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Blizzard is giving away 4 thousand Battle for Azeroth Beta spots to players who have accounts in European realms.
Blizzard is giving away access in the Beta to 4,000 European players in this official giveaway!
Head over to this page on the official European website, answer a simple question and you will be eligible to win one of the 4,000 Battle for Azeroth Beta places that are up for grabs! Once your entry is correctly submitted, you will be automatically redirected to the Battle for Azeroth website.
As already stated, this giveaway is available to players on European realms only and you should check out the rules to see if your country is eligible. The giveaway will expire on June 2.
The timing is perfect to enter the Beta, as most of the questlines and class basics have been fleshed out. Therefore, it's an excellent opportunity to plan ahead your leveling route or simply pick the class and specialisation you will be maining in Battle for Azeroth. We have everything you need to know about the new expansion in our BfA hub, while a new Beta build was just launched last night with highlights like M+ seasons!
If it's still not clear enough, this is a giveaway officially hosted by Blizzard, NOT by Icy Veins.
UPDATE - Blizzard has clarified that there will be no codes/keys in this giveaway. Instead, if you win, your account will be immediately flagged for access. So, make sure to check your Battle.net App after June 2 to see if you got in.
The text of the blog has been updated to clarify that you have a chance to win access to the World of Warcraft: Battle for Azeroth Beta. No Beta keys will be issued, winners of the giveaway will instead have their Blizzard Battle.net Account flagged for access to the Beta with no need to redeem any key or code.
We apologise for any confusion caused.
We have some more class changes on the beta in the new build, with the focus moving o to Fury Warriors, who are getting some really huge changes. The big ones come to Enrage (moving to a Haste and movement buff), Execute getting a cooldown and generating rage, there's also tweaks to Rage generation, Raging Blow, Furious Slash and a lot more.
We also get some more info on Discipline Priest talents, with the new one mentioned yesterday, Sins of the Many, not currently working, as well as even more tweaks to the spec.
This week's beta build caught the Fury Warrior changes mid-flight, and is an incomplete picture of the overall changes. Work is still underway – the spec is currently being iterated on. To give some more information on the overall direction of the spec, here are some points we are looking to address:
More tightly adjust/control Enrage uptime and Rage income (both of which heavily impact pacing, flow, and the feel of the spec) throughout the expansion, rather than letting both scale up dramatically as gearing happens. Reduce the amount of stacking damage bonuses on the spec that are available simultaneously, which reduces the desire/need to stack multiple at once, which now feels much worse to do now that virtually all of them are on the global cooldown. Figure out Furious Slash’s place on the spec.
Getting mad and being better and stronger is definitely still the fantasy of Fury, and Enrage is staying as the spec’s core base mechanic and Mastery. However, Enrage is changing a bit into 25% Haste (still being adjusted) and 10% Movement speed. It’s currently 100% melee attack speed on live, and was 50% melee attack speed previously on Beta. Haste is something that’s much more felt in terms of pacing (button presses, cooldowns compressing) compared to auto attack speed, which mostly gets covered up by ability animations anyways.
The 20% increased damage taken during Enrage is being removed. Along with this, the 15% passive increased maximum health the spec had is also going away – this was largely added to counteract the increased damage drawback that Enrage had. Now, Fury will simply have the bonus of ~8% more health than other non-tanks in the same gear level, due to being able to dual-wield a pair of 2-handed weapons.
In terms of Enrage uptime, our current thought is we’d like to try targeting Enrage uptime to around ~60%, and not growing wildly throughout the expansion as gear improves. I think there exists a sweet spot for Enrage uptime where it’s not up so often that it’s taken for granted and you don’t have to think at all about playing around it, but also not so rare that it feels bad.
Because Enrage uptime is a function of Enrage duration and Rage generation (which is directly proportional to the time in between Rampages), Enrage duration going up means uptime can get too high, which means time in between Rampages can get too high, which then feels bad. Currently, Enrage duration is back to 4 sec, but Rage generation has increased significantly since this round of Fury changes, so the spec should feel much faster now and the uptime on Enrage shouldn’t feel low.
