Entries in 3.3 (15)

The Back-and-Forth Saga of a 3.3 Vanish Fix

roguevanish Love 'em or hate 'em, rogues have got to be sneaky. It's a good part of what defines the class, allows them, as leather-wearers, to deal melee dps without instant death, and sets them apart from other DPSers. So it's no huge surprise that Vanish, one of the key skills that rounds out that specialty, has long been debated because it's, as some players would say, "broken."

Just how is it or isn't it broken? Different players of different classes will give you varying answers. But the debate revolves around players/mobs/pets still being able to attack a rogue who has vanished, and a number of AoE/DoT effects that will immediately pull a vanished rogue back out of stealth. Personally, my main is a rogue, so I tend toward the side that vanish should allow a little bit of lenience to allow some time to get away, heal or regenerate some energy. But I certainly don't want it to be overpowered, either, because then it will inevitably get a nerf.

Enter Patch 3.3 on the PTR, and game developers announced hefty plans to unveil a Vanish fix. The hoopla began about a month ago, with blue poster Ghostcrawler announcing Blizzard's intentions on the WoW forums:

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Ashen Verdict Vendor Patterns

With the first part of Icecrown Citadel open today, not only did we get to preview and test the first boss (Lord Marrowgar), we also had access to a new vendor inside the palace, itself. Mott Sercer is a Quartermaster for the new faction, "The Ashen Verdict," and he stands just to the right of the entrance when you zone in. It's not entirely clear if he'll be the person to go to for things like Tier or badge gear, but he currently offers a drool-worthy collection of crafting patterns. While the gear you can create doesn't have stats yet (aside from armor and item level), it's almost assured they'll be things people want as soon as possible.

Please note that to purchase a recipe, you'll need to have a certain level of reputation with Ashen Verdict and an item called Primordial Saronite, which likely drops off of bosses or trash inside the instance (perhaps ICC's equivalent of Crusader/Runed Orbs?) . Below, I've listed each pattern and its material requirements:

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Icecrown Citadel Testing To Start 10/15

Players on the test realms will get to take their first steps into the Lich King's domain tomorrow, assuming that excessive lag and crashing servers don't put put a damper on the event. No doubt many guilds (and PuGs) will be trying their damnedest to get their foot in the front door, so you can expect the outside of Icecrown Citadel to look like something like an Azerothian Woodstock (can we get The Artist Formerly known as Level 80 Elite Tauren Chieftain to play the event?).

That big bad skeleton in the background might just be Marrowgar. That big bad skeleton in the background might just be Marrowgar.

Testing itself kicks off with (obviously enough) the first boss in the instance, Lord Marrowgar. As yet, we don't know a whole lot about the specifics of each boss, but the achievement associated with him does tell us that he has a spell called Bone Cyclone which, ideally, people should be staying out of to avoid damage. Though we've yet to see his ugly mug, I'm also going to go ahead and guess that Marrowgar shares his model with those big old Bone Sentinels running around in Icecrown Glacier.

Here's the downlow from Daelo on the testing phase:

"We are scheduling a raid test for Icecrown Citadel tomorrow at 7pm EDT/4pm PDT for the two US PTR Servers. Lord Marrowgar, the first boss of the raid zone, will be available for testing. The trash leading up to him will also be ready for testing.



The Icecrown Citadel raid test schedule will be very flexible, and can change at a moment's notice due to build status, bugs, and server issues. Remember that this is the test server, so things can, do, and will break from time to time. Check this forum for the latest US Icecrown Citadel raid testing schedule information in the weeks to come.

The EU region will have a different raid testing schedule, which I will announce on their forums in the near future as I have further information and more bosses are ready for testing."

 

As you can see, European players will have to wait just a bit longer and, like past raids on the PTR, they'll likely be testing bosses on a different rotation from those in the US. It's assumed that both 10 and 25-man versions of Marrowgar will be open, though he may not have his loot table implemented yet.

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3.3: Icecrown Citadel Boss List, (Some) Achievements Revealed

Some of the first unofficial information coming out of the new build of Patch 3.3 includes a preliminary list of achievements associated with the Icecrown Citadel raid and 5-man dungeons. The breakdown and running analysis follows:

Icecrown Citadel 10-man Stand-Alone Achievements

These are the achievements associated with individual events and/or bosses. This is most certainly a cursory list, as they do not cover every encounter in the raid as past achievements have. The early inclusion of these, specifically, may indicate that these bosses will be available for testing soon, as they are all included in the first section of the dungeon.


  • It's a Trap! - Survive the Ice Jets in Icecrown Citadel.

  • Unboned - Defeat Lord Marrowgar without anyone taking damage from Bone Cyclone.

