World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2014-07-22 11:35 PM

Hearthstone - The Curse of Naxxramas Now Live!

Priest Tier 17 Armor Sets, New Area in Stormwind, Blue Posts, Curse of Naxxramas

Warlords of Draenor Beta Patch Notes Update - July 22
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raid Utility Balance
  • Hunter
    • Aspect of the Fox is a new ability for all Hunters.
      • Aspect of the Fox: Party and raid members within 40 yards take on the aspects of a fox, allowing them to move while casting all spells for 6 seconds. Only one Aspect can be active at a time. 3 minute cooldown.
    • A minor Raid utility ability (to-be-determined) will be added for Hunters.

Death Knight
  • Conversion no longer has an initial tick, and now costs 15 Runic Power/second for Blood, 10 20 Runic Power/second for Frost, and 20 10 Runic Power/second for Unholy.

Ability Consolidation and Refinement
  • Thick Hide has been removed and its effects have been incorporated into Bear Form for Guardian Druids.
    • Bear Form now increases armor by 600% 330% for all Druid specializations, and no longer increases Haste and Critical Strike from items by 50%, but instead causes Haste to reduce the global cooldown
    • For Guardian Druids, Bear Form now also reduces magical damage taken by 25%, reduces physical damage taken by 12%, reduces chance to be critically hit by 6%, and reduces chance for attacks to be parried by 3%.
  • Tiger’s Fury is now usable during Berserk.

Summary of changes to Balance:
That's the basics of the new Moonkin rotation. There’s room for improvement beyond that, learning to optimally maintain both periodic damage effects while maximizing their damage with the strongest Eclipse effect, timing Starsurge to optimize the benefit of its buff, make use of Starfall and Hurricane for area damage, and taking advantage of the strengths of each side (such as Moonfire and Sunfire having significant differences now). Here are the full details of the changes.

Details of changes to Balance:
  • Eclipse has been redesigned.
    • The damage of damage-over-time effects changes dynamically as Eclipse changes.
  • Moonfire now has a base duration of 20 seconds (up from 14 seconds), but is no longer extended by Starfire and Starsurge critical strikes. Upon reaching 100 Lunar Energy, the next Moonfire deals 100% additional initial damage.
  • Sunfire is no longer its own spell and replaces Moonfire on the action bar whenever Balance Energy is on the Solar side. Sunfire now has a base duration of 24 20 seconds (up from 14 seconds), but is no longer extended by Wrath and Starsurge critical strikes. Enemies may still suffer from both Moonfire and Sunfire’s periodic damage components simultaneously. Upon reaching 100 Solar Energy, the next Sunfire deals 100% additional initial damage.

Restoration Changes

Talent Revisions
  • Ice Ward was changed to make it more competitive with the rest of its talent row. Ice Ward now causes the next 3 attackers (up from 1) to trigger a Frost Nova.

One of the most problematic Talent rows in the game has been the Mage level-90 row. The primary theme of the row was mana, which only Arcane Mages actually cared about. Bonus damage was added in, making it functional for all Mages, but muddled in its goals. Additionally, some of them just weren't fun to play with. We've revised the row to be purely about damage, and made them have less maintenance cost. Arcane Mages will have enough mana regeneration without these Talents to perform well.

  • Mirror Image is now a level-90 Talent, replacing Invocation. Mirror Image now inherit 100% 50% of the Mage’s Spell Power (up from 5%), last 40 seconds (up from 30 seconds), and have a 2 minutes cooldown (down from 3 minutes).

Ability Consolidation and Refinement
There were a few mergers of passive abilities, and some tweaks to a couple of abilities.

Protection Changes
For Protection, we tweaked Eternal Flame in order to reduce its massive self-healing amount, and provide better balance between talents on that row. We also added a new passive, Shining Protector, in order to give defensive value to the new Multistrike stat. Holy Wrath’s damage and cooldown were also increased, and Sanctified Wrath changed to buff it further, in order to give Protection Paladins more burst threat and damage, while retaining its core damage-splitting identity.

  • Holy Wrath’s damage has been increased by 100%, and its cooldown increased to 15 seconds (up from 9 seconds).
  • Sanctified Wrath for Protection Paladins has been redesigned.

Demonology Changes
We were unsatisfied with Grimoire of Sacrifice for Demonology. Fundamentally, it did not fit Demonology’s theme to sacrifice their pet, full time. We had toyed with ideas where it acted as a temporary cooldown for Demonology, but have decided to replace it with a new talent, which is more theme-appropriate, and fits well against the competition in that talent row.

  • Grimoire of Sacrifice is no longer available to Demonology Warlocks and has a new talent, Grimoire of Synergy in its place.
    • Grimoire of Synergy: When the Warlock or their demon deals damage, there is a chance to trigger Demonic Synergy, granting the other one 15% increased damage for 15 seconds.

