My internship application to Blizzard is finally submitted. :D  Here’s a video of the demo game that I’ve been working my ass off on this month since I needed some portfolio material. It’s simple, but it’s the first game that I’ve really seen through to completion, so I’m proud of it. :]


RIP, my fortress, The pumpkin Inn, and my airship ;_;

The server I play on: Jewelcraft. Had to reset today. so we were all allowed to grief the hell out of everyones stuff :D

I would’ve got more pictures of the inn, but someone got to it before I could get pictures.

I miss my airship ;_;

My Skyrim Character Plans [All Races]

Corwyn Bardeins [My Canon]
Male Altmer
An Altmer from the island of Stirk — where his family is minor nobility — and the first relative of the Champion of Cyrodiil to been born since his disappearance. He came to Skyrim to learn more of Alchemy from Sinderion.
Corwyn is a straight up Mage but rather fond of Alchemy as well as Enchanting outside of combat, as some Tailoring and Jewelcrafting.
Corwyn will be on a mission from God. Well Sheogorath, his cousin, to collect every Aedric and Daedric artifact he can — regardless of the price.
He will destroy the Dark Brotherhood, kill Paarthurnax, avoid the Thieves Guild, lead the College of Winterhold, side with the Dawnguard, aid the Legion at every turn and — in time — join the Companions but return to humanity.
When he retires from Skyrim it will likely be to spend an absurd amount of time in Apocrypha.

Khafden (Takanid) of Gilane
Male Redguard
A Redguard pirate quartermaster whose journey to Skyrim began when he washed much too far inland to Cyrodiil after a failed raid on a Dominion ship. Deciding only sailors in Windhelm might have sympathetic ears, he turned northward.
A light armoured, dual wielding and piratical son of a bitch, with great skill in smithing and alchemy and slowly adapting to sneaking and pickpocketing. Despises magic though and won’t even use enchanted items.
Khafden will join the Companions, help the Thieves Guild, side with the Dawnguard, avoid the College of Winterhold and eventually join the Dark Brotherhood — but first? He’ll aid the Stormcloaks to victory. Paarthurnax undecided, probably leave him alive.
When Khafden does decide to leave Skyrim again, it will be to return to Hammerfell, buy a new ship and return to his pirate roots. How fearsome a sight would a pirate with Storm Call, Odahviing/Durnehviir, Battle Fury… yeah just Nope.

Synene Branavan
Female Breton
A Breton acolyte of the God of Worms and all things Necromantic, from Shornhelm in Rivenspire. Seeking out knowledge on the necromantic techniques and burial rites of various ancient peoples, she was making her way through the various provinces but was arrested while crossing Skyrim.
Something of a Battlemage, enjoying the use of one-handed weapons and some armour but focusing heavily on conjuration and destruction, not much for subtlety though — crass and somewhat unlikable but with a dorky charm.
Synene will join the College of Winterhold, work with the Dark Brotherhood — crashing her way through every assignment — and stand with the Volkihar. She will kill Paarthurnax once she’s exhausted all the benefits from the Greybeard, just to have the Blades serve her personally. Of course, most of this will be pursued after becoming a Lich.
When Synene leaves Skyrim she will likely continue her exploration of Tamrielic necromancy and perhaps even travelling to Thras to learn from the Sload.

Sodril Thirano
Male Dunmer
Sodril has one goal in life: Power. In any form, Power is the name of his game and he is absolutely ruthless in that pursuit — think of him as something of a Tamrielic version of Frank Underwood. He came to Skyrim from Blacklight in pursuit of the Volkihar Vampires but stumbled across the ambush near Darkwater Crossing.
Sodril is the archetypal Nightblade character, using light armour, daggers, stealth alongside his spells in the Destruction and Illusion fields. While an able smith and a decent alchemist his true skill in crafting is Enchantment and his myriad of daggers are enchanted for most any occasion. Yet he prefers not to get into the melee himself; preferring assassinations with his daggers for as long as possible and then using illusions to make them his puppets when discovered.
Sodril will take part in every guild, simply to take his place at the head of every guild and will probably force the Blades and Greybeards to reconcile. He will, obviously, be taking the side of the Volkihar and leave Skyrim perpetually in darkness as much as possible. He will llikely not take a side in the Civil War, power vacuums present more opportunities than secured powers.
Sodril would only be leaving Skyrim, and his Volkihar Court, if… well really when he gets offered a seat on the Elder Council.

