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by Published on 2014-10-08 07:03 PM

BlizzCon 2014 Map and Schedule
The 2014 Blizzcon Map and Schedule have been released!

Blizzcon 2014 Schedule
Note: all times are converted to the timezone your computer is currently in.

Originally Posted by Blizzard
BlizzCon 2014 is almost here! Whether you're joining us at the Anaheim Convention Center in person or viewing from home with the BlizzCon Virtual Ticket, we've got a lot of activities and events lined up for you.

To help you form a plan of attack, we've just posted a schedule of the panels, eSports tournaments, and other activities happening at BlizzCon on Friday and Saturday. You can also check out the floor map to get a lay of the land.

If you'd like to watch online, the BlizzCon Virtual Ticket grants you access to the events on the Main and Panel stages, along with this year's in-game goodies. We’ll also be broadcasting the opening ceremony and this year's eSports tournaments—including the StarCraft II WCS Global Finals, World of Warcraft Arena World Championship, and Hearthstone World Championship—for free at Stay tuned for more information.

Check out the BlizzCon 2014 schedule here.
by Published on 2014-10-07 11:50 PM

Greater Rifts Purpose, Female Crusader Cosplay, Deadset Sanctuary Talk

The Heroes Alpha Returns! Official Patch Notes

Warlords of Draenor Beta - Darker Nights
It looks like the Darker Nights we looked at previously may not be coming to every zone, just some that were too bright at night.

Warlords of Draenor Beta - Build 18996
This smallest beta build we have seen so far is here!

Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Paladin (Forums, Talent Calculator)
Major Glyphs
  • Glyph of Immediate Truth Increases the instant damage done by Seal of Truth by 40% 30%, but decreases the damage done by Censure by 50%. Major Glyph.

Raid & Dungeon Abilities
  • Burning Breath Breaths a wide line of fire, inflicting 23,750 to 26,250 19,000 to 21,000 Fire Damage. 40 yd range. Instant.
  • Deafening Screech Inflicts 250,000 Inflicts 200,000 Physical damage to all enemies and interrupts spellcasting for 2 sec. 100 Mana. 0.7 sec cast. 1.5 sec cooldown.
  • Imbued Iron Axe Throws a whirling axe, inflicting 38,000 to 42,000 28,500 to 31,500 Fire damage to nearby enemies. Unlimited range. Instant.

Blue Tweets
Originally Posted by Blizzard Entertainment
There will always be a 'best'. it can be close though.
This. If the difference between 2H and DW is a dozen stat points, that's fine. (Celestalon)

what's the deal with glyphs? Mages have 24 while others have 30+ / 40+! That's sad to know. =/ #warcraft
Mage: 21M/9m, Hunt: 25/11, Rog: 24/13, a lot of mage glyphs were baked into class recently though, suggests? (Muffinus)

Warlock (Forums / Skills / WoD Talent Calculator)
regarding Warlocks: Sims are showing Shadowburn as a DPS loss due to the removal of the mana return. Does this concern you?
Of course, but that doesn't match what we're seeing. (Celestalon)

Will Herald of the Titans be removed in 6.0?
Nope, should still be available and in the same general tuning ballpark. (WatcherDev)

some confusion about if there can be multiple Ashran instances available to a single server
Each realm only points to one Ashran but multiple realms may point to the same Ashran. (holinka)
will the 100 per faction cap potentially be raised if servers like Illidan/Sargeras end up with long Ashran queue times?
We'll raise it as high as the game can handle (holinka)

Will there be a base honor prize per win or just all strong box? currently on beta I've won 20+ skirms and earned 349 honor
There will be small honor prize per win. But you can expect skirmishes to be fairly inefficient at first. (holinka)

Is there an honor wipe at launch?
Yes (holinka)

Will the 2.2k enchants (Bloody Dancing Steel, Spirit of Conquest... etc.) still be available for purchase in WoD?
The visual will be a part of the Enchanter's Study in the Garrisons. It will still have a rating requirement. I believe it's 2400 (holinka)

