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Author: Warheart Date: Friday, 19 December 2014
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Author: Warheart Date: Tuesday, 16 December 2014
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Author: Silencer Date: Monday, 15 December 2014
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Author: FasumAga Date: Sunday, 14 December 2014

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Normal Dungeons / LFD Changes in 4.0.6 (Source Normal Dungeons)
In 4.0.6, we've made a few adjustments so that players will be able to queue for the normal versions of Throne of the Tides and Blackrock Caverns after hitting level 85. While these dungeons will not be added to your Random Dungeon pool, you'll still have the option to queue for them individually.

[...] As Throne of the Tides and Blackrock Caverns are not max-level dungeons, it's true that they won't provide reputation from faction tabards or drop the highest iLevel gear. Even so, many level 85 players have politely requested that we add these normal dungeons back into their "Specific Dungeons" queue. Maybe they missed the opportunity to run the dungeons while leveling, or maybe they're having a hard time with the Heroic versions and would like some added practice. Either way, the request was sound and a relatively small change overall, so we were happy to implement it.

Edit: Also, just to reiterate, if you're level 85 and choose Random Dungeon, you will not be placed into a Throne of the Tides or Blackrock Caverns group. These normal dungeons can only be queued for by level 85 players using the "Specific Dungeon" list. So, if you'd prefer not to run either once you're max level, you definitely have that option. 

Guild XP in 5-Man Instance changes in 4.0.6 (Source The guild exp change (From the patch notes))
A group that has 4 guild members in it will earn 100% the normal rate; therefore, a group that has only 3 guild members in it will earn 50% -- or half -- of what the group of 4 earns. This is, of course, based on a five-man group.

How will this work for raids? Will it still be @ an 80% threshold as it is now?
Raids will continue to require 80% guild participation in order for guild experience and achievements to apply (excluding 40-man raids, which currently only require 40% guild participation).

Sounds good to me, but doesn't this really cripple guildless players that rely solely on the LFD tool?
Hm. I wouldn't think so, but it is something we'll be keeping an eye on. In fact, it's possible these changes may actually encourage guilds to use LFD more since the required number of guild members is being lowered from 4 to 3 (in order to be eligible for experience and achievements).

In my guild, for example, we'll sometimes only have 10 members on at once. Of those 10 members, only 4 to 5 may be level 85. And of those level 85s, only 3 may want to run a Heroic dungeon. Right now, those 3 guild members may decide it's not worthwhile to organize a run and go on to do other activities -- but, if they had the added bonus of guild achievements and experience, it just might be the incentive they need to queue up through LFD. Similarly, by queuing up with only 3 guild members (instead of waiting for a 4th), that leaves 2 spots open for LFD, up from only 1. 

Priest
4.0.6 Changes (Continued) (Source Healer Nerfs??)
Also, I think I muddled things a little bit when I was pointing out the DA buff. What I was trying to say (and poorly at the time) was that currently, Disc has a pretty strong Prayer of Healing because of DA and Inner Focus. Granted, it will be slightly less strong with the PoH change, but there is a Grace buff to 4.0.6 will make you better when healing multiple targets with normal heals as well. (No longer applies to just a single target.)

We believe that Discipline is looking solid in the PTR, and again, would welcome those who want to test it and provide constructive feedback on it.

As for the comment about having other healers around in Raids- Of course you'll have additional healing help for those big AoE damage fights. It's a Raid which has more players in it and thus more room for additional healers. I don't think any healer could expect to solo heal a Raid and be successful and if they can, then it's something we would have to look at.

[...] We're keeping an eye on things and I'll be spending some time on the PTR as well (for what that's worth). I believe that Discipline won't be bad off once these changes are in and people have the appropriate gear and stats (don't forget to reforge, enchant, and gem). We'll keep watching for constructive feedback and keep working toward finding that sweet spot between difficulty and fun.  

Blizzard Fan Art

Blizzard Fan Art sekcija ažurirana je sa četri nova radova.
{yoogallery src=[/images/stories/news/2011/Jan/14/] width=[180] height=[240] title=[Blizzard Fan Art]}

Ažurirane PTR Patch 4.0.6 Informacije - 12 Januar

Originally Posted by Blizzard (Source)
General
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

Guilds
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

Deadmines
  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

PvP
Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Classes
Death Knight
  • Death Coil damage has been reduced by roughly 10%.