Ability Consolidation and Refinement
  • Thunder Clap now costs 15 30 Rage, and also reduces the movement speed of nearby enemies by 50% for 6 sec.
  • Ultimatum’s effects have been merged into baseline Shield Slam.

Fury Changes
Fury Warriors received a few additional changes. In particular, Heroic Strike has been removed for Fury Warriors, and modified Wild Strike to fill the role of quick excess Rage dump. We also made a revision to the Critical Strike chance of Bloodthirst to make them less crit-dependant. A new glyph has been added which gives Fury Warriors a choice for a notably different playstyle. Auto attack damage had become too high, so we also moved some damage from that into Execute (which has been changed to deal damage based on Weapon Damage, instead of just Attack Power). In order to make sure that you’re able to spend all of your resources within each Colossus Smash window, we added an extension to it onto Raging Blow. Plus, we've updated some to spell alerts to improve usability.

by Published on 2014-07-22 06:30 PM

Priest Tier 17 Armor Sets, New Area in Stormwind, Blue Posts, Curse of Naxxramas

Hearthstone - The Curse of Naxxramas Now Live!
The first content addition to Hearthstone is now live! It adds thirty new cards, fifteen boss encounters, class challenges, Heroic Mode, and more!

The adventure is divided into 5 different wings and each wing will cost 700 gold or $6.99 USD. If you pay using real money and buy wings in bulk, each wing will only cost $5 USD. If you play Naxxramas during the first month, you will receive the first wing for free.

Originally Posted by Blizzard
Curse of Naxxramas: A Hearthstone Adventure
  • Curse of Naxxramas offers a new single player campaign to play Hearthstone against challenging NPC adversaries. Curse of Naxxramas can be unlocked with gold or real money and can be accessed by players that have unlocked all 9 heroes.
  • Defeat 15 fearsome bosses to unlock a total of 30 new Hearthstone cards for your collection, including Legendary cards! Naxxramas cards can easily be searched for within My Collection using the search function.
  • An all-new interactive Naxxramas-themed game board awaits you within the Adventure! Discover the surprises that lurk inside the slime pools, the quivering masses of spider eggs (spoilers: It’s spiders), and more!
  • Surmount 9 diabolical Class Challenges that test your skills with each of the unique classes of Hearthstone!
  • Defeating all of the bosses within a wing unlocks the extremely challenging Heroic Mode of that wing. Defeating all of the bosses of Naxxramas on Heroic mode unlocks a new card back for your collection.
  • Five unique wings await those brave enough to venture into Naxxramas. The first wing, The Arachnid Quarter, will immediately be available to play for free for a limited time. The remaining four wings are immediately available for players to unlock with real money or gold, and will become accessible over a period of time once unlocked.
    • The Arachnid Quarter – A web choked maze filled with many-legged minions.
    • The Plague Quarter – Necromancers brew deadly plagues while a fungal monstrosity lies in wait.
    • The Military Quarter – Tireless undead knights perfect their deadly arts within these chambers.
    • The Construct Quarter –Abominations stitched together from the Scourge’s victims stomp through these slime soaked halls.
    • Frostwyrm Lair – Chilly abode of Sapphiron and the arch-lich Kel’thuzad himself. (A curse upon my air conditioning bill!)

  • Marking yourself as “Busy” within the desktop app will suppress incoming chat messages and toasts for friend requests.
  • The Shop interface has been updated to include Curse of Naxxramas.
  • Cards available within each wing of Naxxramas will become available in the Arena when that wing becomes available to play.
  • The order in which Deathrattle abilities resolve has been updated to be more consistent.
  • Additional music tracks have been added.
  • Players that appear in “Players Near Me” now appear more prominently within the Friends List.
  • Overall organization of the Friends List has been improved.
  • Sounds and graphics that occur when Mass Disenchanting now take less time to complete.
  • Cards can now be searched for using the artist of the card art in the Collection Manager.

Card Changes
  • Eaglehorn Bow now reads “Whenever a friendly Secret is revealed, gain +1 Durability”.

Practice Mode
  • Practice Mode is now entered through the Solo Adventures button on the main menu.
  • The AI in Practice Mode is now better at Hearthstone.

