World of Warcraft: Current Year

Kreugen

Vyemm Raider
6,599
793
there's 6 LFR raids x 90 = 540 plus 16x40=640 normal/raid heroics...you dont have to do a single dungeon run at all to cap valor. You also gain valor from scenarios, challenge modes, etc. It's pretty easy to cap valor in 1-2 days.
Except LFR would take much longer than doing dungeons if you don't need any of the drops, and this week in particular due to the holiday I barely got any raid kills, and I'm gone all weekend so I won't be able to get the daily bonus those days (the point), and doing heavy progression raiding means we leave out MSV most weeks. So, yeah, unless you do every LFR and every raid target and dailies that you don't even need anymore, you wind up having to do a lot more dungeon runs than before to cap valor. Plus the fact that you actually WANT to cap valor because of the fucking upgrade system and, yeah, a lot more grinding fuckery than ever before.
 

Tantrik

Golden Knight of the Realm
384
115
Whoops, only 5 LFRs. I just completely disagree with the "more grinding fuckery than every before". Now you can get valor in more ways than ever and dont have to sit there and grind out the same 5man shitfests week after week to do it. I'd much rather do a 5man here and there, one or two LFR's to finish off my healing set, and pop in a scenario or two throughout the week to cap valor (when added to the 10-12 bosses we get down after working on heroics our 3 raid nights). I don't even touch dailies anymore except the ironpaw token one.

I don't know...I might do 1-2 5mans a week and have no problem whatsover cap'ing, or stressing about it.
 

alavaz

Trakanon Raider
2,001
713
Except LFR would take much longer than doing dungeons if you don't need any of the drops, and this week in particular due to the holiday I barely got any raid kills, and I'm gone all weekend so I won't be able to get the daily bonus those days (the point), and doing heavy progression raiding means we leave out MSV most weeks. So, yeah, unless you do every LFR and every raid target and dailies that you don't even need anymore, you wind up having to do a lot more dungeon runs than before to cap valor. Plus the fact that you actually WANT to cap valor because of the fucking upgrade system and, yeah, a lot more grinding fuckery than ever before.
You solo queuing DPS or something? If you aren't waiting on queues LFRs should be quicker than dungeon grinding.

Tuesday I do 3-4 LFR and Wednesday I do the last 1 or 2. After doing each days scenario and heroic for 40 and 80 respectively, I have at least 780 valor by the time I log off Wednesday. Usually more because I do the Domination Point dailies and if August has up an easy one like White Tiger or Jade Serpent I'll do those too. Plus I run the halfhill ones most of the time since I want the Iron Paw token and it usually only takes a couple extra minutes to do the other ones. Then come the weekend whatever I need (usually less than 100 by that point) I get them from normal raiding.
 

kudos

<Banned>
2,363
695
Humans (& Forsaken + Worgen), Dwarves, Gnomes, Troggs, Vrykul, and Grummles are all errant Titan-built robots cursed by Old Gods. Night elves, high/blood elves, satyr and harpies are all mutant trolls. Goblins may or may not be mutant trolls as well.
tongue.png
Mogu are actually just like trolls in that they are native and not titan built.

Also, just to reiterate what I said before. Fuck troll dungeons/raids. SO FUCKING SICK.

tongue.png
 

Caeden

Silver Baronet of the Realm
7,400
12,030
Man, I know. I could go for some more skeletons and abomination themed dungeons. Or dragonkin? We've never had enough dragonkin or demons! But the real rarity are elementals. Rarely have dungeons about those either.

I kid. My point is a troll touched you in the bad place didn't he?
 

Dandai

<WoW Guild Officer>
<Gold Donor>
5,909
4,484
I think I'd rather have another troll/mogu themed raid than another Mantid themed raid. I hate the dark, sha infested, mantid architecture in heart of fear. Terrace and MV are much more aesthetically pleasing (with a slight advantage given to Terrace).

With Wrathion stoking the flames between horde/alliance, do you think we'll see another crusader's coliseum type pvp fight?
 

Ukerric

Bearded Ape
<Silver Donator>
7,986
9,720
VP items on rep vendors,
Yet again. Notice that the new VP items are locked to a NEW rep.

Also, when they talked about how they wanted another Ulduar, I didn't expect that to mean a 12-boss zone+1 heroic only literally...
 

LadyVex_sl

shitlord
868
0
So, does anyone know how feral druids are doing as far as dps?

Most sites are putting resto druids as the worst healer in heroic content, balance as amongst the worst dps, and guardian as the worst tank. I don't like the feel of balance in MOP much, so I plan on respecing to feral, but in general it feels bad and I won't bother if I'm exchanging one bad for another.

