Archive for the ‘WoW Vault Contests’ Category

A Word on T12 Set Bonuses

A Word on T12 Set Bonuses

We’ve seen a lot of discussion and debate over
the new set bonuses. Just so everyone is aware, we’re still assessing the set
bonuses for tier 12 as we go through more testing and gathering more feedback.

To give you a heads up on what we’re looking at so far though, here are
the most recent bonuses we have in mind for some of the sets (some of what’s
listed below are amendments to the existing bonuses on the PTR).

Some of
these bonuses might already be live as of the build pushed earlier this week,
while some are yet to be implemented. If your class/specialization isn’t listed
here, it means the bonuses either haven’t changed, or the changes haven’t been
solidified. Just the same, all of this is subject to ch-ch-changes over the
course of the PTR process. Your feedback is appreciated!

  • Blood Death Knight 4-Piece: The bonus to parry from Dancing Rune Weapon now
    begins when Dancing Rune Weapon wears off, instead of lasting while Dancing Rune
    Weapon is active.
  • Frost/Unholy Death Knight 4-Piece: Old bonus removed and replaced — Your
    Obliterate and Scourge Strike abilities deal 6% additional damage as Fire damage
    over 4 seconds.
  • Feral Druid 4-Piece: The bonus to dodge from Barkskin now begins when
    Barkskin wears off, instead of lasting while Barkskin is active.
  • Restoration Druid 4-Piece: Old bonus removed and replaced — Your Swiftmend
    also heals an injured target within 8 yards for the same amount.
  • Holy Paladin 2-Piece: Old bonus removed and replaced — Healing with Holy
    Shock has a 40% chance to grant you 6% of your base mana.
  • Holy Paladin 4-Piece: Old bonus removed and replaced — Your Divine Light,
    Flash of Light, and Holy Light spells also heal an injured target within 8 yards
    for 10% of the amount healed.
  • Protection Paladin 4-Piece: The bonus to parry from Divine Protection now
    begins when Divine Protection wears off, instead of lasting while Divine
    Protection is active.
  • Holy/Discipline Priest 2-Piece: Now also triggers from casting Prayer of
    Mending.
  • Holy/Discipline Priest 4-Piece: Old bonus removed and replaced — You have a
    chance when you cast a helpful spell to summon a Cauterizing Flame at the
    target’s location. Each second the Cauterizing Flame will heal an injured party
    member within 20 yards for 9250 to 10750 health. Lasts 5 seconds.
  • Shadow Priest 2-Piece: Now requires the priest to be in Shadowform to be
    active.
  • Warlock 4-Piece: Now also triggers from casting Drain Soul.
  • Arms/Fury Warrior 2-Piece: Old bonus removed and replaced — Your Battle
    Shout and Commanding Shout abilities grant you an additional 35 rage. Cannot
    occur more often than once every 60 seconds.
  • Protection Warrior 4-Piece: The bonus to parry from Shield Wall now begins
    when Shield Wall wears off, instead of lasting while Shield Wall is
    active.

4.2 Conquest Change

So, as many of you are interpreting this change,
it is to encourage more participation in Rated Battlegrounds. We see the fact
that participating in Arenas is by far the superior way of obtaining top-notch
PvP gear, in terms of time investment, as a problem. If you want to maximize
your Conquest Point gains in patch 4.2, you’ll need to participate at least a
little bit in Rated Battlegrounds.

We know this may not sound very
appealing to those of you who have grown accustomed to spending as little as an
hour a week getting the top PvP currency in the game via Arenas over the last
couple of expansions. To put things in perspective though, the total number of
items that can be purchased with Conquest Points today is much larger than what
you used to be able to buy with Arena Points pre-Deathwing world explosion. And
there is no longer a requirement to “grind” unrated BGs for Honor each season,
so the real time investment isn’t changing as much as some players are
perceiving it to be.

On top of that, the frank reality is that the total
time investment required in season 9 to get all your points has been much, much
too low, as you could do that from a few 2v2 Arena games each week completed in
less than an hour’s time. It shows that Rated Battlegrounds are currently
sub-par in terms of the rate at which points can be accumulated.

We do
feel this change is necessary to keep the time investment vs. high-quality item
accumulation in check, even if it doesn’t read well on paper. However, as
always, your constructive feedback is welcomed.
:)

Don’t Worry Folks. We Got This.

We’ve been repeatedly saying in various threads
recently that we are listening, even if we’re not acting on every piece of
feedback we read. Well readers, listen up!

With the help of
Ghostcrawler, the following will be added to the patch notes for the next PTR
update:

  • Players are once again free to dance in combat (without causing graphic
    errors). Other animations, such as attacks, will take precedence over dancing.
    The dance animation will be suppressed until the higher priority animation is
    complete. Fun has been unnerfed.

The concerns of the people
vanished. And there was much dancing.

Tip of the Day – Priority Healing

“Since WotLK came out healing has been all about keeping everyone topped
off. Full green bars. But since Cata, healing has shifted to a Triage mindset
and it’s been a rather difficult one to adjust to. Just remember, healing now
means you have to prioritize who gets heals and when. Your job isn’t to keep
everyone at 100%, it’s to keep everyone from reaching 0%. Don’t stress and stay
focused! It takes practice but eventually you get used to it.”

Submitted by: Ashella

Top Ten Easter Eggs in WoW


There
are a plethora of quests, NPC’s and items in the world of warcraft. Many of them
resemble people, places, and things in our real life culture! These pop culture
references (a.k.a. ‘Easter Eggs’) are everywhere! Some are hard to find, some
are easy! Some are vague and some are obvious. Which ones did you burst out
laughing at when you first saw them? Which ones do you still remember fondly?
What does your top ten list of the best wow pop culture references & easter
eggs look like?


The Top Ten is a contest run by WoW Vault with content chosen for the list
from among the replies! Whichever reply gets chosen as #1 will receive 2 weeks
if IGN Insider VIP!

Disclaimer: Winners with too many ToS violations on
their account may not be eligible to receive the reward.

Garrosh Hellscream: Then and Now

Garrosh Hellscream: Then and Now

Fortified citadels lie in ruins. Once-verdant forests burn brightly in the twilight of the setting sun. And arid stretches of desert, known to have claimed even the hardiest of travelers, now house fertile oases.

The breaking of Azeroth changed a great many things. While the altered landscapes of the Eastern Kingdoms and Kalimdor may be the most noticeable evidence of Deathwing’s violent return, many of Azeroth’s heroes have also undergone drastic physical and mental transformations of their own.

Some have questioned Thrall’s decision to set Garrosh Hellscream into the fiery crucible of Horde leadership, but none can doubt that this Mag’har orc from Outland has charted a course for his people that will change the very face of Azeroth.

