Video Episodes:
9 Views
11:13:28 11/27/10
Cataclysm Story - Cinematic Making of
[LESS INFO] 9 VIEWS | ADDED 11:13:28 11/27/10
Cataclysm Cinematic - Making of
Your Fortune Awaits: 50% Unlock
The curious continue to flock to the Darkmoon Faire, hoping to catch a glimpse of their fate from the wise and (some say) frighteningly insightful Sayge. The combined efforts of the Horde and Alliance have brought them to the halfway point of the 'Your Fortune Awaits' campaign, unlocking a truly rare treasure. Sit back, relax, and enjoy this sneak peek of the Collector’s Edition DVD video, " The Making of Cataclysm. "
We look forward to sharing even more treasures with you!
The Story So Far...
This story should be read next to our Shattering novel review .
Shattered Hopes
The Lich King's reign of terror was over. As if to affirm that a bright future would soon dawn on Azeroth, other joyful events occurred across the world. Archdruid Malfurion Stormrage was at last freed from his imprisonment by the shadowy Emerald Nightmare through the efforts of his love, High Priestess Tyrande Whisperwind, and her allies. Elsewhere, after years in exile, the highly intelligent gnomes and the fearless Darkspear trolls made gains toward reclaiming their respective homes in Gnomeregan and on the Echo Isles.
Yet just as hope was beginning to surge among Azeroth's races, tragedy struck. The world's elemental spirits grew increasingly erratic, setting off a series of deadly natural disasters. Agents of the nefarious Twilight's Hammer cult surfaced throughout Horde and Alliance cities, spreading word of the impending apocalypse. The world's leaders scrambled to find a solution to Azeroth's growing instability.
In the dwarven bastion of Ironforge, King Magni Bronzebeard undertook a mystic ritual to commune with the earth. The ceremony, however, had an unexpected effect: Magni was transformed into diamond and became fused to the depths of the mountain city itself. In the wake of his petrification, the Bronzebeard, Wildhammer, and Dark Iron clans agreed to rule over Ironforge via the Council of Three Hammers, but the city's future remained uncertain.
Meanwhile, Thrall journeyed to his ancestors' lands in Nagrand, hoping to glean insight from Outland's elemental spirits as well as other respected shaman. In his absence, Thrall appointed Garrosh Hellscream, son of the legendary orc Grom, as acting Horde warchief. Garrosh's brash demeanor inflamed relations between the Horde and the Alliance. A gruesome slaughter of druids in Ashenvale, which the Twilight's Hammer had perpetrated to look like an act of the Horde, escalated tensions further and sowed mistrust among Garrosh's own comrades.
In particular, Garrosh infuriated Cairne Bloodhoof, the wise tauren high chieftain. Believing that the new warchief would lead the Horde to ruin, Cairne challenged Garrosh to a duel of honor. Although the mighty tauren fought valiantly, no amount of strength could have led him to victory. The matriarch of the Grimtotem tauren tribe, Magatha, had poisoned Garrosh's blade, unbeknownst to either of the duel's combatants. Cairne became immobilized after he received a flesh wound during the battle, allowing the new warchief to land a killing blow.
Following the duel, Magatha's agents seized the tauren capital of Thunder Bluff for the Grimtotem. The usurpers also intended to murder Cairne's son, Baine, but the young tauren eluded his assassins and staged a counterattack. Ultimately, Baine and his forces reclaimed Thunder Bluff, expelling Magatha and her traitorous followers from tauren lands forever.
Unaware of these critical events, Thrall received an ominous warning in Nagrand from the Fury of Earth: the fear and turmoil of Azeroth's elementals echoed the condition of Outland just before that world—then known as Draenor—had been ripped apart. Yet Thrall had little time to act on this unsettling revelation....
In a sudden upheaval eclipsing the world's recent elemental unrest, Azeroth shattered. Violent quakes tore through the earth. Mountains of fire and magma burst from the ground. Colossal tidal waves obliterated coastlines and caused widespread flooding.
The Cataclysm had begun.
To be continued in part two of "The Story So Far...
5 Views
15:42:38 11/26/10
Literal Cataclysm Cinematic Trailer
[LESS INFO] 5 VIEWS | ADDED 15:42:38 11/26/10
Since there are no interesting news around I have decided to post a video. We need more videos anyway and now is a great time to add one.
What do you think about the Cataclysm trailer ? Lovely, right? Well, this is the same trailer but with some "small" modifications.
Thanks to it's creator, Tobuscus , and thanks to wowinsider for discovering it.
Enjoy everyone!
8 Views
02:47:23 11/25/10
Hotfixes and Blue Posts
[LESS INFO] 8 VIEWS | ADDED 02:47:23 11/25/10
2 Sets of Hotixes
Something tells me we will see even more on the following days and maybe a tiny little bug fixing downloadable patch.
November 24
* Players should now be able to champion a capital city and earn reputation in Heroic and normal Wrath of the Lich King dungeons while wearing that city's tabard.
* Players are no longer required to discover Wrath of the Lich King dungeons before accessing them via Looking For Dungeon.
* Players should no longer be interrupted when eating or drinking in a Battleground before the battle starts.
* Many former Steamwheedle Goblins have switched over to the Gadgetzan faction. If a players happens to be "At War" with these NPCs, they will no longer attack in many areas.
* Collision has been removed from Argent Tournament banners so they can no longer block players.
* The door to the Alliance Keep in Isle of Conquest should again be closed at the beginning of the battle.
* Creatures spawned during the Hadronox encounter no longer award reputation.
* After changing races to tauren and learning the Sunwalker Kodo mounts, they continue to remain available after porting, zoning, and relogging.
* Trapjaw Rix no longer has a duplicate manifestation standing on top of himself.
* Players can no longer catch new high-level fish when fishing near level 80-85 zones unless the account is upgraded to Cataclysm.
Death Knight
* Death Strike now properly heals for 20% of the damage taken within the last 5 seconds, and Blood Presence now increases armor contribution from items by 30%, down from 60%.
Druid
* The heal from Gift of the Earth Mother when the druid casts Rejuvenate is now gaining the correct benefit from Improved Rejuvenate.
Mage
* Flame Orb will no longer attack PvP-flagged enemies unless the mage is already flagged for PvP combat.
Priest
* The Empowered Shadow buff is no longer granted when a player cancels the Shadow Orb buff. Mind Blast correctly removes the Shadow Orb buff and grants Empowered Shadow.
* The Glyph of Shadow Word: Death no longer provides the outdated 10% bonus damage to targets under 25% health when Shadow Word: Death is cast.
Warlock
* Bane of Havoc no longer persists when overwritten by another Bane.
Quests
* The quest "Reinforcements from Theramore" can now be obtained by Alliance players.
* Players no longer keep the invisibility aura and the Hunting buff after logging out while in the wolf vehicle on the quest "The Wolf and the Kodo".
* The quest "Diplomacy By Another Means" no longer auto-completes in the field.
* The spawn rate for Frostmane Scavengers in Dun Morogh has been substantially increased.
* Obtaining the achievement for completing quests in Silverpine now requires 55 quests, down from 60. The interface will still list it as 60 required quests until a client-side patch is applied.
* Players should no longer get stuck in a phased state when attempting to complete the quest "To the Rescue!"
* Players are now able to complete the quest “Uther’s Blessing” by using the item Chillwind Tribute at Uther’s Tomb.
* Horde players are no longer able to obtain the Stormpike Insignia Rank 2 from Lieutenant Haggerdin while on the quest "Infiltration".
* Experience granted by quests in Arathi Highlands has been increased.
November 23
* Alterac Valley, Isle of Conquest, and Strand of the Ancients should no longer attempt to place players in a level 80-84 bracket.
* Players should no longer be disconnected from a realm when attempting to take an item out of the mail which has been marked for deletion.
* The title "Champion of [guildname]" can no longer be improperly awarded to players.
* The amount of gold received when converting Battleground Marks of Honor above the honor cap has been reduced to the intended amount.
Druid
* The damage done by the following abilities has been reduced by approximately 17%: Mangle (Bear), Maul, Lacerate, Pulverize, Swipe (Bear), Thrash.
Hunter
* A second pet can no longer be summoned when the active pet is dead.
Mage
* Arcane Concentration will not go on internal cooldown when it fails to proc.
* The damage from Deep Freeze on stun-immune targets is now properly benefitting from Frostburn, including when increased by Mastery Rating on gear.
* Frostfire Orb now correctly triggers Ignite on critical hits.
* Pyroblast! made available by Hot Streak will no longer consume Clearcasting.
* When Scorch is cast by a mage who has Improved Scorch Rank 2, it will no longer consume Clearcasting.
* Shatter now only increases the chance for Molten Armor's damage to be a critical strike when the target is actually frozen, as intended.
Paladin
* Glyph of Light of Dawn no longer incorrectly reduces the healing of Light of Dawn.
Priest
* Prayer of Healing is now properly healing all of the target's party members, unless they are further than 30 yards away.