Blood
  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.

Unholy
Glyphs
  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

Balance
  • Typhoon mana cost has been reduced by 50%.

Restoration
Hunter
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.

Marksmanship
Survival
Mage
Paladin
Retribution
Priest
Discipline
Rogue
  • Garrote now costs 45 Energy, down from 50.

Combat
  • Blade Flurry is now a toggle that can be turned off by pressing the button again.

Subtlety
Glyphs
  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman
Elemental
Restoration
  • Earth Shield can no longer be dispelled.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.

Glyphs
  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Professions
Enchanting
  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

Engineering
  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

Tailoring
  • Illusionary Bag now has 26 slots.

Items
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Ažurirane Patch 4.0.6 PTR Informacije - 12 Januar

Originally Posted by Blizzard (Source)
General
  • Human Illusion: This affect is no longer applied to worgen who travel into the Caverns of Time.

Guilds
  • We have redefined the definition of a Guild Group for 5-player dungeons.
    • If 3 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 50% of the normal rate.
    • If 4 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 100% of the normal rate.
    • If 5 out of 5 players in a group are members of the same guild, they will now be able to complete guild achievements and earn guild experience at 125% of the normal rate.
    • Also note that Heroic dungeons offer a 1.5x multiplier on all guild experience earned.

Dungeons & Raids
Blackwing Descent
  • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
  • Atramedes will now go berserk after 10 minutes in Heroic difficulty.

Deadmines
  • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
  • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger a little easier to see.
  • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
  • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.

Shadowfang Keep
  • Lord Godfrey should now face a random target when casting Pistol Barrage.

The Stonecore
  • Ozruk
    • He now does more melee damage.
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.

Throne of the Tides
  • Commander Ulthok now does more melee damage.
  • Gilgoblin Poisoned Spear impact damage has been reduced slightly.

PvP
Tol Barad
  • The weekly PvP quest "Victory in Tol Barad" now awards 200 Honor Points and 3 Tol Barad Commendations.
  • Players can now see the status of Tol Barad on the World Map no matter where they are. The time to the next battle is displayed by zooming into the Tol Barad section of the map. The current controlling faction can be seen on the Eastern Kingdoms map.

Classes
Death Knight
  • Death Coil damage has been reduced by roughly 10%.

Blood
  • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
  • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.

Unholy
Glyphs
  • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.

Druid
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.

Balance
  • Typhoon mana cost has been reduced by 50%.

Restoration
Hunter
  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Hunters can now use Auto Shot while moving.
  • Cobra Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)
  • Steady Shot change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Beast Mastery
  • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.

Marksmanship
Survival
Mage
Paladin
Retribution
Priest
Discipline
Rogue
  • Garrote now costs 45 Energy, down from 50.

Combat
  • Blade Flurry is now a toggle that can be turned off by pressing the button again.

Subtlety
Glyphs
  • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.

Shaman
Elemental
Restoration
  • Earth Shield can no longer be dispelled.
  • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.

Glyphs
  • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.

Warrior
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam change reverted (waiting on code change to make haste scaling more consistent with spell haste)

Professions
Enchanting
  • Three new enchants are available. They increase Agility by 50, Strength by 50, or Intellect by 50 respectively. Item level 300 or higher required. These new recipes are rare world drops.
  • Enchant Off-Handed - Superior Intellect now increases Intellect by 40, down from 100.

Engineering
  • The Heat-Treated Spinning Lure buff duration has been increased to 15 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite with the Electrostatic Condenser.

Tailoring
  • Illusionary Bag now has 26 slots.

Items
  • Daybreaker Helm stats have been reallocated, lowering Strength and increasing parry rating.

