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by Published on 2022-01-20 10:55 PM

Mike Ybarra - Blizzard Trust and Culture Efforts Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I’m humbled to be part of Blizzard Entertainment–the rich history, the incredible talent, the best player communities, and of course, the amazing games we’re so fortunate to create. I’ve been leading Blizzard for a couple of months now, and in addition to the exciting news this week, I want to share some initial thoughts as we strive to put our team and players at the forefront of everything we do.

2021 was challenging for all of us. As individuals, we care about treating everyone around us with respect and dignity. As professionals, we care deeply about our crafts, and we want to work in the most supportive and safe environment possible.

Our top priority—now and into the future—is the work we are doing to rebuild your trust in Blizzard.

Watching Blizzard work as creatively and diligently as we have throughout this challenging time (on top of an ongoing pandemic) has been inspiring. Navigating these challenges, evolving our development processes, and being introspective and looking at how we can improve our culture shows incredible strength and commitment to one another, our work, and to the player communities.

I also was encouraged in reading forums, social posts, and emails from people within and outside of Blizzard, standing up for what is right and lending us your guidance. I want you all to know we are listening, and we are committed to change. As a first step toward improving communication with the community, I wanted to highlight some of the initial actions we are taking to improve our culture:

  • We’re measuring our executive and management teams directly against culture improvement. This means their (and my own) success and compensation will directly depend on our overall success in creating a safe, inclusive, and creative work environment at Blizzard.
  • We’re dedicating more full-time roles and resources to improving our culture. All too often, this important effort falls to employee resource groups, filled with people who already have full-time jobs. A few of the leadership positions we’ve established for this new team include:
    • a Culture leader who will help us maintain the best aspects of what we have today, and change and evolve where needed to ensure everyone brings their best self to Blizzard
    • a new organizational leader for Human Resources who will build trust, empower our teams, and help foster a safe, positive work environment for everyone
    • a Diversity, Equity, and Inclusion (DE&I) leader solely focused on our progress across multiple efforts in this area
    We are committed to staffing these teams as a priority.
  • We tripled the size of our compliance and investigation teams and have articulated clear accountability for unacceptable behavior. This applies to all employees at Blizzard, including leadership and management.
  • We have shared representation data internally with our teams and have set goals around improvement across thesemetrics.
  • We’ve put in place an upward feedback program so that employees have confidence in evaluating management, and we will use this to measure the quality and effectiveness of our managers.

These actions are just the beginning of the work that lies ahead for Blizzard. I’m motivated and excited to work directly on building the best environment for our teams, to allow them to bring their visions to life.

We also know we need to deliver content to our players on a more regular basis and innovate both in and beyond our existing games. We have some exciting things to announce, and I’ll be sharing more next week.

I want to thank our communities and our incredible teams for your dedication and guidance, which will always be our north star.

Here’s to an incredible 2022 and beyond.

- Mike "Qwik" Ybarra
by Published on 2022-01-20 03:23 AM

Patch 9.2 PTR - Build 41962
Build 41962 is now live on the PTR!

A few more Living World animations were added in this build.

  • LivingWorldWeatherEnter
  • LivingWorldWeatherLeave
  • LivingWorldWeatherLoop

New Models



New Mounts



New Items
There are many new items in this build, check out the full list on the WoWDB PTR site.

LevelTypeSlotNameModel Viewer
1JunkBushel of Mysterious Fruit
1JunkInfested Automa Core
226OtherFirim's Mysterious Cache
50OtherFirim's Specimen Container
45OtherMakaris's Satchel of Mines
1OtherProvis Wax
1OtherAutoma Integration
10MountIska's Mawrat Leash
 Modelviewer
10MountSpectral Mawrat's Tail
 Modelviewer
30MountFractal Cypher of the Zereth Overseer
 Modelviewer
30MountFractal Cypher of the Carcinized Zerethsteed
 Modelviewer
60QuestCarcinized Protoform
1QuestVespoid Honey
1QuestHaven Supplies


Eternity's End Development Notes - January 19, 2022
Originally Posted by Blizzard (Blue Tracker / Official Forums)
CLASSES

  • Death Knight
    • Class Sets
      • Blood
        • 4-piece: When you take damage, you have a chance equal to 100% of your Parry chance to lash out, Heart Striking your attacker. Dancing Rune Weapon now summons 2 Rune Weapons.
  • Druid
    • Restoration
      • All healing abilities increased by 10%.
      • All damage abilities increased by 10%.
      • Lifebloom healing over time increased by 12% and bloom heal increased by 20%.
      • Nourish healing (Talent) increased by 15%.
      • Overgrowth (Talent) mana cost reduced by 60%.
      • Inner Peace (Talent) now has an additional effect – While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks.
      • Germination (Talent) now has an additional effect – Rejuvenation duration increased by 2 seconds.
  • Mage
    • Class Sets
      • Arcane
        • 2-piece: Enemies affected by Touch of the Magi take 10% increased Arcane damage (was 18%).
      • Fire
        • 4-piece: Fire Blast and Phoenix Flames now recharge 50% faster while Combustion is active (was 100%).
  • Paladin
    • Ashen Hallow (Venthyr Ability) healing reduced by 15% for all specializations.
    • Holy
      • Ashen Hallow, Hammer of Wrath, Judgment, and Holy Shock damage reduced by 12%.
      • Avenging Wrath (Rank 3) has been removed.
    • Class Sets
      • Protection
        • 4-piece: When you take damage, you have a chance equal to 100% of your Block chance to cast Judgment at your attacker.
  • Priest
    • Holy
      • All healing abilities increased by 10%.
      • All damage abilities increased by 15%.
      • Symbol of Hope cooldown reduced to 3 minutes (was 5 minutes) and channel time reduced to 4 seconds (was 5 seconds).
      • Holy Word: Chastise damage increased by 25%.
      • Prayer Circle (Talent) now also reduces the mana cost of Prayer of Healing by 25%.
      • Guardian Angel (Talent) now has an additional effect – When Guardian Spirit saves the target from death, it does not expire.
      • Afterlife (Talent) now has an additional effect – As a Spirit of Redemption, you may cast Resurrection, which ends the Spirit of Redemption.
      • Binding Heal (Talent) has been removed.
      • Cosmic Ripple (Talent) has been moved and replaces Binding Heal (Talent) on row 40.
      • New Talent (Row 30): Binding Heals – 20% of Heal or Flash Heal healing on other targets also heals you.

DUNGEONS AND RAIDS

  • Mists of Tirna Scithe
    • Drust Spiteclaw’s Bloodletting now has a minimum range, and is only used on players at least 10 yards away.
    • Drust Spiteclaw’s Dying Breath now has a much smaller area of effect. A warning visual and delay has been added to allow time to play around it.
    • Dying Breath debuff duration reduced to 20 seconds (was 30 seconds), and is no longer automatically removed upon leaving combat.
      • Developers’ note: We hoped to see Dying Breath used for high-risk/high-reward plays, but players have found that the risk generally outweighed the reward. This update should make the risk more manageable & make the ability more interesting to play around.
  • Mythic+
    • Affixes
      • New Seasonal Affix: Encrypted – Enemies throughout the dungeon possess relics of the First Ones. Destroy the relics to summon the First Ones’ Automa and gain powerful bonuses, based on the order in which they were destroyed.

