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by Published on 2016-11-24 05:03 PM

World Quest Group Finder Addon, World Quest Tab Addon, Mythic Helya Statement, Tweets

Legendary Item Bad Luck Protection Soft Cap Removed
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Happy Thanksgiving, everyone. Let's talk a bit about legendaries.

From the beginning of Legion, we've deliberately been pretty tight-lipped about how obtaining them works, because the best thing you can do to get them really does just boil down to "play the game and do the max-level activities you enjoy most." It was meant to be a background universal reward that would occasionally offer a surge of power to complement the transparent and omnipresent Artifact and normal itemization systems. Obviously, as we sit here reading posts speculating whether it's better to delete unwanted legendaries to improve your chances of getting more, there's a lesson for us to learn from how that approach has played out. (PS: Don't delete your legendaries. The system looks at what you've gotten, not what you have.)

We've also been pretty conservative in our design, with the intent of loosening the reins as time went on. With a system of this scale that spans all max-level activities, we couldn't be certain that we'd tuned it correctly based on data from thousands of people playing our beta for a few hours a week; it'd inevitably be different in the live game with millions of people playing in far more focused ways. And we knew that if we erred on the side of legendaries being too common, we could easily end up in a situation where some people (whether lucky people, or those who played the most) were flooded with them. If that happened, it'd have been a mess - a chunk of the playerbase would've had bags full of legendary items and no more to look forward to for months to come, and if we'd tried to "fix" it after the fact, then everyone who hadn't taken advantage of the generous period would have felt forever behind.

So we started out stingy, since if we erred in that direction it would be far more fixable. (We've since increased legendary drop rates in general, in patch 7.1). We also put some measures in place to reduce the gap between the very luckiest player and the unluckiest player. Luck is inevitably a factor in games like this, but with millions of people playing the game, if we allowed pure randomness to go unchecked, there would inevitably be some players who played hours every week and literally never saw a single legendary item. Thus, the so-called "bad luck protection" that improves your chances a bit each time you could have gotten a legendary but failed to do so.

As its name suggests, the "bad luck protection" system exists to protect the unluckiest players from the cruel fate of the dice. Those who were on the other end of the spectrum in terms of good fortune, we figured, didn't need a system to help put them even farther ahead of the rest of the world. And we drew that line at 4 legendaries, initially, planning to raise it as time went on. Once you'd gotten 4, you could absolutely get more, but the invisible hand of "bad luck protection" would no longer help you. Almost by definition, if you had 4 legendaries in, say, early October, you were super-lucky. You didn't need help getting more.

What we genuinely did not anticipate was just how much some of the very most dedicated players would play, mainly in pursuit of Artifact Power. By mid-November, we started to hear questions about whether there was some sort of 4-legendary limit, and we realized that there existed a group of players that had done so much content that they actually had an expected legendary count of around 4. They hadn't needed to be unusually lucky to get there. (Note that this is a very small group. They're overrepresented in these discussions, because this issue concerns them, but we're talking about hundreds of people out of millions.)

So we removed that soft cap just over a week ago. "Bad luck protection" now applies indefinitely. Most of the players in this category have probably been focusing on Mythic Trial of Valor for the past week, and since wiping repeatedly to raid bosses during progress sadly can't award legendaries, they haven't had a chance to see the effects of the change just yet. If/when some players get to a point when they have every legendary available for their spec, then so be it. They certainly will have earned it, and there will be more coming in future patches. The Unique-Equipped limit keeps the power gap between the haves and have-nots reasonable, and we'll continue to adjust the effectiveness of the outlier legendaries (coming up in patch 7.1.5) with the goal of keeping them exciting but not gamebreaking.
by Published on 2016-11-24 06:55 AM

D2 Ladder Reset, First Person Job Opening, Chris Metzen Interview

New Shaman Card Reveal: Jinyu Waterspeaker

Addon - World Quest Group Finder
World Quest Group Finder is an addon that automatically creates or joins groups when you enter a World Quest area. This allows you to complete quests faster and avoid the manual steps of making and finding groups.

Addon - World Quest Tab
World Quest Tab is an addon that provides a list of world quests in the quests pane.

  • Sort quests by time remaining, faction, type, zone, name, and reward.
  • Filter quests by specific factions, quest types, and reward types.
  • Click on a specific zone to see quests in that zone, along with icons that display the time remaining and reward.

Exorsus - Mythic Helya Statement
Exorsus posted a statement on Reddit today about their Mythic Helya kill.
Originally Posted by MMO-Champion
Helya situation
To make sure everyone fully understands what's happened, i will try to explain it as simple as it could be. Helya has a "Breath" ability, which deals cone damage + spawns adds on 1st phase and void zones on 2nd phase, that should be soaked. Our guild found out, that if you're killing your tank on 1st phase, Breath is stopping, so using shamans talent "Ancestral Protection Totem" to kill your tank effectively gives you more damage on 1st phase without any negative consequence. At that point we never knew how it works on last phase, however we've been pretty confident that we can avoid this breath the same way on the last phase.

Before starting to discuss everything else, I'm pretty sure some of you will ask - why would you do this?! It's an exploit by itself, you're killing tank to avoid mechanics. The answer is no, that was the strategy everyone been using on Archimonde (avoiding the crystal via tank death) and even Blizzard themselves are ok with this part.

So the real deal comes to the last phase, because for some reason after you're avoiding first breath, she simply stops casting it. It's an obvious bug (that has been reported by some guilds on a heroic week), that makes encounter easier (not even close to trivial, if you ask me). So at this point we had 2 options - completely scrap the strategy and start inventing new one or stick to this strategy, considering it's still a solid one, because even without this bug it's a valid strategy (because if Blizzard fixed a bug, that Helya stops breath we still can kill our tanks to avoid the same ability, simply by ressing them via combat resses or via shaman's totem). I guess you already know which strategy we've chosen after all.

Talking about consistency - ALL last bosses in last 3 raid contents had some "tricks" to make them easier, on some bosses even totally trivializing last phase: 1) You were able to use Monk tank on last phase of Blackhand to completely avoid his smashes - top 4 and top 5 guilds both used it (and even published a video) - yet no consequences. 2) On Mythic Archimonde you were able to kill your tank to avoid Crystal on last phase, helping with dps requirement on the fight. Every guild in top 5 (or even 10, most likely) used it. Again, no consequences.

