World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2010-07-02 04:48 AM

Cataclysm - MMO-Champion Updates
Things have been crazy in the past 24 hours for me (the world came to an end a couple of times) and it's time for a mini site update.

At this point, I'll assume you all had the time to go through the intial wave of Cataclysm content. A lot more updates are coming but pushing the first wave of content and staying online was really something important, working on content before the NDA lift was very pointless since I had no way that my work would even have a chance to reach the public before it has to be updated again. Things have changed, and we're entering a wonderful world of non-boring news for the next few months.

The recent forum posts box at the top of the front page will be back during the day, the Cataclysm menu should be available during the day as well and I will most likely restore the Patch 3.3 menu. All the others menu will be gone (seriously, who checks Ulduar loot lists these days?)

One last thing, when we went live yesterday WoWTal.com wasn't updated to the last version of the Beta patch. This is now fixed.


Cataclysm Beta Invitations
[blizzquote author=Lylirra source=http://blue.mmo-champion.com/t/25626285604/world-of-warcraft-cataclysm-beta-now-live/]It's important to keep in mind that we're distributing World of Warcraft: Cataclysm beta invites the same way we distributed StarCraft II beta invites. Instead of sending out a beta code via email and requiring the user to flag their own account, we're doing all of that for you. The invitation process is running, but it takes time to flag each account that's eligible.

Players who opted in and were selected as recipients for this first round of beta invites will likely be informed through Battle.net Account Management sometime today, though, potentially before the invitation email arrives. [/blizzquote]


Twin Peaks should be active on Closed Beta
[blizzquote author=Mumper source=http://blue.mmo-champion.com/t/25626456411/twin-peaks-should-be-active-on-closed-beta/]Open up the PVP interface and queue up for it! Please post any feedback you have in these forums.

Thanks! [/Blizzquote]



Wise Words from Zarhym
Reminder: It's a BETA. Stuff changes.
[blizzquote author=Zarhym source=http://blue.mmo-champion.com/t/25626046467/lol-so-much-for-troll-druid/]As we are in beta though, all things are subject to change and not necessarily finalized. I'm only suggesting that player feedback remains constructive and people do not focus too much attention on what has been data-mined, as if it's absolutely the content you'll see implemented when the expansion is released. [/blizzquote]

It's probably worth pointing out that posts about datamined contents will be deleted on the official forums.
[blizzquote author=Zarhym source=http://blue.mmo-champion.com/t/25626576296/blues-are-suggestions-not-allowed-here/]If the post was linking to data-mined images, it was deleted. These forums are for discussing beta content and gameplay, as well as reporting bugs, making suggestions, and providing feedback. It is still a violation of the EULA and forum Code of Conduct to post or link to reverse-engineered or data-mined content, as much of the yet-to-be-implemented Cataclysm content remains a work in-progress. We want your feedback on what is available now, not what someone pulled out of the dark trenches of the game files and posted for all to see.[/blizzquote]

For the moment I strongly suggest that you avoid discussing datamined content on the official forums, we have our own Cataclysm forums, use them.



Cataclysm Beta Blue Posts
The Alpha/Beta forums are now public and the blue posts from the past few months are now available. I did my best to not miss anything important, don't hesitate to point out anything missing.

As a reminder, the Blue Tracker also tracks the beta forums now. When we're all up to date, it will be time to work on new stuff!
Originally Posted by Blizzard Entertainment
Items
Cataclysm Gear much more powerful than WotLK's
Since we're only raising the level cap to 85 in Cataclysm, one of the goals is to pack as much content and gameplay as possible into the new 78-85 zones and dungeons. We don't want the leveling experience from 80-85 to feel as if it's only half of the content we've provided in the last two expansions. So, with that comes more substantial scaling of items and character power with each level gained. A level-82 character should feel significantly more powerful than a level-80 character, for example. There are some epic and legendary items from Wrath of the Lich King raid content which may take a while to replace, but chances are most of your gear will be replaced by the time you start running level-85 normal 5-player dungeons.

The first rule of thumb, as usual, is that you'll probably be focused on the stats most important to your class. If you're, say, an Unholy death knight, you probably won't be replacing items until the strength on the new gear outweighs the strength on what is currently equipped, even with gems and enchants considered. By the time this occurs you'll also likely be incorporating the benefits of Mastery rating.

[...] The concept is very much the same as the previous two expansions. We expect players leveling new characters in BoA gear, questing greens and maybe even some dungeon blues to be able to head into either of the first two Cataclysm zones at level 78 and do just fine. If you're wearing mostly quest-reward items, you can expect to replace them very quickly in Vashj'ir or Mount Hyjal. (Source)

WotLK to Cataclysm Spellpower Conversion
We're trying to keep everyone at about the same power level at 80. We want your Fireballs and Flash Heals to show about the same numbers before and after the conversion.

Now as soon as you gain a level from 80 to 81 all bets are off and numbers are going to start changing dramatically. (Source)

Beta Testing
Guild Achievements / Guild Leveling
Guild Achievements are planned for Cataclysm as well as the Guild Leveling feature (more on that to come). These systems are not yet implemented in the beta. (Source)

Deepholm / Beta Level Cap
This build of beta does not have Deepholm available for testing. It has the same zones you've been testing with a lot of bug fixes, polish and new bugs.

