The Official World of Warcraft Thread of Might and Magic in the World of Azzeroth

hasanJ

Expert
Nov 24, 2007
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Karachi
they said they will implement Cataclysm Gear Stats in the last patch of WotlK aswell

we gonna see some very huge changes in the coming months
also finally they did something about Rogue Subtlety Tree though not much but its a start
 

Desolator

King
Jan 21, 2007
6,901
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Rawalpindi, Pakistan
^Yeah plus rupture can crit hit now. This will make Rupture >>>>> Eviscerate.

For Mages they're improving Frost Fire bolt again. Perhaps this people can think of shifting to the Frost Fire build after this. Moreover, they are introducing new changes to the PvE frost build but I can't say whether it will help much.
 

hasanJ

Expert
Nov 24, 2007
10,692
0
41
34
Karachi
Rupture change iz purely intended for Subtlety Tree to use with Backstab + Glyph of Backstab

even with this buff Rupture wont find its way in the Mutilate Rotations

doesnt Frost already do competitive DPS in PvE?
i know it cant be compared to Arcane in DPS but Frost iz a killer PvP Spec possibly the strongest 1v1 spec
like its needs moar buff D:
 

Desolator

King
Jan 21, 2007
6,901
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Well PvE Combat Rogues rely on Rupture for DPS. With the rupture buff you can expect a lot of people respecing from the assassination tree to combat instead.

I dont know about PvP but Frost still needed a buff or two for PvE. Unlimited Elemental was the first step now they need to make brain freeze more fun like Hot streak in the fire tree.


BTW: My rogue is 80 now HURRAH.
 
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master bates

Screamin Eagles!!!!
Jan 27, 2008
897
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Islamabad . Pakistan
guys i got a European wow account from a friend i play on aeire peak , i have a level 27 gnome mage and level 27 human paladin
i get great pings from 170-400 not more , never beyond 450
got the game when it went cheap for 5 euros for the 5th anniversary celebrations, plus upped my trial account so got another 10 days for free
 

Desolator

King
Jan 21, 2007
6,901
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Rawalpindi, Pakistan
Tons of new info on MMO Champion

Lich King (10) Heroic World First Kill by Paragon
The Lich King finally died in Heroic Mode! Paragon finally defeated him in 10-man mode (the 5% Hellscream's Warsong was used for the kill). Congratulations to them!

From Paragon
We have now killed The Lich King on hard mode in 10-man Icecrown Citadel. Good job everyone who were on the kill and those who participated on the endless strategy discussion.

This encounter had a bug on the spirit phase which we reported 2 weeks ago but it didn't get fixed untill today (the bug made the encounter very hard). We had worked our way around the spirit problem on last week's reset and the kill was within our grasp even without any extra attempts or buffs.

A video will be released on a later date (tm).




Patch 3.3.3 - PTR Build 11623
A new build has been deployed on test realms, nothing really big here but a couple of interesting models have been added.

The Celestial Steed mount added in 3.3.3 got its own model and looks like an Algalon version of Invincible ... At this point I have no idea where the mount drops.


The Celestial Dragon had its model updated with a couple of new effects and looks very nice as well.


Last but not least, the Blazing Hippogryph (TCG reward for the moment, could change) has been updated with a couple of new effect and the model used for Tiger bosses in Zul'gurub got a new texture, most ilkely used in the Echo Isles during the Cataclysm prologue event.


World First Glory of the Icecrown Raider (25) by Exorsus
The russian guild Экзорсус (EU-Ревущий фьорд) is back and was the first guild in the world to complete Glory of the Icecrown Raider (25 player) a few hours ago (and before the zone-wide buff was activated in Europe, if you're wondering), they were rewarded with a brand new Icebound Frostbrood Vanquisher. They also got the World First Glory of the Icecrown Raider (10) 2 weeks ago. Congratulations to them!



Icecrown Citadel Raid Buffs Active
The zone-wide buff is now official.
Quote from: Zarhym (Source)
As many of you may have noticed, the Icecrown Citadel raid buffs have been activated. These buffs increase total health, healing done and damage dealt by 5% for all raid members. In addition, the number of attempts on the final bosses of each wing and the Lich King allotted raid groups on Heroic difficulty has been increased to 35. These buffs -- referred to as Strength of Wrynn for the Alliance and Hellscream’s Warsong for the Horde -- can be deactivated by speaking to your faction’s leader at Light’s Hammer.



Patch 3.3.3 Notes Update
The Patch 3.3.3 Notes have been updated with a couple of extra class changes and clarifications.
Quote from: Zarhym (Source)
PvP

  • The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objectives; however, the amount of experience gained from completing Battleground objectives and the amount of Honor rewarded for completing each Wintergrasp quest remain unchanged.

Druid (Forums / Talent Calculator)

  • Mangle: The debuff from this talent now lasts 60 seconds, up from 12 seconds.

Mage (Forums / Talent Calculator)

  • Empowered Fire: This talent now also applies to Pyroblast damage.
  • Torment the Weak: This talent now also applies to Pyroblast damage.

Rogue (Forums / Talent Calculator)

  • Serrated Blades: This talent now allows the rogue to ignore up to 3/6/9% of the target's armor, rather than a fixed amount of armor ignored per level of the rogue.

Warrior (Forums / Talent Calculator)

  • Improved Revenge: This talent can no longer trigger a stun, and instead causes Revenge to strike an additional target for 50/100% of Revenge's damage.
Arms

  • Trauma: The debuff from this talent now lasts 60 seconds, up from 15 seconds.

Glyphs
Druid

  • Glyph of Mangle: This glyph now provides 10% increased damage done by Mangle instead of increasing the duration of the debuff.

Items

  • Priest Tier-10 4-Piece Healing Set Bonus: Redesigned. This bonus now increases the effectiveness of the caster's Power Word: Shield and Renew spells by 5%.
  • Shaman Tier-10 4-Piece Elemental set Bonus: This bonus has been slightly adjusted to account for the fact that haste now modifies Flame Shock's periodic damage ticks. The bonus now makes the shaman's Lava Burst cause Flame Shock to tick at least two additional times before expiring.

