Sign in to follow this  
Followers 0

wow Shaman - Warlords of Draenor Alpha Patch Notes Analysis

1 post in this topic


Icy Veins asks the experts' opinions on their favorite class changes!

The Warlords of Draenor Alpha patch notes have been out just over a week now, but millions of players have already voiced strong opinions of the direction Blizzard is headed with the game in this coming expansion. Some class changes have received overwhelmingly positive feedback, while others have left many a player scratching their head. A few changes have even caused a substantial outcry of rage!

We've invited a handful of our class MVPs to share their opinions on the changes made to their respective top class. For this patch notes analysis topic, we have requested feedback from our resident experts on the projected changes being made to the Shaman class. Tickle, Purge and Sonie have all been kind enough to share their thoughts on the upcoming Shaman changes!

Tickle is the manager of Sentry Totem, an up and coming World of Warcraft community news and advice site. Purge is one of the best Enhancement Shamans and a prominent theorycrafter. Sonie raids in Method and is one of the best Restoration Shamans.

Blizzard Icon Shaman WoD Alpha Changes

+ Show- Hide

Ability Pruning

  • Ancestral Awakening has been removed.
  • Feral Spirit no longer has the Spirit Bite ability.
  • Flametongue Weapon is no longer available to Restoration Shaman, and only causes damage on weapon swings for Enhancement Shaman.
  • Frostbrand Weapon has been removed.
  • Greater Healing Wave has been renamed to Healing Wave.
  • Healing Wave has been removed.
  • Lava Burst now replaces Primal Strike for Elemental and Restoration Shaman.
  • Magma Totem is now available only to Enhancement Shaman.
  • Rockbiter Weapon has been removed.
  • Static Shock has been removed.
    • Stormstrike and Stormblast now deal 30% more damage when Lightning Shield is active.
  • Searing Flames has been removed.
    • Flametongue Weapon damage has been increased by 40%, and Lava Lash damage has been increased to 280% weapon damage (up from 140%) to compensate.
  • Water Shield is now available only to Restoration Shaman and replaces Lightning Shield.

Crowd Control and Diminishing Returns

  • Ancestral Swiftness can no longer turn Hex into an instant-cast spell.
  • Earthgrab Totem now shares Diminishing Returns with all other root effects.
  • Maelstrom Weapon can no longer reduce the cast time of Hex.
  • Bug Fix: Glyph of Shamanistic Rage should no longer cause Shamanistic Rage to incorrectly dispel Unstable Affliction or Vampiric Touch that has been modified by the PvP 4-piece set bonus.

Hit and Expertise Removal

  • Elemental Precision has been removed.
  • Spiritual Insight no longer increases the chance to hit with Lightning Bolt, Lava Burst, Hex, or Flame Shock.

Retuning Healing Spells

See the full patch notes for complete details of these changes.

Active Mana Regeneration

  • Telluric Currents is now a passive ability for Restoration Shaman and causes Lightning Bolt to restore 1.25% of the Shaman's maximum mana each time it is cast instead of costing mana.
  • Glyph of Telluric Currents has been removed.

Buffs and Debuffs

  • Earth Shock no longer applies the Weakened Blows effect.
  • Elemental Oath now provides a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (previously they only increased spell Haste).
  • Unleashed Rage now provides a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (instead of a 10% increase to only melee and ranged attack speed).

Raid Utility Balance

  • Ancestral Guidance now causes 20% of damage or healing to be copied as healing to nearby injured allies (down from 40% of damage or 60% of healing).
  • Healing Tide Totem is now available only to Restoration Shaman.
  • Stormlash Totem has been removed.

Resurrection Mana Costs

  • Druid: Revive, Monk: Resuscitate, Paladin: Redemption, and Shaman: Ancestral Spirit now cost 4% of base mana (down from between 10% and 50%).

Class Changes

Shaman has received a variety of changes, most of which are specialization-specific.

For Elemental and Enhancement, we had a few problems to solve. Enhancement suffers from having their damage split among so many damage sources that none of it feels impressive. We changed the damage of several abilities to try to reorganize their damage into fewer, more impactful abilities, while keeping the net total the same. For a long time Elemental Shaman were one of the specs most impacted by movement, at a time where other casters were increasingly able to cast while moving.

