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Vortex Pinnacle Video, Blue Posts

Today, 05:13 AM |
Kody Icon
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Vortex Pinnacle Video

TotalBiscuit put together a video of Vortex Pinnacle, a new 5-player instance in Cataclysm. It's an absolutely beautiful zone made up of a palace floating in the clouds.



Blue Posts

Quote

Combat ratings, changes in store in the future? (Source)
Your primary stats go up, but your combat ratings go down. The reason for this is that those ratings convert to percentages. If you started with say 50% crit chance, and then gained a level and your new gear had say +4% crit chance instead of +2% crit chance, then you'd quickly get to 100% crit and stay there. This was the reason we implemented combat ratings in the first place. (You can blame Blackhand's Breadth.)

This particularly gets to be a problem when you reach max level. The reason is because you are going to go through several tiers of gear without increasing your character level, so we need to have enough space in the numbers for them to increase. We figure out what the highest say crit and haste chance the game can handle and then work backwards giving each tier a meaningful upgrade (or getting new gear won't be fun) and that determines the combat ratings on the starting gear.

We definitely understand the confusion / weird perception issues this causes and we've talked about some ways to completely revamp the game's combat equations so that we didn't need to use percentage-based stats influenced by ratings with diminishing returns. That is too large a change for Cataclysm, but something we might do in the future (when we aren't also tackling talent and glyph revamps).

Also remember that if you are leveling to 85, you are skipping over a lot of potential quest rewards that you can't get yet. The item leaps among levels are pretty large at level 80-85, which we had to do to make the upgrades feel meaningful. (Imagine the alternatives where you could go to Twilight Highlands directly from Icecrown and do okay.) Once those quest items are in, you'll be more powerful as you level.

On providing class feedback about damage values (Source)
A lot of you are focusing on numbers, which are just such easy things to tweak at this stage that we haven't turned our attention to them yet. If a "fun" ability for you is synonymous with "one that hits hard" then what you find fun is liable to be random and switch from build to build. :)

We have adjusted mob health and damage quite a bit in the beta and we're going to continue to do so. In LK, quest mobs got to be a bit of a joke, such that everyone was used to killing clouds of them with ease. We're trying to return to a world where you can generally handle one, but might want to think about using some of your crowd control or emergency buttons when you get an extra one or two. (Again, that's the intent. We're still adjusting things to get there.)

Current difficulty of Uldum, Twilight Highlands and level 85 content (Source)
Unfortunately, this is the most salient point in the original post. :( Everything from mana cost to tank damage are designed around having the correct gear. Doing an 85 zone in 83 gear is much, much harder than doing a 75 zone in 73 gear. Why? Because with only 5 levels, we made the level to level jump in item stats really high. That also means mobs also jump up a lot in power from level 73 to 75.

Almost every "Wow, things are hard" thread I have read on this and other forums are a direct result of not having Uldum and Twilight gear yet. We thought long and hard about whether it was a good idea to bump the level cap without that gear in place. In the end, we thought it was worth getting feedback on the quest design and some of the encounter design. But encounter balance is enormously dependent on having the right gear. Just keep that in mind. Things will feel better when you have ugrades available.

Death Knight


Dark Simulacrum (Source)
There' still some polish needed on Dark Simulacrum. We are going to try and let it affect everything we possibly can, but there have to be some limitations. Copying pets and the like is just something we can't handle really well. We also need to make sure that some effects have a duration. It's probably okay to copy Shadowform, but Shadowform itself has no duration and the DK version needs to. :)

Paladin


Protection as of build 12857 (Source)
Generally, you should use Inquisition when AE tanking, since it will boost the Holy portion of Hammer of the Righteous as well as Consecrate. You should use Shield of the Righteous when fighting single (or perhaps 2-3) targets, because it's going to hit a lot harder.

