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by Published on 2014-08-01 05:02 PM

Update (5:45 PM EST): Added the latest beta patch notes update

The Alliance Chopper Is Riding into Azeroth!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Due to popular demand (and a few shady back-alley deals in Stormwind’s Old Town), the Alliance bike built for Azeroth Choppers will be rumbling its way to a vendor in Azeroth sometime after the launch of Warlords of Draenor. This mount will cost a pretty hefty sum of gold, however, so you might want to start saving up now if you want to ride around in style on this masterful machine. As a reminder, once the winning Horde Chopper is added to the game, it will be available for free to players who log in between now and September 30, 2014.

Remember, only characters of the associated faction will be able to ride each bike, so buyer beware!

Warlords of Draenor Beta Patch Notes Update - August 1
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Crowd Control and Diminishing Returns
  • Paladin
  • Shaman
    • Tremor Totem is no longer usable while under the effects of Fear, Charm, or Sleep, but its duration has been increased to 10 seconds (up from 6 seconds).

Class Changes

Death Knight
Ability Pruning

Frost Changes
In Mists of Pandaria, Frost Death Knights suffered from rotations that were designed to allow flexibility in ability usage, so that you could pool some resources in order to make decisions about which ones you spent and in which order. Dual Wield vs Two-Handed had different rotational priorities, with different strengths and weaknesses. However, tuning ended up such that you reached a point where you just had to spend all of your resources as fast as possible to avoid wasting any, and all of that depth went out the window. For Warlords, we’ve adjusted the tuning of several abilities and passives, to ensure that that doesn’t happen again, and the rotational decisions and skill are maintained.

The goal is that Two-Handed Frost Death Knights favor their physical damage, slicing through their enemies with heavy Obliterate, whereas Dual-Wielders favor blasting their foes with frost damage, but both overlap considerably to maintain a cohesive specialization.

  • Frost Strike’s damage has been increased by 100%, but its Runic Power cost has been increased by 5 (up to 25 Runic Power in Frost Presence, and 40 Runic Power in other Presences).
  • Might of the Frozen Wastes now increases the damage of Obliterate by 50% (up from 40%) while wielding a two-handed weapon, and increases the damage of Frost Strike by 50% (up from 35%) while dual-wielding.
  • Razorice now deals 4% additional weapon damage (up from 2%), and increases Frost damage by 4% per stack (up from 3%).
  • Obliterate damage has been increased by 30%.

  • Level-60 rune regeneration talents can now be triggered by all Runic Power spenders. the following abilities at a rate proportional to their Runic Power costs: Breath of Sindragosa, Conversion, Dark Simulacrum, Mind Freeze (glyphed), Outbreak (glyphed), and Raise Ally (unglyphed).
    • Blood Tap now generates one charge for every 15 Runic Power spent.
    • Runic Empowerment now has a 1.5% chance to trigger per Runic Power spent.
    • Runic Corruption now has a 1.5% chance to trigger per Runic Power spent.

Hunter Pet Abilities
  • Rylak (Exotic) replaced Hook Wasp (Exotic)
  • Updraft (Rylak) replaced Flutter (Hook Wasp)

Ability Consolidation and Refinement
  • Uplift now follows standard area-of-effect capping rules, diminishing in effectiveness beyond 6 targets.

Ability Consolidation and Refinement

Elemental Overload and Molten Earth
Chain Lightning and Earthquake were also improved significantly to offset the fact that Elemental Overload was a massive buff to it, but Molten Earth is not.

Ability Pruning

Stance Changes

Arms Changes
  • Battle Stance for Arms Warriors now generates 115% 67% more Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Arms Warriors now generate Rage from taking auto-attack damage. Each 1% of health taken as damage will generate 1 Rage, up to 5 Rage per hit.
  • Rend is a new ability for Arms Warriors.
    • Rend causes bleed damage over 18 seconds, and a final burst of bleed damage when the effect expires. Costs 5 Rage.
by Published on 2014-08-01 09:37 AM

Sanctuary Sunday Talk, Jakarro's "Arctic Zoo" Demon Hunter, PTR Cold Demon Hunter

Icecrown Season Five Begins August 1st, Versus Series: AcB Fire vs GC Jirachie, Naxx Patch 6141

Chen Stormstout Sneak Peek at ChinaJoy

Warlords of Draenor - Auchindoun
Today we are taking a look at the Auchindoun dungeon, located in Talador.

Warlords of Draenor - Mage Tier 6 Recolor
One of the recent beta builds added a nice recolor of the Mage Tier 6 armor set.

Warlords of Draenor Features
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The OP appears to be a copy/paste from a forum reply on MMO-Champion, which is unfortunate as almost everything listed is just incorrect, if not intentionally misleading. Reading it I'm tempted to say it's a well crafted troll because ... I'll say: because of the outlandishness of some of the claims, but the fact that it has so many upvotes here tells me that either people didn't read it, or they're agreeing with something that promotes their general feeling without counting on any of the specific points being made.

Being wary of a feature or direction is absolutely warranted, being unhappy or even upset about something is something we want to know about, providing feedback and telling us how you feel about something is critical to us so we can create an excellent gaming experience, but it's so absolutely important that everyone be curious, and research, and want to learn, and become knowledgeable, and use that knowledge to empower what they themselves think and say. I see a lot of people here are being critical of the points listed, which restores some of me, but so many are assuming the things they're told are true, and that's a poisonous way to ... hell, to go through life, let alone how to feel about a video game.

Simply repeating what someone else said is so very easy, and especially in this case, a good way to undermine your own voice. Have a voice, be critical, but do it because you have something to say. That is what is helpful, and that is what we want to hear.

For those in the thread attempting to inform people of what is accurate, we appreciate your effort. We'll try to step it up to help you out.

Sorry Bashiok, but OP is right about a number of things, including the massive amounts of cuts to content on launch, low number of dungeons, and extreme dumbing down of PVE. Look at the forest from outside of the trees. You and the rest of the devs.
Massive cuts of what? Faction hubs being in a different place? There are 7 dungeons + an updated max level UBRS. What does extreme dumbing down mean? This kind of response is the exact point of my previous reply.

Ability pruning for one.
After 10 years of adding more and more abilities, there's a point when we need to take a critical look at all that we have wrought. We can't just constantly add more and more and more abilities to the game forever and expect it to hold up under the weight of itself. Our intent as a company is always to design simple systems with lots of fun gameplay depth. Easy to learn difficult to master is our motto. Having tons of abilities does not necessarily make a game deep or fun, just complex. We've posted these exact points many times. If you disagree with Blizzard's core design principles, or any specific changes being made, we'd be happy to hear specific feedback, but saying a game is going to be bad because there are less class abilities is not particularly helpful, or even accurate.

