***Official Wrath of the Lich King Thread***(Contains spoilers)***

Tier 10 Set Bonuses
Death Knight

* Item - Death Knight T10 Tank 2P Bonus - Increases the damage done by your Death and Decay ability by 20%.
* Item - Death Knight T10 Tank 4P Bonus - When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 sec.
* Item - Death Knight T10 Melee 2P Bonus - Your Obliterate, Scourge Strike, and Death Strike abilities deal 10% increased damage.
* Item - Death Knight T10 Melee 4P Bonus - Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 sec.


Druid

* Item - Druid T10 Restoration 2P Bonus - The healing granted by your Wild Growth spell reduces 0% less over time.
* Item - Druid T10 Restoration 4P Bonus (Rejuvenation) - Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
* Item - Druid T10 Balance 2P Bonus - When you gain Clearcasting from your Omen of Clarity talent, you deal 10% additional Nature and Arcane damage for 6 sec.
* Item - Druid T10 Balance 4P Bonus - Reduces the cooldown on your Eclipse talent by 6000.
* Item - Druid T10 Feral 2P Bonus - Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
* Item - Druid T10 Feral 4P Bonus - Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.


Hunter

* Item - Hunter T10 2P Bonus - Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage for until cancelled.
* Item - Hunter T10 4P Bonus - Your Shot abilities deal 4% increased damage to targets afflicted with Viper Sting, Serpent Sting, or Wyvern Sting.


Mage

* Item - Mage T10 2P Bonus - Your Mirror Image ability also causes you to deal 15% additional damage for 10 sec.
* Item - Mage T10 4P Bonus - Your Hot Streak, Missile Barrage, and Brain Freeze talents also grant you 12% haste for 3 sec when the effect of the talent is consumed.


Paladin

* Item - Paladin T10 Holy 2P Bonus - The cooldown on your Divine Favor talent is reduced by 60 sec.
* Item - Paladin T10 Holy 4P Bonus - Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.
* Item - Paladin T10 Protection 2P Bonus - Your Hammer of the Righteous ability deals 20% increased damage.
* Item - Paladin T10 Protection 4P Bonus - When you activate Divine Plea, you gain 12% dodge for 10 sec.
* Item - Paladin T10 Retribution 2P Bonus - Your Seals and Judgements deal 10% additional damage.
* Item - Paladin T10 Retribution 4P Bonus - Your melee attacks have a 4% chance to reset the cooldown on your Divine Storm ability.


Priest

* Item - Priest T10 Healer 2P Bonus - After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
* Item - Priest T10 Healer 4P Bonus - Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.
* Item - Priest T10 Shadow 2P Bonus - The critical strike chance of your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells is increased by 5%.
* Item - Priest T10 Shadow 4P Bonus - Reduces the channel duration and period of your Mind Flay spell by 51%.


Rogue

* Item - Rogue T10 2P Bonus - Gives your melee finishing moves a 13% chance to add 3 combo points to your target.
* Item - Rogue T10 4P Bonus - Your Tricks of the Trade ability now grants you 15 energy instead of costing energy.


Shaman

* Item - Shaman T10 Restoration 2P Bonus - Your Riptide spell grants 20% spell haste for your next spellcast.
* Item - Shaman T10 Restoration 4P Bonus - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.
* Item - Shaman T10 Elemental 2P Bonus - Your Lightning Bolt spell reduces the remaining cooldown on your Elemental Mastery talent by 1 sec.
* Item - Shaman T10 Elemental 4P Bonus - The cooldown on your Lava Burst ability is reduced by 15 sec.
* Item - Shaman T10 Enhancement 2P Bonus - When you activate your Shamanistic Rage ability you also deal 12% additional damage for 15 sec.
* Item - Shaman T10 Enhancement 4P Bonus - Each time the beneficial effect of your Maelstrom Weapon talent reaches 5 charges, you have a 15% chance to gain 20% attack power for 10 sec.


