World of Warcraft News and Raiding Strategies RSS Feed


by Published on 2016-12-01 01:24 PM

Jay Wilson's Insights into Vanilla Development, Diablo Brawl Coming to Hearthstone

Hearthstone Season 33 Begins - Jade Lotus

Patch 7.1 Hotfixes - Trial of Valor
Trial of Valor Normal and Heroic got some nerfs to the Odyn and Helya encounters.



Patch 7.1.5 PTR - Jewelry Secondary Stat Increases
The latest build increases secondary stats scaling with item level on jewelry. You can see one example below and check out the stats of your items on the PTR site.

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Patch 7.1.5 PTR - Secondary Stat Changes
In the latest PTR build, the amount of rating you need per 1% of Critical Strike, Haste, Mastery, and Versatility was changed.

  • Critical Strike - Now requires 400 rating per 1% Critical Strike, up from 350.
  • Haste - Now requires 375 rating per 1% Haste, up from 325.
  • Mastery - Now requires 400 rating per 1 Mastery, up from 350.
  • Versatility - Now requires 475 rating per 1% damage and healing increase, up from 400. Now requires 950 rating per 1% damage taken reduction, up from 800.


Patch 7.1.5 PTR - Artifact Knowledge
Patch 7.1.5 makes catching up on Artifact Knowledge easier for new players and alts!

New Players / Main Character Catch Up

Alt Characters
  • The Artifact Research Compendium items are sold by the Artifact Knowledge researcher in your Order Hall for 1000 x Order Resources.
  • These are BoA items, so you can purchase them on your main character to send to alts.
  • These only allow you to purchase a book with lower Artifact Knowledge than your current Artifact Knowledge level.
  • For example, characters with Artifact Knowledge from 15-19 can purchase Artifact Research Compendium: Volumes I & II, granting their alt Artifact Knowledge 10.


Level Type Name
1Other Artifact Research Synopsis
1Other Artifact Research Compendium: Volumes I-III
1Other Artifact Research Compendium: Volume I
1Other Artifact Research Compendium: Volumes I & II
1Other Artifact Research Compendium: Volumes I-IV


Legion Season 1 Ending Clarifications
Originally Posted by Blizzard (Blue Tracker / Official Forums)
With today’s announcement of the end of Legion’s first PvP season on December 13, we’d like to clarify a few extra details.

The Elite PvP gear appearance will be the same in Legion Season 2 as it is in Season 1. If you are unable to complete your set in Season 1, you’ll still be able to collect your missing appearances during Season 2.

Additionally, after Legion Season 2 concludes, we’ll be adding the ability to purchase the complete Elite appearance set from a vendor. This will only be made available to players who have earned access to the Elite set by reaching a PvP rating of 2000 or higher in any Rated Battleground or Arena bracket during Legion Season 1 or 2.

Finally, we’d like to clarify that the end of Legion Season 1 and beginning of Legion Season 2 are not tied in any way to the release of Patch 7.1.5. One of our major goals for Rated PvP in Legion is to have PvP seasons change over more regularly, which means we can now transition between seasons without requiring a patch. This transition will occur prior to the release of Patch 7.1.5.

FEEDBACK: Lower Nighthold (Heroic)
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're opening up the Nighthold raid on PTR, with Skorpyron, Chronomatic Anomaly, Trilliax, and Spellblade Aluriel available on Heroic difficulty. We'll be leaving these bosses up for a couple of days. Please use this thread to for feedback or bug reports on any of the encounters. When providing tuning feedback, please note the nature of your raid group (e.g. Mythic guild group, PUG, etc.).

Nighthold Testing
Originally Posted by Blizzard Entertainment
Watcher explain why we should test your dungeon you don't listen to feedback
Well, part of the point of opening Nighthold and leaving it open for a longer period of time is to let groups get in and give contextual feedback on class mechanics, as well as to gather data to help with tuning. If we were solely interested in polishing the encounters, we'd be doing short 1-hour tests that could be observed by the encounter design team in their entirety. But this approach lets a lot more people get in and try things out.

Basically no numerical tuning based on 7.1.5 changes has been done yet: in test builds and development, the primary initial focus tends to be on qualitative design changes, both to allow for time to iterate on them, and because there's a much smaller development window during which we can make large changes to text in tooltips (since everything needs to be translated for the game's different regions before a patch can be finalized). Numbers changes are best done when designs are closer to final (there's little point fine-tuning something that may get ripped out entirely next build), and can be done very late in the PTR cycle. Raid tests like this help tremendously with that process.

The past couple of weeks have been full of distractions, with a long holiday weekend in the middle, and we haven't done a great job of communicating regarding the 7.1.5 class and systems changes. We'll be working to correct some of that in the coming days, but I understand that there's more than a little frustration and distrust to overcome.

In the meantime, I'll rename this thread, and make a new one for Nighthold. Please try to keep that one clear for feedback and logs from the instance, so that everyone can have a more polished experience in the long run. Thanks.

