Entries in Shaman (20)

PTR 3.3: New Build Deployed, Patch Notes Updated

The new build brings several changes, but we still have to wait for the Halls of Reflection. The new build brings several changes, but we still have to wait for the Halls of Reflection. It looks like that little bit of extra maintenance on the PTR today wasn't just for show, as a new build of 3.3 has been deployed on the test realms. Unfortunately, this one doesn't seem to be quite as substantial as the first two, as there seem to be no new instances to run through. Part of me wonders if they'll just keep Halls of Reflection internal for the duration of the testing period in order to preserve the secrecy of whatever events might transpire there. But that doesn't mean there aren't any new or interesting changes. Here are the updated patch notes:

Druid
  • Rebirth: The cooldown on this spell has been lowered from 20 minutes down to 10 minutes. Cannot be used in Arenas.
  • Gift of the Earthmother: Redesigned. This talent now increases spell haste by 2/4/6/8/10% instead of its previous effect.
Hunter
  • Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes. Cannot be used in Arenas.
Mage
  • Improved Scorch: The debuff from this talent no longer stacks, and instead can apply the full effect from a single cast of Scorch.
Priest
  • Power Word: Shield; This spell can now be cast on non-raid/party friendly targets.
  • Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.
  • Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.
  • Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff.
Shaman
  • Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 50 minutes (Improved Reincarnation will continue to lower the cooldown by 10/20 minutes).
Warlock
  • Create Soulstone: The cooldown on this spell and duration of its buff have been lowered from 30 minutes down to 15 minutes. Cannot be used in Arenas.
  • 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 20/40% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.
  • Molten Core: Redesigned. Shadow spells and damage-over-time effects have a 12% chance to increase the damage done by Incinerate by 5/10/15% and Soul Fire by 4/7/10% for 12 seconds. In addition, Molten Core now has a new spell effect.
User Interface
  • Non spell-based tracking now persists through logout.
  • Any party member may mark raid targets.
  • Users will be warned when their talents are reset due to a new patch.
  • “/Settitle” command has been added.
  • Instant quest text is on by default.
  • “Tentative” status added for calendar responses.
  • Players below level 10 may not join raids.
  • Ignore list expanded to 50 to match the friends list.
  • Unit frames added for special encounters.
  • Interface element added next to the mini-map to show what dungeon you are in (ex: 10- and 25-player Heroic dungeons marked with a skull).
  • Experience earned for a quest will display in the Quest Rewards section.
  • Confirmation box added when buying stable slots.
  • Macro Changes
Symbol “@” added as a synonym for “target=”;. For example, “/cast [@focus] Flash Heal”. New macro conditionals: “vehicleui” (if the player has a vehicle UI) and “unithasvehicleui” (if the target of the macro has a vehicle UI). Character and Creature Nameplates
  • The range at which players can see nameplates has been significantly expanded.
  • You can no longer see nameplates through objects which block line of sight.
As long as you are able to peer through the doorway of a room, you will see nameplates of characters and creatures in that room. Pillars and bridges in Arenas will not hide friendly or enemy nameplates.
  • Totem nameplates can be toggled off under “PRODUCTION” settings via “Interface Options” on the test realms.
  • Instead of nameplates for large groups of players or creatures trying to sort themselves, they will now overlap. This functionality can be toggled off under “PRODUCTION” settings via “Interface Options” on the test realms.
Addon Author Changes
  • “registerForClicks” added to xml buttons.
  • “MouseIsOver” has been converted to a “C” function for increased efficiency (e.g. /dump PlayerFrame:IsMouseOver() ).
  • When an addon file is loaded, the addon name and an addon table are passed to the file through ‘…’. The same addon table is passed to every file loaded by a particular TOC file (example at the top of a Lua file: “local addonName, addonTable = …;”.
  • “motionScriptsWhileDisabled” attribute added to buttons. This allows “OnEnter”; and “OnLeave”; to fire while the button is disabled.
  • “GetFileHeight()” and “GetFileWidth()” added to Texture objects. 0 is returned if no texture file is associated with the texture.
  • You can now query for a list of completed quests with “QueryQuestsCompleted()” then wait for the “QUEST_QUERY_COMPLETE” event, and call “GetQuestsCompleted(<luatable>)”.
As you can see, several spells have been redesigned (and I'm personally pretty happy about the reduced cooldown on Rebirth), but some of the most exciting changes are coming to the User Interface. Though allowing anybody in your party to mark targets may seem like trouble waiting to happen for an unruly group, it should be quite beneficial for those that know how to control themselves. It takes some of the sweat of the tank or raid/party leader if other people can be designated to mark targets on the fly. Likewise, I'm glad that they're finally adding a "tentative" option to calender responses. I'm sure we've all had days when we weren't entirely sure we'd be able to make it to a raid or not, and just knowing that much makes organizing them a heckuva lot easier. As for the nameplates? Well, I always have them on, and while I can see a few problems with allowing them to overlap, I think it'll be much less confusing than the current setup which has them bouncing all over the place when there is a large group of mobs to deal with. That makes them extremely hard to individually target with the mouse. You go to click one and its nameplate has just jumped across the screen, and we all know that mis-targeting can, on occasion, lead to rather unfortunate consequences. As a side note, MMO-Champion has revealed that Oswald the Penguin will now once again go by his old name, Mr. Chilly. One might wonder why Blizzard did such a quick one-eighty! This new build is sure to bear more fruit as we continue to explore what it offers, so please stay tuned, and let us know what you think of the changes above!

