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We got a message from Blizzard about the developer chat on Thursday, April 25 from 5:30-6:30 p.m. PDT (2:30-3:30 a.m. CET)  

Good people of Azeroth, lend me your eyes!

We’ll be hosting a live World of Warcraft developer Q&A open to the community on Thursday, April 25 from 5:30-6:30 p.m. PDT. Designers Dave Kosak, Ion Hazzikostas, Brian Holinka, Cory Stockton, and Greg Street will be available to field your questions about Mists of Pandaria gameplay and design, patch 5.2 and beyond. This will be a moderated chat on the Cover it Live platform hosted on the front page of our official site. Community managers Bashiok, Crithto, Daxxarri, Rygarius, and I will be there to filter your submissions for the developers.

We receive thousands of questions each time we host these events, so please be patient with us and bear in mind that we won’t get to every question. You can help by keeping your inquiries concise and focused on one topic per entry. Submissions that are well over 200 characters, or contain multiple questions on an array of topics, are much less likely to receive responses. We want to cover as much ground as possible and appreciate your assistance in helping us to achieve that.

We look forward to chatting with you on Thursday!


About the Panelists


Brian Holinka, Senior PvP Game Designer
As a senior game designer on Blizzard Entertainment’s World of Warcraft® team, Brian Holinka focuses exclusively on continuing to make the World of Warcraft PvP experience enjoyable for all of its players. Holinka works with the systems and content teams to create a balanced competitive environment with exciting rewards and diverse content.
Prior to joining Blizzard Entertainment in 2012, Holinka worked on the multiplayer components of Transformers: Fall of Cybertron, Homefront, and Frontlines: Fuel of War. Holinka got his start in the game industry moonlighting on the “Desert Combat” mod for Battlefield 1942 while serving as a Captain in the United States Air Force.

Dave Kosak, Lead Quest Designer
As Blizzard Entertainment's lead quest designer for World of Warcraft, Dave Kosak oversees the development of all quest content for the game and its expansions, as well as contributing to the overall fiction of the game world.
Prior to joining Blizzard Entertainment, Kosak was a co-founder and original creative director of GameSpy.

Ion Hazzikostas, Lead Encounter Designer
As lead encounter designer on the World of Warcraft® team, Ion Hazzikostas’s primary responsibility is overseeing the creation of the game’s dungeon and raid content. Hazzikostas joined Blizzard Entertainment in the summer of 2008 as a game designer, and his responsibilities have included raid boss design and implementation, class design and balancing, and maintaining the World of Warcraft achievement system. Prior to arriving at Blizzard, he worked as an attorney at a law firm in Washington, DC.
In his spare time, Hazzikostas enjoys exploring Southern California in search of craft beer. Having grown up in New York City, he is a lifelong Yankees fan.

Cory Stockton, Lead Content Designer
As Blizzard Entertainment, Inc.'s lead content designer for World of Warcraft®, Cory Stockton is responsible for overseeing the design and implementation of all exterior zones, dungeons, Battlegrounds, Arenas, and cities. He is also involved with many other aspects of the game, such as dungeon scripting and the Pet Battle System.
Stockton started at Blizzard Entertainment in June 2005 as lead dungeon designer before transitioning to his current role. Prior to his arrival, he was a lead designer on the Ratchet & Clank series and also contributed extensively to the Legacy of Kain: Soul Reaver series.
In his spare time, Stockton plays games extensively, and enjoys collecting classic consoles and games. He holds an associate's degree in computer animation from the Art Institute of Phoenix.

Greg Street, Lead Systems Designer
As the lead systems designer for World of Warcraft®, Greg Street is one of the two lead designers on the team that reports to the Game Director. He leads a team that is in charge of World of Warcraft class, item and tradeskill design. He and his team also design the user interface for the game and handle all of the various combat calculations and number tuning. Back to Top

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Below are some recent helpful posts. We'll be trying to feature helpful posts once a week!

