World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2013-09-14 12:50 PM

Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilities

Visions of Time - One Final Turn
Patch 5.4 added a quest line on the Timeless Isle that involves working for Kairoz of the Keepers of Time. He is on the Timeless Isle because the Bronze Dragonflight is not as powerful as it once was, only being able to catch furtive glimpses through time. He has created an hourglass that will allow for a window into the timeways, but you must collect 50 x Epoch Stones to make it usable.

After collecting the stones, you embark on a series of weekly quests to use the Vision of Time in different locations to calibrate the Vision of Time. Kairoz eventually will reveal that there is a traitor among the Bronze Dragonflight.

As the hourglass grows more powerful, he will finally send you to the Caverns of Time to see Soridormi die, which is the scene you see below.

Flex Raiding Update
You can now resume a Flex Raid based on the leader's progress rather than the least progressed player's progress.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Once again, this community has come together in a constructive manner to share feedback and suggestions, and we thank you for that. Let's kick this update off with the most recent change:

After careful consideration of the feedback you've shared, and after weighing pros and cons of the Flex mode system that came with Patch 5.4, we've decided to change how raid progress is saved. At patch launch, entering Flex mode SoO was based upon who had progressed the least. For example, a raid of 11 players entered SoO and downed 3 bosses on Tuesday night. Wednesday night, all 11 come back together to continue but decide to bring along 4 new people. If the raid had queued together, they'd have had to start the raid over from the beginning because those 4 new players weren't flagged as having downed the first 3 bosses. Our original intent was to err on the side of making sure no one in the raid would miss out on a boss that they still needed to kill.

A hotfix applied this morning, however, takes a more traditional approach to raid lockouts by basing boss progression on the group leader's status. In other words, if the raid leader faced 3 bosses on Tuesday and decides to continue where he or she left off tonight, anyone who joins the Flex raid--even those who have never set foot into SoO--will begin the instance at the same point where the raid leader finished on Tuesday. This system is more straightforward and understandable for much of the WoW raiding community, therefore Flexible raids will no longer be based upon the least progressed member.

Thanks, but there seem to be some folks that haven't seen it work like this if cross-realm players are involved. Is this a bug / user error?
This was addressed in this morning's hotfixes.

Question, does flex reward loot like lfr does, ie random number roller, or is their actual gear to be handed out?
Is there any reason why we need to queue in the first place?
These two questions go hand-in-hand: Using Raid Finder-style loot ensures that adding new players to a Flexible raid will never impact any individual member’s chances of receiving loot. And using Raid Finder-style loot also means using Raid Finder-style queuing.

Will players who are skipped ahead this way still be eligible for loot from bosses they skipped if they join another flex raid with those bosses up, like LFR, or will it be like normal/heroic where you have to accept the raid leader's progression and match their lockout status to raid together?
Yes. If you joined "Flex Raid Group A" to help down the fourth boss after they had already killed the first three, you could then join "Flex Raid Group B" to down the first three bosses later and be eligible for loot. Of course, if you continued on to the fourth boss for a second time, you would not be eligible for loot.

It should be noted that no matter what, you'll always receive Valor Points for every boss you kill in Flex Siege of Orgrimmar regardless of how many times you've killed them that week. Also, if you have the Warforged Seals, you can continue to use them for bonus rolls each time a boss is defeated.

Patch 5.4 Hotfixes: September 13
One hotfix that didn't seem to make the notes: Censer of Eternal Agony now costs 1000 Timeless Coin, down from 2500.
Originally Posted by Blizzard (Blue Tracker / Official Forums)

  • The Darnassus Mission: Players on this quest should no longer be placed into an incorrect phase when using Curious Bronze Timepiece from Journey to the Timeless Isle.

