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by Published on 2011-01-11 10:06 AM

Upcoming 4.0.6 Notes Update
Originally Posted by Zarhym (Blue Tracker)
It's important to note though that the next draft of the 4.0.6 patch notes to be posted are double the size of the notes currently on the home page of our website. There are many new notes for virtually every class yet to be posted.

[...] I'm still working to finish the latest patch notes. You can likely expect the updated notes to hit tomorrow evening.

Patch 4.0.6 Shaman Changes
Originally Posted by Zarhym (Blue Tracker)
Those changes were only announced in the context of warlock changes. I recognize though that the first draft of patch notes did not yet have shaman changes listed. In light of that -- and to hopefully dissuade you all from invading the warlock forum about the changes I listed there -- below you'll find the tentative shaman notes. The patch notes will likely be updated to include these changes tomorrow evening.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Chain Heal’s effectiveness has been increased by approximately 10%.
  • Hex now has a PvP duration of 8 seconds.
  • Purge now dispels a single effect instead of two.
  • Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.

Elemental Combat
  • Earthquake damage has been increased by approximately 10%.

Enhancement
  • Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
  • Purge no longer has its mana cost reduced by Mental Quickness.

Restoration
  • Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
  • Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
  • Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman’s Spirit, exclusive to short-term Spirit buffs affecting the shaman when the totem is dropped.


Blue Posts
Originally Posted by Blizzard Entertainment
Crowd Control duration reduction
Polymorph and many other CC abilities are being reduced to 8-second durations as well. I showed you the latest shaman changes coming in the next round of patch notes. It's important to note though that the next draft of the 4.0.6 patch notes to be posted are double the size of the notes currently on the home page of our website. There are many new notes for virtually every class yet to be posted. (Source)

Vengeance Calculation
The Vengeance calculation is working correctly as far as we can ascertain. Vengeance caps at a number equal to Stamina plus 10% of base health, which is lower than 10% of health. When we buffed Stamina late in Cataclysm development, we specifically did not buff Vengeance because we didn’t think tanks needed 40% additional attack power in order to maintain threat or contribute to damage done by the group. The Vengeance tooltip is a little misleading, but in this case we think that’s fine because a more technically accurate tooltip would be quite long. Astute theorycrafters will understand the difference, while most tanks won’t actually be affected by the delta. (Source)

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Glyph of Soul Swap change reverted
Good thread. While you're compiling feedback about the 4.0.6 warlock changes posted thus far, I want to make mention that the Glyph of Soul Swap change is being reverted for now. We don't feel that particular change is necessary as of yet, but will continue to evaluate Soul Swap's performance. (Source)

Curse of Exhaustion
Also, another change not yet listed in the notes is to the default range of Curse of Exhaustion. With the movement speed reduction at 30% in 4.0.6, down from 50%, the range is being increased to 40 yards, up from 30. (Source)

Warlocks DoTs dispell
In general, dispelling warlock DoTs is a little more punishing than we intended in the current PvP model. That said, there are yet still more changes not listed which are worth mentioning here:

1. The reduction on the Unstable Affliction silence effect is 4 seconds, up from 3 as currently listed.

2. We do think it's a little too easy to counter warlocks (and Shadow priests) with a Resto shaman's Cleansing Waters talent (as was pointed out earlier in this thread), which is being nerfed in 4.0.6 as well. (Source)

PvE warlock 4-piece set bonus (Fel Spark)
The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage done by the next 2 Fel Flame spells by 300%, rather than increasing the critical effect chance of one by 100%. (Source)

PvP warlock 4-piece set bonus
The PvP warlock 4-piece set bonus has been redesigned. It now reduces the cooldown of Death Coil by 30 seconds. (Source)
by Published on 2011-01-10 06:27 PM

Tol Barad Balance
Originally Posted by Blizzard (Blue Tracker)
Now that Cataclysm is out in the wild, more players are getting gearing up and checking out Tol Barad, the new outdoor PvP zone. Today, we wanted to address some of the concerns players have expressed about the zone, including how challenging it can be to win as the attacking team, and provide some insight into our design approach. We also wanted to share some of the lessons we learned from Wintergrasp, discuss the difference between the two zones, and touch upon the recent hotfixes made to Honor Point gains and how we plan to improve Tol Barad going forward. We're confident this zone will provide meaningful and fun PvP for some time to come, but we also recognize additional tuning is required to ensure Tol Barad is everything we intend it to be.

