World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2018-04-12 05:36 PM

April 11 Balance Update, Developer Interviews, Comic

Overwatch Retribution Skins and Cosmetics

Hearthstone - The Witchwood Expansion Live!
The Witchwood Hearhstone expansion went live today!



SpartySmallwood Interview with Lead Encounter Designer Morgan Day
Spartysmallwood sat down with lead encounter designer Morgan Day. Here are the highlights:


  • The exact duration of controlling a Warfront location is up to how fast the opposing faction takes to contribute resources.
  • There are multiple ways to contribute to Warfronts. Morgan mentioned professions being a possible way.
  • The opposing faction team's tactics in Island Expeditions will often require your team to create different strategies that best allow you to deal with them.
  • The amount of raid tiers in this expansion is dependent on where the story in Battle for Azeroth goes.
  • Mists of Pandaria scenarios were heavily story driven, but static every time. Islands Expeditions are about exploration and dynamic experiences.
  • Island Expeditions are mean to last about 15-30 minutes. This time will fluctuate based on your experiences with the different events that can happen during expeditions and the best ways to deal with them.
  • The team is planning on 6 different island aesthetics. There is currently only one type that has been seen in Alpha.
  • NPC teams in Island Expeditions don't necessarily follow specific class designs. An example would be Gazlowe using a flamethrower.
  • There is a fog that covers the map in Island Expeditions. This fog limits how much of the map you can see and depends heavily on where your teammates are on the map. Over time, the fog will begin to display different azerite options on the map.
  • There are no plans for Mythic + Island Expeditions at launch, but it is possible in the future.
  • The team realized the advanced AI wasn't as believable because they didn't jump. They can now jump and certain NPCs will jump more than others.
  • The war campaign will take you into the enemy faction's zone.
  • The team likes class abilities interacting with trinkets, but know it causes friction with personal loot when trinkets are better for certain classes. They plan to address this.
  • Class stacking in raids is an issue of communication between the team. The team likes allowing classes to show their strengths in different encounters, but in retrospect know they could do things better to avoid situations like Coven of Shivara's Aman'thul phase favoring AoE.

FinalBossTV Interview with Morgan Day and Daniel Stahl
FinalBossTV sat down with Battle for Azeroth Devs Morgan Day and Daniel Stahl at PAX East 2018. Here are the highlights:

  • Abilities like interrupts are off the global cooldown because they are abilities that you are asked to use as a reaction to a mechanic in game. Reaction time could be key to not wiping.
  • Encounter designers give you time to prepare for moments that require damage or healing cooldowns and so these cooldowns don't necessarily have to be off the global cooldown.
  • The team is constantly looking at encounters and whether or not they need nerfs over time. They try to establish a system in which a raid will nerf itself over time through titanforging or artifact power.
  • The encounter designers will make changes to Mythic fights when they see specific problems that require a certain strategy that is not ideal, such as sitting as many healers as possible. These changes sometimes buff or nerf a fight, but they try to tweak things so that it is relatively the same difficulty as prior to the change.
  • Every single variable of Island Expeditions is random, meaning that events, opposing teams, inhabitants, etc. are not linked to each other when you zone into an island.
  • When creating encounters the team doesn't necessarily focus on balancing around having every unique buff, but when a group is created, the assumption is that the group will build around what each person applying can bring instead of just pure dps/heals/tanking and will work itself out. Having all these buffs isn't needed for encounters, but if a specific group is wiping at 2% they have the option to find a missing buff or just fine tune their performance.
  • The decision to bring class buffs back was made because these buffs were iconic to the game and made players feel special to bring something unique to groups.
  • The team is looking into possibly making changes to how trinkets interact with character abilities so that situations where personal loot and trinket acquisition isn't such a big deal (such as in Legion with the Draught of Souls not being good for some DPS but amazing for warriors)
  • On the same hand, finding solutions to situations where lower item level trinkets/gear are better than item level upgrades will also help address the pitfalls of personal loot.
  • Feedback about weapon restrictions and artifact appearance transmog has been heard loud and clear but it is still uncertain what the rules will be when BfA launches. Issues like this are why the Alpha/Beta is so valuable for feedback.



Swifty Interviews Morgan Day and Daniel Stahl
Swifty also interviews Morgan Day and Daniel Stahl!

