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Author: Shr3ku Date: Wednesday, 23 April 2014
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Author: Silencer Date: Wednesday, 23 April 2014
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Author: Deda Date: Wednesday, 23 April 2014
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Author: Axie Date: Wednesday, 23 April 2014

BlizzCon 2014 7 i 8 Novembra u Anaheim

Blizzard je objavio da će Blizzcon 2014 biti održan u Anaheim 7 i 8 Novembra!
Originally Posted by Blizzard (Source)
7FSH88Y7S57T1398068651963

Steel thyself, O mortal realm of Anaheim! The eighth BlizzCon is coming to your Convention Center this Friday, November 7 and Saturday, November 8, 2014. Prepare for two relentless days of Blizzard gaming and fellowship, including in-depth discussion panels with Blizzard developers, hands-on opportunities with the latest Blizzard games, and intense eSports tournaments featuring top pro gamers from across the earthly plane.

Tickets for BlizzCon 2014 will go on sale in two batches, one on Wednesday, May 7 at 7 p.m. PT and the other on Saturday, May 10 at 10 a.m. PT, through the online event ticketing service Eventbrite, priced at $199 each (plus applicable taxes and fees). In addition, a limited number of tickets to an exclusive pre-BlizzCon Benefit Dinner will go on sale Wednesday, May 14 at 7 p.m. PT for $750 apiece (plus applicable taxes and fees; BlizzCon admission included), with proceeds benefitting Children’s Hospital of Orange County. Check out the BlizzCon Ticket webpage for more information—we’ve made some changes to how ticket sales work this year, and fortune favors the prepared!

If you can’t make it to the show in person, the BlizzCon Virtual Ticket is the next best thing, offering comprehensive live coverage of the event via a multichannel Internet stream. Further details on the Virtual Ticket, including pricing, availability, and programming information, will be announced at a later date.

See the full press release or check out the BlizzCon Ticket page for more information, and be sure visit www.blizzcon2014.eventbrite.com at the dates and times above for a chance to purchase a ticket to the show. See you in Anaheim!

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WoW Source: Warlords of Draenor PvP i Class Updates, WoD System Performanse

WoW Source: Warlords of Draenor PvP i Class Updates
Novi WoW Source je objavljen!
Originally Posted by AdriaCraft
  • There have been some big changes to the starting experiences shown off at Blizzcon. This is one of the reasons that beta has not yet started.
  • There was too much CC in Mists of Pandaria PvP, which upset a lot of players. It is still an important and necessary part of PvP though!
  • Diminishing Return categories were also too complicated, so the number of categories was reduced for Warlords of Draenor. Even with the changes, many of the popular arena comps are still viable.
  • PvP gear will have a second item level that activates when you are doing PvP. This allows the PvP gear to be useful in other parts of the game while having it remain the best gear for PvP.
  • Ashran will be somewhat like a Timeless Isle for PvP. Players can go there, explore the island, kill some players and creatures, and earn some things that will benefit them in PvP.
  • Ashran will have a Horde and Alliance fortress on opposite ends of the island, with staging areas behind each base. This area will have vendors, let you duel, and be a place for PvP players to hang out. Each faction's base is fully manned with NPCs that are fighting a battle. The main battle takes place in the center, slowly pushing towards the other faction's fortress. There are objectives on the outer edges of the island. It shouldn't feel too much like a battleground, more like unstructured PvP with some points of interest. Ashran won't be ready for the initial builds.
  • There will be an alpha realm that is only for PvP, with premade level 100 characters only and most of the world disabled. This will allow a longer period of feedback on PvP changes than previous betas have had.
  • Raid testing will also start taking place earlier, as tech is in place to let you zone in to Blackrock Foundry at level 92 and temporarily be increased to level 100 for raid testing.
  • Skirmishes will have a random reward at the end, honor, battleground gear, or maybe even conquest gear. You can solo queue and will be matched with another player of the appropriate role.
  • Random battlegrounds are popular because they are a solo queue experience, so skirmishes will hopefully allow a lot of players who have never done arenas before to start doing them.
  • The team is toning down visuals from other players while leaving your own visuals intact.
 
 
Warlords of Draenor System Performanse
Originally Posted by Blizzard (Source)
As with every expansion, Warlords of Draenor will introduce a number of game-engine upgrades and graphical improvements, including new character models and better textures to help us create lush, detailed environments. Any increase in graphical quality will naturally result in some amount of increase in the game’s required system specs, but we’re working hard to minimize that and ensure that WoW runs well on as wide a range of systems as possible.

One of our game-engine updates is designed to limit the impact that animating the new models has on players’ frame rates. Our new character models have significantly more “moving parts” and more complex animation than the current models (see our Artcraft: Running of the Bulls to get an idea). As a result, the new animations require a bit more memory than the old ones. To counter that, we’ve developed some technology that should keep the impact on your framerate similar to what it is now. Some of this is actually already in place in Patch 5.4.7, and we’re continuing to work to optimize as much as we can—and of course, we’ll be providing an option to keep using the current models if you wish.

We’re also making several improvements to improve performance in Raids, Dungeons, and Battlegrounds, such as limiting extraneous spell effects in group content, which—along with other benefits such as eliminating some visual clutter—should help with performance. We’re also planning to provide separate options for graphical effects in Raids or Battlegrounds, so you can disable processor-intensive features such as shadows and reflections solely in those environments. We’ll be testing all of these updates out in the upcoming beta, though keep in mind that beta performance doesn’t reflect the final version of the game. We’ll still be in the process of optimization, and the beta will include additional development tools that impact system performance.

One of our longstanding goals is to make sure WoW runs well on as broad a range of systems as possible, and that continues to be a top priority. We’ll have more details on the expansion’s system requirements closer to launch, and we can’t wait to show you more of Warlords of Draenor.

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Blizzard radi na Balansiranju Elemental Skillova, Legendary Source i Mojo će Biti Buffovani

Blizzard radi na Balansiranju Elemental Skillova
Neki skillovi će verovatno biti balansirani za uticanje elemental damage, jer Blizzard i dalje pokušava da izbalansira sve skillove, kako ne bi neki elemental skill bio jači i bolji od drugog.
Originally Posted by Blizzard (Source)
WW is not imo a huge issue but the fact that lightning/cold/non-fire builds all perform poorly and aren't really good compared with fire.
This is actually a topic I've been meaning to post on for a while, but hadn't found a good opportunity yet. Now's as good a time as any, I suppose!
When we did a pass on elemental damage types across skills during the Closed Beta for Reaper of Souls, the Barbarian class was one that received the most revision. While we arrived at a place much closer to where we were aiming, we think there's room for some additional adjustments. I don't have details on exact changes to share at this time, but it's likely you'll see some skills, and not just for the Barbarian, shift around their elemental type in a future patch.
 
