Showing posts with label mop. Show all posts
Showing posts with label mop. Show all posts

Saturday, December 1, 2012

[Exploit] RBG: Wintrade Boosting - Guide/Explanation

Hey guys, I have found an exploit on how to Win Trade effectively.

Group A = Booster Team. (team with player(s) your boosting)
Group B = Loosing Team.

Group A + B : Form teams (Group A gets player(s) into group that they are boosting)
Group A + B : 1 player from each team logs off.
Group A + B : Leader from each group (must be dead + in spirit form) joins the QUE.

Wait 5 mins or so...

Both offline players log on at the same time. Que pop and there you go!
You will be matched together, now you simply let the players who want boosted join the game with some team mates and win it!

This works because both teams will be in the que for a long time, because they cant join (as logged out players) and then as you both log in, it matches because you have both been in the que a long time.

EDIT:
To clear thing up for people, this is a method to get the team you are win trading, what ever other tactics you use are up to you, this is just how to 100% win trade effectively.

Saturday, November 10, 2012

How to: Arena exploit to get higher rating

-Queue on a same mmr at the same time (If u wait longer than 1 1/2 mins reQueues)
-The winning team have to wait.
-And here the others team way: Ater the arenajoin, step forward, log out, log in, and wait for the reQue.(dosnt work without the step! so dont forget it.)
-Push it to the limit.

This bug is that you do not lose MMR if you /afk out of an arena match. To do so do a macro with /script Logout()
Team rating and Personal rating are granted based on the MMR of the team you're fighting against. If you have two teams and one of them consistently /afk's out, you can boost your rating as high as you like (there is no limit)... 


proof of concept: 
http://tw.battle.net/wow/zh/pvp/arena/%E6%9A%B4%E6%80%92/3v3
http://us.battle.net/wow/en/guild/tichondrius/Soul_Nirvana/

PS: this is a huge arena exploit that blizz should fix asap...
(credits)

Tuesday, November 6, 2012

Patch 5.1 PTR - Build 16257 - Class changes

Classes
    The durations of all Disarm effects have been reduced to 8 seconds.
Death Knight
    Damage received from players (or player-controlled sources) no longer counts towards increasing the healing done by Death Strike.
Druid
    A new passive ability has been added: Tooth and Claw. This ability causes autoattacks to have a chance to empower the Druid's next Maul. Empowered Maul reduce the damage dealt by the target's next autoattack. Guardian Druids obtain this ability at level 32.
    Omen of Clarity now has a different visual effect for Feral Druids.
    Glyphs
        A new Minor Glyph has been added: Glyph of Focus. This glyph reduces the radius of Starfall by 50%.
Hunter
   Careful Aim now increases the critical strike chance of Steady Shot and Aimed Shot by 75% on targets who are above 80% health, down from 90%.
    The duration of Steady Focus has been increased to 20 seconds, up from 10 seconds.
Mage
    The damage buff from Arcane Charge has been increased from 22% to 24%.
    Rune of Power duration now shows in the UI, and no longer has a cooldown (was 6 seconds).
    Ring of Frost now has a 45 second cooldown, up from 30 seconds, and can no longer affect more than 10 targets.
    Pyroblast now has a 3 second cooldown. The cooldown on Pyroblast is affected by haste.
    The mana cost of Spellsteal has been increased to 21% of base mana for Fire and Frost mages, up from 7%.
    Glyphs
        A new Minor Glyph has been added: Discreet Magic. This glyph prevents Nether Tempest, Living Bomb, Frost Bomb, Arcane Barrage, and Inferno Blast from affecting targets more than 5 yards away from the primary target.
Monk
    All healing spells which cost mana have had their mana cost increased by 10%.
    The energy costs of Legacy of the Emperor, and Legacy of the White Tiger have been reduced to 20, down from 50.
    The energy cost of Healing Sphere has been reduced to 40, down from 60.
    The Tiger Power provided by Tiger Palm now reduces target armor by 30% with a single application and no longer stacks.
    Stance of the Fierce Tiger now increases the Monk's movement speed by 10% in addition to its other effects. This movement speed increase stacks with other effects.
    The healing provided by the Healing Sphere base spell has been increased by 20%.
    The chance to generate 1 Chi while channeling Soothing Mist and Crackling Jade Lightning has increased to 35%, up from 25%.
    The Power Strikes talent now grants the Power Strikes effect every 22 20 seconds, which causes the Monk's next attack to generate 1 additional Chi.
    Mistweaver
        Enveloping Mist is now available at level 16, down from level 34.
        The healing provided by Chi Burst and Chi Wave has been reduced by 25%.
        You now have a chance equal to your crit chance to generate double the amount of Mana Tea Charge.
        Renewing Mist now travels to 2 additional targets (was 3 targets).
        The mana cost of Soothing Mist has been reduced by 33%.
        Haste for Mistweavers is now 50% more effective through Stance of the Wise Serpent.
        The healing provided when detonating Zen Sphere has been reduced by 25%.
Paladin
    Holy Paladin: The 4 piece bonus now reduces Holy Shock cooldown by 2 seconds, up from 1 second.
    Retribution Paladin: The 4 piece bonus now reduces Avenging Wrath’s cooldown by 65 seconds, down from 85 seconds.
Priest
    Atonement healing range has been increased to 40 yards, up from 15.
    Chakras now persist through death and zoning.
    Discipline Priests can once again learn Focused Will. This ability is obtained at level 30.
    Chakra: Chastise now increases the damage dealt by Shadow and Holy spells by 50% (was 15%), and reduces mana costs by 90% (was 75%) while the ability is in effect.
Rogue
    The cooldown of Sprint has been reduced to 45 seconds, down from 1 minute.
    The cooldown of Blind has been reduced to 90 seconds, down from 3 minutes.
Warlock
    Kil'jaeden's Cunning snare has been increased from 10% per stack to 15% per stack.
    Removed the ranged Melee attack from Demonology Warlocks in Metamorphosis form, and increased the damage of Doom by 25% to compensate.
    Destruction Warlocks have gained a new ability: Cataclysm. Cataclysm costs one Burning Ember. After a 3 second channeling period, Cataclysm will stun and knockback all burning targets within 10 yards of the caster. This ability has a 1 minute cooldown.
    Demonic Gateway duration has been increased to 20 15 minutes, and it will no longer despawn if the Warlock moves too far away. In addition, this ability can no longer be used in any capital city.
    Glyphs
        A New Major Glyph has been added: Glyph of Supernova. This glyph will cause the Warlock to deal 10% of his maximum health to all targets within 5 yards for each Burning Ember he had when he was slain.
Warrior
    Avatar no longer grants immunity to movement impairing effects, and instead now instantly breaks movement impairing effects. This ability also no longer generates addiitonal Rage while active. Its duration has increased to 24 seconds (was 20 seconds).
    The cooldown of Intimidating Shout has increased to 90 seconds, up from 60 seconds.

