HC Barb T6 Rift Guide, Confirmed: +% Damage Affix Bug To Be Fixed With Next Patch, Warning: Lethal Skills For Your HC Crusader

New Curse of Naxxramas Card - Poison Seeds

Skin Spotlight: Succubus Kerrigan, BlizzCon 2014 - Nov 7 and 8

Warlords of Draenor - Garrison Now in a Static Location
Mumper shared some more garrison information with us today, with the most interesting point being that you will not be able to relocate your garrison.


Originally Posted by Blizzard Entertainment
could there be a max level feature or quest line to move your garrison? Maybe raze/rebuild? Cost time AND resources.
That's an option we have discussed. (Source)

Wait so you mean my Horde character is going to be stuck in winter wasteland hell whether I like it or not
We are working hard to make it an awesome place you will want to spend time in. (Source)

will we need to do at least the main quest line in each zone in order to advance the garrisons properly?
We hope you will, but everything will unlock based on level as a fallback. (Source)
Whatever happened to them being optional content? This seems unnecessary, and takes away the fun of choosing a location..
Sill an option, still many choices. (Source)

Is there any plan on giving more profession slots to chars, so we don't have multiple alts to have them?
Garrisons will let you essentially have up to 4 more if you choose those buildings. (Source)
can you clarify, is that 4 more above what we currently have or 4 total?
4 more, if you choose to use all 4 of your small plots.
will the garrison profession slots be just like having the actual profession or will they be missing things the real prof could do?
Pretty similar to the normal profession. (Source)

Any chance of having racial-themed buildings (as least a few)? Or will it all be orc-themed for Horde?
We are integrating some racial hits into the profession hubs. Looking cool so far! (Source)

Is there going to be an easy way to get back there when you're in another zone?
For sure. No exact plan but we will give you a fast way to get back. (Source)

Warlords of Draenor Alpha Patch Notes Update - April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Active Mana Regeneration (New)
Another part of the changes to healing is providing a way for them to better manage their mana. There are ways to spend more mana for more healing but, we’re also adding methods for healers to trade extra time or healing or more mana to use later in a fight when they really need it.

Druid
  • Innervate has been redesigned to now have a 2-second cast time with no cooldown, and causes the Druid to gain 2.5% of maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.

Monk

Paladin
  • Divine Plea has been redesigned to be instant cast with no cooldown, and consume 3 Holy Power to immediately regain 7% of maximum mana.

Priest
  • Atonement is no longer triggered by Penance.
  • Penance now also refunds 1.1% of the Priest’s maximum mana each time it deals damage.
  • Chakra: Chastise in addition to existing effects, now also causes Smite and Holy Fire to restore 0.75% of maximum mana each time they are cast instead of costing mana.

Shaman
  • Telluric Currents is now a passive ability for Restoration Shaman and causes Lightning Bolt to restore 1.25% of maximum mana each time it is cast instead of costing mana.
  • Glyph of Telluric Currents: This glyph has been removed.


Ability Pruning (Updated)
  • Death Knight
  • Druid
    • Bear Hug has been removed.
    • Innervate is now available only to Restoration Druids. has been removed. Mana costs for Druids have been adjusted accordingly.
  • Mage
    • Polymorph cosmetic variants are now all learned as spells instead of having some as a Minor Glyph that alters the visuals of Polymorph: Sheep. All of these variants (except for the automatically learned one, Polymorph: Sheep) are now grouped in a Polymorph variants flyout in the Spellbook.
  • Paladin
    • Avenging Wrath is no longer available to Protection Paladins. now only available to Retribution Paladins.
    • Divine Favor has been removed.
    • Divine Plea is now only available to Holy Paladins. has been removed. Mana costs for Paladins have been adjusted accordingly.
  • Rogue

Tank Vengeance and Resolve (Updated)
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery and Bonus Armor, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • General
    • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
      • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.


Class Changes

Death Knight
We made several changes to compensate for abilities that have been removed by Ability Pruning. Blood Boil got removed and its effects were merged into Pestilence. This change in effect turned Roiling Blood into a passive ability; which we replaced with a new talent, Plaguebearer. For Blood specialization we removed Rune Strike and are adjusting the cost of Death Coil so it can be used in Rune Strike’s place.


There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable and balanced. Level-60 and Level-75 talent rows have swapped places, so the important rune regeneration talents could be acquired earlier.


Druid
  • Dream of Cenarius
    • Guardian: No longer increases the critical strike chance of Mangle.


