Patch 4.3 Updated Information, Transmogrification Preview

Patch 4.3 Interviews – Updated Interviews keep hitting the web and we now know a few more things thanks to the interviews on Kotaku, Gamona.de, and Buffed.de! New Raid

  • Deathwing raid will be the final raid of the expansion.
  • You will even get to ride on Deathwing’s back during the fight, apparently to take him down over multiple phases.
  • The project for an Abyssal Maw is gone for the moment, the storyline wasn’t convincing enough/fitting.

5-Man Instances

  • 3 new 5-man instances will be added in this patch.
  • One of the instance will be in the Caverns of Time, for the War of the Ancients

Transmogrifier(Preview below)

  • The Transmogrifier NPC, which will let you change the appearance of any armor piece on you, while retaining the stats of your current gear. (= T12 stats, but with the Tier 2 look!)
  • Players won’t be able to change the appearance of their armor into another armor type or class armor set, and you might have to own the armor before you can use it to swap the appearance of your existing armor.

Void Storage

  • The Void Storage is a new type of bank where players will be able to store their old armors in order to free up space in their regular bank.
  • It will hold 100-150 items. Anything stored there will lose all gems and enchantments.

Raid Finder

  • The Raid Finder will be introduced in Patch 4.3, it will work like the Dungeon Finder.

Darkmoon Faire

  • There will be a new Darkmoon Faire island with a bunch of new activities such as “Whack-a-Gnome”

Patch 4.3 Preview – Transmogrification

Originally Posted by Blizzard (Blue Tracker / Official Forums)
You’ve been asking for it, and we were listening. In patch 4.3 you’ll be able to customize the appearance of your weapons and armor like never before.

The Ethereals, emerging from the nether, will bring with them a new technology they call Transmogrification. They’re heading to the capital cities of Azeroth to set up shop and to offer adventurers a unique service — copying the appearance of one magical item onto another. They only ask for a modest gold donation to recoup their costs.

Visiting a Transmogrifier will present players with a new interface that will allow them to change the appearance of an item while retaining its original stats. This means that you can raid in your paladin tier 12 Immolation set, but look like you’re wearing Lightbringer, while priests can bring Benediction back — at least in spirit. Hunters can once again roam the jungles of Stranglethorn Vale in their tier 2 Dragonstalker set. You could even slip into the saucy tailored Black Mageweave set for that matter. You know, with the thigh highs, and the little gloves, and the cute little… ahem.

Placing an item into the Transmogrifier interface will offer a preview of how the item will appear once the change is applied. However, not all item pairings are compatible with Transmogrification. In general, only items that have stats can be used in the transmogrification process. You must also be able to wear both items when using this service. Ethereals don’t have much in the way of ethics, but allowing someone to appear as if they’re equipping unusable items crosses the line. Similarly, they won’t allow you to change weapon or armor types. Sneaky death knights can’t make that breastplate look like a cloth robe, and you can’t make a one-handed axe look like a two-handed axe, or transform a sword’s appearance into that of a mace. Guns, bows, and crossbows will be the exception to this rule. You will finally be able to retain your dwarf’s racial gun bonus while appearing with all the splendor and elegance of a bow wielder (or at least the relative silence of one).

Placing items into the Transmogrify interface will increase the gold cost of the process, and clicking the Transmogrify button (assuming you have the necessary funds) will put the appearance change into effect. The process can be reversed by clicking the undo icon on each item, and then hitting the Transmogrify button once more to save the changes. Any item that’s transmogrified will have text indicating it’s been altered by the process for all to see, similar to the item tooltip callout for reforged items.

Transmogrification encourages players to hold onto items with sentimental or aesthetic value, and the Ethereals anticipate that personal bag and bank space will be at a premium now that everyone will be hoarding their frilly pantaloons and leather jerkins. In anticipation of this new demand for additional storage space, they’ll be introducing a unique Void Storage service. What’s Void Storage, you ask? We’ll provide more details soon.

We’re looking forward to seeing how players choose to customize their character’s appearance, and hope you’re as excited as we are for the arrival of patch 4.3 and the Transmogrification feature. Do you have a favorite set or weapon that you’ll be bringing back? Let us know in the comments below.


Golden Lion Guild

For those that plays World of Warcraft and needs a Guild, then please take a look at this guild where i am in .

We are currently a level 25, friendly, social guild on Alliance, Skullcrusher that is trying to establish a raiding team and get into the progress as soon as possible.
At this point we only invite level 85’s to the guild and there is a maximum of 3 alts in the guild.
Feel free to take a look around the website www.goldenlion.tk, or just have a chat on the forums!
Just an tip : If u make one account on this website for joining raids, events just take ur wow nickname so we can see easyly who comes and who not comes. Thanks!


Blizzard Trademarks “Mists of Pandaria,” Next Expansion?

Put on your tinfoil hats–it looks like an April Fools’ joke may become a reality. Last week, Blizzard filed for a trademark for “Mists of Pandaria” under computer software. This is a common practice for the registration of expansion titles; for example, the Cataclysm was filed for trademark on June 26, 2009 and its domain was bought subsequently. Similarly, a Pandaria domain was also purchased last week.

This means that it’s possible that the next expansion will be announced at BlizzCon and that it will be Mists of Pandaria.

Let the speculation run wild–what do you guys think? Is this our future expansion or a false alarm? Will the pandarens be a playable race for both sides, a neutral faction even though Blizzard has said that they like factions to be identifiable and distinct for horde and alliance? Or maybe their role will be more of a lore one, focusing on them as quest hubs and a central conflict?


Legendary Staff / Dragonwrath Tarecgosa’s Rest – Mount

Legendary Staff / Dragonwrath Tarecgosa’s Rest – Mount
During one of the latest update to the official armory site, the page of Dragonwrath, Tarecgosa’s Rest has been updated to include a new spell: Tarecgosa’s Visage.