Uriel Silanus
Male Imperial
Uriel is the epitome of a Nibenese Knight, having served with the Knights of the Thorn. As any good theologian would, he came to question — though not reject outright — the divinity of Tiber Septim. After serving for some time with the Knights of the Thorn, near his Cheydinhal home, Uriel sought to answer the Talos question and made his way north to search out the cities where his worship was still allowed but was captured during his travels.
Silanus is a traditional Paladin style warrior, relying on heavy armour, sword and shield, restoration magic and speech — though equipped with a longbow, when the job so requires. He will, in time, use two-handed weapons but only the Bloodskal Blade and Chrysamere. He is also something of a crafting fetishist, investing in all forms of craft as tribute to Zenithar.
Uriel will, obviously, be an ardent supporter of the Empire and will kill Paarthurnax partly out of distrust but mostly to restore the Blades, he will side with the Dawnguard and hunt down vampires with all the zeal of a Vigilant of Stendarr, will destroy the Dark Brotherhood and in time will join the Companions. He will, however, be an adventurer first-and-foremost, carving his own path and showing off his exploits.
When Uriel leaves Skyrim it will be to reform a holy order under the Imperial Divines; whether that is the Knights of the Eight or Knights of the Nine is as yet unknown. One thing is for certain, when the call to war against the Dominion is sounded once more, Uriel will be there.

Male Argonian
Deetum-Wulm was drawn to Skyrim by one thing and one thing only — Dwemer Ruins. He was captured at Darkwater Crossing while en route to the Ruins of Bthalft, though actual suspecting an Argonian of working with the Stormcloaks, doubts are always cast on the traveling Saxhleel. Wulm is very Argonian in his approach to people, taking little concern for property that he could use while not going out of his way to steal, per se. The biggest descriptor for Wulm though is that he is a massive Dwemer nerd.
Wulm is a Polymath character, taking eccentricly from whatever he so deems best. Wears a mish-mash of clothes, light armour and heavy armour, uses light and heavy weaponry as well as crossbows. Not much of an alchemist but smithes and enchants and is quite fond alteration magic in particular.
Deetum-Wulm will take part in the Thieves Guild and definitely join the the College of Winterhold, though he is likely to utterly ignore the Dark Brotherhood and side with the Dawnguard. He will spare Paarthurnax as well but is like as not to never even notice the Companions. If he does take a side in the Civil War it will be with the Imperials, based on the way Argonians are treated in Windhelm.
When Wulm casts aside his duties as Dragonborn, one can bet they‘ll find him in a Dwemer Ruin, using his fame to have a Dwemer Ruin excavated or using Black Books to wander in-and-out of Apocrypha studying the Dwarves.

Rokthal Caneclaws
Male Khajiit
Rokthal is a stand-out character, he was not caught on his way around Darkwater Crossing, but was actually being pursued by the Legion. Rokthal is Thalmor deep, deep cover and had been leading a Bandit-clan in Milkwater Cave to cause chaos along the west coast of the Niben. The Legion marched on Milkwater but Rokthal escaped to Skyrim before being captured — but when his captors were co-opted into the Stormcloak ambush and killed in the fray, no one had any knowledge of why he was imprisoned.
Rokthal is the ultimate in stealth characters, wearing light armour, specializing in stealth and wielding a dagger in one hand and a sap in the other — and a shortbow that he finds distasteful, just in case. His big goal? Chaos from the shadows. Give him a job to deal with a bandit leader, he will take out that leader and as few others as he can to leave a vacuum.
Rokthal will join every Guild, though often in name only, and will gladly lend his aid to the Dark Brotherhood and Thieves Guild. He will join the Volkihar but cure his own vampirism as soon as Harkon falls — not that he won’t use Bloodcursed Arrows to… encourage Vampires. He will kill Paarthurnax to keep Dragons disorderly and then lead the Blades to ruin as best he can. He will aid the Forsworn at every turn and help the Rieklings of Solstheim. He will also end up aiding the Stormcloaks, though drawing out the war as best he can, as an independent Skyrim only helps the Thalmor.
When Rokthal leaves Skyrim, it will be to do more of the same in another province.