Beyond that, you have a few options. You can glyph Avenger's Shield to focus on one target if you'd like. You can switch to Shield of the Righteous even on group targets when you get Sacred Duty procs. You can use Grand Crusader procs to focus on the targets you are already in melee with, or use Avenger's Shield on additional targets to help hold threat. Consecrate isn't the "threat glue" is used to be, nor does it have 100% up time, so you're going to have some choices about when and where you use it.

Word of Glory, Beacon of Light and Holy's healing rotations (Source)
The main strength of Word of Glory is its cost. No matter how strained mana might get, you're always going to have ample usage of an instant, free heal.

It's difficult to offer talents that mod the other heals. If you have a talent that makes Flash of Light more cost effective or Divine Light faster, then those aren't really filling those niches anymore. We had a lot of problems like this in the past where a combination of talents, glyphs or set bonuses made Flash of Light or Holy Light the obvious heal for paladins, and the other one just died. We want to use all 3 of the cast-time healing spells in Cataclysm, but we're offering the most gameplay around Holy Shock and Word of Glory, because those are what make Holy paladins feel the most different from other healers.

As others have pointed out, Beacon just can't stay as "I heal at 200% effectiveness" in the Cataclysm healing model. It will still give you extra healing, particularly with the Tower of Radiance component.

We're not worried about the AE healing situation. In Lich King there were situations, especially in raids, where healers were called upon to instantly heal multiple targets at once or someone was going to die. With the larger health pools in Cataclysm, those situations are just going to be very rare. AE damage, and sometimes raid-wide AE auras, will still exist, but your tools are more than adequate to handle them. No, Light of Dawn may not take 5+ targets from 50% damage to 0% damage, but it also doesn't need to. You'll have time to top them off with single target heals, or just wait until the next AE heal is available. We just don't think spammable AE heals are that fun. If we wanted them to be a big part of the game, we'd need to make actual AE healing rotations that did more. The LK scenarios of hitting Wild Growth and Circle of Healing on cooldown are not something we want to go back to (plus, we've increased those cooldowns).

Holy's mastery (Source)
The paladin mastery should definitely replace a lower shield with a larger one. We're a bit hesitant to just let you continually stack the shield up to its max size. That feels more annoying if anything because then paladins would feel compelled to spam heals on a tank before the pull so they could start with a max strength shield and then drink to restore the mana investment.

Illumination and Divine Plea (Source)
I can't imagine anyone chose Holy paladin because they loved Illumination and Divine Plea as concepts. I can see liking those abilities when they gave you near infinite mana. For some healers, we understand that never having to worry about mana was fun, but we feel like overall, healing will be more fun if there is more skill and less spamming the same button involved.

Priest


Leap of Faith (Source)
Leap of Faith needs to be constrained to your group only.

Warrior


Heroic Leap (Source)
The Thunder Clap portion of Heroic Leap was the subject of much derision on this very forum. If you liked it, you should have stuck up for it then. It's gone now.

That sounds harsh, which isn't my intention, but it is really, really common on these forums to see a concerted effort among some players to say "Change X" and then when we do, other players come out of the woodwork to say "But we liked X!" I can't suggest a great solution to that except to pay attention to the kinds of discussions that are happening, and chime in if you disagree with something strongly.

---

We had a problem with Heroic Leap's high arc because it could propel you through doorways, essentially showing you all of the interior geometry of the world, which looked pretty unpolished. It's the kind of thing we can keep trying to improve though.

Bloodsurge (Source)
On Bloodsurge, a lot of specs pay the price for hitting an ability that procs at the wrong time: Art of War (Exorcism) and Hot Streak (Pyroblast) to name a couple. We don't want it to be trivial to achieve maximum dps.
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Cataclysm - Accessing the New Zones

Yesterday, 02:26 PM |
Kody Icon
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One of the things that has been a bit neglected in all of the Cataclysm news is how players will access the level 80-85 zones after visiting them for the first time. Most of them start off with breadcrumb quests in the two major cities for the expansion, Stormwind for the Alliance and Orgrimmar for the Horde. These breadcrumbs typically provide shortcuts or special events that will only happen once, as a means of accessing the new zones for the first time.

