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by Published on 2014-05-31 06:35 AM

Blizzard Gathering Rift and Community Buff Ideas, Zero Empathy's Clan War Competition, Reaper of Recipes Challenge Winner

Season 3 Countdown, Deck Spotlight: Pyromaniac Secrets, Weekend Events: ESL America Cup, TaKeTV Gentlemen Cup

Character Viewer Updated: Female Gnome & Male Tauren!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve updated the viewer on our website with two of the revised character models you’ll see in Azeroth and beyond with Warlords of Draenor. Meet the new and improved Tauren Male and Gnome Female!


Our character artists strived to recapture the charm of the classic models while taking advantage of the expressiveness of their fluid new animations to bring new life to these beloved characters. We hope you like the new looks as much as we enjoyed making them.

We’ll continue to unearth more of Draenor and the shiny visuals coming to World of Warcraft around the release of Warlords. Keep your magnifiers and spectacles ready!

Blue Posts
Originally Posted by Blizzard Entertainment
Garrisons and Questing
It says, if you choose a certain building type, you will get different quests that open up for you, which kind of defeats the purpose of leveling up with your friend if you get very different quests? Will there still be a main quest chain to do, that has little to do with the garrisons, I am concerned if I was leveling and questing with a friend and we wanted different structures, we would have to do completely different quests, before teaming up again.
There are main quest-lines in each zone, yes, and when you pick a building for your Garrison, the quests associated with it are part of the side-quests in that zone. If you and your friend pick different buildings, some of your side-quests will be different while others may overlap. You can still adventure together and help each other out, though. because no matter where you are in Draenor, there will be lots of points-of-interest (treasure, rare spawns, bonus objectives) you both can encounter. (Blue Tracker / Official Forums)

Blue Tweets
Several of these tweets are referring to the recent alpha patchnotes update, so be sure to look at those notes for more context.
Originally Posted by Blizzard Entertainment
Classes
Every other tank has quite serious healing. Oh well, going to have to pin all hopes on Blood Craze.
All tanks will be *much* more healer dependant in Warlords. In Mists, tanks needed way too little external healing. (Celestalon)

On this note, has there been talk of prorating any proc chance associated with a partial DoT tick? Or too small to worry about?
It's something we'll do on specific periodics/procs if need be, but not worry about in the general case. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
In addition, ONLY Multi-strike Auto's giving 15 RP, in addition to losing Rune Regen, won't we see many more empty GCD's?
You'll see some empty GCDs, but not a ton. Remember that you're adding haste to the mix. That's big. (Celestalon)

Going over the new Blood changes, Scent of Blood proc'ing from Pestilence? Wouldn't this mean we will see far fewer stacks?
Potentially, but it's tuned around that. (Celestalon)

Heart strike being removed? Why?
It was overlapping in role way too much with Blood Boil / Pestilence. Merged them all. (Celestalon)

a bit late question, will blood dk's get a new "shield" like the rune strike gave before you removed it?
No, but check out the Enhanced Death Coil perk as its replacement. (Celestalon)

so what is the point in removing the shield from rune strike and give us death coil insted? coil is useless!
Death Coil is absolutely not useless; it's better than Rune Strike in every way now, and Blood's new RP spender. (Celestalon)
on live i have tryede using coil even whit max vengence and rune strike still hits for more, that will be chanced?
Yes. Death Coil is better than Rune Strike was, in every way. (Celestalon)

Sorry to really bug, but do you consider your old design of "hard to learn easy to master" balance, applies FDKs aswell?
No, I'd say that high-ilvl FrostDKs are 'easy to learn, easy to master' on live. Primarily because their tuning was such that... (Celestalon)
...their rotation devolved to spamming 3 buttons at high item level. We're working to ensure that doesn't happen in Warlords. (Celestalon)

Why was DK Army of the Dead damage reduced by 75%? Is it now intended to be a cosmetic ability rather than a powerful cooldown?
Not cosmetic, but not a huge damage source. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Can you comment on the removal of Pounce? It's rather iconic, thematically. That's what cats do.
Indeed, but it was awkward for Cats to have a stealth action bar for only 2 abilities, and also awkward to have 2 abilities that... (Celestalon)
...were only usable while stealthed but still taking up bar space, that many people just macro to combine with Shred/Rake anyway. (Celestalon)

Why did you guys basically add back in dream of cenarious for ferals, took away one of the interesting talents in the process.
Because Bloody Thrash was actually not very interesting; it was purely passive, and we don't want 2 passives on a row. (Celestalon)

The new balance stuff sounds even more confusing than the old. Is it basically a pendulum that's always swinging?
Yes. (Celestalon)
Well, always while in combat (and for 30sec after combat). (Celestalon)

The balance changes mostly sound good, but a 3 second starfire cast time is royally gonna screw over balance druids in pvp
Check out Enhanced Owlkin Frenzy. (Celestalon)
why is starsurge a 3 sec cast now? Same as chaos bolt? Will it do comparable dmg?
Starsurge is 1.5sec cast. Starfire is the 3sec cast. (Celestalon)

why 3.0 secs castime for starfire?,it doesn't even hit hard!,how will i cast this in pvp? will damage be proportional to it?OMG!
Yes, damage will be proportional. And check out Improved Owlkin Frenzy. (Celestalon)
thank you! for instance warlocks have chaosbolt which has a very long castime but deals a ton of damage! is something like that?
Chaos Bolt is also resource limited, and not able to be made instant. Not the same. (Celestalon)

So hyped for the Boomkin changes! Is the new Astral Showers passive or activated?
Passive. (Celestalon)

Seems like new Balance rotation is "snapshotting light", are you worried about affdots et al neutering skill check?
The Eclipse benefit on Moonfire/Sunfire is the only thing that's snapshot. (Celestalon)

is moonfire and sunfire doing equal dmg on each tick? the difference is astral shower?
Correct. (And they benefit from different Eclipses, obviously.) (Celestalon)

Any insight on the intended tools for Boomkins movement DPS either in movement heavy fights or PVP ?
Moonfire/Sunfire, Glyphed Astral Communion. Considering Starsurge being instant, but unsure yet. (Celestalon)

With the new Celestial Alignment, is that "maximum Eclipse bonus" a 30% boost to everything or a 15% boost?
30% (before Mastery). It acts as if you were at 100 energy in both directions. (Celestalon)

oh dear god that is a lot to take in. A LOT. Like. What. That's a 100% spec redesign. Scared. Very scared.
It's a big change, indeed. We look forward to getting your feedback in alpha/beta, and iterating on the fun. (Celestalon)
Mostly worry about being in wrong eclipse wrong time for AoE vs Single Target. Just gotta get hands on it.
Both sides are good at both jobs, and Astral Communion can be used to line your cycle up with the fight. (Celestalon)
Hmm. That's good to hear. I worry about Charges & being w/o a proc for Haste boost consistently.
You can bank those charges for a long time, and doing so intelligently is one of the big skill differentiators. (Celestalon)
Also! Curious on Mana Regen. Currently 50% on Pushing Eclipse. What do I get mana from if no eclipse to push?
We'll likely need to give them some form of mana regen, but that didn't make the notes. Don't worry, mana won't limit DPS. (Celestalon)
Is this tied just to new environment design, or something changed in the backend of leap itself?
Changed; it'll be more reliable everywhere. (Celestalon)

How will Balance regen mana with new Eclipse mechanic?
Not sure of the exact mechanic, but the gameplay will remain similar to today: mana is a limit on off-healing, not DPS. (Celestalon)

Still processing all the Balance druid changes, but why make Starfire's cast time even longer? It's already painful.
To ensure that both sides line up well, and feel very different. (Celestalon)

shared charges is genius.
Pretty happy with Starsurge & Starfall sharing charges in order to get Starfall out of the single target rotation(Celestalon)
balance energy only generated in combat or all the time?
Starts toward Lunar when you enter combat. 30sec after you leave combat, the next time it reaches 0, it stops there. (Celestalon)

Also lack of instant starsurge further removes the only burst opportunity (which was RNG) that moonkin had.
Reliably firing multiple Starsurges in a row is big. (Celestalon)
solar/lunar empowerment stack or are we meant to weave the starsurges between wrath/starfire
They do not stack. You'll want to place your Starsurges where you can follow them with 2 Starfires or 3 Wraths... (Celestalon)
...within the next 15sec. And preferably put those Starfires/Wraths near the top of the cycle peak. (Celestalon)

Re new Balance: Does Moonfire and Sunfire snapshot your Eclipse buff and update with all other procs?
Yes. Everything is dynamic *except* for the Eclipse level is snapshot when you cast it. So you want to cast them near the peak Eclipse (Celestalon)
just to clarify, sorry if dumb question, this is when the cast is finished/leaves my hands, correct?
Yes. (Celestalon)

will starsurge be instant with sun/moonfire procs still? Or is starsurge instant on its own now?
No, Starsurge is a 1.5sec cast time, but not instant. Charges means you can delay using it (such as due to movement) without loss. (Celestalon)
and what's the thought on the new lunar shower interacting differently with moonfire/sunfire?
Want to make the different sides feel and play differently. Pros/Cons to both. (Celestalon)
fair enough. Rewording my other question, does new mushroom just emit damage+slow while active? Or does it just emit the slow
Just the slow. Starfall+Hurrican for Balance AoE. (Celestalon)

What happened to Nature's Grace? And do Shooting Star procs still make Starsurge instant? Like the changes so far!
We'll tune Moonkin damage to be great without Nature's Grace. No, Shooting Stars doesn't make it instant, but cast time is 1.5sec. (Celestalon)
I don't understand...Nature's Grace removed or dmg loss smaller after Nature's Grace runs out? I
Nature's Grace is removed, yes. We're tuning Moonk damage to be great without it. Intended that Stellar Flare doesn't trigger SS. (Celestalon)

BTW can we get a cosmetic glyph of astral storm for the pretty astral storm effect?
Currently planning a glyph that swaps Starfall to Sunfall, and Hurricane to Astral Storm. (Celestalon)

