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by Published on 2018-10-15 05:54 AM

This Week We're Creating Cards Which Have The Power Of Treants

A Message From Alan Dabiri - Heroes Game Director Moving On

Patch 8.1.0 PTR - Build 28048 Updates
The new Azerite traits and other changes from the latest build are now in the database.

Azerite Traits
Originally Posted by MMO-Champion
  • Ancients' Bulwark (New) Standing still grants you Deep Roots, increasing your Versatility by 243. Moving instead grants you Uprooted, healing you for 285 every 1 sec.
  • Apothecary's Concoctions (New) Your damaging abilities have a chance to deal 234 Plague damage over 6 sec, and your healing abilities have a chance to restore 450 health over 6 sec. These effects are increased by up to 100% based on the target's missing health.
  • Death Denied (New) Leap of Faith absorbs the next 1,994 damage to the target within 10 sec. While the shield holds, Leap of Faith cools down 200% faster.
  • Empyreal Ward (New) Lay on Hands grants the target 285 armor for 60 sec.
  • Endless Hunger (New) Your Versatility is increased by 243. Moving near an enemy's corpse consumes their essence, restoring 1,994 health.
  • Shadow of Elune (New) Your spells and abilities have a chance to increase your Haste by 0 for 15 sec. At night, you also gain 10% movement speed for the duration.
  • Switch Hitter (New) An ability from your chosen Affinity grants an additional bonus for 10 sec: Starsurge: 389 Leech Ferocious Bite: 389 Speed Frenzied Regeneration: 389 Avoidance Swiftmend: Absorb 7,775 damage.
  • Terror of the Mind (New) You steal 143 health every 1 sec from targets affected by your Fear spell.

Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Frostwhelp's Indignation (New) Pillar of Frost summons a Frostwhelp who breathes on all enemies within 20 yards in front of you for 950 Frost damage. Each unique enemy hit by Frostwhelp's Indignation grants you 47 Mastery for 6 sec, up to 235.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Arcanic Pulsar (New) Starsurge's damage is increased by 80. Every 9 Starsurges, gain Celestial Alignment for 6 sec.
  • Early Harvest (New) When Wild Growth expires, it heals the target for 54 if they are injured, or it reduces the cooldown of Innervate by 1 sec if they are not.
  • Autumn Leaves If Rejuvenation Rejuvenation's duration is increased by 1 sec, and it heals for an additional 15 when it is your only heal over time effect on the target, increase the healing of Rejuvenation by 20. on the target.

Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Sharpshooter (New) Rapid Fire damage is increased by up to 53 per shot fired, this damage starts lower and increases per shot of Rapid Fire. Aimed Shot has a 15% chance to reset the cooldown of Rapid Fire.

Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Secret Infusion (New) After using Thunder Focus Tea, your next spell gives 0 of a stat for 10 sec: Enveloping Mist: Critical strike Renewing Mist: Haste Vivify: Mastery Rising Sun Kick: Versatility
  • Burst of Life Life Cocoon's cooldown is reduced by 20 sec. When Life Cocoon expires, it releases a burst of mist that restores 2,010 health split among the target and nearby allies.

Paladin (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Glimmer of Light (New) Holy Shock leaves a Glimmer of Light on the target for 30 sec. When you Holy Shock, all targets with Glimmer of Light are damaged for 78 or healed for 136.
  • Grace of the Justicar Judging a foe heals all up to 10 allies within 8 yards of that enemy for 65.
  • Divine Revelations Healing an ally with Holy Light while empowered by Infusion of Light refunds 0 mana. Flash Heal heals for an additional 855, and Holy Light refunds 433 mana.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Promise of Deliverance (New) For 10 sec after you cast Holy Word: Serenity, Heal and Flash Heal heal for an additional 88, and reduce the cooldown of Holy Word: Serenity by an additional 1 sec.
  • Sudden Revelation (New) Power Word: Radiance has a 50% chance to cause your next Holy Nova to deal 399 additional damage and reduce the cooldown of Power Word: Radiance by 5 sec.

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Echoing Blades (New) Fan of Knives damage is increased by [ 20 * (1 + 27 / 100.2 * (1 + 0.2).2) ]. For each of the first 5 critical strikes, it will fire a second spray of knives at that location, dealing [ 48 * (1 + 27 / 100.2 * (1 + 0.2).2) ] damage to enemies within 8 yards.
  • Snake Eyes For each combo point spent on Slice and Dice, it causes your next 5 Sinister Strikes to deal 30 additional damage. 10 Sinister Strikes to deal 15 additional damage.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Ancient Ankh Talisman (New) While Reincarnation is off cooldown, your maximum health is increased by 481. While you are at full health, Reincarnation cools down 50% faster.
  • Thunderaan's Fury (New) Stormstrike deals 51 additional damage, and has a 13% chance to summon Thunderaan's Fury Totem, increasing the chance to activate Windfury Weapon by 100% for 12 sec.
  • Turn of the Tide (New) Both bonuses of Tidal Waves are increased 5%, and spells affected by it heal for an additional 160.

Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Chaos Shards (New) Incinerate damage is increased by 37, and when you fill up a Soul Shard, you have a 5.0% chance to generate an additional full Soul Shard over 2 sec.
  • Inevitable Demise Damaging an enemy with Corruption Agony increases the damage of your next Drain Life by 9 11. This effect stacks up to 100 times. 50 times.

Warrior (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)



Achievement Changes
Originally Posted by MMO-Champion
Battle for Azeroth
Quests
  • Upright Citizens Recruit additional citizens during the quest "Not Too Sober Citizens Brigade". 5 points. Item Reward: Citizens Brigade Whistle. 5 points.



New Items
For the full list of new items, see the WoWDB PTR site.

LevelTypeSlotNameModel Viewer
110OtherVoldunai Supplies
110OtherExpedition Supplies
120OtherCitizens Brigade Whistle
110OtherZandalari Empire Supplies
110OtherStorm's Wake Supplies
110OtherProudmoore Admiralty Supplies
110OtherOrder of Embers Supplies
110OtherChampions of Azeroth Supplies
110OtherHonorbound Supplies
120Other7th Legion Supplies
120OtherFor da Blood God!
120Leatherworking PatternRecipe: Coarse Leather Barding
120Leatherworking PatternRecipe: Coarse Leather Barding
120Engineering SchematicSchematic: Unstable Temporal Time Shifter
120Engineering SchematicSchematic: Unstable Temporal Time Shifter
120Blacksmithing PlansRecipe: Monel-Hardened Hoofplates
120Cooking RecipeRecipe: Sanguinated Feast
120Cooking RecipeRecipe: Sanguinated Feast
120Alchemy RecipeRecipe: Potion of the Unveiling Eye
120Alchemy RecipeRecipe: Potion of the Unveiling Eye
120Inscription TechniqueRecipe: Contract: 7th Legion
120Inscription TechniqueRecipe: Contract: 7th Legion
120Inscription TechniqueRecipe: Contract: The Honorbournd
120Inscription TechniqueRecipe: Contract: The Honorbound
120OtherPotion of the Unveiling Eye



Spell Changes
Originally Posted by MMO-Champion
Companions
  • Child of Pa'ku Right Click to summon and dismiss this companion a Child of Pa'ku. Battle Pet. Battle Pet. Instant.
  • Feathers Right Click to summon and dismiss this companion Feathers. Battle Pet. Battle Pet. Instant.
  • Thunder Lizard Runt Right Click to summon and dismiss this companion the Thunder Lizard Runt. Battle Pet. Battle Pet. Instant.

Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Blood
  • Murderous Intent Intimidates the You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Intimidated Focused Assault. PvP Talent. PvP Talent. 10 yd range. Instant. 20 sec cooldown. Requires DeathKnight. Requires level 57+.

Frost
  • Dead of Winter (New) After your Remorseless Winter deals damage 5 times to a target, they are Stunned for 4 sec. However, your Remorseless Winter's cooldown is increased by 25 sec and its radius is reduced to 5 yards. PvP Talent. PvP Talent. Requires DeathKnight. Requires level 57+.
  • Lichborne Draw upon unholy and frost energies to become Undead for 10 sec. While undead all damage is reduced by 30% and you are nearly unstoppable becoming immune to Stun, Snare, Fear and Root effects. However, during Lichborne you can only move at walking speed and you attack 30% slower. PvP Talent. PvP Talent. Instant. 60 sec cooldown. Requires DeathKnight. Requires level 57+.

Demon Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Vengeance
  • Tormentor Intimidates the You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Intimidated Focused Assault. PvP Talent. PvP Talent. 10 yd range. Instant. 20 sec cooldown. Requires DemonHunter. Requires level 101+.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Tranquility Heals all allies within 40 yards for [ 205% [ 185% of Spell Power ] over 8 sec. Each heal heals the target for another [ 8% [ 4.8% of Spell Power ] over 8 sec, stacking. Healing increased by 100% when not in a raid. Limited to 60 targets. 40 yd range. Instant.

Guardian
  • Alpha Challenge Intimidates the You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Intimidated Focused Assault. Requires Bear Form. PvP Talent. PvP Talent. 10 yd range. Instant. 20 sec cooldown. Requires Druid. Requires level 40+.

Restoration
  • Tranquility Heals all allies within 40 yards for [ 205% [ 185% of Spell Power ] over 8 sec. Each heal heals the target for another [ 8% [ 4.8% of Spell Power ] over 8 sec, stacking. Healing increased by 100% when not in a raid. Can't be cast in Moonkin Form. Druid - Restoration Spec. Druid - Restoration Spec. 18.4% of Base Mana. 8 sec cast (Channeled). 3 min cooldown.
  • Wild Growth Heals up to 6 injured allies within 30 yards of the target for [ 63% [ 69.3% of Spell Power ] over 7 sec. Healing starts high and declines over the duration. Tree of Life: Affects an additional 2 targets. Can't be cast in Cat Form, Travel Form, Bear Form, Moonkin Form. Druid - Restoration Spec. Druid - Restoration Spec. 30% of Base Mana. 40 yd range. 1.5 sec cast. 10 sec cooldown.

Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Brewmaster
  • Admonishment Intimidates the You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Intimidated Focused Assault. PvP Talent. PvP Talent. 10 yd range. Instant. 20 sec cooldown. Requires Monk. Requires level 40+.

Mistweaver & Windwalker
  • Grapple Weapon You fire off a rope spear, grappling the target's weapons and shield, returning them to you for 6 sec. PvP Talent. PvP Talent. 30 yd range. Instant. 60 45 sec cooldown. 1 sec global cooldown. Requires Monk. Requires level 40+.

Windwalker
  • Alpha Tiger (New) Attacking new challengers with Tiger Palm fills you with the spirit of Xuen, granting you 30% haste for 8 sec. This effect cannot occur more than once every 90 sec per target. PvP Talent. PvP Talent. Requires Monk. Requires level 40+.
  • Pressure Points (New) Touch of Death also applies Fatal Wounds to the target, and if the target dies from Touch of Death's damage or with Touch of Death active, the cooldown is reset. Fatal Wounds Healing effects received reduced by 50% for 4 sec. PvP Talent. PvP Talent. Requires Monk. Requires level 40+.
  • Reverse Harm (New) Heals a friendly target for 8% of their maximum health, and causes 100% of the amount healed to instantly be dealt to the nearest enemy as Nature damage within 5 yards. Generates 1 Chi. PvP Talent. PvP Talent. 40 Energy. 10 yd range. Instant. 1 sec global cooldown. Requires Monk. Requires level 40+.
  • Ride the Wind Flying Serpent Kick clears all snares from you when used and forms a path of wind in its wake, causing all allies who stand in it to have 30% increased movement speed and to be immune to movement slowing effects. Increases the cooldown of Flying Serpent Kick by 10 sec. PvP Talent. PvP Talent. Requires Monk. Requires level 40+.
  • Turbo Fists (New) Fists of Fury now deals full damage to all targets hit, reduces all targets movement speed by 90%, and you Parry all attacks while channelling Fists of Fury. PvP Talent. PvP Talent. Requires Monk. Requires level 40+.
  • Wind Waker (New) When you or allies with your Windwalking are snared, the snare is instantly removed and they become immune to snares for 4 sec. This effect cannot occur more than once every 30 sec per target. PvP Talent. PvP Talent. Requires Monk. Requires level 40+.