Horde do get off easy. Wage war and suffer no lasting damage. weird dichotomy compared how it played out Ally
Disagree. Lots of Horde casualties; Darkspear rebels, Org civilians, vendors and trainers on spikes in SoO. (_DonAdams)

But again, the Horde only started losing because Garrosh turned on itself, not because of Alliance action.
How so? Alliance players raid Orgrimmar just the same. Fictionally, any raid who defeats SoO is responsible. (_DonAdams)

I think it's more monotony: Horde acts, Alliance reacts, Horde implodes due to plot device, Alliance wins by passivity
Operation Shieldwall not passive. Anduin chasing the Divine Bell not passive. SoO not passive. (_DonAdams)
Wrathion himself concludes as much at the end.
I don't think musing over Garrosh unraveling the Horde is meant to diminish the Alliance's impact on fighting him (_DonAdams)

I believe it is, just the Bunker will not increase the chance of upgraded follower chance from quests rewards.
They still have the chance to be upgraded, it's just not increased by the building. (Muffinus)

Kinda wish this wasn't the case so it didn't force those buildings on us. Choice with Garrisons seems nonexistent.
At a point, you will have made all of the things you want, and you can't sell the soulbound reagents, so swap! (Muffinus)

Heroes of the Storm Alpha Returns
The Heroes of the Storm Alpha is finally back with a new patch. Custom Games, Observer Mode, and Replays are also on the way!

by Published on 2014-10-07 04:30 AM

Edriel's End-Game Suggestions, Saturday's Technical Issues

BlizzCon Americas Regional Finalists & Videos

Heroes Alpha Patch 32455 - Promotional Items, Anub'arak & Azmodan, New Mounts, New Skins, Hero Changes

Warlords of Draenor - The Iron Maidens
Today we are looking at one of the final encounters in Blackrock Foundry, The Iron Maidens.

Name Points Category
Be Quick or Be Dead Defeat the Iron Maidens within 10 seconds of each other in Blackrock Foundry on Normal difficulty or higher.
10Draenor Raid
Mythic: Iron Maidens Defeat the Iron Maidens in Blackrock Foundry on Mythic difficulty.
10Draenor Raid

Originally Posted by MMO-Champion
The Iron Maidens
With little opportunity to exercise her tactical brilliance under the ancient social structure of the orc clans, Gar'an was thrilled to be one of the first warriors to volunteer for naval duty under the Iron Horde. Instantly successful in battle, she was named Admiral of the Iron Horde fleet and selected Marak and Sorka as her lieutenants. Together, they are called the Iron Maidens, and have crushed any who have dared face them in battle.

