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Starym

A Farewell Interview with Mione, the Solo Artist

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Some sad news on Battle for Azeroth day, as the game's most well-known and probably best soloer of all time announced retirement. Mione has been going 1 on 1 with World of Warcraft's bosses and getting World Firsts for over 10 years now, since Wrath of the Lich king, and soloing dungeons since Vanilla, so it's a sad day indeed when such a great player leaves our community. The Lich King, Yogg +0, Firelands Ragnaros, Garrosh, Archimonde, Gul'dan, M+15 in time, M+22 to name just a few, the sheer number and difficulty of the fights soloed is staggering, so let's all join together in once more congratulating Mione and saying goodbye (or perhaps, until we meet again).

After finding out that it was over in BfA, we had a long chat with Mione to see what happened and why, and ended up talking extensively about power creep, the status of "most well known soloer in WoW", favorite and hardest boss solos, soloing raids vs. M+, Scholomance soloing in Vanilla, an optimal boss stitched together from other boss abilities and much, much more.


You’ve said you're leaving WoW behind. Now that Battle for Azeroth is here are you really done with the game, and do you think you could one day come back?

Being “done” with the game is a strong word, especially when we’re talking about something like WoW. But as far as I’m currently aware, yeah, I think my journey is over. As to coming back… if we’re perfectly honest, I had already quit playing/raiding/etc. a few months before I soloed +15 in time in April. I came back and played on the MDI realm for a few days with the sole objective of completing that, and didn’t touch the game at all since then. So I may come back just to pull off a few eccentric things in the future, you never know, but I heavily doubt I’ll ever go back to organized play, raiding, etc.


Was there anything in particular in BfA that put you off or was it simply time to move on?

I did have problems with game design, but nothing in BfA made me particularly more happy or unhappy than usual. The obvious things people like to whine about, titanforging, weekly chest RNG... they’re annoying, but eh, have seen worse in plenty of games.

I could write an essay on this but I don’t want to do that, especially in what’s probably my last time talking about WoW, so I’ll keep it short. Soloing things has always been extremely fun, to the point where going through the other annoyances the game threw at me was worth it. Ever since WotLK, in fact, it’s been my primary motivator, more than raiding or anything else. But the absurd power creep between tiers, which only gets more and more absurd as time goes by, has made soloing less and less enjoyable to me. Trying to desperately squeeze an extra +0.5% DPS suddenly becomes a lot less attractive when you can just come back next week with an extra concordance point.

Think of it this way.. The power creep has gone so far, coming from times where soloing bosses from 2 expansions past was difficult (most Vanilla content never got soloed during BC) to the point where I’ve soloed an entire raid before the next expansion came out (MSV in MoP). I’ve soloed a final boss of an expansion before the next expansion came out (Garrosh in MoP). I’ve soloed the final boss of a tier during the following tier (Gul’dan in Legion). What’s left for me to do, really? Soloing a final boss while it’s current? It shouldn’t ever happen, and even if it does happen one day, it will either be 1) an exploit of some kind 2) ridiculous power creep that’d just leave a sour taste more than a feeling of accomplishment.

That power creep is mostly due to the catch-up mechanics in place that makes the whole game more or less anew every time a major patch drops. It was a bit less pronounced in the past, but has really reached ridiculous levels in more recent expansions (Cata and especially MoP were when it really began, imo). Catch-ups are cool and necessary, or you end up having to do 40 AQ40 scepter quest chains in a row to merely access recent content, but catch-ups shouldn’t make everything irrelevant as soon as a new patch drops. DPS shouldn’t multiply by a factor between 5-10 within only three raid tiers. That’s absurd.


Did you try out the BfA raid/M+ bosses on the beta or check them out through videos?

Not at all, I’m afraid. My BfA experience has extended to leveling in the first zone when it was still a so-called “alpha” (the alpha and beta words have little meaning today). I know there’s a dungeon in all caps. That’s about it, I couldn’t even tell you what the name of the BfA raids are, and apparently people are upset because someone burnt a tree or something idk. I completely disconnected from WoW news in general.
 

You’re the most well known soloer in WoW’s history. How does that make you feel?

I’ve been both happy and unhappy about that. Happy because I’ve seen so many people get inspired and it’s just so nice seeing people push themselves trying to beat bosses. Unhappy because it’s caused too many people to put me on a pedestal when it’s really not a competition of any kind. I’ve had a few… weird interactions with some people in the past, to put it lightly, lol.

What’s funnier to me is when non-WoW communities somehow end up referencing my WoW stuff. The funniest anecdote is when I watched some Overlord episode (spoilers ahead), that one episode where Ains goes full p2w and uses a bunch of cash shop items to solo Shalltear, I went to the subreddit thread discussing that episode, and somehow the discussion ended up with people talking about how OP characters like that could never exist in a real mmo, of course I eventually got name dropped in that comment chain lol.