Paladin (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Protection
  • Inquisition Intimidates the You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Intimidated Focused Assault. PvP Talent. PvP Talent. 10 yd range. Instant. 20 sec cooldown. Requires Paladin. Requires level 40+.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Discipline
  • Discipline Priest Discipline Priest core passive Increases damage/healing by 40%: Contrition, Divine Star, Flash Heal, Halo, Holy Nova, Penance, Power Word: Radiance, Prayer of Mending, Premonition, Shadow Covenant, Shadow Mend Increases periodic damage/healing by 40%: Contrition, Divine Star, Flash Heal, Halo, Holy Nova, Penance, Power Word: Radiance, Prayer of Mending, Premonition, Shadow Covenant, Shadow Mend Decreases damage/healing by 9% 16%: Shadow Word: Pain and Smite Decreases periodic damage/healing by 9% 16%: Shadow Word: Pain Priest - Discipline Spec. Priest - Discipline Spec.
  • Power Word: Solace Strikes an enemy with heavenly power, dealing [ 100% [ 92% of Spell Power ] Holy damage and restoring 1% of your maximum mana. Priest - Level 45 Talent. Priest - Level 45 Talent. 40 yd range. Instant. 12 sec cooldown.
  • Purge the Wicked Cleanses the target with fire, causing [ 30% [ 28.5% of Spell Power ] Fire damage and an additional [ 165% [ 157% of Spell Power ] Fire damage over 20 sec. Spreads to an additional nearby enemy when you cast Penance on the target. Can't be cast in Shadowform. Discipline Priest - Level 90 Talent. Discipline Priest - Level 90 Talent. 1.8% of Base Mana. 40 yd range. Instant.
  • Schism Attack the enemy's soul with a surge of Shadow energy, dealing [ 140% [ 129% of Spell Power ] Shadow damage and increasing damage that you deal to the target by 40% for 9 sec. Discipline Priest - Level 15 Talent. Discipline Priest - Level 15 Talent. 0.5% of Base Mana. 40 yd range. 1.5 sec cast. 24 sec cooldown.

Discipline & Shadow

Holy
  • Binding Heal Heals you, your target, and another friendly target within 20 yards for [ 75% of Spell Power ]. Reduces the remaining cooldown on both Holy Word: Serenity and Holy Word: Sanctify by 3 sec Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Holy Priest - Level 75 Talent. Holy Priest - Level 75 Talent. 2.4% 2.9% of Base Mana. 40 yd range. 1.5 sec cast.
  • Holy Priest Holy Priest core passive Increases damage/healing by 36% 40%: Binding Heal, Circle of Healing, Cosmic Ripple, Divine Hymn, Divine Star, Flash Heal, Halo, Heal, Holy Nova, Holy Word: Salvation, Holy Word: Sanctify, Holy Word: Serenity, Holy Words, Penance, Perseverance, Prayer of Healing, Prayer of Mending, Renew Increases periodic damage/healing by 36% 40%: Binding Heal, Circle of Healing, Cosmic Ripple, Divine Hymn, Divine Star, Flash Heal, Halo, Heal, Holy Nova, Holy Word: Salvation, Holy Word: Sanctify, Holy Word: Serenity, Holy Words, Penance, Perseverance, Prayer of Healing, Prayer of Mending, Renew Increases damage/healing by 25%: Divine Star, Halo, Holy Fire, Holy Nova, Holy Word: Chastise, Holy Words, Penance, Smite Increases periodic damage/healing by 25%: Divine Star, Halo, Holy Fire, Holy Nova, Holy Word: Chastise, Holy Words, Penance, Smite Priest - Holy Spec. Priest - Holy Spec.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Elemental
  • Surge of Power Earth Shock also enhances your next spell cast within 15 sec: Flame Shock: The next cast also applies Flame Shock to another target within 8 yards 1 additional target within 8 yards of the target. Lightning Bolt: Your next 3 casts will cause an additional Elemental Overload. Lava Burst: Reduces the cooldown of your Storm Elemental by 6.0 sec. Frost Shock: Freezes the target in place for 6 sec. Elemental Shaman - Level 90 Talent. Elemental Shaman - Level 90 Talent. 100 yd range.

Warrior (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Protection
  • Oppressor Intimidates the You focus the assault on this target, increasing their damage taken by 3% for 6 sec. Each unique player that attacks the target increases the damage taken by an additional 3%, stacking up to 5 times. Your melee attacks refresh the duration of Intimidated Focused Assault. PvP Talent. PvP Talent. 10 yd range. Instant. 20 sec cooldown. Requires Warrior. Requires level 40+.

Item Effects
  • Azerite Grenade Deals 6 to 6 Arcane damage to all enemies within 5 yards of impact. 8-30 yd range 30 yd range (40 for friends. 1.5 sec cast. Reagents: Unstable Azerite Grenade.
  • Azerite Vacuumizer (New) Use the Azerite Vacuumizer to drain Azerite from Azerite mucks. 50 yd range. 3 sec cast (Channeled). 1 sec cooldown.
  • Blazefury Medallion Adds Mainhand Weapon Speed Adds [ 400% of Mainhand Weapon Speed Fire damage to your autoattacks.
  • Butcher Cut Your melee attacks have a chance to Strike your enemy with a powerful blow, dealing 296 504 Physical damage over 12 sec. Approximately 1.69 procs per minute.
  • Citizens Brigade Whistle Name changed from "Citizen's Brigade Whistle" to "Citizens Brigade Whistle".
  • Emerald Shadowfang Your melee attacks have a chance to blast the enemy with acid for 416 352 Nature damage. Approximately 1.69 procs per minute.
  • Empyrean Demolisher Your melee attacks have a chance to increase your Haste by 343 429 for 10 sec. Approximately 1.5 procs per minute.
  • Enveloping Protection (New) 40 yd range. Instant.
  • Enveloping Protection (New) Grant your target a shield for 20 sec, absorbing 7,975 damage. 50 yd range. Instant. 5 sec cooldown. 5 sec global cooldown.
  • Eskhandar's Rake Your melee attacks have a chance to rake the enemy, slowing their movement by 30%, and causing them to bleed for 750 920 physical damage over 30 sec. Approximately 1.1 procs per minute.
  • Fight or Flight (New) When you damage an enemy who is below 35% health, or fall below 35% health yourself, gain 370 primary stat and 10% movement speed for 8 sec. Can only occur once every 30 sec.
  • For da Blood God! (New) Trade your blood to the blood god, and be disguised as a blood troll for 15 min. Instant.
  • Gladiator's Badge Name changed from "Dig Deep" to "Gladiator's Badge".
  • Gladiator's Emblem Name changed from "Toughen Up" to "Gladiator's Emblem".
  • Gladiator's Insignia Name changed from "Taste of Victory" to "Gladiator's Insignia".
  • Gladiator's Maledict Name changed from "Defensive Trinket 7" to "Gladiator's Maledict". Heal your target for 130 Launch a slow-moving missile at the target, dealing 921 Shadow damage and absorbing up to 2,763 healing for 4 sec. 50 yd range. Instant. 2 min cooldown. 30 sec global cooldown.
  • Gladiator's Maledict Name changed from "Defensive Trinket 8" to "Gladiator's Maledict". Heal your target for 650 over 10 Launch a slow-moving missile at the target, dealing 921 Shadow damage and absorbing up to 2,763 healing for 4 sec. 50 yd range. Instant. 2 min cooldown. 30 sec global cooldown.
  • Gladiator's Medallion Name changed from "Rapid Adaptation" to "Gladiator's Medallion".
  • Gladiator's Safeguard Name changed from "Defensive Trinket 6" to "Gladiator's Safeguard". Falling below 25% health shields you for 10 sec, absorbing 130 3,453 damage. This effect may occur once every two minutes.
  • Mana Crystal Collected (New) Melee range. Instant.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Opening (New) Open the container. Instant. 1.5 sec cooldown.
  • Potion of the Unveiling Eye (New) Slightly increases your stealth detection for 10 min. Instant.

