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by Published on 2022-08-01 08:06 PM

Introducing the WoW Variety Show
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The WoW© Variety Show is a new three-event live broadcast coming to Twitch on August 24!

For glory and honor, a mix of renowned Warcraft Celebrity Contestants and chosen community members will go head-to-head as they compete in a triathlon of unique WoW activities. Players will have to show off their in-game knowledge, mastery of leveling, and speed in our specially-tailored segments for bragging rights over their fellow heroes and a slew of giveaway prizes. Read on for details of each event, and be sure to both register here and join the Variety Show Discord before the event goes live on Twitch!

Leveling

We’ve seen what some of our favorite friendly faces can do at max level, but now we’re taking them back to where it all began. Hosted on live servers, four Warcraft Celebrity Contestants will have exactly one hour to level a fresh character as high as possible, with a series of additional tasks and challenges to face along the way!

Scavenger Hunt

From lore to unsolved mysteries, the Warcraft universe is filled with all sorts of hidden items. Faced with riddles, puzzles, and plenty of things to find, teams of five will need to work together, making the most of their time as they scour the zones and complete as many scavenger tasks as possible! Register today to start your search, because spots are limited.

Footrace Through Azeroth

The final activity comes down to a test of speed and strategy, as players will fight without flight on a footrace through Azeroth! Grab your ground-mounts and go sign-up today. May the fastest hero win!

FAQ

Who can register?

  • The first Variety Show is limited to players from North America. Full eligibility and rules can be found here.

When does registration close?

  • Signups will be open until 11:00 am (PT) on August 15.

Who are the four WoW Celebrity Contestants?

  • The four will be revealed in the coming weeks! Make sure to follow us on Twitter to catch who will be joining the broadcast.

What prizes are being given away?

  • We will be giving away a variety of in-game goodies–Game Time, Mounts, Pets, and some special surprises–to players throughout the broadcast.

How many spots are available?

  • Spots are limited! The four Celebrity Captains will be joined by a further four registered players to join each of their teams, be sure to sign up for a chance to be selected. The Footrace Across Azeroth is open to additional players. Limiting spots allows us to ensure the best experience for everyone as we experiment with our first Variety Show.

How often will you be hosting the Variety Show?

  • Only time will tell! Let’s see how the first one goes before we plan on the second.
by Published on 2022-08-01 06:42 PM

Twitch Prime Reward - Starcraft: Remastered
Starcraft: Remastered is now available as a reward through the Prime Gaming promotion. Prime Gaming is also offering the Hood of Hungering Darkness right now. If you don't have Amazon Prime already, you may be able to take advantage of a free trial.

by Published on 2022-07-30 04:59 AM

Dragonflight Alpha - Dracthyr Soar Racial Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Greetings Dragonriders and Dracthyr!

With the next alpha build, we’re making a change to Soar for Dracthyr that reduces their maximum speed from (roughly) 930% to 640%. The maximum speed for Dragon Isles Drakes is unchanged. This only applies to the Dracthyr Soar racial ability.

In the Dragon Isles, all characters of all races are on similar footing in regards to their ability to traverse the terrain because everyone can summon a Dragon Isles Drake. However, this isn’t the case in other areas of the game where flying mounts are the mainstay of travel. In Eastern Kingdoms, Soar is currently over twice as fast as Epic Flying which travels at 410% speed. The result is that Dracthyr have a drastic efficiency advantage over characters of other races when doing non-Dragon Isles content, whether that’s Chromie Time quests, clearing old raids for transmog, pet battling, etc.

Soar is important to the identity of Dracthyr. From the outset of the design process we knew that Dracthyr had to be able to fly in some form, even if we didn’t know the specifics until later. But, Soar is also a Racial ability, and was never intended to be a massive efficiency or performance improvement over other races. These two goals are somewhat in conflict: Make Soar fun and fulfill the fantasy of being a flying creature, but don’t give one race an outsized advantage across large swathes of the game.

What we’ve found while playtesting these changes internally is that the speed change didn’t diminish the fun of the locomotion mechanics. The engaging control system, gameplay of conserving momentum, and challenge of navigating obstacles, are all still present, while also rewarding skillful use of Soar with being able to travel faster than Epic flying mounts. This hits both of the goals nicely – Dracthyr can engage in the dynamic, immersive locomotion of dragonriding, but aren’t able to blitz across a continent in half the time as other characters.

The Alpha period is time for experimentation, testing, and learning, and that often leads to change. Due to Soar being an evergreen feature of the Dracthyr race, we feel that reducing the top speed is necessary for the long-term health of the game. Thank you for your passion, feedback, and understanding.

See you in Azeroth!

