Najnovija Diskusija na Forumu

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Author: Platin Date: Monday, 28 July 2014
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Author: Silencer Date: Monday, 28 July 2014
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Author: Urosh92 Date: Sunday, 27 July 2014

Evropa: Četri godine World of Warcrafta

Pre tačno četri godine, World of Warcraft je pušten u prodaju za evropsko tržište. Kako bi Blizzard proslavio četri godine postojanja WoW Europe, svi igrači su pozvani da učestvuju u nagradnoj igri:
Quote from: (Source:  Four Year Anniversary Celebration!)
Four years ago today, World of Warcraft was released in Europe. To celebrate all we have accomplished together over the past four years, we invite you to participate in one of our Four Year Anniversary Contests!

This year, we have teamed up with Dell and SwagDog to offer some cool prizes in our Four Year Anniversary Contests. Join in our first ever World of Warcraft T-Shirt Design Contest , where the grand prize winner's design will be printed on t-shirts and sold in our Blizzard Store, or the Four Years of World of Warcraft Fan Art Contest and you could win an XPS 1730 laptop from Dell, $65 (USD) worth of free shipping on items of your choice from SwagDog, a murloc plushy, six months of World of Warcraft game time, and a Gurky, the baby murloc key! Also, for our lore buffs out there, we have a Lore Contest where, by showing off your knowledge of World of Warcraft, you can win an XPS 1730 laptop from Dell, a murloc plushy, six months of World of Warcraft game time, and a Gurky, the baby murloc key! Check out the Terms and Conditions to enter!

Najavljen WoW Arena Tournament 2009

Blizzard Entertainment ima lepe vesti za sve PvP igrače koji uživaju u borbama izmedju najboljih arena igrača. World of Warcraft Arena Tournament 2009 startuje sledeće nedelje. Najbolje vesti su što ćete moći da osvojite nagradu od 200,000 dolara, a takodje i da dobijete specialnu titulu The Vanquisher i Armored Murloc Peta. Da li ste najbolji u Areni? Pročitajte više informacije na zvaničnoj stranici.
We’re pleased to announce that the 2009 World of Warcraft Arena Tournament is nearly here. Starting next week (February 17, 2009), players will be able to sign up to compete in this year’s exciting competition. The tournament will feature an online qualifier played on our special tournament realms. Top teams will proceed to their respective regional finals and compete for a chance to reach the global world championship – with cash prizes totaling over $200,000.

These realms have been outfitted with level 80 character templates and the latest epic gear from Wrath of the Lich King. As an added bonus, we have included exclusive rewards that players can earn by participating in the tournament, including an Armored Murloc in-game pet. Top teams will also contend for a chance to achieve the “Vanquisher” title for their live characters.

If you would like to demonstrate your arena prowess, or simply want a chance to earn the exclusive loot, please check back next week for more details and register!

Patch 3.0.9 na serverima ove nedelje

Novi patch, ne najavljen, a kao i obično nikad ništa potvrdjeno od Blizzarda - izgleda da ovaj patch izlazi ove nedelje!
Sledi zvani:na lista - patch notes, zajedno sa nezvaničnim informacijama o glyph izmenama:
World of Warcraft Client Patch 3.0.9

The latest test realm patch notes can always be found at

The latest patch notes can always be found at

  • Ferocious Bite: This ability now only uses up to 30 energy in addition to its base cost.

  • Kindred Spirits (Beast Mastery): This talent now grants 20% pet damage at max rank.
  • Serpent’s Swiftness (Beast Mastery): This talent now grants 20% pet attack speed at max rank.

  • Lava Breath now reduces the target's casting speed by 25%, down from 50%.
  • Poison Spit now reduces the target's casting speed by 25%, down from 50%.

  • Arcane Power now increases damage and mana cost by 10%, cooldown reduced to 1 minute. (Note: The spell is actually different in game and increases damage and mana costs by 20% with a 2 minutes cooldown. However it would probably be better to wait until servers are online to confirm that.)
  • Arcane Power and Presence of Mind now share a category cooldown. Arcane Power causes a 15 second cooldown. Presence of Mind, once consumed, causes a 1.5 second cooldown.
  • Arcane Flows now reduces the cooldown of Presence of Mind, Arcane Power and Invisibility by 15/30%.
  • Presence of Mind: The cooldown has been reduced to 2 minutes, (down from 3.)
  • Slow (Arcane): now increases cast time by 30%, down from 60%.

