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Patch 6.2 Raid Preview: Hellfire Citadel, 6.2 PvP Gear

Patch 6.2 Raid Preview: Hellfire Citadel

Quote from: Blizzard
Patch 6.2 Raid Preview: Hellfire Citadel

When Garrosh encouraged Grommash to begin construction of this massive stronghold at the heart of Tanaan Jungle, to serve as a staging ground for the assault of Azeroth, he even suggested the name Hellfire, pulled from a different time and a different land. He dreamed of seeing mighty orcish iron towering over an unblighted landscape, so very different from the wasteland he had known in Outland. But even as times change, so too do they stay the same.

Located within the dark heart of Tanaan Jungle, Hellfire Citadel looms over the landscape and can be seen from nearly anywhere within the area. Having braved the dangers of Highmaul and Blackrock Foundry, the heroes of Azeroth and Draenor now must assault this fel-twisted bastion—the horrors within pose an unrelenting threat to everyone on Azeroth.

In Hellfire Citadel, players will be able to earn items ranging in power from item level 675–685 in Raid Finder up to item level 735 in Mythic difficulty. You’ll also have a chance to add a new Rare quality companion, the Corrupted Nest Guardian, to your pet collection. You’ll need an item level of at least 650 to enter Raid Finder.

The Iron Bulwark (exterior area)

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Hellfire AssaultWith the aid of the mercenary Blackfuse company, the Iron Horde constructed devastating siege machinery in the shadow of Hellfire Citadel, to be used in the eventual assault upon Azeroth’s capitals. With the tanks now retrofitted to use fel energy, Siegemaster Mar’tak awaits Gul’dan’s command to begin the assault.

Designer notes: Like Spoils of Pandaria in Siege of Orgrimmar, this is a raid “boss” without a single named boss that must be defeated. Players must withstand waves of attackers, salvaging ammunition from their fallen vehicles, and using that ammunition to power the massive Hellfire Cannons that stand in the courtyard. Victory is achieved by breaching the gates of the Citadel.

Iron Reaver

The schematics for the Iron Reaver were found in the workshop of Blackfuse himself after the fall of Orgrimmar, drawing inspiration from the mighty constructs of the Legion and designed to be the nefarious goblin’s masterwork. The project was completed after his death, and represents the pinnacle of the Iron Horde’s military might.

Designer notes: We started out thinking of the traditional Outland Fel Reaver here, but the more mechanized side of the Legion is only present in an all-out invasion, and that didn’t really feel appropriate given the nature of their involvement here. So instead we went with an interpretation of the Fel Reaver that reflects the apex of the goblin-influenced siege vehicle that Garrosh brought to the Iron Horde: an evolved version of the Iron Juggernaut that once defended Orgrimmar, retrofitted to use fel power.

Pits of Mannoroth

KormrokAs ancient as Draenor itself, Kormrok once ruled Gorgrond, the creatures of the land slinking away from the giant magnaron’s destructive fury. But then the Iron Horde came, trapping the behemoth and attempting to break his will. They were entirely unsuccessful . . . that is, until the rise of Gul’dan, and the fel power that Kormrok could not resist.

Designer notes: In general, the lower floor of Hellfire Citadel reflects the Iron Horde as it was before the influence of Gul’dan, whereas the upper reaches reflect the Shadow Council and the Legion more directly. Alongside siege machinery, the massive beasts of Gorgrond were the other lynchpin of the Iron Horde’s invasion force, so it should come as little surprise that Gul’dan would seek to corrupt and empower them with fel energies.

Court of Blood

Hellfire High CouncilThousands of Iron Horde orcs accepted the blood of Mannoroth, but none grew as powerful as the three that stand before you. Dia Darkwhisper, master of void magic and an outcast of the Shadowmoon, rose quickly to power—the left hand of Gul’dan. Gurtogg, with his insatiable hunger for blood, emerged the victor in hundreds of trials by combat. He has met his match only once, fighting Blademaster Jubei’thos to a draw. Tainted with fel sickness, they serve Gul’dan as both Highguard and Council of War.

