Cataclysm Race Intros
TotalBiscuit put together videos of all the new Cataclysm race intros currently implemented. So far 11 out of the 12 intros are now in the beta, with only the Goblins remaining to be completed. The videos contain some lore spoilers for the Wrath to Cataclysm transition, so you may not want to watch them if you want to keep that unspoiled.
Horde
SC2Replayed Contest
For those of you playing StarCraft II, we're running a replay contest on SC2Replayed for the month of September. Check out the details below, or over on SC2Replayed.
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At SC2Replayed, we want to see awesome replays. So, we've decided to hold a contest to see who has the awesomest, funniest, or perhaps quirkiest replays!
How does it work?
The replay can be on any subject. Seriously epic matchups, unique builds, tutorials, or just plain humorous replays are all welcome.
Once your replay is uploaded, you don't have to do anything! We will be able to keep track of your replays automatically.
How do I win?
Very simply, the prizes will go to the replays that has the most downloads.
Again, we will be able to keep track of the replays automatically.
One of the best ways to get your replay viral is to post and link it in community forums (not just SC2Replayed's forums).
When does it start?
Make sure your epic replay is uploaded between Sept. 3rd, 10 AM, CDT and Sept. 17th, 10 AM, CDT. That gives you two weeks to accumulate your downloads.
What's in it for me?
First place: 1-Year Subscription to Curse Premium, plus a feature spot on SC2Replayed.
2nd place: 6-Month Subscription to Curse Premium, plus an honorable mention.
2th - 5th: 3-Month Subscription to Curse Premium, plus an honorable mention.
6th - 10th: 1-Month Subscription to Curse Premium.
Curse Premium membership grants you no advertisements on all Curse sites and pushes your uploads to the top of the queue (with other premium users). To see the other benefits of becoming a premium member, go to Curse.com/premium.
We can't wait to see what the community produces. Good luck!
Cataclysm Beta: Build 12857 Stormwind Updates, Ghostcrawler Explains Glyphs
View Thread (2 Comments)One thing to note is that the Mage Quarter doesn't seem to have the updated textures yet; the cobblestone is a bit lower quality than the other districts. I took the screenshot mostly for completeness sake, and as a good example of the difference in resolution of the textures.
Beyond that, the new cemetery in Stormwind has received an update. It may have been in another build, but it's the first I've noticed it and felt this is a good article to post about it in. One of the larger memorial areas now has a plaque that can be interacted with. It's a memorial to Tiffin Ellerian Wrynn, wife of King Varian Wrynn.
Interestingly, this is not the largest memorial within the cemetery, which raises the question of who the other is for. Perhaps it's Lord Anduin Lothar's resting place.
Ghostcrawler Explains Glyphs
One of the biggest things yesterday was of course the new glyph system being activated. While only the Rogue and Shaman glyphs are complete at the moment, it raised a lot of questions. Ghostcrawler tried to answer them, and did a pretty good job of explaining the goals of each glyph type.
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Prime glyphs aren't going to be exciting in a "change up your rotation" style. We want primes to be unambiguous dps (etc.) increases so we figured they might as well be easy to understand rather than something so convoluted that everyone would just go to a fansite to see which 3 to pick.
The majors are more interesting, because they are either not dps increases at all, or dps increases in ways that are tricky to math out. We think players will debate and geek out more about which majors to use, and with the new glyph design, swapping them out once in awhile isn't very painful.
Minors are basically convenience or fun.
We don't want glyphs to change rotations. We feel that was a mistake in LK. Talents should affect your rotations, and glyphs should just provide a little bit of customization and power. We fixed some class problems with glyphs in LK, which was an easy solution to do at the time, but now is the time to undo all of that and let the classes stand on their own without the glyphs.
The new build also added the Guild Glory of the Cataclysm Raider achievement, which is what now rewards the Reins of the Dark Phoenix. It's no longer an item sold on the guild vendor.
New Glyph UI
With last night's beta build, the new glyph UI is now active on the beta realms! A big thanks to Rilgon of Stabilized Effort Scope for the screenshot! More details on the new UI forthcoming.
As you can see from the screenshot, players will have three of each glyph type that can be active at any given time, at level 85: Prime, Major and Minor.
