Rare Spawn Raptor Nests
The rare raptors that dropped the raptor non-combat pets, will not drop them anymore in 3.3. The pets will now spawn in a lootable nest nearby. Here is a blue post related to it.

Item

  • Hatchlings: Leaping, Darting, Razormaw, and Ravasaur Hatchlings no longer drop from their associated rare creatures. Instead, there are now rare nests that spawn which contain these hatchlings. For example, the Leaping Hatchling can now be found in Takk’s Nest rather than as a drop from Takk the Leaper.
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Quote from: Slorkuz (Source)

Coming in patch 3.3.0, the esteemed tuskarr of the Kalu’ak are proud to introduce to Northrend the Kalu’ak Fishing Derby, a test of fishing skill with a healthy dash of luck! Every Wednesday beginning at 8 PM players can try to catch the elusive Blacktip Shark. Elder Clearwater sits in Dalaran for one hour awaiting the return of the quickest, most experienced fisher to bring him the first catch of the night. This champion fisher will be rewarded in-kind for his or her fishing expertise. Those who aren’t able to return with the first catch will still receive just reward for getting the Blacktip Shark to Elder Clearwater before he takes his leave.

It is said that these sharks’ favorite meal are the bite-sized Pygmy Suckerfish. Perhaps a hook in their waters will do the trick. Because of the increased concentration of fish, you have an increased chance to catch a shark from fishing pools. Don’t forget, in patch 3.3.0 you never catch trash from fishing pools, regardless of skill.

The derby winner will receive a substantial chunk of experience (or money at maximum level) and gain 5000 reputation with the Kalu’ak. In addition, the champion will be given a choice between two unique rewards:

    Dread Pirate Ring
    Binds on Account
    Unique-Equipped
    Finger

    +34 Stamina
    Requires level 1 to 80 (80)
    Equip: Improves critical strike rating by 53.
    Equip: Improves hit rating by 29.
    Equip: Experience gained from killing monsters and completing quests increased by 5%.

    Boots of the Bay
    Binds When Picked Up
    Feet
    Requires Fishing (200)

    Equip: Increased Fishing +15.
    Use: Whisks you away to the finest drinking establishment in Booty Bay. (1 Day Cooldown)

To keep it interesting, the Achievement “Master Angler of Stranglethorn” has been changed to “Master Angler of Azeroth.” This can be earned by winning either the Kalu’ak Fishing Derby or the Stranglethorn Fishing Extravaganza.

Please bear in mind this feature will be undergoing testing on our Public Test Realms and is subject to change prior to the release of patch 3.3.0.

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Quote from: Nethaera (Source)

Join us this Thursday, October 22, at 3:00 PM PDT on Twitter for a developer chat with World of Warcraft’s director of production and game director.

Questions will be taken live through Twitter, so be sure to sign up for a Twitter account at https://twitter.com/signup and follow account @Warcraft in order to participate!

However, in order to ensure that adequate answers can be provided, all answers will be posted on the forums in a dedicated thread, with links to the answers provided through Twitter.

Source: Worldofraids, Blizzard

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Quote from: Dresorull (Source)

We’ve made some changes to the Thorim encounter in Ulduar to reduce the amount of information sent when you initially start the fight. This should reduce the amount of lag and disconnects that some players experience when starting the encounter.

If you have completed the Thorim encounter after today (10/6) and are still experiencing issues when engaging the mobs in the arena, please post in this thread.

Please keep this thread on topic, and only post if you are still experiencing disconnects during the Thorim encounter.

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Here is some Information from blizzard. As well as some screen shots from Icecrown!
Quote from: Blizzard
All across the lands of Northrend, many battles have been fought against the vile Scourge. Countless lives have been lost since the Alliance and Horde first reached the frozen wastes, but the champions of Azeroth continue to march forward. Now Icecrown Citadel, the cornerstone of the Scourge’s power and the home base of the Lich King, is their final target. Tirion Fordring and the Argent Crusade have forged an alliance with Darion Mograine and the Knights of the Ebon Blade to form the Ashen Verdict. The strongest combatants of this coalition, along with the champions of the Alliance and Horde, will lead the charge against the citadel.

