Waller Affix Žalbe na Bug, Još Ništa oko 1.0.9, Diablo 3 kao FPS
Waller Affix Žalbe na Bug
Grupa ćlanova zvaničnog foruma, prijavia je bug Waller Affix championa. Prema njihovim tvrdnjama, ponekad bi walleri napravili četri zida, i igrač bi se zaglavio na odredjeno vreme.
Grupa ćlanova zvaničnog foruma, prijavia je bug Waller Affix championa. Prema njihovim tvrdnjama, ponekad bi walleri napravili četri zida, i igrač bi se zaglavio na odredjeno vreme.
Originally Posted by Blizzard (Source)
Hey all,
Thanks so much for your reports. At the moment, our QA team is having difficulty reproducing this bug internally, so we have a small request.
If you're still running into situations where Waller monsters are spawning their walls right on top of your characters, we would really appreciate a list of steps that you took to get this bug to occur or a video that shows when and where this happens. (While we're super thankful for the reports and screenshots you've submitted thus far, we just need some additional details to figure out what's going on.)
For clarity: Waller champions will sometimes spawn multiple walls in a tight formation near a player, which can limit mobility. This is not a bug. However, if a single Waller wall is spawned right on top of a character, causing it to be unable to move, then that's a bug and we would like to know more about these situations.
Thank you!
Thanks so much for your reports. At the moment, our QA team is having difficulty reproducing this bug internally, so we have a small request.
If you're still running into situations where Waller monsters are spawning their walls right on top of your characters, we would really appreciate a list of steps that you took to get this bug to occur or a video that shows when and where this happens. (While we're super thankful for the reports and screenshots you've submitted thus far, we just need some additional details to figure out what's going on.)
For clarity: Waller champions will sometimes spawn multiple walls in a tight formation near a player, which can limit mobility. This is not a bug. However, if a single Waller wall is spawned right on top of a character, causing it to be unable to move, then that's a bug and we would like to know more about these situations.
Thank you!
Još Ništa oko 1.0.9
Iako postoje velike želje šta Blizzard da ubaci u ovom patchu, još ništa nećemo skoro dobiti šta Blizzard planira da dodaje i menja u 1.0.9. Medjutim Blizzard želi da pročita vašu listu želja, tako da slobodno ostavite vaš komentar na zvaničnom forumu.
Originally Posted by Blizzard (Source)
We do not yet have any information that we can share about future patches after patch 1.0.8, but we will of course let you guys know as soon as we do :-)
Is it okay if we make a wish list for the patch 1.09 ?
Of course :-)
Any such wish list from you guys will be interesting to read for sure, but please keep in mind that we cannot make any promises that your wishes may come true. Obviously we are interested in hearing what you guys would like to see next, even if it is something that has been mentioned many times before.
Is it okay if we make a wish list for the patch 1.09 ?
Of course :-)
Any such wish list from you guys will be interesting to read for sure, but please keep in mind that we cannot make any promises that your wishes may come true. Obviously we are interested in hearing what you guys would like to see next, even if it is something that has been mentioned many times before.
Diablo 3 kao FPS
Interesantna tema pojavila ze na zvaničnom forumu, gde je korisnik Scaart pitao, kako bi Diablo izledao kao pucačka igra iz prvog lica. Vaneras je dao interesantan odgovor.
Originally Posted by Blizzard (Source)
Not sure it would ever be possible to turn Diablo into a First Person Shooter, not without a total conversion and redesign at least. The thought of Diablo as a shooter is an amusing one though :-)
If we follow this amusing train of thought, and hypothetically speak of turning Diablo III into a shooter, wouldn't the game be better suited as a third person shooter rather than a first person one?
Just imagine WW spec in first person view, awesome!
Yup, that would be a rather messy experience from a first person perspective indeed, but maybe it would not be so bad from a third person perspective :-)
If we follow this amusing train of thought, and hypothetically speak of turning Diablo III into a shooter, wouldn't the game be better suited as a third person shooter rather than a first person one?
Just imagine WW spec in first person view, awesome!
Yup, that would be a rather messy experience from a first person perspective indeed, but maybe it would not be so bad from a third person perspective :-)
Patch 5.3 PTR Informacije Ažurirane - Levelovanje od 86 do 90 XP Redukovano za 33%
Jako interesantnih izmena danas, a mi smo izvukli one najbitnije:
- Experience needed to increase from level 86 to level 90 has been reduced by 33%
- Reduced the number of Lesser Charms of Good Fortune needed for the Mogu Runes of Fate weekly quest to 50, down from 90.
- Shado-Pan Assault belts now require Friendly reputation to purchase, down from Revered.
- Shado-Pan Assault chest pieces now require Honored reputation to purchase, down from Revered.
Originally Posted by Blizzard (Source)
General
Classes
Pet Battles
Raids, Dungeons, and Scenarios
Items
- Experience needed to increase from level 86 to level 90 has been reduced by 33%.
Classes
- Druid
- General
- Tranquility now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance. This change also applies to players using the Symbiosis version of Tranquility.
- Restoration
- Ironbark now has a cooldown of 60 seconds, down from 2 minutes.
- Swiftmend's area-of-effect component now heals injured allies within 10 yards, up from 8 yards.
- Wild Mushroom: Bloom now heals all allies within 10 yards (up from 8 yards) for 100% more, and includes bonus healing from Rejuvenation overhealing.
- Item Sets
- Restoration PvP 4-piece set bonus now reduces the cooldown of Ironbark by 30 seconds (down from 90 seconds).
- General
- Hunter
- General
- Revive Pet now has a cast time of 4 seconds, down from 6 seconds.
- General
- Monk
- Mistweaver
- Revival now has a healing cap of 15 raid members (up from 6) when used in a 25-player instance.
- Mistweaver
- Paladin
- General
- Devotion Aura can now be used while the Paladin is silenced.
- Glyphs
- Glyph of the Battle Healer now heals a nearby injured friendly target, excluding the Paladin, for 20% of damage dealt while Seal of Insight is active, down from 30%.
- General
- Priest
- Glyphs
- Glyph of Smite no longer causes the additional 20% damage dealt by Smite to transfer into Atonement.
- Discipline
- Atonement now heals nearby friendly targets for 90% of the damage dealt, down from 100%.
- Penance now deals 10% less damage, but healing done is increased by 10%.
- Holy
- Divine Hymn now targets 12 raid members (up from 5) each time it heals when used in a 25-player instance.
- Shadow
- Vampiric Embrace now has a healing cap of 15 raid members (up from 6) when used in a 25-player instance.
- Glyphs
- Warlock
- General
- Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, gains its first charge after 5 seconds (down from 13 seconds), and gains a new charge every 10 seconds (down from 15 seconds). The summoned gateway has 100% of the summoning Warlock's health, 100% of the Warlock's resilience, and can now be attacked and killed by enemy players.
- Item Sets
- Warlock PvP 2-piece set bonus no longer reduces cooldown on Unending Resolve and have been replaced by the former 4-piece set bonus where the Warlock's Twilight Ward absorbs damage from all magical schools.
- Warlock PvP 4-piece set bonus now increases damage dealt by Agony, Corruption, Doom, Immolate, and Unstable Affliction by 10%.
- General
Pet Battles
- General
- Pandaren Spirit Pet Supplies now has a chance to drop a family specific rare Battle-Stone.
- Battle Pet Quests
- A new achievement and reward has been added for characters that complete every Pet Battle daily quest in a single day.
- Protection for bad luck streaks have been added to Battle-Stones from pet supplies bags and wild battles. Each bag or battle that does not provide a stone has a progressively better chance to award a stone to the player.
Raids, Dungeons, and Scenarios
- Raids
- Bonus Roll
- Reduced the number of Lesser Charms of Good Fortune needed for the Mogu Runes of Fate weekly quest to 50, down from 90.
- Terrace of Endless Spring
- Players no longer need to have defeated Grand Empress Shek'zeer to enter the Terrace of Endless Spring in Normal difficulty.
- Throne of Thunder
- Primordius
- The Genetically Unmodified Organism achievement has been redesigned. It now requires players to defeat Primordius while none of the players in the raid received a harmful mutation.
- Bonus Roll
- Dungeons
- Completing the Challenge mode daily quest now awards a Heroic Cache of Treasures with a chance to contain an epic item!
Items
- Shado-Pan Assault belts now require Friendly reputation to purchase, down from Revered.
- Shado-Pan Assault chest pieces now require Honored reputation to purchase, down from Revered.
- The following PvP trinkets now have a cooldown of 2 minutes, down from 5 minutes.
- Bequeathed Insignia of the Alliance
- Bequeathed Insignia of the Horde
- Inherited Insignia of the Alliance
- Inherited Insignia of the Horde
- Inherited Mark of Tyranny
- Insignia of the Alliance
- Insignia of the Horde
- The following trinkets have on-use effects reduced by 33%, but have a 100% increase to duration when used in a Battleground or Arena.
- Fabled Feather of Ji-Kun
- Renataki’s Soul Charm
- Steadfast Talisman of the Shado-Pan Assault
- Wushoolay’s Final Choice
- The following trinkets have on-use effects reduced by 75%, but have a 400% increase to duration when used in a Battleground or Arena.
- All other trinkets above ilevel 502 have on-use effects reduced by 50%, but have a 100% increase to duration when used in a Battleground or Arena.
Blizzard Loves Bad Robot, Live WoW Developer Q&A Četvrtak 25 April, Blue Teme
Blizzard <3s Bad Robot
Napokon imamo source za Bad Robot pet koji nam dolazi u Patch 5.3!
Napokon imamo source za Bad Robot pet koji nam dolazi u Patch 5.3!
Originally Posted by Blizzard (Source)
One of the core values we live by here at Blizzard is “Embrace Your Inner Geek.” We play countless games, we collect comics and card games, we love cutting-edge technology and computer hardware, we’re fascinated by science and discovery, and many of us are movie buffs. Movies represent the combined imaginations of talented writers and visionaries, artists and operators, editors and producers, that can culminate in an awesome cinematic experience.
It’s with this motivation that we express our respect for JJ Abrams' Bad Robot Productions.
Coming in a future patch, characters with the Engineering profession will be able to produce this mechanical homage to the company that brought us award-winning television shows like Lost and Fringe, and are continuing the epic Star Trek and forthcoming Star Wars film sagas. Everyone has a chance to get their hands on this pet, allowing them to show off their mutual appreciation for Bad Robot, and the stories they’ve brought to our TVs and movie screens.
We hope everyone enjoys this new pet!
It’s with this motivation that we express our respect for JJ Abrams' Bad Robot Productions.
Coming in a future patch, characters with the Engineering profession will be able to produce this mechanical homage to the company that brought us award-winning television shows like Lost and Fringe, and are continuing the epic Star Trek and forthcoming Star Wars film sagas. Everyone has a chance to get their hands on this pet, allowing them to show off their mutual appreciation for Bad Robot, and the stories they’ve brought to our TVs and movie screens.