Deepholm + level cap + new dungeons soon... (Source)

Worgens - Customizing the Human Form
You might not be able to customize your human separately from your worgen, but you will at least be able to see both at the same time so you won't be surprised when you zone in. We don't want anyone to have to keep creating and deleting worgen to get the look they want. (Source)

Raids & Dungeons
Cataclysm Raid Buffs and Debuffs
Check the original post for more details.

Dungeon Keys
Yep, we're removing the dungeon keys and the need for them. Thanks for finding a couple places I missed. We're not in a rush to remove the keyring, quest team still occasionally uses it and the Burning Crusade Heroic unlock items are there as well for now. (Source)

Classes
Talent Trees Changes
We are making some more dramatic changes to the existing talent trees (even the ones we have released publicly already) so you'll unfortunately need to wait a little longer to get a feel for the mage and other trees. (Source)

Hit % in Character Panel
We will at least show "hit needed for a target of your level AND hit needed for a target of your level +3." If we get fancy, we'll let you pick the target level through UI and examine all of your stats in that context. (Source)

Tanking Talents
We are keeping Toughness, because tanks like to improve their survivability and very consistent damage reduction is more desirable than procs. Anticipation and Deflection aren't going to survive the Cataclysm. /sniff

Threat in Cataclysm
On threat, one of the changes we're considering trying out is to have threat decay pretty rapidly. The idea is that a tank should never be able to get so far ahead on threat that they can AFK for the rest of the fight. It might sound like a nerf, but really the intent is to make sure that the tank's job is never done -- that what you do will remain important.

The tuning wouldn't be such that if you missed a couple of swings that the warlocks would pull aggro. The feeling would be more that you have to still make decisions with regard to threat generation throughout the fight.

Furthermore, we are exploring the threat generation of Misdirect and Tricks of the Trade being temporary. That way it would still be useful for initial pulls or when adds join the fray, but wouldn't be a crutch to keep tank threat consistently high throughout a fight. Tanks are already dependent on other classes for their survival -- we want threat generation to be primarily the tank's responsibility. (Don't take that to mean that dps classes won't have to watch their threat or use threat dumps -- it just means we don't want to have tanks relying on other classes to generate threat for the tank.) (Source)

Parry
We're also not happy with the new implementation of parry, where you take 50% damage from two swings. It sounded good on paper, but after testing it out we thought the second swing just feels goofy and confusing. Our plan is to revert parry back to 100% avoidance and remove the concept of swing speed increase for any creature (players could still do it). We would change the budget on parry to be exactly the same as dodge. We'd also like to add some more talent hooks that favor say parry over dodge for some classes -- stuff like "After a successful parry...." (Source)

Healing Model in Cataclysm
We've had many threads on this topic already, some with blue posts, so I feel like I'm starting to sound like the proverbial broken record here, but I'll give it a go one more time:

-- We want to add talents that are more than just +healing. You've got plenty of those.
-- There are opportunities for *every* healer to dps.
-- Opportunity 1. Leveling or soloing. Not every healer wants to use their dual spec on say Elemental or Shadow.
-- Opportunity 2. PvP. Good healers, especially priests in today's game, can contribute a lot of damage.
-- Opportunity 3. Dungeons. This is particularly true when the content is easy and you want to get through it quickly. Healing more doesn't make things go any faster. Dealing damage does.
-- Opportunity 4. Raids. No matter how challenging the content, there are moments when nobody is taking damage and you can spare the mana. Your choices are do nothing, tab out to YouTube, or maybe do a little damage.
-- If you are the kind of healer that never, ever, ever wants to do damage under any circumstances, then don't. You'll have choices to avoid anything dps-related.
-- I also don't think you'll be expected to dps. Your 2-3 dps talents aren't going to let you compete with a mage. There are very few fights balanced along such a razor's edge that your dps will contribute more than say what the rogue and lock could add if they just stepped it up a bit. Besides, in those really challenging fights, you probably are going to have to devote all of your GCDs and mana towards actual healing.

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
DK Rotations with the new Rune System
Rotation-wise, imagine that say a Frost DK has a rotation similar to what you have today: Plague Strike, Icy Touch, Blood Strike, Blood Strike, Obliterate with Frost Strike using runic power. The difference will be the procs and other things to fill in the rune uses. For example, Frost will be generating a lot more runic power, so you might be able to work several Frost Strikes or Death Coils in among those Blood Strikes. You might also get runes to recharge for free, allowing you to get another Blood Strike, Icy Touch or perhaps even Howling Blast in there. At high level, abilities like Outbreak will let you skip the disease application abilities and go right to the big guns. (Source)

AE Tanking and Howling Blast
As far as tanking goes, with DnD, Blood Boil and Pestilence, we think DKs will be fine, particularly given that we expect to see less AE tanking in general. Remember, part of the reason we're going to a single DK tanking tree is so we can give tanks everything they need without having to make multiple versions of spells for every mechanic or niche.

We think Howling Blast has been a little marginalized for Frost of late and we're taking a look at giving in a larger presence. (Source)

Druid (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Eclipse and Balance
Here are a few clarifications on Eclipse and Balance intent is general. As you probably guessed, part of what you're seeing is a work in progress.

On Eclipse -- Currently Eclipse has a 30 sec cooldown on its proc, so it may be beneficial sometimes to say proc Lunar, go almost halfway to Solar but then just go back and proc Lunar again depending on the situation. In an upcoming build you cannot proc Lunar unless you proc Solar, and visa versa.

Eclipse’s “predictability” -- A new talent is being added that if taken will make lunar/solar energy gain a little more random, so as to make Eclipse less predictable.

