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by Published on 2011-04-28 04:10 PM

Patch 4.2 Preview: The Firelands
Originally Posted by Blizzard (Blue Tracker)
For ages, the Elemental Plane served its purpose as a secure realm to imprison Azeroth's primordial spirits... until the Cataclysm ruptured its boundaries. Without warning, Ragnaros's armies surged toward Mount Hyjal, intent on burning the World Tree of Nordrassil to the ground. In the ensuing conflict, many brave heroes gave their lives to protect Hyjal from destruction. By their noble sacrifices, the impossible was achieved: the Guardians of Hyjal pushed Ragnaros's minions back into the Firelands.

Now, the battle to protect Hyjal rages in Ragnaros's smoldering realm. As territory is gained and Azeroth's champions edge closer to the Firelands' inner sanctums, a monumental task lies ahead. Entrenched around Ragnaros's lair -- Sulfuron Keep -- are his most trusted guardians, including the turncoat Druids of the Flame and their mysterious leader. Yet Hyjal's defenders cannot afford to shy away from any of these dangers. Should Ragnaros prevail against the incursion and succeed in destroying Nordrassil, Azeroth will suffer a blow from which it might never recover.


World of Warcraft patch 4.2 will offer hardy adventurers an opportunity to turn the tide in the Firelands, a huge outdoor raid of the highest difficulty, with 10-person and 25-person normal and Heroic modes. It will be a scorching opportunity to delve into this Elemental Plane, where six unique bosses stand between you and the reinvigorated Ragnaros. The great fire lord's chamber is shielded by:

Beth'tilac

Her fiery webs reach far overhead, daring her adversaries to simultaneously face their fears of both spiders and heights. Only by taking hold of her webs and climbing into her domain yourself will you find a way to thwart her evil designs.


Lord Rhyolith

Heroes face a difficult challenge: attack this massive magma giant's bulk while forcing him to move against his will among volcanic eruptions that ultimately spell his doom... or yours.

Alysrazor

Are you ready to fly the fiery skies? Catch her singed feathers and use them to soar above the inferno, or perish at the whim of this swift firehawk.


Shannox

The ferocious flamewakers of this Elemental Plane are terrifying enough, but Shannox has brought companions to his side in defense of the Firelands. This mighty hunter will require that you find a way to deal with his blazing pets before he burns you to a crisp.


Baleroc

Baleroc stands before the gate to Sulfuron Keep, amidst a river of combustion that serves as the Sulfuron moat. The bridge to Ragnaros’s blistering chamber can only be crossed by those who find a way to put an end to this towering elemental monstrosity.

Majordomo Staghelm

Ragnaros's latest chief lieutenant stands before the door to his master's chamber in Sulfuron Keep. Majordomo Staghelm's treasonous efforts will all come to a head before the very seat of his new master.


Defeat his guardians and a memorable battle with the enraged Ragnaros awaits you in his chamber. Ragnaros's normal and Heroic modes offer two completely different encounters for raiders to conquer.

Because the Firelands raid is outdoors, players will be able to mount and attempt to avoid the highly dangerous groups of enemies milling about. The order in which you engage the first four bosses in the zone will be up to you.




This will also be one stop of many in a quest to build the legendary staff Dragonwrath, Tarecgosa’s Rest. A weapon of unsurpassed quality, Dragonwrath, Tarecgosa’s Rest will not only require a spectacular effort by its owner to construct; it will reward the entire guild with a new and unique non-combat pet upon completion.

A tantalizing collection of unique rewards await those who brave the heat, and defeat the lords of the Firelands. With a new raid tier of armor and weapons, three new mounts (including the rare and highly sought flaming Anzu), a slew of new personal and guild achievements, an epic storyline, a grand musical score, and seven unique boss encounters, 4.2 and the Firelands raid will burn an indelible mark in World of Warcraft history.

Are you prepared to taste the flames?

by Published on 2011-04-28 12:52 PM

Update - Added screenshots from Getbuffed.com at the bottom of the post. You can also find the english version of the interview there.

Cory Stockton interview on Buffed.de - Patch 4.2 Extra Information
We're finally bathing in tons of delicious Patch 4.2 information and the latest update comes from an interview of Cory Stockton on Buffed.de!

List mostly built from the translation posted by Samin on our forums.