* Twisted Faith no longer gives a 4% damage increase to Mind Flay when Shadow Word: Pain is active on a target.
Rogue
* Envenom now properly scales with Potent Poisons.
Warlock
* Soul Fire will no longer consume both Empowered Imp and Soulburn when they are active. It will consume Empowered Imp and leave Soulburn still active.
Warrior
* Shield Slam's damage has been reduced by about 28% at level 15, with less, but still noticeable reductions at higher levels.
Quests
* The Wayward Fire Elemental is now properly tracked on the mini-map for the quest "Ice and Fire".
* Fishing daily quests in Stormwind and Orgrimmar have returned.
* Players will now reach their flight destination properly for the quest "Fuselight, Ho!"
* It is no longer possible to use all the charges on the Purified Moonwell Water at a single brazier for the quest "Dousing the Flames of Protection".
* The tauren quest "Heeding the Call" has been removed from the game and is no longer improperly still being offered to players.
Portals Removal - Explained
Portals are removed as we don't want you to have your hearth in an old city from an expansion you've outgrown just so you can have quick and instant travel anywhere you like. Those expansions had content that was far removed from things like auction houses and class trainers, and thus, contained portals. They were removed from those things because we didn't want the expansion content (which would hold the bulk of the playerbase) to in turn also remove them from the classic Azeroth world. That's no longer the case. Cataclysm has content near your faction capitals, which have auction houses and class trainers.
And for new characters leveling, who will eventually hit Shattrath and Dalaran, they now have auction houses and class trainers in place of portals.
As soon as you can fly in Azeroth this really does cease to be an issue. It will not be much different than flying from Borean Tundra to Ulduar.
I can see that since the OP is buried that enough people disagree with this being an issue, and for that I'm at least thankful that I'm not fighting a complete uphill battle in explaining it.
Read more...
Fix for Meta Gems
The current design has been reconsidered, so we're planning to revert gems that now require more blue than red gems back to their original requirements. Such a change can't be accomplished via a hotfix though, so we'll have to wait to revert these in a future patch.
12 Views
21:23:18 11/23/10
Patch 4.0.3a and more
[LESS INFO] 12 VIEWS | ADDED 21:23:18 11/23/10
UPDATE: Title fixed. Sorry for the confusion. Grrr...
I didn't want to post anything about the new patch until I was absolutely sure Blizzard will release it this week. Now is time to speak about it since they already start "breaking" the US live realms.
This is the patch responsible for breaking the whole Azeroth. After this goes live the world wont be the same again. This is NOT Cataclysm yet. Most of the Cataclysm features are going to be added on December 7, when the new expansion will be launched.
A while ago a player compiled the features of this patch and Cataclysm and grouped them so we can know what we can do in 4.0.3a and what we can no until Cataclysm.
If somehow you have misses our Cataclysm reviews and our Cataclysm Exploration episodes you can still find them over here and read them while you download the patch and wait for your realm to go online.
Plus, do not forget to check out the Blizzard store . If you want to make a game present or you miss any wow expansion this is the moment to buy them: WoW $5, BC $5, WotLK $10... until Nov 30th.
What IS in:
* Portals in Dalaran Removed (you have trainers instead)
* New race-class combinations (except worgen/goblin)
* Race Changing to new class combinations (check the wowhead table for them)
* New Gnome/Troll starting areas
* Changes to existing zones (the world that you know it will change forever)
* New cata load screens, cinematic, music and login screen
* City Quartermasters, with rep tabards for championing
* Class balancing and bug fixes
* Druids, paladins, priests, and shaman will have their talent trees reset
* Experience required to gain levels 71 through 80 is being reduced by 20%
* New tamable hunter pets (monkey, fox, dog, and beetle) as well as new skins for existing pet classes. (check more on wow-petopia )
* A steam powered auctioneer, similar to the engineering only one in the Like Clockwork store, has been added next to the justice point vendors in Dalaran. They are now usable by all non-engineers.
* Some mounts other items are being removed (check this for details) (thanks WarcraftPets )
What IS NOT in this patch:
* Creating worgen/goblin characters
* Worgen/Goblin start zones
* Archeology profession
* Professions past 450 (Illustrious Grand Master)
* Guild leveling
* Guild achievements
* Eastern Kingdoms/Kalimdor flight skill
* New Zones (80+)
Official 4.0.3a Patch Notes
In the frigid wastes of Northrend, the final battle against the merciless Lich King ended in victory for Azeroth's defenders. Upon returning home, veterans of the unforgiving conflict against the Scourge were showered with praise for their valiant sacrifices, while the honorable dead were mourned. Yet as hope flared anew in the wake of the Lich King's fall, Azeroth's native elemental spirits grew confused and erratic, setting off a series of deadly natural disasters. Horde and Alliance leaders scrambled for clues about the troubling state of the world, but nothing could have prepared them for what was to come.
Without warning, the corrupted Dragon Aspect, Deathwing, erupted from the stone heart of Deepholm, the domain of earth within the Elemental Plane. Jagged fissures were torn across the earth, and monstrous waves pummeled coastal regions. From Thousand Needles to the Blasted Lands, the surface of Azeroth was reforged through violent upheavals. Now, the Horde and the Alliance must defend their homes against Deathwing and his minions, burdened by the unsettling fact that the world as they know it has changed…forever.
General
* Azeroth Shattered
* Deathwing's return has had an immeasurable impact throughout the Eastern Kingdoms and Kalimdor. Players will notice drastically altered terrain, thousands of new quests from levels 1-60, and updated level ranges for some zones to improve the questing flow.
* New Race/Class Combinations
* In the wake of a world on the brink of destruction, members of the Horde and Alliance have taken to new cultures and studies, mastering crafts previously foreign to them. Many existing playable races now have new class combinations. Check the official World of Warcraft: Cataclysm website for a breakdown of the new combinations.
* The World of Warcraft: Cataclysm cinematic trailer and login screen have been added to the game.
* Experience required to gain levels 71 through 80 has been reduced by 20%, which increases leveling rate by 25%.
* Many quests in zones on Eastern Kingdoms and Kalimdor have been removed from the game to make way for new adventures. These quests have been automatically removed from players' Quest Logs.
Classes: General
* Due to several talent revisions for select classes, druids, paladins, priests, and shaman have had their talent trees reset.
* The damage and healing done by players from levels 1-79 has been retuned, with the base points of almost all spells and abilities reduced. This was done to bring combat times at low levels to a more reasonable length. For most abilities that deal weapon damage, the weapon damage percent now rises per level until level 80, and starts at a lower percent.
* Healing Rain, Efflorescence, Holy Radiance, Holy Word: Sanctuary now have a diminished effect when healing more than 6 players at once.
* Mortal Strike, Furious Attacks, Wound Poison, Widow Venom, Permafrost, Improved Mind Blast, Monstrous Bite, and Legion Strike now reduce healing by 10%, down from 25%.
* Effects which are broken from taking too much damage (Fear, Frost Nova, Entangling Roots, etc.) now break automatically from about half as much damage taken as before.
Death Knight
* Death Pact now heals for 25% of maximum health, down from 40%.
* Death Strike now heals for 25% of damage taken in the last 5 seconds, down from 30%, and will heal for a minimum of 7% of maximum health, down from 10%. The tooltip may not yet be updated to reflect this change.
* Icebound Fortitude now provides 20% damage reduction, down from 30% (now 50%, down from 60% when talented), and has a 3-minute cooldown, up from 2 minutes.
* Talent Specializations
* Blood
* Rune Tap now heals for 10% of maximum health, down from 15%. The tooltip may not yet be updated to reflect this change.
* Glyphs
* Glyph of Rune Tap now heals for 5% of maximum health, down from 10%.
* Bug Fixes
* Frost Fever critical strikes now apply the correct amount of bonus damage.
* Horn of Winter will once again provide runic power when used while another Attack Power buff is already present on the death knight.
Druid
* Bear Form now provides 10% bonus health, down from 20%.
* Nourish no longer consumes Omen of Clarity.
* Rejuvenation has had its mana cost increased by 30%.
* Soothe now has a 1.5-second cast time.
* Swipe (Cat Form) can now be used even if the druid does not have a primary target selected.
* Thorns: beginner tooltip revised to no longer imply the spell could be kept up at all times. In addition, Thorns damage has been reduced by 60%.
* Talent Specializations
* Balance
* PvP set bonus redesigned. While not in an Eclipse state, critical attacks against the druid restore 5 Solar or 7 Lunar energy, whichever is more beneficial. This effect can only occur once every 6 seconds.
* Feral
* Brutal Impact now increases the mana cost of spells on the victim by 5/10% for 10 seconds, down from 15/30%.
* Leader of the Pack now heals for 4%, down from 8%.
* Survival Instincts now provides 50% damage reduction, down from 60%, and its cooldown has been lowered from 5 minutes to 3 minutes.
* Swipe (Bear Form) damage has been reduced by 20%.