This dungeon reveals the culminating story events and battles of the Wrath of the Lich King expansion pack. Join the legendary heroes Highlord Tirion Fordring, High Overlord Saurfang, Muradin Bronzebeard, Highlord Darion Mograine, and King Varian Wrynn in an epic battle against the Scourge and their master. Icecrown Citadel features 10- and 25-player versions of the raid dungeon, and each version has 12 encounters. Each encounter can be fought in either normal or Heroic mode, and players can use a new user interface feature to toggle easily between difficulties. The rewards in the raid dungeon start at item level 251 in the normal mode with 10-player encounters, increase to item level 264 in the Heroic mode mode with 10 players and the normal mode with 25-player encounters, and then finally reach item level 277 in the Heroic mode with 25 players.

Grand Entrance of the Citadel
After breaching the fortress, players will face a legion of undead guards directed to repel any invaders. Commanding the defenders is Lord Marrowgar, a monstrosity fused together from the bones of the undead. Supreme Overseer of the Cult of the Damned, Lady Deathwhisper is the next opponent. She bolsters the faith of her followers by promising them the opportunity to give eternal service in undeath.

As they continue their ascent, the Alliance and Horde heroes ultimately end up outside of the citadel where their hatred for one another erupts into a battle for dominance over the Rampart of Skulls. Players will join in battle alongside High Overlord Saurfang on the Orgrim’s Hammer gunship or Muradin Bronzebeard on The Skybreaker in a unique encounter. Each faction will protect its gunship and try to destroy the other one in a back-and-forth battle to see who is truly worthy of facing the Lich King.

The Lich King’s most powerful death knight then stands as the final obstacle for the heroes to enter the upper reaches of the citadel.

The Wings of Icecrown Citadel
After the heroes of the Alliance or Horde defeat the other faction on the gunships and wipe out the creatures near the entrance, players will venture into an area with three separate wings. Here they will face a multitude of terrors that must be vanquished in order to confront the Lich King.

In the Frostwing Halls players will battle alongside the Ashen Verdict and push into the lair of the deadly frost wyrm Sindragosa, who continues to strengthen her brood with the help of Ymirheim’s vrykul. Along the way, the heroes will stumble upon Valithria Dreamwalker, a captured green dragon whom the Scourge is using as a test subject for their own ends….

The Plagueworks contains the most twisted experiments ever produced by the Scourge. In this wing players will face two new forms of abomination in Festergut and Rotface, who currently protect their devious creator, Professor Putricide.

The Crimson Hall contains the leaders of the San’layn, undead blood elves who oversee the Scourge’s operations throughout Azeroth. The blood-princes Valanar, Keleseth, and Taldaram were raised into undeath by the Lich King to avenge themselves while protecting their blood-queen, Lana’thel.

The Frozen Throne
After clearing all three wings, players will ascend to the Frozen Throne, where the Lich King and his runeblade, Frostmourne, await to deliver them to their deaths….

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More 3.3 Info

Expert Riding cost clarification (Source)

The full price of Expert Riding is 250g. I listed 225g in my original post thinking that most everyone would have at least honored with Stormwind or Orgrimmar faction by that point.

Just wanted to follow up on this and make sure everyone was clear that the full price is 250g and then faction discounts apply that reduce the price all the way down to 200g at exalted.

Thanks and sorry for the mixup.

New Map Layout (Source)

Please hold any feedback or bugs for the quest and map features until they are fully implemented.

Icecrown 5-player dungeon loot (Source)

Currently the items available from the 5 man dungeons is not ready to be tested. When it is ready, it will start dropping from the bosses.

