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Thursday, March 31, 2011

UGC Live from Italy, Starcraft 2 begins 31st March 10PM EST

I know i said i would be posting everything here till the actual website is up, but im in the middle of a raid so heres the link to the new website with the player on it. Enjoy

Wednesday, March 30, 2011

Patch 4.1 - PTR Build 13812

 Update on the new website: Everything i post here will be posted on the new website from now on, of course i will still be posting here until i get the site on the custom domain.
I will let you know when that will happen.
An if you wanna check that out it is currently in beta here

A new PTR build will be deployed on test realms very soon.

Achievements Changes
Originally Posted by MMO-Champion
Feats of Strength

Guild - General

Guild - PvP

Spell Changes
Originally Posted by MMO-Champion
Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Frost Strike base additional damage has been reduced by 23%,

  • Death Strike base additional damage has been reduced by 33%, from 495 to 330.

  • Festering Strike base additional damage has been reduced by 33%, from 840 to 560

Druid (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Savage Defense now absorbs damage equal to 35% of your attack power for 10 sec instead of reducing the damage taken from the next physical attack.
  • Swipe (Bear) damage has been increased by 75%, from 143 to 215.
  • Thrash (Bear) now scales from 19.2% of Attack Power, up from 12.8%. Bleed damage now scales from 9.78% of Attack Power, up from 6.51%.

Mage (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Arcane Blast now has a 2 sec cast time, down from 2.2 sec.
  • Arcane Explosion damage has been increased by 15%, from [ 287 - 311 ] to [ 331 - 358 ].


Shaman (Forums / Cataclysm Talent Calculator / Skills/Talents)

Warrior (Forums / Cataclysm Talent Calculator / Skills/Talents)
  • Devastate additional damage has been increased by 150%, from 336 to 854.

  • Blood Frenzy now causes the target to take 30% more damage from bleed effects when a bleed effect is applied.

Streaming RIGHT NOW, HomerJ Qualifier.

Watch live video from SHOUTcraft on Next stream - Ultimate Gaming Championship Italy - Thursday, time TBA.

Tuesday, March 29, 2011

We will be moving in the coming weeks

For those following my twitter, i have been working on a real website an we will be moving there in a week or so.
With that said all the current blog stuff wont be deleted im saving it and there's a link to it on the new site.

This all came with me learning a new software to build a friends site by rebuilding my own, it works really well there's space for us to expand and stuff wont get hidden anymore.

For those wanting to check it out its a work in progress, it's still on the sub domain even but here is a link You will notice a few sections that don't even have content yet and a most of it is pretty bare for now.

Like i said its a work in progress and i still have to build his site before i finish mine.

Monday, March 28, 2011

Blue Response: GM's not banning botters I report.. why?

 Posted by Xaf Warcraft Forums (Source)

I have been getting sick of how the economy on my server has been going to crap and the AH is flooded with ore and herbs from Chinese farmers gather botting 24/7. Real players cannot make a living or play the game properly.

So I decided to go out on a venture and help Blizzard track down these botters and report them to hopefully have them removed from the game and improve things on ATLEAST my server. So I did some research online and started camping mineral deposits and seeing who I'd spot. You wouldn't believe what I found...

First of all, if there wasn't 3 people hitting the node at once (all flying the same path, dismounting the exact same way "just above the node a few inches in the air very botlike") it would be someone just warping straight to the node, appearing out of no where, grabbing the node and then instantly disappearing as fast as he had appeared.

So I starting making a list of all of the obvious people that were hacking / botting. When I got enough names that I was sure were bots (following them around, monitoring robot like pathing, ect, watching them take the same route over and over) I reported that list via in game ticket. Typically within a few hours I had a reply back from a GM saying thank you, blah blah blah, we'll take care of it.

Well, guess what, to this day, not one of the people I've reported have been banned. Not even the guys warping around from node to node. They're still on, gather botting 24 hours a day and exploiting this game to crap.

Why is this? I am outraged... Why won't Blizzard do anything to these game hackers and cheaters? I can't believe Blizzard is just ignoring this major issue. I spend my time helping to solve this problem and my efforts are simply brushed off and ingored. All I get for my hours of work is a crappy canned response that is complete bull.

When is Blizzard going to stand up and do something about this? What does Warden do exactly? It doesn't seem as if this game is protected at all from hacking right now with what I've seen recently.

I dare a blue response to this.... I can't imagine any explanation that would sufficiently excuse this...


Blue Poster

There is so, so, so much confused perception in this thread. I'll do my best to clarify, but this situation is one where I can't go into too much detail about the things we do - doing so only benefits those who would take advantage of it.

