The other interesting change is the addition of the base stats wrist enchants. It is a good idea, as it seemed to me that due to the strength of base stats, LWers had an advantage beyond just the profession bonus, due to being able to enchant base stats to their wrists. I guess tanks are still out of luck, but oh well!

I’d kind of prefer INT on it since I’m a priest that still wants more spell power, but stamina is good too, and the other trinkets I’ve seen so far haven’t been all that exciting (I got the one with the Vengeful Wisp effect, but according to Recount it’s only accounting for something like 2% of my damage).

Edit: Oh, just noticed the note today about stones for the other stats being added.

A nice buff to Divine Purpose for me, as well. Not huge, but nice.

A nice buff to Divine Plea for me, also. Not huge, but nice.

Yeah, that one really stuck out as an oversight. Most professions give a gain of ~80 of a base stat over what someone without that profession could use. For example, as a JC, I can use three +67 purple-quality Agility gems in place of three blue-quality +40 Agility gems, a net gain of +81 Agility (substitute Int or Str depending on your class).

With Leatherworking, though, the profession-specific bonus I would use is +130 Agility to bracers. All the bracer enchants previously available to non-LW players are for secondary stats like Hit or Haste rating which are significantly less valuable than primary stats. Nice to see Blizzard recognized this problem and added +50 base stat bracer enchants to restore the balance.

Boy that really needed to happen. The stam/mastery-only trinket was basically worthless for my combat rogue. Between that and the Unheeded Warning, that’s 622 agility from trinkets alone.

Yeah, that’s their wonderful solution to fixing the problem of people not wanting to use a staff because of getting boned by the lack of an off-hand enchant. Why not just make a better staff enchant?

Yeah, that is strange. Ideally, an enchant for a 2-hander vs. 2x enchants for two 1-handers should give the same benefit.

One interesting case is Agility to weapon enchants. There’s a +130 Agility to 2H Weapon enchant but no +65 Agility to 1H equivalent. I’m no Hunter expert, but I’m guessing the intent is to drive Hunters to use a staff or polearm rather than two 1H swords/daggers/etc.

Wow, heroic 5-man difficulty has been nerfed TO THE GROUND! All the details are at MMO-Champion.

What the hell does that mean?

Bit of an exaggeration, though in some cases it seems to be true. However, there are some difficulty increasers in there too:

Asaad
Skyfall Stars are now summoned to help him defeat players.

Grand Vizier Ertan
He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.

Halls of Origination
Anraphet’s Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
Earthrager Ptah’s Flame Bolt now deals more damage per second on Heroic difficulty.

Full list is here. I don’t doubt it’s an overall easing of the difficulty (sadly).

Presumably there was a way to make the fight easier by fighting him in the treasure room.

More importantly, HOLY SHIT DOES THE TROLL FLIGHT FORM LOOK FUCKING AWESOME OR WHAT?!

Edit: “Synapse Springs now increase Agility, Strength, or Intellect (whichever is highest for the character).” Yay!

Drop Bears killed Magmaw tonight!

My postmortem (copied from the guild site):

  • We ended up two tanking this with myself and Madhax. The 50% armor debuff applied following Mangle means that Magmaw’s melee hits for up to 95k. Tanks aren’t at the point where they can safely eat that yet.
  • While being mangled the tank can do stuff. Madhax was flash healing himself. I popped Shield Wall. It was great.
  • Draught switched to DPS in order to use his Howling Blast on the parasite adds. The parasites were our first early problem, but once we added Draught’s HB into the picture they were not a problem.
  • The first phase 1 is the longest; it’s a solid 2 minutes or more before the first Mangle / Phase 2 transition. Following that Mangle hit about once every minute. We were spending less than one minute in phase 1.
  • We did almost twice as much damage to Magmaw in Phase 2 as we did in Phase 1.
  • When Phase 2 transitions back to Phase 1 Magmaw will almost immediately cast a lava geyser thingy. DPS needs to be ready to anticipate this.
  • Magmaw’s melee does mostly negligible damage. I mean it’s not nothing, but his swing speed is so slow (3 seconds or so) that it’s not a huge factor. Most of this fight is about dealing with raid damage, and then the immense damage the tank takes from Mangle. The 28 ticks of Mangle I took during the fight did more damage to me than all of Magmaw’s melee attacks.