Raids, Dungeons, and Scenarios
  • The raid leader's boss progression in the raid instance now determines which bosses are still available when starting a Flexible Raid. Check out this forum post for a detailed explanation on the change.
  • Siege of Orgrimmar
    • Norushen
      • Purifying Lights now always spawn in the same locations on Flexible Raid difficulty.
      • Damage from Titanic Corruption's Hurl Corruption ability can now be absorbed by damage absorption shields.
    • Sha of Pride
      • Fixed an issue where players were able to obtain a second Titan Runestone from the Sha of Pride after having already received one on a different difficulty setting.
    • Galakras
      • Flames of Galakrond is now more responsive in detecting when it passes through a player and provides a a clearer visual as the flames decreases in severity.
      • Lor'themar Theron (Horde)/King Varian Wyrnn (Alliance) no longer uses taunt on Galakras.
    • Spoils of Pandaria
      • Reduced the delay before Crates of Pandaren Relics may be opened on Flexible, Normal and Heroic difficulties.
    • Malkorok
      • Malkorok will now correctly apply Fatal Strikes on a tank even if they successfully dodge his melee attacks.
      • Kor'kron War Wolf's Dread Howl now works like a normal fear and can be removed or dispelled by non-self cast abilities. Self-cast abilities like Berserker Rage or Will of the Forsaken do not work at this time and will be addressed in a future patch.
      • Mistweaver Monks stunned with the Touch of Y'Shaarj affliction will no longer be impossible to hit due to Dematerialize.
    • Thok the Bloodthirsty
      • Fixed an issue where players can take damage from creatures that are still locked in their cage.
    • Garrosh Hellscream
      • Faith, Hope, and Courage effects no longer stack with each other while in the Realm of Y'Shaarj.

Battlegrounds and Arenas
  • Rogues can no longer use Shadowstep on Antipersonnel Cannons in Strand of the Ancients.

  • Effects for Legendary cloaks no longer activate while fighting against other players.

Timeless Isle
  • Fire-Watcher achievement now requires players to obtain 2,000 Bloody Coins as an Emissary of Ordos or Ordon Fire-Watcher (down from 10,000 Bloody Coins).
  • Players will now correctly receive credit for Big Bag of Herbs towards the Going To Need A Bigger Bag achievement.

Proving Grounds
  • Lava pools created by Illusionary Flamecallers should no longer damage Monk statues or Shaman totems.

Connected Realms
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Most people on PvP realms like having a faction advantage and choose their server or move to servers specifically for that reason, which makes evening it out fairly difficult. There also tends to be a faction imbalance on PvP vs. PvE realms, where PvP realms tend to be Horde heavy and PvE tend to be Alliance heavy. So when we connect a few low-pop PvP realms together it's somewhat likely to only be able to be matching imbalanced realms with imbalanced realms. Considering the desire for a faction advantage, even if we did achieve a balance I'm honestly not sure how long it would last. In any case, with Connected Realms both sides will be getting more players, and bringing up the amount of people on each realm is the goal.

Connected Realms are a complex process, we have a lot of data, we're taking our time, and we're taking a lot of factors into account to provide the best possible end-result we can. Faction balance is one of those factors, but it's definitely far more nuanced a problem.

What about the people that chose their server based on a small population, only to have CRZ shoved down our throats?
World of Warcraft is a Massively Multiplayer Online Game. While you and I can disagree and discuss that being on a PvP realm with more of one faction or the other vs. a balanced realm is more or less fun for each of us, the game world being full of people is the definition of the type of game this is (MMO) and arguing it's more fun to have less people in it just doesn't align with the basic intentions of the game. It may be the way you prefer to play, and that's fine, but it's the opposite of what the game is defined as, and therefore isn't going to be something that we're specifically taking care to preserve.

Where were all the blues when there were tons of threads by people on dead realms complaining that their MMO experience wasn't really an MMO experience and more of a single player game?
Reassuring them we were aware it was an issue, working on Connected Realms, waiting until most of the engineering work had been completed so we were sure it could be done, and then announcing it.

I can only speak for myself but I feel like a lot of the connected realms information is just really vague. For example, why not have a list of exactly which realms are connected to which other realms? That just seems logical to me.
That is logical, but there are no Connected Realms at this time and no list to share. We've announced the first ones we'll be using the process on, but don't yet have a date when that will be done. Once that's done though we'll certainly let everyone know what the plans are moving forward.

Blue Posts
Originally Posted by Blizzard Entertainment
Gemming and Enchanting Gear
I get ya, and I pass on gems and enchants for crappier gear sometimes, buuuuuuuut 502 I'd personally say you should be gemming and enchanting. You're clearly OK with spending Valor on upgrading the items that you think are crap, and for me Valor is more valuable than a few hundred gold. Maybe don't buy the best gems, or necessarily get all the enchants, but at least make an effort. Encounters and game difficulty is balanced around the ilvl of your gear, and the ilvl of your gear is balanced around the inclusion of (at least) gems. The ilvl of an item determines a stat budget, and that stat budget is spent on literal stats (+Str/Int/etc.) but also sockets, so if you leave those sockets open you're making your gear a lot worse than it's intended to be for that ilvl. Buy some cheaper gems, get some of the cheaper enchants, be a little better, done.

