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Updated Ulduar Testing Schedule - 10 Mart 2009

Blizzard je najavio nov Ulduar Testing koji je počeo 10 Marta. Sledi zvanično obaveštenje:
Quote from Daelodev (Soruce: Updated Ulduar Test Schedule (Mar 10))
Here's the current schedule for Ulduar PTR testing starting today:

On the North American test realms:

Hodir - Tuesday Night, March 10 at 7pm EDT/4PM PDT.
Mimiron - Wednesday Night, March 11, starting at 7pm EDT/4pm PDT.
Ignis the Furnace Master - Thursday Night, March 12, starting at 7pm EDT/4pm PDT.
XT-002 Deconstructor - Friday Night, March 13, starting at 7pm EDT/4pm PDT.
Kologarn - Saturday Night, March 14, starting at 7pm EDT/4pm PDT.
Flame Leviathan - Sunday, March 15, starting at 2pm EDT/11am PDT.

On the European test realms:

Auriaya - Wednesday Night, March 11 at 19:00 CET.
Mimiron - Thursday Night, March 12 at 19:00 CET.
Thorim - Friday Night, March 13, at 19:00 CET.
General Vezax - Saturday Night, March 14, starting at 19:00 CET.
Flame Leviathan - Sunday Night, March 15, starting at 19:00 CET.

This schedule could change at a moment's notice due to server, bug, or patch status. I'll try to keep everyone informed as much as possible. Ulduar and the bosses to be tested will remain also open a variable length of time. How long they stay open depends upon a host of factors including designer availability, bug status, etc.

We're very interested in seeing combat logs and parses for all raid testing on the PTR.

Quick Ulduar FAQ:

Q) Where's all the trash?
A) We don't have everything turned on for these tests, and this sometimes includes trash creatures before each boss encounter.

Q) Where's the loot? (UPDATED)
A) 25 player raid bosses should have all of their loot attached.

Q) What about achievements? (UPDATED)
A) After the next PTR build goes live, you'll see some Achievements in the list. Most all of these are not actually functional yet, and the list is not final.

Ulduar Boss Videos

Posle par nedelja testa na PTR Serverima, napokon imamo odlične video zapise gde možemo videti par Boss Fighteva.

Wretched vs Flame Leviathan

Vis Maior vs Kologarn

Alpha vs Hodir


Alpha vs Hodir from James K on Vimeo.

Undisputed vs Freya

Method vs General Vezax

PTR Patch 3.1.0 - Build 9658

Blizzard je pustio novi PTR Build za patch 3.1 - 9658, koji sadrži dosta izmena oko klasa i glyphova, kao i par sitnih izmena u achievementima i profesijama. Slede zvanične informacije zajedno sa nedokumentovanim izmenama:
 
Zvanične Patch Informacije:
Zvanične patch informacije sadrže dosta izmena u ovom ptr 3.1 buildu. Dole ćete naći izmene izmedju starije i novije verzije:
Quote from Blizzard staff (Soruce: 3.1.0 Patch Notes - Updated 3/6/09)
General
  • The achievement Brew of the Year has been removed from the Brewmaster meta-achievement. The achievement Brew of the Month has been added in its place.
  • Noblegarden has been redesigned into a week-long holiday with new items, quests, and more. Various achievements have been added, including the meta-achievement Noble Gardener, which is now required for the meta-achievement What A Long, Strange Trip It's Been.

Classes: General
  • Armor Penetration Rating: All classes now receive 25% more benefit from Armor Penetration Rating.
  • Haste Rating: Shamans, Paladins, Druids, and Death Knights now receive 30% more melee haste from Haste Rating.
  • Taunts: All player or pet-generated taunts now have a shared diminish category.

Death Knight
  • Frost Presence: Magic damage reduction is now 10%, down from 15%.
  • Howling Blast: Base damage and scaling doubled.  This ability no longer deals bonus damage to targets with Frost Fever. Cooldown increased to 10 sec.
  • Rune of the Fallen Crusader: This weapon enchant now provides only 15% strength, but its chance to proc is doubled.
Blood
  • Blade Barrier: Now grants 1/2/3/4/5% damage reduction instead of 2/4/6/8/10% parry.
  • Dancing Rune Weapon: Damage done by this pet reduced by 50%, but duration doubled.
  • Hysteria: This ability now causes the target to lose health rather than take damage.
  • Might of Mograine: No longer increases critical strike damage bonus and instead increases damage on its listed abilities by 3/7/10%.
  • Vampiric Blood: Cooldown increased to 2 minutes from 1 minute.
  • Will of the Necropolis: This ability now has a 15 second cooldown on how often it can occur.
Frost
  • Glacier Rot: Third rank added, and damage bonus increased to 7/13/20%.
  • Guile of Gorefiend: No longer increases critical strike damage bonus and instead increases damage on its listed abilities by 5/10/15%.
  • Lichborne: No longer improves your chance to be missed.
  • Unbreakable Armor: Cooldown increased to 2 minutes from 1 minute.
Unholy
  • Bone Shield: Cooldown increased to 2 minutes from 1 minute.
  • Outbreak: Increases the damage of Plague Strike by 10/20/30% and Scourge Strike by 7/13/20%.
  • Scourge Strike: Damage increased.

Druid
  • Faerie Fire and Faerie Fire (Feral): Now have a 5 minute duration, and a 40 second PvP duration.
  • Starfall: Cooldown reduced to 90 seconds.
Balance
  • Celestial Focus re-designed: Reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Cyclone by 23/46/70% and increases your total spell haste by 1/2/3%.
  • Eclipse: The benefit to Wrath triggered by casting Starfire has been increased to +30% bonus damage on Wrath.
  • Insect Swarm: The bonus damage from spellpower on this damage over time ability has been increased significantly to match similar spells on other classes.
  • Nature's Grace re-designed: All spell criticals have a 33/66/100% chance to grace you with a blessing of nature, increasing your spell casting speed by 20% for 3 seconds.

Hunter
  • Aspect of the Pack is now raid wide, and radius increased from 30 yards to 40 yards.
Beast Mastery
  • Animal Handler: No longer reduces the cooldown of Master's Call, instead increases the duration of the Master's Call effect by 3/6 sec.
Marksmanship
  • Chimera Shot: Mana cost reduced from 16% to 12%.
  • Rapid Recuperation re-designed: You gain 2/4% of your mana every 3 sec while under the effect of Rapid Fire, and you gain 1/2% of your mana every 2 sec for 6 sec when you gain Rapid Killing.
Survival
  • Explosive Shot: Base damage lowered by 10%.  Attack power scaling reduced by 12.5%. The periodic damage from this ability no longer triggers Judgement of Wisdom and Judgement of Light.
  • Trap Mastery, Resourcefulness and T.N.T. now all affect Black Arrow.
Pets
  • Great Resistance increased to 5/10/15% magic damage reduction, up from 3/6/9%.
  • New Talent: Shark Attack: This new two-rank talent is available to Ferocity pets. It increases pet damage.
  • New Talent: Silverback: This new two-rank talent is available to Tenacity pets. It heals the pet when Growl is used.
  • Turtles and Crabs now dwell in waters of and off Eversong and the Ghostlands, giving Blood Elf hunters access to local Tenacity pets.
  • New Talent: Wild Hunt: This new two-rank talent is available to all 3 pet trees. Increases the contribution your pets get from your Stamina by 20/40% and attack power by 10/20%.

