When I first decided that I was going to master questing, I made it my mission to find all the things that made the largest impact on my overall leveling time. After years of questing, recording, and team collaboration, we have created a hierarchy of leveling tactics.
There are two strategies at the top of this hierarchy that will always act as your top time-saving contributors. And, I’m going to share the first one with you right now.
Soloing kill quests are absolutely, bar none, the fastest way to level. With that in mind, it’s time to incorporate the first KEY leveling strategy: Mass Pulling.
First off, let me start by saying that the reason mass pulling is so effective at saving you time is because you save minutes each time you implement it. If you save 3 minutes by mass pulling at every single camp where you have a kill quest, that will total up to hours of time saved. In some of our studies, mass pulling alone accounted for DAYS of leveling time saved.
Now, we’ve all been there. You finally found a good zone to quest in, you have the winning spec, but something is still missing.
As you aggro 1 mob at a time, over and over, you become a master of a single target rotation, but do you know how to react when you pull 2 mobs? What about when you aggro 10?
Every single class has the ability to mass pull mobs. Yes, even at low level. And yes, even rogues and priests! Any class can use mass pulling tactics to kill 6-10 mobs at a time and level like a beast.
But there is a big difference between accidentally pulling a group of mobs, and actively taking an offensive approach at them.
By implementing just these 3 key strategies, you can become a wiz at mass pulling, and will find yourself shaving hours off of your leveling time.
Observe your surroundings, and make it a habit to know exactly how to turn the mobs’ basecamp into your personal playground.
Mass Mob Rotation:
Learn the best way for your class to pull, and quickly output damage on groups of 5 or larger.
The Follow Through:
Once you have a mass-pulling rotation, you have to find a balance between damage input and output. You’ll know when you hit the “sweet spot” on a group of mobs, and let me tell you, it’s a wonderful feeling.
The X-Elerated Warcraft Guides Package goes in depth with all of these concepts, and will have you mass mob farming with any and all classes like a seasoned veteran.
Click the link for more information:
X-Elerated Warcraft Guides
Are you ready for the Mists of Pandaria?
In this newsletter we cover some of the changes you’ll run into with the latest expansion for World of Warcraft. One of the most notable changes is the complete overhaul of the character talent system.
- All classes have been updated with a new talent trees, improved abilities, and spells (accessible throughout levels 1-90).
- Many old talents have been converted to specialization abilities. (For example, Druids now have access to a fourth class specialization: Guardian [Bear tanks and Cat DPS are completely separate talent builds].)
- New spells are now learned automatically. Class trainers are only needed to change talents, glyphs, class specialization, or to utilize the dual specialization feature.
Blizzard played up the Cataclysm expansion as a groundbreaking release that would change everything, but the truth is that the character build changes were nothing compared to what is happening the new Mists of Pandaria expansion.
The gigantic talent trees and new skills we’ve become used to receiving every two levels or so have been replaced with six separate choices spread across the course of 90 levels.
In an effort to simplify things, Blizzard has decided to remove the choices that everyone “should make”. After all, what seasoned shadow priest doesn’t take Vampiric Touch? What balance druid doesn’t spend that crucial talent point to take Moonkin Form? Does any of this sound Familiar? Blizzard did say this back in in Cataclysm, but this time, the designers meant it.
Ultimately, if the goal was to make things easier on the players and to make this a choice in which they don’t need to extensively research a character talent build, Blizzard seemed to have missed the mark with Cataclysm.
According to Greg “Ghostcrawler” Street (lead systems designer) the basic points driving the new philosophy for the Mists of Pandaria talent system are that Blizzard wants to move away from cookie-cutter trees. “Blizzard wants its players to be able to access new abilities and combinations that they never had before, like a shadow priest being able to cast the (now discipline priest spell) Power Infusion.”
This means the designers want to create a system where there is no wrong choice, and a system where every talent is just as valid as the next. These new talent trees they introduced are absolutely counter to the intent of simplification.