* Vengeance is no longer cleared on exiting Bear Form, and instead is cleared upon entering Cat Form.
* Restoration
* Empowered Touch now procs from Healing Touch as well as Nourish.
* Heart of the Wild: the Bear Form Stamina bonus from this talent is now 2/4/6%, down from 3/7/10%.
* Malfurion’s Gift no longer has Fury of Stormrage as a prerequisite talent.
* Natural Shapeshifter now also increases Tree of Life duration by 5/10 seconds.
* Revitalize is now a 2-point talent, down from 3. It provides a 20% chance to return 1/2% of the druid's total mana on periodic heals from Lifebloom or Rejuvenation. This effect cannot occur more than once every 12 seconds.
* Swift Rejuvenation is now a 1-point talent, down from 2. The global cooldown reduction this talent provides to Rejuvenation remains 0.5 seconds.
* Symbiosis: heal-over-time spells (Rejuvenation, Regrowth, Lifebloom) can no longer benefit from this Mastery merely by refreshing themselves. A different heal-over-time spell must be present.
* Glyphs
* Glyph of Healing Touch now reduces the cooldown on Nature's Swiftness by 10 seconds after using Healing Touch, up from 5 seconds.
* Glyph of the Treant (new) allows druids to keep the original treant Tree of Life look... if they must. Must they?
* Bug Fixes
* Blood in the Water now refreshes Rip to the correct value.
* Flight Form now properly appears in the trainer window before Expert Riding is learned.
Hunter
* All special attacks based on weapon damage (except Scattershot) are now normalized.
* Scare Beast is now available at level 36, up from level 14, and has had its training cost updated.
* Deterrence is now available at level 78, up from level 36, and has had its training cost updated.
* Disengage is now available at level 14, down from level 78, and has had its training cost updated.
* Glyphs
* The level requirements for glyphs that affect Scare Beast, Deterrence, and Disengage have been altered to correspond with the level changes of these abilities.
* Bug Fixes
* The Core Hound pet ability Ancient Hysteria now places its own unique debuff on affected players that has the same effect as Sated and Exhaustion.
* Certain pets should no longer forget how to Dash.
Mage
* Arcane Blast now increases damage of the next Arcane Blast by 10% per stack, down from 20%, reduces cast time by 0.1 seconds per stack, and increases the mana cost by 150%, down from 175%. In addition, the base cast time of Arcane Blast has been lowered to 2.35 seconds.
* Arcane Explosion now costs 15% of base mana, down from 18%.
* Arcane Missiles damage has been increased by 5%.
* PvP set 4-piece bonus changed to increase damage by 5% instead of providing 5% Haste.
* Talent Specializations
* Arcane
* Arcane Barrage damage has been increased by 5% and its cooldown is now 4 seconds, down from 5 seconds.
* Arcane Concentration: Now has a much higher chance (13/27/40%) of entering a Clearcasting state. This effect cannot occur more than once every 15 seconds. The tooltip still states that there is a 3/6/10% chance, as it averages out to approximately the same chance with the internal cooldown applied.
* Arcane Specialization again increases arcane damage by 25%.
* Fire
* Blazing Speed no longer dispels movement slowing effects (it still dispels effects that totally stop movement).
* Fire Specialization again increases periodic fire damage effects by 25%.
* Molten Shields now also causes Blazing Speed to dispel movement slowing effects in addition to its current functionality.
* Pyroblast base mana cost is now 17%, down from 22%.
* Frost
* Deep Freeze: the cooldown on this ability is no longer reduced by Haste.
* Early Frost now reduces Frostbolt cast time by 0.3/0.6 seconds, down from 0.35/0.70 seconds.
* Fingers of Frost proc chance is now 7/14/20%, down from 10/20/30%.
* Frost Specialization again increases all damage against frozen target by 25%.
* Reactive Barrier is now triggered by any damage which causes the mage's health to be below 50%, even if the mage was already below 50%.
* Shatter now also increases Frostbolt damage by 10/20% against frozen targets.
* Shattered Barrier duration is now 2/4 seconds, down from 3/6 seconds.
* Glyphs
* Glyph of Evocation now heals for 40%, down from 60%.
* Glyph of Deep Freeze now increases damage done by Deep Freeze by 20% (no longer increases Frostbolt damage against Deep Frozen targets).
* Bug Fixes
* Improved Polymorph now correctly shares diminishing returns with controlled stuns.
Paladin
* Exorcism damage has been increased by approximately 50%.
* Holy Radiance now has reduced effectiveness on targets over 8 yards away from the paladin.
* Seal of Truth: periodic damage from Censure reduced by 25%.
* Talent Specializations
* Holy
* Beacon of Light now lasts 5 minutes, up from 60 seconds.
* Blessed Life: the effects of this talent cannot occur more than once every 8 seconds, up from every 2 seconds.
* Illuminated Healing absorb shield now absorbs 10% of the total amount healed, up from 8%. Each point of Mastery increases the effect by an additional 1.25%, up from 1%.
* Light of dawn has been redesigned. It no longer has an enforced cooldown, now costs Holy Power instead of mana, and scale in direct proportion to the amount of Holy Power used. In addition, it now heals the 5 most injured group targets (including self) in a 30-yard frontal cone.
* Protector of the Innocent no longer triggers from self-heals.
* Protection
* Divine Bulwark now grants 2.25% less block chance per point of Mastery, up from 2%.
* Holy shield no longer increases chance to block. Instead, it increases the amount blocked by an additional 10%, for a total of 40% damage blocked.
* Shield of the Righteous: Contribution of attack power halved (now 60% with full Holy Power) and base damage brought up so that a level 85 paladin in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact.
* Shield of the Templar now reduces the cooldown of Guardian of Ancient Kings by 40/80/120 seconds, down from 1/2/3 minutes.
* Wrath of the Lightbringer now increases Crusader Strike and Judgement damage by 50/100%, up from 30/60%.
* Retribution
* Crusade now also has a proc on kill to increase the healing done by the paladin's next Holy Light by 100/200/300% for 15 seconds, in addition to its current effects.
* Divine Storm: This ability has been redesigned. It no longer consumes Holy Power and instead costs 5% of base mana. It shares a cooldown with Crusader Strike and hits all nearby enemies for 60% weapon damage.
* Pursuit of Justice now has an 8-second internal cooldown, shared with Blessed Life.
* Rebuke no longer initiates Auto Attack.
* Sanctity of Battle now also causes Divine Storm’s cooldown to be reduced by Haste effects.
* Zealotry no longer consumes 3 Holy Power, but still requires 3 Holy Power to use.
* Glyphs
* Glyph of Beacon of Light now makes Beacon of Light free, instead of increasing the duration by 30 seconds.
* Glyph of Divinity has been redesigned. It now grants the paladin 10% of maximum mana upon use.
* Glyph of Light of Dawn now increases the total number of most injured targets healed by 1.
Priest
* Binding Heal now provides roughly double the amount of healing.
* Prayer of Healing has had its mana cost reduced by nearly 30%, and its base points and Spell Power coefficient increased by 20%.
* Talent Specializations
* Discipline
* Divine Aegis is now always triggered by Prayer of Healing, in addition to critical heals from all other spells.
* Grace has been increased to 4/8% stacking 3 times, up from 2/4% stacking.
* Inner Focus now works with Binding Heal, but no longer works with Heal.
* Power Word: Barrier has been redesigned. It no longer acts as a shared absorb shield. Instead, all affected friendly targets take 30% reduced damage for the duration of the shield, which is now 10 seconds, down from 25 seconds.
* Shadow
* Shadow Orbs: redesigned slightly. The Shadow Orbs continue to increase damage done by Mind Blast and Mind Spike and stack up to 3 times, but now when the priest casts Mind Blast or Mind Spike (consuming the orbs), the priest gains a 15-second duration buff (Empowered Shadow), which increases the damage done by all Shadow periodic spells. Empowered Shadow does not stack. Mastery increases the damage bonus of Shadow Orbs and Empowered Shadow by the same amount, 10% with the base 8 Mastery, and an additional 1.25% per Mastery.
* Vampiric Embrace healing to the caster has been reduced to 6%, down from 12% (there was a tooltip error which stated that the self-healing amount was 15%). Party members still receive 3% healing.
* Bug Fixes
* Dark Archangel now correctly increases the damage done of certain abilities by 4%.
Rogue
* Deadly Poison base damage and attack power coefficient have been increased by 30%.
* Recuperate now restores 2% of maximum health, down from 3%.
* Venomous Wounds base damage and attack power coefficient have been increased by 30%.
* Talent Specializations
* Combat
* Aggression now increases damage of Sinister Strike, Backstab, and Eviscerate by 7/14/20%, up from 5/10/15%.
* Bandit’s Guile now gives 10/20/30% increased damage as the rogue gains greater insight, up from 5/10/15%.
* Subtlety
* Executioner no longer affects Recuperate.
