19
20:14
Blue Posts
Long tanking related posts, click to read!
There can be something in between Heroic Shadow Labs when it shipped and Heroic Nexus today in your 251 / 264 gear. Stopping to crowd control some of the pulls isn't so terribly onerous, given that the dungeons themselves are a lot shorter than they were in the day when Scholomance was serious business.
I'll still argue some (but not all) of it was the gear. Naxx was available immediately and relatively undertuned, especially in the 25 player version. In BC I spent a lot of time finishing up all of those Shadowmoon quests with blue rewards so that I could handle Karazhan. In Lich King many of us were in Naxx before we saw some of the heroic dungeons. By the time we got back to those dungeons, we totally overgeared them.
Heroic Halls of Reflection isn't a great example because of the nature of the first room, but if you look at something like Heroic Pit of Saron, that dungeon took a bit of learning before it was a milk run. The pulls before the tunnel at the end typically require crowd control until you overgear it with raid drops and Frost badge gear.
But to go back to the Naxx example, if all the Blizzards, Pestilences and Volleys hit for less damage, then you'd single target stuff down more, and it all of the mobs weren't dying at once, then the tank would be in more danger from dying to too much damage. (This will be particularly true when block doesn't scale so well to lots of weak attackers.)
We give classes a lot of tools and when half of those tools (to exaggerate) aren't ever used, then classes feel shallow. Not every pull will require CC, but more of them will than today.
I'll still argue some (but not all) of it was the gear. Naxx was available immediately and relatively undertuned, especially in the 25 player version. In BC I spent a lot of time finishing up all of those Shadowmoon quests with blue rewards so that I could handle Karazhan. In Lich King many of us were in Naxx before we saw some of the heroic dungeons. By the time we got back to those dungeons, we totally overgeared them.
Heroic Halls of Reflection isn't a great example because of the nature of the first room, but if you look at something like Heroic Pit of Saron, that dungeon took a bit of learning before it was a milk run. The pulls before the tunnel at the end typically require crowd control until you overgear it with raid drops and Frost badge gear.
But to go back to the Naxx example, if all the Blizzards, Pestilences and Volleys hit for less damage, then you'd single target stuff down more, and it all of the mobs weren't dying at once, then the tank would be in more danger from dying to too much damage. (This will be particularly true when block doesn't scale so well to lots of weak attackers.)
We give classes a lot of tools and when half of those tools (to exaggerate) aren't ever used, then classes feel shallow. Not every pull will require CC, but more of them will than today.
We’re currently working on the tanking cooldowns for tanks in Cataclysm. We’re interested in feedback from the community on what makes cooldowns fun and useful. For example, what is the sweet spot in cooldown duration between an ability with such a short cooldown that you must mash it constantly versus an ability with such a long cooldown? Which current abilities are fun? Putting aside any rose-colored glasses, were there cooldowns in Burning Crusade or classic WoW that you miss in Lich King? What, in your minds, should the role be for talents and glyphs. For example, if glyphs shouldn’t reduce cooldowns, what can they do?
We’re less interested for purposes of this specific discussion on class balance. Let’s try to keep the “who is overpowered?” discussions out of this thread. We want to focus on fun and useful with an eye towards the future.
We intend to use this feedback to help make informed decisions when designing Cataclysm talents and abilities, but this is no guarantee that we will be implementing all suggestions or any particular suggestions from this thread. This is merely one of many tools that we plan to use for making the best possible decisions about continuing development.
Thank you for your feedback.
We’re less interested for purposes of this specific discussion on class balance. Let’s try to keep the “who is overpowered?” discussions out of this thread. We want to focus on fun and useful with an eye towards the future.
We intend to use this feedback to help make informed decisions when designing Cataclysm talents and abilities, but this is no guarantee that we will be implementing all suggestions or any particular suggestions from this thread. This is merely one of many tools that we plan to use for making the best possible decisions about continuing development.
Thank you for your feedback.
17
02:56
Shadowmourne
Congratulations to Modk of Mal'Ganis for finishing Shadowmourne first!
Ruby Sanctum
Blue Posts
Yeah, we'd basically agree with that. The risk should be that the tank will die, not that the tank can't hold aggro. However I have to caveat that because otherwise any time anyone ever fails to hold aggro for whatever reason they'll blame it on their tools instead of taking some responsibility for hitting the right button or gearing correctly. Threat still needs to matter as a mechanic
And without launching into class warfare again, we think the paladin is a little too good in the AE department so we'd rather bring them down than bring everyone else up. You also need to compare tanks at the Naxx level, not the Icecrown level for purposes of threat.