In Warlords of Draenor, we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental. They will still have some ability to deal damage while moving, through Shocks, Unleash Weapon, and instant Lava Bursts. For Chain Lightning, we wanted to reduce the impact of Haste soft capping, and so changed Shamanism to increase damage instead of reduce cast time. Additionally, we simplified Wind Shear by removing its impact on threat, which no longer matters.
  • Ascendance for the Enhancement specialization now changes the Shaman's auto attacks and Stormstrike to deal Wind-based physical damage that bypasses armor.
  • Searing Totem's Searing Bolt damage has been increased by 65%.
  • Earth Elemental deals 90% less Auto Attack damage.
  • Earthquake damage has been increased by 36%.
  • Echo of the Elements has been redesigned. The Shaman's spells and abilities have a chance to trigger Echo of the Elements, causing their next short-cooldown spell or ability to not trigger a cooldown.
    • Elemental: It may be used on Earth Shock, Flame Shock, Frost Shock, Earthquake, or Lava Burst.
    • Enhancement: It may be used on Earth Shock, Flame Shock, Frost Shock, Fire Nova, Lava Lash, or Stormstrike.
    • Restoration: It may be used on Healing Rain, Purify Spirit, or Riptide.
  • Feral Spirits' damage has been increased by 100%.
  • Frost Shock's damage has been reduced by 50%.
  • Lightning Bolt is no longer castable while moving by default. Effects like Spiritwalker’s Grace can still make the spell castable while moving.
  • Primal Earth Elemental's Pulverize ability no longer deals damage.
  • Shamanism no longer reduces the cast time of Chain Lightning, but instead now increases the damage of Chain Lightning by 100% (up from 70%).
  • Unleash Flame no longer deals direct damage, but now increases the damage of the Shaman’s next Fire spell by 40% (up from 30%).
  • Unleash Frost no longer deals direct damage, but now always snares the target by 70% (rather than only when the target is already snared by a Frost spell).
  • Unleash Wind no longer deals direct damage, but now increases attack speed by 60% (up from 50%).
  • Using Unleashed Fury with Windfury Weapon imbue active now increases Multistrike chance by 10%.
  • Wind Shear no longer affects threat.
  • Windfury Weapon no longer has a 3-second internal cooldown.
Restoration Shaman had the most passive and smart healing of any healer, and so received some reductions in that area, along with buffs elsewhere to keep them competitive. One particular change is to Mana Tide Totem, which we made less effective for other players, but still just as effective for the Shaman. We like that Shaman could help other healers out on mana, but it was just too strong, significantly impacting how those other healers gear themselves.
  • Chain Heal now heals each chain target for 15% less than the previous target.
  • Conductivity is no longer triggered by damaging spells for Restoration Shaman, or by healing spells for non-Restoration Shaman.
  • Multiple Earth Shields can now be applied to the same target.
  • Earthliving Weapon now increases healing done by 5% (instead of increasing healing Spell Power by a flat amount).
  • Healing Stream Totem’s mana cost has been reduced to 10% of base mana (down from 23.5%), and its healing has been reduced by 50%.
  • Mana Tide Totem now increases the Spirit of allies by 50% (down from 200% of the Shaman's Spirit). It remains unchanged (200%) for the Shaman activating the totem, and still ignores temporary Spirit buffs.
  • Unleash Life no longer increases the healing from Healing Rain.
  • Glyph of Chaining no longer causes Chain Heal to have a 2-second cooldown.
  • Glyph of Totemic Recall now only increases the mana returned from recalling your totems by 25% (down from 75%).
We also made a couple quality of life improvements to Shaman Shield spells.
  • Lightning Shield now persists through death.
  • Water Shield now persists through death.

1. What is your overall impression of Blizzard's changes to the Shaman class?

Tickle (Elemental): So far, I think we're on the right track. There are some things that will need more work, and I'm a bit concerned about movement, but it's still early. It will be interesting to see how some of the changes work out after the numbers pass happens.

Purge (Enhancement): Based on the information that's been made available to us so far, enhancement's core gameplay has been almost entirely untouched, so if you already like the spec (as I do), you won' find too much to complain about in the recently released patch notes. We'll have fewer damage sources littering our damage meters, but the ones we retain should feel much more impactful, and the relationship between skill and performance should be a bit better in the expansion than it is on live.

Sonie (Restoration): That Resto Shamans are OP. We are in a very strong state as we speak, but I feel like the changes to smartheals would be enough to bring us on par with the rest. But we will see once the raidtesting starts I suppose.

