Monday, October 24, 2011

MoP

Remind me tonight to get the WOW Annual Pass (AP).

Consider you get a free D3 ($60) and free mount ($10), that leaves $80 for 12 months of WOW.  Bonus!

Now, how do I feel about Pandaren?  My initial reaction was ... OMGreally in a befuddled kind of way, but after seeing them in action, I have to say -- they look good!  And the MoP areas look awesome too!

What I see going forward in WOW from this expansion:
* B would like to get rid of factions and faction based classes
* B will focus on crazy new content (like pokemon and new talents) since the old RPG guys have left.
* B will experiment with more swag like RTM and other stuff, as it will be testing for Titan
* It's all about Titan Titan Titan!

Tuesday, October 11, 2011

Daily Wish List

The Bag of Exotic Mysteries for desperately needed classes will now just contain 400-500 JP.

Hmm

http://us.battle.net/wow/en/blog/3665632/Sneak_Peek_Guardian_Cub_Tradable_Pet-10_10_2011#blog

What this post really makes me think is...

Do I need gold?

If so, how much?

And would selling these pets really work?

Thursday, October 6, 2011

Wishlist: new mechanic

Let's face it.  They just need to rework the loot tables for 4.3, so that:

Regulars drop 365 gear
Heroics drop 378 gear
4.3 Raids drop 391+ gear

Tuesday, October 4, 2011

Wishlist

I determined that focusing on what I want/do not want is inefficient as both things are possible with enough time.

Instead, better to focus on what I can and cannot do:

* I can level alts
* I can dress my alts in an array of neat gear
* I can get achievements and world event achieves

* I cannot succeed at raiding
* I cannot get the coolest tier gear from raiding (to dress my alts)
* I cannot get the coolest gear from arenas and battlegrounds

While those lists look balanced, its clear to me that the "can" list are low skill/low effort and the "cannot" list is extremely high skill/high effort. If you look at it from the opposite side, you might guess (rightly) that only a small percent of people are doing the second list and lots of people are on the first list.  When analyzed that way, it would say that a majority of casuals are supporting or carrying the hardcores.  Now, I don't mind carrying some hardcores but it really doesn't help me achieve my own goal of "getting neat shiz to wear for my alts."

TLDR: Wishlist --
* All bosses will drop a transmog token that will let you pick any tier piece you wish.

Monday, October 3, 2011

Wishlist

* In preparation for patch 4.3, all 359 and below items will now cost 500 JP and will stay at that price until 4.4.

Wednesday, September 21, 2011

special char codes

http://casualwow.blogspot.com/2006/11/alt-codes.html

Rate of change

http://us.battle.net/wow/en/blog/3435893/Dev_Watercooler_-_Rate_of_Change-9_8_2011#blog

After reading this blog, I still stick by my original inclination, which is "I don't like a lot of change".  In my case, I have a vested interest, which is, I don't have a lot of time to play, so I don't want to spend it relearning my class every month, not to mention -- I play all ten classes.  Being a "slow learner" on top of that, well, it doesn't make it too fun for casuals.

The sum total is -- STOP CHANGING THE CLASS MECHANICS!

Thursday, September 8, 2011

Blizzard wishlist

Add to my Blizzard Wishlist:

* All mining nodes give +1 skill
* 300 skill required for Outlands nodes
* 375 skill required for Northrend nodes
* 450 skill required for Cataclysm nodes

Friday, August 26, 2011

Mage Tanking... really?

I just saw several posts by [mage] people who would love to have a mage tank spec.

My problems with it are:
* I doubt people will still want to tank even with a spec
* The spec doesn't fit with the classical idea of the mage [ie dps]
* Tank specs should then have a dps spec just as good as mages

Ultimately, this moves the game design to a FPS like Quake or Unreal. In fact, just remove tanking all together and make everything a frag fest.

Wednesday, August 24, 2011

SW TOR

Let me just say that I enjoyed SW//KOTOR and to a lesser extend SW//KOTOR2 because the story in the first one was awesome -- that said, I think SW//TOR's binding the storyline to a MMO style game is unusual and belongs in single player play.  The rest of it will be a sad wow clone so I shall pass on playing it, until they make it F2P and I can run around on a lowbie level 20.

Should MMO Starting Areas Be Instanced?

A better idea to me would be have a lot of AOE quests, much like the "Putting out the fires" during Hallow's End in wow, where people are required to work together to put out a fire with buckets.  This converts quests from linear/solo achievements to temporal/group achievements.  Sure, they can still be accomplished either solo or group, but you are moving 100% of activity in 1 day to 100% activity in x days, where x days is the regular login/logout activity of players.


http://blessingofkings.blogspot.com/2011/08/instanced-starting-content.html

http://tobolds.blogspot.com/2011/08/crowd-control.html?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+ToboldsBlog+%28Tobold%27s+MMORPG+Blog%29&utm_content=Google+Reader

Actually

Now that I think about it, it should progress from 40-man down to 5-mans... lulz!

New Blizzard Mechanic

All raids will now be progression/attunement chains.

* Players are intended to clear normal dungeons to access heroic dungeons
* Players are intended to clear heroic dungeons to access raids
* Players are intended to clear normal raids to unlock heroic raids
* Players are intended to unlock heroic raids to unlock 25-man normal raids
* Players are intended to unlock 25-man normal raids to unlock 25-man heroic raids
* Players are intended to unlock 25-man heroic raids to unlock 40-man raid
* 40-man raids will unlock legendary shiznit

Or something like that.

Tuesday, August 16, 2011

Alas my heirlooms

Farewell, farewell...

Had a realization yesterday that I had no clue where my dual discerning eyes of the beast are.  I had transferred them over to Shandris a year ago, and keep purging those newbies (under level 10).  Somewhere in the shuffle, 150 champion seal's worth of gold trinkets went poof.  They are not coming back. They are not passing go.  They are not even in jail.  You will be missed, little guys.  Even if I don't have it in me to level another caster.

Thursday, August 4, 2011

Theoretical Question

If an MMO loses 20% or 30% of its peak subscriber base, should it:

(a)  start rolling out massive and exciting changes to lure its base back (like new content)

(b)  start catering to the remaining players (like adding little features the holdovers want, like ten Death Knights per server)

(c)  answer to no one and let the chief devs mangle the game mechanics however they see fit (making paladins use HP)


Tuesday, August 2, 2011

D3 Auction House

It looks like D3 will have a real money auction house, aimed for people with no time but money to buy things from other people for money.

Pros:
* Provides a legalized system of trade (instead of gold sellers)
* Win for people with no time (who can obtain epic gear, etc)
* Win for people with too much time (who can sell epic gear, etc)

Cons:
* People feel the value of "effort required to get epics" is lost
* Some people cannot participate

Since I mostly won't be playing D3, these points are lost on me.  However, I can see this model coming to Titan.  If that is so, I don't intend to buy epics from the AH... BUT... who knows.  In some cases, it may be more effective for me to pay a few bucks for 100 epic gems instead of farming them.  We shall see.


Tuesday, July 26, 2011

Wishlist

Various green and blue "sets" have been converted to armour sets, ie

Hardened Obsidium Armour (i278)
2p bonus: +20 stamina
4p bonus: +40 stamina
6p bonus: +60 stamina

and so forth.


Thursday, July 7, 2011

Hmm

Cata 4.0
------
Dungeons >> 333
JP >> 346
VP >> 359
RD >> 359
HRD >> 372

Cata 4.2
------
Dungeons >> 333
JP >> 359
VP >> 372
RD/HRD >> 378
HRD >> 391

Thursday, June 23, 2011

List your heirlooms

Mine is:
2x Plate chest and shoulders
2x Cloth chest and shoulders
Rogue chest and shoulders
Hunter chest and shoulders
2x Rogue daggers
One hand sword
2x Arcanite Reaper
PVE bow
PVP staff (WG Tokens)
PVP gun (WG Tokens)
4x PVP Plate shoulders (WG Tokens)

Since Cata:
2x Tank sword
1x Tank chest
2x Melee DPS cloak
1x Hunter cloak
1x Mage cloak
2x Tank cloak
1x Tank helm
1x Cloth helm

Wednesday, June 22, 2011

Quick thoughts

http://greedygoblin.blogspot.com/2011/06/who-are-loud-minority.html

1. I wonder if you could apply this thought to say, PhDs or economists who run the country... there are some l33t who are really good and then a lot of idiots with no idea but want the social glory of being perceived as a l33t.

2. I wonder if Blizzard shouldn't just say, Okay, people, raid content is $15 extra.  In a way, they already can do this by trading money in for time and make people spend the extra month/time/money by gearing up.

Monday, June 13, 2011

Goals

BDF >> Need 60 champ seals for tank chest, shoulders, and then buy the tank cape.

FC >> Need 1000 more JP so I can go into 4.2 near the cap and splurge for a 359 chest and ring/wand/cape.

Thursday, June 9, 2011

Goals

Mood: malaise
Reason: Reached limit of what I can get at i351 and raids are denied to me due to RL time constraints.

Goals:
Need 60 champ seals on BDF for tanking chest & shoulders

Need Exalted DST and TB on FC for tanking chest & shoulders

Need Paige to reach 85 so I can try another round as alliance.

Wednesday, June 1, 2011

Review of Cata

Reg Dungeons | 333 rewards
Heroic Dungeons | 346 rewards
Reg Raids | 359 rewards
Heroic Raids | 372 rewards

I think looking back that, this makes sense, however the culprit of the failed system was that the leap from 346 to 359 was too hard, too punishing, and that you had to somehow have 359 gear to do regular raids (paradox).  The fix is that the regular raids should just have been flat out easier/not so hard.  The real wall should have been at heroic raids.

Friday, May 27, 2011

A thought

Perhaps we should bring back attunements.

That is, you can get all the gear you want, but you cannot actually see content without unlocking the previous dungeon/raid tier.

It just sets expectations lower/higher, so that the "morons and slackers" won't have the desire to progress, yet they can still wear their epics.

Accordingly, let single player people do Tree of Fire personal quests to get some epics or shiny gear.

