Season 7 ends October 14th, Season 8 starts October 21st

Popular Decks of the Week for October 2

Incoming Zarya Buff Hotfixes & Hero Bug Fixes

Addon - Angry World Quest
Angry World Quests is another World Quest addon that adds a filterable list of world quests to your quest log.

  • You can filter by quest type, including emissary quests, the different reward types, quests expiring soon, and more.
  • Optionally show all of the world quest markers on the Broken Isles map.
  • Filter out quests that reward loot that is not an upgrade.
  • Filter out quests by time remaining.
  • Sort the quest list by a specific criteria.
  • Keep in mind this addon does not change the icon type on the world map.




Poll - How Many Level 110 Characters Are You Playing?
Are you focusing on just one character in Legion, or do you already have an army of alts?



Darkmoon Faire Returns
The Darkmoon Faire is back in town! There are a few things it offers that you can take advantage of:

  • Take advantage of the profession quests than grant you +5 skill in a profession.
  • Ride the carousel for the WHEE! buff grants a 10% increase to reputation and experience gains.
  • Grab the Darkmoon Top Hat buff that grants a 10% increase to reputation and experience gains.
  • Visit Professor Thaddeus Paleo to pick up Rank 2 and Rank 3 of the Darkmoon Card crafting recipes.
  • You can upgrade the Darkmoon trinkets with Obliterum, just like other crafted items.


Level Name Effect
815 Darkmoon Deck: Dominion
Equip: Increase critical strike by 668-1,336. The amount of critical strike depends on the topmost card in the deck.

Equip: Periodically shuffle the deck while in combat.
815 Darkmoon Deck: Immortality
Equip: Increase bonus armor by 209-628. The amount of bonus armor depends on the topmost card in the deck.

Equip: Periodically shuffle the deck while in combat.
815 Darkmoon Deck: Hellfire
Equip: Periodically shuffle the deck while in combat.

Equip: Increase critical strike by 668-1,336. The amount of critical strike depends on the topmost card in the deck.
815 Darkmoon Deck: Promises
Equip: Periodically shuffle the deck while in combat.

Equip: Reduces the base mana cost of your spells by 166-664. The amount of mana reduction depends on the topmost card in the deck.


Level Type Name Cost
110Inscription Technique Technique: Darkmoon Card of the Legion (Rank 2)50 × 
110Inscription Technique Technique: Darkmoon Card of the Legion (Rank 3)250 × 


Name Description Reagents
Darkmoon Card of the Legion Craft a Darkmoon Card of the Legion. 1 24 50 1
Darkmoon Card of the Legion Reduces the materials required to craft a Darkmoon Card of the Legion. 1 18 40 1
Darkmoon Card of the Legion Greatly reduces the materials required to craft a Darkmoon Card of the Legion. 1 12 30 1


Blue Tweets
Originally Posted by Blizzard Entertainment
Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Throw Glaive dmg was nerfed by 30% by accident even tho you guys struck it from the patch notes.(tooltip is right, dmg isnt)
This is in line with expected behavior. Physical damage is reduced by Armor. It will deal ~30% less than the tooltip vs a Training Dummy.(WarcraftDevs)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
A long time ago, you mentioned that you would have liked to see threat for Tanks in WoW be something that they geared towards. Obviously that didn't end up happening, but I'm curious as to why you felt that threat was a compelling mechanic. Was it really more fun than, say, Active Mitigation in MoP?
First, understand that I was coming from the point of view of a high-end raiding tank, because that is what I played before going to Blizzard. As a tank, gearing for threat was fun for me. It was interesting to have to consider stats like +hit and other dps-related stats, and not just stack armor and health (and really, the gear options didn't really let you stack armor and health very much) after hitting the defense cap.

While it has changed a lot since those BWL days, generating threat used to be the sign of a skilled tank player. Surviving was more of the sign of a skilled healer, since tanks only had so many tools to keep themselves alive. A lot of the boss fights at the time were designed around tanks having to manage threat, so that's what you focused on.

There were a couple of problems with the threat model, even though I enjoyed it. It was somewhat invisible and even a little game-y. You weren't focused on killing the boss, or even the boss health. You were focused on an invisible number that could be estimated to some extent with third-party mods. In design-speak, it wasn't a very satisfying experience, and the clarity was really poor. In a dungeon, losing threat might temporarily be exciting and the party might CC or blow defensive cooldowns to survive, but in a raid, losing threat was probably a wipe.

Secondly, as a dps spec (and sometimes a healer) the way you were supposed to handle threat was to throttle yourself. Some classes had threat wipes, but others just had to be slow with their dots or hope they didn't crit or something. It was a theoretically interesting tension of how far can you go without going over, but I think for a lot of players, they just felt like the game was constantly throwing a speed limit in front of them while they were trying to drive as fast as they could. The throttle was interesting but it wasn't fun.

Active mitigation was an attempt to get back to a place where tanks cared about their rotation and not just their gear and cooldowns. Why hit Shield Slam if it didn't help your survival, your dps was marginal, and your threat dominance was a foregone conclusion? I tanked less in the last few expansions, so I can't really comment as a player on whether the BWL model or the MOP model was more fun for a tank. So many other things in the game had changed by that point as well that it's hard to really compare the two. (Source)

Do you have any babies aka champions, games, missions, expansions etc that you put extra effort on or loved and had tons of pride in
Pride is a weird thing in this business, because if you love something too much, you may not be objective about whether or not the design is really working. One of the first things I was taught in game design was that you have to be willing to kill your babies. It is sage, if gruesome, advice.

That said, here is a list of things I worked on that I got very attached to (arguably overly attached to):

- The original Death Knight design in WoW
- I loved naming WoW talents in general
- I named a bunch of LK raid items, such as Bryntroll
- The Black Market in WoW
- Dungeon Finder in WoW
- Transmog in WoW

you'll have to let me know what you think of the new DK when you get to play again
Did you add that 4th spec we were always talking about? (Before I break MMOC, it's a JOKE.) (OccupyGStreet)
I had a paper design for the healer DK spec but said something about "not making any sense at all", w/e
We used to brainstorm about a healing mage spec that uses time to unwind wounds. Not that every mage is dying to heal (OccupyGStreet)



Dark Legacy Comics #554
DLC #554 has been released!

This article was originally published in forum thread: Angry World Quest Addon, Poll, Darkmoon Faire Returns, Blue Tweets, DLC #554 started by chaud View original post

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