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Author: h2GVaka Date: Wednesday, 23 July 2014
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Arena Season 9 Modeli

Napokon stigli smo i do izgleda modela Arena Season 9 Vicious gladiator set-a. Ovo je još nezvanično, ali po izgledu, nazivima fajlova smatramo da se radi o  Epic-quality item level 365 Vicious Gladiator's armor set-a. Ukoliko pogrešim ovo može da se jedino uvrsta u Rare-quality, item level 352 opremu, ali čisto sumnjam. Očekujte uskoro i Rogue model koji nismo objavili jer fale par fajlova kako bi mogli da učitamo izgled kape (head slot-a). U daljem tekstu naćete izglede modela, a ukoliko vas interesuju stats-ovi možete pogledati na ovoj stranici.
{yoogallery src=[/images/stories/news/cataclysm/season9/] width=[345] height=[280]}

Tier 11 - Shaman Warrior, Mage Modeli

Dosta je bilo aktuelnih tema oko stalnih sitnih izmena u cataclysm beta buld-ovima, učenje novog glyph sistema, reforge opreme i razmišljanja šta ćete da izaberete u vašim talentima. Vreme je da se pozabavimo onim što je došlo uz novi Cataclysm Beta Build 13187.
Ubačeni su izgledi Modela Tier 11 set-ova za: Death Knight, Shaman, Warrior Mage klase. Pored ovoga prikazaćemo i ostale modele koje su već bili ubačeni u prošlim Cata Beta Build-ovima (Druid, Rogue Warlock.). Nažalost još nemamo izglede modela Paladin, i Hunter klase.
Shaman Tier 11

Tier 11 - Izgled na svim rasama

Tier 11 - Izgled na svim rasama
Warrior Tier 11

Tier 11 - Izgled na svim rasama

Tier 11 - Izgled na svim rasama
Mage Tier 11

Tier 11 - Izgled na svim rasama

Tier 11 - Izgled na svim rasama

Cataclysm Beta - Build 13183

Sledi lista izmena u još neobjavljenom Cataclysm Beta Buildu 13183. Očekujemo uskoro da ovaj patch bude dostupan na Cataclysm Beta serverima, a kako saznajemo dosta novih Tier 11 modela je ubačeno i PvP Opreme. 

Izmene Achievementa
Originally Posted by Blizzard Entertainment
Guilds - PvP Professions Exploration Raids & Dungeons
  • Heroic: Deadmines - Defeat Vanessa VanCleef in Deadmines on Heroic difficulty.
  • Crushing Bones and Cracking Skulls now requires you to kill 10 Angered Earth, up from 3.
  • Arrested Development - Allow all three of Corla's zealots to evolve, then defeat Corla after slaying the evolved zealots in Blackrock Caverns on Heroic difficulty.
  • Don't Need to Break Eggs to Make an Omelet - Defeat Erudax without letting a Faceless Corruptor begin to cast Twilight Corruption on any of Alexstraza's Eggs in Grim Batol on Heroic difficulty.
  • Sun of a.... - Defat Rajh before he completes an entire recharging phase in the Halls of Origination on Heroic difficulty.
  • Pardon Denied - Defeat Baron Ashbury without letting him heal with Stay of Execution in Shadowfang Keep on Heroic difficulty.
  • To the Ground! - Defeat Commander Springvale without allowing him to receive Unholy Empowerment in Shadowfang Keep on Heroic difficulty.
Feats of Strength General

Izmene u Klasama
Originally Posted by Blizzard Entertainment
Companion Pets
  • Lil' Alexstrasza - Right Click to summon or dismiss Lil' Alexstrasza. / Instant
  • Lil' Ragnaros - Right Click to summon or dismiss Lil' Ragnaros. / Instant

Death Knight
  • Rune Strike now deals 150% weapon damage, down from 200%. No longer requires you to dodge or parry, only usable while in Blood Presence. Now costs 30 Runic Power, up from 20 Runic Power.
  • Improved Blood Presence now increases your rune generation by 10/20%

  • Moonfury now also affects Starsurge.
  • Cyclone now has a 1.7 sec cast time, down from 2 sec.
  • Starfire now costs 11% of base mana, down from 16%. Cast time changed to 3.2 sec, down from 3.5 sec.
  • Entangling Roots now has a 1.7 sec cast time, down from 2 sec.
  • Thorns damage reduced by 66%, now deals [ 16.8% of Spell Power + 178.58 ] or [ 16.8% of AP + 178.58 ] depending on the highest.
  • Moonfire base additional damage increased by 50%.
  • Wrath now costs 9% of base mana, down from 14%.
  • Euphoria now restores 8/16% (up from 6/12%) mana when you reach a Solar or Lunar eclipse.
  • Swipe base damage reduced by 50%. Now costs 15 Rage, down from 30 Rage.
  • Nurturing Instinct now increases healing spells by up to 50/100% of your Agility, up from 35/70%.
  • Flare now lasts 20 secs.
  • Tranquilizing Shot now costs 20 Focus, down from 35 Focus.
  • Aimed Shot now scales from 48% of Ranged Attack Power, up from 31%.
  • Arcane Shot nos cales from 4.2% of Ranged Attack Power, up from 4%.
  • Polymorph now has a 1.7 sec cast time, down from 2 sec.
  • Ring of Frost now has a 2 min cooldown, down from 3 min.
  • Shatter now also increases the damage done by Frostbolt against frozen targets by 10/20%.
  • Combustion reworded to clarify its effect - Consumes all your damaging periodic Fire effects on an enemy target, instantly dealing 954.57 to 1131.92 Fire damage and creating a new periodic effect that lasts 10 sec and deals damage per time equal to the sum of the consumed effects. / 40 yd range, Instant, 2 min cooldown

