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Author: ScepticuS Date: Wednesday, 23 April 2014
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Author: Atena013 Date: Tuesday, 22 April 2014
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Author: Atena013 Date: Tuesday, 22 April 2014
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Author: denikarabenc Date: Tuesday, 22 April 2014

Guild Chat uskoro preko Mobile Armory

Blizzard je objavio još jedan novi servis koji će biti implementiran preko Mobile Armory-a, a to je guild chat koji će vas mesečno koštati $2,99.
Originally Posted by Nethaera (Source Guild Chat Coming Soon to Mobile Armory)
We're pleased to announce a new feature being added to the Mobile Armory: Guild Chat!

Coming soon in an update to the Mobile Armory app available in the iTunes App Store ( ) and Android Market, this new feature will allow all World of Warcraft Remote subscribers the ability to chat with their guildies right from their mobile device. Access to the guild chat feature is included for no extra charge in the $2.99 World of Warcraft Remote Auction House ( ) premium monthly subscription. In addition, soon after the launch of the mobile version we're planning on adding the ability for premium subscribers to use Guild Chat through any browser on the Armory website.

Guild Chat will allow you to chat with your guildmates via Guild Chat, Officer Chat, and Whispers. Now you can stay connected with your guild or update them from anywhere if you're going to be late to a raid! Stay tuned for additional information about this service and the upcoming Mobile Armory Guild Chat beta test.

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Patch 1.1.0 Now Live, Top 200 EU/US!

Quote from: Game Patch Notes

• The Standard (US) and Standard for Lefties (US) hotkey configurations are now available in all regions.
• A new game clock has been added. Players can now instantly see how long they’ve been in their current mission or match. This feature can be turned on or off in the Gameplay Options menu.
• A new Quick Save option is now available for the single-player campaign. Players can now quickly save their mission progress by pressing Ctrl + Q.
• A new System Panel has been added. Players can now view their local time and FPS while in game by mousing over the Menu (F10) button in the upper-left hand corner of the game screen. Laptop users can also view Wi-Fi signal strength and battery levels.
• Sight granted by death reveal no longer lifts Fog of War. Units revealed in this manner are not targetable.
• (Mac only) Moved StarCraft II data files and settings from the Documents folder into the Application Support folder.
• Support for NVIDIA 3D Vision has been added. To experience StarCraft II: Wings of Liberty in 3D on your desktop or notebook, you will need 3D Vision. For more information, visit

Balance Changes:


• Zealot

• Build time increased from 33 to 38.
• Warp Gate cooldown increased from 23 to 28.


• Battlecruiser

• Ground damage decreased from 10 to 8.

• Bunker

• Build time increased from 30 to 35.

• Reaper

• Build time increased from 40 to 45.

• Siege Tank

• Siege mode damage changed from 50 to 35 (+15 armored).
• Upgrade damage changed from +5 to +3 (+2 armored).


• Ultralisk

• Ram ability removed. Ultralisk will now use normal attack against buildings.
• Damage decreased from 15 (+25 armored) to 15 (+20 armored).


• Desert Oasis

• Destructible Rocks have been added to make natural expansions easier to protect.
• Center Xel'Naga Tower area has been narrowed.

StarCraft II Editor Improvements:

• Added new requirement types: Odd, Divide, Mod, Multiply.
• Added a chance field to effect data.
• Added support for the Slider dialog control type.
• Added a trigger to deal damage from a unit.
• Added a trigger event response to provide the amount a player or unit property changes.
• Added a trigger event when an effect executes.
• New Trigger Editor functions:

• Save Data Conversation State Value (Action).
• Load Data Conversation State Value (Action).
• Players On Team (returns Player Group associated with teams in game lobby).
• Unit Owner Changes (Event).
• Old Unit Owner (returns player ID in response to Unit Owner Changes).
• New Unit Owner (returns player ID in response to Unit Owner Changes).