Professions
Alchemy
  • Potion of the Unveiling Eye (New) Reduce the materials required to create a Potion of the Unveiling Eye. Alchemy. Alchemy. 2 sec cast. Reagents: Star Moss x 3, Sea Stalk x 3, Crystal Vial.
  • Potion of the Unveiling Eye (New) Create a Potion of the Unveiling Eye. Alchemy. Alchemy. 2 sec cast. Reagents: Star Moss x 5, Sea Stalk x 5, Crystal Vial.
  • Potion of the Unveiling Eye (New) Chance to create multiple potions. Alchemy. Alchemy. 2 sec cast. Reagents: Star Moss x 3, Sea Stalk x 3, Crystal Vial.
  • Tidalcore to Hydrocore (New) Convert one Tidalcore into one Hydrocore. Alchemy. Alchemy. 2 sec cast. Reagents: Hydrocore.
  • Vial of Obfuscation (New) Create a Vial of Obfuscation. Alchemy. Alchemy. 2 sec cast. Reagents: Winter's Kiss x 100, Anchor Weed x 15, Expulsom x 15, Hydrocore.

Blacksmithing
  • Monel-Hardened Hoofplates Reduce the materials required to create a set of Monel-Hardened Hoofplates. Blacksmithing. Blacksmithing. 2 sec cast. Reagents: Monelite Ore x 20, Durable Flux x 2.
  • Monel-Hardened Hoofplates Greatly reduce the materials required to create a set of Monel-Hardened Hoofplates. Blacksmithing. Blacksmithing. 2 sec cast. Reagents: Monelite Ore x 15, Durable Flux x 2.
  • Tidalcore to Hydrocore (New) Convert one Tidalcore into one Hydrocore. Blacksmithing. Blacksmithing. 2 sec cast. Reagents: Hydrocore.

Enchanting

Engineering

Inscription

Jewelcrafting

Leatherworking
  • Coarse Leather Barding Reduce the materials required to craft a Coarse Leather Barding. Leatherworking. Leatherworking. 2 sec cast. Reagents: Coarse Leather x 20.
  • Coarse Leather Barding Greatly reduce the materials required to craft a Coarse Leather Barding. Leatherworking. Leatherworking. 2 sec cast. Reagents: Coarse Leather x 15.
  • Tidalcore to Hydrocore (New) Convert one Tidalcore into one Hydrocore. Leatherworking. Leatherworking. 2 sec cast. Reagents: Hydrocore.

Tailoring
  • Battle Flag: Phalanx Defense Greatly reduces the materials required to craft a Battle Flag: Phalanx Defense. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 15 8, Embroidered Deep Sea Satin x 5, Nylon Thread x 16.
  • Battle Flag: Phalanx Defense Craft a Battle Flag: Phalanx Defense. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 25 15, Embroidered Deep Sea Satin x 10, Nylon Thread x 20.
  • Battle Flag: Phalanx Defense Reduces the materials required to craft a Battle Flag: Phalanx Defense. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 20 12, Embroidered Deep Sea Satin x 8, Nylon Thread x 18.
  • Battle Flag: Rallying Swiftness Greatly reduces the materials required to craft a Battle Flag: Rallying Swiftness. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 15 8, Embroidered Deep Sea Satin x 5, Nylon Thread x 16.
  • Battle Flag: Rallying Swiftness Reduces the materials required to craft a Battle Flag: Rallying Swiftness. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 20 12, Embroidered Deep Sea Satin x 8, Nylon Thread x 18.
  • Battle Flag: Rallying Swiftness Craft a Battle Flag: Rallying Swiftness. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 25 15, Embroidered Deep Sea Satin x 10, Nylon Thread x 20.
  • Battle Flag: Spirit of Freedom Greatly reduces the materials required to craft a Battle Flag: Spirit of Freedom. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 15 8, Embroidered Deep Sea Satin x 5, Nylon Thread x 16.
  • Battle Flag: Spirit of Freedom Reduces the materials required to craft a Battle Flag: Spirit of Freedom. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 20 12, Embroidered Deep Sea Satin x 8, Nylon Thread x 18.
  • Battle Flag: Spirit of Freedom Craft a Battle Flag: Spirit of Freedom. Tailoring. Tailoring. 2 sec cast. Reagents: Tidespray Linen x 25 15, Embroidered Deep Sea Satin x 10, Nylon Thread x 20.
  • Tidalcore to Hydrocore (New) Convert one Tidalcore into one Hydrocore. Tailoring. Tailoring. 2 sec cast. Reagents: Hydrocore.

Raid & Dungeon Abilities
  • Blizzard (New) Ice shards pelt the area, inflicting 15 Frost damage every 1.5 sec. Players hit with Blizzard become Chilled, reducing their movement speed by 70% for 5 sec. Instant.
  • Consecration spelldesc283,579 Summons a patch of holy ground under the caster, inflicting 4 Holy damage to all players standing in it. Additionally, Consecration reduces damage taken by the caster by 50% Instant.
  • Deathly Withering Death eminates from Bwonsamdi, applying Deathly Withering every 3 sec to all enemies within 30 0. Deathly Withering inflicts 1 Shadow damage every 3 sec. Instant.
  • Freezing Tidepool Creates a pool of freezing waters, inflicting 3 30 Frost damage every 1 sec to all players standing in it. Instant.
  • Grasp of Frost (New) Roots random enemies inflicting 12 Frost damage every 1 sec and applies stacks of Chilling Touch for 8 sec. Limited to 2 targets. 100 yd range. 2 sec cast. 3 sec cooldown.
  • Heart of Frost (New) The caster places a shard of ice in the target causing them to burst with icy energy inflicting 18 Frost damage to all nearby allies. Instant.
  • Ice Lance (New) Jaina continually hurls ice at her current target's location every 1 sec for 5 sec inflicting 727 Frost damage to enemies within 0 yards of impact and knocking them back. 100 yd range. Instant.
  • Mental Anguish Mental anguish strikes all players within 7 yds, inflicting 90 Shadow damage divided evenly among targets. Instant. inflicting up to 40 Shadow damage. This damage is reduced the further away players are from the blast. Instant.
  • Oblivion Tear Tears open a rupture to the void. Players coming into contact with this tear suffer 35 Shadow damage and are knocked back. A fragment of their essence is drawn to the caster, healing it for 0% 1% of its maximum health. Instant.
  • Pulse-quickening Toxin Inflicts 15 Nature damage, increasing each time damage is dealt Inflicts increasing Nature damage. If the victim is below 50% health when Pulse-quickening Toxin deals damage, they will gain Quickening Pulse. Instant.
  • Ring of Frost (New) Unleashes a ring of frost that inflicts 75 Frost damage to enemies within 0 yards and freezes them for 30 sec. Also, inflicts 12 Frost damage every 1 sec and roots everyone greater than 0 yards from the boss for 10 sec. Enemies rooted also receive stacks of Chilling Touch. 35 yd range. Instant.
  • Searing Pitch (New) The kul tiran corsairs bombard the deck of the zandalari vessel, inflicting 54 Fire damage to all nearby enemies. Additionaly, this ability leaves behind pools of Searing Pitch that continually inflict 15 Fire damage every 1 sec as long as an enemy stands within them. 300 yd range. Instant.
  • Thief's Bane (New) Stealing one of the Zandalari Crown Jewels applies the Thief's Bane, inflicting 300 Shadow damage after 30 sec. Unlimited range. Instant.
  • Volatile Charge (New) Unlimited range. Instant.



