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by Published on 2014-10-04 09:41 PM

Warlords of Draenor Beta - Build 18988
We are on our fifth beta build of the week!

Spell Changes
Originally Posted by MMO-Champion
Druid (Forums, Talent Calculator)
  • Starfall damage now scales with 20% of Spell Power, down from 22%.
  • Sunfall damage now scales with 20% of Spell Power, down from 22%.

Balance
  • Starfall damage now scales with 20% of Spell Power, down from 22%.

Hunter (Forums, Talent Calculator)

Paladin (Forums, Talent Calculator)
  • Consecration damage now scales with 13.2% of AP, up from 11%.

Protection

Priest (Forums, Talent Calculator)
Discipline
  • Grace now increases all healing and absorption done by 30%, up from 20%.

Rogue (Forums, Talent Calculator)

Warrior (Forums, Talent Calculator)

Fury
  • Raging Blow now does 200% of weapon damage, up from 138%.
  • Wild Strike now does 375% of weapon damage, up from 270%.
by Published on 2014-10-04 12:31 AM

Rift Guardians on Minimap, Play Your Way's Favorite Build, Torment 6 vs GR 25

BlizzCon NA Regionals Fantasy League - Free Card Packs, Versus Series: Fire vs Colma, WCA Day 2

Upcoming Skins Preview: Anub'arak, Azmodan, Hallow's End, and Master; Into The Nexus #23

Warlords of Draenor Beta - Build 18982
Our fourth beta build of the week is here with another round of balance changes.

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Druid (Forums, Talent Calculator)
Talents
  • Force of Nature healing now scales with 163.6% of Spell Power, down from 327%.

Mage (Forums, Talent Calculator)
  • Living Bomb DoT now scales with 25% of Spell Power, up from 12.5%. Final damage now scales with 80% of Spell Power, down from 90%.

Talents
  • Blast Wave damage now scales with 200% of Spell Power, up from 113%.
  • Ice Nova damage now scales with 200% of Spell Power, up from 113%.
  • Living Bomb DoT now scales with 25% of Spell Power, up from 12.5%. Final damage now scales with 80% of Spell Power, down from 90%.
  • Supernova damage now scales with 200% of Spell Power, up from 113%.

Frost
  • Fingers of Frost now increases Ice Lance damage by 100%, up from 25%.
  • Ice Lance damage now scales with 40% of Spell Power, down from 63%.

Paladin (Forums, Talent Calculator)
Retribution
  • Seal of Justice now causes melee attacks to deal 12% of weapon damage additional damage, up from 10%.

Rogue (Forums, Talent Calculator)

Talents

Assassination & Subtlety

Subtlety
  • Backstab now does 160% of weapon damage, up from 145%.

Professions
Inscription
  • War Paints Additional paints are created when your Inscription skill is 600 or higher. May also create Sorcerous Water and Earth. Cooldown resets daily. Inscription. 3.5 sec cast. 1 sec cooldown. Reagents: Cerulean Pigment (40). Tools: Virtuoso Inking Set. 10). Tools: Virtuoso Inking Set.
  • War Paints May also create Sorcerous Water and Earth. Inscription. 3.5 sec cast. Reagents: Cerulean Pigment (40). Tools: Virtuoso Inking Set. 10). Tools: Virtuoso Inking Set.



Warlords of Draenor - Proving Grounds
Today we are taking a look at the tweaks that have been made to the Warlords of Draenor version of proving grounds.

  • A few scaling changes have been made:
    • Enemies now scale based on your character's level.
    • Enemies now scale up or down based on your item level, down to a minimum of item level 615.
    • These changes, along with many of the other Warlords of Draenor changes, should help specs that were previously underperforming due to having their item level scaled down in Mists of Pandaria.
  • The Mists of Pandaria Proving Grounds achievements are now Legacy achievements. Be sure to finish them before Patch 6.0.2!
  • A new set of identical achievements have been added for Warlords of Draenor.
  • Running Heroic Dungeons through the LFD tool requires you to have the Silver achievement or better. You can still form your own group and go to the dungeon without it.
  • Completing a Bronze level achievement will give you a rare item level 610 weapon, which is a nice and easy weapon to get for alts that don't have one of the Garrosh Heirlooms, which scale to item level 620.
  • A new location, new trials, and other improvements are still on the list of things that would be nice to do in a future patch.

