World of Warcraft Q&A, Dungeons and Raids Blog

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World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 3:54 pm

In the Warlords of Draenor expansion, we're making a number of changes to key World of Warcraft features and systems with a focus on adding sought-after features and quality-of-life improvements—things like easier inventory management, account-wide storage systems for toys and heirlooms, new higher-quality character models, and more.

That focus on refinement extends to PvE group content as well, and that’s what we’ll be going over here. Each expansion brings improvements to the dungeon and raid experiences, and Warlords of Draenor will be no different. Let's go over some of the dungeon and raid content that we’re planning to release the day the expansion is available, and then go into some of the changes designed to bring dungeons back to their roots and make raiding even more accessible and flexible than ever.


  • Bloodmaul Slag Mines
  • Blackrock Depot
  • Auchindoun
  • Arakkoa Spires
  • Shadowmoon Burial Grounds
  • Iron Barracks
  • Returning - Upper Blackrock Spire

We’ll be introducing six new dungeons and bringing back a classic: Upper Blackrock Spire. This dungeon will play a prominent role in the Warlords of Draenor storyline, and we’re excited for people to experience this beloved old dungeon in an entirely new context.

We’re also looking to get back to the roots of dungeon content this expansion, and ensuring that they’re not only a significant part of the leveling and story experience as they always have been, but that they also play their part in helping you gear up and get ready for raiding. To that end we’re going to bring back max-level “Normal” dungeons, which—along with Scenarios—will help bridge the gap between level-up quest gear and Heroic dungeons. As Heroics won’t be the first thing you jump into at level 100, it also gives us some room to make Heroic dungeon content a bit more difficult.

We’re also planning our content schedule to include additional max-level Heroic dungeons beyond the initial expansion release. One thing we heard from players during Mists of Pandaria was that they missed having new dungeon content later in the expansion, and our plan is to get back to that and adding new dungeon content beyond the initial expansion release.

Last but not least, players looking for the ultimate challenge will be able to test their skill in time-trial Challenge Modes for most of the dungeons.


Blackrock Foundry


World bosses

Mists of Pandaria saw some pretty big changes to raiding, including the introduction of Raid Finder (aka LFR), and very recently the addition of a new scalable difficulty called Flexible Raids (or Flex for short).

Flex Lives
Since its introduction just a couple months ago, Flex has become an extremely popular way to raid, offering a true progression raiding experience while also allowing the freedom to pick up and go with a variable number of players. The lower-stress environment accommodates a big segment of raiders who need some wiggle room in their schedule, empowers raid leaders to fill in spots and add more people just for the fun of it, and lets everyone get together with friends and guildmates to take on giant demons and ogres and pilfer awesome loot from their corpses. We’ve learned a lot from Flex already—and we think we can continue to use its power for good.

For quite a few years now, we’ve offered parallel 10- and 25-player raids with the goal of providing the same epic raiding experiences to as many players as possible, regardless of their guild size. While the two different raid sizes intended to provide similar challenge with similar reward, we’ve always encountered inherent issues balancing content between them—and, of course, some guilds and raid teams have struggled with the social tensions that come with wrestling with a rigid raid size. Now with the Flex system, we can capture and expand upon the advantages of the existing raid system, while shedding the inconvenience and complexity of set 10- and 25-player sizes.

With the release of Warlords of Draenor, there will no longer be a distinct mode called “Flexible Raid”—because flexibility will be the underpinning of how most raiding works. Normal mode will scale flexibly to support groups of any size between 10 and 25, as will Heroic. There will no longer be “10-player Normal” or “25-player Heroic”—there’ll just be Normal and Heroic, and they will both scale to fit the number of players present. Even Raid Finder will benefit from the addition of our Flex scaling tech: no more needing to stand around staring at a boss waiting for your group to fill back up if someone has left.

The only place where Flex scaling doesn’t quite suit our gameplay goals is the most extreme difficulty of raid content, where razor’s-edge tuning would be impossible to achieve while supporting incremental raid sizes for each additional player. Thus, we are introducing Mythic difficulty with a single, fixed 20-player size, which will offer the pinnacle of raiding for the best of the best and the highest-quality rewards and prestige.

1, 2, 3, 4, I Declare a Thumb War
One of the major points of feedback we’ve heard about the current Flex implementation is about the lack of traditional looting. While personal loot has obvious advantages in a world of strangers in Raid Finder, most Flex experiences involve a coordinated group of individuals gathered together by a raid leader, and so it makes sense to at least have the option for traditional tradable loot that you pluck directly from a boss’s smoldering corpse—and that’s what we’ll be offering in the new flexible versions of Normal and Heroic raiding coming in Warlords of Draenor. The number of drops will scale with the number of players, and loot can be distributed in whatever time-honored traditions you choose: DKP, Suicide Kings, karma, dice rolls, coin flips, rock-paper-scissors, “guess what number I’m thinking of,” nepotism, thumb wars, etc.

We’ll also be doing away with the wing-based queue system currently used in Flex. While Raid Finder offers a flat difficulty—each boss is approximately as difficult as every other boss in the raid—Normal mode is intended to be a more standard, escalating progression. We saw some frustration in Siege of Orgrimmar as people would jump into the later wings of Flex as they unlocked and not understand why the bosses were so much harder, expecting it to work like Raid Finder. With this new structure, only Raid Finder will have wings to queue for. The new Normal and Heroic scalable difficulties will still require you to go to the raid entrance, zone in, start at the first boss, and progress as far as you can in that week. 

We Found Your Keys
Last but not least, Normal and Heroic will allow groups to be built out of Real ID and BattleTag cross-realm friends, and all raiding options will be on separate lockouts—meaning boss kills in Raid Finder, Normal, Heroic, and Mythic will not be shared between them, and you can kill each boss in each difficulty for a separate chance at loot each week.

Bench Stocks Plummet
These changes will provide a more straightforward and approachable set of difficulties and options that lets people focus more on the excitement, fun, and social aspects of raiding, and less on the logistics of how to even begin forming a group.


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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 3:55 pm

By commenting in this post, you are entering to win fabulous prizes like  Tyrael's HiltRead here for more details.

  • Blackrock Foundry will be the capstone for Draenor launch content.
  • It will have 10 bosses with 3-wings, it will be non-linear like Ulduar was. They feel like raids feel more organic and more epic when they are able to give people choices.
  • The goal is to dismantle the foundry, tear down the Iron Horde, and face off against Warlord Blackhand.

  • They are hoping that they can do things like how if you beat the place a bunch of times, you can skip to the end boss or do bosses you just want to do.
  • There will be three different difficulty tiers. Raid finder will be the same, with some flex scaling to make it easier. Normal will be what flex mode is today, both in difficulty and philosophy. If you are a normal guild today, you will want to do heroic content in WoD--it will also be flex. If you are a hardcore guild, you will play in mythic where it isn't flexible and it is 20 player.
  • This stops the 10 vs 25-man issues that plagued everyone; mythic is the new cutting edge solution.
  • Each difficulty has a separate lockout, this way people can play with friends. You can no longer switch difficulties in a raid.
  • From day one, raids will be across realms. You can play with your friends anywhere, whenever. This is all about being flexible.
  • These are loot based lockouts, too! You can't loot a boss again, but if you wanted to keep raiding, you can help your friends out.
  • Traditional loot for normal and heroic, with drops changing based on numbers of people. You will get higher percentages for extra drops the more players you have.
  • Difficulty will be the same way: you will have higher percentages to get more of a mechanic if you have higher people, but it's not guaranteed.

