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World of Warcraft: Legion Overview

We just had the the announcement of Legion, the next WoW expansion! Here’s an overview of the most important things, you can click here to read every single detail, including per zone what was revealed.

  • Level up to 110
  • New continent “The Broken Isles”
  • New Demon hunter class with 2 specs! 1 for dps and 1 for tanking
  • 6 new zones
  • Currently 9 new dungeons and 2 raids (17 bosses)
  • Face off against an invasion of the legion that’s bigger than any invasion we’ve faced
  • Get a special Artifact weapon that you can level up (1 weapon for each spec)
  • Become the leader of your class’s Order Hall, recruit champions to aid you on the new continent
  • The beta starts this year
  • Dalaran will be the capital city
  • There will be a new honor system for pvp that is basicly a talent system for pvp

The Cinematic showing what leads to Legion:

The features announcement video:

Some screenshots below:

Highmountain
Stormheim
Azsuna
Artifact – Ashbringer
Artifact – Customized Ashbringer
Artifact – Icebreaker
Artifact – Aluneth
Artifact – Customized Aluneth

 

Design Corner: Future WoW World Content Design

Welcome to the WoW Weekly Design Corner! In this editorial series I (Mezzy) look at different parts of WoW and see how I would design the next new thing, or perhaps improve upon it.Today we’ll be taking a look at dailies and world content.

In the past 2 expansions we’ve gone through all types of degrees on dailies and more recently exploration content in the form of treasures. In Mists of Pandaria we started out with a huge amount of dailies, then it got brought back to singular daily hubs and the unlocking of new dailies over time in the throne of thunder. We ended up in the timeless isle with many rares and treasures but no real direction which would turn out to be an experiment for Warlords of Draenor.

Optimized-Azeroth

The problem of Mists was that at the start of the expansion there was a daily overload, you had to unlock multiple factions to do more dailies for gear and profession rewards. This burnt out people from dailies which gave some an aversion from the concept of dailies.

As you know in Warlords we had the apexis dailies which would push you into going to different areas every day where you would kill mobs, rares and destroy objectives. It would allow you to slowly grind up the reputations and see different parts of the world to prevent getting sick of the same area. Unless you got The Pit over.. and over.. and over.

One of the issues was that the reward, apexis crystals, didn’t really get you anything that was still useful by the time you had saved enough. The other issue was that there was no story connected to them at all.

Now we’re in Tanaan where we get more dailies that makes us visit different parts of Tanaan every day and we have the option to continue to do the remaining bonus objective areas if we want even more apexis crystals. At the same time we have 3 new reputations that gain rep either through dailies and a weekly quest or grinding out the Saberon mobs.

While this is definitely an improvement over what we had in 6.0, going to the same areas every day despite the added structure will burn you out quickly.

So how can world content be improved? Well for starters let’s look at what worked and should come back.

  •  Slowly gaining reputations through dailies and weeklys is a lot better than the passive grind we had in 6.0.
  • Going into a different area every day helped prevent burnout from the same environment
  • Both one time and recurring treasures were a nice extra niche to explore
  • The same goes for one time and recurring rares. If anything it would be nice to see a combination of Mists and Warlords style rares.
  • Reputations having rewards that still mattered by the time you got them leveled up.
  • And the rotating daily npcs such as Harrison Jones in the garrison.

So let’s take these elements, put them in the next continent and give some structure to it. How should the world content look like next?

Optimized-DraenorTo illustrate it we can use the map of Draenor to get a better picture. Have 3 or 4 reputations that give useful gear and profession rewards along with the usual toys, mounts and pets. Have 7 different areas that are possible daily hubs each day. An npc will send you to one of them each day, and for that day you will be able to do a set of dailies in that area. Each reputation can be earned in 2 of the areas, leaving 1 reputation for just 1 area and allow thatreputation to be grinded out through mob killing.

And then finally have the rotation of these areas set just like the current profession npcs in the garrison so that you don’t get the same area 4 times in a row and every reputation has a chance to be gained equally.

Now this will eventually become boring like all content eventually becomes. However the diversity should prolong it before this does happen. Keep in mind that while you have these dailies, there will be rares and treasures out in the world as well.

Now while they will help we need more dynamic content. Which is why I would love to see world invasions being introduced to the world as well. These would be similar to the rifts in Rift. Have random invasions out in the world where you have waves of mobs attacking a certain area, ending in a mini-boss.

