I know this might be really really really obvious, but I'm just now getting into PvP with some friends and I was just wondering if someone could explain all the names of comps and what they mean.
RMP - rogue/mage/priest
RLS - rogue/warlock/shaman
MLS - mage/warlock/shaman
KFC - warrior/hunter/healer
LSD - warlock/eleshaman/rdruid
LSD2 - warlock/moonkin/rshaman
FMP - feral/mage/priest
TSG - warrior/dk/paladin
PHD - paladin/hunter/dk
HLP - hunter/warlock/paladin
HLD - hunter/warlock/druid
WLS - warrior/warlock/shaman
WLD - warrior/warlock/druid
RLD - rogue/warlock/druid
Shatterplay - spriest/mage/rshaman
Shattreeplay - spriest/mage/rdruid
Shadowplay - spriest/warlock/shaman
Shadowcleave - dk/warlock/shaman
Junglecleave - hunter/feral/shaman
Beastcleave - bm hunter/enhshaman/paladin
Kittycleave - warrior/feral/paladin
Liberty cleave - dk/mage/priest
Thugcleave - hunter/rogue/healer
Mancleave - warrior/paladin/warrior
Unholyplay - dk/spriest/druid
Ebola Cleave - dk/feral/paladin
African Turtle Cleave - prot warr/hunter/druid (or paladin)
Double Healer - holypaladin/priest/warrior
"I think Dks are to overpowered they are to powerfull with there death grip ect they need to really be nerfed down alot "
Unfortunately, making threads just to call for nerfs or buffs tends to infuriate others instead of encouraging constructive discussion, so I'll lock this one here.
Profession Guide - Death Knight
The Death Knight class is a hero class which came with the Wrath of the Lich King expansion in 2008. In order to create a Death Knight you must have a character which is at least level 55. Your journey will start at The Ebon Hold in the Eastern Plaguelands. The Death Knight could belong to any race you choose and will start equipped with 12 slot bags and the full set of green gear.
If you decide to create a DK you will soon realize all its potentials and will definitely be fun for you to level one up. A Death Knight could be a melee dpser and a tank and is the only class that has runic power which he uses for his skills. A DK wears plate and can use either two one-handed weapons or a two-handed weapon. Wearing a shield is not a possibility for this class.
Blacksmithing and Mining
Similar to Warriors, Death Knights are advised to take Blacksmithing and Mining as their primary professions since they wear plate. With Blacksmithing Death Knights can craft some useful items and goodies such as weapons, armor pieces and buckles. Buckles are especially nice since they will give a nice boost to your char’s stats. To start leveling Blacksmithing as one of your primary professions you will need to buy a Blacksmithing Hammer and find the nearest forge. Blacksmithing divides in two branches at some point so a player can choose to either become a Weaponsmith or Armorsmith. Mining goes perfect with this profession since in order to level up BS you will definitely need a lot of ores that you can easily gather with mining. Not to mention the new profession buff that you will get with Mining called Toughness. This buff will increase you Stamina by 50.
Death Knight gives a lot of options for professions and it is all about the choice you make. Depending if you like to PVP or are a hard core PVE player the choice of professions could vary. Enchanting is always nice especially if you raid but there are also enchants that you could use on your PVP sets. Nice things about this profession are the ring enchants which are only available for enchanters themselves. Nice boost on your stats is always considered to be good, not to mention the fact that you can disenchant items you grind along the way or unwanted gear. Engineering could seem fun especially because of the nice mounts you could make and other gadgets as well as a nice epic head piece. Alchemy and Herbalism are also always nice and are two very useful professions if you consider playing PVE and grinding. With Herbalism you will get a healing buff called Life Blood which will heal you for 2000 over 5 seconds. If you are more PVP based then they aren’t that good for you. Inscription is the new profession which could prove to be useful and profitable because of all the Glyphs, Decks and Scrolls you could make. Jewelcrafting is also quite useful for any character since gems are always a need and there are some gems that only Jewelcrafters can socket into their gear.
Death Knight PvP Macros Blood/Frost/Unholy
Raise Ghoul - Transform
This macro will raise your ghoul if no ghoul exists or will transform it when your ghoul gained 5 stacks of shadow infusion.
#showtooltip Raise Dead
/cast [nopet] Raise Dead; !Dark Transformation
Necrotic Strike + Dark Command
Useful for keeping healers and such in combat so that they can not drink.
#showtooltip Necrotic Strike
/cast Necrotic Strike
/cast [@focus] Dark Command
Assist Pet w/ DG
Targets your pet's target and death grips if it's not on cooldown, useful for reacting to mistargetting. Hopefully you're unholy if you're using this.
#showtooltip Death Grip
/cast Death Grip
Death Grip Focus Mod
Death Grip your current target or hold down the focus modifier to death grip your focus target.
#showtooltip Death Grip
/cast [mod:shift, target=focus] Death Grip; Death Grip
Gargoyle Focus Target
Pops your trinket and unholy frenzy before you use your gargoyle. The gargoyle will then attack your focus target.
/cast Unholy Frenzy
/cast summon gargoyle
death pact gargoyle if alive or the ghoul
I have changed the macro I got in the DK guide, so it will sacrifice your gargoyle if active or your ghoul. if both your ghoul and gargoyle are not summoned, you will need to press the macro's key twice to summon your ghoul and then sac him.
#showtooltip Death Pact
/use [nopet]Raise Dead
/targetexact [help]Ebon Gargoyle
/use Death Pact
lichborne death coil heal all together
I changed the macro I got from the DK basics guide to allow you to lichborne, to death coil yourself, your pet and cancelaura in the same button. nothing special but useful, IMHO. how it works: the first time you press the key associated to the macro, without any modifier, it will cast lichborne. if you have lichborne active and press (without modifier) it will death coil yourself without changing your target. if you press (with the modifier SHIFT) it will death coil your pet. press with ALT and it will cancelaura your lichborne.
/cast [mod:shift,@pet] death coil;
/cast [nomod,@player] death coil;
/cancelaura [mod:alt] Lichborne
Pet Defensive / Heal
Puts your ghoul defensive and Heals your ghoul
/cast [target@pet] Death Coil
Unholy Frenzy ( Friendly Healer)
Utility Unholy Frenzy macro for breaking friendlies out of certain CC ex. Blind, Hunter Trap
#showtooltip Unholy Frenzy
/cast [target=PlayerNameHere] Unholy Frenzy
This macro will allow you to Death grip your focus target, put them in Chains of Ice and use Hungering cold. (key must be hit 3 times and will reset on Hungering Colds CD)
#showtooltip Death Grip
/castsequence [target=focus] reset=60 Death Grip, Chains of Ice, Hungering Cold
Auto pet > Death Pact
If your pet doesn't exist, it uses Raise Dead and then Death Pact but if it exists, it uses Death Pact only.
#showtooltip Death Pact
/cast [nopet] Raise Dead
/cast [pet, @pet] Death Pact
Blood Tap sequence
Cast Blood tap and when on cool down cast Empower Rune Weapon. Different casting times based on talent spec
/castsequence reset=31 Blood Tap, Empower Rune Weapon, Blood Tap
/castsequence reset=61 Blood Tap, Empower Rune Weapon, Blood Tap
Mind Freeze Focus
Shift modify for focus target
#showtooltip Mind Freeze
/cast [mod:shift, @focus] Mind Freeze; Mind Freeze
Chains Of Ice Focus
Shift modify for focus target
#showtooltip Chains of Ice
/cast [mod:shift, @focus] Chains of Ice; Chains of Ice
Shift modify for focus target
/cast [mod:shift, @focus] Strangulate; Strangulate
This macro turns auto claw off, so that your ghoul doesn't waste energie which you need for gnaw. Press shift for focus gnaw.
/Cast [mod: shift, @focus] Gnaw; Gnaw
Gouhl stays in passive stance. It will attack/stop attacking your current target.
Put each of those in a seperate macro. This will use chains on whatever arena target you selected without changing your current target. This is very useful when peeling and keeping control of the other team.
/cast [target=arena1] Chains of ice
/cast [target=arena2] Chains of ice
/cast [target=arena3] Chains of ice
Gargoyle + Trinket
This will use your on use strength trinket before it summons your gargoyle. This causes your gargoyle to do more damage during it's duration.
#showtooltip summon gargoyle
/use Vicious Gladiator's Badge of Victory
/cast Summon gargoyle
Same as before, the macro will only work if you have "!" before each ability.
/cast [target=focus] !Leap
/cast [target=focus] !Gnaw
Leap and Gnaw in the same macro again! The only way this macro will work is if you have the "!" before each ability.
Lichborne Self Heal
Heal yourself with Death Coil while Lichborne is active.
