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Warlords of Draenor Beta - Second Round of Information

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Update (9:45 PM EST): Added Blackhand's model

Warlords of Draenor Beta - Second Round of Information
Things are going to take a little longer than normal with all of the changes, but our team is hard at work and we're making amazing progress. Don't miss our Day 1 progress!

This is just a couple of the things we've found so far, check back often for more updates!

New Blackhand



New Durotan



New Grommash



New Velen



New Thrall



New Zone Maps






Draenor World Map
We have a preview of what Draenor will look like, constructed from the game's minimap files!


Warlords of Draenor Alpha Models

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Warlords of Draenor Alpha Models
We're progressing through the pile of files available in the Warlords of Draenor Alpha and digged up a couple of new models for your pleasure! Really scary hippos and really cute puppies will be in this expansion.

Talbuk





Draenor Ancients




Elekk




Wolves (Mount Variations)





Pale Orcs




Giant Boar (Mount Variations)





Goren




Hippos





Clefthoof (Mount and Pack Variations)







Sporebat




Orc Clans Totems




Misc / Cutest Puppies Ever





Leaders / NPCs



Warlords of Draenor Alpha Weapon, Shield, and Shoulder Models

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Diablo 3 Reaper of Souls First Patch - 2.0.4 Datamined Class Changes

Deck Spotlight: Miracle Rogue 2.0, Last Week in Review, Funny & Lucky Moments #36

Skin Spotlight: Grimskull Nazeebo (Witch Doctor)

Warlords of Draenor Alpha Creature Models
Here are a few more creature models that we missed yesterday!





Warlords of Draenor Alpha Weapon Models
We're still progressing through the pile of files available in the Warlords of Draenor Alpha and have some more of the new models ready to look at.

Axes




Swords




Bows / Guns




Maces




Daggers / Fist Weapons




Off-Hands




Polearms




Staves




Shields




Shoulders

Artcraft — Running of the Bulls

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Artcraft — Running of the Bulls
The new male Tauren character model is here!



Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey there everyone, I’m Steve Aguilar, lead animator for the World of Warcraft animation team. Today we’re showing off the male Tauren, and with some help from the rest of the animation team, we’re going to give you a look at the animation processes we use to bring this big guy to life.

Before we even started animating him, we already knew the Tauren was going to be a blast to work on based on all of the detail the character art team added.

As we begin applying animations, we’re extra careful not to stray too far from the original. It’s important to us to retain the essence of the original animations, because how a characters walk, move, and carry themselves help to define their personality. We use all of the original animations as a starting point, and then go through the process of cleaning them up and adding additional articulation. Let’s delve into what that process looks like.

The Re-Animator(Steve Aguilar)
The normal “stand” animation is one of the most important animations because this is what you, the player, see the majority of the time. When you stop moving or walk up to an NPC, the stand is the key pose that is being used. A huge chunk of animations also rely on this pose so they can easily transition into and out of it.

When we import the original stand animation onto the new model, we then look to see if there are any weight shifts, odd rotations, or hitches that we need to fix. After we’ve cleaned up the pose, it goes through another sanity check to see if other animations will still be able to transition into and out of this new stand pose. If we happen to change the pose too much, it can cause a domino effect and possibly harm all the existing animations.

After touching up the pose, we move on to re-animating the standard idle motion. Slight changes on how muscles move, limbs are carried, or feet hit the ground can get across a better sense of weight for whatever creature it is we’re animating. Tweaking the male Tauren was a lot of fun because we were able to add a lot more weight than the previous model had and make the Tauren feel bigger and beefier. Another thing that stood out was the lack of motion on the nose ring, braids, and especially the face. With the addition of a facial rig, we were able to get his brows, nostrils, ears, and cheeks to react with his breathing motion. Getting these subtle motions to work added so much to the simple standing pose, I imagined the Tauren looking up at me and saying "thank you."

Here’s a side-by-side comparison of the old and new models.


Next up is Kevin to talk about the face rig and what that process entails.


Face Off(Kevin “Snap ‘n’ Point” Rucker)
Since the facial animation system worked so well with the Pandaren in Mists of Pandaria, with the updated models we wanted to add the same life and emotion they deserved. In the past the character models only had a jaw bone that could be animated, but now we’re able to add movement to the brows, eyes, cheeks and mouth. We’re able to properly make them smile, look angry, and talk.

We start with a base mesh and add joints to specific spots that will allow us to mold the face. We then add influence, or “skin” the mesh to those joints and shape them into poses: jaw open, eyebrows down or furrowed, for example. We hook up those poses to main controls to make the process of animating the face faster and more cohesive between several animators. For instance, instead of having to move 9 individual joints to shape the eyebrows, we just need to touch 2 controls which include a sub-set of attributes for more detailed shaping. After that if we still need to tweak the poses, we can always go back to the original sub controls for additive fine tuning.


We also create a “face file” with several preset expressions the animators can use while working. It’s a lot faster than creating a new pose from scratch. If they need a sad or angry face, they can start from the preset ones, and then adjust from there to make it more unique.

We also create several mouth shapes, or phonemes, for use in talking animations. Again, posing the face is time consuming, so having a jump start is extremely helpful. It also makes the character feel like it was animated by one person, when there’s actually a big group of us working on them at one time.



Body Movin’(Jeremy “Goonies never say die” Collins)
On a certain level, how you move in the game is one of the most important things you experience as a player. It’s your main interaction with the world around you. For Warlords of Draenor, we wanted to improve the locomotion of WoW’s player characters with brand new rigs. These new rigs are capable of doing so much more in terms of fidelity of motion for our characters, and we wanted to showcase that as much as possible.

Everyone who plays WoW is familiar with their character’s idle and run animations—those are the two you see the most. We wanted to really take a look at what made the old player model animations successful, and what made them so iconic. Our job was to then retain the spirit of the old animations, but clean them up so they would look epic on the new rigs. That proved to be a really fun task. Part of the joy of cleaning up an animation like the Dwarf male’s run is going back and seeing what the original animators were thinking about when they first worked on these characters. Some of these runs and walks were animated over 10 years ago!

The first thing we did when we cleaned up an animation was ask ourselves a series of questions. What are some of the areas that could use touching up? Does the center of gravity on the character feel skewed? Is the character leaning appropriately when moving in a direction? How can we shift the timing to give this animation a greater sense of weight?

All of our rigs are manipulated with the use of controllers. Controllers are curves that drive the joints the tech artists have placed that ultimately deform deform the model you see. When we open an older animation, we’re manipulating what is called "baked data." Baked animations have keys on every attribute on every frame. In some cases, it’s necessary for us to delete some keys to make the animation curves easier to manipulate. Here’s what we see inside of Maya. Every one of those colored curves represents rotation or translation of that foot controller.

Once we had identified what needed polishing we went straight into Maya and got to work. A popular method of cleaning up locomotion animations would be saving the contact poses, major breakdowns, deleting the in-betweens, and smoothing out the motion from there.


Emotes were also super fun to work on. We would often times shoot video footage of ourselves acting out emote animations for reference—and no you don’t get to see them. We’d then use that reference as a jumping off point for setting key frames in Maya.



Glass Case of Emotion: Part I(Carman“Boba Muscles” Cheung)
For the majority of the character cleanup phase, the team focuses on three main things: cloth, hair and the face. Cloth includes a front and back tabard and a cape. Hair can be anything from a back ponytail, a front ponytail, pig tails, beards of varying sizes and shapes, or a combination of all of these. We also add facial animation, which adds a lot of character and life to the model. Occasionally, we will also fix minor posing issues or any errors, like jittering.


All of our character animations are hand keyed, and not dynamically simulated within the game engine or created through motion capture. This allows us to have complete control in shaping the movement and style for each character, and it adds a unique life to the characters you can’t really get any other way.




Glass Case of Emotion: Part II(David “Coffee Corn” Edwards)
My favorite part of the entire process is adding the facial expressions, or fixing up the timing or posing of a character. It is astounding how adding a simple facial expression can instantly bring a character to life. It’s always incredibly rewarding to take an old animation and see what even small changes can do to vastly improve it.

As a contrast, the most difficult part of the process, at least for me, is having to hold myself back from wanting to fix or adjust every little thing for every single animation. Due to the sheer volume of animations that exist for player characters, our goal of having updated models in time for Warlords of Draenor, and the need to animate all the new creatures and objects going into the expansion, we have to prioritize our time. We’ve broken the cleanup passes on character revamp animations up into phases. Phase 1 has all of the locomotion animations (walk, run, etc.) as well as all the emotes and spell casts. Phase 2 deals with the combat animations (attacks, stuns, etc.), and phase 3 is a catch-all for the remaining animations (swimming, fishing, etc.). Regardless of the phase, every animation is touched in some form or fashion, but phase 1 gets the most love since those are the animations are seen the most.

At the start of each animation we always focus on cleaning up the body first, since this motion drives all of the secondary animation. Below is a video showing the finished product after it has gone through the cleanup process.



That’s All For Now(Steve Aguilar)
Thanks for reading and letting the animation team share this part of their process with you. I hope we’re doing justice to one of your beloved characters, and that you can see the amount of love we’re applying to not only the male Tauren, but the animations for all of the characters in the game. Have a great day, and you stay classy WoW players!

WoD Alpha Zone Screenshots Removed, Artcraft - Female Draenei, WoWDB Updated

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Warlords of Draenor Zone Screenshots Removed
Blizzard asked us to remove all the zone screenshots from the Warlords of Draenor Alpha on the site.


WoWDB Updated
The team has been hard at work on WoWDB over the past few days, fixing and updating things to work with the new expansion.


  • New Character Models - Some of the new character models have been added to the WoWDB Modelviewer. You need to change the Race in the dropdown menu to one of the following: Orc female, Dwarf female, Tauren male, Gnome male.
  • New Items - Item tooltips now show the new stats and correctly scaling percentages for Level 100. Many items also have working 3D Models!
  • New Achievements - The new Warlords of Draenor achievements have been added to the database.
  • New Spells - The new Warlords of Draenor spells have been added, with most tooltip errors corrected now.


Artcraft - Daughter of Argus
A early preview of the Female Draenei character model is ready!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hello again! I’m Senior Art Director Chris Robinson, and today we wanted to give you a super quick look at our current progress with the new female Draenei.

After the April Fools’ joke we wanted to ensure you weren’t waiting too long to see where we’re at with her actual character model update. Keep in mind that she’s still in-progress, and doesn’t have any animation to pose her body or face.

Animation is a big factor for the female Draenei specifically, so it’s important to keep it in mind when comparing the two. The original female Draenei has some fairly extreme posing that happens when she’s animated. If you were to see the static model of the original without any posing you’d see that it looks very similar to the new one. With her pose applied her shoulders stretch backward, her pelvis rotates forward, and her chin lowers—causing her head to angle downwards. The curvature in her lower back, and why the head shape looks slightly different, are also due to the new model not having the same posing applied yet. She also looks a lot taller! Ultimately all of those things will be addressed when we animate the new model, they just don’t take place until she’s rigged and sent on to the animation team.

We hope you enjoyed this super quick look at where we’re at right now, and we’ll continuing sharing more in-progress art as we go forward. The next article in the Artcraft series we’re planning is a look at the creation of the Spires of Arak, a new zone coming in Warlords of Draenor. Thanks for stopping by!

Senior Character Artist Joe Keller did the majority of the work on this revamp, with direction from our Lead Character Artist Tyson Murphy (@tysmurph), and myself (@artofcgrobinson).

WoD Model Comparisons, WoD: Eight New Dungeons, April 7 Hotfixes, Blue Tweets, DLC

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Upcoming Loot Hotfixes [A Travis Day Post], RoS Developer Q&A: Monsters, Essence of the Twin Seas Farming Guide

Hearthstone Patch 5170 - New Quests, Mobile Additions, PC Bang Gold Rewards

Four Heroes to be Revealed at PAX East

Warlords of Draenor Model Comparison
Today we are taking a look at some of the new Warlords of Draenor models, and comparing them to the older models.













Warlords of Draenor - Orcs
We have some more of the new Orcs working in our modelviewer!




Warlords of Draenor - Eight New Dungeons
It looks like Warlords of Draenor will have eight new dungeons, with seven of them being completely new and one being the updated version of UBRS.



Patch 5.4.7 Hotfixes - April 7
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Classes

Quests
  • Guerrillas in our Midst: Resolved an issue where General Nazgrim can lose his quest giver status, preventing players from being able to complete the quest.
  • The Lesson of the Burning Scroll: Players now receive the Master's Flame automatically upon accepting the quest.

Creatures
  • All world bosses in Mists of Pandaria are no longer tap-to-faction. Players from both factions that engage the world boss at the same time are now eligible for loot.

Raids, Dungeons, and Scenarios
  • Each World of Warcraft account can now create a maximum of 10 instances per hour (up from 5).
  • Siege of Orgrimmar
    • Amalgam of Corruption's Unleashed Anger can now reach players that are greater than 10 yards away.
  • Dungeons
    • Siege of Niuzao Temple: A Challenge Gong has been added, allowing players the option to trigger waves of attackers more quickly during the Commander Vo'jak encounter.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Hunter (Forums / Skills / WoD Talent Calculator)
Am I just stupid or bad at hunters or do they seem focused starved 90% of the time?
Starved? No... It's a resource that they build and spend. They have a no-CD builder, so it's impossible to be 'starved'. (Celestalon)

does marksmansnip mastery has cd? my barrage got 40shot under 62%mastery and got less than 10 wild quiver hit
Wild Quiver has a reduced chance to proc from individual Barrage hits since the ability hits so many times so quickly. (WatcherDev)
so,thats mean there a input cd (or something else) like arms sweeping strike
No cooldown, just a lower chance to proc. It's possible that it could proc from every Barrage hit, just very unlikely. (WatcherDev)

I can't right click off the MisDirection buff anymore to recast on a different target :< . Intended? (please say no)
Intended, as a bandaid for an exploit that we didn't have any other way to fix. Hope to allow you to cancel it again in the future. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
I've taken another stab at the frost math and really hope you'll take a look: http://t.co/Jt1YR143oE
You're using one set of ET% for all builds. That's obviously flawed, since the ET% are based on your stats. (Celestalon)
(Mostly by haste. The more haste you have, the more Fb you're going to fit between each LB, for example) (Celestalon)
Keep it up. This peer-review part of theorycrafting is super important, and to me, fun. (Celestalon)
It can be hard; it's not easy posting your work for all to see, and having people point out how you're wrong. (Celestalon)
But I think the process of peer-review is one of the most important parts of theorycrafting, that many specs' communities have been lacking in lately, leading to bad theorycraft spreading and becoming trusted. (Celestalon)
If you guys delivered us an operating manual for each spec, we wouldn't have to guess so wildly
That's neither needed, or the problem. Bad math for the optimal rotation is bad math. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
becuase surging mist cost so much mana that its not worth it
We'll be adjusting mana costs, don't fear. (Celestalon)

Healing Spheres being removed for WW? I agree that if feels odd but removing it feels like a loss of a good backup heal.
They're being compensated for that loss elsewhere. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
I think the issue is a slow rotation filled with pauses is considered less "fun", even if it's equal DPS statwise
Right, and I understand that concern, and am informing you that we are keeping that in mind, and not changing it. (Celestalon)
Even so, having limited access to haste will affect how ret feels/play due to not being able to get haste through gem/reforges..
Again, you won't have limited access to haste. You *will* be able to customize gear. You *will* be able to get gear that has... (Celestalon)
...the stats you want. I understand that it's hard to convey through 140char, but your concerns aren't being ignored. (Celestalon)

curious about hopo generation tbh. Feels really good on live, dont want to go back to only 1 hopo generator. Thanks 4 reply
No plans to change HoPo generation significantly. (Celestalon)
Will there be any changes to SoB? Ret will struggle extremely with its current model once gems/reforges are gone.
Sanctity of Battle? No... Why would it? (Celestalon)
Without reforging and gems, the ret rotation will feel very slow and filled with gaps cause of little to no haste.
That's definitely false. Gems are part of items' budgets, and Reforging just moves stats around; no significant change there if... (Celestalon)
...you care about and stack haste. Overall, negligible impact, if any. (Celestalon)
...will make crit/mastery items even more unattractive over a haste+X counterpart, X being crit or mastery.
If you love haste, yes, haste/Anything beats crit/mastery; aim for getting haste items. Regardless, all of the secondary stats... (Celestalon)
...will be useful, and closer in value. (Celestalon)
So SoB & Ret rot. design the same, but we're over-exaggerating how "TAKE IT & SHUT UP" we're imagining stat options?
Very much so. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
If you remove the healing from Divine Star for Shadow, that talent will stop being used by SPriests. Is that the intent?
No, and we don't think it will do that. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
That's the sort of answer I was hoping for, thanks. What about cd stacking? Enh is a big transgressor there, esp in pvp.
Yeah. Enh is one of the worst, because the strength of their big CD scales with gear. +20%dmg in blues, +100%dmg in 580s. (Celestalon)
Err, big CD*s*. That describes both Fire Elemental and Ascendence. (Celestalon)

No-- enh skill cap is tiny. Simcraft predicts 1.3% difference btw (over)optimized and (very)simplified priorities.
That says nothing about how high the skill cap is, just how valuable high skill is. We want to raise that value. (Celestalon)

should we expect any big changes to the Enh Shaman rotation / priorities?
Kind of. Enh suffers from a major case of "thirty-different-damage-sources-so-all-of-them-feel-meh"-itis. (Celestalon)
We're generally happy with Enh's gameplay (which is whack-a-mole at base skill levels, but does have a high skill cap). (Celestalon)
However, we're going to try to maintain that gameplay, while removing or combining many of the damage sources. (Celestalon)
For example, compare http://t.co/AiVKyUn9sS (12 dmg sources)... to http://t.co/dPrdUe81JC (34 dmg sources). Are they all... (Celestalon)
...really needed? Can we combine some? Some are MH vs OH of the same strike, so that's naturally inflating things, but even... (Celestalon)
...still, that's a ton. Anyway, point is, we're going to try to maintain the same gameplay, but fewer, more impactful sources. (Celestalon)
That's the same mentality for most classes moving into WoD, right? Maintaining gameplay, more impactful choices?
Yes, but I think Enhancement exemplifies that most of anyone. (Celestalon)
I'm concerned because the spec is currently fast/full of choice because of all the buttons, is it being dumbed down?
No. (Celestalon)
How so if half the possible choices for every given gcd are removed?
I definitely did not say that half the possible choices for every GCD are being removed. (Celestalon)
It was hyperbolizing for the sake of illustrating my concern.
I said nothing of the sort, though. (Celestalon)
Fair enough, you did not; so what sort of damage sources would be removed if not buttons?
Just Example, not Announcement: Unleash Wind does a pittance of damage, and a useful buff. Could we cut the damage, buff the buff? (Celestalon)
Remove the spell as enh, and replace it with a new melee ability (medium damage)with a smaller cooldown = fun + useful
Do you really want *another* meh-dium damage ability? (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Dear Cele, never gets old, but why be any other dps when you can be warlock? And why did you guys stop game balance hotfixing?
There's a huge conversation to be had about *when* to nerf. Short answer is that nerfing warlocks would also nerf *guilds*. (Celestalon)
Instead, we think the right call is to leave them until Warlords, then fix them there. We agree that they're too strong now (Celestalon)
I think it's better to balance the class, then nerf content as needed based on the class rebalance.
Requires making an assumption about how many Warlocks guilds were using. (Celestalon)
No need for assumptions, you have the numbers.
...but it varies by guild. That's the point. (Celestalon)

T14 beta, Demo Tank preformance similar to other tanks. Nerfs came. Revert nerfs, rebalance, Demo tank live?
UI support, Active Mitigation skills, multiple cooldowns, talents with defensive benefit, glyphs with defensive benefit, an interesting defensive rotation, defensive value for all stats (that's gigantic), Vengeance, DPS tuning, mob control abilities, defensive mechanics that scale at the right rate, community understanding, etc. Warlocks are/were nowhere close to being full-fledged tanks. Sorry, it's just not the same thing. (Celestalon)
feel like there's a similar argument for making prot a dps spec that goes beyond what one talent can do.
On the contrary, Prot Warriors have all of the DPS equivalents of those, or are getting them anyway for other reasons. (Celestalon)

That's great, but when raid needs a tank, Warrior can hit a button and be one, while I have to switch to my alt DK.
That's something you signed up for. We don't treat "ability to respec to a different role" as something we balance. (Celestalon)
No, I didn't. When I signed up as a Warlock, they could only DPS, Warriors could only tank, Paladins and Druids could only heal.
Pretty sure that's objectively false. (Celestalon)
It definitely is. I played vanilla wow. As a fury 2h spec warrior, top dps through BWL and AQ40. Quit lying.
I also played one of those specs widely considered unviable as well, back in vanilla, to great effect. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Will something be done to the "gotta wait till I got colossus smash up" class?
Focusing your rage spending inside Colossus Smash windows, without wasting rage, is very much an intended gameplay element. (Celestalon)

Art
Can the dwarven face beard clasp on the new models be on the larger beard seen on the dwarf in the WoD anouncement trailer
This is the kind of thing we would like to add with future customization. Not part of initial PC revamp. (artofcgrobinson)

Does the toucan exist outside concept art? If so, that, please! Plus clefthooves as the rhino family is tiny and needs friends
It does! And it's surprisingly, and awesomely, savage. (Muffinus)

is there a reason that Vale and Shatt Portals have the same portal animation? Or was one just never made for Vale?
Well I'll be... whoops. Fixed for 6.0! (Celestalon)

Warlords of Draenor Stats
All this talk about base health and base damage; why not exponential scaling, Would make these considerations irrelevant.
We do use exponential scaling, and while the pros drastically outweigh the cons of doing so, needing to squish is the big con. (Celestalon)
I think he also meant zero base value, all value from stats. Which is happening with damage. Useful for health too?
...That /is/ happening for health. (Celestalon)
I misinterpreted something then. Thought base health drastically reduced, not eliminated. Sounds good to me then.
Base health is gone. A naked character has only a bit of health from their base stamina. (Celestalon)
So is Ironman leveling dead?
It's certainly much harder. Likely possible still on specs that can kite. (Celestalon)

since dodge is removed from the game, how guardian druids gonna survive bosses?
Dodge is not removed from the game. Dodge is removed *from gear*. You already had no dodge on your gear. (Celestalon)
so still there dodge gems?
No. It won't be a stat you find on gear, even through gems. (Celestalon)
then how shall a guardian tank now?
Things like Savage Defense will still give Dodge. (Celestalon)

will WoD (tertiary stats?)random attribute have a RNG factor to number/percentage it gives? (like imperfect % drops in diablo,)
Nope. (Celestalon)

Dark Legacy Comics - #435
DLC #435 has been released!