  • Holy Radiance now heals all friendly targets within 20 yards, up from 10 yards.
  • Exorcism now scales from 22,5% of AP or Spell Power, up from 15%.
  • Lay on Hands Forbearance effect no longer includes Divine Protection or self-targeted Lay on Hands.
  • Paragon of Virtue now also reduces the cooldown of Hand of Sacrifice by 15/30 sec.
  • Infusion of Light now reduces the cast time of your next Divine Light in addition to Holy Light.
  • Acts of Sacrifice has an additional effect - In addition, your Cleanse will remove one movement impairing effect if cast on yourself.
  • Divine Purpose now also procs from Hammer of Wrath
  • Crusade has an additional effect - In addition, for 15 sec after you kill an enemy that yields experience or honor, your next Holy Light heals for an additional 100/200/300%.
  • Mastery: Divine Bulwark now increases your chance to block melee attacks by 24%, up from 16%. Each point of Mastery increases block chance by an additional 3%, up from 2%.

  • Power Word: Barrier now has a 2 min cooldown, down from 3 min.
  • Evangelism now has a 100% chance to proc from Mind Flay, up from 40%. Now lasts 20 sec, up from 15 sec.
  • Mind Flay now costs 8% of base mana, down from 9%.
  • Mind Spike no longer causes a high amount of threat. Now extinguishes your shadow damage-over-time effects from the target in the process. Range increased from 35 to 40 yards.
  • Mind Control now lasts up to 30 sec, down from 1 min.
  • Masochism now gives you 5/10% of your total mana, up from 4/8%.

  • Lava Lash now Increases the damage dealt by your Lava Lash ability by 20% and no longer requires your weapon to be enchanted with Flametongue.
  • Stormstrike now increases the Nature damage bonus of Stormstrike by an additional 10%, up from 8%.

  • Fear now has a 1.7 sec cast time, down from 2 sec.
  • Drain Life now restores 2% health every 1 sec, up from 0.5 sec. Lasts 1.5 sec, down from 3 sec. Now costs 12% of base mana, down from 17% of base mana.
Destruction Pet
  • Whiplash now scales from 42.5% of Spell Power. (Probably already does, but reflected in tooltip now)

Arms Fury Protection
  • Concussion Blow now scales from 75% of Attack Power, up from 38%
  • Mastery: Critical Block now increases your chance to critically block by 20%, up from 10%. Each point of mastery now increases your block chance by an additional 1.25% and your critical block chance by an additional 2.5% (Up from 1.25%).

Patch 4.0.1 Na Live serverima ove nedelje

Američki serveri već su ažurirani sa novom verzijom 4.0.1. Sutra po planu predvidjeno je dodatno održavanje evropskih servera koji će doneti novi Patch 4.0.1. Odmah ćemo Vam skrenuti pažnju da je moguće dugo trajanje održavanje evropskih servera jer već imamo Blue Post da je američko održavanje servera vremenski produženo.
Produženo održavanje Servera - 4.0.1 Patch - 10/12
Originally Posted by Bashiok (Source Extended Maintenance 4.0.1 Release - 10/12)
Extended maintenance will begin tonight at midnight, Tuesday, October 12 for the release of patch 4.0.1. Maintenance will begin at 12:01 AM PDT and conclude at approximately 12:01 PM PDT. During this time all realms and many web services will be unavailable.

Due to the size of the patch we highly recommend you enable your background downloader. If you need assistance doing so please visit

Zvanične Patch 4.0.1 Informacije
Originally Posted by Zarhym (Source Patch 4.0.1 Information)
The latest patch notes can always be found at
The latest test realm patch notes can always be found at

Cataclysm Systems Patch

World of Warcraft: Cataclysm will be in stores on December 7, 2010 and the time has come to prep for the official launch by implementing its first major patch. Players can experience many major game and user interface systems updates in the first official patch for the upcoming third expansion, patch 4.0.1.