Dnevne Blue Teme

Originally Posted by Blizzard Entertainment
Various classes boost/nerfs (Source Healer Nerfs??)
We're currently in a position on the PTR where we can test and see how changes are affecting the various classes. We're still working to make changes that benefit the game without suddenly putting things into full tilt. The decisions being made are about what we see as being potentially more beneficial without being "too much". That includes whether or not the mana regen really matters in comparison to being able to do more healing etc. The question becomes, if you're able to put out a bit more healing for the mana cost than you were doing before, is the mana regen boost worth it or is it just adding "too much?"

As this is on the PTR currently, the answers will be found there with testing. I highly suggest loading it up and providing constructive feedback on your experiences there so that we can take a look at your experiences, match them with what others are experiencing, and then take a look at our own numbers and experiences to see where they line up or go off kilter.

We're still in the process of making changes and adjustments (and will continue to do so even after it's live as necessary) and really like getting the constructive feedback now while we can still make these adjustments. We may not always agree with you, but please don't doubt that we're not at least rolling the ideas and thoughts you all have around in our heads a bit before saying, "no."

Haste affecting skills (This change has been reverted in today's notes) (Source Well, fellow hunters, it was fun...)
It looks like the haste change either didn't make it into the PTR build or is bugged. Steady Shot, Cobra Shot and Slam don't appear to be affected by the haste change. Some hunters might be noticing more focus, but that's more than likely from the Hunting Party bug fix. We're still investigating.

To clarify on haste affecting SS and CS - - haste did lower their cast time before but it was a rather old implementation and (although I don't know the technical reasons behind it) there was a desire to update it. The designers wanted to change how Slam works with haste, and getting that code change from the programmers in turn allowed them to handle the hunter shots in a more elegant way as well. Ideally. In retrospect the changes probably shouldn't have even made the patch notes because it was a behind the scenes code change (which happens all the time) and not a meaningful redesign. On the other hand, it's likely some slight differences would be noticed in the shot behavior which might have had some impact on people's DPS and gearing. But, as I said, it's not working correctly and I'm not sure what the next steps are going to be. Whether the fix goes in or doesn't, the effect on SS and CS will be minimal-to-non-existent. 

Classes with too much AE Damage (Source Well, fellow hunters, it was fun...)
Frost DKs and Demo Locks were definitely doing too much AE damage on fights. We knew once we got those under control that Serpent Spread might be next. AE abilities of every class were nerfed coming into Cataclysm, yet when some players compare their AE damage to that of DKs, locks, and hunters, they were left scratching their heads. We don’t think Serpent Spread is as big a problem as those other abilities, and if we over-nerfed it, then we’ll back those changes out. If you've actually tested the changes and have feedback we definitely welcome it, or even proper theorycrafting by those with an abacus and slide rule, but just seeing a patch note and commenting on it isn't very helpful for us to get good feedback passed along.

Hunter
Survival Nerfs (Source Well, fellow hunters, it was fun...)
The patch isn't finished. Our intent is to bring Survival DPS down to the level of some of the other dps specs while making Marks and BM more attractive in PvE. With pure DPS classes it is probably impossible to engineer a three-way tie on all encounters. However, we think we can make them close enough so that players can choose to play their favorite without feeling like they are a burden on the rest of the group.

For an overall approach, we made a few changes that will buff Survival, or even hunters in general. First, focus generation was lower as a result of a bug with haste buffs such as Hunting Party. We've fixed that bug, so focus generation will be higher now when that buff is present (presumably all the time for Survival). Second, we made Steady Shot scale with haste, which will let hunters get more attacks in overall and have more focus with which to do so. These changes would have been a net buff for Survival without additional nerfs to compensate.

[...] Bottom line is that Survival does too much damage right now on live. The damage needs to come down. We'll be working to make sure the final numbers take into account all the other various changes that are going in to the patch to ensure it remains a viable spec, ensure the other two specs are competitively viable as well, and in-range of what we expect the damage output of the class to be relative to others.

We're evaluating hunter DPS even now, and if it turns out the changes go too far we'll make adjustments. 

PvP changes (Source Well, fellow hunters, it was fun...)
On PvP, we don't think high damage is the key to hunter success. The Deterrence and Master's Call changes are intended to help to that end and make some defensive mechanics a little less tricky to use. Again, we'll continue evaluating the changes. The patch isn't going live tomorrow. 