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PTR 3.3: New Models Galore!

Patch 3.3 has been in the limelight the past couple days. With the Frozen Halls preview, patch notes, and PTR released in such a short period of time, there is an information overload! First and foremost in my mind is the introduction of two new named weapons - Quel'Delar and Shadowmourne. Quel'delar seems to be a one-handed sword that is part of a long, epic quest chain involving Rhonin, Vereesa Windrunner, the Sunwell, and Icecrown Citadel. Shadowmourne is a legendary two-handed axe that drops from Arthas in place of Frostmourne, as Frostmourne has a "unique fate". Models for both of these weapons were data-mined by World of Raids: quel-delar shadowmourne Another change that has yet to be reflected in the Patch Notes are the addition of race-specific totem models for Shaman. The current models in patch 3.2 are the Horde model that seems to be Tauren-themed and the Alliance model which is Draenei-themed. In patch 3.3, all races that are capable of being Shaman get their own totem model. Tauren and Draeni seem to keep the current models, while Trolls, Orcs, and Dwarves (in preparation for Cataclysm) get their own models:

orc-totems troll-totems
dwarf-totems The lack of Dwarf keg totems is saddening. Other new models include Terenas Menethil II (Arthas' deceased father) and the ghost of Mr. Bigglesworth (Naxxramas was only a setback):
terenas bigglesghost
There are also a series of loading screens for the 5-mans and Icecrown Citadel available. Hop over to World of Raids to check them out. In-game maps for the 5-mans are also in the game. Looks like there is a lot of development going into the art for this patch. Hopefully this patch will be a content-packed conclusion to Wrath of the Lich King!

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Blue Stew: 9/11/09: Hey! You Got Your PvP In My PvE!

Blue Stew is a new semi-daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. PvPvPvE Would you look at this pair of winners... In one thread, Paladin extraordinaire, Feanorion, wonders:

