Recently Browsing 0 members
No registered users viewing this page.
Eight new dungeons will be added to the game in Dragonflight. Find out more in the official preview.
Face new challenges and adventures in the Dragon Isles with four new level-up dungeons and four maximum-level dungeons. Danger, malice, and perhaps a bit of loot are yours to discover. Here’s a brief look at each of the dungeons.
Ruby Life Pools Brackenhide Hollow The Nokhud Offensive Uldaman: Legacy of Tyr Max-level dungeons:
Neltharus The Azure Vault Halls of Infusion Algeth'ar Academy Some descriptions and information are still in progress or may change as development progresses.
Zone: The Waking Shores
Ruby Life Pools
Melidrussa Chillworn: Melidrussa was chosen to lead the Flashfrost infusion efforts in the Ruby Life Pools. Her mastery of primal energy manipulation includes exceptional control over elemental frost. She wields this power to carry out her fervent belief in protecting dragonkin from the influence of titans. Kokia Blazehoof: As Primalist forces assault the Ruby Life Pools from all sides, it falls to Kokia and her Blazebound lieutenants to capture precious eggs from overwhelmed defenders, spreading flame and havoc as they go. Kyrakka and Erkhart Stormvein Neltharus
Beneath the Obsidian Citadel lies Neltharus, home of the black dragonflight’s hoard and the secrets behind their legendary forging. When the djaradin woke from their slumber, they chose Neltharus as the point of entry for their attack. Surprised to find it deserted, they quickly laid claim to its secrets for themselves... as well as the rest of the Obsidian Citadel.
Chargath, Bane of Scales: This veteran dragon hunter’s title was given eons ago as a mark of legend. While the Qalashi hunters under his command train, he plans their next offensive and awaits with eager anticipation the opportunity to display his expertise. Forgemaster Gorek: As one of the djaradin’s most distinguished craftsmen, the Forgemaster Gorek now resides in his sweltering chamber of the black dragon barracks. There, he harnesses the igneous power of the massive forge to construct deadly weaponry. Magmatusk: The djaradin discovered many of Neltharion’s secrets while plundering Neltharus. An experimental potion gone awry created Magmatusk, a behemoth of a mammoth bent on sheer destruction. Warlord Sargha: Leader of the Qalash djaradin, Warlord Sargha has been in search of anything that would increase the power of her clan and help take down their draconic enemies. In the hoard at the heart of Neltharus, she may have found exactly what the djaradin need. Zone: The Azure Span
Brackenhide Hollow is the largest gnoll home in the Dragon Isles, yet the wild gnoll settlement holds unspeakable danger. Decay seeps from the Hollow, spreading among the gnoll tribes of the Azure Span and threatening to rot away all life. In the heart of the Hollow lies the leader of the Brackenhide, and the knowledge she gleefully shares with her withered kin.
Hackclaw’s War-Band: Rira Hackclaw and her compatriots, Gashtooth and Tricktotem have risen up as a deadly warband among the Brackenhide. Their tactics are the reason tuskarr never travel alone, and their strength is the reason Wratheye has them guarding the gate to the Hollow. Treemouth: Withered by decay, this once proud ancient has been dubbed Treemouth by the gnolls. As the rot settled into its branches, so too did it settle in the poor creature’s mind, leaving a creature bent on nothing more than the need to feed and spread decay. Gutshot: This sharpshooting gnoll has mastered the art of hunting, trapping, and killing her prey. Impressed by her abilities and cunning, the Decatriarch has assigned Gutshot to oversee and train the other hunters…and take out any interlopers that might venture too far into Brackenhide. Decatriarch Wratheye: Wratheye discovered decay magic in her thirst for power, and declared herself the Decatriarch after mastering it. She now builds the strength of the Brackenhide by spreading her dark magic among her tribe so the tuskarr, and all of the Azure Span, will rot in its wake. The Azure Vault
Long ago, Malygos created the Azure Vault as a place for Sindragosa to catalogue and store away curious magical artifacts he found. Locked away and deserted millenia ago, the Vault has since fallen into disrepair, leaving it vulnerable to attacks from without… and within.
