The podcast is back this week, we cover the upcoming changes in patch 6.2.3: Cataclysm Timewalkers and Valor points. We also speculate about what we could expect from Blizzcon next week.
Why it has been quiet on the website
As you might have noticed, things have been quiet on the website recently. So before we get to the new patch preview, let me quickly explain why. The website was founded to expand on the WoW Weekly podcast, and it’s been amazing to get to do this.
However the website and it’s articles are maintained by just myself and I can only do so in my spare time. Which is exactly why I haven’t been able to do much for the website in the past 4 weeks, other obligations have taken up that spare time. Luckily in the coming weeks the amount of time I have will increase again and thus the amount of content on the website will too.
Thanks for your patience and keeping up with our content! See you soon,
Mezzy
Patch 6.2.3 Preview
Patch 6.2.3 will be making its way onto the PTR soon, and we wanted to provide you with some insights on what it has in store.
We’ve made no secret of our desire to expand the role and importance of dungeons in World of Warcraft as we move full speed ahead toward Legion. We look forward to sharing more of our plans in that regard during BlizzCon 2015 next month. At the same time, we’ve heard from many players that they wanted more reasons to run dungeons in Warlords, so we’re pleased to announce this small patch, which is focused on reinforcing the reward systems around our existing dungeons as well as expanding the scope of the Timewalking feature that we introduced in patch 6.2.
Timewalk With Me: New Timewalking Dungeons
Get ready to go back in time to experience six iconic dungeons from Cataclysm with this new Timewalking bonus event. You’ll be able to face the foes within Grim Batol, Stonecore, Lost City of Tol’vir, The Vortex Pinnacle, Throne of Tides, and End Time once more and reap the treasures within.
To round out our Timewalking journey, we’ll also be adding the Pit of Saron to the Wrath of the Lich King Timewalking bonus event and the Magister’s Terrace to the Burning Crusade Timewalking bonus event.
Lest we forget, there’s just one more bit of news that’s bound to draw you into the vortex to do a little Timewalking. Players will now have a chance to loot a rare Infinite Timereaver mount from any Timewalking boss.
Developer Insights
One of the most common requests we’ve heard ever since introducing Timewalking was for there to be some way to obtain an Infinite Dragonflight mount, since it’d fit perfectly with the theme of time manipulation, aside from being just plain cool-looking. We agree. Inspired by Murozond, the final boss of the End Time dungeon that is included in the Cataclysm Timewalking rotation, the Infinite Timereaver will be a rare drop from any dungeon boss during all of the Timewalking events.
Cross-Realm Mythic Raiding
With the patch we’ll also be introducing Cross-Realm Mythic Raiding. You’ll now be able to join with friends, fill that one last spot, or have an easier time recruiting to backfill missing raid slots, allowing you to take on some of the most difficult encounters in Warlords of Draenor.
Valor for the Valorous
With the patch we’ll be bringing back Valor as a currency. You’ll will be able earn Valor once more by taking part in Heroic and Mythic Dungeons, from various Bonus Events, and via the first run through Raid Finder each week. To upgrade, visit your friendly neighborhood ethereal to upgrade gear up to five item levels at a time, up to two times per piece of gear.
Developer Insights
Dungeon content shines when its difficulty is appropriate to players’ power level, so Mythic dungeons will be the most lucrative source of Valor for players who have items from Tanaan or Hellfire Citadel. For those who are still gearing up to tackle Mythic dungeons, or who prefer to use queued matchmaking, Raid Finder wings and the first Heroic dungeon each day will also provide Valor, as will most of Seer Kazal’s weekly event quests. Ethereal Voidbinders have made their way through time and space to Stormshield and Warspear, as well as returning to Orgrimmar and Stormwind, to allow players to use this Valor to upgrade their gear by up to 10 item levels. We decided to go with item upgrades rather than a Valor vendor because item upgrades offer power that complements items from other sources rather than competing with them.
Gift of the Grove Warden
Soon, players who dare to face the fearsome might of Archimonde will receive an added bonus. For a limited time, defeating Archimonde on Heroic difficulty or higher will reward players with a mysterious fragment of dark power that begins a quest. When you bring this fragment to the druids of Moonglade, you’ll learn a little more about what’s in store for Azeroth, and the druids will give you a majestic Grove Warden mount in thanks for your efforts. This quest won’t be available forever—our current plan is to retire the quest in an update some time before Legion’s launch, so grab some friends and head to Hellfire Citadel while you can.