/cast [target=player] Death Coil
Focus Leap + Gnaw
Let your Ghoul stop autocasting Claw and cc your focus. You have to combine it with a petattack ( /petautocaston claw) macro.
/cast [target=focus,exists] Leap;
/cast [target=focus] Gnaw
Lichborne and cancelaura
Hitting this while Lichborne is up will cancel it, if Lichborne isn't up it will cast it if off cooldown.
on use trinkets unholy dk when to use them, frost dk pvp macros 4 3, death pact macro 4 3, death knight pvp macros 4 3, blood dk pvp macros 4 3, dk pvp macros 4 3, unholy dk pvp macros 4 3, dk macros 4 3 pvp, death knight pvp macros, frost dk macros 4 3 pvp
Patch 4.3 is definitely going to drop this week, November 29th. PTR has been on Release build for a while now, blue's have been silent as well. It's happening.
Here is a list of articles you might be interested in,
Morchock Strategy / Guide (10M / 25M)
Ultraxion Strategy / Guide (10M / 25M)
Hagara the Stormbinder Strategy / Guide (10M / 25M)
Spine of Deathwing Strategy / Guide (10M / 25M)
Madness of Deathwing Strategy / Guide (10M / 25M)
Warlord Zon'ozz Strategy / Guide (10M / 25M)
Yor'sahj the Unsleeping Strategy / Guide (10M / 25M)
Warmaster Blackhorn Strategy / Guide (10M / 25M)
Best in Slot Gear Guide:
Protection Warrior Best in Slot Gear List Patch 4.3
Hunter Best in Slot Gear List Patch 4.3
Moonkin Best in Slot Gear List Patch 4.3
Rogue Best in Slot Gear List Patch 4.3
Shadow Priest Best in Slot Gear List Patch 4.3
Protection Paladin Best in Slot Gear List Patch 4.3
Enhancement Shaman Best in Slot Gear List Patch 4.3
Resto Shaman Best in Slot Gear List Patch 4.3
Holy Paladin Best in Slot Gear List Patch 4.3
Feral Druid BiS (Best in Slot) for Dragon Soul
Madness of Deathwing Loot Table – LFR/10M/25M
Spine of Deathwing Loot Table – LFR/10M/25M
Warmaster Blackhorn Loot Table – LFR/10M/25M
Ultraxion Loot Table – LFR/10M/25M
Hagara the Stormbinder Loot Table – LFR/10M/25M
Yor’sahj the Unsleeping Loot Table – LFR/10M/25M
Warlord Zon’ozz Loot Table – LFR/10M/25M
Morchok Loot Table – LFR/10M/25M
Trinkets / Weapons obtained from Dragon Soul
TellMeWhen is a system of icons and notifications for displaying vital information about various elements of combat.
Icons can track any of the following things:
- Reactive abilities
- Multi-state abilities
- Temporary weapon enchants
- Totems/Wild mushrooms/Ghouls
- Rune cooldowns
- Internal cooldowns
- Others' cooldowns
- Diminishing returns
- Spell casts
- ...And any combination of over 110 other things with easy-to-use conditions.
- Icons can be set to show or hide based on the status of their basic element and their usability based on range, duration, stacks, and resources.
- All icons can show the standard cooldown animation to display their status, and are compatible with OmniCC.
- There are over 110 conditions that can be configured to make an icon show only under very specific or very general circumstances.
- You can set a sound to play when important attributes of an icon change.
- You can also set text to be announced/displayed when an icon's attributes change.
- Icons can show at different transparency levels based upon the usability/existence of what they are checking.
- Icons can show status bars on top of them, indicating the required resources and their remaining cooldown/duration in a different way.
- Icons can be skinned with Masque (formerly ButtonFacade).
- A druid could display an icon when a clearcasting buff procs (link)
- A mage could display an icon when Arcane Blast has sufficient mana to be cast and is in range of the target (link), and have a Polymorph icon appear when the mob they've set to focus becomes unsheeped (link)
- A death knight could have icons appear to show when Freezing Fog procs (link), when Rune Strike is usable (link), and when Horn of Winter drops and needs to be refreshed (link)
- A rogue could monitor their own stack of Deadly Poison on a mob (link), and have icons appear when they need to reapply poisons to their weapons (link)
- An elemental shaman could set an icon to show when they have more than 6 stacks of Lightning Shield (link)
- A retribution paladin could show an icon for Templar's verdict when they have 3 holy power (link)
- A hunter could show icon to help facilitate aspect swapping (link), and an icon for mend pet when their pet's health is below 50% (link)
- A balance druid could show an icon when they are out of combat and one of their mushrooms is not placed (link)
- A priest could set an icon to monitor all of their chakra states in one icon (link), or set an icon to watch the cooldown of Rapture (link)
While these examples may help you get started, the best way to use TellMeWhen is to use your imagination! The possibilities are virtually limitless, so download TellMeWhen now and see what it can do for you!
For more examples, visit the TellMeWhen examples forum.
To lock and unlock TellMeWhen, type "/tmw" or "/tellmewhen".
When you first log in with TellMeWhen installed, you will see one group of four icons in the center of your screen. To begin using TellMeWhen, right-click on one of these icons, and the icon editor will appear. You need to select an icon type from the dropdown menu and enable the icon, and then configure the icon to suit your needs based on the settings that are available. An explanation of what most settings do can be found in the tooltip displayed when you mouse over a setting.
You can also drag spells from your spellbook, your pet's spellbook, or items from your inventory to quickly set up a cooldown icon for that spell/item. Icons can be spatially manipulated by holding down the right mouse button and dragging them around. When they are dropped on another icon, a menu will appear asking you what you want to do with the icon - Options include Move, Copy, and Swap.
General settings can be accessed via '/tmw options', the Blizzard interface options, or the 'Group Settings' tab of the icon editor.
Conditions are a very powerful feature of TellMeWhen that allow you to set custom circumstances under which an icon should show that range from very general to very specific. To configure conditions for an icon, click the condition tab on the icon editor. Conditions can check an incredibly wide variety of things, and I highly recommend that you explore the condition type dropdown and its sub-menus in order to see what is available to you. Once you have selected a condition type, there are several settings you need to configure that vary between types, but most are fully explained in the in-game tooltips. You can add multiple conditions to an icon, and you can group different conditions together for use with the logical operators AND and OR by clicking the parenthesis between each condition.
Meta icons are one other feature of TellMeWhen that makes it so powerful and versatile. Meta icons allow you to specify a list of other icons to check within the meta icon, allowing you to have a large number of icons for different situations show in the same location on your screen. You could also set up an icon to display any debuffs that you should be keeping up, all on one place, and show any that are missing.
All TellMeWhen icons belong to a parent group. Each of these groups can have several settings customized for them, some affecting their appearance and size, while other affect their functionality. The options for a group can be accessed by typing "/tmw options", or by clicking the group settings tab on the icon editor. Groups can also have conditions set to govern when they are shown and hidden - accessed through the Group Conditions tab of the icon editor, they are configured exactly the same way as icon conditions. I'm not going to go into too much detail here, as most of the settings are self-explanatory.
PLEASE DIRECT ALL FEEDBACK/BUGS/SUGGESTIONS HERE
- Make sure that TellMeWhen is not in configuration mode. Type '/tmw' to toggle configuration mode on and off.
- The most common problem people encounter is caused by not entering the name correctly during configuration. Make sure you enter names EXACTLY as they are named when you mouse over them. For buffs this is often different from the ability/totem/trinket/enchant/talent which casts the buff, so be sure to check. Known buffs and debuffs are shown as a dark purple or a warrior brown color in the suggestion list.
- If the name of the ability does not work properly, use the SpellID. SpellIDs can be found by looking at the suggestion list that pops up as you begin typing in the name, or by finding the ability on a site such as Wowhead. The spellID is in the url, for example: www.wowhead.com/spell=53351
- Check the settings of the icon's group.
- Check the icon's settings in the other tabs of the icon editor.
- Try some of these video guides, created by users of TellMeWhen:
Full credit to guys over at MMO-Champion, this is some piece of work.
Bashiok on the talent calculator and changes.
It was important for us to get this stuff in front of you as soon as possible though (and as a work in progress as it is) to get your feedback, which will in no small part influence that change. We also wanted to present everything on a single page to give you a fuller context for the initial talent changes we announced at BlizzCon, and to see how the overall structure of core abilities, spec abilities, and talents will function, with concrete examples.
The calculator contains elements that are experimental, still in the process of implementation, or in some cases outright failed experiments that we already intend to revise or replace. Odds are good that if it looks like we’ve forgotten some critical piece of a particular class toolkit, it’s either accounted for elsewhere, or simply a data glitch (e.g., Prayer of Healing is currently absent from the calculator – we are not taking Prayer of Healing away from priests, and Devastate for warriors probably won't sunder armor 453%). Our hope is that revealing the calculator in this state will shed light on the philosophy behind our talent overhaul, and let you get a sense of how pieces of your core rotational gameplay, such as Hot Streak, Riptide, or Sudden Doom, fit into the new system.
