Cataclysm in PC Gamer UK, Blue posts

Cataclysm rumours/info now in PC Gamer UK VERY BIG Spoilers
In the latest issue of PC Gamer (UK) (buy online) is a 6 page article named '50 reasons to play Catalysm'. The vast majority of what is covered is already known/confirmed, however, there appears to be verifcation of certain rumours first made here on MMO-champion in the days before Blizzcon but that were never confirmed nor denied.

Just a note on the source before everyone starts screaming for links for scans. I don't have any, nor would I post them if I had them. The proof however can be found in the highstreet shops of the UK in issue 212 of PC Gamer UK (April edition).

  • Note #1 Important – The guys from PC Gamer were kind enough to give me a few more information on that. The article is NOT officially endorsed by Blizzard and is mostly the result of their own work, that means that a small part of speculation is involved. Just keep in mind that we're talking about people who interviewed developers in the past and who sell thousands of magazines each month.
  • Note #2 – If you missed it (… really?) you can still read the original World of Warcraft Cataclysm post. And you might want to check the Cairne Bloodhoof Quest Changes from the 3.3 PTRs.
  • Note #3 – Yep, I totally stole the introduction of the post from Donbar's original post on the forums. And I'll probably steal the rest below.

Warchief of the Horde

  • Thrall will become the next Guardian of Tirisfal. However, Thrall will merely 'leave Garrosh in charge' though this does not stop Garrosh from declaring war on the Alliance and fortifying Horde outposts and cities.

Inner-Horde relations

  • After assuming command of the Horde, Garrosh labels Cairne a traitor and executes the Tauren Leader. However, this does not seem to be the end of his involvement in Cataclysm and his seeming demise is linked to the greener, lusher Desolace.
  • Garrosh will throw out most of the Blood Elves and Forsaken from Orgrimmar.

Deepholme

  • It is possible that the Alliance and Horde will be involved in a major battle within Deepholm.
  • Airships will battle in the gigantic caverns al a Icecrown style.
  • The area will also cater for flying mounts.

Raids and Dungeons

  • Cataclysm will ship with 8 Heroic Dungeons (not including Deadmines and Shadowfang) and 4 Raid encounters.
  • The Skywall will contain a raid with Al'Akir as the end boss.
  • Grim Batol and Uldum raid will patched in post-launch.

Other

  • Harrison Jones has returned with his friends and is linked to the Archaeology profession.
  • One of the new features included in the guild interface/mechanics system is a Looking For Guild function.

Frozen Orbs Greed/Need rolls in 3.3

Quote from: Wryxian (Source)
Yeah it just takes one person to press Need after everyone's pressed Greed on the Frozen Orbs and you miss out. But the good news is that in patch 3.3.3 this won't be the case anymore — the roll for Frozen Orbs will be an automatic Greed roll. Rejoice!

Trading Card Game Forum Live!

Quote from: Eyonix (Source)
A forum has been made available for those who wish to discuss the World of Warcraft Trading Game. To begin discussing the TCG with others please follow the link below.

http://forums.worldofwarcraft.com/board.html?forumId=26146637

Blue posts

Quote from Blizzard staff
Low level talents in Cataclysm
Yes, low level talents will be looked at extensively. The talent tier just above the 51-point talent was just a good example. (Source)

Tanking stats and Stamina

I'm not sure I buy that logic. If tanking gear had thousands and thousands of Stam, tanks would still socket Stamina because it's reliable. If your health is low, then even if your avoidance is 99% that means sometimes you're just going to die and no healer can save you. Now, if healers can generally heal you through damage but then eventually gas out, then avoidance becomes more attractive because it lets healers heal you longer. Does that mean you gem it? Not sure, but at least a trinket with all avoidance might be pretty exciting.

We also think we figured out a budgeting scheme to let tank gear have the same basic Stamina as dps gear. It's not a huge balance concern either way, but it does look weird when dps plate has more.

As for parry vs. dodge, there are just going to be a lot of debates both within our office and on all of the boards about how it should ideally work and the relative value of each. Those conversations are going to go on a long time and not the kind of thing that can easily be summed up in a pithy GC post. (Source)

1v1 Balance and Healer vs. DPS
To reiterate:

1) I said at some point "All things being equal, a dps should be able to kill a healer."

2) OP wondered what the context was for that statement.

3) I said the context was probably (because I don't remember) mana: meaning that all things being equal, a healer should eventually run out of mana. In other words, the way to counter a healer is to run them out of mana. It can't just be "I explode the healer with my awesome damage" because if that was true, it would mean a healer couldn't heal themselves through one attacker and would have little chance keeping themselves or a team member alive vs. 2 attackers.

4) The real take home message is that we don't put a lot of time balancing 1 v 1. The reasons are A) that there is nothing in the game that showcases 1v 1 encounters (you don't get Arena points from duels), and B) 1 v 1 balance doesn't scale well to team balance, which is showcased in Arena and BGs.

Players like to argue "If it's balanced 1 v 1 then it will be balanced for any number of participants." But that math doesn't actually work because of team synergy. The definition of synergy is that the total effect is greater than the sum of the component parts, or in other words, 1 + 1 > 2. The second you buff someone you are making both of you more powerful — the buff is not divided by the number of recipients. Your team is more powerful than just the sum of what each of you can do individually. A 3 v 3 Arena match is fundamentally *not* a trio of 1 v 1 duels happening simultaneously.