Kolarn Stone-Fang
Male Nord
Kolarn is the archetypal Nord Warrior and indeed something of a Nord fetishist but born in Bruma not Skyrim. A little naive — despite being the eldest of my characters, all truth be told and ended up in Darkwater Crossing after getting lost on his way to Ivarstead. Even though he was captured for being too close to the ambush, rather than being a Stormcloak, though had he wandered across it he doubtless would have tried to help.
Much as he is the archetypal Nord in attitude, so too is he the archetypal Nord in combat techniques as well. Big, heavy weaponry with armour to match and a good hand at smithing work. Yet once he discovers his power, his shouts will be as much his weapon as his as hammers and axes.
Kolarn will ecstatically join the Companions — restoring humanity to as much of the  and the Stormcloaks and reluctantly enroll in the College of Winterhold to seek out the Elder Scrolls. He will side with the Dawnguard, though not likely getting too entrenched with them, and will help take Thirsk back. He will leave Paarthurnax alive and utterly abandon the Blades and religiously seek out every word of every shout that he can find.
If Kolarn is ever to leave Skyrim, it will be leave for Sovngarde or perhaps to sail for Atmora.

Obrza gra-Garad
Female Orc
Obrza is an Orsinian Orc and a bit of an oddity. Something of a cross between a Knight and a Missionary of the Temple of Imperial Trinimac; a rejection of Malacath-as-Trinimac that venerates Trinimac as the Ninth Divine over Talos — a rather dubious veneration but one accepted by the Thalmor, likely because Trinimac is an Elven God. Obrza was on her way to Narzulbur to attempt to convert the Stronghold but was captured outside Darkwate…. yeah you know the rest by now.
Obrza is a fairly typical Orc, at least in her approach to others, no subtlety, all gruff attitude and zero diplomatic tact. Yet for everything she lacks civilized skills, she makes up for in Orcish ones. She is a fierce-combatant in heavy-armour, swapping between dual-wielding light weapons and wielding the shock spells favoured by Orcish Shamans and is as skilled a smith as any forge-wife.
As any good Orsinian Orc, Obrza is a strong supporter of the Imperial Legion and will work with the Dawnguard. She will avoid most of the factions, except the Companions and she will destroy the Dark Brotherhood. She will kill Paarthurnax almost without hesitance and do everything in her power to restore the Blades — despite their faulty Talos worship.
When Obrza leaves Skyrim it will be to try and convert the other Strongholds throughout Tamriel, seeing her identity as Dragonborn as proof that the Gods favour her beliefs.

Irwiron Greenrun
Female Bosmer
Irwiron is a wanderer first-and-foremost and on a Tamriel-wide hunting ritual suggested by the Precursor so she might find her place in the new Green Pact. She is to slay one of every, natural living creature she can find — from the Wamasu of Black Marsh to the Horkers of Skyrim — and it was on this hunt she was captured while seeking out a Chaurus.
Irwiron is pure Ranger through and through, stealthy movements, light armour, long-ranged weapons and animal companions to boot. She takes what she needs to survive, be it legal for her or no. She hates engaging in actual physical combat, preferring to stick to her Longbow at a distance and Shortbow as enemies close, but switching to an emergency spear when things become far too dire. There is one exception to her melee aversion however, believing strongly in Hircine’s place amongst the gods of the Green Pact, she embraces lycanthropy through and through; far from afraid to go rushing in or reveal her affliction.
Irwiron will definitely join the Companions — fully exploring Aela’s questline and convincing the other to remain as they are — as well as the Thieves Guild. Being loyal to none but Y’ffre and Hircine she takes no side in the Civil War but targets both camps while transformed. She will side with the Blades and kill Paarthurnax, more out of a dragon hunting obsession than anything else. She will side with the Dawnguard more out of the practicality of not losing her lycanthropy. Dark Brotherhood is as yet undecided.
When Irwiron leaves Skyrim she will do so to continue her hunt across Tamriel but not before having slain at least 1 of each living being that resides here.

