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#4007566 Cute Husky Trick

Posted Rilor on 08 December 2013 - 10:48 AM

That's a cute bitch you got there mate.

#3857659 PvP Interview with Greg Street & New PvP Game Designer Brian Holinka

Posted Yes on 06 March 2013 - 01:48 AM

Today we've got a PvP focused interview with Greg 'Ghostcrawler' Street and Brian Holinka, a new Senior Game Designer at Blizzard Entertainment. Sam 'Vanguards' Kwok had the chance to sit down with them and talk about a lot of awesome things PvP related. Brian is a PvP specific Game Designer and we were both excited to hear his thoughts on a lot of topics, including Arena Map Banning, Class Balance, thoughts behind 5.2 changes, the Arena Tournament realm and e-sports. Make sure to read the whole interview!

Diziet: everyone knows who Greg Street is, he is one of the two lead designers at blizzard and has been around as a public figure for a long time. But Brian, you're new -- why don't you tell us just a little bit about yourself?

Brian Holinka: Hi, I joined Blizzard around August of 2012 and I was brought on to focus on PvP. My goal is to find out all the things that the PvP community wants, to try to reinvigorate the PvP as much as possible, keep it exciting, keep it fresh and so far it's been really exciting.

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Brian Holinka

Diziet's note: Brian focuses exclusively on the World of Warcraft PvP experience. Brian 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.

Vanguards: 5.2 is being released soon. This patch features a lot of class balance changes for PvP. What were some of the main goals in terms of class balancing for this patch? Monks, for example, were very weak in PvP and there are a lot of changes for them.

Greg Street: Just a few off top of my head: The big 3 we were trying to hit were lowering the overall power and maybe representation of say, Frost Mage, Arms Warrior for sure, Shadow Priest and Hunter a little bit -- and on the low end we felt like Disc Priest had vanished from high end PvP which was a real shame from where they'd been before. We also had the new class the monk that just wasn't represented very well as either damage dealer or a healer. So those were the main goals. And then we had a lot of systems level stuff where we increased the healing of the damage dealers that also had a healing spec and tried to look at some of the things that we always try to look at : diminishing returns, and we also focused a lot on silences.

Brian Holinka: And you also saw changes to Rogues, which had pretty good representation in PvP in the past. I think they were kind of a victim of the talent reconfiguration, and so we've gone back and given them a lot of buffs for 5.2 as well.

Vanguards: PvP has always been a fine balancing act from the day PvP came out. Some say WoW PvP can never truly be balanced. What do you guys think about that?

Greg Street: You know, to be honest -- thats probably pretty fair. We just have such a diverse community -- super high end players who have a very different experience in PvP than a lot of our more casual or even intermediate players. There's everything from RBGs to random battlegrounds, 2s, 3s, 5s -- to even World PvP and dueling. Players understandably will have a very high expectation that things will be fair for them. We try our hardest to address concerns when things come up and try to keep everything feeling fun.

Diziet: If there was an ideal balance point WoW PvP can reach, where do you think that would be?

Greg Street: That's a great question. One of the things we struggle a lot is with is that there is a community, probably more of the high end guys... so there is a community of players who would be perfectly happy if there were 6-7 specs that they had to worry about. And those were really well balanced and had a lot of synergy going on -- and they wouldn't have to worry a lot about all the others. And then there are these other players, who say: "I've been a Ret Paladin all my life. That's who I want to be in PvP, I don't want to be a healer, I don't want to want to switch to rogue. Or I'm a Balance Druid, or a Mistweaver Monk." So on the one hand we can have very tight focus and probably deliver very balanced game of relatively few specs. On the other hands, we can get all 34 in there, and everyone can have some representation, but it would be a lot harder to deliver on really cool class synergy and be able to predict on what everyone is going to do.

Brian Holinka: This also is just depends on what you consider as viability. There are many different opinions on what viable means in the PvP community. Whether viable means at the very high end, competing in tournaments, vs it means on where we feel that a highly skilled player can take almost any spec and do very well with it, especially if they find a comp that works very well for them. And quite honestly, Sam, you're a good case of that. People felt that enh shamans and ret paladins were not exactly competitive, and you continue to compete on them. So I think there is certainly like Greg said times where some classes are stronger than others, but we try to make sure that everyone can compete at some level. It's going to always be challenging, because there's always change -- different players and classes want different things in PvE and in PvP and RBGs and all the different formats, it's definitely a very big challenge.

Vanguards: RBGs are currently still filled with exploiters. Is there a chance to have this fixed before the Hero of the Alliance / Hero of the Horde RBG titles are given out?

