Cloud Serpent Quest Lines

The Windless Isle has been updated and new quests added in the Cloud Serpent quest line!

Many of the daily quests below will likely be repeated until you have enough reputation to take place in further training. This training ultimately leads to a final race, before you join the Serpent Riders. There is a Cooking, Fishing, First Aid, and Archaeology daily quest for those of you who love the secondary professions as well!

The Order of the Cloud Serpent
Speak to Instructor Skythorn at The Arboretum in The Jade Forest.
90 Wild Things Find Instructor Tong at Windless Isle in the Jade Forest.
90 Beating the Odds Kill 8 Slitherblade saurok.
90 Empty Nests Leash and return 6 Windless Hatchlings to their nests.
90 Egg Collection Collect 9 Serpent Eggs.
90 Choosing the One Choose one egg.
90 The Rider’s Journey Return to Instructor Skythorn at the Arboretum in the Jade Forest.
90 It’s a… Watch your egg hatch.
90 Sweet as Honey Collect 8 Honeycomb from the beehives in The Arboretum.
90 Catch! Use the Bouncy Ball to throw it. Then, catch and return the ball 10 times.
90 Emptier Nests Leash and return 6 Windless Hatchlings to their nests.
90 Full Speed Ahead Follow Instructor Windblade.
90 Proper Grooming Collect 200 Saber Teeth and 100 Glider Sinew.
90 Restoring the Balance Kill 8 Slitherblade Rippers or Slitherblade Eggdrinkers.
90 Feeding Time Feed 6 Saltback Meat to your serpent. Saltback Meat Scraps can be combined to make Saltback Meat.
90 Disarming the Enemy Collect 8 Slitherblade Harpoons.
90 Preservation Collect 8 Stolen Eggs from Deepscale Poachers.
90 Slitherblade Suppression Kill the Slitherblade Scale-Lord.
90 Snack Time Fish 10 Sugar Minnow from salt or fresh water in the Jade Forest.
90 Fragments of the Past Visit archaeology dig sites around Pandaria and use your survey ability to retrieve 12 Serpentrider Relics.
90 Just a Flesh Wound Use Windwool Bandages, Heavy Windwool Bandages, or Dense Windwool Bandages to heal 8 Injured Hatchlings at Windless Isle.
90 A Feast for the Senses Collect 5 Pandaren Meat Balls.
90 They Grow Like Weeds Speak to Instructor Windblade at The Arboretum.
90 Flight Training: Ring Round-Up Fly through 10 cloud rings while riding your war serpent.
90 Flight Training: Full Speed Ahead Follow Instructor Windblade.
90 Flight Training: In Due Course Collect 10 Race Flags from the Checkpoints floating above the Jadespire Sea.
90 The Sky Race Complete the Sky Race by gathering 10 Race Flags, then passing underneath the Finish Line at The Arboretum.
90 Riding the Skies Join the Serpent Riders.
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Blue Posts

Mission Rewards Lack Spirit

Observe that I’ve about 10K spellpower along with a little over 7K mana regen. After I consider it, 10K spellpower is exactly what I’d in epic 85 gear about 6K mana regen. Considering the large mana pool increase at 89 (250K versus my ~132K live at 85), this really is quite troubling.

I am searching in the Townlong mission rewards, simply because that is what I have before me, also it appears like you can get about 1800 Spirit in the ilevel 429 gear for the reason that zone. Just how much Spirit have you got right now?

I am wondering if a part of what’s going on is the fact that mana pool and spell costs jump instantly whenever you level, but regen requires you to definitely gear look out onto that much cla. It is the same phenomenon that occurs with say crit or haste however it may go through worse with Spirit.

Like Tiriel, I cringe after i queue for Mogo’shan. I am convinced that place is overtuned in comparison to the gear we’ve. I’m able to only cover a lot of player mistakes. (Yeah, I understand. They require to get away from the fireplace and all sorts of that.)

Possible. We went it yesterday, and also the final boss did a significant amount of damage from traps. The mechanics have transformed a bit due to that, not to mention it’s difficult that i can remember which version from the dungeon you’ve without just jumping into beta myself and doing the dungeon.

Again, gain levels dungeons need to be easy due to the easy proven fact that should you die much whatsoever, you are just likely to run the quests rather, considering that every rewards from an amount up dungeon will not last greater than a couple of hrs. If dungeons are inefficient, gamers will just skip them. At max level it is a different story clearly.

That’s what it really ought to be balanced around, healing for the reason that gear if you have garbage regen with garbage mission gear. Which means you should have the ability to heal brewery in 333 gear that you will get in Twilight Highlands because this is the previous step right? Without essentially any enchants and anything really opting for you. If that is the situation, so it is, clearly the dungeons will have to consider a little step lower within their difficulty scale.

Exactly. If you cannot heal individuals dungeons yet, then there’s an issue on our finish. A number of you’re acting such as the product is essentially problematic and should not be fixed. It may be, fairly easily.

