on the High Seas (Alliance), A Little Patience, Lion's Landing, Assault on Zan'vess (A), Pursuing the Black Harvest, Domination Point.

Originally Posted by MMO-Champion
Pursuing the Black Harvest
  • Xi'ri will be making an appearance in the Warlock quest line to give a speech.
  • Enter the Black Temple - Avoid the guards and enter the Sanctuary of Shadows.
  • Search for Evidence of the Council's Presence - Find proof that the Council of the Black Harvest came to the temple.
  • Follow Akama to the Shrine of Lost Souls
  • Uncover the Council's Plan - Investigate the Reliquary of Souls.
  • Defeat the Essence of Order - Claim the soul crystal left behind by the Council of the Black Harvest.
  • Survive the Demonic Invasion - Fight off the demons unleashed by the Reliquary and return to Akama in the Halls of Anguish.
  • Purge or Plunder - Choose to save Akama's men in the Halls of Anguish or plunder the Den of Mortal delights in the chaos.
  • Head to the Temple Summit - Take the Empowered Soulcore to the Temple Summit.

5.1 Vol'jin Scenario
  • Speak with Vol'jin - Speak with Vol'jin to begin the search for the Saurok cave.
  • Escort Vol'jin to the Saurok Cave - Find the entrance to the Saurok Cave.
  • Guards! - Defeat the Saurok guarding the cave.
  • Ride the Boat
  • Investigate the Source of the Saurok
  • Defeat the Saurok Broodmaster
  • Investigate the Mogu Statues
  • Fend off the Kor'kron Ambush

Battle on the High Seas
  • Boarding Party! - Protect the Ship! Defeat the Horde Boarding party.
  • Destroy the Horde Ship! - Plant explosives on the Horde Ship to destroy it!
  • Defeat the Captain!

A Little Patience
  • By order of the King - Speak with King Varian Wrinn
  • Prepare the Defenses - Assist the laborers in the construction of their defenses.
  • Kill Commander Scargore

Lion's Landing
  • Under Siege - Assist the Beleaguered Defenders of Lion's Landing.
  • Vanguard Commander - Defeat the leader of the Keep assault.
  • Recapture the Cannons - Recapture the fort's cannons before the enemy turns them against the keep.
  • Hold the Keep - Defeat the attack enemy commander and forces.

Assault on Zan'vess
  • Assault on Zan'vess - Launch an assault on the island of Zan'vess.
  • Defenses of Zan'vess - Destroy the Sonic Towers and deactivate the Zan'vess Defense Shield.
  • The Heart of Zan'vess - Storm the beach and reach the Heart of Zan'vess.
  • Weapons of Zan'vess - Defeat Commander Tel'vrak and retrieve the Mantid weapon cache.

Diamond Island
  • Infiltrate the Ancient Fortress - Destroy the orbs of protection and make your way into the fortress.
  • Stealing for Profit - Grab as much treasure as you can before the titan construct is released.



Blue Tweets
Originally Posted by Blizzard Entertainment
Patch 5.1
What about the new scenario "Infiltrating the Black Temple" Warlocks get Green fire?
It's not really a scenario.

Just looked over the official PTR Notes. When it says "earn commissions that can be spent to upgrade their faction's base." Is that an individual thing, like the Molten Front, or a server wide thing, like the Sunwell Base building?
Great question! Yes, these changes are all server-wide. Your upgrades help your faction-mates, and are short-term. For example, you could recruit a Mage mercenary to stand in your faction hub and cast Arcane Brilliance on everyone for 1hr.

All of the quests are still PvE. We're trying to make it 'feel' like a war, but still playable on lopsided realms. Very much an experiment.

For clarity, the Brawler's Guild feature announced for 5.1 is unrelated to Proving Grounds. That's still on our Pandaria wishlist. Brawler's Guild akin to solo Amp of Anguish w/ more depth. Proving Grounds likely closer to solo role-based scenarios/challenges.

Do we get more hunter changes for 5.1 instead of this 1 Aimed Shot change or are other classes more important ?
We haven't made any 5.1 class changes yet.

Can we expect quivers for 5.1? Please give us any sign or hope for that
Working on it but not in 5.1.

Will the Battle-Stones be usable on all battle pets (wild and non-wild)?
Yup.

Are the epic quality stones really going live to upgrade pets to epic? If so that is pretty terrible & invalidates the whole system
Epic stones will not be in 5.1.0. We will do them at some point, not now.

Any concern for outdating raid content before players have a chance to finish it on heroic? (regarding 5.1 PTR)
Faster new content doesn't have to mean out dating older content.

Classes
Lots of top dps parses from tanks so far, especially dk and pally. Is tank dps or veng too high? Or just DPS undergeared?
Vengeance helps keep tank threat scaling with DPS gear... which DPS don't have yet. We'll keep an eye on it.
Why doesn't vengeance increase threat gen % rather than AP then? Current model is devaluing the role of real DPS, geared or not
Having DPS specs is still critical. You just can't write off the tanks' contributions any more.

Starfall ignores CC, your state of combat, yet it's a huge DPS contribution. Why exactly isn't starfall fixed yet?
In general, we like players to have to have to pay attention when using AEs.

Do you guys try to balance AoE between specs or do you like certain classes being stronger for AE situations?
We try to balance it overall, but we're okay with some deltas in length, burst, etc. so that everyone doesn't feel the same.