Misc Changes
Originally Posted by MMO-Champion
Battle Masters
  • All Arenas - Level: 15-120. Players: 5. Rated players: 5. Maps: Ashamane's Fall, Black Rook Hold Arena, Blade's Edge Arena, Dalaran Sewers, Hook Point, Mugambala, Nagrand Arena, Ruins of Lordaeron, Shado-Pan Showdown, The Tiger's Peak, Tol'Viron Arena.

Currency Types
Hidden
  • BFA Season 1 Rated Participation Currency - Max Quantity: 2400. 2500.
  • Iron - Gathered by workers and miners when a mine is captured Gathered throughout the warfront. Used to construct buildings and recruit or upgrade troops. Max Quantity: 200. increase the power of yourself and allies. Max Quantity: 200.
  • Wood - Gathered by harvesting trees and piles of wood Gathered throughout the warfront. Used to construct buildings and upgrade troops. Max Quantity: 100. increase the power of yourself and allies. Max Quantity: 100.

Factions
Battle for Azeroth
  • 7th Legion (Paragon) (New) - A elite special force delegation of the Alliance army, currently focused on disrupting Horde operations in Zandalar.
  • Champions of Azeroth (Paragon) (New) - Enlisted by Magni Bronzebeard, the Champions of Azeroth seek to heal the wounds caused by Sargeras' burning blade and save a dying world.
  • Order of Embers (Paragon) (New) - An ancient Kul Tiran order resurrected to battle the threat of witchcraft, the Order of Embers fights with knowledge guiding their blades.
  • The Honorbound (Paragon) (New) - A special delegation of the Horde army, focused on disrupting Alliance operations in Kul Tiras.
  • Tortollan Seekers (Paragon) (New) - Traversing the world, the Tortollan Seekers wield their immense wealth to catalogue and preserve forbidden knowledge.
  • Voldunai (Paragon) (New) - Comprised of exiles and scavengers, the Voldunai use their knowledge of the sands to thrive where others would wither and die.

Holidays
  • World Quest Bonus Event - While this event is active, completing Broken Isles World Quests awards bonus reputation with the appropriate faction.
  • World Quest Bonus Event - While this event is active, completing Broken Isles World Quests awards bonus reputation with the appropriate faction.
  • World Quest Bonus Event - While this event is active, completing Broken Isles World Quests awards bonus reputation with the appropriate faction.
  • World Quest Bonus Event - While this event is active, completing Broken Isles World Quests awards bonus reputation with the appropriate faction.

Map Areas
Kul Tiras
  • Drustvar > Emma's Retreat (New)

Siege of Zuldazar
  • Siege of Zuldazar - Name changed from "The Burning of Zuldazar" to "Siege of Zuldazar".

Warfronts Darkshore - Alliance
  • Darkshore > The Veiled Sea (New)

Zandalar
  • Zuldazar > Predator Pass (New) - Music: ZONE_80_Zuldazar_Naga.

Map Difficulties
  • 8.0 Islands - Cave - 8KUL_CaveMicro_freehold01 [Dev/Not Used] - Name changed from "8.0 Islands - Cave - 8KUL_CaveMicro_freehold01" to "8.0 Islands - Cave - 8KUL_CaveMicro_freehold01 [Dev/Not Used]".
  • DO NOT USE (PH Island 7, Accidental Copy) - 38 - Name changed from "Jorundall (Islands 7) - 38" to "DO NOT USE (PH Island 7, Accidental Copy) - 38".
  • DO NOT USE (PH Island 7, Accidental Copy) - 39 - Name changed from "Jorundall (Islands 7) - 39" to "DO NOT USE (PH Island 7, Accidental Copy) - 39".
  • DO NOT USE (PH Island 7, Accidental Copy) - 40 - Name changed from "Jorundall (Islands 7) - 40" to "DO NOT USE (PH Island 7, Accidental Copy) - 40".
  • DO NOT USE (PH Island 7, Accidental Copy) - 45 - Name changed from "Jorundall (Islands 7) - 45" to "DO NOT USE (PH Island 7, Accidental Copy) - 45".
  • Icecrown Citadel (8.1) (New) - Max players: 5.
  • Siege of Zuldazar - Heroic Raid - Name changed from "Zuldazar Raid - Heroic Raid" to "Siege of Zuldazar - Heroic Raid".
  • Siege of Zuldazar - Looking For Raid - Name changed from "Zuldazar Raid - Looking For Raid" to "Siege of Zuldazar - Looking For Raid".
  • Siege of Zuldazar - Mythic Raid - Name changed from "Zuldazar Raid - Mythic Raid" to "Siege of Zuldazar - Mythic Raid".
  • Siege of Zuldazar - Normal Raid - Name changed from "Zuldazar Raid - Normal Raid" to "Siege of Zuldazar - Normal Raid".

Maps
Battle for Azeroth
  • 8.0 Islands - Cave - 8KUL_CaveMicro_freehold01 [Dev/Not Used] - Name changed from "8.0 Islands - Cave - 8KUL_CaveMicro_freehold01" to "8.0 Islands - Cave - 8KUL_CaveMicro_freehold01 [Dev/Not Used]".
  • DO NOT USE (PH Island 7, Accidental Copy) - Name changed from "Jorundall (Islands 7)" to "DO NOT USE (PH Island 7, Accidental Copy)".
  • Icecrown Citadel (8.1) (New) - Directory: 2147. Type: Normal.
  • Siege of Zuldazar - Name changed from "Zuldazar Raid" to "Siege of Zuldazar".