Warlock

* Item - Warlock T10 2P Bonus - The critical strike chance of your Shadowbolt, Incinerate, and Corruption spells is increased by 5%.
* Item - Warlock T10 4P Bonus - Each time your Immolate and Unstable Affliction spells deal periodic damage, you have a 15% chance to gain 12% spell haste for 10 sec.


Warrior

* Item - Warrior T10 Protection 2P Bonus - Your Shield Slam and Shockwave abilities deal 20% increased damage.
* Item - Warrior T10 Protection 4P Bonus - Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health. Lasts until cancelled.
* Item - Warrior T10 Melee 2P Bonus - When your Rend and Deep Wounds abilities deal damage you have a 2% chance to gain 20% attack power for until cancelled.
* Item - Warrior T10 Melee 4P Bonus - You have a 20% chance for your Blood Surge and Sudden Death talents to grant 2 charges of their effect instead of 1 and for the duration of the effect to be increased by 100%.


DK one sounds good :)
 
Quote from Blizzard staff
World of Warcraft PTR Patch 3.3.0

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

* Dazed: Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
* The existing /welcome emote now greets/welcomes targets (character says “hello”), while the new /yw is for saying "you're welcome."
* Many of the tail sweeps with knockback effects will no longer hit players’ pets.
* Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.


Icecrown Citadel

* The Forge of Souls and Pit of Saron in the 5-player dungeon are currently available for testing.
* Additional Icecrown Citadel dungeon and raid content will be made available in future test builds. For more information and testing schedules please visit our Test Realm forum: http://forums.worldofwarcraft.com/board.html?forumId=11572&sid=1


Classes: General

* Area-of-Effect Damage Caps: We’ve redesigned the way area damage is capped when hitting many targets. Instead of a hard cap on total damage done, the game now caps the total damage done at a value equal to the damage the spell would do if it hit 10 targets. In other words, if a spell does 1000 damage to each target, it would hit up to 10 targets for 1000 each, but with more than 10 targets, each target would take 1000 damage divided by the number of targets. 20 targets would be hit for 500 damage each in that example.
* Default Equipment: Starting weapons are now more uniform. Rogues now start with a pair of daggers equipped. All other classes except shamans start with a 2-handed weapon equipped and the required skill already known. Shamans start with a 1-handed weapon and a shield, as they benefit more from the shield than they would from a 2-handed weapon.
* Glancing Blows: The mage, warlock, and priest classes no longer have an increased chance for their melee attacks to be glancing blows; and the damage penalty due to their glancing blows is the same as for other classes.
* Health and Mana Regeneration: These regeneration rates have been increased by up to 200% for low level characters. As a player’s level increases, the regeneration rates gradually reduce, returning to normal rates at level 15.
* Pet Resilience: All player pets now get 100% of their master’s resilience.
* Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
* Taunt Diminishing Returns: We’ve revised the system for diminishing returns on Taunt so that creatures do not become immune to Taunt until after 5 Taunts have landed. The duration of the Taunt effect will be reduced by 35% instead of 50% for each taunt landed. In addition, most creatures in the world will not be affected by Taunt diminishing returns at all. Creatures will only have Taunt diminishing returns if they have been specifically flagged for that behavior based on the design of a given encounter.


Races: General

* Orc and troll shamans now have their own unique totem art.
* Racial Attribute Bonuses: These bonuses have been recalibrated to even out the amount of starting health on the various races. All races start with a standardized level of stamina, except for orcs, dwarves, and tauren who now start with 1 extra point of stamina. For each class, bonuses and penalties to all attributes have been adjusted so that each race has an equal attribute total.


PvP
Battlegrounds

* Battleground Experience: Battleground experience gained is now based on the level of the player gaining experience, rather than the highest possible player level in that Battleground.


Death Knight

* Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.