It might be useful to listen to a couple of amounts from everyone, for example character level, average ilevel and current Spirit. It does not have to be super precise.

This can be a excellent question. Needing to swap specs any time you submit a mission to game your rewards could be very cumbersome.

1) You should not need a ton of Spirit to heal an amount up dungeon. A Ret paladin with many different Strength gear who swaps Holy should be a tolerable healbot.

2) You will find several redundant mission rewards. If you have shoulders for the primary spec, go ahead and take ones for the off-spec. Many of the the case with Four Winds – Krasarang what are same level, and Townlong – Dread Wastes, what are same level.

3) We provide options in gear (say healbot versus. nuker) for a lot of quests, typically finish-cappers, blue rewards, weapons and mementos. Within the final zones, you will find much more of individuals since we figure gamers who level as DPS may begin considering their finish-game healbot or tanking gear in those days.

4) If everything else fails, you will find suppliers all over with decent eco-friendly gear. If you’ve been progressing as Enhance and wish to try Resto, you can aquire a adequate jump by striking the suppliers. Again, the progressing up content where you would like to heal shouldn’t feel harmful whatsoever, especially once you have seen the bosses once.

Nobody is quarrelling that healers need a ton of Spirit to operate. It’s our intention that you would like lots of Spirit and may get lots of Spirit. You shouldn’t need Spirit in each and every slot.

Feedback is extremely included this thread, so attempting to distill it lower to among the following could be more helpful than more posts of “I want Spirit,” which does not provide us with many details. What we should are attempting to determine is which of this is true:

1) You’ve Spirit on virtually every piece but still can’t function.

2) You would like more Spirit but aren’t able to find any.

3) You do not have Spirit on every piece, so you’d like more.

4) You would like a lot Spirit that you simply never run OOM.

Points 1 and a pair of are of the very concern to us, but it is still vital that you distinguish which issue is occurring. May be the problem obtaining Spirit, or perhaps is the issue that despite Spirit on many pieces, you exhaust mana too often?

Within this situation, it’s most likely also more relevant the number of heals you are able to cast before drained of mana just waiting for alone somewhere, because when healing a dungeon, we can not easily extract out of your feedback alone if the encounters cause an excessive amount of damage or if the damage is suitable and it is the HPS or durability which are low.

After reading through much more of this feedback and searching in the zones, we are concerned there aren’t enough mission rewards with Spirit in it. We’re leaning towards offering more, as options, to ensure that gamers who seem like their Spirit is low can pick to possess more. (Blue Tracker / Official Forums)

The Underground Community AH Only Suits the 1%

Once there’s more here is how all of this works, we’ll provide more understanding of it.

Whenever we can share much more about what we are opting for and just how it’ll all work, we’ll. It isn’t a deeply shrouded mystery, and also you obtain the general gist, but as it is still in testing to start with, it’s difficult to enter particulars about something which we do not have particulars for apart from our opinion you want to check out. (And that we don’t intend to share that presently. We would rather make sure see first. ) (Blue Tracker / Official Forums)

Infuriated through the Underground Community

It’s worth observing that since we are in beta, we are still considering what our philosophies are for which should and what should not be around the Underground Community. We are also attempting to discern the regularityOrscarcity of the items turns up there too.

Again, I wish to reinforce that people have been in beta and also the most useful types of discussions everybody might have is just in discussing constructive feedback by what you are going through using the additional features and what you want to see or otherwise see. (Blue Tracker / Official Forums)

Male Pandaren Dance Transformed?

We are considering this. Probably there is some erroneous data pressed. It’s being looked into however. Whenever we do another beta push, this ought to be remedied again. (Blue Tracker / Official Forums)

Inactive Guild Master Alternative

The thought of this feature is the fact that oftentimes, a guild leader leaves for some time and there is no contingency for another person to have the ability to handle the guild in the event that guild leader selects to not return (or whatever other conditions may occur). Many guild people who experienced missing guild leaders managed to get obvious they wanted an easy method through which they could gain charge of a guild when the guild leader went missing or vanished for any lengthy while.

We have modified the amount of time until this happens in addition to transformed the qualifications with this to obtain passed along both. You can observe the particulars within the following publish: http://us.fight.internet/wow/en/forum/subject/4488479071

If you are on holiday for any couple of several weeks, the update provides you with 3 months now rather than the initial thirty days.

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Blue Post

Next wave of Mists beta invites?

The moment we are prepared to invite more and more people to check the beta, we’ll inform you once we have with previous waves.

It simply would not be very useful when we made a professional warning announcement that the advanced warning announcement is going to be not far off. ‘Cause then people could be requesting hints regarding once the warning concerning the warning is originating. Soon they’ll want clues concerning the hints concerning the warning warning in the future prior to the introduced announcement.It’s not recommended to check out it this way since we are not adhering for an invite schedule. We invite large portions of Annual Pass holders, only then do we provide some time to watch realm stability and population. Each wave of invites includes a varied effect on the beta test. We can not know ahead of time the number of of those asked will begin playing immediately (if whatsoever), or how frequently they’ll all play, etc.