As we mentioned earlier, the attacking faction is having a pretty tough time winning control of Tol Barad -- and we're OK with that, at least in theory. Here's why: When we set out to create Wintergrasp, one of the issues we dealt with was that we were never able to ensure the sides were even -- in fact, they rarely were. Because the smaller team would almost always be assured defeat, we attempted to address team-size imbalance by favoring the attacker. Control of Wintergrasp went back and forth, and the result was that battles lost their impact. On most realms the defenders became complacent, knowing they were likely to lose control of the zone, returning to re-take it when it was their turn to attack. The sides swapped back and forth every few hours, and Wintergrasp wasn’t so much about an epic struggle for a meaningful piece of land as it was a complicated game of leapfrog.

Since then we’ve devised mechanics that help ensure equal team sizes, and we've taken Wintergrasp's lessons to heart when we designed Tol Barad. Tol Barad is intentionally balanced so that it’s a challenge for the attackers, because we want to make sure that control of Tol Barad matters. For the defenders, there’s a sense of urgency that Wintergrasp didn't have -- if you lose it, you’re going to have a hell of a time taking it back. For the attackers, there are a number of rewards at stake -- such as access to the Baradin Hold raid and additional daily quests -- that we hope players feel are worth fighting for. That sort of tension is what we wanted from Wintergrasp, and what we believe Tol Barad can ultimately offer.

With that being said, we want winning Tol Barad to be a challenge for the attacking faction... but we don't want it to be impossible. Taking Tol Barad should be tough -- but right now it’s a little bit too tough, and it’s something we’re actively working to balance. Earlier, we attempted to temporarily address the issue by offering a far better reward to the winning attackers: Honor Points awarded for successfully attacking were increased tenfold, but that was such a great incentive that it ultimately undermined the spirit of competition. Since then, the reward for winning as an attacker has been brought back down to a more reasonable amount.

While we've already made minor adjustments to improve the gameplay and address select exploits, our job in Tol Barad is far from over. We ultimately want to make sure that any changes we make are all steps in the right direction, and we intend to make several updates in the next minor patch to address design and balance issues affecting attackers that we can't address with hotfixes. For example, we plan to alter the battle slightly so that a team with two bases captured can more quickly and easily capture the third, as opposed to a team with one or zero bases. This way, if the defenders turtle up, it'll be a little easier for the attackers to take their last base before the defense can take one of the attackers' other bases.

We've been reading your feedback, watching trends across our global realms, and fighting plenty of battles in Tol Barad ourselves to get a feel for what's working and what isn't, and we're committed to making Tol Barad a fun and engaging zone. We want owning the zone to be meaningful throughout the lifespan of the expansion -- and while the attackers may always face somewhat of an uphill battle, the defenders should feel much more pressure not to lose than they do currently. Just the same, the attacking faction should feel motivated to take Tol Barad back, but they shouldn't feel that the odds are insurmountable. So keep fighting the good fight, and we'll continue watching the battlefield and listening to your feedback.

Cory "Mumper" Stockton is the lead content designer on World of Warcraft and enjoys a good set of LEGOs.
by Published on 2011-01-10 01:57 AM

Nefarian Heroic World First Kill by Paragon
Paragon defeated Nefarian in Heroic mode a few hours ago and was the first guild in the world to achieve that! Congratulations to them for spending so much time and fur shampoo on that kill!



Addon Review - Archaeology Helper (by chaud)
Archaeology Helper is the perfect compliment to Archy. It enables nodes to be displayed on a HUD using GatherMate2. You need both addons enabled to fully utilize ARH.

After installing the addons, you will first notice the addon toolbar that appears in the center of your screen. Click and drag anywhere on it that is not a button to reposition it. Mousing over each button or area will tell you what it does. Using ARH is simple, just survey and select the color you got after aiming your character in the same direction as the telescope is pointing. You can either use the buttons on the included toolbar or bind keys in the settings. Making sure not to move until after marking is important to increase the accuracy of the overlay zones.