In Other My-Skyrim Related News

I’m gonna be retiring Khafden for a tiny bit, well swapping him out really, and giving Corwyn a try from here on out. I will be using a mod that accelerates Experience gains a good bit, though not to absurd levels, as I have played magic classes in vanilla many times and this character is my canon

The patch 6.2 PTR notes have received another update, this time in the form of several new sections for Timewalking, PVP, Professions, and more. Timewalking now has its own section in the patch notes that explains the process and the dungeons that will be made available when the feature goes live. The PVP section has a list of new additions for Ashran, which will be introducing an new area and event on the island as well as reward changes and new weekly quests. Lastly, Professions now has a lengthy section of its own, detailing changes to upgrade items, crafting material changes, and for Jewelcrafters, some delightful news — the addition of an Immaculate tier of epic-quality gems that provide +75 bonus to a given stat.

Take a look at the full patch notes below — changes are in bold.

Originally Posted by Rygarius (Official Post)

World of Warcraft Patch 6.2.0 PTR

Updated: April 17, 2015.

New Content

Zone Unlocked: The Invasion of Tanaan Jungle

  • It’s time to take the fight back to The Iron Horde in Tanaan Jungle!
  • Access to the zone is unlocked by constructing a Shipyard (available to characters with a level 3 Garrison). To begin your journey, report to your Garrison and accept the “War Council” quest.
  • New daily quests are available in Tanaan to acquire shipyard resources and more.
  • Open-world questing with rare creatures and hidden treasures scattered throughout the zone.
  • More information will be added as development continues.

New Garrison Feature: Shipyard and Naval Missions

  • Shipyard
    • Characters with a level 3 garrison can now construct a Shipyard.
    • To begin the path to construct a Shipyard, report to your Garrison and accept the “War Council” quest.
    • Build ships in your Shipyard and dispatch them on new Naval Missions.
    • More information will be added as development continues.
  • Naval Missions
    • Naval Missions are still early in development. More information will be added as it becomes available.

New Raid: Hellfire Citadel

  • Assault the Hellfire Citadel, mighty fortress of the Iron Horde, torn asunder by fel energies unleashed by Gul’dan, and stop the impending invasion of Azeroth!
  • Hellfire Citadel stands at the heart of Tanaan Jungle, where 13 deadly bosses await you, including Kilrogg Deadeye, the monstrous Gorefiend, a reanimated Mannoroth, and Archimonde himself.
  • Keep an eye out for more information on testing dates and times!

New Dungeon Difficulty: Mythic

  • Draenor Dungeons now have a new difficulty level designed to challenge even the most hardened adventurers with a befitting increase in reward. Mythic difficulty is geared towards players that enjoy tackling difficult content in smaller groups and is designed to provide an alternate progression path.
  • Mythic Dungeons are on a weekly lockout, and drop gear that’s item level 680 with a chance for boss at the end to drop loot that’s item level 700.
  • More information will be added as development continues.


  • Timewalking will be available during select weekend holiday events and allows characters to queue up for a randomly selected old-school dungeon with a twist: your character’s power and gear scales down to the dungeon’s level on Heroic difficulty. However, your character retains all of your skills and talents. Emerge victorious, and you will walk away with old loot that is scaled up to your character’s level!
  • Additional rewards for Timewalking are still in-testing, such as a level 100 quest that rewards a Seal of Tempered Fate per weekend.
  • Learn more about this new feature in our blog: Patch 6.2 Preview – Timewalking.
  • Over the coming weeks, Timewalking for the following dungeons will be available for testing on the PTR.

