World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2015-04-20 03:34 AM

Blood Shard Exploit Repercussions, Kridershot UE DH, Crusader Fanart

Top Decks of the Week, Gfinity Spring Masters II Decklists, Theorycraft Spotlight: Midrange Dragon Rogue

Heroes Announcement this Monday

Patch 6.2 - Garrison Shipyards
Patch 6.2 adds Naval Missions to your garrison. You can't have Naval missions without ships, so there is also a new Shipyard being added to your garrison. The Shipyard is not a building and doesn't take up any existing slots or space in the garrison.

Both the Alliance and Horde shipyards are placed near your initial arrival point to the zone. The Alliance can get to the shipyard by taking the new exit that was added to their garrison. The Horde can take the existing back exit down to where the crashed ship was to get to their shipyard.

The Shipyard is unlocked by completing a short quest chain at the Iron Docks, accessible to anyone with a Level 3 Garrison. Vol'jin / Varian send you to the Iron Docks to recruit a Shipwright. You collect supplies and break Roark out of a prison train. After Roark is free, you reclaim his blueprints and return to your garrison to construct a shipyard. Currently it costs 5,000 garrison resource, but that is a placeholder value.

After unlocking your shipyard, you meet Solog at the dry docks and build a Transport ship. Currently the ship costs 1,000 resources to build, but this may be another placeholder value. Once you have a ship, the Assault on Tanaan Jungle can begin!

Alliance Shipyard

Horde Shipyard

Ship Models
Some new ship models have been added and some are reused from previous expansions.

Ships have abilities that counter other abilities and traits, just like followers. Almost all of the missions are currently placeholders, but we can still get a look at the UI. A new mission table was added to the Shipyard that allows you to access Naval Missions, which require Oil to complete.

Ship Equipment
Ships have two equipment slots, one of which is unlocked when the ship becomes epic quality.

Level Type Name Cost
1Consumable Ship Equipment: Stabilizer Fins2000 × 
1Consumable Ship Equipment: Navigational Charts2000 × 
1Consumable Ship Equipment: Trained Shark Tank2000 × 

Completing Naval Missions will unlock higher levels of the Shipyard. The benefits from the upgrades aren't currently listed, but an upgraded Shipyard may allow you to have more ships, better ships, different types of ships.

Name Points Reward
Sailor Complete 25 Naval Training Missions.
Reward: Unlocks Shipyard, Level 2 Upgrade
Captain Complete 50 Naval Training Missions.
Reward: Unlocks Shipyard, Level 3 Upgrade

Patch 6.2 - Spec Specific Trinkets
Along with the other trinkets being added in Patch 6.2, Archimonde drops some trinkets that change effects based on your spec. Keep in mind that the procs aren't final.

Level Type Name Zone Dropped By
695Trinket Boss 13 - Death Knight TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Druid TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Hunter TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Mage TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Monk TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Paladin TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Priest TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Rogue TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Shaman TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Warlock TrinketHellfire CitadelArchimonde
695Trinket Boss 13 - Warrior TrinketHellfire CitadelArchimonde

Blue Posts
Originally Posted by Blizzard Entertainment
Timewalker Dungeons
1: When tuning these timewalker dungeons, are you also taking into account that they're already faceroll when you're doing them while leveling even right now? Seriously, have you tried running Arcatraz at its intended level? Bosses usually die in 10 seconds or less. I don't want that to be the kind of experience you get with timewalking.
The item squish and other class changes over the years certainly have had an adverse effect on old dungeons.

Our QA team is in the process of playing through the Timewalking versions and we look forward to PTR feedback as well. What we'll likely do is continue to adjust the item leveling scaling until we feel that the dungeons are appropriately tuned. We'll also be looking out for any strange outliers in mechanics and such.

2: Is there any chance this feature could be expanded to raids? Most of the raids before WotLK saw very little of the player population doing them because of the number of geared players required was too high for normal people. I'm personally hoping for Ahn'qiraj and Sunwell Plateau to be brought back somehow, even if only briefly.
This is still to be determined, but there are no plans for Timewalking raids in Patch 6.2. 5-player dungeons serve a significantly different purpose than do raids, and so we'd want to make sure we're not interfering with, or otherwise negatively affecting, Normal/Heroic/Mythic raid progression by adding an extra layer of "legacy" tiers.

We definitely want to focus on getting this introduction of Timewalking with TBC/Wrath dungeons in 6.2 right first, before we consider expanding it to include additional dungeons, or especially raids.

fair enough, but what happened to making new content? in the past, we would get a set of dungeons along with a new patch or raid tier: like ICC or DS. cant new dungeons be made, rather than recycling old ones? I like doing old content but it's still not bringing anything new to the table.
One of my points in my original post is that this isn't an either/or scenario. Creating a Timewalking system is entirely different from creating new 5-player dungeons, particularly in terms of artist resources.

We love 5-player dungeons too. But they're also difficult to introduce in patches, as they take quite a lot of time to develop relative to their lifespan as relevant content, even when compared to new raid dungeons, which require weeks or months of progression for the average guild. Most players run through 5-player dungeons a small handful of times to get whatever upgrades are available and then move on.

This is, in part, why we're introducing Mythic difficulty for 5-player dungeons in Patch 6.2. Most players feel a content gap between world content and raid content once they've run through the Heroic 5-player dungeons, and we feel that a Mythic difficulty (in addition to the introduction of Timewalking dungeons) will give players more progression options in small group content further into the lifespan of an expansion.

At the same time, this frees up our artists more to create the creatures and environments needed for future content, which aids us in our efforts to reduce the gaps in between content updates.

