Ažuriran Mist of Pandaria Talent Calculator

Napisao Stevan Mitrovic. Posted in Vesti - World of Warcraft

Zvanični Mists of Pandaria Talent Calculator ažuriran je sa par major class izmena skill-ova. Mage, Priest, Warrior su najviše dobili novina, dok su ostale klase dobile neke sitne izmene.

Originally Posted by Blizzard (Source)
We trust you’ve all had ample time to plug away on the Mists of Pandaria Talent Calculator. You may have even found a few mind-bottling class changes in the works (you know, when things are so crazy it gets your thoughts all trapped, like in a bottle?).

To that end, we’re pleased to announce we’ve just released an update to the calculator! In addition to bug fixes, we've made some changes as a result of your feedback.

Keep in mind this is still a very early preview of the Mists of Pandaria talent system, which will likely continue to evolve during development of the expansion. We also don’t plan on making further updates to the calculator until we get much closer to our testing phase, but rest assured we’ll still be considering your feedback throughout the development process.

http://us.battle.net/wow/en/game/mis...ent-calculator

Tu je i lista koju smo uspeli da uzvučemo kakve su to izmene odradjene kod svih klasa u novom MoP Talent Calculatoru...

 Originally Posted by WoW-Serbia
Death Knight 
  • Asphyxiate - Now costs 1 Blood Rune.

Unholy
  • Anti-Magic Zone - Damage absorption reduced to 10114, down from 11216.


Druid 
  • Celestial Alignment - Grants you the simultaneous damage benefit of both your Lunar Eclipse and Solar Eclipse, increasing damage done by your Nature and Arcane spells by 25%. Activating this ability consumes all Lunar and Solar Energy and prevents gaining more during its duration. Lasts 15 sec.
  • Mass Entanglement - Mana cost reduced to 13%, down from 14%.
  • Incarnation - Several changes, now reads: Activates a superior shapeshifting form appropriate to your specialization for 30 sec. You may freely shapeshift in and out of this form for its duration.
    Balance: Chosen of Elune
    Improved Moonkin Form that also halves Lunar and Solar Power generation while in an Eclipse, and doubles it while not in an Eclipse.
    Feral: King of the Jungle
    Improved Cat Form that allows the use of all abilities which normally require stealth, and allows use of Prowl while in combat.
    Guardian: Son of Ursoc
    Improved Bear Form that reduces the cooldown on all melee abilities to 1.5 sec.
    Restoration: Tree of Life
    Tree of Life Form that increases healing done by 15%, increases armor by 120%, and enhances Lifebloom, Wild Growth, Regrowth, Entangling Roots, and Wrath spellcasts.

Balance
  • Starfall - Triggering a Lunar Eclipse resets the cooldown of this spell.
  • Typhoon - Mana cost reduced to 14%, down from 16%.

Feral
  • Wild Charge - Ravage bonus now also grants no positional requirement.
  • Faerie Swarm - Deals 16 damage in Bear Form, down from 76.

Guardian
  • Savage Defense - Reduces all physical damage taken by 80% for 3 sec.
  • Nature's Guardian - Increases your armor by 9.6%. Each point of Mastery increases armor by an additional 1.2%.

Restoration
  • Cenarion Ward - Mana cost reduced to 22%, down from 24%.
  • Nature's Swiftness - Spells affected changed, now affects Cyclone, Entangling Roots, Mass Entanglement, Healing Touch, Hibernate, Nourish, Rebirth, and Regrowth.


Mage
Arcane
  • Arcane Bomb - Now a Level 90 Talent. Launches an Arcane Bomb instantly dealing 501 damage and dealing 2004 Arcane damage over 12 sec. At any time the Arcane Bomb will jump to another nearby target within 15 yds if a valid target is present. Limit 1 Arcane Bomb.
  • Mage Armor - No longer grants extra mana regeneration.
  • Slow - Now causes a shorter than normal global cooldown.
  • Mana Shield - Damage absorption increased to 1801, up from 1734.