Legendary Source i Mojo će Biti Buffovani
Base damage legendary Source i Mojo, biće baffovani u budućem patchu, tako da su ekvivalentni žutim itemima...
Originally Posted by Blizzard (Source)
Hey everyone!
First off, apologies for the delay on this follow-up and thank you very much for your patience. We've looked into your reports with QA and the dev thoroughly and here's what happened:
The issue is actually two-fold:
  • Issue #1: Pre-patch 2.0.4, crafted Legendary Sources and Mojos had, on average, approximately 6% more damage than dropped Legendary Sources and Mojos.
  • Issue #2: Legendary Sources and Mojos (both crafted and dropped) are not currently being appropriately up-ranked to have more powerful base damage than Rare Sources and Mojos.
The first issue was resolved in patch 2.0.4. For reference, in patch 2.0.4, we implemented a bug fix to address an issue with crafted Legendary Crusader shields rolling with the wrong Block value. It turns out that the same bug that was causing crafted Legendary Crusader Shields to roll with Block values that were too low was also causing crafted Legendary Sources and Mojos to roll with Damage values that were too high. As a result, we when we fixed the issue with crafted Crusader shields we also fixed the issue with crafted Mojos and Sources. This fix had the secondary effect of reducing the maximum +Damage value on many existing crafted Sources and Mojos, bringing them in line with dropped Sources and Mojos. 
While crafted Legendary Sources and Mojos are now using the correct values (both newly rolled and existing), this particular fix came a little sooner than we anticipated which means we didn't get to post about it advance. We sincerely apologize for not providing messaging ahead of time on this topic as well as for any inconvenience or negative effect that lack of messaging may have had on your gameplay experience. This applies especially to anyone who had an existing item affected by the fix itself.
In the near future, we'd like to address the second issue, which is that Legendary Sources and Mojos (both dropped and crafted) are not being appropriately up-ranked to have more powerful base Damage than Rare ones. Since any change made to address this issue would affect client-side data, it's not something we can hotfix; BUT, we are looking to implement a fix in an upcoming patch. We're still working out the specific details (including an ETA), but suffice to say that crafted/dropped Legendary Sources and Mojos should be more powerful than they were even prior to patch 2.0.4 once issue #2 is resolved.

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Warrior Tier 17, LFR Armor Setovi i Podling Model

Novi Build koji je postavljen jutros na Warlords of Draenor Alpha File Serverima, doneo je sa sobom novi Warrior Tier 17 Set, kao i unikatne armor setove koji će biti loot za Looking For Raid. Ovo nam govori da LFR oprema nije više povezana sa izgledom Tier 17 Setova koji nam padaju u Normal i Heroic raidovima. Tu je i naravno sladak Podling Model!

Warrior Tier 17 Armor Set

warrior tier17 red warrior tier17 yellow
 

Looking For Raid Armor Set

 


Novi Modeli


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Warlords of Draenor Alpha - Build 18164

Build 18164 je tu i sa sobom je doneo dosta izmena.
 
Spell Izmene
Imajte u vidu i upozorenje od strane Celestalona povodom ovih izmena!

blameCelestalonForYourDPS

Originally Posted by AdriaCraft
Companions
  • Sphere of Ultimate Destruction Right Click to summon and dismiss your Sphere of Ultimate Destruction. Battle Pet. Instant.Iron Starlette. Battle Pet. Instant.

Death Knight
Runeforging

Druid
  • Ferocious Bite now does less base damage and scales more with AP.
  • Moonfire now scales with 63% of Spell Power, up from 48%. Now scales with 45% of Spell Power on the DoT component, up from 34.4%.
  • Shred now does 365% damage, up from 260%.
  • Starfall now scales with 33% of Spell Power, up from 25.3%. Now ticks every 1 sec for 10 sec.
  • Wrath now scales with 154% of Spell Power, up from 94.4%.

Talents
  • Savagery - Savage Roar now also increases all Physical damage dealt by 45%.

Balance
  • Moonkin Form now increases your armor by 100%, up from 60%.
  • Starfall now scales with 33% of Spell Power, up from 25.3%. Now ticks every 1 sec for 10 sec.
  • Starfire now scales with 249% of Spell Power, up from 153.2%.
  • Starsurge now scales with 273% of Spell Power, up from 168%.
  • Sunfire now costs 8.4% of Base Mana, down from 9%. Now scales with 63% of Spell Power, up from 48%. Now scales with 45% of Spell Power on the DoT component, up from 34.4%.

Feral & Guardian
  • Rip now does ~2.5x more damage.

Hunter
Beast Mastery & Marksmanship
  • Kill Shot now deals 475% weapon damage, up from 315%.

Beast Mastery & Survival
  • Arcane Shot now deals 140% weapon damage, up from 100%.

Mage
  • Polymorph (New) Transforms the enemy into a penguin, forcing it to wander around for up to 50 sec. While wandering, the penguin cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Penguin. 2% of Base Mana. 30 yd range. 1.7 sec cast.
  • Polymorph (New) Transforms the enemy into a monkey, forcing it to wander around for up to 50 sec. While wandering, the monkey cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Monkey. 2% of Base Mana. 30 yd range. 1.7 sec cast.
  • Polymorph (New) Transforms the enemy into a polar bear cub, forcing it to wander around for up to 50 sec. While wandering, the polar bear cub cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Polar Bear Cub. 2% of Base Mana. 30 yd range. 1.7 sec cast.
  • Polymorph (New) Transforms the enemy into a peacock, forcing it to wander around for up to 50 sec. While wandering, the peacock cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Turtle. 2% of Base Mana. 30 yd range. 1.7 sec cast.

Talents
  • Arcane Orb now deals 90% of Spell Power damage, up from 44.4%.
  • Comet Storm now deals 55% of Spell Power damage, up from 45%.
  • Meteor now deals 20% of Spell Power damage, up from 8%.
  • Unstable Magic now has spec specific tooltips, with proc rate depending on spec.

Fire
  • Combustion now deals an additional 200% of Spell Power damage. Now also burns the target for additional damage equal to 40% of the damage per tick of the Ignite every 1 sec for 10 sec., up from 20%.
  • Inferno Blast now deals 90% of Spell Power damage, up from 60%.

Frost
  • Brain Freeze now gives your next Frostfire Bolt a 25% damage increase.

Monk
Talents

Paladin

Priest

Talents
  • Clarity of Purpose now costs 4.25% of Base Mana up from 3.5%. Now scales with 492.4% of Spell Power, down from 744%.

Shadow

Rogue

Subtlety
  • Sanguinary Vein - Increases the damage of your Rupture ability by 10% (down from 50%) and causes you to deal 20% (down from 35%) additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest.
  • Sinister Calling now increases your total Agility by 15%, down from 30%.

Shaman

Talents
  • Elemental Blast now scales with 205% of Spell Power, up from 4,726 + 156.2% of Spell Power.

Elemental & Restoration
  • Lava Burst now scales with 96% of Spell Power, up from 73%.

Warlock

Talents
  • Demonbolt now scales with 400% of Spell Power, up from 300%.

Affliction
  • Agony now scales with 35% of Spell Power, up from 26%.
  • Haunt now scales with 394% of Spell Power, up from 263%.
  • Malefic Grasp now scales with 20% of Spell Power, up from 13.2%. Proc now causes your other DoTs to deal 40% of their normal periodic damage, up from 30%.

Demonology
  • Hand of Gul'dan now Shadowflame scales with 20% of Spell Power, up from 14%.
  • Metamorphosis: Doom now does 4 + 200% of Spell Power, rather than 4,004 + 93.75% of Spell Power.

Destruction
  • Chaos Bolt now scales with 348.4% of Spell Power, up from 290%.
  • Conflagrate now scales with 210% of Spell Power, up from 173%.

Major Glyphs
  • Glyph of Siphon Life now has spec specific tooltips. Now works with the Immolate DoT for Destruction.
  • Glyph of Soul Consumption now has spec specific tooltips, with a Demon Form requirement for Demonology and Chaos Bolt requirement for Destruction.