We hope everyone enjoys this new pet!
Live WoW Developer Q&A - Utorak 25 April
Originally Posted by Blizzard
Good people of Azeroth, lend me your eyes!
We’ll be hosting a live World of Warcraft developer Q&A open to the community on Thursday, April 25 from 5:30-6:30 p.m. PDT. Designers Dave Kosak, Ion Hazzikostas, Brian Holinka, Cory Stockton, and Greg Street will be available to field your questions about Mists of Pandaria gameplay and design, patch 5.2 and beyond. This will be a moderated chat on the Cover it Live platform hosted on the front page of our official site. Community managers Bashiok, Crithto, Daxxarri, Rygarius, and I will be there to filter your submissions for the developers.
We receive thousands of questions each time we host these events, so please be patient with us and bear in mind that we won’t get to every question. You can help by keeping your inquiries concise and focused on one topic per entry. Submissions that are well over 200 characters, or contain multiple questions on an array of topics, are much less likely to receive responses. We want to cover as much ground as possible and appreciate your assistance in helping us to achieve that.
We look forward to chatting with you on Thursday!
About the Panelists
Dave Kosak, Lead Quest Designer
As Blizzard Entertainment's lead quest designer for World of Warcraft, Dave Kosak oversees the development of all quest content for the game and its expansions, as well as contributing to the overall fiction of the game world.
Prior to joining Blizzard Entertainment, Kosak was a co-founder and original creative director of GameSpy.
Ion Hazzikostas, Lead Encounter Designer
As lead encounter designer on the World of Warcraft® team, Ion Hazzikostas’s primary responsibility is overseeing the creation of the game’s dungeon and raid content. Hazzikostas joined Blizzard Entertainment in the summer of 2008 as a game designer, and his responsibilities have included raid boss design and implementation, class design and balancing, and maintaining the World of Warcraft achievement system. Prior to arriving at Blizzard, he worked as an attorney at a law firm in Washington, DC.
In his spare time, Hazzikostas enjoys exploring Southern California in search of craft beer. Having grown up in New York City, he is a lifelong Yankees fan.
Brian Holinka, Senior PvP Game Designer
As a senior game designer on Blizzard Entertainment’s World of Warcraft® team, Brian Holinka focuses exclusively on continuing to make the World of Warcraft PvP experience enjoyable for all of its players. Holinka works with the systems and content teams to create a balanced competitive environment with exciting rewards and diverse content.
Prior to joining Blizzard Entertainment in 2012, Holinka worked on the multiplayer components of Transformers: Fall of Cybertron, Homefront, and Frontlines: Fuel of War. Holinka got his start in the game industry moonlighting on the “Desert Combat” mod for Battlefield 1942 while serving as a Captain in the United States Air Force.
Cory Stockton, Lead Content Designer
As Blizzard Entertainment, Inc.'s lead content designer for World of Warcraft®, Cory Stockton is responsible for overseeing the design and implementation of all exterior zones, dungeons, Battlegrounds, Arenas, and cities. He is also involved with many other aspects of the game, such as dungeon scripting and the Pet Battle System.
Stockton started at Blizzard Entertainment in June 2005 as lead dungeon designer before transitioning to his current role. Prior to his arrival, he was a lead designer on the Ratchet & Clank series and also contributed extensively to the Legacy of Kain: Soul Reaver series.
In his spare time, Stockton plays games extensively, and enjoys collecting classic consoles and games. He holds an associate's degree in computer animation from the Art Institute of Phoenix.
Greg Street, Lead Systems Designer
As the lead systems designer for World of Warcraft®, Greg Street is one of the two lead designers on the team that reports to the Game Director. He leads a team that is in charge of World of Warcraft class, item and tradeskill design. He and his team also design the user interface for the game and handle all of the various combat calculations and number tuning.
We’ll be hosting a live World of Warcraft developer Q&A open to the community on Thursday, April 25 from 5:30-6:30 p.m. PDT. Designers Dave Kosak, Ion Hazzikostas, Brian Holinka, Cory Stockton, and Greg Street will be available to field your questions about Mists of Pandaria gameplay and design, patch 5.2 and beyond. This will be a moderated chat on the Cover it Live platform hosted on the front page of our official site. Community managers Bashiok, Crithto, Daxxarri, Rygarius, and I will be there to filter your submissions for the developers.
We receive thousands of questions each time we host these events, so please be patient with us and bear in mind that we won’t get to every question. You can help by keeping your inquiries concise and focused on one topic per entry. Submissions that are well over 200 characters, or contain multiple questions on an array of topics, are much less likely to receive responses. We want to cover as much ground as possible and appreciate your assistance in helping us to achieve that.
We look forward to chatting with you on Thursday!
About the Panelists
Dave Kosak, Lead Quest Designer
As Blizzard Entertainment's lead quest designer for World of Warcraft, Dave Kosak oversees the development of all quest content for the game and its expansions, as well as contributing to the overall fiction of the game world.
Prior to joining Blizzard Entertainment, Kosak was a co-founder and original creative director of GameSpy.
Ion Hazzikostas, Lead Encounter Designer
As lead encounter designer on the World of Warcraft® team, Ion Hazzikostas’s primary responsibility is overseeing the creation of the game’s dungeon and raid content. Hazzikostas joined Blizzard Entertainment in the summer of 2008 as a game designer, and his responsibilities have included raid boss design and implementation, class design and balancing, and maintaining the World of Warcraft achievement system. Prior to arriving at Blizzard, he worked as an attorney at a law firm in Washington, DC.
In his spare time, Hazzikostas enjoys exploring Southern California in search of craft beer. Having grown up in New York City, he is a lifelong Yankees fan.
Brian Holinka, Senior PvP Game Designer
As a senior game designer on Blizzard Entertainment’s World of Warcraft® team, Brian Holinka focuses exclusively on continuing to make the World of Warcraft PvP experience enjoyable for all of its players. Holinka works with the systems and content teams to create a balanced competitive environment with exciting rewards and diverse content.
Prior to joining Blizzard Entertainment in 2012, Holinka worked on the multiplayer components of Transformers: Fall of Cybertron, Homefront, and Frontlines: Fuel of War. Holinka got his start in the game industry moonlighting on the “Desert Combat” mod for Battlefield 1942 while serving as a Captain in the United States Air Force.
Cory Stockton, Lead Content Designer
As Blizzard Entertainment, Inc.'s lead content designer for World of Warcraft®, Cory Stockton is responsible for overseeing the design and implementation of all exterior zones, dungeons, Battlegrounds, Arenas, and cities. He is also involved with many other aspects of the game, such as dungeon scripting and the Pet Battle System.
Stockton started at Blizzard Entertainment in June 2005 as lead dungeon designer before transitioning to his current role. Prior to his arrival, he was a lead designer on the Ratchet & Clank series and also contributed extensively to the Legacy of Kain: Soul Reaver series.
In his spare time, Stockton plays games extensively, and enjoys collecting classic consoles and games. He holds an associate's degree in computer animation from the Art Institute of Phoenix.
Greg Street, Lead Systems Designer
As the lead systems designer for World of Warcraft®, Greg Street is one of the two lead designers on the team that reports to the Game Director. He leads a team that is in charge of World of Warcraft class, item and tradeskill design. He and his team also design the user interface for the game and handle all of the various combat calculations and number tuning.
BDnevne Blue Teme
Originally Posted by Blizzard Entertainment
Ask the Devs Questions
boring, they seem to have picked the questions (again) that they have easy copy/paste answers ready.
The questions chosen were the ones that were on the topic in question, which was the upcoming PvP changes in patch 5.3. No questions were skipped because of their difficulty in answering. (Source)
boring, they seem to have picked the questions (again) that they have easy copy/paste answers ready.
The questions chosen were the ones that were on the topic in question, which was the upcoming PvP changes in patch 5.3. No questions were skipped because of their difficulty in answering. (Source)
Blue Tweetovi
Originally Posted by Blizzard Entertainment
Classes
[PvE] Why casters never have to worry about going OOM and warriors struggle for rage? Casters spam what they want, no downside
Why do warriors have no cast bars (but one) and mages must stop and cast? Class mechanics work differently. (Source)
What made Rets need a buff? Not that I'm QQing or anything, but my Unholy DK would like some too.
Unholy is doing great right now IMO. Ret was average on some fights, low on others, and didn't have a good fight to shine. (Source)
Druid
is Solar Beam included in glyph of omens ? official notes says yes, mmo-champ says no.
No, Solar Beam is not in Glyph of Omens because it's off the GCD. (Source)
Hunter
just want to say stupid move on the hunter changes in 5.3. even more stuns for any spec. not fun when you get perma stunlock
They have to give up Silencing Shot to take the stun. Not sure you'll see that many take that trade. (Source)
Paladin
15% Sword of Light on live right now to 30% on PTR huge, if you think that's needed why not a hotfix? 5% would be okay to wait
These are just changes we're trying out on the test realm. We need to evaluate data and feedback before 5.3 goes live. (Source)
Hey ! Don't you think Holy paladins in PVP are a little bit underpowered compared to other healers atm?
They were too good last season, but dropped off a lot. Also had good synergy with warriors, which is a factor. (Source)
high % doesn't mean good, shamans / priests are good, work in every comp and that's not "synergy" with every class
There are many ways to measure it: rep, number of viable teams, pure power. Ultimately we concluded they were too strong. (Source)
That's because it actually gives 1 HP on cast while aiding in raid healing. More HP = more EFs = more ST healing.
If you need the HR to actually heal, that's one thing, but it shouldn't be simply a Holy Power delivery mechanism. (Source)
But HR is only transferring 15% to the tank, while DL on the tank gives you 100% and Holy Power. (Source)
Making Holy Radiance reset the cooldown of Holy Shock would make everything better.
Concerned that would force Holy Radiance into a single-target rotation. (Source)
Holy Radiance is already best for a single target rotation. HR + HS does more healing than DL + HS.
Which is silly. Daybreak should never be a single target throughput increase. HR alone is weaker than DL, as it should be. (Source)
Priest
Exactly this. Give us something better to do as a filler. How about renew, binding, etc changes?
"Better to cast" sounds like Atonement HPS is beating actual heals. (Source)
Disc healing is underpowered w/o atonement (absorbs /= heal), time for grace to be on priest not the target?!
But absorbs are generally more powerful than heals so it makes sense they aren't as strong point for point. (Source)
If Disc can heal as well as anyone and has absorbs on top of that, why play anything else? (Source)
Shaman
Why Enhancement and not Elemental? Enhancement damage is insane right now as is, our ENH Sham beats me and we have same ilvl
Overall, Elemental is going better than Enhance, and Elemental is getting a buff through LB cast time. (Source)
Warrior
I don't understand all of these "animation limitations" for TG and XMog (daggers/fist weapons) - is it really that difficult?