Once things begin to stabilize after invites are sent and that we see more foreseeable statistics, we’ll setup another wave and begin inviting more and more people. It is not theory, that also means it’s not so achievable for all of us to become transparent about all the process between waves of invites being sent.

You will find a couple of simple goals with beta:

- Get lots of people testing all of the new content/features therefore we get solid feedback, in addition to address bugs and crashes

- Obtain the remaining Annual Pass holders in as rapidly as you possibly can so they are given what they have been guaranteed

- Make certain the atmosphere is stable enough that people can accomplish the very first two goals

Getting stated all that, Among the finest to drive the purpose home that you will virtually never have an sufficient answer whenever you request us when another wave of beta invites is going to be heading out. The city team is going to be informed when the designers and producers are ready to invite more and more people. We obtain the texting together, localize it as being needed, and publish the moment we obtain the eco-friendly light. There’s without any point for the reason that process where openly supplying estimations on once the next wave is originating is going to be helpful, as that whole process generally happens within dependent on hrs (not days or days).

Apart from being not able to obtain everybody in to the beta myself, I really hope this data helps a little.

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Blue Posts:Warlock Ember will be change

Warlock Ember System
How does Destruction’s Ember system work?
Basically, you build embers with some spells, and then spend those embers with Soul Fire, Ember Tap, or Fire and Brimstone. 

Internally, this is how it works:

Immolate – DD + DoT on the target
Incinerate – generates 1/10th ember, or 2/10ths if it crits an immolated target.
Fel Flame – generates 1/10th ember, or 2/10ths if it crits an immolated target.
Conflagrate – triggers Backdraft and has a 12 second cooldown.

Soul Fire – consumes one ember instead of mana.
Fire and Brimstone – costs 1 ember and has no cooldown.
Ember Tap – costs 1 embers.

Each full ember costs 0.33% of your maximum health per second. If you stay below 1 ember, you take no damage. 

How does chaotic energy work?
We are experimenting with a resource-driven, rather than time-limited, caster model on the Destruction warlock.

In a nutshell, Destruction warlocks are not GCD locked. In fact, chain-casting spells as a Destruction warlock is less important than spending all of your resources.

Keep in mind this is all subject to change, but here is how Destruction flows at the moment:

Start of Fight: Full mana bar, Empty Ember bar

1. Immolate the target
2. Conflagrate to trigger emberstorm
3. Incinerate to generate embers
4. Continue until you are low on mana

Middle of Fight: Empty mana bar, ~2 Embers

1. Soul Fire
2. Soul Fire
3. Mana bar is mostly full (Soul Fire costs embers, so your mana refills during the Soul Fires)

In addition to increasing your base mana regen, Chaotic Energy increases mana regen even more with Haste. This means the ability to cast spells scales smoothly with gear.

As long as the warlock never lets her mana bar fill up and burn her embers, she’s maximizing damage. This is very different from the standard caster model where priority is placed on casting at all times and ordering spells based on cooldown.

Our hope is that the Destruction Warlock will attract players who are interested in a playstyle that rewards spending resources at the right time, rather than constantly casting.

How does Destruction’s Mastery work?
Emberstorm increases the effectiveness of all Ember consuming spells. Soul Fire deals more damage. Fire & Brimstone deals a higher % of the base spell’s damage. Ember Tap heals for more. 

Development Time Cutbacks
Blizzard severaly reduced the number of people on WoW development teams in last few months, which explains the simplifying of various aspects of the game. They don´t want to spend too much time tuning bosses, so they simplify the player, for example.
I have no idea where you got this information from, but it’s wrong. We’re not simplifying various aspects of the game, we’re constantly reviewing them to ensure they’re fun, which can actually sometimes mean making them more involved. Also, we spend however long is necessary to tune bosses to make them engaging and challenging, we’re not cutting back on that at all.

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Blue Posts:Druid Faerie Fire have a 6 second cooldown

Druid is’s Faerie Fire now, no matter in what form (Cat or of Bear) has a 6 seconds CD.(Which may be public CD)

 Druid 
Update to Mists Talent Calculator
What are the developments for the Cat and Bear versions of Mangle/Swipe/Thrash/etc.?
Several abilities for Cats and Bears are slightly different depending on Cat or Bear Form. The abilities you’re seeing in the talent calculator are the base versions that show up in your spellbook. Here are some additional details about their different effects in each form:

  • Mangle: In Cat Form, has no cooldown, costs energy, and generates a combo point. In Bear Form, generates 5 rage, and has a 6 second cooldown, which can also be reset by a proc from Lacerate and now Thrash ticks.
  • Swipe: In Cat Form, has no cooldown, and costs energy. In Bear Form, has a 3 second cooldown, and is free.
  • Thrash: In Cat Form, has no cooldown, and costs energy. In Bear Form, has a 6 second cooldown, and costs 15 rage.
  • Skull Bash: Costs 15 energy or 10 rage, depending on form, and has a 15 second cooldown. The current talent calculator says that it has a 10 second cooldown, but that is a mistake. It is 15 seconds like most other interrupts are now.
  • Stampeding Roar: Costs 30 energy or 15 rage, depending on form.
  • Faerie Fire: Has a 6 second cooldown when used in Cat or Bear Form.

