Season 14 Mage Armor Set, Patch 5.4 PTR Notes Update, Class Blue Tweets, News Recap

Update (3:50 PM EST): Cleaned up spell changes.
Update (3:30 PM EST): Added Tank proving grounds video.
Update (2:35 PM EST): Added DPS proving grounds video.
Update (1:25 PM EST): Added some more new glyphs to spell changes.
Update (12:35 PM EST): Added Monk Tier 16.
Update (12:15 PM EST): Added new items.
Update (12:10 PM EST): Added new client strings.
Update (12:05 PM EST): Added new titles and icons.

Patch 5.4 - Proving Grounds Preview
There are a few things we know so far:

  • Items are scaled to item level 463, but gems are not scaled down. Set bonuses don't work.
  • Flasks and food buffs are allowed, but potions are not. You also get a full set of raid buffs.
  • The UI elements (timers and wave counters) and audio were not in in the videos below.
  • The DPS video below just shows Gold for DPS, stopping a few waves before the end. This is a somewhat older version of Gold, the current version on the PTR is significantly easier.






Originally Posted by Blizzard (Blue Tracker / Official Forums)
There comes a time in any healer, tank, or damage dealer’s life when they decide to take their collaborative skills and abilities to the next level. When that time comes, the Proving Grounds will be waiting. Set within the Temple of the White Tiger, this new feature will provide a repeatable solo Scenario where level 90 players can test their mettle or try out different roles in a safe, controlled environment.

Getting In
To get started, you’ll need to talk with an NPC in the Temple of the White Tiger in Kun-Lai Summit or class trainer, who'll grant you entrance to the instance. Upon entering the Proving Grounds, your gear will be scaled down much like it is in Challenge Modes. Depending on the role you choose, you may not have to go it alone. (Then again, you just might. Aren’t you brave?)


Choose Your Role
Within the Proving Grounds, much like in any dungeon, you’ll be able to choose the role of tank, DPS, or healer. Once you’ve decided, you’ll be faced with a series of challenges based on the kinds of combat mechanics that role would encounter in a dungeon.

Tank: You will be tasked with protecting an NPC from oncoming waves of enemies, which will test your tanking skills in various ways. Fear not, though a friendly NPC will assist, by healing you, and damaging the enemies.

Damage: Sometimes you just have to go it alone. You'll melt the usual faces, while handling a variety of mechanics including interrupting heals, chasing down runners, timing cooldowns, avoiding harmful mechanics, and more.

Healer: Four NPCs will join you to form a full party. It will take a special healing touch to keep your friendsalive, as you work together to face the challenges of attacking enemies.

Choose Your own Adventure
Proving Grounds will be available in four different modes: Bronze, Silver, Gold, and Endless. Each mode allows you the opportunity to test your mettle and learn a bit more about your role by putting you in the thick of a grouping experience. You’ll have to beat each one (beginning with Bronze) to take on the next mode. Once you’ve beaten Gold, you’ll unlock Endless and be truly prepared to astound and amaze your friends with your prowess.

In Endless, you’ll push yourself to the limits and see just how long you can survive as each wave of foes becomes more and more difficult to withstand. The longer you survive Endless, the higher your score, and the system will track your progress so you can see just how well you’ve done.


Choose to Endure
You’ll be able to reenter the Proving Grounds as much as you want as you work to improve your skills earn Achievements, and claim some bragging rights when you survive longer than any of your friends. It’s just a quick chat with the NPC, and you're quickly back in action.

You won’t need to worry about death or taking durability damage. Food and flasks will last their full duration, but leave your potions at home – you won’t be able to use them here. You’ll also have access to various amenities within the Proving Ground such as Vendors, Runeforges, Soulwells, repairs, and Reforgers.

Now that you know what’s in store, sharpen those blades, enchant that new robe, and get ready to go boldly into the Proving Grounds.

Patch 5.4 PTR - Build 17191
Build 17191 will be deployed to the PTR realms soon.


Tier 16 Monk
The red and blue versions of this set are missing from this preview, but we will add them later.