Talbadar: Using fear to your advantage in arena
Spoiler

Nodgey: Answer to "(Boomkin) RBG Help again!"
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Askin: Answer to "List of Important PvP CDs per class"
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Ardnutt / Nemix: Psyfiend and Mind Control Discussion
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Spoiler
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PvP Item-level Cap

Question - (Johnmatríx, Sylvanas); (Pershing, Steamwheedle Cartel):
How are we planning to have the ilvl cap work in patch 5.3? Rumour has it that the cap will slowly increase over the course of a season. If this is the case, where is the big enjoyment we get out of new gear, especially weapons?

Answer - (Systems Design Team):
For patch 5.3, PvP items will just be capped outright. The current plan for 5.4 is to have the cap gradually increase over time so that players won’t acquire new gear that doesn’t benefit them (because it would just be lowered to the cap). We’re also talking about different ways in which to calculate the cap. For example, if you had full ilevel 496 gear and acquired a new 520+ weapon, it would just get dropped to 496 as well. Maybe we can design the system so that your average overall can climb to a slightly higher number.
Overall the intent is that elite PvP gear is cosmetic. We don’t want item levels within PvP gear to have such a huge disparity that a new PvP player has a miserable experience — that’s the entire intent of this change.


Question - (Crâwthz , Sylvanas); (Thorbald, Ravencrest); (Энсигния, Разувий):
Currently the 5.2 ladders are being plagued with PvE trinkets that have really nice procs. Are the ilvl caps going to assist with any future cases of strong PvE items and trinket procs? If not what have you got planned to avoid PvE items being BiS for PvP?

Answer - (Systems Design Team):
What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive.
We think “plague” is too strong a word here. Our goal is not to prohibit all PvE gear in PvP, or we would do just that. We like that either gear type can be used to get a leg up in the other format. What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive. We have made some changes to trinkets already and we will modify others if we feel it’s necessary. Our tactic overall is to have PvE trinkets with the potential for PvP burst (such as those with a large primary stat proc) to proc more frequently but for smaller amounts against players.


Resilience Changes

Question - (Turboching, Pozzo dell'Eternità); (Lokis, Nemesis):
Why did you decide to remove resilence from PvP gear? Do you feel that there are bigger issue in the current pvp system like too much cc or better class balance?

Answer - (Systems Design Team):
As it stands now, players need a certain percentage of Resilience just to have any fun in PvP. It’s a very discouraging experience to step into a random Battleground with a bare minimum of PvP gear and not be able to stay alive enough to contribute to your team at all. However, we were concerned that if we brought the minimum level of Resilience up that there wouldn’t be enough head space remaining to be able to offer it as a progressive stat on gear; starter gear would have had 65% and max gear would have something like 70%. Yet Resilience as a concept is still important—the damage that a player can do was originally and is ultimately calibrated around how long it takes to kill a quest creature in the outdoor world, but PvP battles at such a fast pace aren’t very fun. Therefore, we decided it just made more sense that players take less damage from other players.

On the topic of crowd control specifically, overall we don’t feel like there is too much.
Changing the way gearing works doesn’t preclude making other PvP changes we feel are necessary, and indeed there are several class PvP changes in patch 5.3. On the topic of crowd control specifically, overall we don’t feel like there is too much. We think crowd control is critical to PvP, because without crowd control, battles among players devolve into tunneling and burst cooldowns. Knowing when and who to control, when and who to dispel, and how the various diminishing returns work is knowledge that helps to differentiate player skill in PvP. We would like to make another pass at the amount of instant crowd control in the game, and we think the diminishing returns system could stand to be slightly streamlined overall, but I wouldn’t expect major overhauls to this design.


Question - (Ayatrolla, Aegwynn); (Monklighter, Sanguino); (Дертрок, Ревущий фьорд); (Zergul, Nethersturm):
With the changes to PvP gear and resilience in 5.3, how is it that you plan for World PvP to work so that PvE gear won’t be overly dominant?

Answer - (Systems Design Team):
Fully geared Conquest gear gives you about 60% PvP Power, which translates to 60% more damage. Wearing such gear, you will have a significant advantage over the LFR-geared player, have a moderate advantage over the normal-geared player, and should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage. Statistically, Heroic-geared raiders are a very small percentage of WoW players, so you’re unlikely to even encounter them out in the world. If you do, the outcome will likely come down not to small gear disparities, but who is more skilled at PvP, who got the jump on whom, and which side outnumbers the other.