New Glyphs
Only the
Shaman and
Rogue glyphs are complete at the moment!Quote
Rogue
Prime
- Adrenaline Rush - Increases the duration of Adrenaline Rush by 5 sec.
- Backstab - Your Backstab critical strikes grant you 5 energy.
- Eviscerate - Increases the critical strike chance of Eviscerate by 10%.
- Rupture - Increases the duration of Rupture by 4 sec.
- Shadow Dance - Increases the duration of Shadow Dance by 2 sec.
- Sinister Strike - Your Sinister Strikes have a 20% chance to add an additional combo point.
- Hemorrhage - Your Hemorrhage ability also causes the target to bleed, dealing 40% of the direct strike's damage over 24 sec.
- Killing Spree - Increases the bonus to your damage while Killing Spree is active by an additional 10%.
- Mutilate - Reduces the cost of Mutilate by 5 energy.
- Revealing Strike - Increases Revealing Strike's bonus effectiveness to your finishing moves by an additional 10%.
- Slice and Dice - Increases the duration of Slice and Dice by 3 sec.
- Vendetta - Increases the duration of your Vendetta ability by 20%.
Major
- Vanish - Increases the duration of your Vanish effect by 2 sec.
- Ambush - Increases the range on Ambush by 5 yards.
- Blade Flurry - Reduces the penalty to energy generation while Blade Flurry is active by 50%.
- Cloak of Shadows - While Cloak of Shadows is active, you take 40% less physical damage.
- Crippling Poison - Increases the chance to inflict your target with Crippling Poison by an additional 20%.
- Deadly Throw - Increases the slowing effect on Deadly Throw by 20%.
- Evasion - Increases the duration of Evasion by 5 sec.
- Expose Armor - Increases the duration of Expose Armor by 12 sec.
- Fan of Knives - Increases the radius of your Fan of Knives ability by 50%.
- Feint - Reduces the energy cost of Feint by 20.
- Garrote - Increases the duration of your Garrote ability's silence effect by 2 sec.
- Gouge - Your Gouge ability no longer requires that the target be facing you.
- Preparation - Your Preparation ability also instantly resets the cooldown of Kick, Dismantle, and Smoke Bomb.
- Sap - Increases the duration of Sap against non-player targets by 80 sec.
- Sprint - Increases the movement speed of your Sprint ability by an additional 30%.
- Tricks of the Trade - Removes the energy cost of your Tricks of the Trade ability.
Minor
- Blurred Speed - Enables you to walk on water while your Sprint ability is active.
- Safe Fall - Increases the distance your Safe Fall ability allows you to fall without taking damage.
- Distract - Increases the range of your Distract ability by 5 yards.
- Pick Lock - Reduces the cast time of your Pick Lock ability by 100%.
- Pick Pocket - Increases the range of your Pick Pocket ability by 5 yards.
- Poisoning - You apply poisons to your weapons 50% faster.
Shaman
Prime
- Earth Shield - Increases the healing of your Earth Shield by 20%.
- Earthliving Weapon - Increases the effectiveness of your Earthliving Weapon's periodic healing by 20%.
- Feral Spirit - Your spirit wolves gain an additional 30% of your attack power.
- Fire Elemental Totem - Reduces the cooldown of your Fire Elemental Totem by 5 minutes.
- Glyph of Flame Shock - Increases the duration of your Flame Shock by 50%.
- Flametongue Weapon - Increases spell critical strike chance by 2% while Flametongue Weapon is active.
- Lava Burst - Your Lava Burst spell deals 10% more damage.
- Lava Lash - Increases the damage dealt by your Lava Lash ability by 20%.
- Lightning Bolt - Increases the damage dealt by Lightning Bolt by 4%.
- Riptide - Increases the duration of Riptide by 40%.
- Stormstrike - Increases the Nature damage bonus from your Stormstrike ability by an additional 8%.
- Water Shield - Increases the passive mana regeneration of your Water Shield spell by 50%.
- Windfury Weapon - Increases the chance per swing for Windfury Weapon to trigger by 2%.
Major
- Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%.
- Chain Lightning - Your Chain Lightning spell now strikes 2 additional targets, but deals 10% less initial damage.
- Elemental Mastery - While your Elemental Mastery ability is active, you take 20% less damage from all sources.
- Fire Nova - Increases the radius of your Fire Nova spell by 5 yards.
- Frost Shock - Increases the duration of your Frost Shock by 2 seconds.