New Titles
Originally Posted by MMO-Champion
  • CharTitle #378 - Grievous Gladiator ...
  • CharTitle #379 - Prideful Gladiator ...
  • CharTitle #382 - ..., Conqueror of Orgrimmar
  • CharTitle #383 - ..., Liberator of Orgrimmar
  • CharTitle #384 - ..., Hellscream's Downfall
  • CharTitle #385 - ... the Proven Damage Dealer
  • CharTitle #386 - ... the Proven Tank
  • CharTitle #387 - ... the Proven Healer



New Icons



New Strings
Originally Posted by MMO-Champion
  • ACTION_PARTY_KILL_UNCONSCIOUS - knocked out
  • ACTION_PARTY_KILL_UNCONSCIOUS_FULL_TEXT - %1$s has knocked out %4$s!
  • ACTION_PARTY_KILL_UNCONSCIOUS_POSSESSIVE - 0
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS - knocked out
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT - %1$s %2$s knocks out %4$s.
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS_FULL_TEXT_NO_SOURCE - %2$s knocks out %4$s.
  • ACTION_SPELL_INSTAKILL_UNCONSCIOUS_POSSESSIVE - 1
  • ACTION_UNIT_BECCOMES_UNCONSCIOUS - collapses
  • ACTION_UNIT_BECOMES_UNCONSCIOUS_FULL_TEXT - %4$s collapses.
  • ACTION_UNIT_BECOMES_UNCONSCIOUS_POSSESSIVE - 0
  • ALSO_QUEUED_FOR - Also queued for: %s
  • BLIZZARD_STORE - Store
  • BLIZZARD_STORE_BUY - Buy
  • BLIZZARD_STORE_CANCEL_PURCHASE - Cancel
  • BLIZZARD_STORE_CONFIRMATION_INSTRUCTION - Please confirm your order below:
  • BLIZZARD_STORE_CONFIRMATION_TITLE - Store Confirmation
  • BLIZZARD_STORE_FINAL_BUY - Buy Now
  • BLIZZARD_STORE_FINAL_PRICE_LABEL - Total
  • BLIZZARD_STORE_ON_SALE - Sale!
  • BLIZZARD_STORE_PAYMENT_METHOD - Your default payment method on file will be used.
  • BLIZZARD_STORE_PAYMENT_METHOD_EXTRA - If you do not have a default payment setup, or would like to change your default payment method you can do so by visiting the Battle.net account site.
  • BLIZZARD_STORE_PLUS_TAX - *Taxes may apply
  • BLIZZARD_STORE_PRODUCT_INDEX - Product |cffffffff%d|r of |cffffffff%d|r
  • ITEM_UPGRADE_ITEM_UPGRADED_NOTIFICATION - Item Upgraded
  • LEAVE_ALL_QUEUES - Leave All Queues
  • UNITNAME_SUMMON_TITLE23 - Twisted Image of %s



New Items
Several new glyph items were also added in this build, so check out the full list on the WoWDB PTR site.

Level Type Spec Slot Name
90Junk Pouch of Timeless Coins
1Other Purse of Timeless Coins
1Other Giant Purse of Timeless Coins
1Other Cursed Swabby Helmet
496Other Timeless Plate Armor Cache
496Other Timeless Mail Armor Cache
496Other Timeless Leather Armor Cache
496Other Timeless Cloth Armor Cache
20Mount Stormcrow
1Key Barnacle Encrusted Key
535TrinketTrinket Resolve of Niuzao
535TrinketMeleeTrinket Alacrity of Xuen
535TrinketPhysical DPSTrinket Discipline of Xuen
535TrinketSpell DPSTrinket Cunning of Chi-Ji
535TrinketSpell DPSTrinket Yu'lon's Caress


Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength
  • Challenger: Season 14 End a PvP season in the top 35% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Challenger.
  • Challenger: Season 15 (New) End a PvP season in the top 35% of the arena ladder (requires 50 games won in Season 15). Title Reward: Challenger.
  • Duelist: Season 14 End a PvP season in the top 3% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Duelist.
  • Duelist: Season 15 (New) End a PvP season in the top 3% of the arena ladder (requires 50 games won in Season 15). Title Reward: Duelist.
  • Gladiator: Season 15 (New) End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Season 15). Title Reward: Gladiator.
  • Grievous Gladiator End a PvP season in the top 0.5% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Gladiator.
  • Grievous Gladiator: Rank 1 End a PvP season in the top 0.1% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Grievous Gladiator.
  • Prideful Gladiator: Season 15 (New) End a PvP season in the top 0.1% of the arena ladder (requires 50 games won in Season 15). Title Reward: Prideful Gladiator.
  • Rival: Season 14 End a PvP season in the top 10% of the arena ladder (requires 50 games won in Season 14). Title Reward: Hero of the Alliance. 10 points. Rival.
  • Rival: Season 15 (New) End a PvP season in the top 10% of the arena ladder (requires 50 games won in Season 15). Title Reward: Rival.
  • Tyrannical Gladiator's Cloud Serpent (New) Obtain the Tyrannical Gladiator's Cloud Serpent from Arena Season 13 of Mists of Pandaria.

