Tol Barad je opuštošeno ostrvo-kraljevstvo u Baradin zalivu, izmedju Hasic i obale Khaz'Modan-a.

Istorija:

U toku Drugog rata, to je bilo ostrvo, tvrdjava Stormgarde-a. Ostrvo je takodje i mesto svirepe bitke izmedju Horde i Alijanse. Horda, koja je već osvojila veći deo zemalja patuljaka, se spremala da napadne severno kraljevstvo Lordaeron-a. U to vreme, ostrvo se koristilo za izvodjenje napada na ork napadače. Kao "odgovor" na taj napad, Orgrim Doomhammer je pokrenuo invaziju na ostrvo. Smrvljeno u ratu sa orkovima, nije više od par biljaka i insekata preživelo Hordinu krvavu pobedu. Delovalo je kao da aura smrti izbija iz ostrva i originalna tvrdjava je srušena do zemlje. Tol Barad je postao zastrašujući simbol Hordine nemilosrdne istrajanosti i divljaštva.

Nekoliko godina kasnije, posle Drugog Rata, nacija Kul Tiras je "utvrdili" nekadašnju tvrdjavu i podigli zatvor iznad ruševina stare tvrdjave. Mesto mnogih istorijskih bitaka Drugog rata, Tol Barad je sada dom magičnom zatvoru.Čarobnjaci iz Dalarana i Stormwinda nadgledaju kompleks i zatvorenike koje predstavljaju neprijateljski magovi, manji i veći demoni, vešci (warlocks) i undead ratni kriminalci.Čarobnjaci ne daju nikome da pridje ostrvu i čuvaju postojanje zatvora kao tajnu.

Cataclysm:

Tol Barad će biti "outdoor" PvP raid zona u World Of Warcraft: Cataclysm, slična Wintergraspu u Northrendu. Medjutim, ostrvo će funkcionisati slično kao Isle of Quel'Danas, tako što će biti značajan hub Daily Quest-ova. Koja god strana kontroliše zatvor na Tol barad-u, imaće još pristupačnih dnevnih zadataka sa još boljim nagradama.

U World of Warcraft, Tol Barad čine dve zone:
  • Tol Barad - PvP zona
  • Tol Barad Peninsula - daily quest hub za igrače 85.-og nivoa.

Interesantne oblasti (PoI - points of interest), kružeći u smeru kazaljke na satu oko Baradin Hold-a, počev sa severne strane:
  • Ironclad Garrison - 12:00
  • East Spire - 2:00
  • Slagworks - 4:00
  • South Spire - 6:00
  • Warden's Vigil - 7:00
  • West Spire - 10:00
Borbe traju 30 minuta sa razmacima od 60 minuta. Uslov za pobedu je preuzimanje tri zgrade (Spire's) u isto vreme. Koja god strana ima više igrača blizu zastave dobija kontrolu nad odredjenim delom teritorije, slično kao Wintergrasp i Eye Of The Storm. Predpostavlja se, ako se unište sve tri kole, skrati se vreme borbe.

Trčeći severno uz Blackstone Span, ulazimo u Tol Barad Peninsula, contested zona.

Zadaci:

Nakon što se predje Blackstone Span, igrači stižu do Tol Barad poluostrva, gde će naći dosta daily quest-ova.

PoI (points of interest), kružeći u pravcu kazaljke na satu oko Darkwood-a sa severa:
  • Cape of Lost Hope - 12:00
  • Rustberg Village - 1:00
  • Largo's Overlook - 2:00
  • Baradin BAse Camp - 3:00
  • Hellscream's Grasp - 6:00
  • FOrgotten Hill - 7:00
  • The Restless Front - 8:00
  • The Darkwood - 9:00
  • Wellson Shipyard - 10:00
  • Farson Hold - 11:00

Video Tol Barad Outdoor PvP battleground

Video Tol Barad Peninsula



U nadolazećoj ekspanziji World of Warcraft: Cataclysm, uništenje drugih zemalja će otvoriti put svežoj vodi da teče u Desolace, pretvarajući je u bujnu prerijsku zonu. Još uvek nije poznato da li će se ime zone promeniti zajedno sa novim izgledom.