Feels good to be a druid on Blade lord though. =(

BTW Vex I believe Krugen and I are far from casual and we both find this expansion great. I have no idea what game you are playing if you liked Cata more then this. I got all my reps up to exalted 1 day after the person who got server first all reps got his, and haven't touched a daily sense because frankly I have no reason to. Log in do a heroic or two, do farmville, raid if raid day log out. If that's "casual" so be it.
I think Kreugan has been pretty outspoken in the bad aspects of this expansion actually or at least for the things he doesn't like. Granted maybe that's just because what he hates he hates vehemently. For the record I was not a huge fan of Cata, and never said I was. I simply said that I highly doubt this is the best expansion, for reasons that myself and others have pointed out.

As far as reps to exalted, holy hell, I mean, that's great honestly, if you can do all those dailies constantly. I don't mind a grind; what I DO mind is that all there is is a grind. Other than raid content (which is pretty much where my interest always lies in every expansion anyways) which is decent this expansion, what else does this expansion have that makes it so good? I applauded the leveling content; it was fun and except for a few bumps here and there, mostly from "interesting" mechanics in quests that had a habit of bugging out over and over again (Dear god, if you haven't done the punching bag quest or the Save stoneplow quest fucking skip it; those quests have taken me several attempts to complete on all the classes I've done them on because of bugs) they were decent enough that I was ok going through them a few times for alts. The music, lore and art were also great.

Farmville was also good, except fuck virmen and birds in my fucking farm, and christ almighty, why is this the only *real* path for golden lotus?

But that's where it tends to end for me. Dailies aren't fun; there's nothing you can sit there and say to convince me otherwise, and there are a lot of people that don't sit in your camp - I mean, kudos if you can somehow do the same 12 quests (randomized, with some being shittier than others) day in and day out, every day, for something like 8 reps to exalted.

And don't give me this bullshit that you don't "need" to do them, because we've all been taught since TBC that the progression path is normal dungeons -> heroic dungeons -> justice/valor gear -> raid gear. Except in MOP for some ungodly reason it's (4) normal dungeons, -> heroic dungeons -> daily quests -> VP gear -> raid gear. Why the hell are you paying me to do dungeons and raids with valor that I cannot spend unless I do dailies?

I am a huge fan of pokemon, except the system is considerably more flawed than the actual game itself, so as to be more frustrating then rewarding in the long run. Having the "perfect" team that can be demolished by an RNG of misses/dodges/bugs is bollocks. I mean sure, it's not pokemon, so maybe we shouldn't hold it to that standard, but I should be able to strategize my way to win, not have demoralizing losses.

Some (two) profession took a step in the right direction - enchanting, which in MOP allows you to go from dust all the way to sha crystal, which is phenomenal, and jewelcrafting, allowing "perfect" cuts of green gems to be equal to blues. However, it then also took a giant step back by putting top end weapon enchants on revered shado-pan and then top end bracer enchants on revered august celestials. Cata had shit available decently early - maybe too easily, but considering how rep is handled in MOP, how both of those factions are gated behind golden lotus, how the fuck did we go from one extreme to the other? JC requires you to spend x3 blue gems to research a recipe - at this stage I now have them all, but trying to stockpile at the beginning was heinous. At least they gated all my gear behind rep so the demand for gems was slightly lower!

Everything in tailoring pretty much requires stupid amounts of imperial silk, which is on a daily cooldown. It's alllll drawn out.

Dungeon bonuses are once again back on a 1 per day, even though they knew back in wotlk that making you log in or miss bonus was stupid, we still seem to have decided this was the appropriate avenue.

We also knew that stupid amounts of grinding, or stupid amounts of dailies were ridiculous way back when, so they introduced tabards, THEN took them out. Why?

There are good things in MOP - but dailies are not one of them, rep is not one of them, some professions are not some of them, dungeons are not one of them, and oh yea, alts are not one of them. I have a stable of alts who tended to get max level, or at least a level where they could max professions so I could support my main and often help out my guild. Do you have any idea the amount of effort that I'd have to put into, to be able to do what I've done in previous expansions? It's pretty astronomical. MOP is the expansion of one small step, and one giant leap back. The game should be improving in every expansion.

And that's great, if you like it. But honestly, all you're doing now is the same thing I am doing. One heroic per day + raids, except I sometimes do stuff on alts because I want to *try* to max out professions. You however, had the testicular fortitude to decide you were fine doing the same thing day after day in the beginning, when that should never have been the strategy in the first place. (Also, casual meant more spronk and the others, who said they log in, do maybe a hub of dailies for one faction and then log out.That'scasual. Doing every daily for every faction since the expansion launched is not casual in any sense of the word.)