This thread is getting a lot of attention, which is unfortunate, as it's chock full of misinformation. Let me clarify what I can:

-Black Temple and Frostwolf keep no longer hub cities, just quest locations you visit once.
They won't be hub cities, true. They're a bit more than "just quest locations you visit once," though.

-New faction cities are copy pastes of the 4.1 krasarang wilds faction bases in ashran, an island in nowhere
Even in their current state in Beta, this is false. They don't look anything like the Krasarang bases. Also, they're nowhere near complete in the current build. They'll look closer to what we're aiming for in the next one.

-Garrisons only in one zone now, no longer customization, no longer lets you name npcs, no longer has skill boosts, is just a daily quest hub phased to you.
True, false, true, false, extremely false.

-average class goes from 40 spells to 7
I'd double check your math. We pruned some abilities, but in even the most extreme cases it wasn’t nearly that many.

-no new skeletons or animations, literally every creature in the expansion is a remodelled creature.
False. Even the new character models are getting re-done animations.

-portions of entire zones are copy pasted from the BC devset
False. Everything has been built from scratch.

-the rest are not flying compatible and have 2d jpg mountains -now you know why shamans had far sight and hunters had eagle vision removed.
False. Every zone is built to be capable of flying, and I have no idea where you're getting "2d jpg mountains" from. Also, Far Sight and Eagle Eye were not removed.

-now only 4 dungeons from level 90-100
There are 4 dungeons from 90-99, and 4 more that open at level 100.

-client code for garrison cash shop functionality discovered, quickly removed along with tweet mentioning it from cory stockton
This never happened and such functionality is not planned, please don't spread false rumors.

-less raid content at launch than any expansion
False. The first tier of Warlords raiding contains 17 bosses.

-less dungeons than cataclysm had in PATCHES
False. Cataclysm added 3 brand new dungeons in 4.3, and 2 updated dungeons in 4.2. Warlords is launching with 7 new dungeons and 1 updated dungeon.

-no flying
True, at least at launch.

-story is a barely canon side timeline alternate dimension just to give another enemy to fight while trying to lure in veterans with nostalgia and a 'veterans first!" beta access program
Story opinions are subjective, but I’m sorry to hear you’re not as excited about it as we are. We've had tons of requests over the years for veteran perks.

-almost all CC removed in pvp. totally removed in pve
False and completely false.

-adding healing and tanking npcs in quests
I don't know what this is referring to. Maybe the occasional quests where you rescue someone and they help you fight for a brief time? Is that a bad thing?

-Heirloom and tabard storage tab just cut until "later"
True, though they haven’t been cut, merely delayed.

-replacing quests with "dynamic, interactive world experiences" that appear once and when you do them disappear leaving huge swathes of zones empty.
Questing hasn't been "replaced", and the "appear once and then disappear" bit is just false. Maybe you’ve just encountered an unfinished zone in Beta?

-new models have a single face and the cosmetic choices in almost every model but undead simply adds a new texture to said single face.
False. Have you seen our recent ArtCraft on the topic?

-homogenized healing to the point that its all just different colours now
False, but if you have specific feedback on why you feel that way, we'd love to hear it.

-guild levleing removed
True. We think this is a good thing.

-talents auto fill per spec to avoid confusion.
False and I have no idea why you'd think this was the case.

-80% of announcements from blizzcon for the expansion are confirmed cut or extremely truncated in some way.
We've made some cuts since Blizzcon, yes, but not nearly that many. We try to be as open as possible about what we’re dreaming up when we first announce an expansion, but a lot of things change and evolve from those basic concepts as development ramps up.

Regarding Twitter: it's a medium we're still kind of trying to figure out how to utilize most effectively. It's an extremely powerful way to talk to and engage with the community, but it's not great for everything, and we've certainly made some missteps. We're learning, though.

This feedback is what really discourages me about the direction WoD is heading. "Story opinions are subjective" is not a helpful thing to tell players who are dissatisfied with the way you're telling a story. It more or less brushes them off and tells them that their opinions are worth less than other players.
Definitely not my intention, and I apologize for being unclear if you've taken it that way. I only called it subjective because, while I would call it false, opinions don't really lend themselves well to true/false answers. I'm excited about the WoD storyline, but that may not be the case for everyone (and feedback on why you're not is very useful!)

But really, it's indicative of an even larger problem: you say you like feedback, but you don't respond to it unless it's positive. When something is brought up that the playerbase doesn't like, you don't talk about it and then sit back and wait for us to accept it.

It's like what you want to say is "we love feedback, but only if it validates our current ideas about where we'd like to go."

One extremely important thing I want to get across here: when we're not talking about something publicly, that means we're talking about it internally. We're discussing the feedback and trying to determine what, if any, action needs to be taken. And until we have a solid answer, we don't want to tease people with a "we read this, but don't have anything to share just yet" response. Aside from the fact that it would slow us down dramatically (we read a LOT of feedback every day), we just don't think a non-answer is a great one.

That said, we're always aiming to improve how we communicate, and definitely get the message that we can do better. We'll keep aiming to improve.

Blue Posts
Originally Posted by Blizzard Entertainment
Targeted Feedback Request: Quest Bottlenecks
Beta is a crucial time for players to make their voices heard and give feedback to help make Warcraft the best game possible. While all constructive feedback is appreciated, one specific type of feedback that is uniquely valuable to us are examples of things that slow you down while questing out in the world: there's a lot of words to describe these types of situations, but perhaps the best word is "bottlenecks".

Bottlenecks are basically the term we use to describe situations that stop players from questing at their normal pace. Players tend to progress through zones and quests at different rates, but if a quest target (object, drop rate, or mob spawning rate) is too rare, it can really slow players down. The fastest players will run into this first, and they might get through without too much of a reduction in their speed, but just like a traffic jam on a highway more and more people will pileup behind them.

This type of testing is super important for you folks to look for while leveling through zones in the beta. While my Quality Assurance (QA) team works to find and report issues like this in our testing, we're not able to easily replicate the large numbers of players hitting quests and zones at the same time.

In an effort to keep things organized, I've made one thread for each Draenor Questing zone. Please click on the appropriate link below and post in that thread with any examples of situations where you were slowed down by questing due to a bottleneck of some kind.

Quest Bottlenecks in Tanaan Jungle
Quest Bottlenecks in Shadowmoon Valley
Quest Bottlenecks in Frostfire Ridge
Quest Bottlenecks in Gorgrond
Quest Bottlenecks in Talador
Quest Bottlenecks in Spires of Arak
Quest Bottlenecks in Nagrand

Thanks! (Blue Tracker / Official Forums)

Beta EU Character Copy
EU character copies are coming. We're hoping to have them functional in the next major build.