  • Overview - The Iron Maidens periodically gain Iron Fury. As the Maidens gain Iron Fury, they gain new abilities. Periodically, one of the Maidens will move to bombard players from the Dreadnaught's main cannon. A team of players must use loading chains to get to the deck of the boat, defeat the Deckhand stationed there, and sabotage the ammunition of the main cannon before it finishes Warming Up. Whenever one of the Maidens reaches 20% health, they will all activate Iron Will. Players must then quickly defeat them before being overwhelmed.
    • Damage Dealers -
      • Blade Dash can be deadly - avoid standing close to other players if you are battling Sorka.
      • Intercept Garan's Penetrating Shot to save the targeted player.
    • Healers -
      • Players who fail to avoid the Detonation Sequence from bombs fired by the Dreadnaught's main cannon will take heavy damage.
      • While Sanguine Strikes, is active, the raid while take heavy Shadow damage.
      • Ensure players targeted by Dark Hunt are not low on health when it expires.
    • Tanks -
      • Move between Marak and the target of her Blood Ritual to intercept the effect of Crystalized Blood.
      • Minimize damage taken by Marak's melee strikes while Sanguine Strikes is active.
      • Pursue Sorka or Marak when they board the Dreadnaught to bombard the docks.
  • The Iron Maidens -
    • Iron Will - The Iron Maidens are bound together with Iron Will - whenever any of them is critically low on health, they will all rise to 100 Iron Fury. Every 20 seconds thereafter their damage dealt will increase by 10%.
    • Admiral Gar'an -
      • Iron Shot - Admiral Gar'an fires a shot from her rifle at a random player, inflicting 50,050 Physical damage.
      • Rapid Fire - Admiral Gar'an readies her rifle and tracks a player, firing a barrage of high-explosive rounds. Each round inflicts 85,700 Fire damage to players within 5 yards of the impact location.
      • Penetrating Shot - Gar'an lines up a Penetrating Shot at the vitals of her target, inflicting 357,000 Physical damage to the target after 6 sec.Players can move between her and her target, disrupting her aim causing the damage inflicted to be split among all intercepting players and the target.
      • Deploy Turret - Gar'an deploys an automated Dominator Turret, which fires a series of blasts in a circular pattern. Dominator Blasts inflict 25,000 Fire damage every 1 sec. for 8 sec to any players they come into contact with. This effect stacks.
    • Enforcer Sorka -
      • Blade Dash - Dashes through a player within 45 yards, chaining to targets within 5 yards, as well as Sorka's primary target, inflicting 71,450 Physical damage to targeted players.
        • Swirling Vortex - Follows in the path of Blade Dash. Inflicts 32,150 Nature damage and stuns for 1.5 sec.
        • Sorka's Prey - Damage taken from Blade Dash is increased by 400%.
      • Convulsive Shadows - Inflicts 20,000 Shadow damage per stack every 2 sec. A stack is removed each time damage is dealt. When dispelled, inflicts 40,000 Shadow damage per stack to the dispelled player.
        • Lingering Shadow - When Convulsive Shadows deals damage, a pool of Lingering Shadow is created, applying Convulsive Shadows to players.
      • Dark Hunt - Fixes her gaze on a player for 8 sec, after which she teleports to the player, inflicting 129,000 Physical damage.
    • Marak the Blooded -
      • Blood Ritual - Targets a player within 45 yards, inflicting 60,000 Shadow damage to all players in a cone in front of Marak.
      • Bloodsoaked Heartseeker - Bounces between 3 marked targets for up to 286,000 Physical damage. Damage decreases the farther the axe travels between each target.
        • Volatile Blood Orb - Spawns a Volatile Blood Orb at the location of players hit by Bloodsoaked Heartseeker, periodically casting Volatile Bloodbath.
          • Volatile Bloodbath - A Volatile Blood Orb erupts in a bath of corrupted blood magic, inflicting up to 21,400 Shadow damage to all players on the dock. Players further from the Volatile Blood Orb take less damage.
      • Sanguine Strikes - Marak the Blooded's melee attacks become so powerful as to corrupt the life essence of her target, causing their blood to erupt, duplicating a portion of damage dealt to her primary target to all players as Shadow damage.
  • The Dreadnaught - When one of the Maidens mans the Dreadnaught's main gun, a group of players must use the loading chains to travel to the Dreadnaught and defeat that Maiden's deckhand before the Maiden completes the warmup sequence of the main gun. While the gun is warming up, the main cannon will barrage the docks with bombs, which players who remain on the docks must avoid.
    • Bombardment Pattern - One of the Maidens fires a barrage of bombs with the main cannon of the ship towards the dock. After the initial barrage, the main cannon fires a much larger burst of bombs towards the dock.
      • Bomb Impact - When a bomb lands, it inflicts 57,150 Fire damage to nearby players, knocking them back.
      • Detonation Sequence - Explodes, inflciting 107,000 Fire damage to enemies within 7 yards.
    • Blackrock Deckhand -
      • Uktar, Deckhand of Admiral Gar'an - Defeating Uktar will reveal the Dreadnaught Cannon's ammunition reserves.
        • Grapeshot Blast - Fires a blast of grapeshot at a player, inflicting 53,600 Fire damage to players within a cone.
      • Battle Medic Rogg -
        • Earthen Barrier - Rogg envelops an ally with an Earthen Barrier, absorbing 245,000 damage.
        • Protective Earth - Rogg creates a pool of Protective Earth. Any of his allies who enter the pool gain Earthen Barrier.
        • Chain Lightning - Inflicts 46,400 Nature damage to a player, jumping to any nearby players.
    • Shattered Hand Deckhand -
      • Gorak, Deckhand of Enforcer Sorka - Defeating Gorak will reveal the Dreadnaught Cannon's ammunition reserves.
        • Deadly Throw - Throws a poisoned knife towards a target, inflicting 157,000 Physical damage and reducing movement speed by 80% for 5 sec to the closest player in their direction.
        • Call for Reinforcements - Gorak calls for reinforcements, summoning an Iron Evsicerator from the hold of the Dreadnaught.
      • Iron Eviscerator -
        • Fixate - Iron Eviscerators fixate their attention on a random target, and will only attack their fixated target.
        • Swiftness - As long as they are left alive, Iron Eviscerators gain Swiftness, allowing them to move 10% faster and increasing their haste by 10% per stack.
        • Expose Armor - The Eviscerator inflicts a blow to a critical section of a player's armor, inflicting 46,400 Physical damage and increasing Physical damage taken by 20% for 15 sec.
    • Bleeding Hollow Deckhand -
      • Uk'urogg, Deckhand of Marak the Blooded - Defeating Uk'urogg will reveal the Dreadnaught Cannon's ammunition reserves.
        • Blood Corruption Aura - Uk'urogg has been twisted by Marak's dark blood magic, such that he radiates foul energy.This energy causes all players on the Dreadnaught while he is alive to periodically create pools of Corrupted Blood underneath them.
          • Corrupted Blood - A pool of corrupted blood lingers on the ground, inflicting 85,700 Shadow damage every 2 sec to any players who stand in it.