  • Key storylines will be called to by the quest tracker.
  • There will be a lot more optional content and it will be labeled as such: players can follow the main storyline or they can branch off. This makes the world feel less linear. There will no longer be a magic breadcrumb quest that makes hubs unlock.
  • There will be a lot more dynamic events and treasures like the Timeless Isle. You'll see multistage events, wandering raid bosses, and other challenges to make it feel a lot more engaging.
  • Treasures are rewards for exploring the world. The idea is that if you find a hidden path, you'll want to walk up it and explore because they'll hide things there. For example, in Frostfire, you might run into a bird's nest that has a gem that you can loot for a reward. You might find a caravan that's stuck and if you kill them, you get a treasure chest.
  • The idea is basically how there used to be treasure chests around the world--something surprising and fun to justify your exploration.
  • There will be a chance at epic/rare rewards--you won't just get greens from quests.
  • There's a lot of UI updates.

  • They want max level world content to be more than ever before. Little to any of it will be daily quests--they heard everyone's pleas.
  • Long-term epic storylines, free-form content, and environmental gameplay will be what quests offer at level 100.

  • Smaller buildings: Alchemy Lab, Smithy, Enchanter's Study, Engineering Works, Scribe's Office, Salvage Yard, Storehouse, Tailoring Studio, Jewelcrafting, and the Tannery.
  • Medium buildings: pet stable, trading post, lumber mill, barn, and inn. Pet stable will let you breed pets, there's a trainer to fight.
  • Large buildings: barracks, infirmary, armory, stable, academy, mage tower. These are the Warcraft III buildings and they are the most important. Barracks increases followers you can have, etc. In a way this is literally the macro side of Warcraft III put into a MMORPG.

  • There will be blueprints all over the world. Quest rewards, random zone drops. These will teach you how to build new buildings!
  • You will be able to change specializations probably once a day. These are buffs for getting to max rank.
  • Every time the garrison grows, it gets new stats--like it might get 10%->15% increase in gathering.
  • To level up your garrison, you need to fill all the plots. Plots come in three sizes like small, medium, and large.
  • There will be so many missions. Followers might be better at missions than other followers--one might have orcbane, a trait which makes him stronger against orcs. So running a dungeon with him will create an extra bonus.

  • It's important to note that you can actually walk throughout your garrison. This isn't just a map--it's real. You can watch your followers mine if you really want to.

  • Warlords is about removing the barrier between playing with friends. They feel they lost sight of this due to the random matchmaking and WoD is about returning to the game and the social areas.
  • Ideally raid finder would be a last resort--when you're between friends. Raid finder should be tourist mode, but you'll really want to normal raid (especially since it's the difficulty raid finder used to be).
  • There will be a new group finder that's better than what they have already.
  • Stacking the Deck will be bonus valor if you queue with friends. Matchmade groups that re-queue will count as friends.

  • Ten levels are back because people liked them.
  • We want 90-100 to feel exciting, but we also want to stop handing out so many new abilities. (We have the first WoD talent calculator in the world up.)
  • From 91-100, you're going to get upgrades to a core spell. They're going to be old school spell ranks, passive bonuses that are fun and exciting.
  • Rogue Assassination--Slice and Dice is now passive. Talents like that (see here for more).

  • They feel like it got really annoying to get upgrades--too much min/maxing, too much stuff to wade through.
  • Goodbye hit and expertiseGoodbye dodge and parryGoodbye reforging.
  • There will be more enchants, but fewer items can be enchanted. They should be a BONUS, not a REQUIREMENT. They want it to be like how you would get Crusader for a weapon back in the day, not a requirement to immediately pick one up.
  • Fewer items will have gem sockets, but gems will be more powerful and exciting.
  • Meta gems and set bonuses will be gone.
  • No strength plate vs intellect plate. It's just plate (or leather or cloth). Sorry paladins, no one's happy when your intellect plate drops.
  • Primary stats... your gear changes when you change spec. If you have leggings on for your holy set, they will switch to strength when you go to ret. This is huge.
  • Simplify everything: armor for tanks, spirit for healers. This makes up for losing things like parry and dodge on items.
  • There will be tertiary stats: sometimes you can get extra stats for free, they don't count as a budget. For example: Sturdiness (no durability), speed (movement speed will stack), cleave (increased AoE damage).

  • Item squish: it's baaaaaack. They felt 400k DPS was a little excessive and confusing, so it's back to yesteryear.

Do you know how to switch from 10-man to 25-man? A lot of guilds did 10-man heroic raiding.
We recognize that this will be hard for the current 10-man heroic guilds. At least we have the flexible raiding so you can keep growing with say, a 12-man raid group. We hope that this will help.

The player experience: how will you manage the suspension of disbelief when you have a garrison or a random event that keeps repeating when you want your world to be living and breathing? If you just wait a while, they will keep happening.
Can you clarify--how are they related?

For example, if you have a garrison it's phased, right? [Yes.] So what's the purpose of having a garrison if there's no consequences in the world? For example, why have a fortress if players can't attack it?
I can see interactions with garrisons coming. I think building a base for the sake of building a base is actually really cool. Players will have a great experience, it doesn't need to be attacked or have player interaction to be cool. You also have to realize that 99.9% of the world is still going to be public, your garrison won't just break immersion by being phased; they are in predefined locations in a zone. There's also some new tech that will work better than the farm, you will be able to see other people's garrisons. Our plan is that if you're a thousand miles away from your garrison, if your mage tower is super big, you could see it across the zone!

You want more friends to work together, but where is the love for the guilds man? WILL YOU BRING BACK HAVE GROUP, WILL TRAVEL!?
We're hoping friends are guildmates--if you group with guildmates you still get your bonuses. You also get to have flex raiding and different difficulties, so more guilds can raid and hang out.

OK, two expansions ago you gave us a bunch of perks. Now we have NOTHING!
Yeah, it's one of those systems we felt accomplished what we needed it accomplish. We don't get more out of it by just adding perks for the sake of adding perks.

Flexible caps at 25-man right now. But in Warlords, flex is the norm and mythic is weirdly 20 people. In that context, why not make it 30? 40? People want 40-man raids back, why can't they have them?
There's a limit where we feel like scaling and difficulties can happen with more people. That said, we do see that 30 people could be a possibility. There aren't plans, but we'll consider exploring it.

What's the status on character scaling for 5-mans and old raids?
Exploring it. Not sure how to do it correctly. We have the ability to scale item down. We're exploring how to scale players' levels down. Still working on it a lot though, once happy with it, we'll talk about it and release it. We're definitely intrigued by this, we want people to explore old content and have it be relevant at some time since there are newer players who never saw old content and should be able to see it like it was meant to be seen.