Only way to make the new Balance DoTs work is to remove the eclipse snapshotting too. This way we're not rushed at the 30% mark.
It's a sine wave, which means it's much slower at the ends than in the middle. Easy to get 95%+ of optimal. (Celestalon)
What happens if Im in full Lunar, and it comes time to AoE which might actually happen since I no longer have control of eclipse
Then you use Starfall, which is now great for AoE. Additionally, Astral Communion is great for aligning Eclipse to the fight. (Celestalon)

And dont give Astral Communion as a solution. That's bunk. Sit there, do nothing for 7 seconds so I can AOE properly.
Starfall is quite good, and your description of Astral Communion is quite wrong, anyway; it'd be 3sec, not 7. (Celestalon)
So it would only take 3 seconds to go from one end of the eclipse bar to the other?
You move at 4x speed while channeling. In 3sec, you'd move the bar 12sec, which is where you want to be to Hurricane. (Celestalon)
(That centers the Hurricane on the peak, with decent haste) (Celestalon)
I guess Im thinking of this as more of a pendulum where at the end of each swing is the strongest. Is that not the case?
Yes, that's correct. But AoEing takes time. If you go all the way to the end of the swing, you start on the downslope. (Celestalon)

What's with the Genesis notes? Looks like the same function as live. Ps ToL was taken in progression for mana. No ooc=weaktalent
More consistent with our changes to periodics. (Celestalon)

I have to ask, will the new Druid DoC talent copy all rejuv healing onto yourself or only 1? THe former seems overly strong.
It literally casts a Rejuv on yourself. Casting multiple Rejuvs is just extending the one on yourself. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Wait, is Distracting Shot staying for now for WoD?
Yep! (Celestalon)

will mm's mastery be changed to not use up durability in WoD? Having to repair far more due to it is not fun.
Wild Quiver already causes no durability loss. However, in checking that, I found that Main Gauche does, so changed that. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Where is the damage compensation from Tiger Stance going to be loaded? Every ability? RSK? FoF? CJL?
All of them. (Celestalon)

New Black Ox Statue: Does it aggro mobs towards itself or to the tank? If former, how long will it actually survive?
Towards itself. It can take a few hits. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Is what made losing the 10% haste from SoI so easy to bare. I was excited to actually change seals based off the situation! -c
Prot did not lose 10% haste. They never had 10% haste. Seal of Insight was spell haste only. (Celestalon)

any reasoning behind the reverting seal changes for paladins? Does this mean we are keeping the current seals model?
Yes. The Hammer/Crusader Strike changes had too negative of an impact on gameplay. (Celestalon)

What would you consider rets utility/raid CD in WoD seeing as we lose Devotion Aura? We definetly won't be brought for offheals
Lay on Hands, Hand of Sacrifice, Execution Sentence, Hand of Protection, Light's Hammer, Hand of Purity, Hand of Freedom... (Celestalon)
Clemency, Sacred Shield, Divine Shield. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
I'm glad you're killing Chakra bonus healing but...what do they do now? More CoH in Sanc, but Serenity? Holy Word is all it has?
Renew refresh as well (which is a much much bigger deal now). (Celestalon)

Hey, can u make a new minor glyph in WoD for priests, that makes chakra's visual effect invisible please ? It's really, annoying
It has a new smaller visual for after the first couple seconds. (Celestalon)

how will multistrike with PW:S work ? two shields or one bigger shield ?
One bigger shield. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
still holding out to see some variety in rogue specs, all the options are too similar.
There are several changes that make their gameplay significantly different feeling. I think that may be more evident in testing (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Which of the RShaman Draenor Perks was removed to add the ULE 30% movement for 4 seconds perk?
Improved Frost Shock. (Celestalon)
Wasn't Improved Frost Shock never a Resto Shaman perk?
No, it was, previously. (Celestalon)

What is reason behind Tidal Waves nerf? When will we see "buffs in other areas" that patch notes still promise?
Healing Wave is a different spell, so we needed to adjust the effect. It was too strong. We aren't listing most # changes in notes (Celestalon)
You've nerfed HR,HST,CH,MTT,AG, and now direct heals. What is even left to be buffed? Can you give us some good news at least?
It's all relative. The good news is that you're great healers. Design changes aren't nerfs to performance at this point. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Why on WoWSource you said that you liked where KJC was for warlocks, having them sac damage for movement then 360 and change it?
What can I say, sometimes we just like to do pirouettes. All casters are losing some DPS on the move; different environment now. (WatcherDev)

Can you PLEASE give Drain Soul the Malefic Grasp animation in Warlords? Would hate to see such a cool animation disappear.
The new Drain Soul has a combination of live's Drain Soul visual, plus Malefic Grasp's missile visual. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
also what does this do for ignite weapon lvl 100 talent for arms?
We're still evaluating how/whether Ignite Weapon works with the new Arms rotation. (Celestalon)

Will arms get a new talent in place of ignite weapon?
It's something that we're considering, but want to see how it works for them first. (Celestalon)
Do you feel this new arms has enough depth? Dropping HS helps solve efficiency questions but rotation as a whole...very simple
Yes, primarily due to Execute. (Celestalon)
Is the Glyph of Colossus Smash intended to be a DPS gain? I'm worried about losing all complexity for Fury.
No. (Celestalon)

No path avail 4 heroic leap, but rogues can shadow step, monks transcendence, locks port, etc. Can we get a balance fix here?
There are significant improvements to your ability to reliably Heroic Leap in 6.0. (Celestalon)

I like those Arms changes. to be clear CS doesn't increase slam dmg but will slam do more dmg while CS is up or same?
It will, by virtue of being physical damage that is normally affected by armor, which CS lets it bypass (just like most things). (Celestalon)

Will Arms warriors be GCD capped with Rage on enemies >20% hp?
In general, GCD-capping will be optimal, and any free GCDs will because you over-used Execute. (Celestalon)

This Week Only - 35% Off Armored Bloodwing and Blossoming Ancient
Originally Posted by Blizzard (Blue Tracker)
If you’ve ever wanted to prowl the night skies astride an ironclad bat or summon a miniature version of the great Ancients to join your adventures, this is your lucky week! From now until next Tuesday, the Armored Bloodwing mount and Blossoming Ancient pet are available for 35% off their regular price—but hurry, because this sale ends June 3, 2014 at 11:59 p.m. PT.

ProGameX World of Warcraft Arena May 2014 Tournament (3v3)
ProGameX WoW Arena May 2014 Tournament will be held on 31st of May and 1st of June 2014 starting at 18.00 CET. You can find more information on ArenaJunkies.



Warcraft Movie Updates
Filming for the movie finally finished up last week. While filming may be complete, there is still a lot of post production work to be done, so the movie won't be released until March 11, 2016.

IGN is reporting that Ben Foster will be playing Medivh in the movie! He also mentions that the team is using a lot of advanced motion capture.

by Published on 2014-05-30 01:36 AM

Update (10:30 PM EST): It turns out that it was never possible to get the Kor'kron Shaman's Treasure that rewards the Dark Shaman cosmetic set in Flex due to a bug. This should be fixed after the upcoming server restarts.

Warlords of Draenor Alpha - Build 18322

Heart of the Valorous Buff Going Live This Weekend
It appears the Heart of the Valorous buff has gone live on US-Oceanic realms! The buff is scheduled to be live this Saturday and next Saturday in China.


Originally Posted by Blizzard (Blue Tracker / Official Forums)
A heroes’ journey is long and fraught with danger, but our goblin engineers have managed to cobble a little something special together for you to help make the path to power just a little bit easier.

Beginning Friday, May 30 at 9:00 a.m. realm-time, through Tuesday, June 10 at 9:00 a.m. realm-time, we’ll be applying the Heart of the Valorous buff which will increase the rate of Valor Point gains an additional 100%. Don’t wait to get in on the action!
by Published on 2014-05-29 10:35 PM

Warlords of Draenor Alpha - Build 18322
Another week, another alpha build! Notes are in progress, so keep checking back.

New Challenge Mode Weapon



Tier 17 Mythic Rogue Armor Set



New Creatures




New Character Model Textures



New Maps



Updated Minimaps



New Icons




New Misc Items
You can see all of the new items added in the latest build on the WoWDB Beta site.

Level Type Slot Name
1Junk Ice Block
1Junk Placeholder, Blessed Holder of Places
1Quest Lumber
1Quest Transmission Flywheel
1Quest Assorted Engineering Parts
1Quest Gorger's Hide
1Quest Rexxar's Saddle
1Quest Enriched Seeds
1Quest Work Order Completion [PH]
1Quest Doomshot
1Quest Crystallized Goren Scale
1Quest Genesis Water
1Quest Creeping Pitch Oil
1Quest Shaman Stone
1Quest Potent Pollen
1Quest Reaver Vine
1Quest Prop Rotor
1Quest Goren Suit
1QuestHead Sargerai Cowl
1QuestChest Sargerai Robe
1QuestFeet Sargerai Slippers
1Consumable Contract: Ka'la of the Frostwolves
1Consumable Sargerai Cowl
1Consumable Contract: Daleera Moonfang
1Consumable Sargerai Robe
1Consumable Sargerai Slippers
1Consumable Sargerai Disguise


New Quest Rewards
You can see all of the new items added in the latest build on the WoWDB Beta site.