"why are PvE concerns being trumped by the concerns of such a miniscule portion of the subscriber population? "
And in another, posted the same day, Fireweed puts on her frowny-face:
"Since the Illidan kill in TBC I swore I would not touch PvE ever, ever again. It's mind numbing, forces you to deal with people you never want to deal with on your free time, it requires way too much dedication in the scene/too many people and to stay in a guild that is capable to handle it and so forth... What I really enjoy about this game is arena, even some random battlegrounds here and there with a small group."
This, friends, is a microcosm of all that is wrong with the average complainer's mentality towards the game : "I don't like it, so it shouldn't be there!" I've said time and time again that I'm not particularly in favor of PvP, at least not to its extremes, but that's the way I prefer to play. I'm not going to outright deny the ways in which other people might have fun. But the fact of the matter is that if any decisions to change the underlying structure of Warcraft, it would be based on an entirely different group altogether, as Ghostcrawler so handily points out:
"If you expect us to balance around the most popular way to play the game, then you'd see most of our changes aimed at low level alts and very few end-game raiding tanking changes. "
I think we all get so caught up in the endgame, that we forget most people who subscribe to WoW simply enjoy tooling around, by themselves, or with a couple of close friends, in the lower levels of the game. These are the people that like to level up over a week, not a couple of hours. And these are the people that enjoy picking herbs just because they enjoy picking herbs, not because they need to make flasks for the next raid. And that's why I think Cataclysm is going to be such a big hit with the community. It refocuses the game on these types of players without entirely forgetting those at the level cap. You see, WoW is a lot like this scrum-diddly-umptious cake... (image courtesy of http://www.mmmmbrains.com/blogg/) You see, WoW is a lot like this scrum-diddly-umptious cake... (image courtesy of http://www.mmmmbrains.com/blogg/) But even ignoring this group of players, can't we just all accept that PvP and PvE are integral parts of the game? I used to be a nay-sayer, too, but I've long since learned that both styles are like two delicious flavors coming together to make World of Warcraft just as enjoyable as a tasty little peanut butter cup! Ghostcrawler explains in a seperate thread why you will never see them split:
"Internal consistency for belief in the game world is part of it. Just keeping complexity down is another part of it. We don't want to see every spell or talent have two tooltips and players having to keep all of that straight. It just feels like two games with one art set at that point, which isn't what we're going for."
Please Explain Argent Tournament Reset Seems like the Faction Change service includes everything but the kitchen sink. Or, in this case, Argent Tournament progress. Kisirani gives a simple enough answer:
"I'm responding to this thread because it's written in a calm and concise manner, so thank you for that. Simply put, while it was not a decision we enjoyed making, due to the way the Argent Tournament functions it was not feasible on a technical level to properly switch progress between factions. I am sorry we were unable to offer a better solution."
I wish he would've expanded a bit more on that, but then again, that's due to my own curiosity. I'm always intrigued to know how the game is built, how its underlying systems are structured to allow certain things and not others. While I have no way of being specific myself, I imagine it's the case of simply coding, or constructing, the Argent Tournament in a certain way at a time before the requirements for the Faction Change service were fully laid out, leaving the two aspects of the game incompatible with each other. So for those of you still considering a Faction Change, please keep this in mind. You'll have to do the Argent Tournament all over again (though, presumably, the earned reputation with each home city will remain intact, even if the quest progress doesn't). And for those of you who already did, without realizing this caveat, I'm sorry! That's potentially months worth of daily work down the drain! Earthen Power Nerf: Overkill Oh, it's the weekend. I'll throw you guys one more bone to look over! This one's for the Enhancement Shamans out there, in response to the most recent PTR patch update, which makes changes to the way in which Earthen Power works, potentially affecting their performance in Arena teams:
"The 3.2.2 PTR change to earthen power will be crippling to Enhancement Shaman, I am not saying that this talent isn't a bit too powerful, but granting the shaman short term immunity to movement impairing effects is not the issue, the issue is it granting the shamans team mates the immunity. Removing the immunity from the shaman themselves will do nothing but cripple a spec that has just recently regained viability, without showing any form of dominance, except as a part of a counter RMP team in one tournament, a tournament which doesn't well reflect the state of play on live (nothing over item level 213)... I would propose that if you feel earthen power is overly powerful, you remove the snare immunity from allied targets, but leave it on the shaman, else we will see a return enhancement shaman being unable to stick to a target. We already suffer greatly from a lack of controllable damage, reliance on long cooldowns (bloodlust/heroism, spirit wolves), and inability to kill healers. Returning Enhancement Shaman an easy to kite class will severely undermine everything you have done to give us arena viability."
Ghostcrawler explains that they favored Ghost Wolf as a reducer of movement-impairing effects instead:
"We think Earthen Power and the Ghost Wolf change were trying to solve the same problem. Together they felt like overkill to us, and we thought the Ghost Wolf change was more interesting so we kept that one. Your mileage may vary and I would be surprised if many shaman agreed since they were the target of the nerf."
Alright, folks! Have a fantastic weekend, but don't forget to respond and let us know what you think about all of these different subjects before you do!