Monk

We also did some polishing on Brewmasters and Windwalkers and made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use. Fists of Fury has also been improved; sometimes brute force is the right answer. Gift of the Ox was changed to give value to the new Multistrike stat for Brewmasters. Lastly, Tiger Strikes was improved considerably, and made available to all Monk specializations.

There were several changes that affected multiple Monk specializations. We’d like to see Monks using Transcendence more often, so its usability has been improved (some baseline, and some in a Draenor Perk). For Touch of Death, we like that it’s a unique execute being usable only once, but found it impractical to use on bosses and have improved its usability. For Tiger Strikes, we buffed it to grant Multistrike ability which it was similar to already, and extended it to work with all Monk specializations.

We’re making a few changes that mostly affects Windwalkers, but has a minor impact on Mistweavers and Brewmasters as well. For energy-based gameplay to function well, the primary limitation on ability usage should be energy, not time. As such, we're making the following changes to address GCD-capping problems. First, we’re reducing the effects and mana increase of Ascension, because it became more powerful when combined with several of our other changes to healers. We believe that Ascension will remain as a competitive talent for Brewmasters. Second, energy cost of Jab has been increased for Windwalkers. And Third, we reduced the chance for Combo Breaker to trigger. Individually, these may sound like significant nerfs but Windwalker damage has been adjusted to compensate for these changes. The goal is not to reduce DPS while addressing the issue with GCD-capping.

  • Ascension now increases energy regeneration and maximum mana by 10% (down from 15%).
  • Combo Breaker now has an 8% chance to trigger, per effect, per Jab (down from 12%).
  • Stance of the Fierce Tiger now also increases Jab’s energy cost by 10.

A couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.

  • Storm, Earth, and Fire no longer has an energy cost, and is off GCD.
  • Fists of Fury now deals 100% increased damage, and always deals full damage to your primary target; additional targets are still affected by the damage split.

For Brewmasters, Gift of the Ox has been modified to allow it to scale defensively with the new Multistrike stat. The Black Ox Statue has been modified to aid Monks in establishing aggro on new enemies.

  • Black Ox Statue now also passively attracts the attention of all enemies within 30 yards, causing a minor amount of threat each second.
  • Gift of the Ox now has a chance to trigger only from auto attack Multistrikes, instead of from all auto attacks. It has a 100% chance to trigger while using a two-handed weapon, and a 62.5% chance to trigger while dual wielding.
  • Glyph of Leer of the Ox now also causes Black Ox Statue to passively pulse a minor amount of threat to all enemies within 30 yards.


Paladin

We wanted to improve Seal gameplay for Protection and Retribution, so have made a few changes in that regard. Protection had three Seals, but only used Insight due to its defensive value. We’ve moved that defensive value into a passive for Protection Paladins, and expect them to primarily use a mixture of Seal of Truth and Seal of Righteousness now. To provide better gameplay between Seal of Truth and Seal of Righteousness, and effectively remove a button, we made Seal of Righteousness transform Crusader Strike into Hammer of the Righteous.



Priest
We swapped the Level-15 and Level-60 talent rows so players are presented with core Priest themed abilities earlier in the leveling process.

  • Level-15 and Level-60 talent rows have swapped places.


Rogue
Among some other changes to improve Rogue AoE damage, we made a couple of baseline changes, and added a few Draenor Perks that impacts their AoE. wanted to make sure that Fan of Knives benefitted from Seal Fate.


Shaman

We also made a couple quality of life improvements to Shaman Shield spells.

Rated Battleground MMR Hotfix
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Early on in PvP Season 15, we found and corrected a couple issues that were causing players to reach extremely high Personal Rating when compared to their Matchmaking Rating (MMR), particularly in Rated Battlegrounds. As an unfortunate side-effect of these fixes, some players started experiencing regular games in which they could lose Personal Rating for a loss, but not gain any on a win. This issue quickly resolved itself in Arenas through normal gameplay, but has lingered for a lot longer in Rated Battlegrounds.

To correct this, we’ve applied a hotfix that will increase everyone’s MMR in Rated Battlegrounds by 100. As this change is being applied to everyone (even players who have not yet participated in a Rated BG), there is no change to rankings – we’re just bringing the average up by 100.

This should allow players who were previously still earning 0 rating on wins to once again earn rating normally. As a result, players who were already earning rating normally will start seeing higher rating gains per win and lower rating penalties per loss until their personal rating is once again in line with their MMR.

Again, as this change is being applied to everyone, there should be no real impact on ladders as a result. Ratings will inflate briefly (much like they do as part of our normal rating inflation), but there should be no long-term damage to rankings.