Level Type Slot Name
525TrinketTrinket Gorgrond QR PH Str Trinket #2
525TrinketTrinket Gorgrond QR PH Agi Trinket #1
525TrinketTrinket Gorgrond QR PH Int Trinket #1
525TrinketTrinket 6.0 QRP Template PH Int Trinket #1
541TrinketTrinket Talador QRP PH Int Trinket
541TrinketTrinket Talador QRP PH Agi Trinket
541TrinketTrinket Talador QRP PH Str Trinket
525TrinketTrinket 6.0 QRP Template PH Str Trinket #2
525TrinketTrinket 6.0 QRP Template PH Agi Trinket #1
525NeckNeck Gorgrond QR PH Neck Str
525FingerFinger Gorgrond QR PH Ring Str
558FingerFinger Talador QR PH Ring Str
525TrinketTrinket 6.0 QRP Template PH Str Trinket #1
525TrinketTrinket Gorgrond QR PH Str Trinket #1
525NeckNeck Gorgrond QR PH Neck Agi
525FingerFinger Gorgrond QR PH Ring Agi
558FingerFinger Talador QR PH Ring Agi
525TrinketTrinket 6.0 QRP Template PH Agi Trinket #2
525TrinketTrinket Gorgrond QR PH Agi Trinket #2
525NeckNeck Gorgrond QR PH Neck Int
525FingerFinger Gorgrond QR PH Ring Int
558FingerFinger Talador QR PH Ring Int
525TrinketTrinket 6.0 QRP Template PH Int Trinket #2
525TrinketTrinket Gorgrond QR PH Int Trinket #2
546BackBack Talador QR Cloak Str
525BackBack Gorgrond QR PH Cloak Str
546BackBack Talador QR PH Cloak Agi
525BackBack Gorgrond QR PH Cloak Agi
542ClothHands Talador QR PH Cloth Gloves
525BackBack Gorgrond QR PH Cloak Int
546BackBack Talador QR Cloak Int
542LeatherHands Talador QR PH Leather Gloves
542MailHands Talador QR PH Mail Gauntlets
542PlateHands Talador QR PH Plate Gauntlets


New Factions
Originally Posted by MMO-Champion
  • The Sargerai - Twisted in the service of the Shadow Council, these Draenei have sacrificed much in pursuit of power.



New Scenarios
Originally Posted by MMO-Champion
The Might of the Alliance
  • Launch the Attack - Speak with Vindicator Yrel to begin the Alliance's assault upon Grommashar.
  • Defeat the Packmaster - The might of the Warsong clan rests in their wolfriders. Slay the packmaster and the core of the clan's power will crumble.
  • Durn the Hungerer - Thunderlord clan members of the Iron Horde have tamed the mighty gronn, Durn the Hungerer. Slay him.
  • Warlord Garrosh Hellscream - The time has finally come for you and Vindicator Yrel to confront Warlord Garrosh Hellscream.

The Might of the Horde
  • Launch the Attack - Speak with Durotan to begin the Horde's assault upon Grommashar.
  • Defeat the Packmaster - The might of the Warsong clan rests in their wolfriders. Slay the packmaster and the core of the clan's power will crumble.
  • Durn the Hungerer - Thunderlord clan members of the Iron Horde have tamed the mighty gronn, Durn the Hungerer. Slay him.
  • Warlord Garrosh Hellscream - The time has finally come for you and Durotan to confront Warlord Garrosh Hellscream.
  • Return to the Bonfire - Return to the Bonfire



New Strings
Originally Posted by MMO-Champion
  • BONUS_ARMOR - Bonus Armor
  • ERR_ROLE_UNAVAILABLE - Role unavailable.
  • ERR_SET_LOOT_PERSONAL - Looting set to Personal.
  • GARRISON_MISSION_COUNTER_FROM - Counter provided by:
  • GARRISON_RETURN - Return to your garrison
  • GARRISON_VISIT_LEADER - Visit Leader's Garrison
  • INSTANCE_ROLE_WARNING_TEXT - This role is not qualified for one or more of the selected dungeons. For those dungeons, you will be queued only for your qualified role.
  • INSTANCE_ROLE_WARNING_TITLE - Role unavailable for some dungeons.
  • LOOT_PERSONAL_LOOT - Loot: Personal
  • NEWBIE_TOOLTIP_UNIT_PERSONAL - FIX ME!! (DO NOT LOCALIZE!!)
  • POWER_TYPE_AQUEOUS_ENERGY - Aqueous Energy
  • PVP_GAMES_WON - Games Won:
  • ROLE_DESCRIPTION_DPS - Indicates that you are willing to take on the role of dealing damage to enemies.
  • ROLE_DESCRIPTION_HEALER - Indicates that you are willing to heal your allies when they take damage.
  • ROLE_DESCRIPTION_TANK - Indicates that you are willing to protect allies from harm by ensuring that enemies are attacking you instead of them.
  • SPELL_FAILED_GARRISON_FOLLOWER_MAX_ITEM_LEVEL - That follower's item level exceeds the power of this spell.
  • SPELL_FAILED_GARRISON_FOLLOWER_MAX_LEVEL - That follower is already max level.
  • SPELL_FAILED_GARRISON_FOLLOWER_MAX_QUALITY - That follower's quality exceeds the power of this spell.
  • SPELL_FAILED_GARRISON_FOLLOWER_ON_MISSION - That follower is currently on a mission.
  • STAT_ARMOR - Armor
  • STAT_BONUS_ARMOR - Bonus Armor



Misc Changes
Originally Posted by MMO-Champion
Game Text
  • Game Text #83688 - The Iron Horde have landed upon these shores. It is our task to make them regret it.
  • Game Text #83711 - In here!
  • Game Text #83718 - We cannot stay here long. Soon, the entirety of the Iron Horde will be upon us.
  • Game Text #83719 - I will lead the majority of our group into the wilderness. $n, our champion, will stay back and cause a distraction.
  • Game Text #83720 - Good luck, $n.
  • Game Text #83721 - Fight well, $n.
  • Game Text #83762 - AAAAAAHHHHHHHHHH!
  • Game Text #83774 -
  • Game Text #83775 - We must stop Teron'gor before this world falls as so many others have.
  • Game Text #83778 - Set up the mana bomb in here, $n. We've got your back!
  • Game Text #83834 -

GarrAbility
  • GarrAbility #185 - Wanderlust - Increases success chance on missions with travel time longer than 6 hours.
  • GarrAbility #186 - Sprinter - Increases success chance on missions with travel time shorter than 6 hours.

GarrFollower
  • GarrFollower #152 - NPC 81494 - NPC 79695 - Abilities: Rapid Fire
  • GarrFollower #153 - NPC 79599 - NPC 81569 - Abilities: Prayer of Healing, Child of the Moon
  • GarrFollower #154 - NPC 80732 - NPC 80733 - Abilities: Counterspell, Polymorph, Hyperactive
  • GarrFollower #155 - NPC 81073 - NPC 81070 - Abilities: Shield Wall, Recklessness, Blacksmithing
  • GarrFollower #156 - NPC 81765 - NPC 79695 - Abilities: Time Warp, Blink, Death Fascination
  • GarrFollower #157 - NPC 81792 - NPC 81792 - Abilities: Heroic Leap, Ogreslayer
  • GarrFollower #158 - NPC 81857 - NPC 79695 - Abilities: Ascendance, Gronnslayer
  • GarrFollower #159 - NPC 79599 - NPC 78052 - Abilities: Deterrence, Gronnslayer

Taxi
  • Taxi #1464 - Quest Path 4266: Draenor Zone Breadcrumb - Shadowmoon Garrison > Talador Start Loc (CSA)
  • Taxi #1465 - Quest Path 4269: Draenor Zone Breadcrumb - Shadowmoon Garrison > Nagrand Start Loc (ELM)
  • Taxi #1466 - Quest Path 4270: Draenor Zone Breadcrumb - Frostfire Ridge Garrison > Nagrand Start Loc (ELM)
  • Taxi #1467 - Fey Dragon Camp, Shadowmoon Valley 6.0
  • Taxi #1468 - Elodor, Shadowmoon Valley 6.0
  • Taxi #1475 - Vindicator's Ledge, Shadowmoon Valley 6.0
  • Taxi #1476 - Alliance Garrison, Shadowmoon Valley 6.0
  • Taxi #1477 - Quest Path 4316: Frostfire Ridge - Garrison - Max-Level Chapter - Sargerai - Taxi Path to Shadowmoon (HMC)



Achievement Changes
Originally Posted by MMO-Champion
Draenor Dungeon
Dungeons & Raids
  • ... They All Fall Down (New) Defeat Soulbinder Nyami after defeating 12 fallen Auchenai protectors within 3 seconds on Heroic difficulty. 10 points.
  • Icky Ichors (New) Defeat Bonemaw on Heroic difficulty after having fed him 25 Corpse Skitterlings. 10 points.
  • Souls of the Lost (New) Defeat Ner'zhul in Heroic difficulty after having slain two of Ner'zhul's chosen Ritual of Bones skeletons within 5 seconds of each other. 10 points.
  • This Is Why We Can't Have Nice Things (New) Defeat Pauli Rocketspark and Borka the Brute after destroying all 4 chests of Pauli's Priceless Paraphernalia on Heroic difficulty. 10 points.
  • True Gladiators Defeat the Blackrock Assault Commander after knocking 10 or more enemies out of the encounter area on Heroic difficulty. 10 points.
  • Water Management (New) Defeat Witherbark without allowing him to replenish any of his Aqueous Energy on Heroic difficulty. 10 points.
  • What's Your Sign? (New) Defeat Sadana Bloodfury on Heroic Difficulty while only having the runes that correspond to her active lunar cycle lit. 10 points.

Feats of Strength

Pandaria Dungeon
Dungeons & Raids
  • Empowered Spiritualist Defeat Thalnos the Soulrender while three Empowered Zombies are alive. 10 points. in Scarlet Monastery on Heroic Difficulty. 10 points.



Spell Changes
This patch reflects the significant changes to Balance druids that were discussed below. For more context on the changes, please see the last official Alpha notes update.

Originally Posted by Blizzard (Blue Tracker)
Druid
We have some extensive changes for Balance Druids. One of our guiding principles with game design is that things should be "easy to learn, hard to master". We're not particularly happy with the Moonkin rotation because it was actually hard to learn, and easy to master (especially with regards to periodic damage effects no longer snapshotting). Energy and Eclipse mechanics were not intuitive for many newer players. Once you became accustomed to the rotation, there wasn’t much additional depth to mastering it; maintain two DoTs, hit these other two buttons whenever they light up, and spam one of two buttons in between. In order to try to make it easier to learn, but also add some gameplay depth and challenge we're making a significant revision to the rotation. The list of changes is quite dense, so here’s a summary of the changes.