Level Type Spec Slot Name Model Viewer
610One-handed AxeMeleeOne Hand Handaxe of Trials
Modelviewer
610Two-handed AxeMeleeTwo Hand Greataxe of Trials
Modelviewer
610BowPhysical DPSRanged Longbow of Trials
Modelviewer
610One-handed MacePhysical DPSOne Hand Skullthumper of Trials
Modelviewer
610One-handed MaceSpell DPSOne Hand Cudgel of Trials
Modelviewer
610PolearmPhysical DPSTwo Hand Skullcutter of Trials
Modelviewer
610StaffSpell DPSTwo Hand Staff of Trials
Modelviewer
610DaggerPhysical DPSOne Hand Lockbreaker of Trials
Modelviewer


Tank Squish and Upcoming Resolve Changes
Originally Posted by Celestalon (Blue Tracker / Official Forums)
Tanks for all of the feedback.

Warning, the following is complex and techy; you don't need to know this in order to tank in Warlords.

As we've described, the design of Resolve is intended to maintain a balance between abilities that use percentage effects (such as Shield Block) and those that use flat amounts (such as Shield Barrier). In the below I'm just going to refer to "Barrier" and "Block" as examples, but this applies to all tanks' active mitigation and healing.

An important factor there is where the balance is at with no resolve. Obviously, if you're fighting a critter that's doing 10 damage to you, Barrier is going to win (and that's fine). So, we have to choose a starting point for Barrier with no Resolve. At that level of incoming damage, Block vs Barrier is balanced; beyond that, Resolve kicks in and starts bringing Barrier up.

When we implemented this version of Resolve, we chose that starting point as being a hard-hitting outdoor creature (or pack of creatures). We chose that so that you'd see Resolve taking effect as you learn to play in solo content. In order to achieve that, we had to bring the static abilities like Barrier down much lower, so that with no Resolve, they were balanced with Block against the hard-hitting outdoor creature (which is still pretty weakly hitting, in the grand scheme of things). We implemented that by making Barrier (and similar) 60% weaker at baseline, which is the right balance point against that hard-hitting outdoor creature.

However, that has some downsides as well. It feels negative, and it also means that for tanks with heals, out of combat healing yourself up after a fight is quite slow. So, we're going to revise that starting point up to be a hard-hitting dungeon creature, which makes the abilities balanced at their natural effectiveness; no 60% reduction needed. This means that Barrier will be stronger before that point, but Resolve won't kick in at all until you're being hit by a hard-hitting dungeon creature (or equivalent). To reiterate, this has no functional difference above that; self-healing will be unchanged against a raid boss, for example.

Again, thanks for the feedback on this, and for following along through our iteration process. It helps!

P.S. For theorycrafters, the 8.5 changed to a 3.4 in the Resolve formula.

Blue Posts
Originally Posted by Blizzard Entertainment
Beta Build Frequency
I know a lot of you have expressed concerns that you haven't gotten much time in game to test; totally a fair point, I completely understand where you're coming from. What's important to keep in mind is that at this point in the testing cycle, some of the most important testing that you guys provide is in automatically generated crash reports and such.

We do a lot of testing in-house, but we can't easily replicate either the sheer number of testers, nor the various amounts of hardware types all logging in from across the globe. When we create new builds, we hop on immediately and start testing through various methods. But in order to get a really good feel for the overall quality of the build we rely on you guys logging in by the hundreds or thousands. If/when you crash, we gather that data automatically and immediately, and gives us a really good insight into things. Same thing for server crashes, disconnects, world server down issues, etc.

The good news is this stuff happens more or less automatically. So even though it feels that you're not personally able to put in a lot of hours testing, you're still giving us critically important data as we work to get a stable build ready for release.

I don't want this to discourage any of you from entering Feedback or Bug Reports (either in-game or through the forums), that still is still valuable as well. But I just want to let you know why we're pushing a lot of builds and what it means to you all. (Blue Tracker / Official Forums)

FEEDBACK: Challenge Modes
Bloodmaul Slagmines now has a 17:30 gold timer. Went in with comp prot war, holy priest, shadow priest, boomkin and frost mage.

It really felt like it was tuned around abusing chi explosion from brewmasters. Getting 17:30 with a non-optimal comp is ridiculous. In mop its pretty easy to get gold with any comp. not sure if you want these to be impossible for some classes or not.

That time is not final - it was a test to make sure we could cleanly hotfix completion times. What was the best time you were able to manage with that group?