Can shamans, or elemental have haste buff when flame shock is dispelled like in cata?
We tried to move away from dispel "punishments." UA is one of the few left.

I am a disc priest with close to 13k spirit in a 10 man. I am always oom. pally has 7k spirit and is never oom. Why?
Paladins have a lot of free healing and can subsist on fumes a long time. (That doesn't mean Disc mana is fine.)

ArP was removed for being too mathy. Now it seems like reforging is all math and no gameplay value. Any thoughts?
We agree. The original intent was to solve being over caps, but we don't like the cascade that happens when you get a new piece.

Have you ever considered removing hit from caster gear and going with spirit=hit for all caster classes? Sounds good to me.
We've defended hit as an interesting stat for a long time, but I'm starting to be convinced that it isn't.
Is there a specific reason you are starting to think you were wrong? I've never bought into it myself.
Over all, it just feels more like a penalty when you're not hit capped rather than bonus when you are. Reforging, intended to make capping easier, makes getting a new piece of gear less fun because of the cascade effect of hit changes.
Incoming rage from all healers about having to share spirit gear w/ mages and warlocks too.
We wouldn't just pull hit and make casters fight. It would be a stat redesign not a quick and dirty patch change.
The result will simple be that we'll see spirit items on basically every boss to supply all caster.
No, it probably wouldn't be that simple.
We need a few "annoying" stats like exp and hit to break the monotony of mindlessly stacking the 1,2 optimal stats for a class
Gearing needs to be interesting. You shouldn't be able to ignore the stats. That doesn't mean there isn't a better design out there.

Currently tanks are topping meters in raids with the vengeance changes, is this intended, or will we see it balance with gear?
Gear will definitely help. Tank DPS won't go up much more. Rogue DPS will go up a lot. Still, we're keeping an eye on it.

When calculating enh sham dps, do you consider that it's usually impossible for CDs to be used as soon as they're available?
For all specs, we look both at max theoretical damage and more reasonable expectations.

Do you guys keep an eye on glyph usage? Do you think there are any that need to be looked at?
Yes, we look at glyph usage and I'd be surprised if we didn't need to buff some. Waiting for the dust to settle more.

Death Knight (Forums / Skills / Talent Calculator)
Unholy blight + Howling blast aren't applying more their respective debuffs on more than the primary target. Intended?
Unholy Blight and Howling Blast not spreading their debuffs is a convoluted bug. Working on a fix.

So you mentioned UH Blight and H Blast being bugged - Is Soulreaper 50% haste duration bugged too? Says 10s actually gives 4s
Soul Reaper is 5 sec now. Should be in the hotfix notes. The haste was supposed to be consolation, not the reason to SR.

Druid (Forums / Skills / Talent Calculator)
Are healing mushrooms where you want them? I found them completely ineffective last night in MV.
We don't want shrooms to be rotational for Resto, but we do want them to get used. May need tweaking.

With the upcoming HOTW hotfix, is there any plan to take a look at the talent to see if it meets the original design brief?
It does a good job of getting a druid to temporarily assume another role. It was just weird for Wrath to be top spell for Feral.

Hunter (Forums / Skills / Talent Calculator)
Thrill of the hunt (hunter talent) doesn't proc off explosive shots that costs focus. Bug/intended? +1k focus over 5 min lost.
No, Thrill not proc'ing from Explosive Shot is a bug. Working on a fix.

I know simcraft is not perfectly accurate, but can you explain why a pure dps class (hunters) sim below everything else ATM?
Not without verifying that the sims are reasonably accurate for all specs, and I already have a demanding job. Only 1 week of raid parses, mostly for 2 bosses. No extreme outliers yet but we'll see if anyone is behind after another week.

Mage (Forums / Skills / Talent Calculator)
My frost mage is now not only ineffectual in damage, but is also a mana sieve. Thanks, Blizz.
That's not what we're hearing about Frost mages overall.

Monk (Forums / Skills / Talent Calculator)
Will the fix for the bug where Chi Wave dead-ends when bouncing from enemy to ally be a "hotfix" thing or a "patch" thing?
Not sure yet. We are investigating Chi Wave now. It's complicated.

Paladin (Forums / Skills / Talent Calculator)
When we going to see ret pally's buffed? TV hits too low. Bored of being kicked for low DPS even though gear, stats fine?
We think Ret is pretty competitive in raids right now.

Priest (Forums / Skills / Talent Calculator)
Healing priests are DIRE in raids, completely ignored our concerns in beta saying it will be fine, devs sold us down the river
Priests got a lot of raiding use this week. Why do you feel ineffective?
10-15% behind all specs in output, requires near perfect play to keep up.
Output isn't a great way to evaluate healing. Overhealing, hot sniping, whoever heals the tanks just having stronger HPS...

Shadow AoE damage is so low, there are some fights I've seen healers do more damage. Is there any intention to fix this?
We want priests to multi-dot a lot in AE situations, not just spam Mind Sear.

Shadow priest single target DPS seems very low. I've been sat on heroic Feng because of this. Anything to help would be great.
Shadow single target DPS is fine. AE might be low.

Rogue (Forums / Skills / Talent Calculator)
Some good Rogue forum discussion going on about feeling energy starved and more. How do you feel about Rogues right now?
It doesn't surprise me you feel energy starved if you went from Dragon Soul epics to MoP blues. More haste will change things.