The different classes are also at very different stages of design and implementation, and the fact that some mechanics changes we discussed at BlizzCon and in recent Q&As are not yet present does not mean that we have abandoned those ideas.
Mists of Pandaria Class & Talent Changes
- On a Pale Horse is now a trainable passive ability and is available to all Death Knights at level 61.
- A new ability, Control Undead, is now available for all Death Knights. Control Undead dominates an undead creature, placing it under your control for up to 5 minutes. While controlled, the creature attacks 30% slower and casts 20% slower. It has a 30 yard range, costs 1 Unholy rune, and has a 1.5 sec cast time.
- Dark Command is now exclusive to Blood.
- Rune Strike is now exclusive to Blood.
- Obliterate is now exclusive to Frost.
- Festering Strike is exclusive to Unholy.
- Maul [updated] Now deals 20% more damage to bleeding targets, instead of dealing more damage if the target has a debuff which increases bleed damage.
- Swipe [updated] Now deals 20% more damage to bleeding targets in addition to it's previous effect.
- Barkskin [updated] is no longer avaliable to Restoration Druids and is replaced with Ironbark (see below)
- Might of Ursoc [new] Increases max health by 30% and increases health to 30% (if below that amount)
- Stampeding Roar [updated] Now removes all roots and snares on affected targets and automatically shifts you into Bear Form if you are not in Bear or Cat Form, in addition to its previous effect.
- Symbiosis [new] Creates a symbiotic link which grants the Druid one ability belonging to the target's class, varying by the Druid's specialization. In exchange grants the target one Druid ability based on their class and combat role. Lasts one hour and persists through death.
- Insect Swarm [updated] The enemy target is swarmed by insects, increasing all damage taken by your Wrath, Starfire, and Starsurge spells by 30%. Limit 1 target.
- Killer Instinct [new] Grants 100% of your Intellect as Agility when you shapeshift into Bear Form or Cat Form.
- Wild Mushroom [updated] Now also states that other Wild Mushroom abilities can target these Mushrooms for additional effects.
- Mangle [updated] No longer states that it boosts bleed damage.
- Tiger's Fury [updated] Now restores 60 energy upon use in addition to its original effect.
- Savage Roar [updated] Now increases damage done by 30%. Lasts longer per combo point.
- Thrash [updated] Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form
- Mangle [updated] No longer states that it boosts bleed damage.
- Savage Defense [updated] Now simply an ability that reduces all physical damage taken by 60% for 3 sec.
- Lacerate [updated] Now grants a 30% change to reset the cooldown on Mangle.
- Thrash [updated] Now states that damage varies by shapeshift form in addition to its original effects.
- Survival Instincts [updated] Now reduces damage taken by 60% and is only usable in Bear Form.
- Skull Bash [updated] Now increases mana cost of all spells from the interrupted spell school by 10% for 10 sec in addition to its previous effects.
- Frenzied Regeneration [updated] Converts up to 2 rage per second into health for 10 sec. Each point of rage is converted into 2% of max health.
- Regrowth [updated] Now exclusive to Restoration.
- Ironbark [new] The target's skin becomes as tough ironwood, reducing all damage taken by 20%. Lasts 12 sec.
- Wild Mushroom [new] Grow a magic Mushroom with 5 health at the target location. After 6 seconds, the Mushroom will become invisible. Other Wild Mushroom abilities can target these Mushrooms for additional effects. Only 3 Mushrooms can be placed at one time.
- Wild Mushroom: Bloom [new] Causes all of your wild mushrooms to bloom, healing all allies within 6 yards for X.
- Wild Charge [updated] Grants a movement ability that varies by shapeshift form:
Non-shapeshifted: Fly to an ally's position and your next healing spell costs no mana.
Bear Form: Charge to an enemy, immobilizing them and granting you 30% haste.
Cat Form: Leap behind an enemy and cause your next Ravage to cost no energy, not require stealth, and have no positioning requirement.
Moonkin Form: Bound backward and gain 20 lunar or solar energy, whichever is more beneficial to you.
Travel Form: Leap forward 20 yards and take 20% reduced damage for 10 sec.
Flight Form: Increases flight speed by an additional 20% for 30 sec.
Aquatic Form: Increases swim speed by an additional 200% and take 20% reduced damage for 10 sec.
- Incarnation [updated] 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 increases Arcane and Nature damage by 20% and reduces all damage taken by 15%.
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 armor by 120% and enhances Lifebloom, Wild Growth, Regrowth, Entangling Roots, and Wrath spellcasts
- Heart of the Wild [updated] Dramatically improves the Druid's ability to serve combat roles outside of normal specialization for 45 sec.
Balance: Healing spells generate Lunar or Solar Energy and benefit from Lunar and Solar Eclipse. In addition, grants 50% of Intellect as Agility, 100% of hit rating as expertise rating, and increases armor by 95% while in Bear Form.
Feral: Grants 50% of Agility as Intellect, increases hit rating by 100%, and increases armor by 95% while in Bear Form. In addition, regenerates 2% of maximum mana every 5 sec.
Guardian: Grants 50% of Agility as Intellect, increases hit rating by 100%. In addition, regenerates 2% of maximum mana every 5 sec.
Restoration: Grants 50% of Intellect as Agility and 100% of Spirit as hit rating and expertise rating, and increases armor by 95% while in Bear Form. In addition, damage spells cost no mana.
- Counterattack has been removed.
- Hunting Party (Passive) no longer increases your Agility by 2%.
- Shatter (Passive) [updated] Is now trainable by all specs.
- Improved Blink (Passive) [updated] Is now trainable by all specs.
- Burning Soul (Passive) [updated] Is now trainable by all specs.
- Improved Counterspell (Passive) [updated] Is now trainable by all specs.
- Living Bomb [updated] Is now trainable by all specs.
- Deep Freeze [updated] Is now trainable by all specs.
- Alter Time [new] Alter the fabric of time, causing the caster to return to their current location, health, mana, and conditions after 4 sec. Effect negated if the caster dies within the 4 sec before the effect occurs.
- Arcane Blast [updated] Is now exclusive to Arcane.
- Arcane Missiles [updated] Is now exclusive to Arcane.
- Arcane Orb [new] Launches an Arcane Orb forward from the Mage's position, dealing 302 Arcane damage every second to all nearby enemy targets for 15 sec.
- Fireball [updated] Is now exclusive to Fire.
- Pyroblast [updated] Now states that your direct damage critical strikes have a chance to make your next pyroblast instant cast and cost no mana, in addition to its previous effects.
- Flame Orb[updated] Is now exclusive to Fire.
- Frostbolt [updated] Is now exclusive to Frost.
- Brain Freeze (passive) [updated] Your direct damage spells have a 15% chance to cause your next Frostfire Bolt spell to be instant cast and cost no mana.
- Frost Orb [new] Launches a Frost Orb forward from the Mage's position, dealing 302 Frost damage every second to the closest enemy target for 15 sec. Targets damaged by the Frost Orb are slowed by 40% for 2 sec.
- (Level 15) New - Ice Ward replaces Cone of Cold. "When an enemy strikes the target, all enemies within 10 yds will become frozen in place for 5 sec. 1 charge. lasts 30 sec."
- (Level 30/60) All Level 30 talents have been swapped with Level 60 talents.
- (Level 75/90) All Level 75 talents have been swapped with Level 90 talents.
- Seal of Command is back and trainable at level 3.
- Judgement has a 6 second CD, down from 8.
- Word of Glory now has no cooldown for Protection and Retribution instead of just Holy.
- Supplication, a new version of Crusade, is a passive ability that increases the effect of your Flash of Light if cast within 15 seconds of killing a target that yields experience or honor.
- Blessing of Kings no longer increases magical resistances.
- Seal of Insight increases your healing done by 5% in addition to it's current effect.
- Heart of the Crusader is a new passive ability that increases your mounted speed by 20%.
- Blessing of Might increases mastery instead of attack power/restoring mana.
- Blinding Light Emits a dazzling light in all directions, blinding enemies within 10 yards, causing them to wander disoriented for 6 seconds. 3 minutes cooldown, instant cast, 20% base mana
- Speed of Light
1 minute cooldown, instant cast
Increases your movement speed by 60% for 6 seconds, in addition:
Reduces damage taken by 20% for 12 seconds.
Increases damage done by 10% for 12 seconds.
Radiates 1000 healing to allies within 10 yards for 12 seconds.
- Long Arm of the Law now lasts for 2 seconds, down from 4.
- Burden of Guilt Your Judgement hits fill your target with doubt and remorse, reducing movement speed by 50% for 12 seconds.