Are the time walker dungeons being designed just for level 100 characters, or is the intent for the level 100 people to group with people leveling up through the content now? So e.g. Level 100s would join groups with characters level 70 for BC dungeons, etc?
The intent is to group together anyone queuing for Timewalking when available. So, level-70 characters will be matched with level-100 characters for TBC Timewalking dungeons, for instance. (Blue Tracker / Official Forums)

Blizzcon 2015 - Eventbrite Issues
Originally Posted by Blizzard
Message from Eventbrite
On Wednesday evening, we had incredible demand for BlizzCon tickets but unfortunately, our waiting room did not work as we had expected. While thousands of people were successful in securing a Blizzcon ticket, sadly, we let others down. Our team spent the rest of the week working on a fix that we thought would remedy the issue that some encountered on Wednesday so Blizzcon’s second onsale would be seamless.

Unfortunately, on Saturday morning we experienced significant site slowness during BlizzCon’s second onsale. We understand what a frustrating experience this was for those purchasing tickets.

At Eventbrite, we are completely committed to offering a smooth, pain-free ticketing experience for event attendees and organizers alike. This week, we were not successful in providing that experience and on behalf of all of us at Eventbrite, we’d like to apologize to the entire Blizzard community. We take issues like this very seriously, and in the coming days, our team will be looking into what caused these situations so we can remedy for future onsales. (Official Forums)

Message from Blizzard
Just want to say to everyone who ran into issues when purchasing or trying to purchase tickets: we share your frustration and are sorry that the experience did not live up to expectations. Thank you for taking the time to provide your feedback. We are evaluating options for future online ticket sales to help ensure a smoother overall process. (Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
There's great momentum going in the WoW PvP tournament scene right now and it's only going to get better! (holinka)

Blizzcon 2015 World of Podcasts Party
World of Podcasts had a "little" party at Blizzcon 2014 and over 3,500 people showed up! This year they are doing it even bigger and better. You can meet podcasters and community members (such as the team from AskMrRobot), take pictures in the photo booth, play games, see and win fan art, listen to talks, and enjoy the bar! Entry is free and the team behind it is raising money to pay for the party on Kickstarter.

by Published on 2015-04-18 01:58 AM

Trials will be removed in a future patch!

Blackrock Spire Heroic Boss Guides - Omokk, Drakkisath, Rend Blackhand

This Week's Hero Rotation, Heroes of the Dorm: Super 16 Wrap-Up

Patch 6.2 PTR Notes - April 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
  • Timewalking will be available during select weekend holiday events and allows characters to queue up for a randomly selected old-school dungeon with a twist: your character’s power and gear scales down to the dungeon's level on Heroic difficulty. However, your character retains all of your skills and talents. Emerge victorious, and you will walk away with old loot that is scaled up to your character's level!
  • Additional rewards for Timewalking are still in-testing, such as a level 100 quest that rewards a Seal of Tempered Fate per weekend.
  • Over the coming weeks, Timewalking for the following dungeons will be available for testing on the PTR.
    • The following Burning Crusade dungeons are available for characters level 71 and up.
      • The Arcatraz
      • Black Morass
      • Mana-Tombs
      • The Shattered Halls
      • The Slave Pens
    • The following Wrath of the Lich King dungeons are available for characters level 81 and up.
      • Ahn’kahet: The Old Kingdom
      • Gundrak
      • Halls of Lightning
      • The Nexus
      • Utgarde Pinnacle

Raids and Dungeons
Challenge Mode
  • Challenger’s Strongbox obtained before Patch 6.2 will all become rusted. Rusted strongboxes can no longer be opened and may be sold to a vendor for 50 gold.

  • New Area: Ashran Excavation and New Event: Apexis Marks
    • At certain times, spirits of fallen Arakkoa haunt the Ashran Excavation. Defeat them and bring proof of their demise to Rukmaz, the ghostly caretaker of the Apexis vault. First team to show Rulmaz 50 marks wins.
  • Reward Changes
    • Winning an event now awards Honor instead of Conquest.
    • Defeating Grand Marshal Tremblade or High Warlord Volrath no longer awards a Gleaming Ashmaul Strongbox.
    • New Weekly Quest: Slay them All!
      • Defeat 300 enemy players. Awards Conquest.
    • New Weekly Quest: Ashran Dominance
      • Win each event in Ashran and defeat the enemy faction leader. Awards Conquest and a Gleaming Ashmaul Strongbox.
    • New Repeatable Quest: Continue the Dominance
      • Win each event in Ashran and defeat the enemy faction leader. Awards Conquest.
  • General Ashran Changes
    • Players are now automatically placed in a raid when entering Ashran.

  • New Ranks for Warlords Crafted Items
    • Two new ranks of upgrades have been added to Warlords Crafted items, "Mighty" for rank 5 at item level 700, and "Savage" for rank 6 at item level 715.
    • Crafting the new upgrade items requires Felblood, a new reagent that can be obtained through the Barn.
    • The new recipes can be purchased from visiting Garrison traders.
  • Upgrade Item Consolidation
    • “Greater” rank 3 and “Powerful” rank 4 upgrade items have been consolidated together. A rank 2 upgrade item can now be used to upgrade a Warlords Crafted item to rank 4.
      • For example, Burnished Essence can now upgrade a rank 1 leatherworking item to rank 2, a rank 2 item to rank 3, or a rank 3 item to rank 4.
    • Rank 3 and 4 upgrade items can no longer be crafted and existing items have become unstable. These unstable items can be used to create the appropriate rank 2 upgrade item and refund the materials used to craft it.
  • Warlords Crafting Material Changes
    • Greatly increased the output of the following crafting materials created through a daily cooldown.
      • Alchemical Catalyst
      • Burnished Leather
      • Gearspring Parts
      • Hexweave Cloth
      • Taladite Crystal
      • Temporal Crystal
      • Truesteel Ingot
      • War Paints
      • Sorcerous Air
      • Sorcerous Earth
      • Sorcerous Fire
      • Sorcerous Water
      • Savage Blood
    • A number of recipes that use crafting materials created through a daily cooldown now requires less materials.

