World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2015-05-11 02:30 PM

Update (9:30 PM EDT): Added tonight's hotfixes and Leeroy Jenkins.

Patch 6.1.2 Hotfixes - May 11
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Paladin (Forums / Skills / Talent Calculator)
  • Glyph of Denounce is now removed completely by dispel effects (dispel effects used to only remove one stack at a time).

Bug Fixes
  • [Hotfix in testing] Blood-Soaked Invitation should now convert into the correct Horde equivalent for Alliance characters performing a faction transfer.

The Iron Horde Invades Hellfest 2015
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Are you ready to see the Iron Horde go heavy metal? It all started last November, when Grommash’s celebration of the lineup announcement for Hellfest 2015 quickly ignited an epic conversation between Warcraft fans and metal fans.

With over 100.000 attendees, Hellfest is a massive metal music festival that no true orc would ever want to miss. Last year Grommash and his Iron Horde were too busy getting ready to invade Azeroth and didn’t have time for a detour to western France. This year, they are prepared…

So this summer, we’ll be there in person to take a closer look at what happens when these two worlds collide – and we’re looking forward to sharing the results with you.

We’ll have more information soon about what we’ll be doing there. Stay tuned because you won’t want to miss #WoWAtHellfest 2015!

Leeroy Jenkins - 10 Year Anniversary
The original Leeroy Jenkins video was uploaded 10 years ago to WarcraftMovies. Pals for Life is still around and raiding!

by Published on 2015-05-11 03:20 AM

PTR Community Buff Active, Templar Guide 2.0, Crusader on Heroes of the Storm

New Heroes of the Storm Themed Card Back, Hearthstone Mount in Heroes of the Storm

Balance Changes, New Skin and Character Strings, Skin and Mount Videos, and Lots More

Patch 6.2 - Legendary Ring Concerns
Watcher responded to some concerns about the new legendary rings coming in Patch 6.2.
Originally Posted by Watcher (Blue Tracker / Official Forums)
Let me try to address a few of the concerns raised in the thread and explain our thinking.

First off, why this wacky raidwide effect? Why not a traditional legendary that is purely individual? The idea's origins lie in what this particular legendary is: a ring. It's not a weapon designed to strike foes, or a shield to protect you from harm. And what is the nature of a ring? Whether we're talking about seven rings for the Dwarf-lords in their halls of stone, about Captain Planet, or about common social covenants in our own societies, rings tend to be paired with counterparts, and to have their meaning derived from the connections entailed therein. A lot of fluff, perhaps, but that's what got us thinking along the lines of a group effect rather than a personal one. This certainly isn't a template for all future legendaries, but we find it very fitting for this particular one.

Now, some of the concerns that have been voiced:

1) "It will be used mechanically on cooldown"

Sometimes, sure - it depends on the fight. The healing/tank versions certainly won't be used that way, and the DPS ring also has elements (notably the AoE explosion at the end) that add additional depth to the decision of when to activate it. Let's consider the fights in Foundry, since those are probably more familiar examples than Hellfire, and imagine how the ring might have been put to best use while progressing on a few of those encounters:

  • Blast Furnace: Largely wasted if you use it on the pull; you might save the first activation for the second pair of Operators, and then during the second phase you'd aim for windows of Elementalist vulnerability, since that's what matters most.
  • Operator Thogar: Here we run into some unique considerations associated with the explosion. You could activate the ring in advance of a Man-at-Arms wave, getting a damage burn on Thogar while you build up the potential AoE that will go off just in time to alpha-strike the dangerous enemies right as they jump off a train car.
  • Flamebender: If you aren't running into her berserk, the Cinder Wolves are your main concern. You'd probably benefit from waiting until she's at 45 or so Energy, and timing the explosion to get a large head start on the Wolves. Especially on Mythic.
  • Blackhand: Aside from the obvious uses to speed up phase 1 and phase 3, I could see having your initiating player as the person who's about to get knocked up onto a balcony with a fresh wave spawn due, timing the explosion to pretty much erase the whole wave of enemies right as they exit the door on the ledge.

