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PvP Healing Change updated

Quote from: Bornakk (Source)
After further observations of the recent changes made to resilience and healing in PvP, we have made an additional change via an in-game fix so that the PvP healing debuff in Arenas, Battlegrounds, and Wintergrasp now also lowers the effectiveness of Power Word: Shield and Sacred Shield by 10%. The majority of other strong shields or damage absorption mechanics are already affected by the healing change, so we feel this new adjustment is an appropriate step in balancing the effects of resilience versus healing. The ultimate goal is to find a better median between PvP encounters feeling too quick from burst damage, or too long from heals, shields, and absorption effects. We will continue to monitor the way these changes play out and let you know if we feel any further changes are needed. As always, feedback based on your PvP experience with these new changes is welcome.

Blue Posts

Deathbringer Saurfang Hotfix (Source)
We’ve just deployed a hotfix that reduces Saurfang’s blood power gain from ability damage back to 3.2.2 values. There was also a minor visual range issue with Blood Nova that was fixed.

Nibelung Hotfixes (Source)
We are currently in the process of applying two hotfix improvements to the Nibelung staff. The first change is that we are improving the chance for a val’kyr to proc from 1% to 2%. While this may not seem like a significant improvement, it will be notable and result in the val’kyr appearing more often.

The second change is that anytime a summoned val’kyr casts her smite spell, she will heal herself for 25% of the damage done. This will help keep them alive when AoE damage is happening but not make them invincible as we still want them to feel like a summoned creature and not a special form of a DoT spell that has awesome art.

We understand the frustrations players have had with this weapon so far. We currently plan to make more proc weapons in the future and are committed to making this and other proc weapons fun and competitive items.

Upcoming Culling of Stratholme Changes (Source)
We are in the process of making changes to speed up The Culling of Stratholme, but they are not just an on-off switch so we weren’t able to get them into patch 3.3.2. For more details on this check out the post Daelo made:


3.3.2 Warlock Improvements (Source)
Affliction was doing good damage before and with the buff should now be competitive with any class in the game, depending on the fight involved (and how much the mages benefit from IA). That doesn’t mean *you* are going to top meters. Big difference. :) The management of Corruption rolling with NMIC isn’t ideal gameplay. We generally like the kind of gameplay that lets skilled players eek out a little bit more damage, but we agree the Corruption behavior is a little extreme. That said, it’s not as bad as the haste effects on rolling, and ultimately we know how to fix it with a little tech. (Which doesn’t mean we can fix it immediately, unfortunately.)

I’m not sure we have enough data on Demo yet. The buffs definitely did something. Totally agree on the mana issues. That’s something we want to address (standard no ponies promises applies).

We knew the buffs to Destro wouldn’t be enough, but we still thought they were worth making (compared to doing nothing at all). To finish the job will require more extensive talent changes. (Don’t interpret that as a complete redo of the tree though.) We think we can do some of this before Cataclysm ships, but it’s not the kind of thing we felt safe doing with the kind of limited testing / non-PTR status of patch 3.3.2. We could have just thrown caution to the wind and made the Empowered Imp or Conflag changes gratuitously overpowered, but that carries risks of A) forcing all of the Affliction locks to respec, or B) breaking PvP.

It’s tricky with the pure classes because a lot of players will flock to the spec with the highest dps, even if the margin is only 1% (not saying that’s the case here, mind you). The risk then for us is that we force players to constantly change specs every time we make adjustments because someone else is now top dog. We screwed up and did this with hunters and mages in earlier patches and nearly did it with rogues in 3.3. Rogues aren’t in a bad place now, where some players just prefer Combat over Mutilate and actually hunters aren’t far from that either with MM vs. SV (yes, both of those classes have a third tree, but having two raid viable specs is still better than one or none). In any case, we still want to get Destro’s dps higher.

We really don’t expect the healing nerfs that affect warlock self-healing to have a huge impact on PvP one way or the other.

Devastate Hotfix (Source)
Yes, we are hotfixing Devastate to do 20% more damage, not just 20% more weapon damage.