The issues rogues are complaining about are the same ones you said you would address prior to the release of cataclysm.
Rogues are fine in PvE. We're looking at movement in PvP.

Many said the Rogue DPS is too low and the energyreg seems very very slow. Are you going to change something?
Rogue DPS in PvE is fine. Keeping a close eye on them in PvP though.
Tell me, how are rogues in PvE fine? We are getting outdone by friggin DK and Monks in tanking specc.
In what situation? Feng? He buffs tanks. Dungeons? Tanks historically win there, but it's uptime not DPS.

Warlock (Forums / Skills / Talent Calculator)
393 k chaos bolt crit in Arathi basin and I have 55 % dmg reduction
Chaos Bolt always crits and requires considerable build up time.

Darkmoon Eye Preview
Dave Maldonado provided a preview of the new Darkmoon Eye pet coming in Patch 5.1.



Curse Weekly Roundup
This week PETA makes a game parody on Pokemon, dinosaur fans get to finally be one in Primal Carnage, a Maine State Senate candidate gets heat for playing WoW, Hawken makes it's way to the New York Comic Con, Playspan users get hacked, and your game forecast for next week.

by Published on 2012-10-13 07:24 AM

Azimuth - Hardcore Level 99 Paragon, Monster Power Level and Loot Drops, More on PvP and Blizzard Game Launches, Hellfire Ring Clarification

Patch 5.1: Wrathion Quest Line
The last thing we heard from Wrathion were his instructions to await the fleet's arrival in Patch 5.1. After meeting the scout, and clearing the way, the fleet will arrive.

You can then visit Wrathion again, who wants to learn more about Varian. You must then prove that your faction should win the war by earning Revered with him, which is done by killing forces of the opposing faction in Krasarang Wilds. There are some side quests along the way, such as winning 10 battlegrounds or taking a group to kill a general.

After you are revered, Wrathion will call you back to tell you what he has learned about Varian. This is seemingly where the quest line stops for now. It may be incomplete, as the Horde side of the quest line is not even added yet.

That isn't all Wrathion is doing in this patch however. Warlocks can obtain a Sealed Tome of the Lost Legion that is sealed. After binding it to you and consulting with one of your demons, you can take it to a Warlock trainer to find out more about it.

You then visit Wrathion, who asks you to read Legacy of the Masters (Part 1). You are then sent to General Nazgrim / Admiral Taylor to let him know that you are going to try and recruit The Council of the Black Harvest to aid in the fight against the Alliance / Horde.

Next, you infiltrate the opposite faction's base to obtain the second part of Legacy of the Masters. You retrieve Jubeka's Journal from them, which has clues as to the location of four Soulstone fragments that contain memories. Once you have collected them all, you combine them and follow the source of the power to the Black Temple.

You then follow Kanrethad and Jubeka's trail to the top of the Black Temple. While on your way there, Akama will make another appearance in the area where you fought Bloodboil. He is under attack by forces you unleashed in the Reliquary of Souls, so you assist him and then make your way to the summit.

Once there, something happens that creates The Eye of the Storm. You then return to Wrathion to try and find out what it is. He doesn't know anything about it, but is willing to ask his agents. They are busy with the Horde and Alliance war, so you will have to wait until Patch 5.2 to find out what happens next!

Level Name Objective
90The Measure of a LeaderSpeak with Wrathion at the Tavern in the Mists.
90The Prince's PursuitKill Horde forces along the southern shores of Krasarang Wilds until you are Revered with the Black Prince.
90A Change of CommandKill Warlord Bloodhilt at Domination Point in Krasarang Wilds. You will need a group.
90The Lion RoarsWin 10 battlegrounds on behalf of the Alliance.
90Call of the PackmasterSpeak with Wrathion.
90An Unusual TomeSpeak with your demonic minion to determine the origins of the tome.
90Reader for the Dead TongueBring the codex to a Warlock Trainer in your capital city.
90A Tale of Six MastersRead the first chapter of the Legacy of the Masters.
90A Tale of Six MastersRead the first chapter of the Legacy of the Masters.
90Enlistment OrdersFind General Nazgrim at Domination Point in Krasarang Wilds
90Enlistment OrdersFind Admiral Taylor in Lion's Landing in Krasarang Wilds
90Hunt HelheimObtain the second part of Legacy of the Masters from Hareem Helheim.
90Slaughter SelenoraObtain the second chapter of Legacy of the Masters from Shadowmancer Selenora in Domination Point.
90Seeking the SoulstonesRead Jubeka's Journal and use the clues within to locate the four soulstone fragments.
90Seek the SignalFollow the soulstone to the gates of the Black Temple.
90Infiltrating the Black TempleFollow Kanrethad and Jubeka's trail into the Black Temple.
90Plunder the Black TempleLoot everything you can grab before Akama reaches the Temple Summit.
90Demonstrate Your PowerSlay the demons who are attacking Akama's men in the Halls of Anguish.
90The Eye of the NaaruBring the Eye of the Storm to Wrathion in the Tavern in the Mists.
90Awaiting the Black HarvestWait for Wrathion to contact you.

[To Be Continued in Patch 5.2...]


Method Heroic Mogu'shan Vaults 25 Man World First
Method killed Will of the Emperor and cleared 25 man Heroic Mogu'shan Vaults. Congratulations to them! Envy and Vodka picked up Second and Third place on the 25 man leaderboard.