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Brian Holinka: Well, you know -- there's a week between when the season ends and when the rewards are given, and we spend a lot of time in that week looking at all the Gladiators/Hero of the Alliance/Horde and determining exactly if everything they did is fair. And it's a lot easier for us to do that with Arena. It's a smaller pool of people. So they will be under the Eye of Sauron, as I'd like to say - because there is going to be a lot of attention put on those guys. We are spending a lot of time looking at all the things that exploiters do in RBGs and Arenas. I think this season we found two very big exploits with MMR that people were abusing. We saw it mid season when we recapped it to 2200, and with RBGs we had some closer to the end of the season. There was a lot more noise in the RBG data about who was exploiting and who wasn't, and it became more difficult. But as far as handing out Hero of the Alliance/Horde and Gladiator, we always heavily scrutinize those and will continue to do so.

Vanguards: There has been talk of the “legendary PvP gem.” How will PvPers go about to attaining that?

Brian Holinka: I think there was some confusion about it when it came out. It was released, and it was made a legendary at first. But in terms of PvP metagem, specifically, it wasn't a legendary PvP Gem. Basically, we were coming out with all these metagems in PvE and we were concerned. The PvP community has been loud and clear that the best things for PvP should come from PvP. So what we wanted to make sure that we introduced a meta gem that was competitive statistically with those metagems, but in the same time we also  adjusted both the PvE meta-gems and the very powerful trinkets this tier to be not as effective against players. So they might have a much lower proc rate for a lot of the on-proc effects against players. So we've taken steps to ensure that if you want the best PvP items you can achieve them from PvP. Also, looking at the delta of what is competitive and what is not competitive, I feel confident that you can get stuff all from PvP that will allow you to compete at the highest level. Maybe for some certain class/specs with certain class compositions there might be a trinket or a metagem that really benefits them, but I don't feel like that will be the norm across the game. And that's what's important to us.

Diziet: This is one of the few points in the game where the mechanics in PvE and PvP work different -- we've had warriors with Colossus Smash before, and we have damage and healing reduction in PvP. What's your long term goal in keeping the game systems separated or similar between the PvP and PvE rule-sets.

Greg Street: That's something we struggle with all the time and I wish I could say that we've had a vision for it: a way it should always work -- but we go back and forth on it a lot. I know a lot of players think that this is the big fix, that once we have a PvP version and PvE version of every spell that balance will be perfect. We don't really buy that. I think you'll see the same number of requests for "buff this, nerf this" now that they knew that we could just tweak the data whenever we wanted to. It is confusing, definitely- with the new talent system there is already a lot that players have to track of in PvP, you can't assume that everyone has this type of CC anymore, they could have any one of the three different talents. Imagine on top of that every one of those three talents works in two different ways between PvE and PvP. So I think for the immediate future we're going to keep on with this model: We'll make them work as similarly as long as we can, but if we hit a point like with things like Colossus Smash where one set of numbers won't work, then we'll go ahead and fork it rather than spend weeks and weeks of our time trying to come up with a perfect solution that keeps things in balance in both systems.

Vanguards: Do you think there is any chance on making the “cross realm” queue system work faster for arenas? Currently from my experience you can’t really get cross realm queues without one side being past the 5 to 6 minute waiting mark, and 5 to 6 minute is a pretty long period and for players at higher tier ratings and that waiting can get pretty boring.

Brian: We're really looking at that problem now. The BG system when it was made for WoW, WoW was in a different place. There were a lot of technical reasons. We're really looking at that -- we know Greg tweeted about this recently, we're really looking at finding ways to get all the players competing and getting those queue times down. I think if you're on BG9 and you're going to be facing a lot of the Tich guys, and a lot of the other big BGS it's okay, but if you're on a smaller BG it becomes an big problem that your queues are very long. It's something we're definitely conscious of and I think pooling people together is the right idea. All I can say is that we're really looking at it, and I think you guys will be pleased with what we come up with.

Diziet: I want to get back to class balance for just a bit. Going back through the history of PvP in WoW, I'd say Warlocks were one of those classes that were strong and balanced throughout the game's history. If you had to choose one class that you feel is well balanced in the game right now, in Mists, which one would it be and what do you think made it balanced?

Brian Holinka: hmm..

Greg Street: Is there a balanced class? [laughter].