Summary of changes to Balance:
  • Balance Energy is a bar that automatically cycles back and forth between Lunar and Solar sides, like night and day. The closer to one end that the bar is, the more damage that side's spells do.
  • Balance Druids now have four rotational spells.
    • Starfire: Lunar direct damage spell
      • Cast when the Lunar side is stronger
    • Wrath: Solar direct damage spell
      • Cast when the Solar side is stronger
    • Moonfire: Lunar periodic damage spell. While closer to Solar, this button is replaced with Sunfire, a Solar periodic damage spell.
      • Maintain both effects where possible
    • Starsurge: Direct damage spell that benefits from whichever side is stronger. Has up to 3 charges, and buffs the damage of the next few Wrath or Starfire.

That's the basics of the new Moonkin rotation. There’s room for improvement beyond that, learning to optimally maintain both periodic damage effects with the strongest Eclipse effect, timing Starsurges to optimize the benefit of its buff, make use of Starfall and Hurricane for area damage, and taking advantage of the strengths of each side (such as Moonfire and Sunfire having significant differences now). Here are the full details of the changes.

  • Balance Energy system has been redesigned. Balance Energy is a bar that cycles back and forth between Lunar and Solar sides, like night and day, with a 30 second cycle time (from Lunar to Solar and back to Lunar).
    • Balance Energy is no longer generated through spells, talents, or other effects anymore.
  • Eclipse has been redesigned.
    • Eclipse inspires the Druid with the power of the moon and the sun, causing the damage of Lunar and Solar spells to be increased by up to 30% based on how close Balance Energy levels are to the appropriate side.
      • Example: With 0 Balance Energy, the damage bonus is evenly split between Lunar and Solar, and the Druid receives a 15% increase to damage for both spell types. With 80 Solar Energy, the Druid receives a 27% damage increase to Solar spells and a 3% damage increase to Lunar spells.
    • Mastery: Total Eclipse now increases the maximum damage bonus of Eclipse by 12% (increasing with Mastery).
  • Starfire now has a 3 second cast time (up from 2.7 seconds).
  • Moonfire now has a 16 second base duration (up from 14 seconds), but is no longer extended by Starfire and Starsurge critical strikes.
  • Sunfire now has a 16 second duration (up from 14 seconds), but is no longer extended by Wrath and Starsurge critical strikes. Additionally, Sunfire is no longer its own spell. Sunfire replaces Moonfire on the action bar whenever Balance Energy is on the Solar side. Enemies may still suffer from both Moonfire and Sunfire’s periodic damage components simultaneously.
  • Lunar Shower has been redesigned and renamed Astral Showers.
    • Astral Showers calls upon greater Lunar and Solar energy to permanently empower the Druid's Moonfire and Sunfire spells.
      • Moonfire initial damage is increased by 100%, and the duration of its periodic damage effect is increased by 100%.
      • Sunfire initial damage is increased by 100%, and its periodic damage effect is now applied to all enemies within 5 yards of the target.
  • Starsurge now has 3 charges and a 30 second recharge time (instead of a 15 second cooldown). Starsurge now also grants Lunar or Solar Empowerment.
    • Lunar Empowerment causes the next 2 Starfire to deal 30% more damage.
    • Solar Empowerment causes the next 3 Wrath to deal 30% more damage.
  • Starfall now shares charges with Starsurge, and has no cooldown of its own. It also now hits all nearby enemies (up from 2 nearby enemies).
  • Shooting Stars now adds 1 full charge of Starsurge and Starfall when it triggers, and now has a 2.5% chance to trigger on Moonfire and Sunfire periodic damage. This chance is doubled on critical strikes.
  • Hurricane range has been increased to 35 yards (up from 30 yards).
  • Astral Storm has been removed.
  • Wild Mushroom (Balance) now begins snaring enemies immediately when summoned, lasts 20 seconds, and can no longer be detonated to deal damage.
  • Celestial Alignment has been redesigned.
    • Celestial Alignment causes the Druid to enter Celestial Alignment, a state where Balance Energy cycle is paused, and all Lunar and Solar spells benefit from the maximum Eclipse bonus. Lasts 15 seconds with a 3 minute cooldown.
  • Astral Communion now increases the rate that Balance Energy cycles by 300% while channeled.
  • Euphoria has been removed.
  • Insect Swarm has been redesigned and renamed Stellar Flare.
    • Stellar Flare is a powerful spell benefitting from both Lunar and Solar Eclipse, dealing the most damage when they are equal. Burns the target for Spellstorm damage and cause additional damage over 15 seconds. The ability has a cast time of 1.5 seconds.
  • Soul of the Forest (Balance) has been redesigned.
    • Soul of the Forest (Balance) now increases the damage bonus from Lunar and Solar Empowerment by an additional 30%.
  • Equinox has been replaced with a new talent, Balance of Power.
  • Sunfall has been replaced with a new talent, Euphoria.
    • Euphoria grants the Druid a deeper connection to the stars, causing Balance Energy to cycle 50% faster. Additionally, Starsurge also grants 20% Haste for 6 seconds.
  • Several Glyphs and Draenor Perks will be redesigned in a future build, and so are currently TBD.
    • Glyph of Omens
    • Glyph of Sudden Eclipse
    • Empowered Starfall
    • Enhanced Mushrooms
    • Enhanced Starsurge
    • Enhanced Storms
Originally Posted by MMO-Champion
Death Knight (Forums, Talent Calculator)
Blood
  • Rune Tap now absorbs 30% of your missing health, down from 50%. Now has a 0.5 sec cooldown.

Protection, Protection, Blood

Retribution, Arms, Fury, Frost, Unholy

Major Glyphs
  • Glyph of Rune Tap now causes Rune Tap to heal you for 10% more than it would have absorbed, down from 50%.

Druid (Forums, Talent Calculator)
  • Healing Touch now has a Balance specific tooltip: Healing increased by 50% when cast on self.
  • Hurricane is now a Solar spell.
  • Moonfire is now a Lunar spell.
  • Shred now has a 50% increased critical strike chance when used from stealth against targets over 80% health.
  • Starfall is now a Lunar spell that hits all target, up from 2. Now has a max of 3 charges that are shared with Starsurge.
  • Wrath is now a Solar spell.

Talents
  • Equinox Lunar and Solar Eclipse now last until the other is triggered, instead of ending at 0 Balance Power. Druid - LvL 0 Talent. You align the power of your so direct damage spells so that they reenergize your periodic damage spells. Your Starfires extend the duration of Moonfire by 6 sec. Your Wraths extend the duration of Sunfire by 4 sec. Also increases the periodic damage of your Moonfire and Sunfire by 10%. Druid - LvL 0 Talent.
  • Insect Swarm Swarm the target enemy with insects which deal [ 1 + 38.7% of Spell Power ] Nature damage every 3 sec for 15 sec. Each time that it deals damage, it also generates 5 Lunar or Solar energy, whichever is more beneficial to you. May only be cast while not in an Eclipse A powerful spell which benefits from both Lunar and Solar Eclipses, dealing the most damage when they are balanced. Burns the target for [ 1 + 94.5% of Spell Power ] Spellstorm damage, and then an additional [ 8 + 33.75% of Spell Power ] damage over 16 sec. Druid - LvL 0 Talent. 8.4% of Base Mana. 40 yd range. 1.5 sec cast.
  • Soul of the Forest Your Wrath, Starfire, and Starsurge casts have a 8% chance to cause your next Astral Communion to instantly grant 100 Lunar or Solar Power. Druid - LvL 60 Talent. Increases the damage bonus from Lunar and Solar Empowerment by an additional 15%. Druid - LvL 60 Talent.
  • Sunfall Entering Solar Eclipse will transform your Starfall spell into Sunfall and reset its cooldown. Druid - LvL 0 Talent. You feel a deeper connection to the stars, reducing your Balance Energy cycle time by $1%. Additionally, your Lunar and Solar Empowerments also reduce the cast time of the affected spells by 20%. Druid - LvL 0 Talent.

