Zavšeno Finale Serbian Starcraft II League 2 Turnira!
Ni FooFighter nije napredovao daleko, pošto je u prvom kolu od GrayWardena ispao u luzere odakle je pokušao da dođe do finala. Na njegovu nesreću u drugom kolu luzera na put mu je stao odlični RMH koji je u neverovatno uzbudljivim mečevima uspeo da ga eliminiše sa 2:1. Jigosep i Sharky su odličnim igrama uspeli da se nađu u finalu losera, što je napravilo reprizu finala koje smo gledali na poslednjim kvalifikacijama za SSL Top 8. Na žalost po Sharky-ja Jigosep je ovaj put pobedio sa 2:0, tako da je morao da se zadovolji sa trećim mestom.
Ulaskom u veliko finale Graywarden je imao prednost od 1:0 nad Jigosepom, što je trebalo da predstavlja olakšavajuću situaciju za mladog protosa. No i pored inicijalne prednosti, GrayWarden je odličnom igrom uspeo da na kraju pobedi Jigosepa sa ubedljivih 3:0 i osvoji turnir.
Mi u ime organizacije Adriacraft želimo da se zahvalimo svima, kako online tako i offline učesnicima bez kojih jedan ovakav projekat ne bi bio moguć. Isto tako želimo da se zahvalimo firmi Computerland, generalnom sponzoru firmi Razer i igraonici KGB koji su nam izašli u susret i potrudili se da finaliste turnira dobiju više nego vredne nagrade. Nadamo se da ćemo uskoro imati još sličnih turnira, a od vas očekujemo da nastavite sa vežbanjem
"Ask the Devs" Round 2: Itemization
[STATUS]
OPEN! Please submit your questions and/or vote up your favorite submissions from other players.
[TOPIC]
The topic for this month is itemization.
To view our latest update on itemization in Diablo III, click here. We also encourage you to check out recent posts made designers Wyatt Cheng and Travis Day for more information.
[HOW IT WORKS]
- On the date and time specified in this post, we'll unlock the thread and you'll be able to submit your questions regarding itemization (as well as vote for questions you'd like to see answered).
- After 48 hours, we'll lock the thread. At this point, you will no longer be able to submit questions or vote.
- We'll then look for the posts with the most votes in participating regions and pass them on to the Diablo III development team.
- The following week, we'll provide you a list of answers delivered directly from the developers. Depending on how many questions the developers answer, we may break their responses into multiple parts (posted on different days).
- Only one question per post.
- Stay on topic. Questions that don't relate to the chosen topic (even if highly-rated) won't be sent to the developers.
- Discussion posts are not allowed. We ask that you only post questions in the Ask the Devs thread. If you would like to discuss related topics, please do so in another thread.
- You can vote for questions at any time while the thread is unlocked.
- A highly-rated post does not mean it will be answered, but we'll do our best to answer as many questions as possible.
- "Dislike" votes don't count.
- Please don't post or vote for questions you know we won't answer. We're not going to use these Q&As to announce new projects, expansions, or release dates. By the same token, we're also not going to answer questions that touch on subjects outside of the game and its design.
- Keep your question concise. One to three sentences should be plenty to explain background and ask a question.
- All "Like" votes count. While you can't see the vote tally, we can. Even if a post is already highly rated, your vote still means something to that question (potentially) being answered.
- Vote for as many questions as you like, keeping the above tips in mind.
Oondasta i Nalak Hotfixevi, Patch 5.2 Hotfixevi 11 Mart, Blue Tweetovi
Grupa od 80 do 200 Igrača oformilo je cross realm raidovie kako bi savladali Oondasta World Bossa. Medjutim ovo je napravilo velike tehničke probleme nekim serverma, pa je Blizzard odmah reagovao!
We think it’s great that encounters like Oondasta have been able to bring back some of the excitement of massive spontaneous outdoor raids. However, with cross-realm groups giving the ability to play with friends on each other’s realms, the amount of people concentrating on a single realm to try to zerg these bosses down can unfortunately cause a number of stability issues, impacting the availability of the game for everyone.
While Nalak isn’t available yet, we want to preemptively address this so that the first realm to unlock it doesn’t then become the single focus for the rest of the region.
Here’s the hotfix note that’ll be added to the blog shortly:
- Players visiting a different realm are no longer eligible to receive loot from Oondasta or Nalak, The Storm Lord.
Patch 5.2 Hotfixes: March 11
Blizzard je sinoć hotfixovo live servere kako bi rešili par problema, kao što je 5% drop rate za Zandalari Dino Petove, Throne of Thunder balanse, AQ exploiti i mogućnost da Blacksmit jako rano može da pravi Lightning Steel Ingots.
- Rogue
- Blind should now break on damage from Frozen Orb.
Quests
- Beast of Fable: Players should now be able to obtain credit for defeating Greyhoof.
- More Giant Dinosaur Bones and Many More Giant Dinosaur Bones can now only be completed once per day.
Creatures
- Players visiting a different realm are no longer eligible to receive loot from Oondasta or Nalak, The Storm Lord. A forum thread discussing the reasoning for this change have been created.