The philosophy is that Gold should be doable with any reasonable comp (i.e. not 4 of the same class or something), though of course some group makeups may fare better than others. It's also important to remember that the intended tuning for Gold is what Gold felt like in Mists in 5.0. Nowadays in 5.4, with power creep from sockets and other sources, it's a far different story, so a direct comparison isn't ideal. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Hunter (Forums / Skills / WoD Talent Calculator)
lone wolf MM hunter survivability is nonexistent. Other classes can tank extreme dmg, you are instant dead as hunter, in a stun.
The design of talent system is not every talent is equally viable for every situation. (holinka)
My advice: if you aren't finding success with a talent in a specific situation, try a different talent. (holinka)
I expect Lone Wolf will be popular in Ashran and perhaps RBGs. (holinka)

Items
They appear on loot acquired from end-game systems that are not vendor-driven.
I guess that rules out heroic dungeons, but does crafting count as an end-game system? What about Challenge Mode loot boxes?
Heroic Dungeons and Crafting have it. CM loot boxes should as well. Apexis vendor does not. (olandgren)

is the price of Alliance chopper going to stay 100k? NTK because few players have 100k to spend including myself.
I do not know of any plans to lower it. it is intended to be a luxury mount. (nite_moogle)

PvP
Is the tank pvp debuff really needed now with 15% Expertise and the huge tank survival squish? Still hoping they will be useable.
We could lower the debuff. What has been your experience? (holinka)

please increase the rep gains from arathi basin and warsong gulch as there very slow to get
They have been increased in warlords (holinka)

Wowcraft Episode #12 - How To Quest
Wowcraft is back with a new episode after taking a month off.

by Published on 2014-10-03 12:45 AM

Warlords of Draenor Beta - Build 18973
Our second beta build of the day is here!

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Rogue (Forums, Talent Calculator)
  • Blade Flurry your attacks also strike up to 4 additional nearby opponents for 30% of normal damage, down from 40%.

Combat
  • Blade Flurry your attacks also strike up to 4 additional nearby opponents for 30% of normal damage, down from 40%.

Warrior (Forums, Talent Calculator)
  • Bladestorm - Old tooltips were broken. Correct new numbers are: Arms=240%WD, Fury=160%WD, Prot=224%WD. (Celestalon)

Raid & Dungeon Abilities
  • Arcane Blast Blasts the target with energy, inflciting 28,000 33,600 Arcane damage. 40 yd range. 2 sec cast.
  • Arcane Orb Launches an Arcane Orb forward, inflicting 92,000 110,400 Arcane damage to enemies it passes through. 100 yd range. Instant.
  • Fire Storm Ragewing spits fire, inflicting 50,000 30,000 Fire damage to nearby enemies. 100 yd range. Instant.
  • Fire Storm Ragewing spits fire, inflicting 50,000 30,000 Fire damage to nearby enemies. 100 yd range. Instant.
  • Fireball Hurls a fiery ball that inflicts 28,000 33,600 Fire damage. 40 yd range. 2 sec cast.
  • Frostbolt Launches a bolt of frost at the enemy, inflicting 28,000 33,600 Frost damage and slowing movement speed by 50% for 15 sec. 40 yd range. 2 sec cast.
  • Ice Comet Calls down a comet of ice that inflicts 92,000 110,400 Frost damage to all enemies within 8 yards. 40 yd range. Instant. 10 sec cooldown.
  • Lumbering Swipe Gnarled Ancients crush all players in front of them, inflicting 54,000 37,800 Physical damage. 40 yd range. Instant.



Upcoming Tank Squish
Originally Posted by Watcher (Blue Tracker / Official Forums)
Changes to mob damage are still ongoing, and it's something we're hand-tuning on a dungeon-by-dungeon and boss-by-boss basis.

One issue that has likely been significantly impacting the feel of tanking in dungeons and in multi-mob scenarios, is some legacy logic from 5.4 Vengeance that is no longer needed or applicable in the current tanking environment.

On live in Mists, Vengeance has diminishing returns with respect to damage taken from multiple targets, because such damage proved to be much less deadly in practice than the same amount from a single source. See this post for details: http://us.battle.net/wow/en/forum/topic/9573038382#12

However, with the general increase in tank health with respect to incoming damage, and the move away from "spiky" damage intake, tanks spend much more time partly injured. In Mists, what killed tanks was sudden bursts of damage. In Warlords, what kills tanks is sustained damage that exceeds incoming healing and self-healing. And when it comes to sustained damage, it is immaterial whether you're being attacked by one huge enemy or many smaller enemies.

Thus, we're removing any diminishing returns from Resolve when tanking multiple targets. A hotfix that makes this change should be in effect on beta within the next day. This should significantly improve survivability in dungeons and other multi-mob situations.