Now, on something like Gruul, you probably would just use it on cooldown every time. But I'd say Gruul is more the exception than the norm.

2) "It feels bad to have someone else control my legendary"

This is a fair point, and I sympathize. Setting aside the fact that when doing any solo content you have complete control over the activation, there is still more control with this legendary than with nearly any of our prior examples. Procs could occur at completely inopportune times, often wasting them entirely, and whether you got lucky and had Xuen's cloak trigger just as a large pack of enemies got clumped together, or whether it fired 10 seconds earlier or later, could drastically alter your total damage on a given encounter.

At its core, the legendary ring is a raid item - the vast majority of the content and the collection steps take you through raid content - and players who are part of a raid group are by definition cooperating and coordinating to tackle challenges. The rings add another layer to that teamwork. Even outside structured guild raiding, it's neither typical nor tolerated in pickup groups for, say, a mage to use Time Warp to maximize personal damage at the expense of the raid, and I'd be surprised if it's common to see it done with the ring. Now, yes, in Raid Finder, though you also won't generally be seeing raids with tons of ring-wearers, you'll probably see some selfish behavior. But even then, the effect isn't wasted (merely suboptimal), and that action isn't likely to affect the group's success or failure on the encounter as a whole given Raid Finder's tuning.

3) "The effect isn't fair/balanced and is worse for than "

True. We could have made a perfectly evenhanded ring effect - something like "Equip: Increases damage and healing done by 10%." That also would have been very lackluster. Nearly any effect with any depth to it will benefit some more than others so long as our classes/specs have varied strengths and weaknesses. (And we don't feel that class homogenization is the answer, either.) Over the course of a fight, that may amount to a difference of a couple percent damage, if that. Hopefully we continue to make interesting and unusual items, and some of those will favor specs that feel the ring was suboptimal for them.

How do you address concerns that the design of the ring discourages raids from bringing people who don't have their ring to raids?
There's nothing in particular about the ring's design that discourages raids from bringing people who don't yet have it, as compared to any other type of legendary or any player-power increase. Players without the ring will do some percentage less damage (or healing, or have one fewer tank cooldown) over the course of the fight as a whole, but that's just the nature of any big-power item. It's not really different from the cloaks in Mists, or theoretical alternate versions of the ring that had no group synergy component. I'm sure that later in the expansion there will be guilds and pickup groups that strongly or exclusively prefer people with legendary rings, but that's a social dynamic that's nearly unavoidable with any form of player power progression, whether it's a specific legendary or just item level in general.

Also, as a separate clarification, I wasn't saying it that it won't be used on the pull. It absolutely will be used on the pull in the vast majority of cases. However, the cooldown is short enough that many other opportunities will arise to be more tactical with its use as the fight goes on, rather than just using it automatically every 2 minutes thereafter.

Finally, nothing in Hellfire Citadel is being tuned around having the ring. That's a big part of why it is not currently available to use in PTR testing. In Siege of Orgrimmar, many players had their cloaks before they first set foot in the zone on the day of the patch, which somewhat diluted the impact of completing the cloak since those players didn't really get a before-and-after comparison of specific fights once they'd earned it. Cutting edge progress in Hellfire Citadel, on the other hand, will occur without legendary rings in the raid. And then as raid members complete their rings, the power of the legendary will help you overcome Gul'dan's forces.

Patch 6.2 - Kormrok Preview
Today we are taking a look at Kormrok, another Hellfire Citadel boss.