Pet Battles
    Pet Battle music is now more appropriate for the type of match being fought.
    Several new Pet Battle PvP areas have been added to the world.

Raids, Dungeons and Scenarios
    The Tidal Shield cast by High Warlord Naj'entus now has a reduced duration.
    Razorgore the Untamed no longer takes extra damage from Black Talon enemies, has more health, and can cast Destroy Egg more frequently.
    Viscidus now requires significantly fewer hits to freeze and Shatter.

Bug Fixes
    All spells that cause Forebearance can no longer be applied simultaneously.
Monk
    Renewing Mist should now be more responsive.
Priest
    Halo Should now be more responsive.
Rogue
    Poisons should now be more responsive.
    Revealing Strike should now be more responsive.
Warlock
    Pandemic no longer smooths the damage when extending dots with different amounts of spellpower.
Warrior
    Execute damage with high amounts of Vengeance is now capped at the Warrior's maximum health to prevent it from reaching excessive numbers.

Mists of Pandaria 5.0.5 emulator [Sandbox]

*This is a work in progress project*

It has working auth loop, but no movement packets.. (Built off arctium, credits to fabi). Also:
- Working auth login
- Working wolrd login
- First movement packet (camera) and spell
- Spawn
- Opcodes
- Encryption algorithms
- Stable auth with grunt instead of battle net 2
- Built off Arkcore


Source code: https://github.com/Arctium/Arctium
Repack: download

Get in contact with the developer via Skype: Bigwill600

Regards,
Will

Friday, October 5, 2012

Patch 5.1 PTR Coming Soon

While Mists of Pandaria already comes packed full of some of the most diverse and expansive World of Warcraft content to date, we’re staying true to our goal of delivering new content faster. With that in mind, we’re pleased to share that the first major Mists of Pandaria content update, Patch 5.1, is well underway.
In fact, our plan is to release a build of patch 5.1 on the Public Test Realms soon so you can experience it for yourself! Initially, the PTR build won’t include all of the 5.1 patch content, but here’s a glimpse of the major features that are already in the pipeline.

Patch 5.1 Features

Pandaria and the War of Conquest
While members of the Horde and the Alliance have been busy exploring the exotic continent of Pandaria, Garrosh and Varian have been gathering their forces in preparation for the struggle to exert the influence of the Horde and the Alliance over these long-lost lands. Players who have quested through Pandaria will see forces of both factions arrive in force on the shores of the unspoiled continent, bringing the tensions between the Horde and the Alliance into sharp focus. New daily quest hubs and faction reputations will be available to adventurers eager to do their part in the brewing conflict.

Brawler’s Guild
Underground fighting rings have sprung up in Stormwind and Orgrimmar that will give brawlers a chance to earn bragging rights by testing their solo PvE mettle against some of the toughest creatures found in World of Warcraft. The first rule of brawls is you don’t talk about brawls. The second rule…

Pet Battles Improvements
Several UI and other improvements will be added to the Pet Battles system, including a way to upgrade the rarity of pets that you’ve captured.

Item Upgrades
You will be able to spend Valor Points to improve the item level and quality of gear you already own.

The Quest Continues
Wrathion is keenly interested in the conflict exploding between the factions on Pandaria’s southern shore. He’s sure to have additional tasks for players to complete as they continue their quest for Legendary gear.

Keep in mind this is only a taste of what’s to come, and that there’s even more in store. Stay tuned for additional details as we prepare release Patch 5.1 for testing!

Monday, August 20, 2012

World of Warcraft Game Client Optimization

The Launcher is optimizing your World of Warcraft install. This is a process we run from time to time to improve game performance and reduce the size of the install on your hard drive.
The entire process will take approximately 15 - 60 minutes under normal conditions. Please do not close the Launcher or run World of Warcraft during this time.
Thank you for your patience!



World of Warcraft is an ever-growing game.  In order to help save you hard drive space, the World of Warcraft Optimization process will periodically clean up your install folder.  This process will remove unnecessary files while consolidating as much data as possible.  Please avoid closing the World of Warcraft Launcher while the optimization process is in progress.
The process itself requires an additional 2-3 GB of hard drive space, but once it's complete your WoW install folder will typically be much smaller.  The optimization does not involve defragmentation, and is safe for solid state drives.
Should you encounter any issues with a patch that included this optimization, be advised that the issue is likely being caused by a variable that is unrelated to the optimization process itself.  Please see the Patch Troubleshooting page for assistance.

During this your computer might get extremely laggy, since the launcher is changing a lot of data files, and most are of several GBs in size.
If you experience any problems try running it again but with Administrative privileges

WoW MoP (Beta) Class Balance Analysis - deeply analyzed

You say that you are completely confident in your ability to balance the classes. What does that mean? I believe you when you say you can make a computer play a class on every spec on a patchwerk style fight and get the same numbers. Thats where my faith starts to drop off.
There are two general strategies to balance the game. One is to guarantee that everyone's damage is pretty close on a single target that doesn't move and has no real gimmicks (e.g. Patchwerk). The other is to guarantee that everyone's DPS will be equal on every encounter. The latter isn't a realistic goal, and honestly, we wouldn't want that anyway. We think it's cool when an encounter happens to play to your strengths, and it can also be fun when an encounter emphasizes your weaknesses and then it's up to you to try and overcome those challenges. As I've said before, it's not the straightaways that make racing fun -- it's the curves.

I will include my standard caveat that some players see top 100 parses and assume that is the damage they will do. Skill still matters enormously for being able to eek out those numbers. One of the consistent characteristics of the best guilds in the world is they are able to deliver near-Patchwerk numbers even on very complex fights. I watch them do it and still don't quite understand how.

Also, there are only a few fights where absolute DPS is the key to winning. Mastering mechanics usually has a much bigger impact on success. Players tend to downplay that in their quest for chart-topping DPS. Plenty of people raided (and even had fun doing so) back when DPS specs did double or triple the damage of each other. That's not an attempt to escape from balancing the game, but from where I stand, players overall place far too much emphasis on balance equaling fun.

The third point is also true, but that's why it surprises me so much that you've disregarded (actually you've specifically stated that you don't want to hear) feedback about certain classes and specs being very not fun.
We don't disregard it. Not at all. It's just very subjective.

I think it's easy for players posting on our forums to believe that this is our primary way of interacting with players. A very small, almost trivial, number of players post on our forums. It's very dangerous to assume that several very passionate forum posters are speaking for the community. We have a very storied history of making a change because some players argued for it very passionately, eloquently and logically, only to have a bunch of other players then get angry because they were perfectly happy with the previous design.

