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Game of the Year 2013

Bahska's pick for GotY


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Sunday, December 22, 2013

Bahska's 2013 Game of the Year + Honorable Mentions

However I do have a honorable mention list my best game of 2013 choice is Path of Exile from Grinding Gear games, not only is it my Game of the Year it could be the best game I have ever played pushing both Disgaea: Hour of Darkness (PSP version) and Warcraft out of that spot.
Path of Exile is a dungeon crawler like no other. Sure you can make comparisons to Diablo 2 and rightfully so, it barrows a lot from that game however it also has its own original concepts like the massive 200+ node passive skill tree, skill gems with a unique gem slot and linking system that allows you to link support gems to skill gems, leagues with specific mods that last anywhere from 12 minutes to a month and its unique map end game system that set it apart from its competition.

Not only does it have original concepts that are as deep as your imagination. It handles quite well to. No frame drops despite having upwards of 100 enemy's on screen at any given time.

All this from a company that has never made a game before, from a part of the world where gaming is just now becoming a big part of there economy. Grinding Gear Games a company that may have the best CM's out of any company I have ever come into contact with. They truly listen to there fan base. One example of this is when the game was going into open beta GGG wanted to sell weapon art as a Micro-transaction (More on that later) and the concept was dreadful. You would buy one for a cheap price, use it,
and say you  upgrade a sword now you need to re purchase the art....
Needless to say that didn't go over well an GGG listened, within a few hours and some store maintenance that concept was totally changed for the better.

Now you might be asking Micro-transactions? Yes this game is free 2 play however the only thing that has any impact on the game itself are character slots and stash slots, not bad considering you already get a fairly generous amount of slots and space from the base game.
GGG have made it clear they will never be a pay 2 win game nor will they ever sell things like boosts as that would kill the competitive things like race events they offer. How can they make money you ask? When you listen to what your fans want people will donate butt loads of money as long as you deliver on promises made. GGG have delivered more than I ever thought possible since i started testing this game 3 years ago in its Alpha build an people have donated butt loads of money.

The only issue is it's netcode stutters sometimes specifically with fast mobs or skills like Cyclone. This is called desync where the server is either ahead or behind what you see on screen and has caused many many deaths.
But this has been put on the promise list and I have no doubt that this issue will be fixed.

Not only is Path of Exile original, fun to play and completely free. This game has more features than I can list or even dream of fitting in my Game of the year article and they continue to add more content every two weeks like this upcoming patch do out very soon.

Path of Exile has made such a splash this year that even Blizzard Entertainment have incorporated a unique concept of GGG's into its upcoming xpac Reaper Of Souls. Make "A" legendary with the devs. One legendary, however in Path of Exile anyone who can afford it can make a legendary (Or Unique in PoE's case) Its such a unique concept and helps players feel like they are part of the games creation it's a no brainier for Blizzard and im not shocked by any means that Blizzard chose to use the idea as well.

The hardcore dungeon crawler genre isn't for everyone but if you enjoyed Diablo 2 but felt Diablo 3 was lacking and want something else to quench the thirst I highly recommend this title however be prepared to have many many weeks if not months of time sucked away from you like it has from me that's why this is hands down my favorite game of 2013.

Honorable mentions:
1. Beyond: Two souls Breath taking story Fairly unique concept with very little flaws.
2. Papers Please Very unique concept
3. Hearthstone: Heroes of Warcraft Very good CCG with some unique twists thats both deep and easy to pick up an play without a terrible F2P system unlike other CCG's on the market today. A game that so many people said would be garbage than it hit beta and people paid outrages prices on the blackmarket to experience the fun for themselves..

Wednesday, November 27, 2013

So Long, and Thanks for All the Spectral Fish|Ghostcrawlers Official Farewell.

Most of the people who understood what your job actually was will miss you. Most forum posters just saw this man as someone who made all the choices at Blizzard in terms of game design.
In a big company that's not the case. Im sure it has been a enjoyable but stressful 6 years and I wish you well in the future. Also a Holy Priest? Eww... ;)
My thought when i first heard -

Originally Posted by Ghostcrawler (Blue Tracker / Official Forums)
You know that part at the end of raid night when the final boss is dead and you’re done handing out loot and everyone kind of goes their separate ways? Yeah, this is one of those times.

We just came off of a great BlizzCon. We had so many different games to talk about, and we were thrilled at the reception of Warlords of Draenor. It was great to meet or reconnect with so many of you. I love BlizzCon dearly, which makes it so hard to tell you that this will be my last one, or at least my last one up on stage. An opportunity has come my way, and I have made the very tough decision to move on from Blizzard.

I wanted to thank all of you for being a part of this grand quest. I have said a hundred times that having passionate gamers, including the angry ones, is a far better place to be than having a community that doesn’t care. You all care. Like us, you want the game to be the best that it can be. So I ask you to keep on providing your feedback. I promise (and I rarely promise!) that the developers care very much about what you have to say.

I’ll be out there, and I can’t imagine it will be that hard to find me.


P.S. No, you can’t have a pony. Or a moose. Or a mantis shrimp. Or a tardigrade. Or a crab. Keep trying though.

P.P.S. I play a Holy Priest.

Friday, November 8, 2013

Warlords of Draenor FAQ

Originally Posted by Blizzard Entertainment (Blue Tracker)
Q: What are the key features of Warlords of Draenor?
Some of the new content and features of Warlords of Draenor include:
  • Explore a Savage World: Explore the hostile world of Draenor, home of the orc and draenei races, as it once existed, and adventure in all-new zones alongside characters central to Warcraft history.
  • Build Your Garrison: Construct, command, and expand your own customizable stronghold on Draenor, and gather NPC followers to collect resources and embark on missions on your orders.
  • Instantly Upgrade to Level 90: Boost one character of your choosing to be ready to adventure on Draenor, making it easier than ever to enjoy the latest content alongside your friends.
  • New Player Character Art: Character models and animations for many of World of Warcraft’s existing playable races are being fully revamped in keeping with the game’s iconically epic style.
  • Adventure to Level 100: Reach new heights of power and unlock bonuses to further enhance your abilities on your way to the new level cap of 100.
  • …And More: Take on a wide array of Dungeons, Raids, Scenarios, Battlegrounds, Challenge Modes, and more—no matter what kind of content you enjoy, new adventures await.