Level Type Spec Name Model Viewer
690Trinket Imbued Stone Sigil
690NeckAll Strength Shadowgorged Iron Choker
690TrinketAll Strength Rumbling Pebble
690FingerAll Agility Pit-Extracted Stone Signet
690NeckAll Intellect Glowing Firestone
695ClothAll Intellect Cowl of the Arcanic Conclave
695ClothAll Intellect Pious Cowl
695ClothAll Intellect Deathrattle Mask
690ClothAll Intellect Sludge-Soaked Waistband
690ClothAll Intellect Craggy Gloves of Grasping
690BackAll Intellect Polymorphic Cloak of Absorption
695Leather Oathclaw Helm
695Leather Mask of the Hurricane's Eye
690Leather Tunic of Reformative Runes
695LeatherAll Agility Felblade Hood
695Mail Crown of the Living Mountain
690Mail Rugged Stoneshaped Pauldrons
695MailAll Agility Hood of the Savage Hunt
695Plate Helm of the Ceaseless Vigil
690Plate Fel-Inscribed Shoulderplates
695PlateAll Strength Demongaze Helm
695PlateAll Strength Faceguard of Iron Wrath
690One-handed AxeAll Agility Runeaxe of the Breaker
690PolearmAll Agility Rune Infused Spear
690DaggerAll Intellect Runic Magnaron Tooth

Name Points Category
Mythic: Kormrok Defeat Kormrok in Hellfire Citadel on Mythic difficulty.
10Draenor Raid
Waves Came Crashing Down All Around Defeat Kormrok in Hellfire Citadel without taking damage from any of the waves on Normal difficulty or higher.
10Draenor Raid

Originally Posted by MMO-Champion
As ancient as Draenor itself, Kormrok once ruled Gorgrond, the creatures of the land slinking away from the giant magnaron's destructive fury. But then the Iron Horde came, trapping the behemoth and attempting to break his will. They were entirely unsuccessful... that is, until the rise of Gul'dan, and the fel power that Kormrok could not resist.

  • Overview - Kormrok periodically jumps to the nearest fel pool of energy, empowering one of his abilities for a short duration depending on which pool he entered.
    • Tanks -
      • Move Kormrok near the pool to which you want him to Leap.
      • Spread out during Pound.
    • Healers -
      • Pound inflicts heavy damage to the entire raid, compounded if players do not spread out.
      • Move away from any tanks affected by Fiery Burst.
      • Trigger Fiery Runes before they explode.
    • Damage Dealers -
      • Kill Crushing Hands as quickly as possible.
      • Run away from any tanks affected by Fiery Burst.
      • Trigger Fiery Runes before they explode.
      • Spread out during Pound.
  • Leap - Kormrok leaps through the air and then splashes down in the nearest pool. Kormrok will not Leap to a pool that he has Leapt into recently.
    • Shadow Energy - Kormrok absorbs Shadow Energy, empowering the next 4 uses of his Fel Outpouring ability.
    • Shadow Energy - Kormrok absorbs Shadow Energy, allowing him to use his Fel Outpouring ability 3 times.
    • Explosive Energy - Kormrok absorbs Explosive Energy, empowering the next 4 uses of his Explosive Runes ability.
    • Explosive Energy - Kormrok absorbs Explosive Energy, allowing him to use his Explosive Runes ability 3 times.
    • Foul Energy - Kormrok absorbs Foul Energy, empowering the next 4 uses of his Grasping Hands ability.
    • Foul Energy - Kormrok absorbs Foul Energy, allowing him to use his Grasping Hands ability 3 times.
    • Splash - Liquid in the pool splashes out onto the ground, leaving behind residue that will damage players who stand in the residue. Players can absorb the initial splashes, keeping the ground beneath them clear from residue.
  • Pound - Kormrok slams the ground repeatedly, creating shockwaves under all players that inflict 39,050 Physical damage to all enemies within 4 yards every second.
  • Fel Outpouring - Kormrok slams the ground, causing the Shadowy Pool to spew forth globules. Victims caught in the path of the globules suffer 85,700 Shadow damage.
  • Explosive Runes - The caster creates Explosive Runes on the ground. If these runes aren't triggered within 15 sec they will explode, inflicting 214,500 Fire damage to all enemies. Triggering the rune results in a smaller explosion for 179,000 Fire damage to all enemies within 8 yards of the rune.
  • Grasping Hands - Kormrok summons several stone hands under the feet of his enemies, inflicting 35,700 Physical damage to all enemies with 4 yards of the victim. These hands hold the victim in place until they are killed. While held, the victim suffers 53,600 Physical damage every 3 sec.
  • Mutating Hatred - Kormrok will use different abilities against his current tank target based on the last pool he leapt into. Getting hit with any of these abilities afflicts the victim with Fel Touch.
    • Swat - Kormrok knocks the target backwards, inflicting 178,500 Shadow damage. When the victim lands, they suffer damage inversely proportional to the distance they traveled. The victim is afflicted with Fel Touch.
    • Explosive Burst - Kormrok ignites the ground beneath the target's feet and stuns them. After 10 sec. the ground explodes, inflicting 178,500 Fire damage to all players within 40 yards. The victim is afflicted with Fel Touch.
    • Foul Crush - Kormrok summons a Foul Hand underneath the target. The victim is immediately grabbed and crushed for 42,600 Physical damage every 1 sec. until the hand is destroyed. The victim is afflicted with Fel Touch.
    • Fel Touch - The victim is afflicted with Fel energies, increasing the magical damage they take by 50%.
  • Enrage - Kormrok enrages, gaining 30% haste. Kormrok will use his abilities faster while enraged.