Mmm-hmmm

Like everyone else seems to be saying, there should definitely be an easy/medium/hard level of raids, instead of just medium and hard. Heck, easy could just give out 35 VP per boss instead of 70 VP per boss.  In my opinion, rewards should be like:

Normal dungeons: 333 gear, 70 JP per boss
Heroic dungeons: 346 gear, 140 JP per boss
Intro raid: 346 gear, 35 VP per boss
Normal raid: 359 gear, 70 VP per boss
Heroic raid: 372 gear, 70 VP per boss

Wednesday, May 25, 2011

Idea

How to get more tanks...

Make it easier...

More stam on gear!  That's all.

Monday, May 16, 2011

What what

Suggestions for Blizzard:

Heroic dungeon easing:
_ Players who complete all raid bosses in the first trimester will have a Legendary flag in their achievement banner
_ Players who complete all raid bosses in the second trimester will have a Epic flag in their achievement banner
_ Players who complete all raid bosses in the third trimester will have a Heroic flag in their achievement banner
_ There will be a 10% raid buff to armor, heals and damage in heroic dungeons and raids during the second trimester.
_ There will be a 20% raid buff to armor, heals and damage in heroic dungeons and raids during the third trimester.
_ There will be a 30% raid buff to armor, heals and damage in heroic dungeons and raids after the third trimester.
_ Prior to the next patch, regular 85 dungeons will reward 500 justice points per dungeon and 100 justice points per boss.
_ Prior to the next patch, heroic 85 dungeons will reward 1000 justice points per dungeon and 200 justice points per boss.
_ Prior to the next patch, a 359 weapon will be available at the justice point vendor for 4000 justice points.

World Tree:
_ The world tree include a series of quests that will allow you to build a legendary soulbound weapon.  Expect to complete about 1000 quests to build the legendary weapon.

Friday, May 13, 2011

Conquest Points

The problem:
2200 rating players devastate 1300 rating players

Solution:
Lockout 2200 players so they can only fight other 2200 players, and give 1300 players a massive tenacity buff.


Wednesday, May 11, 2011

600k subscribers is

108 million dollars per year (paying 15 a month)

Bye

Monday, May 9, 2011

10 Day Plan

1 Ramkahen daily... +150 rep
5 Dragonmaw dailies +1250 rep
1 85 dungeon run +2000 Dragonmaw rep
10 Tol Barad dailies +3000 Hellscream rep

10 day total:
1500 Ramkahen rep
32500 Dragonmaw rep
30000 Hellscream rep

Boiling down to 2 epics in 10 days.

Saturday, May 7, 2011

hmm

Did my five TH dailies
Did my Rama daily
Did my twelve TB dailies
Ran a 80 normal (BRC)... no rep but 124 JP (slightly useless)

I need 2K VP (i359 chest)
I need Exalted DMC (i359 neck)
I need Exalted ER (i359 hands)
I need Exalted Rama (i359 feet)
I need 100 more TB marks + honored TB (i359 trinket)

VP is serious business!

Monday, May 2, 2011

Just hit 85?

Do your dragonmaw clan dailies... 4 quests is 1000 rep for that Exalted DMC Epic
Do your tol barad dailies... need 125 commendations and Exalted rep for that Hellscream's Reach Epic
Do your daily heroic (VP Epic)

And if you're like me, get Exalted Argent Tournament for a heirloom item.

Tuesday, April 26, 2011

Nobody home...

Guilds are shrinking like mad.

Are people quitting WOW... or is it just the start of Spring and people want to do shit outside and shit...

Has Blizzard Failed Me?

My guild wants to raid
I need to raid to be with my friends, however,

I can't or don't want to run normal dungeons to get exalted Dragonmaw, Guardians of Hyjal, Earthen Ring, etc. rep
I can't or don't want to run randoms for dailies for 31000 JPs/VPs
I can't or don't want to do Tol Barad 330 times to get the two trinkets and weapon

This eliminates the end game for me

I can't or don't want to run 1-60 all over again.

This eliminates the starting game for me.

Blizzard... is there a niche for me?

Monday, April 25, 2011

Let's figure this out

The baseline:

14 - The number of pieces of gear to qualify for heroics
2 - The number of times you must gear up (333 > 346 and 346 > 359)
2200 - Amount of points per one piece of gear
70 - Amount of points rewarded for random daily.

So:

30800 - Total number of points to gear up for heroics
440 - Number of days doing a random daily to gear up 11 slots.

What does this get at?

Blizzard wants you to play an expansion for 440 days or 14.5 months of subscriber income.

Patch 4.1

Your first random dungeon of the day will now award 2200 Justice Points.

Your first random heroic dungeon of the day will now award 1100 Valor Points.

Heroic bosses will award 2200 Justice Points.

Heroic dungeons will have a 20% bonus to armor, heals and dps.




Friday, April 22, 2011

Another remedy

+20% armor/heal/dps buff in heroics

I <3 this post

http://pvsah.blogspot.com/2011/03/ot-firelands-difficulty-and-cataclysmic.html

It takes 30800 VP to put 359 in every slot (not counting weapon, OH and wand/relic). At 70 VP/day, that's 440 days to get equipped if you're every day casual.  In my dream world, you get one epic per day... after two weeks you are ready to run raids. Then spend the next three/six/nine months between new raids trying to down all 10 bosses or whatever.

That's just too much time.

What I want..

Ready To Raid (RTR) gear in two weeks, then spend the next three months downing the 10 raid bosses, with one dungeon run per day.  But as PVSAH said, heroics are a wipefest!

Tuesday, April 19, 2011

Great List

http://www.mmo-champion.com/threads/809640-Cataclysm-Pre-Raid-Gear-List-%284.0.3%29

Derp

For one faction, 17 rep runs (34000 rep) to get past honored, revered (12k, 21k) to get exalted rewards.

Repeat times four.  Thats 68 normal runs in total.  Ugh.

Monday, April 18, 2011

85+

Interest:  Getting to i359.

Currently: i329 (mostly Emberfire pieces).

Step One
Run following instances until Exalted with Hyjal, Ramaken, Earthen Ring, Dragonmaw
Grim Batol
Halls of Origination
Lost City of Tolvir

Grants four 346 and three 359 pieces.

Step Two
Gain 6600 VP (6600 VP div 70 VP/day = 95 days)
or (6600 VP div 490 VP/week = 14 weeks) [if you can stomach 7 heroics in one day come 4.1]

Grants three 359 pieces (3p T11: chest/legs/gloves)

Step Three
Buy two Ring of Warring Elements i346

Still need two Trinkets, weapon, OH and wand.

Sunday, April 17, 2011

Cata Faction Rewards


































Caster Rewards
Faction Hyjal Ramakhen Earthen Ring Dragonmaw Clan
333 Cloak Ring Head Gloves
346 -- Robes Cloak Ring
359 Belt Feet Hands Neck



































Tank Rewards
Faction Hyjal Ramakhen Earthen Ring Dragonmaw Clan
333 Neck -- Legs --
346 -- -- -- Head
359 Cloak Wrist -- Feet

Wednesday, April 13, 2011

LOL 10 mans

Blizzard's History of Raiding
2006... 40 mans, 25 mans
2008... 25 mans, 10 mans
2012... 10 mans, 5 mans
2013... 5 mans, 3 mans

The numbers are going down, not up.

And a new spin on fixing the tanking problem:
All classes will now have one tanking spec.
wut? Roguetank... yeah!
wut? Huntertank... yeah!
wut? Magetank.... oh yeah!

That would seem ludicrous but it would make everyone tank.

Of course, they need to add:

There will not be different sets for tanking/healing/dps... one set will provide all significant stats.  Maybe this can be toggled via a white gem, available from a vendor, similar to vanishing powder.

Tuesday, April 12, 2011

Blizzard announces

The autotank.

Whenever there is a shortage in the LFG queue, an autotank will be created. This AI bot will run the party through the zones. He will generate infinite aggro and the players will just sit back and DPS.  This should be roughly equivalent of riding a boat through a disney land, how the game is now, anyways.

Ideas for tanks

How about pop-up reminders for noob  tanks to teach the tank the encounters in heroics..

Phase 1. Sulfuras will target the tank

Phase 2. Sulfuras enrages at 50%

Phase 3. Fiery orbs will appear at 10% to kill DPS.

What I would tell Blizzard if I quit today..

1. Paladin mechanics was completely changed .. from burst dps to combo points.  Hate it.
2. Class mechanics change too much.. hotfixes weekly is too much.  Requires relearning mechanics every week.
3. Gearing up/gear progression/heroic dungeons are too hard/require more time & effort
4. Extrapolating #3, unable to see heroic dungeon content
5. Extrapolating #4, unable to see raid content
6. Extrapolating #5, unable to see heroic raid content, epics

Thursday, April 7, 2011

4.1 Call To Arms

In patch 4.1 we'll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.

Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the "Call to Arms: Tanks" icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you'll always be able to see which role currently has been Called to Arms, if any.

Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Cockatiel, and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magister's Terrace, and Deathcharger's Reins from Stratholme.

This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don't feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.

While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn't be working toward the goal of helping DPS players progress, and ultimately wouldn't keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they're cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don't get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won't feel like a waste of effort.

We think it's a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it's actually not uncommon for DPS to be the least represented role, and so if this new system works out and we're pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.

Spin on CTA

Maybe 10 CTA runs gets you a goody and 100 runs gets you something else... hmm hmm.

Guilds are already gamebreaking.  I hate not having access to guild level 20 rewards.  Reallysux.

Tuesday, April 5, 2011

YEAH

Achieved Honored with Guild...

unlocked heirloom capes.

Thursday, March 31, 2011

I'll say it again

The 1/3 Rule

1/3 Raiders
1/3 PVP
1/3 Casual

Blizzard addressed the last by revamping old zones.  But to it basically amounted to a reboot.  They should have instead changed a quarter/half of those zones into 80-100 zones and let people keep questing on the characters they are invested in.  Doing a reboot was basically a formula for getting people to leave.

