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New Legion Build Notes!

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A full up-to-date list of Alpha patch notes have been posted over on the US forums. Make sure to check out the latest additions, including changes to stat-squishes!

 

You can check out the full post below from Lore, in which he has detailed changes from every aspect of the game. Let us know what you think of these new changes, as well as what your favourite change is!

 

Blizzard Icon Alpha Patch Notes

+ Show
General
  • After the success of Warlords of Draenor’s item squish, we’ve decided to perform similar adjustments elsewhere in the game:
    • Achievement Squish: Some players’ achievement scores were getting too high, so we’ve reduced the number of points each achievement gives.
    • Zone Squish: The World of Warcraft Massively Multiplayer experience was simply too massive, so we’ve made all buildings, structures, and foliage 25% smaller.
    • Draenor Squish: Somehow or another we ended up with two Draenors, so we’ve just merged them back into one. Someone said something about a timeline paradox, but we’ve seen Back to the Future like 300 times so it’ll probably be okay.
  • Signs have been placed over many mailboxes with the words “Dance Studio,” to promote awareness of this feature which has existed in the game for over a decade.
  • Flight in Draenor has been made 33% less controversial.
  • There were multiple class specializations named “Holy,” “Protection,” and “Frost.” To reduce confusion, these have been removed.
  • To celebrate the launch of the exciting new Hearthstone MMO, we’ve added several brand-new characters and locations to World of Warcraft based on Hearthstone, such as:
    • Sylvanas Windrunner, leader of the Forsaken
    • Anduin Wrynn, prince of Stormwind
    • Blackrock Mountain, home of Nefarian and the Black Dragonflight
  • We’ve also incorporated many of your favorite Hearthstone spells, such as Fireball, Shield Slam, Eviscerate, Swipe, and Shadow Word: Pain.
  • Darkmoon Rabbits are cute.
  • VR support has been expanded to include the Maw of Souls dungeon, and the first 30 seconds of the Algalon encounter.
  • We’ve removed the “Pruning the Podlings” quest from Shadowmoon Valley. The Podlings have had enough pruning for one expansion.
  • We’ve removed the “Tormenting the Softknuckles” quest from Sholazar Basin, because… well, we saw the Overwatch animated short and… we’re just feeling really sensitive about apes right now, okay?
Garrisons
  • Due to feedback from players requesting to “blow up their Garrison”, we’ve added a new Inflatable Garrison toy that you can bring with you everywhere!
    • This toy is earned through a special follower mission, which we’re only going to give to that one guy in your guild who doesn’t do anything but play the Auction House.
  • Several building plots have become targets of corporate takeovers. They still offer the same services, but it’s just not the same anymore, man.
  • Followers who are currently active on a mission will now take S.E.L.F.I.E.s of their adventures, and send them to you via Twitter.
  • Shipyards
    • Left Shark
    • Left Shark
    • Left Shark
    • Left Shark
  • After several reports of battle pet owner neglect, DEHTA has begun inspecting players’ Garrisons. Those who still haven’t gotten around to building a proper Menagerie to house their battle pets will receive a very aggressively worded notice.
  • Players who have not built an Inn may now rent a room for the night using a new service called “Heirloom Bed and Breakfast.” Please be advised that HeirBnB is used at your own risk.
Raids and Dungeons
  • New loot option: Personal Style Loot. Functions similar to Personal Loot, but items are only rewarded if they’d look good with your transmog.
  • Added a new notification for the “Twitch Plays Raid Finder” feature implemented in Patch 4.3.2. You will now be properly informed when your fellow raid members are being controlled entirely by a chat room.
  • Typing “LFG” or “LFM” into trade chat will now cause you to just open the Group Finder instead.
  • Onyxia will now use her Deep Breath ability less often. Didn’t see that one coming, did you?
  • Timewalking has been extended to include dungeons from future expansions.
  • Yeah, Gul’dan’s got skulls. What are you going to do about it?
New World PvP Zone: Splashran
  • If you loved Ashran, and miss the full 3-dimensional movement of Vashj’ir, you’ll love our brand new World PvP Water Park: Splashran!
  • Revisit the glory days of questing in Vashj’ir, mixed flawlessly with the excitement of the Gurubashi Arena!
  • Experience the freedom of fighting your enemies outside of the confines of things like “spatial awareness.”
  • Take on exciting, interactive rides and attractions, including “Five Different People Shouting Five Different Orders At Once,” “Why Is Everyone Just Fighting In The Middle,” and “That One In The Mines That We Haven’t Really Figured Out Yet.”
  • Need a break from the action? Enjoy the Lazy River! Kick back, relax, and let the Honor flow while everyone else does all of the actual work.
  • Children’s tickets 50% off with adult purchase.
  • Note: to ensure safety of our guests, players will not be allowed entrance to the wave pool if they have consumed any food or beverages within the last 30 minutes.
PvP
  • The Diminishing Returns system has been expanded to include defensive cooldowns and healing spells.
  • Dampening no longer applies to Restoration Shaman, as their healing spells are already pretty moist.
  • PvP rewards vendors have been moved to the Garrison, which has been moved to Ashran.