Pandaria Raid
Dungeons & Raids
  • Conqueror of Orgrimmar (New) Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty. Title Reward: Conqueror of Orgrimmar. 10 points.
  • Heroic: Garrosh Hellscream Defeat Garrosh Hellscream in Siege of Orgrimmar on Heroic difficulty. 10 points. Title Reward: Hellscream's Downfall. 10 points.
  • Liberator of Orgrimmar (New) Defeat Garrosh Hellscream in Siege of Orgrimmar on Normal or Heroic difficulty. Title Reward: Liberator of Orgrimmar. 10 points.

Player vs. Player
  • Grievous Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 14 15 points.
  • Grievous Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 14 15 points.
  • Prideful Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 15 15 points.
  • Prideful Combatant Win 100 Arena (3v3) and or 40 Rated Battlegrounds in Season 15 15 points.

Proving Grounds
Scenarios



Spell Changes
Originally Posted by MMO-Champion
Mounts
  • Stormcrow (New) Summons and dismisses a Stormcrow. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.

Companions
  • Lil' Bling Right Click to summon and dismiss Lil' Bling. Instant. Battle Pet. Instant.

Item Set Bonuses
  • Frostflame Weapon Increases the damage of your Lava Lash by 40% if your off-hand weapon is enchanted with Frostbrand. While your weapon is imbued with Flametongue Weapon, your attacks also slow the target's movement speed by 50% for 3 sec.
  • Item - Death Knight T16 DPS 4P Bonus Death Coil increases the duration of Dark Transformation by 2.0 sec per cast. Pillar of Frost increases rune regeneration speed by 50% while active. Special attacks while Pillar of Frost is active will impale your target with an icy spike.
  • Item - Druid T16 Balance 4P Bonus Every time you enter Solar or Lunar Eclipse, the cooldown of Celestial Alignment is reduced by 5 sec. Your chance to get Shooting Stars from a critical strike from Moonfire or Sunfire is increased by 20%.
  • Item - Monk T15 Windwalker 4P Bonus You have a 10% chance to gain an additional charge of Tigereye Brew every time you gain a charge of Tigereye Brew. Increases the damage of your Tigereye Brew by 1% per stack consumed.
  • Item - Warlock T16 4P Bonus When a Burning Ember fills up, your critical strike chance is increased by 15% for 5 sec. Haunt has a 8% 10% chance to refund its shard when expiring. Shadow Bolt and Touch of Chaos have a 8% chance to also cast Hand of Gul'dan at the target.

Unknown Class
Minor Glyphs

Death Knight (Forums, Talent Calculator)
  • Death Gate - Using a Death Gate while in Ebon Hold will return the Death Knight back to near their departure point.

Druid (Forums, Talent Calculator)
  • Bear Form now increases armor contribution from cloth and leather items by 120% and Stamina by 40%, up from 20%.
  • Innervate now excludes short-duration Spirit bonuses.
  • One with Nature (New) Teleports you to a natural location. 3 sec cast.
  • Teleport: Moonglade - Casting Teleport: Moonglade while in Moonglade will return the Druid back to near their departure point

Hunter (Forums, Talent Calculator)
  • Deterrence now has a .8 sec cooldown, down from 2 min. (Keep in mind that this now uses charges, which gives it a 3 min CD as of the latest patch notes)
  • Disengage now has a 20 sec cooldown, down from 25. "disengage from combat" removed from tooltip.

