World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2017-07-23 10:55 PM

Season 11 Necromancer Guide: Leveling Tips, Builds, and More

Top HearthPwn Standard and Wild Decks of the Week for July 23

Christie Golden - New World of Warcraft Novel
Christie Golden is writing another World of Warcraft novel!

Method Interview - Kil'jaeden World First
Method has an interview about their world first Kil'jaeden kill.

Mythic Tomb of Sargeras Progression
Exorsus defeated Mythic Kil'jaeden today!

Blue Tweets
Originally Posted by Blizzard Entertainment
So I crafted a lego prior to 7.2.5 and it has iLVL 970. I wish to sell it on AH, how do I make it 1000 iLVL?
The impression that Legendaries could go to item level 1000 was a bug in the Dungeon Journal. At this time, item level 970 is the maximum. (WarcraftDevs)

Why has there been no official word regarding the Priest class mount trail effect nerf? Can we compromise? Miss the feathers!
We removed only a few feathers* that were reaching the player camera. *per the artist, these aren't "feathers", but "magical owl dander". (WarcraftDevs)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
Purely design wise, what was your favorite WoW class to work on?
Death knight, no question. It was just a blank slate, so we felt free to challenge every idea, rather than having a few years of built up expectations and history to contend with. I don’t mean to sound like those factors should be dismissed - far from it. It was just nice to start from very little. A death knight needs a sword, and there’s something about it being cold, and whatever abilities the character had in War3. That was about it.

If that feels like a cop-out answer, then my next one is probably warrior. I always enjoyed how the WoW warrior felt like a mix between a soldier and a gladiator (and a bit of barbarian). It was fun to work with the rage mechanic, even when it could be really frustrating to tune sufficiently. (Source)

Hearthstone - Knights of the Frozen Throne Comics
Hearthstone has released three Knights of the Frozen Throne comics!

WowCraft - Ep 38: Aggro Pro
Another episode of WowCraft has been released.

by Published on 2017-07-23 02:12 AM

Season 11 Necromancer Guide: Leveling Tips, Builds, and More

The Rise and Fall of the Lich King - The Lore Behind Hearthstone's Newest Villain

PvE Tuning Changes for July 25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're looking to make the following changes with maintenance in each region next week:


Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Fixed a bug preventing Hungering Rune Weapon from generating a Rune at the correct rate of once every 1.5 seconds.
  • All damage abilities increased by 5%.

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Blade of Justice damage increased by 10% (unchanged in PvP).
  • Crusader Strike damage increased by 10%.


Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
All Specs
  • Mantle of the Master Assassin duration reduced to 5 seconds (was 6 seconds).

  • Denial of the Half-Giants cooldown reduction reduced to 0.2 seconds per combo point spent (was 0.3 seconds).

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • The Great Storm's Eye damage bonus per stack reduced to 2% (was 4%).
  • Ayala's Stone Heart now procs 40% less often for Arms Warriors.

Windwalker Scaling
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I don't know if there's a better thread where this is being discussed, but this thread seems closely related to the work done in the post.

Restating something I'd already said to the author--stat scaling is a massively complicated problem, and basically any rigorous knowledge fed in about it is a helpful addition. The main impediment to discussion on such a large dataset being offered as feedback is having to go through the whole methodology--enough to be sure we're all on the same page as to exactly what it's showing. I expect something as ambitious as "make a chart of all stats for all DPS specs at once" is likely to wind up as a project of perpetual refinement rather than something you can just "do" one day.

Which is all to say: basically all I can do is start with scattered questions/comments as I go through, rather than any kind of grand conclusion.


The best chart to spent most time on is probably the "% DPS gained per 475 stats" one.
--Versatility clocks in at 1.00% (+/- 0.01) on nearly all specs. Does that mean that the profiles being used have 0 Versatility?
--More broadly, what "current" stats are being used to generate the weights? As explained above, that affects how stats look relative to each other when viewed as a % of total DPS. If the profiles aren't constructed in a uniform way, some might have more lopsided stat distributions than others.
--Given how few things remain that are left out of Versatility, it might be cleanest to bring them all in at this point. No promise yet.
--For specs that are significantly above 1.00%, are they double-dipping Versatility or is that a simulation artifact?