Helping get rid of these invasions will reward the player with a currency that they can turn in for certain items. Think of items like account bound reputation tokens. Which would allow you to speed up getting reputation with a certain faction if you feel the rotation of hubs doesn’t give you reputation quickly enough or extra reputation for your alts.

Of course that’s just one example of a possible reward, but think of items that don’t give a massive character power boost, but are useful for a while. Later patches could of course introduce new rewards to keep invasions relevant.

Which concludes how I’d design future world content. What are your own thoughts on what type of world content should be added to the World of Warcraft? Let me know in the comments! If you liked this video please subscribe and like the video to help us out. For now, I’m Mezzy and I’ll see you again next time.

Normal/Heroic Xhul’horac Raiding Guide

Xhul'horacHey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Xhul’horac in Heroic Hellfire Citadel. These tactics also apply to the normal version.

This is a 4 phase encounter in which you will deal with different abilities in the first 2 phases and then face them both in the last 2 phases. The core of this encounter is that Xhul’horac will use 2 different magic schools: Fire and Shadow. If you get hit by a fire spell you will get a 10 second debuff. If you get hit by a Shadow spell in those 20 seconds, you will explode dealing a large amount of damage to anyone within 20 yards. The same applies for if you get hit by a shadow spell, you will not be allowed to get hit by a fire spell for 20 seconds.

When you cause an explosion you will also increase your damage taken by the next explosion by 100% for 1 minute.

Different spells will create moving patches of fire and shadow on the ground in this fight. Standing in fire will give you a stacking fire dot and standing in shadow will give you a stacking shadow dot. When the patches of fire and shadow touch each other they will explode dealing a lot of damage to anyone standing nearby. This will also increase their damage taken by the explosion by 100% for 1 minute. This detail is important because you’ll want to force some explosions as they clear up the fire where the explosion occurs.

So, with the environmental mechanics out of the way, let’s talk phase 1.

In phase 1 Xhul’horac will use Fel Strike on the tank dealing a big amount of fire damage to them. Meanwhile he will put the Fel Surge debuff on random players. After 5 seconds the debuff will expire and leave patches of fire underneath those players. So to deal with this in phase 1 you will want to use one side of the room and if you get the debuff move to the edges of the room so that the fire can stay out of the way for as long as possible.

You will also have to deal with adds in this phase. There will be a mini boss called Vanguard Akkelion. This will need to be tanked by the tank that’s not tanking Xhul’horac as he will also be putting heavy damage on the tank through his ability Felblaze Flurry. The damage of this attack will increase on the tank each time. This means it will require a tank swap after Felblaze Flurry ends.

Akkelion’s second ability is Chains of Fel. With this he will chain players together and a dot will start ticking on them. They can break this chain by moving away from each other, and they should of course do so.

During phase 1 you will also have to deal with Wild Pyromaniacs. These are just imps. They will start casting Fel Orbs which will throw balls of fire into the environment. If they hit the ground patches of fire will spawn from this. However if you get hit by the fire ball instead the fire will not spawn but you’ll get a stacking dot for 15 seconds. So to deal with the imps you’ll want to group them up if you can with grips and you can stun/interrupt them. Dps these down as soon as possible and if a fire ball does get cast, get hit by it so less fire spawns.

Your dps priority will be the imps, then Akkelion and if you can cleave damage onto him, the boss. Any damage Akkelion takes will also be put on the boss. In phase 1 run away from your chain partner, intercept the Fel Orbs and if you get the Fel Surge debuff run as far as you can to the edge.

Once Akkelion dies you will enter phase 2. You will face mostly similar mechanics but now they will be of the shadow school spell. So if you get hit by fire, do not get hit by shadow and vice versa. You will also want to move to the other side of the room to reduce the chance of fire and shadow meeting each other.

In phase 2 Xhul’horac will now hit the tank with a high hitting shadow damage spell, Void Strike. He will also put the debuff Void Surge on 1 player, which will also put shadow patches on the ground after 5 seconds. Once again, run this to the edge if you get this debuff. This will deal a lot more damage to that player though, so they will need healing.

The mini boss during phase 2 is Omnus. His Withering Gaze ability works just like Felblaze Flurry. This is a heavy hitting attack that will increase your damage taken from Withering Gaze by 20%. You will again want to swap tanks after Withering Gaze ends.

Instead of chains, now you will have to deal with Black Hole. This will keep pulling everyone towards it until it explodes. You can make the Black Hole explode by letting someone run to it’s center. This will then deal a huge amount of damage to anyone within 11 yards of the center. So choose a group 4-5 of players to take care of the Black Holes each time. To make coordinating this easier, we put raid marks on the assigned players so it would be easy to see when enough players were at the black hole to make it explode. Any extra people soaking the explosion because they were close are just a bonus to spread the damage more.