It looks like the Legendary Staff also comes with a built-in mount now, Blizzard was pretty sneaky about it but it looks like we’ll see the mount model on live servers after all. See the preview below!


WoW Expansion “Vengeance of the Void” Rumor is a fake

WoW Expansion “Vengeance of the Void” Rumor is a fake
People are starting to get crazy on forums about a rumor started on a well known hacking/cheating site that we won’t mention here, you all know which one it is anyway.

The information started hitting a couple of news sites because, well, I guess any attention is good and double checking sources is hard (because you might want to do that considering what the original source is) but I’d rather kill the rumor before people start being very annoying about it.


Why would you believe me more than someone else? Good thing. Well, this document is a pretty obvious fake anyway (especially with stuff like “neglected Shadow Priest class” in official documents) and Blizzard just doesn’t draft that kind of stuff 3 months before the event before they send it to the entire company.

Btw, internal documents would never say “Activision Blizzard”, unless they’re scheduled for public release. The address isn’t even Blizzard’s, it’s the Activision Blizzard HQ. You don’t send that kind of mail to two companies 3 months before the Blizzcon just for fun.

I mean, seriously guys, Blizzard isn’t stupid when it comes to leaks, they don’t just take the risk of doing that stuff so early.


Patch 4.2 on Live Realms This Week, Firelands Raid Boss, Tier 12, Season 10

Patch 4.2 on Live realms this week
The patch files are now available in the dark places of the internet and unless something terrible happens, patch 4.2 should hit the live realms this week! I’ll have a slightly prettier compilation post on the front page in a few hours but check out the following links (and the last 4.2 articles below) for more information!

General

Legendary Staff

Items

Road to Patch 4.2 – Firelands Raid Boss Pages
Pages for the bosses of the Firelands Raid are now available! Technically, most of this info is now available in game through the encounter journal but it never hurts to peek before the live release. Thanks to chaud for the time he spent on those.


Road to Patch 4.2 – Tier 12 Pages
Tier 12 Armor Sets finally have their dedicated pages, with set bonuses, item lists, and armor models on all races for all classes!





Road to Patch 4.2 – Arena Season 10 Armor Sets
Arena Season 10 Armor sets also get a slightly updated previews, with the recolors of both versions of the sets and an upgraded model for the Rogue Armor set.

Class Set Class Set
Death Knight Ruthless Gladiator’s Desecration Rogue Ruthless Gladiator’s Vestments
Druid Ruthless Gladiator’s Refuge Shaman Ruthless Gladiator’s Earthshaker
Druid Ruthless Gladiator’s Sanctuary Shaman Ruthless Gladiator’s Thunderfist
Druid Ruthless Gladiator’s Wildhide Shaman Ruthless Gladiator’s Wartide
Hunter Ruthless Gladiator’s Pursuit Warlock Ruthless Gladiator’s Felshroud
Mage Ruthless Gladiator’s Regalia Warrior Ruthless Gladiator’s Battlegear
Paladin Ruthless Gladiator’s Redemption
Paladin Ruthless Gladiator’s Vindication
Priest Ruthless Gladiator’s Investiture
Priest Ruthless Gladiator’s Raiment

Season 10 – Elite (2200+) Armor Sets

Season 10 – Armor Sets


News Round Up: Season 10 Armor Preview, Dungeon Journal Preview, and More

It’s been a busy day here at Wowhead and also for Blizzard. There were tons of previews for 4.2 coverage today. All of them were topics we’ve already covered, such as season 10 armor sets so we’ve gathered them up for a news round up.

We also have some site news to cover before we get to the blue posts. First off we’d like to announce we picked up two new moderators on our forums Squishalot and Asakawa! If you see them around in our forums, be sure to give them a hearty welcome to their new jobs!

Secondly, we’d like to say hi to all the massive amount of readers we’ve picked up in the past few days. It’s great to have you guys here–Wowhead News is Wowhead’s newest venture and 4.2 was our test run of offering quality news as it breaks at lightning speeds. We hope you’ll like what you’ve been reading and stick around on our site. We’ll have a roundup of all our 4.2 coverage as a refresher soon and we’re also holding an exciting contest starting tomorrow pwith awesome TCG prizes, so make sure you stick around for both news and loot. We aim to be your number one source for reliable and in-depth World of Warcraft news!

PvP Season 10 Preview

PvP Season 9 will soon be coming to an end. Players on the battlefields and arenas of World of Warcraft have proven their mettle in glorious combat, and are ready for new challenges and more powerful rewards.Here’s a look at the gear that the most accomplished PvP competitors will be sporting in Season 10.

Dungeon Journal Preview

In patch 4.2, Rage of the Firelands, we’ll be introducing the Dungeon Journal, a new system that players can use to learn more about specific dungeons, the bosses within those dungeons, their abilities, and the rewards they offer.

While in a dungeon, hitting “M” (the default key for Map) will open the Dungeon Journal. A new button will also be available in the navigation tray, so that the Dungeon Journal can be accessed from anywhere in-game. There won’t be any gating or limitations placed on what content a player can see in the Dungeon Journal. All boss/dungeon/raid information will be available to all players regardless of level, gear, or content experience. The dungeon/raid map will display each boss in their respective locations, marked by unique icons.

Players can access boss information by clicking on boss icons on the map, or by clicking on the boss’s name in the associated tab of the dungeon/raid map page. General loot information for the dungeon/raid can also be accessed from the dungeon/raid main page by clicking on the Loot tab. This will show all loot dropped (from bosses and trash) in the instance, of a certain quality.