  • Thirty One - Defeat X (-this is a placeholder variable-) of Lady Deathwhisper's adds with her bombs and the defeat Lady Deathwhisper.

  • I'm on a Boat - Claim victory in the Gunship Battle in which every raid member visits the enemy gunship only once.

  • I've Gone and Made a Mess - Defeat the Deathbringer with fewer than X (-this is a placeholder variable-) raid members suffering from Garrote.


Icecrown Citadel 10-man Completion Achievements

These are the achievements awarded for completing different wings of the raid. By looking at each individual feat, we can see the full list of boss encounters for Icecrown Citadel.


  • Storming the Citadel - Defeat the first four bosses in Icecrown Citadel: Lord Marrowgar, The Deathbringer (could it be Saurfang or Bolvar?), Lady Deathwhisper, Claim victory in the Gunship Battle.

  • The Frostwing Halls - Defeat the bosses of The Frostwing Halls in Icecrown Citadel: Rescue Valithiria Dreamwalker (sounds like a friendly member of the Green dragonflight being turned), Sindragosa (you'll finally get to go toe-to-toe with that Frost Wyrm you see every time you log into the game).

  • The Plagueworks - Defeat the bosses of The Plagueworks in Icecrown Citadel: Festergut, Rotface, Professor Putricide.

  • The Crimson Hall - Defeat the bosses of The Crimson Hall in Icecrown Citadel: Defeat the Blood Prince Council, Queen Lana'Thel.

  • The Frozen Throne - Defeat the Lich King in Icecrown Citadel: The Lich King.

  • Fall of the Lich King - Defeat every boss in Icecrown Citadel.


.

Icecrown Citadel, from the bottom. Icecrown Citadel, from the bottom, up.

For those of you keeping score, that brings the list of boss or primary encounters in Icecrown Citadel to 12. To reiterate:

Lord Marrowgar

The Deathbringer

Lady Deathwhisper

Gunship Battle

Valithiria Dreamwalker

Sindragosa

Festergut

Rotface

Professor Putricide

Blood Prince Council

Queen Lana'Thel

The Lich King


Icecrown Citadel 5-man Dungeon Achievements:

These achievements are associated with the three 5-man dungeons that lead up to the raid: Forge of Souls, Pit of Saron, and Halls of Reflection. Unlike the raid achievements, this is probably a comprehensive list.


  • Icecrown: The Forge of Souls - Defeat the bosses in The Forge of Souls: Bronjahm, Devourer of Souls.

  • Icecrown: The Pit of Saron - Defeat the bosses in The Pit of Saron: Forgemaster Garfrost, Ick and Krick, Scourgelord Tyrannus and Rimefang.

  • Icecrown: The Halls of Reflection - Defeat the bosses in The Halls of Reflection: Falric and Marwyn (Arthas' closest confidants in the Third War), Survive the encounter with the Lich King (could this be a Metroid-style escape sequence?).

  • I Feel Good - Defeat Bronjahm in The Forge of Souls on Heroic Difficulty without letting him cast his big spell.

  • The Faced - Defeat the Devourer of Souls in The Forge of Souls on Heroic Difficulty after having interrupted his big nuke.

  • Don't Let It Go to Eleven - Defeat Forgemaster Garfrost in The Pit of Saron on Heroic Difficulty before he gets 11 stacks.

  • Don't Look Up - Clear the hallway before Scourgelord Tyrannus in The Forge of Souls on Heroic Difficulty without anyone taking icicle damage.

  • We're Not Retreating; We're Advancing in a Different Direction. - Escape from the Lich King in under two hours and eleven seconds.


Don't be alarmed by that last one. It's undoubtedly one of Ghostcrawler's "let's give the our players a heart attack" placeholder numbers. The encounter will not take two hours and eleven seconds!

Feats of Strength

There's only a single new Feat of Strength listed, but boy is it a doozy!


  • It's Over Nine Thousand! - Earn more than 9000 achievement points.


I'm only at 5130 myself, and I don't see that number increasing significantly anytime soon. It may not seem impossible, but the closer you get to the maximum, the thinner the margin, since you'll have done most of the achievements you knew you were capable of.

What say you of these achievements, friends? Cool? Uncool? Hard? Easy? The boss-related ones give us some hints about how those encounters might work. What do you think of their potential capabilities?

Keep in mind that the 10-man stuff isn't complete and the text is not final. Not to mention that there are likely 25-man versions of each one, as well.