More Bigger Better: Item Rewards
We’re expanding the range of item quality for players within Mythic Dungeons and Tanaan Jungle. Players who take part in Mythic Dungeons will have a chance to gain items up to item level 725, and players who receive Baleful items will now have a chance to gain items up to item level 695. Players in Mythic Dungeons will also now have a chance to loot a new Heirloom Trinket that will scale to level 110.
Developer Insights
Running a dungeon is a bit more exciting when there’s a chance you might get a direct item upgrade, versus simply earning a predictable amount of currency per run. Thus, we’re also expanding the power of Warforged items in Mythic dungeons—rather than a static +20 item level bonus when a Mythic dungeon item is Warforged, there will be a chance for even greater increases in power. The very luckiest players might even obtain item level 725 versions of the dungeon drops, with increasingly better odds of 720, 715, and so forth, fully spanning the range from 685 to 725 in five item-level increments. We’re also applying this system to Baleful items from Tanaan itself, which can now range in quality from item level 655 all the way to 695. Raiding, crafting, and PvP will remain the most reliable sources of the best gear available, but we’d like to create the chance for surprise when you’re adventuring out in the world or in dungeons.
Arena Season 3
We’re also preparing to end Warlords Arena Season 2 and transition to Warlords Arena Season 3. We’ll have more details to share on this transition between seasons and the distribution of rewards in the near future.
Developer Insights:
With Arena Season 3 we’ll be introducing new gear, including Warmongering Aspirant gear at PvP item level 715, Warmongering Combatant gear at 730, and Warmongering Gladiator gear at 740.
Make sure you keep an eye out for the complete patch, 6.2.3 notes and we’ll look forward to seeing you on the Public Test Realm.
World of Warcraft Patch 6.2.2a, Build 20490
Updated: September 15, 2015.
Bug Fixes
- Fixed an animation issue with Bladestorm that affected Dwarf Warriors.
- Fixed an issue that caused some Archaeology dig sites to take on an odd shape and prevented them from being completed.
This weekend MMO-Central and Elvine tweeted out what was said at the Dragoncon WoW panel, here is a summary of the new things we’ve learned:
- We won’t see Gnome hunters yet.
- Currently Demon Hunters start at level 98.
- Warlords was not intended as a filler expansion, but it did introduce some stuff to use in the future.
- We’ll see much more information about artifact weapons at Blizzcon.
- We might see artifacts in older content, they’re thinking about it.
- It’s too early to go into details about how dungeons will be relevant again.
- Most specs are being overhauled, some are even being renamed. They’re working on making it fit the fantasy of the spec.
- Some resources are being renamed, such as Insanity for Shadow Priests.
- There will not be a tabard tab, but the new transmog system will open up a lot of bag slots.
- The transmog system will be a user interface like in Diablo.
- Illidan will lead the demon hunters against the legion.
- Pure DPS classes will not get a tank or healing spec.
- Flying will be an expansion wide unlock.
- Still no updated Stormwind Park…
- They have plans for Jaina.
- The backpack might be updated.
- New pet battle mechanics would be in a post launch patch.
- Multistrike is being removed in Legion. Other stats will get changes.
- There will be dungeon drops for materials for professions.
- There will be no more upgrade tokens for crafted gear in Legion.
- We might get prospecting back for jewelcrafting in Legion, but it’s still being discussed.
- A new material called Obliterium will be obtained from destroying crafted items, and will be used to upgrade crafted items in Legion.
- There could possibly be an Adventure Mode in Legion.
Patch 6.2.2 will go live in Europe tomorrow, September 2! If you missed the updates released over the past weeks here’s a quick recap of the major 6.2.2 features.
Draenor Pathfinding
All players that have completed the Draenor Pathfinding achievement will now be able to fly in Draenor! If you haven’t completed it yet check out this blog for all the information you will need to get started.
PvP Mercenary Mode
Ever wanted to fight for the other faction? Well now is your chance with Mercenary Mode! This feature will allow you to queue and fight for the opposite faction when Ashran or unrated Battleground queues on your realm are elevated for your own faction – check out all the details here.
For more information check out the full 6.2.2 Patch Notes.
