World of Warcraft News and Raiding Strategies RSS Feed


by Published on 2014-07-02 04:58 AM

Magic Find In-Depth Video, Power Rangers on Sanctuary, Provoke the Pack Typo, Support for Ultimate Evil Edition

Naxxramas Still on Track for July, HearthPwn Site Update, Moderator Recruitment

AUS & NZ Alpha Invite Wave, Hero Rotation Update, Skin Spotlight: Insectoid Zagara

Warlords of Draenor - Spires of Arak Preview
Today we are taking a look at Spires of Arak, the home of the Arakkoa. Unfortunately it seems that their model was removed from this build, but you can see some statues that may be similar.



Blue Posts
Originally Posted by Blizzard Entertainment
Updated Character Models
They've updated a lot of the animations also.
Yep. Animations have been getting some updates too. One of our Artcrafts covers a bit on updating animations of the Tauren as an example. You can read it here if you missed it.

It's worth noting that character models (including animations and faces) are still a work in progress. So what you see or have seen currently, may not be the final outcomes. We'll keep an eye out for constructive feedback on any additional issues as we go along through implementation and testing. (Blue Tracker / Official Forums)

Warlords of Draenor Theorycraft Discussion
Couple question about intended behavior for rogue AoE rotations.
1) Crimson Tempest is currently proccing relentless strikes energy return per target hit rather than per cast, intended?
2) Seal Fate is currently proccing from fan of knives crits, intended?

1) Fixed for next next build.
2) Intended for the primary target only.

Not sure which are bugs and which are intended, so info dump:

1. Magma Totem seems to be benefiting from the Improved Searing Totem leveling perk. No mention of this in the tooltip, but the behavior would make sense so that the perk doesn't throw off the single target vs. aoe # of target calculations.
2. Searing Totem and Magma Totem do not appear to be able to multistrike, even though they can crit.
3. Our pets and guardians (primal + greater fire elemental, and spirit wolves are the only ones I've tested so far) do not appear to benefit from versatility.

1. Intended, will adjust tooltip.
2. Just a bug, we'll get that fixed.
3. Just not implemented yet. Versatility is quite new; we haven't built it such that it transfers to pets/guardians yet, but we will.

Is it possible to get a couple Healing Dummies thrown in by some of the DPS dummies? One of the big things I've wanted to test is Crane Stance, but there's no good place to do it in Shat that i can see. Also looks like the dummies aren't targetable by Jade Serpent Statue
Done and fixed, for next next build.

In the next next build, there'll be a few damage dummies strewn around the healer area, and there'll be a couple clusters of healing dummies.

Also for the dummies, the Mythic Tank dummy's Uber Strike doesn't look like it's increasing his damage at all. He hit me just as hard at 12 stacks as at 0, and somehow wasn't 1-shotting the warrior being healed through 80 stacks.
Oops. Just sent a hotfix to fix that. OK, now maybe the Mythic Tank Dummy will actually kick some Tanks' asses.

On another note, noticed something odd about Guardian's mastery, Primal Tenacity. It says it won't trigger on attacks it partially or fully absorbs, but right now it's still triggering if it absorbs very little of the attack.

For example: 116900 (9801 absorbed) still triggers primal tenacity, creating a shield that's 9801 smaller than it should normally be for that attack.

This seems way too thought out to be a bug, but:
1: Is this intended?
2: If so, how little of the attack does primal tenacity have to absorb for this to take effect? 10%? 1/8th?


1) Yes.
2) <20% of the absorb that PT would give you for that attack.

For Brewmasters a Chi Explosion at 3 Chi does not proc Healing Elixirs is this intended? Just seems odd to bake in Purifying brew as something that might be rotational at 3 chi, but not let it proc other abilities.
Fixed for next next build.

I'll get back to you on the Clarity of Power logic. It's rather complex at the moment (Short version: You get between 1/6 and full effect on each target based on their missing health %). We're considering revision to it.

Moment of Clarity is currently removing the mana cost for all healing spells during the 5 second window after a proc, not just cast time healing spells like the tooltip suggests. Is that intended or a bug?

Regular Omen of Clarity procs (without the Moment of Clarity talent) are not being consumed by Wild Growth, even though Wild Growth is now a cast time spell. Is that intended?

All intended for now, but still iterating on that.

Can someone explain how versatility damage reduction interacts with other sources of damage reduction. For example my premade toon has 227 versatility(which btw doesn't seem like much) and the tooltip its reading as 52% damage reduction but that seems REALLY high especially considering the quality of gear and entry level position in the expansion.

Also does anyone else think that @ level 100 the stat ratings offer a really high % contribution from raiting points considering the squish to stats? I mean the values CAN'T be tuned/final yet for rating to % conversions or the DR on certain stats is way too low.

The tooltip for Versatility appends a "2" to the real value. Your "52%" is actually 5%. (Blue Tracker / Official Forums)

Warlords of Draenor - Heroic Strike and Beta Iteration
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Some general thoughts in response to this thread, which is lighter on hyperbole (and hashtags) than a number of other discussions I've seen today - that's appreciated.

Fury and Heroic Strike
Fury warriors currently have four buttons that are some flavor of "Deal X% weapon damage to a target." One of them generates Rage. Two of them have a base cost of 30 Rage. Two of them are only usable sometimes. One of them is off the GCD. But those are nuances, and at a basic level there's a significant amount of overlap. (And this isn't even counting Colossus Smash.) That both qualifies as what we'd generally consider "bloat" and it also makes the spec much less intuitive to figure out without doing some math (or, more likely, consulting a guide compiled by someone else who did the math). Fury doesn't need three different single-target rotational Rage spenders in order to be effective and engaging as a spec - for the majority of WoW's history, Fury hasn't had all three of those buttons. We think it's one too many.

