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Quote from: Zarhym (Source PTR Patch 3.3.3 Notes)
Dungeons & Raids
Holiday bosses (such as Ahune for the Fire Festival) will now be accessible through the Dungeon Finder.
  • Players must use the Dungeon Finder or speak to special holiday NPCs in the world to queue up and access these bosses.
  • Upon accepting a queue for any holiday boss, the party will be ported directly to the necessary area for confronting that boss.
  • The previous summoning criteria for these bosses have been removed. Players can queue up for and fight each World Event boss as many times as they want for any standard loot that they may drop.
  • All rare holiday items (such as The Horseman's Reins) will have a chance of being found in holiday-themed loot troves which will drop once for each player in the party no more than once per day, in the same manner that doing the Random Dungeon daily quest will provide a specific reward the first time it is completed in a day.

Companion Pets
  • The Pet Bombling and Lil' Smoky non-combat pets are no longer Bind-on-Pickup.

Death Knight
  • Chains of Ice: The ability now innately applies Frost Fever to a target.
Frost
  • Icy Talons: The personal haste benefit provided by this talent is no longer exclusive with other sources of melee haste. This will allow death knights to always swing 4/6/12/16/20% faster when Frost Fever is applied. Windfury Totem and the party/raid component of Improved Icy Talons still do not stack.
Unholy
  • Unholy Blight: In addition to its previous effects, this talent now also prevents diseases from being dispelled from victims afflicted by Unholy Blight.

Druid
  • Nature's Grasp: Now has 3 charges, up from 1.
Balance
  • Starfall: Te damage done by this spell has been significantly increased.
  • Typhoon: Mana cost reduced to 25%, down from 32%.

Hunter
Beast Mastery
  • Ferocious Inspiration: This ability is now an aura and provides 1/2/3% damage to all party or raid members within 100 yards and boosts the damage of Steady Shot by 3/6/9%.

Rogue
Subtlety
  • Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks and reduces the energy cost of Backstab and Ambush by 4/8/12/16/20, up from 3/6/9/12/15.
  • Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush and can be triggered by all hits from these abilities rather than just critical strikes, but the snare component is now 50%, down from 70%.

Warlock
  • Life Tap: This spell no longer scales with spirit, and instead scales with spell power.

Warrior
Protection
  • Vitality: Now boosts Stamina by 3/6/9%, up from 2/4/6%. Strength and expertise benefits have not changed.
Quote from Blizzard staff
3.3.3 World Event Bosses and Dungeon Finder (Source Re: Please clarify: 3.3.3 World Event Bosses)
Just to clarify some misconceptions about this new functionality, the summoning of holiday bosses is going away. Players can queue for these bosses via the Dungeon Finder or special holiday NPCs found in the world. Once the party is finalized, the group will be ported directly to the area where the holiday boss resides. Players can kill the holiday bosses as often as they want for standard loot (epic rings, trinkets, etc.), however, they will only drop one holiday-themed loot trove per player per day. These loot troves will have a chance of containing rare holiday items such as The Horseman's Reins.

Why? I have nothing more to add except to ask the question because there has to be some good reason for this. Otherwise it should just be dropped because it's unnecessary...
The way players were grandfathering in alt characters, scamming others by not having a summon available, and continually soft-resetting dungeons -- creating a major load on instance capacity -- was never intended.

The change has some positive and some negative consequences, however, we feel it's the best way to make this a better system and more in-line with our original plans for World Event bosses.

Cataclysm Item Changes (Source Re: Armor pen in Cataclysm.)
We're working on a large forum post to go step by step with how some of the existing gear will be changing.

Overall, we want everyone's damage, healing and tanking to stay about the same, but given that talent trees are changing at the same time as gear, it's going to take some adjustment.

Separating the new Plushies from the In-Game Pets
(They are now available on the Blizzard Store by the way) (Source Re: Plush pets...Really Blizzard?)
There are no plans to separate the two at this time. It's funny because there were a number of complaints when the first two pets came out that felt it would make more sense if it came with something tangible.