Mage
Frost "buff" (Source Seriously? an ice lance damage buff?)
We did buff Frost Bolt. And we did buff Ice Lance when Fingers of Frost is up. However, we've decreased all Frost damage to Frozen targets by about 15% from previous values. The net result is intended to be that Frost Bolt is a little better against non-Frozen targets, and about the same versus Frozen targets. Ice Lance with FoF is still good, but Ice lance damage against Frozen targets is down a bit.

The intent isn't to nerf PvE frost at all, but instead reward Frost Bolt use in PvP a bit more, and reduce the damage and effectiveness of Ice Lance in PvP.

The important take away here is that datamined changes from pre-release builds and tests are not accurate ways for you to get information on intended game adjustments. Take it with a grain of salt, and approach it with a giant cup of curiosity. 

Priest
Sin and Punishment diminishing returns (Source [SHADOW] Sin and Punishment NEEDS attention)
Thanks for pointing this out, Ecnad. We're aware of the issue and will be hotfixing this bug with diminishing returns and Sin and Punishment in the near future. 

Lightwell / Priests Changes (Source Healer Nerfs??)
This was, indeed, a correction to the tooltip and not a change to Lightwell. It has not been nerfed in the next patch and while there have been some changes done, they should predominantly result in better healing overall (in relation to priests). To check out the hotfixes that were implemented prior to the PTR, you can see them here. http://us.battle.net/wow/en/blog/1232869 You'll notice Lightwell's health was boosted up by 50%.

The change we are making are a little bit like balancing scales. We trim a little on one side and add to the other. If you look through the PTR notes ( http://us.battle.net/wow/en/blog/2011384 ) closely, you'll see this within them.

Currently, Holy has a lot of mana on live, but to counter the change we're making to Prayer of Healing, we're buffing Circle of Healing. We’re making Chakra easier to use. We’re also giving you the option to make Prayer of Mending a little better. Holy on live is pretty strong overall.

As we said in the Wow, Dungeons are Hard blog, ( http://us.battle.net/wow/en/blog/2053469 ) any Holy priest with 1700 to 1800 Spirit shouldn’t have mana problems. If they do, something else is going on such as dps being too low or players taking too much avoidable damage. You can reach those numbers without ever stepping into a raid. Finish Twilight Highlands. Get the Cord of the Raven Queen epic belt from being Exalted with the Guardians of Hyjal – you’ll be Revered just by completing the Hyjal quests. Max out your Tailoring and make yourself some better gear or just buy some from another player. Get the Mandala of Stirring Patterns trinket from Tol Barad (the quest area – it doesn’t require setting foot in the PvP area). Look for Sprit enchants. Reforging is your friend. Reforge everything to Spirit until you feel that you won’t run out of mana.

Keep in mind, you're not alone in the dungeon and the dps and tanks also need to take responsibility for what they are doing and how much of your mana they are requiring you to use. You also don't need to keep everyone topped off. You just need to anticipate the damage and adjust accordingly.

We want people to pick and choose the spells and abilities they need to use in correlation to the events going on in the game. If someone still has Prayer of Mending on them and they haven't taken damage yet, do you need to recast it? Does someone need a shield or renew vs. a full heal? Can you use something else in your bag of tricks that you normally would just bypass as "useless" that would instead by useful in a certain situation? Can you use binding heal? You may just need to cast a high expense spell to get the job done, but if you have the mana to do so, why not? Those spells are meant to have use.

I've also looked into Discipline in light of the change to Prayer of Healing. In general, there shouldn't be a time that there is so much AoE damage that everyone is going to need it immediately. Raids may be a little different, but you should have plenty of support from other healers as well at that point.

The cost of shield may have gone up, but so has the damage mitigation for it, though in light of Cataclysm, damage mitigation isn't all a Discipline priest needs to do anymore. They need to be in there, mixing it up and healing versus just using a few spells. Don't forget you also have Power Word:Barrier if you can convince people not to run away from the glow y dome of goodness.

Divine Aegis was also buffed a bit and with Inner Fire should help with Prayer of Healing.