• XP, Level, and Bounty unit properties can now be modified by triggers.
• Banks now save/restore XP, learned abilities, and items.
• Message Window now includes a time stamp for each message.
• An actor event is now dispatched when a missile cannot hit its target.
• When loading documents with dependencies, you will now be prompted to log in and download the dependency data, rather than failing to load.
• Game variants now automatically use the default melee variants for new maps, without requiring manual generation. This will not take effect for maps created prior to this patch.
• The Custom game variant is no longer automatically included when other non-default variants are defined.
• Increased the maximum recharge vital rate for heal effects.

Bug Fixes:


• Chat windows no longer vanish when exiting a multiplayer map or campaign mission.
• Fixed an issue where players would still receive toasts when their status was set to busy.

• Custom Games

• Default race in a game lobby is now properly set to Random.
• Players can now configure the lobby for 1v5 matches.
• The search functionality for map searches has been improved.
• Lobby hosts will now receive a toast when an invited player declines an invitation.
• Custom game lobbies will now remember the game mode chosen under a category.
• Fixed an issue where changing the category to "Custom" would default the teams to 5v3.
• Fixed an issue where custom maps could not be reported from the map preview screen.

• Gameplay

• General

• If a unit loads into a transport, missiles targeting it will no longer target similar units in the area.
• Structures damaged during construction will no longer count towards structures lost.
• Fixed an issue where builders waiting for an area to clear could block units trying to leave the area.
• Fixed an issue with inventory drop range checks.
• Fixed an issue that, in certain cases, allowed a command to be issued that did not appear on the command card.

• Interface

• Queue tooltips now display information about what is in progress.
• Fixed an issue where the back button would not always return players to the score screen properly.

• Terran

• Marines trained at multiple Barracks will now prefer a Barracks with a Reactor over one with a Tech Lab or no attachment.
• SCVs will now load into the closest Command Center if multiple are within range.

• Zerg

• Creep now recedes properly when an AI-controlled Hatchery, Lair, or Hive is destroyed.

• StarCraft II Editor

• The Player Leaves Game event now fires when a player leaves or they are defeated/victorious.
• Loading screen progress bar option now works when using Melee loading screen type.
• Test Document now works properly on maps with dependencies.
• Publishing a new file using Major revision will now properly set the document version to 1.0.
• Publish dialog now properly remembers the Show Real Name setting from previous publish.
• File preview panel now displays author's real name if that option was set during publishing.
• The Import module will now allow importing an override Assets.txt file.
• Undoing a terrain object modification will now also undo associated terrain changes.
• Editor will display document text from another locale if no text for the active locale exists.
• Copying points with custom models will display the model properly on the pasted point.
• It is no longer possible to have multiple default variants in the Game Variants dialog.
• Removed icon support for attribute and variant definitions, as does not display these.
• Fixed issues with invalid map bounds when creating 32x32 maps.
• Fixed issues with poor performance in the Terrain Editor when scroll bars are visible.
• Fixed issues with drag-and-drop in Trigger Editor when tracking is not enabled.
• Fixed an issue that would cause a crash if multiple unit forms had too many abilities.
• Fixed an issue with temporary publish names in the Publish dialog still verifying the original name.
• Fixed an issue with the Unit Manipulates Item trigger.
• Fixed excessive delays on some systems when saving files using the Smaller Files option, and also when publishing Locked files.
• Fixed preview panel display in Terrain Editor palettes.
• Fixed performance issues in Terrain Editor when modifying terrain with many road tiles on the map.
• Fixed initial display of variables in the Trigger Debugging Window.
• Fixed generated script for built-in attribute values, which caused them to not be accessed properly.
• Fixed action list when modifying a Custom Script action without sub-views enabled.
• Fixed loading map dependency data.
• Fixed an issue where loading complex bank files would cause the client to disconnect from

• Technical Issues

• Fixed an issue where unplugging headphones could cause the game to freeze.
• Fixed an issue where XP systems running with Unicode characters enabled could prevent a player from starting a multiplayer game.

I naravno nedeljna doza Top 200 igrača na EU i US serverima! Čestitke :)

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Vial of the Sands - Alchemy Mount?