Actually, yes. Animation requires a specific set of skills and talent for a developer, and a lot of work. (Source)
My hunch is many players have a grasp for what modeling and texturing are like, but animation is more of a black box. (Source)
but strength polearms with be back again soon right? RIGHT?!
We'd like to do more Str polearms even if we can't sort out TG (which we hopefully can). (Source)
and as i have countless times tried to suggest every way possible, why not make PvP str Polearms?
There is a PvP Str polearm on the list for 5.4. No promises of course. (Source)
With the addition of the new warrior specialization ability, will we see the similar effect attached to second wind go away?
Yes. Trying Second Wind just as heals to potentially open up the other talent choices since you get the rage no matter what. (Source)
[PvE] Why casters never have to worry about going OOM and warriors struggle for rage? Casters spam what they want, no downside
Why do warriors have no cast bars (but one) and mages must stop and cast? Class mechanics work differently. (Source)
What made Rets need a buff? Not that I'm QQing or anything, but my Unholy DK would like some too.
Unholy is doing great right now IMO. Ret was average on some fights, low on others, and didn't have a good fight to shine. (Source)
Druid
is Solar Beam included in glyph of omens ? official notes says yes, mmo-champ says no.
No, Solar Beam is not in Glyph of Omens because it's off the GCD. (Source)
Hunter
just want to say stupid move on the hunter changes in 5.3. even more stuns for any spec. not fun when you get perma stunlock
They have to give up Silencing Shot to take the stun. Not sure you'll see that many take that trade. (Source)
Paladin
15% Sword of Light on live right now to 30% on PTR huge, if you think that's needed why not a hotfix? 5% would be okay to wait
These are just changes we're trying out on the test realm. We need to evaluate data and feedback before 5.3 goes live. (Source)
Hey ! Don't you think Holy paladins in PVP are a little bit underpowered compared to other healers atm?
They were too good last season, but dropped off a lot. Also had good synergy with warriors, which is a factor. (Source)
high % doesn't mean good, shamans / priests are good, work in every comp and that's not "synergy" with every class
There are many ways to measure it: rep, number of viable teams, pure power. Ultimately we concluded they were too strong. (Source)
That's because it actually gives 1 HP on cast while aiding in raid healing. More HP = more EFs = more ST healing.
If you need the HR to actually heal, that's one thing, but it shouldn't be simply a Holy Power delivery mechanism. (Source)
But HR is only transferring 15% to the tank, while DL on the tank gives you 100% and Holy Power. (Source)
Making Holy Radiance reset the cooldown of Holy Shock would make everything better.
Concerned that would force Holy Radiance into a single-target rotation. (Source)
Holy Radiance is already best for a single target rotation. HR + HS does more healing than DL + HS.
Which is silly. Daybreak should never be a single target throughput increase. HR alone is weaker than DL, as it should be. (Source)
Priest
Exactly this. Give us something better to do as a filler. How about renew, binding, etc changes?
"Better to cast" sounds like Atonement HPS is beating actual heals. (Source)
Disc healing is underpowered w/o atonement (absorbs /= heal), time for grace to be on priest not the target?!
But absorbs are generally more powerful than heals so it makes sense they aren't as strong point for point. (Source)
If Disc can heal as well as anyone and has absorbs on top of that, why play anything else? (Source)
Shaman
Why Enhancement and not Elemental? Enhancement damage is insane right now as is, our ENH Sham beats me and we have same ilvl
Overall, Elemental is going better than Enhance, and Elemental is getting a buff through LB cast time. (Source)
Warrior
I don't understand all of these "animation limitations" for TG and XMog (daggers/fist weapons) - is it really that difficult?
Actually, yes. Animation requires a specific set of skills and talent for a developer, and a lot of work. (Source)
My hunch is many players have a grasp for what modeling and texturing are like, but animation is more of a black box. (Source)
but strength polearms with be back again soon right? RIGHT?!
We'd like to do more Str polearms even if we can't sort out TG (which we hopefully can). (Source)
and as i have countless times tried to suggest every way possible, why not make PvP str Polearms?
There is a PvP Str polearm on the list for 5.4. No promises of course. (Source)
With the addition of the new warrior specialization ability, will we see the similar effect attached to second wind go away?
Yes. Trying Second Wind just as heals to potentially open up the other talent choices since you get the rage no matter what. (Source)
Wrath of the Berserker i Archon Dobiće izmene uskoro, Act IV Density će biti Buffovan
Wrath of the Berserker i Archon Dobiće izmene uskoro
Travis Day podelio je sa nama izmene koje će doći uskoro za Wrath of the Berserker i Archon.
Originally Posted by Blizzard (Source)
I have a love hate relationship with Wrath and Archon for that matter. This is a topic that I felt I should at least comment on since it's come up on many occasions. There is no fundamental flaw with having a 2 minute cooldown ability that transforms your character and is really powerful, the problem is when it becomes a forgone conclusion that these AWESOME abilities are up 100% of the time and instead of being excited that they are up you are annoyed when they fall off. We have talked about what if anything we want to do with these abilities in the long term. I will say we have no short term plans to change them but we don't like that they aren't fulfilling their original purpose which is to provide a really awesome button that mixes up the tempo of combat for a small window of time.
Whatever you do, I hope you don't penalize those of us that use it as intended, that is people that just use it for the occasional boost and not a permanent boost.
I want to make this point clear. Wrath is an awesome ability, when the game first launched players used it the way it was designed to be used which was as a huge, temporary, power boost to kill a hard champ or fight a boss. The problem stems from the ability to keep it up 100% of the time. Any future change that we would consider making to either this or Archon would be focused on making these not a 100% uptime abilities. So yes as was stated above Wrath isn't the problem, Thrive on Chaos and the assist duration extending mechanic of Archon are the problems.
Whatever you do, I hope you don't penalize those of us that use it as intended, that is people that just use it for the occasional boost and not a permanent boost.
I want to make this point clear. Wrath is an awesome ability, when the game first launched players used it the way it was designed to be used which was as a huge, temporary, power boost to kill a hard champ or fight a boss. The problem stems from the ability to keep it up 100% of the time. Any future change that we would consider making to either this or Archon would be focused on making these not a 100% uptime abilities. So yes as was stated above Wrath isn't the problem, Thrive on Chaos and the assist duration extending mechanic of Archon are the problems.
Act IV Density će biti Buffovan
Density u Act IV treba tek da bude promenjen na budućem PTR Buildu.
Originally Posted by Blizzard (Source)
We are still working to improve monster density across all Acts, and this includes tuning the monster density on Act IV. There have not yet been made any additional changes to Act IV though, but you should hopefully see some improvements on this in a future PTR patch.
Wizard Arcane Torrent Build
Gledalac sa Archon Inferno's Twitch po imenu Rizzonater došao je do interesantnog Wizard Builda za uber bosseve. Archon Inferno napravio je video gde možemo videti kako radi taj build.
Gledalac sa Archon Inferno's Twitch po imenu Rizzonater došao je do interesantnog Wizard Builda za uber bosseve. Archon Inferno napravio je video gde možemo videti kako radi taj build.
Ask the Devs - 5.3 PTR Edition, World First Level 90, Patch 5.2 Hotfixevi - 18 April
Ask the Devs - 5.3 PTR Edition
Originally Posted by Blizzard (Source)
With the development of patch 5.3 in full swing, we’ve collected a series of PvP-focused questions from the community; the development team has the answers in this new edition of Ask the Devs.
PvP Item Level Cap
Question - How are we planning to have the ilvl cap work in patch 5.3? Rumor has it that the cap will slowly increase over the course of a season. If this is the case, where is the big enjoyment we get out of new gear, especially weapons?
Answer - For patch 5.3, PvP items will just be capped outright. The current plan for 5.4 is to have the cap gradually increase over time so that players won’t acquire new gear that doesn’t benefit them (because it would just be lowered to the cap). We’re also talking about different ways in which to calculate the cap. For example, if you had full ilevel 496 gear and acquired a new 520+ weapon, it would just get dropped to 496 as well. Maybe we can design the system so that your average overall can climb to a slightly higher number.
Overall the intent is that elite PvP gear is cosmetic. We don’t want item levels within PvP gear to have such a huge disparity that a new PvP player has a miserable experience—that’s the entire intent of this change.
Question - Currently the 5.2 ladders are being plagued with PvE trinkets that have really nice procs. Are the ilvl caps going to assist with any future cases of strong PvE items and trinket procs? If not what have you got planned to avoid PvE items being BiS for PvP?
Answer - We think “plague” is too strong a word here. Our goal is not to prohibit all PvE gear in PvP, or we would do just that. We like that either gear type can be used to get a leg up in the other format. What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive. We have made some changes to trinkets already and we will modify others if we feel it’s necessary. Our tactic overall is to have PvE trinkets with the potential for PvP burst (such as those with a large primary stat proc) to proc more frequently but for smaller amounts against players.
Resilience Changes
Question - Why did you decide to remove resilience from PvP gear? Don’t you feel that there are bigger issues in the current pvp system, like too much cc or better class balance?
Answer - As it stands now, players need a certain percentage of Resilience just to have any fun in PvP. It’s a very discouraging experience to step into a random Battleground with a bare minimum of PvP gear and not be able to stay alive enough to contribute to your team at all. However, we were concerned that if we brought the minimum level of Resilience up that there wouldn’t be enough head space remaining to be able to offer it as a progressive stat on gear; starter gear would have had 65% and max gear would have something like 70%. Yet Resilience as a concept is still important—the damage that a player can do was originally and is ultimately calibrated around how long it takes to kill a quest creature in the outdoor world, but PvP battles at such a fast pace aren’t very fun. Therefore, we decided it just made more sense that players take less damage from other players.
Changing the way gearing works doesn’t preclude making other PvP changes we feel are necessary, and indeed there are several class PvP changes in patch 5.3. On the topic of crowd control specifically, overall we don’t feel like there is too much. We think crowd control is critical to PvP, because without crowd control, battles among players devolve into tunneling and burst cooldowns. Knowing when and who to control, when and who to dispel, and how the various diminishing returns work is knowledge that helps to differentiate player skill in PvP. We would like to make another pass at the amount of instant crowd control in the game, and we think the diminishing returns system could stand to be slightly streamlined overall, but I wouldn’t expect major overhauls to this design.
Question - With the changes to PvP gear and resilience in 5.3, how is it that you plan for World PvP to work so that PvE gear won’t be overly dominant?
