Archive for July, 2009

Trial of the Champion (5-Man) Opened on PTR [World of Warcraft]

Daelo just made a post in the PTR forums here stating that they have opened the new 5-man dungeon Trial of the Champion for testing. So hurry up get on the PTR and check it out, it’s located at the Argent Tournament Grounds in Icecrown.

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More Isle of Conquest Changes Announced [World of Warcraft]

Zarhym has updated the running list of changes that have been made to Isle of Conquest on the test realm. While some of the changes may appear in today’s build, others will have to wait until the next build goes live. In addition to bug fixes, the changes include a new powerful AoE attack to the Generals and bonus honor for destroying a gate. Also, the starting reinforcement count has been decreased from 400 to 300.

You can read the full list of changes after the jump.


  • Added a new powerful AoE attack to the Generals.
  • Added bonus honor for destroying a gate (note: this honor is only given out once when the first gate is destroyed. Destroying additional gates does not grant additional honor).
  • Increased the range of the Flame Turrets on the Siege Engines.
  • Decreased the starting reinforcement count from 400 to 300.
  • Achievements for the zone should all work correctly now.
  • Fixed a bug that could cause the Keep Cannons to be unable to be repaired and despawn.
  • Fixed a bug that was causing the alliance gate to not have collision at the start
  • Lowered the movement speed of the glaive thrower (again).
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    Class Q&A Series Discusses Paladins [World of Warcraft]

    The newest class Q&A with Greg “Ghostcrawler” Street has been released, and this one focuses on Paladins. Ghostcrawler covers numerous topics in the interview, from MP5 to librams.

    Ghostcrawler says that MP5 has not been as valuable to Paladins as other stats, but the team doesn’t want the class to view it as a junk stat once it’s buffed in 3.2. He said Retribution DPS is too low in PvE in 3.1 and will be buffed in the next patch with the new Seal of Vengeance/Corruption. The team hopes to introduce a stand-alone interrupt ability for Paladins, but only after their burst damage is under control.

    Ghostcrawler ended the interview by saying the team would like to add librams as a physical aesthetic for Paladins to carry around, but it’s a “big task to put on the art team though so we would want to make sure we do it right.” He said the same answer would apply to Shaman totems and Hunter quivers. You can read the full Q&A below.


    Community Team: In this segment, we will be talking with Greg Street about the paladin class and discussing where this class started and where we feel they are going, as well as covering an assortment of topics relating to itemization, buffs, abilities, and other cool stuff.

    Q. Where do paladins fit into the larger scope of things currently and where do you see them going from this point forward?

    A. The paladin is an iconic class from fantasy role-playing, and one which Warcraft has been able to put its own stamp all over. Obviously they figure prominently in the lore, up to and including the Lich King himself.

    The paladin started out as a defensive buffing class. Early on, buffs were pretty much the entire reason you’d want to group with a paladin. (And if you want to put a fine point on it, it took about all of the paladin’s attention to keep those buffs up).

    End-game paladins in vanilla World of Warcraft were pretty much healers, which was disappointing for some players to discover once they reached level 60. As most of our readers probably already know, the paladin class was exclusive to the Alliance. We realized that we kept pushing the paladin and shaman abilities closer and closer together to solve faction imbalance issues, and that process was hurting the classes, so we’d be better off just having paladins and shamans on both sides. In Burning Crusade, paladins gained the ability to tank and could do so quite well in some situations, but were still positioned more in an off-tank role. In Wrath of the Lich King, we finally embraced all three specs of paladins: Protection paladins can tank anything. Retribution paladins are a legitimate dps spec in both PvE and PvP. And of course, paladins could still heal.

    Q. What is it that makes them unique compared to all other classes?

    A. Despite our design changes to share buffs around among more classes, we still kept several abilities unique to the paladin in order to keep a hint of their original role. Thus paladins have everything from their powerful Blessings to their bubbles like Divine Shield, the ability to dispel multiple kinds of debuffs, and utility abilities like Blessing of Freedom or Hammer of Justice. Paladins can wear plate armor in all three roles, which is particularly powerful for a healer. Finally, the Seal and Judgement system is a unique mechanic that works like no other class.

