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by Published on 2014-07-03 06:26 PM

Warlords of Draenor Beta - Build 18505

Warlords of Draenor Zone Preview: Frostfire Ridge

Rob Pardo Leaving Blizzard Entertainment
Originally Posted by Rob Pardo (Blue Tracker / Official Forums)
Every ending is a beginning and today marks a new beginning for me.

After 17 years at Blizzard, with long and careful contemplation, I have made a difficult and bittersweet but ultimately exciting decision to pursue the next chapter in my life and career.

Before I even joined Blizzard, I was already a huge fan of the company and its games. In particular, I was extremely passionate about the emerging genre of real-time strategy games. It was a dream come true when I was given the opportunity to work on StarCraft, which at the time was being created by a very small team by today’s standards. It was tremendously fulfilling to get to know everyone on the team personally and to contribute our energies toward a shared goal in such a creative and engaging environment.

Blizzard Entertainment has been simply the best place in the world to be a game designer. The best aspect of designing games at Blizzard is that the entire company is passionate about the gameplay within each and every product. From the executive team to customer service to our global offices, every single person is a player and contributes to making the best possible games. It’s for very good reason that the first credit on every Blizzard game is “Game Design by Blizzard Entertainment.”

I’m really proud of the contributions I was able to make to Blizzard’s accomplishments. From building lasting games, to supporting the growth of eSports, to extending the Warcraft world into a feature film, and of course to being able to celebrate our shared passions with the Blizzard community online and at BlizzCon.

The Blizzard community is ultimately the reason why we come to work every day and pour our souls into every world and experience we create. Blizzard’s players are the most passionate in the world and your commitment and dedication are truly awesome to behold. Creating entertainment for you has been an incredible opportunity, and I know that you will continue to grow and become even stronger as a community over the years to come. It has been so meaningful on a personal level to help create joy for all of you.

I’m looking forward to new challenges in my career, but I will always cherish the time I spent with you all and the amazing and collaborative teams at Blizzard. It was both satisfying and humbling, and it made me a better developer and a better person. I look forward to playing Blizzard games as a player for many years to come. Most important, now I have plenty of time to learn how to build a competitive Hearthstone deck.

As to what I will be doing next, I don’t have an answer for you yet . . . but I will “when it’s ready.” My priorities are to enjoy the summer with my family, play plenty of games, and think about what’s next. The game industry is such an exciting place right now with PC gaming thriving, the new consoles, mobile games, and virtual reality becoming an actual reality. It’s like having an empty quest log and going into a new zone for the first time.

In the past, I haven’t been the most avid Twitter user, but I’ll strive to do better and keep you updated there—@Rob_Pardo. Please stay in touch!

Rob
by Published on 2014-07-03 05:16 PM

Warlords of Draenor Zone Preview: Frostfire Ridge
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In Warlords of Draenor, Frostfire Ridge serves as the starting zone for Horde players once they’ve endured the initial rigors of Tanaan Jungle and survived their first encounter with the Iron Horde. To take you on a journey through Frostfire’s snow-covered wastes and towering volcanoes, we cornered* Associate Game Designer/self-appointed Grand Cheese Taster Zachariah Owens and Game Designer/ Champion of Sarcasm Ryan Shwayder and “convinced” them to divulge some of the zone’s secrets.

Zone Music Piece: Magnificent Desolation


What’s the story in Frostfire Ridge?

Zachariah Owens: In a nutshell? Survive.
After a daring escape from the clutches of the Iron Horde in Tanaan Jungle, you, Thrall, and a handful of survivors run ashore on the southern banks of Frostfire Ridge.

This landing is well-timed. Soon after the crash, you are met by Durotan, youngest son of Garrad and acting chieftain of the Frostwolf clan. Unlike the other clans, the Frostwolves chose to defy the Iron Horde and refused to join their ranks. This has put them in a dangerous position, with the ogre slavers of Bladespire Fortress on one side and the beastmasters of the Thunderlord clan on the other. The Thunderlord are eager to prove themselves to the Iron Horde and will stop at nothing to eradicate the Frostwolf clan from existence.

Outnumbered and surrounded by enemies, Durotan and his Frostwolves will need all the help they can get to survive. It falls to you to quickly establish a Garrison and raise an army using whatever means necessary to aid the Frostwolves and secure a foothold in Draenor.

Oh, and of course, what Durotan doesn’t know is that Thrall is his son, not yet born in this timeline. Thrall also has a personal stake in the plight of the Frostwolves. This is a chance to meet his parents and his clan when they were in their prime: Powerful heroes bound by honor and loyalty. For Horde players, this is a chance to ride alongside some of the greatest and most iconic heroes of the Horde.

Ryan Shwayder: Beneath all of the strife and survival is an undertone of family. Thrall meeting his parents, the interaction between Durotan and Draka, and brothers who have fallen out of touch. There's a certain humanity—orc-manity?—about the Frostwolves and others within Frostfire Ridge that really resonates throughout the story.


What is the zone like?

Zachariah Owens: Cold, merciless, and beautiful. The snow-covered landscape is broken by violent volcanoes and lakes of ice—not to mention the mountains made of spires of volcanic rock warped by years of wind and cold. Looking closely, one can see echoes of what would eventually become the Blade’s Edge Mountains in Outland.

Here we get to see what two orc clans were like before they joined the Horde. Both were shaped by this hard land, and you can see that reflected in their tactics, clothing, lifestyles, and demeanor. But you also get to see just how different two clans of orcs can be from each other despite having a shared background.

In the west stand the proud orcs of the Frostwolf clan. Led by their young chieftain, Durotan, these orcs have chosen to defy the Iron Horde and keep to their ancestral homeland. Threatened on all sides by enemies and the environment, they hold true to their bonds of clan and family.

This is also the home of the Thunderlord clan. Greatest of hunters and known for their mastery of beasts, this clan uses numbers and tactics to conquer animals of all types, from the flying rylaks to the defiant gronn. Their homes are the bones of the great colossi, ancient giants lost to the ravages of time. It’s even rumored that the mysterious Iron Wolf, Warlord of the Thunderlord, seems to have a very personal vendetta against the Frostwolves.

We also get a chance to meet the ogres when they were still organized and holding on to the last vestiges of their once-great empire.

In the west, the ogres of Bladespire Fortress have long sought to enslave and subjugate any orcs that dare defy them. Meanwhile, in the north, the ogres of Bloodmaul have begun to enter into negotiations with the Iron Horde, exchanging slaves and services to some dark end.

And of course, we can’t have Draenor without the infamous gronn. They and their magnaron masters control the eastern part of the zone. Part of an ancient breed, the magnaron practice dark, primal magics, and act according to an agenda they have never shared with anyone. Some claim that if the magnaron win, all of Draenor will be cast into a frozen wasteland like Frostfire Ridge.

Ryan Shwayder: The zone likes death, bloodshed, and long walks off short cliffs. It's interested in zones with a harsh climate—a land that isn't afraid to be itself. Its brutally honesty, or perhaps just brutal. Actually, I might have misheard the question. . . .


What are three of your favorite locations players should check out on their journey through the zone?

Zachariah Owens: Thunder’s Fall and Colossal’s Fall. These two cities are home to the Thunderlord clan and are formed in the bones of dead colossi. We wanted to show the Thunderlord as legendary hunters, and these are the places we really got to go all out with depicting that fantasy. Here you get to see them raising rylaks for air support; wrangling clefthoof for pack animals; and taming boars, birds, and even gronn—all being hunted, shackled, subjugated under the will of the Thunderlord beastmasters.

As far as other favorite locations, I have to say Bladespire Citadel is a place not to miss. This citadel is a massive structure that dominates the landscape and is one of the last remnants of the sort of power the ogre empire once wielded. This was a chance for us to really show some of the cultural differences between the ogres of the past and the lumbering oafs we know today. Everything from their fighting style to their architecture is reminiscent of their dying culture. Early in the questing experience you will get to lay siege to this fortress with an army of elite Frostwolves at your back and Thrall at your side.

But hands down one of my favorite locations is the Crackling Plains in the east. This great frozen lake is bordered by giants and beasts of every sort, often venturing their way onto the ice in search of food or worse. Here, gronn can be seen marching across the ice, hunting clefthoof or frost wolves, in turn being hunted by Thunderlord giant stalkers. Great magnaron stride out into the open slaying anything in sight, their loyal goren scavengers not far behind them to eat up what remains. Meanwhile, in many places cracks in the ice begin to form as things that were birthed in the dark deeps begin to scuttle to the surface on many, many legs. This is the place that is sure to remind you of the savagery of Draenor and the many types of giants that can be found there.


