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	<title>a Darkened Soul</title>
	
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	<description>Shadow Priest Resources</description>
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		<title>Crafted Items in Patch 3.3</title>
		<link>http://adarkenedsoul.com/?p=1101</link>
		<comments>http://adarkenedsoul.com/?p=1101#comments</comments>
		<pubDate>Mon, 09 Nov 2009 19:00:28 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Gear]]></category>
		<category><![CDATA[Professions]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[cloth]]></category>
		<category><![CDATA[crafted]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[tailoring]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1101</guid>
		<description><![CDATA[Just wanted to make a quick post about the new craftable cloth items in patch 3.3 that have data-mined. All of these item are created uses the new dropped crafting item called Primordial Saronite similar to Runed or Crusader orbs. The stats on the items like all PTR numbers could change at any time.
The stats [...]]]></description>
			<content:encoded><![CDATA[<p>Just wanted to make a quick post about the new craftable cloth items in patch 3.3 that have data-mined. All of these item are created uses the new dropped crafting item called <span style="color: #ff99cc;"><a href="http://ptr.wowhead.com/?item=49908" target="_blank"><span style="color: #ff99cc;">Primordial Saronite</span></a> </span>similar to Runed or Crusader orbs. The stats on the items like all PTR numbers could change at any time.</p>
<p>The stats on these items give you a good taste of what the gear dropping from ICC is going to look like.</p>
<p><a href="http://ptr.wowhead.com/?item=49891" target="_blank"><span style="color: #ff99cc;">Leggings of Woven Death</span></a></p>
<p>Binds when equipped</p>
<p>Legs	Cloth</p>
<p>309 Armor</p>
<p>+123 Stamina</p>
<p>+123 Intellect</p>
<p>Red Socket</p>
<p>Yellow Socket</p>
<p>Blue Socket</p>
<p>Socket Bonus: +9 Spell Power</p>
<p>Durability 75 / 75</p>
<p>Requires Level 80</p>
<p>Item Level 264</p>
<p>Equip: Improves critical strike rating by 84 (1.83% @ L80).</p>
<p>Equip: Improves haste rating by 108 (3.29% @ L80).</p>
<p>Equip: Increases spell power by 162.</p>
<p><a href="http://ptr.wowhead.com/?item=49893" target="_blank"><span style="color: #ff99cc;">Sandals of Consecration</span></a></p>
<p>Binds when equipped</p>
<p>Feet	Cloth</p>
<p>243 Armor</p>
<p>+92 Stamina</p>
<p>+92 Intellect</p>
<p>+80 Spirit</p>
<p>Yellow Socket</p>
<p>Yellow Socket</p>
<p>Socket Bonus: +7 Spell Power</p>
<p>Durability 50 / 50</p>
<p>Requires Level 80</p>
<p>Item Level 264</p>
<p>Equip: Improves critical strike rating by 64 (1.39% @ L80).</p>
<p>Equip: Increases spell power by 122.</p>
<p><a href="http://ptr.wowhead.com/?item=49890" target="_blank"><span style="color: #ff99cc;">Deathfrost Boots</span></a></p>
<p>Binds when equipped</p>
<p>Feet	Cloth</p>
<p>243 Armor</p>
<p>+92 Stamina</p>
<p>+92 Intellect</p>
<p>Red Socket</p>
<p>Blue Socket</p>
<p>Socket Bonus: +7 Spell Power</p>
<p>Durability 50 / 50</p>
<p>Requires Level 80</p>
<p>Item Level 264</p>
<p>Equip: Improves hit rating by 64 (2.44% @ L80).</p>
<p>Equip: Improves critical strike rating by 80 (1.74% @ L80).</p>
<p>Equip: Increases spell power by 122.</p>
<p><a href="http://ptr.wowhead.com/?item=49892" target="_blank"><span style="color: #ff99cc;">Lightweave Leggings</span></a></p>
<p>Binds when equipped</p>
<p>Legs	Cloth</p>
<p>309 Armor</p>
<p>+123 Stamina</p>
<p>+123 Intellect</p>
<p>+108 Spirit</p>
<p>Red Socket</p>
<p>Yellow Socket</p>
<p>Blue Socket</p>
<p>Socket Bonus: +9 Spell Power</p>
<p>Durability 75 / 75</p>
<p>Requires Level 80</p>
<p>Item Level 264</p>
<p>Equip: Improves critical strike rating by 84 (1.83% @ L80).</p>
<p>Equip: Increases spell power by 162.</p>
]]></content:encoded>
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		<title>Patch 3.3 Changes and You</title>
		<link>http://adarkenedsoul.com/?p=1103</link>
		<comments>http://adarkenedsoul.com/?p=1103#comments</comments>
		<pubDate>Mon, 09 Nov 2009 07:01:38 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Talents and Spells]]></category>
		<category><![CDATA[Theorycrafting]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[3.3]]></category>
		<category><![CDATA[buffs]]></category>
		<category><![CDATA[haste]]></category>
		<category><![CDATA[patch notes]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[scaling]]></category>
		<category><![CDATA[Shadow]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1103</guid>
		<description><![CDATA[
So I have been out of it for quite some time keeping up some of the basics of this site but unable to do any real posts or research. However, I have decided to try and refocus on keeping this site as up-to-date as I can and posting new and valuable information as I see it. The [...]]]></description>
			<content:encoded><![CDATA[<div><a href="http://mikeandsteventwo.files.wordpress.com/2009/03/wotlk_arthas_pose.jpg"><img class="aligncenter" src="http://mikeandsteventwo.files.wordpress.com/2009/03/wotlk_arthas_pose.jpg" alt="" width="600" height="750" /></a></div>
<div>So I have been out of it for quite some time keeping up some of the basics of this site but unable to do any real posts or research. However, I have decided to try and refocus on keeping this site as up-to-date as I can and posting new and valuable information as I see it. The primary reason for my revival of interest in this has mostly to do with how difficult it still is after all this time, to find the stuff you really need to about shadow priests. So without any further blabbering&#8230;.Here are the changes currently as they are on the PTR for patch 3.3<span id="more-1103"></span></div>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Shadow Word: Pain- The periodic damage ticks of your Shadow Word: Pain spell restore 1% of your base mana. (Old &#8211; Your haste now reduces the time between the periodic damage ticks of your Shadow Word: Pain spell. PTR Only change)</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Shadow: While in Shadowform, this glyph causes non-periodic spell critical strikes to increase spell power by 30%, up from 10%, of the priest’s total spirit for 10 seconds.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Mind Flay: This glyph now increases the damage done by Mind Flay by 10% when the target is afflicted with Shadow Word: Pain.</li>
</ul>
<p>As you can see the changes being made to Shadow are substantial to say the least. Some estimates are saying that there is no way that this many buffs will make it to live servers. However, from resources including several very good players and several posting on Shadowpriest.com its looking like this will put shadow priests right on par with some of the best dps classes in the game without necessarily being to OP.</p>
<p>One of the biggest arguments in the Shadow Priest community right now is whether or not it will even be a good idea to cast Mind Blast in our regular rotation. Here is a great thread on Shadowpriest.com discussing the <a href="http://www.shadowpriest.com/viewtopic.php?f=61&amp;t=24328&amp;sid=754c2a730cc454e10c30782012aa2f29" target="_blank"><span style="color: #ff99cc;">math of casting Mind Blast in 3.3</span></a>. In case the math is too much for you here is a quick breakdown of how things look.</p>
<p>The magic number for spell power seems to be 5162. Meaning once you reach this much spell power through whatever means(buffs, trinkets, bonuses) you can at that point leave MB out of your rotation because dotting and MF will be higher dps. However, since the average player will need advanced 3.3 gear, a tier 10 4pc bonus, and full 25 man raid buff to even have the possibility of coming close to that magic number, it seems that at this time it is best to leave MB in our rotation. But the debate rages on as we get more and more data from the number crunchers. Keep an eye on this thread for more details.</p>
<p>Now as for the changes themselves I think they are pretty self explanatory but here are some specifics that have been worked out.</p>
<p>-As with spell power dots will be adjusted by the haste that you have when the cast goes off. So if you pop trinkets, use, pots, or get a proc and then cast SWP then that amount of haste will apply to it until the dot wears off or is removed. The refresh of SWP by MF does not reset the haste amount, it retains the amount from the original cast.</p>
<p>-Glyph of Mind Flay is now what Glyph of Shadow Word Pain used to be so that Glyph of SWP can give us the mana  regen necessary to constantly renew the DoTs that are now going to be effected by haste. The old effect of Glyph of Mind Flay is now a part of the actual spell without any penalty. The new permanent range of Mind Flay is 30 yards.</p>
<p>-Vampiric Embrace is now a 30 minute buff instead of a target debuff. While this buff is up any enemy that is damaged with your shadow spells (except for Mind Sear) will give health to the player and his/her party.</p>
<p>For those of you that are into the the nitty gritty details of things, here is a great quote from Griemak ( a regular contributor on Shadowpriest.com) on the effects of haste on shadow spells.</p>
<p>Griemak says:</p>
<p><a style="color: #918cbc; text-decoration: none; padding: 0px; margin: 0px;" href="http://www.wowwiki.com/Spell_haste">New Casting Time = (Base Casting Time)/(1 + (% Spell Haste / 100))</a><br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />% Spell Haste = (haste rating / 32.79) + (major-buff * minor-buff * lust-ism)<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />1.5 GCD becomes capped at 1.0 seconds with 50% haste<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />25% haste on gear is 820 haste, perhaps at the end of 3.3, but not at the beginning without raping crit rating. 650 is more appropriate&#8230;<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />650 / 32.79 = 19.82% haste<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />Potion of speed is added to this as it increases haste rating.<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />Minor-Raid buff is 3%<br style="padding: 0px; margin: 0px;" />Major-Raid buff is 5%<br style="padding: 0px; margin: 0px;" />Bloodlust/Heroism is 30%<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />w/o potion or lust-ism<br style="padding: 0px; margin: 0px;" />(650 / 32.79) + (1.05 * 1.03) = 27.97%<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />w/ lust-sim<br style="padding: 0px; margin: 0px;" />(650 / 32.79) + (1.05 * 1.03 * 1.3) = 60.415% <br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />w/ potion + lust-ism<br style="padding: 0px; margin: 0px;" />((650+500) / 32.79) + (1.05 * 1.03 * 1.3) = 75.665%<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />MB and VT cast time<br style="padding: 0px; margin: 0px;" />27.97% = 1.17<br style="padding: 0px; margin: 0px;" />60.415% = .935<br style="padding: 0px; margin: 0px;" />75.665% = .8538 <br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />New time between DoT ticks and Non 4piece Tier 10 MF cast time<br style="padding: 0px; margin: 0px;" />27.97% = 2.34<br style="padding: 0px; margin: 0px;" />60.415% = 1.87<br style="padding: 0px; margin: 0px;" />75.665% = 1.62 <br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />MF 4p T10 cast<br style="padding: 0px; margin: 0px;" />27.97% = 1.95<br style="padding: 0px; margin: 0px;" />60.415% = 1.56<br style="padding: 0px; margin: 0px;" />75.665% = 1.42 <br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />Troll berserking is 20%, under lust-ism and potion of speed it would result in 103% haste.<br style="padding: 0px; margin: 0px;" /><br style="padding: 0px; margin: 0px;" />MB and VT: .74<br style="padding: 0px; margin: 0px;" />DoT and 3.0MF: 1.48<br style="padding: 0px; margin: 0px;" />2.5MF: 1.23</p>
<p>To some people that won&#8217;t make a lot of sense but its basically a break down of different Haste buffs, procs, and pots and how much they effect different spells. Since our biggest buff in this patch will be that our DoTs finally scale with haste you will be seeing a lot of these set ups in the near future so don&#8217;t get overwhelmed. Pretty soon I will be putting together some chats that show easily readable haste buffs and how to use them effectively in your rotation.</p>
<p>Speaking of rotations there are going to need to be some slight adjustments to our regular rotation to account for these new changes in 3.3. Our starting rotation for fights that do not require a run in will most likely be</p>
<p>VT, DP, MB, MF then SWP when the 5 stacks of shadow weaving are up.</p>
<p>After that then you go to a priority list that looks like this</p>
<p>DP&gt;VT&gt;MB&gt;MF</p>
<p>For fights that require a run in different methods can be used but mostly likely the best setup will be</p>
<p>SWP, DP, SWD, VT, MB, SWP</p>
<p>I would also like to point out that according to the numbers given in the <a href="http://www.shadowpriest.com/viewtopic.php?f=61&amp;t=24328&amp;sid=754c2a730cc454e10c30782012aa2f29" target="_blank"><span style="color: #ff99cc;">Mind Blast Math</span></a> post, casting SWD right after MB is a dps increase until you get tier 10 gear.</p>
<p>Even thought these are the currently confirmed best rotations at this time we are still in the PTR phase of 3.3 and like all of these facts these numbers could change at any time.</p>
<p>I hope to get into even more detail on some of these items very soon in specific posts so stay tuned.</p>
]]></content:encoded>
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		<title>Patch 3.2.2 Released Today. DL It Here!</title>
		<link>http://adarkenedsoul.com/?p=1083</link>
		<comments>http://adarkenedsoul.com/?p=1083#comments</comments>
		<pubDate>Tue, 22 Sep 2009 16:14:45 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Blue Post O' the Day]]></category>
		<category><![CDATA[Professions]]></category>
		<category><![CDATA[Talents and Spells]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[3.2.2]]></category>
		<category><![CDATA[onyxia]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[wow]]></category>
		<category><![CDATA[wrath]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1083</guid>
		<description><![CDATA[Patch 3.2.2 is being released today and they are a couple of lovely shadow priest buffs in there including added benefit to spell power from spirit, spirit tap proccing from Mind Flay crits, and Glyph of Mind Flay no longer reduces the speed debuff.
