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Sunday, July 31, 2011

<-------New Live Stream Button, the new live stream page is finished for the most part. I may mess with sizes otherwise this is how it will look much better i think :D
Previously they were tucked away at the bottom of this page and were limited in the size i could make them.

Also your eye's don't deceive you, i changed the way the main page looks to match the video page better all other pages will be getting the same look :) 

What's over there?  How about Shows like legendary from Gamebreaker.TV, MLG Anaheim (Starcraft 2), Vodka #4 guild in the world, Blood Legion #10 guild in the world and of course Shoutcraft TV plus much much more.

Majorleaguegaming.com for more Starcraft2, call of duty and halo action slightly better quality as well

Saturday, July 30, 2011

Method vs Ragnaros (25 Heroic) World Second Kill Video

Lich King Solo Kill by Mione (Death Knight)

Wednesday, July 27, 2011

Paragon VS Ragnaros 25man Heroic Kill Video

Ragnaros 25-Man Heroic World 2nd Kill by Method

A few hours ago, Method became the second guild in the world to defeat Ragnaros in 25-Man Heroic mode! Congratulations to them! It also means that we'll eventually get a nice video from Paragon in a few hours.


Patch 4.2 Hotfixes - July 26


Blizzard posted the list of the hotfixes deployed yesterday, including the nerfs to Firelands raid bosses and a couple of classes changes.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
July 26

General
  • Characters should no longer receive errors or potential disconnects when using Levitate, Slow Fall, or the Parachute Cloak while falling.
  • All combat and vanity pets should now respawn normally after players use any flight path.

Classes
Mage (Forums / Talent Calculator / Skills/Talents)
  • Combustion should no longer ignore damage modifiers on a target. As an example, Smoldering Elemental packs in the Firelands should no longer take full damage from Impact’s spread of Combustion, despite these creatures having damage reduction modifiers.

Shaman (Forums / Talent Calculator / Skills/Talents)
  • Shamanism (Elemental passive) now causes Lightning Bolt, Chain Lightning, and Lava Burst spells to gain an additional 32% benefit from the shaman’s spell power, up from 20%.

Warrior (Forums / Talent Calculator / Skills/Talents)
  • Deep Wounds should no longer ignore damage modifiers on a target. As an example, Smoldering Elementals in the Firelands should no longer take full damage from Deep Wounds, despite these creatures having damage reduction modifiers.

Dungeons & Raids
  • Players who die and release before a boss is killed should now receive Valor and Justice points. However, players that release at the moment the boss dies and are currently at the loading screen will become locked to the dungeon, but will not receive any currency for the kill. We’re working to address this in a future update.

Firelands
  • Alysrazor
    • Alysrazor cannot dodge or parry attacks from players.
    • Alysrazor’s melee evasion angle has been adjusted so that players have a larger area to use abilities which require that they be behind their target.
    • Blazing Talon Clawshapers will now properly aggro a new target when threat is dropped.
    • On Heroic difficulty, Brushfires will despawn once Firestorm is cast, and since the Initiates shield themselves during firestorm, none are cast again until it ends.
    • Molten Feather is removed once Alysrazor ignites at 50 energy, as opposed to when she burns out.
  • Baleroc
    • On 25-player Heroic difficulty, Torment now grants a stack of Vital Spark per 5 applications, up from 3. To compensate, Baleroc’s health has been reduced on 25-player Heroic difficulty.
  • Beth’tilac
    • Attacking the Fire Hawk flock along the way to Beth'tilac will not cause the Hell Hound pack to aggro as well.
  • Majordomo Fandral Staghelm
    • Fandral’s health has been reduced on 25-player Heroic difficulty.
    • Damage suffered from a shaman's Spirit Link totem will no longer break player Concentration.
    • Player pets should now benefit from their master's Concentration.
    • Fandral now gains energy when his Flame Scythe hits fewer than 7 targets. The amount gained increases as fewer targets are hit.

The Occulus
  • Wiping to Mage-Lord Urom in any phase of the encounter no longer causes players to be unable to use their Dragon Essences to mount drakes.

Items
  • The Moonwell Chalice is now on a shared cooldown with other on-use trinkets.
  • The Moonwell Phial is now on a shared cooldown with other on-use trinkets.

Professions
  • Crafted Bloodthirsty bind-on-equip relics and cloaks are no longer unique, allowing players to craft and hold more than one of the same item type in their inventories.

PvP
Battlegrounds
  • Eye of the Storm has been temporarily removed from the Rated Battlegrounds options.

Quests & Creatures
Eastern Plaguelands
  • Beezil Linkspanner's gossip option should now always be available if players have completed the quest Onward to Light's Hope Chapel, allowing players who have not already done so the ability to complete the achievement Full Caravan.

Hyjal Regrowth & Molten Front
  • Players should now be able to accept the quest Unlocking the Secrets Within from Rabine Saturna after turning in A Smoke-Stained Locket.
  • Players who are Hated or Hostile with the Steamwheedle Cartel faction can still turn in the quest Well Armed to Ricket.
  • The creature abilities Smoldering Roots and Blazing Stomp no longer affect pets (the unexpected launch of player pets no longer occurs).

Tuesday, July 26, 2011

The Art of Gankin ft. Instinctz + A Quick Update.

I'm gonna be adding a music page onto this page, so keep a look out for that should be up in a week or two.
I removed the ads they were slowing stuff down and causing errors for some so there gone for good at least here on the main page i haven't gotten to the cata page in awhile if you haven't noticed >_< that will be fixed and updated as well in the coming weeks.  I have a ton of video's that need to be posted there. 

An as you can see there's a new Recruitment message for Elysium Ravencrest US on the sidebar, that wont be staying a message for long and will be a button leading you to the guild site's recruitment page. All that plus a few other changes coming soon.

Blue Post: New BlizzCon Site Now Open

We’ve just opened up a brand-new BlizzCon community site for you to find all of the latest BlizzCon news, discussions, and more. Make yourself at home on the new community forums, check out the latest BlizzCon updates, and share news items via Twitter, Facebook, and more. As we get closer to the show, the new BlizzCon site will be your headquarters for panel schedules, lists of activities to look for at the convention, tournament updates, and lots more, so be sure to check in often.
Blog comments, forum posting, and profile management are only available to those with an active StarCraft II or World of Warcraft license.