Warrior

Arms

Raid & Dungeon Abilities
  • Corrupted Touch Corrupts an enemy upon death, causing them to explode after 10 sec secs, inflicting 17,500 Shadow damage to themselves and all allies within 8 yards. Instant.
  • Drain Blood A skillfully-thrown cleaver deals weapon damage and Bleeds (10%)*5 Health over 10 sec seconds. 30 yd range. 3 sec cast.
  • Screech Inflicts 20,000 Physical damage to all enemies in the area and increases damage taken from Screech and Quills by 10%. 100 yd range. Instant.
  • Staggering Shot Inflicts Physical damage, knocks back, and slows the target by 50% for 3 sec sec. Fired at targets not behind cover. 100 yd range. Instant.

Novi Stringovi
Originally Posted by AdriaCraft
  • BAG_FILTER_ASSIGN_TO - Assign to
  • BAG_FILTER_AUTO_SORT - Auto-Sort
  • BAG_FILTER_CONSUMABLES - Consumables
  • BAG_FILTER_EQUIPMENT - Equipment
  • BAG_FILTER_IGNORE - Ignore this bag
  • BAG_FILTER_JUNK - Junk
  • BAG_FILTER_TRADE_GOODS - Trade Goods
  • LOOT_ROLL - Loot Roll
  • PVP_TAB_GROUPS - Premade Groups
  • REWARD_FOR_PVP_COMPETING - Reward For Competing
  • REWARD_FOR_SPECFIC_PVP_WIN - Reward for Win: Loot Roll
  • SPELL_FAILED_CANT_REPLACE_ITEM_BONUS - That item cannot be modified.
  • SPELL_FAILED_CUSTOM_ERROR_213 - You may only carry one type of Blackrock Munitions.
  • SPELL_FAILED_CUSTOM_ERROR_214 - You have run out of Blackrock Munitions.
  • SPELL_FAILED_CUSTOM_ERROR_215 - You are carrying the maximum amount of Blackrock Munitions.

Misc Strings
Originally Posted by AdriaCraft
Battleground
  • Battleground #788 - Troll Raid 2

Game Text
  • Game Text #81787 - The girl and I will retrieve the rest of our group. You go ahead, $n, and stop that orc from opening that portal!
  • Game Text #81788 - Let's go, then.
  • Game Text #81808 - No... NO! The Temple of Karabor must NOT fall!
  • Game Text #81809 - Every thread leading to this fate... can be traced back to Ner'zhul. He must be stopped.
  • Game Text #81810 - Meet me back at Twilight Glade, champion. There is much work to be done.
  • Game Text #81821 - Good people of [HUB NAME], your commander has finalized construction on a new building!
  • Game Text #81822 - We're going to need work together to get it up to full production. See to it our commander is not kept waiting!
  • Game Text #81824 - Yo everybody, listen up. Thanks to our commander we got a new building up!
  • Game Text #81825 - We gotta get this new structure up to snuff pronto, alright? Get to it yesterday!
  • Game Text #81826 - You can handle things from here, I'm sure. Well done!
  • Game Text #81827 - Take it away. You won't be needin' me, these guys know you're a regular war hero.
  • Game Text #81833 - Let's go, then.
  • Game Text #81866 - Power fluctuator active. Rebooting core systems. Please wait.
  • Game Text #81867 - Alright, Hedontron. Get back to work!
  • Game Text #81868 - Command unrecognized. Will only accept commands from Hedontron owner: $p.
  • Game Text #81870 - Damn it all, I give up. $p, you can have him! I'm done!
  • Game Text #81875 - Alright, Hedontron. Execute command X47G5!
  • Game Text #81876 - That's it, I've had it! $p, you can have him! I'm going back to tank-building from here on out!

GarrAbility
  • GarrAbility #51 - Fishing - Allows this follower to be assigned to the Fishing Shack.
  • GarrAbility #52 - Mining - Allows this follower to be assigned to the Mine.
  • GarrAbility #53 - Herbalism - Allows this follower to be assigned to the Herb Garden.
  • GarrAbility #54 - Alchemy - Allows this follower to be assigned to the Alchemy Lab.
  • GarrAbility #55 - Blacksmithing - Allows this follower to be assigned to the Forge.
  • GarrAbility #56 - Enchanting - Allows this follower to be assigned to the Enchanter's Study.
  • GarrAbility #57 - Engineering - Allows this follower to be assigned to the Engineering Works.
  • GarrAbility #58 - Inscription - Allows this follower to be assigned to the Scribe's Quarters.
  • GarrAbility #59 - Jewelcrafting - Allows this follower to be assigned to the Gem Boutique.
  • GarrAbility #60 - Leatherworking - Allows this follower to be assigned to the Tannery.
  • GarrAbility #61 - Tailoring - Allows this follower to be assigned to the Tailoring Emporium.
  • GarrAbility #62 - Skinning - Allows this follower to be assigned to the Barn.
  • GarrAbility #63 - Gnome-Lover - Increases success chance when on a mission with a gnome.
  • GarrAbility #64 - Human-Lover - Increases success chance when on a mission with a human.
  • GarrAbility #65 - Dwarf-Lover - Increases success chance when on a mission with a dwarf.
  • GarrAbility #66 - Night Elf-Lover - Increases success chance when on a mission with a night elf.
  • GarrAbility #67 - Draenei-Lover - Increases success chance when on a mission with a draenei.
  • GarrAbility #68 - Worgen-Lover - Increases success chance when on a mission with a worgen.
  • GarrAbility #69 - Pandaren-Lover - Increases success chance when on a mission with a pandaren.
  • GarrAbility #70 - Orc-Lover - Increases success chance when on a mission with an orc.
  • GarrAbility #71 - Undead-Lover - Increases success chance when on a mission with an undead.
  • GarrAbility #72 - Tauren-Lover - Increases success chance when on a mission with a tauren.
  • GarrAbility #73 - Troll-Lover - Increases success chance when on a mission with a troll.
  • GarrAbility #74 - Blood Elf-Lover - Increases success chance when on a mission with a blood elf.
  • GarrAbility #75 - Goblin-Lover - Increases success chance when on a mission with a goblin.
  • GarrAbility #76 - High Stamina - Increases success chance on missions longer than 6 hours.
  • GarrAbility #77 - Hyperactive - Increases success chance on missions shorter than 6 hours.
  • GarrAbility #78 - Lone Wolf - Increases success chance when on a mission alone.
  • GarrAbility #79 - Scavenger - Increases the materials gained from a mission.
  • GarrAbility #80 - Extra Training - Increases the XP gained from a mission for all followers.
  • GarrAbility #81 - Advanced Training - Increases the XP gained from a mission for all followers.
  • GarrAbility #82 - Combat Experience - Increases success chance for all bonus treasures on a mission.
  • GarrAbility #83 - Combat Expertise - Increases success chance for all bonus treasures on a mission.