Haste caps and Nature’s Grace -- We’re addressing the haste situation in a few ways. We’re going to up the cast time of Wrath to 2.5, up from 2 sec base (so 2 sec after you get Starlight Wrath). This should help the clipping issues. In general, your haste and crit stats won’t be as inflated as they were in Wrath of the Lich King so it will be more unlikely for you to reach caps for those stats. However, we are also considering short term haste power gains to scale off of your existing haste values. What that means is that instead of just increasing your haste by 20%, it instead will increase the haste value on your paper doll (or rather, the sum of how much haste you have itemized) by a percentage. So the more haste you have, the stronger the effect of Nature’s Grace is.

Movement -- DPS issues with movement are addressed in Wrath of Cenarius. The gameplay is you spam Moonfire while moving, similar to how a Frost Mage may spam Ice Lance or a new Warlock may spam Fel Flame. If you proc Lunar eclipse while moving, this does amplify your damage done by WoC/Moonfire but of course isn’t easy or practical. Moonkins can also maintain their DoTs while moving.

Talent choices -- The new talent design philosophy is to reduce a lot of passive, “no brainer” talents in the tree. Most of these are “PvE” talents which are mostly passive damage modifiers. “Gameplay” talents (aka talents that have a visceral change of how you play your class) are always dubbed “PvP talents” at first, but often have emerging gameplay once players learn to use them. We think there will be plenty of situations where a persistent AE silence or a line of mushrooms creating a 75% snare have PvE usage. In LK beta, some Moonkins were upset that Typhoon had no PvE usage. Not all of these abilities increase dps against a solo, Patchwerk-style stationary boss, but we try not to have too many of those encounters.

A side effect of the new talent philosophy is that there will be less math decisions over “PvE bloat,” which will be disappointing for some high-end players who like crunching math. We’re sorry. (Source)

Hunter (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Aimed Shot Cast Time / Dead Zone in Cataclysm
It's not a "dead zone." It's a minimum range. I say that because many hunters use "dead zone" to refer to an old design quirk where there was a range at which neither range nor melee attacks would work. We haven't had a dead zone for some time.

If a melee is up in your stuff, you have a couple of choices. Choice one is to use your melee abilities. Choice two, which will probably work out better, is to get away from them and resume using ranged attacks. You have several defensive cooldowns you can use to gain distance or survive long enough to gain distance. Your third choice is to keep shooting even with someone attacking you in melee. By design that is supposed to be quite ineffectual.

In Cataclysm, hunters have some capacity to do damage while moving, but again that's not going to be a super effective way of dealing damage. It's a last resort.

[...] I meant trying to shoot while someone is in melee with you isn't going to work out well. We don't want a model where the hunter goes about his merry way while melee dudes are trying to melee him. (Source)

Looking for Dungeon "Unlock"
The vast majority of our dungeons must now be visited and their entrances explored before you can LFG for that dungeon. A few classic dungeons will always be available that are extremely hard to visit or are low level. Ragefire Chasm, Stormwind Stockade, Deadmines, and Wailing Caverns are automatically unlocked. (Source)

Hunter Changes
We wanted to share some our intent with some of the hunter changes, which will in turn help you give feedback.

Focus -- We'll be messing with ability costs for some time. Depending on your weapon, autoshot costs can be higher than "focus dump" abilities, which clearly won't work. We're working on a DPCT priority list that makes more sense. As far as regen goes though, we think the current rate is about right. We don't want the rotation to become erratic and we like the gameplay of building focus through shots. In situations where you just can't stand still, such as kiting, you can use the new Aspect of the Fox. We've tied the focus regen for using cast-time shots during Aspect of the Hawk, otherwise there would be no reason to be in anything but Fox. Focus is more of a combo between rage and energy, since you build it and use it up. The skill of playing a hunter involves keeping your focus high enough -- as it is somewhat random due to procs -- but use it before you overflow.

Shots -- Each hunter talent tree has a "signature" focus dump: Survival has Explosive Shot, Marks has Chimera Shot, and Beastmaster has Raccoon Shot... I mean Kill Command. These all have cooldowns, so if you are at 100 focus, use Kill Command and still have focus left over, you can use Arcane Shot next. This is why Explosive and Arcane no longer share cooldowns. Once you figure out which abilities to use for each spec, the number of abilities you need to manage should feel less daunting. For example, Marks would use Serpent Sting, Steady Shot, Arimed Shot, Chimera Shot and Arcane Shot on a boss fight, and Serpent Sting gets refreshed automatically. Think less in terms of shot rotations and more in terms of prioritizations.

Pets -- We haven't done our design pass on them yet. The design is for them to no longer receive raid buff since they get complete scaling from the master (and we don't want them to double dip). Their abilities will be divided into 3 categories: basic focus dumps (e.g. Claw), specials (e.g. web), and exotic abilities for the BM exotic pets. Specials never cost focus and basics have short cooldowns but meaningful damage. All pets will do the same dps. We don't want "wolf or die" in Cataclysm (and before that it was cat). Each pet family will bring a unique raid buff, allowing hunters to be wildcards for when you are lacking something. The ease of swapping pets will facilitate this further.

Cobra Shot -- We're not happy with the damage yet. We want BM to basically not use Steady ever again. Marks may use Cobra in PvP situations where spell damage trumps physical damage.