Patch 5.4.7 Hotfixes: April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Quests
  • Scourge Tactics: Increased the spawn rate of Webbed Crusaders.
  • The Embalmer's Revenge: Resolved an issue where Stitches was not resetting correctly.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Malkorok
      • Resolved an issue where Ancient Miasma effects were able to persist after the encounter ended.
    • Garrosh Hellscream
      • During the Garrosh Hellscream encounter, Word of Glory no longer generates threat during stages 2 and 3 to address an issue that was making the encounter more difficult than intended for raid groups with Protection Paladin tanks.
      • Unstable Iron Stars now Fixate on players for 12 seconds (up from 10 seconds) during stage 4 of the Garrosh Hellscream encounter on Heroic difficulty.
  • The Eye of Eternity: Resolved an issue that could prevent players from being able to loot Alexstrasza's Gift after defeating Malygos.

Items
  • Potion of Luck: Reduced the amount of gold found in Plundered Treasures.

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Will the only other utility poison being the talent leeching poison.....what is the point of the rogue PvP set bonus now?
we're changing almost all of the PvP set bonuses (holinka)

Warlords of Draenor Stats
What about spirit on current gear for Shadow, Balance, Elemental? Dead stat in WoD?
Removed from all gear except jewelry. Yes, you'll want to get non-spirit jewelry for Warlords. (Celestalon)

PvE
With the removal of expertise in WoD, will old school raid bosses still have a 3% parry chance, seems unfair for non tank solos.
3% won't stop you from being able to solo them. You'll be more than able to solo them, if you're able to now. (Celestalon)

Professions
what is going to stop engineering utility from dominating if other professions lose dps/stat bonuses?
Going to remove the combat utility, or allow it to be used by non-engineers. (Celestalon)
Point of being a engineer is then to?
Same as the other professions: To craft useful items. Engineering items are just more unusual and interesting. (Celestalon)

Pound Sterling Pricing Changes on Certain WoW Services
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will shortly be adjusting the pound sterling prices of some of the optional services we offer for World of Warcraft. We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind.

The new prices will take effect on April 30. You can see a breakdown of the changes below:

  • Name Change - Current Price: £6 | New Price: £7
  • Pets - Current Price: £9 | New Price: No change
  • Helms - Current Price: £10 | New Price: No change
  • Appearance Change - Current Price: £12 | New Price: £13
  • Guild Name Change - Current Price: £15 | New Price: £17
  • Character Transfer - Current Price: £15 | New Price: £17
  • Race Change - Current Price: £15 | New Price: £17
  • Mounts - Current Price: £17 | New Price: No change
  • Faction Change - Current Price: £20 | New Price: £22
  • Guild Transfer - Current Price: £25 | New Price: No change
  • Guild Faction Change - Current Price: £30 | New Price: No change
  • Level 90 Character Boost - Current Price: £40 | New Price: No change
  • Guild Transfer and Faction Change - Current Price: £50 | New Price: No change

Dark Legacy Comics #437
DLC #437 takes a look at one of the downsides of having combo points on the player.

This article was originally published in forum thread: Garrison Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes, DLC #437 started by chaud View original post
Comments 119 Comments
  1. mmoc35ba2439f8's Avatar
    Ok so not only we are not getting even single new quest line for at least 13 months but they even dare to increase their prices of services? Are they really serious? Charning more money for nothing at all done in the game for over a year when even free to play games have more frequent updates is just riddiculous.
    On top of that they just gut out all the classes and take out more features.
    Now they gut out the Garrisons. I really pity Horde for being stuck in that horrible looking zone. FFR must be one of the ugliest zones I ever saw. But tbh the human city with blue roofs and wooden houses looks terribly in draenei purple and crystal themed zone too.
    I dont really know what to think about it. Every expansion so far was making me hyped up, yes even pandas to some degree but more I read about WoD the more angry I am becoming. Thank god I didnt go for their lure and didnt pre-orders. That was clever from Blizz, squeez 50bucks out of people and then make the game worse than ever before.

    /rant off.
  1. Aesahaettr's Avatar
    Well it was kind of the only and biggest feature in the next expansion. But yeah, I've never assumed the garrisons to be more than Sunsong Ranch 2.0 anyway. Even the follower npc interaction was always going to be just a Farmville-esque side project.

    I was however hoping that it would be completely optional and something to do in my free time. But apparently it's going to be shoved down my throat on apparently every character I ever try to level in the expansion. So that's fun.
    Pretty much this. I font get this farmville thing, and its hard to see garrissons as anything than an extension to the ranch. If you like that sort of thing it's great, but it's not why I play wow. Making it so central is a little annoying, I planned on doing the bare minimum and ignoring it, sound like it might be forced down our throats.