LFG Entry
  • LFG Entry #824 - Overgrown Outpost [NNF]

Phase
  • Phase #3353 - Cosmetic - Snip Scene (Draenei Boat Landing)
  • Phase #3354 - Cosmetic - Maladaar at Shadowmoon Cave Middle (A)
  • Phase #3355 - Cosmetic - Reshad on Road
  • Phase #3356 - Cosmetic - Liadrin at Shadowmoon Cave Middle (H)
  • Phase #3357 - Nagrand 6.0 - Telaar - Before "Shields Down!" Combat Phase (ELM)
  • Phase #3358 - Cosmetic - Olin Umberhide at Shattered Hand Rise - PRK
  • Phase #3359 - Cosmetic - Lady Liadrin at Shattered Hand Rise - PRK
  • Phase #3360 - Cosmetic - See Foreman Grobash at Horde Garrison Outpost (Building Selected)
  • Phase #3361 - Cosmetic - See Foreman Eksos at Alliance Garrison Outpost (Building Selected)
  • Phase #3362 - Cosmetic - See Hedontron at Duskfall Island (H) Pre-Quests
  • Phase #3363 - Cosmetic - See Hedontron at Duskfall Island (H) Post-Quests
  • Phase #3364 - [PH] FFR - Horde Garrison V1
  • Phase #3365 - [PH] FFR - Horde Garrison V2
  • Phase #3366 - [PH] FFR - Horde Garrison V3
  • Phase #3367 - Cosmetic - See Hedontron at Duskfall Island (A) Pre-Quests
  • Phase #3368 - Cosmetic - See Hedontron at Duskfall Island (A) Post-Quests
  • Phase #3370 - Cosmetic - Nagrand 6.0 - Telaar - "Shields Down!" - Arkonite Shield - Stables version (ELM)
  • Phase #3371 - Cosmetic - Nagrand 6.0 - Telaar - "Shields Down!" - Arkonite Shield - Workshop version (ELM)
  • Phase #3372 - Cosmetic - Nagrand 6.0 - Telaari Station - "Work Complete" - The Final Nail (ELM)
  • Phase #3373 - Morkeths Cage Closed
  • Phase #3374 - Morkeths Cage Open
  • Phase #3375 - Cosmetic - Nagrand 6.0 - Telaari Station - Hansel Heavyhands (ELM)

Novi Achaeology Projekti
Originally Posted by AdriaCraft
  • Warsong Ceremonial Pike - The riders of the Warsong clan are always on the move. In camp, a family's tent is marked with a long pike thrust into the ground - often adorned with the skulls of defeated enemies. This example is over a hundred years old and is branded with the names of several key battles.
  • Blackrock Razor - Male orcs of the Blackrock Clan never cut their hair until they come of age, at which point their head is shaved and their role in this extremely regimented society is determined. This ancient switchblade is forged of blackrock and embellished with jewels, likely used by a prominent family for many generations of initiation.
  • Barbed Fishing Hook - This arm-length fishing hook has less in common with a traditional fishing hook and more with a halberd. The Stormreaver clan are the master navigators and fishermen of Draenor, and judging by the size of this hook their prey is no less savage than those of the landlocked clans.
  • Ceremonial Tattoo Needles - These bone needles are taken from the corpses of fallen enemies and meticuously sharpened. The mystics of the Shadowmoon often inscribe secret runes into their flesh to more clearly speak to their ancestors and the elemental spirits.
  • Flask of Blazegrease - Sticky, smelly, and highly flammable, the substance in this small container is liberally applied to the swords and axes of the Burning Blade clan before battle. Though some warriors choose to ignite their weapons before battle, most let the inevitable contact of blades and armor spark the blazegrease for unpredictable intimidation.
  • Gronn-Tooth Necklace - The Thunderlords are the greatest big game hunters in all of Draenor. For centuries they have used riding beasts and coordinated assaults to slay game and gronn alike. Their clan draws their name from an ancient chieftain who single-handedly slew a powerful gronn at the pinnacle of Thunder Peak.
  • Doomsday Prophecy - This tablet speaks of the end times. From what you can decipher, the crude scrawls of multiple authors speak of at least seven different and sometimes conflicting versions of a final reckoning for all of the inhabitants of Draenor. Eerily, the iconography of a flaming hammer is clearly depicted - is this the ancestral origin of the Twilight's Hammer clan?
  • Pictogram Carving - While the written word is mostly used as an instrument for the upper echelons of imperial ogre society, occasionally an ordinary ogre will try his hand at making a story immortal. This pictogram appears to tell the story of an especially distressing culinary experience.
  • Gladiator's Shield - Disagreements between ogres usually end in violence. During the early decades of the Age of Order, a sly chieftain decreed that disputes in his clan would be settled via proxy in one-on-one combat between slaves. The mortality rate amongst the ogres plummeted, leading to a golden age of expansion.
  • Eye of Har'gunn the Blind - While most ogres are born with two eyes, a handful in every generation regress and are born with a single eye. All but a few clans recognize these ogres are exceptional and destined for great things. An unlucky one-eyed ogre mage lost his eye in a duel and replaced it with this fist-sized stone, discovering it to have magical properties when he did so.
  • Chimera Riding Harness - A brilliant ogre once had a thought that riding a chimera would make travel much faster than using pack animals or walking. Roughly crafted from thick leather and utilizing an excessive number of knots, this seat could comfortably accomodate an ogre. However, it could only be saddled on a chimera the size of a small mountain which seems to explain why no one has ever seen ogres fly.
  • Imperial Decree Stele - Assembled fragments from this stone stele place it in Talador several hundred years before the draenei arrived. It marks an ogre imperial decree to raze several orc settlements in retaliation for a number of rebellious raids against Gorian slave trade caravans. The orders were likely carried out, since the towns no longer exist, and this stone was erected to memorialize the dark deed.
  • Sorcerer-King Toe Ring - Imperial ogres jealously guard the secrets of magic in order to keep their status among the ruling class. The wealthiest among them adorn themselves with magically-enhanced jewelry and other wearable artifacts.
  • Warmaul of the Warmaul Chieftain - The first great technological innovation in ogre society was the concept of attaching a rock to the end of a very long stick to smash your enemies, rather than attempting to bash them with a rock held in your hand. The schism this innovation created amongst ogre society resolved itself only when the now-forgotten tribe broke in to the Warmaul and Boulderfist clans.
  • Dreamcatcher - When Terokk returned from exile he was broken and flightless. Rumors of his cursed state swept like wildfire through the Arakkoa, giving rise to superstitious charms and cures. Dreamcatchers endure as one of the most clung-to icons of safety, for the Arakkoa believe the curse will entangle itself in the dreamcatcher and fade in the morning sunlight.
  • Burial Urn - In death all Arakkoa seek to join the Sun-God Rukhmar in the skies above Draenor, thus cremation is vastly preferred to burial. Some have their ashes scattered high in the skies, others are collected in ornate urns and placed in crypts.
  • Decree Scrolls - The incomplete writings here seem to indicate a decree of a sort of martial law, and reminders to be vigilant for signs of the curse amongst neighbors and friends.
  • Solar Orb PH - Central to High Arakkoan culture is reverence of Rukhmar and the sun. Hundreds of Solar Orbs are scattered around [Explosion Town], which cast a never-ending light so no Arakkoan need go without the sun's warmth, even on a cold and overcast day.
  • Sundial - This delicately-engraved instrument, when positioned correctly, acts as both a sundial and an arakkoa seasonal calendar. The base of the instrument is covered with callouts for celestial events, most of which are accompanied by grave warnings. Interestingly, the device seems to have cryptically predicted the arrival of the draenei a century before it happened.
  • Talonpriest Mask - Believing they have been abandoned by the sun, cursed Arakkoa prefer to hide in the forests or beneath awnings during daylight hours. Talonpriests take this a step further and never show their faces to the sun, wearing ritual masks that act as a focus for their communes with Anzu.
  • Outcast Dreamcatcher - Outcast Arakkoa have repurposed the dreamcatcher not to ward off the Curse of Sethe, but to capture and harvest tiny amounts of essences from their lost gods. Rumors persist of an ever-growing mass of swirling energy buried deep beneath Skettis, whispering promises of power to any who will listen...
  • Apexis Crystal - Scattered in the most ancient of ruins on Draenor are fragments and whispers of the Apexis civilization, who attained a height of power during the Age of Order and then abruptly vanished. The arrival of the Iron Horde has prompted a secret but urgent escalation in retriving Apexis artifacts by the Adherents.
  • Apexis Hieroglyph - Brittle and ancient beyond measure, this stone tablet contains carvings that vaguely describe an engine of incredible power, claiming to harness the power of the sun.
  • Apexis Scroll - This battered scroll case has corroded shut, and the scroll within is barely readable with very careful examination. These appear to be plans and measurements for a glorious Temple in the Sky written in an ancient hand. It's unclear whether such a splendid structure was ever built.
  • Beakbreaker of Terokk - Eschewing traditional Arakkoan weaponry, Terokk carried this cudgel as a symbol of his fall from king to outcast heretic. Rumors have persisted for centuries that rather than employing traditional wing-cutting as a punishment, Terokk simply shattered the beaks of those who dared to oppose him.