  • Cataclysm Launcher Update
    • The new Cataclysm Launcher allows you to stream game data while you play. This will reduce the time you spend downloading, installing, and patching World of Warcraft. We'd like to get your feedback on the toolset and gameplay experience. Please head to the forums here for additional information:
  • Reforging
    • Players can now visit special Reforging NPCs in capital cities located near Enchanting trainers. 40% of any one secondary stat on an item can be can be allocated to add a new secondary stat to the item. The stat being added cannot already exist on the item. An item cannot have more than one reforged stat at a time, though the Reforging of an item can be undone and changed.
Dungeons & Raids
  • Flexible Raid Lock System
    • Icecrown Citadel and Ruby Sanctum now use the new Flexible Raid Lock system. This system provides the opportunity for a character to defeat each raid zone’s encounters once a week. A character may now complete the encounters during the week with different raids of either 10 or 25 players.
    • Learn more about this feature by visiting our official forums here:
  • Icecrown Citadel
    • The Chill of the Throne effect has been removed.
  • PvE Currency Changes
    • All Emblems of Frost and Emblems of Triumph have been converted to new Justice Points.
    • Any dungeon or raid which awarded these emblems will reward Justice Points instead. Anything below Emblems of Triumph, including badges from The Burning Crusade dungeon and raid content, have been converted into gold and sent to players via the in-game mail system.
    • Any bosses players defeat that are level-appropriate to them award Justice Points.
    • All items that previously cost emblems or badges of any type now cost Justice Points.
    • Higher-tier Valor Points will be awarded to players who kill dungeon and raid bosses in the latest tier of PvE content after the launch of Cataclysm.
  • PvP Currency Changes
    • All Arena Points, Honor Points, Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards have been converted into new Honor Points.
    • Honor Points will be awarded instead of these currencies, with the exception of Arena Points.
    • Higher-tier Conquest Points will be awarded to players competing in each of the latest Arena or Rated Battleground seasons after the launch of Cataclysm.
  • For more information on the changes to the currencies and conversion rates for each type, please visit our Cataclysm forum:
Classes: General
  • Many class talents, spells, and abilities have been overhauled, added, or removed.
  • All spell and ability tooltips will now display damage averages rather than minimum and maximum damage potential. This feature is on by default but can be changed via the Display settings under User Interface options.
  • Ammo has been removed from the game.
  • The character levels at which classes gain new spells and abilities have changed.
  • Many item and class stats have been changed or removed.
  • Mastery rating has been added as a new stat which provides unique benefits for characters based on class and talent specialization. Mastery rating does not currently exist on items in the game, however, Reforging can be used to add Mastery rating as a secondary stat to existing items.
  • Rage has been normalized.
  • Spells and abilities no longer have multiple ranks and now scale with character level.
  • Talent trees have been altered. All player talent specializations have been reset, allowing for free re-specialization.
    • Each specialization has been reduced to a 31-point talent tree.
    • Players will now get a total of 41 talent points to spend.
    • Players will be asked to choose a specialization at level 10. Doing so will result in the unlocking of a spell or ability unique to that specialization, as well as one or more passive bonuses.
    • Once a talent specialization has been chosen, players may only place points in the primary tree until at least 31 points have been spent there.
    • The initial announcement regarding these talent tree changes can be found on our Cataclysm forum:
Death Knight
  • A dedicated tanking tree (Blood) has been implemented.
  • The effects of Blood Presence and Frost Presence have been exchanged.
  • The way in which runes recharge has changed.
  • A new Eclipse mechanic has been added for druids.
  • Five pets can now be stored with the hunter at all times. Any one of these five pets can be summoned via the Call Pet ability.
  • Focus has replaced mana as a new resource.
  • Hunters now start with a pet at level 1.
  • The Stable will now store 20 pets. If a pet is moved into the Stable, its talents are wiped.
  • There is now a new spell fly-out UI feature for mage portals. Clicking on the Teleport or Portal buttons will expand the list of choices available.
  • Paladins now have a new resource bar.
  • There is now a new spell fly-out UI feature for warlock pets. Clicking on this single button will open up the list of available pets to summon.
  • Soul Shards have been removed from the game as items. Instead, they now exist as a resource system necessary for using, or altering the mechanics of certain spells.
  • Resilience no longer reduces the chance a player will be critically hit by an opponent.
  • Durability: cloth, leather, and mail now have as many points of durability as plate, making the repair cost on death much closer to equal for all classes.
  • The glyph system has been updated to now feature three different types of glyphs. Many class glyphs have been added, altered, or moved to different glyph types.
User Interface
  • Spell Alerts have been added to notify players when procs on select spells and abilities occur. A visual notification will display around the character and the activated ability will be highlighted on the action bar.
  • The Guild Interface has been redesigned to incorporate additional functionality, including new sorting and organizational options.
  • The Arena Teams pane has been improved.
  • The Character pane has been redesigned. Character stats can now be shown or hidden via the Show All Details/Hide All Details button on the bottom left. When shown, all character stats will be visible in a window to the right of the pane. Stat sections can be reorganized by clicking and dragging them up or down the pane.
  • The Professions panes now have more filtering and search functionality, as well as buttons to easily link recipes in the chat frame.
  • A Professions screen has been added to the Spellbook to better display the details of a character’s primary and secondary professions.
  • Many of the yellow System Messages that would display in the chat frame when leveling up have been removed.
  • New text animations now alert players as they level up, also providing information on when new talents, spells and abilities are available.
  • Professions and Class Trainers windows have been altered to more clearly display available and upcoming purchases.
  • New Raid frames are now available. They can also be used in place of the standard 5-player party interface via the User Interface options.
  • The Spellbook interface has been improved for greater ease-of-use and visual appeal.
  • For additional notes on Lua and XML changes please visit the UI & Macros Forum:
  • Improved water and lava rendering system (Video Options - Liquid Detail on the Graphics Panel)
  • Dynamic Sunshafts effect (Video Options - Sunshafts on the Graphics Panel)
  • Multi-monitor support (Video Options - Monitor on the Graphics Panel)
  • OpenGL Hardware Cursor support for Windows (Video Options - Hardware Cursor on the Advanced Panel)
  • Experimental support for DX11 (enabled by passing ‘-d3d11’ on the command line or adding SET gxApi "d3d11" to the Config.WTF file)