  • In addition to being able to share items, screenshots, and achievements on Twitter, you can now share Arena matches on Vine.
  • Cleave is a Warrior ability.
    • This isn’t a new change, we just thought we’d remind you. Please stop naming every single 3v3 Arena composition after it.
  • Players who have earned the Deserter debuff by leaving a Battleground early will now be court-martialed.
  • Healers who queue for an Arena Skirmish will only be placed in a match if they’re really, really sure about it.
  • Arathi Basin: The Lumber Mill, Blacksmith, and Farm flags have all been moved to the road connecting the three points, because apparently that’s where you all want to be anyway.
  • Strand of the Ancients: Attacking players who resurrect will now be unable to leave the graveyard until they pick up a bomb because seriously guys use the bombs.
Races
  • All races have learned a new language: Emoji! Share your true feelings with your friends and foes in an exciting new method that’s totally not confusing at all.
  • The /laugh voiceover audio for all races has been replaced with a recording of Ben Brode. Including the Gnome Female. Especially the Gnome Female.
  • Will of the Forsaken has been renamed to Won’t of the Forsaken.
  • Every Man for Himself has been reworked. It now gives Human players a 1200 point bonus to their Arena Rating.
Death Knight
  • The Knights of the Ebon Blade have finally reached an agreement with the Lich King, successfully ending the Scourge Strike.
  • Dancing Rune Weapon is now only usable in Dance Studios.
  • To avoid spoilers, the “White Walker” and “Winter is Coming” talents have been removed until everyone’s caught up on Game of Thrones.
  • In order to help Death Knights stop being such downers at parties, we’ve added a new stance: Birthday Presence.
  • Because we’re tired of hearing you shout it on voice chat all the time, Bonestorm has been renamed “Swirly Body Sticks.”
  • Abomination’s Might, but also might not. You can never be too sure what Abomination’s up to.
  • Due to global warming, Glacial Advance has been reduced by 20%.
  • Castigator no longer throws a Crocolisk at your target. Sorry for the confusion.
Demon Hunter
  • Demon Hunters are now immune to Blind. We’re not sure how it was working before. They’re wearing blindfolds, for pete’s sake.
  • Spectral Sight will now properly highlight Jaina Proudmoore when activated.
  • In addition to Havoc and Vengeance, Demon Hunters may now select their third specialization: Forgiveness.
    • This spec utilizes the power of positive thinking to defeat their foes, with abilities such as Mindfulness, Active Listening, and Understanding.
    • Undertake an epic questline of quiet contemplation and reflection of self-worth to obtain the powerful artifact: Kravnogoth, the Calmbringer.
  • The talent “Nemesis” has been removed from Demon Hunters, and given to Paladins instead.
    • Its tooltip now reads: “A righteous infliction of retribution manifested by an appropriate agent.”
    • Sorry for the mixup. We only recently learned what Nemesis means.
  • Unleashed Power should only be used in designated enclosed areas. All Demon Hunters are expected to leash their powers responsibly when in public parks.
  • Eye Beam has been given an extensive polish pass, resulting in many improvements to aesthetics, build quality, and customer usability. We’re very excited to introduce the all-new iBeam SE Pro.
Druid
  • Druids with Glyph of the Cheetah active will now receive a buff for eating donuts.
  • All Druid forms have been converted to .PDF.
  • To better promote security and combat identity theft, Swipe has been replaced with Chip and PIN.
  • After careful breeding and training, Wild Charge has been domesticated.
  • Druids who choose the Balance specialization are now way better at skateboarding, slacklining, and plate spinning than other specializations. Because, like, they’re good at Balance. Get it? BALANCE? HA.
  • Choosing the Starlord talent will no longer Stop This Feeling. Ooga-chaka!
  • New Ability: Travel Agent Form:
    • Allows the Druid to assist adventurers in finding the best deals on travel and accommodations from the most reputable Inns and Flightmasters on Azeroth.
    • Benefits of booking your trip through a Druid with a registered Travel Agent Form include travel insurance and group discounts.
    • Replaces Travel Form
    • Note: Travel Agent Form is not associated with HeirBnB or Flyt.
Hunter
  • Stampede now summons all pets that your character has ever tamed, all pets that your character has ever thought about taming, all pets that your character’s pets have ever thought might be fun to hang out with, and all pets that the enemy target just really hates being killed by.
  • Marksmanship Hunters must once again choose the Lone Wolf talent to play without a pet. However, to select this talent, you will first have to watch as your beloved companion sadly sulks away, occasionally glancing back at you to see if you’ve changed your mind, while listening to “In the Arms of an Angel” at maximum volume.
    • You monster.
  • No, Draenei Hunters are not “Demon Hunters,” despite their shared ancestry with the Eredar.
  • Several new mechanical pets have been added, accessible only to Gnome Hunters:
    • Mechanical Conch
    • Mechanical Shrubbery
    • Mechanical Pet Rock
  • The talent “Barrage” has had its functionality extended to also pull extra packs from completely different dungeons.
  • The talent “A Murder of Crows” can now be customized into one of several alternate options, including:
    • A Bellowing of Bullfinches