So now comes the last part of 1st paragraph - our kill log. In case some people are wondering is this legit kill or not (or if the boss is trivial with this "exploit" or not) - when boss died we had 3 combat ressurections available + totem (more than enough to cover all the breaths without any bug on the encounter). Once again - i'm 100% sure it will not change anything, so it's more of a thing for community to take a look at:

Now let's move to some other paragraphs.

I'm 100% sure this is something that almost every WoW player currently experiencing, so want to brought up some of the main issues with them, because they're making only more frustration to MAJORITY of the playerbase:

1) Design itself - currently we have utility vs dps legendaries. For almost any situation you want to bring dps/hps legendary, making utility legendaries totally unwanted. And even dps/hps legendaries now are not always something everyone wants, because it may be slight to none in dps gain, due to bad design. Solution to this problem is simple - all legendaries should only be utility ones, making them something you want to get for some new capabilities, but not making you always win/loose on dps meter.

2) "4 legendaries softcap". I know that Devs stated more than once that there's none such a thing like "softcap", but it's definitely currently in game. For sure, there are persons with 5 (or even 8) legendaries, howeve i assume most of them due to early bug, that helped you to get many legendaries if you got your 1st one at the start of the expansion. In fact, even the guy (or guys) who made 1340 M+ dungeons on his character still has 4 legendaries, which is more than enough of a proof. Currently, such softcap leads to some totally idiotic things, raiders (including mine) are forced to do. Got 4 legendaries on your class and they're all terrible? Got 4 legendaries for "Fire" spec and now it's useless, so you need Arcane ones? Missing one that is crucial for your gameplay?

The answer to ALL of those questions is simple - go on and create new character, level it to 110 and good luck this time. That's the ONLY choice right now for you, otherwise good luck with your useless ones.

Solution to this issue is surprisingly easy: either let us exchange our 2-3 legendaries into a new one or just remove this softcap, which is just ingame for god knows why reason. Talking about Mythic raids - i would prefer if Blizzard completely disabled legendaries for 1st 2-3 weeks (making their enabling as a 1st meaningful nerf to the dungeon)

"Race coverage"
That's the next issue i want to brought up with all the community and Blizzard. Am i the only one, who's a bit upset about the fact, that best PvE MMO Ever has PvP tournament each year at Blizzcon, however no one cares about PvE at all? More on that, we even have M+ rankings on Blizzard side now, but still nothing about raid dungeons. Every time i'm checking official Warcraft twitter i can see reposts about someone beating "Lil'idan" petbattle with some fancy screenshot, but almost not a single mention about the PvE race at all.

The sad thing is - PvE top scene is slowly dying. Remember the times when getting into top 10 of the world was something you dreamed of as a hardcore guild? Now it's more of a question if you have 20 people to stay online for 14+ hours for 1 week.

Split raids are killing top guilds too. Progressing in Mythic difficulty is fun, but leveling 6 characters, farming legendaries, AP, gear on them to make 6 splitraids on heroic week is not. The reason such things still exists is understandable - heroic week is a "1 more PTR test week" for developers, where they can fix bugs, tune classes and so on, however from top guild perspective it's just terrible.

Recruiting becomes almost impossible - it's hard to explain to any skilled player, why would he waste his time on this, when the only good outcome he gets is some cheering on twitter and some good emotions after the kill. The only thing that still attracts people to such guilds is "boosting" (and it's gonna be the last paragraph), because selling M+ and raid runs for a real life money helps every top guild to at least get some cash for what they do.

And for all this situations i see only 2 variants (I'm not telling they're ideal ones, just my 2 cents):

1) Introduce some kind of small prize pool for top N guilds in a world, making rules pretty straightforward (you need to kill the final boss, maximum X raiders per guild, etc), this changes will attract a tons of people back to hardcore scene, to WoW as a game and will give Blizzard additional media resources and advertisement. They can even introduce some kind of pets (for example a small version of every endboss in a raid dungeon), and sell them as a crowdfunding thing (5%/10%/20% of all payments are going to prize fund) for this prizepool. All of these thing are even making more sense, considering Blizzard is trying to expand into Cybersport industry in every single game right now (seen this cool Krusher video?). Why not to make it in most successful one?

2) This variant helps if Blizzard definitely still don't want to care about PvE race as a thing. How about introducing totally new "progress" system? Rules are quite easy and simple - every guild streams their progress and the one that kills it 1st (2nd,3rd etc) on the stream gets the prize fund. With such variant attracting more sponsors for such progressions will be easy as a cake. And i'm 99% sure every top guild will agree on such terms.

"TOS Violation"
I've seen such popular statement from different fans and just forum posters on different websites. I'm pretty sure they don't really understand to what extent ANY top guilds violates ToS in fact. I just want to shed some light on how everything really works for a top guild:

1) "Small abuses" - every top guild tries to maximize their character performance, so if they found a small bug, which helps you to get an advantage - they will use it 100%, unless it's a clear bad exploit. (examples in Legion - enabling raid group before withered scenario to get exalted with faction / enabling raid group for infinite gathering world quests / dueling in 5 man dungeons to get PvP talents working (hello DHT) / resetting insanity drain on Shadow Priests and many more).

2) "Account sharing" - once again, if some guild needs 4 (insert class here) and their main roster has only 3 of this character or some guy has an alt / inactive guild players with better legendaries - they will just transfer him to new account with the same name and surname, and use him for progression for another player. If it's an inactive player account, they will just "rent" it for the progression. It's a common approach and every top guild uses it when they need it. (And yes, top guilds been using it even on last 2 contents with a bunch of examples)

3) "Boosting" - as I've already stated in 3rd paragraph, every guild needs to attract and keep people by some ways, other that "we're top guild, it's so fun to be on progress site top rankings". Because of that and the fact, that there are 0 tournaments or opportunities to somehow get any $ from top raiding (apart from streaming) every top guild is selling boosts for real life money. So by paying ~100-1000 USD/EUR you can get your piloted (yes, even with account sharing) / selfplay raid / Mythic+ run with a top guild. And if, for some reason, you're interested in buying something every week, you may even stay in this top guild (finding examples is not that hard simply by observing some "strange" raiders in wowprogress roster), to avoid confusion on the streams etc (however most of them anyway using addons, which replacing nicknames on raid frames and damage meters to avoid questions on streams). Once again, it's not something every guild is doing because they enjoy it, it simply a matter of surviving because of the fact, that "PvE race" is not something that by any means acknowledged by Blizzard. The sad part is, that a lot of guilds are now completely abandoned such thing as progression and just simply focusing themselves on boosting as many clients as possible.