As the son of the orc credited with his people’s redemption, Garrosh Hellscream has always carried a bitter mantle of duty to his kind. Before learning of his father’s ultimate actions against the Burning Legion, Garrosh had borne the shame of Grom Hellscream’s corruption and feared that such weakness might be found within himself. When Thrall arrived in Nagrand and showed Garrosh the truth of his father’s martyrdom, the Mag’har was transformed. Filled with a renewed sense of strength and confidence, he returned with the warchief to Azeroth to be his advisor. Soon named overlord of the Warsong offensive, Garrosh displayed a courage, tenacity, and hot-bloodedness that both impressed and worried other members of the Horde. These concerns were only heightened after his appointment as warchief, as Garrosh has paid little heed to opinions originating outside of his race.

Hellscream’s ascension has been applauded by most orcs, who feel that his brash warrior instincts and unwillingness to negotiate for needed resources are more in tune with the true orc way. While Garrosh appreciates public recognition, even relishes the acceptance amongst these green-skinned orcs, he has little time or patience for ostentatious displays of leadership. His attention is now focused on strengthening the walls of Orgrimmar and providing supplies vital to his people: food, lumber, and the other essentials for living, which are growing scarcer in the recent drought. If these can only be gained through the blood of selfish Alliance dogs, so be it.

Already distrustful of the other branches of the Horde, Garrosh has learned that the various leaders of these factions are more powerful than he had originally estimated. The duel with (and eventual slaying of) High Chieftain Cairne Bloodhoof was costly, as it resulted in a civil war amongst the tauren. The exodus of the Darkspear trolls from Orgrimmar, led by a dissatisfied Vol’jin, has spread the Horde’s once-concentrated military mighty thin. And Sylvanas Windrunner, the Dark Lady of the Forsaken, has not been reserved in sharing her low opinion of the new warchief. Garrosh is not one for diplomacy—with the Alliance or even among the members of the Horde—and he is only now realizing the price for this mindset. Whether he sets that at a higher value than his vision for an invigorated, purified Horde is yet to be seen. In the end, some feel that Garrosh Hellscream’s ideals will bring about the salvation of the Horde, while others feel he will usher in its downfall.


We’ll be examining other key characters’ transformations—including those of Anduin Wrynn and Magni Bronzebeard—in the months ahead, so come back soon.

Ask the Devs – Answers #5: Achievements

The answers are in from our last installment of Ask the Devs. We will start a new questions round next week. Please keep in mind that each edition of Ask the Devs is focused on a specific topic, as noted in the thread title.
Q: When will achievements finally be awarded account-wide? – Larosh (Europe [German]), Eneia & Payasos (Europe [Spanish]), Rageudder & Kellgros (Europe [English]), Деадхил (Europe [Russian]), Nyn (North America/ANZ), 기사는아무나 (Korea)

A: Making achievements Battle.net account-wide is something we’d like to do, but it’s not a goal we could provide a current timetable for. All of the original World of Warcraft coding was done with the expectation that the data on every realm would always be independent. Now that we are trying to make as many things as possible account-wide, we’re having to rebuild all of those systems. It is absolutely something we want to do, but it will take a lot of time away from other features.

Q: Will we ever be able to spend our achievement points on something? Or will there be a feature where it will be required to have x amount of points? – Nordicberry (Europe [English]), Hogosha & Wulkuhr (Europe [German]), Neroth (Europe [French]), Kularia (Northa America/ANZ), Trafalgarlaw (Latin America)

A: We want Achievements to remain as an optional thing you can do as bragging rights, or to challenge yourself. As soon as we add any kind of player power, or use them to gate anything, then they feel mandatory for a lot of players. In fact, we think one of the reason achievements are fun is that the drive to complete them is totally up to you, which keeps them (hopefully!) from feeling like a chore. If you want to go after some achievements that’s a choice, and choosing not to care about achievements doesn’t mean you’re making your character less powerful.

We do offer pets, mounts and titles for specific achievements, and we’re unlikely to ever do anything much more “mandatory” than those.

Q: Do you plan to implement more achievements directly linked to professions or classes? – Cith (Europe [French]), Tsuteymanga (Europe [English]), Sergan (Latin America)

A: Until we can do Battle.net account-wide achievements it would be pretty cruel of us to offer achievements for say Illustrious Grand Master Alchemy, Blacksmithing and Jewelcrafting on the same character. The same is true of classes. The best we could do today would be to have something like “Land a Pyroblast for X damage” and have an equivalent one for all 10 classes, since you could get only one. We do have more room with the guild achievements, since not every task needs to be completed by one player. We’ll continue to look for fun achievements for Cooking, Fishing, First Aid and Archaeology until then.

Q: Will we ever see a change to the Warsong Gulch and Arathi Basin exalted achievement /reputation grinds? While normally a fan of time consuming achievements, these two seem to be a tad excessive. Warsong moreso as you can go entire games without gaining any reputation at all. You could in theory lose every AB you ever do, and eventually get exalted at a “reasonable” pace. Perhaps award rep for Flag returns, killing efcs, capping bases, HKs similar to Alteracy Valley, etc. – Idkmybffyata (North America/ANZ), Lunaticheart (Korea)

A: We think those are fine as achievements. They definitely take a huge time commitment, but so do some of the other achievements. And you don’t need to get them for the meta achievements.

Q: As some achievements like The Keymaster and the Shen’dralar reputations have been removed, have you considered creating a Feat of Strength for those achievements or is it possible that we get them back in the future like normal achievements? – Enarhion (Europe [Spanish]), Деадхил (Europe [Russian])

A: We added a Feat for Exalted Shen’dralar rep in 4.1. We’re unlikely to add a Keymaster feat.

We added the Keymaster achievement and then almost immediately decided to deemphasize the existence of keys in the game, and thus removed the achievement. Unfortunately it probably isn’t even possible to track who had the older keys now.

Q: Guild Achievements related with professions are much more difficult than other Guild Achievements. Is there any plan to give a chance for small guilds to get those Achievement rewards? –버미전사 (Korea), Joq (North America/ANZ)

A: We think some of these are way too high and we plan on lowering them to more sane numbers for 4.1. The Pen is Mightier glyph achievement for example would have been reasonable with the old glyph model but is ridiculous today. We were waiting to collect some additional data from guilds currently working on those achievements, but we feel like we have enough information now to lower them. Pen is Mightier for example will go from 25,000 glyphs to 2,500 in 4.1.

Q: I’d like to see the achievement system become more active and dynamic, will we ever see achievements that unlock quest lines, dungeons, or other Easter egg content as a reward for dedicating so much time in Azeroth? – Grandevil (North America/ANZ)

A: Probably not. As we said above, we want Achievements to feel optional. Some players don’t care for the game of collecting pets or mounts, so they still feel like they can opt out of achievements. If there was a cool quest line involved, then players who felt like they could safely ignore achievements in the past would now have to go back and play catch up. If you are doing achievements today, it should be because you like to do them, not because you’re hoping for some additional reward to materialize in the future.