Firelands Raid:
  • The raid instance is supposed to be 4 times the size of Obsidian Sanctum, roughly the size of Alterac Valley
  • All the bosses will have new models
  • Ground mounts will be allowed.
  • The first four bosses will be non-linear before you get to the final three that are in a linear fashion, with Ragnaros at the end.
  • Ragnaros will be the final boss. It will NOT be an heroic-only encounter like Sinestra but the heroic version will be completely different from the normal one and developers wanted to make sure it feels really unique and pretty hardcore.
  • There will be more bars/meters to make it easier to watch certain mechanics in contrast to a simple debuff stacking
  • You won't need fire resistance and bosses won't have any either.
  • There will be epic recipies drops for all the usual professions.

Tier 12 Armor Sets
  • All T12 sets will be fire themed (duh)
  • Not new but reminder: Warlock will be themed after those awesome looking fire spiders
  • One plate set will be themed after the new fire giants (Anthricyst maybe?), the shoulders will be like the fire giant's face.
  • Set bonus will be firelands themed too and may resemble certain boss abilities

Raid Misc.
  • There will be a new Baradin Hold boss - another loot pinata (his words!)
  • The interviewer also asked for a second raid dungeon, Cory ignored that part and only answered the Baradin Hold part - interpret yourself.

Legendary:
  • The proc of the weapon will be offensive and not suited for healers
  • Weapon will be forged in major cities (Stormwind and Orgrimmar respectively)
  • There will be a 'very long' event with a lot of voice acting and the Blue Dragonflight.
  • Your guild will get a reward if you complete the achievement for the Legendary staff. It will most likely be a pet, it will have an unique look (not necessarily fiery) and a "legendary" feel.
  • Both 10 & 25 are supposed to get the weapon roughly at the same pace
  • 25M will have s small advantage of getting the profession related parts done quicker
  • Nothing more on what profession related parts of the legendary are but it will be only a minor part of the progression to the legendary, focus is on raiding.

Encounter Journal (i.e. boss guides):
  • Will be on PTR
  • Will not require unlocking by killing the boss or something
  • They start with entries for Cataclysm content only but plan to add WotLK, TBC and vanilla entries too - later
  • There will be no loot wishlist but they have plans for that. Loot will be listed for encounters and sorted by difficulty.

Quests:
  • There will be a new epic level 85 questline around Thrall
  • It's not revealed if that is about Thrall (maybe) becoming the new aspect of earth
  • No epics as reward, story is the reward
  • This new questline can be completed entirely in solo.
  • New Daily quests will be "modular" i.e. you start with a base set of quests and earn a currency as reward. With this currency you can unlock other quest hubs and decide how you unlock all of the dailies. This will be acompanied by heavy phasing.
  • Phasing will only change the area, you will still be able to play with your friends even if they have progressed further
  • There will be new gear, cosmetic rewards, and mounts.



by Published on 2011-04-28 04:48 AM

If you didn't see it yet, make sure you check the Patch 4.2 preview posted earlier today!



Patch 4.1 Hotfixes - April 27
Originally Posted by Blizzard (Blue Tracker)
Here you'll find a list of hotfixes that address various issues related to the recently released World of Warcraft: Cataclysm patch 4.1: Rise of the Zandalari. Hotfixes are updates we make on our end without requiring you to download a new patch. Some of the hotfixes below will go live the moment they are implemented, while others may require your realm to be restarted to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. We will continue to update this thread in the days ahead as additional hotfixes are applied.

Patch Information and Support




April 27

General
  • Disconnecting immediately after dying no longer causes players to lack a Release Spirit button upon logging back in.

Classes
  • Spells or talents which provide pushback protection should now be functioning correctly (i.e. Burning Soul for mages or Suppression for warlocks).

Druid (Forums / Talent Calculator / Skills/Talents)
  • Predator's Swiftness being active will no longer prevent Omen of Clarity Clearcasting from being consumed when it should be.

Hunter (Forums / Talent Calculator / Skills/Talents)
  • Marked for Death is now applied properly to the target of Arcane Shot or Chimera Shot, allowing for focus macros (i.e. /cast [@focus] Chimera Shot) to apply Marked for Death to the focused target and not the primary target.
  • The Recluse Hatchling can correctly be targeted, attacked, and killed by players and NPCs after being tamed.
  • Serpent Spread was only affecting targets closer than 38 yards to the hunter. It now affects all targets hit by Multi-Shot.