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Proverb: Druids of the Sun?

upperdeck25_800Proverb is a column discussing the lore of Warcraft. Comment and let us know what you would like to see in future columns! Many lore-minded players have likely heard about the new Druid quest in patch 3.2 for Horde players. It starts in Dalaran, and it involves a badly injured warrior by the name of Aponi Brightmane who wants to return to fight the Scourge. When players arrive in Thunder Bluff, Aponi speaks with Tahu Sagewind, a Druid. Their conversation touches on the history of Tauren druidism, notably Mu'sha. The full text is provided below, with what I think are the important parts in bold: Aponi Brightmane says: Talk to me, Tahu. Something. Anything! I'm going stir-crazy. Tahu Sagewind laughs softly. Tahu Sagewind says: All right, Aponi. I've enough on my mind to share. Have you ever spoken to the elves of Moonglade? Aponi Brightmane says: Not much. Tahu Sagewind says: The elves speak of a moon goddess, did you know? They put great stock in the light given by the moon. Aponi Brightmane says: Like Mu'sha. Tahu Sagewind says: Just like her. The parallels I've heard are interesting. And it's no secret all druids, Shu'halo and elf alike, can call upon Mu'sha's light. Aponi Brightmane says: Where are you going with this? Tahu Sagewind says: I wonder. Hamuul has guided us well, and I've learned so much from him. The legends sasy that our people were druids when time began... Aponi Brightmane says: I hear the "but" in your voice... Tahu Sagewind says: ...but what Hamuul teaches is what the elves know. The night elves. They put such stock in their moon goddess, as creatures of the night. Aponi Brightmane says: Do you think his teachings are wrong? Tahu Sagewind says: No! No, nothing like that. He is an elder for good reason, sister. Mu'sha is one of the Earthmother's eyes, and she watches over us. That isn't sinister. Tahu Sagewind says: But we're nothing if not people who strive for balance. Our warriors fight only when there is need. Our hunters take only what the tribes require to live, and use all they can when they do. The shaman stand as guide and mediator to the elemental spirits. Tahu Sagewind says: And while we, as druids, are guardians of nature, I wonder if we've overlooked a key aspect of balance in all things. Aponi Brightmane says: So are you going to bring this up to the elder? Tahu Sagewind says: No, no. No need for him to trouble about a student's idle philosophizing while he entertains a friend. Aponi Brightmane says: I suppose so. It's not silly, though, what you said. Tahu Sagewind says: Well, it isn't exactly a new thought, sister. Aponi Brightmane says: I see that thoughtful frown, Tahu. Tahu Sagewind says: Sorry, sister. Its nothing to worry about. Aponi Brightmane says: But something is on your mind, right? Tahu Sagewind says: I'm thinking about the front to the north. The one you're so eager to return to. Aponi Brightmane says: What about it? Tahu Sagewind says: I know I'm counseling patience, Aponi, but I don't like remaining here any more than you do. Times are bleak, and failing to act only makes me worry that my idle hand may have been the one to turn the tide. Tahu Sagewind says: Still... there is balance in all things, even death. I simply hate the concept that such destruction and darkness might be necessary. Aponi Brightmane says: There's a phrase... "Its always darkest before the dawn." The dawn will come, though, Tahu. The sun will rise. The balance will shift back to where it should be. Aponi Brightmane smiles and gestures to the north. Aponi Brightmane says: Even on the glacier itself, the sun manages to peek through the gloom. I have hope, Tahu. I think we'll make it through this, no matter how dire it looks. Aponi Brightmane says: But I'd still rather be there on the front lines helping it happen rather than trying to placate myself with belief. We can't just sit around and hope it happens. Tahu Sagewind says: I know, sister. I know. We'll return to fighting one day. For now, though, maybe it's best to spread the word to others... give them the hope you have. Aponi Brightmane says: And through that hope, strengthen our side in the fight? Tahu