ITEMS AND REWARDS

  • Mechagon Peacekeeper, Rusty Mechanocrawler, and Scrapforged Mechaspider can now soar into the sky with their unique flying animation.

PLAYER VERSUS PLAYER

  • New Arena: Maldraxxus Coliseum
    • Developers’ note: Maldraxxus Coliseum will be the only arena available in the queue on the PTR for testing.

Achievement Changes
Originally Posted by MMO-Champion
Alterac Valley
Player vs. Player
  • Alterac Valley of Olde Earn 200 Timewarped Badges from doing quests and participating in Alterac Valley Classic. Reward: Frostwolf Snarler. 10 points. Account Wide. 10 points. Account Wide.
  • Alterac Valley of Olde Earn 200 Timewarped Badges from doing quests and participating in Alterac Valley Classic. Reward: Stormpike Battle Ram. 10 points. Account Wide. 10 points. Account Wide.

Dungeons
Feats of Strength

Guild Feats of Strength
Guild
  • Hall of Fame: The Jailer (Alliance) Among the first one hundred Alliance guilds worldwide to defeat The Jailer on Mythic difficulty. Title Reward: Famed Slayer of Zovaal the Jailer. The Jailer.
  • Hall of Fame: The Jailer (Horde) Among the first one hundred Horde guilds worldwide to defeat The Jailer on Mythic difficulty. Title Reward: Famed Slayer of Zovaal the Jailer. The Jailer.

Shadowlands
Exploration
  • Dune Dominance Complete the following special rare encounters in Zereth Mortis. 10 points. Arsenal: Weapons of Glorious Domination. 10 points.
  • Fashion of the First Ones (New) Collect all of the following Pocopoc costumes: Lovely Regal Pocopoc. 10 points.



Talent Changes
Originally Posted by MMO-Champion
Priest
Holy



Spell Changes
Originally Posted by MMO-Champion
Mounts

Item Set Bonuses
  • Arcane Lucidity Increases your Arcane damage dealt to enemies affected by Touch of the Magi by 18%. 10%.
  • Endless Rune Waltz Parrying an attack causes your weapon When you take damage, you have a chance equal to 100% of your Parry chance to lash out, Heart Striking your attacker. Dancing Rune Weapon now summons 2 Rune Weapons.
  • Fiery Rush While Combustion is active you burn for 2% 1% of your maximum health every 1 sec causing your Fire Blast and Phoenix Flames to recharge 100% faster. 50% faster.
  • Glorious Purpose Blocking an attack has a 33% When you take damage, you have a chance equal to 100% of your Block chance to cast Judgment at your attacker.
  • Living Shadow Consuming a Dark Thought causes your shadow to animate after a moment, dealing [ 204% of Spell Power ] Shadow damage over 6 sec to all enemies within 10 yards of your target.

Druid (Forums, Talent Calculator)
  • Lifebloom Heals the target for [ 195% [ 225% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 115% [ 138% of Spell Power ]. May be active on one target at a time. 40 yd range. Instant.

Restoration
  • Germination You can apply Rejuvenation twice to the same target. Rejuvenation's duration is increased by 2 sec. Restoration Druid - Level 50 Talent. Restoration Druid - Level 50 Talent.
  • Inner Peace Reduces the cooldown of Tranquility by 60 sec. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks. Restoration Druid - Level 45 Talent. Restoration Druid - Level 45 Talent.
  • Lifebloom Heals the target for [ 195% [ 225% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 115% [ 138% of Spell Power ]. May be active on one target at a time. Can be cast in Tree of Life Form. Can't be cast in Cat Form, Travel Form, Bear Form, Moonkin Form. Limited to 1 target. Druid - Restoration Spec. Druid - Restoration Spec. 8% of Base Mana. 40 yd range. Instant.
  • Nourish Heals a friendly target for [ 194% [ 223% of Spell Power ]. Receives triple bonus from Mastery: Harmony. Can't be cast in Cat Form, Travel Form, Aquatic Form, Bear Form, Dire Bear Form, Moonkin Form. Restoration Druid - Level 15 Talent. Restoration Druid - Level 15 Talent. 18% of Base Mana. 40 yd range. 2 sec cast.
  • Overgrowth Apply Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to an ally. Restoration Druid - Level 45 Talent. Restoration Druid - Level 45 Talent. 30% 12% of Base Mana. 40 yd range. Instant. 60 sec cooldown.
  • Restoration Druid Restoration Druid core passive Increases damage/healing by 25% 10%: Cenarion Ward, Cultivation, Efflorescence, Incarnation: Tree of Life, Lifebloom, Nourish, Reactive Resin, Regrowth, Rejuvenation, Spring Blossoms, Swiftmend, Tranquility, Wild Growth Increases periodic damage/healing by 10%: Cenarion Ward, Cultivation, Efflorescence, Incarnation: Tree of Life, Lifebloom, Nourish, Reactive Resin, Regrowth, Rejuvenation, Spring Blossoms, Swiftmend, Tranquility, Wild Growth Increases damage/healing by 37%: Ferocious Bite, Mangle, Moonfire, Shred, Thrash, Wrath Increases periodic damage/healing by 25% 37%: Ferocious Bite, Mangle, Moonfire, Shred, Thrash, Wrath Druid - Restoration Spec. Druid - Restoration Spec.

Paladin (Forums, Talent Calculator)
  • Holy Shock Triggers a burst of Light on the target, dealing [ 77% [ 68% of Spell Power ] Holy damage to an enemy, or [ 155% of Spell Power ] healing to an ally. Has an additional 30% critical effect chance. Generates 1 Holy Power. 100 yd range. Instant.
  • Holy Shock Triggers a burst of Light on the target, dealing [ 77% [ 68% of Spell Power ] Holy damage to an enemy, or [ 155% of Spell Power ] healing to an ally. Has an additional 30% critical effect chance. Generates 1 Holy Power. 100 yd range. Instant.

Holy
  • Holy Paladin Holy Paladin core passive Decreases damage/healing by 8%: Consecration, Crusader Strike, Glimmer of Light, Hammer of Wrath, Holy Prism, Holy Shock, Judgment, Light's Hammer, Shield of the Righteous Decreases damage/healing by 10% 20%: Hammer of Wrath and Judgment Increases damage/healing by 110%: Consecration Paladin - Holy Spec. Paladin - Holy Spec.
  • Holy Shock Triggers a burst of Light on the target, dealing [ 77% [ 68% of Spell Power ] Holy damage to an enemy, or [ 155% of Spell Power ] healing to an ally. Has an additional 30% critical effect chance. Generates 1 Holy Power. Paladin - Holy Spec. Paladin - Holy Spec. 16% of Base Mana. 40 yd range. Instant. 7.5 sec cooldown.