Leymor: Leymor was born of a humble seedling that Malygos found in a pool of ley energy. Once but a small sprout in Sindragosa’s garden, over millenia Leymor has shot up like a weed. Left to its own devices, the looming giant would surely overrun the entirety of the Azure Vault. Azureblade: As security for the Vault, Azureblade refused to leave when it was sealed, choosing duty over safety. When the blue dragons failed to return, her bitter resignation drove her to eventual madness. Extending her own life with the magics she was sworn to protect, Azureblade now claims ownership over all the blue dragonflight left behind. Telash Greywing: Furious at the blue dragonflight, Telash Greywing is determined to find the secrets that Sindragosa has been hiding in the Arcane Vault. Together with the Sundered Flame, he is certain he will discover more about the origins of the dracthyr... and incriminating evidence against the blue dragonflight. Umbrelskul: Millenia ago, Umbrelskul unwittingly meddled with raw arcane power. Riddled with crystalline growths, he was taken to the Azure Vault until a cure could be found. Sadly, the Vault was sealed away before the research was completed, leaving Umbrelskul sleeping in stasis... until now. Zone: Ohn'ahran Plains
The Nokhud Offensive
Civil war has erupted in the wake of Clan Nokhud’s capture of the ancient eagle spirit, Ohn’ahra. To the other clans, Ohn’ahra is more than a mere spirit: she is their goddess. Primalists summon elemental forces, and necromancers command the spirits of legendary centaur. Beset by enemies from all sides, other Marruk clans must rally for a final assault against the Nokhud and their khan, Balakar.
Granyth: The shadow of Granyth is known across the plains of Ohn’ahra as an omen of death and destruction. As battles between centaur clans rage across the plains, he knows it is time to destroy his ancient enemies once and for all. Soon he will land on the battlefield. Teams of centaur have armed their ballistae with bolts enchanted by Clan Shikaar. They stand ready to focus the fire of their artillery against the Primalist proto-dragon, but someone must be brave enough to stand on the front lines. The Raging Tempest: Violent storm winds that ravage the plains of Ohn’ahra have coalesced into an avatar of the storm. The Raging Tempest continues to gather power to devastate not only the plains of Ohn’ahra, but eventually the entirety of the Dragon Isles. Unless champions can defeat the stormcasters and dispel their relentless elemental, Primalist chaos will reign on the plains. Teera and Marruk: Blasphemous Uktel necromancers are resurrecting legendary centaur. The spirits of Teera, the matriarch of the Ohna'ran clans, and Maruuk, the centaur's greatest warrior, have been raised from their graves. Blinded by painful and traumatic memories of their past, the two legends now answer the commands of Balakar and the Nokhud centaur! Only the tumult of battle can rouse them from necromantic manipulation. Once their fury has abated, perhaps they can find rest again... and eternal peace. Balakar Khan: Balakar Khan is the ruthless and mighty leader of the Nokhud clan. With the great eagle spirit Ohn’ahra captured by his stormcasters, he plans to grant himself the power of the wind. Hatred unites his clan against all "outsiders," as he calls for a return to the brutal and barbaric practices of the past. The relentless Nokud offensive continues. Someone must stand up to its tyrannical commander. Zone: Eastern Kingdoms: Badlands
Uldaman: Legacy of Tyr
Uldaman is an ancient titan facility where, long ago, allies of the heroic Keeper Tyr hid the Discs of Norgannon.
After returning to the Dragon Isles, Queen Alexstrasza learned of another disc locked away within Uldaman... one that holds the memories of Tyr himself. Believing this knowledge is needed to restore the power of the Aspects, Alexstrasza has asked her mortal allies to brave the perils of Uldaman and recover Tyr's memories to secure the future of dragonkind.