I obviously gotta work on my gold making.
Not having any professions might be hurting you a bit in that regard, either needing to pay for everything, and/or not being able to sell anything of your own gathering/creation.

And the good weapon enchants all sell for several thousand gold and I can't afford to pick up a new one every single time I get a new weapon.
That's why I don't buy the best enchants every time. Determine how long you think you'll have that item, and base your investment on that.

So you just made two professions (enchanting and Jewelcrafting) mandatory for everyone. If you are tuning for gear around enchants and gems then how about having a vendor available with cheap gems and enchants?
We tune around assumptions of gearing and ability with a wide range of item levels and skill for the various content difficulties throughout the game. Whether someone buys all the best gems and enchants or doesn't use any, we have to tune for something, and where that tuning is depends on the type of person that content is targeted at.

Expecting people to interact with one another to achieve goals in an MMO isn't a far-out notion, and I would say is at the core of what the game is. The fact that you don't have to physically go to another player to achieve a lot of these actions is already freeing you from the weighty burdens of having to (ew) talk to other humans, but asking for them to be completely removed from any kind of player interaction and just put on a vendor... I have to ask, what are your expectations of this game? (Blue Tracker / Official Forums)

Connected Realms Update
Soo, any eta when we are going to get a list of those realms already connected? When the restart started this morning, I got 2 messages as of the 5 minute mark: Connected realm restart in ?? and Realm restart in ??

Does that mean Lightbringer is now connected to another server?

Realms aren't connected as of yet. What you're seeing is some of the work that needs to be done in order to begin making connections. (Blue Tracker / Official Forums)

Temporary Website Issues
Thanks for your patience, everybody! The issues affecting the website armory and the Mobile Armory App (including guild chat) should now be resolved. (Blue Tracker / Official Forums)

Looking for Your Questions
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’re looking into a number of potential new ways to answer common questions and get more information to you about the game. We thought what better way to test them out than with actual questions from you, our loyal General Forum goers?

Obviously 5.4 is a big topic right now, but all questions are welcome. While we probably won’t be answering any directly in this thread, we’ll continue interacting here on the official forums and providing as many answers in other threads as we can.

Icy Veins Guides Update
Icy Veins has updated all of their class guides for Patch 5.4 and also added their own Timeless Isle guide!

Poll: Are You Buying a Next-Gen Console?
Are you interested in the new consoles, or are you sticking with PCs only?

Fan Art - The Brothers Stormrage
Another nice piece of artwork from the upcoming Warcraft Tribute art book.

by Published on 2013-09-13 05:18 AM

Diablo III Expansion - Reaper of Souls: Datamining Post, Bosses, Game modes, Clans, Ladders, and more

The Coin - An Inside Look, Blue Tweets

Siege of Orgrimmar - Garrosh Normal 10 Video
Congratulations to Availed of US-Anvilmar for being the first to defeat Garrosh on 10 player normal difficulty!

Diablo III: Reaper of Souls Datamining
Our friends over at Diablofans have started going through the Reaper of Souls expansion and posted a lot of interesting things. There are strings for guilds, clans, new models, new game modes, transmogrification, Crusader lore videos, and so much more!

BlizzCon 2013 Virtual Ticket On Sale Now
Originally Posted by Blizzard (Blue Tracker / Official Forums)
BlizzCon 2013 is just two months away, and we know everyone’s excited to see what’s in store. Even if you’re not attending in person, you can experience of the sights and sounds of the show from home with the BlizzCon Virtual Ticket, available to order now at Now you can be a part of Blizzard’s epic two-day gaming convention without having to wear pants—unless, of course, you’ve invited friends over to watch.

The BlizzCon Virtual Ticket will give you live online HD coverage of the event, taking place Friday, November 8 and Saturday, November 9 at the Anaheim Convention Center. You’ll get access to both days of the show via two exclusive channels, including the developer panels, exclusive interviews, community contests, and the closing ceremony, along with on-demand replays and DVR functionality. Note that Virtual Ticket coverage will be available in English language only, so keep that in mind before you purchase.

Bonus Loot

Since we know everyone likes epic loot, anyone who orders a Virtual Ticket will also receive this year’s BlizzCon-exclusive in-game goodies for World of Warcraft®, StarCraft II, Diablo III, and Hearthstone™: Heroes of Warcraft™ (details coming soon).

