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Wrath of the Berserker i Archon Dobiće izmene uskoro, Act IV Density će biti Buffovan

Autor Stiven on . Posted in Diablo

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.

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.
 

Ask the Devs - 5.3 PTR Edition, World First Level 90, Patch 5.2 Hotfixevi - 18 April

Autor Stiven on . Posted in Warcraft

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.

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.

Ask the Devs - 5.3 PTR Edition, World First Level 90, Patch 5.2 Hotfixevi - 18 April

Patch 5.2 Hotfixevi - 18 April
Originally Posted by Blizzard (Source)
Classes
  • Warlock
    • Destruction
      • Fixed an issue where targets of Havoc were receiving more damage than intended from Immolate.

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.

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)

PTR Patch 1.0.8 - Build 16107

Autor Stiven on . Posted in Diablo

Novi PTR 1.0.8 Build 16107 uskoro će biti postavljen na Diablo test serverima.
Originally Posted by AdriaCraft
Barbarian
  • Inspiring Presence The duration of your shouts is doubled. After using a shout you and all allies within 50 yards regenerate 24% of your maximum Life per second for 60 seconds. / Your shouts are: / *Battle Rage / *Threatening Shout / *War Cry
  • War Cry
    • DiabloWiki.com - InvigorateInvigorate : Increases maximum Life by 10% and regenerates 310620 Life per second while affected by War Cry.
Demonhunter
  • Brooding You gain 12% of your maximum Life per second.
  • Sentry
    • Aid Station : Heals nearby allies for 12% of their maximum Life per second.
  • 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%.
Monk
  • 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.
Witch Doctor
  • 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]%.
Wizard
  • 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.
  • Familiar
    • Vigoron : While the Familiar is active, you regenerate 310620 Life per second.

Templar
  • Loyalty Regenerates 155310 Life per second for you and the Templar.

Patch 5.3 PTR - Build 16853

Autor Stiven on . Posted in Warcraft

Build 16853 uskoro će biti postavljen na test serverima!

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
  • 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

Player vs. Player

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
  • 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

Talents

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 for 26.00%[ 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 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 for 26.00%[ 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 and your 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 additional 10%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

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.

Ažurirane PTR: Patch 1.0.8 Notes Informacije - 15 April

Autor Stiven on . Posted in Diablo

Blizzard je upravo objavio ažurirane PTR Patch 1.0.8 Informacije koje su postalvjene 15 Aprila na Diablo test serverima. Pored onih interesantnih koje već znamo, možemo videti i interesantne class izmene, mada se mi nadamo da će jos izmena biti ubačeno u budućim PTR Buildovima.
 
Originally Posted by Blizzard (Source)
Updates to patch notes can be found in red. Last updated April 15 at 5:30 p.m. PDT.

Below you'll find the preliminary PTR patch notes for 1.0.8. Please note that this isn't the final version of the 1.0.8 notes and that some changes may not be documented or described in full detail.

To provide feedback on these changes, please visit the PTR Feedback forum. To report any issues you experience while playing, please visit the the PTR Bug Report forum. Additional information about the PTR can be found in the PTR FAQ.

PTR PATCH 1.0.8 – v.1.0.8.15858
These notes will be updated through the course of the testing process. Please be aware some changes may not go live until a new PTR build is released.

Table of Contents PTR SPECIFIC CHANGES
  • Certain areas in Act I and Act II have received further adjustments to Monster Density
CLASSES
  • Demon Hunter
    • Active Skills
      • Rapid Fire
        • Base weapon damage increased from 276% to 438%
        • Hatred cost while channeling has been reduced from to 6 (down from 10)
        • Skill Rune - Bombardment
          • Weapon damage increased from 345% to 414%
          • Explosion radius increased to 8 yards (up from 4)
        • Skill Rune - Fire Support
          • ​Weapon damage of Homing Rockets increased from 35% to 145%
        • ​Skill Rune - Withering Fire
          • ​Now reduces the initial Hatred cost to 10 (up from 5)
  • Wizard
    • Active Skills
      • Arcane Torrent
        • Base weapon damage increased from 210% to 285%
        • Skill Rune - Arcane Mines
          • Weapon damage increased from 180% to 340%
        • Skill Rune - Cascade
          • Weapon damage of bonus missiles increased from 210% to 285%
      • Disintegrate
        • Base weapon damage increased from 170% to 220%
        • Skill Rune - Entropy
          • Weapon damage increased from 196% to 253%
        • Skill Rune - Intensify
          • Maximum damage increased from 221% to 286% weapon damage
  • Witch Doctor
MONSTERS
  • General
    • Players should now encounter more monsters in Acts I, II, and IV in Inferno difficulty when playing at Monster Power 1 or greater
    • In multiplayer games, the increase in monster hit points per additional player has been reduced to 50% (down from 70%)
    • Tormented Stingers and Stygian Crawlers have had their experience reduced by 75%
    • Damage dealt by Tormented Stingers has been reduced by 75%
    • Experience granted by Shadow Vermin has been reduced by 50%
    • The chance for Shadow Vermin to drop loot has been reduced by 50%
    • Keywardens
      • Nekarat the Keywarden now has a chance to drop a random Key (of Destruction, Hate, or Terror) in addition to the Infernal Machine plans
      • All Keywardens will now only appear in Inferno difficulty