The Lost Dwarves: The quest for ancient knowledge, untold riches, and worldwide fame has lured brothers Eric, Olaf, and Baelog into the depths of Uldaman once again. But it seems these brazen explorers may have stayed underground a bit too long, as their scrambled senses are preventing them from recognizing whether someone is friend... or foe. Bromach: The burly Bromach is chieftain of the Stonevault troggs, a brutal bunch who believe that Uldaman's treasures belong to them. While Bromach has a particular distaste for meddling dwarves, he's determined that no outsiders will get past him. Sentinel Talondras: Talondras is one of the refti, a titan-forged race crafted by Keeper Tyr to work in harmony with dragonkind. Fiercely loyal to their maker, the refti were sometimes sent to distant shores to carry out important missions. Sentinel Talondras was charged with defending the route to the disc holding Tyr's memories and is determined to keep the unworthy from laying claim to her maker's legacy. Emberon: Titan vaults are infamous for their intricate defenses, and the halls of Uldaman are no exception. Forged by the skilled hands of Keeper Archaedas long ago, Emberon was imbued with the ability to unleash searing flames upon any who seeks to plunder the titans' secrets. Chrono-Lord Deios: While the Dragon Queen seeks to restore the Aspects' powers, there are others among dragonkind who do not want to see Alexstrasza's plan succeed. Chrono-Lord Deios intends for his flight to control the timeways and to usher in the coming of the one true Aspect, whose dominion shall be... Infinite. Zone: Thaldraszus
Halls of Infusion (In Development)
Watcher Irideus: Tasked by Tyr to protect the Halls of Infusion from outsiders, Watcher Irideus has waited to perform his duties for centuries. When finally confronted by outsiders, however, Irideus fell short. He does not intend to fail again. Gulping Goliath: Deep within the natural caverns linking together the functional parts of the Halls of Infusion lurks the Gulping Goliath. Father to generations of Hornswogs in this underground lair, the Goliath and his brood are quick to devour any creatures that stray too close. Khajin the Unyielding: Khajin honed her power over the elements with anger, directed at those forces which saddled Azeroth with their intent. Unleashed upon the Halls of Infusion, Khajin vowed to stop at nothing to upend the Titans’ order. Primal Tsunami: Summoned by all of the will that Infuser Sariya could muster, the Primal Tsunami was given life to break apart the Halls of Infusion. Algeth'ar Academy (In Development)
Vexamus Accidental Amalgamation Crawth Echo of Headteacher Doragosa Stay tuned to the World of Warcraft official news site to learn more in the coming months.
Blizzard will lift the Conquest cap for Shadowlands Season 4 with next week's reset on August 17.
The Spoils of War buff will be reactivated for the duration of Season 4.
We’ve been hearing the feedback from the community to lift the Conquest Cap for Shadowlands Season 4. We’re happy to announce that we will be doing so with next week’s resets (Wednesday, August 17), but also want to offer some explanation on why we were initially hesitant to do so.
First, we understand the sentiment regarding how Valor is uncapped this season while Conquest remains capped. However, the two currencies are not exactly alike in design or purpose. For example, there is no Valor vendor where you can purchase the specific item that you want. While Conquest is used to acquire specific items at a vendor, Valor is used to upgrade items that have dropped randomly from the Great Vault or from running M+ dungeons.
Second, we know that once the Conquest cap is removed, many players will set out to acquire a full set of gear as quickly as possible, creating a significant power gap between themselves and any characters that are new to the season. We generally do not remove the cap until later in the season when we feel many players who have been playing all season have had the opportunity to acquire a full set of gear. This allows the competitive environment to remain closer during the early part of the season.
Finally, the Conquest cap serves to throttle gear acquisition to a rate comparable with the other main parts of the endgame, Raids and M+.
By lifting the cap early, we understand that some of the above issues may arise. But in this shortened and experimental final season of Shadowlands, we want to take an opportunity to be flexible and responsive to your feedback.
In addition to the Conquest cap removal, there are two more PvP changes that we want everybody to be aware of:
The Spoils of War buff will be reactivated with next week’s reset, so players taking part in Battlegrounds and Arena will have their Conquest gains increased by 25% and Honor gains increased by 40%. This is planned to remain active for the rest of Season 4. For the Solo Shuffle Brawl, the minimum item level floor has been increased to 278 (is currently 252). This is already live. Thank you for your feedback and we’ll see you on the battlefield!
Blizzard has added the proto-drake mount that likely drops from Mythic Raszageth to the Mount Journal in the latest Dragonflight Alpha build.
The mount has a placeholder name [PH] Wind Proto-Drake with the "[PH] wheeeeeee wind!" flavor text and most likely comes from the Vault of the Incarnates raid because it has the same model as the final boss.
Here's a preview of the mount from all angles.
Explore the Ohn'ahran Plains, home to the Green Dragonflight and various centaur clans.
Explore the Ohn'ahran Plains, a verdant region filled with sweeping plateaus, mesas, groves, and valleys abundant with life.
Named after the Wild God of the Wind, Ohn'ahra, the Ohn'ahran Plains are a viridescent grassland that rise gently upward from the Waking Shores, with mellow hills and steppes worn smooth by wind and river. This region boasts prominent and dramatic elevations that become more mountainous, and geysers are alive with erupting columns of boiling steam.
Once home to the green dragonflight, nature thrives in the Ohn'ahran Plains. Magnificent, lush greenery abounds, and calm waters flow through the Emerald Gardens, an area alive with natural wonder drawn from the magic of the Emerald Dream.
The endlessly open plains are abundant with life, and the landscape is dotted with singing stones.