    • A Parliament of Owls

    • A Convocation of Eagles

    • A Muster of Peacocks

    • A Kettle of Vultures

Mage
  • In an effort to reduce confusion caused by too many spells following the “Arcane ____” naming convention, we’ve just removed all of them.
  • Mage Armor has decided to embrace its inner beauty, and donated its icon to charity.
  • Phoenix’s Flames is now 60% harder to spell properly on the first try.
  • Casting Blink will now occasionally cause the Mage to inform nearby players of the current location of the cavalry.
  • Arcane Familiar has been kind of distant lately, and has been renamed to “Arcane Acquaintance.”
  • The Fire Starter talent now also allows the Mage to melt bullets in midair, just like in that Stephen King novel.
  • Rune of Power’s tooltip has been updated.
    • It now reads: “Immediately causes the boss to cast an AoE damaging ability at the Mage’s current location.”
    • Functionality unchanged.
  • All Teleport spells have been randomized, and will now occasionally send the Mage to random locations in the world. This is to make up for all of those times we asked for a portal to Dalaran and got sent to Theramore or Stonard instead. Maybe now you’ll stop being such a jerk, Colin.
  • Dragon’s Breath is actually not as bad as you’d think. Smells like cinnamon, really.
Monk
  • Tiger Palm has been reworked. It now soothes the target upon use, removing Enrage effects and muscle tension. Renamed: “Tiger Balm.”
  • Leg Sweep is no longer considered acceptable for use in karate competitions.
  • Mana Tea has been made 500% bigger. Oh, the huge Mana Tea!
  • Song of Chi-Ji has had its cooldown increased from 30 seconds to 12 hours. It’s not that it’s overpowered, we’re just getting tired of Chi-Ji’s playlist.
  • The “Lifecycles” talent has been renamed “Circulation” to prevent it being confused with those awesome motorcycles from TRON.
Paladin
  • Look. We already gave you guys Ashbringer. Isn’t that enough?
Priest
  • New Shadow Spell: Summon Wiggly. Summons a pet tentacle to follow you around. Has no combat benefit, it just goes wiggle wiggle wiggle wiggle wiggle. Yeah.
    • We’ve checked the math on this one, and it works out.
  • We’ve accidentally broken the “Schism” talent. Fortunately, we have the proper tools to fix it, and we know the pieces fit.
  • Only you can prevent Holy Fires.
  • Lightwell has been re-added to the game. However, in observance of Lightwell Savings Time, it must now be cast one hour earlier.
  • We’ve discovered that the “Halo” talent was actually created over 100,000 years ago specifically to combat a parasitic lifeform. We’ve disabled it until we can figure out what it really does.
  • Corrected a grammatical error with Piety. It is now correctly named. “Pie, TY!”
  • Apotheosis is now 30% more difficult to pronounce.
  • The Shadow talents “Legacy of the Void,” “Reaper of Souls,” and “Fortress of the Mind” have been removed so as not to cause confusion with expansions for other Blizzard titles.
Rogue
  • We’ve buffed the Anticipation talent. Just wait ‘til you find out what we did! It’s gonna be awesome.
  • Corrected an issue with Hemorrhage that caused it to occasionally leave love bleeding in the caster’s hands.
  • Using Pistol Shot will now cause Outlaw rogues to declare the current time of day, which is always high noon for some reason.
