Battle for Azeroth Alpha - Bee Mounts
The Battle for Azeroth Alpha features a variety of different mounts and today we are taking a look at the bee mount and its color variants.
Blue Posts
Originally Posted by Blizzard Entertainment
Warrior Mastery + Armor/Block The value of block now passively increases as you get more and more gear, most notably from shield. Block as a mechanic still scales somewhat linearly throughout the expansion, instead of double dipping with the increased survivability from having higher armor contribution on top of it.
This is the right idea. Since there have been a lot of questions about this--
Block seeming to decrease when you gain armor is mostly an artifact of how we're currently presenting it on the character sheet (which might be worth revisiting). I'll keep using Shield of the Righteous as the example since it's a large temporary armor change.
Block now uses similar scaling to armor itself, for the reasons mentioned in my other post (briefly--it's more gear-driven and makes upgrades matter, and allows content to be tuned around higher block values as you proceed further into the game). When you gain a massive amount of armor from Shield of the Righteous, you're now at a higher point on the armor DR curve. So adding a fixed amount of armor, which is essentially what block is doing, translates to a lower %.
This is no different from how gaining a buff for X armor would appear to add less mitigation (as a %) if you had Shield of the Righteous up--i.e. the way armor as worked for the whole history of WoW. Block just happens to be called out as its own % on the character sheet, so this is more visible. In all cases, gaining more armor will further reduce damage from both blocked and unblocked hits.
We of course could make abilities like Shield of the Righteous increase block value as well as armor, so the "block %" stayed similar. But I'm not sure that's what you'd actually want from a gameplay or balance perspective. That's basically saying we'd give block more value during the time when you're already protected by Shield of the Righteous. That's the opposite of the usual desire (it would increase damage variance). Letting armor DR work using its natural mechanics, causing an effect like block to have more % value when you have lower armor, seems better.
Summing up, I hope that clarifies a bit more what's going on, and so far I think the biggest outstanding question is whether there's a clearer way to present the block information on the character sheet.
The first direction we're likely exploring for Brewmaster is to make Stagger the mechanic that is driven by Agility, and ultimately make sure it has similar scaling to the armor-based mechanics on the other tanks. This would not necessitate any large player-facing changes to how Stagger works or how you use it.
Also, an upcoming alpha build will have a reduced % on all the effects that translate primary stat to armor. They're too high right now because a recent change reduced armor values across the game and didn't change those abilities to conform. It's just a math fix, when it happens. (Blue Tracker / Official Forums)
PAX East: Beta Testing coming soon
Yep Beta is soon™! Please make sure you guys have opted in! You can do that in your account management under Beta Profile settings.
Please be mindful of things like phishing scams as Customer Support sees a spike of account compromises around Betas. Currently we're not giving out codes and only flagging accounts for Alpha/Beta access. You'll see some of the usual beta code giveaways as we get farther into Beta and those will be coming from trusted sources via giveaways. (Blue Tracker / Official Forums)
Why kill the Web AH? That's too bad - I was really hoping the AH was going to get an upgrade. It is dated and a very poor interface in the game right now and needs some real work. I find it hard to believe that the AH overall is used by only a small percentage of players, so the excuse to ignore it isn't there - yet they have completely ignored upgrading it for basically the entire life of WoW so far. CRAZY PANTS.
I agree that the in game Auction House definitely needs some updates and Ion touched on this awhile back in a Q&A. While we don't like suggesting addons (as we feel that the default UI should have enough functionality in a perfect world), they were suggested by Ion as a work around in the meantime. I currently don't know of any plans to update the Auction House, but as soon we hear information on any changes, you can be sure we will share it with the community. There was a lot of great feedback in here about the in game UI for it so I really appreciate the discussion about it so I can pass this on. (Blue Tracker / Official Forums)
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
We’ve chosen 32 teams who have pushed themselves to the limit and proven they are ready for their next challenge in the Mythic Dungeon Invitational. Eight teams from China, Asia-Pacific, Europe, and the Americas will compete over the span of four weekends to see who will make it to the top 8 before moving on to the Global Finals.
So, What's Next?