* Bug Fixes
* Bandit's Guile now applies more consistently to all of the abilities it's supposed to modify.
* Player guardians and temporary pets now stop attacking when a rogue uses Vanish, but city guards will not.
Shaman
* Chain Heal mana cost increased from 17% to 20% of base mana.
* Earthliving Weapon now only has 25% of its full chance to proc from a single hop of Chain Heal.
* Talent Specializations
* Elemental
* Elemental Reach now also increases Searing Totem range by 7/15 yards.
* Fulmination now has a Spell Alert visual associated with it, which appears when the shaman gets to 9 Lightning Shield charges.
Warlock
* Bane of Agony damage has been reduced by approximately 12%.
* Bane of Doom damage has been reduced by approximately 12%.
* Corruption damage has been reduced by approximately 12%.
* Death Coil damage has been reduced by approximately 12%.
* Drain Life damage has been reduced by approximately 12%.
* Drain Soul damage has been reduced by approximately 12%.
* Immolate damage has been reduced by approximately 12%.
* Incinerate damage has been reduced by approximately 12%.
* Rain of Fire damage has been increased to be more comparable to other area-of-effect abilities.
* Searing Pain damage has been reduced by approximately 12%.
* Seed of Corruption damage has been reduced to be more comparable to other area-of-effect abilities.
* Shadowbolt damage has been reduced by approximately 12%.
* Soul Fire damage has been reduced by approximately 12%.
* Talent Specializations
* Demonology
* Hand of Gul'dan damage has been reduced by approximately 12%.
* Destruction
* Chaos Bolt damage has been reduced by approximately 12%.
* Conflagrate damage has been reduced by approximately 12%.
* Shadowburn damage has been reduced by approximately 12%.
* Bug Fixes
* Drain Life: The Soulburn version of this was charging 17% of base mana instead of 12% like the normal version. This has been corrected.
Warrior
* Cleave damage has been reduced by approximately 17%.
* Execute damage has been reduced by approximately 17%.
* Heroic Strike damage has been reduced by approximately 17%.
* Overpower now does 125% weapon damage, down from 150%.
* Rend base damage has been reduced by approximately 17% and percent of weapon damage per tick lowered to 25%, from 30%.
* Shield Block now only increases block chance by 25%, but excess block that pushes avoidance plus block to over 100% is now converted to critical block chance.
* Slam now costs 15 rage, down from 20, and now does 125% weapon damage, down from 150%.
* Victory Rush damage has been reduced by approximately 17%.
* Whirlwind now does 65% weapon damage, down from 75%.
* Talent Specializations
* Arms
* Mortal Strike now does 150% weapon damage, down from 185%.
* Second Wind now heals for 2/5% of total health, down from 5/10%.
* Strikes of Opportunity now does 100% weapon damage, down from 115%.
* Fury
* Blood Craze now heals for 1/2/3% of total health, down from 2.5/5/7.5%.
* Bloodthirst damage has been reduced by approximately 17%.
* Raging Blow now does 110% weapon damage, down from 150%.
* Unshackled Fury now gains approximately 50% more benefit per point of Mastery.
* Protection
* Critical Block now grants an equal amount of block chance and critical block chance (1.5% each per point of Mastery).
* Devastate no longer provides bonus threat.
* Shield Slam: Contribution of attack power reduced to 60%, down from 75%, and base damage brought up so that a level 85 warrior in Heroic dungeon gear deals the same damage with no Vengeance, but Vengeance has less impact. In addition, Shield Slam no longer generates 30% bonus threat from its damage.
* Vigilance no longer provides 3% damage reduction, but still refreshes Taunt and provides Vengeance.
* Glyphs
* Glyph of Bloody Healing increases the healing received from Bloodthirst by 40%, down from 100%.
* Glyph of Intimidating Shout no longer causes targets to flee slowly, but roots them instead.
* Glyph of Shield Wall increases damage reduction to 60%, but increases the cooldown from 2 minutes to 4 minutes (talented).
* Bug Fixes
* Taste for Blood should once again proc on every other tick of Rend.
Achievements
* The Gladiator reward mounts now award Master Riding.
* What A Long, Strange Trip It's Been now awards Master Riding.
Items
* Mysterious Egg now takes only 3 days to turn into a Cracked Egg and has a slightly greater chance of awarding the Reins of the Green Proto-Drake.
* PvP set bonuses now provide 70 of stats such as Agility, Intellect, and Strength (down from 100) at 2 pieces, and 180 of these stats (down from 300) at 4 pieces.
Professions
* Perfect Gem Cutting and Mixology have been removed as trainable skills and are instead passives profession abilities. When players reach the appropriate skill levels, they will start getting bonuses from Mixology (they must know the recipe to gain the benefit) and/or cutting perfect gems (depending on their profession, of course).
* Alchemy
* Alchemy recipes now require Crystal Vials. Deathwing broke all the others because he’s mean (or because he didn’t want alchemists to carry 5 different vials around with them).
* Engineering
* The Engineering Tinkering enchants will no longer provide their bonus stats, but the activated effects will stack with other enchants. In 4.0.1 the stats were there (but hidden) and are now removed.
* Bug Fixes
* Several epic gem transmutes that were missing from the trainer have been added back.
Bug Fixes
* Certain area-of-effect abilities are no longer ignoring the area-of-effect damage cap.
* Mobs and NPCs should no longer appear to randomly gain or lose health during combat.
* Re-summoning pets in Battlegrounds should no longer count towards a player’s total healing done.
Known Issues
* Some tooltips may not reflect the most recent changes to certain abilities.
* Worgen hunters are currently unable to learn Dual Wield.
* The achievement Explore Tol Barad will not be possible to complete upon release of World of Warcraft: Cataclysm.
7 Views
01:20:35 11/22/10
Pilgrim's Bounty - Quest Changes - Interviews
[LESS INFO] 7 VIEWS | ADDED 01:20:35 11/22/10
Pilgrim's Bounty 2010
If you still haven't completed your achievements for this yearly event check out our Pilgrim's Bounty Achievements guide .
With the end of autumn just around the corner, the inhabitants of Azeroth gather together to enjoy the final fruits of the harvest and hunting seasons. Celebrated near every major city and many minor ones, Pilgrim's Bounty is a time of sharing and preparing for the winter to come. Check out our Pilgrim's Bounty page to learn more about this new Azerothian holiday now!
Major Quest Changes Inbound
All those aiming for the Loremaster achievements should definitely check this announcement out...
As you're all aware by now, the shattering of Azeroth will drastically and permanently alter the continents of Kalimdor and the Eastern Kingdoms. In the wake of Deathwing's devastation, adventurers will be summoned to embark on new quests from levels 1 to 60 in these transformed territories -- and with so much new content to be found on these original two continents, many original quests will no longer be available after the shattering occurs. These quests will automatically be removed from your quest log, while any quests you’ve accepted that still exist in Azeroth will remain in your log.
You may be wondering how the shattering will affect the Loremaster achievements. If you've already completed Loremaster of Eastern Kingdoms or Loremaster of Kalimdor, you will not lose your achievements. However, if you've made progress toward these achievements without yet completing them, be aware that any quests that are removed from the game will no longer count toward your progress, so you may see your achievement quest counter drop. If you’re close to earning either of these achievements, we strongly suggest you finish them with great haste, as Deathwing's return is imminent.
In addition, the Loremaster achievements are being redesigned slightly to make them easier to track. Rather than having players complete a huge number of quests throughout a single continent, the criteria will change so that you will instead need to complete a set number of quests in each zone. Once you've earned the achievements for each listed zone on a continent, you will then be awarded the Loremaster achievement for that continent. For those who do have Loremaster of Kalimdor or Eastern Kingdoms completed already, you can still go back and get the new achievements for questing in individual zones on those continents.
We look forward to giving you an opportunity to take on brand new adventures in these classic zones. The times they are a-changin'.
Raid Lock Wipes Notification
In preparation for the new flex lock system we’ll be wiping the following raid locks at the time of the next patch release.
* Onyxia's Lair
* Naxxramas
* Ulduar
* Obsidian Sanctum
* Eye of Eternity
* Vault of Archavon
* Trial of the Crusader
This means that if you've extended a lockout for these raids it will be wiped at the time of the next patch. This does not apply to Icecrown Citadel or Ruby Sanctum as they already use the new flex lock system.
First resources revealed from the Fortune Awaits
We kind of missed this new " event " involving especially the Facebook users. Those who Like this Darkmoon Faire thingy, as horde or alliance, will contribute to the unlock of new things on this website.
For now, we have two wallpapers (check the website for them) and two awesome interviews:
13 Views
18:55:34 11/19/10
Healers and Cataclysm
[LESS INFO] 13 VIEWS | ADDED 18:55:34 11/19/10
Those of you who think Blizzard hate healers... really should read this
You may have heard that healing in Cataclysm is going to feel different. The role will be more challenging, particularly in terms of resource management. This won’t be news to a lot of regular forum readers, but I see enough “why nerf healers?” concerns that I thought it was still a worthwhile topic for an inaugural developer blog.