2. Which changes do you think are the best and why?

Tickle (Elemental): Changing Echo is great, though we'll see how the new version works out. Having that extra RNG component that was very similar to a mechanic we already had - our mastery - was neither interesting nor satisfying, in my opinion. The new version will still be RNG, of course, and while I think it's intent is to add an extra decision - do I use this proc on another Flame Shock? Earth Shock? Or just keep spamming Lava Burst? - I think in reality it's not really going to be much of a decision in most cases. But again, part of that's going to depend on the numbers pass.

I'm also actually happy about removing Lightning Bolt on the move, though not necessarily because of how it affects us, but how it will affect raid composition and fight styles overall. Binkenstein wrote up a good post on it over at Sentry Totem.

For PVP and utility purposes, it's also great that Frost Shock is being removed from the shared shock cooldown. But that has its consequences, as well.

I'm pretty excited about Lava Burst proccing Rolling Thunder, and Lightning Shield stacking to 9. Again, depending on the numbers pass, that could mean using Earth Shock with decent fulmination stacks a bit more often, which I think is a bit more satisfying than sitting on it for a while waiting for stacks, only to have to Flame Shock - and again, I think this is where the intent behind the Echo change comes in, but we'll see how it actually works out.

Finally, I'm thrilled that Earth Elemental is being nerfed to the ground, as that's one less thing we'll have to worry about.

Purge (Enhancement): The best change we're seeing is probably the improved maelstrom weapon leveling perk. Maelstrom Weapon has been our quasi-resource since Wrath of the Lich King, but it hasn't had as much of an impact on our overall damage in this expansion as it has historically, with lightning bolt frequently only clocking in at around ~5-8% of our overall damage, depending upon talent selection and also upon how aggressively you decide to hardcast. The leveling perk should help to make lightning bolt feel meaningful again, and it will also bring back one of our spec's previously important skill checks - managing maelstrom stacks and spending them efficiently.

Sonie (Restoration): Even though it's a big nerf, I actually like the change to Chain Heal. I feel like it was dumbed down too much when it didn't scale down on each bounce. So you basically ended up just Chain Healing from the tank and then let it bounce to the most injured players with or without Glyph of Chaining depending on fight.

My favourite change is however Mana Tide. In MoP we were forced to take more spirit than we personally needed just to buff other healers mana regen. Spirit should be personal and you should just take as much as you personally need, in my opinion.


3. Which changes do you think are the worst and why?

Tickle (Elemental): We have a few double edged swords to look at. Frost Shock, as I said, has its consequences. Taking it off the shared shock CD is great for utility, and it also gives us one more instant to use during movement. Celestalon mentioned that they are planning to reduce its damage to the point where it won't be used during a stationary rotation, so it should end up doing less damage than lightning bolt, but again, that will depend on the numbers pass. Unfortunately, that also means one more button to keep on our bars, despite the plan to reduce button bloat.

I'm also concerned about Earthquake. One of our new Perks will increase the damage done by Earthquake based on the number of targets Chain Lightning hits. It's not clear yet how much this will stack, but I'm sure there will be a limit. While it certainly seems like an interesting change, unless we're looking at a boss fight with multiple adds that will stay up a while, Earthquake still doesn't work well. Even if, say, you can cast CL once and hit 5 targets to buff the next EQ by 100%, you're still looking at a long cast time for fairly weak damage unless those adds will stay alive the whole duration, and even then, you're probably better off just continuing to spam Chain Lightning. I think we'll still see it as a precast-only option. It just feels a bit forced right now, so again, it will be interesting to see what happens with the numbers pass, and how much that buff is limited. For all we know, it could be unlimited, and we could end up spamming CL for 30 seconds and then dropping one whopper of an EQ, though I kind of doubt that. =)

And then there's Unleash Elements. I'm not sure that removing damage from it completely is a good idea, particularly because of the movement issue. We'll be resorting to shocks and lava surge procs for movement, but Flame Shock isn't something you necessarily want to be casting haphazardly, Earth Shock depends on charges (and it's always a pity to cast it with low charges), and lava surge procs depend on rng. Removing UE as another option just feels a bit off. Sure, it's there, and if you have nothing else to cast, it will be worth it to hit it so that you can buff that next surge. It's also a slight nerf to Unleashed Fury, and we already know that EB and PE aren't great on the move. But again, it's still early.

Purge (Enhancement): The only Warlords of Draenor change that I've seen so far and would classify as a negative is probably the removal of casting lightning bolt while moving, since the stated reasoning behind that change was Blizzard's effort to making casters less mobile, and that logic doesn't translate very well to enhancement, which is a melee spec.