Introducing Azeroth Choppers

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Update: Added a post with additional details.

Introducing Azeroth Choppers


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Earlier today, we announced the Azeroth Choppers head-to-head match-up between the Horde and Alliance, and we’re very excited to share the upcoming episodes and final bike creations with you. We saw a few questions following the announcement and wanted to take a moment to clarify things.

First, we want to make it clear that players globally will be able to vote for their favorite faction bike—either Alliance or Horde. Second, the bike that receives the most votes will then be made into a faction-specific-only mount and be available FREE to all players (usable when playing characters of the winning faction, of course). Your vote will be very important and could just be the one that lands your favorite faction a shiny new mount. If you haven’t watched the trailer yet, check it out here and stay tuned to Azerothchoppers.com for more details!

Originally Posted by Blizzard (Blue Tracker / Official Forums)
Led by legendary chopper builder Paul Jr., Team Horde will face off against Team Alliance to determine which epic custom-built bike will come out on top in the ultimate showdown. When the dust settles and the final designs are revealed it will be YOUR vote that decides which of these mechanical marvels will be recreated as an in-game mount.

Meet the Blizzard Teams

Horde
  • Sam Didier
  • Jason Hutchins
  • Gary Platner

Alliance
  • Chris Metzen
  • Terran Gregory
  • Monte Krol

Don’t miss out on all of the action! Azeroth Choppers premieres 4.17.14 on http://www.AzerothChoppers.com

WoD Beta Invites at PAX, Garrisons, Blue Tweets, PAX Updates, OpenRaid CM Runs

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Diablo 3 Character Optimizer, Diablo 3 Available On PS4 At PAX East, Joebo's Pet Doctor Build

Pax Announcements: Curse of Naxxramas - Adventure Mode, iPad Rollout Very Soon

PAX East: New Heroes, Updated Hero Models, New Skins

Warlords of Draenor Beta Invites at PAX
It looks like everyone that went to PAX and tested Warlords of Draenor was able to score an invite to Closed Beta.



Launcher Update - Warlords of Draenor Alpha
Previously the Battle.Net Launcher listed Warlords of Draenor as a Beta, but a recent update renamed it to Alpha.



Warlords of Draenor - Garrisons
Warlords of Draenor is adding Garrisons, which are WoW's version of Player Housing. Rather than decorating a house, you are able to build and upgrade a base, as well as collecting followers. Blizzard has previously shown off some Garrison artwork, as well as sharing some information at Blizzcon during the World of Warcraft: What's Next panel and the World of Warcraft Raids, Gameplay, Questing, and More panel.


Originally Posted by MMO-Champion
Garrison Levels
Right now there are two different locations with plots in the files, one of which doesn't include the fishing hut.
  • Level 1 - 2 Small Plots, 1 Medium Plot, 1 Large Plot, Mine, Farm, and Fishing Hut
  • Level 2 - 3 Small Plots, 2 Medium Plots, 2 Large Plots, Mine, Farm, and Fishing Hut
  • Level 3 - 4 Small Plots, 3 Medium Plots, 3 Large Plots, Mine, Farm, and Fishing Hut



Originally Posted by MMO-Champion
Buildings
A garrison is made up of plots, which are filled by buildings.

  • You can't have every building at once, as you are limited by the number of plots.
  • Each building has a base level and two possible upgrades.
  • There are buildings for almost every profession, which allow you to gather reagents daily and make some of that profession's items.
  • The base level profession building only can hold one day's worth of reagents, so you have to collect them every day. As you upgrade, the building can hold two and then four days worth of reagent batches.
  • Each building has specializations, which gives you some kind of perk, such as portals, more reagents, or buffs to followers.
  • Each building sits on a different plot size, with Profession buildings requiring small plots. The Mine, Fishing Hut, Farm, and Pet Menagerie are listed as unique plot types.

Alchemy Lab (Small)
The Alchemy Lab creates a variety of reagents and interesting Alchemical wonders.
  • GarrBuilding #76 - Generates a batch of Alchemy reagents daily, and allows production of Alchemical items. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #119 - Alchemy Lab - Now stores up to two daily batches worth of Alchemy reagents.
  • GarrBuilding #120 - Alchemy Lab - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

Armory (Large)
The Armory stores and maintains the armaments used by the Garrison's inhabitants.
  • GarrBuilding #10 - Armory - Unlocks Specializations.
  • GarrBuilding #8 - Armory - Increases the item level of all followers by 1 and grants access to new defense missions.
  • GarrBuilding #9 - Armory - Provides access to Upgrade! Mission bonus.

Barn (Medium)
The Barn houses the animals that provide the Garrison with leather, meat, and cloth.
  • GarrBuilding #24 - Produces leather, meat, cloth, and grants access to new provision missions.
  • GarrBuilding #25 - Now stores up to two days of agricultural goods.
  • GarrBuilding #133 - Unlocks Specializations, and capacity increases to four days of agricultural goods.

Barracks (Large)
The Barracks houses your garrison's military forces and followers.
  • GarrBuilding #26 - Increases maximum number of followers and unlocks new patrol missions.
  • GarrBuilding #27 - Increases maximum number of followers, and provides access to Leadership mission bonus.
  • GarrBuilding #28 - Increases maximum number of Followers, and unlocks Specializations.

Enchanter's Study (Small)
The Enchanter's Study creates both the magical precursors that form an enchantment, as well as completed and usable item enchantments.
  • GarrBuilding #93 - Generates a batch of Enchanting components daily, and allows production of Enchantments. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #125 - Now stores up to two daily batches worth of Enchanting components.
  • GarrBuilding #126 - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

Engineering Works (Small)
The Engineering Works produces a host of useful gizmos and parts for the intepid tinkerer, and also creates wondrous mechanical devices.
  • GarrBuilding #91 - Generates a batch of Engineering parts daily, and allows production of mechanical items. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #123 - Now stores up to two daily batches worth of Engineering parts.
  • GarrBuilding #124 - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

Fishing Shack
The Fishing Shack provides bait, tackle, and support to those looking for their next big catch.
  • GarrBuilding #64 - Provides a Fishing merchant and access to new daily Fishing quests.
  • GarrBuilding #134 - Increases the number of daily Fishing quests to 3.
  • GarrBuilding #135 - Increases the number of daily Fishing quests to 5.

Gem Boutique (Small)
Generates a batch of Jewelcrafting components daily, and allows production of Jewelry.
  • GarrBuilding #96 - The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #131 - Now stores up to two daily batches worth of Jewelcrafting components.
  • GarrBuilding #132 - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

Herb Garden (Farm)
A bountiful garden for the planting and harvesting of Draenor herbs.
  • GarrBuilding #29 - Grow and harvest useful herbs in a small garden.
  • GarrBuilding #136 - Grow more herbs within an expanded garden.
  • GarrBuilding #137 - Grow even more herbs with the largest garden possible within the Garrison.

Inn (Medium)
The Inn attracts all manners of talented individuals looking for work from across Draenor.
  • GarrBuilding #34 - Recruit new followers and grants access to new recruiting missions.
  • GarrBuilding #35 - Provides access to the Kitchen with a Cooking tradeskill merchant.
  • GarrBuilding #36 - Unlocks Specializations.

Lumber Mill (Medium)
The Lumber Mill provides Material to assist with the building and upgrading of the Garrison.
  • GarrBuilding #40 - Generates a daily shipment of Material, but the Mill can store at most one shipment at a time. New shipments are only produced if free storage space is available.
  • GarrBuilding #41 - Now stores up to two shipments of Material.
  • GarrBuilding #138 - Unlocks Specializations, and Material capacity increases to a maximum of four daily shipments.

Mage Tower (Large)
The Mage Tower's arcane researchers search across Draenor for new useful magic for the Garrison.
  • GarrBuilding #37 - Provides access to new mission bonuses and research missions.
  • GarrBuilding #38 - Provides access to more new mission bonuses.
  • GarrBuilding #39 - Unlocks Specializations.

Menagerie
The Menagerie provides new opportunities to develop and enhance your pet retinue.
  • GarrBuilding #42 -Provides new pet options and unlocks pet missions

Mine (Mine)
The Mine was once abandoned, but there are still underground riches ready to be discovered.
  • GarrBuilding #61 - Creates a shipment of ore once per day and Mining Nodes are available inside.
  • GarrBuilding #62 - A new mineshaft allows access to additional mining nodes, and the Mine can now store a maximum of two daily ore shipments.
  • GarrBuilding #63 - A final mineshaft allows access to rich mining nodes, and ore storage capacity expands to a maximum of four daily ore shipments.

Salvage Yard (Small)
The Salvage Yard turns other people's trash into your treasure.
  • GarrBuilding #52 - Transmutes Salvage into Material, and enables new Salvage missions.
  • GarrBuilding #140 - Enables transmutation of Material to Gold.
  • GarrBuilding #141 - Unlocks Specializations.

Scribe's Quarters (Small)
The Scribe's Office produces all manners of magical inks, pigments, and paper, and can also create Glyphs and other magical items.
  • GarrBuilding #95 - Generates a batch of Inscription reagents daily, and allows production of Glyphs and other inscribed items. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #129 - Now stores up to two daily batches worth of Inscription reagents.
  • GarrBuilding #130 - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

Sparring Arena (Medium)
  • GarrBuilding #159 - Sparring Arena
  • GarrBuilding #160 - Sparring Arena
  • GarrBuilding #161 - Sparring Arena

Stables (Large)
The Stables provide for the care of mounts and pack animals, which are used to help travel across Draenor.
  • GarrBuilding #65 - Reduces mission travel time by 25% and grants access to new exploration missions.
  • GarrBuilding #66 - Increase player mounted speed in Draenor and provides access to Pack Animal Mission bonus.
  • GarrBuilding #67 - Unlocks Specializations.

Storehouse (Small)
The Storehouse has room to keep your and the garrison's items safe and secure.
  • GarrBuilding #51 - Enables new Logistics missions, and increases the storage of daily batches or shipments on every other Garrison building by 1.
  • GarrBuilding #142 - Enables access to your personal bank, and increases the storage of daily batches or shipments on every other Garrison building by 2.
  • GarrBuilding #143 - Unlocks Specializations, and increases the storage of daily batches or shipments on every other Garrison building by 3.

Tailoring Emporium (Small)
  • GarrBuilding #94 - Generates a batch of Tailoring components daily, and allows production of tailored items. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #127 - Now stores up to two daily batches worth of Tailoring components.
  • GarrBuilding #128 -Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

The Forge (Small)
The Forge produces both basic components for use by Blacksmiths, as well as armor and weapons ready for battle.
  • GarrBuilding #60 - Generates a batch of Blacksmithing components daily, and allows production of forged items. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #117 - Now stores up to two daily batches worth of Blacksmithing components.
  • GarrBuilding #118 - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

The Tannery (Small)
  • GarrBuilding #90 - Generates a batch of Leatherworking components daily, and allows production of leatherworked items. The building can store at most one batch at a time, and new batches are only produced if free storage space is available.
  • GarrBuilding #121 - Now stores up to two daily batches worth of Leatherworking components.
  • GarrBuilding #122 - Unlocks Specializations, and ingredient capacity increases to a maximum of four daily batches.

Trading Post (Medium)
The Trading Post is the Garrison's center of commerce with the natives of Draenor.
  • GarrBuilding #111 - Opens a new trading route and grants access to new trading missions.
  • GarrBuilding #144 - Opens an additional trade route.
  • GarrBuilding #145 - Unlocks Specializations.

Workshop (Large)
  • GarrBuilding #162 - Workshop
  • GarrBuilding #163 - Workshop
  • GarrBuilding #164 - Workshop

Building Specializations
  • GarrSpecialization #11 - Blackrock Mining Cart - Grants a chance to discover Blackrock Mining Carts full of extra ore.
  • GarrSpecialization #12 - Orchard - Plant an orchard in your garrison that will produce rare fruit.
  • GarrSpecialization #13 - Exquisite Skinning Knife - Increases the hourly skin gathering rate by 10%.
  • GarrSpecialization #2 - Show Posts - Enables you to stable five more mounts at the stable for public display.
  • GarrSpecialization #22 - Gemfinding - Mining nodes in your garrison mine have a chance to produce rare gems.
  • GarrSpecialization #23 - Mass Teleport - Removes travel time for the first misison every day that requres 5 followers.
  • GarrSpecialization #24 - City Travel - Provides access to portals that grant transport to cities other than Orgrimmar and Stormwind.
  • GarrSpecialization #25 - Mechanical Picker - Automates harvesting of herbs from the garden.
  • GarrSpecialization #3 - Mount Trader - A rare mount trader has taken up shop at your garrison stables building.
  • GarrSpecialization #7 - Recall Portal - Allows you to abort a current mission and immediately bring followers back.
  • GarrSpecialization #8 - Headhunter - Recruit a random follower with a specific Trait, Ability or Role for 10 Material.
  • GarrSpecialization #9 - Blackrock Chef - Enables access to garrison cooking dailies.



Originally Posted by MMO-Champion
Followers
Many of these may be test followers.
  • GarrFollower #15 - Orc Male - Draenei Male - Abilities: Mountain Goat
  • GarrFollower #16 - Goblin Female - Human Male - Abilities: Dragonbane, Leap of Faith
  • GarrFollower #18 - Blood Elf Female - Gnome Female - Abilities: Dragonbane, Leap of Faith, Health Grenade
  • GarrFollower #19 - Troll Male - Pandaren Male - Abilities: Orcbane, Explosions!, Human Shield
  • GarrFollower #20 - NPC 66430 - Great Chef Woo - Abilities: Orcbane, Mountain Goat, Yeti
  • GarrFollower #21 - NPC 78007 - Hansel Heavyhands - Abilities: Orcbane, Explosions!, Human Shield, Mountain Goat, Yeti, Dragonbane, Leap of Faith, Health Grenade
  • GarrFollower #6 - NPC 8664 - Highlord Bolvar Fordragon - Abilities: Orcbane, Human Shield
  • GarrFollower #7 - NPC 45675 - Rytama - Abilities: Explosions!, Mountain Goat, Dragonbane
  • GarrFollower #8 - NPC 13155 - Genn Greymane - Abilities: Yeti, Leap of Faith, Health Grenade

Follower Abilities
Many of these may be test abilities.
  • GarrAbility #10 - Leap of Faith - Move faster than the holy ghost.
  • GarrAbility #11 - Health Grenade - Bombs party with bandages.
  • GarrAbility #4 - Orcbane - Irks orcs named Bane.
  • GarrAbility #5 - Explosions! - Shrapnel everywhere!
  • GarrAbility #6 - Human Shield - Such blocking. Very WoW.
  • GarrAbility #7 - Mountain Goat - Combat bonus when fighting near precipices.
  • GarrAbility #8 - Yeti - Combat bonus in snow.
  • GarrAbility #9 - Dragonbane - Irritates dragons.



Blue Tweets
Originally Posted by Blizzard Entertainment
PvE
Any indication of what a mythic roster looks like, role-wise? An inkling would sure help me go from 10-man to mythic.
2-3 tanks (mostly 2), 4-6 healers (mostly 5), ~13 DPS. (WatcherDev)

I'd say that an unwritten law is that if an encounter is designed for X healers, top guilds will X-1 heal at least
It may be nearly unavoidable at the very cutting edge. It's a problem when people are still underhealing months later. (WatcherDev)
When you're undergeared the first weeks, better to wipe 90% of the time to lacking heals than 100% of the time to lacking DPS (WatcherDev)

Do you consider the fact that most raids 'reset' Dark Shamans so they spawn outside the room a design mistake?
Not ideal; was a band-aid late in the PTR cycle for the fact that pulling them out to begin the pull was awkward. (WatcherDev)

WHY do you enable cross realm on heroic mode when there are still realm first on the table??
Realm Firsts aren't removed by this. You still need a guild group to achieve a realm first. (Celestalon)
But 3 people can get to our server and help kill garrosh and the guild get the realm first?
Yes, you could have 3 xrealm people help your 25man group kill Garrosh. That's still 22 players from the guild; they earn it. (Celestalon)
In my opinion that's not fair at all I have been fighting to get to the top guild... to some random people come and take it away
But that's the point; it wouldn't be some random people coming to take it away. They can't do that. (Celestalon)
Some people (and we have proff) are selling us the kill of garrosh with our accounts. Ofcourse we didn't accept it...
That's totally against our ToS, and we are staunchly against that. And, it's completely unrelated to this change. (Celestalon)
For a ToS clarification, what sort of kill/achievement sales go against it? (Obviously playing other accounts would).
I believe can answer that. I was just immediately responding to the "playing others' accounts" part, which is obvious (Celestalon)

Any eta on when heroic/normal no longer shares a lockout. AKA can we do both a normal and a heroic run in the same week?
The pre-Warlords patch 6.0. That's a much more fundamental change to how raids are structured. (WatcherDev)

Also, what would it do if the printed to file combat log saw EVERYTHING. Including things in other phases (like Norushen).
Working on getting the combat log to do exactly that - couple of issues to sort out but nothing insurmountable. (WatcherDev)

PvP
did you ever test 4v4 arena games? I feel 5v5 is too much of a zerg fest, curious about how 4v4 would feel...
2 healers 2 dps is not fun (holinka)
I was thinking of it as a 2heals+2dps and 1heal+3dps mix, kinda like 2s with heal+dps and double dps...
We could always enforce role compositions but that feels very heavy handed. Better when a meta emerges. (holinka)

Any plans on allowing Vicious Skeletal Warhorse (and other Vicious Saddle mounts) account-wide ?
Nope. They are character bound to encourage repeat accomplishment. (holinka)

do you think removing 2v2 could improve pool and focus of arenas more?
tricky question. I think it would improve 3v3 participation but reduce arena participation overall. (holinka)

Any chance to make cross-spec gearing for Hybrids easier? Currently you're stuck with one spec until the near end of season.
In warlords, the primary stat on gear changes based in your spec. Lots of info out there about it. (holinka)

Heartbleed Account Security Notice
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Many news sites are reporting a vulnerability (dubbed the Heartbleed bug) discovered in OpenSSL, an encryption technology used by a majority of websites and online services—including banks, email providers, and social media sites—to protect sensitive data as it’s transmitted from users to web services.

We want to emphasize that Battle.net’s encryption was not affected by this vulnerability. However, if you use the same password on Battle.net that you use elsewhere, your Battle.net account could be at risk if those sites were affected by this bug.
If the above situation applies to you, we recommend changing your Battle.net password to a new, unique password. As always, we recommend that you maintain separate login credentials for each online service you use. Using the same email or password across multiple services greatly increases the potential impact of any compromise.

More information about the Heartbleed vulnerability can be found at http://heartbleed.com, and you can find additional information on how to protect your Battle.net accounts at http://www.battle.net/security.

Hearthstone Adventure Mode - Curse of Naxxramas
Blizzard announced the first Adventure Mode for Hearthstone today at PAX, the Curse of Naxxramas! It brings 30 new cards, a new game board, and class specific challenges. The first wing is free, but the four after that must be purchased with gold or real currency.



Heroes of the Storm - New Heroes, Skins, And More!
Blizzard had an entire panel on Heroes at PAX, announcing four new heroes, many new skins, and some model updates.



OpenRaid - Challenge Mode Medal Mania
Our friends over at OpenRaid are helping everyone to get their challenge mode rewards before they disappear! This weekend finishes up Bronze week, which means that none of the events can require you to have any challenge mode experience. You can pick up a nice title and get ready for next week, when Silver runs begin!


WoD Screenshots, Dev Interviews, PAX Beta Key Redemption Issue, Blue Tweets, DLC #436

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DiabloFans Recruiting Class Mods, Learning to Maximize Your Build, On The Edge Of Reality Achievement Guide, Frozen Torment DH

PAX East Developer Interview, Top 5 Plays of the Week, Funny and Lucky Moments #37

Heroes of the Storm PAX East 2014 Recap: Interface Changes, New Heroes, New Hero Models and Skins, Developer Interview

Warlords of Draenor - Garrison and Zone Screenshots
Blizzard released a few new Warlords of Draenor screenshots at PAX. These include four garrison screenshots, along with one of Spires of Arak, Frostfire Ridge, and Shadowmoon Valley.




Warlords of Draenor Developer Interviews
There were a few developer interviews recently, so today we are taking a look at an interview from ConvertToRaid with Celestalon and Zarhym.

Blizzcon
  • Blizzcon 2014 is something that everyone would really love to do. If there is more information, it will be be shared at some point in the near future.

Alpha and Beta
  • The expansion has been in internal alpha for "quite a while".
  • The alpha is currently an employee take home alpha. It will remain alpha when friends and family are invited, as well as when a small amount of players are invited. After that some opt-in players will be invited and it will be beta.
  • The ramp up of invites will be slower than Mists of Pandaria beta, as there is the new filesystem to test.
  • The Warlords of Draenor beta will also have a more limited number of people invited compared to the Mists of Pandaria beta. There is no Annual Pass this time, so Blizzard isn't obligated to invite more than a million players as fast as possible again.
  • The alpha announcement was made because the build had to be uploaded publicly to let employees play from home, which would allow datamining. The notes and announcement helped to provide context for some of the reported changes.
  • The alpha patch notes were delayed in order to not step on D3 and Hearthstone's news. The alpha builds being produced were also somewhat unstable.

Blog Posts and Patch Notes
  • There will be a blog post on Professions at some point.
  • Garrisons will have four blog posts, starting with an overview sometime in the next few weeks. Other blogs will talk about how you interact with your garrison as you level and at level 100.
  • There is more information coming, as the notes that went up originally were slightly dated, and significantly more information has been added to the notes since then.

Garrisons
  • Garrisons have come a long way since Blizzcon!
  • Garrisons will be part of the leveling experience.
  • NPCs in your garrison will actually notice you and walk around you, as to not bump into you when they are walking down the road to work.
  • NPCs in your garrison will also wave to each other and dance with you if you start dancing with them.

Misc
  • Velen is not the new male character model for the Draenei, as he is older and more distinguished than the average Draenei.
  • WoW already feels very responsive, but the team is working on a way for it to be even more responsive. This means things like heals will take effect faster, or if you cast a shield it will have less of a delay.
  • Scenarios and Challenge Modes worked out well, so there won't be major changes to them, just small refinements.
  • There are no plans to do anything with guild levels or rewards.