As a blanket statement, healer mana wasn’t a big concern in Wrath of the Lich King. You could run out of mana sometimes, but it really didn’t affect your spell choice in the way it did prior to Lich King. We think resources should be important, though. A lot of gameplay in a wide variety of games comes down to managing a limited resource, whether it's Vespene Gas in an RTS, ammo in an FPS, or even time in a puzzle game. Managing your resources well makes you a better player. Not being limited by resources can feel empowering over a short period of time, but only because it feels like you’re breaking the rules. In fact you are breaking the rules, and once those short periods of time have ended, a game can quickly lose its luster. Godmode isn’t nearly as compelling in the long term as it might seem at first glance.
Now, it is true that resource management is an even bigger part of the game for healers than it is for other roles. “Not fair!” you might be ready to cry. I used this analogy once before, and it seemed to resonate with lots of people, so I’ll use it again. Dealing damage is like a sprint. You typically want to go as fast as you can. Healing isn’t a race though -- it’s more like darts. You want to be as precise as you can. A big part of the healing gameplay is using the right tool for the right job. The resource cost of those tools is one of the things that differentiates them. Remove the resource constraint and you lose one dimension that differentiates the tools. Good healers used to pride themselves on keeping everyone standing up without running out of mana.
For a number of reasons, all of which were completely our fault, healers had too much mana regeneration in Wrath of the Lich King. Let’s look at the consequences of infinite mana for a moment.
For starters, those expensive, fast heals were never a difficult choice. Expensive doesn’t really apply in the absence of a cost, so they were just fast heals. Why wouldn’t you want to cast a fast heal? Healer gameplay became smaller because they had fewer options. Rather than choosing the right tool, everyone picked a spell such as Power Word: Shield, Flash of Light or Rejuv, and just used that spell. Over and over. We think a cornerstone of good gameplay is making interesting decisions. When your toolbox is too small (because the expensive or slow spells are immediately discarded as tools) then you are making fewer interesting decisions.
Second, since healers weren’t really running out of mana, we had to find other ways to make those raid encounters that were designed to be challenging actually challenging. That often came down to very high tank or raid damage. So now not only did healers not have much of a choice about which spell to use, but they also had to use that spell every global cooldown or risk someone dying. This made healing stressful without the reward of having made good decisions. If you healed the wrong target, hesitated for a moment, or had a laggy connection, then someone was going to die.
Third, anything that played off of mana regeneration, such as a talent, a stat like Spirit, or even a proc from a trinket, became undesirable. Furthermore, since mana wasn’t a concern, overhealing was also not a concern, and players did it with abandon. When everything is an overheal already, then stats like critical strike chance also become devalued.
Fourth, PvP balance suffered. When healers could easily heal anyone to full without fear of overhealing or running out of mana, then battles became very binary. You either killed someone or you didn’t. Nobody sat in a wounded state very long. There was no sense of a changing tide or someone coming from behind. Imagine a tennis match where the outcome of the first serve won or lost the entire match. We could have improved this situation by increasing health pools, which is exactly what we did for Cataclysm, but larger health pools with infinite mana would just make bosses feel unthreatening.
To be clear, we don’t want healers to constantly run out of mana. We want them to run out of mana when they don’t play well. And we don’t want them to always fail. But we do want them to feel good when they are challenged, and overcome those challenges to succeed. When someone is wounded, we want healers to consider whether to use a slow, efficient heal (because they aren’t in immediate threat of dying) or a fast, expensive heal (because they are). That’s called triage, and it was notably missing from the Lich King healing environment. We think triage will make healing more fun. We’re making this change not to make healers sad by nerfing them, but to make healers happy by making the game more fun for them.
18 Views
01:38:35 11/19/10
Wintergrasp - Rated BGs - BestBuy DevChat
[LESS INFO] 18 VIEWS | ADDED 01:38:35 11/19/10
Wintergrasp queuing changed in 4.0.3
In patch 4.0.3, Wintergrasp queuing was changed so that each battle attempts to match the factions at a 1-to-1 ratio. This is the exact system being used for Tol Barad in Cataclysm. While we understand that this inflates queue times for factions which are vastly overpopulated on select realms, we prefer this system over using Tenacity. In addition, the new system at least encourages playing on a faction that's better balanced against the opposing faction. With the old Wintergrasp functionality, players were almost encouraged to be on an overpopulated faction, further contributing to realm balance issues.
That said, we'll review realms with significant faction imbalances on a case-by-case basis in the event we need to take further action.
Rated Battlegrounds FAQ
World of Warcraft: Cataclysm is just around the corner -- and that means Rated Battlegrounds will soon be available. While Rated Battlegrounds will only be open to level-85 characters, we know many of you may still have some questions about this new system, so we’ve put together an FAQ to help address some of the more common inquiries we've seen.
Q. What are Rated Battlegrounds?
A. Like the Arena system, Rated Battlegrounds are an alternative way for players to battle against opponents of similar skill levels and accrue rating to purchase powerful PvP gear. Instead of competing in a 2v2, 3v3, or 5v5 bracket, though, you'll be testing your mettle in familiar environments like Arathi Basin and Eye of the Storm, as well as all-new Battlegrounds set to release in Cataclysm.
Q. How are Rated Battlegrounds structured?
A. Rated Battlegrounds are broken down into two brackets: 10v10 and 15v15. These brackets rotate weekly and can be viewed in-game via the calendar by activating the Battleground holiday filter.
Q. What Battlegrounds are eligible for Rated Battleground matches?
A. Warsong Gulch, Arathi Basin, Eye of the Storm, Strand of the Ancients, Battle for Gilneas, and Twin Peaks.
Q. What happened to the 25v25 bracket?
A. We decided to remove this bracket. We don't feel it's feasible to ask players to coordinate a group of 25 players for Rated Battlegrounds. If any player happens to drop group just before a match begins, the raid group would not be able to enter the battle. We anticipate most players or guilds will stick with fairly dedicated 10-player groups, and making the jump to 15-player groups shouldn't be too difficult.
Q. How can I queue for a Rated Battleground?
A. Before entering the queue, you must first create a raid with the full number of players required for the weekly bracket (10 or 15). Any level-85 player on your realm and of your faction may participate in the battle regardless of guild association.
Once you have a raid of the appropriate size, simply open up the PvP window, click on the Conquest tab, highlight "Rated Battleground," and then click "Join Battle."
Q. Can I queue up solo and just be matched with a Rated Battleground team?
A. No. You will need to first join a raid of the appropriate size and level before you can queue up for a Rated Battleground. Individual queuing will not be available for Rated Battlegrounds.
Q. Do all players in the raid group have to be from the same guild in order to queue for a Rated Battleground?
A. No. So long as the raid group size matches the weekly bracket and is comprised of level-85 players, you can queue up for a Rated Battleground no matter what guild you are in. Guild membership has no effect on the formation of Battleground teams.
Winning a Rated Battleground with a team composed of at least 80% guild members, however, will result in the additional benefit of guild experience gain for that guild.
Q. How can I tell if my Rated Battleground team meets the minimum guild requirement?
A. If you join a Rated Battleground with the minimum number of required guild members, a special guild banner will appear in the upper-left corner of the in-game mini-map. This will let you know if you are eligible for the bonus guild experience.
Q. What are the normal benefits of winning a Rated Battleground?
A. When you win a Rated Battleground, you will be rewarded Conquest points, up to your weekly cap. Weekly caps are individual for each player and are based on your highest single PvP rating from the previous week (the cap resets on Tuesdays). This rating can be derived from your 2v2, 3v3, or 5v5 Arena rating or your Rated Battleground rating.
Q. What Rated Battleground rating do players start out with?
A. Players start at zero Rated Battleground rating and progress upward from there. If you lose a battle, your Rated Battleground rating will only be reduced if that rating is currently higher than your Match Making Value (MMV). For the most part, a rating only goes up.
Q. What’s MMV?
A. Match Making Value (or MMV for short) is our best measure of an individual player's skill. MMV is the skill rating per format (2v2, 3v3, 5v5, Battleground) and per character that is used for matchmaking. It exists to help the matchmaking system create great matches as quickly as possible for all players. It's generally not a rating we show, with the exception of an average MMV for Arena teams.
Q. Will my MMV go down in the event of a Rated Battleground loss?
A. Yes; however, unlike Arenas, all players in a Rated Battleground team will win or lose the same amount of Rated Battleground rating per match depending on its outcome.
Q. Does MMV for Rated Battlegrounds function the same as it does in Arenas (i.e. does it go up more when you beat a higher-rated team, and go down more when you lose to a lower-rated team)?
A. Yes. Your MMV will go up faster if you defeat a Rated Battleground team with a higher average MMV.
Q. What’s the plan to prevent your Rated Battleground rating from skyrocketing at high win ratios? If your rating only goes down when it is above your MMV, it seems that ratings will just be high on average (compared to Arena).