Why won't Blizzard do anything to these game hackers and cheaters?

The answer we give in response to this question is the same as it has always been - we gather information from those who would exploit the game so that we can hit them back on a much larger level.

There's many reasons for this, but the primary one is that those who abuse our systems usually aren't on their own accounts - they're often the compromised accounts of other players. Banning them does little because they'll just use another person's information. We'd be punishing those who don't deserve it, and not stopping the abusers because they just move on to their next target.

It's much more effective for us to study what they're doing so we can break the processes at a larger level, or detect them earlier. This is a constant, ever-evolving battle. We break a bot, they make a new one, we study that one, break it, they make a new one. So on and so forth. It's a bit endless, and it always will be so long as there is a market for the things that they do. Gold selling and trading is, most of the time, the direct source of these botters and exploiters.

This article sums it up much more succinctly - you may want to take a look at it:

Gold Buying & Power-Leveling

When is Blizzard going to stand up and do something about this?
We already do. Every day. We have a team dedicated to this and only this kind of work. They have some really exciting things coming down the line, but as I mentioned before, I cannot share those plans. It's an advantage we shouldn't lose in such a difficult war.

What does Warden do exactly?

Our systems do a lot of things. But again, that's information I'm not at liberty to discuss. The military doesn't state the intricacies of their strategies publicly for a reason.

This is because it's automated! Blizzard doesn't have the man power to look into these things on a case by case basis.

While we have some automated systems, they are overseen by the dedicated team I mentioned above. Their job is to make sure that those systems are as accurate and effective as possible - and that does involve a lot of individual comb through s of data and results, among other tasks.

When Blizzard cuts back on combating farmers and hackers it shows and the game starts going to hell in a hand basket very quickly.

These preconceived misconceptions come from not being able to see what it is that we do in these situations. It's unfortunately a byproduct of having to keep our actions veiled in mystery, to be as well armed as possible when combating these things. I'm unable to provide you hard facts about what we do - I wish I could, because it's all really cool and I'm in constant awe of the work we have going on behind the scenes. You will have to take my word for it - I can offer little more.

 They also have similar automated systems to hand out random bans to people with names that are flagged as offensive, no matter how inoffensive they might actually be. I know it's automated because I was flagged by one once. Once, just randomly out of the blue I was dc'd from the game when I was finally able to log in I had to change my name, I of course changed my name to almost the same thing with slightly different spelling and alt characters and immediately it was flagged again, this repeated several times until the system finally forced a random name on my character.

No, we don't. That was a Game Master responding to a report about your name. Our Game Masters don't always move right on to the next ticket - sometimes they hang around and make sure you abide by our rules if you're found breaking them. In all honesty, that was a kindness on their part. It prevented you from being action-ed a second time for the same offense in the future.

I kindly request that players do not make presumptions about systems that we intentionally keep secret - it doesn't help anyone to make allegations that cannot be fully supported, and is not conducive to productive conversation. 

So the take away is that as long as you're willing to download a new bot every once in a while, you're golden?

No, most of them do get caught. But on the forums especially, players tend to focus on the negative more than the positive. And those who bot support that ideal, because they want people to think they're winning. They like the community to think that we do don't do anything, because it discourages your player reports. And those reports help us immensely in our work.

Not reporting is helping the botters get their way. It doesn't look like, on the surface, it does much. But it runs a lot deeper than we're able to share.

In short... who cares HOW you are fixing the problem. We want to see MUCH faster results.

How we fix the problem matters because it's a lengthy process. We don't want to hastily put out a system that runs a 90% false positive return. Who is that helping at that point?

It's a lot like bug fixing. We have to make sure that stuff works as perfectly as possible when we implement it. We're dealing with whether or not people can access their accounts - I'm willing to bet that's a pretty important factor to you guys, and that you wouldn't much appreciate being suspended for something you didn't do because a 0 was where a 1 should have been. Stuff like that does inevitably slip through... but we work to minimize that effect as much as possible. 

They stopped making any of these details public exactly because the botters were using them to their advantage. :/


Ask the Devs - Answers #3 "UI"

Originally posted by Blizzard Entertainment

Q: Do the developers have any plans in regards to overhauling the Combat Log so that players can easier examine the results after a battle? – Jito (Europe [English])
    A: The Combat Log needs some love for sure. It was originally designed with the intent of providing players with immediate feedback, sort of like an extension to scrolling combat text and the buff / debuff panel. It turns out to be much more useful after the fact, to figure out what was that thing that hit you so hard, or what caused that proc to go off. We would like to redesign the feature with more of a post-hoc analysis in mind. It can also be a resource hog if you have it up during combat and the filtering isn’t super intuitive. One thing we have done in the meantime is made it easy for the combat logs to be analyzed by third-party sites, which makes it easier to analyze results quickly.