Are followers actually doing content for you, like the actual raids that are current?
Nope! Garrison specific just for the followers.

Hi, I'm a former top druid from Mal'ganis. It feels like you're taking away our content. We did 10-man heroics...
Inevitably we'll have to rearrange. It's towards the long-term health of progression raiding, it's about delivering a better experience. We realize that we can't have a good mechanic sometimes that scales from 10 to 25-man. This will let us make these mechanics just for 20 man mythic, making our competitive raiding scene much smoother and more successful.

  • The Alliance starts in the Temple of Karabor in Shadowmoon Valley--Outland players know it as The Black Temple.
  • Alliance players aid Prophet Velen in driving back the Blackrock orcs that are trying to take over the temple.
  • The Horde starts at Frostwolf Ridge, fighting back the Bladespire Orcs. Durotan and Thrall get to work together leading the mission!
  • Several races have their new character models in--their animations look amazing.
  • The item squish was visible on the demo--BlizzCon Noodle soup gave a 28 stat buff, down from noodle soup giving 250 on live.
  • You can now select favorite mounts and summon a random favorite mount!
  • Several interesting UI improvements--the Quest and Map UI is now rolled into one display panel, and when you move with the map open, it stays open but grows fainter!
  • You can sort quest tracking by proximity, high difficulty, low difficulty, and manually. You can also now display achievement tracking, completed quests, and data for remote zones.

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 3:56 pm


World of Warcraft: Warlords of Draenor will bring with it a plethora of new user interface (UI) improvements, from improved quest tracking to a better inventory system to new ways of storing heirlooms and toys.
For the next expansion, we're updating the quest UI to make it easier to know just where to go and what to do. The quest log will now be organized to show which quests fall into main-story-arc quests and which are side quests so you won’t have to worry about missing out on important story elements before moving onto the next area. Keep in mind there may still be some surprises along the way, and not everything will be listed—we don't want your quest log to spoil all the fun!

We’re making a number of improvements to the inventory system and adding features to remove some of the clutter.

  • Quest Items: Quest items will no longer occupy space in your inventory, and will instead be moved to the Quest UI.
  • Sortable Bags: Soon, there will be no more browsing through dozens of icons trying to locate the item you’re looking for. Items you collect or earn will instead go into the bag you designate for those items.

    • Bags can be designated for particular types of items such as armor, consumables, gray items, etc.
    • In addition, borders of item icons will be colored indicate item quality, and gray items (that can be safely sold to a vendor) will have a gold coin icon.

  • Craft Directly from the Bank: Craft or enchant directly from materials in your bank. There’s no need to withdraw the materials, craft or enchant the item, and then deposit the materials back at the bank.
  • Collections: Collections provide account-wide tracking for heirlooms and toys—more on that below.

Heirlooms and fun toy items accumulated over the course of your travels will now reside in the Collections system, so they'll no longer take up valuable inventory space. Once obtained, the item will be accessible by all characters on the account. Want to complete the collection? Like the Mount and Pet Journals, items that have not been unlocked will show information on how the item can be obtained. The Collections system is broken down into two main parts:


Heirlooms are now truly cross-realm and account-bound. All characters on the account (new and old) will be able to summon the heirlooms that have been unlocked straight into their inventories!


You’ll now be able to collect all of your favorite toys and fun items without the guilt of having to delete them for additional inventory space. Puntable Marmot, I’m looking at you.

Warlords of Draenor's main panel was yesterday and with it came a lot of news. In particular:

  • The new level cap will be 100 and players will get a free level 90 to allow them to skip prior content upon purchasing the expansion.

  • Blizzard's answer to player housing will be Garrisons. Have you ever played Warcraft III? Imagine having your own World of Warcraft! Garrisons will be a player's home base and they are completely customized.

    • Garrisons will have several buildings you can build in them; you can't have them all, so choose carefully! Some example buildings would be an infirmary, a pet building where you can breed vanity pets, an inn to recruit more followers, and so on.
    • Buildings will progress in levels--this changes both the benefits they offer as well as their physical appearance.
    • Speaking of appearances, both the Horde and Alliance will get unique building exteriors.
    • Garrisons can be built all over the world and they will be visible to players through intense, complex phasing. Your garrison will truly be a part of Draenor.
    • Garrisons will have your own personal army. Your followers will vary in quality level, much like vanity pets. They will also have specializations; some could be a healer others could be miners.
    • Your followers can be sent on missions or do basic tasks. For example, maybe you send them on a week long raid. After a week is over, they come back with the spoils to share with their fearless leader!
    • Leveling your followers will give you minimal access to professions you don't have like Skinning for example.

  • There will be 7 new zones and each one is extremely atmospheric.

    • The Horde capital is Bladespire Fortress in Frostridge Valley.
    • The Alliance capital is Karabor in Shadowmoon Valley.

  • Item squish is happening but item levels will not change.

  • Legendaries are here to stay and Blizzard is happy with how Mists of Pandaria's questline worked out.


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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 3:57 pm

We're very proud to release Wowhead's Warlords of Draenor talent calculator based on the level 100 talents previewed at today's BlizzCon demo! We spent the whole day writing down abilities and matching up icons since the WoW panels didn't cover new talents in-depth and we know how important this is to players. 

Some of them are player versions of iconic boss abilities like  Defile, while others are completely new and do very different things based on your spec. Blizzard's new tooltips reflect these spec changes, so you can check out the new tooltip formatting on our calculator as well.
Click here to check out our Warlords of Draenor Talent Calculator!
By commenting in this post, you are entering to win fabulous prizes like  Tyrael's HiltRead here for more details.
Day 1 of BlizzCon has been huge. From WoW adding in long-requested features like updated character models and player housing (the garrison) to the innovative direction Heroes of the Storm is taking, there's certainly a lot to discuss. We've liveblogged all the major panels today but since it's a lot to take in at once, we've provided a roundup here of all the major coverage Ashelia did today for all the games! To sweeten the deal and encourage discussion, any comments left on our BlizzCon 2013 coverage automatically enter you in our hugeBlizzCon 2013 Giveaway with tons of prizes, including  Tyrael's Hilt.
Table of Contents
World of Warcraft: Warlords of Draenor
Warlords of Draenor has several features players have wanted for years. WoW's answer to player housing is the Garrison, which can grow over time, house monuments players acquire from achievements, and allow players to pick up followers that buff them.

There are also massive raid changes in store, including a new difficulty and size--20 player Mythic. This difficulty is the new prestige mode--no more tensions between 10 and 25 raiding.
Click here to read our full coverage on Warlords of Draenor.
Heroes of the Storm
Heroes of the Storm challenges the MOBA genre. There are innovative battleground maps with PvE scenarios based off Blizzard's lore, tons of hero skins, and team instead of individual leveling.
Click here to read our full coverage of Heroes of the Storm.
Diablo III: Reaper of Souls
Diablo III has only gotten better since it's rocky launch. The Crusader is coming, bounties will work much like daily quests to reward players for checking out the world, and groups and clans are coming to multiplayer mode.
Click here to read our full coverage of Diablo III: Reaper of Souls.
Hearthstone: Heroes of Warcraft
There's even more to love about Hearthstone after today's announcement--more card expansions, a new competitive mode with twenty-five ranks and month-long seasons, special golden hero powers if you win 500 games, and adventure mode that lets players fight against bosses to gain cards!
Click here to read our full coverage of Hearthstone.