Balance
  • Astral Communion Commune with the sun and moon, gaining 25 Lunar or Solar energy every 1 sec for 4 sec. Generates the power type most beneficial to you accelerating your Balance Energy cycle by 300% for 4 sec. Can't be cast in Cat Form, Tree of Life Form, Travel Form, Aquatic Form, Bear Form, Dire Bear Form, Flight Form. Druid - Balance Spec. 4 sec cast (Channeled).
  • Celestial Alignment You enter Celestial Alignment, an Eclipse state which grants you the simultaneous effects of both your Lunar Eclipse and Solar Eclipse, increasing damage done by your Nature and Arcane spells by 15%. In addition, casting Moonfire also applies the periodic damage effect of Sunfire to your target. Activating this ability consumes all Lunar and Solar Energy and prevents gaining more during its duration a state where your Balance Energy cycle is paused, and all of your Lunar and Solar spells benefit from your maximum Eclipse bonus. Also increases your damage dealt by 20%, and causes your Moonfire and Sunfire spells to also apply the other's periodic damage effect. Lasts 15 sec. Can't be cast in Travel Form, Aquatic Form, Flight Form. Druid - Balance Spec. Instant. 3 min cooldown.
  • Eclipse Your Wrath now generates Lunar Energy and your Starfire now generates Solar Energy. Eclipse (Solar) When you reach 100 Solar Energy you will trigger a Solar Eclipse, increasing the damage of all Wrath, Sunfire, Hurricane, and Starsurge casts by 15%. Lasts until Balance Energy reaches 0. Eclipse (Lunar) When you reach 100 Lunar Energy you will trigger a Lunar Eclipse, increasing the damage of all Starfire, Moonfire, Starfall, Astral Storm, and Starsurge casts by 15%. Lasts until Balance Energy reaches 0. Nature's Grace When you reach a Solar or Lunar Eclipse, you instantly restore 50% of your total mana, and gain 15% haste for 15 sec. Druid - Balance Spec. You are inspired by the power of the moon and the sun, causing the damage of your Lunar and Solar spells to be increased by up to 30%, based on how close your Balance Energy level is to the appropriate side. Druid - Balance Spec.
  • Lunar Shower When you cast Moonfire or Sunfire, you gain Lunar Shower. Lunar Shower increases the direct damage done by your Moonfire and Sunfire spells by 45%, and reduces the mana cost by 30%. This effect stacks up to 3 times and lasts 3 sec. Druid - Balance Spec. Couldn't parse description. Druid - Balance Spec.
  • Mastery: Total Eclipse Increases the maximum bonus damage from Eclipse by 15%. Druid - Balance Spec.
  • Moonkin Form (Balance) Additionally, your Mana regeneration is increased by 150%, and is further increased by Haste.
  • Moonkin Form (Feral, Guardian, Restoration) Additionally, your Mana regeneration is increased by 150%, and is further increased by Haste.
  • Rebalance (New) Druid - Balance Spec.
  • Shooting Stars You have a 30% chance when you deal critical periodic damage with your Moonfire or Sunfire to instantly reset the cooldown of your Starsurge and cause its next cast within 12 sec to be instant. This chance is reduced against multiple targets. Druid - Balance Spec. 2.5% chance when you deal periodic damage with Moonfire or Sunfire (chance doubled if the damage critically strikes, and reduced against multiple targets), to trigger Shooting Stars. Shooting Stars restores 1 charge of Starsurge and Starfall. Druid - Balance Spec.
  • Starfall You summon A Lunar spell that summons a flurry of stars from the sky which strike targets all enemies within 40 yards of you that you're in combat with. Deals [ 24.75% of Spell Power ] Arcane damage to up to 2 targets every 1 sec for 10 sec. Triggering a Lunar Eclipse resets the cooldown of this spell Max 3 charges. Charges shared with Starsurge. Shapeshifting into an animal form or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the Starfall effect. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. Instant. 1.5 min cooldown. 10 sec cooldown.
  • Starfire Balance: Causes [ 186.75% of Spell Power ] Arcane damage to the target. Generates 20 Solar Energy. Feral, Guardian, Restoration A Lunar spell that: Causes [ 186.75% of Spell Power ] Arcane damage to the target. Can be cast in Tree of Life Form, Moonkin Form. Druid - Balance Spec. 15.5% of Base Mana. 40 yd range. 2.7 sec cast.
  • Starsurge Balance: You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes [ 204.75% of Spell Power ] Spellstorm damage to the target and generates 20 Lunar or Solar Energy, whichever is more beneficial to you. While not in an Eclipse state, Starsurge generates an additional 20 Lunar or Solar Energy. Feral, Guardian, Restoration: You fuse the power of the moon and sun, launching a devastating blast of energy at the target that benefits from your strongest current Eclipse bonus. Causes [ 204.75% of Spell Power ] Spellstorm damage to the target and generates 20 Lunar or Solar Energy, whichever is more beneficial to you Also grants Lunar or Solar Empowerment, based on current Balance Energy side, which increases the damage of your next 2 Starfires or 3 Wraths by 30%. Max 3 charges. Charges shared with Starfall. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. 15.5% of Base Mana. 40 yd range. 2 sec cast. 15 sec cooldown.
  • Wild Mushroom Grow magical mushrooms Grow a magical mushroom with 5 health at the target location. After 6 sec, the mushrooms will become invisible. Other Wild Mushroom abilities can target these mushrooms for additional effects that lasts 20 sec. After 6 sec, the mushroom will become invisible. The mushroom emits a fungal cloud that slows all enemies within 5 yards by 50%. Only 3 mushrooms can be placed at one time. Can be cast in Tree of Life Form, Moonkin Form. Druid - Balance Spec. 40 yd range. Instant.

Feral
  • Predatory Swiftness Your finishing moves have a 20% chance per combo point to make your next Entangling Roots, Healing Touch, Hibernate, or Rebirth become instant, free, and castable in all forms. Druid - Feral Spec. and to increase the healing done by Healing Touch by 50%. Druid - Feral Spec.

Guardian

Major Glyphs
  • Glyph of Celestial Alignment Celestial Alignment now lasts 60 sec, or until 12 8 spells have been cast with it active, whichever occurs first. Major Glyph.

Hunter (Forums, Talent Calculator)
  • Deterrence now reduces all damage taken by 30%, down from 50%.

Beast Mastery & Marksmanship
  • Kill Shot now grants 15% of maximum health if the target dies.

Survival
  • Survivalist (New) After killing a target, you gain 15% health over 10 sec. Hunter - Survival Spec.

Major Glyphs

Mage (Forums, Talent Calculator)

Talents

Monk (Forums, Talent Calculator)
  • Healing Sphere now is always summoned when you kill an enemy while gaining experience or honor.

Windwalker
  • Afterlife now always summons a Healing Sphere when you kill an enemy while gaining experience or honor.

Paladin (Forums, Talent Calculator)
  • Flash of Light now heals for 185.3% of Spell Power, down from 218%.
  • Harsh Word now heals for 88.2% of Spell Power, down from 103.7%.
  • Holy Prism healing was reduced by 15%.
  • Holy Prism healing was reduced by 15%.
  • Supplication now causes your next Flash of Light to be increased by 100% and has 50% increased critical strike chance.
  • Word of Glory now heals for 88.2% of Spell Power, down from 103.7%.
  • Word of Glory now heals for 88.2% of Spell Power, down from 103.7%.
  • Word of Glory now heals for 88.2% of Spell Power, down from 103.7%.

Talents
  • Eternal Flame (Holy) now has lower base healing and a shorter duration, but initial healing amount and heal over time duration are increased per charge of Holy Power.
  • Holy Prism healing was reduced by 15%.
  • Holy Shield now also allows you to block spells.
  • Light's Hammer now heals for 40.24% of Spell Power, down from 47.34%.

Holy
  • Holy Light now heals for 185.3% of Spell Power, down from 218%.
  • Holy Radiance now heals for 151.32% of Spell Power, down from 178%.
  • Holy Shock now costs 7.1% of Base Mana, down from 9.5%.
  • Light of Dawn now heals for 24.5% of Spell Power, down from 29%.

Priest (Forums, Talent Calculator)
  • Flash Heal now heals for 277.21% of Spell Power, down from 308%.
  • Holy Nova now has a 12 yd range, up from 10.
  • Holy Word: Sanctuary now heals for 8.46% of Spell Power, down from 9.4%.
  • Lightwell Renew now heals for 109.89% of Spell Power, down from 122%.
  • Smite now costs 2.1% of Base Mana, down from 2.7%.

Major Glyphs

Talents

Discipline

Discipline & Holy
  • Binding Heal now heals for 133% of Spell Power, down from 148%.
  • Heal now heals for 277.2% of Spell Power, down from 308%.
  • Holy Fire now costs 1.4% of Base Mana, down from 1.8%.
  • Prayer of Healing now heals for 110.83% of Spell Power, down from 123%.

Holy
  • Chakra: Sanctuary now heals for 8.46% of Spell Power, down from 9.4%.
  • Chakra: Serenity now heals for 415.29% of Spell Power, down from 461%.
  • Circle of Healing now heals for 110.83% of Spell Power, down from 123%.
  • Divine Hymn now heals for 371.52% of Spell Power, down from 413%.
  • Lightwell now heals for 109.89% of Spell Power, down from 122%.
  • Renew now heals for 63.3% of Spell Power, down from 84%.

Rogue (Forums, Talent Calculator)
  • Recuperate now restores 5% of maximum health every 3 sec, up from 3%.

Talents

Shaman (Forums, Talent Calculator)
  • Hex is now a 1.7 sec cast, up from 1.5 sec. (This may be a tooltip error)

Balance, Shadow, Elemental

Feral & Enhancement

Holy, Restoration, Discipline, Holy, Restoration

Warlock (Forums, Talent Calculator)

Warrior (Forums, Talent Calculator)
  • Heroic Throw now does 50% weapon damage, up from 25%. Now also generates high threat.
  • Impending Victory now heals you for 25% of your maximum health, up from 15%.
  • Victory Rush now heals you for 25% of your maximum health, up from 15%.
  • Victory Rush now heals you for 25% of your maximum health, up from 15%.

Talents
  • Bladestorm now also will allow the use of Demoralizing Shout while Bladestorm is active.
  • Impending Victory now heals you for 25% of your maximum health, up from 15%.
  • Mass Spell Reflection now has a 30 sec cooldown, down from 60 sec.
  • Ravager now does 150% of AP damage, up from 100%. Now lasts 10 sec, down from 15 sec. Now increases your chance to parry by 30% for 10 sec, up from 20% for 15 sec.