The Info-Packed Website for the 2011 European Battle.net Invitational is Now Live!
From today, we’ll be supplying you with lots of mouthwatering updates, information and treats on this dedicated event website leading up to the big weekend. Browse the site and discover the free HD live stream, detailed information about the event, and much more.
Get into the right mindset with classic matches and pictures of last year’s event. We’ll continue to add more content over the coming weeks, so by August 6, when the action is about to start, you’ll find everything you need to know about the 2011 Battle.net Invitational in one place:
  • Tournament information: What is it, when, why, and where? Any more questions?
  • Travel information: Do you want to soak up the atmosphere at the Invitational in person? We’ll tell you how to get there
  • Video playlist: Find classic replays and the newest matches conveniently listed right on the front page
  • Twitter feed: Stay up to date with all Battle.net Invitational tweets
  • Facebook integration: Like, share and follow the event together with your friends
  • Blog overview: Missed a blog update? See all related articles about the event at a glance
Coming soon:
  • Player profiles: Who will be fighting for glory and prize money?
  • Media section: Browse pictures of past events and watch videos of the matches – stay tuned for current media
  • Brackets: What legendary encounters are you about to witness?
  • Tournament schedule: Know what’s happening when
  • HD live stream: Watch the combatants battling it out live on stage, professionally shoutcasted and broadcast right into your home
So, are you ready for juicy eSports action? Our website will provide you with everything you need to enjoy the 2011 European Battle.net Invitational in Warsaw, Poland. Make sure to stop by regularly in the coming days to get warmed up for the big showdown!

Sunday, July 24, 2011

"Cocky" By Nyhm

Saturday, July 23, 2011

Paragon kills Heroic Ragnaros in 10-Man

Since Paragon still holds the only recorded kill of Ragnaros in heroic mode, it is probably worth reporting that they also killed the 10-Man version as well. Congratulations to them, see their statement below!

After a very deserving break from a tight raiding schedule that we kept for the past few weeks, we went back in to the Firelands. The goal was pretty simple: Check out the fights on 10-man heroic to gauge their relative difficulty compared to 25-mans. There's been so much discussion on various community sites about this topic, saying that 10-mans are "overtuned" and near unkillable and whatnot. Others saying it's the other way around.

After a quick clear of the filler bosses yesterday, we decided to go all out on Ragnaros today. We begun importing our 25-man tactics and had multiple very silly wipes. Once we realized we could just ditch the overly complicated tactics, we made several P4 wipes. Soon afterwards we were able to slay him and get the world first 10-man Ragnaros Heroic kill as well.

All in all, Ragnaros on the 10-man Heroic mode took 32 wipes in total with everything (such as multiple disconnects) included.



Friday, July 22, 2011

GameBreaker.TV's Response to Athene's take on the Swifty Banning

You Guys Aren't Excited?!

Paragon's nerdscreams from world's first Ragnaros 25HC

World of Warcraft coming to Brazil in 2011

Originally Posted by Blizzard (Blue Tracker / Official Forums)
SAO PAULO, Brazil. -- July 21, 2011 -- At an exclusive press event at the Museu da Casa Brasileira in São Paulotoday, Blizzard Entertainment, Inc. announced that a fully localized Brazilian Portuguese version of its critically acclaimed massively multiplayer online role-playing game, World of Warcraft®, will be released in Brazil later this year. Brazilian Portuguese will be the ninth officially supported language for World of Warcraft worldwide, and the third supported language in Latin America, complementing the existing English and Spanish versions.

An official Brazilian Portuguese World of Warcraft community website will also be available at launch.

In addition, players in Brazil will have access to customer service for the game in Brazilian Portuguese.

"One of our top priorities is ensuring that our games are easily accessible to players all around the world. By offering a fully localized version of World of Warcraft along with customer service in Brazilian Portuguese, we’re able to deliver an experience that meets our standards and the expectations of our players in Brazil," said Mike Morhaime, CEO of Blizzard Entertainment. "We look forward to welcoming Brazilian gamers to the global World of Warcraft community, and we hope they have a great time in Azeroth."

World of Warcraft, which now includes the content of thefirst expansion, The Burning Crusade®, as part of the base game, will be available in stores throughout Brazil at a suggested retail price of BRL 29.90. Fully localized versions of the second and third expansions, Wrath of the Lich King™ and Cataclysm™, will also be available at a suggested retail price of BRL 99.90 each. World of Warcraft, Wrath of the Lich King, and Cataclysm will come packaged in a DVD case and will include the game media and documentation in Brazilian Portuguese.

Existing players on the North American realms will be able to download and install a free language pack to play World of Warcraft in Brazilian Portuguese. In addition, Blizzard will be creating designated Brazilian Portuguese realms as an option for players who have installed the language pack or purchased the Brazilian Portuguese game client.

Subscription plans will be available at launch at an expected price of BRL 15 (30 days), BRL 42 (90 days), and BRL 78 (180 day). Sixty-day time cards will also be available in retail stores at launch.

Players will also have the option to purchase and download full Brazilian Portuguese versions of World of Warcraft and its expansions through Blizzard’s Battle.net website (http://us.battle.net/pt/), using international Visa or MasterCard, or by using various local debit cards, credit cards, cash payments, bank transfers, or eWallet options through Blizzard Entertainment’s payment-gateway partner, DineroMail, for no additional fee. These payment method options include Boleto Bancario in Brazil.

Additional pricing details and an official release date for the Brazilian Portuguese version of World of Warcraft will be announced closer to launch. For more information on World of Warcraft in Brazilian Portuguese, please visit: http://us.blizzard.com/pt-br/company...ow-brazil.html.

Thursday, July 21, 2011

Blizzcon meet & greet October 21st 2011

Wednesday, July 20, 2011

Thrall: Twilight of the Aspects Book Review

Blue Posts 7/20/2011

Blue Posts

Originally Posted by Blizzard Entertainment
Tier 11 Instance Valor Points Change
The change is that instead of chain-running troll dungeons to cap VP they have an additional option. Adding that additional option doesn't suddenly make the valor rewards more accessible. Especially because the option that's being added is entirely less accessible than what's been available this entire time.

You can make an argument that current tier shouldn't be available for purchase with Valor at all, that's a valid opinion to state. But that's a different topic.

What you're saying is that by us adding additional but less accessible ways (raids) to obtain VP that it somehow makes the rewards less meaningful than they were when people could 'only use Dungeon Finder' to get them. Sorry but that just doesn't make any sense. (Blue Tracker / Official Forums)

Arena Boosting
If by that you mean that you pay someone gold to join their team or they join yours and you all participate in Arenas, etc... together while they'll help you get to a higher rating because they are far more skilled than you? No, in and of itself that is not a violation of our policies. (Blue Tracker / Official Forums)

Acquiring PvP Gear when you reach level 85
What Aarschott explained to you does make sense. Level-85 PvP gear is intended to be earned and awarded to level-85 players. There is too much potential to "game" the system and stockpile really powerful gear so that you're fully equipped when you hit 85, if we were to allow you to buy level-85 gear with Honor you earned below the level cap.

The same applies for PvE gear. If you want powerful endgame items, you need to earn them via playing through endgame content.

Why don't you want a player having honor gear the second he/she hits 85? It's not necessarily good entertainment to go and get your butt kicked repeatedly in BGs for 150 sessions before you can begin to compete.
There are crafted items available to level-85 players which will help them substantially when first setting foot into Battlegrounds or Tol Barad. Getting a hold of this gear isn't too difficult.