Scenarios
Escape from Tol Dagor
  • 01: Speak to Warden Amical - Name changed from "01: Speak to Warden" to "01: Speak to Warden Amical". Speak to Warden Amical. Delivering such a valuable prisoner will open many doors.

The Battle for Darkshore
  • 08: Sinking Our Roots (New) - Expand your base at Bashal'Aran.
  • 09: Advancing the Effort - Name changed from "08: Advancing the Effort" to "09: Advancing the Effort".
  • 10: The Northern Shore (New) - Remove the remaining Horde threat at Lor'danel Landing.
  • 11: The Fallen Moon - Name changed from "09: The Fallen Moon" to "11: The Fallen Moon".

World Safe Locations
Kul Tiras
  • 8.1 Incursions - Drustvar - Horde Finale (JDA) (New)
  • 8.1 Incursions - Mess From Above - Safe Loc - (MDE) (New)
  • 8.1 War Campaign - Chapter 03 - Rowboat Safe Point (msc) (New)

Ulduar
  • 8.1 Dwarf Heritage - Ulduar - GY Location - RRB (New)

Zandalar
  • 8.1 Incursions - Blood Coast - Water Ele - DC Safe Loc - GJC (New)
  • 8.1 Incursions - Crawler Mine Abandon (Nazmir) (MDE) (New)



Dark Legacy Comics #651
DLC #651 has been released.

by Published on 2018-10-13 04:32 PM

Island Expeditions Schedule
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As some players have noticed, we’ve been adding invasion-style events featuring new types of creatures to Island Expeditions every week. Aside from adding a little variety, these also give you a chance to earn different cosmetic rewards.

Here's a schedule for the remaining events which will be added each week over the next couple of months:
  • Week of October 9 (this week): Water Elementals
  • Week of October 16: Air Elementals
  • Week of October 23: Black Dragons
  • Week of October 30: Tol’vir
  • Week of November 6: Twilight Dragons
  • Week of November 13: Old Gods

Blue Posts
Originally Posted by Blizzard Entertainment
Ion being contradictory about World First?
So apparently today Ion said the team loves watching the World First race.

But yesterday in the Q&A, Ion said that the dev team doesn't care about the World First race, so if the Battle of Dazar'alor ends up with different final bosses for each faction, it doesn't matter, and it'll be up to players to decide what "World First" actually matters. (And yes, I'm also aware he said that they may end up making it so all the bosses will end up the same order regardless of faction, but they aren't sure yet)

I don't even care about World First, but isn't that like, seriously contradictory? You either care or you don't care about World First, but apparently Ion both cares and doesn't care about it in a 12 hour time frame of one another???

We love that the community rallies around World Firsts as this is a community created thing that became so popular, but when he says that we don't care about it he's just saying that we don't design with it in mind. It's a very niche thing as well as a niche type of player. We're talking about a less than .1% of players that even set foot inside the current raid tier at Mythic level that would even be competing for these World Firsts.

Like Ion said in the Q&A we design encounters in the way that we feel would be the best experience. We might be wrong sometimes but that's the goal and we try to hit that. (Blue Tracker / Official Forums)

WoW Subscribers
Is it just me or have there been far, far more threads claiming to not continue their sub/cancel completely compared to all throughout Legion? Like, it's getting to a point where I'm wondering if Blizzard is worried or not. I don't want to go through another WoD debacle but I'm just personally noticing the increase in people who seemingly are done with my favorite game of all time.

This is troubling, no? Blizzard do you even care?

Then before that it was Legendaries in Legion, etc. The list goes on for each expansion. I remember seeing people on the forums claiming that the 1.6 patch was going to kill the game because it allowed players to queue for BGs at the Battlemasters in capital cities and thus they were unsubbing, this was 13 years ago.

I don't want to diminish or invalidate anyone's criticism with this post but yes, GD has always been like this and always will. (Blue Tracker / Official Forums)

im actually kind of sad to see this reply as it just feels inline with everything going on lately. shrug of the shoulders and oh well, btw we are making azurite more complicated, have a nice day!!. in this answer all I see is more of the same our way or the highway attitude from blizz. its disappointing.

Just gotta say, despite saying you don't want to diminish or invalidate criticism, you do just that.
Sorry if that was the feeling at all as like I said I don't aim to do that by any means.

Even though we all know how GD can get, we by no means use that to dismiss any present feelings or overall concerns. We recognize everyone is coming from a good place when they raise a concern and every forum post does have a point. Sometimes the point is a little silly or we disagree with it, but that doesn't make it any less valid from that perspective of that player (even if they use McNuggets to explain it). Internally though we share a lot of the concerns you guys have, and conversations happen daily around them as well. We discuss what actually causes this problem and how to solve it. That includes fixing something if we feel it does need to be fixed. (Blue Tracker / Official Forums)
by Published on 2018-10-12 04:10 PM

Developer Q&A - Ion Hazzikostas

This Week We're Creating Cards Which Have The Power Of Treants

Overwatch Patch 1.29 Highlights

Forbes Interview with Ion Hazzikostas on Battle for Azeroth's Launch
Forbes sat down with Ion Hazzikostas to discuss the launch of BfA and hot topics from the community.