Ohn'ahran's Denizens and Wildlife
Vast plateaus and mesas are home to the growing clans of centaurs, each a unique culture unto itself and masters of different specialties. The centaur clans are deeply connected to the land, maintaining their traditions, and those seeking to assist can earn their trust.
This region is teeming with life. High grasses surround watering holes that draw in large wildlife that provide ample prey for the hungry proto-dragons soaring through the skies. Here are some of the creatures you'll happen upon in your travels.
Rockfang Mammoth Blue Hornstrider The Ohn'ahran Plains are waiting for you to continue your adventure in Dragonflight. We look forward to sharing more details as development continues.
Visit the Dragonflight site to pre-order. Check WorldofWarcraft.com/news for updates and follow us on Twitter and Facebook.
See you in the Dragon Isles!
Dragonflight Alpha Phase 5 starts today with Ohn'ahran Plains available for testing. Holy Paladins and Warlocks received new talent trees, The Azure Vault and Brackenhide Hollow are available for testing, and more.
Hello everyone! Here are this week’s Dragonflight Alpha development notes:
DISCOVER THE DRAGON ISLES
Ohn’ahran Plains Removed: Thaldraszus NEW DUNGEONS
Developers’ note: Throughout the testing period, character levels will be scaled when entering Dragonflight dungeons. When this happens, the amount of talent points that your character will have available will reflect the original level, not the scaled level.
The Azure Vault Brackenhide Hollow CHARACTER LEVEL
Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.
Level 62 Character Template Maximum Level: 65 Mechagnomes have been re-enabled. CLASSES
NEW TALENT SYSTEM Switching Talents and Talent Loadouts no longer requires being in a rested area. Developers’ note: In this Alpha build, we’ve removed the rested area requirement for changing Talents and Loadouts. Players are now be able to change their talents anywhere out in the world, as long as they’re not in combat. Additionally, previous restrictions such as not being in an Active Mythic+ instance or in a Rated PVP match still apply. In tandem with loosening this requirement, we’re adding a 5 second cast time when players change their existing talents/loadouts to prevent players from immediately swapping between different builds. This cast time does not apply to any new Talent points gained, those can be spent and activated immediately. Please let us know your thoughts on this change. Evoker Racial Abilities Soar – Cooldown reduced to 4 minutes (was 5 minutes). Familiar Skies now reduces Soar’s cooldown by 1 minute on continents that you have fully explored. Class Tree Developers’ notes: We want to add additional utility-focused talent choices to the Evoker class tree to diversify talent builds. With that in mind, some additional control and self-healing options are now available: New Talent – Grovetender’s Gift: Emerald Blossom instantly heals you for 125% spell power when cast. New Talent – Walloping Blow - Wing Buffet and Tail Swipe knock enemies further and daze them, reducing movement speed by 70% for 4 sec. New Talent – Regenerative Magic: - Source of Magic forms a bond with your ally, causing 20% of their healing to also heal you while you are below 50% health. Ancient Flame moved to a new location in the tree, next to Attuned to the Dream. Preservation Developers’ notes: These latest talent changes for Preservation are aimed at improving Temporal Anomaly’s synergy with the rest of the kit, and balancing Bronze-based builds against Green-based ones. We were also unhappy with some talent nodes (Essence Strike and Grove Tender) and replaced them with talents that should encourage a wider variety of spell usage. Life-Giver’s Flame is now a 2 point node, and moved down one slot in the tree. Essence Strike has been removed and replaced by Essence Attunement. New Talent: Essence Attunement – Causes Essence Burst to stack twice. Temporal Anomaly now heals every 2 seconds (was 1 second). Healing doubled to compensate. Convergence has been removed and replaced by Resonating Sphere. New Talent: Resonating Sphere – Causes Temporal Anomaly to apply Echo at 15%/30% Effectiveness (2 point node). Does not apply Echo’s direct heal. Affected by Time Lord to become up to 60% Echo effectiveness. Temporal Disruption now causes Temporal Anomaly to tick twice as fast (was healing for more). Grove Tender has been removed and replaced by Ouroboros. New Talent: Ouroboros – Each person healed by Emerald Blossom increases healing of next Echo by 15%, stacking 15 times. Time Keeper has swapped positions with Time of Need in the talent tree. Hunter Class Changes Survival of the Fittest removed from Tenacity pets. New Tenacity active button – Fortitude of the Bear: Increase the maximum health of you and your pet by 20% for 10 seconds. Class Tree Hunter’s Agility changed from Avoidance to 4/8% Dodge per rank. Thick Hides removed. Fogged Crystal removed. Born to be Wild now works with Survival of the Fittest and is now a 2-rank talent, reducing cooldowns of