Bug Fixes
  • Improved various tooltips.
  • Resolved various issues regarding audio, text, animation, and display.
  • Resolved various issues that could cause cards to get stuck on the battlefield.
  • Actions should now be accurately represented in the play history.
  • The red targeting cursor will now properly track where you mouse cursor is pointing for your opponent in Play and Arena Modes.
  • The turn timer in a Friendly Challenge now calculates time correctly.
  • All Soulbound Common cards can now be properly found when searching for “Common� in the Collection Manager.
  • Disenchanting will now properly update the amount of Arcane Dust you have.
  • The side of the board is no longer visible on the Arena screen in specific resolutions while in windowed mode.
  • The XP bar for max level heroes no longer appears empty.
  • You are now able to properly select a friend by clicking on their Play Mode medal.
  • An incorrect version of the Hero Power icon will no longer appear when switching between golden and non-golden heroes while the Choose Opponent menu is displayed.
  • The Friendly Challenge button will now properly appear next to friends who have recently logged in or have been added to your friends list.
  • The Shop window no longer incorrectly closes when clicking within the Shop UI.
  • The scroll bar will no longer jump to the top of the Friends list when moving the cursor over the Last Played area of the Friends list.
  • Clicking the End Turn button at the very start of your turn no longer prevents the End Turn button from flipping back.
  • Resolved an issue where conceding can cause the client to crash.
  • The resolution time of certain spells has been shortened.
  • Resolved an issue with Brawl where the last minion to enter the fray was always the victor of the ensuing battle.
  • Resolved various issues with the Sword of Justice.
  • Resolved an issue with Shield Slam where it was being unaffected by Spell Damage if the Hero had 0 Armor and now has Spell Damage sparklies.
  • A weapon that is equipped on your turn will no longer have the attack value appear on the sheathed weapon on some resolutions.

  • Improvements were made to stability.
by Published on 2014-07-22 08:35 AM

Seasonal Rewards on PTR, Philosophy on T6 viable builds

Hearthstone Patch: The Curse of Naxxramas - Card Backs, Sounds, Cards, Bosses

New Information and Examples of Artifacts

Warlords of Draenor - Priest Tier 17 Armor Sets
Today we are taking a look at the Tier 17 Priest armor sets.

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 - New Area in Stormwind
The latest beta build added a small new area to Stormwind, with a portal and plants from Gorgrond. The area doesn't have a separate map name or any NPCs currently.

Blue Posts
Originally Posted by Blizzard Entertainment
Level 1 Garrison Mailbox
I went on the horde side and they have a mailbox. Yeah we definitely need one on alliance side.
A mailbox has been added to the Tier 1 Alliance Garrison. Thanks for the feedback! (Blue Tracker / Official Forums)

Garrison Followers in the Garrison While on Missions
When I send followers on a mission, I still see them wandering around in the garrison.
We agree, working on a better sell for this. They should be disappearing at the very least, that part is a bug that we will get fixed. (Blue Tracker / Official Forums)

Missions and Outposts
You can interact with your followers from all the zone Garrison outposts. (Blue Tracker / Official Forums)

Tuning PvP without PvP stats?
It's a challenge, for sure, but one that we're going to a lot of lengths to make sure we get right. Many of the changes we're making in Warlords are intended to improve the parity between how the game operates in PvE and PvP, so we don't need to rely on PvP-only tuning mechanics as often. The increase to player base health is a fine example of one of those changes, as it (hopefully) allows us to remove Resilience and let players deal the same amount of damage in both PvP and PvE.

Certain other changes will have similarly beneficial side effects. For example, we've significantly reduced the amount of crowd control available in PvP situations in Warlords, largely in response to (and agreement with) the sentiment that extended CC chains weren't fun to sit through, and were putting too much reliance on certain classes and comps.

However, when players have control of their characters more often, the obvious side effect is that they can spend more time healing or doing damage. When you can reliably keep up a decent amount of sustained damage or healing, PvP balance becomes less focused on burst, which, in turn, makes it fall more in line with PvE balance.

That said, we're fully aware that things will never line up exactly perfectly (and it might honestly not be all that great if they did). So, we're still very much prepared and able to implement PvE- or PvP-only tuning mechanics where necessary. We're currently experimenting with a debuff for Tank specs, for example. Should they become necessary, we can easily bring back mechanics like Resilience or the healing debuff from Battle Fatigue -- though they wouldn't need to be nearly as strong thanks to the other changes in Warlords. (Blue Tracker / Official Forums)

Warlords of Draenor Theorycraft Discussion
Questions about Riposte, Tooltip says you gain parry equal to your crit %, which I assume means that if you have 15% crit from gear that you would get 15% parry chance before DR (thats whats listed under the crit tooltip). but what's actually is happening is the crit rating is converted into parry rating then into parry% so you end up losing ~1/3 of the % from crit (i.e. 1% crit = ~0.67% parry), is this the intend, or just a bug? Also trinket and enchant procs aren't included in riposte.
Intended; you gain Parry (Rating) equal to Critical Strike (Rating), not Parry % equal to Critical Strike %.