I can’t comment on when the hotfix will go live, because there are a lot of people involved in getting those changes pushed out, so we just don’t know. Often hotfixes go live within a day or two, but some may take longer if we find a bug or unexpected side-effect to the initial change.

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Blizzard released a newsletter recently. In the news letter came an interview with Scott “Daelo” Mercer and Greg “Ghostcrawler” Street about the Lich King and how the stories leading up to the Lich King and more, check it out!

Quote from: Blizzard (Source)

Arthas! The blood of your father… of your people… demands justice! Come forth, coward, and answer for your crimes!

Highlord Bolvar Fordragon

In the Fall of the Lich King content update (patch 3.3), Arthas Menethil, one of the most sinister and iconic antagonists of the Warcraft universe, concludes his tragic tale in a final confrontation with the Horde and Alliance.

To gain more insight into this epic moment in Warcraft history, the Insider sat down with World of Warcraft Lead Encounter Designer Scott Mercer and Lead Systems Designer Greg Street. Read on to learn more about how Arthas evolved, how his fall from the Light influenced the history of Azeroth, and how the end of his tragic character arc could shape the game going forward.

What was the inspiration for the character of Arthas? Was he originally intended to be such a central figure in the Warcraft universe, or did his role evolve as the story developed?

Scott Mercer: Early on in the development of Warcraft III, we knew the game would be about heroes leading their armies into battle. We initially created Arthas as one of those leaders, so we knew from the beginning he would be central to the storyline. Arthas starts the game as a young paladin of the human armies and then, after his fall from grace, he leads the undead through the Scourge campaign. His transformation is the bridge connecting the human and the undead campaigns, and he continues to serve as a villain in the other campaigns as well.

Despite Arthas’s importance in Warcraft III, we weren’t initially sure just how big of an effect he would ultimately have on Azeroth. A lot of his storylines — such as his battle with Illidan and his inadvertent creation of the entire Forsaken faction — didn’t really take shape until Warcraft III: The Frozen Throne, or even much later on in World of Warcraft.

Greg Street: Also, it bears mentioning that the Lich King and Arthas are actually two separate entities. The Lich King is the lingering spirit of the orcish shaman Ner’zhul. Ner’zhul originally started the demonic invasions in Warcraft II: Beyond the Dark Portal. So, in a sense, the entity that players know as the Lich King has been around for a long time, even long before Arthas was born, and has had an even larger hand in shaping the ongoing history of the Warcraft universe.

How did the Lich King’s centrality to the concept of the expansion shape its development?

Scott Mercer: After The Burning Crusade, we realized that Illidan had appeared many times in the concept art and the other material surrounding the expansion, but very few players ever actually saw him in the game itself. To most heroes, Illidan was a bit like Sauron from The Lord of the Rings; he was an omnipresent evil that they would hear about, but never actually meet in a face-to-face confrontation.

When development began on Wrath of the Lich King, we knew we wanted the players to have a more personal connection with the Lich King than they did with Illidan, even if it was an antagonistic relationship. So we started designing quests and instances in which we could show the Lich King to the players, even have him interact with or hamper them on their quests, like in Utgarde Pinnacle or Howling Fjord.

In addition to the Lich King himself, we also referenced the events from Warcraft III many times in the content of Northrend. Players can see the wrecks of the Alliance ships that Arthas set ablaze during Warcraft III: The Frozen Throne. They can also find the altar upon which Arthas first discovered Frostmourne. And of course there’s the Culling of Stratholme, the Caverns of Time instance that allows players to relive the moment Arthas first began to adopt his zealous “ends-justify-the-means” attitude, which ultimately lead to him becoming a death knight. We deliberately built these aspects into Wrath of the Lich King to help remind players who Arthas is and where he came from, which we hope makes his character that much more vivid in players’ minds.

Overall, we think this new direction for the portrayal of the expansion’s main villain worked very well in Wrath of the Lich King, and we will likely adopt this approach for other villains in the future.

The Fall of the Lich King content update is the culmination of Wrath of the Lich King. Was it daunting to try to create an encounter that topped all of the expansion’s previous epic encounters?

