text:
How can I reduce the costs associated with my commercial HVAC system?
Can I reduce energy costs by replacing an older commercial HVAC system?
What publications and computer programs can help with our HVAC needs?
Can green design lessen demands on commercial HVAC systems?
Do I need to plan for the future phaseout of certain HVAC refrigerants?
What is an energy management system?
What basic steps can I take to cut energy costs in my building?
How can I keep the air clean when I use a woodstove to heat?
How can I make sure heating equipment does not emit pollution?
How can I keep my home safe from carbon monoxide pollution?
What should I do if my apartment radiator feels cold to the touch?
How can I fix leaks in the pipework of my heating system?
What do I do if my system is not heating?
How do I prevent corrosion in my heating system?
Will buying ENERGY STAR appliances save me money?
What features distinguish an ENERGY STAR boiler from standard boilers?
How does an ENERGY STAR thermostat work?
What is the ENERGY STAR label?
Why is the ENERGY STAR label important?
Can an ENERGY STAR air conditioner lower my cooling bills?
Should I get an extra large central air unit to improve air flow in my home?
How does a home comfort system differ from an air conditioner or heater?
What kind of features should I look for in a home comfort system?
How do I know if there are problems with air quality in my home?
What kind of home cooling services are on the market?
What types of home heating services are available?
Will updating my home thermostat save money?
What is a SEER rating on an air conditioner?
Why is it important to choose the right-size HVAC system?
What factors will my contractor consider when sizing a new HVAC system?
How can HVAC product newsletters help consumers?
How do I find the best HVAC dealer?
What kind of service should I expect from my HVAC dealer?
How do I know if I'm making the best investment in a new HVAC system?
Do HVAC dealers offer financing plans so I can afford a new system?
How do central air conditioners work?
How important is the size of the central air conditioner?
Where should I locate my new central air conditioner?
What do I need to do to maintain my central air conditioner?
How can I save on installation and operating costs for my central air conditioner?
What is the lifespan of a central air conditioner?
How can I find a central air conditioner that doesn't blow too cold on mild days?
Can an efficient heating and cooling system bring customers to my shop?
What is the EnergyGuide label on my new heating system?
How often do I need to clean my heating/cooling system?
How does vairable-speed heating work?
Are there realistic alternatives to the warmth and charm of fireplace heating?
Will proper landscaping shield my home from winter winds?
What are some heating alternatives to furnaces and boilers?
How can I save money this winter when running my furnace?
How is furnace efficiency measured?
Are there different types of gas furnaces to choose from?
Do I need to clean my furnace filter?
What are the advantages of owning a gas furnace?
What should I look for when buying a furnace?
Can attic ventilation reduce cooling costs in the summer?
Should I worry about ventilation in my basement?
Will commercial HVAC systems stop mold growth?
Which federal agency handles workplace complaints on air quality?
How can I improve ventilation in my home?
What should I do if I think there's a problem with air pollution at my office?
What is the role of air cleaners in commercial indoor air quality systems?
Are there tips for air-conditioner installation?
How can I identify the reasons for high home energy costs?
How can we find out why our office is so humid?
What should I do about my aging office HVAC system?
What should HVAC contractors consider before partnering with HVAC manufacturers?
What does an annual HVAC checkup involve?
What should I do about an HVAC system that doesn't seem to work well in a couple of rooms?
Should I clean my heating/cooling system after wintertime use?
How do I clean air-conditioning coils?
How can an energy audit ease costs of running an HVAC system?
Will I save money by switching off the AC at night?
What features do the best HVAC systems offer today?
Can you explain some of the industry jargon as it relates to buying and owning an HVAC?
Are there central air conditioners that don't make a lot of noise?
Why is our office building too humid?
Why would I need to contact an industrial ventilation system specialst?
How do I handle concerns about indoor air quality at my business?
Can I troubleshoot HVAC problems on my own?
How can computer software help with HVAC repairs?
How can businesses avoid costly repairs with an HVAC system?
Can insulation problems affect my heating system?
What types of technological advances can I expect to see in running HVAC systems.
Will software help my facilities crew manage our HVAC system?
When should I bring in an HVAC consultant when developing a new building?
How does two-stage cooling work?
How is new technology chaning cooling/heating services?
Is there a device that allows for different AC temperatures in different parts of the house?
Is there anyway to get rid of the irritating noise cenrtal ACs make?
How can I improve the air quality in my home?
What are the challenges of becoming an HVAC technician?
Are there online courses for HVAC technicians?
What is the job market like for HVAC specialists?
Where can I find job listings online for HVAC technicians?
Where are job opportunities in my community?
What can HVAC technicians expect to earn?
What skills do HVAC techncians need?
|Guru Spotlight
|George Sayour


text:
When you visit the Museu do Futebol in São Paulo, you are at one point obliged to enter a long, narrow, pitch-black room, in which the increasingly loud pounding of a heartbeat plays heavily over concealed speakers as images of the Maracanazo—Brazil's infamous loss in the final of the 1950 World Cup in Rio de Janeiro—flicker to life on a far wall. As Uruguay score their second goal, the heartbeat stops, the idea being that this was the moment when all Brazil lived and died as one.
From one angle, Brazil's 7-1 loss to Germany Tuesday—the worst defeat in the sport's history before the first half was out—was an extension of everything implied by the existence of that room, with the 64 years stretching between the two matches collapsing down into one point at which the hearts of 200 million people stopped beating as one and on which rain fell like the tears of the gods, etc. ("The gods knew," claimed ESPN's Wright Thompson, opening a dispatch from a rain-battered favela.)
From another angle, it's perhaps a bit much to suggest a direct continuity between two matches separated by a lifetime, or to suggest, in the manner of both sports museums and sports media, that a sporting event is central to the national identity. To do either is to abstract everything interesting out of one of the most interesting games we'll ever see.
The aspect of sports that's never discussed enough is the extent to which they're about repetition and order, which is to say that they're physical endeavors. In theory, tactics are an intellectual exercise involving a manager marking off times with a stopwatch, sketching out positioning on a blackboard, and working out elaborately orchestrated feints and counters, something anyone with a basic knowledge of the game can imagine himself doing. In reality, they're about athletes being in precisely the right place at precisely the right time, which is a matter of doing something over and over and over again until you don't have to think about it at all—a form of conditioning, in the technical sense.
In soccer, where you're moving in concert with 10 other people and especially with smaller subsets of them, this plays out as anticipation. David Luiz can shade to his left against a forward coming off the wing because he knows Thiago Silva will cover the space to his right; he can bomb downfield because he knows that the men behind him will go narrow or wide as required; he can double a man on a set piece because he expects that if someone slips free, Silva will catch it and call a new play, or cover himself. It's all about not having to think, about knowing what will happen in every situation because it's been played through so many times before.
All of this is a way of saying that of course Brazil were always going to have issues with Silva and Neymar out against Germany, not simply because they were the team's two best players, or because they were the team's single best defensive and offensive players, but because they were the two players the rest of the team was conditioned to key off of. If you think of the team as a single reactive organism, this was like severing nerve endings. The problem was less the quality of the replacements than that they weren't as predictable, as able to be anticipated. With Silva and Neymar off the pitch, their teammates had to think that much more.
This is all right there to be seen on the game film. Remember that for 20-plus minutes, there was nothing much out of the ordinary going on; it looked to be a tight game between two essentially even teams that would maybe be decided by who got the calls (the team with the home-field advantage, you'd have figured). The first goal came on a great set piece where the crafty Miroslav Klose essentially set a pick on Luiz, freeing up Thomas Müller for the score. It was a gut punch, but didn't look to be anything Brazil couldn't come back from.
It was the second goal where you started to see the bolts coming loose. Fernandinho was caught out of position and Maicon didn't track Klose; that freed up the striker, so that Müller could lay it off to him. This was bad, but explicable. It was world-class players being slightly off the points where they should have been—off the orbit that Silva would, presumably, have set. "You realized that they were confused," as German manager Joachim Löw put it.
Any idea that these players were breaking under the heavy pressure or the weight of history here is, though, belied by the fact that after this they were still in it. They'd given up one goal on a brilliant play and another on a broken one, but there was no collapse. That only came with the run of three goals in about three minutes, the first of which is the one that did the damage.
With Marcelo a step off, Germany were able to send in a through ball, and get it to Müller at the edge of the box. Six Brazilians collapsed into the box, opening up Toni Kroos at the top of the 18. It's a decent bet that Silva would have called for someone to step forward mark the open man, but as it was no one did, and he was able to make a difficult shot.
At this point, Brazil were down 3-0 on basically mechanical faults, and it was only here that they started to visibly crack. Kroos was able to run straight down the pitch and dispossess Fernandinho—who didn't even really look around as he was getting the ball, the sort of response you'd figure would be so deeply ingrained he couldn't not do it—before passing it in. On the fifth goal, Luiz and Luiz Gustavo froze, allowing Mats Hummels to recover from a bad touch when he should have taken at least one hard challenge and setting up another pass into the net.
It looked, for all the world, like actual, physiological panic. Maybe you've felt it looking around and realizing you don't know where your child is, or losing a job, or due to native anxiety, but you've probably felt it, and you know what it is—a total, if momentary, loss of control. And if you read things this way, what happened to Brazil makes sense. A set piece that could have beaten any team in the world begat bad plays involving players being a step or two off where they should have been, due perhaps to the absence of their center of defensive gravity, and then the world came in on them. It was impossibly unlikely; it was nothing you could have predicted even if you'd rightly figured that the loss of Silva and Neymar would have horrific effects on the way the team moved in space; and it happened because sports are incredibly difficult, and at this level involve the turning of impossibly involved gears that can't tolerate any kind of sand.
Brazilians aren't more intense or passionate about sports than Americans are. That's a romantic myth, the sort expressed by taking too seriously the idea that the country's heart ever beat as one and kept going by the passing on of almost certainly false tales like the one about how Uruguay's second goal inspired fans to leap to their deaths in the Maracanã, or intoning about how a loss to Germany could lead to death. The distinction is that they feel about a national team the way Americans do about local ones, which means that an entire nation, rather than an isolable locality, can be torn up by a historic, all-encompassing loss. This is a difference of degree, not kind, and to read it any other way is at best to surrender to the same basic fallacy that sees a team's loss as the result of something other than identifiable failures and at worst to depict Brazilians as so unsophisticated that they can't tell the difference between sports and life, and so are prone to riot over nothing at all.
You saw this sort of thing all over in the American press yesterday and today. There was no game, no sequence of failed assignments meeting with a German side that played about as well as any anyone has ever seen; there were people trying to express the inexpressible, and coming to the conclusion that instead of failures of placement, there were larger forces at work.