Our vision of a successful Fury design certainly is not one where the warrior sits at the Rage cap for protracted periods of time. We're not saying that the current (as of June 30th) Beta iteration of Fury is perfect or final. It's not. In the next build, we have a change to Wild Strike (reduced GCD) that should allow it to more distinctly serve as an outlet for excess Rage, keeping some of the frenetic pace that defines Fury and distinguishes it from the more deliberate and tactical Arms spec.

Without Heroic Strike, Bloodthirst would clearly be your Rage builder, Raging Blow your most efficient spender (when usable), and Wild Strike would be your filler. There's little lost depth there (instead of hitting HS when Rage-capped or during Colossus, as you currently do, you'd use non-Bloodsurge Wild Strikes), and one fewer keybind and ability of which to make sense.

But maybe we're missing something - we're certainly fallible. We'd like you to check out the changes in the next build, give feedback, update your petition websites where applicable, and then we can discuss further. None of this is final.

The Beta Design/Iteration Process
To repeat, none of this is final. If you haven't followed one of our Alpha (or now Beta) cycles before, there's a ton of iteration that happens in a public format, much of which never sees the light of day on live retail servers. Our betas are not a sneak preview or an advertisement - they are a genuine invitation to join us as we wrap up the development and refinement of our game, to give feedback, to help us find bugs, and yes, to witness some thorns and missteps along the way.

This sort of experimentation on our part happens all the time internally, long before we open our doors to public testing. Back in February or March some skills were cut or redesigned entirely, then returned days later after playtesting internally and realizing that we'd made things worse, and not better. Other times we tried experiments (e.g. moving combo points off the target and onto the player) and ended up keeping them (for now). The nature of our class design process is that we work on live data, right alongside quest content, encounter content, and everything else that gets added into each build. We want those changes to be part of the same data branch in order to test them properly in a realistic and relevant setting. But, of course, once we've moved into Alpha and Beta, this means that you get to witness some of those experiments too.

We could make separate internal builds to keep any class changes that aren't 100% final in our eyes from seeing the light of day. That would limit our ability to test them somewhat; it would certainly limit your ability to play with them, and to give us feedback. It would reduce the rate at which we could iterate, and the number of ideas we could try out. It might save some frayed nerves in the short run, but I'm not sure it would make for a better game in the long run.

Some of our experimental changes make it into patch notes, because our Beta patch notes are ultimately a living record of our moment-to-moment changes to the game. If we don't document those changes on our end, they'll be seen via datamining anyway, potentially out of context and giving rise to greater alarm. But just because something shows up in "official" Beta patch notes does not mean it's going to be in the official patch notes when Warlords actually goes live. And those are the ones that count.

"Skill Caps" and Pruning
The goal of some of our changes to a number of classes or specializations is to make them more accessible. Note that this doesn't necessarily mean "simple." We want our classes to have nuance and depth in practice, and inquisitive and competitive players will always ferret out and theorycraft ways to maximize performance. We're not looking to get rid of that behavior, but we are looking to refocus its impact.

A player should not need a guide to figure out a basic rotation for their spec (e.g. "if I have enough Rage to do either, should I prefer to Heroic Strike or Wild Strike?"), or to understand the basic purpose of their abilities, or their value (e.g. keeping Steady Focus from dropping off is pretty much the most important thing for a Marks hunter, but reading its tooltip doesn't tell you that). But the difference between the master and the above-average player lies in none of those things: it lies in more subtle timing, cooldown usage, interactions of talents, set bonuses, and trinkets, and in an understanding of how to adjust those considerations to suit differing contexts.

Context is essential. There is much focus on training dummy rotations, or theoretical "Patchwerk" rotations for raiders. But in the situations where performance matters, and in which players can truly exhibit mastery, there is far more multitasking involved. Being the best raiding warrior isn't just about being able to mechanically execute a perfect priority rotation: it's about maintaining your best facsimile of that rotation while avoiding Hisek's Rapid Fire and Ka'roz's Whirl; it's about shifting priorities to maximize damage on specific targets in specific windows that are most vital to your overall raid's success rather than your personal place on damage meters; it's about handling interrupts, stuns, or other needed raid utility while continuing to DPS "optimally"; and so forth. Being the best PvP warrior is far more about positioning, communication, awareness, predicting enemy actions, and quick reaction time, than it is about executing any sort of DPS rotation.

I'd venture so far as to say that when you move away from the training dummies in town and into realistic situations, no one has reached the absolute skill cap in either sphere of gameplay in WoW. A precious few players might come close at times, and may string together a few near-flawless pulls or arena matches, but in the big picture, there's always room for improvement, and removing a single rotational ability or a proc-driving passive is not likely to change that.

It seems like you could just solve all this by removing the spell literally no one has ever cared about (Wild Strike) and giving them back Heroic Strike, aka the most or second most iconic warrior ability? I don't understand why this is hard.
We see this asked a lot, but what are the implications of that change?
  • The rotation includes significantly more time waiting for rage.
  • The very thing that makes Heroic Strike special, being off the GCD, loses most of its significance.