Thanks Watcher! Is there anything the community can do further to help with the tuning? (i.e. run older dungeons at level appropriate)
Being specific with your feedback, mainly. "My self-healing feels weak and healers can't keep me up, this feels terrible!" is valid feedback, but it's hard for us to address directly. On the other hand, "I was tanking Heroic Slag Mines on my premade DK and I couldn't survive the two-ogron pull before the last boss if I didn't have all my cooldowns up. They did way more damage than any boss in the dungeon." is very actionable.

Blue Tweets
Originally Posted by Blizzard
Classes
Shaman (Forums / Skills / WoD Talent Calculator)
Charhounds! Those firehounds from the Firelands. Flamewalkers and Dark Shamans tame them. Why not us? Would love one
I hate to say it, but man that would make a cool shaman glyph right? Spirit wolves -> fire wolves! (Muffinus)

Art
Will we see "more paladin-like" Sets in WoD (PvP&PvE)? T17 is a good start
We'll be continuing to find cool looks for tier sets that fit both class and context. Glad you enjoy T17! (olandgren)

Character / Items
Tertiary Stats, Warforged, and Socket are random. 3 independent chances, max 1 of each. (olandgren)

is Salvage yard intended to give the "Character Screen armours (and weapons)?
It is. They've rescued it from less... fortunate adventurers. (olandgren)
Can we get them for any class or just our own?
Just your own class.

Are you putting CM gear on the BMAH later on? That would be a slap in the face. Please don't. Hope it's just a rumor.
We have no plans to do so, but the BMAH does acquire some skill-based rewards so no promises either way. (olandgren)

PvP
Skirmishes require a group queue? Or will solo queueing work on release?
Solo queueing works on release. (holinka)

Can that meta gem please not make it to WoD? Please? Pretty please?
It is (holinka)
But it's so random. The game should be about skill, not random reflects =(
If I wasn't clear, it is gone in Warlords. (holinka)

Lords of War - Behind the Scenes
Blizzard showed off some Lords of War behind the scenes footage today.

by Published on 2014-10-02 06:51 AM

Battle.Net Launcher - Warcraft III, Beta Build, Warlords Bonus Rolls, Treasure Room

Warlords of Draenor Beta - Build 18967
Build 18967 will be deployed to the Beta realms soon. Many profession spells now have 3 charges with a 24 hour recharge time rather than being a daily cooldown.

Achievement Changes
Originally Posted by MMO-Champion
Legacy



Spell Changes
Originally Posted by Celestalon (Blue Tracker)
Subtlety and Feral received large nerfs in that build because they were massively OP; 15%+ stronger than anyone else.
Originally Posted by MMO-Champion
Mounts
Flying

Druid (Forums)
  • Ferocious Bite damage was reduced.
  • Moonfire initial damage now scales with 40.5% of Spell Power, down from 45%. DoT damage now scales with 29.25% of Spell Power, down from 32.5%.
  • Sunfire initial damage now scales with 40.5% of Spell Power, down from 45%. DoT damage now scales with 29.25% of Spell Power, down from 32.5%.
  • Wrath damage now scales with 117% of Spell Power, down from 130%.

Talents
  • Stellar Flare initial damage now scales with 33.75% of Spell Power, down from 37.5%. DoT damage now scales with 11.25% of Spell Power, down from 12.5%.

Balance
  • Starfire damage scales with 187.2% of Spell Power, down from 208%.
  • Starsurge damage scales with 234% of Spell Power, down from 260%.

Feral
  • Rake initial damage and DoT damage now scale with 40% of AP, down from 50%.
  • Rip damage that was reduced.
  • Swipe now does 175% of weapon damage, up from 135%.

Hunter (Forums)
  • Arcane Shot now does 110% of weapon damage, up from 100%.
  • Multi-Shot now does 40% of weapon damage, up from 30%.

Talents

Beast Mastery & Marksmanship
  • Kill Shot now does 759% of weapon damage, up from 660%.

Beast Mastery & Survival
  • Cobra Shot now does 66% of weapon damage, up from 60%.

Survival

Mage (Forums)

Perks

Talents
  • Living Bomb DoT damage now scales with 12.5% of Spell Power, down from 18.75%. Final explosion now does 90% of Spell Power damage, down from 150%.