Priest (Forums / Talent Calculator / Skills/Talents)
  • Holy Word: Sanctuary should now properly benefit from Echo of Light.

Warlock (Forums / Talent Calculator / Skills/Talents)
  • Dark Intent no longer incorrectly procs off critical direct damage spells. It still functions correctly on damage- and heal-over-time critical hits for both the warlock and the target of Dark Intent.

Dungeons & Raids
Blackwing Descent
  • Obnoxious Fiends should no longer despawn erratically during the Atramedes encounter. Their behavior is now only appropriately obnoxious.
  • Summoning combat pets/guardians should no longer cause any issues with the Omnotron Defense System golems becoming activated.
  • Poison Bombs that Toxitron summons correctly prioritize ranged targets over melee targets first.

Zul’Aman
  • The range on Amani'shi Flame Caster's Fireball Volley has been reduced to 35 yards (the tooltip still says 40 yards) and should no longer pull additional creatures when used by a player.

Zul’Gurub
  • Gub will no longer cast Knock Away, as he was evading when knocking the tank into unfortunate locations.
  • Toxic Link (High Priest Venoxis) now has a 100-yard range, down from infinity.
  • Zul’Gurub Bind on Equip items can correctly be mailed, traded, sold, and bought back.

Items
  • Flask of Battle should now correctly grant 450 base Stamina.
  • Pygmy Oil should correctly be turning players into gnomes, not funky error cubes.
  • Trinket procs should no longer persist indefinitely.
  • Zul’Gurub Bind on Equip items can correctly be mailed, traded, sold, and bought back.

PvP
  • Players are now awarded 180 Conquest Points for an Arena win up to the weekly cap, up from 135, and 400 Conquest Points for a Rated Battleground win up to the weekly cap, up from 335, regardless of rating or matchup. More information can be found here.

Tol Barad
  • Attempting to use the "Have Group, Will Travel" guild perk while the Battle for Tol Barad is in progress will now provide an error that states "You can't use that here." After a battle concludes, the guild perk works as intended and summons party members to the caster's location.

User Interface
  • A bug was causing the addon chat filtering feature to not allow registered addon messages to come through. Addon chat filtering has been temporarily disabled and restored to 4.0.6 functionality.

New Lore: Vol'jin Story Available!
Originally Posted by Blizzard (Blue Tracker)
Led by the wise Sen'jin, the Darkspear tribe of jungle trolls has endured much. Driven from their ancestral home when the Gurubashi empire's tribal hatreds erupted into open warfare, the Darkspears eventually claimed an uninhabited island for themselves and renamed it the Darkspear Island. But although the Darkspears hoped that this new home would be permanent, the fate of the tribe would prove to be far from certain.

"They say the loa gonna take our minds," Zalazane said grimly. "They gonna warp us and twist us around and make us see visions."

"Many tests, I hear. If they find me worthy, I be a shadow hunter," Vol'jin answered. "If they find me unworthy… nothing can save us."

"Oh, they gonna be impressed with me." Zalazane smiled knowingly. "But they gonna laugh at you." He stepped into the mud and ambled over to stand beside his friend. They looked at each other for a moment and broke into wide grins, tusks bared. Throughout their entire childhood in the Darkspear village, this had always been a sure sign that Vol'jin and Zalazane were about to do something particularly stupid.

With a mighty cry, they ran headlong into First Home.

Blizzard Entertainment is proud to present the latest entry in the Leaders of Azeroth short story series: The Judgment!

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Staff might not be the one we thought (See (Possible) Legendary Staff - Preview)
What is that staff? It's data mined. It's not nearly fancy enough, imo.

If you're going to be like that, then the "real" legendary staff had better be at least ten times fancier.
Alas, fanciness is a highly subjective trait. I assure you that, according to my perception, it is at least 78.7% fancier. (Source)

Rated Battlegrounds and Arena Conquest Points change
We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).

[...] I'm the one compiling and revising those notes. I scrutinize the patch notes beyond what is probably conducive to my own mental health. I push to make sure I'm getting every single note I can, and that each note is sufficiently detailed and concise. If I had known about this change, it would have been in the patch notes. Just the same, the developers did not withhold this change from me so it wouldn't make it in the patch notes.

There are a lot of developers and they're very busy working on future content. On infrequent occasions a change falls through the cracks and is not properly reported to my team for documentation in the patch notes. That's our fault and something we're working to prevent each and every patch cycle by developing new ways of generating the patch notes.