Put succinctly, imagine all 4 tanks tank groups about as well as a warrior tanked groups in Naxx, but that the mobs hit harder and AE damage was a little lower such that you wanted to CC and single target more of the pulls (but not every pull -- there is still a place for Blizzarding them all down). That's the goal.
The point was that we know we have a scaling problem where dps specs increase their dps by more than tanks increase their dps. Warrior AE tanking felt on target in Naxx but started slipping behind as the mages and rogues were improving their gear. I was trying to share our goal, which was that AE tanking should feel (at all levels, unless you're overgearing stuff) the way AE tanking in Naxx felt, with two exceptions: 1) AE damage is lower for the dps specs, 2) Sometimes those mobs in those packs hit harder such that just rounding them all up can be dangerous for the tank.
My point was to share how we think AE tanking should feel (relatively easy to maintain threat but still asking the tank to actually stay awake and push buttons) and where the risks should be (the tank dies / the AE spamming becomes inefficient). We like the warrior model. They push more than one button. More generation is active than passive. They do still have to consider threat as a mechanic. That's more of what we're going for (again, the way it felt in earlier raid tiers. The threat has slipped behind as damage fell behind in later tiers). Druids by contrast can just spam Swipe, which gets boring. Paladins get too much benefit out of HoR + SoC (at the very least) such that they risk pulling off of other tanks but have relatively little chance of ever losing aggro to dps. The chance to lose threat can be relatively low, but it can't be absolutely trivial or we might as well let you spam Commanding Shout.
And without launching into class warfare again, we think the paladin is a little too good in the AE department so we'd rather bring them down than bring everyone else up. You also need to compare tanks at the Naxx level, not the Icecrown level for purposes of threat.
Put succinctly, imagine all 4 tanks tank groups about as well as a warrior tanked groups in Naxx, but that the mobs hit harder and AE damage was a little lower such that you wanted to CC and single target more of the pulls (but not every pull -- there is still a place for Blizzarding them all down). That's the goal.
The point was that we know we have a scaling problem where dps specs increase their dps by more than tanks increase their dps. Warrior AE tanking felt on target in Naxx but started slipping behind as the mages and rogues were improving their gear. I was trying to share our goal, which was that AE tanking should feel (at all levels, unless you're overgearing stuff) the way AE tanking in Naxx felt, with two exceptions: 1) AE damage is lower for the dps specs, 2) Sometimes those mobs in those packs hit harder such that just rounding them all up can be dangerous for the tank.
My point was to share how we think AE tanking should feel (relatively easy to maintain threat but still asking the tank to actually stay awake and push buttons) and where the risks should be (the tank dies / the AE spamming becomes inefficient). We like the warrior model. They push more than one button. More generation is active than passive. They do still have to consider threat as a mechanic. That's more of what we're going for (again, the way it felt in earlier raid tiers. The threat has slipped behind as damage fell behind in later tiers). Druids by contrast can just spam Swipe, which gets boring. Paladins get too much benefit out of HoR + SoC (at the very least) such that they risk pulling off of other tanks but have relatively little chance of ever losing aggro to dps. The chance to lose threat can be relatively low, but it can't be absolutely trivial or we might as well let you spam Commanding Shout.
Popular games website The Escapist is running their March Mayhem Developer’s Showdown 2010, in which 64 of the world’s games creators are pitted against each other. Readers will vote for their favourite developers in a series of head-to-heads. To show your support for Blizzard, you can head over and vote – but don’t delay! Each round only lasts 48 hours, and the first round has already begun! Get voting!
http://www.escapistmagazine.com/forums/read/532.179651-Poll-Round-1-West-2-Blizzard-vs-15-The-Behemoth
http://www.escapistmagazine.com/forums/read/532.179651-Poll-Round-1-West-2-Blizzard-vs-15-The-Behemoth
High Tinker Mekkatorque, betrayed by Mekgineer Thermaplugg and forced to flee the irradiated city of Gnomeregan with the few of his fellow gnomes who managed to survive, is preparing to reclaim his once glorious city. Meanwhile, in distant Durotar, Vol'jin of the Darkspear trolls is determined to exact revenge upon the witch doctor Zalazane for dividing the Darkspears and seizing the land bestowed to them by Thrall: the Echo Isles. Read more about the ongoing struggles of the gnomes and the trolls... and their plans to seek redemption.
