HC Barb T6 Rift Guide, Confirmed: +% Damage Affix Bug To Be Fixed With Next Patch, Warning: Lethal Skills For Your HC Crusader

New Curse of Naxxramas Card - Poison Seeds

Skin Spotlight: Succubus Kerrigan, BlizzCon 2014 - Nov 7 and 8

Warlords of Draenor - Garrison Now in a Static Location
Mumper shared some more garrison information with us today, with the most interesting point being that you will not be able to relocate your garrison.


Originally Posted by Blizzard Entertainment
could there be a max level feature or quest line to move your garrison? Maybe raze/rebuild? Cost time AND resources.
That's an option we have discussed. (Source)

Wait so you mean my Horde character is going to be stuck in winter wasteland hell whether I like it or not
We are working hard to make it an awesome place you will want to spend time in. (Source)

will we need to do at least the main quest line in each zone in order to advance the garrisons properly?
We hope you will, but everything will unlock based on level as a fallback. (Source)
Whatever happened to them being optional content? This seems unnecessary, and takes away the fun of choosing a location..
Sill an option, still many choices. (Source)

Is there any plan on giving more profession slots to chars, so we don't have multiple alts to have them?
Garrisons will let you essentially have up to 4 more if you choose those buildings. (Source)
can you clarify, is that 4 more above what we currently have or 4 total?
4 more, if you choose to use all 4 of your small plots.
will the garrison profession slots be just like having the actual profession or will they be missing things the real prof could do?
Pretty similar to the normal profession. (Source)

Any chance of having racial-themed buildings (as least a few)? Or will it all be orc-themed for Horde?
We are integrating some racial hits into the profession hubs. Looking cool so far! (Source)

Is there going to be an easy way to get back there when you're in another zone?
For sure. No exact plan but we will give you a fast way to get back. (Source)

Warlords of Draenor Alpha Patch Notes Update - April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Active Mana Regeneration (New)
Another part of the changes to healing is providing a way for them to better manage their mana. There are ways to spend more mana for more healing but, we’re also adding methods for healers to trade extra time or healing or more mana to use later in a fight when they really need it.

Druid
  • Innervate has been redesigned to now have a 2-second cast time with no cooldown, and causes the Druid to gain 2.5% of maximum mana every 4 seconds for 8 seconds. Spending any mana on a healing spell will cancel this effect.

Monk

Paladin
  • Divine Plea has been redesigned to be instant cast with no cooldown, and consume 3 Holy Power to immediately regain 7% of maximum mana.

Priest
  • Atonement is no longer triggered by Penance.
  • Penance now also refunds 1.1% of the Priest’s maximum mana each time it deals damage.
  • Chakra: Chastise in addition to existing effects, now also causes Smite and Holy Fire to restore 0.75% of maximum mana each time they are cast instead of costing mana.

Shaman
  • Telluric Currents is now a passive ability for Restoration Shaman and causes Lightning Bolt to restore 1.25% of maximum mana each time it is cast instead of costing mana.
  • Glyph of Telluric Currents: This glyph has been removed.


Ability Pruning (Updated)
  • Death Knight
  • Druid
    • Bear Hug has been removed.
    • Innervate is now available only to Restoration Druids. has been removed. Mana costs for Druids have been adjusted accordingly.
  • Mage
    • Polymorph cosmetic variants are now all learned as spells instead of having some as a Minor Glyph that alters the visuals of Polymorph: Sheep. All of these variants (except for the automatically learned one, Polymorph: Sheep) are now grouped in a Polymorph variants flyout in the Spellbook.
  • Paladin
    • Avenging Wrath is no longer available to Protection Paladins. now only available to Retribution Paladins.
    • Divine Favor has been removed.
    • Divine Plea is now only available to Holy Paladins. has been removed. Mana costs for Paladins have been adjusted accordingly.
  • Rogue

Tank Vengeance and Resolve (Updated)
Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery and Bonus Armor, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • General
    • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
      • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.