To give a little insight: the beta realms are located in one of our North American datacenters. European characters are, obviously, located in European datacenters. For a number of obscure technical reasons, getting those datacenters to securely communicate with each other to transfer character data has been a much larger challenge than we expected.

We think we've got it solved, though, so (fingers crossed) you should be able to copy your characters soon! (Blue Tracker / Official Forums)

Stat Squish Status
Just a quick update here: all old world content should now be properly scaled.

If you want, go on some transmog runs, go do old content like you do on live, etc. In general, everything should be similar or easier than it used to be. Please report any issues you encounter here.

Known problems:
  • Damage reflect effects like Reliquary's Aura of Desire will cause excessive backlash damage.
  • Boss fights that rely on healing NPCs (e.g. Valithria, Sinestra) will be very difficult to complete due to the bonus vs. lower-level targets not applying to healing.

These two problems should both be fixed next build. (Blue Tracker / Official Forums)

"Premade Groups" / Group Finder Feedback
There's a known (major) issue with the tool currently, where the server handling the group matchmaking can crash and fail to recover, breaking the tool for everyone. It should be fixed next build, but I'll provide an update if anything changes before then. (Blue Tracker / Official Forums)

EU Connected Realms Update - 31/07
P.S @ Tak, I'll ask once again, please stop drip feeding us information. We deserve better and for a community facing representative tasked with keeping the playerbase up to date on something that is important to them your performance has been pathetic at best. This has been a work in progress for Blizzard for almost 6 months. It's just not good enough.
We can only pass on information that we actually have. The schedule is worked on and updated constantly, and once we know which realms are to be connected, we share it with you guys. I understand everyone is keen to see their realm connected, believe me I do. I play on these realms too. Connecting realms is not straightforward though, and we're progressing at the speed that we're able to when all the necessary steps and precautions have been taken. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Whichever dev thought giving Hunter/MagesRogue huge raid utility while taking away Tranq/HTT/Devo/etc from hybirds is making a mistake. #WoD
Do you disagree with the reasoning, or the strength of the relevant cooldowns? (Celestalon)
I think it is neutering hybrids too much. Example:Why bring a moonkin over another pure if they are even remotely on par w/ dmg?
Hybrids and pures will do the same damage, and bring the same utility. That's the goal for Warlords. (Celestalon)
Roar/HotW/Vortex isnt in the same ballpark as Smokebomb, Raid raid movement, Amp Magic, etc.
[Roar+NV/HotW+Vortex/Typhoon] vs. [Smoke Bomb] seems like a fair choice to us. (Celestalon)
Roar/Vortex/Typhoon are extremely situational(eg AE DeathGrip). Amp Magic/Smokebomb are used(required) on almost every fight.
NV is useful in every single encounter. Roar is useful in 90+% of encounters. (Celestalon)
You think NV is going to be as strong as Amp Magic? I don't think it will be.
Depends on what you stack it with. NV plus Ysera's Gift, or the constant healing of Dream of Cenarius... It adds up. (Celestalon)
Small heals dont have the same weight as bulk heals (in most situations). I just feel hybrid cds should be stronger.
For sustained, they may, in Warlords' healing world. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
You miss the point, Blood no longer has any choice to it. F/U/D on DS, B on Pes, RP on DC. Thats it.
Or D on Blood Boil. (Celestalon)
You guys got "a little" carried away. WoW with Diablo III skills is not a good way to go... Sadly
You don't need to have a dozen rotational abilities in order to have good gameplay. Less can be more. (Celestalon)

A nerf to Necrotic Plague doesn't fix the problem of what makes it so attractive. Sorry folks, number tuning isn't going to solve this.
We're planning one tweak; making only ones directly applied be contagious. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Does the druid claws use the ZG tiger shapeshift graphic? That would be awesome.
No, though both of the ZG Tigons had some sweet looking animations that we wished we could use, but they just weren't... (Celestalon)
...compatible with modern models, unfortunately. (Celestalon)

now if Feral could use Fist Weapon off-hand also that would be #savage
One of our in-progress designs was actually that it let you have an offhand attack, but turned out not to be... (Celestalon)
...very compelling. You already alternate hands that you claw with, and attack fast, so you couldn't even tell a diff. (Celestalon)

Cats have been asking for Claws of Shirvallah for years. Wow, good job
We basically looked at that row, and thought, "there needs to be something more exciting here." It's getting late in the process... (Celestalon) design a whole new talent, but we tried to come up with the most exciting talent we could, with our limited time. (Celestalon)
Will you get rid of the perk that makes rejuv castable in cat form to make the talent more attractive?
No plans to do that, no. (Celestalon)
Nice, really excited about lunar inspiration and the kiting cat aspect. Opens up a whole new gameplay for feral.
Yeah, Moonfire in Cat Form is actually pretty neat too, I'd say, but it just doesn't have that 'new shininess' to it. (Celestalon)

Don't think Worgens are the Snow Leopard Type....Maybe like a Black Striped Cat...or you know..a wolf >.>
Limited options. It's subjective. It's black and white, which fit Worgen best to us. (Celestalon)

Uhh, what happens when you Incarnation in Claws of Shirvallah form?
Back to Incarnation form. (Celestalon)

.the shivarrah models look pretty bare boned. Any plans to add racial tweaks? Nelf ears/bull horns/druid tatoos/etc?
It's something we're considering for the future, but not for 6.0. Gotta get this game shipped! (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Is Aspect of the Hawk going to be on the GCD? Please say no.
You mean Fox? No. (Celestalon)

I assume at this point we won't be seeing Kungchong or Sand Reavers this go around?
Not this round! (Muffinus)
How about Teroclaw and Teroclaw Chick (Mainly the chick!) as Birds of Prey?
Yes! Though considering their story, maybe closer to Carrion birds or... dare I say... raptors? (Muffinus)