And burnout.. why are people burned out? I am pretty sure it comes down to the stat where in LK you only had to farm 5 hours for an item, and now its like 20 hours.  I need to come up with better numbers, but that's the basic gist.

Easy content = more players, conversely
Harder content = less players.

Tuesday, March 29, 2011

Update

I'm still disgruntled at the difficulty level in Cata.

* Do ten quests for a fraction of a bar
* Rewards difficult to obtain
* End game difficult to obtain
* Enchants difficult to obtain
* Gems difficult to obtain
* Materials for professions difficult to obtain
* Class mechanics changed

Is anything easy to get?  No.

What have been the results?

* Raider burnout
* PVE burnout
* PVP burnout

What would have been better:

* Refactor some old areas (Desolace, Silithus, Dark Portal) into 85-95 areas.
* Keep old class mechanics.
* Materials easier to level (keep epic patterns/materials difficult to obtain).
* Keep old gear appearance (ie Lithe Boots) in game, by
* Allow people to change gear to look like anything you have in bank
* Free drake mount for buying Cata

I do think I am burned out. I will probably take a vacation in Aug (end of sub) for a bit.

Monday, March 28, 2011

Huh?

Worked on a low level hunter yesterday... was kicking much ass in battlegrounds.

I guess my post-cata projects have been:
Priest 1-30
Paladin 1-15
Hunter 1-16
Assorted paladins, of which, I still have:
32 Paladin
24 Paladin
20 Paladin

Thing is, like the Blessing of Kings blogs says, I fell in love with a Paladin class and they went and changed it.  Where it used to be... burst damage, cooldowns, burst damage (very FPS), now it is like combo point, combo point, wait, combo point, wait, finishing move.

I DON'T WANT TO PLAY A ROGUE!!!

Which makes me think what is left to play, and the only close that comes close to a FPS-style is... hunter. I still like Warlock (the better farming class of anything), but Paladin is definitely dead.  And that makes me sad.

Saturday, March 26, 2011

Progress

BDF Hunter 80 >> 81
FC Paladin 10 >> 15
FC Rogue 51 >> 52


Thursday, March 24, 2011

Doings

Stacycat [BE Paladin] 4 >> 7
Tamranger [NE Hunter] 2 >> 6
Caycath [BE Priest] 84 >> 85

Attack of the Nuubs

I started the following:

Night elf Hunter (BG twink)
BE Hunter (BG twink)
BE Paladin (80 #10)

My noob-fu will be dyno-mite!

Need bank alts.

Wednesday, March 23, 2011

Raid idea

Green
Yellow
Orange

idk. I think starter raids need to be easier.

Design win

They would have been better off just bumping the 1-60 to 80-110, and then instead of making everything brutal on raiders, scaled everything better with new sets of raid instances coming out every 3 months and tripling JP and VP rewards to get let the rest of the non-leets catch up.  As it is, Firelands may have to do for June-November and possibly one more raid until the next expansion in 2012, if it comes on time.

burn

I think I've hit a slight burn out phase.

85 Lock
84 Priest
80 Hunter
80 Mage
80 DK
81 Paladin
81 Paladin
80 Paladin
21 Hunter (alliance tourist)

I started another belf hunter so I could mess around in the battlegrounds.  Should be fun for ganks.  idk... not really motivated atm.

Monday, March 21, 2011

Hmm

So I turned on parental controls to see how many hours per week I am playing. I guess close to 20, about average (2 per night plus extras).  Last week was a freak occurrence because I was out sick two days.

Sun: 3 hours
Mon: 0 hours
Tues: 1 hour
Wed: 0 hours
Thurs: 3.5 hours
Fri: *DQ*
Sat: 5.9 hours

Total: 13.4 h
Average @6d: 2.2 h per day

If you remove Thursday to get a better image, then we have:
Total: 9.9 h
Average @5d: 1.98 h per day

No time in that to raid...





Rift

RIFT has failed.

Okay, that's a bit premature.  To be honest, I'm not a RIFT player, but the press and release seems to have gone off great and I hope it does.  What's got me thinking about RIFT is the comparisons between WOW and specifically how people have been bashing it for being "too easy"/"people will come back to WOW".  What that argument really shows is the schizophrenic nature of WOW as an "easy game"/"hard game".  In LK it way super easy, of course, because Kotick leaned on some heads to get more subs.  I guess he is tooling around more with his next toy Titan, because they've gone back to hard in Cata.  What hard mode really means is:

* Must have lots of time, aka grind, to do something of substance (hpug, raid)
* Big grind to play end game

What easy mode brings is:

* Lower barrier to playing (novices, new players, etc)
* Low or no grind
* Casual play times (1 hour per night, etc)

If we are to infer anything from LK is that easy mode = hordes of players (big subs) and hard mode = a few, elite players (opposite).

Back to RIFT, clearly they are going for easy mode/big subs... which shoots right back at their critics... what is wrong with easy mode?

Monday, March 14, 2011

DK Update

78 achieved on 3-12-2011.
79 achieved on 3-13-2011.

Other things I am doing:
- Started a jewelcrafter.  Got to plevel 50 on 160 bars of copper.  To advance more, I need probably another 200 copper and 200 tin.  OMG.  So fail fail fail.
- Started collecting 3 tempered saronite 8p armour sets just in case I want to level 3 more tanks. I have feet, pants, belt and chest. FYI, I don't actually need the helm since you get The Crusader's Resolution from doing a few measly quests in IC.
- 60/95 on champion seals so I can get me an heirloom bow.

Wednesday, March 9, 2011

Hah Blizz

It's been observed that Blizzard loves Facebook.  It tried to implement social utilities and sort of tie into the social game (Facebook: collect more friend).  Well. Despite it being shot down by the community, how do you think Blizzard would go about pursuing a web based forum where you can display your (virtual) character, events and ingame connections?

The wowarmory.

The next question is how could they make it more like facebook?
* Like/dislike events, gear, etc.
* Friend people
* Comments

Other thoughts?

Monday, March 7, 2011

I want it!

Shadowwell
AOE, just burns anything that gets within 30 yards for xyz damage.

Soulwell
Something for disc priests.

And how about a real mass pw:shield...
Everyone in the raid gets a PW:Shield that prevents abc damage.

Friday, March 4, 2011

Friday update

Warlock >> Did some Uldum quests and got honored with Ramakhen (333 ring)
Pal_1 >> Vashjir quests. Obtained Fine Toothed Comb and Petrified Spider Crab.
Pal_2 >> Vashjir quests. Obtained Fine Toothed Comb and Petrified Spider Crab.
Pal_2 >> Ran Heroic COS.

Wednesday, March 2, 2011

Update

84 Priest!

Sorry I had to abandon you vashjir... I will get back to you. I just need more rep with Ramakhen and Dragonmaw Clan.

Tuesday, March 1, 2011

Update

Current
85 BE Warlock
80 BE Mage
80 BE Paladin
80 BE Hunter
75 BE Death Knight

(Realm 2)
84 BE Priest
81 BE Paladin
80 BE Paladin

Goal
85 BE Warlock
80 BE Mage
80 BE Paladin
80 BE Hunter
80 BE Death Knight

(Realm 2)
85 BE Priest
81 BE Paladin
80 BE Paladin
80 BE Paladin
80 BE Paladin

Monday, February 28, 2011

LFD Shortages

I am wondering if Blizzard could just make an extra goody bag drop for tanks, which could contain one of
* extra money
* a rare design, trinket, etc
* special rare mount
* reputation voucher
* 100 justice points

This way more people have more incentive to be a tank in LFD.  Also, it gets easier to tank as you pick up better stuff.

Tuesday, February 22, 2011

Hmm

I'm slowly realizing that my time to play wow is slowly diminishing.  Couple that with the hardmode of 85+... its somewhat discouraging, so I'm finding myself more and more just messing around. 

I also want a hunter or something for 85.  Why did I ever pick spriest...

Monday, February 21, 2011

Updates

Not much. Tamed a lot of creatures for my hunter and got an alliance hunter to 5.

Pets!

Alliance Level 1 Hunter Pets

  • Dwarf:  Bear
  • Night Elf:  Nightsaber
  • Draenei:  Moth
  • Human:  Wolf
  • Worgen:  Mastiff

Horde Level 1 Hunter Pets

  • Orc:  Boar
  • Troll:  Raptor
  • Tauren:  Plainstrider
  • Blood Elves: Dragonhawk
  • Forsaken:  Spider
  • Goblin:  Crab
Thanks http://www.warcrafthuntersunion.com

Hmm what?

I have way many TODO's thanks to cata..

Maybe this would be the easiest plan:
  • Worgen to 85
  • Goblin to 85
  • Blood elf 80 of every class (still need warrior, rogue, DK).
Last night I tamed a dragonhawk and wolf.  Also flew my warrior to XR.  Tried the 84 warlock a few.  But not much time to play overall.

Friday, February 18, 2011

New idea

Voting yes for a LFD boot gradually costs more and more money.

So your first vote for yes is 50.
Second vote 100.
Third+ vote 200.

Increases if you are a prick and decreases if your group DPS is less than some average number.

Thursday, February 17, 2011

What if

It just cost you 75 gold to boot someone from a Pug.  Would that be enough disincentive to boot bads, or does Blizzard still need to program people via the boot rules?

Tuesday, February 15, 2011

Hmm

Strangest thought ran through my head yesterday as I finished getting my 75th champion seal (for a second Swift Hand of Justice).

I really don't care if I am 85 at all.

I guess its just funny because haven't we seen this before?  When the game came out, people raged about being level 60.  Then you had to be level 70 for BC, and then had to be level 80 for LK.  It just doesn't end.  So what does it matter if you get 85 now or get it a year from now?

What I guess I really want right now is to be level 80 on every blood elf.  To that end, I am at:

80 Paladin
80 Hunter
80 Warlock
80 Mage
80 Priest
74 Death Knight
50 Rogue
20 Warrior

Not too bad!

Friday, February 11, 2011

Thursday, February 10, 2011

oy

Dont really know what little I did last night..

Tamzin (+11 champion seals)
Caytai 55 DK (+1 level)
Tamreaper 6 Warrior (+1 level)

If I only had time to do three quests on a measley level 6, you know I didn't have a lot of gametime last night.