- Fixed an issue that could cause Oondasta to not award loot to some players.
- Fetid Meat Pile now properly lets players that are sufficiently far away to drop out of combat.
- Zandalari Dinomancer now have a much lower chance to drop the Zandalari Anklerender, Footslasher, Kneebiter, and Toenibbler.
Raids, Dungeons, and Scenarios
- All raid bosses now drop the appropriate number of tier tokens for Raid Finder, 10/25-player normal and heroic modes.
- Fixed an issue where Luck of the Draw would sometimes be incorrectly applied to Challenge Mode groups.
- Throne of Thunder
- Combustion now deals 100% of the player’s damage to Primordius while the player is under the effects of Fully Mutated.
- Reduced the health of The Council of Elders for 10-player normal and heroic mode.
- Fixed an issue with Durumu the Forgotten where Life Drain's stun was not transferring correctly.
- Reduced the health of the Gurubashi, Amani, Drakkari, and Farraki adds on the Horridon encounter.
- In the Iron Qon fight, the amount of damage dealt by Unleashed Flame and number of people needed to trigger Unleashed Flame had been reduced for 25-player normal and heroic modes.
- Scholomance
- Fixed an issue where Lilian Voss' Dark Blaze was invisible.
- Temple of Ahn’Qiraj
- The Prophet Skeram and any illusions created during the encounter no longer drop loot or provide reputation when killed. This is a temporary change to address an issue with the encounter.
Battlegrounds
- Fixed an issue with latency near the beginning of a Battleground.
Professions
- Blacksmithing
- Creation of Lightning Steel Ingots now requires at least one of the factions to have unlocked the Thunder Forge.
Items
- Saurok Ritualist's Sacrificial Dagger is no longer bind-on-equip (BoE).
Bug Fixes
- The Skin of the Saurok disguise in Ihgaluk Crag will no longer cancel Druid Moonkin and Tree of Life forms.
- Fixed an issue where Worgen were unable to use Two Forms after crossing into a coalesced zone while in combat.
Blue Tweetovi
Be sure to read these carefully, as they make note of upcoming class changes.
Also considering buffs to warrior and DK tank DPS. Possible nerfs to dot classes. Nothing extreme. DPS looks good overall (but only 1 week). (Source)
DK tank DPS Really? If that's the case please look at Prot Pally.
Prot paladin DPS looks good overall. Is there a specific fight you're referencing? (Source)
How do you feel about absorbs always being chosen over other heals in battle and making Paladin and Priest always on top?
It's just a trait of absorbs. Hots also tend to "heal snipe." It's one reason meters aren't a great indicator of healing power. (Source)
Death Knight
Sims aren't end all be all, then are you seeing in practice unholy being much higher than frost? Why more frost specific buffs
Yeah Unholy ended up on top and the goal isn't to make every Frost DK swap. Should be personal preference for 95% of players. (Source)
Hunter
Can we get the LOS requirement dropped from Dismiss Pet? Would help out when terrain in boss rooms traps them
That seems like a reasonable request. We'll discuss it. Counters a PvP strat, but that strat is mostly annoying. (Source)
But the Silencing Shot nerf IS noticed in PVE, especially with any rares/elites that cast heals. How to interrupt now?
There is no encounter in PvE balanced around every player needing to interrupt that often. (Source)
Confused by Diziet interview and hunter class review. Hunters needed a nerf a la spriests but were in a good place in pvp?
Fixing the Stampede bug after launch and nerfing Silencing Shot a little in 5.2 are the only nerfs IIRC. (Source)
Mage
To clear up some confusion, Critical Mass is a 1.3 modifier on live. There is a tooltip bug that makes it appear to be 1.2. Our apologies. (Source)
After a few more days, we now think mage DPS is low. We want to keep parity among mage specs so the buffs will likely be fairly passive. (Source)
When will these changes happen? I love arcane, raid leader has me going frost for tomorrows raid. Thank you again for all u do
The intent is before the raid reset / heroics unlock. (Source)
You overdid it destroying Fire & redid it in 5.2 to Arcane. It's galling to see Blizzard surprised Frost is over-represented.
That's not what I said. We like Frost vs. Fire vs. Arcane. We think all 3 are low compared to say lock and hunter. (Source)
I seem to be spamming scorch because of movement issues with the new bosses on ptr, anything new on the way? ;/. Sry to bother
Quickly moving then stopping to cast is generally higher performance than moving all the time and spamming Scorch. (Source)
Speccing Flameglow is boring, there's no visual (and its called flameglow, huh..) It could atleast have a little visual..
It's a passive. The visual would be up 100% of the time. (Source)
Can we get an aura to flameglow pls?
It's on always. Do you just want an icon to remind you or do you want to see a visual 100% of the time? (Source)
5.0 fire, 5.1 arcane, 5.2 frost. I feel that when i am comfortable with one spec i have to change every patch since mop releas
My advice overall is to play that you enjoy and not swap constantly based on what some website says. (Source)
Monk
Whats the reasoning behind monk fierce tiger hotfix nerf? I understood the 5.2 nerfs but isn't this too many at once?