If there was some very safe, easy and exploit-free way of polling the entire player base, then it might be possible to know if players overall found a mechanic fun or not. Without that, we're left to just making judgment calls on whether we buy the argument or not. Sometimes we do and sometimes we don't.

The 10% melee/hunter attack speed buff from the dummies is stacking with Unleashed Rage(10% speed) from enhancement shaman.
Not intended I'm sure.

There were several bugs with the various sources of the 10% attack speed raid buff stacking incorrectly. They should be fixed soon.

Should Expertise convert to Spell Hit for pure casters? Or is that only supposed to work for melee classes that use weapon attacks that deal spell damage? (Pardon my ignorance here, I know nothing of melee stats.) Basically, I'm wondering if every Human Mage and Warlock is going to be looking for swords now.
Yes, Expertise should indeed convert to spell hit, even for pure casters. Casters might have a slight preference for certain types of weapons (as melee have for years). We make some mage blades, but not a lot.

In other words, tooltips currently do not reflect how much a spell is actually supposed to heal for once the benefits of PVP Power are factored in.
PvP Power does not change spell tooltips. This is partially because PvP Power only affects you in certain areas (specifically not in dungeons or raids).

13,20% Mastery - Increases the damage done by your demon servants by 13,20%. Increases the damage you deal in caster form by 13,20%. The damage you deal while using Metamorphosis increased by 39,60%
It said 39%, but it was lying. It only gave you 39% for 2 sec and then dropped off to 26% or something but didn't display the drop.

These are the kinds of bugs we find all the time before launch and require us to adjust numbers, which is why we implore you to try out the changes and make absolutely sure that we were just nerfing you out of spite before you curse GC and his Throne of Lies.

GC, is it the design intent that some classes can do 15% more single target damage than others? Currently the classes on the bottom of the DPS sims are that far off the top classes.

Can you clarify what is your target balancing spread between the best single target class and the worst single target class? It seems to me that 5%ish would be acceptable, but the current spread is close to 15% which is just outrageous.

Are the sims accurate enough to go on at this point? They don't yet match what we're seeing.

I don't want to change the topic of this thread, so I'd prefer if we didn't debate the issue here, but I don't believe sharing our target numbers is a good idea. My concern is that a chunk of players would want to endlessly debate whether the numbers we chose were fair for their class, and another chunk would want to argue about whether those numbers were achievable.

What I mean by the latter is that if we said "Our Balance druid target is 115,000 DPS," then anytime someone saw a number on Raidbots or wherever that was lower than that, they would demand buffs. They demand buffs today based on sims that may or may not mirror reality. Other players would argue that it takes excessive RNG to achieve the targets, or movement-less fights, or that we need to introduce more cleave encounters. None of those concerns are necessarily invalid, but they are a huge distraction. We'd rather players focus their communication efforts with us on whether their class is fun (though paradoxically, this is not the "fun" thread). Honestly, I think it's more fun in game design in general to see how much you can achieve rather than trying to match a target.

As an example of the former, look no further than the "hyrbid tax" debate. The debate is ongoing and often angry, despite the fact that I have refused to address the issue for years, on the grounds that sharing our position doesn't actually seem to bring closure to any discussion. Rather it pours fuel on the fire. I think coming out with actual target numbers would do the same. Sharing our philosophy for how we do quest design or how we define interesting rotations can provide some behind-the-curtain insight that players seem to enjoy. Sharing numbers just seems to make people mad.

Now, don't get me wrong. You can't be a game designer without a healthy tolerance if not outright love for endless arguing. We just think there are plenty of aspects of the WoW design upon which to give feedback, and we don't want the conversation to be dominated by "Are the developers' target DPS numbers on target dummies fair?" Maybe that's the wrong call. Maybe we're being too conservative. I'm generally an "ask me anything" sort of guy. But it's also one of those rabbits you can't stick back in the hole once it hops out.

If you disagree or want to explore the topic further, feel free to create another thread. I'll read it.

Death Knight (Forums / Skills)
DKS -- Frost Fever is incorrectly using spell crit chance instead of melee crit chance, which will be fixed. Blood Plague already uses melee crit chance.

Anti-Magic Zone absorbs 20% less spell damage per attack power for Unholy. This multiplier was added back when Unholy got 25% attack power as a spec bonus. That spec bonus was dropped to 15% in the last beta patch. Can the Unholy-specific Anti-magic Zone multiplier be reduced to compensate?
The Anti-Magic Zone modifier was recently reduced by the same proportion. The intent, as you point out, is for them to stay in sync.

Can you please confirm this is intended/acceptable results, or otherwise address it? Or if I screwed up badly in my math somewhere I'd like to hear that as well. Dual Wield Frost - Howling Blast Vs. Obliterate
Yep, that sounds about how we expect.

Base damage for DK diseases were buffed this patch, but the numbers seem off a little bit. The base damage for Frost Fever is now 1390, while the base damage for Blood Plague is 172. Was an extra 0 mistakenly added to Frost Fever (should be 139)? Or is Blood Plague missing a 0 (should be 1720)?
The former. Frost Fever's base damage was accidentally increased too much. It should indeed be 139 at level 90.

Druid (Forums / Skills)
Is Feline Swiftness intended to stack with speed enchants?
Yes.

Is it intended that spells cast in cat or bear form via Predatory Swiftness or Nature's Swiftness interrupt the swing timer?
Nope.

Monk (Forums / Skills)
Did something change with the Elusive Brew calculations this patch, specifically with 2h weapons?
The tooltip updated, and some people are reporting getting 3 stacks (consistently) with a 3.6 speed weapon (the PvP polearm), which should be impossible given the formula we were given, while others are still getting 2.


We removed Tiger Strikes from Brewmasters and adjusted the proc rates of Elusive Brew and Gift of the Ox to account for the reduced number of normal attacks that they'll be doing.

What's up with Chi Wave? I spent a while on the dummies and it's doing about 2.5x much per chi as BoK and 1.2x as much as RSK, but in actual raid testing it's very inconsistent. Sometimes it will hit bosses 4x and sometimes it will just hit once and then disappear. I remember reading a blue post saying that the second tier of monk talents weren't intended to be used rotationally - is this still the case?

Right now it's a required talent and provides a 15-20% increase in DPS on bosses on which it bounces multiple times and is worthless (except as a small extra heal, although expel harm + healing spheres may be better options) for bosses on which it bounces only once. How is this ability supposed to work, and can it please be adjusted to work consistently?

There are some nerfs coming to the level 30 row, that should resolve this. It’s not intended that the level 30 row is a pure DPS increase for Windwalkers, but should provide a very strong option for trading a little damage for a lot of healing.