I however, do not have that fortitude. They wanted to make it so you log in quite often; at least once a day, for dailies, for profession cooldowns, for dungeon bonuses. And fuck them, I am not playing that game.

Because those things have not been wow since wotlk for some of them, and that's not the wow I want to play.

Edit - Holy shit, wall of text. Certain aspects just annoy me so much that I always have to respond definitively; my mind is just really boggled how they established certain practices in previous expansions to address issues, then threw them out the window in MOP. I mean, I know why they did it, but I'm not happy about it at all. And it's anecdotal, but I've seen more long term players bow out in MOP than at any time before; and these are the people who sat through shit like AQ40, who sat through raids getting cut in half and saying goodbye to friends, who sat through shit tons of lock outs and months before new content came out, etc. Because dailies are not content and reversing good decisions made for the health of your game is a level of stupid I can't beat.
 

Itzena_sl

shitlord
4,609
6
5.2 PTR patch notes are up, btw:http://us.battle.net/wow/en/blog/822...iew-12_21_2012
World of Warcraft PTR Patch 5.2

General

New Daily Quest Hub: The Isle of the Thunder King.

Here players can join the assault to conquer Emperor Lei Shen's island stronghold, unlock new questlines and daily quest hubs, participate in special events, earn the right to visit the fabled Treasure Room, lay claim an arsenal of powerful Mogu artifacts for their faction, and more.
Each faction's finest are spearheading the assault: the Kirin-Tor Offensive led by Jaina Proudmoore and the Sunreaver Onslaught led by Lor'themar Theron. Earning reputation with these new factions offers heroes the opportunity to receive new quests and reputation rewards, including powerful items and an intimidating new mount.
After both the Alliance and the Horde have eked out a foothold on the isle, players can choose to perform quests that are PvE or PvP focused. PvP quests will direct players against opposing faction NPCs, but slaying opposing players will grant credit as well.
As the heroes conquer the Isle, they will unlock the powerful Lightning Forge, which will allow Blacksmiths to forge mighty raid-worthy items, as well as classic weapons from the past.
Players on the PTR can teleport to the Isle of the Thunder King at their faction shrines in the Vale of Eternal Blossoms. While the Isle of the Thunder King will be unlocked progressively by each realm based on participation in the war effort, initially only some of the Isle's features will be unlocked. Future updates will include the Shipyard and the Main Courtyard. Some features, including the Treasure Room, will not yet be available.


New Raid: Throne of Thunder

Emperor Lei Shen, the Thunder King, has returned to wreak his vengeance on Pandaria. It falls to the heroes of the Alliance and the Horde to stop the newly resurrected tyrant and his Zandalari allies in the massive new raid: Throne of Thunder.
Throne of Thunder is a sprawling citadel housing 12 new raid encounters, and players that defeat Emperor Lei Shen in Heroic mode can earn the opportunity to face an additional 13th foe.
The Raid Finder version of the Throne of Thunder will be divided into 4 different wings.
Join the Shado-Pan Assault in their singular drive to see Lei Shen, The Thunder King defeated once and for all, and gain access to impressive Valor reward items. Reputation with this faction can be earned only within the Throne of Thunder raid dungeon.
Please note: During the 5.2 PTR, this raid dungeon will only be available during a limited testing window. Keep an eye on our PTR Discussion Forum for details.


The Legendary Quest Continues:

Wrathion must know the origin and source of Mogu power, and Azeroth's mightiest heroes will aid the Black Prince in finding out what it is. The search for information will take players into the depths of the Thunder King's Palace, and pit them against trials of perseverence and skill. Along the way, they'll unlock the secrets to a new headgear enchantment, the Crown of the Heavens.
Please note: Initially this quest is not available on the PTR, but will be coming soon.


New World Bosses: Nalak, the Storm Lord and Oondasta

Nalak, the Storm Lord

After the Isle of the Thunder King has been conquered, the gate guardian of the Thunder King's citadel will appear: Nalak, the Storm Lord. Players will frequently have the opportunity to test their mettle against him.


Oondasta

Found in a place that has been lost in time, the great devilsaur lord Oondasta has been outfitted for battle with weaponry and armor by the Zandalari, and awaits players brave enough (or foolhardy enough) to seek him out on the mysterious Isle of Giants found in the seas north of Kun-Lai Summit.




