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Patch 3.3.3 PTR Build 11655

Yesterday, 08:19 PM |
Leviathonlx Icon
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The PTR notes have been updated again today. There were no new models or textures and the size of the build was for music that will be used in Ruby Sanctum and the Echo Isles event.


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

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

  • Talents

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

Glyphs
    Druid

    • Glyph of Focus: Now increases the damage done by Starfall by 10%, down from 20%.
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Focus: Raiding in a Disc World

Yesterday, 12:32 PM |
KidArctica Icon
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"We started using discipline priests in Ulduar. The discipline fight was Freya hard mode where Power Word: Shield would provide an effective health increase versus Ground Tremor. Before that, I can't even remember a discipline priest in a raid that wasn't someone who was too lazy to change from their PvP spec," says Nokaru, guild master of the US guild Deus Vox.

Discipline used to be the PvP spec for priests, a spec with no real place in PvE. That has changed. Somewhere in between tough Ulduar encounters, a Circle of Healing cooldown and the Soul Warding talent, discipline priests have become a staple of 25-man end game raiding, even threatening the holy hegemony.

Insane coefficient

Deus Vox has one full-time discipline priest, and one priest that alternates between disc and holy depending on the fight. So does the US guild Premonition. "We have two players who can swing holy or disc, and basically use both in almost every encounter. I think Vezax is when we started using discipline priests. Now, the hardest encounter in the game requires them," says Xav, officer and warrior in the guild.

The strength and niche of the discipline priest is their damage prevention. Power Word: Shield is spammable and scales extremely well. By shielding the raid, discipline priests increase the effective health of each player. A well-geared disc priest is able to pump out shields that absorb 9000 damage or more. Needless to say, this is particularly strong in fights with heavy, predictable burst damage.

"Power Word: Shield has an insane coefficient," says Lawliepop of the US guild Blood Legion. Playing a holy priest with a shadow offspec, the guild officer has two additional priests in her ranks, one full time discipline and one holy/discipline. About a month ago, they tested the Power Word: Shield coefficient. Their result was that the effective coefficient was 1,512803004. For those not into theorycrafting, this means that for every point of spellpower a discipline priest has, Power Word: Shield will gain 1,51 damage absorption.

WoW's best kept secret

Blood Legion has been using discipline priests for quite some time. While doing Sartharion with three drakes up, they had a discipline priest as tank healer. At the beginning of Ulduar, they got a full time disc priest. "I think having only one holy paladin sparked it. Honestly, I kind of had a something of a negative view on them. My previous experience with disc was mostly in the Wrath of the Lich King Beta at very low gear levels," Lawliepop explains.

Even as a holy priest, she recognises discipline as a very strong spec. "The priests in Blood Legion like to constantly joke about how disc is WoW's best kept secret, and we are scared that they are going to be nerfed. What they do is to stabilise the raid in a way no other class can. In 95 percent of the fights, you want at least one dedicated disc."

Because of the strength of discipline priests, it is fairly common for main spec holy priests to have a discipline offspec. Ensidia priest Poptisse used to play holy more or less exclusively. That has changed. She now has a discipline dual spec that she has to use quite frequently. "You are a fool if you don't use a disc priest. In fights where we only use one priest, it is a disc one rather than a holy. The burst damage in Icecrown Citadel can be so insane that people having 9000 more hit points is more important than getting a 4000 heal from Circle of Healing. It sucks, because holy is by far the most fun spec to play. But a disc priest brings something no one else can, and I think that is why they are the 'Flavour of the Instance'," she says.

Ensidia currently has two priests that can play both disc and holy. They started using discipline in Ulduar on encounters like Freya, but with Icecrown Citadel, it became a staple in their raids. "I like their utility, but whenever we use a disc priest it is for the sole purpose of spamming shields or getting the crit buff on tanks. It gets really boring to play. I only need one keybind and it makes me want to fall asleep rather than keep me awake. I hated having to play it, and I still do!" she reveals.

Required for Lich King

Right now, a lot of top guilds are working towards the last fight in the game that hasn't been done yet: The 25-man Lich King hard mode. Interestingly enough, this fight apparently requires multiple discipline priests in the raid. With Infest hitting for around 15 000 damage, shields seem to be the way most guilds choose to handle it. "I don't like the fact that this completely negates the 'Bring the player, not the class.' No one can do LK 25 hard mode without shields," Poptisse says.

With the strength of discipline discovered by more and more players, holy priests seem to be less desirable in raids. Until now, it is holy that has been nerfed, first with the cooldown added to Circle of Healing, then the effectiveness of Prayer of Healing took a hit. The question is if discipline will suffer the same fate. Poptisse doesn't think so.