Patch 5.1 Quests
Patch 5.1 brings us two new factions, Operation: Shieldwall for the Alliance and Dominance Offensive for the Horde. These factions are part of the group that has arrived in Pandaria and is fighting in Krasarang Wilds, They offer daily quests, but the main storyline is advanced as well. You can find a list of all of the new lists on the WoWDB PTR Site.

Read through the Horde quest text to find out what happens to Vol'jin, why Thrall has reappeared, what Garrosh is up to, what the Horde steals from Darnassus, what Lor'themar Theron is working on, what Aethas Sunreaver is doing, and the fate of the Sunreavers in Dalaran after Jaina has made a decision.

The Alliance questline isn't finished, as noted in the Official Patch notes, but you still get a glimpse of where Varian is, what Brann Bronzebeard is up to, and what Anduin is doing.

Level Name Objective
90Meet the ScoutSpeak with Scout Lynna at Krasarang Cove in Krasarang Wilds.
90A King Among MenAccompany King Varian Wrynn to find Marshal Troteman, Hilda Hornswaggle, and slay 25 Horde.
90Lion's LandingUse the Fireworks Launcher in Krasarang Cove to signal the Alliance fleet.
90To MogujiaSpeak to Brann Bronzebeard at Mogujia in Kun-Lai Summit.
90Bottled AngerKill Angerlings to fill Brann's bottle with sha energy.
90The KoruneCollect a Korune Codex from the Korune Spellweaver.
90Anduin's PleaSpeak to Anduin Wrynn in The Imperial Exchange at the Shrine of Seven Stars in the Vale of Eternal Blossoms.
90Heart Of The AllianceConfront 6 Lion's Landing Soldiers.
90The Kun-Lai ExpeditionSpeak to Agent Connelly at One Keg in Kun-Lai Summit.
90A Kor'kron In Our MidstCollect 1 Kor'kron Helmet, 1 Kor'kron Armor, and 1 Kor'kron Boots, then combine them into a Kor'kron Disguise.
90Memory WineUse the Kor'kron Disguise to enter the camp. Then drink the Memory Brew and witness Shan Kien's past.
90Bad BloodKill 7 Silvermoon Runeseekers, Domination Mages, or Domination Knights.
90The Harmonic MalletSpeak with Anduin Wrynn at the Tomb of Conquerers in Kun-Lai Summit.
90The Monkey KingHelp Anduin Wrynn find the Monkey King in the Valley of Emperors.
90The First Riddle: MercyFind the object the Monkey King described in his riddle.
90The Second Riddle: FellowshipObtain Metal Brew.
90The Third Riddle: StrengthDefeat the Challenger at the Tiger Temple.
90The Greatest PrankListen to the Monkey King's story.
90The Kirin TorUse the Portal to the Purple Parlor in Lion's Landing and meet with Anduin Wrynn.
90The Fate of DalaranSpeak with Jaina Proudmoore and hear her story.
Level Name Objective
90Meet the ScoutSpeak with Scout Rokla at the Horde Landing Site in Krasarang Wilds.
90The Might of the WarchiefAccompany Garrosh Hellscream to find Blood Guard Gro'tash, Grizzle Gearslip, and slay 25 Alliance.
90Domination PointLight the Signal Fire on the beach of the Horde Landing Site to signal the fleet.
90Rise Of An EmpireSpeak to Warchief Garrosh Hellscream at the Shrine of Two Moons in the Vale of Eternal Blossoms.
90Buried SecretsSpeak to Fanlyr Silverthorn at Ancestral Rise in the Vale of Eternal Blossoms.
90Ancient DarknessInvestigate the Mercurial Guardian and discover its secret.
90Echoes of ThunderSpeak to High Chieftain Baine Bloodhoof in The Imperial Mercantile at the Shrine of Seven Stars in the Vale of Eternal Blossoms.
90A Gathering StormConfront 8 Domination Defenders.
90To MogujiaSpeak to Regent Lord Lor'themar Theron at Mogujia in Kun-Lai Summit.
90The Kun-Lai ExpeditionSpeak to Baine Bloodhoof at Garrosh'ar Advance in Kun-Lai Summit.
90Ancient GuardiansKill 5 Terracotta Guardians.
90BloodlinesFree 6 Domination Knights, Domination Spellbreakers, or Sunfury Runeseekers by killing Terracotta Wardens.
90The KoruneCollect a Korune Codex from the Korune Spellweaver.
90Darnassus 00: Getting In
90Darnassus 01: Stealing the Bell
90Darnassus 02: Return to Domination Point
90Someone You Should SeeSpeak with Chen Stormstout at Binan Village in Kun-Lai Summit.
90Regeneration Takes TimeCollect 10 Sturdy Needles.
90Find Thrall!Find Thrall by using Vol'jin's Hearthstone.
90The Horde Is FamilyEscort Thrall to the Echo Isles.
90De-SubjugationDefeat 10 Kor'kron Overseers, 5 Kor'kron Subjugators, and Gul'tar the Subjugator.
90Get My Results!Speak with Lor'themar Theron in Silvermoon City.
90Solving the ProblemAssist with Aethas and Rommath's experiment.
Level Name Objective
90[WIP]To the Valley!Meet your contact at the Valley of Emperors in Kun-Lai Summit.
90Clearing a PathKill 10 Korune Mogu
90Trapping the LeaderWeaken and Capture Shan Tien.
90Pandaren MedicineFind the recipe for Memory Wine.
90A Pinch of ThisCollect 5 Spectral Residue.
90A Lick of FireCollect 6 Ruqin Firewine.
90A Dash of ThatCollect 100 Buttonbelly Mushrooms.
90A Bit of YakCollect 3 Fresh Yak's Milk.
90Memory WineDrink the Memory Wine and witness Shan Kien's Past.


