Archive for June, 2009
We’ve spent a bit of time on the Patch 3.2 PTR compiling images of the new badge loot available with Emblems of Triumph. You’ll find the vendors in the usual spot — by your specific faction’s other badge vendors. There’s quite an assortment of pieces available, though still no Elemental gear (thanks Blizzard!).
As with all PTR foofaraw, the stats, names, and most certainly art for these pieces can and may change by the time Patch 3.2 goes live, so give feedback if you think something’s amiss on the Test Realm Forum.
For now, drool away at the item level 245 loot.
Gallery: Patch 3.2 Triumph Gear
Filed under: Patches
Patch 3.2 PTR: Badge of Triumph loot gallery originally appeared on WoW.com on Wed, 24 Jun 2009 02:00:00 EST. Please see our terms for use of feeds.
Sometimes you’d like to know that there are other MMOs out there, right? Our sister site Massively can provide you with everything you need to know about all those other shiny MMOs! Check out this roundup of the latest news from the wider MMO world.
| LotRO Book 8 releases today Massively has been following the latest content update for Lord of the Rings Online, which is Volume II Book 8: Scourge of Khazad-Dûm. We’ve now learned via MMeOw that Scourge of Khazad-Dûm will release on June 23 (US/Oceanic)! As a bonus, players can already download the patch; the update weighs in at a fairly hefty 600mb and links can be found in the official announcement on the LotRO forums. |
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| Hands on with the Aion Closed Beta 2 Welcome back to Aion. Yes it’s Closed Beta Test 2 weekend and this time round I’m rolling Asmodian to explore a very different side of the shattered planet of Atreia. During CBT1 we showed you the lower half of the planet, a land known as Elysea and home of the angelic Elyos. I walked you through the character creation process, the first ten levels as a frail mortal, the Elyos ascension quest and those first steps into Sanctum and Verteron. Now it’s time to visit the upper half and home of the Asmodians, the continent of Asmodae. |
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| Rumor: FFXIV beta may begin by September Ah, rumors. We know the game was just announced, but there are three major reasons this rumor carries some weight. For one, Final Fantasy XIV has a 2010 release date, which makes sense considering the development team claims to have been working on the game for nearly five years now. Also, the dev team has expressed that they’d like to have a longer beta than the one Final Fantasy XI had — one which was only around four months long. |
Continue reading MMO Roundup: Last week on Massively
Filed under: Analysis / Opinion, News items, Features
MMO Roundup: Last week on Massively originally appeared on WoW.com on Tue, 23 Jun 2009 08:30:00 EST. Please see our terms for use of feeds.
Quite a show on our podcast last weekend — while, despite lots of pre-show tweaking, I still wasn’t able to get audio set up correctly, we were still able to get all our guests on. Both Lesley Smith and Chase Christian joined us to talk about all of the patch 3.2 changes we’ve heard about on the coming PTR, including Chase’s thoughts on Rogues getting Axes, what the Coliseum will be like and the changes to Emblems in raids and Heroic instances. We also talked for just a bit about the Midsummer Fire Festival, which is on the realms right now. Turpster will be doing it, as he’s still in the chase for the holiday achievements, but the rest of us are pretty meh.
And we talked about our plans for BlizzCon (live streaming ahoy!), and even gave away some loot codes. The contest from during the show is over and done with (so please don’t bother emailing us about Yogg Saron any more), but just so you weekly listeners aren’t out in the cold, we’ll do this: two random commenters on this post before Wednesday the 24th at midnight will win a loot card code each. That’s right: comment on this post (using a real email) before Wednesday at midnight and you’ll have a chance to win a Footsteps of Illidan loot card of your own, thanks to our friends at WoWTCGLoot.com.
Enjoy the show, and we’ll see you next week.
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Filed under: Podcasts, Podcasting, Fan stuff, Blizzard, Contests, Humor, WoW Insider Show
WoW Insider Show Episode 95: Just for you originally appeared on WoW.com on Mon, 22 Jun 2009 14:00:00 EST. Please see our terms for use of feeds.
Popcap kindly sent us a note to say that both of their free addons (Bejeweled and Peggle) for World of Warcraft have seen updates lately, so if you’re still playing the versions you downloaded when they first came out, better give them a refresh. Bejeweled, the classic gem matching game, is now up to 1.1, and features a completely updated score system (you’ll be asked to convert it the first time you load) that tracks all kinds of new features. In addition, the Achievements now have their own screen, so they’re all easier to track as well. And a bunch of bug fixes have gone in, to make the game smoother and faster.