Boss abilities will be available via the boss’s page, either by clicking on the map or by going through the Dungeon tab. The Dungeon tab on the boss’s page will list out all major spells, abilities, and phases for that encounter.

Players will be able to glean useful insight in to the mechanics of boss encounters by first reading the Dungeon Journal. Our goal is to give a solid foundation for taking on the boss, a general sense of how the encounter will play out, and some context to the abilities, without taking the place of creating independent strategies.

In patch 4.2, you’ll be able to use the Dungeon Journal to help conquer every dungeon and raid that was introduced with World of Warcraft: Cataclysm, including those in Firelands. We want the Dungeon Journal to include as many dungeons, bosses, and encounters as possible, and we hope to add more in the future. Have fun storming the castle!

Holy Word: Sanctuary

We think Holy Word: Sanctuary is fine as-is taking all of the variables into account. It is isn’t intended to directly compete with Healing Rain or even Efflorescence, and if we decided that it needed to be, we’d have to nerf Holy priest AE healing in other ways, such as Circle of Healing or Prayer of Healing. If you are casting a heal every single GCD, then there may not be many times you would want to use Sanctuary over, say, Prayer of Healing. But you probably aren’t casting every single GCD. Even on heroic raid encounters there are often periods of lower damage, and if you’re blowing big heals then when you don’t need to, you’re going to run out of mana. But Sanctuary is the kind of thing you can cast during periods of low damage in preparation for predictable high damage in the near future, at which point it can be ticking away while you also cast other AE heals.Some pretty salient points here. We compare the entire class packages when evaluating and making changes. Saying spell X costs more mana than spell Y is just a recipe for X and Y being the same spell.It’s probably also fair that healing priests still have a few too many healing tools, and finding niches for things like Holy Nova continue to be issues without great solutions.

Also, saying that Sanctuary is there to prepare for high-damage phases is just not a great usage of the spell. The mana tradeoff is just too harsh for such a pathetically weak spell.

I was going to go into a lot of other uses for it, throwing it out for clump-ups and getting in some regen time when possible, obviously for any localized group damage where you’re going to get the duration. I probably should have just cut the example part.

NA and European Battle.net Invitationals Announced

Are you ready to watch your favorite StarCraft II and World of Warcraft players fight for fame and fortune?Blizzard Entertainment is pleased to announce the 2011 North American Battle.net Invitational. The top StarCraft II players and World of Warcraft 3v3 Arena teams will be invited to battle it out this summer to earn a berth at the 2011 Global Battle.net Invitational at BlizzCon.Stay tuned for more information.

Ask the Creative Devs #2

To say that it’s been a while since there was a session to ask the creative team at Blizzard questions would probably be an understatement. However, today is changing all that–if you’re a lore fanatic, you’re about to get some light shed on some very obscure topics. From the question of the blood elves’ true eye color to pondering on where the forsaken get their ship fleet from, we’ve got the second “Ask the CDevs” to show you guys.

The moon recently sent some irate emails to our Creative Development team, threatening to vacate Earth’s orbit if we didn’t divulge the answers to the “Ask CDev #2″ thread soon. Rather than calling the moon’s bluff, the CDev team stepped up its timetable and is now ready to present the answers to your questions!

In an effort to efficiently disseminate as much information as possible, many of these questions are amalgamations of several slight variations asked by the US, EU, Korean, and Chinese player bases. In addition, a few unanswered questions from “Ask CDev #1″ are included as well. Enjoy!

Q: Are the Warcraft and World of Warcraft RPG books considered canon?

A: No. The RPG books were created to provide an engaging table-top role-playing experience, which sometimes required diverging from the established video game canon. Blizzard helped generate a great deal of the content within the RPG books, so there will be times when ideas from the RPG will make their way into the game and official lore, but you are much better off considering the RPG books non-canonical unless otherwise stated.

Q: Where is X? (X = Calia Menethil, Turalyon, Alleria Windrunner, Med’an, Gallywix, etc.)

A: There are several “missing” characters in the Warcraft universe, but they are not forgotten! While we’d love to talk about these characters, doing so would spoil a number of the plots we have for Cataclysm and beyond. Believe us when we say that you will definitely hear about these characters when we’re ready to talk about them!

Q: Why isn’t there a(n) X Archaeology branch? (X = Tauren, Aqir, Faceless One, Furbolg, Murloc, etc.)

A: This is more of a game design question than a CDev one, but it was asked enough that we wanted to at least point out the following: just because a race doesn’t have an Archaeology branch now doesn’t mean there aren’t artifacts for that race, nor does it mean that the race isn’t a candidate for possible future additions to the profession.

Q: Have we seen a true titan yet in World of Warcraft?

A: No, only their creations.

Q: Are night elves related to trolls in some way?

A: See issue #5 of the World of Warcraft Official Magazine!

Q: What is the relationship between the Ancients of the Emerald Dream and the loa?

A: Troll druids visiting the Moonglade have been overheard calling the wisps who reside there loa, just as they refer to Goldrinn, Aviana, and the other returned Ancients as loa. Night elves and tauren have tried to counsel these trolls on “correct” druidic nomenclature, but the trolls thus far have been stuck in their ways.

Q: If trolls are able to regenerate their limbs, why didn’t Zul’jin’s arm grow back?

A: For the most part, it is the speed at which trolls regenerate that makes them formidable foes. When in balance with the loa of their tribe, they are also able to regrow digits (fingers and toes). Tales abound in troll culture, however, of those blessed by the loa with extraordinary regenerative abilities, such as the ability to regrow limbs and even vital organs lost in battle. The tale of Vula’jin the Void speaks of how he regrew almost his entire body after standing in a pool of shadowflame. But just as the loa can bless, they can also curse; troll children are taught legends of those cursed by the loa, unable to heal even flesh wounds, to instill the proper respect for their patron spirits.