Ryan Shwayder: Let's be honest, my co-conspirator took at a minimum four favorite locations, which leaves me only capable of listing two locations to balance things out. I saw what you did there, Zachariah!

First is Icescar Boneyard in the northwestern reaches of Frostfire Ridge. Demonic summoning circles, bones, and necromantic orcs really get the nostalgia going and highlight a cool multi-zone story arc in Warlords of Draenor.

I also really like Wor'gol because I've always wanted to get to know where the Frostwolves came from better. It does a great job of showing their Spartan existence in a territory harsh even by Draenor standards. I like wandering the area through the eyes of Thrall, seeing the home of his ancestors as he would.

I'm stealing back a third location. More than anything ever, I love the crap out of Ogre Hut 01 in Grimfrost Hill for its welcoming atmosphere—not unlike that of a quaint bed-and-breakfast—save for the lack of beds, breakfasts, and any real comforts of survivable living.


Tell us more about the Horde Garrison.

Zachariah Owens: In addition to providing a lot of resources for crafting or portals to capitals, the Garrison you establish at Frostwall serves as a hangout for the many followers and visitors you find in your journey. There are many nooks and crannies to explore, some of which might have a treasure or two stashed away from some unscrupulous members of your Garrison.

As you level up you get a chance to choose different buildings that best suit your needs. Each choice has weight to it, as what you decide to build will augment your abilities within the Garrison and without, altering which quest lines might be available as well as what resources you have access to in certain zones. For Frostfire, you get a Barracks that will allow you to conduct patrol missions with your Followers. On top of that, you also get the zone ability Call to Arms, which allows you to call in reinforcements from your Garrison every so often to help you take down a particularly rough group of enemies or an elite monster.

As you continue your journey through Draenor, more and more of your discoveries will find their way back to your Garrison. Rescue someone from a cage during your adventuring, and they may appear later in your Garrison expressing their gratitude in the form of unique vendor items. In some cases, they’ll offer to become a Follower. We want the Garrison to feel alive, and it’s the staging point for many of your experiences throughout the expansion. Don’t be surprised if special quest-givers or vendors appear based on activities you’ve done in the world.

Of course, not everyone who comes to your Garrison is friendly. It’s important to remember that you are building an army, one capable of rivaling the Iron Horde. As you continue to foil their plans or lead attacks against certain factions, expect retaliation. Be prepared to defend your Garrison against invasions from foes of all sorts, calling upon your Followers or reinforcements that you’ve summoned in from Azeroth. This is your Garrison, and you are the commander.

Next, our perilous journey through Draenor will take us to the treacherous jungles and unforgiving canyons of Gorgrond, where opposing primeval forces are locked in an eternal battle. Stay tuned for more!

*No designers were harmed during the making of this interview.

Poll - Favorite Starting Zone
Now that you have seen the official Frostfire Ridge and Shadowmoon valley previews, along with our additional screenshots of Frostfire Ridge and Shadowmoon Valley, which zone is your favorite?

by Published on 2014-07-02 11:50 PM

Warlords of Draenor Beta - Build 18505
Build 18505 will be deployed to the Beta realms soon.

Keep in mind that the sets below are quick previews that may not perfectly reflect what they will look like. Keep an eye out for our higher quality previews later.


Hunter Mythic Tier 17




Priest Mythic Tier 17
This set is missing a belt texture.



Warlock Tier 17




Paladin Season 16 Elite



Monk Season 16



Rogue Season 16 Elite




Khadgar




New Creatures



Updated Minimap



New and Modified Maps



New Icons













New Items
There were a lot of new armor items added in this build, and listing them here would make this post long. Check the WoWDB beta site for the full list.

Level Type Slot Name
630Quest Corrupted Blood of Teron'gor
655PlateWaist Incarnadine Girdle
90BagBag Hexweave Bag
1Consumable Contract: Ulna Thresher
1Consumable Contract: Bruma Swiftstone
1Consumable Restorative Redcap
85Other Lumber Mill
70Junk Icy Satchel of Helpful Goods
75Junk Icy Satchel of Helpful Goods
80Junk Scorched Satchel of Helpful Goods
84Junk Scorched Satchel of Helpful Goods
85Junk Tranquil Satchel of Helpful Goods
88Junk Tranquil Satchel of Helpful Goods
1Companion Pets Miniature Flying Carpet
1Companion Pets Meadowstomper Calfling
1Companion Pets Sea Calf
1Companion Pets Ravager Spawnling
100Other Proximity Alarm-o-Bot 2000
1Other XD-57 "Bullseye" Guided Rocket Kit
1Other GG-117 Micro-Jetpack
1Other "Skyterror" Personal Delivery System
1Mount Creeping Carpet
630Quest Pure Solium Band
665Book Book of Crow Form
665Book Pickpocketer's Handbook
665Book Scroll of Touch of Death
665Book Tome of Blink
665Book Sigil of Necromancy
665Book Tablet of Ankh Mastery
665Book Grimoire Of Summoning Secrets
665Book Manual Of Spell Reflection
100Tailoring Pattern Recipe: Hexweave Cloth
100Tailoring Pattern Recipe: Hexweave Embroidery
100Tailoring Pattern Recipe: Hexweave Mantle
100Tailoring Pattern Recipe: Hexweave Cowl
100Tailoring Pattern Recipe: Hexweave Leggings
100Tailoring Pattern Recipe: Hexweave Gloves
100Tailoring Pattern Recipe: Hexweave Robe
100Tailoring Pattern Recipe: Hexweave Bracers
100Tailoring Pattern Recipe: Hexweave Slippers
100Tailoring Pattern Recipe: Hexweave Belt
100Tailoring Pattern Recipe: Powerful Hexweave Cloak
100Tailoring Pattern Recipe: Nimble Hexweave Cloak
100Tailoring Pattern Recipe: Brilliant Hexweave Cloak
100Tailoring Pattern Recipe: Hexweave Bag
100Tailoring Pattern Recipe: Elekk Plushie
100Tailoring Pattern Recipe: Creeping Carpet - NYI
100Tailoring Pattern Recipe: Miniature Flying Carpet - NYI
100Tailoring Pattern Recipe: Hand Spun Hat
100Tailoring Pattern Recipe: Hand Spun Frock
100Tailoring Pattern Recipe: Hand Spun Pants
100Tailoring Pattern Recipe: Expert Hexweave Dye
100Tailoring Pattern Recipe: Master Hexweave Dye
100Explosives Sticky Grenade
90Devices Ultimate Gnomish Army Knife


Achievement Changes
Originally Posted by MMO-Champion
Draenor
Reputation
  • The Talon King (New) Complete the Legacy of Terokk storyline and earn Exalted status with the Arakkoa Outcasts. Title Reward: the Talon King/Queen. Account Wide.

Draenor Dungeon
Dungeons & Raids
  • Expert Timing (New) Slay 4 Ogron Laborers that are not in combat using 1 single Iron Star in the Iron Docks on Heroic Difficulty. 10 points.
  • Leeeeeeeeeeeeeroy...? Assist Leeroy Jenkins in recovering his Devout Shoulders in Upper Blackrock Spire on Heroic difficulty. 10 points. Title Reward: Jenkins. 10 points.
  • Militaristic, Expansionist (New) Defeat Fleshrender Nok'Gar with, Siegemaster Olugar, Pitwarden Gwarnok & Lieutenant-Commander Druna alive and fighting. 10 points.
  • Take Cover! (New) Defeat Skulloc in Iron Docks on Heroic difficulty without any players getting hit by Cannon Barrage or Backdraft. 10 points.

Draenor Raid
Dungeons & Raids
  • Be Quick or Be Dead Defeat the Iron Maidens within 10 seconds of each other. 10 points. in Blackrock Foundry on Normal difficulty or higher. 10 points.

Garrisons

Legacy



Spell Changes
This is the first draft of spell changes, with a small issue that needs to be corrected.
Originally Posted by MMO-Champion
Mounts
  • Abyssal Seahorse Summons and dismisses your subdued Abyssal Seahorse. Can only be used in Vashj'ir. Account wide. 1.5 sec cast. 1.5 sec cast.

