RSS feedRSS comments

3.3.3 New Toys, Blue posts

Patch 3.3.3 - Jepetto's new toys!
Jepettoy Joybuzz in Dalaran will sell 3 more items in 3.3.3! Your favorite toymaker added the following to his inventory:




Blue posts
Quote from Blizzard staff
Alterac Valley imbalance
We have discussed this numerous times. Based on the data we've collected over the years after all of the changes that have been made to Alterac Valley, we simply do not agree that there are any glaring imbalances in the map favoring one side over the other enough to easily sway a match one way or the other. (Source)

Masteries Cap
It's possible you will only get the benefit of the tree in which you've spent the most points, or will only get the benefit from say 50 points maximum with the bonus chosen from the tree with the most points in it. We'll have to see when the talent trees are more finalized and we start to figure out build strategies.

Overall, the goal is to spend points as you want, and not feel penalized for spending into another tree or feel like you have to game things by spending more points than you want in your tree. Remember these passive bonuses are designed to give you flexibility, not lock you into anything. (Source)

[...] Imagine you spend 55 points in Retribution, so you get the maximum passive talent tree bonuses from that tree. Your remaining points you can spend where you want, in Retribution, Protection or Holy. It does discourage some kind of true hybrid build where you go partway down multiple trees, but we aren't really trying to support those, and they aren't very popular today.

The flexibility comes (hopefully) in having more discretionary points that you can spend on talents you like, rather than sacrificing raw damage, healing or tanking to do so. (Source)

Mastery/Talent system and new players
It's designed partially with new players in mind. It will be much harder to have a truly terrible talent spec because you won't be able to help but be reasonably good at your chosen role.

The mastery stat itself won't show up until high level, and even when it does, you should have more confidence that it's a stat you want instead of say trying to figure out the percent of your damage that is physical damage to calculate if armor pen is good for you or not.

I admit that adding passive bonuses at all to talent trees complicates the talent feature slightly. We hope to make up for that by there being less paranoia about picking "the wrong" spec. The wrong spec might only be a slight loss instead of a tragic loss. As a point of comparison, dual-spec complicates talents a little, but overall we think it was good for the game. (Source)

Mastery bonus distribution
To answer your question -- and this applies to all classes. the first two mastery stats are gained by placing points into a given talent tree (and wearing the gear intended for your class, e.g. leather for druids). This will allow us to remove many of the talents that always felt mandatory, especially at the min-max level, and allow room for customization.

When we begin revealing specific class information, (such as new spells and abilities, and the talent tree revamp) -- the posts we've made thus far, will make much more sense. I feel, players should look at the stat/system changes, as well as this mastery post as a "piece of a puzzle" -- and ask questions, provide feedback, but understand that until more information is released, it's not possible to see the whole of the picture. (Source)

Masteries Q&A
# 1. 28/28/20 spec. Does mastery on gear affect both highest trees or give no benefit at all?
Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation.

# 2. How are ferals and Dks as tanks working with mastery system in place? Are they to care about it for threat or do they have separate bonuses.
Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.

# 3. How are the non-pure classes going to be balanced against those with a full 76 point passive benefit? Balance, enhancement(not so much), shadow, feral, ele, resto, holy and Ret all have this issue.
Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses.

If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest.

# 4. Hybrids who use spells not improved by their spec on occasion such as heals or the extra lava burst are feeling that their non-specced spells are going to be extremely weak as compared to now.
They are weak now and the intent is to keep them that way. We aren’t trying to nerf them any more than they are today. If we want to make sure Resto shaman can do big Lava Bursts, we’ll give them a talent or something to make that happen. We don’t want Resto shaman to Lava Burst anywhere on the scale of an Elemental shaman. Again, how they perform today is pretty much the target for where we want to end up.