Generally the fastest way to clear a digsite is starting at a randomly selected node on the off chance that you actually pick the right one. The fragment is very rarely on the red line when surveying, so pick a side close to where the red area starts and check for that fragment. When looking at the HUD, the red circle surrounding your player arrow shows approximately how far out you can find an object, make sure to stand on the center of known nodes as they are not positioned perfectly.

Here is a database that is more complete than any other I have found that includes data from Archy, GatherMate2Data, other people, and my own digging, it is still missing a few nodes from higher level Archaeology, so don't be surprised when you find one that isn't included by default. If you are running Archy alongside ARH, make sure to submit your Archy.lua file from SavedVariables to the author's website (after he fixes it) to increase the nodes in the database!

Below you can see the HUD overlay during a normal survey and an example three red survey results that lead directly to your fragment.

Download Links





The MMO Report
It's monday, and it's time for the first MMO Report of 2011!



Comics
Dark Legacy Comic #271 and Teh Gladiators #200 are out!

by Published on 2011-01-08 11:04 AM

Guides Contest - End!
It's (finally!) time for the last batch of guides and a recap! I got a little behind on the schedule because of the PTR patch but we're ok now! First, all the guides are now available to the public in the following forums:



Guides in the "Rare" forum are usually better than in the "Uncommon" forum but this isn't always the case, it depended a lot on my mood when I read the guide and the type of guide you have. For example, a lot of Archaeology or Roleplaying submissions went there after I saw the guide to Roleplaying Gnomes because I knew they wouldn't win against that anyway, it doesn't necessarily mean that your guide was bad.

We also have the last 3 winning guides today:








You can find the final list of winning guides below. Winners will receive their prize very early next week, the delay is mostly to make sure that nothing "funny" happens after the release of the guide. Thanks to WoWTCGLoot.com again for feeding us with delicious loot codes.

 PrizeUserGuide
#1Mottled Drake Flying MountScythenPeaceblooms vs Ghouls
#2Riding Turtle Ground MountExulGlory of the Cataclysm Hero Monster Guide
#3Ethereal PortalWillbender0023Battlemaster Guide
#4Lil' Ragnaros + Moonkin HatchlingMihirThe Cat Guide - Cataclysm Edition
#5Pandaren Monk + Lil' XTJinzeArchaeology - And all it's dusty little secrets!
#6D.I.S.C.O.BrusalkCreating your Own WoW Addon
#7Grim CampfireCandeyMiss Pan's Handbook - A Beginner's Guide
#8Landro's Gift BoxflyonthewallWriting long guides for WoW Related Forums
#9Landro's Gift BoxKeenThe Brewmasters Guide to Murdering Certain Individuals
#10Landro's Gift BoxThlopChristmas Guide to Looking Good!
#11Landro's Gift BoxAdamsGamingCataclysm Introduction Raiding Guide
#12Landro's Gift BoxZappieZappie's Guide to Roleplaying Gnomes
#13Landro's Gift BoxKuesonPvProtection Warrior - Life as a living joke
#14Landro's Gift BoxSSJrapterThe Complete Crowd Control Guide
#15Landro's Gift BoxKarrokThe Ultimate Guide to Frost
#16Landro's Gift BoxLoto BordeauxArms Warrior PvE Guide - Cataclysm
#17Landro's Gift BoxPulveriserPulveriser's Guide to Cataclysm Warrior Tanking!
#18Curse Premium AccountCarighanRestoration Shaman in Cataclysm
#19Curse Premium AccountNewNewnoise's Shadow Priest Guide
#20Curse Premium Accountikki42Magm...awwwwwwwwww!


Blue Posts
Originally Posted by Blizzard Entertainment
Heroic Dungeons Difficulty
I don't believe we ever said we refuse to nerf Heroic dungeons. What we've been trying communicate is that it wasn't our plan to make sweeping nerfs to Heroics within the first month of the expansion's release. We will continue tuning dungeons, trash, boss encounters, and abilities. Some of those changes will involve nerfs. This act just shouldn't be misconstrued as us changing our minds, or a sign that we're unhappy with the general level of difficulty of all Heroics.