Technical

  • Frame Rate: A maximum capacity of 200 frames per second has been added.
Icecrown Citadel Zone-Buff is here
The optional zone buff in the Icecrown Citadel is now available and will make the instance easier for whoever wants to use it. The buff currently increases total health, healing done and damage dealt by 5% but higher versions are in-game and will probably be activated later.



On a sidenote, the amount of limited attempts for end-wing bosses has been increased to 35. (Thanks to Alveia for the tip and the screenshot!)


Blue posts
Quote from Blizzard staff
Cataclysm Stats - General
Cataclysm stats recap
DPS cloth: Int, Sta, Hit, Haste, Crit, Mastery (mage, warlock, Shadow priest)
Healing cloth: Int, Sta, Spirit, Haste, Crit, Mastery (Holy and Disc priest)

Melee leather: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (rogue, Feral druid)
Spellpower leather: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Balance druid)

Physical mail: Agi, Sta, Hit, Haste, Crit, Mastery, Expertise (hunter, Enhancement shaman)
Spellpower mail: Int, Sta, Spirit, Haste, Crit, Mastery (Resto, Elemental shaman)

DPS Plate: Str, Sta, Hit, Haste, Crit, Mastery, Expertise (Fury, Arms, Retribution, dps DKs)
Tanking plate: Str, Sta, Hit, Armor, Dodge, Block, Parry, Mastery, Expertise (Prot, Prot and tanking DKs)
Healing plate: Int, Sta, Spirit, Haste, Crit, Mastery (Holy paladins)

There will be exceptions. There might be some spellpower cloth with no hit or Spirit that healers and nukers may want. There will likely be Elemental tier sets with no Spirit. Jewelry and cloaks will be more class agnostic than actual armor pieces.

I wrote that quickly, so hopefully I didn't mangle anything.
EDIT: You get a small mastery bonus for wearing the highest-armor gear capable for your class. Hunters in mail get a bonus. Hunters in leather do not.

Mastery bonus and armor type
There is a small Mastery bonus for wearing "your" gear. So a Balance druid who takes cloth will be essentially giving up free stats. Sometimes that may be worth it to them (just as sometimes it's worth it for a Resto druid to take that piece of +hit gear), but often times it won't be worth it especially if it's an upgrade for you. (Source)

Reforging
Think of reforging like enchants. It's not that you take a piece of gear and turn it into whatever you want. You pick up specific scrolls with specific conversions. We haven't decided on them all yet, but I imagine crit -> parry is not something you're likely to see. Maybe we'd do hit -> dodge for the tank who is full on or doesn't want hit. Maybe we'd do block -> parry to help DKs benefit from more plate.

Rest assured that we're not going to promote a system where Prot paladins want dps plate for tanking more than tanking plate. Part of all of these changes are to discourage behavior like that. We don't want to recreate it immediately in a different form. (Source)

Haste in Cataclysm
Haste will basically remain the same for casters. It is changing for melee classes, however. Haste will also allow melee classes to recover their resources more quickly, effectively letting them hit their buttons more often. (Source)

Gem sockets and item budget
We take gem budgets out of the most attractive stat on a piece of gear, in order to avoid anything with sockets always trumping similar gear without sockets. As such, socketed tanking plate has less base stamina but with gems, you’ll almost certainly end up with more health than dps classes. (Source)

Mastery Bonus
You get a mastery bonus (i.e. free stats) for wearing your gear. If shaman or druids wear cloth, they will do so at a slight stat loss. Sometimes that may still be worth it. (Source)

Spirit
Spirit is currently on a lot of cloth gear because it is considered a healing AND dps stat. We are changing it to just be a healing stat. There will still be a lot of it on leather though, just not every piece. Both Spirit and hit are the kind of thing you want enough of and no more than that. Since there won't be any buffs that boost hit or Spirit, you shouldn't often find yourself in excess. (Source)

[...] If we solve the Spirit -> hit conversion through a talent, it will be tacked on to an existing talent so that you aren't really paying for it. We like the talent approach more than a passive ability because the talents let you tell the game "I'm trying to be a caster, not a healer now."

I've read several players say that they like to reach their hit cap and then be done with it. But that doesn't really happen because every tier there is more and more hit on gear, forcing you to either swap out some of your excess hit or avoid the new stuff completely. The new model is more that all that extra hit on higher ilevel gear will have a use.

Plate / Cloth Armor differences
Plate will still possess much more armor than cloth, the difference just wont be as significant as it is now. (Source)

[...] posted something similar in the Cataclysm forum, but let's look at actual numbers. A level 80 Prot warrior in Icecrown gear unbuffed has like 45,000 health and 30,000 armor. A level 80 mage in Icecrown gear unbuffed might have 20,000 health and 2000 armor. Yes, 2000 armor. We have a lot of room to narrow the gap a little. It's a big gap. (Source)

[...] Someone (Angua?) had a post awhile back that explained this using numbers. Cloth won't have as much armor as plate. But maybe it will have half as much armor as plate instead of one fifth as much armor as plate (or whatever the ratios end up being at higher levels).

Really, cloth isn't the issue, since cloth wearers have spells to buff their mitigation. Leather wearers are the ones who end up the most fragile. Mail would be bad too except that shaman can use shields when needed and hunters typically don't get hit by melee much. We just want to bring things a little closer to each other. It's easier to establish a baseline for how hard a particular attack should hit for when one dps spec isn't literally four times as survivable as another. (Source)

Tanking
Is threat fun?
When threat doesn't matter as a tank, then maximizing your rotation doesn't matter much either. To use the warrior example, you could skip Devastate, Revenge and Shield Slam and just autoattack and use defensive cooldowns. Is that fun? On the other hand, many of the requests we see are for harder hitting attacks, especially on the AE front, so that in essence it's less work to tank multiple mobs at once. Is this really what you want?