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 3:58 pm

BlizzCon 2013 Costume Contest
We walked around the BlizzCon 2013 floor and took pictures of all the amazing costumes we saw. As the costume contest was a huge hit tonight, be sure check out these additional shots of these awesome cosplayers.

Which costume is your favorite and what ones do you think will win?

Table of Contents

Every comment you leave on any BlizzCon 2013 post is entering you to win prizes like  Tyrael's HiltRead more here--we have dozens of amazing prizes to give out all weekend.



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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:00 pm

Heroes of the Storm: What We Know
Heroes of the Storm is quickly becoming one of the most anticipated games of the year. Its opening trailer took away everyone's breath during the opening ceremony. But everyone has questions about this game and what kind of MOBA it will be. In a landscape dominated by Dota 2 and League of Legends, can Blizzard make a game unique enough to be worth playing?

The answer Blizzard is betting on is yes.

Every comment you leave on any BlizzCon 2013 post is entering you to win prizes like  Tyrael's HiltRead more here--we have dozens of amazing prizes to give out all weekend.

  • The game is about getting the heroes into the game and creating an evironment that facilitates this.
  • Battlegrounds should innovate the world of MOBAs.
  • A lot of talk about how art was created for Warcraft III and how the fans took it over, creating the original DotA.
  • The prototype for Heroes of the Storm was shown at BlizzCon back in 2008, but it was very barebones and completely put into the StarCraft II game. It was literally a mod. It was hard for them to decide what universe to set it in.
  • To them, Hearthstone really captured what it should be about--and it's what they're aspiring to do.
  • This isn't just another MOBA. This is a challenge to the genre.
  • It was a challenge to make these heroes--take for example the years of concept material for Arthas. Prince Arthas can be a skin for Arthas, they can just come up with unlimited options.
  • Syndragosa, Army of the Dead--you can summon and change it up.
  • Elite Tauren Chieftan has a heroic ability (ultimate) where he jumps anywhere and lands, inflicting. He can go everywhere on the battlefield. He's high damage, high mobility, and can even heal himself.
  • Abathur can't fight, he's a support hero. But he can infest a friendly hero and make them stronger by helping them out; he can also tunnel across the map to rapidly find heroes to jump into. He jumps into Nova and gives her a shield.
  • Skins are shown in our gallery below, but they will be really wide and varied. Medic Uther, Uther with Judgement Armor.
  • The goal is 20 minute games.
  • Team levels: you're not leveling on your own, support heroes won't have to worry about leveling since their team levels them.
  • The map modes want to make the game interact with players differently. This is going to have a lot of StarCraft II's campaign styles put into it--because they couldn't do it into multiplayer from SC2, they can do it here.
  • They will be retiring map modes as they get boring.
  • Blackheart Bay: you have to find skeletons and kill them, you need to collect treasure, and all of this earns you doubloons. A cursed pirate, Blackheart, wants these. Enemy players will randomly get bounties on them that increase their doubloon drops. Once you collect enough coins, he helps you out and you do damage to the enemy.

  • Haunted Mines: you are put into a PvE PvP environment. You have to collect skulls and kill a boss, but you also try to just kill each other. Once all the skulls are picked up, a grave golem spawns for each team; the golems vary in power by number of skulls collected. So you have to protect the golem or help it kill things.

  • Dragonshire: you capture two obelisks, once they are captured you control an alter. Your heroes transform into the dragon knight and annihilate everyone.
  • You get mounts in the game so you can be way more mobile (sort of like boots in other MOBAs).
  • Towns/towers have ammunition.
  • There is no shop. There are no boots.
  • You get ultimates at level 10.

What are you doing to protect snowballing since there is no farming like other MOBAs?
Team levels change this a lot. Our experience hasn't had much snowballing; if a team falls behind, they will take an objective and recover a lot. We're not sure how to answer it, we're still testing extensively.

The mechanics seem very complicated--how will players communicate for strategy? It seems like going underneath the mine and these maps can be very complex.
This is totally something we're concerned about. We have some ideas. The best way to play this game is on voice chat with friends. Keep in mind, all the maps won't unlock at once, you won't be thrown into the deep end. The maps will be pretty straight forward and you can always default to just pushing on the enemy if you're confused.

What's up with Kerrigan on a wolf?
There are mounts in the game. They serve as hyper mobility for out of combat situations. We're thinking of making different mounts for different heroes so you can have a lot of different awesome and unique mounts to ride on.

With everything being shared, how do you have individual skill and carry?
We put in mechanics like the dragon knight--the quality of the player who gets the dragon knights matters. But for this game, they really want to make it about the unit. It's not about you getting super fed and carrying alone, it's about supporting and carrying your team.

What's your core audience?
We don't worry about it. We make things that are cool, we have faith and confidence that someone will want to play it if it's good. It is easier to play than other games in the genre, but it can be harder in its own way too.

How will you balance it? In most MOBAs there's hard counters and things like that. This is an objective based MOBA, would you be against though making it more traditional of MOBAs?
We haven't seen much like that, with mounts and fast mobility you aren't alone. You're always leveling with your team, so if someone is being shut down, people WILL help out. But mobility is making this not a concern.

We did the regular traditional map. We played it for years. But once we made these new battlegrounds, the old traditional map got completely abandoned. No one cared about it. So we're innovating, not rehashing. This is what we need and want.

Much like how Starcraft 2 has an arcade, players may be able to make their own map someday in the future. Probably not at release.

Skins, custom ultimates--for sure. Lots of abilities to make the talent system crazy and wild. Looking for other ways. When you're dealing with Arthas, he could have twenty powers. How do we get it into a five button combo? We want you to be able to select them, but probably not for the first iteration. 

Where does Heroes fit in for eSports and competitive, ranked play?
Yes, we think there's competitive play. Look at Hearthstone. Let's see what the community does, give them the ammo to do whatever they want, and if it becomes competitive, let's make it happen and make it supported.

Boots are basically gone. Some talent trees have it. But having no shop means that it's very different.



Heroes & Skins

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:01 pm

Warlords of Draenor: What We Know So Far
BlizzCon 2013 is off to a huge start with tons of news. World of Warcraft's next expansion, Warlords of Draenor, was announced and there's about to be a detailed panel explaining what's next. We'll be liveblogging that as well as covering all the information it brings! For now, though, we have the press pack to share with you and everything we've learned so far.