Izmene Interfejsa:
Character Interfejs:
Kao što možete videti na screenshotu sada imamo pozadinu gde nam se nalazi naš karakter, a takodje nam je i interfejs proširen zbog atributa, koje sad možemo bez problema da pogledamo, a da više ne klikćemo na padajući meni što je mene, a i druge ljude mnogo nerviralo. 
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/character/] width=[345] height=[200]}

Spellbook i Profesije
Spellbook dizajn je promenjen (Kao da smo dobili novu knjigu). Pored ovoga nema značajnih promena. Interface spellbook-a za profesije je drastično promenjen, on Vam daje u uvid koje primarne i secundarne profesije posedujete i kolki Vam je skill istog. Pored ovoga tu je i Guild Perks, spellove, koje dobijate kako guild bude level-ovao (Zanimljivi spell-ovi koje dobijate su Mass Resurrection, Have Group, Will Travel...)
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/spellbook/] width=[230] height=[160]}
Talent Interfejs
 Za razliku od spellbooka, talents interfejs ima značajne promene, a tiču se Mastery skilla (Specijalizacije). Znaci uglavnom odaberete koji lore ćete da igrate i onda gradite talente po toj specijalizaciji. Tu su naravno nalaze informacije, šta Vam koji Mastery skill dodatno daje. Glyph interfajse je kompletno izmenjen a o njemu možete više pročitati ovde.
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/talents/] width=[345] height=[200]}
Battleground i Arena
Ima sitnih promena, izgled je sličan samo što su promenili Arena Points u Conquest Points i verovatno se dobija isti kada igrate Rated Battleground i Arenu. I dalje imate 2v2, 3v3, 5v5 timove. Čudno je da Honor points ostaju kao što možete videti na trećem screenshotu.
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/battleground/] width=[230] height=[160]}
Minimap ima sitne novine, a tiču se prikaza željenih informacija koje ste izabrali da vam se prikažu na mapi.
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/minimap/] width=[345] height=[200]}

Grafičke novine - Water Engine
Blizzard je ubacio nove grafičke efekte u Cataclysm nastavku. Jedan od najbitnijih i najlepših efekta je Voda, koju možete videti na screenshotovima.
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/water_effect/] width=[230] height=[160]}
Patch 4.0.1 Promene Mehanizma kod klasa
Originally Posted by Vaneras (Source 11/10 4.0.1 Class Mechanics Changes)
Patch 4.0.1 will bring about major changes to all World of Warcraft classes, including sweeping talent tree revamps, altered spells, and improved abilities. We wanted to go over some of the more complex changes that are being made. If your class isn't listed here, it does not mean we didn't spend as much time on it -- the class will still receive a broad range of updates to talents, spells, and abilities -- we simply feel that these mechanics merit additional explanation.

Death Knight
  • The way in which runes regenerate has been changed. Rather than each rune type (Blood, Frost, Unholy) regenerating simultaneously, they now fill sequentially. For example, if you use two Blood runes, then the first rune will fill up before the second one starts to fill up. You essentially have three sets of runes filling every 10 seconds instead of six individual runes filling every 10 seconds. This allows the death knight rotation to be more forgiving, so that the player can take advantage of things like ability procs or respond to movement. This system makes it a little easier to get back on track without six separate runes now "out of sync" from the standard rotation.
You're a Bloody Tank
  • The time has come to dedicate a death knight talent tree to tanking, and that is what is in store for the Blood tree. We felt that we could offer a more focused and polished tanking tree rather than having to scatter similar tools throughout the trees. This also allows us to really focus the other trees into more flavorful damage-dealing specializations.
Runic Empowerment
  • This mechanic allows for runes which were on cooldown to instantly activate, which prevents the rotation from becoming too predictable and boring.

  • This is a new mechanic being added for Balance druids. The resource is managed through a new bar near the health and mana bars. As the druid casts Arcane spells, the bar moves towards the sun element until the druid achieves a Solar Eclipse, which buffs Nature damage. The goal is then to cast Nature spells, until the bar moves toward the moon element, which triggers a Lunar Eclipse and buffs Arcane damage. The gameplay becomes trying to quickly move the bar from one end to the other in order to maximize each Eclipse buff.

  • This is a new resource which has replaced mana. Hunters never felt like they should be casting mana-based spells, and having a resource that lasted for a long time and then was painfully gone didn’t lead to compelling gameplay.
  • Hunters can now use Call Pet to choose from among five different pets. They can swap out any of these five pets with other pets they have tamed by visiting a Stable Master. The Stable Master now allows the hunter to store twenty pets total.
  • Pet families have been updated. Each family can now provide unique buffs to parties or raids, so if a class buff is needed for a raid and that class isn't represented in the group, chances are a hunter can provide a little assistance by calling out a specific pet.
  • Ammo is no more. As a hunter, you're just that good now.
  • Any quivers or pouches used to store ammo will automatically be converted into a bag of roughly equal value.