Unholy

* Night of the Dead: Now reduces the damage your pet takes from area-of-effect damage by 45/90%, but no longer applies to area-of-effect damage caused by other players.
* Scourge Strike: Redesigned. The base ability now deals 50% weapon damage plus an additional amount as physical damage. However, for each disease the death knight has on the target, the target will take additional shadow damage equal to 25% of the physical damage done.
* Unholy Blight: This talent now deals only 10% of Death Coil damage as a damage-over-time effect on the target.


Druid

* Prowl: This ability no longer has multiple ranks and penalizes movement speed by 30%.
* Rejuvenation: Rank 15 of this spell was providing a 15-second duration. It has been correctly reduced to 12 seconds.


Pets

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Hunter

* Call Stabled Pet: Cooldown reduced from 30 minutes to 5 minutes.
* Deterrence: Now also increases the chance for ranged attacks to miss the hunter by 100% while under its effect.
* Misdirection: Redesigned. Instead of having finite charges, it now begins a 4-second timer when the hunter using Misdirection performs a threat-generating attack, during which all threat generated by the hunter goes to the friendly target. In addition, multiple hunters can now misdirect threat to the same friendly target simultaneously.


Beast Mastery

* Intimidation: If the hunter’s pet is in melee range of its target, the stun from Intimidation will now be applied immediately instead of on the pet’s next swing or attack.


Pets

* Avoidance: This talent has been replaced by Culling the Herd. Hunter pets now innately take 90% less damage from area-of-effect abilities like all other class pets. This does not apply to area-of-effect damage caused by other players.
* Cower: Redesigned. This ability no longer affects threat, and instead reduces damage taken by the pet by 40% for 6 seconds with a 45-second cooldown. While cowering, the pet’s movement speed is 50% of normal speed. Cower now only has a single rank and is available at pet level 20.
* Culling the Herd: This pet talent has replaced the Avoidance talent in the pet trees (Hunter pets now gain that benefit automatically without expenditure of talent points). Culling the Herd increases pet and hunter damage by 1/2/3% for 10 seconds each time the pet deals a critical strike with Claw, Bite, or Smack.
* Demoralizing Screech: The attack power reduction from this ability has been increased by 40%, equaling the maximum possible attack power reduction from the abilities of other classes.
* Improved Cower: Redesigned. This ability now reduces the movement penalty of Cower by 50%/100%.
* Venom Web Spray: Range increased from 20 yards to 30 yards.
* Web: Range increased from 20 yards to 30 yards.
* Wolverine Bite: This talent is now enabled when the pet lands a critical strike rather than from the target dodging the pet’s attacks. In addition, this talent no longer has a prerequisite.


Mage
Arcane

* Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage’s party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.


Pets

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Paladin
Protection

* Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active.
* Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members. In addition, the damage transferred to the paladin is now reduced by 50% before being applied to the paladin. Finally, the bug which allowed Divine Sacrifice to sometimes persist despite reaching its maximum damage has been fixed. Divine Sacrifice will now cancel as soon as its maximum damage value is exceeded in all cases.


Priest
Shadow

* Mind Flay: The range of this ability has been increased to 30 yards, up from 20.


Pet

* Avoidance (passive): Now reduces the damage your pet takes from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.


Rogue

* Dual Wield: Rogues now know this ability upon logging into the game at level 1.
* Stealth: This ability no longer has multiple ranks. While active, the single rank of this ability (available at level 1) allows rogues to move at 70% movement speed.
* Vanish: For the first half second after this ability is used, neither Vanish nor Stealth can be broken by taking damage or being the victim of a hostile spell or ability.


Warlock
Affliction

* Improved Felhunter: This talent now also reduces the cooldown on the felhunter’s Shadow Bite ability by 2/4 seconds.


Demonology

* Decimation: Redesigned. When Shadowbolt, Incinerate or Soul Fire hit a target that is at or below 35% health, the cast time of Soul Fire is reduced by 30/60% for 8 seconds. Soul Fires cast under the effect of Decimation cost no shards.
* Demonic Pact: This talent now also increases the warlock's spell damage by 1/2/3/4/5%.