Scott Mercer: Encounter brainstorms rarely begin with the idea of topping previous encounters. Instead, they start with a discussion about finding the best way to portray a particular character or idea. In this case, the initial discussions revolved around how to best convey the Fall of the Lich King via a raid dungeon. Of course, we’re always experimenting with new tools and ideas, especially when it comes to designing encounters, so a lot of what may be perceived as “topping” of previous encounters is actually a byproduct of what we learned through the course of our experimentation. That said, the Fall of the Lich King is going to be epic, even by World of Warcraft’s standards, so get ready for a world-altering finale.

From a gameplay standpoint, how do the other raid encounters in Icecrown Citadel build up to the final Lich King event? Do any raid encounters stand out in particular as the prelude to the Lich King?

Greg Street: One of the things I’ve enjoyed about the evolution of Icecrown Citadel is the way the art and the encounters in the dungeon come together to portray a fully functional enemy stronghold. No boss in Icecrown Citadel is just standing around, waiting for players to kick in the door. Instead, they all have a reason to be there and a vital role to play in the Lich King’s army. As the players progress through Icecrown, they are attacking the leaders in charge of the various day-to-day operations of the Scourge. There’s the Soul Forge in charge of “recruitment” and Professor Putricide who heads up R&D…. And that’s pretty much what Icecrown progression is all about, attacking the Scourge’s operational strength as you move higher and higher up the chain of command before finally confronting the Lich King himself.

Can you give us any teasers about the final Lich King encounter from a gameplay standpoint? How difficult will he be? Any insight into how his skills and powers from Warcraft III will carry over into the final Lich King raid event?

Scott Mercer: We’re going to keep those cards close to the vest, as players will be toe-to-toe with the Lich King soon enough, but I can say that he will pose the greatest challenge yet found in World of Warcraft. Beyond that, I can only share a few additional details. The battle against the Lich King takes place at the top of Icecrown Citadel where the Frozen Throne protrudes from the citadel’s tallest tower. Throughout the fight, players will have an epic view of Icecrown Glacier, and falling off the tower will be a real danger, especially as the fight progresses. Also, I’ll just say that Frostmourne serves as more than just a weapon wielded by the Lich King during the encounter; it will actually provide a core mechanic of the fight itself, a mechanic which we hope will resonate strongly with all players — especially the lore buffs.

The rest, you’ll have to see for yourself.

Let’s talk loot: what kinds of rewards await players strong enough to bring down the Lich King?

Greg Street: Well, with great challenge comes great reward. So, in addition to the usual stuff, the Lich King is also going to drop some epic weapons that have a higher item level than any other item in Icecrown Citadel. We’re hoping to have something for every character class in this bag, but note that this is just our current goal, not a promise. The main idea is that the Lich King has an inventory of weapons that he has stolen and corrupted throughout his reign. These weapons originally belonged to characters like King Terenas, Antonidas, Sylvanas, and Muradin Bronzebeard. In addition to the corrupted weapons, we’re also planning to have Arthas’s undead mount, Invincible, drop each time the Lich King is defeated in 25-player Heroic mode. Also, once the Lich King is finally defeated, there will be an in-game cut scene, similar in size and scope to the Wrath Gate cut scene.

The title “Fall of the Lich King” suggests the end of an era. Can you give us any teasers for what next awaits the denizens of Azeroth?

Scott Mercer:: Players have been gearing up to fight the Lich King for a long time and it’s definitely the end of an era, but it’s by no means the end of World of Warcraft. We’ve already begun to hint at an in-game event surround the upcoming Cataclysm expansion that will be at least as big as the zombie invasion that kicked off the Wrath of the Lich King. Players already know that the Barrens are getting cut in half by a volcanic chasm, so we’ll have to show you how that happens. The Cataclysm in-game event will probably hit in a patch before the actual expansion goes live. We’re still figuring out the details, but whatever happens, it will be felt throughout the entire world, and it’ll be just the beginning of the reign of Deathwing.