Kill Command -- We like the Frenzy / Focus Fire mechanic, but are likely to make it it's own clicky and not tied to Kill Command. Kill Command itself will be the signature focus dump for BM. For other specs, it will be more situational, such as dealing damage to a target out of your (but not your pet) LoS. Marks also has the Resistance is Futile talent to give it some more use.

Aimed Shot -- We are returning this ability to be an opener once again, like Ravage or Ambush. In longer fights, Master Marskman can proc instant Aimed Shots, to keep the ability relevant.

AE damage -- The design is that you use Multi-Shot on 2+ targets, and Explosive Trap and Volley on 4+ targets.

Venoms -- The focus cost may be too high. However, don't expect to have to use these on every target. Part of separating Serpent Sting from the Venoms so that they could be more situational. Even Serpent Sting isn't necessary on every target, especially those that will die quickly. Instead 2-3 Steadies with an Arcane or Kill Shot should do the job. Hunters are used to using every ability on every target because there is no real resource cost with mana. Now priority and efficiency become important.

Ultimately, we think these changes will solve some of the problems the hunter class has had as well as making them more fun to play, or we wouldn't be going through so much re-design. (Source)

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Shatter
Shatter has been a lot of things. At the moment it is double crit chance vs. frozen targets for 1 point and triple crit chance vs. frozen for 2 points. I'll try to update some of the other concerns and make corrections when I get some time. (Source)

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Critical Immunity on Holy Shield
The crit immunity is a permanent passive for spec'ing that deep into the tree. (Source)

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Rockbiter taunt effect
Shaman won't be a tanking class. The Rockbiter effect is for very situational uses, such as say an Enhancement shaman who wants to try and rescue a healer in a 5-player dungeon who has aggro. (Source)

Warlock (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Trolls and Dwarves Warlock
Trolls and dwarves can be warlocks. It's official. (Source)

Soul Burn
• PvE applications
Many of Soulburn’s effects are gameplay oriented, so they’re less desirable in situations where all you care about is your passive damage (like say a solo boss encounter). For those situations you will use Demon Soul (which may not be in your current build), which is more or less a short term damage percent power gain, depending on what pet you have. So often in boss encounter you may use your three shards on Demon Soul, and during dungeons, soloing, or PvP skirmishes you might use the different soul shard effects depending upon the situation (since you can replenish them easily through adds on trash etc via Drain Soul).

• UA Soulburn effect
This most likely won’t be implemented, because it conflicts too much with Fel Flame’s mechanic. Why burn a shard for amplifying the damage done from re-casting UA when you could just refresh it with the upfront damage from Fel Flame?

• Tooltips and education
Ideally, we'd like to educate players on Soulburn effects through quests. Listing the spells it effects in the main tooltip is also an option, our only concern is it just becoming a short novel. When you cast Soulburn, it should change the tooltip of spells it effects. In a future build it will also “highlight” the icon of your spells which it affects. (Source)

Warrior (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator)
Titan's Grip and Single-Minded Fury
Titan's Grip and Single-Minded Fury are mutually exclusive. There is no need to have both talents in one build (I guess unless you just want to be prepared for any potential weapon drop).

Single-Minded Fury only applies when you are dual-wielding one-handed weapons. We will clean up the tooltip.

Fury and Enrage mechanics
We want enrage mechanics to be a bigger deal for Fury in general, so we think that covers Enrage. Blood Craze we changed to be triggered on taking damage rather than taking a crit to make it a more useful leveling talent. Not all of the talents are going to be of the variety "You hit harder" -- that's really the kind of thing we are trying to back off of. (Source)

Crit Immunity
The warrior crit immunity is on Imp Defensive Stance in the newest versions of the talent trees. (Source)

Intimidating Shout
We're also changing (probably) Intimidating Shout into a single-target, longish duration CC (basically taking off the fear from the secondary targets and increasing the duration to the Repentance level). (Source)

Thunder Clap
Thunder Clap is something we are experimenting with. It might be that it works with no cooldown if Shockwave hits hard enough for the emergency or burst threat. We also might end up changing it back. (Source)

Heroic Strike
Heroic Strike is something we're still not entirely happy with. The new design works technically, but it is still a little confusing (one of the things we wanted to avoid) and we are worried that warriors of all three trees will lose some of the visceral feel that warrior players liked about the class. Don't get me wrong -- replacing every white attack with a Heroic Strike was terrible gameplay, but being able to sneak more than one attack into a GCD could be fun too.

The new mechanic that we are trying now is Heroic Strike is still instant, but is off the GCD and with a short cooldown. The rage cost doesn't scale, but we can make it more expensive if it needs to be in order to adequately burn off rage. We are hoping the rage normalization and Inner Rare mechanics do a sufficient job on their own of keeping rage from ever getting infinite. We're still not fans of the next swing mechanic, so that isn't likely to return. It delays gratification, and ends up being really confusing because you lose the rage and damage that white swing would have caused etc. (It also causes a bug allowing dual-wield warriors to cheat their hit chance, but that's fixable in other ways.)

All of this makes us think that Heroic Strike isn't a good starting ability for warriors since teaching them to spam it is a bad thing. (Source)

Cleave
Cleave wouldn't necessarily need to match the Heroic Strike design. You could just replace say Devastate with Cleave when needed. Maul also doesn't need to use the exact same implementation. (Source)

Vigilance
One idea we like for Vigilance is for it to keep the protective aspect it has now, but instead of transferring threat to the tank, it gives them a chunk of Vengeance if the target takes damage. The nice thing about that is it turns into a great tool for an OT to use on the MT. (Source)
by Published on 2010-06-30 10:58 PM

Updates


Cataclysm Closed Beta - NDA Lift
The NDA is lifted. You're free to discuss anything on the forums.