Fire
  • Living Bomb - Now a Level 90 Talent.
  • Molten Armor - No longer does damage on hit. Now reduces duration of Physical effects by 25%.
  • Dragon's Breath - Mana cost reduced to 3%, down from 7%. Damage increased to 1499, up from 1454.
  • Blast Wave - Removed from talents, not in skills list.
  • Cauterize - Killing blow now reduces health to 50%, down from 60%.
  • Scorch - Mana cost reduced to 1%, down from 8%. Damage increased to 927, up from 866.

Frost
  • Frost Bomb - Now a Level 90 Talent.
  • Fingers of Frost - our Freezing effects that fail due to target immunity instead grant you the Fingers of Frost effect. Fingers of Frost causes your next Ice Lance or Deep Freeze spell to act as if your target were frozen and increases Ice Lance damage by 25%. Fingers of Frost can accumulate up to 2 charges and lasts 15 sec.
  • Cold Snap - Now also returns 10% of your mana. Places a Frost Bomb on the target. After 5 sec, the bomb explodes, dealing 501 damage to all targets within 10 yds. All affected targets are slowed by 70% for 4 sec. Limit 1 target.
  • Frostjaw - Mana cost reduced to 1%, down from 15%.
  • Ice Ward - Mana cost reduced to 1%, down from 4%.
  • Ring of Frost - Mana cost reduced to 2%, down from 7%.
  • Ice Barrier - Mana cost reduced to 3%, down from 21%. Damage absorption increased to 9123, up from 9050.
  • Ice Flows - Renamed from Arcane flows. Mana cost removed.

Talents
  • (Level 15/45) - All Level 15 talents have been swapped with Level 45 talents.
  • (Level 75) - All Level 75 talents are now spec skills.
  • (Level 90) - All Level 90 talents have been moved to Level 75 talents.


Warrior 
  • Shield Barrier - Raise your shield, reducing magical damage taken by 25% for 6 sec. Requires Shields.
  • War Banner - Throw down a war banner within 30 yards to intimidate your enemies or inspire your allies.
    Choose from among the following effects each time War Banner is used:
    • Mocking Banner - Forces all enemies within 15 yards of the banner to focus attacks on the warrior for 6 seconds. Lasts 30 seconds.
    • Demoralizing Banner - Decreases the damage dealt by all enemies within 30 yards of the banner by 10%. Lasts 15 seconds.
    • Skull Banner - Increases the critical strike chance of party or raid members within 30 yards of the banner by 30%. Lasts 15 seconds.

Talents
  • Enraged Regeneration - Heals you for 15% of your total health and an additional 15% over 10 seconds. [Changed from 30% total health over 10 seconds.]
  • Gag Order - Now includes Stormbolt.
  • Deadly Calm - Cooldown is now 1 minute, down from 2 minutes.
  • Bloodbath - You carve up your opponents with your weapons. For the next 12 seconds, your special attacks cause the target to bleed for an additional 30% over 6 seconds. 2 minute cool down. -- Replaces Deathwish
  • Stormbolt - Hurl your weapon at an enemy causing 100% weapon damage and stunning the target for 3 seconds. Deals an additional 300% weapon damage to targets permanently immune to stuns. 30 yd range. 30 second cool down -- Replaces Bull Rush


Warlock 
  • Spell Drain - Mana cost removed.
  • Mortal Coil - Mana cost removed.

Affliction
  • Howl of Terror - Mana cost removed.

Demonology
  • Soul Link - Mana cost removed.

Destruction
  • Shadowfury - Mana cost removed. Cooldown increased to 30 seconds, up from 20 seconds.


Priest 
  • Renew - Now Holy Priest only.
  • Prayer of Healing - Now Holy Priest only.
  • Holy Nova - Now Discipline Priest only.
  • Spirit Shell - Creates an absorption shield on the target for 3864 damage lasting 8 sec. If the shield is untouched and expires, the target is healed for 80% of the amount.
  • Spectral Guise - Your Shadow blurs into the darkness, leaving your true form behind. As a shadow you are invisible, but remain in combat. Lasts 6 seconds or until until your true form is hit by 3 direct attacks. 30 second cool down

Talents
  • Twist of Fate - Increases damage and healing done to targets at or below 20% health, down from 25%.
  • Vow of Unity - Only one target can be linked with you using Vow of Unity at a time.