Vengeance
  • Vengeance in Mists of Pandaria worked out well as far as the defensive value goes, but the offensive value of it was problematic.
  • The defensive component of Vengeance is staying and is now called Resolve.
  • Tank damage varied significantly based on the situation and the mechanic encouraged tanks to take more damage so that they could do more damage.
  • Encouraging tanks to take extra damage made healers upset and tanks being able to beat DPS on many fights because of the damage they took made DPS upset. When tanks weren't taking a lot of damage, it made the tanks very low on the meters and upset them.
  • Everyone was upset at the offensive component of Vengeance at some point!
  • Tank damage will be balanced just like DPS is now, rather than having it vary based on the amount of damage they are taking. The new bonus armor may give tanks offensive power as well.
  • Tank swapping at X stacks was not a great thing to see on so many fights, so in Warlords of Draenor both tanks will be actively tanking much more often.
  • The Saber Lash mechanic from previous expansions was fairly boring, as one tank could just stand there and do nothing for most of the fight. However, in current encounters, the other tank would actually have to use their active mitigation skills to survive, making it a viable mechanic again.

Healing
  • Healer's mana regeneration abilities are being nerfed and removed because they didn't add any gameplay value. For example, Innervate was just a button to press when it was off of cooldown. Base mana regeneration and mana costs were rebalanced to compensate.
  • Active mana regeneration mechanics are still being considered.
  • All of the challenging to heal parts of fights in Mists of Pandaria were handled by having the DPS use defensive cooldowns. Healing should be the healer's job, so the team wants to tone down the amount of stackable raid utility that DPS and tanks bring so that the healers are there to handle the challenging to heal moments.
  • Having a DPS using Healing Tide or Tranquility to heal the raid to full doesn't feel good for the healers.
  • A raid shouldn't feel like they need to bring a Warlock for Healthstones, which is why Healing Potions and Healthstones will share a cooldown and only be usable once per fight. DPS potions are not on the same cooldown as Healing Potions.
  • Caring about the efficiency of a spell or minimizing overhealing can be done without making healers run out of mana all of the time. For example, baseline mana regeneration is being significantly increased so that you have decent heals you can cast with just that base regen.
  • Mana regen will scale less over the course of the expansion than it did before, but the gain will be worth more as you will have more expensive and powerful heals to cast.
  • For example, Paladins will start the expansion being able to cast Holy Light as their slow and efficient big heal, similar to Divine Light now, and filling with a few Flash of Lights. By the end of the expansion, they will be able to cast a lot more Flash of Lights and fill with Holy Lights.
  • The point isn't to make healing harder, just less one dimensional.
  • If you can currently heal Flex raids fine, you should be able to continue to do so with the same level of success in Warlords of Draenor.
  • Thok would never exist in his current form with the new healing model.
  • Someone dying to a huge spike of damage before you can even react is not fun and these changes should help to avoid that.

Classes
  • Perks are intended to make leveling feel rewarding again. They are a mixture of static power increases and tweaks to your rotation that you earn in a random order as you level from 90 to 100.
  • Readiness won't affect all abilities and the current build's tooltips aren't updated yet.
  • Secondary stats will be closer in value to each other than they have been in the past.


Death Knight (Forums / Skills / WoD Talent Calculator)
  • Army of the Dead might come back for all specs as an instant cast rather than a channel.
  • Blood Death Knights will get some more active mitigation tools. Rune Tap as a big absorb and Rune Strike's small shields are two examples.
  • Dual Wield is going to remain Frost Death Knights only, as it doesn't fit the Unholy theme.
  • Frost might see Cinderglacier being the more attractive Runeforge in the future.

Druid (Forums / Skills / WoD Talent Calculator)
  • Symbiosis was a cool spell, but it was hard to understand and added a ton of button bloat.

Hunter (Forums / Skills / WoD Talent Calculator)
  • Hunters have different specs that don't feel very different. Their rotation was very similar between the specs, so some abilities are being removed from each spec to help with differentiation.
  • Marksmanship is going put more emphasis on higher damage cast time spells.
  • Survival is going to put more emphasis on DoTs, multidotting, and traps.

Mage (Forums / Skills / WoD Talent Calculator)
  • Prismatic Crystal will hopefully be targeted automatically when summoned. When you attack it, damage you do to it is replicated to nearby enemies, but stronger.
  • Fire mages didn't scale well, so the team tried to solve that with Inferno Blast. That ended up not being enough, so the Enhanced Fireball perk was added to help when you have a lower level of crit.

Monk (Forums / Skills / WoD Talent Calculator)
  • Mistweaver Monks needed some significant changes that couldn't be done mid expansion, so the changes were delayed until Warlords of Draenor.
  • Spirit isn't valuable to Mistweavers right now, as the majority of their healing is cheap.
  • Fistweaving is intended to be a split between damage and healing. It is intended for when you don't need all of your healing throughput and could use some extra damage.
  • Renewing Mist and Expel Harm will give you a nice baseline Chi generation.
  • Surging Mist and Spinning Crane Kick will give you more Chi generation as you get more Spirit. Surging Mist will be improved in Warlords of Draenor, it won't be as bad as it is now.
  • Rushing Jade Wind won't work with the Empowered Spinning Crane Kick perk.
  • Touch of Death doesn't work well in raiding, which is why they made it easier to use.

Paladin (Forums / Skills / WoD Talent Calculator)
  • Retribution is in a good place design wise, but their numbers are a little low. This will be addressed in a later tuning pass.
  • Shining Protector will give Protection Paladins extra healing.

Priest (Forums / Skills / WoD Talent Calculator)
  • Shadow Priests won't need completely different sets of gear for single target and AoE fights. They could swap out a few slots of gear to use for a single target fight though.

Rogue (Forums / Skills / WoD Talent Calculator)
  • Rogue specs are somewhat similar now, but not as bad as Hunters.
  • The team is removing some skills from each spec to make them more distinct.
  • Positional requirements were relaxed somewhat as a quality of life change. You still have a 3% chance to be parried from the front, so you still want to stand behind the boss.
  • Leeching Poison isn't planned to be a lethal poison.

Shaman (Forums / Skills / WoD Talent Calculator)
  • Mana Regeneration is being significantly increased to compensate for the removal of Healing Wave.
  • Enhancement Shamans should have some ramp up time for their AoE, but after the ramp up time it will be strong. The Tier 16 4pc bonus worked out well to help with this. Tuning of Enhancement AoE in the past wasn't great, but the team is going to be sure it is done right this time.
  • Crit will be improved for Elemental Shamans.
  • Lightning Bolt no longer being castable on the move is a big change, but it was done to make movement reduce the damage that ranged DPS does. There are other spells that you can cast while moving, such as Shocks and Unleash Weapon.

Warlock (Forums / Skills / WoD Talent Calculator)
  • Warlock Gateways were too strong this expansion, so the range is being reduced and cooldown increased.

Warrior (Forums / Skills / WoD Talent Calculator)
  • Berserker Rage doesn't Enrage you anymore, but the team is considering changing that, as well as changes to Berserker Stance.
  • Arms originally had Overpower removed, but it didn't work out well.

Interviewees
  • Celestalon has been at Blizzard for ~3 years.
  • Zarhym has been at Blizzard for ~9 years.
  • The WoW CM team has 9 members.
  • Celestalon works on the team that works on different systems of the game, including classes, perks, combat mechanics, and other things.


PAX Beta Key Redemption Issue
Originally Posted by Blizzard (Blue Tracker / Official Forums)
At PAX East in Boston this weekend we’re handing out Beta keys to those who wait in line and play the Warlords of Draenor demo at the show. As the expansion is still in an internal Alpha, the keys we’re handing out are inactive, with the intention that they are redeemable for a future test phase. However, yesterday we discovered that a small amount of people were actually able to claim their keys and log in to the Alpha.

We’ve resolved the key claim issue and no further key claims should be possible. Those who were able to claim a key will need to redeem it again once the proper Beta phase begins.

We’re not looking to take action against accounts or content involved in this unintended access. We know everyone is excited to play Warlords of Draenor, is looking forward to additional information about the expansion, and we hope you’ve enjoyed what you’ve seen thus far—keeping in mind, of course, that we are still at an early testing phase.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
How do you feel about warriors/pallies/bears being able to tank by just macroing in SD or Shield Block/Barrier/of the righteous?
It's probably a little too good to do that, but not much. However, simultaneously, I wouldn't say that the difference between an unskilled tank and a skilled tank is the wrong size. It's big, but that's good. (Celestalon)

with haste breakpoints being removed why would aff locks want any haste?
You probably misunderstood what removing haste breakpoints means. It still makes DoTs tick faster and spells cast faster. (Celestalon)
That confuses me, so we still get extra dot ticks?
Yes, absolutely. It's just smooth, not with breakpoints. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
wondered why DKs haven't been designed like monks for DW vs 2h
You mean having different rotations/priorities/strengths/weaknesses, but still balanced, like Frost DKs? Just different classes. (Celestalon)
Frost DKs having two different subspecs was an evolutionary thing. Masterfrost was an accident, but cool, so we formalized it. (Celestalon)
He was probably talking abt basing abilities on wpn DPS rather than dmg so 2H/DW are balanced and play identically.
We want 2H vs DW monks to play identically. We *don't* want 2H vs DW Frost DKs to play identically. (Celestalon)
How can you say that? One of the two will always be inferior. Historically, that is usually 2H Frost.
How inferior and in what situation? There have been many times they've balanced enough that it varies by fight/gear (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Is there a chance seal of faith will make it into the game? Was looking forward to paladin melee healing
Maybe at some later point. It's on our "Shelf of Ideas That Have Potential But Aren't Ready Yet". (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
outside of Divine Insight, is there a way for Shadow Orb generation to scale with haste? Only resource not to, seems off.
Haste already has high value for you, and you get more value per orb with more haste (haste = more DP ticks). (Celestalon)

Warlords of Draenor Stats
Are you concerned that without enough Readiness to get in an extra CD usage, Readiness Rating is wasted for the most part?
It'll effect more that just 3min CDs, and CDs earlier are always better. There'll be breakpoints, but they'll be really soft. (Celestalon)
(But to more directly answer, yes, it's a concern, but it's one we think we can mitigate and handle) (Celestalon)
Are you worried about people gearing around encounter specific breakpoints? For example-major CD for every belt.
It's a concern, sure, like I said. We actually don't mind if you end up in a situation where you keep a few (FEW, not 30)... (Celestalon)
...pieces of alternate gear around, and swap based on the encounter. (Celestalon)

PvE
Hey, are there going to be some 1-2 boss raids like in tbc? or did you scrap that concept? (or onyxia etc.)
None is planned for 6.0 - I wouldn't say we've scrapped the concept, though. (WatcherDev)

PvP
Thoughts on Tarren Mill vs Southshore BG?
certainly an idea we've tossed around a number of times. (holinka)

Professions
Well, in the interest of crafting having a more prevalent role. Instead of items primarily being on rep or currency vendors.
What would you want the role of rep/currency items to be in that world? (hwoome)
Perhaps reputation accesses content and narrative, instead of another item faucet?
You'd prefer no item rewards from reputation? (hwoome)

Reputation / Questing
WoD will have quests that "pop up" when you're around, will these scale up/down like we've seen with Public Quests in other games?
Rare spawns on IoT/TI scale with # of attackers, improving this in WoD so they don't blow up so fast. (Muffinus)

Garrisons
I disagree. I see “farm on 11 chars per day” as negative. Most players would agree. Doesn’t make your opinion invalid.
When doing things on an alt is a fun/different experience, it's good repeat gameplay. When it's not, questionable. (Muffinus)

Dark Legacy Comics - #436
DLC #436 reminds us that tax season is almost over!

Warlords of Draenor Developer Interviews, April 14 Hotfixes, Blue Tweets, Wowcraft

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Fight Night Season 6 Starts Tomorrow, ManaGrind Swiss #17 Decklists, Site Feature: BattleTag Sharing

Warlords of Draenor - Developer Interviews
There were a few developer interviews recently, so today we are taking a look at an interview from BlizzPro with Holinka, Kris Zierhut, and Steve Burke.

Level 90 Boost and Proving Grounds
  • You won't be able to queue for Heroic Dungeons or LFR until you have a certain level of Proving Ground achievements.
  • In a patch after release, Proving Grounds will be made to do a better job of telling you what you are doing wrong, rather than just being a test.
  • Players that don't have Proving Ground achievements will still be able to go into normal dungeons.

Questing
  • The Jade Forest quests had a very clear story, but it also had a lot of side quests that could bog you down.
  • In Warlords of Draenor, your map will show you where to go to continue the main storyline, along with the locations of bonus objectives.
  • The bonus objectives no longer have any story text that go with them, just a list of objectives. Now when there is quest text, you will know that it is really worth reading.

Garrisons
  • After rescuing members of the Frostwolf Clan in the Warlords intro quest experience, Durotan will give you a plot of land. This is where you start building your garrison.
  • After you complete their quests, some questgivers will be available for you to recruit as a follower for your garrison.
  • You will be redirected to your garrison frequently throughout the leveling experience, as it is integrated into the zones and leveling experience. Every time you go back, you will see familiar faces from your questlines.
  • Garrisons offer lots of hard choices that give you nice rewards, such as the buildings you choose for your limited plots. Buildings and followers aren't a permanent choice though, so if you change your mind you can change things out.
  • As you go out and adventure in the world and irritate the enemies in Draenor, they will attack your garrison. You and your followers will need to fend off these attacks.

Ashran
  • Ashran will have a big central battle that is pushing towards the other faction's base.
  • Around the outer edges of Ashran you can find some rares and other things similar to Timeless Isle, with greater rewards to be found on the opposite faction's side of the zone.

Misc
  • There are a lot of advantages to having a realm community, so there aren't any plans to allow players to join guilds on any realm.
  • When you log in to Warlords of Draenor, you should be able to play with your friends. Allowing cross realm raiding and the changes to raid locks are one way the team is working towards this goal.
  • The team is still talking about a good reward system for completing older content with scaling, but there aren't any announcements for now. The Level 90 boost allows you to play with your friends without needing to level through the older dungeons now, making it less urgent.


Patch 5.4.7 Hotfixes - April 14
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raids, Dungeons, and Scenarios
  • Siege of Orgrimmar: Blackfuse Bombling should no longer be incorrectly awarded from the Spoils of Pandaria encounter.
  • Icecrown Citadel: Resolved an issue that could prevent players from being able to loot The Lich King if NPCs dealt fatal damage to him.
  • The Eye: Added additional safeguards to the Kael'thas Sunstrider encounter to address issues that could cause him to sometimes not grant loot if he's defeated too quickly.

Achievements
  • Insane in the Membrane: Resolved an issue where Exalted status with the various Steamwheedle Cartel factions, as well as Honored status with the Bloodsail Buccaneers faction, were not properly being credited if those reputations subsequently decreased. Players should now be able to earn this achievement if they have ever brought those five reputations to the required levels.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Is there any difference for "melee range" for EnhShaman vs FeralDruid? Just my misperception? Shaman seems to hit from farther.
Nope. Same range. (Celestalon)

Wait, so if you have 100% uptime on your dot until the mob dies u never get the partial ticks?
You get the duration of it. Partial ticks are the 'remainder'. It's like saying you get 6.2 ticks per cast. If you just... (Celestalon)
...cast it once, you get 6 ticks and a 0.2 partial tick. If you chain 9 of them together, you get 55 ticks and a 0.8 partial (Celestalon)
or did I misread and the duration per cast just keeps increasing by the partial amount with ticks always at fixed intervals?
Duration per cast remains fixed; doesn't change with haste. That's the point. (Celestalon)
ok I think the part I was not getting was this extra damage is handled on refresh of the dot. Correct? Thank you for the replies
The extra damage is a constant thing. Haste makes your DoTs tick faster, but doesn't change their duration. (Celestalon)
And with enough clip-chaining will 'partial' ticks ever become an extra 'full' normal tick, or are they...
Perhaps this will help: don't think of DoTs as doing X ticks. Think of them ticking at Y rate for X sec. (Celestalon)

will channels have partial ticks too? (sorry if that got asked before)
No; channels get shorter with haste, just as before. Channels are more like cast times with partial credit. (Celestalon)

Art
Is there going to be an update to the race dances? Aka. longer and smoother?
not longer, but with new rigging and animation clean up - dances should feel smoother. (artofcgrobinson)

You mean model? That is pretty much certain. There will be winged arakkoa, which already necessitates new one
new Arakkoa model for sure, not definite on Kaliri - it's on wish list right now. (artofcgrobinson)

Warlords of Draenor Stats
Wait...does Multistrike not trigger on SEF hits? Like you would do it, but your clones wouldn't?
Your SEF clones can multistrike, independently from you. (Celestalon)
So we have 3x chance to multistrike, but for 1/3rd the damage. Evens out in long run.
Well, they're separate units. You could Blackout Kick, which your clone would mimic, and it may multistrike for clone, but not you. (Celestalon)
Okay: Clarify please: 5.4: SEF clones multistrike or not? (I understand they will in 6.0)
I don't believe they do, but should be easy for you to test. (Celestalon)

Do you think making Mulistrike a tank stat is going to be a problem? 25 people rolling on the same BIS Ring, Neck, Cloak =/= fun
There won't be 25 people rolling on the same Ring, Neck, or Cloak. Tanks want Bonus Armor and Healers want Spirit, for example. (Celestalon)

Your assumptions are wrong. It's not that skewed. Budget-wise, 0.3% Crit = 1.0% Multistrike. (Celestalon)
Also, while PvE/PvP crit 200/150 crit multi 160/130 balance w/ each other, PvP they devalue vs haste or readiness, no?
You're misunderstanding the PvP vs PvE difference of Multistrike. Same average, more consistent, in PvP. (Celestalon)
Well you'd know better than me so I'll take your word for it Any news on if/how Multistrike will interact with Healing??
It will, just as with damage. (Celestalon)

Can an ele shaman's overload trigger a multistrike? Can a multistrike trigger an overload?
Yes. No. (Celestalon)
Do multistrikes get a visual spell animation like overloads do? Would be fun to be a lightning bolt machine gun
Yep. (Celestalon)

can multistrikes crit? and would getting A fireball crit followed by a Fireball Multistrike Crit proc Pyroblast!...?
Yes. No. (Celestalon)

Thanks for the answer. So would death strike MS trigger the effects twice?
Nope. (Celestalon)

How does multistrike appear in the combat log? As "Multistrike" or the spell that triggered it?
As the spell that triggered it:You Fireball Murloc for 100.You Fireball Murloc for 30. (Multistrike) (Celestalon)
How does multistrike interact with talents/passives that proc off abilities? Lava Surge, FDCL, Spell Reflected stuff?
Ones that can trigger from multistrikes will call it out specifically. (Celestalon)
Deathstrike won't heal twice off of MS? So what is the benefit to a blood dk? Seems bad.
There are other (better) benefits. It's not bad. (Celestalon)

PvE
Curious if devs feel WoW has become too difficult to play at endgame for the average player? A need to do "homework" to play.
We don't think so. No matter what we do, perfect performance will require extra effort. Takes less than before to do 90%. (Celestalon)

If healing won't be more difficult, how will more cast time on more heal not be more difficult. Like Thok HC?
Thok wouldn't exist in its current form. We design encounters to fit players' toolsets. (WatcherDev)

Does "no more dynamic difficulty swapping" mean no skipping mythic bosses by dropping down to heroic?
Yes, each difficulty will be a self-contained experience. But with less linear layouts, you can choose somewhat. (WatcherDev)
Depending on raid layout, understood. Still loot only once per lockout per boss at the Heroic/Mythic level?
Yeah, loot once per lockout. Heroic and Mythic are separate lockouts; Mythic is a fixed ID like Heroic is today. (WatcherDev)

flex N/H going live at WoD or 6.0? Roster realigns suddenly places us at needing to test how some ppl's PC can handle 20 man.
6.0. There will be a few weeks of 20-player Mythic SoO (along with flexible N/H) before Draenor unlocks. (WatcherDev)
You guys are fully retuning all of the current-tier raids to be compatible with class changes in 6.0? (Or only heroic/mythic?)
Siege of Orgrimmar, all difficulties. Prior zones aren't changing in structure or tuning, but they're trivialized by gear. (WatcherDev)

No loot from bosses in 8 weeks.. Hope you won't call me a liar after 10+. Is this your idea of loot progression in WoD?
No loot at all, or just not the specific items you need? We do have plans to limit the impact of bad luck streaks like that. (WatcherDev)

Leader can change loot option in combat when boss is low hp in order to take the loot to himself. Plans to stop this behavior?
Yes. (WatcherDev)

I get that, just thought old content would be added to the new system.
Old raids were built around the other system; not a trivial conversion, and the time is better spent on new content. (WatcherDev)

Why is that? Also, I've noticed old lockouts don't always work the new way, such as Kara. Intended?
That's how raid lockouts have worked literally since Molten Core. "Flexible" lockouts added in Cata, for Normal mode. (WatcherDev)
And the "Why" was more "why not include heroic in the new awesomeness?" Like, what made you (the team) hold back?
Flexible locks permit loot abuse by organized groups. System makes it easier to PUG, but that's not the audience MoP Heroic raids. (WatcherDev)

Any chance on revisiting KT in Tempest Keep? Perma-cc is pretty annoying. KT never heard of DR
There are mechanics in the fight to help with that. The goal isn't to make old fights trivial to solo; just doable. (WatcherDev)

What will happen to the CM teleport spells after they're removed?
Like other rewards, players who earned those teleport spells will retain them. (WatcherDev)

Why are realm first CM titles character specific instead of account-wide?
Because they reflect a skilled accomplishment with a specific class; same reason Gladiator titles aren't account-wide. (WatcherDev)

PvP
1. We'll keep an eye on the number of CC breaks in the game throughout beta. The widespread complaint was too much crowd control. (holinka)
If no one is dying because crowd control is ineffective, it's an issue. Often those breaks support a specific class kit. (holinka)
2. RBG cap is higher than arena cap. Source of major complaint and we aren't really happy with that system from a readability angle (holinka)
There are few things in the game as complicated as rating and conquest cap calculations. Should be simpler. (holinka)
3. Not really sure about what you mean by tremor totem + totem reset. Call of the Elements? (holinka)

ever thought about an underwater BG?
I think it would be awful and don't ever plan on making one. Floating combat is not fun. (holinka)
What if the game focuses on it? Aren't spaceship games (e.g. Wing Commander) basically floating combat?
But you're forced to always be moving forward. I do think those games suffer from everyone flying around in circles though. (holinka)
Well, many of them allow you to full-stop, but point taken. Sense of scale/movement/strategy is tricky in wide open 3D.
I think the average player can get very disoriented in a space game. It's helpful to have a horizon line. (holinka)

Wouldn't pvp be better if all the addons were disabled? I feel kind of cheated for not using them. Some maybe don't know them.
It depends on perspective but macros and addons have value. It's a way to tinker with your setup and improve performance. (holinka)

About Ashran, due to the limited players of RP-PVP servers, will we see people from PVP servers too? Please, don't want empty zone.
Possibly. We'll try to avoid it if possible. We'll see what the numbers look like. (holinka)

if eu has majority of players pvping as ally and the new nerf to horde and buffs to ally wont it mean horde are a dying breed n pvp
I doubt it. Globally the Horde is overrepresented. High end arena players just tend to all pick one side to be together. (holinka)

PvPers would most likely sacrafice a bit of lore for quicker same-faction BGs.
Just to be abundantly clear, same faction BGs is not on the table. (holinka)

What about allowing free, or half off, transfers from Horde to Alliance (only) to help the imbalance and queue times?
it's something we're exploring. It is A LOT more complicated than you'd think. (holinka)

Hey! Will it be possible to use [Alliance/Horde Battle Standard] in the new PvP zone Ashran?
There will be an Ashran specific version (holinka)

Professions
Any chance Spirits of Harmony ever become BoA or BoE? Don't see what the harm would be in making it so in 6.0.
No harm in 6.0? I agree. Maybe even a little earlier. (hwoome)

Reputation / Questing
Has to be TRULY different though, like leveling thru PvP vs LFD vs questing. Remember lesson from Golden Lotus dailies!
5.1-5.4 let us try out various things, 5.1 had great story unlock, 5.2 had epic treasure/raid fit, 5.4 gameplay/items (Muffinus)

World
And try to make rare mobs really rare, please. On TI, mainly, they are like the grass/ruppes on Zelda games.
Rarer mob can have higher drop chance, but less chance of you seeing it. What's ideal for you levelling/endgame? (Muffinus)

Garrisons
I noticed a "Dance Studio" on a picture of the garrison UI. Care to shed some light on its purpose? Moral?
Just the UI guys having a little fun Not to say that there won't be dancing with your troops... (Muffinus)

How mandatory will garrisons be? They do NOT interest me at all. I'm starting to worry they won't be optional content.
Do you consider the farm mandatory? Why or why not? (Muffinus)
Doesn't garrison have something to do with professions? Sounds more mandatory than farm's cooking items.
What elements of your professions are a "must do" for you? Does that change over the course of the expac? (Muffinus)

Can we rearrange buildings after we built it for garrisons?
Yep, this was in the Blizzcon Q+A (Muffinus)

Poll - Quest Text


Wowcraft - Episode 2: Quest for Tooth
The second episode of Wowcraft takes a look at collection quests.

