In Warlords of Draenor there are many rares in each zone, a lot of them are to kill while leveling to diversify the leveling experience. It’s a combined and improved version of leveling and the timeless isle. To help you keep track of them all we’ve compiled a list of all the rares we’ve been able to find. Remember WoD is still in beta, anything can change. If we missed any feel free to leave a comment with the location and name of the rare mob or event. Click on the map for a full size version.
Number
Rare Name
Image
Comments
1
Stomper Kreego
2
Sulfurious
3
Gelgor of the Blue Flame
4
Rolkor
5
Char the Burning
6
Sylldross
7
Hyve Queen Skrikka
8
Bashiok
9
Riptar
10
Sunclaw
Use the ropes to climb to the top. Or fly to the top with the Lumber Mill outpost Shredder ability.
In our latest Warlords of Draenor zone preview, we turn our gaze upward to the beautiful Spires of Arak. Here, the winged arakkoa plot atop their high perches, well out of the reach of the brutal Shattered Hand orcs and the cursed wingless outcasts below.
Located in the southernmost part of Draenor, the Spires of Arak is a zone of soaring heights and shadow-drenched crags—but as with much of the planet, the beauty of this place hides something sinister. Game Designer Don Adams and Associate Quest Designer Johnny Cash fill us in on what to expect.
What awaits players among the Spires of Arak?
Don Adams: First of all, we love the arakkoa, and we knew players would be excited to see them again. The Spires of Arak is their home territory, so it felt like the right place to really dive in and explore their culture. We already teased the flying arakkoa at BlizzCon, but players might be surprised to find the familiar cursed arakkoa from The Burning Crusade there too, only with a fancy new model. We felt it was important to portray both sides of the arakkoa, and their duality gave us some interesting themes to draw on throughout the zone.
In The Burning Crusade, the arakkoa of Skettis had pretty much fallen entirely into evil, but in Warlords of Draenor we see them at a crossroads. They’re outcasts, hated and oppressed by the flying arakkoa who are torching their villages with an enormous beam weapon fixed atop Skyreach. To make matters worse, the Shattered Hand orcs have begun expanding into the region, killing anyone in their path. These arakkoa outcasts are caught between several enemies, and they really have nobody on their side before you show up.
Over the course of the zone, you’re helping this shady resistance group of cursed arakkoa to make their final stand. You’re learning about the curse they bear, the ancient gods of their land, and the very real threat posed by the Adherents of Rukhmar, the ruling caste of zealous arakkoa in Skyreach. Your adventure leads to two climactic events in the zone: one involving the plight of the outcasts against the flying arakkoa, and another focusing on the Shattered Hand fortress of Bladefist Hold.
What’s the zone’s ambience like?
Don Adams: You first enter the zone through a mountain pass that shows off some of the harsher elements of the landscape. Boulders are suspended overhead by huge thorny vines reaching out from the mountainside. As you progress down the path, arakkoa refugees push past you in a mass exodus from Skettis. You reach a dramatic vista to see Skyreach looming high above a forest canopy stretching out into the horizon.
Skyreach and its satellite spires maintain an imposing presence throughout the entire zone. You can look up and see them from pretty much anywhere—a constant reminder of the threat looming overhead.
Overall, the vibe in the zone is dire and dark, with hints of light scattered throughout. You are helping these underdogs, and they’re extremely shady and creepy, but you can sense some potential within them. Hopefully players will connect with the cursed arakkoa and forgive them for the whole “monstrous kaliri” thing back in Terokkar.
What are some of your favorite locations in the zone?
Don Adams: You can get a great sense of the look and feel of the Spires of Arak from the Artcraft post detailing the zone’s level design and environment art. The forested regions are dark and mysterious, while the sun-bathed coastal plains are blanketed in brilliant wildflowers. There are contrasting visuals throughout the zone, and yet somehow it all feels tied together.