We found a last minute bug with our testing related to the lvl 30 talents. It as our mistake unrelated to any performance on live. (Source)
Does this mean the 10% damage reduction on stance will be reverted? *Puppy Eyes*
No, we had to add that nerf because their damage was 10% higher than we wanted. My apologies. (Source)
Any chance of fixing the bug and reverting to 20%? Could cause problems layer. Balancing around bugs = bad.
The bug was in our testing, not the WW. We caught it too late. You were doing +10% DPS than we intended. Sadface. (Source)
The excuse doesn't make sentence, dude. How does lv 30 talents affect dps?? Chi wave?
Try measuring your DPS with and without Chi Wave. What is the difference? (Source)
How do want to make WW viable? their dmg is lower than in 5.2! srsly people are massabandoning their monks
Mass abandonment after 2 days also seems like a bit of an extreme reaction. (Source)
Maybe, although I'm sure it's crossed the mind of several after your such amusing understanding of balance in 5.2.
Are you saying you have a crystal clear picture of balance after 3 days? Hmm. (Source)
I just find the explanations for this "10%" reduction a bit reduntant. But im a fighter and so is my monk!
It's not this simple, but imagine Fierce Tiger had a bug that made it do 10% more DPS than intended. The hotfix was to fix that. (Source)
Paladin
Why the change to the paladin 4pc pvp set to not work with eternal flame?
We wanted to cut down on Holy instants, so we changed the bonus to work with WoG/EG to Flash. (Source)
Priest
Disc feels functionally much better. Coming back with the DA change is tough but adaptable. Overall, great work.
Glad to hear it. Let's see how it feels in a week or two once everyone has wrapped their head around all the PvP changes. (Source)
Shaman
Using totems while silenced is annoying ok but to be blanket silenced every 15 seconds isn´t?
The point of silences is to counter things, especially heals and defenses. We don't like uncounterable things. (Source)
Warlock
As an Affy Warlock, having Haunt tied into the Soul Shard system feels clunky. It felt better as a cooldown.
We like Haunt. Concerned that Soul Swap consumes all available shards though which means less for other things. (Source)
Just curious, how's the reaction to the Warlock quest been? I've spent about 20 hours wiping on Kan, feels overwhelming atm
Overall, I'd say it was this. Players who can't beat him: Please nerf. Players who managed to beat him: Please don't! (Source)
Any worse on whether Kanrethad might receive some kind of nerf? I've given all I've got, and I just can't do it as-is
Maybe someday. For now, the fight is more about execution and using all your tools than DPS. (Source)
Warrior
Why did warriors get such a nerf in 5.2? Why is deadly calm gone? Why such a hate for dps warriors?
Did you really find Deadly Calm fun? I felt we added it in a weak moment. (Source)
Did you guys just not care to put a prot war explanation in the class reviews?
We made almost no changes. We adjusted their scaling a little to avoid high Vengeance craziness. (Source)
Finale Serbian Starcraft League 2 Turnira i Ponoćna Prodaja Heart of The Swarm
SSL 2 TOP 8 LAN informacijeDošlo je vreme da sa vama podelimo informacije vezane za SSL2 veliko finale koje će se održati u ponedeljak, veče pred zvanični izlazak HOTS ekspanzije.
Veliko finale će se održati u ponedeljak 11.03.2013. u Beogradskoj igraonici KGB sa početkom od 16h. Kako ne bi imali dodatnu gužvu, molimo sve kvalifikovane igrače da se u ponedeljak pojave u KGB-u najkasnije u 15:30h kako bi imali dovoljno vrmena da se pripreme pred početak turnira. Predviđeno trajanje turnira biće do 22h, što bi nadamo se trebalo da predstavlja igračima van Beograda dovoljno vremena da se vrate kućama.
Struktura turnira biće kup sistem sa winner/loser bracketom. Svi mečevi će se igrati u BO3 formatu, osim finala koje će biti BO5. Igrači koji se budu direktno kvalifikovali na završni turnir, biće seedovani kao nosioci bracketa, dok će preostali igrači koji će se kvalifikovati putem bodovnog sistema, popunjavati preostala mesta. Čitav ovaj seeding sistem će se odrediti putem žreba na sam dan turnira.