Q: What races were on Azeroth before the coming of the titans?

A: Besides the elementals, the only known sentient races on Azeroth when the titans’ forces arrived to subdue the Old Gods were the trolls, the race known as “faceless ones,” and the aqir. Due to the Old Gods’ war against the titans, as well as the extensive terraforming that followed the war’s conclusion, records of what races existed before even the Old Gods’ arrival have likely been lost forever.

Q: What contact, if any, have the tol’vir in Uldum had with the rest of Azeroth over the course of their existence?

A: Although the systems keeping Uldum hidden from the rest of the world worked flawlessly from the ordering of Azeroth up until the Cataclysm, the tol’vir inside did have some knowledge of what was going on outside their home: many of the titans’ security devices in Uldum were in communication with the other titanic cities (Ulduar, Uldaman, etc.). The Halls of Origination were actually the system that Algalon the Observer intended to activate upon his arrival in Ulduar… which the players prevented from automatically triggering when they sent the “Reply-Code Alpha” signal from Dalaran.

Q: Why do blood elves still have green eyes?

A: Corruption from fel energies takes a long time to wear off. It’s why most orcs are still green even though Mannoroth is dead.

Q: How did Sinestra survive the events of Night of the Dragon?

A: For all intents and purposes, she didn’t; when players encounter Sinestra in the Bastion of Twilight raid, she is a husk of her former self, pieced together and reanimated by the powers of Deathwing’s Old God master.

Q: What are the origins of stone and storm drakes?

A: Brann Bronzebeard recently uncovered evidence, corroborated by reports from adventurers in Deepholm, that proto-dragons and dragons may have origins in these—and other—elemental drakes. The inhabitants of Deepholm, the Skywall, the Firelands, and the Abyssal Maw are less than talkative on these matters, however, and most of them were not around when the elemental prisons were created.

Q: Were there ever different elemental lords before the current four?

A: Ragnaros, Al’Akir, Therazane, and Neptulon are the only elemental rulers Azeroth has had in its existence. What this will mean for the elements of fire and air with the deaths of their elemental lords is unknown, but it most certainly is not good.

Q: Why do Kvaldir disintegrate into seaweed when they die?

A: The Kvaldir typically reside deep in the ocean, where their corporeal forms would be crushed if their mistweaving magics didn’t hold off the ravages of the depths. Although they remain flesh and blood in life, their deaths result in a backlash of mistweaving energies, dissolving the Kvaldir into mist over time. All that remains are patches of sea growth that had accumulated on their bodies and, of course, any loot they were carrying.

Q: Why are gnomes suddenly interested in the Light?

A: The gnomes have had an interest in the Light since they joined the Alliance, but they were so focused on technology and, later, the retaking of Gnomeregan that studying the Light didn’t feel necessary to them; the dwarven priests and paladins of Ironforge served as the only connection to the Light they needed. Now that the gnomes have reclaimed a foothold in Gnomeregan and begun rebuilding their culture outside of Ironforge, however, they’ve recognized the importance of having followers of the Light in their own ranks. In addition, researching new methods of purifying irradiated gnomes has led to radical advances in Light-based technology!

Q: Does the Wildhammer area that was called Northeron appear in WoW?

A: Prior to the Cataclysm, the northernmost part of the Twilight Highlands was called Northeron. The rapid melting of its famed icy cliffs due to the catastrophic climate shift from the Cataclysm, the incursion of Twilight’s Hammer forces, and the appearance of the creature known as Iso’rath all served to put an end to Northeron and many of the independent dwarves who lived there. Some of the wreckage is still visible along the northern coast. Fortunately, the nearby spiritual center of Kirthaven remains intact.

Q: Is Elune a naaru?

A: During a recent visit to Darnassus by Velen, he explained that the kaldorei’s description of Elune, as well as the demonstrated powers of the goddess, matched his experiences with powerful naaru. He began to offer advice regarding how to commune with powerful naaru, but Tyrande thanked him for his opinion, then cordially requested that he refrain from making such outlandish claims when in Darnassus or in the presence of Elune’s priesthood.

Q: The “There must always be a Lich King” mantra seemed awfully suspicious, coming from ghosts trapped in Frostmourne. Was there something else going on there?

A: To save people from generating elaborate conspiracy theories, we’ll be serious for a moment and say, definitively, no. The ghosts of Uther and Terenas understood that the Scourge would run rampant without someone to keep them in check. Yes, that does also mean that Arthas and Ner’zhul were not unleashing the full force of the Scourge during their respective reigns: you are welcome to speculate on the reasons for that.

Q: What is the Argent Crusade’s relationship with the Forsaken, in light of Sylvanas’s recent actions?

A: Although the members of the Argent Crusade still stand by the Forsaken heroes who joined them in the battle against the Scourge, Sylvanas’s actions since the slaying of Arthas have deeply concerned the crusaders. They, along with certain members of the Ebon Blade, are now watching Sylvanas and the Forsaken very closely, as similarities between her and the Lich King are increasing in number by the day.

Q: The Forsaken don’t have a harbor or any dry docks: how do they create their ships?

A: The Forsaken navy is composed of ships dredged up from the bottom of the ocean. Most of them were once among Lordaeron’s fleets.

Q: When undead use or are healed by the Holy Light, does it cause them any actual damage or harm, or does it only cause them pain (in addition to the intended effects of the spell)?

A: Channeling the Light in any way, or receiving healing from the Light, only causes pain. Forsaken priests do not disintegrate or explode from channeling the Light for an extended period of time… though they may wish they would.

Q: Are there long-term effects on an undead who is in regular contact with the Holy Light in a positive way?