In addition to the imps you will also deal with Unstable Voidfiends. These will teleport to the nearest player, dealing a moderate amount of shadow damage. You will see a small purple swirl on the ground where they are going to teleport. So you can get out of the way without being hit. If someone gets hit by it then a patch of shadow will be put on the ground.

In phase 2 prioritize killing the imps, then voidfiends and then Omnus. Assign multiple people to close Blackholes and if you get the Void Surge move it out of the raid.

In phase 2 you will also want to start using explosions to your advantage to clear up the fire on the other side of the room. The green and purple flames will expand over time so you want to clear as much up as possible. We had multiple people get hit by shadow damage on purpose, run over to the green side of the room and clear up the fire by letting explosions occur.

You need to continue doing this in phase 3 as well because it will get quite hectic. We put up additional markers in the encounter area so that it was easier to call out where to clean up the fire or shadow so that anyone else near that point could get away.

Once Omnus dies you will enter phase 3. In this phase Xhul’horac will use both spell schools and all spells from the previous phases. If you get Fel Surge, move to the fire side and if you get Void Surge move to the shadow side. Keep taking care of adds and move the boss to where there isn’t any fire. !!!!One tank should tank the boss when he’s in his fire mode and one should tank him when he’s in his shadow mode.!!!

You will also have to clear up the shadow fire on the purple side now so be sure to coordinate letting explosions occur there as well. If you have one rogue or more you can really use them well by having both feint to reduce the explosion damage and cloak of shadows to take off the damage increasing debuff once they have 3 or 4 stacks. It will mean you don’t have to have a lot of people clearing up the fire which helps the general coordination.

Once Xhul’horac reaches 20% you will go into phase 4. No more adds will spawn, but you will now have to deal with the soft enrage. Xhul’horac will use Overwhelming Chaos every 10 seconds. He will pulse for a moderate amount of Chaos damage but he will also increase his damage done by 20% each time. Use heroism at this point clear up any adds and finish him off. Just be sure to stand on a part of the platform that does not have fire or shadow.

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.

Hellfire Citadel Raid Schedule, Live Q&A Additional Answers, Timewalking Highlight: Black Morass

Hellfire Citadel Raid Schedule

Quote from: Blizzard
Hellfire Citadel Raid Schedule

The armies of Azeroth are set to charge into Tanaan Jungle and the new Raid found there. To help with the coordination of these fiery days to come, we’ve broken down the unlock schedule for Hellfire Citadel. Get ready!

If you’re among those patiently sharpening your sword until Raid Finder unlocks, please note that you’ll need a minimum item level of 650 to enter. Here’s the rundown:

Week 1 (with the release of Patch 6.2)

  • Hellfire Citadel Normal and Heroic difficulties open.

Week 2

  • Mythic difficulty becomes available.
  • Raid Finder Wing 1 (Hellfire Assault, Iron Reaver, Kormrok) unlocks.

Week 4

  • Raid Finder Wing 2 (Hellfire High Council, Kilrogg, Gorefiend) unlocks.

Week 6

  • Raid Finder Wing 3 (Shadow-Lord Iskar, Socrethar the Eternal, Tyrant Velhari) unlocks.

Week 8

  • Raid Finder Wing 4 (Fel Lord Zakuun, Xhul’horac, Mannoroth) unlocks.

Week 10

  • Raid Finder Wing 5 (Archimonde) unlocks.

Live Q&A Additional Answers

Quote from: Blizzard
I had a great time doing the Q&A this past weekend, and look forward to more opportunities to speak directly with the community and field your questions. I wanted to take some time to clarify a couple of my responses. I’d also like to address several questions that were in the queue, but which we weren’t able to reach before we ran out of time.

The infamous Demonology warlock response: We’ve heard from many players that they don’t enjoy the spec but feel pressured to play it because it has so clearly been the all-around best warlock spec in current raiding, and we’ve seen masses of warlocks who started out favoring Affliction or Destruction migrating steadily towards Demonology. We feel the spec has several elements that are awkward and unintuitive (it’s not just a matter of sheer “complexity” – it’s fine for some specs to be more challenging to play optimally, especially for pure DPS where players can choose to opt into that complexity while having alternatives available), and we have plans to rework (and hopefully improve) the spec, but those changes are beyond the scope of a patch. In the meantime, we want to make sure we’re alleviating the pressure to play Demonology over other specs, which means making sure that it isn’t the best warlock spec. The goal of our 6.2 changes is not to make Demonology terrible or unplayable, and I’d expect Demonology to still be quite competitive on some types of encounters, and viable everywhere. If it isn’t, we’ll make further adjustments to compensate. But we did intentionally make changes to ensure that it isn’t the single best warlock spec in patch 6.2, and I wanted to make it clear that this was our intent, rather than simply a mathematical error.