4) "Raid abuses" - such term as "abuse of ingame mechanics" is always a very creative thing from developers side to interpret. Sometimes a lot of things are simply ignored, sometimes we're being punished for them. Most of the time developers are even watching at top guild pulls during progression, and fixing some stuff over here and there. In the end of the day, every progression for a top guild is more of a situation, where they encounter a fight, that is simply tuned for ilvl, that is way higher than they have. And starting from this point we're trying to find different solutions how to heal/damage it through. Sometimes we're coming up with simple solutions like "let's just try it with 3 healers", sometimes it's "let's keep the dragons away, because this way we can avoid killing dragons", sometimes it's "let's kill our tank on crystal / breath, to avoid killing this add, because we're lacking of DPS". In that case it's always been like that and nothing will change in a future, unless something drastically changes.

Hope some of those words will explain a lot of rumors about top raiding and probably even some Blizzard guys will read this and probably this will change something.

Other than than i still want to say thanks to Blizzard and add that from casual player perspective Legion looks like the most successful expansion ever, due to tons of things to do and some really good timing with adding new content over time. However i do hope they can show some love to dedicated players of their game too.

From Scratch - Mythic Helya Statement
From Scratch posted a statement on their site today about their Mythic Helya kill.

Blizzard Careers - Unannounced Project: First-person Engine
A new job listing for an unannounced project was posted this week.
Originally Posted by Blizzard (Blue Tracker)
Blizzard Entertainment is seeking an experienced engine engineer to work on a robust first-person engine for an unannounced project. The ideal applicant has demonstrated ability to lead a team of engineers to success, has a vision for how a scalable, performant and technically excellent engine should be built, and has a passion for adopting state of the art rendering technology to implement visually stunning games.

You must be an excellent engineer, collaborating closely with the technical director and other engineering leads to build a technically excellent engine across multiple platforms. You must enjoy collaborating with art and technical art leads, understand the artistic vision of the game and identify the technology needed to achieve and extend that vision. As a leader you will inspire and guide some of the most talented and passionate engineers in the industry as your team builds that technology together.

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
What are your thoughts on the pros and cons of the DPS/Tank/Healer triad? Should games keep that or should it be scrapped? Do you think that MMOs could benefit from the composition of teams and combat styles we see in MOBAs?
Man, this could be an entire book.

I think the biggest pro is that DPS/tank/healer generally works and it’s something players understand by this point.

I think the cons are that it’s a bit tired (though I think devs are more tired of it than players are), that setting up any system of “you must have X types” makes group-building harder, and it doesn’t mesh well with other systems. By that last bit, I mean that if you’re going to have a healer, it’s hard to come up with another leg in that stool that is as capable as the healer (say a “controller” or whatever) because nothing is as useful at a base level as unwinding damage. This is why we really only have one healer in League, Soraka, and she’s a pain in the ass to balance.

I will argue that tank/DPS/healer doesn’t scale very well. What I mean by that is that if you have a game with character progression, the player expectation is that the tank gets more tanky, the DPS does more damage, and so on over time or successes or both. But if the tank starts out 30% more tanky than the DPS and becomes 200% more tanky than the DPS, then you move the two roles farther and farther apart the more progressed the characters can get. Maybe this means your DPS can tank a little at low progression but gets one-shot at higher progression. Maybe this means the suggestion of having three roles becomes more mandatory the higher you get. (D&D for example has all three roles, but generally doesn’t mandate that you use them all, except possibly for 4th edition, because your group can scale the character progression and difficulty however they want.)
by Published on 2016-11-23 06:27 AM

QuizHelper Addon, Nov 22 Hotfixes, Bans, 7.1.5 Class Changes, Black Friday Game Sale

Patch 7.1.5 PTR - Build 23109
The changes in tonight's build are not actually on the PTR yet. This is an incomplete snapshot of some upcoming changes.

Talent Changes
Originally Posted by MMO-Champion
Demon Hunter


PvP Talent Changes
Originally Posted by MMO-Champion
Any class
Healer role



Any role


Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Dark Arbiter Summon a Val'kyr to attack the target for 15 sec. The Val'kyr will gain 1% increased damage for every 1 Runic Power you spend. Unholy Death Knight - Level 100 Talent. 30 yd range. Instant. 3 min cooldown. 2 min cooldown.
  • Hungering Rune Weapon Empower your rune weapon, gaining 1 Rune and 5 Runic Power instantly and every 1.5 sec for 12 15 sec. Frost Death Knight - Level 58 Talent. Instant. 1 sec cooldown.
  • Unholy Frenzy When a Festering Wound bursts, you gain 100% increased attack speed for 2 2.5 sec. Unholy Death Knight - Level 58 Talent.

Demon Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Demonic Infusion Draw from the power of the Twisting Nether to instantly activate and then refill your charges of Demon Spikes. Generates 60 Pain. Vengeance Demon Hunter - Level 108 110 Talent. Instant. 2 min cooldown.
  • Fel Devastation Unleash the fel within you, damaging enemies directly in front of you for [ 10 + 900% of AP ] Fire damage over 2 sec. Causing damage also heals you for up to 0 health. Vengeance Demon Hunter - Level 110 108 Talent. 300 Pain. 20 yd range. 2 sec cast (Channeled). 60 sec cooldown.