Q: Currently, the achievement rewards are more focused to common tasks, such as raids, events, PvP. Have you considered creating achievements with rewards that ask to do crazy things around the world, like for example, soloing bosses or mobs, or more achievements like the “Jenkins” one, that are meant to do crazy things. – Thodyr (Europe [Spanish]), Khaelthas (Europe [French]), Assmira (Europe [German])

A: We like for achievements to be fun, but we don’t want for players working on achievements to have a huge negative impact on other players. At first glance, soloing a boss mob might sound like a decent achievement. But consider that if the achievement is very easy to do then hitting all those dungeons may just feel like a chore. On the other hand, if it’s challenging to do then we suddenly have to go back and worry about class balance in a way we never had to before. Blood DKs for example excel at soloing older bosses because of their self-healing mechanic, but the same isn’t true of most other classes and specs. We try not to have achievements that require you to ask your group to do something really bizarre or not fun. “Run a dungeon without picking up any loot,” would just be frustrating every time you had to debate with your group whether you were going for the achievement or not. “Jenkins” is fun for a silly achievement, considering its history, but too much of that sort of thing would get tedious pretty quickly.

Q: Will we ever see a “search” feature in the achievement window? That’s a lot of achievements to search through if you’re looking for something specific. – Grandevil (North America/ANZ), Lonik (Europe [Spanish])

A: Yes, this is something we plan on doing. The current UI makes it hard to find specific achievements. There are several places in the current UI that could benefit from a smarter search.

Q: Will you ever bring back the mounts for achievements that were removed (Naxx Glory runs) as you didn’t remove the later mounts? – Joyia (North America/ANZ)

A: This is a tough one. On the one hand, we know there are a lot of players who would still like to get their hands on these mounts. On the other hand, we were pretty clear that they would only be available for a limited time, and we hate to go back on our word because we know some groups went through heroic efforts to get them before the door closed. This is the kind of thing that is not set in stone and player feedback might eventually convince us to change our minds.

Q: The Achievement reward for “What A Long, Strange Trip It’s Been” still remains as a purple proto-drake, which is a WotLK model. How about coordinating the color of the reward upon each expansion theme? – Shory (Korea)

A: The issue with meta-achievements like this is deciding how to structure them for the future. Do current players with the achievement just get a new mount every expansion? Do the old mounts go away and the new mount replaces it? Do we require you to just do one additional holiday and now you can get a second mount? We added Long Strange Trip when achievements first went in the game, and we didn’t always do a great job of designing some achievements with expandability in mind. If we had made the Long Strange Trip reward a protodrake at level 80 and then had a new achievement for doing the holidays again at level 85 that rewarded a different drake, then we might have some easily expandable content. We didn’t do that though, and it’s hard to go back and mess with existing achievements, especially ones that were hard to complete.

Q: There are still no Achievements beyond “Collect 75 unique companion pets”. Can I expect a reward for 100 companion pets in the future? – Whitewnd (Korea)

A: Patch 4.1 has achievements for 100 and 125 companions. Those particular achievements don’t reward pets, but we’ll probably do another reward at some tier in the future, perhaps 150 or 200 pets.

Q: Are we going to see more PvP achievements that reward mounts? Currently most of the cool mounts are awarded for PvE achievements. – Demodras (Europe [English])

A: PvP achievements are even trickier to design than PvE achievements because it’s harder to come up with something cool to do that doesn’t make the experience worse for everyone else. You don’t want to see the one dude who is trying to engineer capturing and losing a flag twenty times in one BG just so he can get the achievement for capturing a lot of flags. As a result, many of the PvP achievements are just for winning a lot of Arenas or BGs, which we feel already come with a lot of rewards. On that note, we are adding unique ground mounts to winning rated Battlegrounds similar to the flying mounts you get for excelling at Arenas.

Top Ten Content Blizzard Will Recycle

It’s a known fact that Blizzard likes to “reintroduce” the “most-popular” content of it’s time as “new” content! From Onyxia to the Deadmines to the return of Zul Gurub and Zul Aman next patch. And let’s let’s not forget Ragnaros in the not “too soon” future. As we’re looking at all this rehashed content, the question becomes…what will Blizzard recycle next?


The Top Ten is a contest run by WoW Vault with content chosen for the list from among the replies! Whichever reply gets chosen as #1 will receive 2 weeks if IGN Insider VIP!

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

Fungal Frenzy Achievement Guide

Fungal Frenzy Achievement Guide

Have you opened up those Therazane daily quests yet? Next time you’re in Deepholm, take a little moment to do the Fungal Frenzy Achievement and earn yourself some extra achievement points. Stay tuned for more achievements guides centered around the Therezane dailies. Gold, faction, guild reputation, achievements, what’s not to love about doing Therazane dailies?

Guild Challenges

We haven’t shared much information about this feature because it’s remained very much in development. That said, we’re about ready to release Guild Challenges for testing on the PTR soon. We’ll also be sharing more information on how Guild Challenges work in the near future.
(…) What about if Guild Challenges gave experience above the cap, functioning like rested experience and moving the cap further relative to the experience gained through completing said challenges? :)

Don’t worry. I can read, I swear. I’m referring to experience and not rep.

(…) [What are Guild Challenges?]

Built into the user interface, Guild Challenges will be separated into three categories: Guild Dungeon Run, Guild Raid, and Guild Rated Battleground. You just need to be in a guild group to complete each category a set number of times per week, earning your guild achievements, experience above the cap, and gold deposited into the Guild Vault (a lot more gold if the guild is level capped). We’ll have more details for you probably by next week.
Edit: More than one sentence… darn.

(…) [85 Only Challenges?]

As I understand it, you’ll be eligible to contribute equally to things like the Guild Dungeon Run challenge, provided the dungeon you’re running is level-appropriate for the guild group.
(…) [Guild Only Quests?]

We’re working on something sort of along these lines as a much more robust content feature for the future, but I can’t put a date or patch number on that yet. It also won’t necessarily be centered around guilds.
Was that ambiguous? I’ve never been ambiguous before, so I wouldn’t know.

 

Boss ‘Fixation’ Bug and Hotfix

Due to a fix applied earlier today a bug was introduced that is causing bosses which have any ‘fixate’ abilities, meaning those that will fixate on and/or chase a certain player, to not function correctly. This is currently noticeable for most players on Atramedes in normal or heroic, and Ascendant Council and Sinestra on heroic, but affects a great number of other bosses throughout the game.
We have a fix currently in the testing stages but it will require realm restarts to apply. We’re currently anticipating rolling restarts to happen early tomorrow morning during off-peak hours. We apologize for any inconvenience for those attempting bosses tonight with these mechanics.

 

Top Ten Things To Do While Waiting in Queue

 
 
It doesn’t matter if it’s a dungeon finder queue or a battlegrounds queue or waiting for the official forums to come back up from maintenance so you can QQ. What do you do to pass the time while you’re waiting to click that enter button when you get the popup message?

The Top Ten is a contest run by WoW Vault with content chosen for the list from among the replies! Whichever reply gets chosen as #1 will receive 2 weeks if IGN Insider VIP!