Brian Holinka: I think a lot of times when we look at class balance -- for instance, I know you guys just posted an article about arena representation at Gladiator on AJ, and a lot of people look at that and they determine, "Oh, who's got the biggest bar -- they are the most overpowered, who's got the smallest one, they're the least overpowered and who is in the middle.." On that graph you might see DK or Warlock in the middle, and I don't think DKs and Warlocks are like "Yeah, we're perfectly balanced!". I think it's a matter of across all the ratings, is there a way for you to find people that you can compete with in Arena and not fall flat -- that's the biggest thing for us. And we try to keep an eye on outliers where certain classes are just outperforming everybody pretty clearly. If you look at warriors in 5.0 and 5.1 and you look at all the changes we'd made to them in 5.2 we're taking a very clear approach at trying to make sure that those outliers come down. Same thing with what we talked about earlier, Monks and Rogues -- finding those classes that aren't competing and buffing. Finding those classes that are very powerful and bringing them down. If there's a class that's in the middle in the pack, it's not so much that we can say "they need to be 2% better...", no they're competing. I think that's good. I don't know if it's a good idea for us to say this class is perfectly balanced. [laughter]

Greg Street: Well.. I know we'll probably get flaked for this, but if you look at something like the DK, they're kind of in the middle where they didn't get a whole ton of changes in 5.2. A lot of other classes had buffs or nerfs, and except for some of the things like Strangulate/Asphyxiate stuff they didn't change that much. That's probably a pretty good indication of what we're going for. But again, as Brian said, representation is so dependent on your synergy with other classes which is so dependent on the way their DRs work and things like that that I don't know if every one's representation being even means that now we're suddenly at perfect balance.

Brian Holinka: Also just because representation of the classes that players choose isn't uniform either. So, you know, there's a lot of talk on AJ and other sites, like Hildegarde's site, about "Oh, hey, if you compare gladiator to global percentages or if we look at Arena graphs and you see the global numbers compared to the numbers above 2200 and the percentages..." We look at those numbers, we look at our own numbers and we definitely try to balance accordingly. But representation is kind of a self-serving and self predicting prophecy. If everyone sees Warrior is doing really well everyone is going to say "I'm going to roll Warrior" and now you have a lot of good players playing Warrior and it kind of balloons a little bit bigger than it really is.

Diziet: It's good to hear that you guys are balancing at looking at the outliers, etc. From a more theoretical perspective, too, in terms of a class being balanced and fun to play, there are two ways of doing it -- you can tweak the coefficients on their main spells and abilities, and all of a sudden they do a lot more damage, or you can introduce different mechanics, kind of how we've seen with the talent system. What do you think the trade off between one kind of turning is?

Greg Street: It's not only more difficult for us, its also more difficult for players where now all of a sudden someone who doesn't scrutinize the patch notes, jumps into arena and people are like "Wait, what's this ability that just hit me... I didn't know they could do that now!", or "I just dispelled this this that I always dispelled and some backlash hit me that I didn't know about". It causes a lot of relearning from players too. The high end guys are so in touch with what we're doing that it won't surprise them, but they are still a minority of people even participating in PvP. On the other hand if we tweak damage numbers too much we can get to be the same thing if we buffed say, Shadow DoTs to where they would just be going around dotting everyone and never had to cast mind blast or mind flay, then it'd have a similar effect where people would be like: "Why don't these Shadow Priests ever stop moving, they're just running around tossing dots everywhere". There could be re-learning involved no matter what we do.

Vanguards: How do you feel about the balance of PvP in terms of map choices? How do you feel about the balance of PvP in terms of map choices? Some maps greatly help certain compositions such as Warlocks on Blade’s Edge -- they can jump down, port up, and with a Druid on the team they can both do that and knock people off.

Brian Holinka: I think Blade's edge and Dalaran Arena were made in a time when knock-offs didn't exist. So, all I can say is that we're aware of that and changes are forthcoming this season.

Diziet: Interesting...

Vanguards: Will there be a chance of featuring map bans for Arenas similar to RBGs?

Brian Holinka: Yes, we've certainly talked about that. Kind of like when you go into Arena, down voting an arena. I know Tom Chilton in an interview with you guys even mentioned that. It's on the list of things that we're looking at! Not announcing it's coming, but we certainly think it's a good idea.

Vanguards: Is there any chance for a permanent tournament realm in WoW? A lot of players always say, I'd like to try this class out, try this spec out, but a lot of players are locked to their own class because of leveling, and a lot of players want to PvP.

