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Category: Warcraft

The Gates Are Open and New Challenges Await!, Warfronts Are Rolling In – Will You Weather the Storm?, Unintended Character Progress

Week 4 of Battle for Azeroth is about to start, which means we’re going to get the second round of endgame content to unlock! Raiding, Mythic+, PvP Seasons and Warfronts will unlock with the weekly reset this week! In addition to that, those who abused a bug to progress through reputations quickly will now face the consequences of doing so!

The Gates Are Open and New Challenges Await!

Quote from: Blizzard

The time is at hand to take on new challenges across Azeroth, including the Uldir raid, new world bosses, and the first season of Rated PvP and Mythic Keystone dungeons. Which will you take on first?

Within the Depths of Uldir . . . .

Normal and Heroic difficulties are now available for Uldir, Battle for Azeroth’s first raid!

Millenia ago, seeking to understand the nature of their eternal foe, the titans constructed this sprawling underground facility to research and quarantine captured specimens. They hoped that by studying the void energy that bound the Old Gods, probing it for weaknesses and reactions, they could find some way to neutralize it. They were horribly, horribly wrong. The facility was sealed away so that the horrors within would never be unleashed upon Azeroth. But now those seals have broken. . . .

Raid Bosses: 8
Difficulties: Raid Finder, Normal, Heroic, Mythic
Level: 120

September 4 – Normal and Heroic open
September 11 – Mythic, Raid Finder Wing 1: Halls of Containment (Taloc, MOTHER, Zek’voz, Herald of N’zoth)
September 25 – Raid Finder Wing 2: Crimson Descent (Fetid Devourer; Vectis; Zul; Reborn)
October 9 – Raid Finder Wing 3: Heart of Corruption (Mythrax the Unraveler, G’huun)


World Bosses Now Available!

While many of the greatest threats to peace in Azeroth are locked away in ancient vaults or perched atop soaring fortresses, others walk brazenly beneath the open sky. As self-preservation drives the wise to seek shelter from these terrors, glory awaits any brave heroes who wish to test their mettle against the most powerful foes.

Several new world bosses are now available across Zandalar and Kul Tiras.

T’zane (Nazmir)- Animated by the powerful voodoo of the nearby Necropolis, Tzane stalks the swamps of Nazmir in search of more souls to consume.

Ji’arak (Zuldazar)- This mighty pterrodax has a roost high up in the mountains of Zuldazar, where the air is too thin for most lungs to draw breath, and life struggles to take hold. Occassionally she descends upon the swamps below in search of heartier meals to bring back to her brood.

Hailstone Construct (Drustvar)- Built by the original inhabitatns of Drustvar, the Hailstone Construct was built to defend these lands from any invaders. However, years of dormancy have left it addled, and it now sees all residents as threats, vowing to destroy them all.

Azurethos, The Winged Typhoon (Kul Tiras)- Azurethos, the terror of the Kul Tiran seas, marshals the power of wind to force enemies out of its roost, cause waterspouts, and capsize ships. He has earned his reputation as one of the deadliest beasts in Kul Tiras.

Warbringer Yenajz (Stormsong Valley) – Dark whispers shroud Stormsong Valley, as rumors of eldritch creatures spread throughout the countryside and families mark their doors with runes from the local scribes. Often dismissed as exaggeration, sometimes housewives’ tales fall far short of the true horrors that lurk in the realm beyond our sight.

Dunegorger Kraulok (Vol’dun) – Revered by all trolls but the Zandalari especially, the bones of the giant reptiles of Zandalar dot the landscape. But as dark energies stir beneath the sands, sometimes that which was meant to remain dead, does not. Kraulok walks the sands once again, blinded by rage and the endless agony of his dying moments. Woe to those who find themselves in the beast’s path.

Defeating Warbringer Yenajz, T’zane, Dunegorger Kraulok, Hailstone Construct, Ji’arak, and Azurethos will reward the achievement Unbound Monstrosities.


PvP Season 1 Begins Soon!

Do you have what it takes to climb the ranks? Battle for Azeroth PvP Season 1 kicks off with new rewards and two new Arenas — Hook Point and The Mugambala.