I would assert in the current game that threat is almost never an issue. It might be an issue in the first few seconds of a fight (including when new adds join the party) or when the dps severely outgear the tank (such as in a Dungeon Finder situation). Especially in a world with Misdirect, Tricks of the Trade, and Tauntable bosses, tanks on single-target raid fights get so far ahead of the dps and healers, that catching them would be almost impossible. We could definitely tone this down a little such that tanks needed to fight for threat a little more than they do now. Some players would welcome that change and some would say that Blizzard hates tanks and makes them work too hard. (Source)

Tank specs in Cataclysm
Tanks will still be required to tank raids and I expect most heroics. You're not in any danger of being upstaged by a dps spec who has slightly more armor and health than they do now.

Tank vs non-tank classes
Let's compare a level 80 tank to a non-tank. Unbuffed, a level 80 mage in Icecrown gear might have 20,000 health, 2000 armor, 5% dodge, 0% parry, 0% block. Unbuffed, a level 80 Protection warrior in Icecrown gear might have 45,000 health, 30,000 armor, 25% dodge, 20% parry and 20% block. To be fair, the mage can cast armor and has a few defensive spells. The tank has Defensive Stance, cooldowns like Shield Wall and Last Stand, and cannot be crit by mobs.

Now the mage gets converted to Cataclysm. Let's pick totally wild numbers, like +50% health and +200% armor, which I hope are much too large. The mage now has 30,000 health and 6000 armor. Wow! Still... think he's going to be tanking anything? The tank still mitigates so much damage through armor (what he doesn't avoid) that he'll still shrug off hits that flatten the poor mage tank.

The numbers are really far off at the moment. We have a lot of room to bring them closer together while still leaving them very far apart.(Source)

"Terrible" stats
I actually disagree with that. The problem we have with current stats is that some are good and some are terrible. To use the Resto druid for example, crit isn't useful because so many hots can't crit and haste isn't useful because so many hots can't be hasted (and talents provide generous cast-time reduction already). To use another example, some mages are very near the crit cap to the point where a trinket that proc'd crit (or even a free crit) would be less attractive that one that proc'd haste. It's not that crit is bad for them. It's just that they have too much.

The problem is that some stats are twice as good as other stats. If crit was slightly better than haste, you'd take crit given the choice, but still wear haste. (Source)

Shield mechanics in Cataclysm
You'll still be able to line up trinkets and abilities to get really good blocks when you need them. We think this design will let us make blocks more meaningful to the tanking experience since you could actually block 20,000 or more damage on a 60,000 hit. Being able to trivialize lower level mobs is sort of a bizarre perk though (and one not shared by all tank classes) and not something we're really interested in preserving. (Source

[...] Yeah, that is sort of the intent. We don’t like that block allows certain tanks to trivialize older content. Older content is always going to be easy, but it was a little strange that warriors and paladins could literally take no damage with enough block while DKs still took some damage. Stats need to scale and this one wasn’t. (Source)

Tanking stats disparities
Once upon a time, being a "mana sponge" was a scary thing. Nobody (esp. druids) wanted to be the meat shield that had huge health pools but drained the healers dry. When mana matters, avoidance matters more too. I'm not saying parry will ever trump Stamina, but perhaps Stamina won't trump parry by quite as much as it does today. (Source)

Healing
Healers and mana management
Imagine you have 3 heals: normal, big and fast. The big heal is expensive and the fast heal isn't very efficient.

In your 1st tier, healers use their normal heal. The others are reserved for emergencies. In subsequent tiers, their regen is such that they can afford to branch out more into the expensive big heal and the inefficient fast heal. But while that is happening, the encounters are stepping up too. You'll need the fast heal sometimes because the damage is coming in too fast. You'll need the big heal more because sometimes you have to get someone back from the brink in a single GCD. Fortunately, as you approach the final tier, your mana regen is such that you can handle not casting your base heal as often.

The problem currently is that efficiency is a pretty low concern given that if you don't land a heal right this second, someone may die, and your chance of running out of mana is pretty low in the first place. There is every reason to just use the inefficient flash heal. Likewise, health is too low (relative to damage) so the big heal is just overhealing. And someone can probably flash your target up before you finish that long cast. (Source)

Death Knight (Forums / Talent Calculator)
Scourge Strike and DKs in PvP
We don't like melee strikes hitting for straight magical damage. We went through a lot of similar balance issues when Ret hit for so much Holy damage and to a lesser extent with Frost DKs. I agree we have some confusing tooltips, but I don't agree that Scourge Strike is one of them. It's a weapon attack that hits for physical damage. If there are diseases on the target, it adds some Shadow damage too. Doesn't seem that complicated.

[...] We're happy with how much damage DKs can do in PvP. They were too susceptible to dispels, and we have now implemented a fix to help with that.

Class abilities are different. Envenom is not Scourge Strike. Rogues still do a lot of physical damage. Frost Strike still hits for 100% magic damage, but it's a more controlled ability. The DK in PvP hitting for huge Scourge Strikes over and over again is not something we're going to go back to. It may have been fun, but I assert it was fun because it was overpowered not because Shadow damage is somehow more entertaining.

Players using armor pen to hit for physical damage do not hit for magical damage. The closest argument could make is that bleeds act similar to magic damage.

Obliterate is a different ability. Unholy has talents that play off of both Scourge Strike and Shadow damage. If we see Unholy DKs literally going to Obliterate and skipping those relevant talents (which some PvE DKs were doing before), then we would make changes, but they don't seem to be doing that now. We're certainly not going to make Scourge Strike HIT REAL HARD in order to distinguish it, so make sure you're asking for what you really want and not try to sneakily ask for a damage buff.

In general, I find arguments to be generally weak that say "This class does X so I should be able to as well." If you have specific problems in PvP, mention those. If you think your damage is too low to exert pressure, that's a fine conversation to have. I would try to do it without the "But X ability hits hard, so mine should too" talking points.

Finally, this dead horse feels a little dead to me. You might want to check out some of our (numerous) comments on the intent for Scourge Strike before you hit that Post button again. (Source)

Druid (Forums / Talent Calculator)
Druid tanking in Cataclysm
If druids have lower avoidance (assuming you call the new parry and block avoidance), then they'll have higher armor and health to compensate. There is no reason druids must have block and parry to be competitive. They really haven't missed it much in WotLK.