 Mage 
Does Arcane Charge have a duration? 
Yes. It is currently 8 seconds.

 Rogue 
Rogue Changes 
This sounds like Combat Maces all over again.
Your feedback is appreciated. We’ll be keeping an eye on how this ability pans out, just as we will with all the upcoming changes. That said, I’m not sure that mace stun and Paralytic Poison is an apples to apples comparison.

One of the things that made Mace stun so vicious is that it simply happened. You could make brief contact with an enemy and get a lucky, sometimes clutch, proc. At the time, Stormherald was floating around amongst warriors which only exacerbated the issue. That’s important context for the purposes of this comparison. Sure, chance plays a role (only in that each stack has a percentage chance to proc) but I don’t think it’s as much of a factor with Paralytic as it was with Mace Stun.

Consider that poisons are dispellable, and you need five stack of Paralytic to get a stun off. It seems reasonably likely that the Paralytic stun will have a different dynamic in PvP than Mace Stun had. If your target is dropping stacks or you aren’t able to make consistent enough contact to get stacks on faster than they drop off you may have some trouble getting the stun to land. It will also introduce the dynamic of trying to ‘plan’ your kidney shots around your Paralytic, so you aren’t overlapping stuns.

Also, all of that aside, taking a talent in Mists of Pandara means that you’re making trade-offs that you weren’t making by taking Mace Spec in Burning Crusade.

On a side-note, I noticed some other, non-poison/shiv related questions in this thread. Please stay on topic guys. I know that it’s tempting to jump all over the map (I’ve done it), but it’s best to stay focused.

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Mists of Pandaria:Tank maybe losing a taunt

Cataclysm have are a lot of new changes, spell criticals may become 2.5 times (shaman)? Thesoldiers may no longer need to ridicule.

I cannot overstate how much we appreciate all of the feedback we get. We spend a lot of time reading it all, and compiling it, and sharing it between teams here. Nonetheless, if the measurement of successful feedback is that the developers implement a suggested idea, then expectations are too high.

We are going to continue to work on all of the talent trees until Mists is released.

What is being done with spell crit for DPS specs?
Our baseline assertion is that all spells and abilities will crit for double damage. There are a few exceptions to this, such as Elemental shaman getting a 2.5x crit multiplier, but the default is 2x for everyone now.

Yes, this means that Enhancement shaman spells and rogue Poisons will crit for double damage.

Are all tanks across the board losing a taunt?
We’re currently trying a design where no tanks have AE taunts, other than Mocking Banner (which we intend to be used more as a tool to redirect streams of adds to you).

 Rogue (Forums)
The new Shiv will apply concentrated effects of the active utility poison. Those effects are not included in the poison tooltips currently available on the calculator, but here are the current versions:

  • Crippling Poison – Reduces the target’s speed by 70% for 12 seconds.
  • Mind-Numbing Poison – Increases the casting time of an enemy’s next spellcast within 8 seconds by 100%.
  • Wound Poison – Reduces the target’s healing received by 50% for 6 seconds.
  • Leeching Poison – Instantly restores 5% of the Rogue’s health.
  • Paralytic Poison – Roots the target in place for 4 seconds.

Shiv can still proc poison normally when it’s triggered.

Also, for those who were curious, it’s looking like it will be about a 3 second cast time to swap poisons in combat. So, you won’t be flip flopping between poisons on a whim, but if it’s really clutch to swap to a different poison, then it’s not totally out of the question.

So does this mean that Poisons will still be on the Spell Crit table? In other words, Agility will still not affect their chance to crit?
No. Poisons crit chance will be based on your melee crit chance.

Yeah they should take the stun off of the actual poison and swap it with this effect as the stun is really random.
Well, yes. The random part is kind of important though.

An additional controllable stun that’s on a different DR would be excessive. On the other hand, if it’s on the same DR as CS and KS then that’s… not good. By putting the root on Shiv and leaving the stun on the poison stacking we avoid that entirely, and rogues get a sweet stun that’s on the random proc DR instead.

Despite the title of the thread (which I will callously change), we’re interested in player feedback on the shiv change as a whole, though. So what do you think?

Will the thrown weapon talents have a chance to apply one or both active poisons?
We’re not sure about this yet. It’s more likely that we’ll apply damage poisons than the non-lethal ones, especially in the case of Shuriken, because a fairly spammable ranged snare is probably too good.

Sorry, guys. You can still use Shuriken + Deadly Throw though!

