Proverb: The Elemental Planes, Part 1

abyssal maw
The Abyssal Maw
Proverb is a rare yet delicious column discussing the lore of Warcraft. It is spoiler heavy for all Warcraft games, novels, and other media. Comment on this post or send a tweet to @Heartbourne and let us know what you would like to see in future columns! Worldofwarcraft.com updated their official Cataclysm page with more information about the Abyssal Maw a few weeks ago:

Azeroth's native elementals wreaked havoc across the world while they were under the influence of the Old Gods.

To keep Azeroth safe from these threats, the titans imprisoned the Old Gods underground and banished the savage elementals to the titan-constructed Elemental Plane, a secure dominion where the elementals could dwell without harming Azeroth. Four domains were created within this primordial realm to serve as ideal environments for each type of elemental. For ages since, the elementals of air, water, earth, and fire have engaged in endless strife with each other, waging titanic battles in the confines of their realm. One of the Elemental Plane's domains, a vast ocean known as the Abyssal Maw, is home to the water elementals. Legend says that Neptulon the Tidehunter, the powerful being who rules over the aquatic realm, possesses a potent weapon that allows its owner to control the very seas of Azeroth. Thus far, the artifact has remained secure inside the water elementals' domain... but that will soon change. Within Deepholm, the domain of the earth elementals, the malefic Dragon Aspect Deathwing is on the verge of executing a catastrophic act: to burst forth from the Elemental Plane into Azeroth. Doing so will ravage the surface of the world and breach the barrier that separates Azeroth from the elementals' realm. Whether Neptulon and his subjects have entered into an alliance with Deathwing remains unknown. Regardless, if Deathwing's actions create an opening into the Abyssal Maw, nefarious and honorable factions alike will seek out the fabled weapon carried by Neptulon. Whoever secures the artifact will have control over the world's seas, a power that perhaps no one, not even members of the Horde or the Alliance, should possess. Here is what we know so far about the Abyssal Maw and Neptulon. Neptulon is the elemental lord of water. He has dominion over all water in Azeroth. The Great Sea, Bloodvenom River, the wishing well in Dalaran, and Thrall's personal shower included. This can be bad, seeing as the elemental lords like to spend their free time chatting with Old Gods about how to return the titan-ordered world of Azeroth back into chaos. However, his banishment into the elemental plane severely limits his influence over the mortal world, though he is able to exert some influence. The elemental lords now enjoy attempting to exterminate each other, but for now the elements remain somewhat in balance. The Abyssal Maw, where Neptulon now resides after being banished from Azeroth by the Titans, is the oceanic region of the Elemental Plane. The Elemental Plane is a small, spherical "planet" located somewhere in the Twisting Nether. In that sense, it is not so different than Draenor. However, the elements battle for supremacy, making the realm very chaotic, much as Azeroth was before the Titans arrived. Neptulon takes great pleasure in tearing at the rocky beaches of Deepholm, the earthen realm of the Elemental Plane where Therazane rules and Deathwing currently resides.
firelands_artwork_1
The appropriately named Firelands
Deepholm is the only land region in the Elemental Plane, a singular continent surrounded by the Abyssal Maw. Below the Abyssal Maw and Deepholm lies the Firelands, where Ragnaros reigns. Ragnaros and the fire elementals constantly try to break through into Deepholm, but their volcanoes are constantly sealed by the earth elementals. Neptulon enjoys invading the realm of Ragnaros as well. The last region of the elemental plane is somewhat separated from the others, as it is high above the other three realms. It is the realm Skywall, where Al'Akir watches over the rest of the Elemental Planes. He is said to be the weakest of the four elemental lords, and he takes great pleasure in tormenting Ragnaros and the fire elementals as well as Therazane's realm, which borders the Abyssal Maw with some rocky beaches. In part 2, we'll look at what Ragnaros and Neptulon have been up to in WoW and what their plans are for Cataclysm, as well as this fabled weapon that Neptulon might have.. Stay tuned!