Priest (Forums, Talent Calculator)
  • Binding Heals (New) 20% of Heal or Flash Heal healing on other targets also heals you. Holy Priest - Level 30 Talent. Holy Priest - Level 30 Talent.

Holy
  • Afterlife Increases the duration of Spirit of Redemption by [ 50 + 25% of Spell Power ]% and increases the range of your healing spells 50% and the range of its spells by 50% while in Spirit of Redemption by [ 30 + 25% of Spell Power ]% you may cast Resurrection, which ends the Spirit of Redemption. Holy Priest - Level 30 Talent. Holy Priest - Level 30 Talent.
  • Guardian Angel When Guardian Spirit saves the target from death, it does not expire. When Guardian Spirit expires without saving the target from death, reduce its remaining cooldown to 60 seconds. Holy Priest - Level 30 Talent. Holy Priest - Level 30 Talent.
  • Guardian Spirit Calls upon a guardian spirit to watch over the friendly target for 10 sec, increasing healing received by 60% and preventing the target from dying by sacrificing itself. This sacrifice terminates the effect and heals the target for 40% of maximum health. Castable while stunned. Massive damage amounts will kill the target despite this effect If the target would die, the Spirit sacrifices itself and restores the target to 40% health. Castable while stunned. Cannot save the target from massive damage. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Holy Spec. Priest - Holy Spec. 0.9% of Base Mana. 40 yd range. Instant. 3 min cooldown.
  • Holy Priest Holy Priest core passive Increases damage/healing by 5%: Binding Heal 16%, Circle of Healing, Cosmic Ripple, Divine Hymn, Divine Star, Flash Heal, Greater Heal, Halo, Heal, Holy Nova, Holy Word: Salvation, Holy Word: Sanctify, Holy Word: Serenity, Holy Words, Penance, Prayer of Healing, Prayer of Mending, Renew Increases periodic damage/healing by 5%: Binding Heal 16%, Circle of Healing, Cosmic Ripple, Divine Hymn, Divine Star, Flash Heal, Greater Heal, Halo, Heal, Holy Nova, Holy Word: Salvation, Holy Word: Sanctify, Holy Word: Serenity, Holy Words, Penance, Prayer of Healing, Prayer of Mending, Renew Increases damage/healing by 25% 44%: Divine Star, Halo, Holy Fire, Holy Nova, Holy Word: Chastise, Holy Words, Mind Blast, Penance, Shadow Word: Death, Shadow Word: Pain, Smite Increases periodic damage/healing by 25% 44%: Divine Star, Halo, Holy Fire, Holy Nova, Holy Word: Chastise, Holy Words, Mind Blast, Penance, Shadow Word: Death, Shadow Word: Pain, Smite Decreases damage/healing by 19%: Shadow Word: Death Increases damage/healing by 47%: Shadow Word: Pain Increases periodic damage/healing by 47%: Shadow Word: Pain Priest - Holy Spec. Priest - Holy Spec.
  • Holy Word: Chastise Chastises the target for [ 112.5% [ 140% of Spell Power ] Holy damage and stuns them for 4 sec. Cooldown reduced by 4 sec when you cast Smite. Can't be cast in Shadowform. Priest - Holy Spec. Priest - Holy Spec. 2% of Base Mana. 30 yd range. Instant. 60 sec cooldown.
  • Prayer Circle Using Circle of Healing reduces the cast time and cost of your Prayer of Healing by 25% for 8 sec. Holy Priest - Level 40 Talent. Holy Priest - Level 40 Talent.
  • Symbol of Hope Bolster the morale of raid members within 40 yds. They each recover 60 sec of cooldown of a major defensive ability, and regain 18% 15% of their missing mana, over 5 4 sec. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Holy Spec. Priest - Holy Spec. 40 yd range. 5 sec cast (Channeled). 5 min cooldown. 4 sec cast (Channeled). 3 min cooldown.

Covenant Abilities
  • Ashen Hallow Hallow the target area for 30 sec. Enemies in the area suffer up to [ 330% [ 825% of Spell Power ] Shadow damage, and allies are healed for up to [ 252% [ 540% of Spell Power ], reduced if there are more than 5 targets. Within the Hallow, you may use Hammer of Wrath on any target, and its damage is increased by 100%. Venthyr. Venthyr. Instant.

Paladin (Forums, Talent Calculator)
  • Ashen Hallow Hallow the target area for 30 sec. Enemies in the area suffer up to [ 330% [ 825% of Spell Power ] Shadow damage, and allies are healed for up to [ 252% [ 540% of Spell Power ], reduced if there are more than 5 targets. Within the Hallow, you may use Hammer of Wrath on any target, and its damage is increased by 100%. Venthyr. Venthyr. 20% of Base Mana. 30 yd range. 1.5 sec cast. 4 min cooldown.
  • Ashen Hallow Hallow the target area for 30 sec. Enemies in the area suffer up to [ 330% of Spell Power ] Shadow damage, and allies are healed for up to [ 252% [ 216% of Spell Power ], reduced if there are more than 0 targets. Within the Hallow, you may use Hammer of Wrath on any target, and its damage is increased by 100%. Venthyr. Venthyr. 20% of Base Mana. 30 yd range. 1.5 sec cast. 4 min cooldown.