Here is a link to the patch in case you are having [...]]]></description>
			<content:encoded><![CDATA[<p>Patch 3.2.2 is being released today and they are a couple of lovely shadow priest buffs in there including added benefit to spell power from spirit, spirit tap proccing from Mind Flay crits, and Glyph of Mind Flay no longer reduces the speed debuff.</p>
<p>Here is a link to the patch in case you are having trouble downloading it from Blizzard <span style="color: #ff99cc;"><span style="color: #ff99cc;"><a href="http://www.mediafire.com/?sharekey=676b4675406a617ab94117dade8fc295e04e75f6e8ebb871" target="_self">Patch 3.2.2</a><span id="more-1083"></span><br />
</span></span></p>
<p><span style="color: white;"><strong><span style="color: #000000;">World of Warcraft PTR Patch 3.2.2</span></strong></span></p>
<p>The latest test realm patch notes can always be found at<span style="color: #ff99cc;"> </span><a style="text-decoration: none; color: white;" href="http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html" target="_blank"><span style="color: white;"><span style="color: #ff99cc;">http://www.worldofwarcraft.com/patchnotes/test-realm</span>-patchnotes.html</span></a></p>
<p>The latest patch notes can always be found at<span style="color: #ff99cc;"> </span><a style="text-decoration: none; color: white;" href="http://www.worldofwarcraft.com/patchnotes/" target="_blank"><span style="color: #ff99cc;">http://www.worldofwarcraft.com/patchnotes/</span></a></p>
<p><span style="color: white;"><strong>The Brood Mother Returns</strong></span><br />
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft’s five-year anniversary.</p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Onyxia has been scaled to offer new challenges to level 80 players and is now available for testing in 10- and 25-player modes.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers.</li>
</ul>
<p><span style="color: white;"><strong>General</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Armor Penetration Rating: The amount of armor penetration gained per point of this rating has been reduced by 12%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.</li>
</ul>
<p><span style="color: white;"><strong>PvP</strong></span><br />
<span style="color: white;"><strong>Battlegrounds</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Players level 11 and higher will now always see a daily Battleground quest, as the quest giver will only offer daily quests for a Battleground in which a player is eligible to participate according to level bracket (i.e. players levels 11-20 will always be offered a Warsong Gulch daily quest, while players levels 11-50 will be offered either an Arathi Basin or a Warsong Gulch daily quest, etc.).</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ideathknights.gif" border="0" alt="" /> <strong><span style="color: #c41e3a;">Death Knight</span></strong><br />
<span style="color: white;"><strong>Pets</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Gnaw: This death knight ghoul ability now has a 1-minute cooldown.</li>
</ul>
<p><span style="color: white;"><strong>Blood</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Heart Strike: Secondary targets of Heart Strike now take half as much damage.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Subversion: Now also increases the critical strike chance of Scourge Strike by 3/6/9%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Vampiric Blood: Cooldown reduced to 1 minute and duration reduced to 10 seconds.</li>
</ul>
<p><span style="color: white;"><strong>Frost</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Threat of Thassarian now also causes Rune Strike to use both weapons when dual-wielding.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Unbreakable Armor: Cooldown reduced to 1 minute and changed back to granting 25% additional armor while active instead of flat damage reduction based on armor. The amount of strength granted has been reduced to 10%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Frost Presence: The damage reduction granted by this ability has been increased from 5% to 8%.</li>
</ul>
<p><span style="color: white;"><strong>Unholy</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Bone Shield: This ability now has 3 charges instead of 4. Cooldown reduced to 1 minute.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Dirge: This talent no longer grants additional runic power from using Obliterate.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/idruids.gif" border="0" alt="" /> <strong><span style="color: #ff7d0a;">Druid</span></strong><br />
<span style="color: white;"><strong>Balance</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Moonkin Form: This form now also reduces the damage the druid takes while stunned by 15%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Typhoon: The daze duration has been increased from 3 seconds to 6 seconds.</li>
</ul>
<p><span style="color: white;"><strong>Feral Combat</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Infected Wounds: The debuff generated by this talent no longer stacks and instead causes the full effect with a single application.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Predatory Strikes: This talent now also causes the druid’s finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ihunters.gif" border="0" alt="" /> <strong><span style="color: #abd473;">Hunter</span></strong><br />
<span style="color: white;"><strong>Beast Mastery</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Bestial Wrath: The duration of this talent has been reduced to 10 seconds.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/images.gif" border="0" alt="" /> <strong><span style="color: #69ccf0;">Mage</span></strong><br />
<span style="color: white;"><strong>Arcane</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 175% instead of 200%. In addition, the duration of the buff has been reduced to 6 seconds.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Arcane Missiles: Casting this spell while both Missile Barrage and Clearcasting are active will cause only Missile Barrage to be consumed.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it. This talent no longer has a chance to be triggered when spells miss.</li>
</ul>
<p><span style="color: white;"><strong>Fire</strong></span><br />
Combustion: This talent now also increases the critical strike damage bonus of Fire spells by 50% while it is active. In addition, Living Bomb periodic ticks will no longer interact with the count or the charges on the talent.</p>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ipaladins.gif" border="0" alt="" /> <strong><span style="color: #f58cba;">Paladin</span></strong><br />
<span style="color: white;"><strong>Protection</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Righteous Fury: The bonus threat from Holy spells caused by this talent has been reduced from 90% to 80%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Ardent Defender: This talent now reduces damage taken below 35% health by 7/13/20% instead of 10/20/30%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Blessing of Sanctuary: This blessing now grants 10% strength in addition to its current effects. Also, the strength and stamina bonuses from this blessing will no longer be lost when Blessing of Kings is removed.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Judgements of the Just: The reduction in cooldown to Hammer of Justice provided by this talent has been reduced to 5/10 seconds instead of 10/20 seconds.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Touched by the Light: This talent now provides 20/40/60% of the paladin’s strength as spell power instead of 10/20/30% of the paladin’s stamina.</li>
</ul>
<p><span style="color: white;"><strong>Retribution</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Seal of Command: This ability now chains to strike up to 2 additional targets when it is triggered by an attack that can only strike a single target.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Seal of Corruption and Seal of Vengeance: These seals will now only use the debuff stacks generated by the attacking paladin to determine the damage done by the seal and by the judgement.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ipriests.gif" border="0" alt="" /> <strong><span style="color: #ffffff;">Priest</span></strong><br />
<span style="color: white;"><strong>Shadow</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Improved Spirit Tap: Mind Flay periodic critical strikes now have a 50% chance to trigger this talent.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Twisted Faith now grants spell power equal to 4/8/12/16/20% of spirit, up from 2/4/6/8/10%.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/irogues.gif" border="0" alt="" /> <strong><span style="color: #fff569;">Rogue</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Envenom’s scaling has been increased from 7% to 9% of attack power per combo point.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Fan of Knives: The damage done by this ability has been reduced by 30%.</li>
</ul>
<p><span style="color: white;"><strong>Assassination</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Master Poisoner: No longer increases the Deadly Poison application rate following a successful Envenom and instead now provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.</li>
</ul>
<p><span style="color: white;"><strong>Combat</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.</li>
</ul>
<p><span style="color: white;"><strong>Subtlety</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ishamans.gif" border="0" alt="" /> <strong><span style="color: #2459ff;">Shaman</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Cleansing Totem: No longer pulses instantly when dropped.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Flame Shock: The duration of all ranks has been increased by 6 seconds.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Lava Burst: This ability no longer ever consumes a Flame Shock debuff off of the target.</li>
</ul>
<p><span style="color: white;"><strong>Elemental Combat</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Shamanism: Your Lightning Bolt and Chain Lightning spells gain an additional 3/6/9/12/15% and your Lava Burst gains an additional 4/8/12/16/20% of your bonus damage effects.</li>
</ul>
<p><span style="color: white;"><strong>Enhancement</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock’s melee attack speed reduction up to -15%/-20% (with 1 or 2 points in it, respectively).</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/iwarriors.gif" border="0" alt="" /> <strong><span style="color: #c79c6e;">Warrior</span></strong><br />
<span style="color: white;"><strong>Arms</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Sword Specialization: Now has a 2/4/6/8/10% chance to proc an extra attack, up from 1/2/3/4/5%.</li>
</ul>
<p><span style="color: white;"><strong>Protection</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Critical Block: This talent now grants a 20/40/60% chance to block double the normal amount instead of 10/20/30%.</li>
</ul>
<p><span style="color: white;"><strong>Dungeons &amp; Raids</strong></span><br />
<span style="color: white;"><strong>Shadowfang Keep</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.</li>
</ul>
<p><span style="color: white;"><strong>Ulduar</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Increased the cooldown on Immortal Guardians&#8217; Drain Life ability in the Yogg-Saron encounter.</li>
</ul>
<p><span style="color: white;"><strong>Achievements</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The Achievement &#8220;Iron, Dwarf Medium Rare (25 player)&#8221; now requires 25 kills, down from 50.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.</li>
</ul>
<p><span style="color: white;"><strong>Professions</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil &amp; forge at the General Store in the Valley of Strength.</li>
</ul>
<p><span style="color: white;"><strong>Engineering</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The Mind Amplification Dish no longer changes the appearance of your helmet.</li>
</ul>
<p><span style="color: white;"><strong>Inscription</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.</li>
</ul>
<p><span style="color: white;"><strong>Leatherworking</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.</li>
</ul>
<p><span style="color: white;"><strong>Items</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The Black Heart: This item’s animation has been changed and no longer resembles Hand of Protection.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold’s Rejuvenating Broach.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Totem of Quaking Earth: Attack power value increased to 400.</li>
</ul>
<p><span style="color: white;"><strong>Glyphs</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.</li>
</ul>
<p><span style="color: white;"><strong>User Interface</strong></span><br />
<span style="color: white;"><strong>Battleground Queuing</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Players may now only queue for no more than two Battlegrounds at a time.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The dialog box for entering a Battleground match has been changed to reflect the following options: “Enter Battle,” “Leave Queue,” and “Minimize.”</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Players already in a Battleground can now choose “Enter Battle” for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The size of the Focus Frame can now be adjusted via the Interface Options menu.</li>
</ul>
<p><span style="color: white;"><strong>Mail System Auto-Complete Feature</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.</li>
</ul>
<p>For additional notes on Lua and XML changes please visit the UI &amp; Macros Forum: <a style="text-decoration: none; color: white;" href="http://forums.worldofwarcraft.com/board.html?sid=1&amp;amp;forumId=11114" target="_blank"><strong>http://forums.worldofwarcraft.com/board.html?sid=1&amp;amp;forumId=11114</strong></a></p>