Paladin 
  • Blessing of Might - Reworked to grant 5 Mastery.
  • Holy Avenger - Now works on your next 5 abilities and lasts as long as Guardian of Ancient Kings.
  • Sacred Shield - Now absorbs 161 damage, down from 1703
  • Repentance - Mana cost increased to 10%, up from 9%.
  • Speed of Light - 3% Mana cost added.
  • Long Arm of the Law - Movement speed increase now for 3 seconds, up from 2 seconds.
  • Pursuit of Justice - Now also grants 10% increased movement speed at all times.

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Patch 4.3 Hotfixevi - 6 Decembar

Napisao Stevan Mitrovic. Posted in Vesti - World of Warcraft

Originally Posted by Blizzard (Source)
General
  • Transmogrified items should always lose their transmogrification when mailed.
  • The Darkmoon Firework no longer has a duration, is now holiday-bound, and requires Darkmoon Faire to be active.
  • Darkmoon Faire revelers who enter an off-limits area in ghost form should now be properly ported out.
  • Entangling Roots, Freeze, and Frost Nova should now properly break when the affected player takes damage while a damage absorption effect is also active.

Classes
Hunter
  • Kill Command should now always consume the Resistance is Futile! buff, regardless of whether the target has Hunter's Mark or not.
  • Reverted a bug fix that caused Bombardment to be consumed by the next Multi-Shot. Fixing this bug proved to be a significant dps loss, so Bombardment once again lasts for its full 6 second duration regardless of the number of Multi-Shot casts. The tooltip will be updated in a future patch to reflect that this change is intended.

Paladin
  • Divine Aegis, Ancestral Awakening, Ancestral Vigor, Holy Priest Mastery, Holy Paladin Mastery, and Living Seed now trigger properly based on pre-absorb healing, even if the triggering heal is fully absorbed.

Warrior
  • Deep Wounds should now be correctly activated by critical hits from Opportunity Strike, Raging Blow, Heroic Leap, and Intercept.
  • Using Pummel, modified by Gag Order, will now Silence the target for 3 seconds in addition to locking out the spell school for 4 seconds.

Dungeons & Raids
  • End Time
    • The trash preceeding Echo of Baine should now hit for less Fire damage.
  • Hour of Twilight
    • Flailing Tentacles now despawn shortly after they appear, and can no longer be attacked.
  • Well of Eternity
    • Players should no longer lose the Shadowcloak buff when a group member leaves, joins, or zones in or out of the instance.
    • Mannoroth
      • Magistrike Arc should no longer be activated by pet attacks, and now has a 100% chance of being activated after a 3 second cooldown.
      • Rogue Stealth and mage Invisibility are no longer broken when Doomguard Devastators land and become valid targets, or when other Demons spawn from the Nether Tear portal.
  • Dragon Soul
    • Accepting a Warlock summon while riding a drake taxi in Dragon Soul should now cancel the drake ride and port the player to the location of the summon.
    • Fall of Deathwing is now available via Raid Finder once you have completed Siege of Wyrmrest.
    • Players who have killed the final boss in one of the wings of Dragon soul via Raid Finder will be more likely to enter fresh instances on subsequent Raid Finder instances that week. This should make it easier to kill earlier bosses that they might have missed.
    • Yor'sahj the Unsleeping
      • The Aggro Radius has been properly adjusted for all difficulties of this encounter.
      • Slimes, Mana Voids, and Forgotten Ones have had their HP reduced by 20% on Raid Finder difficulty.
      • Pets cannot be summoned during the decent into this encounter.
    • Warlord Zon'ozz
      • Ball damage should now be splitting its total damage amongst all players nearby on Raid Finder difficulty.
      • Pets cannot be summoned during the decent into this encounter.
    • Ultraxion
      • Players should no longer find themselves in the Twilight Realm after Ultraxion has been defeated.
      • Essence of Dreams should strain CPUs less in 25-player raids. This buff will now activate once per second for each healer who has the buff, and the healing done by the effect will equal the amount of health healed by the healer within that one second window.
    • Spine of Deathwing
      • Corruption, Hideous Amalgamation, and Burning Tendons are now level 88, up from 87, and have had their health slightly increased.
    • Madness of Deathwing
      • Priests under the effect of Spirit of Redemption will now receive credit for defeating Deathwing as long as they were part of the encounter.
  • Temple of Ahn'Qiraj
    • The Prophet Skeram, the Illusions of The Prophet Skeram, Princess Yauj, Lord Kri, and Vem no longer grant reputation when killed.
  • Throne of the Tides
    • Lady Naz'jar
      • All of the creatures in the Lady Naz'jar gauntlet are now immune to mind control mechanics.
  • Zul'Gurub
    • High Priest Venoxis has been convinced to clean up after himself when his encounter is reset, and his venom puddles should disappear.