If I have Deadly Brew, will Shiv amplify that Crippling Poison effect in addition to my active poisons?
No. Deadly Brew isn’t the same as having Crippling actually active.

For clarification, how exactly do active poisons work? One lethal, one utility, both with potential to proc from both weapons?
One Lethal, one Non-Lethal, and both poisons are effectively on both weapons. Whenever you land either a mainhand or off-hand strike, you have a chance to apply both your Lethal and Non-Lethal poison.

How does poison proccing work now, and what does that mean for weapon speed.
Poison procs are largely unchanged, except, y’know, for all poisons being percentage-based in the future. We’re looking to get rid of the “fast 1.4 speed dagger” thing. The plan is for offhand daggers to just be daggers and interchangeable with main hand daggers. So we’re anticipating Assassination and Subtlety rogues will use 1.8/1.8 daggers for the most part, while Combat will use a 2.6 main hand and a 1.8 offhand dagger. I know some of you noticed a Main Gauche change, and the intention isn’t a nerf. If it needs adjustment, it’s important to remember that numbers are still in flux.

On a separate note, while we don’t have an elegant system in place for it, we do know that a lot of Combat rogues want to at least have the appearance of dual wielding swords/axes/maces. There are a lot of hurdles, but maybe we’ll find a good way to deliver on that. No promises though! So, again, don’t get your hopes up too high.

So, how about an offensive dispel using the shiv system (perhaps as an alternative to Mind Numbing)?
It’s something we might consider, but if too many people have access to an effect like that, then magic buffs are increasingly devalued, and that causes all kinds of problems. For example, something like Hand of Protection is cool, but significantly less meaningful if too many classes out there can remove it with a button press. So, we’ll think about it, but don’t get your hopes up.

Is Mind Numbing nerfed, now that it won’t affect all casts for the duration?
That’s a bit of a misunderstanding. Base Mind-Numbing is unchanged and works as it does now. The new Shiv effect stacks on top of the base Mind-Numbing, and is more than triply effective on the single next spellcast.

Any chance of a sweet UI element warning the rogue that he’s approaching 5 stacks of paralytic poison, or letting him know that it went off?
Making it easier to track buffs and debuffs in the UI, including using the Spell Alert system, is something we’re always looking at.

Y U NERF CRIPPLING?
Sadly, because it was too good — which is pretty much the same reason anything ever gets nerfed. Basically, we’re looking to chill out some of the passive, automatically-applied snares on some classes get because there’s no real gameplay to them beyond just I touch you and you’re snared.

Crippling is an important tool though, and we didn’t want to take it away entirely. By lowering the base snare and allowing Shiv to still apply the -70% form, snaring opponents or kiting other melee classes that also have snares becomes something you’ll need to think about and manage.

Is Crippling going to last 12 seconds in PVP now, instead of 8 seconds?
Nay. PvP durations are capped at 8 (and nothing should break that rule), but PvP durations aren’t shown in the tooltips.

Under the proposed system, it looks like it won’t be possible to take both Paralytic and Leeching Poison. Will we have to have to choose between Paralytic and Crippling?
You can take both Paralytic and Leeching, but you’ll be able to actively make use of one at a time. That said, switching poisons isn’t necessarily impossible in the heat of combat — the cast time on swapping will be fairly short.

That said, we’re taking a look at the decision involved in the current placement of the different Poison-related talents, and that’s something we may reevaluate. Still early days yet – and that applies to everything in this list.

But Daxx! RAWR RAIDING! What’s this PvP nonsense?
We’d like Shiv to be useful when raiding too, and increasing the availability of such effects makes it easier to design encounters that permit them to shine. It bears mentioning that, even now, the various Shiv effects could be useful in existing raid encounters. There’s no reason to expect that they couldn’t be useful in Mists raid design too.

Also, there’s more to PvE than raiding. Just because a talent isn’t useful when you’re fighting Ultraxion doesn’t mean it isn’t useful in PvE at large. There’s still leveling (remember, tier 1 talents should ideally be relevant and useful to a level 15 player!), outdoor dailies, the upcoming challenge modes, and more to consider.

Sooooo… Does this mean that rogue damage might go up if we lose some control/mobility/survivability?
We want rogue PvE damage to remain top-tier. But yes, if rogues end up with less control or mobility or survivability, and they have to choose among those areas, then that allows us to safely improve their damage potential in PvP while keeping the class balanced overall.

Any chance you guys will consider making Wound a lethal poison?
There’s a chance, we’ll have a look. (Blue Tracker / Official Forums)

 Mage (Forums)
Fear not! Mages will still have all their Teleports and Portals. At this point, we decided to hide them from the talent calculator to reduce clutter.

What is “base mana regeneration”? How does mana regen work for casters (or mages)?
Healers get a significant amount of mana regeneration from Spirit, even during combat. Additionally, all mana users have a small amount of mana regeneration — currently about 1% of maximum mana per second. With Invocation, that 1%/sec is removed. Things like Innervate will still allow you to regenerate mana, but you won’t passively regenerate any with Invocation.

