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Author: FasumAga Date: Tuesday, 29 July 2014
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Author: Platin Date: Monday, 28 July 2014
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Author: Silencer Date: Monday, 28 July 2014

Diablo III PTR Patch 2.1 Build 25390

Kao što je bilo očekivano, pojavio se novi PTR Build na Blizzardovim file serverima, a mi smo odmah pogledali nove izmene.
Legendarni Itemi i Flavor Text
Originally Posted by AdriaCraft
Unique_Gem_001_x1 string1: TEMP"Few things embolden the spirit like a powerful enemy lying dead at your feet." - FlavorAndomiel Chu, Master Gem Cutter of Xiansai.
Unique_Belt_003_p1 name: Unique_Belt_003_p1
string1: This belt is composed of sorcerous fibers that are light but unbreakable.
Unique_BarbBelt_005_p1 name: Unique_BarbBelt_005_p1
string1: Ideal for crushing your enemies and driving them before you.
Unique_Mighty_2H_004_p1 name: Unique_Mighty_2H_004_p1
string1: Used by the leaders of Bastion's Keep during the war with the northern tribes.
Unique_Ring_007_p1 name: Unique_Ring_007_p1
string1: This ring seems to become one with those who wear it.
Unique_Quiver_001_p1 name: Unique_Quiver_001_p1
string1: Tear through flesh and bone with surprising ease.
Unique_Gem_002_x1 name: Unique_Gem_002_x1
string1: Lady Tu de Quing commissioned this gem from the workshops of Xiansai, saying "I prefer my targets asleep or drunk. Barring that, I'll take sluggish."
Unique_Gem_003_x1 name: Unique_Gem_003_x1
Unique_Gem_008_x1 name: Unique_Gem_008_x1
string1: "You do not need to be stronger than your enemy, if you are faster of mind and body." -Queen Seondeok
Unique_Gem_009_x1 name: Unique_Gem_009_x1
string1: “Some say this stone derives its power from it's owners life force, which is shortened with each use. Well I say any fight I can walk away from is a victory, and tomorrow can take care of itself.” - Famed warrior Lenalas, the day before his death
Unique_Gem_010_x1 name: Unique_Gem_010_x1
string1: This stone shares its powerful heart with those who serve the bearer.
Unique_Gem_011_x1 name: Unique_Gem_011_x1
string1: Precious stones can sometimes be found among the peaks of Ivgorod. The harmonics of these gems, while in combat, are said to forestall death itself.
Unique_Gem_012_x1 name: Unique_Gem_012_x1
string1: Legend says this gem was crafted by Zei to torment fleeing enemies. Other legends claim that Zei never existed.
Unique_Gem_013_x1 name: Unique_Gem_013_x1
string1: "A simple task performed a thousand times may seem a drudgery, yet the power it creates is immeasurable." - Matriarch Lian Rasmussen
Unique_Gem_015_x1 name: Unique_Gem_015_x1
string1: "Given enough resources, one is possessed of an absolute and infinite potentiality." -High Priest Baek
Unique_Gem_014_x1 name: Unique_Gem_014_x1
string1: "Rumors speak of a greedy Baroness who sends forth minions to collect treasure, equipped with gems to aid in gathering ever more. Boon of the Hoarder is said to be one of these precious gems." -Abd al-Hazir
Unique_Gem_004_x1 name: Unique_Gem_004_x1
string1: The madwoman Arianne believed she could cut a gem that would make for her a hood of lightning. "Lightning," she was heard to mutter "On my head!" Her body was discovered some weeks later, with no hair, clutching this gem.
Unique_Gem_005_x1 name: Unique_Gem_005_x1
string1: The poison mixers of Xiansai tell of a sickly gem cutter named Zhong Yi Rou who would come by their vats and scream "I'll put you all out of work someday! Yes I will!"
Unique_Gem_006_x1 name: Unique_Gem_006_x1
string1: Xiangyi, most beautiful of Xiansai master gem cutters, crafted this gem in honor of a former lover. The angrier she got, the faster she worked, and the gem was ready in no time. Only after she had tested its efficacy was she finally satisfied.
Unique_Gem_007_x1 name: Unique_Gem_007_x1
string1: “It was said that once a year, the two lovers would arrive at opposite river banks. A bridge of birds would form so they could touch. When they parted, their tears filled the land. Mirinae is one such tear. The sadness and rage in its core will only affect those close to it.” -Scholar Sojin Hwang
Unique_Shoulder_003_p1 name: Unique_Shoulder_003_p1
string1: "The more enemies I hit, the greater my bloodlust." -Chieftan Kar-Nuk
Novi Legendary Passive
Originally Posted by AdriaCraft
  • ItemPassive_Unique_Ring_524_x1 -  You turn into a treasure goblin or ponyWhen receiving fatal damage, you instead automatically cast Smoke Screen and are healed to 25% LifeThis effect may occur once every {VALUE1} seconds.
  • ItemPassive_Unique_Ring_540_x1 -  Exploding Palm's on-death explosion damage is increased toby [{VALUE1}*100]% of the enemy's maximum Life.
  • ItemPassive_Unique_Ring_733_x1 -  Enemies killed byDealing Fire damage explode and set nearby enemies on Fire, dealing [{VALUE1}*100]causes the enemy to take the same amount of damage over 3 seconds, stacking up to 3000% weapon damage as Fire over 5 seconds.per second. After reaching 3000% damage per second, the enemy will burn until they die.
  • ItemPassive_Unique_Ring_754_x1 -  Your allies gain the benefit of your Thorns. Furious Charge deals [{VALUE1}*100]% increased damage for every enemy hit while charging.
  • ItemPassive_Unique_Ring_906_x1 -  Condemn has no cooldown but instead costs 3040 Wrath.
  • X1_Legendary_Potion_07 - name: X1_Legendary_Potion_07   Restores [{VALUE1}*100]% resource when used below 25% health.
Novi Legendary Itemi
Originally Posted by AdriaCraft
  • Unique_Belt_003_p1  Angel Hair Braid
  • Unique_BarbBelt_005_p1  Lamentation
  • Unique_Mighty_2H_004_p1  Bastion's Revered
  • Unique_Ring_007_p1: Eternal Union
  • Unique_Quiver_001_p1Flint Ripper Arrowheads
  • X1_Helm_norm_season_01: Conqueror's Shako
  • X1_shoulderPads_norm_season_01  Conqueror's Pauldrons
  • p1_bow_norm_promo_01Bow of the Lost Warlord
  • p1_fistWeapon_norm_promo_01  Fist Weapon of the Shattered Hand
  • p1_Mace_norm_promo_01  Deadeye’s Mace
  • p1_mightyWeapon_2H_norm_promo_01  The Blackrock Destroyer
  • p1_orb_norm_promo_01  Gul’dan’s Secret
  • p1_Staff_norm_promo_01  Ner’zhul’s Staff of Shadowmoon
  • Unique_Shoulder_003_p1Vile Ward
Class Izmene
Originally Posted by AdriaCraft


  • Bash
    • Onslaught : Each hit adds 2 reverberations that cause an additional 100% total weaponThe enemy has a 10% increased chance to be Critically Hit for 3 seconds. / Bash's damage turns into Lightning.
    • Punish : Increase theyour damage of your skills by 4% for 5 seconds after using Bash. This effect stacks up to 3 times.
    • ClobberFrostbite : Each hit has a 35% chance to StunFreezes the enemy for 1.5 seconds. / Enemies can be frozen by Bash once every 5 seconds.
  • Cleave
    • Broad Sweep : IncreaseSwing at all enemies around you and increase damage to 210% weapon damage as Lightning.
  • Furious Charge Generate: 15 Fury / Cooldown: 10 seconds / Rush forward knocking back and dealing 540600% weapon damage to enemies along your path.
    • Battering Ram : Increase the damage to 9001050% weapon damage as Fire.
    • BullCold Rush : All enemies hit are Frozen for 2.5 seconds. / Furious Charge's damage turns into Cold.
  • Rend
    • Lacerate : Increase damage to 1350% weapon damage as PhysicalLightning over 5 seconds.
    • Ravage : Increase the range of Rend to hit all enemies within 18 yards. / Rend's damage turns into Fire.
    • Mutilate : Affected enemies are Chilled and take 10% increased damage from all sources. / Rend's damage turns into Cold.
  • Whirlwind Cost: 10 Fury / Deliver multiple attacks to everything in your path for 275340% weapon damage. / While whirlwinding, you move at 75% movement speed.
    • Volcanic Eruption : Turns Whirlwind into a torrent of magma that deals 325400% weapon damage as Fire.
    • Dust Devils : Generate harsh tornadoes that deal 80120% weapon damage to enemies in their path.
    • Hurricane : Pull enemies from up to 35 yards away towards you while Whirlwindingwhirlwinding. / Whirlwind's damage turns into Cold.