Patch 5.3 - Battle of Razor Hill, Throne of Thunder LFR Otvoren Poslednji Wing, Blue Teme

Autor Stiven on . Posted in Warcraft

Patch 5.3 - Battle of Razor Hill
Danas imamo progled na Hording Quest line u Patch 5.3, koji vas vodi u osvajanju Razor Hilla. Quest startujete u Sen'jin village kada završite dva scenarija, i popričate sa Vol'jin. On Vas šalje u Barrens kako bi sakupili resurse, 15 Lumbera, Stonea, Oila, i Meata, a njih dobijate tako što ubijate mobove, lootujete kutije ili otpratite karavan kroz Barrens. Dok ovo budete radili od NPC-a padaće Vam i Lesser Charmovi.

Kako sakupite sve resurse, i vratite se kod Vol'jina, Garrosh će napasti Sen'jin Village, i vi ćete zajedno sa Thrallom i Chen Stormstout dai odbranite grad od Kor'kron vojske.

Kako budete odbranili Sen'jin Village, marširaće se sa vojskom Troll pobunjenika da zauzmete Razor Hill sa Vol'jin i Chen Stormstout. U prilogu je i video zapis kako bi ste videli kompletan questl ine.

 
Throne of Thunder LFR Otvoren Poslednji Wing
Nemojte da zaboravite da se četrvti, finalni wing Throne of Thunder LFR otvara danas!

Kompletan encounter journal i loot možete pogledati za poslednja 3 bossa preko Icy Veins sajta.
Originally Posted by Blizzard (Source)

The Throne of Thunder raid was released with patch 5.2, and each wing of this massive raid has become available to Raid Finder raiders in the weeks since. Beginning today April 16, the Pinnacle of Storms, the fourth and final wing of the Throne of Thunder, is now open.

There you will face Iron Qon, the Twin Consorts, and Lei Shen, the Thunder King himself! You can check out our Raid Preview blog for an overview of each foe and commentary from Lead Encounter Designer, Ion “Watcher” Hazzikostas.

To access the Throne of Thunder Raid Finder you will need a minimum average item level (ilevel) of 480. A quick guide to gearing up can be found in our past “Preparing to Kill a King” article. If you haven’t yet experienced the thrill of the Raid Finder for yourself, there’s no time like the present.

If you’re a little short on experience, don’t be nervous. In addition to the in-game Dungeon Journal, these guides will help you hit the ground running:

Ten Ton Hammer

Last Stand of the Zandalari
Forgotten Depths
Halls of Flesh-Shaping
Pinnacle of Storms

Wowhead

Last Stand of the Zandalari
Forgotten Depths
Halls of Flesh-Shaping
Pinnacle of Storms

Tankspot

Boss by Boss Movie Guides

WoW Insider

Last Stand of the Zandalari
Forgotten Depths
Halls of Flesh-Shaping

Know of any other helpful Raid Finder guides or videos? Share them in the comments!


Blue Tweetovi
Originally Posted by Blizzard
Character
Will we ever need our Prismatic Eye or Legendary Gem in 5.4?
Our current thought is the meta gem continues to work in 5.4 helmets. The weapon gem unlikely. (Source)

Will there ever be a day where you drop the legendary no transmog thing? Such a dated concept. Let people show off.
Potentially someday. Our goal all along was to start transmog off conservatively. It's very hard to do so later. (Source)

When is Blizz going to wake up that bloated loot tables make this worse! more smaller chances has high variance
Keep in mind, our goal is not to gear up players as fast as possible. That may be the players' goal.... (Source)
I think people tend to forget when people in their raid group get loot, but they always remember when *their* loot didn't drop
Especially in Raid Finder, where you don't know or don't care if Stabby the rogue got his bracers. (Source)

How about a 5 or 10% xp buff for your account each time you reach max level per character?
Above and beyond heirlooms and guild bonuses? At some point you're going to get a level every quest. Would that make sense? (Source)