I think the only real risk to druids from a design paradigm perspective is the risk of being a mana sponge. Druids were worried about that coming into this expansion, but as we've seen, it wasn't an issue. With mana mattering more, it could be, but high armor will still help with that.

The comment about leather was just that if leather provides as much health as plate, then the Bear multiplier doesn't need to be as high for druids still to have higher health than other tanks. (Source)

Mage (Forums / Talent Calculator)
Spell ranks removed - What about the food/water?
There won't be a way or need to cast the lower level spells. If you're just worried about losing the flavor of croissants vs. strudel, we're keeping that. At some point you'll just start making the better breads. (Source)
Cataclysm Stat & System Changes
Quote from: Eyonix (Source)
As many of you know from panels at last year’s BlizzCon and posts here on the forums since then, Cataclysm will bring about major changes to familiar character stats such as Intellect, Armor Penetration, Defense, and others, ultimately designed to make the effects of stats more easily understandable and make gear choices more interesting. As these changes will have a significant impact on how stats work and relate to one another, today we wanted to offer you a closer look at exactly what’s in store and explain some of the rationale before Cataclysm arrives.

The most obvious question these changes raise is "Why are stats being changed, and why now?" As the game has matured, we've run into increasingly complex issues with the current stat system. Many stats are inherently confusing, and the way they interrelate can feel convoluted. Attack Power, for example, currently translates to damage, but so does Armor Penetration. Defense provides five different statistical benefits of varying utility. Mana regeneration involves understanding multiple stats and rules and often ends up being irrelevant anyway. In addition, the difference between a "good stat" for a class and a "bad stat" can be extreme. Some casters want Haste but not Crit; hunters want Armor Penetration but not Haste. There are other overarching issues, as well, such as Intellect not being very exciting for casters despite it being a core stat -- and these are just a few examples.

Our ultimate goal is make gear a more interesting (and less confusing) choice by making each stat valuable to more players. While the reasoning behind some of the following changes may be clear, we understand that you may have questions about some of the less obvious alterations, and we'll do our best to answer any questions you may have here on the forums.


What You’ll See on Gear

Stamina - Because of the way we will be assigning Strength, Agility, and Intellect, non-plate wearers will end up with more Stamina than before. Health pools will be much closer between plate-wearers and other classes.

Spirit - Come Cataclysm, this stat should only be found on healing gear. Non-healing casters will have other systems in place to regenerate mana, and we are designing special solutions for Elemental shaman and Balance druids who often share gear with healers (more on this below). Raid buffs that currently boost Spirit (such as Blessing of Kings) will only boost the primary stats of Stamina, Strength, Agility, and Intellect. We are also likely changing the five-second rule and other quirks of the current regen system.

Intellect - Intellect will now grant Spell Power (more on this below). Intellect will also provide less mana than it currently does.

Haste - Haste will become more attractive for melee classes by allowing them to recover resources such as energy and runes more quickly. Our intention is for Haste to let you "do stuff" more often.

Block Rating - Block is being redesigned to scale better. Blocked attacks will simply hit for 30% less damage. Block rating will improve your chance to block, though overall block chances will be lower than they are today.

Parry - Parry no longer provides 100% avoidance and no longer speeds up attacks. Instead, when you parry an attack, it and the next attack will each hit for 50% damage (assuming they hit at all). In other words, Dodge is a chance to avoid 100% of the damage from one attack, Parry is a chance to avoid 50% of the damage from two attacks, and Block is a chance to avoid 30% of the damage from one attack.

Mastery - This is a new stat that will allow players to become better at whatever makes their chosen talent tree cool or unique. It's directly tied to talents, so what you gain from improving this stat is entirely dependent upon your class and the talent specialization you choose. We’ll talk more about specific Mastery benefits in the future.

Armor - The way Armor mitigates damage is not changing, but the Armor stat has been rebalanced to mirror changes to the armor curve in Cataclysm. As a result, bonus Armor will go down slightly overall. We are also changing the mitigation difference among armor types so that plate doesn’t offer so much more protection than mail, leather, and cloth.

Resilience - This will only affect damage done by players and critical damage done by players. It will not impact crit chance, mana drains, or other such effects.

Strength, Agility, Hit Rating, Expertise, and Critical Strike Rating - These will all still appear on gear as well. Aside from situations mentioned elsewhere in this list, in general these will function similarly to how they do now, though the details -- such as how much Hit Rating you might need to effectively combat high-level creatures (more on this below) -- are likely to change.


Being Removed from Items

Attack Power - This stat will no longer be present on most items as a flat value, though it will still show up on some process. Strength and Agility, which will be present on items, will grant the appropriate amount of Attack Power (generally 2 Attack Power per point of Strength or Agility) depending upon which stat a particular class favors. Agility may provide less Crit than it currently does.

Spell Power - Spell Power is another stat that you'll no longer see present on most items. Instead, as mentioned above, Intellect will grant Spell Power. One exception is that caster weapons will still have Spell Power. This allows us to make weapons proportionately more powerful for casters in the same way they are for melee classes.

Armor Penetration - This stat will no longer be present on items. Armor Penetration will still exist in talents and abilities.

Shield Block Value - This stat will no longer be present on items, since the amount blocked is always proportional to the amount of damage done. Talents and other effects might still modify the damage-reduction percentage from 30%, however.


Going Away Completely

MP5 - This stat will be removed from the game completely. Holy paladins and Restoration shaman will be redesigned to benefit from Spirit.

Defense - Defense is being removed from the game entirely. Tanking classes should expect to become uncrittable versus creatures just by shifting into Defensive Stance, Frost Presence, Bear Form, or by using Righteous Fury.

Spell Ranks - Spell ranks will cease to exist. All spells will have one rank and will scale appropriately with level. The levels at which you can learn certain spells are being changed in order to fill in some of the gaps, and we will be introducing some new spells to learn along the way as well.

Weapon Skill - This stat will be removed from the game completely. Classes will start with all the weapon skills they need to know and will not need to improve them.


What Else You Should Know

Combat ratings - All ratings will be much harder to "cap out" at maximum gear levels. Ratings will be steeper in Cataclysm, and creatures in later tiers of content will be harder to hit or crit, similar to how level-83 mobs are harder to hit or crit than level-80 mobs.