  • Added a new Immaculate tier of gems of epic quality that provides +75 bonus to a given stat.
  • Players can unlock the ability to craft the new gems by completing a short questline that starts at an Arakkoa encampment as soon as they enter Tanaan Jungle.
  • After completing the questline, Jewelcrafters can craft Versatility gems. To unlock additional gem recipes, players must find or purchase Gemcutter Modules from various sources.
  • Jewelcrafters also have a chance to learn one of the new recipes each time the Gemcutting Construct crafts a gem.

Mage (Forums / Skills / Talent Calculator)
  • Frostfire Bolt now deals 30% more damage.
  • Frostbolt now deals 30% more damage.

Paladin (Forums / Skills / Talent Calculator)
  • Holy Shock's mana cost has increased by 50%.

Shaman (Forums / Skills / Talent Calculator)
Armor Sets
  • PvP 2-piece set bonus for Elemental Shaman is now the PvP 4-piece set bonus and has been replaced. New PvP 2-piece set bonus: Reduces the cooldown of Hex by 15 seconds.
  • PvP 4-piece set bonus for Elemental Shaman has been replaced by the old PvP 2-piece set bonus. While Ascendance is active, the Shaman is immune to silence and interrupt effects.

Warlock (Forums / Skills / Talent Calculator)
Armor Sets
  • PvP 2-piece set bonus for Destruction Warlocks has been redesigned. Getting stunned, silenced, interrupted, or feared now generates 1 Burning Ember. Can only occur once every 15 seconds.

Patch 6.2 - Legendary Ring Monument
Patch 6.2 adds another monument to your garrison for completing the legendary ring quest.

Patch 6.2 - New Alliance Garrison Exit
Patch 6.2 adds a new exit to the Alliance garrison that heads down to the new ship yard.

Blizzcon 2015 Tickets On Sale Saturday - 10 AM PDT / 1 PM EDT
Blizzcon 2015 Tickets go on sale again Sturday at 10 AM PDT / 1 PM EDT on Eventbrite. This year they will cost $199 plus taxes and fees for the November 6th - 7th event in Anaheim. If you aren't sure who is going, you have until August 14 to change the name and email addresses of attendees.

BlizzCon Ticket Sales Update
Originally Posted by Blizzard (Blue Tracker)
Hey everyone,

We’ve heard feedback from some people trying to get BlizzCon tickets Wednesday that the Eventbrite waiting room system wasn’t working as expected for everyone. We’ve been discussing the issue with Eventbrite, and they provided the following update:

The waiting room was not working as intended for some people during Wednesday’s BlizzCon ticket sale. We’ve been actively working to address the issue, and we have implemented some updates that we believe will resolve things for Saturday’s sale. We’ll be keeping a close eye on how the waiting room is functioning during the next sale, and we apologize to anyone who was inconvenienced on Wednesday.

Patch 6.2 Blue Posts
Originally Posted by Blizzard Entertainment
Isn't timewalking just continued rehashing of old content and calling it new? Call me crazy, but I feel like Blizzard could have made new dungeons to release in 6.2.
We're not all that concerned about how you want to label content after seeing it laid out on paper. There are people out there who are quick to claim that we're pretending "old content" is once again "new content." It's not about old and new. It's about giving players more options and new ways to experience content in World of Warcraft, even if that means creating new systems to experience existing content in different ways.

The common argument, it seems, is that we try to cut corners by "rehashing old content" in order to avoid creating new content. This is a misnomer. Configuring a game system that allows players to experience the dungeons from Wrath of the Lich King and The Burning Crusade at max level, and be appropriately rewarded for it, isn't comparable to designing a new dungeon, especially in terms of art resources -- of which plenty were used to develop Patch 6.2 content.

Timewalking is a new feature. It allows you to access existing content in new and relevant ways. We've not claimed otherwise. If you want to throw a negative label on it, that's up to you. But don't claim that we're pretending this sufficiently absolves us from having to create "new content."

Timewalking also shouldn't give players license to dismiss the actual new content in Tanaan and Hellfire. It's an added feature that we're confident many players will enjoy, as it has the simple goal of providing max-level players with more things to do.

TLDR: It's not very useful to put so much effort into bickering cynically about what content is old or new, and how we're framing that in our patch features list. It'd be a lot more constructive to talk about whether or not new features -- even those that involve existing content -- are fun.

Hey Zar, if you have the time to answer another timewalker question, I'd like to know if the heroics will actually pose a challenge. I just don't want to feel like I'm running say Utgrade Keep and flying past it like I'm in full t10.
We don't want them to be intensely challenging, but we don't want them to be faceroll either. We're in the process of testing the item level to which level-100 players should be scaled down. We're erring on the side of scaling item levels a little lower than they probably would be if one was running these dungeons at their actual level, but that's mostly to try and compensate for the fact that level-100 characters will have extra abilities and talents that they wouldn't at the lower levels, which will be advantageous in some situations.

It does make me curious though, since we would be going back to these dungeons with our current level 100 skill set, is there potential for one or two new mechanics for certain bosses in these dungeons?
As it stands now, no. We're not planning to add new mechanics or creatures. These are literally the existing Heroic versions of the 10 selected dungeons with players' item levels scaled down as I described above.