World PvP is inherently unfair, which is also part of its charm, compared to structured Arenas and Battlegrounds. (Imagine for a moment world PvP with gates that opened after a shared countdown!) Overall we think the gear changes we’re talking about will be a good improvement for organized PvP, without causing much or any harm to world PvP.


Question - (Voidmoon, Stormreaver):
In patch 5.3, all resilience is being removed from gear. Does this include the PvP heirlooms? If it does, will we be replacing the stats with something else that is useful?

Answer - (Systems Design Team):
We did not remove Resilience from heirlooms for patch 5.3. If we feel like the other Resilience changes in 5.3 are successful, then we might go back and look at the lower-level PvP gear, including heirlooms. One option is to replace the Resilience with PvP Power. Also keep in mind that the 65% Resilience is at level 90; it will be smaller at lower character levels, where the presence of Resilience on gear can still provide some benefits.


Question - (Alliey, Burning Legion); (Olivaw, Dun Modr); (Grifo, Nemesis):
Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.

Answer - (Systems Design Team):
The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.


Question - (Ozráin, Stormscale):
Why was 65% resilience the chosen number? Do you feel that this will be too much or too little damage reduction and do you plan on changing this in the future?

Answer - (Systems Design Team):
It’s close to what players have today in full Conquest gear and we think survivability feels okay for those characters. We may increase it to 70% or higher depending on how things feel, especially in patch 5.4.


Question - (Airflow, Dun Modr):
What is the objective of allowing resilience gems and resilience enchants in a pvp set? We have experienced that right now everything that adds resilience to your gear is useless. Are you going to improve resilience gems and enchantments to make them more appealing to use or are you going to remove it over time?

Answer - (Systems Design Team):
As we said above in regard to heirlooms, we wanted to evaluate the Resilience changes in 5.4 before propagating them through every system in the game. It could be that we redesign Resilience gems and enchants in patch 5.4. Keep in mind that the relative survivability you get from those gems and enchants has not changed, even though the numbers are smaller. If you enjoyed 10% less damage before, you still will now.


Question - (Simdromo, Dun Modr):
Will this resilience change have any impact on PvP Power? Can you elaborate on what you are doing to make it a more attractive stat for Flag Carriers and healers?

Answer - (Systems Design Team):
We increased the PvP Power benefit to healing from 50 to 100% and increased Battle Fatigue by a proportional amount. These two changes should keep healing at about the same strength as in patch 5.2, but make PvP Power as a stat more attractive to healers. We discussed flag carriers a bit in an earlier question; we’re not really worried about tanks anywhere but CTF and we have a CTF-specific solution.



Rewards and Incentives

Question - (Johnmatríx, Sylvanas):
The Elite set is becoming a vanity item again in patch 5.3, and it’s very expensive and frustrating having to gem and enchant your gear a second time. Have you considered making Elite gear function similarly to Challenge mode gear?

Answer - (Systems Design Team):
The current design is a remnant of our plan in patch 5.2 where the older piece is consumed in order to purchase the newer piece. We implemented the system in such a way because it allowed players to transfer the upgrades to the new piece without requiring additional Conquest points. Now that we don’t support upgrading PvP gear, we could reconsider this design for the next season and make Elite gear behave more like Challenge mode gear.


Question - (Durrian, Defias Brotherhood):
In patch 5.3, the elite gear will be quite difficult to attain for casual Arena players. What kind of rewards do you have planned for casual PvP’ers to keep them interested in PvP?

Answer - (Systems Design Team):
Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.
Elite gear is positioned as one of the ultimate PvP rewards. Similarly, Heroic raid gear is also hard to obtain for casual players. In the meantime, more casual PvP players should see steady rewards as they earn the normal Conquest pieces. We do think that there’s room for more PvP rewards that aren’t just aimed at the very best PvP players. Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.