Wright Thompson, who skipped out on the third, fourth, and fifth goals to wander around in a sketchy neighborhood and seemed genuinely surprised to find Brazilians watching soap operas rather than dropping to their knees and rending their garments, invoked the all-knowing gods. The New Republic's Franklin Foer blamed Brazil for essentially having been corrupted by a European ideal and thus not playing the way they did when Pelé was in his prime, which is, among other things, roughly like blaming the Green Bay Packers for not playing like they did under Vince Lombardi. SI's Grant Wahl, a smart writer who knows the game deeply, had Brazil's loss down to failures of the soul. ("It was as if something deep inside them shut down.") The Times's Sam Borden, a generally wonderful and insightful writer, linked the bad sports result to concerns about cities erupting in flames. ESPN's Chris Jones saw the apocalypse.
There have been fears, spoken of surprisingly often and openly, about what terrible things would happen if Brazil failed to win this World Cup — something seen by some here almost as a divine right, a function of pure destiny. Mostly, people had talked about how sideways the world might go if the hosts lost to the hated Argentines in the final. Then every clamp and governor who had been thrown onto this crackling country — most of the pre-tournament anger having subsided once the games began — would be released. In the absence of any reason for unity, a potentially violent division would return.
It turns out a more decisive cataclysm was coming.
There was no decisive cataclysm, of course. Brazil loves A Seleção precisely the same way New York loves the Yankees, or Chicago loves the Bulls, or Tuscaloosa loves the Crimson Tide—more than they should, perhaps, but rationally and, random drunks aside, within bounds. If the absence of chaos was a surprise, it could only have been so to those who weren't paying attention, or didn't understand what they saw.
But our sportswriting always tends to the histrionic. There is a line of thought that elevates those who win as inherently virtuous, possessed of a certain character, and so marks those who lose as deficient in those traits. It writes the sports out of sports, giving the winners nowhere near enough credit for having learned how to be in the right place at the right time so perfectly that they can effortlessly improvise and ascribing the wrong faults to the losers. It's the bane of sportswriters—but not sports fans. Sixty-four years from now, anyone who saw yesterday's match will remember it, but very few will remember it for anything other than what it was: an injury and a ban leading to sequences of bad play that led to three minutes no one would've ever believed. An unreal soccer match between the two best national sides in the world, in other words; nothing more, and certainly nothing at all less.
Screamer is Deadspin's soccer site. We're @ScreamerDS on Twitter. We'll be partnering with our friends at Howler Magazine throughout the World Cup. Follow them on Twitter, @whatahowler.

subset: commoncrawl


text:
Migration in Process
In response to changes in webhosting arrangements at North Dakota State University, Professor Isern is moving all his web pages previously housed on NDSU servers to his private provider. There they will lodge in one of the domains he owns (historyrfd.net, heritagerenewal.org, or plainsfolk.com). Please bear with us, as this is a long and complex process. The pages in the directory you just tried to access are undergoing rehabilitation and will be posted to this location soon.


text:
Acme Roadhouse: College Night with DJ J. Alan (Top 40)
Ain't Nobody's Bizness: DJ Suzy (hip-hop, dance)
Anderson's Fifth Estate: Area 51 with AKA (gothic, industrial)
Axis/Radius: Ladies' Night (dance)
AZ 88: DJ P-Body (jazz fusion, funk)
Barcelona: DJ Rob (dance)
Dos Gringos -- Scottsdale: Block Party with DJ Sterling (all genres)
Draft House: DJ Dave outta NYC (hip-hop)
E-Lounge: DJ Domenica (high energy dance)
Garcia's: Latin Dance Night (Spanish rock/pop, reggaeton, cumbia)
Hard Rock Cafe: Skandilis (Latin)
Hidden House: The Shop Redux (dance)
Hollywood Alley: Blunt Club with Emerg McVay, & Dumperfoo (hip-hop, breaks)
Jack's Place: House Party with Mr. DJ Ray (hip-hop, Top 40)
Karamba: Flava Thursdays with DJ Melo (hip-hop, R&B, reggaeton)
Lagerfields: DJ L-Ectric (dance)
The Loft: Lifted with DJs Tranzit, Soloman, & Groove (all genres)
M3: Candy with DJ Astonish (Top 40, hip-hop)
Marc's: DJ Anthony (Top 40, hip-hop)
Margarita Rocks: Johnny Surf Poser with DJ Steel (alternative rock, dance)
Martini Ranch: DJ Element (house, hip-hop)
McDuffy's -- Peoria: DJ Sean (Top 40, dance)
McDuffy's -- Tempe: DJ Earth (Top 40, dance, hip pop)
Mickey's Hangover: Absolutely Fabulous (dance)
Next: Sultry with DJ Fashen (dance)
Owl's Nest: Disco Inferno (disco)
Pat O's Bunkhouse: DJ Doom (dance)
San Felipe's Cantina: DJ Larry Mac (Top 40)
Six: Mint with DJ Sean Morley (house, funk, soul)
16th Street: The 16 Spot with Delikacy & Extra E (downtempo, acid jazz, reggae)
Slap Shots: DJ Wes (all genres)
The Spot: DJ Leo Blaze (Latin, old school)
Friday 12
Acme Bar & Grill: Tranzl8r (hip-hop)
Acme Roadhouse: DJ Steven (house)
Anderson's Fifth Estate: Rock en Español with DJ Alberto (Latin)
Arizona Beach Club: Co Go Nuts with DJs Greggy D & Pete (dance)
Axis/Radius: Kashmeer (dance, hip-hop)
Barcelona: DJ Rob (dance)
Buzz: Club Deez (Top 40, hip-hop)
Charlie's: Afterhours (high energy dance)
Club Atlas: Girls Night Out (dance)
Club Blaze: DJs Smooth, Desert Dogg MC, Carlos, Ice, & guests (Top 40, Latin pop)
Club Central: DJ Ernie (hip-hop, R&B)
Club Dwntwn: DJs El Gatillero, Latin King, & more (salsa, bachata)
Coyote Hill: DJ Mikey Mike (dance)
Draft House: DJ Dave outta NYC (hip-hop)
Earl's Tin Palace: "the.deep.red.sexy" with DJ Senbad (uptempo dance)
E-Lounge: DJ Domenica (high energy dance, house)
Graham Central Station: DJs Flat Top, Gravity, & more (Top 40, '80s, country)
Hidden House: Escape From Sun City (dance)
Hurricane Bay: DJs Joe & Paul ('60s to today)
Jackpot: Free Bass V2.0 with guest DJs (hip-hop, electro, house)
Jack's Place: House Party II with Mr. DJ Ray (house, hip-hop, Top 40)
Karamba: Hot Pink! with guest DJ Michael T. from the Motherfucker parties in NYC, DJs Sleazy Sean & Colt, and a performance by Austin Head (Britpop, rock, electro, disco punk)
M3: Extreme Fridays with DJ 40-L (hip-hop)
Mardi Gras: Deactivate (drum 'n' bass)
Margarita Rocks: Late Nite Dance Party with DJ Steel (alternative rock, dance)
Martini Ranch: DJ J Alan (hip-hop)
McDuffy's -- Peoria: DJ Sean (Top 40, dance)
Myst: John Boy & Paul Epstein (dance)
Mythos: Club Energy with 92.7 (house, dance)
Next: "Flirt" hosted by Amar Stoudemire of the Phoenix Suns with DJs Flava, & M2 (hip-hop)
Palazzo: Tranzylvania with Kevin Brown (gothic, industrial, dark trance)
Pattie's: DJ Pedro (dance)
Philthy Phil's: DJ Philthy Phil's (all genres)
Scorch Bar: en masse DJs H.P. & Dan Fitak (all genres)
Shepherd's: DJ Tony (Top 40, hip-hop)
Sky Lounge: Ritmo Latino with Roberto Dominguez & Leo Sanchez (salsa fusion)
TNT Lounge: DJ Brenna (old school)
Saturday 13
Acme Bar & Grill: DJR (all genres)
Ain't Nobody's Bizness: DJ Suzy (Top 40, hip-hop, dance)
Anderson's Fifth Estate: DJs Dan & Greg (classic alternative, '80s)
Arizona Beach Club: Club Kiss Live with DJ Chino, & more (dance)
Buster McNutty's: Club FullFilled hosts The Big Girl Party (dance)
Club Blaze: DJs Smooth, Desert Dogg MC, Carlos, & guests (old school, R&B, cumbia, Latin)
Club Dwntwn: DJ Luis & Cesar 3ro (Latin pop, salsa)
Coyote Hill: DJ Mikey Mike (dance)
Draft House: DJ Dave outta NYC (hip-hop)
Earl's Tin Palace: DJ Memo (hits)
E-Lounge: DJ Pete (all genres)
Hidden House: The Shop with DJ Al (hip-hop, dance)
Karamba: Kaliente & Afterhours with DJs Tranz, Melo, & DJ Kirby (salsa, merengue, dance)
The Loft: Styllez with DJs Nappe, A.O.T.A., & more (hip-hop, drum 'n' bass)
Margarita Rocks: Late Nite Dance Party with DJ Steele (alternative rock, dance)
Martini Ranch: DJ Michael (house, hip-hop)
Next: DJ Gable (Top 40)
Owl's Nest: DJ Slippe (Top 40, hip-hop)
The Rogue East: Shake! with William F#@kin' Reed & Katie Rose (mod, glam, dance rock)
Shepherd's: DJ Al (Top 40, hip-hop)
Six: DJ Roach (rock, funk, soul)
Sky Lounge: Flux with Energy 92.7 (progressive house)
Sugar Daddy's: DJ Devine (all genres)
Sunday 14
Ain't Nobody's Bizness: 18+ with DJ Tsunami (hip-hop)
Dos Gringos -- Scottsdale: Sunday School with DJ Tranzl8tr (all genres)
Dos Gringos Trailer Park -- Tempe: Club Donkey with DJ Iakona (all genres)
E-Lounge: She-Bop -- 18+ (dance)
Hidden House: Muck Fondays with DJs Trademark, Astonish, & Delicate (dance)
Hurricane Bay: DJs James, Jeremy, & Dave ('60s to today)
Karamba: Kaliente with DJs Tranz & Melo (salsa, merengue, dance)
M3: Curious with DJ PL4Y (hip-hop, R&B, reggae)
Sail Inn: Flavor Shop with DJs Roach, Hyder, & Organic (funk, neo-soul, boogaloo)
The Sets: DJ Daddy Rich (classic old school)
Shepherd's: Soak Her Sundays (Top 40, hip-hop)
Six: Red with Pete Salaz, Rod Carrillo, & more (house, hip-hop)
Suede: Single Sunday (dance)
Monday 15
Acme Roadhouse: DJs J. Alan & MCB (hip-hop, house)
Earl's Tin Palace: Oasis with DJ Tranzl8r (hip-hop, '80s)
The Loft: Other.Ground with DJs Nasty Nate, Hyder, & Tricky T (hip-hop, drum 'n' bass)
Martini Ranch: DJ De Söl (hip-hop)
McDuffy's -- Tempe: S.I.N. (dance)
Simpleton's: Video DJ Dan Kinnard (dance)
Tuesday 16
Acme Bar & Grill: DJ Tranzl8r (hip-hop, Top 40)
Ain't Nobody's Bizness: DJ Suzy (all request)
Anderson's Fifth Estate: DJs Static & Larry Mac (Top 40)
Hidden House: DJ J-Cut (dance)
Last Call: DJ Loren Pheltersnatch (Top 40)
The Library: DJ Diesel (Top 40, hip-hop)
Marc's: DJ Dave ('60s, '70s & '80s)
Mardi Gras: DJ Tim (punk gone country)
Martini Ranch: Naughty with DJ Jeff (dance)
Next: Sugar with DJ Fashen (hip-hop)
Owl's Nest: Up in the Air with Benny & JR (hip-hop)
Paper Heart: DJ Seduce's "P.A.I.N.T." (experimental, jazz fusion, funk)
Rio Salado Brewing Co.: Kill Mill (hip-hop)
Sky Lounge: Rehab with DJs Jonah Gabriel & Steve Edwards (electro house)
Suede: Ultra (house)
Wednesday 17
Axis/Radius: Latin Night (Latin)
Arizona Beach Club: 18+ Barely Legal Beach Party (dance)
AZ 88: DJ P-Body (acid jazz lounge)
Club Dwntwn: Twisted with DJ Bondz (all genres)
Coyote Hill: DJ TuTu (all genres)
McDuffy's -- Peoria: DJ Sean (Top 40, dance)
Monroe's: Broadcast ('80s, Britpop, indie)
Mythos: Hip-Hop Hump Day with DJ Mellow-B (old school hip-hop, R&B)
Next: Batucada with Pete Salaz, & Senbad (house)
The Old Brickhouse: DJ Melo, & more (reggaeton)
Owl's Nest: DJ Slippe (Top 40, hip-hop)
Pussycat Lounge: Phat Black Pussycat (all genres)
Sky Lounge: Essential (drum 'n' bass, old school hip-hop)
The Spot: DJ Foreplay (dance)


text:
Well, in the times of more and more Government control, anyone planning an outdoor event in Bangor on City property should beware. The City of Bangor has established a new policy regarding permits for an "event".