"I didn’t include Weapon DPS in the averages as there was no easy way to do so and be fair to all specs. If you come up with a way that works, let me know."

--I believe the correct way is to make a weighted sum of Primary and WDPS based on whatever ratio they exist at currently on typical gear (similar to the advice I gave for Stamina).
--The variation in primary stats is a bit curious--looking at casters, where there's no WDPS complication. If, on a caster, all DPS other than trinkets is proportional to Int, the value of Int on all of them should be nearly identical (again after correcting for special cases such as the portion of Demonology damage that scales with Stam). Maybe what I'm saying is: the variation in Int's value seems like a sort of "control"--one way of getting insight into the magnitude of systematic error in the model.
--Trinkets also throw a minor wrench in the works if they're not treated uniformly in the comparison. It seems like you'd have to either avoid RPPM-damage-proc trinkets on everybody (those don't scale with primary), or add another factor representing trinket ilvl and fold it into primary just as with Stam and WDPS.

Patch 7.3 - Elemental Shaman
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Next PTR will have a small set of Elemental changes meant to focus on a couple specific problems.

Mastery capping
  • Elemental Overload does 85% of base damage (from 75%) and proc rate reduced 17%
  • Totem Mastery-Storm Totem bonus 5% (from 10%)
  • Elemental Blast gives 2000 stats at level 110 (from 2400)
  • All damage abilities increased 3%

Some of the power of mastery is shifted from proc rate into damage. The nerfs to Totem Mastery and Elemental Blast don't require talent rebalancing, since they are minor and those are talents are already generally favored. The slight total DPS loss from those changes is counteracted in the baseline spec. With both talents, the mastery cap (with all these changes) would increase from 10400 rating to 15067.

Chain Lightning dominating Earthquake
Chain Lightning is so strong that Earthquake is often not attractive to cast. There are also secondary issues such as the importance of Lightning Rod procs and resource overflow in AoE.
  • Chain Lightning damage reduced 12% and generates 4 Maelstrom (from 6)
  • Earthquake damage increased 29%
  • Earth Shock damage increased 13%

Damage is shifted from Chain Lightning into Earthquake, and Earthquake is further increased to account for generating less Maelstrom (which helps the overflow issues, including on Static Overload procs). The Earth Shock buff helps stave off the potential for Earthquake to get too close to it again, and a buff to Earth Shock was pretty reasonable generally.

Again, the goal is to address these issues in a relatively contained way. 7.3 is generally light on class changes, but we wanted to try to get at these known problems. As always, open to feedback on any complications that these look like they might introduce.

One additional concern we're seeing here is that based on preliminary testing this change is not accomplishing its intended goal without an extremely large number of targets. Chain Lightning spam is still projecting to be higher than using your Maelstrom Power at all up until you reach around 7 targets. Earthquake is still not strong enough.

So far as we can tell, with the current changes (which have Earthquake at 100% SP per tick) a more standard AoE rotation won't be worth it over Chain Lightning spam unless it's brought to at least ~117% per tick or so (where it'll be about equal at 5 targets.)

The only case it appears to be worth it in is where it's the only way to proc Sephuz's Secret, in which case using it only to proc Sephuz's Secret but not at any other time is dps neutral.

The extra factor that wasn't accounted for here is the impact that the change to the damage per Mastery hit would have on Static Overload procs. This also significantly increases the range of impact that Static Overload has, which only makes how inconsistent it is even more painful.

The question I have at this point is why is this even left as a potential question? Earthquake is our only AoE Maelstrom Power spender. It should be so massively, unquestionably stronger than spamming Chain Lightning that even the notion of Chain Lightning spam should be laughed out of the room.

Thanks. To the various comments here and above:

--If Elemental Blast is actually behind after the small nerf, it should be relatively easy to correct by buffing its own damage. That said, the current set bonus pushes Primal Elementalist (and that sort of thing is generally acceptable for a tier), which means it's unsurprising if it's slightly ahead on its row for right now.