That's not to say that it may not be the right course of action; it may. But that's our thought process for why to give Wild Strike a fair shake first.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Death Knight (Forums / Skills / WoD Talent Calculator)
Wait wait wait. So the new Scourge Strike Shadow damage can crit does that mean SS can Multistrike on both Physical and shadow?
Yes, separately. No double-dipping. (Celestalon)
Oh so a Physical Portion Crit won't boost the Shadow Portion's base damage?
Correct. (Celestalon)

also will Dark Sim see more pve uses or will it be a mostly pvp ability still in WOD?
We're aiming to give it more PvE usage in Warlords. (Celestalon)

Hello bud. quick q please. Necrotic strike bypasses cooldowns. Do you refute this? If not then how is it not different from SS?
What do you mean by "bypasses cooldowns"? (Celestalon)
I mean defensive cooldowns, i.e. using Necrotic Strike when Shield Wall is popped rather than SS or HB is a skillful decision
It did bypass Shield Wall and the like, but was more effective damage even without that; still no skill difference. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
With losing Nature's Grace and the push towards stacking mastery, how are moonkin supposed to mitigate huge Starfire cast times?
It's intentional that a Starfire is a long cast time, but that it feels rewarding regardless. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Whats the reasoning behind Slice & Dice passive being a perk & inquisition being removed but Savage Roar being a talent?
Different classes are different. Spec specific vs global vs trade off. (Celestalon)

are you happy with the design of burst of speed in pvp and it's overshadowing of the other talents?
No I think it's energy cost is too low (holinka)

Shaman (Forums / Skills / WoD Talent Calculator)
I was wondering if shamans will get a ascendance visual/animation update at all? Current one looks too much like twilight cult
No; the current one is a visually distinct from the the Twilight one. (Celestalon)

Character / Items
I have to say I like when set bonuses do interesting things.
So do we. We're iterating further to make them more interesting on average. (Celestalon)

PvE
Will Mythic Siege be crossrealm enabled? What about Mythic in WoD?
Mythic raids will not be cross-realm while current. Siege was a one-time exception due to necessity. (WatcherDev)
But Mythic Siege will be cross-realm during the pre-patch, as Heroic Siege currently is, right?
Yes. (WatcherDev)

PvP
was mmr tanking really that much of a problem? Ill be honest, I tanked super low to cap a fresh monk 16k conq and it helped so much
The hotfix was not aimed at killing mmr tanking. But we weren't concerned about keeping it either. (holinka)

UI / Addons
is the green outline around units just alpha? I hope so not digging it.
Not just for alpha. There are options for where to use it, and feedback is most welcome. (Celestalon)

Ghostcrawler on the Development Process and Iteration
Ghostcrawler is no longer with Blizzard, but he does still respond to game design related topics that are brought up by WoW events.
Originally Posted by MMO-Champion
I miss you GC, Blizzard seems to be committing gradual suicide without you.
My humble suggestion is that if you're not on board with a change, explain why, not that it was "promised."
If "promised" is too strong, then "setting expectations but not meeting them" is just as well.
I sympathize, but I've been on the other side enough to know it's hard to talk about cool ideas without setting expectations.
It's literally not a promise without the words "we promise."
Even if it was a promise, you should still be thankful if bad ideas get killed. (Source)
Most of our ideas will be TERRIBLE. You don't want them in the game! Some will survive. (Source)
My sarcasm detector is steaming off limits!
No, I'm serious. All designers have bad ideas. Good designers recognize them faster.
I meant intuition, though good designers also make better use of feedback and testing. (Source)

It's not about a perceived promise this time. It feels like a complete betrayal of respect for their own game.
My point was that if players beat up devs for talking about things that change, the answer will be less talking, not no change. (Source)

they announced it was,feed us info/pics on it,but decide in February to change, but only tell us just as beta launches
I got up in front of everyone and pitched Path of the Titans, and then we cancelled it. It sucks but I don't know alternatives. (Source)
Players get sad when even data-mined changes (i.e. that we never talked about) get reverted. (Source)
The alternative of not talking about anything doesn't even work given the lack of NDAs and rise of data-mining today. (Source)



OpenRaid - Learn to Raid Tier 16
Our friends at OpenRaid are hosting another event that starts with Flex and Normal Tier 16 runs, followed by Flex Achievement and Heroic runs in a few weeks.

by Published on 2014-07-01 09:19 AM

Cross-Faction Auction House in Warlords of Draenor
Blizzard just confirmed in a very short blue post that Auction House will be merged between Horde and Alliance in Warlords of Draenor.
Originally Posted by Watcher (Blue Tracker / Official Forums)
Hopefully it is. It would make life a lot more bearable as minority faction on an unbalanced server.
Yes, in 6.0 auction houses are unified between factions on a given server. The benefit you cite is a major reason behind the change.
by Published on 2014-07-01 07:43 AM

Curse launches the official Landmark wiki!

San Diego Comic-Con Merchandise, Legendary Effects and +% Bonus Damage, Kasadya Cosplay, Greater Rifts Info and Tips

Hearthstone Patch 5834 - Fixed Targeting Arrow Issues and Tracking Bug

Skin Spotlight: Crown Prince Arthas

Warlords of Draenor - Shadowmoon Valley Preview
Today we are taking a look at Shadowmoon Valley, the Alliance zone in Warlords of Draenor.



Warlords of Draenor - Alliance Garrison
Shadowmoon Valley also contains the Alliance garrison. The initial base with barracks and a monument is pictured here.


US Connected Realms - Update 6/30
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As previously announced, we’ve been working toward connecting realms to increase the number of players on low-population realms. Here's a continuously updated list that contains currently planned connections, future plans, and completed realm connections, all in one convenient location.

*Please note this list does not encompass all potential future connections. Please check back for further updates.

Next Connections
We will be connecting the realms listed below on Thursday, July 3 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Alterac Mountains and Balnazzar, Gorgonnash, The Forgotten Coast, and Warsong
  • Gnomeregan and Moonrunner

We will be connecting the realms listed below on Thursday, July 10 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Zuluhed and Andorhal, Scilla and Ursin
  • Ysera and Durotan

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Theorycraft Discussion
With the changes to haste breakpoints, how will temporary haste buffs like the one from elemental blast affect HOTS or totems? Will we see the additional tick or heal long after the temporary buff is gone?
Haste is checked at the beginning of each cast, and on each tick of periodics.