- Divine Plea is now exclusive to Holy.
- Divine Light is now exclusive to Holy.
- Holy Light is now exclusive to Holy.
- Holy Radiance is now exclusive to Holy.
- Devotion Aura is now "Inspire all party members within 40 yards, granting them immunity to Silence and Interrupt effects and reducing all Fire, Frost and Shadow damage by 20%. Lasts 6 seconds. 2 minute cooldown."
- Holy Wrath is now "Sends bolts of power in all directions, causing 2727 Holy damage divided among all targets within 10 yds and prevents targets from causing critical effecs for the next 6 seconds. 1.5 sec cast, 6% base mana."
- Hammer of the Righteous Hammer the current target for 39% weapon damage, causing a wave of light that hits all targets within 8 yards for 1192 Holy damage and reduces their physical damage done by 10% for 30 seconds. Grants a charge of Holy Power. Exclusive to Protection and Retribution.
- Judgments of the Bold (Passive) is now "Your Judgement hits grant one charge of Holy Power and increase the physical damage taken by your target by 4% for 12 sec."
- New - Crusader's Zeal (Passive) is now "Your normal melee attacks have a chance to increase your attack speed by 25% for your next 3 melee swings."
- Seal of Justice Fills the Paladin with Holy Light, causing direct attacks to reduce the target's movement speed by 50% for 6 sec and deal 12 additional holy damage.
- Exorcism Causes 3250 Holy damage to an enemy target and generates a charge of Holy Power. Your auto attacks have a 20% chance to activate Exorcism. Instant cast. Exclusive to Retribution.
- Sanctity of Battle (Passive) Haste effects lower the cooldown and global cooldown of your Judgement, Crusader Strike and Hammer of the Righteous.
- Divine Storm An area attack that consumes 3 charges of Holy Power to cause 100% weapon damage to enemies within 8 yards. Exclusive to Retribution.
- Hammer of the Righteous Hammer the current target for 39% weapon damage, causing a wave of light that hits all targets within 8 yards for 1192 Holy damage and reduces their physical damage done by 10% for 30 seconds. Grants a charge of Holy Power. Exclusive to Protection and Retribution.
- New - Dark Thoughts - Level 10 Gives 70% pushback reduction for Shadow abilities. Passive.
- New - Holy Focus - Level 10 Gives 70% pushback reduction for Discipline and Holy abilities. Passive.
*Probably intended to be spec specific passives.
- Holy Fire is now exclusive to Discipline & Holy.
- Greater Heal is now exclusive to Discipline & Holy.
- Prayer of Mending is now exclusive to Discipline & Holy.
- Hymn of Hope is now exclusive to Discipline.
- Holy Fire is now exclusive to Discipline & Holy.
- Greater Heal is now exclusive to Discipline & Holy.
- Prayer of Mending is now exclusive to Discipline & Holy.
- Renew is now exclusive to Holy.
- Heal is now exclusive to Holy.
- Binding Heal is now exclusive to Holy.
- Divine Hymn is now exclusive to Holy.
- It would appear Mind Blast & Devouring Plague have been removed completely - talents affect the former though so potentially just a typo.
- Restless Strikes is now available to all Rogues.
- Quickening is now available to all Rogues but no longer increases healing received.
- Backstab replaced with Dispatch - Level 70 Deals 200% weapon damage + 766 damage. Requires dagger in Main Hand. Awards one combo point. 30 Energy. Melee Range. Only useable on targets below 35% HP.
- Envenom is now exclusive to Assassination.
- Backstab is now exclusive to Subtlety.
- Deadly Brew changed to trigger from any poisons, up from Mind-Numbing, Instant and Wound Poison.
- Call of the Ancestors has been removed.
- Call of the Elements has been removed.
- Call of the Spirits has been removed.
- Healing Stream Totem has been removed.
- Magma Totem has been removed.
- Purge has been removed.
- Rockbiter Weapon has been removed.
- Stoneclaw Totem has been removed.
- Water Breathing has been removed.
- Lava Burst is now exclusive to Elemental.
- New - Healing Focus (Passive): "Reduces the cast time of Healing Wave and Greater Healing Wave by 0.5 sec and reduces the pushback suffered from damaging attacks while casting any Shaman healing spell by 70%."
- Healing Wave is now exclusive to Restoration.
- Greater Healing Wave is now exclusive to Restoration.
- Improved Cleanse Spirit replaces Cleanse Spirit for Restoration.
- New - Curse of Enfeeblement - Level 17 "Combines and replaces Curse of Weakness and Curse of Tongues to cause the target to deal 30% less physical damage and cast 30% slower for 30 seconds. Less effective on dungeon and raid bosses. Instant. 4% of Base Mana."
- New - Unending Resolve - Level 64 "Hardens the Warlocks skin causing them to take 50% reduced damage and prevent spells from being interrupted for 12seconds. 3 Minute Cooldown. 10% of Base Mana."
- New - Demonic Portal - Level 88 "Creates a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly teleported to the other gateway. Limit 5 charges, grants 1 charge every 15 seconds. 5 Second Cast. 70 Yard Range. 10% of Base Mana."
- Shadow Ward is being replaced with Twilight Ward. Twilight Ward is learned at Level 34 and absorbs 4026 Shadow or Holy damage, lasting 30seconds. Instant. 30 Second Cooldown. 4% of Base Mana.
- Fel Flame has been changed and now no longer increases the duration of Unstable Affliction or Immolate. Fel Flame now deals 311 Shadow damage to an enemy. Instant Cast. 40 Yard Range. 2% of Base Mana.
- Dark Intent has been changed and is now a raid wide 6% spell power buff lasting 1 hour. Instant. 30 yard range.
- Drain Life is now under the effects of Empowered Channeling. Empowered Channeling increases the duration of a channeling effect if the effect is recast before the initial one expires. 40 Yard Range. 2% Base Mana.
- Demon Armor has been removed.
- Fel Armor has been changed and now partially includes the current Demon Armor. Increasing Armor by 2603, Stamina by 10% and health generated through spells and effects by 10%. Passive.
- Health Funnel is now under the effects of Empowered Channeling. Empowered Channeling increases the duration of a channeling effect if the effect is recast before the initial one expires. 45 Yard Range.
- Demonic Circle: Teleport now removes all snares as a baseline effect.
- New - Soulburn: Health Funnel - Level 27 "Grants Soulburn empowerment to your Health Funnel causing it to instantly heal your pet for 36% and reduce all damage they take by 30% for 10 seconds. Passive."
- New - Malefic Grasp - Level 42 "Deals 1052 Shadow Damage over 3 seconds, in addition all damage over time abilities tick 100% faster whilst the target is affected by Malefic Grasp. Recasting Malefic Grasp before it expires increases the duration of the channel by 3 seconds, stacking 5 times. Channeled - 40 Yard Range. 2% Base Mana"
- New - Soulburn: Fear - Level 47 "Grants Soulburn empowerment to your Fear causing it to instantly horrify the target, making them run in horror for 4 seconds. Passive."
- Nightfall has been changed slightly, it now causes Corruption and Drain Life ticks to have a 4% chance to make your next Malefic Grasp instantly deal damage and increase the tick rate of all damage over time abilities on the target by 100% for 9 seconds.
- Soulburn: Demonic Circle: Teleport now removes all stuns and snares from the Warlock, increasing their movement speed by 50% for 8 seconds and making them immune to all snares and roots for the duration.
- Soulburn is now exclusive to Affliction.
- Drain Soul is now exclusive to Affliction.
- Seed of Corruption is now exclusive to Affliction.
- Bane of Agony is now exclusive to Affliction and lasts 1 minute, up from 24 seconds.
- Haunt has been removed.
- New Resource - Demonic Fury - Level 10 "Shadowbolt, Corruption, Soul Fire, Drain Life and demon attacks grant Demonic Fury. Demonic Fury increases the damage you deal by up to 10% (Affected by Mastery)"
- New - Wild Imps - Level 32 "Summons one Wild Imp that casts five Firebolts at the target. The cost and number of imps increases as your Demonic Fury increases. Each Firebolt grants 10 Demonic Fury. Instant. 30 Second Cooldown. 40 Yard Range."
- New - Metamorphosis: Carrion Swarm - Level 86 "Whilst under the effects of Metamorphosis your Shadowflame ability costs Demonic Fury and knocks back targets infront of you. Passive."
- Metamorphosis: Immolation Aura has been slightly changed. "Whilst under the effects of Metamorphosis your Hellfire ability costs Demonic Fury however no longer requires channeling and no longer deals damage to the Warlock. Passive."
- Hand of Gul'dan has been significantly changed. Hand of Gul'dan no longer refreshes the duration of Immolate, however Hand of Gul'dan is now an instant ability with a unique spell cost.