Each team will compete in Mythic Dungeons head-to-head against teams from their own region during four regional stage events. Two teams will advance from each region during a double-elimination, best-of-3 format for the lowest time. They will need to balance speed, skill, and strategy to claim their victory over their opponents and each character death will add 5 seconds to the score. Keystone levels and affixes will be determined by Blizzard for the first match, but the losing team will have the opportunity to get the upper hand by selecting the next map and its crucial third affix! All competition will take place on special tournament realms in which all players compete on an even playing field.
Event Schedule
The competition all begins this weekend on Twitch Friday, April 13 when the top teams in China begin their bid to make it to the Global top 8.
Here’s the full schedule of events:
Weekend 1: China Group Stage Broadcast
Friday, April 13 at 8:00 p.m. PDT
Saturday, April 14 at 8:00 p.m. PDT
Weekend 2: Asia-Pacific Group Stage
Friday, April 20 at 8:00 p.m. PDT
Saturday, April 21 at 8:00 p.m. PDT
Weekend 3: Europe Group Stage Broadcast
Saturday, April 28 at 5:00 a.m. PDT
Sunday, April 29 at 5:00 a.m. PDT
Weekend 4: Americas Group Stage Broadcast
Saturday, May 5 at 10:00 a.m. PDT
Sunday, May 6 at 10:00 a.m. PDT
Where to Watch the China Regional Group Stage Broadcast
You can catch all the action in English on the official Warcraft Twitch channel. Hosts Adrian "Healingstat" Archer-Lock, Daniel "AutomaticJak" Anzenberger,Caroline "Naguura" Forer, Richard Campbell, Aaron "Sours" Shaffer, and Ted "Sloot" Bacinschi will be on hand to provide commentary and expertise on all the action.
This Week in WoW History
We're taking a look back at old MMO-Champion posts and World of Warcraft news that occurred during this time in previous years.
Temple of Kotmogu
The Mists of Pandaria beta added two new battlegrounds, one of which was featured this week in 2012. The Temple of Kotmogu is a 10-man battleground, the objective of which is collecting 1600 points before the opposing team. This can be done by picking up one of the four orbs around the center of the battleground. These orbs apply an increasing buff to the player holding them, which increases their damage done, and healing received, however it also increases their damage taken, making it easier to kill them the longer they hold onto the orb.
Soul of the Aspects Companion
The Soul of the Aspects was added to the Blizzard Store in 2012. This companion is the pet version of the Heart of the Aspects, which was a mount added during Cataclysm. Both can still be purchased on the Blizzard Store if you’re interested in adding them to your collection.
Curse of Naxxramas
During the 2014 PAX event the first expansion of Hearthstone was officially announced. The Curse of Naxxramas would bring an adventure mode with 30 new cards, unique game board, and class challenges. A total of five wings would be available, one of which would open with the release, and the rest would open weekly.
Azeroth Choppers
Blizzard Entertainment contacted Paul Jr. Designs with the task of making a chopper for both Aliiance and Horde. The trailer for this series aired in 2014, showing off Team Horde which was lead by Sam Didier, and Team Alliance lead by Chris Metzen. Their objective was simple: craft a chopper which best represents their faction. The team with the better designed chopper would see their product added to the game.
Warlord Blackhand Machinima
Suge released another Machinima, this time featuring Blackrock Foundry. The machinima showed off all of the bosses, the zone, and some exciting combat. The trailer also included the final fight of the raid, and the defeat of Blackhand.
Riddler’s Mind-Worm
In 2017, the Secret Finding Discord discovered and solved yet another puzzle added in Legion with Patch 7.2. This time the prize was the Riddler’s Mind-Worm, a recolor of the mount that could be obtained by defeating Mistress Sassz’ine in Tomb of Sargeras. The riddle included finding eight different pages scattered throughout the world, and a final chest which contained the mount.
EVE Online Celebrates 15th Anniversary May 6
EVE Online released a trailer to commemorate its 15th anniversary!
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)
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!
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
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
Phoenix's Flames correctly does the amount of splash damage indicated by its tooltip.
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.
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!
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.