PvP Talents
  • Mana Rift You manifest an 6 yard wide mana rift under the feet of the target. After 2.5 1.5 sec, it erupts dealing 8% of enemies total health in Chaos damage and destroys 8% of the enemies total mana if present. Havoc DemonHunter - Tier 4 PvP Talent. 20 Fury. Melee 20 yd range. Instant. 10 sec cooldown.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Displacer Beast Teleports you up to 20 yards forward, activating Cat Form and increasing your movement speed by 0% for 2 sec. Druid - Level 30 Talent. Instant. 30 sec cooldown. 40 sec cooldown.
  • Elune's Guidance Immediately gain 5 combo points and an additional 1 combo point every 1 sec for 5 8 sec. Feral Druid - Level 90 Talent. Instant. 45 sec cooldown.
  • Renewal Instantly heals you for 30% of maximum health. Usable in all shapeshift forms. Can't be cast in Flight Form. Druid - Level 30 Talent. Instant. 2 min cooldown. 1.5 min cooldown.
  • Stellar Flare Burns the target for [ 1 + 200% of Spell Power ] Astral damage, and then an additional [ 12 + 65% of Spell Power ] damage over 24 sec. Stellar Flare benefits from Starfall's Stellar Empowerment. Balance Druid - Level 75 Talent. 15 10 Lunar Power. 40 yd range. 1.5 sec cast.

PvP Talents
  • Enraged Maim You deal 500% Physical damage and incapacitate the target for 8 6 sec. Any damage other than your bleed effects will cancel the effect. Requires Cat Form. Feral Druid - Tier 4 PvP Talent. 35 Energy. Melee range. Instant. 6 sec cooldown.
  • Ferocious Wound Ferocious Bite reduces the target's maximum health by 10% for 12 sec. Stacks to 3 20 sec. Stacks to 0. Feral Druid - Tier 5 PvP Talent.
  • Prickling Thorns When your Entangling Roots is removed, dispelled, or ends, the target will take 100,000 damage. Druid Any2 Role - Tier 4 PvP Talent. Balance Druid - Tier 4 PvP Talent.

Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Expert Trapper All of your traps are improved in the following ways: Freezing Trap When Freezing Trap's incapacitate effect ends, the victim and all neaby enemies' movement speed is reduced by 50% for 4 sec. Explosive Trap Increases Explosive Trap's damage to the triggering enemy by 75%. Tar Trap Enemies moving through the tar have a chance to be rooted in place for 4 sec until cancelled. Steel Trap Your Steel Trap also deals an immediate [ 500% of AP ] Bleed damage when triggered. Caltrops Increases Caltrops damage by 50%. Survival Hunter - Level 100 Talent.
  • Explosive Shot Fires a slow-moving munition directly forward. Activating this ability a second time detonates the Shot, dealing up to [ 1,000% of AP ] Fire damage to all enemies within 8 yds, damage based on proximity. Marksmanship Hunter - Level 60 Talent. 20 Focus. 40 yd range. Instant. 30 sec cooldown.
  • Farstrider Your ability critical strikes have a 10% 15% chance to reset the remaining cooldown on Disengage.

PvP Talents
  • Sniper Shot Take a sniper's stance, firing a well-aimed shot dealing (822% of weapon damage) Physical damage. Increases the range of all shots by 40% for 10 sec. Marksmanship Hunter - Tier 5 PvP Talent. 50 Focus. 40 yd range. Instant. 6 sec cooldown.

  • Explosive Trap Tosses a fire trap on the ground in front of you that explodes when an enemy approaches, causing [ 350% of AP ] Fire damage and burning all enemies within 5 yards for [ 35% of AP ] additional Fire damage over 10 sec. Trap will exist for 60 sec. Hunter - Survival Spec. Melee range. Instant. 30 sec cooldown. 40 yd range. Instant. 40 sec cooldown.

Survival, Beast Mastery, Marksmanship
  • Freezing Trap Hurls a frost trap to the target location that incapacitates the first enemy that approaches for 60 sec. Damage will break the effect. Limit 1. Trap will exist for 60 sec. Hunter - Survival, Beast Mastery, Marksmanship Spec. 40 yd range. Instant. 30 sec cooldown. 40 sec cooldown.
  • Tar Trap Hurls a tar trap to the target location that creates a 8 yd radius pool of tar around itself for 30 sec when the first enemy approaches. All enemies have 50% reduced movement speed while in the area of effect. Trap will exist for 60 sec. Hunter - Survival, Beast Mastery, Marksmanship Spec. 40 yd range. Instant. 30 sec cooldown. 40 sec cooldown.

Mage (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Ice Block Encases you in a block of ice, protecting you from all attacks and damage for 10 sec, but during that time you cannot attack, move, or cast spells. Causes Hypothermia, preventing you from recasting Ice Block for 30 sec. 15 Mana. Instant. 5 min cooldown. 4 min cooldown.

  • Flame On Reduces the cooldown of Fire Blast by 3 seconds and increases the maximum number of charges by 1. Fire Mage - Level 60 Talent. 45 sec cooldown.
  • Temporal Flux Arcane Blast's cast time is reduced by 5% for each Arcane Charge. Arcane Mage - Level 15 Talent. 100 Talent.

PvP Talents
  • Time Anomaly Every 5 sec you have a 5% 50% random chance to gain 4 Arcane Charges and Arcane Power for 10 sec regardless of its current cooldown. Arcane Mage - Tier 4 PvP Talent.

  • Presence of Mind Causes your next 2 Arcane Blasts to be instant cast. Arcane Mage - Level 30 Talent. Instant. 60 sec cooldown. Mage - Arcane Spec. Instant. 60 sec cooldown.
  • Prismatic Barrier Shields you for 30 60 sec, absorbing [ 700% of Frost Spell Power ] damage, reducing magical damage taken by 15%, and reducing the duration of all harmful Magic effects against you by 25%. Mage - Arcane Spec. 3% of Base Mana. Instant. 30 sec cooldown. 25 sec cooldown.

  • Blazing Barrier Shields you for 30 60 sec, absorbing [ 700% of Frost Spell Power ] damage. Melee attacks against you cause the attacker to take [ 50% of Spell Power ] Fire damage. Mage - Fire Spec. 3% of Base Mana. Instant. 30 sec cooldown. 25 sec cooldown.

  • Cold Snap Resets the cooldown of your Frost Nova, Cone of Cold, Ice Barrier, and Ice Block. Mage - Frost Spec. Instant. 6 min cooldown. 5 min cooldown.
  • Ice Barrier Shields you for 30 60 sec, absorbing [ 1,000% of Frost Spell Power ] damage. Melee attacks against you reduce the attacker's movement speed by 50%. Mage - Frost Spec. 3% of Base Mana. Instant. 30 sec cooldown. 25 sec cooldown.

Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Diffuse Magic Reduces magic damage you take by 60% for 6 sec, and transfers all currently active harmful magical effects on you back to their original caster if possible. Monk - Level 75 Talent. Instant. 2 min cooldown. 1.5 min cooldown.
  • Song of Chi-Ji Conjures a cloud of hypnotic mist that slowly travels forward. Enemies touched by the mist fall asleep, Disoriented for 20 sec. Mistweaver Monk - Level 60 Talent. 40 yd range. 1.8 sec cast. 30 sec cooldown. 15 sec cooldown.

Windwalker & Mistweaver

Paladin (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Aegis of Light Channels an Aegis of Light that protects you and all allies standing within 10 yards behind you for 6 sec, reducing all damage taken by 20%. Protection Paladin - Level 90 Talent. 6 sec cast (Channeled). 5 min cooldown. 3 min cooldown.
  • Beacon of Virtue 15% 10% of Base Mana.

PvP Talents
  • Blessing of Sanctuary Instantly removes all stun, silence, fear and horror effects from the friendly target and reduces the duration of future such effects by 60% for 5 sec. Retribution Paladin - Tier 4 PvP Talent. 40 yd range. Instant. 25 sec cooldown. 30 sec cooldown.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
PvP Talents
  • Greater Heal Your Heal also causes Inspiration on the target, increasing their maximum health by 10% for 15 sec. Stacks up to 2 0 times. Holy Priest - Tier 4 PvP Talent.

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Between the Eyes Assassination, Subtlety: Finishing move that deals damage with your pistol and stuns the target. 1 point : [ 1 + 85% of AP ] damage, 1 sec 2 points: [ 2 + 170% of AP ] damage, 2 sec 3 points: [ 3 + 255% of AP ] damage, 3 sec 4 points: [ 4 + 340% of AP ] damage, 4 sec 5 points: [ 5 + 425% of AP ] damage, 5 sec Outlaw: Finishing move that deals damage with your pistol and stuns the target. Critical strikes with this ability deal four times normal damage. 1 point : [ 1 + 85% of AP ] damage, 1 sec 2 points: [ 2 + 170% of AP ] damage, 2 sec 3 points: [ 3 + 255% of AP ] damage, 3 sec 4 points: [ 4 + 340% of AP ] damage, 4 sec 5 points: [ 5 + 425% of AP ] damage, 5 sec Rogue - Outlaw Spec. 35 Energy. 20 yd range. Instant. 20 sec cooldown.
  • Between the Eyes Critical strikes with Between the Eyes deal four times normal damage. Rank 2. Rogue - Outlaw Spec.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Earthquake Causes the earth within 8 yards of the target location to tremble and break, dealing [ 300% of Nature Spell Power ] Physical damage over 10 6 sec and sometimes knocking down enemies. 100 yd range. Instant.

  • Earthen Spike Summons an Earthen Spike under an enemy, dealing [ 1,100% of AP ] Physical damage and increasing Physical and Nature damage you deal to the target by 15% for 10 sec. Enhancement Shaman - Level 100 Talent. 30 Maelstrom. 10 yd range. Instant. 20 sec cooldown.
  • Fury of Air Creates a vortex of wind 8 yards around you, dealing [ 90% of AP ] Nature damage every 1 sec to enemies caught in the storm, and slowing them by 30% for 3 sec. Enhancement Shaman - Level 90 Talent. 5 Maelstrom, plus 5 per sec. Instant. 3 Maelstrom, plus 3 per sec. Instant.
  • Gust of Wind A gust of wind hurls you forward. Shaman - Level 30 Talent. Instant. 20 sec cooldown. 15 sec cooldown.
  • Storm Elemental Calls forth a Greater Storm Elemental to hurl gusts of wind that damage the Shaman's enemies and generate Maelstrom for the Shaman for 60 30 sec. Elemental Shaman - Level 90 Talent. Instant. 5 min cooldown. 2.5 min cooldown.
  • Windsong Lashes your enemy for [ 1 + 400% of Spell Power ] Nature damage, and enhances your weapons with wind, increasing your attack speed by 35% for 20 sec. Enhancement Shaman - Level 15 Talent. 10 yd range. Instant. 40 sec cooldown. 45 sec cooldown.

PvP Talents
  • Calming Waters After being interrupted while casting a spell, the duration of silence and interrupt effects is reduced by 70% for 20 sec. Restoration Shaman - Tier 3 PvP Talent. 1 PvP Talent.

  • Earthquake Causes the earth within 8 yards of the target location to tremble and break, dealing [ 300% of Nature Spell Power ] Physical damage over 10 6 sec and sometimes knocking down enemies. Shaman - Elemental Spec. 50 Maelstrom. 35 yd range. Instant.

  • Frostbrand Chills your target, dealing [ 1 + 92.5% of AP ] Frost damage and reducing the target's movement speed by 50% for 3 sec, and enhances your weapons with frost for 16 sec, causing each weapon attack to reduce the target's movement speed by 50% for 3 sec. Shaman - Enhancement Spec. 35 20 Maelstrom. 10 yd range. Instant.

Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Empowered Life Tap Life Tap increases your damage dealt by 10% for 10 15 sec. Warlock - Level 30 Talent.

PvP Talents
  • Curse of Shadows Increases the damage taken by all magical damage over time effects by 50% for 10 sec. Affliction Warlock - Tier 5 PvP Talent. 4% of Base Mana. 40 yd range. Instant. 20 sec cooldown. 30 sec cooldown.
  • Fel Fissure Chaos Bolt creates an eruption of Felfire under the target, dealing Shadow damage every 1 sec and reducing all healing received by 50% for 10 15 sec sec to all enemies within 5 yards of the initial target. Destruction Warlock - Tier 5 PvP Talent.
  • Firestone Restores 2 Soul Shards and increases your spell critical strike chance by 100% for 7 sec. Destruction Warlock - Tier 4 PvP Talent. Instant. 45 sec cooldown. 25 sec cooldown.
  • Soulshatter Instantly clears all of your damage over time effects on the nearest 5 enemies within 40 yards, dealing 10% of their total health in Shadow damage. For each enemy hit by Soulshatter, you gain 1 Soul Shard and 10% spell haste for 8 sec. Stacks up to 5 times. Affliction Warlock - Tier 4 PvP Talent. Instant. 60 sec cooldown. 100 yd range. Instant. 60 sec cooldown.