Pronašli smo interesantan novi spell koji je ubačen u poslednjem Beta Buildu Vial of the Sands. Prema informacijama ovog spell-a, zajedno sa materijalima koji ovaj alchemy recept zahteva , Vial of the Sands nije regularan mount. Upotrebom ovog spell-a pretvoriće Vas u Sandstone Drake koji će Vam omogućiti da prevozite vaše saveznike.
  • Vial of the Sands - Teaches you how to transform into a dragon, allowing you to fly very fast and carry an ally on your back.
{yoogallery src=[/images/stories/news/cataclysm/models/orangestonedrake/] width=[230] height=[160]}

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Pre-Cataclysm World Event na PTRu

Originally Posted by Daeleht (Source Pre-Cataclysm World Event Thread)

The early stages of the pre-Cataclysm events have begun on the PTR's.

If you're encountering any problems with the events themselves or have any feedback please post them in this thread.

Ovo je treći event koji je dostupan na PTR serverima, Doomsayer-i se već nalaze u glavnim gradovima sa novim zadacima, koji su spremni za testiranje.
{yoogallery src=[/images/stories/news/2010/Sep/21/precataevent] width=[160] height=[120]}

Twilight's Cult - Horde / Alliance Questline

{yoogallery src=[/images/stories/news/2010/Sep/21/precataevent/quest] width=[600] height=[200]}
Objective - Listen to a speech given by a Doomsayer in the Drag and obtain copies of the pamphlets "Elemental Fire for the Soul", "What Does 'The End of All Things' Mean for Me?", and "Finding Security and Comfort in a Doomed World".
Harbingers of doom are nothing new on the streets of Orgrimmar, but I'm worried about this latest batch. These people are organized and they've attracted a lot of attention in the Drag, where they seem to congregate. I've thought about rounding them up or otherwise disrupting their activities, but that will just drive them underground. We need to find out more about them. Would you go to the Drag, listen to what these doomsayers are spreading, and gather any literature you can find about their ideas?

Quest - Signs of the Times / Signs of the Times
Objective - Setup 5 Warning Posters around the Valley of Strength, the Drag, or the Valley of Honor.
We've got to do something to reduce interest in this doomsday cult, but I'm hesitant to take much action until we know more about who is behind this group. I've had my men place markers around heavily traveled areas in Orgrimmar. Take these posters and set them up where you see the markers. They won't discourage the most determined of seekers, but it's a first step in exposing this cult. The Horde has enough to deal with as it is, without people wilfully spreading lies too.

Quest - Infiltrating the Cult / Infiltrating the Cult
Objective - Speak to a Doomsayer Orgrimmar's Drag to join the cult, then put on your Recruit's Robe.
The streets of Orgrimmar are wild with rumors about the cult's origins and practices. There's only one way to know the truth about this group, . You're going to join them. Approach one of the Doomsayers in the Drag and tell them you wish to join their group. With any luck, they will give you instructions to introduce yourself to one of the group's leaders and tell you where the group is hiding. Don any clothing given to you by the doomsayer; you'll need it to gain entry to the group's hideout.

Quest - Spreading the Word / Spreading the Word
Objective - While wearing your Doomsday Message, visit the East Zeppelin Tower, the West Zeppelin Tower, and the town square of Razor Hill.
Welcome to the farm, . Everyone here works to earn keep. For some, that means caring for the animals. Others are responsible for working on our construction projects. Still others work to spread our message among the people and I think that's a good place for you to start. Take this board. It bears a short message about our beliefs. While wearing the board, visit the eastern and western zeppelin towers outside Orgrimmar's gates, as well as the town square of Razor Hill, to the south.

Quest - The Master's Plan / The Master's Plan
Objective - Learn more about the cult's plans at the altar in the eastern part of the Jaggedswine Farm.
You're fitting in well here, , but there is more to us than daily chores and spreading the message. I'm sure you heard a little bit about it when you first joined. As you know, this world is ending and the unprepared will die painful deaths. We have been given a gift, an opportunity to become something greater and more powerful. Overseer Golbaz is will be preparing a ritual before the altar at the eastern end of the farm. Wait there for him, and learn more of your new brothers and sisters.