Dragonflight Alpha - Evoker Talent Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Greetings and well met, Evokers! Some big changes are coming to the Devastation specialization talent tree in the next Alpha build, and I wanted to talk through some of the philosophy behind them and how your feedback is helping to shape the tree. Please note that this is not an exhaustive list of every change, and more will be changed than just what is listed here. That said, let’s dive in!

With the current Devastation tree, a few things stood out to us amongst the discourse here and in other parts of the community. Namely:

  • The tree strongly signals that there is a “Red dragonflight build” on the left, and a separate “Blue dragonflight build” on the right.
  • Effects that scale with empower level, such as Power Swell and Tyranny, remove gameplay by indicating that it is always correct to fully empower your spells.
  • Feed the Flames & Everburning Flame are an awkward combination.
  • Scarlet Adaptation is having a larger impact than intended on builds.
  • Blue-focused single-target builds don’t flow as well as they could.

To dig in a little deeper to each of these, let’s go through them one by one.

The tree strongly signals that there is a “Red dragonflight build” on the left, and a separate “Blue dragonflight build” on the right.
Having thematic groupings on either side is a great introduction to the talent tree. It resonates as something you would expect for the specialization, and makes it easier to know where to look for modifiers to certain abilities. However, Devastation utilizes both Red and Blue magic, and the current tree isn’t celebrating that theme well enough. Builds that use both types of magic should be the norm, with all-Red or all-Blue being much more niche. To make using both colors more effective, we’ve adjusted many talents’ locations or function, as well as added new nodes. A few examples:

  • Honed Aggression now affects both Azure Strike and Living Flame, increasing their damage by 5% per rank.
  • Catalyze is a new, 1-rank passive on the left side of the tree. “While channeling Disintegrate your Fire Breath on the target deals damage 100% more often.”
  • Iridescence is a new, 1-rank passive at the bottom of the right side of the tree. “Casting an empower spell increases the damage of your next 2 spells of the same color by 15% within 10 sec.”

Effects that scale with empower level, such as Power Swell and Tyranny, remove gameplay by indicating that it is always correct to fully empower your spells.
We’re excited about the possibilities of empower spells and have experimented internally with many varied effects, including Power Swell. As a broad concept, attaching more effects to empower spells seems cool – lean into empower levels even more! What we’ve seen on Alpha, though, is that having even small effects get linearly better with empower level, without situational considerations to change up decision making, detracts too much from core empower gameplay. We see (and share) the excitement for choosing talents that make empower spells better, so Power Swell is being adjusted to not disrupt the moment-to-moment gameplay decisions of empower spell level.

  • Power Swell is now a 2-rank node that reads, “Empower spells increase your Essence regeneration rate by 50% for 2 sec or 4 sec [based on talent rank].”

Feed the Flames & Everburning Flame are an awkward combination.
Taken together, these two talents quickly push Devastation into a space of having Fire Breath off cooldown for a length of time while an existing Fire Breath damage over time effect gets extended. That said, both talents offer interesting potential gameplay and impact builds in different ways. They will now be in a choice node against each other, and Feed the Flames is being redesigned to fit into more builds:

  • Feed the Flames now triggers whenever you consume an Essence Burst effect, instead of whenever Pyre is cast.
  • Everburning Flame now triggers from all Red damage spells, instead of only Pyre and Living Flame.
    • This means that damage from Firestorm will extend Fire Breath. Damage from Ruby Embers will continue to not trigger Everburning Flame, and Fire Breath will not extend itself.

Scarlet Adaptation is having a larger impact than intended on builds.
The current value of Scarlet Adaptation causes a warping effect on how Devastation builds their talent loadouts, in particular due to the interaction with Leaping Flames – when Living Flame hits additional targets via Leaping Flames, all of the Living Flames benefit from any Scarlet Adaptation damage the Evoker has. The Leaping Flames interaction is intended, and the response to it has been one of excitement. However, it is important for there to be multiple options for how to build your character for area-of-effect damage situations.

The intent of Scarlet Adaptation is to encourage, and reward, hybridization for both specializations. Preservation Evokers who enjoy dealing damage can easily access the node, but aren’t required to pick it up in their path to other high-power healing talents. Devastation Evokers who want to help their group with additional healing can take it to be rewarded for taking action when their group is in a dangerous situation. To better meet those goals, Scarlet Adaptation’s damage cap is being reduced to 2x Spellpower, down from its current value of 6x Spellpower.

Blue dragonflight-focused single-target builds don’t flow as well as they could.
Two key talents to these builds are Charged Blast and Focusing Iris, both of which have been the subject of insightful discussion and concern.