WoD Screenshot of the Day, Old Character Models, Blue Tweets, Heroes Alpha Patch

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Safe T6 Farming Guide, LastZoul's Maximus Holy Crusader Build, Show Off Your Transmogs

Alpha Patch 29867: Shop Bundles, New Heroes, New Skins, Interface Updates

Warlords of Draenor - Screenshot of the Day
Blizzard posted a Warlords of Draenor screenshot of the day today and uploaded all 68 days worth of screenshots along with it!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
With development on World of Warcraft: Warlords of Draenor well underway, the Screenshot of the Day section on the World of Warcraft community site will now feature unique Warlords of Draenor images every day, showcasing a variety of new creatures, characters, and environments from the upcoming expansion. Be sure to stop by daily for the latest look at what’s waiting within Draenor.

Frostfire Ridge


Talador


Shadowmoon Valley


Gorgrond



Old Character Models
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Since we are being blessed with new character models (Which can be disabled? Yes, no?)
Yes.

However, I am quite useless on Ordos and Sha since my frame rates dips to 1-10 FPS. Will the new models cause even more problems in world bosses and even in regular raids?
It's hard to say exactly, many things can influence performance.

Remember that characters aren't (usually) naked inside raids, which means that most of the polygons and textures being drawn and rendered aren't exclusively attributable to player models, but also to armor.

On top of that, raids have their own surrounding geometry, bosses, etc... and all that adds up in the end. Obviously, new (more detailed) models means slightly more processing power is required, but new models aren't the only big change coming to WoD.

We are also applying a squish to anything related to stats; this means that in certain situations, there might be some performance improvements, especially when it comes to addons that process combat data.

More importantly, we are reducing the amount of visual clutter that currently fills every fight where a lot of players are involved.
Less sparkly stuff flying around means better video performance for everyone.

Client performance is something we care about a lot. It doesn’t matter how well-designed an encounter is: you aren’t going to have fun raiding at 8 FPS. We want everyone to be able to enjoy playing with the new models, and our dev team is working hard making sure that WoW is as resource efficient as possible in order for that to happen.

Shall I start looking for a new computer or should I stick with the one I have?
That's a hard question to answer. I'd say that you shouldn't be worried about any big drop in performance; things will most likely remain very close to what you are experiencing right now. So if you're satisfied with what you have right now, then there shouldn't be any need to change anything.

This is false, according to current alpha you DO have option to disable and enable new models.
And the frame-rate wasn't noticeable in dropping when swapping either. That may vary to individual's pc however.

That's correct, thanks for pointing that out and sorry for the inaccuracy. I've fixed the original post.
I'd just like to point out that we've only added this option with the intention of helping out players running the game on (very) old systems.

We want everyone to experience the game with the new models, they're all sorts of amazing and the end result to the player's experience is phenomenal; we definitely don't want anyone to miss out on that.

The new models are central to gameplay, every nuance in the detail, movement, pose, and facial expressions will be noticed by you, even unconsciously, because your character is always standing in front of you.
But of course we also want to keep the game playable for everyone, so if you're in a situation where your game isn't playable at all with the new models, then it's still better to disable them than not being able to play at all.

Blue Tweets
Originally Posted by Blizzard Entertainment
Racials
"Undead can no breath underwater indefinitely" Was that really needed?
Absolutely. Definitely the most important (and time-consuming to make) change in all of Warlords. #sarcasm (Celestalon)

Whatever happened to Touch of the Grave rescaling? Must Undead really be the worst PvE race?
No -- we'll tweak as needed to make sure their throughput is on par with other races'. (WatcherDev)

Classes
Death Knight (Forums / Skills / WoD Talent Calculator)
I understand you want to tone down blood's reactivity (that's now a word), but be warned that you could ruin why we love it.
There are significant changes; we're taking it very seriously and are eager for feedback about how it feels. We know the risk. (Celestalon)

So DKs will have no zero ranged abilities with removal of Death Coil? Or, Rune&Frost Strikes can be used at range?
Icy Touch, Howling Blast, Death and Decay, Death Siphon, etc. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
The hurricane/Shroom combo is horrible. we need something powerful and immediate, not 3 casts praying the mobs won't be moved.
You can pre-water your Shrooms if you want. That's *extremely* powerful and immediate. (Celestalon)

I can think of a half-dozen spells to remove (mostly Balance >.>) Innervate? :|
In many ways Innervate (and Divine Plea as another example) was just something you could amortize into a passive mp5 effect. (WatcherDev)
Wouldn't it make sense to remove MTT as well given that 75% nerf to others effectively makes raid benefit marginal?
MTT is more iconic, and homogeneity isn't great either. Keeping MTT suits the ideal of shamans' bolstering their allies. (WatcherDev)

where is balanced in the Druid section?
No direct changes, but some changes via talents and perks. See the talents and perks on MMO-C and Wowhead. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
now that Hydras are tameable, how about tame the most ugly hydra in the world? http://t.co/KxIQhbB3E1
Most base crieterion for tameable bosses is "can you solo it?" Eagerly awaiting hunter videos (Muffinus)

Mage (Forums / Skills / WoD Talent Calculator)
.Also, it seems as if the redesigned Brain Freeze would make Glyph of FFB mandatory for Frost. Do we expect a change to glyph?
That glyph is Fire-only. (Celestalon)

Just read the current WoD patch notes. Not a word about changes to mages' fire spec. Still working on it?
Several talents changed. We like Fire's core rotation, though there are a couple tweaks to it in the Draenor Perks. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Will surging's mana cost be reduced in light of soothing not generating chi anymore?
We'll be extensively changing mana costs so that things work out, don't worry. We know that with current state it wouldn't work. (Celestalon)

Surging Mist in WoD, cast time or instant for Windwalkers and Brewmasters? Instant please
Cast time. Not intended to be used mid-rotation with no DPS loss. (Celestalon)

Any reason why SoTWS doesn't cause eminence? Xuen is going to be kinda awful for mistweavers
Xuen always Eminences, regardless of your own stance. (Celestalon)

So if SOOM doesn't generate Chi, what does?
Surging, Renewing, Expel, Chi Brew, Spinning Crane Kick, Jab. I think that's it. (Celestalon)
I see, with the scarcity difference will it not be a concern if Monks switch to crane specifically to build mana tea?
We are 100% committed to making sure that there's no cherry-picking between Serpent/Crane. We'll adjust as necessary if so. (Celestalon)
Also, is Muscle Memory now passive? It makes no sense to have it activate on Jab anymore with it being only in crane stance
See the Muscle Memory note in the patch notes. Merged into one passive. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
Reassure me: the plan is still Shadow loses utility, but gains damage, yeah? No more being the last people paying hybrid tax?
Yes. (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
I also... I... Subtlety rogues using FoK will be DROWNING in combo points. I don't even.
Yep. That'll be an interesting change to see how it plays out. We'll pull back on it if it ends up too strong, but trying it. (Celestalon)

You're overloaded right now, but a gentle nudge on this q if you're able: Is Blade Flurry undergoing a new round of changes?
May let it trigger poisons; still evaluating. Nothing to announce yet. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Will Resto Shamans keep the stacked healing niche going into WoD?
They'll certainly be good at stacked healing, but they need a well-rounded toolkit to complement that strength. (WatcherDev)
Shamans rock at stacked, but too few strats use stacked groups :/
Stacking is the default strat on pretty much every fight unless we add mechanics to make you not do so. (WatcherDev)

Haven't been at Blizz long huh? I guess you don't remember what ele was like before LB was changed to allow casting while moving
I've been here longer than Unleashed Lightning existed. You now have several spells that you can cast while moving. (Celestalon)

"Restoration Shaman..with buffs elsewhere to keep them competitive." Why are none of these buffs mentioned in the blog?
Because we didn't mention most of the -/+X% Healing Done or -/+X% Mana Cost changes. (Celestalon)

Will Improved Lightning Shield mean 8 charge Fulminations, or are you capping that at 6?
8 charge. (Celestalon)

LB on the move was a much more reliable source of damage, we're already one of the weakest casters, this doesn't help at all.
You won't be one of the weakest casters. We'll be tuning your damage (hasn't happened yet) to equal other casters. (Celestalon)

Will Elemental still be able to cast LB while moving? It's critical for Elemental's pvp, without we will have no dmg output.
No, but we're balancing around that, don't worry. There are actually several spells you can cast while moving (instants). (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
is a 5% buff to nightfall going to be enough to offset the loss of drain soul?
It's intended to make gameplay more similar between cases where you have adds to kill (way too strong) and you don't. (Celestalon)

Warlock: "Soulshatter has been removed" I rely on this a LOT to give aggro back to my demons which are designed to take my aggro
We'll adjust their aggro generation to compensate, so that you don't need it. (Celestalon)

sorry for the bump, need to ask... what will be mechanic for dot-heavy classes (Aff)? Timing my DoTs is all I do today
You'll still want to time your Haunts. Will be less important than before, but still important. (Celestalon)

Curious about the Shadowburn change to not generate mana. Without a cast time there's no mana regeneration like with Chaos Bolt.
Cast time isn't really mana regeneration. It was unnecessary complication. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
can we get an update on gladiator stance? and does berserker rage still generate RB charges?
See Wowhead/MMO-Champion's talent calculators for Gladiator Stance info. We're still considering Berserker Rage. (Celestalon)

PvE
Celestials not being tap-to-faction... bug or intended?
Intended. (Celestalon)

PvP
id say it has something to do with Role selection for bg's! it would use the same system as dungeons and that is why long queues
We disabled that system for a short period to see if it had any effect on queue times. It had no effect. (holinka)
interesting!! cause when they were implemented that's when I noticed longer queue times.
They were bugged when we first introduced them, but it was fixed. (holinka)
do you think the reason most people don't blacklist BGs is due to not wanting to blacklist any, or not knowing about the feature?
Not knowing about the feature. (holinka)

For WoD, gear changes stats based on spec? Does that include pvp gear or only pve set raid gear? Want to gear feral+resto in arena
includes PvP gear (holinka)

In the WoD "instanced" world PvP zones, Will we still be able to use things like engineering glider/rocketboots?
We generally try to keep those things out of rated play, but there has to be a place in PvP where toys work. (holinka)

Regarding WoD: Will heroic/mythic gear be stronger for PvP than PvP gear with the planned elimination of resilience?
No and we'll explain why soon. (holinka)

seems like you have adjusted one side of the pvp armsrace. Melee mobility and cc breaks remain unchanged. Thoughts?
We have a lot of work ahead of us. We'll see how it goes. Looking forward to hearing feedback when folks play. (holinka)

Pets and Pet Battles
What about making things like the Celestial Tourney a bit easier for us that can't seem to finish it this exp?
.What are you having trouble with? Tons of suggestions on the Pet Battles forums! (Muffinus)

Heroes of the Storm - Alpha Patch 29867
Heroes of the Storm got some new heroes, skins, and shop bundles today. Check out the full notes and additions on HeroesNexus.

Warlords of Draenor Alpha - Build 18156

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Update (12:35 AM EST): Finished adding weapon models.

Warlords of Draenor Alpha - Build 18156
A new alpha build has been released.

New Creature Models


New Weapon Models


New Icons





New Items
You can see the full list of new items on the WoWDB Beta site.

LevelTypeSlotName
1JunkColossal Pearl
1JunkPile of Frostfire Turnips
1OtherStolen Breath
1QuestGoren Shards
1QuestWeathered Spear
1QuestRagged Mask
1QuestPendant of Krag
1QuestPendant of Mol
1QuestPendant of Clog
1QuestThrone Room Key
1QuestIridescent Egg
1QuestAdherent Proclamation
1QuestMo'mor's Holy Hammer
90ClothHexweave Thread
90ClothHexweave Cloth
86ClothNative Beast Fur
516TrinketTrinketGiantstalker's Guile
510TrinketTrinketBounty Reward Agi
510TrinketTrinketBounty Reward Str
510TrinketTrinketBounty Reward Int
516TrinketTrinketRimefrost Fetish
1TabardTabardArt Template Cloth Tabard - Tabard_A_01IronHorde
1TabardTabardArt Template Cloth Tabard - Tabard_A_02IronHorde
516TrinketTrinketCorrosive Tongue of Reeg'ak
125One-handed MaceMain HandYrel's Mace
516Two-handed MaceTwo HandBeater's Beat Stick
1Food & DrinkTikari & K.A.Y.T.
100Food & DrinkFrostboar Jerky


Achievement Changes
Originally Posted by MMO-Champion
Feats of Strength
  • Mistwalker (New) Attained one or more realm-best times during the Mists of Pandaria Challenge Mode season. Title Reward: Mistwalker.



Spires of Arak Encounter Journal
Originally Posted by MMO-Champion
Ranjit, Master of the Four Winds
The Arakkoa's penultimate Chakradhaari, Ranjit has mastered the secret techniques required to create gale force winds with his chakra.

  • Four Winds - The caster creates a a massive vortex of wind that moves four trails in either direction. Enemies caught in the vortex suffer Nature damage.
  • Spinning Blade - The caster summons a spinning blade that will inflict Physical damage to all enemies caught in its path.
  • Fan of Blades - The caster hurls razor sharp blades in all directions, inflicting Physical damage and causing all affected targets to bleed over 6 sec.
  • Windwall - Ranjit hurls a Wind Chakram at the location of a random enemy that creates a spinning Windwall on impact. The Windwall inflicts Nature damage to all enemies caught in its confines.
  • Spear Strike - The caster winds up a big attack, inflicting a large amount of Physical damage to their target.

Araknath
A construct of ancient Arakkoan civilization powered by the light of the sun.
  • Smash - The caster smashes the ground, inflicting great Physical damage to all enemies in the area.
  • Burst - The caster releases a burst of energy that inflicts Fire damage to all enemies within 10 yards.
  • Energize - A Sun Construct Prootype reflects the incoming light rays at the Arrakoa Sun Construct to heal it for 3% of its maximum health every second. Players can step into the beam to prevent this; but will suffer 20,000 Fire damage every second instead.

Rukhsha
  • Pierce Armor - The caster's next attack pierces the target's armor for great Physical damage. Victims of this attack are affected with Pierced Armor.
    • Pierced Armor - Pierces the victim's armor, causing them to receive 30% more damage from Pierce Armor for each application of Pierced Armor. This affect will not apply to tanks using their active mitigation.
  • Solar Flare - Reanimates all Piles of Ash within 5 yards as a Solar Flare that will pursue an enemy target at random. When the familiar reaches the target or is brought to zero health it will explode.
    • Sunstrike - The caster explodes for 80,000 Fire damage to all enemies within 100 yards. The explosion forces the caster to go dormant. Any Piles of Ash within 5 yards of the caster will activate.
  • Quills - Inflicts 30,000 Physical damage to all enemies in the area and increases damage taken from Screech and Quills by 10%.
  • Screech - Inflicts 20,000 Physical damage to all enemies in the area and increases damage taken from Quills by 10%.Screech will only be used whenever Rukhsha is not engaged in melee combat and ignores line of sight.

High Justicar Vidiya
  • Cast Down - High Justicar Vidiya summons a Solar Zealot to grab a player and throw them over the balcony.
  • Lens Flare - The caster calls down a beam of intensely focused sunlight to follow a randomly chosen target. The beam will slowly trail the victim for a short while, causing the ground in its wake to burn all enemies for 80,000 Fire damage every second.
  • Solar Burst - Inflicts 60,000 Fire damage to an enemy.
  • Shielding - The Arakkoa Shield Construct extends a shield over High Justicar Vidiya, preventing 99% damage from all sources.



Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Unknown Class
Major Glyphs
  • Glyph of Siphon Life Affliction, Demonology: Your Corruption spell will heal you for 0.35% of your maximum health when dealing damage. Destruction: Your Immolate spell will heal you for 0.35% of your maximum health when dealing periodic damage. Major Glyph.Major Glyph.
  • Glyph of Soul Consumption Affliction: Your Drain Soul restores 15% of your total health after you kill a target that yields experience or honor. Demonology: You restore 15% of your total health after you kill a target in Demon Form that yields experience or honor. Destruction: You restore 15% of your total health after you kill a target with Chaos Bolt that yields experience or honor. Major Glyph.Major Glyph.

Minor Glyphs

Death Knight (Forums)
  • Army of the Dead no longer requires Blood spec.
  • Improved Cinderglacier now causes Rune of Razorice to deal an additional 12% weapon damage when it triggers.
  • Improved Razorice was replaced with Improved Death Grip. - The target of your Death Grip will now automatically have Chains of Ice applied to them.
  • Improved Soul Reaper was replaced by Improved Mind Freeze - Increases the range of Mind Freeze by 20 yards.

Talents
  • Defile now does Shadowfrost damage rather than Shadow.

Druid (Forums)

Talents

Balance

Feral & Guardian
  • Leader of the Pack now causes your melee critical strikes to heal you for 3% of your health, down from 4%.

Restoration
  • Genesis now costs 18% of Base Mana, up from 14.5%.
  • Innervate (New) Causes the Druid to regenerate 2.50% of maxmimum mana every 4 sec for 8 sec. This effect is cancelled if the Druid spends mana on a healing spell. Druid - Restoration Spec. 30 yd range. 2 sec cast.
  • Lifebloom now costs 7% of Base Mana, down from 7.7%.
  • Omen of Clarity had Nourish related text removed.
  • Regrowth now costs 37% of Base Mana, down from 38.5%.
  • Swiftmend now costs 12.5% of Base Mana, down from 13%.
  • Tranquility now costs 25.5% of Base Mana, down from 27%.
  • Wild Growth now costs 16% of Base Mana, down from 17%. Now scales with 12.5% of Spell Power, up from 12.48% of Spell Power.
  • Wild Mushroom now costs 30% of Base Mana, down from 31.5%.
  • Wild Mushroom: Bloom now costs 37% of Base Mana, down from 38.5%.

Major Glyphs

Hunter (Forums)
  • Enhanced Camouflage now heals 3% of your maximum health every 1 sec while Camouflage is active, down from 5%.
  • Improved Cobra Shot now increases damage done by Cobra Shot, rather than Kill Command.

Pets
  • Burrow Attack The Worm burrows into the earth, shaking the ground above dealing [ 92.2% of RAP ] Nature damage over 8 sec. and increasing the target's physical damage taken by 4% for 30 sec. Exotic Ability. 10 Focus, plus 5 per sec. Instant (Channeled). 14 sec cooldown.

Mage (Forums)

Talents

Fire

Monk (Forums)

Talents

Mistweaver
  • Life Cocoon now costs 4.3% of Base Mana, down from 4.5%.
  • Renewing Mist now costs 6.1% of Base Mana, down from 6.4%.
  • Revival now costs 6.7% of Base Mana, down from 7.1%.
  • Stance of the Wise Serpent - While in Stance of the Wise Serpent, Crackling Jade Lightning costs no mana and refunds 2% of maximum mana if channeled for its entire duration.

Windwalker

Paladin (Forums)

Talents
  • Eternal Flame HoT now scales with 6.6% of spellpower, up from 3.3%.
  • Seraphim now also increases Readiness.

Holy
  • Divine Favor was renamed to Avenging Wrath - Increases all your damage and healing done by 100%, increases your haste by 20%, and increases your critical chance by 20%. Lasts 20 sec..
  • Divine Plea (New) Instantly regain 4.5% of maximum mana. Paladin - Holy Spec. 3 Holy Power. Instant.
  • Holy Light now costs 18.5% of Base Mana, down from 19.5%.
  • Holy Radiance now costs 49% of Base Mana, down from 51.5%.
  • Holy Shock now costs 15% of Base Mana, down from 15.5%

Major Glyphs

Priest (Forums)

Talents

Discipline
  • Atonement no longer works with Penance.
  • Holy Nova now costs 0.9% of Base Mana, down from 1%.
  • Penance now costs 2.9% of Base Mana, down from 3.1%. Now also restores 2% of maximum mana when damage is done.