affected abilities by 10% per rank. Improved Tranquilizing Shot changed to a 1-point node. Survival of the Fittest added to the tree. New Choice node for Survival of the fittest: Reduce the cooldown of Survival of the Fittest by 60 seconds, and increase the duration by 2 seconds. Increase the amount of damage reduction from Survival of the Fittest by 20%. Several talents on the class tree have had their positions adjusted due to Thick Hides and Fogged Crystal being removed, as well as Survival of the Fittest being added. New (NYI) Talent – Sentinel Owl: Call forth a Sentinel Owl to the target location, granting you unhindered vision. Your attacks ignore line of sight against any target in this area. Every 200 Focus spent grants you 1 second of the Sentinel Owl when cast, up to a maximum of 12 seconds. New Choice node for Sentinel Owl: Sentinel’s Perception: Sentinel Owl now also grants unhindered vision to party members when active. Sentinel’s Wisdom: While Sentinel Owl is active, your party gains 5% Leech and 3% Avoidance. Marksmanship Serpenstalker’s Trickery is now a 1 point talent. A large amount of talents in the bottom left of the tree were adjusted to fix dependency problems. Survival Explosive Expert changed to 2/4 second reduction per point. Kill Command for Survival only now has an innate 10% chance to have its cooldown reset. Predator’s Kill Command chance reduced to 15% (was 25%). Fury of the Eagle lowered to 30% crit chance bonus against targets below 20% health. Fury of the Eagle now deals reduced damage beyond 5 targets. Tactical advantage had its tooltip split to a separate number for Wildfire Bomb and Flanking Strike. Wildfire Bomb’s values reduced to 4/8% per point, Flanking Strike values unchanged. Paladin Holy Developers’ note: The Holy Paladin Talent tree is now enabled in this Alpha build. For Dragonflight, we want to give Holy Paladins more options for caster-focused playstyles by bringing back the Power of the Silver Hand passive effect from the Legion Artifact, in addition to the active button Tyr’s Deliverance. Class Talents Afterimage now correctly only triggers on a Word of Glory cast. Incandescence damage increased by 300%. Developers’ note: This talent was extremely under tuned and did not feel rewarding as a point investment in the talent tree. Protection Changed positions of Strength of Conviction, Resolute Defender, Faith’s Armor, and Guardian of Ancient Kings. Added several additional node connections in center section of tree. Faith’s Armor increased to 10% (was 5%). Blessed Hammer now correctly overrides Crusader Strike. Retribution Removed Talents Last Rites Deemed Unworthy Swift Crusader Long Arm of the Law Developer’s note: We recognize that movement is fun and feels good when attached to short cooldown buttons. That said, our goal for Retribution Paladin is to keep their strengths in removing things that hinder their mobility, or to charge into battle on their Divine Steed, not to give them a short duration burst of movement on a very short cooldown. Liadrin’s Fury New Talents Holy Crusader – Increases mastery by 2%. Seal of Wrath – Judgment has a 25% chance to cast again and deal extra Holy damage to its target. Empyrean Endowment – Judgment empowers your next Templar’s Verdict to automatically trigger Divine Storm with 25% more effectiveness. This effect can only occur every 30 seconds. Executioner’s Wrath – Execution Sentence now instead deals 15% of the damage taken from your abilities to the target and nearby enemies within 8 yards. Sanctified Ground – Your Consecration is 15% larger, and you cannot be slowed below 80% of normal movement speed within Consecration. This effect lasts for 2 seconds after leaving Consecration. Sealed Verdict – Your Holy Power spending abilities increase the damage of your next Blade of Justice by 8/16%. Modified Talents Highlord’s Judgment now has 2 ranks and increases Judgment damage by 8/16% per rank. Calm Before the Storm now causes enemies hit by your Divine Storm to take 100% more damage from your Consecration for 8 seconds (was 50%). Inner Power now grants Holy Power every 12 seconds while you are in combat (was 10 seconds). Developers’ note: This is aimed to tune the Holy Power generation overall and to balance against Sanctification. Developer Notes The area before the 1st gate has been restructured in a way that allows players to bypass the talents that they do not want and save a talent point while trying to go down all 3 sides of the tree. Also, the importance of the new talents such as Timely Judgment and Condemned Blade has been heightened so that players consider them more often when creating a build. Zeal and Blade of Wrath have been moved up and put before the 1st gate. Zeal and Blade of Wrath positional changes are aimed to solidify the foundation of Retribution Paladin. The new positioning will allow the players to get these talents in a simpler and more satisfying way for both leveling and end game content. Crusade and Avenging Wrath: Might choice node has been moved up and put before the 2nd gate. This choice node is now located