Another way to consider it is to look at the damage done by a 10 player raid. Is a 25 player raid roughly 2.5 times that of the 10 player? No, it's probably closer to 3.5 times. It's not a linear scale. Now to be fair some of that is from fewer healers and tanks, but even that helps to support my point that you can't extrapolate upwards from 1 player and expect to have a meaningful encounter.

[…] If healers were overpowered relative to dps then you would see more two healer teams. Most of the time, that's just not worth the sacrifice you make in giving up that second dps player. I wish we saw more 2 healer teams in 5s, but that's a slight tangent.

I do think mana for healers is too easy to come by and I've said that several times. Even if healers ran dry more often though, I don't think that should let a dps guy just beat a healer in every duel because "Hey, I'm dps — I should win." (Source)

Patch 3.3.3 PTR Build 11655, Blue posts

Patch 3.3.3 – PTR Build 11655
A new build has been deployed on test realms! So far it looks like the only changes are the ones from the official notes, but I'm digging.

Official Notes Changes
The official notes have been updated once again!

Quote from Blizzard staff
Druid (Forums / Talent Calculator)
Glyphs

  • Glyph of Focus: Now increases the damage done by Starfall by 10%, down from 20%.

Hunter (Forums / Talent Calculator)

  • Heart of the Phoenix: Cooldown reduced to 8 minutes, down from 10 minutes.

Warrior (Forums / Talent Calculator)

  • Thunderclap: This ability now counts as a ranged attack, granting it double damage on critical strikes instead of 150% and ranged miss chance, and still cannot be dodged or parried.

Arms

  • Bladestorm: Warriors can now be Disarmed while under the effects of this ability.

PvP a Blizzard Employee IV
Testing on PTRs is fairly important if you have a couple of minutes to spare on testing, I strongly suggest that you come on the test realms to help. If you think it's useless just read the next blue post.

Quote from: Ujumqin (Source)
Hi all,

We will be hosting another PvP event on the US realm Anasterian tomorrow (3-11-2010) at 4:00PM PST! Queue for Random Battlegrounds for your shot to PvP with us!

What: Random Battleground Finder
Who: Blizzard QA

  • Horde – 'Blizzard' guild
  • Alliance – 'Blizzard QA' guild

Place: US Server Anasterian (Those on Broxigar can participate by Queueing for a Random Battleground)
Time: 4:00PM PST
Date: 3/11/2010

(Note: Time/Event is subject to change.)

New Random Battlegrounds Issues

Quote from: Ujumqin (Source)
Hey all,

We need your help in collecting information on issues you may be running into while using the Random Battleground feature. Specifically we want to know if you are experiencing the following (and when you experienced these issues):

  • Not being able to enter Battlegrounds when the queue pops.
  • Not being resurrected by the Spirit Healer when dying in a Battleground.
  • Unable to see Spirit Healers after dying in a Battleground.
  • Getting stuck in a Battleground after the match has finished.
  • Becoming un-killable after dying in a Battleground.

If you've come across other issues related to Battlegrounds that are not included in the list, please feel free to describe what you were seeing and when you were seeing it.

Thanks!

Community Interviews Exorsus and Enigma

Quote from: Slorkuz (Source)
We've updated World of Warcraft's five-year anniversary site to include two fansite interviews.

Exorsus, currently the third best guild in the world, is also the top Russian and former top European guild. We met Viksh, its leader, to talk about how the guild was created, what makes it different from others, and how a team should be ruled to be efficient.

In the second interview, we speak with Fraya, the leader of the Enigma guild on the Deathwing realm, about his most memorable moments over five years of playing, Enigma’s experience in high-end raiding, and where the guild expects to find itself in Cataclysm and beyond.

Check out the anniversary site to read the full interviews.

Anniversary Site: http://www.wow-europe.com/wowanniversary/interview/
Exorsus Interview: http://www.wow-europe.com/wowanniversary/interview/exorsus.xml
Enigma Interview: http://www.wow-europe.com/wowanniversary/interview/enigma.xml

Blue posts

Quote from Blizzard staff
Tanking Stats
Stamina is always going to be valuable for tanks, so I'm not sure a strategy of trying to force tanks to gem / enchant other stats is ever going to feel good. That said, tanks used to worry more about being the mana sponge. The way to alleviate being the mana sponge is to take less damage and a great way to take less damage is to dodge more.

The relative value of dodge vs. parry is something we'll have to play with. My gut reaction is that parry needs to be cheaper since avoiding 100% of one hit is more valuable than avoiding 50% of two hits, but I'm not sure how much cheaper. Avoiding spikiness (which dodge will contribute to) also has value, and if the second hit after a parry is dodged instead (such that you lose the parry "charge") that plays into the cost as well.

The passive talent tree bonuses for tanks will probably be something like 1) reduces damage taken, 2) increases damage done, 3) reduces damage taken in a way unique to your tree.

Yes, we're still dodging the DK question. For now. Smiley (Source)

1v1 Balance – Healer vs DPS
I think my point there was that the healer will eventually run out of mana. If they are able to damage you while healing themselves though, they will likely win.