Quest - The Doomsday Plan / The Doomsday Plan
Objective - Take the Elemental Devices to Blood Guard Torek in Orgrimmar's Valley of Strength.
The first batch of elemental devices are ready. Your task will be to conceal them inside the city of Orgrimmar. The devices will unleash their fire elementals at the proper time. Don't worry, , you'll be safely away before that happens. Do not do anything that would draw attention to yourself.

Quest - Thwarting Twilight's Hammer / Thwarting Twilight's Hammer
Objective - Break Elemental Devices to release their elementals. You must defeat 5 Raging Fire Elementals.
You can't have been the only person sent into Orgrimmar to deploy those devices containing fire elementals. We have to find and disable the rest of the devices before set their captive elementals free and burn down the city. Are you familiar enough with the devices to destroy them? You need to break them open before the fire elementals inside have had time to reach full strength. They should be easy to defeat if you open the devices early. The cultists have probably put them all over the city.

Quest - Warn King Wrynn / Warn the Warchief
Objective - Speak with Thrall at Grommash Hold in Orgrimmar's Valley of Wisdom.
You have successfully defended Orgrimmar from the threat posed by this Twilight's Hammer cult, , and without shedding the blood of our own people. Our enemy will not rest for long. I cannot imagine that Cho'Gall will accept defeat so easily. You must take word to Thrall. Go to the Valley of Wisdom and speak to him in Grommash Hold. Tell the warchief that our enemies have shown themselves and we must be prepared for their return.

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Brewfest 2010

Originally Posted by Nethaera (Source Brewfest is Here)
Celebrated by both the Horde and the Alliance, the Brewfest ( ) is a time to enjoy the fermented fruits of the harvest: pretzels, cheese, and booze! The competing breweries Thunderbrew, Barleybrew, and the Ogres, all come together outside of all the major cities in a bid to outdo each other with their special ales, meads, and beers. This year's iteration of the holiday includes new achievements. Brewfest runs from September 20 to October 5.
Ove godine neće biti novog Brewfest Stein-a, niti je bilo planirano da bude.
Originally Posted by Blizzard Entertainment (Source)
I’m sorry to say that, at present, there is no new Brewfest Stein for this year, nor is there planned to be.

Sincere apologies for any annoyance this may cause you, but hopefully some will be pleased by the ability to catch up on something missed out year. 

[...] There may be nothing new for characters who have achieved everything in the previous year, but let's not generalize for the entire player base.  

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Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Guild Reputation Leveling (Source Re: Guild Reputation)
You are currently only earning guild rep from questing. Based on this, your rep gain speed will be slow since you are missing out on the other two ways to earn it. (rated BG's and boss kills) We just activated guild xp on dungeons so you should see the rate increase from that. You will see another increase once rated BG's are active. Guild achievements will not affect guild rep since the xp that you earn goes directly to the guild and not the players.

We are watching the rep gain rate both internally and on the beta and we will tune as necessary right up to launch. Guild rep gain is scaled based on the amount of time we think a player should need to invest in a guild to earn the rewards and contribute. It's not something that you can just "grind out" like a normal world faction. 

Tol Barad
Leaving Tol Barad (Source Re: Can you leave Tol'Barad without hearthing)
Portals that lead back to Stormwind and Orgrimmar will be present in the next build. These portals can be found on the peninsula island at your respective faction camps. We will also open a portal for the winning team at the raid entrance to Baradin Hold. 

Tunnel System (Source Re: Tol Barad Tunnel System Question)
Those 3 micro dungeons will be closed off during the main battle. Anyone in them will be kicked out. They are there to support daily questing in the zone between battles. 

Tol Barad daily dungeon quests (Source Re: [BUGS] Tol Barad)
Many of the features in Tol Barad have been a work in progress over the past few weeks. Our next push should be in a much more polished state and ready for testing. Thank you for all the reports, this info is extremely useful as we move along in development.