I am not aware of their Municipal defiinition of an event but I presume it is general and has something to do with a gathering. Here is the Bangor Daily News link to the article. Believe me, I do not believe the BDN is a total authority. I do, however, believe if I was thinking about having and publishing an event in a public area or park in Bangor, after this news article, I would be checking with Parks and Rec to see about the rules and if what I was doing fell under this regulation.
What hurts is the application fee and also the fact this is another layer of regulation.


text:
Since I began scrutinizing race and race issues closely, I've found myself returning repeatedly to my (admittedly cursory) knowledge of psychology. I have found the concepts that are described in the scientific literature to be incredibly apt in discussions of racism. Additionally, the often creative study designs used by psychological researchers are readily adaptable in the service of scrutinizing our inherent racial biases and heuristics. They allow us to control for, and reveal, cognitive processes that happen well below the level of our conscious awareness. While regulations against discriminatory hiring practices or forced integration of schools might be sufficient to address overt and obvious racism, the gaps we continue to see along racial lines in employment and education strongly suggest that these measures are insufficient. We must look deeper – to the root causes of racism.
I lay the blame firmly at the feet of our stupid mammal brains. We forge unwarranted connections between variables, weaving false causation from whole cloth. When we see women kept out of the boardrooms, for example, despite the line in our Human Resources policy manual that specifically says we won't do that, our brains helpfully fill in the blanks for us – obviously women aren't there because women aren't supposed to be. I mean, once you remove the most obvious barrier, that's the same as fixing things, right? If those lazy broads can't even figure out how to walk in the door we so magnanimously opened for them, we can shift the blame right back to them, can't we?
Of course we are starting to recognize that this isn't true, and that these kinds of attitudes lurk well below the surface. This, unfortunately, means that we need to devise increasingly-sophisticated tools to find them. One group of researchers at Tufts University appear to be up to the task:
What you wear can influence what race others perceive you to be, a new study finds. Scientists dressed people in either smart business attire or work overalls and asked onlookers to categorise the faces as white or black. Faces were more likely to be seen as white when dressed smartly and black when in overalls, the researchers found.
A word of caution when interpreting these studies: it is generally not a good idea to extrapolate the experience of white, American university students (who are overwhelmingly the test subjects of studies like these) to the entire population, but these kinds of studies can give us a nod in the direction of where we should be looking.
In this study, participants were asked to evaluate the race of a group of cartoon faces. These faces were drawn on a gradient from light to dark, and were attired either in a suit or a jumpsuit suggestive of a janitorial uniform.
To me, those look more like doctor's scrubs but whatever. Not the point. One of the sets is dressed like a businessman, the other is not. Participants were then asked to categorize a series of faces flashed on the screen as either 'white' or 'black'. This dichotomization, while reductive, is necessary to test the main research question – does attire affect how we categorize people by race? The trajectory of their hands was also monitored to see if there was a 'gut feeling' categorization which was quickly 'corrected for' as more conscious thinking set in. If participants were, for example, seeing a face in a suit and tending toward 'white', but then correcting once they noticed skin colour, the researchers were able to observe that.
As we can see from the graph, the more 'ambiguous' the face was, the more likely it was that the one wearing the suit was classified as 'white', compared to the jumpsuit. We can also see that ambiguity affected the number of 'incongruous' cases, which is to say the number of times the hand was instinctively drawn one way vs. the other. This difference is not monumentally large, only 6% overall, but it does highlight an important effect: our racial evaluations incorporate more than simple phenotype – they include a class element as well.
Of course, every black person who's ever been told that they "talk white" or are "the whitest black person I know" has experienced this effect first-hand. I have had this bizarrely thoughtless phrase thrown at me more than once. I say 'thoughtless' because the speaker clearly hasn't evaluated the implications of that statement. If speaking proper English and wearing a suit is a "white" thing, then what is an appropriate behaviour for black people? Given that we evaluate a person's employability and intelligence using these class markers, doesn't that strongly suggest that the speaker holds a bias against non-white people? What about uneducated and poor whites – are guys like Hank Williams Jr. supposed to start 'acting white' too?
Of course the truth is that the phrase 'acting white' is simply an articulation of the fact that we subconsciously associate certain traits (in this case, positive ones about class) to some racial groups (in this case, white people) more so than to others. What would be fascinating to look into is whether or not these kinds of associations hold for people of east Asian heritage, or people from the Middle East. We could even use this kind of design to measure how changes in media portrayal shape these subconscious attitudes (by showing them a news item with different racial biases before making these kinds of measurements), or whether a cohort effect exists between older and younger people. More importantly, we could test to see what kinds of things reduce this effect – does being made aware of the bias make you less likely to commit errors?
We have become enthralled with the idea that racism is a malicious, intentional character flaw held by evil people. It's far easier to deal with this fiction, because it allows us to absolve ourselves from any responsibility. We would certainly never be racist, because we're not bad people. This research shows that simple disavowal of this kind of bias, under the banner of "I don't see race", is simply insufficient to exorcise the demons of racial prejudice from our minds. Intentional, purposeful work is needed to identify and address our cognitive failures. Failing to do so will only perpetuate the kind of lazy thinking that got us here in the first place.
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[3.1] Ulduar Preview - NOW WITH PATCH NOTES
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Topic: [3.1] Ulduar Preview - NOW WITH PATCH NOTES (Read 1086 times)
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July 31, 2021, 03:41:10 PM
'Official' patch notes from MMO-champ
World of Warcraft Client Patch 3.1.0
The latest test realm patch notes can always be found at
The latest patch notes can always be found at
Secrets of Ulduar
* Since discovering Ulduar in the Storm Peaks, adventurers have journeyed to the titan city to learn more about its mysterious past. Further exploration has revealed that the magnificent complex is above all a prison, intended to permanently confine the Old God of death, Yogg-Saron. This ancient horror has corrupted its guards, and now it is breaking through the last of its restraints. Faced with the peril of Yogg-Saron's imminent freedom, a band of mortals has made preparations for a sweeping assault on the city. Overcoming the legions of iron minions and towering defenses at the city's entrance will take tremendous strength, but even that great victory may not be enough to overcome the madness that dwells below.
The Argent Tournament Begins!
* As the might of the Scourge wanes under the pressure of Azeroths heroes, the Argent Crusade have taken a foothold in Arthass back yard. Off the northeastern coast of Icecrown, the Argent Crusade have sounded the call for the most bold and brave adventurers of the Horde and Alliance to take part in the Argent Tournament. Representatives of all ten faction capitols, from Undercity to Exodar, have traveled to the tournament grounds to find champions among their heroes who will prepare for the inevitable battle against the enemy of all living beings, the Lich King.
* Due to significant talent tree revisions, all players will have their talent points reimbursed. Several new spells and abilities have been added for select classes. Players will need to visit their class trainer to learn new spells.
* The Argent Tournament, a permanent in-game event, has come to Icecrown. Players interested in taking part in this event should visit the Argent Pavilion located on the west side of the tournament grounds. Features include:
New ways of gaining reputation with capitol cities.
All new daily quests, achievements and titles.
New rare and epic items, tabards, pets, banners, faction shirts and mounts.
Mounted combat, and much more to come!
* All Ground Mounts may now swim without dismounting the rider. Flying Mounts still may NOT, and will dismount the rider upon entering water.
* Players level 40 and higher will now be able to visit their trainer to pay a one-time fee and access the dual talent specialization feature.
* The achievement Brew of the Year has been removed from the Brewmaster meta-achievement. The achievement Brew of the Month has been added in its place.
* Noblegarden has been redesigned into a week-long holiday with new items, quests, and more. Various achievements have been added, including the meta-achievement Noble Gardener, which is now required for the meta-achievement What A Long, Strange Trip It's Been.
* Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).
* Enemy Unit Frames: This feature is only available while in Arenas, with several options in the Interface Options.
* Battleground quests Concerted Efforts (Alliance) and For Great Honor (Horde) now require an Alterac Valley Mark of Honor in addition to the current requirements. These quests now award more honor upon completion.
* Players will now be able to queue for battlegrounds from any location. Leaving a battleground will return you to the location from which you entered.
* Seaforium Barrels can now be looted while mounted, seen from anywhere in the zone, and found at the Central Graveyard.
* Teleporters can now be used while mounted and can now be seen from anywhere in the zone.
Alterac Valley
* DrekThar, Vanndar Stormpike, the tower Heralds and Warmasters have received a hit point and damage upgrade in the level 80 version of Alterac Valley.
* Strand of the Ancients
* Capturing the Southern Graveyard will now automatically capture both the East and West Graveyards.