Let the implication that we intentionally misdirect and lie to you go. It's not true and I personally can't stand it when I see a big change like this not make it into the notes I work for months to finalize. (Source)

Stormwind and Orgrimmar portals now exist in Shattrath and Dalaran
We had a number of instances where people were coming back to the game after not playing for a long period, in some cases years, and having a really difficult time finding their way to where they should be.

Stormwind and Orgrimmar portals now exist in Dalaran and Shattrath to help them get to the relevant cities in Cataclysm; one for each faction, and only those two portals exist to facilitate that intent.

[...] Well specifically for BC you could have played the entire expansion and still never purchased a flying mount, and if you timed it right you could have played all of Wrath and never purchased flying there either. That could be quite a bit of running, if you happened to even look up and know where you should be going to begin this whole Cata-whatever-it's-called.

We try to lessen or remove situations where someone logs in after a long time to maybe check out the game again, and sees there's some daunting task they need to begin before being able to really get back into playing.

One that still exists, at least for me, is bag clutter. I'll log into alts, look at my bags and bank, and be so overwhelmed I'll log out. Those types of situations are almost immediate stops to someone's desire to log back in or continue playing.

Anyway, to you or me, yeah it seems silly (how can they not know how to get back to Stormwind!?), to many past players though it's a legitimately helpful change to try to make it a smooth welcome-back experience.

And yeah, you guys can use them now too. Whatevs. (Source)

Prioritizing Bug Fixes
Oh, you mean prioritize tasks? We do that. Of course, some aesthetic issues are very important to players too, and prioritizing tasks is always a balancing act. Simply because something doesn't matter to you, doesn't mean that it isn't important to someone else. Obviously, high profile issues, or those that have the potential to affect the gameplay of many are high priority, but they're not always easy to resolve. Sometimes they can be hotfixed, and sometimes that's simply not an option for technical reasons. Even if they're at the top of the list, they might take longer to resolve because they're more complex. Sometimes there are issues that we'd like to resolve that get set back a bit precisely because there are more "important" things to tackle first. Or, maybe something isn't a bug at all, and requires quite a bit of thought to find a resolution for. Or we disagree that it 'needs fixed'.

One way or another, when they do arise we try to tackle both large and small issues in the most efficient and sensible possible manner. Thanks for the suggestion though, I'm sure it was very helpful. (Source)

Spell Pushback after Patch
The spell push back levels after patch are significantly greater now then they were before patch. No where in the patch notes is it indicated that push back would be increased.
Please note that this is the result of a bug that has been identified and is being hotfixed. The hotfix should be completed very soon. (Source)

Blackwing's Bane Title Missing
You still have it actually. It's a known 4.1 UI bug. I believe there's an actual command that temporarily fixes it during your current login which I can't seem to find at the moment.

In any case, yes, known and likely already set to be fixed in a future patch. (Source)

Mount Bugs
The change in movement of the rider on some mounts is the result of a bug introduced with 4.1. It will be fixed in a future patch. (Source)
by Published on 2011-04-27 07:38 PM

Update - Bashiok just posted the schedule of Patch 4.2 previews!
Originally Posted by Bashiok (Blue Tracker)
4/28
  • “The Firelands” Raid Preview
  • “A Legendary Engagement” Legendary Staff Preview
  • “The Regrowth and Molten Front Quest Hubs”
  • BlizzCast 16

4/29
  • “Elemental Bonds” Quest Preview
  • Tier 12 Teaser

5/2
  • Dungeon Journal Teaser
Blizzard released 2 official previews of the Patch 4.2 Raid and Patch 4.2 Daily Quests Area! We finally have a decent idea of what to expect there and seeing the zones (and Ragnaros :D) outside of the datamining environment is refreshing. If you missed the earlier previews, don't hesitate to check them out!