Q: How does the Garrison work? What kinds of followers and upgrades are available?
To establish a foothold on Draenor and bolster your faction’s defenses against the formidable Iron Horde, each player will need to build and manage their own Garrison, a customizable fortress that serves as your personal base of operations throughout the course of the expansion. As you complete quests and win allies to your cause, your Garrison will expand and you’ll be able to choose which upgrades you’d like to construct from a variety of options. You’ll also meet and recruit NPC allies and followers who will join you at the Garrison, each providing different benefits.

For example, a miner rescued from a dungeon might take up residence and help gather Mining resources. A heroic warrior you quarter might embark upon quests at your command, with a chance to return with valuable treasures. Other characters might provide you with quests that expand upon their own stories or lead you to valuable assets in your campaign.

When it comes time to upgrade your Garrison, you might choose to build a Barracks to send more followers on missions simultaneously, an Inn to provide new recruits, or an Infirmary to speed up injured followers’ recovery time between assignments. You may instead decide to build a Smithy and recruit a Blacksmith to research new plans and craft valuable resources (such as those with daily cooldowns). You’ll also be able to invite friends to visit your Garrison to trade resources and see how your home base stacks up against their own.

Q: What new zones will I explore on Draenor?
The expansion sends players to Draenor as it existed before it shattered into the realm World of Warcraft players know as Outland—and while some of the names of these places might be familiar, we’re building them all from scratch for the expansion.
Here’s a breakdown of Draenor’s zones:
  • Frostfire Ridge: Across snow-covered wastes and beneath towering volcanoes, heroes of the Frostwolf clan and the Horde unite to repel invaders from their homeland.
  • Shadowmoon Valley: Amid rolling moonlit hills, the draenei at the holy temple of Karabor unite with the Alliance in a desperate fight for survival against the Iron Horde and Shadowmoon clan.
  • Gorgrond: Deep within the desert canyons of Gorgrond, an arsenal of massive siege weapons built by the Blackrock clan is about to be unleashed upon the whole of Draenor.
  • Talador: In the shadow of a besieged Shattrath City, the Auchenai Soulpriests actively seek to safeguard the countless draenei souls inside Auchindoun from a terrible demonic threat.
  • Spires of Arak: At the height of their power, the regal arrakoa plot atop their high peaks, well out of the reach of the brutal Shattered Hand orcs and the wingless outcasts below.
  • Nagrand: Among the fertile hills and outcroppings of Nagrand, the bloodied wolf-riders of the Warsong clan remain a threat not to be trifled with.
  • Tanaan Jungle: Within the overgrown jungle home of the Bleeding Hollow clan, a Dark Portal is under construction . . . and an Iron Horde army makes grim preparations to conquer Azeroth.

Q: Why are you giving everyone a level-90 character boost?
World of Warcraft is constantly evolving, and these days players engage with the game in a wider variety of ways than ever. Some enjoy the process of exploring the world and leveling up. Others enjoy the challenge of raiding. Many simply enjoy playing with their friends, wherever they may be. One of our primary goals with Warlords of Draenor is to empower WoW players to quickly and easily be able to participate in the content they’re most interested in, and giving everyone a level-90 character upgrade right out of the gate helps make that possible.

One common piece of feedback we’ve received from new players and those who’ve taken an extended break from the game is that World of Warcraft requires a significant time investment before they’re able to “catch up” and play with high-level friends. Design changes such as speeding up the leveling curve and features like the popular Scroll of Resurrection and Recruit-a-Friend system have proven very popular, but the issues’s only getting more challenging with each patch and expansion we release. By giving players the option to boost a character to be ready for the latest expansion content, we hope to remove some of these entry barriers and make it so anyone can pick up and enjoy Warlords of Draenor right away, no matter how much World of Warcraft they’ve played in the past.

Q: It’s been a while since I’ve played WoW—will I know what to do with a level-90 character?
At the start of the new expansion, players will be thrust into an exciting introductory experience involving a desperate strike against the orc forces on Draenor. During this opening sequence, new and returning players will have an opportunity to get up to speed on the game before diving into their faction’s starting zone content—similar to the Death Knight starting experience in Wrath of the Lich King. We’ve also recently added features such as Proving Grounds, which help players learn how to tank, heal, and deal damage in dungeons in a solo “teaching” environment, to help ease the learning curve and prepare players for battle as quickly, efficiently, and enjoyably as possible.

Q: How will the included level-90 character upgrade work?
In regions where players purchase World of Warcraft expansions, each World of Warcraft account that you upgrade to the Warlords of Draenor expansion will receive one level-90 character boost (to be used once the expansion releases). You don’t need to decide which character to boost immediately. You can also create a level-1 character from scratch and then use the upgrade on that if you wish. The boosted character will also receive a level-appropriate set of gear (along with some other assistance) to make sure you’re set for adventuring. We’ll have more details to share as development continues.
For regions where players do not purchase expansions (including China, Korea, and Taiwan), we’ll have more information to share on our plans in the future. In the meantime, our goal for all regions remains the same—to give players a way to get straight to the action in Draenor.