Brian Holinka: I feel like it's tough, because this an RPG and one of the things that makes people's attachment to WoW so critical is that you have a character and you've invested time into that character, you earned gear for him, you've picked his look and his name and all those things. It's one of our really strong and valuable things. I know a lot of PvPers feel "oh, if we could just switch classes the way DOTA or MOBA players switch champions.." but that's really not what is the core strength of WoW. We have the Arena Realm, it's coming... I think the next one is coming soon, in Blizzard speak. For the people who like to participate in that it's there and they'll be able to play it. But that idea is so foreign to what is core and critical to WoW that, so I don't know if it would be the best thing for the game.

Diziet: I get your point of attachment to characters -- I started playing this game when it came out, went through all the stages of Raiding. I sometimes look at my bank and go through the items that I've had, and still see level 60 items, helms with 24 stamina that were good back then... There's definitely a lot of nostalgia there.

Brian Holinka: And transmog really helps with that, not only is it that I've got a lot of cool things I can transmog to but it also helps players customize their character in a way that you never really had an option to beforehand, to customize the look of it. I think it's made that attachment stronger, the reason players are passionate about asking for buffs or nerfs for their class is because you really have a strong attachment to that class and character. You just want to be able to compete and we understand that and appreciate that.

Vanguards: What about adding more incentives for arena as a whole, such as a tier to tier progression (1600, 1800, 2000). An example is that I'm not a big PvE'er and even I got a group together to do the gold challenge mode set just to get the better visual effects. I feel that if there was more of this in PvP, it would increase activity as well as rewarding players.

Brian Holinka: That was certainly something we took to heart when we made the transition from the old 2200 rating requirement on elite gear, to the new conquest earned requirement. We wanted to break down the 2200 rating requirement and allow everybody access if they were committed and skilled. We do understand that rating is the biggest factor when it comes to rated PvP, but we are definitely looking at much more ways to leverage this further down the line. We have certain things in place, but we want to get more. We agree it would increase participation, but also to have players strive to become better.

Diziet: What kind of plans do you have for improving PvP participation and ensuring that players are queuing for Arena or RBG? There is the rating inflation, but is there anything else? Something that stands out is that in previous seasons teams have go to that rank 1 spot in the first week and then it has taken the entire season for some other team to even get close just because of how much further ahead they were of everybody else, to the point that in some seasons the teams that got rank 1 in the first week actually ended up walking away with rank 1 titles. Could you talk about the rating inflation and your thoughts behind it?

Brian Holinka: Yea, one of the things that players often do is cry out en-mess when they want something and this has been one of the common things that has been asked for. A lot of times you see players asking for punishment, "fix this bad behavior that I don't like and punish it!!". Rating decay was one thing that came up time and time again, but it's Blizzard design tenant to make everything a bonus as much as possible, as we spoke to the SC2 guys, D3 guys and quite a lot of high rated players and we thought it would feel better to everyone if your rating accurately represented your skill set. Playing during the first week you're going to have one set of gear, however during the final week you're going to have a completely different set of gear and the play style could be completely different. This is where the Arena rating inflation comes in, not only at the high end that we know a lot of AJ are interested in, but also at the low end where they're going to see their rating increase over time and we believe this will help to increase participation by not saying "you are a 1600 player, you will always be at 1600".

Diziet: What other plans do you have on improving PvP?

Brian Holinka: Yea, I think Greg recently brought up what role teams actually play in arena. They can sometimes act as a barrier to prevent people from playing, rather than encouraging and this was never the design intent. There's a good thing about it because you have your team mates, your 'core guys' and you are altogether and pushing for a group goal (rating), so we don't want to lose the idea of the 3 of us are in it together and we're going to push ourselves to aim for a rating or title. On the other hand, it's kind of dumb that if you have 2 guys on-line and you want to play with a 3rd guy that you can't play. So we're looking at what would be the right way to do this, to allow you to participate more in the right way. Then it comes back to rewards, what can we do to really entice people to play RBG and Arena's.

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World of Warcraft at the BWC

Vanguards: So what about WoW as an eSport? A lot of us can remember to 2/3 years ago when WoW was big on the scene with MLG, NAO, AJ Tournament, ESL and Blizzard run tournaments. Do you feel WoW PvP has potential for a better esports scene than it does now?

Brian Holinka: I think the biggest problem with PvP in WoW at the moment is the complexity of the classes and specs. Having 34 specs with 34 different spells, that's over 1,100 different spells that the spectator may need to know about. I think the ArenaLive add-on really opened our eyes to where we were going wrong and the areas that we can improve, so props to the guys that put that together. The spell queue is really valuable and has really educated us. It's one of these things that we are constantly evaluating, SC2 is one of the biggest esports in the world, it's just a decision as to whether we want to commit to this and spend a lot of resources on.