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Is Arthas Capable of Redemption?

arthas This post may contain spoilers for anyone who hasn't played through the Wrath of the Lich King expansion. With the beginnings of Icecrown Citadel now on the PTR, it seems that the death of Arthas is on a lot of peoples' minds. If you've been playing Wrath of the Lich King, you're certainly at least vaguely familiar with the, well, wrath that the Lich King has brought to Azeroth. You've seen the destruction of waves of scourge under his command and the legions of indigenous peoples of Northrend enslaved under his control. But what of Arthas Menethil, the fallen paladin prince who ultimately unleashed the full power of the Lich King by merging with him? Arthas' story is, indeed, a tragic one. The only son of King Terenas Menethil II, Prince Arthas was a promising swordsman as a youth and a member of the purest paladin group, the Knights of the Silver Hand. He may have been perhaps a bit too quick to action, but the prince became a well-known, renowned warrior who, among other exploits, defended Quel'Thalas from an attack by a group of forest trolls. Perhaps the turning point in Arthas' life came with the rise of the plague of undeath. While investigating the plague, Arthas and his group, including Jaina Proudmoore, fight an undead army and encounter Kel'Thuzad, the plague-bringing necromancer. During this attack, Kel'Thuzad mentions Mal'Ganis. On their way to Stratholme and Mal'Ganis, Arthas learns that the plague is not just killing innocent people; but turning them into an undead army. Every soldier who had fallen while defending Lordaeron would become an undead puppet. Arthas, who wanted to be the one in control of the situation, was perhaps driven a little crazy knowing that even in his death, Kel'Thuzad had triumphed. As it turns out, this was the Lich King's intention all along. arthascosAlthough the prophet Medivh and Jaina both suggest that Arthas should head to Kalimdor and not to Stratholme, Athas' headstrong manner guides him against that advice. He drives onward to another spot of his unraveling. Arthas pledged to do anything to protect his people - even if it meant the extreme step of killing those who were on the brink of becoming undead in the Culling of Stratholme. Some viewed it as murder; But I see it as the tragic fall of a hero - Arthas sacrificed his own humanity in the hopes that it would prevent the spread of the plague. Perhaps haunted by what he had done, Arthas grows ever-obsessed with the intention of eradicating the plague. He tracks the source to Northrend and, once again in the hopes that it will help protect his people, takes up the cursed runeblade Frostmourne. As we know, it has quite the opposite effect. From there, the downfall becomes rapid. Arthas begins losing his soul and his sanity. He finally destroys Mal'Ganis, but only to help free the Lich King and take control of the Scourge. Eventually, the Lich King and Arthas become one... or do they? Perhaps with the approaching climactic battles of Icecrown Citadel in Patch 3.3, we shall see. Could Arthas' true consciousness still be buried deep within the Lich King? Or has he been so completely tainted that he never could be found again? I would draw a comparison to Star Wars' Anakin Skywalker, so consumed by the Dark Side that he lost his true self until just before his death. Take that a step further - what if, by chance, Arthas knew that taking up the Frostmourne would eventually kill the Lich King by giving him a human form, and he was willing to lose himself in the process? Would the end justify the means? Personally, I'd like to see the former Arthas come out once again (and it seems some of you would, too), somehow, in Icecrown Citadel. But even if he did somehow live and separate himself from the Lich King, could he redeem himself after all the horror he inflicted upon his people? If given the choice, would you allow Arthas to have a second chance?

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3.3: Blizzard Releases Character Bios For Sylvanas, Jaina

Blizzard has been surprisingly forthcoming with information on future content as of late. Normally so quiet about what's on the horizon, they seem to have broken their vow of silence either in an attempt to cut off data-miners at the pass or to simply engage their fans in a more direct way than they have in the past. Whatever the reason might be, we all win in the end. Sylvanas, as envisioned by Blizzard artist Glenn Rane. Sylvanas, as envisioned by Blizzard artist Glenn Rane. As a continuation of this campaign, Blizzard has opened up a Character Biography page for those Heroes and Villains most closely associated with the events soon to transpire at Icecrown Citadel. The first two chronicled are Lady Sylvanas Windrunner and Jaina Proudmoore. Who knew that Arthas was so popular with the girlies? Sure, he was something of a pretty-boy before he turned into the Lich King, but with his whiny attitude and bad judgment skills, I'm surprised that he ever got as far as he did! Despite my misgivings, it's obvious that these two lovely ladies have a huge stake in Arthas' fate. Surely, Sylvanas would love to notch an arrow right between his cold, unliving eyes. After all, he did turn her into a Banshee and force her to commit atrocities against her own people. Jaina, on the other hand... she's a strong woman, and had the will to shy away from her one-time friend when he started to walk the path of darkness, but will Miss Proudmoore be able to resist the opportunity to redeem him? We could see quite the moral struggle between these two atop Icecrown Citadel. So, if you need a refresher course on either character, be sure to hop on over to the bio page and check them out. Though most of the information itself isn't new to people who keep up with the lore, each entry details their vital stats, tells you what games or media they've appeared in (novels and comics are included), along with a short summary that shows you how they are associated with the Lich King. It's worth a quick perusal and I'm sure they'll be adding more bios as Blizzard ramps up to the release of Patch 3.3. Personally, I'd like to hear a little bit more about the lesser known characters -- perhaps those that we'll meet within the Citadel itself. What characters would you like to see detailed, readers?