The fact is that endgame progression is its own experience. Leveling is a very direct and obvious act of progression, but that changes when players hit the cap. Progression then trends much more toward itemization -- you have to participate in the endgame experience to get more powerful gear. But as I said, there is underrated entry-level crafting gear which can be very useful for helping to ease PvP-oriented players into level-85 Battlegrounds. (Blue Tracker / Official Forums)

OK, then why do we start earning Justice Points at 70? We can stockpile them till we have 4K; so if this really is your reasoning, why don't we get our JP/Honor wiped when we ding 85? I mean we didn't earn them doing endgame content, why should we be able to buy a few pieces of gear with them?
No, that's exactly the point of the design. If you enjoy doing some leveling via Battlegrounds, you're afforded the opportunity to buy up to two pieces of epic item level 371 PvP gear when you hit 85. You can then use gold and/or crafting materials to fill out just about every other slot, plus use enchantments, gems, and reforging to get your character into a competitive state for collecting additional epic Honor gear. (Blue Tracker / Official Forums)

Shaman (Forums / Talent Calculator / Skills/Talents)
OMG NO SHAMAN IN PARAGON'S RAGNAROS KILL!!!§§§111
It doesn't matter at all unless you can verify and prove that Heroic Ragnaros is impossible, or way more difficult to kill, when a specific class or specialization is represented in the raid.

You're forcing together a couple of incredibly fragmented pieces of data -- and the sample size of that tested data is 25 players in the whole world fighting one boss in the entire game -- to extrapolate an entire thesis on class balance.

No one is going to benefit from trying to make an argument out of this.

And why do you think the world first guilds continue to not bring any Shamans. Is it because they're in such a good place right now they didn't want people to complain that they were class stacking Shamans because of how amazing they are?

This is the 3rd world first end boss kill in the past 3 patches where there was not ONE DPS Shaman in the raid makeup (And only one Resto Shaman in the past 3 world first end boss kills). You can keep saying EVERY new patch that they can bring what they want and that there is nothing that you can do, but you should really look at why they aren't bringing one class every single time.
That's a pretty ineffective way to consider class balance. It's as though you're suggesting the answer to perceived shaman woes is for us to buff them until the top guilds in the world must bring them to their raids for world first kills. That's a vacuum in which class balance should never work.

One thing you're certainly not doing is counting all of the kills of each of the Heroic bosses which followed the world firsts. Shaman have certainly been present for Heroic boss kills in Cataclysm, but that data doesn't support your argument. You want to focus on, what, four total boss kills over the last eight months? Out of tens of thousands of Heroic boss kills which have occurred globally since Cataclysm, do you really think you're presenting a fair case? (Blue Tracker / Official Forums)

Patch 4.2 Hotfixes - July 19

Originally Posted by Blizzard (Blue Tracker / Official Forums)
July 19

General
  • The frequency at which players can use /yell, /say, and any emotes is now throttled to prevent excessive spamming of chat logs from occurring.

Classes
Death Knights
  • Improved Death Strike now provides 40/80/120% bonus damage, up from 30/60/90%, and a 10/20/30% critical strike bonus, up from 3/6/9%.

Druids
  • Flight Form now cancels the Leyara’s Locket buff.
  • Moonfire will now generate Lunar Energy when crossing from Solar to Lunar on the Eclipse bar.

Dungeons & Raids[list][*]All bosses in The Bastion of Twilight, Blackwing Descent, and Throne of the Four Winds once again award Valor Points in all raid sizes and difficulties. 10-player bosses award 35 Valor Points, while 25-player bosses award 45 Valor Points. This change does not apply to Argaloth in Baradin Hold. More information can be found here.

Firelands
  • Superheated cannot be cast on players, even if they attack the Flamewaker Animators as they are channeling energy towards the Unstable Magma.
  • Alysrazor
    • Collecting Blazing Power now refreshes Wings of Flame to its full duration each time.
    • Alysrazor will now always face the correct direction during Firestorm.
    • Imprinted should now be cleared from characters under all conditions when the encounter resets.
    • Interacting with a Molten Feather will now dismount characters, preventing the feather from being wasted.
  • Beth’tilac
    • Beth'tilac will now only eat spiderlings that move very close to her (the range on her ability to consume them has been reduced). In addition, eaten spiderlings will no longer sometimes remain on the ground or on players once she consumes them.
    • Drones should no longer evade or aggro characters on top of the web.
    • Fixate now truly fixates on random targets.
  • Ragnaros
    • On 25-player Heroic difficulty, Cloudbursts will now always properly apply Deluge to 3 players before fading away.
    • It should always be possible to interact with Cloudbursts, even if several players click on one at the same time.

Items
  • Heroic bind-on-equip items now sell to vendors for gold.

PvP
Arenas
  • A resolution has been put into place which should help alleviate Rated Battleground matchmaking delays. This fix corrects an issue that could occur if a team at the front of the queue was particularly difficult to match, resulting in a bottleneck which slowed matchmaking for all players in queue. More information can be found here.

Quests & Creatures
  • The melee evasion angle of several creatures has been adjusted. Most notably, melee classes should no longer be seeing abilities, such as Backstab or Shred, getting parried when standing well enough out of Ragnaros’s melee evasion angle, or other bosses/creatures with similar evasion angles.

WoWArmory Facebook Application Closing

Originally Posted by Bashiok (Blue Tracker / Official Forums)
We're in the process of deploying a new, open World of Warcraft Web API, which among other functions will provide a more fully-featured replacement for the existing WoWArmory website. Over the past few months we’ve been working with our partners and fansites to help them migrate away from using WoWArmory.com, and on August 2 we will decommission it, as well as the WoWArmory Facebook application.

When the Facebook application is turned off, users who installed it will no longer see it in their list of Facebook applications. They will also no longer have the ability to access Facebook pages that were associated with the application, and all news feed entries created by it will be removed.

Our hope is that through the new Web API, we can encourage a broad range of community-created features like the WoWArmory application, and are excited to see what else can be done by opening this information up to application and website developers. If you have any questions or comments about this change, please refer to our World of Warcraft Community Platform API forum here: http://us.battle.net/wow/en/forum/2626217/

Ragnaros 25 Heroic Mode World First Kill by DREAM Paragon

DREAM Paragon just killed Ragnaros in 25-Man Heroic Mode! Congratulations to them!




Ragnaros: Too soon! (From Paragon)

Or was it? No, not really. Not if you ask us.

We've NEVER put as much effort into a kill as we now did on downing Heroic Ragnaros. We had a few grueling low percentage wipes and we were already planning on continuing early tomorrow with a better set of gear. Our kill attempt was going to be our last pull of the night as the thunderstorms and disconnects were kicking in.