  • Rogues can no longer Pick Lock. They can, however, continue to Pick Warrior, Priest, and/or Hunter.
  • We felt the name of the “Thuggee” talent did not properly fit into the Assassination Rogue’s class fantasy. We’ve renamed it to “On Fleek.”
  • Death has found out that you’ve been Cheating it all these years, and isn’t pleased. It’s pretty miffed about it, to be honest.
Shaman
  • Sentry Totem, Windwall Totem, and Stoneskin Totem have been re-added to the game.
  • Shamanistic Rage has been nerfed. It is now known as “Shamanistic Irritation.”
  • Healing Rain has been buffed. It is now known as “El Niño,” which is Spanish for “The Niño.”
  • Sentry Totem has been removed from the game.
  • Echo of the Elements no longer works on ducks.
  • Windwall Totem has been removed from the game.
  • Magnitude has had its functionality extended to include a magnetic personality and a lot of attitude. It’s definitely going to be the life of any party. Pop pop!
  • Ancestral Swiftness now reduces your haste and attack speed when selected. We brought in a genealogy expert, and it turns out your ancestors were actually pretty slow.
  • Ghost Wolf has been renamed “Bark Bark Dog Dog.”
  • Stoneskin Totem has been removed from the game.
  • Spirit Link Totem should no longer incorrectly result in a 404 error.
Warlock
  • Several Warlock spells have been renamed:
    • Soul Leech has been renamed “Lasting Impression.”
    • Demonic Empowerment has been renamed “Demonic Impowerment.”
    • Demonbolt has been renamed “Impbolt.”
    • Shadowy Inspiration has been renamed “Shadowy Impspiration.”
    • In addition, all Warlocks have a new ability, usable only while mounted on their Dreadsteed, named “Imp My Ride.”
    • Designer’s Note: it’s imperative to us that we don’t improperly represent the nature of the Warlock class, and feel that these changes are an impeccable improvement.
  • We’ve also added several new Warlock spells themed around the Warlords of Draenor, similar to Hand of Gul’dan and Eye of Kilrogg. These spells include:
    • Coccyx of Durotan
    • Toenail of Grommash
    • Gall Bladder of Blackhand
  • Absolute Corruption should now corrupt absolutely, as intended.
  • The Soul Harvest talent can no longer be selected unless the Warlock has previously used the Sow the Seeds talent, because that’s just how nature works, okay?
Warrior
  • Special attacks that fail to critically strike will now immediately cause the Warrior to Enrage.
  • Die by the Sword now properly kills the Warrior when used, as intended.
  • Using Charge repeatedly on multiple targets will no longer incorrectly lock you out from using it until you visit a bank.
  • Heroic Leap has had its cooldown reduNO PATH AVAILABLE
  • Battle Cry may now only be used upon the realization that you are merely a simple tool used by your superiors to do what they are unwilling to do themselves, and that your only contribution to this world is cold-blooded murder. Just… just let it all out. Yeah. There you go.
  • Meat Grinder now properly creates delicious sausages.
  • Outburst has had its effect increased by 2 seconds which is ABSOLUTELY RIDICULOUS AND I SWEAR IF YOU CALL HR ON ME ONE MORE TIME I’LL…
    • Anger Management has replaced Outburst for Fury Warriors.
  • It turns out that Revenge is actually best at room temperature. Who knew?
 