Death Knight (Forums / Talent Calculator)
Runic Power boost through Frost masteries
I know it's hard to get a feel for the design when you can't see the complete picture, but talent trees are changing for Cataclysm. As Eyonix referenced above, we are changing the DK rune mechanic a little so that you aren't so GCD constrained. This in turn will give us a chance to rebalance how much runic power Frost gets. Remember that in many cases we are pulling talents out of the trees and giving them to you as passive bonuses. In general if you see a passive talent tree bonus and think to yourself "Hmm, that doesn't sound very good for me," then it's probably because we haven't revealed the changes that lead to that being attractive to you. (Source)

Warrior (Forums / Talent Calculator)
Shockwave vs. Thunder Clap
Shockwave is technically a ranged attack, like a hunter shot. This means it's treated like an attack (and not a spell) for purposes of what you want but can't be dodged or parried. (I believe ranged attacks can be blocked, but I can't honestly remember off the top of my head.) The Shockwave treatment might be the right way to go for Thunder Clap. Thunder Clap is currently a spell that hits for physical damage and can't be dispelled. The distinction among spell, melee and ranged attack (or persistent auras like Consecrate) is a largely technical one that doesn't always encompass unusual abilities well.  (Source)

Thunder Clap in 3.3.3
I think we're likely to make Thunder Clap a ranged attack (like Shockwave) for 3.3.3. This will let it get 20...

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 9th, 2010News World of Warcraft NewsRead More >No Comments


Mastery System Preview

Update - The first part of Patch 3.3.3 is now available on the background downloader. As a reminder, the patch will NOT be deployed on live servers this week, this is just the background downloader.


Mastery System Preview
Quote from: Eyonix (Source)
Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.

Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.

There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.

As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.

Holy Priest
For each talent point spent in the Holy tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
  • Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.

Discipline Priest
For each talent point spent in the Discipline tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
  • Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.

Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:

  • Damage – Improves your melee and spell damage by X%.
  • Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
  • Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.

A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.

We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at -

http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 8th, 2010News World of Warcraft NewsRead More >No Comments


Patch 3.3.3 – PTR Build 11643

Patch 3.3.3 - PTR Build 11643
A new build has been deployed on test realms. So far it doesn't look like there are a lot of changes out there but stay tuned, test realms can be full of surprises!

Pets / Mounts
Lil' XT finally got its own model, the name is VERY similar to Lil' K.T. and it wouldn't be surprising to see this pet appear on the Blizzard Store at some point.


On a sidenote, both Celestial Steed and X-53 Touring Rocket got their own spell and are confirmed to be 310% flying mount.

Spell Comparison
These changes are generated by comparing the data available in the client, keep in mind that they could be temporary (or just wrong) if they are not in the official notes.
Quote from Blizzard staff
Items

Icecrown Citadel

Death Knight (Forums / Talent Calculator)
Glyphs

Priest (Forums / Talent Calculator)
Glyphs

Rogue (Forums / Talent Calculator)
Glyphs

Warlock
  • Dark Pact now has a 100 yards range (up from 30 yards) and ignores the line of sight.

Official Notes Update
The Patch 3.3.3 PTR Notes have been updated to reflect the changes made in this build.
Quote from: Blizzards (Source)
Warlock (Forums / Talent Calculator)
  • Dark Pact: This ability no longer requires line-of-sight with the summoned demon, and the range has been increased from 30 yards to 100 yards.

Technical
  • Frame Rate: A maximum capacity of 200 frames per second has been added. To disable the frame rate limit, the following line should be added to the Config.wtf file: SET maxFPS "0".

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 8th, 2010News World of Warcraft NewsRead More >No Comments


Blue posts, MMO Report, Comics

The weeks starts slowly because it's pretty hard to connect to the PTR these days, hopefully we will see a new PTR build very soon to fix the current issues.

Is Patch 3.3.3 going live this week?
Not a chance. The last 2 ptr builds were fairly unstable and Blizzard would never risk pushing it live this week, especially with some of the developers and lead developers attending the GDC in San Francisco this week.

Blue posts
Quote from Blizzard staff
Healing and Mana Efficiency in Cataclysm
If you use your efficient heal 100% of the time, then sometimes people will die for want of a quick or big heal. If you use your quick or big heal 100% of the time, then sometimes you will run out of mana. If you use the right heal for the job, you will be awesome and get fat purps.

[...] We want the choice that downranking provided (don't use a big heal when a small one will do) without all the problems of gaming the coefficients of the lower level spells.