Hand of Gul'dan now summons a meteor at the targets location dealing damage after 2.5 seconds within a 6 yard area. Anyone hit by the meteor is then affected by Curse of Gul'dan.
Curse of Gul'dan decreases the movement speed of the target by 35% for 10 seconds, stacking 3 times.
If the target isn't affected by Curse of Gul'dan already the Warlock will gain 25 Demonic Fury.
Charges for Hand of Gul'dan are passively gained once every 15 seconds and cap at 3 charges. Instant. 40 Yard Range. 5% Base Mana.
- Decimation has been changed. It now flat out reduces the cast time of Soul Fire by 2 seconds, however when dealing damage with Soul Fire to a target above 25% HP the cast time of Soul Fire is doubled for 30 seconds.
- Demonic Freedom has replaced Demonic Empowerment and causes your pet to regain 25% of its HP, remove all snares, stuns, fears, banishes, horrors and movement impairing effects for 15seconds. Instant. 1.5 Minute Cooldown. 50,000 Yard Range.
- Demonic Leap no longer requires Metamorphosis, however it will activate Metamorphosis. Instant. 10 Second Cooldown.
- Hellfire is now exclusive to Demonology.
- Shadowflame is now exclusive to Demonology.
- Bane of Doom is now exclusive to Demonology.
- New Resource - Infernal Embers - Level 42 "Infernal Embers is a hidden aura that gives you an alternative resource bar. Infernal Embers are obtained by casting Incinerate on targets affected by Immolate and consumed by Conflagrate and Soul Fire. Consuming Infernal Embers causes your Conflagrate or Soul Fire to deal more damage based on the amount of Infernal Embers obtained."
- New - Fire and Brimstone - Level 62 "Fire and Brimstone empowers your next Immolate, Incinerate, Conflagrate or Soul Fire causing it to hit all enemies within 15 yards of the target. Instant. 10 Second Cooldown."
- New - Destructive Influence - Level 86 "Your demons attacks reduce the cast time of your Soul Fire by .1 second, stacking 40 times. Passive."
- Rain of Fire has been changed and now deals an additional 50% damage if the target is affected by Immolate.
- Bane of Havoc has been changed and now banes the target for 15 seconds causing the next 4 single target spells cast on another target to affect the baned target also. Instant. 2 Minute Cooldown. 40 Yard Range. 4% Base Mana.
- Shadowburn has been changed. Shadowburn is now only useable on a target below 20% health and if the target dies within 5 seconds of the cast and yields experience of honor the Warlock gains 5 Infernal Embers. Instant. 15 Second Cooldown. 40 Yard Range. 5% Base Mana.
- Immolate is now exclusive to Destruction.
- Rain of Fire is now exclusive to Destruction.
- Incinerate is now exclusive to Destruction.
- Chaos Bolt has been removed.
- Dark Regeneration now heals the Warlock for 50% of their HP over 20 seconds, down from 25 seconds. In addition, it now also increases healing received by 25% for the duration.
- Soul Leech now heals the Warlock for 15% of the damage caused by Shadowbolt, Incinerate and Malefic Grasp, down from 25%.
- Harvest Life is no longer affected by the Empowered Channeling effect.
- Howl of Terror cooldown is now reduced by 1 second every time the Warlock is struck by a damaging ability.
- Hour of Twilight has been removed and replaced with Spell Drain.
- Spell Drain has been moved and is now a Level 45 talent.
- Sacrificial Pact now deals 50% of your demons health in damage to your demon in exchange for 10 second damage immunity, down from 100% of demons health. Cooldown is now 3 minutes, down from 5minutes.
- New - Blood Fear "Your Fear is now an instant cast however costs 10% of your maximum health to cast."
- New - Burning Rush "Your Life Tap now increases your movement speed by 25% for 8 seconds."
- New - Dark Bargain "Absorbs damage equal to 20% of the Warlocks maximum health, lasting 30 seconds. Any shield still remaining when the spell expires is dealt as damage to the Warlock. Instant Cast. 30 Second Cooldown."
- Bloodstone has been removed.
- Nether Ward has been removed.
- New - Mannoroth's Fury
"Passive: Your Shadowbolt, Incinerate and Malefic Grasp deal 10% splash damage to all enemies between the Warlock and their target.
Active: Splash affect is increased to 100% splash damage for 20 seconds, however the passive is dropped after this until the cooldown is reset. Instant. 2 Minute Cooldown."
- Battle Stance no longer restricts which abilities can be used and now only increases damage done by 10%.
- Defensive Stance no longer restricts which abilities can be used and now only decreases damage taken by 10% and significantly increases threat generation.
- Berserker Stance no longer restricts which abilities can be used and now only increases damage done by Whirlwind and Cleave by 20%.
- Heroic Strike's cooldown has been decreased to 1.5 sec, down from 3 sec.
- Charge now generates 20 rage, up from 15, and stuns for 1.5 sec, up from 1 sec. Additionally, it can now always be used in combat.
- Heroic Throw's cooldown has been decreased to 30 sec, down from 60 sec.
- Thunder Clap now reduces enemy damage done by 10% instead of increasing the time between their attacks by 20%.
- Battle Shout now increases grants a percent-based Attack Power buff to the entire raid instead of granting Strength and Agility.
- Shield Wall no longer requires Shields.
- Intimidating Shout now costs 10 rage, down from 25, and its cooldown has been decreased to 1 minute, down from 2 minutes. However, all enemies affected by it now cower in terror instead of the 5 non-targeted enemies fleeing in terror.
- Meat Cleaver, a new passive ability, increases damage done by Cleave or Whirlwind by 10% for 10 sec when you use Cleave or Whirlwind. It stacks up to 3 times.
- Spell Reflection no longer requires Shields.
- Intervene no longer reduces the target's threat.
- Two-Handed Weapon Specialization is now called Seasoned Soldier and also increases the damage of any of your bleeds by 20%.
- Mortal Strike's cooldown has been increased to 6 sec, up from 4.5 sec.
- Slam is now exclusive to Arms and has a 0.5 sec cast time, down from 1.5 sec.
- Overpower is now exclusive to Arms. A cooldown of 1.5 seconds was added, but this seems mostly cosmetic unless they plan to take Overpower off the global cooldown.
- Colossus Smash is now exclusive to Arms and its rage cost has been increased to 80, up from 20.
- Dual Wield Specialization and Precision have been combined into Crazed Berserker but the increased chance to hit has been removed.
- Bloodthirst's cooldown has been increased to 6 sec, up from 3 sec, but now generates 10 rage instead of costing 20 rage.
- Wild Strike has been added. It is an attack using your offhand weapon that applies the Mortal Strike healing debuff and costs 30 rage. It has no cooldown.
- Raging Blow now costs 30 rage, up from 20.
- Bloodsurge is now affects Wild Strike instead of Slam. When it activates, it also reduces the global cooldown to 1 sec after Wild Strike is used.
- Sentinel is now called Unwavering Sentinel and now only increases Stamina by 15% but also decreases your chance to be critically hit by 6%.
- Shield Slam now generates 10 rage, instead of consuming it.
- Shield Block is now exclusive to Protection and has no cooldown, down from 1 minute, but costs 80 rage, up from 0. It also now increases your chance to block by 25% for the next incoming melee attack instead of for the next 10 seconds.
- Revenge is now exclusive to Protection and costs no rage but has a 10 sec cooldown, up from 5 sec.
- Last Stand now has no cooldown, down from 3 minutes, but costs 80 rage, up from 0.
- Devastate now costs no rage, down from 15, but has a 3 sec cooldown, up from 0.
- Bastion of Defense has been heavily modified and contains a combination of the Toughness, Shield Mastery, and the old Bastion of Defense.
Blizzard has finally release their own Mists of Pandaria Talent Calculator,
We’re excited to be able to provide players with the opportunity to explore this new talent system and look forward to hearing your feedback. As with all previews, we ask that you please keep in mind that Mists of Pandaria and its class talents are still under development. This means that many of the spells and abilities you see in the Talent Calculator are not yet final and may change before release.
World of Warcraft Patch 4.3: Hour of Twilight nears, and with it, Deathwing’s reign of terror will finally come to an end. Featuring a new raid, unexplored dungeons, a legendary rogue quest line, the latest raid tier armor sets, major story developments, the Transmogrification and Void Storage features, and much more, Hour of Twilight has something for everyone.
Table of Contents
We are working hard to introduce an exciting new feature to World of Warcraft in patch 4.3: the Raid Finder system. While it presents unprecedented technical hurdles and may change before it’s released, we wanted to provide you with an early look at what we hope to accomplish, and share some details that we’ve worked out, which will lend some insight as to how the new feature is planned to work.