gnomes= http://www.worldofwarcraft.com/info/underdev/3p9/gnomeregan.xml
trolls= http://www.worldofwarcraft.com/info/underdev/3p9/echoisles.xml
gnomes= http://www.worldofwarcraft.com/info/underdev/3p9/gnomeregan.xml
trolls= http://www.worldofwarcraft.com/info/underdev/3p9/echoisles.xml
If you're talking best possible gear, we think BM is pretty close to Survival in 3.3.3. Marks is ahead, and that's largely a function of armor pen, but again you are talking about absolute best gear. If you aren't in Icecrown 25 hard modes, then gear is likely to have just as much effect on your damage as spec. Ideally, things are balanced at all levels between level 1 and 80 with BiS gear, but there are going to be a lot of points along the way where that's probably not true. We see Survival hunters beat Marks hunters all the time in what I would categorize as average (meaning not server first guilds but capable of progressing) raids. Hopefully we'll see some BM guys up there too, but it may take higher gear levels.
15
18:10
PTR Changes
Glyphs/Items
Druid
- Glyph of Focus - Increases the damage done by Starfall by 10%, but decreases its radius by 50%. Down from 20% damage.
Priest
- Item - Priest T10 Healer 4P Bonus - Increases the effect of Power Word: Shield by 5% and Circle of Healing by 10%.
Class Changes
Death Knight ChangesFrostHunter Changes
- Improved Frost Presence - While in Blood Presence or Unholy Presence, you retain 8% stamina from Frost Presence, and damage done to you is decreased by an additional 2% in Frost Presence. Up from 6% stamina.
Pets
- Heart of the Phoenix - Cooldown reduced to 8 minutes from 10 minutes.
WoW Forums
If you subject yourself to the WoW forums for some reason, raegx has written a nice Greasemonkey script to import WoWProgress scores onto people's posts. Now you will have even more to troll with! You can get the script here. It works in both Firefox and Chrome.
WoW Comics
Most WoW comics are awful, here are two that are somewhat amusing!


Blue Posts
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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.)
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.)
We left the ghoul as an Unholy focus because not every player wants to have a pet. We already have two mandatory pet classes in the game.
We want to see how the Unholy Blight change plays out. We realize it offers more PvP viability for Unholy than the other two specs, though to be fair, Unholy was already a lot more common in PvP. We didn't want to implement three distinct mechanics of disease resistance just to see what stuck, because then it felt like we'd have to support them all forever instead of iterating on a single one that we like. If the Unholy Blight model works, then it's something we'd consider giving to all DKs in the long-term.
Really though, we don't think the answer is to have a continuing arms race of dispels and dispel protection. This is why we've been so reluctant to implement a DK change in the first place, especially one that we ideally won't need in the future. The way things are headed, one could easily imagine the 4.0 glyph or talent that says "Your dispels now dispel stuff that normally can't be dispelled" and the 5.0 version that says "No, really, nothing can dispel your debuffs now," and the 6.0 one that said "Just kidding. You can dispel everything again."
We like the general concept of dispels as a counter. Making a good decision to spend resources (including GCDs) based on what another player is doing is what allows players to win because of their skill and not just because of their gear. The problem is that dispels were designed around (antiquated) PvE content such as Molten Core, where spamming dispels was something we asked you to do frequently. A better world would be one in which a dispel was a meaningful choice, meaning they would have a real mana cost and require you to actually push a button. There needs to be a cost for dispelling at the wrong time, just as there's a cost for using your trinket or Ice Block at the wrong time. If we make this change, we'd balance the PvE encounters accordingly, such as asking you to occasionally dispel big curses (or whatever) instead of constantly remove spammy, aggravating ones.
We want to see how the Unholy Blight change plays out. We realize it offers more PvP viability for Unholy than the other two specs, though to be fair, Unholy was already a lot more common in PvP. We didn't want to implement three distinct mechanics of disease resistance just to see what stuck, because then it felt like we'd have to support them all forever instead of iterating on a single one that we like. If the Unholy Blight model works, then it's something we'd consider giving to all DKs in the long-term.
Really though, we don't think the answer is to have a continuing arms race of dispels and dispel protection. This is why we've been so reluctant to implement a DK change in the first place, especially one that we ideally won't need in the future. The way things are headed, one could easily imagine the 4.0 glyph or talent that says "Your dispels now dispel stuff that normally can't be dispelled" and the 5.0 version that says "No, really, nothing can dispel your debuffs now," and the 6.0 one that said "Just kidding. You can dispel everything again."