Will you guys Timewarp these dungeons for every expansion that will be release from now until the end of the World (of Warcraft), or is this a feature for WoD only?
We don't have specific plans to share as of yet. I think it's safe to say that we'd like for this feature to receive updates and be carried onward into the future of WoW, but we'll see how things play out in 6.2.

Why not scale back the talents and abilities? So if you are playing at level 70, you have only the talents and abilities you would have at level 70?
That's not something we want to do. It can be weird and jarring for us to essentially de-level your character's abilities and talents for a specific type of content. We want entering these dungeons at level 100 to feel relatively seamless, aside from a little math under the hood changing your power relative to the content you're running. (Blue Tracker / Official Forums)

PvP Live Developer Q&A Questions Thread
Q4: Why can't abilities just be split into PvE and PvP versions? 11:52
This is probably the single most important question, and he only gave it about 1.5 minutes of response. "We're not into that solution" "We don't want to see that level of complexity" ... Seems like making a PvP and PvE version of an ability will decrease the complexity of trying to balance them against one another. Will it take a lot of work up front? Yeah, probably. But the end result seems totally worth it. Players won't have to watch as their class gets gutted due to changes made for the purposes of an aspect of the game they care nothing about.

We definitely agree with the underlying sentiment that PvE and PvP should be something that can be tuned separately. We just don't agree that splitting every spell into a PvE and PvP version is the right way to accomplish that goal. There are less cumbersome ways to accomplish that. We're kicking a few ideas around, but it's a bit too early still to share much else.

But yeah, just to be clear: we agree that PvE and PvP are inherently different game types and will often require separate tuning.

I'm not disputing that separating PvE and PvP spells could work. We just have some ideas we think could work better. (Blue Tracker / Official Forums)

Patch 6.2 Change Explanations
How does Blizzard justify making such huge class changes in 6.2 with no communication with the players, and think that that's just okay? The changes to Windwalkers and Brewmasters aren't just number tweaks. They greatly impact how the class will function after the next patch. Why wouldn't you take the time to explain why you're gutting Brewmasters the way that you are?

We're just supposed to go on the ptrs to find that maybe with the new raid trinket, legendary ring and set bonuses, our DPS will remain acceptable? This is just bad game design and I'm not pleased at all with the way that Blizzard is handling class balance.

There's a reason we have a healthy testing phase for large content patches. Our goal is to share more on our design philosophy after further feedback gathering, testing, and tweaking, prior to these changes actually going live.

It's not realistic for us to explain our intent behind every design decision or new feature that's to come in a future patch, as so many details are ironed out over the course of testing. It's understandable that people love to scrutinize patch notes, but there's not much to gain from getting too upset over the first iteration of PTR patch notes.

Do you guys realize how many people your going to lose if you go through with these changes? I really don't think you do.
I realize I've heard that sorta thing every patch for 10 years now.

It also baffles me that Blizz, with all the resources they have at their disposal, can't hire someone to post on the forums for 2-3 hours a day addressing these things when they get released.
Sometimes I wish it were that simple! Providing official responses in somewhat knee-jerk fashion to knee-jerk feedback is oftentimes not beneficial, and can easily make matters worse. Effective communication is about much more than transparency and acknowledgement.

You get knee-jerk feedback because you make boneheaded knee-jerk buffs and nerfs which often comes with no explanation. Effective communication has to come from both sides. If you guys want effective communication from the player base, start making the effort yourselves.
I was referring to us when talking about effective communication in that context. Of course we're far from perfect in that regard. And we never will be when nearly all of our communications are subject to the court of public opinion. But I understand your point. (Blue Tracker / Official Forums)

Tanaan Story
I'm more concerned about it being a storyless pit where there's nothing to do but camp for a mount.

Because that's what TI was. It had no value to max level players with even LFR gear because the RNG nature of the 496's made them pretty bad even for people with the 483's out of MSV.

That's feedback we certainly heard and took to heart following Timeless Isle. (Blue Tracker / Official Forums)

Blue Posts
Originally Posted by Blizzard Entertainment
PvP Gearing and Progression
The PvP gearing process and general idea of character progression are things we talk about and iterate on a lot. Even just looking at how things changed from Cataclysm to Mists, and then from Mists to Warlords, you can see a lot of tinkering and experimentation. We think we've improved with each expansion (particularly with things like the catch-up cap), but don't think we've quite nailed it yet, so we're still looking into ways to improve.

Now, I wouldn't expect any major changes to gearing in 6.2, but it's something we're definitely talking about for the future.

Any chance you can explain holinka's thoughts on the 27k conquest vendor being convoluted? Not a single person I've spoken to thought it was a complex system. It's a very easy 1 sentence answer if someone doesn't understand it; "Once you acqure 27000 conquest points over the course of the season, you are then able to buy conquest items for honor instead".
It's actually a pretty good example of the sort of weird challenge a game like WoW faces sometimes.

There are a TON of people who play WoW. If even a small percentage of those players have a problem with something, that can still be a very large number. In Mists, our CS department was getting a pretty regular stream of tickets from players who were confused about why the vendors weren't willing to sell them gear.

It's the sort of thing that is generally not a problem for the type of person who reads forums and patch notes, but causes a lot of confusion for the people who might not even be aware that the 27k achievement exists in the first place. So, our thinking with Warlords was that, due to gear swapping primary stats and the fact that players who are fully geared generally have extra Conquest anyway, that particular implementation was no longer necessary.