Mage (Forums, Talent Calculator)
Talents

Major Glyphs

Monk (Forums, Talent Calculator)
Windwalker
  • Brewing: Tigereye Brew now grants a charge for every 3 Chi you consume through use of abilities and attacks, down from 4. Now grants 6% increased damage and healing, up from 5%.
  • Tigereye Brew now grants a charge for every 3 Chi you consume through use of abilities and attacks, down from 4. Now grants 6% increased damage and healing, up from 5%.

Major Glyphs

Paladin (Forums, Talent Calculator)
  • Crusader Strike now applies the Weakened Blows effect - Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.
  • Hammer of the Righteous now applies the Weakened Blows effect - Demoralizes the target, reducing their physical damage dealt by 10% for 30 sec.
  • Light of the Ancient Kings no longer increases haste. Now heals the target of your heals, not just single target heals.
  • Sanctity of Battle now also works with Holy Shock.

Talents

Holy
  • Divine Plea was reworked to restore at least 12% of total mana, with additional mana depending on Spirit.
  • Guardian of Ancient Kings now has a 15 sec duration, down from 30. Now heals the target of all your heals, not just single target heals. Haste amount now has a tooltip error.
  • Holy Insight now also increases the effectiveness of your Word of Glory, Eternal Flame and Light of Dawn by 35%.

Protection

Major Glyphs

Priest (Forums, Talent Calculator)
Talents
  • Mindbender had a very slight increase to the amount of mana returned.

Holy
  • Serendipity - When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost reduced by 20% (was 10%).

Major Glyphs

Rogue (Forums, Talent Calculator)
  • Sinister Strike now costs 50 Energy, up from 40. Base and additional damage increased by 30%.

Talents

Combat
  • Ruthlessness (New) Gives your finishing moves a 20% chance per combo point to add a combo point to your target. Rogue - Combat Spec.

Major Glyphs

Shaman (Forums, Talent Calculator)
Major Glyphs

Warlock (Forums, Talent Calculator)
Talents
  • Archimonde's Vengeance was renamed Archimonde's Darkness. Now grants two charges to Dark Soul spells.
  • Soul Link was reworked - 20% of all damage taken is split with your summoned demon. Additionally, 3% of all damage you deal is converted to healing on you and your summoned demon.

Demonology
  • Dark Soul: Knowledge now increases the effects of Mastery: Master Demonologist by an additional 30% for 20 sec, rather than increasing Mastery.

Major Glyphs

Warrior (Forums, Talent Calculator)
  • Bladestorm now does 180% weapon damage for Arms, up from 120%.
  • Bloodbath now gives the target 117% reduced speed, up from 50%. Now has a 12 sec duration.
  • Intervene now lasts until cancelled. Now has an 8 yd range, down from 10.

Talents
  • Bladestorm Arms now does 180% weapon damage, up from 120%.
  • Bloodbath now gives the target 117% reduced speed, up from 50%.