I didn't expect it to be lifted that soon, some pages look ugly, working on it. Recent forum posts box disabled to (try to) prevent a crash of the site.


Cataclysm Forums


Models


Professions




New Zones






PvP Zones




Eastern Kingdoms











Kalimdor







by Published on 2010-06-30 10:24 PM

Blizzard Entertainment Begins Closed Beta Test for World of Warcraft®: Cataclysm™
Originally Posted by Blizzard Entertainment
IRVINE, Calif. – June 30, 2010 – Blizzard Entertainment announced today that the closed beta test for Cataclysm™, its highly anticipated new expansion for World of Warcraft®, has begun. The company has started issuing invitations to participate in the testing process to a wide range of players from around the world who signed up via their Battle.net® accounts. While enjoying an early look at the game, beta testers will provide valuable feedback to help Blizzard Entertainment find bugs, address balance issues, and polish the new content.

"Our focus with Cataclysm has been to build on the knowledge we've gained through the previous expansions to deliver the best, most compelling World of Warcraft content for our players to date," said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. "Gathering focused feedback during the beta test will go a long way in helping us reach that goal when we launch Cataclysm later this year."

Cataclysm is the third expansion for World of Warcraft, the most popular subscription-based massively multiplayer online role-playing game in the world. The first two expansions, The Burning Crusade® and Wrath of the Lich King®, each shattered PC game sales records upon their release. In Cataclysm, the face of Azeroth will be forever altered by the return of the corrupted Dragon Aspect Deathwing. Players will explore once-familiar areas of the world that have now been reshaped by the devastation and filled with new adventures. In an effort to survive the planet-shattering cataclysm, two new playable races -- worgen and goblins -- will join the struggle between the Alliance and the Horde. As players journey to the new level cap of 85, they'll discover newly revealed locations, acquire new levels of power, and come face to face with Deathwing in a battle to determine the fate of the world.

For more information on World of Warcraft: Cataclysm, please visit the official website at http://www.worldofwarcraft.com/cataclysm. To set up a Battle.net account and sign up for a chance to participate in the World of Warcraft: Cataclysm beta test, please visit the official Battle.net website at http://www.battle.net.
by Published on 2010-06-30 10:57 AM

Update #6 - European servers are slowly coming back online.


Halion 10/25 US First Kill by Premonition
Premonition (US - Sen'jin) killed Halion in 10/25-Man Heroic Mode during the night and already released a full video of the 10-man fight.



BlizzCon® 2010 Dinner to Benefit Children's Foundation
[blizzquote author=Nebu source=http://www.worldofwarcraft.com/index.xml]Before the BlizzCon festivities begin, we’re inviting you to join us for an evening of good food and good conversation -- all for a good cause. On Thursday, October 21, Blizzard will be hosting a special dinner to benefit the CHOC Children's Foundation, where guests will have an opportunity to meet and chat with game developers, artists, executives and other folks from Blizzard Entertainment.

From July 13 through July 15, we'll be holding an online drawing to determine who can win an opportunity to purchase tickets to this event. A total of 200 tickets will be available for $500 USD each (limit two per person), and the proceeds will benefit the CHOC Children's Foundation. In appreciation of your donation, you'll receive:

  • Dinner and an opportunity to converse with executives, artists, developers, community managers, and others from Blizzard Entertainment
  • A signed print featuring Blizzard Entertainment artwork
  • One BlizzCon 2010 ticket (a $150 USD value)

The BlizzCon 2010 benefit dinner will take place Thursday, October 21 from 6 p.m. to 10 p.m. at the Hilton Anaheim hotel. To opt in to the ticket drawing and view the official rules for this opportunity, visit the official BlizzCon website between July 13 and July 15. [/blizzquote]
by Published on 2010-06-29 10:18 PM

Update - Added the Patch 3.3.5 stuff for European readers who get their patch today.



Ruby Sanctum now available
The Ruby Sanctum is now available on US servers and will most likely be available when EU servers come up.

25-Man Loot Table

lvlTypeSpecSlotItem
284PlateMelee.DPSFeetApocalypse's Advance
284PlateSpellFeetForeshadow Steps
284PlateTankingFeetTreads of Impending Resurrection
284MailPhys.DPSFeetReturning Footfalls
284MailSpellWaistSplit Shape Belt
284LeatherPhys.DPSWristUmbrage Armbands
284LeatherSpellWristPhaseshifter's Bracers
284ClothSpellWristBracers of Fiery Night
284CloakSpellBackCloak of Burning Dusk
284NeckMelee.DPSNeckPenumbra Pendant
284FingerPhys.DPSFingerSignet of Twilight
284FingerSpell MP5FingerRing of Phased Regeneration
284TrinketPhys.DPSTrinketSharpened Twilight Scale
284TrinketTankingTrinketPetrified Twilight Scale
284TrinketSpell DPSTrinketCharred Twilight Scale
284TrinketHealingTrinketGlowing Twilight Scale
lvlTypeSpecSlotItem
271PlateMelee.DPSFeetApocalypse's Advance
271PlateSpellFeetForeshadow Steps
271PlateTankingFeetTreads of Impending Resurrection
271MailPhys.DPSFeetReturning Footfalls
271MailSpellWaistSplit Shape Belt
271LeatherPhys.DPSWristUmbrage Armbands
271LeatherSpellWristPhaseshifter's Bracers
271ClothSpellWristBracers of Fiery Night
271CloakSpellBackCloak of Burning Dusk
271NeckMelee.DPSNeckPenumbra Pendant
271FingerPhys.DPSFingerSignet of Twilight
271FingerSpell MP5FingerRing of Phased Regeneration
271TrinketPhys.DPSTrinketSharpened Twilight Scale
271TrinketTankingTrinketPetrified Twilight Scale
271TrinketSpell DPSTrinketCharred Twilight Scale
271TrinketHealingTrinketGlowing Twilight Scale