Wednesday, February 9, 2011

Top DPS

Thanks to www.stateofdps.com

Overall Totals

Class DPS (Avg) Median StdDev % Samples
Death Knight - Unholy 24347 21803 941 100 2339
Hunter - Survival 24269 22106 887 100 2339
Mage - Fire 24255 20041 1214 100 2339
Druid - Balance 24051 21441 1284 99 2340
Priest - Shadow 23957 21465 996 98 2340
Warlock - Destruction 23934 21781 923 98 2339
Rogue - Assassination 23760 22374 734 98 2340
Warlock - Affliction 23604 21171 967 97 2340
Shaman - Enhancement 22061 20715 766 91 2339
Druid - Feral Cat 21736 20332 815 89 2340
Warrior - Fury 21717 20808 823 89 2340
Shaman - Elemental 21442 19448 995 88 2339
Death Knight - Frost 21370 18760 982 88 2339
Warlock - Demonology 21146 17654 1237 87 2340
Paladin - Retribution 20576 19454 814 85 2339
Rogue - Combat 20091 17646 1155 83 2338
Hunter - Marksmanship 19687 18119 1773 81 2067
Mage - Frost 19046 17516 1004 78 2339
Warrior - Arms 17165 14706 1369 71 2239
Mage - Arcane 15726 14060 1350 65 2230
Hunter - Beast Mastery 13810 13506 2156 57 1826
Rogue - Subtlety 13394 12885 2825 55 376

Adjusted Totals

Class DPS (Avg) Median StdDev % Samples
Hunter - Survival 22469 22106 820 100 2159
Druid - Balance 22459 21441 1158 100 2160
Warlock - Destruction 22224 21781 759 99 2159
Priest - Shadow 22150 21465 877 99 2160
Death Knight - Unholy 22088 21803 797 98 2159
Warlock - Affliction 22049 21171 886 98 2160
Mage - Fire 21724 20041 1041 97 2159
Rogue - Assassination 21693 22374 640 97 2160
Shaman - Enhancement 20093 20715 696 89 2159
Druid - Feral Cat 20082 20332 711 89 2160
Warrior - Fury 20004 20808 734 89 2160
Shaman - Elemental 19797 19448 874 88 2159
Death Knight - Frost 19473 18760 869 87 2159
Warlock - Demonology 19218 17654 1057 86 2160
Paladin - Retribution 18984 19454 736 84 2159
Hunter - Marksmanship 18150 18119 1677 81 1887
Mage - Frost 18001 17516 929 80 2159
Rogue - Combat 17900 17646 955 80 2158
Warrior - Arms 15722 14706 1212 70 2059
Mage - Arcane 14708 14060 1285 65 2050
Hunter - Beast Mastery 12806 13506 2040 57 1646
Rogue - Subtlety 12447 12885 2624 55 347

I am legion.. I mean casual

I saw a definition of casual that said they don't have more than two hours to play wow per sitting.

Let's see, times I can play WoW:
* Nights 830-10pm
* Saturday 8-9am
* Saturday 12-2pm
* Saturday 830-10pm
* Sunday 12-2pm
* Sunday 830-10pm

All the above mandates me ignoring my sig other... a big no-no, so if nothing else, it's very generous with WoW time.

I guess that means I am casual (which also means I am not a moron or slacker, yay).

If I had more time, I could:
* raid
* gear more alts
* have more gold
* have more alts
* have more achievements

Despite this, I have been able to make seven 80s and see most of the content, so there :-)

Tuesday, February 8, 2011

Patch Notes 4.0.6

World of Warcraft Client Patch 4.0.6

Table of Contents

  • Classes
  • Dungeons & Raids
  • Guilds
  • Items
  • Professions
  • PvP
  • Quests & Creatures
  • Races
  • User Interface
  • General Bug Fixes (fixes pertaining specifically to the sections listed above are noted within those sections)

Death Knights

  • Death Coil damage has been reduced by roughly 10%.
  • Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them.
  • Necrotic Strike's absorption effect is now reduced by the target's resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.
  • The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.
  • Talent Specializations
    • Blood
      • Bone Shield now has 4 charges, up from 3.
      • Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
      • Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
      • Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.
      • If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
      • Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
      • Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap's cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.
    • Frost
      • Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
      • Howling Blast now deals 40% less damage to all targets other than the primary target of the spell.
      • Hungering Cold now has a PvP duration of 8 seconds.
      • Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon.
    • Unholy
      • Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.
      • Dark Transformation now increases pet damage by 80%, down from 100%.
      • Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
      • Desecration is now also triggered by Necrotic Strike.
      • The ratio of runic power return from Magic Suppression has been reduced by roughly one third.
      • Rage of Rivendare now increases strike damage by 12/24/36%, down from 15/30/45%.
      • Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura.
      • Shadow Infusion now increases pet damage by 8% per stack, down from 10%.
      • Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.
      • Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%.
      • Virulence has been redesigned. It now grants 10/20/30% additional disease damage.
  • Glyphs
    • Glyph of Dark Succor (new glyph) raises the minimum healing done by Death Strike from 7% to 15% of maximum health, but only while in Unholy or Frost Presence.
    • Glyph of Death's Embrace no longer refunds Runic Power when self-healing via Lichborne.
  • Runeforging
    • Swordbreaking and Swordshattering now reduce disarm duration by 60%, up from 50%.
  • Death Knight Bug Fixes
    • Blood of the North is no longer incorrectly increasing Blood Strike damage by 10%.
    • The tooltip for Blood Presence was giving an incorrect value and has been corrected.
    • The amount of bonus damage Blood Strike was receiving per disease was inconsistent with its tooltip and has been amended.
    • Crimson Scourge will no longer proc if Blood Plague is not present on the target.
    • Death Grip has a minimum range requirement of 8 yards against players, but this was not stated in the tooltip. The tooltip has been updated.
    • Desecration should stay in place while on the Alliance Gunship in Deepholm.
    • When a character is raised as a ghoul with Raise Ally, there is no longer a considerable pause after losing control of the ghoul before being returned to the corpse or graveyard.
    • The Scourge Strike tooltip is now correctly augmented by Rage of Rivendare.
    • The shadow portion of Scourge Strike was receiving more than 10% increased damage from Frost Presence and has been corrected.
    • The shadow portion of Scourge Strike no longer incorrectly still receives a 13% spell damage increase from Earth and Moon.
    • Glyph Fixes
      • The Chains of Ice tooltip is now correctly augmented by Glyph of Chains of Ice.
      • Glyph of Raise Ally now correctly affects the risen ally's health.
      • The Vampiric Blood tooltip became awkwardly worded after applying Glyph of Vampiric Blood. We made the words less awkward.

Druids

  • Barkskin is no longer dispellable.
  • Entangling Roots now has a PvP duration of 8 seconds.
  • Healing Touch is now trained at level 78, up from level 3.
  • Hibernate now has a PvP duration of 8 seconds.
  • Lacerate damage has been reduced by approximately 20%.
  • Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%.
  • Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%.
  • Maul damage has been reduced by approximately 20%.
  • Moonfire mana cost has been reduced from 18% to 9%.
  • Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well.
  • Nature's Grasp now has a PvP duration of 8 seconds.
  • Nourish is now trained at level 8, down from level 78.
  • Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion's Gift is chosen.
  • Prowl is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Rake damage has been reduced by 10%.
  • Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost is now 20% of base mana.
  • Rip damage has been reduced by 10%.
  • Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.
  • Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%.
  • Skull Bash's lockout time has been reduced to 4 seconds, down from 5.
  • Soothe is now instant cast, down from 1.5 seconds.
  • Worgen and troll druids now have new art for Swift Flight Form.
  • Talent Specializations
    • Balance
      • Fungal growth duration has been increased to 20 seconds, up from 10. In addition, it should now be much more responsive when detonating Wild Mushrooms.
      • Moonkin Form now grants 15% damage reduction instead of increased armor. In addition, shapeshifting in or out of this form now breaks roots. Note this is not stated in the tooltip.
      • The Shooting Stars buff duration has been increased to 12 seconds, up from 8 seconds.
      • Starfall will no longer strike targets that are not in combat and will now drop stars at a slightly faster rate.
      • Sunfire mana cost has been reduced from 18% to 9%.
      • Total Eclipse (Mastery) benefit from mastery increased by approximately 33%.
      • Typhoon mana cost has been reduced by 50%.
      • Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 30%.
    • Feral
      • Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear.
      • Blood in the Water: Timing on this effect has been improved so that Ferocious Bite will immediately refresh Rip, rather than be slightly delayed (which gave a chance for the Rip to expire despite being refreshed).
      • Infected Wounds now has a PvP duration of 8 seconds.
      • Pulverize weapon damage percent has been reduced to 80%, down from 100%.
    • Restoration
      • Disentanglement (new specialization): Causes shapeshifting to remove roots in addition to snares.
      • Empowered Touch now also affects Regrowth. In addition, after Tree of Life is no longer active, this talent will only refresh the most recently cast or refreshed Lifebloom, and will not refresh other copies of Lifebloom.
      • Natural Shapeshifter has been reduced to a 3/6-second increase to Tree of Life's duration, down from 5/10.
      • Nature's Bounty no longer affects Swiftmend, but now has a new effect. When the druid has Rejuvenation on 3 or more targets, the cast time of Nourish is reduced by 10/20/30%.
      • Symbiosis (Mastery) benefit from mastery increased by approximately 16%.
      • Tree of Life duration has been reduced to 25 seconds, down from 30.
      • Wild Growth healing has been increased by 30%, and the cooldown has been reduced to 8 seconds, down from 10.
  • Glyphs
    • Glyph of Entangling Roots redesigned. It now reduces the cast time of Entangling Roots by 0.2 seconds, rather than making it instant cast.
    • Glyph of Regrowth now causes the heal-over-time effect to refresh itself on targets at or below 50% health, up from 25%.
    • Glyph of Wrath now increases damage done by Wrath by 10% and no longer requires Insect Swarm on the target.
  • Druid Bug Fixes
    • Druid forms now have an Archaeology Survey animation.
    • Balance of Power's tooltip now states that spell hit rating is increased only by Spirit gained from items and effects.
    • Druids can correctly cast Barkskin while silenced.
    • Feral Charge: Cat should always turn the druid around to face the back of the target.
    • Hurricane now remains at the same location it was cast at while on a moving transport.
    • The mana return effect of Leader of the Pack is now consistent with its tooltip.
    • Maul and other Feral druid ability tooltips should now show the correct damage.
    • Druids in Moonkin Form should now correctly be able to mount.
    • Rank 1 of Naturalist is now reducing the cast time by what it states on the tooltip.
    • Nature's Swiftness is no longer consumed when casting Entangling Roots that became instant cast via Glyph of Entangling Roots.
    • The instant Rejuvenation heal from Gift of the Earthmother should no longer gain bonus healing from haste too soon, and should now correctly benefit from Symbiosis.
    • The Thick Hide tooltip should now reflect the new increased values.
    • The tooltip for Thrash's bleed effect listed the amount of damage per tick rather than the total damage for the effect. This has been corrected.
    • Using Track Humanoids while in Cat Form should no longer cause loot windows to automatically close the first time they are opened.
    • Druids should now make the correct laugh and cry emote sounds while in Tree of Life Form.
    • Wild Mushroom's tooltip now shows the magic school.
    • Glyph Fixes
      • Glyph of Ferocious Bite now correctly augments the Ferocious Bite tooltip.