Reforging - While these changes will go a long way to making a wider variety of stats more attractive, we understand that sometimes you simply don’t want more Hit Rating on your gear or you’d rather have more Haste than more Crit. In Cataclysm, we are going to give players a way to replace stats on gear as part of the existing profession system. As a general rule of thumb, you’ll be able to convert one stat to 50% of another stat. While some conversions (like converting Stamina to Strength) won’t be permitted, the goal is to let you customize your gear more.

Gems - We are changing the gem colors of a few stats as a result of these adjustments. For example, Hit is likely to be blue instead of yellow. We'll have more details on this in the future.

Changes to Existing Gear

As with previous expansions, we plan to roll out these changes and modify all existing gear shortly before Cataclysm launches, though it’s still too early to say exactly when. For the most part, the gear you have will still be good for you, though there will be exceptions, such as warriors using leather and mail armor.

If you are a tank (druids excepted), expect to see:

  • No more Defense on gear. Existing Defense becomes Dodge, Parry, or Block Rating.
  • No more Block Value on gear. Existing Block Value becomes Block Rating.
  • You’ll have as much Stamina as you’re used to, though you may notice your tanking plate has a bit less Stamina than a comparable piece of DPS plate, since we tend to take the gem budget out of your most attractive stat.
  • Bonus Armor on gear will go down slightly.

If you are a melee DPS class, druid tank, or hunter, expect to see:

  • A lot more Stamina. Bear-form Stamina scaling will be lowered as a result.
  • Strength if you wear plate. Agility if you wear mail or leather.
  • Existing Attack Power becomes Agility and Stamina.Armor Penetration becomes Haste or Crit.
  • No Intellect on melee gear. Hunters won’t need Intellect since they will no longer use mana. Shaman and Retribution paladins will get mana and spell damage in other ways.

If you are a DPS caster, expect to see:

  • A lot more Stamina.
  • All of your Spell Power converted to Intellect and Stamina.
  • No Spirit. You won’t miss Spirit, though, because you won’t need it for DPS or mana regen.

If you are a healer, expect to see:

  • A lot more Stamina.
  • All of your Spell Power converted to Intellect and Stamina.
  • Spirit instead of MP5. You’ll probably be happy with Spirit, though, because mana regen is going to matter more than it does currently. Healing paladins and shaman will benefit more from Spirit than they do currently.

If you are a Balance druid or Elemental shaman:

  • You will still share gear with Restoration druids and shaman.
  • Your gear will have Spirit on it. It won’t have Hit on it.
  • You will have a talent that converts Spirit to Hit. We will adjust talents accordingly so that you want about as much Spirit as, say, a warlock wants Hit.
  • Hit on rings and other such gear will still benefit you.
  • Raid buffs will no longer boost Spirit, so you shouldn’t find yourself unexpectedly over the Hit cap because of buffs.

Many lower-level items with nonsensical combinations of stats, such as Agility and Spirit, will be changed. We're also updating quest rewards, trade skills, and loot drops to support better itemization for class builds that weren't widely available or used prior to The Burning Crusade (such as Balance druids).

We're aware this is a lot of information to take in, but this is still only a piece of the larger picture, and many of these changes rely on integration with other systems we haven't yet discussed in detail. In the weeks and months ahead, we'll continue to tell you more about these changes, along with all of the new and exciting features we have planned for Cataclysm.
Source
 

hasanJ

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Nov 24, 2007
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was there some press conference or something?
thts some absurd amount of changes to swallow :eek:

all these will be implemented in 3.3.3?
 

Desolator

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Jan 21, 2007
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Other than the stat changes(looks like its gonna come on Cataclysm) I believe all the changes are coming in the 3.3.3 patch.


The World of Warcraft Anniversary Mosiac is not complete. There are 20,000 pictures which were submitted by users in order to complete the Mosiac. The original piece of art has been revealed and I must say its mouth watering.



 

hasanJ

Expert
Nov 24, 2007
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Karachi
man the faction leaders look so EPPICC

i wish in Cataclysm Thrall and Voljin get a model update
 

Desolator

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Jan 21, 2007
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Lots of new changes to Honor points and the way Battle ground works.

US First Glory of the Raider (25) by Midwinter
Midwinter (US-Ysera) was the first guild to complete Glory of the Icecrown Raider (25 player) and I totally forgot to report it. Shame on me, and congratulations to them!



Patch 3.3.3 Battlegrounds and Honor Changes
Patch 3.3.3 brings a couple of changes to the Battleground system, the new system is heavily inspired from the current random dungeon system and it should be pretty easy to understand.

Random Battleground and Call to Arms
Call to Arms are no longer a quests and are directly integrated to the battlegrounds interface, a new "Random Battleground" option has been added and give you the same honor bonus as the Call To Arms, but applied to any battleground.


  • The first time you win a Call to Arms or a Random Battleground, you gain 30 Honorable Kills worth of bonus honor and 25 Arena points.
  • Losing the battleground doesn't remove the ability to get this bonus, you can just try again.
  • After you won a Random Battleground or a Call To Arms for the first time of the day, the bonus is lowered to 15 Honorable Kills worth of bonus honor.
  • You can only get the 30 HK bonus honor for a Call to Arms or a Random Battleground once in a day, the bonuses aren't "stackable" and both are lowered to 15 HK. (See screenshot)


Honor Prices Changes / Battleground Marks Removal
All the battleground marks are being removed from the game.


  • Players will be able to exchange all their marks (AV, AB, EoTS, IQ, SoTA, WG) for Commendation of Service. Each Commendation of Service costs 1 mark and rewards you with 185 Honor.
  • All the items bought with marks had their price changed and can now be bought with honor only.
  • If you're interested in the old PvP rewards (some of them looked pretty nice), their price was also changed and it will be much easier to get them. Expect to spend 25,000 honor for a 2H weapon and 13,000 for a 1H. A full pre-BC epic PvP set will cost you 74,000 Honor.

Of course some of the price changes are more interesting than the others, for example you don't have to farm marks anymore to get your PvP mounts and you can just buy them for 50,000 Honor.