10-Man Loot Table

lvlTypeSpecSlotItem
271PlateTankingFeetScion's Treads
271PlateSpellWaistSurrogate Belt
271PlateMelee.DPSWristBracers of the Heir
271MailSpellFeetBoots of Divided Being
271MailPhys.DPSShoulderTwilight Scale Shoulders
271LeatherSpellHandsChangeling Gloves
271LeatherMelee.DPSChestGloaming Sark
271ClothSpellWaistMisbegotten Belt
271CloakSpell MP5BackAbduction's Cover
271FingerMelee.DPSFingerZarithrian's Offering
271FingerSpell HitFingerSaviana's Tribute
271NeckMelee.DPSNeckBaltharus' Gift
lvlTypeSpecSlotItem
258PlateMelee.DPSWristBracers of the Heir
258PlateTankingFeetScion's Treads
258PlateSpellWaistSurrogate Belt
258MailPhys.DPSShoulderTwilight Scale Shoulders
258MailSpellFeetBoots of Divided Being
258LeatherPhys.DPSChestGloaming Sark
258LeatherSpellHandsChangeling Gloves
258ClothSpell HitWaistMisbegotten Belt
258CloakSpell MP5BackAbduction's Cover
258FingerMelee.DPSFingerZarithrian's Offering
258FingerSpell HitFingerSaviana's Tribute
258NeckMelee.DPSNeckBaltharus' Gift



Ruby Sanctum PTR - Halion Kill Video
EF BIE EI (EU - Dalvengyr) released a video of their kill of Halion on the PTRs.




Hallion Skills - All Phases

All Phases
Twilight Precision Halion's insight into movement between phases allows him to deal unexpected strikes, increasing his chance to hit by 5% and reducing the enemies' chance to dodge his attacks by 20%.


Phase 1 - Physical Realm

Phase 1 - Physical Realm
Meteor Strike Deals 75000 to 85000 Fire damage to enemies within 12 yards. The Meteor lands after a few seconds and shoots lines of fires throughout the area. In heroic mode, it also spawns a Living Inferno add. (Meteor Strike)
Flame Breath Inflicts 39375 to 50625 Fire damage to enemies in a cone in front of the caster. 45 yd range. 2 sec cast.
Fiery Combustion Engulfs an enemy target in flame, dealing 4000 Fire damage every 2 sec. Every time Fiery Combustion deals damage, it generates a Mark of Combustion charge on the target. When Combustion fades or is dispelled, it unleashes a patch of fire proportional in size to the number of charges present at the time. Either curse or magic removal may cleanse this affliction.
Combustion Deals 7000 to 9000 Fire damage and causes an additional 2000 Fire damage every 2 sec to targets that remain within the explosion area. 6 yards radius.


Phase 2 (75% Health) - Twilight Realm

Phase 2 (75% Health) - Twilight Realm
Dusk Shroud An aura of twilight energy emanates from the caster, causing nearby enemies to suffer 6000 Shadow damage every 2 sec. Affects all player in the Twilight Realm.
Twilight Cutter Fires a beam of concentrated twilight energy, dealing massive Shadow damage to any enemies that make contact with it. The Twilight Cutter beam is created by the two spheres rotating around the area during the Twilight Realm Phase. The beam lasts 10 seconds and appears every 30 seconds.
Dark Breath Inflicts 39375 to 50625 Shadow damage to enemies in a cone in front of the caster. 45 yds. 2 sec cast
Soul Consumption Engulfs an enemy target in dark energy, dealing 4000 Shadow damage every 2 sec. Every time Soul Consumption deals damage, it generates a Mark of Consumption charge on the target. When Consumption fades or is dispelled, it unleashes a dark explosion proportional to the number of charges present at the time. Either curse or magic removal may cleanse this affliction.
Consumption Deals 8750 to 11250 Shadow damage every second to targets within 6 yards.


Phase 3 (50% Health) - Corporeality

Phase 3 (50% Health) - Corporeality
Corporeality In the last phase of the fight, Halion opens portals to the Physical and Twilight realms and the raid has to split to fight him in both phases. He starts with 50% Corporeality, the % goes up and down depending on how much damage Halion takes in both realms, if you deal a lot of damage in the physical realm he will start dealing and taking less damage in the Twilight realm, and vice versa.

The goal in this last phase of the fight is to balance the amount of DPS in both realms to make sure the Corporeality % stays between 40 and 60%.



Instance Screenshots









World Map and Loading Screen



Ruby Sanctum Questline
A couple of quests will be added to the game to introduce the Ruby Sanctum. If you do not know who are the dragons mentioned in the quest descriptions, you might want to check the Dargonax / Sinestra articles on WoWWiki.

Quest - Trouble at Wyrmrest
Objective - Speak with Krasus at Wyrmrest Temple in Dragonblight.
Description
My old friend Krasus sends word of dire happenings at Wyrmrest, in Dragonblight. His missive was brief, but it seems that there has been some sort of attack on the Ruby Sanctum beneath the Temple.