Oblasti na koje je uticala kataklizma:
  • Ethel Rethor - mali kamp Hordinih Blood elfova blizu ulaza, ima Fly Point, kamp se zove Furien's Post.Cenarion, istrazivač Korrah iz Cenarion Circle odmenjuje Azore Aldamort-a kao davalaca zadataka. Uključena je i novi fly path.
  • Kodo Graveyard - pola je propalo u ponor. Ponor se rasteže od groblja do obale na zapadu. Druga polovina groblja je bujna i zelena.
  • Kolkar Village - preuzeto od strane Magram kentaura koji su utvrdjenje ojačali. Severno se nalazi mali kamp gde se moze naći Cenarion Ambassador Thunk (Thunk's Abode), član Cenarion Circle koji daje zadatke. Takodje se tu nalazi i neutralni Fly Point.
  • Magram Village - preuzeto od strane Burning Blade i preimenovano u SHok'Thokar. Takodje ima i kulu sad.
  • Mannoroc Coven - nije previše promenjeno, ali sada s' vremena na vreme padaju zelene vatrene kugle sa neba.
  • Ranazjar Isle - elitni elemental, Lord Hydronis sada tumara ostrvom, ubijajući Nage na koje naleti. Južno se nalazi veliko ostrvo sa srušenim hramom koji je izronio iz okeana, prepun Naga.
  • Sar'theris Strand - ostrva su "gurnuta" sa dna okeana, prepuna Naga i džinova.
  • Sargeron - prilično nepromenjeno, ali sada Satyr-i crpe energiju iz nekoliko artefakta Elune (ovi artefatki daju zadatke).
  • Thargad's Camp - nova Explorer's League baza.
  • Valley of Spears - severna brda, tik posle roga, su se srušila u okean.
  • Ostalo - centar Desolace-a je sada poznat kao Cenarion Wildlands, bujno je i zeleno sa ogromnim drvetom u sredini. Obuhvata Kormek's Hut, Kodo Graveyard, Ghostwalker Post i Scrabblescrew's Camp. Tu se takodje nalazi i veći Cenarion Circle kamp koji se zove Karnum's Glade, sa sve fly point-om i krčmom.

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U World of Warcraft: Cataclysm, Thousand Needles će biti potpuno poplavljeno i biće zona 40-45 nivoa.
Razorfen Downs, trenutno se nalazi u južnom delu Barrens-a, ali će biti premesten u Thousand Needles (Razorfen Kraul će ostati u Southern Barrens).
Na jezeru, koje je ranije bilo poznato kao Shimmering Flats, ogromni speedbarge pluta preko poplavljenih ruševina Mirage Raceway.
Slede promene koje su zahvatile Thousand Needles posle Cataclysme:
  • Camp E'thok - potopljen. Severo-zapadno odavde se nalazi Hordin kamp koji se zove Westreach Summit.
  • Darkcloud Pinnacle - malčice severo-istočno se stvorio put koji vodi u visoka brda, koja vode do Razorfen Downs.
  • Freewind Post - preuzeto od strane Grimtotem taurena. Na početku se nalazi veoma mali kamp Horde (Taurena) i Alijanse (Night Elf) koji zajedno rade kako bi oterali Grimtotem Taurene.
  • The Great Lift - uništen.
  • Highperch - malo poplavljen
  • Mirage Raceway - ispod vode. Sada ogroman brod "sedi" na poplavljenoj oblasti sa neutralnim hubom zadataka i Fly Path-om. Fizzle i Pozzik's Speedbarge. Jugoistočno odavde, uz visoke ivice, gde Magus Tirith, sada poznat kao poludeli Magust Tirith, konstantno napada "Plucky" Johnson-a, koji je sada novi prodavac kompanjona - Ancona Kokoške.
  • Rustmaul Dig Site - sada poznat kao Rustmaul Dive site
  • The Screeching Canyon - poplavljen. U brdima iznad je veliki, od skora, naseljen ili nazvan Twilight Cult kamp.
  • Weazel's Crater - sada poplavljen. Brda istočno su se srušila i otvorila put do mora. Na visokim ivicama južno od otvora se nalazi oblast  Southsea pirata poznato kao Southsea Holdfast. Malo severnije, suprotno od visokih ivica je Splinthoof Heights, gde su se Galak kentauri premestili - izgleda da su neutralni.severo-zapadno od nekadašnjeg kratera je put visoko u brdima koji vodi do Dustwallow Marsh sa visokom platformom koja daje pogled na Thousand Needles.
  • Windbreak Canyon - potopljeno. Južno odavde je još jedna, bez imena i bez populacije Twilight oblast.
  • Zbog jakih poplava zone, mnoge oblasti su sada pod vodom. Uz gore pomenute, i druge oblasti se ubrajaju: Whitereach Post, Splithoof Crag, Splithoof Hold, The Weathered Nook, Ironstone Camp i ceo Shimmering Flats. 

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Originally Posted by Blizzard Entertainment
Weird stats on crafted items (Source Re: Why does cata tank gear have the same Sta)
Yes. We are focusing on getting the tradeskill recipes in place so that we can adjust skill leveling rates and reagent costs and the like. We haven't made an attempt to get the proper stats in place yet.

This is why I wanted specific examples. I'd compare the dungeon gear at this point, and not worry about the crafted gear. 

Why are you forcing raid healers to use more than one spell? (Source Re: [druid] Restoration Beta PvE update)
Because we think it's more fun. Because of the nature of raids, where the general strategy is to be powerful as a group because everyone is very specialized, it's easy for them to be become monotonous. Seeing a boss for the first time can be exciting, and maybe at that point just learning his mechanics can feel overwhelming, but it's likely you're going to wipe on that boss several or many times, and even once you succeed, you're looking at weeks of killing him over and over.

I've said this before, but it's hard for healers to evaluate their contribution based on overall meters, because those don't really tell you much about whether the healer was a good player or not. Instead, one of the best rewards for a healer is to know that they are playing smart. A big part of playing smart is using the right heal for the right situation, which is hard to do when you only have one. 