Class Changes

Question - (Wreckquiém, Ragnaros); (Persephones, Argent Dawn):
The change in patch 5.3 that makes Gateway require a four second cast time and being attackable is going to be quite damaging to warlocks when affliction is already in quite a poor state. What was the reasoning behind this change and what do you plan to do with Affliction to make it more competitive?

Answer - (Systems Design Team):
Our overall goal was to make Gateway less binary. As implemented on live realms right now, it feels very hard to get up, but then brutally punishing to the other team once you get it at full effectiveness. With these changes, it’s easier to get the Gateway up but less transformative when you are successful. We are still evaluating their health—we don’t want them to be trivial to destroy. One change that players may not be aware of is that in patch 5.3 the first charge happens after 5 seconds (down from 13 seconds), and each additional charge requires 10 seconds (down from 15 seconds).

We don’t feel that Gateway is the key to making Affliction more competitive. We changed Haunt to refund a Soul Shard when it is dispelled, with the intent that Shards spent on Haunt instead of Soul Swap shouldn’t feel wasted. We also redesigned the PvP set bonus to grant additional damage to DOTs. While this benefits all Warlocks, it will benefit Affliction the most, which should help make them more competitive with the other Warlock specs.


Question - (Eirwin, Defias Brotherhood):
What is the reasoning behind the upcoming changes to Void Shift? This spell already has a high risk to use, why target it for a nerf?

Answer - (Systems Design Team):
Shadow is overperforming and something needed to go. Shadow priests have high damage, strong defenses, and lots of utility. What we think was putting them over the top was being able to save their healer with things like Void Shift and Mass Dispel.


Question - (Орчишкаа, Страж Смерти):
Why are you buffing the way PvP power affects hybrid healing? Classes without healing abilities are also affected by PvP fatigue, such as Second Wind and recuperate. What about the survivability loss those classes get from this change?

Answer - (Systems Design Team):
In patch 5.3, all specs (even classes without healing specs) benefit from a PvP Power-to-healing conversion. This means that any heal should benefit from PvP Power; this includes percentage heals such as Second Wind and Recuperate. Previously things like Second Wind and Recuperate weren’t benefitting from PvP Power at all.



A Few Extras

Question - (Kungzharel, Outland):
Are there any plans for patch 5.3 or beyond to allow players to be able to join multiple 3v3 teams at once, or even allowing cross-realm arena teams?

Answer - (Systems Design Team):
Not in patch 5.3, though we may do something like this at some point in the future. We think that such an idea is interesting and could encourage more people to participate in PvP.


Question - (Crâwthz, Sylvanas):
Casting spells is still quite a painful process, especially with skills like Mind-numbing Poison and Necrotic Strike. What have you got planned for 5.3 to start moving the game back to casted spells rather than instants like was promised some time ago?

Answer - (Systems Design Team):
A change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3.
It’s a bit of a chicken and egg issue. We’ve gone on record as saying we think PvP would be more fun with fewer instant spells, since instant spells allow players to move a lot and don’t open them up to being countered. Once we tame instants, it’s entirely possible that Mind-Numbing Poison and Necrotic Strike will be too powerful. They already slow player casts by less than what they do on creatures, and that number could be even lower (though at some point the debuff would just end up being unnoticeable).

Regardless, a change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3. Instants are used throughout the game and we can’t simply, for example, change the cooldown of Holy Shock.


Question - (Olivnia, Stormscale):
A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?

Answer - (Systems Design Team):
There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut. Back to Top

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5.2 Composition Tier List

Below is a composition tier list for 5.2. A lot of this was based on my own opinions as a player, some data of what teams are doing well, and the feed back of other players.