  • Glyph of Arcane Missiles -- Increases the critical strike damage bonus of Arcane Missiles by 25%. (Old - Increases the range of Arcane Missiles by 5 yards.)
  • Glyph of Mana Gem -- Increases the mana recieved from using a mana gem by 40%. (Up from 10%)
  • Glyph of Arcane Blast -- Increases the damage from your Arcane Blast buff by 3%. (Down from 5%)

  • The duration on all Seals has been increased to 30 minutes and can no longer dispelled.
  • Divine Plea: The amount healed by your spells is reduced by 50% (up from 20%) but the effect can no longer be dispelled.
  • Sanctified Seals: This talent no longer affects dispel resistance, but continues to affect crit chance.

  • Glyph of Holy Light -- Your Holy Light grants 10% of its heal amount to up to 5 friendly targets within 8 yards of the initial target. (Down from 20 yards, Tooltip text fix, was already hotfixed to 8 yards in game)
  • Glyph of Seal of Righteousness -- Increases the damage done by Seal of Righteousness by 10%. (Old - Reduces the cost of your Judgement spells by 10% while Seal of Righteousness is active.)

  • Inner Fire duration has been increased to 30 minutes and can no longer dispelled.

  • Hunger for Blood (Assassination): Now increases damage 5% per stack, (up from 3%.)
  • Mind Numbing Poison now reduces cast time by 30%, down from 60%.
  • Mutilate damage will now do 20% increased damage against poisoned targets, down from 50%.
  • Slice and Dice: This ability now increases melee attack speed by 40%, up from 30%.

  • Glyph of Windfury Weapon -- Increases the chance per swing for Windfury Weapon to trigger by 2%. (Down from 5%)

  • Curse of Tongues: Now increases the casting time of all spells by 25% (Rank 1) and 30% (Rank 2), down from 50% and 60%.

Dungeons and Raids
The Obsidian Sanctum
  • Changed the color of the fissure in the Obsidian Sanctum to be more visually distinct.
User Interface
  • The “GM wishes to speak with you” alert/button, at the top of the screen, has been changed so that addons do not obscure it.
  • A clickable chat message has been added that duplicates the GM alert/button.
  • When a GM wishes to speak with you the Help Request minibar button will glow.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes
  • Fixed an issue where players using nVidia 3D glasses were unable to see spell cooldowns.
  • Fixed a software mouse cursor bug that was causing the mouse curser to disappear from view when over certain UI elements.
  • Fixed a player movement error in which other players were appearing to move erratically when traveling beside them.

Patch 3.1 - Lista Informacije

Patch 3.1 nam se bliži polako, a Blizzard nam je ovih dana objavljivao listu informacija, šta nas sve čeka:

Ground Mounts
Ground mounts neće više da se dismountuje kada ste u vodi, i od sada će moći da plivaju.
Dual Talent Specialization
Igrači će biti u mogićnosti da se prebace sa jedne talent specijalizacije na drugu. Igrači će moći da nauče najviše dve vrste talent specijalizacije, a uz menjanje talenta, automatski vam se promeni i action bar kao i glyphovi.
Raid wing od Ulduar-a biće dodat u 3.1 patch, on će biti povezan Storm Peaks questline i vodiće priču Titana. Daelo (Lead Encounter Designer) nam je govorio o ovoj istanci pre mesec dana - link.

Izmene po klasama:
Ove izmene nisu potpune, ovo su informacije koje imamo od poslednja tri blue posta, kako bi trebale da izgledaju izmene za odredjene klase.
Death Knight
  • Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.
  • Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.
  • Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.
  • The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.
  • Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
  • Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.
  • Blood Gorged now grants armor penetration instead of expertise.

  • Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.
  • Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.
  • Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.
  • Thorns and Nature’s Grasp can be cast in Tree of Life form.
  • Survival Instincts now works in Moonkin form.
  • Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.
  • We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

  • Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.
  • A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.
  • Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.
  • Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.
  • Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.
  • We are also looking to add additional trap functionality to Survival.

  • Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).
  • We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.
  • We are also working on more survivability for Fire spec in PvP.
  • We are also working on making Spirit a more useful and interesting stat for all mages.

  • Blessing of Kings – this spell is now a base ability trainable by all paladins.
  • Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.
  • Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.
  • Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.
  • Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.
  • Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

  • Divine Spirit – this spell is now a core ability available to all priests.
  • Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
  • Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
  • Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
  • Penance – this spell can now be targeted on the priest.
  • Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
  • We are also working to give Holy additional PvP utility.

  • Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
  • Adrenaline Rush – the cooldown on this ability has been lowered.
  • Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
  • Killing Spree – while this ability is active, the rogue does 20% additional damage.
  • Savage Combat – now causes 2/4% physical damage done.
  • Mace Specialization – this talent now grants haste in addition to armor penetration.

  • Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
  • Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
  • Spirit Weapons – now reduces all threat, not just melee threat.
  • Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
  • Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
  • We are also working on giving Enhancement and Elemental more PvP utility.

  • Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).
  • Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)
  • Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.
  • Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.
  • Curse of Recklessness and Curse of Weakness have been combined into one spell
  • Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.
  • Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.
  • Additional new talents have been added.

  • Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
  • You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
  • Blood Frenzy now causes 2/4% physical damage done.
  • Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
  • We are also adding increased damage to Arms, possibly through Overpower or Slam.
  • We are also looking at granting rage when the warrior blocks, dodges or parries.
Arena Season 6 Itemi i Rating requirements
There's still plenty of room for some items to be pretty hard to get without causing most players to be left out of good gear. As I mentioned earlier, with the start of the next season we expect new teams and personal ratings to start much lower than they have before (not 1500).  That way, everyone's experience is to climb toward the rating they're successfully playing at. So, knowing that, here's what our current thinking is on rating requirements for season 6.

Disclaimer: all of this is subject to change!

Other notes/caveats:
  • Items with no rating listed would have no rating requirement
  • It won't be quite as easy to get deadly items via emblems of conquest as hateful items currently are via emblems of valor
  • The new Archavon boss (a new boss located in another wing of the Vault of Archavon), will have slightly different drops than the current Archavon (he can drop Furious Gloves/Legs, or any possible random honor item in addition to tier 8 pve set items similar to Archavon's t7 pve set drops, but cannot drop the Furious Chest piece)
  • Honor/Arena costs aren't listed but Hateful costs would be similar to current Savage, Deadly costs similar to current Hateful, and Furious costs would be similar to current Deadly
  • You might note that the Furious weapon is still at a high requirement, 2k, the thinking being that most players are encouraged to get their weapon upgrade through pve, although hardcore arena competitors have an outlet to get an equivalent weapon through arenas (if you're hardcore enough for 2k, you can forego raiding for a weapon)
  • Additional note, "deadly trinket" refers to the current battlemaster's trinkets, "furious trinket" refers to an upgraded medallion of the alliance/horde

Hateful Gloves
Hateful Legs
Hateful Chest
Hateful Helm
Hateful Shoulders
Hateful Ring
Hateful Trinket

Deadly Bracer
Deadly Belt
Deadly Boots
Deadly Neck
Deadly Ring
Deadly Cape
Deadly Trinket

1300+: Deadly Relics/Idols/Librams/Totems   
1350+: Deadly Gloves
1400+: Deadly Legs
1450+: Deadly Chest
1500+: Deadly Helm
1550+: Deadly Shoulders

1400+: Furious Bracer (honor)
1450+: Furious Belt (honor)
1500+: Furious Boots (honor)
1550+: Furious Neck (honor)

1600+: Furious Gloves
1650+: Furious Ring (honor)
1700+: Furious Legs
1750+: Furious Chest
1800+: Furious Trinket (honor)
1850+: Furious Helm
1900+: Furious Cape (honor)
1950+: Furious Wands/Relics/etc
2000+: Furious Weapon
2100+: Furious Shoulders
2300+: Furious Tabard (purely cosmetic and awesome looking)

Q: How good will the furious weapons be? Why would I want one if the PvE weapons are better?
A: In the case of the current deadly gladiator weapons, we simply botched the ilvls since at the time of their design we didn't account properly for the fact that Kel'Thuzad weapons would be as accessible as they are. Had we anticipated this better, the KT weapons wouldn't have been a full tier ahead of pre-KT weapons, and the deadly weapons would have been equivalent in ilvl. We expect that the best season 6 pvp weapons obtainable will be equal in level/quality to the best Ulduar weapons, even if that means we need more than one tier of pvp weapon to do it (ie: a 1750 weapon and a 2200 weapon). Note: the whole trick here is reasonably balancing what percentage of players get raid weapons of X quality versus what percentage of arena players also get a weapon of X quality.