[...] Prior to LK, healers wouldn't use their quick / big heal every GCD. They would even stop heals to avoid wasting mana. We're not really trying to bring back cancel macros in a big way, but we would like for the best healers to be the ones who know when to use the right spell at the right time. (Source)

Tanking Threat
I would be very curious to see those numbers. You're making a jump from "Sometimes AE pull off of me" to "AE will always pull off of me," and that's just not what we're seeing. I totally buy that a warrior may work harder to generate as much, or less, AE threat as a paladin. We've acknowledged that is a problem. But that is the comparison I would make, not the comparison between "Sometimes I have to do stuff to maintain threat" and "Under no circumstances should I ever have threat problems."

It isn't the goal that dps can never pull off of you under any situation. If that was the goal, we're wasting an awful lot of the game space on all of these +threat and -threat talents and abilities, when we could just institute a rule that mobs will never retarget off of their initial target (which would hopefully be the tank). I don't think that would make tanking more fun, though it would definitely make it easier.

The threat-related goals still remain:

1) All -- Get threat to scale better at higher dps levels.
2) Paladin -- Nerf the threat capacity of HoR and SoC.
3) Druid -- Something to do on AE packs besides Swipe.
4) DK -- More burst threat, which the Icy Touch change should accomplish.
5) Warrior -- As I've said, we're pretty happy with, minus points 1 and 2 above.
6) I'll add that if taunts retain the ability to miss at all, it should be something you can gear your way out of. It's also possible we'll just make them always hit. (Source)

The MMO Report
It's monday and the MMO Report is always a nice way to start the week!


Comics
Dark Legacy Comic #228 and Teh Gladiators #116 are out.

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 8th, 2010News World of Warcraft NewsRead More >No Comments


Ruby Sanctum – Info Compilation / Preview

Ruby Sanctum - Info Compilation / Preview [Spoiler]
Most of the Ruby Sanctum have been pushed in this patch and it looks like I have enough data in my hands for a small preview. As usual keep in mind that:
  • This is only a preview based on game files, I could be wrong on a few things.
  • Ruby Sanctum isn't even scheduled for release for Patch 3.3.3, it will be added with Patch 3.3.5 and a LOT of things can change in so much time.


Official Description
Quote from: Zarhym (Source)
As we prepare for the public testing phase of minor content patch 3.3.3, some players might come across information regarding upcoming content that isn't yet available. To avoid any confusion, we'd like to tell you about an exciting new raid dungeon we are working on for content patch 3.3.5.

The Ruby Sanctum

A powerful war party of the Black Dragonflight, led by the fearsome Twilight dragon, Halion, have launched an assault upon the Ruby Sanctum beneath Wyrmrest Temple. By destroying the sanctum, the Black Dragonflight look to crush those that would stand in the way of their master’s reemergence into Azeroth and to ultimately shatter the Wyrmrest Accord – the sacred bond that unites the dragonflights.

The battle that is to come will surely deal a crippling blow to the Red Dragonflight, however, it is up to you to stop this unprecedented offensive and defend the Ruby Sanctum. First you must face the assault of Halion's servants, Saviana Ragefire, Baltharus the Warborn, and General Zarithrian, before squaring off against Halion the Twilight Destroyer, a new and deadly force in this realm.

The Ruby Sanctum will feature 10- and 25-player content, Heroic difficulties and all-new rewards! Stay tuned for more information as we get closer to its release.


More Details on the instance / Loot Table by Zarhym
Quote from: Zarhym (Source)
  • Number 2. The lieutenants are sub-bosses which will each drop an Emblem of Frost. Halion is the main boss. While the activation of Heroic difficulty is different from the Obsidian Sanctum, the overall raid format for the Ruby Sanctum is very comparable.
  • You're likely to find some random pieces of armor on par with Lich King loot, similar to the items Onyxia dropped while Trial of the Crusader was the top-tier raid. You can also expect to see some more trinkets and things of that nature.
  • This raid will not only provide a bit of additional content to pair with the current content of patch 3.3, it will be the beginning of an advancement in the storyline for Cataclysm.
  • The plan is to have a normal mode and a heroic mode just like Icecrown Citadel, so far there is no plan for a Sartharion +1/+2/+3-like encounter.