It comes down to this: If a healer can't beat a dps one on one, then there is no way a healer will be able to keep an entire three-person team alive. In that scenario you might as well just run with 3 dps and there becomes no role for the healer in Arena teams.

Note: this does not mean that in every single case that a dps spec defeats a healing spec in a duel that there is a problem with the class. (Source)

Fan Arts
3 new Fan Arts have been added to the Blizzard Fan Art Section.

3.3.3 New Toys, Blue posts

Patch 3.3.3 – Jepetto's new toys!
Jepettoy Joybuzz in Dalaran will sell 3 more items in 3.3.3! Your favorite toymaker added the following to his inventory:

Blue posts

Quote from Blizzard staff
Alterac Valley imbalance
We have discussed this numerous times. Based on the data we've collected over the years after all of the changes that have been made to Alterac Valley, we simply do not agree that there are any glaring imbalances in the map favoring one side over the other enough to easily sway a match one way or the other. (Source)

Masteries Cap
It's possible you will only get the benefit of the tree in which you've spent the most points, or will only get the benefit from say 50 points maximum with the bonus chosen from the tree with the most points in it. We'll have to see when the talent trees are more finalized and we start to figure out build strategies.

Overall, the goal is to spend points as you want, and not feel penalized for spending into another tree or feel like you have to game things by spending more points than you want in your tree. Remember these passive bonuses are designed to give you flexibility, not lock you into anything. (Source)

[…] Imagine you spend 55 points in Retribution, so you get the maximum passive talent tree bonuses from that tree. Your remaining points you can spend where you want, in Retribution, Protection or Holy. It does discourage some kind of true hybrid build where you go partway down multiple trees, but we aren't really trying to support those, and they aren't very popular today.

The flexibility comes (hopefully) in having more discretionary points that you can spend on talents you like, rather than sacrificing raw damage, healing or tanking to do so. (Source)

Mastery/Talent system and new players
It's designed partially with new players in mind. It will be much harder to have a truly terrible talent spec because you won't be able to help but be reasonably good at your chosen role.

The mastery stat itself won't show up until high level, and even when it does, you should have more confidence that it's a stat you want instead of say trying to figure out the percent of your damage that is physical damage to calculate if armor pen is good for you or not.

I admit that adding passive bonuses at all to talent trees complicates the talent feature slightly. We hope to make up for that by there being less paranoia about picking "the wrong" spec. The wrong spec might only be a slight loss instead of a tragic loss. As a point of comparison, dual-spec complicates talents a little, but overall we think it was good for the game. (Source)

Mastery bonus distribution
To answer your question — and this applies to all classes. the first two mastery stats are gained by placing points into a given talent tree (and wearing the gear intended for your class, e.g. leather for druids). This will allow us to remove many of the talents that always felt mandatory, especially at the min-max level, and allow room for customization.

When we begin revealing specific class information, (such as new spells and abilities, and the talent tree revamp) — the posts we've made thus far, will make much more sense. I feel, players should look at the stat/system changes, as well as this mastery post as a "piece of a puzzle" — and ask questions, provide feedback, but understand that until more information is released, it's not possible to see the whole of the picture. (Source)

Masteries Q&A
# 1. 28/28/20 spec. Does mastery on gear affect both highest trees or give no benefit at all?
Mastery on gear gives you one bonus. That bonus is the third passive (the unique one) in the tree in which you’ve spent the most points. In the examples we gave, those are Absorption, Radiance and Runic Power generation.

# 2. How are ferals and Dks as tanks working with mastery system in place? Are they to care about it for threat or do they have separate bonuses.
Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.

# 3. How are the non-pure classes going to be balanced against those with a full 76 point passive benefit? Balance, enhancement(not so much), shadow, feral, ele, resto, holy and Ret all have this issue.
Assume you only get the passive bonuses for the tree in which you’ve spent the most points, and there is a ceiling per tree (which could be something like 51-55 talent points). If you spend more points than that in a tree you still get the benefits of the talent. If you spend points in another tree, you are benefiting from those talents instead. Unless you try to make say a 40 / 36 / 0 build, you shouldn’t be losing passive bonuses.

If you turn level 10 and spend 1 point in Discipline, you are now a Disc priest. You receive the Disc talent tree passive bonuses and mastery rating on gear benefits your Disc passive bonus (Absorption). If you reach level 85 and have 70 points in Disc and 6 in Holy, you are still a Disc priest and the same rules apply. If you change your build to 51 Disc / 20 Holy / 5 Shadow, you are still a Disc priest.

# 4. Hybrids who use spells not improved by their spec on occasion such as heals or the extra lava burst are feeling that their non-specced spells are going to be extremely weak as compared to now.
They are weak now and the intent is to keep them that way. We aren’t trying to nerf them any more than they are today. If we want to make sure Resto shaman can do big Lava Bursts, we’ll give them a talent or something to make that happen. We don’t want Resto shaman to Lava Burst anywhere on the scale of an Elemental shaman. Again, how they perform today is pretty much the target for where we want to end up.

