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Garrison Building Perk Changes 8/8/2014

garrisons pic
This morning’s patch has, once again, brought some changes to some of the building perks for the garrisons. Here’s an overview of the changes:

Building Removed Effect Added Effect
Profession Buildings Level 2 Rewording Allows followers with the profession trait to work here, granting a unique bonus.
Inn Level 1 Recruit random followers every week Each day a visitor offering a quest will spend the day at your inn. These can be dungeon, world or raid quests.
Inn Level 2 You get to choose the traits for recruited weekly followers. Recruit random followers every week
Barracks Level 2 Raises follower limit cap by 5 Allows a follower with the bodyguard trait to accompany you as a guardian in Draenor zones.
Barracks Level 3 Allows a follower with the bodyguard trait to accompany you as a guardian in Draenor zones. Raises follower limit cap by 5

Gorgrond Rare Locations Guide

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  photo GorgrondRare1_zps9249d727.jpg
2 Sulfurious  photo GorgrondRare2_zps285fa4cb.jpg
3 Gelgor of the Blue Flame  photo GorgrondRare3_zpsd6bf8cb2.jpg
4 Rolkor  photo GorgrondRare4_zps3038c3ef.jpg
5 Char the Burning  photo GorgrondRare5_zpsd6d85e4d.jpg
6 Sylldross  photo GorgrondRare6_zpsdff1cf3c.jpg
7 Hyve Queen Skrikka  photo GorgrondRare7_zps10a29d29.jpg
8 Bashiok  photo GorgrondRare8_zpse5b96f36.jpg
9 Riptar  photo GorgrondRare9_zps36eeca6c.jpg
10 Sunclaw  photo GorgrondRare10_zps6d22d86d.jpg Use the ropes to climb to the top. Or fly to the top with the Lumber Mill outpost Shredder ability.
11 Blademaster Ro’gor  photo GorgrondRare11_zps6ec6eea1.jpg Level 100
12 Horgg  photo GorgrondRare12_zps0b0428cd.jpg Level 100
13 Morgo Kain  photo GorgrondRare13_zps69ab82f1.jpg Level 100
14 Hydra Vignette Boss  photo GorgrondRare14_zpsfe269e8a.jpg Level 100, No unique name yet
15 Botani Trio Vignette Bosses  photo GorgrondRare15_zps5b60bec8.jpg Level 100, No unique name yet
16 Mother Araneae  photo GorgrondRare16_zpse72ed1c6.jpg
17 Stompalupagus  photo GorgrondRare17_zps92c4e29b.jpg
18 Fossilwood the Petrified  photo GorgrondRare18_zps18f39a9f.jpg

 

New World of Warcraft Comic: Gul’dan and the Stranger

Quote from: Blizzard
New World of Warcraft Comic: Gul'dan and the Stranger

The drums of war have begun to sound for Draenor’s orcs, and the power-mad warlock Gul’dan is the latest to play them. Brimming with fel energy, Gul’dan is convinced that his people will gain glory and strength if they only kneel to the demonic Burning Legion. But a hooded stranger has recently arrived in Gul’dan’s camp with a somewhat… contradictory vision.

The stranger has walked in places where terrifying war machines will soon shake the earth. From the smoldering ridges of Gorgrond to the hunting grounds of Nagrand, he watches over the orcish ranks, stoking their dreams of a united Horde: pure, free, and utterly dominant. And he has a message for Gul’dan.

We invite you to read and download the free comic, “Gul’dan and the Stranger,” written by Micky Neilson and illustrated by Alex Horley.

Learn more about Gul’dan’s past and future at Characters of Warcraft: Gul’dan.

Draenor Ability Perks Every Other Level, Hearthstone: Observer Mode And Next Content Release

The recent WoD beta build (that had a character wipe <editor’s tears rolling down the webpage>) changed the draenor ability perks to be gained every other level. Celestalon confirmed that the uninteresting ones were baked into the abilities.

In Hearthstone news, an observer mode is being worked on and the next content release will feature a new card set larger than 30 cards!

Zone Preview: Spires of Arak

Quote from: Blizzard

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.

Raid Testing Schedule – August 7-8

Raid testing continues tommorow and friday and picks up the pace to 4 bosses in just 2 days time!

Quote from: Blizzard

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.

Thurday, August 7

Brackenspore- Heroic HighmaulImperator Gor'vidus
13:30 PDT (16:30 EDT, 22:30 CEST)

Imperator Mar’gok – Heroic Highmaul
16:00 PDT (19:00 EDT, 01:00 CEST)

Friday, August 8

Tectus – Heroic Highmaul
11:00 PDT (14:00 EDT, 20:00 CEST)

Iron Maidens – Heroic Foundry
14:00 PDT (17:00 EDT, 23:00 CEST)

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.