Mage
Fire
  • Ignite: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.

Paladin
  • Hand of Sacrifice: The damage transferred by this ability is now capped by the Paladin’s health.
  • Forbearance reduced to 2 min duration.
  • Sacred Shield: This effect cannot be cast on more than one friendly target at a time.
Holy
  • Aura Mastery: Now makes anyone affected by Concentration Aura to be immune to Interrupt and Silence mechanics and increases the effectiveness of all other auras by 100%. Lasts 10 sec. 2 min cooldown.
  • Blessed Hands: No longer reduces cooldowns of Hand spells. Instead, it improves the effectiveness of Hand of Salvation by 50/100% and Hand of Sacrifice by an additional 5/10%.
  • Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to Tier 10.
  • Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to Tier 10.
  • Judgements of the Pure moved to Tier 9.
  • Sacred Cleansing moved to Tier 8.
Protection
  • Divine Guardian re-designed: Now increases the effectiveness of Divine Sacrifice by an additional 5/10% and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
  • New Talent: Divine Sacrifice: Causes all party/raid members affected by one of the paladin’s auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladin’s max health). Lasts 10 sec. 2 min cooldown.
  • Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled.
Retribution
  • Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.

Priest
Discipline
  • Mental Agility: Reduced to 3 points (4/7/10%), down from 5.
Shadow
  • Mind Melt: Now also increases the periodic critical strike chance of your Shadow Word: Pain, Devouring Plague and Vampiric Touch spells by 3/6%.

Rogue
  • Deadly Poison: The amount of damage this poison generates from the Rogue’s attack power has been increased from 8% per application to 12%.
  • Tricks of the Trade: Will now begin following the first damaging attack.

Shaman
  • Flametongue Weapon: Bonus damage from spell power now based on weapon speed.  Slower weapons will benefit more from spell power.
  • Frostbrand Weapon: Damage increased by approximately 20%.
Enhancement
  • Flurry: Now provides 5/10/15/20/25% haste instead of 10/15/20/25/30%.
  • New Talent: Frozen Power: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash and Shock spells by 5/10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 sec. when used on targets at or further than 15 yards from you.
Restoration
  • Tidal Force: Now has a new spell effect.

Warlock
  • Doomguard: Cooldown reduced to 30 minutes, down from 60 minutes. Damage reduced approximately 30%, and health reduced approximately 30%.
  • Voidwalker: The health bonus on this pet has been reduced from 60% to 10%.
Affliction
  • Eradication: Whenever you deal damage with Corruption, you have a 6% chance to gain the Eradication effect. The Eradication effect increases your spell casting speed by 6/12/20% for 10 seconds.
  • Immolation and Unstable Affliction are now in the same exclusive category (both damage over time effects cannot be present at the same time by the same caster on a target).
  • Malediction: No longer increases the effect of Curse of the Elements, but now also increases the periodic critical strike chance of your Corruption and Unstable Affliction spells by 3/6/9%.
  • Siphon Life: The Siphon Life spell has been removed. Siphon Life now causes your Corruption spell to instantly heal you for 40% of the damage done. In addition, the damage done by your Corruption, Seed of Corruption and Unstable Affliction damage over time effects is increased by 5%.
  • Soul Siphon re-designed: Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3/6% for each of your Affliction effects on the target, up to a maximum of 9/18% additional effect.

Warrior
  • Battle Stance: Now increases armor penetration by 10%.
  • Berserker Stance: Now increases damage taken by 5%.
  • Defensive Stance: Now reduces damage caused by 5%.
  • Disarm: This ability now disarms ranged weapons as well.
  • Intimidating Shout: Cooldown reduced to 2 minutes.
  • Shattering Throw: This new warrior ability, trainable at level 71, deals damage the same as Heroic Throw, but also causes the victim’s armor to be reduced by 20% for 10 sec. (stacking with Sunder Armor).  If the victim is immune, it will remove that immunity instead of dealing damage and reducing armor.  Costs 25 rage, only useable in Battle Stance, 5 min cooldown.
Arms
  • Deep Wounds: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.  The base weapon damage used in the calculation will still be modified by those effects.
  • Taste for Blood: Will now proc 33/66/100% of the time with a 6 second cooldown.
Quests
  • Horde characters may now obtain the quest CLUCK! from Chickens. While Farmer Saldean won't be selling Special Chicken Feed to the Horde, perhaps "Westfall" William Saldean in Brill might...

Items
Glyphs
Death Knight
  • Glyph of Dark Death: Increases the damage done by Death Coil by 15%.
  • Glyph of Strangulate: This glyph has been changed to reduce the cooldown by 20 sec.

Druid
  • Glyph of Shred: Now increases remaining duration on Rip by 2 sec. each time it is used, up to a maximum of 6 sec.
  • Glyph of Starfall: Changed to reduce the cooldown by 30 sec.

Hunter
  • Glyph of Aspect of the Monkey: No longer works while under the effect of Aspect of the Dragonhawk.

Paladin
  • Glyph of Holy Light: Can no longer crit and has had its range updated.
  • Glyph of Salvation: When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.

Rogue
  • Glyph of Envenom: This glyph prevents Envenom from consuming Deadly Poison on the target.

Warrior
  • Glyph of Last Stand: Now reduces the cooldown of Last Stand by 60 sec.
  • Paladin Healer PvP Set Bonus: The bonus for Holy Shock healing has been reduced to 10%.
  • Sigil of the Frozen Conscience: The bonus to Icy Touch from this relic has been reduced to a value appropriate to the item’s level.
  • Sprite Darter Eggs: May now (very rarely) drop from Sprite Darters in Feralas. Note that only Horde characters can attack and kill Sprite Darters.
  • Tiny Emerald Whelplings: May now (very rarely) drop from Adolescent Whelps in the Swamp of Sorrows.

Mac
  • Support for Logitech G-15 and G-19 keyboards with LCD displays has been added.
  • A number of performance and smoothness enhancements have been implemented.
  • The new high-res player textures are supported on dual processor systems running OS X 10.5.
  • A crashing bug involving chat channel commands has been fixed.
  • A problem involving window focus and foreground/background status has been fixed.
  • Movie recording feature has had some user interface improvements.