Is there any way that you can set the healing dummies to put you into combat whenever you heal them and for something like 30 seconds after your last healing event to them? It would make healing testing a lot more accurate and let us test combat regen/sustainability of different spell selections.
Ah, hmm... I'll see what I can do about that. In the meantime, easy solution should be to just stand between the healing dummies and some damage dummies and throw a spell on a damage dummy. As long as you stay within 50yd of the damage dummy, it'll stay in combat with you. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
On the good news front, currently working on something awesome we haven't even told you about. (holinka)

e.g. brand new PvPer goes in at 1500 MMR. Gets wrecked 10x. Better experience if they start at ~1000 or so, win as they learn?
You are bootstrapped at the beginning of the season. You are actually 800 MMR. (holinka)
Admittedly poor transparency. Discussing that. (holinka)
ah, well, fair enough IDK, from friends starting arenas, losing a lot right off the bat is a reason why several don't continue.
Yeah agree with that and common complaint. Something we are discussing going forward. (holinka)

The objective of the developers should be to get more people playing pvp, not pissed off at the gearing process
Removing MMR tanking could be argued as helping there as new players aren't facing ppl that tanked. (holinka)

Have you considered matching by ilvl and then by rating? Does that extend queue time too much?
MMR adjusts on winning/losing so gear gets taken into account. There are all kinds of edge cases/exploits to gear matchmaking. (holinka)

MMR is MatchMaking Rating, and by tanking I think he means it's going to lower everyone's rating a LOT initially.
Tanking MMR means deliberately losing games to lower your MMR for easier wins against lower skilled players. (holinka)

Make Prideful Conquest achievement account wide? Would boost bg queues and reduce the amount of players tanking
The average player queues to earn conquest. Making them not need conquest will not improve queues. (holinka)

So you are turning 5hours+ into atleast 24hours. Because honor gear will be required, which u will replace later
Yes you have to devote time into making your character more powerful in WoW. It's a pillar of the genre. (holinka)

Man At Arms - Forging Frostmourne
Tony Swatton created a Frostmourne sword this week after fans requested it.

by Published on 2014-06-29 09:54 PM

Update (6:50 PM EST): Added Watcher's post about Warlords of Draenor guild levels.

This Week In Review, Funny and Lucky Moments #51

Warlords of Draenor Menu
If you don't follow the news every day, it can be hard to find content after it falls off of the first page. A site specific search can help, but we are also adding a menu to the front page with links to all of the bigger recaps we do. This should make it easier to find content later on.



Warlords of Draenor - Guild Leveling Removed
Originally Posted by Blizzard (Blue Tracker / Official Forums)
What you're seeing in the current build is a change that's mid-implementation. Since the introduction of the guild system in Cataclysm, the nature of guild leveling and guild perks has shifted from being a reward for dedication and collective effort, to effectively being a penalty and barrier to entry for new guilds. We've made it easier to level guilds over the years, allowing low-level quests to count fully towards guild experience, and removing weekly caps on progress. That helps ease the barriers, but it's more of a band-aid than a true solution to the underlying problem.

Our current plan for Warlords is to effectively remove guild leveling (you could also think of it as "all guilds are automatically level 25"). We originally came up with two dozen perks in order to offer something at every guild level, but without the continued need for that granularity, we can streamline the system a bit. Many perks can just be rolled into default behaviors, since a majority of players already had them and the world was designed and tuned around their existence: Flight path taxis can just inherently move 25% faster instead of requiring "Ride Like the Wind"; Honor rewards and item costs can be balanced as if you had "Honorable Mention"; and so forth. For most players, who are in max-level guilds, nothing should perceptibly change.

We still want to incentivize guild membership, aside from the social benefits, so we're keeping conveniences like faster mount speed, instant guild mail, Mass Resurrection, etc., as exclusive benefits to all guilded players. The guild achievement system, and unlocked items and other benefits through completion of guild achievements, will remain as-is. We'd like to emphasize that system a bit more as a yardstick for collective accomplishment, rather than guild level which primarily just reflects individual effort.

The Cash Flow perk is obviously popular, though in most guilds it actually contributes less gold to the guild bank than something like Guild Challenges, since it only applies to looted coins. However, it also fuels some degenerate player behavior: if you've made an alt lately, you've probably noticed that you can't go more than a minute or two without receiving a guild invite - typically from "leaders" who are looking to recruit armies of often-unwitting players to both level guilds for later sale, and to increase the amount of Cash Flow gold that is siphoned into coffers to which only they have access. It can be a meaningful amount of gold for one player's pockets, but for something like a raiding guild, Cash Flow gold barely makes a dent in something like total repair costs. We're removing the Cash Flow perk in Warlords.

We do recognize that it's essential for guilds to have ways of financing their costs, and we will offer alternative, and more lucrative, options for doing so in Warlords (for example, bringing back some Bind on Equip epic drops in raids).

Warlords of Draenor - Death Knight Tier 17 Armor Set
Today we are taking a look at the Death Knight Tier 17 set, added in the latest alpha build.

Warlords of Draenor changes things up slightly by using one set of art for Raid Finder, one set of art for Normal and Heroic, and one set of art for Mythic difficulty. You can find the Raid Finder armor sets in our Raid Finder armor sets preview.






Warlords of Draenor - Horde Garrison Preview
The latest alpha build updated the Horde Garrison to show the lower level garrison that everyone starts with, which does not initially include an Orgrimmar portal, mine, fishing area, or other areas from our earlier preview.