Mape će biti iste one koje su se igrale i tokom kvalifikacija, a to su:
- Daybreak LE
- Cloud Kingdom LE
- Ohana LE
- Antiga Shipyard
- Entombed Valley
Što se tiče okvirne satnice ona je sledeća:
- 16:00 – 16:45 – 1 kolo
- 17:00 – 17:45 – 1 kolo winner/loser
- 18:00 – 18:45 – finale winner/ 2 kolo loser
- 19:00 – 19:45 – 3 kolo loser
- 20:00 – 20:45 - finale loser
- 21:00 – 22:15 – veliko finale
Za nagradni fond su zaslužni naši sponzori firme Razer i Computerland, koji će našim finalistima dodeliti sledeće vredne nagrade:
1. mesto - Razer Black Widow Ultimate 2013 US layout, HOTS standard edition, HOTS majica
2. mesto - StarCraft 2 Banshee Headset, 15% popust na kupovinu HOTS, HOTS majica
3. mesto - StarCraft 2 Spectre Mouse, 15% popust na kupovinu HOTS, HOTS majica
4. mesto - Goliathus Standard M – Control, 10% popust na kupovinu HOTS, HOTS majica
5. mesto - Goliathus Standard M – Control, 10% popust na kupovinu HOTS, HOTS maijca
6. mesto - Goliathus Standard M – Control, 10% popust na kupovinu HOTS, HOTS maijca
7. mesto - 10% popust na kupovinu HOTS, HOTS majica
8. mesto - 10% popust na kupovinu HOTS, HOTS majica

Ovom prilikom pozivamo sve ljubitelje Starcrafta da u ponedeljak u što je moguće većem broju prate naš oficijelni strim koji će, poput samog turnira, započeti u 16h. Adresa strima je www.twitch.tv/adriacraft
Ponoćna Prodaja Heart of The Swarm

Pet Battle XP Hotfixevi, Patch 5.2 Hotfixevi - 7 Mart, Patch 5.2 Class Review - Warrior i Monk
Zbog većih bugova, levelovanje Pet Battle je bio brži nego što treba, i za kratko vreme, Blizzard je hotfixovo servere posle patcha...
- All buffs to player XP (heirlooms, enlightenment, guild bonus etc.) were bugged, these where hotfixed to work as expected.
- General player XP from pet battles was tuned too high, these numbers have been balanced accordingly.
- Player experience is granted based on a number of factors. These are player level, number of pet opponents, maximum pet opponent level and the level disparity between opponents pets and your pets.
- Our philosophy is that player XP from pet battles should be, in general, somewhat slower than normal questing.
Patch 5.2 Hotfixevi - 7 Mart
- Hunter
- Glyph of Chimera Shot will now properly increase the healing from Chimera Shot from 5% to 7%.
- Monk
- Chi Spheres are no longer consumed by the Monk when they are at full Chi.
- Spear Hand Strike now properly causes the target to be locked out of the school of the interrupted spell.
- Priest
- Holy/Discipline PvP 4-piece set bonus will no longer reduce the cooldown of Silence incorrectly.
Quests
- Cleaning House: Players should now be able to obtain credit for defeating Fizzy Yellow Alemental and complete the quest.
- Giant Dinosaur Bone: This quest is now a proper daily quest and can only completed once each day.
- Plunder the Black Temple: Door to the Den of Mortal Delights should now open properly when the player reaches the appropriate step in the quest.
- The Warren-Mother: Players should now be able to obtain credit for defeating Chaufa and complete the quest.
- Where are My Reinforcements?: Players should now be able to receive completion credit after speaking with Ban Bearheart.
Creatures
- Ra'sha now scales their health based on the number of players they're engaged in combat with.
- Zandalari Prospect now properly drop loot.
Pet Battles
- Experience gains from winning a Pet Battle have been reduced.
- Heirlooms and experience buffs will now correctly increase the amount of experience gained from winning a Pet Battle.
Raids, Dungeons, and Scenarios
- Ghost Iron Lockbox and Elementium Lockbox are no longer eligible for need rolls.
- The appropriate number of tier tokens should now drop for 25-player normal and heroic difficulties.
- Mogu'shan Vaults
- Patroller's Girdle of Endless Spring should no longer appear in Cache of Mogu Riches for Druids.
- Nullification Barrier once again negates the shield thrown by Feng the Accursed.
- Heart of Fear
- Blade Lord Ta'yak and Wind Lord Mel'jarak as well as their minions are now affected by the Klaxxi Resonance debuff.
- Throne of Thunder
- The Mistweaver ability Revival will no longer dispel players who have any of the following effects:
- Primordius: Clear Mind, Fully Mutated, Improved Synapses, and Thick Bones
- Durumu: Dark Parasite
- Jin'rokh the Breaker: Ionization
- Crazed Storm-Caller should now be able to use the spell Storm Energy.
- Roaming Fog should no longer cause Druids to drop out of shapeshift form.
- Spirit Flayers now despawn when Stormbringer Draz'kil is defeated.
- Spiritfire Beam will now only jump to targets less than 3 yards away.
- Torment now has a duration of 10 seconds.
- The Mistweaver ability Revival will no longer dispel players who have any of the following effects:
PvP
- Season 13 one-handed weapons, excluding the Spellblade and Gavel had their cost reduced from 2250 to 1750 Honor or Conquest points respectively.
- Players taking periodic damage while in PvP should no longer stand up while eating or drinking.
- Big Zokk Torquewrench is going on a short leave of absence to take care of unfinished business.
Professions
- Jewelcrafting
- Primal Diamond no longer requires an anvil to craft.
- Serpent's Heart no longer requires an anvil to craft.
Items
- Mistlurker Helm, Mistborne Hood, Mountainscaler Hide Helm, and Mountainscaler Satin Hood should display the item information correctly and appear when worn.
- Overgrown Lillypad now works when on the Isle of Thunder.
- Thunder Caressed Waistguard now gives a bonus to Expertise instead of Parry.
Sunsong Ranch
- The way to obtain Work Order quests on the Sunsong Ranch farm has changed. The quests will be given while harvesting crops, or by interacting with the drop-off crate.