Item Effects
  • [DNT] Consume Enhancement Consume this crystal to gain its enhancement temporarily. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Epic 1 Enhancement [PH] Epic 1 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Epic 2 Enhancement [PH] Epic 2 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Epic 3 Enhancement [PH] Epic 3 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Epic 4 Enhancement [PH] Epic 4 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Rare 6 Enhancement [PH] Rare 6 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Rare 7 Enhancement [PH] Rare 7 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • [PH] Rare 8 Enhancement [PH] Rare 8 Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Absorptialic 10% chance to absorb enemy Spell damage. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Add Keystone Affix: Encrypted (New) Add the Encrypted affix to a Mythic Keystone. Instant.
  • Alacrialic Increase Haste by 5%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Architect's Ingenuity (New) Call forth an Attendant Automa who channels 0 Cosmic damage onto your target over 10 sec, after which it expires. Instant. 1.5 min cooldown. 20 sec global cooldown.
  • Automa Integration (New) Take on the appearance of a random automa. Instant.
  • Bouncing Bufonid (New) Release several Bouncing Bufonids into the world. 1 sec cast.
  • Bushel of Mysterious Fruit (New) Celebrate the fruits of your labor! 2 sec cast (Channeled). 30 sec cooldown.
  • Conduits for Free Increase your attunement to the Shadowlands, learning all Conduits and raising them to item level 252. 2 sec cast. 265. 2 sec cast.
  • Constialic Increase Stamina by 10%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Deflectialic 10% chance to deflect enemy Physical attacks. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Devourer Essence Stone (New)
  • Disintegration Halo Fire a resonant bolt at your target which causes a Disintegration Halo from its location, dealing 0 damage every 5 for 6 sec. Crescendos 4 until cancelled. Crescendos 3 times before taking it again from the top. Instant. 40 yd range. Instant.
  • Efficialic Your abilities have a 10% chance to incur no cooldown. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Extractialic Increase gold from looting by 2% and completing quests by 10%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Firim's Specimen Container (New) Place one of Firim's specimen containers in front of you. Unlimited range. Instant.
  • Flexialic Increase Versatility by 5%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Focialic Increase Mastery by 5%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Fortialic This effect will absorb a lethal attack, recovering 25% of your maximum health instead. This effect can only occur once every 10 min. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Healialic Restores 1% of max health to raid or party members within 30 yards every 1 seconds. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Infested Automa Core (New) Equip a living automa core to your back. Instant. 10 min cooldown.
  • Lucky Flip Your damaging attacks and spells have a chance to flip a coin granting 0 of a secondary stat for 15 sec. Heads is Critical Strike, and Tails is Haste. Good luck! Approximately 2 procs per minute.
  • Lupine's Slash Your attacks have a chance to call a lupine to lacerate the enemy, dealing 0 Physical damage over 6 sec. Approximately 4 procs per minute. 3 procs per minute.
  • Obscurialic Increase Avoidance by 10%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Opening (New) Create a broker's chestpiece appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Chestpiece.
  • Opening (New) Create a broker's helm appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Helm.
  • Opening (New) Create a broker's ring or trinket appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Accessory.
  • Opening (New) Create a broker's pair of bracers appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Bracers.
  • Opening (New) Create a broker's pair of pants appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Legguards.
  • Opening (New) Create a broker's pair of boots appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Boots.
  • Opening (New) Create a broker's pair of spaulders appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Shoulders.
  • Opening (New) Create a broker's belt appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Belt.
  • Opening (New) Create a soulbound weapon or offhand item appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Weaponry.
  • Opening (New) Create a broker's cloak appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Cloak.
  • Opening (New) Create a broker's pair of gloves appropriate for your loot specialization. 3 sec cast. Reagents: Broker's Gloves.
  • Osmosialic Increase Leech by 5%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Override Security (New) Disable the protective measures on the High Value Cache. Instant.
  • Perceptialic Increase Critical Strike chance by 5%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Potentialic Increase pri by 5%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Pre-Fabricated Assistant Your healing spells and abilities have a chance to activate a Pre-Fabricated Assistant who applies 0 absorb to one of your injured allies every sec for until cancelled. Your assistant prefers to repair allies you have recently directly healed. your most injured nearby ally every 1 sec for 10 sec. Approximately 1.5 procs per minute.
  • Prodigious Sands (New) Your damaging and healing spells have a chance to pelt your target with magical sands, dealing 0 Nature damage to an enemy or restoring 0 health to an ally. Approximately 7.5 procs per minute.
  • Provis Wax (New) Wear Provis Wax. Instant.
  • Punisher Mine (New) Instant.
  • Reflectialic 5% chance to reflect incoming damage back to the attacker. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Relialic Your equipment suffers no durability loss. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Resonant Carapace Name changed from "[PH] Rare 3 Enhancement" to "Resonant Carapace". [PH] Rare 3 Enhancement Spell Description Grants the caster a benefit when Pocopoc possesses Coreless Scarabid, reducing their damage taken by 10. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Resonant Gossamer Name changed from "[PH] Rare 2 Enhancement" to "Resonant Gossamer". [PH] Rare 2 Enhancement Spell Description When Pocopoc possesses Coreless Tarachnid, it gives you a chance to stun and poison creatures attacking you in melee. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Resonant Mucus Name changed from "[PH] Rare 4 Enhancement" to "Resonant Mucus". [PH] Rare 4 Enhancement Spell Description When Pocopoc possesses Coreless Helicid, it has a chance on attack to slow enemy creatures' movement, attack and cast speed. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Resonant Rage Name changed from "[PH] Rare 1 Enhancement" to "Resonant Rage". [PH] Rare 1 Enhancement Spell Description When Pocopoc possesses Coreless Vombata, it has a chance to cast short Bloodlust on party members when killing enemy creatures. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Resonant Regrowth Name changed from "[PH] Rare 5 Enhancement" to "Resonant Regrowth". [PH] Rare 5 [PH] Takeover Elemental Enhancement Spell Description. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Rigialic Increase critical damage and healing by 20%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Robustialic Protects the bearer from stun, root, and snare effects from enemy creatures. This effect can only occur once every 30 sec This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • The Lion's Roar Approximately 10 procs per minute.
  • The Lion's Roar Channel the Light for 3 sec, creating a zone of protection around you, absorbing 20% of all damage taken by allies within, up to a total of 0. Dealing Holy damage, dealing Shadow damage, or killing enemies reduces Your critical heals will reduce the cooldown by 3 sec. Valid only for healer specializations. 3 sec cast (Channeled). 10 min cooldown.
  • Toxicialic Increase Critical Strike chance by 5%. This effect will last for 15 min. Only works in Shadowlands outdoor areas or Oribos. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Unwind Fate (New) If you are killed by no more than 0 damage, the Weave of Warped Fates will unwind your fate, returning yourself to life and healing for 0. This effect can only occur once every 6 min.
  • Vacuuming Generate wind suction strong enough to remove debris from vespoid nests. 20 yd range. Instant. 3 sec cast (Channeled).
  • Velocialic Increase Speed by 10% and Mounted Speed by 20%. This effect will last for 15 min. Instant. Only works in Shadowlands outdoor areas or Oribos. Instant.
  • Zereth Vision Grants you the ability to identify Pocopoc Energy nodes within Zereth Mortis Grants Pocopoc the ability to take over creatures without consuming energy. This ability grows more powerful as you research the Cyphers of the First Ones.