Instance Screenshots (Non Official)




Boss Screenshots




World Map and Loading Screen



Ruby Sanctum Loot
Apparently, these spells will be used on trinkets dropped in the instance. They are only the proc and you should keep in mind that they will have additional stats just like any other trinket.



Halion Supposed Skills
These abilities are probably used by Halion. There isn't any way to confirm that before Patch 3.3.5 is deployed on live or PTR servers but they seem to be the only skills with hard mode versions. Assuming that you won't be able to activate the heroic mode on the mini-bosses, these skills are most likely used by Halion.

Keep in mind that this is only a theory based on the game files.

[html]
                  
Halion
                  
Meteor StrikeDeals...

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 6th, 2010News World of Warcraft NewsRead More >No Comments


3.3.3 Mounts, Battlecry Mosaic, Blue posts

Patch 3.3.3 Mounts
Patch 3.3.3 introduced a couple of new mounts and I think it's time for a recap!

Celestial Steed
The Celestial Steed is probably the most impressive mount of his patch, it looks like a mix of Invincible and Algalon. I'm not really sure where this mount will drop for the moment but considering how cool it looks, I wouldn't expect it to be widely available.

Blazing Hippogryph and Wooly White Rhino
Both mounts are supposed to be TCG Rewards but as you probably know, Blizzard and Upper Deck Entertainment won't be working together anymore in 2010 and the future of the WoW TCG game is unclear. The Blazing Hippogryph was supposed to be a reward of the Wrathgate TCG expansion (UDI stated that Wrathgate Booster won't go into production) and the Wooly White Rhino is currently a reward of the "Icecrown" TCG expansion.

Even if we can't know what will happen with the TCG, it's pretty obvious that Blizzard has a plan and developers aren't adding more TCG rewards to the game just for fun. Just sit tight and wait for the official announcement.



Crimson Deathcharger / Azure Deathcharger
I'm starting to hate these mounts. A couple of days ago I pointed out that they were most likely a reward of the new Icecrown Citadel Quests but I slightly changed my mind since then. If you go through the list of new mounts in the database you will notice that the Crimson Deathcharger is actually a "summon", this property only applies to class mounts and it could be the sign that Blizzard just decided to be nice to Death Knights and wants to give them faction-specific mounts like Paladins. Once again, we will probably have to wait until the patch is live to figure it out.



Frosty Flying Carpet (Tailoring Only)
The Pattern: Frosty Flying Carpet is sold by Frozo the Renowned in Dalaran for Frozen Orbs x 6. (The DB will be updated when we can actually log in Dalaran on the PTRs)



Tom Chilton, Game Director- 5 Year Interview
Quote from: Nethaera (Source)
In this interview, World of Warcraft Game Director Tom Chilton talks about the hectic final months leading up to the game’s launch, crafting an MMORPG for a wide range of play styles, and the ongoing effort to improve the game through expansions and content updates.

http://www.worldofwarcraft.com/wowanniversary/interview/tomchilton.xml


World of Warcraft BattleCry Mosaic Complete
Quote from: Zarhym (Source)
Thanks to the combined effort of Warcraft players from around the world, we have reached twenty thousand submissions, and the final piece of the World of Warcraft BattleCry Mosaic has been revealed. Head over to the World of Warcraft anniversary site now and check out the complete mosaic, which can only be described by one word: epic.

You can now look at the complete mosaic using the site's mosaic viewer, download the original artwork wallpaper, and of course view the legendary-sized mosaic wallpaper. And while you’re there, make sure to also check out all the previously unlocked content.

Thank you to everyone who sent in their pictures to help us create a little piece of Warcraft history, and thank you to all our players around the world for your continued support. Lok'tar!

Check out the BattleCry page now, as well as our our updated special Battlecry Gallery (11 new):

http://www.worldofwarcraft.com/wowanniversary/battlecry/
http://www.worldofwarcraft.com/misc/battlecry-gallery.html

The wallpaper is probably one of the best ever released by Blizzard, it includes 4:3, widescreen, and even dual-screen versions!