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    • By Starym

       
      The first part of this huge interview, featuring how to get better at M+, class balance and more.
      In this first of a two part interview, the champs go into class balance, how to get better at M+, their thoughts on the affixes, the dungeons and much more.
      The Mythic+ crew of Jdotb (Resto Druid), Shakib (Veng DH), Darkee (WW Monk), Mittbitt (Balance Druid) and Marvink (Aff Warlock) shattered a large number of records recently and decided to have a chat with us on the most successful thing to come out of Legion, the Mythic Keystone Dungeon system. In the first part of this mythic interview, the dungeoneers talk about how to get better at running M+, class setup and balance, affixes, the dungeons themselves and more. With a huge amount of experience under their belts there's no one better to discuss the issues surrounding WoW's latest endgame activity, so let's dive right in.

      Let's start simple: why do you do it?
      Darkee: I do it for the challenge and prestige.
      Jdotb: For the challenge and fun of it. Having a stable team makes m+ a lot more enjoyable.
      Marvink: It’s a source of end-game replayability that lets you push your limits outside of raids. Pushing actually feels like raiding in a smaller more close-knit environment, and you get to constantly try to beat even yourself with the scaling content.
      Shakib: The moment of glory at the end of a world first run.
       
      For people that are just starting out running higher and higher M+ runs, as well as for those that want to get into the WF race, what would be your advice to them?
      Jdotb: A few things: first, try to find a group that you can run with all the time so you can develop solid communication and start building some in-house strats. Being on the same page as your group is incredibly important. Five pretty good players being vocal, knowing what mobs will be pulled, etc. will beat five all stars that haven’t played together. Second, make a lot of equipment sets and get comfortable switching among them. One for avoidance cap, one for trash aoe, one for pure single target, etc. It helps a lot to tailor your equipment to each specific encounter. Third, watch vods and steal strats.  You can find other groups doing a lot of really innovative stuff if you pay attention.  Don’t try to reinvent the wheel every dungeon.

      Shakib: The best advice I can give to anyone trying  to become better at M+ is to play with the same people. It doesn’t have to be the same exact 5 people every single time since some people might not be able to ALWAYS play. I personally play regularly with 10-15 people. Sure, I try to stick with the same 5 as much as possible during a push week and that would be the best scenario for everyone, but it can be hard sometimes so at least having people you know or have played with before helps a lot. Having to explain the strats to a new person will slow down your progression and might even make it not enjoyable.
       
      What would be the top 3 tips you would give to other high M+ teams?
      Jdotb: Sometimes you will have to replace people if you want to push for world firsts. It sucks, but it’s necessary. Prioritize playing with people that are available all the time. It’s hard to overcome playing infrequently even if it’s with really good people. Always be open to new strats for your runs.  If someone asks, “Why do we…” or “Why don’t we…”, take the time to really consider if there isn’t a better way.
      Shakib: At the highest level of m+ you have to treat 90% of the mechanics as if they are going to kill or nearly kill you. Mechanics that you used to ignore now become deadly. This applies for bosses and trash. Communication is key. I do think that having people that call out CC throughout the dungeon is very important. At a very high lvl overlapping a 6 second silence with a stun can result in a wipe, especially in huge packs where 1 cast goes off and the dungeon is over.
       