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First Lich King Kill
Very epic video, something most of us have been waiting for since the expansions release! Well here it is brought to you from Hordelife! We would like to also thank Blood Legion for releasing the video for everyones viewing pleasure! Congratz to you guys!

World First Part 1

World First Part 2

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Speculations Correct!
So it seems as if our previous post about who we think is going to be the next one to take up the crown was right. It seems as if Bolvar was alive! It was a really close call but watch the video and find out what happens! Quite a shocker! Amazing video by the way, won’t want to miss it.

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10-man Lich King Downs

Three guilds defeated the Lich King on 10-Player mode so far. The fight seems to be a really hard one so this deserves a mention even in normal mode. So congrats to Blood Legion – US-Illidan, Ensidia – EU-Tarren Mill and For the Horde of EU-Nazjatar. One US and Two Euro! Congratz.

25-man Sindragosa Video

Weekly Icecrown Raid Quest
Patch 3.3.2 unlocked the Icecrown part of the 3.3 Weekly Raid Quests, that will reward you with Sack of Frosty Treasures — a sack filled with 5 Emblems of Frost, some gold, and a chance at epic gems or a random BoE-264 epic.

There are 10-player and 25-player modes ofor these quests and both 10 and 25 man quest can be done each week! Get to Icecrown for your new cool loot!

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The full loot tables for the Lich King are up on armory and Wowhead! Invincible’s Reins will be 100% droprate from 25-player heroic. So =)

25 Player Heroic Mode

25-player Heroic
Item Type Slot Role
Havoc’s Call, Blade of Lordaeron Kings Axe One-Hand Phys. DPS
Mithrios, Bronzebeard’s Legacy Mace One-Hand Tank
Royal Scepter of Terenas II Mace Main Hand Spell / Crit / MP5
Oathbinder, Charge of the Ranger-General Polearm Two-Hand Phys. DPS
Bloodsurge, Kel’Thuzad’s Blade of Agony Sword Main Hand Spell / Crit / Haste
Glorenzelg, High-Blade of the Silver Hand Sword Two-Hand Strength DPS
Archus, Greatstaff of Antonidas Staff Two-Hand Spell / Crit / Spirit
Heaven’s Fall, Kryss of a Thousand Lies Dagger One-Hand Phys. DPS
Fal’inrush, Defender of Quel’thalas Crossbow Ranged Phys. DPS
Invincible’s Reins Mount None Riding / Flying Mount

25 Player Normal Mode

25-player Normal
Item Type Slot Role
Havoc’s Call, Blade of Lordaeron Kings Axe One-Hand Phys. DPS
Mithrios, Bronzebeard’s Legacy Mace One-Hand Tank
Royal Scepter of Terenas II Mace Main Hand Spell / Crit / MP5
Oathbinder, Charge of the Ranger-General Polearm Two-Hand Phys. DPS
Bloodsurge, Kel’Thuzad’s Blade of Agony Sword Main Hand Spell / Crit / Haste
Glorenzelg, High-Blade of the Silver Hand Sword Two-Hand Strength DPS
Archus, Greatstaff of Antonidas Staff Two-Hand Spell / Crit / Spirit
Heaven’s Fall, Kryss of a Thousand Lies Dagger One-Hand Phys. DPS
Fal’inrush, Defender of Quel’thalas Crossbow Ranged Phys. DPS

10 Player Heroic Mode

10-player Heroic
Item Type Slot Role
Troggbane, Axe of the Frostborn King Axe One-Hand Tank
Valius, Gavel of the Lightbringer Mace One-Hand Spell / Crit / MP5
Warmace of Menethil Mace Two-Hand Strength DPS
Halion, Staff of Forgotten Love Staff Two-Hand Spell / Crit / Haste
Tainted Twig of Nordrassil Staff Two-Hand Phys. DPS
Pugius, Fist of Defiance Fist Weapon Main Hand Phys. DPS
Stormfury, Black Blade of the Betrayer Dagger One-Hand Phys. DPS
Tel’thas, Dagger of the Blood King Dagger Main Hand Spell / Crit / Haste
Windrunner’s Heartseeker Crossbow Ranged Phys. DPS