Companions

Guild Perks
  • Guild Mail In-game mail sent between guild members now arrives instantly. Guild Perk (Level 17). 1).
  • Hasty Hearth Reduces the cooldown on your Hearthstone by 15 minutes. Guild Perk (Level 8). 1).
  • Mass Resurrection Brings all dead party and raid members back to life with 35% health and 35% mana. A player may only be resurrected by this spell once every 10 minutes. Cannot be cast in combat or while in a battleground or arena. Can't be cast in Aquatic Form, Flight Form. Guild Perk (Level 25 1). 100 yd range. 10 sec cast.
  • Mobile Banking Summons a Guild Chest that allows access to your guild bank for 5 min. Only guild members with guild reputation of friendly and above are allowed to use a Guild Chest. Can't be cast in Flight Form. Guild Perk (Level 11 1). 3 sec cast. 60 min cooldown.
  • Mount Up Increases speed while mounted by 10%. Not active in Battlegrounds or Arenas. Guild Perk (Level 3). 1).
  • The Quick and the Dead Increases health gained when resurrected by 50% and increases movement speed while dead by 10%. Does not function in combat or while in a Battleground or Arena. Guild Perk (Level 15). 1).

Item Set Bonuses

Death Knight (Forums, Talent Calculator)
Talents
  • Defile Defiles the ground targeted by the Death Knight. Every 1 sec, if there are any enemies standing in the Defile, it deals [ 1 + 17.32% of AP ] Shadowfrost damage to them, and grows in area radius and damage by 2.5%. Enemies standing in your Defile deal 10% less damage to you. Replaces Death and Decay. Death Knight - LvL 0 Talent. 1 Unholy. 30 yd range. Instant. 30 sec cooldown.
  • Necrotic Plague A powerful disease that deals [ 1 + 4.66% of AP ] Shadowfrost damage per stack every 2 sec for 30 sec. Each time it deals damage, it gains 1 stack, and infects another nearby enemy within 8 yards if possible. You gain 5 2 Runic Power whenever a target infected with Necrotic Plague attempts to attack you. Replaces Blood Plague and Frost Fever, and is applied by any ability which applied either. Death Knight - LvL 0 Talent.

Blood
  • Dark Command Commands the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Death Knight - Blood Spec. 30 yd range. Instant. 8 sec cooldown.

Unholy
  • Blood-Caked Blade You gain 5% more of the Multistrike stat from all sources. Death Knight - Unholy Spec. Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional [ 1 + 3% of AP ] Shadow damage. Death Knight - Unholy Spec.

Druid (Forums, Talent Calculator)
  • Growl Taunts the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Requires Bear Form. 30 yd range. Instant. 8 sec cooldown.

Feral
  • Rip (Balance, Guardian, Restoration) Finishing move that causes Bleed damage over 16 sec. 24 sec. Damage increases per combo point: 1 point : [ 199.9% of AP ] damage 2 points: [ 319.9% of AP ] damage 3 points: [ 439.9% of AP ] damage 4 points: [ 559.9% of AP ] damage 5 points: [ 679.9% of AP ] damage Shred extends the duration of your Rip by 2 sec, up to a maximum of 6 sec.
  • Rip (Feral) Finishing move that causes Bleed damage over 16 sec. 24 sec. Damage increases per combo point: 1 point : [ 230% of AP ] damage 2 points: [ 380% of AP ] damage 3 points: [ 530.1% of AP ] damage 4 points: [ 680.1% of AP ] damage 5 points: [ 830.2% of AP ] damage Shred extends the duration of your Rip by 2 sec, up to a maximum of 6 sec.

Hunter (Forums, Talent Calculator)
  • Distracting Shot Distracts the target to attack you for 6 sec, and increases threat you generate by 200% for 6 sec. Requires Ranged Weapon. 40 yd range. Instant. 8 sec cooldown.

Marksmanship
  • Mastery: Wild Quiver Grants a 16% chance for your ranged attacks to also instantly fire an additional ranged shot that deals 80% weapon damage. Hunter - Marksmanship Spec. When you stand still for 0, you gain Sniper Training for 6 sec, which increases your damage, shot range, and critical strike damage by 4%. Hunter - Marksmanship Spec.

Survival
  • Black Arrow Fires a Black Arrow at the target, dealing [ 14.19% of AP ] damage over 20 sec. Black Arrow damage has a chance to cause your next two Explosive Shots to cost no Focus and trigger no cooldown. This occurs at least once per Black Arrow [ 23.6% of AP ] damage over 18 sec. When your Black Arrow multistrikes, you gain 1 stack of Lock and Load. Lock and Load causes your next Explosive Shot to trigger no cooldown. Max 5 stacks. Requires Ranged Weapon. Hunter - Survival Spec. 35 Focus. 40 yd range. Instant. 30 sec cooldown.
  • Explosive Shot You fire an explosive charge into the enemy target, dealing [ 1 + 40% of AP ] Fire damage initially and every second for 2 sec. Requires Ranged Weapon. Hunter - Survival Spec. 25 15 Focus. 40 yd range. Instant. 6 sec cooldown.
  • Lock and Load (New) Fires a Black Arrow at the target, dealing [ 23.6% of AP ] damage over 18 sec. When your Black Arrow multistrikes, you gain 1 stack of Lock and Load. Lock and Load causes your next Explosive Shot to trigger no cooldown. Max 5 stacks. Hunter - Survival Spec.

Pets
  • Growl Your pet growls at the target, generating threat, taunting the target to attack the pet, and increasing threat that your pet generates against the target by 200% for 3 sec. Basic Ability. 30 yd range. Instant. 8 sec cooldown.

Mage (Forums, Talent Calculator)
  • Cone of Cold Targets in a cone in front of the caster take [ 23.85% of Spell Power ] Frost damage and are slowed by 60% for 6 sec. 4% of Base Mana. Instant. 10 sec cooldown. 12 sec cooldown.
  • Frost Nova Blasts enemies within 12 yds of the caster for [ 14.92% of Spell Power ] Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect. 2% of Base Mana. Instant. 25 sec cooldown. 30 sec cooldown.

Talents
  • Ice Nova Cause a whirl of icy wind around the target enemy or ally, dealing [ 1 + 97.5% of Spell Power ] Frost damage to all enemies within 8 yards, and freezing them for 2 sec. If the primary target is an enemy, they take 100% increased damage. Replaces Frost Nova. Max 2 charges. Mage - LvL 75 Talent. 40 yd range. Instant. 20 sec cooldown.

Frost
  • Brain Freeze Your Frostbolts have a 60% chance to cause the Brain Freeze effect. Each multistrike increases that cast's chance by an additional 45%. The Brain Freeze effect causes your next Frostfire Bolt to cost no mana, be instant cast, deal 60% additional damage, and act as if your target were frozen. Mage - Frost Spec.
  • Deep Freeze Stuns the target for 5 sec. Only usable on Frozen targets. This effect will break if the target takes any damage. Mage - Frost Spec. 2% of Base Mana. 35 yd range. Instant. 30 sec cooldown.
  • Ice Lance Deals [ 30.15% Deals [ 60.3% of Spell Power ] Frost damage to an enemy target. Ice Lance damage is quadrupled doubled against frozen targets. Mage - Frost Spec. 1% of Base Mana. 40 yd range. Instant.

Monk (Forums, Talent Calculator)
Mistweaver
  • Multistrike Attunement You gain 5% more of the Multistrike stat from all sources. Monk - Mistweaver Spec. Your Renewing Mist and Rising Sun Kick have a chance equal to your multistrike chance to not go on cooldown when used. Monk - Mistweaver Spec.

Paladin (Forums, Talent Calculator)
  • Reckoning Taunts the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. 3.5% of Base Mana. 30 yd range. Instant. 8 sec cooldown.

Protection
  • Grand Crusader When you dodge or parry avoid a melee attack you have a 30% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate 1 Holy Power. Paladin - Protection Spec.

Priest (Forums, Talent Calculator)
Perks
  • Enhanced Mind Flay Your Mind Flay deals damage 1 additional time while its duration remains unchanged.

Holy
  • Multistrike Attunement You gain 5% more of the Multistrike stat from all sources. Priest - Holy Spec. Also increases the damage or healing of your multistrikes by 25%. Priest - Holy Spec.