Professions
Inscription

Raid & Dungeon Abilities
  • Aqueous Burst (New) Upon reaching Witherbark, or zero health, the Aqueous Globule erupts and inflicts 25,000 Frost damage to all players. Instant.
  • Arcane Bolt Blasts a target with a burst of Arcane energy. inflicting 10,000 Arcane damage. 100 yd range. 1.5 sec cast.
  • Blackrock Barrage Launches Blackrock Spines at all enemies, inflicts inflicting 66,500 to 73,500 Physical damage. Unlimited range. Instant.
  • Channel Flames (New) Channels a cone of flame in front of the caster, inflicting 1,500 Fire damage every 5. sec. 40 yd range. Instant.
  • Colossal Roar (New) Unleashes a massive roar, inflicting 10,000 Physical damage to all enemies. Instant. 5 sec cooldown.
  • Conflagrate Burns the target, inflicting 20,000 Fire damage and reducing the targets movement speed by 50% for 5 8 sec. 200 yd range. Instant.
  • Crumbling Roar Inflicts 220,000 Nature damage to enemies within the effect. 300 yd range. Instant. Gruul roars a mighty roar, causing the roof to continually cave in over players. This effect inflicts 220,000 Nature damage and knocks players down. 300 yd range. Instant.
  • Crushing Leap (New) Inflicts 400 Physical damage to enemies within 40 yards. Instant.
  • Curtain of Flame Azzakel engulfs a player in Fel flame, inflicting 15,000 Fire damage to the affected player every 3 sec. for 9 sec. When Curtain of Flame deals damage, it will also spread to any other players within 5 yds. of the affected player 100 yd range. 1.2 sec cast.
  • Dancing Flames Instantly burns an enemy, then inflicts additional Fire damage every 5 2 sec. for 6 sec. If Dancing Flames is not dispelled, it will jump to another nearby enemy. Limited to 1 target. 100 yd range. Instant.
  • Dancing Flames Instantly burns an enemy, then inflicts additional Fire damage every 5 2 sec. for 6 sec. If Dancing Flames is not dispelled, it will jump to another nearby enemy. Limited to 1 target. 50 yd range. 0.5 sec cast.
  • Earth Breaker Vul'gor slams the ground inflicting 60,000 Nature damage to all enemies in a line in front of the caster and launches missiles at random targets that inflict 40,000 Nature damage to enemies caught in the blast radius. Smoldering Stoneguards then rise from the blasted locations summons a Smoldering Stoneguard from the rubble. Unlimited range. 3.8 sec cast.
  • Expel Magic: Arcane The Fel Breaker blasts an enemy a player with corrupted Arcane energy that marks their current location every 0.5 sec. for 10 sec. After 1.5 sec., the marked location explodes, infliciting 200,000 Arcane damage to all enemies players within 5 yards. 100 yd range. Instant.
  • Expel Magic: Shadow The Fel Breaker expels Shadow magic absorbing up to 175,000 of all inflicting all players with a heal absorption effect that prevents up to 175,000 healing received. 1.5 sec cast. 5 sec cooldown.
  • Exploding Flames (New) Conjures an orb of flame that explodes after 5 seconds, inflicting 15,000 Fire damage to all enemies within 5 yards. 100 yd range. Instant.
  • Explosive Shard Launches an explosive shard, inflicting Physical damage on impact, stunning him and then inflicting Physical damage every 1 sec. for 3 sec Fire damage on impact to enemies in the area. After 3 sec the shard expodes, inflicting Fire damage to nearby enemies. Unlimited range. Instant.
  • Explosive Shard Launches an explosive shard, inflicting Physical damage on impact, stunning him and then inflicting Physical damage every 1 sec. for 3 sec Fire damage on impact to enemies in the area. After 3 sec the shard expodes, inflicting Fire damage to nearby enemies. 25 yd range. Instant.
  • Fel Pool Azzakel crashes into the ground, creating a fel pool out of which two fel sparks radiate. Players who enter the fel pool are burned with fel fire, suffering 12,500 Fire damage every sec. Instant. Players in a Fel Pool suffer 12,500 Fire damage every 1 sec. for until cancelled. Instant.
  • Felblast The Blazing Trickster conjures a blast of Fel fire, inflicting 65,000 Fire damage to the target 100 yd range. 10 sec cast.
  • Furious Swipe (New) Gnasher furiously swipes his head at an enemy, inflicting 40,000 to any enemy he hits with his head. 15 yd range. Instant.
  • Iron Bellow Inflicts Nature damage. Unlimited range. Instant. Inflicts Physical damage. Unlimited range. Instant.
  • Massive Stomp (New) Stomps the ground, inflicting 9,500 Physical damage to all enemies within 10 yards, knocking them back. Instant. 5 sec cooldown.
  • Parched Gasp (New) Unleashes a torrent of unbridled natural energy inflicting 60,000 Nature damage to all enemies in a cone in front of the caster. 2.5 sec cast.
  • Radiant Fury Charges a target, creating multiple prisms of Holy energy which radiate away from the caster. These prisms inflict 20,000 Holy damage upon contact. Unlimited range. Instant.
  • Retched Blackrock Regurgitates blackrock ore at a target, leaving a pool of acid that inflicts Nature damage every 1.5 sec. 40 yd range. Instant. Unlimited range. Instant.
  • Rolling Fury Becomes a rolling juggernaut, inflicting severe 190,000 to 210,000 Physical damage and knocking down anyone in the way. Instant. Unlimited range. Instant.
  • Seed of Corruption Plants a demonic seed in the target, inflicting 9,000 Shadow damage every 3 sec. for 18 sec. If the target dies, or after 18 sec, the seed will explode, inflicting 50,000 Shadow damage to all targets within 10 yds. of them, and applying Seed of Corruption to them. 200 yd range. Instant.
  • Serrated Slash Slashes the target with a serrated axe, inflicting Physical damage and bleeding the target over 6 sec. This effect stacks. Melee range. Instant. Melee range. Instant.
  • Shadow Rune (New) Inflicts 100,000 Shadow damage to enemies within 2 yards of a detonated rune. Unlimited range. Instant.
  • Shadow Rune Inflicts 100,000 Shadow damage to enemies within 0 2 yards of a detonated rune. Unlimited range. Instant.
  • Shadow Rune Inflicts 100,000 Shadow damage to enemies within 0 2 yards of a detonated rune. Unlimited range. Instant.
  • Shadow Rune Inflicts 100,000 Shadow damage to enemies within 0 2 yards of a detonated rune. Unlimited range. Instant.
  • Shadow Rune (New) Inflicts 100,000 Shadow damage to enemies within 2 yards of a detonated rune. Unlimited range. Instant.
  • Shadow Rune (New) Inflicts 100,000 Shadow damage to enemies within 2 yards of a detonated rune. Unlimited range. Instant.
  • Shadow Word: Pain A word of darkness that causes 10,000 Shadow damage instantly, and an additional Shadow damage 7,500 Shadow damage every 3 sec over 15 sec. Unlimited range. Instant.
  • Stampede Stomp the ground, charge Stomps the ground, charges to a distant enemy, and stomp stomps again. Each stomp inflicts 70,500 Physical damage to nearby enemies and knocks them backwards. 15 yd range. Instant. 5 sec cooldown.
  • Stone Bolt (New) Inflicts 10,000 Physical damage to a random enemy. 40 yd range. 2.5 sec cast.
  • Stone Bulwark (New) Protects an ally with stone, absorbing up to 30,000 of all damage taken for 15 sec. In addition, this effect reduces damage taken by 35%. 40 yd range. 3 sec cast.
  • Suppression Field The Fel Brealer strikes the ground at an enemy's a player's location, inflicting 100,000 Arcane damage in an 8 yard area. In addition, a field of suppressing energy is created, silencing all enemies and inflicting that silences all players and inflicts 60,000 Arcane damage every second. 500 yd range. Instant. This effect will also silence Volatile Anomalies. 500 yd range. Instant.
  • Suppression Field The Fel Brealer strikes the ground at an enemy's a player's location, inflicting 100,000 Arcane damage in an 8 yard area. In addition, a field of suppressing energy is created, silencing all enemies and inflicting that silences all players and inflicts 60,000 Arcane damage every second. 100 yd range. Instant. This effect will also silence Volatile Anomalies. 100 yd range. Instant.
  • Trample As the Fel Breaker charges, he tramples all enemies players in his path, inflicting 120,000 Physical damage. 100 yd range. Instant.
  • Unchecked Growth (New) Creates a viney growth that moves towards a player. Upon reaching that player, the growth erupts and emits poisonous vapors inflicting 30,000 Nature damage every 3 sec to anyone in the area. Unlimited range. Instant.
  • Unleashed Flames Unstable Slag elementals siphon flames from a kiln, unleashing in a torrent of fire every 2 sec. Each torrent inflicts 9,500 7,500 Fire damage to 2 random players. Limited to 2 targets. Instant.
  • Unstable Slag Explosion Inflicts Unstable Slag explodes sending waves of fire in all directions that inflict 60,800 to 67,200 fire damage. Melee range. Instant. These waves of fire will detonate other unstable slag it hits. Melee range. Instant.
  • Wild Slam Smashes the ground, inflicting 110 Physical damage to all enemies and knocking them back. 7 yd range. 2.5 sec cast. 5 sec cooldown.
  • Withering Flames Inflicts Fire damage every 5 2 sec. until dispelled. Also reduces attack, casting, and movement speed by [ 25 + 10% of Spell Power ]%. If Withering Flames is not dispelled, it will arc to another nearby enemy. Limited to 1 target. 50 yd range. Instant.
  • Withering Flames Inflicts Fire damage every 5 2 sec. until dispelled. Also reduces attack, casting, and movement speed by [ 25 + 10% of Spell Power ]%. If Withering Flames is not dispelled, it will arc to another nearby enemy. Limited to 1 target. 50 yd range. 0.5 sec cast.
  • X21-01A Missile Barrage Fires volleys of missiles inflicting 7,000 Fire damage to two targets every 1 second for 60 sec. 50 yd range. Instant. 100 yd range. Instant.
  • X21-01A Missile Barrage Fires volleys of missiles inflicting 7,000 Fire damage to two targets every 1 second for 60 sec. 50 yd range. Instant. 100 yd range. Instant.
by Published on 2014-05-29 05:46 PM

Azeroth Choppers Episode 7 - Vote Now!
Voting is now open at AzerothChoppers.com!



by Published on 2014-05-28 05:07 PM

Garrison Preview Part 1 - Your Base on Draenor
Originally Posted by Blizzard (Blue Tracker / Official Forums)
At BlizzCon 2013, we shared a lot of our ideas for Warlords of Draenor’s Garrisons. We knew early on in development that this feature would strike a chord with long-time Warcraft players going back to the RTS days, as well as set the tone for the conflict with the Iron Horde. Since BlizzCon, we’ve been experimenting and iterating on Garrison concepts in our design laboratories, and we wanted to give you an updated preview of what’s to come.


In this 4-part series, we’ll be giving you a much closer look at how Garrisons are shaping up and how you can expect to interact with them in Warlords of Draenor. For this first installment, we’re going to start off by painting a picture of Garrisons in relatively broad strokes, setting the stage to delve into the functional depth over the coming weeks in parts 2 through 4.


Establish Your Garrison While You Level
We want the process of staking your claim on Draenor to fundamentally shape your gameplay experience. Over the course of building your Garrison, we want you to face exciting decisions that will meaningfully impact how you interact with the world around you, fulfilling that fantasy of building and operating your own Warcraft base.

The story you weave in Draenor is one of personal heroism, but your actions have a wider impact—part of your mission is to raise an army capable of toppling the Iron Horde, and the Garrison is integral to that experience. In terms of gameplay, that means you’ll be creating and strengthening your Garrison as you journey to level 100. While questing through Draenor, you’ll encounter opportunities to choose between different types of buildings to add to your Garrison. Each choice will have an impact on your leveling experience, influencing the quests you’ll have available and the zone-specific benefits you’ll unlock upon completion of your chosen structure.