Warlords of Draenor - Garrisons: Enchanter's Study
Today's Blue Tweets mention one of the more useful perks of the Enchanter's Study building. You are able to use a friend's building to disenchant items and apply Illusions to your weapon without needing to have Enchanting as a profession or the Enchanter's Study.

Blue Posts
Originally Posted by Blizzard Entertainment
Gift of the Serpent Changes
We're making some significant changes to the proc coefficients on Gift of the Serpent, for each heal. These are, on average, massive buffs to the proc rate.

Here are the latest coefficients, for the theorycrafters:

Spell ID Spell Name Gift of the Serpent Proc Coefficient
119611 Renewing Mists 0.25
132463 Chi Wave 0.25
124081 Zen Sphere (Periodic) 0.20
124101 Zen Sphere (Detonate) 0.20
130654 Chi Burst 0.20
115175 Soothing Mists 0.67
125953 Soothing Mists (Statue) 0.33
132120 Enveloping Mist 0.25
116670 Uplift 0.40
130316 Uplift (Glyphed) 0.40
126890 Eminence (Self & Xuen) 0.27
117895 Eminence (Statue) 0.13
124040 Chi Torpedo 0.45
117640 Spinning Crane Kick 0.15
162530 Rushing Jade Wind 0.10
157590 Breath of the Serpent 0.20
157675 Chi Explosion 0.30
157681 Chi Explosion (Periodic) 0.02
159620 Chi Explosion (Crane) 0.40
115310 Revival 1.00
116995 Surging Mist 1.00
115072 Expel Harm 1.00

*crosses talons that formatting works*

EDIT: Fixed the Spell ID on Enveloping Mist. Sorry for the typo. Also added Uplift (Glyphed) for clarity, even though it's the same coefficient as Uplift, but is a different Spell ID.

EDIT 2: Decided to adjust this so that it is purely a buff, regardless of spell selection. Tweaked the coefficients for Renewing Mists and Zen Sphere (Periodic).