  • The team is creating many different Azerite armor pieces from many different sources to give players a variety of options to choose from.
  • As the technology of the game advances, the team likes to revisit different aspects of the game and see if there is a way to improve it. War mode (world pvp toggle) came about because of the new server technology that has come over the past couple expansions.
  • The team is discussing different rewards for having War Mode active at max level.
  • The goal for Warfronts is to have as many units as possible to give the players the feeling of being on the front line of a war.
  • Beta is actually soon, not TBD soon.
  • Raids will require some CC again like in the past to allow unique class abilities to shine.
  • The encounter design team used Antorus to start introducing the idea of unique class abilities and CC being able to shine. An example of this is the Aggramar encounter.
  • One off style legendaries are still a possibility in BfA, but no more of the Legion style.



Shacknews Interviews Daniel Stahl
Shacknews sat down with Daniel Stahl for an interview. Here are some highlights:

  • Advanced AI will get out of AoE.
  • During a conversation about Azerite's affects on the different races of Azeroth, the Mogu were mentioned in the same breath as the dark iron dwarves. This does not in any way mean they are a planned Allied Race, but the conversation was stirred from a question about Allied Races.
  • You are going to see the impacts of the war on the world.



Blue Posts
Originally Posted by Blizzard Entertainment
Remote Auction House Shutdown
The most logical explanation is that costs to keep it updated are not worth the relatively small number who use it.
Basically this. The Web/Mobile Auction had a lot more issues with keeping it up than it was really worth for the small amount of players that actually used it. Trying to tackle and fix those issues (for transparency the majority were just exploits) just takes dev time away from working on new content. While it may change in the future, we currently at this time aren't planning to bring this back.

Because they need to show investors that people are still logging into the game.
If you really, truly believe us deprecating the mobile Auction House, which was used by the tiniest fraction of a single percent of the community, has anything to do with the health of the game, then I don't think we're ever going to be able to see eye to eye on much. (Blue Tracker / Official Forums)

PvP Titles
Already opened a ticket, but the GM referred me to here and then you refer me back to the GM, are you guys serious?
There's a lack of information here to really go off of. However the other person I replied to had it pointed out when he posted his armory link that he didn't have enough wins. This is almost always the number one cause for not receiving your title. You must have at least 50 wins in order to receive your titles, however for Gladiator and Rank 1 Gladiator you need at least 150 wins.

GM's can see whether or not you should receive a title and give you the title if you should've received it. Outside of that its pretty black and white on what they can do with it because its an earned ladder reward. (Blue Tracker / Official Forums)

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)

Holy Paladin - Awakening
Is the tier 90 talent Awakening intended to put Avenging Wrath on cd for the full 2 minutes or even at all? Seems underwhelming to randomly grant it for less than half the duration and put it on full cooldown just for a slight chance of it being granted while still on cooldown then putting it back on full cooldown. Is this intended or accidental for the talent?
This should be fixed in an upcoming alpha build. Possibly not the next one. (Blue Tracker / Official Forums)

Protection Paladin and Magic Damage
A known change going into BFA is that SOTR will increase your armor as a % of your Strength stat. This orients SOTR to be strong against physical damage while losing any value vs. Magic attacks. This change is fine. I'm ok with this change.

A lesser known change is how armor interacts with Block. Currently on alpha, the amount of damage you block reduces as you get more armor. For example, on my 117 Paladin in Alpha quest gear, I have 33% baseline block DR. When I hit SOTR, it drops to 14% DR.

Now if you consider Holy Shield, a Protection Paladin talent, I gain the ability to roll a block on magic attacks. This has been a tool since WOD for Paladins to counter consistent magic bosses like Krosus. With the changes to SOTR, Holy Shield will be the only way to reduce magic damage for Protection Paladins in BFA.

However, when you put both changes together, pressing SOTR reduces the amount of magic damage I could reduce via Holy Shield. In a fight like Krosus, it would be better to spec Seraphim and sit on SOTR charges (or use macros to cancel the aura) than spend them and take more damage.

This is problematic and counter-intuitive. Pressing an active mitigation button shouldn't cause me to take more damage than I would have if I didn't press that button. No other tank has to deal with an interaction like this. It will lead to /cancelaura macros where am I pressing SOTR for damage then canceling it right away to maximize the damage reduction from Holy Shield. Imagine having to do Krosus but having to /cancelaura SOTR constantly as to not take more damage than we should be and maximizing damage/threat.