Adventure Guide

  • An evolution of the Dungeon Journal, the Adventure Guide provides a wealth of information on what to see or do for the character.
  • More information will be added as development continues.

Legendary Ring Quest Line

  • Finish the Legendary Ring!
  • More information will be added as development continues.

General Changes

Garrisons, Followers, and Outposts

  • Chroniclers in the Garrison now allow players that have completed An Inside Job to watch the cinematic again.

Garrison Buildings

  • New Garrison Building: Shipyard

Creatures and NPCs

  • Spirit of Harmony Vendors no longer offer Restored Artifacts for sale.

World Environment and Events

  • New Zone Available: Tanaan Jungle

Darkmoon Faire

  • New Darkmoon Potions: A new set of Darkmoon potions can be purchased for one Darkmoon Prize Ticket from the Draughts and Tinctures vendor, Faldar Willowshade at the refreshments table.
  • Darkmoon Fishing: The elusive Darkmoon Daggermaw can now be caught off of the shores of Darkmoon Island. Return them to Galissa Sundew at the docks for a variety of prizes.
  • New Achievement: Whack-a-gnoll has a new achievement that awards a battle pet, Hogs.

Raids and Dungeons


  • New Raid: Hellfire Citadel
    • A brand new raid, the Hellfire Citadel awaits you with 13 new bosses.


  • New Dungeon Difficulty: Mythic
  • New Dungeon Feature: Timewalking

Challenge Mode

  • Completing a Challenge Mode daily quest now awards item level 680 gear (up from item level 660).
  • Challenger’s Strongbox obtained before Patch 6.2 will all become rusted. Rusted strongboxes can no longer be opened and may be sold to a vendor for 50 gold.


  • Level 100 characters engaging in PvP combat now have the following gear changes.
    • All gear between item levels 560 and 690 will now scale up to 690 in PvP combat.
    • Non-PvP gear above item level 715 will scale down to 715 in PvP combat.
    • PvP gear above item level 715 will not be capped in PvP combat.


  • New Area: Ashran Excavation and New Event: Apexis Marks
    • At certain times, spirits of fallen Arakkoa haunt the Ashran Excavation. Defeat them and bring proof of their demise to Rukmaz, the ghostly caretaker of the Apexis vault. First team to show Rulmaz 50 marks wins.
  • Reward Changes
    • Winning an event now awards Honor instead of Conquest.
    • Defeating Grand Marshal Tremblade or High Warlord Volrath no longer awards a Gleaming Ashmaul Strongbox.
    • New Weekly Quest: Slay them All!
      • Defeat 300 enemy players. Awards Conquest.
    • New Weekly Quest: Ashran Dominance
      • Win each event in Ashran and defeat the enemy faction leader. Awards Conquest and a Gleaming Ashmaul Strongbox.
    • New Repeatable Quest: Continue the Dominance
      • Win each event in Ashran and defeat the enemy faction leader. Awards Conquest.
  • General Ashran Changes
    • Players are now automatically placed in a raid when entering Ashran.



  • New Lightforge Heirloom plate armor pieces have been added for helm, chest, and legs to complete the Intellect plate set.
  • Two new PvP-centered heirlooms have been added to the arena chests in Gurubashi Arena in Stranglethorn Vale and the Deathmatch Pavilion on Darkmoon Island. Master Pit Fighters or Arena Grand Masters, hop into the arena and defend your title for a chance to loot these new prizes!


  • Argent Warhorse should now display correctly in the Mount Journal.

Pet Battles

  • Break out your traps and Safari Hat, new wild pets have been spotted in Tanaan Jungle and a few other places!
  • Fel-corrupted legendary pets have been spotted in Tanaan Jungle! Each pet can be defeated once per day for a bag of Fel-Touched Pet Supplies, which can contain pet charms, Battle-Training stones to increase a battle pet’s level, and even rare pets.
  • Expert Pet Trappers Giada Goldleash and Tiffy Trapspring have shown up at the Pet Menagerie with a variety of pets and toys for sale for Pet Charms.