Mage (Forums / Skills / WoD Talent Calculator)
wait, where IS ice block. That's one of the iconic spells.
I'm guessing you took Evanesce. (Celestalon)
If one takes Evanesce, does one become unable to benefit from Glyph of Regenerative ice?
No, it should work with Evanesce instead (likely at a reduced amount). Not sure if it does, yet. (Celestalon)

are you happy with how prismatic crystal/frost bomb/frozen orb/ice lances interact right now? Crazy combos ensured!
Tentatively. It'd be weird if they didn't interact. Helps make up for the fact that Squirt can't hit the Crystal. (Celestalon)
also favoring frost bomb being the best 75 talent when used properly, high skillcap with brain freeze, FoF and squirt timings.
Why would that favor Frost Bomb? All 3 talents on that row do cleave. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
1.5s GCD for MW monks, makes me feel so slow, can you explain why? i understand haste will reduce GCD but still.@Celestalon
It's important that haste remain a valuable stat, and so its effects need to be attractive. (Celestalon)
Renewing Mist and Uplift are inefficient and weak on 5 targets, when compared single target heals, is this intended?
You're probably looking at the version with the bug where they scale from AP, not SP. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
How will a protection paladin deal "slightly less damage "than retribution in WoD when it doesnt have a burst CD ?
They can talent into some cooldowns. And a cooldown alone doesn't make up the difference between a tank and a DPS. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Install time long enough to explain why Void Shift is going away? >.>Please don't take it!
Simply because it was underused, and we are cutting down on cooldowns, and Priests already had enough. Bloat. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Thoughts about Sub Rogue dot snapshotting? Given how it calculates the dot, effects still snapshot trinkets/procs.
Can you clarify what you're talking about? (Celestalon)
Crimson Tempest in particular, when using, appears to still snapshot effects for the duration like on live.
Well, that's not so much snapshotting as the basic design of the skill. There's nothing to be dynamic there. (Celestalon)

Sub will end up using its own version of Affdots due to snapshot synergy with the blade twisting passive on Sinister Calling
It's something that we're concerned about and keeping an eye on. Our hope is that an addon will be pointless, and that all... (Celestalon)'ll tell you will amount to "keep all the DoTs up, Backstab as filler." That may be wishful thinking; we'll see. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Do you think that lava burst w/ improved lightning shield will be enough to account for no rolling thunder procs thru overload?
No, all the Multistrikes triggering it will. (Celestalon)

Currently see no changes for Shaman mobility in this build, getting worried, anything planned?
Surge and Echo procing at the same time is fine, they don't conflict. (Celestalon)
That and Molten Earth can be maintained via Earth Shock alone, which I don't think many are considering.
Yep, Molten Earth is effectively a large buff to mobile damage as well. (Celestalon)

Any reason why the arctic wolf glyph was removed?
Shaman are using the new wolf model now. It's pretty badass. (DaveKosak)

Warlock (Forums / Skills / WoD Talent Calculator)
So how do we math out on the fly just what sort of procs are needed to eat the debuff and make it worth the cast?
It may sound complex from that description, but there's no "on the fly" math needed, generally. (Celestalon)
Either it's better than Soul Fire (damage numbers make that obvious, 0 or 1 stacks), or it's not (only use for burst) (Celestalon)

will Ashran have destructable structures WG-style?(still waiting for that invite, btw xDD)
We explored some ideas with destructibles but decided against it. (holinka)
I'm curious: What steered you away from destructibles?
It wasn't the gameplay we were going for. (holinka)

will skirmishes only be implemented at max level? Pls revive 70 arena
No they'll be at all levels, but rated arena will only be at max level. (holinka)

Can you share or hint anything about plans for S15 closure or balance tweaks? Anything you can will go a long way for arena players
Looking into exploits but no balance changes planned. (holinka)
What about S15 closure? it's been extension of Grevious and feels like it has been a 50 week season since virtually nothing changed
Nothing to share about the end of season 15 but there won't be another season before Warlords. (holinka)
Holinka last question.. Not a single person likes the Prideful Serpent. Would you ask the Devs to do a color swap for us? Please?
There are no plans to change the look of the S15 mount. (holinka)

Will Elite PVP gear models be obtainable with honor in seasons after it's current?
Probably not. We'll have to discuss options there. (holinka)

With so many portals in WoD's story, why don't the Iron Horde just use them to invade Azeroth without the Dark Portal?
They don't have Khadgar. And after the Tanaan intro, they don't have Gul'dan either. (DaveKosak)

How hard lore wise is it to open a portal from Azeroth to Draenor post expansion launch?
Lore-wise, extremely hard! For gameplay, there are a few in-game. Khadgar mentions how difficult it is. (DaveKosak)

Is there any in-game lore behind "Claws of Shirvallah"? And if so are these "renegades" inherently evil?
Almost no in-game lore. What do you guys think? Should we create a faction of crazy cat people? (DaveKosak)

Beyond The Dark Portal, Turalyon and co went to Blade's Edge Mountains(BEM). In WoD BEM's don't exist to my knowledge. Wut?
Blade's Edge was formed when parts of Frostfire crashed into the main continental plate when Draenor exploded. (DaveKosak)
But this was before the explosion, correct me if I'm wrong.
Oh I see what you mean. Same area. You can see a hint of Blade's Edge in the rocks of Frostfire. We just didn't use the name. (DaveKosak)

Does the Choice Between Lumbermill & Fighting Arena in Gorgrond Effect which quests you get? Ty
Yes. (_DonAdams)

Wowcraft Episode 9 - Warsong Gulch (Part 3)
Another part of the Warsong Gulch miniseries of Wowcraft is here!

by Published on 2014-07-30 06:37 PM

Update (7:30 PM EST): Added new information about Blood Elf and Troll models.

Blood Elf Character Models Delayed
It looks like Blood Elves will not be ready for Warlords launch, but Draenei will be.

Artcraft - Updated Facial Customization
Originally Posted by Blizzard (Blue Tracker)
Hello, and welcome to Artcraft! I’m your host Chris Robinson, art director of World of Warcraft, and today we’re going to tackle something I know a lot of you have been looking forward to: facial customization options.

When we began working on the updated character models, we knew it would be a huge project, and we weren’t sure we could do it all at once. The idea originally was that a few races would be available at launch, and all the others would be patched in throughout the course of the expansion. While it wouldn’t have been ideal to see a mix of lower-quality and higher-quality models running around side by side, it did seem like the most realistically achievable solution at that time. Since then, though, we’ve committed ourselves to getting all of the original character models in by launch. It’s been a monumental challenge for us, but we think the effort is worth it, and the finish line is nearly in sight.

Our next big focus is doing justice to the facial options. With the original models and their simplistic geometry and low-resolution textures, a lot of facial expressions were simply painted on. Now that we’ve moved to higher-polygon models with lips, teeth, and fully articulated faces—not to mention higher-resolution textures—recreating those same facial options isn’t as simple as painting them onto a flat surface. Previously, to get a sneer out of a model, you’d just paint a sneer on its face, and that was that. To do it correctly now—and make it look great—we have to fully pose a sneer, create a custom texture, and mesh that base pose with all of the existing emotes and animations.