Healers - Stacking mana regen (Source Re: [druid] Restoration Beta PvE update)
We've seen this response from all of the healers, namely that you can stack regen to offset the mana inefficiency of the fast heal. We want Spirit to be a good stat of course, but if you just take it and nothing else then you may find yourself able to cast a small heal a lot. In that situation you might see say tank health go down even though you are spamming heals, because your throughput is low without crit and without haste, you can't cast Nourish or Healing Touch quickly enough. 

Druid
Tree of Life (Source Re: [druid] Restoration Beta PvE update)
A good example is the "remove the tree" process. You never really wanted an opinion if this is a good or bad change, from the beginning the phrasing "is treeform fun" was already biased by your decision (or whoever pulled the strings here).
On the contrary, the message we took away from that thread was that a lot of druids loved Tree of Life, but a lot of druids hated it, and some of the ones that liked it just liked the visual and not any of the gameplay that went along with it. Based on that, and given all the problems we thought Tree of Life had (which we've stated numerous times so we shouldn't have to go into it again here), we thought it made sense to change the spell. We have a very large audience, so it's unrealistic to expect near unanimous support for any kind of change, and designing games based on popular vote among the players never works out well anyway.

TLDR: It's not fair to accuse of us not listening to you just because we listened to other players instead. 

Restoration PvP Signature Ability (Source Re: [druid] Restoration Beta PvE update)
I don't think Resto druids need a special ability to feel fun in PvP. Traditionally it has been the power of hots in PvP (which tick when you aren't targeting them and generally can't be interrupted) coupled with some pretty outrageous mobility. Often the problems we've had with Resto druids in PvP is that they are too hard to counter. Druids heal pretty differently from priests, paladins or shaman in PvP.

Priest
Discipline - Healing Breakdown (Source Re: So... what will disc do??)
Some of you guys can be so extreme sometimes. Dnevne Blue Teme Less emphasis on shields doesn't have to mean never, ever cast shields. Your mastery doesn't have to be junk just because you cast actual heals sometimes.

A typical Icecrown Disc priest today might have a healing breakdown that looks something like this:

40% Power Word: Shield
35% Divine Aegis
8% Glyph of PW:S
7% Prayer of Mending
4% Divine Hymn
2% Flash Heal
1% Penance
3% Other

Imagine that instead of 75% shields, you do 50-60% shields and the rest is made up by Flash Heal, Heal, Greater Heal and Penance. So instead of doing most of your healing, shields are down to doing only a majority of your healing. Dnevne Blue Teme 

Shaman
Shaman Q&A  (Source Re: GC, any 12759 Shaman comments?)
Lots of questions. I don't have time to answer them all, but I will hit a few.

When will ele not have to run into melee to do aoe?
When you're casting Earthquake?

1) Are resto shaman now the only healer being forced to spec into a hit talent to supplement their active mana recovery ability? Paladins now apparently get the hit that was in enlightened judgements for free?
Our goal was to not have all of the healer talent trees to be mirror images of each other. So a priest might get one thing for free and have to talent into something else. As long as the end result is pretty similar (e.g. the priest can't get everything for free and just be able to spend talent points on candy) then it should be fine.

Personally, I'd like to know the rationale behind the fact that the Elemental Shamans did not recieve any spells that alter their rotation on 'primary' targets. Their level 10 effect was something halfway between a mana restore, an AoE, and a pvp gimmick. Our capstone of the talent tree is an AoE. I can't think of any other dps spec that doesn't get something 'unique' that changes their rotation from the other specs.
That's just part of the shaman design though, namely that Enhancement still cares a lot about spells instead of being a 100% melee weapon class. I'd argue that Enhance and Elemental still play fairly differently (such that you do have to adjust when respeccing). I'm not sure the mage design, where there is virtually no overlap among talent trees, is a superior model. It's just a different model.

Mana - I've heard mana has recently begun to be an issue for Enhancement in the last few beta builds. Will the ultimate solution just be to tweak Primal Wisdom s'more? Oh, and what about all that discussion about moving Primal Wisdom to being part of Enhancement's lvl 10 skillset? It's going to be hellish on new Enhancers not having their primary mana restoration technique until much later. Also on the table here, and I'm sorry it touches on totems again - a full set of totems or an AoE rotation kills Enhancement's mana very very quickly. It'd be nice if the mana cost got reduced on some of these abilities.
It's not the intent that Enhancement has to worry about mana a lot. Generally you should have enough mana to do what you want to do. It's a model we're still adjusting. We haven't quite established a base regen for the casters and healers that we're happy with and every time we tweak that, it affects the Ret paladins and Enhancement shaman, who aren't really supposed to be mana-constrained.

This is the kind of thing I'm talking about. Tier 1 of Enhance is one of the bigger culprits. While tier 2 has one talent that's really attractive (nigh on required for Elemental and Enhance), tier 1 is pretty bland. People would prefer to skip over Imp Shields, and Elemental Weapons is a flat spell power buff that scales with level rather than gear.
The model we're trying to use for all the classes is that you can't just soak up no-brainer talents in the first few tiers. Often there is a dps talent, and then a survival talent and then maybe an efficiency talent. You definitely get the first one, but you often need to get one of the others to progress down. This is what we mean about not being able to cherry pick just throughput-oriented talents and skipping everything else that is utility, etc. It's an evolving process though. I'm not sure I could point to a class yet and say "There. We nailed it."

