World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2018-06-06 10:42 PM

Season 14 First Look: Themed Seasons

Get A Free Witchwood Card Pack - Determine Who Will Get a Spot in the Hearthstone Global Games!

Heroes of the Storm Patch Notes – June 6, 2018

New Symmetra Rework - Getting Started Guide

Upcoming Survival Hunter Changes - Battle for Azeroth Beta
Originally Posted by Blizzard (Blue Tracker)
Greetings, travelers!

In the next beta build you’re going to see a familiar ability in your spellbook: Carve! The ability is in a pretty raw state at the moment and we’re going to continue to iterate on it if this version doesn’t feel right. We’d love to hear about your experiences on Beta after playing with it.

  • Carve: 30 Focus cost. 6 second cooldown (reduced by Haste).
  • A sweeping attack that strikes all enemies in front of you for Physical damage. Reduces the remaining cooldown on Wildfire Bomb by 1.0 sec for each target hit,
    up to 5.

Please be aware that Carve doesn’t yet have full talent support. In a future build, things such as Birds of Prey, or Shrapnel Bomb from Wildfire Infusion, will interact with Carve. Butchery will likely be a Carve replacement, and get tuned accordingly.

We want to give Survival a clear path to take when there are many enemies, whether that’s a group of raptor hatchlings, or a double-pull of trolls in Atal’dazar. Serpent Sting and Wildfire Bomb don’t quite fill that space -- applying Serpent Sting to more than ~3 enemies (without Hydra’s Bite) is often more frustrating than it is fun, and Wildfire Bomb’s cooldown prevents it from being “the AoE button”.

Survival has a variety of AoE tools through talents, and Carve should add a better foundation for those talents to build around. By reducing Wildfire Bomb’s cooldown it gives you enough to do that spreading Serpent Stings to numerous targets is far less necessary. It also interacts strongly with the Guerilla Tactics talent, so all of the level 30 talents have a similar level of impact on how you AoE. The short cooldown is there so that your AOE rotation becomes weaving in your other buttons – Serpent Sting, Kill Command, Wildfire Bomb, etc – in between Carves, instead of just pushing it repeatedly.

Separately, we have a quality-of-life change for Hydra’s Bite that will arrive in an upcoming build. With Hydra’s Bite talented, Serpent Sting will prefer to select additional nearby targets that are not already affected by Serpent Sting. This should make it far less frustrating to try to apply Serpent Sting to a whole pack of mobs.

Again, we’re still iterating on the specifics of Carve, and we greatly appreciate your feedback on how this version plays. Thank you!

Upcoming Arms Warrior Changes - Battle for Azeroth Beta
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the next Beta build, you'll see a few changes for Arms that should address the Rage economy issues pointed out in threads like this one. The baseline pacing is slightly lower than intended, and talents can cause too big of a swing in either direction (slowing down or speeding up the pace).

  • Rage generation from auto attacks is increased by ~16%.
  • Tactician's proc chance is increased to 1.4% per Rage spent (it was 0.9%).

This adds more button presses to the rotation regardless of your talent build, and pushes Overpower more than other abilities to avoid creeping too close to "Slam-spam" territory. The moment we’re trying to eliminate as much as possible is the, “I have enough Rage to Slam right now, but I don’t know if I’ll have enough to Mortal Strike afterwards unless I have a swing timer.” These changes add enough Rage, and enough Overpower procs, to make that a rarer occurrence.

However, pumping more Rage into the rotation doesn't solve the problems with certain talent setups that have been highlighted here. There are a handful of Rage management talents that have big impacts on the spec's feel and flow, but it is easy to accidentally put together a build that is either starved or flooded.

  • Avatar and Fervor of Battle swap places (Avatar to 90, Fervor to 45).
  • Trauma removed, and replaced with the new Massacre design: "Execute is now usable against targets below 35% health."

This makes the purpose of each row clearer. 45 is all about spending more Rage. The row will have a more predictable impact on total button presses over time, while each talent still has a distinct impact on moment-to-moment gameplay.

Similarly, the 90 row is now all about cooldowns. Putting Avatar and Deadly Calm against each other limits the pacing swing between different talent setups, as well as lowering overall burst potential (something at which Arms already excels). Having strengths is important, but pushing them too far can lead to feeling like you’re a one-trick pony.