Answer - Fully geared Conquest gear gives you about 60% PvP Power, which translates to 60% more damage. Wearing such gear, you will have a significant advantage over the LFR-geared player, have a moderate advantage over the normal-geared player, and should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage. Statistically, Heroic-geared raiders are a very small percentage of WoW players, so you’re unlikely to even encounter them out in the world. If you do, the outcome will likely come down not to small gear disparities, but who is more skilled at PvP, who got the jump on whom, and which side outnumbers the other.
World PvP is inherently unfair, which is also part of its charm, compared to structured Arenas and Battlegrounds. (Imagine for a moment world PvP with gates that opened after a shared countdown!) Overall we think the gear changes we’re talking about will be a good improvement for organized PvP, without causing much or any harm to world PvP.
Question - In patch 5.3, all resilience is being removed from gear. Does this include the PvP heirlooms? If it does, will we be replacing the stats with something else that is useful?
Answer - We did not remove Resilience from heirlooms for patch 5.3. If we feel like the other Resilience changes in 5.3 are successful, then we might go back and look at the lower-level PvP gear, including heirlooms. One option is to replace the Resilience with PvP Power. Also keep in mind that the 65% Resilience is at level 90; it will be smaller at lower character levels, where the presence of Resilience on gear can still provide some benefits.
Question - Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.
Answer - The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.
Question - Why was 65% resilience the chosen number? Do you feel that this will be too much or too little damage reduction and do you plan on changing this in the future?
Answer - It’s close to what players have today in full Conquest gear, and we think survivability feels okay for those characters. We may increase it to 70% or higher depending on how things feel, especially in patch 5.4.
Question - What is the objective of allowing resilience gems and resilience enchants in a pvp set? We have experienced that right now everything that adds resilience to your gear is useless. Are you going to improve resilience gems and enchantments to make them more appealing to use or are you going to remove it over time?
Answer - As we said above in regard to heirlooms, we wanted to evaluate the Resilience changes in 5.4 before propagating them through every system in the game. It could be that we redesign Resilience gems and enchants in patch 5.4. Keep in mind that the relative survivability you get from those gems and enchants has not changed, even though the numbers are smaller. If you enjoyed 10% less damage before, you still will now.
Question - Will this resilience change have any impact on PvP Power? Can you elaborate on what you are doing to make it a more attractive stat for Flag Carriers and healers?
Answer - We increased the PvP Power benefit to healing from 50% to 100% and increased Battle Fatigue by a proportional amount. These two changes should keep healing at about the same strength as in patch 5.2, but make PvP Power as a stat more attractive to healers. We discussed flag carriers a bit in an earlier question; we’re not really worried about tanks anywhere but CTF, and we have a CTF-specific solution.
Rewards and Incentives
Question - The Elite set is becoming a vanity item again in patch 5.3, and it’s very expensive and frustrating having to gem and enchant your gear a second time. Have you considered making Elite gear function similarly to Challenge mode gear?
Answer - The current design is a remnant of our plan in patch 5.2 where the older piece is consumed in order to purchase the newer piece. We implemented the system in such a way because it allowed players to transfer the upgrades to the new piece without requiring additional Conquest points. Now that we don’t support upgrading PvP gear, we could reconsider this design for the next season and make Elite gear behave more like Challenge mode gear.
Question - In patch 5.3, the elite gear will be quite difficult to attain for casual Arena players. What kind of rewards do you have planned for casual PvP’ers to keep them interested in PvP?
Answer - Elite gear is positioned as one of the ultimate PvP rewards. Similarly, Heroic raid gear is also hard to obtain for casual players. In the meantime, more casual PvP players should see steady rewards as they earn the normal Conquest pieces. We do think that there’s room for more PvP rewards that aren’t just aimed at the very best PvP players. Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.
Class Changes
Question - The change in patch 5.3 that makes Gateway require a four second cast time and being attackable is going to be quite damaging to warlocks when affliction is already in quite a poor state. What was the reasoning behind this change and what do you plan to do with Affliction to make it more competitive?
Answer - Our overall goal was to make Gateway less binary. As implemented on live realms right now, it feels very hard to get up, but then brutally punishing to the other team once you get it at full effectiveness. With these changes, it’s easier to get the Gateway up but less transformative when you are successful. We are still evaluating their health—we don’t want them to be trivial to destroy. One change that players may not be aware of is that in patch 5.3 the first charge happens after 5 seconds (down from 13 seconds), and each additional charge requires 10 seconds (down from 15 seconds).
We don’t feel that Gateway is the key to making Affliction more competitive. We changed Haunt to refund a Soul Shard when it is dispelled, with the intent that Shards spent on Haunt instead of Soul Swap shouldn’t feel wasted. We also redesigned the PvP set bonus to grant additional damage to DOTs. While this benefits all Warlocks, it will benefit Affliction the most, which should help make them more competitive with the other Warlock specs.
Question - What is the reasoning behind the upcoming changes to Void Shift? This spell already has a high risk to use, why target it for a nerf?
Answer - Shadow is overperforming and something needed to go. Shadow priests have high damage, strong defenses, and lots of utility. What we think was putting them over the top was being able to save their healer with things like Void Shift and Mass Dispel.
Question - Why are you buffing the way PvP power affects hybrid healing? Classes without healing abilities are also affected by PvP fatigue, such as Second Wind and recuperate. What about the survivability loss those classes get from this change?
Answer - In patch 5.3, all specs (even classes without healing specs) benefit from a PvP Power-to-healing conversion. This means that any heal should benefit from PvP Power; this includes percentage heals such as Second Wind and Recuperate. Previously things like Second Wind and Recuperate weren’t benefitting from PvP Power at all.
A Few Extras
Question - Are there any plans for patch 5.3 or beyond to allow players to be able to join multiple 3v3 teams at once, or even allowing cross-realm arena teams?
Answer - Not in patch 5.3, though we may do something like this at some point in the future. We think that such an idea is interesting and could encourage more people to participate in PvP.
Question - Casting spells is still quite a painful process, especially with skills like Mind-numbing Poison and Necrotic Strike. What have you got planned for 5.3 to start moving the game back to casted spells rather than instants like was promised some time ago?
Answer - It’s a bit of a chicken and egg issue. We’ve gone on record as saying we think PvP would be more fun with fewer instant spells, since instant spells allow players to move a lot and don’t open them up to being countered. Once we tame instants, it’s entirely possible that Mind-Numbing Poison and Necrotic Strike will be too powerful. They already slow player casts by less than what they do on creatures, and that number could be even lower (though at some point the debuff would just end up being unnoticeable).
Regardless, a change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3. Instants are used throughout the game and we can’t simply, for example, change the cooldown of Holy Shock.
Question - A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?
Answer - There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.
PvP Item Level Cap
Question - How are we planning to have the ilvl cap work in patch 5.3? Rumor has it that the cap will slowly increase over the course of a season. If this is the case, where is the big enjoyment we get out of new gear, especially weapons?
Answer - For patch 5.3, PvP items will just be capped outright. The current plan for 5.4 is to have the cap gradually increase over time so that players won’t acquire new gear that doesn’t benefit them (because it would just be lowered to the cap). We’re also talking about different ways in which to calculate the cap. For example, if you had full ilevel 496 gear and acquired a new 520+ weapon, it would just get dropped to 496 as well. Maybe we can design the system so that your average overall can climb to a slightly higher number.
Overall the intent is that elite PvP gear is cosmetic. We don’t want item levels within PvP gear to have such a huge disparity that a new PvP player has a miserable experience—that’s the entire intent of this change.
Question - Currently the 5.2 ladders are being plagued with PvE trinkets that have really nice procs. Are the ilvl caps going to assist with any future cases of strong PvE items and trinket procs? If not what have you got planned to avoid PvE items being BiS for PvP?
Answer - We think “plague” is too strong a word here. Our goal is not to prohibit all PvE gear in PvP, or we would do just that. We like that either gear type can be used to get a leg up in the other format. What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive. We have made some changes to trinkets already and we will modify others if we feel it’s necessary. Our tactic overall is to have PvE trinkets with the potential for PvP burst (such as those with a large primary stat proc) to proc more frequently but for smaller amounts against players.
Resilience Changes
Question - Why did you decide to remove resilience from PvP gear? Don’t you feel that there are bigger issues in the current pvp system, like too much cc or better class balance?
Answer - As it stands now, players need a certain percentage of Resilience just to have any fun in PvP. It’s a very discouraging experience to step into a random Battleground with a bare minimum of PvP gear and not be able to stay alive enough to contribute to your team at all. However, we were concerned that if we brought the minimum level of Resilience up that there wouldn’t be enough head space remaining to be able to offer it as a progressive stat on gear; starter gear would have had 65% and max gear would have something like 70%. Yet Resilience as a concept is still important—the damage that a player can do was originally and is ultimately calibrated around how long it takes to kill a quest creature in the outdoor world, but PvP battles at such a fast pace aren’t very fun. Therefore, we decided it just made more sense that players take less damage from other players.
Changing the way gearing works doesn’t preclude making other PvP changes we feel are necessary, and indeed there are several class PvP changes in patch 5.3. On the topic of crowd control specifically, overall we don’t feel like there is too much. We think crowd control is critical to PvP, because without crowd control, battles among players devolve into tunneling and burst cooldowns. Knowing when and who to control, when and who to dispel, and how the various diminishing returns work is knowledge that helps to differentiate player skill in PvP. We would like to make another pass at the amount of instant crowd control in the game, and we think the diminishing returns system could stand to be slightly streamlined overall, but I wouldn’t expect major overhauls to this design.
Question - With the changes to PvP gear and resilience in 5.3, how is it that you plan for World PvP to work so that PvE gear won’t be overly dominant?
Answer - Fully geared Conquest gear gives you about 60% PvP Power, which translates to 60% more damage. Wearing such gear, you will have a significant advantage over the LFR-geared player, have a moderate advantage over the normal-geared player, and should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage. Statistically, Heroic-geared raiders are a very small percentage of WoW players, so you’re unlikely to even encounter them out in the world. If you do, the outcome will likely come down not to small gear disparities, but who is more skilled at PvP, who got the jump on whom, and which side outnumbers the other.
World PvP is inherently unfair, which is also part of its charm, compared to structured Arenas and Battlegrounds. (Imagine for a moment world PvP with gates that opened after a shared countdown!) Overall we think the gear changes we’re talking about will be a good improvement for organized PvP, without causing much or any harm to world PvP.
Question - In patch 5.3, all resilience is being removed from gear. Does this include the PvP heirlooms? If it does, will we be replacing the stats with something else that is useful?
Answer - We did not remove Resilience from heirlooms for patch 5.3. If we feel like the other Resilience changes in 5.3 are successful, then we might go back and look at the lower-level PvP gear, including heirlooms. One option is to replace the Resilience with PvP Power. Also keep in mind that the 65% Resilience is at level 90; it will be smaller at lower character levels, where the presence of Resilience on gear can still provide some benefits.
Question - Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.
Answer - The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.