A. If your Rated Battleground rating gets inflated much beyond your MMV, you’ll only receive a minimal amount of points when you win. Similarly, you’ll lose many more points after a defeat, until your Rated Battleground rating gets back in line with your MMV. This will prevent inflation.
Q. Can consumables and engineering items be used in Rated Battlegrounds?
A.Yes, but they will follow the same rules and restrictions as Arenas.
Q. Will Rated Battleground teams only be matched against other teams in their Battlegroup?
A. No. Rated Battlegrounds will be region-wide, meaning that when you queue for a Rated Battleground, you will have the opportunity to be matched against a team from any of our North American World of Warcraft realms.
Q. Are there any plans to reward players with the highest Rated Battleground rating, similar to Arenas?
A. Epic ground mounts will be rewarded at the end of each season to the top 0.5% of players according to Rated Battleground rating. Titles are also available as you gain rating in the system. The titles are rewarded directly from achievements earned from gaining the required rating.
Developer Chat Hosted by Best Buy (transcript)
Will the heirloom items scale to 85?
The current plan is to have heirloom items stop at level 80 at the moment.
I was wondering what new and exciting mounts there will be and what your favorite so far is?
Not surprisingly there are all kinds of new mounts, we have spectral wolf/horse mounts, a dark phoenix, a camel, the new alchemy mount that turns you into a drake can ride, among others. Also a scorpion for the horde and a lion for the alliance. My favorite has to be the camel though... i mean really, who doesn't want to be a camel jockey?!
Has Blizzard considered adding a "Tabards Tab" to the UI, so that tabard collectors can switch out tabards more effectively without having to take up bank and bag space? --Thanks! Deathunholy of Galakrond
We have talked about adding a tabard tab. We've talked about doing a closet tab to handle it. It isn't something we are adding for Cataclysm though.
Will it be as long of a wait to fight Deathwing as it was for Lich King?
Hopefully not, we definitely have a goal to get our content patches out more quickly than we have in the past, without sacrificing quality of course, we plan for deathwing to be the most amazing encounter we've ever made! =]
Are there any plans to potentially add queueing to the rated battlegrounds instead of it having to be a pre-made raid team? I was really excited when I first heard about this feature, but after reading the FAQ i was a bit disappointed with that design.
We're currently looking into the possibility of having players in the honor battleground queue be able to be called to action by groups that aren't quite full, but we're going to see how the current queue'ing works out first so, that isn't something that would be available just yet
Will you allow players to fill their quest log with say, 25 dailies, and then turn them in right after Midnight on December 7th to get a quick boost towards 85? This is how it worked in the beta, but some players are confused on whether it will work on Live. Thanks!
Regarding 25 daily quests to turn in when the expansion goes live, this is something players have been able to do for the last 2 expansions and we aren't talking about changing it now.
I understand the decision from an economic perspective but I was wondering if the deveopers were disappointed in the decision to allow race changes immediately following the release of the expansion.
Regarding allowing race/faction change on day one. Actually this wasn't an economic decision at all. This was a decision that the leadership team made. Our priority as a dev team is to allow players to play the game with their friends, the way they want too. We also talked about the fact that this is a week one problem. So we made the decision not to restrict anything.
Will Darnasus be re built to be a real tree or will it always look like a dead stump with trees at the top?
...but now that Deathwing is doing his thing it makes much more sense than it used to! ;]
Deathwing hates trees.
A lot of players I know are trying to plan out what characters to roll for the new expansion, and the big question is: Will there be ANY new realms tagging along with the release of Cataclysm? Some point to low pop realms as a reason against, but surely with the redux'd 1-60 experience and the droves of returning players desiring clean slates, there has never been a better time for a fresh realm or two?
We haven't decided exactly what the new realm decisions are yet, but we open new realms when there is player demand for them. One thing we can't do is plan all realms for day one. The goal is for realms to have good concurrency so everyone has a great game/matchmaking experience.
Could you comment on the plan for raids in Cataclysm? If i remember it was said that there would be smaller raids in cata but more of them. Would that mean like two small raids per patch or more patches in total?
The idea is that we'll have more raid environments, but fewer bosses in each environment, but a similar total number of raid bosses overall... if that makes sense. =] so, for cataclysm launch we have the skywall environment, the twilight bastion environment, and blackwing descent, versus having almost all the bosses in one environment like we did with naxrammas.
With the changes to the game environment itself, what new computer requirements will be optimal to run the game smoothly?
One of the things that is really important to us is a great gaming experience regardless of your hardware. While the system requirements do go up over time, we do want the experience on slower machines to be great. We do this by trying to add a lot of graphical options to allow players to control the experience from "runs fast" all the way to "looks great".
Will there be more than one Legendary weapon in Cata? Will there be a Caster DPS legendary? Any info or plans would be awesome =) Thanks!
It's likely there will be more than one legendary weapon, although it's too early to say for sure. We do, however, have a plan to do a caster dps staff soon.
Where did Uldum come from?
Egypt ;]
The idea with Uldum is that it has always been there, cloaked from the eyes of the players. The emergence of Deathwing has damaged some of the technology that kept it hidden. There is a story in the zone that explains this and what has been happening in the player absence.
With resource systems now broadened to include focus, rage, energy, and runic power as well as mana, and there being conditionals like enrages, holy power, combo points and runes, will classes that just use mana be getting similar treatment or remaining as they are?
Really that decision is made on a class-by-class, talent tree-by-tree basis. If we feel like the talent spec in question needs a broader resource management then we do it, but we don't like to unnecessarily complicate a spec's resource management if it isn't absolutely necessary.
Why is it that we are not able to use Archaeology before the expansion? I thought it was really cool how you guys released Inscription last time and would love to have the opportunity to level it before the expansion drops.
Using archeology before the expansion was something we talked about, but ended up adding everything about the profession to the "post sundered" world. Thus, you won't be able to use archeology before the sundering happens.
The first tier of Cataclysm raiding has 3 separate instances to tackle. Are you guys planning on keeping with the Burning Crusade model (SSC/TK, BT/Hyjal) and having multiple instances per raid tier? Will Deathwing have to share the spotlight with some other instance?
We'll evaluate that on a tier by tier basis. When we have awesome ideas that we can successfully make happen we'll do multiple environments, but it won't necessarily always be the case. We do have a super cool idea for the deathwing tier though... ...or at least so we hope. =]
What happened with the Worgen district in Stormwind?
We decided it didn't really fit very well, it was looking kind of awkwardly forced into the city. Plus deathwing would have destroyed it anyways.
As the world of Azeroth is changing I was wondering if the Death Knight zone will stay the same or will it also be affected by the cataclysm?
The death knight zone doesn't have any changes for Cataclysm.
I have been confused from the different posts for tier gear. Will there be three levels within each tier still or just heroic and normal and in either case will u just be getting them with points or will u still have to get certain things off drops off certain bosses to get the higher more heroic version of the tier gear?
There is still just normal and heroic difficulty for the raid and dungeon content, and the heroic gear has a higher item level than the corresponding normal gear
Do you feel faction imbalance is a problem at the moment? My queue is around 10-15 min at prime time as a member of the Horde and I know this is the case on at least two of the battlegroups. If so, do you think Worgen will fix the problem? And if they do not, will free faction changes ever be a possibility in the future on battlegroups or servers with a major problem?
We are working on some technology to further combine the PVP queues at server sites. This has been going on behind the scenes for a few weeks now in preparation for Cataclysm. Queue time is one of those things that gets a lot of attention and time, but will change significantly post Cata. Really good question.
What would you say was the hardest and/or easiest parts of developing this expansion? After all, many are saying this is the best expansion to date... So, what was the biggest challenge/easiest feat in creating it?
There have been huge challanges with this expansion, unlike any we've seen in the other two expansions. The scale of Cataclyms is huge for us, and something we didn't really expect when we started development. But we certainly feel like the effort has been worth it, and feel it's our best expansion so far.
Why does it seem the scorpion guild mount doesn't have a guild flag where the lion does? I was hoping to see Hordes of scorpions from our guild walking around with our tabard hanging from the tail like a flag behind them.
When riding a scorpion mount, your character displays holding a large standard with your guild symbol on it.
Why did you decide to make 310% mount speed purchasable in 4.0? It's a huge price for such a tiny speed upgrade, and used to work well as a just-above-vanity perk for people who completed the toughest achievements.
The primary reason was to equalize the awesome vanity mounts players had, and change the mechanic to one where you used the mount you were most excited about using. We wanted players to be able to see the mount players want, without considering the speed differential as a factor.
Will you allow players to change their login screen? I'd love to be able to use the Classic login screen, the unreleased one that was shown at Blizzcon, or perhaps a login screen of a previous expansion.
Players are not able to change their login screen.
How would a person get a Guild Mount? Would it be guild rep? If so how would that be calculated or obtained?
Once your guild gets to a high enough level and unlocks the guild mount, any player in the guild with a high enough guild reputation is able to buy the mount.