  • Charged Blast is intended to be something that can spice up single-target gameplay for those who want an additional layer of complexity within the rotation. Many of you have expressed that the current design, requiring 2 Azure Strikes before casting Charged Blast, isn’t quite hitting the mark because although it does add complexity, it doesn’t add interaction.
  • Focusing Iris is intended to be a more passive option that accomplishes similar goals as Charged Blast. However, the combination of timing an ability immediately after finishing a channeled spell, with the relatively high uptime of the debuff, makes Focusing Iris both more burdensome & less potent than it could potentially be.

To address this, we’re combining what we feel are the best parts of both into a new ability! Charged Blast and Focusing Iris as they currently exist are being removed, and replaced with a spell called Shattering Star.

  • Shattering Star has a 15 sec cooldown, is instant cast, and does not cost Essence. “Exhale a bolt of concentrated power from your mouth for Spellfrost damage that cracks that target’s defenses, increasing the damage they take from you by 20% for 4 sec.”
  • The options in the choice node following this ability are also being redesigned:
    • Focusing Iris is a passive that increases the duration of Shattering Star’s damage taken effect by 2 sec.
    • Arcane Vigor is a passive that causes Shattering Star to generate 1 Essence.

As always, thank you for your playtesting and feedback. We’re excited to hear how about your experiences with the Devastation tree in the next Alpha build!

Dragonflight Alpha - Hunter Talent Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello again, Hunters.

We wanted to discuss some adjustments coming to your talents in a future build, and briefly mention a few thoughts.

Class Tree
The current design intentionally has almost all utility above the second gate, which means you have 11 points that will almost certainly be spent only on throughput choices in PvE situations. We like having a bunch of abilities located past the second gate that were previously locked to individual specs. This has also created a situation where there’s a lot of bloat of extra abilities and cooldowns that feel mandatory because they are available and likely worth pressing. The last 3 rows of the tree have been shuffled around a bit and will continue to be adjusted to try to prevent most hunters from feeling obligated to acquire multiple extra active buttons.

  • Barrage and Explosive Shot are now a choice node.
  • Stampede now replaces Chakram in the choice node vs Death Chakram.
    • Chakram has been removed from the talent tree.
  • Nesingwary’s Trapping Apparatus has been lowered to 2 points.

Beast Mastery
  • Bloodshed and Murder of Crows is now a choice node, and is where Dire Beast previously was.
  • Dire Beast has been moved to where Murder of Crows was.
  • New Talent - Bloody Frenzy - Barbed Shot has a chance to apply a second stack of Frenzy to your pets. This is located in the second gate area.
  • Beast Cleave has been lowered to 2 points, and Beast Cleave’s duration is now 3/6 seconds depending on your rank.

Marksmanship
While Rapid Fire is not a required ability, we’re trying to integrate it to the tree where it would make sense. Marksmanship has very limited passive Focus generation, and Rapid Fire should ideally help with that. We want to avoid situations where you drop Steady Shot entirely while doing prolonged combat.

  • Deathblow has been made a 1-point node. Rapid Fire casts (not damage events) can now also activate this. The chance for activation is different for Aimed Shot vs Rapid Fire.
  • Razor Fragments now also works with Deathblow procs, rather than being tied solely to Trick Shots.
  • Bombardment’s design has changed - Every 6/4 (2-rank node) Arcane or Chimaera Shots causes your next Multi-Shot to grant you Trick Shots, regardless of how many targets it hits.
    • This will likely be changed to a 1-point node, or adjusted to also boost Multi-Shot damage per rank. The location of this also needs to be adjusted as you can currently select this without Multi-Shot.
  • Lone Wolf’s spot in the tree has been moved to above the first gate.
  • More things connect to Lock and Load’s talent node.
  • Some redundant node connections have been removed.
  • Legacy of the Windrunners and Serpentstalker’s Trickery node locations have been swapped.
  • Unerring Vision’s design has slightly changed to also increase critical damage while Trueshot is active.

Survival
Spearhead and Coordinated Assault are competing for some space in the tree. We’re hoping to identify a set of abilities to that each augments in a way that feels good, and also would prefer a design that doesn’t encourage you to stack both of them at the same time. Some adjustments are being made to these abilities to try to focus on different parts of your ability sets in a manner that lets both Coordinated Assault and Spearhead hopefully feel both distinct from each other, while still feeling powerful on their own.