Q: Why is the hidden rating hidden?
A: At some point, we'll probably expose the hidden rating and the calculations behind the MMR and such (although possibly only on the website rather than in game). We didn't expose the hidden rating in game because we felt it would be too confusing to see a 3rd rating, particularly considering players don't need to make any decisions based on it. You play the same opponents you would play whether you see the rating or not, and it isn't necessary to know the rating to be able to get points, buy gear, etc. However, I'm certainly open to at the very least showing the MMR of a team you just played against on the scoreboard, so that you can make more sense of why you gained/lost as much rating as you did, and at the very least showing your team's MMR on the armory. Exactly what patch/timeframe that might happen in, I'm not entirely sure.

Don't forget to check the original thread for more details on Season 6 and Arena Matchmaking

ESL Gameplay Video

Ovo je prvi od nadamo se mnogobrojnih SC2 gameplay videa sa ESL-a. Možemo videti battlecruiser vs carrier borbu, void rayeve i mothershipove. Naravno, moguć je i high quality version. Uživajte

Arena Matchmaking System FAQ

Česta pitanja se vrte po zvaničnom forumu povodom novog Arena Matchmaking systema.  Aratil je zbog toga pokrenuoo temu Arena Matchmaking System FAQ.
Arena Matchmaking System FAQ
Why am I 1300 when my record is 50/50? 70/30?
Let’s turn the question around first. Why is my record 50/50? If your record is 50/50, that means your match-making rating (MMR) is almost exactly correct for you. It means we are finding teams that as near as possible match the ability of your team. It means that you are being matched as fairly as possible. If we matched 1300 teams at 1500 instead, they would only win 30% of their matches. We would rather those teams win half their matches.

But I’m 70/30, what about that?
If you are 70/30 and we think you are 1300, your MMR will climb to roughly 1533. You will then be matched with 1500+ teams, and your record should decrease to 50/50.

Yeah, so why is my rating still going down then?
The team rating will drop until it reaches the average match-making rating of the teams you beat 50% of the time. For example, if we are matching you against 1200-rated teams, and you are winning half the time, it will drop to 1200. If you are winning 70% of the time against 1200-rated teams, then your MMR and TR should move up to 1433.

But I’m not matching 1200-rated teams, I looked these teams up and most are near 1500.
It is likely that those teams have an MMR of 1200, even though their TR is 1500. This means that even though they look like 1500 or 1400-rated teams, they have been playing more like 1200-rated teams this season.

No matter what I do, my rating dives to 1300
If your team rating keeps diving to 1300 while you win 50% of your matches, then you are winning matches against 1300 players.
Being 1300 means:
-- You go 50/50 vs 1300 teams
-- You are better than 25% of all teams
It means that the teams we are matching you against have average MMRs well under 1500.

How will I get to 1650?
-- The definition of a 1650 team in both the new and old system is “Better than 68% of all teams on this BG in this bracket”
-- To be 1650, your team needs to be better than 68% of all teams
-- This means you will beat a team with an MMR of 1500 63 out of 100 matches, and go 50/50 vs. a team with an MMR of 1650

Wait, why 63%? Shouldn’t it be 68% then?
-- Smart question! The reason it’s not 68% is because a 1650-rated team does not always perform exactly at 1650. We take this into account.

But I’m stuck at 1300, I never get to play those higher-rated teams:
-- A 1650 player will win about 4 of 5 matches against a 1300 player
-- If you are at 1300 but belong at 1650, you should be winning 4 of every 5 matches
-- If you do that, your MMR will go up steadily, and you will face harder and harder opponents
-- Once you move your MMR to 1650, your TR will follow

How long will this take?
-- This depends on how much evidence we have that you *were* a 1300 team
-- If your team *Really* is a 1650 team, average case is 40 games
-- But it can go higher and lower. Great luck = 16, Terrible luck = 150

I guess that’s correct theoretically, but it’s very discouraging:
We do believe that we can improve the experience for teams that start at 1500 and go down from there. However, the changes we prefer merit waiting for the next arena season.

Patch 3.1 - Izmene u regeneraciji mane

Blizzard smatra da je trenutno stanje regeneracije mane veoma moćno posebno za healere, i zbog toga Bornakk nas obaveštava da nam se u 3.1 sprema nerbf koji bi napravio neki balans, i skrenuo pažnju igračima da prate kako troše svoju manu.
Upcoming Changes to Mana Regeneration
As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regenera tion while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.

  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.

  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, PreviewMeditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.

  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.

  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.

  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.

  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.
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