      You mostly use the same setup for your runs, could you talk about the choices there and why your class/spec is the best for this type of play? 
      Darkee: Windwalker brings high damage and “good enough” survivability. It really shines in mass aoe pulls due to our exponential scaling with Spinning Crane Kick. This allows the other 2 dps to bring more single target focused builds. We also have exceptional burst damage for high priority short lived adds (one example being the adds that shield the third boss in Seat).
      Jdotb: Four of us (Shakib, Mitt, Marvin and Jdotb) have been running together for several months. Darkee is a recent addition. His spec (Windwalker) does the most dps of any class in m+ right now by a country mile. Windwalker defensives are ok but not great, but Windwalker dps is so good that it doesn’t matter. The common theme among the rest of us is that our classes are very good at living.
      Marvink: Our group composition just sort of fell into place. For me, affliction will always have its place in high dungeons. Their damage is very competitive but a large portion of their appeal is the insane personal self-sustain. Having one less person the healer has to worry about a lot of the time helps quite a bit. As there are many dungeons with demons this expansion, Banish is very helpful in some dungeons on Bolstering and Bursting week allowing you to pull a little larger than you would without it. And don’t forget the important Arcway buff through enslave demon.
      Shakib:  Vengeance demon hunter: While dh’s don’t bring much group utility (ex: BoP, Leech aura, Battle res…) we bring an insane utility toolkit (trash control) and the strongest overall damage during a dungeon for a tank spec. We also have very good self sustain, especially during Metamorphosis, which almost makes us invincible. The great self-sustain lets our resto druid have even more globals to dps.
      Restoration Druid: The reason that druid is one of the two top pick for a healer spec is mainly because of their survivability via bear form and Barkskin. On top of that they are able to heal pretty much any situation while dealing a pretty decent chunk of damage if they pick the talent Feral Affinity. Ironbark is a very nice external on a short cooldown. Typhoon during a sanguine week is a lifesaver. Brez is definitly a big plus.
      Affliction Warlock: This spec is currently great at everything. They have a multitude of talents to pick from which our lock swaps between depending on the dungeon. Their damage is top tier while also having insane survivability (several defensives, the self-healing from drain is powerful, lets you somewhat ignore some mechanics while healing through them). Really good utility also for many situations. Stun, gateway, the decurse from the infernal pet but most importantly they can enable huge pulls by equipping Sacrolash's Dark Strike which slows every enemy affected by Corruption by 60%. This allows us to do some big pulls where I kite and the dps take care of the pack without having to deal with mechanics (mostly used in dungeons like Neltharion’s lair, Blackrook and seat). Healthstones <3
      Balance druid: Once again, same as resto druids you are basically never worried of a balance druid dying during intense damage taken periods because of their bear form. Brez and Typhoon are also nice to have. While not having a low cooldown interrupt can be an annoyance on heavy casting fights like Medivh in Upper Kharazan, Solar Beam is extremely strong for huge caster pulls - 8 seconds of silence is HUGE.
      Windwalker monk: This is a recent pick up, while windwalkers have always been a really good dps pick for m+ they were lacking survivability to justify bringing them. With the start of the new tier windwalker monks have been destroying dps meters which made us pick Darkee as our 5th. They always have cooldowns up. Leg sweep is the best aoe stun in the game. We also really like playing with 1 melee in our comp.
       
      If you had to pick the single strongest and weakest class and spec for pushing high M+, what would they be?
      Darkee: I think class balance is more like a tier list rather than clear-cut winners and losers. However, if I had to choose the best/worst, Mistweaver would be the worst. There are many contenders for best but my vote goes toward affliction lock. Strong damage, very strong survivability and they bring utility in the form of healthstones/gates/summons/soulstone.
      Shakib:  Affliction warlock is definitely the strongest overall spec. Good at everything, great survival, great utility. I can’t think of a downside of bringing a warlock. I would usually bash on Shadow priests but I think enhance shaman is the weakest key pushing spec in the game, not only are they melee which makes them more vulnerable to dying in big packs but they also have probably the weakest defensive toolkit in the game. From what I’ve heard they have really good single target and 3-4 target cleave but after that pretty much any other class is better.
       