Q: Why revisit the player races’ art now? Will I recognize myself in the mirror?
As we’ve released new World of Warcraft content and expansions, we’ve received feedback that some of the earlier player character models and animations are no longer measuring up to the quality of the newer races. Because Warlords of Draenor takes players back to the homeland of the Orcs—one of WoW’s original playable races—it felt like a great time to update not just the Orcs, but other playable races that could use a refresh.
We know that many of you already strongly identify with the look of your current character, so we’re dedicating a lot of time and resources to make sure these updates capture each race’s iconic identity and personality. We’re still in the process of determining which races will be available upon the expansion’s release, but our goal is to update all eight of the original World of Warcraft playable races, along with the Draenei and Blood Elves, over the course of the expansion launch and subsequent content updates.

Q: What kinds of bonuses will my character earn on the journey from level 90 to 100?
Warlords of Draenor introduces a new bonus system that rewards players with powerful perks as they level up to the new cap. At every level from 91 to 100, characters will earn a major permanent boost to one of their their key spells and abilities (e.g. a Fire Mage might earn a +50% damage boost to Pyroblast or +30% boost to Scorch). Players will also unlock a new talent tier once they’ve achieved level 100, rewarding each class with three potent new abilities to choose from.

Q: What are the plans for new Dungeons, Scenarios, and Raids?
We’re planning 6 new 5-player dungeons for the launch of Warlords of Draenor, along with a revamped version of the classic Blackrock Spire. One of our goals is to make sure we’re giving players a good mix of “level-up” Dungeons along with some new, unexplored Dungeons to delve into at max level. The expansion will also give players a chance to earn awesome transmogrifiable weapons and other unique rewards in Challenge Mode Dungeons. We’re also planning a wide variety of Scenarios for launch, along with Heroic Scenarios for those who enjoy the extra challenge.

On the Raiding front, we’re planning 2 new raid instances around launch, as well as new world bosses. We’ll also continue to provide players with a wide variety of raiding options. In addition to offering four tiers of difficulty as in Patch 5.4, we're also extending our Flexible Raid scaling technology to Normal difficulty raiding. We’ll have more details to share as development continues.

Q: What challenges await in the world of PvP?
Warlords of Draenor will feature a new world PvP zone that hurls Horde and Alliance players into an epic conflict fighting for control of strategic fortresses on Draenor. This new area will be seamlessly instanced, with the goal of providing better performance and a more balanced PvP experience than was possible in WoW’s earlier world PvP zones. We’re also planning several major PvP-related UI improvements, including updates to help you track and communicate with your team about objectives in Battlegrounds, along with enhancements to Arena and Rated Battleground enemy unit frames designed to relay key information more clearly.

Q: What’s in store for professions?
One of our goals in Warlords of Draenor is to make each of the game’s existing Professions more engaging and integrated into the gameplay. To that end, the Garrison will play a major role in your character’s Professions in this expansion—similar to how your farm was key to the Cooking profession in Mists of Pandaria, only on a much more epic scale.

Q: What can players expect while questing in Draenor?
We received a lot of feedback over the course of Mists of Pandaria about what kinds of quests and world PvE content players enjoy most, and we’re continuing to evolve the questing experience in Warlords of Draenor with that in mind. Our goal is to give players a wide variety of fun and unexpected activities, ranging from the kinds of quests they’re familiar with to new experiences along the lines of the exploration- and event-driven Timeless Isle introduced in Patch 5.4: The Siege of Orgrimmar.

Q: Will you be making any changes to what Stats are available?
One of our goals for Warlords of Draenor is to make the act of finding and collecting loot even more exciting for players. With that in mind, we’re adding some fun new stats to gear, such as Movement Speed and Cleave, which gives you a chance to do extra damage or healing to additional nearby targets. In addition, we’ll be retiring a few stats that players don’t find very enjoyable to manage, such as Hit and Expertise. We’re also making improvements to armor itemization that will make it easier to share armor pieces across classes. We’ll have more details to share as development continues.

Q: Will there be any updates to the graphics and changes to the minimum system requirements?
Yes—we’re planning a number of tweaks and improvements to the graphics engine in this expansion, including some updates related to the upgraded player characters and the introduction of the Garrison. We’re also looking into updating other existing systems with an eye toward improving graphical quality and performance. We’ll announce the exact system requirements closer to the expansion’s release.

Sunday, September 29, 2013

My thoughts on Guild Wars 2 A Year Later: Pretty Much The Same.

I gave Guild Wars 2 another shot yesterday cause its free for a week, I played it for about 9 hours.
Questing was questing. Good at first but after 50 quests I had enough of that grind. Im not the type who enjoys questing till I hit max level.
So i turned to another big feature of the game (One i played a lot of in the beta) World vs. World and its fun when you are with a group of people and not laggy as all hell (Which should have been fixed by now) but if you die you get to walk all the way back to the fight (sometimes up to a 30 minute walk) only to either die again right away or find out the fight ended when you were gone and early on you die a lot. Nothing has been changed in almost a year on that front which saddened me because its a feature I would love other games to have and I know can work.
The whole game feels like a grind fest and I like that with some games however there has to be a reason for it like raiding or the map system in PoE. GW2's end game is PvP which would be fine if it didn't feel tedious at the best of times.

I didn't like the game a year ago the same reason's, was hoping thing's had gotten better.
I can't bring myself to log on again even though its free till the 3rd. If it went Free 2 play I would maybe feel different and be a little more open to its faults but I cant recommend paying for it.

This isn't a I hate cause I play Warcraft! post. Actually I recently started playing Rift after disliking it in the beginning. I think its pretty good now. It has come a long way since release.
GW2 not so much. Thats why i say i cant recommend it when there are better completely free mmo's on the market.

Wednesday, August 21, 2013

New Resto Druid stat priority for haste/Mastery Builds

Spirit (until regen feels comfortable) > Haste (to 13163) > Mastery > Intellect > Crit
You will likely be gemming straight haste or int/haste at the least.
Haste builds are statistically the best however mastery builds are very close behind.

Heroic 5.4 gear -

Mastery builds are a bit confusing to.