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Paladin Tier 17 Preview, Warlords of Draenor Alpha - Ažurirane Alpha Patch Informacije

Ovo Je prvi Warlords of Draenor Set koji smo uspeli da izvučemo iz poslednjeg Patch fajla! Ovaj set JE I DALJE U IZRADI, par problema smo imali oko belta, ali bitno je da vidimo kako set izgleda. Finalne verzija može da izgleda nešto malo izmenjanja...

paladin tier17

 
Novi Modeli
Malo smo zakasnili, ali bolje ikad nego nikad!
 
babyhippo heart of the mountain

Warlords of Draenor Alpha - Ažurirane Alpha Patch Informacije
Originally Posted by Blizzard (Source)
Game System Changes

Stat Squish
We've also streamlined the multitude of various types of Haste % and Crit % bonuses.
  • Spell Haste %, Melee Haste %, and Ranged Haste % have been merged into a universal Haste %.
  • Spell Crit %, Melee Crit %, and Ranged Crit % have been merged into a universal Crit %.

Itemization Changes (New Section)
We’re making a number of changes to itemization based on a single philosophy: We want to increase the chance that any given item drop is useful to someone in your group.To support this philosophy we’re making a few changes to stats. Most items found in Draenor will work for all specializations within a given class, so that you never have to grumble when you see, for example, Intellect plate drop in a group that lacks a Holy Paladin.

We’re also reducing the number of role-specific stats: Hit and Expertise are gone, as are Dodge and Parry as stats on items, replaced with a single tank stat of Bonus Armor. Armor and Spirit will be specific to tanks and healers respectively, but all other secondary stats will have universal appeal.

Because of the magnitude of this change, we’re retroactively applying this philosophy to items in Mists of Pandaria. After the pre-expansion patch you may find that some of your items contribute different stats, but they should still be good for your class.

General
  • New secondary stats added:
    • Bonus Armor: Increases armor.
    • Multistrike: Grants a chance for spells and abilities to fire an additional time, at 30% effectiveness (both damage and healing).
    • Readiness: Reduces the cooldown of several class abilities with long-cooldowns.
  • Hit and Expertise on all items have been replaced with a universally useful secondary stat.
  • Stats that are not useful to your current class specialization will be grayed out in the tooltip rather than green, and will not be counted on your character stat sheet.
    • Spirit for non-healing specializations
    • Bonus Armor for non-tanking specializations
    • Strength for Agility/Intellect-users
    • Agility for Strength/Intellect-users
    • Intellect for Strength/Agility-users
    • For example, Intellect on a cloak will be greyed out for all Warrior specializations and they will not receive an increase to Intellect if equipped. However, if the same cloak is equipped by a Mage, Intellect will show up as green and they’ll receive the increase to their Intellect.

Mists of Pandaria and Future Items
  • Dodge and Parry have been replaced with Bonus Armor. If an item had both Dodge and Parry on it, it has been replaced with an additional useful secondary stat.
  • Head, Chest, Hand, Wrist, Waist, Leg, Feet, Weapon, Shield, and Off-hand items that had tanking stats (Dodge, Parry) or healer stats (Spirit) have been replaced with a different universally useful secondary stat.

Warlords of Draenor Items
  • Plate Armor pieces will always have Strength and Intellect on it.
  • Mail and Leather Armor pieces will always have Agility and Intellect on it.

Ability Pruning
  • Priest
    • Shadow Word: Death is now available only to Shadow Priests.
      • Discipline and Holy Priests can add a self-damaging utility to Holy Fire through a new Major Glyph.
  • Shaman
    • Flametongue Weapon is no longer available to Restoration Shaman, and only causes damage on weapon swings for Enhancement Shaman.
    • Frostbrand Weapon has been removed. is now available only to Enhancement Shaman.
    • Healing Tide Totem is now available only to Restoration Shaman. (Moved to the Stackable Raid Utility section.)
    • Stormlash Totem has been removed. (Moved to the Stackable Raid Utility section.)
  • Warlock
    • Demonic Breath has been removed.
      • Howl of Terror is now a Level-30 talent, replacing Demonic Breath.
  • Warrior
    • Shield Wall is now available only to Protection Warriors.
    • Skull Banner has been removed. (Moved to the Stackable Raid Utility section.)

Crowd Control and Diminishing Returns
Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs, in order to further reduce burst damage. Please keep in mind when reading the specifics of the patch notes that some classes may have lost abilities, or had the power of select abilities reduced. These changes were made in the context of the above goals. Other classes have a reduced crowd-control ability overall. We believe that this entire package of changes will make PvP a more enjoyable experience for everyone.

  • Death Knight
    • Rune of Swordbreaking has been removed.
    • Rune of Swordshattering has been removed.
  • Druid
    • Cyclone now shares Diminishing Returns with Fears, and can be canceled by immunity effects (i.e. Divine Shield, Ice Block, etc.), and can be dispelled by Mass Dispel.
    • Disorienting Roar has been renamed to Incapacitating Roar, incapacitates enemies instead of disorienting them, and its effect now shares Diminishing Returns with other Mesmerize effects.
  • Priest
    • Psyfiend has been removed.

Movement Speed (New Section)
Moving quickly has always been a powerful bonus in World of Warcraft; however, the logic of how various movement speed bonuses stack (or don't) has generally been inconsistent and poorly explained. Under the old set-up, each movement speed bonus would become more powerful when combined with another, so we would limit what can stack with what, and prevent certain abilities from being used when another one is already in effect. We decided to change the movement speed system to make it more transparent, with rules about stacking that are easier to understand, and with fewer restrictions.

Previously, multiple movement speed modifiers on you were multiplicative, meaning that if you had two different +25% movement speed bonuses, they resulted in a total movement speed of 56% (1.25*1.25 = 1.56).

Movement speed bonuses have been changed to be additive. The previous example with two different +25% movement speed bonuses would result in a total movement speed of +50%. The logic governing which bonuses stack with others has been simplified as well.