Keep in mind, this is just a short list of changes, and the rest can be found on the PTR notes and more are being added practically daily at this point. Changes are still ongoing as well. Continuing to provide constructive feedback on these changes and how you've been experiencing them (for those that go on the PTR) is always very helpful. 

PTR Patch 4.0.6 Ažurirane inforamcije - 11 Januar

Sinoć je Blizzard ažurirao informacije o novom PTR Buildu za Patch 4.0.6. Interesantno je da one sadrže informacje o izmenama u Istancama (gde se vidi da su one nerfovane), za koje je Ghostcrawler juče govorio da one treba da budu teške? Verovatno se za ovo kratko vreme predomislio 

Update: Racial Druid Fly mounti će napokon biti aktivni kada ovaj patch bude postavljen na live serverima!
 
Troll Druid Epic Flight Form
{yoogallery src=[/images/stories/news/cataclysm/models/epicdruidtrollflymount/] width=[180] height=[160]}
 
Worgen Druid Epic Flight Form
{yoogallery src=[/images/stories/news/cataclysm/models/epicdruidworgenflymount/] width=[180] height=[160]}
 
Originally Posted by Blizzard Entertainment
General
  • Guild bank vouchers that players unlock as guild rewards now correctly state that they can only be used by Guild Leaders.
  • Many rare creatures that went into hiding upon Deathwing's emergence into Azeroth have made a return! In addition to finding new homes in a post-Cataclysm world, they drop new, improved loot, provide a healthy experience bonus, and respawn much more quickly when killed. Happy hunting!

Dungeons & Raids
  • Level 85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.

Blackrock Caverns
  • Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.

Grim Batol
  • Faceless Corruptors now move 10% more slowly.
  • Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
  • Valiona's Devouring Flame damage has been reduced by 20%.

Halls of Origination
  • The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
  • Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
  • Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
  • Setesh seeks a portal every 25 seconds, up from 20.

Lost City of the Tol'vir
  • Lockmaw no longer tolerates fighting in his treasure room.

Shadowfang Keep
  • Baron Ashbury
    • Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
  • Lord Walden
    • Conjure Poisonous Mixture now deals more initial damage.
    • Frost Mixture is now area-of-effect damage.
    • Toxic Catalyst now deals less damage over time.

The Stonecore
  • Stonecore Earthshapers' Dust Storm does slightly less damage.
  • Corborus
    • The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
    • The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
  • High Priestess Azil
    • She grew! She's now 175% the size of a human, up from 125%.
    • Gravity Wells should kill Devout Followers more quickly.
    • The cast time of Force Grip is now 1.5 seconds, up from 1.
    • The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
  • Slabhide
    • The ground phase lasts longer and has fewer stalactites.
  • Ozruk
    • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
    • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
    • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
  • Bug Fixes
    • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

Throne of the Tides
  • The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
  • Tainted Sentries Swell damage has been reduced.
  • The damage of Blight of Ozumat has been reduced by 25% per stack.

The Vortex Pinnacle
  • Creatures
    • Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
  • Altairus
    • The visual effects in this encounter have been adjusted to make the wind direction easier to read.
    • Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
  • Asaad
    • Skyfall Stars are now summoned to help him defeat players.
    • Static Cling has had its cast time increased to 1.25 seconds, up from 1.
  • Grand Vizier Ertan
    • His health has been reduced slightly.
    • He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
  • Bug Fixes
    • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.

PvP
Tol Barad
  • Players will now be teleported out of the Tol Barad micro dungeons 15 minutes before the beginning of the next battle.

Classes
Death Knight
  • Necrotic Strike's absorption effect is now reduced by the target's resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
  • The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Blood
  • Bone Shield now has 4 charges, up from 3.
  • If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
  • Scarlet Fever now applies via Blood Plague, rather than Blood Boil.

Frost
  • Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
  • Hungering Cold now has a PvP duration of 8 seconds.

Unholy
  • Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.
  • Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
  • Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.
  • Virulence has been redesigned. It now grants 10/20/30% additional disease damage.

Glyphs
  • Glyph of Dark Succor (new talent) raise the minimum healing done by Death Strike from 7% to 20% of maximum health, but only while in Unholy or Frost Presence.