Why only 1 new class in 5 years? (Source)

Beyond the balance concern, which is a valid one, we don’t want to over-saturate World of Warcraft with different classes. We want to make sure each class has a very distinct set of core mechanics from other classes. Continually introducing new classes can tend to bring about a feeling of redundancy if we’re not fully comfortable with developing an entirely new set of mechanics distinct from the current classes.

This does not mean that we’ll never consider adding new classes to the game as time moves on, but we’re pretty happy with the play styles represented by the classes currently available.

Is killing Arthas killing part of the lore? (Source)

Are you asking if it will negatively affects the overall lore? I mean, killing any character is kind of killing lore as characters are lore, right?

Just keep in mind that Arthas wasn’t involved in Warcraft until the third installment, it’s a big universe with a lot of things going on, for every story that ends another (or more) begins.

Death Knight

Chains of Ice in 3.3 – Diminishing returns? (Source)

Stop your mass rerolling there DKs; this is a bug. :)

Chains of Ice should not have DR on its snare.

The bug was likely introduced because we were trying to prevent the huge visual from displaying on creatures that were immune to the snare. The functionality of Chains of Ice has not changed for 3.3 (at least as of this posting.)

Druid

Improved Barkskin (Source)

Improved Barkskin has not changed for 3.3 (at least as of this posting). The tooltip was clarified to specify that only leather and cloth armor contribute, which was always the case.

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3.3 Class Descriptions!

Source

Death Knight

Death knights are former champions of the Lich King who have allied themselves with the Alliance or Horde. Death knights are a hero class, which means they start at high level. Death knights use runes as their primary resource. Each of the three types of rune is used for different abilities. Death knights wear plate armor and do much of their damage with melee weapons. However, they have more ranged capabilities than most melee classes with an emphasis on causing diseases and doing damage with their undead pets. Their primary stat is Strength and also Stamina if tanking.

Druid

Druids are shape-shifters with an affinity for the plant and animal kingdoms. There are three types of druids: Balance druids who cast Nature or Arcane spells at range, Feral druids who can take on the form of a cat or bear to fight in melee, or Restoration druids who can heal their allies with an emphasis on heal-over-time spells. All druids can shift into a variety of forms for travel or defense. Druid stats depend on their role. Healers desire Intellect and Spirit. Casters desire Intellect. Cats like Agility. Bears like Strength and Stamina.

Hunter

A hunter’s favorite weapon is a bow, crossbow or gun. They are at home in the wilderness and have a special affinity for beasts. A hunter gains a pet at level 10 that acts as a lifelong companion and can protect him/her and help him/her in combat. Hunters also specialize in setting traps for enemies and getting out of combat quickly when an enemy enters melee range. Hunters are effective even when solo and one of the easiest classes to level. Hunters use mana as a resource. Their primary stats are Agility and Intellect.

Mage

Mages are the iconic wizards of Azeroth. They learn their craft through intense research and study and can specialize in dealing Fire, Frost or Arcane damage. Mages are lightly armored but make up for it with a potent array of offensive and defensive spells. Mages are known for being able to polymorph opponents into non-threatening animals, freezing enemies to the ground, conjuring food or water, or teleporting to major cities around the world. Their primary stat is Intellect.

Paladin

Paladins are heavily-armored fighters who use Holy magic to heal wounds and combat evil. Protection paladins are the tanking arm of the class and they excel at using their shield or reflective abilities to cause damage. Holy paladins are the healers and specialize in single-target heals. Retribution paladins deal out damage with two-handed weapons and Holy magic. Paladins are relatively self-sufficient and have many abilities targeted at death prevention. The primary stat for damage-dealing paladins is Strength. Tanking paladins also desire Stamina. Healing paladins desire Intellect.

Priest

Priests are casters who use Holy or Shadow magic to heal or harm. In the role of healer, a priest can focus on the versatile Holy tree or the Discipline tree that emphasizes single-target heals and damage prevention. As a damage-dealer, a priest sacrifice some of healing potential to deal Shadow damage, typically as damage-over-time spells. Within society, priests act as the spiritual leaders of their respective races. The primary stats for a priest are Intellect and Spirit (if healing).

