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by Published on 2017-01-06 04:12 PM

Update: Fixes for Storm, Earth, and Fire are coming in Patch 7.1.5!

Patch 7.1.5 Hotfixes, Legion PvP Season 1 Rewards

Patch 7.1.5 Arrives on January 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re ringing in the new year with a brand new patch on Tuesday, January 10. Patch 7.1.5 offers a variety of new content, including a new Timewalking event, Micro-Holidays, and the return of the Brawlers’ Guild. Dive into our previews and developer Q&As to learn more about each of them.

Patch 7.1.5 Preview - Mists of Pandaria Timewalking
Join the denizens of Azeroth in a new journey back in time to the days of the lifting of the mists—Timewalking is coming to the islands of Pandaria. [More...]

Patch 7.1.5 Preview: The Return of the Brawler’s Guild
After a quick break to mend some wounds and broken bones, everyone’s favorite fighting series is back. A new set of challenging encounters are coming to town, and it’s up to you to muscle your way past them for glory and prizes. [More...]

Micro-Holidays in Patch 7.1.5
Patch 7.1.5 brings with it a variety of updates and new content. One of these new additions is what we’re calling micro-holidays. Each one is meant to make the world feel more alive without making players feel like they need to participate for big rewards—while still providing some more variety and fun. [More...]

Patch 7.1.5 - Upcoming Storm, Earth, and Fire Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey Windwalkers!

We previously responded to feedback about Serenity feeling mandatory due to bugs with Storm, Earth, and Fire, and we said that we were working on those bugs. Here’s an update on how we’re doing with that.

The following fixes for Storm, Earth, and Fire are coming in Patch 7.1.5:

  • Clones' Fists of Fury now channels faster with Haste, plus an additional 25% faster, to further eliminate any chance of it being clipped due to tight timing.
  • Clones now travel much faster between targets.
  • Clones will no longer target Immune enemies, or crowd-controlled enemies, or enemies you aren’t in combat with.
  • Clones now choose a target within 15 yards of themselves (was 30 yards), to make them more responsive and give you tighter control of them. You may still manually re-target them, or summon them in a location closer to your intended target.
  • Clones will now only re-target when you use an ability that applies Mark of the Crane, and their current target already has Mark of the Crane.
  • If a clone is not in range of their target when an ability is used, they will leap to the target and then use the ability (instead of not using the ability).
  • Clones now inherit your stacks of Transfer the Power when they are summoned. They now generate and benefit from these stacks.
  • Clones now inherit your stacks of Hit Combo when they are summoned (and continue to generate and benefit from it).
  • They now have 100% of your health (was 50%), and they now inherit your Dodge chance.
  • Storm, Earth, and Fire no longer reduces the damage/healing of spells and abilities that the clones do not mirror (such as trinket procs).

We’re committed to making this a fun and functional ability. Please let us know if you find any further bugs with it.

Thank you very much!
by Published on 2017-01-06 01:05 AM

Update (4:00 AM EST): In addition to the changes announced below, the 2 piece and 4 piece set bonuses have been swapped for the following two specs: Beast Mastery Hunter and Arms Warrior. The spell names do not currently reflect this change on the PTR, but the items themselves do.
Update (1:30 AM EST): Added tonight's PTR hotfixes

Blizzard Celebrate 20 Years of Diablo - In-game events in all Blizzard Titles

Our Card Design Competition Returns - Season 5: We're The Millers

Patch 7.1.5 PTR - January 5 Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Raid & Dungeon Abilities

Legion PvP Season 1 Rewards
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Each season, we reward titles to the players at the top of the 3v3 and RBG ladders based on the number of players we consider active in the bracket. For the last few seasons, we have only considered players active if they have a rating above 1000. For Legion Season 1, we made the mistake of also requiring players to have 50 wins to be considered. As a result, far fewer players were considered active than intended. Since rewards are a percentage of this set of people, we ended up giving out too few rewards, which in turn meant that many players received a lower-tier reward than they should have.

Fortunately, we have a plan in place that will allow us to fix the issue and grant rewards based on criteria we've used in previous seasons. Within the next few weeks, we will re-evaluate the ladder from Season 1 and redistribute rewards. When this occurs, you will either receive the same reward you have currently, or, in some cases, a higher-tier reward.