Sagewind says: That's the idea. The quest is unfinished and we don't know if it will be extended before patch 3.2 goes live. However, there are LOTS of references to the sun and "a new dawn" in there, even when they aren't talking about An'she. It is generally accepted that Malfurion Stormrage was the first (mortal) Druid, and the druidism that the Tauren speak of that they claim predates Malfurion is false or in a drastically different form from Cenarius' teachings. In fact, the latter might be the case, with the Tauren originally practicing an entirely different form of druidism focused on some form of the light. It could be that An'she and/or Mu'sha (Elune to the night elves) are actually Naaru, and Tauren could come to wield the holy light through the worship of the Earth Mother. Tauren mythology claims that An'she, the goddess of the sun, was an eye of the Earth Mother, ripped out and tossed through the cosmos, perused by the Earth Mother's other eye, the goddess Mu'sha/Elune. We could see all of this develop. Currently the only Horde race capable of being Paladins are blood elves, and it could be that Blizzard would like to expand that to give Horde players more of a choice. The other obvious conclusion would be that a new type of druid may be in the works. Druids already come in many flavors in the Warcraft mythology. Druids of the Sun could be a real possibly, and this could be a new hero class in the expansion. Most players agree that "Arch Druids" would simply be "super Druids" and would leave no room for regular druids in the game. Current druids are "Druids of the Wild" and are focused on shapeshifting, while Druids of the Sun could be something completely new. Blizzard has stated that they don't want new classes to simply be hybrids of other classes. I don't know what precisely a Druid of the Sun would do. They could come up with a whole new resource system outside of mana, like they did with Death Knights, to make the class very unique. In addition, it makes sense for Death Knights to be any race, but most other classes that players theorize about should have race restrictions, so I don't think this idea is too far out. With most players looking to the Maelstrom and the Emerald Dream in the theoretical new expansion "Cataclysm", its likely that Night Elf and Druid lore could play a major role. I think either or even both of the conclusions I discussed could happen. As for other races, we could also see Dlood Elf Druids. There were high elf druids prior to the second war who erected the Runestones which hid the elven magic from the Burning Legion, as well as protected Quel'thalas from attack from Arthas during the third war. They wielded the powers of nature through the arcane, and many of them became high elven rangers. Some half-elven druids became more feral and turned into savagekin. The high elven rangers that we raised by the Scourge became Dark Rangers, who turned to shadow magic instead of natural magic for their powers. It seems that some blood elves kept up the practice, such as High Botanist Freywinn and many of the Bloodwarder and Sunseeker blood elves currently (previously?) in the Botanica of Tempest Keep. It could be that from their redeemed light-given powers from M'uru and A'dal and the revelations of the Tauren studying the light, blood elves players could see druidism in their future. The line from the dialog "strengthen our side in the fight" really makes me think this may be the case. As for the Alliance, Wildhammer Dwarves are sort of back in the Alliance with an Alliance friendly base in Aerie Peak as well as their gryphon riders in Outland. Wildhammer dwarves are known to often worship nature and the elements and become druids and Shaman. Allowing Alliance players to create Wildhammer Dwarves of these classes would open up the number of races able to be Druids and Shaman in the Alliance to two, a perfect analog to Blood Elf druids and Tauren Paladins. Finally, perhaps this means we will see the Cenarian Circle join the fight in Icecrown. It would make the Icecrown Citadel fight even more epic. What do you think? Is this a red herring, or are these clues to a bigger development? As the Tauren NPCs say, may the eternal sun shine upon thee!