Druid: Heart of the Wild Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
While we aren’t always able to provide advance warning when an ability changes, there’s still some time before this change goes into effect, and we wanted to offer affected players a chance to plan their strategies appropriately in the meantime.

The following changes are currently planned for retuning the Druid talent, Heart of the Wild:

  • The spell damage bonus that Heart of the Wild provides to Feral and Guardian Druids will soon be reduced from +500% to +320%.
  • The agility bonus that Heart of the Wild provides to Balance, Restoration, and Guardian Druids in Cat Form will soon be changed to +110%. It was previously +50% for Guardian Druids, and +200% for Balance and Restoration Druids.

Currently, the change is expected to go into effect during next Tuesday’s maintenance.

Patch 5.0.5 Hotfixes - October 12
Originally Posted by Blizzard (Blue Tracker / Official Forums)
General
  • Ink traders no longer accept Blackfallow Ink. They now accept Ink of Dreams, and Starlight Ink has become available for purchase.
  • The Windsong and Elemental Force weapon enchantments can now be activated by periodic effects.
  • The Sha of Anger's respawn time has been greatly reduced.
  • Fishing in Shipwreck Debris is now more rewarding and will no longer sometimes provide an empty box.
  • Ancient Guo-Lai Caches can now be found in more varied locations within the Vale of Eternal Blossoms.

Classes
Death Knight (Forums / Skills / Talent Calculator)
  • Death Strike now deals 7.5% less damage.
  • Death Siphon base damage has been increased by 50%, but it now scales less efficiently with attack power. This should result in an increase in damage for Frost and Unholy Death Knights, and a minor reduction in damage for Blood Death Knights benefitting from Vengeance.
  • Blood

Druid (Forums / Skills / Talent Calculator)
  • Symbiosis
    • Paladins are now granted the following effects from Symbiosis based on talent specialization:

Hunter (Forums / Skills / Talent Calculator)
  • Aimed Shot now deals 320% weapon damage (up from 280%), but the base damage component has been reduced by 65%. The damage that this ability does at level 90 should remain relatively unchanged.
  • Healing performed by Spirit Beasts summoned by the Stampede talent is now correctly reduced by 75%.
  • Rabid has been changed and now increases a pet's attack speed by 70%. Pet attack power is now unaffected by this ability.
  • Deterrence now correctly prevents the use of all three level 75 Hunter talents. Previously, Lynx Rush could still be used.
  • The root provided by Narrow Escape now correctly breaks on damage in a manner similar to other rooting effects.

Paladin (Forums / Skills / Talent Calculator)
  • Divine Plea now correctly reduces the healing provided by Eternal Flame, Holy Prism, Stay of Execution, and Light's Hammer.
  • Divine Shield and Hand of Protection no longer incorrectly remove Battle Fatigue.

Priest (Forums / Skills / Talent Calculator)

Mage (Forums / Skills / Talent Calculator)
  • Ice Block no longer incorrectly removes Battle Fatigue.

Monk (Forums / Skills / Talent Calculator)

Rogue (Forums / Skills / Talent Calculator)

Warrior (Forums / Skills / Talent Calculator)
  • Fixed an issue that would prevent the stuns generated by Charge and Warbringer from causing diminishing returns with each other and with themselves.

Warlock (Forums / Skills / Talent Calculator)
  • Rain of Fire now appropriately generates threat.
  • Warlocks are no longer subject to knockback effects while travelling through a Demonic Gateway.

Creatures
  • Water striders in the Vale of Eternal Blossoms now stride on water.
  • Slateskin Troublemakers now Shin Kick less frequently.
  • The following creatures can no longer be skinned: Belligerent Blossom, Cursed Jade, and Greenstone Terror.

Items
  • Recipe: Great Pandaren Banquet and Recipe: Pandaren Banquet can no longer be traded or sold on the auction house.
  • The Mogu Rune of Paralysis trinket's use effect now affects creatures appropriately.
  • The cooldowns of various on-use trinkets that provide dodge now interact correctly.
  • Kafa Press can no longer be used in Arenas.
  • Empty Grocery Containers are no longer unique, and can now stack in player inventory.
  • Crates of Archaeology Fragments are no longer unique.
  • Bottle of Infinite Stars will no longer be incorrectly awarded to Mistweaver Monks in Raid Finder raids.
  • The Sha of Anger will now provide loot appropriate to each Priest specialization.
  • The secondary stats provided by several Bind on Equip items from Pandaria have been changed.

Pet Battles
  • The visual effect for the pet Cyclone spell is now smaller.
  • Minfernals are no longer arboreal. Their new ground dwelling ways should make them easier to find.
  • Wild pets on the Veiled Stair will now be accompanied by friends into battle.
  • The Crimson Moth and Wharf Rat can now be found in the Pet Journal.
  • Several purchasable pets, the Golden Dragonhawk Hatchling, Red Dragonhawk Hatchling, and Silver Dragonhawk Hatchling, are no longer required for the achievement Eastern Kingdoms Safari. They will temporarily continue to be listed in the achievement criteria.
  • Various wild pets in the Vale of Eternal Blossoms are now easier to locate.