Healing priests: In the Q&A, I fielded a question about absorbs, and have seen feedback about a seeming contradiction between our stance on Demonology warlocks (“we don’t want all warlocks to feel obligated to play Demo, so we’re nerfing Demo”) and my comments about Disc (“you’re probably doing it wrong if you only have one priest in the raid and that priest isn’t Disc”). To be clear, we don’t think the current state of priest healer representation is a desirable one – I was describing the present reality, not stating our design goal. But the Discipline problem isn’t one that is solvable with simple numbers changes – we’d have to nerf Discipline to the point of complete uselessness in order to meaningfully affect their representation. The issue lies in their nature as an absorb-based healer, offering a unique benefit that neither Holy priest nor any other healer can provide, and often doing so at the expense of the fun of other healers (whose core gameplay lies in refilling health bars that now empty less, or not at all, due to absorbs). Absorbs are still interesting as a mechanic, and we’re not looking to prevent Disc from feeling unique, but the spec’s niche in multi-healer situations probably shouldn’t be mechanically blanketing allies with absorbs. In short: we acknowledge that there is a problem, but we don’t have a solution to discuss just yet.

Now, Lore gave me a list of questions that we didn’t get to on Saturday, and I’d like to take a stab at answering a few more. Some of these are things I could probably ramble on about for pages, but I’ll try to stay concise to keep the responses in line with the content of the rest of the Q&A.

Q: “How has itemisation in WoD worked out thus far? Are you happy with new stats? Bonus gear properties? Enchants?” – @MagdalenaDK
A: Overall, we’re happy with how most of the changes have played out. Bonus gear properties in particular keep “farm” content potentially rewarding and create some extra moments of excitement, as designed. Tertiary stats were too weak initially, but since the 6.1 changes they’re in a good place – I’ve seen people get more excited for a huge Speed or Avoidance bump on a primary gear slot than they would have been over a socket, which is pretty cool. As far as stats go, and this may surprise players somewhat, we’re pretty satisfied with how Versatility has turned out – it’s a simple baseline stat that’s easy to understand, and has some depth to it especially in PvP. It may not be the favorite stat of any damage-dealing raiders, but that’s okay – it’s a solid baseline. Multistrike is probably the weakest of our current stats from a design perspective. Mechanically it’s very similar to crit, except where we’ve added specific class mechanics to hook into it and bolster it as a stat. There may be a visceral feel at times to firing extra missiles, but when you’re firing a ton of projectiles all the time, that also comes at the expense of lessening the impact of each individual missile and cast.

Q: Any plans on another stat squish? This last one didn’t seem to do much. – @RippleTideWoW
A: Well, players are currently dealing damage roughly on par with what we saw at the end of Dragon Soul almost 4 years ago, which is fairly significant. If not for the squish, we’d be seeing DPS values in the millions, player health well into the millions, gear having 5-digit amounts of each stat, and so forth. So the squish did do quite a bit. Experience has shown, however, that if a full tier of gear doesn’t increase player stats by at least 10-15%, upgrades feel unrewarding. The compounding nature of that growth does mean that numbers will get unwieldy over time. We don’t see the need for another stat squish in the very near future, but we’ll likely end up doing one again eventually.

Q: Will the kick tool be improved to be less prone to abuse? – Evangelia
A: The vote-to-kick system in our Group Finder is definitely due for some improvements. The system was designed alongside the original introduction of the LFG tool years ago, in a world where the default loot method was Need/Greed and a major issue was people abusing the kick feature to eliminate competition for loot. Nowadays, there are far fewer selfish motivations for initiating a kick, and so it makes sense for us to reevaluate that design. In Raid Finder in particular, one person who is griefing is having a negative impact on the gameplay experience of up to 24 other players, and we should make sure we’re weighting the protections provided by the system accordingly. We are working on making some subtle adjustments to the logic involved that should address some of these issues: for example, just because you’re in combat doesn’t mean you shouldn’t be able to kick someone who deserves it – that restriction used to be in place to prevent loot abuse, but now loot is mailed to players who aren’t around to receive it. We’ll continue to keep an eye on the system and make additional tweaks aimed at reducing player frustration.

