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Here's another "things that should stop working when zoning in/out" glitch, as players can actually bring allied mobs with them into battlegrounds and potentially elsewhere as well!
Traice2020 was doing the Retaining the Court Revendreth World Quest, where you gather some anima to awaken the Darkwing Rebels when a battleground queue popped. So far so normal, but after entering the battleground the awakened rebel was still there, following the player around and actually doing damage!
Apparently the Stoneborn does "pretty good" damage as well (no details on the exact numbers), and if you'll remember the quest, you can actually get quite a few of them with you (there doesn't actually seem to be a limit, with plenty of players having over a dozen during the quest), which would be very powerful in the battleground. It's unclear if this was a temporary bug and if it's just related to battlegrounds or if it can actually be used in dungeons, raids etc. But what is VERY clear is that it's an exploit and will almost certainly result in suspensions if misused, so don't try this at home. And obviously big thanks to Traice2020 for reporting the issue!
Hopefully Blizzard can fix this weirdness before BGs get overrun by Stoneborn and it becomes and all-out gargoyle fight with a bunch of spectators on the sidelines. Although having now put that into words, it would be an awesome sight right? Right Rextroy?
Here's a new one, at least for me, as it seems you can do Mythic+ before level 60, without issues! This isn't one of those clever use/you have do do these steps situations either, as it works just as if you were level 60.
Considering the screening process of Mythic+ runs, you MIGHT not get in to a PUG under level 60 (but hey, try it, should be hilarious), but if you have some really helpful guild mates like igelaffe, it is very much doable. While you still can't open the end of run chest, you can get the rewards in the mail afterwards, which is the same thing.
The actual usefulness of it is debatable, but igelaffe's reasoning was to get a head start on max level loot, as they weren't going to make 60 before the reset, so why not do a quick M+ Theater of Pain for some Great Vault goodies! Here's the full story:
With the loot issues we recently talked about, can you imagine the level 55 in your group actually getting a piece of gear while everyone else gets that wonderful 35 anima?
We can finally check out the results of the most recent class tuning pass that buffed several under-performing specs as a full reset has gone by for both US and EU servers! We've already had our class guide writers talk about the Fury and Assassination buffs last week, so today we'll be focusing on the Frost Mage ones, as well as taking a detailed look at Shadow Priests, who haven't been mentioned much since their dominance in the pre-patch. Here's a reminder of the actual tuning that happened last week:
Class Tuning for January 11th
Death Knight Blood [With regional restarts] Bone Shield grants armor equal to 70% of Strength (was 50%). Frost [With regional restarts] All damage is increased by an additional 2% while a two-handed weapon is equipped. Mage Frost [With regional restarts] All damage abilities increased by 9%. Monk Brewmaster [With regional restarts] All damage is increased by an additional 2% while a two-handed weapon is equipped. Windwalker [With regional restarts] All damage is increased by an additional 2% while a two-handed weapon is equipped. Rogue Asssassination [With regional restarts] All damage abilities increased by 8%. Warrior Fury [With regional restarts] All damage abilities increased by 8%, except for Bladestorm and Dragon Roar. [With regional restarts] Meat Cleaver talent now increases Whirlwind’s damage by 25% (was 30%). Looking at the 95th percentile you can really see the buffs to Fury and Frost, as they moved up a lot, while Assassination... well not so much, but that's due to the truly insanely low number of logs registered for the Rogue spec, with only 233 people playing it, so that particular stat doesn't really mean anything. The only spec with fewer logs is Survival Hunter, coming in at 101, with Demonology, Frost DKs and Arcane also being under 1,000.
95th percentile Mythic data by Warcraft Logs.
All percentiles look a little different for our buffed specs, as the larger playerbase didn't quite use Frost as well/much as the top players:
All percentiles Mythic data by Warcraft Logs.
Here's what our own Frost Mage guide writer had to say about the tuning pass.
Frost Mage by Kuni:
And here a very in-depth analysis of the state of Shadow Priests in Nathria.
Shadow Priest by Publik:
And finally, let's take a peak into Heroic as well, for a much larger number of logs:
All percentiles Heroic data by Warcraft Logs.
As always, if you want even more info on a spec, you can check out our class guides here.
While the new Shadowlands dungeons are great, the community thinks that rewards that come from the mode are underwhelming.
Not only do Mythic+ dungeons offer less loot compared to Battle for Azeroth, but they also reward too little Anima, according to the community.
You spend at least 30 minutes completing a Mythic+ run, and you get 35 Anima, whereas a world quest that takes a few minutes to complete gives you 100 Anima.
PC Gamer talked to Game Director Ion Hazzikostas about dungeon and raid rewards in Shadowlands.
Ion agreed they need to make dungeons and raids feel more satisfying, and it seems we might see some buffs in the future, but will that happen sooner than 9.1? With Blizzconline just a month away, chances are Blizzard will reveal what's coming in Patch 9.1 along with the improvements to rewards on February 18.
What do you think about Mythic+ rewards? Are they worth the effort?
We are looking at Covenants distribution per specialization in Castle Nathria for each difficulty. The data provides a thorough insight into how Blizzard managed to balance Covenants in Shadowlands.
All the data was gathered from Warcraftlogs and posted by prljevics on Reddit.