Q: Some Addons are so powerful they simplified the game content to a degree (e.g., boss fights). Do you think that when the majority are using these Addons, the original reasoning behind the game design is violated? And isn’t it unfair for players who don’t use Addons? - 冷影幽光 (Taiwan)
    A: This really deserves a long answer. It sounds like a good topic for a future developer blog. To tide you over until then, we can say that some addons do a great job of providing information we really should be providing (and have long-term plans to provide).This includes information like threat, the distance you are from other players , when you have a killer debuff on you and things like that. On the other hand, when addons are too helpful, they are playing the game for you and you’re just doing what the addon tells you to do. When the mod tells you so much information about the fight that you don’t even really need to pay attention to what is happening in the world at all, then we feel that crosses the line. I don’t know that we could put the djinn back in the bottle at this point though. It would feel really harsh to prevent addons from tracking some of that information, and in some cases we’re not even sure how we would prevent it. We continue to try and come up with new mechanics that ask players to pay attention to the fight itself instead of just pushing whatever button the addon tells them to push. You might be alerted to when Atramedes emits a Sonar Pulse, but you don’t know where it is going to be. Sinestra’s Twilight Slicer requires you to look at the battle field and not just your UI. To be fair, we are also trying to do a better job of telegraphing to players when bosses will use predictable abilities. The Conclave of Wind and Nefarian for example do their special abilities at predictable intervals along their resource or health bar. It is a fine line to decide when an addon becomes mandatory. Ideally you could raid without any addons, and some players do. Information is often power in complex raid encounters though, and we agree that in some cases we don’t provide enough information yet. Does that mean Blizzard needs to replicate some of the screenshots produced by players who install thirty mods and completely overhaul their UI? Probably not. Our raid UI is a good example of what we are going for. It provides enough information for many players (and we have plans to add more to it overtime). It’s not going to incorporate the favorite feature of every raider out there, and for them, a very customizable third-party addon is a perfectly reasonable solution.

Q: Will there be changes related to the bank and bags system? E.g. for set pieces (wardrobe), quest items, tabards... will the 16-slot-standard-bag be extended? - Yenaeia (Europe [German])
    A: We think bags are about as big as we can make them. Imagine if you got rid of all of the folders or directories on your computer and just stuffed everything into one big directory. That feels like the direction we’ll head if we keep down the path we’re on. Instead, we think a better solution is to make it easier to find what you’re looking for and provide alternative storage for things you don’t use often. We do have plans to convert tabards into a manager similar to our Title UI on the character page. We also are exploring some ways to let players store old set pieces and the like that they don’t use often. We debate the quest item issue a lot. Our concern is that if quest items are squirreled away in some special UI that they feel less like items at all. Why require you to collect bear asses instead of just incrementing the bear asses counter? That might help solve your storage problems, but it makes quests feel even less like you are doing something in the real world.

Q: Previously, the character was not interfered by the nameplate because there was always some space between the character and nameplates. I don’t exactly remember when but suddenly the nameplate covered the top section of the characters making it hard to identify the character/NPC’s status. I’m just wondering it was changed to be like that. – 제임스카메론 (Korea)
    A: [We’re assuming this question is referring to the V-nameplates. If not, this answer won’t make sense.] We changed the way nameplates work quite a bit in Cataclysm. One mistake we made was anchoring the nameplate to the top of the frame. This means that when you are zoomed in close to your character that the nameplate can obscure your face. In 4.1 we’re changing the anchor point to the bottom of the frame so that it will grow up as you zoom in instead of growing down.

Q: Milling and Prospecting are incredibly dull and very manual tasks at present, especially when you do them in bulk. Speaking as a scribe, the entire manufacturing process from herb to pigment to ink to glyph is both time-consuming, boring and sending me well on my way to repetitive stress wrist and index finger injuries. – Keb (North America/ANZ), googce (Taiwan)
    A: Yes, we totally understand why this is a problem. The reason we can’t make it work just like other trade skills, is that we don’t know which herbs and ore you want to use. If you have some cheap ore and some very expensive ore, we don’t want to accidentally use the expensive ore. There are a few ways to fix this. One is we just redesign Milling and Prospecting. If they were recipe-based, then we would know exactly which material to use. It would also add a huge list of repetitive recipes to your Professions pages. We could also make some kind of new UI (think of something simple, like the Reforging UI) to let you drag and drop the materials you want to use. The advantage of the “box” solution is we could also use it for Disenchanting.