where Execution Sentence was in the previous build. Execution Sentence and its improvement node has been moved down and put after the 2nd gate. The positional changes to Crusade/AW: Might and Execution Sentence are aimed to provide gameplay defining options after the 2nd gate. The change to Execution Sentence will allow new gameplay options and is now heightened with its improvement nodes aimed at both single target and AOE situations. The area after the 2nd gate has been reconstructed in a way that aims to increase build diversity and choice. Known Issues Not all rank upgrades are implemented. Shaman Elemental New Talent – Heat Wave: Casting Primordial Wave triggers Lava Surge immediately and every 3 seconds for 12 seconds. Primal Storm Elemental no longer moves slower than other Elementals after engaging in combat. Earthquake damage reduced by 40%. Developers’ note: This is not intended to be a nerf, but a damage profile adjustment. Earthquake dominates Elemental’s AoE damage profile in Shadowlands. We’ve also added talents in Dragonflight that improve Earthquake’s output such as Unrelenting Calamity, Eye of the Storm, and Mountains Will Fall which would have continued this trend. The goal is to allow for abilities like Chain Lightning, Lightning Rod, Frost Shock (with Electrified Shocks), Flame Shock, and Lava Burst to contribute more towards Elemental’s AoE. Rolling Magma’s Lava Burst and Lava Burst Overload damage now reduces the cooldown of Primordial Wave by 0.2 seconds/0.5 seconds (was from 0.5 seconds/1 second). Developers’ note: The interactions are with Primordial Wave and Ascendance are intentional, but the cooldown reduction was initially tuned too high. Restoration Cloudburst Totem now converts 30% of stored healing (was 20%) and cooldown increased to 45 seconds (was 30 seconds). Developers’ note: With some new talents that interact with Cloudburst Totem like Call of the Elements, Totemic Surge, and Totemic Focus, we feel its effectiveness needs to be decreased. We started with its healing effectiveness initially but after some feedback believe it’s more important for each totem cast to feel meaningful rather than having more uses of the totem. Warlock Developers’ note: In this Alpha build, we are unveiling the talent trees of our favorite curse slinging, shadow bolt hurling, demon summoning class: the Warlock. These trees were built to emphasize the strong thematic and rotational gameplay that is already present with each specialization. That said, we are making a few changes to address the pain points we’ve experienced while playing and concerns that have been brought up by the community. You can read more about these changes down below and our thoughts regarding why the change was made. Core Changes Spell Lock in the talent tree With Dragonflight, we’ve removed Spell Lock from Felhunters and Spell Lock is now available for Warlocks to learn themselves. With this change, we are aiming to allow for more pet diversity in content where Felhunters feel required like dungeons and PvP. Dark Soul is not in the talent tree for Dragonflight intentionally. There are a few reasons for this: All Warlock specs have access to a powerful summon cooldown that interacts with the rest of their spells where Dark Soul increases a stat by a large amount. We prefer to keep the interactive spell. With cooldown stacking, a high percentage of overall damage is boiled down to the cooldown window. While this can be useful for bursting, but damage output outside of this window tends to be lackluster. Across the classes there are new active spells which we are both excited about and equally cautious of causing keybinding issues by adding. Finding times to pull back on active spells is something we’re on the lookout for. Shadow Bolt and Incinerate base damage has been increased We’ve increased the damage of Shadow Bolt and Incinerate significantly and lowered modifiers from various talents. Our goal is for these spells to feel more powerful without having to ramp to see benefits from casting it. Shadowflame Shadowflame is returning; however, we don’t want a short-ranged cone spell to be a rotational for a caster, so we’ve removed the damage from the ability. Affliction Vile Taint revamp Vile Taint has been reworked – Unleashes a vile explosion at the target location, dealing X Shadow damage over 10 seconds to 8 enemies within 10 yards and applies Agony and Curse of Exhaustion to them. With this change, we aim to allow Affliction to ramp up faster in dungeon gameplay especially in combination with talents like Agonizing Corruption and Sow the Seeds. Deathbolt is now a base talent Through Deathbolt and its modifying talents we aim to give Affliction an interesting alternative to Malefic Rapture when the situation calls for single target damage. Destruction An Alternative to Havoc We are exploring an alternative to Havoc called Mayhem. It’s a passive that gives your single target spells a chance to deal 60% of its damage to a random nearby target. The goal with this talent is to give a more passive two-target option for players who