Entries in yogg-saron (10)

Ulduar Second Look: The Antechamber

It's amazing how time flies! With a new dungeon on the horizon and boss testing already underway, I figured I better get my ass in gear on these second looks! It's been a few weeks since the first article, which covered the Siege area of the dungeon, and I feel like I've gotten a lot more experience with the three fights that make up the Antechamber: Iron Council, Kologarn, and Auriaya. Though the Algalon encounter is technically in this area, it cannot be accessed until after Yogg-Saron, so it will be included in a later second look. Let's move right along, shall we? The Iron Council - I won't lie. I wasn't exactly happy when we made a detour from Kologarn in a raid earlier this week to go pick a fight with the Iron Council first. It's not that it's an especially tough encounter, at least not if you follow the prescribed sequence of Steelbreaker -> Molgeim -> Brundir, but there are just so many easy ways for it to spin out of control. Tanks get their face smashed in by a Fusion Punch, or forget to move Steelbreaker out of the Rune of Power quick enough. People forget to remove the debuff from the tank. Or, maybe, the group in the back lacks the means or forgets to interrupt Brundir's Lightning Whirl. The Iron Council - Steelbreaker, Molgeim, and Brundir The Iron Council - Steelbreaker, Molgeim, and Brundir A second's misjudgement on the part of the tank, or those that are directly supporting him, can lead to sudden and plentiful wipes, quickly wearing down the raid's morale. And so it is, that whenever we attempt this fight, we almost always get through it, but not before racking up a few losses. One-shots of the Iron Council have been rare for my guild, no matter how experienced with the encounter the players involved may be. As a rogue, there's damage to avoid, but not a whole lot to contribute until interrupts are needed for Brundir in the final phase. Typically, at that point, the fight is already won. The hardest part of the Iron Council is the first third, when resources are spread thin and you have to account for all three generals at once. So how does this fight measure up to my expectations? Honestly, they were pretty spot on. Adds are one thing, but any encounter where you have to control several boss characters at once is going to have consistent challenges to meet (see: High King Maulgar or Fathom-Lord Karathress, both from Burning Crusade). Just as well, it seems that very few guilds have completed this encounter on the hardest difficulty (by killing Steelbreaker last). Why don't we move on to something a little more palatable? Kologarn - Oh, man. Kologarn looked so imposing when we first saw him. He's even the guy that Brann Bronzebeard is running away from the Ulduar preview video. A colossal golem, and a gatekeeper mob at that. He's got to be a pain in the rear, right? Nope. Kologarn in all of his massive glory. Kologarn in all of his massive glory. This. Guy. Is. A. Pushover. He gets points for looking cool, and he can push some heavy, periodic damage with his Shockwave ability, but other than that, Kologarn is a total piece of cake. Especially on 10-man, where you don't really have to rotate tanks, just keep one on the sidelines to pick up the rubble that spawns when you kill his arm. It's been quite awhile since my guild has wiped on Kologarn and its rare that anyone dies during the fight (only when they idle in the eye beams too long or accidentally fall into the gap). It's not really an issue for ranged attackers, but the only problem I've encountered as a melee dps is that the Rubble that spawns from a smashed arm can dish out a really nasty AoE. Avoid the beams, kill the right arm (four times should be enough), keep your healing steady, and this fight is a piece of cake. Auriaya - We've nicknamed her the Crazy Cat Lady. This fight is painfully simple, perhaps even more so than Kologarn, if (and this is a big if) you can handle the pull. It's dependent on having some really skilled tanks, and even though my guild does, we've still had trouble with engagement. The most typical strategy I've seen is to have most of your raid sit around the corner (down the stairs from Kologarn), and let the tanks stand just out of the line of sight until she gets into melee range. It may be prudent to have a Shaman drop a totem further up to actually pull Auriaya and give your meat shields a little bit more time to react. Her panther adds will immediately pounce the closest aggro targets, which (if we do it wrong) seem to be healers most of the time. The Crazy Cat Lady! The Crazy Cat Lady! To reduce this, I've found it a good idea to have the tanks time their damage reduction cooldowns just right so that they can survive the initial assault presumably without the help of healers. If you get past that point, the encounter is terribly facile. Train everyone to stand in front of her (as opposed to far away or behind her) and dish out the damage. If you're doing this fight on 10-man, you may not even kill the Feral Defender that she summons. Should that happen, simply avoid the large (and very obvious) void zone it leaves behind. AoEs are handy for the smaller adds, but they are not a primary concern. Conclusion - The Antechamber is heavy on quick tank kills, but if your guild has the chops to survive those, it's arguably the easiest section of Ulduar. What may slow you down is exhaustion more than anything. By the time we get to Auriaya, it's usually the end of our first night in the dungeon, people are tired and not nearly as focused as they were in the beginning. This makes managing the pull even tougher than normal because people aren't on their "A-game." It makes a good stopping point, though, because even if you have the energy after killing the Cat Lady, this is where things get real. Ulduar up until this point, believe it or not, has been a cakewalk. The four Guardians, and what lay beyond them, require deeper, more pointed strategies, so its better to tackle them after a good night's rest! I'll be covering the Guardians (Hodir, Thorim, Freya, and Mimiron) in the next edition of the Second Look, and I have to admit that it's my favorite part of the dungeon. There's some good eye candy and dynamic fights to look forward to, not to mention it's the most lore-centric section of Ulduar. All four of these bosses you've met or been involved with while leveling up in Northrend! Meanwhile, I want to hear what the rest of you thought about these fights and the Antechamber in general. Too easy, too hard? Has your guild also been thwarted by the tough pulls or is it smooth sailing all the way through? If Ulduar was an epic trilogy, would this be your Empire Strikes Back? Please let me know in the comments section!