Granted, not every player is going to be top-tier raider, but even casual players aren’t idiots. Each and every player is going to take a look at the new-for-Mists of Pandaria talents and instinctively know that what is a right choice and what is a wrong choice. That being said though, No one wants to be that guy/gal with the messed-up tree – like it or not, we’re all judged by other players based on those choices we make. No matter how long you’ve been playing, I guarantee you’ve heard someone belittle someone else over some in-game choice that they’ve made.
In short, Blizzard didn’t get rid of cookie-cutter talent trees. They simply created the need for far more cookie-cutter builds: One per raid encounter, another for heroics. And yet another for soloing. Maybe one more for PVP.
BUT Is this a bad thing?
Getting rid of easy choices is a great idea. But if the designers want you to believe that any talent or benefit that doesn’t have a number can’t be theory-crafted, they’re wrong. It happens now. And it’s going to happen when MoP launches. Without the right build, you may find yourself spinning your wheels in an attempt to hone your perfect build and if you’re a top raider, you’ll still going to be doing more research, instead of less.
Zygor’s guides include all the strategies you need to go into every boss battle with confidence, knowing what to expect and how to always be one step ahead in each encounter. It will even include specific tips and tactics for specific roles, including tanks, dps, and healers.
“Casuals,” “Casual Raiders,” or just “Newbies,” will have cookie cutters to fall back on. Bottom line is the player can spend as much time researching fights, as they want to fine tune their build, even if that preferred amount of time is zero. Remember, theory-crafting isn’t an exact science. It’s an educated guess. The right guide can help take most of the guesswork out making these choices.
Ultimately, though Blizzard didn’t accomplish their goal of removing cookie-cutter builds and really complicated things for the hard-core player by forcing us to rethink our build structure. What Blizzard did do is create a whole new, better system with appeal to a broader audience; one more reflective of the current user base. Sure, hard choices have to be made, especially choices centering around utility. If World of Warcraft is to have any talent system at all, it should be closer to the one we’re getting than the one we have had in the past.
If you are running the World of Warcraft 64bit client, be sure to remove the files from your WoW folder before launching the game today. When the launcher attempts to apply the 4.3.4 patch, it will corrupt the game just as it did when they pushed the 4.3.3 patch.
If you forget to remove these files, the patch will apply and then the launcher will tell you there was an internal error and instructs you to contact technical support. If this happens, remove the files and re-run the launcher – it will perform a game repair and then re-apply the patch.
I will update this blog post once Blizzard has posted a new 64 bit client.
UPDATE: The 4.3.4 64 bit client is now available from the following Blizzard Post:┬áhttp://us.battle.net/wow/en/forum/topic/3988300405
After waiting all day for the official patch notes to come out, I kid you not – here they are:
- Fixed several client-side bugs.
- Modified code and content support for the Scroll of Resurrection system.
Blizzard pushed the 4.3.3 patch for World of Warcraft today. Knowing the patch was being released, I decided to go ahead and let the launcher apply the patch before the maintenance was complete (need to be ready to go when the servers are back up, of course). However, when the progress bar hit the near 100% mark, I got a message on my screen stating that the patcher had hit an internal error and instructed me to contact Blizzard technical support. Unsure exactly what caused this, I moved all of the 64-bit client files out of the WoW directory and re-ran the launcher. At this point, I got a message stating that data corruption was detected and the launcher was repairing the game. Once the repair was complete, it started the 4.3.3 patch over again – this time it completed successfully.
In short – if you are running the 64-bit game client, I would suggest you remove the 64 bit files before you run the launcher to get the 4.3.3 patch. The following files should be removed from your WoW install directory:
Once these are removed, the patch should complete without error. This problem was confirmed by Blizzard Support in the following blue post:┬áhttp://us.battle.net/wow/en/forum/topic/4079625547
The official post does not mention the Scan-64.dll file, but since it was installed as part of the 64-bit client, I removed it as well. The official 64-bit client post from Blizzard currently lists the 4.3.3 patch for x64 as “coming soon”. Hopefully it doesn’t take too awful long – Wow-64 runs much smoother on my machine (running Windows 7, 64 bit) than the 32 bit version.