Quests
  • The event related to the quest "Battle Helm of the Thunder King" should now reset properly.
  • Players can now obtain the Order of the Cloud Serpent profession quests without knowing the associated professions. The professions will still be required to complete these quests.
  • All players attacking Lord Oona will now appropriately receive credit for "The Big Kah-Oona".
  • Slaying any Weeping Widow will now grant quest credit toward "Weeping Widows".
  • The Flame Seed ability used during the quest "Fire in the Skies" should now function correctly.
  • Completing "Hostile Skies" will no longer prevent players from acquiring and completing the quests "Lao-Chin and Serevex", "Nurong and Rothek", or "Taoshi and Korvexxis".
  • Racers are now responsible for their own success in "The Sky Race", and crossing checkpoints no longer awards group credit.

Dungeons & Raids
  • Socketed items of item level 463 or higher are now scaling correctly in Challenge Modes.
  • Epic Bind on Equip bracers no longer drop in Raid Finder raids.
  • Mogu'shan Vaults
    • It is no longer possible to Spellsteal Blazing Speed from Zandalari Fire-Dancers. Using Spellsteal will still dispel the effect.
    • Zandalari Infiltrators are no longer susceptible to Mind Control.
    • The Raid Finder versions of the Stone Guard and Feng the Accursed encounters will now award loot correctly.
    • Feng the Accursed
      • Feng now casts Lightning Fists with appropriate frequency.

    • Gara'jal the Spiritbinder
      • Gara'jal's Spirit Totems are now properly susceptible to many player abilities.

    • Spirit Kings
      • It is no longer possible for pets to tank Qiang the Merciless.
      • Subetai the Swift will no longer sometimes remain attackable after being defeated on Heroic difficulty.
      • Meng the Demented can no longer become invincible.
      • The bosses faced in this encounter will now enrage after 10 minutes, up from 8.
      • This battle will no longer sometimes end prematurely.

  • Shado-Pan Monastery
    • Destroying Sha can no longer turn while channeling Shadows of Destruction.
    • Consuming Bite now increases damage by 8% per stack in normal and Heroic modes.
    • The Shadow Bolt cast by Residual Hatred now deals 20% less damage in normal and Heroic modes.
    • Volley of Hatred cast by Fragment of Hatred can now be interrupted in all difficulties.

PvP

Bug Fixes
  • Fixed an issue that could prevent the Sha of Anger from respawning.
  • Forgotten Treasures in Dragonblight can now only be looted by characters level 85 or higher.
  • It is no longer possible to be At War with Shang Xi's Academy.
  • Sated and similar effects are now cleared appropriately after an encounter ends.

Pet Battles Hotfixes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you can see by the following updates, we're still keeping a very close eye on Pet Battles. You guys have been fantastic with your continued updates and we sincerely appreciate that, and your patience. Please keep in mind, due to the nature of these types of fixes, they very likely won't be active until after next week's standard maintenance has concluded. Here are the things we are hotfixing:

  • Battle Pet Training is now correctly shared account wide to all characters.
  • Numerous pet battle achievements should now reward correctly:
      • Taming the World has been reduced to 40 pet tamers from 45. The achievement should now properly reward to players that earned it before or after the hotfix.
      • Taming achievements should now reward correctly. Many players reported the criteria completed but the achievement would not complete.
      • Taming achievements rewarding correctly should also alleviate the problem with daily quests not activating correctly. The daily quests are unlocked based on the Taming achievements being completed.
  • Strong and Pristine traps should now correctly be rewarded to players from achievements. This fix should retroactively award the traps to players that already have the achievements.
  • Purchasable pets have been removed from the Eastern Kingdoms Safari achievement.
  • An issue with account daily quests not resetting has been fixed.
  • Note that many of the achievement fixes will show incorrect UI until patch 5.1.0. Rest assured that the data is correctly working though.
  • An issue with phased pets in the Vale of Eternal Blossoms has been fixed.

Blue Posts
Originally Posted by Blizzard Entertainment
Daily Quests and Burnout
Previously we were placing limits on dailies and what you were able to accomplish, regardless of what you wanted to do or had time to do. Now, removing the daily quest cap and adding a ton of dailies is really us taking the lid off the cookie jar. You could potentially get an icky tummy if you're trying to eat all of them every day. But we think that's a decision each player can make for themselves. Some people are going to feel like they're missing out or falling behind if they don't do absolutely everything every day, and that's something everyone should evaluate and decide for themselves if that's what they can and want to do.

Personally I'm working on a couple factions at a time. They're not providing items that will make or break my ability to play, enjoy and advance in the game, and the expansion is going to be out a while. I have time to work on the others later.

The problem here Bashiok is that for your hardcore progression raiders, unlocking all the valor gear feels like a requirement, not a thing we can do when we feel like it. Between that and trying to maximize tillers so I can have mats for 300 stat food (which again, a lot of guilds are requiring from their raiders), WoW is monopolizing all of my gaming time. I get that you guys want to make sure the casual players don't get bored, but in the process of doing so you've basically forced the hardcore progression raiders to -have- to play all the time.
For a hardcore progression raider, I don't think it's unreasonable that additional time and requirements are needed to be a hardcore progression raider. (Blue Tracker / Official Forums)

Sha of Anger Respawn Time
his respawn is around 2min?
No, it shouldn't be lower than 10 minutes.