Bug Fixes
  • Lifebloom: Corrected some bugs with the new blooming functionality and dispels.

Izmene u klasama / nedokumentovane izmene:
Quote from Blizzard staff
Racial
  • Gift of the Naaru is now instant cast but doesn't remove harmful magic effects anymore.
  • Stoneform cooldown has been lowered from 3 min to 2 min.

Death Knight
  • Rune of the Fallen Crusader -- Affixes your rune weapon with a rune that has a chance to heal you for 3% and increase total Strength by 15% (down from 30%) for 15 sec.
Frost
  • Howling Blast damage has been doubled (from 259-281 to 518-562 for max rank), cooldown changed from 5 seconds to 10 seconds.
  • Frost Presence now reduces spell damage taken by 10%. (Down from 15%)
  • Guile of Gorefiend now increases damage done by your Blood Strike, Frost Strike, Howling Blast and Obliterate abilities by 5/10/15%. (Old - Critical damage only, 15/30/45%)
  • Lichborne doesn't increase the chance of your enemies to miss you anymore.
Blood
  • Dancing Rune Weapon now lasts 20 sec (up from 10sec) and last 2 (up from 1 sec) sec per 5 additional runic power but attacks for ?% reduced damage.
  • Will of the Necropolis now cannot occur more often than once every 15 sec.
  • Might of Mograine now increase all damage done by your Blood Boil, Blood Strike, Death Strike, Heart Strike, and Obliterate abilities by 3/7/10%. (Old - Critical damage only, 10/20/30%)
  • Vampiric Blood cooldown has been increased from 1 min to 2 min.
  • Blade Barrier now decrease damage taken by 1/2/3/4/5% for 10 sec.
Unholy
  • Bone Shield cooldown has been increased from 1min to 2min.
  • Ghoul Frenzy cooldown has been removed.
  • Blood-Caked Blade proc limitation has been removed. (Old - This effect cannot occur more often than once every 3 sec.)
  • Outbreak now Increases the damage of Plague Strike by 10/20/30% (Down from 15/30/45%) and Scourge Strike by 7/13/20%. (Down from 10/20/30%)
  • Necrosis now affects all your auto attacks. (Old - Only Main-Hand)

Druid
Balance
  • Starfall cooldown has been lowered from 3 min to 1.5 min.
  • Eclipse now gives you a 33% chance of increasing damage done by Wrath by 30% (up from 20%) when you critically hit with Starfire.
  • Owlkin Frenzy now affects all attacks. (Old - Physical melee and ranged attacks only)
  • Celestial Focus now   reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Cyclone by 23/46/70% and increases your total spell haste by 1/2/3%.
  • Nature's Grace now increasing your spell casting speed by 20% for 3 sec. (Old - Reduced the casting time of your next spell by 0.5 sec.)
Feral
Restoration
  • Tree of Life mana cost has been changed from 28% of base mana to 13% of base mana.

Hunter
Beast Mastery
  • Aspect of the Pack now affects the whole raid, range extended to 40 yards.
  • Animal Handler now increases the duration of your Master's Call effect by 3/10 sec. (Old - Reduced cooldown by 5/10 sec)
Marksmanship
  • The wording on Auto Shot has been changed to reflect the 3.1 changes: Ranged attacks fired by a Hunter all have 15% increased attack speed.
  • Chimera Shot mana cost lowered from 16% of base mana to 12% of base mana.
  • Rapid Recuperation now gives you 4% of your mana every 3 sec while under the effect of Rapid Fire. (Old -     Reduces the mana and focus cost of all shots and abilities by you and your pet by 60%). Effect on Rapid Killing remains unchanged.
Survival

Mage
Fire
  • Fiery Payback got an additional effect - When below 35% health all damage taken is reduced by 10% and your Pyroblast spell's cast time is reduced by 1.75 secs while the cooldown is increased by 2.5 secs. In addition, melee and ranged attacks made against you have a 5% chance to disarm your attacker's main hand and ranged weapons.
  • Impact now gives     Gives your damaging spells a 4/7/10% chance to cause the next Fire Blast you cast to stun the target for 2 sec.

Paladin
  • All paladins auras had their range extended from 30 yards to 40 yards.
Holy
  • Sacred Shield now cannot be on more than one target at any one time.
  • Infusion of Light no longer has a chance to reduce the casting time of Holy Light, but increases the the critical chance of your next Holy Light by 10/20% instead.
Protection
  • Hand of Sacrifice now lasts 12 sec or until the caster has transfered 100% of their maximum health.
  • Targets affected by Divine Shield, Hand of Protection or Divine Protection can no longer be affected by any of these spell for 2 minutes. (Down from 3 minutes)
  • Divine Sacrifice *New Talent* (Tier 3) - 30% of all damage taken by party or raid members within 30 yards is redirected to the Paladin (up to a maximum of 150% of the Paladin's health). Instant, 2 min cooldown.

Priest
Discipline
  • Mental Agility changed from 5 to 3 Ranks. Now Reduces the mana cost of your instant cast spells by 4/7/10%. (Old - 2/4/6/8/10%)
Holy
  • Serendipity now reduces the cast time of your next Greater Heal or Prayer of Healing spell by 4/8/12%. (Down from 6/12/20%)
  • Body and Soul *New Talent* - When you cast Power Word: Shield, you increase the target's movement speed by 30/60% for 4 sec, and you have a 50% chance when you cast Abolish Disease on yourself to also cleanse 1 poison effect in addition to diseases.
Shadow
  • Shadowform now gives the the periodic damage from your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells the ability to critically hit for 100% increased damage.
  • Mind Melt now also increases the periodic critical strike chance of your Vampiric Touch, Devouring Plague and Shadow Word: Pain spells by 3/6%.

Shaman
Enhancement
  • Frostbrand Weapon damage has been increased. (From 442 to 530 damage for Rank 9, from 386 to 463 for Rank 8, etc ...)
  • Frozen Power now Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash and Shock spells by 5/10% on targets afflicted by your Frostbrand Attack effect
  • Flurry now Increases your attack speed by 5/10/15/20/25% for your next 3 swings after dealing a critical strike. (Down from 10/15/20/25/30%)

Warlock
Affliction
  • Pandemic now Grants the periodic damage from your Corruption and Unstable Affliction spells the ability to critically hit for 100% increased damage.
  • Malediction now Increases your spell damage by 1/2/3%, and increases the periodic critical strike chance of your Corruption and Unstable Affliction spells by 3/6/9%.
  • Eradication changed to - When you deal damage with Corruption, you have 6% chance to increase your spell casting speed by 6/12/20% for 10 sec.
  • Siphon Life changed to -     When you deal damage with your Corruption spell, you are instantly healed for 40% of the damage done. In addition, the damage done by your Corruption, Seed of Corruption and Unstable Affliction damage over time effects is increased by 5%.
  • Soul Siphon now Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3/6% (up from 2/4%) for each of your Affliction effects on the target, up to a maximum of 9/18% (down from 24/60%) additional effect.
Demonology
Destruction
  • Decimation effect added - Soulfires cast under the effect of Decimation cost no shard.

