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This Week in WoW: August 6th

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Events for this week include Cataclysm Timewalking, the final WoW Classic stress test, and more.

Highlights

  • The latest round of hotfixes includes nerfs for the penultimate boss of The Eternal Palace raid. Check out the official hotfix notes for more details.
  • Cataclysm Timewalking is up, allowing you to quickly gear up your characters. The base item level is 395.
  • The final WoW Classic stress test is scheduled for August 8th.

Mythic Keystone Affixes

Weekly Quests

Nazjatar World Boss

Players can kill Ulmath, the Soulbinder located in Nazjatar this week. The boss drops ilvl 415 loot.

World Events

Cataclysm Timewalking (August 6th - August 13th)

Timewalking's back this week and players can gear up their characters in Timewalking dungeons. Reins of the Infinite Timereaver Reins of the Infinite Timereaver has a chance to drop from any Timewalking dungeon as personal loot. The base item level of Timewalking dungeons is 395.

Blizzard LogoBlizzard (Source)

For the next seven days, take a trip back to when Deathwing ruled the skies over Azeroth—it’s time to delve back into the dungeons of Cataclysm.

This Week

All week, open Group Finder (default hotkey: i) and then select Dungeon Finder and Timewalking in the Type dropdown. When you hit ‘Find Group’, you’ll be matched up with other players and sent to one of the following Heroic dungeons:

  • End Time
  • Grim Batol
  • The Stonecore
  • Lost City of Tol’vir
  • The Vortex Pinnacle
  • Throne of the Tides

Your character and items will be scaled down to a power level fitting for the challenge at hand, but bosses will yield loot appropriate for your natural level. Timewalking dungeons also have a chance to drop items that usually drop when you run them on Heroic, and you’ll earn reputation with a faction that is interested in the dungeon. For example, you can earn Ramkahen reputation and the right to purchase Brown and Tan Riding Camels.

Look for the following all week long:

  • Chronicler Shoopa in Zuldazar and Chronicler Toopa in Boralus has a quest for you–A Shattered Path Through Time. Or, if you forget to pick it up there, you can start it from within the Adventure Journal.
    • Quest requirement: Complete 5 Timewalking dungeons.
    • Rewards: Artifact Power and one loot box containing a piece of gear from Normal difficulty The Eternal Palace.

Every Week

The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.

PvP Brawl: Deep Six (August 6th - August 13th)

Blizzard LogoBlizzard (Source)

Deep Six pits teams of six players against each other in three iconic Battlegrounds: Warsong Gulch, Silvershard Mines, and Temple of Kotmogu. Each Battleground offers a little variation on the traditional format, such as flags that are a bit closer in Warsong Gulch, less carts to keep track of in Silvershard Mines, and only two orbs within the Temple of Kotmogu.

WoW Classic Global Stress Test (August 8th)

Players from all around the world will be able to log into the Beta once more and participate in the final stress test.

For a complete overview of events taking place this month check out this article.

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6 vs 6 is fun, but I do notice gear difference. Some maps allow smart plays over raw dps, but on some I just take the loss because of this imbalance.

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3 hours ago, Keller said:

6 vs 6 is fun, but I do notice gear difference. Some maps allow smart plays over raw dps, but on some I just take the loss because of this imbalance.

Valid point about the gear difference - in general when it comes to PvP, as gear matter a lot now. Sadly it's a hard one. In a MMORPG I'd say it's our drive to gear up that makes us play more. Which means, making gear not matter in PvP removes the major insentive to gear up and become powerful in the game. On the other side, it makes it hard for new players and alts to defeat people with way better gear than themselves, regardless of skill (tho it is possible). 

I tilt towards the - let gear matter in PvP - cause it makes my time spent farming gear worth something. I think in an MMORPG it has to be like this, even if it makes things harder for those gearing up. But as said, it's not an easy one. 

EDIT:

Throwing in some experience from a Rumble game yesterday:

Me and my friend played Rumble on Silverhand Mines and got stomped until the horde had 80% cap. We had no healers, but they had one, thus 4 out of 6 left our grp. Me and my friend refused to lose, and decided to tryhard which is why we did not leave (heck we never leave). 

My friend started playing WoW not long ago and has low gear, and I have a 432 ilvl DH. Simply put: clueless players die fairly quickly when i focus them, but so do I if they play good as a team - which they did to begin with. 

New people eventually joined to fill the missing ranks, and we got a healer. We managed to turn it around and win. Heck we turned it so hard, that we endend up spawncamping them. Now I'd say our victory was a mix of our overall ilvl increasing when new people joined, better players, and we got a healer (which the enemy team always had). Gear matters, but I don't think it makes you win all by itself. It nudges you towards victory, unless the other team has starter gear ofc...