Also, Enhance has 9 "required" points in Elemental - would be 10 if it weren't for Ancestral Swiftness - on top of their own tree being filled up, which highly limits their utility options (well, to be more specific, limits them to 0). Even if an additional point or two were freed up, they may feel obligated to spend those to grab the third point in Acuity (which I don't like as 3 points to start with - it creates a 'floater' point in Elemental specs rather than getting us stuck around tier 4 needing to pick a full utility talent, which I think is a good thing. But I digress), or Improved Shields, even though all three are fairly marginal DPS gains.
Yup. This is a challenge. As I mentioned above, Enhancement likes spell damage so it's hard to put anything in Elemental that Elemental wants that Enhancement also doesn't want.

Lightning and Water shield do not seem that useful for Elemental in many ways.
Agreed. This is something we're discussing. A new shield doesn't have to be the answer though.

- Nature's Blessing doesn't feel like a bonus when healing earth shielded targets, it feels like a penalty when healing targets without it. If the intent is to make shamans better tank healers, perhaps make it work in some other way. Perhaps change it to Earthliving or Riptide instead of Earth Shield?
This is the kind of feedback we struggle with a lot on most classes. As soon as something grants a bonus, it feels like a penalty when it's not up because players are very efficiency-focused. If it was say Riptide, wouldn't it feel like a penalty whenever Riptide wasn't available? Or a penalty because every heal cost that extra GCD for Riptide in order to behave at maximum efficiency?

Honestly GC when our dps is competitive with the other hybrid specs you barely ever see us whine. We just really want to be as good as others. It's when it isn't that we come out in masses to whine about everything. Since our totems are our thing they are what is an easy target for our QQ. I guarantee you that if we do competitive DPS and never fall behind the endless Shaman crying will be puddles instead of rivers.
I agree with that. I think a lot of the complaints about "we're the only class" or "are buffs aren't awesome enough" only come to bear when dps is low. As I said recently, we think Enhancement dps was competitive when there wasn't a lot of movement involved and when you weren't competing with guys using orange weapons. We can fix the movement problem. We don't think we need to fix the legendary "problem" because those Shadowmournes will all be banked at level 85.

I honestly don't see how healing rains AND chain heal are needed. Both are AoE heals fill the same role (heal people grouped together).
They are different spells with different niches. Chain Heal excels when you have a small number of players injured and Healing Rain is more for those big bursts when everyone takes damage. There are enough occasions when you need to heal say more than just the tank that we think healers can stand to have several different strategies to deal with it.

(4) Any chance that the stoneclaw glyph can become baseline or something? I'm mostly fine with the totem utility vs. buff thing, but it seems fairly weird to have this non-scaling bubble as a secondary effect of a totem. If it can't be baseline, is it being compensated for? Hance isn't exactly a survivability powerhouse.
We are changing a lot of glyphs. It's too early to know which ones we are keeping. If this one dies then we might consider putting in the functionality elsewhere.

At this point tho, after getting the current tier hit/spirit cap, I'm pretty much forced to handpick items with no or little crit rating however. Mastery and haste just seem so overwhelmingly better.
That's not the intent. Hit / spirit can be capped, but if you start viewing haste, crit or mastery as junk compared to another stat, then we need to change something. It's fine if one stat is slightly better than another. Remember that crit values overall are going to be far lower than the 70%+ that some players can reach in current content. Lava Burst crits, sure, but you cast a lot of spells besides Lava Burst.

3. Whether it will continue to attack stuff we are not in combat with (especially if it's range is increased).
This is something we are trying to fix. We already have the totem choosing your target. Next we need to make sure it doesn't "helpfully" grab additional mobs.

Warrior
Inner Rage / Rage Generation (Source Re: Warrior Changes - 12759)
Say you're at 75 rage and the rage still seems to be coming in fast. You start using Heroic Strike on cooldown. One of two things is going to happen. Either you can bleed off the excess rage, or you can't. If you can't bleed it off with Heroic Strike, then there is nothing else you can do. Your rage is going to hit 100 and everything else will be wasted. If that happens, then things can go one of two ways: you can just waste all that rage and be sad, or you can convert some of that rage into extra damage (since it would have been wasted anyway).

You can see what that is like today by just hitting Rend, or some other cheap attack and nothing else. Your rage climbs to 100 and stays there. In fact, we had to slow down rage generation for levels 1-10 because the new basic "Strike" attack doesn't consume rage faster than you generate it, especially once you start using Charge.

The world where Inner Rage somehow steals your rage can't really exist because you already had more rage than you could possibly spend. If you got there because you forgot to hit Heroic Strike, then you were just playing badly -- that's not Inner Rage's fault. The best you can argue is that you were in a strange fluke where you suddenly went to 100 rage very quickly, but after a couple of Heroic Strikes, you were going to be fine again so Inner Rage stole that rage. But even in that case, the ability turns off after some minimal threshold, so you can get back to normal quickly.