PvP Rewards

Now, every week brings new rewards for PvP, and Conquest points are back as a measure of PvP activity. You’ll earn a specific piece of raid-quality PvP gear each week, adding up to full sets of increasing quality over the course of a season. Players who participate in rated PvP can now begin climbing the ratings to receive more-powerful rewards. Both weekly rewards and the occasional end-of-match piece of PvP gear will have higher item levels based on your rating:

PvP Tier

Rating

Unranked 0-1399
Combatant 1400-1599
Challenger 1600-1799
Rival 1800-2099
Duelist 2100-2399
Gladiator 2400+

As you earn Conquest, visit Marshal Gabriel in the Salt and Shanty Inn near the Ashvane Docks in Boralus or Xander Silberman at Mugambala in Zandalar to exchange it for new PvP items. Those are also the locations where you’ll find the new PvP weekly cache chest.

Read about rated PvP updates and rewards here and prepare to leap, blink, sneak, or charge your way into the action. Check out the Player vs. Player Leaderboards to keep track of who has what it takes to make it to the top.


Mythic Keystone Dungeon Season 1

We’ve added a new layer to Mythic Keystone dungeons with the introduction of Mythic dungeon seasons that align with the latest content and rewards. As a part of Season 1, we are introducing the use of a new seasonal affix—Infested—which will appear on level 10 or higher Keystones.

The Infested affix reflects the extent of the corruption of the blood god G’huun as it seeps out into Azeroth to infect select denizens of each dungeon. With each new season, we’ll be changing out this third affix to keep players on their toes.

Who will make it to the top of the Mythic Keystone Dungeon Leaderboards?


What are you waiting for? Get in there!

Warfronts Are Rolling In – Will You Weather the Storm?

Quote from: Blizzard

Are you ready to Battle for Stromgarde? This new Warfront is the ultimate tug-of-war over control of a key location in the war between the Horde and Alliance.

What Are Warfronts?

Warfronts represent large-scale war on the homefront as members of each faction fight for control of a location critical to the war effort between the Horde and Alliance.

Anchored in the real-time strategy (RTS) origins of Warcraft, you play the role of a lieutenant leading the charge on the ground of a massive battle. Together with 19 fellow allied players, you will create an outpost, secure resources, set up supply lines, and train troops to help push forward and assault an enemy stronghold. Unlike Warcraft III, you’ll be fighting in this conflict firsthand rather than commanding from a top-down perspective—putting you on the front lines of a large-scale, 20-player PvE experience.

Once your faction controls the Stromgarde Warfront, you’ll be able to reap the rewards: access to a variety of new outdoor content for your faction in the nearby Arathi Highlands zone.

Senior Producer Michael Bybee and Senior Game Designer Andrew Chambers sit down to give an overview of the new Warfronts feature.

How It All Begins

Arathi Highlands starts off in the hands of the Alliance, with the Horde preparing to launch their assault on Stromgarde to claim Arathi for themselves. But before they can go on the offsensive, the entire Horde faction across the entire game region (e.g. the Americas) will need to come together and provide war contributions to supply their army.

While the Horde prepares to launch their assault during their contribution phase, the Alliance will have access to a variety of new quests in Arathi Highlands—as well as a special World Boss: Doom’s Howl.

As long as your faction controls the Arathi Highlands, you’ll gain access to a new World Boss. The Alliance will need to defeat Doom’s Howl, while the Horde will need to face The Lion’s Roar—two fearsome engineering feats built to dominate the battlefield.

Once enough contributions have been supplied by Horde players in your region, the Warfront: Battle for Stromgarde unlocks, and Horde players are able to queue for the experience. This queue remains open for a set duration, allowing players enough time to complete the Warfront on a schedule that works for them. Alliance players will be able to continue questing in Arathi Highlands during this time.

After the Horde’s attack on the Warfront is complete, players can no longer queue for it, and the Horde takes control of Arathi Highlands—and all of the benefits that come with it. At this point, the Alliance begins their own resource contribution phase, and the cycle of war begins anew.

To check the status of who has control of Arathi Highlands, visit the War Table either in Boralus Harbor for the Alliance or Port of Zandalar for the Horde.

The cycle begins this week in each region with Horde players contributing war resources first. Players will need to head to Zuldazar Harbor to make their contributions, and you’ll be able to view your faction’s progress on the map. Once your faction reaches 100%, players from the Horde will be able to queue to enter the Warfront battle.

There are many ways to contribute through a variety of quests, fueled by professions including Fishing, Herbalism, Alchemy, Mining, Blacksmithing, or even just a donation of gold you have on hand. Every little bit matters as you prepare to confront the opposing faction.

In return for your efforts, you’ll gain Azerite Power and reputation with either The Honorbound or 7th Legion as a reward.