Discipline & Holy

Holy
  • Chakra: Chastise Increases the damage done by your Shadow and Holy spells by 50%, grants a 10% chance for Smite to reset the cooldown of Holy Word: Chastise, reduces the mana cost of Smite and Holy Fire by 90%causes Smite and Holy Fire to cost no mana and refund 0.75% of maximum mana, and transforms your Holy Word spell back into Holy Word: Chastise. Holy Word: Chastise Chastise the target for [ 84.8% of Spell Power ] Holy damage, and disorients them for 3 sec. 30 sec cooldown. Priest - Holy Spec. Instant. 30 sec cooldown.
  • Circle of Healing now costs 2.5% of Base Mana, down from 2.6%.
  • Divine Hymn now costs 6% of Base Mana, down from 6.3%
  • Lightwell now costs 5.1% of Base Mana, down from 5.4%.
  • Renew now costs 2.5% of Base Mana, down from 2.6%.

Holy & Discipline
  • Heal now costs 3.7% of Base Mana, down from 3.9%.
  • Prayer of Healing now costs 4.9% of Base Mana, down from 5.2%.

Rogue (Forums)

Assassination & Subtlety

Shaman (Forums)

Restoration
  • Telluric Currents - Your attunement to natural energies causes your Lightning Bolt spell to restore 1.25% of your maximum mana instead of costing mana.
  • Earth Shield now costs 22.5% of Base Mana, down from 23.5%. Now heals for 40% of Spell Power, rather than 2,554 + 62.3% of Nature Spell Power.
  • Healing Tide Totem now costs 7.5% of Base Mana, down from 8%.
  • Healing Wave now costs 18.5% of Base Mana, down from 19.5%.
  • Riptide now costs 14.5% of Base Mana, down from 15.5%.

Warlock (Forums)

Warrior (Forums)
  • Berserker Rage now has spec specific tooltips. Arms: Activating Berserker Rage also grants 1 use of Raging Blow

Arms

Major Glyphs

Professions
Cooking

Enchanting
  • Enchant Bracer - Greater Expertise Permanently enchant bracers to increase expertisehaste by 1,088. Cannot be applied to items higher than level 600. Bracers. 1.5 sec cast. Reagents: Hypnotic Dust (4), Greater Celestial Essence (6).

Inscription

Raid & Dungeon Abilities
  • Energize As long as the light is channeled on the Sun Construct it will heal for 2%3% of its maximum health each second. 100 yd range. Instant.
  • Energize If a player steps in the way they will instead suffer 20,000 Fire damage each second they remain in the beam. 100 yd range. Instant.
  • Forked Fire-Shot Fires several missiles, hitting 3 targets for 100 %100% weapon damage and then 10,000 damage every 2 seconds. 15 yd range. 1.5 sec cast.
  • InhaleInflicts 225,000 Physical damage to those who are caught in the maw. 300 yd range. Instant.
  • Pierced Armor Pierces the victim's armor, causing them to receive 30% more damage from Pierce Armor for each application of Pierced Armor. This affect will not apply to tanks using their active mitigation. 100 yd range. Instant.
  • Screech Inflicts 20,000 Physical damage to all enemies in the area and increases damage taken from Quills by 160,149%. 100 yd range. Instant.10%. 100 yd range. Instant.
  • Solar BurstInflictsInflicts 60,000 Fire damage to an enemy. 40 yd range. 3 sec cast.
  • Solar Flare The caster explodes for 80,000 Fire damage to all enemies within 15 yards. The explosion kills the caster. 100 yd range. Instant.100 yards. The explosion forces the caster to go dormant. Any Piles of Ash within 5 yards of the caster will activate. 100 yd range. Instant.
  • Summon Solar Flare (New) Inflicts 30,000 Fire damage to all enemies withing 5 yards of the impact. 100 yd range. Instant.



Battle Pet Ability Changes
Originally Posted by MMO-Champion
Humanoid
  • Reflective Shield The user imbues their shieldis shielded, dealing 50% of the damage they take to their attacker for 2 rounds. Humanoid. 3 round cooldown. 2 round duration. 100% Accuracy.



New Titles
Originally Posted by MMO-Champion
  • Mistwalker %s



New Garrison Family Names
Originally Posted by MMO-Champion
  • Umberhide
  • Brewbelly
  • PH - No Last Name
  • Na'Shra
  • Rala
  • Moonshadow



New Garrison Given Names
Originally Posted by MMO-Champion
  • Olin
  • Borin
  • Blademaster
  • Shadow Hunter
  • Dagg
  • Lokra
  • Qiana
  • Garona Mulverick



New and Update Garrison Abilities
Originally Posted by MMO-Champion
  • Orcslayer - Increases success chance for bonus loot when fighting orcs.
  • Mountaineer - Increases success chance for bonus loot when fighting in the mountains.
  • Cold-Blooded - Increases success chance for bonus loot when fighting in the snow.
  • Wastelander - Increases success chance for bonus loot when fighting in the desert.
  • Dragonbane - Irritates dragons.
  • Dragonbane - Irritates dragons.
  • Demonslayer - Increases success chance for bonus loot when fighting demons.
  • Beastslayer - Increases success chance for bonus loot when fighting beasts.
  • Ogreslayer - Increases success chance for bonus loot when fighting ogres.
  • Vineslayer - Increases success chance for bonus loot when fighting primals and their minions.
  • Gronnslayer - Increases success chance for bonus loot when fighting destructors.
  • Furyslayer - Increases success chance for bonus loot when fighting elemental furies.
  • Voidslayer - Increases success chance for bonus loot when fighting aberrations and undead.
  • Talonslayer - Increases success chance for bonus loot when fighting arakkoa and their minions.
  • Naturalist - Increases success chance for bonus loot when fighting in a forest.
  • Cave Dweller - Increases success chance for bonus loot when fighting underground.
  • Guerilla Fighter - Increases success chance for bonus loot when fighting in the jungle.
  • Urbanite - Increases success chance for bonus loot when fighting in a town.
  • Marshwalker - Increases success chance for bonus loot when fighting in a swamp.
  • Plainsrunner - Increases success chance for bonus loot when fighting on plains.



New Maps
Originally Posted by MMO-Champion
  • Garrison - Horde - Barracks 1
  • Shaper Dungeon



Spires of Arak Boss Names
Originally Posted by MMO-Champion
  • Ranjit, Master of the Four Winds - The Arakkoa's penultimate Chakradhaari, Ranjit has mastered the secret techniques required to create gale force winds with his chakra.
  • Araknath - A construct of ancient Arakkoan civilization powered by the light of the sun.
  • Rukhsha
  • High Justicar Vidiya



New Scenarios
Originally Posted by MMO-Champion
  • Fate of Karabor
    • Follow Prophet Velen.
    • Defeat Krull.
    • Witness Commander Vorka's arrival.
    • Speak to Prophet Velen on the Karabor stairs.



New Queueable Things
Originally Posted by MMO-Champion
  • Fate of Karabor
  • Auchindoun
  • Iron Docks [NNF]
  • Blackrock Depot [NNF]
  • Foundry Raid



New Currencies
Originally Posted by MMO-Champion
  • Bloody Head - This gory trophy reveals the true extent of your prowess on the battlefield.



New Phases
Originally Posted by MMO-Champion
  • Personal - Ring of Trials Fights
  • Cosmetic - Grom'gar - Dagg the Ogre Follower
  • Cosmetic - Gronnstalker Rokash in Daggermaw Ravine
  • Cosmetic - Daggermaw Ravine - Dagg the Ogre Follower
  • Shattered Hand Intro
  • Cosmetic - Garrison - Dagg the Ogre Follower
  • Cosmetic - Muglokk Corpse Phase
  • Cosmetic - Questgivers at Shattered Hand Rise
  • Cosmetic - Ruulan is Alive
  • Cosmetic - Ruulan is Dead
  • Spires Intro Phase
  • Cosmetic - Nagrand 6.0 - Garrison Caravan - Alliance (ELM)
  • Cosmetic - Nagrand 6.0 - Garrison Caravan - Dead Lieutenant Balfor (ELM)
  • Cosmetic - Nagrand 6.0 - Garrison Caravan - Living Lieutenant Balfor (ELM)
  • Cosmetic - Prequel - Garrison Tier 0 - Bonfire
  • Cosmetic - Prequel - Garrison Tier 0 - Logs First Set
  • Cosmetic - Prequel - Garrison Tier 0 - Logs Second Set
  • Cosmetic - Azik on High Road
  • Cosmetic - Reshad in Shop
  • Cosmetic - Follow Velen Complete
  • Cosmetic - Questgivers at Shadowmoon Cave Entrance (H)
  • Cosmetic - Durotan at Garrison Location
  • Cosmetic - See Yrel at Alliance Garrison Outpost
  • Cosmetic - Questgivers at Shadowmoon Cave Middle (A)
  • Cosmetic - Questgivers at Shadowmoon Cave Middle (H)
  • Cosmetic - See Durotan at Horde Garrison Outpost
  • Cosmetic - See Kalaam at Alliance Garrison Outpost
  • Cosmetic - See Kalaam at Horde Garrison Outpost
  • Cosmetic - See Knight-Lord Dranarus at Horde Garrison Outpost
  • Cosmetic - See Foreman Grobash at Horde Garrison Outpost
  • Cosmetic - See Foreman Eksos at Alliance Garrison Outpost
  • Cosmetic - See Vindicator Bi'lee at Alliance Garrison Outpost
  • Cosmetic - See Kyresh at Alliance Garrison Outpost
  • Cosmetic - Nagrand 6.0 - Rangari Overlook - Alliance NPCs (ELM)
  • Cosmetic - Nagrand 6.0 - Telaari Station - Thaelin's Copter (ELM)
  • Cosmetic - See Drafting Table in Alliance Garrison Outpost
  • Cosmetic - See Artaal at Alliance Tuurem Outpost
  • Cosmetic - See Artaal at Horde Tuurem Outpost
  • Cosmetic - Qiana Moonshadow at Shattered Hand Rise - PRK
  • Cosmetic - Maladaar at Shattered Hand Building
  • Cosmetic - Yrel in Central Chamber - PRK
  • Cosmetic - Yrel in Cave Terminal - PRK



Misc New Things
Originally Posted by MMO-Champion
Camera Event
  • Camera Event #574 - Shadowmoon Valley 6.x - Velen's Vision - Final Camera Loc (HMC)
  • Camera Event #575 - Shadowmoon Valley 6.x - Velen's Vision - Final Camera Loc Start (HMC)
  • Camera Event #576 - Blackrock Train Depot - Assault - Turret Camera - KJD

Game Text
  • Game Text #81585 - Dagg tanks you, friend!
  • Game Text #81593 - Dunno how dem orcs keep catchin' me.
  • Game Text #81594 - Hi again.
  • Game Text #81595 - Gonna have to ask demself, "Did Dagg get catched or did Dagg catched dem?" Big hero been blowin' Dagg's cover! But you special, Dagg tinks. Dagg is master of dis guys and want to join you. Dagg is unanimous in dis.
  • Game Text #81596 - Unanimously agree with Dagg? (Garrison Follower)
  • Game Text #81607 - Don' blow Dagg's cover!$B$BDey never question a tree.$B$BDagg is unanimous in dis.
  • Game Text #81608 - Don' let dem see us talkin'! Dey never question a two-head. Dagg is unanimous in dis.
  • Game Text #81609 - Shh! Act natural.
  • Game Text #81610 - Shh! Don' blow my cover.
  • Game Text #81674 - I am afraid I must depart and rejoin our pack at Wor'gol. Aka'Magosh.
  • Game Text #81675 - Out of the way, peon!

GarrBuilding
  • GarrBuilding #167 - Menagerie - The Menagerie provides new opportunities to develop and enhance your pet retinue. - Provides new pet options and unlocks pet missions
  • GarrBuilding #168 - Menagerie - The Menagerie provides new opportunities to develop and enhance your pet retinue. - Provides new pet options and unlocks pet missions

Azeroth Choppers - Episode 1

Paladin Tier 17 Preview, Warlords of Draenor Alpha Official Notes Update

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Paladin Tier 17 Preview
The first Warlords of Draenor tier set is here! This set is a WORK IN PROGRESS and has some issues with the belt clipping. The final version may look significantly different, so consider this a sneak peek and not final preview.





Warlords of Draenor Alpha Official Notes Update
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Game System Changes

Stat Squish
We've also streamlined the multitude of various types of Haste % and Crit % bonuses.
  • Spell Haste %, Melee Haste %, and Ranged Haste % have been merged into a universal Haste %.
  • Spell Crit %, Melee Crit %, and Ranged Crit % have been merged into a universal Crit %.

Itemization Changes (New Section)
We’re making a number of changes to itemization based on a single philosophy: We want to increase the chance that any given item drop is useful to someone in your group.To support this philosophy we’re making a few changes to stats. Most items found in Draenor will work for all specializations within a given class, so that you never have to grumble when you see, for example, Intellect plate drop in a group that lacks a Holy Paladin.

We’re also reducing the number of role-specific stats: Hit and Expertise are gone, as are Dodge and Parry as stats on items, replaced with a single tank stat of Bonus Armor. Armor and Spirit will be specific to tanks and healers respectively, but all other secondary stats will have universal appeal.

Because of the magnitude of this change, we’re retroactively applying this philosophy to items in Mists of Pandaria. After the pre-expansion patch you may find that some of your items contribute different stats, but they should still be good for your class.

General
  • New secondary stats added:
    • Bonus Armor: Increases armor.
    • Multistrike: Grants a chance for spells and abilities to fire an additional time, at 30% effectiveness (both damage and healing).
    • Readiness: Reduces the cooldown of several class abilities with long-cooldowns.
  • Hit and Expertise on all items have been replaced with a universally useful secondary stat.
  • Stats that are not useful to your current class specialization will be grayed out in the tooltip rather than green, and will not be counted on your character stat sheet.
    • Spirit for non-healing specializations
    • Bonus Armor for non-tanking specializations
    • Strength for Agility/Intellect-users
    • Agility for Strength/Intellect-users
    • Intellect for Strength/Agility-users
    • For example, Intellect on a cloak will be greyed out for all Warrior specializations and they will not receive an increase to Intellect if equipped. However, if the same cloak is equipped by a Mage, Intellect will show up as green and they’ll receive the increase to their Intellect.

Mists of Pandaria and Future Items
  • Dodge and Parry have been replaced with Bonus Armor. If an item had both Dodge and Parry on it, it has been replaced with an additional useful secondary stat.
  • Head, Chest, Hand, Wrist, Waist, Leg, Feet, Weapon, Shield, and Off-hand items that had tanking stats (Dodge, Parry) or healer stats (Spirit) have been replaced with a different universally useful secondary stat.

Warlords of Draenor Items
  • Plate Armor pieces will always have Strength and Intellect on it.
  • Mail and Leather Armor pieces will always have Agility and Intellect on it.

Ability Pruning
  • Priest
    • Shadow Word: Death is now available only to Shadow Priests.
      • Discipline and Holy Priests can add a self-damaging utility to Holy Fire through a new Major Glyph.
  • Shaman
    • Flametongue Weapon is no longer available to Restoration Shaman, and only causes damage on weapon swings for Enhancement Shaman.
    • Frostbrand Weapon has been removed. is now available only to Enhancement Shaman.
    • Healing Tide Totem is now available only to Restoration Shaman. (Moved to the Stackable Raid Utility section.)
    • Stormlash Totem has been removed. (Moved to the Stackable Raid Utility section.)
  • Warlock
    • Demonic Breath has been removed.
      • Howl of Terror is now a Level-30 talent, replacing Demonic Breath.
  • Warrior
    • Shield Wall is now available only to Protection Warriors.
    • Skull Banner has been removed. (Moved to the Stackable Raid Utility section.)

Crowd Control and Diminishing Returns
Additionally, we've significantly reduced the number of throughput-increasing cooldowns and procs, in order to further reduce burst damage. Please keep in mind when reading the specifics of the patch notes that some classes may have lost abilities, or had the power of select abilities reduced. These changes were made in the context of the above goals. Other classes have a reduced crowd-control ability overall. We believe that this entire package of changes will make PvP a more enjoyable experience for everyone.

  • Death Knight
    • Rune of Swordbreaking has been removed.
    • Rune of Swordshattering has been removed.
  • Druid
    • Cyclone now shares Diminishing Returns with Fears, and can be canceled by immunity effects (i.e. Divine Shield, Ice Block, etc.), and can be dispelled by Mass Dispel.
    • Disorienting Roar has been renamed to Incapacitating Roar, incapacitates enemies instead of disorienting them, and its effect now shares Diminishing Returns with other Mesmerize effects.
  • Priest
    • Psyfiend has been removed.

Movement Speed (New Section)
Moving quickly has always been a powerful bonus in World of Warcraft; however, the logic of how various movement speed bonuses stack (or don't) has generally been inconsistent and poorly explained. Under the old set-up, each movement speed bonus would become more powerful when combined with another, so we would limit what can stack with what, and prevent certain abilities from being used when another one is already in effect. We decided to change the movement speed system to make it more transparent, with rules about stacking that are easier to understand, and with fewer restrictions.

Previously, multiple movement speed modifiers on you were multiplicative, meaning that if you had two different +25% movement speed bonuses, they resulted in a total movement speed of 56% (1.25*1.25 = 1.56).

Movement speed bonuses have been changed to be additive. The previous example with two different +25% movement speed bonuses would result in a total movement speed of +50%. The logic governing which bonuses stack with others has been simplified as well.

  • If a bonus is self-only and passive, it now stacks additively with everything.
  • If a bonus is temporary or applies to other players, it's considered exclusive, and the character only gains the benefit of the highest exclusive bonus.

Additionally, restrictions that prevented a player with a temporary speed bonus from receiving or activating a second temporary speed bonus have been removed. Both bonuses will now apply to the character, but only the one with the highest magnitude will have any effect.

Examples of self-only passive bonuses: Cat Form, Movement Speed enchants, Quickness racial for Night Elves, Unholy Presence

  • These will all stack additively with each other.

Examples of shared or temporary bonuses: Angelic Feather, Sprint, Stampeding Roar

  • All of these effects can now be applied simultaneously, but only the strongest one will have an effect.

Raid Utility Balance (New Section)
Various classes bring various abilities that provide utility to parties and raids. We talked about one type of utility in the Buffs and Debuffs section, above. However, there are other types of raid utility, and it’s been in need of more attention. In general, raid utility, especially raid-wide defensive cooldowns, had grown too strong. So many classes and specializations had defensive cooldowns that we had to make raid damage extremely high, as raids would be stacking or chaining together multiple cooldowns. We'd like to return to a system where it's the healers who heal through the scary moments, not the damage dealers, for example.

To do so, we’ve established a new baseline level of raid utility that a specialization should bring, and brought everyone to that new standard by reducing the effects of some abilities, or removing some abilities altogether.

Death Knight

Druid
  • Tranquility is now only available to Restoration Druids.

Mage
  • Amplify Magic is a new spell available to Mages.
    • Amplify Magic amplifies the effects of helpful magic, increasing all healing received by 20% for all party and raid members within 100 yards, and lasts 6 seconds with a 2-minute cooldown.

Monk

Paladin

Priest

Rogue
  • Smoke Bomb now reduces damage taken by 10% (down from 20%).

Shaman

Warlock
  • Each player can use a Demonic Gateway only once every 90 seconds.
  • Healthstones now share a cooldown with Health Potions, separate from other potions.

Warrior
  • Rallying Cry now increases health by 15% (down from 20%), and is no longer available to Protection Warriors.
  • Skull Banner has been removed.

Periodic Effects (New Section)
There are many effects in the game which deal periodic damage over time (DoT) or healing over time (HoT). Historically, these have typically done something called “snapshotting”; they were based on your stats at the time that they were cast, and that was used for calculating their effect for their full lifetime. In Mists, if a warlock casts Corruption on an enemy while Heroism is active, that DoT will continue to tick rapidly based on the temporary haste effect, even after Heroism fades. This has led to some gameplay that has both good and bad sides.

Snapshotting encourages refreshing those periodic effects when your stats are high, such as when a temporary buff procs. On the upside, there's a high amount of skill involved in maximizing that. On the downside, it's not intuitive, and the skill ceiling is so high that few can reach it without the use of specialized add-ons. To make matters worse, the benefits of maximizing periodic snapshotting is so high that it creates a balance problem. Players maximizing periodic snapshotting (primarily through the use of add-ons) do drastically more damage than intended. If we balance around taking full advantage of snapshotting, then the players who aren’t doing so would fall unacceptably far behind in damage output.

Ultimately, we've decided that snapshotting isn't a productive mechanic for the game. The vast majority of periodic effects in the game that snapshotted no longer do so. The only exceptions are ones that do damage based on a percentage of a previous ability's damage (such as the Ignite from a Fire Mage's Fireball, or the periodic damage on a Windwalker Monk's Blackout Kick), as they inherently act as a delayed damage multiplier to those abilities.Temporary effects which buff the damage or healing of other spells specifically will continue to do so for their lifetime; for example, Unleash Flame (which increases the damage of the shaman's next fire spell by 40%), when used on a Flame Shock, will continue to increase the damage of the periodic effect for its entire lifetime, despite being consumed when the Flame Shock is cast. We still of course want skills and their use to embody interesting choices, and intelligent and skillful use of abilities.

  • Periodic damage and healing effects now dynamically recalculate their damage, healing, Critical chance, multipliers, and period on every tick.

Skilled players will still be able to take advantage of temporary power buffs like trinket procs, and you'll still want to cast your hardest hitting spells within those proc durations. The benefits just won't extend outside the trinket procs’ duration. As such, this high-skill gameplay is there, it's just rewarded more consistently. For example, a Priest’s trinket procs and an already active Shadow Word: Pain will begin dealing more damage the instant the proc effect occurs, but will return to normal when the proc duration ends. Skilled players will be able to play within these proc durations to maximize effect, but it won’t be as detrimental to output to anyone who isn’t actively and skillfully using them to their full extent.

We also made another change to periodic effects. Haste has long affected the tick rate of periodic effects, and their duration has been rounded to whole numbers of ticks, in order to mostly preserve the original duration of the spell. This lead to Haste breakpoints where having specific amounts of Haste would cause certain periodic effects to gain an extra tick. Part of gearing your character involved trying to reach those Haste breakpoints, but not go over by too much. This was a fairly tedious number to manage, which was again mostly handled by add-ons and guides. With some new tech we’re now able to calculate the effect of Haste on tick time dynamically. Any fraction of a full period left at the end of an effect will do a tick of damage or healing in proportion to the remaining time. In other words, there are no more Haste breakpoints; Haste now smoothly and accurately affects periodic effects for the entire duration.