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PTR 3.3: Jaina Proudmoore Less Busted, Better Protected

Yeap, Boobies Are Way Too Small
Finally, subscribing to @Warcraft on Twitter has paid off.  Yesterday, Blizzard, by way of said Twitter account, updated all its followers with news that Jaina Proudmoore "needed new attire for an urgent upcoming event.  So our artists obliged."  Obliged indeed, but they didn't just stop at her attire (which is the same look, but appears to actually be fashioned armor, instead of squishy cloth). Jaina also received a much needed makeover, complete with a unique face.  The whole ensemble clocks in at a higher resolution (is that a belly button?!), giving the famed character all the glam and curves any NPC could ever want.  It's not exactly how the comics portray her though.  I am of course referring to the size of her...staff.  It's much taller than her in the comic...Yeap, the staff. /me looks around shifty-eyed. This is actually the Ruler of Theramore's second major update since her former lover became the focus of our attention.  The first being minor adjustments to her face and stomach.  She wants to save him so badly that she's resorted to cosmetic surgery to return him to the light! With Jaina all dolled up, the artists can now focus on some of the other leaders.  I don't know about you, but after almost five years I'd think Thrall would have replaced his gear.  Especially since he's been chasing Jaina all over Azeroth.  Even orcs should realize that human females enjoy men who change their outfits! A forum thread on the topic prompted Zarhym, everyone's favorite disembodied chattering head, to tease us with further Patch 3.3 details.  "We feel now is a very good time to get Jaina an update since her and Sylvanas will play key roles in the five-player Icecrown Citadel dungeon. That isn't to say other heroes will not receive similar treatment in the future. ;)" Seems safe to say that Jaina and Sylvanas will be appearing during the assault on Icecrown Citadel, and hopefully in the absolutely epic death of Arthas.  I hope I am not overselling the upcoming event, but I am quiet excited to see which direction Blizzard takes us.  After all, it'll be the culmination of Warcraft III's events, allowing us to progress into uncharted territory. Here's a link to the old image of Jaina for comparison.

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PTR 3.3: Tier 10 and Set Bonuses Revealed

With a fresh build of 3.3 on the test realms, that means some brand spanking new information is coming down the pipe. First off, perhaps in an effort to stave off would-be data-miners, Blizzard is starting to show off all the near Tier 10 armor pieces on their very own preview site. So far, you can only see gear for Death Knights, Druids, Hunters, and Warriors. Though I appreciated some of the Tier 9 designs, I'm really enjoy what I'm seeing here. Every set looks like it fits the theme of the class and, don't worry, you won't see the cut-and-paste jobs we got the last time. But a little info-spelunking can go a long way. MMO-Champion has discovered some details concerning the next tier of raiding gear in the files, and the set bonuses that will go along with them: EDIT: It seems as though these set bonuses will be tweaked or changed throughout the testing period! In other words, these are not final. We will bring you the end result when it's solidified, but until then, you should keep tabs on blue posts in this thread.