Silly anecdote aside, the best part of being the most well known soloer has been being able to meet a bunch of people who share the same interest. One of my best friends met that way is Wan, who did incredible stuff as a Monk during MoP/WoD. It has also taught me that as with everything else in life, popularity doesn’t mean much. A few of my most well-known ‘feats’ are barely worth mentioning to me (Arthas was incredibly boring in retrospect and was basically an interesting p1 + an absurd DPS check and nothing more), while some more obscure things that went completely under the radar were incredibly more interesting. Of course the reasons for the Arthas solo being so much more iconic and well-known lie within Arthas’ character itself and are thus obvious, but the point stands nonetheless.


How does soloing raid bosses compare to soloing M+, which do you prefer, which do you think is the better solo activity and why?

Overall I tend to prefer M+, but there are two main points that directly contradict that:

  • Sometimes a boss is simply amazing
  • Obtaining m+ keys is a major pain in the butt.

Nonetheless, overall M+ offers you more flexibility, trash in WoW is rarely just boring meatsticks and do have some nuance to them, there are a lot of different routes you can try, especially in dungeons where invis potions are viable. A lot of packs that are trivial in a group become really annoying when solo, and vice-versa. You go from having a bunch of interrupts/stuns/etc. to having only yours, while heavy AoE damage mobs don’t cause too much trouble as a solo tank. A good example would be DHT, with bears and sabers becoming relatively easy to handle compared to how annoying they are in a group setting (oneshotting squishies), while the imp+satyr packs towards the end of the dungeon are annoying. The big pull at 1:40 in this video is a pull you’d only dream of doing in a regular run that’s perfectly reasonable when soloing.

Meanwhile I’ve wiped to a single imp+satyr pack once <.<
The big pulls on the +15 in time all the way until Domatrax are also a good example of min-maxing and adapting my pulls to my cc capabilities and cooldowns.

Bosses are usually more straightforward, and a bit more binary; but that’s why certain bosses really stand out from the rest when you can really utilize your toolkit. The reduction in player toolkits, that wasn’t accompanied by a reduction in player power level at all (note the difference between the two), has been a major contributor to my disinterest in the game. You can still handle a lot of crazy situations but most of the time it’s just because you have the tools to brute-force it, and there’s little nuance in general. Healing more or less linearly scaling with the number of targets is also a pretty significant factor, adds used to be threatening if only due to auto damage, nowadays they’re simply a resource to be exploited for more dps (Spellblade Aluriel being a prime example of this, where I even spec out of AoE talents in order to keep adds alive for longer), outside of <potentially threatening ability> of course. AoE rotations being virtually the same as single-target rotations (at least as a tank) also reduced a lot of the fun there was in balancing between the need to kill/cleave adds more or less quickly to survive, while still meeting the dps check. Nowadays you just brute force it and either you can brute force it or you don’t.


Let’s go back a bit, to the beginning. What drew you to WoW in the first place and then to specifically soloing content?

Aaah the beginning, when I was still a little nooblet. I played a lot of wc3 on battle.net, back then, and hanged out in some clan/public channels. A lot of friends met there ended up transitioning to WoW so I followed because why not. Got hooked instantly. Not going to lie, life going badly in that time period probably helped getting hooked.

The first time I remember really soloing something was back in Vanilla, when I soloed Scholomance on my mage (my main back then). It involved kiting, lots of kiting, tons of kiting. Enough kiting to vomit kiting for the rest of your life. Rattlegore in particular had to be kited by falling down in the holes between the dragon room and the boss room, blinking through the boss when it catches up to you, and repeat. You’d dps it down with fireblasts only since you were constantly on the move, it took ages. Disgusting. Don’t get me started on the skeletons immune to non-Holy magic that had to be killed using Stratholme Holy Water. That being said, it was FUN! So fun that I remember it fondly to this day. Keep in mind, I’m also the kind of person who kindly remembers early diablo 3 inferno and getting oneshot by Rakanoth over and over with his teleport thingie, so take this with a grain of salt.

My second experience with soloing was later, in BC. I was playing a shaman during that expansion, and since I’ve always been the kind to experiment, I was trying out this weird build with just enough points in enhance to dual wield caster weapons and the rest in actual elemental/resto talents. It was a funny spec (that was surprisingly effective in PvP, I should add) that had skyhigh spellpower and access to mana sustain through shamanistic rage, it could offheal decently while still retaining not too shabby damage. I went into BC dungeons and soloed them from time to time when I was bored, until some patch inevitably nerfed fun and made all spellcaster weapons main-hand only...

But it only really began in WotLK when I started soloing Karazhan for fun just a few days after I got to 80, still wearing blue/green gear. I found it sooooo enjoyable I went to other raids and so on. I was documenting it all on my blog, mostly for my own sake at first, and it garnered interest.


You’ve had many successes with your Death Knight and Demon Hunter, which do you prefer soloing on and which would you say is your favorite class overall?

In Legion, DH, I don’t like the recent DK playstyle with the switching of Death Strike to RP instead of runes and all the changes to accommodate Marrowrend. Overall, WotLK DK was probably the most enjoyable, though, with all the different builds you’d use.

Blood was strictly the best for pure HPS/DPS on a single target, but Unholy was much better at AoE damage while keeping similar healing, it also offered access to ghoul tanking for off-tanking annoying adds etc, which was the only way to solo certain bosses back then. Frost was mostly useless for soloing but had a small niche with dualwielding (Viscidus) and most importantly Acclimation which proved useful on Baron Geddon very early in the expansion.