10 Player Normal Mode

10-player Normal
Item Type Slot Role
Troggbane, Axe of the Frostborn King Axe One-Hand Tank
Valius, Gavel of the Lightbringer Mace One-Hand Spell / Crit / MP5
Warmace of Menethil Mace Two-Hand Strength DPS
Halion, Staff of Forgotten Love Staff Two-Hand Spell / Crit / Haste
Tainted Twig of Nordrassil Staff Two-Hand Phys. DPS
Pugius, Fist of Defiance Fist Weapon Main Hand Phys. DPS
Stormfury, Black Blade of the Betrayer Dagger One-Hand Phys. DPS
Tel’thas, Dagger of the Blood King Dagger Main Hand Spell / Crit / Haste
Windrunner’s Heartseeker Crossbow Ranged Phys. DPS
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World Of Warcraft is bringing Auction House to Armory!
So it was announced yesterday that Blizzard is going to have the auction house as their next step for upgrading WoW Armory! It’s something many players have wanted for a while, imagine to be able to access armory via your phone! This will be possible with the Armory App on Iphones! Also next thing I want to add is that blizzard might actually have a premium section for people. We don’t know exactly what for, but we speculate its to create auctions from outside the actual game!

Quote from: Bornakk (Source)

Since the launch of the World of Warcraft Armory, we’ve been regularly releasing updates and new features designed to help players stay connected to the game even when they’re not logged in. Today, we wanted to give you a heads-up about a new service now in development that will let players access the Auction House directly through the Armory website or Armory App for iPhone or iPod touch.

While there are still plenty of details to be worked out, we’re designing the service to offer auction functionality similar to what’s available in-game. Players have been requesting — and we’ve been hoping to implement — a feature like this for a long time, and we’re excited that the Armory and the game have evolved to a point that makes it possible.

This is a fairly complex service to develop, due in large part to its unprecedented integration with the game, so we don’t have an exact release date yet. It’s important to note here that certain elements of the service will be premium-based, which we’ll go into more detail on once the service functionality is finalized. As with all of the services we offer, we plan to integrate the Auction House and Armory in a way that won’t disrupt the gameplay experience, and we won’t release it until it meets the quality standards that we’ve set for our other features and services. You may be seeing bits and pieces of the Auction House service pop up in the test builds we use for the public test realms as we go through the process of internal testing. We’ll have more info to share with you here and at as we get closer to release.

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So here it is people, patch 3.3.2 is live, this means that Shadowmourne quest is now also doable! But here is a ton of information to help you in your endeavors!

PvP Healing Change

Quote from: Zarhym (Source)

Patch 3.3.2 is bringing about a change to the way healing functions in Arenas, Battlegrounds, and Wintergrasp. We have applied a debuff to all players in these zones which will decrease the effectiveness of all forms of healing by 10%. This includes heals from items such as Healthstones and potions, however, it will not affect defensive shields or auras. This change is being made to balance the effectiveness of healing against the recent buff we made to the damage reduction component provided by resilience. Rest assured that we will be closely monitoring the effects both the healing and resilience changes have on Battleground, Wintergrasp, and Arena PvP game play to ensure that fights last a reasonable amount of time without overtly skewing the effectiveness of any class, role, or team combination.

The official patch 3.3.2 notes can be found here:

The Lich King
This section will be updated as more information comes along about the actual fight. We don’t want to provide you with the wrong information at this point. What IS known though is that in the 25 player mode Lich King drops the Invincible Mount



This encounter has three phases; she begins on the ground but will take off into the air from time to time to drop a Frost Bomb similar to Sapphiron.  She will also cast Ice Tomb on four random targets in 25-player; hide behind them to block line of sight on the Frost Bomb.

At 30% she no longer takes off into the air, but she will begin using a few new skills and will target random players with Ice Tomb every so often.  Consider 30% the soft enrage.  Be sure to damage the Ice Tombs while she’s in the air, but don’t kill them too early or you’ll be hit by the bomb.