Lake Wintergrasp
* All players who attack a siege vehicle should now get credit if it is destroyed.
* Daily quests Slay Them All! (Horde) and No Mercy for the Merciless (Alliance) have had their PvP kill requirements reduced to 10 from 20. NPCs defending the fortress and south towers now count toward these dailies as well.
* The number of NPCs defending fortress has been increased.
* Siege Engines now have Steam Pressure as a resource type (replaces energy).
* Siege Engines now have the Steam Rush ability from Ulduar.
* The southern Siege Factories can be captured.
* The time between battles will be saved should a realm shut down. If Wintergrasp is active when a realm shuts down, the game will restart from the beginning when the realm is once again live.
* Towers in Southern Wintergrasp now have more defensive cannons.
Races: General
* Command (Orc Racial): Applies to shaman pets, and now correctly applies to death knight pets.
* Gift of the Naaru (Draenei Racial): The heal has been changed to an instant-cast heal-over-time.
* Stoneform (Dwarf Racial): No longer makes you immune to poison, disease and bleed effects for 8 seconds. Instead, using Stoneform will clear those effects when cast. Cooldown reduced to 2 minutes from 3 minutes.
Classes: General
* Armor Penetration Rating: All classes now receive 25% more benefit from Armor Penetration Rating.
* The damage threshold for Fear, Psychic Scream, Hex, Intimidating Shout, and Turn Evil to break early has been significantly reduced.
* Haste Rating: shamans, paladins, druids, and death knights now receive 30% more melee haste from Haste Rating.
* Hysteria, Tricks of the Trade, Enrage, Wrecking Crew, Death Wish, Arcane Power, Owlkin Frenzy, Beast Within, and Avenging Wrath damage bonuses no longer stack together.
* Mana Regeneration: The amount of mana regeneration derived from intellect and spirit has been reduced by 40%; however, talents that allow for mana regeneration while in combat have been increased. As a result, in-combat regeneration for classes with those talents will stay the same, while out-of-combat regeneration will be lower.
* The shamans Fire Elemental and Spirit Wolves, mages Water Elemental and Mirror Images, and druids Treants have all gained avoidance from area-of-effect damage similar to what warlock and hunter pets already have.
* Taunts: All player or pet-generated taunts now have a shared diminish category. In addition, Taunt-type effects from pets and from classes other than death knight, druid, paladin, and warrior have been set such that bosses can be made immune to them while still affected by death knight, druid, paladin, and warrior taunts.
Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Anti-magic Shell: The amount of damage this ability can absorb is now limited to 100% of the death knights health.
* Blood Boils damage increased to make up for Pestilence no longer doing damage.
* Blood Boil now does some damage to undiseased targets and extra damage to diseased targets. Its radius has been decreased.
* Blood Plague: Now lasts 15 seconds untalented.
* Blood Strike: Bonus damage for diseases is now a multiplier rather than a flat bonus.
* Death Pact: This heal cannot be critical.
* Death Strike: The amount of healing per damage done has been reduced by 20%.
* Frost Fever: Now lasts 15 seconds untalented.
* Frost Presence: Now grants 5% damage reduction instead of 15% magic damage reduction.
* Obliterate: Bonus damage for diseases now increases damage done by a percentage rather than a flat amount.
* Pestilence does no damage and has only 1 rank.
* Plague Strike and Blood Plague no longer remove heal-over-time effects. Plague Strikes damage increased quite a bit to compensate.
* Raise Ally now has a cooldown greater than 15 minutes and can no longer be used in Arenas.
* Raise Dead: Duration lowered to 60 seconds and cooldown lowered to 3 minutes. The cooldown on this ability now begins when the pet dies rather than when it is summoned.
* Rune of Cinderglacier now procs per minute instead of a 5% chance.
* Rune of the Fallen Crusader: This weapon enchant now provides only 15% strength, but its chance to proc is doubled.
* Rune of Razorice now affects Frost damage done by the death knight only, but stacks up to 10%.
* Strangulate no longer does damage and has been reduced to 1 rank.
* Abominations Might: This effect can now also be caused by Death Strike.
* Blade Barrier: Now grants 1/2/3/4/5% damage reduction instead of 2/4/6/8/10% parry.
* Blood Aura: Replaced with Improved Blood Presence. This allows the death knight to keep the healing-from-damage-done bonus of Blood Presence in any presence, and increases healing received while in Blood Presence.
* Blood-Gorged now grants armor penetration instead of expertise.
* Bloody Strikes: The bonus damage this talent grants to Blood Boil has been reduced to 10/20/30%.
* Bloodworms now heal more.
* Dancing Rune Weapon: Damage done by, and duration of this pet is reduced by 50%, but the cooldown is reduced to 90 seconds. Attack speed of pet increased from 2.0 to 3.5.
* New talent: Improved Death Strike: Increases Death Strike damage by 10/20%, and critical strike chance by 3/6%.
* Heart Strike: Bonus damage for diseases is now a multiplier rather than a flat bonus. No longer affected by Glyph of Blood Strike.
* Hysteria: This ability now causes the target to lose health rather than take damage.
* Might of Mograine: No longer affects Obliterate.
* Scent of Blood: Will now proc on a dodge, parry or when taking damage, and now grants 10 runic power per charge. Internal cooldown removed.
* Spell Deflection: This talent has been increased to 15/30/45% damage reduction from a direct damage spell.
* Sudden Doom now procs a free Death Coil instead of requiring you to push the button. Ranks reduced from 5 to 3.
* Vampiric Blood: Cooldown increased to 2 minutes from 1 minute.
* Will of the Necropolis: This ability now has a 15 second cooldown on how often it can occur.
* The following talents have moved in the Frost tree: Runic Power Mastery, Glacier Rot, Killing Machine, Chilblains, and Endless Winter.
* Black Ice: This talent now provides a 2/4/6/8/10% bonus to Frost and Shadow damage instead of 4/8/12/16/20% to Frost.
* Blood of the North: Now also increases damage dealt by Frost Strike by 3/6/9/12/15%.
* Chillblains: Now a 15/30/50% movement speed debuff up from 30%. Can no longer be dispelled.
* Frost Aura: Replaced with Improved Frost Presence. Allows the deathknight to keep the health bonus of Frost Presence in any presence, and decreases magic damage taken while in Frost Presence.
* Glacier Rot: 3rd rank added, and damage bonus increased to 7/13/20%.
* Howling Blast: Base damage and scaling doubled. This ability no longer deals bonus damage to targets with Frost Fever. 8-second cooldown. Swapped positions with Hungering Cold in the talent tree.
* Icy Talons and Improved Icy Talons: These talents now have new icons.
* Improved Icy Touch: Now increases Icy Touch damage by 5/10/15% instead of by 10/20/30%.
* Lichborne: No longer improves your chance to be missed. Now correctly grants immunity, and will break all effects to which Lichborne makes you immune.
* Rime: When this talent triggers, it also resets the cooldown on Howling Blast.
* Runic Power Mastery: Moved up to tier-1 and reduced to 2 ranks (15/30%).
* Tundra Stalker: Now increases the damage on abilities by 3/6/9/12/15% instead of 2/4/6/8/10%.
* Unbreakable Armor: Now grants damage reduction instead of physical damage reduction. Cooldown increased to 2 minutes from 1 minute.
* Bone Shield: Cooldown increased to 2 minutes from 1 minute.
* Desecration: This talent now has a 100% chance to be triggered, works with Scourge Strike, and instantly snares targets within the Desecration area. Additional points in the talent increase the damage bonus and snare magnitude instead of increasing the chance it will be triggered.
* New Talent: Ghoul Frenzy: Grants 25% melee haste to your pet and heals it for 30% of its maximum health. Costs 1 Unholy Rune. Requires at least 30 points in the Unholy tree.
* Impurity: This talent is reduced to 4/8/12/16/20% bonus to attack power scaling.
* Magic Suppression: Now has 3 ranks (down from 5) for 2/4/6% magic damage reduction.
* Master of Ghouls: Now also reduces the cooldown on Raise Dead by 60 seconds. This talent now requires at least 25 points in the Unholy tree, and has Night of the Dead as a prerequisite.
* Night of the Dead: Redesigned to grant a flat reduction on cooldown to Raise Dead and Army of the Dead instead of a reduction from using abilities. Requires at least 15 points in the Unholy tree; prerequisite for Master of Ghouls.
* Outbreak: No longer increases Blood Boil damage. Now gives a 7/13/20% damage bonus to Scourge Strike. Plague Strike Bonus lowered to 10/20/30%.
* Reaping: Now procs on Blood Strike and Pestilence instead of Blood Strike and Blood Boil.
* Scourge Strike: Damage increased. Bonus damage for diseases now increases damage done by a percentage rather than a flat amount.
* Shadow of Death: This talent has been removed.
* Unholy Aura: Replaced with Improved Unholy Presence. Allows the death knight to keep the movement speed bonus of Unholy Presence in any presence, and increases rune regeneration rate while in Unholy Presence.
* Unholy Blight and Gargoyle have swapped places in the Unholy tree. Gargoyle is the new 51-point Unholy talent.
* Vicious Strikes: This talent no longer affects Death Strike.
Druid (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Abolish Poison: Now ticks every 3 seconds, up from every 2. Now lasts 12 seconds, up from 8.
* Faerie Fire and Faerie Fire (Feral): Now decreases armor of your target by 5%. Has a 5-minute duration, and a 40-second PvP duration.
* Feral Faerie Fire: The damage generated by this ability in Bear Form and Dire Bear Form has been increased substantially.
* Innervate: This spell no longer costs mana.
* Lifebloom: Mana cost of all ranks doubled. When Lifebloom blooms or is dispelled, it now refunds half the base mana cost of the spell per application of Lifebloom, and the heal effect is multiplied by the number of applications.
* Maim: This ability is now considered a stun, and shares a diminish category with all other stuns. It no longer has a chance to break from the target taking damage. Duration lowered to 1 second per combo point.
* Pounce: No longer affected by diminishing returns with other stuns, however, it now shares a diminishing return with Cheap Shot (Rogue).
* Savage Defense: Trainable at level 40 with Dire Bear Form as a prerequisite. When the druid deals a melee critical strike, it gains a physical damage shield equal to 25% of its attack power. The next hit completely consumes the shield, regardless of how much damage was done. Only active in Bear Form.
* Starfall: Cooldown reduced to 90 seconds.
* Swipe: The Bear Form and Dire Bear Form version of this ability no longer has a targeting requirement and hits targets behind the druid and to the sides.
* Celestial Focus redesigned: Reduces the pushback suffered from damaging attacks while casting Starfire, Hibernate and Hurricane by 23/46/70% and increases your total spell haste by 1/2/3%.
* Eclipse: The benefit to Wrath triggered by casting Starfire has been increased to 30% bonus damage.