Question - Why was 65% resilience the chosen number? Do you feel that this will be too much or too little damage reduction and do you plan on changing this in the future?
Answer - It’s close to what players have today in full Conquest gear, and we think survivability feels okay for those characters. We may increase it to 70% or higher depending on how things feel, especially in patch 5.4.
Question - What is the objective of allowing resilience gems and resilience enchants in a pvp set? We have experienced that right now everything that adds resilience to your gear is useless. Are you going to improve resilience gems and enchantments to make them more appealing to use or are you going to remove it over time?
Answer - As we said above in regard to heirlooms, we wanted to evaluate the Resilience changes in 5.4 before propagating them through every system in the game. It could be that we redesign Resilience gems and enchants in patch 5.4. Keep in mind that the relative survivability you get from those gems and enchants has not changed, even though the numbers are smaller. If you enjoyed 10% less damage before, you still will now.
Question - Will this resilience change have any impact on PvP Power? Can you elaborate on what you are doing to make it a more attractive stat for Flag Carriers and healers?
Answer - We increased the PvP Power benefit to healing from 50% to 100% and increased Battle Fatigue by a proportional amount. These two changes should keep healing at about the same strength as in patch 5.2, but make PvP Power as a stat more attractive to healers. We discussed flag carriers a bit in an earlier question; we’re not really worried about tanks anywhere but CTF, and we have a CTF-specific solution.
Rewards and Incentives
Question - The Elite set is becoming a vanity item again in patch 5.3, and it’s very expensive and frustrating having to gem and enchant your gear a second time. Have you considered making Elite gear function similarly to Challenge mode gear?
Answer - The current design is a remnant of our plan in patch 5.2 where the older piece is consumed in order to purchase the newer piece. We implemented the system in such a way because it allowed players to transfer the upgrades to the new piece without requiring additional Conquest points. Now that we don’t support upgrading PvP gear, we could reconsider this design for the next season and make Elite gear behave more like Challenge mode gear.
Question - In patch 5.3, the elite gear will be quite difficult to attain for casual Arena players. What kind of rewards do you have planned for casual PvP’ers to keep them interested in PvP?
Answer - Elite gear is positioned as one of the ultimate PvP rewards. Similarly, Heroic raid gear is also hard to obtain for casual players. In the meantime, more casual PvP players should see steady rewards as they earn the normal Conquest pieces. We do think that there’s room for more PvP rewards that aren’t just aimed at the very best PvP players. Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.
Class Changes
Question - The change in patch 5.3 that makes Gateway require a four second cast time and being attackable is going to be quite damaging to warlocks when affliction is already in quite a poor state. What was the reasoning behind this change and what do you plan to do with Affliction to make it more competitive?
Answer - Our overall goal was to make Gateway less binary. As implemented on live realms right now, it feels very hard to get up, but then brutally punishing to the other team once you get it at full effectiveness. With these changes, it’s easier to get the Gateway up but less transformative when you are successful. We are still evaluating their health—we don’t want them to be trivial to destroy. One change that players may not be aware of is that in patch 5.3 the first charge happens after 5 seconds (down from 13 seconds), and each additional charge requires 10 seconds (down from 15 seconds).
We don’t feel that Gateway is the key to making Affliction more competitive. We changed Haunt to refund a Soul Shard when it is dispelled, with the intent that Shards spent on Haunt instead of Soul Swap shouldn’t feel wasted. We also redesigned the PvP set bonus to grant additional damage to DOTs. While this benefits all Warlocks, it will benefit Affliction the most, which should help make them more competitive with the other Warlock specs.
Question - What is the reasoning behind the upcoming changes to Void Shift? This spell already has a high risk to use, why target it for a nerf?
Answer - Shadow is overperforming and something needed to go. Shadow priests have high damage, strong defenses, and lots of utility. What we think was putting them over the top was being able to save their healer with things like Void Shift and Mass Dispel.
Question - Why are you buffing the way PvP power affects hybrid healing? Classes without healing abilities are also affected by PvP fatigue, such as Second Wind and recuperate. What about the survivability loss those classes get from this change?
Answer - In patch 5.3, all specs (even classes without healing specs) benefit from a PvP Power-to-healing conversion. This means that any heal should benefit from PvP Power; this includes percentage heals such as Second Wind and Recuperate. Previously things like Second Wind and Recuperate weren’t benefitting from PvP Power at all.
A Few Extras
Question - Are there any plans for patch 5.3 or beyond to allow players to be able to join multiple 3v3 teams at once, or even allowing cross-realm arena teams?
Answer - Not in patch 5.3, though we may do something like this at some point in the future. We think that such an idea is interesting and could encourage more people to participate in PvP.
Question - Casting spells is still quite a painful process, especially with skills like Mind-numbing Poison and Necrotic Strike. What have you got planned for 5.3 to start moving the game back to casted spells rather than instants like was promised some time ago?
Answer - It’s a bit of a chicken and egg issue. We’ve gone on record as saying we think PvP would be more fun with fewer instant spells, since instant spells allow players to move a lot and don’t open them up to being countered. Once we tame instants, it’s entirely possible that Mind-Numbing Poison and Necrotic Strike will be too powerful. They already slow player casts by less than what they do on creatures, and that number could be even lower (though at some point the debuff would just end up being unnoticeable).
Regardless, a change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3. Instants are used throughout the game and we can’t simply, for example, change the cooldown of Holy Shock.
Question - A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?
Answer - There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.
World First Level 90
Verovatno se sećate igrača Fs, koji je uspeo da dostigne Level 90 pre svih, koristeći interesantan game mehanizam, ali ga je Blizzard vrlo brzo resetovo na 87 lvl. Danas posle tolko vremena imamo update i achievment je vraćen igraču!
Originally Posted by Blizzard (Source)
After some lengthy deliberation on this topic and evaluation of all facts, we’ve decided to overturn our decision on this matter. We will be re-instating Fs’s achievements. Our apologies to Fs for any frustration this has caused.
Patch 5.2 Hotfixevi - 18 April
Originally Posted by Blizzard (Source)
Classes
Quests
Raids, Dungeons, and Scenarios
Items
Bug Fixes
- Warlock
- Destruction
- Fixed an issue where targets of Havoc were receiving more damage than intended from Immolate.
- Destruction
Quests
- Eyes of the Thunder King: Engaging Unblinking Eyes and Focused Eyes will now place all members of the raid in combat, preventing players from releasing when they die.
Raids, Dungeons, and Scenarios
- Throne of Thunder
- Ra-den
- Fixed an issue where it was possible to have 2 instances of Unstable Vita active during the Ra-den encounter.
- Twin Consorts
- Crane Rush now deals 5 million damage, down from 30 million damage in Raid Finder difficulty.
- Ra-den
Items
- Brutal Talisman of the Shado-Pan Assault now grants a reduced bonus of 4400 to Strength, down from 8800 Strength, and the effect duration now lasts 30 seconds, up from 15 seconds when the effect is activated in PvP combat.
- Tyrannical Primal Diamond when socketed to a bind-on-equip helmet now causes the helmet to become soulbound.
- Vicious Talisman of the Shado-Pan Assault now grants a reduced bonus of 4400 to Agility, down from 8800 Agility, and the effect duration now lasts 40 seconds, up from 20 seconds when the effect is activated in PvP combat.
Bug Fixes
- Resolved an issue where Capacitive Primal Diamond's effect was not activating properly.
Dnevne Blue Teme
Originally Posted by Blizzard Entertainment
Crowd Control and PvP
With regards to crowd control, we don't really feel like there is too much of it, right now. We feel that CC is integral to PvP because without it battles simply become about tunneling and burst cooldowns. This is actually another situation where the question is touched on in a bit more detail in the "Ask the Devs — The Answers" blog which we plan to post tomorrow. So be sure to keep your eyes open for that
Freezing trap, Sap and Gouge share the same DR. Same goes for Fear, Psychic Terror (Psyfiend fear) and the Blind disorient. Just wanted to mention that, but also that the developers briefly mention diminishing returns in the blog tomorrow as well. (Source)
Shado-Pan Trinket Changes
It procs and i got 6900 agi for 40 seconds.. ???
This is actually just the tooltip not being updated yet as that requires a client patch. If you check your character sheet while in either Battlegrounds or Arena, you will see that the effect only applies 4400 Agility or Strength and the duration of the buff has been doubled.
This effectively halves the burst potential of the trinket and doubles its duration. This results in the damage being much easier to heal, but lasts a longer amount of time. So this isn't actually a bug, it's an intended change, the tooltip for the buff just isn't updated yet.
Btw nakatoir any reason you guys don't just remove it completely from pvp?
Because that is not our intent. Our end goal is not to prohibit PvE gear in PvP, if it was, that is what we would do. There is actually a question about PvE items in PvP, in the upcoming "Ask the Devs — The Answers" blog. Keep an eye out for that as we plan for this to go live tomorrow.
None wants Pve trinkets in PvP, NONE. Why even make it viable? 4k agility for 40 seconds is almost better then 20 seconds because certain hunter rogue healer comps only have 40 seconds games Don't forget that in 5.3, this trinket will also be getting scaled back to iLevel 496. This means that the stat proc will be getting lowered with the reduced iLevel and then halved as well when inside Battlegrounds and Arena. So in 5.3, the affect of this trinket will be diminished even further. (Source)
Five Player Dungeons
I love 5mans, always did, they just seem to fit perfectly with what I enjoy most about WoW, playing with a small group of friends that also happen to be very good players. For me this made heroic dungeons one of the most entertaining things about WoW ever since The Burning Crusade, followed only by Arenas and heroic Raiding. So on that regard, totally agree, I would love to see more (heroic) dungeons popping up, but I don't necessarily agree that they’re needed because of catching up issues.
We’re aware that not everyone finds LFR entertaining, yet some of those players still run it for the drops, and of course… that’s not ideal. I mean, almost everyone enjoys the hunt for loot, it’s a big part of the MMORPG experience, but you should be having fun while doing it.
This is where I believe heroic scenarios and challenge modes can make a difference, those players will (hopefully) become more inclined to run these instead of LFR. (Or in addition to LFR; as some players will always go where there is at least 1 loot upgrade for them no matter what, and that’s ok.)
These rewards will have a higher ilvl than current LFR gear (still subject to change). With the possibility for better rewards than LFR, I would expect to see skilled casual players choosing to do for example one challenge mode daily quest and one heroic scenario instead of an LFR wing.
Also important to notice, Ghostcrawler recently said that devs are considering making heroic scenarios require a pre-made group.
This is quite a change, and if that goes live I believe that we’re on the path for having content for just about every kind of player, new and casual players will have dungeons, dailies, LFR and Battlegrounds; casual (due to lack of time) but highly skilled players will have challenge modes, heroic scenarios and Arena/RBGs, and the more hardcore/highly skilled players will have normal and heroic raiding in addition to all the rest.