    Frankly the location doesn't bother me, the concept as a whole is the problem I have.
  1. Tedstery's Avatar
    Quote Originally Posted by Mellrod View Post
    While i hope it is an optional part of the leveling process, Garrisons did loose alot of appeal and potential for me and im sure alot of other folks around here. Atleast we can choose where we want it in SMV/Frostfire, but with such a restrictive choice, there's no longer any difference between Yoon's Farm and Garrisons besides the fact there's more stuff for Garrisons. All for integrating it into the leveling system? That explanation isn't justified in the slightest and makes no sense to me. What does hand-picking a spot in the world for your Garrison to make it truly feel like your own home have to do with getting people to use it? It definitely looked alot more appealing when you HAD freedom. Not to mention, that sacrifice isn't worth it if it's turning optional content into mandatory content. Plus, I REALLY wanted a Garrison in Nagrand.

    Wow, never really been butthurt about something in WoW since there's always been a bit of logic behind it, but i think I "feel the burn" this time around. I really hope they explain themselves or just leave Garrisons alone in that respect. But otherwise - thanks, Blizz, you just removed the sandbox element from a sandbox feature and halved the appeal for one of this expansion's only real "new" features.

    TL;DR - Taking the individuality out of player housing and making the feature part of leveling is like taking the sand out of a sandbox and telling people to play in it anyways. I really hope Blizz takes a step back to consider what they're doing.

    *Rant off*

    They have said since blizz-con that Garrisons are not player housing, not even close to it. It doesn't even resemble player housing at all as all you can do is place buildings, not decorate them.

    The whole garrison system seems like a huge waste, one I am not personally interested in and I am not happy that its now part of the leveling process.
  1. snegro's Avatar
    I can't believe there is so much fuss over Garrisons. It's just a glorified farm. Player housing is one of those things that are just destined to be boring and irrelevant after the initial buzz in any game personally. Couldn't give two hoots about what you get to see outside the instanced walls surrounding your daily hub cage.
  1. Mellrod's Avatar
    Quote Originally Posted by Maklor View Post
    I can see them add it as a paid feature, Blizzard tend to like to rip you off.
    They wouldnt do it to that extreme. But i think they might consider moving garrisons as a feature for a patch when you're capped or something.

    - - - Updated - - -

    They have said since blizz-con that Garrisons are not player housing, not even close to it. It doesn't even resemble player housing at all as all you can do is place buildings, not decorate them.

    The whole garrison system seems like a huge waste, one I am not personally interested in and I am not happy that its now part of the leveling process.
    They have definitely called it player housing already, and while it's not housing in the traditional sense, that's essentially what it is anyways. Each expac will have a feature that's supposedly better than the last, and with each of those features we will be a step closer to true PH.

    That's what they said at blizzcon atleast.
  1. DechCJC's Avatar
    Damnit. I was already pretty annoyed that I couldn't pick a flat out theme for my garrison, but now that I can't even choose the zone I have to say I'm just not even interested anymore. I can't even make the base look how I want it to, i've got to use pre-designated spots and just plant pre-designed buildings there that eventually level up and will ALWAYS look the same.

    Boorrrrinnggggg...

    - - - Updated - - -

    Also, an increase of prices? It was already ridiculously overpriced -.-. "Priced according to the entertainment value" - At least be honest with us and say that you want more money, there's nothing wrong with that - But it is overpriced.
  1. mmoc5ef6914e13's Avatar
    Wow. Increasing transfer costs? That automated system that I have to use far more often than I would like? Announced day after being offline for most of the day?

    Way to take advantage of your customers invested after preordering warlords.

    Well done. If my guild dies or decides to transfer, I'll be quitting rather than paying any more for a service I already begrudge. Thank god wildstar has turned out so good.
  1. camalleri's Avatar
    omggggg you kille dk tank or ????
  1. Ballack's Avatar
    Wtf? They INCREASE the prices of changing factions/transferring servers etc? I cannot fathom how they can make such a decision. I mean the servers are horribly balanced when it comes to factions, and they just want to cash in even more on that fact? This is actually a disgraceful action by Blizzard. This is a fucking subscription-based game, how the fuck can they defend putting all these extra costs for quality of life features?
  1. Faldric's Avatar
    And the cycle continues.
    Promise much, hold little.

    Oh man, I remember this forums during Blizzcon:
    No new class/race: Doesn't matter we get new character models.
    No noteworthy new mechanics: We got garrisons!!!! They are the most creative thing Blizz has ever done!!!!