Tier 1
Thug Cleave: Rogue / Hunter / Discipline Priest
Shattertree: Shadow Priest / Mage / Restoration Druid
Shatterplay: Shadow Priest / Mage / Restoration Shaman
RPS: Rogue / Shadow Priest / Restoration Shaman

Tier 2
RMP: Rogue / Mage / Discipline Priest
RPD: Rogue / Shadow Priest /  Restoration Druid
Thug Cleave without Discipline Priest: Rogue / Hunter / Healer
Hunter / Death Knight / Discipline Priest
Rogue / Mage / Restoration Shaman
Warlock / Mage / Restoration Shaman
Warlock / Mage / Restoration Druid
Feral / Hunter / Discipline Priest
Warrior / Shadow Priest / Healer
Death Knight / Shadow Priest / Restoration Shaman
Feral / Shadow Priest / Restoration Shaman

Tier 3
Ele Shaman / Mage / Healer
Ele Shaman / Rogue / Discipline Priest
Rogue / Feral / Discipline Priest
Ele Shaman / Shadow Priest / Healer
Shadowplay: Shadow Priest / Warlock / Healer
Double Healer: Death Knight / Healer / Healer
Enhance Shaman / Hunter / Discipline Priest
Rogue / Mage / Restoration Druid
WW Monk / Hunter / Discipline Priest
Ret Paladin / Hunter / Discipline Priest
Shadowcleave: Warlock / Death Knight / Healer
WW Monk / Death Knight / Healer
Boomkin / Mage / Healer
KFC: Warrior / Hunter / Healer
Feral / Mage / Discipline Priest
WW Monk / Shadow Priest / Shaman

Tier 4
Ele Shaman / Warlock / Healer
Dancing with the Stars: Boomkin / Rogue / Discipline Priest
Ret Paladin / Mage / Healer
Scatterplay: Shadow Priest / Hunter / Healer
Boomkin / Death Knight / Priest
Ret Paladin / Feral / Discipline Priest
Enhance / Hunter / Holy Paladin
Enhance Shaman / Shadow Priest / Healer
Death Knight / Rogue / Healer
TSG: Warrior / Death Knight / Healer
Kitty Cleave: Warrior / Feral / Healer
LSD2: Warlock / Boomkin / Restoration Shaman
RLS: Warlock / Rogue / Restoration Shaman
PHD: Hunter / Death Knight / Holy Paladin
Warrior / Mage / Healer
Triple DPS

Tier 5
Ret Paladin / Rogue / Discipline Priest
Hunter / Warlock / Healer
WW Monk / Warrior / Healer
Warrior / Enhance / Healer
WLS / WLD: Warrior / Warlock / Healer
Enhance / Feral / Healer
Ret Paladin / Warrior / Healer
Ret Paladin / Death Knight / Healer
Enhance / Mage / Healer
Ret Paladin / Monk / Healer
Ele Shaman / Warrior / Healer Back to Top

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And the winners are:


Team Zeepeye
Hvidepengé (Feral Druid), Virent (Shadow Priest), Zeepeye (RestorationShaman) - EU-Sylvanas

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2nd Place for Team Gizmo:  Altimate (Warrior),  Nílly (Hunter),  Gìzmò (Heal Shaman) - EU-Aegwynn




Link to the video playlist with all games of the tournament (still uploading).


3v3 tournament
On the 20th of April the guild fameLY from EU-Aegwynn will host a 3v3 tournament.

Stream Link: http://www.twitch.tv/tashyra/

Schedule:
Starts at 4pm CET on Saturday, 20th of April

Each match is a best of three until the finals, which will be played as best of five.

Bracket: http://challonge.com/famelytournament1

Scale
Compared to prior tournaments this is relatively small-scale but server based tournaments tend to be a lot of fun and also strengthen the server community. As Vanguards said in the recent podcast - AJ wants to support tournaments, even the smaller ones.

Contact
You can contact Toxicas (saturnia-julie@web.de) or Hildegard (Private Message).

Prices
There will only be gold prices for this tournament. The winning team will get 12k gold EU-Aegwynn. For future tournaments there will be cash and or material prizes.

Commentators
Commentators will be Hotted, AJ moderator Paws and myself and the commentating will be in English. Tashira will stream the tournament. The videos will be uploaded to YouTube.