Just as a reminder, this is the PvP part of the Patch 3.3.3 PTR Notes, just in case you want to hear it from the blues.
Quote from: Zarhym (Source)
PvP

  • The amount of Honor awarded for an Honorable Kill has been increased by 100% for characters of all levels. This change will effectively double the amount of Honor received from Honorable Kills, or for completing Battleground and Wintergrasp objectives; however, the amount of experience gained from completing Battleground objectives and the amount of Honor rewarded for completing each Wintergrasp quest remain unchanged.

Battlegrounds

  • The Random Battleground system has been added! Similar to the Random Dungeon system in the Dungeon Finder, players can now queue for a random Battleground.
    • The Random Battleground option can be found in the Battleground tab of the PvP frame and is only available for level 80 characters at this time.
    • If this option is selected, players may not queue for specific Battlegrounds and a random Battleground simultaneously.
    • Similar to the Random Dungeon system, players will not know for which Battleground they are chosen when selected from the queue until they zone into the Battleground.
    • The Random Battleground option will only allow a group size of 5 players to queue together.
    • Bonus rewards will be offered for choosing the Random Battleground option.
    • Winning a Battleground using the Random Battleground option for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
    • Winning additional Battlegrounds using the Random Battleground option after the first random win will award players with 15 Honorable Kills worth of additional Honor currency.
    • Losing a Battleground using the Random Battleground option will award players with 5 Honorable Kills worth of additional Honor currency.
  • Daily Battleground quests have been removed in place of the Random Battleground option.
  • Battlegrounds will no longer award Marks of Honor.
    • Players with existing Marks of Honor can still turn them in to their respective faction's quest givers, including individual marks for those who may have more marks for one Battleground than another.
    • Items which previously required Marks of Honor will have their costs adjusted to remove these requirements.
  • Whenever a Battleground has the holiday bonus active, it will now be referred to as "Call to Arms" in the Battleground tab and Calendar. In addition, Call to Arms Battleground Honor rewards have been changed.
    • Choosing a specific Battleground with the Call to Arms bonus active will yield the exact same rewards as when choosing the Random Battleground option.
      • Winning a Call to Arms Battleground for the first time in a day will award players with 30 Honorable Kills worth of additional Honor currency and 25 Arena points.
      • Additional Call to Arms Battleground victories after the first win for a player that day will award them with 15 Honorable Kills worth of additional Honor currency.
      • Losing a Call to Arms Battleground will award players with 5 Honorable Kills worth of additional Honor currency.
      • When using the Random Battleground option, players will not receive additional rewards if the Battleground chosen is under the Call to Arms bonuses. In addition, the rewards for the first victory of the day cannot be earned more than once, regardless of whether or not it is obtained from the Random Battleground system or the Call to Arms Battleground.




Blue posts
Quote from Blizzard staff
Mobile Authenticator Warning Message
After installing the most recent Battle.net Mobile Authenticator iPhone/iPod touch update (v1.1.0), all players will be prompted with a one-time warning that states:

  • Running a “jailbroken” iPhone OS device may compromise the security of the Battle.net Mobile Authenticator.

This warning message is being issued by Blizzard Entertainment as a reminder that running the Battle.net Mobile Authenticator on a “jailbroken” iPhone or iPod touch could potentially compromise the security of the Mobile Authenticator application. If your iPhone or iPod touch has not been “jailbroken” or modified to bypass software restrictions, please click “OK” and you will no longer receive the warning.

Please note that this message will appear on all iPhone & iPod touch devices and is not meant to indicate that your Apple device has been modified.

Dodge and Parry
I think the way you end up with conclusions like this is by following a chain of logic such as:


  • 1) I am a tank. It is my job to survive (among other things).
  • 2) It makes it easier to survive if I avoid spike damage and otherwise make it easier on my healers.
  • 3) I can avoid spike damage by emphasizing health and armor over avoidance.
  • 4) Therefore I should look for health and armor wherever possible.
  • 5) Since I don't really want avoidance, Blizzard should stop putting it on my gear or even in the game.

That last step is where you go astray. You make a leap from thinking like a player ("How can I survive better?") to designing like a player ("I can survive better if Blizzard changes the game to make it easier for me to survive better").

You'd be bored if there was no avoidance mechanic in combat. Bosses would hit you like a metronome for say 30K every swing. You'd be bored if there was no avoidance on gear because you'd only be choosing among say hit and expertise and maybe armor pen.

Random numbers are an important component for keeping the game exciting. I get that they can be a thorn in your side. That's largely why they are exciting. Without them, you'd be a better tank, but you'd also be a bored tank.

What we can do, and what we plan on doing, are making dodge, parry and block more attractive than they are today. I doubt they will ever be as attractive as armor and Stamina, but that's okay because we're never going to make a full set of gear that is just armor and Stamina. (And even if you assembled such a set, your healers would run out of mana trying to keep you up.)

Relics and "useless" procs
We actually don't like procs that are up 100% of the time and in 3.3.3 we changed several of the group buffs to just be passives.

Sometimes the mechanic is necessary so that a damage rotation requires some ramp-up instead of just being at 100% from the first swing. So we can't get rid of every single case.

The idols (and all similar pieces) are in a weird spot. Once upon a time they used to change your rotation ad little bit in order to maximize the bonus, but these days they are really balanced around being up 100% of the time and if we end up putting the proc on a spell or ability that isn't used often, well then the idol just sucks for that tier.