That said, we're hearing the feedback loud and clear that you guys want to have more control over your secondary stats and the ability to gear up alternate specs. We'd rather not go back to the 27k vendor as a solution, but are discussing other options. (Blue Tracker / Official Forums)

Cross-Realm Zones
Competing for quest mobs and nodes while leveling is not my idea of fun. I should not have to login at 2am-5am just to get anything done.
If quests are unable to be completed beyond reasonable respawn timers due to other players that is what we would consider to be a bug, and we'd appreciate you reporting any specific cases.

Resource nodes are however first come first serve, and there will be times when someone else reaches one before you.

I'm curious what purpose CRZ even serves now that there are almost no outdoor elite areas/group quests that would require more than one person to handle. Just to see people?
The intent with CRZ has always been to ensure outdoor zones--in this Massively Multiplayer game--actually have some other people in them, yes. The natural effect of everyone always leveling higher and into higher content is that, or course, most everyone is at max level doing max level things. Being new to the game or even just leveling an alt and not seeing another player for the days or weeks until you're closer to max level isn't a great experience.

It's to reduce server costs. Instead of having to run 20 instances of a zone, they only have to run one.
That's not how it works. Each realm still runs its own zone, and it coalesces players together based on a number of factors like if they're in a group, or their home realm zone population, etc. If a bunch of realms are 'grouped' for CRZ, not everyone in each zone on each of those realms is automatically always in the same 'instance' with each other. It's not simple, and definitely not cost effective--but that isn't the goal. (Blue Tracker / Official Forums)

An Inside Job Quest Cinematic Missing
If I remember correctly we didn't have it there because it was a big secret until someone unlocked it by completing the quest, and then it was unlocked in everyone's client. If we had anything datamineable about it our fun secret would not be as secret or fun. I haven't checked in 6.2 yet but it should probably be added to the Chronicler list then. (Blue Tracker / Official Forums)

Higher Difficulties in LFR
but it's on a more manageable level, stress wise.
You're putting yourself out here on a public forum, that takes some guts, I have to imagine you'd be capable of running your own group where negativity and tempers are met with whatever response you deem appropriate. Maybe instead of "Don't suck" the group could be called "Be nice or get kicked". What i think needs to happen is for people to take charge of group creation and create the experiences they'd like to have. There's only so much we can do to help lessen social pressures, in a game that is very centrally based on group coordination and player interactions, before those interactions are effectively just taken away. (Which is maybe an option, you could probably close your chat window and not be any worse for the wear a lot of times.)

A higher difficulty LFR will only raise stress levels in those raids, and make them less successful. They'll cause total breakdowns and disbands and ... it's just not going to be the best of both worlds. Difficult content requires coordination and communication, and that's possible with positive and productive attitudes, and every player is capable of making that a reality for them and everyone else in the group.

Does that not raise the question of why don't they? I constantly see players who clear lfr and just seem to give up. Even something as simple as trying to find 4 other people to do a challenge mode is far beyond anything they seem capable of.

If everyone is able to why do you believe so few choose to do so?

Good question... Well some people are fine only seeing LFR. They don't see any point in doing harder content; that's not why they play. For the other people that would like to but don't, the easy/cynical answer is probably because it takes time and effort, but probably more accurately it's likely for some of the same reasons students don't raise their hand, or why class signup rates are higher when they are kept private--people are generally afraid of other people judging them. Lots of people want an easy, smooth, and successful run, but aren't willing to put up with wipes, learning fights, and challenges. Especially with a bunch of strangers. That's where guilds and friends are the biggest difference versus random players, and progressing with other people--even if you've only ever talked to them on mumble--is worlds apart from running with a random group. And it doesn't even have to be a guild now!

But if someone legitimately wants a better experience, and is willing to put in the effort to achieve it... I'm not sure I could answer why they don't. That's a good question.

What do you think? (Blue Tracker / Official Forums)

WoW Tokens
We don't allow you to have both Tokens (Shop and AH) at the same time to avoid any kind of purchasing or redemption confusion. If you have the cash to buy a Token from the Shop but also need subscription time, a month of subscription is less expensive and so it's probably recommended you go that route instead. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Like PvP? Perhaps consider grabbing Arena Grand Master and Master Pit Fighter (Muffinus)
Perhaps they could be made relevant at 100? AGM & MPF have no reason to be grabbed aside from the gold value now days.
Perhaps that is a good idea (Muffinus)

Once I finished all the quests in Ashran, I vowed never to go back. So I will defer to more seasoned Ashran players to answer this
Your input might be just as interesting. Obviously something turned you off right away. What was it? (Muffinus)

I never even understood how it worked. I preferred Wintergrasp a lot more too.
Do you understand it better now? If yes, what was the catalyst? If no, what questions remain? (Muffinus)
Winterspring is a good example. I used to make sure I never missed the weekly Winterspring. I avoid Ashran like the plague.
Wintergrasp Ok, this is good, discussion is good. Why do you prefer A over B? How did you feel about Tol Barad? (Muffinus)
TB was okay. You could queue up as a group of 3 friends and actually make a difference. Doesn't feel that way in Ashran.
.If you could change 1-3 major things in Ashran, what would you change? (Muffinus)
Have the High Warlord/Grand Marshal drop something of value. It feels so pointless to do Ashran now. One side dominates
What would be an item of value to you, at this point in the expac cycle? (Muffinus)

Do you enjoy fishing in WoW? What do you like about it? Where do you fish at? (Muffinus)
The Lurker Below in Serpentshrine Cavern is probably the best use of fishing in the game.
or old ZG and the rare feral druid tank staff (Muffinus)

Doing Garr in oh man such memories, we used to have one hunter (mark each target for each warlock, took 30min (Muffinus)
seeing who could ice block the highest in the air after an explosion was the best as a mage
I was fire spec because I didn't have a DPS meter so I didn't care. What a weird world that was. (Muffinus)
by Published on 2015-04-16 10:19 PM

Patch 6.2 PTR - Build 19906
A new build went onto the PTR tonight.