On my DH, it was more straightforward, but some of the accessible content (high m+, mythic Archimonde mostly) gave a few ways to express some creativity. Archimonde made me use legendaries I’d otherwise not use; m+15 in time really stretched my character’s outputs to the limit. The 80/20 rule applies particularly well here, there’s “only” +20% damage and healing different between a m+13 and a m+15… yet it took me barely 2 attempts to solo a +13 in time, with the first attempt having a really stupid death somewhere. It took me a bit more to do a +14, two hours or so if I recall correctly. +15, though? Took me 3 to 4 days of straight-up attempts. It’s not a simple matter of “just deal 10% more damage lul”, anyone who’s done high m+ knows exactly how the slightest things can completely change a run, if a pack takes too long suddenly that means that patrol isn’t skippable anymore. Maybe you run out of cooldowns before that big pull dies. Maybe you can’t pull X and Y together anymore without dying. Etc. Everything had to be re-calibrated and re-tailored specifically.


Of all your solo achievements, which was your favorite, which was the most difficult and which would you REALLY not ever want to do again?

It’s a bit too difficult to narrow it down to a single boss sorry 😄
Favorites were Yogg-0 25-man, Normal Ragnaros (Firelands), Heroic Morchok, Will of the Emperor, Elegon and Heroic Elegon, Garrosh, Mythic Archimonde, and Shade of Medivh (upper Karazhan). As well as an unknown boss from a MoP challenge mode called Yan-Zhu the Uncasked, the final boss from Stormstout Brewery.

Most difficult was probably doing a +15 in time, or Garrosh, hard to rank. They both were extremely long encounters (if you take the entire +15 as a single encounter) with a lot of precision required. Garrosh was more about positioning (p3 axes), ingenuity (dark simulacrum shenanigans), and reaction time (Xuen cloak procs could ruin an entire attempt if you didn’t react instantly and turn your back away from adds so it didn’t kill them, and playing without the cloak wasn’t a possibility due to the absurd DPS check), while the +15 was about figuring out the exact limits of my character on every single pull for 25~minutes straight (final 10 minutes are straightforward bosses), and executing almost perfectly the entire time. I say almost because there are still a few mistakes here and there that annoy me when re-watching, but ehhhh.

Honorable mention to:

  • Heroic Protectors of the Endless (done during WoD beta) which was a mix-match of positioning, dealing with the state of the class at the time, controlling adds, managing cds, having to deal good dps, etc.
  • Heroic Mimiron (done during Cata) which was an insane dps check and was visually very hectic.
  • Madness of Deathwing (done at the start of MoP), crazy hps/dps numbers required
  • Spirit Kings (done towards the end of MoP), used every trick in the book to abuse Vengeance to its very best and included some kiting during part of the enrage with swiftness potions etc.
  • Normal Cenarius (done during Nighthold). To this day I don’t think anyone has ever noticed a small detail I used which allowed me to beat the boss so early in the expansion, which I’ll spill here for the first time: the helpful adds released by Malfurion can deal damage, but only through invisible autoattacks that have no animation to speak of and with a very limited range. Different adds have different autoattack values, and green dragons have the best ones. Nothing particulaly amazing that’s going to kill the boss for you, but it can easily shove off an extra 3-4% off the boss in last phase. So that’s why I’m constantly positioning weirdly as well as doing weird wave choices on Cenarius that don’t make much sense survival or DPS wise. Most importantly, p2 being the main hurdle of the fight, I wanted to time the phase transition right after a green drake spawned so it could deal as much damage to Cenarius as possible before eventually despawning, and getting that timing down properly meant using that little trick as much as I could during p1 in order to avoid further waves with less favorable spawn combinations.

There are a lot of little tricks like this that can be used in plenty of fights or even M+, during my m+15 in time attempts I noticed something quirky going on with Maiev and I got a little disappointed to see that it only works up to +15 on Tyrannical and up to +12 on Fortified (due to the %scaling on a max%hp damaging ability she has). If you’ve ever wondered why you always get a few bursting stacks at the start of CoEN on high keys, well, it’s related to that. This screenshot comes from one of my test runs, and while not apparent at first glance, you can see through my focus target that I somehow made Maiev come all the way to the final boss to make her whack him in the face 😮

HRqC0gi.jpg

The one I’d never do again is…. Immerseus! What a surprise! Anyone who has ever gone on a SoO transmog run knows how annoying this boss is, and, well, guess what, it was even worse back in 5.4! The enrage wasn’t beatable, but, unfortunately,  I figured out the enrage could be timed out by standing really far and self-healing with bandages/etc against some of the residual damage you’d take regardless of range. That enrage lasted 30 minutes… and then you’d have to do the fight itself, which, with the absolutely pitiful DPS you’d have at the time compared to the boss HP, would take multiple hours. Unfortunately the self-healing required you to actually be present at your computer and spam death and decay whenever available to generate runic power (and spending it with Conversion, a never otherwise used talent that consumed runic power and restored health). Oh and by the way, even after this 30 minutes enrage timing out thing was done with, you still had to go sit out of range after every other Whirl in order to reset tank stacks. All in all, never again. If you’re going to make an immobile boss and give it a spammable ability when noone is in melee, please at least make sure that spammable ability has no range limit.