We did reduce the respawn timer of Sha of Anger a bit further very recently, it's not on a fixed timer though, so we get to keep some of the unpredictability. (Blue Tracker / Official Forums)

Cooking Materials and Bag Space
We agree that some storage space is needed for cooking materials. Our plan was to implement a bag for these items in patch 5.1, but we don't know if that's the best solution. It's difficult to justify giving up a bag slot for a bag that only holds profession-specific items unless you have a large quantity. After some recent discussion, we're now exploring options to develop something similar to Void Storage where you can store your cooking materials. A Pantry, if you will.

We'll definitely keep you posted when we have more information to share.

D'oh, I just noticed what I posted could be misleading. Allow me to clarify things a bit better: We do intend to include new cooking bags with patch 5.1, but we're certainly not done exploring better and more efficient ways to handle your cooking storage needs. (Blue Tracker / Official Forums)

Daily Quests Requirement
So I just hit 90 and the general consensus I've been hearing is that you "HAVE" to do dailies in order to gear up. From the research I've done, I disagree.

Epics from each faction's quartermasters are iLvl 489. The Mogu'shan Vaults normal difficulty offers iLvl 489 gear. Heart of Fear normal offers iLvl 496. From what I'm seeing, there are no necessary enchants from these vendors like there were from say, Sons of Hodir in WOTLK.

This is correct. You don't need to do dailies to get the gear you need to go into dungeons or Raid. I've known of many people now who geared up without doing this (successfully and quickly). There are a variety of ways to get gear beyond the dailies including crafting and dungeon runs themselves.

Most of the items that you can get from the dailies are either available at a lower (read not exalted) reputation or are just not necessary and are more cosmetic or fun items. Just doing the normal quests through the zones can also get you easily into Heroic dungeons and on. (Blue Tracker / Official Forums)

Realm Restarts
Could we get a quick explanation on why the servers need to be restart nearly every day? Especially since you find it prudent to "schedule" those restarts in the middle of the day.

We do restarts for a variety of reasons. In most cases, we are doing it to have the live realms pick up hotfixes that have been applied. We try to schedule these so they have the least possible impact on players, but we have a lot of time zones to account for, so one person's middle of the day is another's early morning or even late night. No matter when we do it, we're going to impact someone. So, we try to minimize the amount of time that impact has and the time of day both. (Blue Tracker / Official Forums)

LFR Difficulty
This subject has been discussed extensively on other threads, setting the perfect difficulty level for LFR is a very tricky thing to accomplish.

When you enter a LFR raid you never know what will be the average skill level of those 25 players, good communication is usually very hard to accomplish, there’s always players not listening, there might be more than 1 person trying to lead, different tactics might become conflicting, etc…

There are just too many things we have to take into account; you just can’t expect LFR to have a linear decrease in difficulty from Normal mode.

For example, if you get 25 experienced (in normal mode) skilled players that don’t know each other joined together by LFR, they won’t have the same raiding experience as if they were raiding with their own guild groups, even though they are able to complete raids in normal mode with their own guilds, they might end up taking a very long time to adjust to each other and face several wipes if LFR had the same difficulty as normal mode.

What I’m saying is, if we raise the difficulty too much, due to the nature of the random grouping system, most raids will end up with excessive wipes, players frequently leaving, constant queuing to find replacements, and just an overall bad and tedious experience. Sure, every once in a blue moon, the right group of players would be put together and would have a great raid, but if that happens only 1 out of 10 times that’s not something we aim for with LFR, it wasn’t designed to appeal to those players, for that you have normal and heroic mode.

The raid encounters need to take into account not only the skill level of the average raid but also the fact that these raids are usually made up of players that don’t know each other and the inevitable lack of communication and coordination that it implies.
Certain Boss abilities on normal mode are built around the assumption that there’s enough coordination in those raid groups to overcome certain obstacles. This same assumption can’t be applied to LFR, that’s why sometimes we have to simply remove certain Boss abilities instead of just tuning them down, some abilities can only be either on or off, without anything that you can actually scale up or down.

I realize that these first LFR encounters might feel a bit too easy to some of you, but I think that the explanation for that also lies within that very same sentence; they’re the “first bosses” of the “first part” of LFR.
Let’s wait and see how the difficulty of LFR encounters progresses in the near future, if the overall feeling of the community is that the difficulty needs to be raised, we’ll make sure to pass that info along to the developers and if they happen to feel the same way about it, I’m sure they’ll be happy to adjust it. (Blue Tracker / Official Forums)

Stat Scaling in Challenge Modes
Maybe take hit out of the equation altogether by either giving players a challenge mode buff that awards the hit cap one its own and just remove peoples hit from gear from their stats for the duration? Or modify the enemies so that special attacks can never miss enemies in challenge modes at all? After all most people are going to be hit capped for normal stuff by the time they do challenge modes.
The debate over hit as a compelling stat is a whole topic unto itself.

Under the current formula though, I don't think the solution is to make hit irrelevant in Challenge Modes. To min/max your character (which you need to do if you want to be really competitive), you'd want a full set of "no-hit" gear. It'd create a very different itemization problem, given that hit is factored into endgame set stat budgets.