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. The following designs and mock content are NOT official content.
You can find the introduction, the lore and the first wing of the raid instance here: Design Corner: Time-Lost Halls of Karazhan Part 1
In the first wing of the raid instance we found ourselves in The Courtyard, where a variety of beats and demons resided that had come in through the portal from Draenor to the zone or were already occupants of this alternate karazhan created by the distortion in time and space.
The second wing is the Time-Lost Halls itself. The main servants and occupants live here and just go about their business not realizing they shouldn’t exist in this pocket of time and space.
In designing this second wing I went for a bit more of a simplistic approach. The first boss is designed with the design philosophy of current raid bosses, the other two have been held back in that regard a bit. Not every boss needs a million different abilities and environmental factors.
Each boss description below (in the tabs) has a boss model, design notes with things such as ability descriptions and dungeon journal entries! Let me know in the comments what you think of this next wing in this self-designed raid instance.
Would you enjoy fighting against them? What would you like to see in a raid instance? And what do you think of modern raid design? Are there too many abilities and mechanics per boss fight? Or has it been dialed back enough? (Siege of Orgrimmar vs Tier 17 vs Hellfire Citadel)
Arcanus
Arcanus, Watcher of the Halls was created by the Battlemage Grandfurth while experimenting with arcane magic. Arcanus now patrols the halls and keeps order. He will not react kindly to unknown visitors.
Encounter description and design notes:
- The ground of the encounter area is divided up into tiles, which make up 5 rows.
- An array of arcane related abilities have to be dealt with:
- Arcane Trap – Traps 2 random players, rooting them in place for 10 seconds. Player is immune to Arcane Beam and Arcane Pillar when trapped.
- Mythic only: Duration reduced by 5 seconds. Will jump to another player when it expires. Player is not immune to Arcane Pillar.
- Arcane beam- Travels around the room, has to be jumped over
- Arcane Explosion – puts a debuff on random players. This will pulse AoE damage to anyone within 8 yards. After 8 seconds the target and anyone within 8 yards will be thrown into the air. Only the debuffed player will receive a slow fall. Instantly kills those trapped in an Arcane Trap.
- Arcane Pillar
- Tiles on the ground will light up and arcane energies will explode on that tile after 2.5 seconds. Players that get hit will take a big spike of damage and take 50% increased arcane damage for 30 seconds.
- Mythic only: 3 entire rows at a time will light up at a time
- Arcane Empowered – Arcanus’s auto attacks deal arcane damage
- Arcane Malady – Increases arcane damage taken by 20%
- Arcane Trap – Traps 2 random players, rooting them in place for 10 seconds. Player is immune to Arcane Beam and Arcane Pillar when trapped.
- Encounter Design Goals/Intentions:
- Make the players deal with movement and mechanics, which are somewhat more random than other encounters.
- On mythic mode a lot more coordination will be required. The Arcane trap debuff can be passed on to another player within 30 yards by using the extra action button. Especially Arcane Pillar will require this coordination.
Quartermaster Modir
Encounter description and design notes:
- Broadsword – The Quartermaster’s attacks hit the closest person next to the target for 50% of the damage.Sunder Armor – Reduces the target’s armor by 5%.
- Expose Weakness – The Quartermaster throws knives at his targets exposing their Weaknesses. After 4 seconds he casts Throw Sword on those targets.
- Throw Sword – Modir throws a sword at the player, if it hits them it will deal 85% of their maximum health as damage to them.
- Mythic only: it will kill them if the sword hits them.
- Shattering leap – Quartermaster jumps to a player’s location dealing 200k physical damage to anyone within 8 yards.
- Whirlwind – Modir deals 80k damage to every player every second for 6 seconds.
- Notes:
- The sword from Throw Sword can be intercepted by a player standing in between the boss and player
- The amount of expose weakness targets increases as more people are in the raid, 3 targets at 20man
- This is mainly a dps and healing check, keeping away from gimmicks in this fight. The damage numbers in the journal likely need to be increased.
Grandfurth
- Burn Essence – Stacking debuff on targeted player, deals 60k arcane damage every 3 seconds per stack.
- Empowered Staff – Grandfurth’s staff is empowered to hit like a heavy mace.
- Brute Force – Grandfurth slams his staff against the target dealing 600k physical damage.