             Spirit (until regen feels comfortable) > Mastery > Intellect > Haste (3043) > crit

Mastery build gemming is very different now. red = Int/mastery yellow = straight mastery blue = spirit/mastery
If the red socket's bonus is just ok you could go with straight mastery.
There was some of that in 5.2/3 but now you'll wanna drop all straight int gems. Secondary stats are just to strong and remember mastery is basically Intellect for resto druids.

Mastery build 5.4 gear -

Saturday, August 3, 2013

Patch 5.4 Change to RPPM Mechanics

Originally Posted by Blizzard (Blue Tracker / Official Forums) There are some further changes to the RPPM system in development that we'd like to share with you. As you know, RPPM is something we've been doing a lot of iteration on, and we have another iteration that should be hitting the PTR soon:

As you may know, RPPM proc rates typically scale with haste. This was done because historically, attacking faster meant you had more chances to proc something, so got more procs, and we wanted to preserve that effect. However, most procs before RPPM were such that either their effect didn't also scale with haste, or their proc rate was predominantly limited by an ICD. Many of our RPPM effects thus far have had neither of these limitations, such that they effectively 'double-dipped' on haste, benefiting twice from it. In some extreme cases, the proc was designed such that they actually triple-dipped.

As RPPM effects have become more wide-spread and more impactful, this has caused a variety of problems. Primarily, it has skewed stat balances toward haste rather significantly. It's also a compounding problem where many of these procs stack multiplicatively with each other, causing insane burst when all of these procs go off together. That can be fun, but also raises the skill cap on your performance, and makes gearing choices more restricted to ones which stack together optimally.

For 5.4 we're going to change both new and existing RPPM procs to not double-dip on haste. Benefiting once from haste is fine and expected, but not twice. For example, suppose you have two hypothetical procs, Flamekissed and Villainy:
  • Flamekissed's proc rate scales with haste, and its effect says "Chance on hit: Deal 500 additional fire damage". This is fine, because only the proc rate scales with haste; the effect doesn't.
  • Villainy's proc rate also scales with haste, and its effect says "Chance on hit: +5000 Agility for 20sec." This is not fine, because both the proc rate and the proc effect scale with haste. The more haste you have, the more attacks you do in that 20sec period which benefit from the increased Agility.

If both the rate and effect of a proc scale with haste, we're going to remove the haste scaling from its proc rate. In these cases, we'll compensate for an expected amount of haste by increasing the base proc rate. For any procs whose effect does not scale with haste, their proc rate will continue to scale with haste as before. However, we're also revisiting the proc rate tuning on all existing procs that were made overbudget due to the addition of Unlucky Streak Prevention (which ends up increasing effective proc rate by 9%). These changes should bring RPPM procs back to being on-budget and tied with traditional ICD procs in value.

This will obviously have a noticeable effect on most players performance; don't panic. We're going to be adjusting damage/healing/tanking performance with these changes in mind.

These RPPM changes should make it to PTR soon, and you'll be able to find the exact changes to each such effect there. We now show RPPM proc rates in the tooltip of the effect, which should make it easy to find.

Healer stuff ptr Build 17260 - New Healer RPPM Proc Times.

I know this was from yesterdays Build #17260 but i didn't get to see or check certain things out on the ptr till this morning.

Item - Druid T16 Restoration 4P Bonus (Old version -Casting Ironbark grants you Spark of Life, causing all cast time spells within the next 15 sec to grant a Living Seed on the target for 80% of the amount healed.) New version - Targets of your Wild Growth spell are instantly healed for [ 25% of Spell Power ].

It scales with crit and naturalist but not mastery.

Holy pally buffs:
Eternal Flame additional healing increased by 40%. They made Sacred Shield have 3 charges and cast-able on three targets at once. No one would have taken EF if they didn't buff it a little. Still not as good as old EF.

Holy Insight now increases the effectiveness of your Word of Glory, Eternal Flame and Light of Dawn by 50%, up from 35%. Because 5.4 is the aoe healing patch.
Also why Healing Rain for shammys was doubled: Purification now also increases the healing done by your Healing Rain by an additional 100% up from 50%
 Major Glyphs Glyph of Healing Storm no longer increases the healing of Healing Rain.

RPPM Change:                        

                                                   Courageous Primal Diamond

                                                  NEW                     OLD
                                                    1.4                       1.61

                                                   Horridons Last Gasp 

                                                 NEW                      OLD
                                                  0.96                       1.05

                                                Stolen Relic of Zuldazar

                                                 NEW                     OLD
                                                  2.89                      3.15

                                            Inscribed Bag of Hydra-Spawn

                                                 NEW                   OLD
                                                  1.64                    1.79

                                              Lightning Imbued Chalice

                                                NEW                   OLD
                                                 5.78                     6.3
              Jade Spirit
and Windsong are both 2.2 RPPM instead of 2 RPPM
          Discription of the new RPPM mechanics and the reasoning for the change

Tuesday, July 30, 2013

Notable changes Build 17247.- July 29th

The Codex of Xerrath now infuses additional spells with fel magic (green fire effect).

    Summon Felsteed, Summon Dreadsteed, Summon Abyssal, Demonic Fury, Dark Apotheosis, and Demonic Leap.

Indomitable Primal Diamond's chance for the meta-gem effect to activate is no longer affected by the wearer’s haste. Additionally, the chance to activate the effect has been increased by 50%. (In a attempt to make it better than the dps meta for tanks)

 Sacred Shield for Holy Paladins can now be active on more than one target at a time, but the talent now costs mana, and has 3 charges with a 10-second recharge.