These more detailed face customization options were also originally part of our earlier “update-as-we-patch” rollout plan. Our initial idea was to release the new models with their base face, and then add additional options in updates over the course of the expansion. Again, that plan was based on the sheer amount of work involved in creating what are effectively all-new races (art-wise) on top of all of the art a big expansion like this one generally requires. But stepping back, we came to the conclusion that it just wasn’t going to be a good experience to have everyone playing with the same face geometry and a slight texture change, not knowing what their character would really look like until some later patch. In the end, we decided it would be best to tackle all of a race’s facial options at once. Up to this point, you’ve seen one facial geometry set, but very soon you’ll start seeing more finished products for each option in upcoming beta builds.

The original Dwarf model (left) has his teeth painted directly on his upper lip to give him a snarl. With the new models, which have fully modeled and textured teeth, a simple paint job just isn’t an option—it would look terrible. In the middle, you can see what that same sneer looks like right now in the beta test; on the right is what you’ll see in an upcoming beta build.

On the left, we have a pair of original Orc faces. The second column represents what you’re seeing right now in the beta build, showing texture variation but the same facial geometry. The third column shows a posing rig to demonstrate how we’re customizing each of the face appearances further. On the far right, you can see the final product.

We’re working hard to ensure all of the updated character models have the high level of quality you expect from us, and that we expect from ourselves. This revamp is a truly enormous project that we care deeply about, and we know you feel the same. We’re looking forward to seeing all of these new, high-quality, awesome-looking models running around Azeroth, and we hope you enjoy seeing the characters you know and love in a whole new light.

Thanks for reading, and see you next time!
by Published on 2014-07-29 11:53 PM

The Plague Quarter Heroic Boss Deck Guides

Warlords of Draenor Special Event at Gamescom
Blizzard published the schedule for Gamescom today, and it has an interesting event listed on Thursday August 14 at 18:00 CEST / 12 PM EDT / 9 AM PDT.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Blizzard at gamescom: Website and Live Stream
The world’s biggest game convention is almost upon us! Blizzard will be in Cologne from August 13 to 17, showcasing our latest games, presenting awesome activities on stage, and broadcasting live from our booth.

Our dedicated website will give you the schedule and details on all the activities you can enjoy at the Blizzard booth, including show matches, live drawing sessions, the renowned Blizzard costume and dance contests, and more.

In addition, we will be hosting hour-long live streams on August 15, 16, and 17, bringing you all the highlights from the show, plus developer interviews and insights. You can watch the action live on the website, and replays will be available afterwards. So if you can’t make it to gamescom, you don’t need to miss out on any of the fun and games.

Blizzard gamescom live stream:
Friday, August 15 – 18:00 to 19:00 CEST
Saturday, August 16 – 18:00 to 19:00 CEST
Sunday, August 17 – 16:00 to 17:00 CEST

We’ll look forward to seeing you there!

Heart of the Valorous Buff This Weekend
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Beginning Friday, August 1 at 10:00 a.m. PDT, through Monday, August 4 at 9:00 a.m. PDT, we’ll be applying the Heart of the Valorous buff which will increase the rate of Valor Point gains an additional 100%. Don’t wait to get in on the action!

Warlords of Draenor Beta Patch Notes Update - July 29
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Crowd Control and Diminishing Returns
  • Shaman
    • Tremor Totem is no longer usable while under the effects of Fear, Charm, or Sleep.

Class Changes

Frost Changes
  • The Brain Freeze effect now increases Frostfire Bolt damage by 25%, and can now stack up to 2 times. It also no longer triggers from the Bomb Talents, and instead has a 10% chance to trigger from Frostbolt casts. Each Multistrike of Frostbolt increases that cast's chance by an additional 25% 45%. (Total of 60% 100% on double-Multistrikes).

Talent Revisions
  • From Darkness, Comes Light has been split into two abilities depending on the Priest's specialization.
    • Surge of Darkness (Shadow) now has a maximum of 3 charges (up from 2) and can now also trigger its effect from Devouring Plague, but its chance to trigger has been reduced to 10% (down from 20%) to compensate.
    • Surge of Light (Discipline, Holy) activation chance has been reduced to 10% (down from 15%).
  • Solace and Insanity has been split into Power Word: Solace for Discipline and Holy, and Insanity for Shadow.
    • Insanity has been changed to cause consuming Shadow Orbs to transform Mind Flay into Insanity for 2 seconds per Shadow Orb consumed.
  • Twist of Fate now only triggers from healing for Discipline and Holy Priests, and only triggers from damage for Shadow Priests.

Elemental Overload and Molten Earth
Chain Lightning was also improved significantly to offset the fact that Elemental Overload was a massive buff to it, but Molten Earth is not.

Restoration Changes
  • Elemental Blast now also grants increased Spirit for Restoration Shaman, in addition to the random secondary stat. Spirit amount granted is equal to double the random secondary stat amount.
  • Riptide’s healing has been adjusted to put significantly more of it into the initial heal. The initial heal amount has been increased by 70%, while the periodic healing amount has been reduced by 20%.

Ability Consolidation and Refinement
  • Thunder Clap now costs 10 15 Rage, and also reduces the movement speed of nearby enemies by 50% for 6 sec.

Stance Changes

Arms Changes
  • Battle Stance for Arms Warriors now generates 67% 140% more Rage from auto-attacks and Critical Strikes now generate double Rage.
  • Colossus Smash now costs 20 30 Rage, deals 225% increased damage, and no longer increases the damage of Slam.
  • Execute for Arms Warriors now costs 10 Rage, and consumes up to 30 40 additional Rage to deal additional damage.
  • Mortal Strike now costs 20 30 Rage (instead of generating 10 Rage).

Talent Changes
  • Piercing Howl has been removed and replaced with a new talent, Sudden Death.
    • Piercing Howl is now available to all Fury Warriors as a baseline ability.
  • Disrupting Shout has been removed and replaced with 3 new talents that vary by specialization.
    • Arms: Slam: Slam an opponent, causing 100% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and Rage cost by 100%. Requires Battle Stance.

Warlords of Draenor - Quest Markers on the World Map
Originally Posted by Blizzard (Blue Tracker)
Starting in Talador, you'll soon start seeing quest bangs on the world map for major quest lines that you are eligible for but don't have in progress. Other zones will follow shortly after.

This system is designed to act as a backup mechanism should you fall off of a quest line for some reason. While it is not terrible if you're guided to content this way, it is still our preference that we lead you there smoothly through the quests themselves, and only have this as a backup should you miss something.

We're very interested in hearing feedback on this system as you start to experience it. Also, if you somehow miss a major quest and end up depending on these map bangs to lead you back, we'd still love to hear about those too so that we can look to reduce the chances of missing them.

Thank you for your help with this. We hope you enjoy this new feature.