Noticed that most of the armor enchants were marked as deprecated and the flasks seem to be as well, are the potions and food the only armor buffs left? (sorry if this isn't theory-crafty enough)
Yeah, where you're intended to have a choice between secondary stats, such as on food/flask/enchants/gems, we're not doing Spirit or Bonus Armor, since that takes away the choice.

lastly a clarification on Shield slams tooltip both wowhead and wowdb both say 3.83 AP but its closer to 3.08 AP at lvl100 in game.
It's 3.08. That may yet change in tuning though. Fixed the tooltip for now. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Beta Testing
Honestly, if you aren't willing to accept the risk of a Beta raid test failing due to bugs/servers, wait for the live release. (Watcher)
Stress testing and raid testing at the same time honestly just makes development look rushed and incredibly behind.
We want the game to advance technically, too. Beta instability is no fun; server team pit was a zoo. Load testing is going particularly bad this time around. MoP, for the most part, went particularly well. (kurtismcc)

why do I have to create a macro to /stopcasting and /use windshear. shouldn't this be the default was interrupts work?
Yes. We changed them to work this way. (Celestalon)

Problem: A talent is slightly underpowered, but perceived as completely useless.Risk: Buffing it enough to satisfy will make it very OP. (Celestalon)
Solution: Scrap it and come up with something new.
That's actually a totally valid answer in some cases. (Celestalon)
I would just trust in the math and buff it to where it should be and not worry so much about satisfaction/feedback.
I think it's actually more than the competing talents are perceived as mandatory, in this case. (Celestalon)
If something's perceived as "completely useless", that means the alternatives are so good they eclipse the "useless" talent.
Indeed, very astute observation. Something being called "weak" vs "useless" is usually dependant on its competition. If it has... (Celestalon)
...strong competitors, its value drops from "less than I'd like" to "zero". (Celestalon)
"Buff the perception" is a shorter & snappier way to say it though
Right. A good solution is to buff it in a way that *sounds* like way more of a buff than it actually is. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
When Soul Reaper is applied below 25%, can the extra damage be procced with multistrike or just the initial damage?
Explosion can MS. (Celestalon)

Can you please rename the new Pestilence to Blood Boil?
We talked about this recently, and decided to go with the name/icon of Blood Boil instead. Helps preserve the Blood flavor (Celestalon)
And makes its rune cost more intuitive as well. (Celestalon)
Will the animation/sound effect also be preserved?
Unchanged from current beta build. (Which is to say, BB visual, plus Pest between targets.) (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Feral damage seems pretty low on beta.2-3k below other classes i ran with last night.Im guessing feral will see future changes?
We haven't done much tuning yet. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Just tested it in beta, ate a full warrior fear which wasn't broken by Bestial wrath. Bug or intended?
BW doesn't break/immune Fear on live either, if I recall correctly? (Celestalon)
breaks all effects which cause loss of control of your pet. and just used BW on live when a lock feared me.
Oh! You actually mean on the pet. I thought you meant on the Hunter; my misunderstanding. Sounds like a bug; it should trinket pet (Celestalon)
Just tried it against a warrior fear, and BW did break the pet out of the fear. Could it have been something else? (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Casting RJW in single target is a degenerate dps increase for BrM. What has motivated legitimizing single-target RJW for WoD?
It's not being legitimized.It's a DPS increase because it's hard to make weaker than Jab. However, still big defensive loss. (Celestalon)
On beta, RJW currently generates Chi in single target. That's unquestionably superior to Jab in every aspect.
Oh, no, not intended. (Celestalon)

Are the level 30 talents for monks going to be tuned to be competitive with one-another? Chi Wave is too good to pass up on live
Yes. ZS is underpowered on live, but I wouldn't say that CB is. CB is strong AoE burst, and bonus raid healing. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Why is the Paladins Light's Hammer so expensive? 50% Mana for a Ret is too much and the benefit isn't worth it. No costs on live
Cost was added for Holy. We'll fix it to be Holy-only. (Celestalon)

did u ever thought about bringen rating requirements back from wotlk? good players had better gear and alts were on the same ilvl
Get this question a lot but we really don't like putting better gear behind a rating requirement. (holinka)

echoed thought i've been having for months. Besides popularity, no reason to keep something inherently broken: aka 2s
2s is a much easier first experience for those new to arena. Two less people to keep track of. (holinka)
Is the hope with base resil and pvp power gone in WOD, it will return to a more balanced bracket? Or keep dreaming?
The hope is to get numbers closer together throughout different parts of the game. (holinka)

Hey! On my RP server there's fierce debate over whether it'd make sense for Shado-Pan to be in Draenor? Could we get an answer?
With the sha menace dealt with, Shado-Pan heroes could definitely take up arms to help fight in Draenor, yes! (DaveKosak)

Reputation / Questing
I didn't even notice the jumping puzzles. Is there one for SMV?
One or two. We keep them few and off the beaten path. I love them, but that doesn't mean I inflict them upon others. (craig_amai)