Runeforging
  • Swordbreaking and Swordshattering now reduce disarm duration by 60%, up from 50%.

Druid
  • Entangling Roots now has a PvP duration of 8 seconds.
  • Hibernate now has a PvP duration of 8 seconds.
  • Moonfire mana cost has been reduced from 18% to 9%.
  • Nature's Grasp now has a PvP duration of 8 seconds.
  • Prowl is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Skull Bash's lockout time has been reduced to 4 seconds, down from 5.
  • Soothe is now instant cast, down from 1.5 seconds.
  • Worgen and troll druids now have new art for Swift Flight Form.

Balance
  • Sunfire mana cost has been reduced from 18% to 9%.
  • Total Eclipse (Mastery) benefit from mastery increased by approximately 33%.

Feral
  • Infected Wounds now has a PvP duration of 8 seconds.

Restoration
  • Empowered Touch now also affects Regrowth. In addition, after Tree of Life is no longer active, this talent will only refresh the most recently cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.
  • Natural Shapeshifter has been reduced to a 3/6-second increase to Tree of Life's duration, down from 5/10.
  • Symbiosis (Mastery) benefit from mastery increased by approximately 16%.
  • Tree of Life no longer grants immunity to Polymorph. In addition, its duration has been reduced to 25 seconds, down from 30.
  • Wild Growth healing has been increased by 30%, and the cooldown has been reduced to 8 seconds, down from 10.

Glyphs
  • Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast.

Hunter
  • Cobra shot cast time is now affected by haste.
  • Concussive Shot duration has been increased to 6 seconds, up from 4.
  • Freezing Trap now has a PvP duration of 8 seconds.
  • Master's Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
  • Steady Shot cast time is now affected by haste.
  • Wing Clip now has a PvP duration of 8 seconds.

Marksmanship
  • Wild Quiver (Mastery): Chance for this to trigger per mastery has been increased by approximately 17%.

Survival
  • Black Arrow damage has been reduced by 25%.
  • Explosive Shot damage has been reduced by 25%.
  • Hunter vs. Wild has been increased to 5/10/15% Stamina, up from 4/8/12%.
  • Serpent Spread can now only affect up to 4 targets per Multi-Shot, down from unlimited.

Glyphs
  • Glyph of Concussive Shot redesigned. It now limits the maximum run speed of the target while Concussive Shot is active.

Bug Fixes
  • Cobra Shot now properly increases the duration of the Serpent Spread Serpent Sting.

Mage
  • Arcane Barrage mana cost has been reduced by 8%.
  • Arcane Blast mana cost has been reduced by 12%.
  • Counterspell lockout duration reduced to 7 seconds, down from 8.
  • Fireball mana cost has been reduced by 25%.
  • Polymorph now has a PvP duration of 8 seconds.
  • Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
  • When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.

Arcane
  • Slow now has a PvP duration of 8 seconds.

Fire
  • Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor's critical strike chance reduction.
  • Flashburn (Mastery) benefit per mastery has been increased by 12%.
  • Living Bomb mana cost has been reduced by 22%.

Frost
  • Deep Freeze damage done has been reduced by 20%.
  • Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
  • Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.

Paladin
  • Forbearance
    • The duration has been lowered to 1 minute, down from 2.
    • Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin.
    • This was an old design from when Divine Protection caused Forbearance and the paladin didn't want to prevent a tank from using their defensive cooldown.
    • Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light).
    • Since only Divine Shield, Lay on Hands and Hand of Protection cause Forbearance, the tooltips have been adjusted to better explain the mechanic.
  • Holy Wrath no longer counts nearby critters when dividing damage among its targets.
  • Seal of Truth: All single target attacks (including Judgement, Hammer of Wrath, Exorcism, and Templar's Verdict) can now trigger this seal.

Holy
  • Protector of the Innocent heals for 30% less.

Protection
  • Vindication no longer allows Hammer of Justice to interrupt stun-immune targets. With Rebuke baseline, this functionality is no longer necessary.

Retribution
  • Act of Sacrifice will no longer cause Cleanse to remove movement impairing effects from vehicles the paladin is riding.