  • The team has enjoyed seeing the millions of people dive into the world of Battle for Azeroth.
  • Ion admits that there was some major issues at launch such as the auction house lag and the Legion Mythic + data carrying over to the first week of BfA Mythic +.
  • When they introduce major new systems, there's a lot to learn in terms of player feedback, from the beta to seeing millions of people interacting with them in a much more real way.
  • The team is actively trying to bring Azerite Traits in line with each other via Hotfix.
  • The "we told you our issues during beta" criticism is always tricky because there are many different people with many different opinions and play styles doing a variety of different content. It is impossible to please everyone, but they are always listening.
  • Things like long ramp up times for Shadow Priests and Feral Druids are major concerns because it essentially does make them irrelevant for the environment of Mythic +, and the team recognizes that as a problem.
  • The team makes sure that the core systems of the expansion are polished and ready to go, but realize that they can't delay an entire expansion for millions of players if a specific class or spec is not perfect.
  • Ion never said that the classes were not complete in the Q & A in which he said certain specs needed to wait for a patch to get adjustments, just that some of them needed to be adjusted and looked at still.
  • The truth of the matter is that classes are never complete in WoW and are always being adjusted and iterated. Often times changes in beta require other unforeseen additional changes in live.
  • The team recognizes that pressing several abilities on the global cooldown that do nothing but buff your character is not good gameplay and plan to address it (such as with frost death knight). They want to further develop classes so that these abilities do more than just buff.
  • Gameplay hasn't necessarily slowed down so much as whenever a new expansion launches stats have to be brought down as a character levels in order to stop characters from getting ridiculous stat percentages.
  • The team's top priority as of now is getting out content consistently and working on the Azerite System and the feel of Island Expeditions.
  • Azerite Armor was easily accessible in early game, but the team realizes that it became hard to acquire as you progressed in item level.
  • They are looking at how they can improve delivery of Azerite armor to get it into player's hands without also just having a loot hose where suddenly everyone is drowning in the stuff and it doesn't feel like it's even a reward anymore. They want to find a happy medium.
  • The team wants the Azerite powers to be more than just an externally solved math problem and give decisions such as what is most enjoyable for gameplay.
  • The team likes some sort of mystery that requires players to solve such as with Reorigination Array. They like to see players figuring out that this special buff takes 3 bosses per week to upgrade and that it basically happens organically as you raid.
  • The team recognizes that they could have done a better job explaining the different phases that happen during Warfront progression.
  • The team also recognizes that they should have explained the changes to the amount of loot rewarded from your weekly cache before BfA went live.
  • The team still wants Island Expeditions to be the best way to obtain Azerite and will continue to iterate on Island Expedition rewards as a whole.
  • They want Island Expeditions to feel more like questing and exploring in the world while leveling, meaning more clear roads and camps that lead to quests and objectives that are more dynamic.
  • The main source of pride for this expansion is the art team and the world that they created.
  • The team is happy with how War Mode turned out as well as the dungeons and raid.
  • It was awesome to see the race for Mythic World First.


Blizzcon Early Access Sale
Blizzcon attendees and virtual ticket holders can now view the early access sale for some Blizzcon merchandise!




Play with the Blues - Darkshore Warfront
You can help test the Darkshore Warfront with the Blizzard Devs tomorrow at 1 PM Pacific!
Originally Posted by Blizzard (Blue Tracker)
Tomorrow - Friday, October 12, starting at 1 PM Pacific (4 PM Eastern) - many members of the World of Warcraft design and QA teams will be hitting up the PTR to test the new Darkshore Warfront being added in Tides of Vengeance!

This initial test will feature the Alliance version of the Warfront. For testing purposes, it'll be accessible to characters level 110 to 120, and be forced active for the duration of the test regardless of the state of the Darkshore zone. We've also added an extra Warfront table to Stormwind to help newly-created PTR characters get in on the test easier, and sped up the overall cycle (again, to aid with testing).

Your participation is invaluable at this stage of development for the new Warfront, so we'd love to see you join us tomorrow as we put it through its paces. Thank you!

Join The Great Gnomeregan Run–October 13!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Are you a gnome? Do you know a gnome? Would you like to BE a gnome? (And who wouldn’t?) Then rise UP to the challenge of The Great Gnomeregan Run on Saturday, October 13 from Gnomeregan to Booty Bay.

Where: Beginning outside the gnome starting area and ending in Booty Bay
Who: Alliance-Only (Don’t worry, Horde can create a level 1 gnome and join in the fun too.)

Whether you’re a level 1 gnome (highly encouraged), a level 71 human, or a level 110 draenei, you’ll be able to join in this fun run beginning in the gnome starting area, winding through Dun Morogh, Ironforge, the Deeprun Tram, Stormwind, Elwynn Forest, Duskwood, and Stranglethorn Vale where the run culminates in Booty Bay.


It's a big big BIG world out there, but don’t worry about getting lost, there will be course markers and spectators along the way to help keep you on track. You’ll even see a few familiar faces among the onlookers!



Stranglethorn Vale is a dangerous place for low-level characters so you may want to find some muscle to join you along the way for a little extra protection. If you’re a higher-level character, think about playing chaperone for a gnome.

Whether short or tall, it will be a good time for all.
by Published on 2018-10-11 05:52 PM

Developer Q&A - Ion Hazzikostas
Game Director Ion Hazzikostas answered your World of Warcraft questions including those on the next content update—Tides of Vengeance.


Azerite Armor
  • An extra outer ring that has two spec specific traits per spec.
  • You'll have access to 3 traits of the 6-7 available.
  • In Season 2 and the new raid, all of the new gear will have a new outer ring that is spec specific traits only.
  • The goal is more customization, more access to traits you want, and more choices.
  • Set pieces in past expansions were an exception to the standard rules when it comes to items. It felt odd to need multiple of the exact same item to cover multiple specs with a set bonus.
  • If you look at how most items work, if you want to play another spec, you want another item for that slot.
  • Azerite armor is more flexible than normal items, as you can change the traits.
  • There is value to having a bit of friction when it comes to changing specs.
  • Someone that is dedicated to a spec should have a small advantage over someone who is constantly switching.
  • If you don't have the perfect gear and traits for another spec and you switch, you'll only be slightly less effective. This matters for the people racing to world first, but doesn't matter nearly as much for everyone else.
  • Spec switching is easier in most ways in Battle for Azeroth than it was in Legion.
  • When it comes to the cost of changing Azerite traits, if you need to change specs long term, that shouldn't feel punishing or overly restrictive.
  • The team didn't want players to have to swap Azerite traits between each fight during a raid.
  • Every time you respec, the cost of changing again doubles. Every 3 days, the cost will become half of what it was.
  • Unlike a lot of items, which are for a specific spec, you have the ability to change the item, just not endlessly without restriction.
  • The team will be able to reset the cost to change traits for Patch 8.1.
  • Mythic+ items will get new traits, you won't be stuck with the same ones forever.
  • Only getting Azerite armor from the Mythic+ chest isn't great. The team is trying to come up with a solution that is a middle ground.
  • There has to be some kind of restriction on how you can get Azerite armor, so it can't just have a chance to drop from every Mythic+.
  • Most people only do one or two Mythic+ dungeons each week.
  • The team wants to provide some way for you to target items from a specific dungeon, but they don't have a great solution yet.
  • If the endgame was just Mythic+ dungeons, the team would just allow drops from the end of run chests.
  • You shouldn't have to go and research what traits do, tooltips should explain them.
  • The team is adding a number of new traits and retiring/replacing some traits across various specs that haven't been popular or successful. Some of those traits can be fixed with tuning, but some of them just need to be retired.