A few things to note:

--One of the three micro dungeons is chosen at random after each Tol Barad battle. This comes along with its accompanying quests. This is 100% random.

--These quests are ONLY available for the winners of the game and must be completed in the 2.5hrs before the next game starts.

--A total of 6 quests unlock for the winner of each game. 3 take place in one of the randomly chosen micros and the other 3 take place out on the island.

Hope that helps clear things up. 

Reputation leveling (Source Re: [BUGS] Tol Barad)
The rep vendors for both Baradin's Wardens and Hellscream's Reach will be fully available in the next build. We had a few hiccups in this last push.

Reputation for these Tol Barad factions can be earned from doing the daily quests, winning a tol barad battle, defeating the raid boss in Baradin Hold or by purchasing commendations from the rep vendors. 

Respawns (Source Re: is Horde Tol Barad Quartermaster availabl)
The defenders respawn in the center of the island (Baradin Hold), and the attackers respawn at the graveyard nearest the node. So, in a straight fight where both sides are killing at the same effectiveness the defenders should eventually lose. So presumably, if you're fighting a losing battle as defense your better option is to try to re-secure one of the other points. 

20% Melee/Ranged Haste (Source Re: 20% Melee/Ranged Haste)
Is it just me or does this buff seem too good? In Cataclysm, haste is your main stat when it comes to increasing your resource generation. If you're in a raid group that does not have this buff, it greatly hinders your DPS.
It's not just you. 

Tank damage on PTRs (Source Re: PTR: Tank damage still spikey)
The damage being done by Lich King-level mobs is currently higher than intended on the PTR. That's not a good surrogate for what tank healing will be like at 85 in appropriate gear. 

Deep Healing Mastery (Source Re: Deep Healing: The better you are....)
We like the shaman version. The druid one is problematic for a couple of reasons. Conceptually, a hot is often the last thing you think of putting on someone who is grievously wounded. Second, at the moment the bonus is only calculated on the initial application and not the ticks. If we can fix that problem, then the druid mastery would be better. It's also possible we'll just redesign it. 

New Restoration Mastery (Source Re: Deep Healing: The better you are....)
New Resto druid mastery: Increases the potency of your heals on targets upon which you have a hot.

It benefits both hots and direct heals equally while still supporting Resto being a healer that cares a lot about hots. It encourages layering different spells while disincentivizing Rejuv blanketing.


1) You cast Regrowth on someone who has a Rejuv = bonus healing.
2) You cast Nourish on someone who has a Lifebloom = bonus healing.
3) You Swiftmend a Rejuv = bonus healing.
4) You cast a Rejuv on someone who does not have a Regrowth, LB or WG on them = no bonus healing.
5) You cast Rejuv on someone who has a Rejuv = no bonus healing. (You merely refreshed Rejuv.)
6) You cast a Wild Growth = bonus healing on those with preexisting hots.

C). Rejuv, then LBx3. Rejuv falls off, and LBx3 is refreshed by Nourish. Will the LB ticks retain the mastery benefit?
Yes. There was a hot on the target, so Nourish benefits (from the mastery in addition to Nourish just working that way).

If someone gets low and they don't have a HoT on them already, are you really going to want to put on a HoT, THEN a heal? Probably not.
My impression is that some of you are going from the extreme of "Rejuv everyone in the raid" to "Rejuv nobody but the tank." The reality will probably be somewhere in the middle. Some targets will have hots on them and some won't. The more hots you can keep up, the better off you'll be, but you'll have to balance that against the mana cost of doing so. I don't think it's as simple as "always do X." 

Holy Paladins (Source Re: State of Holy Paladins (build 12984))
We like the change to Daybreak. Read some more posts from fellow paladins if it doesn't make sense to you.

We're not assuming Conviction is up 100% of the time. Procs that are supposed to be up all the time are usually better designed as passives (unless ramp up time is a concern for some reason).

Light of Dawn now heals the paladin as well. We will be very surprised if we see many paladins skip the talent.