And Peggle has reached 1.02, with some new code to try and keep users with different versions from having compatibility problems, as well as a few options to keep the chatspam down to a minimum. If your guild is angry that you keep accidentally hitting “Publish” and getting your score in their guild chat, get this new version, as it allows you to control where that goes, as well as change the name from “Publish” to “Brag,” to more accurately describe what it is.
Both versions can be downloaded right over on Popcap’s WoW site, or from the usual suspects at your favorite addon databases. It’s great that they’re still updating these (still for free!), but, completely selfishly, we still kind of want Zuma next.
Filed under: Odds and ends, AddOns
Popcap’s addons updated originally appeared on WoW.com on Sun, 21 Jun 2009 20:00:00 EST. Please see our terms for use of feeds.
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Patch 3.2 has been announced, and shamans saw some changes. That’s the short version.
Well, we’ve had the big patch notes bomb dropped on us, and they weren’t kidding about changing restoration around, were they? Of course, if you’re an orc shaman, you also got expertise with fist weapons added on to your racial, which is pretty neat all told. We also finally saw the debut of the new totem interface, which I can’t say enough good things about. The ability not only to drop up to four totems in one GCD but to have up to three customizable sets of four totems for different uses (I plan on making a set just for when there’s no DK’s around and I can finally use Strength of Earth totem instead of freaking Stoneskin) just made the clouds part and a host of glorious angels descend upon me. Turns out they wanted some money, but still, for a moment it was pretty keen.
Before we get rolling, though, I want to remind people: I want your horde screenshots! Otherwise this column is just going to be goat-men from the Twisting Nether, and I know you don’t want that. I personally don’t care, but you guys get so upset, and while that orc racial does make leveling my orc shaman appealing, I don’t really think I have the time.
I should probably also mention that rogues got axes in an attempt to give the design team more freedom to actually put some axes into the content. (Yay for one 1h DPS axe in all of Naxxramas, EoE, the Obsidian Sanctum and Ulduar!) I can only look forward to the host of axes in Argent Coliseum that are too fast for shamans to use effectively. On the up side, goodbye, totem stomper macros! We hate you!
Continue reading Totem Talk: Patch 3.2 PTR
Filed under: Shaman, Patches, Analysis / Opinion, News items, Talents, (Shaman) Totem Talk, Wrath of the Lich King
Totem Talk: Patch 3.2 PTR originally appeared on WoW.com on Sat, 20 Jun 2009 21:00:00 EST. Please see our terms for use of feeds.
Changes
- Exorcism: Now has a 1.5 second cast time, but can once again be used on players.
- Seal of Blood: This ability has been removed.
- Seal of the Martyr: This ability has been removed.
- Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
- Art of War: Now only applies to melee critical hits, but will make your next Flash of Light or Exorcism instant.
- Crusader Strike: Damage reduced to 75% weapon damage to match the new 4-second cooldown.
- Seal of Command: Redesigned. This seal now deals 36% weapon damage on every swing, and deals substantially less judgement damage.
- Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
Seal Changes
With Seal of Blood removed, Blizzard appears to be pushing Seal of Vengeance as the sustained damage seal, and Seal of Command as the burst damage seal. SoV needs 5 hits to get the full debuff rolling before it starts dealing damage, but looks to do more damage overall than SoC, especially if you pick up Seals of the Pure in the Holy Tree. This looks like a pretty good design to me.
General Rotation Changes
I’m not really a fan of the direction Blizzard is taking Retribution. I really liked the model of 3 abilities with 6-10s cooldowns. It felt measured with lots of open GCDs to do hybrid things. The upfront burst was a problem, but I think it could have been fixed without moving in the direction that Blizzard has gone.
The thing is is that I like the “few big hits” model. I’m not really a fan of the rogue/deathknight “many small hits” style. It feels wrong and frantic for a 2H weapon class. But it also appears to be the only model that this Blizzard dev team can balance, so all the melee classes are trending towards it. For paladins, that has resulted in Consecration and Exorcism being part of the regular rotation, and a weak, quick Crusader Strike.
As for the Art of War change, I don’t think it makes much of difference. Ret crits a lot, so it should be available whenever it is off cooldown. It will be used a lot less in PvP though. I don’t think this change will result in any extra thought or deliberation on the paladin’s part.
Vindication
This is a good change for Vindication. It becomes useful in PvE, provides another alternative to Demo Shout, and let’s the warriors do more DPS. All good.
Conclusions
The Ret changes are probably mathematically sound, and will probably result in Ret doing the proper amount of damage in PvE, while reigning in their burst in PvP. However, I’m not sure I will like the resulting button-mashing playstyle. It just doesn’t feel right for a 2H class.