Death Knight (Forums / Talent Calculator)
Runic Power boost through Frost masteries
I know it's hard to get a feel for the design when you can't see the complete picture, but talent trees are changing for Cataclysm. As Eyonix referenced above, we are changing the DK rune mechanic a little so that you aren't so GCD constrained. This in turn will give us a chance to rebalance how much runic power Frost gets. Remember that in many cases we are pulling talents out of the trees and giving them to you as passive bonuses. In general if you see a passive talent tree bonus and think to yourself "Hmm, that doesn't sound very good for me," then it's probably because we haven't revealed the changes that lead to that being attractive to you. (Source)

Warrior (Forums / Talent Calculator)
Shockwave vs. Thunder Clap
Shockwave is technically a ranged attack, like a hunter shot. This means it's treated like an attack (and not a spell) for purposes of what you want but can't be dodged or parried. (I believe ranged attacks can be blocked, but I can't honestly remember off the top of my head.) The Shockwave treatment might be the right way to go for Thunder Clap. Thunder Clap is currently a spell that hits for physical damage and can't be dispelled. The distinction among spell, melee and ranged attack (or persistent auras like Consecrate) is a largely technical one that doesn't always encompass unusual abilities well.  (Source)

Thunder Clap in 3.3.3
I think we're likely to make Thunder Clap a ranged attack (like Shockwave) for 3.3.3. This will let it get 20…

Mastery System Preview

Update – The first part of Patch 3.3.3 is now available on the background downloader. As a reminder, the patch will NOT be deployed on live servers this week, this is just the background downloader.

Mastery System Preview

Quote from: Eyonix (Source)
Last week, we gave you an early look at the changes we’re making to the stat system in World of Warcraft: Cataclysm, and explained how these changes will ultimately provide players with more interesting gear choices and make stats easier to understand. Today we’d like to go into more detail about a brand-new feature that’s an integral part of this overhaul: the Mastery system, a set of new game mechanics designed to allow players to become better at what makes their chosen talent tree cool or unique. With this system, we want to accomplish three things: give players more freedom in how they allocate talent points, simplify some of the “kitchen sinky” talents that try to do too much at once, and add a new stat to high-level gear that makes you better at your chosen role.

Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree — meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

One of our primary goals with Mastery is to give players more flexibility to choose fun or utility-oriented talents rather than make them feel obligated to pick up “mandatory” but uninteresting talents, such as passive damage or healing. (For examples of the kinds of powerful but boring talents we’re talking about, take a look at the talent tier just above the 51-point talent in many of the existing trees.) In a sense, Mastery makes it so every talent in (just for example) a rogue tree essentially has an invisible additional bullet point that says “???and increases your damage by X%.” This way, if you choose a talent like Elusiveness (which reduces your chance to be detected while stealthed) or Fleet Footed (which affects movement), you won’t feel like you’re giving up damage in exchange for utility.

There will still be talents that boost damage, of course, but those talents will also affect the way you play. For example, you can still expect to see talents like Improved Frostbolt, which reduces the cast time of the Frostbolt spell; it increases DPS, but it also affects the mage’s rotation. Piercing Ice, however, is just “6% more damage” and is the kind of talent we’re trying to eliminate by implementing the Mastery system.

As we get closer to Cataclysm’s release, we’ll go into more detail about the changes coming for each class, including individual talent-tree adjustments and how Mastery will affect them. In the meantime, here are a few examples to demonstrate the three kinds of passive bonuses we described above. Please keep in mind that we're still working on this system, and the handful of examples we're providing here are, of course, subject to change.

Holy Priest
For each talent point spent in the Holy tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent from the Discipline tree, which many Holy priests consider to be a “must-have.” Regeneration will also probably be determined by whether you are in or out of combat, and not the “five-second rule.
  • Radiance – Adds a heal-over-time effect to direct heals, such as Flash Heal. Mastery on gear would boost this bonus, and no other talent tree would grant it.

Discipline Priest
For each talent point spent in the Discipline tree, the priest also gets:

  • Healing – Improves your healing by X%.
  • Meditation – Improves your mana regeneration from Spirit in combat. This would likely replace the existing Meditation talent.
  • Absorption – Improves the amount of damage absorbed by spells such as Power Word: Shield and Divine Aegis. Mastery on gear would boost this bonus, and no other talent tree would grant it.

Frost Death Knight
For each talent point spent in the Frost tree, the death knight also gets:

  • Damage – Improves your melee and spell damage by X%.
  • Haste – Improves your melee Haste by Y%. This might allow us to remove some of the Haste in the Icy Talons line of talents.
  • Runic Power – Improves the rate of runic power generated by abilities. While all death knights want runic power, Frost death knights would generally have more runic power than Blood or Unholy death knights (who would receive a different benefit from their respective trees). An Unholy death knight who sub-specs into Frost would still be able to benefit from this bonus, though because they’re investing fewer talent points, they’d benefit to a smaller degree. Mastery on gear would boost this bonus, and no other talent tree would grant it.

A couple other things to note: Currently, we’re not planning to retrofit the Mastery stat onto current level-80 gear when we roll out the stat-system changes prior to Cataclysm’s release. However, Mastery will begin appearing on select quest and dungeon items. You will also gain a small amount of Mastery by wearing gear of your intended armor type (such as plate for paladins). For players with dual specs, when you change between your two chosen specs, the Mastery bonuses and the benefit you receive from the Mastery stat on gear will adjust automatically based on your new spec.