Raid & Dungeon Abilities
  • Calibrations of Oblivion The Jailer manipulates the Machine of Origination causing pylons to Control Pylons throughout the chamber release cosmic energy, inflicting 100 Shadow damage to all players within 20 yards. Instant.
  • Chain Breaker Inflicts The chain shatters, inflicting 40 Shadow damage to all players. Instant.
  • Chains of Anguish The Jailer envelops his target in constricting chains, initially binds his current target in chains inflicting 60 Physical damage every 2 sec and increasing by 10% every tick for 40 sec. Additionally Chains of Anguish binds the target to the 3 nearest allies, mirroring all Physical damage taken to them for 40 sec. This effect can be canceled by moving 30 yds away. Chain Breaker is triggered when this effect ends. 40 yd range. Instant. for 40 sec and growing in intensity over time. The target is chained to the nearest 3 allies, who suffer any Physical damage taken by the primary target until their chains are broken. Moving 30 yards from the primary target breaks a chain and triggers Chain Breaker. 40 yd range. Instant.
  • Chains of Oppression The Jailer summons chains, pulling the players chains all players to him, pulling them towards his location and inflicting 15 Shadow damage every 2 sec for 6 sec. Zovaal then begins casting Oppression. 300 yd range. Instant. The Jailer casts Oppression as the chains expire. 300 yd range. Instant.
  • Compulsion The Jailer marks 3 players with a Rune of Compulsion lasting several players with a wicked rune for 4 sec. Upon expiration the rune applies a shield absorbing 300 damage lasting 30 sec. While this that absorbs the next 300 damage for 30 sec. While the shield holds, the player is hostile to allies and is compelled to jump off the edge of the platform. Instant.
  • Compulsion The Jailer marks 3 players with a Rune of Compulsion lasting several players with a wicked rune for 4 sec. Upon expiration the rune applies a shield absorbing 300 damage lasting 30 sec. While this that absorbs the next 300 damage for 30 sec. While the shield holds, the player is hostile to allies and is compelled to jump off the edge of the platform. Instant.
  • Crushing Prism Halondrus encases several players in prisms of light that reduce movement speed by 3% and inflict 1 Cosmic damage every 1 sec for 16 sec. This effect stacks. Unlimited range. Instant. growing in intensity for 16 sec. Unlimited range. Instant.
  • Cry of Loathing Name changed from "Cries of Loathing" to "Cry of Loathing". The Incarnation of Torment Unleashes an agonizing scream, inflicting 20 Shadow damage and decreases attack speed and cast speed by 10% for 20 sec. This effect can stack 8 times to all players and decreasing their haste by 10%. This effect stacks. 5 sec cast. 5 sec global cooldown.
  • Cry of the Damned Name changed from "Cries of the Damned" to "Cry of the Damned". Unleashes a cry of anguish, inflicting 3 Shadow damage. This damage is increased by 25% every time it is cast. 3 sec cast. The Harbinger of Oblivion unleashes a cry of anguish that inflicts 3 Shadow damage to all players and increases the damage of its next Cry of the Damned by 25%. This effect stacks. 3 sec cast.
  • Decimator The Jailer hurls his flail at a player's location the head of his flail, inflicting 70 Shadow Damage to all players within a 13 yards and knocks all players from the point of impact. Unlimited range. Instant. players within 13 yards of the point of impact and knocks away all players. Unlimited range. Instant.
  • Decimator The Jailer hurls his flail at a player's location the head of his flail, inflicting 70 Shadow Damage to all players within a 13 yards and knocks all players from the point of impact. Unlimited range. Instant. players within 13 yards of the point of impact and knocks away all players. Unlimited range. Instant.
  • Deconstructing Energy Lihuvim causes protoform energy to collapse around several players, inflicting 10 Cosmic damage every 1 sec for 6 sec. After 6 sec, this energy explodes outwards inflicting 40 Cosmic to all enemies within 11 8 yards. In addition, any Unstable Motes in the area are destroyed. Limited to 1 target. 300 yd range. Instant.
  • Disintegration Halo Rings of energy expand from dominated reservoirs, inflicting 30 Shadow damage, increasing when a player crosses the ring. In addition, inflicts 5 Shadow damage every 1 sec. and increases damage taken from Disintegration Halo by 500% for 5 sec. Unlimited range. Instant.
  • Disintegration Halo Rings of energy expand from dominated reservoirs, inflicting 30 Shadow damage, increasing when a player crosses the ring. In addition, inflicts 5 Shadow damage every 1 sec. and increases damage taken from Disintegration Halo by 500% for 5 sec. 120 yd range. Instant.
  • Disintegration Halo (New) Rings of energy expand from dominated reservoirs, inflicting 30 Shadow damage when a player crosses the ring. In addition, inflicts 5 Shadow damage every 1 sec. and increases damage taken from Disintegration Halo by 500% for 5 sec. Unlimited range. Instant.
  • Ephemeral Burst The ephemeral mote bursts, increasing damage taken from subsequent bursts by 100% and The mote bursts inflicting 20 Cosmic damage to all players. This effect stacks. Unlimited range. Instant. Unlimited range. Instant.
  • Falling Debris Corrupted pylons fall from the sky and explode, inflicting 65 Shadow damage to all crash to the floor, inflicting 65 Shadow damage to players within 25 yards of the point of impact. Unlimited range. Instant. impact location. Unlimited range. Instant.
  • Fractal Energy While its shield is gone the pylon The Defense Core inflicts 4 Cosmic damage every 1 sec to all players. Instant. while Fractal Shell is removed. Instant.
  • Lightshatter Beam Halondrus inflicts 80 Cosmic damage and briefly silences everything in the direction of its current target. The energy lingers, inflicting to its current target and any players caught in the beam. Inflicts an additional 20 Cosmic damage every 1 sec and increasing damage taken from the increases damage taken from Lightshatter beam by 500% for 26 sec. This effect stacks. Unlimited range. Instant. Shatters Fractal Shell. Unlimited range. Instant.
  • Misery The Jailer delivers finishes with a crushing attack, inflicting 600 Physical damage split among all players within 10 yards of impact. Players hit by this attack are knocked back. If less knocking them back. If fewer than 5 players are hit the ground explodes, inflicting 300 Shadow damage to all players. 1,000 yd range. Instant.
  • Oppression The Jailer detonates the ground around him, inflicting 225 Shadow damage to all players. This damage is decreased the further the player is from Zovaal farther the player is from the Jailer. Unlimited range. 6 sec cast.
  • Persecution The Jailer unleashes a powerful attack slams his current target, inflicting 200 Physical damage and increasing Physical damage taken by 200% for 40 sec. Unlimited range. Instant.
  • Persecution The Jailer unleashes a powerful attack slams his current target, inflicting 200 Physical damage and increasing Physical damage taken by 200% for 40 sec. 200 yd range. Instant.
  • Rampaging Swarm Upon death, the dreadlord erupts into a Rampaging Swarm and inflicts 3 2 Shadow damage to all players every 1 sec and increases in intensity every 1 sec. 200 yd range. Instant.
  • Ravenous Hunger The Inchoate Shadow consumes the health of the living, inflicting 25 22 Shadow damage to all players and healing itself for 15% of its maximum health. Instant.
  • Rune of Damnation The Jailer marks 3 players with a Rune of Damnation, inflicting several players with a dark rune that inflicts 5 Shadow damage every 1 sec for 7 sec. Upon expiration the player explodes, knocking them up rune erupts, knocking the player upwards and inflicting 400 Shadow damage to all players. Unlimited range. Instant. If the player is inside a pylon conduit, the eruption does not affect allies. Unlimited range. Instant.
  • Rune of Damnation The Jailer marks 3 players with a Rune of Damnation, inflicting several players with a dark rune that inflicts 5 Shadow damage every 1 sec for 7 sec. Upon expiration the player explodes, knocking them up rune erupts, knocking the player upwards and inflicting 400 Shadow damage to all players. 300 yd range. Instant. If the player is inside a pylon conduit, the eruption does not affect allies. 300 yd range. Instant.
  • Shattering Blast The Jailer launches a blast of destructive energy at his destructive magic at his current target, inflicting 80 Shadow damage initially and and an additional 12 Shadow damage every 1 sec for 18 sec to all players within 10 yards. Any pylons hit players within 10 yards. Pylons caught in the blast are destroyed. Unlimited range. Instant.
  • Suffering The Jailer delivers a maw infused attack to all players, inflicting an initial 30 Physical damage and bleed for 10 Physical massive attack that inflicts 30 Shadow damage to all players and causes them to bleed for an additional 10 Shadow damage every 3 sec for 21 sec. Unlimited range. Instant.
  • Torment The Jailer utters a wicked pronouncement causing 10 players to explode to 10 players causing them to erupt after 5 sec, inflicting 40 Shadow damage to all players within 6 yards of targets. Unlimited range. Instant.
  • Tormenting Echo The Jailer's words echo after 2 sec, inflicting 40 Shadow damage to all players within 6 yards of initial point of impact. Unlimited range. Instant. players within 6 yards of where Torment detonated. Unlimited range. Instant.
  • Tyranny Dominated Pylons leave behind an Essence of Tyranny that launches at a target, inflicting 30 Shadow damage initially and create orbs of dark energy that mark random players and launch towards them 3 sec later. Each wave of energy inflicts 30 Shadow damage and an additional 10 Shadow damage every 3 sec for 15 sec to the target and every player in the way. 300 yd range. Instant. players caught in their path. 300 yd range. Instant.
  • Unholy Ground The pylon radiates corrupted energy, inflicting 40 Shadow damage every 1 sec. Instant. to nearby players. Instant.