Blue posts
Quote from Blizzard staff
Blizzard Voice Chat
The Blizzard Voice chat is actually pretty cool, and has improved greatly since it was released. We do see it as a success. We're completely fine with players using third party voice chat programs. It was simply important to us that an option was available for those who didn't want to rely on a 3rd party voice chat program -- no matter their reasons.

Additionally, there are a great deal more players who use it than you probably realize. (Source)

Dual-Wield DPS itemization in Cataclysm
 We will be making one-handed weapons with Strength on them. (Source)

Hit in Cataclysm
As I've said, it doesn't really work that way though. Say you need 300 hit (using arbitrary numbers here) and your tier set provides 250 hit and you get the rest from gems and jewelry. Everything's cool. Now a new patch comes out and your tier set has 230 hit. No problem. You get rid of some of the gems and jewelry. Now a new patch comes out and your tier set has 240 hit. Now you curse Blizzard every time an item drops with hit on it.

In short, later gear has more of the same stat on it. When the stats are easily capped, the larger pools become hard to work around. I compared it today to playing Tetris with really large pieces. It's hard to make the puzzle work. (Source)

Warlock (Forums / Talent Calculator)
Unstable Affliction "nerf" in the latest PTR Build
Tooltip clarification. Move along. [...]  I will say that Unstable Affliction backlash being unaffected by resilience really feels like a bug. I don't see how it's a necessary warlock perk. (Source)

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 4th, 2010News World of Warcraft NewsRead More >No Comments


Heroic Lich King Kill, PTR 3.3.3 Build 11623

Death Knight - The change to Death Grip was "an unintended change as a result of a bug trying to fix something else. Death Grip won't change between 3.3.2 and 3.3.3."

Note about the Celestial Steed - A few people reported that on the official site, Algalon is the last boss of the Vault of Archavon and assume that he will be available in this instance in a later patch. I would say that this is very unlikely, the official dungeons pages are greatly outdated (Ulduar is still shown as an "unknown" raid instance without any information) and this is most likely a very old error.

Update - Updated the PTR Build info.

Patch 3.3.3 - PTR Build 11623
A new build has been deployed on test realms, a couple of things have changed! As usual, these changes are from client data comparison and shouldn't be considered as final until they hit the official patch notes. Make sure you check the latest Patch 3.3.3 Notes Update.
Quote from Blizzard staff
Achievements
  • All You Can Eat (10 player) - Defeat Sindragosa in 10-player mode without any member of your raid receiving more than 5 stacks of Mystic Buffet. (Up from 4 stacks)
  • All You Can Eat (25 player) - Defeat Sindragosa in 25-player mode without any member of your raid receiving more than 5 stacks of Mystic Buffet. (Up from 4 stacks)

Companion Pets
  • Lil' XT - Right Click to set down or pick up your Lil' XT action figure.

Items

Death Knight (Forums / Talent Calculator)
Glyphs
  • Glyph of Disease now refreshes disease durations and secondary effects of diseases. (= The Icy Talon refresh bug)

Druid (Forums / Talent Calculator)
Feral
  • Mangle now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Mangle (Bear) now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Mangle (Cat) now increases the damage of bleed effects for 1 min. (Up from 12 sec)

Hunter (Forums / Talent Calculator)
Beast Mastery

Mage (Forums / Talent Calculator)
Fire

Priest (Forums / Talent Calculator)
Items
  • Item - Priest T10 Healer 4P Bonus - Increases the effect of your Renew and Power Word: Shield spells by 5%. (Old - Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.)

Rogue (Forums / Talent Calculator)
  • Slaughter from the Shadows now reduces the energy cost of your Backstab and Ambush abilities by 4/8/12/16/20. (Up from 3/6/9/12/15)
  • Serrated Blades now causes your attack to ignore up to 3/6/9% of your target's Armor.