Major Glyphs

Raid & Dungeon Abilities
  • Berzerker Blaze Wildfire explodes, dealing 1 Fire damage. Instant. Inferno explodes, dealing 800,000 Fire damage. Instant.
  • Blood of Y'Shaarj (New) Inflicts 10,000 Shadow damage every 1 sec. Increases damage taken by 10%. Increases damage dealt by 10%. Stacks. Instant.
  • Bursting Pride A mass of Sha energy forms at an enemy's location that explodes after 3 seconds. The explosion inflicts 250,000 300,000 Shadow damage to all players within 5 yards. 500 yd range. Instant.
  • Corrupted Water A volley of corrupted waters strikes each raid member inflicting 450,000 Frost damage Unlimited range. 10 sec cast.
  • Fire Storm 45 yd range. Instant. Fires a rocket barrage that inflicts 10,000 Fire damage every 0.75 sec. to random enemies 45 yd range. Instant.
  • Fracture Melee range. Instant. A sweeping attack that strikes an enemy and additonal nearby enemies, inflicting 300% normal damage. Melee range. Instant.
  • Grasp of Y'Shaarj (New) Inflicts 250,000 Shadow damage to random enemies and creates a Manifestation. Limited to 5 targets. 1,000 yd range. 1.5 sec cast.
  • Harden Flesh Torments targets, hardening their flesh over 15 sec. Inflicts 65,000 Hardens the flesh of targets over 10 sec, inflicting 60,000 Physical damage every 3 sec. and increasingly slows them slowing by 30%. This effect stacks. Limited to 1 target. Unlimited range. 1.5 sec cast. 5 sec cooldown. 2.5 sec cooldown.
  • Malice Fires Malicious Blast at the closest 2 allies every 1.5 2 sec. Any Malicious Blast that is not absorbed will be fired at Garrosh instead, granting him 5 Energy. Limited to 1 target. Unlimited range. Instant.
  • Mark of Arrogance Marks an enemy, causing them to suffer 55,000 70,000 Shadow damage every second for the remainder of the fight. This effect stacks. Removing this effect gives the dispeller 5 Pride. Limited to 2 targets. Instant.
  • Mocking Blast Blasts an enemy with dark energy, inflicting 175,000 225,000 Shadow damage and giving them 5 Pride. Limited to 1 target. 100 yd range. 3 sec cast.
  • Projection Causes an enemy's pride to project at a nearby location. The projection explodes, inflicting 175,000 225,000 Shadow damage to all players after 8 seconds unless the creator of the projection is standing within it. 200 yd range. Instant.
  • Reaper (New) Inflicts 700,000 Shadow damage, stunning the target and making them unthreatening for 6 sec. Next melee. Melee range. Instant.
  • Reaping Whirlwind (New) Inflicts 30,000 Shadow damage every 1 sec. Instant.
  • Return to Stone Drains some of the life essence from players, inflicting 100,000 Shadow damage and creating stone statue copies of those players. These statues frequently strike the ground, inflicting 200,000 150,000 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed. 1 sec cast.
  • Set to Blow Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 200,000 Fire damage per remaning stack to all players within 10 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate for 200,000 Fire damage when any player enters their proximity or after 30 sec. The damage from any of these bombs can chain to nearby ground bombs. Unlimited range. 2 sec cast. 1 sec cast.
  • Sha Smash Inflicts 4,000,000 Inflicts 2,000,000 Physical damage split amongst all enemies in a frontal cone. 25 yd range. 3 sec cast.
  • Skull Cracker Thranok savagely spins his weapon , inflicting 800,000 Physical damage to all enemies within 10 yards 10 yd range. 4.5 sec cast.
  • Swirl Zone Unlimited range. Instant. Creates 5 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.
  • Umbral Tempest 45 yd range. Instant. Summons a tempest that inflicts10,000 Nature damage every 0.75 sec. to random enemies. 45 yd range. Instant.
  • Vortex A vortex of corrupted water surrounds the target, slowing them by 80%. Any player caught within the vortex suffers 75,000 0 Frost damage every 0.5 seconds. Lasts 15 sec seconds. Unlimited range. Instant. Unlimited range. 3 sec cast.
  • Waterbolt (New) Creates a bolt of water that strikes an enemy inflicting 0 Frost damage. 300 yd range. 3 sec cast.
This article was originally published in forum thread: Patch 5.4 PTR - Build 17191 and Proving Grounds Preview started by chaud View original post
Comments 127 Comments
  1. Vargur's Avatar
    Why the hell are they scaling again, for "proving ground"? ffs
  1. rogueMatthias's Avatar
    Quote Originally Posted by Moshic View Post
    Why the hell are they scaling again, for "proving ground"? ffs
    So it's not just "How well geared are you ground" ?

    I really can't see the problem on this. I just hope it ends up more difficult than people are saying it is at the moment.
  1. Clockwork Pinkie's Avatar
    So that's it? Ha, Crom laughs at your trials. I'm going to do all 3, tank, healing, and dps, as a disc priest.

    Add Instant Adventures next and I'll be back to playing a lot more. It'd fit so perfect in WoW.
  1. Zenny's Avatar
    Quote Originally Posted by Moshic View Post
    Why the hell are they scaling again, for "proving ground"? ffs
    So that skill is a bigger factor then gear? Maybe some HC players wont be as leet as they think they are. (Note: majority of the higher ranked players would no doubt be HC raiders, just don't be too surprised to see a "lfr-hero" or two to rank up there)
  1. TK99's Avatar
    Seem's to be changing Prot pally attacks so Crusader Strike will be exactly like Hammer of the Righteous but only hit one target so making no point in having it. Also is the return of Holy Shock to all pallies classes a typo?