You've said numerous times in the past you wished to get rid of racials. Are we ever going to see this happen?
I doubt it. It's part of the fantasy of rolling a character. Not sure the non-twitter, non-forum players would understand. (Source)

so GC, tell me, how many dailies are planned for 5.3? Any plans in the next xpack to make reps account wide?
I'm not a fan of account-wide rep. Seems one step removed from account-wide gear. (Source)
Except that it in no way is close to account wide gear. Still need to grind Valor, etc. Nice deflection though!
Our philosophy has been to ask players to do almost everything on an alt that they do on a main, just faster. (Source)
It's all part of the same discussion though. What belongs to the character vs. the account? (Source)

If you don't want alts to catch up so easily, why is leveling so fast/easy/boring?
It's a matter of degree. We don't want an alt to take as long as a main, but we do want actual gameplay there. (Source)

Ažurirane Patch 5.3 PTR Informacije - 15 April

Autor Stiven on . Posted in Warcraft

Blizzard je ažurirao nove Patch 5.3 PTR Informacije, sa vrlo interesantnim izmenama. Mi smo Vam izvukli najbitnije detalje:
  • Shado-Pan and The August Celestials daily quests no longer have a faction prerequisite to be Revered with the Golden Lotus.
  • A Test of Valor: Reduced the amount of Valor needed for this achievement to 3000 Valor Points, down from 6000.
  • Tyrannical weapons no longer have a conquest-earned prerequisite to purchase them.
  • Picking up the Alliance or Horde flag while in a Rated Battleground now increases damage taken by 50% for characters in a tanking specialization, and increases damage taken by 20% for characters in a non-tanking specialization.
  • Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 100% of the summoning Warlock's health, and 100% of their resilience.
  • Living Bomb's periodic damage has been increased by 121%. Its explosion damage has been reduced by 78%, but now scales with additional periodic ticks added by haste, and hits all nearby targets (up from 3).
  • Shuriken Toss now deals 100% more damage in the initial ranged attack, damage is no longer doubled when used on targets farther than 10 yards away, and energy cost has been increased to 40 energy, up from 20.
Originally Posted by Blizzard Entertainment
Druid
Feral
  • Savage Roar now increases physical damage done by 40%, up from 30%.

Hunter

General
  • Aspect of the Hawk now increases ranged attack power by 25%, up from 15%.
Talents
  • Aspect of the Iron Hawk now increases ranged attack power by 25%, up from 15%.
  • Binding Shot is no longer a talent and learned by Marksmanship Hunters at level 30.
  • Blink Strike has been renamed to Blink Strikes. Blink Strikes is a passive ability, increases the pet's Basic Attack damage by 50 %, can be used from 30 yards away, and causes the pet to instantly teleport behind their target.
  • Intimidation is now a level-30 talent available to all Hunter specializations and no longer learned by Beast Mastery Hunters at level 20.
Beast Mastery
  • Beast Cleave now deals 75% of the original damage, up from 50%.
Marksmanship
  • Bombardment now increases the damage of Multi-Shot by 60%, up from 30%.
Mage
General
  • Arcane Explosion now deals 40% more damage.
  • Blizzard now deals 40% more damage.
  • Flamestrike now deals 100% more initial damage. Periodic damage remains unchanged.
Talents
  • Living Bomb's periodic damage has been increased by 121%. Its explosion damage has been reduced by 78%, but now scales with additional periodic ticks added by haste, and hits all nearby targets (up from 3).