Q: Would you please implement a feature that allows players to change the order of their characters on the Character select screen? – 흑풍육손 (Korea), Fanahlia (North America/ANZ), Perle (Latin America)
    A: Sure. Does 4.2 work for you? :)

Q: Are there any plans to implement further things into the standard UI that we currently rely on addons to provide? More specifically I mean things like Recount and Omen. - Bauertehpala (Europe [English]), Актинидия (Europe [Russian]), 柴德洛夫 (Taiwan), Terini (North America/ANZ)
    A: We are experimenting with adding a threat meter to our new party and raid frames. Tracking DPS is a little trickier. We feel like it’s something we should offer but we’re still debating the right way to do it. It could be something that the combat log or the achievement statistics system (neither of which are anywhere as good as they could be) morphs into.

Q: Any plans to improve the Trade channel to allow buying and trading directly from chat? – Abolita (North America/ANZ)
    A: Ultimately, if you want a centralized location where buyers and sellers could meet, we already provide that. If you’re trying to just circumvent the 10% Auction House cut, we don’t really want to encourage that. If you want to use chat channels to haggle, you can do that already. The one situation where we think the current systems don’t work well is for really expensive crafted armor and weapons. We understand that players may not want to waste the materials until they have a buyer. Nor do they want to pay the Auction House cut on a 20,000 gold item when the volume on these items moving through the market is always going to be low. We are exploring some ways to solve this problem.

Q: Internal Cooldowns are pretty hard to track currently (I'm thinking of Nature's Grace, since it's an important element of my gameplay as a Resto Druid). Do you plan to add a feature in order to make it easier to track Internal Cooldowns? - Anyä (Europe [English])
    A: This is a difficult problem to solve without a lot of additional UI bloat. We could put a debuff on the player, which is the solution we sometimes take with long cooldowns like the 60 sec one of Nature’s Grace. We could also consider something like letting players put passive abilities on their action bar, and then provide an option to view cooldowns as numbers instead of the current ‘sonar wipe’. The way some of the third-party addons handle the issue is by just throwing up more UI in between the player and the character, which is the kind of thing we are very, very cautious about adding.

Q: Are there any plans to expand on the current mail system? It's rather cumbersome to have to withdraw, one-by-one, my mail when I have pages of it. – Patrïck (Latin America)
    A: This sounds like it is really an Auction House problem. The mail system is intended to be a little throttled and slow to discourage spam and junk mail, and works just fine for “real” mail between friends, alts or guildies. The problem is the design choice we made to hitch the mail system to the Auction House. Players dealing with a high volume of commodities have no choice but to deal with tons and tons of mail (and this is particularly bad for diverse commodities with low margins, like glyphs). We are discussing different ways the Auction House can work, but we’re not convinced the right answer is just to make the mail system more automated.

Q: Before Cataclysm launch, you talked about maybe giving the chance to players of increasing their main bagpack number of slots. Are you still having that in mind or did you forget about that idea? It has been 6 long years with the same bagpack! – Proenix (Europe [Spanish])
    A: Believe it or not, it’s just technically challenging. The original backpack just wasn’t coded with expandability in mind, and bumping it up now carries the risk of losing players gear, which of course would be catastrophic. It’s still on the list, but it’s not as simple as someone changing a 16 to a 24.

Q: Will the Defualt UI ever be moveable and re-arrangeable without the use of mods? – Ruind (North America/ANZ)
    A: We are taking baby steps in that direction. We already allow you to move the focus target, and in the 4.1 patch we will let you move your player frame (your health and resource bar) and your target frame as well. We also allow quite a bit of customization of size and position with the party and raid frames. If you consider what the screen looks like with every possible UI element turned on at once (including things like the durability dummy and Arena team frames) there is almost no space left to actually see the world. If we allow players to start moving every element around, it would be very easy to stack elements on top of each other and obscure information. More hardcore players probably understand this risk and how to fix things if they break the UI for themselves. The challenge for us is making sure that players who really shouldn’t be messing with their UI don’t stumble into it. If you aren’t in the game industry (or maybe even the software industry at large) you might think it’s as simple as burying the check box deep in the options or adding a big, red “I screwed up! Please reset me!” button. But we can assure you that it’s not.