Warrior (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Rend Wounds the target, causing [ 5 + 108% of AP ] Bleed damage over 15 sec. Arms Warrior - Level 45 Talent. 15 Rage. Melee range. Instant. 10 Rage. Melee range. Instant.
  • Shockwave Sends a wave of force in a frontal cone, causing [ 47.5% of AP ] damage and stunning all enemies within 10 yards for 4 3 sec. Cooldown reduced by 20 sec if it strikes at least 3 targets. Fury Warrior - Level 30 Talent. Instant. 40 sec cooldown.
  • War Machine Killing a target grants you 30% Haste and 30% movement speed for 10 15 sec. Fury Warrior - Level 15 Talent.
  • Warbringer Intercept now deals [ 108% of AP ] damage to all enemies within 5 yds of the target, and stuns them for 1.5 sec. 2.5 sec.

PvP Talents
  • Sharpen Blade When activated, your next Mortal Strike will deal 30% increased damage and reduce healing taken by 70% for 4 sec. Arms Warrior - Tier 5 PvP Talent. Instant. 15 sec cooldown. 25 sec cooldown.

Raid & Dungeon Abilities
  • Annihilation Enemies caught in Annihilation suffer 500,000 Arcane damage every 0.25 sec. Instant. 100 yd range. Instant.
  • Beam The caster fires a concentrated beam of Arcane energy, inflicting 800,000 Arcane damage to all players in front of it. 500 yd range. 4 3 sec cast. 1.5 sec cooldown.

Item Effects
  • Norgannon's Foresight Standing still for 5 sec until cancelled grants you Foresight, allowing you to cast while moving for 5 sec.
  • Sober Up Sobers you up a little. Instant. 10 sec cooldown. 1 sec cooldown.
  • The Emperor's Capacitor Chi spenders increase the damage of your next Crackling Jade Lightning by 100%. Stacks up to 25 times. 20 times.

Artifact Powers
Originally Posted by MMO-Champion
Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Shadow Nova (Rank 1) After using Shadowstrike or Cheap Shot, you have a 30% 100% chance to explode, dealing [ 150% of Attack Power ] Shadow damage to all nearby enemies.

Misc Changes
Originally Posted by MMO-Champion
Adventure Journal

Currency Types
  • Alliance Qiraji Commendation - Name changed from "Alliance Qiraji Credit" to "Alliance Qiraji Commendation". Completing this quest will grant the Alliance credit in the Ahn'Qiraj Rememberance Call of the Scarab event. The faction which earns the most credit today may hang their banners by the Scarab Gong for the rest of the year.
  • Horde Qiraji Commendation - Name changed from "Horde Qiraji Credit" to "Horde Qiraji Commendation". Completing this quest will grant the Horde credit in the Ahn'Qiraj Rememberance Call of the Scarab event. The faction which earns the most credit today may hang their banners by the Scarab Gong for the rest of the year.

  • Glowcap Festival - Today, the sporelings of Sporeggar in Zangarmarsh hold their annual mushroom festival. Help them keep the great Gshoo Fshoo alive as long as possible!
  • Kirin Tor Tavern Crawl - Name changed from "Tavern Crawl" to "Kirin Tor Tavern Crawl".

Map Areas
Blade's Edge Arena
  • Blade's Edge Arena - Music: PVP_BattleGrounds. Music: Zone-BladesEdge.
  • Blade's Edge Arena - Music: PVP_BattleGrounds. Music: Zone-BladesEdge.

  • Moonglade > Nighthaven Inn (New)
  • Northern Barrens > Ratchet > Broken Keel Tavern (New)
  • Orgrimmar > The Broken Tusk (New)
  • Orgrimmar > The Wyvern's Tail (New)
  • Silithus > The Oasis Inn (New)
  • Tanaris > The Road Warrior (New)
  • Thunder Bluff > The Cat and the Shaman (New)
  • Winterspring > The Laughing Yeti (New) - Music: Zone-WinterspringGoblin.

  • Netherstorm > Area 52 > Rusty Rocket Tavern (New)
  • Shattrath City > World's End Tavern (New)
  • Silvermoon City > Silvermoon City Inn (New)
  • The Exodar > The Exobar (New)
  • Zangarmarsh > Firefly Tavern (New)

  • Vale of Eternal Blossoms > Shrine of Two Moons > The Keggary (New)

  • Duskwood > Darkshire > Scarlet Raven Tavern (New)
  • Ironforge > The Stonefire Tavern (New)
  • Stormwind City > Pig and Whistle Tavern (New)
  • Stranglethorn Vale > The Cape of Stranglethorn > The Salty Sailor Tavern (New)

Flying Mounts
  • Yu'lei, Daughter of Jade - Name changed from "Heavenly Jade Cloud Serpent" to "Yu'lei, Daughter of Jade".

Ground Mounts
  • Brawler's Burly Basilisk - Name changed from "Rockspine Basilisk" to "Brawler's Burly Basilisk". Ground Mount. Spell #230844. "The spikes on this beast can pierce plate armor with ease -- only the most elite riders can even consider mounting this deadly pincushion." Brawler's Guild Vendor: Quackenbush Zone: Deeprun Tram Cost: 50,000 Vendor: Paul North Zone: Brawl'gar Arena Cost: 50,000

World Safe Locations
Broken Isles
  • Val'sharah - Gloaming Reef - GY (New)

Strings Changes
Originally Posted by MMO-Champion
  • INVITE_CONFIRMATION_REQUEST_FRIEND_QUICKJOIN (New) - %s's friend %s has requested to join your group through Quick Join.
  • INVITE_CONFIRMATION_REQUEST_GUILD_QUICKJOIN (New) - %s's guildmate %s has requested to join your group through Quick Join.
  • INVITE_CONFIRMATION_REQUEST_QUICKJOIN (New) - %s has requested to join your group through Quick Join.
  • LFG_LIST_PRIVATE_TOOLTIP - Only friends and guild members of people already in this group will see it. Only visible to friends and guildmates of people in the group.
  • PREMADE_GROUP_SEARCH_DELIST_WARNING_TEXT - You're currently listing a group in the group finder You already have a group listed in Premade Groups. Would you like to delist it to begin this search? start this search?
  • SPELL_FAILED_CUSTOM_ERROR_326 - You already know possess all of the knowledge contained in these pages.
  • TOKEN_REDEEM_BALANCE_DESCRIPTION - Add %s to your Balance?
  • TOKEN_REDEEM_BALANCE_ERROR_CAP_FORMAT - |cffff2020You can't choose this option because your Balance (%s) is near or at the maximum.|r |cffffd000|HurlIndex:34|h[Click Here]|h|r|cffff2020 for more information.|r
  • VISITABLE_URL34 (New) -
by Published on 2016-11-23 03:07 AM

Gadgetzan Gazette - Vol. 32 #10 "Final Edition" Pg 2

Addon - QuizHelper
If you don't know all of the lore questions and don't want to look at this list, the QuizHelper addon will give you the answer in game.