Warlords of Draenor - Rogue Tier 17 Armor Sets
Our high quality Tier 17 Rogue set preview has been updated to include the previously missing Mythic shoulders.





Warlords of Draenor - Faction Hubs
Lore let us know that the cities in Frostfire Ridge and Shadowmoon Valley haven't had any work done to make them into faction hubs.



Warlords of Draenor Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Theorycraft Discussion
Working on the dummies not showing up on some/all servers. Will try to catch up on this thread again soon; sorry for the slowness. Just swamped this week.

Last time I tested them, those dummies were acting like normal mobs instead traditional dummies; they kept me in combat even after a minute without perform any attacks, instead of allowing me to leave combat 1 or 2 seconds after no combat action done.
Yes, this is intended. You should still be able to run ~50yd away to drop combat.

EDIT: Reason being that there are some occasional wonkinesses related to combat and dummies, and we wanted to avoid all of that for your theorycrafting purposes. They're normal mobs that can't die (well, a couple can), and are permanently stunned.

Specials that are avoided don't give Vengeance/Resolve. It's mostly for a technical reason; auto attacks are much more standardized and so we can just check what the average auto attack would do and based it off of that. Specials can do all kinds of things, so are much harder to reliably handle, and are rare enough that we can handle balancing around them not granting Resolve.

Has weapon normalization changed? How is the damage stat on the character panel caculated? On live it displays the min/max damage of your current weapon after normalization.
Character sheet has not, and still doesn't, include normalization. Character sheet damage should be simply weapon damage + weapon damage from AP.

With the auto applied serpent sting for survival hunters does the first tick go off instantly on each application to make up for imp serpent sting being removed?
Currently, yes, though that's effectively an extra SS tick on every Arcane Shot which is kind of hidden. May simplify it out; the Arcane/Multi itself provides instant damage, so we could tune around that.

The new stat attunements read "You gain 5% more of the X stat from all sources." However, according to the character sheet, this only amplifies ratings. For example, on a Destruction warlock (who is crit attuned), gaining the 5% crit buff increases your crit by 5%, not 5.25%, and using Dark Soul: Instability grants 30% crit, not 31.5%. Is this intended?
Yes. Subtle distinction between the "Critical Strike" stat, and "X% increased critical strike chance". All of the attunements are multipliers on your ratings. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
So 25man raids award relatively more loot than 10man raids. Is this another way to encourage 25manning?
It's a recognition of the logistical challenge of running a larger group. In Warlords the ratio will be constant for all sizes. (WatcherDev)

Will 20 Mythic bosses drop 4 items or 5?
Most likely 5. (WatcherDev)

Is there max level normal dungeon in Warlords? Currently there aren't any announced for it.
There are 4: Shadowmoon Burial Grounds, Grimrail Depot, UBRS, and "Overgrown Outpost" (name not final). (WatcherDev)

Would like to know this as well. Will N/H flex up to 30?
30 is still the goal for the top-end, pending server performance analysis during beta. (WatcherDev)
Same for Raid Finder? 2 tanks / 8 heals / 20 DPS?
No, Raid Finder will still matchmake for 25, but can scale down as needed if people drop. (WatcherDev)

PvP
Are you guys even balancing BG teams? Facing off against a team of 6 healers with none in your team sucks.
We are but there might be times when we have to ignore that restriction to get a match going. (holinka)

any chance the bg part of the legendary will be removed soon? It's not fun for pve'rs or pvp'ers.
No plans to change the existing Wrathion legendary questline. Definitely lessons learned for the future, though. (WatcherDev)

are u going to balance silvershard mines anytime soon? very horde biased.
how is it horde biased? Alliance can get lava first but never tend to go for it in random for some reason. (holinka)
rated win rates on the map are 50/50. Random tends towards horde even though map is fairly balanced now. (holinka)

conquest gear BoE account Wide?
no chance (holinka)
I think BoA Conq gear isn't a good fix, but I feel zero compromise isn't an option unless you want alts to die.
Tanking MMR will die. I'm not concerned Alts will die. Because I have alts, and I don't tank MMR. (holinka)
The majority of people are not comfortable spending 20 minute dampening games to cap an alt with a 20k cap mid season.
Less than 0.5% of games are 20 minutes long. (holinka)

For myself I can say that I'll never gear up another character that way and cap 25k points with 180 per win. Thats complete madness
I don't tank MMR when I gear up my alts and I've done this on numerous characters. (holinka)
I'm helping friends cap at low mmrs on my mage. We need 4-5 hours to cap around 20k points
I'm sorry, but that does not sound like an outrageous amount of time. (holinka)
How that's not an outrageous amount of time? considering you have NO GEAR and that makes it not fun at all.
4-5 hours to have your character almost fully geared? That's not even a full week of raiding for most people. (holinka)

Professions
Can you make all professions give equal benefits including gathering ones, it is annoying to give up a gathering prof for stats.
That's precisely why we're removing the passive stat perks from professions - pick the prof you want, not the optimal one. (WatcherDev)

Weekly News Recap
Here is your chance to catch up if you missed a day of news this week!

by Published on 2014-06-28 01:46 PM

Keys for Hellfire Amulet, Greed or Gheed, Patch 2.1 PTR Undocumented Changes, Bugged PTR Rifts

June 27th Maintenance Hotfixes, Into the Nexus #11

Warlords of Draenor - Shadowmoon Burial Grounds
Today we are taking a look at the Shadowmoon Burial Grounds dungeon.