      Do you feel Blizzard have done a good job with class balance throughout Legion? And do you have high hopes for BfA in this regard?
      Darkee: This answer would just be salt coming from a windwalker main (Rank 1 Krosus parse getting beat by rank 830 warrior parse). However, I think balance will be much easier in BFA with the removal of tier sets.
      Marvink: M+ has basically always been ruled by how much AoE burst you can get, you can always pull more if you have the damage. There’s always been some sort of mix of classes and trinkets that just rule the scene and not much has been done to limit the effectiveness of them outside of raids, one gets changes and another one takes its place.
      Shakib: The class balance has been decent throughout the xpac, the main balance that I would like to see is defensive changes. The defensive toolkit a class has is usually the main reason they are brought into a high m+ dungeon. Blizzard has surprised me several times this expansion when it comes to dungeons. Never did I think there would be this many changes done to balance dungeons out, it’s not a perfect balance but at least we know that they care about dungeons a lot more than before. They even hotfixed some of the bugs or “exploits” that were happening pretty quickly recently. Especially having a dungeon tournament hosted by blizzard themselves so my hopes are very high for BfA and future expansions.
       
          
      Let’s start from the most obvious: rank the dungeons in order of difficulty on the highest M+ numbers.
      Mittbitt : (Most difficult) Seat of the Triumvirate - Some of the trash is always brutal regardless of affixes, and the the last two bosses can make or break your key.
      Maw of Souls - The trash is not too controllable and does significant damage to all players, and the second boss can get fairly chaotic. Also the timer is not generous at all.
      Neltharion’s Lair- Ularogg Cragshaper, and Dargrul eat up a significant amount of time overall for the key by getting an undesired transition or add. Also the trash in the dungeon is very strong, specifically the scorpions at the end.
      Darkheart Thicket- Dresaron and Shade of Xavius can be quite scary, more so Xavius requires a great deal of durability.
      Halls of Valor -Hyrja can be a big block in whether or not you can complete the key, and some of the trash can be quite difficult if not dealt with correctly.
      Black Rook Hold - The bosses can be challenging, however the trash gets hard to deal with quickly.
      Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.
      Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.
      Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.
      Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.
      The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.
      (Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.
      Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
       
      If you could change a few dungeons which would they be and how would you change them?
      Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.
      Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.
      Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.
      Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.
      Seat: similar to CoS, the warden locations should be set spawns.
      Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
       
      Which is your favorite and least favorite dungeon to run?
      Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.
      Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).
      Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.
      Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
       
      What are the easiest affixes and do they vary from dungeon to dungeon?
      Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
       
      Are there some affix combos you just will not get out of bed in the morning for?
      Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.
      Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.
      Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.
      Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
       
      What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?
      Jdotb: Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.
      Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.
      Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.
      Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.
      Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.
      Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
       
      What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?
      Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.
      Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.
      Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.
       
      That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
      Part 2.
    • By joat
      Who We Are
      Tequila Sundown is a growing raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of four within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.

      We care more about the people we play with than their item levels or progression rankings. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 3/11 Mythic, Heroic AOTC Antorus progression.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid.
      We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for raiding the previous raid difficulty.

      Recruitment Needs
      DPS: Will consider all specs, but would love to add a dedicated Shadow Priest & Elemental Shaman.