What is the range for Alter time concerning the “moves too far away” part?
100 yards. It’s mostly just to indicate that it won’t reverse taking a portal to Dalaran or something.

Is AM a proc?
Yes, Arcane Missiles is still activated via a proc from your other direct damage spells.

Does Arcane Bomb have a target limit? 
Currently, no. We’re hoping it won’t be needed.

Invisibility and Greater Invisibility say that you’re “untargettable”. Does that mean that we’re not actually invisible anymore?
No, you still turn invisible, just it has been. It still breaks on damage. You still are completely cleared of threat when you turn invisible (either after 3sec for Invisibility, or instantly for Greater Invisibility).

For Rune of Power, if the mage has two already out will we be able to cast another one or do we have to wait till the first one is gone?
Casting a third will replace the first. This is similar to how Wild Mushrooms works for druids right now. By the way, two Runes of Power will not stack.

 Warrior (Forums)
Traditionally AE threat is hardest to maintain for warriors, how will this carry forward in MOP?
Thunder Clap is free for Protection warriors, and it applies a dot. Shield Slam and auto attack to generate rage for Shield Block.

Most other offensive attacks are free (for Protection), except for Heroic Strike and Cleave, which are intended to be used only in times of excess rage (which should be less common than today, but still occur with reasonable frequency).

Improving tanking rotations is always challenging. If tanks have too many abilities to manage, then they are overwhelmed in fights that require a lot of boss positioning or add management. If tanks have too few abilities or a very simplified resource, then they get bored on single-target boss fights with limited movement.

Part of our design intent is to have tank resources tie into survivability instead of threat, since we (and tanks) place more emphasis on the former.

 Priest (Forums)
The intent of Spirit Shell is to provide a frequent-use absorb that recreates some of the gameplay where Disc priests put absorbs on lots of their teammates. This was a style many Disc priests told us they enjoyed, but was difficult to balance with Power Word: Shield (since PW:S is instant).

At this point, think of Spirit Shell as Heal and Power Word: Shield as Flash Heal.

Evangelism is a spec spell for both Holy and Disc (at least for the moment – things could still change). The talent calculator appears to be incorrect on this. Shadow has Dark Evangelism.

 Death Knight (Forums)
But we loved Corpse Explosion!
Yes. You do. So do we. Unfortunately, requiring a corpse felt like too steep a requirement for a competitive talent. We would like to still add Corpse Explosion in some form as a glyph. In the meantime, hey presto! – Unholy Blight is back.

 Paladin (Forums)
There are some incorrect mana costs displayed in the talent calculator for some Protection and Retribution Paladins spells right now. For example, Consecration actually costs 7% of base mana, not 22%. *At the moment; subject to change.

They currently are designed such that they are mana positive while doing their damage and going through their tanking rotations, and stay near full mana the whole time. Mana should not be a consideration to their rotation, rather, it will act as a limit on how much off-healing and other utility spells they can cast.

Does Holy Insight mean Intellect plate is going away?
No. That passive (and appropriate classes should have an equivalent) gives casters larger mana pools than non-casters of the same class. Mana no longer increases with Intellect, but we still want to make sure that, for example, a Holy paladin can cast more heals than a Retribution paladin.

 Druid (Forums)

  • The Druid will select a raid or party member and cast Symbiosis on them.
  • The target cannot be another Druid.
  • The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
  • The Druid’s Symbiosis button will become the ability they gained from the target class.
  • The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations.
  • Symbiosis fails to cast if Symbiosis is already active on that target.
  • Symbiosis cannot be cast in combat.
  • For the non-Druid target, the icon will revert to a placeholder (uncastable) Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
  • The ability gained from Symbiosis is always something chosen to match the Druid’s specialization and the target’s combat role.
  • The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.

Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)

Balance: Chains of Ice, Mirror Image, Mass Dispel
Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap
Guardian: Ice Trap, Fear Ward, Consecration
Restoration: Ice Block, Hand of Sacrifice, Leap of Faith
Hunter: Dash
Warlock: Rejuvenation
Holy Paladin: Rebirth
Arms/Fury Warrior: Enrage
Enhancement/Elemental Shaman: Solar Beam

There are a lot more coming, but we’ll keep some surprises for now, and many are still subject to change after testing. Including all of those just listed.

 Warlock (Forums)

  • Ember Tap will be received at a later level and will cost Embers.
  • Conflagrate has a 2.0 spell power coefficient (still working on this; subject to change).
  • Malady is a level 3 spell that is replaced by Immolate (Destruction) or Corruption (Demonology/Affliction).
  • Dark Soul is a replacement for Demon Soul based on spec. We’re experimenting with the exact mechanics.

Wild Imps has not been cut. The code for it simply wasn’t ready in time for this talent calculator update. Here, I’ll show it to you!