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Theorycraft Discussion
Is there a formula or "rules of thumb" for determining a targets hitbox size and geometry?
Shape is always circular. Creature hitbox varies, of course. Player hitboxes are consistent though the exact size rarely matters (I believe it's 0.5yd radius).

What actually matters is combat reach. That's always 1.5yd for players, and larger for larger creatures. The distance away that you can attack a creature is...

Melee attack: MAX(5, SourceCombatReach + TargetCombatReach + 4/3) + IfSourceAndTargetAreRunning(8/3)
Ranged attack: SourceCombatReach + TargetCombatReach + AttackRange + IfSourceAndTargetAreRunning(2)
AoE: TargetCombatReach + AttackRadius + IfSourceIsRunning(2) (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Have you ever considered instead of tweaking individual abilities to give everyone a "tuning" passive ability?
Yeah, we have that under the hood for emergencies (see Brewmasters on live). Results in a more cohesive game if we don't tho. (Celestalon)

From a healer's perspective where will incoming tank damage be in Warlords' raids? More attention needed than MoP? Wrath? =)
More than MoP. (Celestalon)

There is a difference between a spec needing balance and most players idea of "competitive".
People tweet me all the time with questions like, "Do you intend for to be lackluster this ?" So silly. (Celestalon)
"No, we're shooting for abysmal. More tuning to come!"
Haha. I'll use this next time I'm feeling especially snarky. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
Frost DKs: 2H will prefer to use KM on Oblit, and DW on FS, as has been intended for a while (but tuning was off in late MoP). (Celestalon)
We know this, but there is no incentive wait for OB to come off CD to use KM on it. Its a dmg loss right now for doing so.
Right, that's the part about "tuning was off in late MoP". (Celestalon)
how's it a tuning issue?
It was not tuned to be worth it. That's a tuning issue. (Celestalon)
It's a mechanical issue. Not a tuning issue. Have to use runes to start the feedback loop.
So? (Celestalon)
Therefore KM can never "matter" to 2H Frost. Useless mechanic.
Extreme example: Triple Oblit's damage. Now you will prefer to use KMs on Oblits. (Celestalon)
another example You are empty on runes w/ only runic power. You will still use KM on FS.
Yes. That's why I said *prefer to*, not *only*. (Celestalon)
What will make Obl worth using in WoD for DW frost dk's?With enough mastery howling blast will do more dmg cause frost dmg scale
Rime helps with this. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Whats the intent of Tiger's Fury change? Removal of need for macro? Concerned about PvP burst with midberserk TF for more nrg?
You already could combine them as long as you knew to use TF first. It was a pointless limitation. (Celestalon)

Pool up to 100 -> Berserk -> Dump to 40 -> TF -> Dump to 0.
Sure, you'll do that, which we're fine with. It's damage that you're going to use on Bite; worst Energy->Damage conversion. (Celestalon)

Can you expand a bit on the new MF/SF eclipse changes? Did the snapshot idea not work? I like the changes I'm just curious.
Yeah, Eclipse is no longer snapshot. As such, you can now afford to use MF/SF as mobile damage options, without reducing DoT dmg. (Celestalon)
So, it looks like you recast the dots right before hitting opposite Eclipse to maintain uptime? At least MF.
You can't recast both at any time. You only need to MF once at peak, and SF once at peak and once at start/end of Solar (Celestalon)

Is Shooting Stars 5% for most recent MF and SF, or 5% for just whichever of those is most recently applied?
5% for both. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
liking the new hunter raid CD, even if it doesn't benefit them
It does, a little. Powershot and Focusing Shot. (Celestalon)

With the new Aspect of the Fox, could we have a little clarity on "all spells"?Will it include abilities like Focusing Shots?
Yes. I'll clarify the tooltip with "and abilities". (Celestalon)
Thank yooou, and one more question.Does it include items (i.e hearthstone)?
Yes. (Celestalon)

Oh, hay. Is a dps cool down still being considered for SV?
Not beyond what's in the talent tree and effectively available through ES pooling. (Celestalon)

is the new fox cd on global or off?
In an upcoming build it'll be off the global, and usable while casting something else (like Spiritwalker's Grace is). (WatcherDev)

Paladin (Forums / Skills / WoD Talent Calculator)
any concerns that Empowered Seals force reti and protto juggle seals to keep all 2/3 buffs active or is the intended game play?
That's the intention. (Celestalon)
any plans to make it feel less clunky atm created alot of seal switch reminds me of warrior stance dance
No, that's the point; it's a talent to let you opt into seal twisting. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Is Grimoire of Synergy going to have ICD?
No. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Is there a reason Dragon Roar is not on the AoE Knockback list for diminishing returns?
I believe because of the extremely short nature of it; it'd be a penalty use, instead of a benefit. Same as the Charge stun. (Celestalon)

that was specifically TC damage going down 30%, not all damage. (Though arms could probably use a flat 30% cut)
Yeah, I just meant TC damage going down 30%. All Arms damage is still going to go down across the board too, though. (Celestalon)

ie is TClap down to 10 rage now, with WW at 20, or is Tclap still at 15 while WW is 20?
TClap at 10, WW at 20, MS at 20, Execute will use up to 30 additional rage instead of 50 (same total dmg). Slam is slightly... (Celestalon)
...different; couldn't really reduce the rage cost of a 10 rage ability by 1/3. so instead increased its damage by 50%. (Celestalon)
is tclap intended to be used single target for arms now unless you take the slam talent?
No, it's still much worse damage than WW. Tclap is primarily for the snare. (Celestalon)
Any chances TC radius glyph will make a return? Piercing howl has 15 yards radius. Fury won't have aoe snare?
The WW range glyph will also apply to TC. (Celestalon)

Any chance we might see Elite difficulty fights in WoD? Like Protectors in ToES. Loved Yogg Saron, would like to see more
No specific plan in place for the 6.0 raid content, but it's something we can/will do where it makes sense. (WatcherDev)

Would you consider Khadgar, based on his views and persona, to be an Alliance character? Is he in the Alliance for convieniece?
Khadgar is an Alliance character willing to give quests to individual Horde heroes he trusts. (DaveKosak)

I don't get this. I can understand khadgar being neutral aligned because of his Outland experiences but the KT has never been fully neutral except in world-threatening circumstances. 3 of the 6 members of the current council of six were there when kael was thrown into the violet hold. Jaina does more face heel turns than a catwalk model but I think khadgar would be way outvoted
He is. But that doesn't stop him from doing his thing. Would love to be a fly on the wall in Council meetings! (DaveKosak)

Hey any chance Exarch Naielle, Exarch Malaadar, and Yrel come back to the main universe and possibly exarch akama as well?
Not determined yet! We'll see what people think of the exarchs. You'll meet other rangari in other zones, as well. (DaveKosak)

A question: Will keeping the Trading Post be required to keep the exalted status with Laughing Skull/Shattari Defense?
Not as planned, no. Some buildings can be exhausted and then replaced over the course of the expac. (Muffinus)
by Published on 2014-07-29 04:58 AM

Critical Hit Playing Reaper of Souls, Starter Crafted Demon Hunter, Blizzard Service Awards Updated

Plague Quarter Rewards, Deck Spotlight: TheChiv's Naxxadin, Plague Quarter Countdown

Garden of Terror Battleground Preview & Discussion, Town Hall #23

Warlords of Draenor - Skyreach
Now that the new Arakkoa model is in, the Skyreach dungeon in Spires of Arak is open!