As far as the quality of the physical pets, they are very well made and our previous ones (like the Lurky) got a lot of good reviews from people I talked to so they will be along those lines as well. 

Warlock
Intent of Immolate change (Source Re: Intent of Immolate change?)
The intent of the Immolate buff was to buff Destro. This is one of those situations where you can't just say that Immolate is used by Demo so it buffs Demo too. It does. But it buffs Destro a lot more because Destro gets so much more benefit from Fire spells.

If you think this is not the case, please provide us some evidence using math, simulations, target dummy parses or whatever. 
Quote from: Blizzard (Source)
Death knights, druids, hunters, mages, rogues, warlocks, warriors, oh my! For those participating in our public testing of the upcoming minor content patch 3.3.3, look out this week for a host of fascinating new adjustments to these classes. Chains of Ice innately does what? Nature's Grasp has how many charges? Vitalit...y boosts stamina by how much? Stay tuned to find out the answer to these and more questions!
Godišnjica - Intervju sa igračimaIn our continuing expansion of the World of Warcraft five-year anniversary site, we now bring to you an ongoing series of player interviews. We begin today with an intimate look at a unique role-play guild, Shadowclan, which has carved its own niche within the Warcraft universe. Read how World of Warcraft has shaped this guild's gameplay experience in different ways over the years on our anniversary page.

http://www.worldofwarcraft.com/wowanniversary/interview/
Quote from Blizzard staff
Random dungeon 15 minute vote kick limit gone in 3.3.3
It's not mentioned in the notes, but the Vote Kick option no longer has a 15-minute cooldown. Enjoy.

Vote kick reason in 3.3.3
This might not answer your question -- which may or may not have been rhetorical anyway -- but we did find that a lot people were clicking "Yes" on the Vote Kick alert, then later asking, "why did we kick that guy?" The idea is to make the person who wants to kick someone from the group give everyone else a reason. If the reason is silly or defamatory, a surprising number of people could very well reject it.

While many people are quick to take into account all of the worst possible scenarios with any presented changes to the game, we find that those cases are typically the minor fringe cases once the changes are put in action. The patch notes are out and the speculation is brimming, but let's see how things turn out before clenching our crystal balls, shall we?

Seasonal bosses only accessible through the Dungeon Finder in 3.3.3
Yes, the Dungeon Finder must be used. The interface will have a separate selection for special World Event bosses in dungeons. If players zone into the dungeon without using the Dungeon Finder, the bosses will not be there. 

On-Proc Talents changed to Auras in 3.3.3
We made those changes for a few reasons.

Basically, they are balanced around more-or-less 100% uptime now. We think talents of the variety when X crits, now you can do Y are cool, but these auras really weren't in that category anymore. They were just cute ways of getting a passive buff up. Nobody tended to think Leader of the Pack was boring because it was just on all the time.

Removing the constant application and removal of these buffs (through both the passive aura and the range increase) might improve performance a tiny bit, will clean out your combat logs (which actually improves performance too), and reduce the UI and in some cases spell effect spam, which might make combat a little more easier to understand.

There are some auras where location on the battlefield is supposed to matter, such as totems, the imp, shouts, and paladin auras. Those didn't change.

Why not naturally scale DoTs with Haste/Crit?
Having everything benefit from haste or crit is a good goal and ultimately necessary to keep stats that are going to appear on your gear anyway attractive. We don't want to do that for every single ability yet because in some cases those specs don't need that kind of buff and we'd just have to take the damage away from somewhere else.

Haste is a mixed bag for dots or hots because it makes you cast them more often, using up GCDs. 

Death Knight
Icy Touch threat bonus in 3.3.3
We wanted Icy Touch to feel a little like Shield Slam -- the big hit you could launch when you need a lot of threat to say grab a recently spawned add. I don't think most DKs will mind having a little more single target threat overall, but we don't want to turn them into a rotation of all Icy Touch. If that happens, we might have to notch the threat down a little more.