Designer notes: We couldn’t in good conscience make a fel orc raid set in Draenor without a throwback to Gurtogg Bloodboil, the brutish Black Temple boss whose signature Bloodboil ability makes a return in this encounter. Accompanying Gurtogg are champions of other allied orc clans, expressing the core of each clan’s power with a fel twist.

Kilrogg DeadeyeKilrogg Deadeye, Warlord of the Bleeding Hollow, seized control of his clan after performing a ritual to learn of his death. With this knowledge, he led his clan fearlessly on countless campaigns, marching toward the glorious end he desires. Now, with demon blood coursing through his veins, Kilrogg awaits you in Hellfire Citadel, awaiting the moment of his death—or yours.

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Designer notes: Ever since the Lords of War shorts highlighted the gory ritual that lies at the heart of the Bleeding Hollow clan’s traditions, we knew that visions of death would have to feature prominently in the encounter. It’s unclear whether these visions are immutable, or whether knowing one’s destiny gives one the power to alter it. . . .

Hellfire Antechamber

GorefiendFalling into the heart of the mausoleum Auchindoun, the Shadow Council lieutenant Teron’gor gorged upon hundreds of draenei souls, becoming a bloated abomination in the process. More than just an orc now, Teron’gor gave up his old name and has taken a new one: Gorefiend.

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Designer notes: We laid the groundwork for this encounter in Auchindoun, further reinforcing the rule that if you don’t actually see a boss die, it’s quite possible that you haven’t seen the last of them. Of course, the inverse of that rule isn’t necessarily true—Kael’thas says “hello.” In any case, Gorefiend hearkens back to encounters like C’Thun and Yogg-Saron, where players are devoured and must overcome spirits inside the stomach of the bloated monstrosity to prevent them from escaping to attack the raid.

Grommash’s Torment

Shadow-Lord IskarAfter Iskar’s efforts to resurrect Terokk and return to power ended in frustration, he was approached by Gul’dan with an offer and a promise to break the ancient curse of Sethe. No longer flightless, elevated from the shadows yet still a master of illusion and deception, Iskar’s hour of vengeance is at hand.

Designer notes: If something seemed suspicious about Shadow-Seer Iskar as you quested through the Spires of Arak, you weren’t mistaken. This was a fun encounter for the group to brainstorm, beginning with the premise of illusions and an artifact that let a single player see through those illusions, and weaving that concept through multiple abilities and interactions.

Fel Lord Zakuun

Speculated by some scholars of the Legion to be an evolved version of the common felguard, Fel Lords serve as enforcers in the direct service of Archimonde. Their cruelty is matched only by their brute force. Zakuun was set to a task that called upon both of these traits in equal measure: breaking the iron will of a stubborn and defiant orc chieftain of the Warsong Clan. . . .

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Designer notes: This Fel Lord represents a type of demon never before seen by players. We approached this encounter with the intent that it be the “Patchwerk” of the zone—that is to say, a heavy melee bruiser without companions—but of course he has a few tricks up his sleeve that will keep players on their toes.

The Felborne Breach

Xhul’horacSummoned by Gul’dan from the depths of the Twisting Nether, Xhul’horac is one of the most powerful of the Void Revenants—a race of parasitic void-beings that tear holes through the planes of reality, consuming and absorbing the energies and beings within. Gul’dan has twisted Xhul’horac by feeding him overwhelming fel energy, and using his powers to tear open the portals through which he plans to rally the forces of the Burning Legion.

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Designer notes: A lot of our boss concepts for Hellfire Citadel began by imagining what would happen if we added fel energy to different parts of the Draenor ecology. What would a fel variant of one of the void revenants we saw a glimpse of in Shadowmoon Burial Grounds look like? Xhul’horac answers that question, and the mechanics of the encounter play off the different polarities of fiery fel energy and the shadowy void, which players must manage as they fight a creature with one foot (or tendril, as the case may be) in each realm.

Halls of the Sargerei

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Socrethar the EternalThe greatest warriors of the draenei have their souls imbued into gleaming constructs serving as eternal Vigilants in defense of their people. Originally a member of the Council of Exarchs before his descent into darkness, Socrethar has perverted this holiest of rituals, and used a warped fel construct to preserve his soul after his defeat in Talador.