Destruction

* Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame.


Pets

* Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
* Doomguard/Infernal: These pets now innately have Avoidance like all other warlock pets.
* Shadow Bite: This pet ability now provides 15% increased damage for each of the warlock’s damage-over-time effects on the target.
* Summon Imp: This ability is now available from the trainer for level 1 warlocks and no longer requires a quest to learn.


Warrior

* Victory Rush: This ability is now trainable at level 6.


Protection

* Damage Shield: This ability will no longer trigger any chance-on-hit effects from the warrior or the opponent it damages.


User Interface
For additional notes on Lua and XML changes please visit the UI & Macros Forum: http://forums.worldofwarcraft.com/board.html?sid=1&forumId=11114

Quest Tracking Feature

* This system is currently under development and is not fully functional.


Looking For Group System

* This feature is undergoing several improvements and is not available for testing at this time.
* A new feature has been added to the D3D graphics engine to improve texture management (particularly for Windows XP users). This is currently enabled by default on the public test realms. For more information please visit our Test Realm forum: http://forums.worldofwarcraft.com/board.html?forumId=11572&sid=1



Enchanting

* Enchant Weapon - Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster’s target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.
* Enchant Weapon - Unholy: This enchantment now inflicts Shadow damage in addition to its original effect.


First Aid

* The training costs for most bandages have been reduced.


Mining

* Enchanted Thorium: This ability now uses the Mining skill and is learned from trainers at a skill level of 250.


Quests

* Weekly raid quests are now available from Archmage Lan'dalock in Dalaran. Every Tuesday at 3 AM the Council of Six will choose a different strategic target that must die from either: The Obsidian Sanctum, Naxxramas, The Eye of Eternity, Ulduar, Trial of the Crusader, or Icecrown Citadel.
* For the various Icecrown Bomber quests at Aldur'thar: The Desolation Gate, players can now choose to eject from their bomber seats mid-run. If you do so, a rescue vehicle will transport your character back to the safety of your infra-green platform.
* Azure Drakes and Dragons will now attack back when attacked by characters not riding Wyrmrest Defenders.


Items

* Death Knight Tier-9 4-Piece Bonus: This set bonus no longer grants Frost Fever a chance to be a critical strike. It still grants that possibility to Blood Plague.


Glyphs
Death Knight

* Glyph of Icy Touch: Instead of granting additional runic power, this glyph now causes Frost Fever to deal 20% additional damage.


Shaman

* Glyph of Fire Nova Totem: Renamed Glyph of Fire Nova. This glyph now reduces the cooldown of Fire Nova by 3 seconds.


Bug Fixes
Items

* Glyph of Immolation Trap: Now properly increases damage by 100%.


Classes
Druid

* Infected Wounds: This ability is no longer considered to be in the magical defense category; therefore spell hit no longer applies to its activation.
* Nature's Grace: The tooltip now correctly indicates that it will not be activated from periodic spell critical strikes.


Hunter

* Concussive Barrage: This ability is no longer subject to spell reflects.
* Point of No Escape: This ability no longer stacks and now only functions for the hunter.


Mage

* Flame Strike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.


Priest

* Inspiration: The tooltip now correctly indicates that it also functions with Prayer of Mending.
* Mind Flay: The rank 1 tooltip has been corrected to indicate the accurate damage and snare effect.


Warlock

* Curse of the Elements: Rank 4 has been increased to 11%, up from 10%.
* Drain Soul: This spell now deals 4 times the normal damage for all ranks. Previously it was only ranks 6 and above.
* Suffering (Voidwalker): Ranks 5-8 had the incorrect taunt radius of 5 yards and have all been adjusted to a 10-yard radius.
 
Healing Priest T10 bonuses are terrible. 2 set ain't too bad for disc I guess but 4 set is lame in comparison to what other classes have got.
 