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Doing The "Impossible"

1_07_07_09_10_13_44Being someone who likes to keep tabs on what the major raiding guilds are doing, I must say the last several weeks have been among the most interesting I have seen in a long time. If you are not familiar with the recent news I am talking about the whole ordeal surrounding the "Heroic: Alone In The Darkness" achievement, which is the hardest of the Yogg-Saron hard modes. Killing Yogg with the help of zero keepers means giving up a lot of help. There is no one to save you should you nearly die, the tentacles are much nastier than usual, there are no sanity wells, and most importantly you cannot kill the immortal guardians in phase three. Winning this encounter is considered the peak of the current raiding content; it is more difficult than taking down Algalon himself. What is interesting to me is when people first started trying this encounter not only did they think it was hard, many thought it was impossible. That's right many theorycrafters at sites like Elitist Jerks thought it was literally and mathematically impossible. This belief was so commonly held that many top guilds, including guilds like Ensidia, seemed to give up on it, waiting for a nerf before they continued working on this encounter. It is this belief that made so many people cry foul when Exodus first got the achievement by exploiting the encounter. The point I am getting to is just how utterly impressed I am that despite all this; a few guilds, most notably Stars, continued to grind away at this night after night until they came up with a strategy that was able to beat what they are calling the most difficult encounter in the history of WoW. Being the raid leader of a guild who has spent nights wiping on much tamer hard modes, I can imagine the type of dedication and endurance that doing something like this would take. Since Stars' world first we have seen two other guilds, one EU the other US, win this fight. It is impressive all around, but I think special recognition needs to go to those that strived to do something that was deemed unobtainable. I have to hand it to Blizzard for not caving in and nerfing this before guilds like Stars could prove everyone wrong. For the rest of us, maybe it proves that nothing is impossible after all.

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Exodus Suspended, Oh My!