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you a deeper dive into the raid team.
      https://www.reddit.com/r/FTH/wiki/tequilasundown

      Contact Us
      You can reach us on bnet: joat#1832 & lambkill#1856
      or Discord: joat#1832 & saever#4432
    • By Stan

      The latest Alpha Build added Blight - a new Mythic Keystone affix. Damage and healing done is increased when injured, and reduced when healthy.
      Blight is a new interesting Keystone affix added in Battle for Azeroth Alpha Build 26032. Damage and healing done is increased when injured, so it will be up to the healers to find the sweet spot between having party members deal more damage and dead, because healing a player to full health will not be efficient if your party wants to utilize the damage increase.
      Affix Description Blight Damage and healing done increased when injured, and reduced when healthy.
      Relentless is a second affix that might be added in Battle for Azeroth. It has been around for a while, but hasn't been implemented yet. When the affix is active, trash mobs are temporarily immune to Loss of Control effect, meaning they can't be feared, mind controlled, stunned, rooted etc. for a short period of time.
      Affix Description Relentless Non-boss enemies are granted temporary immunity to Loss of Control effects.
      We'll keep you updated about new affixes as they become available.
    • By Stan

      Battle for Azeroth goes back to standard weapon drops. Check out new faction-themed weapons from Warfronts!
      Warfronts in Battle for Azeroth drop faction-themed items and our first preview covers weapons!
      We datamined the following weapons related to Warfronts so far (Alpha Build 26032):
      Alliance
      Bows

      Daggers

      Guns

      Maces (1H)

      Maces (2H)

      Off-Hands

      Polearms

      Shields

      Staves

      Swords (1H)

      Swords (2H)

      Wands

      Horde
      Axes (1H)

      Axes (2H)

      Bows

      Daggers

      Guns

      Maces (1H)

      Maces (2H)

      Off-Hands

      Polearms

      Shields

      Staves

      Swords (1H)

      Wands

      Warglaives

    • By Stan

      The WoW MVP program will be moved to an application-based recruitment system soon. Existing MVPs should reapply for the process. Open recruitment begins early next week, after the President's Day holiday in NA.
      Blizzard (Source)
      <This is going to be a bit of a meta discussion, and not something focused on World of Warcraft, as a whole. Those of you who are active on the forums and among the other World of Warcraft communities will probably have more thoughts on this than those who visit the forums on rare occasion.>

      Hey guys!

      Over the past year we've had it on our plate to breathe a bit of life in the MVP program for World of Warcraft (you may have seen me mention it here and there, and I know the MVPs have been eagerly waiting for movement on this). After nearly a year of discussions, we're finally ready to start moving forward with a refresh of the MVP program for World of Warcraft!

      Most of our active posters here know that when the MVP program was founded, it's goal was to recognize active forums poster who contributed to our community through things like high-quality class guides or assisting and guiding new players with helpful information. While being active and posting in a constructive manner will still be something we take into account, we realize that we now live in a world with Icy Veins, Wowhead, Reddit, and numerous other communities that didn't necessarily exist at the onset of this project. This leads our MVP group to not being able to actively fulfill it's original purpose on our singular forums platform.

      All of this led us to think we needed to be realigning the purpose of the program slightly, as we want to more actively empower the group to engage in discussions with us on various community issues, happening on the forums and in our greater community. This would also include working to provide insight into community and gameplay feedback they may see around the community, with direct conversations between the WoW community team and the WoW MVP group as a whole on a regular basis, much as we do in our conversations with folks on Reddit, Discord, etc., something that hasn't been utilized to its best.

      To facilitate this, we will be moving the WoW MVP program to an application-based recruitment system, which will address a few concerns we have currently with the recruitment process, as well as letting us asked targeted questions to candidates during certain recruitment periods, and hopefully widening the audience. We expect to open recruitment early next week, after the President’s Day holiday, so be on the lookout for a thread if you're interested!

      Of note, these changes DO NOT affect any region or franchise outside of World of Warcraft in North America, and these changes also do not apply to our awesome Customer and Technical Support MVPs who do great things.

      We look forward to getting to work on the program and hearing your feedback!
      I hope this doesn't mean Crepe is losing his MVP status. I notice community MVPs are not listed as being spared these changes.
      We're asking the MVPs to reapply for the process, but we will be keeping everyone who is able to meet the newer standards going forward! 

      I wouldn't expect any of the familiar faces you know to go away unless it's their own choice.