Hunters

  • Aimed Shot weapon damage has been increased to 200%, up from 150%. In addition, the base cast time has been reduced to 2.4 seconds, down from 3.
  • Arcane Shot damage has been increased by 15%.
  • Aspect of the Wild, Aspect of the Hawk, and Aspect of the Fox can now be cast while mounted.
  • Hunters can now use Auto Shot while moving.
  • Casting Trap Launcher, Distracting Shot, and Scare Beast now cancel Auto Shot when cast. This is to make it easier to crowd control creatures with Auto Shot while moving enabled.
  • Concussive Shot duration has been increased to 6 seconds, up from 4.
  • Deterrence now provides 100% chance for melee attacks to miss instead of 100% parry chance. This means that attacks that cannot be parried, notably some rogue abilities, can now be prevented by Deterrence, and the hunter will gain the benefit of Deterrence even if disarmed.
  • Dust Cloud's cooldown and duration have been modified to make it closer aligned with Tailspin (same effect, different pet).
  • Freezing Trap now has a PvP duration of 8 seconds.
  • Kill Command's damage has been increased by 20%.
  • Kill Shot's attack power scaling has been increased by 50%.
  • Master's Call now has a 35-second cooldown, down from 1 minute, and its range has been increased to 40 yards, up from 25. In addition, the visual effect is more obvious.
  • Wing Clip now has a PvP duration of 8 seconds.
  • Talent Specializations
    • Beast Mastery
      • Animal Handler now provides a passive 25% bonus to attack power, up from 15%.
    • Marksmanship
      • Chimera Shot's overall damage has been increased by roughly 50%.
      • Wild Quiver (Mastery): Chance for this to trigger per mastery has been increased by approximately 17%.
    • Survival
      • Black Arrow damage has been reduced by 15%.
      • Explosive Shot damage has been reduced by 15%.
      • Hunter vs. Wild has been increased to 5/10/15% Stamina, up from 4/8/12%.
      • Into the Wilderness (passive) has been reduced to a 10% Agility increase, down from 15%.
  • Pets
    • Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are.
    • Shale Spiders now correctly have a special ability (Web Wrap).
    • Bad Manner (monkey) now properly breaks from damage.
  • Glyphs
    • Glyph of Concussive Shot redesigned. It now limits the maximum run speed of the target while Concussive Shot is active.
  • Hunter Bug Fixes
    • Aimed Shot no longer ignores the Fire! buff when cast by macro.
    • Camouflage is now breaking when the hunter's traps deal damage to a target.
    • Chimera Shot's particle effect animations should now display correctly.
    • Cobra Shot now properly increases the duration of the Serpent Spread Serpent Sting.
    • The Focus Fire spell effect is now cooler than your best collection of green rectangles.
    • Wild Quiver's effect per point of mastery value should now be consistent.
    • Before shooting, male undead hunters will no longer look away from their targets.
    • Pet Fixes
      • Pet families added in Cataclysm should not be missing talents.
      • Pets should fight all underwater creatures, even if the hunter is out of melee range.
      • Ancient Hysteria should not able to affect low-level characters.
      • Ancient Hysteria now correctly affects pets.
      • Embrace of the Shale Spider now provides resistances so that those resistances are not lost if this buff overwrites Blessing of Forgotten Kings.
      • Ferocity-category pets in the dog and fox families now have access to the pet talent Charge.
      • Mobility can correctly be learned by land-based hunter pets.
      • Ravage no longer counts toward stun diminishing returns.
      • Undead hunters now start with Revive Pet on the action bar.
      • The pet Spellbook entry for Serpent Swiftness now shows its rank.
      • Shale Spiders are no longer missing a special ability.
      • The Shell Shield (Terrorpene) visual has been enlarged and should now be seen when cast.
      • The tooltip for the armor value in the Character pane should now be showing the correct amount of armor granted to pets.

Mages

  • Arcane Barrage mana cost has been reduced by 8%.
  • Arcane Blast mana cost has been reduced by 12%.
  • The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%, making them roughly equal to the cost of Mark of the Wild.
  • Counterspell lockout duration reduced to 7 seconds, down from 8.
  • Fireball mana cost has been reduced to 9% of base mana.
  • Flame Orb now ignores critters.
  • Frostfire Bolt mana cost has been reduced to 9% of base mana.
  • Mage Armor now reduces the duration of magic effects by 35%, down from 50%.
  • Molten Armor, Frost Armor, and Mage Armor no longer cost mana.
  • Polymorph now has a PvP duration of 8 seconds.
  • Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
  • When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.
  • Talent Specializations
    • Arcane
      • Slow now has a PvP duration of 8 seconds.
    • Fire
      • Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor's critical strike chance reduction.
      • Flashburn (Mastery) benefit per mastery has been increased by 12%.
      • Living Bomb mana cost has been reduced by 22%.
    • Frost
      • Deep Freeze damage done has been reduced by 20%.
      • Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
      • Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.
  • Mage Bug Fixes
    • Arcane Power now has its tooltip updated when Glyph of Arcane Power is active.
    • The attachment point of Cone of Cold was too far left and has been adjusted on male troll models.
    • Evocation was returning less mana than the tooltip stated it should. This has been corrected.
    • Flame Orb's tooltip should now state how much damage it will explode for after the Fire Power talent is chosen.
    • Rank 1 Frostfire Orb is no longer applying a debuff that incorrectly states that it snares its target.
    • The Hurricane weapon enchant should no longer proc when Polymorph is cast.
    • Molten Armor tooltips now display the correct information.
    • Nether Vortex was causing Arcane Blast to yield a string error when Arcane Blast was reflected. It shouldn't do that.
    • When Presence of Mind was active, Conjure Mana Gem was not becoming an instant cast spell if used to refresh a stack of 2 or less Mana Gems. This has been fixed.
    • Presence of Mind is no longer consumed when Flame Orb is cast.
    • Ring of Frost can now be cast and works properly on transports (this includes elevators, trapdoors, etc.).
    • Glyph Fixes
      • Glyph of Arcane Power should correctly reduce the global cooldown of Blink, Mana Shield, and Mirror Image to 0.
      • Ice Barrier's tooltip is now correctly updated by Glyph of Ice Barrier.

Paladins

  • The mana costs of Blessing of Might and Blessing of Kings have been increased by approximately 217%, making them roughly equal to the cost of Mark of the Wild.
  • Crusader Strike weapon damage percent has been increased to 135%, up from 115%.
  • Divine Light mana cost has been increased by approximately 10%.
  • Divine Plea now lasts for 9 seconds, down from 15. It grants 4% mana per tick, instead of 2%, for a total of 12% mana, up from 10%.
  • Flash of Light mana cost has been increased by approximately 10%.
  • Forbearance
    • The duration has been lowered to 1 minute, down from 2.
    • Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin. This was an old design from when Divine Protection caused Forbearance and the paladin didn't want to prevent a tank from using their defensive cooldown.
    • Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light). In addition, Lay on Hands is no longer on the global cooldown.
    • Since only Divine Shield, Lay on Hands and Hand of Protection cause Forbearance, the tooltips have been adjusted to better explain the mechanic.
  • Holy Light mana cost has been increased by approximately 10%.
  • Holy Wrath no longer counts nearby critters when dividing damage among its targets.
  • Inquisition is no longer dispellable.
  • Rebuke can now be trained by all paladins at level 54. Existing characters will need to visit their trainer, even if they had talented Rebuke before.
  • Seal of Truth: All single target attacks (including Judgement, Hammer of Wrath, Exorcism, and Templar's Verdict) can now trigger this seal.
  • Talent Specializations
    • Holy
      • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.
      • Denounce now has a spell overlay.
      • Protector of the Innocent heals for 30% less.
    • Protection
      • Eternal Glory: The chance to not consume Holy Power from this talent now also applies to not consuming the clearcasting effect generated by Divine Purpose.
      • Vindication no longer allows Hammer of Justice to interrupt stun-immune targets. With Rebuke baseline, this functionality is no longer necessary.
    • Retribution
      • Act of Sacrifice will no longer cause Cleanse to remove movement impairing effects from vehicles the paladin is riding.
      • Divine Purpose: The chance for applicable abilities to generate Holy Power has been reduced to 7/15%, down from 20/40%, but instead of generating 1 Holy Power, the next applicable ability used consumes no Holy Power and acts as if the paladin has 3 Holy Power.
      • Divine Storm weapon damage percent increased from 80% to 100%.
      • Hand of Light (Mastery): A percentage of the damage done by Templar's Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage. This Mastery now grants a 2.1% increase to Holy damage per mastery, down from 2.5%.
      • Repentance is no longer broken from damage done by Censure (Seal of Truth).
      • The Rebuke talent has been replaced with a new passive talent, Sacred Shield. Paladins who had Rebuke before will automatically have Sacred Shield. Sacred When reduced below 30% health, paladins gain the Sacred Shield effect. The Sacred Shield absorbs X damage and increases healing received by 20%. Lasts 15 seconds. This effect cannot occur more than once every 30 seconds. Undispellable.
      • Seals of Command will no longer trigger twice on each swing with Seal of Truth.
      • Zealotry is no longer dispellable.
  • Glyphs
    • Glyph of Divine Plea now adds 6% mana, for a total of 18% over 9 seconds.
  • Paladin Bug Fixes
    • The Silence debuff from Avenger's Shield was using the Dazed visual effect, and its Daze debuff did not have a visible effect. This has been remedied.
    • The damage bonus from Communion is no longer applied even when the paladin has no paladin auras active.
    • Divine Storm no longer incorrectly highlights when Hand of Light procs.
    • Exorcism no longer re-targets whomever it does damage to when it finishes casting.
    • The healing amount in the buff tooltip for Holy Radiance is now accurate.
    • Pursuit of Justice is now providing Holy Power when the paladin gets stunned by the Fire mage talent Impact. Conversely, Pursuit of Justice is no longer granting Holy Power when the Paladin is hit by Holy Wrath.
    • Repentance tooltip now states that it does not break Censure damage.
    • Rank 1 of Shield of the Templar was reducing the cooldown of Guardian of Ancient Kings by 45 seconds, which is inconsistent with the scaling of ranks 2 and 3. This has been adjusted.
    • The tooltip for Tower of Radiance indicated that Holy Light would generate a charge of Holy Power. This has been fixed.
    • Word of Glory no longer resets the swing timer.
    • Glyph Fixes
      • The damage-over-time effect of Exorcism added by Glyph of Exorcism is now correctly affected by Exorcism's damage.
      • The tooltip for Holy Wrath is now updated to reflect changes when Glyph of Holy Wrath is active.
      • The Glyph of Light of Dawn is now updating the tooltip for Light of Dawn.
      • The Glyph of Seal of Insight now requires level 32 to be consistent with when Seal of Insight can be learned from the trainer.
      • The Glyph of Templar's Verdict is now updating the tooltip of Templar's Verdict.

