Patch Notes
Someone describe what I've missed between 3.x and 4.0
garreth — Sat, 11/13/2010 - 01:23
Due to working 14+ hours a day for the last few months and not being able to log in regularly even before that, I've missed a lot of the awesome stuff leading up to Cataclysm.
Can you guys give me a breakdown of the cool stuff I'm missing out on? Screenshots possibly. I know the final elemental invasion started today and I'm sad that I'm going to miss all this cool stuff.
The WoW Design Team
garreth — Tue, 06/16/2009 - 11:47
Pulled this off of WoR quoting Ghostcrawler:
The WoW Design Team
Quote from: Ghostcrawler (Source)
There are different types of designers. Some work on quests, encounters, world events or zones. My team works on classes, items, tradeskills, UI, PvP, combat and pretty much most of the crunchy bits of WoW. It's a great team of very talented players and they don't get the recognition they deserve. This is partially because some of them wish to remain anonymous. (Shameless plug: we are hiring an item designer. Check the hiring portion of the site for more details.)
Within our team, nobody owns a particular class. We all work on them together and nobody make a change (at least a serious change) without getting consensus from everyone else. We draw on our own experiences, community feedback, internal testing, data collected from the live game, and correspondence with friends, guildies and other players whose opinions we've grown to respect.
We also interact a lot with the other designers, because they all play the game too and many have a great deal of raiding or PvP experience. They come to our meetings or just drop by with an idea or a piece of feedback. That goes for the rest of the WoW team, and in fact all of Blizzard. We are extremely collaborative and not particularly hierarchical.
Our designers tend to be fairly technical as the industry goes, and some of us know a little programming, but typically we aren't writing actual code though we do write scripts and make data queries if you understand the distinction.
The programmers are a separate but equal department. They do write code and they are extremely talented, sometimes intimidatingly so. We ask them for new features or code changes that would improve the game and they tell us what is feasible, what is risky, and suggest alternative ways to get what we want. They are all gamers too so it's really a back and forth process as we work on an idea together until we come up with something we are happy with.
The process is similar for interacting with artists, or really any other component of the team. The big secret of WoW's success is that Blizzard just manages to hire very, very good people who "get it."
This is a very a insightful look into the team at Blizzard. Think you've got what it takes to hang at Blizzard? Go check out that item designer position :)
Tankadin in Wrath - 3.1 - Cookie-Cutter Specs
Fjork — Thu, 03/19/2009 - 14:14
I’ll be attempting to update each article to be Patch 3.1.1 equal. If we have moved on from 3.1.1, and there are further protection changes, they aren’t in here. I will update each as the new changes come out. I’ve removed a lot of information that was not only redundant, but confusing.
I also removed the ‘Gearing Out the Righteous Defender, and Glyphing Out the Righteous Defender book-pages for revision and rewriting. Each is outdated, but also takes like five minutes to load on my T1 connection at work. Look for the pages to be reposted soon!
Cookie Cutter Specs
The All-Tank – This is a 0 / 59 / 12 spec based on the idea that there is no such thing as a ‘flexible’ tank.
It is not your job to Blessing of Protection someone. You are not there to heal. You are NOT there to show-up on Recount. You are there to take a mass of damage and fight to cap Omen.
You are also most likely NOT going to get invited back to raid.
In case you haven’t realized it, this is a BAD build.
The True Paladin – This is a simple 11 / 54 / 6 spec where you a true Paladin, and healing will be part of your routine.
The only true ‘tanking’ loss to this spec is the total loss of the 10 second Hammer of Justice. The five points in Seals of the Pure is comparable to the loss of damage from dropping out of the Retribution tree, but is still a significant loss. There are two large benefits to this spec. One is the Improved Lay on Hands which will allow you to give a free health / mana bomb to anyone in the raid every 16 minutes instead of every 20. The second is Guardian’s Favor, which while widely regarded as a primarily pvp talent, has many uses throughout almost every WotLK fight except KT and a few select others.
This is more off an off-tank / off-healer spec than the others, which will limit your effectiveness in raid-contribution as you can be a more effective off-dps than an off-healer.
Not ineffective, but not recommended. It is nice having the upgraded LoH, but you are loosing A LOT in the way of damage for a small amount of healing (comparatively).
The Cookie-Cutter Part 1 – This is preference, but probably going to be one of the two main cookie cutters.
5% extra crit-chance. Very useful and flexible spec, especially when you have very reliable healers. If healing is not an issue, this is going to be my spec of preference as the added damage / TPS will speed up a great deal of fight and there will be a lot more chances of what few heals I throw to crit. If healing becomes an issue, drop some points from Improved Hammer of Justice or Conviction for 5/5 Divinity. Drop more points as needed from Conviction.
If having trouble on Heigan, etc, etc, it’s never a back idea to pickup Pursuit of Justice, but I would recommend getting the Tuskar’s Vitality Enchant instead.
Notice there is only one point in Spiritual Attunement. Watch the figures, no matter what you aren’t going to need two points unless you are massively over-geared trying to run Heroics. You will not be using 2/2 unless you really want to waste a talent point.