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Designer note: Another familiar name, Socrethar represents one of the leaders of the Sargerei with whom players contended in Talador. His soul is ensconced in a construct, a twisted version of the first boss of Auchindoun, giving us a chance to play with a boss design idea that we haven’t really seen since Razorgore all the way back in Blackwing Lair: What if you let the player control a raid boss and use all its abilities for a period of time?

Tyrant Velhari

When Gul’dan brought his gift to the Sargerei, Velhari had already made her ambitions clear and risen through the ranks with brutal ferocity. Known to her enemies as the Tyrant, Velhari was one of the first to accept the fel touch, further enhancing her combat prowess. Velhari now bears a mockery of the holy symbol of the Naaru, signifying her conviction to the new order.

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Designer note: The concept for this boss began with a simple idea: anti-paladin, or “dark vindicator.” What would a corrupted version of a draenei vindicator fight like? Many of Velhari’s abilities are a play on core Paladin mechanics such as (Un)holy Power builders and spenders, auras, and Guardians of Ancient Kings, with each of the three phases having a theme that parallels one of the Paladin class specializations.

Destructor’s Rise

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Mannoroth

Bloodthirsty and brutal, Mannoroth was Archimonde’s most feared enforcer, until he was felled by a mighty blow from Grommash’s blade. Even in death, his blood was used by Gul’dan to fuel a dark bargain with the Iron Horde and their allies. Gul’dan and his minions now seek to reanimate the shattered remains of Mannoroth so that he may continue to serve the Legion.

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Designer note: Taking place atop the Citadel, looking out over the corrupted expanse of Tanaan Jungle below, this encounter features a parallel and opposing ebb and flow: initially, fel spires act as conduits for minions of the Legion, but as they are destroyed, Mannoroth gains more and more power as he is more fully reconstituted. The battle begins against a set of channelers and their minions as Mannoroth is nothing more than a heap of bones on the ground, and concludes with a final battle against the fully empowered Mannoroth.

The Black Gate

Archimonde

One of the original eredar who betrayed the draenei of Argus to take his place as the sinister hand of the dark titan Sargeras, Archimonde the Defiler commands the military might of the Burning Legion. He arrives in Draenor, reaching across space and time, to ensure that the invasion of Azeroth proceeds as planned, and that Gul’dan does not fail his Legion masters.

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Designer note: We planted some seeds that this confrontation might be coming in the level-up quest experience. In the original timeline, Kil’jaeden was the broker behind Gul’dan’s dark deal with the Horde, but here—thanks to Garrosh’s interference—he failed, and so Archimonde was entrusted with the task of finishing the job. There are a couple of nods to the old Battle of Mount Hyjal encounter (Doomfire was mandatory), but Archimonde has learned a number of nasty new tricks since then. Although you have the greatest heroes of Azeroth and Draenor standing beside you in this battle, even they cannot aid you within the Twisting Nether itself. . . .

Now that you’ve seen the faces of the enemy, we hope you’ll be ready when it’s time to crash the gates of this fel fortress. The fate of Azeroth depends on it.

6.2 PvP Gear

Quote from: Blizzard
Since we started testing the new patch on the public test realm, we’ve taken a lot of time to read a great deal of your feedback on PvP, with a lot of focus on how Versatility items are being handled in Patch 6.2. We want to make sure we’re making our intentions clear regarding Champion’s Strongboxes.

First, it’s important to consider what isn’t changing in the next season. Like any other season, players will be able to acquire a full set of Wild Gladiator gear, including their weapons, by doing nothing more than competing in the Arena and then going to the gear vendor. Play Arenas steadily, and you’ll earn a full set of gear at the maximum ilevel possible for PvP. This ensures that a player can be competitive at the highest levels without ever worrying about Champion’s Strongboxes.

At the same time, when a player wants to pursue a very specific set of gear, we want Patch 6.2 to have some new avenues to do so.

We’re making some items obtainable exclusively from Champion’s Strongboxes, and there are two ways to get them. The first way you can earn a Champion’s Strongbox is by winning 3 rated battlegrounds in a week. Before Patch 6.2, you had a chance to win an item for each of your first 3 wins, but in Patch 6.2 you’re guaranteed to get an item after your third win each week. You can also earn an additional Champion’s Strongbox each week by completing the weekly quest Ashran Dominance.