- Fixed an issue where players could be placed into the incorrect phase after abandoning the quest, "Inherit the Earth".
- Fixed an issue where Occupied Soil would sometimes not update correctly or become non-interactive after clearing the associated Squatting Virmen.
Patch 5.2 Class Review - Warrior i Monk
Many of the 5.2 patch notes fall into two main categories: balance tuning and talent adjustments. Unless we called out a specific reason otherwise, you can assume that the various +10% or -10% adjustments you’ll see in the patch notes were made to keep all of the specs where we want them in 5.2. In some cases these are changes to reflect the different environment in 5.2 with new gear and set bonuses. In other cases, we are correcting issues we found in patch 5.1.
In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.

There were a few main goals to accomplish with Warriors:
- As with all the classes, we wanted to make the less popular talents more attractive.
- Despite a few nerfs, we felt that Arms was still too dominant in PvP and needed additional changes.
- Because we changed Taste for Blood for Arms, this meant we also had to tweak that spec’s PvE rotation a little. We took the opportunity to improve the values of Haste and Mastery for Arms.
- We wanted to remove Deadly Calm, because it was just adding to action bar bloat without adding much to gameplay.
Warrior talent diversity wasn’t too bad overall. It’s true that some talents have proven to be quite situational, but we still see them being used in those situations. We made some small buffs to Bladestorm, including preventing it from being countered by relatively short-cooldown disarms. We also buffed Storm Bolt outright and made Enraged Regeneration a little cheaper. Second Wind has garnered a lot of attention from the community, and it gets a lot of the blame for Warriors being so hard to kill in PvP. We’re still not entirely sure if Second Wind or Defensive Stance was more of the culprit there (more on this below). We tried some initial nerfs to Second Wind, but we were ultimately happier keeping the talent intact. It’s very popular in both PvE and PvP and if it continues to overshadow the other two talents, we’ll figure out what the best move is then.
Coming out of Cataclysm, we felt like we had reduced Warrior mobility too much in the name of balance, and in the process had removed what was always an iconic feature of the Warrior class. While we felt it necessary to adjust Warrior burst, survivability and control, we didn’t want to totally crush their mobility. To address burst, we re-designed Taste for Blood. Initially, we didn’t think that Taste for Blood would have significant PvP implications because it was so hard and unpredictable to build up stacks. Nevertheless, when it did happen, it felt like it couldn’t be countered. It was also so random that it wasn't the most compelling mechanic in the Arms PvE arsenal, so it didn’t feel like it was worth preserving. Instead, we redesigned Taste for Blood to no longer buff Heroic Strike. That alone was a useful burst damage adjustment, since Heroic Strike is off the global cooldown which allowed it to be stacked with other attacks, such as Overpower. We also removed Glyph of Death from Above damage buff to Heroic Leap, because it felt gratuitous; it’s still a good Glyph.
The second main PvP adjustment was to Warrior stun talents: Shockwave and Warbringer. The Warbringer stun now shares diminishing returns with non-proc stuns, but we attempted to compensate by giving it a snare as well. Meanwhile, Shockwave has a longer base cooldown, but will have a shorter cooldown if it hits multiple targets. We feel this rewards tactical and positional gameplay while still preserving an on-demand stun if it’s needed.
The third PvP nerf was to make it less attractive to sit in Defensive Stance all the time in PvP. Defensive Stance should be there when you’re getting trained, but its overly generous 25% damage reduction coupled with Arms not requiring Rage for so many attacks made Battle Stance un-competitive. We reduced the damage reduction for non-tanks and now ask Arms to use more Rage in their rotation to give Battle Stance a clearer role.
The change to Taste for Blood does have some PvE ramifications, but it also helps make the rotation less random overall. (Warriors who love unpredictable procs can try out Fury, which is intended to be more random.) We changed Sudden Death to activate from Mastery procs as well as auto attacks, and we improved the value of Haste for all warriors (though admittedly, this does not contribute to Protection’s active mitigation).
Finally, we concluded that Deadly Calm wasn’t providing compelling gameplay. Deadly Calm was an interesting button in Cataclysm, particularly when paired with set bonuses, but it didn’t mesh well with more active Rage management in Mists of Pandaria. Warriors already have a lot of damage cooldowns, and Deadly Calm was often macroed—even by skilled Warriors. Speaking of cooldowns, we also reduced both the effect and cooldown of Recklessness to give Warriors more frequent access to a damage cooldown while further reducing PvP burst.

It was time for Monks to get their first post-expansion revision. These were the goals:
- As with all the classes, we made adjustments to make under-used talents more compelling.
- Correct PvP under-tuning, particularly with Windwalkers.
- Bring Windwalkers up to par in both PvE and PvP.
- Offer Mistweavers a unique healer play style.
We saved the Monk changes for last. While a lot will be different for Monks in 5.2, this kind of evolution is to be expected after an entirely new class is introduced and put through its paces in a live environment. Still, while there are a lot of tweaks, there’s not much in the way of major overhauls and you won’t have to re-learn how to play your Monk.