Holy Power
  • This is a new resource which works similarly to combo points. Paladins will generally want to build up Holy Power until it shines through with a bright yellow glowing effect. Once Holy Power has been built up, it can be consumed to augment existing abilities. For example, Word of Glory can be used to cast an instant-cast free heal. This gives paladins several options for how to spend their Holy Power, depending on the scenario.

Soul Shards
  • As items, Soul Shards are going away entirely.
  • Any shard bags used to store Soul Shards will automatically be converted into a bag of roughly equal value.
  • Soul Shards are now a new resource for warlocks. Each warlock will have a total of three. These Soul Shards can be expended using a new spell, Soul Burn, which allows the warlock to augment the next spell cast. The augmentation effect will vary depending on which spell is used, and all warlock spells which can be empowered by Soul Burn will have a tooltip listing of the effect it grants. Soul Shards will no longer be necessary for summoning demons or casting any other spell typically used when out of combat.

  • Rage is being normalized so that its generation is no longer based on damage done by auto-attacks. Each auto-attack will provide a set amount of Rage, with off-hand weapons granting 50% of the rage main-hand weapons do. Haste will allow Rage to generate more rapidly by increasing attack speed. In addition, while taking damage, the amount of Rage generated will now be based on the warrior's health rather than the opponent's level. The essence of this change is to improve the scaling that occurs with warrior gear. With warriors balanced around the top tiers of items, we've found that the class tends to underperform more drastically than others in lower-quality items. These changes should correct that.
Felksibilni Raid Lock sistem u 4.0.1
Originally Posted by Bashiok (Source Flexible Raid Lock System in 4.0.1)
Almost six months ago we announced that Cataclysm raids were being redesigned to make both raid sizes the same difficulty, drop the same quality of loot, and exist in the same lockout. This evolution in raid philosophy is built on the belief that the size of your raiding group should be a choice based solely on what's more fun and enjoyable for you, and that you should not have to complete the same raiding content twice in a week to maximize your character's progression. These systems are the culmination of a great deal of design and player feedback from the last few years. With the release of the 4.0.1 patch, the new Flexible Raid Lock system will debut in Icecrown Citadel and The Ruby Sanctum.

With the Flexible Raid Lock system, instead of being locked to a specific raid size or raid group, each character will have the opportunity to defeat each raid encounter once a week. You could kill Lord Marrowgar and Lady Deathwhisper with a 10-player raid on Wednesday, join a 25-player raid to kill Festergut and Rotface on Thursday, and then lead a completely new 10-player raid to kill The Lich King on Friday. Every raid has a list of encounters associated with the zone. For example, Icecrown Citadel has twelve encounters. After you defeat Lord Marrowgar, you can open up your character's raid information dialog and see the list of encounters in Icecrown Citadel with Marrowgar marked as defeated. You may no longer fight Lord Marrowgar with any raid size or difficulty until the weekly raid reset for your region occurs.

Another key change is that if you join someone else's raid in progress, you are no longer locked to that raid after merely zoning in. Your raid status will only change when a boss is defeated, at which point it will be updated to reflect the state of the instance in which you are currently participating. So, let's say you have killed the first four bosses of Icecrown Citadel, and you then join a raid that has defeated the first four encounters, as well as Festergut and Rotface. The dialog that displays upon entering Icecrown Citadel will show that the raid has defeated 6 of 12 encounters. If you help them defeat Professor Putricide, then you would be marked as having defeated not only Professor Putricide for the week, but also Festergut and Rotface. If instead after joining the raid you then proceeded to wipe ten times to Professor Putricide, you could leave the raid with only the first four bosses marked as completed.

To help communicate to players which bosses are dead in the raid leader's raid, there is new functionality to link in chat a list of the encounters the raid has defeated. So before you join a raid, you can see what they've already defeated. If a raid leader advertises in chat that she needs another healer for an 8/12 Icecrown Citadel run, you can see precisely which bosses are still available to fight. If you were only looking for that one item from Queen Lana'thel that never drops for you and this raid already defeated her, you will know not to join that raid.

Let's look at another example of the Flexible Raid Lock system. A guild schedules three nights for 25-player Icecrown Citadel raiding on Wednesday, Thursday, and Saturday. On Wednesday, the raid defeats Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Saurfang. On Thursday, five people cancel their raid attendance due to real life emergencies. The raid leader knows that if he cancels Thursday raiding, there's little chance they'll have enough time on Saturday to defeat the other eight bosses in Icecrown Citadel. So he splits the remaining 20 Thursday raiders into two 10-player raids. Each new raid enters Icecrown Citadel and defeats Rotface, Festergut, Blood Council, and Valithria Dreamwalker. The next Saturday with all 25 players online, they reform as a 25-player raid and enter Icecrown Citadel once more. Only Professor Putricide, Queen Lana'thel, Sindragosa, and The Lich King remain. After a tough fight, the Lich King falls and everybody celebrates. Without the Flexible Raid Lock system the entire raid probably would have missed out on a night of raiding, and likely would not have reached the Lich King.