Warrior
Arms
  • Battle Stance now increase the armor penetration of all your attacks by 10%.
  • Shattering Throw *New Skill* - Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power), reducing the armor on the target by 20% for 10 sec, and removing any invulnerabilities. 25 Rage, 30 yd range, 1.5 sec cast, 5 min cooldown
Fury
Protection
  • Defensive Stance now reduces damage caused by 5%. (Down from 10%)
  • Disarm now disarm the enemy's main hand and ranged weapons.

Patch 3.1 - PvEAlliance i PvEHorde weapon modeli

PTR 3.1 Patch nam predstavlja i nove modele PVE oružija, a kojima je dat čudan naziv PvEHorde i PvEAlliance. Ne znamo tačno o čemu se radi i gde će oni da padaju ili da se kupuju, po izgledu bi se reklo da izledaju kao PvP oprema, ali njiovo ime nam govori čisto PVE. Jedino što možemo da mislimo, a to je da je ovo oružije povezano sa Argent Tournament? Imajte u vidu da ovi modeli se još dodaju u PTR, jer trenutno postoje više horinih nego alliance modela, a moguće su i izmene u modelima.
Horde:
{yoogallery src=[/images/stories/news/2009/Mar/06/pvehorde] width=[150] height=[150] title=[PVEHorde Weapon Models]}
Alliance:
{yoogallery src=[/images/stories/news/2009/Mar/06/pvealliance] width=[150] height=[150] title=[PVEAlliance Weapon Models]}

Arena Hotfix i Dnevne Blue Teme

Svi znamo kolko nas je nerviralo kada warlock ostavi portal na početku arene Dalaran Sewers, ili još gore kad arena ne počne kako vas lift odmah podigne u Ring of Valor. Ovo je pre par dana hotfixovano na live serverima. Tu su i zvanične informacije od strane Mumpera.
Quote from: Mumper (Source)
We applied a few key arena hotfixes over the past couple days to both the live realms and the tourney realms. I posted about these on the pvp forum but I figured I should get something up over here in case you missed it.

The Ring of Valor
  • 1. We removed the gates. Players are now free to begin combat as soon as the elevators reach the floor of the arena. This one was a doozy but we think we finally have a good handle on it now.
  • 2. We modified the small side pillars to start in the up position. They used to rise up a few seconds after the start of the match.
  • 3. We made a fix to the flame wall that allows it to break fear / root / etc. effects just like any other type of spell damage would. (ie. x damage taken and overall % health)

Dalaran Sewers
1. We fixed the exploit that allowed warlocks to use Demonic Circle in the starting pipe and then teleport back to it after the match began.

We also have a lot of general fixes that we cannot hotfix but are on tap for 3.1.0. This list includes fixes for falling though the world, allowing players to use object creation spells on elevators and clearer messaging that events in the arena are about to take place. For example we have a new water effect in the Dalaran Arena that will make it very clear the water column is coming in the next 5 seconds.

A lot of these fixes and changes come directly from these boards, we are listening so keep the feedback coming.

[...] We have a few other tweaks in the works for 3.1.0 Arenas as well:
  • We have modified the waterspout effect in the Dalaran Sewers Arena to give players more warning before the water column is fully activated. This should give you a chance to get out of the way or at least let you cancel a cast since you will now know that the water is coming soon. The effect starts up about 5 seconds before the waterspout is fully active. We have a new zone wide sound attached to the effect now also.
  • We also added a sound to the Ring of Valor to let players know that the flame wall will be opening up in the next 5 seconds. Again, just more early warning so you can plan accordingly. We cleaned up the art on the gates a bit too. It should be easier to see the gates opening now. (Source)

Slede zanimljive Dnevne Blue Teme:
Quote from Blizzard staff
Grand Black War Mammoth
I just removed this from the "Master of Wintergrasp" meta achievement earlier today. It was just too rare to be included in the meta. Don't worry though, we still have the Grand Black War Mammoth achievement on its own. =) This change will go live with 3.1.0. (Source)

Racial changes in 3.1
We are going to lower the cooldown on Stoneform from 3 min to 2 min. We are also reverting the change to have Gift of the Naaru dispel, and just change it to a direct heal instead of a hot. (Source)

Increasing power of spells or pets based on the amount of players in the group
Yeah, that is something we have considered a couple of times. It does fix some problems. A bigger issue than the technology is whether it might be confusing for new players to learn or for experienced players to calculate on the fly.

We like for grouping to be a power multiplier. You should be significantly stronger when grouping than you are alone. When some of your abilities diminish relative to the size of the group, that risks confusing things.

It's not off the table though. (Source)

Raids & Dungeons - The Immortal Q&A
- The Immortal, can be done by killing KT w/ out dying (if you have not be present for any other bosses in that reset)
Correct. If you do not die on any other bosses and get to Kel'thuzad, you could (conceivably) sell slots and bring in random people for Kel'thuzad and (assuming nobody dies), they would get the achievement.

- The Immortal, can be done by killing KT w/ out dying (even if the raid *w/ you not present* died on a boss)
If anybody died on any boss, the raid ID is no good.

- The Immortal, can be archived by wiping a boss that anyone dies on ... and deaths will only count against you on the attempt in which the boss is actualy killed
Wipes include deaths, so this makes the raid ID no good as well. Deaths on trash are fine, deaths on bosses nullify the raid ID for the whole week it is active. (Source)

Tanking - Cooldowns
I said in one of these threads that having cooldowns that are too precious (usually because their cooldown is long) aren't fun. When you tanked Golemagg (and you were a warrior of course, because nobody else tanked) you had your nice Shield Wall button that you only used to avoid a wipe. Shield Block was used every time it was up. I think those are the extremes and we need to avoid them.

In other words, having oh snap buttons that you can use regularly (say every few minutes) is something we think is fun, especially if you can match them to the boss doing something terrible to you.

We definitely designed the DK to use a lot of cooldowns, in part because otherwise they would be hitting the same buttons they did when not tanking. But we recognize the danger of chanining cooldowns. One danger is it makes non DK tanks less viable on new or challenging content. Another danger is that tanking becomes a game where if you miss one button in the right fraction of a second then you wipe.

We also recognize that if we change DK cooldowns that their base mitigation would need to come up to compensate. We futher recognize that doing that too much leads to four tanks with the same exact health, armor and avoidance numbers. We don't want a world where the druid has Bear Wall and Bear Stand and Bear Block all of the same magnitude as the warrior, and some players would argue we are too close to that already.