So would 5mans still make sense? Of course, there will still be players that probably prefer 5mans to any other type of content but unfortunately with the current pace of development, we need to decide between raids and dungeons, because that’s the issue, they compete with each other in terms of resources, and while I think we can and should always try to improve on this, in both the efficiency and efficacy in which we produce content, I believe that right now most players still prefer to have more raiding content than dungeon content.
We have dailies, heroic scenarios, challenge modes, LFR, crafting, BGs, RBGs and Arenas, all of these have the ability to provide more than enough gear to be able to start raiding (at least) on normal mode.
There needs to be some progression too, we don’t want players to ding 90 and jump directly into ToT normal, but if you’re in a guild that has run previous raids and is just trying to fill some of the open raiding spots, you can afford to take slightly less geared players and still maintain an overall decent average raid ilvl. In the case of a new guild, you won’t have to wait too long before you step into ToT with all the options players have for gearing up that I’ve mentioned before, including previous raids.
I would also question the argument for skipping content. I could understand it if you’re close to the end of an expansion and you want to see the latest content before it “expires”, but otherwise, you’re just skipping on a lot of entertainment value. Personally, I still am quite fond of those old Kara alt-runs even when we were doing BT with mains. Having a path that you have to follow to evolve your characters is a good thing, too much skipping just devalues content even faster, content that could otherwise be a source of great entertainment. Personally it makes me a bit sad inside to see all that old content being somehow wasted away, what was once the glory and jewel of each of the previous expansions’ PvE content shines now somehow a little less bright and has devalued in a way that makes it almost obsolete, I only wish we could one day make all that content available for everyone to experience again the way it was designed to be experienced in a seamless fashion. Oh well, blues can get nostalgic and dream too you know.
I'm quite excited to see how heroic scenarios will turn out, and also for the changes being applied to the challenge mode rewards, I'm hoping to see a lot of players running both of these, and I will for sure be one of them. (Source)
With regards to crowd control, we don't really feel like there is too much of it, right now. We feel that CC is integral to PvP because without it battles simply become about tunneling and burst cooldowns. This is actually another situation where the question is touched on in a bit more detail in the "Ask the Devs — The Answers" blog which we plan to post tomorrow. So be sure to keep your eyes open for that
Freezing trap, Sap and Gouge share the same DR. Same goes for Fear, Psychic Terror (Psyfiend fear) and the Blind disorient. Just wanted to mention that, but also that the developers briefly mention diminishing returns in the blog tomorrow as well. (Source)
Shado-Pan Trinket Changes
It procs and i got 6900 agi for 40 seconds.. ???
This is actually just the tooltip not being updated yet as that requires a client patch. If you check your character sheet while in either Battlegrounds or Arena, you will see that the effect only applies 4400 Agility or Strength and the duration of the buff has been doubled.
This effectively halves the burst potential of the trinket and doubles its duration. This results in the damage being much easier to heal, but lasts a longer amount of time. So this isn't actually a bug, it's an intended change, the tooltip for the buff just isn't updated yet.
Btw nakatoir any reason you guys don't just remove it completely from pvp?
Because that is not our intent. Our end goal is not to prohibit PvE gear in PvP, if it was, that is what we would do. There is actually a question about PvE items in PvP, in the upcoming "Ask the Devs — The Answers" blog. Keep an eye out for that as we plan for this to go live tomorrow.
None wants Pve trinkets in PvP, NONE. Why even make it viable? 4k agility for 40 seconds is almost better then 20 seconds because certain hunter rogue healer comps only have 40 seconds games Don't forget that in 5.3, this trinket will also be getting scaled back to iLevel 496. This means that the stat proc will be getting lowered with the reduced iLevel and then halved as well when inside Battlegrounds and Arena. So in 5.3, the affect of this trinket will be diminished even further. (Source)
Five Player Dungeons
I love 5mans, always did, they just seem to fit perfectly with what I enjoy most about WoW, playing with a small group of friends that also happen to be very good players. For me this made heroic dungeons one of the most entertaining things about WoW ever since The Burning Crusade, followed only by Arenas and heroic Raiding. So on that regard, totally agree, I would love to see more (heroic) dungeons popping up, but I don't necessarily agree that they’re needed because of catching up issues.
We’re aware that not everyone finds LFR entertaining, yet some of those players still run it for the drops, and of course… that’s not ideal. I mean, almost everyone enjoys the hunt for loot, it’s a big part of the MMORPG experience, but you should be having fun while doing it.
This is where I believe heroic scenarios and challenge modes can make a difference, those players will (hopefully) become more inclined to run these instead of LFR. (Or in addition to LFR; as some players will always go where there is at least 1 loot upgrade for them no matter what, and that’s ok.)
These rewards will have a higher ilvl than current LFR gear (still subject to change). With the possibility for better rewards than LFR, I would expect to see skilled casual players choosing to do for example one challenge mode daily quest and one heroic scenario instead of an LFR wing.
Also important to notice, Ghostcrawler recently said that devs are considering making heroic scenarios require a pre-made group.
This is quite a change, and if that goes live I believe that we’re on the path for having content for just about every kind of player, new and casual players will have dungeons, dailies, LFR and Battlegrounds; casual (due to lack of time) but highly skilled players will have challenge modes, heroic scenarios and Arena/RBGs, and the more hardcore/highly skilled players will have normal and heroic raiding in addition to all the rest.
So would 5mans still make sense? Of course, there will still be players that probably prefer 5mans to any other type of content but unfortunately with the current pace of development, we need to decide between raids and dungeons, because that’s the issue, they compete with each other in terms of resources, and while I think we can and should always try to improve on this, in both the efficiency and efficacy in which we produce content, I believe that right now most players still prefer to have more raiding content than dungeon content.
We have dailies, heroic scenarios, challenge modes, LFR, crafting, BGs, RBGs and Arenas, all of these have the ability to provide more than enough gear to be able to start raiding (at least) on normal mode.
There needs to be some progression too, we don’t want players to ding 90 and jump directly into ToT normal, but if you’re in a guild that has run previous raids and is just trying to fill some of the open raiding spots, you can afford to take slightly less geared players and still maintain an overall decent average raid ilvl. In the case of a new guild, you won’t have to wait too long before you step into ToT with all the options players have for gearing up that I’ve mentioned before, including previous raids.
I would also question the argument for skipping content. I could understand it if you’re close to the end of an expansion and you want to see the latest content before it “expires”, but otherwise, you’re just skipping on a lot of entertainment value. Personally, I still am quite fond of those old Kara alt-runs even when we were doing BT with mains. Having a path that you have to follow to evolve your characters is a good thing, too much skipping just devalues content even faster, content that could otherwise be a source of great entertainment. Personally it makes me a bit sad inside to see all that old content being somehow wasted away, what was once the glory and jewel of each of the previous expansions’ PvE content shines now somehow a little less bright and has devalued in a way that makes it almost obsolete, I only wish we could one day make all that content available for everyone to experience again the way it was designed to be experienced in a seamless fashion. Oh well, blues can get nostalgic and dream too you know.
I'm quite excited to see how heroic scenarios will turn out, and also for the changes being applied to the challenge mode rewards, I'm hoping to see a lot of players running both of these, and I will for sure be one of them. (Source)
PTR Patch 1.0.8 - Build 16107
Novi PTR 1.0.8 Build 16107 uskoro će biti postavljen na Diablo test serverima.
Originally Posted by AdriaCraft
Barbarian
Templar
- Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 50 yards regenerate
24% ofyourmaximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry - War Cry
Invigorate : Increases maximum Life by 10% and regenerates 310620 Life per second while affected by War Cry.
- Brooding You gain
12% of your maximum Life per second. - Sentry
- Aid Station : Heals nearby allies for
12% of their maximum Life per second.
- Aid Station : Heals nearby allies for
- Companion
- Boar Companion : Summon a boar instead of a raven. The boar increases your Life regeneration by
155310 per second. In addition the boar increases your resistances to all damage types by 15%.
- Boar Companion : Summon a boar instead of a raven. The boar increases your Life regeneration by
- Guiding Light Whenever you use a direct heal skill on another player you and the other player deal
1620% more damage for 15 seconds. - Mantra of Healing Cost: 50 Spirit / Recite a Mantra that causes you and your allies within 40 yards to gain increased Life regeneration by
310620 Life per second. The Mantra lasts 3 minutes. / For 3 seconds after activation Mantra of Healing shrouds you and your allies with a mystical shield that absorbs up to 930 damage. / This is a Mantra. You can only have one Mantra active at a time.
- Sustenance : Increases the Life regeneration granted by Mantra of Healing to
6201240 Life per second.
- Sustenance : Increases the Life regeneration granted by Mantra of Healing to
- Blood Ritual 15% of Mana costs are paid with Life. In addition, you regenerate
12% of your maximum Life per second. - Firebats Cost: 221 Mana initially, and an additional 66 Mana while channeling / Call forth a swarm of fiery bats to burn enemies in front of you for
180385% weapon damage as Fire.
- Plague Bats : Diseased bats fly towards the enemy and infect them. Damage is slow at first, but can increase over time to a maximum of
270578% weapon damage as Poison. - Cloud of Bats : Call forth a swirl of bats that damage nearby enemies for
234501]% weapon damage as Fire. The damage of the bats increases by 20]% every second, up to a maximum of 100]%.
- Plague Bats : Diseased bats fly towards the enemy and infect them. Damage is slow at first, but can increase over time to a maximum of
- Galvanizing Ward Increases the duration of your Armor spells by 120 seconds. As long as an Armor spell is active, you gain
310620 Life per second. / The following skills are improved: / *Energy Armor / *Ice Armor / *Storm Armor - Ray of Frost Cost: 16 Arcane Power / Project a beam of frozen ice that blasts
215280% weapon damage as Cold to the first enemy it hits, slowing the target's movement by 60% for 4 seconds.
- Snow Blast : Using continuously on a single target increases damage over 1.5 seconds to inflict a maximum of
280364% weapon damage as Cold. - Sleet Storm : Create a swirling storm around you, dealing
280364]% weapon damage as Cold to all enemies caught within it. - Black Ice : Enemies killed with Ray of Frost leave behind a patch of ice that deals
387504% weapon damage as Cold to enemies moving through it over 3 seconds.
- Snow Blast : Using continuously on a single target increases damage over 1.5 seconds to inflict a maximum of
- Familiar
- Vigoron : While the Familiar is active, you regenerate
310620 Life per second.
- Vigoron : While the Familiar is active, you regenerate
Templar
- Loyalty Regenerates
155310 Life per second for you and the Templar.
Patch 5.3 PTR - Build 16853
Build 16853 uskoro će biti postavljen na test serverima!