Celebrate 20 Years of Diablo in World of Warcraft!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just when you thought the Burning Legion invasion was the only one, creatures of Sanctuary have started pouring into Azeroth to celebrate 20 years of Diablo.

From now through January 9, players who complete Legion dungeons will spawn a naughty Treasure Goblin. Defeating him will reward some loot and open a portal to a place that has long since only been rumored to exist���the infamous Cow Level. Killing the Cow King* will reward a unique toy and a Feat of Strength. Slaughter enough goblins and you’ll be able to complete a Tome of Town Portal toy or collect a 28-slot Horadric Satchel.

Don’t miss out on this special event!

*While the Cow Level can be visited multiple times, you’ll get just one shot at the Cow King’s loot, so make it cownt count.

Blue Posts
Originally Posted by Blizzard Entertainment
Dungeon Deserter Buff
Because people would queue for a random dungeon then immediately leave if it wasn't the dungeon they wantedm you could literally wait an hour watching tanks join and leave if you were unlucky enough to get a dungeon like oculus.
I think looking at its inception, this is the most common-sense answer. It also previously served as a mechanic against AFKing in dungeons to gain currency such as Justice Points (member?), but we're a bit far down the line from that now.

I think its a good mechanic to prevent tanks/healers from jumping ship for a better group or a different dungeon, and saves the larger majority headaches and longer queue timers.

Wouldn't it be better to run with people who WANT to run the content? If players are jumping ship there's something wrong with how the dungeon is designed compared to the other options. Rewards for Random Dungeons and the Deserter Debuff just masks crappy design choices.
It doesn't really have a one-point answer.

In a perfect world, sure. But there /are/ a set amount of dungeons to run at any certain level range, and if you prefer a set number of them, you can always single queue for those specifically (when it comes to random queueing).

But this problem also exists for players dropping out due to disliking their group, or thinking their group isn't good enough, etc.

Like I said Ornyx it was more of a thing to keep tanks/healers from refusing to do their roles in Cata. While I'm sure it was around earlier I never saw it as a tank. It was Cata where tanks/healers would just sit down and absolutely refuse to do the dungeon.

Now as a geared tank during that time it wasn't a problem. I do think that if a dungeon is going that badly before the first boss we should be allowed to leave once a week.

I also never waited hours for a healer (I mained a tank during Wrath/Cata). I watched DPS queue with a healer and that healer drop and we needed to wait for another healer but in the long run it ended up punishing people who started the dungeon and saw it was going bad.

But then I never saw the other BS that people were going on about at the time - like 'I got kicked from a guild group'. Yeah no. Never been kicked from a guild group but I still lost my privileges to invite. I had a pure DPS toon during the heyday of Cata too and would jump in queue as a tank because of the terrible tanks I saw. Wanted to give DPS something better. But if my tank sucked and dropped - well couldn't just get an invite back as the tank after a certain point.

There are definitely people who try to work the system for their benefit or pleasure, and I've seen the complaints about guild groups, and, while its never happened to me, I can see how that scenario would play out.

Not saying dungeon deserter will always stay the same, but it does serve a purpose even now in Legion. This is something we can always take in feedback on and review if people feel strongly about it either way. (Blue Tracker / Official Forums)

Challenge Warlord: Gold / Items
Then make the items invisible for players that can't buy the items, my eyes hurt from seeing such beauty transmogs being left alone for nobody to buy.
The vendor is there so that players who completed the achievement and have misplaced their rewards (even with the transmog wardrobe, some players still like to hold onto the actual items), or haven't even collected their rewards yet, have a means of obtaining them again.

There are currently no plans to open this gear up to players who didn't complete the achievement. (Blue Tracker / Official Forums)

Paladin Class Fantasy
Why do you feel blessings and auras are fun? I can understand that it feels "nice" to help other players with buff spells, but, in general, they were just niche spells that actually didn't contribute much to meaningful game play (Seals are a different story, I guess). I never thought to myself on my Pally that turning on Retribution or Devotion Aura was going to result in an exciting change besides some passive armor or thorns-like-damage reflect.

The anti-undead themed abilities were cool though, in my opinion. I guess the question there that had to be answered was what happens when there's a zone or dungeon with no undead? Or an entire expansion without undead? Those skills essentially became useless.