Log parse of the kill, for those who care about such things: http://www.worldoflogs.com/reports/rt-pz9vig9j4vte534x/dashboard/?s=2441&e=3068

If you look at the other logs you’ll see that once we got a clean phase 2 / phase 1 transition he want down. All our previous attempts ended around the 3:30 - 4:00 mark, which is when you exit phase 2 for the first time. As soon as we were able to master that transition, he went down.

Seems to be mostly the same. Some of the overly hard encounters are more inline with the rest of the bosses in their instances. The biggest one is probably Beauty down to 2 pups, but really it was fairly silly with 3 if you didn’t have much CC.

Congratulations on the kill! That’s a damn fun fight. Especially as a boomkin, because whee, Typhoon! :)

Yeah it was a good time. Our progression looked something like this:

  1. Figure out the ground effects. People stopped getting hit by the lava spout.
  2. Figure out the magma worm thingys. This was a bit rough until we had our DK tank go to his DPS spec and had our DPS paladin go to his tank spec. The DK tank threw Howling Blast around, adds died en masse.
  3. Master the phase 2->1 transition. The first time the lava geyser immediately after phase 1 caught us by surprise and caused a wipe.

Like I said originally; once we got to the second set of phase transitions we had the kill. This fight was entirely about figuring out the first four minutes

Well. They said Unholy’s mastery was nowhere near as effective as they wanted, and…well, I’ll have to see it in practice but the new Dreadblade mastery (+20% shadow damage +2.5% per mastery point) sounds like it ought to deliver.

Death Knight

*Necrotic Strike’s absorption effect is now reduced by the target’s resilience. In addition, its debuff duration has been reduced to 10 seconds, down from 15.

*The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Blood

*Bone Shield now has 4 charges, up from 3.

*If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.

*Scarlet Fever now applies via Blood Plague, rather than Blood Boil.

Frost

*Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.

*Hungering Cold now has a PvP duration of 8 seconds.

Unholy

*Blightcaller (Mastery) has been redesigned and renamed Dreadblade. It increases all Shadow damage by 2.5% per point of mastery.

*Death’s Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.

*Sudden Doom is now triggered only from main-hand auto attacks, and is normalized according to weapon speed rather than having a fixed percentage chance.

*Virulence has been redesigned. It now grants 10/20/30% additional disease damage.

Glyphs

*Glyph of Dark Succor (new talent) raise the minimum healing done by Death Strike from 7% to 20% of maximum health, but only while in Unholy or Frost Presence.

Buh…

Unless Blizzard is hiding a bunch of stealth nerfs up their sleeve, these are pretty massive buffs. You’ve got straight-up power increases, (Unholy’s Mastery is now worth a damn), Quality of Life increases (innate 9% spell hit, Blood Shield stacks on itself), and PvP changes that will mean the class is no longer a complete frustration to play in BGs if you don’t have a pocket healer.

One thing that confuses me: if Scarlet Fever is now attached to Blood Plague, what’s the point in keeping Blood Boil on our bars?

Maybe it also makes for a (very) small stealth Paladin nerf, since they are the only healers that cannot use staves?

If you’re wanting a pretty straight forward Magmaw strat for 10m and I’m guessing it might work in 25m but not 100% sure on the how many people need to be out thing it’s as follows:

1 tank on Magmaw, 1 prot warrior at range, everyone else stacked with melee.

Prot warrior solo tanks/dps’s the worm adds, everyone else tunnels the boss. Once vengence starts ramping up the warrior will do 30-40k DPS during that fight and the adds just explode, it’s hilarious. You can solo kill all the adds without an issue. I know some guilds are doing this in 25m and as I said I haven’t tried it in 25m, but it’s amazing in 10m.

Blood and Thunder = awesome.