Q: What if there was a separated target system? For example, if I can set defensive and offensive target at same time then I don’t have to switch target to use heal or other emergency skills for our friend no matter what target I’m attacking. I think this feature is especially useful for some classes, such as Retribution Paladin and Shadow Priest. – Whitewnd (Korea)
    A: We understand why that might be beneficial, and some games have gone that route, but we’re not huge fans of the idea for a couple of reasons. One, it just adds more complexity to the UI, which you can see from previous questions is something we’re trying to remain vigilant against. More importantly, we like players having to make the choice of who their target is. We don’t want to make the game so smart that harmful spells always seek out enemies and helpful spells always seek out allies. We do this in a few rare cases, like Discipline’s Atonement, but in general we want players to make the second-to-second choice about whether they are playing offensively or defensively.

Ask the Devs - Answers #1
Ask the Devs - Answers #2 "PvP

Sunday, March 27, 2011

Throne Of The Four Winds (Edit: Our first try's)

Just a few first try's, despite the wipes there was a few times we got close to the 3rd phase.
Its honestly not a hard fight well besides phase 1's coordination and wind blasts into tornado's are fun you'll see that in the video -_-

Watch live video from Gamer Geek TV on

Part 2 - More try's at Al'Akir Part one is half Conclave footage though we one shot it.  Not our first conclave attempt of course we've beaten that many times before.

The good thing with working on this fight is our progression group can save throne of the four winds lockout and no one cares cause most of the loot there is crap :D. - Short and Sweet text version. Written for 25m - Tankspot Video

Guild Challenges on PTR 4.1

Guild challenges are now available on test realms, so far it only looks like weekly quests pushing your guild experience cap further. However it looks like the game also supports gold rewards for challenges, maybe after you reach the cap. we will probably know more about it when Blizzard posts the official preview.

Saturday, March 26, 2011

Elysium Downs Cho'gall 10 man Normal

Another very unlikely kill (Look at all the screw ups in the beginning), but we worked through it an got the kill in the end. :D

Were supposed to be doing Al'Akir Tonight  3/27/11 if so it will be streamed live (Resto Druid PoV of course) Our first time trying him, should be fun. :D
I'll post the feed along with some info on the fight later tonight.

Friday, March 25, 2011

Patch 4.1 Content Preview: Rise of the Zandalari

Blizzard finally posted a small preview of the Patch 4.1 content, confirming the updated skin of the Amani War Bear in the process.
Originally Posted by Blizzard (Source)
In years past, the Zandalar tribe, encompassing the wise and scholarly progenitors of the trolls, heroically assisted the Horde and the Alliance with thwarting the nefarious activities of their brethren in Zul'Gurub and Zul'Drak. Yet the chaos unleashed by the recent Cataclysm has reshaped the Zandalari's philosophy about the world and the dwindling remnants of their race. Led by a mysterious prophet known only as Zul, the Zandalari have issued a call to Azeroth's embattled troll populations: unite into a single mighty empire and save their race from extinction.

Thus far, the Gurubashi and Amani trolls have answered the summons and received aid from the Zandalari, allowing them to rebuild their respective capitals in Zul'Gurub and Zul'Aman. Not all trolls, however, have so eagerly adopted the Zandalari's grandiose vision of a new troll empire. Vol'jin and his Darkspear tribe are opposed to the warmongering espoused by Zul. To prevent the burgeoning Gurubashi and Amani troll forces from wreaking havoc on Azeroth, Vol'jin has reached out to his Horde comrades and members of the Alliance for assistance. Should the Darkspears' campaign fail, a new troll empire shall rise and bring war to a world already beset by suffering and conflict.

A Threat Fought in Secret

Using a great deal of discretion, Vol’jin has dispatched Darkspear delegates to the capital cities of Stormwind and Orgrimmar calling for all able-bodied adventurers to investigate recent threats that have risen in the jungles of Stranglethorn.

The outlook isn't good. The Gurubashi tribe, their strength renewed, is running rampant throughout Stranglethorn. Players will have a chance to embark on all-new level-85 solo quests in Stranglethorn and will discover exactly what tribulations lie ahead -- Gurubashi leadership is still largely intact and rehabilitated through the new union with the Zandalari. Along the way, players will assist a sassy, headstrong Darkspear spirit-talker named Bwemba, they'll track down the elusive Hemet Nesingwary, and they'll encounter many of the new Zul'Gurub bosses throughout the steaming jungles of Stranglethorn.

Rewards for addressing the issues in Stranglethorn include an adorable panther pet of your own to care for. Players should seek out Vol'jin's representatives in Orgrimmar or Stormwind Harbor to begin their adventure.