The class can mean different things to everyone, so there's no right answer. Not trying to troll here btw, just personally curious on these points.

Also, updated descriptions of each class and spec were provided in the Legion Class Preview series, and you can find the Paladin one here:

I doubt you'll read this because the thread has gone on for so long, but for the sake of providing feedback, I'll throw my two cents in the ring.

I'm going to base my argument around Paladins and Shamans, but a lot of what I'm going to say could just as easily be applied to other classes and the buffs they used to have.

So, why are Blessings and Auras fun? For the sake of including Shamans in the argument, I'll combine Auras with Totems, but will just call them Auras.

The reason why players enjoyed Paladin auras doesnt come from any one source. Giving someone an extra 2% physical damage reduction with Devotion Aura may not be gamebreaking, but it was there. You could always tell that the Paladin had your back just by looking up at the corner of your screen and seeing that shield icon for Devotion Aura. But that 'hell yeah' feeling from Auras wasnt solely a gameplay function.

When players talk about class fantasy, one of the things I think Blizzard constantly misunderstands isnt just how the class feels to play, it's how the class should play in terms of lore. A Paladin isnt just a Warrior who happens to use the Light. They're a guardian, a divine protector, a shield who stands at the front lines and protects their allies. You'll never find a Paladin sitting in the back with a bow or hurling magic. They wear Plate for a reason, and that reason is because you'll always find them right in the middle of the brawl.

A Paladin is a knight who leads from the front lines, but that isnt what defines them. A Paladin is a righteous crusader who protects the innocent, shields their allies, and takes the brunt of the damage onto themselves. When a group of soldiers see that a Paladin has joined the fight on their side, they get a burst of morale, because now the Paladin is here to save them and suddenly there's hope of winning when there wasn't before.

A Paladin's Auras represented that perfectly. When a Paladin is in a fight, they dont just fight the enemy, they strengthen and rally their allies. Soldiers who were wounded are suddenly brought back from the brink of death when the Paladin lays their hands on them. Soldiers who fled in fear find their courage bolstered. Soldiers who are exhausted find the strength to pick up their swords and march back into the fray. A Paladin brings that sense of duty and courage and hope with their mere presence, and giving Paladins the ability to strengthen their allies through Aura spells was a fun and thematic way of presenting that.

Not to fire shots or start a flamewar, but the reason that Auras were removed werent because players didn't like them, it's because Blizzard didn't like them. Paladin Auras were nerfed several times because Blizzard didn't like how a Paladin's allies were essentially getting free buffs, despite that being an iconic theme of the class. Then when the nerfs were so heavy that the Auras did effectively nothing, they were removed entirely. Players never asked for this. Asking players why they want something back that made the class fun 'because it wasnt good' is a bit disingenuous when Blizzard is the reason they werent good to begin with.

TL;DR Paladins want their Auras back because a Paladin's presence grants strength and hope to their allies. That's what a Paladin does. Taking that away weakens the theme of the class as a whole, and pruning abilities just because they'd be easier to bake into the class is not an improvement of design.

I don't think it's anything close to "shots fired", I think it's a perfectly reasonable explanation.

I feel like the nerfs that came to them were a move in the direction of making it to where bringing a Paladin didn't feel necessary to the group because of the buffs they provided, which is much the same with Shaman totems. Though I understand the sentiment a bit more with Shaman totems (its never felt the same since they were removed in Mists(?)), as I've played my Shaman longer than my Paladin. Even now, the auras are given off at a much reduced range, with different effects for the most part, which isn't so much akin to how it was previously.

My concern there is that there is probably a better and more involved way of bringing that theme of an "inspiring presence" to the battlefield than what auras were/are. Personally, I think the way they are now may not be a good "fantasy" of this, and there are probably improvements that could be made to the overall theme, but I'm not too sure which way they could/might go. This is more the reason I ask why you want it back.