    Finally, who needs proving grounds for training a tank. All they need is what I had, a crazed priest healer who would pull every 5 seconds in WoLK Heroic's and force me to learn control and avoidance along with controlling my defensive cool downs. I still seize up in fear for a moment every time in vent I hear someone yell I pulling now!
  1. Galathir's Avatar
    The DPS video below just shows Gold for DPS, stopping a few waves before the end. This is a somewhat older version of Gold, the current version on the PTR is significantly easier.
    Are you kidding me? I hate these goddamn apes wholeheartedly. I will always have the Banana debuff, even when I keep running around avoiding everything. I never hit anything. Once that damn ape even span out of the arena, making it completely impossible for me as a melee to kill him. And that was not in an older version, that was about 20 minutes ago.

    Bronze and Silver are Freeloot (well, if you got loot for it...) but Gold DPS is a ridiculous lot harder.
  1. mmoc3eb006e951's Avatar
    I find the lack of DK changes disturbing..

    DPS DK have lots of issues in PvE and PvP and a fucking death gate gimmick is what they come up with. Blizz has gone full retard.

    I haven´t been keeping up with this PG stuff, but I hope they implement enrage times on DPS that prevent tanks from topping the charts
  1. Collected's Avatar
    Quote Originally Posted by Xyrax View Post
    It lets people new to a role/class/max level go somewhere to train in their role instead of using YOUR instance run as a classroom and introduction to healing/tanking/DPS.

    This is obviously a good thing, and everyone should be okay with it. People are extremely critical of bad tanks dps and heals in instances, LFR, and raids in general. Now those people actually have some place they can go to learn at their own pace.
    If players jumped into the game at level 90 I could perhaps understand this but I thought the whole point of starting a character was you start at level 1 and you learn the class as you progress up the levels. For example I had never healed before I started a healer.. I jumped into an instance as soon as I could and I learnt to heal on the job. And personally I think it's the best way of learning, knowing that if you fail, people die. You learn to think quickly and pick priorities in your heals. You get thrown curve balls. I loved it. Will a single player experience offer that? I'm not so sure. Healing a bot is great and all but do they screw up like real players and stand in fire etc? Or pull two groups instead of one? Oh and I didn't let anyone die until BC dungeons.. so learning with real people in instances doesn't always equal tears.

    Also with tanking.. great, you learn about threat or whatever. But will it teach you how to pull packs of mobs? Or not to pull until your healer is ready and has enough mana?

    Maybe this is for the people boosted to level 80 or 85 or whatever is it now. Maybe i'm being too critical. I'm sure it's a nice feature. It just feels weird to me.
  1. Ryuji's Avatar
    So...wait. Help me understand this. For Ret and Prot, Selfless Healer will make Judgment give 2 holy power when you use it or are they just taking out the 1 HP generation from the baseline ability for those two specs?

    Wait. nevermind. I'm just blind, k.

    Quote Originally Posted by Dalarius View Post
    Clarification from a blue:

    Originally Posted by Blizzard Entertainment
    For clarity:

    Retribution and Protection-specced Paladins will continue to generate one charge of Holy Power when casting Judgement, regardless of talent choice. Selfless Healer does not alter that.

    Holy-specced Paladins who spec into Selfless Healer will now generate one charge of Holy Power from Judgement. It will not generate that charge if they choose a different talent.

    Hope that clears things up. As per usual, anything on the PTR is subject to change.
    Source: http://blue.mmo-champion.com/topic/2...clarification/
  1. mmocda667d9fcc's Avatar
    hmm i kinda like this new monk set, sometimes simplicity is just better looking
  1. Gilian's Avatar
    Quote Originally Posted by Xyrax View Post
    It lets people new to a role/class/max level go somewhere to train in their role instead of using YOUR instance run as a classroom and introduction to healing/tanking/DPS.

    This is obviously a good thing, and everyone should be okay with it. People are extremely critical of bad tanks dps and heals in instances, LFR, and raids in general. Now those people actually have some place they can go to learn at their own pace.

    A target dummy may be pretty nice for a dps to learn their rotation, but it doesn't help a tank learn when to properly use what cooldown, juggle interrupts and watch the field for stray aggro headed for his healer etc. This is desperately needed to improve the overall play of the games playerbase. I would go as far as to say every MMO from this point onward should have a similar feature.
    I think those are mostly people who just don't care. There are a sort of ingame guides, tooltips, etc. that they don't want to read. Why would they start doing proving grounds?
    For a pug you could ask for the achievement or something. But why do proving grounds instead of queueing for LFD?