We altered the way the whole level 30 set of talents works. Rather than being limited by resources, they’ll now fit into rotations on a cooldown basis. Previously, Chi Wave, Zen Sphere, and Chi Burst were too situational or simply used as fillers when no other abilities were available. Now that they are free but limited by cooldown, Monks can use them frequently as part of their core rotations without having to worry about other attacks dropping from the rotation.
We felt like Windwalkers didn’t have a signature ability to differentiate them from the other Monk specs, nor did they have a good tool to use when a cleave would be optimal, so we gave them Storm, Earth, and Fire (based on the Pandaren ability from Warcraft III). We also changed the Windwalker Mastery from Combo Breaker to Bottled Fury, which increases the damage bonus provided by Tigereye Brew. This accomplishes the dual purpose of freeing up some global cooldowns (allowing Windwalkers to be more resource limited, and less GCD limited) and to provide some on-demand burst. The old Mastery, Combo Breaker, has become a passive ability granted early on in the leveling process. While we were concerned with burst damage at the beginning of the last season, we don’t want Windwalkers to have completely anemic burst either.
We didn’t want to recreate the balance problem we had when we introduced Death Knights during Wrath of the Lich King, but we ended up being too conservative. The result is that Monks haven’t been as well represented in PvP as we’d like. While we toned down the control of several other classes, we felt like we needed to give Monks some substantial buffs to make them more viable in PvP. To increase survivability, we added a new level 30 ability to Brewmasters and Windwalkers: Nimble Brew. Nimble Brew clears roots, stuns, and fear effects, reduces the duration of future such effects for a few seconds, and can be activated while stunned. We also created the powerful new Ring of Peace talent, and baked the old Deadly Reach talent it replaces directly into Paralysis.
Early on, we said that Mistweavers would have the option to be melee healers, dealing damage and healing their allies at the same time. We haven’t quite delivered on that, but in patch 5.2 we’re making an effort to allow “fist-weaving” to be a more viable play style. The actual healing provided by Fistweaving was okay, but Fistweaving damage was so low that it wasn’t worth it for Mistweavers to move to melee to try it out. With the 5.2 buffs, it should be. These changes prompted a few others to make sure that casting heals like a traditional healer and causing melee damage to heal were separate rotations, without allowing Monks to cherry pick the best moves from each, which caused balance problems in testing. The goal is for Fistweaving to be similar to Atonement healing for Discipline Priests. The Monk will sacrifice some DPS and healing compared to a dedicated healer or damage dealer, but it will be possible to contribute a good amount of each, which is sometimes quite valuable.
Brewmasters are seeing the fewest changes, and they’ve proven to be very capable tanks, though they do require a fair amount of skill to play. The level 30 talent changes will help spice up their rotation.
Phasing Velikih Grupa za World PvP
It looks like this probably has something to do with another tech we have in place to reduce a player’s AOI (Area of Interest) in crowded areas.
This can have many consequences, for example, you’ve probably already noticed that when you fly by some terrain at high speed you will often see objects and characters appear and disappear very fast, this dynamic loading usually works great, and allows for better and more fluid gameplay. The thing is, loading too many things at once can drastically decrease the performance due to the intensive and sudden workload spike that it can cause on the CPU/GPU level but also on the connection level due to internet bandwidth typically being limited.
Devs will look into this more carefully on the programming side of things. They’ll try to find out if there are any spells, items or anything unexpected that might be hogging too much memory and cause dynamic loading to be prematurely activated.
Ultimately, we think that these massive world PvP events are a great and fun way to play the game, we want to make sure that the experience is as good as it possibly can be, and that things like dynamic loading aren’t impacting these events, at the same time we need to certify that server performance remains unaffected as well.
Heart of The Swarm Collector's Edition Unboxing

Sunsong Ranch Work Order Quest Izmene, Patch 5.2 Class Review - Rogue, Shaman, Warlock, Fan Art
The way your receive work orders on the Sunsong Ranch farm was changed recently which may cause some confusion. If you've been doing your work orders you probably have logged in and had the second work order in the series automatically pop-up in your quest list. This has been changed, and from now on you’ll receive the quest when you start harvesting your plants, or when you interact with the drop-off crate.
Enjoy farming for rep! nyuknyuknyuk
Patch 5.2 Class Review - Rogue, Shaman, Warlock
In terms of talent adjustments, while we’re still happy overall with the Mists of Pandaria talent overhaul, we do recognize that there were some talents that weren’t tuned as well as they could be or just weren’t attractive. That’s not to say that all talents should be all things to all players all the time; some talents are situationally quite attractive, and we’re happy with those. On the other hand, others just never see much use and we would rather provide players real options for each talent tier.
Note: The purpose of these blogs is mostly to provide an overview of the design intentions behind our 5.2 changes, rather than to detail the thought process behind every individual note. You can refer to the patch notes for specific changes and numbers.

We had a lot of work to do on the Rogue talent tree, probably the most of any class.
- Rogues, historically a PvP mainstay, felt underpowered and weren’t well-represented in high-end PvP. We wanted to change that.
- In PvE, we wanted to tone down the Cleave capabilities of Combat so it didn’t feel like a mandatory spec for some fights.