Video By Vodka PTR

Valithria Dreamwalker


Valithria starts at 50% health and the objective is for players to heal her to full.  This is accomplished through player heal spells.  While you do this adds spawn and rush you to try and stop you from healing her and to deal damage to her.  The adds spawn progressively faster as the fight goes on, so it’s important to have a good mix of DPS to keep the adds down, as well as healers to heal Valithria.

Video By Cuties Only

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Quote from: Zarhym (Source)

World of Warcraft Client Patch 3.3.2

The latest test realm patch notes can always be found at

The latest patch notes can always be found at

Dungeons and Raids

  • Icecrown Citadel
    • Frostwing Halls, the final stronghold of the Scourge and their Lich King, has been added.
  • Halls of Stone
    • Brann Bronzebeard has been getting into shape and now feels comfortable walking faster when escorted.
  • The Forge of Souls
    • The Devourer of Souls will now cast Mirrored Souls less often.
    • The Spell Reflect ability has been altered on several creatures. It now has a cast time, only has 2 charges, and has a 75% chance of reflecting spells.
  • The Nexus
    • Anomalus will now use the Create Rift ability only once, down from 3 times.
  • The Old Kingdom
    • Elder Nadox now only gets one Ahn’Kahar Guardian during the encounter.
    • Jadoga Shadowseeker now only ascends once during the encounter.
    • Several enemies between the Befouled Terrace and The Desecrated Altar have been removed or had their pathing altered.
  • Pit of Saron
    • Players can now zone back into the instance if they are dead while encounters with Krick and Ick or Forgemaster Garfrost are in progress.
  • Utgarde Pinnacle
    • Skadi the Ruthless can now be removed from his drake with 3 harpoon strikes, down from 5.
    • Svala Sorrowgrave now casts Ritual of the Sword 1 time during the encounter, down from 3.
  • Vault of Archavon
    • Toravon, the latest boss to join the Vault’s giants and masters of the elements, is now accepting challengers in 10- and 25-player formats.
  • The Violet Hold
    • The time between a boss being defeated and a new portal opening has been decreased.


  • All healing abilities (including items such as potions) will be decreased in effectiveness by 10% when in Battlegrounds, Arenas, or Wintergrasp.
  • Arenas
    • Season 8 has officially begun featuring all-new rewards!


  • Talents
    • Balance
      • Earth and Moon: This talent now increases the druid’s spell damage by 2/4/6%, up from 1/2/3%.


  • Talents
    • Elemental Combat
      • Shamanism: This talent now provides 4/8/12/16/20% extra spell damage to Lightning Bolt/Chain Lightning, up from 3/6/9/12/15%, and 5/10/15/20/25% to Lava Burst, up from 4/8/12/16/20%.


  • Talents
    • Affliction
      • Shadow Embrace: This effect can now stack up to 3 times, up from 2. However, the periodic healing reduction effect has been reduced from 3/6/9/12/15% to 2/4/6/8/10% per application.
    • Demonology
      • Demonic Pact: The damage bonus granted the warlock by this talent has been increased from 1/2/3/4/5% to 2/4/6/8/10%. The buff granted to a raid or party by this talent remains unchanged.
    • Destruction
      • Conflagrate: The damage-over-time effect of Conflagrate has been increased to 40% of the spell’s total damage, up from 20%.
      • Empowered Imp: The pet bonus damage provided by this talent has been increased to 10/20/30%, up from 5/10/15%.
      • Improved Shadow Bolt: Damage done by Shadow Bolt increased by 2/4/6/8/10%, up from 1/2/3/4/5%.


  • Talents
    • Protection
      • Concussion Blow: The damage done by this ability has been reduced by 50%, but its threat generation will remain approximately the same.
      • Devastate: This ability now deals 120% of weapon damage, up from 100% of weapon damage.
      • Shield Slam: The damage scaling from block value for this ability now diminishes faster and diminishes starting at a lower block value. The difference should be negligible for players in high-end tanking armor. In addition, the threat caused by Shield Slam has been increased by 30%.
      • Warbringer: This talent no longer allows Charge and Intercept to break roots or snares. Intervene remains unaffected.