We’ll have more details to share about these and other changes we’re making in Cataclysm in the future, and we’ll do our best to answer your questions about the Mastery system here on the forums. For information on many of the stat changes being made in Cataclysm, please check out our earlier update at –

http://forums.worldofwarcraft.com/thread.html?topicId=23425636414&sid=1

Patch 3.3.3 – PTR Build 11643

Patch 3.3.3 – PTR Build 11643
A new build has been deployed on test realms. So far it doesn't look like there are a lot of changes out there but stay tuned, test realms can be full of surprises!

Pets / Mounts
Lil' XT finally got its own model, the name is VERY similar to Lil' K.T. and it wouldn't be surprising to see this pet appear on the Blizzard Store at some point.

On a sidenote, both Celestial Steed and X-53 Touring Rocket got their own spell and are confirmed to be 310% flying mount.

Spell Comparison
These changes are generated by comparing the data available in the client, keep in mind that they could be temporary (or just wrong) if they are not in the official notes.

Quote from Blizzard staff
Items

Icecrown Citadel

Death Knight (Forums / Talent Calculator)
Glyphs

Priest (Forums / Talent Calculator)
Glyphs

Rogue (Forums / Talent Calculator)
Glyphs

Warlock

  • Dark Pact now has a 100 yards range (up from 30 yards) and ignores the line of sight.

Official Notes Update
The Patch 3.3.3 PTR Notes have been updated to reflect the changes made in this build.

Quote from: Blizzards (Source)
Warlock (Forums / Talent Calculator)

  • Dark Pact: This ability no longer requires line-of-sight with the summoned demon, and the range has been increased from 30 yards to 100 yards.

Technical

  • Frame Rate: A maximum capacity of 200 frames per second has been added. To disable the frame rate limit, the following line should be added to the Config.wtf file: SET maxFPS "0".

Blue posts, MMO Report, Comics

The weeks starts slowly because it's pretty hard to connect to the PTR these days, hopefully we will see a new PTR build very soon to fix the current issues.

Is Patch 3.3.3 going live this week?
Not a chance. The last 2 ptr builds were fairly unstable and Blizzard would never risk pushing it live this week, especially with some of the developers and lead developers attending the GDC in San Francisco this week.

Blue posts

Quote from Blizzard staff
Healing and Mana Efficiency in Cataclysm
If you use your efficient heal 100% of the time, then sometimes people will die for want of a quick or big heal. If you use your quick or big heal 100% of the time, then sometimes you will run out of mana. If you use the right heal for the job, you will be awesome and get fat purps.

[…] We want the choice that downranking provided (don't use a big heal when a small one will do) without all the problems of gaming the coefficients of the lower level spells.

[…] Prior to LK, healers wouldn't use their quick / big heal every GCD. They would even stop heals to avoid wasting mana. We're not really trying to bring back cancel macros in a big way, but we would like for the best healers to be the ones who know when to use the right spell at the right time. (Source)

Tanking Threat
I would be very curious to see those numbers. You're making a jump from "Sometimes AE pull off of me" to "AE will always pull off of me," and that's just not what we're seeing. I totally buy that a warrior may work harder to generate as much, or less, AE threat as a paladin. We've acknowledged that is a problem. But that is the comparison I would make, not the comparison between "Sometimes I have to do stuff to maintain threat" and "Under no circumstances should I ever have threat problems."

It isn't the goal that dps can never pull off of you under any situation. If that was the goal, we're wasting an awful lot of the game space on all of these +threat and -threat talents and abilities, when we could just institute a rule that mobs will never retarget off of their initial target (which would hopefully be the tank). I don't think that would make tanking more fun, though it would definitely make it easier.

The threat-related goals still remain:

1) All — Get threat to scale better at higher dps levels.
2) Paladin — Nerf the threat capacity of HoR and SoC.
3) Druid — Something to do on AE packs besides Swipe.
4) DK — More burst threat, which the Icy Touch change should accomplish.
5) Warrior — As I've said, we're pretty happy with, minus points 1 and 2 above.
6) I'll add that if taunts retain the ability to miss at all, it should be something you can gear your way out of. It's also possible we'll just make them always hit. (Source)

The MMO Report
It's monday and the MMO Report is always a nice way to start the week!

Comics
Dark Legacy Comic #228 and Teh Gladiators #116 are out.

Ruby Sanctum – Info Compilation / Preview

Ruby Sanctum – Info Compilation / Preview [Spoiler]
Most of the Ruby Sanctum have been pushed in this patch and it looks like I have enough data in my hands for a small preview. As usual keep in mind that:

  • This is only a preview based on game files, I could be wrong on a few things.
  • Ruby Sanctum isn't even scheduled for release for Patch 3.3.3, it will be added with Patch 3.3.5 and a LOT of things can change in so much time.

Official Description

Quote from: Zarhym (Source)
As we prepare for the public testing phase of minor content patch 3.3.3, some players might come across information regarding upcoming content that isn't yet available. To avoid any confusion, we'd like to tell you about an exciting new raid dungeon we are working on for content patch 3.3.5.

The Ruby Sanctum

A powerful war party of the Black Dragonflight, led by the fearsome Twilight dragon, Halion, have launched an assault upon the Ruby Sanctum beneath Wyrmrest Temple. By destroying the sanctum, the Black Dragonflight look to crush those that would stand in the way of their master’s reemergence into Azeroth and to ultimately shatter the Wyrmrest Accord – the sacred bond that unites the dragonflights.