You’ll also get access to an exclusive, limited-time online pre-BlizzCon merchandise sale featuring a selection of commemorative items that will be available for purchase at the show.* This special pre-BlizzCon sale is scheduled to take place over a 5-day period in the weeks leading up to the show, and will be followed by a public sale offering a more limited selection of items. We’ll have more details on the pre-sale in the coming weeks.

Free WCS and Warcraft eSports Tournament Streams

Even if you don’t purchase a Virtual Ticket, you’ll still be able to catch plenty of BlizzCon action online for free. Coverage of the BlizzCon opening ceremony and this year’s BlizzCon eSports tournaments—including the StarCraft II World Championship Series Global Finals and the World of Warcraft Arena Global Invitational—will be streamed for free in HD at and the official WCS website.

For more information on the Virtual Ticket, check out the Virtual Ticket page or read the FAQ.

*While supplies last. All orders placed in the online pre-BlizzCon merchandise sale will be shipped from the United States; international shipping rates may apply.

Connected Realms Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We wanted to update everyone on the next steps for the implementation of Connected Realms. We plan to begin the rollout of this feature with just a couple of realms, and have determined that the first realms that will be connected will be Boulderfist and Bloodscalp—we’ll provide another update once we’ve finalized the date. Beyond that, we are in the process of determining a complete realm-connection schedule, and will be releasing more details as we progress.

For more information on Connected Realms, please read the preview blog post here.

Looking at the two realms above though it seems they're both fairly (3:1) Horde dominated. My data may well be out of date though. Is faction balance not an important consideration for PvP servers?
I think it's best to take outside data with a grain of salt. I don't have data on the faction balance on those realms myself, but it's worth noting that often enough, outside data is skewed a bit from what we have.

Only request I have on this feature is that RP servers get merged with other RP servers.
We intend to keep like matched with like as much as we possibly can. I think once we get a "complete" list and schedule out to everyone, there will be less theory crafting or conspiracy theories ... then again.. maybe not.

We'll just try to keep everyone in the know as well as we can.

Hey Nethaera i have a question.... along with the type of server being matched together, will evening out horde to alliance ratios be another goal of connected realms? so a realm with that is horde favored be matched with another alliance favored server to bring the two together?

I'm not sure as of yet. The caveat to doing this is there's no guarantee that once those realms were connected, that the balance wouldn't skew again. We'll see how it goes though.

Patch 5.4 Hotfixes: September 12
Originally Posted by Blizzard (Blue Tracker / Official Forums)

  • A Pandaren Legend: Lorewalker Cho should no longer confuse Worgen and Alliance Pandaren players as being part of the Horde while retelling their story.
  • A Time-Lost Treasure: This quest no longer has a faction requirement with Order of the Cloud Serpent.
  • The Path of the Mistwalker: Completing this daily quest now awards 250 reputation with the Emperor Shaohao faction. In addition, Southsea Plunderer and Southsea Lookout elites now award credit towards completing this quest.
  • The Temple of the Jade Serpent: Fixed an issue where players were unable to move after the cutscene.

  • Ordos
  • Kor'kron related NPCs and creatures in Northern Barrens should be neutral to players below level 85 once more.
  • Highwind Albatross already carrying a player will no longer have its flight path interrupted when attacked by other players. Players who have been picked up by an Albatross can still interrupt its flight by attacking it.
  • Lil' Canny is back after a tune-up and is wandering around in the Shrine of Seven Stars once more.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Siegecrafter Blackfuse
      • Players standing on the conveyor belt should now be able to see Shockwave Missile and its damage effect regardless of the Shockwave Missile's position in the room.
    • Garrosh Hellscream
      • Farseer Wolf Rider can no longer be hit multiple times by the same Iron Star.
      • Kor'kron Warbringer can no longer deal critical strikes to players.

  • Fixed an issue where many mana regeneration drinks was not regenerating mana.
  • For Death Knights, the Endurance of Niuzao effect from the Qian-Le legendary cloak should now activate before triggering Purgatory.

Timeless Isle

Bug Fixes
  • The Release Spirit prompt should no longer pop up after performing a reloadui after dying and resurrecting.
  • Players dying and releasing while inside the Siege of Orgrimmar raid instance should no longer see the loading bar multiple times before arriving at the graveyard.
  • Tracked quests, achievements, and tutorials should now be saving correctly after relogging.

Shaohao Rep Gain
Originally Posted by Blizzard (Blue Tracker / Official Forums)
One hotfix we're applying that should help a bit:

Completing the daily quest "Path of the Mistwalker" now awards a player with 250 reputation with Emperor Shaohao.