Patch 7.1 Hotfixes - November 22
Originally Posted by Blizzard (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Purgatory should now work in the Withered Army Training scenario.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Bursting Shot's disorient effect should no longer hit targets out of line of sight.

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Divine Hammer’s cooldown, global cooldown, period, and duration are all correctly modified by Haste.


Trial of Valor
  • Non-boss enemies should now Death Grip less frequently.
    • Helya
    • Resolved an issue which caused chain and cleave effects to not target enemies that were near Helya.
    • Resolved an issue that could cause the Fury of the Maw movement effect to apply to players even after the wave has passed over them.
    • (Mythic Difficulty) Resolved an issue where Corrupted Breath would target the highest threat tank as opposed to player who is currently tanking the boss.

  • Soul Inhaler and Gin-Ji Knife Set may no longer be used in raid instances.

  • Gobo the Angler Mangler should now respawn and mangle anglers more frequently.
  • The Soultakers should no longer spawn one at a time. They should now always spawn as a group, and should now properly share health.

Pet Battles
  • Fixed a crash that could sometimes occur when starting a pet battle with Algalon the Observer.

  • Seaforium Bomb and Huge Seaforium Bomb can be placed and deal siege damage in Isle of Conquest, as intended.
  • The chance of receiving multiple cloaks from PvP has been reduced.
  • Trial of Valor Vantus Rune buffs are removed when the player zones into a PvP instance.
  • Warlock
    • Rot and Decay now works correctly with Drain Soul and Drain Life.

  • Demon Hunters that perform a faction change immediately after exiting Mardum will now have their next quest granted to them on login.
  • Players are now able to complete “Survey the City”.
  • There should be more Withered to wrangle in Ambervale for “Withered Wrangling: Ambervale”.

Mythic Helya Bans
It appears that some guilds used an exploit to kill Mythic Helya and were banned for it. Limit posted a statement on Twitter.

Patch 7.1.5 Class Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As we mentioned before, the next PTR build will have a fairly substantial number of new class changes. We wanted to provide some insight into our goals and strategy with these changes, particularly for the specs that have seen the most change. Note that one of our overarching goals with Patch 7.1.5 is to increase talent diversity by making some of the less popular talents more attractive, which may open up new styles of play and new ways to approach different situations for all specializations, not just those we've listed here.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Survival Hunter:
Survival's most notable addition is some new gameplay for traps. As all Hunters will once again have traps in 7.1.5, we want to make sure that Survival still feels like the master of traps. In particular, we want to restore the concept of baiting enemies into traps, as opposed to merely dropping them at their feet for an immediate effect. A new Survival passive will grant all your traps an added effect if an enemy is led into the trap after it is placed, encouraging you to anticipate the movement of an enemy, or coordinate with your tank in group content. Talents further enhance this, allowing you to increase the bonus in situations where you can reliably make use of it, or to use a new effect on Steel Trap to singlehandedly eliminate enemies who walk into it of their own accord.

Marksmanship Hunter:
We agree with players that Marksmanship currently relies far too much on Patient Sniper not only to do good damage, but also to make the rotation feel fun and rewarding. As such, we’re changing baseline Vulnerability to essentially bake in Patient Sniper, and adding a new Patient Sniper talent in its place. We are also adjusting some talents to allow for more diversity within talent rows and reflect the change to the base rotation. In particular, the Level 100 row: while Sidewinders was commonly used in all situations for its effects on the rotation, we’d rather the base rotation felt fluid on its own, and Sidewinders was a talent focused on the wide-area cleave that is its most clear purpose. Among other changes to help with this, Marked Shot no longer requires the targets to have Vulnerable to do strong damage, so builds without Sidewinders will be able to use it more effectively.

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Arcane Mage:
Arcane is receiving several significant talent changes, to increase talent diversity and move away from some of the more problematic gameplay centered around Quickening. In addition to a new Arcane-specific shield to replace Ice Barrier, there are few utility updates not yet on the PTR: Presence of Mind will be baseline for all Arcane Mages, and a new talent will be added that allows Arcane Missiles to be channeled while moving.

Fire Mage:
While Fire was mostly in a good place, we’re looking at two related issues in 7.1.5; the degree to which critical strike dominates other stats, and the overly high amount of damage concentrated into Combustion. Focusing on critical strike’s very strong contribution to the damage of Combustion, as well as that of Pyretic Incantation, addresses both of these. We'll be adjusting the damage of Fire’s core spells to leave its total damage similar to what it was before these changes. We're also giving Fire its own element-themed shield, as with Arcane.

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Shadow Priest:
Shadow’s overall pacing is being adjusted so that the highest peak is at the end of Voidform, rather than just before the start of the next one. As a part of this, Lingering Insanity is removed, but overall Insanity generation (and therefore Voidform uptime) is increased. Additionally, Mind Sear is replaced with a new passive effect that allows Mind Flay to fulfill the same purpose. Shadow already has significant multi-target gameplay from the desire to maintain two damage-over-time effects on each target (a process which being is made smoother by allowing Void Bolt to extend DoTs on multiple targets at once). Finally, we are continuing to tweak the Insanity decay rate in Voidform, and the strength of Surrender to Madness, to better balance the Level 100 row. We want to preserve the purpose and strengths of Surrender to Madness for players who enjoy it, without it being quite so ubiquitous as it is currently.