* Insect Swarm: The bonus damage from spellpower on this damage-over-time ability has been increased significantly to match similar spells on other classes.
* Mark of the Wild and Gift of the Wild can now be cast while in Moonkin form.
* Moonkin Form: Mana cost reduced.
* Nature's Grace redesigned: All spell critical strikes have a 33/66/100% chance to grace you with a Blessing of Nature, increasing your spell casting speed by 20% for 3 seconds.
* Owlkin Frenzy is now properly considered an Enrage effect. Now also does not trigger from spell hits, only physical ranged and melee attacks.
* Typhoon: Now causes a 3-second daze.
* Heart of the Wild: Stamina bonus changed to 2/4/6/8/10%.
* Predatory Strikes: This talent no longer works when in Moonkin form.
* New Talent: Primal Gore: Grants the periodic damage from your Lacerate and Rip abilities the chance to critically hit.
* Primal Tenacity: The damage reduction while stunned effect now only works in Cat Form.
* Rend and Tear: The critical strike bonus for Ferocious Bite reduced to 5/10/15/20/25%, down from 10/20/30/40/50%.
* Savage Roar is now considered an Enrage effect and now increases physical damage done by 30% instead of increasing attack power.
* Survival of the Fittest: Bonus armor reduced to 11/22/33% instead of 22/44/66%.
* Living Seed: This talent now accounts for total healing including overhealing.
* Improved Mark of the Wild: Now also increases all of your total attributes by 1/2%.
* Intensity: Now grants 17/33/50% of mana regeneration while casting.
* New Talent: Improved Barkskin: Increases the damage reduction granted by your Barkskin spell by 5/10%, and increases your resistance to Dispel mechanics by an additional 30/60% while under the effect of Barkskin.
* Improved Regrowth: This talent is renamed Natures Bounty. Increases the critical effect chance of your Regrowth and Nourish spells by 5/10/15/20/25%.
* Replenish: This talent is now re-named Revitalize and also works with Wild Growth.
* Tree of Life: Now receives 240% increased armor. You can now use Nature's Grasp and Thorns while within this form. In addition, the discount on heal-over-time spells from this talent is now active at all times, whether or not the druid is in Tree of Life form. Mana cost reduced to match the cost of Travel Form.
Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Ammunition: All types of gun and bow ammunition now stack to 1000. All quivers and ammo pouches no longer provide haste. 15% ranged haste is now built into the hunter's Auto Shot.
* Aspect of the Pack is now raid wide, and radius increased from 30 yards to 40 yards.
* Call Stabled Pet: This new ability lets the hunter remotely access the stable. 30-minute cooldown.
* Cunning, Ferocity and Tenacity pets now all have +5% damage, +5% armor and +5% health bonuses. This should make more pet families feel viable, while additional talents have been added to distinguish a pets abilities based on its specializations.
* Disengage: Cooldown increased by 5 seconds.
* Frost Trap: If the target who triggers Frost Trap is immune to its effect, the Frost Trap area effect will no longer be triggered. Now reduces speed by 50% (previously 60%).
* Pets now inherit more spell hit from the hunter. Pets with magic attacks should not require a player to stack additional hit compared to pets with physical attacks.
* Viper Sting redesigned: Stings the target, draining 4% of mana over 8 seconds (up to a maximum of 8% of the caster's maximum mana), and energizing the hunter equal to 300% of the amount drained. Only one Sting per hunter can be active on any one target.
Beast Mastery
* Animal Handler: No longer reduces the cooldown of Master's Call, but instead increases the duration of the Master's Call effect by 3/6 seconds.
* Improved Aspect of the Hawk now has a new spell effect.
* Marksmanship
* Chimera Shot: Mana cost reduced from 16% to 12%.
* Concussive Barrage redesigned: 2-point talent. Now causes your Multi-Shot and Chimera Shot to have a 50/100% chance to daze the target for 4 seconds.
* Efficiency: Increased to 3/6/9/12/15% up from 2/4/6/8/10%.
* Piercing Shots redesigned: Your critical Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of the damage dealt over 8 seconds. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
* Ranged Weapon Specialization: Points reduced from 5 to 3, 1/3/5%.
* Rapid Recuperation redesigned: You gain 2/4% of your mana every 3 seconds while under the effect of Rapid Fire, and you gain 1/2% of your mana every 2 seconds for 6 seconds when you gain Rapid Killing.
* Silencing Shot: No longer on the global cooldown.
* Wild Quiver: Chance increased to 4/8/12%, up from 4/7/10%. Damage increased from 50% of an Auto Shot to 80%.
* Entrapment redesigned: When your Frost Trap, Immolation Trap, Explosive Trap and Snake Trap are triggered, you entrap all afflicted targets, preventing them from moving for 2/3/4 seconds.
* Explosive Shot: Base damage lowered by 10%. Attack power scaling reduced by 12.5%. The periodic damage from this ability no longer triggers Judgement of Wisdom and Judgement of Light.
* Hunting Party: This talent has been reduced to 3 points, and now increases your total agility by an additional 1/2/3%.
* Lock and Load redesigned: You now have a 33/66/100% chance when you trap a target with Freezing Trap, Freezing Arrow or Frost Trap and a 2/4/6% chance when you deal periodic damage with your Immolation Trap or Black Arrow to cause your next 2 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. This now has a new spell effect and sound.
* New Talent: Black Arrow: Fires a Black Arrow at the target, increasing all damage done by you to the target by 6% and doing periodic shadow damage for 15 seconds. 30-second cooldown. Shares a cooldown with all other traps.
* T.N.T.: Increases damage done by Explosive Shot, Immolation Trap, and Explosive Trap by 2/4/6%.
* Trap Mastery: This talent has been moved up to tier-2, up from tier-9, and is now a 3-point talent.
* Trap Mastery, Resourcefulness and T.N.T. now all affect Black Arrow.
* Improved Wing Clip: This talent has been removed.
* Wyvern Sting: Duration increased from 12 seconds to 30 seconds. PvP duration reduced from 10 seconds to 6 seconds.
* Bullheaded now adds 20% damage reduction for 12 seconds along with its current CC-removal effect.
* Cornered: The critical strike reduction when this ability is active has been increased.
* Feeding Frenzy increased to 8/16% damage up from 6/12%.
* Furious Howl (wolf special ability) now stacks with Battle Shout and Blessing of Might, however, it only affects the wolf and hunter. Its effect and cooldown have been doubled so that it provides the same benefit but isnt up 100% of the time.
* Gorillas now have a new family ability, Pummel, which works like the warrior ability and has a single rank.
* Grace of the Mantis and Roar of Sacrifice are now also available to Cunning pets.
* Great Resistance increased to 5/10/15% magic damage reduction, up from 3/6/9%.
* Roar of Recovery cooldown decreased to 3 minutes, down from 6 minutes.
* New Talent: Shark Attack: This new 2-rank talent is available to Ferocity pets. It increases pet damage.
* New Talent: Silverback: This new 2-rank talent is available to Tenacity pets. It heals the pet when Growl is used.
* Roar of Sacrifice can be used on the hunter only.
* Stampede (rhino) only affects 1 target, but adds a 25% bleed damage debuff (that does not stack with Mangle etc.) in addition to its knockback.
* Thunderstomp is no longer a gorilla-specific family ability and is now available to all Tenacity pets. It has been reduced to one rank.
* Turtles and Crabs now dwell in waters of and off Eversong and the Ghostlands, giving Blood Elf hunters access to local Tenacity pets.
* New Talent: Wild Hunt: This new 2-rank talent is available to all 3 pet trees. Increases the contribution your pets get from your stamina by 20/40% and attack power by 10/20%.
Mage (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Arcane Blast stacking effect is no longer considered a Magic effect and will not be dispelled.
* Mage Armor: Now grants 50% of mana regeneration while casting.
* Mirror Image: The images no longer cast Polymorph.
* Molten Armor: Chance to critically strike is now increased by a percentage of the mages total spirit.
* Arcane Meditation: Now grants 17/33/50% of mana regeneration while casting.
* Ignite: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage.
* Improved Scorch: Increased critical strike chance is now 1%, down from 2% per application of the Improved Scorch effect. In addition, the critical strike chance of Scorch, Fireball, and Frostfire Bolt is increased by 1/2/3%.
* Pyromaniac: Now grants 17/33/50% of mana regeneration while casting.
* Improved Water Elemental: Renamed Enduring Winter. Instead of the Water Elemental increasing mana regeneration for the mages party, casting Frostbolt now has a 33/66/100% chance to provide the Replenishment buff to up to 10 people in the mages party or raid.
* Winters Chill: Increased critical strike chance is now 1%, down from 2% per application of Winters Chill. In addition, the critical strike chance of Frostbolt is increased by 1/2/3%.
Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Auras will now persist through death and affect a 40 yard radius.
* Blessing of Kings is now trainable at level 20. Removed from talent trees.
* Divine Plea can once again be dispelled.
* Exorcism: Now can be used on any target and has a 100% chance to be a critical strike when used on Undead and Demons.
* Hand of Sacrifice: The damage transferred by this ability is now capped by the paladins health.
* Forbearance reduced to a 2-minute duration.
* Sacred Shield: This effect cannot be cast on more than one friendly target at a time.
* Seal of Blood/Seal of the Martyr: The damage done by these two seals has been increased but the damage done by their judgements decreased. The balance is now roughly 60% from either seal and 40% from a judgement on total damage done. The total damage done should be roughly the same. Please note that the 3.0.9 tooltips had incorrect values for the damage done, but the tooltips should be much more accurate in 3.1.0.
* Shield of Righteousness: Base damage and scaling factor increased by 30%.
* Spiritual Attunement: Removed from trainers. It is now available deep in the Protection tree for 2 ranks at 5/10%.
* Aura Mastery: Now grants anyone affected by Concentration Aura immunity from Interrupt and Silence mechanics, and increases the effectiveness of all other auras by 100%. Lasts 10 seconds. 2-minute cooldown.
* Blessed Hands: Now reduces mana cost of Hand of Freedom, Sacrifice and Salvation by 15/30%, and improves the effectiveness of Hand of Salvation by 50/100% and Hand of Sacrifice by an additional 5/10%. Moved to tier-4.
* Enlightened Judgements: No longer increases the range of Judgement of Justice. Moved to tier-10.
* Improved Concentration Aura: The resistance to Silence and Interrupt mechanics granted by this talent now becomes active when any Aura is used, not just Concentration Aura.
* Infusion of Light: Now increases the critical chance of your next Holy Light by 10/20% instead of reducing cast time. Moved to tier-10.
* Judgements of the Pure moved to tier-9.
* Pure of Heart: Now reduces duration of all curse, disease, and poison effects by 15/30%.
* Purifying Power: Now reduces the cooldowns of Exorcism and Holy Wrath by 17/33% instead of increasing critical strike chance.