Just for perspective, our intent with the implementation of this rep was to focus on the more difficult creatures on the island, as well as the ones that thematically are the most threatening to the island's residents.

It's definitely different from some of the more recent reputations added to the game, and harkens a bit more back to reps like Timbermaw or Hydraxian -- though we'd argue is still less painful.

Gaining Shaohao rep is largely for flavor and not something everyone is going to want, and certainly not need, to do. That said, we'll keep an eye on community progression and feedback, and make further adjustments if we feel it's necessary.

Not enough npc's in that tiny zone also, single target classes like rogues should get more rep from a kill than say a hunter or a caster who can kill 5 at a time while I can only do one target at a time. I don't mind grinding but don't like having to fight for targets with casters who can target multiple npc's at once and I cant in a tiny little space. Although having stealth I can at least hit one and be killing it while they attack it for 3 seconds not knowing I already tagged it first ... a little payback at least. But they still have the other 4 or 5 to deal with anyways I can have my one at a time.
One of the biggest challenges any MMO developer faces -- you can find evidence of this in virtually every MMO on the market -- is designing open-world content that isn't completely stifled by huge populations when it's first released, but also isn't a ghost town with stuff that's nigh impossible to do as the general population moves onto other things.

We understand Timeless Isle has a lot of that going on as loads of people login to check out the new patch, but we designed the island from the ground up in such a way to try and minimize both the overcrowding and ghost town effects as much as possible, even down to the actual size of the island itself.

And for those of us who completed the quest, but are still struggling with neutral? Will it retroactively assist us?
No, you won't retroactively be awarded rep based on changes made after the fact to how it's distributed. But yes, going forward completing this quest will award rep.

IMO the problem is that only Yaungols give rep. Make it so that every island creatures gives some rep and it will be fine.

You make something extremely hard/long/painful for its release and sometime later you make it super easy: 5.0 Reps, first steps of legendary Quest line, getting loot from past patches. and the excuse is " Oh oh, we've been monitoring the community and we are not satisfied with this so we gonna make it easier." or "We feel that served its purpose" Or something like that. Give your players some respect. I understand some of the reasons but I can't help but feeling I just lost a bunch of time doing that stuff. If you gonna change this rep DO IT NOW because there's already people working their asses for this and it will be frustrating if you make it easier in one or two months. Or don't change it and make it clear that you will not to. Thank you.

The first change happened within 48 hours of the patch going live. If we think there's a problem we'll take steps to address it.

But I'm not comfortable comparing this to 5.0 reps or the legendary questline. First, the changes made to them were mostly for very different reasons. The way so many reward systems tied together in 5.0 reps made it more difficult to address by applying a hotfix or two. It required patches. And the primary changes to the legendary questline have been calculated and gradual, to allow players an opportunity to catch up without having to repeatedly run content for which it's increasingly difficult to find groups, while also not trivializing the overall effort needed to complete the chain now.

You seem to be implying we should take a "nerf first, think about the implications later" approach. That's not good for the game or the community. If we make any mistakes in the process, it becomes a lot harder to take something away from players, and we want to avoid repeatedly swinging the pendulum to opposite extremes in that regard.

Ultimately, a lot of this feedback ends up being a little shorthand, not that it's being discounted entirely. But there a sense of, “There’s a thing I want and I don’t have it yet; fix it so I have it now,” going around. Shaohao rep definitely has a grind attached to it, but as other players will happily point out, there are a lot of other repeatable, random, and other mechanisms and systems at play that make the Isle as a whole very rewarding. If we gated all the good stuff behind the rep, that’d be a more serious concern, but it isn’t. The rep is just one progression among many parallel ones.

I can't help but view Thunder Island, Battlefield Barrens, and Timeless Isle as being three parts in a continuing experiment.
This is true to a large extent. We're trying out types of endgame content other than repeatable quests. Timeless Isle is the most direct "sandbox, evergreen" environment we've created so far. The Isle content as a whole isn't nearly as strict or linear as dailies. There are many things you can take at your own pace. Needless to say, we're very interested in the feedback -- not just what we're hearing now, but what we'll be hearing two months from now.

Resuming Flex Raids
Originally Posted by Blizzard (Blue Tracker / Official Forums)
There has been some confusion about a couple aspects of Flexible mode raiding which we’re hoping to clarify for you here:

If all members of a Flexible mode raid have killed specific bosses within a wing, when they queue up again the next day, they will begin where they left off.