Rogue

Rogues emphasize stealth, control and poisons as ways to avoid taking damage while being able to dish it out. Rogues often serve as assassins or scouts, though many are lone wolves as well. Rogues specialize in dual-wielding a variety of weapons, though the iconic rogue weapon is the dagger. Rogues deal damage by building up 5 combo points with their attacks and then unleashing devastating finishing moves. They use energy as a resource, which regenerates quickly over time. Rogues can often sneak around enemies or attack an opponent from behind to try and finish them off quickly. Their primary stat for a rogue is Agility.

Shaman

Shaman invoke the power of the four elements to enhance their weapon damage or spells. The most important feature of the shaman class is the totem, a small object that is summoned in combat to buff, heal or cause damage to the shaman’s enemies. There are three types of shaman. Enhancement shamans favor dual-wielding weapons such as axes or fists. Elemental shamans deal damage at range with their Lightning Bolts and Lava Bursts. Restoration shamans call upon water magic to heal themselves and their allies. Shaman often act as spiritual leaders in tribal communities. They value Agility if melee fighters or Intellect if casters or healers.

Warlock

Warlocks are casters who do much of their damage through curses, drains, damage-over-time spells, or damage from their demonic pets. Warlocks deal Fire or Shadow magic and a special resource called a Soul Shard to power some of their spells. Warlocks can convert their health into mana or summon group members to their locations. They gain their first demonic pet, the imp, at level four. Warlocks are feared in some Alliance societies while considered great leaders in some Horde societies. As casters, the warlock primary stat is Intellect.

Warrior

Warriors are plate-wearing fighters who strive for perfection in armed combat. As warriors deal or take damage, they generate rage, which is used to power their special attacks. Warriors learn 3 unique stances in which they can fight, each with their own benefits and abilities. Warriors can choose to focus on using a single two-handed weapon or dual-wielding weapons while Protection warriors emphasize using their shields to deal damage as well as absorb it. Warriors have several abilities that let them move quickly around the battlefield. Their primary stat is Strength, though tanking warriors desire Stamina as well.

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New Mount Info!

The new hippogryph mount with animation from 3.3.
hippogryph-mount

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Cataclysm and removing spell ranks (Source)

Essentially there will be no ranks. Instead your spell will just grow every time you gain a level. The biggest difference you will notice is not having to train say rank 16 of Rejuv. Your spellbook would just say “Rejuvenation.”

Base points can still increase. In fact they will increase every level instead of in big chunks.

Assume for the moment you get Rejuv at level 1 instead of level 4. Then imagine there are 85 ranks of Rejuv and you get a new rank automatically whenever you ding without visiting your trainer. It isn’t a huge change conceptually, except that your level 79 Rejuvs would be buffed relative to what they are now. Mostly if just gets players to focus less on rank and more on player level (and then ultimately talents, glyphs and gear).

3.3 Premades (Source)

I think we’ve spread the premade characters out across the world sufficiently. Most of them should be starting in their home city (Human = Stormwind).

Death Knight

Glyph of Icy Touch Redesign (Source)

As several players pointed out, the old glyph was driving too many other decisions with regard to spec and abilities used. We want DKs to be a melee class with some ranged abilities, not a ranged class.

Druid

Rejuvenation Bug Fix (Source)

We don’t want rank 15 to have that extra tick. It is technically a bug in that we didn’t intend for it to have that behavior, but obviously we sat on the change for awhile. However since the popular Resto style has now become Rejuv on as many people as possible, we thought the extra tick had become problematic. Frankly we think druids can absorb the small nerf without hurting their overall healing much.

We’re not trying to hide a nerf, and we can certainly change the patch note to not say bug fix if that makes it go down any easier.

We’ll look into any discrepancy in numbers between rank 14 and 15 and make sure things are working as intended.