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MMO-Champion Previews Season 7 Arena Sets

shaman-season-7The PTR datafiles have once again been mined in order to give us a preview of what the newest Arena season has to offer. MMO-Champion has posted screenshots of the latest armor sets available to the top Arena competitors next season, and I have to say, most of it is pretty good looking. In fact, I have no issues with any of the sets except one. The Shaman set has to be one of the ugliest sets I've ever seen. My only hope is that there are some changes coming up for the colors, at the very least. It could be that I am just overly critical of Blizzard's decisions that affect my class, but in my opinion every other class has a nice evolution from the Season 5 and 6 sets with decent looking gear that generally fits the overall feel of the class. I can't say the same about the Shaman set. Blizzard's design philosophy behind arena gear in Wrath of the Lich has been less flashy gear that has been made by the top crafters that gets better as the seasons progress. While the shaman set certainly didn't start out pretty, it seems to be getting worse. Take a look at all of the sets over on MMO-Champion, I'd love to hear if other players (shaman and non-shaman alike) think I'm just being too particular about gear that I probably will never get - especially the helmet and shoulders.

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New Changes in the Latest 3.2 Patch Notes

wow-test-realm-patch-notesBlizzard just updated the PTR patch notes to include some changes made in the lastest build of their latest patch, 3.2. Included are some minor but extremely welcomed changes to my class of choice along with a few of the lesser classes. Following are the changes from the previous version of the notes from MMO-Champion:

Arenas
  • Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).
Items: General
  • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
Death Knight
  • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 3/6/10%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Druid
  • Swift Flight Form: Druids who have acquired a mount able to go 310% flight speed will now also go that speed while in this form.
Hunter
  • Snake Trap: The Mind-numbing Poison effect has been reduced to a 30% increase in casting time, down from 50% to match similar effects.
Mage
  • Mirror Image: Images will no longer trigger the death sound when their time expires.
Paladin
  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
Shaman
  • Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
  • Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
  • Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.
Warrior
  • Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
Engineering
  • Flying Machine: The level requirement needed to learn how to build and use this machine has been reduced to level 60, down from level 70, and the engineering skill level reduced to 300, down from 350. Material costs reduced.
Items
  • Tome of Cold Weather Flying: New heirloom item. Players who have reached level 80 can now purchase this book for 1,000 gold from Hira Snowdawn, the Cold Weather Flying Trainer in Dalaran. Similar to other heirloom items, this item can be mailed to other characters of the same realm, account and faction. The book is consumed when read training the character in Cold Weather Flying. Requires level 68.
  • Val'anyr, Hammer of Ancient Kings: This item's stats and level have been increased to match the power level of healer weapons coming from the Coliseum 25-person normal difficulty instance. In addition, each time Val'anyr is equipped, Blessing of Ancient Kings will be placed on a 45-second cooldown before it can occur.
As I said, the changes to the way Wind Shock (now Wind Shear) behaves is welcomed in the Shaman community - this change will at the very least allow me to do a full DPS rotation while still concentrating on interrupts, as most other melee classes with interrupts (Rogues, Death Knights, Warriors) are able to do. I can't wait to try it out on Vezax. Additionally, Maelstrom Weapon + Hex should be extremely useful in PvP. The other changes that caught my eye were the Druid Flight Form increasing to 310% if the character has a 310% mount and the Val'anyr upgrade. I can only hope they upgrade with my Headless Horseman's Mount the same as the Swift Flight Form. It would be great to be able to keep flying on it once I get my Violet Proto Drake. The Val'anyr change will at the very least make healers still want to run Ulduar once the patch drops (as if they wouldn't anyway). What do you guys gather from the lastest patch notes?

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Shamans Get Totem Hotbar And More in 3.2

Content patches often bring class changes of the raw number variety, but rarely do we see mechanics almost completely reinvented. Shamans' lives are about to get a whole lot easier, as Blizzard intends to give them their very own hotbar for totems! The new bar will hang just over the left side of your core action buttons, just like a Warrior's stances or a Paladin's auras, and feature four slots where you can drop totems, one of each element. As there are currently twenty-three totems available to the class, this should help cut down on clutter (assuming you're like me,  and keeping all of them readily available just in case you might find the rare use for most of them). This Shaman might still be alive if he was using the new hotbar! This Shaman might still be alive if he was using the new hotbar! Several other buttons will be available on the hotbar just as soon as you achieve the level needed to learn them. Call of Earth, for example, will replace Totemic Call, while a whole new spell, Call of Fire, will drop all four totems at once. Those Shamans who currently rely on macros to do this will be pleased to know that Call of Fire operates using only one global cooldown, making it even more efficient. Likewise, there are Call of Air and Call of Water spells, which essentially function the same as Call of Fire, but allow you to drop two more (different) sets of totems, so you can queue them up as the situation calls for it. Each of these can be hotkeyed for easy access. A total of eight new buttons on your screen might seem like a lot, but it's certainly better, and more organized, than the alternative. Ultimately, this should eliminate several problems for the class, including resetting your totems after they've been destroyed in PvP combat or quickly moving them to avoid adds while questing or running an instance. I, for one, am happy with these changes. My primary alt is a Shaman, and setting down totems before any given encounter gets to be a pain, to the point of not even bothering for most trash pulls. It should also make tasks like dropping an emergency Cleansing or Tremor Totem more convenient. Overall, it looks like 3.2 may be shaping up to be a bigger release that originally anticipated. What do you guys and gals think? Does this sound like something that would appeal to you, or are you just going to continue sticking with macros? Gives us your feedback below!

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Even More Transportation Changes Coming in 3.2!