Fun is subjective, sure, but in that vein its good to note that the game's population has very much diversified since the days where auras were as you remember, and there is a much wider audience who might not look at it in the way of "turning on this passive buff really felt like I was inspiring my group and creating a meaningful difference". Its hard to see when looking at the forum community, as most posters here are some of the longest-time players, and don't always represent, I feel, a super wide berth. Creating a skill that lasting and memorable for that greater group seems like a better direction, philosophically, (albeit a harder one) and creating something feels like auras did way back when, but has an impact that adheres to more modern design is something I can see us doing more than just giving auras back as they were. (Blue Tracker / Official Forums)

Developer Communication
Most people are still returning from the holiday break, so the appropriate players needed for this to happen are only just now getting back to work.

We never get a back and forth with the devs. At most, we get a series of calculated press releases that barely scratch the surface of the issues we care about. These amount to "announcements" rather than dialogue. The only blue posters who ever even pretend to have anything resembling a conversation with us are community managers, and those conversations are never substantive because they aren't the ones actually making the decisions that affect our classes.
It it part of our job and the role of a community manager to relay what the developers say and think, as they don't necessarily have time to do it themselves. We don't see it as an issue for us to communicate for them at all (in fact, that's the point), so we disagree with any sentiment surrounding that. This is what Lore has been doing on these forums prior to the break.

Aside from that, before there break, there was a good amount of back-and-forth on numerous topics - maybe not ones you directly care about, but that doesn't change the fact. We are still moving forward with improving our channels for communication, and we are obviously not where we need to be yet, but I do see us getting to a better state before long.

The problem is the barrier between devs and the playerbase. Community managers shouldn't be speaking for the devs or for the playerbase to the other parties. There needs to be a direct line of communication here now more than ever because the majority of specs are just not correct at all. It's not a numbers thing that gets fixed with flat %buffs and nerfs like what we're getting in 7.1.5 for multiple classes/specs, it's mechanical changes that we need to make specs not play and feel like garbage. It's feedback on specs that has been put forth SINCE ALPHA AND BETA that would have made specs play well, but communication has just been nonexistent on Blizzard's end because the devs want the CMs to pick and choose info for them to read. At what point will the devs look at their 2nd or 3rd monitors and READ THESE FORUMS THEMSELVES? When enough people quit the game or a spec has almost no one playing it that they realize that maybe they need to actively listen to the people playing the game?

We're happy that Bliz wants to increase communication, but so far it's just been another of Blizzard's "Soon™"s that we have to suffer through. We want to hear from the class balance devs, not the CMs. We want to hear their reasoning behind changes. We want to understand why the things we say and the feedback we give always fall on deaf ears. We respect the CMs wholeheartedly for being the punching bags that they have become, but when you look at any other game developer they have people from multiple departments engaging with the community, talking about the game, looking at opportunities for improvement, and hyping the players up with news on future outlooks. All we get is Community Managers who have to relay messages and deal with entire forums of angry nerds all day.

I have to disagree with your first note, especially when looking at it from the point of a game as large as WoW is, with teams as large as ours are. We CMs aren't a "barrier", by any means. None of us are reading feedback and saying "Oh, thats stupid, let's not send that over." I think that would be extremely dangerous and false to our roles here. We are simply collating feedback together and handing it off, while the developers work on making changes as they see fit based off of it. Those changes are passed back to us, since most of us specialize in communication, and know when and where to be soft and/or heavy-handed with such things (patch notes vs. forum conversation, for example). On the opposite side, we also do represent the player-base to the developers. Some older titles for community management were called "Community Representatives", and its still very much true for the team today in that our goal should ultimately be to represent the desires of the community to the rest of the development team, while acting as a source of information as to the sentiments of the greater community.

I understand that people may have feedback that they feel they would be resolved by mechanical changes, and that feedback has been sent to the development team and I don't necessarily disagree with the sentiment. But class changes are an iterative design process, with 7.1.5 a part of that overall iteration.

And yes, issues have been mentioned time and time again since Alpha and Beta, and we have, as said previously, slipped up on these things - which is why we've made so many changes with 7.1.5.

You, the person behind the Ornyx account. The other CMs. ANY blue type that posts on these forums. I ask this genuinely, without trying to be catty: what good are you doing? If the answer to dozens of pages of feedback, hundreds of player hours spent testing and calculating and theorycrafting and testing some more, and a list of THOROUGHLY researched bullet points of the main issues with classes or specs, all from people who have spend hundreds if not thousands of hours with their class or spec of choice, is merely just "handed info on Point A to devs, will post back with news. they're aware of complaints"? If THAT'S all you can provide, then....