Rogue (Forums, Talent Calculator)
  • Ambush Ambush the target, causing 250% weapon damage to the target (362% Assassination, Combat: Ambush the target, causing sw2 Physical damage to the target (damage increased 40% if a dagger is equipped). Awards 2 combo points. Subtlety: Ambush the target, causing sw2 Physical damage to the target (damage increased 40% if a dagger is equipped). Awards 2 combo points. For the next 10 sec, your attacks bypass up to 100% of that enemy's armor. Requires Melee Weapon. Requires Stealth. 60 Energy. Melee range. Instant.
  • Cheap Shot Assassination, Combat: Stuns the target for 4 sec. Awards 2 combo points. Subtlety: Stuns the target for 4 sec. Awards 2 combo points. For the next 10 sec, your attacks bypass up to 100% of that enemy's armor. Requires Melee Weapon. Requires Stealth. 40 Energy. Melee range. Instant.
  • Eviscerate Assassination, Combat: Finishing move that causes damage per combo point: 1 point : [ 1 + 32% of AP * mult AP ;] damage 2 points: [ 1 + 64.1% of AP * mult AP ;] damage 3 points: [ 1 + 96.1% of AP * mult AP ;] damage 4 points: [ 1 + 128.1% of AP * mult AP ;] damage 5 points: [ 1 + 160.2% of AP * mult AP ] damage Subtlety: Finishing move that causes damage per combo point: 1 point : [ 1 + 39.7% of AP ] damage 2 points: [ 1 + 79.4% of AP ] damage 3 points: [ 1 + 119.2% of AP ] damage 4 points: [ 1 + 158.9% of AP ] damage 5 points: [ 1 + 198.6% of AP ;] damage Requires Melee Weapon. 35 Energy. Melee range. Instant.
  • Garrote Assassination, Combat: Garrote the enemy, silencing them for 3 sec and causing [ 6 + 134.5% of AP ] damage over 18 sec. Awards 1 combo points. Subtlety: Garrote the enemy, silencing them for 3 sec and causing [ 6 + 134.5% of AP ] damage over 18 sec. Awards 1 combo points. For the next 10 sec, your attacks bypass up to 100% of that enemy's armor. Requires Stealth. 45 Energy. Melee range. Instant.
  • Hemorrhage An instant strike that deals 65% weapon damage (94% sw2 Physical damage (increased 40% if a dagger is equipped), and causes the target to bleed for an additional 100% of the initial damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. 30 yd range. Instant.
  • Slice and Dice Assassination, Combat: Finishing move that consumes combo points on any nearby target to increase attack speed by 40%. Lasts longer per combo point: 1 point : 12 seconds 2 points: 18 seconds 3 points: 24 seconds 4 points: 30 seconds 5 points: 36 seconds$ Subtlety: Finishing move that consumes combo points to increase attack speed by 40% and grant 8 Energy per 2 sec. Lasts longer per combo point: 1 point : 12 seconds 2 points: 18 seconds 3 points: 24 seconds 4 points: 30 seconds 5 points: 36 seconds 25 Energy. 100 yd range. Instant.

Assassination
  • Mutilate Instantly attacks with both weapons for 200% weapon damage Attack with both weapons, dealing $5,374sw2 Physical damage with the main-hand and $27,576sw2 Physical damage with the off-hand. Awards 2 combo points. Requires Daggers. Rogue - Assassination Spec. 55 Energy. Melee range. Instant.

Assassination & Subtlety
  • Relentless Strikes Your finishing moves have a 20% chance per combo point to restore 25 Energy. Passive. Rogue - Assassination & Subtlety Spec.
  • Rupture (Assassination) Lasts longer per combo point: 1 point : [ 32.9% of AP ] over 8 sec 2 points: [ 98.6% of AP ] over 12 sec 3 points: [ 197.3% of AP ] over 16 sec 4 points: [ 328.8% of AP ] over 20 sec 5 points: [ 493.2% of AP ] over 24 sec Lasts longer per combo point: 1 point : [ 32.9% of AP ] over 8 sec 2 points: [ 98.6% of AP ] over 12 sec 3 points: [ 197.3% of AP ] over 16 sec 4 points: [ 328.8% of AP ] over 20 sec 5 points: [ 493.2% of AP ] over 24 sec While you have poisoned your target, this damage has a 75% chance to deal [ 32% of AP ] additional Nature damage and grant you 10 Energy. You gain additional Energy if a target dies with Rupture active.

Combat
  • Combat Potency Your successful You gain 5% more of the Haste stat from all sources, and your off-hand attacks have a chance to generate 15 Energy. Slower weapons have a higher chance. Rogue - Combat Spec.
  • Ruthlessness Gives your finishing moves a 20% chance per combo point to add a combo point to your target. Rogue - Combat Spec. For each combo point spent, your finishing moves reduce the cooldown on your Adrenaline Rush, Killing Spree, and Sprint by 2 sec, and have a 20% chance to grant a combo point and restore 25 Energy. Rogue - Combat Spec.

Subtlety
  • Hemorrhage An instant strike that deals 65% weapon damage (94% sw2 Physical damage (increased 40% if a dagger is equipped), and causes the target to bleed for an additional 100% of the initial damage over 24 sec. Awards 1 combo points. Replaces Sinister Strike. Requires Melee Weapon. Rogue - Subtlety Spec. 30 Energy. Melee range. Instant.
  • Honor Among Thieves When any player in your party or raid critically hits with a spell or ability, or you critically hit with an autoattack or ability, you gain a combo point on your current target. This effect cannot occur more Critical hits in combat by you or by your party or raid members grant you a combo point, but no more often than once every 2 seconds, and can only occur while you are in combat. Rogue - Subtlety Spec. Rogue - Subtlety Spec.
  • Sinister Calling Increases your total Agility by 15%. Rogue - Subtlety Spec. and you gain 5% more of the Multistrike stat from all sources. When you multistrike with Backstab or Ambush, you also twist the blade, causing all of your Bleed effects to instantly tick an additional time. Rogue - Subtlety Spec.

Shaman (Forums, Talent Calculator)
  • Flame Shock Sears the target with fire, causing [ 1 + 26.8% of Spell Power ] Fire damage and then an additional [ 6 + 26.8% of Spell Power ] Fire damage over 30 sec. 11.9% 5% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Frost Shock Instantly shocks an enemy with frost, dealing [ 1 + 30.5% of Spell Power ] Frost damage and reducing the target's movement speed by 50%. Lasts 8 sec. 21.1% 5% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Totemic Recall (New) Returns your totems to the earth, refunding 25% of their mana cost. Instant.
  • Windfury Attack Imbue the Shaman's weapon with wind. Each hit has a 20% chance of triggering three extra attacks dealing $25,504sw2 Physical damage. Lasts 60 minutes Requires One-Handed Axes, Two-Handed Axes, One-Handed Maces, Two-Handed Maces, Staves, Fist Weapons, Daggers, Fishing Poles. 100 yd range. Instant.
  • Windfury Attack Imbue the Shaman's weapon with wind. Each hit has a 20% chance of triggering three extra attacks dealing $25,504sw2 Physical damage. Lasts 60 minutes Requires One-Handed Axes, One-Handed Maces, Fist Weapons, Daggers. 100 yd range. Instant.

Elemental
  • Earth Shock Instantly shocks the target with concussive force, causing [ 35.95% of Spell Power ] Nature damage. Shaman - Elemental Spec. 14.4% 5% of Base Mana. 25 yd range. Instant. 6 sec cooldown.
  • Mastery: Elemental Overload Grants a 16% chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain Lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target at no additional cost that causes 75% of normal damage and no threat. Shaman - Elemental Spec. When you deal damage with Lightning Bolt, Chain Lightning, and Earth Shock, you have 16% chance to gain Electric Charge. At 3 Electric Charges, a Lightning Strike hits the target for [ AP ] Nature damage. When you deal damage with Lava Burst, Lava Beam, and Flame Shock, you have an 16% chance to gain Rising Heat. At 3 Rising Heats, an Eruption hits the target for [ AP ] Fire damage. Shaman - Elemental Spec.
  • Multistrike Attunement You have a 20% increased chance to multistrike. Your multistrikes deal 35% increased damage. You gain 5% more of the Multistrike stat from all sources. Shaman - Elemental Spec.
  • Thunderstorm Calls down a bolt of lightning, dealing [ 590 + 34.83% of Spell Power ] Nature damage to all enemies within 10 yards, reducing their movement speed by 40% 0% for 5 sec, and knocking them back from the Shaman. This spell is usable while stunned. Shaman - Elemental Spec. Instant. 45 sec cooldown.