    I'm just wondering how this is going to work. It's great that you have something to practice on solo now but Blizzard has added a lot of tools in the past but it doesn't really look like people are using them a lot. (The average player doesn't feel the need/want to get better at their role, I think...)

    edit: Now that I read the whole blue post it sounds more like a fun solo feature than a feature to help players improve and avoid frustration in, especially, random LFD and LFR groups. That's fine. Let's just not pretend like it's going to change anything or people asked for this feature for years .
  1. risingforce's Avatar
    Cool!

    I was hoping the the Proving Grounds were going to be more complex, perhaps a pseuo dungeon crawl with trash 'packs' and 'bosses' rather than a static room -but perhaps that will come later, I hope so! Would love to see some complex mechanics, surviving by the skin of your teeth... I'm thinking the difficulty of solo'ing Cho'gall in Bastion of Twilight as DK.

    As a tank I found it very intimidating to start tanking in 5 mans, even though I knew my class inside and out and had outgeared what I was queuing for. The Proving Grounds, as I see them, aren't necessarily for 'learn to tank'/dps/heal, but a mechanism for you to get over the psychological barrier that many face. A confidence booster if you will.

    I know some have/will dismiss (sic) what I've said, and will suggest that they themselves 'jumped straight in' to healing/tanking instances, but I for one -and now I know many more on my friends list -felt or still feel that tanking (which is essentially a leader role in PUGs) is daunting. So yeah I bet many people will love Proving Grounds, even though in its current iteration it isn't a Tanking God factory it will still go some small way to making encouraging more players to Tank (Heal or DPS) -and that can only be a good thing.
  1. mmoc3dde1cb131's Avatar
    [QUOTE=risingforce;21771243I'm thinking the difficulty of solo'ing Cho'gall in Bastion of Twilight as DK.[/QUOTE]
    This is kind of the problem.

    It can't be so hard that only Blood DKs can do it (who are the gods of soloing).

    Every other class would then struggle.

    Its a fine balance and I don't think it can be so razor sharp than only 0.1% of the world can get the title.
  1. chaud's Avatar
    Quote Originally Posted by Galathir View Post
    Are you kidding me? I hate these goddamn apes wholeheartedly. I will always have the Banana debuff, even when I keep running around avoiding everything. I never hit anything. Once that damn ape even span out of the arena, making it completely impossible for me as a melee to kill him. And that was not in an older version, that was about 20 minutes ago.

    Bronze and Silver are Freeloot (well, if you got loot for it...) but Gold DPS is a ridiculous lot harder.
    You just need to follow the monkey and stay in the circle to avoid the debuff. I am not an amazing player or anything and I got Gold (on my mage) the first try this time. The second wave of Endless is another story though...
  1. xinjun's Avatar
    That tank is pretty bad in the proving grounds preview. I'm sitting here going "Uh there's something shooting her over there! ... Go pick up that thing! .. Dude! ...."
  1. mireigi's Avatar
    The DPS video below just shows Gold for DPS, stopping a few waves before the end. This is a somewhat older version of Gold, the current version on the PTR is significantly easier.
    Easier? The one showcased was easier than RFC as a 90 Hunter.

    I thought it would be group play like in the other two videos. Manage your threat, peel for the healer when tank is slacking, prioritize targets and CC/Off-Tank to avoid getting swarmed.
  1. mmoc72325f987f's Avatar
    so first tank will be every monk and last will be warrior tank
  1. mmocb1848b600a's Avatar
    Quote Originally Posted by xinjun View Post
    That tank is pretty bad in the proving grounds preview. I'm sitting here going "Uh there's something shooting her over there! ... Go pick up that thing! .. Dude! ...."
    Bad is an understatement.
  1. Wayne25uk's Avatar
    You know what would be cool? A proving ground for pets ie hunters and warlocks and dks there is 2 modes,u can either send him out auto and just click his cds when they pop or the 2nd mode is you take control of said pet and do all the actions yourself.