    Community Team: We’ve received quite a bit of feedback concerning the current itemization for paladin tier-set gear and the importance of other stats over MP5.

    Q. Specifically, how do we feel about the healing itemization for paladins thus far? Do we still feel MP5 is as important as other stats such as Int, Crit, Haste, and Spell Power? Are there plans to incorporate more of these other stats in later tiers of paladin healing gear?

    A. In Lich King up until now, MP5 has not been as valuable to most paladins as say Int, Crit, or Spell Power, and really it wasn’t intended to be. It is particularly relevant that you are hardly ever choosing between Int and MP5. However, we also think that MP5 became undervalued as a stat and as most of you know, we are buffing it for 3.2. Furthermore, we think we have allowed paladin mana regen through Int and Crit to get a little out of control. We don’t want to force paladins to care only about MP5, but we also don’t want them viewing it as a total junk stat, like say Agility, either. Crit is just too beneficial to be strictly a regen stat.

    From the 3.2 PTR testing so far, it seems like some Holy paladins are taking a second look at Haste and MP5 possibly instead of Crit. It will be interesting to see how it all plays out, and we will adjust as necessary, but it’s nice to see paladins at least consider the stats now before making a gear decision.

    We have also hinted before that we’ve had trouble developing distinct niches for MP5 and Spirit and are considering collapsing those two stats in the future. This would be a change with a lot of ramifications though — we wouldn’t just replace MP5 on gear with Spirit and call it a day.

    Community Team: Paladins provide a slew of powerful buffs and spells that help all classes with tanking, healing and damage-dealing.

    Q. How do we feel about raid-wide paladin buffs instead of limiting the buff applications per class, only?

    A. We think it works out fine. It’s a different buff mechanic than other classes and helps to ensure that the second or third paladin is still considered valuable instead of letting a single one buff everyone.

    Q. Blessing of Sanctuary is designed around providing buffs for tanks; are there plans to re-work its design to provide added benefits for more than just tanking?

    A. No, we want it to be a tanking Blessing. However, we want it to be a superior tanking buff than Kings for the Protection paladin. In the 3.2 patch notes, we indicated that Sanctuary will also provide the same Stam buff as Kings, but will not stack with Kings (though Kings would still provide bonuses to the other stats).

    Q. Do we feel Flash of Light and the changes in store for it will allow for additional diversification for the existing healing spells available? Aside from Healing Light, Flash of Light, and Holy Shock, are there any plans to provide paladins with other interesting healing spells later down the road?

    A. Later down the road most likely, but it won’t be for 3.2 and it won’t be with something that looks like Prayer of Healing or Wild Growth. We do think paladins will have more of a use for Flash of Light now with the extra benefit to Sacred Shield. The changes to Beacon of Light in 3.2 should make paladins an exceptional dual target healer.

    Community Team: Now that we’re on the topic of paladin buffs and spells, dps and versatility has been a topic of concern for many players with respect to both PvE and PvP.

    Q. All classes vary in dps from one encounter to another; however, some paladins may feel their dps can be less competitive at times in comparison to other classes, more so in straight stationary single-target dps encounters. How do we feel paladins are doing in terms of dps across the board?

    A. Retribution dps is too low in PvE in 3.1. We are buffing it in 3.2 through the new way Seal of Vengeance / Corruption will work. This Seal is designed to really deliver damage once the paladin gets five stacks up, which will make it the Seal of choice for boss fights. Seal of Command will be used in PvP or PvE for short fights. We expect overall for Corruption / Vengeance to be the “go-to” Seal much of the time, perhaps even in PvP, provided you can keep the buff up.

    Q. Exorcism will be usable in both PvE and PvP once more which is great; aside from allowing this ability to be used against other players, what were the reasons to go down this route in redesigning this attack?

    A. Exorcism never did a ton of damage to players, but it was an instant attack which meant paladins could use it while closing with an enemy. It was essentially just free damage and never a decision of any kind. The new approach to the spell prevents it from being used while closing, and also makes Retribution paladins have to pay a little more attention to their combat rotation — you want to use Exorcism when Art of War procs, and generally not at other times.