Discussed this further, and are going to revise it so that it's purely a buff, no nerfs. See edits to the previous post. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Normal and Heroic difficulties are flexible now, too, and we have a cross-realm group finder (not LFR) to help find raid members. (_DonAdams)
There are also big world bosses, and max-level outdoor areas meant for groups. Should be lots to do for a group-oriented player! (_DonAdams)

hey, will rated arenas also reward you with strongboxes/gold or only skirmish?
Only skirmish. Rated is still conquest. (holinka)

Second, I agree to a certain point on 5.0 but how do you see the Alliance? Protagonist? Antagonists? Both?
In MoP Ally end up as guardians. Anduin urges his father to protect Pandaria from Garrosh's conquest. (_DonAdams)
At the same time you do have the Alliance proactively seeking power (especially 5.2) while holding off Horde aggression. (_DonAdams)
I do understand concerns about Alliance feeling reactionary. However, I feel like heroes usually react to villains, don't they? (_DonAdams)
We did run purely Alliance threads through MoP (Varian's trials and relationship with his son, the Dark Iron stepping up, etc.) (_DonAdams)

but to the main point when did the Alliance drive the story in MoP? Shieldwall? Purge? Robocat? SoO?
"To Pandaria" as in 5.0 and the level-up experience, pre 5.1. (_DonAdams)
find reacting as long at the same time we push our story many treads make a tapestry. Many views make a story have depth .
But yes, you're absolutely right that we need to continue weaving in more threads. We can always do better. Ty for the feedback! (_DonAdams)

all level 3 buildings require tier 3 garrison (nite_moogle)

Will the Character Creation Screen Armors be class exclusive or can any class of that armor type use them?
you can only obtain the character screen armor for your class. (aa)
Thanks for the add in. I was hoping for no class restriction due to Monks having fewer sets available.
the character screen sets are very iconic to each class, and we wanted to preserve that. (aa)

Fan Art
We have some nice Horde themed fan art today!

by Published on 2014-10-06 12:38 AM

Edriel's End-Game Suggestions, Saturday's Technical Issues

BlizzCon America Regionals Survival Guide

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

Warlords of Draenor - Garrisons: Town Hall / Great Hall
Today we are taking a look at the Town Hall / Great Hall building. This building is a central part of your garrison, where missions take place and where building configurations are changed.

Upgrading your Town Hall / Great Hall to Level 3 currently costs 2000 Garrison Resources and 5000.

Town Hall / Great Hall NPCs
Along with the Architect and Mission Specialist, there are a few other interesting NPCs.

  • Blueprints Vendor - This NPC sells blueprints and prices have changed since we last looked at them.
    • Level 2 Small Buildings - 750
    • Level 2 Medium Buildings - 1000
    • Level 2 Large Buildings - 1500
    • Level 3 Buildings - 1000
  • Innkeeper - This NPC sells a few items to help with garrison invasions, as well as the Excess Potion of Accelerated Learning.
  • Chronicler - This NPC allows you to watch the cutscenes you see while leveling again.

Daily Mission
A choice between a solo mission and group mission is given to you in your Town Hall / Great Hall every day, with the solo mission rewarding 800 Apexis Crystal and the group mission rewarding 1000 Apexis Crystal.

When you arrive at the area, you must fill a progress bar to 100% by killing mobs and interacting with objects in the area. Depending on the quest, mobs may give ~1 percent each while objects will give you ~2-3 percent each.

Interface Art

Level 1 Alliance Screenshots

Level 1 Horde Screenshots

Level 2 Alliance Screenshots

Level 2 Horde Screenshots

Level 3 Alliance Screenshots

Level 3 Horde Screenshots

Blue Posts
Originally Posted by Blizzard Entertainment
Tank Squish Changes
So basically you're saying that after this change that you just spoke of...

1). We will self-heal a lot more in solo/out of combat (so that Ret isn't more survivable than Prot and it ain't taking us 60+ seconds to heal up after combat)
2). We will self-heal about the same during raid content (so tanks aren't overpowered like in MoP)

Is that about right?


Any thoughts on Resolve's scaling at high levels of damage taken? As of right now, we're getting pretty absurd levels of it in raid situations; even the mythic tank dummy with no stacks takes us about 80-85% of the way to the hard cap on our healing. I don't agree with the folks that say to make it linear (since there needs to be something to account for our better gear scaling this expansion), but even I think that Resolve's scaling is pitiful at high levels of damage taken.
Vengeance was a huge additive increase on a trivial base amount.