Buy The Farm

Players that have grown attached to working the land at Sunsong Ranch can now purchase the land from Farmer Yoon. Once the farm is owned by a player, it becomes a rest point like an Inn, where the player can bind and instantly log out. Work orders will pour in to the farm from factions across Pandaria, and completing a work orders will earn a reputation boost with the issuing faction.
Please note: The new Sunsong Ranch features are not available on the PTR, but will be coming soon.


New World Boss System

All world bosses are now Tap to Faction. This new system offers every eligible player of the same faction that engages a boss the chance to earn loot. Under the new system, players will only be able to earn loot from each world boss once per week, but bonus rolls apply. Bosses will now respawn more frequently as well.






Classes

Death Knight

Death Siphon now heals for 150% of the damage dealt (was 100%).
Conversion now costs 5 Runic Power plus 5 per second thereafter (was 10 Runic Power plus 10 per second).
The Bloodworms summoned by Blood Parasite now have 200% more health.
Unholy

Reaping now also applies to Icy Touch.
Summon Gargoyle no longer costs Runic Power.
Gargoyle Strike now deals Shadow and Nature damage (was Nature only).
Ebon Plaguebringer now causes Plague Strike to inflict Frost Fever, in addition to its other effects.




Druid

Cyclone now has a 30 second cooldown for Feral Druids. In addition, it will now share diminishing returns with Banish, Seduction, Bind Elemental, Hex, Freezing Trap, Wyvern Sting, Gouge, Sap, Hibernate, Paralysis, Polymorph, Ring of Frost, Repentance, and Quaking Palm.
Symbiosis

Shattering Blow now has a 1.5 second cast time to align correctly with the Warrior version of this ability.


Displacer Beast has been redesigned. It now triggers Cat Form and grants 50% increased movement speed for 4 seconds after teleporting, and no longer activates Prowl.
Cenarion Ward now grants 100% increased healing.
Frenzied Regeneration now scales 10% more efficiently with attack power.
Tooth and Claw now scales 10% more efficiently with attack power.
Mastery: Nature's Guardian now provides 20% more armor per Mastery rating.
Rejuvenation now costs approximately 9% less mana.
Revive and Mark of the Wild now cost 55% less mana.
Faerie Swarm can now snare more than one target at a time.
Mass Entanglement now has a 30 second cooldown (was 2 minutes).
Typhoon now has a 30 second cooldown (was 20 seconds).
The Treants summoned by Force of Nature now deal more damage and healing, and the Force of Nature tooltip will report the capabilities of these summoned pets.
Soul of the Forest

Balance: Now generates 40 Lunar or Solar energy upon leaving Eclipse.
Feral: Unchanged.
Guardian: Generates 3 additional Rage per Mangle.
Restoration: Now grants 70% Haste on the next spell cast after the Druid casts Swiftmend.


Nature's Vigil now has a 90 second cooldown (was 3 minutes), and now increases damage and healing done by 10% (was 20%).


Hunter

Bestial Wrath may now be activated when there is no line of sight to the Hunter's pet.
Silencing Shot now has a 24 second cooldown (was 20).
Binding Shot no longer has a Focus cost.
Wyvern Sting no longer has a Focus cost, and its cooldown is now 45 seconds (was 60 seconds).
Glyph of Marked for Death has been removed, and its effects are now baseline.
New Glyph: Glyph of Liberation. This glyph now causes Disengage to heal the Hunter for 5% of maximum health when used.


Mage

Invocation now removes Evocation's cooldown and reduces its channeling time and duration by 50%. A completed Evocation now grants 15% increased damage (was 25%) for 1 minute (was 40 seconds) after an Evocation is completed. Passive mana regeneration is reduced by 50% only while Invoker's Energy is active.
Greater invisibility now has a 90 second cooldown (was 2.5 minutes).
Frostbolt cast by Mirror Images now deals 50% more damage.
Improved Counterspell has been removed.
Glyph of Fire Blast has been replaced with Glyph of Inferno Blast. Glyph of Inferno Blast causes damage over time effects spread by Inferno Blast to spread to 1 additional target.
Blazing Speed can now be triggered at will.
Cold Snap now heals the Mage for 15% of maximum health when used (was 30%).
Ice Floes now has a 45 second cooldown (was 1 minute).
Scorch now costs 3.5% of base mana (was 0.1%).
Arcane

Arcane Blast's mana cost has been increased to 1.66667% of base mana (was 1.5%).


Frost

Frostbolt now deals 24% more damage, but its debuff no longer increases subsequent Frostbolt damage.
Water Elemental

Freeze no longer does damage, and only provides Fingers of Frost on a successful freeze.






Monk

New Level 60 Talent: Ring of Peace

Ring of Peace forms a 8 yard sanctuary around the target for 8 seconds, causing all enemies in the area of effect to be silenced and disarmed.