    We understand this is a small adjustment to Protection paladins, which is why we improved Hand of Reckoning. The 3.2 patch will be pretty good for paladin tanks overall so hopefully they will forgive us.

    Q. Consecration seems to utilize a sizable portion of mana per application of this spell; do we have plans on making this a bit more mana-efficient?

    A. We think the mana cost is appropriate. Retribution and Protection paladins have enough ways to earn mana back that it doesn’t seem to be slowing them down much.

    Community Team: Specifically with the various spells and abilities that paladins have in a PvP encounter, there have been questions concerning regarding survivability and utility, let’s get into some of these.

    Q. Do we feel Divine Shield is fine in its current rendition versus other abilities such as Shattering Throw and Mass dispel?

    A. Divine Shield is just a very powerful spell, so game-changing that we thought it needed a counter. The problem is that only one class has access to Mass Dispel, which we feel makes priests too much of a “hard counter” to paladins. We understand that classes will to some extent always have other classes they are better or worse against, but we want to avoid extremes. Shattering Throw is an attempt to let someone other than a priest have the chance to break the bubble. We implemented the ability as a ranged attack to help discourage warrior “tunnel vision” in just always unleashing all their attacks on the same target rather than having to switch targets on occasion.

    Q. Will it be possible to prevent Avenging Wrath from being dispelled as well? This ability is the means to allow for on-demand maximum dps output for a brief period of time and only affects the paladin.

    A. It’s possible but not probable. Really this is symptomatic of a larger problem, which is that the dispel game has become too important in PvP. If the other team has a dispeller, then abilities like Avenging Wrath get totally shut down. If the other team lacks a dispeller, then they may be in trouble. This leads to junk buffs and inconsistencies on which abilities can be dispelled or not. We are going to redo the entire system, though not for 3.2. One direction to take dispelling is to give magic dispel to all the healers (since 90% of player spells are magical), but to prevent offensive dispelling of any kind, or at least prevent dispels for “your-class-is-supposed-to-have-this buff” like Arcane Int or Fort.

    Q. Do we have plans to introduce a stand-alone interrupt ability for paladins?

    A: We would like to add this kind of utility to paladins. First we have to get the burst damage under control so that Ret paladins are not winning PvP encounters by blowing players up. When we accomplish that, we’ll look at finally giving them more tools.

    Q. With the slew of options to either “jump into” or “jump out of” PvP encounters for either offensive or defensive purposes many classes receive, do we have any plans to incorporate special abilities for paladins to either help them escape tough situations or quickly get into pvp battle (i.e. Deathgrip, Typhoon, Summoning Circle, Disengage, etc.)? It seems paladins are the only class without a short cool-down ability on the same scale.

    A. Players are pretty good at detecting problems, but for solutions they tend to just look around at what other classes have that is working for them. Homogenization is something we fight as much as we can, which is the reason not every class has Death Grip and not every class has Charge. Judgment of Justice is intended to be the gap-closer for paladins. If it becomes a huge liability, we’ll evaluate, but at the moment paladins are doing extremely well in PvP without it.

    Q. Ranged attacks are extremely limited for paladins and are not considered a primary form of dps. However, players feel they would like an ability that will aid them in bridging the gap between melee vs. ranged. Do we have any plans to implement something to this extent?

    A. We’ve already changed the “no ranged attacks” philosophy on paladins already and don’t feel the need to continue making them better at range.

    Community Team: We’re on our last set of questions here, so let’s switch it up a tad and talk a bit about Librams and aesthetics.

    Q. Do we have plans to incorporate a larger variety of Librams?

    A. We try and make sure the three main paladin roles have their Librams covered. As these are special items that no other class can use, we have to make sure we don’t drop them too often in PvE encounters, but we have no problem putting more on badge vendors. Usually it’s just a matter of time because a new tier of content, like the Call of the Crusade patch, already involves making literally over a thousand new items.