Death Knight
  • T10 Tank 2P Bonus - Increases the damage done by your Death and Decay ability by 20%.
  • T10 Tank 4P Bonus - When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 sec.
  • T10 Melee 2P Bonus - Your Obliterate, Scourge Strike, and Death Strike abilities deal 10% increased damage.
  • T10 Melee 4P Bonus - Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 sec.
This how Death Knights will look in their full Tier 10. This how Death Knights will look in their full Tier 10. Druid
  • T10 Restoration 2P Bonus - The healing granted by your Wild Growth spell reduces 0% less over time.
  • T10 Restoration 4P Bonus (Rejuvenation) - Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
  • T10 Balance 2P Bonus - When you gain Clearcasting from your Omen of Clarity talent, you deal 10% additional Nature and Arcane damage for 6 sec.
  • T10 Balance 4P Bonus - Reduces the cooldown on your Eclipse talent by 6000.
  • T10 Feral 2P Bonus - Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
  • T10 Feral 4P Bonus - Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.
Hunter
  • T10 2P Bonus - Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage for until cancelled.
  • T10 4P Bonus - Your Shot abilities deal 4% increased damage to targets afflicted with Viper Sting, Serpent Sting, or Wyvern Sting.
Mage
  • T10 2P Bonus - Your Mirror Image ability also causes you to deal 15% additional damage for 10 sec.
  • T10 4P Bonus - Your Hot Streak, Missile Barrage, and Brain Freeze talents also grant you 12% haste for 3 sec when the effect of the talent is consumed.
Paladin
  • T10 Holy 2P Bonus - The cooldown on your Divine Favor talent is reduced by 60 sec.
  • T10 Holy 4P Bonus - Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.
  • T10 Protection 2P Bonus - Your Hammer of the Righteous ability deals 20% increased damage.
  • T10 Protection 4P Bonus - When you activate Divine Plea, you gain 12% dodge for 10 sec.
  • T10 Retribution 2P Bonus - Your Seals and Judgements deal 10% additional damage.
  • T10 Retribution 4P Bonus - Your melee attacks have a 4% chance to reset the cooldown on your Divine Storm ability.
Priest
  • T10 Healer 2P Bonus - After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
  • T10 Healer 4P Bonus - Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.
  • T10 Shadow 2P Bonus - The critical strike chance of your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells is increased by 5%.
  • T10 Shadow 4P Bonus - Reduces the channel duration and period of your Mind Flay spell by 51%.
Rogue
  • T10 2P Bonus - Gives your melee finishing moves a 13% chance to add 3 combo points to your target.
  • T10 4P Bonus - Your Tricks of the Trade ability now grants you 15 energy instead of costing energy.
Shaman
  • T10 Restoration 2P Bonus - Your Riptide spell grants 20% spell haste for your next spellcast.
  • T10 Restoration 4P Bonus - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.
  • T10 Elemental 2P Bonus - Your Lightning Bolt spell reduces the remaining cooldown on your Elemental Mastery talent by 1 sec.
  • T10 Elemental 4P Bonus - The cooldown on your Lava Burst ability is reduced by 15 sec.
  • T10 Enhancement 2P Bonus - When you activate your Shamanistic Rage ability you also deal 12% additional damage for 15 sec.
  • T10 Enhancement 4P Bonus - Each time the beneficial effect of your Maelstrom Weapon talent reaches 5 charges, you have a 15% chance to gain 20% attack power for 10 sec.
Warlock
  • T10 2P Bonus - The critical strike chance of your Shadowbolt, Incinerate, and Corruption spells is increased by 5%.
  • T10 4P Bonus - Each time your Immolate and Unstable Affliction spells deal periodic damage, you have a 15% chance to gain 12% spell haste for 10 sec.
Warrior
  • T10 Protection 2P Bonus - Your Shield Slam and Shockwave abilities deal 20% increased damage.
  • T10 Protection 4P Bonus - Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health. Lasts until cancelled.
  • T10 Melee 2P Bonus - When your Rend and Deep Wounds abilities deal damage you have a 2% chance to gain 20% attack power for until cancelled.
  • T10 Melee 4P Bonus - You have a 20% chance for your Blood Surge and Sudden Death talents to grant 2 charges of their effect instead of 1 and for the duration of the effect to be increased by 100%.
Now, I can't speak for everybody, but I do remember the Rogue community being rather disappointed with the Set Bonuses for T9, especially coming off the Rupture Crits of T8. The 2-piece bonus has me pretty excited, as anything that generates more combo points faster in Assassination spec is A-OK with me. But the 4-piece bonus is a little strange. I like the fact that you're actually being rewarded with energy for making use of a skill, but it's still pretty limiting when there's a 30-second cooldown. For a 4-piece bonus, I would have expected something with an automatic proc or a consistent damage increase. I suppose it'll learn me to use Tricks more often in a fight, since for most encounters, I only use it in the very beginning or in the rare chance that my threat actually exceeds the tank's these days.
There's a lot here to look over for players of every class, though, and I'd like to hear your impressions of the Tier 10 armor and whether or not their set bonuses are improvements over the old ones!