If you could stitch together a boss based on your favorite mechanics, what would that look like?

Tricky question, and I’m not going to fall into the trap of playing armchair bossfight designer.. So I’ll keep at a few main points.

First, I *loved* the concept of the Elisande fight. Different “timelines” interacting with each other leads to an endless pool of possibilities. In practice it wasn’t exploited enough (probably for fear of overwhelming players, which would be very understandable), and it mostly ended up being “don’t fill the room with stupid void zones that will annoy us later” and “this p1 ability carries over in p2”, but if I had to design something myself it would definitely have this kind of split timeline interaction, but both ways: you’d want to redirect certain abilities from p1 in order to facilitate your future self’s life in p2, but you’d also want to soak or redirect certain abilities from p2 in order to not kill your past self from p1 (think past selves Murozond ghosts that you’d have to protect from harmful abilities, except more refined). Maybe you’d want to use coolodwns in p1 at times where nothing happens, just to protect your p2 doppelganger from something happening at the same instant in the split timeline. Those kind of weird, masochistic interactions that reward careful planning.

Second, I loved Imperial Vizier Zor’lok, also known as leftleftleftleflteft. Needless to say, it’d have some dodging required, and you can quickly imagine the mess that’d become if combined with the first point.

Third, no split and stack boring mechanics. I loathe those mechanics. No Thaddius/Maiden of Vigilance “one person messed up, wipe raid instantly” mechanics either. A player mistake would be punished by a player death and no more than that. It’d just be tuned tightly enough that those mistakes would be punished.

Fourth, no hard enrage. Soft enrage over time that simply makes the mechanics harder and harder to survive (reducing the gap between dodgeable abilities, increasing their frequency, making them overlap more, etc) and thus punishes individual mistakes while rewarding higher dps. People often say that the top players are so good they cannot be punished by mechanics anymore, so the only way to gate them is sheer numbers. I call complete bull on that, mechanics can always be made faster, more difficult to read, more precise, requiring better reaction time, etc. I do not know a single game where the top players are perfect. Even Faker makes mistakes in League. Even some highly advanced speedruns that took months upon months of dedication manage to be improved and beaten eventually. I’ll never be convinced there is such a thing as a skill cap that people like to claim has been reached.
 

What was your process like for choosing what to solo next? How did you decide that boss x was ripe to be taken down at a certain time/level/item level? Did you just try them all and then get a feel for the fights or can you determine what’s doable from regular raids with other people?

I usually try to get a feel of every fight even when it’s clearly not soloable yet (unless it’s difficult to access or something, I usually don’t want to bother anyone with those shenanigans), and try out various strats, especially to bypass enrage (in which case it might become doable early on). It allows me to see quickly what works, what doesn’t, and if I’m missing something obvious or not.

It’s common sense for the most part though, if I just struggled beating the enrage on boss X and I know boss X+1 has an even harsher requirement odds are I probably need to wait.
 

Which expansion would you say was best for soloing? And what’s your favorite expansion overall?

For soloing, MoP, hands down. Early MoP was the most fun I had. The Cata raids had so many good fights from a soloing perspective and the DK class still had access to a plethora of tools (ghoul tanking, still a decent amount of cooldowns, etc) to work with, and the Yogg-0 25-man behemoth from WotLK was yet to be conquered.

My favorite expansion as a player though… let me put it this way: the game was absolutely worse in most regards (not all, especially community-wise, but most), nonetheless ... vanilla. Why? Because the game isn’t just a game, it came at a period where the internet in general was very different, youtube barely existed, twitch didn’t exist.... That general feel of knowledge being transmitted by word of mouth instead of having the insides of the game dissected before it even reaches live servers…. I miss that, and it made the game way more enjoyable, regardless of the quality of the game itself.


The Mage Tower in Legion was basically a solo challenge for regular players, what did you think of it and Blizzard adding content like this into the game? Was it too easy for you to finish up and do you think an even harder version should be set up for soloers like yourself?

Aha, the mage tower, I knew that question would come up. I think it was fine with its difficulty. Don’t get me wrong, I did find it on the easy side. Not faceroll easy at all, but not really hard. When it came out, I basically woke up one morning, turns out mage tower popped during the night, and I was done by 8am or something. Veng DH having a particularly easy time with the knockbacks played a part too, I’m sure.

But the fun of soloing is, imo, to solo things not meant to be soloed, which means it’s perfectly acceptable for some content to be out of reach (for now), and some of the best feelings I’ve had came from moments where I did things I thought I wouldn’t ever manage that early. The mage tower by definition is meant to be soloed, which means there is no out of reach content in theory. At best, you’ll just do what was expected of you. So it was fine with its relatively low bar of difficulty imo, and while I like such additions to the game, I don’t think there’s room for much harder…. maybe more in the sense of group content with an optional solo ladder, where no one really knows if it’s even possible to solo since it wasn’t intended to be soloed in the first place, and the higher you go the better. Think PotD/HoH if you’ve played FF14. But once you get into that mindset you realise that *all* content in this game is potentially solo content eventually which makes the above suggestion redundant... so they’re already adding plenty of solo content imo 🙂

More gimmicks like some of the fights in Brawler’s Guild would be fun. Would be better with fixed gear, though.
 