We like the general concept of dispels as a counter. Making a good decision to spend resources (including GCDs) based on what another player is doing is what allows players to win because of their skill and not just because of their gear. The problem is that dispels were designed around (antiquated) PvE content such as Molten Core, where spamming dispels was something we asked you to do frequently. A better world would be one in which a dispel was a meaningful choice, meaning they would have a real mana cost and require you to actually push a button. There needs to be a cost for dispelling at the wrong time, just as there's a cost for using your trinket or Ice Block at the wrong time. If we make this change, we'd balance the PvE encounters accordingly, such as asking you to occasionally dispel big curses (or whatever) instead of constantly remove spammy, aggravating ones.
We currently don't plan to do this as we feel it makes sense to run a couple of normal dungeons (possibly) on the character you'd like to gear up and then run heroics until your heart is content.
It's true that a main character can pile up a bunch of triumph/frost emblems at this point and not be too sure what to do with them. You could always make some gold via epic gems though - that will empty out your stores pretty fast.
We mainly just want to try and keep players focused on the idea of playing a character they want to gear up and not allow their one main character to take care of a whole set of alts.
It's true that a main character can pile up a bunch of triumph/frost emblems at this point and not be too sure what to do with them. You could always make some gold via epic gems though - that will empty out your stores pretty fast.
We mainly just want to try and keep players focused on the idea of playing a character they want to gear up and not allow their one main character to take care of a whole set of alts.
12
15:57
Desktop Auth
If you never revived an email, it means we do not need any more testers at this time. You will be placed on the waitlist.
Blizzard at GDC
There is a summary of Blizzards talk at GDC on Gamespot. Pardo talks about what made WoW a great game, such as amusing tricks as changing the system to cutting your XP in a half after you have been playing for too long to the current rested XP system. The numbers were the same in the end, but people saw rested as a bonus instead.
Blue Posts
Stamina is always going to be valuable for tanks, so I'm not sure a strategy of trying to force tanks to gem / enchant other stats is ever going to feel good. That said, tanks used to worry more about being the mana sponge. The way to alleviate being the mana sponge is to take less damage and a great way to take less damage is to dodge more.
The relative value of dodge vs. parry is something we'll have to play with. My gut reaction is that parry needs to be cheaper since avoiding 100% of one hit is more valuable than avoiding 50% of two hits, but I'm not sure how much cheaper. Avoiding spikiness (which dodge will contribute to) also has value, and if the second hit after a parry is dodged instead (such that you lose the parry "charge") that plays into the cost as well.
The passive talent tree bonuses for tanks will probably be something like 1) reduces damage taken, 2) increases damage done, 3) reduces damage taken in a way unique to your tree.
If tanking gear had thousands and thousands of Stam, tanks would still socket Stamina because it's reliable. If your health is low, then even if your avoidance is 99% that means sometimes you're just going to die and no healer can save you. Now, if healers can generally heal you through damage but then eventually gas out, then avoidance becomes more attractive because it lets healers heal you longer. Does that mean you gem it? Not sure, but at least a trinket with all avoidance might be pretty exciting.
We also think we figured out a budgeting scheme to let tank gear have the same basic Stamina as dps gear. It's not a huge balance concern either way, but it does look weird when dps plate has more.
As for parry vs. dodge, there are just going to be a lot of debates both within our office and on all of the boards about how it should ideally work and the relative value of each. Those conversations are going to go on a long time and not the kind of thing that can easily be summed up in a pithy GC post.
The relative value of dodge vs. parry is something we'll have to play with. My gut reaction is that parry needs to be cheaper since avoiding 100% of one hit is more valuable than avoiding 50% of two hits, but I'm not sure how much cheaper. Avoiding spikiness (which dodge will contribute to) also has value, and if the second hit after a parry is dodged instead (such that you lose the parry "charge") that plays into the cost as well.
The passive talent tree bonuses for tanks will probably be something like 1) reduces damage taken, 2) increases damage done, 3) reduces damage taken in a way unique to your tree.
If tanking gear had thousands and thousands of Stam, tanks would still socket Stamina because it's reliable. If your health is low, then even if your avoidance is 99% that means sometimes you're just going to die and no healer can save you. Now, if healers can generally heal you through damage but then eventually gas out, then avoidance becomes more attractive because it lets healers heal you longer. Does that mean you gem it? Not sure, but at least a trinket with all avoidance might be pretty exciting.
We also think we figured out a budgeting scheme to let tank gear have the same basic Stamina as dps gear. It's not a huge balance concern either way, but it does look weird when dps plate has more.
As for parry vs. dodge, there are just going to be a lot of debates both within our office and on all of the boards about how it should ideally work and the relative value of each. Those conversations are going to go on a long time and not the kind of thing that can easily be summed up in a pithy GC post.