Paladin (Forums / Skills)
Execution Sentence is consuming Glyph of Flash of Light, but is seeing no increase in the healing done. Is it supposed to consume the effect and receive the increase or is it not supposed to interact with the glyph at all?
Ideally it would benefit from the glyph and consume the buff, but ES is a complex spell, so it's possible we'll have to exclude it. Sounds like a bug regardless.

Shaman (Forums / Skills)
A.) Stormstrike was buffed to 300% weapon damage, but Stormblast still appears to be set at 200%
Stormblast should be 300% as well. We will fix.

Is there a chance you might reduce the mana cost of Chain Lightning? We are running oom very fast on 2 targets and I honestly don't think it should be that way seeing as it is our spellcleave.
As Ele, Enhance or Resto?

Warlock (Forums / Skills)
Warlocks -- the next beta build will make it look like we nerfed Demo enormously. These are actually just adjustments because mastery was only giving 66% of the benefit it was supposed to in Meta form, which is now fixed.

Paladin (Forums / Skills)
Did WoG and EF change and somehow those changes didn't make it to the Patch notes? My values are down for it on just about every AP scale I've tested by between 3 and 7% (easily noticeable on the EF HoT tick)
The tooltip for EF is incorrectly not including its base healing (but I believe is functioning correctly). Regardless, EF's initial heal should exactly match WoG's heal.

EF is behaving properly from its tooltip. However, the PvP power conversion factor has changed. In previous patches, it was ~265. This build it's ~530, nerfed by exactly a factor of 2.
While there was a tooltip bug difference between EF and WoG (which should be identical), I think what you are seeing with the PvP Power conversion factor is that we straight out reduced the amount of healing provided by PvP Power.

It is important that PvP Power affect healing because otherwise healers wouldn't value the stat or the gear. However, unlike damage, healing is not offset by resilience, so stacking PvP Power just makes healers better and better. We knew this was a risk, but now the consensus is that healing is just much too good in PvP. We reduced the amount of healing provided by 50%. That seems like around the right number, but we may still iterate on it.

Oh, so PVP Power conversion percentage is still ~265 to 1%, but its effectiveness on healing spells has been reduced by half. Although I don't do PVP, I do wonder if there's a chance that the tooltips for WoG and EF will reflect the expected value based on both SP and PVP Power?

I don't know if you've seen our spreadsheet, but even with EF there are tooltip differences between what's expected and what's actually happening. Like for example, at 17630 AP, the EF tooltip indicates we should be expecting heals of 1024 from the HoT portion of EF -- however, due to PVP Power (16.05% in the character sheet in this case, and in reality much less since you have disclosed that PVP Power effectiveness for heals has been reduced), we're actually getting 1105 ticks.

I think we’re still missing something that you’re trying to tell us. PvP Power globally affects all healing (except percent based heals), so should be completely abstracted from any discussion about WoG or EF or any particular heal. If this is not what you’re seeing, we can investigate that. If so, can we simplify the discussion by completely leaving PvP Power out of it? PvP Power should be completely irrelevant to WoG vs EF or really any talent in that row, or priority list, or anything.

Class Feedback Blue Posts


Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills)
Deterrence and Kill Command
We wanted to prevent Kill Command during Deterrence, because that felt like cheating, but it's a bug if it's stopping heals.(Blue Tracker / Official Forums)

Paladin (Forums / Skills)
Beta Retribution Feedback
It should really only work with 3HP finishers.
We're changing Divine Purpose so its chance scales with Holy Power. The 25% is with 3. You should be able to benefit from using a 1 Holy Power ability, but we don't want to encourage fishing. (Blue Tracker / Official Forums)

Crusader Strike Change Feedback
Paladins were balanced around generating Holy Power through Holy Shock, Holy Radiance and Tower of Radiance. We like the "holy warrior" kit and thought using Crusader Strike situationally for Holy was interesting. We didn't want it to be the most effective way to play a healing paladin, which is how it was trending, especially in heroic 25-player raids.

I agree, we were tuned with the idea in mind that CS was part of our rotation.
No, I'm saying you weren't. We calculated paladin healing to be at X. With using CS as a major part of the rotation, the actual level was potentially X + Y. We want you to be at X.

As I mentioned above, I'm not even convinced it was a serious problem. Yes, it's mana efficient to generate Holy Power for almost nothing, but you could have also generated that Holy Power with an actual heal. WoG / LoD don't heal for enough for that to be your entire arsenal. A paladin who casts HS, DL, DL -> LoD will handily outheal one who casts HS, CS, CS -> LoD, unless mana is a crushing issue, which we don't believe to be the case. Taken to extremes, a healer who never casts a heal has awesome mana longevity, am I right?

However, this is one of those cases where we didn't even want there to be a question. We didn't want there to be any confusion about our intent. You should generate 99% of your Holy Power with Holy Shock, Holy Radiance and Tower of Radiance.

Now we are left with ability's that are not on par with other healers. After the nerf our mana efficiency is now worse imo then a lot of other healers.
We haven't seen any evidence of this, but if it comes to pass, we'll fix it (and not by buffing CS).

I think they must have had us balanced around CS because the alternative is frightening: that there was a meta playstyle that was used extensively, talked about extensively on these very forums and others, and Blizzard did not attempt to balance around it. Does that sound like good design to you?
It wasn't extensive. Not many paladins were doing it in our raid tests. However some of the paladins who were doing it were very talented healers in top-end guilds, and those guys can sometimes be trendsetters. This was a precautionary change, not a crisis. (Blue Tracker / Official Forums)

Priest (Forums / Skills)
Halo vs. Holy Word: Sanctuary
We agree with the argument that Sanctuary and Halo are apples and oranges. However, Sanctuary is intended to have a 30 sec cooldown, not 40 sec. That's a bug. (Blue Tracker / Official Forums)

Shadow Orbs Bug
This was a bug caused by the new orb UI. We fixed it recently so the orbs / ravens should persist for 60 sec now. (Blue Tracker / Official Forums)

Warrior (Forums / Skills)
Beta Warrior Feedback
Heroic strike now competes for rage with slam, so if you're slamming with rage, many times you'll not have enough rage to hit heroic strike when TFB is about to expire. Which means if you want to guarantee that you have enough rage for the big heroic strike, you have to not slam and leave gcds open, which is boring. And you have to gamble constantly between trying to stack TFB with more overpower, or using the rage on a weaker heroic strike before the buff wears off.
I want to dive into this a little bit again, because I still think there's some sort of miscomm between us and you guys.