--We agree Earthquake should be more of a "finisher" out of the two, and this set of changes is trying to go in that direction. It should at least be used consistently in its intended role. It sounds a little odd that changing one spell's damage 45% relative to the other (plus the Maelstrom change) doesn't at all change the number of targets at which you'd use Earthquake, but we're happy to keep looking at any more detailed discussion of why that would be the case.

--The Maelstrom change would be a pacing change, but I think there are some advantages if we keep it and instead put value into buffing Earthquake (further than this if needed). It helps the above discussion of Earthquake actually being worth enough to stand out. The current version where, on average, each Chain Lightning pays for more than one Earthquake is a pretty weird builder/spender relationship--and is part of the answer to your question of why Earthquake isn't stronger. Also, Maelstrom overflow is a significant issue currently. In your example of Static Overload, it currently overflows in literally every case (on 5 targets). Pulling back on that and giving Earthquake much higher value cuts down on resource waste while making it more valuable when you spend it.

If the main problem is that the Earthquake buff here isn't enough to accomplish the goals as described, that's something we can review further (and of course welcome any further input on that question).

Patch 7.3 - Outlaw Rogue Tier 21 4pc Bonus
Originally Posted by Blizzard (Blue Tracker / Official Forums)
OK, some updates. Reminder that numbers and designs are subject to change still.

The set bonus now reads:

Run Through has an 8% chance to grant you a Roll the Bones combat enhancement buff you do not already have for 10 sec.

Slice and Dice users get the same set bonus, it may need different tuning based on talents so do not get attached to any of the numbers.

If you get a buff from Run Through, and then Roll the Bones, the short duration buff will be rerolled at its current duration to a new combat enhancement you didn't get from the new cast of Roll the Bones. This works if you are lucky and have multiple bonus Run Through procs active right before a Roll the Bones cast.

Minor note: If you're the lucky Rogue who gets back-to-back Run Through procs, and then uses Roll the Bones, and continue the luck streak and gain 5 buffs, the set bonus will only retain 1 of the short duration set bonus buffs as there are only 6 total potential buffs.

Some future PTR build will have it working this way, thanks for the conversation in this thread.

Auction House Dance Party
The Auction House Dance Party is a new micro-holiday! You can stand on the dance floor and dance, get teleported up to the stage, and grab the Happy Feet buff.

by Published on 2017-07-21 09:09 AM

Russell Brower Leaving Blizzard
Russell Brower was the senior director of audio and lead composer of Blizzard Entertainment. We will miss him and wish him the best moving forward.
Originally Posted by Russell Brower (Blue Tracker)
To anyone familiar with my work at #Blizzard,

It’s with a heavy heart that I post this status update, but as they say, “all good things…”

I’m extremely proud of the amazingly talented team I helped build and the creative output we’ve accomplished together over these past 12 years. As the company has grown, the topography of the Sound team has adjusted accordingly, and the last couple of years have been no exception. With the success of a “sound de-centralization” initiative, my current position of overall Sr. Audio Director/Composer is no longer relevant and is being eliminated.

Today is my last day, though there is an excellent chance I will continue to contribute to Blizzard’s projects as a freelance composer. Obviously, I have a lot to figure out, so I do not have any further information to share as to what I will be doing next….yet. (Except for my solo album— that is well under way; stay tuned!)

I would like to express my heartfelt thanks to EVERYONE reading this: all of our Players, Music Lovers, and the countless new friends I’ve made worldwide, for the incredible and indelible life experiences I have enjoyed while at Blizzard. Especially the Players— each of you have truly enriched our lives by playing our games, meeting us at #BlizzCon and #Nerdtacular, attending our music concerts the world over, enjoying our soundtrack albums and sheet music— the list goes on and on. We have so much to be proud of and I am truly grateful to each of you and to all my Blizzard colleagues for putting up with me over the last 12 years and teaching me so much.

I look forward to staying in touch with ALL of you, be it here on FaceBook, Twitter (handle-change coming up), and at future concerts (actually I have several #VGL shows still to come this year in Europe, China and Brazil.)

WATCH THIS SPACE for news of my solo album, the first track of which I just recorded in June with 51 of the FINEST studio musicians in Los Angeles!!! #AFM #Local47 FTW!