Novi Stringovi
Achievement Izmene
Spell Izmene
Novi Stringovi
Originally Posted by AdriaCraft
[list][*]MODEL - Model[*]TOS_DECLINE - Reject
Achievement Izmene
Originally Posted by AdriaCraft
Archaeology
Professions
Brawler's Guild
World Events
Deepwind Gorge
Player vs. Player
Pandaria
Quests
Pandaria Raid
Dungeons & Raids
Pet Battles
Player vs. Player
Scenarios
Professions
- The Seat of Knowledge now rewards the Seeker of Knowledge title.
Brawler's Guild
World Events
- Brawlin' and Shot Callin' now rewards the Brawler title.
- Brawlin' and Shot Callin' now rewards the Brawler title.
Deepwind Gorge
Player vs. Player
- Capping Spree now requires 4 cart captures in one battleground.
- Master of Deepwind Gorge now has Account Wide Progress and rewards the Gorgeous title.
- Weighed Down now rewards 10 points, up from 0.
Pandaria
Quests
- A Test of Valor now requires 3000 Valor Points, down from 6000.
- A Test of Valor now requires 3000 Valor Points, down from 6000.
- Darkspear Rebellion now rewards the Darkspear Revolutionary title.
- Darkspear Rebellion now rewards the "The Hordebreaker" title.
Pandaria Raid
Dungeons & Raids
- Genetically Unmodified Organism Defeat Primordius in Throne of Thunder on Normal or Heroic difficulty without any player
or Primordius absorbing a Mutagenic Pool. 10 points.receiving a harmful mutation. 10 points.
Pet Battles
- The Longest Day now rewards 10 points, up from 5.
Player vs. Player
- Tyrannical Conquest now requires 25,000 Conquest Points, down from 27,000.
- Tyrannical Conquest now requires 25,000 Conquest Points, down from 27,000.
Scenarios
- Fight Anger with Anger (New) Defeat the Abomination of Anger in the Crypt of Forgotten Kings scenario with 20 stacks of Uncontrolled Anger. 10 points.
Spell Izmene
Originally Posted by AdriaCraft
Mounts
Item Set Bonuses
Death Knight
Blood
Druid
Balance & Restoration
Hunter
Talents
Marksmanship
Mage
Talents
Fire
Monk
Talents
Windwalker
Paladin
Holy
Priest
Discipline
Discipline & Holy
Major Glyphs
Rogue
Talents
Major Glyphs
Shaman
Elemental
Enhancement
Restoration
Warlock
Demonology
Destruction
Pets
Major Glyphs
Warrior
Talents
Arms
Fury
Protection
Racials
Human
Orc
Pandaren
Raid & Dungeon Abilities
- Azure Water Strider stops walking on water when damage is taken.
- Crimson Water Strider stops walking on water when damage is taken.
- Golden Water Strider stops walking on water when damage is taken.
- Jade Water Strider stops walking on water when damage is taken.
- Orange Water Strider stops walking on water when damage is taken.
Item Set Bonuses
- Item - Paladin T14 Holy 4P Bonus now reduces the cooldown of your Holy Shock spell by 1 sec, down from 2.
- Item - Warlock PvP Set 4P Bonus (New) Increases damage done by your Agony, Corruption, Doom, Immolate, and Unstable Affliction by 10%.
Death Knight
Blood
- Rune Strike Strike the target for
160%200% weapon damage. This attack cannot be dodged, blocked, or parried. Requires Melee Weapon. Death Knight - Blood Spec. 30 Runic Power. Melee range. Instant.
Druid
Balance & Restoration
- Natural Insight Increases your mana pool by
300%. Druid - Balance & Restoration Spec.400%. Druid - Balance & Restoration Spec.
Hunter
Talents
- Intimidation Command your pet to intimidate the target, stunning it for 3 sec. Hunter -
Beast Mastery SpecLvL 30 Talent. 100 yd range. Instant. 60 sec cooldown.
Marksmanship
- Binding Shot You fire a magical projectile, tethering the enemy and any other enemies within 5 yards of the landing arrow for 10 sec. If targets move 5 yards from the arrow they are stunned for 5 sec (3 sec PvP) and will be immune to the effects of Binding Shot for 10 sec. Requires Ranged Weapon. Hunter -
LvL 30 TalentMarksmanship Spec. 30 yd range. Instant. 45 sec cooldown. - Wild Quiver (New) Deals ranged weapon damage. Requires Crossbows. Hunter - Marksmanship Spec. 100 yd range.
Mage
- Frost Bomb Places a Frost Bomb on the target. After 4 sec, the bomb explodes, dealing
[ 3,286 + 246.2%[ 4,600 + 344.68% of Spell Power ] Frost damage to the primary target, and[ 1,643 + 123.1%[ 2,301 + 172.5% of Spell Power ] Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste. Unlimited range. Instant. - Living Bomb The target becomes a Living Bomb, taking
[ 3,064 + 57.4%[ 4,288 + 80.36% of Spell Power ] Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional[ 306 + 5.7%[ 429 + 8% of Spell Power ] Fire damage to the target and all other enemies within 10 yards. Limit 3 targets. This spell has a 1.0 sec global cooldown. Unlimited range. Instant. - Nether Tempest Places a Nether Tempest on the target which deals
[ 2,784 + 17.4%[ 3,900 + 24.36% of Spell Power ] Arcane damage over 12 sec. Each time Nether Tempest deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. Unlimited range. Instant.
Talents
- Frost Bomb Places a Frost Bomb on the target. After 4 sec, the bomb explodes, dealing
[ 3,286 + 246.2%[ 4,600 + 344.68% of Spell Power ] Frost damage to the primary target, and[ 1,643 + 123.1%[ 2,301 + 172.5% of Spell Power ] Frost damage to all other targets within 10 yds. All affected targets are slowed by 70% for 2 sec. Frost Bomb's countdown and cooldown are reduced by haste. Mage - LvL 75 Talent. 1.25% of Base Mana. 40 yd range. 1.5 sec cast. 10 sec cooldown. - Living Bomb The target becomes a Living Bomb, taking
[ 3,064 + 57.4%[ 4,288 + 80.36% of Spell Power ] Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional[ 306 + 5.7%[ 429 + 8% of Spell Power ] Fire damage to the target and all other enemies within 10 yards. Limit 3 targets. This spell has a 1.0 sec global cooldown. Limited to 3 targets. Mage - LvL 75 Talent. 1.5% of Base Mana. 40 yd range. Instant. - Nether Tempest Places a Nether Tempest on the target which deals
[ 2,784 + 17.4%[ 3,900 + 24.36% of Spell Power ] Arcane damage over 12 sec. Each time Nether Tempest deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. Mage - LvL 75 Talent. 1.5% of Base Mana. 40 yd range. Instant.
Fire
- Critical Mass Multiplies the critical strike chance of your Fireball, Frostfire Bolt, Pyroblast, and Scorch by
1.20. Mage - Fire Spec.1.30. Mage - Fire Spec. - Pyroblast Hurls an immense fiery boulder that causes
[ 2,290 + 220%[ 2,061 + 198% of Spell Power ] Fire damage and an additional [ 2,250 + 36% of Spell Power ] Fire damage over 18 sec. Getting two single-target direct-damage Fire critical strikes in a row will make your next Pyroblast instant cast, cost no mana, and deal 25% additional damage. Mage - Fire Spec. 5% of Base Mana. 40 yd range. 3.5 sec cast.
Monk
- Chi Wave (Brewmaster, Windwalker) Bounces up to 7 times to the nearest targets within
20 yards.25 yards. - Chi Wave (Mistweaver) Bounces up to 7 times to the nearest targets within
20 yards.25 yards. - Chi Wave (Brewmaster, Windwalker) Bounces up to 7 times to the nearest targets within
20 yards.25 yards. - Chi Wave (Mistweaver) Bounces up to 7 times to the nearest targets within
20 yards.25 yards.
Talents
- Chi Wave (Brewmaster, Windwalker) Bounces up to 7 times to the nearest targets within
20 yards.25 yards. - Chi Wave (Mistweaver) Bounces up to 7 times to the nearest targets within
20 yards.25 yards.
Windwalker
- Brewing: Tigereye Brew For each 3 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you
2.60%[ 2.60 or 1.00 ]% increased damage for 15 sec. Tigereye Brew can stack up to 20 times, but can only consume up to 10 stacks at a time for26.00%[ 26.00 or 10.00 ]% increased damage. Monk - Windwalker Spec. - Tigereye Brew Increases damage done by
2.60%[ 2.60 or 1.00 ]% per stack of Tigereye Brew active, consuming up to 10 Tigereye Brew stacks. Lasts 15 sec. For each 3 Chi you consume through use of abilities and attacks, you gain a charge of Tigereye Brew. Use Tigereye Brew to consume the charges, granting you2.60%[ 2.60 or 1.00 ]% increased damage for 15 sec. Tigereye Brew can stack up to 20 times, but can only consume up to 10 stacks at a time for26.00%[ 26.00 or 10.00 ]% increased damage. Monk - Windwalker Spec. Instant. 1 sec cooldown.
Paladin
Holy
- Daybreak After casting Holy Radiance, your next Holy Shock will also heal other allies within 10 yards of the target for an amount equal to 75% of the original healing done, divided evenly among all targets.
Paladin - Holy Spec.Stacks up to 2 times. Paladin - Holy Spec. - Holy Insight Increases the effectiveness of your healing by 25%. Increases your mana pool by
300%400%. Allows 50% of your mana regeneration from Spirit to continue while in combat. Increases your chance to hit with Holy Shock, Judgment, and Denounce by 15%. Paladin - Holy Spec. - Mastery: Illuminated Healing Your healing spells also place an absorb shield on your target for
12%10% of the amount healed lasting 15 sec. Does not trigger from healing caused by Beacon of Light. Paladin - Holy Spec.
Priest
- Binding Heal Heals a friendly target and the caster for
1[ 1 + 89.9% of Spell Power . Can be cast in Spirit of Redemption. Can't be cast in Shadowform. 5.4% of Base Mana. 40 yd range. 1.5 sec cast. - Penance Launches a volley of holy light at the target, causing
[ 1,200 + 124.4%[ 1,081 + 112% of Spell Power ] Holy damage to an enemy, or[ 7,926 + 76.2%[ 8,719 + 83.8% of Spell Power ] healing to an ally instantly and every 1 sec for 2 sec. 40 yd range. Instant. - Penance Launches a volley of holy light at the target, causing
[ 1,200 + 124.4%[ 1,081 + 112% of Spell Power ] Holy damage to an enemy, or[ 7,926 + 76.2%[ 8,719 + 83.8% of Spell Power ] healing to an ally instantly and every 1 sec for 2 sec. 40 yd range. Instant.