From the new “Dungeons are Hard!” article on the WoW website, with the same “seriously, we wanted it to be hard” song we’ve heard before cut out:

(all emphasis mine)

We’ve seen a few threads that suggest that we’re too proud to admit mistakes. I find that logic strange, because we do it all the time. Example one: we reverted the 10x honor from Tol Barad pretty quickly. It was a mistake. Example two: Heroic Strike is too dominant an attack for warriors. That was a mistake. Example three: the Lich King Heroic dungeons (and Naxxramas) were too easy to zerg, setting up an expansion-long expectation that purple gear would come easy and often. In retrospect, that was a mistake. We don’t at all view the Cataclysm dungeon and raid balance as a mistake.

However, I can name at least three things related to dungeon difficulty that we either did wrong or could do better. We’re our own worst critic, and we are very hard on our own decisions.

First, item level is a necessary – but not sufficient – hoop to jump through when using the Dungeon Finder for Heroics. We should have also made sure players had at least seen the content on normal mode before. Maybe we should have had Burning Crusade-like attunements.

deep breath

DERP DERP DERP. You’re just now realizing this? You go back to Burning Crusade heroic difficulty and don’t revert to Burning Crusade mechanics to get into them.

Frankly I would have loved a faction grind to get into Heroics. My friends had tons of fun doing that and it really added some legs to maintaining our interest in the game. It made heroics a reward, not a given destination.

Maybe we should have made the item level requirements pretty relaxed if you’re going with a premade group and much stricter if you’re going with a pick-up group. We’d love to implement (and have some long-term plans that include) better ways to detect if you know what you’re doing other than just the gear you’ve accumulated. Overall, we just needed to state more clearly that Heroic dungeons are intended as a destination, not a first step.

Cool, but knowing Blizzard’s turnaround time on their “long-term plans,” I have a sinking feeling that this will be too little, too late. We’re all going to be geared by the time this change rolls around, and AOEing groups down might once again be possible and in vogue.

Second, there are only a few level-85 normal dungeons. For a level-85 player who isn’t ready for Heroics but wants to run dungeons, these can get old pretty quickly. Perhaps another way to handle it would have been to have introductory Heroics and harder Heroics. We’ve also flirted with having three difficulty levels before, but that does add an extra level of content to develop and complexity to explain.

It’s been suggested, yes, but I never thought that’d being a good idea unless you have faction grinds/flagging for Heroics too.

Third, the game could do a better job of telling a group why they failed so that so much blame doesn’t fall at the feet of the healer. We talk a lot about not standing in fires, but equally important is the number of bosses that spawn in adds that must be gathered up and/or burned down quickly, or in some cases ignored. We’re also asking a lot of DPS or tanks in those situations, but that information isn’t always conveyed well except through trial and error.

The healer? Huh? DPS and Tanks fuck up fights just as bad.

In Conclusion

We do understand that some healers are frustrated and giving up. That is sad and unfortunate. But the degree to which it’s happening, at least at this point in time, is vastly overstated on the forums. We also know that plenty of players like the changes and find healing more enjoyable now. Both sides need to spend a little less effort trying to drown out the other side claiming that everyone they know – and by extension, “the majority of players” – agree with their point. You shouldn’t need to invoke a silent majority if you can make an articulate and salient point.

Pretty jarring transition. It’s all about Healers now? What does that say? I interpret that as, well, healers are quitting/respeccing in droves (at least compared to other roles). The beautiful “the forums overstate it” followed by no hard numbers about how wrong the forums actually are makes me raise an eyebrow.

As always, we’re keeping an eye on things. There are a few bosses that seem responsible for more wipes than the others: Commander Springvale, Beauty, Altairus, and Admiral Ripsnarl perhaps. By the time you read this, you might have seen us implement Restoration druid buffs intended to keep them competitive in raids. We also just tend to nerf content over time because the original players hitting that content have moved on, so we want to open it up to a wider audience.

Remember how we said we were happy with the difficulty and won’t be changing it much? Well, we’re unhappy with the difficulty and will be changing it every patch.

It’s already begun, after all. Deadmines is almost completely different from how it was a week ago. So many pulls have been made totally CC-able, or just plain easier, and not a word was said about it. Abilities like “Motivate” have been grossly nerfed. Ripsnarl’s vapors are now easily controlled.

I don’t blame Ghostcrawler for the double-speak. You have to write “we’re nerfing heroics” in a subtle enough way to not offend bads and hardcore alike, but also not to come out and say “we totally fucked up healing by making it a miserable chore.”