1) If you have 60 or more rage, you should be able to Slam and Heroic Strike. No problems there.
2) If you have less than 60 rage, you might have to choose between Slam and Heroic Strike.
3) If Taste for Blood has plenty of duration left, then go ahead and Slam. You'll probably get enough rage to Heroic Strike soon too.
4) If Taste for Blood is about to fall off, you're at the greatest risk. In this case, it may be worth not Slamming because you need to have 30 rage. Even in this case though, you shouldn't be sitting on empty GCDs. This is a great time to Storm Bolt or Dragon Roar or Battle Shout. If every one of those is on cooldown, then you might have to wait a GCD or two, but that should be pretty rare. As you get better gear (and honestly that might be part of what we're seeing here) it should be even more rare because you'll have more rage to Slam away.

So what am I missing here? I want to understand the feedback.

GC, just a quick question. Is this change trying to suggest that Fury warriors should never equip a shield to go defensive?
Swapping to a shield should not turn off the Single-Minded Fury damage bonus for an SMF warrior. It's possible a Titan's Grip warrior who swapped to a one-hander and shield will not get the Single-Minded Fury bonus. However, TG warriors can also equip a two-handed weapon and shield.

GCs arguments and justifications almost make it sound like he has some kind of personal vendetta against the warrior class and wants us to suck and not be invited to raids... never gives us a real answer to anything other than "working as intended" or "we'll see" but nothing ever changes unless its another nerf or new penalty added to an ability... if we show the slightest hint of getting better "it's a bug... here we'll fix it"
Yeah, that's probably it.

Execute may not be half of my total dps but its a huge chunk that im missing out on 80% of the fight. Ghostcrawler, I dont understand your reasoning sometimes on these issues, you wanted player feedback, its given, but you counter saying its not an issue. Why bother even continue reading our feedback if you already have a replay to shoot it down?
Think about it from my point of view. If every time players say "Please fix this" we then always go and fix it, then we're really not making the decision. We're letting players make it. The way we like to design is through informed decision making. We like to gather information and then make the call. That doesn't mean we're always going to make the call you want, but at least we'll know how you feel about it.

In this case, I wanted to see if there was something we hadn't considered about why high executes are bad. I didn't see many arguments we hadn't considered, but there was one we found potentially compelling. Essentially, if a group is stuck on phase 2 of a boss they might feel compelled to swap out a warrior, since their contribution is really going to come in phase 4. Now if phase 4 is also tough, you made a mistake, but if phase 4 is easy, then you may have made the right call.

In my humble opinion it's the same deal as some classes being amazing on burst or multidotters. Granted, sub 20% happens in most boss fights unlike multidotting, but it could be viewed as a perk. If a fight lasts 4-5 minutes Shamans and other burst classes are ridiculously strong, on council fights multidotters shine and then warriors can have the flavor of killing you if you're close to death.
That was more or less our logic. Warriors might be great when executes matter and weaker when executes are irrelevant, but those don't happen with such regularity that it would be a major problem. Groups tend to like the dot classes even on single target fights. They just excel at group fights.

The same response came with shield wall and spell reflect, people dont like it and yet, you completely ignore the feedback and reply; "we are happy with warriors requiring a shield" well, thats fine and dandy that your happy, but wouldnt you rather have the players who are using the warrior be happy?
I've tried to explain our shield logic there several times. I'm sure you could find the responses. Now you may disagree with out logic, but that's different than our ignoring the feedback.

Of course, reading between the lines in GCs responses, it looks like they may not have fully taken CD stacking during Execute phase into account, so there's also the possibility that Warriors are competitive for 80% of the fight and just flat OP for the final 20
No, I just wanted to make sure there was a good explanation for the high crit rate.

There's nothing wrong with the idea of having your damage more backloaded. I think the concern right now is that it is too backloaded. It's just been kind of funny to hit the last 45 seconds of a beta raid encounter and have an ability go from zero to #2 in WoL while accounting for 15% of my damage, all in ~45 seconds.
Yeah, many of the responses seem to be "it feels weird" and not "it's fundamentally broken" (even when they say the latter, it looks like they often mean the former). Now feeling weird still counts, but it's not as "must fix" as a critical design flaw.

I seem to remember one of your first suggestions being a short cooldown slapped on. Intuitively, that seems the best — Execute can be powerful enough to kill in PvP without crowding damage contribution in PvE.
We don't like Execute having a cooldown. You still need to do other attacks already to make sure you have enough rage to spend. If we decide it's a problem, we're more likely just to shift some of the damage from Execute back to other attacks. (Key word is "some" - we don't want it to be weak.)

We're not changing the shield requirements of Spell Reflect and Shield Wall. You can read my previous comments on them, Die by the Sword and Mass Spell Reflect. Our stance hasn't changed.

We are going to try reducing Execute damage by about 20% and redistributing the damage to yellow attacks. I'm not sure that nerf will be significant enough to make some of you happy (what an ironic thing to say) but it might be enough of a compromise between Execute feeling awesome but not so awesome that the rest of your attacks feel weak.

You would only use HS and Slam over 60 rage if HS has a TfB stack (or stacks) already because a no stack HS is less than a slam in termsof damage. Otherwise you would have to weigh out the near term benefit against filling a future GCD which might otherwise be empty with a slam. The problem is, you can't really predict the availabillity of TfB procs in the future - will you have an empty GCD, or will you have multiple overpowers? If you hold off on the HS, perhaps those additional OP's will buff the HS you saved to a higher degree - is it more, or less DPS. There is simply too much on-the-fly calculation and gambling involved. Furthermore, you dont really have to use HS to burn off rage to prevent overcap - one slam pretty much negates 3 white swings worth of rage. Again with the unpredictabillity - how will enrages change that decision?
Why would you ever use the HS until Taste for Blood stops proc'ing? You Overpower until it stops, then you HS. If you have 60 rage (or think you will soon) then you go ahead and Slam because you'll still have enough rage to Heroic Strike as well. It's the "on-the-fly calculation and gambling" part that I'm not quite understanding. If you're choosing to HS when you don't know if the proc is done, then I guess that's gambling, but why do that? That's like bleeding off all your rage when you don't know is a CS is about to proc. If you're choosing to Slam when that means you won't be able to HS, then why do that (unless maybe the target has to die right now)?

It seems to me that the two decision points are: Should I Heroic Strike and should I Slam?

Should I Heroic Strike? Is Taste for Blood at 5 stacks? Then, absolutely HS. If not, then is Colossus Smash up? Then it's still worth it to blow the stacks with an HS. If not, then will the buff expire before I get another stack? If so, then Heroic Strike. (It's off the GCD, so you don't even have to delay another ability.)

Should I Slam? Will Slamming mean not enough rage for an upcoming Heroic Strike? Then, no.

What am I missing?

SMF warriors being able to eat is an unintended consequence of the bullet-proofing we put in to stop TG warriors from swapping to SMF for Execute. Should be an easy fix.