By commenting in this post, you are entering to win fabulous prizes like  Tyrael's HiltRead here for more details.
12:33 Garrosh is put on trial, but before he can receive a verdict--he escapes. He has a new friend who can bend time.
12:34 Garrosh hates the Horde and everything it stands for. He also hates the Alliance. So he decides to go back to the place in time that he likes. His intent is to redeem Orcs and purify the Horde as a whole. The most critical element of his mission is to stop the definitive moment: stopping Orcs from drinking the blood of Mannoroth. 
12:36 This is a brutal harsh world and fun from the bones of it, Garrosh will make an army to inact revenge.
12:37 Garrosh facciliates the story telling, but this is not the story; Orcs aren't ruling this expansion.
12:40 This is a brand new continent. Brutal, primal world of giants. 7 zones.
12:41 Goal is to defeat the Iron Horde. They plan to take the army through the Dark Portal and you need to stop them.
12:43 Huge emphasis on how the zones are completely rebuilt. This isn't just a reskin of the Outland.
12:45 The ogres were the only race that really have an empire here--there's just ruins of the decadent and degenerate culture.
12:45 You basically work with all the Orc clans to see what happens.
12:46 You will interact with the Frostwolves and see how they are growing and deciding what way to go.
12:47 The following are the Iron Horde: Shadowmoon clan are led by Ner'zhul.
12:48 Shattered Hand Clan led by Kargath Bladefist, used to be slaves of the Ogres.
12:49 Blackrock Clan led by Blackhand.
12:50 Warsong Clan led by Grommash Hellscream.
12:51 Bleeding Hollow Clan led by Kilrogg Deadeye.
12:53 Lots of new races and enemies. Sabreon will be a new cat race that we fight; the chimera will be there; primal ogres.
12:55 It will be really specific, a lot like the Deathknight starting experience so people can have a guided experience. You're dropped right in the action.
12:56 Horde's starting zone will be the Frostfire Ridge--home of the Frostwolf Clan. They are fighting the Thunderlord Clan.
12:57 Capital city will be Bladespire Fortress for the Horde.
12:59 The Alliance will go to Shadowmoon Valley where it's rolling, moonlit hills. It's always nighttime. Ambiance is important here.
1:00 Karabor is the Draenei holy temple. It becomes the capital city for the Alliance.
1:10 Model previews--they look great:


1:13 Garrisons are World of Warcraft's answer to housing. You get to build a base like you would in an RTS and you get to customize it in addition to Alliance and Horde having unique art. You can even choose what zone your base will be in. You collect followers, resources, and more.
1:14 Garrisons will be seen while you fly over the zone. There will also be offline progression, if you assemble a group of ten followers it might take a week--and a week later they might have epic spoils.
1:15 Followers can get you epic gear for your character and are sent on missions to level up. This is your home. You get unique benefits. You get professions you don't even have--maybe you build a Blacksmith and get some ability from it. You can assign a follower to a mine so they mine for you.

1:16 Garrisons will grow over three tiers. When you start, it's small and then it grows. You get more plots with each expansion and there are also Inns that contain followers and cooking perks.
1:18 There will be monuments and trophies. Let's say you have The Explorer. You may get a special monument for your garrison. If you kill a rare mob, maybe you'll get its head to mount at the townhall.
1:19 Buildings will have specializations which will become a lot like talent trees. Maybe you have a level 3 infirmary and it will rez you once per day outside. Garrisons also give you limited access to professions you don't normally have.

1:27 Players with Warlords of Draenor automatically get one free 90 so you don't feel so behind.
1:28 Inventory will be updated. Collections (pets/mounts) will gain Heirlooms, Toys, and possibly Tabards to save even more bag space!
1:30 You will be able to assign bags a specific type of item. You'll also get new icons on new items that just entered your bags, so you can tell it's new.
1:32 You can craft directly from your bank. Quest items won't be stored in bags. Stack sizes will be up to 100 for most items.
1:35 There will be an Adventure's Guild which is almost like the armory in-game, telling you what to do each day and what you would like to do based on your character's gear, progression, and such.
1:35 Heroic UBRs is coming back! 7 new dungeons with UBRS as the 8th!
1:36 Bloodmaul Slag Mines will be in Frostfire Ridge and have 4 bosses in a non-linear layout.
1:40 Other dungeons are going to be Blackrock Foundry, Auchindoun, Arakkoa Spires, Shadowmoon Burial Grounds, Iron Barracks, and more! 
1:42 Two new raids--16 bosses--and new outdoor bosses.
1:44 They want to expand flex raiding. They want to stop 10 vs 25 tensions.
1:45 Flex's shortcomings are heroic content and cutting edge content.
1:46 But this means that they want to consolidate to a 20 player raid size.
1:47 New raid difficulty: MYTHIC. Mythic is 20 man. There is no more 10/25 man ultimate difficulty or progression. Progression is now 20 man. Normal modes will adapt to flex scaling instead of being either 10 or 25.
1:53 Discussion shifts to PvP. Item squish revealed with much lower numbers on gear.
1:56 PvP has become too formulaic. There will be bonus random rewards. Items, honor, BoE gear, and more, as well as a new world PvP zone, Ashran.
1:58 There will be a weekly quest to upgrade an item to win a certain number games or arenas.
1:59 The Trial of the Gladiator is a new arena system that's going to put everyone at the same level. This is how prestige stuff will work--it will be about skill instead of gear and have many prestige/vanity rewards.

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:05 pm

Announcement Trailer

Remaking a World

The Zones of Draenor

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:08 pm

The heroes of Azeroth are on the verge of a war that will reforge the fate of two worlds. World of Warcraft®: Warlords of Draenor™, the fifth expansion to Blizzard Entertainment’s acclaimed massively multiplayer online role-playing game, sends players to the world of Draenor at a pivotal moment in history to fight against and alongside legends from Warcraft’s brutal past.

Across Draenor's savage jungles and battle-scarred plains, Azeroth's heroes will engage in a mythic conflict involving mystical draenei champions and mighty orc clans, and cross axes with the likes of Grommash Hellscream, Blackhand, and Ner'zhul at the height of their primal power. Players will need to scour this unwelcoming land in search of allies to help build a desperate defense against the Iron Horde’s formidable engine of conquest—or else watch their own world’s bloody, war-torn history repeat itself.

For more details about World of Warcraft: Warlords of Draenor, visit the official announcement website.

Explore a Savage World: Explore the hostile world of Draenor, home of the orc and draenei races, as it once existed, and adventure in all-new zones alongside characters central to Warcraft history. 
Build Your Garrison: Construct, command, and expand your own customizable stronghold on Draenor, and gather NPC followers to collect resources and embark on missions on your orders.
Instantly Upgrade to Level 90: Boost one character of your choosing to be ready to adventure on Draenor, making it easier than ever to enjoy the latest content alongside your friends.
New Player Character Art: Character models and animations for many of World of Warcraft's existing playable races are being fully revamped in keeping with the game's iconically epic style.
Adventure to Level 100: Reach new heights of power and unlock bonuses to further enhance your abilities on your way to the new level cap of 100.
…And More: Take on a wide array of Dungeons, Raids, Scenarios, Battlegrounds, Challenge Modes, and more—no matter what kind of content you enjoy, new adventures await.
Q: What is World of Warcraft®: Warlords of Draenor™? 