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Protection Warrior:
While Protection’s performance is still solid, we want to provide Revenge a clearer role in the live rotation, and eliminate the need for an off-GCD ability (Focused Rage) to deal damage. To address both of these problems, Revenge is made into a higher-damage ability, which is used rotationally with its usual activation proc, but can also be used outside of that proc by spending Rage. This eliminates the need for Focused Rage. Thunder Clap will fill the role of a second Rage generator, and be used regularly while tanking. Also of note is a new talent that allows you to adopt a more open playstyle if you prefer, by making your auto attacks trigger Devastates automatically, rather than fitting it into open spaces in your rotation.

Blizzard Games Black Friday Sale
Originally Posted by Blizzard (Blue Tracker)
Prepare for the holidays with an entire week of savings on digital downloads of select Blizzard products, including deals from 33–87% off. From now through November 28, 2016, you can save big on the following digital purchases from Blizzard Entertainment.


World of Warcraft
  • Save 75% on World of Warcraft, which includes all expansions through Warlords of Draenor and lets you play up to level 100! World of Warcraft: Legion expansion sold separately.
  • Regular price: $19.99 USD
  • Black Friday price: $4.99 USD

StarCraft II
Save 33% on StarCraft II: Legacy of the Void, the standalone third chapter in the StarCraft II saga, and join the battle to reclaim Aiur.
  • Regular price: $29.99 USD
  • Black Friday price: $19.99 USD

Save 50% on StarCraft II: Heart of the Swarm, also available as a standalone experience.
  • Regular price: $19.99 USD
  • Black Friday price: $9.99 USD

Save 50% on StarCraft II: Wings of Liberty and find out where the story of StarCraft II began.
  • Regular price: $19.99 USD
  • Black Friday price: $9.99 USD

Heroes of the Storm
Save big on select Heroes of the Storm bundles, available in-game:

Get the Legends of the Nexus Bundle and Save 53% on a combined purchase of Kerrigan, Tassadar, and Leoric heroes; the Queen of Ghosts Kerrigan, Mecha Tassadar, and Space Lord Leoric legendary skins; and the Space Lord’s Starbreaker and Ghost Speeder mounts.

  • Regular Price: $86.42 USD
  • Black Friday price: $39.99 USD

Get the Altered War Bundle and Save 87% on the combined purchase of Sonya, Arthas, Illidan, Tyrande, and Sylvanas heroes, along with the Wrath Sonya, Crown Prince Arthas, Shan’do Illidan, Blood Elf Tyrande, and Ranger General Sylvanas skins.

  • Regular Price: $82.90 USD
  • Black Friday price: $9.99 USD

Save 50% on Azmodunk and Infested Tychus legendary skins, along with Azmodan and Tychus heroes.

The 360-day Stimpack is back for a limited time! Get boosted with 360 days of +100% bonus XP and +150% bonus gold!

Note: These offers are available digitally through Blizzard Entertainment. Retail prices may vary.

Mythic Keystone Leaderboards Now Available
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We’ve just added Mythic Keystone Leaderboards to the World of Warcraft site. You’ll be able to see who has the best time by Mythic Level each week and sort by realm and dungeon. You’ll also be able to view that week’s modifiers.

Check out the leaderboards now and see how your group stacks up!

We’ve been adding more great features to the new site including PvP Leaderboards, Talent Calculator, and more. Makes sure you visit the Game section to check them all out.

Blue Tweets
Originally Posted by Blizzard Entertainment
S.E.L.F.I.E. Camera users: do you like having your arm in the shot holding the camera? (Muffinus)

We've fixed a bug preventing the Mercenary NPCs from spawning. They can be found just down the stairs to the Dalaran Underbelly when active. (WarcraftDevs)
by Published on 2016-11-22 03:15 PM

Jade Lotus & Shaman Card Reveals: Jade Spirit, Jade Lightning, Aya Blackpaw, Jade Golem & More!

World Boss - The Soultakers
This week the World Boss is The Soultakers! Players have a chance to win item level 860 loot and a Storm Relic. Death Knights also can get the hidden appearance for their Frost Spec.

World Quest Bonus Event
Originally Posted by Blizzard (Blue Tracker / Official Forums)
An extra weekly quest and rewards are here.

Get out your best map and plan your route across every part of the Broken Isles, as this is a great time to immerse yourself in World Quests.

This Week
All week, open your map (default hotkey: m) and then select any of the five main Broken Isles zones to consider the World Quests available to you. Hover your mouse over a World Quest on the map to see what tasks are needed complete it, the rewards you’ll receive, and the time remaining that the quest is available to you.

Look for the following all week long:

If you’ve been looking to impress some emissaries, this is the week to do it!

Every Week
The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

Method Mythic Helya Kill Video
Method has released their Mythic Helya kill video.

Pilgrim's Bounty
Pilgrim's Bounty is back once again. Complete the daily quests for a chance at Fine Pilgrim's Hat, Frightened Bush Chicken, and Silver-Plated Turkey Shooter.

Blizzard Gear Shop Black Friday
Blizzard's Black Friday sale is live!

Blue Posts
Originally Posted by Blizzard Entertainment
Legendary Item Bad Luck Protection
Yes, bad luck protection does exist.

When it comes to most targettable loot from a boss (gear/mounts/pets etc.) those drops have a fixed drop chance. If "Boots of Unending Awesomeness" have a 33% chance of dropping, that chance will always be 33% regardless of how many loot-eligible times you kill that boss.

Legendaries on the other hand, if you are running Legendary-eligible content and don't get a Legendary, then your chance of getting one with increase over time. The more content you do without getting a Legendary, the higher your chance will become.

Let's say you have 3-sided die. If you roll the number 3, you get the item.

In the case of the "Boots of Unending Awesomeness," you could roll the die 20 times and never get a 3. Your chance of getting a 3 on your next roll is still 33%, as all rolls are considered unique and do not take previous rolls into account; the die cares not for the fact that you've yet to roll a 3.*

(*note that this refers to the items that drop directly from the boss and not the system of winning items via bonus loot, which has its own logic.)

In the case of Legendaries, you could roll the die 20 times and never get a 3. However, with bad-luck protection, the die will become more and more weighted toward giving you a 3. Due to the die becoming more weighted, the chance of getting a 3 on your next roll will be higher than without bad luck protection. (Blue Tracker / Official Forums)

Fan Art - Giraffe Mount
Thomas Karlsson shared his art of a Giraffe Mount.

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