User Interface

  • The party leader is now referred to as Guide in chat when a group is formed via the Dungeon Finder.
  • Fixed a bug where players with Raid Assist capabilities were unable to perform a Ready Check.
  • Fixed a bug where the first couple of tutorials were not displaying upon logging into the game.


  • New strength-based melee DPS rings are now available from representatives of the Ashen Verdict.
  • Tier-9 Sets: The Aspirant vendors at the Argent Tournament grounds have worked out a deal with merchants in Dalaran so that all item level 232 set pieces will now be available on armor vendors in the city. Set pieces which require trophies will still be available for purchase only from vendors at the Argent Tournament grounds.
  • Tier-10 Balance Druid 4-Piece Bonus: Fixed a bug to allow for this bonus to properly trigger.
  • Tier-10 Elemental Shaman 4-Piece Set Bonus: Redesigned. Successful Lava Burst casts now increase the duration of Flame Shock on the target by 6 seconds.
  • Tier-10 Tank Sets: The gloves and chest pieces for warrior, death knight, and paladin tanks have had their stats adjusted slightly to provide additional armor value.
  • Tier-10 Warlock 4-Piece Bonus: This bonus should now correctly be applied to the warlock’s pet.

Technical Support

  • The cvar ‘processAffinityMask’ controls which CPU cores are available for the World of Warcraft client to use. Previously the game client was limited to 2 cores as a default which players could override in the configuration file. In the past this provided a performance boost on some CPUs and operating systems. We have identified several systems that are experiencing severe performance issues with this restriction and have removed it. Players who would like to restore the old behavior can do so by updating the Config.WTF file by adding: SET processAffinityMask “3”.
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3.3.2 Patch

Quote from: Enthati (Source)

We will be performing scheduled maintenance on Tuesday, February 2nd. Maintenance will begin at 3:00 AM PST and conclude at approximately 11:00 AM PST. During this time, all realms and many web services will be unavailable.

Thank you for your patience.

Trinket and Itemization Ideas

Quote from: Bornakk (Source)

Our raid item philosophy has evolved a lot since vanilla. The tier sets were once considered a badge of honor. Someone stalking around (or mailbox afking) with their full set bonus might as well have been sporting a legendary item. These days, we virtually guarantee that any player with an interest in raiding is going to be able to complete at least the lowest level version of their set with just a minimal level of persistence. This ultimately serves as a powerful reward mechanism and is in line with our philosophy of letting more players actually see the content.

This design though also has its risks. One of the big ones is that item progression becomes very predictable and deterministic. Imagine (just as an example) a model where all bosses drop emblems and every item you want is for sale. That may sound cool for a few weeks, until you hit the point that without any kind of random element to progression that you can calculate to the day/week at which you will finish gearing up your character. The excitement of what the boss drops would be gone and we feel this would end up making the purpose of clearing new content very underwhelming.

Trinkets are really the one item (weapons are to a lesser extent) that we use to try and capture that old slot machine feel from the classic Molten Core days. Yes, completely random loot with huge loot tables can be frustrating but we are pretty far from being completely random these days. Trinkets however are still somewhat random, they can be hard to acquire, and there is often a lot of competition for them.

Trinkets are also tricky to design because we don’t want them to be just a pile of stats like other items. We generally want them to be unique by having a random proc or an on-use ability or something similar. These types of things are always trickier to balance, but this is also what makes them interesting. We also don’t necessarily want every trinket to be a guaranteed upgrade just because the item level is higher. Knowing what works or doesn’t work for your particular character and play style is one of the ways players have to demonstrate their mastery of the game.

There are some aspects of trinkets for which we think we can do better. For example, it’s annoying when a superior item is on a lower tier of content to where you feel like you have to argue with your guild to go back and farm easy bosses or run a 10 player version when everyone else wants to do 25. Many of the trinkets probably represent too big a dps (or equivalent) jump given how difficult it can be to acquire them. It’s also easy for us to fall into a rut of offering basically the same one every time (often because we know players like it) rather than experimenting with different things. We like to try new things to keep gear interesting for players as we know some have been evaluating trinkets for over five years now.