Shaman (Forums / Talent Calculator)
Items
  • Item - Shaman T8 Elemental 2P Bonus - Increases periodic damage done by your Flame Shock ability by 20%. (Old - The periodic damage dealt by your Flame Shock can now be critical strikes.)
  • Item - Shaman T10 Elemental 4P Bonus - Your Lava Burst spell causes your Flame Shock effect on the target to deal at least two additional periodic damage ticks before expiring. (Old -     Your Lava Burst spell increases the duration of your Flame Shock effect on the target by 6 sec.)

Warlock (Forums / Talent Calculator)
Affliction
  • Unstable Affliction - Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
  • Life Tap - Now converts [ 150% of Spirit + 1490 ] health into [1490 + Spell Power * 0.5 ] mana.  (Old - [300% of Spirit + 1490] health into [1490 + Spirit * 3 Mana]

Warrior (Forums / Talent Calculator)
Protection
  • Revenge damage has been slightly lowered, it now deals [ 31% of AP + 1636 ] to [ 31% of AP + 1998 ] damage at max rank. Down from  [ 31% of AP + 2181 ] to [ 31% of AP + 2665 ] damage. (That's still much higher than the live version)
  • Improved Revenge now Increases damage of your Revenge ability by 30/60% (up from 10/20%) and causes Revenge to strike an additional target for 50% damage.
  • Vitality now increases your total Strength by 2/4/6%, Stamina by 3/6/9% and your Expertise by 2/4/6.
Arms
  • Trauma now lasts 1 min, up from 15 sec.

The Celestial Steed mount added in 3.3.3 got its own model and looks like an Algalon version of Invincible ... At this point I have no idea where the mount drops.


The Celestial Dragon had its model updated with a couple of new effects and looks very nice as well.


The Blazing Hippogryph (TCG reward for the moment, could change) has been updated with a couple of new effect and the model used for Tiger bosses in Zul'gurub got a new texture, most ilkely used in the Echo Isles during the Cataclysm prologue event.

[img]http://static.mmo-champion.com/mmoc/images/news/201...

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 3rd, 2010News World of Warcraft NewsRead More >No Comments


World First Glory of the Icecrown Raider (25), 3.3.3 Notes Update

World First Glory of the Icecrown Raider (25) by Exorsus
The russian guild Экзорсус (EU-Ревущий фьорд) is back and was the first guild in the world to complete Glory of the Icecrown Raider (25 player) a few hours ago (and before the zone-wide buff was activated in Europe, if you're wondering), they were rewarded with a brand new Icebound Frostbrood Vanquisher. They also got the World First Glory of the Icecrown Raider (10) 2 weeks ago. Congratulations to them!



Icecrown Citadel Raid Buffs Active
The zone-wide buff is now official.
Quote from: Zarhym (Source)
As many of you may have noticed, the Icecrown Citadel raid buffs have been activated. These buffs increase total health, healing done and damage dealt by 5% for all raid members. In addition, the number of attempts on the final bosses of each wing and the Lich King allotted raid groups on Heroic difficulty has been increased to 35. These buffs -- referred to as Strength of Wrynn for the Alliance and Hellscream’s Warsong for the Horde -- can be deactivated by speaking to your faction’s leader at Light’s Hammer.

Patch 3.3.3 Notes Update
The Patch 3.3.3 Notes have been updated with a couple of extra class changes and clarifications.
Quote from: Zarhym (Source)
PvP
  • The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objectives; however, the amount of experience gained from completing Battleground objectives and the amount of Honor rewarded for completing each Wintergrasp quest remain unchanged.

Druid (Forums / Talent Calculator)
  • Mangle: The debuff from this talent now lasts 60 seconds, up from 12 seconds.

Mage (Forums / Talent Calculator)
  • Empowered Fire: This talent now also applies to Pyroblast damage.
  • Torment the Weak: This talent now also applies to Pyroblast damage.

Rogue (Forums / Talent Calculator)
  • Serrated Blades: This talent now allows the rogue to ignore up to 3/6/9% of the target's armor, rather than a fixed amount of armor ignored per level of the rogue.

Warrior (Forums / Talent Calculator)
  • Improved Revenge: This talent can no longer trigger a stun, and instead causes Revenge to strike an additional target for 50/100% of Revenge's damage.
Arms
  • Trauma: The debuff from this talent now lasts 60 seconds, up from 15 seconds.