After that, many might think they need to fly to the zones to access them. That however is not the case. Extremely similar to the city portals in both Shattrath and Dalaran, there are new zone portals added in both Stormwind and Orgrimmar to allow quick access to the zones you've already visited at least once. There's a visually unique portal for each new zone: Mount Hyjal, Vashj'ir, Deepholm, Uldum and Twilight Highlands, as well as a portal to Tol Barad.

Portal Locations

As mentioned above, the new portals are located in Stormwind and Orgrimmar. I've highlighted the area on each city's map as a quick guide to accessing them.





Portal Screenshots


Orgrimmar




Stormwind



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Cataclysm Race Intros, SC2Replayed Contest

09-02-10 19:01 |
Kody Icon
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The blues have been relatively quiet on the forums so far today, but if there are any posts of note I'll be adding them to this article later tonight.

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.

Alliance


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.

Quote

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!


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Cataclysm Beta: Build 12857 Stormwind Updates, Ghostcrawler Explains Glyphs

09-02-10 13:53 |
Kody Icon
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With the latest beta build, Stormwind has seen a few more updates. Content-wise, guards now patrol the walls of the city. However the best part of the update has to be the new ground textures. Each district has a unique texture for their walkways, all of them in very high resolution -- making them look great on Ultra settings.

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.




Posted Image



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.

Quote

Quote from: Ghostcrawler (Source)
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.
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Cataclysm Beta: Build 12857 Introduces New Glyph UI

09-01-10 18:08 |
Kody Icon
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Update - Dark Phoenix Mount Source

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.

Posted Image


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!

Quote

Quote from: Valnoth (Source)

  • 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.
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Cataclysm Beta: Build 12857 Patch Notes Update

09-01-10 11:32 |
Kody Icon
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Update - Removed the Known Issues and Bug Fixes sections from the patch notes update. Added a more up-to-date Known Issues blue post below the notes.

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 will be marked out. Below you will find the updates for this build, but you can find the full patch notes in this thread.

Quote


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

Quote

Quote from: Ujumqin (Source)

This is a listing of some of the known issues for World of Warcraft Patch 4.0.0.


  • This list is not complete, and will not include all issues.
  • The issues listed here are frequently reported issues that will be addressed at a later date via a client patch.

The latest patch notes for 4.0.0 Beta can always be found at
http://forums.worldo...229998&sid=2000
General Issues

  • Mounts (both flying and ground) cannot be used in several parts of the world.
  • Players cannot eat in Vashj'ir.
  • Trainers are not functioning properly.
  • Ground mounts can be used when underwater in Vashj'ir.
  • All Heirloom items now have durability.
  • Robes do not have durability.
  • The Swift Spectral Gryphon does not increase your movement speed.
  • Players die upon taking the portal to the Maelstrom during 'The Maelstrom.'
  • You are not able to learn a second profession.
  • The Male Troll shoulder geometry is misaligned.
  • Crafted mounts are producing errors when used.

Combat

  • Several rogue talents are not functioning properly.
  • The spell effect visuals for Healing Rain and Earthquake look awkward when cast on a staircase or a steep incline.
  • Hunters will be unable to Revive or Call their pet if it dies right after you tame it.

Environments

  • There are one-sided collion walls in Gor'gol Hovel.
  • The Portal to Orgrimmar spawns players underneath the world.

Quests

  • Lord Darius Crowley is sporting a placeholder cube on his head.
  • Corpses are not tapped on the quest "Free Your Mind" allowing other players to use the Sovereign Rod on targets they did not kill.
  • While on the quest "Blood and Thunder!" NPCs will despawn prior to the event and the quest cannot be completed.
  • Characters cannot interact with Egg of Onyxia for the quest "The Brood of Onyxia."
  • The bones for the quest “Spirits of Stonemaul Hold” cannot be interacted with.
  • The Abyssal Seahorse requires Artisan Riding to use but the Subdued Abyssal Seahorse only requires Expert Riding to learn.
  • The questgiver Toshe Chaosrender is spawned underground.
  • The questgiver item Tattered Treasure Map can drop again after the quest "The Horde's Hoard" has been completed.
  • Sound is cutting in and out during two segments of Mor'norokk's voice over during the quest, "Some Spraining to Do".
  • Chip Endale cannot path causing him to evade if pulled during combat.