  • If a bonus is self-only and passive, it now stacks additively with everything.
  • If a bonus is temporary or applies to other players, it's considered exclusive, and the character only gains the benefit of the highest exclusive bonus.

Additionally, restrictions that prevented a player with a temporary speed bonus from receiving or activating a second temporary speed bonus have been removed. Both bonuses will now apply to the character, but only the one with the highest magnitude will have any effect.

Examples of self-only passive bonuses: Cat Form, Movement Speed enchants, Quickness racial for Night Elves, Unholy Presence

  • These will all stack additively with each other.

Examples of shared or temporary bonuses: Angelic Feather, Sprint, Stampeding Roar

  • All of these effects can now be applied simultaneously, but only the strongest one will have an effect.

Raid Utility Balance (New Section)
Various classes bring various abilities that provide utility to parties and raids. We talked about one type of utility in the Buffs and Debuffs section, above. However, there are other types of raid utility, and it’s been in need of more attention. In general, raid utility, especially raid-wide defensive cooldowns, had grown too strong. So many classes and specializations had defensive cooldowns that we had to make raid damage extremely high, as raids would be stacking or chaining together multiple cooldowns. We'd like to return to a system where it's the healers who heal through the scary moments, not the damage dealers, for example.

To do so, we’ve established a new baseline level of raid utility that a specialization should bring, and brought everyone to that new standard by reducing the effects of some abilities, or removing some abilities altogether.

Death Knight

Druid
  • Tranquility is now only available to Restoration Druids.

Mage
  • Amplify Magic is a new spell available to Mages.
    • Amplify Magic amplifies the effects of helpful magic, increasing all healing received by 20% for all party and raid members within 100 yards, and lasts 6 seconds with a 2-minute cooldown.

Monk

Paladin

Priest

Rogue
  • Smoke Bomb now reduces damage taken by 10% (down from 20%).

Shaman

Warlock
  • Each player can use a Demonic Gateway only once every 90 seconds.
  • Healthstones now share a cooldown with Health Potions, separate from other potions.

Warrior
  • Rallying Cry now increases health by 15% (down from 20%), and is no longer available to Protection Warriors.
  • Skull Banner has been removed.

Periodic Effects (New Section)
There are many effects in the game which deal periodic damage over time (DoT) or healing over time (HoT). Historically, these have typically done something called “snapshotting”; they were based on your stats at the time that they were cast, and that was used for calculating their effect for their full lifetime. In Mists, if a warlock casts Corruption on an enemy while Heroism is active, that DoT will continue to tick rapidly based on the temporary haste effect, even after Heroism fades. This has led to some gameplay that has both good and bad sides.

Snapshotting encourages refreshing those periodic effects when your stats are high, such as when a temporary buff procs. On the upside, there's a high amount of skill involved in maximizing that. On the downside, it's not intuitive, and the skill ceiling is so high that few can reach it without the use of specialized add-ons. To make matters worse, the benefits of maximizing periodic snapshotting is so high that it creates a balance problem. Players maximizing periodic snapshotting (primarily through the use of add-ons) do drastically more damage than intended. If we balance around taking full advantage of snapshotting, then the players who aren’t doing so would fall unacceptably far behind in damage output.

Ultimately, we've decided that snapshotting isn't a productive mechanic for the game. The vast majority of periodic effects in the game that snapshotted no longer do so. The only exceptions are ones that do damage based on a percentage of a previous ability's damage (such as the Ignite from a Fire Mage's Fireball, or the periodic damage on a Windwalker Monk's Blackout Kick), as they inherently act as a delayed damage multiplier to those abilities.Temporary effects which buff the damage or healing of other spells specifically will continue to do so for their lifetime; for example, Unleash Flame (which increases the damage of the shaman's next fire spell by 40%), when used on a Flame Shock, will continue to increase the damage of the periodic effect for its entire lifetime, despite being consumed when the Flame Shock is cast. We still of course want skills and their use to embody interesting choices, and intelligent and skillful use of abilities.

  • Periodic damage and healing effects now dynamically recalculate their damage, healing, Critical chance, multipliers, and period on every tick.

Skilled players will still be able to take advantage of temporary power buffs like trinket procs, and you'll still want to cast your hardest hitting spells within those proc durations. The benefits just won't extend outside the trinket procs’ duration. As such, this high-skill gameplay is there, it's just rewarded more consistently. For example, a Priest’s trinket procs and an already active Shadow Word: Pain will begin dealing more damage the instant the proc effect occurs, but will return to normal when the proc duration ends. Skilled players will be able to play within these proc durations to maximize effect, but it won’t be as detrimental to output to anyone who isn’t actively and skillfully using them to their full extent.

We also made another change to periodic effects. Haste has long affected the tick rate of periodic effects, and their duration has been rounded to whole numbers of ticks, in order to mostly preserve the original duration of the spell. This lead to Haste breakpoints where having specific amounts of Haste would cause certain periodic effects to gain an extra tick. Part of gearing your character involved trying to reach those Haste breakpoints, but not go over by too much. This was a fairly tedious number to manage, which was again mostly handled by add-ons and guides. With some new tech we’re now able to calculate the effect of Haste on tick time dynamically. Any fraction of a full period left at the end of an effect will do a tick of damage or healing in proportion to the remaining time. In other words, there are no more Haste breakpoints; Haste now smoothly and accurately affects periodic effects for the entire duration.

This also opened up the opportunity to revise how we handle refreshing periodic effects. For the vast majority of spells and abilities, we had a standard rule that any refresh would add the new cast's duration after the next tick of the existing effect. In simpler terms, you can refresh anywhere between the last and second-to-last tick of a DoT or HoT with no loss. Warlocks had a special passive that changed this logic to allow refreshing with no loss anywhere in the last 50% of a DoT. We liked the flexibility that this provided; though felt it was a bit too powerful. No longer tied to whole tick times, we chose to extend the mechanic that Warlocks had to all classes, but reduce it to 30%. Everyone can now refresh their periodic effects anywhere in the last 30% of the duration for full benefit, and no lost tick time.

  • Recasting periodic damage over time and healing over time effects that are already on the target now extends those effects to up to 130% of the normal duration of the effect.

Tank Vengeance and Resolve
The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.

Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • Death Knight
    • Mastery: Blood Shield now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
  • Druid
    • Mastery: Primal Tenacity now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
  • Monk
    • Mastery: Elusive Brawler now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
    • Brewmasters no longer deal 15% less damage.
  • Paladin
    • Mastery: Divine Bulwark now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
  • Warrior
    • Mastery: Critical Block now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.

Quality of Life Improvements
Facing Requirements
Strict facing requirements can be frustrating to deal with, especially in hectic Raid combat or PvP environments. In order to ease this frustration, we decided to remove or significantly loosen the facing requirements of all attacks that required the player to be behind their target.

  • Druid: Ravage no longer requires the Druid to be behind the target.

Reforging (New Section)
The original intent behind Reforging was to offer a way for players to customize their gear, but in practice it offered little in the way of true choice. Players attempting to optimize every piece of gear were well advised to look up how they were supposed to reforge an item in an online guide or tool that had already determined the optimal choice. It added yet another step to the list of things that must be done to a new item before it was ready to be equipped, reducing the joy of getting an upgrade into a chore.

If an upgrade drops, we want you to be able to equip it with a minimum of fuss. It is for those reasons that we’re removing Reforging from the game.
  • The Reforging system and associated NPCs have been removed from the game.
  • All existing items that were reforged have been returned to their original un-reforged state.