Update: The 4.3.3 64-bit client is available for download. The Blizzard official post about it is here:┬áhttp://us.battle.net/wow/en/forum/topic/3988300405
- 1 tank
- 2 healers
This strategy for Madness of Deathwing assumes that you have an exceptional tank who is good at managing cooldowns, and 2 very strong healers.
Platform kill order is 3 1 2 4 or green, red, yellow, blue.
On each platform, start by dpsing the arm or wing tentacle.┬á Shortly before the Mutated Corruption spawns, send the melee to the back of the platform. Because this strat uses only one tank, on each platform it is imperative to kill the Mutated Corruption as quickly as possible using all individual dps cooldowns for these each time.┬á Having your melee move to the back early so they are dpsing the Mutated Corruption the moment it spawns is a good idea too.┬á Your tank should be able to survive (with cooldowns) one of the Mutated Corruption’s Impale per platform, and the dps should kill the Corruption before a second Impale.┬á Depending on your tanks available cooldowns, he may need a healer cooldown around the 3rd or 4th platform to survive the Impale.
If your dps is on par, shortly after the Mutated Corruption dies the Elementium bolt will spawn.┬á On the first three platforms, your dps should kill this as it slowly makes its way to its landing spot (marked by a small yellow circle on the platform).┬á It should die well before it lands.┬á On the blue platform, the bolt will land very quickly and explode on impact, doing lots of damage to everyone in the raid and pulsing for even more fire damage until it is killed.┬á As this bolt is spawning and arriving, have your raid move to a collapse spot as far away from the where the bolt will land as possible, somewhere up by the wing tentacle is a good place.┬á Use a healer cooldown here to protect your raid, and again, if your dps is good, they will kill the bolt quickly before the raid is in any real danger.
After the bolt lands on each platform, you’ll be dpsing the arm or wing tentacle.┬á During this time, Deathwing will spawn Blistering Tentacles on his arm or wing.┬á On the first two platforms, green and red, these can be aoe’d.┬á On the last two platforms, yellow and blue, they will need to be single targeted down.┬á Some guilds assign sides or one Blistering Tentacle to each individual dps, others work together from left to right.┬á Do what works best for you.┬á These are critical and a top dps priority, as the longer they stay up, the more stacks of Blistering Heat your raid will have and the more likely your healers are to be overcome.
Also while you’re working on killing the arm or wing tentacle on each platform, Deathwing will spawn several Regenerative Bloods.┬á Your tank should pick these up and bring them to the arm or wing tentacle so that your ranged and melee can all aoe these down quickly, before they regenerate back to full health.┬á (These are a lower priority than the Blistering Tentacles, if both spawn at the same time, always kill the Blistering Tentacles first.)
After the wing tentacle dies on the blue platform, the “last stand” of the fight continues back on the green platform.┬á When you first arrive, you will have a short window of time to dps Deathwing himself.
Shortly after, three Elementium Fragments spawn which need to be killed quickly as they are putting the shrapnel debuff on your raid.┬á Remember if you are hit with Shrapnel to use your Dream button when 3 or 4 seconds remain on the debuff in order to reduce the damage taken.
Deathwing also spawns 2 Elementium Terrors both of which need to be picked up by your tank.┬á These will both be putting a stacking debuff called Tetanus on your tank, and need to be focused down quickly to avoid losing your tank.
Once the Terrors are dead, Bloodlust/Heroism/Time Warp and kill Deathwing.┬á If more Elementium Fragments spawn, ignore them.┬á If more Terrors spawn, your tank will pick them up and hold them while the raid continues to kill Deathwing.┬á Deathwing should die before Tetanus becomes a problem for the tank, and before the fire damage from Deathwing’s Corrupted Blood kills your raid.
Collect loot, take a screen shot, post it on your guild’s front page.┬á You beat the game!
The Unknown Worlds team have release a new patch they’ve been referring to as “Gorilla”.