- We wanted to give Rogues a little more PvE utility instead of feeling quite so selfish.
While we tweaked several talents to make them more attractive, there were large-scale changes to two tiers. In an attempt to balance a perennial problem we’d had balancing Rogues in PvP, we initially asked them to choose between Preparation and Shadowstep. Forcing Rogues to choose between the two worked . . . so well that Rogues felt ineffective in PvP. While we tried to make it a trade-off between the defensive capabilities of Prep and the movement capabilities of Burst of Speed or Shadowstep, as with the Mage tree, we eventually came to the conclusion that only movement could compete with movement. We gave Prep to all Rogues, buffed Burst of Speed, and created a new talent, Cloak and Dagger to be part of the movement tier. Cloak and Dagger causes a Rogue to teleport to their target whenever they use an opener. Combined with dropping out of combat to re-Stealth, Shadow Dance, and the Subterfuge talent, we expect that it can be used to accomplish some pretty interesting things.
Similarly, while Anticipation proved very popular in the level 90 tier, Versatility did not, and in fact, Anticipation felt like it provided the benefits of Versatility, only better. We retired Versatility and added a new talent, Marked for Death, which will mark a target and instantly generate 5 combo points on that target. When the target dies, the cooldown will reset.
In addition to giving Rogues Preparation baseline, we also wanted to increase Rogue burst in PvP. That may sound backwards given that we are often trying to reduce the burst of classes in PvP, but we think Rogues had the opposite problem, where their large component of passive damage from white attacks and poisons coupled with the low damage per hit of using a pair of small weapons meant that Rogues had significant issues closing the deal and taking an enemy down during a burst window. Our solution here was to allow Rogues to store up more energy in PvP through a new set bonus. This means a Rogue will have to work for their burst, but it will be there if they plan for it.
Blade Flurry has been an iconic spell for Combat for some time, and while we initially discussed just giving it to all Rogues, we thought Combat lost too much under that design. Ultimately, we like that Combat is good at cleaving. The problem was it was so good that it felt mandatory for many Rogues to switch to Combat for some fights. Ideally, a Rogue who prefers Assassination or Subtlety should be able to stick with that spec, knowing they might fall a little behind on Cleave situations, but can make up for it in other situations. We changed the way that Blade Flurry works, so that it will strike more targets for less damage. Combat will still be the best choice for AoE fights, but not so much so that it will be at an overwhelming advantage. We’ll be increasing Combat single-target damage via an increase to Vitality to compensate. Overall, we hope that most players will feel comfortable sticking with the spec they are most comfortable playing without feeling compelled to swap between fights. Subtlety will see increased single-target damage via an increase to the effects of Sanguinary Vein.
PvE utility is very subjective. Some players equate it with a raid-wide damage reduction cooldown, while for others, the utility has to be something unique that nobody else can provide. We add that caveat just because we don’t think the community will ever agree on who brings “enough” or “the best” utility. The change we made for Rogues was simple: Smoke Bomb now provides damage reduction, so in a similar fashion to abilities like Rallying Cry, a Rogue can help survive against, oh say, just for example, the damage a huge freakin’ dinosaur can dish out.

We had a few goals with Shaman:
- As with the other classes, we wanted to make unattractive talents more appealing. Shaman had a similar problem to Druids, where certain choices were perceived as good for e.g. Elemental but not Restoration.
- We wanted to buff Elemental dispel vulnerability and overall survivability in PvP.
- We wanted to give Enhancement a very slight boost for PvP.
- We also wanted to improve Elemental’s target switching and multi-target damage in PvE.
- We adjusted some Glyphs, some because they were too good, others because they felt mandatory.
We made several adjustments to talents to broaden their appeal. For example, Ancestral Swiftness now provides 10% melee haste in order for Enhancement Shaman to take it more seriously as an option, while staying at 5% spell haste since Restoration Shaman already liked the talent.
For PvP, we gave Shamanistic Rage to Elementals to provide a defensive cooldown they could use when focused. We also changed the interaction between Flame Shock and Lava Burst. Lava Burst still does more damage when Flame Shock is present, but it will now do more damage than it did previously, even when Flame Shock isn’t on the target. Therefore, if Flame Shock is dispelled, Elemental does less damage but doesn’t feel completely crippled.
This same change helped with Elemental’s target switching in PvE, since they didn’t have to wait for Flame Shock to come off cooldown every time they wanted to do something like burst down a new add. We also felt that Elemental never had a great chance to shine in 5.0 raiding. Their damage was on target for most fights, but other specs with whom they were tied would do great in some situations, such as multi-dot fights. We decided that “chains” are one of a Shaman’s core mechanics, so we wanted to make sure Chain Lightning delivered when the player was in a situation where they could use it. Chain Lightning damage no longer decreases when hitting subsequent targets, and actually increases when converted to Lava Beam.
We wanted to buff Enhancement for PvP in two ways. First, we increased the mana generation of Mental Quickness, since Enhancement suffered from mana problems when they didn’t have high uptime on the target, a common occurrence in PvP. We also lowered the cooldown on Spirit Walk to further increase their up time as well as giving them more frequent escape tools.