Then everything clicked. All of our combined effort, practicing, theorycrafting and planning finally paid off. We had a near-perfect try and Ragnaros just melted away. A wave of relief washed over us. It was finally over. We wiped 500+ times on the boss, although I lost count at some point. Absolutely epic feeling after such an epic fight!

We'd really like to thank all of you guys for supporting us. We also would like to extend our gratitude to our sponsors who help us do what we do; a big thank you to SteelSeries, ASUS and especially our new partner DREAM! We'd of course like to thank Blizzard and the developers as well. The hotfixes were lightning fast.

You can also follow us at our social media sites:



We will be releasing a video of our kill later on -- most likely as soon as someone else kills Ragnaros on Heroic. Until then, keep following us!

Tuesday, July 19, 2011

The Weekly Marmot - Firelands: Should We Be Worried?

Originally Posted By Tankspot

World of Warcraft Starter Edition

Originally Posted by Blizzard (Blue Tracker / Official Forums)
With the launch of Rage of the Firelands (patch 4.2), we introduced the World of Warcraft Starter Edition, a replacement for the previously available free trial. The Starter Edition allows anyone to play for free up to level 20 without the time restrictions placed on trial accounts -- all you need is a Battle.net account and Internet connection. The Starter Edition also opens up some new features that weren't available in the old time-limited trial:

  • Players with the WoW Starter Edition can create draenei and blood elf characters, which were previously unavailable with trial accounts.
  • The two starting zones associated with these races are also available to people wishing to try out the game.
  • The gold limit has been raised to 10 gold, allowing Starter Edition players to purchase mounts when they reach the appropriate level.

When you reach level 20, your characters will stop gaining experience. However, you are free to continue playing and exploring Azeroth for as long as you wish -- or you can roll an entirely new character to try out a new race or class. You can also choose to upgrade to a full, paid account at any time and continue your adventures beyond level 20.

With the launch of the Starter Edition, all existing trial accounts, including expired ones, have been reactivated. That means if you've tried WoW in the past, your trial-account characters are now accessible once more.

As you may have already seen, our Recruit-a-Friend program has also been upgraded as a result of the changes introduced with the WoW Starter Edition.

Now's a better time than ever to try out World of Warcraft. If you’re thinking of getting into WoW or know a friend who's been interested in joining you in Azeroth, it's easy to give it a try today.

For more information on this exciting new feature and a full list of restrictions, please visit the Starter Edition FAQ.

Swifty Among Others Banned For Mass Emoting Causing Servers Crashes (He Has Recently been unbanned)



We recently monitored a situation where a large number of players intentionally disrupted access to multiple realms by gathering together and mass-spamming game emotes. In some cases, individual players spammed an emote upwards of 30,000 times.

As a result, some accounts found to be active participants in this activity were permanently banned. Upon further review, we have made the determination to reduce some of these permanent bans to temporary suspensions. We’re currently in the process of identifying all offenders who acted to purposefully disrupt game service and will administer proper action to each participating account.

We’re dedicated to providing a fun, stable, reliable gameplay environment for our players. While an exception was made in this case, accountholders who intentionally participate in events that contribute to realm instability will be subject to significant account actions, up to and including a permanent vacation from the game.

Please keep discussions related to this action within this thread. Related discussions outside of this thread will be locked, deleted, and/or fed to Murlocs.

Have fun and please remember to play responsibly.

Some Responses To Questions Below


Posted by Jadden
Bashiok, will you please comment on what Razers participation was in regards to getting certain members unbanned? They clearly said on their facebook page that they were working diligently with Blizzard to do that.

If by diligently they mean their community manager texted me after we had already begun the process to reverse the ban and contact those involved, then yes, they were a big help. ;)

Posted by Alein
Does Blizzard have any concerns that by appearance..they caved to stop people from crashing the Darkspear server...and have by proxy given a green light to this form of protest when people want something?

None at all. We took appropriate measures to review existing suspensions and address them appropriately, and as stated in the original message, anyone found to be involved with intentionally disrupting the service will be receiving the appropriate action taken against them.

I think there are situations where people are very loud about something, they happen to be right, and we address those situations appropriately. But one doesn't influence the other. We're more than willing to make unpopular decisions if they're the right ones to make.

             Normal players don't get Blizzard calling them to tell them what's up.
             Sorry Bashiok.
              Not buying a thing you say. Your process is for sale if a guild or player has enough pull.
              Disgusted.

We call players all the time. We have an entire customer care team dedicated to doing just those types of things.

And we overturn suspensions, not too commonly but it does happen. We have many official processes, email replies, support pages, etc. dedicated specifically to allow players to challenging them.

I just don't believe that any amount of time spent explaining these types of things will actually net any change in perception of the situation. If someone wants to believe that within shady parking garages briefcases full of money are being handed off, that's their belief, and in that belief I'm one of the people holding the briefcase. So I guess I just don't see how I'm going to win anyone over. It's an unwinnable situation.

And unwinnable should totally be a word.

This, right here, is the problem, and is what makes it so very hard for people to believe that Razer's sponsorship didn't have anything to do with the issue.

They admit an exception was made. Given that they're proposing to ban people for the same thing Swifty was banned for, I think the community as a whole deserves to know exactly why that exception was made. If it's celebrity, they need to rethink that exception.


A poor choice of words, to be sure.

No exception was made. If a suspension or ban is to be overturned or reduced it's because the original action taken was not appropriate. I can't specifically comment on actions taken against any specific players, as that's between us and them, but in non-specific terms we haven't made any exceptions to overturn punishments that were not based on an inability to back up the action with appropriate proof of cause.

i.e. we're not going to unban someone unless we messed up or just got the severity wrong.

It looks like there's some confusion regarding our original message -- in large part due to some poor word choice.

Just to clarify, the decision to change some of the bans to supsensions was actually a correction, not an exception. We reviewed the activity and felt that based on the evidence, the original decision to roll out the ban hammer was incorrect, and the appropriate action, for those bans that were undone, would have been to issue a suspension.

The key words are "based on the evidence," not "based on the activity." The activity of intentionally trying to crash a realm is exceptionally ban-worthy, and we won't hesitate to permanently ban accounts that are involved in that kind of malicious behavior. However, we tend to base the degree of disciplinary action on the evidence we have indicating to what degree the account in question is involved. That was not done for some of the accounts that initially received a full ban, so we corrected the initial mistake and reduced the ban for those accounts to a suspension.

For those concerned with this particular issue, I hope this clarifies things somewhat. I've edited the original post to hopefully avoid similar confusion moving forward.