Patch 4.2 Raid Preview - Official Video



Patch 4.2 Raid Preview - Official Video Screencaps


The Molten Fields

The Molten Fields

Anthricyst Plateau

Anthricyst

Anthricyst

Anthricyst

Anthricyst

Firehawk

Aranae's Lair

Aranae

Mortal's Demise

Sulfuron Keep Courtyard

Fandral (Human)

Fandral (Scorpion)

Fandral (Fire Cat)

Fandral (Fire Cat)

Sulfuron Keep

Ragnaros

Ragnaros

Patch 4.2 Raid Preview - Datamined Map





Patch 4.2 Daily Quest Preview - Official Video



Patch 4.2 Daily Quest Preview - Official Video Screencaps


Magma Springs

The Furnace

Ashen Fields

Magma Springs

The Furnace

The Furnace

The Furnace

Malfurion's Reach

Malfurion's Reach (Phase 2)

Malfurion's Reach (Phase 3)

Malfurion's Reach (Phase 3)

Forlorn Spire

Ragnaros Reach

Ragnaros Reach

Firehawks

Firehawks

Firehawks

Lava Spider

Aranae's Bite?

Patch 4.2 Daily Quest - Datamined Map

by Published on 2011-04-27 04:39 PM

Ask the Devs #6 - Guild Advancement - Answers
Originally Posted by Draztal (Blue Tracker)
The answers are in from our last installment of Ask the Devs. Please keep in mind that each edition of Ask the Devs is focused on a specific topic, as noted in the thread title

The guild perks system makes it unnaturally hard to start a new guild, since a guild without all perks is at an obvious disadvantage in recruitment. In addition, it rewards just recruiting random people (who might only care about the perks) to get guild XP. What are your thoughts on this? Will it be addressed? – Lolisa [Europe, English], Mith [North America]

We knew when we decided to add guild features for Cataclysm that this was one of the risks. If the guild perks and rewards aren't interesting, then there is no motivation to join a guild or work to improve your guild. On the other hand if they are too powerful, then you feel shackled to your old guild, even if it's not a healthy relationship for you. We were careful to only choose perks that didn't contribute to player power, and we let you keep any rewards you earn if you ever have to leave your guild. The perks are nice, no doubt, but you're going to have less fun in an established guild of jerks than you would starting your own guild with fewer perks.

We don't think recruiting random people is healthy for a guild. Rewards are never going to be a substitute for strong social ties. We really encourage as many people as possible to seek out guilds (and we hope the new Guild Finder will help with that), but joining a guild at random will likely end in tears.

On the other hand, there may be some benefit to having less churn on starting guilds. Before Cataclysm, some guilds would get started halfheartedly and then crumble again after a few weeks or months. Maintaining an active guild asks a lot of the guild master and leading officers. If you join an established guild in Cataclysm, hopefully it will continue to be around for awhile. But because of reputation, even brand new guilds may seem like a more serious option than they were before Cataclysm, since the founders of the guild know that anyone interested is likely looking for a long-term home and are not just hopping from guild to guild.


Leveling guild speed varies depending on the amount of players. Have you considered tweaking the system so that guilds with fewer members get more experience per player and bigger guilds get less to even it out? Are there plans to allow smaller guilds to level their guild faster? – 信蜂 火星小喵喵 [Taiwan], Sergan [Latin America], Jardar [Europe, German], Паладиа [Europe, Russian], Amasisa [Europe, Spanish], Shory, 부너맨/노대현혹, Meltdown, 치킨아고마워/유진님 [Korea]

Guild Challenges coming in patch 4.1 are designed to help address this issue. Obviously we already enforce a cap on the amount of XP that can be gained per day to keep the disparity from being too large, but it’s clear that smaller guilds still need some help. We'll monitor the impact of Guild Challenges and see if any further changes need to be made.


Are you planning to address the issue of Guild Leaders mass kicking members, once the guild reaches level 25? – Bloodbliss [North America], Юхани [Europe, Russian]

We don't really have any interest in controlling who a guild leader chooses to kick, or when. Guilds are fairly transparent and simple player-run groups, and we have to be extremely careful about what systems we implement that impact how people can operate their guilds. We could absolutely make it more difficult for guild leaders to kick their members, and that might help very slightly with these situations, but the result would actually be that guild leaders would just be much less likely to invite new members. We want people to be in guilds, as opposed to making guild masters afraid that if they invite someone they may never be able to kick them if they don't work out.

Allowing players to keep some level of guild reputation is an option we can look into to help with this situation, though.


Is there any way to recover a guild which is deliberately disbanded by evil account hacker or lunatic guild leader? – 哇靠不是吧 [Taiwan]

The best way to deal with this situation is to immediately contact a World of Warcraft Game Master.