Return to Zul'Gurub

This ancient city has once again become the staging grounds for an empowered Gurubashi people to strike against those who they perceive to be invading their ancestral lands. Now backed by the Zandalari, the Gurubashi present all-new challenges for players in this level-85 5-player Heroic dungeon. While players may see some familiar faces in this dungeon, the encounters and fight mechanics have been considerably updated. For allying yourself with the Darkspears, High Priest Venoxis, Broodlord Mandokir, High Priestess Kilnara, Zanzil, and Jin'do the Godbreaker would like to make one thing clear -- your intrusion will cost you. Take their heads and you’ll be presented with a treasure map. You’ll want to seek out its precious booty, including an account-bound ring with a gem so big it’s visible when worn!

Also, for those with a high enough Archaeology skill, an additional boss can be unlocked in Zul’Gurub. Gri'lek, Renataki, Hazza'rah, and Wushoolay will be randomly selected to put an end to those who dig too deep for greater riches. Should your group survive the challenge, you'll unearth a selection of rewards available from any of the four bosses, as well as loot unique to each boss.

The Amani Regrouped

With the aid of the Zandalari, the remaining Amani have reassembled under new, sturdy leadership in Daakara. Zul'Aman has been converted into a challenging level-85 5-player Heroic dungeon. For those who fought Zul'jin back during The Burning Crusade, much of the dungeon will feel similar, but the mechanics have been updated to suit a 5-player group. Akil'zon, Nalorakk, Jan'alai, Halazzi, Hex Lord Malacrass, and Daakara look to bring their tribe out of hiding and into the spotlight as a force to be reckoned with. Challengers beware.

Both Zul'Aman and Zul'Gurub will require players to have a minimum average item level of 346 before they can enter. These two Heroic dungeons will exist in a separate Heroic difficulty tier in the Dungeon Finder, above the current Cataclysm Heroic dungeons. In return, they will offer players item level 353 epic-quality loot. Players can expect to find items for nearly every gear slot available in these two dungeons, though much focus has been placed on offering players itemization for hard-to-fill slots or specializations, such as bracers, helms, shoulders, guns, and wands.

Rare Mounts and More

As with the original iterations of Zul'Gurub and Zul'Aman, players will have a chance to obtain updated rare mounts. The Swift Zulian Panther and Armored Razzashi Raptor are obtained in Zul'Gurub, while the Amani Battle Bear can be earned by killing the first four bosses of Zul'Aman in a limited amount of time.

The interests of the Zandalari no longer align with your own. Vol'jin needs your help to stop this play for power. Will you rise to the challenge?

PTR Patch 4.1 - Build 13793

A new build is finally being deployed on PTRs!

Item Changes

Achievements Changes
Originally Posted by MMO-Champion
Dungeons & Raids
Cataclysm Dungeon
  • Ring Out! will only rewarded if all players defeat Daakara without leaving the turquoise stonework.
  • Here, Kitty Kitty... now requires you to defeat High Priestess Kilnara after having fed 4 Temple Rats to Bethekk's Pride. Now rewards 10 points, up from 0.

Eastern Kingdoms
Guild (bottom tab)
Player vs. Player
Arathi Basin
Battle for Gilneas
Rated Battleground
Twin Peaks

Spell Changes
Originally Posted by MMO-Champion
Class Skills
  • Guardian Cub Right Click to summon and dismiss your Guardian Cub. Instant
  • Pterrordax Hatchling Right Click to summon and dismiss your Pterrordax Hatchling. Instant
  • Voodoo Figurine Right Click to summon and dismiss your Voodoo Figurine. Instant

  • Amani Battle Bear: Summons and dismisses a rideable Amani Battle Bear.
  • Subdued Seahorse Summons and dismisses a rideable Subdued Seahorse. This mount is a zippy swimmer.Due to his capricious nature, swim speed is not affected by effects that increase or decrease mount speed. 1.5 sec cast
  • Winged Guardian Summons and dismisses a Winged Guardian. This mount changes depending on your Riding skill and location. 1.5 sec cast

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Blood Strike base additional damage has been increased by 25%, from 680 to 850.
  • Blood Strike Off-Hand now scales from weapon damage instead of offhand weapon damage. (Not sure if it's relevant, but listing it)

  • Obliterate base additional damage has been reduced by 37.5%, from 1040 to 650.

  • Desecration no longer triggers against targets that are immune to movement slowing effects.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Ferocious Bite now scales from 32.7% of AP with 3 combo points, up from 23.27%. (Tooltip fix)
  • Savage Defense now only procs from non-periodic critical strikes.
  • Stampede now also causes Ravage to not have a positioning requirement.