- Ghost Wolf - Your Ghost Wolf spell form grants an additional 10% movement speed.
- Grounding Totem - When your Grounding Totem absorbs a spell, it attempts to reflect that spell on its caster, but the cooldown of your Grounding Totem is increased by 45 seconds.
- Healing Stream Totem - Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 130.
- Healing Wave - Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.
- Hex - Reduces the cooldown of your Hex spell by 15 seconds.
- Lightning Shield - Your Lightning Shield can no longer drop below 3 charges from dealing damage to attackers.
- Shamanistic Rage - Activating your Shamanistic Rage ability also cleanses you of all dispellable Magic debuffs.
- Shocking - Reduces the global cooldown triggered by your Shock spells to 1 second.
- Stoneclaw Totem - Your Stoneclaw Totem also places a damage absorb shield on you, equal to 4 times the strength of the shield it places on your totems.
- Thunder - Reduces the cooldown on Thunderstorm by 10 seconds.
- Totemic Recall - Causes your Totemic Recall ability to return an additional 50% of the mana cost of any recalled totems.
Minor
- Arctic Wolf - Alters the appearance of your Ghost Wolf transformation, causing it to resemble an arctic wolf.
- Astral Recall - Cooldown of your Astral Recall spell reduced by 7.5 minutes.
- Renewed Life - Your Reincarnation spell no longer requires a reagent.
- Thunderstorm - Increases the mana you receive from your Thunderstorm spell by 2%, but it no longer knocks enemies back.
- Water Breathing - Your Water Breathing spell no longer requires a reagent.
- Water Walking - Your Water Walking spell no longer requires a reagent.
Glyph of the Arctic Wolf
Thanks to Rilgon for the screenshot of this!
Worgen Character Customization Update
As of the latest build, it's now possible to change which form is in the foreground. Change the customization options still alters both at once, though. (via clampy @ MMO-Champion forums)
Heroic Deadmines and Shadowfang Keep At Cataclysm Release
And for those of you sad about Zul'Gurub going away as a raid, there's some good news! While it was previously mentioned that the level 85 versions of Deadmines and Shadowfang Keep would come in a patch after Cataclysm's release, it looks like Blizzard has changed their minds. Or found the time to get them finished before release. Either way, it's good news!
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- Heroics are not ready for testing.
Heroic Shadowfang Keep and Heroic Deadmines WILL be released with Cataclysm. You will not have to wait for a later patch.
Zarhym updated the Cataclysm beta patch notes for build 12857 at some point last night. Any lines modified will have those modifications in green, and anything removed
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General
- The level cap for all characters is 85.
Zones
- Uldum is partially available for testing.
- Twilight Highlands is partially available for testing.
Dungeons & Raids
- Hero Points have been renamed Justice Points.
- All 5-player Cataclysm dungeons are now available for testing.
- Players no longer need to discover pre-Cataclysm dungeons in order to access them via the Looking For Dungeon system. All Cataclysm level 80-85 dungeons still need to be discovered before being unlocked in the system.
Classes: General
All hunter and warlock pets have been deleted to address a data corruption issue. Hunters will need to tame new pets, while warlocks will notice the names of their pets have changed.
Professions
- Rogue glyphs have been updated for the new glyph system.
- Shaman glyphs have been updated for the new glyph system.
User Interface
- The ability to use third-party addons has been enabled.
Known Issues - Updated August 31st, 2010
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This is a listing of some of the known issues for World of Warcraft Patch 4.0.0.
The latest patch notes for 4.0.0 Beta can always be found at
http://forums.worldo...229998&sid=2000
General Issues
Combat
Environments
Quests
UI
Fixed Issues
[Updated 8/31/2010]
The new build can finally be downloaded, so here are four screenshots of the shiny new Cataclysm themed launcher!
Zul'Gurub Removed As Raid Instance
Bit surprising. I wonder if that means the mounts will no longer be obtainable, or if they're being moved elsewhere?
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Zul'Gurub is gone as a raid instance come Cataclysm.
Level Cap is now 85
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Twilight Highlands and Uldum are now open and ready for testing. You will need to do both zones to reach max level. It should also be noted that neither zone is 100% complete. Please refer to the quest forum for feedback:
http://forums.worldo...8753&sid=2000#0
New Zones for Testing
Today's beta build will be introducing four new zones for testing, including Uldum and Twilight Highlands!