Will heirloom items work for goblins and worgens leveling from 1-80 at release?
Heirloom items will work perfectly for Worgen and Goblin characters! Enjoy!
Has there been any discussion of changing the heirloom items to true "Bind on Account" instead of the bind on server limitation that it has currently?
That is something we would like to do. Currently the servers mail carriers refuse to work together, and haven't worked out the economic terms from transferring mail from one server to another. One day we hope to resolve the union issues.
Will the option ever be available to change ones class, contingent upon what's currently available to the race restrictions at the time?
Never say never, but we don't currently have plans to do that.
There's any through about making account wise achievement, like Starcraft ones? It a reason for many players to not reroll/change mains since its look like a lot of work wasted when you switch your main char. Even changing to another char to help with one fight look a bit wrong now, if you are after achievements.
We do have plans to solve this problem, as it is limiting people from re-rolling for sure. This is something we want to solve, but don't have a good solution on how to do it at the moment.
Was there anything you guys regret not being able to include at launch? Possibly something that didn't have enough polish to it that me way see in the future? (You don't need to mention the Dance Studio at this point, really, it's okay)
Well... there is the dance studio. ;] There are of course always things we'd hoped to get into any patch/expansion that get pushed out until later. One example would be the idea to have a built-in atlas that details every encounter in each dungeon/raid. We're not super happy about the fact that the first time anyone encounters a new boss, the only way to learn about it (other than looking up strategies on the web) is to charge in and die a lot.
We'd love to give players some idea of what they're about to fight before they engage the boss. =]
Do honor points and Badges roll over into CATA, or do they reset to zero?
Yes, honor points and justice points carry over into cataclysm. Stock up now!
Is there any talks of maybe some faction cooperative campaigns? Since the cataclysm is threatening to destroy all life of azeroth, to me a logical response from the heroes of azeroth would be to set aside their differences and be able to work together in a raid. An Idea to maybe lessen the frequency of such groups is make the raid difficulty increase by choosing to work with the other faction, a sort of Heroic mode. Possibly even dual faction specific raids. Has there been any talks of such poss...
This is a common request, but not something we are looking to do. While there is a singular main bad guy in this expansion, the Horde and Alliance have their own unique challenges and agendas, and typically don't look to team up. After all it's the World of Warcraft, not the World of Peacecraft.
When designing expansions and content patches, do you have a list of new features to choose from that are planned out in advance or is there more of a brain storm session?
The feature set for each patch is determined by a combination of doing things (or finishing things) that we've been wanting to do for a while, along with completely new ideas that emerge as a result of the immediate needs of the game
The primary things you won't be able to do if you don't have Cataclysm are create a new Goblin/Worgen, level to 85, and fly in the orld world.
We like to stay as flexible as possible, so it's important to us to make sure that we aren't "over planned" into the future even though the real needs players have are changing
With the previous two expansions, the new content was actually on other continents, so if you didn't have the expansion, you just couldn't visit the continent. Since Cata is largely reworking of old-world content, however, how do you differentiate between someone with or without the xpac? What kinds of things will and won't be available to players don't have the upgrade?
See my answer above!
Will the 80 to 85 experience be closer to the 18hr mark or the 5 day mark that was 70-80?
That totally depends on the player to be honest, you'd be amazed by the differences in play patterns. That being said, somebody usually finds a way to level up very quickly.
What new feature(s) in WoW: Cataclysm are you guys most proud of?
I would have to say the 1-60 revamp, it's a ton of fun to play through the zones and an incredible amount of new content.
I'm most happy with the new Worgen and Goblin starting experiences. I think they are the best starting experience we've ever done, and that includes the death knight.
I have is why not have this latest expansion as a new territory like a Southrend similar to Northrend or a Moon body like Outlands instead of destroying Azeroth and Kalimdor? Were there limitations to expanding outwards or was this just to facelift the original game?
We make decisions like this on a case by case basis.. again depending on the needs of the game. In the case of Cataclysm, the world was due in for an overhaul, and we wanted to make everything fly-able, so it was important to flesh out any areas that were originally unfinished.
Can you clarify and confirm what will be available to players when 4.0.3a hits and what will be unavailable until 7th Dec?
4.0.3a will be the patch that actually causes the world to shatter and change forever. At that point you will be able to experience the new 1-60 leveling experience, as well as the new race/class combinations.
Is there an alternative mount for worgens that other races can ride
Worgen can ride the other mounts in the game, if that's what you're asking. They're not limited to their feral run.
With the level 1-80 Heirloom items, when Cataclysm is released will the xp gain work while leveling until you hit level 81? Or will XP gain be disabled for those on release?
They will not. Heirlooms stop granting their XP bonus at level 80. Not level 80.999999.
Will achievement points ever be able to be used to purchase any perks?
We have no plans to allow this. Achievements are a badge of honor only.
Druid
Is the Moonkin form for troll and worgen on the beta and ptr the final form or is it just a placeholder?
Final!
Mage
Right now, up to 50% of Ignite damage disappears due to the technical limitations of spells critting within certain timeframes. This has implications for Mage dps and the value of Mastery as a stat. Is overall damage being balanced to compensate and can we expect a solution in the near future?
We're resolving that by rolling up any "lost" ignite damage into the next ignite that overwrote it
Warlock
Are there any plans for a new Lock mount? I would love to see a possible flying mount for Locks..
One of the things we look at with mounts is broad appeal. While we do specific class mounts from time to time, most of the time we look to have mounts that all classes can use.
Warrior
Is Hit rating intended to tramp all other stats but Str for Fury till the 27% hardcap? Seems excessive
Generally speaking, we do balance hit rating to be the "best" stat until you're at the hit rating cap
7 Views
08:25:04 11/17/10
Patch 4.0.3 Live - Forums - Anniversary - UI
[LESS INFO] 7 VIEWS | ADDED 08:25:04 11/17/10
4.0.3 Patch Notes
Patch 4.0.3 is now live! This patch includes additional preparations for the release of World of Warcraft: Cataclysm. While you can expect to find some bug fixes and user interface changes in this patch, the majority of the content being downloaded will pave the way for the impending shattering of Azeroth. It won't be long now before the world changes forever, so be sure to get your affairs in order before Deathwing unleashes his devastation.
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
General
* Much of the data being downloaded in patch 4.0.3 will pave the way for the shattering of Azeroth shortly before the release of World of Warcraft: Cataclysm on December 7.
* The leader of Wintergrasp raids can no longer kick players from the raid (this change will also apply to Tol Barad in Cataclysm).
* When in a Looking For Dungeon group, using an instance portal to that instance will now take players to the Looking For Dungeon entrance point instead of the normal destination of that portal. This will make it easier to return to the instance after dying in an LFD group.
* Honorable Kills are no longer awarded for killing players below level 5.
User Interface
* Added pets to the new raid unit frames when displayed in party.
* The default UI Scale has been altered so it will be set at a 1:1 pixel/texel ratio. This will result in a smaller UI appearance for higher resolution monitors.
* Players may now adjust the local "Lag Tolerance" time for better precision of spell timing. This is an advanced-users-only feature found in the Interface Options (Combat) panel.
Bug Fixes
* Macros now handle spell variant transitions better. For example, Trap Launcher causes a different version of Frost Trap to be cast. Previously the macro system was not handling this transition properly.
* Queuing in Looking For Dungeon for a different wing of the instance a player is already in now works properly. For example, a party can now queue for Scarlet Monastery - Library after completing Scarlet Monastery - Graveyard.
* Killing High Interrogator Gerstahn before killing Emperor Dagran Thaurissan in a Blackrock Depths - Upper City random Looking For Dungeon run will now provide the proper reward. This also applies to Archmage Arugal and the Crown Chemical Company bosses in Shadowfang Keep during the Love is in the Air holiday event.
* Repeatedly inspecting other players should now function correctly.
* Area heal-over-time effects should no longer cause players to stand up.
* Male blood elves have received a crash course in dancing and now know to stop dancing when they run.
* Drake mounts have gotten bored with gliding and will flap their wings again when flying forward.
* Druid Flight Form now properly appears in the Spellbook before Expert Riding is learned.
* Sunfire's damage-over-time effect now deals damage at the same rate as Moonfire's damage- over-time effect.
* GM Ticket messages should now displace buff icons instead of obscuring them.
Forums Going Read-Only
This Wednesday, November 17 these forums will be put into a read-only state. At that time we'll be inviting all posters to fully migrate to the new World of Warcraft community site and forums.
http://www.battle.net/wow
These forums will remain read-only until the end of the month, after which they and all of their posts will be removed ... forever! If you have any posts, information, stickies, etc. that you'd like to keep you'll want to have finished saving it before then.
We've all enjoyed the past few years on these forums, and look forward to creating many more with you on the new community site. See you there!
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We're still hammering out some last minute issues, so the new forums aren't quite ready for prime time use just yet. We're working day to day to see when we can transition to the new site, so putting these forums as read-only could happen any time between tomorrow and early next week.