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward

Ask the Devs – Answers #2 “PvP”

Ask the Devs – Answers #2 “PvP”

 
Q: Is it a possibility that the premade group requirement will be dropped from Rated Battlegrounds, allowing players to queue for a Random Rated Battleground? I’m sure many people would be ok with the inherent risk and disadvantage of grouping with random players for rated content if it meant they could at least make use of the rating system. – Gëtmastiffd (North America/ANZ), Kaymac (North America/ANZ)
A: If you take away the group requirements for Rated Battlegrounds, then you don’t have Rated Battlegrounds – you just have the same old Battlegrounds we’ve always had expect they now reward the best loot in the game. We understand there are heavy logistical requirements to organizing teams – that is in part why the rewards are so good. We believe that if we just opened the doors to random queuing that the system would be less about organized teams competing against organized teams and more about the luck of whether you got a good team or not. You are much more optimistic than we are about how forgiving players would be when Blizzard ignorantly / cruelly stuck them in a team with one Prot paladin and six rogues with no resilience. ? Teams on the other hand have all the responsibility themselves. If they feel comfortable bringing an experienced player with sub-optimal gear, they can make that call. If they think a certain number of healers or particular comp is required, they can try to locate them. Most importantly, there is a leader with some level of power. If you ignore the leader and just do your own thing, the leader can choose to replace you.
This is our first stab at offering very powerful gear through Battlegrounds and it is going to take some tweaking to get right. We understand that some more casual players may have given up on the system and we want a chance to fix that. It’s possible we could require fewer players to form a team, such as merging two groups of 5 together – at least we’d know for sure that you had 2 healers and had put some thought into your comp. We could also put in some kind of browsing system to make it easier to find people looking for Rated Battle Grounds.

Q: Why can’t we have a pure, straight up, unadulterated Death Match style Battleground? – (Taiwan), Gulantor (North America/ANZ)
A: We think Battlegrounds work better when there is a goal that the team can work towards. Huge melees with lots of players tend to be chaotic by nature so there is less room for skill to influence the outcome. It feels more random, and the more random the system is, the more arbitrary the rewards will feel. It might be something we try someday.

For example, emergency buttons are balanced around the assumption that only a few players are ganged up against you. Even in the 5v5 Arena bracket, it’s very difficult to survive being focused by so many players at once, so you feel like you don’t have many options. There is a reason that most of our Arena attention is on 3v3 – it just feels the best.

Q: Arena Skirmishes: What happened to them? They were a useful tool in trying new compositions, testing out a new teammate, or just having some fun during downtime. Wargames are nice, but did skirmishes have to go in order for them to be implemented? – Zubzar (North America/ANZ), Nølfen (Europe [French]), Jinusek (Europe [English]), Whoohoo (Europe [German])
A: We didn’t cut Skirmishes because they were flawed. We just thought we’d get more bang for the buck out of Wargames. While some players enjoyed Skirmishes, we can tell you that overall they were used very rarely. We would have kept them if it had been relatively easy to do so, and we may add them back someday, but it’s just not a huge priority based on their previous popularity.

Q: In Cataclysm, PvP fights were supposed to be slow and everyone should spend longer in a wounded state. But from what I’m seeing, healers are still able to bring someone up from 1% to 100% in 2 or 3 global CDs. So it comes down back to the WOTLK style, either you burst someone in a CD and damage spike, or you need a setup with tons of CC. There simply is not a state where someone is at 50% health and you can keep him around that way with your damage. He will be at 100% in the next 2 global CDs. Any plans to address this? – Noidealol (Europe [English])
A: We just don’t think that is the case in Cataclysm relative to Lich King. Players have roughly 100,000 health, and even the big heals, which are very hard to use in PvP, only heal by 30,000 or so. Most healers do have some kind of emergency button (say Nature’s Swiftness plus Healing Touch) and that may be what you’re seeing, or else hots are ticking away for a longer period of time (longer than 2-3 GCDs for sure). We have had some burst issues rise up from time to time (say Aimed Shot, or more recently warriors), but we take pains to stomp them out when they happen. Overall we’re seeing a wide variety of classes and specs participating in Arenas, which argues that there are several strategies that work, not just the focus on one dude and blow him up strategy that prevailed in the previous expansion.

All that said, we are looking closely at healing in PvP right now. It can be really hard to kill say a flag carrier being assisted by multiple healers (especially once there is less burst damage from Balance druids and warriors).

Q: Will guilds focused on PvP be able to progress and have rewards just like guilds focused on PvE?/ Will it be possible in the future to advance guild reputation through PvP? – Smrt (Europe [German]), Ypsen (Europe [French])
A: We did try and emphasize Rated Battlegrounds as a way that guilds could progress. We thought it made more sense to have guilds focused on BGs than on Arenas, since the latter just don’t require the large infrastructure of a guild for support. It was a purposefully limited approach as the Guild Advancement system was new and rather complex, but now that we’ve had time to watch and see how it’s being used we’re a bit more comfortable opening it up where it makes sense. So in 4.1 we are actually making it so you can earn guild XP and reputation from Battlegrounds, Arenas, or just Honorable Kills. Details aren’t totally nailed down yet so we’ll let you know the specifics in upcoming PTR patch note updates.

Q: With the proliferation of spell interrupts and other control mechanisms, and the ever-increasing value of mobility, how do the developers plan to successfully move casters away from instant casts and make hard casting in PvP more viable? – Maldramere (North America/ANZ)
A: It will require several changes. We feel these changes will ultimately make the game better, but they are big, scary changes, so they aren’t the kind of thing we can just make in patch 4.1. For starters, we need to make instant spells less powerful. The fact that they are instant should be the big thing those spells have going for them, because immunity from interruption and the ability to shoot and scoot are gigantic advantages. Those spells don’t need anything else to be attractive. Secondly, we need to tone down the role of interrupts and silences so that casters are actually casting their spells more often. We’ll also have to look at crowd control, because once you can’t interrupt every Polymorph being cast, you’re going to spend a lot of time as a sheep. Ghostcrawler has an upcoming blog in which he speculates about this issue a bit more.

Q: Players’ skill level in PvP between rated and random battlegrounds are very different. Could a personal rating system such as the one in Starcraft II be implemented so similar level players can be matched up? – ?? (Korea)
A: We have a personal rating system for Rated Battlegrounds. We don’t use it in the random Battlegrounds because random Battlegrounds are engineered for speed of matchmaking, not for setting up perfectly balanced teams. We do evaluate gear with random BGs, which often (but certainly not always) correlates with your skill. The system begins to break down when you’re balancing skill versus how quickly people want to just get in and play. Creating a system that’s more stringent in how it chooses players means longer wait times, so we try to strike a balance with random Battlegrounds to have some factors (gear) but not so much that queue times become even longer. It’s also worth stating that the matchmaking employed by StarCraft II is just much simpler than what it would require to assemble a viable Battleground team.