Are we going to see guild houses someday so we could finally get a special gather place for the guild, to meet and interact easily? – Ellidryl[Europe, French], Греланд[Europe, Russian], Ledieri [Europe, Spanish], Bodywreckér [North America]

Guild housing is something we have discussed many times. It would be neat to have a place for people to hang out, but every time it has come up as a possibility we don't think that is worth the amount of time and resources it would take to implement (and do it right). This is one of those features where if we ever decided to do it, the benefit would have to outweigh other content we could be working on. Also, we don't feel that we need any new ways for players to hide themselves away. If possible we at least like people to be hanging around in the cities, if not out in the world. We know that many guilds, despite lack of official guild housing, have designated meeting locations throughout the world, which we think is really cool. If you don't have one yet it might be something to explore.


Why is guild experience capped daily instead of weekly? – Omegal [North America], Nuckels [Europe, English]

We implemented a daily cap so that more players get a chance to contribute every day. A weekly cap would make this more difficult since a guild might hit the cap the first day, leaving no experience for the other members to gain over the remaining 6 days of the week. If you could only login on Thursday, and the cap was always already hit before you could log in, you might not be as interested in this whole guild progression thing.

However, we will be reducing the impact of the cap as we move though the Cataclysm patches. We will most likely start by increasing the daily cap, and removing it from more of the higher levels.


Why isn't guild XP from quests a factor of character level, quest difficulty, and intended quest level, instead of being derived directly from XP gained? Why is guild reputation so hard to gain before level 70? It feels as though it's harder to gain reputation with your guild at the beginning and easier as you gain levels; shouldn't it be the other way around? – Atun [North America], Threshold [Europe, English], Helíana [Latin America]

The experience gained from a quest is directly related to all of these factors, which is why we use it as a basis to reward guild experience. Clearly this value is much smaller at lower levels and we know that this does not feel great with the current tuning. We're going to tune the XP multiplier for doing lower level quests so it doesn't feel like such a waste. Guild reputation suffers from this same multiplier issue too, and when we tune the experience the rep gain will be improved as well. Rep gain will also be much improved though in patch 4.1 with the introduction of the new guild tabards, and increased values on clearing dungeons, raids and winning arenas and battlegrounds.


It seems that the new guild system is killing off the Pick Up Group culture in KR. In KR, raids were generally done through PUG and players did not care what kind of guilds they joined for raids. Can we expect more localized guild features to support the unique raid culture of the Korean region? –밥상의달인, Jeran, 블러드베인 [Korea]

We will continue to pay close attention to and work to protect the various in-game cultures in each region. However, we don't have plans to change the structure of the system at this time.


Are there any plans to allow for easier alt access to the same guild rewards as someone's main character? Perhaps some kind of +rep item that is BoA and can only be bought by an exalted character? – Serule [North America], Xheevas [Europe, French]

This is one of the main reasons 4.1 has new guild tabards with 50/100% bonus to rep. We made sure to place these at friendly and honored so they would be easy to obtain by alts. We are considering adding an even larger bonus to an exalted, BOA version as well. Great minds think alike!


Will there be additional levels of rewards for those guilds that have reached the cap in future patches? Are you going to add levels beyond 25? – Sergan [Latin America], Carnesîr [Europe, German], Zippi [Europe, English], Gabän [Europe, Spanish]

Yes, we will continue to add rewards to the system as necessary. A great example is the guild reward we intend to add in patch 4.2 for guilds that obtain the new legendary staff. Guilds at level 25 also get the benefit of large gold deposits for completing Guild Challenges. Capping the guild system at level 25 felt right for the amount of content we wanted to provide in Cataclysm. We designed the system with expansions in mind, so raising the cap is something players will most likely see down the road.
by Published on 2011-04-27 04:48 AM

Make sure you don't miss the other posts from today:



Arena and RBG Conquest Change
Originally Posted by Bashiok (Blue Tracker)
In patch 4.1 the amount of Conquest earned for both Arenas and Rated Battlegrounds has been changed to a flat amount regardless of team rating, to 135 and 335 respectively. This change should of course have been in the patch 4.1 notes, but due to a fairly straight forward error, was not included.

The current reward now in 4.1 for winning an Arena match is 135 Conquest Points, and for Rated Battlegrounds it's 335 Conquest Points. We're currently evaluating these amounts as we believe they are potentially lower than they need to be, and we'll of course let you know if they need to be changed.

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