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PTR 3.3: Patch Notes Updated

It seems as though the patch notes for 3.3 have been updated once again, meaning that a new build on the PTR should hit sometime within the next couple of days. Here's what's new:

General

  • The existing /welcome emote now greets/welcomes targets (character says “hello”), while the new /yw is for saying "you're welcome."
  • Many of the tail sweeps with knockback effects will no longer hit players’ pets.
frozen-throneIcecrown Citadel
  • The Forge of Souls and Pit of Saron in the 5-player dungeon are currently available for testing.
  • Additional Icecrown Citadel dungeon and raid content will be made available in future test builds. For more information and testing schedules please visit our Test Realm forum: http://forums.worldofwarcraft.com/board.html?forumId=11572&sid=1
Classes: General
  • Area-of-Effect Damage Caps: We’ve redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.
  • Pet Resilience: All player pets now get 100% of their master’s resilience.
  • Taunt Diminishing Returns: We’ve revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.
Races: General
  • Orc and troll shamans now have their own unique totem art.
PvP Battlegrounds
  • Battleground Experience: Battleground experience gained is now based on the level of the player gaining experience, rather than the highest possible player level in that Battleground.
Death Knight Unholy
  • Scourge Strike: Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done.
  • Unholy Blight: This talent now deals only 10% of Death Coil damage as a damage-over-time effect on the target.
Druid
  • Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.

Hunter

  • Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes.
  • Deterrence: Now also increases the chance for ranged attacks to miss the hunter by 100% while under its effect.
Pets
  • Avoidance: This talent has been replaced by Culling the Herd. Hunter pets now innately take 90% less damage from area-of-effect abilities like all other class pets. This does not apply to area-of-effect damage caused by other players.
  • Cower: Redesigned. This ability no longer affects threat, and instead reduces damage taken by the pet by 40% for 6 seconds with a 45-second cooldown. While cowering, the pet’s movement speed is 50% of normal speed. Cower now only has a single rank and is available at pet level 20.
  • Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.
  • Demoralizing Screech: The attack power reduction from this ability has been increased by 40%, equaling the maximum possible attack power reduction from the abilities of other classes.
  • Improved Cower: Redesigned. This ability now reduces the movement penalty of Cower by 50%/100%.
  • Venom Web Spray: Range increased from 20 yards to 30 yards.
  • Web: Range increased from 20 yards to 30 yards.
  • Wolverine Bite: This talent is now enabled when the pet lands a critical strike rather than from the target dodging the pet’s attacks. In addition, this talent no longer has a prerequisite.
Paladin Protection
  • Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active.
  • Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the damage transferred to the paladin is now reduced by 50% before being applied to the paladin. Finally, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases.
Priest Shadow
  • Mind Flay: The range of this ability has been increased to 30 yards, up from 20.

Rogue

  • Vanish: For the first half second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.
Warlock Affliction
  • Improved Felhunter: This talent now also reduces the cooldown on the felhunter’s Shadow Bite ability by 2/4 seconds.
Demonology
  • Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 30/60% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.
  • Demonic Pact: This talent now also increases the warlock's spell damage by 1/2/3/4/5%.
Destruction
  • Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame.
Pets
  • Doomguard/Infernal: These pets now innately have Avoidance like all other warlock pets.
  • Shadow Bite: This pet ability now provides 15% increased damage for each of the warlock’s damage-over-time effects on the target.
User Interface For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114 Enchanting
  • Enchant Weapon - Unholy: This enchantment now inflicts Shadow damage in addition to its original effect.
First Aid
  • The training costs for most bandages have been reduced.
Mining
  • Enchanted Thorium: This ability now uses the Mining skill and is learned from trainers at a skill level of 250.
Quests
  • Weekly raid quests are now available from Archmage Lan'dalock in Dalaran. Every Tuesday at 3 AM the Council of Six will choose a different strategic target that must die from either: The Obsidian Sanctum, Naxxramas, The Eye of Eternity, Ulduar, Trial of the Crusader, or Icecrown Citadel.
  • For the various Icecrown Bomber quests at Aldur'thar: The Desolation Gate, players can now choose to eject from their bomber seats mid-run. If you do so, a rescue vehicle will transport your character back to the safety of your infra-green platform.
  • Azure Drakes and Dragons will now attack back when attacked by characters not riding Wyrmrest Defenders.
Items
  • Death Knight Tier-9 4-Piece Bonus: This set bonus no longer grants Frost Fever a chance to be a critical strike. It still grants that possibility to Blood Plague.
Bug Fixes Items
  • Glyph of Immolation Trap: Now properly increases damage by 100%.
Classes Druid
  • Infected Wounds: This ability is no longer considered to be in the magical defense category; therefore spell hit no longer applies to its activation.
  • Nature's Grace: The tooltip now correctly indicates that it will not be activated from periodic spell critical strikes.
Hunter
  • Concussive Barrage: This ability is no longer subject to spell reflects.
  • Point of No Escape: This ability no longer stacks and now only functions for the hunter.
Mage
  • Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.
Priest
  • Inspiration: The tooltip now correctly indicates that it also functions with Prayer of Mending.
  • Mind Flay: The rank 1 tooltip has been corrected to indicate the accurate damage and snare effect.
Warlock
  • Curse of the Elements: Rank 4 has been increased to 11%, up from 10%.
  • Drain Soul: This spell now deals 4 times the normal damage for all ranks. Previously it was only ranks 6 and above.
  • Suffering (Voidwalker): Ranks 5-8 had the incorrect taunt radius of 5 yards and have all been adjusted to a 10-yard radius.
Looks like there are a lot of changes coming to Hunters and their pets as far as class tweaking goes. And it also seems as though the design team still hasn't settled on how to handle a Rogue's Vanish skill, as it's down to .5 seconds from 1. Feral Druid's Prowl skill has now been modified to stay in line with the changes made to Rogues' Stealth. There's also a confirmation of weekly raid quests, and I do believe that we'll get to test Forge of Souls pretty soon. Looks like they fixed the bugs associated with it (we were supposed to test FoS instead of Pit of Saron last week), so hopefully that means those that prevent people from seeing the instance portals are, as well. You can find the full list of Patch 3.3 changes here. Whether you like the shape of things to come or not, chime in with your thoughts on these latest changes below!