This also opened up the opportunity to revise how we handle refreshing periodic effects. For the vast majority of spells and abilities, we had a standard rule that any refresh would add the new cast's duration after the next tick of the existing effect. In simpler terms, you can refresh anywhere between the last and second-to-last tick of a DoT or HoT with no loss. Warlocks had a special passive that changed this logic to allow refreshing with no loss anywhere in the last 50% of a DoT. We liked the flexibility that this provided; though felt it was a bit too powerful. No longer tied to whole tick times, we chose to extend the mechanic that Warlocks had to all classes, but reduce it to 30%. Everyone can now refresh their periodic effects anywhere in the last 30% of the duration for full benefit, and no lost tick time.

  • Recasting periodic damage over time and healing over time effects that are already on the target now extends those effects to up to 130% of the normal duration of the effect.

Tank Vengeance and Resolve
The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.

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, in addition to the stat’s existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • Death Knight
    • Mastery: Blood Shield now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
  • Druid
    • Mastery: Primal Tenacity now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
  • Monk
    • Mastery: Elusive Brawler now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
    • Brewmasters no longer deal 15% less damage.
  • Paladin
    • Mastery: Divine Bulwark now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.
  • Warrior
    • Mastery: Critical Block now also passively increases Attack Power by 8% (percentage increased by Mastery), in addition to its current effects.

Quality of Life Improvements
Facing Requirements
Strict facing requirements can be frustrating to deal with, especially in hectic Raid combat or PvP environments. In order to ease this frustration, we decided to remove or significantly loosen the facing requirements of all attacks that required the player to be behind their target.

  • Druid: Ravage no longer requires the Druid to be behind the target.

Reforging (New Section)
The original intent behind Reforging was to offer a way for players to customize their gear, but in practice it offered little in the way of true choice. Players attempting to optimize every piece of gear were well advised to look up how they were supposed to reforge an item in an online guide or tool that had already determined the optimal choice. It added yet another step to the list of things that must be done to a new item before it was ready to be equipped, reducing the joy of getting an upgrade into a chore.

If an upgrade drops, we want you to be able to equip it with a minimum of fuss. It is for those reasons that we’re removing Reforging from the game.
  • The Reforging system and associated NPCs have been removed from the game.
  • All existing items that were reforged have been returned to their original un-reforged state.

Combat Resurrections (New Section)
Combat resurrections are an extremely powerful tool that players have while in combat. Naturally, we apply some limitations. In Mists of Pandaria, that limit was 1 resurrection during a given raid boss encounter for 10-player modes and 3 for 25-player modes. With Flexible difficulty introduced in Patch 5.4, we erred on the forgiving side, and gave Flexible Raids 3 resurrections regardless of raid size.

In Warlords of Draenor, the Flex tech has expanded to more difficulty levels, and we needed a new system to handle combat resurrections more fairly. We knew that continuing with a constant 3 would encourage using the smallest possible raid sizes, while scaling with hard breakpoints would discourage specific group sizes just under those points. Additionally, the limit is not shown anywhere in-game, so it can be easy to lose track of how many resurrections the raid has available (or even know that the limit exists).

So we’ve built a new system to be more transparent, and improve usability.

  • During a boss encounter, all combat resurrection spells now share a single raid-wide pool of charges that’s visible on the action bar button.
  • Upon engaging a boss, all combat resurrection spells will have their cooldowns reset and begin with 1 charge. Charges will accumulate at a rate of 1 per (90/RaidSize) minutes.
    • Example 1: A 10-player raid will accumulate 1 charge every 9 minutes (90/10 = 9).
    • Example 2: A 20-player raid will accumulate 1 charge every 4.5 minutes (90/20 = 4.5).
  • A charge will only be deducted when a combat resurrection is successful (when the target accepts the resurrection).
  • Raid frames now show a debuff indicating that a dead player has a pending combat resurrection available.
  • Outside of raid boss encounters, combat resurrection spells retain their normal cooldown behavior.

Glyphs
We made several improvements to the Glyph system. While leveling, characters unlock Glyph slots at several specific levels. However, in order to get glyphs, characters need to visit an Auction House (and potentially pay way more gold than an average character of that level has yet), or know a Scribe from which to request them. To solve this, we've made characters learn some Glyphs automatically as they level. Additionally, we now have the ability to make some glyphs exclusive with each other, or require specific specializations.

  • Many glyphs have been removed, and many new glyphs have been added.
  • Exclusive categories have been added for some glyphs. Other glyphs from the same category cannot be applied at the same time.
  • Some glyphs are now exclusive to a specialization.

Professions
  • Movement Speed enchants now increase Movement Speed by 10% (up from 8%).

Class Changes

Death Knight
We removed Dodge and Parry from gear, and expect Blood Death Knights to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Critical Strikes, and Scent of Blood give defensive value to Multistrike. auto attack and Rune Strike crits. To solve GCD-capping issues and increase the value of Haste, we also removed the passive rune regeneration increase from Improved Blood Presence. Finally, we tweaked the targeting AI of Dancing Rune Weapon, and fixed it up to properly copy most Talents that you know.

  • Riposte has been redesigned.
    • Riposte now gives the Death Knight Parry equal to their Critical Strike bonus from gear. After getting a Critical Strike with an Auto Attack or Rune Strike, you gain +100% Parry chance until you Parry an attack. This can stack up to 2 times.
  • Improved Blood Presence no longer increases rune regeneration rate.

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.
  • Level-60 and Level-75 talent rows have swapped places.

Druid
Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of those. Note that Primal Tenacity's calculation uses the damage before any other absorbs you have, and before Tooth and Claw's effects, so that it isn’t negatively affected by any of the changes. We also slightly reduced the power of Primal Fury, in order to better balance secondary stats for Guardians.

  • Tooth and Claw can now accumulate 2 charges, and its effects stack on the target. Its effects are affected by Resolve.
  • Ursa Major is a new passive ability for Guardian Druids:
    • Ursa Major: Multistrikes from auto attacks and Mangle grant the Druid Ursa Major. Ursa Major increases maximum health by 5% for 15 seconds. When this effect is refreshed, the remaining portion is added to the new effect.

Feral Druids received one major change, and few tweaks beyond what's been mentioned above in Ability Pruning and Facing Requirements. Combo Points are now stored "on the player", meaning that when you switch targets, any accumulated Combo Points remain with you. Pounce was buffed significantly, in order to bring it up to par with Ravage. Primal Fury was changed to let it affect area attacks as well. Glyph of Savagery was reworked to better achieve its intended effect.

  • Combo Points for Feral Druids are now shared across all targets, and are no longer lost when switching targets.

Overall, we are happy with Balance's rotation, however there are a few tweaks coming through Draenor Perks. With the changes to Periodic Effects, we're slightly modifying Eclipse to allow it to retain the gameplay it had before.

  • Eclipse now increases the damage of all Nature spells (or Arcane, depending on which Eclipse state is active) cast while it is active. This means that for example: a Moonfire cast during Eclipse will receive the Eclipse benefit through its whole duration, even after leaving Eclipse. The reverse also holds true; a Moonfire cast before entering Eclipse will not benefit from that Eclipse until it is recast.

And the Druid changes are capped off by merging Glyph of Stampede's effects into Glyph of Stampeding Roar.

Hunter
We did a comprehensive pass on Hunter pet abilities. As mentioned above in Crowd Control and Diminishing Returns, all full crowd-control abilities have been removed from Hunter pets and replaced those with new abilities, including spreading some that were previously restricted to exotic pets. Additionally, Hunters can now tame beasts from new pet families.

  • Hunters may now tame beasts from 3 new pet families.
    • Hydra
    • Riverbeast
    • Hook Wasp (Exotic)
  • Abilities unique to each hunter pet family have been revised to provide a standard buff, debuff, or ability.
    • Combat Resurrection ability: Crane, Moth, Quilen
    • Mortal Wounds debuff: Carrion Bird, Devilsaur, Riverbeast, Scorpid
    • Increased Spell Power buff: Serpent, Silithid, Water Strider
    • Increased Strength/Agility/Intellect buff: Dog, Gorilla, Shale Spider, Worm
    • Increased Critical Strike Chance buff: Devilsaur, Quilen, Raptor, Shale Spider, Water Strider, Wolf
    • Temporary Haste buff: Core Hound, Nether Ray
    • Increased Haste buff: Hook Wasp, Hyena, Sporebat, Wasp
    • Increased Mastery buff: Cat, Hydra, Spirit Beast, Tallstrider
    • Increased Stamina buff: Bear, Goat, Hook Wasp, Silithid
    • Increased Magic Damage Taken debuff: Basilisk, Bat, Chimaera, Core Hound, Dragonhawk, Rhino, Wind Serpent
    • Increased Physical Damage Taken debuff: Bird of Prey, Boar, Porcupine, Ravager, Rhino, Worm
    • An ability that increases dodge chance of the pet by 30% for 10 seconds: Fox, Monkey
    • An ability that reduces damage taken by the pet by 50% for 12 seconds: Beetle, Crab, Quilen, Rhino, Shale Spider, Turtle
    • An ability that Reduces the movement speed of the target by 50%: Chimaera, Crocolisk, Silithid, Spider, Warp Stalker
    • The following pet families provide an ability that puts the pet in stealth mode, but slows its movement speed by 50%. The first attack from stealth receives a 20% bonus to damage: Cat, Spirit Beast
    • The following pet families also provide an additional ability.
      • Chimaera - Froststorm Breath: Causes Froststorm damage to all targets in front of the Chimaera over 8 sec.
      • Core Hound - Molten Hide: Causes Fire damage to attackers.
      • Devilsaur - Feast: The devilsaur feasts on a nearby Humanoid or Beast corpse within 5 yards, healing it for 20% of its maximum health and restoring 20 focus over 5 sec.
      • Direhorn - Reflective Armor Plating: Deflects all spells cast in front of the Direhorn for 6 seconds.
      • Hook Wasp - Flutter: Slows the fall speed of both itself and the hunter for 30 seconds.
      • Spirit Beast - Spirit Mend: Heals the target ally instantly, and additional healing over 10 seconds.
      • Water Strider - Surface Trot: Allows the Hunter and the Water Strider to walk across water.
      • Worm - Burrow Attack: Deals Nature damage to nearby enemies over 8 seconds.

There were also a few other changes, primarily for quality of life and rotational consistency.

  • Aimed Shot now deals 20% more damage and can be cast while moving. no longer interrupts Auto Attacks.
  • Growl now has a 30-yard range.
  • Several raid buffs provided by pets have been changed into auras that are automatically applied to the Hunter's party or raid.

Mage
In order to solve all of these problems, we decided to merge the 3 current Bomb Talents into one that changes based on spec. That allows us to reintroduce spec-specific perks to each Bomb, and makes room for some non-DoT alternatives.

  • Frost Bomb has been redesigned. It now lasts 12 seconds, has no cooldown, and explodes every time the target is critically hit by the Mage's Ice Lance while frozen. The damage per explosion has been reduced by 75% to compensate.
  • Glyph of Mirror Image has been removed and its effects have been incorporated into Mirror Image.
  • Glyph of Frostfire Bolt is now available only to Fire Mages.

Monk
  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.
    • The Spell-Power-to-Attack-Power Conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
    • The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
      • Eminence now a nearby target to be healed for 35% of all damage caused by the Monk and includes auto attacks.
  • Serpent's Zeal has been removed. Eminence now always includes Auto Attacks.
  • Muscle Memory, Serpent's Zeal, and Vital Mists have been replaced with a new passive ability, Crane Style Techniques. Crane Style Techniques enhances several of the Monk's combat abilities while in Crane Stance. merged.Muscle Memory now requires Stance of the Spirited Crane, and passively increases the damage of Crackling Jade Lightning by 100%, causes Tiger Palm to trigger the Vital Mists effect, and causes Blackout Kick to hit 4 additional nearby targets for 50% damage.
    • Crackling Jade Lightning channels 150% faster, generates 1 Chi each time it deals damage, but costs 300% more mana.
    • Blackout Kick grants Crane's Zeal, increasing Critical Strike chance by 20% for 20 seconds.
    • Blackout Kick causes Eminence to heal 5 allies instead of 1, but heals for only 15% of damage dealt instead of 35%.
    • The Monk gains a stack of Vital Mists for every Chi consumed.
  • Rising Sun Kick is now available to Mistweaver and Windwalker Monks. However, it does not cause Mortal Wounds for Mistweavers.
  • The following abilities now require Stance of the Spirited Crane for Mistweavers:

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.

  • 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.
  • 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.
  • Tiger Strikes is now available to all Monk specializations, and has a chance to trigger on successful auto attacks and their Multistrikes. It has an 8% chance to trigger while using a two-handed weapon, and a 5% chance to trigger while dual wielding.
    • When triggered, Tiger Strikes now grants +50% Multistrike for 8 seconds instead of +50% attack speed and double attacks for 4 attacks.

Paladin
We made several changes for Holy, to go along with other larger system changes to compensate for the removal of Guardian of Ancient Kings from Holy, and merged its benefits into Divine Favor. In order to follow through on our change to merge all types of Haste %, we removed the Spell Haste % from Seal of Insight to a Holy-only passive, so that it didn't also increase Protection's baseline Haste by 10%. Our changes to healer mana and mobility also indirectly increased the value of Selfless Healer by a large amount, so we brought it back down to be even in power with the other talents on its row. We also raised the range of Denounce to be consistent with other spells.


For Protection, we tweaked Eternal Flame in order to reduce its massive self-healing amount, and provide better balance between talents on that row. We also added a new passive, Shining Protector, in order to give defensive value to the new Multistrike stat.

  • Bastion of Glory no longer affects the periodic healing of Eternal Flame. It still affects the direct healing portion of the ability.
  • Shining Protector is a new passive ability for Protection Paladins.
    • Shining Protector: All heals you receive have a chance equal to your Multistrike chance to trigger Shining Protector, healing you for an additional 30% of the triggering heal.
  • Eternal Flame now deals 100% of the direct healing of Word of Glory (up from 70%), but only 50% as much periodic healing as before. Additionally, Bastion of Glory no longer affects the periodic healing.

We made a few additional changes to Paladins. We revised the functionality of Hammer of the Righteous a bit, such that its performance is about the same, but its tooltip is much clearer. We also made Stay of Execution much more attractive to use as an emergency button. One big change for Retribution that isn't mentioned here is the removal of Inquisition (see Ability Pruning), which will have a notable effect on their rotation.

Priest
  • Angelic Feather, if cast on players, will always prefer the casting priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended instead of replaced; up to a maximum of 130% of base duration.
  • Inner Focus: No longer provides immunity to Dispels, Interrupts, and Silence. This effect will be returning as a Major Glyph.
  • Purify, Halo, Cascade, and Divine Star can now be cast while in Spirit of Redemption form.
  • Shadowfiend no longer restores mana.
    • Mindbender now restores 0.75% mana per hit (down from 1.75%).

Rogue
There are a number of Rogue changes listed under Ability Pruning, but there are a few additional changes to note. The biggest of which is a fundamental change to how Combo Points work. They're now shared across all enemies; you can swap targets and you won;t lose your Combo Points.

  • Combo Points for Rogues are now shared across all targets. You no longer lose your Combo Points when switching targets.

Shaman
In Warlords of Draenor, we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental. They will still have some ability to deal damage while moving, through Shocks, Unleash Weapon, and instant Lava Bursts. For Chain Lightning, we wanted to reduce the impact of Haste soft capping, and so changed Shamanism to increase damage instead of reduce cast time. Additionally, we simplified Wind Shear by removing its impact on threat, which no longer matters.


Warrior

Protection Warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection Warriors to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Crits. The aforementioned Headlong Rush also helps for valuing Haste.

  • Blood Craze is a new passive ability for Protection Warriors.
    • Blood Craze causes Multistrike auto attacks to trigger a Blood Craze, which regenerates 3% of the Warrior's health over 3 seconds. When this effect is refreshed, the remaining duration is added to the new effect.
  • Riposte has been redesigned.
    • Riposte now gives the Warrior Parry equal to their Critical Strike bonus from gear. gives the Warrior +100% to Parry chance until they Parry an attack after getting a critical strike with an Auto Attack.

WoD Build 18156 Minimap, All Achievements Complete, Blue Tweets, Setup of the Month

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Introducing the Battle.net Gift Card, The Dual Hydra Melee Wizard, Curse Weekly Roundup

MLG/ManaGrind Tournament #25 Review, Funny and Lucky Moments #38, Decklist Recap: Limited

Monarch Brightwing Skin Preview, Technical Alpha Tournament Policy, Bundles and Pricing

Warlords of Draenor - Build 18156 Minimap
The new build made some significant changes to the Draenor's minimap. You can find the previous version of the map here.



Mists of Pandaria - All Character Achievements Complete
It appears that Хируко of Razuvious-EU has managed to complete all of the regular character achievements, along with 205 of the ~340 Feats of Strength.

According to him, Realm First of every class on the same day by transferring to a low population PvP realm and multiboxing while his guild killed anyone trying to level before him.



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
One thing that confuses me is all the +20% damage increases. Surely damage increases are meaningless due to balancing?
Some of them are transformative. Some are just something to make dinging 93 a bit cooler. (WatcherDev)

So why are the Draenor perks random order? It's unbalanced and lacking customization, what's the pro?
It's a reward for leveling, not character customization. With choice, people can become paralyzed about what's 'right'. (Celestalon)

Will there be new glyphs?
Yes. Currently about 80, give or take. (Celestalon)

Death Knight (Forums / Skills / WoD Talent Calculator)
For Unholy Death Knights You are knocking down the Unholy Might cause of better secondaries any chance at a deeper explanation?
That's heavily tied to our damage balancing pass, which hasn't started yet. (Celestalon)

Is the goal with AMS soaking to only allow a maximum of 100 RP to be possible from a fully absorbed shell? Big nerf to soaking.
Yes, intentionally. (Celestalon)
Is the rationale because you'd like to reduce GCD locking by DKs, or because you don't like balancing us around AMS soaking?
Both. (Celestalon)

Druid (Forums / Skills / WoD Talent Calculator)
Why aren't balance druids bringing CoE? looks like they get fewest buffs/debuffs w/ motw and spell haste
They bring Haste, Stats, and Physical Damage Vulnerability. (Celestalon)

Why is starfall hitting more targets? stars are capped at 20? why ever use insect swarm? does it a insane amount of dmg?
Stars are capped at 30 with that. Insect Swarm accelerates your rotation, and does a lot of damage. (Celestalon)

Insect Swarm could be made spellstorm damage as well.
Since it's only cast outside of Eclipse, it doesn't actually matter to gameplay, just matters for kit. (Celestalon)

Does the Balance version of DoC give you a Starsurge from hitting Eclipse or casting the instant Healing Touch?
Casting the instant HT. (Celestalon)

So Dream of Cenarius talent is just +20% Healing Touch? Seems pretty lackluster honestly
It's not intended to be a DPS gain anymore. It's for better off-role ability. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Hunter's Distracting Shot removed, possible to see it as a minor glyph? I'd be very sad to see the clutch plays go ;_;
Raised the range of Growl so that you can use it in that way, for the majority of cases. (Celestalon)

Losing Widow Venom while other classes are keeping their MS debuffs- is the effect going to be baked into another ability?
Pets (including non-exotics) can apply it. (Celestalon)

why no Execute mechanic for Surv hunters, not Kill shot, but smthg else? 1 extra charge of "LnL" from BA when target below 30%?
Not every spec needs to have an execute. In fact it's a pro that you have an option that doesn't. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
.Is the idea with the redesigned Frost Bomb that we cast it only when we have FOF charges?
Yes. May not be mentioned in the patch notes but it only triggers from FoF'd Ice Lances. (Tried all crits early in testing, was OP) (Celestalon)
So Basically, pattern is now FOF proc -> Frost Bomb (if you have the talent) -> Ice Lance -> Ice Lance
And it lasts 12sec, so keep using FoF procs while it's up, yeah. For min/maxing, you can leave FBomb down, and pool FoFs. (Celestalon)

If Incanter's Flow is on average 15% increased damage, why would I want to spec into Rune of Power?
Valid point; just haven't tune a precise tuning pass yet. (Celestalon)

Could Nether Tempest have a chance to generate arcane charges? Increased cast time on blast looks like a pain for PvP.
See Perks. It becomes faster with charges. (Celestalon)
NT multi dotting was way to proc missiles, hence charges in PvP, now NT 1 target only = less procs, less charges.
Only the most recent NT ever proc'd missiles. Your multidotting wasn't giving you any additional AM procs. (Celestalon)

Brain Freeze has to make FFB instant cast or the spec will be ruined IMO.
Frost's rotation was overwhelmingly instants, which caused numerous problems. Turning one of them into a cast time may feel... (Celestalon)
...like a nerf, but actually is better in the end. Encounters demand less movement, casting can be a thing in PvP, Haste valued. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
So will eminence still be tied to a crappy range and statue?
Yes, but that's good for you, you can use it to your advantage. (Celestalon)

Why Clash? Dealing with casters will suck so much without it. It's one of the more fun BrM tanking abilities.
We cut Clash because it was redundant with their other stuns and Roll. We'd rather you Roll more (see Draenor Perks). (Celestalon)

Last Q/comment, and least. RE: Mistweaver: why no chi gen from SoM and CJL now?Don't understand the intent
Several reasons. Biggest is to fix mana for Mistweavers. Now, more mana = more chi gen, by a significant degree = more chi ... (Celestalon)
...spenders. That means spirit increases all parts of your healing, which is a good thing. (Celestalon)
You can get some baseline amount of Chi from cheap sources (ReM, EH), still, so you won't be chi-starved. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
Will holy pally still be just absorb healing like currently ? and disc priest aegis. with the nerfs hope this is nerfed
No, we're aiming to significantly tone down how much of Healadin throughput is absorption. We'll balance Disc and Healadin power. (Celestalon)

Retribution's passive perks are a bit passive, mostly just damage increases. Any chance we can see more interesting effects...
We tried to strike a good balance of interesting vs simple, but I agree, Ret is more on the simple side. (Celestalon)
.Commonly, we used the Draenor Perks as a place to make tweaks to rotations that we wanted to make anyway. Better to... (Celestalon)
....ease into those rotational changes that way. In some cases, such as Ret, we were happy with their rotation as is. (Celestalon)