Items
  • Bracers of Flowing Serenity now have a +20 Intellect socket bonus that is properly applied when the gem requirement is met.
  • Foul Gift of the Demon Lord and Varo'then's Brooch should no longer be usable by players under the effects of crowd control spells.
  • All three Heart of Unliving trinkets now additionally provide a passive intellect bonus.
  • Mana Tide Totem now benefits from Heart of Unliving.
  • Pit Fighter and Master Pit Fighter now have more stamina.
  • The Moonwell Phial trinket buff shold no longer be disabled when the player enters combat.
  • The paladin tier-13 four-piece set bonus should now increase healing done by Holy Radiance by 5%, down from 20%.
  • The priest tier-13 two-piece set bonus should again trigger a 23-second Temporal Boon for Discipline priests, up from 20 seconds.

Quests and Creatures
  • While on the quest "Archival Purposes", players should now be able to open Elementium Gem Clusters.

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Dnevne Blue Teme

Napisao Stevan Mitrovic. Posted in Vesti - World of Warcraft

Originally Posted by Blizzard Entertainment
Darkmoon Faire Items Are Too Expensive
Thanks everyone for your feedback. To hopefully clear up some of the confusion over time investment vs reward costs we've broken down exactly how many tickets you can obtain in a single Darkmoon Faire week. The design intent of the Darkmoon Faire is that it’s available for one week out of the month, and in that one week we expect you to be able to obtain a significant amount of tickets. To clarify the OP’s point of how long it would take to obtain an entire set of cosmetic gear, the math presented was incorrect, and it would in fact only take 4 Darkmoon Faire weeks to complete an entire set. That’s of course still no quick task, and the intent is not for it to be. There are plenty of rewards that can be obtained in one or two weeks of the Darkmoon Faire, but we expect that an entire set will take a few events to obtain. Here’s the breakdown:

Tickets Per Faire
  • Dungeon: 40
  • Heroic Dungeon: 15
  • Raid: 10
  • Tradeskill quests (primary): 8
  • Tradeskill quests (secondary): 12
  • BGs: 15
  • Kill Quest: 10
  • Mini Games*: 35

Total Tickets per faire: 145

* 5 mini games, available daily: 7*5=35

As an example, here are some options that you can choose over the course of two Darkmoon Faires (2 weeks over 2 months):
  • Prioritizing mounts/pets: 1 mount + 1 pet, with 20 tickets to spare
  • Prioritizing pets: 3 pets, 20 tickets to spare
  • Prioritizing cosmetic armor: 4 pieces of cosmetic armor, with 30 tickets to spare
  • Prioritizing heirloom armor: 1 piece of heirloom armor + 1 heirloom weapon, with 20 tickets to spare

Keeping all of this in mind we don’t feel the current ticket acquisition rates or reward costs are out of hand, but we’re interested to hear your thoughts after reading this information and considering the longevity of the content, as well as the ‘once a month’ format of the faire. We’ll be continually evaluating it, and we’re looking forward to incorporating more goodies to be won, and more activities to the faire, in the future.

We're not attempting to recreate the time investment that was originally seen to obtain these items when they were relevant. They exist for transmogrification/customization choices, not necessary power increase requirements to be able to progress your character.

If they were part of a progression path we'd definitely look at the acquisition rates and standardize them, but as they're show-off pieces the acquisition rate is usually gated a little higher so that the appeal and worth of showing them off remains high.