  • Mongoose Bite should actually replace Raptor Strike now.
  • Predator returned to 25%, rather than 8%. This was a data error when changing from a 3 point node to a 1 point node.
  • A connection between Lunge and Frenzy Strikes has been removed to prevent a dependency problem.
  • Deadly Duo renamed Quick Shot, and redesigned. When Kill Command’s cooldown is reset, you fire a free Arcane Shot at your target.
  • Coordinated Assault is back to 2 minutes.
  • Coordinated Assault no longer modifies Carve. Instead, your pet’s special attack increases the initial damage of your next Wildfire Bomb.
    • Birds of Prey will likely be adjusted in a future build to more directly work with the design tweaks of Coordinated Assault.
  • Bonded Companion renamed Deadly Duo, and redesigned. While Coordinated Assault is active, Wildfire Bomb’s cooldown is reduced by 25/50%, Wildfire Bombs generate 5/10 Focus when thrown, and Kill Shot can be used on any target regardless of the target’s HP.
  • Coordinated Kill redesigned, and is now 2 points. While Spearhead is active, Raptor Strike and Mongoose Bite Focus Cost is reduced by 5/10, and Kill Command resets increase the duration of Spearhead by 1/2 sec.

Rapid Fire is one of the main 2 damaging rotational skills for Marksman and has been for years.
You can fill out the talent tree without ever selecting Rapid Fire if you choose to. It may not be the best way to play, but you could do it. That’s all the original post was referring to.
by Published on 2022-07-29 01:16 AM

WoW Hotfixes - July 28, 2022
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Dungeons and Raids
  • Mists of Tirna Scithe
    • Mistcaller
      • Dodge Ball no longer pierces immunities.
  • Tazavesh: Soleah’s Gambit
    • Fixed issue where Murkbrine Fishmancer’s Volatile Pufferfish was not dealing damage.

Items and Rewards
  • Sandworn Relics are now bound on account.

Burning Crusade Classic
  • Fixed an issue where the Shattered Hand Scout could prevent completion of Shattered Halls.
by Published on 2022-07-28 09:31 PM

Express Yourself with New Dracthyr Emojis!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
The new dracthyr Evoker was revealed with the announcement of the next exciting chapter of World of Warcraft—Dragonflight. This new race and class combination has been a part of the focus for a passionate team dedicated to delivering a truly epic experience in the Dragon Isles (and beyond).

Formed some years ago, the dracthyr Evoker feature team has been overseeing its development beginning with the early inception stages. Feature Teams are cross-discipline teams composed of developers across a wide spectrum of disciplines such as producers, designers, artists, engineers, and QA who are dedicated to a specific feature over the course of its development. Somewhere along the way, a most (mis) fortunate event occurred in our internal conversations resulting in the creation of dracthyr emojis!

How did these emojis come to pass?
Thursday mornings are important for the feature team because it’s when we host one of our weekly feature syncs. We get together as a group to share our latest updates on the development of the dracthyr Evoker. At one of these meetings over a year ago, more specifically on May 27, 2021, one of our character artists was experiencing technical issues and missed the meeting. As the saying goes though, every cloud has a silver lining, and this event served as the inspiration for the creation of her sad cartoon dracthyr which you can see in the picture below.


The picture was shared in our feature team Slack channel, which is where a lot of our discussions are centralized with so many of the team working from home as we develop Dragonflight. Slack’s messaging system comes with a number of features such as persistent chat rooms and, you guessed it, support for custom emojis, so you can probably see where this is all headed. All it took was another member of the team saying, “I’m gonna need that dragon as a reaction” to set our creative wheels in motion.

As a result, our first emoji was born, fittingly named “saddragon” to lovingly commemorate our character artist’s temporary despair with technology. From that point onward, a plethora of dracthyr emojis have been created by various members of the team. Be it through ideation, inspiration, artistic skill, or just general “memery” practically every member of the feature team (and in some cases beyond) has contributed to the creation of the entire suite of emojis we have today and make frequent use of across Slack in our daily interactions to express ourselves. These weren't originally intended for public release, but we thought it would be fun to share with the community and showcase the variety of art styles present in the emojis— which exhibit a little of each artist’s personality.

Dracthyr Emojis for Everyone!
As with most elements of game development, breathing life into a completely new race and class for players to experience the World of Warcraft through has been an extremely challenging, daunting, complex, exhilarating, rewarding, and thrilling endeavor. These emojis are just one of the many ways that the team has been able to express its passion for developing the new dracthyr Evoker, and we can’t wait for everyone to get their hands on them in the Dragonflight expansion. In the meantime, we hope that this lovingly curated selection of some of our favorite dracthyr emojis helps enrich your communities across Discord, Twitch, and social media.


We hope you enjoy spreading the dracthyr love!

—The Dracthyr Evoker Feature Team

Learn more about World of Warcraft: Dragonflight and the new dracthyr Evoker on our official website, and visit our news site for regular updates.

(c) 2022 Blizzard Entertainment, Inc. All trademarks referenced herein are the properties of their respective owners.

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