We’ve heard loud and clear that some players take issue with the fact that Champion’s Strongboxes are only available from Rated Battlegrounds and Ashran. We feel that the unique nature of the reward lends itself well to being obtained via PvP content that is exclusive to an expansion, as Ashran is for Warlords of Draenor. We also like it when a reward like this requires a higher degree of player organization, like Rated Battlegrounds do.

As always, our goal is to make it possible for players to acquire the gear they need to compete and enjoy PvP in WoW, while bringing some variety to the acquisition process. Overall, players will be receiving more gear next season than ever before.

We appreciate your feedback on PvP, and look forward to seeing you out there.

Live Q&A Date Changed

Quote from: Blizzard
The Q&A is being moved to Saturday, June 13, at 2:00 PM Pacific time (5:00 PM Eastern, 11:00 PM Central Europe), and I’ve updated the original post with the new schedule. The window of time to submit questions will be extended as well.Look forward to seeing you then!

Original post:

Quote from: Blizzard
This Saturday, I’ll be joining World of Warcraft Lead Game Designer Ion Hazzikostas to answer your questions live on Twitch.TV! With Patch 6.2 rapidly approaching, we wanted to take the opportunity to not only answer any questions the community has regarding the new content and features in the patch, but also take a look back at the challenges we’ve faced (and the lessons we’ve learned) when developing the Warlords of Draenor expansion and Patch 6.1.

When: Saturday, June 13, 2:00 PM to 3:00 PM Pacific time (see this handy tool to find when that is in your local time!)
Where: The World of Warcraft channel on Twitch.TV/WoW

There are two ways to submit questions. If you’re using Twitter, simply tweet your question using the hashtag #WarlordsQA. You can also ask it as a reply to this forum thread; however, as we’d like to get to as many questions as possible, we will only consider questions using 40 words or less. Make them count! In order to be considered, your question must be submitted before 12:01 AM Pacific time on Saturday, June 13.

See you there!

6.2 PTR Timewalker Dungeons Preview – The Shattered Halls

Since the last time we looked at Timewalker dungeons, the health of the mobs has been increased but the damage they do still seems low. The timewalker dungeons are now inactive, but once they open for testing we’ll check them out again to see if the difficulty has been tuned more.

What are Timewalker dungeons?

One of the features coming in patch 6.2 is the Timewalker event. It’s one of 7 possible weekend events. One is for The Burning Crusade, and one is for Wrath of the Lich King. During the event there is a quest you can do to get 1 extra raid loot bonus roll coin that does not count towards the 3 per week cap. To get this you will have to do 5 random Timewalker dungeons. You can pick up this quest in your garrison.

Other than the quest the bosses also drop timewalker items that look like their original TBC/WotLK counterparts. These have the “timewarped” tag. At level 100 these have an item level of 660. If you do the timewalker dungeons as a level 90, these will have a 463 item level. You’ll be able to do timewalker dungeons if your level is atleast as high as the original dungeon’s requirement. This means level 70 for TBC timewalking and level 80 for WotLK timewalking. The item level of the loot will adjust to your level when it drops.

Design Corner: Time-Lost Halls of Karazhan Part 1

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, they are my own ideas. As great as it would be for it to be, it will never actually be ingame content.

It’s been a while since the last Design Corner article, but I have finally had the time to flesh out one of the bigger ideas I have had. In the next 3 articles I’ll be designing my very own raid instance, including lore and art (boss art done Drakopoulos Designs).

Keep in mind that this is NOT actual content planned by blizzard, even though I would very much like it to be. It’s no secret that I would one day like to be designing games myself (perhaps at Blizzard? 😉 ), and I hope you’ll enjoy this what if scenario! So without any further adieu, welcome to WoW Weekly Design Corner: Time-Lost Halls of Karazhan!

There are a lot of different elements to the general instance and the first raid wing on it’s own, so to not make this a kilometer long article, the design has been put into different tabs: Lore of the zone, ingame narrative and of course each of the 3 bosses in the first wing!