Class Changes

Death Knight
We made several changes to compensate for abilities that have been removed by Ability Pruning. Blood Boil got removed and its effects were merged into Pestilence. This change in effect turned Roiling Blood into a passive ability; which we replaced with a new talent, Plaguebearer. For Blood specialization we removed Rune Strike and are adjusting the cost of Death Coil so it can be used in Rune Strike’s place.


There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable and balanced. Level-60 and Level-75 talent rows have swapped places, so the important rune regeneration talents could be acquired earlier.


Druid
  • Dream of Cenarius
    • Guardian: No longer increases the critical strike chance of Mangle.


Monk

We also did some polishing on Brewmasters and Windwalkers and made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use. Fists of Fury has also been improved; sometimes brute force is the right answer. Gift of the Ox was changed to give value to the new Multistrike stat for Brewmasters. Lastly, Tiger Strikes was improved considerably, and made available to all Monk specializations.

There were several changes that affected multiple Monk specializations. We’d like to see Monks using Transcendence more often, so its usability has been improved (some baseline, and some in a Draenor Perk). For Touch of Death, we like that it’s a unique execute being usable only once, but found it impractical to use on bosses and have improved its usability. For Tiger Strikes, we buffed it to grant Multistrike ability which it was similar to already, and extended it to work with all Monk specializations.

We’re making a few changes that mostly affects Windwalkers, but has a minor impact on Mistweavers and Brewmasters as well. For energy-based gameplay to function well, the primary limitation on ability usage should be energy, not time. As such, we're making the following changes to address GCD-capping problems. First, we’re reducing the effects and mana increase of Ascension, because it became more powerful when combined with several of our other changes to healers. We believe that Ascension will remain as a competitive talent for Brewmasters. Second, energy cost of Jab has been increased for Windwalkers. And Third, we reduced the chance for Combo Breaker to trigger. Individually, these may sound like significant nerfs but Windwalker damage has been adjusted to compensate for these changes. The goal is not to reduce DPS while addressing the issue with GCD-capping.

  • Ascension now increases energy regeneration and maximum mana by 10% (down from 15%).
  • Combo Breaker now has an 8% chance to trigger, per effect, per Jab (down from 12%).
  • Stance of the Fierce Tiger now also increases Jab’s energy cost by 10.

A couple of additional changes for Windwalkers. Storm, Earth, and Fire, got buffed to make it smoother to use. We also buffed Fists of Fury because we felt that the ability wasn’t giving a strong enough damage boost given its restrictions and impact on the Monk's rotation.

  • Storm, Earth, and Fire no longer has an energy cost, and is off GCD.
  • Fists of Fury now deals 100% increased damage, and always deals full damage to your primary target; additional targets are still affected by the damage split.

For Brewmasters, Gift of the Ox has been modified to allow it to scale defensively with the new Multistrike stat. The Black Ox Statue has been modified to aid Monks in establishing aggro on new enemies.

  • Black Ox Statue now also passively attracts the attention of all enemies within 30 yards, causing a minor amount of threat each second.
  • Gift of the Ox now has a chance to trigger only from auto attack Multistrikes, instead of from all auto attacks. It has a 100% chance to trigger while using a two-handed weapon, and a 62.5% chance to trigger while dual wielding.
  • Glyph of Leer of the Ox now also causes Black Ox Statue to passively pulse a minor amount of threat to all enemies within 30 yards.


Paladin

We wanted to improve Seal gameplay for Protection and Retribution, so have made a few changes in that regard. Protection had three Seals, but only used Insight due to its defensive value. We’ve moved that defensive value into a passive for Protection Paladins, and expect them to primarily use a mixture of Seal of Truth and Seal of Righteousness now. To provide better gameplay between Seal of Truth and Seal of Righteousness, and effectively remove a button, we made Seal of Righteousness transform Crusader Strike into Hammer of the Righteous.



Priest
We swapped the Level-15 and Level-60 talent rows so players are presented with core Priest themed abilities earlier in the leveling process.

  • Level-15 and Level-60 talent rows have swapped places.


Rogue
Among some other changes to improve Rogue AoE damage, we made a couple of baseline changes, and added a few Draenor Perks that impacts their AoE. wanted to make sure that Fan of Knives benefitted from Seal Fate.