Patch 7.1.5 Warlock Feedback
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Feedback: you're leaving the warlock community out in the cold. Please communicate with us. We are extremely desperate.
We agree with a number of the core concerns raised, but don't have immediate solutions (or those solutions will take more time to design, implement, and test than the 7.1.5 PTR cycle affords). A couple of examples off the top of my head:

  • Steady/predictable Ember generation suited the Destruction rotation well, and something important was lost in the course of unifying the class to use a single shared resource, but fixing that at this point isn't just as simple as rolling everything back to Embers.
  • Mechanics like Demonic Empowerment and Soul Effigy are cumbersome to manage and while they have strong spec-specific theming, the actual gameplay of using them drags down their respective specs.

We're probably too reluctant to acknowledge problems for which we don't yet have a solution to present. But the fact that we haven't yet changed something doesn't mean that we think it's perfect as-is.

Dark Legacy Comics #561
DLC #561 has been released!

by Published on 2016-11-29 08:23 PM

World Boss - Nithogg, Cataclysm Timewalking, Blue Posts, Tweets, FinalBoss - Mages

Legion PvP Season Rollover December 13
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Attention all Arena and Battleground competitors! On December 13 at 6 a.m. PST, Legion PvP Season 1 will come to a close. But the battle will pick up just two hours later at 8 a.m. PST, when Legion PvP Season 2 begins!

Season 1 – End of Season Rewards
If you participated in Season 1, in order to ensure you receive the rewards that you’re due, please keep the following in mind:

  • Refrain from transferring your character(s) to another realm or faction until after Legion Season 1 has ended.
  • Legion Season 1 titles and mounts will be awarded approximately two weeks after the season ends.

Season 2 Begins
With Legion Season 2, the maximum number of times you can Prestige will increase from 4 to 8. Furthermore, weekly Rated Quest rewards will increase to the following values:

Last Week's Rating Base Item Level Appearance
0 - 1399 855 Gladiator
1400 - 1599 865 Gladiator
1600 - 1799 875 Gladiator
1800 - 1999 880 Gladiator
2000 - 2199 885 Elite
2200 - 2399 890* Elite
2400+ 900* Elite

*Item levels 890 and 900 above will become available when the Nighthold raid opens.

The item level of PvP gear rewards from Skirmish, Battleground, Arena, and Rated Battlegrounds victories will increase with Season 2, but the transmog look will remain the same as Season 1.

Faction-based Rewards
Don’t forget—end-of-season rewards are based on your faction nowadays. The top 0.5% of Alliance PvPers will be awarded the Gladiator: Legion Season 1 achievement and mount, and the same will go to the top 0.5% of Horde PvPers. If you transfer your character to the other faction, you must have 50 wins after your transfer to receive the reward.

Now get out there and fight to the finish!
by Published on 2016-11-29 04:30 PM

Account Issues: If you are having trouble with your account status, try renewing your subscription or switching to the PTR and back. If that doesn't work, check with Live Chat support.

Final Fantasy XV launches today! Learn everything you need to know with the FFXV Wiki on Gamepedia!

2.4.3 PTR Updated Patch Notes, Blizzard's Black Friday Sale

Gadgetzan Card Reveal Dump - Check out the Rest of the Set!

World Boss - Nithogg
Scourge of the Skies is up this week, sending players to kill Nithogg! He drops item level 860 gear and a Holy Relic. Warriors can get the Skull of Nithogg hidden artifact appearance.






Bonus Event - Cataclysm Timewalking
Cataclysm Timewalking is back this week.





PTR Build Deploy - 11/28/2016
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Greetings all,

In a few moments, the PTR realms will be coming down in order to deploy a new 7.1.5 build. No ETA for today's push however I'll update the thread if things look like they're going to take longer than usual (>6 hours).

I'll leave this thread open for discussion so long as conversations remain civil and adhere to forum guidelines.

Thanks for your patience!

Greetings PTR friends,
Things are taking a bit longer than expected with this push. Realms are still up with the previous build, so expect some downtime tomorrow when the deploy starts up again.

Thanks again for your patience!

Kirin Tor Emissary Quests
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Just a quick note to say that there was indeed an issue over the weekend with Kirin Tor Emissary being active, but not enough Kirin Tor quests being available.

We deployed a hotfix yesterday that automatically gives completion credit for the Kirin Tor Emissary upon logging in.

This a temporary fix, we're resolving the underlying problem so that next time the Kirin Tor Emissary is active there will be enough Kirin Tor quests available to complete the Emissary Quest.

Apologies for the understandable confusion and frustration this caused.

Blue Tweets
Originally Posted by Blizzard Entertainment
was mentioned, as well as numerous bug reports from our guild. Exorsus and From Scratch reported as well and reported as well
Did they? Not that I'd seen. But regardless, not fixing the bug or realizing its severity is on us. (WatcherDev)
None of us is happy with this outcome; but our mistake doesn't excuse or justify others'. (WatcherDev)

Hey, is the TCG considered canon to WoW?
Nope! It's more like a mini-game played within WoW, hence the Innkeeper telling you all of these great stories (Muffinus)

Final Boss - Legion Mages
This week Final Boss sat down with Preheat and Komma to talk about mages in Legion.

by Published on 2016-11-27 08:41 AM

2.4.3 PTR Updated Patch Notes, Blizzard's Black Friday Sale

New Card Reveal: White Eyes

Kirin Tor Emissary Hotfix
If you have been waiting on the Kirin Tor to give you more quests, a solution is here! Credit was awarded to everyone, so even if you haven't done any quests you can go and turn in the emissary quest now. Relog if it isn't appearing as complete right away.