While players can freely move between raids of different sizes in normal difficulty, there are some additional rules for Heroic difficulty. If a 10- or 25-player raid defeats a boss on Heroic difficulty, then those players may now only raid additional Heroic encounters with that specific raid. If your Heroic 25-player raid defeats the first four bosses of Icecrown Citadel on Heroic, then they may not split up into two 10-player raids and continue to fight in Heroic difficulty. You may also not join someone else's raid if they have defeated a Heroic encounter.

But let's say you are a member of a Heroic raid in Icecrown Citadel, and after killing Lord Marrowgar on Heroic you have Internet connection issues that prevent you from raiding for two nights. During those two nights, the rest of the raid kills everything. Without the Flexible Raid Lock system, you would be done with raiding Icecrown Citadel for the week. Ouch. With the Flexible Raid Lock system, you can join someone else's raid as long as they are doing Normal difficulty. This would at least give you the opportunity to earn your Justice Points for the week. If this raid attempted to switch to Heroic difficulty for Icecrown Gunship Battle with you in the raid, the raid leader would receive an error message stating that she cannot change to Heroic, because someone in the raid (i.e., you) is already locked to a different Heroic instance.

All of the new Cataclysm raids will feature the Flexible Raid Lock and Dynamic Difficulty systems, and when the Cataclysm occurs the other Wrath of the Lich King raids will also have these features. It's important to note that this system doesn't affect Heroic dungeons, they will work as they always have. We look forward to feedback for this new system after 4.0.1 is released. As a reminder, Icecrown Citadel and The Ruby Sanctum are the only two raids that support the Flexible Raid Lock until the Cataclysm occurs.

Reforging će biti dostupan na 4.0.1 Live serverima. Sada možete zameniti 40% bilo kog sekundarnog Stats-a (Većinom, Critical, Hit, Haste, Expertise i Dodge Ratings) za bilo koji drugi sekundardni stat. Reforge možete uraditi u bilo kom glavnom gradu, samo pitajte nekog od stražara gde se reforge NPC Nalazi u gradu.
{yoogallery  src=[/images/stories/news/cataclysm/interfaces/reforge/] width=[345] height=[200]}
Currency i Honor Izmene
Stare Vrednosto (Tokeni) i Honor Poeni biće konvertovani u nove Vrednosti sa ovim Patch-om! Slede više informacija u daljem tekstu, a više o cenama i šta možete kupiti sa novim valutama možete pogledati na Justice Points i Valor Points stranicama.
Originally Posted by Bashiok (Source Cataclysm Currency Changes Explained)
As we discussed in our previous announcement (, we're refining the currency systems used for purchasing PvE and PvP items in World of Warcraft: Cataclysm, and the transition to this new system will take place in two stages. Today, we're going into more detail on how these changes will be rolled out, so if you haven't yet, make sure to check out the prior article to get up to speed on the currency names.

One change of note since that original announcement is that we've changed the name of the low-tier PvE currency from Hero Points to Justice Points. The original announcement post has been updated to reflect this.

Out With the Old

In the upcoming 4.0 patch we'll begin the first stage of the conversion to the new currencies. Emblems of Triumph and Emblems of Frost will be converted into Justice Points. For this initial conversion there will be a soft cap of points you can have, with a hard cap enforced later as detailed below. All PvE emblems and badges below Frost and Triumph will be converted into gold. This even includes legacy badges, like Badges of Justice. If any of these older currencies are converted into gold, the player will receive it through an in-game letter.

At this time any bosses a player defeats that are level-appropriate to them (and previously awarded badges or emblems upon defeat) will award them with the new Justice Points. Similarly, any items that previously cost emblems or badges of any type will now cost Justice Points instead.

On the PvP side, Season 8 will end with the release of patch 4.0, and all Arena Points, Honor Points, any leftover Battleground Marks of Honor, Stone Keeper's Shards, Venture Coins, and Spirit Shards will be converted into the new Honor Points. The new Honor Point pool will also have a soft cap for these conversions, but a hard cap will be enforced later. At the time of conversion, items that previously cost Honor or Arena Points will be sold in exchange for the new Honor Points. Rated Arenas and Rated Battlegrounds won't be available again until Season 9 (shortly after the release of Cataclysm), when they can be entered to win the higher-tier PvP Conquest Points.

In addition, purchasing any item with these secondary currencies (Honor Points and Justice Points) will now require that the purchaser meet the item's minimum level requirement.

It's important to note that these conversions are not 1:1, but are indicative of the level and relative worth of each before the conversion to the new point systems. For example, Stone Keeper's Shards will convert into more Honor Points than Spirit Shards.

Tip of the Cap

While we previously announced that there's a limit to the amount of these new currencies you can stockpile, we're providing a grace period in the form of a soft cap. This soft cap will allow the initial conversion to push the amount owned over the cap, but will not allow any further points to be earned (or returned through item refunds) until enough points are spent to put you below the hard cap.