Arcane

Fire
  • Dragon's Breath damage now scales with 86% of Spell Power, up from 61%.
  • Fireball now does 158.6% of Spell Power damage, up from 148.5%.
  • Flamestrike now costs 3% of Base Mana, down from 6%. Damage now scales with 77.7% of Spell Power, up from 38.85%.
  • Inferno Blast now does 119.8% of Spell Power damage, up from 112.5%.
  • Pyroblast now does 221.2% of Spell Power initial damage, up from 207%. DoT now does 41.3% of Spell Power, up from 38.7%.

Frost

Monk (Forums)

Talents

Brewmaster

Windwalker

Windwalker & Mistweaver

Paladin (Forums)
  • Arcing Light damage now scales with 86% of Spell Power, up from 51.68%. Healing now scales with 67% of Spell Power, up from 40%.
  • Holy Prism A beam of light turns the target into a Holy Prism. An enemy target takes [*2 + 165% 300% of Spell Power*] Holy damage and radiates [*2 + 120.58% 300% of Spell Power*] healing to 5 nearby allies within 15 yards. A friendly target is healed for [*178.93% 400% of Spell Power*] and radiates [*235% 225% of Spell Power*] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Seal of Righteousness now causes melee attacks to deal 12% of weapon damage, up from 5%.

Talents
  • Holy Prism A beam of light turns the target into a Holy Prism. An enemy target takes [*2 + 165% 300% of Spell Power*] Holy damage and radiates [*2 + 120.58% 300% of Spell Power*] healing to 5 nearby allies within 15 yards. A friendly target is healed for [*178.93% 400% of Spell Power*] and radiates [*235% 225% of Spell Power*] Holy damage to 5 nearby enemies within 15 yards. Paladin - LvL 90 Talent. 17% of Base Mana. 40 yd range. Instant. 20 sec cooldown.
  • Light's Hammer damage now scales with 86% of Spell Power, up from 52%. Healing now scales with 67% of Spell Power, up from 40%.

Holy
  • Holy Radiance AoE cap removed from tooltip: "Healing effectiveness diminishes for each player target beyond 6."

Protection

Protection & Retribution

Rogue (Forums)

Assassination
  • Dispatch now does 330% of weapon damage, up from 315%.
  • Envenom damage was increased.
  • Mutilate now does 210% of weapon damage, up from 200%.
  • Venomous Wounds damage now scales with 33.6% of AP, up from 32%.

Assassination & Subtlety

Subtlety
  • Backstab now does 145% of weapon damage, down from 175%.

Warlock (Forums)
  • Agony damage now scales with 30% of Spell Power, up from 26%.
  • Corruption damage now scales with 26% of Spell Power, up from 21.6%.
  • Shadow Bolt damage now scales with 126% of Spell Power, up from 105%.
  • Unstable Affliction damage now scales with 27.5% of Spell Power, up from 25%. Damage on dispel now scales with 220% of Spell Power, up from 200%.

Talents
  • Demonbolt damage now scales with 412.5% of Spell Power, up from 375%.

Affliction
  • Agony damage now scales with 30% of Spell Power, up from 26.3%.
  • Drain Soul damage now scales with 83.6% of Spell Power, up from 76%.
  • Haunt damage now scales with 412.5% of Spell Power, up from 375%.
  • Unstable Affliction damage now scales with 27.5% of Spell Power, up from 25%. Damage on dispel now scales with 220% of Spell Power, up from 200%.

Demonology
  • Hand of Gul'dan initial damage now scales with 165% of Spell Power, up from 137%. DoT damage now scales with 21.6% of Spell Power, up from 18%.
  • Soul Fire damage now scales with 81.6% of Spell Power, up from 68%.

Pets
  • Doom Bolt damage now scales with 162% of Spell Power, up from 108%.
  • Immolation damage now scales with 22.5% of Spell Power, up from 15%.

Warrior (Forums)
  • Execute Off-Hand now does 320% of weapon damage, up from 300%.
  • Rend DoT now scales with 96.6% of AP, up from 91%. Final damage now scales with 222.5% of AP, up from 210%.
  • Shield Charge damage increase is now 25% for 7 sec, down from 30% for 7 sec.
  • Whirlwind Off-Hand (Fury) now does 100% of weapon damage, down from 120%.

Arms
  • Colossus Smash now does 150% of weapon damage, up from 140%.
  • Execute now does 160% of weapon damage, up from 150%. Additional damage now scales up to 320% of weapon damage, up from 300%.
  • Mortal Strike now does 225% of weapon damage, up from 215%.
  • Rend DoT now scales with 96.6% of AP, up from 91%. Final damage now scales with 222.5% of AP, up from 210%.