Sonie (Restoration): I wouldn't say I disagree with nerfs to Shamans, I definitely feel like we, together with disc Priests needs to be brought on par with the rest. But my main concern is that there are so many nerfs which very likely could bring us back to the "Firelands state". They said we would get compensated for the nerfs to smartheals, but so far I've only seen nerfs.

4. How would you alter any of the existing changes?

Tickle (Elemental): I wouldn't remove the damage from Unleash Elements, but then I'd remove the damage from Frost Shock. If Frost Shock has a damage component, it will very clearly become part of our movement rotation, and Enhance will likely end up using it to fill gaps in their standard rotation unless it's nerfed into the ground - at which point, it might as well not do any damage. It's just adding a button to our bars at it's already on our bars. Granted, Frost Shock has a short cooldown, so when it comes to moving for long periods, we'd be looking at one fewer GCD without it than with it, but if you're already moving for Spiritwalker's Grace, anyway.

I'd also be more interested in the CL buffing EQ perk if, instead of buffing it 20% per hit, it instead buffed it say, 10%, and then also reduced the cast time by a certain amount, say, 20%. Or something similar, depending on how much it stacks, whether that's actually additive or multiplicative, etc.

And then, again, with Echo - as I said I'm glad it's being reworked, but I'm not sure we're there yet. When it comes down to it, I don't think the new version is going to add as much choice as the designers would think, and we may see EM or AS pulling back ahead.

Purge (Enhancement): I'd like to see the lightning bolt on-the-move nerf be made specific to elemental and restoration, and I'd even like to see it taken one step further by allowing enhancement (and every melee spec, really) to cast all of their offensive spells while on the move.

Sonie (Restoration): Too early to say, haven't even gotten to try the changes out yet.

5. What changes would you like to see in WOD?

Tickle (Elemental): It's been stated time and again that crit will be more valuable for elemental, but I have yet to actually see that happen except in a few very minor ways, but there are other changes that may also actually decrease its value. Obviously this is again one of those areas that will depend on the numbers pass, and it's possible that based on that tuning crit is already looking better, but from what I can see right now, we're actually looking at a much stronger haste value, since CL is going back to a 2 second cast, removing the current "soft cap" from that, and with Echo changing and no longer further inflating mastery's value. Unfortunately, while there are several ways crit could be made stronger, they all come at a cost.

Purge (Enhancement): I'm hoping to see some attention paid to our level 45 and level 75 tiers of talents, since they've never felt like meaningful decisions over the course of the current expansion, and I'd also like to see earth shock become a bit more powerful relative to flame shock (though that's a tuning issue, and Blizzard is focused on mechanical changes at the moment). Other than that, enhancement shamans seem to be shaping up pretty well in the new expansion from a mechanical standpoint.

Sonie (Restoration): Zero absorbs and less smartheals. Please Blizzard, bring back the fun that once was healing. I'm looking forward to see if they live up to what they said, that we will go back to triage healing. That would make me a very satisfied and happy healer.