While soloing is what you’re most known for, is it your favorite thing to do in WoW?

I’ve covered this already above, but absolutely. The main driving factor that kept me playing - if I didn’t find that niche I would have quit ages ago.
 

What other games will you be venturing to/have been playing and why?

I’ve been playing some ff14 for a few months now. Old habits oblige, I’ve been having fun soloing old content there too, including a bit of stuff I didn’t find anywhere on youtube 😛 but I’ll keep a much lower profile on that game than on WoW if possible. It’s my retirement home (quite literally, since I snatched a house plot against all odds in my first month of playing, and no, it’s not in Goblet) and I intend to keep it that way. The relative anonymity is enjoyable, it’s very refreshing to be able to join a random pug or comment on random streams without being asked “wait you’re *the* mionee??”
 

Any messages for your fans?

Please stop collecting dust, I’m tired of my CPU overheating. No but seriously, thanks for all the kind words I’ve received over the years. Every traveler eventually meets the end of their journey, but that doesn’t mean you can’t keep reaching for new heights~
 

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Didn't it take him 8 hours to solo the +22? I don't see that as impressive personally as it's just wipe make a small improvement then rinse and repeat with some luck thrown in there.

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Uncommon Patron

What an incredible person. The pure dedication needed to solo such stuff must be insane.
Sad to hear he will quit WoW. But maybe we will hear more from him playing other masochistic games?
(He even watches Overlord... He got even more sympathetic)

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6 minutes ago, lIllIl said:

Didn't it take him 8 hours to solo the +22? I don't see that as impressive personally as it's just wipe make a small improvement then rinse and repeat with some luck thrown in there.

At +22 defeating any pack of mobs is an achievement in itself, let alone bossses.

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1 hour ago, lIllIl said:

Didn't it take him 8 hours to solo the +22? I don't see that as impressive personally as it's just wipe make a small improvement then rinse and repeat with some luck thrown in there.

well sure, wipe after wipe to fix mistakes, but purely what about the raid bosses , mustve done same thing its just the fact he was able to do it solo is the achievement

 

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oh god he mentioned maiden *vomits* raid leading that through mythic progression was like trying to heard ferrets. 

also my mind is fuzzy, what was the catch up mechanic in cata?

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4 hours ago, Tri said:

oh god he mentioned maiden *vomits* raid leading that through mythic progression was like trying to heard ferrets. 

also my mind is fuzzy, what was the catch up mechanic in cata?

I don't totally remember either, but I know I used it. I came back after a 9-ish month break and in one summer including leveling, was geared to fight Deathwing (without being carried through raids like the BC/Wrath method was)

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I completely agree on the Brawlers Guild comment.  Some of the most fun I've had was trying to beat those fights with gear that was just barely suitable for the challenge.  I'd like to see more of that (with better rewards).

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Uncommon Patron

Some great points.

Vanilla was great more because the internet was different which made the game, and interactions with players, more enjoyable.

Power creep at the rate it has had to get to, to please the player base, sucks. I, like Mione and others, get satisfaction from over coming hard challenges - barely scrapping by makes me feel powerful. Vocal majority of players get satisfaction from getting gear with bigger numbers and 1 shotting mobs - feeling noticeably more powerful.

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      The timer on the buff will refresh to 60 minutes every time you charge up the staff, leaving you with plenty of time to finish the quest.