Will seal of insight still provide 10% spell haste?
No; Seal of Insight no longer provides any haste, but a Holy passive (don't recall which one offhand) does instead. (Celestalon)
(Reason being that we are only doing full Haste, not Melee Haste or Spell Haste anymore, but only want Holy to benefit from it) (Celestalon)
And will haste work the same for all classes now or still no haste for melee dots?
Still no haste for melee DoTs because they're not spells, you get increased resources from haste instead. (Celestalon)
Will that include the haste buff now that its nerfed to 5%?
Yes. The 10% Attack Speed raid buff has been replaced with 5% Haste. (Celestalon)

If seraphim depletes all the runic power we have, how will we build up enough to get a Verdict or SoR off before it expires?
It's long enough that you'll be able to. Don't forget Haste! (Celestalon)

Rogue (Forums / Skills / WoD Talent Calculator)
Combat FoK bonus seems underwhelming compared to Sub/Mut. Chance of changing it?
They have Blade Flurry on top of that. (Celestalon)

interested in the thoughts behind fist/swords being able to be used for dispatch and daggers for sinister strikes? No compliants
Intended to be 'okay' to use in case you are over a tier behind on the optimal weapons, but not optimal. (Celestalon)

Hey. Hey you. Hey. I don't see several key major rogue glyphs in the auto-learn list.
Auto-learn glyphs were chosen based on usefulness while leveling. (Celestalon)

Read as back front and 2 sides.so no back stabbing from the front. which makes a certain sort of sense
Backstab is usable from the left, right, and back. Not the front. So 270degree usability radius. (Celestalon)
On the topic of Rogues: woo for making Assa viable with other weapons than daggers! Awesome!
Kind of. It's *possible*, but not *optimal* to play Assassination with non-daggers. (Celestalon)

With Mind-Numbing and Paralytic gone, can we rogues have another poison? So there's, y'know, a choice?
We're considering the limited poison situation. Instant Poison does work for Venom Zest at least, BTW. (Celestalon)
So again why is it a conditional worse version of a level 45 Monk talent as our ultimate mega one?
Because different classes are different. They're weaker than you are without it. We balance the... (Celestalon)
...power of characters *with* talents. Talents don't need to be balanced cross-class. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
No mention of Earth Shield in the patch notes. Surely you are scrapping that, it's such a pain with multiple Shamans!
Multiple Earth Shields can stack, not a pain. (Celestalon)
So you are changing Earth Shield so 2 can be on the same target at a time finally?
Yes. (Celestalon)

No Healing Tide Totem and no Unleashed Lightning. Can we expect elemental shamans single target to be bought significantly up?
Yes. (Celestalon)

Is the ULE-Healing Rain buff being built into the baseline spell, or is HR just effectively getting nerfed 30% from that change?
Do you not think Healing Rain needs a nerf, compared to live? (Celestalon)

Also Unleash Weapon was listed in mobility damage skills. But Unleash Fire/Frost/Wind no longer deal damage so uh... wat?
They don't *directly* do damage, but they are a significant net damage gain. (Celestalon)

Any chance elemental could retain moving lightning bolt? Would be good to know now if I need to reroll for WoD Progression.
You don't need to reroll. Elemental will be balanced around that change. Yes, we know it's a huge change. Sky isn't falling. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Have there been any changes to the planned non-interaction between GoSacrifice and Demonic Servitude?
Planning to indeed make it a bad idea to Sacrifice your Big Demon. However, we're working on new abilities for the Doomguard/Infer. (Celestalon)

Just read that Drain Soul is being removed from warlocks, but no mention of how Soul Shards will be replenished. Clarify?
Nightfall. (And there's a Draenor Perk that increases Nightfall rate) (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
The way that Gladiator Stance and the talent is worded, it seems like prot warriors who take it will still be able to tank
We did that so that tanks still have 3 talent choices when tanking. If you goto Gladiator Stance, you can no longer tank. (Celestalon)
If you take the Gladiator Stance talent, you can still tank, with 5% extra DR, but none of the offensive benefits. (Celestalon)
Correction: When you take the Gladiator's RESOLVE talent, you get 5% DR in Def Stance, for tanking, and the OPTION to... (Celestalon)
...switch to the Gladiator STANCE to become a DPS, and NOT a Tank. (Celestalon)
Doesn't that lead to tanks going Gladiator Stance when not their turn to get hit, swap back in when their turn?
Can't swap into or out of Gladiator Stance in combat. (Celestalon)

With warrior shouts no longer generating rage, it appears the only way to start a fight with rage is Charge. Is that accurate? @Celestalon
Yes. Charge in to start with Rage. (Celestalon)

Will the Warrior Haste bonus modifier remain, and how will Headlong Rush scale haste with CD/GCD? 50% Haste = 50% reduction?
No, the +50% haste from gear buff on warriors will be removed. Scales just like everyone else. 25% Haste = 1/1.25 = 80% GCDs. (Celestalon)

is gladiator locked out of unwavering sentinel and bastion of defense. also is block being removed or reduced in glad?
Unwavering Sentinel is Defensive Stance only. If you still find that you're able to tank in Gladiator stance, we'll adjust. (Celestalon)

Computers - Setup of the Month (by chaud)
Each month or every 2 months, depending on the hardware evolutions, the lovely chaud will work on a couple of hardware setups for those of you who are thinking of upgrading their computer!

This month
The current SSD prices are stable, with all SSDs under $1 per gigabyte when on sale.

The Haswell CPUs run a little bit on the warmer side. Depending on how much you want to overclock, you may need to spend a bit more for a better CPU cooler like the NH-D14.

Unless you are doing a lot of video rendering or something that is similarly multithreaded, you do not need the 4770K and should spend that money elsewhere.

Make sure to keep your AMD and Nvidia drivers up to date.

Don't hesitate to post any feedback in the comments of that news post, and don't forget to visit the Computer Forum for any extra questions! If you are interested in Folding@home, take a look in our team's thread.


Peripherals/Monitors
ComponentPuppyDolphin
MonitorASUS VS228H-P 22-Inch Monitor - $120ASUS VS248H-P 24-Inch Monitor - $160
KeyboardKensington Pro Fit Media Keyboard - $16Cyborg V.5 - $45
MouseLogitech G400s - $45Razer DeathAdder 2013 - $52
SpeakersCreative A250 2.1 Speaker System - $30Logitech Z313 Speaker System - $37
ComponentNarwhalUnicorn
MonitorDell P2414H Monitor - $220HP ZR2440W 24-inch - $312
KeyboardLogitech G510s - $80CM Storm QuickFire XT - $95
MouseLogitech G500s - $50Razer Naga 2014 - $68
SpeakersLogitech Z323 2.1 Speaker System - $50Logitech Speaker System Z523 - $77


Puppy and Dolphin
All of these parts can be mixed and matched to create a build between Puppy and Dolphin.
ComponentPuppyDolphin
CaseNZXT Source 210 - $40NZXT Source 210 - $40
Power SupplyCorsair CX500 - $57EVGA 600B - $50
CPUAMD FX-6300 - $110AMD FX-8320 - $152
HeatsinkCooler Master Hyper 212 EVO - $33Cooler Master Hyper 212 EVO - $33
MotherboardASUS M5A97 R2.0 - $89ASUS M5A99FX PRO - $116
MemoryKingston HyperX Blu 4GB 1333 - $428GB G.Skill DDR3 1600 - $83
Graphics CardGigabyte R7 260X - $114MSI R9 270 or GTX 660 - $185 / $190
Hard DriveWestern Digital Caviar Blue 500GB - $53Western Digital Caviar Black 1TB - $81
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$561$763 - $768


Narwhal and Unicorn
All of these parts can be mixed and matched to create a build between Narwhal and Unicorn.
ComponentNarwhalUnicorn
CaseCooler Master HAF 912 - $60Corsair Air 540 (Special Layout) - $120
Power SupplyRosewill Capstone 550W - $87Rosewill Fortress 750W - $130
CPUIntel i5-4670K - $210Intel i5-4670K - $210
HeatsinkThermaltake Frio - $64Noctua 6 NH-D14 - $75
MotherboardASUS Z87-A - $140ASUS Z87-A - $140
Memory8GB G.Skill DDR3 1600 - $8316GB G.Skill DDR3 1600 - $164
Graphics CardGigabyte GTX 760ORGigabyte R9 270X - $260 / $230XFX R9 280XORASUS GTX770 - $310
Hard DriveWestern Digital 1TB Caviar Black - $81Western Digital 2TB Caviar Black - $147
SSDSAMSUNG 840 EVO 128GB (Review) - $81
OR
SanDisk Extreme II 120GB (Review) - $90
Corsair Neutron GTX 120GB (Review) - $130
OR
SAMSUNG 840 Pro 128GB (Review) - $120
DVDAsus 24X SATA DVD+/-RW - $23Asus 24X SATA DVD+/-RW - $23
Total$1059 - $1138$1400 - $1449

Warlords of Draenor Alpha - Build 18164

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Warlords of Draenor Alpha - Build 18164
Build 18164 is here and brings us Warrior Tier 17, a Mail LFR set, and some damage tuning.

Tier 17 - Warrior




Mail - LFR




New Icons



New Items
You can see all of the new items, including some cooking items excluded from this list on the WoWDB Beta site!

LevelTypeSlotName
1JunkGold Strongbox
1JunkSilver Strongbox
1JunkBronze Strongbox
1JunkThe Crystal Blade of Torvath
1Companion PetsIron Starlette
1OtherGarrison Blueprint: Barracks
1QuestBlueprints: Stables
1QuestBlueprints: Workshop
312BowRangedIrontree Bow
86BandageMedicine-Soaked Bandage


Spell Changes
Keep in mind Celestalon's warning when considering these changes!


Originally Posted by MMO-Champion
Companions
  • Sphere of Ultimate Destruction Right Click to summon and dismiss your Sphere of Ultimate Destruction. Battle Pet. Instant.Iron Starlette. Battle Pet. Instant.

Death Knight (Forums)
Runeforging

Druid (Forums)
  • Ferocious Bite now does less base damage and scales more with AP.
  • Moonfire now scales with 63% of Spell Power, up from 48%. Now scales with 45% of Spell Power on the DoT component, up from 34.4%.
  • Shred now does 365% damage, up from 260%.
  • Starfall now scales with 33% of Spell Power, up from 25.3%. Now ticks every 1 sec for 10 sec.
  • Wrath now scales with 154% of Spell Power, up from 94.4%.

Talents
  • Savagery - Savage Roar now also increases all Physical damage dealt by 45%.

Balance
  • Moonkin Form now increases your armor by 100%, up from 60%.
  • Starfall now scales with 33% of Spell Power, up from 25.3%. Now ticks every 1 sec for 10 sec.
  • Starfire now scales with 249% of Spell Power, up from 153.2%.
  • Starsurge now scales with 273% of Spell Power, up from 168%.
  • Sunfire now costs 8.4% of Base Mana, down from 9%. Now scales with 63% of Spell Power, up from 48%. Now scales with 45% of Spell Power on the DoT component, up from 34.4%.

Feral & Guardian
  • Rip now does ~2.5x more damage.

Hunter (Forums)
Beast Mastery & Marksmanship
  • Kill Shot now deals 475% weapon damage, up from 315%.

Beast Mastery & Survival
  • Arcane Shot now deals 140% weapon damage, up from 100%.

Mage (Forums)
  • Polymorph (New) Transforms the enemy into a penguin, forcing it to wander around for up to 50 sec. While wandering, the penguin cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Penguin. 2% of Base Mana. 30 yd range. 1.7 sec cast.
  • Polymorph (New) Transforms the enemy into a monkey, forcing it to wander around for up to 50 sec. While wandering, the monkey cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Monkey. 2% of Base Mana. 30 yd range. 1.7 sec cast.
  • Polymorph (New) Transforms the enemy into a polar bear cub, forcing it to wander around for up to 50 sec. While wandering, the polar bear cub cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Polar Bear Cub. 2% of Base Mana. 30 yd range. 1.7 sec cast.
  • Polymorph (New) Transforms the enemy into a peacock, forcing it to wander around for up to 50 sec. While wandering, the peacock cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters. Turtle. 2% of Base Mana. 30 yd range. 1.7 sec cast.

Talents
  • Arcane Orb now deals 90% of Spell Power damage, up from 44.4%.
  • Comet Storm now deals 55% of Spell Power damage, up from 45%.
  • Meteor now deals 20% of Spell Power damage, up from 8%.
  • Unstable Magic now has spec specific tooltips, with proc rate depending on spec.

Fire
  • Combustion now deals an additional 200% of Spell Power damage. Now also burns the target for additional damage equal to 40% of the damage per tick of the Ignite every 1 sec for 10 sec., up from 20%.
  • Inferno Blast now deals 90% of Spell Power damage, up from 60%.

Frost
  • Brain Freeze now gives your next Frostfire Bolt a 25% damage increase.

Monk (Forums)
Talents

Paladin (Forums)

Priest (Forums)

Talents
  • Clarity of Purpose now costs 4.25% of Base Mana up from 3.5%. Now scales with 492.4% of Spell Power, down from 744%.

Shadow

Rogue (Forums)

Subtlety
  • Sanguinary Vein - Increases the damage of your Rupture ability by 10% (down from 50%) and causes you to deal 20% (down from 35%) additional damage to targets afflicted by your Rupture, Garrote, or Crimson Tempest.
  • Sinister Calling now increases your total Agility by 15%, down from 30%.

Shaman (Forums)

Talents
  • Elemental Blast now scales with 205% of Spell Power, up from 4,726 + 156.2% of Spell Power.

Elemental & Restoration
  • Lava Burst now scales with 96% of Spell Power, up from 73%.

Warlock (Forums)

Talents
  • Demonbolt now scales with 400% of Spell Power, up from 300%.

Affliction
  • Agony now scales with 35% of Spell Power, up from 26%.
  • Haunt now scales with 394% of Spell Power, up from 263%.
  • Malefic Grasp now scales with 20% of Spell Power, up from 13.2%. Proc now causes your other DoTs to deal 40% of their normal periodic damage, up from 30%.

Demonology
  • Hand of Gul'dan now Shadowflame scales with 20% of Spell Power, up from 14%.
  • Metamorphosis: Doom now does 4 + 200% of Spell Power, rather than 4,004 + 93.75% of Spell Power.

Destruction
  • Chaos Bolt now scales with 348.4% of Spell Power, up from 290%.
  • Conflagrate now scales with 210% of Spell Power, up from 173%.

Major Glyphs
  • Glyph of Siphon Life now has spec specific tooltips. Now works with the Immolate DoT for Destruction.
  • Glyph of Soul Consumption now has spec specific tooltips, with a Demon Form requirement for Demonology and Chaos Bolt requirement for Destruction.

Warrior (Forums)

Arms

Raid & Dungeon Abilities
  • Corrupted Touch Corrupts an enemy upon death, causing them to explode after 10 sec secs, inflicting 17,500 Shadow damage to themselves and all allies within 8 yards. Instant.
  • Drain Blood A skillfully-thrown cleaver deals weapon damage and Bleeds (10%)*5 Health over 10 sec seconds. 30 yd range. 3 sec cast.
  • Screech Inflicts 20,000 Physical damage to all enemies in the area and increases damage taken from Screech and Quills by 10%. 100 yd range. Instant.
  • Staggering Shot Inflicts Physical damage, knocks back, and slows the target by 50% for 3 sec sec. Fired at targets not behind cover. 100 yd range. Instant.



New Strings
Originally Posted by MMO-Champion
  • BAG_FILTER_ASSIGN_TO - Assign to
  • BAG_FILTER_AUTO_SORT - Auto-Sort
  • BAG_FILTER_CONSUMABLES - Consumables
  • BAG_FILTER_EQUIPMENT - Equipment
  • BAG_FILTER_IGNORE - Ignore this bag
  • BAG_FILTER_JUNK - Junk
  • BAG_FILTER_TRADE_GOODS - Trade Goods
  • LOOT_ROLL - Loot Roll
  • PVP_TAB_GROUPS - Premade Groups
  • REWARD_FOR_PVP_COMPETING - Reward For Competing
  • REWARD_FOR_SPECFIC_PVP_WIN - Reward for Win: Loot Roll
  • SPELL_FAILED_CANT_REPLACE_ITEM_BONUS - That item cannot be modified.
  • SPELL_FAILED_CUSTOM_ERROR_213 - You may only carry one type of Blackrock Munitions.
  • SPELL_FAILED_CUSTOM_ERROR_214 - You have run out of Blackrock Munitions.
  • SPELL_FAILED_CUSTOM_ERROR_215 - You are carrying the maximum amount of Blackrock Munitions.



New Misc Things
Originally Posted by MMO-Champion
Battleground
  • Battleground #788 - Troll Raid 2

Game Text
  • Game Text #81787 - The girl and I will retrieve the rest of our group. You go ahead, $n, and stop that orc from opening that portal!
  • Game Text #81788 - Let's go, then.
  • Game Text #81808 - No... NO! The Temple of Karabor must NOT fall!
  • Game Text #81809 - Every thread leading to this fate... can be traced back to Ner'zhul. He must be stopped.
  • Game Text #81810 - Meet me back at Twilight Glade, champion. There is much work to be done.
  • Game Text #81821 - Good people of [HUB NAME], your commander has finalized construction on a new building!
  • Game Text #81822 - We're going to need work together to get it up to full production. See to it our commander is not kept waiting!
  • Game Text #81824 - Yo everybody, listen up. Thanks to our commander we got a new building up!
  • Game Text #81825 - We gotta get this new structure up to snuff pronto, alright? Get to it yesterday!
  • Game Text #81826 - You can handle things from here, I'm sure. Well done!
  • Game Text #81827 - Take it away. You won't be needin' me, these guys know you're a regular war hero.
  • Game Text #81833 - Let's go, then.
  • Game Text #81866 - Power fluctuator active. Rebooting core systems. Please wait.
  • Game Text #81867 - Alright, Hedontron. Get back to work!
  • Game Text #81868 - Command unrecognized. Will only accept commands from Hedontron owner: $p.
  • Game Text #81870 - Damn it all, I give up. $p, you can have him! I'm done!
  • Game Text #81875 - Alright, Hedontron. Execute command X47G5!
  • Game Text #81876 - That's it, I've had it! $p, you can have him! I'm going back to tank-building from here on out!

GarrAbility
  • GarrAbility #51 - Fishing - Allows this follower to be assigned to the Fishing Shack.
  • GarrAbility #52 - Mining - Allows this follower to be assigned to the Mine.
  • GarrAbility #53 - Herbalism - Allows this follower to be assigned to the Herb Garden.
  • GarrAbility #54 - Alchemy - Allows this follower to be assigned to the Alchemy Lab.
  • GarrAbility #55 - Blacksmithing - Allows this follower to be assigned to the Forge.
  • GarrAbility #56 - Enchanting - Allows this follower to be assigned to the Enchanter's Study.
  • GarrAbility #57 - Engineering - Allows this follower to be assigned to the Engineering Works.
  • GarrAbility #58 - Inscription - Allows this follower to be assigned to the Scribe's Quarters.
  • GarrAbility #59 - Jewelcrafting - Allows this follower to be assigned to the Gem Boutique.
  • GarrAbility #60 - Leatherworking - Allows this follower to be assigned to the Tannery.
  • GarrAbility #61 - Tailoring - Allows this follower to be assigned to the Tailoring Emporium.
  • GarrAbility #62 - Skinning - Allows this follower to be assigned to the Barn.
  • GarrAbility #63 - Gnome-Lover - Increases success chance when on a mission with a gnome.
  • GarrAbility #64 - Human-Lover - Increases success chance when on a mission with a human.
  • GarrAbility #65 - Dwarf-Lover - Increases success chance when on a mission with a dwarf.
  • GarrAbility #66 - Night Elf-Lover - Increases success chance when on a mission with a night elf.
  • GarrAbility #67 - Draenei-Lover - Increases success chance when on a mission with a draenei.
  • GarrAbility #68 - Worgen-Lover - Increases success chance when on a mission with a worgen.
  • GarrAbility #69 - Pandaren-Lover - Increases success chance when on a mission with a pandaren.
  • GarrAbility #70 - Orc-Lover - Increases success chance when on a mission with an orc.
  • GarrAbility #71 - Undead-Lover - Increases success chance when on a mission with an undead.
  • GarrAbility #72 - Tauren-Lover - Increases success chance when on a mission with a tauren.
  • GarrAbility #73 - Troll-Lover - Increases success chance when on a mission with a troll.
  • GarrAbility #74 - Blood Elf-Lover - Increases success chance when on a mission with a blood elf.
  • GarrAbility #75 - Goblin-Lover - Increases success chance when on a mission with a goblin.
  • GarrAbility #76 - High Stamina - Increases success chance on missions longer than 6 hours.
  • GarrAbility #77 - Hyperactive - Increases success chance on missions shorter than 6 hours.
  • GarrAbility #78 - Lone Wolf - Increases success chance when on a mission alone.
  • GarrAbility #79 - Scavenger - Increases the materials gained from a mission.
  • GarrAbility #80 - Extra Training - Increases the XP gained from a mission for all followers.
  • GarrAbility #81 - Advanced Training - Increases the XP gained from a mission for all followers.
  • GarrAbility #82 - Combat Experience - Increases success chance for all bonus treasures on a mission.
  • GarrAbility #83 - Combat Expertise - Increases success chance for all bonus treasures on a mission.