A lot of you seem to basing your opinions around crits, but that was never the issue in our minds. Inner Rage was designed for situations where you couldn't spend rage fast enough. Examples might include being stunned (which turns on Second Wind), using Raging Calm (which pools your ragE), having to run away from the boss while taking damage (say an encounter like Gruul), or getting Heroism / Lust right when you also take a lot of damage (maybe after running a little bit).

Believe me, if we hit a situation where Inner Rage never procs for anyone, then we'll happily remove it or redesign it. We're just not going to be convinced that will be the case by vague hunches or back of the envelope theorycrafting. We want to see it in action. 

So in PVP when I am being focused and hit rage cap because I am unable to bleed it off I am supposed to suffer the consequence of 50% MORE RAGE COST ON MY ABILITIES??? 45 rage for my MS and then crippling my ability to use anything else???
Again, you're just looking at the ability as "sometimes, your abilities cost more," which of course makes it sound terrible. In your hypothetical situation though, you are taking so much damage that you can't spend your rage fast enough. You hit 100 and then theoretically got to 120 or 150 or possibly 200 rage. Except all of the rage beyond 100 is just gone into vapor. Inner Rage lets your convert some of that excess rage into damage and gets you down below 100 rage again so that you aren't wasting it. If for example we let the rage bar go to 500, then we wouldn't need the ability because you'd never waste anything. So you are comparing 45 rage Mortal Strikes that hit harder to 45 rage Mortal Strikes (the normal cost, plus all the rage you wasted) that hit for the normal amount.

And as I said above, maybe 50% isn't the right number. However if for example the numbers were 10% more rage for 50% more damage, every warrior strategy guide would say "Don't hit ANY buttons until you get to 100 rage," which we don't think would be very fun.

Also, CAPS and MULTIPUNCTUATION make my arguments STRONGER!!! Dnevne Blue Teme 

Well... you might see warriors doing this with inner rage. OR, you might see them "standing in the fire" in order to proc it, or in order to max out their DPS. If a few ticks of fire damage, mean we can fill a rage bar and use all our abilities on cooldown, and use heroic strike where we want to, you can bet you'll see warriors running into the fire.
That's an issue with rage though not with Inner Rage per se. If you aren't getting enough rage and figure you can max your dps by standing in fires, then that might be attractive. I'm just pointing this out because I think the "we'll stand in fires" argument is being used as justification for removing Inner Rage, but if standing in fires gave you more Heroic Strikes, then removing Inner Rage won't fix that.  

Hillsbrad Foothills dobio je nove izmene u novom Beta Buld-u 12759 i sada više na ovoj teritoriji nema alliance. Horde, Forsekeni preuzeli su poslednje uporište Alliance Hillsbrad Fields, gde je sada utvrdjenje Forsekena. Sledi video zapis koji će vam dočarati ovu veliku promenu. 


U nastavku sledi video zapis Western Plaguelandsa, gde možete videti da su se Undeadovi povukli sa ovih prostra, i da je WPL doživeo veliki prirordni peporod. Ali o tome zajedno sa više informacija govorićemo kasnije.


Originally Posted by Blizzard Entertainment
Increased NPC Damage in latest build (Source Re: Cataclysm Mob Damage Changes)
There seems to be a problem where some (?) caster mobs do way too much damage. Your experience may have everything to do with the specific mobs you fight. Listing particular mobs that seem more deadly than you'd expect would be helpful. 

[...] The idea isn't for you to be in Godmode, mowing through everything in your path. The idea is - in fact - for you to have to stop to rest, bandage, heal, every once in awhile. If you are reckless you will absolutely die. This is intended.

There are likely still a lot of areas that are going to be lethal. List the issues that you run into in this thread. We still have plenty of tuning left to do and we realize that. Thanks for testing. 

We're currently investigating issues with creature spell damage scaling. The intent is definitely not for players to have to rest after every single solo pull. Melee damage, on the other hand, seems about right, but may undergo some fine tuning. Keep the feedback for specific lethal creatures and deadly points of interest coming. We're looking at everything submitted.

Relics class requirements gone in Cataclysm (Source Re: Relics have Stats)
You are looking at existing, Wrath of the Lich King, items. Those are currently only used by those classes, so there isn't a great motivation or need to change them.

Cataclysm-level relics can be used by any paladin, shaman, druid or DK, though there may still be some class-specific ones from time to time. 

Relics changes in Cataclysm (Source Re: Relics have Stats)
The "on paper" design of the Lich King relics sounds pretty cool: you have your choice of which of your spells or abilities you care about the most. Maybe a Resto druid takes the Rejuv idol over the Regrowth idol. In reality, what happens is that we make 3 druid idols per tier so the Resto druid is stuck with whatever idol we make. If we make the Rejuv idol, awesome. If we make the Lifebloom idol, probably less awesome (or at least much more situational). Of course we could just make the Rejuv idol every tier, but really that's not much different than the stats. The procs are designed to mostly be always up, so it's just clutter in the buff section of your UI.

With the new model, there is less risk of having the "bad luck" of having a bad relic for an entire tier for your spec. In fact, it should even offer a little more choice because you could choose the crit relic over the haste relic. Currently you don't get a choice because we have to offer such specialized relics. The gem socket is to make them at least feel slightly different from the ranged items that can shoot.