- Incinerate – Deals 180k fire damage to the targeted player and leaves a debuff on the player dealing 50k fire damage every 3 seconds.
- Wall of Ice – Grandfurth slices at the target, throwing a wall of ice dealing 300k frost damage to anyone that gets hit by it.
- Summon Arcane Elemental – Summons 2 Arcane Elementals
- Arcane Elemental
- Unstable Magic – While the Arcane Elemental lives it will deal 30k arcane damage every second to every player.
- Arcane Malady (mythic only) – Every Pulsing Arcane also gives the stacking Arcane Malady debuff, increasing magic damage taken by 2%.
- Arcane Elemental
- Frostfire Bolt – Deals 300k frostfire damage to the target. Interruptable.
- Encounter notes:
- The main goal is to prevent getting hit by as many abilities as possible.
- Frostfire Bolt can be interrupted.
- Wall of Ice can be dodged.
- Cooldowns will have to be used for Brute Force.
- At the same time dps have to kill the elementals as quickly as possible to reduce the damage on the raid as a whole.
- If the abilities aren’t dealt with properly the raidgroup is going to have a nasty time.
- The main goal is to prevent getting hit by as many abilities as possible.
Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Mythic Kormrok in Hellfire Citadel. In this video we assume that you know the heroic mechanics, if you don’t, check out our heroic guide in the annotation.
For this fight you will want to use 2 tanks, 3-4 healers and 16-17 dps.
As usual on mythic he has more health and does more damage. Empowered runes will now spawn 6 runes and Fel Outpouring spawns a lot more waves of goo. On top of that when he soaks a pool the ability of that pool will be empowered for 4 casts instead of 3. You will want a healing cooldown rotation for both the hands and pounds.
The only new mechanic is Splash. When Kormrok jumps into a pool, swirls will spawn on the floor. If you stand in a swirl you will prevent that piece of floor from being covered in goo. So that means you’ll be able to soak up 20 swirls, which limits your movement throughout the encounter.
To organize your group you will want to download the Exorsus Raid Tools addon, if you hadn’t already for the previous tier. Because just like on Kromog in Blackrock Foundry, the addon allows you to set who should stand where for Kormrok. And just like on Kromog, when Kormrok jumps you will get an arrow telling you where to move to.
You will need to set the soaking positions for each of the 3 pools. (See video for images)
– For the green pool you will want to soak a road to one of the pools for the hands to travel through.
– For the orange pool you will want to create as big a circle as possible.
– For the purple pool you will want to create a road towards one of the walls for your tanks to be swatted to.
Now let’s get to the practical side of things.. You’ll be dealing with the abilities somewhat differently on mythic.
First off you’ll want to follow a different empowerment order. You’ll want to go green > orange > purple on this encounter. Secondly due to the amount and combination of abilities once he jumps to the purple pool, Kormrok should nearly be dead. You want to aim for a kill by the 5 minute mark.
Because of this, the dps requirement can be higher than you’ve been used to so far in mythic Hellfire Citadel. You will want to use the legendary ring on the first and third sets of hands and only have those with high AoE and the ring to AoE the hands down to maximize the output of the ring’s damage on Kormrok himself.
As far as other positions go we set up 3 markers. A red marker inbetween the middle and the orange pool, a green marker on right of it and a moon marker on the left of it. We use the red marker for the loose stacking for the hands. Really don’t be stacked up on top of each other for it on mythic, because it will kill you.
The other part of this fight prone to mistakes are the runes. The first set won’t be empowered and anyonen with cooldowns can and should get rid of them.
The empowered runes are a different story though. On mythic we have our 2 rogues deal with the empowered runes. We assign a healer to each of the rogues to prevent them from dieing. The two green and moon markers are guidelines for our rogues.
You’ll want each rogue to make half a circle to the other side of the room, dealing with the runes. This way the rogues should meet up in the middle on the other side to take care of the empowered runes. The rogues start at cross and then ones moves towards green and the other towards moon.
If you don’t have 2 rogues you can have everyone with cooldowns move the runes towards the middle and let them phase out that way.
The fel outpouring remains the same other than the increased amount of waves of goo, so continue to dodge those and be careful when you get pound during the outpouring.
As a final note, use heroism on the first set of hands. You don’t want to use it while Kormrok is jumping.
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.