  • Nature's Swiftness now increases the amount healed by 50% if the spell is a healing spell.

  • Cyclone now lasts 6 sec, up from 5 sec.
  • Starfall - Shapeshifting into an animal form or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the starfall effect.
  • Starlight Wrath now Reduces the cast time of your Wrath and Starfire spells by 0.15/0.25 sec, up from 0.1/0.2 sec.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Multi-Shot now deals 138% weapon damage, up from 118%.

Pet - Generic Hunter
Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Frostbolt base damage has been increased by 10%, from [ 657 - 838 ] to [ 723 - 922 ]
  • Fingers of Frost now increases Ice Lance damage by 25%, up from 15%.
  • Ice Barrier now scales from 87% of Frost Spellpower, up from 80.7%.

  • Arcane Blast now has a 2.2 sec cast time, down from 2.5 sec. Base damage reduced by 12%, from [ 1933 - 2247 ] to [ 1710 - 1988 ]

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Sacred Duty now also procs from Avenger's Shield. Now lasts 10 sec, down from 15 sec.

  • Illuminated Healing now absorbs for 12% of the amount healed, up from 10%. Each point of Mastery increases the absorb amount by an additional 1.5%, up from 1.25%.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Rapture now instantly energizes you with 5/7% of your total mana, up from 4/6%.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Cheat Death now cannot occur more than once per 90 sec, up from 1 minute.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Elemental Combat
  • Fire Nova now has a 100 yards range, up from 40 yards.

  • Dual Wield now increases chance to hit with melee attacks only.
  • Seasoned Winds no longer procs from interrupts with Grounding Totems.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Gag Order chance to silence the target now also affects Pummel.

  • Enraged Regeneration - Enraged, and new Enrage effects may not be gained while active.
  • Slam now deals 145% damage plus 624, down from 174% weapon damage plus 748.
  • Whirlwind now reduces the cooldown when it hits targets with the main-hand weapon.
  • Raging Blow now deals 100% weapon damage, down from 120%.

  • Colossus Smash now bypasses 100% of the armor but bypasses less armor on players.
  • Mortal Strike now deals 150% weapon damage, down from 175%.
  • Overpower now deals 125% weapon damage, down from 145%.
  • Improved Slam now increases Slam's damage by 10/20%.


Thursday, March 24, 2011

Boss ‘Fixation’ Bug and Hotfix,Guild Challenges Information, Guild Transfer & Guild Rename Services Coming,

Everything except the bug i meant to post last night, mmo champ beat me to it.  But its still worth the read if you haven't seen it yet.

Boss ‘Fixation’ Bug and Hotfix
Originally Posted by Bashiok (Source)
Due to a fix applied earlier today a bug was introduced that is causing bosses which have any ‘fixate’ abilities, meaning those that will fixate on and/or chase a certain player, to not function correctly. This is currently noticeable for most players on Atramedes in normal or heroic, and Ascendant Council and Sinestra on heroic, but affects a great number of other bosses throughout the game.

We have a fix currently in the testing stages but it will require realm restarts to apply. We’re currently anticipating rolling restarts to happen early tomorrow morning during off-peak hours. We apologize for any inconvenience for those attempting bosses tonight with these mechanics.

Guild Challenges Information
Zarhym wrote a couple of blue posts about Guild Challenges, it's not really a preview yet but at least we know where it's going now.
Originally Posted by Zarhym (Source)
We haven't shared much information about this feature because it's remained very much in development. That said, we're about ready to release Guild Challenges for testing on the PTR soon. We'll also be sharing more information on how Guild Challenges work in the near future.

[...] What about if Guild Challenges gave experience above the cap, functioning like rested experience and moving the cap further relative to the experience gained through completing said challenges?

Don't worry. I can read, I swear. I'm referring to experience and not rep.

Ok now you're just tormenting us Zar. How about a one-sentence teaser about what guild challenges actually are?
Built into the user interface, Guild Challenges will be separated into three categories: Guild Dungeon Run, Guild Raid, and Guild Rated Battleground. You just need to be in a guild group to complete each category a set number of times per week, earning your guild achievements, experience above the cap, and gold deposited into the Guild Vault (a lot more gold if the guild is level capped). We'll have more details for you probably by next week.

Are these challenges only going to be able to be completed at level 85? It would be nice to see some love for low-level members in the guilds!
As I understand it, you'll be eligible to contribute equally to things like the Guild Dungeon Run challenge, provided the dungeon you're running is level-appropriate for the guild group.