Mythic Helya Kill - Ðanish Terrace
Ðanish Terrace got a world third kill on Mythic Helya today, with an interesting strategy.


Originally Posted by Blizzard Entertainment
Another illustration of "it's hard to find limit between clever use and exploit"
She's breathing, damaging tanks with it, spawning adds. Similar to putting p3 Cho'gall on the throne in BoT. (WatcherDev)
Obviously not the strat the encounter's designer intended, but no part of that is a "bug." (WatcherDev)

Thanks for answering. If Helya kept breathing and we suicided 1 tank on each breath would we got banned ?
I'm pretty sure you wouldn't have been, it's about her bugging out, not the suicide itself (IMO).
Yeah. Target's death stopping one cast is consistent with many other abilities out there; it's how WoW works. (WatcherDev)
Target's death causing the boss to never cast again is a clear bug that removes a mechanic entirely. (WatcherDev)
It's the difference between Archimonde crystals and LK Saronite Bombs, basically. (WatcherDev)

Speaking of LK/Ensidia, basically you don't consider "intent" as a factor in deciding bans or is it case by case
Case by case; intent can be hard to gauge, but there are clues. It's hard to read intent into a fluke free kill (e.g. M-Odyn). (WatcherDev)
But when a group is repeatedly performing an action that causes the fight to bug out, and building a strat around that bug... (WatcherDev)

Blue Tweets
Originally Posted by Blizzard Entertainment
Demonology Warlock [Sin'dorei Spite] legendary bracers are bugged, buff not applying to Wild Imps. Any chance of a fix?
Slated for a fix in 7.1.5 I believe; I'll see if that can be moved up at all. (WatcherDev)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
What are the biggest factors that stop great ideas right in their tracks? Specifically in game design and conceptual creation.
In general, I advocate *not* trying to stop great ideas right in their tracks. Game designers in particular are so comfortable with analysis that they can immediately shift to pointing out why something won’t work instead of trying to figure out what to do so that it can work. In my work, I try to structure idea generation into two phases: a purely creative one where you don’t accept any constraints, and then a more pragmatic phase where you shift from asking “Is this cool?” to “Should we build it?”

I don’t think that was really the spirit of your question though, so I’ll try to go a little deeper. Let’s assume the idea has gotten through the pure brainstorming phase and now you’re critically evaluating it. What would kill it?

1) Technical realities. Programming time is expensive in terms of opportunity cost. In my experience, very few engineers will tell you no. Instead they’ll tell you how long something will take and what you may have to give up to get it. There are a limited number of programming hours in the day, so if you shift some of those hours to a new idea, you have to give up something else. Sometimes that’s the right call because the new idea is so awesome. But if every idea is awesome (in terms of shifting resources to pursue it) then nothing is. (This can happen with other resources as well. Art is probably the second most likely to bottle-neck an idea after programming.)

2) Doesn’t fit the game. This actually comes up a lot, and it can be a tough thin to arbitrate because different developers on a team might have different opinions of what fits or not. I tend to spend a lot of time thinking about setting precedents because the games I have worked on have long lifespans. The developers today may be opening up something cool (or a Pandora’s box) that future developers are going to have to contend with. Think of relatively simple but hugely impactful decisions like “Should WoW allow third party mods?” The definition of “fit” here can encompass a lot of things, like whether it’s a feature players actually need, whether it matches thematically, and so on.

3) Causes unintentional player behavior. You have to really think through this one because by definition it’s often hard to anticipate what the outcomes will be. Some outcomes are perfectly fine. I don’t mean to imply that every time players do something unexpected that it’s inherently bad. But you can also cause players do things that are really unfun. Imagine you give players a chance to get a reward once an hour. Are you encouraging them to set their alarms every hour while they try to sleep?

4) Confusing or janky. Some great ideas are inelegant enough that they will cause a lot of confusion. It depends a lot on your game about how much of this you’ll tolerate. Sometimes the idea is worth the extra price in complication. But complication can have a real price as well – confused players might open support tickets, which are a real hit on a game’s bottom line. (Publishers generally want to offer player support because it helps make the experience good for players, but they also want to build the game in such a way that players don’t need to hit up player support constantly.) You could also argue that if the idea is too inelegant that maybe it doesn’t qualify as great.

5) Collision with some upcoming feature. This is where project or team leads can really earn their salt, because they can provide a bigger picture that individual contributors may not have access to. “Hey I thought of a great idea to minimize our download time!” might be rendered less useful if you have the information to say “Great idea, but we’re working on continual streaming next milestone, so downloads are no longer a big player pain point.”

There are a bunch of others, but those are the ones that came to mind.



Overwatch Reaper Statue
Blizzard added a statue of Reaper to the Blizzard Gear store!


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