New talent: Totemic Persistence. Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one non-Fire totem can benefit from this effect at a time. (Totemic Restoration has been removed)

(Full list can be found HERE)

Saturday, July 6, 2013

World of Warcraft: In game store coming to Asian Markets first. XP buff and cosmetic items on the list (Confirmed)

Mike Schaffnit from who was at the Blizzard Mixer in California last weekend talks about some of the stuff that was discussed (First 10 - 15 minutes or so)
  • Currently planned for Asian Markets only.
    • Cosmetic gear that has already been data-mined will be included
    • Xp buff potion is included
    • Blizzard asked popular community websites there opinions at recent Blizzard HQ event in California
    • No word on whether it will come to other markets anytime soon.
    • There will be a Blizzard Official post as testing progresses
    • Other 5.4 news that is interesting including a Legendary cloak only boss.

      For all the people saying "This isn't wow insider or MMO Champion so it cant be true!" Here is your confirmation that this info is true

      "First, we’ll be testing the in-game store with some new kinds of items we’re looking into introducing (in Asian regions, at the outset)" - Bashiok

Sunday, June 30, 2013

Kurn's Guild Spotlight #16: Forgotten Descendants

Saturday, June 22, 2013

Siege of Orgrimmar Early Preview

Saturday, May 18, 2013

World of Warcraft Patch 5.3: Escalation next week on Tuesday, May 21st!

I will likely stream the new scenario's and the new barrens stuff. Oh and we found out today during a interview with Blizzard and that the upgrading system in 5.3 wont be going away again for 5.4!

Currently, we expect to release World of Warcraft Patch 5.3: Escalation next week on Tuesday, May 21st!

If you follow @Bahska on twitter you will know i said this a week ago. It was pretty obvious. All the "hype" interviews, excited CM's dropping hints (Even the ptr blue Sapperwix) and the fact a release build went up on the ptr on the 16rh.
Sure its always good to wait for a confirmation but these last few times Blizzard has had issues holding in there excitement. ;)

Not a bad thing of course, im glad to see Blizzard is still excited to make content for there 9 year old game. Even with the relatively bad news with subs.

Wednesday, May 8, 2013

Patch 5.3 To Release Soon!

On Twitter Ghostcrawler said there would be a Official post a few weeks before patch 5.3 is released. Today we got that post.

Now that the patch is on the horizon, we’ve narrowed down some of the key things you might want to know before the big day. If you want to find out more about everything that’s coming, you can check out the latest Public Test Realm patch notes, or even download and play on the PTR itself.
Be Prepared
Hold on to some of those currencies you’ve been earning over the course of patch 5.2. The gear-upgrading Void Binders are returning in patch 5.3, but it will be cheaper to upgrade items using Valor and Justice Points. Upgradeable PvP items from Season 12 will be eligible for upgrade once again at their original costs. In addition, Heirloom items will be cheaper to upgrade, whether you’re using Justice Points, Honor Points, or Darkmoon Faire tickets. We’re also speeding up the leveling process from 85 to 90. Here are the details:
  • The experience required to level from 85 to 90 will be reduced by 33%. Time to dust off those alts!
  • The Void Binders are coming back!
    • Items upgraded with Valor will now cost 250 Valor Points to upgrade per 4 Item Levels, for a total of 500 Valor for 8 Item Levels per item. This applies retroactively to all items that can be upgraded using Valor.
    • Items upgraded with Justice will now cost 750 Justice Points to upgrade for 8 Item Levels. They can only be upgraded once, for a total of 750 Justice and 8 Item Levels per item. This applies retroactively to all items that can be upgraded using Justice.
    • Malevolent Gladiator’s Conquest (Season 12) items that have upgrades available will still be upgradable at their original Conquest Point costs (750 Conquest Points per 4 Item Levels, with two upgrades possible).
    • Dreadful Gladiator’s Honor (Season 12) items that have upgrades available will still be upgradable at their original costs (one upgrade at a cost of 750 1500 Honor Points for 8 Item Levels).
    • No other PvP items will be able to be upgraded.
  • The amount of Justice, Honor, and Darkmoon Faire tickets needed to upgrade Heirloom items will be reduced by 60%.
Item Level Requirements
Are you ready to face the Raid Finder, Heroic dungeons, and new Heroic Scenarios? Make sure that you’re geared up to dive right in:
  • Heroic Scenarios require an average Item Level of 480; unlike normal Scenarios, you’ll need a pre-made party to enter.
  • An average Item Level of 440 is required for Heroic dungeons.
  • An average Item Level of 460 is required for the Raid Finder version of Mogu’shan Vaults.
  • An average item level of 470 is required for Raid Finder versions of Heart of Fear and Terrace of Endless Spring.
  • An average Item Level of 480 is required for the Raid Finder version of Throne of Thunder.
Lesser Charms of Good Fortune
We’re adding more ways to acquire Lesser Charms of Good Fortune in patch 5.3. In addition to the changes that took effect in patch 5.2, which reduced the number of Lesser Charms of Good Fortune required to purchase three Mogu Runes of Fate from 90 to 50 and allowed players to earn Lesser Charms from Pet Battles, these new sources of Lesser Charms will be available in patch 5.3:
  • Outdoor world creatures level 90 and above now have a chance to drop Lesser Charms of Good Fortune.
  • Rare spawns in Pandaria (except Zandalari Warscouts and Zandalari Warbringers) and bosses encountered as part of the Battlefield: Barrens quest event in Kalimdor will drop Lesser Charms of Good Fortune.
PvP Season Update
PvP Season 13 is still in full swing. We discussed many of the changes coming to PvP gear in our PvP Gear in 5.2 and Preparing for PvP in Patch 5.3 blogs, and the changes below are explained in greater detail there. As a reminder, the 7,250 Conquest Point requirement to purchase non-elite Conquest Point weapons is being removed with patch 5.3.
A number of significant changes are coming to PvP and PvP gear:
  • All characters now have a base Resilience of 65%.
  • Battle Fatigue now reduces the effectiveness of healing and absorb spells and abilities by 45% (was 30%).
  • PvP Power bonus to healing is now based on class and specialization.
    • Healing specializations receive a 100% bonus to healing from PvP Power.
    • Damage specializations for Druids, Monks, Paladins, Priests, and Shaman receive a 70% bonus to healing from PvP Power.
    • All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
Patching Smoothly
It’s easy to make sure that you’re ready to play when the realms become available on patch day. If you haven’t played in a while, one of the simplest things you can do is open the World of Warcraft launcher and allow the updater to download the latest available game files. If you use user interface add-ons, make sure you have the latest versions and that they’re updated and ready to go for the new patch. This is also a good time to update your video card’s drivers.
If you experience any patching issues, there’s a technical support forum thread all about patching that could help. You can also follow @BlizzardCS on Twitter for the latest support-related news.
Getting Additional Account Help
If you’re having an issue with your account, a number of resources are available to you. If other players are experiencing a similar issue, they may have already posted about it on the Customer Support forum located here, so that can sometimes be a good first stop. If you need more information or direct assistance, the Support site will allow you to search through available solutions, submit a support ticket, or contact customer support directly.
A compilation of resources and information can also be found on the Customer Support forum, including information on in-game support, reporting bugs and cheats, submitting suggestions, reporting forum violations, and sharing forum feedback.
Good luck, and we’ll see you in Azeroth!