Q: When kill Ele/Enh Shamans get the rework we deserve? Totems are so outdated and irrelevant. – @STVN214
A: Totems could definitely use some love. I’m not sure the core rotations of either spec need an outright “rework,” though there are certainly some issues (Ele Ascendance being numerically underwhelming, Enhance having so many different sources of damage that few individual button presses feel rewarding). Totems historically provided irreplaceable benefits (e.g. Windfury providing extra attacks) that were balanced by the spatial constraint of being tied to a killable totem in a fixed location. Now that drawback often feels unwarranted. There isn’t much that’s cool about an ability like Searing Totem. Powerful area effects like Earthgrab, Windwalk, or Healing Tide fare better, but that isn’t a very long list. We agree that totems need to either be overhauled as a mechanic or that their importance to the shaman class needs to be reduced.

Q: What do Fire and Frost Mages, Ele Shamans… have mana bars for? Will mana matter again at some point? – @Crowvyn
A: For many hybrid casters, mana is little more than a constraint on ability to heal, allowing for hybrid offheals to be potent, but limiting their sustainability so that they clearly fall short of a dedicated healer. Beyond that, we agree, there isn’t much point to the resource for several specs. Mana works well as a healer resource, where mana management and efficiency are designed to be a core part of every healer’s gameplay (some specs’ current situation notwithstanding), but we moved away from having it as a meaningful constraint on DPS output because it generally served as a frustrating constraint in a world where many if not most other DPS specs were not similarly constrained. Arcane mages stand as the exception, but they have a toolkit specifically designed around controlling their mana pools. I don’t think we’re likely to return to a world where Elemental shamans can run themselves out of mana and end up unable to cast Lightning Bolt, but perhaps there are more interesting things that could be done with DPS resource bars in place of mana.

Q: Complex encounter design (positioning) is being trivialized by player-created tools (See: Kromog) Are there plans to curb this? – @jsutan
A: Clever players have been using add-ons to assist with raid coordination since the earliest days of WoW raiding. When these add-ons have crossed a line and approached automating player activity or decisionmaking entirely, we have stepped in to disable or limit the underlying functionality that made that possible. Beyond that, players’ ability to use mods to help keep track of non-random abilities isn’t particularly concerning – as a raider myself, I downloaded Thogar Assist as a reference, but found that by the time my guild defeated the encounter I had long since memorized the train schedule. It is something for us to keep in mind, however, and we do occasionally alter our designs when we realize that a mod would completely trivialize the intended gameplay. Kromog, for example, could have had another dozen or so hand spawn points, and randomly picked a subset of them each phase, preventing any sort of fixed 1-to-1 assignment.

Q: Legacy buff for MoP content, When? – Vert
A: Never. (Or at least not until next time we do a stat squish, technically.) The “legacy buff” that applies to enemies below level 90 once you exceed that level was designed specifically and solely to offset the 6.0 “stat squish,” which compressed the exponential scaling in the items available from level 61 to 90, into linear scaling. Pre-squish, a level 90 player with Pandaria raid gear was literally a dozen times more powerful than they had been at level 80 with Wrath gear. Post-squish that is no longer the case, so we have a special combat modifier in place to preserve the expected gameplay, so that soloing old content does not become harder. Gear higher than item level 463 wasn’t squished, so endgame Mists content designed to be tackled by players of that power level wasn’t affected and no combat scalar is needed. Mists content will increasingly become doable with fewer players than intended, as player power continues to rise, as has always been the case. People already are soloing large chunks of Mists content, and that goal will only become more and more attainable as time goes on and gear continues to improve.

Q: Will hunters and mages get a new raid utility in 6.2? – @Garfurion
A: No. At this point, while we may still be making numerical adjustments, I wouldn’t expect new abilities or class functionality in 6.2. We removed Aspect of the Fox from hunters because they simply did not need it to be unique, viable, and in fact highly desired. It also contributed to elevating ranged classes above melee in many cases, by offsetting one of most casters’ main weaknesses. One of the strengths of melee classes is that they can move along with their target and continue to deal full damage while on the move, while most casters’ throughput suffers if they can’t stand still. In encounter design, we create mechanics and phases with this constraint in mind, with the expectation that a ranged-heavy raid will have its throughput suffer during something like Hans’gar and Franzok’s Stamping Presses phase, or Blackhand’s Massive Demolitions. Each additional Aspect of the Fox eroded this natural melee advantage, and contributed to raid composition and balance issues.