* Sacred Cleansing moved to tier-8.
* Ardent Defender: Reduced to 3 ranks for 10/20/30%.
* Avengers Shield: Base damage and scaling factor increased by 30%.
* Blessing of Sanctuary: Now only grants mana on dodge/parry/block. In addition, will only grant mana if that is the active power type of the friendly target (Bears and Cats wont gain mana).
* Improved Devotion Aura: The additional healing granted by this talent now becomes active when any Aura is used, not just Devotion Aura.
* Divine Guardian: Now increases the effectiveness of Divine Sacrifice by an additional 5/10%, and increases the duration of Sacred Shield by 50/100% and the amount absorbed by 10/20%.
* Divine Protection: Cooldown reduced to 3 minutes.
* New Talent: Divine Sacrifice: Causes all party/raid members affected by one of the paladins auras to transfer 30% of all damage taken to the paladin (maximum of 150% of the paladins max health). Lasts 10 seconds. 2-minute cooldown.
* New Talent: Divinity: Increases healing done by and to you by 1/2/3/4/5% (tier-1).
* Guarded by the Light: Now makes Divine Plea 50/100% less likely to be dispelled.
* Improved Hammer of Justice: Reduced to 2 ranks for 10/20-second cooldown reduction.
* Holy Shield: Base damage and scaling factor increased by 30%.
* Judgements of the Just: Now also reduces the cooldown of Hammer of Justice by 10/20 seconds, and increases the duration of the Seal of Justice stun effect by .5/1 second.
* One-Handed Weapon Specialization: Reduced to 3 ranks for 4/7/10%.
* Sacred Duty rank 1 now increases stamina by 4%.
* Shield of the Templar: No longer increases the damage done by Holy Shield, Avengers Shield, and Shield of Righteousness. Now grants 33/66/100% chance to silence your Avengers Shield targets for 3 seconds.
* Benediction now affects Hand of Reckoning.
* Divine Purpose: Moved to Improved Retribution Auras position.
* Divine Storm: Damage increased.
* Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
* Judgement of the Wise: The immediate return of base mana from this spell has been increased to 25%, up from 15%.
* Repentance no longer resets the paladin's melee swing timer.
* Improved Retribution Aura: This talent has been removed.
* Righteous Vengeance reduced to 3 ranks for 10/20/30%. The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage. Now triggered by Crusader Strike as well.
* Sanctified Retribution: The bonus to damage done granted by this talent now becomes active when any Aura is used, not just Retribution Aura.
* Sanctified Seals: Renamed Sanctity of Battle. Now also increases damage done by Exorcism and Crusader Strike by 5/10/15%.
* Swift Retribution: Now grants its haste bonus while any aura is active.
Priest (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Abolish Disease: Now cleanses a disease every 3 seconds, down from 5. Duration reduced from 20 seconds down to 12 seconds.
* Devouring Plague: This spell now has a new icon.
* Divine Hymn redesigned: You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest-health friendly party or raid targets for 4960-5208 every 2 seconds for 8 seconds, and increases healing done to them by 15% for 8 seconds. Maximum of 12 heals. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.
* Divine Spirit is now trainable at level 31.
* Holy Nova: Mana cost reduced approximately 20%.
* Improved Holy Concentration removed.
* Hymn of Hope redesigned: You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 seconds for 8 seconds, and temporarily increases their total maximum mana by 20% for 8 seconds. After the effect expires, the mana is lost. Maximum of 12 mana restorations. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.
* Mental Agility, Inner Focus, Shadow Reach, Shadow Focus and Shadow Affinity now all affect Psychic Horror.
* Prayer of Healing: This spell now heals the target's party, rather than being limited to just your direct party.
* Shadowfiend: Health scaling increased. Now receives 30% of the master's spell power. Mana return increased to 5%, up from 4%. The Shadowfiend now returns mana when its melee attacks land, rather than when it deals damage. No longer has a 75% reduced chance to be hit by melee, ranged and spells. Movement speed normalized to player movement speed. Tooltip revised. New Shadowfiend ability, Shadowcrawl, teleports the Shadowfiend to an enemy target and increases its damage done by 15% for 5 seconds.
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July 31, 2021, 03:41:39 PM
* Divine Aegis: Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target). It will also now take into account total healing including overhealing.
* Improved Divine Spirit: This talent has been removed.
* New Talent: Improved Flash Heal: Reduces the mana cost of your Flash Heal by 5/10/15%, and increases the critical effect chance of your Flash Heal by 4/7/10% on friendly targets at or below 50% health.
* Grace: This talent no longer decreases damage done to the target, but the duration has increased to 15 seconds and the healing bonus has increased from 2% to 3%. This affect now cannot be applied to more than one target at a time.
* Improved Power Word: Fortitude: Now also increases your total stamina by 2/4%.
* Meditation and Improved Power: Word shield have changed locations with each other.
* Meditation: Now grants 17/33/50% of mana regeneration while casting.
* Mental Agility: Reduced to 3 points (4/7/10%), down from 5.
* New Talent: Soul Warding: Reduces the cooldown of your Power Word: Shield ability by 4 seconds, and reduces the mana cost of your Power Word: Shield by 30%.
* Penance: Damage increased approximately 30%.This spell can now be cast on yourself.
* Power Infusion: This effect now has a new spell effect.
* Renewed Hope: This talent also now allows you to proc the Renewed Hope buff on all party/raid members every time you cast Power Word: Shield, reducing damage taken by 3%. Lasts 20 seconds.
* Unbreakable Will:Increased from 3/6/9/12/15% to 6/12/18/24/30%.
* New Talent: Body and Soul: 2-point talent. When you cast Power Word: Shield, you increase the target's movement speed by 30/60% for 4 seconds, and you have a 50/100% chance when you cast Abolish Disease on yourself to also cleanse 1 poison effect in addition to diseases.
* Circle of Healing: Healing increased by approximately 40%.
* Holy Concentration redesigned: Mana regeneration is increased by 16/32/50% for 8 seconds after you critically heal with Flash Heal, Greater Heal, Binding Heal or Renew.
* New Talent: Empowered Renew: Your Renew spell gains an additional 5/10/15% of your bonus healing effects, and your Renew will instantly heal the target for 5/10/15% of the total periodic effect.
* Serendipity redesigned: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 4/8/12%. Stacks up to 3 times. Lasts 20 seconds.
* Test of Faith: No longer increases critical effect chance of your heals, but healing done on targets lower than 50% health is increased from 2/4/6% to 4/8/12%.
* Blackout: This talent has been removed.
* Darkness: This talent is now in tier-1, moved up from tier-6.
* Dispersion: Now clears all snare and movement-impairing effects and makes you immune to them while dispersed.
* New Talent: Improved Devouring Plague: Increases the periodic damage done by your Devouring Plague by 5/10/15%, and when you cast Devouring Plague you instantly deal damage equal to 5/10/15% of its total periodic effect.
* Mind Melt: Now also increases the periodic critical strike chance of your Shadow Word: Pain, Devouring Plague and Vampiric Touch spells by 3/6%.
* Psychic Horror: Has been redesigned and is now a 1-point talent. You terrify the target, causing them to tremble in horror for 3 seconds and drop all weapons (disarm effect: including bows) for 10 seconds. 2 minute cooldown. Instant cast. The horror effect can be dispelled, but the disarm cannot.
* Improved Spirit Tap: Now grants 17/33% of mana regeneration while casting.
* Shadow Affinity: Now also causes you to receive 5/10/15% of your base mana when your Shadow Word: Pain or Vampiric Touch spells are dispelled.
* Shadowform: Now reduces all damage taken by 15%, not just physical damage. Bonus damage from critical strike chance removed and replaced by the ability of those periodic damage spells to generate critical strikes.
* Silence: Range increased to 30 yards.
* Spirit Tap: Now grants 83% of mana regeneration while casting.
* Vampiric Embrace duration increased to 5 minutes, up from 1 minute. PvP duration is now 60 seconds. Cooldown removed.
* Vampiric Touch: When dispelled, Vampiric Touch will deal damage to the afflicted target.
Rogue (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Deadly Poison: The amount of damage this poison generates from the rogues attack power has been increased from 8% per application to 12%.
* Deadly Throw: Missile speed increased.
* Instant Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).
* Shiv: This ability can no longer generate a critical strike, and the poisons it applies cannot be critical strikes either.
* Tricks of the Trade: Will now begin following the first damaging attack.
* Wound Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).
* Hunger For Blood: No longer stacks. Damage bonus changed to 15% for a single application. Requires a bleed effect active on the rogues target. No longer removes bleeds from the rogue. Now costs 15 energy and lasts for 60 seconds.
* Master Poisoner: Now also increases the bonus to apply Deadly Poison when Envenom is used by an additional 15/30/45%.
* Adrenaline Rush cooldown reduced to 3 minutes.
* Killing Spree: Now also increases all damage done by the rogue while active by 20%.
* Savage Combat improved to 2/4% increased damage against poisoned targets.
* Lightning Reflexes reduced to 3 ranks for 2/4/6% dodge and 4/7/10% melee haste.
* Shadow Dance now opens a new action bar when used.
Shaman (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Bloodlust/Heroism: Cooldown reduced to 5 minutes, but Sated and Exhausted now last 10 minutes.
* Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
* Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elementals spells now cost less mana.
* Flametongue Weapon: Bonus damage from spell power now based on weapon speed. Slower weapons will benefit more from spell power.
* Frostbrand Weapon: Damage increased by approximately 20%.
* Mana Spring Totem: This totem has been redesigned. It now provides the same mana benefit as Blessing of Wisdom to the entire party or raid, but is exclusive with that effect.
* Poison Cleansing Totem and Disease Cleansing Totem have been merged into Cleansing Totem. Cleansing Totem pulses every 3 seconds, down from 5.
* Earthen Power redesigned: Your Earthbind Totem has a 50/100% chance to also remove all snare effects and make you and nearby friendly targets immune to them for 5 seconds when it pulses.
* Flurry: Now provides 5/10/15/20/25% haste instead of 10/15/20/25/30%.
* New Talent: Frozen Power: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash and Shock spells by 5/10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 50/100% chance to root the target in Ice for 5 seconds when used on targets at or further than 15 yards from you.
* Lava Lash now has a new icon.
* Spirit Weapons: Now reduces all threat generated by 30%, not just physical attacks.
* Stormstrike charges have been increased by 2, and cooldown reduced by 2 seconds.
* Improved Stormstrike redesigned: When you Stormstrike, you have a 50/100% chance to immediately grant you 20% of your base mana.
* Toughness: No longer increases your armor. Instead, this talent now increases your total stamina by 2/4/6/8/10%.
* Unleashed Rage: Reduced to 3 points, down from 5. No longer increases agility, but instead increases your total expertise by 3/6/9.