Challenge modes should just normalize all our stats pertaining to our class. This would mean every player of that class would have the same stat sheet regardless of what they are wearing. Scaling always struck me as gimmicky and open to various glitches that would need to be looked at.
That doesn't feel as interesting. We scale the stats so you can't just straight up outgear Challenge Mode, but we still want you to have some ability to build an ideal set of gear based on the stats you choose.

The whole idea is to prevent outgearing while still making gear selection matter. (Blue Tracker / Official Forums)

Valor Points Buff on Alt Characers
The buff that makes you get 50% more valor points applies to all characters on the realm you're playing as long as one character in that realm hits the 1000 valor points weekly cap. Since that cap resets on Wednesdays, it's normal that it's no longer there. It'll be reapplied to your character as soon as you hit the 1000 valor weekly cap again.

In short, the Valor of the Ancients buff is meant to help your other characters on that same realm to get to the valor cap quickly. (Blue Tracker / Official Forums)

Darkmoon Ox Deck Hotfix
I’m glad this trinket got a buff, however honestly Nethaera it should never had needed a buff as internally you guys should have done a better job at making sure its stat weighting reflected its item level.

We'll pass along the feedback, just keep in mind that what may seem simple at first glance rarely ever is as it seems. I've said this many times over the years, but there are many moving parts for the developers and engineers to consider and a "simple" change (as you're all well aware) can create a domino effect. Unfortunately, we don't always catch everything, and sometimes after a major patch or new content is added, we still have more work to do to "fix" anything that might seem just a bit off, or not as it probably should be. The thing that should help some (even if it's sometimes inconvenient) is that we don't just call things good and forget about them. It may take a bit to identify an issue or to get to something, but that doesn't mean anyone rests on their laurels.

This is a living breathing game and we have to treat it as such. The important thing for everyone to remember is constructive feedback does help a lot, and that change is going to happen regularly (small or large) so it's important to be a bit adaptable to those changes as they go. That doesn't mean to accept everything as it is all the time, it just means being able to identify the things that matter to you most and let the smaller things not bother you as much.

Again, all the feedback has been appreciated. Thank you everyone. (Blue Tracker / Official Forums)

Lack of Bag Space
We feel your pain, but as the developers see it, simply making more bag space available won't resolve inflating inventory issues—in the long term at least. We'd like to look at other solutions for addressing the issue of an ever-growing inventory.

What sort of systems would you like to see, besides the implementation of bigger and bigger bags? (Blue Tracker / Official Forums)

PvP Feedback
What exactly makes you think that the Arena and Rated Battlegrounds forum is ignored? Just because there are no posts made about a particular topic does not mean that we are not actively looking into player feedback, what is happening in the community and the game itself.

No MMR Reset
The developers are closely following community feedback on this topic. If you have additional feedback to give on this then please feel free to add it to the already active discussion here: http://eu.battle.net/wow/en/forum/topic/5575327626
If and when there is new information to present on this, we will let you know.

No Hotfixes
Just because you cannot see the hotfixes happening doesn't mean that they are not occurring, there are bug fixes and tweaks happening constantly.

No intention of Balancing PvP
What brings you to this conclusion? The PvP season has been running for a very short period thus far and with everyone still not reaching their full potential with the new skills and gameplay as well as gear, it is hard to determine the exact nature of balance right now. The developers are closely watching the PvP scene though and will make changes if they deem it necessary. (Blue Tracker / Official Forums)

Gara'jal the Spiritbinder Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
This encounter is definitely one of the more challenging boss fights you can face, and after reading some of your feedback, we wanted to follow up with you about a few things:

  • The spawn rate of the phased adds on 10-player Heroic mode is slower than 25-player Heroic mode. As a matter of fact, the spawn rate is slower on 10-player Heroic mode than it is on 25-player Normal mode.
  • We are not currently aware of any non-cosmetic bugs with the Gara'jal encounter. If you feel this is incorrect, please be sure to follow-up with all the details.
  • It is possible that when many Shadowy Minions are active, there may be a higher likelihood of large bursts of damage on 10-player Heroic mode than there is on 25-player. This is something we're currently evaluating and may adjust, without reducing the overall damage output of the minions.
  • No hotfixes or changes to this encounter have been applied to the game since Tuesday night. In a general sense, we avoid making significant tuning adjustments to encounters (other than exploit fixes or major bugfixes) until after a raid week has concluded. This is the fairest approach for all players that avoids diminishing any current accomplishments, or exacerbating any current struggles.

Curse is Hiring!
Curse is growing quickly and with that growth comes the need for a larger team. As such, we're currently looking to fill two positions, one in our Huntsville, AL development office and one in our San Francisco office!



Senior .NET Web Developer
  • Interested in working on some of the most popular .NET-based sites in the world? In this role, you’ll rely on significant experience in web application development to create cutting edge web properties. Please note, this is not an entry level position, and requires prior professional experience as a .NET developer.
  • Location: Huntsville (On site only)

Senior Product Designer
  • Work and collaborate on projects with an experienced team of talented Designers, Developers and Product Managers to create a consistent and polished user experience across all of Curse’s platforms and devices. A portfolio showcasing past work is required when applying for this position.
  • Location: San Francisco


For more information on working at Curse, please head to our Jobs page.


Fan Art Update
The World of Warcraft Fan Art Section has been updated with three new pieces of fan artwork.


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