Will of the Necropolis Cooldown Removal 

I think attributing so much power to Will of the Necropolis is one of those consequences of trying to covert everything into effective health. In fact, the reason we took the cooldown off is because we don't think it will be that noticeable.

In the theoretical case where the DK is ping-ponging between 40% and 20% health, it's crazy good (as is Ardent Defender), but those situations don't happen often. (They might happen more in Cataclysm, where it would be nice to see tanks at 50% health for more than a fraction of a second.) Most of the time, Will of the Necropolis is just extra health, which was the case before we removed the cooldown.

We added the cooldown during PTR testing in which we had a Patchwerk who kept stacking his own damage. When he was hitting for 110% of the tank's entire bar, the DK with Will of the Necropolis could survive, and nobody else could. Duh. In retrospect we probably overreacted, since we don't actually make boss encounters like that. You have say Steelbreaker Fusion Punch, but those hits aren't so often that the 15 sec cooldown is the issue.

[...] Seriously though, the only thing that changed on Will of the Necropolis was the cooldown. The health savings were always there. Tanks typically are at full health, avoid every other attack, get hit, and then get topped off. We typically don't hit tanks more often than 15 sec with really big attacks. It will perform as it always has against periodic attacks, including Soul Reaper (which is a 30 sec cooldown IIRC). If the pure melee hits from the Lich King allow DKs to literally take 15% less damage from him at all times, then we might put a 5 sec cooldown on it instead or make it work like Ardent Defender (which only reduces the damage that took you over the threshold). Against most bosses I'd be surprised if you even noticed the cooldown was gone.

Remember, you're looking at current content with current gear and we are forecasting slightly into the future with changes like this.

[...] But like I said, if it looks like it's going to be a problem, we'll add a small cooldown or something back on. I think it's too premature to do that yet. 

3.3.3 Will of the Necropolis in the Lich King Encounter
We talked over the WotN change with Daelo and the guys who made Soul Reaper. They're not convinced it will be a problem. When someone trivializes the encounter with an undergeared DK, then we'll start worrying about it. 

Frost potential changes
We realize there are still some things that need to be fixed in the tree. The Icy Talons chain of talents feels pretty expensive. Killing Machine can be hard to use. Stuff like that. I can't promise we'll get all of that taken care of quickly, but we'll get it taken care of eventually.

I don't recall us buffing the Gylph of Obliterate from 20% to 25% as has been reported. It's possible I just forgot or there may be something else going on. I will investigate more next week. 

Glyph of Chains of Ice
One change we have made in the interim is to make Chains of Ice apply Frost Fever baseline, and keep the current (live) Glyph of Chains of Ice as is (causing damage). If you don't change your PvP spec at all (and assuming you have a pretty cookie-cutter PvP spec), then you should see extra damage from the Strength in Endless Winter and a Scourge Strike that hits harder on undiseased targets. 


Druid
Balance burst damage
 The patch notes are not done. While, frankly, Tranquility is not something we're going to mess with, we do want to add more burst to Balance for PvP purposes. If some of that spills over into PvE for more damage overall, I don't think many druids would complain.

Eclipse
As I've said before, the goal isn't merely to get you to use Starfire and Wrath. The goal is to have a rotation that is more than just 12121212 or even 111222111222. RNG is something we actually want. The best players should be the ones who can pay attention and react to situations, not the ones who can mash their keys the fastest (or download the most recent macros).

The biggest problems with Eclipse are:

1) It's too much of a damage increase. Here we see the problem with overbudgeted talents. The RNG wouldn't be an issue if the magnitude of those random rolls wasn't so huge.

2) It suffers too much from movement. Losing an Eclipse proc when you have to run is a problem, particularly given point 1. Now we have no problem with classes taking a dps hit when they have to move and we don't even mind of some specs pay a heavier penalty than others. But it's a problem when the delta between dps when moving and dps when not moving is so great.