Pressing business here in Dalaran keeps me from attending to the matter personally, but I have heard word of your exploits in the Lich King's Citadel and you are doubtless up to the task -- perhaps you could assist Krasus in my stead?

Quest - Assault on the Sanctum
Objective - Investigate the Ruby Sanctum beneath Wyrmrest Temple.
Description
, something terrible has transpired within the Ruby Sanctum beneath the Temple. The entry to the Sanctum is in ruins, and its guardians violently slain. We sent scouts to investigate, but they have not returned. I cannot help but fear the worst.

Enter the Ruby Sanctum and discover what has befallen the home of my flight. Once we have more information, we can plan our next steps accordingly.

Quest - The Twilight Destroyer
Objective - Defeat Halion and repel the invasion of the Ruby Sanctum.
Rewards - Emblem of Frost x 5
Description
This was no reckless attack, but rather a carefully orchestrated strike against the heart of the Red Dragonflight. Zarithrian, on the bluff over there, is overseeing the assault, but the true leader of this force is a brash and powerful Twilight dragon named Halion. Not since Dargonax has a full-grown spawn of Sinestra's twisted experiments been seen.

Slay him, , and then when the invasion has been fully repelled, report to Krasus regarding all you have seen here.


Transcripts
Last but not least, here is a transcript of the dialogue with Xerestrasza of the Red Dragonflight.

  • RS_Xerestrasza_Yell01.wav - Help! I am trapped within this tree! I require aid!
  • RS_Xerestrasza_Yell02.wav - Thank you! I could have not held out for much longer. A terrible thing has happened here.
  • RS_Xerestrasza_Say01.wav - We believed that the Sanctum was well fortified, but we were not prepareted for the nature of this assault.
  • RS_Xerestrasza_Say02.wav - The Black Dragonkin materialized from thin air, and set upon us before we could react.
  • RS_Xerestrasza_Say03.wav - We did not stand a chance. As my brethren perished around me, I managed to retreat here and bar the entrance.
  • RS_Xerestrasza_Say04.wav - They slaughtered us with cold efficiency, but the true focus of their interest seemed to be the eggs kept here in the sanctum.
  • RS_Xerestrasza_Say05.wav - The commander of the forces on the ground here is a cruel brute named Zarithrian. But I fear there are greater powers at work.
  • RS_Xerestrasza_Say06.wav - In their initial assault I caught a glimpse of their true leader, a fearsome full-grown Twilight Dragon.
  • RS_Xerestrasza_Say07.wav - I know not the extent of their plans heroes, but I know this: they cannot be allowed to succeed!

Halion also has a couple of interesting lines.

  • RS_Halion_Aggro01.wav - Your world teeters on the brink of annihilation. You will all bear witness to the coming of a new age of destruction!
  • RS_Halion_Beserk01.wav - Not good enough!
  • RS_Halion_Death01.wav - Relish this victory mortals, for it will be your last. This world will burn with the Master's return!
  • RS_Halion_Phase2.wav - You will find only suffering within the realm of Twilight. Enter if you dare.
  • RS_Halion_Phase3.wav - I am the light AND the darkness! Cower mortals before the Herald of Deathwing!
  • RS_Halion_Slay01.wav - Another hero falls.
  • RS_Halion_Slay02.wav - Ha Ha Ha!
  • RS_Halion_Spawn01.wav - Meddlesome insects, you're too late! The Ruby Sanctum is lost.
  • RS_Halion_Special01.wav - The heavens burn!
  • RS_Halion_Special02.wav - Beware the shadow!




Battle.net Real ID
The big feature of this patch is the addition of Battle.net to the game.


[blizzquote author=Blizzard source=http://us.battle.net/realid/?rhtml=y]One of our goals for the new Battle.net is to create the framework for an online gaming experience that is even more accessible, more engaging, and more entertaining than the previous Battle.net. Our new Real ID feature is an integral part of this effort, providing you with advanced ways for forming and maintaining meaningful relationships with your friends on the service.

Real ID is a completely voluntary and optional level of identity that keeps players connected across all of Battle.net. When you and a friend mutually agree to become Real ID friends, you'll have access to a number of additional features that will enrich your social gaming experience in new and exciting ways.

Read the Real ID FAQ for additional details.

Real Names for Friends
Your Real ID friends will appear under their real-life names on your friends list, alongside whatever characters they're playing. Gone are the days of having to remember which of your friends is which. You'll also see your friends' real names when chatting, communicating in-game, or viewing their character's profile.

Cross-Game Chat
With Real ID, friends can now chat cross-game, cross-realm, and cross-faction across all supported Blizzard games. In World of Warcraft and need more players for your Icecrown Citadel raid? You check your Real ID friends list to see if anyone's available, and sure enough, a couple of guildmates are playing a 2v2 ranked match in StarCraft II. Real ID makes it easy to ask them to come along.

Rich Presence
See additional information on your friends list about what your Real ID friends are up to. Find out what your friends are doing and which games and modes they're playing in real time. Invite that buddy just sitting around in Dalaran to play some StarCraft II with you without fear of interrupting a raid or a heated Wintergrasp match.

Broadcasts
Broadcast a short status message for all of your Real ID friends to see, whether you want to issue a call-to-arms or let your friends know about an important change of plans. You can also read your friends' broadcast messages on the "Recent Broadcasts" feed on the Battle.net welcome page -- kind of a "corkboard" to leave messages to your friends when offline or busy.