  • Multishot
    • Burst Fire : Each time you fire, generate a poison burst of cold that damages nearby enemies within 1215 yards for 200% weapon damage as PoisonCold.
  • Fan of Knives Cooldown: 10 seconds / Throw knives out in a spiral around you, dealing 450620% weapon damage to all enemies within 20 yards. Your knives will also Slow the movement of enemies by 60]% for 1 second.
    • Knives Expert : Remove the cooldown but add a 30 Hatred cost. / Fan of Knives' damage turns into Fire.
    • Assassin's Knives : Also throw long-range knives that deal 450620% weapon damage to 5 additional enemies.
    • Fan of Daggers : Enemies hit are knocked back and Stunned for 2.53 seconds. / Fan of Knives' damage turns into Lightning damageFire.
    • Pinpoint Accuracy : Increase cooldown to 15 seconds and increase damage to 12001600% weapon damage as Lightning.
    • Bladed Armor : Gain 6525]% additional armor for 410 seconds. / Fan of Knives' damage turns into Cold.
  • Cluster Arrow
    • Maelstrom : Instead of releasing grenades, release up to 5 shadow tendrilsrockets at nearby enemies that each deal 450% weapon damage as Cold. You gain 1% Life per enemy hit.
  • Sentry
    • AidPolar Station : The turret healsChills all nearby allies for 1% ofenemies within 16 yards, Slowing their maximum Life per secondmovement speed by 60%.
  • Strafe Cost: 12 Hatred / Shoot at random nearby enemies for 575675% weapon damage while moving at 75% of normal movement speed.
    • Demolition : Throw out bouncy grenades that explode for 400460% weapon damage as Fire to enemies within 16 yards.
    • Emberstrafe : Leave a trail of fire in your wake that deals 185220% weapon damage as Fire over 2 seconds.
    • Rocket Storm : In addition to regular firingshots, fireshoot off homing rockets for 110130% weapon damage as FireCold.
    • Drifting Shadow : Movement speed increased to 100% of normal running speed while strafing. / Strafe's damage turns into Lightning.
  • Vengeance
    • From the Shadows : Instead of Homing Rockets, summon allies from the shadows that attack for 120% weapon damage as Cold and StunFreeze your enemies for 2 seconds.


  • Resolve Damage you deal reduces enemy damage by 20% for 2.54 seconds.
  • Dashing Strike
    • Barrage : The last enemy you dash through is obliterated with a barrage of strikes, taking an additional 498750% weapon damage as Physical over 2 seconds.
    • Way of the Falling Star : Gain 20% increased movement speed for 3 seconds after using Dashing Strike. / Dashing Strike's damage turns into Holy.
    • Blinding Speed : Gain 29% increased chance to Dodge for 3 seconds after using Dashing Strike. / Dashing Strike's damage changes toturns into Cold.
    • Quicksilver : Increases maximum charges to 3. / Dashing Strike's damage turns into Lightning.
    • Flying Side Kick : Perform a flying kick that has a 40% chance to Stun enemies hitRadiance / Gain 15% increased attack speed for 4 second.3 seconds after using Dashing Strike. / Dashing Strike's damage turns into Fire.
  • Exploding Palm Cost: 40 Spirit / Cause aan enemy to Bleed for 16851200% weapon damage as Physical over 9 seconds. If the enemy dies while bleeding, it explodes and deals 502770% of its maximum Lifeweapon damage as Physical damage to all nearby enemies.
    • Impending Doom : Increase the duration of the Bleed effectShocking Grasp / Exploding Palm arcs up to deal 3265% weapon15 yards to another target. / Exploding Palm's damage as Physical over 12 secondsturns into Lightning.
    • Creeping DemiseImpending Doom : Enemies hit are SlowedExploding Palm no longer causes the enemy to bleed, but if the enemy dies while affected by 80%Exploding Palm, they explode for 9 seconds6305% weapon damage as Cold.
    • Strong Spirit : If the enemy explodes after bleeding, gain 10 Spirit for each enemy caught in the blast. / Exploding Palm's damage turns into Holy.
    • Essence Burn : Instead of bleeding, the enemy will burn for 26201875% weapon damage as Fire over 9 seconds. If the enemy dies while burning, it explodes causing all nearby enemies to burn for 6403260% weapon damage as Fire over 3 seconds. This effect can happen multiple times.
  • Seven-Sided Strike
    • Sudden Assault : Teleport to the enemy and increase damage dealt to 8285% weapon damage as Lightning over 7 strikes.
    • SeveralIncinerate : Seven-Sided Strike / Increase the number of strikescauses enemies to 10burn for 630% weapon damage as Fire over 3 seconds.
  • Tempest Rush Cost: 1525 Spirit plus an additional 10 Spirit while channeling / Charge directly through your enemies, dealing 260390% weapon damage while running.
    • Northern Breeze : Reduce the channelingSpirit cost of Tempest Rush to 825 Spirit and increase its damage to 310500% weapon damage as Holy.
    • Flurry : Enemies hit are SlowedAfter you stop channeling Tempest Rush, you cause an icy blast to all enemies within 15 yards. The damage of the explosion increases by 80%135% weapon damage as Cold while channeling. / Tempest Rush's damage turns into Cold.
  • Mystic Ally
    • Fire Ally : Active: Your mystic ally splits into 10 allies that explode for 149290% weapon damage as Fire. / Passive: A mystic ally fights by your side that increases your damage by 10%.
    • Water Ally : Active: Your mystic ally performs 7 wave attacks in quick succession, each dealing 190625% weapon damage as Cold. / Passive: A mystic ally fights by your side that infuses your attacks to Slow enemies by 60% for 3 seconds.
    • Earth Ally : Active: Your mystic ally turns into a boulder for 8 seconds. The boulder deals 333380% weapon damage as Physical every second and rolls toward nearby enemies, knocking them up. / Passive: A mystic ally fights by your side that increases your Life by 20%.
  • Seize the InitiativeSeize the Initiative
    • stat : Dealing damage to enemies above 80% Life increases your attack speed by 15% for 4 seconds.
    • desc : The Monks of Ivgorod are trained to move like water ??? flowing freely into open spaces and crashing hard against their foes.


  • Zombie Handler You can have 1 additional Zombie Dog summoned at one time. The healthsYour life, and that of you, your Zombie Dogs and Gargantuan are increased by 20%.
  • Poison Dart
    • Numbing Dart : Toxins in the Poison DartShoot a Cold dart that will Slow the enemy by 60% for 2 seconds.
    • Spined Dart : Gain 50 Mana every time a Poison Dart hits an enemy. Converts the damage type to Physical.
  • HorrifyDon a spectral mask that horrifies all enemies within 18 yards, causing them to run in fear for 3 seconds. / Cooldown: 12 seconds
  • Acid Cloud
    • Corpse Bomb : Raise a corpse from the ground that explodes for 525% weapon damage as PoisonFire to enemies in the area.
    • Slow Burn : Increase the duration of the acidCreate pools left behindof frost to deal 720% weapon damage as PoisonCold over 6 seconds.
  • Big Bad VoodooBegin a fetish ritual dance that heals your zombies and sends them into a frenzy, increasing their attack and movement speeds by 20% for 20 seconds.