Mods would be able to get around it. As long as players can see how much they healed for, they'll be able to record total healing done. Ultimately, it's just information and the problem is not in the information itself as in how players interpret that information.
I think the real answer is just to keep telling players they are being short-sighted when they try and equate total healing done with best healer. Now, I will point out that when mana is more of a concern that the meters will better reflect healing done over the course of the fight and not how quickly I can spam my largest heal.
I think the real answer is just to keep telling players they are being short-sighted when they try and equate total healing done with best healer. Now, I will point out that when mana is more of a concern that the meters will better reflect healing done over the course of the fight and not how quickly I can spam my largest heal.
A forum has been made available for those who wish to discuss the World of Warcraft Trading Game. To begin discussing the TCG with others please follow the link below.
http://forums.worldofwarcraft.com/board.html?forumId=26146637
http://forums.worldofwarcraft.com/board.html?forumId=26146637
No, you won't be able to exchange Frozen Orbs for Emblems of Frost.
Yeah it just takes one person to press Need after everyone's pressed Greed on the Frozen Orbs and you miss out. But the good news is that in patch 3.3.3 this won't be the case anymore -- the roll for Frozen Orbs will be an automatic Greed roll. Rejoice!
Yeah it just takes one person to press Need after everyone's pressed Greed on the Frozen Orbs and you miss out. But the good news is that in patch 3.3.3 this won't be the case anymore -- the roll for Frozen Orbs will be an automatic Greed roll. Rejoice!
09
04:37
Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.
Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “…and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest
For each talent point spent in the Holy tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Discipline Priest
For each talent point spent in the Discipline tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:
Damage – Improves your melee and spell damage by X%.
Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.
A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.
Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree -- meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.
One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “…and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.
There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.
As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.
Holy Priest
For each talent point spent in the Holy tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Discipline Priest
For each talent point spent in the Discipline tree, the priest also gets:
Healing – Improves your healing by X%.
Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.
Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:
Damage – Improves your melee and spell damage by X%.
Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.
A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.
08
23:00
Phone Apps
We would like to remind you that we have phone apps for both iPhones and Android phones. You can get the iPhone version here and the Android version from here
PTR Notes

Misc Changes
- Item - Coliseum 25 Normal Healer Trinket - Now works for all spells, not just healing.
- Item - Coliseum 25 Heroic Healer Trinket - Now works for all spells, not just healing.
06
22:39
Just a reminder, keep your graphics drivers up to date. This is especially important for owners of the new 5XXX series ATI cards, as performance is increasing each update. You can find the current ATI drivers here
Read more (0 comments)You've got half of the puzzle there. Here's the other half:
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.
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.
04
02:10
An interesting note on the Activision annual report, "Newer technological advances in online game software may also render products such as World of Warcraft obsolete."
Read more (0 comments) Thanks to the combined effort of Warcraft players from around the world, we have reached twenty thousand submissions, and the final piece of the World of Warcraft BattleCry Mosaic has been revealed. Head over to the World of Warcraft anniversary site now and check out the complete mosaic, which can only be described by one word: epic.
You can now look at the complete mosaic using the site's mosaic viewer, download the original artwork wallpaper, and of course view the legendary-sized mosaic wallpaper. And while you’re there, make sure to also check out all the previously unlocked content.
Thank you to everyone who sent in their pictures to help us create a little piece of Warcraft history, and thank you to all our players around the world for your continued support. Lok'tar!
Check out the BattleCry page now, as well as our our updated special Battlecry Gallery (11 new):
http://www.worldofwarcraft.com/wowanniversary/battlecry/
http://www.worldofwarcraft.com/misc/battlecry-gallery.html
You can now look at the complete mosaic using the site's mosaic viewer, download the original artwork wallpaper, and of course view the legendary-sized mosaic wallpaper. And while you’re there, make sure to also check out all the previously unlocked content.
Thank you to everyone who sent in their pictures to help us create a little piece of Warcraft history, and thank you to all our players around the world for your continued support. Lok'tar!
Check out the BattleCry page now, as well as our our updated special Battlecry Gallery (11 new):
http://www.worldofwarcraft.com/wowanniversary/battlecry/
http://www.worldofwarcraft.com/misc/battlecry-gallery.html
In this interview, World of Warcraft Game Director Tom Chilton talks about the hectic final months leading up to the game’s launch, crafting an MMORPG for a wide range of play styles, and the ongoing effort to improve the game through expansions and content updates.
http://www.worldofwarcraft.com/wowanniversary/interview/tomchilton.xml
http://www.worldofwarcraft.com/wowanniversary/interview/tomchilton.xml