Discipline
- Atonement When you deal damage with Smite, Holy Fire, and Penance, you instantly heal a nearby low health friendly target for
80%90% of the damage dealt. If the Priest is healed through Atonement, the effect is reduced by 50%. Priest - Discipline Spec. - Penance Launches a volley of holy light at the target, causing
[ 1,200 + 124.4%[ 1,081 + 112% of Spell Power ] Holy damage to an enemy, or[ 7,926 + 76.2%[ 8,719 + 83.8% of Spell Power ] healing to an ally instantly and every 1 sec for 2 sec. Priest - Discipline Spec. 3.1% of Base Mana. 40 yd range. Instant (Channeled). 9 sec cooldown.
Discipline & Holy
- Evangelism (Discipline) Evangelism Increases the damage and healing done by your Penance, Smite,
andor Holy Fire spells by 4% and reduces the mana cost of those spells by 6%. - Evangelism (Holy, Shadow) Evangelism Increases the damage done by your Smite
andor Holy Fire spells by 4% and reduces the mana cost of those spells by 6%.
Major Glyphs
- Glyph of Smite Your Smite spell inflicts an additional 20% damage against targets afflicted by Holy Fire.
Major Glyph.but that additional damage does not get transferred by Atonement. Major Glyph.
Rogue
Talents
- Shuriken Toss A ranged attack that deals [ 2,493 + 60% of AP ] Physical damage to an enemy target. If the enemy is farther than 10 yards away
, this damage is doubled andyour autoattacks will be replaced with ranged shuriken for up to 10 sec, granting them a 30 yd range. Shurikens are coated in your Lethal Poison. Awards 1 combo points. Replaces Throw. Rogue - LvL 90 Talent. 40 Energy. 30 yd range. Instant.
Major Glyphs
- Garrote Increases the duration of your Garrote ability's silence effect by
1.5 sec. Major Glyph. Instant.1.0 sec. Major Glyph. Instant. - Glyph of Garrote Increases the duration of your Garrote ability's silence effect by
1.5 sec. Major Glyph.1.0 sec. Major Glyph.
Shaman
- Chain Heal Heals the friendly target for
[ 6,325 + 57.3%[ 7,590 + 68.76% of Spell Power ], then jumps to heal the most injured nearby targets. If cast on a party or raid member, the heal will only jump to other members. Each jump reduces the effectiveness of the heal by 30%. Heals 4 total targets. 22.5% of Base Mana. 40 yd range. 2.5 sec cast. - Earthliving Heals the target for
[ 3,648 + 8.3%[ 4,376 + 9.96% of Spell Power ] over 12 sec. 40 yd range. Instant. - Healing Rain Healing rains blanket the area, restoring
[ 2,170 + 19.7%[ 2,604 + 23.64% of Spell Power ] health to the Shaman's allies. 100 yd range. Instant. - Healing Rain Calls forth healing rains to blanket the area targeted by the Shaman, restoring
[ 2,170 + 19.7%[ 2,604 + 23.64% of Spell Power ] health to allies in the area every 2 sec for 10 sec. Healing effectiveness diminishes for each player beyond 6 within the area.43.1%36.635% of Base Mana. 40 yd range. 2 sec cast. 10 sec cooldown.
Elemental
- Spiritual Insight Increases your mana pool by
300%400%. Reduces the cooldown of your Earth Shock and Flame Shock spells by 1 sec. Shaman - Elemental Spec.
Enhancement
- Feral Spirit Summons two Spirit Wolves that aid the Shaman in battle, lasting 30 sec. Spirit Wolves are immune to movement-impairing effects, and their' attacks heal them and their master for 150% of damage done. Shaman - Enhancement Spec. 12% of Base Mana. 30 yd range. Instant. 2 min cooldown.
Restoration
- Earthliving Weapon Imbue the Shaman's weapon with earthen life. Increases spell healing by 2,873 and gives each heal up to a 20% chance to trigger the Earthliving effect on the target, healing an additional
[ 3,648 + 8.3%[ 4,376 + 9.96% of Spell Power ] over 12 sec. Single-target direct heals on targets below 35% of maximum health will always trigger this effect. Lasts 60 minutes. Requires Melee Weapon. Shaman - Restoration Spec. 10.5% of Base Mana. Instant. - Spiritual Insight Increases your mana pool by
300%400%, and increases your chance to hit with Lightning Bolt, Lava Burst, Hex, and Flame Shock by 15%. Shaman - Restoration Spec.
Warlock
- Corruption (Affliction, Destruction) Corrupts the target, causing
[ 1,926 + 20%[ 1,440 + 15% of Spell Power ] Shadow damage over 18 sec. - Corruption (Demonology) Corrupts the target, causing
[ 1,926 + 20%[ 1,440 + 15% of Spell Power ] Shadow damage over 18 sec. - Corruption (Affliction, Destruction) Corrupts the target, causing
[ 1,926 + 20%[ 1,440 + 15% of Spell Power ] Shadow damage over 18 sec. - Corruption (Demonology) Corrupts the target, causing
[ 1,926 + 20%[ 1,440 + 15% of Spell Power ] Shadow damage over 18 sec. - Corruption (Affliction, Destruction) Corrupts the target, causing
[ 1,926 + 20%[ 1,440 + 15% of Spell Power ] Shadow damage over 18 sec. - Corruption (Demonology) Corrupts the target, causing
[ 1,926 + 20%[ 1,440 + 15% of Spell Power ] Shadow damage over 18 sec. - Imp: Singe Magic Grants your Imp the ability to cast Singe Magic. Burns harmful magic off the target, removing 1 harmful spell from a friend. Auto-Cast: Cast upon master when he is
stunned, silenced, polymorphed or feared byunable to cast spells due to a magic effect. (Right-Click to toggle) Passive. - Siphon Life Your Corruption spell will heal you for
20% of the damage dealt. Unlimited range. Instant.0.5% of your maximum health when dealing damage. Unlimited range. Instant. - Succubus: Seduction Grants your Succubus the ability to cast Seduction. Seduces the target, preventing all actions for up to 30 sec. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast: Cast upon targets who attack, stun, silence or fear their master. (Right-Click to toggle) Passive.
- Unending Breath (Affliction) Soulburn: Allows the target to walk on water.until damage is taken.
Demonology
- Metamorphosis: Doom While using Metamorphosis, your Corruption spell transforms into Doom. Inflicts impending doom upon the target, causing
[ 5,340 + 125%[ 4,004 + 93.75% of Spell Power ] Shadow damage over 60 sec. When Doom critically strikes, a Wild Imp will be summoned to attack the target. Warlock - Demonology Spec.
Destruction
- Chaos Bolt (Affliction, Demonology) Unleashes a blast of chaos, causing [ 2,682 + 279% of Spell
Power ] Shadow damage.Power or 2,163 + 225% of Spell Power ] Shadow damage. - Chaos Bolt (Destruction) Unleashes a blast of chaos, causing [ 2,682 + 279% of Spell
Power ] Shadow damage.Power or 2,163 + 225% of Spell Power ] Shadow damage. - Fire and Brimstone Your Immolate, Incinerate, Conflagrate, and Curse spells consume a Burning Ember and will hit all targets within 10 yards of the target and deal
43.40%[ 43.40 or 35.00 ]% of their normal damage. Warlock - Destruction Spec. Instant. 1 sec cooldown.
Pets
- Seduction Seduces the target, preventing all actions for up to 30 sec. Any damage caused will remove the effect. Only works against Humanoids. Auto-Cast: Cast upon targets who attack, stun, silence or fear their master. (Right-Click to toggle) Special Ability. 20 Energy. 30 yd range. 30 sec cast (Channeled).
- Singe Magic Burns harmful magic off the target, removing 1 harmful spell from a friend. Auto-Cast: Cast upon master when he is
stunned, silenced, polymorphed or feared byunable to cast spells due to a magic effect. (Right-Click to toggle) Can be cast in Shadowform. Special Ability. 40 Energy. 30 yd range. Instant. 10 sec cooldown.
Major Glyphs
- Glyph of Siphon Life Your Corruption spell will heal you for
20% of the damage dealt. Major Glyph.0.5% of your maximum health when dealing damage. Major Glyph.
Warrior
- Shield Wall Reduces all damage taken by 40% for 12 sec. Requires Shields. Instant.
5 min cooldown.3 min cooldown.
Talents
- Enraged Regeneration Instantly heals you for
10%5% of your total health, and an additional10%5% over 5 sec. Can be used while stunned.Costs no RageEffects are doubled if used while Enraged. Warrior - LvL 30 Talent.30 Rage. Instant. 60 sec cooldown.Instant. 60 sec cooldown. - Second Wind Whenever you are below 35% health, you regenerate 3% health per second.
Whenever you are struck by a Stun or Immobilize effect, you generate 15 Rage over 10 sec. Warrior - LvL 30 Talent.Warrior - LvL 30 Talent.
Arms
- Seasoned Soldier While wielding a two-handed melee weapon, your Physical damage dealt is increased by 25%. and Whirlwind's rage cost is reduced by 10 Requires Two-Handed Axes, Two-Handed Maces, Polearms, Two-Handed Swords. Warrior - Arms Spec.
Fury
- Titan's Grip Allows you to dual-wield a pair of two-handed weapons. Cannot be comined with wielding staves or polearms. Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces,
Polearms,One-Handed Swords, Two-Handed Swords, Staves, Fist Weapons, Daggers. Warrior - Fury Spec.
Protection
- Bastion of Defense Increases your block chance by 10% and your dodge chance by 2%. Reduces the cooldown of your Shield Wall by
3 min. Warrior - Protection Spec.1 min. Warrior - Protection Spec. - Shield Slam Slam the target with your shield, causing [ AP * (gte(Level, 85) * (0.75) +
0.75gte(Level, 80)) * (0.4) + 0.35) + 13,670 ] to [ AP * (gte(Level, 85) * (0.75) +0.75gte(Level, 80)) * (0.4) + 0.35) + 14,371 ] damage. Generates 20 Rage in Defensive Stance. Requires Shields. Warrior - Protection Spec. Melee range. Instant. 6 sec cooldown.
Racials
Human
- Languages
Common. Pandaren Racial.Common. Human Racial.
Orc
- Languages
Orcish. Pandaren Racial.Orcish. Orc Racial.
Pandaren
- Languages (New) Pandaren, Common. Pandaren Racial.
- Languages (New) Pandaren, Orcish. Pandaren Racial.
Raid & Dungeon Abilities
- Barrel Explosion The gunpowder barrel explodes, dealing 50,000 damage to all units within
45 yards. 10 yd range. Instant. - Twisted Elements Blasts an enemy with dark magic, inflicting 50,000 Shadow damage.
4020 yd range. 2.5 sec cast. - Veil of Darkness Launches a dark bolt of energy at enemies within
050 yards, inflicting Shadow damage and reducing their ability to receive healing. 50 yd range. 2.5 sec cast.