    Q. Do we have plans to incorporate Librams as a more prominent aspect of the paladin class? Also, can we expect to see Librams as a physical aesthetic item on the paladin? Much like the quiver is for the hunter (except only the hunter can see their own quiver mounted on their back).

    A. This is something players suggest a lot, and honestly something we’d like to do. It’s a pretty iconic image from Warcraft, especially Warcraft III, to have the paladin toting around their libram. Someone at BlizzCon last year asked if they could beat on people with it. This is a big task to put on the art team though so we would want to make sure we do it right. The same answer would apply to shaman totems and hunter quivers. On the other hand, it took a long time to finally update the druid cat and bear art so don’t look for this in 3.2.

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    Around Azeroth: Imitation of life

    Not content with the current druid tree form, Bruincub of <Preemptive Retribution> on Silver Hand wants to upgrade to something a bit more intimidating. However, posing like an Ancient Conservator isn’t enough to turn you into one. This might be a good thing. Sure, Conservator’s Grip would be killer in Wintergrasp, and you could start some epic tree vs. tree battles outside of Darnassus. But the fun would wear off about the time you realize you can no longer fit through the door to repair in Orgrimmar and all your armor starts growing kudzu.

    Do you have any unusual, beautiful or interesting World of Warcraft images that are just collecting dust in your screenshots folder? We’d love to see them on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@gmail.com with a copy of your shot and a brief explanation of the scene. You could be featured here next!

    Remember to include your player name, server and/or guild if you want it mentioned. Please include the word “Azeroth” in your post so it does not get swept into the spam bin. We strongly prefer full screen shots without the UI showing — use alt-Z to remove it. Please, no more battleground scoreboards, gold seller ads, or pictures of the Ninja Turtles in Dalaran.

    Gallery: Around Azeroth

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    Around Azeroth: Imitation of life originally appeared on WoW.com on Sun, 12 Jul 2009 10:00:00 EST. Please see our terms for use of feeds.

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    Sunday Morning Funnies: If you wannabe

    This week’s list is short but sweet. Tried and true. We’re still missing Disgraph (cries) but most others are present and accounted for.

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    Sunday Morning Funnies: If you wannabe originally appeared on WoW.com on Sun, 12 Jul 2009 09:00:00 EST. Please see our terms for use of feeds.

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    Breakfast topic: Do you wish there were worldwide realms?

    One of my big beefs with MMOs is that I have friends all around the world and can’t play with them. For example, most of Team WoW.com play on US realms, a couple on Oceanic and me and the T in the EU. Of course the biggest problem with playing any MMO will be timezones (especially if you like to raid) but that doesn’t stop some titles having just one massive server, regionless servers or allowing you to change realms on the fly. Sadly WoW has none of these and it frustrates me that there’s such a divide, even though here in Europe there are cross-language battlegroups and more servers than you can shake a stick at. However given the number of players across the US, EU and China I can understand the reasons for it.

    So readers, putting aside region restrictions, logic and languages for a moment, do you wish WoW had just one giant server? Would you like the ability to move from server to server for free at a moment’s notice, depending on where your friends were playing? Would you rather the game was a bit more like Guild Wars in that it didn’t matter where you purchased the game from?

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    Breakfast topic: Do you wish there were worldwide realms? originally appeared on WoW.com on Sun, 12 Jul 2009 08:00:00 EST. Please see our terms for use of feeds.

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    Authentication problems for non-Battle.net users tonight

    We’ve started getting a few emails regarding the authentication servers. Apparently there are issues again tonight! None of us on staff were actually running into any trouble, so we assumed it was just an anomaly until we saw this thread. From reading through it, it appears that the reason none of us on staff had problems was because we had all converted to Battle.net accounts, and this time around only those that haven’t converted are running into problems. Fancy that!

    Blizzard is aware of the problem, and seem to be actively investigating it. Keep an eye on the linked thread for updates, and if you want a quick fix to get on and play the game tonight… just convert to Battle.net and you’ll be on in no time.