However we also don't want a world where there is one real tank class and several backup tanks only suited for trash or heroics. That one real tank class was the warrior for a long time. We don't want it to be the DK or the druid or really anyone now. (Source)

Tanking - Crushing Blows
While crushing blows did help provide tanking niches, we just think they were too random. Particularly on challenging content, whether the tank lived or died had an awful lot to do with the frequency or timing of crushing blows. The mechanic also tended to over-reward avoidance in order to "push them off the table."

The "new crushing blows" are less random. We can make sure they don't happen in chains and we can choose to broadcast warnings to the raid when warranted so that players can choose to blow their cooldowns.

The problems we have are that some classes have better cooldowns than others, which are exacerbated by having very high avoidance numbers even in the first tier of content. Avoidance just puts back in some of the random element we were trying to minimize by pulling crushing blows.

It's fine if DKs have higher avoidance and better cooldowns. It's fine if druids have larger heatlh pools. We just need to make sure those mechanics don't give them an overwhelming advantage on some content, particularly the most important content (which is generally the fights that provide the best rewards).

We understand every tank is worried about being marginalized or even replaced. It's a tall order to keep the tanking mechanics different but within some level of partiy, but that is also to some extent what designing this game is all about. (Source)

Tanking - Patchwerk Test on PTRs

It is too early to have a "stance." We are still looking at the data and finalizing all of our tanking changes. But I can offer you some rambling thoughts.

1) When cooldown tank abilities have too long a cooldown they don't get used because you tend to save them for emergencies. When they are too short, you just blow them whenever because they will be back up. Hitting that sweet spot is tough especially when there are multiple cooldowns that can be chained.

2) The Patchwerk test used in these tests doesn't have the kind of timed, big hits that generally encourage players to save their cooldowns.

3) DKs are probably too good on tanking fights that do have those kind of timed, big hits if they are magical. Unfortunately the one really hard encounter in the game is a dragon that does just that.

4) Avoidance may be too high given what tier we're in.

5) We are trying to make frequent PTR builds. Part of that means it isn't feasible to go office to office and make sure everyone has every change checked in before we make a build. In some cases we change abilities and things like glyphs or set bonuses get left behind.

We greatly appreciate the numbers and the amount of effort players are putting into generating and interpreting those data. Let's please stick to analysis and not jumping to conclusions about who is getting benched in Ulduar.

If I need to say it again, the goal is that you can have any of the four classes as your MT, so long as that player has sufficient skill and appropriate gear and is backed up by a raid that knows what the blank they are doing. (Source)

Replenishment (Source)
I think at this point the discussion is less about clarifying our position and more about some players just not liking the concept of Replenishment or wanting even more flexibility in who they invite. I’m not sure logical arguments are going to sway anyone’s position. Nevertheless, I will attempt to outline the design from our point of view:

  • We want you to group.
  • We want you to be more powerful when you group.
  • One way we do that is by letting you benefit from buffs that other players bring.
  • We can’t give everyone a unique buff that guarantees them a raid slot. We tried this in BC. What happens is that the classes with necessary buffs are brought and the others are ignored. There are 10 classes and 30 specs in the game. You can’t bring them all to a 25-player raid or certainly a 10-player raid.
  • We asked some cutting-edge raiders during LK development: How many balance druids, ret paladins or death knights are you going to bring? The answer was probably none. They didn’t have any space.
  • So our solution was to give you multiple ways to get the buffs. Different specs bring different versions of the same benefit that do not stack. Hopefully those specs will be attractive, but not so attractive that you want to stack the raid with them. You have more flexibility. You can make decisions about which players to bring.
  • In BC, Shadow priests brought the buff that we now call Replenishment. As a result, Shadow priests were pretty much mandatory to raid in BC. Great for Shadow priests. Bad for other dps classes. Our solution was not to cut the mechanic but to offer it to more specs to give you more flexibility.
  • Now we could have cut the mechanic. We could have tried to come up with another cool benefit that Shadow priests, Retribution paladins and the others bring. But the mechanic worked. Groups were happy when they had a Shadow priest. Shadow priests were happy that their groups were happy.
  • Depending on who you ask, there are other buffs that are mandatory. Bloodlust / Heroism and battle rez get brought up a lot. Kings and Fort are pretty huge. We don’t assume you have any of those, except Replenishment. We assume you have a tank, healer, dps, some form of crowd control, and a mana battery in your raids.
  • As a hedge on that bet, we also made the introductory content easier. Far more players have experienced Naxxramas compared to Karazhan, and we think that is a big win.
  • If you didn’t raid a lot in BC, you may not remember how bad it was then. Perhaps you want even more flexibility than we offer today. That is a valid standpoint to take, but it definitely does get harder for us to offer content of an appropriate challenge (meaning neither too high nor too low) when your group can literally be of any composition with any medley of raid buffs.
  • Similarly, if you are skilled and organized, you can likely get by even without essential buffs like Replenishment. Some of you will probably beat hard modes without Replenishment. Others of you won’t dream of trying without it, Bloodlust, Prayer of Fortitude, Blessing of Kings, Mark of the Wild and so on. We are not at all guaranteeing every group will be able to beat the hard modes. Remember, Algalon feeds on your tears.
  • We don’t think you need Replenishment (or any buff) to do heroic 5-player content. You do need a tank and a healer. You probably don’t even need a tank or healing spec, depending on your skill and gear (meaning an Arms warrior and Ret healer could do fine).
  • We don’t think you need Replenishment to do a 5-player Arena team, but it can be a nice bonus.
  • We don’t think you need Replenishment to solo. The issue of how often various classes or specs should have to take a break while soloing (i.e. drink for mana-users) is something we discuss a lot. Some specs don’t have to do it at all, such as any priest with Spirit Tap. Classes with healing spells, especially druids, can top themselves off and keep going. Other classes without mana, especially warriors, have a lot of down time to eat or bandage. It’s a larger discussion, but you can certainly make a compelling argument that every spec should have around the same down time.

Replenishment and healers
That argues healers are stronger than other classes when solo since it is not your output that is diminished when alone. It is only your regeneration and I haven’t seen too many arguments from healers that say they are OOM after healing themselves from a typical solo encounter.

Put another way, here are the common concerns I see:

1) We don't want to rely on other classes for superior mana regen when grouping.
2) We won't have enough mana regen in 5-player content.
3) We won't have enough mana regen when soloing.
4) We will have too much downtime when soloing.