    Or an even cooler proving ground feature,you get turned into a random npc from the world of warcraft universe and have to fight as him/her/it against a player who also is a random npc. Imagine the battles THE LICH KING VS OLD BLANCHY or DEFIAS PILLAGER VS RABID WILD BEAR orrrrrr ermmmm TIMMY VS MANKRIKS WIFE!
  1. ZenX's Avatar
    Quote Originally Posted by Gilian View Post
    I think those are mostly people who just don't care. There are a sort of ingame guides, tooltips, etc. that they don't want to read. Why would they start doing proving grounds?
    For a pug you could ask for the achievement or something. But why do proving grounds instead of queueing for LFD?

    I'm just wondering how this is going to work. It's great that you have something to practice on solo now but Blizzard has added a lot of tools in the past but it doesn't really look like people are using them a lot. (The average player doesn't feel the need/want to get better at their role, I think...)

    edit: Now that I read the whole blue post it sounds more like a fun solo feature than a feature to help players improve and avoid frustration in, especially, random LFD and LFR groups. That's fine. Let's just not pretend like it's going to change anything or people asked for this feature for years .
    Quote Originally Posted by Collected View Post
    If players jumped into the game at level 90 I could perhaps understand this but I thought the whole point of starting a character was you start at level 1 and you learn the class as you progress up the levels. For example I had never healed before I started a healer.. I jumped into an instance as soon as I could and I learnt to heal on the job. And personally I think it's the best way of learning, knowing that if you fail, people die. You learn to think quickly and pick priorities in your heals. You get thrown curve balls. I loved it. Will a single player experience offer that? I'm not so sure. Healing a bot is great and all but do they screw up like real players and stand in fire etc? Or pull two groups instead of one? Oh and I didn't let anyone die until BC dungeons.. so learning with real people in instances doesn't always equal tears.

    Also with tanking.. great, you learn about threat or whatever. But will it teach you how to pull packs of mobs? Or not to pull until your healer is ready and has enough mana?

    Maybe this is for the people boosted to level 80 or 85 or whatever is it now. Maybe i'm being too critical. I'm sure it's a nice feature. It just feels weird to me.
    This is why the WoW community is deemed a foul one nowadays.

    People play the game for fun and having have to read walls of texts which you had to dug up for proper/gear/spec/keybinds is a big dent on the experience of the casual player. Why?

    Due to how game works right now questing is only really viable when you are a dps. Hence, a class with other specs than dps may end-up in level-cap with only limited knowledge of his/her class outside the spec they played with all along.

    However, suppose you are a Priest who wants to try out the healing aspect of his/her class, your first time doing in a dungeon leads into the following:
    a) Gets you kicked out of the instance as well as being insulted
    b) Making a group of tolerant people miserable
    c) Ending up with a poor soul who is kind enough to switch to healing so that (s)he do your role instead while you dps as you used to.

    In all three cases you end-up with an undesirable gaming model due to at least a single player experiencing bitterness instead of having fun.

    For this reason proving grounds is essential to gameplay as well as being a viable pre-condition to using "Looking-for" tools to enchance the overall player experience.

    To elaborate more on this point:
    The completion of proving grounds' can be made into the pre-condition for using LFBG/LFD/LFR, to queue for Flex raiding and HC Scenarios.
    In turn to make them appealing at the same time, the initial completion of these scenarios can reward half of the equivalent currency for the most expensive main-armor piece.

    The examples are as follows:
    A priest dings level cap and is required to complete the bronze-level of DPS-proving grounds to queue as dps in LFD and bronze-level of Healer-proving grounds to queue as a healer in LFD. LFD, LFBG and maybe the Scenarios would require the completion of Bronze-level.
    Upon completing the bronze for a spec the first time, the player would be prompted to claim their reward of 1.1k JP or 1.1k HP (Granted a chest-piece costs 2.2k JP or HP for PvE or PvP respectively).
    For pure dps classes or those that has less than 3 specs, this could be balanced so that entry into dungeons with different specs for the first would grant them 1.1k JP or 1.1k HP.
    Druids could get some exclusivity on this or the earning of these rewards would be limited to a maximum of three times.

    Same would be repeated for Silver-level which would be the requirement for queuing for LFR/Flex/HC Scenarios.

    If you complete Gold or hold a rank in the Endless trial you'd be recognized for someone being capable of normal raids or heroic raids respectively.

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