would like to opt out of Havoc gameplay. For tuning, we intend for active Havoc gameplay to be rewarded over playing with Mayhem. Along with these changes you’ll see both new spells and some old friends returning. Soul Rot and Decimating Bolt will be coming with us from the Shadowlands, Dimensional Rift returns from Legion, and many more. While the core rotations of each specialization will remain familiar, these talents offer new options that will allow you to modify your gameplay and choose what’s important to you. Welcome back to Azeroth, Warlocks. We look forward to hearing tales of the chaos you’ll rain down across the Dragon Isles. Be sure to let us know your thoughts, our Eye of Kilrogg will be actively watching your discussions. Warrior Developers’ note: As the Warrior trees were just recently put on Alpha, we’re still processing the large amount of great feedback being provided, so please keep giving us your thoughts as we’re collecting feedback from a wide variety of sources and it all helps! Even though we’re still processing the feedback we’ve received, we did want to take some time to respond to a few points of feedback: Multi-level stat nodes in the Warrior tree serve as gates that you need to spend into in order to access the classes ultimate abilities. The intention of the Talent system is that there are choices and not that you can obtain every point. Using multipoint nodes is a way to control that, but also to direct the flow of certain specializations towards groups of talents that are likely better for them. However, we’ve been reading your feedback and are endeavoring to make them more interesting and varied where we can. Players have expressed some negativity around buying back components of old abilities. We’re trying to keep this to a minimum where we can in the warrior class, for example Rampage’s full functionality now comes from one talent. However, in some cases these talents are used for teaching new players during the leveling up process to play their class correctly. We also wanted to clarify some concerns Fury players have regarding needing to obtain 4 weapons to perform optimally in the game. Current tuning aside, our expectation and plan is for Titan’s Grip to be the most competitive specialization for those that engage with progression related content of all forms at the highest levels. However, for those looking for a more relaxed playstyle that is less stressful and skill dependent but still competitive then they have that option also. Class Talents New Talent: Concussive Blows – Reduce the cooldown of Pummel by 1.5 seconds and successfully interrupting an enemy increases the damage you deal against them by 5% for 10 seconds. This may only occur once every 30 seconds. Rearranged some talent nodes and created more interweaving paths to try and create more build variety. Removed Die by the Sword from the Class tree and returned it to the Arms tree. Improved Heroic Throw should correctly override Heroic Throw. Reduced ranks of Two-Handed and Dual-Wield Specializations to 1. Arms New Talent: Skull Banner – You throw down a Skull Banner at your feet, empowering your allies. Increases critical strike damage by 20% for party members within 20 yards of the war banner. Lasts 10 seconds. Removed Concussive Blows from the Arms tree. New Talent: Die by the Sword – Increases your parry chance by 100% and reduces all damage you take by 30% for 8 seconds. Changed some pathing to try and make synergy groups clearer. The Aura applied to enemies by Fatality is now named Fatal Mark and now lasts 60 seconds, refreshing by new stacks. Fatal Mark caused by the Fatality talent can no longer critically strike. Cleaned up the tooltip for Exploit the Weakness. Built old ranks of Colossus Smash into Colossus Smash correctly. Built old ranks of Sweeping Strikes into Sweeping Strikes correctly. Reduced ranks of Improved Mortal Strike and Improved Overpower to 1. Updated Icon for Martial Prowess. Fury New Talent: Unbridled Ferocity – Rampage has a 10% chance to grant you Recklessness for 4 seconds. New Talent: Slaughtering Strikes – Raging Blow causes every strike of your next Rampage to deal and additional 10% damage. Stacks up to 5 times. New Talent: Raging Armaments – Raging Blow gains and extra charge. New Talent: Skull Banner – You throw down a Skull Banner at your feet, empowering your allies. Increases critical strike damage by 20% for party members within 20 yards of the war banner. Lasts 10 seconds. Removed Concussive Blows from the Fury tree and moved to the Class tree. Changed some pathing and node positions to try and make synergy groups clearer and add build diversity. Titan’s Grip and Single-Minded Fury is now a choice talent. Moved Rampage closer to the top of the tree. Fixed a dependency issue with Meat Cleaver. Cold Steel, Hot Blood should now generate 4 rage and references this in the tooltip correctly. Bloodcraze’s Aura tooltip should now display the correct values. Improved Rampage is now built into Rampage. Reduced ranks of Improved Bloodthirst and Improved Raging Blow to 1. PROFESSIONS