Why are you here? What good are you doing? Do you honestly think you're helping? Are we supposed to be satisfied with that? Are we supposed to be satisfied with another PR politics handbook reply of "design is iterative"? Are we supposed to be happy that we have ONE relatively active representative talking to us, who can't be bothered to maybe spend an hour researching BM hunters and why the belt nerf is so harmful and what their complaints are?

You know what I want, more than anything else, in regards to WoW? If one experienced, knowledgeable person from every class and spec could have one on one time, in face, personally, with the devs of the game. No Watcher to feed us ex-lawyer bull!@#$ about "we're baking in mandatory talents to add more interesting choices". No Lore to make huge TL;DRs absolutely FULL of ridiculous claims and utterly false facts about Shadow Priest mechanics, and then backpedal completely when this was pointed out. No CMs to feed us canned responses we've heard dozens of times just this expac. Just a few minutes to ask the devs, "what the %^-* were you thinking?" with legendary balance, performance disparities, design oversights, feedback going completely and utterly ignored since ALPHA, and a whole host of other problems.

I'm not trying to insult you or disrespect you, Ornyx. I'm saying: this isn't good enough. It never has been and it never will be and the "communication improvements are an ongoing effort" excuse isn't cutting it anymore.

I would much rather hear from the players directly what their problem is, rather than inferring it myself and possibly being wrong (happens more often than you think). There's nothing wrong with asking questions and admitting we may not know - which is what I did. I understand that generally BM has issues with focus, but I disagree that the belt should be the solution to resolve that issue, and, instead, we should be focused on the design of the spec's given skills to resolve that.

In terms of "what good do we do", a lot of that if its not here is behind the scenes, so it makes sense that you would insinuate that you think we aren't helpful. Aside from having daily conversations with developers, we work on tons of other projects that may or may not ever be attributed to us, from blogs to videos to social media to events to the forums - the list goes on and on. People have asked for us to pop into threads and say "Thanks for the feedback, we are looking into this - its been noted", and that's what we've done in a few places recently as sometimes we have nothing to share (various reasons for that, maybe changes are in the work, maybe we haven't heard back yet, etc. Its super case by case and there's nothing we can ever do or say that can make everyone universally happy).

In regards to your last point, I'd be fine with a system where we could have some sort of class representatives or something that could have those honest conversations with the developers in the open (in fact I created such a system in a previous life). It does help to have that one singular voice to talk to instead of 100,000, heh. But the community agreeing on who that person would be sounds like it would be a very difficult task - maybe something to think on.

I'm not insulted by any of what you said - its true in its own regard. I'm just trying to lay out the ground work and reasons behind some observations. As said, we have had communication failings over the last couple of months, and we are working on addressing that in the now.(Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Can you please get food buff working in BGs? As a pandaren it bothers me. Also healing potions/ other potions/scrolls maybe?
We've made a few passes on this issue but appreciate any lists of specific items that are no longer working. (holinka)

History - The Stealth Sound
It turns out the sound you hear when a stealthed unit is nearby was originally just a side effect of how the client applied buffs to the unit when it got close enough to you.

by Published on 2017-01-05 01:25 AM

Update: You can only get loot from the Cow King once. Farm Treasure Goblins for more loot.

Patch 2.4.3 Pushed

The Dark Wanderer is This Week's Tavern Brawl, and There's a Card Back Reward

Patch 7.1.5 PTR January 4 - Legendary and Spell Hotfixes
Originally Posted by MMO-Champion
  • Roots of Shaladrassil: Now heals you for 3% of your maximum health every 1 second, up from 4% of your maximum health every 2 seconds.





  • Reap and Sow - Reap Souls now lasts 1.5 seconds longer per soul consumed, down from 2.5 seconds.

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses


Originally Posted by Blizzard Entertainment
Beast Mastery Hunter Legendary Change
The belt change is part of an overall balance pass on a few legendaries, following what Lore mentioned a couple of weeks ago, and wasn't meant as a specific targeted change to the BM rotation.