Glyphs
Druid
  • Glyph of Mangle: This glyph now provides 10% increased damage done by Mangle instead of increasing the duration of the debuff.

Items
  • Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster's Power Word: Shield and Renew spells by 5%.
  • Shaman Tier-10 4-Piece Elemental set Bonus: This bonus has been slightly adjusted to account for the fact that haste now modifies Flame Shock's periodic damage ticks. The bonus now makes the shaman's Lava Burst cause Flame Shock to tick at least two additional times before expiring.

Technical
  • Frame Rate: A maximum capacity of 200 frames per second has been added.

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 2nd, 2010News World of Warcraft NewsRead More >No Comments


Icecrown Citadel Zone Buff, Blue posts

Icecrown Citadel Zone-Buff is here
The optional zone buff in the Icecrown Citadel is now available and will make the instance easier for whoever wants to use it. The buff currently increases total health, healing done and damage dealt by 5% but higher versions are in-game and will probably be activated later.


On a sidenote, the amount of limited attempts for end-wing bosses has been increased to 35. (Thanks to Alveia for the tip and the screenshot!)


Blue posts
Quote from Blizzard staff
Cataclysm Stats - General
Cataclysm stats recap
DPS cloth: Int, Sta, Hit, Haste, Crit, Mastery (mage, warlock, Shadow priest)
Healing cloth: Int, Sta, Spirit, Haste, Crit, Mastery (Holy and Disc priest)

Melee leather: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (rogue, Feral druid)
Spellpower leather: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Balance druid)

Physical mail: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (hunter, Enhancement shaman)
Spellpower mail: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Elemental shaman)

DPS Plate: Str, Sta, Hit, Haste, Crit, Mastery, Expertise (Fury, Arms, Retribution, dps DKs)
Tanking plate: Str, Sta, Hit, Armor, Dodge, Block, Parry, Mastery, Expertise (Prot, Prot and tanking DKs)
Healing plate: Int, Sta, Spirit, Haste, Crit, Mastery (Holy paladins)

There will be exceptions. There might be some spellpower cloth with no hit or Spirit that healers and nukers may want. There will likely be Elemental tier sets with no Spirit. Jewelry and cloaks will be more class agnostic than actual armor pieces.

I wrote that quickly, so hopefully I didn't mangle anything. Smiley EDIT: You get a small mastery bonus for wearing the highest-armor gear capable for your class. Hunters in mail get a bonus. Hunters in leather do not.

Mastery bonus and armor type
There is a small Mastery bonus for wearing "your" gear. So a Balance druid who takes cloth will be essentially giving up free stats. Sometimes that may be worth it to them (just as sometimes it's worth it for a Resto druid to take that piece of +hit gear), but often times it won't be worth it especially if it's an upgrade for you. (Source)

Reforging
Think of reforging like enchants. It's not that you take a piece of gear and turn it into whatever you want. You pick up specific scrolls with specific conversions. We haven't decided on them all yet, but I imagine crit -> parry is not something you're likely to see. Maybe we'd do hit -> dodge for the tank who is full on or doesn't want hit. Maybe we'd do block -> parry to help DKs benefit from more plate.

Rest assured that we're not going to promote a system where Prot paladins want dps plate for tanking more than tanking plate. Part of all of these changes are to discourage behavior like that. We don't want to recreate it immediately in a different form. (Source)

Haste in Cataclysm
Haste will basically remain the same for casters. It is changing for melee classes, however. Haste will also allow melee classes to recover their resources more quickly, effectively letting them hit their buttons more often. (Source)

Gem sockets and item budget
We take gem budgets out of the most attractive stat on a piece of gear, in order to avoid anything with sockets always trumping similar gear without sockets. As such, socketed tanking plate has less base stamina but with gems, you’ll almost certainly end up with more health than dps classes. (Source)

Mastery Bonus
You get a mastery bonus (i.e. free stats) for wearing your gear. If shaman or druids wear cloth, they will do so at a slight stat loss. Sometimes that may still be worth it. (Source)

Spirit
Spirit is currently on a lot of cloth gear because it is considered a healing AND dps stat. We are changing it to just be a healing stat. There will still be a lot of it on leather though, just not every piece. Both Spirit and hit are the kind of thing you want enough of and no more than that. Since there won't be any buffs that boost hit or Spirit, you shouldn't often find yourself in excess. (Source)

[...] If we solve the Spirit -> hit conversion through a talent, it will be tacked on to an existing talent so that you aren't really paying for it. We like the talent approach more than a passive ability because the talents let you tell the game "I'm trying to be a caster, not a healer now."