There will be points during Mythic bosses where, I'll be thinking, "Here comes the magic hit, let me click off my SOTR so I can increase my damage reduction vs Magic." Tanking shouldn't work that way.

/cancelaura macros for Active Mitigation Buffs against spell damage is not good gameplay and changes should made to avoid this situation.

Holy Shield doesn't actually work like this on the alpha. Not that you're wrong for asking--it's pretty confusing since it hasn't been updated thoroughly for the new block system. At the moment, it still does what it does on live and reduces a magic attack by 40%.

It might be more consistent in 8.0 if it blocked an amount based on the block value of your shield. But in any case, the magic portion of the talent shouldn't be affected by your armor in any way.

A few things about tank mitigation that came up in this discussion:

Magic mitigation, outside of major cooldowns like Shield Wall, is generally much lower this expansion. This is intended: the distinction between physical and magical damage is less "these are two parallel things that sometimes require different buttons" and more "this damage is different because it pierces many of your defenses." While tanks can still have some variance in the anti-magic tools, those tools are fewer than in the past and cap out at smaller amounts of mitigation.

Related to this, active mitigation is also making use of armor as a mechanic more often. There are a few reasons for this:
--It makes primary stat more important on tanks. So far in alpha, every tank except Brewmaster has an active or passive effect that turns primary stat into armor. This brings more consistency to the value of ilvl upgrades and other effects that increase primary stat. (TBD exactly how to handle this on Brewmaster)
--It allows us to make use of the fact that more difficult enemies (for example, endgame content later in the expansion) can demand more armor to reach a par level of mitigation (for theorycraft types--the "armor constant" can increase). This again allows for gear progression while keeping armor-related effects balanced at different tiers of content.

Block works similarly to armor. Its effectiveness now increases as you equip higher-ilvl shields with higher block value. Its effectiveness (as a %) decreases as you fight enemies that are meant for stronger gear. In particular, this makes a shield a more significant upgrade than it used to be, for the specs that use them.

In both of the above cases (armor and block), the plan is for the % mitigation they provide to remain roughly constant over the expansion, when in par gear for the content you are doing. Your % will be higher anytime your gear is ahead of the curve, and lower if your gear is behind. (Blue Tracker / Official Forums)

FinalBossTV 1st Impressions of Priests in Battle for Azeroth
FinalBossTV made a few videos recently on his first impressions for Priests in Battle for Azeroth!



by Published on 2018-04-11 11:33 AM

Challenge Rift - Week 42

Patch 11.0: Witchwood Flavor Text, New Quests & More

Community Feedback, Auriel Cosplay

Overwatch Retribution Skins and Cosmetics

Warcraft 3 - Patch 1.29
Pete Stilwell released patch notes for Warcraft 3. You can purchase the game and expansions on the Blizzard Store.
Originally Posted by Blizzard (Blue Tracker)
Hail Warchiefs, Lichs, Commanders, and Keepers,

Our sincere thanks to the Classic forums, the pros, the mapmakers, the players, r/WC3, Discord (Warcraft 3 United), and the horde of other fans who reached out to help make this patch Rexxar approved. Classic is by your side on this journey.

Grab your favorite beverage and snacks, there's a lot to cover:

Specific Changes and Improvements
Widescreen support added. To prevent stretching their have been changes to the interfaces:
  • Added bookends to the in-game interface
  • Added black pillars in menus

Game lobbies expanded to support 24 players. We’ve added 12 new team colors. Thanks to Erkan and others for contributing to the new palette:
  • Player 13 - Maroon
  • Player 14 - Navy
  • Player 15 - Turquoise
  • Player 16 - Violet
  • Player 17 - Wheat
  • Player 18 - Peach
  • Player 19 - Mint
  • Player 20 - Lavender
  • Player 21 - Coal
  • Player 22 - Snow
  • Player 23 - Emerald
  • Player 24 - Peanut

Notes
  • Ladder standings have been reset; good luck and have fun on the climb
  • Replays are incompatible between major game versions
  • This will be the last version to support Windows XP
  • Automated tournaments will resume next week

Bug Fixes
  • Clans can be created
  • Mac launches
  • Korean locale launches
  • Various missing textures located (Thanks to TriggerHappy for the test map)
  • Default resolution no longer resembles Felwood
  • Ladder maps cleansed of sneaky tower locations near starting mines