Monk
Windwalker
  • Rising Sun Kick now causes all targets within 8 yards to take an increased 20% damage from the Monk's abilities, up from 10%.
Paladin
Holy
  • Mastery: Illuminated Healing now places an absorb shield for 10% of the amount healed, down from 12%.
  • Daybreak is now a stackable effect with a duration of 10 seconds, stacks up to 2 times, and causes the next Holy Shock to also heal other allies within 10 yards of the target for an amount equal to 75%/150% of the original healing done.
Retribution
  • Sword of Light now increases damage with two-handed melee weapons by 30%, up from 15%.
Item Sets
  • Tier-14 Holy Paladin 4-piece set bonus now reduces the cooldown of Holy Shock by 1 second, down from 2 seconds.
Priest
Discipline
  • Borrowed Time now reduces the cast or channel time of the next Priest spell by 15% after casting Power Word: Shield (was 15% spell haste).
Rogue
Talents
  • Shuriken Toss now deals 100% more damage in the initial ranged attack, damage is no longer doubled when used on targets farther than 10 yards away, and energy cost has been increased to 40 energy, up from 20.
Glyphs
  • Glyph of Cheap Shot now increases the duration of Cheap Shot by 0.5 second, down from 1 second.
  • Glyph of Garrote now increases the duration of Garrote's silence effect by 1 second, down from 1.5 seconds.
Shaman
Enhancement
  • Feral Spirit's summoned Spirit Wolves are now immune to root and snare effects.
  • Lava Lash now deals 300% weapons damage, up from 250%.
  • Mental Quickness now converts 65% of the Shaman's attack power to spell power, up from 55%.
  • Stormstrike now deals 450% weapon damage, up from 375%.
Warlock
General
  • Demonic Gateway cast time has been reduced to 4 seconds, down from 5 seconds, and can now be attacked and killed by enemy players. Each gateway has 100% of the summoning Warlock's health, and 100% of their resilience.
  • Health Funnel now causes the Soulburn portion of the spell to increase healing generated from Health Funnel by 140% instead of instantly restoring 36% health.
Affliction
  • Haunt now refunds a Soul Shard when it is dispelled.
Destruction
  • Fire and Brimstone no longer requires a Burning Ember to cast. Instead, the spell causes Immolate, Incinerate, Conflagrate, and Curse spells to consume a Burning Ember when cast, and the effect remains active as long as the Warlock has at least 1 Burning Ember remaining.
Warrior
Talents
  • Enraged Regeneration no longer costs rage to use, instantly heals the Warrior for 5% of their total health, and healing an additional 5% over 5 seconds. Using the ability while Enraged doubles the healing effects to 10% of the Warrior's total health and an additional 10% over 5 seconds.
  • Second Wind no longer generates rage when the Warrior is struck by a Stun or Immobilize effect.
    • Arms and Fury Warriors receive a passive ability that enables them to generate rage when struck by a Stun or Immobilize effect at level 56.
  • Shield Wall's cooldown has been reduced to 3 minutes, down from 5 minutes.
  • Spell Reflection is no longer consumed by spells from player pets and guardians.
Protection
  • Bastion of Defense now reduces the cooldown of Shield Wall by 1 minute, down from a 3-minute reduction. For Protection Warriors, this results in no net change to Shield Wall's cooldown.
  • Shield Slam now receives a 50% bonus to attack damage from attack power (down from 100%) for Warriors below level 85.
Quests
  • Shado-Pan and The August Celestials daily quests no longer have a faction prerequisite to be Revered with the Golden Lotus.
  • A Test of Valor: Reduced the amount of Valor needed for this achievement to 3000 Valor Points, down from 6000.
Pet Battles
General

  • Corrosion now deals 5 damage-per-round, up from 2, and increases damage taken by 2, down from 5.
  • Counterspell now deals 10 damage in addition to the ability's previous effects.
  • Deep Freeze now has a 10% reduced chance to hit.
  • Fury of 1,000 Fists now has a 4-round cooldown, up from 3 rounds.
  • Haymaker now has a 3-round cooldown.
  • Headbutt now has a 4-round cooldown, up from 3 rounds.
  • Impale now has a cooldown of 3 rounds, down from 5 rounds, deals 17% less damage, and no longer deals damage as a percentage of the target's health. The ability now deals a flat amount of bonus damage instead.
  • Interrupting Gaze now deals 50% more damage.
  • Interrupting Jolt now has a 4-round cooldown, down from 5 rounds.
  • Kick now deals 50% more damage.
  • Minefield now has a 5-round cooldown, and lasts for 9 rounds, down from 10 rounds.
  • Mudslide now has a 4-round cooldown, up from 3 rounds.
  • Predatory Strike no longer deal damage as a percentage of the target's health. The ability now deals a flat amount of bonus damage instead.
  • Quicksand now has a 4-round cooldown, up from 3 rounds.
  • Reckless Strike now has a 1-round cooldown.
  • Rupture now has a 4-round cooldown, up from 3 rounds.
  • Shock and Awe now has a 4-round cooldown, up from 3 rounds.
  • Soulrush now has a 4-round cooldown, up from 3 rounds.

PvP
  • Tyrannical weapons no longer have a conquest-earned prerequisite to purchase them.
Battlegrounds and Arenas
  • Picking up the Alliance or Horde flag while in a Rated Battleground now increases damage taken by 50% for characters in a tanking specialization, and increases damage taken by 20% for characters in a non-tanking specialization.
Items
  • Players can now use items that are in the bank or Void Storage for transmogrification.
UI
  • In-game support system is now a direct portal to the Battle.net Support site, allowing players to access the knowledge base and support contact system.
  • Please check out the blog titled: In-game Browser and Support Tools in 5.3 for more information about this change and how you can help us test this new feature.
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