A: It is difficult to say, as there are no known records of undead wielding the Holy Light before the Third War. There are reports, however, that some Forsaken have slowly experienced a sharpening of their dulled senses of touch, smell, etc., as well as an increase in the flashes of positive emotions that have otherwise become so rare since their fall into undeath. Unfortunately, this may be the cause of the Forsaken priesthood’s increased attempts at self-destruction; regaining these senses would force the priests to smell their own rotting flesh, taste the decay in their mouths and throats, and even feel the maggots burrowing within their bodies.

Q: Why are humans who drink the blood of worgen unable to be raised as Forsaken?

A: Not only are the Val’kyr less powerful than the Lich King when it comes to raising the undead, but the worgen curse also makes raising them into undeath far more difficult than it is for normal humans. The worgen curse has roots in both the Emerald Dream (through the wolf Ancient, Goldrinn) and the holy power of the goddess Elune. In addition, those worgen who imbibe the waters of Tal’doren—through the ritual they undergo to maintain balance between the worgen curse and their humanity—have a further resistance to the corruption of undeath.

Q: Are blood elf death knights still afflicted by their racial addiction to magic?

A: No, though their new addiction, the one all Ebon Blade death knights possess, is arguably worse: the need to inflict pain. If death knights do not regularly inflict agony upon another creature, they begin to suffer wracking pains that could drive them into a mindless, blood-seeking hysteria—a far worse fate than that of those who suffer from arcane withdrawal.

Q: What has become of the blood elf Spellbreakers?

A: While they were already few in number to begin with, the ranks of this formidable fighting force were thinned drastically when their headquarters on the Isle of Quel’Danas was overwhelmed by Kael’thas and his Burning Legion forces. The lone squad that remains now exists as a relic of a bygone era, as the Spellbreakers have refrained from training any new recruits since Kael’thas’s betrayal.

Q: How have the blood elves reacted to the Highborne’s return to night elf society, heralding the return of kaldorei magi?

A: Because their expulsion from night elf society after the War of the Ancients was due to their use of arcane magic, the blood elves were outraged to hear that the kaldorei had welcomed the Highborne back and were tolerating the practice of arcane magic again. After witnessing the “rookie” mistakes made by the new kaldorei magi, however, the blood elves are anxiously awaiting whatever mess the kaldorei are going to put themselves in. What’s more, some sin’dorei have been able to exploit the kaldorei’s inexperience in order to rout Alliance forces, as seen in the “Amberwind’s Journal” quest series in Azshara.


Patch 4.2 – Firelands Raid Loot List, Blue Posts

Road to Patch 4.2 – Firelands Raid Loot List
Today I have a nice compilation of all the items you can expect to find in the Firelands raid instance! All pages have been updated with screenshots and you should have a good idea of what to expect in the instance. For additional items check out the following articles:

If everything goes well, I’ll have absolutely everything compiled very nicely before the end of the week!