So what is the Raid Finder? It will be a brand new grouping feature that superficially works much like the Dungeon Finder. Instead of five-player dungeons, the Raid Finder is designed to help players quickly and easily form a pick-up raid for a specially tuned version of the current tier of raid content: the Dragon Soul raid. It’s not intended to replace organized raiding though. You’ll still need friends and guild members to help you conquer the toughest raiding challenges that patch 4.3 has to offer.
As we currently plan to roll out the Raid Finder feature in patch 4.3, level-85 players will be able to use it to access a 25-player version of the Dragon Soul raid dungeon, which will culminate in a glorious battle against Deathwing himself. Dragon Soul will be split into three different difficulties. The Raid Finder provides access to a new tier of difficulty, which in this case has split the raid into two wings, each containing four boss encounters. Meanwhile, raiders will still need to join with friends and guildmates to face the more challenging normal and heroic versions of the raid, since the Raid Finder cannot be used to access those higher difficulty levels. Naturally, because they’re harder to defeat, the normal and heroic version of Dragon Soul will drop more powerful lootalong with prestigious rewards such as achievements, titles, and epic mounts. Rich rewards still await those who face the Raid Finder version, which we hope will introduce the thrills and epic experience of raiding to a broader audience than ever before.
You can access the Raid Finder through the ‘Raid’ button in the menu at the bottom of the default user interface. The Raid Finder should feel familiar to Dungeon Finder users. Just fire it up, select your class role, click the ‘Find Raid’ button, and get ready to face Deathwing’s jaw of doom.
Q. Raids aren’t dungeons. Who will keep things organized?
A. A Raid Finder raid will require someone to queue as leader. The Raid Finder leader will have a very limited set of powers and cannot change loot type, nor do they have the ability to arbitrarily kick people from the raid. They do have the ability to mark targets and use /raid warning, and can promote other players to be leads as well. To be most successful, each Raid Finder group should have at least one leader who will explain the fights, assign raid markers, and make the tough calls, like who the main tank and off-tanks are.
Q. How will loot be distributed?
A. Automatic rolls and a special version of the Need Before Greed loot rules will apply in Raid Finder raids, just as they do in Dungeon Finder instances. Also, while Dungeon Finder raids aren’t locked, you are only eligible for loot from a boss once per week. This means that if you were present for the defeat of a boss, whether you receive loot or not, then you will automatically pass on loot that drops during later attempts on that boss during the same week.
Q. How will Raid Finder loot differ?
A. Loot acquired through the Raid Finder, including tier set pieces, will be of a lower item level than items acquired from normal or heroic mode versions of the Dragon Soul raid, and its appearance may differ. Also, there are certain items, as well as components for legendary weapons, which will not drop in Raid Finder raids. While individual bosses will not yield Valor Points as they would in other versions of the raid, you can still earn 250 Valor Points for beating the final boss in each wing of the instance.
Tier armor that drops in Raid Finder raids still provides set bonuses, and those bonuses are compatible with the higher item level versions of the armor available in the normal and heroic mode versions of the raid. None of these tier sets will be available for purchase from a vendor via Valor Points.
Q. Will there be an item level requirement to use the Raid Finder?
A. Yes, accessing raids via the Raid Finder will require that participating characters be level 85 and have attained a certain item level, to help ensure that they are prepared for the content they’ll be facing.
Q. Will the Raid Finder be cross-realm?
A. Yes, the Raid Finder will draw players from all realms. As with the Dungeon Finder, it will place some priority on grouping players from the same realm, though not at the cost of increased queue times.
Q. What kind of raid composition will the Raid Finder create?
A. Each Raid Finder raid will include two tanks, six healers, and seventeen damage dealers. As the raid is assembled, the Raid Finder will attempt to balance the group according to armor type, which should help ensure a healthy mix of melee and ranged dps.
Q. Why 25-player only?
A. A 25-player group is actually easier and faster to fill than a smaller group would be, and allows for greater flexibility in raid creation, all of which will help contribute to lower queue times. Also, 25-player raids are less subject to issues with composition or player connectivity.
The Raid Finder version of the Dragon Soul raid will be designed with pick-up raiding in mind. Normal and heroic difficulties will require the greater organization and teamwork found in guild raid groups.
Q. Will I get Call to Arms benefits when using the Raid Finder?
A. We don’t currently plan to apply Call to Arms benefits to the Raid Finder, though that may change in the future.
Q. Will I be locked to a raid I join through the Raid Finder?
A. Since the Raid Finder only offers access exclusively to a specially tuned version of the Dragon Soul raid instance, instance locks will not be enforced for that version. Instance locks will still be enforced for the normal and heroic versions of the raid.
Q. Can I queue with my friends in a party or raid?
A. Yes, you can queue for the Raid Finder individually, in a party, or in a raid. The Raid Finder can be a great tool to help fill those last few slots in a raid.
Q. I’m a dedicated raider with an organized group, what good is the Raid Finder to me?
A. Since instance locks aren’t in play, Raid Finder raids could provide a way for dedicated raiders to gear up alternate characters, fill gaps in their itemization, finish off elusive set bonuses, or just have some fun while preparing to face the normal or heroic version of the raid on the next reset.
Q. Why aren’t other raids available?
A. The Raid Finder is intended to help players experience the current tier of content. Also, many older raids don’t require a full complement of raiders, making the Raid Finder unnecessary. This is also the first rollout of the feature and we decided to start things simple, rather than potentially delay the feature’s introduction.
If the Raid Finder proves popular, more raid instances may be added to it in the future.
Q. Will Vote Kick still work in the Raid Finder?
A. Yes, though many of the same requirements and restrictions will be in place. For example, kicking too many times can result in a Vote Kick cooldown. Also, the thresholds are different, and several players will need to agree on kicking a candidate before the vote begins. Successful kick votes will require a significant number of Yes votes to pass.
Q. What happens if I leave a Raid Finder raid before it’s over?
A. Players who leave the Raid prematurely will receive a Deserter Debuff, though it will likely be of longer duration than the one applied to users of the Dungeon Finder. This debuff will only apply to the Raid Finder system.
You’ve been asking for it, and we were listening. In patch 4.3 you’ll be able to customize the appearance of your weapons and armor like never before.
The Ethereals, emerging from the nether, will bring with them a new technology they call Transmogrification. They’re heading to the capital cities of Azeroth to set up shop and to offer adventurers a unique service -- copying the appearance of one magical item onto another. They only ask for a modest gold donation to recoup their costs.
Visiting a Transmogrifier will present players with a new interface that will allow them to change the appearance of an item while retaining its original stats. This means that you can raid in your paladin tier 12 Immolation set, but look like you’re wearing Lightbringer, while priests can bring Benediction back -- at least in spirit. Hunters can once again roam the jungles of Stranglethorn Vale in their tier 2 Dragonstalker set. You could even slip into the saucy tailored Black Mageweave set for that matter. You know, with the thigh highs, and the little gloves, and the cute little… ahem.
Placing an item into the Transmogrifier interface will offer a preview of how the item will appear once the change is applied. However, not all item pairings are compatible with Transmogrification. In general, only items that have stats can be used in the transmogrification process. You must also be able to wear both items when using this service. Ethereals don’t have much in the way of ethics, but allowing someone to appear as if they’re equipping unusable items crosses the line. Similarly, they won’t allow you to change weapon or armor types. Sneaky death knights can’t make that breastplate look like a cloth robe, and you can’t make a one-handed axe look like a two-handed axe, or transform a sword’s appearance into that of a mace. Guns, bows, and crossbows will be the exception to this rule. You will finally be able to retain your dwarf’s racial gun bonus while appearing with all the splendor and elegance of a bow wielder (or at least the relative silence of one).
Placing items into the Transmogrify interface will increase the gold cost of the process, and clicking the Transmogrify button (assuming you have the necessary funds) will put the appearance change into effect. The process can be reversed by clicking the undo icon on each item, and then hitting the Transmogrify button once more to save the changes. Any item that’s transmogrified will have text indicating it’s been altered by the process for all to see, similar to the item tooltip callout for reforged items.
Transmogrification encourages players to hold onto items with sentimental or aesthetic value, and the Ethereals anticipate that personal bag and bank space will be at a premium now that everyone will be hoarding their frilly pantaloons and leather jerkins. In anticipation of this new demand for additional storage space, they’ll be introducing a unique Void Storage service. What’s Void Storage, you ask? We’ll provide more details soon.
For quite some time now, players have been asking for a location in which to store important keepsakes including treasured armor sets, unique quest rewards, and gifts from friends, as well as other valuable items they've collected on their journeys throughout Azeroth.
This is a feature we've wanted to add to the game for a while, so we're excited to announce that, thanks to the ingenuity and entrepreneurship of the Ethereals, a new long-term storage option will soon be available to completionists and collectors alike.