1 is just the design of the game. 4 is a concern. We aren't convinved 2 and 3 are going to be a big deal. Actually, I will add a 5th, which is that Replenishment makes Int much better than Spirit. There is some validity to that point, but at the same time, Spirit still does something for casters (it is rarely wasted) and you are not often choosing directly between Int and Spirit. But mana regen stats are something we are taking a bigger look at. Either Spirit or Int or mp5 always feels like the queen stat and it is probably not tenable to have so many regen stats in the long term. (Source)

"Bring the player not the class"
I think by now most of you know what “Bring the player not the class” is intended to mean. It doesn’t mean your raid of 10 Holy paladins is going to be very successful. Most players aren’t arguing that point because it seems like a silly position to take. So I think we all agree that it is a matter of degree and expectation. In Sunwell, specs with bad buffs were sat out. Specs that needed a jigsaw puzzle of buffs in their 5-player group within the raid in order to be useful were sat out. Other specs or classes were stacked to a pretty ridiculous degree. We don’t think that design was good for the game. If you have a good friend you want to raid with, you should have plenty of room in your raid now to bring them. You don’t need their buff, because you are able to get it through another raid member. You’re not missing any buffs, because they are almost all raid wide. There are many configurations that will let you get what you need and still have a few slots to spare. For those spots, you can bring the player, because you don’t need their class. Now if it’s a hard mode, that player better be good…. (Source)

Emblems of Conquests
This is the main point, the badge system was new in The Burning Crusade and we are working on improving it. We want to avoid having people stock up on Karazhan/Naxxramas throughout the entire patch cycle and provide more of a reason to focus on new/higher content to progress through it. With all of the dungeon versions coming out people would feel "forced" to do Naxx10, Naxx25, Ulduar10, and Ulduar25 each week to stock up on piles of one badge to whenever the next tier came out they could buy everything - having a tiered badge system requires everybody to start on the same level and earn new badges for new gear.

Also, the emblems can be downranked (but not the other way) so you can turn in emblems of valor/conquest and get emblems of heroism to buy gems or even heirloom items if you decide to level another character. (Source)

Balancing classes
It is not our goal that you (or any class) have crappy versions of other buffs so you feel like second-class citizens. To be fair though, a lot of players make this claim about their raid buffs. Some of these complaints are totally legit and some are just thinly veiled requests for damage / healing / tanking buffs. We are trying to adjust areas where your buff feels inferior to another buff, either because it is too expensive, doesn't last as long, has an opportunity cost or whatever.

What we are not interested in doing:

-- Buffing a spec because their buffs are inferior. (We would rather fix the buffs.)
-- Giving any spec unique buffs to make sure they will earn a spot.
-- Buffing a spec because another spec with those buffs is "always" in the group. (The intent is that "always" depends on the guys you run with.)
-- Coming up with an over-specific or unrealistic model where warriors are 1% above druids and 3% above shamans or whatever. Such a design would shatter the first time someone upgraded their gear.
-- Start defining things in terms of half-hybrids or two-third hybrids or whatever. Related to the previous point, having fewer larger buckets works better for a number of reasons.

Apologies if I sounded snippy. I am just surprised that anyone who follows these forums would not know our goal for the stack rank of dps classes. The topic is perennially on the first page here.

What I didn't mention is that in BC the goal was to keep hybrid classes far inferior to the dps of the rogues, warlocks, mages and hunters. We want it to be much closer now. If you know your class cold, I mean really know it, then there is no reason you can't be topping meters. But some (key word) of that responsibility lies with you and not with us juicing the numbers in your favor. (Source)

04/03 Realms and migration (Source)
Recommended realms
Normal/PvE: Azuremyst, Saurfang, Terokkar
PvP: Boulderfist, Shattered Halls, Vek'nilash
RP: Steamwheedle Cartel
RP PvP: Scarshield Legion

Saurfang (normal/PvE), Battlegroup Misery, opened January 31 as a fresh realm (no migration to the realm for 90 days).

Free Character Migration (FCM)
Please note that any migration may be closed at any time should a destination realm's population rise too high.

To improve the faction ratio on Magtheridon, the following migrations are available from March 4th to 10th:

Horde only: Magtheridon --> Haomarush, Tarren Mill, Trollbane, Zenedar, Silvermoon (PvE)
Alliance only: Anachronos, Bloodhoof, Darkspear, Doomhammer, Hellfire, Nordrassil, Quel'Thalas, Silvermoon, Wildhammer --> Magtheridon (PvP)

No other FCM will be open this week for English realms.

Death Knight
"Hero" class
We have said this before, but I know it's hard to keep up with all the news sometimes. DKs being a hero class means they start at high level and get showered in blue items and mounts while leveling up. It doesn't entitle them to dominate every aspect of the game in which they participate.

A dps DK should do about as well as an Arms or Fury warrior or Enhancement shaman in PvE or PvP. A tanking DK should be about as effective as a warrior, paladin or druid tank. Your skill, gear, group and the specifics of the encounter may scoot "how effective" up and down quite a bit.

DK Changes in 3.1
Death knights are probably going to change more than any other class in 3.1. We have four years of class iteration history to catch up on!

Some of the changes will be buffs and some will be nerfs. While we are not asking anyone to refrain from commenting until all the changes are made (that is the whole point of the PTR), I would keep things in perspective. High fiving your mates because you got buffed or quitting the game because you got nerfed are probably premature until we are farther along.

There are certainly cases where DKs are too good at tanking, too good at dps and too good at PvP and those are definitely things we are addressing.

[...] I think Death Strike will not end up as a superior ability to Obliterate. Hopefully Death Strike will end up as a decent button to use when wounded.

I think Howling Blast will end up as a talent Frost wants to take.

We think Annihilation is an attractive talent. We don't think it is mandatory for Blood and Frost will probably get it anyway. A lot of Blood DKs will also get it. The question is whether there is a Blood - Unholy build that works with all of the talent changes (and as I suggested above, more are coming).

Druid
Lifebloom nerf in PvP
Some of you are trying to use the argument "You can't nerf a spell that is overpowered because the class with that spell is weak." That isn't an argument that is going to convince us. What will convince us are arguments that druids in PvP are very dependent on rolling Lifebloom on multiple targets. Remember, the HPS of the spell is not changing at all, and in fact, it will cause even more healing when it is dispelled or you stop renewing it.

Several players are basically just saying "They nerfed Lifebloom. I use Lifebloom. I don't want to be nerfed." You need to look at the details of the changes and analyze what they are going to do. Let's please try and keep this thread focused on PvP, and please keep it focused on Lifebloom and not Resto representation or paladins or anything else.

[...] While we realize sometimes you will have to make that prediction, sometimes it will be a lot easier. Many druids don't try to refresh LB until it is about to fall off (or else you are just wasting GCDs and mana). At the last moment, you can choose not to refresh it if the bloom is more valuable. I completely understand this is not going to be the case every time, but neither are you trying to predict 10 sec ahead every time.