Enhancement
  • Lava Lash You charge your off-hand weapon with lava, instantly dealing 260% of that weapon's damage to an enemy target and spreading your Flame Shock from the target to up to 4 enemies within 12 yards. Requires Melee Weapon. Shaman - Enhancement Spec. 4% 1% of Base Mana. Melee range. Instant. 10.5 sec cooldown.
  • Stormstrike Instantly strike an enemy with both weapons, dealing 160% weapon damage Strike an enemy, dealing $32,175sw1 Physical damage with your main-hand and $32,176sw1 Physical damage with your off-hand and granting you an additional 25% chance to critically strike that enemy with your Nature damage spells for 15 sec. Requires Melee Weapon. Shaman - Enhancement Spec. 9.4% 1% of Base Mana. Melee range. Instant. 7.5 sec cooldown.

Warlock (Forums, Talent Calculator)
  • Blood Pact (New)
  • Blood Pact A demonic pact that increases the Stamina of all nearby party and raid members by 10%, increases your own Stamina by an additional 10% 0%, and increases all healing you receive by 10%. 0%.
  • Command Demon (New) Commands your demon to perform its most powerful ability. This spell will transform based on your active pet. Imp: Cauterize Master Voidwalker: Suffering Succubus: Whiplash Felhunter: Spell Lock Felguard: Felstorm Instant.

Warrior (Forums, Talent Calculator)
  • Taunt Taunts the target to attack you, and increases threat that you generate against the target by 200% for 3 sec. Requires Defensive Stance. 30 yd range. Instant. 8 sec cooldown.

Talents
  • Bladestorm Arms, Protection: You become a whirling storm of destructive force, striking all targets within 8 yards for 120% weapon $168,969sw2 Physical damage every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities. Fury: You become a whirling storm of destructive force, striking all targets within 8 yards with both weapons for 60% weapon damage every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities. Protection: You become a whirling storm of destructive force, striking all targets within 8 yards for 60% weapon damage for $50,622sw2 Physical damage with your main-hand and $95,738sw2 Physical damage with your off-hand every 1 sec for 6 sec. During a Bladestorm, you can continue to dodge, block, and parry, and are immune to movement impairing and loss of control effects. However, you can only use your Taunt, Demoralizing Shout, Enraged Regeneration, Shield Wall, and Last Stand abilities. Warrior - LvL 90 Talent. Instant. 60 sec cooldown.
  • Ignite Weapon Ignite your weapon and deal 65% weapon damage (91% sw2 Physical damage (increased 40% if a one-handed weapon is equipped) as Fire, and cause your auto attacks to deal Fire damage for 10 sec. This ability is not on the global cooldown. Replaces Heroic Strike. Requires Melee Weapon. Warrior - LvL 0 Talent. 30 Rage. Melee range. Instant. 1.5 sec cooldown.
  • Storm Bolt Hurl your weapon at an enemy, causing 60% weapon sw2 Physical damage and stunning the target for 4 sec. Deals 240% weapon quadruple damage to targets that are permanently immune to stuns. Requires Melee Weapon. Warrior - LvL 60 Talent. 30 yd range. Instant. 30 sec cooldown.

Professions
Alchemy

Enchanting
  • Breath of Readiness Permanently enchant a neck to increase readiness versatility by 38,077. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.
  • Breath of Readiness Permanently enchant a ring to increase readiness versatility by 27,188. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.
  • Breath of Readiness Permanently enchant a cloak to increase readiness versatility by 72,500. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.
  • Gift of Readiness Permanently enchant a neck to increase readiness versatility by 50,750. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.
  • Gift of Readiness Permanently enchant a ring to increase readiness versatility by 36,250. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.
  • Gift of Readiness Permanently enchant a cloak to increase readiness versatility by 72,500 and movement speed by 10%. Enchanting. 1.5 sec cast. Reagents: Draenic Dust (20). Tools: Runed Copper Rod.

Engineering
  • Didi's Delicate Assembly (New) Engineering. 1.5 sec cast. Reagents: Bottled Elements (10), Gearspring Parts (10). Tools: Gyromatic Micro-Adjustor.
  • Gearspring Parts (New) Engineering. 1.5 sec cast. 1 sec cooldown. Reagents: Blackrock Ore (17), True Iron Ore (24). Tools: Gyromatic Micro-Adjustor.
  • Linkgrease Locksprocket (New) Engineering. 1.5 sec cast. Reagents: Bottled Elements (10), Gearspring Parts (10). Tools: Gyromatic Micro-Adjustor.
  • Morden's Magnificent Contraption (New) Engineering. 1.5 sec cast. Reagents: Bottled Elements (10), Gearspring Parts (10). Tools: Gyromatic Micro-Adjustor.
  • Ultimate Gnomish Army Knife (New) Once you have an Ultimate Gnomish Army Knife in your possession, this recipe will create a version without jumper cables that you can sell to pathetic non-engineers. Engineering. 1.5 sec cast. Reagents: Bottled Elements (10), Gearspring Parts (10). Tools: Arclight Spanner, Gyromatic Micro-Adjustor.

Inscription
  • Felfire Inscription Permanently adds 9,425 3,625 Intellect and 1,812 haste to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Inscription. 4 sec cast. Reagents: Blackfallow Ink (4).
  • Inscription of the Earth Prince Permanently adds 14,138 5,438 Stamina and 1,812 dodge to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Inscription. 4 sec cast. Reagents: Blackfallow Ink (4).
  • Lionsmane Inscription Permanently adds 9,425 3,625 Strength and 1,812 critical strike to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Inscription. 4 sec cast. Reagents: Blackfallow Ink (4).
  • Master's Inscription of the Axe Permanently adds 21,750 3,625 attack power and 2,719 critical strike to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Cannot be applied to items higher than level 600. Inscription. 4 sec cast. Reagents: Snowfall Ink.
  • Master's Inscription of the Crag Permanently adds 10,875 Intellect and 2,719 3,808 Intellect and 2,900 Spirit to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Cannot be applied to items higher than level 600. Inscription. 4 sec cast. Reagents: Snowfall Ink.
  • Master's Inscription of the Pinnacle Permanently adds 10,875 dodge and 2,719 parry 3,625 dodge and 3,988 Stamina to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Cannot be applied to items higher than level 600. Inscription. 4 sec cast. Reagents: Snowfall Ink.
  • Master's Inscription of the Storm Permanently adds 12,688 5,438 spell power and 2,719 critical strike to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Cannot be applied to items higher than level 600. Inscription. 4 sec cast. Reagents: Snowfall Ink.
  • Swiftsteel Inscription Permanently adds 130 Agility and 25 3,625 Agility and 1,812 mastery to shoulder armor. Can only be applied to your own armor, and doing so will cause it to become soulbound. Inscription. 4 sec cast. Reagents: Blackfallow Ink (4).

Leatherworking
  • Fur Lining - Agility This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Agility by 9,425 3,625. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Agility This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Agility by 20,662 5,438. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Agility Permanently enchant your bracers to increase Agility by 9,062 3,262. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Intellect Permanently enchant your bracers to increase Intellect by 9,062 3,262. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Intellect This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Intellect by 10,331 5,438. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Intellect This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Intellect by 9,425 3,625. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Stamina This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Stamina by 18,488 7,250. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Stamina This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Stamina by 14,138 5,438. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Stamina Permanently enchant your bracers to increase Stamina by 13,594 4,895. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Strength This recipe automatically improves when you reach 500 skill in Leatherworking. Permanently enchant your bracers to increase Strength by 10,331 5,438. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 1. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Strength This recipe automatically improves when you reach 575 skill in Leatherworking. Permanently enchant your bracers to increase Strength by 9,425 3,625. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 2. 5 sec cast. Reagents: Eternium Thread.
  • Fur Lining - Strength Permanently enchant your bracers to increase Strength by 9,062 3,262. Fur Lining requires at 400 skill in Leatherworking to remain active and causes the enchanted bracers to become soulbound. Rank 3. 5 sec cast. Reagents: Eternium Thread.