In patch 4.3, characters of all levels will be able to take advantage of a new technology known as "Void Storage," which will open up 80 slots of long-term storage space. Void Storage vaults will be available in both Stormwind and Orgrimmar and can be accessed simply by speaking with your local Vaultkeeper.
A variety of items can be placed into Void Storage -- including soulbound items and Battle.net Account Bound items -- making it the perfect location to store trophies from past conquests, as well as armor you may want to hold onto for Transmogrification. So, if you've been looking for a good home for those old tier sets or your vanity holiday items, Void Storage is it! And it's as easy to use as dragging and dropping.
In return for this unique service, the Ethereals will require a small fee for each item deposited into or withdrawn from their Void Storage apparatus. Multiple items can be added and removed at once, and the cost of each transaction will be display at the bottom of the screen, updating dynamically as you select additional items to deposit or withdraw. Once an item is placed into Void Storage, it can remain there indefinitely for no additional cost.
It's important to note that the goal of Void Storage isn't to be a second bank, but rather a place where players can safely store items they wish to keep for the life of the game, either for sentimental or aesthetic reasons. Since this particular storage option isn't really intended for belongings that you'd use on a regular basis (like your current set of raiding gear, for example), any item placed in Void Storage will be stripped of all its enhancements, including enchants, gems, sockets, and reforged stats, and some items will simply not be eligible for Void Storage at all. This will help us reduce the impact such storage can have on the game servers, and ultimately allows us to provide a lot of long-term storage space with minimal impact on everyone's play experience.
Bag Search: Find What You Need, When You Need It
Now, you might be thinking, "Alright, those Ethereals are pretty nifty, and having more storage is great! But what about actually being able to find what I own? Do you know how long I looked for that one stack of Papa Hummel's Pet Biscuits? Like, a year. Okay, maybe 15 minutes. Either way, not even a tiny, delicious fat baby raptor is worth that kind of effort, and I love fat baby raptors."
Never fear, fellow tiny-limbed-corpulent-dinosaur enthusiast! We've got you covered. In addition to Void Storage, we're also adding a bag search feature in 4.3 that will allow players to search for items within their bags and bank space, all with just a few keystrokes.
Integrated directly into the bag and bank UI, this new search feature will be incredibly quick and easy to use. To find an item in one of your bags, in your character's personal bank, guild bank, or Void Storage vault, you'll simply type the name of the item -- or a word in the item's name -- into a small search box located near the top of your main backpack, and your open inventory will be filtered accordingly. Only the items that match the word or name you've entered will display, making it easier than ever to find exactly what you need, exactly when you need it.
Fangs of the Father:
Patch 4.3 will offer the most deadly and experienced rogues the opportunity to finally play a central role in the fate of the world the rogue’s way: by manipulating key events from the shadows. Players will travel across continents to accomplish crucial missions of reconnaissance, burglary, infiltration and, of course, assassination. Those familiar with the events that unfolded in the Badlands since the Cataclysm struck may recall the story of Rheastrasza, the ambitious red dragon who acquired a black dragon egg and magically purified it, cleansing it of the Black Dragonflight’s corruption. While those events may lead to a more hopeful destiny for Azeroth, it will take cleverness, stealth, skill, and the help of a few friends to unravel the web of intrigue that will reveal what became of the egg… and determine the fate of Deathwing himself.
Rogues willing to do whatever is necessary to ignite a brighter future must first delve into the Dragon’s Soul raid dungeon to begin the quest line. Those who prove their prowess within will be set on a collision course with Ravenholdt Manor and the enigmatic Black Prince, Wrathion. This shadowy figure could be the key to victory for the mortal races, but what is his true agenda? Before the truth behind these mysteries are revealed, enterprising assassins will need to fight tense raid battles against Deathwing’s most powerful minions, and embark alone on perilous missions to seal the fate of the Black Dragonflight. The quest culminates in the earth-scorching execution of Deathwing himself and a shocking revelation about the true nature of the mission.
What’s in it for me?
Rogues who succeed will receive a paired set of daggers that will become increasingly lethal as their bearer progresses along the legendary quest. At the height of their strength, they will be imbued with the vile essence of the Old Gods, as well as the maddened fury of the Black Dragonflight -- bestowing great power upon their bearer. These powers include a stacking increase to Agility which builds until dark wings unfurl from the rogue’s back, removing the combo point cost and increasing damage of finishing moves for a short time. In addition, the wings which can be spread on command (with no combat benefit) to slow a rapid descent, allowing the rogue to slowly fall to the ground… or enact a little death from above! When it comes to dealing death, the Fangs of the Father promise legendary killing power to rogues of any specialization.
An incredible adventure and legendary rewards await. The future of all life on Azeroth hangs in the balance. Better get moving.
The All New Darkmoon Faire:
Hurry! Hurry! Hurry! Step right up and prepare to be amazed!
It’s incredible! It’s unbelievable! You’ll be dazzled. You’ll be amazed! You aren’t prepared for the Darkmoon Faire, ‘cause it’s like nothing you’ve seen before! Don’t be shy now, don’t be bashful, step right up for a tantalizing glimpse of what we’ve got in store for you when patch 4.3 arrives!
That old thing?
No, no, no, Clem. The Darkmoon Faire ain’t what it used to be and it ain’t where it used to be. The management hasn’t changed but the Faire certainly has. It’s a whole new animal. Tickets? You don’t need those old tickets, just rip ‘em right up, ‘cause we’ve got new tickets! Out with the old, in with the new -- new quests, that is! Things have changed ‘round here: we’ve got an island all to ourselves now, and what an island it is. Mist-shrouded Darkmoon Island is a conundrum wrapped in an enigma. It’s a place of mystery and wonder, and you wouldn’t believe the deals we made to get it… or who we made ‘em with. But never mind that, just follow me right through here and I’ll show you what the Darkmoon Faire is all about.
All new! All spectacular!
Catch a show at the marvelous main stage or witness a dazzling fireworks display. But don’t stare too long or you might miss the stunning spectacles that surround you. Gaze in awe of our magical menagerie, get your fortune told by the amazing Sayge, go on a pony ride, experience the healthful effects of carnival food, and more!
Of course, there’s more to the Darkmoon Faire than just fantastic shows and culinary delights. You can still turn in your Darkmoon Cards, but you wouldn’t just come here for measly ol’ cards when there’s so much more to see, experience, and win. Yes, win! You like dancing bears, right? Everybody likes dancing bears. Even bears like dancing bears. How about a dancing bear… you can ride!
That’s not all! We have adorable companion pets includin’ a fez-wearing monkey, a plethora of profession recipes, toys, balloons, souvenirs, delectable carnival snacks and beverages, heirlooms for the little ones, and even replicas of long-lost suits of armor that we’re offering for your Transmogrification needs. You can also make your mark with new achievements and titles. All it takes to earn these fabulous rewards is a few Darkmoon Faire Prize Tickets and a good reputation with the carnies. How do ya get your grubby mitts on some tickets? I’m glad you asked!
Step right up! Try your luck! Everyone’s a winner!
Have we got games? You bet we’ve got games, and they’re so easy to play an orc could do it. Just head on over to the midway, buy some Darkmoon Game Tokens, and get ready to play. Easy to learn, difficult to master, anyone can play and everyone can win. Just lay your tokens down for a chance at winning Darkmoon Prize Tickets playing games like Whack-a-Gnoll, the Tonk Battle Royale, the Cannon, Ring Toss, the Shooting Gallery, and more! Five games are there to test your skills at any one time. The better you play, the easier it is to win a bucket of Darkmoon Faire Prize Tickets! Once a month, you’ve got a shot at tickets, and the fun never stops ‘cause you can play as many times as you like. But that’s not the only way to win big!
The Darkmoon Faire Field Guide
It’s your passport to riches, my friend. Y’see, we need a few things -- just some junk, nothing valuable to a big hero like you. We call ‘em Darkmoon Artifacts, and there’s all different kinds to be found all over Azeroth. The Darkmoon Field Guide helps you discover artifacts while you’re explorin’ dungeons, slayin’ monsters, and fightin’ in Battlegrounds. Without a guide, you’d never notice ‘em, and it’ll help keep you focused on the stuff we want. Whether you just reached level 10, or you’ve crushed the biggest baddies in the land, we need somethin’ from nearly everybody. You won’t have to go too far out of your way to get ‘em and each month you’ll get a new opportunity to seek out an Artifact for us. What do you get out of the deal? Don’t you worry, you’ll get your cut. When you bring a Darkmoon Artifact back to us, you’ll get valuable experience (it builds character, you know!), earn a better reputation, and possibly earn precious Darkmoon Faire Prize Tickets too!