LFG Entry
  • LFG Entry #824 - Overgrown Outpost [NNF]

Phase
  • Phase #3353 - Cosmetic - Snip Scene (Draenei Boat Landing)
  • Phase #3354 - Cosmetic - Maladaar at Shadowmoon Cave Middle (A)
  • Phase #3355 - Cosmetic - Reshad on Road
  • Phase #3356 - Cosmetic - Liadrin at Shadowmoon Cave Middle (H)
  • Phase #3357 - Nagrand 6.0 - Telaar - Before "Shields Down!" Combat Phase (ELM)
  • Phase #3358 - Cosmetic - Olin Umberhide at Shattered Hand Rise - PRK
  • Phase #3359 - Cosmetic - Lady Liadrin at Shattered Hand Rise - PRK
  • Phase #3360 - Cosmetic - See Foreman Grobash at Horde Garrison Outpost (Building Selected)
  • Phase #3361 - Cosmetic - See Foreman Eksos at Alliance Garrison Outpost (Building Selected)
  • Phase #3362 - Cosmetic - See Hedontron at Duskfall Island (H) Pre-Quests
  • Phase #3363 - Cosmetic - See Hedontron at Duskfall Island (H) Post-Quests
  • Phase #3364 - [PH] FFR - Horde Garrison V1
  • Phase #3365 - [PH] FFR - Horde Garrison V2
  • Phase #3366 - [PH] FFR - Horde Garrison V3
  • Phase #3367 - Cosmetic - See Hedontron at Duskfall Island (A) Pre-Quests
  • Phase #3368 - Cosmetic - See Hedontron at Duskfall Island (A) Post-Quests
  • Phase #3370 - Cosmetic - Nagrand 6.0 - Telaar - "Shields Down!" - Arkonite Shield - Stables version (ELM)
  • Phase #3371 - Cosmetic - Nagrand 6.0 - Telaar - "Shields Down!" - Arkonite Shield - Workshop version (ELM)
  • Phase #3372 - Cosmetic - Nagrand 6.0 - Telaari Station - "Work Complete" - The Final Nail (ELM)
  • Phase #3373 - Morkeths Cage Closed
  • Phase #3374 - Morkeths Cage Open
  • Phase #3375 - Cosmetic - Nagrand 6.0 - Telaari Station - Hansel Heavyhands (ELM)



New Archaeology Projects
Originally Posted by MMO-Champion
  • Warsong Ceremonial Pike - The riders of the Warsong clan are always on the move. In camp, a family's tent is marked with a long pike thrust into the ground - often adorned with the skulls of defeated enemies. This example is over a hundred years old and is branded with the names of several key battles.
  • Blackrock Razor - Male orcs of the Blackrock Clan never cut their hair until they come of age, at which point their head is shaved and their role in this extremely regimented society is determined. This ancient switchblade is forged of blackrock and embellished with jewels, likely used by a prominent family for many generations of initiation.
  • Barbed Fishing Hook - This arm-length fishing hook has less in common with a traditional fishing hook and more with a halberd. The Stormreaver clan are the master navigators and fishermen of Draenor, and judging by the size of this hook their prey is no less savage than those of the landlocked clans.
  • Ceremonial Tattoo Needles - These bone needles are taken from the corpses of fallen enemies and meticuously sharpened. The mystics of the Shadowmoon often inscribe secret runes into their flesh to more clearly speak to their ancestors and the elemental spirits.
  • Flask of Blazegrease - Sticky, smelly, and highly flammable, the substance in this small container is liberally applied to the swords and axes of the Burning Blade clan before battle. Though some warriors choose to ignite their weapons before battle, most let the inevitable contact of blades and armor spark the blazegrease for unpredictable intimidation.
  • Gronn-Tooth Necklace - The Thunderlords are the greatest big game hunters in all of Draenor. For centuries they have used riding beasts and coordinated assaults to slay game and gronn alike. Their clan draws their name from an ancient chieftain who single-handedly slew a powerful gronn at the pinnacle of Thunder Peak.
  • Doomsday Prophecy - This tablet speaks of the end times. From what you can decipher, the crude scrawls of multiple authors speak of at least seven different and sometimes conflicting versions of a final reckoning for all of the inhabitants of Draenor. Eerily, the iconography of a flaming hammer is clearly depicted - is this the ancestral origin of the Twilight's Hammer clan?
  • Pictogram Carving - While the written word is mostly used as an instrument for the upper echelons of imperial ogre society, occasionally an ordinary ogre will try his hand at making a story immortal. This pictogram appears to tell the story of an especially distressing culinary experience.
  • Gladiator's Shield - Disagreements between ogres usually end in violence. During the early decades of the Age of Order, a sly chieftain decreed that disputes in his clan would be settled via proxy in one-on-one combat between slaves. The mortality rate amongst the ogres plummeted, leading to a golden age of expansion.
  • Eye of Har'gunn the Blind - While most ogres are born with two eyes, a handful in every generation regress and are born with a single eye. All but a few clans recognize these ogres are exceptional and destined for great things. An unlucky one-eyed ogre mage lost his eye in a duel and replaced it with this fist-sized stone, discovering it to have magical properties when he did so.
  • Chimera Riding Harness - A brilliant ogre once had a thought that riding a chimera would make travel much faster than using pack animals or walking. Roughly crafted from thick leather and utilizing an excessive number of knots, this seat could comfortably accomodate an ogre. However, it could only be saddled on a chimera the size of a small mountain which seems to explain why no one has ever seen ogres fly.
  • Imperial Decree Stele - Assembled fragments from this stone stele place it in Talador several hundred years before the draenei arrived. It marks an ogre imperial decree to raze several orc settlements in retaliation for a number of rebellious raids against Gorian slave trade caravans. The orders were likely carried out, since the towns no longer exist, and this stone was erected to memorialize the dark deed.
  • Sorcerer-King Toe Ring - Imperial ogres jealously guard the secrets of magic in order to keep their status among the ruling class. The wealthiest among them adorn themselves with magically-enhanced jewelry and other wearable artifacts.
  • Warmaul of the Warmaul Chieftain - The first great technological innovation in ogre society was the concept of attaching a rock to the end of a very long stick to smash your enemies, rather than attempting to bash them with a rock held in your hand. The schism this innovation created amongst ogre society resolved itself only when the now-forgotten tribe broke in to the Warmaul and Boulderfist clans.
  • Dreamcatcher - When Terokk returned from exile he was broken and flightless. Rumors of his cursed state swept like wildfire through the Arakkoa, giving rise to superstitious charms and cures. Dreamcatchers endure as one of the most clung-to icons of safety, for the Arakkoa believe the curse will entangle itself in the dreamcatcher and fade in the morning sunlight.
  • Burial Urn - In death all Arakkoa seek to join the Sun-God Rukhmar in the skies above Draenor, thus cremation is vastly preferred to burial. Some have their ashes scattered high in the skies, others are collected in ornate urns and placed in crypts.
  • Decree Scrolls - The incomplete writings here seem to indicate a decree of a sort of martial law, and reminders to be vigilant for signs of the curse amongst neighbors and friends.
  • Solar Orb PH - Central to High Arakkoan culture is reverence of Rukhmar and the sun. Hundreds of Solar Orbs are scattered around [Explosion Town], which cast a never-ending light so no Arakkoan need go without the sun's warmth, even on a cold and overcast day.
  • Sundial - This delicately-engraved instrument, when positioned correctly, acts as both a sundial and an arakkoa seasonal calendar. The base of the instrument is covered with callouts for celestial events, most of which are accompanied by grave warnings. Interestingly, the device seems to have cryptically predicted the arrival of the draenei a century before it happened.
  • Talonpriest Mask - Believing they have been abandoned by the sun, cursed Arakkoa prefer to hide in the forests or beneath awnings during daylight hours. Talonpriests take this a step further and never show their faces to the sun, wearing ritual masks that act as a focus for their communes with Anzu.
  • Outcast Dreamcatcher - Outcast Arakkoa have repurposed the dreamcatcher not to ward off the Curse of Sethe, but to capture and harvest tiny amounts of essences from their lost gods. Rumors persist of an ever-growing mass of swirling energy buried deep beneath Skettis, whispering promises of power to any who will listen...
  • Apexis Crystal - Scattered in the most ancient of ruins on Draenor are fragments and whispers of the Apexis civilization, who attained a height of power during the Age of Order and then abruptly vanished. The arrival of the Iron Horde has prompted a secret but urgent escalation in retriving Apexis artifacts by the Adherents.
  • Apexis Hieroglyph - Brittle and ancient beyond measure, this stone tablet contains carvings that vaguely describe an engine of incredible power, claiming to harness the power of the sun.
  • Apexis Scroll - This battered scroll case has corroded shut, and the scroll within is barely readable with very careful examination. These appear to be plans and measurements for a glorious Temple in the Sky written in an ancient hand. It's unclear whether such a splendid structure was ever built.
  • Beakbreaker of Terokk - Eschewing traditional Arakkoan weaponry, Terokk carried this cudgel as a symbol of his fall from king to outcast heretic. Rumors have persisted for centuries that rather than employing traditional wing-cutting as a punishment, Terokk simply shattered the beaks of those who dared to oppose him.

WoW Source: Warlords of Draenor PvP and Class Updates, WoD System Performance

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WoW Source: Warlords of Draenor PvP and Class Updates
Another WoW Source has been released!

  • There have been some big changes to the starting experiences shown off at Blizzcon. This is one of the reasons that beta has not yet started.
  • There was too much CC in Mists of Pandaria PvP, which upset a lot of players. It is still an important and necessary part of PvP though!
  • Diminishing Return categories were also too complicated, so the number of categories was reduced for Warlords of Draenor. Even with the changes, many of the popular arena comps are still viable.
  • PvP gear will have a second item level that activates when you are doing PvP. This allows the PvP gear to be useful in other parts of the game while having it remain the best gear for PvP.
  • Ashran will be somewhat like a Timeless Isle for PvP. Players can go there, explore the island, kill some players and creatures, and earn some things that will benefit them in PvP.
  • Ashran will have a Horde and Alliance fortress on opposite ends of the island, with staging areas behind each base. This area will have vendors, let you duel, and be a place for PvP players to hang out. Each faction's base is fully manned with NPCs that are fighting a battle. The main battle takes place in the center, slowly pushing towards the other faction's fortress. There are objectives on the outer edges of the island. It shouldn't feel too much like a battleground, more like unstructured PvP with some points of interest.
  • These notes are only complete up to ~10:00



Warlords of Draenor System Performance
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As with every expansion, Warlords of Draenor will introduce a number of game-engine upgrades and graphical improvements, including new character models and better textures to help us create lush, detailed environments. Any increase in graphical quality will naturally result in some amount of increase in the game’s required system specs, but we’re working hard to minimize that and ensure that WoW runs well on as wide a range of systems as possible.

One of our game-engine updates is designed to limit the impact that animating the new models has on players’ frame rates. Our new character models have significantly more “moving parts” and more complex animation than the current models (see our Artcraft: Running of the Bulls to get an idea). As a result, the new animations require a bit more memory than the old ones. To counter that, we’ve developed some technology that should keep the impact on your framerate similar to what it is now. Some of this is actually already in place in Patch 5.4.7, and we’re continuing to work to optimize as much as we can—and of course, we’ll be providing an option to keep using the current models if you wish.

We’re also making several improvements to improve performance in Raids, Dungeons, and Battlegrounds, such as limiting extraneous spell effects in group content, which—along with other benefits such as eliminating some visual clutter—should help with performance. We’re also planning to provide separate options for graphical effects in Raids or Battlegrounds, so you can disable processor-intensive features such as shadows and reflections solely in those environments. We’ll be testing all of these updates out in the upcoming beta, though keep in mind that beta performance doesn’t reflect the final version of the game. We’ll still be in the process of optimization, and the beta will include additional development tools that impact system performance.

One of our longstanding goals is to make sure WoW runs well on as broad a range of systems as possible, and that continues to be a top priority. We’ll have more details on the expansion’s system requirements closer to launch, and we can’t wait to show you more of Warlords of Draenor.

BlizzCon 2014 Conquers Anaheim November 7 and 8

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WoW Source: Warlords of Draenor PvP and Class Updates, WoD System Performance

Warlords of Draenor Alpha - Build 18164, Tier 17 Warrior Set

BlizzCon 2014 Conquers Anaheim November 7 and 8
Originally Posted by Blizzard Entertainment
Steel thyself, O mortal realm of Anaheim! The eighth BlizzCon is coming to your Convention Center this Friday, November 7 and Saturday, November 8, 2014. Prepare for two relentless days of Blizzard gaming and fellowship, including in-depth discussion panels with Blizzard developers, hands-on opportunities with the latest Blizzard games, and intense eSports tournaments featuring top pro gamers from across the earthly plane.

Tickets for BlizzCon 2014 will go on sale in two batches, one on Wednesday, May 7 at 7 p.m. PT and the other on Saturday, May 10 at 10 a.m. PT, through the online event ticketing service Eventbrite, priced at $199 each (plus applicable taxes and fees). In addition, a limited number of tickets to an exclusive pre-BlizzCon Benefit Dinner will go on sale Wednesday, May 14 at 7 p.m. PT for $750 apiece (plus applicable taxes and fees; BlizzCon admission included), with proceeds benefitting Children’s Hospital of Orange County. Check out the BlizzCon Ticket webpage for more information—we’ve made some changes to how ticket sales work this year, and fortune favors the prepared!

If you can’t make it to the show in person, the BlizzCon Virtual Ticket is the next best thing, offering comprehensive live coverage of the event via a multichannel Internet stream. Further details on the Virtual Ticket, including pricing, availability, and programming information, will be announced at a later date.


See the full press release or check out the BlizzCon Ticket page for more information, and be sure visit www.blizzcon2014.eventbrite.com at the dates and times above for a chance to purchase a ticket to the show. See you in Anaheim!

Garrison Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes, DLC #437

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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.

The Teams Are Set! Watch Azeroth Choppers Episode 2

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Garrison in a Static Location, WoD Alpha Notes Update, RBG MMR Hotfix, Apr 23 Hotfixes

The Teams Are Set! Watch Azeroth Choppers Episode 2
The second episode of Azeroth Choppers has been released.


Originally Posted by Blizzard (Blue Tracker / Official Forums)
The bomb drops! This week, Chris and Sammy let Paul Jr. in on a critical piece of news about the project, and we meet the Horde and Alliance crewmates in New York. The teams have accepted their quest and are ready to roll, but will they be able to rise to the challenges ahead? Don’t miss a minute of the action as pressure mounts and bikes start to take shape. And don’t forget: the winning team’s bike will become an epic FREE in-game mount, so spread the word to your guildies and throughout your faction—and when the time comes, be ready to vote!

Keep up to date on all of the latest episodes at www.AzerothChoppers.com, and let your faction’s war cry be heard with #AzerothChoppers.

Azeroth Choppers: Meet Teams Alliance & Horde
Originally Posted by Blizzard (Blue Tracker / Official Forums)
In the blast-off episode of Azeroth Choppers, Paul Jr. presented some initial bike designs to Team Alliance, led by Warcraft chief storyteller Chris Metzen, and Team Horde, led by the so-fluffy Samwise Didier. With both teams confident in Paul Jr.’s intrepid aesthetic prowess and attentiveness to the cultural identity of the respective factions, we wanted to get some thoughts from the cohorts of Metzen and Samwise—but first, let’s get acquainted with them.

Terran Justice Gregory (yes, that’s his real name) is an associate project director, dedicated Gnome enthusiast, and filmmaker who lives and dies for the Alliance. Terran is a huge World of Warcraft lore nerd who was the player behind Kyle’s mage in South Park’s “Make Love, Not Warcraft” episode. You can find him on Twitter @TerranGregory.

Monte Krol is a lead software engineer who’s even done some writing and voice acting for Warcraft III and World of Warcraft—you might know him as the voice of the goblin saying “Time is money, friend!” Monte’s also hardcore into 3D printing, and recently printed a working six-speed transmission. You can find him on Twitter @krolco.

Gary Platner is a lead environment artist and former stand-up comic (he even got paid once!) who’s been training in Krav Maga for about four years. He loves training, sparring, and getting kicked in the head by his fellow students. You can find him on Twitter @GaryPlatner.

Jason Hutchins is a senior game producer who’s living the dream. He married his high school sweetheart and enjoys the finer things in life: cars, cocktails, guns, motorcycles, and food . . . though not in that order and never all at once.

Zarhym: For those who don’t know about Azeroth Choppers, let’s talk about what it is why the community should pay heed.

Jason: AZ is an exciting web series in the same spirit as some other bike build-off shows you may have seen on cable TV networks. Only this time around, Paul Jr. is teamed up with Blizzard to create epic entertainment. We may see some truly mighty bikes come out of this as well.
Monte: Besides the awesome bike build-off aspect, this is a fun bit of PvP without all the ganking. It’s a great way to show your faction pride and faction spirit, and ultimately, the players decide what will happen!


Zarhym: Monte and Terran, tell us in what ways you identify with the Alliance. What does representing the faction mean to you?
Terran: I’ve been playing Alliance exclusively since WoW’s open beta. Having been a bit of a lore nerd, I found it easier to integrate with the story of the Alliance and their themes, and of course, they have Gnomes. Gnomes do not get the credit they deserve for how much they bring to their faction. They are the mechanical engineers of the Alliance, and the most suited to lend a hand in the production of a chopper. Even the current in-game hog bears the name Mekgineer, for those who know what that means! All that aside, teaming up with Chris and Monte to help ensure that the true spirit of the Alliance is represented fully is a once-in-a-lifetime opportunity.


Monte: Well, to be honest, I started playing Alliance for a rather pedestrian reason: I liked how the characters looked better than the Horde races—although I still really love how the Tauren look. I have been playing mostly Night Elves since WoW launched. My obsession with look lasted about 15 minutes, and I got hooked on the "down but not out" feel of the Alliance in the original WoW story—the nearly destroyed World Tree Nordrassil slowly recovering, the ruins of Lordaeron, and even the name of Menethil Harbor were deep emotional connection points for me with the story of the Alliance. And, of course, the most visceral connection I made was walking through the Plaguelands and encountering Uther's Tomb for the first time—remembering Uther Lightbringer and his most infamous pupil, Arthas. I guess I have a strong connection to “heroes passed.” It's just great working with Chris and Terran to bring that we're-rising-again feel to Team Alliance.

Jason and Gary, talk about your Horde identity. How does it feel to represent them?

Gary: The Horde feels like home to me. I’ve played on the Horde from the beginning of WoW and I just feel comfortable with ’em! I am very excited to represent the Horde, and I’m a huge fan of Paul Jr. So getting to work with Paul Jr. on a custom Horde chopper . . . beyond amazing!


Jason: At first I identified with the monstrous aspect of the Horde. Who doesn't want to be a bad guy sometimes? For every kid who wants to play a cop, there are always kids who want to play the robber. But then you delve into the Horde's history, its values of honor and strength, and even their compassion and mercy. It’s an honor to work with Sam and Gary to represent the Horde. I'm humbled and excited to be a part of this!

Zarhym: Have you been in regular contact with the bike experts? How does the collaboration work between the Blizzard teams and the designers crafting the choppers?

Terran: We spent a good deal of effort at the beginning of the process even before the first meeting with Paul Jr. to assemble our finest examples of iconic imagery that really strikes the chord of Alliance. We shared these images during our first meeting with Paul Jr., and it really felt like he was invested in chasing perfection when it came to representing the facets that set the Alliance apart from other fantasy concepts. Even after the first meeting, when Paul Jr. returned to his shop, we continued to communicate via email and followed up on many different elements that had been mentioned in our first meeting, and that alone made me feel like he was really invested in getting as much as he could out of our knowledge of the Warcraft universe.


Gary: Paul Jr. and his team really understand the challenges that we face on a regular basis when working on WoW. Properly representing a faction or even a small group of NPCs is extremely important. There are many subtle aspects that must be addressed. All of World of Warcraft’s races have a substantial backstory that gets reflected in how and why things get built the way they do. So the first time I met Paul Jr., I knew right away that he understood our passion for detail and storytelling, and he really understands the Horde. Working with Paul Jr. and his team has been like working with a member of our own art team.


Zarhym: Some people are already saying their faction has no hope to win! [/b]Team Alliance, what would you say to inspire your faction to go forth and claim victory?

Terran: Having joined Team Alliance at the beginning of this project we knew we were fighting an uphill battle, but there are tons of things that make the Alliance unique, regal, and distinguished. I would lay the call to the ladies and gentlemen of the Alliance to remember what we represent! That injustice is our greatest foe, and we will no longer tolerate being labeled as underdogs! Together, for victory, for the Alliance! STAND AS ONE!
Jason: I hope there is at least one side mirror on the Horde Chopper. Even though it might be extra tough because objects appear smaller than they really are, I want to see those Gnomes choking on our dust.


Zarhym: Team Horde, how will you rally your faction to organize around this campaign, and not just shout “FOR THE HORDE!” at seemingly inappropriate intervals?

Gary: Let me be clear. Shouting ‘For the Horde!’ may appear to those who don’t understand to be random or even inappropriate. It is not. This phrase represents a bond of brothers and sisters who have experienced the crucible of combat and victory together. It is appropriate at any time or any occasion. You don’t even have to be playing Horde to use it. It is perfectly acceptable and honorable for even Alliance players to use this phrase. It has, in fact, transcended the bounds of faction and has come to represent a sacred link between players. Do not mock the use of ‘For the Horde!’ as a rallying cry.
Monte: That was uncharacteristically eloquent for someone who walks around with bloody chains and spikes on all their apparel. Still, I'm not worried. Just like their shouting, it's all talk.


Zarhym: Now a question for both teams—why do you think your team will come out on top with the superior chopper?

Terran: I fundamentally believe that the stylings of the Alliance hold the potential to inform a bold, sleek, and incredible chopper design. In my humble opinion, the world of kick-ass choppers is defined by polished chrome and glorious shine, and the established look of the Alliance has that aesthetic in the bag! This mighty steed will carry us to victory!
Jason: Between myself, Samwise, Gary, and Paul Jr., we must have over 75 years of combined experience making epic things happen. Bring it on, whippersnappers.


Zarhym: How are you going to do the winning bike justice when forging its in-game mount rendition?

Gary: Before we create a prop for WoW, we usually generate a concept or two that we can use as a guide. When this is over, and the Horde chopper is chosen as the winner, we will have the ultimate concept piece that we can use to create a most epic in-game mount.
Monte: I love it when Gary writes fiction. Team Alliance will propel the Alliance chopper to victory, and we will make sure to capture its shiny-beast-rolling-right-over-the-top-of-my-tiny-little-enemies glory in-game! We’ll probably also add an air freshener to make sure no Orc-y smells linger.


Zarhym: We’ll surely catch up with you all again, but do you have any parting words or rallying cries for your people as the battle unfolds?

Monte: Team Alliance, stand with us, and stand tall! Let us claim victory!
Jason: Join us, brothers and sisters of the Horde! Witness what these mighty beasts are made of. FTH!
Terran: I would say to everyone, don’t count your chickens till they hatch glorious gryphons. The devil’s in the details here, and we’re just starting to gear up these bikes to an item level of INCREDIBLE. And . . .
Gary: . . . For the Horde!

Zarhym: Yes, Terran. Go on.

Terran: . . . And remember: WE ARE the distinguished gentlemen, ladies, and gnomes of the Alliance! STAND AS ONE! #DGoTA #TeamAlliance #ForGnomeregan
Zarhym: Thank you, gentlemen, for your time. We look forward to seeing how both choppers take shape as the show goes on!


Be sure to tune into www.AzerothChoppers.com every Thursday to catch all-new episodes and ultimately help decide which faction will be shredding across Draenor on a Paul Jr. designer chopper. Let your faction’s war cry be heard with #AzerothChoppers[/b], along with #TeamAlliance or #TeamHorde.
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