Yeah they arent great... but then look at the Rogues 4part bonus!! possibly the most terribly useless 4 part bonus of them all :/
 
The rogue 4 set aint all that bad. Not as good as the T8 okay. But way better than the T9. But we have yet to see the actual stats on the gear so who knows.
 
I do the Hard modes with a group of friends and we have done all hard modes in Ulduar apart from Algalon, and we are now working on ToC 10. We have managed to get to Anub a few times, however we are consistently having problems with the Heroic 10 man Faction Champions.

I'm wondering if anyone can give me their perspective on this encounter, and the theories and tactics employed by your 10 man raid to defeat this easily.

I feel that my group is too focussed on the 'nuking healing asap from the start' aspect and this as a result makes us seem like we have tunnel vision.

Our group setup is:

Paladin Tank / Often goes on his Hunter Alt for the Faction fight
Feral Druid
2x Holy Priest
1x Resto Druid
2x Rogue
1x Fury Warrior
1x Warlock.
1x Hunter

Any advice would be greatly welcomed.
 
Don't nuke the healers first in heroic, we usually go for the dps shaman, warrior or rogue first, have your priests mass dispell everything, particularly any hots on your kill target. Coordinate your cc on everything else, including interupts on the healers.

Once we changed from the nuke healers to nuke nastiest dps first we usually 1-shot it.
 
Fully agree, cannot have those heavy hitters around too long. We got taken apart in 10 man heroic other day with Ret Pala and Warrior running around and destroying clothies.
 
I am thinking of re-rolling on the Horde side ? Anyone done the same recently and want to join up on a specific server?

Also does anyone have a Scroll or resurrection going spare ? email in Trust :)

Thanks
 
er 10 Set Bonuses Feedback threads have been updated and most of the classes had their bonuses slightly modified.
Quote from Blizzard staff
Death Knight

* 2 Pieces (Damage): (Updated) Your Obliterate and Scourge Strike abilities deal 10% increased damage., and your Heart Strike ability deals 7% increased damage.
* 4 Pieces (Damage): Whenever all your runes are on cooldown, you gain 3% increased damage done with weapons, spells, and abilities for the next 15 second.
* 2 Pieces (Tank): Increases the damage done by your Death and Decay ability by 20%.
* 4 Pieces (Tank): When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 seconds.


Druid

* 2 Pieces (Balance): (Updated) When you gain Clearcasting from your Omen of Clarity talent, you deal 15% additional Nature and Arcane damage for 6 seconds.
* 4 Pieces (Balance): (Updated) Your critical strikes from Starfire and Wrath cause the target languish for an additional 5% of your spell's damage over 4 seconds.
* 2 Pieces (Heal): The healing granted by your Wild Growth spell reduces 0% less over time.
* 4 Pieces (Heal): Each time your Rejuvenation spell heals a target, it has a 2% chance to jump to a new target at full duration.
* 2 Pieces (Feral): Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
* 4 Pieces (Feral): Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.


Hunter

* 2 Pieces: Your Auto Shots have a 5% chance to cause you and your pet to deal 15% additional damage for until cancelled.
* 4 Pieces: (Updated) When your Viper Sting, Serpent Sting, and Wyvern Sting abilities deal damage, you have a 5% chance to gain 20% attack power for 10 seconds.


Mage

* 2 Pieces: (Updated) Your Hot Streak, Missile Barrage, and Brain Freeze talents also grant you 12% haste for 5 seconds when the effect of the talent is consumed.
* 4 Pieces: (Updated) Your Mirror Image ability also causes you to deal 18% additional damage for 30 seconds.


Paladin

* 2 Pieces (Damage): (Updated) Your melee attacks have a 40% chance to reset the cooldown on your Divine Storm ability.
* 4 Pieces (Damage): (Updated) Your Seals and Judgements deal 10% additional damage.
* 2 Pieces (Heal): The cooldown on your Divine Favor talent is reduced by 60 sec.
* 4 Pieces (Heal): Your Holy Shock spell causes the next Holy Light you cast within 10 sec to have 0.3 sec reduced cast time.
* 2 Pieces (Tank): Your Hammer of the Righteous ability deals 20% increased damage.
* 4 Pieces (Tank): When you activate Divine Plea, you gain 12% dodge for 10 seconds.