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Blizzard Store: Heart of the Aspects Mount now available

e,Heart of the Aspects now had been sale on Blizzard Store,and a video
The Heart of the Aspects is now available for 25 USD on the US store and 20 EUR on the EU store.

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Blue Posts

World of Warcraft War College – Getting Geared
The battlefields of World of Warcraft are littered with the bones of those who have become casualties in the ongoing conflict between the Horde and the Alliance. You do not need to become one of them. One of the keys to victory is knowledge, and that is where the World of Warcraft War College enters the picture. In these discussions between players, you can learn and share strategies with other players to improve your tactics and improve your odds of emerging victorious from the field of battle.

Are you a veteran Gladiator with countless victories tallied? Are you new to World of Warcraft and striving to improve your PvP skills? In this weekly feature, we invite players of all skill levels to ask questions, share tips and tactics, and join a conversation dedicated to surviving and thriving in World of Warcraft PvP.

This week, the topic of discussion is:

Getting Geared – Whether getting ready to jump into PvP with a new character or preparing for a new PvP season, it’s important to get enough Resilience on your items to be competitive. What are the best techniques you’ve found to gear up fast?

Join the War College forum thread here.

Bind on Account items
In terms of Bind on Account items, we believe that using the mail system to transfer heirlooms from one character to another is less than ideal. We’d like to work ourselves away from that sort of item distribution model, and have some design goals in mind that would change the mechanics of how heirlooms are distributed in-game.

We think it would be wonderful to simplify the system so that, for example, you might have a constant heirloom page across all your characters that you could peruse and select from at your leisure. Conceivably, we could do something similar for pets and mounts.

As always, these sorts of design ideas are constantly being evaluated. I just think it’s worth pointing out we’re not currently aiming to create a system that would allow players to mail heirlooms across realms or accounts. We believe that would be a sub-optimal design, and we have better solutions in mind for the future.

Winning Multiple Items in LFR
Our patch note is wrong and we apologize for the confusion. We’ll get it updated.

The way it currently works is you’ll lose the Need+ roll bonus if you win an item that drops twice from the same boss, but you won’t be made completely ineligible to win it twice. If no one else has the Need+ bonus or rolls Need on the item, you’d still win it.

We have updated the 4.3.2 patch notes to better describe the way this system change works.

Players no longer benefit from a role-based need bonus on the second of multiple copies of the same item on a single Raid Finder boss kill. For example, a player who chooses Need on two set piece tokens or two weapons (and wins the first) will only automatically roll 1-100 for the second from that particular boss.
Low Population Realms
That thread is one that we are monitoring continuously for feedback, and those who wish to get their voice heard on this topic will certainly get their wish granted if they post in said thread.

We acknowledge that this is a very important topic for those of you playing on realms with low population, and it is an important topic for us as well. We are looking into ways to improve the situation, but as we mentioned in the thread linked to by Danellos above, there is no simple and easy fix to this.

Mists of Pandaria Talent Calculator
Thank you for your feedback on the Warlock talents, however as you have mentioned the talents are not set in stone right now and may change. You have to remember that the Mists of Pandaria talent calculator was placed on the website towards the end of November last year and it has not been updated on the website since. During these past few months of development though, there would have been major changes that are not able to see yet.

We will probably not be updating the talent calculator until we’re around about at the point of the friends and family alpha test. The reason for this is that it is not exactly useful or efficient for us to be continuously updating the calculator at this stage.

There have been no announcements for when an update to the Talent Calculator will be released. But I am sure we are all hoping for a more up-to-date talent calculator to be revealed, because I know everyone would like to see what has been done to refine and improve upon the ones we see now!

Annual Pass and Diablo III Release Date
I’ve seen these threads before, and it’s concerning to me. I’m confused as to what people believed the Annual Pass provided when they signed up.

It’s a year-long World of Warcraft contract for people who would be playing World of Warcraft for the next year, but who also want to play Diablo III. In those cases we say Ok, agree to pay through for that year, and you don’t have to make the choice, we’ll give you Diablo III for free, plus a bunch of other goodies just in case you’re not totally sold.

I’m not sure how a Diablo III release date impacts your intent to continue playing and paying for World of Warcraft for a year. Or maybe a better question is, how does a free copy of Diablo III being released at any different point in time affect your intent to pay for World of Warcraft for a year?

Even if Diablo III was to release after your 1 year contract was up and paid off, you’re saving the cost of a copy of Diablo III, and keeping all the extras. I don’t see how that’s a trick, or a scam, or otherwise a bad deal. Unless you were buying it, not intending to play WoW, believing it would get you Diablo III sooner than other people?

I sympathize with people excited about the game, and disappointed it’s not out, I want it to be finished as much as anyone, but I just have trouble understanding this point as I see it consistently made.

I know there was some wording on a website page somewhere saying ‘early next year’, but I’m not aware of the actual Annual Pass agreement having any release date schedule ever mentioned for Diablo III or the Mists beta.