  • Astral Presence Increase your maximum Arcane Power by 20 and Arcane Power regeneration by 2.5 per second.
  • Ice Armor
    • Frozen Storm : A whirling storm of ice builds around you, dealing 2880% weapon damage as Cold every second.
  • Arcane Orb Cost: 30 Arcane Power / Hurl an orb of pure energy that explodes on contact, dealing 381435% weapon damage as Arcane to all enemies within 15 yards.
    • Obliteration : Increase the speed of the orb and its damage to 509700% weapon damage as Arcane, but reduce the area of effect to 8 yards.
    • Arcane Orbit : Create 4 Arcane Orbs that orbit you, exploding for 236265% weapon damage as Arcane when enemies get close.
  • Explosive Blast Cost: 20 Arcane Power / Cooldown: 6 seconds / Gather an infusion of energy around you that explodes after 1.5 seconds for 616945% weapon damage as Arcane to all enemies within 12 yards.
    • Obliterate : Release an enormous Explosive Blast that deals 760990% weapon damage as Arcane to all enemies within 18 yards.
    • Time Bomb : Explosive Blast detonates from the point it was originally cast after 2.5 seconds for 10391655% weapon damage as Arcane.
    • Unleashed : Increases the damage of Explosive Blast to 9701485%.
    • Chain Reaction : Instead of a single explosion, release a chain of 3 consecutive explosions, each dealing 320520% weapon damage as Fire.
  • Storm Armor Cost: 25 Arcane Power / Bathe yourself in electrical energy, periodically shocking a nearby enemy for 147175% weapon damage as Lightning. Lasts 10 minutes. / Only one Armor may be active at a time.
    • Thunder Storm : Increase the damage of the shock to 194315% weapon damage as Lightning.
    • Shocking Aspect : Critical Hits have a chance to electrocute a nearby enemy for 51425% weapon damage as Lightning.
  • Magic Missile
    • Conflagrate : Missiles pierceThe missile pierces through enemies and causecauses them to burn for 55130% weapon damage as Fire over 3 seconds. / Burn damage will refreshstacks up to 3 times and any Fire damage taken from you refreshes all existing stacks of Conflagrate to itstheir maximum duration.
  • Meteor Cost: 40 Arcane Power / Summon an immense Meteor that plummets from the sky, crashing into enemies for 501610% weapon damage as Fire. The ground it hits is scorched with molten fire that deals 190195% weapon damage as Fire over 3 seconds.
    • Comet : Summon a Comet that deals 590700% weapon damage as Cold and has a 20% chance to freeze enemies for 1 second upon impact. / The impact site is covered in a freezing mist that deals 224235% weapon damage as Cold and Slows enemy movement by 60% over 3 seconds.
  • Disintegrate Cost: 30 Arcane Power plus an additional 18 Arcane Power while channeling / Channel a beam of pure energy forward, dealing 580360% weapon damage as Arcane and disintegrating enemies it kills. / Disintegrate damage is increased by 100% weapon damage every second, up to a maximum total of 860% weapon damage as Arcane.
    • stat : Increase damage to 64 - 127 Arcane damage per second.
    • Entropy : The beam fractures into a short-ranged cone that deals 745465% weapon damage as Arcane. / Disintegrate damage is increased by 145% weapon damage every second, up to a maximum total of 1190% weapon damage as Arcane.
  • Ray of Frost Cost: 30 Arcane Power plus an additional 16 Arcane Power while channeling / Project a beam of frozen ice that blasts enemies within 5 yards of the first enemy hit for 605380% weapon damage as Cold and Slows their movement by 60% for 3 seconds. / Ray of Frost damage is increased by 115% weapon damage every second, up to a maximum total of 955% weapon damage as Cold.
    • Sleet Storm : Create a swirling storm around you that grows up to a 22 yard radius, dealing 445285]% weapon damage as Cold to all enemies caught within it. / Ray of Frost damage is increased by 90% weapon damage every second, up to a maximum total of 735% weapon damage as Cold.
    • Black Ice : Enemies killed by Ray of Frost leave behind a patch of ice that deals 1204756% weapon damage as Cold to enemies moving through it over 3 seconds.
  • Arcane Torrent Cost: 30 Arcane Power plus an additional 16 Arcane Power while channeling / Hurl a barrage of arcane projectiles that deal 670370% weapon damage as Arcane to all enemies near the impact location. / Arcane Torrent damage is increased by 105% weapon damage every second, up to a maximum total of 895% weapon damage as Arcane.
    • stat : Hurl a barrage of Arcane projectiles that deal 74 - 85 Arcane damage per second to all enemies near the impact location. / Cost: 300107 Arcane Power per second
    • Death Blossom : Unleash a torrent of power beyond your control. You no longer direct where the projectiles go, but their damage is greatly increased to 17251215% weapon damage as Arcane. / Arcane Torrent damage is increased by 370% weapon damage every second, up to a maximum total of 3065% weapon damage as Arcane.


  • Bombardment Cooldown: 60 seconds / Call in an assault from afar, raining 5 spheres of burning pitch and stone onto enemies around you, dealing 3320%16600% total weapon damage to enemies within 18 yards of the impact zone. / The bombardment continues on randomly targeted enemies nearby for the next 3 seconds.

Curse of Naxxramas: Cene i Heroic Mode

Zeriyah je objavio informacije kolko će Naxxramas da košta igrače. Prvi Wing, Arachnid Quarter, biće besplatan za sve igrče koji budu igrali Naxxramas u toku prvog meseca. Ukoliko planirate da pazarite sve wingove Naxxramasa, ukupno će Vas sve koštati 2800 gold, ili $19.99.
  • Svaki Gold wing koštaće 700 golda.
  • Ukoliko kupujete pravim novcem, svaki wing koštaće Vas $6.99, medjutim tu su i 2$ popusta ukoliko kupujete kompletan Naxxramas Wing.
    • Kupite svih 5 winga za $24.99. (Neće se primenjivati u toku Launch Eventa jer će prvi biti besplatan)
    • Kupite 4 winga ukoliko posedujete jedan za $19.99.
    • Kupite 3 winga ukoliko posedujete dva za $14.99.
    • Kupite 2 winga ukoliko posedujete tri za  $9.99.
Dodatno, imamo i informacije postojanja Heroic Moda, koji će Vas nagraditi sa specijalnom pozadinom za karte ukoliko savladate sve bosseve!
Originally Posted by Blizzard (Source)

We’re skimming the slime pools, stitching together our finest Abominations, and preparing the Necropolis for an Adventure you’ll never forget—Curse of Naxxramas is coming, and we know you’re just dying to get in and play! In today’s blog, we’ll discuss the details on how you’ll access Curse of Naxxramas, and unveil the Naxxramas Heroic Mode.

Your All Naxx-cess Pass

Naxxramas is a floating necropolis, home to a host of undead bosses ready to challenge worthy opponents eager to test their card-slinging mettle. To undertake the challenges that lie within each of the five wings of the Adventure, one must first gain access to their secrets. But don’t worry too much about the price of entry—much to Thaddius’ chagrin, it won’t cost you an arm OR a leg.

Naxxramas will open its gates one wing at a time, with a new wing opening each week. The wings of Naxxramas will open in the following order: Arachnid Quarter, Plague Quarter, Military Quarter, Construct Quarter, and Frostwyrm Lair.

Players who begin their adventures in Naxxramas during the launch event will gain free access to the first wing: the Arachnid Quarter. The launch event will last roughly a month or so, meaning you’ll have plenty of time to get your foot in the door—we’ll have more details to share about that later on. The web-choked corridors of the Arachnid Quarter are home to the bosses Anub’Rekhan, Grand Widow Faerlina, and Maexxna. Defeating these bosses will add new cards to your collection and give you a taste of the dangers that await you deeper inside Naxxramas.

After the Arachnid Quarter, the next four wings can be purchased for 700 gold per wing or $6.99 per wing. Players can earn the in-game gold needed to unlock the next wing of Naxxramas by completing various quests or emerging victorious from the Arena, or they can choose to unlock the next available Naxxramas wing using real money.

If you’re looking to swing open multiple gates at once, Curse of Naxxramas bundle packages are also available. Spiders are just so good at making things into neat little bundles. . . .