Wishing each of you all my best, with tons of gratitude,

Russell Brower
a.k.a. RB
by Published on 2017-07-21 03:27 AM

Season 11 Necromancer Guide: Leveling Tips, Builds, and More

Frozen Throne Mage, Paladin, and Warlock Legendary Death Knight Leaks!

Patch 7.2.5 Hotfixes - July 20
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Dungeons and Raids
  • Cathedral of Eternal Night
    • Shadow Swipe damage dealt reduced by 50%.
    • Thrashbite the Scornful
      • Throw Arcane Tome, Throw Silence Tome, and Throw Frost Tome damage decreased by 50% in Mythic difficulty.
    • Agronox
      • Timber Smash damage reduced by 25% in Mythic difficulty.
    • Domatrax
      • Fel Portal Guardian health reduced by 25% in Mythic difficulty.
    • Mephistoroth
      • Dark Solitude initial damage reduced by 90% in Mythic difficulty.

  • Upper Return to Karazhan
    • The Curator
      • Arcane Barrage damaged reduced by 30% in Mythic difficulty.
      • Static Charge damage reduced by 20% in Mythic difficulty.
      • Arc Lightning damage reduced by 20% in Mythic difficulty.

  • Lower Return to Karazhan
    • There are now 2 Arcane Wardens in the Banquet Hall while Teeming is active (was 3).
    • Pennies from Heaven damage reduced by 40%.
    • Multi-Shot damage reduced by 30%.
    • Moroes
      • Garrote initial damage reduced by 90% in Mythic difficulty.
      • Will Breaker damage reduced by 25% in Mythic difficulty.
    • Attumen the Huntsman
      • Trampling Stomp damage reduced by 30% in Mythic difficulty.
      • Smash from Spectral Journeyman now only hits one target.
    • Maiden of Virtue
      • Sacred Ground damage reduced by 40% in Mythic difficulty.
    • Opera Hall
      • Firelands Portal damage reduced by 40% in Mythic difficulty.
      • Heat Wave damage reduced by 25% in Mythic difficulty.

  • The Tomb of Sargeras
    • Harjatan
      • Harjatan's Drenching Waters should no longer affect Priests in Spirit of Redemption form.
    • The Desolate Host
      • Eternal Soulguards should now cast Sever Soul with much less frequency.

  • Players should no longer receive an error if they already have Spoiled Sample in their bags when completing a weekly PvP quest.

Video - Making The Lich King Armor for Blizzard
Tested has a nice video showing some of how they created the Lich King armor for the Knights of the Frozen Throne events.

Toy Box - Spooky Toys
Today we are taking a look at three different spooky toys and how to obtain them. Obtain 300 toys and you’ll receive the Mechanized Lumber Extractor mount, which is very similar to the Sky Golem.

Kalytha’s Haunted Locket
If you’re interested in playing as a ghostly female night elf, Kalytha's Haunted Locket is for you!

  • Features a 30 minute duration and only a 15 minute cooldown, making it one of the few toys that will allow you to chain transformations and stay disguised for as long as you’d like!
  • Transformation isn’t broken by combat or mounting, and your character can still show off its awesome Artifact appearance.

As long as you have the Flight Master’s License, obtaining Kalytha’s Haunted Locket is quite simple!

Death’s Door Charm
If you’d rather be a ghostly version of your own character’s appearance, the Death's Door Charm is the perfect choice.

  • This transformation has a 30 minute duration, and the Charm’s cooldown is 1 hour.
  • Requires Revered reputation with Legion’s Valarjar faction.
  • Once Revered, simply head over to Valdemar Stormseeker, the Valarjar Emissary located at Valdisdall in Stormheim to purchase the Charm for 425 gold.

Haunting Memento
If you’re in the market for something a bit more unpredictable, the Haunting Memento is a fun little toy that can be used to “haunt” yourself or another player.

  • The Haunting Memento can be purchased from Chester on Darkmoon Island at a cost of 90 Darkmoon Prize Ticket.
  • Every three minutes, the afflicted player will fall victim to a haunting effect.
  • There are over ten different Haunted effects, including:
    • The sky turns into a ghostly blue stream of souls
    • The player is swarmed by giant spiders
    • The player is transformed into a skeleton or hideous beast

Site Navigation