Q: CC used to be the big thing for arena, but now it’s all about damage. Is it the direction you are taking at the moment? – Thatis (Taiwan)
A: If crowd control really was as weak in Arenas as you’re claiming, then Holy paladins would be the healer of choice and Resto druids wouldn’t have much of a role. But the Entangling Roots and Cyclone of the druid make a huge difference in Arena, and we see a lot of healing druids.

Ultimately, we think there has to be a place for both crowd control and damage. It can be just as frustrating to be chained from a fear to a poly to a stun without having an answer as it can be to die to two dudes killing you in a few GCDs without an answer. We don’t want Arena in particular to be all about which comp has the best layering of crowd controls that don’t share diminishing returns, because that greatly lowers the number of viable comps out there (and why rogue-mage-priest dominated in earlier seasons). We have taken steps this season already to nerf both out of control damage and excessive crowd control for some classes.

The best thing you can do is just keep providing feedback when you think something is broken. Many other players will disagree with you, and at times so will we. The signal to noise ratio for PvP balance is frankly always going to be bad, and the design calls are extremely subjective. We are constantly amazed that some players playing very powerful specs perceive themselves as weak or interpret very gentle nerfs as soul-crushing. That doesn’t mean that we’re never going to listen, but it does mean the burden of convincing us something is broken is going to be high, probably higher than it is for PvE.

Q: Warrior damage is currently game-breakingly out of control and looking at the 4.1 patch notes it is only set to get worse. Your attempts at toning down the burst from Colossus Smash will have very little effect on high armor targets and absolutley no effect on medium to low armor targets, factor in the compensation you have given to Slam, Overpower and Mortal Strike and it ultimately leads to a significant damage increase. With warrior damage already absurdly high and a resilience nerf in the works what is the reasoning behind these changes? – Albany (Europe [English])
A: This question was most likely written before the most recent 4.1 patch notes, but we think it was totally valid at the time it was written. We were in a tricky spot with warriors where we couldn’t nerf their burst damage without affecting their sustained PvE damage. A few things contributed to this, Colossus Smash for sure, but also the new design for Heroic Strike, allowing them to sandwich in extra damage on the same GCD as Mortal Strike or Raging Blow. We finally bit the bullet and made Colossus Smash work differently in PvP and PvE. That type of separation is always a last resort for us, but we feel like it was the right call in this case. We also toned down the base amount of Fury mastery while keeping mastery scaling the same, and compensated them with auto attack damage. We also fixed a sneaky bug where trinket effects that were not intended to stack, were stacking. Despite some of the more hyperbolic responses, we think warriors will continue to use Colossus Smash in PvP. They may think about it a little more before using on a clothie, and we’re actually fine with that. (It’s still probably a 13% damage increase vs. cloth.)

Q: Can I hear your thoughts of the survival abilities of the Warlock on PvP? – Mccoll (Korea)
A: Overall, we think they’re fine. Warlocks in PvP often compare themselves to Shadow priest, and to be fair, Shadow priests have some very potent emergency buttons, particularly Dispersion. Warlocks have good self-healing (which also to be fair, was nerfed recently), abilities like Demonic Circle and fears that are good for both offense and defense. Once Shadow priests lose their defensive dispel capabilities, we think they will be less versatile and their entire package will be more comparable to warlocks.

Q: Balance druids are widely recognized as deficient in PvP. Can you describe your motivation for nerfing Balance druids’ burst damage, crowd control, and self-healing in 4.1? This seems like a lot, given that you have acknowledged that Balance druids are currently weak in Arena (during your first Q&A). (It would be great if you could speak generally to what your vision or plan is for this class, in PvP. Some players believe that Blizzard does not intend for feral or balance druids to be played in arena. Please tell us for the record that this is not true!) Thank you. – Jynks (North America/ANZ)
A: Last week the words actually used were that Balance druids struggle in Arena. They are exceptional in Battlegrounds. But Balance druids cast hard spells a lot, which are more likely to be interrupted in Arenas. They do good damage in Battlegrounds when they can dot multiple targets, but those are more likely to be dispelled in Arenas. Despite those weaknesses, Starsurge needed to be nerfed. Broken spells shouldn’t make up for being weak in Arena.

We want Feral and Balance to be played in PvP and ideally in Arena. It is hard to make every spec equally viable in Arenas without giving everyone all the same set of tools, which was part of the entire genesis towards the emphasis on Rated Battlegrounds for Cataclysm. We know some players scratch their heads when we nerf Balance and Feral in PvP because they historically haven’t been as highly represented as some other specs. However, it’s not cool for a spec to be super annoying or frustrating to play against just because they aren’t common. But to answer your question for the record, yes we want them to be viable.

Q: Elemental Shaman are rarely seen in high rating Arena teams nowadays. I want to know the thoughts and opinions of the Dev. Team regarding the PVP abilities of the Elemental Shaman. Can I expect any improvement? – ?? (Korea), Mythren (Europe [English])
A: As with Balance above, Elemental was hurt by several of the Cataclysm changes. They hard cast spells a lot in a world where every melee spec (and many casters) have a reliable interrupt. (And as we’re saying elsewhere, we think interrupts are too good in PvP overall). Likewise, Elemental is hurt by dispels. Our intent was to make dispels more expensive, but that hasn’t really toned them down as much as we wanted. Long-term, as with the interrupts, we do need to chill dispels out even more. But certainly dispelling Flame Shock hurts Elemental’s damage a lot. Similarly, Elemental’s big claim to fame in Lich King was how much burst they could do in a small window, and we have toned that down a lot with the larger health pools that players have. Finally, the Heroism / Bloodlust buff was once mandatory for 5v5 brackets, and obviously isn’t any longer. Elemental could probably benefit from another survivability cooldown. Elemental Mastery doesn’t fit that niche as well as we’d like, since you need it for offense as well.

Q: Why do hunter traps continue to be resisted when the hunter is both spell pen capped, and specced 2/2 into Survival Tactics? – Zubzar (North America/ANZ)
A: It’s just a technical limitation. The way the code works, the traps are objects and not part of the player. We can calculate how much damage they should do based on player stats, but it is currently impossible for them to inherit things like spell pen. Spell Penetration does nothing for your traps. We don’t even have a way to make them always hit, because then they would always hit, even against a stealthed rogue for instance (which we’re sure is a solution hunters would be perfectly happy with). We know it’s not a very satisfying answer, but at the end of the day, World of Warcraft is a piece of software and given that we have some of the best programmers in the industry working on it, there aren’t any simple solutions that are going to fix this problem in the short term. It is absolutely a problem though and we do want to fix it.

Q: The healing abilities of hybrid classes are being severely limited (eg. Retribution Paladin, Shadow Priest). Compared to this why do DPS Classes such as Rogue, Warlock have strong healing capabilities? Can I get some explanations for this? – ????? (Korea)
A: Our definition of hybrid is a class that can respec to tank or heal. That versatility is much less relevant in PvP than in PvE. So it isn’t all our intention that classes who have a healing talent tree are good healers at all times and more than you might expect Restoration or Balance druids to be tanky just because they have a tank spec.