Name Side Points Reward Category
Heroic: Shadowmoon Burial Grounds Defeat Ner'zhul in Shadowmoon Burial Grounds on Heroic difficulty.
10
Draenor Dungeon
Icky Ichors Defeat Bonemaw after having fed him 25 Corpse Skitterlings in Shadowmoon Burial Grounds on Heroic difficulty.
10
Draenor Dungeon
Shadowmoon Burial Grounds Defeat Ner'zhul in Shadowmoon Burial Grounds.
10
Draenor Dungeon
Shadowmoon Burial Grounds Challenger Complete the Shadowmoon Burial Grounds Challenge Mode.
10
Dungeon Challenges
Shadowmoon Burial Grounds: Bronze Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Bronze or better.
10
Dungeon Challenges
Shadowmoon Burial Grounds: Gold Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Gold.
10
Dungeon Challenges
Shadowmoon Burial Grounds: Silver Complete the Shadowmoon Burial Grounds Challenge Mode with a rating of Silver or better.
10
Dungeon Challenges
Souls of the Lost Defeat Ner'zhul after having slain two of Ner'zhul's chosen Ritual of Bones skeletons within 5 seconds of each other, in Shadowmoon Burial Grounds ...
10
Draenor Dungeon
What's Your Sign? Defeat Sadana Bloodfury while only having the runes that correspond to her active lunar cycle lit in Shadowmoon Burial Grounds on Heroic difficulty.
10
Draenor Dungeon

Warlords of Draenor - Heirloom Tab Delayed
Rygarius let us know that the heirloom tab won't make it for the launch of Patch 6.0.1.



Garrison Building Specializations Changed
It looks like the building specializations mentioned in the Garrison Preview blog post will now be part of the building perks.



New Character Model Facial Variation
Bashiok reminded everyone that the current single face geometry will be explained in an upcoming Artcraft.



Originally Posted by Blizzard (Blue Tracker / Official Forums)
I replied to a similar thread not too long ago, but yes there is effectively a single face geometry available in alpha with multiple texture options. We are in the midst of working on an Artcraft that'll go into the current process, so I'll just say stay tuned!

Warlords of Draenor - Faction Hubs
Currently there is a work in progress version of the faction hubs outside of Ashran. Lore mentioned that the current version is very much not final.




Warlords of Draenor - Faction Hubs and Ashran
Several of the developers shared some thoughts on the move of the faction hubs from Shadowmoon Valley and Frostfire Ridge to outside of Ashran.
Originally Posted by Blizzard Entertainment
If we can't change our minds about ideas early in development once we've talked about them, we just won't talk about them. (Lore)

Final Q to leave you with: which was the best capital? Shatt/Dal/SW+Org/Vale? (Muffinus)

Stop focussing your replies to PVP complaints. It's about being promised an epic new city and instead getting Honor Hold 2
As I mentioned in the thread, Bladespire and Karabor still very much exist. They're just not where the portal to Org/SW is. (Lore)

Seeing some expectations that the explorable areas of Karabor will be the size of the Black Temple raid. That's not the case, and wouldn't have been even if it was the faction capital. (Lore)

So are the capitols going to be like MoP where we don't get to them till late in questing? Or can we get there early without help?
Current plan is that a flight path will be available from your Garrison once you establish it. (Mumper)

Ashran cities post mentioned "only land-based entrance (to the city) is through world PvP zone." So you must enter PvP to get there?
Not at all. You can portal or take a flight there. (Mumper)

Portals to capitals are now at the Ashran hubs. (Mumper)

The names are actually Stormshield for Alliance and Warspear for Horde. (Mumper)

dalaran was in the sky yes, but it was IN northrend. not off the coast of borean tundra.
So an island in the water is not ok, but an island in the sky is? Weird. (Bashiok)
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Okay, there’s a LOT of misunderstandings and misinformation floating around, so let me try to clarify what I can.

Warlords of Draenor’s story is about the people of Azeroth (namely, the Alliance and the Horde) venturing into an unknown world and building up a force strong enough to take out an enemy stronger than anything they’ve encountered before, on that enemy’s own turf. While there are certainly some alliances to be made along the way, and those are definitely major parts of the story, the core theme is about you and your faction fighting for survival.

So, as development continued, we came to the realization that it just doesn’t make sense for the Horde and Alliance to spend so much energy and resources building up a stronghold on Draenor, only to base their efforts out of someone else’s city. We’re not helping the Draenei or Frostwolves fight off the Iron Horde – they’re helping us. The Alliance and Horde both have major bases of operation on Draenor. That should be where they’re working from.

That, along with the continued development of Garrisons into the overall quest and story flow of the expansion, led us to the decision to develop the Horde and Alliance bases on Ashran into the major faction hubs instead of Bladespire and Karabor. Promoting the world PvP area on Ashran is a nice perk, but it wasn’t a factor in making that decision.

That said, the Temple of Karabor and Bladespire Fortress are still there. We haven’t removed them or anything like that. You won’t be able to use your bank or check your auctions there, but they’re still fully built home cities for the Karabor Draenei and Frostwolf Orcs, respectively. You’ll still be able to explore them in their full glory.

As to the Alliance and Horde staging areas on Ashran, allow me to lay out a few key facts to hopefully allay some concerns:

  • They’re located on Ashran as a geographical location on the map, but they’re not part of the Ashran world PvP zone. They won’t be subjected to the realm coalescing we’re using to keep Ashran’s PvP area populated, and they won’t flag you for PvP on non-PvP realms.
  • We’ve also made some major improvements to the way PvP flagging works on non-PvP realms that removes “accidental flagging” from mistargeted abilities or ground effects. Unless you manually flag yourself by typing /pvp, you will simply not be able to attack enemy players, or heal friendly players who have flagged themselves.
  • They’re populated with guards, and the only land-based entrance is directly through the Ashran world PvP zone (including a major fortress). It’s certainly possible for someone from another faction to attack it, but it’s not any easier to do so than it is to attack the enemy faction’s shrine in the Vale of Eternal Blossoms.
  • There will be a fast travel option between the staging areas and your Garrison. You can pop over there quickly, conduct your business, and leave again if you like.