The battle that is to come will surely deal a crippling blow to the Red Dragonflight, however, it is up to you to stop this unprecedented offensive and defend the Ruby Sanctum. First you must face the assault of Halion's servants, Saviana Ragefire, Baltharus the Warborn, and General Zarithrian, before squaring off against Halion the Twilight Destroyer, a new and deadly force in this realm.

The Ruby Sanctum will feature 10- and 25-player content, Heroic difficulties and all-new rewards! Stay tuned for more information as we get closer to its release.

More Details on the instance / Loot Table by Zarhym

Quote from: Zarhym (Source)
  • Number 2. The lieutenants are sub-bosses which will each drop an Emblem of Frost. Halion is the main boss. While the activation of Heroic difficulty is different from the Obsidian Sanctum, the overall raid format for the Ruby Sanctum is very comparable.
  • You're likely to find some random pieces of armor on par with Lich King loot, similar to the items Onyxia dropped while Trial of the Crusader was the top-tier raid. You can also expect to see some more trinkets and things of that nature.
  • This raid will not only provide a bit of additional content to pair with the current content of patch 3.3, it will be the beginning of an advancement in the storyline for Cataclysm.
  • The plan is to have a normal mode and a heroic mode just like Icecrown Citadel, so far there is no plan for a Sartharion +1/+2/+3-like encounter.

Instance Screenshots (Non Official)



Boss Screenshots


World Map and Loading Screen

Ruby Sanctum Loot
Apparently, these spells will be used on trinkets dropped in the instance. They are only the proc and you should keep in mind that they will have additional stats just like any other trinket.

Halion Supposed Skills
These abilities are probably used by Halion. There isn't any way to confirm that before Patch 3.3.5 is deployed on live or PTR servers but they seem to be the only skills with hard mode versions. Assuming that you won't be able to activate the heroic mode on the mini-bosses, these skills are most likely used by Halion.

Keep in mind that this is only a theory based on the game files.

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Halion

         

   

   

   

Meteor Strike Deals…

03/04 In-Game Fixes, Blue posts

Recent In-Game Fixes – March 2010 – 3/4
Some of these changes have been around for a while apparently, during the latest PTR update I saw Blood Nova getting a 16 sec cooldown and the duration of Emerald Vigor was increased from 35 to 40 seconds. Instability's duration has been reduced from 8 to 5 seconds.

Quote from: Bornakk (Source)
Listed below are recent fixes we have applied to the game. Keep in mind that some of these changes may not be active until after the realm has been restarted.

To review previous in-game fixes, please visit:

3/4

  • In the Lord Marrowgar encounters, the boss will no longer reset threat after a bone storm and will now wait a small amount of time before attacking at the end of a bone storm.
  • In the Deathbringer Saurfang encounters, the boss is now less likely to cast Blood Nova on targets affected by Mark of the Fallen Champion.
  • In both normal and heroic versions of the 10 player Rotface encounter, the mutated infection ability will not be cast as quickly while the fight progresses.
  • In the 10- and 25-player heroic Festergut encounters, the malleable goo ability should no longer target pets.
  • In the Valithria Dreamwalker encounters, the duration of Emerald Vigor and Twisted Nightmares were slightly increased.
  • In the Sindragosa encounters, the duration of the instability debuff was slightly reduced.

Blue posts

Quote from Blizzard staff
Tank Threat Generation
I'm talking philosophy here, because I assume that's usually more interesting to a wider audience. Philosophically, tank threat generation is working correctly (i.e. as we intend) with perhaps 4-5 exceptions that we would like to fix:

1) Paladins can do a little too much AE tanking "splash" damage, often without even setting out to do so.
2) Tricks and MD take too much of a burden off of the tank / hide issue #3.
3) Damage and therefore threat generation aren't scaling well at very high levels of gear. <– this is the big one.
4) There is too much incentive to AE every pull, which puts a burden on the tank to AE tank every pull.
5) You could probably add that bears need a button to hit besides Swipe. (Source)

Overgearing instances
Yeah, overgearing the content is fine. Being able to zerg an instance is one of the fun parts of overgearing. We're not worried about that. But on content at appropriate level, it wouldn't be so bad if *some* of the pulls required more crowd control and single-target damage. (Source)

Warrior (Forums / Talent Calculator)
Warriors AE Threat
I don't think warriors need more sustained AE threat. You have Incite + Deep Wounds for Thunderclap and also Shockwave. Maintaining threat is supposed to take some effort. I don't think tanking would be any more fun if you hit Tclap and never had to hit a button again.

The actual problem, in our minds, is threat scaling. Warriors (and all tanks) could AE tank just fine in Naxxramas.* It only became a problem over time when the dps of the dps classes grew so much more quickly than the tanks, largely because the dps classes have so many dps stats on their gear while plate tanks have Strength. Tank damage was pretty close to 50% of dps damage in the first tier of content, which was our goal, but has slipped to 25 to 30% of dps (your mileage may vary) in Icecrown.

We need a system that keeps tank damage scaling at the same rate as dps damage. However, that system can't be dependent on gear stats (unless you're willing to see tank gear go away) and can't be as ridiculous as deep talents that say "You get 5 AP per point of Strength."

I think you just notice threat issues more on AE pulls because things like Tricks and Misdirect mask any problems on single target pulls. Separate problem.