Hunter
Beast Mastery
In my opinion, players spend too much effort trying to compare their rotation to that of other classes or specs that they may not understand as well. Bad Arcane mages mash two buttons and bad BM hunters mash two buttons. You're not going to top charts as Arcane if that's all you do.

We don't want to buff the pet damage for BM any more for a couple of reasons. One is that it puts too much dependence on the pet. If the pet does 50% of your damage (which is an exaggeration) and the pet dies, then your dps just dropped by 50%. Even if you can get the pet back quickly, you've suffered a lot of damage loss. Secondly, the pet doesn't require that much babysitting. Few players are clicking their pet abilities on and off. As such, it just acts like a dot with cool art. When we talk about the risk of BM being too easy to play, we don't want to over-reward players for just doing Steady and having the pet attack. What I'm saying is that the more damage the pet does, the less the hunter player even has to pay attention. If the pet required more micro-management, then that would change. If pets built up combo points, or Kill Command acted like a Conflag, or something where the hunter had to react, then more pet damage wouldn't be so bad (though the risk of death doesn't go away).

We'd like to buff BM PvE damage, but we have to be careful not to buff it too much in PvP where it still has really high burst. This means we can't just do things like boost the Arcane Shot damage of Ferocious Inspiration or the like. The damage would have to be more of the slowly stacking / sustained variety, and that's harder to implement. (Technically, it's not hard to implement per se, but it's hard to get it feeling right without causing weird things to player behavior, the talent trees or causing other problems that lead to a two hour fix taking two weeks instead.) 

Shaman
Elemental Shamans / Totem of Wrath
As I've said before, the right change to make to Totem of Wrath is to make it grant spell power almost exactly the way Demonic Pact does so, and to make it less of a dps loss for Elemental to use.

Elemental damage should be in a pretty good place now if you don't drop ToW, so really I think the only risk is if you're in a guild that won't take you because they get a slightly higher buff from their Demo lock and can't afford to bring you both. I'm a little skeptical that that situation happens too frequently based on the number of Elementals we actually see in dungeons and raids. If it happens to you, I apologize (and you don't need to post 'it happens to me!" in this thread) but you might want to sit down with your raid leaders and discuss if the difference is really as great as they think it is.

I can understand if the inconsistency in the design just offends you, and it is something we want to fix, but please be realistic about how much it would really impact your WoW playing. We thought implementing Flame Shock scaling was more important. 

Glyph of Flame Shock
The current (for us) Glyph of Flame Shock does something like let Flame Shock crit at 230% damage. We'll try to get a new patch note up soon. Whatever it ends up as will probably be some relatively simple damage buff to replace the old crit buff.  
Par extra novih modela je dodato u novom Patch-u.
  • Dva nova Mounta, Blazin Hippogryph i Wooly White Rhino
  • Takodje novi model Anduin Wrynn, sin Varian Wrynn!
Nova Ruby Sanctum raid instance NIJE DEO PATCH 3.3.3 ali beta verzija već ima u sebi mape i loading screen.

Zarhym je takodje objavio još nekoliko detalja o istanci i loot-u koji nas čeka tamo.
Quote from: Zarhym (Source Re: Assault on the Ruby Sanctum)
  • Ruby SanctumNumber 2. The lieutenants are sub-bosses which will each drop an Emblem of Frost. Halion is the main boss. While the activation of Heroic difficulty is different from the Obsidian Sanctum, the overall raid format for the Ruby Sanctum is very comparable.
  • You're likely to find some random pieces of armor on par with Lich King loot, similar to the items Onyxia dropped while Trial of the Crusader was the top-tier raid. You can also expect to see some more trinkets and things of that nature.
  • This raid will not only provide a bit of additional content to pair with the current content of patch 3.3, it will be the beginning of an advancement in the storyline for Cataclysm.
  • The plan is to have a normal mode and a heroic mode just like Icecrown Citadel, so far there is no plan for a Sartharion +1/+2/+3-like encounter.

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