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Twilight Highlands (Source)
Twilight Highlands is ready for testing. It is not yet fully implemented, so you will run into stopping points. Please keep all feedback in this thread.
- Level 84-85 (though for this push of the beta minimum level for quests has been set to 83. Enjoy getting pounded!)
- Breadcrumbs from Stormwind and Orgrimmar (speak to Varian/Garrosh to begin)
Uldum (Source)
Uldum is ready for testing. It is not yet fully implemented, so you will run into stopping points. Please keep all feedback in this thread.
- Level 83-84
- Breadcrumbs from Deepholm (Reliquary and Explorers' League NPCs in Temple of Earth).
- Quests start in southwestern Tanaris at the caravan.
Felwood (Source)
Felwood is ready for testing.
Felwood is a level 45-50 zone in northern Kalimdor. Quests begin at the Emerald Circle hub in the southern part of the zone.
Please list the level you started and the level you finished in your feedback posts.
Thousand Needles (Source)
Thousand Needles is ready for testing.
Thousand Needles is a level 40-45 zone in southern Kalimdor. Breadcrumbs to Thousand Needles can be found in Dustwallow Marsh and Feralas.
Please list the level you started and the level you finished in your feedback posts.
This only leaves Hillsbrad Foothills, Burning Steppes, Winterspring and Silithus as zones yet to be implemented.
Streaming Launcher Improvements
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We recently released a new Cataclysm beta launcher that allows you to stream game data while you play. We've received a lot of feedback from you regarding this new feature, and that feedback has allowed us to improve the player experience significantly.
In the next beta patch, you'll receive a new Cataclysm beta launcher that includes several updates to in-game streaming. Here's a quick preview of some of the upcoming changes:
- Improved three-stage progress bar
- Download speed improvements
- Detailed peer-to-peer connection information
- Bandwidth detection, which will improve the play experience of those with low bandwidth
- New UI with a Cataclysm-inspired theme
- Many bug fixes
We encourage you to continue posting your feedback about the streaming launcher, as we're constantly looking for ways to get you into the game faster and more smoothly.
Thank you!
Part 2
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Areas Affected:
- Astranaar – under attack by Horde; still controlled by Alliance with quests; Alliance camps across the lake – in the hills above is a Horde camp, with inn and flight master
- Greenpaw Village – partially destroyed by Horde; furbolg taken prisoner
- The Howling Vale – taken over by hostile ancients
- Iris Lake - destroyed
- Lake Falathim – Murlocs gone, taken over by Tentacles from Below; very dark and dank
- Maestra's Post – under siege by the Horde
- Orendil's Retreat – previously empty first structure inside Ashenvale (from Darkshore) is now an Alliance quest hub
- Raynewood Retreat – ground covered in lilac; under attack by the Horde; Raynewood Tower is also now nearby, also under attack – Alliance quests here
- The Ruins of Ordil'Aran – taken over by the Thistlefur, connected to Thistlefur Village
- The Ruins of Stardust – south of this is a new Alliance camp with flight path, right next to the new path leading into Stonetalon Mountains
- 'Shael'dryn's Well' – this entire area, almost up to the moonwell, is now a river of molten fire
- Silverwind Refuge – taken by Horde and deforested
- Silverwing Outpost – new bridge leads to Moonwell
- Splintertree Post – under attack by Alliance; all Horde outside near road have been killed
- Warsong Lumber Camp – half taken by Alliance; now has Alliance quest hub
- Zoram'gar Outpost – expanded and fortified; many derelict Horde and Alliance boats in the water nearby
- The Zoram Strand – Alliance flight path/small encampment added near instance; new models for Naga
At L70 I healed for a while, then tanked for the remainder of TBC. When WotLK was announced I became enamoured with the DK concept, which led to Gravity the tank.
I hadn't played a Paladin tank since L70; this is my commentary on how it feels to play my former class in Cataclysm.
Many current maintankadins are not fond of the new priority-based system that is required in Cataclysm, when compared with the 969 system of play. I liked it. I found the Paladin in beta 18203 was more refined than the DK tank, so really enjoyed tanking Blackrock Caverns.
Here's some footage with commentary.