I've read several players say that they like to reach their hit cap and then be done with it. But that doesn't really happen because every tier there is more and more hit on gear, forcing you to either swap out some of your excess hit or avoid the new stuff completely. The new model is more that all that extra hit on higher ilevel gear will have a use.

Plate / Cloth Armor differences
Plate will still possess much more armor than cloth, the difference just wont be as significant as it is now. (Source)

[...]  posted something similar in the Cataclysm forum, but let's look at actual numbers. A level 80 Prot warrior in Icecrown gear unbuffed has like 45,000 health and 30,000 armor. A level 80 mage in Icecrown gear unbuffed might have 20,000 health and 2000 armor. Yes, 2000 armor. We have a lot of room to narrow the gap a little. It's a big gap. (Source)

[...] Someone (Angua?) had a post awhile back that explained this using numbers. Cloth won't have as much armor as plate. But maybe it will have half as much armor as plate instead of one fifth as much armor as plate (or whatever the ratios end up being at higher levels).

Really, cloth isn't the issue, since cloth wearers have spells to buff their mitigation. Leather wearers are the ones who end up the most fragile. Mail would be bad too except that shaman can use shields when needed and hunters typically don't get hit by melee much. We just want to bring things a little closer to each other. It's easier to establish a baseline for how hard a particular attack should hit for when one dps spec isn't literally four times as survivable as another. (Source)

Tanking
Is threat fun?
When threat doesn't matter as a tank, then maximizing your rotation doesn't matter much either. To use the warrior example, you could skip Devastate, Revenge and Shield Slam and just autoattack and use defensive cooldowns. Is that fun? On the other hand, many of the requests we see are for harder hitting attacks, especially on the AE front, so that in essence it's less work to tank multiple mobs at once. Is this really what you want?

I would assert in the current game that threat is almost never an issue. It might be an issue in the first few seconds of a fight (including when new adds join the party) or when the dps severely outgear the tank (such as in a Dungeon Finder situation). Especially in a world with Misdirect, Tricks of the Trade, and Tauntable bosses, tanks on single-target raid fights get so far ahead of the dps and healers, that catching them would be almost impossible. We could definitely tone this down a little such that tanks needed to fight for threat a little more than they do now. Some players would welcome that change and some would say that Blizzard hates tanks and makes them work too hard. (Source)

Tank specs in Cataclysm
Tanks will still be required to tank raids and I expect most heroics. You're not in any danger of being ...

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 2nd, 2010News World of Warcraft NewsRead More >No Comments


Cataclysm Stat & System Changes

Cataclysm Stat & System Changes
Quote from: Eyonix (Source)
As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.

The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.


What You’ll See on Gear

Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.


Being Removed from Items

Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.


Going Away Completely

MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


What Else You Should Know

Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.

Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.

Changes to Existing Gear

As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it’s still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.

If you are a tank (druids excepted), expect to see:
  • No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
  • No more Block Value on gear. Existing Block Value becomes Block Rating.
  • You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
  • Bonus Armor on gear will go down slightly.

If you are a melee DPS class, druid tank, or hunter, expect to see:
  • A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
  • Strength if you wear plate. Agility if you wear mail or leather.
  • Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
  • No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.

If you are a DPS caster, expect to see:
  • A lot more Stamina.
  • All of your Spell Power converted to Intellect and Stamina.
  • No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.

If you are a healer, expect to see:
  • A lot more Stamina.
  • All of your Spell Power converted to Intellect and Stamina.
  • Spirit instead of MP...

MMO-Champion - World of Warcraft Guides and Raid Strategies - NewsMarch 1st, 2010News World of Warcraft NewsRead More >No Comments