Shaman

We also made a couple quality of life improvements to Shaman Shield spells.

Rated Battleground MMR Hotfix
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Early on in PvP Season 15, we found and corrected a couple issues that were causing players to reach extremely high Personal Rating when compared to their Matchmaking Rating (MMR), particularly in Rated Battlegrounds. As an unfortunate side-effect of these fixes, some players started experiencing regular games in which they could lose Personal Rating for a loss, but not gain any on a win. This issue quickly resolved itself in Arenas through normal gameplay, but has lingered for a lot longer in Rated Battlegrounds.

To correct this, we’ve applied a hotfix that will increase everyone’s MMR in Rated Battlegrounds by 100. As this change is being applied to everyone (even players who have not yet participated in a Rated BG), there is no change to rankings – we’re just bringing the average up by 100.

This should allow players who were previously still earning 0 rating on wins to once again earn rating normally. As a result, players who were already earning rating normally will start seeing higher rating gains per win and lower rating penalties per loss until their personal rating is once again in line with their MMR.

Again, as this change is being applied to everyone, there should be no real impact on ladders as a result. Ratings will inflate briefly (much like they do as part of our normal rating inflation), but there should be no long-term damage to rankings.

Patch 5.4.7 Hotfixes: April 23
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Quests
  • Scourge Tactics: Increased the spawn rate of Webbed Crusaders.
  • The Embalmer's Revenge: Resolved an issue where Stitches was not resetting correctly.

Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar
    • Malkorok
      • Resolved an issue where Ancient Miasma effects were able to persist after the encounter ended.
    • Garrosh Hellscream
      • During the Garrosh Hellscream encounter, Word of Glory no longer generates threat during stages 2 and 3 to address an issue that was making the encounter more difficult than intended for raid groups with Protection Paladin tanks.
      • Unstable Iron Stars now Fixate on players for 12 seconds (up from 10 seconds) during stage 4 of the Garrosh Hellscream encounter on Heroic difficulty.
  • The Eye of Eternity: Resolved an issue that could prevent players from being able to loot Alexstrasza's Gift after defeating Malygos.

Items
  • Potion of Luck: Reduced the amount of gold found in Plundered Treasures.

Blue Tweets
Originally Posted by Blizzard Entertainment
Character / Items
Will the only other utility poison being the talent leeching poison.....what is the point of the rogue PvP set bonus now?
we're changing almost all of the PvP set bonuses (holinka)

Warlords of Draenor Stats
What about spirit on current gear for Shadow, Balance, Elemental? Dead stat in WoD?
Removed from all gear except jewelry. Yes, you'll want to get non-spirit jewelry for Warlords. (Celestalon)

PvE
With the removal of expertise in WoD, will old school raid bosses still have a 3% parry chance, seems unfair for non tank solos.
3% won't stop you from being able to solo them. You'll be more than able to solo them, if you're able to now. (Celestalon)

Professions
what is going to stop engineering utility from dominating if other professions lose dps/stat bonuses?
Going to remove the combat utility, or allow it to be used by non-engineers. (Celestalon)
Point of being a engineer is then to?
Same as the other professions: To craft useful items. Engineering items are just more unusual and interesting. (Celestalon)

Pound Sterling Pricing Changes on Certain WoW Services
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We will shortly be adjusting the pound sterling prices of some of the optional services we offer for World of Warcraft. We regularly review our pricing and services around the world to make sure we’re offering what we feel is the best entertainment value for the cost, and the upcoming adjustments are being made with that goal still in mind.

The new prices will take effect on April 30. You can see a breakdown of the changes below:

  • Name Change - Current Price: £6 | New Price: £7
  • Pets - Current Price: £9 | New Price: No change
  • Helms - Current Price: £10 | New Price: No change
  • Appearance Change - Current Price: £12 | New Price: £13
  • Guild Name Change - Current Price: £15 | New Price: £17
  • Character Transfer - Current Price: £15 | New Price: £17
  • Race Change - Current Price: £15 | New Price: £17
  • Mounts - Current Price: £17 | New Price: No change
  • Faction Change - Current Price: £20 | New Price: £22
  • Guild Transfer - Current Price: £25 | New Price: No change
  • Guild Faction Change - Current Price: £30 | New Price: No change
  • Level 90 Character Boost - Current Price: £40 | New Price: No change
  • Guild Transfer and Faction Change - Current Price: £50 | New Price: No change

Dark Legacy Comics #437
DLC #437 takes a look at one of the downsides of having combo points on the player.