SPEC
Choosing a Paladin tank spec isn't particularly interesting, there are not that many viable alternatives. Really, there are only a few points which can be moved around, and I expect even those will be minmaxed by maintankadin theorycrafters fairly quickly. Might be one AOE-oriented spec, and another for single-target. I went with this spec.
I had no glyphs at all, which is a factor of course, but deliberate because I wanted to understand the baseline, and glyphs are not finished on beta, yet.
ABILITIES
I had to set up my action bar so it made sense in combat, and doing this required I understood what on earth all these buttons did.

Let me outline the rotation and priority, from what I could work out. It's pretty fun.
I hope the techniques Blizzard used in the Paladin can be adapted to the DK a little.
Single target
Bottom-row are mostly my single-target attacks.
#2 Judgement I used the new Seal of Truth, which puts a stacking DOT on the target
#3 Crusader Strike it's pretty cool to have this as a tank, whacks the target and gives you a holy power point
#4 Avenger's Shield you can use this all the time now, it's part of the standard rotation, it's also a silence and caster-interrupt
#5 Shield of the Righteous, single-target "finisher" like rogues have, you want to use this with 3 stacks for the 120% attack power hit, since 1 stack is only 20%. Hits like a truck when you've got like 8K attack power from the new AP-from-being-hit buff, Vindication
#1 Inquisition another "finisher", I used this before I did an AOE since it empowers all holy damage by 30%, so I tried to use it with 2 stacks for 8s duration, then my three big AOEs: consecration, hammer of the righteous, then holy wrath.
AOE
Notably, AOE is not automatic-win for maintankadins anymore. I actually lost agro once or twice on trash, even after opening with consecration and hammer of the righteous (whacks a bunch of guys around you).
Top-row are mostly AOE oriented. They're flexible though.
#6 Hammer of Justice single target
#7 Hammer of the Righteous, AOE smash, and gives a holy power point, fine to use on a single-target too but tuned to discourage it
#8 Consecration 30s cooldown now
#9 Holy Wrath 3500 damage divided by all targets, so works fine on single-target too, or can AOE
#0 Cleanse, I wish DKs could cure disease or something useful like that
Playstyle
So the playstyle single-target is to: judge, crusader strike (+1 hopow), avenger's shield, holy wrath if nothing else is up, judge, to build up HoPow to then use in a finisher of your choice.
I did play with using Hammer on single-targets to get HoPow, but it's not really intended for that purpose.
I'd usually blow a big shield of the righteous finisher to beat their face in with my shield. However, this is neat: if I had to do an AOE I could instead use Inquisition then my AOE sequence is empowered. Same resource, two different uses. I liked that. I could even heal myself with those same points...
TANKING COOLDOWNS
I used these very poorly, because of lack of familiarity, but I had them organised in a proper fashion for my Razer Naga mouse.

F1: Word of Glory uses HoPow to heal yourself, tank talents boost self-heal by 60%. It's like a DK rune tap. A great addition to the maintankadin toolkit.
F2: Divine Protection 10s, 20% damage reduction, 1 min cooldown
F3: Ardent Defender changed a lot, it's now a pre-emptive button to avoid death, plus -20% for 10s, 3 min cooldown
F4: Divine Shield "bubble", you are immune to all damage, 8s, 5 min cooldown. I didn't test whether it's a threat cancel or not.
F5: Divine Guardian, protects the raid, not you, by -20% for 6s, 2 min cooldown
F6: Lay on Hands, full self-heal, but shared 2 min cooldown with bubble and Div Protection still. I think this should be reviewed so Pally tanks can chain more of their talents.
F7/8/9: healing spells.
The priority-system is fun, and I really like how holy power can be used for AOE, single-target or self-healing. Of course, you have to build them up to do this, but it comes fairly quickly.
To my former comrades, take my commentary as my voice and not any attempt to belittle your feedback to Blizzard. I liked how the Paladin feels, and having not tanked as one for so long, felt the new priority-system was fun.
Jesse Cox put together a video of a quest series that takes place in Tirisfal Glades recently. While I normally wouldn't make a big deal out of a new character introduced in a level 1-12 zone, this one is quite unique. She's billed as extremely powerful in the quests, and starts out very conflicted on her existence as a member of the Forsaken. Watch the video if you're interested in her story!
Exciting Cataclysm talent trees so far
Looks like Blizzard is interested in feedback on the new talent trees.