In any case, I would view the bloom bonus more as a consolation prize if the heal is dispelled or you are CC'd or the target is out of LOS. While there is much speculation about whether you should let it or force it to bloom (which we are following with interest), really our goal was that in cases where you can't keep it rolling you get something back.

We don't want to kill rolling dead, and if these changes do that, we can chill them out a little. We talked to druids with a lot of PvP experience about whether this change would be a buff or nerf to them. They liked the change to the bloom mechanic, which is why we are interested in hearing from those of you who were effective in keeping full stacks of 3 on multiple team members, and for whom this change will likely be a nerf.

Rejuvenation and Lifebloom
We don't mind Rejuv being so efficient, in part because it's a slow heal. You can't just use efficient heals and you can't just use high throughput heals to be effective. That's why you have an arsenal of healing spells. We nerfed Lifebloom rolling because it could provide a lot of HPS and was also efficient enough to do so on multiple characters at once.

The main counter to that stance seems to be that hots overheal a lot or are squished by aggressive direct healers. Those are valid points. But at the same time, we are asking healers to be more efficient with their mana and to care more about overhealing. In that environment, we thought that Resto druids would be too good.

Lifebloom bug on 3.1 PTRs
We think there may be a bug on the PTR where the target sometimes gets the mana return instead of the druid. If you cast it on yourself it should work correctly. This isn't our intent and we'll get it fixed.

Savage Defense
Sorry that it hasn't been available for testing yet. We haven't changed the design. In fact, all of the recent discussions on who can tank what boss have reinforced our belief that the change is a good idea.

We had a couple of dumb bugs with getting the ability on the trainer. Hopefully next patch build or so. We realize it is prohibiting your ability to provide feedback.

Mage
Blackout (Priests) removal and consequences for Impact
We don't mind stuns, just random stuns that frustrate both the attacker and defender. We think we can keep the role of Impact, which is something that can really help Fire in PvP, without it being quite so frustrating.

Paladin
Retribution changes
One of the changes we are trying to do with Ret is to get them into the other trees a little more. This is definitely one of those specs where players would go 0/0/71 if we let them. I would not assume that trees with few talents are unfinished. The Prot warrior lost a lot of talents in LK, but it was a good change for them. Overall, our trees are probably too thick for lots of classes which makes it hard to spend many points in a second tree.

We do want to bring Ret's damage up a little, and we would like to get more talents in the other trees that they actually want to take.

Priest
Power Word: Barrier (Power Word: Shield for the whole group) and Hymns revamp
We'd still like to do Barrier, but some of the revamps ended up more extensive than we planned. At this point we'd rather make what we have taste good instead of throwing new ingredients into the stew, but it's an idea we still like.

Believe it or not, hymns are still being worked on. Now that the squid works a little better, Hymn of Hope has even less of a role.

Warrior
Warrior changes in 3.1
I'm not going to preview the changes here, but I will say that the next PTR build has some dps warrior changes.

1) These are not all the changes. We don't expect these changes to bring up Arms alone.
2) A couple of the changes have significant ramifications for Battle Stance.
3) A couple of other changes may seem cautious. They are. If they work then we will consider buffing them even more over time.

Sorry to be so cryptic. You'll hopefully get to see for yourself soon.

Warrior DPS compared to other classes
Rogues, mages, warlocks and hunters should be doing the highest dps, if you assume all other things are equal. Other things are never equal. Gear, skill, group buffs and encounter (in PvE) all matter a lot. In PvP, highest damage matters a lot less than specific abilities that let you control or break control.

There will be fights where warriors are on top because the situations favor them. There will be fights where the shamans or priests are on top.

Arms and Fury warriors should be mixed in with Elemental and Enhancement shamans, Shadow priests, Retribution paladins, Feral and Balance druids, and 3 types of DKs. Currently on live we feel that Arms isn't up to this level and Fury is too high. If you think Fury is not too high then you are probably comparing your dps on live to classes that also received dps nerfs in 3.1.

Emblem of Conquest Loot i PTR Test

Napokon na PTR servima možemo videti Emblem of Conquest Lootove, a tu su nam i nove PTR informacije.
Racial izmene, koje još nisu finalne:
Quote from: Ghostcrawler (Source)
In the current version of the data the racial changes are slightly different. Stoneform has a 2 min cooldown (down from 3), but otherwise keeps the break instead of the immunity. Gift of the Naaru is not a dispel, but an instant heal of the magnitude it had before.


Novi Epic Gemovi - Jewelcrafting:
Sparkling Stormjewel, Bold Stormjewel, Runed Stormjewel, Delicate Stormjewel, Brilliant Stormjewel, Solid Stormjewel su se pojavili na PTR serverima, ali ne znamo odakle padaju.

PTR 3.1.0 Build 9637 - Emblem of Conquest Loot:
Predmete koje možete kupiti sa Emblem of Conquest (Ulduar 25) pojavili su se kod vendora na PTR serverima.

Type Slot Item
Plate Waist Emblem of Conquest Paladin Healer Belt
Plate Waist Emblem of Conquest Plate Tank Belt
Plate Waist Emblem of Conquest Plate DPS Belt
Plate Legs Emblem of Conquest Paladin Healer Legs
Plate Legs Emblem of Conquest Plate Tank Legs
Plate Legs Emblem of Conquest Plate DPS Legs
Plate Hands Emblem of Conquest Paladin Healer Gloves
Plate Hands Emblem of Conquest Plate Tank Gloves
Plate Hands Emblem of Conquest Plate DPS Gloves
Mail Waist Emblem of Conquest Hunter Belt
Mail Waist Emblem of Conquest Shaman Healer Belt
Mail Legs Emblem of Conquest Shaman Healer Legs
Mail Legs Emblem of Conquest Hunter Legs
Mail Hands Emblem of Conquest Shaman Healer Gloves
Mail Hands Emblem of Conquest Hunter Gloves
Leather Waist Emblem of Conquest Druid Healer Belt
Leather Waist Emblem of Conquest Rogue Belt
Leather Legs Emblem of Conquest Druid Healer Legs
Leather Legs Emblem of Conquest Rogue Legs
Leather Hands Emblem of Conquest Druid Healer Gloves
Leather Hands Emblem of Conquest Rogue Gloves
Cloth Waist Emblem of Conquest Caster DPS Belt
Cloth Legs Emblem of Conquest Caster Legs
Cloth Hands Emblem of Conquest Caster Gloves
Miscellaneous Neck Emblem of Conquest Healer Neck
Miscellaneous Neck Emblem of Conquest Caster Neck
Miscellaneous Neck Emblem of Conquest Tank Neck
Miscellaneous Neck Emblem of Conquest Melee Agil Neck
Miscellaneous Neck Emblem of Conquest Melee Str Neck
 