Raging Blow now Generates 12 Rage, has 2 charges, 7.5 sec recharge (reduced by Haste), has a 20% chance to instantly reset its own cooldown, and no longer requires being Enraged to be usable. It’s more similar to the Inner Rage version than the live baseline version, where it has no cooldown but requires Enrage to be usable. Raging Blow is doing a lot of things for the spec here:
Raging Blow was changed to fit together into Rampage and Bloodthirst, both of which we thought were good and didn’t need any notable changes. Being usable only while Enraged, meant you very frequently pushed it multiple times in a row for 5 Rage each time, which didn’t feel super engaging. Having 2 charges baseline felt better, as a version with either a 6 or 7.5 sec cooldown but no charges meant it collided with Bloodthirst’s cooldown very frequently, which did not feel good. Additionally, charges on Raging Blow is sort of the only actual resource you manage on the spec, since Rage is technically a resource but only spent on Rampage and nothing else. Having a 20% chance to reset itself is the random proc on the baseline spec that adds an amount of unpredictability to the rotation.
Furious Slash didn’t really found its place on the spec. it’s a no-cooldown free filler that didn’t feel great to press, largely as a direct result of being the lowest priority/impact ability by design. The version of Furious Slash you’re seeing this week is a first iteration, where we tried giving it more tie-ins to your core rotation/mechanics: Generates 3 Rage, has 10% chance to trigger Enrage.
Playing this version some more internally, we thought the button felt better, but still didn’t feel great to press. Additionally, it overlaps some with Whirlwind, which is also a baseline no-cooldown free filler. So we’re going to try removing Furious Slash baseline and making Whirlwind the baseline filler in single-target. Whirlwind has the benefit of having better audio/visual feedback, and generally feeling better to press. It also just fits the fantasy of a whirling blademaster/berserker pretty well. It will generate 3 Rage + 1 additional per target hit, up to a maximum of 8 Rage (this is intended to also speed up the AOE rotation). Furious Slash is being merged together with Frenzy (talent) and becoming a talent in that slot, without the new experimental 10% chance to trigger Enrage mechanic.
Whirlwind's Meat Cleaver effect
Whirlwind will now cause your next 2 single-target attacks to gain the effect of striking up to 4 additional targets for 40% damage. With the changes to Raging Blow, it made sense to add Raging Blow to this effect, but at that point the only thing not included was Execute and Furious Slash, so we've added them too.
Execute being a Rage spender caused it replace Rampage entirely during execute range (against enemies below 20% health). We are trying a version of Execute where it has a short 6-sec cooldown, and generates 20 Rage instead of spending it, so that it adds to your rotation and helps fuel your Rampages, rather than replacing one of your core buttons. In the current design of the spec, it feels more correct for Rampage to remain the almighty and only Rage spender, and Execute to be a more support role (rather than the spammed Rage spender), even if it deals similar damage to Rampage on paper (because Execute is available less frequently and Rampage Enrages you).
With Enrage no longer coming from Bloodthirst critical strikes and instead coming from Bloodthirst at a consistent 30% rate, the spec no longer has a core critical strike mechanic, and it made less sense to have 100% critical strike chance as Fury’s baseline cooldown. Thinking about it more, 100% critical strike chance would make more sense as Arm’s cooldown, because that spec is slower-paced and more about setting up for fewer, larger hits. Fury is currently much more about flurries of many smaller hits, speed/haste, and Rage generation. To that end, Fury’s cooldown turning into double Rage generation from all sources (and some critical strike chance for flavor) made more sense, both in terms of feel, theme, and gameplay.
As a side note, one of the upsides of Fury’s resource model is that it can support a huge amount of burst/temporarily increased resource income in a way that feels great (something many other specs can’t do as well), because Rampage spends 85% of the Rage bar – we’re consciously leaning into this more with the Recklessness mechanics changes.