<p><span style="color: white;"><strong>Bug Fixes</strong></span></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Mote of Flame: Corrected a typo in the tooltip.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Shard of Flame: Corrected a typo in the tooltip.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Val’anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ideathknights.gif" border="0" alt="" /> <strong><span style="color: #c41e3a;">Death Knight</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/idruids.gif" border="0" alt="" /> <strong><span style="color: #ff7d0a;">Druid</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ihunters.gif" border="0" alt="" /> <strong><span style="color: #abd473;">Hunter</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Master&#8217;s Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Trap Mastery’s (Survival) tooltip now states the correct amount of snakes summoned.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/images.gif" border="0" alt="" /> <strong><span style="color: #69ccf0;">Mage</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ipaladins.gif" border="0" alt="" /> <strong><span style="color: #f58cba;">Paladin</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ipriests.gif" border="0" alt="" /> <strong><span style="color: #ffffff;">Priest</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Glyph of Power Word: Shield now correctly uses the Priest’s spell critical chance instead of the target’s.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/irogues.gif" border="0" alt="" /> <strong><span style="color: #fff569;">Rogue</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/ishamans.gif" border="0" alt="" /> <strong><span style="color: #2459ff;">Shaman</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Grounding Totem will now properly protect against the Death Grip spell.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Lightning Shield: This spell will no longer set off some trinkets when it is cast.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Stoneclaw Totem&#8217;s pulses will no longer break stealth on nearby hostile units.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.</li>
</ul>
<p><img style="border: 0px initial initial;" src="http://static.mmo-champion.com/mmoc/images/icons/iwarlocks.gif" border="0" alt="" /> <strong><span style="color: #9482ca;">Warlock</span></strong></p>
<ul style="margin-top: 0px; margin-right: 0px; margin-bottom: 0px; margin-left: 40px; list-style-type: none; list-style-position: initial; list-style-image: initial; padding: 0px;">
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.</li>
<li style="list-style-type: disc; list-style-position: initial; list-style-image: initial; padding: 0px; margin: 0px;">When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.</li>
</ul>
]]></content:encoded>
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		<title>Heroic ToC for Dummies</title>
		<link>http://adarkenedsoul.com/?p=1052</link>
		<comments>http://adarkenedsoul.com/?p=1052#comments</comments>
		<pubDate>Thu, 20 Aug 2009 07:00:55 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[crusader]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[toc]]></category>
		<category><![CDATA[trial of the champion]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1052</guid>
		<description><![CDATA[
Just like when Blizzard released Magister&#8217;s Terace at the end of Burning Crusade, the new 5 man instance Trial of the Champion seems to be giving some players a bit of trouble. I have been in groups where the problem has been the tank, and groups where it is the healer, and sometimes the overall [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center; "><a href="http://static.wowhead.com/uploads/screenshots/normal/138507.jpg"><img class="aligncenter" title="Courtesy of Wowhead.com" src="http://static.wowhead.com/uploads/screenshots/normal/138507.jpg" alt="" width="614" height="461" /></a></p>
<p>Just like when Blizzard released Magister&#8217;s Terace at the end of Burning Crusade, the new 5 man instance Trial of the Champion seems to be giving some players a bit of trouble. I have been in groups where the problem has been the tank, and groups where it is the healer, and sometimes the overall dps is just too low. Whatever the problem is 99% of the time effective strategy and good knowledge of an encounter trump most deficiencies a group will bring. Since I have tanked this on my Warrior, healed it on my Priest, and dps&#8217;d it on both my DK and Priest I feel I have a fairly well rounded set of experience and knowledge involving ToC so I thought that instead of just writing this from a Shadow Priests point-of-view I&#8217;d give the full view. I don&#8217;t normally do this but I&#8217;m on a real kick lately about players learning what is required from the other classes in a fight so that they can see full scope of what is involved in encounter. Learning the jobs of other classes will make you a better player and better teammate.<span id="more-1052"></span></p>
<h3>ToC- Setting up</h3>
<p>If you are the group lead there are a few things to know that will help when setting up a group. First of, if anyone in your group is inexperienced at jousting they are going to make the first fight much harder on everyone else. Second, the first and third bosses are not very friendly to melee so i wouldn&#8217;t grab a tank and three melee dps unless you have a rocking healer. Last thing to think about in the set up is that this is not a instance to test out a new or under geared healer. Low dps or slightly under geared tank are both possible to drag through but of all the current heroics this one will give novice healers a good reason to go back to there main spec or reroll.</p>
<h3><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/deathstalkervisceri.jpg"><img class="aligncenter" src="http://static.mmo-champion.com/mmoc/images/news/2009/june/deathstalkervisceri.jpg" alt="" width="605" height="378" /></a></h3>
<h3>ToC- The Champions</h3>
<p>The first boss of the instance is the ridiculous intro that requires +5 to Red Bull to sit through. At the end you will see the three champions enter the ring, each with an entourage of three Lieutenant level mobs all on horseback. So&#8230;obviously you will be jousting. Yay. As if this mechanic hasn&#8217;t been ground into us enough over the course of the Tournament.</p>
<p>Before the fight starts be sure to get up three shields. All 5 group members should attack the left of the three mobs when each group comes forward to fight. If each member charges the same target, it will be downed immediately and you can move on to the next target. In case you are new to the jousting or never got the hang of it, the order is Shield Breaker, Charge, and while you are charging the target use your sword strike. Immediately after passing the target renew your shield. Repeat this process until all nine minor mobs are dead.</p>
<p>The champions will been random so get an idea of who you will be fighting during the jousting against them. They will be either a Shaman, Warrior, Rogue, Hunter, or Mage the names of which will be dependant on whether you are Horde or Alliance.</p>
<p>The Champions are slightly harder than the previous mobs and have an additional ability to remount and resume combat if they are left alone for a period of time. The way to keep them from remounting is to run over them like you do the skeletons in the Battle Before the Citadel quest. You do not have to charge them.</p>
<p>It is highly recommended that if your mount becomes close to dying that you approach another mount and when you are sure you wont get charged grab a new one. This can be done unlimited times so feel free to do it whenever you like. Also, if you do happen to die you are not locked out of the instance. You may reenter as fast as you can get back to the arena.</p>
<p>When you have defeated all three of the mounted champions the next phase will begin. I highly recommend running out of the instance to reset the mobs against the far wall. The reason being that you need to equip your weapons and the mobs will most likely be spread out leaving the tank with a much harder time with starting aggro.</p>
<p>Each of the champions have different abilities that make them challenging. However, the Warrior and Hunter cause the most problems in my opinion due to the Warrior&#8217;s Whirlwind and the Hunter&#8217;s Poison Traps. Both of these do horrific AoE damage and can take group members out without giving the healer a chance if they are not prepared. Melee needs to run away as soon as the whirlwind begins. The Warrior also has a charge ability that is specifically designed to annoy healers. The Hunter will quickly fill up the area will poison patches on the ground and anyone standing in them will take more damage than the healer can handle after more than a few seconds, even the tank. The other champions are each annoying in their own way but on a lesser scale. The rogue does high damage and applies poisons to a target, however this is single target and not terribly difficult to heal through. The Shaman will attempt to heal the group so if you get him he needs to be the first to die and have an interrupter up his ass the whole time. The Mage is by far the least amount of trouble except if his Polymorph hits a healer at a bad time.</p>
<p>Overall the best way to take down this group is to single target beginning with the healer if he is present, and ending with the Mage. Unless you are a DoT class caster or a DK do not worry about AoEing these mobs. you need to focus fire each down. Spriests, Afflic Locks, and DKs are more than welcome to spread around their STDs before singling out the kill target.</p>
<p>The healer needs to be wary of sudden AoE damage that might occur if Whirlwind or Poison Traps are used. After the first mob goes down the damge to the tank and group goes down signifigantly so you only have about 30 seconds of hardcore healing to do before the rest is smooth sailing. You should always remember to apply HoTs and/or Shields to the tank constantly so a poorly timed Charge or Polymorph doesn&#8217;t wipe the group while you sit helpless.</p>
<p>The tank probably has the easiest job as long as your group runs out after jousting. If not&#8230;well good luck to you. I hope you are good. Otherwise grabbing three stationary, close together mobs and holding aggro as the first target attacking should be pretty simple for any gear level, skill level, and class. Just remember to pick up the Warrior quickly when he charges someone and taunting even quicker if you lose aggro on one. As I said about the healers the hardest part is obviously when all three are up so blow you cool down in the beginning. you won&#8217;t need them later.</p>
<h3>ToC- Eadric/Paleteress</h3>
<p>Once you have completed looting from the Champions encounter, you will need to talk to Arelas Brightstart to begin the next boss.</p>
<p>One of two bosses will come out to gloat about how awesome they are while surrounding you with 9 more trash mobs. The mobs are in groups of three consisting of a Priest, Pally, and Monk. Kill the Priest first then the Pally and finally the Monk. These mobs are annoyingly weak and seem to cause the encounter to drag out far longer than it should. For fun I recommend pulling two or three groups. Until the last mob dies the Boss will not aggro so dont be afraid to get close to it. On a side note, it is an constant irritation but one that should be addressed. The Monk mob will go immune when he is about to die. As a Priest I get a lot of pug player yelling at me to dispell the shield. I have no problem doing so but for everyone&#8217;s information the mob does not heal himself or do anything else after the shield wears off. He just sits there and can be one shot by any player.</p>
<h3><a href="http://static.wowhead.com/uploads/screenshots/normal/140421.jpg"><img class="aligncenter" src="http://static.wowhead.com/uploads/screenshots/normal/140421.jpg" alt="" width="415" height="593" /></a></h3>
<h3>Eadric the Pure</h3>
<p>Eadric is the easier of the two since he is a very simple tank and spank with almost no group threatening abilities. Every 20 seconds or so a warning will flash on your screen that Eadric will flash a blinding light or some jazz. Turn and face away and it will not effect you at all. If you do not you will become blinded and run around for a few seconds without control of your character. You will also take a, not life threatening, but substantial amount of damage. Eadric&#8217;s only other noteworthy move is Hammer of Justice which immobilizes a player and if not removed causes them to become vulnerable to Hammer of Righteousness, which does 14000 damage if hit by it. The hammer from Hammer of Righteousness can be hurled back at Eadric for a large amount of damage and if it kills him will complete an achievement.</p>
<p>There is no complicated strat for this boss. Just do what you do and when it says a warning on the screen turn away from the boss. Pretty simple really.</p>
<h3><a href="http://static.wowhead.com/uploads/screenshots/normal/140858.jpg"><img class="aligncenter" src="http://static.wowhead.com/uploads/screenshots/normal/140858.jpg" alt="" width="349" height="538" /></a></h3>
<h3>Argent Confessor Paleteress</h3>
<p>While this fight is considered by most people to be the harder of the two, it is still a very simple fight. Especially if you ahve even completed the Cathedral in Scarlet Monestary. The Boss herself is very weak and healers will find they barely have to heal the tank while only she is active. At about half health or so she will summon a Memory of the Past, which a random significant character from WoW lore. However, the Shadows do not actually have different moves meaning it doesn&#8217;t mater which you get. After summoning the Shadow Paleteress will go immune and cast weak spells at you until you defeat her minion. The Shadow hits pretty hard  and has both a Fear/Dot and a move that reduces your attack/casting speed by 90% for 4 seconds. I have heard from many people that it help to kite the Shadow or leave someone on Paleteress but neither of these are necessary. They only add another factor to the fight that can cause a wipe.</p>