Level Type Spec Slot Name Boss
391 Misc. Crystallized Firestone All Bosses – Upgrade
404 Staff Spell DPS Two-Hand Dragonwrath, Tarecgosa’s Rest Legendary Staff Quest
397 Bow Physical DPS Ranged Arathar- the Eye of Flame Ragnaros (H)
397 Mace Melee Two-Hand Sulfuras- The Extinguished Hand Ragnaros (H)
397 Mace Spell Spirit Main Hand Ko’gun- Hammer of the Firelord Ragnaros (H)
397 Staff Spell DPS Two-Hand Sho’ravon, Greatstaff of Annihilation Ragnaros (H)
391 Axe Melee One-Hand Gatecrasher Baleroc, the Gatekeeper (H)
391 Axe Melee One-Hand Blackcleave Chopper Raid Trash – Upgrade
391 Axe Melee Two-Hand Skullstealer Greataxe Shannox (H)
391 Axe Spell Spirit Main Hand Eye of Purification Unknown
391 Crossbow Physical DPS Ranged Arbalest of Erupting Fury Lord Rhyolith (H)
391 Dagger Melee One-Hand Alysra’s Razor Alysrazor (H)
391 Dagger Physical DPS One-Hand Feeding Frenzy Shannox (H)
391 Dagger Physical DPS One-Hand Avool’s Incendiary Shanker Unknown
391 Dagger Physical DPS One-Hand Entrail Disgorger Unknown
391 Dagger Spell DPS Main Hand Chelley’s Sterilized Scalpel Raid Trash – Upgrade
391 Gun Physical DPS Ranged Lava Bolt Crossbow Raid Trash – Upgrade
391 Mace Physical DPS One-Hand Shatterskull Bonecrusher Unknown
391 Off-Hand Spell DPS Off-Hand Molten Scream Baleroc, the Gatekeeper (H)
391 Off-Hand Spell Spirit Off-Hand Goblet of Anger Shannox (H)
391 Polearm Physical DPS Two-Hand Ranseur of Hatred Raid Trash – Upgrade
391 Shield Spell Spirit Off Hand Ward of the Red Widow Beth’tilac (H)
391 Shield Tank Off Hand Shard of Torment Baleroc, the Gatekeeper (H)
391 Staff Physical DPS Two-Hand Fandral’s Flamescythe (Video) Majordomo Staghelm (H)
391 Staff Spell DPS Two-Hand Funeral Pyre Beth’tilac (H)
391 Staff Spell DPS Two-Hand Runestaff of Nordrassil Legendary Staff Quest
391 Staff Spell DPS Two-Hand Spire of Scarlet Pain Raid Trash – Upgrade
391 Staff Spell Spirit Two-Hand Smoldering Censer of Purity Unknown
391 Sword Melee Two-Hand Zoid’s Firelit Greatsword Unknown
391 Sword Spell DPS Main Hand Volcanospike Lord Rhyolith (H)
391 Sword Spell DPS Main Hand Firethorn Mindslicer Unknown
391 Sword Tank One-Hand Mandible of Beth’tilac Beth’tilac (H)
391 Wand Spell DPS Ranged Stinger of the Flaming Scorpion Majordomo Staghelm (H)
391 Plate Hands Flickering Handguards Baleroc, the Gatekeeper (H)
391 Plate Melee Chest Breastplate of Shifting Visions Majordomo Staghelm (H)
391 Plate Melee Feet Arachnaflame Treads Beth’tilac (H)
391 Plate Melee Hands Fireskin Gauntlets Lord Rhyolith (H)
391 Plate Melee Head Greathelm of the Voracious Maw Alysrazor (H)
391 Plate Melee Legs Lavaworm Legplates Alysrazor (H)
391 Plate Melee Waist Uncrushable Belt of Fury Shannox (H)
391 Plate Melee Wrist Earthcrack Bracers Lord Rhyolith (H)
391 Plate Spell Spirit Chest Clutch of the Firemother Alysrazor (H)
391 Plate Spell Spirit Feet Treads of the Penitent Man Majordomo Staghelm (H)
391 Plate Spell Spirit Hands Grips of the Raging Giant Lord Rhyolith (H)
391 Plate Spell Spirit Head Casque of Flame Baleroc, the Gatekeeper (H)
391 Plate Spell Spirit Legs Legplates of Absolute Control Shannox (H)
391 Plate Spell Spirit Shoulder Spaulders of Manifold Eyes Beth’tilac (H)
391 Plate Spell Spirit Wrist Bracers of the Dread Hunter Shannox (H)
391 Plate Tank Chest Carapace of Imbibed Flame Beth’tilac (H)
391 Plate Tank Feet Cracked Obsidian Stompers Lord Rhyolith (H)
391 Plate Tank Head Helm of Blazing Glory Baleroc, the Gatekeeper (H)
391 Plate Tank Legs Legplates of Frenzied Devotion Shannox (H)
391 Plate Tank Shoulder Spaulders of Recurring Flame Alysrazor (H)
397 Plate Tank Shoulder Pauldrons of Roaring Flame Ragnaros (H)
391 Plate Tank Wrist Bracers of the Fiery Path Majordomo Staghelm (H)
391 Mail Shoulder Flickering Shoulders Beth’tilac (H)
391 Mail Physical DPS Chest Flaming Core Chestguard Lord Rhyolith (H)
391 Mail Physical DPS Feet Decimation Treads Baleroc, the Gatekeeper (H)
391 Mail Physical DPS Hands Grips of Unerring Precision Majordomo Staghelm (H)
391 Mail Physical DPS Head Scalp of the Bandit Prince Shannox (H)
391 Mail Physical DPS Legs Moltenfeather Leggings Alysrazor (H)
391 Mail Physical DPS Wrist Hide-Bound Chains Raid Trash – Upgrade
391 Mail Spell DPS Shoulder Craterflame Spaulders Alysrazor (H)
391 Mail Spell Spirit Chest Gatekeeper’s Embrace Baleroc, the Gatekeeper (H)
391 Mail Spell Spirit Feet Treads of Implicit Obedience Shannox (H)
391 Mail Spell Spirit Hands Clawshaper Gauntlets Alysrazor (H)
397 Mail Spell Spirit Head Crown of Flame Ragnaros (H)
391 Mail Spell Spirit Legs Thoracic Flame Kilt Beth’tilac (H)
391 Mail Spell Spirit Wrist Lava Line Wristbands Lord Rhyolith (H)
391 Leather Shoulder Flickering Shoulderpads Shannox (H)
391 Leather Wrist Flickering Wristbands Alysrazor (H)
391 Leather Melee Head Hood of Rampant Disdain Lord Rhyolith (H)
391 Leather Melee Waist Riplimb’s Lost Collar Raid Trash – Upgrade
391 Leather Physical DPS Chest Breastplate of the Incendiary Soul Baleroc, the Gatekeeper (H)
391 Leather Physical DPS Feet Sandals of Leaping Coals Majordomo Staghelm (H)
391 Leather Physical DPS Hands Gloves of Dissolving Smoke Shannox (H)
391 Leather Physical DPS Legs Cinderweb Leggings Beth’tilac (H)
391 Leather Physical DPS Shoulder Shoulderpads of the Forgotten Gate Baleroc, the Gatekeeper (H)
391 Leather Spell Spirit Chest Incendic Chestguard Lord Rhyolith (H)
391 Leather Spell Spirit Feet Phoenix-Down Treads Alysrazor (H)
391 Leather Spell Spirit Hands Cindersilk Gloves Beth’tilac (H)
391 Leather Spell Spirit Head Cowl of the Clicking Menace Beth’tilac (H)
391 Leather Spell Spirit Legs Firecat Leggings Majordomo Staghelm (H)
391 Leather Spell Spirit Wrist Glowing Wing Bracers Baleroc, the Gatekeeper (H)
391 Cloth Head Flickering Cowl Lord Rhyolith (H)
391 Cloth Spell DPS Chest Robes of Smoldering Devastation Beth’tilac (H)
391 Cloth Spell DPS Feet Coalwalker Sandals Shannox (H)
397 Cloth Spell DPS Hands Fingers of Incineration Ragnaros (H)
391 Cloth Spell DPS Legs Leggings of Billowing Fire Alysrazor (H)
391 Cloth Spell DPS Shoulder Mantle of Closed Doors Baleroc, the Gatekeeper (H)
397 Cloth Spell DPS Waist Majordomo’s Chain of Office Ragnaros (H)
391 Cloth Spell DPS Wrist Wristwraps of Arrogant Doom Majordomo Staghelm (H)
391 Back Physical DPS Back Dreadfire Drape Lord Rhyolith (H)
391 Back Spell DPS Back Wings of Flame Alysrazor (H)
391 Finger Melee Finger Alysrazor’s Band Alysrazor (H)
391 Finger Physical DPS Finger Widow’s Kiss Beth’tilac (H)
391 Finger Spell DPS Finger Crystal Prison Band Shannox (H)
391 Finger Tank Finger Stalwart Ember Seal Raid Trash – Upgrade
391 Neck Melee Neck Necklace of Fetishes Shannox (H)
391 Neck Melee Neck Firebound Gorget Raid Trash – Upgrade
397 Neck Physical DPS Neck Choker of the Vanquished Lord Ragnaros (H)
391 Neck Spell DPS Neck Flowform Choker Majordomo Staghelm (H)
391 Neck Spell Spirit Neck Heartstone of Rhyolith Lord Rhyolith (H)
391 Trinket Trinket Spidersilk Spindle Beth’tilac (H)
391 Trinket Melee Trinket Apparatus of Khaz’goroth Raid Trash – Upgrade
391 Trinket Physical DPS Trinket The Hungerer Majordomo Staghelm (H)
391 Trinket Spell DPS Trinket Jaws of Defeat Majordomo Staghelm (H)
391 Trinket Spell DPS Trinket Necromantic Focus Baleroc, the Gatekeeper (H)
391 Trinket Spell DPS Trinket Eye of Blazing Power Alysrazor (H)
391 Trinket Tank Trinket Scales of Life Raid Trash – Upgrade
397 Trinket Melee Trinket Vessel of Acceleration Ragnaros (H)
397 Trinket Physical DPS Trinket Matrix Restabilizer Ragnaros (H)
397 Trinket Spell DPS Trinket Variable Pulse Lightning Capacitor Ragnaros (H)