I’ve been killing Sarth for months and, oddly I still enjoy it. Sans the last half an hour which normally involves bickering and the following question: ‘What’s a raid roll?’ repeated ad infinitum. However each time I enter the Chamber of Aspects, I find my eyes drawn to the other still-sealed portals and wonder when they will open. It’s clear the Dragonflight portion of Wrath lore is still incomplete and I live in hope these new raids might be tied into patch 3.3 or even the new expansion.
So tell me readers, when do you think Blizzard will start opening the other Sanctums? What kind of raids would you like to see for each flight? Do you think it might tie into the whole Infinite Dragonflight questline or be something to do with the Lich King? What are your thoughts, constant readers?
Filed under: Patches, Breakfast topics, Expansions, Lore, Wrath of the Lich King
Breakfast Topic: When are we going to see the rest of the Chamber of Aspects? originally appeared on WoW.com on Sat, 20 Jun 2009 08:00:00 EST. Please see our terms for use of feeds.
Changes
- Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
- On-Use Block Value Items: All items and set bonuses that trigger temporary increases to block value have been modified. Instead of increasing their block value amount by 100% like other items, they have all had their effect durations doubled. This applies to Glyph of Deflection, Gnomeregan Autoblocker, Coren’s Lucky Coin, Lavanthor’s Talisman, Libram of Obstruction, Tome of the Lightbringer, Libram of the Sacred Shield, the tier-8 paladin Shield of Righteousness bonus, the tier-5 paladin Holy Shield bonus, and the tier-5 warrior Shield Block bonus.
- Blessing of Sanctuary: This blessing now also increases stamina by 10%. This effect is not cumulative with Blessing of Kings.
- Righteous Fury: No longer has a duration or mana cost, remaining until cancelled or death. Also cancelled when a Paladin activates a different talent specialization.
- Seal of Vengeance and Seal of Corruption: These seals have been redesigned to deal substantially more damage. Now, once a paladin has 5 copies of the debuff from these seals on his or her target, on each swing the paladin will deal 33% weapon damage as Holy, with critical strikes dealing double damage.
- Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%.
- Ardent Defender: Redesigned. Currently, any damage taken by the paladin while at 35% health or below is reduced. Instead, any attack that would reduce the paladin to 35% health or below has its damage reduced. In addition, once every 2 minutes an attack that would have killed the paladin will fail to kill, and instead set the paladin’s health to 10/20/30% of maximum.
- Vindication: Redesigned. Now lowers target attack power, is consistent and does not stack with Demoralizing Shout.
Blocking
Blocking becomes a bit better, though Shield of Righteousness is nerfed slightly. The real problem with Block though, is that it just isn’t as attractive as Avoidance.
Blessing of Sanctuary
I guess Blizzard is trying to set up a system where the first paladin does Kings+Sanctuary, while the second paladin does Might+Wisdom. This change does solidify Sanctuary the priority blessing for tanks. To be honest, the real issue is that Greater Blessings are done on a per-class basis, but the desired order depends on the specific spec. The real problem with Sanctuary is that it makes handing out Blessings more of a hassle.
Actually, you know what might be cool–but possibly overpowered–is if Sanctuary wasn’t a separate Blessing, but rather an Improved Blessing of Kings. If you had the Sanctuary talent, your Blessing of Kings gives the 3% damage reduction. It’s potentially too good, but this would make handing out Blessings so much easier.
Ardent Defender
This is a major change. I think the “unleapfrogable” nature of the new Ardent Defender is possibly too good. It’s the equivalent of just getting 10% more health. I’d be somewhat surprised if this went Live as is.
The automatic Avoid Death is cool. The only issue I can see is not knowing whether the effect is available or on cooldown. This could be important for coordinating external cooldowns. If the effect is on cooldown, you might need to call for a Hand of Sacrifice to survive a burst of damage.
Other Changes
Righteous Fury becomes more stance-like. Seal of Vengeance becomes stronger, but this is balanced by the Shield of Righteousness nerf. The Vindication change allows a Prot paladin debuff the mob, freeing up a warrior or warlock to do more DPS.
Conclusions
Overall, Protection doesn’t change that much. Blocking becomes a bit stronger, a Protection Paladin effectively gets more health, and she obtains a new cooldown and debuff. Coupled with the Death Knight nerfs, this should leave paladins in a decent position.
The We Have a Tabard series is designed to help guild leaders, officers, members achieve their goals to maximize their cooperative experience.
I’m relatively new to leading a raiding guild. I’ve been working on building and training my team for about six months. I’ve been leading the recruiting and correcting members, managing raids, and in general trying to make my online family as functional as possible. It’s a lot of work for one person, and no matter how much I love my guildies I have to admit that I am tired.