<p>Tank the Shadow near Paleteress and use Tremor Totems, Fear Wards, Berserker Rage, or whatever to get out of the fears when you can. If you can&#8217;t its not going to kill you. The tank does not typically lose aggro because of the fear unless he was about to lose it anyway. Healers just look while feared at who has the lowest health and throw them a fast heal or a group heal before returning to the tank. Dots classes will once again shine on this fight since they can continue damage while feared.</p>
<p>After the Shadow has been defeated resume throttling Paleteress until she screams like a little girl and begs you to take her loot.</p>
<h3><a href="http://static.wowhead.com/uploads/screenshots/normal/140666.jpg"><img class="aligncenter" src="http://static.wowhead.com/uploads/screenshots/normal/140666.jpg" alt="" width="355" height="603" /></a></h3>
<h3>ToC- The Black Knight</h3>
<p>And that concludes our entertainment for this evening&#8230;&#8230;Wait! Whats that by the rafters! Damit its the Black Knight again. This guy is really starting to get on my nerves.</p>
<p>After you finish with Eadric/Paleteress and talk to Brightstar again the Black Knight will come down and go all emo before throwing Brightstar against a wall. Then hes like &#8220;Whoa ima kick you ass and such&#8221;. At that point he feebly attempts to kill you with weak attacks and a mildly annoying add the can explode if you aren&#8217;t careful.</p>
<p>But wait these more! He decides he doesn&#8217;t need skin and come back as a skelly and cast Army of the Dead before continuing to weakly attacking the tank. The Army itself does very little damage unless you are a melee heavy group and don&#8217;t move out before they start exploding. Kill the adds first the the boss. The tank should wait about 5 seconds into the second phase before using an AoE taunt. Constant AoE threat is recommended to keep aggro on the adds.</p>
<p>If all of your group is pretty full on health at the beginning of the third phase you are in good shape. The Black Knight decides bones were weighing him down also and becomes a ghost. Unfortunately for you he is a better ghost than a DK or Skelly. He does a respectable amount of regular AoE damage but as long as the healer focuses  on the marked target and occasionally throws a group heal or round of HoTs or the group you should be fine. Any kind of dps boosts, avoidance boosts, or speed boosts are recommended during this phase because it can wear down even the best healer if it drags on too long. There is really no special strat to Phase 3 other than do lots of dps and focus healing on the marked target while throwing occasional group heals.</p>
<p>That it for my guide to Heroic Trial of the Champion. I hope this was useful as it is but if you have any questions please feel free to email/twitter me anytime.</p>
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		<title>Shadow Priest Cheat Sheet 3.2</title>
		<link>http://adarkenedsoul.com/?p=1030</link>
		<comments>http://adarkenedsoul.com/?p=1030#comments</comments>
		<pubDate>Thu, 13 Aug 2009 21:37:35 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Gear]]></category>
		<category><![CDATA[Talents and Spells]]></category>
		<category><![CDATA[Theorycrafting]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[cheat sheet]]></category>
		<category><![CDATA[gems]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Professions]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[spells]]></category>
		<category><![CDATA[stats]]></category>
		<category><![CDATA[talents]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1030</guid>
		<description><![CDATA[This is not a major overhaul, just a few changes to aspects that were effected by the 3.2 patch. I will post both the full sheet and the link to the downloadable version.
Hit
* 263 hit is the cap with 6 points between Shadow Focus and Misery and with a Draenei in your group
* 289.55 hit [...]]]></description>
			<content:encoded><![CDATA[<p>This is not a major overhaul, just a few changes to aspects that were effected by the 3.2 patch. I will post both the full sheet and the link to the downloadable version.</p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Hit</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 263 hit is the cap with 6 points between Shadow Focus and Misery and with a Draenei in your group</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 289.55 hit is the cap with 6 points between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 314.78 hit before you can go to 5 points between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 341.02 hit before you can go to 4 points between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 367.25 hit before you can go to 3 points between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 393.48 hit before you can go to 2 points between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 419.71 hit before you can go to 1 point between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 445.94 hit before you can go to 0 points between Shadow Focus and Misery</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Stat Priority</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1. Hit (until cap)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2. Spellpower</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3. Crit</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">4. Haste</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">5. Spirit</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">6. Intellect</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Percent Values</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1% hit = 26.23 hit</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1% haste = 32.79 haste</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1% crit = 45.91 crit</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Psuedo Point Values</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 1 spellpower = 1 PP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 1 intellect = 0.21 PP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 1 spirit = 0.21 PP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 1 spellcrit = 0.71 PP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 1 spellhaste = 0.65 PP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">* 1 spellhit = 1.31 PP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Casting Priority List</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1. Shadow Word Pain (only with 5x weaving stack and crit buffs)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2. Vampiric Touch</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3. Mind Blast</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">4. Devouring Plague</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">5. Shadow Word: Death (only when there is between 1 and 1.5 seconds before the next non-mind flay should be cast)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">6. Mind Flay</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Spell Coefficients</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Devouring Plague- 18.49% (per tick)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Holy Nova- (Damage)16.06%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Mana Burn- 0.0%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Mind Blast- 42.80%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Mind Flay- 25.70% (per tick)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Mind Sear- 71.43%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Shadowfiend- 65.0%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Shadow Word: Death- 42.96%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Shadow Word: Pain- 18.29% (per tick), 110% (overall)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Smite- 71.40%</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Vampiric Touch- 40.0% (per tick)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Most Benefiting Professions</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1. Enchanting/Blacksmithing</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2. Jewelcrafting</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3. Engineering</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">4. Inscription</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">5. Leather Working</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">6. Tailoring</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Best Gems</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1. Runed Cardinal Ruby</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2. Potent Ametrine</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3. Purified Dreadstone</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Best Meta</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Chaotic Skyfire Diamond</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">“Jewelcrafter only” gems get top priority</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Best Glyphs</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Major Glyphs:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1. Glyph of Shadow</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2. Glyph of SWP</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3. Glyph of SWD</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">4. Glyph of Mind Flay</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Minor Glyphs:</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">1. Glyph of Shadowfiend</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2. Glyph of Fading</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">3. Glyph of Levitate</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Talent Specs</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">14/0/57- Get Meditation and Inner Focus in the Disc tree.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">13/0/58- Get Meditation but not Inner Focus.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Best Enchants (non profession)</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Head- Arcanum of Burning Mysteries</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Shoulders- Greater Inscription of the Storm</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Cloak- Greater Speed</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Chest- Powerful Stats</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Wrists- Superior Spellpower</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Gloves- Exceptional Spellpower</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Waist- Eternal Belt Buckle</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Legs- Brilliant Spellthread</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Feet- Icewalker</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">2 Hander- Greater Spellpower</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Main Hand- Mighty Spellpower</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Mana Regen</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">-Intellect is first priority because both Dispersion and Shadowfiend return mana based on mana pool. It also increases crit chance.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">-Spirit is second because it increases spellpower as well as mana regen</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">-MP5 is third because it does nothing but supply mana regen.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">*This is ranked for regen not PP rankings</div>
<p>Hit</p>
<p>* 263 hit is the cap with 6 points between Shadow Focus and Misery and with a Draenei in your group</p>
<p>* 289.55 hit is the cap with 6 points between Shadow Focus and Misery</p>
<p>* 314.78 hit before you can go to 5 points between Shadow Focus and Misery</p>
<p>* 341.02 hit before you can go to 4 points between Shadow Focus and Misery</p>
<p>* 367.25 hit before you can go to 3 points between Shadow Focus and Misery</p>
<p>* 393.48 hit before you can go to 2 points between Shadow Focus and Misery</p>
<p>* 419.71 hit before you can go to 1 point between Shadow Focus and Misery</p>
<p>* 445.94 hit before you can go to 0 points between Shadow Focus and Misery</p>
<p>-<span id="more-1030"></span></p>
<p>Stat Priority</p>
<p>1. Hit (until cap)</p>
<p>2. Spellpower</p>
<p>3. Crit</p>
<p>4. Haste</p>
<p>5. Spirit</p>
<p>6. Intellect</p>
<p>-</p>
<p>Percent Values</p>
<p>1% hit = 26.23 hit</p>
<p>1% haste = 32.79 haste</p>
<p>1% crit = 45.91 crit</p>
<p>-</p>
<p>Psuedo Point Values</p>
<p>* 1 spellpower = 1 PP</p>
<p>* 1 intellect = 0.21 PP</p>
<p>* 1 spirit = 0.21 PP</p>
<p>* 1 spellcrit = 0.71 PP</p>
<p>* 1 spellhaste = 0.65 PP</p>
<p>* 1 spellhit = 1.31 PP</p>
<p>-</p>
<p>Casting Priority List</p>
<p>1. Shadow Word Pain (only with 5x weaving stack and crit buffs)</p>
<p>2. Vampiric Touch</p>
<p>3. Mind Blast</p>
<p>4. Devouring Plague</p>
<p>5. Shadow Word: Death (only when there is between 1 and 1.5 seconds before the next non-mind flay should be cast)</p>
<p>6. Mind Flay</p>
<p>-</p>
<p>Spell Coefficients</p>
<p>Devouring Plague- 18.49% (per tick)</p>
<p>Holy Nova- (Damage)16.06%</p>
<p>Mana Burn- 0.0%</p>
<p>Mind Blast- 42.80%</p>
<p>Mind Flay- 25.70% (per tick)</p>
<p>Mind Sear- 71.43%</p>
<p>Shadowfiend- 65.0%</p>
<p>Shadow Word: Death- 42.96%</p>
<p>Shadow Word: Pain- 18.29% (per tick), 110% (overall)</p>
<p>Smite- 71.40%</p>
<p>Vampiric Touch- 40.0% (per tick)</p>
<p>-</p>
<p>Most Benefiting Professions</p>
<p>1. Enchanting/Blacksmithing</p>
<p>2. Jewelcrafting</p>
<p>3. Engineering</p>
<p>4. Inscription</p>
<p>5. Leather Working</p>
<p>6. Tailoring</p>
<p>-</p>
<p>Best Gems</p>
<p>1. <a href="http://www.wowhead.com/?item=40113" target="_blank"><span style="color: #ff99cc;">Runed Cardinal Ruby</span></a></p>
<p>2. <a href="http://www.wowhead.com/?item=40152" target="_blank"><span style="color: #ff99cc;">Potent Ametrine</span></a></p>
<p>3. <a href="http://www.wowhead.com/?item=40133" target="_blank"><span style="color: #ff99cc;">Purified Dreadstone</span></a></p>
<p>-</p>
<p>Best Meta</p>
<p><a href="http://www.wowhead.com/?item=41285" target="_blank"><span style="color: #ff99cc;">Chaotic Skyflare Diamond</span></a></p>
<p>“Jewelcrafter only” gems get top priority</p>
<p>-</p>
<p>Best Glyphs</p>
<p>Major Glyphs:</p>