Tanks
  • Tank balance is something that the team is looking at.
  • Brewmaster and Death Knight have too much survivability compared to other tanks.
  • Protection Warrior and Guardian Druid are lagging behind. Some of that is numerical tuning, some (with Prot Warrior) has to do with rotational flow. Changes coming to the PTR in the not so distant future.
  • It's important to remember that tanks bring different things to the fight.
  • When evaluating tanks, keep in mind what they are bringing to a fight as part of their toolkit.
  • A lot of the elements that make a tank skilled aren't quantifiable in terms of damage taken or mitigated.
  • Numerical stuff matters, but at the end of the day tanks shouldn't be in constant danger of death (outside of some exceptions). Feeling like you did everything right but your tank just fell over and died isn't great.
  • Bosses could literally two shot a tank in the past if they had a bad avoidance streak. That didn't feel great.
  • There are things such as Spirit Link that are desirable that aren't reflected in HPS logs.
  • Ancestral Vigor is another thing that just doesn't show up in HPS logs.

Restoration Shaman and Healers
  • Healer balance is on their radar.
  • It is a problem when a healer falls so short in a specific healing scenario that the raid is better off taking an under geared healer of a different class. This is something they want to fix.
  • For dungeons, Ascendance seems to always be the way to go and chain heal feels almost pointless to cast without High Tide. There are tuning changes that need to be done because of this.
  • Disc priests have a high skill ceiling but are over excelling at many of the high end content right now with the potential to outperform other healers while doing good damage. This is something the team is looking at fixing.
  • If one class has strengths and weaknesses and another is a jack of all trades, the latter should not beat the first class in the areas of their strength or this is a balance problem.
  • Tank and healer changes should be addressed in Tides of Vengeance. The team doesn't want to change too much right now as most raids are solidified and they want to provide notice before they shake things up.
  • Healing per second is important, but a little less important than damage per second as there are a lot of good cooldowns that aren't reflected in overall healing throughput, such as Spirit Link Totem.
  • The team wants to better convey to raid leaders the strengths of certain classes outside of raw throughput such as Ancestral Vigor with Shamans.

PvP Balance
  • Unholy DKs and Affliction Lock survivability is on the team's radar.
  • The team is looking at the current pace of Arena matches.
  • There should be a place for burst comps and slower comps.
  • Some recent changes in BfA made Affliction more single target oriented, the team wants to pull them back towards multi-DoT.
  • There should be a balance between quick reactions to feedback vs letting the metagame evolve and new comps emerging to counter what is strong.
  • If this season is known for a faster pace and more burst, and future seasons shift, that is a valid approach to take rather than trying to change the meta right away.
  • Hybrid healing is something the team will continue to address via hotfixes.
  • The team is looking at Shadow Priests too.

Warfronts
  • Patch 8.1 will have Alliance doing the Warfront right away.
  • The two Warfronts will have their independent contribution cycles.
  • Technically both could be active at the same time, but players tend to contribute to whichever is more complete.
  • The team did internal tests with full raid groups queuing for Warfronts. The problem is that with a full raid group you would steamroll the map objectives and get far ahead of the base building and other pacing mechanism. If you get too far ahead of the pacing, it isn't as fun.
  • If you have done the entire map and have to wait 15 minutes for your siege engines to progress, that isn't very fun.
  • The team has been looking at adding another version of Warfronts that is tuned for a raid group.

Allied Races
  • There aren't any plans to update the Death Knight starting area for Allied Races.
  • In Patch 8.1, the team will roughly double the amount of reputation awarded by Legion world quests for the Allied Races.

Raids
  • As of now, the team is going to call the raid Battle of Dazar'alor.
  • The 9 bosses that exist may be in the same order for both factions. Alliance may play through the entire battle, then have the recap of what they missed. Horde players may get their flashback moment during the middle of the raid.
  • In practice, Boss 9 may be the same boss for both factions.
  • There will be mechanical differences and differences in the experience for each faction.
  • The community will figure out which World First matters.
  • It's always amazing watching the best raiders in the world play the game, but the team is building raids to tell a story and provide an epic experience for millions of players.
  • The team won't throw out a cool idea just because it might cause controversy over the World First.
  • The World First race isn't something that Blizzard created, that was all the community. It's up to the community to determine how the World First will work in the upcoming tier.
  • There are a few good trinkets in Uldir. In the Dazar'alor raid there will hopefully be better tuning and trinkets.
  • The community values trinkets from non-raid content over raid trinkets. This is due to how those trinkets are budgeted for. Raid trinkets are created to be more interesting, maybe themed after the boss that drops them.
  • A straight strength proc has more interactions with player skill and other actions than a debuff that a trinket applies.
  • Sims assume that you are playing perfectly, which makes the straight stat proc trinkets more powerful than they really are.
  • The team has moved away from raids being the only/best endgame PvE content. There are plenty of people that are enjoying Mythic+ dungeons.
  • Tier sets were a unique raid reward, but players could jump into a PuG and usually get that set within a few weeks of clearing the raid. Tier sets aren't like they used to be, with a year long journey to get your entire set.
  • The team could have smaller 2 piece sets, or items with flavorful effects added across the game.
  • Each system should have some flavorful and unique rewards that aren't available from other systems.

Island Expeditions
  • Killing creatures will always be part of Island Expeditions, but the team wants to add more events and objectives to the islands.
  • Extraction points will let you set up an extractor to defend, granting a steady stream of Azerite. You'll need to prevent the other faction from taking it, or recapture it if they do.
  • Islands change weekly, but players have seen the giant Azerite Golem more times than they wanted.

RP Realms and Sharding
  • Except for the new content zones, there is no Cross realm zone tech enabled.
  • In the newest zones, sharding is necessary. A zone doesn't support 1500 people in it trying to do World Quests.
  • Normally sharding tries to keep players from the same sever together. War Mode discards that and tries to maintain faction balance over everything else.
  • People from other realms also join groups and will appear on your RP realm.
  • The team can look at the numbers and try to understand if specific servers could support a healthy gameplay experience on their own.
  • Realms with a high faction imbalance can't stand on their own, as it wouldn't be a great experience.

Group Finder and Mythic+
  • The team is still working through design questions, but they want group finder to allow you to list keystone level, search range, bringing your keystone, looking for a keystone, etc.

War Campaign
  • Alt friendliness is important in Patch 8.1.
  • When you finish story chapters, you hardly get any reputation. The team is adding significant amounts of reputation to each chapter, so you'll be able to play through them without a lot of extra farming.
  • Horde and Alliance assaults will provide additional ways to level alts, as well as Island Expeditions. Characters leveled this way may lack flight paths and gear.
  • The team is working on making a BoA book so you can learn flight paths on alts that you already know on your main character.

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