So, what does a quest designer really do? Is it more "story writing" or more "technical stuff where to put an NPC"?
Storytelling more than "story writing." NPCs and the things they do, objectives, presentation, and all the little bits on the side. (craig_amai)

Is the 2 large buildings only set in stone or can feedback change it?
L4Feedback on: speed to get to T3, feelings on T3 choices/alternatives (opportunity cost). Will be in beta soon. (Muffinus)

When you say we can "bulldoze & change bldgs as much as we want," I'm assuming that includes the Barracks we have build first?
Yep! (Muffinus)

Can you explain what you meant by "Garrison Capacity System" please??
You can start several shipments at once, so instead of picking up mats daily (farm), you can wait and get multiple days worth (Muffinus)
Sounds awesome, thanks! Also, are work order limits (5 at the alchemy lab for example) account wide or character specific?
Character specific, at the moment. Would like feedback on this when beta profs get fully up and running. (Muffinus)

Hearthstone - The Curse of Naxxramas
The Curse of Naxxramas patch went up tonight, and it contains new card backs, new sounds, bosses, abilities, collectable cards, flavor text, and more!

Weekly News Recap
It has been a busy week, so here is your chance to catch up on any news you may have missed!

by Published on 2014-07-20 07:03 PM

Latest 2.1 PTR Patch notes released

This Week in Review - Naxxramas is Coming, News, Popular Decks; HearthPwn Arena Tier Lists, Top 5 Plays of the Week #29

Warlords of Draenor - Mage and Monk Season 16 Elite Armor Sets
Today we are taking a look at the Mage and Monk Season 16 Elite sets that were added in the latest beta build.

Warlords of Draenor Beta Key Giveaway
BlizzardCS is giving away 1,000 beta keys on Facebook, with entries open until July 27th.

Warlords of Draenor Beta - Addons Enabled
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Addons are enabled in the current build, though many will need to be updated for 6.0 before they will function properly.

Warlords of Draenor Beta - July 21 Raid Testing Schedule
Warlords of Draenor raid testing will begin this week!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Monday, July 21, we will begin our Warlords raid testing with one Heroic encounter from Highmaul, and one from Blackrock Foundry. As this is the very first raid test of the beta, it is quite possible that there will be technical or gameplay issues that disrupt the testing. Thank you in advance for your patience and understanding.

Remember that Heroic difficulty scales for any group size between 10 and 30 players, so feel free to assemble and bring a group of any size within that range. Our general plan is to test every encounter on Heroic difficulty first, and then test sections of the raid on Normal and Raid Finder, alongside targeted Mythic tests.

Each encounter should be available at approximately the listed times below on all Beta servers.

Monday, July 21
The Butcher - Heroic Highmaul
13:30 PDT (16:30 EDT, 22:30 CEST)

Gruul - Heroic Blackrock Foundry
16:00 PDT (19:00 EDT, 01:00 CEST)

As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Important Testing Notes

Q: How do I get into the raid zone?
A: In Stormwind, Orgrimmar, and your garrison, you may speak to Nexus-Lord Donjon Rade in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.)

Q: What character should I use to test the raid?
A: Whichever you prefer. We will be scaling players' effective level to 100 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.

Q: How long does testing last?
A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we're satisfied that we've received that information for a given boss, we'll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.

Blue Tweets
Originally Posted by Blizzard Entertainment
Problem is, you will want to fill in as many gcds as possible. Playing the #waiting game for resources is bad design.
Your first statement is mostly true, assuming that's optimal DPS. Second is only sometimes true; see Rogues/Ferals. (Celestalon)
Watched energy while waiting, and inevitably was around 40-45 energy when I needed it (sometimes as low as 30-35).
Sounds great. (Celestalon)

Death Knight (Forums / Skills / Talent Calculator)
with removal of HS/BS, what are blood DKs spending their blood/death runes on?
Pestilence (which is actually a merger of Pestilence and Blood Boil). (Celestalon)

Druid (Forums / Skills / Talent Calculator)
what's supposed to give mana back as boomkin, was doing signle target and went oom? What did I do wrong?
They should never run OOM doing just DPS. Mana regen for them is all passive now. (Celestalon)

Hunter (Forums / Skills / Talent Calculator)
Don't normally like posting these but any thoughts on that suggestion?
We're raising Lock and Load's duration to 30sec, and giving Survival an additional 10% baseline multistrike chance to help. (Celestalon)
More charges and a longer duration will be great though. Concern is just that you almost cant hold them without dropping DPS 2/2
It will be a slight *sustained* DPS loss to pool them, in exchange for a significant *burst* DPS gain. (Celestalon)

Monk (Forums / Skills / Talent Calculator)
Ascention and haste are far from solving it. we had the same problem in first tier of MoP with 40 energy jabs
Not being GCD capped is not a problem for an energy class. Energy classes should generally be Energy-capped, not GCD-cap. (Celestalon)