That's pretty disappointing. Isn't this what guilds are already doing anyway? I thought it would be more like guild quests that create a phased challenge somewhere in the world for your guild to complete. This just promotes even more LFG queueing while sitting in town. Some love for world zones in endgame please.
We're working on something sort of along these lines as a much more robust content feature for the future, but I can't put a date or patch number on that yet. It also won't necessarily be centered around guilds.

Was that ambiguous? I've never been ambiguous before, so I wouldn't know. 

 Guild Transfer & Guild Rename Services Coming
Originally Posted by Nethaera (Source)
We want to give everyone an early heads-up regarding our plan to implement a guild relocation service for World of Warcraft. The idea is for a guild leader to be able to transfer a guild to another realm. The guild structure remains intact, including the guild leader, guild bank, ranks, and guild name (depending on availability).

Guild members who decide to relocate with their guild may initiate their own paid character transfer. Upon a successful transfer they will automatically be part of the guild when they first log into the new realm. Their guild rank and guild reputation will be intact.

Guild leaders who do not want a change of scenery may also choose to pick a new guild name using another new service. These services are in development and we will be providing additional details at a future point in time.

As with all of the features and services we offer, we intend to incorporate the guild relocation service in a way that will not disrupt the game play experience. Please note that this feature will require extensive internal testing, so you may see bits and pieces of the service appear on the public test realms. We'll announce further details at .

Wednesday, March 23, 2011

Patch 4.1 Public Test Realm Notes - March 22

The Patch 4.1 PTR Notes have been updated once again! My favorite part?

  • All trade goods available for purchase with Honor or Justice Points from the associated commodities vendors have had their prices reduced by 50%.
  • Maelstrom Crystals are now available for purchase with Honor or Justice Points from the associated commodities vendors.

Originally Posted by Blizzard (Source)
  • A new feat of strength with an associated title, "the Camel-Hoarder", has been added for players that have bested Dormus and obtained the Reins of the Grey Riding Camel -- because there must always be a Camel-Hoarder.

Death Knight (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Desecration no longer triggers when an applicable strike hits a snare-immune target. This is primarily to avoid unnecessary spell effect clutter during boss encounters.

Mage (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Fingers of Frost bonus damage applied to Ice Lance has been increased to 25%, up from 15%.

Paladin (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Illuminated Healing shield duration is now 15 seconds, up from 8 seconds. In addition, Illuminated Healing has been increased to provide 1.5% effect per mastery, up from 1.25%.

Shaman (Forums / 3.3.5 Talent Calculator / Cataclysm Talent Calculator / Beta Skills/Talents)
  • Improved Fire Nova has been redesigned and replaced by a talent called Seasoned Winds. When an enemy spell cast is successfully prevented with Wind Shear, the shaman gains magical resistance (in an amount equal to what a protection totem/aura would grant, stacking with such buffs) to the spell school(s) of the interrupted spell (except for Holy spells), lasting 10 seconds.

Dungeons & Raids
Dire Maul North
The Mechanar
  • Postboxes no longer require keys to open, because really, who locks their postboxes anymore when they're all undead? It's just people sending coupons for brains anyway.
  • The Postmaster now spawns when 3 of any postbox are opened.

  • The Staff of Prehistoria is no longer required to open the door in the Map Room.
  • Baelog's chest has been given new loot. If it's grey it's good, right?

  • The amount of guild experience rewarded for rated Battleground guild group wins has been dramatically increased.
  • Players are now rewarded guild experience for Honorable Kills in the field.
  • Players are now rewarded guild experience for Battleground wins in Battleground brackets up to level 80.
  • Arena teams are now awarded guild experience for wins. The entire team must be members of the same guild to earn this experience.

  • All trade goods available for purchase with Honor or Justice Points from the associated commodities vendors have had their prices reduced by 50%.
  • Maelstrom Crystals are now available for purchase with Honor or Justice Points from the associated commodities vendors.

  • The Ring of Valor has returned! It should now be playable again in the Arena map rotation.
  • New starting areas have been added for Ring of Valor. Players will no longer enter the Arena on the elevator. It's been removed. Instead players will start in a room at opposite ends of the Arena.

Quests & Creatures
  • Loot from the creatures Garr, Julak-Doom, Mobus, and Poseidus has been adjusted to be commensurate to their rarity and invested effort.

User Interface
  • The Guild Finder has been implemented! While we are continuing to add final polish to this feature, we welcome all focused testers to give it a go. Feedback can be provided here.