Patch Notes Last Updated - 23 April 2014
1 person likes this

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The first hotfixes for the new patch are in! A lot of PvP stuff as well as M+ questing issues, among many smaller fixes.
      New patch, new problems that need to be fixed, but Blizz was on the case very quickly as we already have the first hotfixes of 7.1! A lot of fixes, predominately in the PvP area, with the biggest one being Kara attunement and the weekly bonus event being completable in M+ dungeons.
      October 25th
      Bonus Event
      Completing a dungeon on any Mythic Keystone difficulty will now count towards progress on the weekly Bonus Event quest, "Emissary of War". Classes
      Luffa Wrappings should once again function correctly for non-Feral Druids. Prowl should once again have the correct stealth effectiveness. Mass Entanglement should now reliably chain to nearby targets. Paladin
      (Retribution) Fixed a bug preventing the Sword of Light passive from being fully calculated into baseline damage. Shaman
      (Restoration) Lava Burst should correctly deal a critical strike against targets with Flame Shock, at level 20 or higher. Warrior
      (Arms) Fixed a bug preventing the Seasoned Soldier passive from being fully calculated into baseline damage. Dungeons and Raids
      Quest Items related to Karazhan attunement now drop in Mythic Keystone dungeons in addition to Mythic difficulty dungeons. Game Client
      (Work in progress) Sheathing and unsheathing a weapon should no longer cause the game to crash. PvP
      Warden Towers temporarily rewarded 150 Honor. They have been convinced to once again reward 300 Honor. Honor rewards from Tol Barad have been reduced by 50%. Class Adjustments Relentless reduces crowd control duration by 20% (was 25%). Developers’ Notes: We feel Relentless is over-represented in a lot of situations, so we’re slightly reducing its effect. Demon Hunter Fixed a bug that was preventing Imprison modified by Detainment from being removed by Divine Shield and Ice Block. Fury of the Illidari no longer causes reduced damage in PvP. Mage (Fire) Stamina reduced by 10% in PvP. (Frost) Stamina reduced by 10% in PvP Developers’ Notes: Fire and Frost Mages have felt a bit too tanky. (Frost) Deep Shatter increases the damage of Frostbolt by 150% (was 200%). Monk (Mistweaver) Surge of Mist now causes Enveloping Mist to incur an 8 second cooldown (was 6 seconds). Developers’ Notes: Mistweavers Monks have often relied on Soothing Mist to do most of their healing. Now, when choosing Surge of Mist, you may have to cast another healing spell during the Enveloping Mists cooldown. (Mistweaver) Counteract magic increases the healing of Renewing Mist by 125% (was 150%). Developers’ Notes: Counteract Magic has felt a bit too strong against damage-over-time compositions. Paladin Avenging Crusader now properly increases the cooldown recovery rate of Judgment and Crusader Strike. Avenging Crusader no longer increases the cooldown recovery rate of Tyr's Deliverance. Priest (Discipline) Searing Light increases the damage of Smite by 15%, down from 30%. Developers’ Notes: The Discipline Priest is intended to be an offensive healer, but we feel they were over-performing in 2v2 Arena. Rogue Agility reduced by 10% in PvP. Stamina reduced by 5% in PvP. Developers’ Notes: Rogues are intended to be strong, yet vulnerable to focused-fire. We feel they have too much survivability while dealing too much damage with both utility and survivability, so we’re toning them down. (Assassination) System Shock duration reduced to 2 seconds (was 4 seconds). (Subtlety) Stamina reduced by 5% in PvP. (Assassination, Outlaw) Stamina reduced by 15% in PvP. Shaman (Enhancement) Agility reduced by 10%. Warlock (Demonology) Doom, Doubled now increases the damage of Doom by 33% in PvP situations. (Demonology) Grimoire of Synergy increases the Warlock's and Pet's damage by 30% in PvP situations. (Demonology) Implosion damage reduced by 20% in PvP situations. Warrior Bladestorm now deals full damage in PvP situations. Developers’ Notes: Bladestorm is intended to be a strong damage cooldown for the Arms Warrior. In Legion Beta testing, Arms Warriors felt too strong, so we reduced the damage Bladestorm did in PvP. We feel we’re back to a place where returning it to full damage makes sense. Execute now deals 15% more damage in PvP situations. Developers’ Notes: Execute is designed to be a signature strength of the Warrior, and should always be the right choice on targets within Execute range in PvP. We’ve found that there are some situations where that wasn’t true, so we’re increasing the damage of Execute to make it always the right choice. Quests
      Players should no longer fail to get credit for completing world boss World Quests. Players with a full inventory should now be able to complete “Edict of the God-King” and accept “Unwanted Evidence” after defeating God-King Skovald in Halls of Valor. The quest drops for “Uncovering Orders” should now come from the final boss in each of the three named dungeons, Assault on Violet Hold, Black Rook Hold, and Vault of the Wardens. World
      Bloodgazer Falcosaurs should now respawn more quickly. Previous Hotfixes.
    • By Stan
      All our class guides have been updated for Patch 7.1.
      Good news, everyone! All our class guides have been updated for Patch 7.1!
      Feedback As we strive to constantly improve our guides, constructive feedback is always welcome. Each guide has its appropriate section for feedback indicated by the comments count at its beginning. Death Knight