Tailoring



New Strings
Originally Posted by MMO-Champion
  • ASHRAN_PICK_POCKET - Your bags have been pickpocketed. You've lost 5 Artifact Fragments.
  • BATTLEGROUND_BONUS_REWARD - Strongbox
  • BATTLEGROUND_DICE_BUTTON_TOOLTIP - View Included Battlegrounds
  • CR_CRIT_PARRY_RATING_TOOLTIP - Chance for attacks and spells to do extra damage. \nCrit %s (+%.2f%% crit chance)\nIncreases parry chance by %.2f%%.
  • ERR_QUEST_HAS_IN_PROGRESS - Progress Bar objective not completed
  • GARRISON_CHOOSE_FOLLOWER - Choose 1 Follower
  • GARRISON_CHOOSE_RECRUIT - Choose Recruit
  • GARRISON_CHOOSE_THREAT - Choose a Threat to Counter
  • GARRISON_CHOOSE_TRAIT - Choose a Trait
  • GARRISON_GATHERING_RECRUITS - Gathering Recruits...
  • GARRISON_HIRE_FOLLOWER - Hire Follower
  • GARRISON_MATERIAL_TOOLTIP - [PH] Material Tooltip
  • GARRISON_MISSION_AREA_ENV - %s (%s)
  • GARRISON_MISSION_CHANCE - Chance
  • GARRISON_MISSION_PARTY_BUFFS - Party Buffs
  • GARRISON_MISSION_RARE - Rare!
  • GARRISON_MISSION_TIME - Mission: %s
  • GARRISON_MISSION_TIME_TOTAL - %s Total
  • GARRISON_MISSION_TRAVEL - Travel: %s
  • GARRISON_PICK_TITLE - What are you looking for?
  • GARRISON_RANDOM_RECRUIT - We will recruit new followers for you once a week. What are you looking for?
  • GARRISON_RECRUIT_ABILITIES - Abilities
  • GARRISON_RECRUIT_ABILITY - Ability
  • GARRISON_RECRUIT_NEXT_WEEK - Still searching for new recruits. Check back next week.
  • GARRISON_RECRUIT_TRAIT - Trait
  • GARRISON_RECRUIT_TRAITS - Traits
  • GARRISON_SHIPMENT_EMPTY - Awaiting Shipment
  • GARRISON_SHIPMENT_READY - Shipment Ready
  • GUILD_TAB_PERKS - Perks
  • GUILD_TAB_PERKS_ABBR - Perks
  • LOOTUPGRADEFRAME_TITLE - %s Item!
  • MINIMAP_GARRISON_LANDING_PAGE_TOOLTIP - Click to show the garrison report
  • OPTION_TOOLTIP_REVERSE_CLEAN_UP_BAGS - If checked, Clean Up Bags will move items to your rightmost bags.
  • OPTION_TOOLTIP_REVERSE_NEW_LOOT - If checked, new items will appear in your leftmost bag.
  • QUEST_PROGRESS_NEEDED - Progress: %1$d
  • REVERSE_CLEAN_UP_BAGS_TEXT - Reverse Clean Up Bags
  • REVERSE_NEW_LOOT_TEXT - Reverse New Loot
  • SCENE_ACTOR_NAME_005 - Bomb Cart
  • SCENE_ACTOR_NAME_006 - Iron Horde Grunt
  • SPELL_FAILED_CUSTOM_ERROR_225 - A mysterious force prevents you from opening the chest.
  • UNDELETE_CONFIRMATION - Are you sure? You can only undelete one character every %d days.
  • UNDELETE_LABEL - Deleted Characters
  • UNDELETE_SUCCESS - Character successfully restored.
  • UNDELETE_SUCCESS_NAME_CHANGE_REQUIRED - Character successfully restored.\nYour old name was taken, and you will need to pick a new one when you log in.
  • WORLD_MAP_TUTORIAL1 - Map Navigation Shortcuts\n\n|cFFFFD200[Right-Click]|r\nZoom Out\n\n|cFFFFD200[Mouse Wheel Scroll]|r\nZoom on Current Map\n\n|cFFFFD200[Left-Click and Drag]|r\nPan on Current Map
  • WORLD_MAP_TUTORIAL2 - Your quests will be listed here based on the Current Map.\n\nYou can also right-click to zoom out (even when viewing quest details).
  • WORLD_MAP_TUTORIAL3 - View all your quests by clicking this button.
  • WORLD_MAP_TUTORIAL4 - You can quickly navigate to different maps by using the dropdowns menu.\n\nYou can also view all your quests by clicking 'World'



Misc Changes
Originally Posted by MMO-Champion
CharTitle
  • CharTitle #392 - Lumberjack ...
  • CharTitle #393 - Timer Lord ...
  • CharTitle #394 - ... The Commandojack

CurrencyType
  • CurrencyType #999 - Secret of Draenor Tailoring

GameTip
  • Normal and Heroic Raids scale to suit groups containing anywhere from 10 to 30 players, including Real ID and BattleTag friends, so no one has to be left out!

Game Text
  • Game Text #79234 - Korhol, Zhakta, Trokar... move in from all sides. Gargrak, hold for now.
  • Game Text #79235 - ZHAKTA NO!... you will be avenged!
  • Game Text #79237 - Dammit all. Gargrak, go now... kill the blind shaman.
  • Game Text #79239 - RETREAT! WE'LL BE BACK, FROSTWOLVES!
  • Game Text #85680 -
  • Game Text #85681 -
  • Game Text #85682 -
  • Game Text #85683 -
  • Game Text #85700 - But first... I think I need to wash my hands. I will meet you back at your camp.
  • Game Text #85708 - Commander, is something wrong?
  • Game Text #85734 -
  • Game Text #85735 -
  • Game Text #85811 - What progress do you have to report? This better not be like last time!
  • Game Text #85812 -
  • Game Text #85813 - Good. Finish your work and bring them to me tomorrow.
  • Game Text #85814 -
  • Game Text #86019 -
  • Game Text #86074 - They took Researcher Dumburz!

LFG Entry
  • LFG Entry #860 - Upper Blackrock Spire
  • LFG Entry #866 - Overgrown Outpost [NNF]

Scenario
  • Scenario #704 - The Iron Tide
  • Scenario #705 - Test Scenario
  • Scenario #707 - Something Primal this way Comes

Taxi
  • Taxi #1502 - The Ring of Trials, Nagrand
  • Taxi #1503 - Throne of the Elements, Nagrand
  • Taxi #1504 - Wor'var, Nagrand
  • Taxi #1505 - Riverside Post, Nagrand
  • Taxi #1506 - Telaari Station, Nagrand
  • Taxi #1507 - Yrel's Watch, Nagrand
  • Taxi #1508 - Veil Terokk, Spires of Arak
  • Taxi #1509 - Talon Watch, Spires of Arak
  • Taxi #1510 - Clutchpop Gearworks, Spires of Arak
  • Taxi #1511 - Bastion Rise, Gorgrond (Alliance)
  • Taxi #1512 - Bastion Rise, Gorgrond (Horde)
  • Taxi #1513 - Apexis Excavation, Spires of Arak
  • Taxi #1514 - Evermorn Springs, Gorgrond (Horde)
  • Taxi #1515 - Crow's Crook, Spires of Arak
by Published on 2014-07-02 04:58 AM

Magic Find In-Depth Video, Power Rangers on Sanctuary, Provoke the Pack Typo, Support for Ultimate Evil Edition

Naxxramas Still on Track for July, HearthPwn Site Update, Moderator Recruitment

AUS & NZ Alpha Invite Wave, Hero Rotation Update, Skin Spotlight: Insectoid Zagara

Warlords of Draenor - Spires of Arak Preview
Today we are taking a look at Spires of Arak, the home of the Arakkoa. Unfortunately it seems that their model was removed from this build, but you can see some statues that may be similar.



Blue Posts
Originally Posted by Blizzard Entertainment
Updated Character Models
They've updated a lot of the animations also.
Yep. Animations have been getting some updates too. One of our Artcrafts covers a bit on updating animations of the Tauren as an example. You can read it here if you missed it.

It's worth noting that character models (including animations and faces) are still a work in progress. So what you see or have seen currently, may not be the final outcomes. We'll keep an eye out for constructive feedback on any additional issues as we go along through implementation and testing. (Blue Tracker / Official Forums)

Warlords of Draenor Theorycraft Discussion
Couple question about intended behavior for rogue AoE rotations.
1) Crimson Tempest is currently proccing relentless strikes energy return per target hit rather than per cast, intended?
2) Seal Fate is currently proccing from fan of knives crits, intended?

1) Fixed for next next build.
2) Intended for the primary target only.

Not sure which are bugs and which are intended, so info dump:

1. Magma Totem seems to be benefiting from the Improved Searing Totem leveling perk. No mention of this in the tooltip, but the behavior would make sense so that the perk doesn't throw off the single target vs. aoe # of target calculations.
2. Searing Totem and Magma Totem do not appear to be able to multistrike, even though they can crit.
3. Our pets and guardians (primal + greater fire elemental, and spirit wolves are the only ones I've tested so far) do not appear to benefit from versatility.

1. Intended, will adjust tooltip.
2. Just a bug, we'll get that fixed.
3. Just not implemented yet. Versatility is quite new; we haven't built it such that it transfers to pets/guardians yet, but we will.