Even without Fox, Hunters are unique in that they are the only ranged DPS that can do nearly everything while on the move, which naturally makes them well-suited to specialized roles on a number of encounters, aside from naturally thriving in high-movement environments. On top of that, Deterrence, Feign Death, Misdirection, and Disengage all allow them to assist with handling mechanics in ways that many other classes cannot. As for Mages, Amplify was not nearly as impactful, but neither was it necessary to justify the inclusion of a class that already brings a versatile toolset, burst damage, control, and useful immunities. A particularly odd feature of both Aspect of the Fox and Amplify Magic is that neither ability had any apparent use whatsoever when solo, which contributed to their awkwardness.

In short, we added those abilities in 6.0 because we were concerned that mages and hunters might not be well-represented without some new and unique raid cooldown, but having observed how they have played out in practice, those concerns were likely unfounded, leaving us with two new niche abilities at a time where we have otherwise been trying to streamline the contents of class spellbooks. Thus, we’re removing them in 6.2.

Timewalking Highlight: Black Morass

Quote from: Blizzard
Timewalking Highlight: Black Morass

Timewalking

In World of Warcraft Patch 6.2, we’re introducing a new series of seven different weekend events, and two of the seven weekends will make Timewalking Dungeons available to characters at level 71 and higher for Outland dungeons or 81 and higher for Northrend dungeons. When you Timewalk these dungeons, you’ll find that your character’s power and gear has been scaled down to a fraction of what they normally are, and you may have never ventured into some (or all) of them, so it’s a good idea to prepare yourself now.

Outland: Black Morass

Deep within the Caverns of Time, the brooding dragon Nozdormu has awakened. Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the delicate balance of time is upheld.

But now the ancient Dragon Aspect has been roused by an elusive threat: dark, sinister agents have infiltrated the timeways, embarking on missions to alter the course of the past, present and future. As a result, the bronze dragonflight has begun enlisting heroes to prevent the sabotage of key historical events. The balance of time is in jeopardy, and if the past is not saved…there will be no future.

Dungeon Map

  
Click to enlarge

Bosses


Chrono Lord Deja

The Infinite Dragonflight tempted many drakonid with promises of power, but most found only servitude and despair. One of the few exceptions is Chrono Lord Deja, who gained influence within the flight through his raw power and cunning.


Temporus

Although relatively young, Temporus was instrumental in identifying many of the Infinite Dragonflight’s prime targets. As a reward, he was given the responsibility of destroying anyone who might attempt to interfere with the dragonflight’s plans.


Aeonus

Powerful and wild, Aeonus was tasked by the Master of the Infinite Dragonflight to personally oversee the disruption of key moments in the true timeway.

Tips

  • Before you approach Medivh, you should first take out any enemies you see around the area.
  • When you get close to him, Medivh will start an event that comes in waves. Three of those waves are boss fights.
  • To close each opening rift, kill the Rift Keeper who is keeping it open.
  • Kill the enemies who come through as quickly as possible to prevent them overwhelming Medivh.
  • If you’re efficient, you’ll be able to get out of combat between rifts (and recover).

Achievements and Reputation

If you’ve not gotten them before, completing this dungeon will award Opening of the Dark Portal and Heroic: Opening of the Dark Portal , the latter of which is required for Outland Dungeon Hero.

Killing enemies in this dungeon increases your standing with the Keepers of Time. For a full breakdown of what you can do with Keepers of Time reputation, check out Wowhead and Wowpedia.

Get in there and Fight!

Timewalking dungeons are coming to WoW with Patch 6.2: Fury of Hellfire. Keep an eye out for the weekend-only quest “A Burning Path Through Time”, which rewards a Seal of Inevitable Fate when you complete five Burning Crusade Timewalking dungeons.

Patch 6.2 Reputations Preview Guide

Once patch 6.2 releases you’ll find 3 new factions to gain reputation with. Leveling them up can be done through a combination of daily/weekly quests and farming mobs. You will need to get revered with each of these factions to be able to unlock flying in Draenor.

Remember that this is PTR content and anything (especially values) can change.

The 3 new reputations are:

  • Hand of the Prophet / Vol’jin’s Headhunters (Your faction’s reputation)
  • Order of the Awakened
  • Saberstalkers

Each faction gives you access to the usual mounts, pets and other fun stuff. However you will definitely want to get honored with your faction’s reputation as it unlocks the blueprints for one of the ships in the Shipyard: the Battleship.