<p>1. <a href="http://www.wowhead.com/?item=42407" target="_blank"><span style="color: #ff99cc;">Glyph of Shadow</span></a></p>
<p>2. <a href="http://www.wowhead.com/?item=42415" target="_blank"><span style="color: #ff99cc;">Glyph of SWP</span></a></p>
<p>3. <a href="http://www.wowhead.com/?item=42414" target="_blank"><span style="color: #ff99cc;">Glyph of SWD</span></a></p>
<p>4. <a href="http://www.wowhead.com/?item=42406" target="_blank"><span style="color: #ff99cc;">Glyph of Mind Flay</span></a></p>
<p>Minor Glyphs:</p>
<p>1. <a href="http://www.wowhead.com/?item=43374" target="_blank"><span style="color: #ff99cc;">Glyph of Shadowfiend</span></a></p>
<p>2. <a href="http://www.wowhead.com/?item=43342" target="_blank"><span style="color: #ff99cc;">Glyph of Fading</span></a></p>
<p>3. <a href="http://www.wowhead.com/?item=43370" target="_blank"><span style="color: #ff99cc;">Glyph of Levitate</span></a></p>
<p>-</p>
<p>Talent Specs</p>
<p><a href="http://www.wowhead.com/?talent#bVcbuZZGxfVkfzcfqfzAo" target="_blank"><span style="color: #ff99cc;">14/0/57</span></a>- Get Meditation and Inner Focus in the Disc tree.</p>
<p><a href="http://www.wowhead.com/?talent#bVcbhZZGxfVRfzcfqfzAo" target="_blank"><span style="color: #ff99cc;">13/0/58</span></a>- Get Meditation but not Inner Focus.</p>
<p>-</p>
<p>Best Enchants (non profession)</p>
<p>Head- <a href="http://www.wowhead.com/?item=44159" target="_blank"><span style="color: #ff99cc;">Arcanum of Burning Mysteries</span></a></p>
<p>Shoulders- <a href="http://www.wowhead.com/?item=44874" target="_blank"><span style="color: #ff99cc;">Greater Inscription of the Storm</span></a></p>
<p>Cloak- <a href="http://www.wowhead.com/?item=44472" target="_blank"><span style="color: #ff99cc;">Greater Speed</span></a></p>
<p>Chest- <a href="http://www.wowhead.com/?item=44465" target="_blank"><span style="color: #ff99cc;">Powerful Stats</span></a></p>
<p>Wrists- <a href="http://www.wowhead.com/?item=44470" target="_blank"><span style="color: #ff99cc;">Superior Spellpower</span></a></p>
<p>Gloves- <a href="http://www.wowhead.com/?item=38979" target="_blank"><span style="color: #ff99cc;">Exceptional Spellpower</span></a></p>
<p>Waist- <a href="http://www.wowhead.com/?item=41611" target="_blank"><span style="color: #ff99cc;">Eternal Belt Buckle</span></a></p>
<p>Legs- <a href="http://www.wowhead.com/?item=41602" target="_blank"><span style="color: #ff99cc;">Brilliant Spellthread</span></a></p>
<p>Feet- <a href="http://www.wowhead.com/?item=38986" target="_blank"><span style="color: #ff99cc;">Icewalker</span></a></p>
<p>2 Hander- <a href="http://www.wowhead.com/?item=45056" target="_blank"><span style="color: #ff99cc;">Greater Spellpower</span></a></p>
<p>Main Hand- <a href="http://www.wowhead.com/?item=44467" target="_blank"><span style="color: #ff99cc;">Mighty Spellpower</span></a></p>
<p>-</p>
<p>Mana Regen</p>
<p>-Intellect is first priority because both Dispersion and Shadowfiend return mana based on mana pool. It also increases crit chance.</p>
<p>-Spirit is second because it increases spellpower as well as mana regen</p>
<p>-MP5 is third because it does nothing but supply mana regen.</p>
<p>-*This is ranked for regen not PP rankings</p>
<p>-</p>
<p>-</p>
<p>-</p>
<p>Here is the Cheat Sheet in Open Office format <a href="http://adarkenedsoul.com/?attachment_id=1032"><span style="color: #ff99cc;">http://adarkenedsoul.com/?attachment_id=1032</span></a>. This link takes you to the page where the file link is. This link is not a direct download link.</p>
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		<title>Official Priest Q&amp;A Released</title>
		<link>http://adarkenedsoul.com/?p=1018</link>
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		<pubDate>Tue, 04 Aug 2009 05:29:59 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Talents and Spells]]></category>
		<category><![CDATA[Theorycrafting]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[Offical]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[q+a]]></category>
		<category><![CDATA[rotation]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[spells]]></category>
		<category><![CDATA[talents]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1018</guid>
		<description><![CDATA[The official Priest Q&#38;A was released a few hours ago and surprisingly it seems to address most of the issues currently plaguing the Shadow tree. Don&#8217;t misunderstand though, there are very few solutions presented in this dialog and that might frustrate some people. However, addressing the issues that we have been hounding them with for [...]]]></description>
			<content:encoded><![CDATA[<p>The official Priest Q&amp;A was released a few hours ago and surprisingly it seems to address most of the issues currently plaguing the Shadow tree. Don&#8217;t misunderstand though, there are very few solutions presented in this dialog and that might frustrate some people. However, addressing the issues that we have been hounding them with for months has scored Blizzard a few points in my book.</p>
<p>Some highlights of the Shadow part of the Q&amp;A:</p>
<p><strong>-They are looking into the &#8220;damage is increased while DoTs are active&#8221; talents, which they (and we) feel cause us to be handicapped in shorter fights where we don&#8217;t have the time to either apply DoTs or allow them to tick for any real value.<span id="more-1018"></span><br />
</strong></p>
<p>This was by far the most important topic covered in the Shadow section of the Q&amp;A because it addressed the major issue that plagues our dps at the moment.</p>
<p>I like the method they are looking into as much as the suggestions being repeated all of the forums to give us a spell or ability that causes burst damage. Essentially a burst damage spell such as a self cast version of Heroism would be great and any class would love to get their hands on one, but the underlying issue with our spells is not that we dont do a lot of damage but our time to set up our damage causes us to play catch up for the rest of a fight.</p>
<p>Most long fights, Yogg and GenVez for example, have Shadow Priests showing strong results. Its in the shorter fights like Heartbreaker (XT Hardmode) that really have even the best Shadow Priests making excuses for the lack of comparative damage.</p>
<p>Changing talents to increase damage regardless of DoTs being applied would be a start, but I would also like to see a debuff that is applied  to a target when you really focus fire on it increasing your damage or the damage your enemy takes. Something like &#8220;Each consecutive Mind Flay tick gives the target a stack of Mental Exhaustion, when a target reaches 12 stacks your Mind Blast becomes instant cast and receives 100% critical strike damage bonus. Mind Blast consumes the Mental Exhaustion effect. Mental Exhaustion will not stack while DoTs are active.&#8221;</p>
<p>This would solve the issue of burst damage by giving a benefit for changing your regular spell cycle to increase damage but run out of mana quickly due to the higher mana cost per amount of damage and the lack of Replenishment (although you could get replenishment from the 50 other specs that now have it now).</p>
<p>It would also solve an issue that always bothered me about playing Shadow which is no matter what kind of encounter you are up against (not counting aoe) you never change which spells you use or the basic order that they are used in. In the long run the Q&amp;A gives us no real indicator of what Blizzard plans to do to fix our dps issues but they seem to have a firm grasp on the problem and are working it out. That at least gives me hope.</p>
<p><strong>-The developers don&#8217;t feel the penalty on the Glyph of Mind Flay is really that necessary anymore.</strong></p>
<p>Not much of a surprise here. In reading all of the Q&amp;As that have been released so far there seems to be a pattern of wanting to remove penalties on spells, abilities, and glyphs. This change should have been made a long time ago.</p>
<p><strong>-It is possible that the dev team might remove the blacklash on SWD if the target is below a certain health.</strong></p>
<p>It would be nice if this happened but what would the benefit really be? I didn&#8217;t stop casting SWD in my rotation because I received blacklash damage. I stopped using it because the spell is effectively a waste of a cooldown, being both a higher mana costs and less dps for the amount of time used than other spells in a Shadow Priests arsenal.</p>
<p><strong>-There are no plans to change Dispertion in any way. They like it the way it is.</strong></p>
<p>I can&#8217;t say that I am either surprised or disagree with their assessment here. Blizzard does not agree and has made it very public that end talent spells were never intended and should not be expected to be a high damage spell. In addition, Dispersion is quite useful in its own respect for both PvE and PvP purposes. If you are one of those people whose only concern is doing the most damage possible regardless of fight design and such then you are most likely dead half the fight from not moving out of something you should have and there is no helping you.</p>
<p>The was a lot more covered in the section regarding Shadow and the other two trees so I have posted the complete Q&amp;A along with a link to the original blue posting for you viewing <span style="font-family: mceinline;"><span style="font-family: mceinline;">pleasure</span></span>.</p>
<div class="blizzquoteheader"><span style="color: #3366ff;">Quote from: </span><strong><span style="color: #3366ff;">Zarhym (</span><a href="http://blue.mmo-champion.com/1/18983421294-class-qa-series-priest.html" target="_blank"><span style="color: #3366ff;">Source</span></a><span style="color: #3366ff;">)</span></strong><span style="color: #3366ff;"><strong></strong></span></div>
<div class="blizzquote"><strong><span style="color: #3366ff;">Community Team: </span></strong><span style="color: #3366ff;">Joining us today to close out this round of the Class Q&amp;A Series by addressing questions collected from the priest community is the lead systems designer for World of Warcraft, Ghostcrawler, who has enlisted the assistance of several members of our class design team to provide the most thorough answers possible. We’d like to begin as we always do by addressing what priests add to the World of Warcraft experience.</p>
<p><strong><span style="font-family: mceinline;">Q: Where do priests fit in the current scope of things, and where do you see them from this point going forward? What makes them unique?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">When you think of the priest in the context of traditional MMOs you think of the token healer, usually part of the “holy trinity” along with the warrior and mage. Many players who picked the priest as their character when they started the game had the expectation that they would be the premier healer, playing the role of support. Certainly in the beginning of World of Warcraft the priest was the class you chose when you were looking for a healer, and the class was adept at filling that role. However, unlike in other RPGs we’ve tried to make healing a role that many classes can fill. This is why sometimes priests can feel that they aren’t balanced correctly, since they aren’t necessarily the best healer.</span></p>
<p>In World of Warcraft, the priest isn’t a stronger healer than the other classes, but does have unmatched versatility. At its core the priest has two unique talent trees for healing, while the others only have one. Furthermore, the priest has strong heal-over-time spells (HoTs), direct heals, and area-of-effect (AoE) heals. So where the power of the priest comes in is how you use your entire repertoire of healing tools together to overcome a situation, rather than focusing on one aspect. Players sometimes call this the jack-of-all-trades, master-of-none role, but we don’t really view it that way. The priest has a big toolbox. That makes you versatile, but at the cost (in player skill) of knowing how to match the right spell for the right job. The trade-off of the healing priest isn’t in trading power for versatility, but in having narrow niches for spells but a lot of spells.</p>
<p>One other way we’ve tried to make the priest class more enjoyable is by fleshing out its damage-dealing talent specialization (spec), the Shadow tree. In the beginning, the Shadow spec was more of a leveling tree and not really viable for high-end content late game. In The Burning Crusade, it didn’t really keep up in damage compared to other classes in raiding but it did bring strong utility. Finally, in Wrath of the Lich King we increased its damage-dealing potential to make it near that of a primary damage-per-second (dps) caster &#8212; such as a mage &#8212; while also retaining some of its unique utility which made it cool during The Burning Crusade.</p>
<p>Overall, we feel the priest is one of the most versatile classes in the game, and can be the most enjoyable of the healer classes in the game because of its feature of having two different unique talent specs providing two different types of play styles. And for players who enjoy the dps aspect, you always have the option of going to the dark side as Shadow to either melt faces in PvP or help take down foes in PvE. As for moving forward, in a nutshell we’d like to improve the Holy tree’s PvP niche and polish the Shadow tree a bit more for both aspects of the game.</p>
<p><strong><span style="font-family: mceinline;">Community Team: </span></strong><span style="font-family: mceinline;">Since the role of a priest can vary drastically depending on the type of role the player wishes to fill, let’s focus on Shadow priests and dealing damage first.</span></p>
<p><strong><span style="font-family: mceinline;">Q: What makes a Shadow priest effective in a raid environment versus a PvP environment?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">Shadow priests have some start up time to get all of their DoTs going before the damage really starts coming in. This is easier in a boss fight that lasts for several minutes and harder in a really dynamic PvP environment.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Since a lot of the damage a Shadow priest does builds with damage-over-time (DoT) spells, are you concerned about them being well-rounded enough to do adequate damage in shorter PvE encounters, 5-player dungeons, or in the Arenas?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">This is a long answer.</span></p>