* New Talent: Booming Echoes: Reduces the cooldown of your Flame Shock and Frost Shock spells by an additional 1/2 seconds, and increases the direct damage done by your Flame Shock and Frost Shock spells by an additional 10/20%.
* Elemental Mastery redesigned: When activated, your next Lightning Bolt, Chain Lightning or Lava Burst spell becomes an instant cast spell. In addition, your Fire, Frost and Nature damage spells have a 15% increased critical strike chance for 15 seconds. Elemental Mastery now shares a cooldown with Natures Swiftness.
* Elemental Reach: Now also increases the range of your Flame Shock spell by 5/10/15 yards.
* Lava Flows: No longer increases the range of your Flame Shock spell, but now increases your casting speed by 10/20/30% when your Flame Shock spell is dispelled for 6 seconds.
* Lightning Overload: Reduced to 3 points (7/14/20%), down from 5.
* Storm, Earth and Fire: No longer increases the range of your Earth Shock or Wind Shock spells, but now also causes your Earthbind Totem to have a 33/66/100% chance to root all nearby enemies for 5 seconds when initially cast.
* Thunderstorm can now be cast while stunned.
* Ancestral Awakening: This talent now accounts for your ineffective healing, rather than effective.
* Ancestral Healing and Healing Grace have swapped places in the Restoration talent tree.
* Cleanse Spirit now has a new icon.
* Mana Tide Totem: This spell no longer costs mana.
* Restorative Totems: Reduced to 3 points, down from 5. Increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%.
* Riptide: This spell has a new icon.
* Tidal Force: Now has a new spell effect.
Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Banish: Now has a 6-second PvP duration.
* Curse of the Elements (Rank 5): Increased to 13% spell damage, up from 10%.
* Curse of Recklessness has been removed.
* Curse of Weakness: Now also reduces the armor of the target by 5%.
* Drain Soul: Each time Drain Soul deals damage to a target which can grant experience, it now has a chance to generate a Soul Shard.
* Enslave Demon: Spell haste penalty reduced by 10%. Melee haste penalty reduced by 10%.
* Doomguard: Cooldown reduced to 30 minutes, down from 60 minutes. Damage reduced approximately 30%, and health reduced approximately 30%.
* Warlocks now innately have an increased 10% spell hit chance on the Enslave Demon spell.
* Fire Shield (Imp): You can now cast this ability on raid members, rather than party members.
* Ritual of Summoning: The summoning of the initial portal is now instant cast, down from 5 seconds.
* Soul Shard: This item now has a maximum count of 32 in inventory.
* Voidwalker: The health bonus on this pet has been reduced from 60% to 10%.
* Eradication: Whenever you deal damage with Corruption, you have a 6% chance to gain the Eradication effect. The Eradication effect increases your spell casting speed by 6/12/20% for 10 seconds. Internal cooldown removed.
* Haunt: Now only increases your shadow damage-over-time spells on the target.
* Malediction: No longer increases the effect of Curse of the Elements, but now also increases the periodic critical strike chance of your Corruption and Unstable Affliction spells by 3/6/9%.
* Pandemic: This talent has been reduced to a 1-point talent. Now grants your Corruption and Unstable Affliction the capability to critically hit.
* Shadow Embrace: Now only increases the damage done by your shadow damage periodic spells.
* Siphon Life: The Siphon Life spell has been removed. Siphon Life now causes your Corruption spell to instantly heal you for 40% of the damage done. In addition, the damage done by your Corruption, Seed of Corruption and Unstable Affliction damage-over-time effects is increased by 5%.
* Soul Siphon redesigned: Increases the amount drained by your Drain Life and Drain Soul spells by an additional 3/6% for each of your Affliction effects on the target, up to a maximum of 9/18% additional effect.
* Suppression: Now increases spell hit for all of your spells.
* Unstable Affliction and Immolation are now in the same exclusive category (both damage- over- time effects cannot be present at the same time by the same caster on a target).
* Demonic Empathy has been removed.
* Demonic Empowerment: This talent now has a unique spell effect.
* Demonic Sacrifice: This talent has been removed.
* Fel Synergy has been moved to tier-1. No longer increases intellect, stamina and damage of your summoned demon.
* Improved Enslave Demon talent removed.
* Mana Feed: This talent is now a 1-point talent, down from 3 points. Now is the 21-point talent in Demonology, granting 100% mana return to your pet, up from 33/66/100%.
* Master Conjuror: Increased from 15/30% up to 150/300%.
* New Talent: Decimation: When you Shadowbolt or Incinerate a target that is at or below 35% health, your next Soulfire cast time is reduced by 30/60% and costs no shard. Lasts 10 seconds.
* New Talent: Nemesis: Reduces the cooldown of your Demonic Empowerment, Metamorphosis, Soulstone and Fel Domination spells by 10/20/30%.
* Aftermath redesigned: Increases the periodic damage done by your Immolate by 3/6%, and your Conflagrate has a 50/100% chance to daze the target for 5 seconds.
* Backlash has been moved up to tier-5, up from tier-7. Now requires Intensity (pre-requisite).
* Cataclysm: Now reduces the mana cost of Destruction spells by 4/7/10%. No longer increases the chance to hit.
* Chaos Bolt: Damage increased approximately 15%.
* Conflagrate: Spell now works similar to Swiftmend, consuming an Immolate or Shadowflame effect on the target and dealing damage based on the strength of that effect. Reduced to a single rank.
* Improved Immolate: Now increases the damage done by your Immolate by 10/20/30%, rather than just the direct damage.
* Improved Shadow Bolt: Now increases the damage done by your Shadow Bolt spell by 1/2/3/4/5%, and causes your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 1/2/3/4/5%. Effect lasts 30 seconds.
* Improved Soul Leech: Now has a 50/100% chance to proc Replenishment.
* Molten Core: This talent has been moved to Demonology (tier-8).
* New Talent: Molten Skin: Reduces all damage taken by 2/4/6%.
* Pyroclasm redesigned: Now increases your Shadow and Fire spell power by 2/4/6% when you critically hit with Searing Pain or Conflagrate. Lasts 10 seconds. Also moved down to tier-7 from tier-5.
Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
* Battle Stance: Now increases armor penetration by 10%.
* Berserker Stance: Now increases damage taken by 5%.
* Charge: Duration of stun effect now lasts 1.5 seconds. This effect no longer has diminishing returns.
* Defensive Stance: Now reduces damage caused by the warrior by 5% (previously 10%).
* Disarm: This ability now disarms ranged weapons as well.
* Heroic Throw missile speed increased.
* Intimidating Shout: Cooldown reduced to 2 minutes.
* Shattering Throw: This new warrior ability, trainable at level 71, deals damage the same as Heroic Throw, but also causes the victims armor to be reduced by 20% for 10 seconds (stacking with Sunder Armor). If the victim is immune, it will remove that immunity instead of dealing damage and reducing armor. Costs 25 rage. Only useable in Battle Stance. 5-minute cooldown.
* Blood Frenzy improved to 2/4% increased damage.
* Deep Wounds: The damage done by this talent no longer receives modifications from effects that increase or decrease damage done by a percentage. The base weapon damage used in the calculation will still be modified by those effects.
* Improved Intercept and Weapon Mastery have once again swapped places in the talent tree.
* New Talent: Juggernaut: Grants the warrior the ability to Charge while in combat. Critical strike chance of next Slam or Mortal Strike increased by 100% following Charge.
* Taste for Blood: Will now proc 33/66/100% of the time with a 6-second cooldown.
* Unrelenting Assault: Now also increases the damage of Overpower and Revenge by 10/20%, and causes Overpower (when used to attack a casting target) to decrease the effectiveness of all the targets non-physical damage and healing by 25/50% for 6 seconds. Tooltip and visual updated.
* Improved Berserker Stance: Now increases strength by 4/8/12/16/20% while in Berserker Stance.
* Titans Grip: While you have a two-handed weapon equipped in one hand, your physical damage done is reduced by 10%.
* Last Stand: Cooldown reduced to 3 minutes.
* Warbringer: Now also allows Intervene and Intercept to be used in any stance.
* All flasks now last 1 hour. To compensate, all flask recipes will provide 2 flasks for the same material cost.
* Blackmouth Oil and Fire Oil no longer require a vial.
* Elixir of Greater Firepower now grants spell power to all schools of magic.
* Flasks now stack to 20, and their vendor sell prices have been reduced to lower the Auction House deposits.
* Increased the health granted by the Flask of Stoneblood.
* Northrend flasks will be converted to mixtures. This includes the Flask of Stoneblood, Flask of Pure Mojo, Flask of Endless Rage, and Flask of the Frost Wyrm. Mixtures can create 2 flasks of the corresponding type. This allows players who stockpiled Northrend flasks to convert them to the new system without any loss.
* The Crazy Alchemist Potion is now correctly increased by Alchemist Stones.
* The Mercurial Stone is no longer required as a tool for alchemists. It is instead an uncommon quality bind-on-equip trinket.
* You can now sometimes find Alchemist's Caches from bosses in Ulduar. Only players with an Alchemy skill of 425 or higher can loot these secret caches.
* Added a new recipe for the Titansteel Spellblade, an epic one-handed caster dagger, available from trainers.
* Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
* Most of the recipes in the 1-300 skill range of blacksmithing have received major stat updates to make them more useful.
* Added a new recipe for the Titansteel Spellblade.
* The Titanium Plating shield enchantment now reduces the duration of disarm effects by 50% as well as increasing your block value.
* A new recipe has been added to cooking trainers for making Black Jelly, using several Borean Man 'O War as ingredients. While it looks disgusting, it restores more health and mana than the highest level food.
* Flint and Tinder is no longer necessary for creating a campfire. You're just that resourceful!
* Grub now sells the Dig Rat Stew recipe to players who completed the quest.
* Ingredients such as Spices, Apples, and the like have been removed from most cooking recipes.
* Players no longer need to complete the Clamlette Surprise quest to gain Artisan cooking. The quest now offers the unique recipe, Clamlette Magnifique. If you already completed the quest, you can visit Dirge Quickcleave in Gadgetzan to learn this recipe (for free).
* Prospector Khazgorm, found in Bael Modan in southern Barrens, now sells the recipe for Dig Rat Stew to the Alliance.
* Several Northrend recipes were given greater skill up ranges to make it easier to reach 450 cooking skill.
* You no longer need to learn cooking from books. The trainers have finally done their reading and are able to teach you the same thing.
* Added two new recipes for enchanting staves with spell power, available from Vanessa Sellers in Dalaran City.
* Greatly increased the drop rate of recipes found in pre-Lich King dungeons and raids.
* Several recipes in the 250-300 skill range have been rebalanced, and the reagent requirements have been reduced.
* Some enchants now have level restrictions. Note: the enchant is never removed from the item to which it's applied, however, players no longer receives its benefit until they reach the required level. Any enchants modified in this way have had their tooltips updated.