Paladin (Forums / Skills / Talent Calculator)
Can we expect any changes to Seraphim soon? Currently it is by far the weakest level 100 talent choice for Ret.
We'll get to it in tuning. (Celestalon)

Warrior (Forums / Skills / Talent Calculator)
With you having to cut down a warrior ability for rage dump why was HS dropped and not WS.
Because cutting WS and not HS results in a ton of deadtime in your rotation; feels extremely slow. (Celestalon)

Challenge Modes
How about disabling sockets or at least make gems scale as well ? Raid gear was overpowered for CM b/ce of sockets, vs 463
Yep. The way sockets work in 6.0 (optional bonus property) means that we can solve CM power creep from gems. (WatcherDev)
Is this implying "bonus" sockets will be disabled in CM's? What about other bonuses?
Right, gems won't count towards CM stats (like how the Sha-touched gem didn't in 5.x). (WatcherDev)

Is the buff for soloing old raids coming in the Pre-Patch 6.0? #Warlords
Yeah, it's not a "buff" so much as a core change to the combat ruleset for fighting lower-level creatures. (WatcherDev)
Will Mists lvl 93 bosses be effected by this when we are lvl 100? So we can solo Mists raids?
No, Mists endgame wasn't squished. Some will likely be able to solo Mists raids at 100, the way some can solo Cata raids now. (WatcherDev)
I expect the solo ability to remain consistent: harder the closer you are to current cap, easier the older it is
Yes, goal is for everything to feel exactly as if no squish ever happened. (WatcherDev)

The CC damage threshold on beta is much smaller than live. It reminds me of Wrath which I enjoyed. Is it going to stay this way?
Yes it should (holinka)

-game lore is often debated, but can this be cleared up? Tides of War=No prisoners/civies is wrong or was it lvl designer choice?
The Theramore civilians may not have come from that battle. They may have been captured in S. Barrens or Dustwallow. (DaveKosak)

Will we find out what made Khadgar de-age and have Atiesh? Is he “our” Khadgar?
Not de-aged. Just freshly-shaved. (DaveKosak)
Amazing how much better Azeroth razors are than Outland! I guess Fel Iron can’t get that close
Haha "First blade lifts hair, second blade cuts it, third blade sears and cauterizes flesh for an incredibly close shave." (DaveKosak)

Wowcraft - Warsong Gulch
The latest two Wowcraft episodes take a look at Warsong Gulch.

by Published on 2014-07-19 10:38 AM

Seasons Available for Testing, Realm of Trials, 2-Handers Follow-Up, Unlocking Salvage All, Energy Twister Rework

Naxxramas Card Reveal: Loatheb, Deck Spotlight: Crispy's Kitty, IEM Shenzhen Videos

Incoming Progression System and Reward Changes

Warlords of Draenor - Death Knight Tier 17 Armor Sets
Today we are taking a look at the Death Knight Tier 17 sets, now complete with the Mythic set that was 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 - New Character Model Animations
Muffinus reminded everyone that animations on several of the new character models aren't final and still a work in progress, so don't worry if your favorite new model isn't perfect just yet!

Blue Post - Where is WoW Going?
Originally Posted by Blizzard (Blue Tracker / Official Forums)
It's an interesting question!

If we stay on a steady course we would be a game with ever increasing complexity. More and more abilities, more systems, and more and more choices, all layered on top of each other--to a point where it would be impossible to realistically develop the game. We have to be constantly mindful not only of what we're implementing that's new, but of allowing systems to grow increasingly complex over time. Expansions are always a good time to take stock of the systems we have, the complexity that exists, and be really critical of ourselves and the choices we've made that got us to where we are. Two of our big design philosophies as a company are "concentrated coolness", and creating compelling gameplay through interesting choices (vs. lots of choices for the sake of having lots of them). These tend to overlap a lot, especially in the case of ability bloat, which we're trying to reign in specifically in Warlords.

To your point about talent trees, they weren't concentrated or cool. There were a bunch of buttons, and most of them were things like 2% increases to stats. They definitely felt more "gamey", like you were smart for figuring out interesting builds, but at the end of the day there was effectively one or two right answers, and figuring out interesting builds for the most part meant you were actually just sub-optimal and didn't know it. Many dozens of insanely smart designers played/worked on/gave feedback on the old talent trees for years and years, and we went through a lot of changes and iterations, and we came to the long-time-coming conclusion that talent trees just don't work for us and the types of systems we present in our games. We keep that learning experience with us.

Anyway, back to the real topic, it's no ones fault but our own that systems become increasingly complex over time, and so it's our job to be mindful of when systems are becoming overly complex and bloated with choices that aren't interesting or fun. It's normal and healthy to stop, take a moment, take a close look at what you're doing, and if those are the right choices. Constantly charging ahead with no self introspection leads to a situation that is less and less manageable, and potentially dangerous or damaging.