Priests

  • The duration of Levitate has been increased to 10 minutes, up from 2.
  • The mana cost of Power Word: Fortitude has been reduced by approximately 68%, making it roughly equal to the cost of Mark of the Wild.
  • The mana cost of Power Word: Shield has been increased by approximately 31%, but its effect has been increased by 208%.
  • The mana cost of Renew has been reduced by 24%.
  • The mana cost of Shadow Protection has been reduced by approximately 65%, making it roughly equal to the cost of Mark of the Wild.
  • Mind Blast now does 18% more damage than Mind Spike.
  • Mind Control now has a PvP duration of 8 seconds.
  • Mind Sear can now be channeled on friendly targets in addition to enemy targets. In addition, Mind Sear's damage has been increased by roughly 15%.
  • Prayer of Healing effectiveness has been reduced by 15%.
  • Talent Specializations
    • Discipline
      • Divine Aegis: Critical effects from Prayer of Healing now award a bonus amount in addition to the default, always-proc Divine Aegis effect.
      • Grace is no longer limited to one target at a time.
      • Focused Will now procs when the priest is critically hit, in addition to its current effect.
      • Pain Suppression is no longer dispellable.
      • Penance mana cost has been increased by 7%, but healing has been increased by 20%.
      • Strength of Soul now occurs when the priest casts Inner Focus on oneself, rather than Power Word: Shield. In addition, Strength of Soul now also causes the priest to become immune to silence, interrupt, and dispel effects for 2/4 seconds after using Inner Focus.
    • Holy
      • Blessed Resilience will now proc when the priest is critically hit, in addition to its current effect.
      • Chakra
        • Chakra states now last 1 minute, up from 30 seconds.
        • Binding Heal and Holy Word: Serenity now refresh the duration of Renew on the target, in addition to the other direct heals.
        • Binding Heal, Flash Heal, and Greater Heal can now trigger Chakra: Serenity.
        • Mind Spike can now trigger Chakra: Chastise.
      • Circle of Healing effectiveness has been increased by 30%.
      • Desperate Prayer now heals the priest for 30% of their total health, up from a very subpar value.
      • Guardian Spirit: The absorb/heal from this ability can now never exceed 200% of the maximum health of the target.
      • Holy Concentration now increases the amount of mana regeneration from Spirit while in combat by an additional 15/30%, down from 20/40%.
      • Holy Word: Chastise now has a 30-second cooldown, up from 25. In addition, it properly breaks from damage.
      • Lightwell's health has been increased by 50% (for PvP purposes).
      • Serendipity now has Spell Alert and Floating Combat Text feedback support.
      • Surge of Light can now also proc from Flash Heal and Greater Heal, and can now also critically hit.
    • Shadow
      • Shadow Orbs benefit from mastery has been increased by approximately 16%.
      • Vampiric Embrace now lasts until canceled.
  • Glyphs
    • Glyph of Mind Flay no longer requires Shadow Word: Pain to be on the target.
    • Glyph of Pain Suppression has been renamed Glyph of Desperation and now allows Guardian Spirit to be cast while stunned, in addition to Pain Suppression.
    • Glyph of Psychic Horror now reduces the cooldown of Psychic Horror by 30 seconds, down from 60.
    • Glyph of Spirit of Redemption has been converted into Glyph of Prayer of Mending, which increases the healing done by the first charge of Prayer of Mending by 60%.
  • Priest Bug Fixes
    • Atonement now has the correct healing range listed in the tooltip.
    • Blessed Resilience rank 1 and 2 tooltips are now consistent with the amount of increased healing.
    • Dispersion should no longer allow priests to become permanently invisible when mounting.
    • Dispersion correctly reduces the damage dealt by Deep Wounds and Piercing Shots.
    • Focused Will rank 1 and 2 tooltips are now consistent with the amount of damage reduced.
    • Heal, Flash Heal, Greater Heal, and Binding Heal effects are now consistent with their tooltips.
    • Holy Concentration now has correct percentages listed in the tooltip.
    • Holy Word: Serenity now correctly grants healing spells cast by the priest an extra 25% chance to critically hit.
    • Inner Fire no longer consumes mana after learning Inner Sanctum.
    • Inner Will now correctly reduces the mana cost of Power Word: Barrier.
    • Lightwell healing now matches its tooltip description.
    • Undead and blood elf priests are no longer gaining aggro from friendly guards when casting Mind Control on enemy NPCs.
    • Unnecessary string errors should no longer occur when casting Power Word: Barrier.
    • Prayer of Mending will now properly return an error when cast on a target with a more powerful Prayer of Mending active.
    • Rapture's tooltip now has the correct percentages listed.
    • Shadow Orbs' tooltip showed a 0% increase in damage and did not give an increase of damage until additional mastery rating was added. This has been corrected.
    • Sin and Punishment will no longer fear players that are not flagged for PvP.
    • Surge of Light is no longer consumed without benefit if it triggers while a Flash Heal is being cast.
    • Glyph Fixes
      • Critical heals from Glyph of Dispel Magic properly proc Divine Aegis.

Rogues

  • Blind now has a PvP duration of 8 seconds.
  • Combat Readiness now lasts for 20 seconds, down from 30 seconds, but the Combat Insight stacking buff lasts 10 seconds, up from 6 seconds.
  • Crippling Poison now has a PvP duration of 8 seconds.
  • Garrote now costs 45 Energy, down from 50.
  • Sap now has a PvP duration of 8 seconds.
  • Smoke Bomb now lasts for 5 seconds, down from 10 seconds.
  • Stealth is no longer broken by enemies using Demoralizing Shout or Demoralizing Roar.
  • Talent Specializations
    • Assassination
      • Deadly Momentum critical strike bonus now lasts for 15 seconds, up from 10.
    • Combat
      • Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth). In addition, Blade Flurry now reduces energy generation by 30% while active, up from 20%.
      • Main Gauche (Mastery) now provides a chance to deal an attack for 100% of main-hand damage. This attack can trigger Combat Potency.
      • Restless Blades now also reduces the cooldown of Redirect.
      • Revealing Strike now increases finisher effectiveness by 35% (45% glyphed), up from 20% (30% glyphed).
      • Vitality now increases attack power by 25%, up from 20%.
    • Subtlety
      • Elusiveness now reduces the cooldown of Cloak of Shadows by 10/20 seconds, down from 15/30 seconds.
      • Executioner (Mastery) has been increased from 2% to 2.5% per point.
      • Find Weakness now grants 35/70% armor reduction, up from 25/50%.
      • Preparation no longer resets the cooldown of Evasion.
      • Sanguinary Vein now gives a rogue a 50/100% chance for their own Bleed effects to not break their Gouge.
      • Shadowstep's cooldown has been increased to 24 seconds, up from 20 seconds.
      • Sinister Calling now grants 30% Agility, up from 25%, and increases Backstab and Hemorrhage damage by an additional 40%, up from 25%.
  • Glyphs
    • Glyph of Garrote now increases the duration of Garrote by 1.5 seconds, down from 2.
  • Rogue Bug Fixes
    • Cloak of Shadows now functions properly to protect the rogue from the following boss and creature abilities: Gravity Well (Terrastra, The Bastion of Twilight), Burning Corruption (Crimsonborne Seer, Grim Batol), Lava Fissure (Slabhide, The Stonecore), Geyser (Lady Naz'jar, Throne of the Tides), Noxious Mire (Naz'jar Sentinel, Throne of the Tides).
    • Cheat Death was activating by a warlock's Chaos Bolt but not working. Chaos Bolt will still trigger Cheat Death, but will not kill the rogue.
    • Eviscerate was showing reduced energy cost at low levels, even though the cost should remain 35 energy. This has been corrected.
    • Feint correctly reduces Quake damage from Rom'ogg Bonecrusher (Blackrock Caverns).
    • The Honor Among Thieves buff icon is now correctly displayed for the rogue, and not just for the rogue's party members.
    • Ruthlessness has the correct chance to proc when Envenom is used.
    • Glyph Fixes
      • Blade Flurry's tooltip is now correctly augmented by Glyph of Blade Flurry.
      • The Hemorrhage tooltip is now correctly updated to reflect the bleed effect when Glyph of Hemorrhage is applied.
      • The Preparation tooltip is now augmented by Glyph of Preparation.