We don’t specify a set amount of self-healing and try to adjust everyone to hit those targets. Instead we balance specs around their entire package. If rogues die a lot, then we can explore the option of increasing their mitigation, giving them stronger survival cooldowns, or increasing their self-healing. We found that rogues were one of the most painful classes to level, so when we revamped them for Cataclysm, we wanted to make sure they didn’t have to stop and eat or bandage every few pulls. Warlocks self healing did get nerfed, but also remember that their resource mechanic is burning health to generate mana, so they need a way to replenish that health.

Finally, hybrids can absolutely swing the outcome of battles with their self or off-healing. Feral druids can stop, shift, and heal themselves up. It happens all the time (though obviously not while being focused). That doesn’t mean that those specs are supposed to be chain healing the whole time (that’s what actual healers do).

Q: Frost Mage and Blood Death Knight are almost unbeatable in PvP situations. Do you have any plan to adjust balance issues regarding the two Classes? – ????? (Korea)
A: The kit of the Frost mage is to have a lot of control and emergency buttons. This gives them a high skill cap, both in that it can be hard to stop a good Frost mage and it can be hard for less skilled PvP players to handle even a decent Frost mage. At the high end of PvP, we think Frost mages are balanced. It’s everything below that where they can be frustrating to handle. We need to figure out ways to affect the latter without affecting the former. One solution is to take some of their control away, but make some of the remaining abilities undispellable. Those spells are always dispelled in high-end games, but less often in lower-end games.

With the exception of a few (kind of silly) dual Blood comps in the 2v2 bracket, we see most of the Blood DK complaints when they are Battleground flag carriers. Tanks are hard to kill – that’s their thing. When tanks do obnoxious amounts of damage in PvP in addition to high survivability, as happened in some of the Lich King seasons, that feels broken. In Cataclysm, their damage is a lot lower in PvP, but their survivability is high, which feels more appropriate. We did nerf the Glyph of Dark Succor to keep it from being abusive. We’d rather the role of tanks in PvP be as flag carriers and defenders rather than the dude chasing you around trying to kill you.

Ask the Devs – Questions #3 “UI”

Welcome to the World of Warcraft “Ask the Devs” global Q&A. In this thread we’ll be collecting questions from you to have answered by our developers. We’ll be asking for your question each time a new Ask the Devs Questions thread goes up, having the community vote on them, and posting the answers we receive approximately one week later.
[Status]
QUESTIONS. Ask your User Interface related questions, NOW!

Here’s how this works:

  • Starting at the time this thread is made you can post your World of Warcraft question for the developers.
  • When the thread hits the cap (500 posts) no more questions will be allowed.
  • About a day later, we’ll lock the thread, meaning no more votes will be possible.
  • We’ll pick out posts with the most votes, collect them with questions from the other regions, and get answers to be posted the following week.
  • This process will continue on, with a new question thread going up (weather permitting) and the answers to the previous questions being posted shortly thereafter.

Rules

  • One question per post.
  • If your question is answered your character name will be displayed alongside the question.
  • Discussion posts are not allowed! If you don’t have a question for our developers, you should not post in this thread.
  • You can vote for questions at any time while the thread is unlocked.
  • A highly rated post does not mean it will be answered, but we’ll do our best to answer as many questions as possible.
  • Down votes don’t count.

Tips

  • Don’t post or vote for questions you know we won’t answer. We’re not going to use these Q&As to announce new features, expansions, or release dates, etc. By the same token, we’re not going to answer questions that touch on subjects outside of the game and its design.
  • Stay on topic! We’re asking for questions regarding a specific topic, if your question isn’t on that topic it’ll probably be down-voted to obscurity by other posters, and more than likely deleted by us.
  • Keep your question concise. One to three sentences should be plenty to explain background and ask a question.
  • Vote for any and all questions you would like to see answered.
  • All votes count. While you can’t see vote #’s, we can. Even if a post is highly rated, your vote still means something to that question (potentially) being answered.

 

A Game Within A Game
 

Peacebloom vs. Ghouls is a mini game you can play in Hillsbrad Foothills that is based off the famous game, Plants vs Zombies. What do you think of this little game within the game? Do you think Blizzard should add more? Do you think the games should be infinitely repeatable or do you feel WoW has enough mindless grindy things to do? Do you hope that this was just a one time tribute?


The Topic of the Week is a contest run by WoW Vault! The best reply will receive VIP Insider for 2 weeks! Potential winning posts are judged according to length, interpretation of the subject and writing style.

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

Coming Soon To the Blizzard Store

It’s a lion..no a gryphon! No…a…what is it?

It’s another mount the OCD collectors out there (like Rill) can buy from the Blizzard Store!

Working Around The Clock

Working Around The Clock

What is your favorite profession in WoW? What do you like about it? What do you hate about it, if anything? Do you change professions often or have you had the same profession for your character’s entire lifespan? Do you use your profession to make money or just have it to help yourself/friends? Do your switch professions depending on which will give you the best advantage in PvE/PvP?


The Topic of the Week is a contest run by WoW Vault! The best reply will receive VIP Insider for 2 weeks! Potential winning posts are judged according to length, interpretation of the subject and writing style.

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward

3/9 PTR Updates

3/9 PTR Updates

General

  • A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

Druids

  • Druids now innately have 100% pushback protection from damage while channeling Tranquility.
  • Malfurion’s Gift now reduces the cooldown of Tranquility by 2.5/5 minutes.
  • The troll druid models for Flight Form and Swift Flight Form has slimmed down to be more in scale with other druid flight forms.

Hunters

  • Bloodthirsty no longer generates Happiness.
  • Carrion Feeder no longer restores Happiness.
  • The Feed Pet ability now instantly heals 50% of the pet’s health. Cannot be used in combat. Requires diet-appropriate food.
  • Guard Dog no longer causes Growl to generate additional Happiness.
  • The Happiness/Pet Loyalty System has been removed. Hunters will no longer have to manage Happiness for their pets, and the previous damage bonus for pets being happy will now be baseline for all tamed pets.
  • Glyph of Mend Pet is now Glyph of Greater Proportion, which increases the size of the pet slightly.
  • Distracting Shot and Multi-Shot are now properly 40-yard range.
  • Multi-Shot now properly has a 1-second global cooldown.

Mages

  • Arcane Blast damage has been increased by 13%. In addition, the stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
  • Arcane Explosion damage has been increased by 13%.
  • Arcane Missiles damage has been increased by 13%.
  • Blizzard damage has been increased by 70%.
  • Arcane Barrage damage has been increased by 13%.
  • Combustion no longer has a global cooldown.

Paladins

  • Righteous Fury now persists through death.
  • Illuminated Healing shield duration is now 15 seconds, up from 8 seconds.

Priests

  • Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.
  • The direct damage portion of Holy Fire can now trigger Evangelism.
  • Chakra now lasts until canceled, up from 1 minute.Surge of Light can now also trigger from Binding Heal.