1. Slam is better than HS at 1 or 2 stacks, so you should never HS at that amount of stacks.
Okay, I think this is part of the problem. On our current build, Heroic Strike is at 110% weapon damage and Slam is at 220% weapon damage. That means a one stack of Heroic Strike ties with Slam and two stacks on always wins.

3. With 60 rage banked up, if you get lucky Overpower procs you'll have to HS before you reach 5 stacks or you'll waste rage due to cap. This is also RNG.
This part I am not understanding. If you have enough rage, then Slam. Otherwise, wait for the 5 stack. When are you at rage cap but unable to Slam?

4. Now say you have 60 rage, a 5 stack TfB and no filler avaiable. You have to outweigh the short term benefit of Slam + HS vs the possibility that those 30 rage you spent could turn into a 3 or higher stack in the next MS cycle.
If you're at 5 stacks, you should Heroic Strike because it can't go any higher. The only reason to delay would be if CS is about to come off cooldown. You shouldn't have to pool rage for multiple Heroic Strikes. If you use one, you should be ready for the next one by the time it stacks -- you're talking about a MS and 3 Overpowers. I'm not sure what gear you're talking about -- is this the ungemmed PvP gear at level 90?

Maybe another way to ask this is what percentage of the time are you Slamming in between buffed Heroic Strikes, and what percentage are you double Slamming?

Again, it's all probably due to low rage generation. As Arms you generate 36-45 rage during each MS depending on swing timers, which is less than you might be required to spend.
Yeah, I am starting to wonder if that's the issue. If you don't have enough rage to Slam regularly, then the rotation is going to feel empty. That will get better with more gear, but it sounds like Fury's rage feels good already.

I'm with GC on this one. The choice is merely between heroic strike and slam when you have rage. Why are you guys so steeled on 'must fill all globals!'? One of the big problems warriors had was too many globals as arms, you had no time for any utility buttons.
I understand that some players just like filling all globals, and the fact that warriors always become rage flooded in the last tier of content exacerbates how off it feels going from heroic raid gear to quest gear for the new expansion. We still want to keep some sense of progression that better gear means more rage which means more attacks, but maybe that's just too hard to deliver. On the other hand, warriors already have the highest APM of any class when you consider they can fill almost every global and have several off-the-global abilities, including a legitimate attack.

I do appreciate those of you attempting to clarify your concerns and not just venting. It is helpful.

I was curious if there was any chance of getting all of our attacks to trigger auto-attack? Not an actual swing, but putting us in a ready combat position. Kinda sucks to hit bloodthirst and fall right back out of the attack mode.
Can you explain this in more detail? If I target something and hit BT, then I start autoattacking.

The problem involves being out of range, out of rage, facing the wrong direction, the ability being on cool down for 4.5 more seconds, or disarmed etc.
We made a change so if you are in range (on any class) you will start autoattacking even if the special attack you used didn't go off (if for example you have no rage). It also works if you are facing the wrong direction.

It will not start autoattack if you are out of range. That might be something we can fix.

I just tested this on Slam and Mangle, and it works as I described. If you can test beta and verify that this is not happening, let us know. This is a change from live. (Blue Tracker / Official Forums)

Tuesday, August 14, 2012

Mists of Pandaria Preview Double Feature

We’ve just released not one, but two new previews for Mists of Pandaria!

The new pandaren customization page allows you to explore the vast number of unique looks for your pandaren characters. Check out all the hairstyles, fur colors, faces, beards, and earrings at your disposal either at character creation or in the barber shop to set your own character apart. Pick from any of more than 200,000 possible combinations!

We’ve also released a sneak peek at the Mogu’shan Vaults, one of the high-level raids that await you and your friends in Pandaria. Learn more about the history of this ancient site and discover the secrets that have lain hidden deep within the vaults for centuries... until now.

More Mists of Pandaria previews are coming soon -- stay tuned!

Source

Monday, August 13, 2012

WoW, blue posts, zones, dungeons and more - usefull links

Official Website
Mists of Pandaria Official Website

Blog Posts
Mists of Pandaria Buff and Debuff Design
Mists of Pandaria Stat Changes
Cataclysm Post Mortem -- Greg “Ghostcrawler” Street
Cataclysm Post Mortem -- Dungeons and Raids with Scott “Daelo” Mercer
Cataclysm Post Mortem -- Quest Design with Dave "Fargo" Kosak

Dungeons and Raids
Mogu’Shan Palace - Raid Preview Preview
Scarlet Monastery - Dungeon Preview
Scholomance - Dungeon Preview
Temple of the Jade Serpent - Dungeon Preview
Stormstout Brewery - Dungeon Preview
Shado-Pan Monastery - Dungeon Preview

Zones
The Wandering Isle
The Jade Forest
Valley of the Four Winds
Kun-Lai Summit
Townlong Steppes
Vale of Eternal Blossoms

Blizzcon 2011 - Day 1 Panels
Day-0 / Goodies Bag
Opening Ceremony (Diablo 3 free for WoW 12 Months subscribers, Tyrael's Charger WoW mount - )
World of Warcraft: Mists of Pandaria (Official Trailer, New Features)
World of Warcraft: Mists of Pandaria Preview Panel (Lists all the new features in the expansion!)
Mists of Pandaria Class Talent Systems (Details on all the new class talents)
Mists of Pandaria: Dungeons and Raids Panel (New Dungeons and Raids, Heroic Scholomance and Scarlet Monastery, Raid Finder)

Blizzcon 2011 - Day 2 Panels
Day 1 Recap, Press Kit (Press Kit Screenshots, Talent Trees, Official FAQ)
World of Warcraft Art Panel (New models from Mists of Pandaria, Tons of slides)
World of Warcraft: Classes, Item, Professions Q&A Panel
World of Warcraft: Open Q&A Panel
World of Warcraft: Lore and Story Q&A Panel

Blizzcon 2011 - Day 1 Panels (Official Blue Posts)
Class Talent System
Mists of Pandaria Preview Panel
Raids & Dungeons Panels

Videos
Mists of Pandaria Preview Trailer (02:46 Duration)
World of Warcraft - Mists of Pandaria B-roll (Zones Preview, 05:11 Duration)

P.S This is not my post , I found it on mmo-champion website , and I found it really useful for WoW lovers , that's why I share it , cheers.

Play WoW: MoP on Retail (blizzard) for Free!

So I notice a lot of people don't even know that you can play retail for free these days,so I thought I'd let them know it's possible.

Blizzard has implemented this new Trial Account system,where you can level until you hit 20 and the only thing that happens then is...your xp get's cut off.So you can keep playing for ever.