Shaman

  • Chain Heal's effectiveness has been increased by approximately 10%.
  • Flametongue Weapon procs now deal roughly 20% less damage.
  • Healing Rain now has a 40-yard range, up from 30, to be consistent with other shaman heals.
  • Hex now has a PvP duration of 8 seconds.
  • Purge now dispels a single effect instead of two.
  • Spiritwalker's Grace duration has been increased to 15 seconds, up from 10.
  • Tremor Totem has been redesigned. The totem is now usable under Fear, Charm, or Sleep effects, and pulses much more rapidly, but lasts 6 seconds and has a 1-minute cooldown.
  • The Windfury Weapon proc can now trigger 3 additional attacks, up from 2.
  • Talent Specializations
    • Elemental Combat
      • Earthquake damage has been increased by approximately 10%.
      • Elemental Overload (Mastery) procs of Lightning Bolt or Chain Lightning can now generate Rolling Thunder charges.
      • Lava Burst's damage has been increased by roughly 10%.
    • Enhancement
      • Flametongue Weapon damage now scales from attack power instead of spell power (for Enhancement shaman only).
      • Purge no longer has its mana cost reduced by Mental Quickness.
    • Restoration
      • Cleansing Waters no longer fires its heal effect twice when a shaman removes a Magic and a Curse debuff with a single cast.
      • Deep Healing (Mastery) has been increased to 3% per point, up from 2.5%.
      • Earth Shield can no longer be dispelled.
      • Greater Healing Wave mana cost has been increased by 10%; healing done has been increased by 20%.
      • Mana Tide Totem has been redesigned. The totem no longer multiplies the Spirit of those affected by it. It instead gives a flat amount of Spirit equal to 400% of the casting shaman's Spirit, exclusive of short-term Spirit buffs affecting the shaman when the totem is dropped. In addition, its effects are now raid-wide.
  • Glyphs
    • Glyph of Hex now reduces the cooldown by 10 seconds, down from 15.
  • Shaman Bug Fixes
    • Ancestral Resolve correctly reduces the damage done by Chaos Bolt.
    • Earthquake's mana cost is now correctly reduced by Elemental Focus' clearcasting proc.
    • Elemental Oath properly increases the damage of Earthquake.
    • Player movement speed cannot be reduced below 100% while in Ghost Wolf if the player is or has been in an indoor environment.
    • Healing Rain shouldn't fail to complete casting if a low-level player or NPC is within its targeted location.
    • Reincarnation can now correctly be used after Soulstone Resurrection or Rebirth has already been used on the shaman during a boss encounter.
    • Glyph Fixes
      • The tooltip for Elemental Mastery now updates after applying the Glyph of Elemental Mastery.
      • The spell buff icon for Ghost Wolf now updates when Glyph of Ghost Wolf is applied.
      • The spell tooltip for Grounding Totem now updates when Glyph of Grounding Totem is applied.
      • The tooltip for Healing Stream Totem now updates to reflect the additional spell resistance benefits granted by Glyph of Healing Stream Totem.
      • The spell tooltip for Healing Wave now updates when Glyph of Healing Wave is applied.

Warlocks

  • Curse of Exhaustion now reduces movement speed by 30%, down from 50%. Its range has been increased to 40 yards, up from 30.
  • Demon Armor and Fel Armor no longer cost mana and last until canceled.
  • Devour (Felhunter) cooldown has been increased to 20 seconds, up from 8. Devour is no longer able to be auto-cast.
  • Drain Mana has been removed from the game.
  • Fear now has a PvP duration of 8 seconds.
  • Fel Armor has been redesigned. It now surrounds the caster with fel energy, increasing spell power and causing the warlock to be healed for 3% of any single-target spell damage he or she deals.
  • Seduction (Succubus) now has a PvP duration of 8 seconds.
  • Talent Specializations
    • Affliction
      • Soul Swap can no longer be dispelled (the aura given to the warlock between swapping).
      • Unstable Affliction's silence effect has been reduced to 4 seconds, down from 5.
    • Demonology
      • Demonic Aegis now increases the healing effect of Fel Armor by 50/100%.
      • Demonic Rebirth now highlights summoning spells when active.
      • Demon Soul: Imp redesigned. It now increases the critical strike chance of all non instant cast Destruction spells by 30%, rather than increasing critical strike damage. Duration reduced to 20 seconds.
      • Felstorm (Felguard) damage has been reduced by 20%.
      • Immolation Aura damage has been reduced by roughly 30%.
      • Inferno no longer increases the radius of Hellfire, but instead increases the duration of Immolate by 6 seconds in addition to its existing effect.
      • Master Demonologist (Mastery) benefit from mastery increased by approximately 33%.
    • Destruction
      • Burning Embers damage has been reduced by 15%.
      • Fiery Apocalypse (Mastery) benefit from mastery increased by approximately 8%.
      • Improved Soul Fire now increases Fire and Shadow damage done by 4/8%, rather than 7/15% spell haste. In addition, this talent has been moved to tier-3 Destruction, switching places with Aftermath.
      • Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.
  • Warlock Bug Fixes
    • Rank 2 of Backdraft should no longer have charges consumed when casting Immolate.
    • The spell animation for Demon Circle: Summon no longer persists through death.
    • Demon Leap should no longer cause players to pass through the environment at the entrance/exit of Orgrimmar.
    • Drain Life cast when under the effects of Soulburn no longer has higher damage than the normal version of Drain Life.
    • Empowered Imp can no longer proc if the warlock does not have the talent.
    • Hellfire will not proc the Muradin's Spyglass buff without hitting an enemy target.
    • Warlocks with the Jinx talent who have an active Curse of the Elements on a target should no longer be interrupted while eating or drinking.
    • Nether Protection should now proc properly from all associated abilities.
    • Rain of Fire now remains at the same location it was cast at while on a moving transport.
    • Ritual of Summoning should no longer yield graphical issues with the created portal.
    • Casting Soulburn during the global cooldown of a Soulburn ability, and while under the effects of another self-buff, was sometimes causing Soulburn abilities to be non-functional. This has been corrected.
    • The UI fly-out for a warlocks' summoning spells now updates in real time based on the warlock's available mana.
    • The tooltip for the armor value in the Character pane should now be showing the correct amount of armor granted to pets.
    • Glyph Fixes
      • Glyph of Voidwalker's tooltip has been updated to the new pet scaling system.

Warriors

  • Charge now shares diminishing returns with stun effects.
  • Cleave damage has been reduced by 20%.
  • Hamstring now has a PvP duration of 8 seconds.
  • Heroic Strike damage has been reduced by 20%.
  • Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
  • Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
  • Slam weapon damage percent (at level 80+) has been increased from 125% to 145%.
  • Talent Specializations
    • Arms
      • Drums of War no longer lowers the rage cost of Piercing Howl.
      • Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown.
      • Lambs to the Slaughter: Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times.
      • Mortal Strike cost has been reduced by 5 rage.
      • War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
    • Fury
      • In addition to its current effects, Bloodsurge now also causes the next Slam to deal 20% more damage.
      • Bloodthirst damage has been increased by approximately 30%.
      • Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 120%.
      • Single-Minded Fury bonus has been increased to 20%, up from 15%.
      • Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
    • Protection
      • Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.
  • Glyphs
    • Glyph of Rapid Charge has been changed from a 7% reduction to Charge's cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides.
  • Warrior Bug Fixes
    • Warrior abilities which were incorrectly assigned the sound effect for Mangle have been updated.
    • Battle Shout's buff tooltip should not show incorrect values when the recipient is higher level than the warrior.
    • Heroic Leap and Thunder Clap no longer incorrectly scale damage with both Strength and Agility.
    • Forceful Deflection passive aura is now properly applying to warriors beginning at level 1.
    • The Victorious buff can no longer proc before the warrior learns Victory Rush.
    • The wording in the tooltip for Vigilance was inconsistent with other abilities and has been updated.