  • Two new crafted gear stages have been added, Stage 5 and Stage 6
  • Items to go with the new armor crafted gear stages have been added. Mighty (685 to 700) and Savage (700 to to 715).
  • Items to go with the new weapon crafted gear stages have been added. Mighty (675 to 690) and Savage (690 to 705)
  • The new Savage Blood style crafted reagent was added: Felblood
  • New +75 epic gems were added. (For example: Immaculate Multistrike Taladite)

Raid Testing Schedule - April 17
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Friday, April 17, we will begin our Hellfire Citadel raid testing with one Heroic encounter: the Iron Reaver. As this is the very first raid test of this PTR cycle, 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 PTR servers.

Friday, April 17
Iron Reaver - Heroic Hellfire Citadel
14:00 PDT (17:00 EDT, 23:00 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.) You can also teleport to Tanaan and just walk in the standard entrance.

Legendary Ring Updates
Updates were made to the legendary rings in this build, but the most current version is still what was announced yesterday.

Level Type Name
735Finger Sanctus, Sigil of the Unbroken
735Finger Thorasus, the Stone Heart of Draenor
735Finger Etheralus, the Eternal Reward
735Finger Maalus, the Blood Drinker
735Finger Nithramus, the All-Seer

New Items
Many new items were added, most notably crafting upgrade items for stage 5 and stage 6. The full list of items can be found here.

Level Type Name
1Companion Pets Cinder Pup
1Companion Pets Corrupted Nest Guardian
1Companion Pets Nightmare Bell
1Companion Pets Periwinkle Calf
715Other Savage Burnished Essence
705Other Savage Steelforged Essence
715Other Savage Truesteel Essence
715Other Savage Hexweave Essence
715Other Savage Taladite Amplifier
700Other Mighty Burnished Essence
690Other Mighty Steelforged Essence
700Other Mighty Truesteel Essence
700Other Mighty Hexweave Essence
700Other Mighty Taladite Amplifier
100Other Felblood
690Item Enchantment Mighty Weapon Crystal
700Item Enchantment Mighty Ensorcelled Tarot
705Item Enchantment Savage Weapon Crystal
715Item Enchantment Savage Ensorcelled Tarot
705None Taladite Firing Pin
715None Infrablue-Blocker Lenses
690None Advanced Muzzlesprocket
700None Bi-Directional Fizzle Reducer
100Prismatic Gem Immaculate Critical Strike Taladite
100Prismatic Gem Immaculate Haste Taladite
100Prismatic Gem Immaculate Mastery Taladite
100Prismatic Gem Immaculate Multistrike Taladite
100Prismatic Gem Immaculate Versatility Taladite
100Prismatic Gem Immaculate Stamina Taladite
100Consumable The Perfect Blossom
100Consumable Fel Petal
100Consumable Brazier of Awakening
1Consumable Fel-Touched Battle-Training Stone
100Other Fel-Touched Pet Supplies

New Icon

New/Updated Garrison Images

New Item Set Bonuses
Originally Posted by MMO-Champion
Item Set Bonuses

Item Set Bonuses

Achievement Changes
Originally Posted by MMO-Champion
Draenor Raid
Dungeons & Raids
  • Ariok and Roll Name Changed from Between Ariok and a Hard Place to Ariok and Roll

Feats of Strength

Mists of Pandaria


Spell Changes
Originally Posted by MMO-Champion

Druid (Forums, Talent Calculator)
  • Force of Nature: Healing done by the Treant's Healing Touch decreased to 27.2% of SP, down from 54.5% of SP.

Minor Glyphs

Mage (Forums, Talent Calculator)
  • Arcane Missiles: Damage increased to 28.5% of SP per missile, up from 23.31% of SP.

Monk (Forums, Talent Calculator)

  • Chi Explosion: Base damage increased to 47.5% of AP, up from 35% of AP. Extra damage per Chi increased to 47.5% of AP, up from 35% of AP.
  • Hurricane Strike: Damage dealt increased by approximately 35.7%.


  • Fists of Fury: Damage dealt decreased by 5%.
  • Tigereye Brew: Charges of brew now only grant you 6% increased damage and healing, down from 10%.

Windwalker & Mistweaver

Paladin (Forums, Talent Calculator)
  • Devotion Aura: Now reduces all damage taken by 20% instead of only reducing magic damage taken by 20%.

Priest (Forums, Talent Calculator)

Rogue (Forums, Talent Calculator)
  • Killing Spree: You are now immune to roots and snares while Killing Spree is active.

Warrior (Forums, Talent Calculator)
  • Defensive Stance: Decreases damage taken by 20%, down from 25%. (See perk change below)



Strings Changes
Originally Posted by MMO-Champion
  • GARRISON_NO_SELECTED_SHIP_FOLLOWER - Select a ship from the list
  • GARRISON_SHIPYARD_CONFIRM_EQUIPMENT - Are you sure you want to equip your ship with %s? You will not be able to make changes to this equipment slot.
  • GARRISON_SHIPYARD_EQUIPMENT_EMPTY_SLOT_TOOLTIP - Add equipment to your boat here
  • GARRISON_SHIPYARD_EQUIPMENT_EPIC_SLOT_TOOLTIP - Unlocked when your boat reaches epic status
  • GARRISON_SHIPYARD_EQUIPMENT_RARE_SLOT_TOOLTIP - Unlocked when your boat reaches rare status
  • GARRISON_SHIPYARD_FOLLOWER_ADDED_UPGRADED_TOAST - Upgraded ship added to your fleet
  • GARRISON_SHIPYARD_THREAT_COUNTER_TOOLTIP - %d |4ship:ships; can counter %s.