      After finishing the quest, use your Lunar Festival Invitation to head back to Moonglade tu turn in the quest.
      You must have Crown of Courage, Crown of Dark Blossoms, Crown of Good Fortune , or Crown of Prosperity in your inventory to start the quest to upgrade the flower crowns to permanent cosmetics. Talk to Myrael Lunarbloom who won't have a "!" above her head, but she will still offer you the quests.
      The new quest is not required for To Honor One's Elders. Check out our Lunar Festival guide for more details about the event!
      Blizzard (Source)
      Every year the druids of Moonglade hold a celebration of their city’s great triumph over an ancient evil. During the Lunar Festival, citizens of Azeroth have the opportunity to honor their elders by celebrating their sage wisdom, sharing in magnificent feasts…and of course, lighting fireworks.
      The celebration has begun in Moonglade, and your Lunar Festival Invitation is waiting. Join in the fun by dressing up in your Lunar Festival finery, launching fireworks, and paying homage to the Elders throughout Azeroth.
      When: January 24 – February 7
      Where: Moonglade, with camps in Ironforge, Stormwind, Darnassus, Thunder Bluff, Orgrimmar, and the Undercity*
      Currency: Coin of Ancestry
      Activities
      The Lunar Festival is a time of celebration for the peoples of Azeroth. At the beginning of each year, elders of generations past manifest around the world to impart their wisdom upon all who listen. Should you encounter these venerable spirits in your travels and take the time to heed their words, they may even pass along tokens of their gratitude—Coins of Ancestry, the lessons of a past age in physical form. Gather enough Coins of Ancestry and the Cenarion Circle will open their stores of celebratory garb, fireworks, trinkets, and recipes!
      The Cenarion Circle has good cause to celebrate, for the Lunar Festival marks the return of many Ancients that fell in battles past: Goldrinn, Malorne, Aviana, and Cenarius himself. But this celebration is darkened by the eternal torment of one of their own—Omen, a wolf Ancient blessed by the moon goddess Elune, has risen from the depths of Moonglade’s lake. Though Omen was once as noble and proud as any Ancient, he was driven mad by the Burning Legion’s tainted magics during the War of the Ancients. Omen’s immortality means that he is forever cursed to return in his maddened state at the advent of each new year—and this year, he has grown further in power.  Heroes level 20 and above must make haste to ease this tormented Ancient’s suffering, in the hopes that perhaps next year he will return with a clearer mind.
      SEASONAL BOSS: OMEN RETURNS!
      The great wolf Omen was once a hero of this world. An embodiment of strength and fortune, Omen fought beside the heroes of the War of the Ancients until he succumbed to demonic magics. Turning against his allies, he raged across Azeroth, leaving death and terror in his wake. Omen was finally defeated in Moonglade, and he now sleeps among the silt of Lake Elune'ara. But each year, at the beginning of the festival, he stirs...
      MAIN QUEST LINE
      The celebration begins with an introductory quest, The Lunar Festival. The Cenarion Circle has invited all denizens of Azeroth to take part in the celebration of the Lunar Festival. You can learn more about the event by meeting with the Lunar Festival Harbinger.
      It wouldn’t be a celebration without fireworks. You’ll be asked to buy some Lunar Fireworks and Cluster Fireworks to launch and complete the quest Lunar Fireworks.
      Once you’ve proven your pyrotechnic prowess, you’ll receive your Lunar Festival Invitation to travel to Moonglade and speak with Valadar Starsong in Nighthaven. With your invitation in hand, you’ll be able to travel quickly to Moonglade by standing within Greater Moonlight throughout the holiday.
      Achievements
      The Lunar Festival features has 16 achievements and one meta-achievement.
      Elune's Blessing: Complete the Elune’s Blessing quest by defeating Omen. Frenzied Firecracker: Shoot off 10 Festival Firecrackers in 30 seconds or less. Lunar Festival Finery: Purchase a festive pant suit or festive dress with Coins of Ancestry. The Rocket's Red Glare: Shoot off 10 Red Rocket Clusters in 25 secons or less.  Coin of Ancestry There are five achievements involving Coins of Ancestry: Receive a Coin of Ancestry, Receive 5 Coins of Ancestry, Receive 10 Coins of Ancestry, Receive 25 Coins of Ancestry, and Receive 50 Coins of Ancestry. It's a good time to travel Azeroth, see the sights, and pay your respects to the various Elders. Visiting an Elder will reward reputation with select capital cities, a Coin of Ancestry, some experience and gold, and a Lucky Red Envelope.
      Elders of Eastern Kingdoms (17): Honor the Elders located in Eastern Kingdoms. Elder Goldwell in Kharanos, Elder Bellowrage in Blasted Lands, Elder Stormbrow in Goldshire, Elder Meadowrun in Western Plaguelands, Elder Starglade in Zul'Gurub, Elder Winterhoof in Booty Bay, Elder Silvervein in Thelsamar, Elder Skychaser in Sentinel Hill, Elder Rumblerock in Burning Steppes, Elder Dawnstrider in Flame Crest, Elder Highpeak in the Hinterlands, Elder Ironband in Searing Gorge, Elder Graveborn in Brill, Elder Obsidian in the Sepulcher, Elder Windrun in Eastern Plaguelands, Elder Snowcrown in Light's Hope Chapel, Elder Moonstrike in Scholomance Elders of Kalimdor (21): Honor the Elders located in Kalimdor. Elder Runetotem in Razor Hill, Elder Skygleam in Azshara, Elder Moonwarden in the Crossroads, Elder High Mountain in Vendetta Point, Elder Windtotem in Ratchet, Elder Bladeleaf in Dolanaar, Elder Starweave in Lor'danel, Elder Bloodhoof in Bloodhoof Village, Elder Riversong in Astranaar, Elder Grimtotem in Feralas, Elder Mistwalker in Dire Maul, Elder Nightwind in Felwood, Elder Skyseer in Freewind Post, Elder Morningdew in Fizzle and Pozzik's Speedbarge, Elder Ragetotem in Tanaris, Elder Dreamseer in Gadgetzan, Elder Thunderhorn in Un'Goro, Elder Brightspear in Winterspring, Elder Stonespire in Everlook, Elder Primestone in Silithus, Elder Bladesing in Cenarion Hold Elders of Northrend (18): Honor the Elders located in Northrend. Elder Sardis in Valiance Keep, Elder Beldak in Westfall Brigade, Elder Morthie in Star's Rest, Elder Fargal in Frosthold, Elder Arp in D.E.H.T.A., Elder Northal in Transitus Shield, Elder Sandrene in Lakeside Landing, Elder Wanikaya in Rainspeaker Rapids, Elder Lunaro in Ruins of Tethys, Elder Bluewolf in Wintergrasp, Elder Tauros in Zim'Torga, Elder Thoim in Moa'ki Harbor, Elder Graymane in K3, Elder Stonebeard in Bouldercrag's Refuge, Elder Pamuya in Warsong Hold, Elder Whurain in Camp Oneqwah, Elder Skywarden in Agmar's Hammer, Elder Muraco in Camp Tunka'lo Elders of the Alliance (3): Honor the Elders located in the Alliance capital cities. Elder Bladeswift in Darnassus, Elder Bronzebeard in Ironforge, Elder Hammershout in Stormwind Elders of the Horde (3): Honor the Elders which are located in the Horde capital cities. Elder Darkhorn in Orgrimmar, Elder Wheathoof in Thunder Bluff, Elder Darkcore in the Undercity Elders of the Dungeons: Honor the Elders which are located inside the dungeons. Elder Wildmane in Zul'Farrak, Elder Starsong in Sunken Temple, Elder Splitrock in Maraudon, Elder Stonefort in Blackrock Spire, Elder Morndeep in Blackrock Depths, Elder Farwhisper in Stratholme, Elder Jarten in Utgarde Keep, Elder Igasho in the Nexus, Elder Nurgen in Azjol-Nerub, Elder Kilias in Drak'Tharon Keep, Elder Ohanzee in Gundrak, Elder Yurauk in the Halls of Stone, Elder Chogan'gada in Utgarde Pinnacle Elders of Cataclysm (9): Honor the Elders which are located in zones opened by the cataclysm. Elder Stonebrand in the Temple of Earth, Elder Menkhaf in Uldum, Elder Sekhemi in Uldum, Elder Firebeard in Twighlight Highlands, Elder Darkfeather in Twilight Highlands, Elder Windsong in Hyjal, Elder Evershade in Nodrassil, Elder Moonlance in Vashj'ir, Elder Deepforge in Deepholm Holiday Items
      You can spend your Ancient Coins for various items by visiting vendors Fariel Starsong and Valadar Starsong in Moonglade. Here are just some of the items you can purchase and collect: TOYS
       There are three Dragon Costume colors.  Green Variation: Green Dragon Head Costume, Green Dragon Body Costume, Green Dragon Tail Costume Blue Variation: Blue Dragon Head Costume, Blue Dragon Body Costume, Blue Dragon Tail Costume Red Variation: Red Dragon Head Costume, Red Dragon Body Costume, Red Dragon Tail Costume Lunar Elder's Hearthstone: “Return home the wisest way possible!” Elune's Lantern Everlasting Alliance Firework Everlasting Horde Firework PETS AND PET TOYS
      Pets: Lunar Lantern, Festival Lantern   Pet Toy: Perky Blaster ACCESSORIES, HEIRLOOMS ITEMS, SCHEMATIC, PATTERNS
      Heirloom Items: Ancient Heirloom Armor Casing, Timeworn Heirloom Armor Casing Schematic:Alliance Firework, Schematic: Horde Firework, Schematic: Snake Firework Pattern: Festival Dress, Festival Suit Holiday Apparel: Festive Green Dress, Festive Pink Dress, Festive Purple Dress, Festive Black Pant Suit, Festive Blue Pant Suit, Festive Teal Pant Suit *Players who wish to travel to old Undercity will need to speak with Zidormi in Tirisfal Glades east of Lordaeron Keep, just outside of the burned scar near the road.
    • By Starym
      4 days running now, we have a new batch of 8.3 hotfixes including a couple of changes to the N'Zoth encounter, more corrupted item tweaks, no more cloaks from emissary caches and more. We also get one of the announced Classic AV changes with honorless targets no longer being lootable.
      January 24 (source)
      Dungeons and Raids
      N’Zoth, the Corruptor Fixed a bug where Azeroth's Radiance could shorten its channel duration without the player casting or moving. Azeroth's Radiance now resets its cooldown on a wipe and at the start of the encounter. Developers’ note: This quality-of-life change should dispel confusion about needing to wait for the cooldown to clear before a subsequent attempt. Horrific Visions Fixed an issue wherein Emergency Cranial Defibrillation didn't heal the player while under the effects of Inquisitor Darkspeak's Convert. Items and Rewards
      Emissary equipment caches no longer reward cloaks during Battle for Azeroth Season 4. The power of the following trinkets from Ny’alotha, the Waking City have been increased by around 10%: Vita-Charged Titanshard , Void-Twisted Titanshard , Humming Black Dragonscale , and Manifesto of Madness . The damage absorb effect of the Void-Twisted Titanshard will now be consumed after most standard damage absorb effects. Corrupted Items Glimpse of Clarity will no longer interact with the Warlock ability Command Demon , or the Hunter ability Command Pet . Lash of the Void Lash of the Void ’s (Corruption Effect) damage now scales with the item level of Unguent Caress , instead of the character's Attack Power. Fixed a bug which caused Lash of the Void to trigger more often than intended, but it still strikes all targets in a cone in front of the user. Heart of Azeroth Corrected several issues with Destruction Warlocks using Vision of Perfection either not getting an Infernal to spawn on their target, or a real summoned Infernal to incorrectly have the lowered Vision of Perfection duration applied to it. WoW Classic
      Players in Alterac Valley with the Honorless Target buff will no longer grant loot.
      Previous hotfixes:
      January 23rd January 22nd January 21st January 17th
    • By Starym
      The big hotfix lists continue today as we're in day 3 of the streak. We have raid fixes for the final two bosses of Ny'alotha, focusing on some legendary cloak issues and N'Zoth sanity issues, corrupted item damage now scales with their item level instead of a players attack or spell power, a Vulpera racial fix and more!