Big thanks to Brian & Greg for talking to us about this!

#3857039 Tell me your end of the season story.

Posted Hawtz on 05 March 2013 - 09:47 AM

i lost r1 again back to back seasons cause of kaska rep if same thing happened to you, talking to you metaphors

#3854760 Rambojohny caught red handed

Posted Tosan on 28 February 2013 - 06:39 AM

View Postsalice, on 28 February 2013 - 06:36 AM, said:

So whats the verdict? Im late

The verdict is in.

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#3846771 [Shaman] Healing Vs KFC

Posted Winner8776 on 09 February 2013 - 01:13 PM

hi, WPS is a very strong setup when it comes to allowing their healer to either have uptime to heal or for them to last long enough without u healing at times (but it causes CD's to get used at time u might not want them to). i tend to notice many KFC's usually stun the SP when i get scattered, u have a number of options in this setup.
1) intervene by ur warrior on the scatter
2) mass dispel by ur priest
3) priest grips u when u get scattered (keep in mind u might get stuck in a shockwave after that though, and if there isnt much distance between u and the priest from the point he gripped u then ull just wander back to the initial point u got scattered to)
4) let ur warrior shockwave the hunter when u are scattered.
5) place a grounding totem somewhere far from ur team mates + in range of u + out of LOS from the hunter (but still hunter pets have a skill they can use to drop ur grounding totem)
6) some hunters dont glyph scatter when facing WPS so try fake casting a hex on the warrior and when he reflects hit him with a flame shock, that way if the hunter hasnt glyphed for scatter ull be able to dodge scatter+traps+warrior fears.
7) if u realise all of the above isnt working and ur team mated are in a complete stun/root/cc/silence or whatever it is in the first scatter that u get always, then be at a distance and pop and earth elemental.

many setups dont get the liberty of sooo many options. u will get trapped sooner or later wether u like it or not, but ur setup can also survive for a very long time without u, yes even vs a KFC.

when u get trapped and u got nothing else to do but sit it, think of whats gonna happen to u next, does hunter have silence shot up? (yes) ok, can i afford to get silenced out of this trap? (team member hp really low?) if yes then eat it, if not then start spamming spirit walker grace so u dont get silenced after the trap and ur able to pump in some heals.

dont be afraid to burn ur cooldowns but make sure u use them right, KFC's arent a setup i tend to last long vs as WPS, they either rape us or we rape them, 2min fights, 3 mins MAX. thats for me atleast, and i usually have no more cooldowns left by the time the game ends and thats how it should be.

#3825341 5.2 PTR Early January

Posted Vanguards on 21 December 2012 - 07:05 PM

5.2 PTR Early January

Blizzard has informed us that the PTR for 5.2 will come as early as January.

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Official Blizzard Quote:

  • Posted Image Death Knight
  • Posted Image Druid
  • Posted Image 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.
  • Posted Image Mage
    • Invocation now removes Evocation 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 Image 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 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.
  • Posted Image 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 Sphere now have a duration of 1 minute. Healing Sphere 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 Sphere 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
  • Posted Image Paladin
    • Hand of Purity now reduces all incoming damage by 10% in addition to its other effects.
    • Eternal Flame 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%.
  • Posted Image 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.
  • Posted Image 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
    • 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
    • Subtlety
      • Sanguinary Vein now increases the damage the target takes by 20% (was 16%).
  • Posted Image 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%.
  • Posted Image 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.
  • Posted Image Shaman

#3824813 Yaspresents Online 3v3 Tournament

Posted stillermeister on 20 December 2012 - 10:20 PM

Try to get a good RMP in there! Im pretty sure people would love to see a team with a disc and a rogue competing on high level! also on Cata RMP Games in NAO Tourney or in yours were pretty fun to watch!

P.S: If any more accounts for TR are needed at this time, PM me...

#3823668 Yaspresents Online 3v3 Tournament

Posted Paxxar on 18 December 2012 - 08:14 PM

Just going to offer my TR account as well to any competitors in the tournament from EU/US, as I doubt everyone that wants to compete bothered to buy it.

Also looking forward to watching this, was great fun last time round!