This article was originally published in forum thread: Garrison Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes, DLC #437 started by chaud View original post
Comments 119 Comments
  1. Redwyrm's Avatar
    In the beginning the concept of Garrisons sounded enjoyable because it was personable and uniquely yours. Something your choices helped shape and evolve. Other people's garrisons would kind of look like yours but there were enough options to make a difference.

    Now it almost sounds like it could be just another Horde/Alliance town in your factions starting zone that you have to unlock to get the benefit from. Kind of like a miniature Isle of Quel'Danas with profession vendors.

    Edit: And like the Isle of Quel'Danas, garrisons will be left behind by the next expansion. Good job putting all that work into it.
  1. Sumskittles's Avatar
    well, that garrison idea just deflated like a whoopie cushion that got sat down on too fast and exploded.
  1. Terminal Lance's Avatar
    Thought I'd read the DL comic after raging about Garrison's current Alpha changes. FAF!
  1. Aerisot's Avatar
    I feel like they could implement a leveling system that when you level the mobs around you also level, so you can start out in any zone of your choosing, without it seeming super simple at mat level.
  1. Saberstrike's Avatar
    Hey guess what, we'll have a dance studio!

    Uhh... Guess what, we have to cut on it a little.

    Okay, now it'll only be in one place and will only have one move.

    Dance studio has been removed.

    ^ Replace dance studio with garrisons. ;\
  1. Shudder's Avatar
    More Blizzcon lies huh? First a "free" 90 and now we can't choose where to place our garrison. Pathetic.
  1. Levintry's Avatar
    Quote Originally Posted by moveth View Post
    Garrison Change bums me out a bit.
    I agree, I wanted to put mine in Nagrand
  1. Stormykitten's Avatar
    I hope the WW energy nerf doesn't make it feel like rogues the first 2 raid tiers or so (regen so low you want to reroll). I don't care about the damage, I just want it to feel smooth and fast paced like it has.
  1. dd614's Avatar
    That's awesome, I wonder what else they'll cut. Now it's just a glorified sunsong farm.

    - - - Updated - - -

    Blizzard just keeps on lying.
  1. ColbaneX's Avatar
    So what I see is is Net WW nerfs, nerfing a talent out of viability for MW's, and screwing with Blood DK's just cuz they can.
  1. Brewhan's Avatar
    The lies are strong with blizzard they shouldnt have had last years blizzcon if they were just making stuff up as they went along to scrape it a few months later
  1. Pacster's Avatar
    Quote Originally Posted by dd614 View Post
    That's awesome, I wonder what else they'll cut. Now it's just a glorified sunsong farm.

    - - - Updated - - -

    Blizzard just keeps on lying.


    Actually I wonder what the garrison will do to professions. I mean, if everyone runs around with mining, herbalism, jewelcrafting, enchanting, engineering and some 6th profession....well...who needs an AH(on the other hand: Due to bots and dupes, farming is pretty much obsolete anyway. If I need 10 minutes to farm something for 10g gain at the AH...then I can as well just do a 3minute daily and gain 15g and buy that stuff from some bot on the AH.)?

    Blizz got the problem that people want to get new features and if the news aren't good enough then they complain. If Blizz later have to cut back on those features, people complain again. So either Blizz keeps quiete and promieses even less...and people get pissed....or they do it like this and people get pissed as well.
  1. aeuhe4yxzhds's Avatar
    Quote Originally Posted by Pacster View Post
    Actually I wonder what the garrison will do to professions. I mean, if everyone runs around with mining, herbalism, jewelcrafting, enchanting, engineering and some 6th profession....well...who needs an AH(on the other hand: Due to bots and dupes, farming is pretty much obsolete anyway. If I need 10 minutes to farm something for 10g gain at the AH...then I can as well just do a 3minute daily and gain 15g and buy that stuff from some bot on the AH.)?