A Goblin Zeppelin heading into Undercity. A Goblin Zeppelin heading into Undercity. Pixiestixy broke the news last night about the mount changes that will be coming in the next major patch, 3.2. There are some additional news to note as Zarhym posted some more information about transportation changes which are being implemented to improve leveling: From the World of Warcraft Forums:

In the next major content patch we will be adding a few methods of improved transportation to areas of interest while leveling. It is time for the denizens of Azeroth to witness the full might of the Horde as they do what they do best: employ goblins to construct zeppelin towers and float players across vast seas using sky boats. That's right, a new zeppelin route is being added in Thunder Bluff and will transport players to Orgrimmar. Isn't technology magnificent? Also, brought to you by Azeroth's greatest users of magic, are all new portals coming to Stormwind and Orgrimmar. These portals will transport players directly to the Stair of Destiny at the Dark Portal. Travel is just so much more convenient when it's instantaneous! Players will then find that a new connecting flight path exists at the Stair of Destiny allowing players new to Outland easy and direct access to the city of Shattrath. Keep your seat backs and tray tables in a full upright and locked position, and we hope you continue to enjoy your methods of travel in Azeroth and beyond!
So even more changes are in store! Horde players I'm sure will be loving the new zeppelin between Orgrimmar and Thunder Bluff, while everyone can appreciate the instant transport to the Stair of Destiny to get you to the Outlands faster! These changes seem to fall in line with the Blizzard philosophy of making leveling more accessible and faster for players. As a player who has only one max level character and a multitude of alts I can really appreciate this! This is not the end of the changes of course as there are also changes coming to the class specific mounts and movement abilities, also found on the World of WarCraft Forums:
  • Movement Speed Training By Class
    • Druid
      • Travel Form: Requires level 16
      • Flight Form: Requires level 60 (150% flight speed)
      • Swift Flight Form: Requires level 70
    • Hunter
      • Aspect of the Cheetah: Requires level 16
    • Shaman
      • Ghost Wolf: Requires level 16
    • Paladin
      • Warhorse: Requires level 20
      • Charger: Requires level 40
    • Warlock
      • Felsteed: Requires level 20
      • Dreadsteed: Requires level 40
  • No surprises from the class mount changes, but the movement ability changes are nice as getting ghost wolf, aspect of the cheetah and travel form earlier will be a really nice change for leveling! What do you think of these changes? Good or bad? Is Blizzard making it too easy for newer players?

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    PvP and PvE Armor in 3.1 - Hunter, Shaman, Warrior

    Earlier we took a look at some the gear design philosophy of Blizzard and saw some armor that was introduced in 3.0 and that will be added in 3.1. We looked at the "Lost Vanquishers" (sans Druid): Rogue, Death Knight, and Mage. Today we are going to check out what the "Lost Protectors" have: Hunter, Shaman, and Warrior. Thanks to MMO-Champion for the screenshots of Ulduar gear and Season 6. More consistent and high resolution imagery will be added once patch 3.1 hits the live realms. Scroll down to see the sets and click the images for larger views. The first three Gladiator's sets of Wrath seem to be just recolorings, but they do seem to be getting more fancy with season 6's Furious Gladiator's sets. Of these three classes, I think hunters have the best looking PvP gear. The green scales on the Furious Gladiator's set look pretty cool. Shaman's shoulders in PvE have always been cool. Some people despised the dungeon set 1 shaman shoulders, but I loved them. When Blizzard had finally added skins in for the end game items so that they looked cooler than twill, it became a great symbol of progress for me. Now, the shaman shoulders are just ridiculously cool. The glowing orbs and meteorites chained to the armor are far more epic than any other shoulders. Hunter and warrior armor is honestly boring to me. It doesn't have as much flair as it should. What do you guys think? Are shaman's shoulders over the top or just epic and which class looks best? Hunter PvP PvE Shaman PvP PvE Warrior PvP PvE

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    3.1 PTR Unveils Legendary Mace, New Rings, and More