In any case, assumptions that a contract was in any way changed aside, it doesn’t change the value of the Annual Pass and the fact that you’re getting Diablo III for free.

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Farming Love Tokens

There are a couple of ways to acquire Love Token and they’re all pretty simple, you can even grind them if you absolutely want all the rewards as fast as possible.

1. Crushing the Crown Daily Quest
Crushing the Crown starts from the Love is in the Air quest giver in Stormwind/Orgrimmar and requires you to destroy a chemical wagon in Uldum. Lower versions of the questare also available. Rewards Love Token x 5.

  •  Crushing the Crown - Kill 5 Crown Technicians and use Snagglebolt’s Khorium Bomb to destroy one chemical wagon east of the Tomb of Khartut in Uldum, then return to Detective Snap Snagglebolt in Orgrimmar.
  •  Crushing the Crown - Kill 5 Crown Technicians and use Snagglebolt’s Khorium Bomb to destroy one chemical wagon east of the Tomb of Khartut in Uldum, then return to Inspector Snip Snagglebolt in Stormwind.

2. Gifts to Faction Leaders Daily Quest
Daily quests to give Gifts to faction leaders are also available. You can start the quests by talking to Kwee Q. Peddlefeet in any capital city,

  • Alliance players can present a gift to the leaders of IronforgeDarnassusStormwind and The Exodar.
  • Horde players can present a gift to the leaders of UndercityThunder BluffQuel’Thalas and Orgrimmar.

You can complete all 4 quests every day, but you will have to travel to each capital city to start them. The quest itself requires you to kill 10 monsters (green difficulty or higher) with the Lovely Charm Collector’s Kit in your inventory (provided automatically when you start the quest) to gather 10 x Lovely Charms and change them into aLovely Charm Bracelet!

Completing one of those quests will reward you with Love Token x 5 and completing all 4 will get you 20 Tokens each day. (Yes, my maths skills are impressive)

3. Samples Random Daily Quest
You will randomly get one of the 3 free samples quest each day. A Perfect Puff of PerfumeA Cloudlet of Classy Cologne, and Bonbon Blitz all require you to use an item 10 times on other players or NPCs. Pretty easy way to get another Love Token x 5 every day.

  • A Cloudlet of Classy Cologne - Spray 10 people with the Crown Cologne Sprayer.
  • A Perfect Puff of Perfume - Spray 10 people with the Crown Perfume Sprayer.
  • Bonbon Blitz - Toss 10 people samples from the Crown Chocolate Sampler.

4. Crown Chemical Co. – Dungeon Finder
The Crown Chemical Co. encounter available in the Dungeon Finder rewards you with Heart-Shaped Box. It was updated this year and now contains 5 to 10 Love Token along with the old items.

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Blue Posts

WoW Raid Design Some solid, constructive feedback and observations have been offered in this thread. But I think it’s important to point out that it’s incorrect to assume that there has been reduced development time put into raids. If anything, over the years we’ve put increased attention into raids so that a wider breadth of players can experience them. There are a great deal more options for pursuing raiding now than say, in classic World of Warcraft or The Burning Crusade, when raid groups were a fixed size and only one difficulty setting existed. We realize that some players prefer to run with 24 other comrades-in-arms at the max difficulty setting (I’m actually one of them ), whereas others prefer more intimate raids or a lower difficulty setting. In Mists of Pandaria, we plan to be able to continue to support a wide variety of raiding styles. And, from one player to another, if you’re eager for raid zones with an “epic” feel, you’re going to really enjoy some of the stuff we have in store. We’ll have some further details on that front coming up in the near future, but know that we really do appreciate your passion for the game and your continued feedback. We are listening. (Blue Tracker / Official Forums) Mists of Pandaria Talent Calculator The intent of the talent calculator was to give players something to fool around with. We wanted everyone to get a feel for the idea we’re going for in Mists so that it wouldn’t sound as crazy or shocking when seen on “paper.” We’ve responded many times about talent calculator feedback, even pointing out we’re not going to be able to discuss things point by point with players because the systems are rapidly changing while in development. The calculator itself is quite out of date. So you’re right. I took the time to respond to this thread when I could’ve responded elsewhere. But what did I say? I basically said things are looking awesome so far and I can’t wait to be able to share more information. Would you feel better if I found a thesis from you about the problems you have with the out-of-date Mists talent calculator for rogues, only to say, “A lot of the details you’re discussing aren’t fully fleshed out yet, so we’ll talk again when we have updated Mists class info to provide”? Even if you think the answer to that is “yes,” I wouldn’t be surprised if you then came back here in two weeks to tell me how many amazing threads there are out there about the “REAL” issues that are going completely ignored. It’s a neverending cycle and I’m not interesting in always looking for the squeakiest wheels to grease on the forums. The only inevitability in community management I’ve found is that, whenever we post ANYWHERE on the forums, someone will be sure to tell us where we should be posting, and which part of the community is really being ignored.

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