Keep in mind that purchasing Curse of Naxxramas wings in bundles does not open or grant access to those wings faster than the one-wing-a-week schedule, but it does ensure that you’ll be able to dive into the next challenges as soon as they unlock.

If you play Naxxramas during the launch event and decide to purchase the remaining wings with real money, you’ll only have to purchase the 4-Wing bundle to access the remaining wings once they become accessible.

If you unlock additional wings with gold and wish to purchase a wing bundle at a later time with real money to unlock any remaining wings, you can still take advantage of the bundle pricing. For example, if you enter the Arachnid Quarter during the launch event and unlock it for free, then purchase the second wing with gold, the remaining three wings can be purchased with real money at the 3-wing bundle price listed above.

Remember to enter the Necropolis during the launch event so you don’t miss out on all the creepy crawly fun that awaits you in the Arachnid Quarter—for free! 

Heroic Mode

Once you’ve defeated all of the bosses within any given wing for the first time, you’ll unlock the Heroic mode of that wing. Heroic mode bosses are significantly more difficult than their normal versions, and they will prove to be a challenge for even the most veteran Hearthstone players. Defeating all of the bosses in Naxxramas on Heroic mode will unlock a new card back for your collection.

The undead horrors of Curse of Naxxramas: A Hearthstone Adventure are dying to meet you. We hope to see you creeping through the necropolis with your own “All Naxx-cess Pass” soon!

Warlords of Draenor - Blasted Lands Quest Line, Theorycraft Diskusija, Blue Teme

Warlords of Draenor - Blasted Lands Quest Line
Posle par WoD Buildova, Blasted Lands dobio je drastične izmene. Iron Horda je prošla kroz Dark Portal i preuzela je celu teritoriju. Thrall, Khadgar, Vindicator Maraad, i ostali NPC napravili su male kampove blizu Dark Portala, koji će Vam dati interesantne questove.

Na kraju Quest Lina, Thrall će Vam pomoći da ubijete Komadanta Iron Horde koja je prošla Dark Portal. Medjutim na kraju questa, ubačen je pogrešan cinematic.

Warlords of Draenor Theorycraft Diskusija
Originally Posted by Celestalon (Official Forums)
I was playing around with Devouring Plague and Multistrike tonight.
Changed Devouring Plague to just heal for 100% of its damage done, to solve this.

do you devs have additional factors in for things like incorrect items such as a warrior or paladin wearing cloth int gear so it doesn't count towards the item level
Not currently. Fighting low-level content in that manner is an inherently self-regulated form of gameplay. If you're willing to do silly stuff like that, you also would be willing to just buy high ilvl BoEs.

1. Thrash impact crits are proccing Primal Fury (i.e. generating 5 additional Rage) per target hit. Intended? Note that this does not affect ticks.
We're going to change that. We had erred in the player's favor on that, but it's looking simply too strong to balance.

2. Theck noted that Sacred Shield can Crit and MS. There was some question around whether or not T&C can do the same thing. I assume not.

I've also noticed some oddity with Sacred Shield tick amounts. (Full Post)
These are actually the same issue. Partial ticks in general are broken currently, and are doing the wrong amount of damage (usually 99.7% of a full tick or so)

Has the DR formula for Dodge / Parry from Agility / Strength respectively been posted? I don't remember seeing it anywhere.
It hasn't changed. I'd have to dig it up; I believe it's been fairly well documented elsewhere, hasn't it? If you can't find it, I can dig it up.

The latest Beta build has a new Multistrike passive for Unholy. Necrosis: Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional (3% of Attack power) Shadow damage.

  • Multistrikes with the slated abilities (Soul Reaper, Scourge Strike, Plague Strike, Festering Strike and Pestilence) trigger the Necrosis event to occur.
  • Although triggered by mulstrikes from certain abilities, Necrosisis itself SEPARATE from the multistrikes that cause it. Its damage is in no way tied to the damage caused by those Multistrikes.
  • The shadow damage it deals can Multistrike on its own, can Critically hit and also benefits from the Dreadblade Mastery. The base damage dealt by the event is dependent on Attack Power.
  • Attacks with multiple components (Pestilence, Scourge Strike and Soul Reaper) have a chance to multistrike independently with each portion. Any of these multistrikes can trigger Necrosis

100% accurate.

Hoping for some clarification on Shadow Reflection intended behavior. (Full Post)
All of those are intended, with one exception. SV should work for its own Rupture; that's a bug that it's not working.

The FW one is unfortunately intended due to a technical reason, so we're just tuning around it.

Just confirming some of the interactions for the new Elemental Discharge mastery

Only the listed spells can proc charges (Chain Lightning, Earth Shock, Lightning Bolt for nature, Lava Beam, Flame Shock, Lava Burst for fire).
Charges can proc on multistrikes of the listed spells
Discharges can crit and multistrike, but will never proc charges as they are distinct spells which are not listed for Elemental Discharge

[edit]Brightleaf just confirmed that Discharges can multistrike, but it doesn't appear that multistrikes can proc charges. Forgot about double dipping so now it all makes sense.

All correct, counting the edit in this post. (Lightning Bolt multistrikes do not proc Lightning Charge). However, we're still considering revision to the Elemental Shaman mastery, FYI.

How much versatility rating is 1% increased damage?
At level 100: 130 Versatility Rating = +1% Dmg/Healing/Absorbs, -0.5% DmgTaken.

As an aside, is there any particular reason why mastery doesn't buff 5 mastery (550 rating)?
We don't use the term "Rating" in-game anymore, only under the hood and in talking to theorycrafters and experienced players. So when we say "5 Mastery" in-game, that refers to 5 Mastery Rating. For all of the other buffs, we can give the %. "5 Crit" means 5 Crit Rating, but "5% Crit" means 5% crit chance. However, that doesn't work for Mastery. I can't say "5% Mastery", since every spec's Mastery has a different conversion rate.

The current mana costs of "efficiency spells" and base regen at level 100 do not appear to at all be lining up with the design goal Celestalon explained in the active mana regen removal post. If I understand correctly, efficient heals are supposed to be mana positive, and you are supposed to be gaining back mana while using them, and you can then dump off excess mana in exchange for burst and using "throughput" spells. Currently, almost all of the efficient spells are actually severely mana negative.

These mana costs are fairly comparable across all classes. The mana costs on all healing spells, or at least those intended to be efficient seem to be upwards of 40% higher than they would need to be to even be mana neutral let alone mana positive. Is this intended, or are the mana costs currently way off?

There's a difference between spamming your efficient direct heal, and doing an efficient rotation. There are things like Holy Shock and HoPo spenders for Paladins, etc. For Druids, there's just Lifebloom in that regard. It's possible that it's mistuned, but we're not seeing Druids having mana problems in internal testing. In particular, we're concerned that Wild Growth is too much throughput, since it can be made free with Omen of Clarity, making AoE healing feel too reliant on OoC.

Quick clarification about multistrike and absorb interactions. As I reported earlier, in my tests with Sacred Shield, I observed the following numeric results (expressed in normalized form).... (Full Post)

This raises a few questions
1) Is this intended, or is it a bug?
2) If it is not a bug, then are crit modifiers applied in the obvious way (i.e. crit_mod would become 1.02)?
3) If it is a bug, and for damage and healing spells in general, do crit modifier bonuses apply to the multistrikes (I assume the answer to this is yes, but may as well ask)?
4) Is this crit/ms behavior intended for all absorbs in the game now, or is it just Sacred Shield?