Oh, did I mention that you can use the Field Guide to get to Darkmoon Island whenever the Darkmoon Faire’s monthly extravaganza is up and running?
So, you want to work in show business?
Maybe you’d like a little peek behind the scenes, eh? Want to see what it takes to run the greatest show on Azeroth? Well, it’s not all sunshine and cotton candy, my friend. There are beasts to heal, food to cook, and buildings to fix. If you’re willing to help keep the show going and put your skills to work, you’ll not only impress us, but you can get experience, Darkmoon Prize Tickets, and even polish up your skills -- up to five skill points per profession, per Faire week, if you’re good at what you do!
Like any good carnival, the Darkmoon Faire has a shady side. You can leave the skilled labor to the suckers and go for a faster score instead. If you’ve got the minerals, the Darkmoon Deathmatch offers an experience unparalleled since the Gurubashi Arena. Pitmaster Pei has a big old treasure chest just brimming with goodies and Darkmoon Faire Prize Tickets that he’ll drag out into the Darkmoon Deathmatch Pit every three hours or so. Everybody wants it, so if you want a piece of the action you’ll just have to jump in and prove that you’re the toughest one in the Pit.
Oh, the Faire is perfectly safe, Clem. Just don’t wander into the woods.
Now, now, don’t panic. Darkmoon Isle might be a bit spooky, but except for the Deathmatch Pit, the Faire itself is completely safe, I guarantee it. It’s a sanctuary even, and we won’t let anybody’s beef ruin the fun. The shadowy woods surroundin’ the fair are another thing entirely, though. I wouldn’t say that people have disappeared into those woods never to return, but, well… people disappear into those woods never to return. So watch your step, and your back, when you leave the Faire. Don’t say I didn’t warn ya!
Mark your calendar
Now that you know how amazing the new Darkmoon Faire is, you won’t want to miss it. Just take a look at your in-game calendar, and the Darkmoon Faire dates will show up there on the first week of every month. Darkmoon Faire barkers and displays will also pop up in every capital city to herald the arrival of the Faire. Silas Darkmoon himself has even started up a mailer to make sure that no one misses out!
Hitch a ride
During the first week of each month, convenient Darkmoon Faire outposts with Darkmoon Portals will appear in Elwynn Forest and Mulgore, offering free rides to Darkmoon Island and the Faire!
Darkmoon Mages in capital cities and on Darkmoon Island will also be around to help you get between the Faire and various capital cities. There’s no such thing as a free lunch, so naturally you’re obliged to compensate them for their services.
The all new Darkmoon Faire is coming to Darkmoon Island in patch 4.3. Don’t miss it!
Dragon Soul Raid:
World of Warcraft patch 4.3 will offer players the opportunity to take the fight to Wyrmrest Temple and beyond, assisting Thrall and the Dragon Aspects as they seek to bring an end to the Black Dragonflight once and for all. 10- and 25-person raids will get to take on Deathwing himself, with three levels of difficulty to consider and epic gear to claim.
Forged by Deathwing during the War of the Ancients, the Dragon Soul harnessed the power of the other dragonflights, until it was ultimately destroyed. After recovering a version of the artifact from the Caverns of Time, Thrall and the allied dragonflights now rally at Wyrmrest Temple in a desperate bid to use its might to defeat Deathwing.
Created by the titans as a sanctuary for all Dragonkind, the crumbling Wyrmrest Temple is now the final hope for the forces allied against the black dragon Neltharion, once the Earth-Warder and protector of Azeroth, now Deathwing the Destroyer. It is here that the remaining aspects -- Alexstrasza, Ysera, Nozdormu, Kalecgos, and Thrall -- have gathered to empower the Dragon Soul -- Azeroth's last chance to stop the great behemoth. As they begin to charge the Dragon Soul with energy, Deathwing and his entire army assault Wyrmrest Temple. Players must thwart the attacking forces long enough for Thrall to charge the Dragon Soul.
Before you face Deathwing the Destroyer, you must prevail against six mighty bosses.
The most powerful elemental still under Deathwing's sway, Morchok -- once a passive guardian -- is now convinced that his only respite will come with Azeroth's demise. Morchok rages against the foundation of Wyrmrest Temple, Azeroth's last beacon of hope in the Hour of Twilight.
Countless ages ago, Warlord Zon'ozz and his soldiers waged endless war against the forces of C'Thun and Yogg-Saron. Millennia have passed, but the warlord still serves the chaotic might of the Old God N'Zoth. Deathwing has now unleashed this legendary faceless one to crush the defenders of Wyrmrest Temple.
Since the fall of the Bastion of Twilight, Yor'sahj the Unsleeping has eagerly assisted Deathwing, providing the Destroyer with the means to release more faceless ones from their prisons deep beneath the earth. Their numbers are endless and their power is beyond reckoning, and Yor'sahj intends to reap a grim reward for his faithful service.
Hagara the Binder, one of the first students of arcane magic under the Forsaken, showed surprising potential for one who had started learning so late in life. But in her undisciplined attempts to bind elementals into servitude, she was ensnared and twisted by the Windlord, Al'Akir. Now fiercely loyal to the Twilight's Hammer, Hagara binds others for her elemental masters to torment.
More an abomination of dark energy than a dragon, Ultraxion has spent his short life absorbing the essence of captured nether dragons. Ultraxion is the only twilight dragon Deathwing has praised, and his arrogance is overshadowed only by the crackling energies surging through his twisted form. Loyal to his master, Ultraxion swears to bring about the fall of Wyrmrest Temple.
Though once vast in number, only a few dozen twilight dragons now remain. Astride these hardened survivors are the last vestiges of the Twilight's Hammer's army: the elite drake riders of Deathwing's personal escort. Led by the insidious Warmaster Blackhorn, they move with unholy purpose, driven to protect their dark master.
When Deathwing first channeled the Dragon Soul's power against the other dragonflights, the massive energies that he unleashed threatened to break him apart. Rather than forgo this weapon, he had adamantium plates fused to his scales to hold his body together. Later reinforced with elementium, these plates are now his weakness -- the sole vulnerability to Deathwing's lethal presence.
Your assault on the massive Deathwing will begin a battle unlike any other. It is a fight so wide-ranging and intense that it comprises two unique encounters, taking place across Azeroth. Taking to the skies, players will parachute from soaring gunships to attack the monster mid-flight and attempt to weaken him by ripping away his armor, exposing the molten flesh beneath. Should they succeed, they will plunge into the depths of the Maelstrom for the final encounter.
Tier 13 Sets & Visual Retrospective
Warlock – Faceless Shroud
Hunter – Wyrmstalker Battlegear
Mage - Timelord Regalia
Druid - Deep Earth Vestments
Shaman - Spiritwalker’s Vestments
Warrior – Colossal Dragonplate
Rogue - Blackfang Battleweave
Paladin - Battleplate of Radiant Glory
Death Knight – Necrotic Boneplate
Priest - Vestments of Dying Light
Patch 4.3: Tier 13 Set Bonuses
New Dungeon Preview:
The Deathwing Raid: Interview with Scott Mercer
Dev Watercooler -- Bloody Mitigation
Dev Watercooler -- Rate of Change
Explanation of 4.3 Balance Changes, Part One
Explanation of 4.3 Balance Changes, Part Two
|Kotaku||Dragon Soul Ushers in a New Age of Casual Raiding|
|IGN||Blizzard Introducing New Easier Raid Mode|
|GameSpot||Game director Tom Chilton details what's next for Blizzard MMO game|
|Game Informer||Cataclysm's Last Patch Takes Players To The End Of The World Of Warcraft|
|Escapist Magazine||WoW Producer Discusses Killing Deathwing, Raid Finder and Everything Patch 4.3|
|GameSpy||Blizzard Details World of Warcraft: Cataclysm 4.3|
|Ten Ton Hammer||Patch 4.3 Interview with Greg "Ghostcrawler" Street|
|MMO-Champion||Patch 4.3 Interview with Greg Street (Ghostcrawler)|
|TankSpot||Interview with Greg Street, AKA Ghostcrawler|
|Joystiq||Blizzard talks about patch 4.3 and the future of World of Warcraft|
|Eurogamer||Killing Deathwing in WOW Patch 4.3 - Blizzard's Tom Chilton tells us all about it.|
Copyright (c) Blizzardfangs of the father wings, dragon
Just stumbled across this AWE-SOME-5000 sword, Souldrinker.
I think this going to change PvP play in one way or another, perhaps not for the first month or two, since Heroic: Deathwing won't be that easy at the beginning, but we are definitely going to see people in top brackets using this, sooner or later. The only downside I see is that the sword is One-Hand, we shall see.
Head over to ArenaJunkies to discuss the weapon with your fellow PvP friends.heroic deathwing, souldrinker pvp, souldrinker wow, wow souldrinker, souldrinker proc