While there are massive restrictions to those accounts:
------------------------------------------
No guilds
No talking in trade channels
No auction house
No trading
No mail
10 g gold limit
No whispering people that are not on your friends list
------------------------------------------

People seem to ignore the fact that there is an entire F2P community on Aerie Peak US,Doing RBattlegrounds,premades,arenas and well some of them might just help you gear up

All you need to do is download the F2P Chat Addon,which will automatically join the f2p chat channel once you log in,and add all the online twinks to your friends list so you can /w them.

Addon: http://www.curse.com/addons/wow/f2paddon

Basically, it's the old 10days trial accounts made permanent.

Have fun.

[Guide] How To Install and Play World Of Warcraft Mist Of Pandaira Beta

Step One:  Download the installer.
Here are the download link
US: eu.media.battle.net.edgesuite.net/downloads/wow-installers/4A4335AC/WoW-5.0.0-Beta-enUS-Installer.exe
GB: eu.media.battle.net.edgesuite.net/downloads/wow-installers/4A4335AC/WoW-5.0.0-Beta-enGB-Installer.exe

Step Two: Rename the installer to "World Of Warcraft Beta Setup" (Don't use the " "!)

Step Three: Make an Account, or if you already have a WoW Retail Account skip this, I prefer a Trail Account to play the Public Test Realms!

Step Four: Enjoy, Play, Test out new abilities, Spells, Talents and much more!

Possible errors:

Error 1: When you launch installer:
An Internal Error Occurred, Please restart. If problems persist contact customer support
SOLUTION: Rename the installer to World Of Warcraft Beta Setup

Error 2:
Unable to find streaming info for "Data\enGB\expansion4-speech-enGB.MPQ". (OpenRepackTarget::Validate)



SOLUTION:
Uninstall the Expansion, and reinstall, if that doesn't work contact blizzard.




Error 3: When you try to login you either Disconnect or it says a error:

There was a problem logging in with this account.
You may not have a World Of Warcraft game attached to your account, or you may be logging into a region different from the one you created the account in. If you continue having trouble, please contact customer support.
SOLUTION: Apperently there is no solution for that, the only solution is to wait, when you tried Mist of Pandaria before it will probably work!

This is the Quote that Blizzard said;

This is the latest response from Customer Support:
Greetings,

Thank you for your contact.

Unfortunately you cannot log onto the public test realm using a starter edition of World of Warcraft. You need an active retail account with actual play time to join the testing; the starter edition does not have this.

For more information on the public test realm, please see this support article:
http://eu.battle.net/support/en/arti...al-information

Please let us know if you require further assistance.

Regards,

Game Master Laennenah
Customer Services
Blizzard Entertainment
http://eu.battle.net/support


Enjoy Mist of Pandaria!

Mangos MoP 5.0.0 Server Emulator

A new server emulator, based on the Mangos core, began recently quite active development.
Let's hope that we will see a MoP prv srv soon enough :P
You can follow it at https://github.com/mangos/mangos/commits/500

In related news, Fabi's StrawberyCore based MoP server went hidden a few months a go.
We are still waiting for any updates if he managed to create a sandbox or even a whole server.

Sunday, July 1, 2012

Blizzard's Beta Class Balance Analysis

Originally Posted by Blizzard (Blue Tracker / Official Forums


What is the final word on DoT specs? There is no doubt that "Split DPS" can influence a guild to take a DoT class over burst but encounters like Spine of DW can also encourage guilds to take burst dps over a DoT class
Multi-dotting is a perk. On some encounters, dot classes will do well. If they are doing 150% of the damage of non-dot specs, then that's not cool. We're not trying to stamp it out though.

However, I have done raid testing on two healing classes (shaman/paladin), and in both cases, regen feels too weak, and definitely feels weaker than it did starting T11 raids in blue gear. It feels like you need to spam your low throughput/slow/efficient heal more than ever. This is surprising given the fact that we are scaled to first tier epic gear levels for raid testing. It feels like either regen cooldowns or Spirit scaling needs to be bumped up across the board.
That's useful feedback. We just need to make sure that the problem is really healer mana regen and not the fact that players may not fully understand the encounters yet (so are taking more damage than intended from stuff that is supposed to be interrupted or avoided), or that certain encounter abilities are overtuned.

Death Knight (Forums)
Another issue is our aoe threat. Currently blood boil and DnD hit like wet noodles and that creates a lot of issues with aoe threat. The first few seconds are also an issue. Having to apply diseases to get the weakened blows debuff on the mobs can be a pain compared to the other tanks. With the few seconds time of getting diseases up can cause even more aoe threat problems.
We'll look at Death and Decay. It was fine the last time we looked at it, and I believe Unholy still uses it as part of a single-target rotation, so that implies the numbers can't be too far off for Blood.

There was at least one bug with Blood Boil (the disease bonus only affected the base points, not the AP scaling) and we buffed it even beyond that. It should hit much, much harder now.

Incidentally, the biggest problem with Army of the Dead was pet scaling, which was apparently broken for almost every class. Our apologies. We have that fixed up now so you should be able to evaluate the results soon.

Monk (Forums)
That bears the question: Is everyone else too low, or are they too high?
Mistweavers are too high. Other healers are about right.

While we are trying to hold things relatively stable for a bit so that you can really dig into rotations, monks are new, so they are less stable than other specs. There are still bugs and unimplemented tech that we need to make them work correctly. We still appreciate monk feedback -- we are emphatically not saying don't bother -- but take monk numbers with an even larger grain of salt than other classes.

Rogue (Forums)
The current way Sanguinary Vein works is like how Bandit's Guile works on live which you said was to punishing. Is there anything going to be done to make this mechanic less punishing to match what was done for the other 2 rogue specs?
We want Sub to use Rupture (and recently buffed it). We don't want Sub to get the full benefit of Sanguinary Vein without having Rupture going. The old Bandit's Guile was a stacking mechanic, which feels redundant with poison stacking mechanics and combo point stacking mechanics. Having to have ability X up before you can do max damage doesn't cross the same line for us.

Tuesday, May 29, 2012

How to do a million damage with a mage in Mist of Pandaria

Want to be the best spell caster class in Mist of Pandaria? Then just get Intricate Wand! and you will own like a pro! The so called "70k wand" is too overpowered and will be eventually nerfed.


Intricate Wand
Binds when equipped
Ranged                                       Wand
576 - 1071 Fire Damage             Speed 1.70
(484.4 damage per second)
<Random enchantment>
Requires Level 83
Item Level 364 
Equip: Increases spell power by 70282.



Intricate Wand - the 70 000 spellpower weapon
Intricate Wand Screenshot
This pretty much classifies is at the best mage/warlock/priest wand...ever. Oh and how Swifty rants about it, it's priceless. He has a (major) point doh.