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Proverb: Quel'Serrar and Quel'Delar, Part 2

Proverb is an occasional column discussing the lore of Warcraft. It is spoiler heavy for all past, present, and future Warcraft games, novels, and other media. Comment on this post or send a tweet to @Heartbourne and let us know what you would like to see in future columns!

bloodelf750
Blood Elves are pretty
Be sure to read part 1 first! It is possible that Quel'Delar could be the "Prismatic Quel'Serrar" that Lydos mentioned. Remember, a High Blade must be forged in the breath and blood of a dragon, imbuing it with some of its powers. The area "Quel'Delar's Rest" has five arches and five lanterns. It could represent each of the dragonflights that theoretically contributed to forging the sword, or the lanterns could even have been lit by the flames of each of the dragonflights. Much of the data for the questline surrounding Quel'Delar has been datamined, and World of Raids has a great database for it. The long questline for Quel'Delar does not yet seem to reference a dragon to use to forge it, so it is possible that these flames at Quel'Delar's rest could be the location where the flames forge it. Regardless, there is a hilt stuck in the ground there that could start the questline. It is unknown from where the hilt of Quel'Delar will come from, but it is known that it will start the questline. The current knowledge of the questline is broken and is missing dialogue, but here is what has been surmised: After getting the hilt from an unknown source, players take the hilt to Rhonin, who forwards players to Krasus to identify the sword. Some missing quest or dialogue occurs here, and some shady Blood Elf in Dalaran named "Magister Hathorel" has been meddling around the black market and he has an important tome that can identify Quel'Delar. The tome is titled "Ancient Dragonforged Blades" and likely is used to identify the sword.  It is not clear if this Blood Elf will be a High Elf for Horde players completing the quests. This elf borrowed it from Wyrmrest Temple and never returned it. Alliance players have to infiltrate Sunreaver's Sanctuary to get the tome, which they do by borrowing a Sunreaver's Tabard from some dirty laundry. The tome is then taken to Caladis Brightspear, presumably of the Argent Crusade, at the Argent Tournament grounds. He then instructs players to enter the Pit of Saron to get some Infused Saronite and the forgemaster's hammer to reforge Quel'Delar. Players then enter the Forge of Souls to temper the blade. Some missing dialogue occurs, and players must take it to the Halls of Reflection. It seems that the spirit of Uther comments that one cannot wield the blade while it is under the Lich King's control, and so players must cleanse it in the Sunwell. Players ask Halduron Brightwing, current ranger-general of Silvermoon, for entrance to the Sunwell, as it is heavily guarded (likely by Silvermoon and the Shattered Sun Offensive), and he intends to do so upon the presentation of Quel'Delar. First, he wants players to visit the grave of Thalorien Dawnseeker, who was the last person to wield the blade. He was a High Elf who fell in defense of Silvermoon to the Scourge, and he lies in the Dead Scar. The data-mined data ends there. It is unclear if players will be able to wield, or what its ultimate fate will be. This could be the questline that forwards the Ashbringer story, or at least the Icecrown story that is supposedly intertwined to the Frozen Halls. I really hope the sword is tempered by dragon's fire. Perhaps Sindragosa's breath will bless it with the power of magic and the sword will end up being for casters. It is still not clear if this will be a tanking blade, a caster's blade, or even obtainable by players. Time will tell, and we will keep you updated! Part 3 of this post will be posted as soon as more news is available! quel-delar