Is it possible to get a couple Healing Dummies thrown in by some of the DPS dummies? One of the big things I've wanted to test is Crane Stance, but there's no good place to do it in Shat that i can see. Also looks like the dummies aren't targetable by Jade Serpent Statue
Done and fixed, for next next build.

In the next next build, there'll be a few damage dummies strewn around the healer area, and there'll be a couple clusters of healing dummies.

Also for the dummies, the Mythic Tank dummy's Uber Strike doesn't look like it's increasing his damage at all. He hit me just as hard at 12 stacks as at 0, and somehow wasn't 1-shotting the warrior being healed through 80 stacks.
Oops. Just sent a hotfix to fix that. OK, now maybe the Mythic Tank Dummy will actually kick some Tanks' asses.

On another note, noticed something odd about Guardian's mastery, Primal Tenacity. It says it won't trigger on attacks it partially or fully absorbs, but right now it's still triggering if it absorbs very little of the attack.

For example: 116900 (9801 absorbed) still triggers primal tenacity, creating a shield that's 9801 smaller than it should normally be for that attack.

This seems way too thought out to be a bug, but:
1: Is this intended?
2: If so, how little of the attack does primal tenacity have to absorb for this to take effect? 10%? 1/8th?


1) Yes.
2) <20% of the absorb that PT would give you for that attack.

For Brewmasters a Chi Explosion at 3 Chi does not proc Healing Elixirs is this intended? Just seems odd to bake in Purifying brew as something that might be rotational at 3 chi, but not let it proc other abilities.
Fixed for next next build.

I'll get back to you on the Clarity of Power logic. It's rather complex at the moment (Short version: You get between 1/6 and full effect on each target based on their missing health %). We're considering revision to it.

Moment of Clarity is currently removing the mana cost for all healing spells during the 5 second window after a proc, not just cast time healing spells like the tooltip suggests. Is that intended or a bug?

Regular Omen of Clarity procs (without the Moment of Clarity talent) are not being consumed by Wild Growth, even though Wild Growth is now a cast time spell. Is that intended?

All intended for now, but still iterating on that.

Can someone explain how versatility damage reduction interacts with other sources of damage reduction. For example my premade toon has 227 versatility(which btw doesn't seem like much) and the tooltip its reading as 52% damage reduction but that seems REALLY high especially considering the quality of gear and entry level position in the expansion.

Also does anyone else think that @ level 100 the stat ratings offer a really high % contribution from raiting points considering the squish to stats? I mean the values CAN'T be tuned/final yet for rating to % conversions or the DR on certain stats is way too low.

The tooltip for Versatility appends a "2" to the real value. Your "52%" is actually 5%. (Blue Tracker / Official Forums)

Warlords of Draenor - Heroic Strike and Beta Iteration
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Some general thoughts in response to this thread, which is lighter on hyperbole (and hashtags) than a number of other discussions I've seen today - that's appreciated.

Fury and Heroic Strike
Fury warriors currently have four buttons that are some flavor of "Deal X% weapon damage to a target." One of them generates Rage. Two of them have a base cost of 30 Rage. Two of them are only usable sometimes. One of them is off the GCD. But those are nuances, and at a basic level there's a significant amount of overlap. (And this isn't even counting Colossus Smash.) That both qualifies as what we'd generally consider "bloat" and it also makes the spec much less intuitive to figure out without doing some math (or, more likely, consulting a guide compiled by someone else who did the math). Fury doesn't need three different single-target rotational Rage spenders in order to be effective and engaging as a spec - for the majority of WoW's history, Fury hasn't had all three of those buttons. We think it's one too many.

Our vision of a successful Fury design certainly is not one where the warrior sits at the Rage cap for protracted periods of time. We're not saying that the current (as of June 30th) Beta iteration of Fury is perfect or final. It's not. In the next build, we have a change to Wild Strike (reduced GCD) that should allow it to more distinctly serve as an outlet for excess Rage, keeping some of the frenetic pace that defines Fury and distinguishes it from the more deliberate and tactical Arms spec.

Without Heroic Strike, Bloodthirst would clearly be your Rage builder, Raging Blow your most efficient spender (when usable), and Wild Strike would be your filler. There's little lost depth there (instead of hitting HS when Rage-capped or during Colossus, as you currently do, you'd use non-Bloodsurge Wild Strikes), and one fewer keybind and ability of which to make sense.

But maybe we're missing something - we're certainly fallible. We'd like you to check out the changes in the next build, give feedback, update your petition websites where applicable, and then we can discuss further. None of this is final.

The Beta Design/Iteration Process
To repeat, none of this is final. If you haven't followed one of our Alpha (or now Beta) cycles before, there's a ton of iteration that happens in a public format, much of which never sees the light of day on live retail servers. Our betas are not a sneak preview or an advertisement - they are a genuine invitation to join us as we wrap up the development and refinement of our game, to give feedback, to help us find bugs, and yes, to witness some thorns and missteps along the way.

This sort of experimentation on our part happens all the time internally, long before we open our doors to public testing. Back in February or March some skills were cut or redesigned entirely, then returned days later after playtesting internally and realizing that we'd made things worse, and not better. Other times we tried experiments (e.g. moving combo points off the target and onto the player) and ended up keeping them (for now). The nature of our class design process is that we work on live data, right alongside quest content, encounter content, and everything else that gets added into each build. We want those changes to be part of the same data branch in order to test them properly in a realistic and relevant setting. But, of course, once we've moved into Alpha and Beta, this means that you get to witness some of those experiments too.

We could make separate internal builds to keep any class changes that aren't 100% final in our eyes from seeing the light of day. That would limit our ability to test them somewhat; it would certainly limit your ability to play with them, and to give us feedback. It would reduce the rate at which we could iterate, and the number of ideas we could try out. It might save some frayed nerves in the short run, but I'm not sure it would make for a better game in the long run.

Some of our experimental changes make it into patch notes, because our Beta patch notes are ultimately a living record of our moment-to-moment changes to the game. If we don't document those changes on our end, they'll be seen via datamining anyway, potentially out of context and giving rise to greater alarm. But just because something shows up in "official" Beta patch notes does not mean it's going to be in the official patch notes when Warlords actually goes live. And those are the ones that count.

"Skill Caps" and Pruning
The goal of some of our changes to a number of classes or specializations is to make them more accessible. Note that this doesn't necessarily mean "simple." We want our classes to have nuance and depth in practice, and inquisitive and competitive players will always ferret out and theorycraft ways to maximize performance. We're not looking to get rid of that behavior, but we are looking to refocus its impact.

A player should not need a guide to figure out a basic rotation for their spec (e.g. "if I have enough Rage to do either, should I prefer to Heroic Strike or Wild Strike?"), or to understand the basic purpose of their abilities, or their value (e.g. keeping Steady Focus from dropping off is pretty much the most important thing for a Marks hunter, but reading its tooltip doesn't tell you that). But the difference between the master and the above-average player lies in none of those things: it lies in more subtle timing, cooldown usage, interactions of talents, set bonuses, and trinkets, and in an understanding of how to adjust those considerations to suit differing contexts.

Context is essential. There is much focus on training dummy rotations, or theoretical "Patchwerk" rotations for raiders. But in the situations where performance matters, and in which players can truly exhibit mastery, there is far more multitasking involved. Being the best raiding warrior isn't just about being able to mechanically execute a perfect priority rotation: it's about maintaining your best facsimile of that rotation while avoiding Hisek's Rapid Fire and Ka'roz's Whirl; it's about shifting priorities to maximize damage on specific targets in specific windows that are most vital to your overall raid's success rather than your personal place on damage meters; it's about handling interrupts, stuns, or other needed raid utility while continuing to DPS "optimally"; and so forth. Being the best PvP warrior is far more about positioning, communication, awareness, predicting enemy actions, and quick reaction time, than it is about executing any sort of DPS rotation.

I'd venture so far as to say that when you move away from the training dummies in town and into realistic situations, no one has reached the absolute skill cap in either sphere of gameplay in WoW. A precious few players might come close at times, and may string together a few near-flawless pulls or arena matches, but in the big picture, there's always room for improvement, and removing a single rotational ability or a proc-driving passive is not likely to change that.

It seems like you could just solve all this by removing the spell literally no one has ever cared about (Wild Strike) and giving them back Heroic Strike, aka the most or second most iconic warrior ability? I don't understand why this is hard.
We see this asked a lot, but what are the implications of that change?
  • The rotation includes significantly more time waiting for rage.
  • The very thing that makes Heroic Strike special, being off the GCD, loses most of its significance.