Example: All 14 players in the raid on day one have defeated Immerseus, but only 12 continued on to take down the Fallen Protectors. If that same group of 14 were to re-queue for the same wing the following day, they would begin at the Protectors with Immerseus remaining defeated. If they returned with the original 12 that downed the first two bosses, they’d carry on to Norushen.

While Flexible mode will never scale in difficultly below 10 players, you can still queue up and begin clearing the instance with as few as 7 players in the raid.

Example: You have 9 guild members and friends who are online and ready to rock Flexible mode, but the other 5 members of the raid are running a bit behind. You can still form a raid group and queue for Flexible Siege of Orgrimmar, and then head inside to begin taking down trash as you wait for the others to log in.

Blue Posts
Originally Posted by Blizzard Entertainment
Siege of Orgrimmar Flex Difficulty
I honestly didn't have to really pay attention to anything, mechanics were harmless for the most part, if you simply respect Kill adds > Kill boss order bosses just fall over.
Siege of Orgrimmar has a much smoother progression than Throne of Thunder, so we expect most groups that were able to get even halfway through ToT to be able to deal with the first few bosses without too much trouble.

Secondly though, it sounds and -checking your gear- looks like Flex isn't for you, and you should stick to Normal/Heroic where you're already comfortable progressing. (Blue Tracker / Official Forums)

Siege of Orgrimmar Difficulty
I mean I was fine that SoO had catch up mechanics for the legendary quests...only natural given where we are...but common at least make it so you have to kill Garrosh for the bloody thing....
We thought it'd be cooler to actually be able to use the cloak while progressing in 5.4 content rather than get it when you're all done.

That brings me to the next far the difficulty of SoO seems a joke. I feel like normal is under-tuned and it's like we were running flex. One shot first two
Tuning of the first few bosses in Siege of Orgrimmar is intentional. Keep going. (Blue Tracker / Official Forums)

Legendary Cloak and Timeless Isle Access
blizz seems to think its funny to close off half of the timeless isle to anyone without the legendary cloak
It is correct that you need the legendary cloak to fight Fire-God Ordos. It's not half of the Timeless Isle. It's one boss -- literally one thing on the isle you can't access without the legendary cloak. You can still get to the area surrounding Ordos using the Albatrosses.

It wasn't designed this way to give us a laugh. The vast majority of the Timeless Isle is open to everyone at level 90, including the four celestials you can fight.

We feel that rewarding those who have invested time into the entire legendary quest chain with access to fight Ordos is justifiable. He's analogous to Oondasta and Galleon in terms of difficulty and loot quality, but isn't just another really rare spawn that can be zerged by everyone in the area, or friends being invited and summoned in.

The original implementations of Galleon and Oondasta were both a little problematic. We wanted to try out a different type of barrier to entry for players who want to fight this boss. And it's fitting that the people who have progressed through the legendary quest chain as it's unfolded, and completed the chain as soon as it was possible to do so (today), get access to him first.

After all, if you haven't been working on the legendary quest chain and/or aren't all that into raiding, it's probably not super important for you to fight this particular raid boss on the first day he's even in the game.

Fortunately you can still complete the legendary quest chain if you want access to the inner-sanctum where Ordos is hanging out (the area you defined as "half of the Timeless Isle"). And it's still perfectly viable to complete the quest chain with all of the updates to it in patch 5.4.

But seriously it's one boss you might want to do at least once or twice for some loot. You're not missing out on much and you can always just like Goblin Glider over to the area to see it (unless they fixed that since the last time I was on the PTR which is highly likely).
It's possible to get to the area where Ordos is through select means, but there's a frequent pulse that kicks everyone without a cloak out of the area.

It is really a way to make casual gamers feel they are worthless yet again.
You can absolutely be a casual gamer and still get the legendary cloak. It was specifically designed to work that way (i.e. items that drop in raids still drop in LFR).

I consider myself a very casual gamer and have still been steadily making progress on the quest chain, none of which was done through anything higher than LFR raid difficulty. (Blue Tracker / Official Forums)

Mogu Rune of Fate Cost
The basic items that drop from everywhere on the Timeless Isle are 496. Quite a few people have reported filling every slot on an alt in the first day with these 496 items, and that's also the ilvl requirement for Siege of Orgrimmar LFR. So even with no other gear from other sources or upgrades, you will be able to jump straight into Siege of Orgrimmar just by playing around, exploring, and killing stuff on the Timeless Isle for a while, which really makes Mogu Runes of Fate quite unnecessary if you're just looking to progress through the new content.