Garrison Building Changes
Originally Posted by MMO-Champion

Garrison Spell Changes
Originally Posted by MMO-Champion
  • Bilge Pump Name Changed from Stabilizer Fins to Bilge Pump. Ability Adds extra stability to the ship, allowing full mobility in Stormy Weather.. Ability Gets rid of all that pesky water, allowing the ship to stay on the top of the water during Stormy Weather..
  • Felsmoke Launcher Name Changed from Shieldtronic Ship Shielding to Felsmoke Launcher. Ability Creates a barrier smoke screen around your ship, blocking any first attacks..
  • High Intensity Fog Lights Name Changed from Navigational Charts to High Intensity Fog Lights. Ability A set of charts that allows a ship to navigate without vision.. Ability Burn through the fog (and maybe some retinas) with these super illuminating fog lights..
  • Unsinkable Ability On a devestating hit, this fallback mechanism breaks apart, saving the ship from certain destruction.. devastating hit, casts an impenetrable shield around the ship, saving it. One charge..

  • Armor Piercing Ammo Trait Fires armor piercing rounds that cleanly cut through additional armor.. armor..
  • Boarding Party Trait Allows Troop Transports to run missions that require boots on the ground..
  • Demonic Knowledge (New) Trait Grants a large bonus to mission success chance..
  • Master Assassin Trait Greatly increases success chance against all targets.. Trait Grants a very large bonus to mission success chance..

Garrison Mission Changes
Originally Posted by MMO-Champion
  • [PH] Test Mission 2 Level 0. Item Level 0. 3 Followers. Cost: 10 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5000 XP [ph] description. Rewards: 500 XP. 5000 XP
  • [PH] Test Mission 3 Level 0. Item Level 0. 3 Followers. Cost: 50 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5000 XP [ph] description. Rewards: 500 XP. 5000 XP
  • The Search for Red Dawn Name Changed from The Search for Red Orc-tober to The Search for Red Dawn. Level 0. Item Level 0. 3 Followers. Cost: 10 Resources. Duration: 22.7 hrs 10 sec. An Iron Horde submarine is making a break for our shipyard. Take it out.. Rewards: 500 XP. 5000 XP

  • Blockade: Evanescent Sea Name Changed from [PH] Siege Alliance to Blockade: Evanescent Sea. Level 0. Item Level 0. 3 Followers. Cost: 100 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5000 XP The Alliance have set up a blockade around their garrison. Break through to raid and plunder.. Rewards: 500 XP. 5000 XP

  • Blockade: Barrier Sea Name Changed from [PH] Siege Iron Horde to Blockade: Barrier Sea. Level 0. Item Level 0. 3 Followers. Cost: 100 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5000 XP Assault the Iron Horde defense in the Barrier Sea to unlock access to the waters around Tanaan. Success grants access to Hellfire Citadel naval missions.. Rewards: 500 XP. 5000 XP
  • Blockade: South Sea Name Changed from [PH] Siege Open Waters to Blockade: South Sea. Level 0. Item Level 0. 3 Followers. Cost: 100 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5000 XP Push the Iron Horde out of the South Seas by defeating their blockade. Success grants access to the primal resources around Nagrand.. Rewards: 500 XP. 5000 XP
  • Blockade: Zangar Sea Name Changed from [PH] Siege Horde to Blockade: Zangar Sea. Level 0. Item Level 0. 3 Followers. Cost: 100 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5000 XP The Horde have set up a blockade around their garrison. Break through and you can raid the Horde navy.. Rewards: 500 XP. 5000 XP

  • [ph] (New) Level 0. Item Level 0. 1 Followers. Cost: 5 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XP
  • [ph] (New) Level 0. Item Level 0. 1 Followers. Cost: 10 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XP
  • [ph] (New) Level 0. Item Level 0. 1 Followers. Cost: 10 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XP
  • [ph] (New) Level 0. Item Level 0. 1 Followers. Cost: 10 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XP
  • [ph] (New) Level 0. Item Level 0. 1 Followers. Cost: 10 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XPCost: 5 10 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XP
  • A Training Exercise Level 0. Item Level 0. 1 Followers. Cost: 5 Resources. Duration: 30 min. Let's see how that ship handles out on the open sea. We have an old captured ship for you to shoot at.. Rewards: 500 XP. 100 XP See if you can take out this captured ship.. Rewards: 500 XP. 100 XP

  • [PH] Test Mission 4 Level 0. Item Level 0. 3 Followers. Cost: 75 Resources. Duration: 22.7 hrs. This a test.. Rewards: 500 XP. 5 Silver [ph] description. Rewards: 500 XP. 5 Silver
by Published on 2015-04-16 06:03 PM

PvP Q&A With Holinka

Critical Strike
  • The team wanted the difference between sustained damage and Critical Strike damage to not be as massive in Warlords.
  • Classes that depend on Critical Strike and Multistrike can be helped by increased damage on those skills in PvP (when necessary).
  • The game is better without having to rely on winning the Critical Strike lottery.

Nemesis quest
  • They designed it to be a Warlords thing that is done out in the world, and they currently want to stick to this.
  • This turned out to be harder than expected, so they will review the requirements again.