    And for the record, when you write in about server outages? If we haven’t posted about something yet, it doesn’t help you to accuse us of being paid off by Blizzard. We can dream of a bright future where Blizzard showers us with money, but no, that hasn’t happened yet. It’s much more likely that we just don’t know.

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    Authentication problems for non-Battle.net users tonight originally appeared on WoW.com on Sat, 11 Jul 2009 22:48:00 EST. Please see our terms for use of feeds.

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    The Onion takes on Raiding

    The Onion, the well-known and consistently hilarious parody news site, has turned its eyes toward World of Warcraft once again. In the past, they have introduced us to geek love in WoW and the World of World of Warcraft, and this time, they introduce us to the world of Raiding via nerd columnist Larry Groznic, who has previously written on his mastery of Quotes from Monty Python’s Holy Grail and the merits of Weird Al Yankovic’s Wikipedia entry.

    Larry’s rant to an under performing guild member, while somewhat anachronistic (it focuses on a Zul’Aman raid) manages to poke fun at classic raid leader nerd rage, hilariously nonsensical guild names, perennial altoholics, and quite a few other WoW foibles. It may even hit too close to home for some of the people who might recognize some of themselves or others in Larry or his chosen victim. But hey, if we can’t laugh at ourselves, who can we laugh at? The Onion’s done it again, and it’s worth a read.

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    The Onion takes on Raiding originally appeared on WoW.com on Sat, 11 Jul 2009 22:00:00 EST. Please see our terms for use of feeds.

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    Totem Talk: Getting into the Spirit of the thing

    Each week Matthew Rossi lovingly hand-crafts Totem Talk from a single switch of aged Barrens scrub pine. This week, we try and calm some fears and discuss what changes we’re still hoping might make it into patch 3.2. This week’s image comes from Protein, a restoration shaman on Bladefist (he didn’t specify US or EU realm).

    Before we get rolling on the changes that shamans haven’t seen yet in the various notes to patch 3.2, let us take a look at what notes we have seen, especially the most recent ones.

    • Shaman
      • Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
      • Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
      • Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.

    Hardly massive changes, but at the same time pretty welcome. The fact that ES gives a form of Thunder Clap is weird since pretty much every tank has or will have that debuff in patch 3.2 (Thunder Clap, Icy Touch, Infected Wounds and the incoming paladin ability) so it seems odd from a PvE standpoint to give it to a non tanking class. If this is intended as a PvP ability… well, it’s not terribly impressive. If your choice is between ES or Frost Shock against melee, you’re probably going to try and snare them instead of debuffing their attack speed.

    Still, not having to use ES as an interrupt will be a positive boon for elemental shamans who saw their DPS nosedive every time they had to keep that cooldown open for Earth Shock instead of Flame Shock, and it’s not going to terribly impact enhancement in PvE at all. So I’d definitely call this one, on the whole, a positive change. And having Maelstrom affect Hex is just hilarious. Hex is kind of the poor man’s poly in PvP, a combination snare and disarm that can be trinketed out or dispelled.

    Continue reading Totem Talk: Getting into the Spirit of the thing

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    Totem Talk: Getting into the Spirit of the thing originally appeared on WoW.com on Sat, 11 Jul 2009 20:00:00 EST. Please see our terms for use of feeds.

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    Insider Trader: Patch 3.2 keeps getting better

    Insider Trader is your inside line on making, selling, buying and using player-made products.

    I love it when a content patch includes some professions love. As the details keep surfacing, patch 3.2 is looking better than ever.

    In fact, with the upcoming patch, Engineers will finally be able to drop their Gnomish and/or Goblin specialties (”for a fee”)! This has been one of those issues, like ugly and buggy cat forms, that has dragged on and on.

    The materials for Jeeves have also been updated (get the schematic!). If you’re wondering just what you should be saving, hop on through the break for that and other patch 3.2 news!

    Continue reading Insider Trader: Patch 3.2 keeps getting better

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    Insider Trader: Patch 3.2 keeps getting better originally appeared on WoW.com on Sat, 11 Jul 2009 18:00:00 EST. Please see our terms for use of feeds.

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