That's not to say that it may not be the right course of action; it may. But that's our thought process for why to give Wild Strike a fair shake first.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Death Knight (Forums / Skills / WoD Talent Calculator)
Wait wait wait. So the new Scourge Strike Shadow damage can crit does that mean SS can Multistrike on both Physical and shadow?
Yes, separately. No double-dipping. (Celestalon)
Oh so a Physical Portion Crit won't boost the Shadow Portion's base damage?
Correct. (Celestalon)

also will Dark Sim see more pve uses or will it be a mostly pvp ability still in WOD?
We're aiming to give it more PvE usage in Warlords. (Celestalon)

Hello bud. quick q please. Necrotic strike bypasses cooldowns. Do you refute this? If not then how is it not different from SS?
What do you mean by "bypasses cooldowns"? (Celestalon)
I mean defensive cooldowns, i.e. using Necrotic Strike when Shield Wall is popped rather than SS or HB is a skillful decision
It did bypass Shield Wall and the like, but was more effective damage even without that; still no skill difference. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
With losing Nature's Grace and the push towards stacking mastery, how are moonkin supposed to mitigate huge Starfire cast times?
It's intentional that a Starfire is a long cast time, but that it feels rewarding regardless. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Whats the reasoning behind Slice & Dice passive being a perk & inquisition being removed but Savage Roar being a talent?
Different classes are different. Spec specific vs global vs trade off. (Celestalon)

are you happy with the design of burst of speed in pvp and it's overshadowing of the other talents?
No I think it's energy cost is too low (holinka)

Shaman (Forums / Skills / WoD Talent Calculator)
I was wondering if shamans will get a ascendance visual/animation update at all? Current one looks too much like twilight cult
No; the current one is a visually distinct from the the Twilight one. (Celestalon)

Character / Items
I have to say I like when set bonuses do interesting things.
So do we. We're iterating further to make them more interesting on average. (Celestalon)

PvE
Will Mythic Siege be crossrealm enabled? What about Mythic in WoD?
Mythic raids will not be cross-realm while current. Siege was a one-time exception due to necessity. (WatcherDev)
But Mythic Siege will be cross-realm during the pre-patch, as Heroic Siege currently is, right?
Yes. (WatcherDev)

PvP
was mmr tanking really that much of a problem? Ill be honest, I tanked super low to cap a fresh monk 16k conq and it helped so much
The hotfix was not aimed at killing mmr tanking. But we weren't concerned about keeping it either. (holinka)

UI / Addons
is the green outline around units just alpha? I hope so not digging it.
Not just for alpha. There are options for where to use it, and feedback is most welcome. (Celestalon)

Ghostcrawler on the Development Process and Iteration
Ghostcrawler is no longer with Blizzard, but he does still respond to game design related topics that are brought up by WoW events.
Originally Posted by MMO-Champion
I miss you GC, Blizzard seems to be committing gradual suicide without you.
My humble suggestion is that if you're not on board with a change, explain why, not that it was "promised."
If "promised" is too strong, then "setting expectations but not meeting them" is just as well.
I sympathize, but I've been on the other side enough to know it's hard to talk about cool ideas without setting expectations.
It's literally not a promise without the words "we promise."
Even if it was a promise, you should still be thankful if bad ideas get killed. (Source)
Most of our ideas will be TERRIBLE. You don't want them in the game! Some will survive. (Source)
My sarcasm detector is steaming off limits!
No, I'm serious. All designers have bad ideas. Good designers recognize them faster.
I meant intuition, though good designers also make better use of feedback and testing. (Source)

It's not about a perceived promise this time. It feels like a complete betrayal of respect for their own game.
My point was that if players beat up devs for talking about things that change, the answer will be less talking, not no change. (Source)

they announced it was,feed us info/pics on it,but decide in February to change, but only tell us just as beta launches
I got up in front of everyone and pitched Path of the Titans, and then we cancelled it. It sucks but I don't know alternatives. (Source)
Players get sad when even data-mined changes (i.e. that we never talked about) get reverted. (Source)
The alternative of not talking about anything doesn't even work given the lack of NDAs and rise of data-mining today. (Source)



OpenRaid - Learn to Raid Tier 16
Our friends at OpenRaid are hosting another event that starts with Flex and Normal Tier 16 runs, followed by Flex Achievement and Heroic runs in a few weeks.

by Published on 2014-07-01 09:19 AM

Cross-Faction Auction House in Warlords of Draenor
Blizzard just confirmed in a very short blue post that Auction House will be merged between Horde and Alliance in Warlords of Draenor.
Originally Posted by Watcher (Blue Tracker / Official Forums)
Hopefully it is. It would make life a lot more bearable as minority faction on an unbalanced server.
Yes, in 6.0 auction houses are unified between factions on a given server. The benefit you cite is a major reason behind the change.
by Published on 2014-07-01 07:43 AM

Curse launches the official Landmark wiki!

San Diego Comic-Con Merchandise, Legendary Effects and +% Bonus Damage, Kasadya Cosplay, Greater Rifts Info and Tips

Hearthstone Patch 5834 - Fixed Targeting Arrow Issues and Tracking Bug

Skin Spotlight: Crown Prince Arthas

Warlords of Draenor - Shadowmoon Valley Preview
Today we are taking a look at Shadowmoon Valley, the Alliance zone in Warlords of Draenor.



Warlords of Draenor - Alliance Garrison
Shadowmoon Valley also contains the Alliance garrison. The initial base with barracks and a monument is pictured here.


US Connected Realms - Update 6/30
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As previously announced, we’ve been working toward connecting realms to increase the number of players on low-population realms. Here's a continuously updated list that contains currently planned connections, future plans, and completed realm connections, all in one convenient location.

*Please note this list does not encompass all potential future connections. Please check back for further updates.

Next Connections
We will be connecting the realms listed below on Thursday, July 3 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Alterac Mountains and Balnazzar, Gorgonnash, The Forgotten Coast, and Warsong
  • Gnomeregan and Moonrunner

We will be connecting the realms listed below on Thursday, July 10 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Zuluhed and Andorhal, Scilla and Ursin
  • Ysera and Durotan

Blue Posts
Originally Posted by Blizzard Entertainment
Warlords of Draenor Theorycraft Discussion
With the changes to haste breakpoints, how will temporary haste buffs like the one from elemental blast affect HOTS or totems? Will we see the additional tick or heal long after the temporary buff is gone?
Haste is checked at the beginning of each cast, and on each tick of periodics.

Is there any way that you can set the healing dummies to put you into combat whenever you heal them and for something like 30 seconds after your last healing event to them? It would make healing testing a lot more accurate and let us test combat regen/sustainability of different spell selections.
Ah, hmm... I'll see what I can do about that. In the meantime, easy solution should be to just stand between the healing dummies and some damage dummies and throw a spell on a damage dummy. As long as you stay within 50yd of the damage dummy, it'll stay in combat with you. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
On the good news front, currently working on something awesome we haven't even told you about. (holinka)

e.g. brand new PvPer goes in at 1500 MMR. Gets wrecked 10x. Better experience if they start at ~1000 or so, win as they learn?
You are bootstrapped at the beginning of the season. You are actually 800 MMR. (holinka)
Admittedly poor transparency. Discussing that. (holinka)
ah, well, fair enough IDK, from friends starting arenas, losing a lot right off the bat is a reason why several don't continue.
Yeah agree with that and common complaint. Something we are discussing going forward. (holinka)

The objective of the developers should be to get more people playing pvp, not pissed off at the gearing process
Removing MMR tanking could be argued as helping there as new players aren't facing ppl that tanked. (holinka)

Have you considered matching by ilvl and then by rating? Does that extend queue time too much?
MMR adjusts on winning/losing so gear gets taken into account. There are all kinds of edge cases/exploits to gear matchmaking. (holinka)

MMR is MatchMaking Rating, and by tanking I think he means it's going to lower everyone's rating a LOT initially.
Tanking MMR means deliberately losing games to lower your MMR for easier wins against lower skilled players. (holinka)

Make Prideful Conquest achievement account wide? Would boost bg queues and reduce the amount of players tanking
The average player queues to earn conquest. Making them not need conquest will not improve queues. (holinka)

So you are turning 5hours+ into atleast 24hours. Because honor gear will be required, which u will replace later
Yes you have to devote time into making your character more powerful in WoW. It's a pillar of the genre. (holinka)

Man At Arms - Forging Frostmourne
Tony Swatton created a Frostmourne sword this week after fans requested it.


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