Weathering Your First Warfront

Once your faction gains the ability to enter the Warfront, you’ll need to queue by using the War Table in either Boralus Harbor for the Alliance or Port of Zandalar for the Horde, where you’ll join with 19 other players to begin the Battle for Stromgarde.

You’ll begin by gathering resources, Iron and Wood, to build out your base of operations and upgrade them. Some of the buildings you’ll be able to create include:

  • Great Hall – This mandatory “home base” is the first structure you’ll need to build before you begin pushing further into the map. It’s needed to construct other buildings.
    • Upgrades Available: Stronghold, Fortress
  • Barracks – This building will produce various troops which will follow you through the battlefield as your personal units.
  • Armory – This building will allow you to upgrade the weapons and armor of units produced in the Barracks.
  • Altar of Storms – This building bestows powerful player buffs (for a price).
  • Workshop – Here you can produce powerful siege vehicles to destroy the enemy’s gates.

As in the Warcraft RTS games, you’ll need to balance out your team strategy and focus on coordinating attacks on key points of interest throughout the map to maximize your success.

Taking Key Points of Interest

As you build up, create troops, and siege weapons, you’ll need to work your way through the map and claim various points of interest. As the aggressor, you’ll need to defeat the sitting lieutenant for that base and capture the base flag. The reverse isn’t true for your opponents, however, and if you let them get a foothold or overwhelm your newly captured location, you’ll lose it to them.

These points of interest provide interesting new challenges, access to some new troops, and sometimes some additional bonuses for your base or troops.

The Avenue to Victory

If you’re participating in the Warfront as the Horde, you’ll need to push your way through the map, shoring up your defenses, creating troops, and defeating the enemy along the way toward your ultimate goal – Stromgarde Keep.

If you’re participating in the Warfront as the Alliance, it means reestablishing yourself in Stromgarde and marching on the Horde stronghold, Ar’gorok.

It won’t be easy as you push your way through the opposing forces, batter through the gates, and confront the final boss within these strongholds—you never know who could be waiting for you.

To the Victors . . .

There are plenty of spoils to be had within the Warfront, whether you’re a collector of pets, mounts, and toys, or you’re looking to bolster your Azerite and War Resources. You’ll also be able to gain new transmog set tints to add to your collection. View more of the available rewards on Wowhead’s guide.

Unintended Character Progress

Quote from: Blizzard

Recently, many players brought an alleged exploit to our attention. These reports purported a method involving manipulating raid status in order to repeatedly gain reputation and other rewards from World Quests. We quickly investigated and found no truth to these claims. However, in the course of that investigation, we uncovered a different exploit that could have a similar effect.

The actual bug could cause characters to get into a state where they could complete World Quests repeatedly, receiving full rewards each time.

After fixing the bug, we felt it necessary to take action against a very small number of players who used it extensively to their advantage. One of our core values is ‘Play Nice; Play Fair’, and we take seriously the responsibility to maintain a level playing field for all players. No one wants to see a player use an obviously unintended shortcut to progress far beyond all other players.

You’ll find the Blizzard End User License Agreement here for reference.

Hotfixes: August 30, 2018

After not having hotfixes yesterday, today they’re back! Among them Feral druids receive their buffs and the final enocunter on Tol Dagor gets slightly nerfed on heroic/mythic.

Quote from: Blizzard

August 30, 2018

Azerite Powers

  • Fixed an issue causing Indomitable Justice (Paladin) to deal less damage than intended under some circumstances.

Classes

  • Demon Hunter
    • Fixed an issue where Demon Hunters would sometimes prematurely fall to their deaths while Gliding away from Dazar’alor.
  • Druid
    • Feral
      • Base energy regeneration increased by 10%.
      • Berserk duration increased to 20 seconds (was 15 seconds).
      • Brutal Slash energy cost reduced to 25 (was 30).
      • Feral increase to Haste secondary stat value has been reduced to 25% (was 50%).
      • Rip damage increased by 15%.
      • Swipe energy cost reduced to 35 (was 40).
      • Thrash energy cost reduced to 40 (was 45). Thrash damage reduced by 11%.

Creatures and NPCs

  • Treasure Hunters around Deadwash will no longer inadvertently flag Horde players for PvP.