1) Intended due to technical necessity. Absorbs (or rather, aura applications in general) cannot actually multistrike; we just simulate multistrikes by varying the amount of the absorb, based on your multistrike chance. Same as how Crit has been for Discipline on PW:s for a while now.
2) Yes. Crit multipliers should apply identically to how they do for an actual crit heal.
3) n/a?
4) It's not a blanket thing, no. Just on a few that we want to not decrease in value as your crit/multistrike go up. The full list of affected spells right now is Sacred Shield, Power Word: Shield, and Clarity of Will. Spirit Shell also accounts for Multistrike and Crit but it averages them out, no random chance (not that that really matters right now, since we've removed Spirit Shell, but just FYI in case it were to return in the future or something).

gainst the clump of 3 target dummies in shattrath, I'm either seeing 3, 3+3, or 3+3+3 chain lightning events (counting multistrikes). Seems to imply that multistrike roll(s) are done on spell cast rather than
This is actually only the case for Chain Lightning; we custom did how Multistrike works for Chain Lightning, in order to make it feel the same as Elemental Overload did. Here's the logic, in case it's not obvious: On cast, roll multistrike chance once. Instead of multistriking, cast that many copies of a second Chain Lightning Multistrike spell (different spellID) at a random target that was hit by the initial Chain Lightning (random target selection per cast; could be different targets for each of the two multistrikes).

In regards to responsiveness change and hunter traps. Other than the change with removal of arming time is the removal of the batches every 400ms the only thing influencing the more responsive traps? I haven't had the chance to get into any pve or pvp with fast moving units on beta to check, but currently on live anything moving above a certain speed simply would not trigger a trap (even well after the arming time had come and gone). Guessing this has something to do with these batch processes and the location check attached to traps. Did traps get further changes to fix those issues or did the arming time in addition to the 400ms removal lead to the incredibly responsive traps we are seeing on beta?
More than that. Traps have used this extremely archaic system for hit detection which was literally 13 years old and only use for Hunter Traps.... until now. Now they use the same, responsive system for hit detection as most other responsive area effects (everything from Void Zones to Rings of Peace).

Quick clarification needed. For mastery, the tooltip always rounds down to the closest percent. Is this just a tooltip display rounding? I did some tests with BM and if I didn't round down I would get slightly off numbers, but it's possible I was doing something else wrong.
In *most* cases the rounding is just a tooltip display thing. However, there *are* a couple rare cases where it is actually rounded, one way or another. Master of Beasts was one of those cases, I believe. However, I don't believe it needed to be. Just fixed it to not be rounded. Give it a try in a few builds. In general, assume that Mastery effects are not rounded, and if you ever find that they are, report that as a bug. There may be one or two cases where we have to round it for some reason, but we can evaluate that then.

Protection warrior blood craze seems to be behaving strangely, here are some questions.
I think most of your questions can be summed up by saying: It's a rolling periodic effect, just like Ignite (for example). The total healing amount should match the total expected healing amount. It's still a periodic though, and so refreshing it results in an extra tick. See if that explains all of your questions, and lemme know if anything is still unclear.

However, one thing is a bug: Blood Craze itself multistriking. It should not be able to. Fixed for next next build. That actually may have been re-triggering itself, even, not sure.

6: In battle/gladiator stance you lose the unwavering sentinel +15% HP buff. Is that intended? On live the HP is retained in battle stance, but is it different now so that gladiator DPS warriors don't benefit from the HP?
Yes, Unwavering Sentinel is intentionally Defensive Stance only. I'll update its tooltip to reflect that.

7: Impending victory seems to be healing for something like 21-22% of max HP, either in defensive stance or gladiator (lower HP) stance. Why is this different than tooltip 25%?
Bug. It was doing 20%. (And you were seeing a bit more due to Resolve, I'm guessing. Resolve should affect it).

Any updates on doom snapshotting? Currently, it is not snapshotting anything, whether it be the damage bonus from meta, or the mastery increase from dark soul, as shown below:
Just haven't gotten to it yet.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.

Follow-up testing to my previous question:

It looks like missed attacks are currently not proccing any multistrike rolls, while multistrikes from landed attacks are able to miss. This one-sided roll is punishing on auto-attacks. Shouldn't multistrikes be 2 completely independent rolls of the ability used?

Also, when you prevented missed attacks from proccing multistrikes, it looks like you forgot to extend that to avoided attacks as well, but that should be fine if you revert the missed multistrike change.

Way we're going to go with Multistrikes (it'll be a few builds before it gets working this way, FYI):

Missed/Dodged/Parried/Immuned/Evaded attacks cannot Multistrike. Multistrikes always hit.

Warlords of Draenor Beta - Dungeon Tuning
Originally Posted by Watcher (Official Forums)
I'd say that right now our Normal dungeons are harder than intended, with the exception of Bloodmaul Slag Mines which is in a pretty good place. We'll be opening Heroic dungeons for testing shortly, and there's a bit more room for the challenge and coordination you desire in that context.

Remember, these are Normal dungeons, which will gear players up for Raid Finder. When thinking about or giving feedback on whether they're "overtuned" or "just right" or the like, approach it from the perspective of how comfortable you'd feel doing the dungeon as a solo queuer with four random players on live servers. That's why we ask for feedback to be prefaced with information about the group makeup and background, because it's hard to overstate the difference between a LFG pick-up group and a group of 14/14H guildmates who are on Mumble.

Blue Tweetovi
Originally Posted by Blizzard Entertainment
i cant seem to find icy talons (45% attack speed) anywhere but i can tell frost has it looking at attack speed. thoughts?
We're trying out hiding some passives that you don't need to know about for gameplay, to reduce spellbook clutter. (Celestalon)
i like seing everything cause i wanna know exactly how my spec is working. Just my grain of salt
We're planning to keep it documented somewhere out of game, at least. (Celestalon)
lol.. Passives u dont need to know about... If i dont need to know it, why dont you just remove it entirely?
What's the "worst idea yet" for you, may not be for many others. Something like increased attack speed doesn't... (Celestalon)
...matter to your ability to understand how to play, what buttons to use, etc. Just a feel/throughput difference. (Celestalon)
You're going to end up with new players not understanding why their other melee don't attack as fast.
That's indeed the risk. But, does that matter to the new player's ability to play/enjoy/group/etc? (Celestalon)
New players aren't failing to learn b/c too many tooltips, just not enough demonstration/application
You'd be surprised. Remember that not every player is your type of player. (Celestalon)

Why Flurry change? Enh wasn't spammy and I don't want to play a spammy class.
It provides the option for haste to have a non-passive impact on your rotation. You could still avoid haste if you choose. (Celestalon)

Explain gladiator stance in the context of Feral spec being forcibly slip into a DPS and Tanking spec please.
Just as with Feral/Guardian, you can't do both Gladiator/Tanking in the same fight. Same thing. (Celestalon)
with respect it's not, you made them 2 specs and now I can't DPS as guardian unless I respec, and have lost most cat skills
Right, which is the same deal as Prot. Perhaps you're missing that you can't swap in/out of Gladiator Stance in combat? (Celestalon)
and by all accounts gladiator stance is instant cast, a lot easier to switch roles with that then changing your whole spec.
Sure, it's instant vs cast time to switch. It's also a lot less of a change, far fewer abilities, powers, etc. Much more signif. (Celestalon)

Mostly concerned for casual guilds that don't do the weekly raid thing. Not really any income for them!
We want to increase gold income, in relative terms, from a variety of group activities (dungeons, etc.). (WatcherDev)

Will the testing for Heroic (due to flexing) occur similar to how LFR/Flex did for 6.0 while Mythic retains the set dates/times?
Normal and LFR will be more open-ended. Heroic and Mythic will have set times. (WatcherDev)

Hey you may have been asked this, but will there be an option to cap CQ points through playing only arena?
yes arena and RBG caps are the same (holinka)

maybe was answered but, in a pve server if i leave a finished battleground still pvp flagged for 5 min in wod?
We're considering changing that. (holinka)

Can the vicious saddle mounts b made account bound once learnt plz. The items r but not the mounts.
It's intentional. We want them to be a new goal each season. (holinka)
Why not add new mounts each season instead?
that's our hope but sometimes we don't have the resources (holinka)

Will we ever see the day that rating requirement is needed on certain gear other then a simple cosmetic.
Probably not. We didn't like the chicken & egg scenario it created at certain rating milestones (especially with weapons). (holinka)

Warlords of Draenor - Nove Varijtante Lica Character Modela, Beasts of the Savage Lands – Frostfire Ridge, Blue Teme

Warlords of Draenor - Nove Varijtante Lica Character Modela
Chris Robinson dao je više informacije o problemu lica novih character modela.