To be brutally honest, I wouldn't call our ranged weapon slot a success for any class. Warriors, rogues and all wand users don't care much about their ranged weapon slot except as a stat stick. Warriors and rogues use their ranged weapons once in awhile, but we really don't like the model where a caster wands everything while leveling instead of using their actual spells. The only class that really cares about the ranged slot is the hunter, and they in turn don't care much about their melee weapon. Furthermore, the hunter doesn't get the same kind of stat budget out of their primary weapon that the melee guys do. Believe me, we have had many meetings just to discuss the ranged slot. We don't have a solution yet that we think is better than the current Cataclysm implementation, but it's the kind of thing we're going to keep working on for a long time. 

Class "roles" (Source Re: We *can* raid heal, but not raid healers.)
We try not to divide classes / specs into such discrete buckets. Our overriding design is to try and have classes feel diverse, such that rerolling or adding a new class to your group feels interesting, but still give you the tools to fill your role. If any healer is too good at one thing, they tend to get stacked, and if a healer is too weak at anything, they risk being unwanted.

Put another way, we used to have this design that say DKs were the magic tank and paladins were the AE tank. The thought was that if you had a paladin in your group you were happy when you had an AE fight but that you'd be fine with anyone else. In reality, this didn't play out so well. Players felt compelled to swap players in and out of their groups, or be reluctant to run a 5-player dungeon with the "wrong" tank. We decided that tanks need to be tanks.

Likewise, our model for healers for a long time has been that everyone has their little niche. We now think healers should just be healers. We just have to make sure that they still feel different enough that you'd prefer to have as many different healers as you can. The big difference is that raids have more healers than tanks, so we have a little bit of room to make the healers more differentiated from each other than the tanks are. But only a little bit, and that space is going to be even smaller in Cataclysm than it was in LK.

Druid
Moonkin Form (Source Re: Moonkin form pointless ?)
We've had a lot of discussions about Moonkin form, as you might guess. We know opinions range among the player base from "cut it" to "make me stay in my adorable form all the time." At first we were trying to make it more of an option, so that cuddly-hating Balance druids could choose the spec without the shapeshift. After much discussion though, we're going to go back to a Balance druid = Moonkin Form design. We'll put some more damage into the Moonkin Form. 

Restoration (Source Re: [druid] Restoration Beta PvE update)
As far as the history goes here, we thought at the time (and still think!) that the Resto druid wasn't going to be well served as a "I only care about hots and nothing else" healer. It's just too extreme a design. Any time when hots are good (by which I mean both individual encounters and periods in the game as a whole) the druid is going to dominate. Any time when hots are terrible, so will be druids. We probably, in retrospect, didn't push Nourish enough, because we still ended up in a raid healing situation where druids used Rejuv and Wild Growth and were loathe to use any other button.

We are going to push even harder in Cataclysm. Druids will still have exceptional hots, but will need to cast direct heals as well. I usually get a lot of responses after such a post from druids saying "But I only want to cast hots!" I'm not sure how to respond to that, because we just don't think it works. Dnevne Blue Teme

As far as the AE healing goes, it's definitely something to keep an eye on, but we're not worried about it yet. We are trying to cut back (yet again) on the dominance of the smart AE heals. The cooldowns of CoH and WG need to stay high. We do have some room to lower the mana cost on WG, and probably will.

It's also worth mentioning that Efflorescence does some great AE healing, and is probably overpowered at the moment.

One change we are going to make is reintroducing the talent that lowers Rejuv to a 1 sec GCD. Since haste affects Rejuv ticks and since druids will be casting cast-time spells that benefit from haste, we're not as worried about druids turning up their noses at haste. This will let you get Rejuvs up on more people when you want to, though it still should be mana-inefficient to just do so at random. We think hots are going to be enormous in the Cataclysm healing model just because they won't be overhealing nearly as much as they are now.

We like the way Nourish interacts with hots. Yes, it's different from the way priests, paladins and shaman use their heals, but we do want the classes to play differently, as long as those differences aren't so extreme that you can't use a druid on some dungeon or raid fights.

I suspect we won't end up keeping the snare on Tree of Life. We knew that we could try snare and then remove it. We would have a hard time trying no snare and then adding one. Our intent was to make you think about when was the best time to push ToL rather that just hitting it the second it's off cooldown. In practice though we just think it feels crappy so even if it accomplishes our goal, it's probably not worth it.

We're still working on the Resto tree (and druids in general). You were missing the talent to lower the cast time of Nourish and Healing Touch, which is a pretty painful thing to live without. We're also considering changing Furor to provide intellect to caster form too so it is attractive to both caster trees. We agree that too much of the early Resto tree felt like it was there for Feral.

I'm talking PvE in almost all of this, since that was the original thrust of the thread. 

This seems really at odds with the increase in Rejuv's mana cost. We're not supposed to pre-HoT the raid, but you're adding in a talent designed to let us do exactly that? I'm very confused by this.
We don't like prehotting (or pre-shielding) as a general strategy. On certain fights where you know that the damage is going to come fast and furious then maybe it's appropriate, but we don't want the current LK style to continue. I've healed a lot as both Resto and Disc, so I know the power of prehealing, though it's not as if you need first-hand experience to understand how useful and powerful it is.