Priest

* 2 Pieces (Damage): (Updated) The critical strike chance of your Shadow Word: Pain, Devouring Plague, and Vampiric Touch spells is increased by 5%.
* 4 Pieces (Damage): (Updated) Reduces the channel duration and period of your Mind Flay spell by 0.5 seconds.
* 2 Pieces (Heal): After your Pain Suppression and Guardian Spirit talents expire on your target, they grant your target 10% increased healing received for 10 sec.
* 4 Pieces (Heal): Your Flash Heal spell has a 15% chance to reset the cooldown on your Circle of Healing and Penance Spells.


Rogue

* 2 Pieces: (Updated) Your Tricks of the Trade ability now grants you 15 energy instead of costing energy.
* 4 Pieces: (Updated) Gives your melee finishing moves a 13% chance to add 3 combo points to your target.


Shaman

* 2 Pieces (Enhancement): When you activate your Shamanistic Rage ability you also deal 12% additional damage for 15 second.
* 4 Pieces (Enhancement): Each time the beneficial effect of your Maelstrom Weapon talent reaches 5 charges, you have a 15% chance to gain 20% attack power for 10 second.
* 2 Pieces (Elemental): Your Lightning Bolt spell reduces the remaining cooldown on your Elemental Mastery talent by 1 second.
* 4 Pieces (Elemental): (Updated) The cooldown on your Lava Burst ability is reduced by 1.5 seconds.
* 2 Pieces (Heal): Your Riptide spell grants 20% spell haste for your next spellcast.
* 4 Pieces (Heal): Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount.


Warlock

* 2 Pieces: (Updated) The critical strike chance of your Shadowbolt, Incinerate, Soulfire, and Corruption spells is increased by 5%.
* 4 Pieces: (Updated) Each time your Immolate and Unstable Affliction spells deal periodic damage, you have a 15% chance to gain 10% damage done by you and your pet for 10 seconds.


Warrior

* 2 Pieces (Damage): (Updated) When your Rend and Deep Wounds abilities deal damage you have a 2% chance to gain 20% attack power for 10 seconds.
* 4 Pieces (Damage): (Updated) You have a 30% chance for your Bloodsurge and Sudden Death talents to grant 2 charges of their effect instead of 1, reduce the global cooldown on Execute or Slam by 0.5 seconds, and for the duration of the effect to be increased by 100%.
* 2 Pieces (Tank): Your Shield Slam and Shockwave abilities deal 20% increased damage.
* 4 Pieces (Tank): Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health.


New Character Bios: Jaina and Sylvanas
Quote from: Nethaera (Source)
Countless heroes and villains have played a part in the ever-changing tableau of Azeroth’s history. In the upcoming World of Warcraft content patch, two will step forward to confront the Lich King Arthas -- one a former friend, the other a former servant -- in the Icecrown Citadel: The Frozen Halls dungeon.

Learn more about Jaina Proudmoore of the Alliance and Sylvanas Windrunner, Banshee Queen of the Forsaken, on our new bio page. http://www.worldofwarcraft.com/info/underdev/3p3/characters.xml

Character and Creature Nameplates
Quote from: Zarhym (Source)
We have made some changes to the way creature and character nameplates display in the game and would like to get feedback from those of you on the public test realms. There are three significant changes you should notice:

* The range at which you can see the nameplates is now much longer.
* You can no longer see the nameplates through objects which block line of sight.
* Instead of the nameplates trying to sort themselves, they just overlap. We think this makes them more useful for very large groups (example: Onyxia whelps).


Please let us know how this change affects your play experience, whether through PvE or PvP.