For instance, a player has 3000 Emblems of Triumph, and 1200 Emblems of Frost; at the time of conversion they'll be given 4200 Justice Points. The hard cap for Justice Points is 4000, so that player won't be able to earn any more Justice Points until he or she spends enough points to reduce the total to under 4000. This also applies to the new PvP Honor Points, which also have a cap of 4000.

Shortly before Cataclysm is released, another patch will enforce the hard cap, marking the second stage of the currency conversion. Any Justice or Honor Points above the hard cap will be converted to gold, and just like in the first stage of the conversion, the player will receive an in-game letter explaining that some of their currencies were converted into gold as well as delivering the gold itself.

Here's some information on how each of the currencies will be converted in the next content patch. Keep in mind these values may change, and they can get a bit math heavy. Just know that our intent is to appropriately value each mark and provide a conversion we feel is fair.

The following items are immediately converted to gold:
• Emblem of Heroism = 5.5 gold each
• Emblem of Valor = 5.5 gold each
• Emblem of Conquest = 5.5 gold each
• Badge of Justice = 1.833 gold each

Your New Honor Points total will be the sum of the following amounts:
• Old Honor * 0.024
• Old Arena Points * 0.85
• Battleground Mark of Honor * 2.976
• Wintergrasp Mark of Honor * 19.08
• Stone Keeper Shard * 1.6
• Venture Coin * 3
• Spirit Shard * 1

Your Justice Points total will be equal to (Emblems of Triumph + Emblems of Frost ) * 2.75

Again, the softcap for both Honor and Justice conversions is 4000 points. This means that if a character converts to above 4,000 points, it will not be possible for them to earn more until they fall below the 4,000 cap.

A hardcap will be implemented in a following patch before Cataclysm's release. At that time, any excess points above 4,000 will be converted as follows:
• Honor points above 4,000 are converted to gold at a rate of 35 silver per point of Honor.
• Justice points above 4,000 are converted to gold at a rate of 2 gold per point of Justice. 

Glyph Interface Izmene
Novi Glyph Interfajs je napokon dostupan u poslednjem Cataclysm Beta Buldu i on nam donosi veoma interesantna poboljšanja.
  • Najveća izmena, Glyph više ne moraju da se koriste kao consumable item, već ćete ka naučiti i sami ćete ih swap-ovati po potrebi, time više ne morate da ih kupujete kao što je to bilo do sada.
  • Dodati su Prime Glyphs slotovi
  • Svi Glyphs su izlistani, uključujući i one koje niste naučili  
  • Postoji pretraga i Filter kako bi ste lakše došli do željenog Glypha-a.
{yoogallery src=[/images/stories/news/cataclysm/interfaces/glyphs] width=[230] heigh=[170]}

Originally Posted by Lylirra (Source Upcoming Changes to Glyphs in 4.0.1)
In the upcoming 4.0.1 patch, we'll be introducing a major overhaul of the current glyph system. This update features a host of changes including the addition of a new glyph tier, the transition of glyphs from consumable items to permanent spells, and a more streamlined user interface.

In its Prime
Glyphs will now be separated into three different tiers: minor, major, and prime.
  • Prime - Prime glyphs will typically provide direct increases to damage or healing throughput. Examples of prime glyphs include Glyph of Howling Blast, which will cause the death knight ability Howling Blast to infect targets with Frost Fever, and Glyph of Insect Swarm, which increases the damage of druid's Insect Swarm ability by 30%.
  • Major - Major glyphs will typically augment spells and abilities to offer additional utility. Examples of major glyphs include Glyph of Silencing Shot, which will cause a hunter to instantly gain 10 focus when successfully silencing an enemy's spell cast, and Glyph of Ice Block, which will reset the cooldown on Frost Nova every time a mage uses Ice Block.
  • Minor - Minor glyphs will typically provide players with additional convenience or cosmetic changes. Examples of minor glyphs include Glyph of Righteousness which will reduce the mana cost of Seal of Righteousness for paladins by 50%, and Glyph of Levitate which will remove the reagent requirement for a priest's Levitate spell.

In total, there will be nine glyph slots: three minor, three major, and three prime. As players level, they will be able to progressively unlock "sets" of these slots in increments of three (one minor slot, one major slot, and one prime slot). The first set of glyph slots will be unlocked at level 25, the second at level 50, and the final at level 75.

Teach a Man to Glyph...
In addition to the glyph tier changes, glyphs will also be transitioning from single-use items to permanent spells that a player can learn. While the item from which a glyph will be taught will still be consumed on use, once a glyph is learned, a player will always have access to it. This functionality will feel very similar to the current mechanic that allows players to learn certain recipes and patterns from item drops.

Despite these changes, activating a glyph will more or less function as it does now. To activate a glyph, players will simply need to select the desired glyph from their list of known glyphs and then click on the appropriate tiered slot.

Dust to Dust
With the transition from single-use items to permanent spells, the process for switching activated glyphs has been slightly altered. Similar to activating a learned glyph, players will need to select the new glyph from their list of known glyphs and then "place" it on top of the old glyph. While this process will not destroy the old glyph as it does at present, it will require a new reagent, Dust of Disappearance, which can be purchased from Inscription vendors or be crafted by scribes.

