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Here is a list of upcoming changes for 3.1.0. According to Eyonix, this is not the full list and there will be changes to all classes, but they are giving out the info in phases.

Official Blizzard Quote:

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the first in the series: Priests, Rogues, and Shaman. Please keep in mind, that this list is not at all comprehensive, and subject to change.
Divine Spirit – this spell is now a core ability available to all priests.
Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).  
Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
Penance – this spell can now be targeted on the priest.  
Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
We are also working to give Holy additional PvP utility.  

Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.
Adrenaline Rush – the cooldown on this ability has been lowered.  
Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.  
Killing Spree – while this ability is active, the rogue does 20% additional damage.  
Savage Combat – now causes 2/4% physical damage done.  
Mace Specialization – this talent now grants haste in addition to armor penetration.  

Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.  
Spirit Weapons – now reduces all threat, not just melee threat.  
Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.  
Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
We are also working on giving Enhancement and Elemental more PvP utility.  
Death Knight
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Blizzard just recently addressed the new matchmaking system that has been the source of much debate. Without further ado, here is the official word on the intention and state of the system:

Official Blizzard Quote:

We recently introduced a new Arena matchmaking system with the intent of better matching up players against opponents of similar skill level, and to address potential abuses under the old system. We realize that many players have questions regarding the new system, and as such, we would like to provide more insight into the new matchmaking system.

    * First and foremost, the primary goal of the new Arena matchmaking system is to match players against opponents of similar skill, regardless of your or your opponents’ team rating. This means that once an estimated skill level is determined, you will more likely be matched against other players of a similar skill level. Please note that the estimated skill level is constantly being evaluated and will adjust based on each team’s continual performance. Ratings that are won or lost also take into account skill level, so that you will not suffer a high penalty if you lose against a team that is much better than their actual team rating.

    * Another important aspect of this new Arena matchmaking system is a smaller range of maximum rating that can be won or lost. Because of the differences between how the new system assigns rating points at the end of a match, we are still tweaking rating gain versus loss per match to improve the experience.

    * If you were previously ranked with a high skill level and decide to create a new team, it should now be much easier to reach your team’s correct rating. This ensures that players will not feel penalized for moving between teams, and high ranked teams will not feel penalized for trying out new players without much risk to the team rating itself.

    * Finally, the core and fundamental reason for the new Arena matchmaking system is for players to participate in Arena games that are fun. We feel that with this new system, higher ranked players will most likely find the challenges that they seek, newer players will no longer feel that that Arenas are closed to them, and players will not feel as penalized for trying new things in the Arenas.

We like the way that matchmaking works in the new system and feel that it is working as expected. However, we acknowledge that there are some aspects of the way rating is calculated under the new system that could use some tweaking. As with all things, your enjoyment of the game and its systems are very important us, and this system was implemented in an effort to further promote the enjoyment of the Arenas. As always, we welcome your feedback and would constantly be striving to make this system even better.

Edit: QQ Replies will be deleted. Keep it constructive. Back to Top

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In the past we have gotten some feedback that our header might be, somewhat dull, lacking pop, or even boring. We hope our new header image adds a little pizazz to your daily browsing.

Frst, our resident, freelance artist, created the header to freshen the place up a bit. We think he did a great job - many thanks!

What we really love about running this community is that we get to get feedback and ideas from tons of users. It never ceases to amaze us how creative you guys can be. So keep the Feedback coming, we can't do it without you!

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