Tuesday, April 30, 2013

Worst article i have read today...

I know its a opinion piece but um...WoW isn't Guild Wars 2 guys. I dont wanna play games to play dress up.

My point is wow has never been about skill, you take away the gear grind blizzard might as well just close down the game. Yes there are skilled players but the whole game pvp and pve are based on that gear grind an has been this way for 8 years.

If they had done this in the beginning....
first: I dont think wow would be nearly as popular as it is .
second: Not having that gear grind takes away a lot of motivation and incentive to keep players playing. I know for me if there were no way to make my toon better overtime besides leveling i would likely not stick with it.
Third: That gear grind is there to help not so good players get through content. People have to understand as much as you may want it to be WoW is and never has been a hardcore players game.

It's just a really bad article for the front page despite it being a opinion. It reads like a forum post. An my reply likely does to because it's barely worth replying to. Though it is a catchy topic just wish they had presented it better instead of sounding like a forum troll/

Gahz'rooki's Summoning Stone Pet Preview

Sunday, April 28, 2013

Another quick example of why Sites like Ask Mr. Robot can be less than useful.

     I dislike not just Ask Mr. Robot but any website where you rely on it to tell you how to gear your character. Though my example is for Ask Mr. Robot cause who knows how long this has been broken. I tried to use it 5 years ago with some whacky results.

There internal default stat weights are set really high so no matter what you put into it, The script will tell you to reforge, gem, enchant spirit. (even the +80 stats for the +spirit chest enchant) even if you change the stat weights. Trading 900 int for 1800 spirit is probably not the best choice. 
(This was recently pointed out by Hamlet from Elitist jerks though like i said im pretty sure this has been a issue for years)
My mods Using Ask Mr. Robot
Sure the normal person would see that and probably close the website but for a newbie that had that site recommended to them.... If you see some resto druids running around with pure spirit you'll know why.

Better off doing the small amount of math on your own in my opinion and why i would rather show someone how to do the math on there own then recommend a website or addon.
Ask Mr. Robot tells me to reforge 1468 Intellect (my best stat) for 3127 spirit (A stat the is pretty close to useless for me currently)
Now this may have been fixed by now but, why risk it? The risk outweighs the convenience especially as a resto druid.

If you know your haste break point (3043) and that Intellect > spirit till you are comfortable > mastery > crit > more haste > more spirit
It's fairly easy to see that you want Intellect for sure. Spirit quickly becomes pointless to gem for as gear in late T14 - T15 is sufficient enough (especially with the legendary meta which we will get into in a future post) after the haste BP which again gear will normally be enough you stack mastery.

Its not to hard right?

I will say that this is for 10 mans, 25 mans are slightly different however the same concept remains the same. You will likely reforge/gem more spirit in 25 man.

A quick review of how to think when reforging/gemming on your own.
  • Intelect rules all: If say you have a blue gem slot go for Intellect spirit or spirit mastery (Mastery is almost 1:1 intellect)
  • Yellow gems: If you have the gear for 3043 haste use Orange Int Mastery gems if not use Orange Int Haste gems
  • Red is always pure Int

You can apply this same thing to reforging.
  • Always reforge haste down to or close to 3043 without going under.
  • Always reforge Crit to mastery if possible, if you cant then spirit.
  • Make sure you stay at your comfort zone for spirit.
Now im not saying these sites are the worst things ever and you should stay away. There a good tool for sure. However the average player will just plug in the info and not think twice. That is scary.

Friday, April 26, 2013

New DruidboyZ album out now!

Buy the full album here! Also available on Itunes.

Friday, April 12, 2013

400% mana - 300% mana just a tooltip fix says Ghost Crawler

I don't know for sure thats its a tooltip fix but we wont know for sure till the ptr comes back up in a few hours however i'll explain what i think this change means.

I think They have increased base mana for hybrids only thus increasing mana for non caster hybrids such as feral and then decreased those talents to compensate.
What that basically does is give feral more mana so they dont oom in a cast or to while leaving healers at 300k mana. (also slightly buffing innervate for ferals) A quality of life type change.

Like i said PTR should be back up soonish and i'll edit this post after i take a look

Monday, March 25, 2013

PvP Gear Changes in Patch 5.3 Explained

Originally Posted by Blizzard (Blue Tracker / Official Forums)
There are more really big changes coming to the way that PVP gear works coming in patch 5.3. As you know if you read our previous blog on the subject, we approached patch 5.2 with the goal in mind of narrowing the PvP gear gap, as well as working to make PvP more accessible to all players, to broaden interest and provide a robust pool of competitors that enriches the PvP experience for everyone.