The team have been teasing players about this mystery patch via Twitter, their forums and their Facebook page for quite a while now.
Here’s the changelog:
- You can now evolve to Onos when your team has three hives.
- The Onos can toss marines with his Gore attack, smash structures and Stomp on the ground, sending a shockwave that disables marine structures for 5 seconds. Upgrades are no longer available, sentries stop firing, Infantry Portals stop spawning, etc.
- Added Prototype Lab and the ability to research and buy Jetpacks
- Added new map: ns2_mineshaft
- Added camera animation and display during count down phase.
- Name tags now appear over the head of nearby teammates.
- Added lines for rally points.
- Mines detonate when hit by Stomp.
- Added an option to enable mouse acceleration (off by default)
- Infestation is now displayed on minimap (dying infestation is indicated red)
- Added some missing Marine structure icons.
- Reduced Rifle butt range from 1.5 meters to 1 meter (now same as Skulk bite)
- Shotgun damage changed to Light (armor is twice as effective against it). Made it lighter to carry and increased the damage to compensate (# of shots vs. base Skulks, Lerks and Fades should unchanged, 1 extra pellet vs. Gorges). So Shotguns should become less effective against heavily armored targets. (thanks Schimmel!)
- Bile bomb range and splash increased a lot, damage decreased somewhat and energy cost decreased a little (trying to make Gorge less vulnerable on front lines and also more able to do at least some damage to entrenched Marines). He is NASTY now, watch out.
- Increased Hydra health from 500 to 600 and armor from 0 to 75.
- Increased Lerk Spike cost from 1.5 to 2.5. Changed distribution of Command Station health and armor so it’s more resistent vs. Light damage (ie, Lerk Spikes).
- Disabled res for kills to simplify the game, remove confusion about what happens when you make a kill, reduce end-game stalemates with 1 tower and to increase the strategic aspects of the game.
- Armory no longer required to drop med packs (unnecessarily restrictive during rushes)
- Lowered bile bomb damage from 300 to 225.
- Increased repair rate for Marines repairing each others’ armor from 18 to 35 (to make it less annoying and to allow Marines to sustain attacks better).
- Reverted Fade carapace armor buff from 50 to 30.
- Removed Lerk "hide" armor.
- Reduced Shotgun research time from 40 to 20 (it was 0 in NS1). Helps Marines get a foothold with early aggression.
- Increased minimum egg spawn time from 8 to 10 seconds to less that early Alien assault (now it’s the same as Marines)
- Lowered infantry portal build time from 10 seconds to 7, and Armory from 15 to 12 (to try to lessen effectiveness of Skulk rush)
- Moved warehouse north.
- Removed north-east Warehouse entrance.
- Opened tram tunnel between Server and Warehouse.
- Reworked connecting corridors into Warehouse.
- Fixed drifter pathing issues between Server and Control.
- Fixed bug where the Gorge Bile Bomb ability used the Spit ability icon.
- Fixed bug where the Gorge Mini Cyst ability used the Hydra ability icon.
- Fixed script error if a Hive was destroyed while the Gorge that built it as Commander was a rag doll.
- Cleaned up some Client console spam when a Fade blinks.
- Fixed script error caused by a spectating player receiving points by getting a kill with a structure placed when they were not a spectator.
- Added placeholder icons for the Shell and Veil.
- Fixed bug where the game would randomly lockup while placing a Cyst.
- Drifter spawn sound effect will no longer play at world origin.
- Fixed a bug that prevented Skulks from leaping at maximum speed.
- Fixed bug where the physics representations for the Armory and Infantry Portal did not match up with the visual model.
- Weapon secondary attacks can no longer occur at the same time as primary attacks while coming out of a sprint in some cases.
- Armory buy menu will not instantly appear once construction is completed.
- Adjusted Skulk wall walking smoothing rates so that that the 3rd person model rotates more quickly to match the 1st person model (especially while jumping)
- Health and Ammo packs can now be dropped directly on top of a Marine player.