UI

  • Guild control and guild banks are experiencing issues related to the new guild leveling interface and functionality. In addition, guild experience may not display properly when players change zones, and guild members will be demoted to the lowest guild rank when logging out.
  • Gaining a talent point is displayed at every single level instead of every other level.

Fixed Issues

  • The mob Tendril from Below falls below the world when killed and can now be looted.
  • Globe of Boiling Water is now dropping from Scalding Water Lords for the quest "Full of Hot Water."
  • The quest "Seeds of Discord" is now resetting properly.
  • The quest "Offering to Azshara" can now be completed.
  • The quest "Blackfin's Booty" can now be completed.
  • The rug in Stormglen Inn is no longer experiencing z-fighting with the floor beneath it.
  • The fire damage from lava is no longer hitting players at any height.
  • Entering a phase with phased terrain (i.e. Rim of the World) no longer boots players from flying mounts.
  • Players are able to receive Stoneskin Totem from Shaman trainers.
  • The quest "Up the Volcano" can now be completed.
  • Characters are now riding the Swift Seahorse for the quest "Waking the Beast."
  • Shadow Protection is now functioning correctly.
  • Certain hairstyles are no longer causing the Male Worgen face to disappear.
  • Sudden Death procs now reset the cooldown of Colossus Smash.
  • The section of missing geometry where the floor and wall meet in Fireland Hatchery has been filled.
  • Characters with two professions learned can now train new spells.
  • Several cloak are now displayed correctly on Draenei females.
  • Battleground queueing should now be available.
  • Worgen are no longer excessively playing their idle sound effect every time they stop moving.
  • Floating combat text is now functioning.
  • The large section of terrain that is blocking the entrance to Night Web’s Hollow has been removed.
  • The Bloodfang Worgen are now responsive to being attacked in the Military District of Gilneas in Phase 1.
  • Paladin abilities are now generating Holy Power correctly.
  • Worgen are now able to activate secondary spec of Dual Talent Specialization.
  • Fulmination now hits the target instead of the caster.
  • Trainers should be functioning properly now
  • The Town-In-A-Box no longer has one sided collision.

[Updated 8/31/2010]

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Cataclysm Beta: Build 12857

08-31-10 17:16 |
Kody Icon
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New Cataclysm Launcher

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?

Quote

Quote from: Valnoth (Source)
Zul'Gurub is gone as a raid instance come Cataclysm.


Level Cap is now 85

Quote

Quote from: Valnoth (Source)
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!

Quote

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

Quote

Quote from: Lylirra (Source)
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!
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Cataclysm Beta: Ashenvale Preview Videos

08-31-10 16:00 |
Kody Icon
View Thread (2 Comments)
Silencer posted a great preview of Ashenvale in the forums and I wanted to highlight it today. He also put together a summary of the changes to the zone, so read on after the videos to see if you spot everything that has changed!

Part 1


Part 2



Quote


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

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Paladin tanks in Cataclysm

08-30-10 20:35 |
GravityDK Icon
View Thread (8 Comments)
Back in the old days, I had a Paladin called Hammerjudge. Creative name, eh.

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.
Posted Image

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.

Posted Image

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.
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Cataclysm Beta: Potential New Major Forsaken Character

08-30-10 17:07 |
Kody Icon
View Thread (10 Comments)
Lillian Voss - Potential Major Forsaken Character

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.

Quote

Quote from: Ghostcrawler (Source)
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

Quote

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
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Poll: Cataclysm Beta: The Adventures of Maltrake - Coming Soon (203 member(s) have cast votes)

Where should Maltrake level from 20-25?

  1. Ashenvale (82 votes [40.39%])

    Percentage of vote: 40.39%

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    Percentage of vote: 38.42%

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