One of my favorite areas has to be Skettis, with its narrow alleys that evoke the feeling of a bustling bazaar; the wild, uprooted terrain; and precarious walls. We wanted to show that a landslide had swept through the city, and you can actually follow the wash all the way down the mountain to find more ruined pieces settled in the ponds below. Skettis is such a great intro to the zone, offering a straight-on view of the glorious Skyreach from the dilapidated slums full of squatting outcasts.
I also absolutely fell in love with the Howling Crag, which is a bonus objective area on the northeastern side of the zone. The canyons, caves, and land bridges crisscrossing through the area create this very cool vertical element with several tiers of gameplay space. The place really feels hidden, and since we don’t explicitly send you there for quests, you get to discover and explore it on your own.
One last area I’d like to call out is Veil Akraz, one of the outcast villages blasted by the Skyreach beam weapon. It’s such a great display of the destructive power in the hands—talons?—of the Adherents of Rukhmar. You really get the sense that this was an idyllic little outcast village, and now it’s an inferno with a scar of glassed earth running through the center.
What outposts will players be able to build in the Spires of Arak, and how do they impact the Garrison?
Johnny Cash: Alliance commanders, your Garrison forces have established Southport on the western coast as your home away from home in the Spires of Arak. Horde, your forces have erected Axefall not far inland. Heroes of both factions, you’ll quickly find that your outpost is struggling to survive.
As you quest through the Spires of Arak, you’ll be presented with the choice to construct an Inn to help you house more soldiers and supplies or a Trading Post to establish trade agreements with friendly locals. Which building you choose to construct also leads to a unique quest line.
Based on your choice, you’ll receive a powerful ability usable within the Spires of Arak. The Inn lets you hearth to your outpost on a very short cooldown and also gives you the ability to gain rested experience anywhere in the zone. The Trading Post grants you the ability to call in a smuggling run, which lets you purchase rare and powerful goods unavailable elsewhere—you’ll find these very helpful as you battle the Adherents of Rukhmar and the Shattered Hand.
To the south of your outpost, Rivett Clutchpop has set off with the Steamwheedle Draenor Expedition on a daring drilling venture. However, something has gone terribly wrong, and you’re the only one who can help. After rescuing Rivett and his crew, you’ll receive blueprints to construct a Salvage Yard at your Garrison. Your Salvage Yard will offer you a daily selection of, well, salvage. Sometimes you’ll get vendor fodder, but there’s always a chance your hardworking salvage crew will find something truly tantalizing.
The zone has a little something for everyone, and there are tons of other surprises waiting as you brave its formidable terrain.
On Thursday, August 7, and Friday, August 8, we will continue Warlords raid testing. As always given the nature of beta, it is quite possible that there will be technical or gameplay issues that disrupt the testing. Thank you in advance for your patience and understanding.
Note that this test in particular may end up being canceled. We’re hoping to push a new build tonight. If that doesn’t happen due to technical reasons, I’ll post to reschedule the test.
Remember that Heroic difficulty scales for any group size between 10 and 30 players, so feel free to assemble and bring a group of any size within that range. Our general plan is to test every encounter on Heroic difficulty first, and then test sections of the raid on Normal and Raid Finder, alongside targeted Mythic tests.
Each encounter should be available at approximately the listed times below on all Beta servers.
As always, this testing schedule is very fluid and subject to the realities of a beta environment. We might have to change the time of a testing session, change the boss being tested, or cancel a test entirely, due to bugs, fire, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
Important Testing Notes
Q: How do I get into the raid zone?
A: In Stormwind, Orgrimmar, Dalaran, Shattrath, the two Vale Shrines, and your garrison, you may speak to Nexus-Lord Donjon Rade in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.) Note that new teleport NPC locations have been added to other expansions’ capital cities, as well as near the zone portals in Stormwind and Orgrimmar.
Q: What character should I use to test the raid?
A: Whichever you prefer. We will be scaling players’ effective level to 100 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.
Q: How long does testing last?
A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we’re satisfied that we’ve received that information for a given boss, we’ll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.