Known Issues
  • Temporarily disabled Fixed Aspect Ratio in Video Options
  • Chaos Kodo Beasts are showing as idle workers in campaign missions
  • Unable to input text while keyboard settings are under different languages in zhCN and koKR locales
  • Certain elements in World Editor overlap
  • Set/GetAbilityOnXXXX functions are renamed to Set/GetAbilityActivatedXXXX
  • SetUnitNameAll is disabled for now
  • PlaySpecialEffect is disabled for now
  • PlaySpecialEffectWithTimeScale is disabled for now
  • Crash: With an ability that has "Disabled"=false, attempting to set "Disabled" to false again will crash the World Editor
  • UnitDisableAbility does not hide an ability with Hide=true and Disabled=false
  • Default map directory is for from maps when creating custom games
  • Resolution does not change properly when switching between windowed and full screen
  • Tooltips for hero abilities may not be updated

Hero Balance Changes

Mountain King
Movement Speed
  • Increased base speed from 270 to 290
Stormbolt
  • Level 2: Reduce damage from 225 to 210
  • Level 3: Reduce damage from 350 to 325
Thunder Clap
  • Level 1: Increased damage from 60 to 65; Increased area of effect from 25 to 30
  • Level 2: Increased damage from 100 to 125; Increased area of effect from 30 to 35
  • Level 3: Increased damage from 140 to 175; Increased area of effect from 35 to 40

Paladin
Attack Speed
  • Reduced cooldown from 2.2 to 2.0 seconds
Movement Speed
  • Increased base speed from 270 to 290
Divine Shield
  • Level 2: Reduced duration from 30 to 25
  • Level 3: Reduced duration from 45 to 35

Blademaster
Mirror Image
  • Reduced Mana cost from 115 to 100 for all levels
Critical Strike
  • Removed + damage item interaction from multiplier calculation: (Avg Damage + Item Damage)*Critical Multiplier = Total Damage
  • Prior calculation: (Avg Damage *Critical Multiplier) + Item Damage = Total Damage

Far Seer
Feral Spirit
  • Level 1: Increased unit healths from 200 to 250
  • Level 2: Increased unit healths from 300 to 350; Reduced unit level from 4 to 3 to reduce enemy experience reward
  • Level 3: Reduced unit level from 5 to 4 to reduce enemy experience reward
Chain Lightning
  • Reduced damage reduction from 15% to 10% per jump for all levels
Far Sight
  • Level 1: Removed mana cost; Added a cooldown of 60 seconds
  • Level 2: Removed mana cost; Added a cooldown of 45 seconds
  • Level 3: Removed mana cost; Added a cooldown of 30 seconds

Shadow Hunter
Serpent Wards
  • Level 1: Increased damage from 11-13 to 14-16; Increased health from 75 to 90
  • Level 2: Increased damage from 23-26 to 27-30; Increased health from 135 to 165
  • Level 3: Increased damage from 41-45 to 48-52; Increased health from 135 to 200

Tauren Chieftain
Movement Speed
  • Increased base speed from 270 to 290
War Stomp
  • Level 1: Increased damage from 25 to 30
  • Level 2: Increased damage from 50 to 60
  • Level 3: Increased damage from 75 to 90
Reincarnation
  • Reduced spellcast from 7 seconds to 5 seconds

Crypt Lord
Movement Speed
  • Increased base speed from 270 to 290
Carrion Beetles
  • Level 1: Increased health from 140 to 170; Increase movement speed from 270 to 290
  • Level 2: Increased health from 275 to 330; Increase movement speed from 270 to 290
  • Level 3: Increased health from 410 to 490; Increase movement speed from 270 to 290
Impale
  • Level 1: Increased damage from 50 to 75
  • Level 2: Increased damage from 80 to 120
  • Level 3: Increased damage from 110 to 165

Dread Lord
Movement Speed
  • Increased base speed from 270 to 290
Carrion Swarm
  • Level 1: Increased maximum damage from 300 to 400
  • Level 2: Increased maximum damage from 600 to 700
  • Level 3: Increased maximum damage from 1000 to 1200
  • Mana Cost reduced from 110 to 100 for all levels
  • Now damages mechanical units
Sleep
  • Cooldown reduced from 6 seconds to 4 seconds for all levels
  • Level 1: Reduced duration from 20 (5) sec to 15 (4) sec; Reduced mana cost from 100 to 80
  • Level 2: Reduced duration from 40 (10) sec to 35 (8) sec; Reduced mana cost from 75 to 65
  • Level 3: Reduced duration from 60 (15) sec to 55 (12) sec
Vampiric Aura
  • Level 1: Increased life steal from 15% to 20%
  • Level 2: Increased life steal from 30% to 35%
  • Level 3: Increased life steal from 45% to 50%