Beasts of the Savage Lands – Frostfire Ridge
Originally Posted by Blizzard (Source)
Arming yourself with knowledge is essential if you’re hoping to survive the savage world of Draenor. In this series, we’ll talk about the different creatures you may encounter as you explore this untamed world. While not comprehensive, this should give you an idea of what to expect as you prepare to face the challenges ahead. Here’s a look at some of the creatures that can be found in Frostfire Ridge:

Ancient creatures of molten stone, the magnaron are directly descended from the colossals who first shaped Draenor. There are few living today who can communicate with these enigmatic giants, and fewer still who understand their seemingly chaotic motivations. Among the roiling lava spouts of Frostfire Ridge, the magnaron carve fiery sigils into the earth and shape entire mountains to their needs. Magnaron have been known to both enslave and befriend elemental furies, and they are seldom alone. Approach with caution!


Ogres, gronn, and magnaron all share a common lineage, with the beastly ogron demonstrating the missing link between savage gronn and their smaller, more numerous children. They take in their surroundings with a single yellow eye—slow to blink and even slower to comprehend. Too idiotic to disobey orders, but big and dangerous enough to keep even unruly ogres in line, ogron serve as expendable muscle for ogre leaders from warlords all the way up to the emperor himself. Any champions seeking to overthrow ogres in power had best prepare to face down one or more ogron towering in their way.


The versatile, flying rylak have adapted to climates across Draenor, but their greatest density is in Frostfire Ridge. Here, warm volcanic stone ledges make for excellent nesting sites, while snowy featureless expanses serve as prime hunting grounds for these ferocious predators to seek flesh with their dual sets of eyes and nostrils. Their thick hides protect them from the elements, as well as from the arrows of frustrated hunters. Adventurers seeking to display a two-headed rylak trophy should remain wary of both sets of fangs . . . and those seeking to tame a new mount should consider the Iron Horde’s tendency to armor the largest rylaks and lead them into combat.

Only the hardiest can survive the unforgiving climate of Frostfire Ridge. Numbering among the natives are the sturdy frostwolves. The Frostwolf orc clan has taken these beasts as their symbol and namesake, and the orcs and their wolf companions fight and hunt together as an extended pack family.

Explorers in Frostfire Ridge should be wary of the frostwolf’s undomesticated cousin, the dangerous garn. These enormous beasts, twice the mass of an Azerothian bear, are identified by their massive jaws and jet-black fur. Even the Frostwolf orcs fear the unruly and wild garn.

There are still countless other dangerous creatures out there, all of them looking forward to their next adventurer-sized meal—so keep your eyes open and your weapons sharp. Do you have what it takes to survive in Draenor?

Warlords of Draenor - Upcoming Warrior Changes
Originally Posted by Blizzard (Source)
So, we don't often share our thoughts on upcoming changes this early, as plans can change very rapidly. Please keep in mind that none of the following is set in stone – it hasn't even been developed yet – and there’s any number of issues that could cause us to decide to take a different approach. That said, we definitely agree that Arms feels a bit empty at the moment, and want to fill it out a bit more, and we want to add some talent choices to both Arms and Fury that provide options for more involved gameplay. Here’s what we're thinking:

  • Rage generation increased by 20% for Arms.
  • Rend returns for Arms. Costs 10 Rage, deals damage over 18sec, with a burst of bleed damage at the end. Total damage is similar to a Mortal Strike.
  • Thunder Clap is usable in any stance. AoE damage and snares, 6sec cooldown. 30 Rage cost for Arms, free for Protection.
  • We’re replace the level 45 talent row (Staggering Shout / Piercing Howl / Disrupting Shout) with:
  • Varies by spec:
  • Arms – Taste for Blood: Passive. Rend ticks grant 3 Rage.
  • Fury – Furious Strikes: Passive. Reduces the cost of Wild Strike by 10 Rage.
  • Protection – Heavy Repercussions: Passive. Shield Slam deals 50% additional damage while Shield Block or Shield Charge is active.
  • Sudden Death: Passive. Auto attacks have a chance to trigger Sudden Death, making your next Execute free and usable on targets above 20% health.
  • Varies by spec:
  • Arms – Slam: Active ability. Costs 10 Rage. Deals 100% weapon damage. Each consecutive use increases Slam’s damage by 50% and Rage cost by 100%, stacking up to 2 times.
  • Fury – Unquenchable Thirst: Passive. Bloodthirst has no cooldown.
  • Protection – Unyielding Strikes: Passive. Devastate reduces the Rage cost of Heroic Strike by 6, stacking up to 5 times. Lasts 10 sec. No longer refreshes while at 5 stacks.

Again, this is all very much in the formative stages. Any or all of the above could end up changing in any number of ways. But we are listening, and are doing our best to make Warrior gameplay awesome in Warlords.

EDIT: As mentioned, lots of iteration on these early plans. Changed the +25% Rage gen to +20%, so that 3.6speed weapon swings generate an even 30 rage. Changed Slam's max stack count to 2, since Slamming at any point higher than that is a trap.

EDIT 2: Clarified that Heavy Repercussions does count Shield Charge as well.

(Finally, and this is mild, but the flavor names for skills/passives for warriors could stand to be a little bit cooler. "Unyielding Strikes" is up there with "Unwavering Sentinel" for being florid.)
"Hey guys, I'm ready to make that post about DPS Warrior plans, but we don't have a name for that idea we brainstormed an hour ago. Relentless something... Frequent attacks turn into Heroic Strike spam... Unyielding? Sure, Unyielding sounds good. Unyielding Strikes. *clicks Submit*"

The earlier we let you see into the design process, the more unpolished it will be. That said, I don't know that Unyielding Strikes is the worst name...

Blue Tweetovi
Originally Posted by Blizzard Entertainment
Death Knight
Minor Glyph of Thrilling: When your Army of the Dead is summoned, /dance will cause them to do the Thriller routine. Can has?
That's been on my rainy-day list for a while. It'll probably be on that list for a while longer. (Celestalon)

Will LI for Feral's give us back moonfire or is it going to be changed? If yes can we use moonfire out of form?
Gives you Moonfire. Requires Cat. (Celestalon)
Literally "Moonfire" or going to reflavor?
Literally Moonfire. (Celestalon)

Yeah, in between every quest mob that takes me down to 10% HP I will "conjure food" and eat for 20 sec.
If every quest mob is taking you down to 10% HP, you can spend those 20sec figuring out how to perform better. (Celestalon)
mechanics are during combat, and instant we have to sit down and eat AFTER, and if we die? Oh well, too bad your a mage.
Most of the self-sustainability stuff we've added or improved is for after combat. During combat, you should kill the enemy. (Celestalon)

Will we ever see petless Frost Mage?
No, Squirt is a core, iconic part of Frost Mages' kit. (Celestalon)

Fact is mages have 2 self-heals, Evocate (which sucks) and Temporal Shield.
Right, because Mages are about avoiding damage, not healing through it. (Celestalon)

Is Arcane Orb supposed to hit more than one per target?
We're trying "yes" for now. May be too strong. (Celestalon)

Will Arcane Blast's multistrike's hits grant Arcane Charges? And multstrike for arcane missles, will they proc for each wave?
No. Yes. (Celestalon)

Ret pali revamp incoming?
Nope. Ret just needs tweaks. (Celestalon)

anymore plans to improve combo points? their UI is so archaic , would love something similar to holy power
Leaving it for now, to maintain consistency for existing Rogues. (Celestalon)

More or less done with Enhance? Seems pretty great to me.
More than less. (Celestalon)

Does it concern you that Destro does more dps than Demo, while being more simple to learn and master? Effort should be rewarded.
Yes. (Celestalon)

Any huge Warlock changes coming up, or are you guys satisfied with where we ended in Mists?
Tweaks coming, no major changes. (Celestalon)

At the end of WoD, I anticipate druid tanks that stack MS having over 1 mil health, if not far more. HP, high, dps, low
A) It'll be more than that. B) DPS Low? Huh? (Celestalon)
Why bother with an item squish if youre just going back to SOO numbers in WOD? Will you squish every expac?
Tank health is not the same as all numbers. (Celestalon)
will that be consistent or will DPS be lower relative to the tanks in WoD? (less than half? 1/4th?)
DPS will absolutely be lower health, relative to tanks. That's why I said that. (Celestalon)