Combat Resurrections (New Section)
Combat resurrections are an extremely powerful tool that players have while in combat. Naturally, we apply some limitations. In Mists of Pandaria, that limit was 1 resurrection during a given raid boss encounter for 10-player modes and 3 for 25-player modes. With Flexible difficulty introduced in Patch 5.4, we erred on the forgiving side, and gave Flexible Raids 3 resurrections regardless of raid size.

In Warlords of Draenor, the Flex tech has expanded to more difficulty levels, and we needed a new system to handle combat resurrections more fairly. We knew that continuing with a constant 3 would encourage using the smallest possible raid sizes, while scaling with hard breakpoints would discourage specific group sizes just under those points. Additionally, the limit is not shown anywhere in-game, so it can be easy to lose track of how many resurrections the raid has available (or even know that the limit exists).

So we’ve built a new system to be more transparent, and improve usability.

  • During a boss encounter, all combat resurrection spells now share a single raid-wide pool of charges that’s visible on the action bar button.
  • Upon engaging a boss, all combat resurrection spells will have their cooldowns reset and begin with 1 charge. Charges will accumulate at a rate of 1 per (90/RaidSize) minutes.
    • Example 1: A 10-player raid will accumulate 1 charge every 9 minutes (90/10 = 9).
    • Example 2: A 20-player raid will accumulate 1 charge every 4.5 minutes (90/20 = 4.5).
  • A charge will only be deducted when a combat resurrection is successful (when the target accepts the resurrection).
  • Raid frames now show a debuff indicating that a dead player has a pending combat resurrection available.
  • Outside of raid boss encounters, combat resurrection spells retain their normal cooldown behavior.

Glyphs
We made several improvements to the Glyph system. While leveling, characters unlock Glyph slots at several specific levels. However, in order to get glyphs, characters need to visit an Auction House (and potentially pay way more gold than an average character of that level has yet), or know a Scribe from which to request them. To solve this, we've made characters learn some Glyphs automatically as they level. Additionally, we now have the ability to make some glyphs exclusive with each other, or require specific specializations.

  • Many glyphs have been removed, and many new glyphs have been added.
  • Exclusive categories have been added for some glyphs. Other glyphs from the same category cannot be applied at the same time.
  • Some glyphs are now exclusive to a specialization.

Professions
  • Movement Speed enchants now increase Movement Speed by 10% (up from 8%).

Class Changes

Death Knight
We removed Dodge and Parry from gear, and expect Blood Death Knights to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Critical Strikes, and Scent of Blood give defensive value to Multistrike. auto attack and Rune Strike crits. To solve GCD-capping issues and increase the value of Haste, we also removed the passive rune regeneration increase from Improved Blood Presence. Finally, we tweaked the targeting AI of Dancing Rune Weapon, and fixed it up to properly copy most Talents that you know.

  • Riposte has been redesigned.
    • Riposte now gives the Death Knight Parry equal to their Critical Strike bonus from gear. After getting a Critical Strike with an Auto Attack or Rune Strike, you gain +100% Parry chance until you Parry an attack. This can stack up to 2 times.
  • Improved Blood Presence no longer increases rune regeneration rate.

There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable and balanced. Level-60 and Level-75 talent rows have swapped places, so the important rune regeneration talents could be acquired earlier.
  • Level-60 and Level-75 talent rows have swapped places.

Druid
Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of those. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of the changes. We also slightly reduced the power of Primal Fury, in order to better balance secondary stats for Guardians.

  • Tooth and Claw can now accumulate 2 charges, and its effects stack on the target. Its effects are affected by Resolve.
  • Ursa Major is a new passive ability for Guardian Druids:
    • Ursa Major: Multistrikes from auto attacks and Mangle grant the Druid Ursa Major. Ursa Major increases maximum health by 5% for 15 seconds. When this effect is refreshed, the remaining portion is added to the new effect.

Feral Druids received one major change, and few tweaks beyond what's been mentioned above in Ability Pruning and Facing Requirements. Combo Points are now stored "on the player", meaning that when you switch targets, any accumulated Combo Points remain with you. Pounce was buffed significantly, in order to bring it up to par with Ravage. Primal Fury was changed to let it affect area attacks as well. Glyph of Savagery was reworked to better achieve its intended effect.

  • Combo Points for Feral Druids are now shared across all targets, and are no longer lost when switching targets.

Overall, we are happy with Balance's rotation, however there are a few tweaks coming through Draenor Perks. With the changes to Periodic Effects, we're slightly modifying Eclipse to allow it to retain the gameplay it had before.

  • Eclipse now increases the damage of all Nature spells (or Arcane, depending on which Eclipse state is active) cast while it is active. This means that for example: a Moonfire cast during Eclipse will receive the Eclipse benefit through its whole duration, even after leaving Eclipse. The reverse also holds true; a Moonfire cast before entering Eclipse will not benefit from that Eclipse until it is recast.

And the Druid changes are capped off by merging Glyph of Stampede's effects into Glyph of Stampeding Roar.

Hunter
We did a comprehensive pass on Hunter pet abilities. As mentioned above in Crowd Control and Diminishing Returns, all full crowd-control abilities have been removed from Hunter pets and replaced those with new abilities, including spreading some that were previously restricted to exotic pets. Additionally, Hunters can now tame beasts from new pet families.

  • Hunters may now tame beasts from 3 new pet families.
    • Hydra
    • Riverbeast
    • Hook Wasp (Exotic)
  • Abilities unique to each hunter pet family have been revised to provide a standard buff, debuff, or ability.
    • Combat Resurrection ability: Crane, Moth, Quilen
    • Mortal Wounds debuff: Carrion Bird, Devilsaur, Riverbeast, Scorpid
    • Increased Spell Power buff: Serpent, Silithid, Water Strider
    • Increased Strength/Agility/Intellect buff: Dog, Gorilla, Shale Spider, Worm
    • Increased Critical Strike Chance buff: Devilsaur, Quilen, Raptor, Shale Spider, Water Strider, Wolf
    • Temporary Haste buff: Core Hound, Nether Ray
    • Increased Haste buff: Hook Wasp, Hyena, Sporebat, Wasp
    • Increased Mastery buff: Cat, Hydra, Spirit Beast, Tallstrider
    • Increased Stamina buff: Bear, Goat, Hook Wasp, Silithid
    • Increased Magic Damage Taken debuff: Basilisk, Bat, Chimaera, Core Hound, Dragonhawk, Rhino, Wind Serpent
    • Increased Physical Damage Taken debuff: Bird of Prey, Boar, Porcupine, Ravager, Rhino, Worm
    • An ability that increases dodge chance of the pet by 30% for 10 seconds: Fox, Monkey
    • An ability that reduces damage taken by the pet by 50% for 12 seconds: Beetle, Crab, Quilen, Rhino, Shale Spider, Turtle
    • An ability that Reduces the movement speed of the target by 50%: Chimaera, Crocolisk, Silithid, Spider, Warp Stalker
    • The following pet families provide an ability that puts the pet in stealth mode, but slows its movement speed by 50%. The first attack from stealth receives a 20% bonus to damage: Cat, Spirit Beast
    • The following pet families also provide an additional ability.
      • Chimaera - Froststorm Breath: Causes Froststorm damage to all targets in front of the Chimaera over 8 sec.
      • Core Hound - Molten Hide: Causes Fire damage to attackers.
      • Devilsaur - Feast: The devilsaur feasts on a nearby Humanoid or Beast corpse within 5 yards, healing it for 20% of its maximum health and restoring 20 focus over 5 sec.
      • Direhorn - Reflective Armor Plating: Deflects all spells cast in front of the Direhorn for 6 seconds.
      • Hook Wasp - Flutter: Slows the fall speed of both itself and the hunter for 30 seconds.
      • Spirit Beast - Spirit Mend: Heals the target ally instantly, and additional healing over 10 seconds.
      • Water Strider - Surface Trot: Allows the Hunter and the Water Strider to walk across water.
      • Worm - Burrow Attack: Deals Nature damage to nearby enemies over 8 seconds.