Blue Tweets
Originally Posted by Blizzard Entertainment
You know, last time i told a dev i like something, it was flying. Take a guess what happened short after.
Is your point: I'd like flying back in WoD? (Muffinus)
Yes, i really would.
We love feedback, don't be afraid to give it! No one is 'not listening' to you. Sorry if that hasn't been conveyed. (Muffinus)
Dont worry. I just would love to see a statement as like "Yes, we bring flying back in 6.2" or "No, we dont bring flying back".
Specifically, would like to hear what you miss about it! How would you ideally implement it? (Muffinus)
I miss the ability to start and stop when i like. Flight pathes take you out of the game.
For me, flying often felt the same. Fly up -> point self in direction -> afk. Agree/disagree? (Muffinus)

While I don't interact on Twitter any more i read tweets & forums & appreciate feedback. Thx. (holinka)

are the tombstones near the grave yard, and the cart on ruins intended to no longer provide LOS? They worked last patch
They were broken by 6.1. We tried to hotfix them in a number of ways but they were all problematic. Fixed in 6.2. (holinka)

Big debate going on; are the players in lore stuck on Draenor or was that changed?
Not by now - after escaping Tanaan and establishing garrisons, it's possible to open other ways home. (DaveKosak)

Look what I got for my birthday! Thanks, VO team! (Celestalon)

Dark Legacy Comics #488
DLC #488 has been released.

by Published on 2015-05-08 10:42 PM

Mystic Runesaber Mount Arrives on May 13
Patch 6.1 added the Mystic Runesaber mount, which is now finally coming to the in-game shop. The mount still appears to be classified as a ground only mount.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
This is !@#$ing disgusting. Another stupidly over priced mount after Blizzard announced their sub losses. Everyone knew that as soon as you announced the loss you would put the mount up. This is %^-*ing disgusting. Money greeding bastards who are clearly not listening or responding to the player base except when responding to a stupid advertisement on the launcher.
A lot of people have been excited for the mount since it was originally datamined in the 6.1 files back in February, and we actually get pretty regular questions on when it'll arrive. Originally it was planned to release much earlier but we decided to wait as it'd potentially add some complexities while we're still trying to launch the WoW Token in all regions (Korea and Taiwan had the WoW Token launch yesterday, for example). So the next available release timeframe was next week, and that's what we with.

Heroes of the Storm Patch - Graves Battle Pet and Ironside Dire Wolf Mount Reward
When you level a character to 100 in Warlords, you will be receiving a nice wolf mount in Heroes of the Storm upon release.

When you reach Level 20 in Hero of the Storm, you will receive Graves.

New hero information, a Hearthstone card back, portrait borders, and more were also revealed in tonight's PTR build.

by Published on 2015-05-07 05:10 PM

Update (8:45 PM EDT): Added tonight's nerf to Blackhand.
Update (4:45 PM EDT): Patch 6.2 will restore the 1 minute cooldown on PvP Trinkets, down from 2 min.