When Mogu Runes of Fate were introduced, Elder Charms of Good Fortune were changed to drop on the Isle of Thunder. They drop randomly and you may get 20 in one day or 0. This time we're taking some of the randomness out of it and simply allowing you to be on the island and constantly be picking up Timeless Coins and working toward purchasing Mogu Runes of Fate.

But as I said if you've seen all you want of ToT and are just looking to progress, just getting those gear tokens off the island are probably a better bet.

So we brought up your guys' feedback to the designers about this just a bit ago, everyone agrees Mogu Runes of Fate are too expensive, and we'll be adjusting the cost in an upcoming hotfix that should probably go out today or tomorrow. (Blue Tracker / Official Forums)

Timeless Isle monsters - Um...ouch
Is anyone else finding that these monsters are extraordinarily hard to kill and they hit like a mac truck?
They're definitely challenging. There are a variety of additional buffs and such on the Isle that should help. The mobs also have visual cues on their more damaging "ouch" worthy abilities as well that should help you with avoiding that damage and taking them down. It also doesn't hurt to grab a friend or two to help you out if they happen to be around and available.

Brute-force, no-thought-required developer solution for MMO gameplay: make the content suck so much that you're forced to group. Because Blizzard says grouping is fun. So if you're not having fun, you're doing it wrong.
This is incorrect. The intent of the island is that you can solo most of the content. My suggestion to group with someone was simply advice for those that may be finding difficulty with them to make it a less (potentially) frustrating experience. It wasn't meant as anything else.

It's also worth noting that we're still keeping an eye on things now that the patch is live and a larger pool of people are experiencing the content. I'm sure that if it's determined that adjustments need made, they will be. (Blue Tracker / Official Forums)

PvE Realms - World PvP and Timeless Isle
the point is, that we shouldn't be able to be flagged on TI, it should be neutral territory not contested.
Plenty of people that are on PvE servers like to engage in PvP sometimes, as you apparently can tell by the number of people flagged on the island on your realm. Avoiding flagging yourself is usually fairly simple, but mistakes do happen, and you may die, and you may need to wait for the 5min PvP flag to disappear. Just be a bit careful about what you're clicking on/targeting and you shouldn't have any problems. (AoE attacks will not flag you unless you have a flagged player targeted) (Blue Tracker / Official Forums)

Patch 5.4 PvP Gear
I'll jump in because I think I understand the question:

when the conquest gear becomes honor, will that conquest gear that will be honor be upgraded into better honor gear come next week? o.O
The season 13 Tyrannical gear was changed to be available for Honor so that the new season 14 gear could become the gear purchasable for Conquest.

So the answer to your question, if I understand it correctly, is no. There won't be any changes to the stats or item level on the season 13 Tyrannical or season 12 Malevolent sets when the new season 14 gear becomes available. You will need to follow the normal upgrade path for your gear, buying the Honor gear (Tyrannical) and then replacing those pieces with the Conquest gear (Grievous). I hope that this answers your question, please feel free to rephrase it to make the question more clear if I didn't. (Blue Tracker / Official Forums)

Patch 5.4 PvP Changes
Blizzard said it was 10% damage reduction not a portion of resilience.GG inc PVE TRINKETS ONCE again
While not being exactly 10% damage reduction, it's still a rather hefty decrease in damage done to your character. When you consider the amount of damage reduction that the trinkets provide, coupled with the additional ten item levels and the fact that the procs and stats you see on the PvE trinkets don't properly reflect what they do when in a PvP instance, you may feel differently about how powerful these trinkets are.

You have to remember that all of the PvE items will be down-scaled to 496 Ilvl, increasing by one Ilvl per week up to a maximum of 512. So to take for example the PvE trinkets that decrease the duration of six of your major cooldowns; while the number may be reasonably high at first glance, in PvP the decrease is only around 20%. The same goes for the other trinkets which have special procs, all of them have their effects greatly reduced in a PvP instance and as such their effect will not be as major as you may think.

We'll be sure to continue monitoring the state of PvE items in PvP. If we find that a certain item is affecting gameplay in a major way, we’ll make adjustments as we deem them necessary.

PvE items are scaled down to 496 ilevel and PvP to 512 so doubt that PvE trinkets will be better
This is actually incorrect, PvP items have no cap in patch 5.4. This means that Conquest gear will keep its 522 Ilvl stats but PvE items on the other hand will be lowered to a 496 Ilvl cap. Every week after the new season commences, that cap will increase by 1 to a maximum of 512 which it will stay at for the rest of the season.