- Restored reloading of script files when they change on disk.
- Fixed Whip ‘grenade whack’
- Bombard projectiles will not collide with the Whip and nearby friendly structures anymore and is created at the correct attach point.
- Alien player names for Hydra kills will no longer appear in blue text in the death message.
- Fixed a bug causing Mini Cysts placed by the Gorge to be disconnected when created even in cases where the ghost model indicated the connection was valid.
- Fixed bug causing dropped weapons to disappear too quickly if they were picked up and dropped again after initially being dropped.
- AI units cannot attack friendly players anymore unless FF is enabled.
- Fixed bug causing script error when a Cyst died due to not being connected to a Hive.
- Fixed crash when too many objects are visible.
- PhysX scene now supports mirrored geometry.
- Initial team starting locations chosen with a more random method.
- Mine will detect enemies more accurately.
- Slime effect during sprinting will not show up in thirdperson anymore.
- The ARC will prioritize other structures before Eggs and Cysts.
- Player turn poses (arms moving with feet planted on the ground) reset once the player starts moving.
- Fixed multi-threading crash when using the o_stats console command.
- The "getting ready to spawn" blue spin effect now disappears immediately upon the Infantry Portal being destroyed.
- Fixed bug where the Spore cloud would be created improperly when a Lerk was not moving.
- Fixed bug where connecting to the localhost would cause the game to go into an infinite loop.
- Fixed bug where Marines would spawn above the Infantry Portal platform.
- Added "warp" console command to teleport to a position in space when cheats are on, "warp 0 0 0" for example.
- Improved Skulk wall walking (sticks better to surfaces, thanks matso!)
- Skulks can now leap from mid-air, ala NS1.
- The "locate" Client console command will constantly display the local player’s location on the screen if "true" is given as a parameter.
- Added Mine icon for death messages (Thanks Saba!)
- Reformatted Scoreboard so more player names can fit on the screen at the same time.
- Server name is now displayed at the top of the Scoreboard.
- Improved ScenarioHandler (Thanks Matso!)
- Removed Bile Bomb hit sound when Gorge creates a structure.
- Optimized network fields in Structure, CloakableMixin, ScriptActor and PowerPoint (thanks Matso!)
- Reserve memory for faceSets (prevents excessive allocation)
- Reduced networked bandwidth for Camoflauge by eliminating an unnecessary network field (thanks Matso!)
- Reduced networked bandwidth for Skulks by eliminating wall walking network variables (thanks Matso!)
- Optimized Door auto-opening.
- Reduced number of cells CollisionGrid queries look through.
- Reduced network bandwidth required to send which fields of an Entity changed (uses indexing scheme when only a few fields changed and a bitmask when many changed)
- Reduced network bandwidth usage for entities that have energy.
- Reduced bandwidth for transmitting attachment points for entities by 26 bits.
- Reduced bandwidth for transmitting angles.
- Eliminated lastTimePlayerMoved networked field in Player.
- Mines require less processing time to check for nearby enemies.
- Reduced bandwidth by 20 bytes per second for each Entity sent to the client.
- Changed particle effects to only update if they were visible last frame.
- Slightly more aggressive compiler optimization options.
- Added Vector:Add method.
- Added Shared.SortEntitiesByDistance.
- Removed ProximityGrid.
- Added sphere query to CollisionGrid.
- Added EntityQueryManager (fast queries for entities within range, uses CollisionGrid)
- Exposed EntityQueryManager to Lua, started converting script to use new API.
- Added support to ObjectTagQueryManager for testing whether entity has a specific tag.
- Entities get tagged with their class name (and base class names). Tag is prefixed with ‘class:’.
- Added time network variable type.
- Added "private" network fields which are only sent to the client controlling the Entity.
- Added support for networking floating point values as fixed point (specified as float (<min> to <max> by <step>)
- Added Client.GetServerName() function to return the name of the server the client is connected to.
- Added Server.GetName() function to return the name of the server.