  • New Ranks for Warlords Crafted Items
    • Two new ranks of upgrades have been added to Warlords Crafted items, “Mighty” for rank 5 at item level 700, and “Savage” for rank 6 at item level 715.
    • Crafting the new upgrade items requires Felblood, a new reagent that can be obtained through the Barn.
    • The new recipes can be purchased from visiting Garrison traders.
  • Upgrade Item Consolidation
    • “Greater” rank 3 and “Powerful” rank 4 upgrade items have been consolidated together. A rank 2 upgrade item can now be used to upgrade a Warlords Crafted item to rank 4.
      • For example, Burnished Essence can now upgrade a rank 1 leatherworking item to rank 2, a rank 2 item to rank 3, or a rank 3 item to rank 4.
    • Rank 3 and 4 upgrade items can no longer be crafted and existing items have become unstable. These unstable items can be used to create the appropriate rank 2 upgrade item and refund the materials used to craft it.
      • For example, Greater Burnished Essence can now be clicked to create a Burnished Essence, 50 Burnished Leather, and 10 Sorcerous Water.
  • Warlords Crafting Material Changes
    • Greatly increased the output of the following crafting materials created through a daily cooldown.
      • Alchemical Catalyst
      • Burnished Leather
      • Gearspring Parts
      • Hexweave Cloth
      • Taladite Crystal
      • Temporal Crystal
      • Truesteel Ingot
      • War Paints
      • Sorcerous Air
      • Sorcerous Earth
      • Sorcerous Fire
      • Sorcerous Water
      • Savage Blood
    • A number of recipes that use crafting materials created through a daily cooldown now requires less materials.


  • Added a new Immaculate tier of gems of epic quality that provides +75 bonus to a given stat.
  • Players can unlock the ability to craft the new gems by completing a short questline that starts at an Arakkoa encampment as soon as they enter Tanaan Jungle.
  • After completing the questline, Jewelcrafters can craft Versatility gems. To unlock additional gem recipes, players must find or purchase Gemcutter Modules from various sources.
  • Jewelcrafters also have a chance to learn one of the new recipes each time the Gemcutting Construct crafts a gem.


  • Apexis Crystals no longer have a cap.
  • Sinister Spores now reduces healing taken by 50% (down from 90%).
  • Super Sticky Glitter Bomb’s effect can now be dispelled and lasts for 15 seconds (down from 30 seconds).


  • Exploration Mission Master achievement no longer requires completing treasure map Garrison Missions.


Death Knight


  • Anti-Magic Shell now absorbs 100% of all magical damage (up from 75%). However, damage absorbed no longer causes Resolve.


  • Frost Strike now deals 20% more damage.
  • Howling Blast now deals 20% more damage.
  • Obliterate’s damage has increased by 20%, but deals only 80% of normal damage against player-controlled targets.


  • Necrosis now deals 17% less damage.


  • Glyph of Icy Runes has been removed.



  • Frenzied Regeneration now refunds a proportional amount of excess healing dealt back to the Druid as Rage.
  • Thrash now deals 10% more damage.


  • Mastery: Total Eclipse has reduced in effectiveness by 5%.


  • Rake now deals 10% more damage.
  • Rip now deals 10% more damage.


  • Bear Form now increases armor by 285% (up from 250%) for Guardian Druids.
  • Healing Touch no longer cancels Bear Form for Guardian Druids.
  • Savage Defense now also reduces physical damage taken by 25%.


  • Dream of Cenarius’ effect can now be stored for up to 40 seconds (up from 20 seconds) for Guardian Druids.
  • Force of Nature’s summoned Treant now deals 100% more damage.


  • Glyph of Untamed Stars is now automatically learned at level 75.



  • Aspect of the Fox has been removed.


  • Aimed Shot now deals 15% more damage.


  • Mastery: Essence of the Viper has increased in effectiveness by 19%.
  • Explosive Shot now deals 15% less damage.
  • Serpent Sting no longer deals an initial “tick” of damage when the periodic effect is first applied.