WoW Down to 7.1 Million Subscribers

Patch 6.1.2 Hotfixes - May 7
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raids and Dungeons
Blackrock Foundry
  • Blackhand
    • Blackhand's Demolition ability now deals 20% less damage and his Massive Demolition ability now deals 5% less damage on Normal, Heroic, and Mythic difficulties.

Patch 6.2 - PvP Trinket Cooldown Reduction
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're currently planning to change the on-use PvP trinkets back to a 1-minute cooldown (and reducing their effects) in patch 6.2. This is effectively reverting the change made to these trinkets in patch 6.1, which was a heavy contributor to the overall strength of the Human racial.

This essentially buffs sub rogues in addition to the buffs they are receiving, along with BM hunters who will now just run 1 on use and 1 proc again.
It does mean that classes with burst abilities on shorter cooldowns will be able to line them up with trinkets more regularly, yes. However, it substantially lowers the maximum potential for that burst of damage. We expect it will be significantly easier to survive through the maximum burst output of e.g. a Beast Mastery Hunter or Combat Rogue who is able to run with double trinkets. That was the case prior to the change in Patch 6.1 that changed them to their current 2-minute versions.

Patch 6.2 Preview - Bonus Events and Adventure Guide
Blizzard posted a list of the bonus events from last week's PTR build. It looks like many of the rewards have been changed since then.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As development continues on Patch 6.2, we’re excited to share some additional information on two new upcoming features—Bonus Events and the new Adventure Guide.

Bonus Events
The Bonus Events system consists of a rotating schedule of seven different activities, currently scheduled to run from Friday through Monday of each week. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar (located in the upper right-hand corner of the mini-map) can serve as your one-stop reference for the event schedule. The Adventure Guide—discussed in detail below—will also offer a direct link to active Bonus Events, allowing you to easily accept any associated quests.

Timewalking—The Burning Crusade and Wrath of the Lich King
The schedule will feature two different Timewalking Bonus Events, each themed around an expansion: The Burning Crusade or Wrath of the Lich King. Your character’s level and gear scales down to the dungeon at Heroic difficulty, but the loot you receive is scaled back up, making it a great way to gear up characters as well as receive cool items for transmogrification. Completing three Timewalking dungeons as a part of a quest during the event awards a Seal for an extra bonus roll, which isn’t counted toward the weekly cap of three seals. Learn more about the Timewalking Bonus Event in our Patch 6.2 Preview – Timewalking.

Draenor Dungeons
While this Bonus Event is active, defeating enemies in any Draenor dungeon will award reputation with an appropriate faction. Completing two Mythic-difficulty Warlords dungeons as a part of a quest during the event awards a Heroic Hellfire Citadel Raid cache.

During the Battlegrounds Bonus Event, you’ll earn triple Honor points from random Battlegrounds. Completing the event quest by winning a few random Battlegrounds awards 500 Conquest Points, which do not count toward the weekly Conquest cap.

Arena Skirmishes
You’ll earn triple Honor points from random Arena Skirmish matches during this event. A quest to win several random Arena Skirmish matches will award 500 Conquest Points, which do not count toward the weekly Conquest cap.

If you’re trying to stock up on Apexis Crystals, you’ll be able to gain triple the amount from eligible creatures during this Bonus Event. Completing three area assault objectives during the event awards a sizable amount of Oil to fuel new Naval Missions as a part of your Shipyard. (More information on this new resource will be covered in a future Shipyards and Naval Missions preview.)

Pet Battles
During Pet Battle Bonus Events, you’ll be able to take your pets out for a little exercise and earn triple pet experience from battles. Winning five PvP Pet Battles as a part of a quest during the event awards the player with an Ultimate Battle-Training Stone that instantly levels a pet to 25.