Teams

Team Zeepeye
Hvidepengé (Feral Druid), Virent (Shadow Priest), Zeepeye (RestorationShaman) - EU-Sylvanas

Team Nequim
Nequim (Arms Warrior), Sibellz (Destruction Lock), Malixy (Restoration Shaman) - EU-Sylvanas

Team Hargo
Hargo (Retribution Paladin), Skillgor (Beastmaster Hunter),  Heydude (Discipline Priest) - EU-Aegwynn

Team Gizmo
Altimate (Arms Warrior),  Nílly (Beastmaster Hunter),  Gìzmò (Restoration Shaman) - EU-Aegwynn

Team Stewlix
Enuraji (Subtlety Rogue), Stewlix (Shadow Priest), Flopper (Restoration Shaman) EU-Aegwynn

Team Kajn
Kajn (Subtlety Rogue), X, X - EU-Aegwynn

Team Maylined
Maylined (Unholy Death Knight), Azuror (Shadow Priest), Julianus (Holy Paladin) - EU-Mal'Ganis

Team Secretly
Aprøxia (Frost Mage), Shadøwlølzz (Shadow Priest), Secretly (Holy Paladin) - EU-Aegwynn


Rules
  • All games are played on live realms.
  • Only PvP gear may be used at any time during the tournament. Players using PvE gear despite the rules receive one warning and are disqualified the second time along with their team.
  • Any setup with one healer is allowed.
  • A maximum of three players per team is allowed.
  • Teams may not change their setup or the players during the tournament.
  • The losing team of each match will be able to choose a map that has not already been played. Nagrand Arena will always be played first.
  • All matches except the finals are played as best of 3
  • The finals are played as best of 5
  • Each draw rewards one point for each team.
  • If both teams have 2 (3 in the finals) points a duel inside the arena will decide the match. Each team chooses one DPS class to fight the duel. All group buffs from other classes must be removed.
  • 45 second disconnect rule: If a player disconnects after 45 second mark the game will not be replayed.
  • DDOS protection is the responsibilty of each player and multiple DDOS attacks on a player may lead for his team to be disqualified.
  • Read the DDOS protection guide and make sure your IP address is changed.
Plans
We plan for the next tournament already and that one will be with Horde and Alliance teams from all over Europe. This will include cash and material prices.  

Video
The matches will be uploaded to the newly created fameLY YouTube channel. Back to Top

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First Arena Junkies podcast with Vanguards, Sykeasaurus, Thaya and Hildegard. We discussed a lot of things (see below) all around Arena Junkies and World of Warcraft PvP.




We had some DDOS issues, but the show went well overall.

Included are also some shots of the BWC:Shanghai showing Vanguards, Rapture, Diziet, Reckful, Kollektiv, Venruki and Zunniyaki among others. They start around 10 minutes into the video.
  • Drama is ok to some extent, but things like showing private data, is racist or includes threads will of course be moderated. Also drama should be relevant not pointless. It's a fine line to walk.
  • Banning wintraders or DDOSers aren't banned because it's impossible for AJ moderators to confirm or deny these accusations. In the rare case that someone admits to wintrading or DDOSing they will banned. Skype logs and screenshots can easily be photoshoped.
  • Decision about the Junkie status has not been made, yet. Rating inflation will play a huge role and AJ wants to look how it turns out. The class forums will however be accessible for everyone most likely. Also people like Lazerchicken (Moonkin guide) and Vadrak (Tournament UI) that provide quality content are considered to be given Junkie status manually even if they don't meet the requirements. Changes have to be made carefully starting with the class forums and promoting the Waiting Room first.
  • If you meet the requirements for Junkie status and don't have it, yet - post in this thread under Site Feedback and Vanguards will promote you within a few days.
  • AJ wants to provide player incentive over monetary incentives for content. People who want to be make content should be able to make it. Arena Junkies is a stage where you can make yourself a name. So getting promoted here is helping with video and stream views and this is a way AJ can help with monetization. Adding a paypal button to user profile pages is considered but it won't be done in the immediate future.
  • Outdated things will be removed over time. Vanguards and Rapture are working on that currently. Guides and macros need to be overworked.
  • Curse plans a tournament, better than the King of the Hill. No details are known, yet.
  • Sykeasaurus refused to sing a song on stream!
  • AJ wants to promote tournaments. Even smaller ones like server tournaments. Contact Vanguards if you want your tournament promoted but make sure to tell him ahead of time.
  • Good content should be promoted more. There are technical difficulties with promoting user content to the frontpage but reposting these topics like Tosan's video or Eldacar's resilience guide is something AJ wants to do a lot more. Contact Vanguards, Hildegard or the moderators if you have high quality content and want it promoted. This includes blogs.
  • Other games can be discussed in sub forums but the experiment with Guild Wars 2 failed. We won't promote content for other games on the frontpage.
  • RBGs are a solid topic but they suffer from balance issues, DDOS and boosting way more than arenas. Only very few classs combinations are competitive. So they will most likely not become a main topic for AJ.
  • Class forum moderators are considered and Vanguards as well as the mod team is looking for candidates.
  • We are looking for tutorials for really new players. I promised to create some guides about that. We want a new "How to improve your arena rating thread" and we want to feature people like Ardnut and Amiza that fought so hard to gain Junkie status.
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Tosan 7 - Multi Rank 1 Hunter