A slight variation involves 4/5 Conviction and 1/2 Vindication for extra beat-down.
The Cookie-Cutter Part 2 - This is preference, but probably going to be one of the two main cookie cutters.
The benefits of this spec are slightly more subtle than cookie number one. If you have a very low amount of agility (pickup up the stam / def rating enchants instead of the agility / stats enchants for example) this will be a slightly more preferred spec. Notice you have the two points in Benediction. They are floaters. You can place them where you like.
With the +15% damage to each dot of Seal of Vengeance and each Judgement you have guaranteed, maintainable threat as opposed to the slightly higher burst-damage from cookie one. However, with the loss of added damage and crit to ALL spells and abilities, your overall TPS will most likely be lower, and there will be a lot less chances for crits when you really need to heal.
I could go on for a while on the potential shortcomings of both Cookie one and Cookie two, but in the end it is going to fall on preferred playstyle, gear, and enchants. If you don’t have any extra agility anywhere in you gear / enchants (52.08 Agility = +1% Crit) than most likely 11% isn’t going to make that much difference, but still a lot more crits than you would otherwise have.
Notice there is only one point in Spiritual Attunement. Watch the figures, no matter what you aren’t going to need two points unless you are massively over-geared trying to run Heroics. You will not be using 2/2 unless you really want to waste a talent point.
Tankadin in Wrath 3.1 - Talent Trees
Fjork — Thu, 03/19/2009 - 14:12
Trying to align this version a little better to Saedo’s style as his legibility is much greater than my articles.
Current 3.1 Paladin Patch NotesPaladins * Auras will now persist through death and affect a 40 yard radius. * Blessing of Kings
Dragon — Sat, 03/07/2009 - 06:30
Paladins
* Auras will now persist through death and affect a 40 yard radius.
* Blessing of Kings is now trainable at level 20. Removed from talent trees.
* Hand of Sacrifice: The damage transferred by this ability is now capped by the Paladin’s health.
* Forbearance reduced to 2 min duration.
* Sacred Shield: This effect cannot be cast on more than one friendly target at a time.
Talents
Holy
* Aura Mastery: Now makes anyone affected by Concentration Aura to be immune to Interrupt and Silence mechanics and increases the effectiveness of all other auras by 100%. Lasts 10 sec. 2 min cooldown.
* Blessed Hands: No longer reduces cooldowns of Hand spells. Instead, it improves the effectiveness of Hand of Salvation by 50/100% and Hand of Sacrifice by an additional 5/10%.
* Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to Tier 10.
* Improved Concentration Aura: The resistance to silence and interrupt granted by this talent now becomes active when any Aura is used, not just Concentration Aura.
* Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to Tier 10.
* Judgements of the Pure moved to Tier 9.
* Sacred Cleansing moved to Tier 8.
Protection
* Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
* Divine Guardian re-designed: Now increases the effectiveness of Divine Sacrifice by an additional 5/10% and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
* Divine Protection: Cooldown reduced to 3 min.
* New Talent: Divine Sacrifice: Causes all party/raid members affected by one of the paladin’s auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladin’s max health). Lasts 10 sec. 2 min cooldown.
* New Talent: Divinity: Tier-1 protection talent, increases healing done by and to you by 1/2/3/4/5%.
* Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled.
* Sacred Duty rank 1 now increases Stamina by 4%.
Retribution
* Benediction now affects Hand of Reckoning.
* Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
* Repentance no longer resets the Paladin's melee swing timer.
* Righteous Vengeance reduced to 3 ranks for 10/20/30%. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
* Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
* Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.
Copied from http://forums.worldofwarcraft.com/thread.html;jsessionid=79F75E4825D5F994221B315BD98CC288.app23_08?topicId=15443531917&sid=1
Patch Notes Current as of 06MAR2009
Let's get a 10-man going on the PTR Friday night. Sign up below.
http://forums.worldofwarcraft.com/thread.html?topicId=14910422788&sid=1&...
There's still plenty of room for some items to be pretty hard to get without causing most players to be left out of good gear. As I mentioned earlier, with the start of the next season we expect new teams and personal ratings to start much lower than they have before (not 1500). That way, everyone's experience is to climb toward the rating they're successfully playing at. So, knowing that, here's what our current thinking is on rating requirements for season 6.
Disclaimer: all of this is subject to change!