Stern, But Temporary
I don't know about you guys but even though I am a far cry from the hardcore raiding base, I still live through them vicariously.  I follow the MMO-Champion's Hall of Fame, I check up on all the "top guild" websites here and there, and I even report about the major events in the top echelon of raiding.  Instead of freaking out over the conditions surrounding the King of Pop's death this weekend, I was busy reading into the death of an Old God.  None other then Yogg-Saron+0, the last undefeated Ulduar encounter, bit the dust a few days ago.  Like Jackson, as soon as The Beast with a Thousand Maws uttered his last whisper claims of a mysterious death were uttered. Turns out that the cries of shenanigans against Exodus were just, as the guild openly admits to using a newly discovered, by them, exploit after getting banned from the game.  The banhammer notice, details of the exploit and trash talking are all included in the guild's official statement.
In our many attempts at trying to figure out a way to defeat Yogg zero watcher, we found a way to use bugged game mechanics to make phase 3 easier in zero watcher then one watcher. The bug is when someone is left inside the brain room of Yogg-Saron, they can still get aggro on the adds that spawn in phase 3. That means if you have someone getting healing aggro in the brain room, they will get aggro on the adds, which cause them to evade in place and allows for all of your raids dps to be focused on Yogg. We discovered this mechanic on a wipe, and decided to see if we could actually get it to work. The first attempt after that wipe, we realized it worked, and went with it and killed it on that attempt. We also filed a formal bug report on Blizzard's website.
Blizzard's EULA clearly states that using an exploit to gain an unfair advantage is against the rules.  Exodus doesn't deny that they exploited, or complain about the temporary ban, at least not directly.  Nope, Exodus cries foul of favoritism by Blizzard amongst the hardcore raiding guilds.  The team alleges that Ensidia and Nihilum have used "clever game mechanics" before, even citing a few Ulduar examples, but haven't been meet by the same backlash from other hardcore guilds, or, and more importantly, Blizzard.  At the moment the team is riding out a 72 hour ban and it makes me wonder who at Blizzard makes these decisions.  It's obvious that the issues are handled case by case, so does that mean there is a higher up who oversees the GMs?  Or is it at the discretion of a server's lead GM?  Any readers have that much insight? The guild mud slinging really brings me back though.  In the vanilla days of World of Warcraft, whenever a new first kill was announced on Magtheridon (US) everyone would respond that "Feared killed Onyxia first."  The quip was due to a long standing debate between who killed the dastardly dragon first, Horde or Alliance.  I don't see it anymore so it must have died during The Burning Crusade's heyday, as that is when the old guild disappeared. Slap on the wrist and name calling aside, claiming that you have the right to exploit because the fight is unbeatable is an incredibly lame justification.  In case you are wondering, the exploit has already been hotfixed. What's more interesting to you, the temp ban or the possibility of unequal treatment?

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Lessons Learned In Ulduar

UlduarOne thing I love about raiding is comparing the different raids to each other and seeing how boss fights and dungeons evolve from patch to patch. While leading raids I often catch myself comparing boss strategies to other bosses we have defeated in the past. When explaining Thaddius in Naxx the comparison is always made to Mechano-Lord Capacitus in the Mechanar, and when talking about Elder Ironbranch's root ability Illhoof's demon chain ability comes to mind. With all these similarities going on it is always refreshing to see new abilities we are not used to. It seems like as you progress through raid content each dungeon has a few key lessons that the raiders must master, and when they do they will be stronger players for the rest of their WoW career. In BC I always had the impression that Magtheridon was designed to teach us how to coordinate raid members and get everyone clicking at the same time, Tempest Keep was there to teach us how to CC trash and deal with adds during boss fights, and Hyjal seemed to teach us how to deal with trash and bosses when you couldn't control the pace. In more modern times Sartherion (with drakes especially) seemed to teach us how to avoid standing in things that would kill us, Malygos taught us how to use vehicles to defeat a boss, and Naxx taught us how to mindlessly AOE trash and zerg bosses (JK!). So this all brings us to the question. What is Ulduar trying to teach us? Besides being a bit of an introduction back into the world of real raiding, it seems to me the key lesson from Blizzard is this: DPS control. This means not only high DPS, but know when and where to apply it, and more importantly when to stop. We see it as early as fights like Razorscale and Deconstructor. For Razor you only have a short window in which to DPS the boss, and you need to make sure you hit her hard when you can. Deconstructor takes it up a notch with controlled DPS on his heart. Too little and the boss doesn't die fast enough, too much and you are looking at a double heart phase and too many adds. Down the road we see bosses like Mimiron and Freya when killing things at the same time are essential to winning the fight, so it is really important to not kill the head or that stormlasher too early. This entire lesson culminates with the big man himself, with controlled DPS needed in all phases of Yogg Saron. Making sure the guardians all die in the pool, and not when they are ferried over, then killing the right tentacles at the right times, while saving lots of burst DPS for the brain just seems to drive the lesson home. DPS is not about pure numbers but applying the right amount of damage to the right targets at the right time. Understanding this is what will separate the best raiders from the rest. With Ulduar Blizzard is making sure we are learning our lesson. How do you guys feel, what lessons have you learned in Uldaur, or even other raids?