      Blood Frost Unholy Demon Hunter
      Havoc Vengeance Druid
      Balance Feral Guardian Restoration Hunter
      Beast Mastery Marksmanship Survival Mage
      Arcane Fire Frost Monk
      Brewmaster Mistweaver Windwalker Paladin
      Holy Protection Retribution Priest
      Discipline Holy Shadow Rogue
      Assassination Outlaw Subtlety Shaman
      Elemental Enhancement Restoration Warlock
      Affliction Demonology Destruction Warrior
      Arms Fury Protection
    • By Stan
      With Patch 7.1 releasing today, there's so much to do after maintenance!
      Karazhan Attunement
      Karazhan attunement starts with Khadgar in Dalaran. You'll have to farm a few dungeons on Mythic difficulty to get attuned.
      Edict of the God-King - Defeat God-King Skovald in Halls of Valor on Mythic difficulty. Unwanted Evidence - Bring the Fel Crystal Fragment to Archmage Khadgar in Dalaran. Uncovering Orders - Recover the Fragment of Spite from Blackrook Hold (Mythic), the Fragment of Power from Violet Hold (Mythic), and the Fragment of Torment from Vault of the Wardens (Mythic). Addon Update
      Don't forget to update your addons for the newest patch. World Boss
      Drugon the Frostblood is up this week.
      World Boss Loot Tables
      Assorted Dragonscale Bracers Drugon's Snowglobe Ettin Fingernail Ettinbone Bracers Giant's Handkerchief Snowdrift Bracers Wax-Sealed Leather Bracers Mythic+ Affixes (US)
      Sanguine, Volcanic, Fortified Mythic+ Affixes (EU)
      TBA Legion Dungeon Event
      Sign of the Warrior is active this week: The final boss of each Legion dungeon will drop an extra item. The quest can now be picked up from within the Adventure Journal. To get Cache of Nightmarish Treasures, you have to finish 4 dungeons in Mythic difficulty, which shouldn't be an issue given the Karazhan attunement. Other
      Hallow's End continues until October 28. For a complete overview, don't forget to check our Survival Guide.
    • By Stan
      Learn everything about Patch 7.1 in our own Survival Guide!
      In preparation for the 7.1 release, we've been busy working around the clock to preview everything what the new patch contains. Here's our own survival guide!
      All our class guides have been updated for Patch 7.1. Full Patch Notes are available here.
      Alt-Friendly Changes No need to be Friendly to unlock World Quests. Falcosaur Pets & Mounts A new rare breed of falcosaurs can be adopted as pets. New Adventures in the Broken Isles New pets to earn, Alcaz Isle is getting new content, hunters will be able to tame mechanospiders. Professions
      Blood of Sargeras Trader & New Profession Recipes Preview of the trader along with new recipes for your profession to pick up. Raids
      Trial of Valor New world quests, encounter previews, loot tables. Karazhan Is making a glorious return as a 5-player "raid". Encounters & loot tables. Nightbane 9th Boss Rumor has it that Karazhan will feature Nightbane as a secret boss. Quests
      Illidan's Story Illidan's story continues to unravel with two new quests. Suramar Campaign Quests Suramar is in danger and the elven races must unite for a common purpose. PvP
      PvP Reward Changes Many reward changes are coming in the latest patch. Nagrand Arena Visual Update Nagrand Arena receives a facelift. Reputations
      Talon's Vengeance Preview of the new PvP reputation in the Broken Isles, including rewards. Misc
      Action Camera Returning The Action Camera makes a glorious return!
    • By Starym
      See what your friends are up to (and queued for) and join them more easily!
      It seems we're getting even more tools to connect to each other! After the recent addition of Blizzard Voice now 7.1 brings with it another way to check out what your friends are doing and join them!
      Now, while this is a very handy tool and will certainly make life easier (and more social!) for a lot of people, it seems it only emphasizes the need for an "appear offline" or "private" option in the game, as some players don't feel like sharing absolutely everything with their friends. The latest status on that was that the feature is on the backburner, and that was two years ago.
      We’re making it even easier to find your friends and join them on their adventures through Azeroth with the addition of a Quick Join option in patch 7.1: Return to Karazahn.
      You’ll be able to quickly and easily see friends who have queued for select eligible content within your Social tab (o) in the “Quick Join” tab. You’ll also be able to recommend others by using /invite to join the group even if they aren’t already friends with the group leader. Additionally, friends won’t need to leave their queue to add you and will receive a join request that they can accept or deny for each additional member.
      What content queues will you be able to join your friends for?
      Dungeon Finder Raid Finder Premade Group Listings (once the friend has joined the group) Non-rated Battlegrounds Non-rated Arenas World PvP such as Ashran So whether it’s your guildmate, your friend, or your Real ID friend, you’ll be able to find each other and take part in a variety of game aspects without the need to ask the age old questions of– “What are you doing?” “Any room in your group?” “Can my other friend join?”  You’ll just be able to see all of your friends, see what they’re up to, and ask to join with just a couple of clicks. It’s so easy, a drogbar can do it!