Edited by Znifler

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Frankly, I have no idea why they moved away from PvP templates. They made the decision to throw away a system that worked and try something new in the templates, and even if it wasn't perfect, at least they were making PvP more accessible and alt friendly and all that. Some people complained because their template was garbage, but they could have fixed that. But instead of trying to rework it for BFA and War Mode so that it actually matched their design intentions, they went back to honor/conq, but with a completely inept and thoughtless implementation that disregarded what they'd learned in the 10 years prior to Legion. Then they added powerful essences for PvE that could only be earned in PvP, ensuring that raiders would dominate the PvP scene because the progression rate for PvP armor is pretty terrible.

If they'd kept templates, then playing in War Mode could be really great. As it is, people swallow hard and bear it for the extra rewards only, but the only people enjoying it are the ones roaming around in gank squads.

Edited by Tarazet

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8 hours ago, Tarazet said:

Frankly, I have no idea why they moved away from PvP templates. They made the decision to throw away a system that worked and try something new in the templates, and even if it wasn't perfect, at least they were making PvP more accessible and alt friendly and all that. Some people complained because their template was garbage, but they could have fixed that. But instead of trying to rework it for BFA and War Mode so that it actually matched their design intentions, they went back to honor/conq, but with a completely inept and thoughtless implementation that disregarded what they'd learned in the 10 years prior to Legion. Then they added powerful essences for PvE that could only be earned in PvP, ensuring that raiders would dominate the PvP scene because the progression rate for PvP armor is pretty terrible.

If they'd kept templates, then playing in War Mode could be really great. As it is, people swallow hard and bear it for the extra rewards only, but the only people enjoying it are the ones roaming around in gank squads.

I'd refer to my post right above yours as a reply, tho I get your point. It ain't fun getting stomped by a 440 ilvl dude when one is 380 ilvl (for example). But I stand by my conclusion that it is an MMORPG and gearing up is the very core of it (other than ofc playing with people). But yeah, won't post all of the stuff i wrote above once more. 

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On ‎8‎/‎8‎/‎2019 at 11:08 PM, Znifler said:

I'd refer to my post right above yours as a reply, tho I get your point. It ain't fun getting stomped by a 440 ilvl dude when one is 380 ilvl (for example). But I stand by my conclusion that it is an MMORPG and gearing up is the very core of it (other than ofc playing with people). But yeah, won't post all of the stuff i wrote above once more. 

Gearing up is at the core of MMO's, but Blizzard's habit of frequently resetting gear so that you have to grind again is extraordinarily tedious. Anyone seriously playing alts this patch is hating their life.

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Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay. MONK Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes. Conduit of the Celestials Heart of the Jade Serpent now increases the cool down rate of affected spells by 75% (was 100%). Fists of Fury now channels 50% faster during Heart of the Jade Serpent. Windwalking is now a 1 point talent. Some connections have been moved within the final gate. Hasty Provocation has moved to a choice node with Quick Footed. Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios. PALADIN Retribution Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. Highlord’s Judgment damage increased by 50%. Highlord’s Wrath is now a 1 rank talent. (was 2 ranks) Highlords Wrath: Mastery: Highlord’s Judgment is 50% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Vanguard of Justice is now a 2 rank talent (was 1 rank) Vanguard of Justice has been redesigned: Enemies hit by Templar’s Verdict take 30/50% increased damage from your next Divine Storm. Judge, Jury, Executioner has been redesigned: Divine Storm has a 40% chance to cause your next Templar’s Verdict to hit an additional 3 targets. WARLOCK New Talent: Pact of Gluttony – Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. New Talent: Swift Artifice - Reduces the cast time of Soulstone and Create Healthstone by 50%. New Talent: Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 2%. Fel Pact is now 1 rank and has been redesigned - Fel Domination cooldown is reduced by 60 sec. Fiendish Stride is now 1 rank and has been redesigned - Reduces the damage dealt by Burning Rush by 10%. Burning Rush increases your movement speed by an additional 20%. Grimoire of Synergy has been removed. Inquisitor’s Gaze has been removed. Summon Soulkeeper has been removed. Profane Bargain has been removed. Demonic Circle has been moved to row 3. Soul Leech is no longer baseline and has been added to the Warlock tree. Soul Conduit has been moved to row 10 and is now 1 rank. Fel Synergy has been moved to row 9. Soul Link has been moved to row 9. Abyss Walker has been moved to row 4. Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9. WARRIOR Protection Defensive Stance no longer reduces damage dealt by Protection Warriors. New Talent replacing Improved Heroic Throw - Fight Through the Flames: Defensive Stance additionally reduces magic damage you take by 5%.
    • By Stan
      Blizzard somehow forgot to update the item level of BoA tokens from Dreamsurges to the Season 4 item level so they recently hotfixed it to 454.
      On live servers, Celestine the Harvest now sells BoA gear tokens with item level 454 (up from 415). Visit the active Dreamsurge location to find the vendor.

      Check out our Dreamsurges guide for more information about the event!
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