* The enchanting interface now correctly sorts grey recipes by skill difficulty.
* Added a new Reticulated Armor Webbing engineering enchant that increases the armor on plate gloves.
* Added a new Springy Arachnoweave engineering enchant that grants passive spell power in addition to turning your cloak into a parachute.
* Engineers can now obtain the schematics for Lil' Smoky and the Pet Bombling from certain creatures found in Gnomeregan. Specialized Gnomish or Goblin engineers can obtain both schematics equally. The repeatable quest that used to randomly grant these schematics has been disabled.
* Flexweave Underlay now grants passive agility in addition to its normal effect.
* Gnomish X-Ray Specs have a new model.
* Nitro Boosts now grant passive critical strike rating in addition to their speed boost.
* Nitro Boosts now make you drop PVP flags when used, as well as preventing you from picking them up while the effect is active.
* A new (and very rare) special mount can now be caught from Northrend fishing pools.
* New fishing dailies are now offered from Marcia Chase in Dalaran City!
* Players are no longer required to do the Nat Pagle, Angler Extreme quest to gain Artisan fishing. The quest now offers a special superior-quality fishing pole instead. If you already completed the quest, you can visit Nat Pagle in Dustwallow Marsh to receive this new fishing pole.
* The time needed to catch fish has been reduced.
* You can now fish anywhere, regardless of skill. Every catch has the potential for fishing skill gains, but you are likely to catch worthless junk in areas that are too difficult for your skill.
* You can now fish in Wintergrasp, and the fishin' is good!
* You no longer need to learn fishing from books. The trainers have finally done their reading and are able to teach you the same thing.
Gathering Skills
* Toughness, Master of Anatomy, and Lifeblood now have level requirements equal to the level required for the corresponding skill rank: Apprentice (1), Journeyman (1), Expert (10), Artisan (25), Master (40), Grand Master (55).
* You can no longer fail when Mining, Herbing, and Skinning.
* Find Herbs no longer tracks Glowcaps.
* Northrend herbs now yield more herbs on average.
* The herbalism requirement for gathering Tiger Lily has been reduced to 375.
* The time it takes to gather herbs has been reduced.
* Added a recipe to trainers for creating a level 70 superior-quality off-hand item.
* Added a recipe for creating a different level 70 superior-quality off-hand item. Scribes will find the recipe is dropped from residents of Silverbrook.
* Added around 50 new glyph recipes. These new recipes can be obtained from Books of Glyph Mastery found as world drops on Northrend monsters. Reading a Book of Glyph Mastery randomly discovers one of the newly-added recipes.
* Glyph icons have been updated so it is easy to distinguish between classes.
* Players will now learn 3 recipes the very first time they perform Northrend Inscription Research. This does not apply to players who have already discovered recipes from Northrend Inscription Research (sorry).
* Added a new recipe to cut black diamonds.
* Added a recipe for Shifting Twilight Opal to the daily jewelcrafting vendor.
* Added recipes for superior-quality PVP rings and necklaces to Northrend jewelcrafting trainers.
* Added a recipe for combining Borean Leather Scraps into Borean Leather. You can still use Borean Scraps from your inventory to combine them.
* Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.
* Several lower-level items crafted by leatherworkers have received major changes to make them more appealing.
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While developers have been hard at work building Android applications that can use GPS (Global Positioning System), Wi-Fi and cameras, they just discovered they likely won't be able to offer applications that use one common mobile phone feature: Bluetooth.
The most recent Android SDK (software development kit), released on Monday, says that Android 1.0 won't include a "comprehensive" Bluetooth API (application programming interface).
Developers aren't exactly sure what that means and a Google spokeswoman said the company plans to elaborate later on Friday in a blog post.
Some developers contributing to Google's Android forum say they find it hard to believe that Android 1.0, the first version of the Linux-based mobile operating system expected to become available soon, won't support Bluetooth. "HTC would not release a smartphone in this day and age that lacked Bluetooth support," wrote a developer going by the name Jeff Craig on the forum.
HTC's Dream phone is expected to be the first on the market to run Android software.
Google may plan to build support for Bluetooth into Android so that end users can wirelessly link standard Bluetooth gear, such as ear pieces, to the phone. But a lack of APIs would mean that developers couldn't build applications that use Bluetooth.
Some developers have focused on the word "comprehensive" to surmise that a future SDK update that Google has said might come in September could include very basic Bluetooth support.
End users and developers alike have eagerly anticipated the release of Android. Google's software along with Apple's iPhone software are rare new entrants into the mobile phone market.
While recent rumors suggested that Android would be released later than expected, Google has maintained that the first Android devices are on schedule to appear before the end of the year.


text:
East Texas Cheerleader to Appear in Macy's Thanksgiving Day Parade
The Macy's Thanksgiving Day Parade always has impressive floats, interesting performances from pop music and broadway, and it's a huge tourist draw for New York City.
One East Texas cheerleader is on her way! We'll watch for her on NBC next Thursday morning.
Trinity High School cheerleader, Amy Beth Pyle, tried out for the chance to attend the parade earlier this year at a cheerleading camp and she was picked!
KTRE says Amy was the only cheerleader picked out from all of East Texas to participate in the Macy's Thanksgiving Day Parade, and she'll be joining 110 cheerleaders from across the state.
We'll watch for Amy, along with these announced celebrities: Colbie Callait, Flo Rida, Neon Trees, The Wanted, The Muppets, and of course, the world famous Rockettes. This is the 86th year for the Macy's Parade.


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Carl Goldberg has been making custom shirts for New Yorkers for over 25 years. His attention to detail and classically slim cuts have literally put his work in the spotlight: appearing in such award-winning Broadway shows as "Spring Awakening." We tailored some questions for him about the advantages of made-to-measure.
Why should a guy go custom?
Some customers want details that can't be found off the rack and some just enjoy the experience. Mostly, it's for the fit. I do have some real physical misfits, but those are rare. Today most of the guys just want slim fitting shirts. In my opinion, sometimes too slim.
If he's going to order just two, what should they be?
A basic white and then a nice blue or a neutral stripe. You don't want someone to say 'hey, you're wearing that blue and purple striped shirt yet again.' Go for a tailored fit, but not too tight. You don't want your 50-year-old out of shape boss getting jealous over your physique. He'll make sure you never have time to work out.
What makes a good fabric?
Feel the fabric and look at the color. The richer the color, the more yarns in the fabric—meaning better fabric. Lightweight fabrics feel great, but wrinkle more. Non-iron shirts are the worst innovation in the last decade. The chemicals make 'em look cheap. I can spot a wrinkle-free fabric in two seconds.
Shirts from $95 (two shirt minimum order), at CEGO
What should I pack for my first business trip?
- Matt, OH
With nearly every airline imposing a baggage fee nowadays, if you can get away with flying with just a carry-on, do it.
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Auto Meter ES Gauges feature classic all black dials with white numbering by day, matte black bezels, distinctive orange needle and a red back light dial by night for a sinister red glow.
We're working on getting more reviews for this product. In the meantime, here's what people are saying about 4WD
Auto Meter began in the backyard of one Mr. Vern Westberg in 1957 and it has grown steadily in technological advancement since those days. Based in Sycamore, Illinois, Auto Meter has evolved into a high technology enterprise with a super sophisticated cellular manufacturing system that is ISO 9000:TS 16949 certified. The onsite engineering team and product technology team combine to bring Jeep drivers the most accurate instrumentation products on the market. The Auto Meter rev control tachometers and quick responding tachometers have a sophistication of instrumentation accuracy that is unmatched in the industry. Shop Auto Meter Now
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An operation that marketed prepaid calling cards to immigrants has agreed to pay $2.32 million as part of a settlement to resolve Federal Trade Commission charges that they made false claims to consumers about the number of minutes of talk time their prepaid calling cards would deliver.
The settlement is part of an ongoing FTC effort to address deceptive advertising and marketing practices in the prepaid calling card industry, which sells billions of dollars worth of cards a year, many of them to immigrants who depend on them to call friends and family in other countries. It resolves claims brought by the FTC against defendants Millennium Telecard, Inc.; Millenium Tele Card, LLC; Coleccion Latina, Inc.; Telecard Center USA, Inc.; and their principal Fadi Salim.
In May, 2011, the FTC filed a complaint in U.S. District Court in New Jersey, charging that the defendants targeted immigrants using calling cards with names such as "Africa Magic," "Hola Amigo," and "Viva Ecuador." According to the FTC complaint, the defendants' prepaid calling cards are sold directly to consumers over the Internet using their own websites. The cards also are sold at newsstands, grocery and convenience stores, and kiosks nationwide. In addition, the defendants own stores in New Jersey where they sell prepaid calling cards on a retail and wholesale basis.
The FTC complaint alleged that the defendants advertised the cards widely in a variety of ways, including point-of-sale posters and on the Internet. These ads made bold claims about the number of minutes calling cards provided to a wide range of international locations, including Argentina, Brazil, the Dominican Republic, Ecuador, Mexico, Pakistan, Poland, Vietnam, Ghana, Nigeria, and El Salvador. But the FTC alleged that consumers didn't receive the number of minutes advertised. In extensive testing of the defendants' cards conducted by the FTC between August 2010 and March 2011, the cards delivered an average of only 45% of the advertised minutes. Of the 141 cards tested, 139 – more than 98% – failed to deliver the number of minutes advertised on the point-of-sale posters.
The FTC also alleged the cards carried hidden fees, such as "hang-up fees" and weekly fees. The agency charged the fees could wipe out the value of the card after even one short call. Such fees were disclosed in tiny print and in vague terms that were hard to understand in any language.
In addition to paying $2.32 million, the defendants will be barred from misrepresenting the amount of time consumers will receive from prepaid calling cards, and required to clearly and prominently disclose any fees or charges. To ensure compliance, the settlement requires defendants to routinely monitor the advertising materials displayed by their distributors and the number of minutes of talk time their prepaid calling cards deliver to consumers.
The Commission vote to approve the proposed consent order was 4-0. It is subject to court approval. The FTC filed the proposed consent order in the U.S. District Court for the District of New Jersey.
NOTE: This consent order is for settlement purposes only and does not constitute an admission by the defendant that the law has been violated. Consent orders have the force of law when approved and signed by the District Court judge.
The Federal Trade Commission works for consumers to prevent fraudulent, deceptive, and unfair business practices and to provide information to help spot, stop, and avoid them. To file a complaint in English or Spanish, visit the FTC's online Complaint Assistant or call
1-877-FTC-HELP (1-877-382-4357). The FTC enters complaints into Consumer Sentinel, a secure, online database available to more than 2,000 civil and criminal law enforcement agencies in the U.S. and abroad. The FTC's website provides free information on a variety of consumer topics. Like the FTC on Facebook and follow us on Twitter.
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