As an example, you can choose either the Lumber Mill or the Sparring Arena while questing in Gorgrond. Not only does this choice unlock the design blueprints that allow you to add the building to your Garrison, it also lets you construct a military outpost centered around that building in Gorgrond. This plays an integral role in how you experience the zone, as you’ll be sent on quests specific to the building you’ve chosen and will receive a permanent benefit whenever you’re in Gorgrond.


When you’ve completed constructing a building in a zone—and subsequently unlocked it for your Garrison—we want you to feel duly rewarded for helping to strengthen the forces in the area against the Iron Horde. To give you more of a feeling for the ideas we have for zone benefits, imagine summoning a brutish ogre bodyguard from your Sparring Arena when in Gorgrond, or calling down artillery strikes from your Armory while in Talador. Our goal is for each zone to offer equally compelling alternatives from which to choose, and to provide you with plenty of powerful creatures to vanquish with your newfound powers.

Enlist Followers to Join Your Garrison
Your Garrison wouldn’t be much of a base without some citizens to populate it—we call these brave souls Followers. You’ll be able to recruit Followers through a wide variety of methods—you can think of it sort of like collecting mounts or battle pets. And, like battle pets, different Followers will have varying skill sets, including their own strengths and weaknesses. Some Followers are unique and might even have names already familiar to you, while others will make for fine grunts to operate the saws of your Lumber Mill, brew potions in your Alchemy Lab, or craft magical components in your Enchanter’s Study. You can maximize the productivity of your Garrison by assigning specific Followers to the posts where which they’re most proficient, such as Johnny Blacksmith, who will increase the output of materials from—you guessed it—your Blacksmith when assigned to work it. Similarly, Followers more suited to combat would be ideal to send on missions, from which you can acquire an assortment of useful bounty.

Missions will have variable difficulties, durations, and group size requirements, and some will play better to the strengths of particular Followers over others. A wise commander will create the ideal team for a mission and send them off to reap the maximum rewards. Complete enough missions and your Followers will level up, and once they’ve reached level 100, they can continue to improve their item levels, abilities, and traits. After you’ve sent a group on a mission, progress will continue whether you’re hanging out in your Garrison, battling through Blackrock Foundry, or even sleeping soundly logged out of the game.


The buildings you create, NPCs you meet, and Followers you recruit will ultimately determine who inhabits your Garrison, and you’ll see them going about their business each time you visit. You’re in charge of your own base and citizens, and you’ll even host leaders and other notable heroes from your faction to talk war strategy—among other things.

We’ve also improved NPC AI (artificial intelligence) to further reinforce that “bustling town” feeling as you expand your Garrison. While Azeroth’s NPCs have traditionally been manually scripted to move along set paths for predetermined amounts of time, stopping at certain locations and then heading in new directions only as commanded, this behavior wouldn’t have sufficed for Followers. A particular Follower might need to know on which plot within your Garrison you’ve built your Trading Post, for example, so he or she can make the trek to and from that specific location while doing your bidding. This improved AI also allows us to create more dynamic behavior, where NPCs can react to your commands or other situations happening around them. Want to have your subjects join you in a conga line around town? Thanks to improved AI and a new player emote, you can . . . and they will!

Fortify Your Fortress
Questing during the leveling process on Draenor will be the primary means by which you establish and grow your base, but the blueprints that allow you to construct different buildings can be obtained in a variety of ways. For example, you can find Followers who will teach you blueprints, obtain them via drops from creatures out in the world or in dungeons, or earn them via faction reputation. At level 100, you can also purchase blueprints from a vendor for the buildings from each zone you originally didn’t choose. So, if you decide to build a Mage Tower instead of an Armory in Talador, you’ll still be able to purchase the blueprints that allow you to build an Armory in your Garrison later on. From there you may decide you want an Armory instead of a Mage Tower in your Garrison—or maybe you’ll find room for both!

You’ll have access to 21 unique building types in all, each of which can be upgraded through 3 levels and then assigned specializations to maximize their effectiveness, and your Garrison can be expanded from its initial 4 building plots to a maximum of 10. If this sounds like too many big choices to make as you go along, don’t fret! You’ll be able to alter your building choices to suit your needs—and the needs of the war effort.


The Garrison also grants you other powerful benefits. It will play an integral role in your professions on Draenor, giving your character access to more than just the normal two primary professions (we’ll cover that in more depth in part 2 of this preview series). In addition, amassing a powerful army of Followers will maximize your chances of earning mission rewards like dungeon and entry-level raid loot for your character—but these will be tuned to feel more like bonuses rather than eclipsing your character’s direct accomplishments. We want there to be a ton of depth to the gameplay and customization of the Garrison, but we also don’t want to make players feel like they’re required to spend more time than they’d like laboring away on it after they’ve reached level 100. We recognize that there’s a fine line between introducing a system that provides cool bonuses and adding “chores” that feel necessary for cutting-edge endgame progression. To this end, players who prefer to level up mostly through dungeons or Battlegrounds will still be able to purchase the building blueprints that would otherwise be obtained through questing on Draenor.

The Last Line of Defense
Draenor is a savage and dangerous land. From the moment you set foot onto its soil, you will be hounded at every turn by the united clans of the Iron Horde. With few allies at your side, establishing a well-defended base will be one of the first orders of business. As the story unfolds, you’ll find that Garrisons are intimately integrated into every zone—whether you choose to follow the main quest path or just head off into the hills to explore, you will meet allies (and enemies) in every corner of the world. While your main fortress will always be in Shadowmoon Valley (Alliance) or Frostfire Ridge (Horde), you will establish Garrison outposts in Gorgrond, Talador, Nagrand, and Spires of Arak, all customized based on your building choices. Eventually, your forces will span the continent, and you will have an army capable of assaulting the fortified Iron Horde Foundry. Will your troops succeed? That’s entirely up to you, commander.

More to Come!
Thank you for joining us on this quick tour of your Garrison, and we hope you’ll come back for the rest—we’ve only just scratched the surface of this exciting new feature. In Part 2, we’ll take a much closer look at the buildings, including all 21 unique building types and their perks and specializations, as well as how professions are integrated. Stay tuned!
by Published on 2014-05-28 01:47 AM

Warlords of Draenor - Tier 17 Mage and Monk Armor Sets
Today we are taking a look at the Tier 17 Mage and Monk armor sets. No Mythic sets have been added for these classes yet. You can see elements of the Monk set's design in the new Formor creature model!

Warlords of Draenor changes things up slightly by using one set of art for Raid Finder, one set of art for Normal and Heroic, and one set of art for Mythic difficulty. You can find the Raid Finder armor sets in our Raid Finder armor sets preview.









Patch 5.4.8 Hotfixes - May 27
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Battlegrounds and Arenas
  • Characters in a Tanking specialization in a Rated Battleground now take 50% additional damage (up from 20%) while holding an orb in Temple of Kotmogu or escorting a mine cart in Deepwind Gorge.

Items

Bug Fixes
  • Resolved an issue where credit for the achievement: Going To Need A Bigger Bag was not tracking correctly across characters on the account.
  • Resolved an issue where a graveyard near wreckage of the Silver Dawn in Darkshore was automatically resurrecting players after releasing.

Blue Tweets
Several of these tweets are referring to the recent alpha build, so be sure to look at those notes for more context.
Originally Posted by Blizzard Entertainment
Classes
PSA: We're currently in the middle of implementing many changes. Damage values that you see in data mining are not nerfs. (Celestalon)

MMO-C shows Distracting Shot as a new spell. Does this mean it's not being removed ?
Yep. Distracting Shot and Soulshatter are back. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
Why do you continue to try and get death siphon to work. Won't ever work unless you can use without dps loss.
That is the intention. (Celestalon)
What about conversion then?
Conversion is not intended to be DPS-neutral. It's intentionally a DPS tradeoff. It does trigger rune regen talents though now. (Celestalon)

understand alpha is alpha and datamined info is datamined, but what's the blood dk mastery change supposed to be?
Blood Mastery is back to what it was before. (Celestalon)
ah ok, tooltip must be off. Says no longer increases absorption of shields, just a flat 50% of healed so I was REALLY confused
You mean exactly like it does on live? That 50% scales with Mastery. (Celestalon)

.Just to clear any confusion- could you please confirm/deny whether Pestilence now spreads Necrotic Plague?
Current plan is that it does, though we're still evaluating whether that's OK. NP spreads on it own, so Pest just speeds it up. (Celestalon)
When spreading NP to an already infected target, does it add a stack?
Currently, no. (Celestalon)

http://t.co/Bclf22UhhO now increase healing done by using pestilence so we need to use it more times than hearth strike?
Heart Strike is gone. You'll use Pestilence (aka Blood Boil) in its place. (Celestalon)
we will have any single target ability for blood runes or pestilence won't break cc?
No single target Blood Rune abilities. You'll want to not Pestilence near CC'd targets that you don't want to break. (Celestalon)

Resolve would still increase Rune Tap shield and what happend with perk Enhanced Rune Strike. How it would grant absorb shield?
Enhanced Rune Strike was changed to Enhanced Death Coil. Yes, Resolve would affect Rune Tap. (Celestalon)
but how would it grant abosrb from Death Coil? Could you write a bit more about it?
Check out Ursa Major for Bears. It's similar, but on Death Coil. Rolling large health increase. (Celestalon)
I have a lot questions but it still scale with attack power or missing hp like new Rune Tap?
Neither. It's a % per Death Coil. (5% for 30sec, rolling, I think.) (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Datamaning with a grain of salt ofc, but is bloody thrash really being replaced with current DoC?
Yes. (Celestalon)
Is bloody thrash becoming baseline? I liked the idea of it. And bleh, DoC again. It's alright but not a fan.
No. (Celestalon)

So are pounce and ravage being removed judging by notes? If so will there be a way during Incarn to rake w/o burning stun dr?
Yes, they're being merged with Rake/Shred. No, unfortunately, that's a downside. (Celestalon)

Will night elves be able to make use of the Rake perc of boosted damage in stealth by using Shadow Meld while in combat?
Yes. It's still based on being 'in stealth', not Prowl specifically. (Celestalon)