New Windwalker and Brewmaster ability added at level 30: Nimble Brew. Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.
Chi Wave now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.
Zen Sphere now has a limit of 2 (was 1), now detonates when either the recipient reaches 35% health or the Zen Sphere is dispelled, and no longer costs Chi.
Chi Burst now does 100% more damage and healing, no longer costs Chi, and now has a 30 second cooldown.
Path of Blossoms has been removed.
Deadly Reach has been removed.
Paralysis is now a physical, non-magical effect, and can no longer be dispelled, grounded or reflected, and its base range has been increased to 20 yards.
Tiger's Lust and Touch of Karma no longer have a Chi cost.
Tiger's Lust can no longer be used on targets that have other temporary speed increases active.
Charging Ox Wave now has a 30 second cooldown (was 60 seconds).
Dampen Harm can now be used while stunned, and its cooldown will now begin when used, not when the effect ends.
Healing Elixirs now heals the Monk for 15% of maximum health (was 10%).
Chi Torpedo now deals 15% more damage.
Healing Spheres now have a duration of 1 minute. Healing Spheres generated by Mastery: Gift of the Serpent now have a duration of 30 seconds.
Mistweaver

Life Cocoon can no longer be dispelled.
Zen Focus, the 4-piece Mistweave set bonus, is now more responsive.
It is no longer possible to use Thunder Focus Tea while silenced.
Healing Spheres will now heal for 50% of their original value if they expire without being picked up. This healing will factor in relevant Mastery.
Xuen will now fixate on the Monk's original target.


Windwalker

New Level 75 Ability: Storm, Earth and Fire

The Windwalker can summon up to two elemental duplicates that mirror damaging abilities that the Monk uses while they are active. For each spirit summoned, the Monk's damage is reduced: 1 spirit causes the Monk and the spirit to deal 60% of the Monk's normal damage, while 2 spirits will cause the Monk and both active spirits to deal 40% of the Monk's normal damage. Each spirit lasts until the ability is canceled, or that spirit's target dies or otherwise becomes unavailable.


Combo Breaker is now a passive ability granted at level 15 that grants a 12% chance to make the Monk's next Blackout Kick or Tiger Palm cost no Chi.
New Mastery: Bottled Fury -- Increases the damage bonus provided by Tigereye Brew by .2% per Mastery per stack.
Tigereye Brew now increases damage by 1% per stack (was 2%), but is now improved by Bottled Fury.
Tigereye Brew now gains 1 charge after spending 2 Chi (was 4 Chi).
Tigereye Brew will now stack to 20, but only 10 charges can be consumed per activation.
A user interface alert now displays upon reaching 10 stacks of Tigereye Brew.


Brewmaster

Mastery: Elusive Brawler now provides 25% more Stagger per Mastery rating.




Paladin

Hand of Purity now reduces all incoming damage by 10% in addition to its other effects.
Eternal Flame's periodic heal now provides 100% more healing when self-cast.
Judgment now costs 5% of base mana.
Protection

The base damage of Consecration has been increased by 789%, and it now scales less efficiently with attack power by approximately 11%.




Priest

Power Word: Solace has been redesigned.

Power Word: Solace replaces Holy Fire. It deals the same damage and interacts with other spells and abilities in the same manner, but is instant, costs no mana, and restores 1% of maximum mana on each cast.


Dominate Mind now has a 1.8 second cast time (was 2.5 seconds).
Angelic Feather now has a 6 second duration (was 4 seconds).
Body and Soul now has a 3 second duration (was 4 seconds).
Glyph of Holy Fire has been redesigned. It now increases the range of Holy Fire, Smite, and Power Word: Solace by 10 yards.
Discipline

Focused Will now reduces damage taken by 15% per stack, with a limit of 2 stacks.
Spirit Shell no longer benefits from Mastery, and now properly includes the benefits of Divine Aegis and critical effect chance.
Rapture now provides mana equal to 250% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short duration bonuses.




Rogue

Preparation is now a baseline ability learned at level 68.
Versatility has been removed.
New Level 90 Talent: Marked for Death

Marks a target and instantly generates 5 combo points. When that target dies, Marked for Death's cooldown is reset. This talent has a 1 minute cooldown.


New Level 60 Talent: Cloak and Dagger

Ambush, Garrote, and Cheap Shot now have a 30 yard range, and will cause the Rogue to teleport behind the target.