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3.3: Haste May Soon Affect HoTs, DoTs

Haste can sometimes be a hard stat to measure. Not being the mathematics whiz that some of my fellow WoW players are, I honestly couldn't tell you the difference between a spell that takes 2 seconds cast and another that takes only 1.9. Sure, I can generally assume that the latter will lead to more damage somewhere down the road, but does that make it worth gearing for as opposed to other stats that might have a more immediate or obvious effect? Like sand through an hourglass, so are the raids of lives... Like sand through an hourglass, so are the raids of lives... Well, Ghostcrawler and the rest of the Systems team has a plan to make Haste a more marketable stat than it ever has before: allowing it to effect "Heal over Time" and "Damage over Time" spells. According to a recent post on the official forums, this implementation would decrease the time between ticks on an individual cast, allowing the effects to be felt more frequently. For instance, let's say you know there's going to be some consistent damage coming in and a player is at very low health. You cast a HoT in hopes of keeping him alive, but the damage kills him in-between ticks. In this case, Haste might have saved him by ticking sooner than the damage did. Of course, this may present another problem, as GC points out:

"This means more damage or healing per time but also having to refresh those spells more often. Since there is a trade-off, we're not sure the change is a no-brainer, especially in the healing case."
So what's their solution? Instead of forcing the changes on players, toss Haste-increasing effects onto Glyphs, so they can choose whether or not it makes sense for them to make use of it:
"For 3.3 we are talking about introducing three new glyphs for Shadow Word: Pain, Corruption and Rejuvenation that would allow these spells to tick faster with the more haste you have. There are glyphs of Corruption and Rejuv already, and we're not sure how we're going to resolve those yet. For Shadow Word: Pain, we are likely to rename the current glyph to Glyph of Mind Flay, remove the old Glyph of Mind Flay, and increase Mind Flay by 10 yards in the base spell."
It should be noted that these changes are NOT guaranteed! This is just a concept that the team has been tossing around for a little while, and apparently they've stumbled across some new technology that actually allows them to do it. If they come to pass, though, they'll most likely be available for testing in an upcoming build of Patch 3.3 on the PTR. We'll be sure to keep you guys posted, but in the meantime, do you think that allowing Haste to affect HoTs and DoTs would help or hurt your performance in-game? Perhaps it should only be applied to damage-boosting glyphs so that the stakes are lower for healers?

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3.3: Icecrown Citadel To Feature Difficulty Toggle

If you've read up on the latest Icecrown Citadel preview, you might have noticed the following text in the description:

"Icecrown Citadel features 10- and 25-player versions of the raid dungeon, and each version has 12 encounters. Each encounter can be fought in either normal or Heroic mode, and players can use a new user interface feature to toggle easily between difficulties."
switchAs it implies, ICC will be returning to a more traditional style of raid progression, with only two lockouts (10-man and 25-man) as opposed to four, like Trial of the Crusader (10-man, 25-man, and heroic versions of each). But the wording didn't seem entirely clear. What exactly did it mean by each encounter being fought in either normal or Heroic mode, then? Well, the problem seems to be that Blizzard is doing a little dance with their own terminology. It should really read "each encounter being fought in either normal or Hard mode," since Heroic is once again being used as a label for the 25-man version of the dungeon. What this really means is not that you will be able to switch between 10 and 25-man at will, but rather that you will have the opportunity to tweak the difficult of individual boss battles at any time you want outside of actually being in combat with one. This is different from the way the mechanic is handled in Ulduar, where the Hard modes for each boss are activated in different ways like timers, buttons, and damage dealt. Bornakk confirms:
"Assuming everything goes as planned, you can switch it back and forth as much as you like. Encounter 1 on hard, 2 on normal, 3 on hard, 4 on normal, etc. In effect it works out similar to Ulduar but it's with a much more clear method in the UI as opposed to the fairly confusing process of figuring out some encounter mechanics just to activate it."
To be honest, I'm not sure if this is necessarily a good change. Sure, it'll give everyone a chance to try out the Hard modes as they see fit, but sometimes the limits placed on accessing them also served as a trial to see whether or not a given raid group was cut out for it. For instance, if you don't have the chops to kill XT-002's heart, then you probably won't be able to finish the fight without dying or hitting the Enrage on Hard. Allowing just anyone to take a crack is going to end in a lot of bitter tears, and may even lead to some Hard modes being nerfed faster, since there will be a greater number of unprepared players engaging them and, thus, complaining about them. I'm all for convenience, but sometimes it feels as though tweaks like this further marginalize the hardcore player base. If Hard modes are supposed to challenge top level raiding guilds, why not just leave it that way? What say you, readers?