Any chance flex raids go down to 5 people? Would like to play w/ 1 or 2 friends, but getting 7 good people to join us is tough.
In many cases, raid mechanics break down completely below a certain size. Group Finder in Warlords should help you find a few more (WatcherDev)

What about the information on battleground objectives being displayed on the map and such? That still in?
It did not make it for 6.0 unfortunately (holinka)

Related to my last tweet: holy moly the default arena frames are terrible. my friend, maybe an update in WoD for those?
Not at 6.0 but we'd like to build a complete UI solution for enemy frames in PvP. But it got cut for 6.0. (holinka)

I'd still like to know your position on abilities that really unbalance class vs class in PvP. Rock, Paper, Scissors isn't ideal
We want classes to have powerful and unique things about them whenever possible. We don't want to balance to mediocrity. (holinka)

if the mmr tanking issues are a side effect to the deserter fix can we expect it to be fixed properly to drop the way it used to?
No (holinka)

Why do this and dont just instead make normal pve - non elite pvp share same model.
It is a matter of how much content we can produce each tier. We've elected to do different models for elite. (holinka)

They must not have a lot of faith in Ashran WPVP if they’re going to force it by putting both capitals in it.
Not sure how we're forcing it on you. The capital hubs are just outside Ashran. You don't have to go there. (holinka)

Will there also be a way to get unflagged faster once you are flagged? Being flagged for 5 mins after leaving a BG feels pointless
There was a time when people would abuse those queues to escape world PvP confrontations. With the new rule, it may not be necessary (holinka)

do you have an opinion/goal for how long the average 2s/3s match should last?
5-10 minutes is a good goal (holinka)

Warlords of Draenor Blue Teme
Originally Posted by Blizzard Entertainment
Siege of Orgrimmar Feedback Thread
Siege of Orgrimmar should be testable, including Mythic difficulty, and should be open throughout the Beta period. I'm definitely interested in hearing feedback about all difficulties. Please specify your group experience, which difficulty you did, and overall impressions like the above.

Abilities that felt wildly untuned or bugged are particularly worth noting.

In general, we're erring on the side of converted SoO feeling a bit easier than it does in 5.4. (That's part of why the Feats of Strength for clearing Siege will stop being available in 6.0, instead of when Draenor unlocks. (Source)

Soloing old Raid Content
We'll make changes to older encounters if it's needed for players to retain the ability to solo raid content from previous expansions.

While you're at it, could you guys make it so we can do Thorim in Ulduar without having to be one of a few classes or really lucky/fast? And don't forget Dreamwalker from ICC!

We're making a change at some point in the future to some legacy raids that includes changing it so Thorim no longer spawns a deathball and reset when his arena is empty.

You can also skip Valithria if you're an engineer.
That fight will become optional, so non-healers can get past the fight.

That fight will become optional, so non-healers can get past the fight.
Great news EXCEPT for the fact that we still won't be able to farm her for transmog gear.[/i]
If you really want items off that encounter as a class that is unable to heal, make friends with a healer and ask them (nicely) to help out. (Source)

Mists of Pandaria Cinematic Ending - Bottoms Up! Warlords of Draenor - Molten Corgi Pet

Mists of Pandaria Cinematic Ending - Bottoms Up!
Izgleda da nismo do kraja pogledali Mists of Pandaria Cinematic!

Originally Posted by Blizzard (Source)
We recently found some extra footage shot just moments after the Mists of Pandaria cinematic, when these two characters had their conflict cut short by Chen Stormstout.
Warlords of Draenor - Molten Corgi Pet
Jonathan LeCraft upravo je objavio verovatno najbolji pet u Warlords of Draenor - Molten Corgi!

Naxxramas, the Floating Necropolis

Zeriyah je objavio blog gde možemo pročitati istoriju Naxxramasa. Pored same priče o Naxxramasu tu su i detalji o bossevima.
Originally Posted by Blizzard 

One of the most iconic raid dungeons in World of Warcraft, the floating citadel known as Naxxramas, will soon make its debut in Hearthstone with Curse of Naxxramas: A Hearthstone Adventure. Today, we’re going to take a look into the history of Naxxramas for those of you who are unfamiliar with the undead terrors that lurk inside the necropolis’ creepy corridors.

Kel’Thuzad: A Thirst for Power

High above the bitter cold of Dragonblight in the continent of Northrend, the ancient Nerubian necropolis known as Naxxramas looms in the skies, casting a dark shadow on the barren tundra that lies beneath it. Safe from most terrors that may threaten it, Naxxramas is an effective holding ground for a host of undead horrors, ready to strengthen the influence and reach of the undead Scourge at a moment’s notice.

The archlich known as Kel’Thuzad sits at the seat of power within Naxxramas, coordinating the normally mindless Scourge into a fighting force for the Lich King. In his mortal days, Kel’Thuzad was once a powerful human mage and high-ranking member of the Kirin Tor, working under the great Archmage Antonidas, leader of the Kirin Tor at the time. The Kirin Tor had a wealth of secrets and knowledge at their disposal, and Kel’Thuzad spent countless hours devouring every bit of knowledge he could get his hands on—even the darkest and most unthinkable of arcane arts, such as necromancy. He became increasingly more reclusive and shunned by his peers the further he delved into forbidden magic.

The Lich King sought out Azeroth’s most powerful and ambitious individuals to bend to his will, sending out a mental summons to those he thought could easily be swayed by the promise of power. Kel’Thuzad was the first to answer the Lich King’s call. He saw the power the Lich King held over the undead and desired such power for his own, so he offered his services as a mage to the Lich King in whatever manner he desired. After a long, tortured journey to the frozen wastes of Northrend, Kel’Thuzad knelt at the feet of the Lich King and offered him not just his loyalty, but his soul as well.

“As my lieutenant, you will gain knowledge and magic to surpass your most ambitious dreams. But in return, living or dead, you will serve me for the rest of your days. If you betray me, I shall make you into one of my mindless ones, and you will serve me still.”

The Lich King’s words were both a threat and a promise. Kel’Thuzad would become his lieutenant, carrying out the Lich King’s whims, but in return he would gain power beyond his wildest dreams. Kel’Thuzad accepted these terms . . .  as if he had much of a choice in the matter.

Inside the Necropolis

The lich Kel’Thuzad uses Naxxramas as a base of operations for the undead Scourge, separating the citadel into four specialized quarters to train his minions:

The Arachnid Quarter

The Arachnid Quarter houses undead nerubians, an ancient race of intelligent arachnoid beings. Normally highly reclusive and suspicious of outsiders, living nerubians fought valiantly against the undead Scourge, but were overwhelmed by their numbers. While living nerubians were immune to the undead plague, nothing could prevent the Lich King from bringing back the fallen to join the Scourge in undeath. 

NaxxLore_AnubRekhan_HS_Lightbox_CK_250x250.jpg  NaxxLore_GrandWidowFaerlina_HS_Lightbox_CK_250x250.jpg  NaxxLore_Maexxna_HS_Lightbox_CK_250x250.jpg

One of the minions raised by the Lich King was the Crypt Lord Anub’Rekhan. In life, he was one of the nerubians’ most powerful lords. Now, he guards the doors of the Arachnid Quarter that house . . .

Grand Widow Faerlina. Once one of the high-ranking members of the Cult of the Damned under Kel’Thuzad, in death she breeds and takes care of the seemingly endless amount of arachnids that swarm from the depths of the citadel. A master of poisons, she has a keen understanding of what makes mortals suffer. The poisons she concocts comes from the spiderlings produced by . . .

Maexxna, a massive spider taken from the depths of Northrend. She feasts on those foolish enough to enter the necropolis, producing spider after spider that Kel’Thuzad uses to his own foul ends.

The Plague Quarter

Rife with monstrosities twisted by the undead plague, the Plague Quarter produces and refines the plague into highly efficient weapons, bent on destroying all of humanity as a part of Kel’Thuzad’s undead army.