Other notes/caveats:
- items with no rating listed would have no rating requirement
- it won't be quite as easy to get deadly items via emblems of conquest as hateful items currently are via emblems of valor
- the new Archavon boss (a new boss located in another wing of the Vault of Archavon), will have slightly different drops than the current Archavon (he can drop Furious Gloves/Legs, or any possible random honor item in addition to tier 8 pve set items similar to Archavon's t7 pve set drops, but cannot drop the Furious Chest piece)
- honor/arena costs aren't listed but Hateful costs would be similar to current Savage, Deadly costs similar to current Hateful, and Furious costs would be similar to current Deadly
- you might note that the Furious weapon is still at a high requirement, 2k, the thinking being that most players are encouraged to get their weapon upgrade through pve, although hardcore arena competitors have an outlet to get an equivalent weapon through arenas (if you're hardcore enough for 2k, you can forego raiding for a weapon)
- additional note, "deadly trinket" refers to the current battlemaster's trinkets, "furious trinket" refers to an upgraded medallion of the alliance/horde
Hateful Gloves
Hateful Legs
Hateful Chest
Hateful Helm
Hateful Shoulders
Hateful Ring
Hateful Trinket
Deadly Bracer
Deadly Belt
Deadly Boots
Deadly Neck
Deadly Ring
Deadly Cape
Deadly Trinket
1300+: Deadly Relics/Idols/Librams
1350+: Deadly Gloves
1400+: Deadly Legs
1450+: Deadly Chest
1500+: Deadly Helm
1550+: Deadly Shoulders
1400+: Furious Bracer (honor)
1450+: Furious Belt (honor)
1500+: Furious Boots (honor)
1550+: Furious Neck (honor)
1600+: Furious Gloves
1650+: Furious Ring (honor)
1700+: Furious Legs
1750+: Furious Chest
1800+: Furious Trinket (honor)
1850+: Furious Helm
1900+: Furious Cape (honor)
1950+: Furious Wands/Relics/etc
2000+: Furious Weapon
2100+: Furious Shoulders
2300+: Furious Tabard (purely cosmetic and awesome looking)
"Garreff, the points on the site are broken"
garreth — Tue, 12/16/2008 - 02:04
So, not having a 9-5 has given me a bit of time to learn the sorts of things that I'm passionate about. One of those things is the content management system that runs this site, Drupal (http://drupal.org). Drupal makes it extremely easy to build web applications that just get right up and start doing "stuff".
A certain "stuff" that I've been promising for years now is the ability to view your raid points on the site. Well, here it is: /frpoints For you raid and guild officers, you can upload your FuriousRaid savedvariables file here: /frpoints/upload.
It's ugly as hell right now, but we'll be making it purty as I get better at this. As for multi-raid pages, we may just work out a sync'ing system in-game and keep it on one big page. I dunno, if I feel inspired, I'll make it more granular.
I'm still gkicking anyone that tells me the points on the site are broken.
Tankadin in Wrath - 3.1 - Tanking Basics
Fjork — Fri, 11/21/2008 - 15:52
Trying to align this version a little better to Saedo’s style as his legibility is much greater than my articles.
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Strength
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2 Melee Attack Power per 1 Str. HotR TPS Upgrade.
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½ Block Value increase per 1 Str. SotR TPS Upgrade.
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Strength is plentiful on a great deal of the tanking gear that will be purchased and equipped. This is a stat that a gearing Tankadin should rarely have any focus on. The only time a Str upgrade should be considered over Health, Def Rating, or Avoidance is if Threat generation is a serious issue and [Armsman] is already on your gloves with it’s 2% increased threat. End-raiding Paladins will begin to give consideration to Str more.
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Agility
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2 Armor Value per 1 Agi
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0.034 Dodge per Agility
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0.019 Crit Rating
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So at a glance, Agility isn’t all that it is cracked up to be, but when you consider that you are getting direct mitigation and Avoidance from every point of Agility, and it usually comes in +20 or greater ([37891]), this is a viable stat to consider when you have 540 Defense already. Most tanks will not gear specifically for Agility as the conversions for Shield Block Rating are easier to acquire.
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Stamina
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10 Health per 1 Stam. (Except for 20, which are 1 HP)
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Modified by Sacred Duty: Stam +8%
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Modified by Combat Expertise: Stam +6%
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Modified: 11.4 Health per 1 Stam
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0.3 Spellpower per 1 Stam.
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Obviously Stamina will be a stat each Tankadin will be giving a great DEAL of focus to. Many Gem-Sockets are Red with a semi-decent socket bonus. Most likely you will still be gemming [40008] in a good majority of them, though keep in mind you’ll need one Red/Orange/Purple gem for the meta-requirement on a [41380]. Not to mention that with enough stamina a Tankadin can easily cap 30,000 HP Raid-Buffed. This makes healers VERY happy. Especially when you mitigating even more damage.
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Intellect
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You will NOT be gearing for these. EVER. Don’t. Just don’t.
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Spirit
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Tankadin in Wrath - 3.1 - Armaments
Fjork — Fri, 11/21/2008 - 15:50
rying to align this version a little better to Saedo’s style as his legibility is much greater than my articles.
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Ability
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Cooldown
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Threat Meter (1-10)
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Main Stat
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Hand of Reckoning
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8 seconds
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MAX+
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??% SP
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Righteous Defense
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10 seconds
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MAX
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N/A
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Avenger’s Shield
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30 seconds
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9
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7% SP + 7% AP
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Shield of the Righteousness
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6 seconds
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9
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Strength (Block)
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Hammer of the Righteous
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6 seconds
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8
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Strength (DPS)
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Judgement of Light
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10 seconds
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4-5man / 7-Raid
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10% SP + 10% AP
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Holy Shield
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8 seconds
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5
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9% SP + 5.6% AP
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Retribution Aura
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N/A
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2
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6.6% SP
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