Dungeons and Raids

  • Freehold
    • There is now an NPC that appears at the end of Freehold that will port a player out of the dungeon.
  • Tol Dagor
    • Overseer Korgus’s Heartstopper Venom now accrues 25% slower, and fully depletes over 2 seconds when the target is stunned by it.
  • Ulduar
    • Algalon the Observer’s damage dealing abilities now do less damage.

Items

  • Merektha’s Fang now applies Noxious Venom to targets every 1 second (was every 0.5 seconds).
  • Reinforced Hide and Folded Steel Plating now properly reduce damage taken.
  • Wormhole Generator: Argus will now be interrupted by taking damage.

Missions

  • The Amber Rallying Horn now correctly increases the success change of Missions by 10% for each accompanying troop.

Professions

  • Alchemy
    • Crafting Endless Tincture of Fractional Power and Surging Alchemist Stone will now provide an extra item when intended.
  • Enchanting
    • Coastal Surge, Siphoning, Torrent of Elements, and Gale-Force Striking weapon enchants should now properly scale down in reagent costs as recipe ranks increase.
  • Engineering
    • The Interdimensional Companion Repository should now stack up to 20.
  • Inscription
    • Contracts now correctly have a 7-day duration.

World Quests

  • Profession World Quests should no longer appear on the map for characters who do not know that Profession.
  • Tidesage Ritualists have been sagely taught their tidal ritual, and should no longer evade during “Tidal Teachings”.
  • “Beachhead” no longer causes nearby Protection Paladins to lose Last Defender.

Feral Druid Changes Coming Soon

There are more changes coming to feral druids after last week’s buffs!

Quote from: Blizzard
Feral Druid changes coming soon (this week):

  • Energy regeneration rate increased by 10%
  • Rip damage increased by 15%
  • Berserk duration increased from 15 to 20 sec
  • Brutal Slash cost reduced from 30 to 25 energy
  • Swipe cost reduced from 40 to 35 energy
  • Thrash cost reduced by from 45 to 40 energy, and damage reduced proportionally

We’re reducing the energy cost of Thrash but also proportionally reducing the damage. The goal is easier ramp-up time in AOE situations, while avoiding causing Thrash to be added to the single target rotation (since it’s close to Shred’s Energy to damage ratio), which we think wouldn’t make for a better overall rotation.

  • The spec’s hidden 50% increase to Haste secondary stat value reduced to 25%.

This helps alleviate a secondary stat scaling issue, and both the Energy and damage loss should be overcompensated for by the increase to base Energy regeneration rate plus the other changes listed. We eventually want to remove this hidden bonus entirely, but since players have already made gearing choices based on Haste being their best secondary stat, we don’t want to upset that in the short-term, so we’ll do this in two parts.
The sum of these changes is intended and expected to be a increase in Energy income, pacing, and damage in all situations.

Other issues we’ve been talking about (future patch timeline):

  • Better consolidate Energy-increasing and heavy pacing-impacting talents into the same row, and reduce the pacing impact that a single talent hasThe goal is to reduce the Energy/pacing swing between different talent builds, which allows us to bring up the bottom without letting the highest Energy/pacing talent build with endgame/late expansion gear to get near overflow range
  • Better separate Single Target talents and Multitarget Talents into their own rowsThis is slightly more of a challenge on Druid specs than most specs, due to Druids having only 4 throughput talent rows (compared to most specs having 5), but it’s a goal we have for all specs.
  • Provide better AOE talent optionsEchoing suggestions – a combo-point spender is a possible direction. There may be an additional opportunity to do something with Thrash here. It functions as an enabler, but could be doing even more for the spec.
  • BloodtalonsBloodtalons does a great job at adding complexity to the rotation, but we’re not sure the method in which it does that is right for the spec long-term. Bloodtalons asks you to frequently cast a Regrowth in exchange for its buff, which in a group/raid, means either you’re required to keep an eye on group/raid frames (which is a lot to ask) or you make a macro to mindlessly cast Regrowth on yourself (which isn’t great).
  • Remove the spec’s bonus to Haste secondary stat (currently on live 50%, soon to be 25%) entirely. Re-adjust Energy/pacing to compensate.Mentioned above, but now that Bleeds scale with Haste, it’s both no longer needed to make Haste a relevant stat for Feral, and is also contributing to expansion-wide scaling issues.
  • Remove cat form’s 40% bonus to auto-attack damage.This contributes to feedback that abilities don’t hit hard enough and have low Energy to damage conversion ratios.

Note that as we’ve mentioned before, we’re watching overall class tuning and plan to make a general tuning pass later next week.