  • A Murder of Crows now deals only 80% of normal damage against player-controlled targets.
  • Barrage now deals only 80% of normal damage against player-controlled targets. Additionally, the ability no longer hits invisible or stealthed targets.



  • Amplify Magic has been removed.
  • Frostfire Bolt now deals 30% more damage.


  • Mastery: Mana Adept has reduced in effectiveness by 6%.
  • Arcane Missiles now deals 10% more damage.


  • Mastery: Icicles is now 13% more effective.
  • Brain Freeze now has a 15% increased chance to trigger on each multistrike (down from 25%).
  • Frostbolt now deals 30% more damage.



  • Blackout Kick now deals 5% 30% less damage.
  • Provoke now has a 30 yard range (down from 40 yards).
  • Rising Sun Kick (Windwalker, Mistweaver) now deals 5% less damage.
  • Tiger Palm now deals 5% 30% less damage.
  • Tiger Strikes no longer triggers from multistrikes, but now provides a 40% increase to Multistrike chance while active.


  • Blackout Kick no longer increases the Stagger amount for Brewmaster Monks.
  • Stance of the Sturdy Ox now increases armor by 125% (up from 75%) and provides a 20% 10% base Stagger percentage. Additionally, the Stagger effect no longer works against attacks which ignore armor.


  • Fists of Fury now deals 5% 30% less damage.
  • Hurricane Strike now deals 5% 30% less damage.
  • Tigereye Brew now increases damage dealt by 10% per charge consumed (up from 6%).


  • Chi Explosion now deals 5% 30% less damage for Windwalker Monks.
  • Serenity now lasts 5 seconds for Brewmaster Monks (down from 10 seconds).



  • Devotion Aura now reduces all damage taken, not just magical damage.
  • Holy Shock’s mana cost has increased by 50%.


  • Mastery: Hand of Light has reduced in effectiveness by 6%.



  • Mastery: Mental Anguish has been reduced in effectiveness by 10%.
  • Devouring Plague now deals 12% less damage.
  • Shadowform no longer applies its visual effect to the Priest’s mount.


  • Glyph of Shadowy Friends now extends Shadowform’s visual effect to the Priest’s mount in addition to non-combat pets.



  • Eviscerate now deals 10% more damage.
  • Sinister Strike now deals 10% more damage.


  • New items have been added to pickpocket from humanoids in Tanaan Jungle.
  • Added a new weekly quest, Da Even Bigga Score.
  • Dingy Iron Coins now have a cap of 20,000 (up from 10,000).
  • Secretive Whistle now has a 15 minute cooldown (down from 1 hour).
  • Updated tooltip descriptions for pickpocketed items of value to help distinguish them from other items.


  • Envenom now deals 30% 10% more damage.
  • Mutilate now deals 30% 10% more damage.


  • Mastery: Main Gauche has increased in effectiveness by 10%.
  • Killing Spree now only grants immunity to root and snare effects and the effect is now cancelled if the Rogue is affected by other crowd-control effects.


  • Mastery: Executioner has decreased in effectiveness by 8%.
  • Backstab now deals 20% more damage.
  • Sanguinary Vein now causes the Rogue to deal 30% more damage to targets affected by Rupture (up from 25%).


  • Shuriken Toss now deals 53% more autoattack damage. Additionally, fixed a bug that caused hits made with offhand weapons to deal 15% more damage than intended.



  • Elemental Overload now increases multistrike damage by 20% (down from 35%).


  • Chain Heal now heals for 25% more.
  • Riptide no longer increases Chain Heal’s effectiveness by 25% on the primary target.

Armor Sets

  • PvP 2-piece set bonus for Elemental Shaman is now the PvP 4-piece set bonus and has been replaced. New PvP 2-piece set bonus: Reduces the cooldown of Hex by 15 seconds.
  • PvP 4-piece set bonus for Elemental Shaman has been replaced by the old PvP 2-piece set bonus. While Ascendance is active, the Shaman is immune to silence and interrupt effects.



  • Corruption now deals 12% more damage.
  • Dark Soul should now have its cooldown reset at the end of a raid encounter for all Warlock specializations.
  • Shadow Bolt now deals 25% less damage.