We don't think it was a mistake to start with the difficulty we did. We're happy overall with the progression path we have in Cataclysm. I think we've set an appropriate standard for this expansion, but we'll continue fine-tuning things (nerfs and buffs) to make sure the end game feels right as time passes. (Source)

Baradin Hold Access
We don't have plans to allow both factions to access Baradin Hold, regardless of who controls Tol Barad. We do have some balance adjustments we'll be making to Tol Barad gameplay in patch 4.0.6 though. They just haven't been listed in the patch notes as of yet. (Source)

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Demonic Empowerment / Turn Evil Bug
Thanks for the report, Yingyang. We're aware of it and looking into exactly what Demonic Empowerment should and should not counter. It feels a bit inconsistent right now. (Source)

Reminder - Curse is still recruiting!
Curse is still recruiting and you should definitely apply if you think you have the skills required to join the company!






The Daily Blink - Bitter Gnomes and Goblins
Yes, they are bitter.

by Published on 2011-01-07 06:04 AM

Patch 4.0.6 - PTR Notes Update
The Patch 4.0.6 PTR Notes posted a few hours ago have been updated with a new wave of additions!
Originally Posted by Zarhym
General
  • All guild banners now reward bonus reputation in addition to honor and experience.

Dungeons & Raids
  • Level 85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add these lower-level dungeons into the rotation.

The Vortex Pinnacle
  • The wind direction and fun coefficient of the Cyclones that appear in Heroic difficulty during the Altairus encounter have improved clarity.

PvP
Strand of the Ancients
  • The Teleporters on defense will now teleport players based on which line of gates have been destroyed, rather than directly behind that gate. For example, if a player clicks the Teleporter at the Blue gate when one of the beach gates has been destroyed, it will put the player behind the Red gate.

Classes
Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Inquisition is no longer dispellable.
  • Rebuke can now be trained by all paladins at level 54. Existing characters will need to visit their trainer, even if they had talented Rebuke before.

Holy

Retribution
  • The Rebuke talent has been replaced with a new passive talent, Sacred Shield. Paladins who had Rebuke before will automatically have Sacred Shield. Sacred When reduced below 30% health, paladins gain the Sacred Shield effect. The Sacred Shield absorbs X damage and increases healing received by 20%. Lasts 15 seconds. This effect cannot occur more than once every 30 seconds. Undispellable.
  • Zealotry is no longer dispellable.

Bug Fixes

Professions
Archaeology
  • Archaeology fragments now have a hard cap of 200 per race. Players will not be able to collect additional fragments until they complete artifacts to take them down below 200 fragments. Players with more than 200 fragments will not lose additional fragments in 4.0.6, but in a future patch we may remove any fragments above 200.

Jewelcrafting
  • Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems.
  • New meta gems have been added: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.

Items
  • The cooldown on the Horde Battle Standard has been adjusted to 10 minutes to be consistent with the Alliance version.

User Interface
  • Players can now individually remove raid world markers.
  • The Reputation Pane now saves which reputation categories are expanded or collapsed.

Character Info Window
  • The Haste display on the Character Info window (C) now shows the total haste percentage, rather than only haste from haste rating.

Unit Frames
  • Predicted healing (previously only available for Raid Frames and raid-style Party Frames) has been added to the following unit frames: Player Frame, Party Frame, Target Frame, Focus Frame.

Addon Changes
  • Canceling buffs are only restricted during combat.
  • The direction of spell flyouts are set via attribute.
  • Console commands have been added to the login screens: ExportInterfaceFiles art, ExportInterfaceFiles code.

Quests & Creatures
Tol Barad Peninsula
  • Quest turn-in NPCs have been added to Baradin Base Camp and Hellscream's Reach in Tol Barad Peninsula for the Tol Barad bonus quests. This will allow players to turn in these quests if the original quest givers in Tol Barad are not available.
  • Kill credit for the Tol Barad bonus quest bosses will now be granted to players who have helped attack them, even if they are not in the same group. These bosses include Problim, Archmage Galus, Warden Silva, and Svarnos.
  • The Farson Keep Prisoner summoned for the quest "Walk A Mile In Their Shoes" will now only be visible to the player who summoned him.