Ask The Dev's: Healers Awnsers

Welcome to the answers thread for our World of Warcraft "Ask the Devs" global Q&A. These answers are in response to the round #11 questions on Healing, which can be seen here: http://eu.battle.net/wow/en/forum/topic/2226267974
Q: I spend a lot of my time in raids keeping Water Shield up, which I rely on to maintain enough mana.  There have been times I've neglected to heal someone because I had to refresh Water Shield. Why are shaman healers less effective compared to other healing classes?  – Epistemology (NA), Ерз (EU-RU)

A: We’d like to be more consistent about what does and doesn’t trigger Water Shield.  Having the shield trigger when taking direct damage, and consume an orb, is consistent with how all shaman shields work.  On some encounters though, constant pulsing damage probably burns through those charges too quickly and doesn’t need to do so – that said, if you’re having to refresh Water Shield often, that also generally means that you’re getting a large amount of extra mana from all those procs that are burning through it.  A situational glyph (like we have for Lightning Shield) could help with this issue, and that may be something we consider in the future.

Shaman raid tank healing is, if anything, underrated.  With a combination of Earth Shield, Riptide, and Greater Healing Wave fuelled by Tidal Waves, a shaman’s throughput can be quite impressive.  Yes, a Holy paladin using Beacon can more effectively heal two tanks who are simultaneously taking damage, but on the other hand, a shaman can deal better with multi-target damage or healing clumps of players.  Healers have different strengths and weaknesses, which is fine as long as it doesn’t get too extreme, but we recognize that the core functionality of being able to heal a single tank who is taking heavy damage from a boss is something all healers need to be able to do, and we’re satisfied with the current balance in that regard.  We will, of course, make adjustments if inequalities begin to appear.

The Mana Tide change in 4.2 was primarily aimed at reducing the mana available to non-shaman healers in raids.  In short, shaman are balanced around always having their own Mana Tide, but other healers are instead balanced around their personal cooldowns (Shadowfiend, Innervate, etc.).  Adding Tide on top of those often led to other healers having access to so much mana that managing the resource became a non-issue in many situations.  The change from Improved Water Shield to Resurgence was designed to offset the Mana Tide reduction’s personal impact to the shaman.

Q: Is it intended for “smart” heals and target capped aoe spells to heal companions/pets like bloodworms instead of players? Can you redesign Shaman’s Chain Heal, so that it can jump over full HP players to a target without full HP? Do you have any plans to make chain heal stronger/more appealing for 5man/10man content?  – Epicfail (NA), 珍妮佛羅培根  (TW), Pikapika (NA)

A: True AoE heals (e.g. Healing Rain) will heal pets and guardians, but will not count those units towards the AoE cap.  We’d prefer for “smart” heals to prioritize players over non-players whenever possible, and we’ll continue to improve the logic on such heals until that is the case – it certainly doesn’t feel particularly satisfying to see that you’ve just delivered a critical heal to a Bloodworm.

Chain Heal is inherently a situational spell – that situation tends to arise more often the more players are present, but we don’t have any plans to redesign the spell to make it the go-to heal when there are fewer players present, or they are all spread far apart.  We’d rather augment other tools, or add new ones, if it appears that Shaman healing is inadequate for particular situations.

Q: At the start of Cataclysm, the the idea was given that developers wanted to step away from niche healing and let all healers be capable tank or raid healers. Has this goal since changed? Is there any plan to change the dogma “Holy Paladin = Tank healer”? As I remember, devs said that they wanted to change this formula in a past interview but Holy Paladins are still considered as a tank healer, indispensable for raid. Even thought other healers can heal tankers, there are people who say that this job is hard for other healers.  – Frazlo (NA), 트롤학개론 (KR)

A: The goal hasn’t changed. We added three new heals for paladins and changed their resource model to make them a better group healer. You can argue that we didn’t go far enough and we should have given paladins even more new heals, but we didn’t want the Holy spec to be unrecognizable for a long-time player.

We suspect several paladins would turn your question around and argue that it’s not that they are indispensible tank healers, but that they can’t compete against other healers for group healing. Ultimately, we think the problem is Holy Radiance. Light of Dawn is a finisher so it’s never going to be continuously available for periods of intense group healing without unshackling it from Holy Power. Holy Radiance could be changed however. Our original concept of Holy Radiance being a tool the paladin used to heal those around her never quite panned out – we had to keep bumping the range to make it a useful heal, which removed much of the positional gameplay.

Currently it is potent, but fairly “fire and forget.” A paladin is never choosing not to use Holy Radiance, unless perhaps mana is very tight. A better model for Holy Radiance, and something we are considering for the next content patch, is as a cast-time spell with no cooldown that generates Holy Power (for Holy paladins at least). This would give Holy paladins an actual area-healing rotation – Holy Radiance and Light of Dawn – that they could use instead of the single-target heals. Currently Holy Radiance can just be layered on top of the other heals, so the paladin isn’t shifting into group-healing mode the way a shaman can focus on Chain Heal or a priest can focus on Prayer of Healing.

Q: Are you still considering creating a new heroic class of healer? Are there any plans for adding any new class with a healing talent tree in future expansions?  – Molatuna (EU-FR), Elvenadoren (EU-EN)

A: Obviously, we can’t talk about future expansions yet. What we can share is that whenever we have discussed adding a new class that can heal, the biggest question we debate is whether the healing model should be similar to the existing classes or something radically different. Something different has the potential to attract players currently burned out on healing or maybe even new healers. On the other hand, it would be much harder to balance. We know the three-heal, mana-and-Spirit based system largely works.

Q: What are the developers' thoughts on perhaps giving Discipline priests three strengths/types of shields/absorbs, in a similar manner as all other healers have three main heals? Discipline priests (especially those purely going for absorb) always were unique through this absorb, I mean: Shields. Why does this become shorter and shorter, always saying we should go for direct healing instead? In that case you could play another healing class that has better direct heals.  – Kahlan (NA), Zerreshju (EU-DE)

A: Balancing the Discipline Priest is often challenging because they can provide so much more damage prevention than the other healers. If Discipline priests had all absorb spells instead of heals, it might make them mandatory for all raids but weak when healing a 5-player dungeon. That said, replacing one of the three mainstay heals with an absorb for Disc is certainly something we’ve talked about before. It’s too big a change for the current expansion but something we’d like to explore in the future. Power Word: Shield is instant so it’s hard to build a whole rotation around that spell. If Discipline had an efficient cast-time absorb and then used Power Word: Shield more for instant healing, their toolkit would feel more fleshed out. However, players who cling to the attitude of “I’m a Disc priest; I should only shield,” aren’t really understanding our design for the class. Ditto with druids who only want to cast hots, or paladins who only want to drop heal bombs on the main tank. “I’m good at something” isn’t the same as “I only do that thing.”

Q: When healing, it is hard to see the overall screen because healers must keep an eye on the Raid frame. And due to PVP balance issues, dispels are only allowed for healer’s. This situation makes it too harsh for the healers and gives to much responsibility and also a burden because healers have to heal and move at the same time during raids. Isn’t this a little too harsh?  – 스페이드 (KR), 신기하군 (KR)

A: Well, raiding isn’t only hard for healers. In fact, most of the time the damage seems unhealable, it’s probably because it is intended to be unhealable and there is some aspect of the fight that you’re missing or not executing as well as you could. While raiding healers have a lot of responsibility. It is our sense that most of them want that responsibility – that it is what attracts them to healing.