The max rank coefficient is correct for a 12 second spell. The error was that the spell was 15 sec long. It was an unintended buff to the max rank. We sat on it for awhile, but decided it was time to make the change. The coefficient is 0.376 on live and will be 0.376 in 3.3.

Hunter

Avoidance being a pre-req for other pet talents (Source)

It is likely we will just replace the hunter pet Avoidance talent with one that increases pet dps. It is too situational to have as a talent now. Hunter pets will just take 90% less damage from creature AE the same as other pets do (meaning “for free”). We offer that avoidance as recognition that Fluffy doesn’t have the AI to get out of the fire on boss fights and likes to go in straight lines between you and a target, even if that means crossing fire.

Ninety percent avoidance should be enough to survive almost all boss AE attacks for a second or two — enough to get a heal or move your wolf (or sporebat). It isn’t intended to let your pet just ignore AE completely and stand in void zones. If you’re a pet class, you are going to have to manage the pet a little in dungeons and raids.

It was never our intent that pets just shrug off AE in PvP situations. In fact, it’s a little goofy if you think about it. We just technically couldn’t distinguish between creature and player AE before. We only go to that distinction as a last resort, since we like for PvP and PvE to work similarly. However we thought it was necessary in this case, since the complexity of boss encounters just doesn’t always leave pets with a way to avoid the AE damage. We think PvP AE damage often is avoidable (dude isn’t literally Bladestorming the entire arena at once), but we still understand that this is a PvP nerf to pets and we may buff them in other ways to compensate.

Don’t add another pet DPS talent, the pet trees are already bloated (Source)

That is by design. Before we added the bottom row of pet talents, BM hunters felt that their 51-point talent wasn’t attractive because they couldn’t actually improve pet dps with those points. If we made it too easy to cherry pick the dps talents, I fear we’d be in the same situation again.

You can have 5 different pets now, so even if you find a talent somewhat situational, you can probably find a pet to give it to.

Besides, judging from these responses, most pets already had the points in Avoidance, so you should just see pet dps increase with the current build (assuming we stick with this plan).

Paladin

Seal of Corruption (Source)

Seal of Corruption’s tooltip incorrectly stated that it did higher damage than it actually did. It actually did (and still does) the same damage as Seal of Vengeance. Vengeance’s tooltip did not have the error. We changed Corruption’s tooltip to be correct.

Actual damage did not change. You were not nerfed.

Rogue

Vanish Change (Source)

We need to make Vanish work as advertised. As I’ve said, if this results in a massive net buff for rogues, we will compensate in other ways. However, the intent isn’t that it’s another version of Cloak. We just want to compensate for server lag, missile travel time and the like. It’s entirely possible 1 sec is too generous to accomplish the job and a smaller number will work. That’s the kind of thing we will be evaluating through the PTR process.

Unless my understanding of the spell is completely wrong, Flare actually removes stealth, so it should work in any case. I will verify this part tomorrow.

Shaman

No Avoidance for Spirit Wolves? (Source)

The change should apply to all pets. I think that includes every class but warrior, paladin and rogue.

Dwarf Totems (Source) – Screenshot

They’re designed in the Wildhammer fashion, of course.

I told you they wouldn’t be kegs when the discussion first came up, heh.

New Race-specific Totems (Source)

Much of the design of the totems also came from the racial crests. I ask you to look at the wallpaper I linked earlier and then explain if you can’t see the correlation. :)

Warlock

Curse of the Elements (Source)

Datamined info is datamined.

Curse of the Elements rank 5 is still 13%.

It’s possible the reference refers to rank 4 going from 10% to 11% (since rank 3 was also 10%). OMG lock buff! :)

Curse of Elements rank 5 has not changed between 3.2.2 and 3.3.

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The Horde are cracking down on the Forsaken after what took place at the Wrathgate, and now they populated Undercity with new guards called Kor’kron guards and other NPCs too. Horde is there to see what the Forsaken are scheming to do. Here are some pictures of the NPC’s!

Wrath Gate Video

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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!