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More Changes for Ulduar

Yogg-Saron, just another old god. Yogg-Saron, just another old god. The changes (or nerfs as some of us raiders like to describe them as) for Ulduar keep rolling in. All of the changes should be live, but some may require a realm restart. The first significant change comes to the "end boss" of Ulduar, Yogg-Saron (who's lovely face you can see to your right):

The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.
Now, my guild is working on the fight currently and to really demonstrate the impact of these changes on our first pull of the night we managed to hit phase three of the fight (which we had never done before). If that doesn't really show how tuned down this fight has become, well I don't know what else will. The spawn rate is much slower in phase one, there are no more mind controls and basically there is zero reason for anyone to die in that phase anymore. The change to guardians spawning on a player protected by a Flash Freeze is a welcome change to say the least. There are a few other changes also (which can be read on the World of WarCraft Forums):
  • In the opening sequence of Ulduar you can now see Liquid Pyrite from farther away.
  • The Flame Leviathan encounter has received the following changes: the bonus health Flame Leviathan receives per tower has been reduced, the ejection height from Flame Leviathan has been reduced, the snare effect of the Tower of Frost has been removed, and the cannons on Demolishers and Siege Enginers should now break Flash Frozen vehicles in 1 shot.
  • The XT-002 Deconstructor encounter has received the following changes: the health of the heart has been slightly reduced in heroic difficulty and the rate at which Gravity Bomb and Searing Light are cast has been reduced.
Being able to see the liquid pyrite at a greater distance is a welcome change. The whole Flame Leviathan encounter has gotten what seems to be a massive scaling back and I imagine we will see a lot more hard mode deaths for FL. XT-002 Deconstructor also got a nerf, mostly to the hard mode (which only 350 guilds have beat) because activating it should be slightly easier (although if you couldn't activate it before, should you even be doing it?). The gravity bombs and searing light also got their rate of cast reduced which should make the fight slightly easier or considerably easier depending on the severity of the rate change. While I appreciate the changes Blizzard has made in making raiding more accessible (as has been the philosophy of this entire expansion) it is a little annoying to be working on an encounter and making progress on it, only to see it changed and made much easier. My guild isn't a top guild but we progress fairly well on our 3-day schedule and it almost seems like at this point unless you're in a 5-day a week guild trying to clear as fast as possible you won't be experiencing these fights in their original form. While my guild will soon be one of the 3000 guilds having downed Yogg-Saron, it can't be argued that this is a much easier fight now. So raiders of Project Lore, are you a fan of these changes? Are you happy that the fights have been made easier? Do you think this is the right way for Blizzard to kind of "open up" raiding to everyone?

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Incoming Ulduar Nerfs

One of the major pieces of content from the latest major content patch was Ulduar, the new raid instance. Many people are exploring the instance and killing the bosses inside. Many people are also dying inside Ulduar... a lot. Blizzard has decided that people are dying too much. This has caused the developers to make many of the bosses much easier so that those people who are having trouble can experience the content much quicker. This is quite in line with their determination to allow all players to see the encounters, but not necessarily defeat them in their most difficult incarnations. The guys are starting out with a few of the earlier bosses in order to hopefully have more players full clear the instance, or at least get a little bit further. I have yet to beat all of the bosses inside Ulduar, having only cleared up to Yogg Saron, and I know many others have also not cleared the instance. However, it is only the third week that the content has been available, so I'm ok with some of the encounters taking many tries to defeat. How do you guys feel about the nerfs? Here are some of them in detail, in case you're curious:

  • The Ignis the Furnace Master encounter has received the following changes: The interrupt effect and duration of the damage from Flame Jets has been reduced, the damage from the Slag pot has been reduced, the number of Heat stacks needed to transform an Iron Construct into a Molten state has been reduced, the base melee damage done by Ignis has been reduced, and the damage bonus Ignis receives from Strength of the Creator has been slightly increased.
  • The Assault Bots on the Mimiron encounter will now attack faster, in turn they will do less damage per hit.
  • The XT-002 Deconstructor encounter has received the following changes: The duration of Tympanic Trantrum has been reduced, the timer for XT-002 to hit berserk has been increased, the damage of Light Bomb has been reduced, the effect radius of Light Bomb has been reduced, and the health of XM-024 Pummeler has been reduced.
  • The aggro radius for several trash mobs before General Vezax has been reduced and the health has been reduced on Void Beasts and Faceless Horrors.
  • The Kologarn encounter has received the following changes: The damage of Stone Grip has been reduced, the amount of time to break someone out from the right hand has been increased, the radius and damage of Rumble has been reduced, and the damage of Focused Eyebeam has been reduced.
  • The Assembly of Iron encounter has received the following changes: The damage of Rune of Death has been reduced, the damage of Chain Lightning has been reduced, and the damage of Lightning Whirl has been reduced.

