Algalon-10 Man Kill Video by Underground Kosmonavts

by Boubouille on May 27, 2009, 08:26:57 AM
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Algalon-10 Man Kill Video by Underground Kosmonavts

Underground Kosmonavts (EU - Ravencrest) killed Algalon in 10-Man (2nd World Kill) and promptly released a video of their fight! This is the first time we get a chance to see the fight entirely and you should definitely check it if you plan to fight Algalon soon .... After Patch 3.1.3?

They also got Strength of the Heavens (Neck - Melee.DPS) - +66 Strength, +72 Stamina, +42 Crit Rating, +36 Haste Rating, Yellow Socket (+4 Hit Bonus)

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Patch 3.1.3 Client Patch Notes

by Boubouille on May 27, 2009, 08:26:57 AM

Patch 3.1.3 Client Patch Notes

Quote from: Zarhym (Source)

Below you will find the patch notes for the next minor content patch. As we do not intend to release this patch on the public test realms, we thought wed share the notes with you ahead of time. Please be aware that these changes are subject to revision until the patch is officially released.

World of Warcraft Client Patch 3.1.3

The latest patch notes can always be found at
The latest test realm patch notes can always be found at

Shaman (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Frost Presence: Armor bonus is now 60% down from 80%.

Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Improved Barkskin: This talent now also grants 80/160% additional armor while in Travel Form or not shapeshifted.
  • Improved Tree of Life: The armor bonus to Tree of Life Form from this talent has been reduced to 67/133/200% bonus armor.

Mage (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Hunter's Mark: The ranged attack power bonus from this ability has been increased from 300 to 500.
  • Master Marksman: This talent now also decreases the cost of Aimed Shot and Chimera Shot by 5/10/15/20/25%.

Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.
  • Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.

Rogue (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.

Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Chaos Bolt: This spell no longer ignores damage reduction effects of the target.

Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
  • Blood Frenzy: This talent now provides 5/10% haste instead of 3/6%.
  • Bloodthirst: Cooldown reduced from 5 seconds to 4 seconds, and rage cost reduced from 30 rage to 20 rage.
  • Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.

  • Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.

Raids & Dungeons
Ulduar - Mimiron
  • The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
  • The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
  • Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.

Bug Fixes
  • Druid Tier 8 Balance Set: The 4-piece bonus no longer has its effect consumed by Starfire casts in progress when it triggers. The chance for the effect to be triggered has been reduced down to 8%, as it was originally inflated to compensate.
  • Ice Layered Barrier: Upgraded to item level 232. In addition, the stats in the tooltip have been correctly adjusted to 78 spell power, 48 haste rating, 16 mana per 5 seconds, 52 Intellect, and 50 Stamina.
  • Pulsing Spellshield: The stats listed in the tooltip for this item were incorrect and have been adjusted. This item provides 69 spell power, 34 haste rating, 42 critical strike rating, 45 intellect, and 45 stamina.

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Flame Leviathan 2-manned, Blue posts

by Boubouille on May 27, 2009, 08:26:57 AM

Flame Leviathan 10-Man killed by 2 Players

Strijder and Bekstinker were a bit bored and decided to kill The Flame Leviathan in 10-Man .... without anyone else. After 20+ wipes because of bugs they finally took down the first boss of Ulduar with only 2 people and 1 vehicle, congratulations to them!

Blue posts

Quote from Blizzard staff


Int vs. Spirit
You are rarely choosing between just Int and Spirit. It's also fine if you prefer Int to Spirit. The danger comes when you say "My gear is junk because it has Spirit on it." That is what paladins are saying about MP5. Our stance is that's not a problem with the gear -- it's a problem with the stat not being attractive enough. We already run the risk of PvE gear being as homogenized and well, boring, as PvP gear. We need to use all of the stats we have available or every tier of healing plates is going to be "Your previous tier, plus 10% more Int and Crit." (Source)

Player vs. Player

Melee classes in 2v2 and 3v3 Arenas
We have said we think certain melee classes are too good in 2s and 3s right now. "Certain melee classes are too good in 2s and 3s right now" does not equal "burst is too high." Let's try and be precise. When players go around posting "burst is too high" then you get a lot of less-informed players also chanting "burst is too high," when I really think that doesn't contribute much to the discussion. (Source)


Overpowered talents
No, it doesn't become irrelevant, at least in our minds. Here are a few of the problems you run into when some talents are enormously more powerful than others:

1) The talents that "only" provide a 1 or 5% dps increase are viewed as garbage. Players might skip them. They might make the rest of the tree feel lame, which risks players not finding the tree very fun. Think about it this way: if your breastplate had 500 strength on it and your bracers had 10 strength on them, would you even care about the bracers? Would you campaign to get them buffed? Would you make "Lol nobody cares about bracers" posts.

2) Other classes wonder why their 51 point talent can't provide such an enormous benefit. They think warriors are overly favored or that developers didn't spend much attention on their trees. Now, we ignore QQ as much as we can, but also ideally players are excited about their classes, and ignoring even a hint of favoritism can go a long way. Despite our best intentions, talents still have grown more and more powerful over time. Compare an old talent like Improved Heroic Strike to a new one like Fire and Brimstone. We want to keep the inflation under control while possible, or +10% becomes the new standard by which talents are measured.

3) Power increase isn't constant. When you can suddenly get your 51 point talent, your dps shoots up enormously. A level 60 warrior could do much, much higher dps than a level 59 warrior.

4) Here is the most important one. We thing the game works better when talents don't make up too large of a player's power allocation. It makes gear drop feel cruddy when so much of your power comes from talent allocation. It makes enchants, tradeskills, buffs and other parts of the game feel paltry by comparison because you are so powerful just by a passive increase to your talents. It means picking the "wrong" spec is brutal instead of just sub-optimal.

Now there are other considerations of course. In the case for Hunger for Blood, we think having an overpowered talent is preferable to the alternative. There are talents like Ruin that provide an enormous dps increase and we live with that. (And to be fair, Titan's Grip is still overpowered even with the 10% penalty but it's less overpowered than without the penalty.) If we could find no other way to improve Fury dps, then I'm sure we'd look at TG. But there's a lot of the tree we can improve. (Source)

Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Frost Trap on immune targets
Partially what we wanted to do was make sure it wasn't "wasted" on an immune target. It's hard to figure out the ideal solution here -- it seems like sometimes you'd want to trigger it anyway and sometimes you'd want to save it. I'm assuming you'd never want Freezing Trap to active on an immune target, so there's a consistency issue too.

Reverting it back to always going off on immune targets and just not affecting that target certainly isn't off the table. (Source)

Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Making Flash of Light useful again to "fix" MP5
To be clear, we think that's a problem. When the toolbox isn't large, it's important that every tool does something. The solution is just a little tricky. Nerfing HL won't go over well, but buffing FoL just risks making paladins overpowered. To fix this, which we might do, we have to tweak carefully. (Source)

Mana regeneration and MP5
We nerfed a lot of regen mechanics in between T7 and T8. Players were worried about regen being too low so we made sure the stats were there. It appears that players aren't having mana problems on the normal encounters but are having to be more careful on the hard modes. So we need to get some more hard mode data. (Source)

Changing game mechanics to make MP5 more wanted
I'm convinced the best option for Blizzard to make MP5 matter would be to:
  • Change Replenishment to restore mana every second based on your MP5. 1% of your casting MP5 returned per second.
  • Change Illumination to restore mana on crits based on your MP5. 35% of your casting MP5 returned per HL crit, 20% per FoL/Shock crit.

Yes. Changes like that would make MP5 more meaningful without removing potentially fun mechanics like Illumination or DP. (Source)

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