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There was another thread on this topic that kind of turned into the "DK neglect" thread, so I thought I would start a new one on the original topic.
We're interested in opinions on which current Cataclysm talent trees you find the most exciting.
Ground rules:
1) It isn't of much use to us if you like a talent tree because of one particular ability. That tells us little about the talent tree as a whole.
2 )Likewise, your opinion won't count as much (in our minds anyway) if you like a talent tree just because it has all the talents you wish *your* class had. In that same vein, this is probably one case where you're more objective when you find that you like your own talent tree rather than just being all wistful about someone else's toys.
3 )Please try and stick to the talent trees themselves and not use this thread for your laundry list of ideas to improve your class.
4) Brevity is the soul of wit.
Another way to think about this: Which classes benefited the most (in the sense of coolness, not necessarily raw power) from the talent overhaul?
Blue Posts
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Classes: General
Abilities with positional requirements (Source)
We like Shred and Backstab with positional requirements. We haven't changed our stance on this. If you find Shred too difficult to use in PvE, then Mangle. If you're not happy in PvE with the damage you can do while Mangling, and can't manage to stay in a position where you can Shred, then I hate to say it but this probably isn't the spec for you. In PvP we think it's more of an issue, but we've also buffed Mangle to where you can do credible damage with it.
Dispellable Buffs (Source)
Many buffs can be dispelled because they are magical effects and because it's strategic to do so. Some buffs can't be dispelled either because it doesn't make sense, because the class couldn't function without the buff, or both. Slice and Dice can't be dispelled, but Savage Roar and Inquisition can be. We might decide to make or all or none of them dispellable. We really need to see more end-game PvP to make that determination.
Death Knight
DK questions and concerns (Source)
There are a lot of questions in this thread, and I can't answer them all, but I can hit a few.
Is 2H Frost viability still intended? -- yes.
Is DW Unholy viability intended? -- no.
Pestilence has been nerfed too much -- Pestilence was always intended as a convenient way to spread diseases in anticipation for things like Blood Boil. It was not ever supposed to be the way DKs AE, and in fact that is the job of abilities like Blood Boil. If there was a way to make Pestilence cause no damage, we'd probably do it.
There are too many passive damage talents -- yes, we'd agree with that. It's still something we're working on. There will still be a few, especially high in the trees, but DKs are also slightly exempt (if such a thing exists) from our making sure that early talents are easy to understand for level 10 players.
DKs being GCD locked -- this is not something we see for DKs above level 80. We do see it for DKs who are converted at level 80 in Icecrown gear to the Cataclysm rules, for one simple reason -- a lot of your stats got converted to haste and you have no mastery. The equivalent would be a level 85 DK who decides to eschew all mastery on gear and stack haste to a ridiculous degree. Sure it might GCD lock you, but it's such a dps loss, why would you ever do that? This is actually a problem with many specs and skews feedback quite a bit. Be very careful in your feedback to distinguish between whether the character you are testing is wearing Lich King gear or Cataclysm gear. If we had to do it all again, maybe we would have converted some existing gear to mastery, just to avoid the situation we're in now where players are missing one of the big secondary stats.
Frost using ranged attacks (Source)
It's okay -- intended even -- for Frost to use ranged attack. The original "Shadowfrost" was an abomination that cherry picked select talents to boost Icy Touch to a ridiculous degree. If a Frost DK can be competitive without ever being in melee, then that crosses the line. If they are attacking at range before they close, or nuking a fleeing target, or at a second target while engaged with a first target, that's fine.
Pestilence (Source)
Pestilence was designed back in the day when DKs had to use Blood Boil as their AE taunt (a truly brilliant design direction in retrospect). DKs needed a way to get diseases on many targets quickly without tab targeting Plague Strike on everyone. So Pestilence was invented to spread diseases, but based on that initial PS/IT so that it would not replace them.
However, because disease damage ended up being pretty beefy, especially for Unholy DKs, Pestilence became a quite powerful AE attack. Even worse, if was very hard for us to shackle it. It wasn't affected by the "half damage from AE" auras we put on some trash that we wanted to be more powerful, since Pestilence wasn't a real AE.