Friend Once, See All Characters
When you agree to become Real ID friends with another player, both of you will automatically see all the other's characters on your friends list. You'll even see any characters your friend creates in future Blizzard games, carrying your social network forward and helping you stay connected with the people you enjoy playing with most.
[/blizzquote]


Official Patch Notes
Originally Posted by Blizzard Entertainment
World of Warcraft Client Patch 3.3.5

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patch...atchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

Assault on the Ruby Sanctum
For ages the red dragonflight and its noble matriarch, Alexstrasza the Life-Binder, have dedicated themselves to preserving all life on Azeroth. Recently, the very heart of this virtuous dragonflight has come under threat.

An eerie silence has settled over the Ruby Sanctum, the red dragonflight's sacred lair within the Chamber of the Aspects. This troubling development has led to fears that the sanctum, home to Azeroth's largest clutch of red dragon eggs, has been breached by an unknown, sinister force. If these claims are true and immediate action is not taken, the benevolent red dragonflight might be crippled forever.

Real ID: A New Way to Connect With Your Friends on Battle.net
One of our goals for the new Battle.net is to create the framework for an online gaming experience that is even more accessible, more engaging, and more entertaining than the previous Battle.net. The newly released Real ID feature, available to World of Warcraft players as part of patch 3.3.5, is an integral part of this effort, providing you with advanced ways for forming and maintaining meaningful relationships with your friends on the service.

Real ID is a completely voluntary and optional level of identity that keeps players connected across all of Battle.net. When you and a friend mutually agree to become Real ID friends, you'll have access to a number of additional features that will enrich your social gaming experience in new and exciting ways. Go here for more details.

General
  • The Ruby Sanctum, an all-new 10- and 25-player raid dungeon featuring normal and Heroic difficulties, has been added! Players will find the dungeon entrance below Wyrmrest Temple in Dragonblight. Please note due to the way this patch is being applied in all regions, this dungeon will not immediately be available in North America. Stay tuned to our General Discussion forum for an official announcement on the opening of the Ruby Sanctum.
  • The functionality of the Vote Kick feature in the Dungeon Finder will now behave differently according to a player's history with the system. Players using the Dungeon Finder who rarely vote to kick players from a group, or rarely abandon groups before a dungeon is complete, will find that the Vote Kick option will have no cooldown. For players who frequently abandon groups or vote to kick other players, the Vote Kick option will be kept on a cooldown. This functionality will adjust itself as a player's behavior while using the Dungeon Finder changes.

User Interface
Chat Frame
  • Players can now right-click on any chat type (Whisper, Trade, General, Party, Raid, etc.) and choose to move conversation types into separate windows. This will move that chat type to a separate tab in the Chat frame which can be undocked and moved anywhere on the screen.
    • Using the Move to Whisper Window option on a Whisper will place the conversation with that player in a separate tab.
    • Any time a conversation with another player is put into its own tab, the tab will glow when a new message is received.
  • Hovering over the Chat Frame and using the mouse wheel will allow players to scroll through chat text.
  • Players can select Classic Mode under Interface Options to keep the Chat Frame functionality closer to what it was prior to patch 3.3.5.
  • The Simple Chat User Interface option has been removed.

Friends List
  • A new icon has been added to the top left of the Chat Frame which will open up the Friends list.
  • In addition to its current functionality, the Friends List will now allow players to add Battle.net accounts (Real ID). Players will have to confirm that they are friends in order for a Real ID to be added. Once Real ID friends, players can communicate cross-game, cross-faction and cross-realm.
  • A new Pending tab has been added where players can accept or decline a Real ID friend request, or select the Report Spam or Block Communications buttons.
  • Players can now select from three statuses which will be visible to their friends: Available, Away and Busy.
  • A Broadcast window has been added to the top of the frame. Players can use this to broadcast a message to all of their Real ID friends online. This message will also be displayed under the broadcaster's Real ID information in each friend's list.

For additional notes on Lua and XML changes please visit the UI & Macros forum.

AVR Mod Broken in 3.3.5
[blizzquote author=Bashiok source=http://forums.worldofwarcraft.com/thread.html?sid=1&topicId=25002150557&pageNo=1#0]This is a notice that we’re making changes in 3.3.5 in attempts to break the ability for the AVR (Augmented Virtual Reality) mod to continue functioning. For those unaware, this mod allows players to draw in the 3D space of the game world, which can then be shared with others who are also using the mod. In some cases this manifests itself through drawing/tagging/defacing the game world, but more popularly is used to give visual guides for dungeon and raid encounters.

We’re making this change for two reasons. The invasive nature of a mod altering and/or interacting with the game world (virtually or directly) is not intended and not something we will allow. World of Warcraft UI addons are never intended to interact with the game world itself. This is mirrored in our stance and restriction of model and texture alterations. The second reason is that it removes too much player reaction and decision-making while facing dungeon and raid encounters. While some other mods also work to this end, we find that AVR and the act of visualizing strategy within the game world simply goes beyond what we’re willing to allow.

The change we’re making in attempts to break the functionality is light in its touch and approach. When blocking any functionality we run the risk of affecting other mods, but we’ve targeted the changes as carefully as possible. If we find that the AVR mod (or any mod attempting to replicate its functions) are usable after 3.3.5 we will take further, more drastic steps. [/blizzquote]

If you do not remember what AVR is, here is a small reminder.




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