And yes Paladin tank AE damage and threat generation is still too high, largely because of Seals and HoR, but long-term we're going to nerf that instead of making all tanks able to trivially maintain threat in all situations. Referencing the other thread on threat a little, why as a tank would you even care what buttons you push if maintaining threat is a foregone conclusion?

* – AE tanking was fine in Naxxramas. AE damage was, and has remained, over the top. We prefer a model where the risk of tanking too many mobs is that the tank dies, not that you can't maintain threat on them all (within reasonable limits of course). We also prefer a model where the dps do AE damage on some pulls and switch to single target dps on others. (Source)

Low FPS – NVIDIA 196.75 drivers

Quote from: Datth (Source)
We're getting reports where users are getting intermittent low FPS after installing these drivers. It seems that it is related to the fan control included in these drivers not working correctly and is causing the video card to overheat on 3D applications. This will affect Warcraft 3, World of Warcraft and StarCraft 2 Beta. Please uninstall the drivers and revert back to the older ones.

Windows XP: http://www.nvidia.com/object/winxp_196.21_whql.html
Windows XP 64-bit: http://www.nvidia.com/object/winxp64_196.21_whql.html
Windows Vista/7 32-bit: http://www.nvidia.com/object/win7_winvista_32bit_196.21_whql.html
Windows Vista/7 64-bit: http://www.nvidia.com/object/win7_winvista_64bit_196.21_whql.html

More information can be found on threads such as these:
http://forums.nvidia.com/index.php?showtopic=161525
http://forums.nvidia.com/index.php?showtopic=161503

3.3.3 Mounts, Battlecry Mosaic, Blue posts

Patch 3.3.3 Mounts
Patch 3.3.3 introduced a couple of new mounts and I think it's time for a recap!

Celestial Steed
The Celestial Steed is probably the most impressive mount of his patch, it looks like a mix of Invincible and Algalon. I'm not really sure where this mount will drop for the moment but considering how cool it looks, I wouldn't expect it to be widely available.

Blazing Hippogryph and Wooly White Rhino
Both mounts are supposed to be TCG Rewards but as you probably know, Blizzard and Upper Deck Entertainment won't be working together anymore in 2010 and the future of the WoW TCG game is unclear. The Blazing Hippogryph was supposed to be a reward of the Wrathgate TCG expansion (UDI stated that Wrathgate Booster won't go into production) and the Wooly White Rhino is currently a reward of the "Icecrown" TCG expansion.

Even if we can't know what will happen with the TCG, it's pretty obvious that Blizzard has a plan and developers aren't adding more TCG rewards to the game just for fun. Just sit tight and wait for the official announcement.

Crimson Deathcharger / Azure Deathcharger
I'm starting to hate these mounts. A couple of days ago I pointed out that they were most likely a reward of the new Icecrown Citadel Quests but I slightly changed my mind since then. If you go through the list of new mounts in the database you will notice that the Crimson Deathcharger is actually a "summon", this property only applies to class mounts and it could be the sign that Blizzard just decided to be nice to Death Knights and wants to give them faction-specific mounts like Paladins. Once again, we will probably have to wait until the patch is live to figure it out.

Frosty Flying Carpet (Tailoring Only)
The Pattern: Frosty Flying Carpet is sold by Frozo the Renowned in Dalaran for Frozen Orbs x 6. (The DB will be updated when we can actually log in Dalaran on the PTRs)

Tom Chilton, Game Director- 5 Year Interview

Quote from: Nethaera (Source)
In this interview, World of Warcraft Game Director Tom Chilton talks about the hectic final months leading up to the game’s launch, crafting an MMORPG for a wide range of play styles, and the ongoing effort to improve the game through expansions and content updates.

http://www.worldofwarcraft.com/wowanniversary/interview/tomchilton.xml

World of Warcraft BattleCry Mosaic Complete

Quote from: Zarhym (Source)
Thanks to the combined effort of Warcraft players from around the world, we have reached twenty thousand submissions, and the final piece of the World of Warcraft BattleCry Mosaic has been revealed. Head over to the World of Warcraft anniversary site now and check out the complete mosaic, which can only be described by one word: epic.

You can now look at the complete mosaic using the site's mosaic viewer, download the original artwork wallpaper, and of course view the legendary-sized mosaic wallpaper. And while you’re there, make sure to also check out all the previously unlocked content.

Thank you to everyone who sent in their pictures to help us create a little piece of Warcraft history, and thank you to all our players around the world for your continued support. Lok'tar!

Check out the BattleCry page now, as well as our our updated special Battlecry Gallery (11 new):

http://www.worldofwarcraft.com/wowanniversary/battlecry/
http://www.worldofwarcraft.com/misc/battlecry-gallery.html

The wallpaper is probably one of the best ever released by Blizzard, it includes 4:3, widescreen, and even dual-screen versions!

Blue posts

Quote from Blizzard staff
Blizzard Voice Chat
The Blizzard Voice chat is actually pretty cool, and has improved greatly since it was released. We do see it as a success. We're completely fine with players using third party voice chat programs. It was simply important to us that an option was available for those who didn't want to rely on a 3rd party voice chat program — no matter their reasons.