It's equivalent is Gemmed Wand, Bejeweled Wand, Grummle Wand, Shamantic Wand, Immaculate Wand, Sorrowmurk Wand, Thondroril Wand, Nethander Wand, Sishir Wand

How to get it? I've heard they drop off of monkeys at the human starting location and the drop rate is fairly good. Doh that may be just a rumor, since from what i see at the loot table of the wand it seems that it has a pretty low drop rate from almost every Elite mob.

Thursday, May 24, 2012

New MoP login screen - 5.0.1 Build 15726

New Mist of Pandaria: Beta login screen, leaked in the 15726 client beta build.
The actual statues at the MoP login screen
The actual statues at the MoP login screen, without anything else

And here is an actual FullHD (1920x1680) screenshot:
Mist of pandaria login screen shot of statues
Screenshot of the new login screen

Sunday, May 13, 2012

Coming soon: Account Achievements

Bringing Achievements to the Account Level !

Overall, we never want you to play Character A instead of Character B because of achievement concerns. If Character A had the Violet Proto-Drake, then you might not play Character B. If Character A was only one holiday away from the Violet Proto-Drake, then you may not play Character B. If Character A had completed most of the raid achievements from Dragon Soul, you may not want to bring Character B for one fight and miss out on the achievement. Having alts is cool and working on achievements is cool, but we don’t want the two systems to work against each other.

Read more about it here, written by Greg “Ghostcrawler” Street

New beta patch WoW MoP Beta 5.0.1 Build 15677 - New Druid Cat Forms, Monk and Priest PvP Sets, and More

As always I've tried to collect the most resourceful posts regarding the latest update:
WoWHeadnews.com
MMO-Champion

One of the most notable issues with the client is that the 64bit client is crashing after being on the character selection screen. Blizzard recomends the use of the 32bit client instead for now.
Blue post: 64-bit Client Is Crashing in Build 15677
This crash occurs shortly after selecting a character. For the time being use the 32-bit Client.

Wednesday, May 9, 2012

How to enable your own Mist of Pandaria addons on any Beta Build

Main exe file: http://dl.dropbox.com/u/12654979/EnableAddons.exe
virus scan: https://www.virustotal.com/file/6ce4...is/1336224936/

source code: http://dl.dropbox.com/u/12654979/EnableAddons.cpp

Just run the exe and it will patch any open wow.exe it finds.
Also, note that the addon api is a bit incomplete atm (several functions seem to be either missing or renamed) so don't expect all your addons to run flawlessly.

Updated to a (hopefully) build independent version (thanks to TOM_RUS for the pattern)
Or if You prefer a permanently patched wow.exe look at this method (thanks to Ssateneth):
Credits go to TOM_RUS for new EXE's and oprime for pattern and patch bytes as usual.

32-bit WoW build 15662 with addons enabled download HERE and VIRUSTOTAL
32-bit WoW build 15662 with addons enabled and LUA Hack download HERE and VIRUSTOTAL
64-bit WoW build 15662 with addons enabled download HERE and VIRUSTOTAL

These files are not patchers, put them directly in your wow.exe folder and run them.

Hex-edited version of _Mike 's program 15662 Filebeam - download

Read all about it at the OwnedCore forums .

What does the Blizzard Agent.exe does and what is it?

What is Agent.exe ?
Agent.exe is a new tool, created by blizzard, to help you download faster updates and patches. It offers automatic peer-to-peer (p2p) connection between everyone who is currently downloading or uploading the update or patch which you are downloading.
The file is not hazardous to your computer. You can see that by checking the VirusTotal scan.

What is Agent.exe for?
It's needed by applications such as World of Warcraft and Diablo III to properly run. It makes connections to the official blizzard update servers and also to all of the peers which it discovers. This is why, if you do a netstat, you will see connections to Verizon and such.

How do I stop Agent.exe?
To stop this process, you can simply press CTRL+ALT+DEL and navigate to the Task manager, find the Proccesses Agent.exe*32 or Agent.exe*64 and press Del to close them.

Problems with Agent.exe

I've heard several people having problems with Agent.exe while trying to play WoW on a linux based OS with WineHG (yes, you can play mist of pandaria BETA with WineHG on linux, like Ubuntu, Debian, Fedora and so on). The trick is that you have to start Blizzard agent manually ($WINEPREFIX/drive_c/users/Public/Application\ Data/Battle.net/Agent/Agent.749/Agent.exe --nohttpauth) before starting installation (wine "World of Warcraft Beta Setup.exe").

Another issue which was reported is that your computer might not be able to turn off right after you have played Diablo III Beta. The reason is that the agent.exe is still running and doesn't lets you automatically close it and shut down the computer. You will have to kill the process (as mentioned above) to fix this problem.

Location of Agent:
C:\Documents and Settings\All Users\Application Data\Battle.net\Agent\Agent.516\Agent.exe
C:\ProgramData\Battle.net\Agent\Agent.440\Agent.exe
C:\ProgramData\Battle.net\Agent\Agent.516\Agent.exe

Technical information about Agent.exe:
Product:     Blizzard Update Agent
Company:     Blizzard Entertainment
Description:     Blizzard Update Agent
Version:     1.0.0.515
MD5:     19163A9F5C1792663F792B00776CA6BE
SHA1:    38B545870B70D1F6F84971B7988B058501DD63A5
SHA256:    63776B7CD6F1F4CC7F1C44C628A96B775A0133A308046933EA442E8306972156
Size:     6313040
Directory:     %ALLUSERS_APPDATA%\\Battle.net\\Agent\\Agent.515\\Agent.exe

How to fix the Launcher error when it stucks during "Updating files" for Mist of Pandaria Beta 5.0.5

Your launcher.exe gets stuck during updating files? This is how you can fix it.
Firstly, you should wait a bit, it takes some times, if it doesn't changed in a minute, then continue reading.
Usually this error is caused by the Agent.exe going haywire for some reason. To fix it, all you got to do is simply close the Agent.exe, delete it and restart the launcher.exe

STEP 1: CTRL ALT DEL Kill any Agent*32/Launcher.exe

 go to : C:\ProgramData\    and delete the Battle.net folder (THE WHOLE FOLDER)

UPDATE IF YOU CAN'T SEE THIS FOLDER:

make sure you have have hidden files set to viewable. Programdata is a hidden file that requires this special option in folder options to be enabled.

STEP3: try to start again the Launcher.exe with Administrative privileges (right click-> run as Administrator)


if that doesn't help
STEP 4: log into your account on the battle.net website re-download the client "World of Warcraft Beta Setup" run it, its going to REINSTALL/update the battle.net folder once the Beta "INSTALL" screen comes up, exit out and RELAUNCH the "World of Warcraft Beta".exe that's on your desktop, Updating Files will go up again but give it a min and it will progress and show you the launcher and download the current update patches.