This isn’t a question of whether or not Bladespire and Karabor are cities. They are. It’s just a question of whether the portals to Orgrimmar or Stormwind are there or somewhere else. You’ll still be able to explore them, they’ll still be fully populated, and they’re still going to be every bit as beautiful as they would have been with a Transmog NPC. We’re looking forward to them ourselves!

Warlords of Draenor Beta Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Moves Into Beta!
Thanks in no small part to your testing and feedback, the Warlords of Draenor expansion is ready to officially shed the Alpha label and move on to the Beta testing phase!

Our next step is a huge stress test on the Assault on the Dark Portal intro experience we opened up on Wednesday. We’re inviting a TON of players to the Beta, but we’ve temporarily restricted access to Draenor for now. We’ve also wiped characters from the Alpha, so you’ll need to create a new one, or copy your character over from live realms*.

Today at 2 p.m. Pacific, we’ll respawn the NPCs that teleport you to Draenor (Archmage Khadgar, located in the Trade District in Stormwind or the Valley of Strength in Orgrimmar). We’d like to get as many people as possible logging in and trying out Tanaan to stress test the environment and make sure everything works. If you have a chance to jump in, please join us!

We're testing our new in-game Character Copy feature, which is available for players with NA accounts only at this time. Players with EU accounts will need to create template characters for the time being in order to access Draenor.

The launch of beta is the best chance we have to slam the servers with as many people as possible, because a huge wave of invites have gone out and everyone should know the start time. After today it's not as likely that we'll get this quantity of people trying to test the same areas at the same time. And that's the point. If it's an inconvenience to you to worry about whether or not the realms will handle the load, I'd only offer a reminder that this is a beta test.

I totally understand, and even though it is inconvenient, I understand it is your reserved right as a company testing their game but you don't feel this would have been better down the line when things are actually worth slamming?

We waited a full week for this build, and I DCed at least 10 times just yesterday before the "stress."
Just seems like build 2 of a public test isn't the time for this, but hey I'm along for the ride, so I am happy enough.

It does seem like the servers going offline every 10 seconds has stopped, which is great news.

Firstly, it's not build 2. We've gone through many alpha builds by this point, including prior to inviting non-Blizzard employees. Also, there will be additional stress tests on new content as it's added to the beta, but as I said this is our best opportunity to push everyone into the Tanaan intro experience. We've invited far more people to the beta than were in alpha, characters have been wiped so everyone is starting in the same place, 2 p.m. is the official launch of the beta, and so on. (Blue Tracker / Official Forums)

Warlords of Draenor Beta and Addons
As others have said, addons complicate the testing process early on. They can really interfere with bug reports and crash logs. We'll let players know when we're enabling addons, which is likely to be around the time that we're ready to do raid testing. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
More Hp = less Resolve, less self-healing? Sounds werid and unfair to bear and dk?
No. That's why Resolve benefits from Stamina, as well as the incoming damage. (Celestalon)

Would you agree with the sentiment that players should always have "button/s to press" (Never hit "Everything is on CD") ?
Nope. (Celestalon)
Many players would disagree. Especially DKs who have grown very attached to their established playstyle-feel.
He asked about the extreme. Not everyone is in that extreme. (Celestalon)

What's with stat attunements? Doesn't making one stat "better" eliminate choice? People always choose to play optimally if the performance gap is significant.
Not at all. Stats are tuned around the existence of these. Different stats are still totally viable; this doesn't change that. (Celestalon)

I feel like you're trading ability bloat for tooltip bloat. Super long tooltips are just as bad imo.
Tooltip clarity is important. We're simultaneously doing a pass on that. Paragraph-long tooltips fail at informing. (WatcherDev)

Death Knight (Forums / Skills / WoD Talent Calculator)
Have you considered any further the huge downtime of Blood DKs in the Alpha? Inactivity makes for frustrating gameplay,
Yes, current Blood rotation is too slow; will be iterating. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
and why is FF removed from moonkin. i still don't understand that. my raid doesn't have -12% amour. in pvp for rouge..
That debuff is gone completely in 6.0; that's why. Replacing it with a new type of raid buff. (WatcherDev)

Is there really nothing new for feral? We lose abilities and are gaining nothing in WoD. Even talents are recycled and bland.
Feral is in a very good place in Mists. What have you lost that you miss? (Celestalon)

Will Feral Mastery affect all other bleeds like Bear Thrash, or the weapon enchant that causes a bleed?
Bear Thrash yes. Weapon enchant, unlikely. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
Will the change to Living Bomb still allow you to refresh it prior to it's detonation or will it cancel it's action?
Yes, you can still refresh Living Bomb. Yes, Prismatic Crystal will automatically target it. (Celestalon)

What is Evanesce supposed to be for? Bad things in alpha are ground effect that it doesnt work on, or which last too long.
What ground effect does it not work on? It should absolutely work on most ground effects; that's kind of the point. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Monk fist weapons showing during combat in WoD alpha, bug or intended?
Intended. (Celestalon)

My Windwalker has 37 active abilities(exact number, not hyperbole) is there some reason why you are only removing one of them?
Windwalkers are on the low side, actually. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
any plans to give ret something unique (aoe grip, solarbeam), so RLs would bring them to RBGs? if u say we have offheals ill mur...
you have offheals (I want to see what happens next) (holinka)