To be frank, I don't play Beast Master, so I'm not fully aware of the "consequences" of this legendary, specifically, to the rotation. I read that it resolved focus issues, but our goal should be for these legendaries to augment gameplay, not to provide a necessary change to the spec such to that it cannot perform without it. Feel free to enlighten me. (Blue Tracker / Official Forums)

Diablo 20th Anniversary Retrospective
Patch 2.4.3 is almost here, bringing us the Diablo 20th Anniversary event. Check out Diablofans for a Season 9 countdown and the official notes.

Hearthstone - The Dark Wanderer Brawl
The Cow King isn't only invading World of Warcraft. He is one of your opponents in this special Diablo themed Hearthstone brawl too! Be sure to complete the brawl, as it rewards a unique card back.

by Published on 2017-01-04 12:30 AM

Diablo 20th Anniversary Event
The Diablo 20th Anniversary event is live in the US and EU! There is an achievement, music, and some items associated with the event.

Name Category
Diablo's 20th Anniversary There is no cow level.

Level Type Name
20Other Twelve-String Guitar
110Bag Horadric Satchel
66Other Stone of Jordan
1Other Tome of Town Portal
1Other Scroll of Town Portal
1Other Blank Diabolic Tome
1Other Small Charm of Life
1Other Small Charm of Inertia
1Other Large Charm of Strength
1Other Large Charm of Dexterity
1Other Serpent's Grand Charm
1Other Stalwart's Grand Charm

Raid Preview - The Nighthold
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The journey through Suramar has been fraught with intrigue and danger as the heroes of Azeroth have fought to help reclaim this shining city. It’s time to take the next step and face the challenges within the Nighthold.

Minimum Level: 110
Location: Suramar
Bosses: 10

The largest structure in the Broken Isles and among the grandest in all of Azeroth, the Nighthold stands as a testament to the achievements of the nightborne civilization. Centered around the Nightwell, the fount of arcane power that has sustained Suramar for centuries, these grounds were built as a haven from the worries of the world. But as a felstorm churns above the former temple of Elune across the bay, and Gul’dan himself now resides within the palace’s walls, those worries now begin—not end—here.

Developer Insights: Even though Gul’dan awaits atop the main spire of the Nighthold, and even though mighty Legion adversaries like Tichondrius and Krosus lurk within the walls of the compound, the Nighthold is not a traditional demonic raid. It stands as a testament to perhaps the greatest civilization Azeroth has ever seen: the pinnacle of elven magic and sophistication.

Just as our artists and designers approached the creation of the city of Suramar with the aim of evoking the feel and bustle of a living city under occupation, the dungeon team wanted to make sure the Nighthold really felt like the grand palace of Suramar. From botanical gardens to guest quarters, from an observatory to chambers enclosing the power source of nightborne civilization, we tried to build a grand royal court and then consider how the Legion’s presence would affect and transform that foundation. Many of our raid zones are dark and oppressive places, by necessity—the domain of Xavius cannot be bright and cheery—but the Nighthold offers a raid environment that is both beautiful and deadly.

Raid Schedule:
  • Tuesday, January 17: Nighthold Normal and Heroic difficulties open.
  • Tuesday, January 24: Nighthold Mythic difficulty and Raid Finder Wing 1 (Arcing Aqueducts) open.
  • Tuesday, February 7: Nighthold Raid Finder Wing 2 (Royal Athenaeum) opens.
  • Tuesday, February 21: Nighthold Raid Finder Wing 3 (Nightspire) opens.
  • Tuesday, March 7: Nighthold Raid Finder Wing 4 (Betrayer’s Rise) opens.

The Nightwell

Skorpyron: Deep within the foundations of the Nighthold, beneath the sea, lie long-forgotten vaults that give access to the Nightwell itself. This monstrous armored scorpid has made its home in one of these vaults. Infused with the power of the Nightwell and surrounded by a teeming brood, Skorpyron presents a serious complication to an otherwise promising back entry to the Nighthold.

Chronomatic Anomaly: As the power to fuel an entire civilization courses from the earth, the cavern at the base of the Nightwell has become a maelstrom of raw energy. Born from this chaotic flux, the Chronomatic Anomaly is an embodiment of the power of the Eye of Aman’thul. As it lashes out with energy attacks, the bursts of energy warp the very flow of time.