Are there any feral changes really planned? We're not seeing too much in the ways of big changes like other specs.
Feral's pretty solid. No major changes planned. (Celestalon)

new genesis says "to the target" is that every target with a rejuv or just funnelling all rejuv healing power to one target?
Each target individually. It replaces all Rejuvs with a Genesist HoT that does the same remaining healing, but over 3sec. (Celestalon)
Is the duration on the genesis fixed, or does it scale with haste?
I think it may reduce the duration (but same total healing) with haste. Will check. (Celestalon)

Why the manacost increase to swiftmend? What's the use of no-cd(rampant growth), if you can’t afford the spell.
Internal balance tuning. Don't worry, we'll get there with Rampant Growth. (Celestalon)

why hasn't force of nature been changed.
Because it's a good talent that we're happy with? Did you have some particular concern with it? (Celestalon)
the treants should be casting starsurge instead of wrath imo. the spellpower percentage can stay the same though.
The kit appropriateness and gameplay it creates is better as is. More interesting. (Celestalon)
its only benefiting from solar eclipse though while the other tier 4 benefit from both lunar and solar.
And yet you can use them all in Solar. That's gameplay. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Can you explain the intent behind removing the damage mitigation portion of deterrence? Hunters already lack defensives...
We didn't. Tooltip bug. (Celestalon)

Also, I know it's alpha, but were minds changed on the 1hr Misdirect? Taking notes with a lot of salt, but wondering.
Yes. Investigating other alternatives instead that don't break tank gameplay. (Celestalon)

"All threat caused by your attacks for the next 6̶0̶ ̶m̶i̶n̶ 8 sec will be transferred to them."((
We soured on the permanent-Misdirection idea for many reasons, that many people have already discussed. Still working on alternative (Celestalon)

Exotic Munitions looks interesting. Will we be able switch between them in combat ?
Undecided. If so, it'll likely be a 3sec cast or something. Should be something you're making a significant commitment to. (Celestalon)

Deterrence damage reduction % bugged? Wondering about the current MMO-C build.
Tooltip bug. It's unchanged. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
I noticed Nether Tempest will no longer cleave, what was the reasoning behind this?
Tooltip bug. I meant to delete the AM proc part, and accidentally deleted that whole paragraph. Its AoE component remains. (Celestalon)
It's now [Arcane DoT that scales with charges and pulses AoE], instead of [Arcane DoT that triggers AM procs and pulses AoE]. (Celestalon)

I played fire for fun the other day and noticed that ignites are still crushed by a subsequent lesser crit. Is that going to...
A common misconception. It's not actually. 100% of the damage of the last ignite is added to the new one. It's just spread out. (Celestalon)
Well, I use CombustionHelper to give an easy-to-read value and I clearly see it go from, say, 30k to 20k ignite, which then...
Yes, and that's still the same total damage. (Celestalon)
CombustionHelper is telling you the damage *per tick*, not the total damage. If you have one 300 tick left, and a new ignite... (Celestalon)
...that should do a total of 300 damage, you end up with 3 more ticks that do 200. Total of 600. (Celestalon)
Maybe I misunderstand Combustion. Isn't its damage per tick literally equal to the current Ignite damage-per-tick when cast?
Yes. If you're dummy testing, remember that your very first Ignite is 2 ticks; all after that are 3 ticks (due to DoT refreshing) (Celestalon)
Gotcha. Even if Ignite damage is preserved, the loss in tick strength lowers Combustion, as I undersatnd it, which is a DPS loss
Well it fairly obviously has to go up and down, otherwise it'd just grow infinitely over the fight. (Celestalon)
Yeah, I remember when ignites rolled (very fun) But as it stands right now, the Ignite + Combustion combo isn't very fun
I really think you must be looking at just a couple casts on a dummy. What you're describing isn't a problem in actual practice. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Hey, just curious on the design method behind removing sanc of the Ox off the statue? Too many smart absorbs in game?
Yeah, same as removing Bloodworms. That's more raid utility that we can fairly remove from tanks. (Celestalon)
does this mean that there's going to be fights where OX statue will be useful ala Galakras?
Absolutely. (Celestalon)

Why does 3 Chi explosion only split healing, that seems pointless and maybe even harmful
That's what it's balanced around. It's still a gain to use that, it's just not 6x stronger than it should be. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Another question, is Inner Light gone forever for Prot Pally ?
It's merging back into Seal of Insight. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
can power word: shield no longer crit or is it just off of divine aegis' tool tip?
PW:S can crit, baseline now. (And Multistrike). (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Final numbers will change but from the looks of it you want rupture to finally do real dmg?
Rupture's damage is insanely good currently (6.0); we keep struggling with how to keep it from being *too* strong. (Celestalon)

I'm guessing we're missing the details on why we'd want Death from Above now? (50 energy evis/env)
It does the initial AoE damage as well, and the Eviscerate/Envenom do 1.5x their normal damage. (Celestalon)

is Assassination back to daggers only or are those tooltip errors?I'm sick of daggers so I hope fist/sword Mut makes it
We never were planning on non-daggers being viable for Mutilate. See patch notes for description of that. (Celestalon)
We took back out the ability for them to even use Daggers to prevent confusion, and because we found a better way to solve it (Celestalon)
I recall you guys saying sword/fist Mut wouldn't be optimal but it would be playable or something?
It would be possible, so that you could try out the gameplay without daggers, but far from optimal. (Celestalon)
is that staying or being reverted to daggers-only? The notes on mmo are confusing; also looks like Combat CT is a bleed again?
That's all being reverted. Combat CT is indeed back to a bleed again. (Celestalon)
Why if I may ask? What changed your minds? Both the DoT and the non-dags for mut.
The non-daggers change was really confusing to people; was expected to be viable. Found a better solution instead. (Celestalon)
The Combat CT change was so that you still use SnD in AoE, I believe. (Celestalon)
What's the better solution? And why not dagger main-hand and let us use whatever in the off?
Better solution is to make it much more reliable for you to have daggers available. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
6.0 talents one could drop 4 healing rains at once? If not which HR is overwritten? Or is it blocked?
You can have multiple HRs at once, yes. Conductivity only affects the most recent one. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Specifically afflic, we have no instants/procs to cast between movement. No class just does nothing while moving.
I think you may be forgetting about Corruption and Agony. (Celestalon)
Corr and agony last so long with pandemic so u don't prss them more than every 20s. I wouldn't consider that a viable filler.
A) Pandemic is gone, and a reduced version of it is baseline. B) There's a large window to press them in; use it. (Celestalon)

New KJC is useless. CD is too big. Bring back OLD Fel Flame for destro, current KJC for affli, smth new for Demo.
So you want to continue being overpowered? Understandable... (Celestalon)
Why KJC got such a nerf. Btw, what is the point of changing passive ability to active, what happened with reducing key bloating?
KJC was nerfed because it was overpowered in 6.0. While we want to reduce button bloat overall, this was worth it. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Fury Execute: 30 Rage, only below 20%.Arms Execute: 60 Rage, always usable. (But you get tons of rage at <20%) (Celestalon)

So Arms is going to be weaving in Executes above 20% as a rage dump/burst with more rage for them below 20%? Interesting.
That's the idea, yep. (Celestalon)
Wording seems kind of funky though, is execute going to cost 120rage always, or only when target above 20%?
From how I see it, Execute always costs 60 rage , but double rage generation below 20% for more Executing
I believe it's significantly more than 'double' rage gen below 20%. Depends on haste, but more like 2.5-3.5x. (Celestalon)
Last quick question, ignoring tuning passes, are the t-tip numbers pre-draenor perks or post? I'd assume pre?
Pre. (Though once you learn the Perk in-game, the affected spell's tooltip will reflect that.) (Celestalon)

Sorry to be a pain, but overpower, gone or just not in latest data mining?
Gone. New Arms rotation is in. May be hard to see the intent from just datamining. Patch notes later this week, hopefully. (Celestalon)

Art
OH MY GOD MYTHIC GETS UNIQUE ARMOUR? Thank you Devs! #ManlyTears
Same goes for Elite PvP gear (holinka)

saw you said elite PvP gear would have special models. Will elite gear have rating requirement or just conq. pts earned req.?
Elite gear will have a rating requirement. (holinka)

Warlords of Draenor Stats
Will "amplify" increase absorbs as well or will it be just as unrewarding as multistrike and cleave stats for disc priests?
Amplify is gone (at least for 6.0). (Celestalon)
And besides, Multistrike and Cleave are definitely not unrewarding for Disc. For example, PW:S can Multistrike. (Celestalon)

PvP
will going to Ashran flag players for PVP on PVE servers?
Yes everyone in Ashran is flagged for PvP even on PvE servers (holinka)

Free Faction Changes for Select Realms - Updated
The start date for these faction transfers has been delayed for one day, until Wednesday.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We consistently watch queue times for all areas of the game to try to identify problem areas where we can step in and make an improvement. Battleground queue times specifically tend to be a direct result of how many people are entering the queue at any given time from both the Horde and Alliance, within an entire region. While a number of factors can lead to longer queue times, faction interest in queuing for PvP tends to be the primary influence. For that reason we're going to be trying something new. For a limited time, and only for select realms (for this first test just a single realm), we'll be opening faction changes for Horde characters to change to Alliance for free.

These changes will be provided on a limited basis to realms where we see the greatest potential for changes to occur. Guild leaders who want to Faction Change their guild for free will first need to pay for the initial transaction, but will be granted a refund* if they change to the eligible faction within the free change time frame.

This first test of free faction changes will only initially be available to players on Barthilas. Eligible characters will be able to faction change from Horde to Alliance for approximately** one week beginning on Wednesday, May 28 at 10:00 a.m. PDT. If you're looking to faction change--and especially for any Guild leaders looking to initiate a Guild Master Faction Change--we highly recommend taking advantage of this offer as soon as possible to avoid leaving anyone behind. For more information on Faction Change eligibility and limitations, please visit the support site here.

We'll be providing updates on availability--as well as if this offer is extended to additional realms--here on the front page, so keep checking back. We look forward to your feedback on these faction changes, and ensuring you spend less time in a queue and more time slaughtering your enemies in glorious team-combat.

* Eligible Guild Master Faction Change refunds will be automatically processed within 72 hours.
**Faction Change availability may either be shortened or extended depending on ongoing evaluation during the faction change period.

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