Finally, two more related tweaks:

  • Skullsplitter generates 20 Rage (was 30 Rage).
  • Anger Management no longer affects Deadly Calm. It now only affects Colossus Smash/Warbreaker, and Bladestorm.

Skullsplitter was adding too much activity, relative to the other options on the 15 row. Even with this change, it is still the most active choice for players who enjoy being closer to GCD-locked.

Rather than adding Avatar to Anger Management, we've opted to keep it simpler on the surface while still having all three 90 talents interact with it in different ways: In For The Kill is directly buffed, Avatar feeds extra Rage into Anger Management, and Deadly Calm makes it easier to set up for the more regular Colossus Smash windows.

Oh -- we're also trying out a different animation for Overpower.

As always, thanks for the feedback and discussion!

World of Warcraft Storytelling at E3
The WoW Storytelling panel will take place on Wednesday, June 13 at 11:30 AM PT.
Originally Posted by Blizzard (Blue Tracker)
World of Warcraft Storytelling: Bringing a Robust Universe to Life Through Different Mediums
  • Steve Danuser, Sr. Narrative Designer – Blizzard
  • Terran Gregory, Project Director – Blizzard
  • Christie Golden, Sr. Writer – Blizzard

Join members of the World of Warcraft team as they break down the tricks to bringing the World of Warcraft universe alive through story. From books, to video, to in-game storytelling, the rich narrative of WoW unfolds for fans across multiple forms of media as the team expands on the personalities that fans have come to care about. Whether you are for the Alliance, or for the Horde, stop by to get insight on the story that is still wowing people even after 14 years.

FinalBossTV - Druids in Battle for Azeroth
FinalBossTV made a few videos recently on Druids in Battle for Azeroth!



by Published on 2018-06-06 01:33 AM

Mage Tower Challenge Will be Accessible Always Towards End of Legion
Originally Posted by Blizzard (Blue Tracker)
No specific details on timing at the moment, but we are planning to allow the challenge to be attempted at any time, regardless of the status of the Mage Tower, as we approach the end of Legion.

As said, nothing on timing to share at the moment, but we will share more details when we have them. For now, you can continue your attempts, get those strategies down, and work towards better gear to help you complete the Mage Tower!
by Published on 2018-06-05 10:23 PM

Three Sisters - Battle for Azeroth Comics: Issue #3

Developer Update - Upcoming Social Features

Affliction Warlock Feedback - Battle for Azeroth
Originally Posted by Blizzard (Blue Tracker)
We're going to swap Haunt (was lvl 15, now lvl 90) with Deathbolt (was lvl 90, now lvl 15) in the talent tree in the next build. This fulfills a desire (mentioned several times here) to be able to play a Nightfall + Haunt or Drain Soul + Haunt build, which a lot of players think is fun (and is fair feedback).

The reason we made the last round of talent swaps, which saw Nightfall and Drain Soul move to level 15, and Shadow Embrace and Haunt move to level 90, was to satisfy a different desire (as players mentioned even in this thread) to allow Drain Soul and Grimoire of Sacrifice to be taken together, as both are identity, feel, and greatly gameplay changing. That also seemed reasonable.

Separately, that also had the benefit of allowing Nightfall and Drain Soul to be acquirable earlier at lvl 15, since they are both great leveling talents and good to have early.

To make room for Nightfall and Drain Soul on the lvl 15 row, we chose to move Shadow Embrace and Deathbolt together (as opposed to Shadow Embrace and Haunt) because Shadow Embrace and Haunt are pretty similar - they both provide a damage taken debuff with or near 100% uptime. That's still true, but it seems better overall to live with that, look for opportunities to improve/replace Shadow Embrace in the future, and support a Nightfall + Haunt build.

So the new layout looks like:
Row 15: Nightfall, Drain Soul, Deathbolt
Row 90: Shadow Embrace, Haunt, Grimoire of Sacrifice

On the topic of talent tree layouts in general for all specs - it's always a list of competing, sometimes contradictory desires, all of which are valid to some varying degrees:
  • "All talents on a row should be equal"
  • "Some talents should better in some situations"
  • "Talents on the same row shouldn't clearly be better in single target or AOE vs other talents on the same row"
  • "Difficult to use talents should be a little more rewarding than easy to use talents"
  • "Talents shouldn't be too similar to each other"
  • "Players should be allowed to pick whatever talent they find the most fun"
  • "The strongest talent should probably be the most fun one"
And so on. It’s often not possible to satisfy all requirements, so it becomes sort of finding the best configuration that satisfies as many desires as possible, and iterating on improvements for the future.