In short, we don't want Pestilence to be an AE at all. We want Blood Boil and Howling Blast and similar spells to be your primary source of AE damage. I'm not saying we'll change Pestilence at this stage because it would be pretty tricky to implement a design that let it spread diseases that did no damage (or something equally goofy). I'm just saying that our intent is not for Pestilence to be a huge chunk of your damage. It's ultimately a utility ability.
Being GCD capped (Source)
DKs are often GCD capped on live. That was the primary reason for changing the rune model. They shouldn't be GCD capped in Cataclysm.
Druid
Dash (Source)
We think Dash is fine.
Paladin
Holy Power generated from white attacks (Source)
Holy Power on white attacks was too unpredictable to the point of annoying. Imagine you have 2 Holy Power, start to push Crusader Strike and then at that instant get a white attack proc. Now you have wasted your 1.5 sec GCD *and* wasted Holy Power because you're technically at 4 now. Having Holy Power tied to yellow attacks is at least the kind of thing you can train yourself to watch out for. If you aren't hitting any buttons, then you aren't going to get Holy Power for example. You can notice after every button mash if you got that extra proc or not -- they aren't just happening out of the blue.
Haste's impact on Retribution (Source)
Haste for most melee grants them more resources. Ret still isn't super dependent on mana though. It will be limiting enough that you can't spam heals or expensive spells like Consecrate, but it won't be so attractive that if we incorporated a haste to mana mechanic that it would at all be attractive.
Haste for casters makes their spells cast faster, but again you're doing so little of that that it won't be something you really need.
So neither of those mechanics works for Ret paladins. You'll get more damage from autoattacks of course, but so do the other melee. Tying haste to Crusader Strike cooldown is more consistent with the "haste lets you do more" model for the other melee. (There are no general mechanics that let haste lower the cooldown of something, so you're technically inaccurate in that sense.)
Finally, we could have just made the haste affects Crusader Strike cooldown a core mechanic. We made it a talent because we found in playtesting that some players liked CS at a predictable 4.5 sec cooldown and others appreciated having the cooldown come faster with haste.
Retribution rotations in Cataclysm (Source)
I'm going to leave out the Exorcisms, because they aren't predictable.
Here is a 4.5 cooldown:
0s: Crusader Strike (back at 4.5)
1.5: Judgement (back at 9.5)
3.0: Holy Wrath (back at 18)
4.5: Crusader Strike (back at 9)
6.0: (Hopefully Exorcism)
7.5:
9.0: Crusader Strike (back at 13.5)
10.5: Inquisition (back at 40.5)
12.0: Judgement (back at 20)
13.5: Crusader Strike (back at 18)
15.0: (Hopefully Exorcism)
16.5:
18.0: Crusader Strike (back at 22.5)
19.5: Holy Wrath (back at 34.5)
21.0: Judgement (back at 29)
22.5: Crusader Strike (back at 27)
24.0: Templar's Verdict
25.5:
27.0: Crusader Strike (back at 31.5)
28.5:
29.0: Judgement (back at 37)
Here is a 4.2 cooldown:
0s: Crusader Strike (back at 4.2)
1.5: Judgement (back at 9.5)
3.0: Holy Wrath (back at 18)
4.5: Crusader Strike (back at 8.7)
6.0: (Hopefully Exorcism)
7.5:
8.7: Crusader Strike (back at 12.9)
10.2: Inquisition (back 40.2)
11.7: Judgement (back at 19.7)
13.2: Crusader Strike (back at 17.4)
15.7: (Hopefully Exorcism)
17.2:
17.4 : Crusader Strike (back at 21.6)
18.9: Holy Wrath (back at 33.9)
20.4: Judgement (back at 28.4)
21.9: Crusader Strike (back at 26.3)
23.4: Templar's Verdict
Swamp of Sorrows & Blasted Lands Flythrough Video, Next Beta Build Details
View Thread (11 Comments)The latest flythrough preview video is now available on the Curse Network YouTube channel. This one is of Swamp of Sorrows and Blasted Lands, two zones that have been fairly heavily updated content-wise. A number of new quest hubs have been added to Swamp of Sorrows, and Blasted Lands has even seen the land altered quite a bit.
As always, the video also features some of the updated World of Warcraft: Cataclysm music.
Next Beta Build Details
Zarhym provided some details on the next beta build today. It's looking like it will be a very big content patch, introducing "new zones and dungeons," he said. This likely means we'll see the level cap raised to at least 84, and possibly even 85 according to his post.