Cataclysm Hotfixes - Updated Jan. 6
Originally Posted by Blizzard (Blue Tracker)
Here you will find a list of hotfixes that address various issues related to the release of patch 4.0.3a and World of Warcraft: Cataclysm. While many have already been deployed on all realms, some may not be implemented until the next time your realm is restarted. We will continue to update this thread in the days ahead as additional hotfixes are applied.

January 6

Classes
Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Ghouls do not gain Shadow Infusion when Death Coil is cast during the preparation phase of an Arena or rated Battleground match, making it impossible to use Dark Transformation before the game starts. Shadow Infusion and Dark Transformation both work normally after the preparation phase.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Hunters can no longer sometimes activate multiple aspects at once through the use of Camouflage. Very sneaky.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Paladins using Divine Shield are now able to cast on targets within the same Smoke Bomb effect area, as well as heal others.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Casting Flash Heal while under the effects of both Surge of Light and Inner Focus will now only consume Surge of Light.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Warriors can no longer teleport when using Charge with the Tahret Dynasty Mallet.

Dungeons & Raids
The Bastion of Twilight
  • It is no longer possible to outrange the Halfus Wyrmbreaker drakes without being attacked by melee. The drakes now reposition themselves correctly in order to regain the capability to melee the target.
  • Twilight Phase-Twister's Twist Phase ability now has an initial cast delay of 7 seconds, up from 5, and a cast time of roughly 8 seconds, up from 6.

Blackrock Caverns
  • The Evolution aura during the Corla encounter now displays its warning visual on players at 74 stacks, instead of 82.

Deadmines
  • Shapeshifted characters should no longer be unable to jump on the rope during the Vanessa VanCleef encounter. They will now be pulled out of a shapeshift form automatically. In addition, players should no longer lose pets when jumping on the rope (they will respawn when the player lands after swinging). Please note that until a client-side patch can be applied, an inappropriate aura will be displayed when pet classes or shapeshifted characters use the rope. The tooltip of this aura will read "Delicious Aura (UNUSED REUSE) / Instant / Delicious food increases haste by 10%" and can be disregarded, as it does not provide a haste buff. It's an aura of free word association... Enjoy!

Lost City of the Tol'vir
  • Tamed Tol'vir Prowlers now have regular loot and Skinning tables, instead of epic-quality loot.

Throne of the Four Winds
  • Al'akir's Static Shock now does 5,000 damage and only interrupts the spell the player is casting at that moment. It doesn't lock out the caster and only casts every 5 seconds or so.

Items
  • Darkmoon Card: Tsunami now properly procs Giant Wave when basic heal-over-time spells are cast.

Professions
Jewelcrafting
  • Shaman were unable to obtain Design: Figurine - Demon Panther from Neferset Looters. This has been corrected.

PvP
Strand of the Ancients
  • Demolishers now spawn at about the same moment that the boats reach the docks in the second round.

Tol Barad
  • If a player is already in Tol Barad and does not join the battle, the player will be ported back to the camp.
  • Using /afk ejects players out of the raid and back to the camp.
  • Entering Tol Barad via the bridge during an active battle by joining the queue will port the player to the correct starting place of the battle, but players who do not join the queue will be ported back to the camp.
  • Both the Hellscream's Reach Battle Standard and the Baradin's Wardens Battle Standard now have a 10-minute cooldown.

Quests & Creatures
Tol Barad
  • The spawn rates of all three Tol Barad quest micro dungeons have been adjusted to a more reasonable level. This should alleviate the issues players were having with creatures respawning too quickly.
  • The escorted Farson Keep Prisoner for the quest "Walk A Mile In Their Shoes" no longer engages in combat with opposing faction players.

Twilight Highlands
  • If reinforcements are not called after 60 seconds, Skullcrusher the Mountain will now despawn. When reinforcements are called, Skullcrusher no longer improperly despawns.

Uldum
  • The Ramkahen Guardians now correctly melee, throw nets to snare characters, and utilize knock-back shots with their bows when they are unable to path to the target.

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