Just to clarify one point, the quest drops that happen in the dungeons/raids/BG’s happen all the time, even if the faire isn’t in town. Think of it sort of like the Darkmoon Card redemptions. You’re out playing all month, while you’re doing stuff you’re getting chances at the items, then when the faire is in town you turn it all in. (It’s also worth pointing out that the turn-in items aren’t soulbound, so just like the cards I’d expect some people to farm them just to put them up on the AH.)

It’s really just this first week and appearance of the faire that’s off because the Darkmoon Adventurer's Guide wasn’t available for the 3 weeks prior. When it rolls around next month there should be better feel for how the whole system and ticket acquisition rate feels.

Why is there a perception both within the community and from the developers that there should be a lower acquisition rate for people who want to customize how their character looks compared to those who simply want higher stats?

It's a simple fact of the intent behind the vanity rewards and people's desires to customize their appearance, and do so in a way that they are unique from other players. To be unique, or close to it, the desire is to have something to show off that no one else has, or at least very few people have. Secondarily (or in some cases primarily) the appeal of the item can simply be due to some very difficult-to-reach goal. "Look at me, I did X". To achieve that from our side there needs to be a high barrier of entry to obtain the item or else everyone can get it, the item loses its special 'show off' value, and as a way to be unique from other players it has completely lost all value. This isn't just a dress up game, the items have significance attached to how they were obtained. Some things, like pets or mounts, have alternate values through achievements and such though, so things can get a bit more complex.

Obviously it doesn't apply to everything, there are nigh unlimited amounts of ways now to customize your character with transmogrification. The vast majority of customization options don't require a ton of time investment. But if you look at these items in the Darkmoon Faire, or the mounts or pets that are hard to obtain, and you really want them to dress up and show off, I think that's proving the exact point of why they're difficult to obtain.

I'll bring up the sparkle ponies. When they came out everyone wanted one and sure enough on the first day the sky was filled with sparkles, and ponies, but now days you rarely see anyone bring theirs out because they became too common. You see people, usually, on their rarest/most difficult to obtain mount, because that's the satisfaction of obtaining these things and then displaying them in a social setting. "This is who I am, and this is what I've achieved."

Hold on, hold on. Aren't you guys the people who have, for years, told everyone who complained about other players getting rare things easier after time had past that they shouldn't complain because, after all, they had those things and got to enjoy them longer than players who are now able to get the items far easier?

Time changes all. We're not going to be able to keep everything in the game relatively "difficult" to obtain from now until forever. There are going to be game changes or a progression of player power that simply makes some of their acquisitions easier. We can try to build in gates, such as lockouts and timers to help mitigate them, but it's very possible that at some point in the future the Darkmoon Faire items become substantially easier to obtain through some change.

As time goes on more and more people will naturally be able to achieve these desired 'show off' items, and so as time goes on it makes sense to continue to introduce new ones. Being the first, or one of a few is awesome, but unless we do something like the AQ gong event again (never) we're not going to literally gate items to a specific number of people.

Such is the reality of a constantly moving and evolving game. It's a big reason why we use words and phrases like "currently" and "at this time", we can't speak to how we're going to be thinking or designing the game a year from now, or what items will be available and at what cost.

I understand the intent of obtaining items to customize your character, and I would absolutely argue that it is not devoid of wanting to appear special/unique to those around you. World of Warcraft is not a strict 'roleplaying' game, in that the majority of focus is on cooperative or competitive group-based content, and much of that is to obtain and earn prestige through displayable rewards. Because of that our intent is largely going to be to create methods through which that prestige can be obtained. That doesn't mean everything has to be some kind of crazy long time investment, and it's a fact that World of Warcraft asks very little in that regard for 98% of the content, but surely there needs to be some that are very difficult to appease those who are looking for it. I would also argue the Darkmoon Faire and its items are not one of them, though, and do not ask an out-of-the-ordinary amount of dedication to obtain the rewards.

We were not requesting the items be very easy to obtain, we're requesting that the time it takes to acquire such items be reduced by adding 2-3 more tokens to the daily rewards.


We're more than willing to take feedback on how the rates could be adjusted, but at this time we feel four months to obtain a full set seems about right, should you choose to not seek them out through other means (trading/AH). Of course should we decide to make any adjustments we'll let you know as soon as we do.