Zone Lore

time-lost gladeDue to the shenanigans (yes that’s right, shenanigans) of Kairoz, the Time-Lost Glade has become quite unstable. Strange spirits have been reported around the Glade and have started invading multiple zones within Draenor. In a time when the Horde and Alliance are taking out threats in an alternate world, the cause of their passage to the savage lands themselves is now threatening to overwhelm Draenor. It is up to the Alliance and Horde to right the wrongs of Kairoz and investigate the new portal that has opened up.

Patch x.x will open up the portal to the Time-Lost Halls of Karazhan. As Prince Malchezaar forewarned, all realities, all dimensions were open to him. Could his possession of Gorehowl back during The Burning Crusade have already foreshadowed that he knew of this alternate Draenor we would be visiting? Could the gorehowl he had, be from Garrosh himself? What reality will be awaiting the brave, foolish souls that step into the portal?

Ingame Narrative

Before heading into the raid instance, players will learn about what is going on through a quest chain. The spirits wrecking havoc on Draenor are those that escaped the TLHoK, as a throwback to the original Karazhan they will have the same simple model. They learn that the portal that has opened up goes to an alternate Karazhan which has been distorted and corrupted by the disturbed timeways. Not only is it an entirely different version of Karazhan, where even the structure is different, it’s inhabitants of the past, present and future that are/were/will be dead might not be dead anymore/yet.

Khadgar himself, who wields Atiesh, feels a strong sense of urgency to clean up whatever is lurking in the TLHoK to prevent it causing any more chaos in this already troubled world. So Commander, it is up to you to help out this possible new guardian and find out what has been causing all this trouble.

These circumstances would also allow for a great way to introduce in-world invasions (like the rifts from Rift)

The Raid Instance

The Time-Lost Halls of Karazhan will consist of 3 wings.

  • The Courtyard (3 bosses)
  • The Time-Lost Halls (3 bosses)
  • The Tower of Karazhan (Final boss)

Originally the instance was going to consist of 5 wings and 15 bosses. But due to the size of the project it had to be cut down to 7. While now the courtyard leads straight into the time-lost halls, originally the courtyard would lead into the basement, revealing that the courtyard was magically set up to look like it was outside, but was in fact inside.

We were also going to have custom art for each of the raid bosses, but due to real life circumstances, only 1 raid boss was done before the artist had other obligations to tend to. To balance this I have made custom dungeon journal entries for each of the bosses.

Celeus, the Ethereal Hound

Celeus, the Ethereal Hound

Beasts(1)

Celeus is a 3 headed guard dog who has eaten 3 fel infused beats from draenor. These unlucky beasts went through the portal and were greeted by Celeus. Due to them being fel infused, it had some side effects on Celeus and players will have to face each of them when battling Celeus.

Encounter description and development notes:

      1. Boss has eaten the 3 beasts and takes on their powers in a rotation of 45 seconds per animal and uses their abilities
      2. Khadgar emote: “Fel energies? Here? Is Gul’dan lurking around?”
      3. Aspect of the Elekk
        1. Enrages after 30 seconds to run around in a mad stampede for 15 seconds, becoming untankable
        2. Shout of Anguish – Frontal cone dealing x amount of fel damage and increasing damage taken by next shout of anguish by 200% (stacks)
      4. Aspect of the Wolf
        1. Ravaged Armor Debuff, increases damage taken by 15% per stack
        2. Howl of the cursed den mother – summons fel wolf cubs
          1. Fel wolf cub: Have aggro table, deal x amount of auto attack damage
        3. Tear Weapon – steal the weapon from your target, disarming them for 5 seconds
      5. Aspect of the Clefthoof
        1. Fel Infused Stomp, damaged the entire raid for X damage per second for 5 seconds
        2. Infected bite – deals 300k damage, damage is reduced in half if active mitigation is used
      6. Encounter Design Goals:
        1. Introduce tank swapping (debuffs)
        2. Introduce adds that dps have to switch to, and tanks picking them up
        3. Introduce raid healing with coordinating CDs
        4. Introduce dodging things like charges
        5. Introduce using active mitigation

Celeus Dungeon Journal Entry

I originally designed this encounter before Blackrock Foundry had even released and I had no knowledge of the Beastlord encounter. Because of this there are similarities, but as all abilities will continue to persist in a cycle I felt it was different enough. Also it feels like a good encounter to be the first one in an instance. So that even those without raid experience can get their first taste of dealing with different elements in raiding.