Consider it a standing warning that these forums will go read-only soon™.
World of Warcraft's 6th Anniversary!
World of Warcraft turns six on November 23rd, 2010! It’s been a truly incredible six years, and we’d like to thank you all for joining us on this momentous occasion. To celebrate, players that log into the game between the dates of November 30th and December 14th will receive a feat of strength added to their Achievements. We look forward to another great year ahead and many more to come!
UI Add-On Development Policy Updates
We have recently seen a number of User Interface Add-Ons that are making modifications to the World of Warcraft in-game music files and wanted to take a moment to go over some important points with the community in connection with this. While we are currently allowing Add-Ons that remove or replace existing sound files, keep in mind that it is illegal to distribute copyrighted materials, in this case in-game music and audio files, without authorization. One of the primary goals of the user interface is to allow players to customize their game experience and we hope to avoid making any modifications in the future that will prevent this.
5 Views
08:05:44 11/10/10
Dial-in Authenticator - Pet Store - Race Changes
[LESS INFO] 5 VIEWS | ADDED 08:05:44 11/10/10
Dial-in Authenticator (for US only)
Similar to the Battle.net Authenticator and Mobile Authenticator application, the Battle.net Dial-in Authenticator is an optional tool that provides an additional layer of security against unauthorized account access. The Battle.net Dial-in Authenticator is not a physical token or application run on a mobile device, however. Instead, it is a free opt-in service that will actively monitor an account and request additional authorization from the user when a potentially unauthorized login attempt occurs. (Pretty cool, huh?)
Pet Store Sneak Peek
They’re cute, they’re portable, and they’re coming to the Blizzard Pet Store. But before they arrive, we wanted to give you a sneak peek of our two newest companions: Lil' Ragnaros and the Moonkin Hatchling. As announced at BlizzCon, the Moonkin Hatchling will follow in the charitable footsteps of the Pandaren Monk, with sales helping to benefit a good cause. More details, including the availability date and specific plans for the charity partnership, will be announced in the weeks ahead, so stay tuned!
Race changes available right from the start
With two new playable races just on the horizon, many players have been asking when they'll be able to convert their existing characters into goblins or worgen. Paid faction and race changes will be available immediately once Cataclysm is released. Realm First achievements for leveling any class to 85 will be available in Cataclysm. However there will be no Realm First achievements associated with leveling characters of a specific race.
There will be a slight change to the way paid services work for goblins and worgen. Goblin and worgen characters wishing to change race or faction cannot be in Lost Isles or Gilneas; they must be elsewhere to initiate the process. There are no restrictions on race/faction change to goblin or worgen.
You can learn more about our promotions and paid services here .
12 Views
16:16:41 11/08/10
The Insane and Cataclysm
[LESS INFO] 12 VIEWS | ADDED 16:16:41 11/08/10
UPDATE: Shen'dralar faction not required for this Feat anymore.
UPDATE 2: Booty Bay guards will take your Bloodsail reputation to exalted.
A lot of rumors and speculations are going on lately because of this Feat of Strength. The Insane in the Membrane .
We personally wanted to run some tests on the Beta realms to see what was changed and prepare you for the upcoming modifications. I'll try to speak about every faction involved in this to see what has been changed...
Keep in mind that this is a test made on Cataclysm Beta realms. Anything can be modified on the live realms.
Ravenholdt
Ravenholdt faction seems to be working the same way. You will start as Neutral with them and up to revered you can still kill Syndicate mobs or hand in Heavy Junkbox es.
The Boxes "drop" from the same place in the same quantities. I'm talking here about LBRS and UBRS mobs.
The only difference I could find is that Durnholde Keep Syndicate mobs are gone and their place was taken but some huge elite elementals. Well, actually I couldn't find any Syndicate mobs at all in the Hillsbrad Foothills ... But you can still find those mobs in Arathi Highlands and they give the same amount of reputation per kill.
Bloodsail Buccaneers
You can still gain reputation with them by killing guards in Booty Bay, but there are a few changes here also.
The guards are now lvl 85, with about 155k hp and it takes longer to kill... also, there are fewer guards around and I couldn't see any of them spawning while I was killing their friends.
Plus, Jazzrik is nowhere to be found. That's the mob who helped people reaching exalted (I know is not necessary to be exalted for The Isane) and its spawn time was somewhere around 6mins. The place he was at is now a huge "scar" left by some meteorite crash.
I couldn't find Shelly either, but some people said that he still spawns. Too bad his spawn time is 20 hours or something...
Bloodsail Buccaneer faction reputation will remain in-game. Also, to ensure that this change does not negatively affect Cataclysm quest progression in Stranglethorn Vale, Booty Bay Bruisers will now provide reputation up through Exalted.
Steamwheedle Cartel
All the goblins factions are a bit tricky now also.
They way people used to do this is by Freeing Knot inside Dire Maul North and also by creating the Ogre Suits .
The good thing is that Knot is still there, but after 5 clears of the entire instance I couldn't see the Shackle key to drop anywhere. If that key still exists the drop is extremely low now. Plus, all the ogres inside DM North have their loot changed. They used to drop tons of runecloth and now they drop silk and magewave cloth only. I think their loot level was lowered or something like that.
The Ogre Suit quest now requires only the Tanin that you are stealing from the basket, but now you get no reputation from it.
If you are thinking about the Zapping Giants quest... that wont work. That is not repeatable anymore.
Keep in mind that you don't have to have both Bloodsail and Cartel reputations at the same time at honored respectively at exalted levels. Now, if possible, you'll have to do it the normal way. Reach honored to pirates and after that reach exalted with the goblins. This seem to be the only way.
However, you can keep killing pirates in Tanaris . They won't lower your Bloodsail reputation. This is the only way I could find for now...
Shen'dralar
This is a real problem now.
First of all, a lot of things changed inside Dire Maul. You don't need any key to open the doors anymore, plus you cant enter DM West from using the DM North Door. That door is inactive.
As far as I could see, after a few DM North clears, the Librams do not drop anymore and Lydros , the NPC who required those Librams, do not need them anymore. Therefore, if you plan to collect them now and hand them in after Cataclysm Launch ... that wont work.
Looks like Shen'dralar's reputation is pretty much impossible to be farmed anymore. There are a few quests inside Dire Maul now, given by some Shen'dralar NPCs, but none of them reward any reputation whatsoever.
Check the tooltip from the last Cataclysm build. Seems like you don't need this faction for Insane anymore...hmmm.
Darkmoon Faire
Nothing changed here. Nothing at all. The old and the new decks still give you those 350 rep points per turn-in.
Now tell us, did you find anything repeatable to help you increase any of these reputations? I guess the community would like to know and prepare themselves for Cataclysm...
41 Views
09:36:47 11/05/10
New WoW Community Site - Combat Res Changes
[LESS INFO] 41 VIEWS | ADDED 09:36:47 11/05/10
New Community Site Live
Many exciting changes are coming to World of Warcraft with the upcoming Cataclysm expansion, both in-game and out. We're excited to offer you an early look at the new World of Warcraft community site, which will soon become the prime gathering spot and source of information for players on the web. You can read more about the transition from our existing website to the new one in our original announcement .
As you’re exploring your future home, keep in mind that this is a live preview, and not all of the new features are ready quite yet. We want your feedback about the look and feel of the new site, so while you're browsing, we encourage you to submit bug reports and make feature requests -- let your voice be heard. Go ahead. Check it out!
New World of Warcraft Community Site: http://us.battle.net/wow/en/
Website Bug Reports: http://us.battle.net/wow/en/forum/1025938/
Website Feature Requests: http://us.battle.net/wow/en/forum/1025939/
These are a few screenshots of the new site design (amazing!)
And this will be the new Armory. What do you think?
Combat Resurrection Design Changes
Check out also the discussion about this new design on the new Blizzard Blog .
The design for combat resurrection effects has changed a good deal for Cataclysm, and we want to make sure players are clear on how spells like Rebirth and Create Soulstone now function. Rebirth has a 10-minute cooldown and Create Soulstone has a 15-minute cooldown. On raid boss encounters, you can only use one of these combat resurrection spells (so one Rebirth or one Soulstone) per attempt for 10-player raids. For 25-player raids you can use three forms of combat resurrection per raid boss attempt (so three of any combination of Rebirth and Soulstone). The count is incremented as soon as a player accepts a resurrection, so one can always choose not to accept if he or she wants someone else to get the resurrection instead. There is no equivalent of the Sated debuff (which tracks Bloodlust/Heroism usage), but you will get an error message if you try to resurrect too many players, and we might add tracking to our raid interface if there is demand for it. Outside of raid content, you can use as many battle resurrections as you have available.
For those of you currently participating in the World of Warcraft: Cataclysm beta test, please note that this functionality may not be fully implemented as of yet. If you notice combat resurrections are not currently functioning as explained here, this is just a heads-up about the updated design intent behind them.
11/19/10