So you're correct that PvP gear will have a higher Ilvl in instanced PvP, but the information you provided was incorrect. I hope that this clears up any misunderstandings and explains how the Ilvl ceiling works in patch 5.4. (Blue Tracker / Official Forums)

Path of the Last Emperor in 5.4
You'll still get the quest after you've done Blood in the Snow and Dark Heart of Pandaria (as a part of the quests from Lorewalker Cho.) (Blue Tracker / Official Forums)

AskMrRobot Updated
AskMrRobot has been updated for Patch 5.4, so get started picking out your upgrades! They also have a new addon which will let you export information from the site for use in game.

Gamepedia Next Gen Console Games Giveaway
Our friends over at Gamepedia are giving away some games for next gen consoles and other prizes to wiki contributors.

This Week Only - 50% Off Mists of Pandaria
Originally Posted by Blizzard (Blue Tracker)
Pandaria needs you! Garrosh Hellscream’s rise to tyrannical power can’t go unchecked any longer, and heroes from both factions need your help to end his evil reign. If you haven’t upgraded to Mists of Pandaria yet, now’s the perfect time—because this week only, Mists of Pandaria is 50% off. Hurry, though—this sale ends September 17, 2013 at 11:59 p.m. PDT.

Blizzard Mailing Free Copies Mists of Pandaira
It seems Blizzard is mailing out copies of Mists of Pandaria and a free week of gameplay to old subscribers to let them try the expansion. If you want to take advantage of the free seven days and have been inactive for 30 days or more on on 8/27/13, see the official promo site.

by Published on 2013-09-12 03:46 AM

New Warchief Revealed, Garrosh Defeat Cutscene, Patch 5.4 Hotfixes

Siege of Orgrimmar - Garrosh Defeat: Horde Cinematic
Spoilers ahead! This version is very similar to the Alliance version, but shows the conversation that was taking place across the room that you can't hear in the Alliance version. Congratulations to Apophasis for getting the 4th kill, the second Horde kill, and being the first to stream the Horde cinematic!

by Published on 2013-09-12 01:11 AM

New Warchief Revealed
Spoilers ahead! Congratulations to Availed of US-Anvilmar for being the first to defeat Garrosh on 10 player normal difficulty!

Vale of Eternal Blossoms - Garrosh Defeat Cutscene
After Garrosh's defeat, there is an extra cutscene in the Vale of Eternal Blossoms.

Patch 5.4 - Visions of Time: Courting Destiny
Patch 5.4 adds a quest line on the Timeless Isle that involves working for Kairoz of the Keepers of Time. He is on the Timeless Isle because the Bronze Dragonflight is not as powerful as it once was, only being able to catch furtive glimpses through time. He has created an hourglass that will allow for a window into the timeways, but you must collect 50 x Epoch Stones to make it usable.

After collecting the stones, you embark on a series of weekly quests to use the Vision of Time in different locations to calibrate the Vision of Time. Kairoz eventually will reveal that there is a traitor among the Bronze Dragonflight.

As the hourglass grows more powerful, he will send you to the Temple of the White Tiger to see a glimpse of Garrosh and Anduin, which is the scene you see below.

Patch 5.4 Hotfixes: September 11
Originally Posted by Blizzard (Blue Tracker / Official Forums)


  • Burning Berserkers and Eternal Kilnmasters no longer use Fiery Charge on targets who are not in combat.
  • Dread Ship Vazuvius now deals less damage with its Cannon Barrage, the range of its knockback ability has been reduced, and can apply its Eerie Fog effect more readily.
  • Nomi should now have the correct conversation text for players on the appropriate reputation level.
  • Zarhym should now properly despawn after a player has started the event to search for his body.
  • Rare creatures in the Vale of Eternal Blossoms should now follow the correct tapping mechanics.

Raids, Dungeons, and Scenarios


Timeless Isle

Bug Fixes
  • Players in the Silent Sanctuary area in Vale of Eternal Blossoms should no longer be put into an incorrect phase.
  • Items that starts a quest with Tina Mudclaw should now be dropping at the appropriate friendship faction levels.
  • Fixed an issue where the Healer Proving Grounds had a chance to cause the realm to crash.

Patch 5.4 Recap
If you didn't make it through our Patch 5.4 Recap, you can find the Patch 5.4 highlights in the video below.

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