There were also a few other changes, primarily for quality of life and rotational consistency.

  • Aimed Shot now deals 20% more damage and can be cast while moving. no longer interrupts Auto Attacks.
  • Growl now has a 30-yard range.
  • Several raid buffs provided by pets have been changed into auras that are automatically applied to the Hunter's party or raid.

Mage
In order to solve all of these problems, we decided to merge the 3 current Bomb Talents into one that changes based on spec. That allows us to reintroduce spec-specific perks to each Bomb, and makes room for some non-DoT alternatives.

  • Frost Bomb has been redesigned. It now lasts 12 seconds, has no cooldown, and explodes every time the target is critically hit by the Mage's Ice Lance while frozen. The damage per explosion has been reduced by 75% to compensate.
  • Glyph of Mirror Image has been removed and its effects have been incorporated into Mirror Image.
  • Glyph of Frostfire Bolt is now available only to Fire Mages.

Monk
  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.
    • The Spell-Power-to-Attack-Power Conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
    • The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
      • Eminence now a nearby target to be healed for 35% of all damage caused by the Monk and includes auto attacks.
  • Serpent's Zeal has been removed. Eminence now always includes Auto Attacks.
  • Muscle Memory, Serpent's Zeal, and Vital Mists have been replaced with a new passive ability, Crane Style Techniques. Crane Style Techniques enhances several of the Monk's combat abilities while in Crane Stance. merged.Muscle Memory now requires Stance of the Spirited Crane, and passively increases the damage of Crackling Jade Lightning by 100%, causes Tiger Palm to trigger the Vital Mists effect, and causes Blackout Kick to hit 4 additional nearby targets for 50% damage.
    • Crackling Jade Lightning channels 150% faster, generates 1 Chi each time it deals damage, but costs 300% more mana.
    • Blackout Kick grants Crane's Zeal, increasing Critical Strike chance by 20% for 20 seconds.
    • Blackout Kick causes Eminence to heal 5 allies instead of 1, but heals for only 15% of damage dealt instead of 35%.
    • The Monk gains a stack of Vital Mists for every Chi consumed.
  • Rising Sun Kick is now available to Mistweaver and Windwalker Monks. However, it does not cause Mortal Wounds for Mistweavers.
  • The following abilities now require Stance of the Spirited Crane for Mistweavers:

We also did some polishing on Brewmasters and Windwalkers and made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use. Fists of Fury has also been improved; sometimes brute force is the right answer. Gift of the Ox was changed to give value to the new Multistrike stat for Brewmasters. Lastly, Tiger Strikes was improved considerably, and made available to all Monk specializations.

  • Gift of the Ox now has a chance to trigger only from auto attack Multistrikes, instead of from all auto attacks. It has a 100% chance to trigger while using a two-handed weapon, and a 62.5% chance to trigger while dual wielding.
  • Fists of Fury now deals 100% increased damage, and always deals full damage to your primary target; additional targets are still affected by the damage split.
  • Tiger Strikes is now available to all Monk specializations, and has a chance to trigger on successful auto attacks and their Multistrikes. It has an 8% chance to trigger while using a two-handed weapon, and a 5% chance to trigger while dual wielding.
    • When triggered, Tiger Strikes now grants +50% Multistrike for 8 seconds instead of +50% attack speed and double attacks for 4 attacks.

Paladin
We made several changes for Holy, to go along with other larger system changes to compensate for the removal of Guardian of Ancient Kings from Holy, and merged its benefits into Divine Favor. In order to follow through on our change to merge all types of Haste %, we removed the Spell Haste % from Seal of Insight to a Holy-only passive, so that it didn't also increase Protection's baseline Haste by 10%. Our changes to healer mana and mobility also indirectly increased the value of Selfless Healer by a large amount, so we brought it back down to be even in power with the other talents on its row. We also raised the range of Denounce to be consistent with other spells.


For Protection, we tweaked Eternal Flame in order to reduce its massive self-healing amount, and provide better balance between talents on that row. We also added a new passive, Shining Protector, in order to give defensive value to the new Multistrike stat.

  • Bastion of Glory no longer affects the periodic healing of Eternal Flame. It still affects the direct healing portion of the ability.
  • Shining Protector is a new passive ability for Protection Paladins.
    • Shining Protector: All heals you receive have a chance equal to your Multistrike chance to trigger Shining Protector, healing you for an additional 30% of the triggering heal.
  • Eternal Flame now deals 100% of the direct healing of Word of Glory (up from 70%), but only 50% as much periodic healing as before. Additionally, Bastion of Glory no longer affects the periodic healing.

We made a few additional changes to Paladins. We revised the functionality of Hammer of the Righteous a bit, such that its performance is about the same, but its tooltip is much clearer. We also made Stay of Execution much more attractive to use as an emergency button. One big change for Retribution that isn't mentioned here is the removal of Inquisition (see Ability Pruning), which will have a notable effect on their rotation.

Priest
  • Angelic Feather, if cast on players, will always prefer the casting priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended instead of replaced; up to a maximum of 130% of base duration.
  • Inner Focus: No longer provides immunity to Dispels, Interrupts, and Silence. This effect will be returning as a Major Glyph.
  • Purify, Halo, Cascade, and Divine Star can now be cast while in Spirit of Redemption form.
  • Shadowfiend no longer restores mana.
    • Mindbender now restores 0.75% mana per hit (down from 1.75%).

Rogue
There are a number of Rogue changes listed under Ability Pruning, but there are a few additional changes to note. The biggest of which is a fundamental change to how Combo Points work. They're now shared across all enemies; you can swap targets and you won;t lose your Combo Points.

  • Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets.

Shaman
In Warlords of Draenor, we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental. They will still have some ability to deal damage while moving, through Shocks, Unleash Weapon, and instant Lava Bursts. For Chain Lightning, we wanted to reduce the impact of Haste soft capping, and so changed Shamanism to increase damage instead of reduce cast time. Additionally, we simplified Wind Shear by removing its impact on threat, which no longer matters.


Warrior

Protection Warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection Warriors to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Crits. The aforementioned Headlong Rush also helps for valuing Haste.

  • Blood Craze is a new passive ability for Protection Warriors.
    • Blood Craze causes Multistrike auto attacks to trigger a Blood Craze, which regenerates 3% of the Warrior's health over 3 seconds. When this effect is refreshed, the remaining duration is added to the new effect.
  • Riposte has been redesigned.
    • Riposte now gives the Warrior Parry equal to their Critical Strike bonus from gear. gives the Warrior +100% to Parry chance until they Parry an attack after getting a critical strike with an Auto Attack.

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