Warlock

  • Pets- Lash of Pain (Succubus) damage now scales with level, reducing the damage done at lower levels such that it will deal 50% damage at level 20, and 100% damage at level 80 and above.

Warrior

  • Strikes of Opportunity value per point of mastery has been increased by 10%.

Dungeons & Raids

  • The Dungeon Finder now attempts to avoid putting damage-dealing classes with the same armor type in a group.

PvP

  • Arathi Basin – Flags should now cap in 7 seconds, down from 8.
  • Battle for Gilneas – Flags should now cap in 7 seconds, down from 8.

 

Top Ten Bags You’d Like Added

Some of you may be OCD collectors. Some of you just carry around enough gear for four different specs. Some of you just like to collect all the cute Holiday stuff. Some of you like to hang on to ye olde quest items/rewards from the classic days before Cataclysm. Regardless of what junk and stuff you hold onto, we all could use a little more pack space. So what kinds of bags or storage additions would you like to see added to the game?


The Top Ten is a contest run by WoW Vault with content chosen for the list from among the replies! Whichever reply gets chosen as #1 will receive 2 weeks if IGN Insider VIP!

Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

New Community Content!

New Community Content!

Below is the latest list of community submitted entries to our databases.

Maps

  • Ahn Qiraj by WoW Vault (Kalimdor) — Kalimdor
  • Into the Arena
     

    Do you participate in Arenas? Why or why not? Do you 2v2, 3v3 or 5v5…or all of the above? Do you get really high ranking or do you stay middle of the road? Do you only play to get enough points for a few pieces of gear? Do you do Arenas with the same character all the time or do you switch around to whatever seems to be the most powerful after any given patch? Do you stick with the same spec or not?


    The Topic of the Week is a contest run by WoW Vault! The best reply will receive VIP Insider for 2 weeks! Potential winning posts are judged according to length, interpretation of the subject and writing style.

    Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

    Anniversary Video: A History of Blizzard Entertainment

     

    Did you know that Blizzard Entertainment was originally founded under a completely different name? What is the significance of Jawassic Park in the context of Blizzard Entertainment’s art culture? Whatever happened to Orcs in Space? These and many, many more questions are answered in the full-length video we’ve just released on the Blizzard 20th Anniversary site. Clocking in at almost an hour, this video features candid commentary from the people who have spent the last two decades creating the games that helped make Blizzard Entertainment the company it is today.

    Head over to the anniversary site and check out the Blizzard Retrospective Video now!

    February Contest Winners!

    February Contest Winners!

    Here are the contests winners for all of WoWVault’s contests in February! Grats!

      Topic of the Week
  • 2/1 Change Happens – Urk_VN
  • 2/8 It’s finally here! – TepavCom
  • 2/15 Everyone Needs a Logo – Slythetove
  • 2/22 I just like diggin’ holes – LadyGodiva.
    • Top Ten

    • 2/10 Weirdest Things you could find with Archaeology – Cawlin
    • 2/24 Hardest Heroic Bosses – Exodus_The_Mage3/1 PTR Updates
    General
     
     

    • Flying mounts can now be used in Ghostlands.
    • Resilience scaling has been modified for linear returns, as opposed to increasing returns. Under the new formula, going from 30 resilience to 40 resilience gives players the same increase to survivability as going from 0 to 10. Resilience now scales in the same way armor and magic resistances do. A player with 32.5% damage reduction from resilience in 4.0.6 should see their damage reduction unchanged in 4.1. Those with less than 32.5% will gain slightly. Those with more will lose some damage reduction, increasingly so as their resilience climbs.

    Death Knights

    • Raise Ally has been redesigned to be a battle resurrection, analogous to Rebirth. It is instant cast, but costs 50 Runic Power to use, and has a 10-minute cooldown. It shares the same global battle resurrection cap with Rebirth and Soulstone.
    • Blood Shield now only works while in Blood Presence.
    • Frost Strike now deals 130% of weapon damage, up from 110%.
    • Howling Blast damage has been increased by 20%. To compensate, the area-of-effect splash now does 50% of the single-target damage, down from 60%. The net result of this change leaves the area-of-effect damage roughly the same as 4.0.6 numbers.
    • Glyph of Raise Ally is now Glyph of Death Gate, and makes Death Gate cast 60% faster.

    Druids

    • Cyclone duration has been reduced to 5 seconds, down from 6.
    • Lifebloom’s bloom effect has been reduced by 20%.
    • Stampeding Roar’s duration has been increased to 8 seconds, up from 6. The movement speed effect has been increased to 60%, up from 40%.
    • Swipe (Bear) cooldown has been reduced to 3 seconds, down from 6.
    • Starsurge damage has been reduced by 20%.
    • Gift of Nature (passive) also reduces Tranquility’s cooldown by 2.5/5 minutes.

    Paladins

    • Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.

    Priests

    • Inner Will and Inner Fire now last until canceled.
    • Power Word: Barrier’s cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.
    • It is now possible to remove Weakened Soul effects that were a result of another priest’s Power Word: Shield through Strength of Soul.

    Warlocks

    • Haunt damage has been increased by 30%.
    • Shadow Mastery (passive) has been increased to 30%, up from 25%.
    • Mana Feed now restores more mana (four times as much) when the warlock is using a Felguard or Felhunter.
    • Doomguard’s damage has been increased by 50%. The Doomguard is intended to be the best guardian for single-target damage, and the Infernal the best when there are multiple targets.
    • Shadow Bite (Felhunter) damage and effect has doubled.

    Warriors

    • Heroic Throw is now available from trainers at level 20.
    • Pummel is now usable in all stances.
    • Shield Bash has been removed from the game.
    • Spell Reflection cooldown has been increased to 25 seconds, up from 10.
    • Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.
      *Flurry haste bonus has been doubled to 16/32/50%.
    • Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to reduce magic damage as well.
    • Gag Order now only affects Heroic Throw.
    • Glyph of Spell Reflection reduces the cooldown of Spell Reflection by 5 seconds, up from 1 second.

    Dungeons & Raids

    • The gold amounts on the following encounters have been substantially reduced: Flame Leviathan, Magtheridon, Gruul the Dragonkiller, Doom Lord Kazzak, and all encounters in Karazhan.

    Items

    • The current damage-dealing death knight 4-piece raid set bonus now also grants increased attack power when Killing Machine triggers, as well as when the death knight gains Death Runes).
    • The current Holy paladin 4-piece raid set bonus now grants 540 Spirit for 6 seconds after casting Holy Shock.