Priest
  • Mind Control now has a PvP duration of 8 seconds.
  • Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear's damage has been increased by roughly 15%.
  • Prayer of Healing effectiveness has been reduced by 15%.

Discipline
  • Divine Aegis: Critical effects from Prayer of Healing now award a bonus amount in addition to the default, always-proc Divine Aegis effect.
  • In addition to Strength of Soul's existing effects, when Power Word: Shield is placed on oneself, the priest becomes immune to silence, interrupt, and dispel effects for 2/4 seconds.

Holy
  • Chakra
    • Binding Heal and Holy Word: Serenity now refresh the duration of Renew on the target, in addition to the other direct heals.
    • Binding Heal, Flash Heal, Greater Heal can now trigger Chakra: Serenity.
    • Mind Spike can now trigger Chakra: Chastise.
  • Circle of Healing effectiveness has been increased by 30%.
  • Guardian Spirit: The absorb/heal from this ability can now never exceed 200% of the maximum health of the target.

Shadow
  • Shadow Orbs benefit from mastery has been increased by approximately 16%.

Rogue
  • Blind now has a PvP duration of 8 seconds.
  • Crippling Poison now has a PvP duration of 8 seconds.
  • Sap now has a PvP duration of 8 seconds.
  • Stealth is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.

Assassination
  • Deadly Momentum critical strike bonus now lasts for 15 seconds, up from 10.

Combat
  • Main Gauche (Mastery) now provides a chance to deal an attack for 100% of main-hand damage. This attack can trigger Combat Potency.
  • Restless Blades now also reduces the cooldown of Redirect.
  • Vitality now increases attack power by 25%, up from 20%.

Subtlety
  • Executioner (Mastery) has been increased from 2% to 2.5% per point.
  • Find Weakness now grants 35/70% armor reduction, up from 25/50%.
  • Preparation no longer resets the cooldown of Evasion.
  • Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed effects to not break their Gouge.
  • Shadowstep's cooldown has been increased to 24 seconds, up from 20 seconds.
  • Sinister Calling now grants 30% Agility, up from 25%, and increases Backstab and Hemorrhage damage by an additional 40%, up from 25%.

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

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

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

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

Warlock
  • Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.
  • Demon Armor and Fel Armor no longer cost mana and last until canceled.
  • Fear now has a PvP duration of 8 seconds.
  • Fel Armor now increases the warlock's maximum mana by 10% instead of regenerating health.
  • Seduction (Succubus) now has a PvP duration of 8 seconds.

Affliction
  • Unstable Affliction's silence effect has been reduced to 4 seconds, down from 5.

Demonology
  • Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.
  • Felstorm (Felguard) damage has been reduced by 20%.
  • Immolation Aura damage has been reduced by roughly 30%.
  • Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.
  • Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.

Destruction
  • Burning Embers damage has been reduced by 15%.
  • Fiery Apocalypse (Mastery) benefit from mastery increased by approximately 8%.
  • Improved Soul Fire now increases Fire and Shadow damage done by 4/8%, rather than 7/15% spell haste. In addition, this talent has been moved to tier-3 Destruction, switching places with Aftermath.

Warrior
  • Hamstring now has a PvP duration of 8 seconds.
  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
  • Slam cast time is now affected by haste.

Fury
  • Bloodthirst damage has been increased by approximately 30%.
  • Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 145%.

Protection
  • Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.

Professions
  • Find Herbs, Fish, and Minerals are no longer canceled upon entering an Arena or rated Battleground.
  • A socket has been added to all crafted epic armor pieces that did not already have one.

Alchemy
  • Alchemist's Stones for Agility, Strength, and Intellect have been added.
  • The number of herbs required to create flasks has been reduced, while the Volatile Life needed has been increased slightly.
  • The drops from Tiny Treasure Chests have been improved slightly.

Archaeology
  • Archaeology finds now grant a guaranteed skill point up to 50 skill, and then no longer grant skill gains, as opposed to granting up to 100 skill very slowly.