<p>First, we want a certain amount of class diversity. We try to make sure that everyone’s single-target dps is comparable to that of similar specs or classes, and we try to make sure that most damage specs can do some amount of AoE damage. But we don’t obsess with say slow group pulls compared with say fast single-target pulls to make sure everyone’s damage is comparable in every situation.</p>
<p>Second, if the pulls are really that quick, nobody is counting on your dps to begin with. What I mean is that if you are pulling and killing groups of mobs faster than every 20 seconds, then the extra damage you might or might not bring isn’t really an issue because stuff is just collapsing anyway. On the other hand, if the pulls take 20 seconds, then you should have plenty of time to get your DoTs up before stuff starts to die.</p>
<p>Third, there is an issue of player skill here too. If your group kills the skull first every time, then maybe you want to DoT the third or fourth mob in the group so that you do have the benefit of time elapsing. DoTs just work differently. The Enhancement shaman by contrast can be at 100% on one target, then switch and be at 100% on the new target instantly. Not every class or spec can do that and class diversity would be a little boring if they could.</p>
<p>Fourth, the issue that we think is most problematic is found in the Shadow talents. Many of them say basically &#8220;while your DoTs are ticking.&#8221; This means in situations where the DoTs can’t tick (say those very short PvE fights, or sometimes in PvP) you are doubly punished since now those talents aren’t pulling their weight. The Shadow tree could benefit from more talents that affect all damage and not just the DoTs.</p>
<p><strong><span style="font-family: mceinline;">Q: Is it too easy to dispel DoTs right now?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">In a word, no. Priests of all specs used to benefit a lot more from “junk” buffs and debuffs to “protect” their spells than we typically allow these days. We just didn’t think that was an aspect of the game we really wanted to promote. Realizing how dependent Shadow is on DoTs though, we did recently buff the backlash from Vampiric Touch so you get some damage even if it is dispelled.</span></p>
<p>I’ve referenced a few times our desire to make the dispel game more fun and less frustrating, especially in PvP. Dispels shouldn’t totally negate your class abilities.</p>
<p>Also remember that all types of damage will be reduced to the current DoT level in 3.2 against targets with resilience. This means that overall the contribution of damage done by DoTs should go up.</p>
<p><strong><span style="font-family: mceinline;">Q: Are the developers happy with the functionality of Dispersion and is it considered to be an adequately valuable final talent in the Shadow tree?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">I think the key word here is “final” talent. Players have developed an expectation that the 51-point talent should be the best one in the tree; and for damage-dealing trees that means it’s expected these final talents do more damage than anything else the player has. That’s not really the way we design the trees though. Dispersion is a very valuable spell &#8212; nearly all Shadow priests take it. It’s one of the best “not going to die now” spells in the game. Early on there was a perception that it was a PvP-only spell since it didn’t buff damage, but really it gets a lot of use in PvE as well (and not just for the mana regeneration).</span></p>
<p><strong><span style="font-family: mceinline;">Q: Would you consider removing the cast time for Mind Blast to make it a more desirable direct-damage spell given that it already has a cooldown?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">No. We’d be more likely to mess with the damage rather than the cast time. Obviously if the spell was no cooldown, no cast time then Shadow priests would not ever cast anything else &#8212; it’s a great spell. So the trick is to keep it powerful while giving the player space to cast all those other Shadow priest spells as well. We honestly don’t want too many more instant-cast spells. That suggestion keeps coming up to handle interruptions in PvP and having to move in PvE. But we don’t want you to be able to opt out of those situations &#8212; they are supposed to be challenges. If you’re looking for high direct damage with no cooldown, Mind Flay is supposed to be that spell.</span></p>
<p>Since this question was asked, I suspect, we have announced the healing debuff component to Mind Blast as well. That’s a nice PvP buff as well as making the spell in general more attractive.</p>
<p><strong><span style="font-family: mceinline;">Q: As many players report that Vampiric Embrace and Vampiric Touch lack viability in PvP settings and Vampiric Embrace tends to generate too much threat in PvE settings, are there any plans you can share to improve the functionality of these spells?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">Vampiric Touch does a lot of damage. I’d disagree that it lacks viability, and we even buffed the backlash damage a little more. I don’t think the possibility that a spell can be dispelled should be synonymous with lack of viability. It takes a little bit of set-up time to get all of them working in PvE and PvP, but that’s actually something we’re trying to push more classes and specs into instead of going to just instant, burst damage everywhere.</span></p>
<p>We can look at the Vampiric Embrace threat. That’s not feedback we hear often. Shadow priests pulling off of tanks doesn’t seem to be a widespread problem.</p>
<p><strong><span style="font-family: mceinline;">Q: How about increasing the range of Mind Flay?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">The glyph improves the range at the cost of the snare, which seems like a reasonable trade-off. We have discussed bumping damage and range, or possibly just removing the snare loss. It was put in as PvP protection early on in Lich King, but at this point we don’t think it would be a problem if the glyph just bumped the range without the penalty. It’s probably too conservative a glyph.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Since Shadow priests focus solely on dealing Shadow damage, do you feel that they can potentially be crippled more easily than other casters who can focus on dealing considerable damage through multiple schools of magic?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">It’s just a feature of the class. Paladins have a lot of the same issues. We have discussed giving Shadow priests a Frost spell to use solely in emergency situations like this, but its niche would be only for school lock-out periods. We don’t want Shadow priests to be doing multiple types of damage overall. Now making it easier for Shadow priests to drop Shadowform and switch to healing or even Holy damage is something that we’ve mentioned lately on the boards. We could reduce the mana cost or the like.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Shadow Word: Death was once a spell that priests used frequently in PvE, but has basically dropped off their bar. Are there any plans to improve this?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">We think Shadow priests have enough spells to manage as part of their rotation, so we don’t want to necessarily go back to them using it on cooldown. One thing we considered was having the backlash not fire if used on a target within Execute range. Another fix we’d like to make would prevent the backlash from being affected by boosts that improve your damage, as is typical during boss encounters &#8212; your damage would be inflated without the risk of you one-shotting yourself.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Have you considered providing a talent to increase the duration of Shadowfiend as a mana regeneration mechanic for longer boss fights?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">Priests don’t seem to have much of a mana problem on long boss fights, and our boss fights are not really all that long. You are supposed to run out of mana at some point. We’d be more likely to reduce the cooldown than increase the duration if it got to be a problem, since the duration would buff Shadowfiend damage as well.</span></p>
<p><strong><span style="font-family: mceinline;">Community Team: </span></strong><span style="font-family: mceinline;">I think that last question provides a nice segue to focus on the healing niches priests fill using the Discipline and Holy trees.</span></p>
<p><strong><span style="font-family: mceinline;">Q: While their roles can vary significantly, what makes Discipline and Holy priests effective in a raid environment versus a PvP environment?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">The short answer is that Discipline can prevent damage with their shields and do a lot of healing on single targets. Holy on the other hand can group heal with Prayer of Healing and Circle of Healing. Despite our adding some PvP talents to Holy, Discipline is still really popular with players because of the survival talents and the way heals like Penance aren’t quite instant but are hard to interrupt just the same. One of the main priest roles in PvP is to use Dispel Magic and Discipline has many talents that key into it. When we go to improve Holy, things we want to improve are mana efficiency and burst healing.</span></p>
<p><strong><span style="font-family: mceinline;">Community Team: </span></strong><span style="font-family: mceinline;">Many players assert that Greater Heal becomes less desirable as their gear continues to improve given the cast time and mana cost required, even with talent points in Serendipity.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Do you feel that, given the risks and costs associated with using Greater Heal, it is sufficient in its current form; and are the benefits of Serendipity adequate?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">I think the only cost is the long cast time and the fact that the extra healing it provides isn’t often necessary. The scale is just off &#8212; Flash Heal is big, so Greater Heal is just overkill. Combine this with the fact that there are other spells that are doing a lot of the healing that Greater Heal used to do &#8212; Penance for example. I don’t think many players look at Greater Heal as being too expensive from a mana-per-healing standpoint. They often aren’t in danger of running out of mana. It’s also worth pointing out that max rank Greater Heal has always healed too much. The difference is that priests used to be able to cast down-ranked Greater Heals. We have considered offering say Lesser Heal as a literal 50% mana, 50% healing version of Greater Heal, but at the moment we’re having enough to do getting both Greater Heal and Flash Heal to get used.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Similarly, do you feel that the comparative cast time and mana cost of Flash Heal is appropriate given the amount of healing it provides?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">It’s supposed to be an inefficient spell that gives you speed but at a high cost. The intent is that Greater Heal is the default heal a priest might cast, but then switch to a Flash Heal for those “oh snap” moments. Most fast heals in the game use this same model, with the exception of Flash of Light, which is mana-efficient but heals for a very small amount.</span></p>
<p>The problem is that in the current raid environment, speed is everything while mana isn’t nearly so scary. What I mean is that you are generally at a greater risk of failure through raid members dying than you are for healers going out of mana. The speed of Flash Heal just trumps other issues. Two other things complicate this issue. One is that heals in general are very large compared to health pools. This means that a Greater Heal often just over-heals for more. Second, in a raid in which healers don’t coordinate well it’s easy for other healers to stomp on your big, slow heals. While you are casting, someone heals your target for you. I’m not saying these are bad players &#8212; in my experience it’s just the style of raid. Some players are really talkative and coordinated. “Big heal coming.” “I got Jimmy.” Or else everyone has their targets and won’t heal someone else unless something unpredictable happens. Other raids just heal anyone who is injured and don’t have a lot of assigned targets, except for probably the tanks. Both systems can work. The second one is going to get more use out of faster heals though.</p>
<p><strong><span style="font-family: mceinline;">Q: Have you considered reducing the 10-minute cooldown on Divine Hymn?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">It was balanced like Tranquility. We basically want these to be once-an-encounter spells. We have considered a mechanic that allows you to use the spell again in the case of a wipe, sort of the same way Bloodlust / Heroism works.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Since Pain Suppression can easily be considered the life-saving mechanic of the Discipline tree, are there any possible improvements that could be made to this spell?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">Pain Suppression is more or less targeted Shield Wall. It’s really good.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Lightwell isn’t a very desirable talent for most Holy priests given its current functionality; do you have any plans to improve its functionality?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">We’ve tried a lot of different implementations so far. The basic root of the problem is that most dps classes seem unwilling to have to take the time or spatial awareness to make use of the Lightwell, even if it provides great healing. Players will use Health Stones, but Lightwell crosses the line. We’re not entirely happy with that phenomenon in the game as a whole. We don’t like that dps characters focus on dps at the exclusion of even their own survival and just assume that’s the healer’s job (this is similar to the problem I mentioned a week or two ago where some tanks focus on survival and downplay threat or damage dealt). To be clear, Lightwell heals for a lot. The problem is just getting players to use it. Encounters currently are very fast-paced, in terms of both dps and healing required so you have trouble finding room to use it. If we do more encounters where healing is more about deciding who to heal (Firemaw or Shazzrah come to mind), then Lightwell would be amazing.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Are there plans to ensure absorption mechanics are properly displayed and stored in the combat log in the near future?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">Technically, we can’t attribute absorption to the caster correctly. We know who cast the spell, but we can’t display easily which of the absorptions counts when there are multiple absorptions on a target. The change we made for 3.2 was to show how much damage was left on each absorption effect before and after the damage was done. This should allow third-party addons to figure out which absorb effect goes with which caster and properly credit them for it. The answer, I suspect they will find, is that shields actually prevent a lot of damage. We have seen priests prevent as much damage as they healed.</span></p>