In Warlords of Draenor you can recruit followers for your garrison each zone. You’ll come across a lot during questing, but the zones are so big you might miss them. As we discover the rarer followers we’ll add them to the list as well. To help you keep track of them all we’ve compiled a list of all the rares we’ve been able to find. Remember WoD is still in beta, anything can change. If we missed any feel free to leave a comment with the location and name of the rare mob or event. Click on the map for a full size version.
Number
Follower Name
Image
Comments
1
Roona
2
Shelly Hamby
An eventual quest chain that starts in your garrison will lead to this follower.
The Q2 2014 earnings call took place yesterday and it was announced that WoW is down to 6.8 million subscribers. Although it’s a loss of 800k subscribers keep in mind that 6.8M is still a big number. The lack of new content has doubtfully had a great influence on the subscriber numbers.
In other news, last night CM Lore responded to some of the concerns about a lot of information being shared on twitter and not being posted through other official news channels.
This thread has been a very interesting read so far. I’ve really appreciated the discussion, especially since we’ve been having very similar discussions internally lately, particularly regarding Twitter. Let me shine some light on our thinking to hopefully help you guys understand where we’re coming from:
First off, we’ve definitely made some serious missteps over the past couple of months. Bladespire and Karabor should have been communicated in a clearer and more complete form than Twitter can really allow, as an obvious example. We’re sorry about that, and are doing our best to learn from our mistakes and avoid making them again in the future.
When used properly, however, we think Twitter’s a great platform. It offers developers the ability to respond quickly to simple questions without tearing them away from more involved tasks. It allows community managers to communicate and interact with the community on a much more personal level. As we’ve been embracing Twitter more closely, we’re learning where the line is on “good interaction” vs “bad way to share information.”
I also found some of the comments about transparency interesting. One issue we face constantly is “when is a good time to let players know?” The answer is a lot trickier than it might seem. If we tell everyone about every change we make the minute we decide to make it, many of those changes will never make it past the concept stage, and we create a whole lot of stress for players (let alone ourselves). Furthermore, it can be difficult to understand why a change needs to be made before all of the related pieces are in place.
On the other hand, if we don’t share changes until they’re complete, we miss out on the opportunity to hear concerns from players, and use that feedback to create a better end product. Neither extreme is a good answer, so it’s a matter of finding the right spot in the vast grey area between the two.
I realize I’ve just used a lot of words and didn’t really say much, so I’ll finish up with a couple bullet points:
We think Twitter is a good platform for some things, but recognize that it’s not working well for others.
We recognize that many of you would like to see us participating more actively on the forums. It’s not as simple as “post instead of tweet”, but we’ll do our best.
As someone mentioned earlier in the thread, fansites such as Wowhead do a great job of consolidating and organizing tweets if you’d prefer a “news roundup” format.
I’d also like to see more general design commentaries like the post on dps warriors earlier in the alpha/beta process.
Agreed, and more are coming. The dev team is just crunching pretty hard right now to get the expansion ready to go, which doesn’t leave a lot of extra time for commentary. Once they’re to a point where they can come up for air, we’ll work on getting some more design insight blogs together.
As far as it not being as simple as “post instead of tweet”, why is that? Does it really take you longer to bring up the forums and type the same thing you’d put on twitter into the forums instead?
Yes, actually. Reading a tweet takes less than a second, and replying to it often doesn’t take much more time than that. A designer with a pile of tasks to get through for the day can easily sneak a glance at Twitter here and there, while waiting for a zone to load or some code to compile or what have you.
Reading a forum post, however, can be a much more involved task, especially if the discussion takes off. Quite often, designers (or community managers), upon noticing a particularly interesting thread, will make a note to come back to it later when they have time to give it their full attention. In fact, I’ve actually had to step away from my desk 3 or 4 times just in the course of writing this response.
That’s not really an excuse for us to not spend time talking with players on the forums, I’m just explaining why it’s not as simple as “use the forums instead of Twitter”, especially for a designer hard at work on the expansion. They’re just very different mediums, each with their own advantages and disadvantages.
Blizzard also released a trailer for Stitches in Heroes of the Storm.