Garrison Talents
Originally Posted by MMO-Champion
Unknown Shadowlands Garrison Talent Category (8)
  • Altonian Understanding Tier 7, Column 2. Spell: |L290-Gain the ability to communicate, interact, and quest with Jiro in the Terrace of Formation, Pilgrim's Grace and Untamed Verdure. Completing this questline will open up an additional daily quest and a cypher vendor with useful items.|l Research Time and Cost have been reduced for PTR Verdure.|l. Expected Cost: 175 Expected Research Time: 6 days, 18 hours
  • Cachial Tier 6, Column 1. Spell: |L290-You can interact with the Caches of Creation puzzles. Pocopoc can also be asked to seek out and mark nearby Caches. Decrypting Caches of Creation can award you Cyphers of the First Ones.|l on your mini-map. Decrypting Caches of Creation awards Cyphers of the First Ones.|l
  • Corial Tier 3, Column 3. Spell: |L290-Pocopoc may now can be asked to seek out and mark nearby Coreless Automa.|l Automa. Additonally, Pocopoc can communicate with wildlife to track valuables in hard to reach locations. These include forgotten treasure vaults, as well as elusive herbs and mining deposits.|l
  • Creatian Tier 4, Column 1. Spell: |L290-Pocopoc can Tier 3, Column 1. Spell: |L290-Allows Pocopoc to interact with Echoed Jiro granting you increased movement speed, improved resources when gathering, or reduce enemy detection range. $@garrspelldesc|l reduced enemy detection range. $@garrspelldesc|l
  • Dealic Understanding Tier 1, Column 3. Spell: |L290-Pocopoc gains the ability to take control of wildlife to assist you in combat for 3 minutes. You gain a deeper understanding of Lore Concordances. You can access a Protoform Synthesis forge to instantiate small creatures.|l gain access to the Protoform Synthesis forge which allows the discovery and creation of small creatures.|l
  • Echial Tier 3 Tier 4, Column 1. Spell: |L290-Pocopoc can be asked to seek out and mark Echoed Jiro on your mini-map when one is nearby. Unlocking Creatian will allow Pocopoc to interact with Echoed Jiro, granting you increased movement speed, improved resources when gathering, or reduce enemy detection range.|l nearby Echoed Jiro on your mini-map.|l
  • Metrial Understanding Tier 1, Column 1. Spell: Gain access to a Progenitor Core Pet Pocopoc and Lore Concordances in Zereth Mortis. |L290- You gain 1 Pocopoc Energy every 6 minutes. Maximum energy is 10. Being able to fully understand a Lore Concordance will grant 10. Fully understanding Lore Concordances grants a bonus to all players that are near it.|l near it. You may reactivate the buff by going back to the Concordance.|l
  • Sopranian Understanding Tier 7, Column 3. Spell: |L290-Gain the ability to communicate, interact, and quest with Automa in the Arrangement Index and Endless Sands. Completing this questline will allow you access to a Protoform Synthesis forge that allows you to instantiate large creatures to use as mounts.|l You gain further access to the Protoform Synthesis forge which allows the discovery and creation of large creatures.|l
  • Suplim Tier 4, Column 4. Spell: |L290-Pocopoc's supoort ability gains additional effects. $@garrspelldesc|l support ability gains additional effects. $@garrspelldesc|l
  • Trebalim Understanding Tier 1, Column 4. Spell: |L290-Pocopoc gains the ability to take on additonal additional combat roles to help you while in Zereth Mortis. When in one of these roles Pocopoc gain has access to a new ability. You gain an even deeper understanding of Lore Concordances. |l



Strings Changes
Originally Posted by MMO-Champion
  • DDD_GO (New) - GO
  • DDD_MISS (New) - Miss
  • DDD_START (New) - START
  • ERR_SOLO_SHUFFLE_WARGAME_GROUP_COMP (New) - Exactly 4 DPS, and either 2 Tanks or 2 Healers, must be present to begin a Solo Shuffle Wargame.
  • ERR_SOLO_SHUFFLE_WARGAME_GROUP_SIZE (New) - Exactly 6 non-spectator players must be present to begin a Solo Shuffle Wargame.
  • PREFIX_SOLO_SHUFFLE (New) - Solo Shuffle: %s
  • SL_SET_CONVERSION_INPUT_DESCRIPTION (New) - Insert a Season %d item from Mythic+, Rated PvP, or the Sepulcher of the First Ones
  • SLASH_SOLOSHUFFLE_WARGAME1 (New) - /soloshufflewargame
  • SLASH_SOLOSHUFFLE_WARGAME2 (New) - /sswg
  • SLASH_SPECTATOR_SOLOSHUFFLE_WARGAME1 (New) - /invitespectatorsoloshufflematch
  • SPELL_FAILED_CUSTOM_ERROR_637 (New) - This battle pet is unable to ride on the Magic Saucer.



Misc Changes
Originally Posted by MMO-Champion
Battle Masters
  • All Arenas - Level: 20-60. Players: 5. Rated players: 5. Maps: Ashamane's Fall, Black Rook Hold Arena, Blade's Edge Arena, Dalaran Sewers, Empyrean Domain, Hook Point, Mugambala, Nagrand Arena, Ruins of Lordaeron, Shado-Pan Showdown, The Robodrome, The Tiger's Peak, Tol'Viron Arena. Map: Maldraxxus Coliseum.
  • All Arenas - Brawl. Level: 60. Players: 6. Rated players: 6. Maps: Black Rook Hold Arena, Blade's Edge Arena, Maldraxxus Coliseum, Mugambala, Nagrand Arena, Ruins of Lordaeron, The Tiger's Peak, Tol'Viron Arena.
  • All Arenas (New) - Brawl. Level: 60. Players: 6. Rated players: 6. Map: Maldraxxus Coliseum.