We also probably just need to drop more of them. That doesn’t mean they should be trivial to acquire, but when say a caster only has 2 good options in Ulduar and 1 requires a hard mode, then there is going to be ton of competition when they do drop. We know it’s rough when the trinket you have been wanting finally drops and you have to roll against 10 other people for it. Having more trinkets would mean more variety, which means players may want different ones and ultimately will be a little more different from their friends/guildmates.

Account Security Awareness Page

Quote from: Nethaera (Source)

Protecting the citizens of Azeroth is extremely important to us. Our new Account Security Awareness page ( ) provides helpful advice on what you can do to safeguard your computer, how to spot scams, info on the adverse effects of buying gold, ( ) and tried-and-true methods to help prevent account compromises. Poster Contest

Quote from: Nethaera (Source)

Create a great-looking custom print and you could win a gift code to use on! Show us your creativity by visiting the site, creating your own unique poster of your character, and submitting it. One winner will be chosen each week during the month of February to win a $10 gift code. After the fourth week, we’ll be choosing one entry each as our grand prize, second place, and third place winners for even more prizes. Find out more on our contest page.

Blue Posts

Patchwerk style fights (Source)

Outside of this being a troll post, I just want to say that fights like Patchwerk have their place but in the grand scheme of things can get really boring really fast. Once it becomes easy to defeat the encounter is more like a mini-boss that just had a lot of health. There are some nice dps-races in Icecrown Citadel like Deathbringer Saurfang (for melee at least) and Festergut but these still require some raid awareness depending on what is going on which is more challenging and more fun in the end.

Death Knight

Balancing DK ranged skills (Source)

It really just comes down to our not wanting death knights to be a ranged class. It is a melee class. Now they have some great ranged tools and some ranged spells, not unlike say an Enhancement shaman who throws out the occasional Lightning Bolt. There’s nothing wrong with that. It’s only when the DK strategy shifts to favoring ranged attacks too much that we make adjustments. The DK that runs around and does nothing but Icy Touch or Howling Blast or Death Coil feels like a rogue who forgoes combo points and openers and everything just to spam Fan of Knives and nothing else. It would probably even be okay if Death Coil was the largest component of damage, so long as you had to use your melee attacks to set that up first.


4-piece Tier-10 (Source)

There is a bug where the pet is not always receiving the damage bonus from the 4PT10 warlock set. We are going to fix it.

The issue of having to recast Corruption in order to benefit from the proc is a much harder problem to solve. We might be able to do something, but we can’t promise a good solution there. It is just the nature of the way rolling dots work. You gain the benefit of whatever crit you on when you cast the spell, but aren’t going to gain the benefit from procs that occur later on.

Soul Shards in Cataclysm (Source)

Ideally we design it so that you don’t need a way to get them back in combat. We think that makes the shards feel more like cooldowns than something you do every time they are on cooldown. (Example: you generally save Heroism / Bloodlust for the best time to use it, not the first available time to use it.) It is definitely possible though that a lock could feel janked if they used their last shard just as a bunch of adds joined the fight or whatever. In that case we might have to add some kind of Evocation-like ability to get the shards back in emergencies.

In a very pure, possibly unrealistic sense, though we’d love to see 3 shards per fight with some kind of cooldown in between the use of each. I mean non-trivial fights here. Maybe you use 1 shard on raid trash and no shards while killing a mob for a quest while leveling.

Where is your WoW Character going to be buried?!
Interesting post came across in the forums, pretty much where would you want to retire your character in the world of warcraft? If it ever ended lol. Leave your comments!

Quote from: Liessa (Source)

Which zone would they choose ?

Junatami – Resto/Boomkin Druid – Nagrand, no doubts about it.

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Hey, I've created this fansite for all World of Warcraft players to come conversate and read up on interesting information. I will post humerous pictures, polls, and topics for people to view as well as comment. I do play World Of Warcraft and I play for the Horde faction! So all you alliance players, watch your backs! FOR THE HORDE!