While we agree that we’ve had fights with too much “urgent dispelling” as you put it, we’ve tried to be better about that in more recent content. The dispels on Valiona and Theralion or Ascendant Council need to be done at the right moment, which is emphatically not as soon as the debuff appears. You need a smart dispeller for those mechanics, not a quick dispeller. We also had fairly “urgent interrupts” in Blackwing Descent and Bastion of Twilight, which are often the responsibility of melee, we continue to have situations where tanks need to respond immediately to something (say a tank swap or incoming adds), and we have mechanics where anyone who isn’t aware of their surroundings can wipe their whole group.

We definitely use incoming damage as a tuning mechanism, but we also use berserk timers to set a high bar for the DPS specs. There is a risk that if berserk timers are too tightly tuned that raids may attempt to replace healers with more DPS, which isn’t doing the healers any favors either. Note that limiting dispels to healers isn’t just a PvP balance issue. We wanted to know for sure that every 5-player group would be able to dispel magic. The alternatives were that there could never be important debuffs to dispel or some healers just wouldn’t be viable for some content.

Q: Healers are usually responsible for the loss of the teammate, but not all the mistakes are made by healers, such as over taunt or damage zone avoidance. This also happens in the 5 man dungeons frequently. Is there any chance to add a design to punish damage classes with inappropriate behavior?  Is there ever going to be a clear indicator that the indivdual died from "unhealable damage" in combat logs/on screen warning?  –  明亮 (TW), Galadruin (EU-EN)

A: We see the mindset slowly changing from the notion that anytime someone dies, it’s the healer’s fault. We agree that there could be more situations where we make it obvious that the healer couldn’t realistically save the DPS from their mistake. On the other hand, saving other characters is part of the fun of playing a healer, so we don’t want to totally remove that gameplay. We also provide many specs with sprints, self-heals and emergency buttons of their owns, so the answer shouldn’t always be unhealable damage. We also are making more and more use of mechanics where “standing in the fire” doesn’t cause damage, but causes a debuff which lowers DPS, hitting those players where it hurts the most. Finally, we are exploring more on-screen warnings for dangerous debuffs in the same way we alert you when certain class procs have gone off. We just have to be careful not to turn the default UI into an unrecognizable sound and light show.

Q: How do you plan on addressing our inflating spirit and mana pools later in the expansion to keep mana a resource, rather than a solid blue bar?   Do you plan to preserve a principle of rational use of mana, which makes it interesting to play a healer? In the beginning of Cataclysm we had to use almost every spell to succeed, while now everything is about pushing a couple of your best healing spells. With the release of a new patch the level of equipment will raise significantly, and we won’t have to think about mana regeneration any more. Do you plan to somehow adjust encounters or healing mechanics perhaps?  – Nehalim (NA), Ксенас (EU-RU)

A: Our plan was always that healers could gradually grow out of being very mana-limited, but we didn’t want that to happen in the very first tier of content. If it happens in the final tier of content, that’s fine. It will help healers feel like they have actually become more powerful from accumulating so much gear. Consider that tank health, mitigation and avoidance increase with each tier, as does the size of heals and the rate at which you cast them, and those are probably sufficient to offset the increased damage being done by bosses and trash.

In heroic raids, even today, healers often rely on their inefficient heals a great deal, so there isn’t a ton of room to expand into becoming even more inefficient (and therefore requiring more mana regeneration). As such, you should consider Spirit somewhere in between the stat continuum of hit and something like haste or crit. For the former, there are hard caps. For the latter, there are inflexion points where the value of a stat grows faster or slower, but in general more is always helpful. For Spirit you need enough to feel good about your healing longevity and anything beyond that is probably of diminishing value. We think this actually makes itemization as a healer more interesting for the player than just grabbing more and more of a particular uber stat.

With the raid content we have released for Cataclysm so far, we feel like we can put pressure on healers to keep tanks alive without repeating the gameplay we had in Wrath of the Lich King, where the smart way to play was to keep heals constantly going because of the risk of the tank dying in two back to back hits. Even with increasing regeneration, we don’t think we’ll get back to a two-shot the tank situation for Cataclysm. If your tanks are dying faster than you can heal them currently, again, you’re probably missing something about the encounter or aren’t quite ready for it yet.

We had originally planned on having bosses in later tiers scale so that players would need more crit, hit, expertise, dodge and parry for later tiers. We ultimately decided not to do this, at least for the current expansion. That decision was driven partially because we couldn’t figure out an elegant way for stats like haste to scale with boss power and partially because we weren’t convinced our planned UI would communicate the concept clearly enough to players. For example, would just bosses be affected? Just raid bosses? If not, would you want separate sets of gear for dungeons vs. raids? Those are solvable problems, but we weren’t convinced the path we were on would solve them as well as we would like.

Our current numbers wouldn’t work if we had a dozen raid tiers before increasing the level cap, but that’s not our plan.

Q: Are there any plans to give Holy Priests access to a viable 3-minute raid cooldown? There are concerns that without a cooldown along the lines of Power Word: Barrier, Spirit Link Totem, or Tranquility, we may need to play disc a lot in firelands. Maybe simply an improved Divine Hymn?  – Maladi (NA)

A: You can make the argument that the Holy priest doesn’t have a similar raid cooldown like Power Word: Barrier, or that Divine Hymn isn’t as powerful as Tranquility. However, we feel the Holy priest toolkit overall is strong, that they provide meaningful contributions to raid healing, and are well represented in actual raid groups. It’s possible we may make Divine Hymn more of a Holy (rather than Discipline) priest thing in the future, and bump it up to around where Tranquility is, if the need presents itself. Overall, Holy priests are fine. They have enough benefits that few guilds seem to be sitting them for want of yet another raid cooldown, and Guardian Spirit remains an exceptional tank cooldown.

Q: Looking at the healer changes with patch 4.2, there are changes being made to paladins and druids, but there doesn't appear to be any for either the priest or shaman. Do you feel comfortable with where these two classes are? Where do you feel the other healers are at currently?  – Sergan (LA)

A: As we write this, heroic attempts on the Firelands raid have just begun and the new PvP season has started. At this time, we are happy with all five of the healing specs. We don’t think there is a weak or mandatory healer. We try not to change things just for the sake of change. We know that constant changes can be exhausting for players, so we try to resist the urge to tinker with mechanics, specs or classes that are basically working fine. We suspect that sometimes players fall into a mode where if they don’t see copious patch notes for their character that they feel like we don’t love them anymore. We love all of our classes. If you don’t see any changes in patch notes it either means that we don’t think changes are warranted yet, or that we have future plans to change things that we haven’t quite solidified or lack the ability to implement exactly how we want. This doesn’t mean every class is now perfect and requires no additional tweaks – far from it. Just try and distinguish between “my dude hasn’t changed lately” and “my dude is fundamentally broken and the developers don’t know or don’t care.” We can assure you the latter sentiment is never the case.