Burst of Speed now costs 30 Energy (was 50 Energy), can be used in Stealth, and always grants increased movement speed in addition to breaking snare effects, but no longer breaks root effects.
Shuriken Toss now causes the Rogue to throw shuriken instead of autoattacking for 10 seconds after Shuriken Toss is used.
Deadly Throw can now interrupt spellcasting when used at 3, 4, and 5 combo points, and upon interrupt prevents any spell in that school from being cast for 4, 5 and 6 seconds respectively (was 5 combo points and 6 seconds).
Nerve Strike now reduces the effectiveness of healing provided by the target by 25%.
Shadow Focus now reduces ability energy costs by 75% while stealthed (was 100%).
PvP set bonuses have been changed:

Vigor is now the 4 piece set bonus and increases maximum energy by 50 (was 10).
Deadly Brew is now the 2 piece set bonus, and its effects remain unchanged.


Combat

Vitality now increases attack power by 30% (was 25%).
Blade Flurry now deals 75% less damage.


Subtlety

Sanguinary Vein now increases the damage the target takes by 20% (was 16%).




Warlock

The Felhunter ability Spell Lock is now an interrupt, and no longer applies a 3 second blanket silence.
Blood Fear has been redesigned. This ability is now cast on the Warlock, and causes melee attacks that strike within the next 60 seconds to fear the attacker. When cast, the ability has 1 charge, costs 20% health to activate, and has a 30 second cooldown.
Soul Leech now provides an absorption shield instead of healing.
Sacrificial Pact now requires the pet to sacrifice 25% of its health to activate (was 50%).
Kil'jaeden's Cunning is now a passive talent, and its activated ability has been removed.
The passive damage from Archimonde's Vengeance no longer has a visual effect.
Grimoire of Sacrifice now increases the damage of abilities by 20% (was 25%) for Destruction, and 45% (was 50%) for Affliction.
Grimoire of Sacrifice now provides the spell Whiplash instead of Seduction when a Succubus is sacrificed.
Glyph of Burning Embers has been removed, and its effects are now baseline for Destruction Warlocks.
Glyph of Soul Shards has been removed, and its effects are now baseline for Affliction Warlocks.
New Glyph: Glyph of Ember Tap. This glyph increases the healing gained from Ember Tap by 50%.
New Glyph: Glyph of Drain Life. This glyph increases the healing gained from Drain Life by 30%.


Warrior

Shockwave now has a 40 second cooldown (was 20 seconds), striking 3 or more targets will reduce its cooldown by 20 seconds.
Second Wind now causes a Warrior that has been reduced to 35% health or lower to regenerate 2% of their health per second (was 3%), and now generates 15 Rage over 10 seconds (was 20 Rage).
Warbringer now reduces the target's movement by 50% for 15 seconds (8 seconds in PvP) in addition to its other effects.
Shield Barrier now scales approximately 10% less efficiently with attack power.
Storm Bolt now deals 125% weapon damage (was 100%).
Enraged Regeneration now costs 30 Rage (was 60).
Glyph of Death from Above no longer increases the damage dealt by Heroic Leap.
Arms

Taste for Blood has been redesigned. It now causes the Warrior to gain 2 stacks of Overpower (maximum of 5 stacks) when Mortal Strike deals damage or the target dodges, and no longer interacts with Heroic Strike. It now requires level 20 (was level 50).
Slam now deals 220% weapon damage (was 190%).


Protection

The base damage of Shield Slam and Revenge has been increased by 150%, but these abilities now scale approximately 10% less efficiently with attack power.




Shaman

Elemental Mastery now has a 1 minute cooldown (was 2 minutes).
Shamanistic Rage is now available to Elemental Shamans as well as Enhancement Shamans.
Conductivity no longer requires that the target be within the area of effect of Healing Rain.
Ancestral Swiftness now increases spell haste by 5% and melee haste by 10% (was 5%/5%).
Glyph of Purge now adds a 6 second cooldown to Purge.
Stone Bulwark Totem now absorbs 25% more damage.
Unleashed Fury Flametongue now increases Lightning Bolt damage by 20% (was 30%), and Lava Burst damage by 10% (was 0%).
Primal Earth Elemental and Primal Fire Elemental now deal 20% more damage.
Elemental Blast now has a chance to increase the caster's Agility for Enhancement Shamans.
Glyph of Flame has been redesigned. This glyph now causes the Shaman to heal for 50% of the damage dealt by Flame Shock.
Flame Shock's duration has been increased by 25%.






Quests

Warlocks can now undertake a solo adventure that culminates with the ability to change the color of their Fire spells to appear Fel green. The quest begins for those Warlocks determined or fortunate enough to have laid their hands on teh fabled Codex of Xerrath.