    Image from MMO-Champion.comMMO-Champion has been bringing the thunder this morning with tons of news that has been cascading out of the public test realm. With a build of patch 3.1 live on the PTR, players have been given the first full look at an almost overwhelming number of changes and additions to the World of Warcraft. Big, drool-worthy news for Paladins, Priests, Druids, and Shaman is that a legendary One Handed Mace looks like it will be making its way to those classes' hands eventually. The classes mentioned will have the ability to collect 40 Fragments of Val'anyr and combine them, creating Shattered Fragments of Val'anyr, which begins a quest, eventually rewarding Val'anyr, Gavel of the Ancient Kings. Here's to hoping there's a version which certain enhancement shaman might be able to use. Players have also discovered that inscribed versions of the Kirin Tor rings (the ones that cost 8000g and teleport you to Dalaran) are available for an additional 1000g. These rings will be item level 213 and require the original ring to purchase. Finally, MMO-Champion revealed that new mounts and pets are being added into WoW, including Mimiron's Head, which summons and dismisses a rideable mechanical gnome head! This thing reminds me of Bowser's clown faced aircraft from Super Mario World. A full list of the pets and mounts can be found below. New Pets

    • Spring Rabbit - Right Click to summon and dismiss your Spring Rabbit.
    • Plump Turkey - Right Click to summon and dismiss your Plump Turkey.
    • Teldrassil Sproutling - Right Click to summon and dismiss your Teldrassil Sproutling.
    • Tirisfal Batling - Right Click to summon and dismiss your Tirisfal batling.
    • Dun Morogh Cub - Right Click to summon and dismiss your Dun Morogh Cub.
    • Durotar Scorpion - Right Click to summon and dismiss your Durotar scorpion.
    • Alarming Clockbot - Right Click to summon and dismiss your Alarming Clockbot.
    • Elwynn Lamb - Right Click to summon and dismiss your Elwynn lamb.
    • Mulgore Hatchling - Right Click to summon and dismiss your Mulgore hatchling.
    • Ammen Vale Lashling - Right Click to summon and dismiss your Ammen Vale lashling.
    • Strand Crawler - Right Click to summon and dismiss your Darkspear Strand crawler.
    • Enchanted Broom - Right Click to summon and dismiss your enchanted broom.
    • Argent Squire - Right Click to summon and dismiss your Argent Crusade squire.
    • Mechanopeep - Right Click to summon and dismiss your Mechanopeep.
    • Argent Gruntling - Right Click to summon and dismiss your Argent Crusade gruntling.
    • Curious Gorloc Hatchling - Right Click to call or shoo away a Curious Gorloc Hatchling.
    • Curious Wolvar Pup - Right Click to call or shoo away a Curious Wolvar Pup.
    • Gorloc Orphan - Right Click to summon and dismiss the orphan you've agreed to look after for Children's Week.
    • Wolvar Orphan - Right Click to summon and dismiss the orphan you've agreed to look after for Children's Week.
    • Murkimus the Gladiator - Right Click to summon and dismiss Murkimus the Gladiator.
    • Sen'jin Fetish - Right Click to summon and dismiss your Sen'jin fetish.
    New Mounts
    • Aquatic Riding Ray - Summons and dismisses an Aquatic Riding Ray. This is an aquatic mount.
    • Swift Stormwind Steed - Summons and dismisses a rideable Swift Stormwind Steed. This is a very fast mount.
    • Great Azuremyst Elekk - Summons and dismisses a rideable Great Azuremyst Elekk. This is a very fast mount.
    • Swift Darnassian Mistsaber - Summons and dismisses a rideable Swift Darnassian Mistaber. This is a very fast mount.
    • Swift Silvermoon Hawkstrider - Summons and dismisses a rideable Swift Silvermoon Hawkstrider. This is a very fast mount.
    • Great Mulgore Kodo - Summons and dismisses a rideable Great Mulgore Kodo. This is a very fast mount.
    • Turbostrider - Summons and dismisses a rideable Turbostrider. This is a very fast mount.
    • Swift Ironforge Ram - Summons and dismisses a rideable Swift Ironforge Ram. This is a very fast mount.
    • Swift Sen'jin Raptor - Summons and dismisses a rideable Swift Sen'jin Raptor. This is a very fast mount.
    • Forsaken Warhorse - Summons and dismisses a rideable Forsaken Warhorse. This is a very fast mount.
    • Swift Orgrimmar Wolf - Summons and dismisses a rideable Swift Orgrimmar Wolf. This is a very fast mount.

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