The best thing that I’ve ever done for myself and my guild is to ask for help. I have some great players in my guild that are well respected by other members and the server community. They have expertise in areas that do I do not. Probably most importantly they are less likely to mince words than I do and are willing to do what it takes to get the job done. Having some backup has helped some become more invested in the guild and has really lightened my load.
Choosing who to ask for help can be a tough call. It does little good to select only your favorites or your friends, if they are not successful leaders. Take several factors into account when selecting a council of officers:
Continue reading We Have a Tabard: A little help from my friends
Filed under: Analysis / Opinion, How-tos, Guilds, (Guild Leadership) We Have a Tabard
We Have a Tabard: A little help from my friends originally appeared on WoW.com on Fri, 19 Jun 2009 14:00:00 EST. Please see our terms for use of feeds.
Test Realm Patch notes are available. There’s lots of changes, so I’ll take them one section at a time.
Sometimes I feel that no one at Blizzard plays a paladin. Then I see patch notes like these and I know that no one plays a paladin. These are the changes which effect Holy Paladins.
Changes
- Mana Regeneration: All items that provide “X mana per five seconds” have had the amount of mana they regenerate increased by approximately 25%.
- Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
- Lay on Hands: The buff from this ability now reduces the physical damage taken by the target by 10/20% instead of increasing the target’s armor. (I assume this is Improved Lay on Hands)
- Sacred Shield: When a paladin casts Flash of Light on a target with this buff, they also now place a heal over time effect on the target, healing that target for 100% of the Flash of Light amount over 12 seconds.
- Judgement of Light: Now heals for 2% of the attacker’s maximum health instead of a variable amount based on the spell power and attack power of the judging paladin.
- Beacon of Light: The healing amount on the Beacon of Light target is now based on the total healing done (including over-healing) instead of the effective healing done. Radius increased to 60 yards. Multiple Paladins can now have this active on the same target. Buff indicating a player is within range of the Beacon target is no longer displayed.
- Divine Intellect: This talent now gives 2/4/6/8/10% increased intellect instead of 3/6/9/12/15%.
- Illumination: This talent now returns 30% of the mana cost of the spell instead of 60%.
Mana Regeneration
Major reductions in mana regeneration. Our regeneration from critical heals is halved. There is about a 20% nerf in regen from Replenishment and the change to Divine Intellect. We do get an increase in effectiveness from mp5. On the whole, mana conservation and controlling overhealing will become a lot more important. I don’t think that Holy Light will be able to be used as heavily as before.
However, I think this is a good thing. I called for Illumination for Holy Light to be cut to 30% back in December. We’ve been ignoring mana for too long, and it will be good to have to consider it once again.
Beacon of Light
First, let’s get one thing straight: This is a complete buff for paladins. The new Beacon effectively doubles paladin throughput.
However, it’s also a terribly stupid idea which doesn’t actually solve any problems that paladins were facing.
In my experience, the fights where I feel the most constrained as a paladin are fights like Mimron Phase 2 or XT’s Tantrum. Fights with a lot of raid-wide damage. The new Beacon does not really change much for these fights. It also doesn’t change much for the 3rd or 4th paladin healer in a raid. Those paladins are still useless and can’t really contribute. Tank healing is already been taken care of by the first couple paladins. I know that having 3-4 paladin healers is not ideal, but it is a much worse position than having 3-4 of any other class.
Second, it changes the dynamic between healer and tank. Paladins will be tank healers who never, ever cast heals on the tank. We heal the tank by not healing the tank. Even if everyone else in the raid is at full health, it is better to cast a heal on a random DPS than it is to cast it on the tank.
This is just wrong. I like casting heals on the tank. I think that going from spamming heals on the tank to spamming heals on everyone but the tank is just stupid, and not in line with what a healer should be doing.
Honestly, I don’t see how Blizzard can manage to miss the mark so completely. We’re fine as tank healers. Our problem comes when when the tanks are already being taken care of by others. If that ever happens, our usefulness goes to zero. The new Beacon does nothing to rectify that situation.
Other Changes
The other changes are pretty decent. Imp Lay on Hands gives another cooldown that’s useful all the time. The new Flash of Light/Sacred Shield interaction adds some more ablation on the tank, while still preserving the doubled throughput. Judgement of Light is reigned in, and now will probably be cast by Holy paladins, allowing the Rets to maintain full Wisdom uptime. All good tweaks.
Conclusions
Mana regen changes hurt but are necessary. Beacon changes are a buff, but are stupid and miss the mark. The other small tweaks are good.