Creatures

Zandalari forces have begun scouting the shores of Pandaria, searching for the perfect invasion point. The Zandalari can be found in Krasarang Wilds, Dread Wastes, Townlong Steppes, Jade Forest, and Kun-Lai Summit. Zandalari Scouts can be handled by 1 or 2 players, while elite Zandalari Warbringers will likely require a full party of 5 heroes. Defeat Warbringers to gain special drops, including crafting materials, reputation gains, an achievement, and even the chance to get one of three new rare mounts!
Galleon now respawns much more frequently, but players can only receive loot from him once per week.
Dire Horns have been added as a tameable species for Hunters that have learned the required skill. Aspiring Dire Horn owners should seek out clues regarding these auspicious beasts.




Pet Battles

Supercharge now provides a 125% damage bonus (was 150%), and its cooldown is now 4 rounds (was 3).
Sprite Darter Hatchling - Evanescence and Arcane Blast have swapped ability positions.
Nether Roach is now a real roach and can now survive the apocalypse.
Battle Pet Bandages now stack to 25 and are Bind to Account.
Battle-Stones now have a chance to be awarded from PVP Pet Battles.
Pets whose color schemes change each time they are summoned have returned. Older pets with this behavior now have it back, as well as some newcomers.
Pet levels will now only display on the map when pets are tracked.
Taming the World now lists its reward correctly in the Achievements pane.
Level capped players will now have a chance to each Lesser Charms of Good Fortune after winning a pet battle versus a Pet within 5 levels of the highest level pet on their team. Higher level pets will offer a better chance to earn a Charm.
Winning a pet battle versus a team within 5 levels of the player's highest level pet will now award player experience.
Fleeing a pet battle will no longer despawn the pet that was being battled, but doing so will now inflict some damage on the fleeing pet battle team.
Disconnecting from a pet battle will once again respawn the pets you were fighting.
Any pet that has been killed in a pet battle will now never respawn.
A number of new pets can be found on the Isle of Lightning, including Rare spawn drops, wild pets, and raid boss drops.
Elite Battle Pets have been added to the game world. These rare pets will spawn alone against an entire team. A new quest has been added to track progress as these new pets are hunted down, and defeating that quest will award the new Red Panda pet.
Please note: Many of these changes have not yet come to the PTR, but will be available soon.




PvP

PvP trinkets that clear loss of control effects will now also clear these effects from the player's pet as well.




Items

Skyshards are now Bind on Account.




Sunsong Ranch

Seed bags have been added, that allow planting of crops 4 plots at a time.
Yoon's Mailbox has been renamed to Sunsong Ranch Mailbox.
The yield from special crops has been improved to make farming them competitive with gathering these items out in the world.
Running the Master Plow across underground Virmen will cause them to pop out of the ground at 30% health and stunned.
Wild Crops will now occur less often.
 

LadyVex_sl

shitlord
868
0
Ow at ruining my ability to force proc fingers of frost with freeze on bosses/mobs that can't be rooted. =/

Farm upgrades are awesome; new pets are always fucking sweet. More dailies and more trolls can eat it.
 

Cybsled

Naxxramas 1.0 Raider
16,612
13,118
New Windwalker and Brewmaster ability added at level 30: Nimble Brew. Nimble Brew removes all stun, fear, and root effects, and reduces the duration of those effects if they are re-applied by 60% for 6 seconds. It has a 2 minute cooldown.
Chi Wave now does 100% more damage and healing, and no longer costs Chi, but now has a 15 second cooldown.
Yay!!

Soul Leech now provides an absorption shield instead of healing.
WTF??? It's not like the heal was that gigantic, why the fuck would you nerf it? Unless the absorb shield = a larger amount of absorb then a heal, this is a lame change.

Also: Triceratops mount = win ;p
 

Tantrik

Golden Knight of the Realm
384
115
Why the hell would you do every daily every day? Let's go through this faction-by-faction:

1.) Order of the Serpent: Was exalted within first week...few days of dailies plus a few hours farming eggs. No real progression reason to max this one. Haven't done a daily there since.
2.) Tillers: Again, exalted pretty much within the first 7-10 days. Lots of rep, lots of quests that gave rep along the way. Only do the token daily now, and did the Cooking Assistant daily too until it was finished (which was literally buying 5 items from vendor). If you raid, maxing the farm and planting each day is a must, but it takes all of 10 minutes to do.
3.) Anglers: Optional, no real reason to do this one unless you are a completist.
4.) Klaxxi: You started off at honored before having to do a single daily if you finished all the normal quests in this zone. Took a few weeks of grinding the dailies to get this one finished. Haven't done a single one since.
5.) Golden Lotus: Had to do this one to unlock two other faction dailies. Did take around 3 weeks to finish. Only reason to do these again is for chance at skyshard.
6.) August Celestials: Didn't unlock until GL at revered. Only one hub a day of 4-5 quests (except at beginning when Crane was bugged and avail every day). Have not done a single one since.
7.) Shando-Pan: Didn't unlock until GL at revered. 5 quests a day. Done, exalted with all factions by November 1st (realm first Ambassador for me) Have not done a single one since.