Hand of the Prophet / Vol’jin’s Headhunters

This faction has multiple rewards for you, some of which more important than others.

To gain reputation with this faction you’ll have to do the dailies available in your outpost in Tanaan. Note that after you complete the daily Tanaan Jungle apexis quest, a second set of dailies becomes available. These daily quests will take you into Tanaan Jungle and it will all go quite smoothly, just do some dailies and earn rewards! You’ll earn about 1250 reputation per day, if you have the reputation bonus from the Trading Post this will of course increase. You can find the quartermaster in your Tanaan outpost.

On top of the dailies you’ll also earn reputation through doing the new garrison campaign quests in Tanaan Jungle. Each week there will be a relatively small quest chain for you to do. These earn you anywhere from 700 reputation to 2500 reputation. This means that you should have your Battleship within about a week!

Although not actually related to this reputation, the vendor also offers an item to increase your garrison cache capacity to 1000 resources instead of 500!

 

Order of the Awakened

This new costume only costs you 50000 apexis crystals! A bargain right?

The Order of the Awakened is quite interested in Apexis Crystals, but they also offer rewards that you can buy with gold. Some of the more interesting items are:

To earn reputation with the Order of the Awakened you can do a daily quest, which requires you to collect 10 items that can be looted from rare mobs and treasures. This daily will earn you 1500 rep per day. You can find the quartermaster in your Tanaan outpost.  The second way of gaining reputation is by farming mobs in the Ruins of Kra’nak. The non-elite mobs will give you 10 reputation per mob (12 with trading post) and the elite mobs will give you 25 reputation (30 with trading post).

Saberstalkers

The Saberstalkers have a currency of their own: Blackfang Claw. This reputation revolves around killing Saberon in the Fang’rila area to the south of the faction outposts. You’ll find the quartermaster at the entrance to Fang’rila. This faction offers not one, but two mounts. Other than that the main item you’ll be interested in is the Saberstalker Teachings: Trailblazer which increases your mount speed by 15% in Tanaan Jungle.

To earn reputation with the Saberstalkers you can complete a weekly quest that rewards 3500 reputation. You’ll need to buy 3 challenge totems from the reptuation vendor, costing a total of 40 Blackfang Claws. These totems allow you to summon the 3 elites you need to beat for your quest.

The other way to earn reputation with this faction is to simply kill the Saberon in Fang’rila. You’ll earn 25 reputation per regular elite mob and 500 reputation per rare elite. This works well because either way you’re going to need to kill some Saberon to get the 40 Blackfang Claws for the weekly quest.

Lastly, there is a toy you can get for free by talking to Skoller, who sits next to the Saberstalker Quartermaster. When you do, you’ll get Skoller’s Bag of Squirrel Treats.

 

Medallion of the Legion

When you’re in Tanaan Jungle you’re likely to come across icons on your map that indicate events. These are 4 in total and the event makes way for a rare elite. This mob has a chance to drop the Medallion of the Legion, which you might remember from our apexis crystal guide. This increases your reputation with all Draenor factions by 1000. Giving you an additional boost.

Patch 6.2 Preview Guide: The Shipyard

In patch 6.2 your garrison will be focused on The Shipyard. This is a new building that doesn’t take up any existing slots. This preview will focus on everything from obtaining The Shipyard to leveling it up and the rewards you can get. Update: There is now also a video preview of the shipyard which you can find here.

As with the other PTR previews/guides, this is still on the PTR and anything can change!

Obtaining The Shipyard

To get the newest addition to your garrison you will have to complete a small chain quest.

  • Go to the town hall in your garrison.
  • Talk to your faction leader.
  • After accepting the quest, head on over to the gryphon/rylak master and get a ride to the Iron Docks.
  • Complete a total of 3 quests in the Iron Docks questline. If you need the resources, also complete the bonus objective for 200 garrison resources.
  • Head back to your garrison and talk to your faction leader.
  • You will now be able to walk to the spot where your shipyard will be built and construct it. (Check your map if needed)
    • You will require 150 garrison resources and 150 gold.
  • Continue the quests within your Shipyard. You will gain the following:
    • 200 oil
    • Blueprints for your first ship type: Transport
    • Your first Transport ship – This will cost 25 garrison resources and 50 oil.
  • Wait a couple of minutes for your first ship to be built. Go get a drink or read up on what you can do in Tanaan Jungle.
  • Once your Transport is done, you will have to complete the starting quests in Tanaan Jungle before you can send your ships out on missions.
  • You will again have to do a small quest chain. Kill a few mobs, talk to a few people.
  • Once you have the quest to go back to the shipyard you can finally go back and start sending ships on missions.