- Added Server.GetFrameRate() function to return the current tick rate of the server.
- Added Mersenne twister Randomizer class to Lua, same API as Lua random functions but better generator.
We hope you enjoy this mega-build with us!
And here’s the trailer you can watch whilst the patch downloads:
- Vengeance is no longer triggered by receiving damage from other players.
- The Tier 13 Balance Druid 4-piece bonus now also increases the damage of Starsurge by 10%, in addition to its current effect.
- Aspect of the Hawk now grants roughly 35% more attack power.
- Deterrence now also reduces damage taken by 30% while active.
- Black Arrow now ticks every 2 seconds for 20 seconds, as opposed to every 3 seconds for 15 seconds. The total damage dealt by the ability is unchanged.
- Lock and Load no longer benefits Arcane Shot, nor is it consumed by Arcane Shot.
- Fireball damage has been reduced by roughly 6%.
- Pyroblast damage has been reduced by roughly 6%.
- Holy Radiance now costs 40% of base mana, up from 35%.
- Mass Dispel should again prefer dispelling targets that have magic effects that can be dispelled.
Dungeons & Raids
- You can now form same-faction raids with Real ID friends, allowing you to enter Raid Finder in groups larger than 5, run older normal or heroic raids, or participate in Battlegrounds. You will not yet be able to run normal or heroic Dragon Soul with cross-realm raids of Real ID friends.
- Several typo fixes and clarified descriptions have been added to the Dungeon Journal entries for Dragon Soul.
- Players can no longer win multiple copies of the same item on a single Raid Finder boss kill. For example, a player who chooses Need on two set piece tokens or two weapons and wins the first, will not be eligible for the second on that particular boss.
Here’s the patch notes for today’s patch:
1.1.1 Patch Notes — 1/31/2012
Classes and Combat
- Fixed a bug that could cause the Global Cooldown to appear as if it has been cancelled when it is actually still in effect, resulting in a feeling of unresponsiveness to input.
- Corrected an issue that could cause an ability icon to appear usable but be unresponsive to clicks or keypresses for several seconds.
- Players revived by other players, including by in-combat revival abilities, now revive with 25% of maximum health.
- Freezing Force: Now correctly lasts 9 seconds (up from 6 seconds).
- Mental Alacrity: Now correctly costs no Force to activate.
- Salvation: No longer heals targets twice on application. It now correctly heals all affected targets once when applied.
- Flechette Round: Now provides 30% armor penetration while active.
- K.O.: This ability now knocks the target down for 1.5 seconds.
- Shoot First: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
- Acid Blade: Now provides 30% armor penetration while active.
- Jarring Strike: This ability now knocks the target down for 1.5 seconds.
- Hidden Strike: The damage output of this ability has been decreased by approximately 20% to control burst damage and because it was enabling significantly faster than intended kills in PvP.
- Sweeping Blasters can now be made free with Thermal Sensor Override.
- Oil Slick now correctly costs no heat to activate.
Flashpoints and Operations
- Bulwark’s Area of Effect cone abilities now properly fire in the direction Bulwark is facing.
- Some of Bulwark’s abilities were incorrectly susceptible to interruption. Bulwark is now immune to interrupts.
The False Emperor
- Fixed a conversation that could cause the cinematic with Arkis Wode to function incorrectly.
- Fixed an issue that could prevent the final fight in this Flashpoint from beginning after the cinematic.
- The final boss can no longer become stuck in an invulnerable state; there was still a small window where this could occur.
The Red Reaper
- Lord Kherus now grants less experience.
- Some of Lord Kherus’s abilities have had their damage values adjusted to be more in line with the level of the Flashpoint.
- Players now enter into melee range with Lord Kherus in order to stop him from throwing crates.
- Players no longer randomly die in this Operation after being in Gharj’s lava.
- Foreman Crusher’s enrage now includes a movement speed increase, allowing him to catch players who attempt to run.
- Fixed an issue that prevented the Materials Disposal Unit’s main control station from becoming useable again after the Operation Group is defeated by the G4-B3 Heavy Fabricator on 16-man Hard Mode.