5.1:
Shieldwall and double-rep at revered on first toon, account wide. By the time this patch launched they were the only dailies I had to do. Done and finished 10 days ago. Have not done a single one since.

So if were grinding ALL dailies, every day, since expansion, then you were likely done with all the factions somewhere within the first week of November at the latest. After that, there's no reason to do ANY dailies except for a couple until 5.1 hit, and then it was just one faction for not even two weeks.

Only 5 of these 8 factions are required for valor gear, and only Revered status (at most) is required to gain access to all of that. If you are any kind of established raider, then you needed 1-2 pieces (maybe 3) of valor gear before your guild had everything on farm as it was. If not, then why do you care how long it takes to get the valor gear anyways, since its useless to you?

And dailies are far from needed for reaching valor cap each week.
 

spronk

FPS noob
22,793
26,061
love all those 5.2 changes, faction tapped world boss = fuck yeah no more dumbass tagsharing shit. Cool new farm stuff too, can't wait to plow some fucking rabbits. I didn't read all of it, will there also be a new arena season/gear and any new 5 mans or just a new raid?
 

Cybsled

Naxxramas 1.0 Raider
16,612
13,118
Speaking of the Order of the Serpent, it would be nice if there was a set schedule for the race daily, rather then the seemingly random nature of it. Easy 20 valor? Yes, please.

love all those 5.2 changes, faction tapped world boss = fuck yeah no more dumbass tagsharing shit. Cool new farm stuff too, can't wait to plow some fucking rabbits. I didn't read all of it, will there also be a new arena season/gear and any new 5 mans or just a new raid?
MMO champ is showing near season arena gear, so I assume yes on the arena part of it. No 5 mans, although based on the notes some elite mobs that require 5 people to drop will be the ones that give you a chance at the new mounts.
 

Juvarisx

Florida
3,616
3,710
I am actually glad they are not adding in more 5 mans into this and focusing development on the raid + getting it out faster. Also from what I gathered the new raid will be more reliant on your progression from the previous tier like how TBC was before badges were introduced.

Not to say there wont be new valor items, but probably marginal upgrades like the Shieldwall ones were and not for every slot.
 

Foggy

Ahn'Qiraj Raider
6,246
4,815
I believe you can only unlock the new VP gear through a rep gained from raiding the new tier so players won't be allowed to skip the previous tier for gearing up.
 

Zehnpai

Molten Core Raider
399
1,245
Haha when i died on trash i had Zehn on stream and would tab out to see what he was doing in minecraft instead of healing me.
I think it stems from back during MC or BW when you'd have 15 healers or whatever spamming the shit out of those auto-heal addons. I got so bored of it I'd tab out and play starcraft or whatever. I think there are screenshots somewhere Lelaniel took back in the day where I hadn't cast a heal in like 20 minutes clearing trash. There was a brief period with Zach and Kay joined the guild during Black Temple that heal meter battles were fun but that too passed. I don't know what it was. I mean I enjoyed healing 10 man raids, fucking loved it. 5 mans were okay. Healing in 25/40 mans felt more like a chore then actually controlling fights.
 

Blazin

Creative Title
<Nazi Janitors>
6,432
33,757
WoW thread on the 2nd page, that can't be good. My wife has talked me into playing WoW again. I haven't played since BC, and even then my experience with this game as been limited. Well we rolled some pandas and I hated the ever living shit out of it, I can't stand questing as a primary game mechanic but hit 15 and now using the Dungeon finder, and this part of the game I do enjoy. It seems a little easy steamrolling most dungeons with no issues, my question for the vets would be, am I going to miss anything important if I don't do another overland quest again and just level up in the dungeons?

Also I remember min maxing of talent tree was a big part of game now it seems completely overhauled, with a single choice every 15 lvls? What is a glyph?
 

Cybsled

Naxxramas 1.0 Raider
16,612
13,118
It seems a little easy steamrolling most dungeons with no issues, my question for the vets would be, am I going to miss anything important if I don't do another overland quest again and just level up in the dungeons?
Not so much at the lower levels. However, at higher levels there are some phased areas that will require that you do some quests if you want access to certain flightpaths or vendors (like Argent Crusade Quartermaster). Cataclysm has a ton of this especially.