Your Fleet

You will be able to build up your fleet through your shipyard. At level 1 your shipyard can hold a maximum of 6 ships, at level 2 8 ships and at level 3 10 ships. You build this at the same NPC as you built your Transport ship. While your very first ship took just a few minutes to make, every other ship you make will take up to 2 hours to complete. It works just like a work order, but you can only queue up 1 ship at a time.

The 4 ships you’ll be able to get blueprints for are:

  • The Submarine – obtained by upgrading the shipyard to level 2
  • The Destroyer –  obtained by completing the introductory quest chain to naval missions
  • The Battleship – obtained by buying the blueprint from your faction rep vendor (Hand of the Prophet / Vol’jin’s Headhunters) when you reach friendly
  • The Carrier – obtained by upgrading the shipyard to level 3

These 4 ships will counter ship threats during missions:

  • Submarines counter Carriers
  • Destroyers counter Submarines
  • Battleships counter Destroyers
  • Carriers counter Battleships

There are other mission threats, but we’ll get to those later.

Your ships can be of uncommon, rare or epic quality. Just like your followers they can be leveled by completing naval missions, however if your ships fail to complete a mission there is a 50% chance that they will be destroyed!

  • When they are uncommon they have their ship counter ability and they have a crew. The crew will be a certain race and will give it a bonus. For example a night elf crew will allow your ship to complete the mission 50% faster, while a gnome crew will give you a chance to loot equipment from the mission if it succeeds.
  • When they are rare the first equipment slot opens up
  • When they are epic the second equipment slot opens up

Threats and Equipment

So let’s talk threats and equipment. Basically these work just like the threats work from your regular followers. There are different types of threats to counter, and equipment helps you do so. You’ll be able to replace already existing equipment in your ships with new ones. So you can choose which threats your ships counter. This means you’ll be able to re-customize your ships as needed.

There are also 2 other types of equipment. Equipment that increases the success chance when with a certain type of ship (like the race boosts from followers) and special bonus equipment.

Increases the mission chance when working with a certain ship type.
Provides other bonuses.

To obtain the equipment for your ships you will have to earn blueprints from things like quests and reputation. Once you have done so you’ll be able to buy them for 500 resources from a vendor in your shipyard. This vendor also has an item to instantly complete a ship yard work order!

You can earn the threat counter equipment blueprints by doing the following:

  • Blast Furnace is earned by completing the introductory quest chain to the Shipyard and Naval missions.
  • True Iron Rudder is looted from Zoug the Heavy in Ironhold Harbor.
  • Felsmoke Launcher is looted from Felsmith Damorka in the Fel Forge.
  • Trained Shark Tank is looted from the Savage Whale Shark in the bay of Ironhold Harbor.
  • Bilge Pump is looted from Belgork in the tunnels between Zeth’Gol and the Fel Forge.
  • High Intensity Fog lights is looted from Xanzith the Everlasting in the Throne of Kil’jaeden.
  • Ice Cutter is looted from Cindral the Wildfire in Ironhold Harbor.
  • Gyroscopic Internal Stabilizer is looted from Iron Reaver in Hellfire Citadel.

Sending your fleet on missions

Your ships are ready to go and explore the seas of Draenor, but how do you send them out on missions? Well this works exactly like sending out your followers, but in a different mission table. This one is located in your shipyard. This means you will have to go to both the mission table in your town hall and to the one in your shipyard to send all your followers and ships on missions.

You’ll see which threats need to be countered and then you can make a choice of which ships go out. These missions will cost oil, which you can obtain via regular garrison missions, the new apexis daily in tanaan, killing the 4 “event” rares in Tanaan and building an oil rig once you have revered with your faction’s reputation faction in Tanaan.

A final word

From testing the shipyard on the PTR, the pace of leveling ships and sending them out on missions seems to be a lot slower. If you want to complete your legendary ring you will need to use your shipyard, but it seems like it’ll require less time investment than your followers did when they first had to be leveled. The shipyard naval missions award things like a mount, a pet and gear you can send to your alts. So it’s certainly worth putting the time in your shipyard.

There was a lot of information to cover, so if you have questions or suggestions for this guide feel free to let us know in the comments!