Blue Posts

Originally Posted by Blizzard Entertainment
Justifying Class Changes
The blog seemed to be popular, and even players who disagreed with their being nerfed seemed to appreciate the fact that we tried to give some insight into what we were thinking. GC and the his crew are going to try to keep making similar blogs for every patch. I think it was one of the more positively received blogs in long while.

Offering a lot of justification for changes early on a patch though is challenging for a number of reasons. First is that patch builds are often just snapshots of the data at any given time. We wait until everything is near perfect for actual releases (as far as you can ever do with as complex a game as this), but when we are in PTR mode the devs are trying to get builds out quickly. That means you’ll often see a change that was half-implemented or something that a designer was messing around with. There often isn’t justification for those type of changes — it could just be trying to fix a bug or seeing how something feels with a slight redesign. Second, it takes a lot of time to justify those changes and designers are often really busy implementing the actual changes at that stage in the beta. When the changes are not even necessarily ‘real’ changes, justifying what might not stick probably isn’t a great use of time.

Finally, we greatly appreciate feedback from the community and it can have a big influence on our game design, but at the same time we want to avoid the perception that the players are collaborating on with us on designing the game. It’s tricky to manage expectations in that way, but if we lead players to believe they have more influence on design decisions than they actually do, then there’s a lot of undue frustrated and dismay when we don’t make a change that some may really wants us to make. Being able to take player feedback while making sure they don’t expect that feedback to be implemented as-is can be a tough balancing act, but is still a necessary one. (Blue Tracker / Official Forums)

Death Knight (Forums / Talent Calculator / Skills/Talents)
Trading higher risk for higher return
In general we like designs like this a lot. The challenge is that WoW is a game where you are tanking for a group, so there is a substantial social dynamic at play. We don’t want things to play out is like this: “Oh, look, our DK tank has the easy mode Death Strike talent. Ergo, he’s a bad tank. Let’s kick him and get a good one.”

Never mind that the DK in question probably tanks better with the “automatic” Death Strike rather than fumbling through the “manual” one. Never mind that the difference between the two is probably not going to make the difference between success or failure unless you are on Heroic raids (in which case why on earth do you have a pug tank?)

Obviously we shouldn’t design around misinformation. But at the same time, social pressure is really powerful. If the active / harder-to-use / more pro mode of Death Strike becomes the only acceptable standard, then we haven’t accomplished anything but complicate the game.

It’s something to think about at least. ;) (Blue Tracker / Official Forums)

Paladin (Forums / Talent Calculator / Skills/Talents)
Holy Paladins
Here are developer thoughts on a few Holy paladin-related issues from this and related threads:

Mana — we still think the 4.2 changes are necessary. Many of you disagree. We’re not sure we can resolve the disagreement without all of us (players and developers) sitting around a table going over a lot of raid parses, which obviously isn’t very realistic. We don’t want to shut down the conversation completely, but at the same time, this is a topic we have spent a lot of time on internally, and we still like the 4.2 changes. If you’re right and we overcompensated, then we’ll admit we were wrong and make changes. We don’t think that will happen though. We think Holy paladins will remain awesome healers.

Beacon of Light — Ideally the way we want it to play out is that you are healing non-Beacon targets (i.e. using the transfer) most of the time. However, sometimes that 50% healing transfer isn’t sufficient and you have to actually heal the Beacon target directly. Yes that is less efficient, but there is no point worrying about efficiency when your tank is dead. (If you can’t sometimes heal your Beacon target directly without having severe mana problems, then you probably need to gear up more for the content you’re attempting.) Tower of Radiance was designed as consolation for healing the Beacon target. It was a better talent when it affected Holy Light, but unfortunately it was so good that the default behavior became only healing the Beacon target. That’s not what we want either.

Light of Dawn — like many AE spells, Light of Dawn doesn’t scale well from 5-player dungeons (or even 3-player Arena teams) up to 25-player raids. Maybe the solution in the future is to somehow have the spells themselves scale with group size, but in the mean time we made 4.2 changes to get players in larger raids to use Word of Glory a little more often. Light of Dawn will still gets tons of use in big raids, and we’re fine with that.