Let's keep the QQ under control. If you're so frustrated that our vision of the paladin doesn't align with yours or if you're blinded by rage that we can't see how much weaker you are than other healers, than you're better off just not posting. If you keep posting in this manner you'll just get banned anyway so the effect will be the same. 

Shadow Mastery Scaling (Source Re: Shadow Priest Mastery scaling)
It's easy to increase the bonus per mastery point for Shadow if crit ends up being a far better stat. It's a little trickier to get Shadow (or any dot class) to devalue haste. 

Use of Power Word: Shield as Discipline (Source Re: Priest - Discipline lacking majorly)
We don't want Disc just bubbling everyone all the time. That strategy is too effective on live given how simple (and arguably boring) it is. Disc should use a lot PW:Shield a lot more than Holy, but that doesn't mean it should solve every problem for you.

I'm not seeing the massive throughput differences between Disc and Holy, even on the EJ post you're referencing. 

Rogue concerns (Source Re: Questions for Devs about Rogues.)
Passive damage -- While the combat log says that you are doing a lot of auto attacking, it's not telling you the full story. A lot of what rogues have to manage (say SnD and Envenom) then boost your autoattacks or poison damage. If we changed SnD to instead be a separate dot for the same overall damage, all of a sudden your combat logs would show less "passive" damage. As long as good rogues can do better damage than bad rogues, we think it's fine.

Combat's mastery -- The big missing piece of the puzzle was that Main Guache was supposed to proc Combat Potency. Without that (which it now has), it is pretty lackluster.

20% melee / ranged haste buff -- This is something we're evaluating. It's a really serious buff for rogues and warriors particularly, to the extent that your dps drops significantly without it. This suggests we need to nerf the buff (in the same way we changed e.g. Curse of Elements from 13% to 8%) and buff affected classes to compensate. We just don't want the swing to be that big when you don't have it.

Mana reducing talents -- We just disagree that rogues are singled out here, though if you see some dps classes that can spend all of their points on dps and skip anything utiltiy related, please bring them up so we can evaluate them. It's always possible that the community (correctly or incorrectly) perceives a talent we intended to be optional utility as mandatory dps. 

[...] Mana reducing talents = the OP was concerned about talents like Deadened Nerves that for PvE really translate into reducing the mana healers spend on heals. Apologies if I short-handed too much.

We want dps classes to consider these useful talents rather than just dismissing survival as the healers' jobs while they go into dps tunnel vision mode. The OP was expressing the concern that rogues had too many of these talents relative to other classes. I responded that I didn't think that was the case but players are welcome to point out other dps trees that don't match. 

Heroic Strike / Inner Rage (Source Re: Inner Rage math)
As we have said several times now, there are zero players outside of these halls doing Cataclysm raids yet, and the high level PvP is just starting to get there. If we were certain warriors would never, ever get into a state where they couldn't spend rage fast enough with Heroic Strike alone, then Inner Rage might be a lot less important. We're just not convinced that is the case yet, nor do we think any amount of theorycrafting can prove that is the case without actual first-hand experience.

If normalization and the new HS model have fixed the problem forever, then awesome. It's just too early to know that. 

AE Damage / Blood and Thunder (Source Re: Warriors 12984)
You shouldn't be dependent on Blood and Thunder to generate enough AE damage. It's there mostly for those cases where you can't always keep reapplying an AE ability but want to keep threat. In other words, a warrior who skips the talent shouldn't feel like they can't AE tank at all. You shouldn't feel like you have to open with Rend every AE pull. A more typical scenario would be on a fight where you know you're going to be AE tanking for a long time, you use Rend after your initial Thunder Clap or Shockwave. (Likewise, Thunder Clap buffing Shockwave shouldn't mean you never, ever touch Shockwave until the buff is applied.)
Thunder Clap's damage may just be too low.

We'll discuss pulling the GCD cost from Inner Rage. 

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Cataclysm PvP Bow

Sledi prikaz izgleda PvP Bow modela, koji je došao uz novi Cataclysm Beta Build - 12984.
{yoogallery src=[/images/stories/news/cataclysm/weapons/pvp400/bow/] width=[600] height=[300]}

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