Quote
We do not plan to patch today, though we plan to have a great deal of new content in the upcoming patch. You'll get access to new zones and dungeons, and potentially an increase in level cap to 85.
I know a lot of players have been concerned that Cataclysm may not come out this year, but if the next build does indeed raise the cap to 85, then Blizzard is still on target for a release somewhere around November. This could of course change if something goes wrong.
Thanks to wow.battlenet.pl, an official Polish fansite, there's a video of the Cataclysm press Q&A that took place at GamesCom 2010. Since they didn't offer an embed option, I'm not going to hog their bandwidth by embedding the video here. I encourage everyone to go check it out! Below I've put together a summary of some of the interesting things discussed.
Patch 3.9 and preparing for Cataclysm's release
- Patch 3.9 will introduce the Cataclysm world event, which will begin taking place and culminate a few weeks before the expansion releases, with the Cataclysmic destruction actually taking place at that point.
- The new race / class combos and 1-60 content will be available before World of Warcraft: cataclysm launches.
- The servers will come down when the event culminates, and when they come back up you'll see the intro cinematic and all of the updated Azeroth will be available.
- Blizzard is still trying to decide whether Archaeology will come out before or when World of Warcraft: Cataclysm releases.
- 80-85 content and the Goblin and Worgen races will not be available until release day.
Cataclysm Raids & Dungeons
- The balance of high level content (heroics and raids especially) for Cataclysm is going to shift a bit more towards the "hardcore" crowd. Outdoor mob difficulty, heroic modes available immediately, etc.
- There's a bit more enforced progression so that most players don't skip immediately from normal dungeons to raids.
- Chilton wishes there could be more difficulty modes for raids than just normal and heroic. Maybe 3 or 4 modes to offer appropriate challenges. It's not something they can do right now, but he can imagine them doing it in the future.
- Blizzard will continue supporting 25-player raids for the people that like it. They're also going to make sure 25-player raids are appropriately rewarded. At least equivalently, and in most cases better rewarded.
Other
- The Battle for Gilneas was already significantly redesigned before even becoming available in the closed beta, based on internal testing feedback. Blizzard deemed the original design "unsalvageable."
- It will probably be a long time after Cataclysm that Blizzard revisits the Eastern Kingdoms and Kalimdor again. Chilton could see them giving Outland and Northrend the same treatment as they fall behind in quality and lore.
- Sylvanas is trying to "ensure the future of the Forsaken". With the death of the Lich King and no plague to spread, she had to find alternate means to keep the Forsaken from becoming extinct.
- The Emerald Dream is still something Blizzard wants to do. It might end up being part of Caverns of Time if they want to revisit it in a past setting.
- Housing will be introduced to WoW some time right after "never".
- The release date is at midnight on the first Tuesday after it's done! (This was a joke but also seriously, obviously)
GamesCom 2010: Gamespot Interviews Tom Chilton
In addition to that, another exclusive interview popped up recently. This one is of Gamespot interviewing Tom Chiltom. There isn't really anything new in this, though Chilton does explain the reason behind going with focus instead of energy for hunters. Luckily for you guys it's fairly early in the interview, so you can stop watching after that point if you want!
BlizzCon 2010 In-Game Rewards Revealed
Today Blizzard revealed the BlizzCon 2010 in-game rewards for World of Warcraft and StarCraft II.
Quote
"Death will rise from the tide!" Level 80 Elite Tauren Chieftain once warned -- and at BlizzCon 2010, the band's dire musical prophecy will finally come to pass. Everyone who attends this year's BlizzCon or purchases the BlizzCon Virtual Ticket will receive an exclusive set of murlocalyptic in-game items for World of Warcraft and StarCraft II: Wings of Liberty. World of Warcraft players will be joined by Deathy, a murloc companion decked out as Deathwing and doing his best to strike fear into the hearts of Azeroth's crustacean population. You'll also be able to display your tidal pride in StarCraft II with a Murloc Marine character portrait and a pair of deep-sea decals to emblazon on your units, each with a different terran, protoss, and zerg design.
BlizzCon 2010 takes place on October 22 and 23 at the Anaheim Convention Center. For further details or to order the BlizzCon Virtual Ticket, visit www.BlizzCon.com.
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