PvE vs. PvP
We face some significant challenges, so we’re prepared to take some unprecedented steps to meet them. Historically, we have always had a hard time balancing PvP gear against PvE gear, as these two areas of the game have very different gear design goals. In PvP, we want gear to matter, but we don’t want gear to become the overwhelming reason someone wins a match. For PvE, the difference in power between tiers has to be significant enough that players really feel rewarded and more powerful when they upgrade. This problem has been compounded as we now have Raid Finder, normal and heroic raid tiers, as well as item level gating to enter the Raid Finder.

Transitions: From Season 12 to Season 13
Patch 5.2’s gear changes represented our first attempt to balance PvP gear with PvE gear, and offer better ways to narrow the gear gap. We introduced the Elite tier of gear that would be available to all players after earning 27,000 Conquest Points throughout the season. This allowed us to balance Honor gear against Raid Finder gear, Conquest gear against normal mode raiding gear and Elite gear against Heroic mode raid gear. But, keeping pace with PvE gear also means that there is significant difference between this season’s Honor gear and the Elite gear. Not to mention that there is a tremendous difference between a fresh 90 and a veteran, Elite geared player. While it’s important to have that difference, the competitive nature of PvP means that highly geared players can serve as a deterrent to players who are looking into trying PvP for the first time. Trying to keep pace with the escalating ilevel of PvE gear has proven quite difficult for PvP.

Furthermore, as Season 13 has illustrated, having more than two levels of PvP gear can generate some significant issues during season transitions. Players expect that each season will start on a fairly level playing field. The presence of upgrades in 5.1 meant that some players now have a gear advantage over players with this season’s Honor gear. The presence of higher ilevel Elite gear has the potential to create an even bigger issue in Season 14.

Still, we think we’ve taken some great steps forward with PvP gear in Mists of Pandaria. PvP Power has given us an extremely useful ‘knob’ to turn so we can adjust PvP gear to make sure that it’s better than its PvE equivalent. Meanwhile Resilience, while well-intentioned, has actually made the gear gap worse over time. We think that most players would be okay with going into PvP with lower damage if they were a bit more durable. We believe that a broader population of PvPers will offer a better experience for everyone, and also provide a better pool of players as we introduce refinements to how Battleground queuing works in the future. One of the best ways for us to increase the number of players that participate in PvP is to reduce the barrier to entry for those who play World of Warcraft regularly but don’t participate in PvP. Specifically, we’re referring to PvE players that spend a lot of time gearing up in PvE but feel that PvE gear is a severe liability in PvP (because, well, it is ).

Incoming 5.3 Gear Changes
With all of this in mind, we’re making some pretty dramatic changes to PvP gear and the PvP environment in 5.3:

  • Base Resilience will be set to 65% for all characters level 85 and higher
  • Resilience will be removed from nearly all PvP gear
  • Players will still be able to use Resilience gems and enchants
  • PvP power will remain exclusively on PvP gear
  • PvP set bonuses that currently provide Resilience will now provide PvP Power
  • Healers and hybrid-casters will benefit to a greater degree from PvP Power, and Battle Fatigue will increase to make PvP gear superior for healers.
  • Conquest gear will be increased to item level 496 (up from 493).
  • Elite gear will be decreased to item level 496. This gear will essentially become a prestige upgrade.
  • The Big Change: We will be adding an item level ceiling to gear in unrated Battlegrounds, Rated Battlegrounds and Arenas
    • All gear will have its item level scaled down to 496 (Conquest gear item level). This includes even Conquest items that exceed the ilevel ceiling, such as weapons.

In addition, some of the changes that we’ve discussed previously will also be implemented:

  • In patches that don’t include a new season (including patch 5.3), the seasonal currency requirement of 7,250 Conquest Points earned will be lifted from weapons. The seasonal currency requirement must always be met to purchase Elite items, though.
  • Once the 27,000 Conquest Point seasonal currency requirement is reached, players will be able to purchase Tyrannical Gladiator’s gear with Honor Points.
  • The Conquest Point catch up cap will be introduced. You can read our PvP Gear in 5.2 and Beyond blog for more information on these changes.

We’re taking these steps because we want to improve PvP for those players who love to PvP by providing a richer pool of potential competitors (which can result in faster queues, and open doors to queuing refinements later on), and make an incredibly fun element of World of Warcraft more accessible to a larger audience.

What to Expect
We expect these changes to have a few important effects. First, we feel that they will still preserve our most important design goal: the best gear for competitive PvP will come from PvP. Since all other gear will be scaled down to the Conquest’s item level of 496 as a maximum, the Conquest gear will always be better by a significant margin because it will have PvP Power on it (which doesn’t count toward the item’s item level budget). Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and heroic raid gear. For example, a Heroic Thunderforged weapon and a Conquest weapon will be the same item level in PvP, with the same amount of primary stats, secondary stats and stamina. While the PvE weapon will do very good damage, it will still do less damage than the Conquest weapon due to the presence of PvP power on the PvP weapon.

We also believe that the changes will make it easier for those who aren’t PvPing now to give it a try or possibly motivate those that play only rarely to play more often. While they will do less damage than a player with PvP gear, they will have the same survivability, stamina and resilience. The damage differences shouldn’t be so great that they will be ‘insta-gibbed’ by the average opponent in PvP gear either. We expect the improvements will make PvP more fun for both hardcore players that want a more even playing field, as well as competitors that just want to dive in and have some fun without assembling a specialized gear set.

We Want Your Feedback!
This is a pretty massive change for World of Warcraft and while it would probably be more appropriate at the start of a new season, or even an expansion, we strongly feel that the current gear situation should be resolved quickly. We think this solution will help us meet our design goals and help create a more active, competitive, and fun PvP environment.

We know that concerns and questions are inevitable, and we look forward to hearing your thoughts on the subject. We invite you to try these changes on the PTR for yourself, and we’ll be watching for your feedback on the PTR Discussion forum and elsewhere.