Tosan released his 7th montage yesterday! For people who don't know him Tosan is a multi rank 1 hunter who has participated in many tournaments.


Here's the link to his original post. Back to Top

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Official Blizzard Quote:

"]][/url] Death Knight
Blood
Heart Strike now does 50% less damage to each additional enemy, up from 25%. Tooltip Fix.

Frost
Howling Blast base damage increased by 16% and AP scaling increased by 26%. Tooltip Fix.

Unholy
Sudden Doom now requires Unholy Presence to proc free Death Coils.

Hunter
Arcane Shot no longer applies Hunter's Mark. Tooltip Fix.
Focused Aim now reduces pushback by 70%, down from 10%.
Serpent Sting now costs 15 Focus, down from 25.

Talents
Powershot now will hit moving targets between you and the primary target.

Mage
Living Bomb had damage rebalanced to have more of the damage in the DoT component of the spell and less in the final explosion.

Talents
Living Bomb had damage rebalanced to have more of the damage in the DoT component of the spell and less in the final explosion.

Priest
Power Word: Shield SP and base absorb reduced by 20% for Discipline. Holy also saw a reduction, showing the same tooltip values as Shadow priests now. Tooltip Fix.

Rogue
Talents
Shuriken Toss now costs 40 Energy, up from 20. Base damage and AP scaling doubled.

Shaman
Healing Stream Totem (Restoration) now heals for 83.3% of Spell Power, up from 31 + 42.6% of Spell Power.
Lightning Bolt can now be cast while moving.

Major Glyphs
Glyph of Lightning Shield - When your Lightning Shield is triggered, you take 10% less damage for 6 sec.

Warlock
Demonic Gateway is now a 4 sec cast, down from 5.
Health Funnel (Affliction) now restores 30% health from Soulburn, down from 36%.

Affliction
Soulburn: Health Funnel - Your Health Funnel will restore 140% more health and will reduce damage taken by your pet by 30% for 10 sec.

Destruction
Fire and Brimstone had a tooltip error corrected.

Major Glyphs
Glyph of Drain Life now also increases the healing from Harvest Life generated by your primary target by 20%.

Minor Glyphs
Glyph of Gateway Attunement now works with any Demonic Gateway.
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Date: Saturday, 13th of April 2013  

Time: 10pm CET // 9pm London  // 4pm NY // 1pm LA

Stream: LINK


Arena Junkies has decided it is time to answer your questions and discuss our website, our goals and our work with you as readers and writers.

On the stream will be Vanguards, the new ArenaJunkies admin, Sykeasaurus as representative of the moderators and Thaya as one of the most respected contributors. Hildegard will host the show.

We will take questions and topic suggestions from the stream and also from this thread. Back to Top

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Official Blizzard Quote:

PvP
  • Battle Fatigue now reduces the amount of healing and absorbs by 50%, up from 30%.
  • PvP Power bonus to healing for healing specializations has been increased to 100%, up from 50% for Druids, Monks, Paladins, Priests, and Shamans.
  • PvP Power bonus to healing for damage specializations has been increased to 75%, up from 25% for Druids, Monks, Paladins, Priests, and Shamans.
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