- Fixed an issue that prevented the G4-B3 Heavy Fabricator from deploying the correct number of Proximity Pulse Mines and Security Stun Drones during combat.
- The damage from G4-B3 Heavy Fabricator’s sticky pulse grenade will scales appropriately for the selected Operation difficulty level.
- Karagga no longer fires his Unstable Energy twice in a row.
- Taking the shuttle after defeating Karagga no longer transports players to the incorrect hangar.
- Walls that were missing in Karagga’s Palace are now in place.
- Fixed an issue that prevented some players in Operations Groups from receiving credit for the missions “[WEEKLY] Deadly Operations,” “[WEEKLY] Galactic Operations,” and “Journey to the Belsavis Depths.” The entire Operations Group now receives credit when the objective is completed.
- Comparative tooltips for researched items no longer have their stats reversed.
Missions and NPCs
- Declaration of War: The mission will now progress as intended when players interact with their ship’s holoterminal.
- Debriefing: The ship Holoterminal conversation related to this mission is no longer repeatable.
- The Eagle’s Nest: The Assassin’s Fortress mission is now correctly a prerequisite for this mission.
- Number One with a Bullet: Corrected an issue that prevented Bounty Hunters from leaving The Founder.
- The Mandalorian Killer: Thendys Noori no longer continues to heal Kellian Jarro after she has surrendered.
- Reallocation: The final mission conversation will now begin as intended when players interact with their ship’s holoterminal.
- The Voice of Darkness: Fixed an issue that could cause Class Story mission progression to enter an incorrect state.
- Death Spiral: Fixed an issue that prevented Jedi Knights who completed the Commander Rayfel encounter from using the shuttle back to Belsavis Orbital Station.
- Kintan Behemoths no longer occasionally walk on top of trees when in combat.
- Fixed an issue that could prevent players from receiving mission rewards for completing Warzones.
- Players are no longer able to climb out of the attacking team spawn area in the hangar before the match starts.
- Additional base turrets now protect the taxi location inside each faction’s base.
- Added two daily mission commendations to the high-level space dailies Operation Ascendant Pride (Imperial) and Operation New Eclipse (Republic).
- Attempting to loot an item in a group when the Master Looter is off-planet now generates an error message.
- The leader of an Operations Group will no longer receive an incorrect message informing them that their companion has been dismissed.
Miscellaneous Bug Fixes
- Special items related to different editions of the game have been re-sent if they were deleted by the mail system prior to being claimed.
The official Blizzard blog was updated recently. The bad news is, that there’s not going to be a BlizzCon this year. Instead, we’ll get something called the “Battle.net World Championship Event”.
Here’s the quote from Blizzard:
Blizzard Entertainment is proud to announce the 2012 Battle.net World Championship, a major global eSports event featuring some of the best pro-gaming competition in the world. Slated to take place in Asia toward the end of 2012, the Battle.net World Championship will host this yearÔÇÖs StarCraft II and World of Warcraft Arena World Championship tournaments. Blizzard gamers and eSports fans from around the world will be invited to attend and witness some of the most skilled pro players on the planet battle it out for cash and glory.
WeÔÇÖre excited to be showcasing Blizzard eSports on a truly global stage this year. We’re also heavily focused on getting Diablo III, Mists of Pandaria, and Heart of the Swarm into playersÔÇÖ hands as soon as possible. In light of our jam-packed schedule, weÔÇÖve decided to hold the next BlizzCon in 2013.
More details about the 2012 Battle.net World Championship and BlizzCon 2013, including specific dates and locations, will be coming in the months ahead.
This seems a little odd to me, why completely cancel an extremely popular event. It’s not cheap to host/set-up but it’s great advertising and people are more than willing to pay the hefty fees to attend.
Hopefully though, this will result in us getting Diablo III, Heart of the Swarm and Project: Titan a lot earlier. But this is Blizzard we’re talking about, anything can happen.
More news when we have it!