Friday, March 22, 2013

Item Upgrade System Back in Patch 5.3

Originally Posted by Blizzard (Blue Tracker / Official Forums)
As you’re probably aware we introduced a new system in 5.1 which allowed you to upgrade some gear a few items levels at a time by paying with the PvE (Valor/Justice) and PvP (Conquest/Honor) currencies. In 5.2 the Voidbinders (NPCs who perform item upgrades) took a break to let people focus on just acquiring new items with their points. It also gave us time to evaluate the system, and decide how we want to continue supporting it.

PvE Item Upgrades in 5.3:
  • Voidbinders will return to their places in capital cities and shrines.
  • Items upgradable by Valor now require 250 Valor to upgrade per 4 item levels, for a total of 500 Valor for 8 item levels per item.
    • This is retroactive to all items that use Valor.
  • 5.2 Justice items now require 750 Justice to upgrade per 8 item levels, for a total of 750 Justice for 8 item levels per item.
    • This is retroactive to all items that use Justice.
    • This is higher than Valor to account for the increased acquisition rate of Justice since patch 5.2.

We still like the upgrade system for PvE as a way to make steady progression against bosses you can’t quite kill yet. You very predictably earn Valor every day, and use that Valor toward increasing your character’s power and overcoming an obstacle. It’s also good that Valor always has a use; it’s a currency we always want to be valuable regardless of where you are in progression.

The thing we didn’t like about item upgrades previously was that it created these rather brutal decisions where you were essentially betting against yourself, or having to offload large sums of Valor to keep from capping. If you just got a belt, but next week you’re going up against a Heroic boss that drops a best-in-slot belt for you, you might bet that you’ll get that belt and so you’d wait to upgrade it. But that’s complicated by the issue of being Valor capped and needing to spend some. So you dump Valor on upgrading a different slot and just hope you don’t replace that one instead.

In 5.3 the costs are dramatically cut to the point that these decisions are far less brutal, and you can pretty easily upgrade every slot instead of hedging bets against specific slots being replaced or not. In the example above you could go ahead and fully upgrade that new belt for only 500 Valor, as opposed to the 1500 it would have cost you before.

PvP Item Upgrades in 5.3:
  • Malevolent Gladiator’s Conquest (Season 12) items that have upgrades available are still upgradable at their original costs.
  • Dreadful Gladiator’s Honor (Season 12) items that have upgrades available are still upgradable at their original costs.
  • No other PvP items are upgradable, and no new PvP items for the foreseeable future will use the upgrade system.

It shouldn’t be too surprising, given that we’ve already come out and said it some weeks ago, that item upgrades are essentially not coming back for PvP. It’s something a lot of PvPers asked that we remove, it’s something we didn’t feel worked out too well, and so unsurprisingly the result is that it isn’t coming back. We’re still probably going to allow the Season 12 items that had previous upgradability to remain upgradable, as noted in the bullets above, but it’s not something we’re absolutely certain about at this moment. We’ll let you know if that changes.

Because gearing in PvP is based almost entirely on currency purchases, Conquest and Honor already always have a use, and we ask players to amass a lot of them to continue gearing. Honestly it was fairly unanimous that balancing the means of gear acquisition against upgrades just didn’t make good sense, at least with the current systems.

Let us know what you think in the comments, or on Twitter @Warcraft.

Hearthstone - WoW TCG Game

 Online Free to Play WoW TCG Game

  • Over 300 cards with the initial launch
  • Earn card packs by playing, or purchase them
  • Basic and Expert cards
  • Disenchant cards you don't want to receive dust, which is used to craft new cards.
  • Out this year, Beta this summer. Playable on the show floor
  • Beta sign up page available at

Tuesday, March 5, 2013

Patch ready for download and update your addons

You likely downloaded most of the patch already. This patch is only about 158 MB/s, Also a friendly reminder to take this time to update your addons. Many popular addons already have updates for this patch ready right now to be downloaded.Specifically (but not limited to) any raid frames, that part of the api got big changes in 5.2 and will require updates to work properly.
Grid already has there's updated so i would assume others do as well.

Happy Patch Day Everyone!

(I'll update the site if/when servers get delayed. 5.2 is a big patch, one of the biggest! I would say its pretty likely server maintenance gets extended)

Monday, March 4, 2013

Throne of Thunder Raid Schedule

Originally Posted by Blizzard (Blue Tracker)
With the release of Patch 5.2: The Thunder King, the vast Throne of Thunder raid will become available. As in previous raid tiers, Raid Finder wings and availability difficulties will be staggered.

To access the new Raid Finder wings you will need a minimum average item level (ilevel) of 480.

This is our current schedule based on a planned patch release date of March 5. If the patch is delayed, or if we determine any change is needed, we’ll update this article.

March 5 – Normal Throne of Thunder
March 12 – Heroic Throne of Thunder and LFR Wing 1 “Last Stand of the Zandalari”
March 19 – LFR Wing 2 “Forgotten Depths”
April 2 – LFR Wing 3 “Halls of Flesh-Shaping”
April 16 – LFR Wing 4 “Pinnacle of Storms”

Saturday, March 2, 2013

GameBreaker (Interview Series) Ep2: World of Warcraft (16:05 Patch 5.2 confirmed for this week)

If that wasn't enough confirmation for you here it is on there twitter.  (Source)

Friday, March 1, 2013

Patch 5.2 The Thunder King Round-Up

Lei Shen has consolidated his power on the Isle of Thunder, and if he’s not dislodged, his reborn army will threaten all of Pandaria. But the return of the Thunder King is good news for you, because it means that new challenges and triumphs await you in patch 5.2. A massive new zone, a new raid, server-wide events surrounding the siege on the Isle of Thunder, new factions, world bosses…and more still. Brace yourself for the storm.
Head over to the Under Development page now for a preview of the major in-development features planned for the next World of Warcraft patch, The Thunder King.

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