      The Lash of the Void corrupted item tweak they announced earlier isn't listed here with the the others though, so it's unclear if the hotfix isn't in the game or it was just not added to these notes.
      January 23 (source)
      Allied Races
      Vulperas’ Bag of Tricks (racial) cooldown is now correctly modified by haste. Creatures and NPCs
      Lorewalker Cho should once again be visible to all players in Vale of Eternal Blossoms. Dungeons and Raids
      Operation: Mechagon In Mechagon Junkyard and Mechagon Workshop on Mythic Keystone difficulties, end-of-run chests now award Engine of Mecha-Perfection, or Blueprint: Perfectly Timed Differential, or Progression Sprockets for players’ Vision of Perfection (Essence). Ny'alotha, the Waking City Carapace of N’Zoth Resolved an issue where using Ashjra'kamas, Shroud of Resolve while in the Den of Transfusion may fail to bring players to Wrathion's side. Resolved an issue where using Ashjra'kamas, Shroud of Resolve could remove some player buffs when used. Resolved an issue where Ashjra'kamas, Shroud of Resolve's cooldown was not being reset upon the encounter starting. Reduced the health of Mycelial Cysts by 30%. N’Zoth the Corruptor Dispelling corrupted mind should not drain sanity ever, and letting it expire naturally should. Horrific Visions
      Fixed an issue where players on the quest “Reconstructing ‘Fear and Flesh’” who skipped all Corrupted Area objectives and completed a Lost Area objective first would not get 1 of their 2 Torn Page of "Fear and Flesh" for that run. Items and Rewards
      Corrupted Items Damage dealt by Infinite Stars, Twisted Appendages, and Gushing Wound (Corrupted Effects) is now based on the item level of a Corrupted item, rather than scaling dynamically with Attack Power and Spell Power. Developers’ note: Previously the damage dealt by these powers was modified by Attack Power and Spell Power, which meant that certain specialization abilities or random bonuses could cause drastic swings in their effectiveness. Infinite Stars in particular was too strong against single targets as a result of this and other factors. This change also adjusts Infinite Stars base damage accordingly, as the scaling method was one of the primary factors behind some of the extreme outliers we saw in our logs and from player feedback. Our goal with this change and other adjustments to Corruption powers is to improve parity in the effectiveness per point of Corruption of the different bonuses available on Visions of N’Zoth items. Grand Delusions ’ (Corrupted Effect) summoned entity no longer despawns when its owner is crowd controlled by enemy players. Fixed a bug that allowed the Lurking Schemer's Band a small chance at rolling a socket in addition to its baseline socket. Corrupted Gladiator's Spite now has a distinct visual difference between hostile corruption pools and allied corruption pools. Humming Black Dragonscale ’s visual effect should no longer break some animations and will now appear as intended when mounted. Quests
      Dying during “Waking a Dreamer ” can cause players to be unable to see Goldrinn and turn in the quest. While D.I.S.C.O. may be fun for some, dancing is now prohibited within the vicinity of the Chamber of Heart teleporter. Rugged Hyena Pelts now drop from all hyenas in Uldum as well as Amathet Hunters. Players with the Skinning skill will still be able to skin the hyenas for a guaranteed pelt, in addition to any that drop.