This encounter is missing mythic changes. The mythic change would likely be that instead of 1 of the 3 aspects active at a time, the raid would have to deal with 2 at the same time.

Ethereal Demons

Ethereal Demons

As you’ll notice the instance has a heavy magic theme and you’ll see it in these 2 Ethereal Demons right away. They have been twisted by their master and are now attuned to all forms of magic. To not be overwhelmed by one school of magic, players will have to use traps that spawn to temporarily encase that school of magic.

On mythic difficulty the players will have to empower the traps to not only encase the demonic magic, but harm the demon as well in the process.

Which demon model they would use is uncertain, however they will be ethereal like the spirit beasts. As their magic school changes, so will the color of the demon.

Encounter description and development notes:

      1. The demons deal auto attack damage in their school.
      2. Each 5 seconds they will pulse an aoe with damage of that school, and each time the damage increases
      3. The raid triggers a change in school by letting the hounds walk over a trap infused with the school of magic opposite to the hound’s magic
        1. If fire, trap in frost
        2. If Frost, trap in fire
        3. If Shadow, trap in arcane
        4. If Arcane, Trap in Shadow
        5. If Fel, trap in Holy (Mythic only)
        6. When they get trapped they get a stacking buff increasing their damage done by 5%
        7. When a trap gets used it’ll take 45 seconds before the next one spawns.
        8. Mythic Only: The traps have to be empowered by attacks of the school of magic. The more damage the trap has taken (for example from shadow damage), the more damage it will do to the hound.
      4. Other than their pulsing AoE they will cast a bolt spell of the school they’re in which can be interrupted.
      5. One more special ability/debuff depending on the school of magic:
        1. Fire: Lasts 10 seconds, puts fire under the player every second
        2. Frost: Puts the player in a frost prison that has to be dispelled
        3. Shadow: Entire raid takes extra ticks of damage for 10 seconds
        4. Arcane: After 8 seconds the player explodes, rooting anyone within a 15 yard range for 5 seconds.
        5. Fel: Stacking nondispellable debuff that increase magic damage taken by 2%.
      6. Encounter Design Goals:
        1. Introduce interacting with the environment (traps)
        2. Introduce Moving debuffs out of the raid
        3. Introduce soft enrage mechanics
        4. Make players choose when the damage is getting too high and should be reset
Ethereal Demons Dungeon Journal Entry
Read left to right, top to bottom

With Agitation (spelling mistake in the journal entry) being in play, there will be a soft enrage active to make certain that eventually players will either overcome or fall to the demons.

Prince Malchezaar, Traveler of Dimensions

Prince Malchezaar, Traveler of Dimensions

Malchezaar is back and this time he has a little more up his sleeve instead of 2 random axes. He’s been collecting artifacts in different dimensions and isn’t afraid to show it. The encounter has both old and new elements to it and it should make for an interesting fight.

Encounter description and development notes:

      1. The fight starts with 2 infernals blocking the door, flames will then surround the raid to determine the encounter environment
      2. After the infernals die a demon gate opens up and Prince Malchezaar steps through
      3. Emote: “What are you doing in this dimension?!”
      4. Instead of his old axes that attack random people, artifact weapons he’s collected and players have encountered over the years:
        1. Gorehowl
          1. Physical auto attack damage
        2. Arathar the Eye of Flame
          1. Fire auto attack damage
          2. leaves a stacking dot, dispellable
        3. Thunderfury
          1. Nature auto attack damage
          2. Can proc windfury
          3. Mythic: Can proc “super windfury”
        4. (Echo of) Atiesh
          1. Arcane bolts “auto attack damage”
          2. Mythic: Increases magic damage taken by 10% per stack when hit by arcane bolt
      5. Stacking debuff on the tank: Increases all shadow damage taken by 15%. Deals 25,000 shadow damage every 2 seconds. Lasts for 30 seconds.
      6. Amplify Damage returns, debuff on all players increasing all damage taken by 100% for 8 seconds.
      7. Of course the infernals will be dropping from the sky again
        1. These will drop on players specifically, making players run around as a group. Disappears after 2 minutes.
        2. Mythic: After 2 minutes these become active adds, pulse aoe damage within a 20 yard range and have an aggro table
      8. but also summons felhunters as adds
        1. that can silence (done after 1 minute on a random caster/healer if still not dead),
        2. dispel buffs and
        3. leave a shadow dot on players.
        4. Emote on summon: “I see you defeated my ethereal hound, there’s more where that came from!”
      9. At 30% 2 alternate versions of malchezaar join the fight
        1. Emote “All realities, all dimensions are open to me!”
        2. A small one, as big as a human
          1. Casts shadowbolt volley, interruptible
          2. Mythic: Life drain for 5% of health per second for 10 seconds, converts into +1% health / second for add
        3. One half his size that’s quite fat
          1. Heavy melee hitter
          2. Mythic: Moving him will cause an earthquake dealing aoe damage
        4. All other mechanics still apply
      10. Encounter Design Goals:
        1. Introduce players to a changing layout
        2. Let players continue practicing other things such as interrupting, add switching and dispelling
        3. Let players prioritize targets and feel the consequences of not doing so
Prince Malchezaar - Traveler of Dimensions Dungeon Journal Entry
Read left to right, top to bottom

On mythic it should get really interesting as players will not only have to deal with the aura from infernals that become active after 2 minutes, but they will not want to move Malchezaar the Heavy around too much.


 

Concluding Remarks

No testing can, of course, be done for each of the encounters so damage and timer numbers are technically placeholders. As such they are not properly tuned, but do give an idea how ability damage compares to other abilities.

The next wing is still in early development, I’m hoping to be able to release it within a month but we shall have to see! In the meantime I am very curious as to what you think of the zone and encounter ideas. Do they seem appealing? Are there too many abilities or too few? Are there any adjustments you’d make to what you’ve seen so far.

Podcast Episode 62, Patch 6.2 Preview – Ashran Updates, Live Q&A Saturday, June 6 w/ Ion Hazzikostas!,

Podcast Episode 62 Patch 6.2 PTR Experiences

The podcast is back this week and in it we talked about everything major within WoW that’s happened within the last month. The main topics are the subscriber drops, no flying in the forseeable future and the content coming in patch 6.2 and our experiences on the PTR so far.

Patch 6.2 Preview – Ashran Updates

Quote from: Blizzard
Patch 6.2 Preview – Ashran Updates

In Patch 6.2, Warlords of Draenor’s PvP zone Ashran is getting some new quests and an eerie new area to explore. Here’s a rundown of what you’ll encounter on the glorious battlefield between Warspear and Stormshield.

Warning: Here be spoilers!

New Quests

Faction bosses and events will no longer reward Conquest points after Patch 6.2, but will continue to reward Honor points and strongboxes. To fill your pockets with lots of Conquest points going forward, you’ll want to pick up and complete these new quests:

  • Slay Them All! – A weekly quest to rack up 200 honor kills for a reward of 200 Conquest points.
  • Ashran Dominance – Rewards 500 Conquest points when you kill the enemy faction boss and win five events—also weekly.
  • Continue the Domination – A repeatable quest that unlocks after Ashran Dominance is completed. Rewards 500 Conquest points when you kill the enemy faction boss and win five events.

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This is new. What could be going on in here?

Meanwhile, Belloc Brightblade and Harrison Jones have followed the siren-like call of a new artifact being unearthed in Ashran. They each offer a quest leading you to fight your way into a new section of the zone. . . .

A New Area

The Ashran Excavation has been revealed, and its unearthly inhabitants are none too pleased about the presence of you and other visitors.

Once you enter the Ashran Excavation, you’ll find yourself inside a very large underground area. Similar to other parts of Ashran, a competitive event is randomly triggered in the area. When the event begins, your goal is to collect Apexis Marks of Redemption by taking down the Arakkoa ghosts that haunt the depths.

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Later on, you can tell all the ghost stories you want.