As always, thanks for all of the feedback.
Quick clarifications (all still subject to ongoing change), since this build was in a slightly intermediate state.
--Sins isn't correctly working in this build. The buff appears, but isn't increasing damage or Atonement.
--Tuning is pretty preliminary, but for context on the 75 row, Contrition is likely too strong, because it skews the choice between the modes of Penance too much. Contrition's heal should be weaker than a Penance Atonement, so that it's still a choice about doing more group healing vs. focusing on one target.
--Also on the 75 row--we're currently planning to replace Orison with Shadow Covenant.
--Luminous Barrier is still intended to replace Power Word: Barrier, as before.
--Current plan is to buff Shadow Mend a bit, as mentioned yesterday. Less sure about Power Word: Shield after reviewing more. Shadow Mend was more strongly propped up by Mastery: Reverence.
We're seeing all the feedback on relative balance of talents within a row, but I don't want to make any claims or promises on which talents might eventually land higher/lower. We just rearranged a lot, and whatever I say will probably be proven wrong once we give a more thorough look and heavier testing happens on beta.
A Seasonal affix has been added to the game along with achievements hinting at Mythic Keystone Seasons in Battle for Azeroth.
From Slootbag's PAX East 2018 interview it's clear that Blizzard wants to add Seasonal affixes to the game in Battle for Azeroth and make achievements more in line with Ahead of the Curve / Cutting Edge achievements.
Inspired by Uldir's final boss G'huun, we found an interesting new affix called Infested.
Affix Description Infested Non-Boss enemies have been infested with a Spawn of G'huun. Seasonal Achievements
In the latest Beta Build 26707, they've added the following achievements related to Mythic+ Seasons.
Battle for Azeroth Keystone Conqueror: Season One - Complete all Battle for Azeroth Mythic dungeons at Level 10 or higher within the time limit, before the end of the first Mythic Keystone season. Battle for Azeroth Keystone Master: Season One - Complete all Battle for Azeroth Mythic dungeons at Level 15 or higher within the time limit, before the end of the first Mythic Keystone season. What are your thoughts on Mythic+ Seasons? Let us know in the comments!
Battle for Azeroth Pathfinder, Part One has been updated with yet another requirement in this week's Beta Build 26707 and you will need to complete your faction's War Campaign in order to unlock flying.
Battle for Azeroth Pathfinder, Part One (Beta Build 26707 Update)
New requirements have been added in this week's Beta patch. Both factions need to complete their respective War Campaigns to complete the Pathfinder achievement. Additionally, Exalted reputation standing with your War Campaign faction is required to unlock Dark Iron Dwarves and Mag'har Orcs.
Ready for War (Alliance) Ready for War (Horde) Battle for Azeroth Pathfinder, Part One (Alliance)
Battle for Azeroth Explorer (Explore new continents) Explore Drustvar Explore Nazmir Explore Stormsong Valley Explore Tiragarde Sound Explore Vol'dun Explore Zuldazar Kul Tiras Diplomat (Earn Revered with all of the Kul Tiras reputations) Kul Tourist (Complete the main story of Kul Tiras) A Sound Plan Drust Do It. Stormsong and Dance Ready for War (Complete the Alliance War Campaign) *NEW* Battle for Azeroth Pathfinder, Part One (Horde)
Battle for Azeroth Explorer (Explore new continents) Explore Drustvar Explore Nazmir Explore Stormsong Valley Explore Tiragarde Sound Explore Vol'dun Explore Zuldazar Zandalar Diplomat (Earn Revered with all of the Zandalar reputations) Zandalar Forever! (Complete the story of Zandalar, including the Zandalar Forever scenario) A Bargain of Blood Secrets in the Sands The Dark Heart of Nazmir The Final Seal The Throne of Zuldazar Ready for War (Complete the Horde War Campaign) *NEW* Completing the first part of the Pathfinder unlocks increased mount speed in Kul Tiras and Zandalar.
Learn more about how to unlock flying in Battle for Azeroth here.