World of Warcraft®: Warlords of Draenor™, the fifth expansion to Blizzard Entertainment’s acclaimed massively multiplayer online role-playing game, sends players to the world of Draenor at a pivotal moment in history to fight against and alongside legends from Warcraft’s brutal past.
Across Draenor's savage jungles and battle-scarred plains, Azeroth's heroes will engage in a mythic conflict involving mystical draenei champions and mighty orc clans, and cross axes with the likes of Grommash Hellscream, Blackhand, and Ner’zhul at the height of their primal power. Players will need to scour this unwelcoming land in search of allies to help build a desperate defense against the Iron Horde’s formidable engine of conquest—or else watch their own world’s bloody, war-torn history repeat itself.

Q: How does the Garrison work? What kinds of followers and upgrades are available?

To establish a foothold on Draenor and bolster your faction’s defenses against the formidable Iron Horde, each player will need to build and manage their own Garrison, a customizable fortress that serves as your personal base of operations throughout the course of the expansion. As you complete quests and win allies to your cause, your Garrison will expand and you’ll be able to choose which upgrades you’d like to construct from a variety of options. You’ll also meet and recruit NPC allies and followers who will join you at the Garrison, each providing different benefits. 

For example, a miner rescued from a dungeon might take up residence and help gather Mining resources. A heroic warrior you quarter might embark upon quests at your command, with a chance to return with valuable treasures. Other characters might provide you with quests that expand upon their own stories or lead you to valuable assets in your campaign.

When it comes time to upgrade your Garrison, you might choose to build a Barracks to send more followers on missions simultaneously, an Inn to provide new recruits, or an Infirmary to speed up injured followers’ recovery time between assignments. You may instead decide to build a Smithy and recruit a Blacksmith to research new plans and craft valuable resources (such as those with daily cooldowns). You’ll also be able to invite friends to visit your Garrison to trade resources and see how your home base stacks up against their own.

Q: What new zones will I explore on Draenor?

The expansion sends players to Draenor as it existed before it shattered into the realm World of Warcraft players know as Outland—and while some of the names of these places might be familiar, we’re building them all from scratch for the expansion.

Here’s a breakdown of Draenor’s zones:

Frostfire Ridge: Across snow-covered wastes and beneath towering volcanoes, heroes of the Frostwolf clan and the Horde unite to repel invaders from their homeland.
Shadowmoon Valley: Amid rolling moonlit hills, the draenei at the holy temple of Karabor unite with the Alliance in a desperate fight for survival against the Iron Horde and Shadowmoon clan.
Gorgrond: Deep within the desert canyons of Gorgrond, an arsenal of massive siege weapons built by the Blackrock clan is about to be unleashed upon the whole of Draenor.
Talador: In the shadow of a besieged Shattrath City, the Auchenai Soulpriests actively seek to safeguard the countless draenei souls inside Auchindoun from a terrible demonic threat.
Spires of Arak: At the height of their power, the regal arrakoa plot atop their high peaks, well out of the reach of the brutal Shattered Hand orcs and the wingless outcasts below.
Nagrand: Among the fertile hills and outcroppings of Nagrand, the bloodied wolf-riders of the Warsong clan remain a threat not to be trifled with.
Tanaan Jungle: Within the overgrown jungle home of the Bleeding Hollow clan, a Dark Portal is under construction . . . and an Iron Horde army makes grim preparations to conquer Azeroth.

Q: Why are you giving everyone a level-90 character boost? 

World of Warcraft is constantly evolving, and these days players engage with the game in a wider variety of ways than ever. Some enjoy the process of exploring the world and leveling up. Others enjoy the challenge of raiding. Many simply enjoy playing with their friends, wherever they may be. One of our primary goals with Warlords of Draenor is to empower WoW players to quickly and easily be able to participate in the content they’re most interested in, and giving everyone a level-90 character upgrade right out of the gate helps make that possible.

One common piece of feedback we’ve received from new players and those who’ve taken an extended break from the game is that World of Warcraft requires a significant time investment before they’re able to “catch up” and play with high-level friends. Design changes such as speeding up the leveling curve and features like the popular Scroll of Resurrection and Recruit-a-Friend system have proven very popular, but the issues’s only getting more challenging with each patch and expansion we release. By giving players the option to boost a character to be ready for the latest expansion content, we hope to remove some of these entry barriers and make it so anyone can pick up and enjoy Warlords of Draenor right away, no matter how much World of Warcraft they’ve played in the past.

Q: It’s been a while since I’ve played WoW—will I know what to do with a level-90 character?

At the start of the new expansion, players will be thrust into an exciting introductory experience involving a desperate strike against the orc forces on Draenor. During this opening sequence, new and returning players will have an opportunity to get up to speed on the game before diving into their faction’s starting zone content—similar to the Death Knight starting experience in Wrath of the Lich King. We’ve also recently added features such as Proving Grounds, which help players learn how to tank, heal, and deal damage in dungeons in a solo “teaching” environment, to help ease the learning curve and prepare players for battle as quickly, efficiently, and enjoyably as possible. 

Q: How will the included level-90 character upgrade work?

In regions where players purchase World of Warcraft expansions, each World of Warcraft account that you upgrade to the Warlords of Draenor expansion will receive one level-90 character boost (to be used once the expansion releases). You don’t need to decide which character to boost immediately. You can also create a level-1 character from scratch and then use the upgrade on that if you wish. The boosted character will also receive a level-appropriate set of gear (along with some other assistance) to make sure you’re set for adventuring. We’ll have more details to share as development continues.

For regions where players do not purchase expansions (including China, Korea, and Taiwan), we’ll have more information to share on our plans in the future. In the meantime, our goal for all regions remains the same—to give players a way to get straight to the action in Draenor.

Q: Why revisit the player races’ art now? Will I recognize myself in the mirror?

As we’ve released new World of Warcraft content and expansions, we’ve received feedback that some of the earlier player character models and animations are no longer measuring up to the quality of the newer races. Because Warlords of Draenor takes players back to the homeland of the Orcs—one of WoW’s original playable races—it felt like a great time to update not just the Orcs, but other playable races that could use a refresh. 

We know that many of you already strongly identify with the look of your current character, so we’re dedicating a lot of time and resources to make sure these updates capture each race’s iconic identity and personality. We’re still in the process of determining which races will be available upon the expansion’s release, but our goal is to update all eight of the original World of Warcraft playable races, along with the Draenei and Blood Elves, over the course of the expansion launch and subsequent content updates.

Q: What kinds of bonuses will my character earn on the journey from level 90 to 100?

Warlords of Draenor introduces a new bonus system that rewards players with powerful perks as they level up to the new cap. At every level from 91 to 100, characters will earn a major permanent boost to one of their their key spells and abilities (e.g. a Fire Mage might earn a +50% damage boost to Pyroblast or +30% boost to Scorch). Players will also unlock a new talent tier once they’ve achieved level 100, rewarding each class with three potent new abilities to choose from.

Q: What are the plans for new Dungeons, Scenarios, and Raids?