As usual, we're always open to feedback.

End of Legion: Mythic Raiding Feedback
Originally Posted by Blizzard (Blue Tracker)
With Legion coming to a close we thought we might try something a little different and collect some specific feedback on things. Last week's topic, which was Mythic+, I think went over really well and I'm looking forward to what you guys have to say about some of the topics on our list and what you thought about them over the course of the expansion.

This week's topic is going to be about Mythic Raiding over the course of Legion. We want to hear what you all think it did well, what you think it didn't, what about certain bosses that you liked or didn't like, specific mechanics, etc.

Why "Mythic" Raiding specifically?
We felt like Mythic on its own stood to be its own topic because it has its own specific feedback comparatively to Heroic or Normal. There will be another topic later that will cover Normal and Heroic.

Where is X topic?
Don't worry as we have a list of topics that we plan on going down and its probably on the list. Every week will be a new topic so just give us a moment and we'll get there.

Also a friendly note that just because you see it here doesn't mean it will be changed or added - and this topic is not an indication of future feature development.
by Published on 2018-06-05 06:25 PM

Three Sisters - Battle for Azeroth Comics: Issue #3
The full Three Sisters comic has been released! This comic takes place before Battle for Azeroth and showcases Sylvanas, Alleria, and Vereesa Windrunner as the sisters struggle to find common ground while trying to retake Windrunner Spire from the undead in the Ghostlands.
Originally Posted by Blizzard Entertainment
After returning home to Azeroth, Alleria Windrunner calls upon her estranged siblings—Sylvanas, the warchief of the Horde, and Vereesa, ranger-general of the Silver Covenant—to join her in a quest to retake their ancestral home, Windrunner Spire, from the undead who have overrun the place. On their journey, the three sisters will navigate both the dangers of the present and the ghosts of the past to discover if time and tragedy have divided them irrevocably—or if, despite everything, they are still a family.

by Published on 2018-06-05 03:56 PM

How High Can I Climb? May Rank Season: Part 2

Echoes of Alterac, Heroes of the Storm PTR Notes - June 4, 2018

Dark Ascension Changes - Battle for Azeroth
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Update on Dark Ascension:

The next build's version will no longer have the requirement that you be out of Voidform to cast it. The goal with that requirement in the original design was to prevent players from wasting/incorrectly using it during Voidform to extend Voidform a bit via the Insanity it generates.

Instead, with the next iteration, you can cast Dark Ascension at any time, and it activates a new Voidform, resetting your Insanity drain and Voidform stacks.

You'll also keep any Insanity you currently had, and Generate 50 more (pending tuning) to add to that. We considered it resetting your Insanity to 0, then generating 50 afterwards, but that meant you'd probably want to wait until Voidform is completely over before using Dark Ascension, which is counter to the design of the talent being both a flexible on-demand burst AOE and a way to enter/start a new Voidform whenever you choose.

Greater Invasion Boss - Inquisitor Meto
Inquisitor Meto is up this week, rewarding item level 930 gear.



World Boss - Withered J'im
DEADLY: Withered J'im is up this week.



Weekly Bonus Event - Legion Dungeons
The Legion Dungeon Event is live this week!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
All week, open Group Finder (default hotkey: i) and then select Dungeon Finder to queue for any Legion dungeon on Normal or Heroic difficulty. Alternately, get a group of veteran dungeoneers together and travel to one of the Legion dungeons on Mythic difficulty.

Look for the following all week long:

  • Archmage Timear near Violet Hold in Dalaran has a quest for you. Or, if you forget to pick it up there, you can start it from within the Adventure Journal.
    • Quest requirement: Complete 4 Legion dungeons on Mythic difficulty.
    • Rewards: One loot box containing a piece of gear from Heroic difficulty Antorus.
  • Passive bonus: The final boss in each dungeon drop additional loot on all difficulties (except Mythic Keystone difficulties).

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