Lich
Movement Speed
  • Increased base speed from 270 to 290

Demon Hunter
Mana Burn
  • Increased mana cost from 50 to 60 for all levels

Keeper of the Grove
Intelligence
  • Increased default value from 18 to 19
Tranquility
  • Added 3 seconds of invulnerability on spellcast
  • Reduced duration from 30 seconds to 15 seconds
  • Increased healing per second from 20 to 40
Entangling Roots
  • Level 2: Reduced duration on units from 24 seconds to 18 seconds; Increased duration on heroes from 3 seconds to 5 seconds; Increased damage per second from 15 damage to 20 damage
  • Level 3: Reduced duration on units from 36 seconds to 30 seconds; Increased duration on heroes from 5 seconds to 7 seconds; Increased damage per second from 25 Damage to 30 Damage
Force of Nature
  • Increased Treant attack damage from 14 to 16

Priestess of the Moon
Attack Speed
  • Reduced cooldown from 2.46 to 2.33 seconds
Scout
  • Increased speed from 270 to 300
  • Level 1: Reduced mana cost from 100 to 50
  • Level 2: Reduced mana cost from 75 to 50

Warden
Blink
  • Level 2: Reduced cooldown from 10 seconds to 7 seconds
  • Level 3: Increased cooldown from 1 second to 4 seconds

Dark Ranger
Life Drain
  • Increase damage done per second and lower mana cost
  • Level 1: Increase damage per second from 25 to 30; Reduce Mana cost from 75 to 50
  • Level 2: Increase damage per second from 40 to 45, Reduce Mana cost from 75 to 50
  • Level 3: Increase damage per second from 55 to 60, Reduce Mana cost from 75 to 50

Firelord
Incinerate
  • Level 1: Increased bonus damage multiplier per stack from 1 to 2; Increased death by incineration damage full area from 90 to 120; Increased death by incineration damage half area from 180 to 240; Increased duration from 2 to 4
  • Level 2: Increased bonus damage multiplier per stack from 2 to 3; Increased death by incineration damage full area from 90 to 120; Increased death by incineration damage half area from 180 to 240; Increased duration from 2 to 4
  • Level 3: Increased bonus damage multiplier per stack from 3 to 4; Increased death by incineration damage full area from 100 to 120; Increased death by incineration damage half area from 180 to 240; Increased duration from 2 to 4
Soul Burn
  • Level 1: Increased duration on units from 14 seconds to 16 seconds; Increased duration on heroes from 6 seconds to 7 seconds; Increased damage from 100 to 125
  • Level 2: Increased duration on units from 16 seconds to 18 seconds; Increased duration on heroes from 7 seconds to 8 seconds; Increased damage from 225 to 270
  • Level 3: Increased duration on units from 18 seconds to 20 seconds; Increased duration on heroes from 8 seconds to 9 seconds; Increased damage from 375 to 450

Goblin Alchemist
Movement Speed
  • Increased base speed from 270 to 290
Healing Spray
  • No longer heals enemy units
  • Heals Alchemist
Acid Bomb
  • Level 1: Increased Damage from 5 to 8 (total damage 75 to 120; Secondary damage 3 to 5)
  • Level 2: Increased Damage from 10 to 13 (total damage 150 to 195; Secondary damage 6.5 to 8.5)
  • Level 3: Increased Damage from 15 to 18 (total damage 225 to 270; Secondary damage 10 to 12)

Goblin Tinker
Movement Speed
  • Increased base speed from 270 to 290
Cluster Rockets
  • Now targets air units
  • Level 1: Increased damage from 35 to 45 damage per second
  • Level 2: Increased damage from 65 to 75 damage per second
  • Level 3: Increased damage from 100 to 110 damage per second

Naga Sea Witch
Movement Speed
  • Increased base speed from 270 to 290

Pandaren Brewmaster
Movement Speed
  • Increased base speed from 270 to 290

Map Pool

World Editor Upgrades
  • Object Limit: 30,000
  • Neutral Units: 2,048
  • Neutral Buildings: 384
  • Player Units: 4,320
  • Player Buildings: 2,400
  • Items: 1,024
  • Map Size Limit: 480 x 480
  • Tile Slot Limit: 16
  • Max Execution Limit: 3,000,000
  • Max Food Limit: 999
  • Max Resource Limit: 9,999,999
  • Array Size Limit: 32,768
  • "Always show Health Bars" now shows Mana Bars as well

New Natives

You made it! Don't worry, that last bit was a completely different language for me too... What are you still doing here? Go play some Warcraft.