Q: What is the reasoning behind certain classes that lack a healing spec (such as a rogue) being able to self-heal better than a dps spec of a healing class (such as a balance druid)?  – Idej (NA)

A: A great recipe for class homogenization is to go down the list of every ability and make sure that every class has their own version of that ability. We don’t think powerful self-healing is mandatory for every character. Some classes are inherently better at it than others. As long as the overall package is competitive, it’s okay for specs or classes to have strengths and weaknesses. If the overall package isn’t competitive, we’ll certainly hear about it.

Our definition of hybrid class is a class that has a tank or healing spec. We don’t spend much effort to make sure that the DPS specs of hybrid classes are more “hybridy” than the DPS specs of mage, warlock, rogue or hunter. Sometimes hybrid DPS specs might be able to throw out a heal, but unless used very strategically, those contributions are often in the rounding error of the healing provided by the dedicated healers. And when DPS specs are healing themselves (Frost and Unholy DKs before 4.2) or others (Ret paladins before 4.1) too much, we take action there as well. So it’s not a priority for us that Balance druids are great healers. We recognized going into Cataclysm that rogues had a lot of down time while solo, that they didn’t have many options for spending combo points after a target died prematurely, and that too much rogue survivability was based around crowd controlling an opponent. Thus we thought there was a need for Recuperate. If Balance druids have similar challenges, then we’d look for solutions for them as well, but they would hopefully be unique or at least kit-appropriate solutions.

Q: With the changes being made to critical heals, do you feel that crit will become a more prominent stat for healers, up there with haste and mastery? Or is it a less important change aimed at balancing between the pve and pvp aspects of the game?  – Derëk (LA)

A: Even with the 4.2 changes, haste may very well be a more attractive stat for healers. We’re just trying to narrow the gap. It’s not important for all stats to be identical as long as they aren’t so far apart that you’re tempted to keep perfectly optimized gear from a previous tier instead of less perfectly optimized gear from a new tier. We want a healer to take gear with crit seriously (even if he would ultimately prefer haste) rather than passing or sharding it. We made the change mostly for itemization reasons and for any PvP vs. PvE concerns. PvP healers tend to have low crit chances anyway and we have other ways to balance healing in PvP should it become too powerful (predominantly the Mortal Strike and related debuffs).

Q: Do you feel that the three-heal model you implemented at the start of Cataclysm is a success? Have you changed your expectations or goals in regards to the three-heal model after watching a tier of raiding? How do you feel about how the various specs are using or avoiding these three core heals?  – Anohako (NA)

A: Overall, we still like the model and we intend to keep supporting it. One flaw with the system is that healers in 5-player dungeons often have to make harder choices about which of the three core heals to use at any given moment. In raids, especially in 25-player mode, healers can afford to specialize more. To be fair, raids often replace spell-choice complexity with encounter complexity, but overall it would be nice if players graduated from less complexity to more complexity as they went into more challenging content rather than the reverse.  As a theoretical example, imagine that priests didn’t have access to Greater Heal in 5-player dungeons, so the choice would be between the fast, expensive Flash Heal vs. the slower, efficient Heal (in addition to all their other tools of course). It’s hard to develop a system that would make such a restriction make sense, but you get the idea.

When comparing classes, the intent was always that the druid and Disc priest would use those three core heals the least. It is a design problem (though not a massive one) that those two specs can specialize so much in 25-player raids that they can forsake their three core heals to a great extent. In smaller groups, they still need to look at their full toolbox. We like the way the shaman works, particularly with Tidal Waves providing synergy among the three core heals.
 
The paladin model is close but as mentioned above, they have to rely on the three heals too much because they don’t have another heal like Riptide or Penance to add to the mix. Holy priests still suffer a bit of the reverse where there are so many heals that it’s hard to provide niches for them all. We’ve talked about a spec model where there are even more specialization spells (like the ones you get at level 10) so that we can have more spells for each healer without players having to spend talent points on them.

Trading Card Game Art Gallery Update

The Trading Card game art gallery has been updated with ten new pieces.



Tier 11 Valor Point Hotfix

Originally Posted by Daxxarri (Blue Tracker / Official Forums)
Due to some recent player feedback we’ve made the decision to implement a hotfix that will put Valor Points back on the bosses in Blackwing Descent, Bastion of Twilight, and Throne of the Four Winds (except Argoloth).

We agreed that players should have some additional options for earning Valor Points beyond Firelands, Zandalari dungeons, and tier 11 Heroic difficulty raids. We don’t want raiding guilds to feel like they have to raid Firelands AND the old raids every week, but we do want players to feel like they have some options besides running ZA/ZG over and over.

Bosses in these raids will award 35 VP on 10-player normal difficulty, and 45 VP on 25-player normal difficulty, to match the rewards currently offered for the Heroic versions of those encounters.

This change should be live within the next few hours. You can stay informed about the latest hotfixes by checking the Patch 4.2 Hotfixes article for updates: http://us.battle.net/wow/en/blog/3019413

Sunday, July 17, 2011

Elysium Downs Baleroc 10

This fight is mostly healer coordination that can be a bit crazy at times. We did it with 4 healers 1 tank and 5 dps. We had 2 healers gaining stacks and 2 healers on the tank then switching every time one person switched off the crystal. This was our first night trying him.   
If your a Resto Druid an your wondering why your numbers are lower compared to other healers, Don't worry to much this fight isn't really made for us.  I was at 12k hps while the pally was at 18k

Side Note: Lord Ryolith was heavily nerfed, if you were stuck on him you will probably down him this week. We one shot him tonight, an keep in mind we have only killed him once before.

Thursday, July 14, 2011

Real ID Freind Dungeon Finder Free Trial Is Live

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Q: Can I invite a friend of a Real ID friend?
A: No, you can only invite your own Real ID friends to the party.

Q: Will aspects of the Real ID Party system be premium-based?
A: We'll have information on this toward the end of the testing period.

New Real ID Party Feature Now Available for Testing
You heard it here first, the news is now official! the Real ID Party Feature is now available for testing!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
When delving into the depths of Azeroth's darkest dungeons, it always helps to have some friends at your side... now you're able to issue a call to arms no matter what realm they play on. We're pleased to announce the new Real ID Party feature is now available for testing! This new feature will allow World of Warcraft players to invite their real-life Real ID friends of the same faction to a party regardless of the realm they play on, and then queue up for a 5-player regular or Heroic dungeon.

To learn more about Real ID, please visit the Real ID web page and read the FAQ.

For more information about how the Real ID Party system works, check out the FAQ below.

Real ID Party Feature – Test Phase FAQ

Q: What is the Real ID Party feature?
A: Players can now invite Real ID friends of the same faction to a 5-player normal or Heroic dungeon group, regardless of what realm their friends are on. This system is designed to make it easier for real-life friends to play together.