This, it seems to me, is related to the assumption on Blizz's part that the only "valid" purpose for Transmogrification is prestige-- to show off the armor we earned, preferrably in an attempt to look more powerful and awesome. But many of us are not in fact motivated by that-- we're motivated by the desire to customize our characters to make them look the way we want, according to our own feel for our characters-- whether that feel is "powerful and awesome" or "silly and quaint".

No and I apologize for using that phrase, my intent wasn't to devalue character customization it was to make a point that the items don't just exist in the world for baseless customization, but they're either obtained by killing a boss, being great in the Arena's, or even putting time into gathering enough tickets so you can look awesome.

Like I said before there are tons of customization options that are very, very easy to obtain, and the combinations and customization potential is really insane. But, there are going to be restrictions and requirements to get what's considered the higher prestige items because that's in no small part what makes them prestigious, and drives people to obtain them. I understand that may not be why you play the game, but it is why the majority of people play, and the majority of the content that's developed.

We're in the infancy of transmogrification though, and so I don't think we really have any idea where we'll be six months or a year from now and the various venues we could have available to obtain pure-customization options for your character. (Source)

PvP Season 11 Begins
The second PvP season of World of Warcraft: Cataclysm is now underway! Matchmaking (MMR), Team, and Personal Ratings have been reset and players are once again able to compete in level-85 Arenas and Rated Battlegrounds for the best PvP gear, items, and titles. The 4000-point Honor cap has been restored, and Season 11 Conquest Point and improved Honor Point rewards are now available for purchase.

Players who were in the top teams from each battlegroup at the end of Season 10 will also be receiving their end-of-season rewards shortly. These include Arena- and Rated Battleground-specific titles and, for players who have earned the rank of gladiator, the Ruthless Gladiator’s Twilight Drake.

Prepare yourselves for battle as the bloody struggle between the Horde and the Alliance continues. (Source)

Expand the LFR Loot System to all 5 Man Instances
I just wanted to let you all know that we would indeed like to expand this loot system to 5-player dungeons as well. However this is something we are looking into for the future, but we would like to see how the loot system holds up in a raiding environment first. So hopefully we may introduce this to 5 man dungeons soon™ (Source)

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Raid Finder Loot Exploit Suspenzije

Napisao Stevan Mitrovic. Posted in Vesti - World of Warcraft

Blizzard se napokon oglasio povodom Raid Finder Loot Exploita, koji je razultirao mnoge account suspenzije, u mnogim guildovima.

Originally Posted by Bashiok (Source)
Shortly after patch 4.3 was released, we became aware that some players were abusing an exploit to obtain loot from the same Raid Finder bosses multiple times in a single raid lockout period (one week). The Raid Finder loot mechanic is of course intended to only allow a person to roll on boss loot drops once per raid lockout period. The raid lockout mechanic has been a mainstay of the World of Warcraft rules since Onyxia and Molten Core, ensuring that no one can obtain loot from a boss more than once per lockout. Due to the nature of the exploit and the clear intent of those who abused it, they've been issued notices and given temporary suspensions from the game. We’re also working to remove all Raid Finder items from those who used the exploit.

Takodje je dobro pomenuti da se i Paragon oglasio povodom ovoga, tako štu su se javno izvinuli na njihovom sajtu

An LFR Apology
There has been a lot of misinformation going around, so to clear things up, here is a truthful account of what exactly happened with the LFR and what we have to say about it:

The patch hit EU servers on Wednesday. We started off with our 5x Firelands runs to wrap up legendaries and called it a night. For Thursday, we had an elaborate plan to run a personal LFR raid for every main character to get the maximum amount of loot.

As we were doing the first few runs, we noticed an unrealistic amount of tier pieces on some guilds' armory profiles, which we thought was unattainable through normal means. We started looking into it, and found out that you can loot passed gear from bosses, regardless of save status, if you zone out and back into the instance. This did not provide the raid with any extra loot, but it did eliminate a major portion of the RNG that would have been involved in simply doing personal runs for everyone.

We acknowledge that using this unintended behavior, which was quite clearly a bug, to our gain, was wrong. The fact that others were using it as well is no justification for doing it ourselves. We apologize for doing it, and accept whatever consequences follow.

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