We're not sure yet what we're going to do with these items. The current implementation doesn't feel that successful. They could just be stat sticks not tied to a particular ability, though that's not super exciting either. (Source)
 

Desolator

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Jan 21, 2007
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OMG are you thinking what I'm thinking? I think the Gnomes and Trolls have finally decided to reclaim back their lost forgotten cities. I just hope its true and that we'll get it to see in the upcoming 3.3 patch.
High Tinker Gelbin Mekkatorque: The Liberation of Gnomeregan


Gelbin Mekkatorque is known as much for his technical brilliance as he is for his just leadership of the gnomes. In addition to being elected high tinker, the most prominent rank in gnomish society, Gelbin proved himself to be an inventor without equal by leading the construction of the Deeprun Tram, which links Stormwind and Ironforge. Yet all of the high tinker's achievements have been overshadowed by one catastrophic event that occurred under his rule: the fall of Gnomeregan.
Around the time of the Third War, an ancient menace known as the troggs surfaced in Gnomeregan from the depths of Azeroth. This barbaric race, thought to have been unintentionally released during the Uldaman excavation, crushed the gnomes' defenses and became entrenched in the lower sections of the city. Gelbin, for all his genius, was at a loss for a way to eradicate the savage invaders until his chief advisor, Mekgineer Sicco Thermaplugg, proposed that they inundate Gnomeregan with toxic radiation.


Confident in Thermaplugg's radical plan, Mekkatorque gave the order to irradiate the city. This bold move worked at first: toxic radiation spread throughout Gnomeregan and momentarily stopped the troggs' incursion. Soon, however, it was evident that the radiation was killing gnomes as well as troggs. In the end, nearly 80 percent of the gnomish race died, and many of those who survived were mutated into deranged leper gnomes. To add to the tragedy, the troggs then resumed their assault on the city.
Mekkatorque and the healthy survivors evacuated Gnomeregan and were taken in by the dwarves of neighboring Ironforge, but Thermaplugg disappeared. The high tinker later learned troubling news that his former advisor had seized control of the toxic gnomish city and instated himself as its twisted overlord. Much to Mekkatorque's shock, he also discovered that Thermaplugg had secretly desired the office of high tinker and might have been previously aware of or even complicit in the trogg invasion.
The immense loss of life at Gnomeregan weighed heavy on Mekkatorque's shoulders, and in his fury he ordered the death of Thermaplugg. A band of heroes took up the mission and returned with a tale of victory, but after analyzing the claim, Mekkatorque realized that the mechanized overlord defeated in the depths of the city was likely nothing more than a cleverly engineered facsimile of Thermaplugg.


Aware that defeating his nemesis would require a more robust approach, Mekkatorque labored over strategies to retake his city. His tireless brainstorming recently paid off with the formulation of Operation: Gnomeregan, a brilliant multi-phased assault plan devised to liberate the gnomish capital and bring the real Thermaplugg to justice. With the operation set to begin, resourceful gnomes such as "Doc" Cogspin, Captain Tread Sparknozzle, and Drill Sergeant Steamcrank have been overseeing preparations and fine-tuning new technology that will be vital to the offensive.
Meanwhile, Mekkatorque has begun rounding up all able-bodied gnomes to join in the attack, and his call to arms has also been heard by other members of the Alliance. The gnomes' techno-savvy has been vital in past conflicts, and many Alliance heroes are likely to join the offensive to recapture the extraordinary inventions within the fallen city. For Mekkatorque, however, his plan goes beyond just reacquiring lost technology. The retaking of Gnomeregan will determine his place in history, either as the high tinker who lost the gnomes' beloved capital, or the one who reestablished it as the center of innovation on Azeroth.
Operation: Gnomeregan is about to get underway.
Vol'jin:
The Glory of the Darkspears


Most of Azeroth's savage trolls are infamous for their extreme hatred of other races, but the Darkspear tribe and its leader, Vol'jin, are an exception. Over the years, the Darkspears have proven to be invaluable members of the Horde. Vol'jin in particular is known to offer strategic advice to Warchief Thrall on a regular basis, and the cunning troll played a role in retaking the Undercity after it was overthrown by the rebel forces of Varimathras and Putress.
Yet for all of the tribe's accomplishments, the Darkspears are still plagued by a tragic history of exile. Long ago they were driven from Stranglethorn Vale's mainland by the more powerful trolls of the Gurubashi empire and then settled on a remote island. The Darkspears later sought refuge with the Horde when their isle was destroyed by a mysterious sea witch, and Thrall granted the trolls new lands on the Echo Isles off the coast of Durotar. Aside from a brief exodus when Daelin Proudmoore's fleet arrived to hunt down orcs, the Darkspears enjoyed relative stability until one of their own, Zalazane, drove his brethren from their latest home.


The witch doctor Zalazane had been one of the tribe's leading mystical instructors when he was inexplicably driven to insanity by the powers under his control. Utilizing dark magic, he enslaved many of his fellow tribespeople and amassed an army of mindless Darkspear trolls. Fearing that all of his tribe would come under Zalazane's sway, Vol'jin ordered the remaining free Darkspears to abandon the Echo Isles.
Vol'jin's Darkspears settled in nearby Sen'jin Village, which they have since used as a staging point to attack Zalazane. Over the years, members of the Horde looking to test their worth have braved the Echo Isles to confront Zalazane, and many of them even returned seemingly victorious with his severed head. These victories, however, proved to be nothing more than illusions created by the twisted witch doctor's dark magic. Days after these trophies were taken to Sen'jin Village, they reverted to their true forms: painted rocks and coconuts adorned with wooden tusks, or even the heads of Zalazane's enslaved trolls.


Despite these setbacks and his preoccupation with advising Thrall on Horde-related matters, Vol'jin has spent considerable time formulating a strategy to recapture the Echo Isles. Now he believes that the time to strike at Zalazane has come. As the Darkspear leader and his close allies Vanira and Champion Uru'zin await approval of their plan from the ancestral spirits, they have begun rounding up new troll recruits and staging reconnaissance missions to learn about Zalazane's minions.
Yet Vol'jin's trolls are short on forces, and the enslaved Darkspears on the Echo Isles outnumber them. The Darkspears are well-known for being among Azeroth's bravest combatants, however, and fortunately many non-trolls have expressed interest in assisting Vol'jin, perhaps hoping that restoring the Echo Isles will eventually bolster the Horde's strength.
Vol'jin is also aware of the strategic importance that a Darkspear homeland offers his allies, but he is motivated by more personal reasons. Zalazane's betrayal was an affront against Vol'jin's dream of a better life for his tribe, a destiny that his late father, Sen'jin, envisioned years ago. Only by retaking the Echo Isles will Vol'jin be able to honor his father and at long last secure a permanent homeland for the long-exiled Darkspear tribe.