Q: How do I invite Real ID friends to a Real ID party?
A: Inviting a Real ID friend to a Real ID Party is simple. Just open up your Friends list to see which Real ID friends are online. Click on the “Plus” button to send an invitation to a Real ID friend to join your group. You can continue to add Real ID friends to your party until the group is complete. If you cannot complete the group with Real ID friends, you are free to join the Dungeon Finder to fill in the missing roles.

Q: Does a player need to have Real ID enabled to accept a Real ID group invite?
A: Yes, a player must have Real ID enabled, and both players must be Real ID friends to accept or initiate Real ID party invitations.

Q: Can a party leader invite a mix of Real ID friends, character-level friends, guildmates, or random players to the same party?
A: A party leader can invite any combination of Real ID friends from any realm, guildmates from the same realm, or other characters from the same realm to the same party. If the party leader isn’t able to fill up the entire party, the Dungeon Finder can fill in the missing roles.

Q: Can I invite someone who is not a Real ID friend?
A: You can only invite members to a party if they are on your Real ID friends list or if they are on the same realm as you are.

Q: Can I invite a friend of a Real ID friend?
A: No, you can only invite those who are Real ID friends with you directly to the party.

Q: How long will the testing period last?
A: We haven’t yet determined how long the testing period will last. We'll keep you updated on the status and inform you when the test period is going to end in the future.

Q: Will aspects of the Real ID Party system be premium-based?
A: We'll have information on the premium-based aspects of the Real ID Party system toward the end of the testing period.


Wednesday, July 13, 2011

Patch 4.2 Hotfixes - July 12

Originally Posted by Blizzard (Blue Tracker / Official Forums)
July 12
  • Pet Defensive stance will no longer cause the pet to assist the player while a vanity pet is active.

Druid (Forums / Talent Calculator / Skills/Talents)
  • Rake should again be able to trigger Primal Fury.

Dungeons & Raids
Firelands
  • Characters who make for a good Dinner Time should no longer be ported to Ancient Core Hounds they are not in combat with when the ability’s effects end.
  • Fire Scorpion and Flamewaker corpses no longer provide loot or reputation when they’re eaten by Hell Hounds and Fire Turtles.
  • Unstable Magmas are now gaining energy properly from the Flamewaker Animators.
  • Alysrazor
    • Voracious Hatchlings will now Imprint on a new target if their current target dies.
  • Majordomo Fandral Staghelm
    • Flame Scythe now properly hits pets.
    • Fandral can now cast Searing Seeds and Burning Orbs while moving.
  • Ragnaros
    • Several locations which could be used to avoid damage from Engulfing Flames have been adjusted so they’re no longer safe spots.
    • Combustible will always be reapplied to Living Meteors, even if the attacking character dies as a Meteor Impact occurs.
    • Living Meteors will now become frozen by Cenarius under all conditions when transitioning into phase 4 on Heroic difficulty.
    • If a Living Meteor is frozen in the lava pool during the transition into phase 4 on Heroic difficulty, it will teleport on a player after the stun ends, but will no longer explode immediately. Players now have a 2-second window to escape the meteor’s melee range.
    • Living Meteors will gain the Living Meteor Transform buff once frozen in the Breadth of Frost trap, even if a meteor is knocked into it.
    • If a Living Meteor's fixated target drops aggro via Feign Death, the meteor will target the pet, and then select a new non-pet target upon which to fixate.
    • Ragnaros now enrages after 18 minutes in all raid difficulties and sizes, up from 15 minutes.

Quests & Creatures
Hyjal Regrowth & Molten Front
  • Wounded Hyjal Defenders should no longer sometimes spawn in with full health and in a standing position when players are on the quest Burn Victims.
  • Molten Lords no longer become tapped by the first player who attacks them with any of the Trained Fire Hawk's abilities while on the quest Fire in the Skies, allowing for any player who dealt damage to the Molten Lord to gain quest credit upon its death.
  • Windcallers now respawn within 1 minute on average for the quest Into the Fire when both are rendered inactive. Additionally, players will only experience a maximum of approximately 75 seconds of a delay before they are able to initiate the escort event.

Tuesday, July 12, 2011

Method vs Baleroc (25 Heroic) World First Kill Video

Method released a video of their Baleroc Heroic world first kill and it will probably be useful to all the guilds still working on that boss. At the moment, about 30 guilds in the world defeated him in Heroic Mode.


Also, the guild Kargafen released their video of their kill of Fandral Staghelm in 25-Man Heroic Mode.

Monday, July 11, 2011

Elysium Downs Lord Rhyolith 10

Sunday, July 10, 2011

New Official Website Feature - Companions and Mounts

You can now track your mounts and pets on the official website! You can now go to the Companions & Mounts tab of your profile to get a list of all the mounts and companion pets you currently own + the ones you don't have yet!

The list also includes a couple of filters, a small modelviewer, and information on where to get the ones you're missing!




Originally Posted by Blizzard (Blue Tracker / Official Forums)
We recently updated the character profile system with a brand new feature to help you track your loyal companion pets and stalwart mounts.

A visit to your character profile will reveal a new heading entitled “Companions & Mounts.” There you’ll find a complete list of in-game pets and mounts that your character can discover throughout Azeroth (and beyond). The list is conveniently divided between those that your character has already collected, and those that you have yet to find.

Still pursuing a particular pet? Mad for a magnificent mount? Just mouse over the object of your desire in the Companions & Mounts page and you’ll see information that should help make your next hunt a success. You can filter the results to make it easier to find pets and mounts from a particular source, or sort them by rarity to help you plan future collecting expeditions.

The update is live, so head on over to your character profile to visit your pals right now!

Firelands Raid Heroic First Kills - Update #4

 Update 4: 7/10/11
Blood Legion Has Fallen Back To 11th Place.



 Update 3: 7/8/11
EU First Kills
  • Method was the first EU guild to defeat Baleroc, followed by DREAM Paragon 10 hours later.
  • Paragon then proceeded to defeat Majordomo Staghelm first, with Method scoring the kill 50 minutes later.


US First Kills
  • vodka was the first guild in the US to defeat Baleroc, followed by Blood Legion 4 hours later.

  Update 2: 7/7/11

 Update: 7/6/11


Guilds around the world are still working hard on Firelands Raid encounter and the harder bosses are starting to slow progression down in both regions.

US First Kills
  • vodka was the first guild in the US to defeat Alysrazor in Heroic Mode.

EU First Kills
  • Method was the first guild in Europe to defeat Beth'tilac, Lord Rhyolith, and Alysrazor.
  • For The Horde was the first guild in Europe to defeat Shannox.

As I write this news posts, 10 Guilds killed the first 4 bosses of the Firelands Raid and are working on the last 3: Baleroc, Majordomo Staghelm, and Ragnaros. See the ranking below, courtesy of WoWProgress.