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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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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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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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Emblems of Triumph to Become Base Drop in 3.3 Dungeons

emblemstriumphHere's a nifty little announcement that got me even more excited for Patch 3.3. On the forums yesterday, Blue Poster Bornakk announced that Emblems of Conquest will be replaced with Emblems of Triumph as the main drop from dungeons as of Patch 3.3. Here's his words exactly:

General reminder: Things can still change. The current plan is to make Emblems of Triumph the "base" of emblems so everything that drops Emblems of Conquest would be changed to Triumph and then the new raid content would drop the new highest emblem along with things like the heroic daily and such.
He just had to add that addendum that "things can still change," reminding us that this may not still be the case come the full release of the patch. But it makes sense to make the higher-tiered gear more readily accessible with the coming of Icecrown Citadel so that more players will be able to participate - which I would say is good all around. I can understand how some people are upset that this makes it easier to get gear that they had to farm like hell to get in the past few months. But, you also have to keep in mind that the addition of the much higher-level gear that drops from all the new content will give players something new and shiny to work toward. So, if farming is what you enjoy - have at it. As things currently stand, Emblems of Conquest are much easier to come by, and they allow players to purchase items more around the iLevel 213-226 range. Emblems of Triumph, which now drop from daily heroics and certain higher-level content, will be the new easy ones to come by, instead allowing us quicker access to the level 232-245 gear available. Personally, I've been drooling over the Arena Season Six set (iLevel 232) Furious Gladiator's Vestments. They're not the best raiding pieces out there in the game right now, but damn they'd look hawt on my female blood elf. Up until now, the cost of 50-75 emblems of triumph a pop has been too expensive and time-consuming for me to get any pieces (except for the legs, a lucky 25-man VoA drop). Another big piece I've been looking toward - the iLevel 245 Mark of Supremacy to help me out where my hit rating is lacking. What does everyone else think of this change? Do you also have items you're scoping out come the implementation of the new system?

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PTR 3.3: The Guards, They Are A-Changin'

The jury's still out on whether or not Garrosh Hellscream is truly a dangerous man. Sure, he's pushy, belligerent, hot-headed, and more than a little racist, but he seems to honestly believe that what he's doing is best for the Orcish people. And yet, we know somewhere in there, that he seeks to defy the more... unsavory aspects of his father's legacy, who was equally lustful for power, but failed to control himself by drinking Mannoroth's blood and esnlaving the Orcs. Likewise, we must consider that Garrosh has spent nearly his entire life in Nagrand. He's not as familiar with the struggles on Azeroth as his compatriots are; not as beholden to the same love of certain humans or ideals of peace as Thrall is. And let's not forget that he's got a virtual equal in the Humans' King Varian Wrynn. In Garrosh's eyes, he is a man who cannot be controlled and will take the opportunity to destroy the Horde when it presents itself. If Garrosh is to slated to become Warchief, he has to do what he thinks is right to protect his people, even if his methods seem wrong. We haven't reached the expansion just yet, or even the world events that will lead up to them, but signs of the changing times are already starting to show themselves on the PTR. While everyone else is distracted by the shiny, new 5-man dungeon (Pit of Saron), I decided to do a little bit of poking around, and discovered a rather interesting development in the good old Undercity. Bye-bye Abominations! Bye-bye Abominations! As you might recall, after the events of the Wrathgate, Thrall sent his elite soldiers, the Kor'Kron Guard, to keep watch over the remaining apothecaries in the Forsaken capital. The difference on the test realm is that now, they're all over the place. Gone are the abominations that used to protect the city, replaced by Orcish knights patrolling the city. It's possible that this is just an expansion of Thrall's policy to keep the apothecaries in check, but it also fits in with things we've heard about the future. Namely, Garrosh becoming Warchief and changing the way things work. Only letting Orcs and Tauren into the center of Orgrimmar, because he believes that they're the only ones actually capable of defending it. Hey, what about the Trolls, Garrosh? Sure, the double-dealing of a certain faction of Undead and the inherently shifty Blood Elves need to be scrutinized, but what did the poor Trolls ever do to lose your trust? But, I digress. If the betrayal at Wrathgate made Garrosh lose faith in his already tenuous allies, the installation of Orcish guards in foreign cities may be a sign of the new Horde to come. And if this is truly the younger Hellscream's policy, then we may see him take the throne sooner than we thought. Another interesting tidbit that could possibly corroborate this idea: pre-BlizzCon claims cited that Cairne Bloodhoof, leader of the Tauren, would be framed for treason against the Horde and be killed by Garrosh. We don't yet know if that's actually how things will play out, but the tag for Cairne's son, Baine, has been changed in MMO-Champion's database. He is now listed as the High Chieftan, leader of the Tauren. Food for thought, people. Food. For. Thought.

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