Ulduar Testing - PTR Schedule
Quote from: Daelo (Source)
Here's the current schedule for Ulduar PTR testing this week:

On the North American test realms:

Flame Leviathan (Normal, i.e. 10 Player Mode ONLY) - Tuesday Night, March 3 at 4PM PST (or after the PTR servers come back up) through tomorrow. We want a lot of testing on this, but take note that the Heroic version of this fight should NOT be tested at this time. Players should only form 10 player raids to test this. The Heroic/25 Player version is not properly tuned.
Ignis the Furnace Master - Wednesday night, March 4, starting at 7pm EST/4pm PST.
Hodir - Thursday night, March 5, starting at 7pm EST/4pm PST

On the European test realms:

Flame Leviathan (Normal, i.e. 10 Player Mode ONLY) - Wednesday Morning, March 4 at 01:00 CET (or after the PTR servers come back up) through tomorrow. We want a lot of testing on this, but take note that the Heroic version of this fight should NOT be tested at this time. Players should only form 10 player raids to test this. The Heroic/25 Player version is not properly tuned.
Thorim - Thursday night, March 5, starting at 7pm CET.
Freya - Friday Night, March 6, starting at 7pm CET.

We should have General Vezax (EU), XT-002 Deconstructor (US), and Razorscale(EU) available for testing soon after this.

This schedule could change at a moment's notice due to server, bug, or patch status. I'll try to keep everyone informed as much as possible. Ulduar and the bosses to be tested will remain also open a variable length of time. How long they stay open depends upon a host of factors including designer availability, bug status, etc.

We also hope to have the zone open on off days for each respective realm for a longer period of time. We have a couple special versions of Patchwerk setup. One of them is called Patchwerk (DPS Test) and is essentially a massive training dummy for your raids. The other is Patchwerk (Tank Test), and he does not have a Hateful Strike, but his melee damage increases over time.

We're very interested in seeing combat logs and parses for all raid testing on the PTR.

PTR 3.1.0 - Build 9637

Novi Build PTR Build je pušten pre dva dana na PTR Serverima, i donosi nam novine, a i dosta nedokumentovanih informacija.
Kao i uvek najsvežiji talent build možete pogledati na Wowhead talent calculator.
Mapa istance Ulduar:
{yoogallery src=[/images/stories/news/2009/Mar/05/ulduar/] width=[150] height=[100] title=[Ulduar PTR Istance Map]}
Izmene achivmenta:
Izmene u profesijama:
Cooking
Tailoring
  • Lightweave Embroidery sava vam da je šansu da poveća vaš spell power za 250 koji traje 15 sekundi.
Inscription
Novi modeli i predmeti / inscription:
Jedan novi model je dodat, a to je model Thorim kojie je doradjen sa novim efektima, i model Flying Mounta koji verovatno dropuje Mimiron u Ulduar koji je takodje malo izmenjen.
Tu je i izgled predmeta Twilight Tome kao i informacije o Inscription: Rituals of the New Moon.
{yoogallery src=[/images/stories/news/2009/Mar/05/models/] width=[150] height=[100] title=[PTR 3.1.0 - Build 9637 Models and Items]}
Nedokumentovane izmene:
Imajte u vidu da statsovi ovih spellova su izvučeni direktno iz game fajlova i mogu biti promenjeni na live serverima kada budu objavljene zvanične informacije. Ovo je lista izmena kod spellova odredjenih klasa.
Quote from: Blizzard Stuff
General
  • Hearthstone cooldown has been reduced from 60 to 30 minutes.

Racial
  • Gift of the Naaru now also removes 2 harmful magic effects from the friendly target.
  • Stoneform no longer gives a 8 second immunity to disease, poison, and bleed effects.

Death Knight
  • Blood Strike, Heart Strike, Obliterate and Scourge Strike had their tooltip changed to say "total damage increased 12.5% per each of your diseases on the target" instead of just "damage increased etc ..." but this is probably just a wording change.
Blood
Unholy
  • Desecration radius seems to have been lowered from 10 to 7 yards, due to the nature of this change (spell effect changed instead of the spell itself) I strongly suggest that you wait until the PTRs are online before taking it as confirmed
Glyphs

Druid
Feral
  • Maim now lasts 1/2/3/4/5 sec depending on combo points. (Down from 3/4/5/6/7 sec)
  • Heart of the Wild now increases stamina in Dire Bear form by 2/4/6/8/10%. (Down from 4/8/12/16/20%)
Restoration
  • Lifebloom now let the Druid regains half the cost of the spell when Lifebloom completes its duration or is dispelled.

Hunter
Marksmanship
  • Viper Sting now Stings the target, draining 4% mana over 8 sec (up to a maximum of 8% of the caster's maximum mana), and energizing the Hunter equal to 300% of the amount drained. Only one Sting per Hunter can be active on any one target.
  • Auto Shot now gives 15% haste to all attacks fired by a Hunter.
Survival
  • Explosive Shot damage reduced, rank 4 now deals [ 14% of RAP + 386 ] - [ 14% of RAP + 464 ] fire damage. (down from [ 16% of RAP + 428 ] - [ 16% of RAP + 516 ])
  • Wyvern Sting now has a 1.5 minute cooldown. (Up from 1 minute)
Pet
  • Pummel (Gorilla) cooldown has been increased to 30 sec (Up from 10 sec.) and silence effect duration lowered to 2 sec. (Down from 4 sec)

Paladin
Protection

Priest
Holy
Shadow
  • Psychic Horror (New Skill) - You terrify the target, causing them to tremble in horror for 3 sec and drop all weapons for 10 sec. (16% of base mana, 30 yd range, Instant cast, 1 min cooldown)
  • Vampiric Touch now cause 680 damage (at Rank 5) if the effect is dispelled.
  • Shadow Affinity now gives the priest 5% of his base mana when his Shadow Word: Pain or Vampiric Touch spells are dispelled.

Rogue
Combat
  • Shiv changed to add "Neither Shiv nor the poison it applies can be a critical strike."

Shaman
Enhancement
  • Stormstrike now lasts 12 sec (Up from 10 sec), cooldown lowered to 8 sec (Down from 10 sec)
  • Unleashed Rage now properly increases the expertise by 3/6/9 instead of the agility.

Warlock
Affliction
  • Drain Soul effect added " Each time the Drain Soul damages the target, it also has a chance to generate a Soul Shard."

Warrior
Arms
  • Charge now stuns the target for 1.5 sec. (Up from 1 sec)
Protection
  • Last Stand cooldown has been lowered to 3 minutes. (Down from 5 minutes)
Glyphs
  • Glyph of Last Stand now reduces the cooldown of your Last Stand ability by 1.5 min. (Down from 3 min)
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