  • Agony now deals 12% more damage.
  • Unstable Affliction now deals 12% more damage.


  • Mastery: Master Demonologist has decreased in effectiveness by 4%.
  • Chaos Wave now deals 25% less damage.
  • Doom now deals 25% less damage.
  • Hand of Gul’dan now deals 25% less damage.
  • Soul Fire now deals 25% less damage.
  • Touch of Chaos now deals 25% less damage.

Armor Sets

  • PvP 2-piece set bonus for Destruction Warlocks has been redesigned. Getting stunned, silenced, interrupted, or feared now generates 1 Burning Ember. Can only occur once every 15 seconds.



  • Defensive Stance now decreases damage taken by 25% (up from 20%).


  • Improved Defensive Stance now also decreases damage taken by 5%.

The post WoW Patch 6.2 PTR patch notes update for April 17 appeared first on Blizzard Watch.

oldroots asked:

tell us some more about sigfrials sister too <3

Celosial is a Dynamics college grad (if I remember correctly) who found her calling in the study of dragons and their effect on the biology of nature. She’s very focused, but has a bad of losing sight of things around her when she’s working. This is how she suddenly found herself aboard a pact airship during the assault against Zhaitan. This event was a sobering moment for her, and she shortly thereafter retired from adventuring to Lion’s Arch to continue her research with the Priory and compile all of her findings on Zhaitan and the dragons.

She tried to tell Sigfrial that joining the battle against Mordremoth might be too dangerous, but Sigfrial wouldn’t listen, so she makes due by gathering Sigfrial’s eye witness accounts of the Mordrem.

When not working, Celosial spends her time with her various hobbies; cooking, tailoring and jewelcrafting.

One day she’ll convince Sigfrial to clean herself up as much as her armor, but she feels she might have better luck trying to ride the Shatterer.

One of Neo'la’s daughters is Ronae.

Ronae Suntreader is a young Protection and Holy Paladin. She is a jewelcrafter and a miner. She is very strong and inherits her kind attitude from her father. She is always doing everything she can to help others. She works with her mother, and is always there to soothe her mother when she breaks down.

‘Ronae’ also means 'peace’ in Thalassian. The name suits her well.

She is next in line to inherit the Sunblade.

My friend Brandy is an amazing jewelcrafter and metalworker who works local art shows and craft fairs.  She has started a GoFundMe campaign to buy a used Boogie Bus, so she can bring her show and all her equipment out on the road with her.  She can’t do that with her current compact car.  If Markiplier signal boosts this and the event is fully funded, she has told me that she will fabricate a “Sassy Grim Reaper” to hang out the passenger window in his honor.

Mobile Metal Working Studio Campaign:

My main is a jewelcrafter and an engineer, and neither of these professions were learned for anything other than giving myself a boost. I’ve had engineering since I created the character back in Burning Crusade, but I’ve flipped my secondary profession around a few different times to something I felt would be useful —  in Wrath I had leatherworking for a short period of time. I seem to have settled on jewelcrafting as a semi-permanent one for now though, mostly because I always need gems for something.

But I don’t play the auction house — I’ve never really had the time or inclination to try and work my way into a gem market that so many other players had completely covered. I was never really hurting when it came to gold for repairs anyway, and being gold capped has never been important to me. However, I ran out of room in my reagent bank earlier this week, and just to make some room I cut a half dozen or so Greater Mastery Taladites to toss on the AH. To my surprise, people were listing them for a lot of gold.

And not more than three hours later, all of them had sold and I had several thousand gold waiting for me in my mailbox. I’m still reeling a little from that. I don’t think I’ve ever sold a gem for more than a few hundred, and those were the epic gems from Cataclysm. Is this normal? I don’t know, but I see a lot more gem cutting in my immediate future. Might as well sell them while I can, right? Do you guys use your professions to make gold? Do you sell your crafted items on the auction house? When you pick up a profession, is it for your own personal use, or do you go for something that’s going to make some gold on the side as well?

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