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Wishful Thinking: Quest Collector

Wishful Thinking is a column for the theorycrafting behind World of Warcraft.  No, not the number crunching madness perfected by the folks at ElitistJerks, but the features, abilities, and design ideas that the Project Lore writers conjure from their squishy pink stuff. Well, readers. I don't know about you, but I've been working on that old Loremaster title for some time now. It was easy enough to complete all of the Northrend zones, perhaps because they were freshest in my mind. But the old world? Not a chance! On my main, Amatera, I must've leveled through those areas at least three or four years ago. And if you're like me, then you know the real pain isn't necessarily doing all the quests you missed, but finding them in the first place. Why, just the other day, I decided to pick up the torch again and make some progress on the achievement. I flew over to Tarren Mill and found a whole bank of quests that I had never actually finished. I'm talk at least six or seven missions that I apparently didn't touch on this character. Of course, I thought I'd done them, but that might just because when leveling up one of my numerous alts, I made sure to clear out the area before moving on. Time had fogged up my memory, and in all likelihood, I pushed Amatera forward to new zones where there were better experience-gaining opportunities to be had and never looked back. questgiverOh, and then there's Nagrand. The only zone in Outland that I've yet to get the questing achievement for. I've heard it's a little harder to finish on the Horde side, and that I'm not the only one who's had trouble with it in the past, but at the same time there are people that have obviously done what, for me, seems currently impossible. In other words, I must be missing something. One possible candidate is this quest: I'm Saved! But the problem is that the NPC needed to complete it spawns seemingly at random. I've spent long spans of time at Nesingwary's camp waiting for her to show up and she never does. Do you know what makes it even worse, though? I need two more quests to get the Nagrand achievement. And I have absolutely zero clue as to what the second might be. This is why I'm putting out the call to Blizzard: where's my completed quest log? It seems like such a simple feature to implement that you might wonder why it wasn't included with the game when it launched. I'd love a way to easily check an online database against a list of my finished quests to figure out which ones I'm missing. Sure, there's always flying from hub to hub and picking up tasks from NPCs with punctuation over their heads, but others aren't that easy to find, like those that might require a random drop from a group of enemies. And it goes beyond achievement tracking, too. I can't count the number of times someone has asked me if I've completed a specific quest and I've had to go all the way back to the quest-giver to see if there was still an exclamation point there. It's a real shame, because they've made some significant improvements to the quest log over the years, and they're set to do it again with 3.3. The only two reasons I can think of for not implementing a completed quest tracker is because there is either some technical issue preventing them from doing so, or it's simply something they don't deem important enough to spend time developing. I'd like to rule out the former, because it seems that the game already knows what missions you have and haven't done. After all, achievements like the Loremaster ones can keep track of them numerically. They'll tell you how many you've finished, just not which ones. Currently, the only solution is to download an add-on that can do it for you, but they tend to only be able to log quests you've completed since installing them, and not any of the ones before that. I feel like I'm about to give up on my Loremaster title, but there is one shining hope on the horizon. I speak of: account-wide achievements. When Cataclysm hits, I already know I'm going to roll a Goblin alt, and I can make sure that I do everything right from the very beginning. Not to mention, of course, that the quests themselves will likely change with the expansion, meaning that Loremaster achievements will likely be reset, or moved to Feats of Strength and replaced with new ones for the old world anyway. But this is one of those simple conveniences I still can't believe hasn't made its way into the game just yet. What say you, readers? Wouldn't it make your life a whole lot easier?

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