Somewhere in this underground labyrinth, you’ll find a ghost named Rukmaz—one of the few entities here who doesn’t want to kill you on sight. He’s a collector of Marks of Redemption, and he’s waiting to award victory over the Ashran Excavation to whichever faction turns in 50 Marks first.

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Rukmaz doesn’t like being called “the friendly ghost”.

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There’s a lot going on in Ashran, and if you haven’t fully explored Draenor’s sprawling PvP zone yet, you might want to check out Wowhead’s Ashran Reputations Guide and their Comprehensive Ashran Guide by HelloKitty.  Enemy players are in there right now, just waiting for you to kill them.

Want to get a first look at the next patch for yourself? Join us on the Patch 6.2 Public Test Realm, and share your thoughts and opinions on everything coming to World of Warcraft in our PTR General Discussion forum. If you find a bug while testing, let us know about it in our PTR Bug Report forum.

Live Q&A Saturday, June 6 w/ Ion Hazzikostas!

Quote from: Blizzard
This Saturday, I’ll be joining World of Warcraft Lead Game Designer Ion Hazzikostas to answer your questions live on Twitch.TV! With Patch 6.2 rapidly approaching, we wanted to take the opportunity to not only answer any questions the community has regarding the new content and features in the patch, but also take a look back at the challenges we’ve faced (and the lessons we’ve learned) when developing the Warlords of Draenor expansion and Patch 6.1.

When: Saturday, June 6, 3:00 PM to 4:00 PM Pacific time (Sunday, June 7, 12:00 AM to 1:00 AM CEST). See this handy tool to find when that is in your local time!
Where: The World of Warcraft channel on Twitch.TV/WoW

There are two ways to submit questions. If you’re using Twitter, simply tweet your question using the hashtag #WarlordsQA. You can also ask it as a reply to this forum thread; however, as we’d like to get to as many questions as possible, we will only consider questions using 40 words or less. Make them count! In order to be considered, your question must be submitted before 12:01 AM Pacific time on Saturday, June 6.

See you there!

Upcoming Live Q&A with Ion Hazzikostas

Quote from: Blizzard
On Saturday, June 6th, at 2:00 PM Pacific time, I’ll be sitting down with Lead Game Designer Ion “Watcher” Hazzikostas to answer your questions about Warlords of Draenor — including the upcoming 6.2 Content Patch, as well as lessons we’ve learned throughout Warlords of Draenor’s development.

We’ll be sharing more information, including how to submit your questions, in a full announcement on Monday, but wanted to give the community as much advance notice as possible regarding the date and time of this upcoming Q&A. We’ll see you there!

6.2 PTR Mythic Dungeons Preview – Auchindoun and Bloodmaul Slagmines

We went onto the PTR again on Tuesday night (which we livestreamed) to check out the Mythic dungeons. Currently on the PTR your item level gets reduced to an average of 660, to test the difficulty of the mythic dungeons. We found that beside a few abilities that could nearly 1 shot (which need to be interrupted), the dungeons were not that hard on mythic difficulty.

What are Mythic dungeons?

Mythic Warforged ItemOne of the features coming in patch 6.2 is the Mythic dungeon difficulty. Each of the 8 Warlords of Draenor dungeons will have this difficulty. On this difficulty the bosses will drop ilvl 685 gear and they have a chance to upgrade to ilvl 700 gear. Mythic dungeons have a weekly loot lockout. This means that you can do the mythic dungeons as many times as you want, but you’ll only be eligible for loot on your first kills within the mythic dungeons every week.

There is also a weekend event to go along with this difficulty. During the Draenor dungeon weekend event you’ll be able to pick up a quest that will reward you with a heroic Hellfire Citadel cache. It will require you to do 4 mythic dungeons.

Mythic dungeons will work a lot like Challenge Modes when it comes to starting the dungeons. You will have to get together your own group as there is no random mythic dungeon queue. You can of course use the LFG tool to find a team though, as the mythic dungeons are cross realm enabled. Once you have your group together you will need to physically walk to the entrance of the dungeon and zone in. Don’t forget to put dungeon difficulty on mythic before you do so!

Mythic Item