On the other hand, if a lot of people take damage at once, we have no problem with getting a Rejuv out on several of them at once, and a lower GCD will help there. It's still possible to screw that up (by which I mean we want healing to have some player decision-making as part of the gameplay) by using too much mana on Rejuvs or casting too many Rejuvs when the situation called for something else. 

I am still concerned about the proc-rate of Efflorescence, however, and hope it isn't underpowered at lower gear levels and then overpowered in higher gear levels.
It's okay -- to a point -- if some talents are more useful at different gear levels than others. It's interesting if you consider changing talent specs rather than having one that serves you well in almost all stages of the game. But we don't want the extremes either, where it never procs as you're leveling and is up 100% of the time so that you fish for it in the endgame. Definitely something to keep an eye on. We also might take the wounded restriction off of Nature's Bounty, so that Regrowth just crits a lot. 

I'm going to assume that the lowered GCD is to allow for situations where Players A, B, and C got him by a small AOE and were taken down to 70% health. Nourish is too slow to heal all three, Regrowth is too expensive for that little damage, and Wild Growth costs too much for just three targets. So instead you just toss a Rejuv on each of them and move on. This is much different than the current model where you would just keep as many players Rejuv'd as possible with WG on cooldown.
Yes! 

Hunter
Silencing Shot damage gone (Source Re: Silencing Shot)
We're going to take the damage off of Silencing Shot. It's supposed to be a situational utility ability, not something you macro into every shot. 

New Call Pet (Source Re: [Bug] New Call Pet)
Here is the way the new Call Pet works.

At some higher level (25?) you get "Call Pet 2." If you have a second pet (e.g. Festus), it will change the spell name to "Call Festus" instead. You can then call either pet 1 or 2, so long as you dismiss the other one first. Dismissing no longer affects happiness because we want you to be able to do it often.

Eventually you will get Call Pet 3-5 as well. If you ever want more pets than you are able to call, you need to visit the stable and swap some into "deep storage."

We are discussing just giving you Call Pet 2-5 at the same level, to make this a little less confusing. Getting the ability to swap from a fourth to a fifth pet isn't nearly as exciting as getting the ability to call a second one.

The Call Pet button is a flyout. You can put this button on your bar and expand it to pick a particular pet. In this way, you only sacrifice one button to calling all your pets. If you like having all your pets separately, then you can either drag the individual pets to your bar. You can even drag them from the Call Pet flyout.

Warlocks work almost exactly the same way with regard to the flyout. Warlocks have no dismiss button, but instead summoning takes a cast instead of being instant like with the hunter. 

Hunters in Cataclysm (Source Re: Hunter)
We're still following this discussion. Some players are making some good points and we have addressed some of these in our most recent builds. Here is a quick update on some of the issues being discussed:

Focus -- We think we're in a much better spot for focus regen now. Our goal has been for focus to be a resource you spend on your higher damage shots, which is regenerated passively at a rate lower than energy regen, but faster than energy if you are using Steady / Cobra (which can only be done while stationary). At the lower regen rates, we found it felt bad if you couldn't Steady / Cobra rather than Steady / Cobra feeling like a bonus. We think we're closer to the sweet spot now, but please let us know (preferably after you've actually tried it rather than prophesizing doom).

Aspects -- We're not happy with the way the Hawk vs. Fox choice is playing out. We think that ultimately either damage or focus regen is going to win out and the other aspect won't get much use. For now, we are going back to Hawk being used for damage and regen. We'll discuss other potential uses for Fox. Changing Aspects will not affect focus regen.

Mobile damage -- This is always a touchy subject. In our testing, we found that it wasn't fun with the current implementation when hunters had to move around a lot, especially in PvP. This is why we are giving up on the current Aspect of the Fox design. We also significantly reduced the focus cost per damage of Arcane Shot, so that it is usable under almost all circumstances. We've also removed the focus costs on several utility abilities (e.g. Concussive Shot, Intimidation, Bestial Wrath, Scatter Shot, etc.) One potential use for Aspect of the Fox is to generate additional focus when you take damage, but we don't want to get back into a world where you are "aspect twisting" when someone comes into melee with you in PvP.

Survival -- We're still iterating a lot on this tree in particular. We agree it's probably the least polished of the hunter trees so far. The reason is that we just have it in for Survival hunters.

Pets -- As I posted in another thread recently, a pet scaling pass is underway. We still plan to do passes on the hunter pet talents and abilities as well. With the design that allows you to swap pets often in the field, we want to make sure that there are some interesting choices in which pet you use for a given situation. Provided they are all crabs.

In case I need to say it, the last two sentences of the last two paragraphs are not meant to be taken seriously. Dnevne Blue Teme 

Pet Scaling (Source Re: Hunter Pet Damage)
Pet scaling is getting a massive overhaul at the moment. For starters, we still intend for pets to scale with all of the master's stats for things like hit, haste and crit. For the big stats, our current plan is something like this:

Ferocity (damage) -- 50% of master's AP, 40% health, 50% armor
Tenacity (tanking) -- 35% of master's AP, 50% health, 70% armor
Cunning (utility) -- 40% of master's AP, 40% health, 60% armor

Warlock pets will be getting a similar pass. In general, we want pet dps to be 20-30% of player dps. Note that this is a lot lower than current BM and Demo lock numbers. Pet damage as BM will still be higher than Marks or Survival though, and we want BM to be competitive overall with Marks and Survival. (Ditto for locks.)