We’re planning 6 new 5-player dungeons for the launch of Warlords of Draenor, along with a revamped version of the classic Blackrock Spire. One of our goals is to make sure we’re giving players a good mix of “level-up” Dungeons along with some new, unexplored Dungeons to delve into at max level. The expansion will also give players a chance to earn awesome transmogrifiable weapons and other unique rewards in Challenge Mode Dungeons. We’re also planning a wide variety of Scenarios for launch, along with Heroic Scenarios for those who enjoy the extra challenge. 

On the Raiding front, we’re planning 2 new raid instances around launch, as well as new world bosses. We’ll also continue to provide players with a wide variety of raiding options. In addition to offering four tiers of difficulty as in Patch 5.4, we're also extending our Flexible Raid scaling technology to Normal difficulty raiding. We’ll have more details to share as development continues.

Q: What challenges await in the world of PvP?

Warlords of Draenor will feature a new world PvP zone that hurls Horde and Alliance players into an epic conflict in the center of Draenor, fighting for control of the strategic fortresses that line the planet’s territorial boundaries. This new area will be seamlessly instanced, with the goal of providing better performance and a more balanced PvP experience than was possible in WoW’s earlier world PvP zones. We’re also planning several major PvP-related UI improvements, including updates to help you track and communicate with your team about objectives in Battlegrounds, along with enhancements to Arena and Rated Battleground enemy unit frames designed to relay key information more clearly.

Q: What’s in store for professions?

One of our goals in Warlords of Draenor is to make each of the game’s existing Professions more engaging and integrated into the gameplay. To that end, the Garrison will play a major role in your character’s Professions in this expansion—similar to how your farm was key to the Cooking profession in Mists of Pandaria, only on a much more epic scale. 

Q: What can players expect while questing in Draenor?

We received a lot of feedback over the course of Mists of Pandaria about what kinds of quests and world PvE content players enjoy most, and we’re continuing to evolve the questing experience in Warlords of Draenor with that in mind. Our goal is to give players a wide variety of fun and unexpected activities, ranging from the kinds of quests they’re familiar with to new experiences along the lines of the exploration- and event-driven Timeless Isle introduced in Patch 5.4: The Siege of Orgrimmar. 

Q: Will you be making any changes to what Stats are available?

One of our goals for Warlords of Draenor is to make the act of finding and collecting loot even more exciting for players. With that in mind, we’re adding some fun new stats to gear, such as Movement Speed and Cleave, which gives you a chance to do extra damage or healing to additional nearby targets. In addition, we’ll be retiring a few stats that players don’t find very enjoyable to manage, such as Hit and Expertise. We’re also making improvements to armor itemization that will make it easier to share armor pieces across classes. We’ll have more details to share as development continues.

Q: Will there be any updates to the graphics and changes to the minimum system requirements?

Yes—we’re planning a number of tweaks and improvements to the graphics engine in this expansion, including some updates related to the upgraded player characters and the introduction of the Garrison. We’re also looking into updating other existing systems with an eye toward improving graphical quality and performance. We’ll announce the exact system requirements closer to the expansion’s release.

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:10 pm

BlizzCon 2013 Giveaway
BlizzCon 2013 is upon us and what would it be without a huge giveaway? 

Okay, we get it, it'd still be pretty epic. It's BlizzCon after all. But we have a bunch of prizes to give out anyway to add to the awesome! For the weekend of BlizzCon and the following days after, we're giving away dozens of prizes--from the rarest pet of them all  Tyrael's Hiltto pairs of GUNNAR glasses, we've got lots to give to our amazing community.

The best part? It's easy to enter. All you have to do is leave quality comments on BlizzCon 2013 coverage posts to be entered to win free loot.

How to Win
To be entered to win these prizes, all you have to do is leave comments on any of our BlizzCon 2013 coverage.
You can find eligible posts through our BlizzCon portal page or by browsing Wowhead News. One comment is one entry and there is no limit to the amount of comments allowed. Keep in mind that comments must be quality--that means no spam or one liners, we're looking for actual interaction.

The Prizes
We have so many prizes to give out it's hard to keep track!

Here is a long list of our epic loot from our three sponsors: WoW TCG LootGUNNAR, and SteelSeries.

Rules and Qualifications

  • This contest is open to anywhere that residents are allowed to participate in contests--international participants rejoice!
  • No one may win more than one prize. While you might enter multiple times, you can't walk away with multiple codes.
  • Comments left must be quality comments. Entries that are spam or off-topic will be disqualified.
  • If you win, the contest page will be edited to include your Wowhead username and you will be contacted via the email address associated with that account. Make sure your Wowhead information is updated.
  • We reserve the right to disqualify any fraudulent entry.

Last edited by Twiztid on Sun 10 Nov 2013, 4:15 pm; edited 1 time in total

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:15 pm

New Site Features: Spell Changelog, Hearthhead Front Page and Streams
BlizzCon is very soon and we've got some great coverage planned, but we've been also spending a lot of time on new site features that we're very excited to share with you!
Hearthhead Front Page, Streams, Guides
Our front page got upgraded from Basic to Golden with a new layout this weekend. All of our tools are now easily accessible from the front page, as well as a list of recent forum topics and Hearthstone blue posts. We've even added a new feature--Player Streams. Now you can browse a list of popular Twitch streams and watch them on Hearthhead.

We've also added some new features to our popular guide section. If you're looking for a guide, that got easier with a new main page for Guides and a new Card Count filter section where you can specify the number of cards of a certain quality, set, and type.

We've also added some things to player guides:

  • New About the Author section displays other guides written by the same person and shows their Twitch, Facebook, and Twitter details if they opt to share them!
  • New Export option in the Quick Facts section lets you export a formatted list of a guide's cards to Reddit, the Wowhead forums, other forums, or plain text. You can customize the export as well--simply click on the "Group By" and "Sort By" options on a guide page to present the cards the way you want.
Wowhead Spell Changelog
WoW has been changing their spells around a lot--it can be hard to keep all the changes straight, like  Dream of Cenarius and  Mastery: Icicles in Patch 5.4. That's where our newSpell Changelog comes in--we show all the times a spell has been changed since Cataclysm Patch 4.1. 

We even track PTR spell changes that never made it to live, so you can see how some controversial spells got buffed and nerfed several times before their finished state.

On the Changelog tab, you'll see a spell's old tooltip, any name changes, and the patch build it was changed in. Just visit a spell's page, and if it's been changed in any form, there will be a new Changelog tab on the page!

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:16 pm

Day of the Dead (November 1st - 3rd)
Day of the Dead runs from November 1st-3rd to close out Hallow's End. We've whipped up a small guide so you can know the quests and achievement for the event; make sure you don't skip out if you're an achievement hunter, as it boasts one achievement that you can only get for a few days!

New to 2013, the  Macabre Marionette is a permanent battle pet!
Getting Started
Tip: Get some  Simple Flour and  Ice Cold Milk (at least 1 of each) before heading to a graveyard. This will save you traveling time when doing the quest below.