Source1
Source2

---------- Post added at 11:23 AM ---------- Previous post was at 11:16 AM ----------

DAMN according to mmo-champion this is a pre-cataclysm event and it will occur around patch 3.3.9.

Source
 
Last edited:

hasanJ

Expert
Nov 24, 2007
10,692
0
41
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Karachi
from the discussions on Official Forums ppl were expecting Major Cities on being Gnomerigan and the other being a Troll City
but it seems these will become Troll/Gnome starting zones instead of full fledged cities

however i wuld love to see a Darkspear City in StranglethornVale with architecture like Zul'Drak
 

Desolator

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Jan 21, 2007
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Blizzard is gonna show some previews on the new talents and mastery system bonuses for each class. You can read up the previews for every class on the date mentioned below.

Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we're currently planning, and in some cases new low level spells for select classes.

These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we'll be providing more information for all classes, especially as we move into the beta phase.

Below is the schedule for each class:


  • Shaman - April 7
  • Priest - April 7
  • Warlock - April 7


  • Warrior - April 8
  • Death Knight - April 8
  • Rogue - April 8


  • Hunter - April 9
  • Druid - April 9
  • Mage - April 9


  • Paladin - April 16*

These posts are being coordinated internationally so they'll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they're posted.

*The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it's ready, in order to properly honor the paladin class and those that play them. The wait isn't too long however as we're expecting to be able to post it on April 16.
Source
 

Desolator

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Jan 21, 2007
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This is something I would love to see when youtube becomes available in Pakistan

Patchwerk (25) Solo Kill by a Rogue
Jider from Impervious (US-Stormreaver) had a lot of time and a lot of (very) smart ideas to kill Patchwerk (25) alone. It took him quite some time but it's definitely a smart use of game mechanics, see the description below.


Description from the Youtube video
Soloing Patchwerk 25-man version was something I had been meaning to do for a while. The main reason I did not attempt it sooner was because of all the trash leading up to him. I had no idea how to handle trash re-spawning or if any of my ideas would even work. I spent a great deal of time thinking about how I would handle every aspect of the fight but I had to resolve numerous issues during the thought process and had to overcome various things which I thought would make the fight impossible. Eventually, I came up with 2 and in most cases 3 ways of handling every problem Patchwerk could throw at me. However, I also came into this fight with a technique I figured out elsewhere, a Shadowstep technique I dub Jiderstep. This technique involves an Unconscious Dig Rat which is considered a critter and it is just like any other rat/critter in game except for the fact you can drop it where you like and it stays put and lasts until it is killed or the server is restarted. You can shadowstep to it just like any other critter. Due to the significant increase in his health pool I tested my methods successfully on live servers in 10-man before moving on to kill it on 25-man live server.

The fight takes places in two positions, one in the tunnel past Grobbulus, the other on the floor along Patchwerk's patrol path. The setup begins by Shadowstepping to Grobbulus on the platform he tosses his slimes from. I then go into the poison tunnel that leads to Gluth to drop an Unconscious Dig Rat at a key location inside the tunnel where there is a hole that leads back to Patchwerk's room. This position and the floor position are important as they are beyond the leash points for Grobbulus and they allow me to Shadowstep up and drop down whenever I need to. Once the Unconscious Dig Rat is in the right position I jump down and buff and get ready to pull Patchwerk. I execute the pull by pre-potting and launching a Hand-Mounted Pyro Rocket. The use of a ranged attack to pull is important as it will require him to path all the way to that point to reset/full heal after a Vanish or Shadowmeld.

After that, the fight basically becomes a repetition involving a few key ideas. Firstly, I never engage Patchwerk without Evasion. Anytime I am attacking and Evasion is about to wear off, I either Shadowstep up to the tunnel or drop down to the floor. This forces him to spend a great deal of time pathing which enables me to wait for the Evasion cooldown and to heal myself. Another key point is using Vanish and Shadowmeld appropriately. On the initial aggro of Patchwerk, his trash is also put into combat which requires me to Vanish it off but I also use it during the fight to reset his enrage timer which eliminates the need to deal with the increased damage and slime bolts. To do this, I wait for Preparation to come back up, and then I wait until Patchwerk reaches the poison tunnel position. I jump off and immediately Shadowmeld which gets me out of combat and gives me time to eat and/or rebuff as needed. My potion timer also resets. Since I am no longer in combat Patchwerk is in evade mode and begins his pathing back from the tunnel through Grobbulus' room. This is where the pull positioning comes in to play as I am already waiting to intercept him well before his final reset point which would heal him to full. When I engage him his trash aggros again which forces me to Vanish. I watch carefully and if that Vanish fails to reset the trash I burn Preparation and Vanish again. This cycle is repeated until the boss is dead which resulted in a fight lasting 4 hours 45 minutes on my kill.

Buffs: Drums of Forgotten Kings, Drums of the Wild, Runescroll of Fortitude, Scroll of Agility VIII, Flask of Endless Rage, Blackened Dragonfin. Jewel-crafting and Engineering professions. Gear used can be viewed here. Both weapons are enchanted with mongoose and Instant poison main-hand and Deadly poison off-hand. The reason behind using Purified Shard of the Flame was to counter the significant nature damage from the tunnel (ticks added up to ~2 million damage) and provide extra healing. Other methods of healing included eating, bandages, and Dense Stone Statues. The talent spec used was 0/18/53 and glyphs were Hemo/evasion/ghostly strike. Besides Shadowstep, many of the talents chosen are very useful for this encounter by providing extra survivability (Enveloping Shadows, Cheat Death), increased damage (Dirty Deeds, Setup), or both (Sinister Calling, Lightning Reflexes, Endurance).

Song #1 Velvetine Safe [Wherever You Are] (Rank 1 Remix)
Song #2 Delerium Truly (Signum Club Mix)

-Jider
www.impervious-guild.com
 

hasanJ

Expert
Nov 24, 2007
10,692
0
41
34
Karachi
wtf man o_O solo killed Patchwerk ?
damn tht guy has skills

how did he w8 out 3 minute CD of Evasion anywya?
 
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