So, we're intended to use Seraphim every time it's up? I feel it's questionable to use it w/out Holy Avenger.
You'd be leaving a lot of DPS on the table if you only used a 30 second CD every 3 minutes. (holinka)

Priest (Forums / Skills / WoD Talent Calculator)
"Devouring Plague now always costs 3 Shadow Orbs." What is the point of shadow orbs again? Just put DP on a CD.
That'd be significantly different. (Celestalon)
It would be the superior method. You try so hard to make shadow orbs work but they offer no real advantage over just a CD.
Hyperbole gets you nowhere. It *obviously* offers significant real advantage. (Celestalon)
You could just slap a longer cd on plague then reduce it through haste or MB casts or apparitions or w/e. Objectively superior.
I think you have a different concept of "objectively" than I do, and also ignored what I just said. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Also being able to spam big heals while oom seems very counter-intuitive
There's a very big HPS difference between spamming Healing Surge and Healing Wave. (Celestalon)
I am just very doubtful how mana management would ever work if no-one can ever go OOM
What does "going OOM" mean to you on live? You can still spam Healing Wave, Earth Shield, Riptide, etc. (Celestalon)
"Going OOM" really just means being unable to cast your more inefficient heals. (Celestalon)
Which in warlords I can spam small heals while oom and my mana would go up. In previous case I can't spam nor gain mana
Correct; it's different. (Celestalon)
I'm just worried about situation "spam X > burst > burn mana > spam X for N seconds > burst> repeat situation (boring)
"X" being a complex combination of half a dozen heals? That's not boring, that's gameplay. (Celestalon)
I was referring to baseline efficient heal (due to twitter limits)
Then not using your other half dozen heals would be extremely bad. They're some of your most efficient. (Celestalon)
Here's a key distinction that may help understand: There are no more big vs small cast time heals. They're fast vs slow. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
all of this ability removal and still no combination of Battle+Commanding Shout? Why not?
It's actually a benefit; it's added flexibility. Many DPS bring 2 buffs, you bring Versatility + (Stamina or Attack Power). (Celestalon)

Re: Arms... How do we generate rage now? Charge/auto attack/crits only?
Correct. (Celestalon)
No Rend, no Slam, no Thunderclap. Is Arms now just MS, CS, Execute, and Sweeping Strikes?
And Whirlwind. (Celestalon)

Hint to arms' rotation on your end? All I see is MS > CS > T4 talent > nothing. WW in ST like 5.0 fury did before WS buffed?
Yes, WW as a filler. (Celestalon)
Is WW free now or something? If it costs any rage, we won't touch it as a filler.
Why not...? (Celestalon)
Why would I use rage on WW if I need my rage for MS and CS which both hit much harder?
Because you've got more Rage than you can spend on just MS and CS. (Celestalon)
So MS still has a six second CD, and Colossus smash still has a 20 second CD?
Correct. (Celestalon)
And that CS CD is fixed with no Sudden Death to refresh it?
Correct. (Celestalon)

Not to mention I have no idea how rage generation is getting that high when the only change is increased rage from crits
"Battle Stance for Arms Warriors now generates increased 100% Rage from auto-attacks..." (Celestalon)

Art
Since the whiners are always loudest, I'd like to throw in that plenty of people prefer end game PvP and PvE shared sets. /raise
Yeah the people who are happy usually aren't as vocal as people that are unhappy. (holinka)

Warlords of Draenor Stats
my math shows Multistrike behind crit until 66.66 (repeating ofc) Assume Multistrike will require less rating per percent yes?
Yes. (Celestalon)

Will the proposed hunter masteries lock us into one spec? If so, please reconsider reforging.
They won't. Really it's little different from how different specs have somewhat different secondary stat preferences today. (WatcherDev)

PvE
Or more of no content, t14 could have lasted much longer esp before 5.1, and tot could have too. Any comment?
Little question that with hindsight we could have spaced our Mists tiers out better. No excuses, but we need to improve. (WatcherDev)

PvP
What is the ideal 3v3 game length that you intend to shoot for? I hate long games just as much as getting 1 shot in the opener.
5-10 minutes (holinka)

How will the latency reduction in WoD affect "deathing" CC? Won't it be close to impossible with that low of a latency?
it's possible. Juking interrupts is another concern. (holinka)
how is the latency reduction looking from your experience?
We get a lot of feedback that juking is harder to do but it's too early to tell if it's a matter of the feel changing. (holinka)

If you do have to add a SMALL amount of Resil back in, any chance you could put it on PvP gear to give it a slight edge?
It will already have an ilevel edge. (holinka)
thought it was going away, but it just might be base resilience that's leaving. Hard to keep this all str8
The trinket set bonus will just say "10% less damage from players." No need for it to be resilience. (holinka)

Lore
Will the Sporeggar be appearing again in Draenor or did they only appear after it became known as Outland?
Origin story of the Sporeggar is told in WoD Well, hinted at... (Muffinus)

Reputation / Questing
so, I've seen these titanic megabeasts in pictures.. are they only in gorgrond, or all over Draenor, and do they drop cool stuff?
They are the "Wanted: ____" equivalent for Gorgrond, but elite targets exist in most every zone. (Muffinus)
Why is one a Yeti though, is he an interplanetary yeti? Cause that would be awesome
I believe that's a placeholder model for a baby gronn (Muffinus)

I understand that Shadowmoon valley will be Alliance's initial zone but will horde players be able to do ANY quests there?
Each faction will have some end-game content in the opposite faction's starting zone. (WatcherDev)

Poll - Favorite Capital City
Muffinus posed a question on Twitter today about favorite capital cities:


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