For clarification, please also refer to my follow-up post about nameplate changes:

We have a couple of points of clarification based on some of the feedback and concerns we’ve been seeing in this thread:

* As long as you are able to peer into the doorway of a room, you will see nameplates of players or creatures in that room.
* Similar to the first point, pillars and bridges in Arenas will not hide friendly or enemy nameplates.
* Nameplates for totems can be toggled under “PRODUCTION” settings in “Interface Options” on the test realms. We will look into adding this functionality for pets as well.
* The way nameplates are sorted when large numbers of creatures and players are grouped together is not fully functional and we will continue to address the way these are sorted and displayed throughout the testing process. In the mean time, you can choose to toggle this feature back to its original functionality, also under "PRODUCTION" settings.


Blue posts
Quote from Blizzard staff
Pets scaling in Patch 3.3
We're still working on it. One stat that will almost certainly not get scaled to the pet is armor pen. It is technically (for obscure reasons) challenging to convert the armor pen rating from the hunter to the pet. Given armor pen's not so rosy future (as a stat on gear anyway), this one probably won't get resolved.

We'd still like to scale haste, crit and just about everything else. We'll get done what we can. (Source)

New Nameplates and Arena Pillars
It's not as simple as just LOS. The way the game handles LOS is a little more complicated than that. We'll try and get the thread updated, but Arena pillars should not prevent nameplates. Dungeon walls typically will. (Source)

Death Knight
Scourge Strike and Unholy Blight in 3.3
Scourge Strike doesn't work like Necrosis. There is no need to draw inferences from one to the other. If Scourge Strike benefits from EP and Black Ice on live, then the Shadow portion of it will in 3.3.

All we did was change part of the attack to physical damage, which lets us increase the amount that it hits for overall. This means it should do more damage against lightly armored or fully sundered targets but less damage against heavily armored targets (assuming no armor pen). Magic attacks (even melee weapon swings) typically hit for less since they ignore armor. Switching some of the damage to physical let us inflate the number.

Our goals were to make armor pen slightly more valuable to Unholy DKs and just make Scourge Strike and Reaping valuable to Unholy DKs. I understand many of you just wanted us to boost the numbers because you wanted for it to hit more, but under the way we balance it isn't fair for a magical attack to hit for as much as a physical attack.

The nerf to Unholy Blight was in part because we think SS will be contributing to more damage overall. (Source)
 
I am between that and quiting at the moment... can't decide which

Yeah, I moved to Aion but not sure whether I have made the right decision or not - played alliance and got 2 x level 80s but haven't played Horde since vanilla. PS Scratch the scroll of rez request - it only works for Vanilla !!
 
Yeah, I moved to Aion but not sure whether I have made the right decision or not - played alliance and got 2 x level 80s but haven't played Horde since vanilla. PS Scratch the scroll of rez request - it only works for Vanilla !!

Most of my friends both rt and in game have moved to Aion - but I can't get in to it. I am not really liking the classes or the play style much.

Then again what they are doing to the classes in WoW at the moment isn't making me exactly happy as larry.
 
Most of my friends both rt and in game have moved to Aion - but I can't get in to it. I am not really liking the classes or the play style much.

Agreed on Aion, it seems OK just cant get into it - going to re-roll and hope to rekindle the fun of WoW
 
Ok I haven't played wow seriously in a while - so forgive this question but I am going to admit that I will be super casual from now on.

Lets say I level a DK, paladin (or whatever tank). How hard (both in terms of time and difficulty) would be it for me to get the gear to raid Naxx, then basically raid late ulduar /TOC now?

(I am not taking in to account leveling here, and I would roll on a different server, so also not taking in to account leveling).
 
You can get gear to tank Ulduar within 3-4 weeks if you do heroics and get enough badges(currently Conquest badges).

When 3.3 hits you will be able to get full T9 from heroic badges which would allow you to tank Ulduar with ease as the current Triumph badges will be dropping from all WotLK content (heroic +) with new badges dropping from Icecrown.

TLDR: Less than a month to be tank Ulduar, maybe 1-2 week to tank Naxx.
 
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