#3824694 Yaspresents Online 3v3 Tournament

Posted Rykubeast on 20 December 2012 - 06:27 PM

Offering my TR account too for them US guys

#3787347 Warning! Skype Worm

Posted Mexico on 06 October 2012 - 04:42 AM

Recently a Skype worm started going around, it is Backdoor.Win32.Hupigon it works like the old A.I.M Trojans, the more people who open it the more people it messages/infects. You will get a message from any person with the Trojan as seen below.

lol is this your new profile pic?
[http://goo. gl/QYV5H?img=YOURSKYPENAME]

More Info:

Runs several processes such as:

1. As long as you did not open the .ZIP file it downloaded you are safe.

2. If you did download and extract the .ZIP these are the programs, I recommend.

Cleaning the Trojan
These steps may not work for everyone.

1. Delete the .ZIP

2. Download/Install & Update:

https://www.avira.co...-free-antivirus (Recommended)


#3786510 Destro locks. Real.

Posted YndigoDS on 04 October 2012 - 10:50 AM

i dont see anything wrong here

#3782233 Int vs. PvP Power

Posted Òórly1296679975 on 28 September 2012 - 05:17 AM

Like i promised i did some math.

For my calculations i took a Lvl 90 Holy Paladin with the best available PvP-Gear (S12 Elite with 322 PvP Power-Trinket + 1342 PvP Power-Trinket), the best enchants and Blacksmith profession.

First i tell you the Spellpower and PvP Power values on the full enchanted gear without gems (but still with socketbonus, because we just want to find out which stat to gem and we would get the bonus anyway):

Spellpower: 18035
PvP Power: 34.01%

If we add the following gems (focus on Int):
Red: 160 Int
Blue: 80 Int + 160 PvP Power
Yellow: 80 Int + 160 Resil
Prismatic: 160 Int

Spellpower: 19475
PvP Power: 35.82%

If we add the following gems (focus on PvP Power):
Red: 80 Int + 160 PvP Power
Blue: 320 PvP Power
Yellow: 160 PvP Power + 160 Resil
Prismatic: 320 PvP Power

Spellpower: 18355
PvP Power: 44.88%


So now we have all the stats we need to calculate the Heal-/Dmg-Output.
I used the spellvalues as listed on wowdb.

Spell:-------------Heal or Dmg general/in PvP Zone (Int):--------H o D gen./PvP Zone (PvP Power):

WoG----------------------14619.75 / 19856.54-----------------------------14070.95 / 20385.99
Holy Shock--------------25610.68 / 34784.43-----------------------------24677.72 / 35753.08
FoH-----------------------34419 / 46747.89---------------------------------33164.6 / 48048.87
Holy Radi.---------------18809.63 / 25547.24-----------------------------18053.63 / 26156.1
HL-------------------------24155.88 / 32808.52-----------------------------23276.68 / 33723.25
DL-------------------------45834.75 / 62252.76-----------------------------44165.95 / 63987.53
LoD-------------------------4442.4 / 6033.68-----------------------------------4281.12 / 6202.49

Holy Prism 1-------------43946.3 / 59687.86-------------------------------42346.94 / 61352.25
Holy Prism 2-------------29616.95 / 40225.74-----------------------------28539.51 / 41348.04

Judgment----------------11256.35 / 15288.37------------------------------10644.83 / 15422.23
Holy Shock--------------31054.38 / 42178.06------------------------------30018.38 / 43490.63
Denounce---------------27242.5 / 37000.76--------------------------------25876.1 / 37489.29
HoW----------------------33192.75 / 45082.39------------------------------31389.55 / 45377.18

As you can see, PvP Power is slightly better on every spell we got. I did a few extra calculations with buffs that give you 5% more Int, 10% more Spellpower or both together and the result is always the same: PvP Power stays better than Int even if you stack more Int/Spellpower!

But Int also gives Crit. With the focus on Int you'll get 1120 more Int which equals ~0.8% more Crit than with focusing on PvP Power. 0.8% more Crit equals 0.8% more healoutput (if i am correct here).
If you compare the healvalues on my chart you see that focusing on PvP Power will give you ~2,5% more healoutput.
~2,5 - ~0,8 = ~1.7
-> In S12 PvP Power has ~1.7% more healoutput than Int

Since my calculations are only for a full S12 Pala, i would be happy if someone whos better at math :P and who has more detailed informations could come up with a chart that could be used in general.

#3167950 Doing a WoW Survey

Posted Fluffert on 05 April 2011 - 10:14 PM

done, plz rep

#3167946 Doing a WoW Survey

Posted Precissle on 05 April 2011 - 10:13 PM

Done :D

and First post on AJ <3

#3167929 Doing a WoW Survey

Posted cbo on 05 April 2011 - 10:02 PM