Character Titles
  • %s, Famed Slayer of The Jailer (New)
  • %s, Guardian of the Pattern (New)

Currency Types
Shadowlands
  • Cosmic Flux - The very essence of creation Swirling fragments of creation energy that enable transformation, Cosmic Flux can be used to empower equipment at the Creation Catalyst in Zereth Mortis.or fuel the Runecarver's Chamber in Torghast.

Flight Masters
Zereth Mortis
  • Arcae Locus - Name changed from "Treasure Access" to "Arcae Locus".

Keystone Affixes
  • Encrypted - Enemies throughout the dungeon summon Automa when engaged in combat. Defeat the Automa to unlock the First Ones' secrets and gain powerful bonuses. possess relics of the First Ones. Destroy the relics to summon the First Ones' Automa and gain powerful bonuses, based on the order in which they were destroyed.

Mounts
Flying Mounts
  • Zereth Overseer (New) - Flying Mount. Zereth Overseer. "Enigmatic and aloof, this construct of the First Ones flies on a graceful stream of perfect geometric understanding." Source: Drop: The Jailer Zone: Sepulcher of the First Ones Difficulty: Mythic

Ground Mounts
  • Colossal Plaguespew Mawrat (New) - Ground Mount. Colossal Plaguespew Mawrat. "These rodents became Iska's infamous sentries, scouting and carrying her plague across the Maw. Their presence is only followed by ruin." Source: Drop: Rhuv, Gorger of Ruin
  • Colossal Wraithbound Mawrat (New) - Ground Mount. Colossal Wraithbound Mawrat. "Infused by the energies of tormented souls, these creatures have adopted ghostlike abilities that make them quite elusive." Source: Drop: Mawsworn Supply Chest
  • Patient Bufonid - Ground Mount. Patient Bufonid. "Some bufonids will sit perfectly still for hours or days at a time if left to their own devices. Fortunately, they're also quite agreeable if a rider would like to move more often than that." Source: Profession: Protoform Synthesis Quest: [PH]
by Published on 2022-01-19 06:08 PM

Building Azeroth - Revisiting the Original Black Temple Trailer
In a new behind the scenes video, Lead Cinematic Narrative Designer Terran Gregory shares how the original Black Temple cinematic was created.

by Published on 2022-01-18 01:56 PM

Microsoft To Buy Activision Blizzard for $68.7 Billion
In quite the surprise this morning, Microsoft has announced it is set to purchase Activision Blizzard for 68.7 billion dollars.

Update: Activision CEO Bobby Kotick is expected to leave after the deal closes.






Originally Posted by MMO-Champion
Welcoming the Incredible Teams and Legendary Franchises of Activision Blizzard to Microsoft Gaming

Creators of Call of Duty, Warcraft, Candy Crush, Tony Hawk, Diablo, Overwatch, Spyro, Hearthstone, Guitar Hero, Crash Bandicoot, StarCraft and more join Team Xbox

As a team, we are on a mission to extend the joy and community of gaming to everyone on the planet. We all know that gaming is the most vibrant and dynamic form of entertainment worldwide and we’ve experienced the power of social connection and friendship that gaming makes possible.

As we pursue that mission, it is incredibly exciting to announce that Microsoft has agreed to acquire Activision Blizzard.

Over many decades, the studios and teams that make up Activision Blizzard have earned vast wellsprings of joy and respect from billions of people all over the world. We are incredibly excited to have the chance to work with the amazing, talented, dedicated people across Activision Publishing, Blizzard Entertainment, Beenox, Demonware, Digital Legends, High Moon Studios, Infinity Ward, King, Major League Gaming, Radical Entertainment, Raven Software, Sledgehammer Games, Toys for Bob, Treyarch and every team across Activision Blizzard.

Until this transaction closes, Activision Blizzard and Microsoft Gaming will continue to operate independently. Once the deal is complete, the Activision Blizzard business will report to me as CEO, Microsoft Gaming.

Upon close, we will offer as many Activision Blizzard games as we can within Xbox Game Pass and PC Game Pass, both new titles and games from Activision Blizzard’s incredible catalog. We also announced today that Game Pass now has more than 25 million subscribers. As always, we look forward to continuing to add more value and more great games to Game Pass.

The fantastic franchises across Activision Blizzard will also accelerate our plans for Cloud Gaming, allowing more people in more places around the world to participate in the Xbox community using phones, tablets, laptops and other devices you already own. Activision Blizzard games are enjoyed on a variety of platforms and we plan to continue to support those communities moving forward.

As a company, Microsoft is committed to our journey for inclusion in every aspect of gaming, among both employees and players. We deeply value individual studio cultures. We also believe that creative success and autonomy go hand-in-hand with treating every person with dignity and respect. We hold all teams, and all leaders, to this commitment. We’re looking forward to extending our culture of proactive inclusion to the great teams across Activision Blizzard.

Around the world, there is no more exciting venue for fun and connection than video games. And there has never been a better time to play than right now. As we extend the joy and community of gaming to everyone, we look forward to welcoming all of our friends at Activision Blizzard to Microsoft Gaming.
by Published on 2022-01-17 10:19 PM

Blizzard on Tier Set Design for Patch 9.2
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey! These are all really good questions, and I’ll do my best to answer them in a way that’s hopefully transparent enough to provide some insight and not so vague as to be frustrating. A few disclaimers & some context before I start to set the stage: I was only personally responsible for a fraction of the set bonus / acquisition initiative (Rogue/DK/Part of Warlock w/ Frozzo), so I’m going to try to center on my experiences to open the door for my other teammates to engage with their own perspectives on this.

’What does the team feel the ultimate goal of a tier set is?'

Approaching Tier Sets or Class Sets was interesting because there’s so much history associated with them that caused a lot of perception & expectation for us to manage heading into the project - namely, how do we make good on those implicit promises without players feeling let down by their return without creating unrealistic design goals for ourselves to stack up against. This whole post is gonna get real philosophical btw, so sorry/you’re welcome lmao.

Tier Sets have always been powerful upgrades to your character, but the idea that they’ve significantly changed your gameplay or enhanced your fantasy is more of a modern idea as far as WoW’s lifetime is concerned. Even going back to the Wrath & Cataclysm eras, the design of some Tier Sets were clearly adhering to a different expectation than players have today. It’s absolutely true that some instances of raw stats additions like resource regeneration functionally changed the rotations for some classes (you got to use certain spells at different frequencies), but for the most part they were just flat upgrades that didn’t interact with your character, and in many cases they weren’t even unique (I want to say even as far back as Mists/WoD it was common for some classes or role types to share a functionally similar 2-piece or 4-piece bonus).