Deep and engaging gameplay doesn't need lots of choices to be fun as long as the choices are interesting, and feel rewarding when you make one.

Beasts of the Savage Lands - Shadowmoon Valley
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The lush Shadowmoon Valley appears peaceful and idyllic, lulling many would-be adventurers into a false sense of security as they explore its rolling hills and violet forests. But countless hidden perils lie waiting behind the tranquil façade, and only those well-armed with knowledge can hope to survive. What dangers lurk in the shadows?

Adventurers are often misled by the seemingly docile riverbeasts. Though slow to anger, once disturbed, a charging riverbeast is a ferocious sight: 4,000 pounds of fat and muscle storming toward its target like a runaway tram. Roaming draenei rangari have long been astounded by how much damage a rampaging riverbeast can take before it’s brought down, and draenei children are taught to keep a wide berth of shallow waters. Riverbeasts are characterized by their rock-like skin, likely developed during the early days of Draenor’s prehistory, when creatures of stone dueled for supremacy against the chaotic flora. Those looking to take a riverbeast as a trophy should take note of their durable armored flesh and tendency to charge unexpectedly.

A number of Draenor’s indigenous species blur the line between plant and animal, and the so-called podlings are the most vicious and chaotic of their ilk. Small and seemingly harmless, they work together to capture their prey, attacking only when they have numerical superiority. Explorers who pay attention to the color of podlings’ flowering buds can ascertain whether they favor poison, ensnaring, or physical attacks to incapacitate their victims. Once podlings have overwhelmed their quarry, they will drag the unlucky creature down into the weeds to fertilize a new generation. The clear lesson for adventurers: looks can be deceiving!

The majestic elekk graze contentedly across the grassy plains of Draenor, relying on their huge size and the support of the herd to keep predators at bay. Draenei explorers have determined that the animals pose no threat, as long as their young aren’t endangered or their water supply jeopardized. With the endurance to cover great distances and the ability to defend themselves by ramming or stomping attackers, these beasts have emerged as the draenei transport of choice. Explorers should take note of persistent draenei rumors that the Thunderlord Clan orcs torment and twist terrified elekk into vicious weapons of war, covering them in armor plating and inciting them to rampage when turned loose on their foes. Beware!

Draenor Ancients
It was only very recently that draenei rangari managed to communicate with these enormous sentient trees, but wildly different ways of life—not to mention a completely different perception of time—have made further interaction difficult. The ancients get their name from their analogues on Azeroth; they are tied closely to a prehistoric plant lineage that unites much of Draenor’s flora and places them in opposition to the creatures of stone. These enigmatic ancients remain in the same area for hundreds of years and are reluctant to move unless their home is threatened. Adventurers should be cautious when harvesting the valley’s lumber, as they may find the forest fighting back.

Shadowmoon Valley is a dangerous place, but there are many deadly threats still to be discovered across the savage world of Draenor. Until next time, stay alive . . . if you can.

US Connected Realms - Update 7/18
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 24 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.
  • Deathwing and Executus, Kalecgos, and Shattered Halls
  • Gilneas and Elune

We will be connecting the realms listed below on Thursday, July 31 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.

  • Malfurion and Trollbane
  • Ravenholdt and Twisting Nether
  • The Venture Co and Maelstrom

Future Connections
We do not have a date for the following realm connections, but will update this post when we do.

  • Shadowmoon and Detheroc

*Plans for these connections may change at any time, but we’ll provide additional updates on specific dates for future connections here as we can. Please note that as a part of the connection process realm times may change to match each other.

EU Connected Realms Update - 18/07
Originally Posted by Blizzard (Blue Tracker)
The following realms are due to be connected on 23 July:

English Realms
  • (PvE) Lightbringer and Mazrigos
  • (PvP) Dentarg and Tarren Mill

German Realms
  • (PvE) Norgannon and Dun Morogh
  • (PvP) Nefarian and Nera'thor

Russian Realms
  • (PvP) Пиратская бухта and Ткач смерти

The following realms are due to be connected after the realms above:

English Realms
  • (PvE) Bronzebeard and Aerie Peak

German Realms
  • (PvP) Mannoroth and Nefarian/Nera'thor

Russian Realms
  • (PvP) Гром and Термоштепсель

Plans for these connections may change at any time. We’ll provide additional updates for future connections here as soon as we can.

Diminishing Returns in Warlords of Draenor
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The following is an updated list of diminishing returns categories for crowd control effects in the Warlords of Draenor expansion. For additional details on CC changes in Warlords of Draenor, check out the "Crowd Control and Diminishing Returns" section of the official patch notes.