Mob Tagging Rules and Gameplay
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There's no question that when spawning or quest objectives are not handled properly on our side, the tap system can create negative and anti-social experiences, wherein seeing players of your own faction nearby becomes a nuisance. We very much want to limit and rectify those situations. The most helpful thing you can do in that regard during beta is to bring to our attention specific quests or areas in which you felt competition for spawns was overly detrimental to your experience. We have a number of ways of fixing those problems, ranging from simply adding additional spawns, to dynamic spawn thresholds that ramp up density as player density increases, to making specific targets open tap.

The main reason we don't embrace a fully open-tap world is that we feel that those mechanics are asocial. To be fair, that is certainly better than antisocial - no question there, and antisocial experiences usually reflect spawning and mechanics that we need to adjust. However, while a world in which everyone runs around damaging things a few times (or however much is needed to qualify for credit) may be one in which you don't feel bad about other players being around, at some point it also makes those players nearly indistinguishable from NPCs or bots with decent AI. You don't need to talk, or ask if someone has room in their group or would like to join yours. You just attack a few times, and then move on.

On the other hand, mob tagging rules inherently reward and encourage social gameplay. Even in solo areas like daily quest hubs in Mists, we'd commonly see transient pickup groups form for the sake of efficiency, and stick together through that hub or maybe even another ("hey, anyone up for Klaxxi after this?"). But once again, it's incumbent upon us to make sure that we avoid situations where that is outweighed by negatives like competing for underspawned quest targets or objects.

Philosophically, for a while now, we've made sure that any time multiple players are sent to kill a single specific target that has a respawn timer (be it named quest boss, world boss, or an event like the Battlefield: Barrens commanders in patch 5.3), the mob is open to credit for all. We're certainly open to extending that treatment where it makes sense, and where it serves to improve the overall experience. But I wouldn't expect a wholesale overhaul of our tap mechanics in the near future.

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Theorycraft Discussion
My theory is that for each target in the area of effect of these spells, the healing done to each target is equal to the base healing on 1-6 targets, multiplied by 6, and then divided by the number of targets within some clump check (I don't have an idea of how it does this.) This is consistent with what I saw before (in case 3 above, some dummies treated me as part of their clump number, and some didn't.)
Warning, super techy theorycrafting incoming. You do *not* need to understand any of this to use these spells effectively. This info is primarily for theorycrafters.

Yes. This is something we've mentioned a few times, but I don't know if has ever been fully detailed. Traditional AoE capping works by counting the number of targets hit, and dividing the capped damage amongst them. However, there are four spells for whom that logic does not work: Chi Burst, Chi Torpedo, Divine Star, Halo.

They all heal targets in an area, but that area moves (usually quite quickly, but still). If I launch a Chi Burst down a line of targets, it doesn't preemptively figure out which targets it's going to hit at cast time or anything. It just launches the orb, and there is collision detection that on it that will heal each target that it collides with. That means that when the first target gets hit, none of the other targets have been hit yet, so there's no other hits to help determine how much damage/healing it should do.

So, we have a different solution for these spells. They build a list at cast time of all potential targets, and a count of how many other potential targets are near each one of those targets. That count is used for the AoE capping logic.

Chi Burst: Potential targets are all targets within 60yd. Clump radius is 10yd.
Chi Torpedo: Potential targets are all targets within 40yd*. Clump radius is 10yd. (*was 25yd, should be *40yd in next build)
Divine Star: Potential targets are all targets within 40yd. Clump radius is 18yd.
Halo: Potential targets are all targets within 40yd. Clump radius is 30yd.

This works, but has some downsides of gamability, and potentially AoE capping more than needed. Example: Have a clump of a dozen players. Throw a Chi Burst but mis-aim it so it only grazes a single person in the clump. It'll apply the full AoE capping in that case, even though it only healed one target.

Just did a tuning pass on weapon enchants, and here are what they'll do in the next build. (See Blue Tracker for full list)

-The other day I soloed ICC and ULD with my 90 premade toons for fun, and realized that all of my damage jumped by 100-120 times, while the formula you gave before showed 16.5 as the maximum multiplier. That's where I started guessing about a new formula implemented. Testing in Firelands showed a multiplier around 30 and considering that the mob was squished to 25%, it's about the same 100-120 multiplier in total.
Looks like we changed the formula to make it scale much more. I'll get new formulae for you soon.

1) Darkmoon cards seem very week (620 only) compared to heroic high maul gear (655), even weaker than 5h (630 and rarely 645). What's the reason behind that?
2) Why do devs decide to use 15 as the new tier difference, instead of 13 which has been used for such a long time?
3) I could see 620 and 660 pvp gears (while in pvp they're 675 and 690). Are those the final versions of pvp gear progression in 6.0? If so, then that big gap is really causing some issue imo and 660 pvp gear is again "necessary" for pve progression now that the only better stuff than 660 is tier-2 raid gear.

1) Darkmoon cards are upgradable.
2) To create more differentiation and allow more gradiation within a tier.
3) The very top end of PvP gear is good, but not great, for PvE. That does not make it necessary for PvE.

This isn't really theorycraft, so please start a new thread to discuss that further. (Blue Tracker / Official Forums)

Garrison Resource Cap
Just to be clear. The resource cap is a holding cap, not a weekly earning cap. There are no limits (currently) on how many resources per week you are able to earn, just that you can walk around with a maximum of 1000 on your character at any given time.