<p><strong><span style="font-family: mceinline;">Q: In the spirit of similar changes made to other class mechanics recently, how about combining Dispel Magic and Dispel Disease into one spell serving both functions?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">We think that pushes dispels too far into easy mode. As I said above though, the dispel mechanic in PvP needs work. I suspect the original idea was that you’d want to dispel magic, curses, diseases and poison, but in reality dispelling magic is what you care about most of the time. Poison you might care about were it not so easy to reapply. But again, a somewhat persuasive argument (which doesn’t mean we’re automatically going to do it) is that a superior PvP system might be that you can dispel crowd control and the occasional protective spell, and that’s it.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Is it necessary that dispels can miss?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">It really only misses in PvE for the simple reason that bosses are usually 3 levels higher than you. This is annoying and we don’t really want healers to have to worry about being hit-capped. We don’t have an easy change in hand for this problem though &#8212; it requires a code fix.</span></p>
<p><strong><span style="font-family: mceinline;">Q: Would you consider increasing or removing altogether the charges of Inner Fire?</span></strong></p>
<p><strong><span style="font-family: mceinline;">Ghostcrawler: </span></strong><span style="font-family: mceinline;">At that point it just becomes a passive buff and we might as well just say that priests have the armor of a leather-wearer while wearing cloth. It works a little better for mages and warlocks who are at least making a decision about which armor spell to cast. If we go ahead and add alternatives to Inner Fire (&#8221;Outer Fire&#8221;! &#8220;Inner Shadow!&#8221;) then we might take off the charges. Certainly the spell requires a lot less micromanagement now than it used to.</span></p>
<p></span></div>
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		<title>Summertime</title>
		<link>http://adarkenedsoul.com/?p=1014</link>
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		<pubDate>Sat, 01 Aug 2009 17:57:05 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[3.2]]></category>
		<category><![CDATA[break]]></category>
		<category><![CDATA[summer]]></category>
		<category><![CDATA[wow]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=1014</guid>
		<description><![CDATA[As many of you have probably noticed by now, I am taking a short summer break from WoW. I still log on occasional to say hi and check the AH and such, but after raiding so hardcore for months trying to get hard modes down before 3.2 came out, I got a little burned out.
As [...]]]></description>
			<content:encoded><![CDATA[<p>As many of you have probably noticed by now, I am taking a short summer break from WoW. I still log on occasional to say hi and check the AH and such, but after raiding so hardcore for months trying to get hard modes down before 3.2 came out, I got a little burned out.</p>
<p>As to be expected when you have kids and other responsibilities outside of the game, I need to take a little time off to finish some things I have procrastinated on and spend some quality time with the fam. I still check the site daily and answer and questions asked of me so feel feel to email, comment, or Twitter me if you have any topics that you have questions or just want to discuss.</p>
<p>Just because I&#8217;m taking a break doesn&#8217;t mean I am not keeping up with everything or that I am not interested in WoW anymore.</p>
<p>Thanks for being understanding and I am sure I will be back posting in not too long.</p>
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		<title>Finally Some Love (for pvp?)</title>
		<link>http://adarkenedsoul.com/?p=996</link>
		<comments>http://adarkenedsoul.com/?p=996#comments</comments>
		<pubDate>Wed, 08 Jul 2009 22:45:40 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Talents and Spells]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[3.2 changes]]></category>
		<category><![CDATA[devouring plague]]></category>
		<category><![CDATA[dispersion]]></category>
		<category><![CDATA[mind blast]]></category>
		<category><![CDATA[patch notes]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[vampiric touch]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=996</guid>
		<description><![CDATA[
Yesterday Blizzard announced some interesting new patch notes for 3.2 that just might have Shadow Priests that PvP jumping with joy.

Vampiric Touch had its damage on dispell doubled. (From 680 to 1360 at Max Rank)
Devouring Plague can now affect only one target at a time.
Dispersion now has a 2 min cooldown. (Down from 3 min)
Improved [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://adarkenedsoul.com"><img class="aligncenter" src="http://www.diaboliclogic.com/files/callofthecrusadeannouncementat580.jpg" alt="" width="580" height="362" /></a></p>
<p>Yesterday Blizzard announced some interesting new patch notes for 3.2 that just might have Shadow Priests that PvP jumping with joy.</p>
<ul>
<li><a href="http://db.mmo-champion.com/s/48160/" target="_blank"><span style="color: #ff99cc;">Vampiric Touch</span></a><span style="color: #ff99cc;"> </span>had its damage on dispell doubled. (From 680 to 1360 at Max Rank)</li>
<li><a href="http://db.mmo-champion.com/s/48300/" target="_blank"><span style="font-family: mceinline;"><span style="color: #ff99cc;">Devouring Plague</span></span></a><span style="color: #ff99cc;"> </span>can now affect only one target at a time.</li>
<li><a href="http://db.mmo-champion.com/s/47585/" target="_blank"><span style="color: #ff99cc;">Dispersion</span></a> now has a 2 min cooldown. (Down from 3 min)</li>
<li><a href="http://db.mmo-champion.com/s/15316/" target="_blank"><span style="color: #ff99cc;">Improved Mind Blast</span></a> has an additional effect &#8211; while in Shadowform your Mind Blast also has a 20/40/60/80/100% chance to reduce all healing done to the target by 20% for 10 sec.<span id="more-996"></span></li>
</ul>
<p>Some of these changes could be seen as slight buffs to PvE, however its hard to see how most will be very useful for most raiding content. I can&#8217;t confirm this as of yet but from what I have heard the change to Devouring Plague will actually end up being the biggest buff. Having the DoT effect only only one target at a time as opposed to the current 24 second cooldown most likely means that the cooldown will reset as soon as the target with Devouring Plague has died. How useful will the change be? I have no idea as of yet. But it does seem a little better than being locked out of the spell for a full 24 seconds when a mob dies after 10.</p>
<p>As for PvP I am absolutely estatic with the changes. Some of the weakest points in Shadow Priest PvP are addressed by these buffs.</p>
<p>The idea of damage done by dispelling Devouring Plague was a great addition a few patches back but the damage was so low that it hasn&#8217;t really been much of a consequence. This damage buff should put a little hurt on those that find it funny to flick our DoTs of like an annoying mesquito.</p>
<p>The benefit of a shorter cooldown on Dispersion is pretty obvious, as is the &#8220;lets give everyone Mortal Strike&#8221; buff to Imp Mind Blast.</p>
<p>The combination of these changes add to mobility, defenses, and the ability to finish off enemies. This is not the burst damage buff that Shadow Priests have been begging for but these changes are going to help us out in PvP and especially in arenas.</p>
<p>Hopefully we will see some kind of buff to PvE before 3.2 is released. I don&#8217;t know how much longer I can take watching my undergeared DK do as much damage as my Priest. Its kind of starting to grind on my almost infinite patience to make excuses for Shadow&#8217;s lack of dps.</p>
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		<title>Priest Tier 9 and Season 7 Stats and Pics</title>
		<link>http://adarkenedsoul.com/?p=978</link>
		<comments>http://adarkenedsoul.com/?p=978#comments</comments>
		<pubDate>Fri, 03 Jul 2009 08:36:28 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Gear]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[3.2]]></category>
		<category><![CDATA[arena]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[season 7]]></category>
		<category><![CDATA[Shadow]]></category>
		<category><![CDATA[tier 9]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=978</guid>
		<description><![CDATA[MMO-Champion has released the images of the new Tier 9 gear that will be dropping from the Argent Coliseum raid instances. The gear has a very Tier 3 look to it as do many of the other classes Tier 9 sets. I think this will give the old schoolers like myself a very nostalgic feeling [...]]]></description>
			<content:encoded><![CDATA[<div class="wp-caption aligncenter" style="width: 778px"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9-priest.jpg"><img class=" " src="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9-priest.jpg" alt="Courtesy of MMO-Champion" width="768" height="302" /></a><p class="wp-caption-text">Courtesy of MMO-Champion</p></div>
<p>MMO-Champion has released the images of the new Tier 9 gear that will be dropping from the Argent Coliseum raid instances. The gear has a very Tier 3 look to it as do many of the other classes Tier 9 sets. I think this will give the old schoolers like myself a very nostalgic feeling and might even bring back some of that good old faction pride. (Edit: This is the Alliance set. I will post as soon as the Horde set pics become available.)</p>
<p>The items will now be attainable through a &#8220;General Token&#8221;. Meaning that the tier tokens will be tradable for any piece of the Tier 9 set instead of listing a specific piece. Blizzard states that this will help will guilds and players that are having trouble with recieving the same tokens over and over and not getting the piece they need.<span id="more-978"></span></p>
<p>Below is the stats for the Tier 9 items.</p>
<p>iLVL 258</p>
<div class="wp-caption aligncenter" style="width: 818px"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9_priest_shadow_258.jpg"><img class=" " src="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9_priest_shadow_258.jpg" alt="MMO-Champion" width="808" height="596" /></a><p class="wp-caption-text">MMO-Champion</p></div>
<p>iLVL 245</p>
<div class="wp-caption aligncenter" style="width: 846px"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9_priest_shadow_245.jpg"><img class=" " src="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9_priest_shadow_245.jpg" alt="MMO-Champion" width="836" height="601" /></a><p class="wp-caption-text">MMO-Champion</p></div>
<p>iLVL 232</p>
<div class="wp-caption aligncenter" style="width: 820px"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9_priest_shadow_232.jpg"><img class=" " src="http://static.mmo-champion.com/mmoc/images/news/2009/june/t9_priest_shadow_232.jpg" alt="MMO-Champion" width="810" height="588" /></a><p class="wp-caption-text">MMO-Champion</p></div>
<p>Here are the Pics and stats for the Season 7 Arena set.</p>
<div class="wp-caption aligncenter" style="width: 606px"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/season7_priest.jpg"><img class="  " src="http://static.mmo-champion.com/mmoc/images/news/2009/june/season7_priest.jpg" alt="MMO-Champion" width="596" height="378" /></a><p class="wp-caption-text">MMO-Champion</p></div>
<div class="wp-caption aligncenter" style="width: 586px"><a href="http://static.mmo-champion.com/mmoc/images/news/2009/june/s7_priest_dps.jpg"><img class="  " src="http://static.mmo-champion.com/mmoc/images/news/2009/june/s7_priest_dps.jpg" alt="MMO-Champion" width="576" height="317" /></a><p class="wp-caption-text">MMO-Champion</p></div>
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		<title>Blue Post O’ the Day: Blues Unoffically Answer Priest Q&amp;A Questions</title>
		<link>http://adarkenedsoul.com/?p=971</link>
		<comments>http://adarkenedsoul.com/?p=971#comments</comments>
		<pubDate>Fri, 03 Jul 2009 05:13:55 +0000</pubDate>
		<dc:creator>chuckenorris</dc:creator>
				<category><![CDATA[Blue Post O' the Day]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[WotLK]]></category>
		<category><![CDATA[blizzcon]]></category>
		<category><![CDATA[buffs]]></category>
		<category><![CDATA[nerfs]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[q+a]]></category>
		<category><![CDATA[Shadow]]></category>

		<guid isPermaLink="false">http://adarkenedsoul.com/?p=971</guid>
		<description><![CDATA[I wasn&#8217;t super happy with the answers given on most of these questions but take a look for yourself. Remember these aren&#8217;t the official answers. They won&#8217;t be answered until Blizzcon.
 Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Shadow Priest Q&#38;A (Source)
Question 1: What does blizzard see as shadow priest roll in pvp or [...]]]></description>
			<content:encoded><![CDATA[<p>I wasn&#8217;t super happy with the answers given on most of these questions but take a look for yourself. Remember these aren&#8217;t the official answers. They won&#8217;t be answered until Blizzcon.<span id="more-971"></span></p>
<p><img src="http://static.mmo-champion.com/mmoc/images/icons/ipriests.gif" border="0" alt="" /> <strong>Priest</strong> (<strong><a href="http://www.mmo-champion.com/index.php?page=640" target="_blank">3.1 Skills List</a> / <a href="http://talent.mmo-champion.com/?priest" target="_blank">3.1 Talent + Glyph Calc.</a></strong>)<br />
<strong>Shadow Priest Q&amp;A</strong> (<a href="http://blue.mmo-champion.com/28/18031081898-shadow-priest-q--a.html" target="_blank"><strong>Source</strong></a>)<br />
<em>Question 1: What does blizzard see as shadow priest roll in pvp or pve situations?</em><br />
<em>PVE: I dont pve much but from my understanding there are aoe monsters is this the niche you intended them to fill in pve? I once saw a blue saying that they didn&#8217;t want anyone filling that niche!</em><br />
<span style="color: #00ffff;">You&#8217;re a dps class that focuses on dots and &#8220;stealing energy&#8221; from opponents. I&#8217;ll write a prettier version for the official Q&amp;A. Shadow priests can do single target damage and now in LK can do AE damage as well. </span></p>
<p><em>PVP: As you all may know Priest are the only class with TWO healing trees. Did you want our dps tree to also have a strong healing component through Vampric Embrace? I often hear shadow priest refered to as the Pre-BC caster tank, are there any intentions of turning shadows priest back into this role anytime soon? </em><br />
<span style="color: #00ffff;">Yes on the VE part. &#8220;Caster tank&#8221; as a role is a little risky. It basically means that melee have to close the gap to finally do damage to you, yet once they do&#8230; they still have trouble hurting you. I know that makes you want to say &#8220;But melee are crushing us right now!&#8221; That might be a problem, but doesn&#8217;t mean the right answer is to have non-fragile casters. You are probably tougher than mages, and still have decent escape mechanisms with Dispersion and fears. </span></p>
<p><em>Question 2: Was mind flay always intended to be our &#8220;filler,&#8221; damage spell instead of a nuke or was it ment to be a mainly pvp spell? If it wasn&#8217;t are you intending to give us a nuke? I ask because to my understanding shadow priest scale very poorly with haste which brings me to my next question. </em><br />
<span style="color: #00ffff;">We don&#8217;t really design every caster around nukes. That&#8217;s kind of a mage deal where they emphasize one main spell. We want the other casters to feel differently, to have rotations. Mind Flay is part of that. </span></p>
<p><em>Question 3: Does blizzard intend to make haste effect dots? As you all may know this would help with some scaling issues and I don&#8217;t see why they couldn&#8217;t do this, they already did it with crits! </em><br />
<span style="color: #00ffff;">It&#8217;s something we&#8217;re talking about. Haste is a problematic stat for a number of reasons. It isn&#8217;t always good for example if you don&#8217;t have enough room in your rotation to fit another spell. It isn&#8217;t good if you&#8217;re GCD capped. Now, it&#8217;s okay &#8212; in fact preferable &#8212; that stats aren&#8217;t equal for everyone. We like that not all casters would look at say a ring with haste, crit and spirit the same way. </span></p>
<p><em>Question 4: Does blizzard think that dispel protection is a problem for dot heavy casters? If you do what are you planning to do to fix this? If you don&#8217;t why not? I understand that vampiric touch has a penalty for being removed but I just don&#8217;t feel like it is strong enough or even compares to it&#8217;s much stronger version unstable affliction. </em><br />
<span style="font-family: mceinline;"><span style="color: #00ffff;">We think the whole dispel protection game needs to be overhauled. Buffs should be valued for their buffs, not for whether or not they can protect other buffs. We need to change this whole system to something more sane. Whether or not you have a dispel, and whether or not your target is vulnerable to it has just become way too important. You are right that the VT penalty is so low as to be silly, and that&#8217;s something we would like to boost for 3.2. </span></span></p>
<p><em>Question 5: Alot of players feel as though replenishment should belong solely to shadow priest, we understand that you would like to &#8220;bring the player not the class,&#8221; but honestly could you say that having a unique class/spec ability is such a bad thing? </em><br />
<span style="color: #00ccff;">Yes, it&#8217;s a bad thing. It&#8217;s good if you&#8217;re a shadow priest wanting a raid slot. It&#8217;s bad if you&#8217;re the druid or warrior who can&#8217;t come because the raid leader feels like they must bring the shadow priest in order to raid. We want the challenge to be the encounters, not the logistics of building the group. </span></p>
<p><em>Question 6: It takes shadow priest significantly longer to set up our damage than other classes. Would it be in your intentions to add an initial damage component to vampiric touch and make it instant cast to help alleviate some of the wait-time for damage? </em><br />
<span style="color: #00ccff;">I think there is something to the set-up-your-damage issue, but at the same time, dots also have a lot of benefits over direct damage spells. We would not want any spell that Shadow priests felt like they could just cast instead of doing their rotation, and if the instant-damage spell was weaker than the rotation, it would likely see only situational use (though maybe that&#8217;s a fine niche). </span></p>
<p><em>Questions 7:Are you planning on implementing a snare/root for shadow priest? Shadow Priest is currently the only caster that has no snare/root abilities. These types of abilities are essential when we are not able to tank damage and wear cloth. </em><br />
<span style="color: #00ccff;">We don&#8217;t want to give every mechanic to every class if we can help it. Just above you asked if it was a bad thing to have some unique mechanics. Saying no isn&#8217;t the same as saying everyone can have some mechanics. We intend for the Shadow CC to be things like Psychic Horror and Silence, and to a much lesser extent, Mind Control. </span></p>
<p><em>Question 8: Shadow priest are always triggering our global cooldown but have no way to make it shorter. Are you planning to implement maybe a talent to reduce our global cooldown? </em><br />
<span style="color: #00ccff;">We wouldn&#8217;t do it through a talent, but we might let haste do it. Remember, the global is there for a reason. Having too many abilities short-circuit it will ultimately have consequences. </span></p>
<p><em>Question 9: : As you may know shadow priest have a fair amount of mobility issues, are you planning on adding a short immunity to snares after fade is used? ( Improved Fade ofcourse.) </em><br />
<span style="color: #00ccff;">No. We would be more likely to nerf snares. We don&#8217;t want to have an arms race of snares, then snare immunity, then the snare that can&#8217;t be made immune, and so on. </span></p>
<p><em>Question 10: Are you planning to add Body and Soul to the shadow tree? </em><br />
<span style="color: #00ccff;">No. </span></p>
<p><em>Question 11: The fear/blind DR has severely destroyed a lot of synergy shadowpriest and rogues shared, are you planning to revert this change next season? </em><br />
<span style="color: #00ccff;">No. The game needs more DR on crowd control, not less. Using your crowd control at the right time is awesome. Chaining different forms of CC together to keep an enemy from ever being able to move is a lot less fun. </span></p>
<p><em>Question 12: Dispersion a lot of people feel the abilities strength does not merit it as a 51 point talent, are there any plans to move this to a lower tier in the shadow tree? Will there be any plans to remove the silence effect it applies in the future? </em><br />
<span style="color: #00ccff;">We don&#8217;t want to remove the silence for the reason we&#8217;ve never wanted to remove it &#8212; we want Dispersion as an escape mechanism, not an offensive cooldown. We might lower Dispersion&#8217;s cooldown though. We want it to do it&#8217;s job, not get marginalized in the tree. </span></p>
<p><em>Question 13: Was the disarm on Psychic horror intended to occur after the &#8220;horror,&#8221; or during? Is there any intention of removing the travel time on Psychic Horror, If not will you add an animation? </em><br />
<span style="color: #00ccff;">What do you mean by animation? To the projectile or the target? The disarm was intended to occur during the horror.</span></p>
<p><em>Question 14: Psychic Scream is a very powerful spell for getting attackers off of you, but there are various ways to counter it. Would it be reasonable to add a penalty for removing this spell early, maybe a 2 second stun or a snare. </em><br />
<span style="color: #00ccff;">We do the dot / hot penalties because its a weakness of dots. We&#8217;re not crazy about going down the road of making all CC have a kiss / curse element with its removal. </span></p>
<p><em>Question 15: Most damage over time spells just tick with no special effect with an exception to a few. In order to help us damage better could we get more &#8220;effects&#8221; on our damage over time spells such as ticking hard initially and damage slowly wearing off. </em><br />
<span style="color: #00ccff;">This might be something we&#8217;d consider. I understand the concern. </span></p>
<p>Question 16: From my understanding there is a cooldown on Devouring Plague to keep us from putting it on multiple targets. Couldn&#8217;t you just make Devouring Plague only usable on 1 target at a time and remove the cooldown?<br />
<span style="color: #00ccff;">Yes. I&#8217;m not sure many players would consider that a buff though. </span></p>
<p><em>Question 17: Mind Control although this is a fun spell it isn&#8217;t very useful in pvp situations because it leaves your character immobile for however long and randomly breaks. Could mind control make the controlled target your pet but movable by using the same mechanic used to place a death and decay? </em><br />
<span style="color: #00ccff;">We might do something like that for pets in general. Mind Control however is a really powerful ability. Not only does it prevent the target from doing anything, it also lets you use their abilities against their allies. It&#8217;s going to be hard for us to remove too many downsides from the effect. </span></p>
<p><em>Question 18: Are you planning on giving spriest a new 51 point talent?</em><br />
<span style="color: #00ccff;">No. We want the 51-pointers to be very attractive, but not necessarily the most powerful talent in the tree. A great number, if not a majority, of Shadow priests have Dispersion so it&#8217;s hard to argue it isn&#8217;t attractive. I understand some players want the 51 to be a big damage spell for damage-dealing specs, but that just isn&#8217;t always what we think the tree needs. I&#8217;m not saying we are going to take the talent trees to 61 or 71 points soon, but if we did, just think of the expectation. Does the 71 pointer need to blow all of the previous talents out of the water? Do deeper talents need to become more powerful at the same time the character gets more of them? That leads to a lot of power inflation. We think talents probably account for too much of a character&#8217;s power already.</span></p>
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