Adventure Guide
Patch 6.2 also introduces the Adventure Guide, which acts as a landing page of sorts for our other in-game Journals, and makes it easier than ever to find content and activities that are relevant to your character.

The Adventure Guide suggests content based on a number of factors, such as character level, item level, quest progress, achievements, and more. The Guide is fully interactive, allowing players to accept relevant quests or search for a group via Group Finder with a single click.

More Patch 6.2 Info
You can help test our new Bonus Events and the Adventure Guide on the Patch 6.2 PTR. Note that availability to test this content may be limited to certain time frames. Learn more about the upcoming Patch 6.2 and how to participate on the PTR in the 6.2 PTR Patch Notes.
by Published on 2015-05-06 08:18 PM

Update (9:15 PM EDT): Added 6.2 notes update

WoW Down to 7.1 Million Subscribers
Blizzard had their Q1 2015 earnings call today, announcing that WoW is down to 7.1 million subscribers at the end of Q1 2015. This is down 2.9 million from the Q4 2014 call that listed WoW at 10 million subscribers. This appears to be the largest drop in subscriber count in the history of the game.

  • Tokens are not included in this timeframe, as they launched in Q2.
  • World of Warcraft’s revenue performance at constant FX has been more stable, driven by continued strong uptake on value added services, and price increases in select regions, which partially offset subscriber declines, particularly in the East.
  • Heroes of the Storm had over 11 million beta sign-ups.
  • Hearthstone is now at 30 million players, up from 25 million last quarter.

Don't see a chart? Enable javascript!

Patch 6.2 PTR Notes Update - May 6
Originally Posted by Blizzard (Blue Tracker / Official Forums)
General Changes

Garrisons, Followers, and Outposts
Garrison Buildings
  • Mine
    • Mineral nodes should now only be displayed on the mini-map when a character is inside the mine. Characters with Track Minerals active will continue to see mineral nodes from outside the Mine.

Raids and Dungeons
  • Bonus Roll Changes
    • Seal of Tempered Fate can now be purchased from the Fate-Twisters for gold and no longer has a cap on how many can be obtained per week. Additionally, characters can now hold up to a maximum of 20 Seals of Tempered Fate (up from 10).


Death Knight (Forums / Skills / Talent Calculator)
  • Mastery: Blood Shield's Physical damage absorption shield from Death Strike now also counts as having an active mitigation effect active.
  • Breath of Sindragosa now costs 20 Runic Power per second for Blood Death Knights.

Hunter (Forums / Skills / Talent Calculator)
  • Tranquilizing Shot has switched functionality with Glyph of Tranquilizing Shot. Tranquilizing Shot no longer costs Focus but has a 10-second cooldown.
  • Glyph of Tranquilizing Shot has switched functionality with Tranquilizing Shot. Glyph of Tranquilizing Shot causes Tranquilizing Shot to cost 40 Focus instead of a 10-second cooldown.

Mage (Forums / Skills / Talent Calculator)
  • Flameglow now absorbs up to a maximum of 20% damage from each attack (down from 30%).
Armor Sets
  • Tier-17 2-piece set bonus for Fire Mages has been redesigned. It now reduces the cooldown of Inferno Blast by 2 seconds.

Rogue (Forums / Skills / Talent Calculator)
  • Cloak of Shadows now has a 90-second cooldown (up from 60 seconds).

Shaman (Forums / Skills / Talent Calculator)
Armor Sets
  • Tier 17 4-piece set bonus for Restoration Shaman now reduces the mana cost of Chain Heal by 50% for 8 seconds (down from 75% reduction for 10 seconds).

Warlock (Forums / Skills / Talent Calculator)
Armor Sets
  • PvP 4-piece set bonus for Destruction Warlocks has been redesigned. It now causes Incinerate to deal 25% more damage on targets affected by the Warlock's Immolate.

Warrior (Forums / Skills / Talent Calculator)
Armor Sets
  • Tier-17 4-piece set bonus for Arms Warrior has been redesigned. It now reduces the cost of Mortal Strike by 5 Rage.

Site Navigation