    Blizz got the problem that people want to get new features and if the news aren't good enough then they complain. If Blizz later have to cut back on those features, people complain again. So either Blizz keeps quiete and promieses even less...and people get pissed....or they do it like this and people get pissed as well.
    Maybe they should stop talking about stuff thats not yet IN the game and finished? They are doing this to them self, dont talk about shit you cant deliver. Just like many other developers/publishers talk about a launch date, then move it, probably just for more PR
  1. Dessan's Avatar
    Quote Originally Posted by Sumskittles View Post
    well, that garrison idea just deflated like a whoopie cushion that got sat down on too fast and exploded.
    Yeah, this is actually really upsetting to me. I was looking forward to setting my Garrison up around the Spires of Arak.

    I think I understand why they've had to do it, but I think they should have put more thought into the process earlier on so that they could give us this customization. I know there's already a lot in there in terms of building choices and followers, but the zone affects your lighting, your view, your surrounding mob types etc etc etc. All of that imo plays a much bigger role than my followers in terms of RP value and immersion.

    To me it's now just Halfhill 2.0 :/
  1. McFrotton's Avatar
    wait wait wait......They are giving us back damaging pestilence .....FUCK YEAH...but we lose our blood splosion ability *sadface*
  1. DrIvoRobotnik's Avatar
    I have come to the conclusion that Blizzard modern stability is almost entirely based on customer loyalty. It must be. If you repeatedly advertise things about your products and on multiple occasions fail to deliver on said advertisements; you, should, fail.
    Seriously though, how can you ethically take a major selling point of your product, give it a large build up, use it for an excuse for not having other features in it that have become alternating standards in the past, (New Class, Race, or Profession,) even take money from your customers and then before the product is even finished, downgrade it to a husk of what was advertised with no remorse or regard to the customer.

    If someone were to place an order for a new model of car that was advertised to have all leather interior, built-in GPS, backseat dvd player, and was available in full variety of colors, but when the car is delivered, it's nothing more than a silver coupe with polyester interior and AM radio. Customers would be furious! Oh sure, it works, it gets the basic job done, but it sure as hell not what you were told it would be or expecting when you handed them your money.
  1. Alayea's Avatar
    Very bummed about the scuttling of zone choice for garrisons. I was really looking forward to setting up shop in Nagrand, but now I get to be stuck in a zone that holds no meaning for me.

    Also, the "heavily integrate the Garrison into the leveling flow" part has me feeling a wee bit nervous. I mean, being able to do more without first having to reach max level would be great, but... Just what does Blizzard mean by "heavily integrate"? Really wish it could have been explained in a blue post instead of a tweet.

    Quote Originally Posted by Eldrad View Post
    WHO CARES ABOUT GLOBAL COOLDOWN CAPPING!?!??!?!?!?!?!?!?!

    God, I'm so annoyed right now. I want to freaking smash buttons on my monk. Not press a button and wait for energy to come back.
    Rogues & Sinister Strike 2.0. GCD-capping is only a problem for the minority at high item levels at max level, but the rest... SOL. Especially the lowbies.

    Blizzard, I want to able to do stuff with my rogue and WW monk, not just stare at a screen that blares "Not enough energy" ad infinitum.
  1. Mythologicale's Avatar
    since blizzcon 13 all the pics of the garrison where in Shadowmoon Valley and Frostfire Ridge..i don't think they have the tech to allow you to put your garrison wherever you want, although fixed spots in diferents zones would be cool
  1. Marintha's Avatar
    Quote Originally Posted by moveth View Post
    Garrison Change bums me out a bit.
    Was really looking forward to exploring the world to choose the perfect place, so I agree wholeheartedly. :<

    Hopefully there will be more building customization to make up for it? Eh? =D

    ---- Though, I wouldn't say they lied. This makes more sense for leveling, we haven't seen the full product, and I trust blizzard! Just, really wanted a garrison amidst all those pretty drapey purple trees.
  1. Rigrot's Avatar
    I can see them adding a mini quest or something later after max level allowing you to move it. Mayebe...

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