NaxxLore_Noth_HS_Lightbox_CK_250x250.jpg  NaxxLore_Heigan_HS_Lightbox_CK_250x250.jpg  NaxxLore_Loatheb_HS_Lightbox_CK_250x250.jpg

Noth the Plaguebringer was once a reputable mage of Dalaran, who heard the call of the Lich King in much the same way Kel’Thuzad did. Also driven by power, he accepted the summons to serve the needs of the Scourge with his skills in necromancy and curse-weaving. However, when Noth saw that the Third War was taking numerous innocent lives, he began second guessing his decision to join Kel’Thuzad. Kel’Thuzad swiftly dealt with Noth’s growing compassion by freezing the living heart in Noth’s chest.

Heigan the Unclean was the mastermind behind the magic of the cauldrons that quickly spread the undead plague through Lordaeron, corrupting not just the humans, but the flora and fauna in the area as well. The entire wilderness surrounding Lordaeron is now referred to as “the Plaguelands”—thanks in no small part to Heigan’s handiwork.

A prime example of how the plague manifested in the local flora and fauna is the twisted fen creeper Loatheb. In a twisted mockery of the plant kingdom’s natural ability to regenerate, Loatheb can summon deadly spores that quickly spread a sickening miasma that turns magical healing arts against those who wield them.

The Military Quarter

Many of the humans and their loyal mounts who were once soldiers in Lordaeron’s army now find their martial talents put to use in Naxxramas’s Military Quarter. Here, in service to Kel’Thuzad and the Lich King, they hone their skills far past what they could have accomplished in life. Leaders, trainers, and military coordinators—all use their talents to coordinate the Scourge into a powerful fighting force rather than a mindless horde. Many Death Knights begin their training within this quarter under the direction of its powerful lieutenants.

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Instructor Razuvious is the trainer of the Death Knights, the fiercest and most loyal of the Lich King’s servants. His strikes are sure and deadly, and it is rumored that only students under his tutelage can withstand even a single blow of his deadly runeblade.

Gothik the Harvester, master of necromancy, teaches young Death Knights the power of summoning the undead to their aid. Even the most novice Death Knight can call the lifeless from their graves, thanks to Gothik’s dark and sinister techniques. Ghosts, ghouls, skeletons—none are safe from Gothik’s influence.

Kel’Thuzad’s royal guard can be found in the Four Horsemen, each with their own twisted powers at their disposal: Lady Blameaux is a master of the shadow, able to drain the essence of life from those she encounters; Thane Korth’azz controls the destructive power of fire, and can even call forth fiery meteors from the skies; Sir Zeliek was once a paladin, so powerful in life that he can still wield the Light in death; and Baron Rivendare, once a friend of Kel’Thuzad, now continues to serve his old comrade in death with his corrupting powers and skeletal Deathcharger.

The Construct Quarter

The Construct Quarter houses various nightmarish abominations stitched together from the once-living. A steady stream of toxic slime flows through this wing of Naxxramas; though it doesn’t pose a threat to the undead constructs that shamble about within, the viscous ooze is deadly to those who still enjoy doing things like breathing and having a pulse.

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Patchwerk is one of Kel’Thuzad’s most powerful abominations—his strength and speed come as a shock to those that may face him in combat. Far from a sluggish, mindless undead, Patchwerk uses his immense power to pulverize any tiny meat thing that may face him with a flurry of potent, powerful attacks. He just wants to play!

Grobbulus lurks deeper in the Construct Quarter, carrying the same ooze that flows through Naxxramas within its hulking form. Grobbulus is a flesh giant, the first successful one of its kind, created to build a formidable army capable of quickly spreading the undead plague. One of Grobbulus’ limbs has been replaced with a syringe, which it uses to inject the plague slime of Naxxramas into its enemies.

The undead plague-dog Gluth sits obediently within Naxxramas, awaiting orders from his masters. No doggie biscuit can satisfy Gluth’s ravenous hunger. It is rumored that Gluth can easily devour an army of undead on a daily basis, which Gluth uses to knit his own decaying flesh back together.

The final hulking horror that stands within the Construct Quarter is Thaddius. Pieced together from the flesh of the innocent, this massive abomination dwells in one of Naxxramas’ experimental laboratories, flanked by two huge wights—Stalagg and Feugen. Powerful bolts of electricity arc through the laboratory, supercharging Thaddius and his wight minions.

Frostwyrm Lair

At the pinnacle of Naxxramas awaits Kel’Thuzad himself, who is protected by the ancient skeletal frost wyrm Sapphiron. 

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Once one of Malygos’ blue dragonflight, Sapphiron was slain by Arthas Menethil and raised from the dead to guard Kel’Thuzad for all of eternity. Like many of the blue dragonflight, Sapphiron had immense magical power, which was only magnified by the fact that the Lich King personally resurrected him to serve the Scourge. The chill of frost is at his command, and he uses his magic to defend Kel’Thuzad at all costs. 


The true mastermind behind the secrets of the necropolis (just kidding—he’s just a cat!), Mr. Bigglesworth is said to be the last thing connecting Kel’Thuzad to his once mortal life.Meow!

Are you ready to face the terrors of Naxxramas in some epic card-slinging Hearthstone strategy? The wretched champions of the Scourge and their minions await your challenge in Curse of Naxxramas: A Hearthstone Adventure, coming soon!

Rob Pardo Napustio Blizzard

Glavni Kreativni Direktor Rob Prado, objavio je danas da napušta svoje radno mesto u Blizzardu posle punih 17 godina rada u toj kompaniji! Pardo nije ostavio svoj komentar zašto je napustio firmu u kojoj je bio jedan od veterana, ali je spomenuo da će leto provesti sa svojom familijom.

rob prado
Originally Posted by Blizzard (Source)
Every ending is a beginning and today marks a new beginning for me.

After 17 years at Blizzard, with long and careful contemplation, I have made a difficult and bittersweet but ultimately exciting decision to pursue the next chapter in my life and career.

Before I even joined Blizzard, I was already a huge fan of the company and its games. In particular, I was extremely passionate about the emerging genre of real-time strategy games. It was a dream come true when I was given the opportunity to work on StarCraft, which at the time was being created by a very small team by today’s standards. It was tremendously fulfilling to get to know everyone on the team personally and to contribute our energies toward a shared goal in such a creative and engaging environment.

Blizzard Entertainment has been simply the best place in the world to be a game designer. The best aspect of designing games at Blizzard is that the entire company is passionate about the gameplay within each and every product. From the executive team to customer service to our global offices, every single person is a player and contributes to making the best possible games. It’s for very good reason that the first credit on every Blizzard game is “Game Design by Blizzard Entertainment.”

I’m really proud of the contributions I was able to make to Blizzard’s accomplishments. From building lasting games, to supporting the growth of eSports, to extending the Warcraft world into a feature film, and of course to being able to celebrate our shared passions with the Blizzard community online and at BlizzCon.

The Blizzard community is ultimately the reason why we come to work every day and pour our souls into every world and experience we create. Blizzard’s players are the most passionate in the world and your commitment and dedication are truly awesome to behold. Creating entertainment for you has been an incredible opportunity, and I know that you will continue to grow and become even stronger as a community over the years to come. It has been so meaningful on a personal level to help create joy for all of you.

I’m looking forward to new challenges in my career, but I will always cherish the time I spent with you all and the amazing and collaborative teams at Blizzard. It was both satisfying and humbling, and it made me a better developer and a better person. I look forward to playing Blizzard games as a player for many years to come. Most important, now I have plenty of time to learn how to build a competitive Hearthstone deck.
As to what I will be doing next, I don’t have an answer for you yet . . . but I will “when it’s ready.” My priorities are to enjoy the summer with my family, play plenty of games, and think about what’s next. The game industry is such an exciting place right now with PC gaming thriving, the new consoles, mobile games, and virtual reality becoming an actual reality. It’s like having an empty quest log and going into a new zone for the first time.
In the past, I haven’t been the most avid Twitter user, but I’ll strive to do better and keep you updated there—@Rob_Pardo. Please stay in touch!

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