Additionally, there are a great deal more players who use it than you probably realize. (Source)

Dual-Wield DPS itemization in Cataclysm
 We will be making one-handed weapons with Strength on them. (Source)

Hit in Cataclysm
As I've said, it doesn't really work that way though. Say you need 300 hit (using arbitrary numbers here) and your tier set provides 250 hit and you get the rest from gems and jewelry. Everything's cool. Now a new patch comes out and your tier set has 230 hit. No problem. You get rid of some of the gems and jewelry. Now a new patch comes out and your tier set has 240 hit. Now you curse Blizzard every time an item drops with hit on it.

In short, later gear has more of the same stat on it. When the stats are easily capped, the larger pools become hard to work around. I compared it today to playing Tetris with really large pieces. It's hard to make the puzzle work. (Source)

Warlock (Forums / Talent Calculator)
Unstable Affliction "nerf" in the latest PTR Build
Tooltip clarification. Move along. […]  I will say that Unstable Affliction backlash being unaffected by resilience really feels like a bug. I don't see how it's a necessary warlock perk. (Source)

Heroic Lich King Kill, PTR 3.3.3 Build 11623

Death Knight – The change to Death Grip was "an unintended change as a result of a bug trying to fix something else. Death Grip won't change between 3.3.2 and 3.3.3."

Note about the Celestial Steed – A few people reported that on the official site, Algalon is the last boss of the Vault of Archavon and assume that he will be available in this instance in a later patch. I would say that this is very unlikely, the official dungeons pages are greatly outdated (Ulduar is still shown as an "unknown" raid instance without any information) and this is most likely a very old error.

Update – Updated the PTR Build info.

Patch 3.3.3 – PTR Build 11623
A new build has been deployed on test realms, a couple of things have changed! As usual, these changes are from client data comparison and shouldn't be considered as final until they hit the official patch notes. Make sure you check the latest Patch 3.3.3 Notes Update.

Quote from Blizzard staff
Achievements

  • All You Can Eat (10 player) – Defeat Sindragosa in 10-player mode without any member of your raid receiving more than 5 stacks of Mystic Buffet. (Up from 4 stacks)
  • All You Can Eat (25 player) – Defeat Sindragosa in 25-player mode without any member of your raid receiving more than 5 stacks of Mystic Buffet. (Up from 4 stacks)

Companion Pets

  • Lil' XT – Right Click to set down or pick up your Lil' XT action figure.

Items

Death Knight (Forums / Talent Calculator)

Glyphs

  • Glyph of Disease now refreshes disease durations and secondary effects of diseases. (= The Icy Talon refresh bug)

Druid (Forums / Talent Calculator)
Feral

  • Mangle now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Mangle (Bear) now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Mangle (Cat) now increases the damage of bleed effects for 1 min. (Up from 12 sec)

Hunter (Forums / Talent Calculator)
Beast Mastery

Mage (Forums / Talent Calculator)
Fire

Priest (Forums / Talent Calculator)
Items

  • Item – Priest T10 Healer 4P Bonus – Increases the effect of your Renew and Power Word: Shield spells by 5%. (Old – Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.)

Rogue (Forums / Talent Calculator)

  • Slaughter from the Shadows now reduces the energy cost of your Backstab and Ambush abilities by 4/8/12/16/20. (Up from 3/6/9/12/15)
  • Serrated Blades now causes your attack to ignore up to 3/6/9% of your target's Armor.

Shaman (Forums / Talent Calculator)
Items

  • Item – Shaman T8 Elemental 2P Bonus – Increases periodic damage done by your Flame Shock ability by 20%. (Old – The periodic damage dealt by your Flame Shock can now be critical strikes.)
  • Item – Shaman T10 Elemental 4P Bonus – Your Lava Burst spell causes your Flame Shock effect on the target to deal at least two additional periodic damage ticks before expiring. (Old –     Your Lava Burst spell increases the duration of your Flame Shock effect on the target by 6 sec.)

Warlock (Forums / Talent Calculator)
Affliction

  • Unstable Affliction – Only one Unstable Affliction or Immolate per Warlock can be active on any one target.
  • Life Tap – Now converts [ 150% of Spirit + 1490 ] health into [1490 + Spell Power * 0.5 ] mana.  (Old – [300% of Spirit + 1490] health into [1490 + Spirit * 3 Mana]

Warrior (Forums / Talent Calculator)
Protection

  • Revenge damage has been slightly lowered, it now deals [ 31% of AP + 1636 ] to [ 31% of AP + 1998 ] damage at max rank. Down from  [ 31% of AP + 2181 ] to [ 31% of AP + 2665 ] damage. (That's still much higher than the live version)
  • Improved Revenge now Increases damage of your Revenge ability by 30/60% (up from 10/20%) and causes Revenge to strike an additional target for 50% damage.
  • Vitality now increases your total Strength by 2/4/6%, Stamina by 3/6/9% and your Expertise by 2/4/6.

Arms

  • Trauma now lasts 1 min, up from 15 sec.

The Celestial Steed mount added in 3.3.3 got its own model and looks like an Algalon version of Invincible … At this point I have no idea where the mount drops.

The Celestial Dragon had its model updated with a couple of new effects and looks very nice as well.

The Blazing Hippogryph (TCG reward for the moment, could change) has been updated with a couple of new effect and the model used for Tiger bosses in Zul'gurub got a new texture, most ilkely used in the Echo Isles during the Cataclysm prologue event.