    PvP

    • Battlegrounds
      • The Focused Assault and Brutal Assault buffs have changed.
      • After 3 minutes of both teams having the flag, both flag carriers will get Focused Assault, which increases damage taken by 10%.
      • Every minute afterward, an additional stack will be applied to increase damage taken by an additional 10%.
      • After 7 minutes, Brutal Assault will be applied in place of Focused Assault. In additional to the damage debuff, this debuff also caps the player’s movement speed at 100%. The damage taken debuff works the same and will add 10% to the debuff up to a maximum of 100% damage taken.
    • The Battle for Gilneas
      • Graveyard Changes
      • Players who die at a control point that they own will now be teleported to the next closest graveyard, instead of the one at which they died.
      • If a player’s team owns the Mine and Waterworks, and dies at Waterworks, they will be teleported to the Mine.
      • If an Alliance player’s team only owns Lighthouse, and dies at Lighthouse, they will respawn at their base.
      • If a Horde player’s team owns Waterworks and Mine, and dies at Lighthouse, they will respawn at Waterworks.

    Quests & Creatures

    • A handful of quests have been added to Northern Barrens to provide more level 18-20 content. Look for new quests at Nozzlepot’s Outpost and Darsok’s Outpost.

    User Interface

    • Like the Focus Frame, the character Unit and Target Frames can now be unlocked and moved to one’s content.

     

    It’s Not Dead Yet!

    How goes the progression for your guild’s raiding, if you raid? Are you doing 10 mans or 25 mans and what made you decide to go with one or the other? Do you like the Cataclysm style of raiding? Have you been working on hard modes? Are you all done until the next patch or just barely getting started?


    The Topic of the Week is a contest run by WoW Vault! The best reply will receive VIP Insider for 2 weeks! Potential winning posts are judged according to length, interpretation of the subject and writing style.

    Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

    Top Ten Weirdest Things You Could Find With Archaeology

    Patch 4.0.6a – 2/11 Hotfixes

    February 11 (Patch 4.0.6a)
    General

     

    • Players are no longer encountering errors when having their items bid on in the Auction House. The Auctions tab also updates appropriately reflecting the bid.

    Classes

    • Area-of-effect abilities such as Consecration, Efflorescence, Healing Rain, Holy Word: Sanctuary, Ring of Frost, and Smoke Bomb now function correctly when cast on any trapdoors (ala Cho’gall) or transports even while the caster is not standing on one of those same objects.
    • Death Knights
      • Death and Decay no longer damages the death knight’s currently selected friendly target when it does damage to nearby target dummies.
    • Druids
      • Starfall no longer exceeds 20 stars within its duration.
      • Frost Nova, Tranquility, War Stomp, and Starfire are all properly scaled when used by or on a druid in Tree of Life form. The previous temporary hotfix which removed the ability to use War Stomp while in Tree of Life form has been reverted.
    • Hunters
      • Auto Shot was not firing while the hunter was moving under certain conditions. Auto Shot should now always function correctly while the hunter is moving.
      • Having a melee weapon equipped no longer causes the tooltips for Cobra Shot and Steady Shot to incorrectly display extra benefit from haste.
      • The cooldown for Master’s Call has been increased to 45 seconds, up from 35. In addition, it can now be dispelled.
      • The Warp Stalker ability Time Warp can no longer be used on paladins with the Divine Shield buff active.
    • Mages
      • The Quad Core buff provided by the Sanctified Bloodmage 4-piece set bonus is now properly removed as soon as a spell is cast if the mage does not have 4 pieces of the set equipped.
    • Paladins
      • Glyph of Dazing Shield correctly causes Avenger’s Shield to daze the target, and only allows Avenger’s Shield to trigger the dazed effect.
      • The area-of-effect attack of Hammer of the Righteous no longer has a chance to miss secondary targets when the primary attack hits the paladin’s target. If the primary attack of Hammer of the Righteous fails to hit the target due to miss/dodge/parry/block, no enemies will be affected by the area-of-effect attack. Rogues who are under Cloak of Shadows, however, are able to resist this damage.
      • The Warp Stalker (hunter pet) ability Time Warp can no longer be used on paladins with the Divine Shield buff active.
    • Priests
      • Inner Focus can no longer be cast before the effect of its preceding spell completes (Inner Focus will only be applied to spells that are cast after it).
      • Sin and Punishment now works properly when two players of the same faction are fighting each other (including in Arenas). A string error may appear when the opponent is feared even though the talent functions correctly.
    • Warlocks
      • All raid bosses are now properly immune to Suffering (Voidwalker taunt ability).

    Dungeons & Raids

    • Blackwing Descent
      • Drakeadon Mongrels can now be taunted.
      • The debuff from Pyreclaw’s Flame Buffet now only lasts 8 seconds.
      • The Golem Sentry’s Flash Bomb damage has been reduced in the 25-player version.
      • The health of Drakeadon Mongrels and Drakonid Slayers has been reduced in 10- and 25-player versions.
      • Nefarian’s Blazing Inferno damage and knockdown radius has been reduced to match the spell effect graphic.

    Items

    • Some Vicious Gladiator’s weapons (item level 359) incorrectly had their costs increased. This has been corrected. Two-hand and ranged weapons now cost 3400 Conquest Points, while one-hand and caster weapons now cost 2450 Conquest Points.
    • All Vicious Gladiator’s weapons (item level 372) have been temporarily removed from the Glorious Conquest Quartermasters until the time is right to officially introduce them into Azerothian society.

    PvP

    • Many items incorrectly rendered unusable in rated Battlegrounds and Arenas have been made usable again.
    • Battlegrounds
      • Battle for Gilneas
        • The banners at each capture point now take 8 seconds to capture, up from 5. Note that when the banners are neutral and have not yet been captured by either faction at the start of a battle, they will display the wrong location names (Mine says Farm, Waterworks says Blacksmith, and Lighthouse says Stables).

    Races

    • Gift of the Naaru now has a maximum limit to the amount healed when used on friendly NPCs with large amounts of health.Top Ten Weirdest Things You Could Find With Archaeology 

    There are some interesting things you can find with archaeology. There are some not-so-interesting things you can find. But what we at WoWVault want to know is what are the strangest and most bizarre items you could find with archeology that probably wouldn’t make it into the game. I’m thinking an ancient recipe for ghostcrawler flambe would be nice to find.


    The Top Ten is a contest run by WoW Vault with content chosen for the list from among the replies! Whichever reply gets chosen as #1 will receive 2 weeks if IGN Insider VIP!Disclaimer: Winners with too many ToS violations on their account may not be eligible to receive the reward.

    Tip of the Day – Completionists Make Money

    “When you reach max level, there seems to be very little reason to keep questing….or is there? At max level, all that experience that you would have gotten gets transformed into cold hard cash. And who doesn’t want more money? So get to it and get those zones completed!”

    Member
    Armory for Spr
    Character Portrait Spr Jenkins <The Allaince Dragons> of Hellfire-EU Level 85 Human Hunter Survival talent spec icon 0 / 9 / 32 Marksmanship talent spec icon 3 / 31 / 7

    Equipment List

    • 64710
    • 64801
    • 64706
    • 64708
    • 64873
    • 64709
    • 64782
    • 64711
    • 64834
    • 64832
    • 64833
    • 37556
    • 64761
    • 6256
    • 59364

    Achievements

    1230 — 123/1352 (9%)

    Recent Achievements