Even among those expansions though, it was common for a few Set Bonuses to rise to the top of the conversation. As a Frost DK ‘main’ I can say Nighthold (big surprise) made the biggest impact on me, but every class/spec has a few defining memories of a design that were so cool they made their entire patch better as a result - some even ended up as baseline, talents, or riffed on/referenced in Legendaries, Conduits, etc down the line. Our goal with 9.2 was to try and make Sets that evoked those responses as much as possible. So, that said, a broad summary of our goals were that for 9.2, Set Bonuses had to do any (or if possible all) of the following:

a. meaningfully change your spec’s rotation
b. enhance your spec’s core fantasy, or give other elements of that fantasy the space to shine
c. enhance a spec’s mechanical identity (or ‘niche’)
d. (secret bonus goal - as these sets do not exist in a vacuum, introduce bonuses that work well with the metagame systems present so they feel intuitive and synergistic rather than disruptive and obtuse. This one’s obviously hard to get perfect but it’s still a goal.)

I’m not quoting an exact document here, and not everyone’s going to agree on what these mean exactly, so I’ll dive a little deeper on these further below. However, the ultimate goal is that by adhering to these guidelines, we have a greater chance now (and in future tier sets) to make more of those lasting gameplay memories that people tell stories about tiers and expansions later. And, as a little treat to us, we get to experiment and learn more about what players like and don’t in ways that don’t necessitate a full-scale class rework or update that players might sometimes expect alongside larger or more significant updates.

How are Tier Set bonuses chosen?

Lots and lots of iteration, with those above goals as our sort of guiding star. For us, we chose/assigned classes based on comfort & generally speaking who was most passionate about which ideas. From there, we’d each just show off our ideas, give and take feedback on the designs, and tweak them until we liked them enough to show off in one big blast, like we did back in November PTR (I think? time is fake). I think for 36 bonuses our team had a pretty good reception generally speaking, which made me happy to see knowing how much work was put into the whole package.

For Frost DK I personally wanted to see Glacial Advance, a talent that’s never really seen significant play due to the opportunity cost of its talent row, tapped into via a different activator. The Assassination bonus envisions a slightly repackaged version of their Exsanguination talent, that similarly doesn’t see a lot of use, but is powerful in certain circumstances. There’s a number of these types of bonuses that try to capitalize or expand the sort of design space for certain specs, riffing off of talents or old effects that didn’t work for various reasons, but have a new shot at life in a Tier Set.

Speaking of Frost, let’s also expand that point about mechanical identity or niches - Death Knight’s DPS specs in particular often don’t feel different enough from one another, leading to even a slight edge in one being stronger in a current patch leading to a massive shift of spec swapping because they’re pretty similar in output. One goal for 9.2’s DK sets was to push these niches even further, with Frost having more consistent AoE/Cleave presence, where Unholy having even more strength when it came to heavy movement + execute, something that’s made it generally a safer Raiding spec this expansion thus far.

Players might look at some of the problems I just mentioned with DK’s and say ‘why not just rework them’ or some of the talents mentioned, but it’s here that I personally see how important Tier Sets can be with regards to the experimentation I brought up earlier: Frost as a cooldown-based burst cleave spec vs Unholy as a single target execute spec is only one example of how these classes could be tuned or developed further in the future, and aren’t too far from how they’re being used right now, so a Tier Set that pushes that dichotomy further has real value. For instance, the original version of the Unholy bonus veered far too heavily into pure Execute, which players quickly pushed back against - but a mixed version that’s more integrated into their ‘Undead Commander’ fantasy seems to have gone over better.

Bonuses like these not only let us test the waters to see what you like and don’t like, but also open the floor to give sets texture against one another as we move forward - a bonus that was heavily interacting with X or Y might focus on a completely different part of the spec in the future, which really taps into the depth of our combat and classes over time.

I could probably be here for hours talking about how cool I personally find the sets or how they achieve their goals, but I’ll probably cut this part of the post short. My last comment is that it’s also important to have a diversity of bonuses too. That naturally comes with having different designers playing off each other with their own styles, but it’s important to note that something that may not work for you personally (a crunchy numbers-focused bonus that gives you a clear mechanical output, or higher-fantasy stuff like some of Warlock’s creating new/additional demons) absolutely may work for others, so we’re really aiming to create solid legwork for future set bonuses and designers to give a great variety of experiences over time - which multiplied again by the raw amount of bonuses and classes, is certainly no easy task.

As for your other questions, let me try and answer those in a more condensed way (I did warn you)

How strong should a tier set be?

This one’s generally pretty hard to answer, which I get isn’t super satisfying - but the short answer would be that they should feel similar to Legendaries in terms of power budget. There’s naturally going to be outliers tier by tier, but also there isn’t a ‘magic number’ to reach that is a one-size-fits-all response. I don’t want to create the expectation that it’s like ‘surprise, it’s always X%!’ because we want to retain room to try different things in the future that also take into account other environmental factors to the game’s current systems, but yeah. a TLDR would be ‘it depends’ or ‘they should be in relative balance with one another’, but we’re always aiming for a result that feels more flexible and allows for our colleagues across other teams to tune stuff appropriately around it.

How is acquisition determined?

Another one that’s hard to say definitely - many of us weren’t at blizzard or working on WoW when the old Tier Sets were around, and the game’s changed since then as well, which is why we invested in making Tier Sets this time feel really integrated to the overall endgame experience - that is to say, obtainable the Great Vault (which also didn’t exist then) and from non-raiding activities. This one’s gonna come off as vague, but that’s because honestly we’re trying a lot of new things that weren’t true of previous Tier Sets, so to say definitively one way or the other might end up being a broken promise. That said, it feels right to us that something that’s been kind of iconic for WoW’s endgame is achievable by anyone who plays, even players who join late or swap classes mid-tier, which is the big goal around the Creation Catalyst.

There’ll be more information on that specifically Soon, so I won’t go too deeply into it here, but we recognized that if players heard Tier Sets were back, and rushed to play 9.2 and found it was impossible to get them because they couldn’t find a raiding guild or something, that might lead to a negative experience even if that’s similar to how they worked before. So, TLDR - trying stuff out, looking forward to continuing to try stuff out in the future.

Are active effect Tier Sets ever considered?

Lastly - not really? Actives have their place in WoW (like on some trinkets or special weapons), but often come with trade-offs for us design-wise that don’t currently feel right for Tier Sets. For example, they tend to be harder to use for the average player, but incredibly potent as skill level increases due to compressing/overlapping their effects with certain other buff windows for multiplicative effect. On the other hand, a lot of our ‘passives’ tend to be ‘active’ in the sense that you’ll need to perform specific gameplay actions to get the benefit (like pressing Pistol Shot more, or consuming a proc that you build up over time), which tend to work out better with the flow of WoW’s combat and be generally easier to tune.

I don’t want to give the impression that we’d never try actives on a Tier Set though, just that there’s enough added complexity with Actives that you’d expect it to have to be a pretty awesome theme or special situation to be worth the costs or barriers associated. TL;DR - they weren’t in the conversation for 9.2, have things running against them, but could totally be in the conversation for future sets depending on the right environment + reasons!

I know this was a lot! but I really appreciate your questions, and hope this answers them in a way that hopefully yields the insight you were hoping.

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