Fury & Arms

Fury & Protection
  • Enrage (Fury) no longer procs from Colossus Smash.
  • Execute now does 320% of weapon damage, up from 300%.

Professions
Blacksmithing
  • Truesteel Ingot Produces 10. May also yield Sorcerous Fire and/or Sorcerous Earth. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. Reagents and Research. 2 sec cast. 24 hrs recharge. Gives 10 skillups. Reagents: True Iron Ore (20), Blackrock Ore (10).

Enchanting
  • Gift of Critical Strike Permanently enchant a cloak to increase critical strike by 0 and movement speed by 10%. Cloak. Instant 1.5 sec cast. Gives 4 skillups. Reagents: Temporal Crystal (4), Sorcerous Air (3).
  • Temporal Crystal Name Changed from Temporal Shard to Temporal Crystal. May also create Sorcerous Air and Fire. Reagents and Research. 3.5 sec cast. Reagents: Draenic Dust (40). 24 hrs recharge. Reagents: Luminous Shard.

Engineering
  • Gearspring Parts May also create Sorcerous Fire and Air. Reagents and Research. 3.5 sec cast. 24 hrs recharge. Reagents: True Iron Ore (10), Blackrock Ore (10).
  • Grounded Plasma Shield Permanently attaches grounded plasma generators to your belt, allowing you to activate a powerful shield that absorbs 0 to 0 damage. (5 Min Cooldown) Tinkers. 5 sec cast. Reagents: Tinker's Kit.

Inscription
  • Draenor Merchant Order Merchant Orders allow you to legally collect excess fees from vendors. Merchant Orders. 3.5 sec cast. 1 sec cooldown. Reagents: Light Parchment (2), Cerulean Pigment (4).
  • War Paints May also create Sorcerous Water and Earth. Reagents and Research. 3.5 sec cast. Reagents: Cerulean Pigment (40). 24 hrs recharge. Reagents: Cerulean Pigment (40).

Jewelcrafting
  • Taladite Crystal Produces 10. May also yield Sorcerous Earth and/or Sorcerous Air. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. Reagents and Research. 1.5 sec cast. 24 hrs recharge. Gives 10 skillups. Reagents: Blackrock Ore (20), True Iron Ore (10).

Leatherworking
  • Burnished Leather Produces 10. May also yield Sorcerous Earth and/or Sorcerous Water. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. Reagents and Research. 1.5 sec cast. 24 hrs recharge. Gives 10 skillups. Reagents: Raw Beast Hide (20), Gorgrond Flytrap (10).

Tailoring
  • Hexweave Cloth Produces 10. May also yield Sorcerous Water and/or Sorcerous Air. Can be performed up to three times in a row, but it takes 24 hours to recover 1 use. Reagents and Research. 2 sec cast. 24 hrs recharge. Gives 10 skillups. Reagents: Sumptuous Fur (20), Gorgrond Flytrap (10).

Raid & Dungeon Abilities
  • Corrupted Blood Sacrifices 5% of maximum health to inflict 57,150 Nature damage to a target, siphoning their life essence for [*50,000 + 200% 300% of Spell Power*] Nature damage every 5 seconds. 45 yd range. 3 sec cast.
  • Decay Inflicts 71,400 Nature damage to all enemies. 2 4 sec cast. 1.5 sec cooldown.
  • Decay Inflicts 100,000 Nature damage to all enemies. 2 4 sec cast. 1.5 sec cooldown.
  • Incinerate Sends out a wave Sends a wave of fire to the current target, inflicting heavy 90,000 Fire damage. 40 yd range. 2 sec cast.
  • Pulverized Stamping Presses crash down from the roof smashing into your body, dealing 200,000 Physical damage. 10 yd range. Instant. 40 yd range. Instant.
  • Slam Inflicts 40,000 Physical damage to all players and interrupts casting for 3 sec. 1.5 sec cast. 1.5 sec. 1.5 sec cast.
  • Sunburst The caster explodes, inflicting 15,000 Fire damage to all enemies within 100 10 yards. The explosion forces the caster to go dormant. Any Piles of Ash within 5 yards of the caster will activate. 100 yd range. Instant.
  • Tectonic Upheaval Tectus unleashes his built up seismic instability into the earth, creating a massive series of earthquakes that each inflict 21,400 21,500 Nature damage to all players. If Tectus's health is depleted during Tectonic Upheaval, he will Shatter. Instant.
  • Throw Crate Throws a crate, inflicting 71,400 Physical damage. 100 yd range. 1 sec cast.
  • Vertical Slash Strike down on an opponent, dealing 50,000 6,000 damage. If the target is Parrying with a rapier, this attack will be parried and deal no damage. 8 yd range. 2 sec cast.