Death Knight
  • Chains of Ice (with Chilblains)

  • Entangling Roots
  • Mass Entanglement

  • Charge (Tenacity pet)
  • Entrapment
  • Narrow Escape

  • Freeze Water Elemental
  • Frost Nova
  • Ice Ward

  • Disable

  • Glyph of Mind Blast
  • Void Tendrils

  • Earthgrab Totem
  • Frost Shock (with Frozen Power)

  • Charge
  • Staggering Shout

Death Knight
  • Strangulate

  • Glyph of Fae Silence

  • Frostjaw

  • Avenger's Shield

  • Silence

  • Garrote

  • Arcane Torrent
Death Knight
  • Asphyxiate
  • Gnaw (Ghoul)
  • Monstrous Blow (Ghoul w/ Dark Transformation active)
  • Remorseless Winter

  • Bear Hug
  • Maim
  • Mighty Bash
  • Pounce

  • Binding Shot
  • Intimidation

  • Deep Freeze

  • Charging Ox Wave
  • Fists of Fury
  • Leg Sweep

  • Fist of Justice
  • Hammer of Justice
  • Holy Wrath

  • Cheap Shot
  • Kidney Shot

  • Pulverize (Primal Earth Elemental)
  • Static Charge (Capacitor Totem)

  • Axe Toss (Felguard)
  • Shadowfury
  • Summon Infernal

  • Shockwave
  • Storm Bolt

  • War Stomp
Death Knight
  • Gorefiend's Grasp

  • Typhoon
  • Ursol's Vortex

  • Glyph of Explosive Trap

  • Thunderstorm

  • Fellash
  • Whiplash

  • Cyclone

  • Turn Evil

  • Psychic Scream

  • Blind

  • Fear
  • Howl of Terror
  • Mesmerize (Shivarra pet)
  • Seduction (Succubus pet)

  • Intimidating Shout
  • Incapacitating Roar

  • Freezing Trap
  • Wyvern Sting

  • Dragon's Breath
  • Polymorph
  • Ring of Frost

  • Glyph of Breath of Fire
  • Paralysis
  • Ring of Peace

  • Repentance

  • Dominate Mind
  • Holy Word: Chastise
  • Psychic Horror

  • Gouge
  • Sap

  • Hex

  • Banish

  • Quaking Palm

Blue Tweets
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / WoD Talent Calculator)
Dislike Sniper Training. Not fun imo. A class that has a dmg-on-the-move niche is now discouraged from moving.
Not "discouraged from moving", but rather "encouraged to move strategically." Big difference. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
New Elemental mastery, procs on Multi-Strikes? Searing Totem? Fire/Earth/Air elemental attacks? (including melee) Thanks.
It's automatic when you've recently attacked something; doesn't "proc from" anything. (Celestalon)
ah so no proc, just auto applies on damage/100% uptime, so more mastery increases the damage? (sry if bad ?'s, not in beta )
Yes. (Celestalon)

Please make Conquest cap obtainable in Ashran (if slow). Plenty of us want high-end pvp in the world outside of 2v2-10v10.
There will be ways to get conquest in Ashran but no way to increase your cap. (holinka)

Any plans/intention to stop melee dominance on beta? Do you agree that their mobility and caster lockdown is too good?
Definitely an issue we continue to discuss. Solid feedback is starting to come through. Keep it coming. (holinka)

old pvp battlegrounds getting changed any? i still loathe warsong gulch. would love it as a single building ctf. close quarters.
We wouldn't make such a drastic change. But it could use a visual update and some graveyard fixes. (holinka)

Using seamless transfer tech to run/balance Ashran separately from rest of Draenor. People in your Ashran should be drawn from the same pool of players as your CRZ group. So no crossover between PvP, PvE, RP, and RP PvP realms. What's less clear is exactly how to balance it. Need to cap population per "instance" on some realms. Should say "realm groups". Sorry. What exactly this pop is, and what to do when we exceed is something we're testing on Beta. So play Ashran and give feedback. We'll be watch Ashran server perf to see how to balance pop vs. lag. (kurtismcc)
key takeaway is that the Ashran battle takes place in a completely different instance than the faction city (nite_moogle)
Yeah, I think the cities are just outside. Ashran is convenient, but not integrated. (kurtismcc)

Will Garrisons get holiday decorations like towns and cities do?
Would love to do this, takes a lot of time to set up, we'll see! (Muffinus)

In other news, today we successfully hotfixed two spawn changes on beta that previously would have required restarts
I am probably in the minority but I find all the tech changes in WoD absolutely fascinating.
You'd be surprised how much tech is refactored quietly in the background. We're constantly trying to improve even the oldest code (SeTec9)

Warlords of Draenor - Faction Hubs
Bashiok explained more of the reasoning behind the choice of the faction hub location today.

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