"I don't think disc needs a nerf, I think holy needs a little boost - something that is not Lightwell or a 3 minute Guardian Spirit that never procs anyway. We need some kind of powerful tool to boost burst HPS a bit more, or maybe they could remove the cooldown on Circle of Healing! But really, Prayer of Healing is way too annoying. Circle of Healing has a cooldown. Renew can't even compare to Rejuvenation, and haste stacking shamans are laughing at holy priests at the moment. Even paladins do."
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Anniversary Captions, Argent Tournament Failure, StarCraft II Protoss

Yesterday, 12:03 PM |
Kody Icon
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I wanted to put together something to highlight cool things from around the community today before heading off to GDC. Expect more great stuff from the content team today, and don't forget to check out Leviathonlx's coverage of the mastery system, which was the first full coverage of Eyonix and Ghostcrawler responding to community questions.

Anniversary Captions

Cameron kicked this thread off with his caption, and it quickly turned into a masterpiece with Chimina's excellent Wowroll. A creative combination of the WoW Anniversary wallpaper and the YouTube classic, the Rickroll!

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Think you can come up with a great caption for the anniversary wallpaper? Upload it to the image gallery and then post it here!

Argent Tournament Failure

Ahh, the WoW forums. You never know what you're going to get when you visit them, but this sure turned out to be a gem! I took notice of it when it appeared on the blue tracker, and it's definitely worth a read. Check it out in full here.

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ARGENT TOURNAMENT - A GRAND, COLOSSAL FAILURE

ICE CROWN - A shocking report from a whistleblower within the Argent Crusade has revealed disturbing facts about the much-vaunted "Argent Tournament" and its major attraction the "Trial of the Crusader".

AN INTENTIONAL DEATH TRAP
"The place is a death-trap..." Our source (who wishes to remain anonymous) reports, "...And Tirion Fordring knows it."

Since the inception of the Argent Tournament, thousands of would-be heroes striving to fight against the Lich King have crossed beneath its banners, hoping to gain glory, prestige, and many of the powerful artifacts retained by the Argent Crusade and given as rewards to those who successfully overcome the Tournament's many challenges, including the much-renowned 'Trial of the Crusader' and 'Trial of the Grand Crusader'.

The designers of the Tournament and its Trials - including Tirion Fordring and his Argent Crusade - crafted the Tournament with the intent of producing the best of the best. By equipping the best heroes of Azeroth with the best tools, the Tournament was expected to create the best army capable of fighting against the forces of the Lich King.

However, according to this whistleblower, the entire endeavor may be for naught, as numerous problems with the concept and implementation of the tournament have arisen. Our source cites real, practical dangers in the policies enforced on the Argent Tournament grounds.

RATIONAL SECURITY DISASTER AREA
"Security is so bad that the Lich King himself could likely walk into the place, alone, unopposed, and break the entire facility - by himself!" Our source declares. "Furthermore, there have been documented instances where rogue demon-summoning, scourge incursions, and out-of-control beasts have caused serious injury and death to both Crusade and non-Crusade members." In many cases, the tournament staff is incapable of containing these breaches. "Most of the time, it is up to the participants themselves to accommodate for the Tournament keepers' gross negligence."

The dangers do not end there. Our source reports "Applicants to the Tournament are just as likely to be eaten, crushed, impaled, or slain by the Argent Crusade's own devices as they are to be eaten, crushed, impaled, or slain by the Scourge." Victims of the Tournament are reported to rival those of the actual Scourge. "We're losing good people, and they're dying by our own doing."


Starcraft II -- Wings of Liberty Protoss Units

A great video from Lore at TankSpot highlighting the Protoss units in StarCraft II: Wings of Liberty. If you're in the beta and looking to play with others from WoR, stop by the StarCraft II thread!



And in closing, I wanted to congratulate katuka for reaching prestige rank 10 in Modern Warfare 2. While it's not something that takes a lot of skill, it's one hell of a grind when done legitimately, so congrats!
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More on Mastery System, Blue Posts, The Raid - Lady Raiders

03-09-10 16:18 |
Leviathonlx Icon
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3.3.3 Background Downloader

The background downloader for 3.3.3 has started which means the release of 3.3.3 is getting close.



Mastery System

Ghostcrawler and Eyonix clarified a few points on the mastery system after it was posted last night. His posts are below.


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

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

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

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

When Mastery will show up (Source)
It's designed partially with new players in mind. It will be much harder to have a truly terrible talent spec because you won't be able to help but be reasonably good at your chosen role.