Battle Pet Ability Changes
Originally Posted by MMO-Champion
Flying
  • Feathered Frenzy Attacks wildly, dealing 17 to 32 Flying damage and entering a frenzy for 1 round 0 rounds. While frenzied, damage dealt is increased by 50% and the user takes damage as if they were a Flying pet. Flying. 3 round cooldown. 25 damage. 1 round duration. 100% Accuracy.

Undead
  • Haunt 100% Hit Chance The user transforms into an unholy spirit and enters the target, dealing 10 Undead damage every round. While haunting a target, the user is considered dead. Undead. 4 round cooldown. 4 round duration. 100% Accuracy.
by Published on 2014-10-02 02:53 AM

Diablo 3 and Reaper of Souls Sale, BNet Linking Issues Fixed, More Veiled Crystals and Stormshield Update, Stampede 2.1.1 Guide

Hearthstone October 2014 Ranked Card Back – Hallow’s End!

Alpha Battle.Net Balance Credit, Developer Insights: Burrowing Deep With Anub'Arak, Town Hall: Heroes #33

Battle.Net Launcher Update - Warcraft III
A recent update to the Battle.Net launcher added a background and icons for Warcraft III, just like the ones that currently exist for other games. No support for the game was added to the launcher yet, but keep in mind that at Blizzcon 2013 it was mentioned that people were working on a side project to update the old Warcraft games to run on modern versions of Windows.

If you already have the game, don't forget to attach your CD key to your Battle.Net account.




Warlords of Draenor - Upcoming Beta Build
Another beta build is on the way! Check back later for notes.
Originally Posted by Zorbrix (Blue Tracker / Official Forums)
The Beta realms will be shutting down for maintenance in a few minutes in order to deploy a new build. I'll be updating this thread with information and time estimates as I receive them. I don't have an ETA yet, but these pushes usually take at least 8 hours, if not more.

No character wipe is planned today.

Warlords of Draenor - Bonus Rolls
Today we are taking a look at some of the ways to earn bonus rolls in Warlords of Draenor.

With Patch 6.0.2 only a couple weeks away, don't forget to start collecting some Lesser Charms for item upgrades or uncapped turn ins for Siege of Orgrimmar bonus rolls if you still need them. You can find other Patch 6.0 reminders in our previous post.

We looked at the first way recently with the Bunker / War Mill perk that grants you a free bonus roll every week, but there are a few other ways to earn rolls.

The second method of earning bonus rolls is the two rare garrison missions that reward them. Keep in mind these are Rare missions, so you won't see them constantly. Rukhmar and Drov the Ruiner both reward one Seal of Tempered Fate.

The third method to earn bonus rolls are turn in quests. The second and third time you use a certain method in a week it will cost double of what it did the last time.

  • Apexis Crystal (1000 / 2000 / 4000) - Players can earn at 1000 per day through a type of daily quest in your garrison, another 1000 from an Ashran daily quest, along with some from work orders and other sources. These are also used to purchase armor that is upgradeable to item level 655, which is the same as Normal level raid loot.

  • Gold (500 / 1000 / 2000) - Keep in mind that gold is somewhat easier to earn in Warlords of Draenor, as it is taking the role of Valor.

  • Garrison Resources (300 / 600 / 1200) - There are many sources of Garrison Resources. Your garrison gives you some every day, missions can reward some, the Lumber Mill can provide some, and there are many other sources. After your buildings are built and upgraded, you may have spare Garrison Resources that can be used for these quests or converted into Trade Goods.

  • Honor Points (500 / 1000 / 2000) - Along with all of the old sources of Honor, Ashran and other PvP activities provide several new opportunities to earn Honor.