Paladin
Enlightened Judgement (Source Re: Holy Paladin Build 12759 Discussion)
Enlightened Judgements does not affect hit rating, but the Holy passives do that. 

Priest
Desperate Prayer (Source Re: Chakra Changes)
Desperate Prayer isn't gone. It's just back in the talent tree. We don't have a new level 10 Holy ability in this build (it's not Sanctuary).

Shadow (Source Re: Shadowpriests & Cata (feedback + suggesti)
Phantasm -- Having a 2 sec immunity is something we may consider, but we also don't want snares in PvP to be quiet as prevalent as they are today.

Mind Melt -- The timing of the Mind Melt buff interaction with Mind Spike sounds like a bug and will be fixed.

Shadowy Apparition -- It sounds like there are a lot of bugs still with the implementation. The way we intend for it to work is that the Apparitions are shades of your character and will attack the correct target (the one with SW:Pain on it). We have already fixed several bugs relating to Shadowy Apparition interacting with Shadow Orbs and Mind Blast. 

Warlock
Pet Scaling (See Hunters) (Source Re: Hunter Pet Damage)
Warlock pets will be getting a similar pass. In general, we want pet dps to be 20-30% of player dps. Note that this is a lot lower than current BM and Demo lock numbers. Pet damage as BM will still be higher than Marks or Survival though, and we want BM to be competitive overall with Marks and Survival. (Ditto for locks.) 

Warrior
Inner Rage (Source Re: Warrior Changes - 12759)
The numbers on Inner Rage are very easy to adjust. I wouldn't obsess over the current ones too much.

We don't want warriors to sit around autoattacking until they proc Inner Rage all of the time. We also don't want them to be bummed when they slip into it. It's there so that if you get 100 rage and can't spend it fast enough that you aren't overly penalized. I realize some of you think that can't ever, ever happen with the new numbers, but we haven't seen enough high-end PvP or raiding to be convinced yet.

The numbers just need to be such that you play normally until you get Inner Rage and continue to play normally if it happens. Changing your behavior to try and hit it ASAP or avoid it isn't what we're going for. 

Protection Warrior (Source Re: Protection Warrior)
I'm not sure why you feel that the new Shield Spec is required. If you struggle with rage it might be nice, but there are other solutions to that too. We left it as 3 points because it's a nice talent for backfill potential. If you have 1 spare point, you get a little bit of benefit out of it (compared to say talents that have a 33/66/100% chance to work with 1/2/3 talent points).

I would get Toughness and Shield Mastery, no question. You either need 2/3 Incite or 2/2 Hold the Line and then 2 more talent points to get deeper.

In the deeper tiers, I would consider Last Stand, Bastion of Defense, Devastate, Sword and Board and Shockwave to be non-negotiable. Heavy Repercussions, Improved Revenge and Warbringer are very close to being non-negotiable. The others are up to debate or your individual style. 

Model Thrall 

Thrall je napokon dobio svoj unikatni model !

Nemesis  Model

Izgleda veoma cool u Mount Hyjal

Dark Phoenix Mount

Hmmmm, jedva čekam da ga uzmem

Avenging Angel - Guardian of Ancient Kings (Paladin Spell)

Šta reći sem pervertido! Cataclysm Beta - Build 12759 Verovatno se radi o Guardian of Ancient Kings spell koji paladin dobije na 85 levelu.
Guardian of Ancient Kings (level 85): Summons a temporary guardian that looks like a winged creature of light armed with a sword. The visual is similar to that of the Resurrection spell used by the paladin in Warcraft III. The guardian has a different effect depending on the talent spec of the paladin. For Holy paladins, the guardian heals the most wounded ally in the area. For Protection paladins, the guardian absorbs some incoming damage. For Retribution paladins, it damages an enemy, similar to the death knight Gargoyle or the Nibelung staff. 3-minute cooldown. 30-second duration (this might vary depending on which guardian appears).

Guild Vendor Nagrade

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Novi Loading Screen

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Spellbook - Mounts i Companion pet

Mounti i Companion Pet-ovi su sada dostupni preko spellbooka sa novim interfejsom.

Tol Barad

Tol Barad je otvoren za Beta test, ovo je nova Outdoor PvP Zona sa daily questovima. Uskoro video zapisi zajedno sa Screenshotovima.

Model Tenka

310% Speed Flying Mount

Novi 310% Speed Flying mount skill košta 5000 golda. Igrači koji već imaju 310 Fly Mounta dobijaju za dzabe.

Cataclysm Beta - Build 12759

Masteries

Dostupno za testiranje
 
Cataclysm Beta - Build 12759

Cataclysm Beta - Build 12759

Video Settings

Video Settings meni je proširen, izgleda da ćemo još više imati mogućnosti da tweakujemo Cataclysm grafiku.

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