Resolve is a multiplier on a very significant base amount that grows with gear. As your gear improves, that multiplier needs to grow slower in order to produce the same effect. Your gear improving will make those smaller increases in Resolve more meaningful. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Proving Grounds
get silver, but then get 430 heroics gear first? or if geared enough for heroics geared enough 4 gold?
It's the same for all difficulties. You want ilvl 615 for max effectiveness at level 100 (Normal dungeon gear). (WatcherDev)

a question: lately i've heard that soo mythic will be cross-realm. Does that mean WoD's mythic will be so?
New Mythic tiers will not be cross-realm; that restriction will be removed after some time, likely when the next tier arrives. (WatcherDev)

...isn't Mythic aimed for 5 and rarely 4 or 6? I think mentioned something like that earlier this year.
Yes, we view 5 as the target. We'll likely bump the raid damage on several fights that were being widely 4-healed. (WatcherDev)

hey I had seen the ranked arena games are ending when 6.0.2 goes live does this mean conquest gear will be available for honor?
Yes (holinka)

Hey, whats happening to Duels resetting cooldowns? Was very excited for this, but hasn't been working for as long as I've had beta
It won't be ready for Warlords release. (holinka)

you snuck resilience into the latest build under the name "player damage reduction level 100"?
It's a bit inside baseball but we may need baseline resil at lower levels and we need that buff to remove it at higher levels. (holinka)
still no plans for resilience at level 100. Damage pacing feels right for the most part. (holinka)

Will Skirmishes be available in 6.0?
yes (holinka)

will players be able to earn honor/anything else from skirmishes in 6.0.2?
yes honor (holinka)

Dont think it'd be a good experience for people who want to pracctice
Playing skirmishes to practice for arena is analogous to playing random bgs to practice rated bgs. Not recommended (holinka)
you will have a hidden MMR but high end players should not expect as high level play as rated (holinka)

Are we going to see the Mantid again? There were a million things you guys did right with em, I couldn't list them all on twitter
They're pretty local to Pandaria. I doubt you'll see much of them anywhere else, but you never know. They can fly, after all. (_DonAdams)

How is Khadgar "tirion esque" you mean Cata thrall esque? because he's an alliance character.
He's leading a coalition of Alliance and Horde forces on Draenor. So, pretty much exactly what Tirion did in Wrath. (_DonAdams)
Or rather, he's trying to get them to cooperate against the Iron Horde. Both factions interact with him to some degree. (_DonAdams)

Not sure if you're the right person to ask this but is Timeless Isle sticking around going into #Warlords?
Yep, it's not going anywhere. (WatcherDev)
and it isn't changing? so for instance I can go do all the stuff I never did in MoP in WoD!
Other than some specific things like the legendary questline, everything from Mists will remain for you to explore. (WatcherDev)

If you change your garrison outpost , you'll get a new questline with a new follower, right?
No, we didn't want you to have to "collect them all" by systematically replacing each outpost. (Muffinus)

Yay! Another Blizz representative that's horde ...and you guys still try to deny the bias, pffft!
Actually, the WoW dev team has a pretty even split of Horde and Alliance players. (_DonAdams)

Poll - Garrison Art
We have looked at a decent number of the garrison buildings now, so which faction's art do you prefer?

Dark Legacy Comics #459 - Target
DLC #459 has been released.

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%.

  • 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%.


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

Rogue (Forums, Talent Calculator)

Warrior (Forums, Talent Calculator)

  • 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)
  • 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%.

  • 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%.

  • 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)
  • Seal of Justice now causes melee attacks to deal 12% of weapon damage additional damage, up from 10%.

Rogue (Forums, Talent Calculator)


Assassination & Subtlety

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

  • 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
610Two-handed AxeMeleeTwo Hand Greataxe of Trials
610BowPhysical DPSRanged Longbow of Trials
610One-handed MacePhysical DPSOne Hand Skullthumper of Trials
610One-handed MaceSpell DPSOne Hand Cudgel of Trials
610PolearmPhysical DPSTwo Hand Skullcutter of Trials
610StaffSpell DPSTwo Hand Staff of Trials
610DaggerPhysical DPSOne Hand Lockbreaker of Trials

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
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)

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)

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.

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