Dungeons & Raids

  • Level-85 players can now choose any normal dungeon via the Dungeon Finder. Choosing Random Dungeon will still not add Blackrock Caverns or Throne of the Tides into the rotation.
  • Level-85 dungeon bosses in Lost City of the Tol'vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
  • The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70.
  • Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.
  • The Bastion of Twilight
    • Halfus Wyrmbreaker
      • Shadow Nova is now cast less frequently in 10-player modes to account for fewer available interrupts there.
      • The captured drakes in this encounter now apply Dragon's Vengeance when they are killed instead of when they are freed. To account for this change, the health and damage of the drakes has been reduced, and the damage bonus gained from Dragon's Vengeance has been increased.
  • Blackrock Caverns
    • Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.
  • Blackwing Descent
    • The Dwarven Golem Council will now go berserk after 10 minutes in Heroic difficulty.
    • Atramedes will now go berserk after 10 minutes in Heroic difficulty.
    • Maloriak
      • Increased the cast time of Release Aberrations.
      • Heroic: Decreased the health of the Vile Swill by 15%.
      • Heroic: Dark Sludge can now only target players.
  • Deadmines
    • Foe Reaper 5000
      • Foe Reaper 5000's health has been reduced slightly. In addition, he now enrages at 40%, up from 30%.
      • When enraged, Molten Slag spawn 33% faster.
    • Ripsnarl
      • The ship teleporter now activates when Ripsnarl is first engaged, rather than when he is defeated.
    • Vanessa VanCleef
      • While in Helix's Nightmare during the Vanessa VanCleef encounter, Helix is now larger and a little easier to see.
      • The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
      • Some boat fires will now go out when Vanessa VanCleef is defeated, making it easier to get back onto the ship from the cavern entrance.
      • Vengeance of VanCleef has been redesigned. It is now a stacking buff that increases damage dealt, size, and attack speed, and stacks up to 40 times. Vanessa will begin casting this as soon as she jumps back onto the boat after detonating charges.
  • Grim Batol
    • Faceless Corruptors now move 10% more slowly.
    • Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
    • Valiona's Devouring Flame damage has been reduced by 20%.
  • Halls of Origination
    • The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
    • Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
    • Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
    • Setesh seeks a portal every 25 seconds, up from 20.
  • Lost City of the Tol'vir
    • Lockmaw no longer tolerates fighting in his treasure room.
  • Shadowfang Keep
    • Baron Ashbury
      • Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
    • Lord Godfrey
      • He should now face a random target when casting Pistol Barrage.
    • Lord Walden
      • Conjure Poisonous Mixture now deals more initial damage.
      • Frost Mixture is now area-of-effect damage.
      • Toxic Catalyst now deals less damage over time.
  • The Stonecore
    • Stonecore Earthshapers' Dust Storm does slightly less damage.
    • Corborus
      • The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
      • The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
    • High Priestess Azil
      • She grew! She's now 175% the size of a human, up from 125%.
      • Gravity Wells should kill Devout Followers more quickly.
      • The cast time of Force Grip is now 1.5 seconds, up from 1.
      • The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
    • Slabhide
      • The ground phase lasts longer and has fewer stalactites.
    • Ozruk
      • He now does more melee damage.
      • There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
      • The cast time of Shatter has been increased to 3 seconds, up from 2.5.
      • Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
  • Throne of the Four Winds
    • Al' Akir
      • Al'Akir's Electrocute can no longer be interrupted by Spell Reflection.
    • Conclave of Wind
      • Heroic: Slicing Gale debuff reduced from 10% per stack to 5%.
  • Throne of the Tides
    • Commander Ulthok now does more melee damage.
    • The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
    • Gilgoblin Poisoned Spear impact damage has been reduced slightly.
    • Tainted Sentries Swell damage has been reduced.
    • The damage of Blight of Ozumat has been reduced by 25% per stack.
  • The Vortex Pinnacle
    • Creatures
      • Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
    • Altairus
      • The visual effects in this encounter have been adjusted to make the wind direction easier to read.
      • Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
    • Asaad
      • Skyfall Stars are now summoned to help him defeat players.
      • Static Cling has had its cast time increased to 1.25 seconds, up from 1.
    • Grand Vizier Ertan
      • His health has been reduced slightly.
      • He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
  • Dungeon & Raid Bug Fixes
    • Many dungeon maps with display issues or missing sections have been updated.
    • Several bosses and creatures were awarding no, or too little, reputation when killed. Conversely, some creatures were awarding too much reputation, or should not have been awarding reputation at all. These inconsistencies have been corrected.
    • Error messages for characters unable to enter a Heroic raid dungeon should be more clear.
    • Players level 83 and higher should be able to correctly queue for holiday dungeon bosses.
    • Players above level 80 can no longer queue for Wrath of the Lich King Heroic dungeons.
    • Level 68-79 Wrath of the Lich King dungeons again award reputation.
    • If a spell is cast which provides items for players (i.e. Soulwell), members of the party or raid should still be able to access the items after the caster leaves the dungeon.
    • The minimum level requirements for many level 1-60 dungeons were too high and have been appropriately adjusted.
    • Ahn'Qiraj
      • If one of the bug trio bosses is tamed, the encounter can again be completed normally.
    • Baradin Hold
      • Players in the raid dungeon will correctly be given a 15-minute warning before Tol Barad will be in contention again.
    • The Bastion of Twilight
      • There should no longer be a significant performance drop when entering the Bastion Antechamber.
      • Several items dropping in the Heroic version of Bastion of Twilight which did not have the Heroic tag in their tooltip have been updated.
      • Cho'gall should no longer look awkward when he is Distracted while sitting on the Throne of the Apocalypse.
      • The voice-over text now matches the voice-over for Cho'Gall's speeches.
      • Cho'gall shouldn't Evade and despawn if pulled too close to the door at the entrance to the Throne of the Apocalypse.
      • Cho'gall shouldn't despawn if tanked close to his door when he gains Twisted Devotion.
      • If a Fire Elemental is spawned while Cho'gall is standing on the hidden elevator, they will no longer spawn in the wrong location for the remainder of the encounter.
      • The overhead arrow spell animation caused by Valiona's Twilight Meteorite ability shouldn't clip into the affected character while animating.
      • The corpses of Valiona and Theralion will adhere to the laws of gravity and fall to the ground if killed during phase transitions.
      • The Cache of the Broodmother (from Sinestra) will no longer despawn if dungeon difficulty is changed in the interface.
      • Static Overload used in the Twilight Ascendant Council encounter no longer deals full damage to pets.
    • Black Morass
      • Sa'at again has a dialog option for players to obtain a Chrono-Beacon, even if they have not completed the quest chain that begins with the quest "The Caverns of Time."
    • Blackrock Caverns
      • Karsh Steelbender's targeting reticule no longer changes size when he catches fire.
      • Raz the Crazed no longer returns to his Shadow Prison if Blackrock Caverns is reset, which was preventing players from finishing the dungeon.
      • Players shouldn't experience a move enforcement error or be pushed under the world if they are standing near lava when affected by Chains of Woe during the Rom'ogg Bonecrusher encounter.
      • Twilight Obsidian Borers in Blackrock Caverns resume channeling of Bore after being under the effects of a rogue's Sap.
    • Blackwing Descent
      • Ancient Dwarven Shields used while Atramedes is entering or exiting his air phase should correctly be destroyed.
      • There is no longer a dead zone void of Sonic Pulses on the Heroic version of the Atramedes encounter.
      • Arcanotron can no longer be pulled further than intended via a death knight's Death Grip.
      • Lightning Shield shouldn't trigger the shields of all Omnotron Council bosses.
      • Clicking the character name displayed in the raid warning for Lightning Conductor during the Omnotron Defense System encounter no longer brings up the tooltip for the spell Lightning Conductor.
      • Maloriak's Magma Jets correctly have a cast time.
      • The effect of Maloriak's spell Consuming Flames should no longer be inconsistent with its combat log tooltip.
      • Maloriak will no longer interrupt himself when speaking during transition phases.
      • The voice-over text now matches the voice-over for Lord Victor Nefarius' post-Maloriak kill speech.
      • Corpses of Animated Bone Warriors no longer float above the lava during phase 2 of the Nefarian's End encounter.
      • Nefarions voice-overs should always be audible when standing in the Vault of the Shadowflame.
      • Chimaeron shouldn't enter phase 2 prematurely.
      • Chimaeron thought he had 3 heads, resulting in 3 separate sleeping animations. He now knows he only has 2 heads.
    • Blackwing Lair
      • The gate at the entrance of Blackwing Lair correctly opens after Chromaggus is tamed as a pet.
    • Caverns of Time
      • Human Illusion: This effect is no longer applied to worgen.
    • The Deadmines
      • Admiral Ripsnarl can no longer be pulled off the top of his ship without resetting the encounter on Heroic difficulty.
      • Defeating Captain Cookie should no longer despawn his cooking pot or leave his corpse floating in mid-air.
      • Foe Reaper 5000 should no longer arbitrarily reset the encounter.
      • The achievement criteria for Prototype Prodigy correctly resets after a wipe.
      • It is no longer possible to avoid detonated charges without leaving the boat during the Vanessa VanCleef encounter.
      • The buff aura applied with random internal information in the tooltip when players access the ropes during the Vanessa VanCleef encounter has been amended.
      • Fixed a bug where players would sometimes have mounting issues after engaging Helix Gearbreaker in any incarnation.
    • Grim Batol
      • The Twilight Beguiler's ability Deceitful Blast no longer ignores line of sight.
      • It is no longer possible for Forgemaster Throngus to not choose a static direction to channel Flaming Shield.
    • Halls of Origination
      • Spatial Anomaly now drops loot.
      • Multiple Heroic items dropping in the Halls of Origination had level requirements that were too low and have been updated.
      • Players should correctly receive the achievement Faster Than the Speed of Light if they die prior to the party meeting the criteria.
      • Setesh's Chaos Burn void zones should now be viewable by players with projected textures disabled.
      • The Setesh encounter will now fully reset properly, even if his minions are more than 300 yards from him when he resets.
      • Curse of the Runecaster debuff now deals damage as its tooltip states it will.
      • The Sun-Touched Spritelings and Sprites will no longer retain the Pyrogenics buffs after death.
      • Sun-Touched Servants and Sprites will no longer die without spawning creatures if they are stunned right after they cast Disperse.
      • The Celestial Familiars summoned during the Isiset encounter are no longer classified as humanoids.
    • Icecrown Citadel
      • Kinetic Bombs used during the Blood Prince Council fight will no longer behave oddly if they spawn near the door at the entrance to the room.
    • Lost City of the Tol'vir
      • Characters hit with General Husam's Hard Impact ability should now always slide down the pillar they are flung into.
      • Lockmaw shouldn't Evade and despawn if pulled onto the steps directly behind his starting location.
      • Several line-of-sight issues have been corrected around the Sanctum of the South Wind.
    • Scarlet Monastery
      • The courtyards in the Library, Armory and Cathedral wings should no longer have portal errors.
    • Sethekk Halls
      • The door leading out of Talon King Ikiss's room should always properly open.
    • The Stonecore
      • Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.
      • Earthwarden Yrsa has been reminded she's a dwarf and now speaks like one (instead of using a draenei voice).
      • Crystal Shards spawned by the Crystalspawn Giant should now immediately despawn after a wipe.
      • The particle effects used when Corborus submerges below the ground should no longer cause performance issues.
      • Players shouldn't receive a random error during the High Priestess Azil encounter.
      • High Priestess Azil shouldn't be able to Force Grip players through the altar.
      • Killing a Stonecore Earthshaper that transforms into a Force of Earth now correctly awards loot.
    • Stratholme
      • Archmage Angela Dosantos's portal at the end of the dungeon should no longer suffer from functionality issues.
      • Willey Hopebreaker no longer plays extraneous "