      Previous hotfixes:
      January 22nd January 21st January 17th
    • By Stan
      The damage done by Infinite Stars, Twisted Appendages, and Gushing Wound will be based on the item level of the Corrupted Item instead of scaling dynamically with Attack Power and Spell Power. Lash of the Void damage received the same treatment and now procs less often than it used to.
      You can find out more details in today's hotfixes.
      Blizzard (Source)
      With a hotfix that is now live on all realms, we’ve adjusted the damage done by several Corruption Effects:
      Damage dealt by Infinite Stars, Twisted Appendages, and Gushing Wound is now based on the item level of the Corrupted item. This previously scaled dynamically with Attack Power and Spell Power. Lash of the Void damage is now based on the item level of the Corrupted Item, and now procs less often than before. Previously the damage dealt by these powers was modified by Attack Power and Spell Power, which meant that certain specialization abilities or random bonuses could cause drastic swings in their effectiveness. Infinite Stars in particular was too strong against single targets as a result of this and other factors.
      This change also adjusts Infinite Stars base damage accordingly, as the scaling method was one of the primary factors behind some of the extreme outliers we saw in our logs and from player feedback. Our goal with this change and other adjustments to Corruption powers is to improve parity in the effectiveness per point of Corruption of the different bonuses available on Visions of N’Zoth items.
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