Trilliax: Trilliax, once proud servant to the nightborne aristocracy, has been discarded and left to slowly deteriorate. While an unwavering will to carry out its tasks remains, the passage of time has splintered this construct’s personality matrix. It now unpredictably switches from one mode to the next, ranging from doting caretaker to homicidal sterilizer, craving recognition and validation from a master that no longer exists.

The Nighthold

Spellblade Aluriel: Aluriel always had an affinity for magic. She rose through the ranks of the Nightguard effortlessly, having a natural talent with the sword. But no matter how strong she became, she wanted more. She studied with the mages at the University of Suramar, spending her days in combat training and her evenings in the artificery. She forged her weapons and armor in the Nightwell, weaving magic spells into the precious metals. She is the first Spellblade, adept in the schools of Fire, Frost, and Arcane.

Krosus: This colossal doom lord, one of the largest and mightiest creatures in the armies of the Legion, was defeated at the Broken Shore through the combined might of the greatest heroes of the Horde and the Alliance. Having recovered from his wounds, Krosus emerges from the bay between the Nighthold and the Tomb of Sargeras to crush anyone who would oppose the Legion.

Shal’dorei Terrace

High Botanist Tel’arn: From his youth, the nightborne Tel’arn was fascinated by plant life: the resilience and adaptability of weeds, the ability of simple grass to harness the power of the sun, the way a tree may be divided into two, or two branches grafted into one. Aided by the energies of the Nightwell, he has transformed himself to the point that he is scarcely recognizable as a nightborne elf. He now considers himself something far, far greater.

Captain’s Quarters

Tichondrius: The dreadlord Tichondrius, once leader of the nathrezim, was slain by the newly awakened power of none other than Illidan Stormrage. Reconstituted in the Twisting Nether, Tichondrius returns to watch over Gul’dan on behalf of the Legion, ensuring that the orc warlock does not once again fail his masters.

Astromancer’s Rise

Star Augur Etraeus: The nightborne astromancer Etraeus has devoted long years of research to scouring the skies of Azeroth, seeking answers to the great mysteries of the universe. His scrying has shown him worlds beyond our ken, and the power of the Nightwell allows him to draw upon the essence of those worlds to amplify his own powers.

The Nightspire

Grand Magistrix Elisande: Elisande once distinguished herself by resisting the Legion. She and her highborne followers broke away from Queen Azshara and the dark path she was taking, harnessing the power of the Eye of Aman’Thul to create the Nightwell, protecting Suramar from the Sundering. But over ten thousand years later, the Legion’s arrival offered her no such recourse. She has cast her lot with the demons, hoping to once again use the power of the Nightwell—this time in a very different sense—to save her people.

The Font of Night

Gul’dan: The chain of events set in motion when Garrosh escaped to Draenor has continued, unbroken for all its twists and turns, leading to this very moment. Thwarted in Draenor, Gul’dan now stands on the precipice of achieving ultimate victory on behalf of his Legion masters. Standing atop the Nighthold, as the vortex of fel energy swirls in the skies overhead, the outcast orc warlock awaits his destiny.
by Published on 2017-01-03 03:52 PM

Yong Woo and Ben Brode on the Designer Insights Video Series

World Boss - Flotsam
Flotsam is up this week, giving players a chance to win item level 860 loot and a Life Relic. Shaman also have a chance to get The Warmace of Shirvallah.

Weekly Bonus Event - Arena Skirmishes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Sharpen your swords and reinforce your boards, because you’re called to the PvP Arena for the hectic mayhem of Skirmishes.

This Week: Arena Skirmishes
All week, from anywhere in Azeroth, open the Group Finder (default hotkey: i), select the Player vs. Player tab on the bottom of the window, and then under Arena Battles, choose either 2v2 or 3v3 and JOIN BATTLE. You’ll be matched up with teammates and provided with opponents to kill in the Arena.

Look for the following all week long:

  • Archmage Timear near Violet Hold in Dalaran has a quest for you.
    • Quest requirement: Win 10 Arena PvP Skirmishes
  • Passive buff: +50% honor gains from Skirmishes

If you’ve been looking to make some Honor gains, this is the week to do it!

Darkmoon Faire
The Darkmoon Faire is back in town! There are a few things it offers that you can take advantage of:

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