Treasure Room Achievement Becoming a Feat of Strength
You can find this change, along with others in our Patch 6.0 Reminders post.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In WoW Patch 6.0.2, we will be retiring the Achievement In The Hall Of The Thunder King, as the treasure room will no longer be accessible. That achievement will become a Feat of Strength, and Elder Charm of Good Fortune will drop in place of the key to the room.

can I ask why its being removed? I loved going through there on different toons! Just depressing seeing more things removed
the gold generation is really high once you can one-shot all the creatures inside
There's hardly crazy amounts of gold to be had there, though. Especially if gold is the "new Valor points" in Warlords
over 500 gold reliably once a week for minimal effort is significant
But it's been that way for nearly two years - why does it matter now?
at 100 the NPCs that do all the trappings are very easily killed, negating a lot of the challenge, esp in the last room (Source)
notice could have been better though. i stopped farming keys on notion they weren’t going anywhere.
there is no reward exclusive to the treasure room unlike CMs or PVP seasons. (Source)
Will the achievement be removed from the Isle of Thunder Meta?
yep, the treasure room achievements will go legacy & removed from meta. (Source)
Where will we get Elder Charms from then? The treasure run is the only source.
we'll add a conversion elsewhere.
Will the IoT vendors still sell items that help you in the treasure run?
yes, only the key drops are being removed. if you have find a key on an alt in 6 months you can still do the treasure room. (Source)
However could we possibly as a suggestion see another version in a future patch maybe?
we would really love to do another one (Source)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Monk (Forums / Skills / WoD Talent Calculator)
is the T17 WW 4-piece's Forceful Wind additive or multiplicative? 10 stacks = 30% + 10% (40%) or 30% * 1.1 (33%)
Mult. We buffed it a bit recently, to 3%/stack. (Celestalon)

PvE
WoD World bosses, spawn time = current mop or mop launch? Rukhmar drops mount, would hate Mop-launch Galleon times
More like Sha of Anger. No plans on doing the Galleon/Oondasta-style respawn in the near future. (WatcherDev)

CM Titles permanent in WoD? Seems best Gold time is a feat whether the first, or 3 tiers later. Or, 1 for current, 1 permanent?
No permanent title for best time in Warlords; if you want to keep the title, defend it. (WatcherDev)

Are 30-player normal/heroic raids still planned for WoD?
Siege of Orgrimmar and all Warlords raids support raid sizes up to 30 on Normal/Heroic in 6.0, yes. (WatcherDev)

100% looms in 6.0 is it per toon or player? If i have normal bow now if i do mythic in 6.0 will it be 100%?
Per character, per difficulty, so yes. (WatcherDev)

PvP
Can we get some spec balance with queueing 3v3 skirmishes? Im tired of getting my dps getting paired with 2 more, into a healer/dps
Just a matter of who's queuing (I.e. not enough healers). Alternative is DPS always have to wait. Prefer skirmishes be very fast. (holinka)

Curious, how viable would it be to gear for PvP entirely through Ashran?
For honor, probably comparable time to bgs. For conquest, possible but slow when compared to arenas/RBGs. (holinka)

Did you look into this? Any update?
I believe a 15-19 bracket is setup on beta/PTR. (holinka)

Garrisons
You know, those healer and tank dummies that are in Shattarah on beta would be very nice in the garrison.
I thought the sparring arena had a healer/tank one, that incorrect? (Muffinus)

Hi, i would like to know if you have the profession from the garrison building, you can have more than 1 daily cooldown.
The building has its own c/d, and you have your personal one, so you get both! (Muffinus)

Since lvl 1 Dwarven Bunker doubles chance of quest rewards to rare / epic. Does it also affect followers gained from quests?
It does not, they're not really considered an item, we'll take a look at adding this at some point (Muffinus)

Meaning say without Barracks you can have a max 7 missions to do, and scouting would make it 8 total at one point. Or stay 7?
Looks like they are indeed in their own pools (Muffinus)
by Published on 2014-09-30 05:04 PM

PvP Season 15 Ending Soon
Originally Posted by Blizzard (Blue Tracker)
After many grueling bouts in the Arenas and Battlegrounds, the time has nearly come to see who will reign supreme in this action-packed PvP season. Prepare to fight your last battles, and remember—to the victors go the spoils!

Arena and Rated Battleground Season 15 will be coming to an end in a couple of weeks. Once the season wraps, we'll begin an approximately two week process to determine end-of-season reward eligibility.

Qualified players should note the following in order to ensure you receive your just rewards:

  • Please refrain from transferring your characters to another realm or faction until after PvP Season 15 has ended.
  • PvP Season 15 titles and mounts will be awarded approximately two weeks after the season ends.

Conquest Points will be converted to Honor Points at the end of the season, and any Honor above 4,000 will be converted to in-game currency at a rate of 35 silver per point. A few other things to keep in mind once the season has ended:

  • The Honor cap will remain at 4,000.
  • Season 15 items with rating requirements will no longer be available for purchase.
  • Rated Battleground and Arena matches will not be available during the break between seasons.

Best of luck, gladiators!

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