Engineering
  • The Electrified Ether recipe now creates 2 to 3 Electrified Ether instead of 1.
  • The Heat-Treated Spinning Lure buff duration has been increased to 20 minutes, up from 5. In addition, the recipe now creates 2 at a time.
  • Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character).
  • Volatile Air now has an increased chance of dropping from rich mining nodes and Pyrite.

Jewelcrafting
  • Vivid Dream Emerald (new gem) provides resilience/spell penetration and can be purchased for 3 Illustrious Tokens.

Leatherworking
  • The 500 to 510 skill-up range for Leatherworking has been improved.

Tailoring
  • Darkglow Embroidery (Rank 2) now increases Spirit instead of restoring a flat amount of mana.

Items
  • Left Eye of Rajh: Chance of triggering increased.
  • The PvE warlock 4-piece set bonus (Fel Spark) now increases the damage done by the next 2 Fel Flame spells by 300%, rather than increasing the critical effect chance of one by 100%.
  • The PvP hunter 4-piece set bonus has been increased to 10% Focus regeneration, up from 5%.
  • The PvP warlock 4-piece set bonus has been redesigned. It now reduces the cooldown of Death Coil by 30 seconds.
  • The PvP warrior 4-piece set bonus has been redesigned. It now reduces disarm duration by 60% (does not stack with any Weapon Chains).
  • PvP trinkets will now clear disarm and silence effects.
  • Right Eye of Rajh: Chance of triggering increased.
  • Weapon Chains now reduce disarm duration by 60%, up from 50%.

Quests & Creatures
Tol Barad Peninsula
  • Spawn rates at Rustberg Village have been increased.

Master League FAQ

Master liga je pred nama, tako da sledi i objašnjenje šta je tačno ona i kako ući u istu. Srećno svima koji ciljaju da budu u njoj, i još više sreće da osvojite mnogo takmičenja, jer ako ste u ovoj ligi, definitivno ste zagarantovali sebi programing karijeru.




Since shortly after the release of StarCraft II: Wings of Liberty, we've been regularly sharing Top 200 lists to help people keep track of the performance of the best players in their region. With the release of StarCraft II patch 1.2, we're launching a new league designed to give the best players in each region a new arena in which to prove their skill: the Master League. While the existing Bronze, Silver, Gold, Platinum, and Diamond leagues each encompass 20% of the active players in a region, only the top 2% of players will be promoted into the Master League. In other words, this is a league for the best of the best.

Wondering out it works? Here's a brief Q&A to help answer some of your questions.

Q: Why are you introducing the Master League?
A: The Master League is designed to provide a more competitive arena for the top 2% of StarCraft II players in a region, and to help recognize the talents of the most skilled StarCraft II players. The skill gap between the top and bottom players in the Diamond League is fairly wide, and we wanted to acknowledge that distinction. In addition, the Master League provides us with a natural pool of players for determining placement in the upcoming (and even more exclusive) Grandmaster League.

Q: How do I get into the Master League?
A: Only the top 2% of active players in each region will be elevated to the Master League. Because the Diamond League accounts for 20% of all active players, even the #1 ranked player in your Diamond division may not necessarily be promoted to Master League. Our automated placement system compares your player skill to that of all players in your region by way of matches played, just as we do with the Top 200, to determine eligibility.

Q: Will the Master League start with the launch of the patch?
A: The top 2% of players from the Diamond League (as determined by our system) will be promoted to the Master league starting with patch 1.2. As with all promotions, Master League placement can only occur after winning a match.

Q: I'm in the Master League! What else you got?
A: First, congratulations are in order -- you're really good at StarCraft II! Beyond the Master League, we have plans for a Grandmaster League, encompassing the top 200 players in each region. We'll have more details to share in the future.

Q: Are you ever going to reset the leagues?
A: Yes, and we'll be sure to let you know before we do. Note that we will not reset your skill rating when we reset the leagues, so don't expect to rocket beyond or drop well below where you were before when you're placed after a reset.

It's important to us that the StarCraft II matching system provides fast, fair, and fun competition for everyone, and we'll continue to improve the league and ladder system to provide a great gameplay experience for all of our players. We hope you've been enjoying yourself so far, and we look forward to sharing more of our plans in the future.
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