Finally, on the Glyph front, Purge is an extremely powerful tool in PvP, especially when Glyphed, so we added a 6 second cooldown on the ability if the Glyph is applied. It’s still powerful and useful, but less spammable. On the other hand, the Glyph of Flame Shock felt mandatory, so its effects have been made baseline.

Our main goals for Warlocks:
- As with all classes, we wanted to tweak talents to make underused talents more appealing.
- Fix Blood Fear.
- Put the pet back in Warlock.
- Roll mandatory-feeling Glyphs into the relevant specs.
We feel Warlocks are, generally speaking, in a pretty good place right now. Obviously they received many changes in 5.0 and we’re still iterating on a few of those new mechanics to get them to feel quite right. Warlock talents weren’t in a bad place overall. We made a few tweaks such as Burning Rush also offering snare “resistance”, and Kil’jaeden’s Cunning no longer having an active / passive mechanic.
In PvP we saw that Blood Fear, intended to be used defensively, was increasingly seeing use as an offensive ability. We also felt that it was a bit too effective. To adjust it some, as well as return it to its more defensive roots, the old talent has been removed, and its new replacement, Blood Horror, applies a buff to the Warlock that will Fear enemies that strike her in melee.
Warlocks are meant to be a pet class, but a lot of locks were choosing Grimoire of Sacrifice. We understand that players have a tendency toward the most powerful and efficient play style, and that managing a pet takes a little effort. Pets are a big part of what it means to be a Warlock though, so while we don’t mind offering GoSac so that there’s some play style diversity, we wanted to de-emphasize petless play. Now sacrificing your fel friend, while still an option, won’t be quite as much of a damage bump as it was in the past. In addition, too many locks felt like they had to use the imp in PvE, especially in smaller groups, in order to benefit from Blood Pact. We just added the Stamina bonus to Dark Intent to let the player choose whether an imp or another demon made more sense depending on their preference and the situation.
Both Glyph of Embers and Glyph of Soul Shards really felt like they should be baseline, and had become essential to their respective specs. We made the original Glyph effects baseline, and added new Glyph effects that should be helpful, without feeling like they’re absolutely required. We also changed the Glyph of Unstable Affliction so players didn’t feel like they had to choose between the Silence and the damage backlash.
Dnevne Blue Teme
There is a purposeful non-specific determination in who is taken to which realm in order to dissuade large groups of people from intentionally targeting a single realm for nefarious activities. Unfortunately it does have the side effect of impacting some of the good uses for cross-realm play, like inviting a friend to help with something that exists on one realm but not the other. (Source)
Sunsong Ranch Plowing Change
It is nice that plowing pops out the vermin with significant damage, but it has two flaws as implemented:
- You cannot easily gather up multiple vermin if they are in different rows as you could, even if they are close by.
- It leaves the spot with the vermin in it unplowed, so you have to either plow the whole line again or manually plow that spot. It would be nice if it converted it to plowed after you killed the vermin so it would be consistent with the rest of the plowed row.
Considering that the plow went over an entire Virmen, uprooting them and all that, a single additional click on the recently disturbed plot of dirt after the commotion is not unexpected.
When the patch first went life after I killed the vermin that I plowed up it wouldn't even let me till the soil manually or with the plow. Just said "Occupied Soil" over it. Seems to have been fixed now. But it was interesting to say the least.
There was a hotfix last night that fixed an issue where Occupied Soil would sometimes not update correctly after clearing the associated Squatting Virmen. (Source)
PvP Weapon Costs
Would like to know the same for my alts. Currently capped at 4000 with them and not sure whether the 7250 required honor is a bug or intentional. Any insight into this would be greatly appreciated!
The "Requires earning a total of 7250 Honor Points for the season" is not a bug. In order to purchase the honor weapons you will first need to earn 7250 Honor Points on that particular character. I would recommend that you start buying some items with your current stash of 4000 Honor Points and then continue to farm more till you reach the required 7250 earned for the season. Once you have earned in total 7250 Honor for the season, you can buy the weapon for its listed cost.
How come there's no 2H mace available with conquest?
It's actually intended that we have no 2-handed mace for Conquest points available this season. It's quite normal for us not to have every single type of weapon available each season, a good example of this is that this is the first season in a while that we've had a crossbow available for purchase. If your preference is to use a mace as your weapon of choice we can understand your frustration, however the available options this season for 2-handed weapons are either swords or axes. (Source)
Throne of Thunder Boss Difficulty
ToT 1st boss is balanced for 502 ilvl.
I don't think the developers have ever mentioned to which item level a particular boss is balanced. But Jin'rokh has been already killed by guilds with less item level than what you suggest. In fact, most guilds that are at least close to finishing Heart of Fear or beginning Terrace of Endless Spring will probably be able to kill him.
Horridon, on the other hand, might be a different story... But for those of you with T14 still unfinished, remember 5.0 raids have a reduction of 10% health and 10% damage in place, so you'll probably be able to progress a bit faster and get your group in better shape to further advance on Throne of Thunder. (Source)
Fan Art Update
World of Warcraft Fan Art Sekcija ažurirana je sa novim radovima!