As a precaution, the following dialogue will also appear before a glyph is exchanged:

Are you sure you want to inscribe this glyph? The existing glyph will be lost.

Cost: 1 Dust of Disappearance

Players will be given the opportunity to confirm the exchange or cancel out of it. Please note that the old glyph will not be permanently lost; it will simply be deactivated.

Gotta Catch'em All
To complement each of these changes, the glyph UI window has been completely redesigned. All glyphs will now be organized in the glyph panel according to their tier (minor, major, or prime) and, much like how class spells and abilities display in the trainer window, will be sortable by "Already Known," "Unavailable," and "All Glyphs" categories. Players will also be able to search for glyphs using keywords and results will populate under each corresponding collapsible tier.

To access the new glyph UI, players will need to open up the Talent pane (default: N) and then click on the "Glyphs" tab.

Tenacious D Live Onstage at BlizzCon 2010!

Ovogodišnji blizzcon je upravo postao 50% više epic!

We're awestruck to announce that Tenacious D, the greatest band in the history of the world, will take the stage at BlizzCon 2010 to close out two days of epic entertainment!

Although tickets to the convention are sold out, you can still catch all of the panels and events, including Tenacious D's performance, with BlizzCon Virtual Ticket. online or via DIRECTV in the United States. The Virtual Ticket multi-channel Internet stream allows viewers to switch between multiple channels of live HD coverage dedicated to different areas of the show.

Check out the press release to learn more about this soon-to-be legendary rock spectacle!

Užvo koncert Tenacious D na BlizzCon 2010

Jel treba da napišem OMFG? 

Originally Posted by Blizzard (Source)
IRVINE, CA. Blizzard Entertainment, Inc. today announced that the greatest band in the world*, Tenacious D, will perform at the closing concert during this year’s sold-out BlizzCon®. Taking place October 22-23 at the Anaheim Convention Center, BlizzCon is a celebration of the global player communities surrounding Blizzard Entertainment’s Warcraft®, Diablo®, and StarCraft® game universes. While tickets to the convention are currently sold out, viewers can watch at home by ordering a BlizzCon Virtual Ticket, offering over 50 hours of event coverage (including Tenacious D’s performance) globally over the Internet and also on DIRECTV® in the United States.

Tenacious D is made up of musical visionaries Jack Black and Kyle Gass. After forming in 1994, the duo rose to rock god-dom following the release of the HBO cult-hit series Tenacious D: The Greatest Band on Earth. Since then, Tenacious D has released two albums and a pair of live DVDs, sold out arenas around the world, and starred in their own feature-length movie, Tenacious D in the Pick of Destiny. At the BlizzCon closing ceremony on October 23, the band will perform an earth-shattering set that includes the debut of new, soon-to-be-legendary songs.

“The best way to wrap up two days of epic entertainment is with an epic rock concert—and few bands fit the bill like Tenacious D,” said Mike Morhaime, CEO and cofounder of Blizzard Entertainment. “We’re looking forward to a great show and can’t wait to see what Jack and Kyle have in store for everyone attending BlizzCon and watching from home.”

In addition to serving as a gathering place for the Blizzard Entertainment gaming communities, BlizzCon will have an array of activities, including discussion panels, competitive and casual tournaments, contests, hands-on playtime with current and upcoming Blizzard Entertainment games, and more. Viewers at home can order a BlizzCon Virtual Ticket for $39.95 USD, available as a multi-channel Internet stream around the world (pricing and availability may vary by region) and also via DIRECTV in the United States. Visit for more details and ordering information.

To keep pace with the continued growth of World of Warcraft as well as development on other Blizzard Entertainment games, the company is currently hiring for numerous open positions. More information on available career opportunities can be found at As BlizzCon draws closer, further details about the show will be announced at

Custom Latency Tolerance

Originally Posted by Kalgan (Source Re: New ability queue system needs work)
As an update to this, the next beta build will include a slider bar (labeled "Custom Latency Tolerance") that lets you tune how sensitive the ability queue is (including sliding it all the way to zero if you choose). This value allows you to control (in milliseconds) how long before the GCD finishes the client will let you queue your next ability.

The optimal setting will probably be right around what your ping time is. So, if your ping is 100 for example, you'd probably want to set it at 100 or slightly higher.

Does that mean that the plans to add in the ability to replace a previous command is out? or is that still a possibility?
That's still in too. It's just that while overriding is helpful it can still fail if your override gets to the server a little too late and your previously queued ability goes off anyways.

why cant you just make the client dynamically change this setting based on the ping rather than make the player choose it and probably get it wrong?
We plan to do this as the default value (when you aren't overriding it) in a future patch. There are some complexities that prevent us from being able to do it right now.

How are you going to address people using the TCPAckFrequency registry hack to "lower" their ping? Are you going to disable it in-game, similar to how you handled the nagle algorithm?
The server now enforces the actual global cooldown value, whereas in the past it allowed a .4 sec slush. So, instead of having a slush factor that let somebody cast a bit early, it now catches the request, waits until the cooldown has actually completed, then casts the spell for you (the queue'd ability) at the soonest possible time.
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