    So with the character models not finished for release and Blizz taking the easy way to implement garrisons and take away lots of its appeal:
    Are we finally allowed to call this the cheap, puke-over-lore, quick cash-in, time travel expansion it is?

    "We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind."

    WTF. The entertainment value (whatever that is) remains the same because they do not change anything on the services. So the entertainment per cost actually went down by this change. Just write you are increasing cost because you want to make more money in the UK. The reasoning given is just laughable.
  1. mmocc39820a35d's Avatar
    I'm not into conspiracy theories but what the fuck Blizzard?
    The price hikes are obviously just another way to grab more money from the players suffering their shitty server balance.
    Blizzard stand to lose a lot more money than they gain from rip-off server transfers, because people like me just quit!

    Get the realms connected already.

    As for the garrisons, what if I don't want to piss about with them while leveling? What if I want to level many characters and I have to waste my time each time messing around with a garrison I don't want to focus on? What if I don't want to have my garrison in depressing frostfire ridge.
  1. Stormykitten's Avatar
    Regarding the pricing change, british pound prices has been cheaper for the entire game's lifespan than both dollar and euro so I am not that surprised

    That said, I think both values are absolutely asinine in 90% of the services. Optional yes, but still so removed from decency.
  1. mmoc7fb8344b2d's Avatar
    Good decision. In a game where you can't conquer/destroy other player's garrison, they should be set as static in a corner some where, so you can't abuse them in world pvp.

    Having all the professions in a single garrison also cuts the need to have multiple alts just for professions and thus cuts the need to support alt gameplay and allows Blizzard to focus on making content for one single main character, in a true rpg spirit.

    Questing is also heavily integrated to leveling, but you don't need to do a single quest to level to max level, so I dont think garrison will be mandatory at all. You will not be denied a raid spot if you have not maxed specific garrison stuff, unlike professions today.
  1. Donald Hellscream's Avatar
    I am not sure i like the blood dks changes.. I am gonna miss my filthy little healing maggots. Of course alpha is alpha and nothing is final.
  1. jeremynative's Avatar
    Quote Originally Posted by Nungamunch View Post
    Wow. Increasing transfer costs? That automated system that I have to use far more often than I would like? Announced day after being offline for most of the day?

    Way to take advantage of your customers invested after preordering warlords.

    Well done. If my guild dies or decides to transfer, I'll be quitting rather than paying any more for a service I already begrudge. Thank god wildstar has turned out so good.
    You can get a refund for WOD - at least that's what I did
  1. mmocc39820a35d's Avatar
    Will be interesting to see their next quarter results.

    Activision Blizzard to Release First Quarter 2014 Financial Results on May 6, 2014
    Tuesday, May 6, 2014. 1:30 p.m. Pacific Time (4:30 p.m. Eastern Time)
  1. Farabee's Avatar
    All I'm gonna say is that FFR/SMV better actually BE the locations of the main city hubs in the xpac, or I'm going to be hard-pressed to want to go to my garrison provided they don't give me a teleport to it. Hell, I'm barely motivated to go to the farms on all my 90 alts as it is and that's 1 zone away.
  1. Teebone's Avatar
    If anyone was expecting garrisons to be anything more than a slightly more complex farm, they were only fooling themselves. I remain unphased because this was exactly how I expected them to function and so no indication otherwise.
  1. Feerles's Avatar
    Not sure if you people complaining about Garrisons being part of leveling just can't read or just want to complain but....

    will we need to do at least the main quest line in each zone in order to advance the garrisons properly?
    We hope you will, but everything will unlock based on level as a fallback. (Source)
    Whatever happened to them being optional content? This seems unnecessary, and takes away the fun of choosing a location..
    Sill an option, still many choices. (Source)
  1. Azrile's Avatar
    Quote Originally Posted by Zoidbergmerc View Post
    Druid
    Innervate has been redesigned to now have a 2-second cast time with no cooldown, and causes the Druid to gain 2.5% of maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.


    what are peoples thoughts on the Innervate change
    it is a button you push when you don´t need to push any other buttons. In a way, it feels kinda like the old 5-sec rule.

    - - - Updated - - -

    Quote Originally Posted by balir View Post
    I don't go off my nut a lot at Blizzard, but these Garrison changes are a major let down. I was looking forward to exploring Draenor for that perfect spot.
    Bugger.
    You never understood the original plan. You were never going to be able to find your ówn´spot. Each zone was going to have 1 spot where everyone could put their garrison.

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