User Interface The recipe panel has been updated for better ease of use and clarity: Unlearned & pre-Dragonflight recipes are now found via filters. Favorite recipes are unchanged and are expansion agnostic, so you’ll always see them even if the expansion is not filtered. Recipe skill up chance is now represented through icons instead of recipe name text color. This change is more in-line with the new Recipe frame design while being more accessible to individuals with color vision deficiency. Unlearned recipe names now show a gray color instead of a white color. Recrafting Equipment has its own dedicated section in the recipe panel. Please note that for this Alpha build, Recrafting is not yet implemented. Gathering Nodes In this Alpha build, players might notice that there are a large amount of mining & herbalism nodes spawned in the Ohn’ahran Plains. While we’re eager for feedback on how these feel, we’re still in the process of setting up the Mining & Herbalism professions and players will not be able to gather these nodes until the Professions have been enabled. In the meantime, please let us know if there are any nodes in unusual positions and are not easily accessed! Engineering In this Alpha build, Engineering has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. There are a few new concepts that we’re exploring for Engineering in Dragonflight: Engineers are able to craft Wrists for each Armor type, which can be socketed with different Tinkers that have a variety of on-use effects (such as temporary invisibility or summoning an Alarm-O-Turret). We’ve added a combat resurrection consumable for non-engineers: the Convincingly Realistic Jumper Cables. These are weaker versions of the engineering variant, the Reusable Jumper Cables, and we’re very interested in hearing feedback on how they play out over the course of Alpha. Various Safety Components can be used as Optional Reagents for crafting Engineering items - these Safety Components can reduce the chance of tinker malfunctions or outright prevent catastrophic malfunctions. Speaking of malfunctions, the chance for engineering items to blow up in the users’ face now scale their success chance with Engineering specialization traits and Engineering Skill level. There will be a meaningful difference in success rate between new engineers that have lower skill and specialization traits and engineers that have maximized their knowledge of the profession. In addition to the above, there’s a plethora of new bombs, tinkers and consumables that the Engineering profession can make. Please send us your feedback! Tailoring In this Alpha build, Tailoring has been enabled and can be trained by the Associate Professor Instructaur in Orgrimmar and Stormwind. Tailoring, much like the other armor-crafting Professions, has a plethora of new set & item equip effects and we’re particularly interested in hearing feedback about how these new effects feel. Spellthreads are also making a comeback as leg enchants for Intellect users. Specializations Unlocking Specializations requires 25 skill in that Profession. Once unlocked, players can spend Specialization points to unlock various bonuses for their Profession. Developers’ note: For the purposes of Alpha we’ve added a consumable, Professor Instructataur’s Top Secret Guide, on the Associate Professor Instructaur vendor that gives players 50 Specialization points. Below are a few Specialization paths. Engineering Explosives – Improve in the production of bombs of all types, gaining +1 Skill when crafting bombs per point in this specialization. Short Fuse – Specialize in the creation and use of bombs without safety fuses. Gain +1 Skill when crafting bombs in this specialization. Optimized Efficiency – Specialize in the general precautions and techniques that are invaluable skills for all Engineers. Gain +1 Skill to all engineering crafts per point in this specialization. Scrapper – Specialize in making the most of seemingly useless junk. Gain +5 Multicraft for all Engineering crafts per point in this specialization. Tailoring Draconic Needlework – Source the magic of the Dragon Isles to craft exceptional clothwear with reagents such as Azureweave and Chronocloth, gaining +1 Skill per point in this specialization. Azureweave Tailoring – Focus on the Arcane nature of the Blue Dragonflight in your tailoring, gaining +1 Skill per point in this specialization when making and using Azureweave. Garmentcrafting – Improve at tailoring Cloth Armor to take on the most powerful foes in the Dragon Isles, gaining +1 Skill per point in this specialization. Outerwear – Improve at tailoring the major aspects of an outfit, such as Chest and Leg pieces of armor, gaining +1 Skill per point in this specializations. Known Issues Inscription: Draconic Treatises are infinitely consumable, this will be fixed in a future build. They will be single-use items that refresh each weekly reset for a small boost to your Profession Knowledge. USER INTERFACE AND ACCESSIBILITY
New HUD UI Unit frame art updated Party frame Edit Mode Added Cast Bar Added Minimap Added Encounter Bar