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Wraith Observes Algalon the Raid Destroyer

Algalon the ObserverWith Yogg Saron having already been downed many times all over the world, there remain a few challenges from Patch 3.1 that have yet to be overcome. Wraith, an EU guild has managed to unlock the 10-man version of Algalon the Observer, the "True" final boss encounter of Ulduar by defeating the Assembly of Iron, Hodir, Thorim, Freya, and Mimiron, all on their hard modes. MMO-Champion has a multitude of screen shots courtesy of Wraith, along very few details about the fight, but it is being speculated that each raid has only one hour per day to attempt to defeat the boss. I've heard rumors that failing to defeat Algalon results in the destruction of Azeroth, though I can't help but feel that might be a bad move on Blizzard's part. I guess we could all escape to the Outland, though. Check out MMO-Champion's post for all of the crazy screen-shots, and leave your predictions on how long it might be until we see a world first Algalon kill.

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Raiders Rejoice, Ulduar Is Hard!

Yes, I know it’s popular for everyone to want to get easy loot off of easy bosses, but not everyone feels that way. I personally love a challenge, and I know I am far from alone.

It is for this reason that Naxx was somewhat disappointing to me, I know it was their plan to make the first tier of raiding accessible, but after farming for months on end, I feel it got somewhat mind-numbing.

It is for that reason I was fairly nervous going into Ulduar the first time yesterday. While I knew it would be harder, I was concerned that it too would quickly become another boring farm grind. I was really hoping they would give a challenge.

Man, did I get my wish! Ladies and gentleman, I am happy to report the bosses in Ulduar are SIGNIFICANTLY more difficult that those in tier 7, and even harder than I had ever expected. Now I’m sure there are those among you that will disagree, no doubt some of you crazies out there went in and demolished the place, I even saw that Ensidia has downed Yogg-Saron. But for me, I’m pretty confident this content will keep me busy for a while.

My guild was able to make quick work of Flame Leviathan (one shot, dare I say he was easy? :p), but man did things take a turn after that. Ingis was incredibly challenging, and after a few hours of diligently wiping we moved on the both of the other bosses that are available after Leviathan goes down. While both Razorscale and XT-002 seemed much more manageable, we were unable to down either of them. I’m feeling pretty good that at least one of these guys will be going down tonight, but I am just thrilled at the new mindset this has put me in.

No longer do I expect to clear half the instance in a day, I don’t even know if we can clear half the instance in a month! Ulduar is a challenge, and we haven’t even hit the hard modes yet. I couldn’t be more excited for the level of difficulty lying ahead of us.

How are you guys doing in there? More importantly, how do you find the difficulty? Are you guys knocking down bosses because it is too easy, or are you hitting your head against a wall because it is too hard? I’d love to hear your experiences.

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ZOMG, More Ulduar Information

SolidSamm Is About As Tall As A StepI know my good buddy Bastosa already covered WoW-Europe's preview of Ulduar, but I can't contain myself.  Forget about the fact that my toon is a bit further behind his raiding accomplishments, this is new content we are talking about here!  Unlike my controversial post on Dual Spec yesterday (that it is a band-aid feature), I am pretty sure everyone is incredibly excited to learn more about the Titans and Old Gods as we battle through new encounters. Feature list:

  • Fourteen boss encounters.  Eleven of these will have a "hard" mode for players who want more of a challenge - and extra, high item level loot.
  • The area is split up into two sections, an entryway and then the dungeon.  Via the preview, an army lead by the first boss guards the rest of the dungeon.  The fight will involve vehicular combat, and yes, the vehicles will scale with gear.  The initial skirmish will be one of the eleven encounters with a hard mode.
  • Confirmed bosses include Flame Leviathan, Freya, Thorim, Hodir, and The Iron Council.
  • Yogg-Saron, the second known living Old God, is alluded to being the final boss.
You may have noticed that there is no mention of Freya, Thorim, Hodir, or The Iron Council in the preview post.  That information came out thanks to a post on the official North American realms detailing the planned testing of v3.1 and the raid.  Blizzard will be changing up their testing from here on out, possibly in an attempt to stop World First Kills from happening shortly after the content goes live.  Patch v3.1 will be tested in chunks (the above bosses being the first batch) that are only available during a strict timeframe.  Adding to that, the North American and European playerbases will be given different content to test at different times.  Furthermore, the territories may not even be allowed to test some content at all. With over a baker's dozen worth of encounters, immense scope and scale, Old God and Titan lore, possibly an Old God itself and stories based on Norse mythology, Ulduar seems like a can't miss.  Here is to hoping that the fights come out as fun and distinct as the first one sounds.  One question did immediately pop into my head after reading the preview, "Why are we fighting against Thorim and Hodir after we have done so much for them?"  Ideas? Also, Voltron reference...awesome!

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Patch 3.1 Class Changes Announced

Go Get \'Em BlueEveryone's favorite class designer hit the official forums during maintenance day to inform us that class changes for Patch 3.1 would be announced soon.  For those who don't already know it, Patch v3.1 will be Wrath's first content patch, with the main feature being the addition of an all-new raid known as Ulduar.  Popular speculation has Yogg-Saron - the second known "Old God" - or parts of him as the final boss.  Piggy-backing on the big content patch are numerous other tweaks, such as the classes changes discussed below. Making good on Ghostcrawler's promise, Eyonix threw up Part 1 of the upcoming changes.  However, only Rogues (yahoo), Priests and Shamans currently have a short-list of changes, every other class is "coming soon."  I am no Shaman, nor am I an expert Priest, but it seems pretty obvious that both classes have been buffed overall in the listed changes.  As for what my lovable little gnome thinks about his upcoming changes?  Awesome. PvP, that is the big change for Priests.  The notes specifically state that Shadow PvPers will see increased survivability thanks to a buff to Shadow Form which reduces magic damage along with physical damage.  Although no specific modifications were detailed, Eyonix notes that the developers are looking into making Holy have "additional PvP utility."  All the Discipline Priests shouldn't feel left out though, they get an entirely new ability, Power Word: Barrier, which is essentially a PW:S for their group.  Blizzard even through in some love for the whole class, adding Divine Spirit as a core ability. Shamans of the Elemental and Enhancement varieties also scored some additional, although undefined, PvP utility.  Following that, Dalaran's lag should be slightly lower come v3.1 thanks to the streamlining of Totems.  Mana Spring / Healing Stream Totems and Disease Cleansing / Poison Cleansing Totems have been combined. They are now two totems rather than four separate lag-inducing pillars of doom.  The nature-friendly class has received one modification that might be viewed as a nerf, Chain Lightning will jump to four targets, but do less damage.  The less damage could mean for the fourth jump or that the overall DPS output by CL will be lowered The number one change I was looking forward to for Rogues was how Blizzard planned to tackle the annoyance of keeping Hunger for Blood active.  For the none rogues out there, the spell had to be spammed three times, wasting two extra global cooldowns and 60 energy, to max it out.  Then it had to be refreshed every 30 seconds to keep it up.  While refreshing didn't break stealth - you could refresh while creeping to the next mob - it was incredibly annoying to worry about an ability with such a short duration that was so desperately needed.  The new HfB is a self-buff that can only be used when a bleed effect (anyone's bleed) is active.  While the need for a bleed is indeed a nerf, the 6% damage increase - from 9% with three stacks to 15% with no need for stacking - should help soothe that irritated skin. Like the other classes, rogues have also seen a selection of buffs beyond the HfB change.  Added haste, lower cooldowns and additional damage to various talents and abilities should make every rogue happy.  However, we do not know the exact amount these favorable changes will impact us, due to the numbers on a few of tweaks not being unveiled. The rest of the classes will be revealed in the upcoming parts of Eyonix's post.  Please hold off on the complaints until you see your own buffs.  Remember, these notes are not comprehensive and therefore do not list all the changes.  On the flip side, they can also be thrown out the window at a moment's notice. All of the changes do seem to be buffs, so perhaps Blizzard is saving all the nerfs for one giant post to get all the QQ out at once...Sly devils. In other news, numerous bugs have been found in WoW recently, but the developers are already hard at work on hotfixes. Update: Eyonix has posted more class changes.  Warriors, Warlocks and Druids should check out the post covering Part 2 of the changes.

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