Holy Radiance — this spells hasn’t played out as we hoped. The initial design was that the paladin would heal targets around him, perhaps relying on the Speed of Light sprint to get to clumped, wounded targets, or even try healing in melee on occasion. We solved initial usability problems by just buffing the heal over and over, especially the range, such that the position of the paladin in the group is almost irrelevant now. Yet because it maintains an instant cast, there isn’t a lot of interesting gameplay around Holy Radiance. It would probably work better as a cast time heal with no cooldown, so that you had the choice of using it or a single-target heal in the same way a shaman chooses Chain Heal when appropriate. Ultimately this might allow paladins to feel like they could be assigned to AE healing. That’s a big redesign, but something we’re considering. (Blue Tracker / Official Forums)

Holy Shield Redesign / Protection Paladins
On the topic of who wanted this change, we’re just in a better position than players to get a sense for what a wide variety of paladins are asking for across the world. Players are most familiar with what their friends on their own realm are thinking, or what they read on the forums they frequent. Those are typically fairly small sample sizes. And I don’t mean that as a slight against anyone in this thread who disagrees with our decisions. It’s just the nature of the way in which data can be collected.

The more salient point though is that this isn’t a decision-making process that is heavily influenced by polling. The change made was a suggestion we saw several times, considered, and decided we agreed with. We know there are players who disagree with the decision, which to be fair, is the outcome of every single design decision we make. We think the most fair point is that some tanks already have enough going on, and as we suggested in the recent Blood DK discussion, we’re considering options to let players opt out of complexity at their discretion.

As far as Protection paladin mastery goes, one solution we like, as we alluded to before, is to split Protection’s mastery into multiple components so that hitting the “hard cap” is less of a hard cap. There are two problems with this design. First, it would feel a lot like the warrior mastery, and we know some of you want to be less like warriors, not more. Secondly, it would be a huge nerf to Protection survival overall. We could compensate for it elsewhere, but you will see a lot of players upset about the nerf — players who liked stacking mastery to the cap and then being able to focus on other stats. We looked a lot at the paladin gear for Firelands and concluded that while it will be easier to max out mastery, there won’t be so much of it that paladins get frustrated when mastery gear drops. It might let them swap out a few other pieces or use fewer gems. We could have the problem again in the next raiding tier, but we have ample time to consider our options before that time.

This sort of leaves me with one question. Are you guys okay with Paladins block capping? You guys tend to bounce between the two ideas of “we are okay with it” and “we don’t want it.”
At the 10,000 foot view, it’s not ideal. But it doesn’t cause so many problems, balance or otherwise, that it was worth the potential fallout from a change. Even if we make a change that we think is for the better, it’s still a change that requires some amount of relearning on the part of the player base, so we try and pick our battles. (Blue Tracker / Official Forums)

Rogue (Forums / Talent Calculator / Skills/Talents)
Rogues popularity
This is a topic we discuss a lot. We don’t believe it has anything to do with game balance though. Rogues were also less popular than other classes at times when they consistently topped damage meters and dominated PvP. This isn’t a trend that seems to rise and fall with current game balance. Overall, we’ve never seen a strong correlation between which class is considered overpowered and what players are playing. (Note: This is true overall, but if you move to smaller and smaller sample sizes, perhaps Arena teams above or below a certain rating threshold or raids above or below a certain level of progress, then you can see some correlations between power–real or perceived–and popularity.)

We do know that a lot of rogues appeared to reroll DK, at least when the class was first introduced. We also think rogues were more popular back in the day before flying mounts and instance-teleportation, where ganking someone out in the wilderness was more common. We saw a surge in the popularity of hybrid classes, especially druids and paladins, as running heroic dungeons became something nearly every player did instead of a more dedicated minority.

It’s possible that some rogue mechanics aren’t as fun as they could be. This is a really subjective issue though, and it’s trivial to find members of every class and spec declaring that their character is clunky and ill-conceived while some other class or spec appears sleek and shiny. We made some changes (i.e. stealth movement speed) to try and make some of the rogue mechanics more fun and this is the kind of thing we’ll continue to keep an eye on.

Plenty of players love rogues though. We don’t want to give the perception that the class is dying or anything like that. It’s just less commonly played than say paladin, which is probably why you see so many paladin-related threads on all three forums.
(Blue Tracker / Official Forums)


Patch 4.2: New PvP Mounts for Rated Battlegrounds

Patch 4.2: New PvP Mounts for Rated Battlegrounds
For more information on Patch 4.2 mounts, check out our preview.

Originally Posted by Blizzard (Blue Tracker / Official Forums)

In order to best accommodate players under the unique play style of Rated Battlegrounds, we’ll be offering all-new PvP ground mounts — the Vicious War Wolf (Horde) or Vicious War Steed (Alliance) — in a unique way. If you want to sit your knickers on these sweet new rides come patch 4.2, Rage of the Firelands, you must earn achievements for winning either 75, 150, or 300 Rated Battlegrounds. One account-bound mount will be awarded for each of these achievements earned, so if you win 300 Rated Battlegrounds with a character, you’ll be afforded the opportunity to give that character and two of your alts each a wolf or steed. Since these mounts are tied to each achievement and not to your placement on the competitive ladder, they will be awarded instantly rather than at the end of each season as with Arena mounts. Your Rated Battleground wins tracked for these achievements are cumulative and are not reset with each season, so you can work toward the reward at your own pace.

For those of you storming the front lines, protecting vital tactical positions, and keeping your teammates alive in Rated Battlegrounds, we wish you the best of luck in obtaining awards that befit your show of valor!

This article was originally published in forum thread: Patch 4.2: New PvP Mounts for Rated 

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