We are working on more cool things to spend resources on. (Blue Tracker / Official Forums)

Garrison Followers and Custom Attributes
Level 2 of the inn lets you select custom attributes on the followers you recruit, not your existing ones. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
racials in WoD favour alliance heavily. Surely you should aim for parity rather than using them as a social engineering tool?
Everything we're seeing suggests that there previously was a favor toward Horde, and now there is parity. (Celestalon)
If have any data to suggest otherwise, we'd love to evaluate it. (Celestalon)

just curious are the class mechanics close to being worked out at this point?
Close, but not all done. Still several things on our list, design-wise. Then tuning, which may involve a few more design changes. (Celestalon)

Many classes have spec specific lvl100 talents, many also do not, any chance at adding spec-specific talents to boost flavor?
It's an option in our toolbox, but not always required in order to create an interesting choice. (Celestalon)

Is the intent still to make all three talents in a tier competitive, or are you okay with just two? 1/2
Yes, all 3 talents should be competitive, though some may be more niche than others. (Celestalon)
What is different between "niche" and "used only in very specific circumstances that occur only 1 fight/tier"?
That's just a matter of extremes; of just *how* niche something is. What's the concern? (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
I don't get what your problem is . Nerf the dmg but increase the energy regen. Win Win, same dmg and always stuff to press.
The problem is that Windwalker is an energy based spec, and many people are forgetting the impact of that. (Celestalon)
Making an energy based spec that's not limited by energy... Is simply not something we're going to do. (Celestalon)
Devil's advocate - What about Mana based specs that aren't limited by Mana? Why have a Mana bar in the first place?
They're limited by some other resource (sometimes that's Time), and are designed around that. (Celestalon)
So you may as well axe some specs Mana bars, no? Or is this intended to be flavour? An homage to when it did matter?
Somewhat flavor. It's a very fair criticism that most DPS with mana bars don't use mana as their primary resource. (Celestalon)
In these cases, Mana is functionally a tertiary resource, used for offheals/utility. Presentation as primary is misleading. (Celestalon)

any thought about monks changing their celestial guardian depending on what stance they are in, so brew get the ox not xuen?
It's something we'd like to do, but would be mostly just a cosmetic change, so is low on our priority list at the moment. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Will Empowered Seals be altered to allow seal swapping without using the GCD? Or is this complexity intended.
Complexity is intended. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Is Warlock T100 designed to allow you to choose between Infernal & Doomguard by personal pref, or are they still split AoE / ST?
Doomguard is single target. Infernal is AoE/Tanking. (Celestalon)

can demo get back the old gosac only with passive fury gen attached, petless option would be nice
Changes are coming to that talent slot, but not like that; sacrificing your pet is too kit-inappropriate for *Demonology*. (Celestalon)

Why the Soul Shard cost to Soul Swap? Adds a global to each target i need to DoT. VERY costly in PvP.
A global? Should be a shard cost, not a GCD cost. Soulburn isn't on the GCD. But intended to be high cost. Want Warlocks... (Celestalon) actually cast their DoTs most of the time. SB:SS should be a niche tool, not the main source of DoT applications. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
all questions about stance dancing have been ignored, myself and others have asked many times.
Not ignored, just already answered in the patch notes. (Celestalon)
We expect that in their current implementation on beta, it'll displease many warriors, but won't once... (Celestalon)
...we fully implement it. Some changes are good, even knowing that we won't get much positive feedback. (Celestalon)

3 Raging Blows = 12 second CS window, correct?
If those RBs are within the CS, yes. (Celestalon)
What about Enrage extention? Enrage already falls off before CS less reliable crit now, just going to BT more in CS
Yes, as you absolutely should. It significantly changes your in-CS gameplay. (Celestalon)
Yes will have to play with it more. Just seems like we will spend all the extra CS hitting BT again for Enrage.
1 extra BT within the CS is not "all the extra CS". Big difference. (Celestalon)

Think we could shift some of the rage gen away from crit? This helps a lot but even having crit be +50% instead of +100%...
That's also on our list in case we need to tune up or down the value of crit, but will happen in tuning. (Celestalon)

Warlords of Draenor Stats
however dots do multistrike yes?
The *damage* from DoTs will multistrike. The DoT itself doesn't apply two debuffs. (Celestalon)

I think it gets confusing on the few abilities that have multiple hits. Penance, Missiles, etc. AoE/Dots trigger per tick?
Each Penance missile, or each Arcane Missile, can multistrike. AoEs can deal multistrike damage to each target individually. (Celestalon)

I ultimately don't understand how in the end it is any different than a crit. It's just a chance of increased damage.
Similar in that it gives you additional damage, but it does so in a different way, with a different feeling, and implication (Celestalon)

can the damage resulting from multistrike crit?
Yes, but a multistrike's damage is not dependant on the damage that triggered it; it's a separate damage roll. (Celestalon)

This brings the question: Will resource generators multistriking generate more resources or will it just copy the damage?
Just the damage. (Celestalon)

General answer to all "Does this Multistrike?" questions:Everything benefits *once* from Multistrike. No doubledipping, or zerodipping. (Celestalon)
Does that include taunts? :P
.No, debuffs/buffs don't multistrike, only damage/healing. (Celestalon)
how do HoTs and Dots benefit from multistrike? Extra tick or doubled damage/healing?
Each tick has a chance to multistrike. (Celestalon)

comes to open world cross realm tech, how is Ashran going to be different to other open world events on Oceanic servers?
A good question, we'll be sending a lot of the oceanics to the same Ashran. (holinka)

any plans to make reporting bots easier in wod? Report afk is a bit vague. Let us help you remove bots from pvp!
Definitely something we're talking a lot about but nothing to announce yet. (holinka)

The high-Arakkoa models look really cool. Will any of them be with the Arak Outcasts as exiled, but not corrupt? Or enemies only?
You might see one. (_DonAdams)

While we're on the arakkoa topic though, are the Outcasts the same group we fought in Terokkar?
Some of them, yes. (_DonAdams)

random question but are the arakkoa outcasts the wingless ones or do they have some winged outcasts too?
The vast majority are cursed and have withered/useless wings. You might meet a few un-cursed arakkoa who have left Skyreach... (_DonAdams)

Celestalon, are you aware that almost all lava ticks for a static 20% of your characters health on beta?
Yes, intended. (Celestalon)

"only complaint I have about WoW ... lots of oppurtunity to meet strangers, nothing to help make friends" @AmeliaTalon
Hopefully our new group finder is a step in the right direction. But we could do more for guilds. (holinka)
For instance, we've discussed a "Recently Seen" list in social to help you find people again. (holinka)
Like if you had a good dungeon experience in LFD, after the group breaks up, you can reach out, etc. (holinka)
but everything with good intentions has potential for harassment so we need to be careful. (holinka)

EU Connected Realms Update - 28/07
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The following realms are due to be connected on 30 July:

English Realms
  • (PvE) Bronzebeard and Aerie Peak

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

Russian Realms
  • (PvP) Гром and Термоштепсель

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

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

Finalboss #51 - Warlocks and Shadow Priest
Finalboss talked with DPSonRoids of Midwinter and TwinTop of Slash/Hug this week about Warlock and Shadow priests in Warlords of Draenor.

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