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We've seen plenty of WoW recreations in other games, from Minecraft, the Sims and so on, but this is a pretty new one as a part of Stormwind has been made in Tony Hawk's Pro Skater!
While the details aren't exactly high, the architecture seems to be all there, but more importantly it looks to be a pretty solid skate park, with plenty of places to grind, wheelie and other skating terms I definitely know and didn't google like like ollie, boardslide and darkslide. The music isn't half bad either!
This particular map is only available on the PS4, however, but it's still damn cool to just look at.
It seems there's a much easier way to handle Devos, the final boss of the Spires of Ascension, as many players have been using this extremely powerful cheese/creative use of game mechanics/exploit to speed things up and make the encounter trivial.
As spotted by the WoW Highlights Youtube channel, the method actually kind of breaks the boss, as Devos does none of her mechanics after the cheese, and it's pretty easy to pull off too. While this seems like an extremely obvious exploit, it's interesting to know that something very similar happened back in King's Rest, where you could do the same thing to Mchimba the Embalmer, the second boss, and Blizzard actually allowed that, even in the MDI, as Ellesmere points out and explains this new Spires method:
You can see the results of the method here, as the boss just does nothing after the first spear throw interrupts her:
And here are two more examples, where we can actually see the method being done directly (in the first two examples):
This particular one seems like it will be getting fixed fast by Blizzard, however, as it is the final boss and the method basically removes the majority of the fight and makes it very trivial.
Here we are in Nathria week 12 where there's still a lot of movement, with Retribution and Arcane jumping unexpectedly, heading into the upper reaches of the rankings. Frost has gone back down after its surge,sticking to the middle of the pack in the higher percentiles, as Balance, Affliction and Fire remain at their top 3 spots.
95th percentile Mythic data by Warcraft Logs.
All percentiles Mythic data by Warcraft Logs.
Arcane Mage by Dutchmagoz
Retribution Paladin by Urthearso
And here's a look at Heroic this week as well, where things really don't change much week-to-week, but it's still a nice comparison to the higher performing Mythic players.
As always, if you want even more info on a spec, you can check out our class guides here.
It appears Sylvanas got ahold of the Helm of Domination replica in the mail before Illusion4021, who received the helm shattered...
After damaged Charity Server Blades arrived to collectors last year, something similar seems to affect another collectible, namely, Helm of Domination, a special-event item available for almost $300.
Reddit user Illusion4021 today shared an image of the shattered helm they received in the mail on Reddit.
Apparently, they talked to Customer Service, but they cannot send a replacement given how limited the supplies are, so the only option is to send it back and receive a refund or keep the broken helm.
The shattered helm has quickly become a source of jokes because Sylvanas shattered it in the game before we enter the Shadowlands.
Would you send the helm back or glue it back together?
Blizzard just outlined the changes coming to Rogue's Serrated Bone Spike (Necrolord Covenant Ability) in Patch 9.0.5.
In patch 9.0.5, we’re reworking the Rogue Necrolord Covenant ability Serrated Bone Spike. We’re now testing this set of changes:
Rogue Serrated Bone Spike initial damage increased by 300%. Resolved an issue that prevented Serrated Bone Spike’s initial damage from dealing a critical strike. Serrated Bone Spike now grants 1 combo point plus 1 per active bone spike after it strikes the target. Serrated Bone Spike no longer refunds a charge and gets removed when the target is healed to full. Serrated Bone Spike is now removed when the target leaves combat. The design intention for this button is: impale your enemy with a bone spike from Maldraxxus, inflicting a permanent damage over time on them. We found that while the ability performed well in situations where multiple targets persisted for long times, it was unattractive elsewhere.
Greatly increasing the spell’s initial damage should improve its performance in the ‘other’ situations, including those where the enemy doesn’t live very long. However, we then feel we need to address a problem with the ability in PvP. Previously, if the afflicted target was healed to full, the damage over time effect would be removed and a charge of the spell refunded. The way this played out was the effect constantly being removed and charges constantly being refunded. As a result, the Rogue is compelled to constantly hit this button. With an increase to the initial damage component, this could be problematic. So we’re removing that mechanic, and we’re removing the bleed entirely whenever a player leaves combat.