PvP vs PvE
  • The team could use more knobs to adjust skills for PvP without affecting PvE, but having a separate PvP and PvE version of all skills may not be the right answer.
  • The team has made a lot more PvP only changes to spells recently, but it would be a problem if every ability was this way.
  • Hardcore players may be able to keep track of the extra complexity, but that isn't the direction they want to see the game go.
  • The team is talking about other plans for the future to solve this and are excited about it.

Crowd Control
  • The team wants variation in the crowd control that classes have to offer, not just everyone having the same CC.
  • It may be okay if weaker specs have a slightly better CC, as they aren't doing as well as other classes or specs.
  • The high level goal of CC changes going in to Warlords was allowing players to spend more time playing their characters and less time in CC.
  • The team would rather take more CC out of the game before removing CC breaks.
  • CC is one of the most important parts of the game. There are no plans to remove all CC from the game.

  • Blizzard is very thankful for all the people hosting PvP tournaments.
  • The team wants to continue to find ways to help those people hosting tournaments.
  • There have already (by April) been six times as many tournaments this year as there were last year.
  • There are big things coming in the future that they wish they could share today.
  • Other organizations are even making commitments to World of Warcraft.
  • Rated Battlegrounds are fun to watch and can actually be easier to watch than arenas.
  • The community can use them to experiment with new rules that aren't built into the game.

Dampening Mechanic
  • The team us happy with Dampening. It is unpopular with some people, but games need to end in a reasonable amount of time.
  • Building comps around the Dampening mechanic is a strategic option that players can pick if they wish.

Alt Progression
  • Gearing up characters is progression for many players. It isn't in the best interest of the game to remove that.
  • There are even more opportunities now to gear up characters later in the season, especially with the recent Conquest cap change.
  • If you want to gear up a character, you should have to play that character.
  • The team is happy with where they are going with 6.2 with alt progression in PvP.
  • There are no plans to bring back the 27,000 CP vendor.

Item Level in PvP
  • The request to keep everyone at the same ilvl for PvP is fairly popular. However if they take away the gear progression from PvP, they need to figure out what players would do to progress. Not everyone is interested in rating, so there needs to be another type of progression.
  • The item level gap is a big entry barrier for PvP and is a problem. They have made the gap between the highest and lowest geared players smaller in Warlords.

Racial Balance
  • Part of the faction imbalance problem is the fact that there are no cross-faction arena teams. This means all of the high rated players that want to play with each other are all the same faction. Last expansion they were mostly Horde, this expansion they are mostly Alliance.
  • The Human racial is the target of many complaints, but the Horde racials are still powerful.
  • Going into the next expansion, looking at the racials again is a possibility.
  • They want to make sure all of the racials are interesting and fun, and not boring.

Solo Queue
  • A solo rated arena or battleground queue experience could be very toxic.
  • When you have pre-made groups you will have a leader which will set the tone for the group. If you act out of line, they can kick you out.
  • The group finder has been a very big success.
  • The team expected there might be a dip in Rated Battleground participation in this expansion due to the Conquest Cap changes, but it is up by over 50 or 60%. The rewards got worse, but it is now so much easier to participate.
  • There are no plans for Solo queue rated PvP at this time.

  • In Warlords, rather than adding yet another battleground, the team wanted to add a new type of PvP content. Everyone was excited when talking about Ashran, but after release it was clear it didn't hit the mark.
  • Knowing how excited everyone was for Ashran and then not delivering something people were happy with is something the team us very unhappy with.
  • Faction balance is an issue they are still working on.
  • During beta everyone was fully geared, so they were just there to play and test things. Once it went live, many players were there to earn rewards in the most efficient way, which sometimes means not fighting.
  • Many rewards have been removed from the events and bosses and moved to weekly and repeatable quests.
  • The efficiency of rewards from Ashran vs other PvP features have to be balanced.
  • The team may restrict Ashran queuing to just parties rather than raids, but is open to feedback.

  • The team knows that bots do not make the game look good and put a lot of effort into stopping them.
  • They are not transparent about their efforts for a few reasons. One key reason is they do not want to tip botters off. If they come up with a new method, they don’t want to inform botters of this while they are working on the system.
  • The team doesn't want to publish the actions that are made to people's accounts, as dragging names through the mud is not appropriate.

Legendary Ring
  • There is a wide variety of PvP activities with different rules to remove items that ruin competitive gameplay. Random battlegrounds have somewhat looser rules. World PvP doesn't have significant restrictions, so the ring proc will work in world PvP.
  • The proc is disabled in instanced PvP, including Ashran.

Low Level PvP
  • The team focuses on high level PvP for balance purposes, as that is what the vast majority of players are doing.
  • If something is very unbalanced - such as a single spell, they want to hear about it and fix it.
  • If you find that some classes are stronger at a certain level, that is not something they will spend a lot of time on balancing.
  • There is a open bug that players with experience off can not queue for wargames. This is being fixed.

  • Many more class changes are coming to the PTR. We have only seen part of the changes so far, and even some of those have already changed.
  • The team wants to keep Alterac Valley up to date in terms of tuning when expansions come out, but there are no mechanic changes planned.
  • Random battlegrounds are popular, but the progression you gain from them is pretty slow right now. There are some improvements that can be made there. Right now the battlegrounds that aren't as fun are the next target for changes.
  • The team is happy with the ability pruning and may prune more abilities in the future.
  • Disarms were removed with the CC reduction. Casters can be interrupted, but it doesn't mean that you should be able to disarm melee. Ranged players have the advantage of range over melee, and each has different advantages and disadvantages.
  • Blizzard is happy, but not completely satisfied, with how PvP turned out in Warlords so far.

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