AQ20 is a 10-player raid in Cataclysm (Source Re: Guild achievements for classic dungeons/r)
ZG is being removed as a L60 raid. Havent heard anything about AQ20 though.
AQ20 has been converted to a 10 player raid.
Reforging on 4.0.1 PTRs (Source Re: reforging....where?)
We've been creating a lot of builds lately for 4.0.1 and Cataclysm beta,
so Reforging NPCs may not yet be available. As with all PTR processes,
the patch notes are not comprehensive. Some changes may not be reflected
in the notes, while others may not yet be available in the current
If Reforging is not yet active, it should be in an upcoming build. We
want to give players a chance to try out the new feature. With all of
the class changes going in, Reforging will allow players the opportunity
to customize their gear a bit more before Cataclysm actually ships. It
will also allow you to add Mastery to existing items if you so choose.
World Changes / New Race and Class combinations in Patch 4.0.1 (Source Re: reforging....where?)
The world will not be changing in patch 4.0.1. We are planning to apply
those changes in patch 4.0.3 shortly before Cataclysm launch.
[...] New race/class combinations and changes to the old world
(including quests) should be patch 4.0.3. I know it's kind of confusing
since we typically release one major patch right before the release of
the next expansion. In this case, many of the systems changes will be
added in 4.0.1, while a lot of content changes will be added in 4.0.3.
The expansion will then provide players with access to the new races,
new zones, level 85 cap, flight in Azeroth, Archaeology, etc.
Reduced XP from 70 to 80 (Source Re: Reduced XP from 70 to 80. Blue Plz)
This is still a possibility, but it's probably not something we're going to do immediately with the release of Cataclysm.
Guild XP for boss kills (Source Re: Leveling speed)
Guild xp for boss kills is scaled on a few factors.
- Boss level
- Normal / Heroic
- Amount of guild members present (more xp for raids, since they are limited to once a week)
Hope this helps.
Spamming cheap heals in Cataclysm (Source Re: I like to dig ditches, at least right now)
Right now on the Beta videos a lot of the healers seem to be spamming
the weak "Heal" for 90% of the time. So spamming is ok and we are
expected to spam for most of the fight as long as what we're spamming is
a weak spell? is this truly what is intended for Cata healers?
No, that's not the intent. We made those heals very cheap so that
healers wouldn't be in constant terror of running out of mana. We also
are making the normal modes easier than the heroic modes. You'll have to
pair the right heal for the right situation to a greater degree in
heroic modes. I think part of what you're seeing is that healers are
using the base heal because they can get away with it. It's also
possible that in our effort to distinguish them from the more expensive
heals that we made the base heals too cheap or efficient.
Arcane Mastery (Source Re: Mage)
According to Kavan on EJ, this theory of aiming to maintain your mana
above some percentage is wrong anyways. If there was a magical
percentage, it would be 40% because the idea is to gradually ramp up
your cycle's mps as you get closer and closer to using evocation. What
matters is the time at which your evocation comes off cooldown, not some
magical percentage point at which mastery becomes more or less
I think that's more accurate. Generally speaking, the approach is something along the lines of...
Evocation and mana gem are available at the start so you burn some mana
quickly, use gem and dps cooldowns, burn more down to 40%, evoc back to
100%, play conservatively until mana cooldowns are available, burn more,
then come back up and play conservatively, then nearing the end of the
fight you try to time your burn down once again to match the end of the
I like arcane mastery because it adds some depth to an otherwise
shallow spec. It changes the way I play mid encounter in a controlled
way as opposed to stupid stuff like hot streak where I just hope for the
best. I will be making some mistakes (none as dumb as waiting until 20%
mana to evocate or using arcane missiles every time it's up LULZ),
gradually over time I'll get bored and look into / math out minor
details and make fewer/smaller mistakes.
Yeah, that. My gut says it'll be very hard for players to perfectly
optimize their fights since optimal behavior will be different from
fight to fight and further vary based on mastery level, but most players
will (hopefully) be able to use general guidelines to get reasonable
results from the spec.
Slam Scaling (Source Re: Warrior Changes - 12942 and T11 Bonuses)
It's not important to keep Slam scaling with haste so long as Arms
scales with haste. It's only a problem if you'd get to the point of
dropping Slam from your rotation or something, which we think is
unlikely. We'll make sure Heroic Strike never eclipses Slam. Heroic
Strike isn't supposed to be a button you're ever excited about pushing
at the expense of something else. It's just there so the rage doesn't go
Blood Frenzy (Source Re: Warrior Changes - 12942 and T11 Bonuses)
That Blood Frenzy changes lets us give Arms as much rage as needed from
haste to make sure that haste is valuable from the resource-generation
side. It's already valuable from the damage side -- it is not the case
that increasing haste is a dps loss for Arms. I realize you might have
made this post before mine in the beta forum. The challenge of
communicating in two places at once.
Arms Rotation (Source Re: Warrior Changes - 12942 and T11 Bonuses)
The Arms rotation is Rend, Colossus Smash, Mortal Strike and Slam, with
Overpower and additional Colossus Smash procs, and Heroic Strike as a