Cheers,
Classic
by Published on 2018-04-10 06:37 PM

Forgotten Diablo Characters and BlizzCon 2018!

Final Witchwood Card Reveal Stream - Live Updates!

Developer Interview, Free Hero Rotation, Weekly Sales

Prepare for Retribution, the New Overwatch PVE Event Begins Today

Patch 7.3.5 Hotfixes - April 10
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Achievements
  • There's a Boss In There is now a legacy Achievement, and no longer awards Achievement points.

Classes

Quests
  • Hunters who could not see Emmarel Shadewarden during "Hunter to Hunter" should now see her properly.

Technical Raid Test – April 13th
The first Battle for Azeroth raid test is coming up this week!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Friday, April 13th, we will be conducting our first raid test of Battle for Azeroth! The primary purpose of this raid test is to identify any stability issues that would impact normal raid testing. For the duration of the test we will focus on one boss and monitor the server’s performance. This will also be an opportunity to preview the Uldir raid and provide feedback on both the boss and the zone itself. This test is important to ensure build stability when we start full raid testing once more raiders have been invited to test.

Friday, April 13th

Zek’voz, Herald of N’zoth - Heroic Uldir
13:00 PDT (16:00 EDT, 22:00 CEST)

Q: How do I get into the raid zone?
A: In Boralus, Zuldazar, or Dalaran, you may speak to Nexus-Lord Donjon Rade III. in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.)

Q: What character should I use to test the raid?
A: Whichever you prefer. We will be scaling players' effective level to 120 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.

Q: How long does testing last?
A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we're satisfied that we've received that information for a given boss, we'll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.

Blue Posts
Originally Posted by Blizzard Entertainment
Windwalker Monk - Blackout Kick Cooldown
Sorry for not catching this thread sooner--the change to Blackout Kick cooldown wasn't intended, and should be reverted in an upcoming alpha. (Blue Tracker / Official Forums)

Overwatch League Recap
Overwatch League continued this week with the start of Stage 3.



Heroes of the Storm - Developer Interview
The Heroes of the Storm team did some interviews at PAX East!



FinalBossTV 1st Impressions of Monks in Battle for Azeroth
FinalBossTV made a few videos recently on his first impressions for Monks in Battle for Azeroth!





Dark Legacy Comics #627
DLC #627 has been released!

by Published on 2018-04-10 03:11 PM

Forgotten Diablo Characters and BlizzCon 2018!

Final Witchwood Card Reveal Stream - Live Updates!

Developer Interview, Free Hero Rotation, Weekly Sales

Prepare for Retribution, the New Overwatch PVE Event Begins Today

Greater Invasion - Matron Folnuna
Matron Folnuna is up this week, rewarding ilvl 930 loot!



World Boss - Ana-Mouz
This week's world boss is Ana-Mouz in Suramar!



Weekly Bonus Event - Battlegrounds
Originally Posted by Blizzard (Blue Tracker / Official Forums)
A new weekly quest and rewards are here—steel yourself for Battleground combat!

Seven Days on the Battlegrounds
All this week, heading to the Battlegrounds will net you some extra Honor along with bonus loot for completing this week’s quest. To enter the fray, open Group Finder (default hotkey: I) and then select the Player vs. Player tab. Next choose Casual, select Random Battlegrounds, and hit the Join Battle button—you’ll be matched up with other players and sent to one of the 11 battlegrounds.

Weekly Quest
Before you get started, Archmage Timear near Violet Hold in Dalaran has a quest for you. Win four random Battlegrounds, and you’ll be rewarded with 5 Marks of Honor, a Badge of Honor (1000 Honor), and a Glory of the Melee Artifact Power token (base 500 AP).

Battleground Buff
This week you gain 50% more Honor in Battlegrounds.

A New Event Every Week
The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

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