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

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

Mastery stat won't be on level 80 gear (Source)
Sorry we didn't make this more clear -- what this means is -- all level 80 gear of this expansion will not not include the mastery stat on gear. However, once you enter the new end-game zones, you will slowly find this stat on select gear.

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

How will Feral Druids and DK tanks work (Source)
Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.

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

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

Hybrids non spec spells will be weak. (Source)
They are weak now and the intent is to keep them that way. We aren’t trying to nerf them any more than they are today. If we want to make sure Resto shaman can do big Lava Bursts, we’ll give them a talent or something to make that happen. We don’t want Resto shaman to Lava Burst anywhere on the scale of an Elemental shaman. Again, how they perform today is pretty much the target for where we want to end up.

DK Rune Mechanics (Source)

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

By all means mention concerns though. That's one of the reasons we like to announce changes like this early.

No mastery points for sub-spec (Source)
It's hard to set stuff like this in stone until we explore what kinds of builds will be popular, but assume that you don't get anything for the sub spec (except for the actual talents, which are presumably still valuable or you wouldn't be sub-speccing).


Blue Posts

There were a few interesting Blue posts today also.

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


Thunder Clap changing to a ranged spell (Source)
I think we're likely to make Thunder Clap a ranged attack (like Shockwave) for 3.3.3. This will let it get 200% crits among other things.

Standard no promises, in case there ends up being a problem with that implementation


The Raid - Lady Raiders

Thanks to Jer for the tip on this latest interview short from the folks at The Raid.

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Building a Better Raid: The Raid of the Future, Part I

03-09-10 00:33 |
Kultcher Icon
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Hello, World of Raids Community! Kultcher here. I’ll be responsible for supplying you with a weekly dose of raid-related content, from esoteric stuff like raiding philosophies to more practical matters like raid troubleshooting and theorycrafting.

By way of introduction: I’m a veteran raid leader with about three years’ experience. I’ve pretty much single-handedly lead my guild’s raids since we first set foot in Karazhan. Leading a guild with decidedly casual roots has been challenging at times, and I’ve had to wear a lot of hats along the way: coach, teacher, mediator, strategist and troubleshooter, to name a few. My goal with this column is to bring you a little of the expertise I’ve gained over the years.

But first! Who doesn’t like a good editorial? I assure you there’ll be some nice crunchy mechanics stuff in future articles, but for this week I’ve got something a little less concrete in mind. Let’s talk about the future of raiding.

Wrath of the Lich King, much like the 60s, was a time of great experimentation. It produced a lot of wonderful and memorable milestones, but also resulted in a lot of horrible, haunting, and regrettable decisions. Each new raid tier brought something fresh and new to the game, for better or for worse.

Hard modes were ultimately a success. The Emblem system, while flawed in many ways, did more good than harm. Because let’s face it, forcing new people to gear up through each tier of raiding is just not practical or fun, especially for the people who have to run the new guy through it all. On the other hand, limited attempts were a disaster of epic proportions, the gating of Icecrown was in poor taste, and the stacking zonewide buff has left bad tastes in many a raiders’ mouth.

So what will the raid of the future look like? Blizzard has already hinted a little bit at their intentions for Cataclysm. We know that the Emblem system will be getting an overhaul, and we know that hard modes are here to stay. Thankfully, Blizzard has also confirmed that limited attempts will be a gimmick if anything and not a core mechanic. Huzzah!

But what about the stacking buff mechanic? It’s a good idea at its core. It’s ultimately a more elegant solution than just nerfing the instance. The fundamental problem is that there is no cost to it. For this solution to truly be accepted by the masses, accepting the buff needs to feel like giving up, just a little bit.

Here’s what I would suggest. To start, the buff should be off by default. Players could talk to an appropriate NPC to activate it. When the buff is activated, several penalties are put in place. First of all, no achievements can be gained whatsoever. There would be a separate, single achievement for clearing the whole instance with the buff, but that’s it. Second, all emblem gains while the buff is active would be cut in half. Finally, each boss would drop one less piece of loot than normal (so 1 in 10-man, 2 in 25).

With this system, guilds that need the buff could still progress (albeit more slowly), yet there would still be incentive for guilds that can defeat the encounter normally to do so. Plus, since achievements are the standard for measuring progress and the buff would preclude standard achievements, we could move past this idea of “tainted victories” from top guilds using the buff. That said, this idea would open up some new cans of worms – but I’ll examine some other possibilities in part II of this series.

So what are your thoughts on the Icecrown buff? Do you think it’ll come back in Cataclysm? Is there a better way for Blizzard to make content more accessible for the majority of the playerbase?
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