To take part in the events festivities, you must first locate Catrina, an undead female (and a reference to La Calavera Catrina), who can be found near the graveyard of any capital city. She will give you some information regarding the holiday itself, and it is most important that you remember to /dance with her--upon doing so, you will earn the only achievement for this holiday,  Dead Man's Party. You will also gain the buff  Honor the Dead, which will change you into either Catrina or her male counterpart, Chapman, for twelve hours.
Quests for  Macabre Marionette
The only quest available during the event is The Grateful Dead, and this quest can only be completed once. The quest will only be available at your race's home city unless you have access to Shattrath City or Dalaran where the quest can be completed by any race/faction, including Pandaren. So taurens complete the quest for Thunder Bluff, Orcs for Orgrimmar, and so on. 

In order to obtain this quest, you must first purchase either an  Orange Marigold or a  Bouquet of Orange Marigolds from Chapman, the vendor located near Catrina at any city graveyard. The difference between the two items is that one is a single-use consumed item that will only last the duration of the event while the other is a re-usable permanent offhand, though its use will only function during the event as well (similar toNoblegarden's  Egg Basket).

Use the flower at any city graveyard to allow your character to see the cheerful spirit remaining there. The spirit will offer you the quest, The Grateful Dead, requesting that you bring the spirit an offering of food--in this case,  Bread of the Dead (or Pan de Muerto). The Bread of the Dead recipe requires 1 Cooking skill to learn, and the recipe can be purchased from the graveyard vendor Chapman. Simply whip up a batch of tasty bread and bring it to the cheerful spirit.

You will be rewarded with a temporary pet, the  Macabre Marionette--an awesome skeleton pet wearing a sombrero and wielding maracas! As of 2013 this pet is now a permanent companion and battle pet. It's an Undead pet with the following abilities:  Macabre Maraca Death and Decay Dead Man's Party Bone Bite Siphon Life Bone Barrage. This pet is especially useful against Dragonkin because  Macabre Maraca deals more damage to Dragonkin while Undead pets take 33% less damage from Dragonkin.
Special Items
There are a few other unique items that can be obtained during this holiday, though none are permanent. In addition to selling the flowers required for the Grateful Dead quest ( Orange Marigold and  Bouquet of Orange Marigolds) and the  Recipe: Bread of the Dead, Chapman also sells the following seasonal faire:
Be sure to take a tour of the various faction graveyards while using  Orange Marigold: each has different NPCs dancing around the graves, which have unique holiday decorations. The Stormwind graveyard is especially notable for its numerous decorations.

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Re: World of Warcraft Q&A, Dungeons and Raids Blog

Post by Twiztid on Sun 10 Nov 2013, 4:17 pm

Warlords of Draenor: с 90 до 100 уровня
В дополнении Warlords of Draenor вам предстоит исследовать дикий мир Дренора и выступить против новой чудовищной угрозы, надвигающейся на Азерот, — Железной Орды. Всего шаг через Темный Портал, и битва начинается!
Возвращение к Темному Порталу
Для обеих фракций путешествие начинается в Танаанских джунглях, рядом с лагерем противников. В Дреноре вам с союзниками предстоит остановить непобедимую, казалось бы, Железную Орду: если оркам удастся пройти через Темный Портал, то Азероту, каким вы его знаете, грозит гибель.
Вам будут противостоять великие боевые вожди Громмаш Адский Крик и Килрогг Мертвый Глаз. У них под началом десятки тысяч орков. Но не думайте, что сопротивление бесполезно! Вам не придется сражаться в одиночку. Знаменитый дреней защитник Мараад проведет сквозь портал воинов Альянса, а Орде поможет сам Тралл. Высадка на Дренор — задача для отчаянных, но если вам удастся уничтожить портал с той стороны, то вашей фракции — и всему Азероту — удастся выиграть драгоценнное время.
Все игроки 90 уровня начнут знакомство с Дренором в Танаанских джунглях; но если вы воспользовались мгновенным повышением уровня, то для вас этот первый этап будет адаптирован таким образом, чтобы можно было немного набить руку и должным образом подготовиться к предстоящим испытаниям. Вместо того чтобы немедленно получить все способности, вы будете открывать их постепенно, по мере того, как будете осваиваться со своим мощным персонажем. Чтобы остановить Железную Орду и успешно сражаться на Дреноре, вам потребуется все свое мастерство!
Когда с Темным Порталом будет покончено (но лишь ненадолго), дороги Орды и Альянса разойдутся. Каждая фракция откликнется на призыв новых союзников, чтобы помочь им одолеть их исконных противников и надолго обезопасить обезвредить угрозу со стороны Железной Орды.

Альянс: Карабор, Долина Призрачной Луны
Покончив с Темным Порталом, игроки Альянса отправятся в Карабор на поиски союзников в борьбе с Железной Ордой. Там вместе с другими искателями приключений вам предстоит отстаивать священный храм дренеев и превратить его для своей фракции в островок безопасности в этом жестоком мире. Но будьте осторожны: пока Железная Орда осаждает храм, Нерзул со своими орками, из клана Призрачной Луны, ведет наступление на другом фронте, — и это грозит миру смертельной опасностью.

Орда: Крепость Камнерогов, Хребет Ледяного Огня
После битвы за Темный Портал герои Орды направятся к Хребту Ледяного Огня, чтобы заручиться поддержкой клана Северного Волка. Чтобы защитить свое убежище, вам предстоит встретиться в бою с ограми из крепости Камнерогов. Но если одержите верх, не забывайтесь в эйфории! За ограми по пятам следуют орки из клана Властителей Грома, которые тоже хотят захватить эту землю.


Получать опыт и трофеи в Дреноре вы сможете в 6 новых подземельях: три для развития персонажа, три для максимального уровня. Плюс хорошо забытое старое: Верхняя часть Черной Горы! А для персонажей 100 уровня, которые готовы попробовать свои силы, также существует режим испытаний.

Новые задания и награды
Дренор — суровый край, и в странствиях наградой за мужество и упорство вам станет множество новых наград. Как на Вневременном острове, в Warlords of Drenor традиционные задания будут уравновешиваться другими, более ориентированными на исследование. За каждое задание будет даваться уникальная награда, но теперь к тому же трофей, с некоторой вероятностью, может оказаться редким или даже эпическим, — согласитесь, элемент сюрприза не помешает.
В приключениях вам поможет новый интерфейс: теперь будет проще определить, какие задания влияют на развитие сюжета, а какие являются побочными.


На пути к 100 уровню вы сможете построить собственный военный лагерь: это одно из главных нововведений в Warlords of Drenor. Когда границы лагеря будут намечены, вы будете сами решать, какие в нем возводить здания, каких привлекать соратников и какие задачи им поручать. Все это существенно расширяет потенциал развития персонажа! Вы будете регулярно возвращаться в лагерь, чтобы продвигаться к главной цели — защите Азерота от Железной Орды.
В Дреноре вы также будете встречать редких монстров, выполнять одиночные сценарии и участвовать во всевозможных стычках. Да и вообще на пути к 100 уровню вам попадется немало интересного. По мере развития персонажа вы будете получать бонусы к уже известным заклинаниям и способностям, а на последнем уровне сможете выбрать один из трех новых талантов.
Азерот нуждается в защите! Ответите ли вы на зов? Сумеете ли выступить против Железной Орды и одолеть войска, грозящие вашему миру уничтожением? Сражайтесь — и узнаете!

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