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Regalia of the Fabled Adventurers Heirloom Set with Set Bonuses in Shadowlands

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A new patch went live recently on the Beta, so we're breaking it down today to highlight what's new and we'll start with items, namely the new Heirloom set called Regalia of the Fabled Adventurers and its set bonuses.

Although the system has not been fully implemented yet on the Beta, Blizzard added new Heirlooms with the previously-mentioned set bonuses to the game.

The new Heirloom set is called Regalia of the Fabled Adventurers and consists of 7 armor pieces:

Set Bonuses

  • 2-Piece Set BonusMaximizing Rests Maximizing Rests - Rested experience consumed 30% slower.
  • 3-Piece Set BonusBattlefield Resourcefulness Battlefield Resourcefulness - Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.
  • 4-Piece Set BonusFlash of Brilliance Flash of Brilliance - Gaining a level triggers Burst of Knowledge, dealing 2,167 Holy damage to nearby enemies and granting you 40% Primary Stat for 2 min. Defeating additional enemies can extend this effect.
  • 6-Piece Set BonusMaximizing Rests Maximizing Rests - Rested experience consumed an additional 30% slower.

Other Heirloom items added on the Beta include the following items that have no effects/stats thus far:

You can find more details about all leveling changes coming in Shadowlands in our guide.

Related Shadowlands Beta Build 35432 News

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I do not like Flash of Brilliance/Burst of Knowledge at all. Most of the time when you level up, it's after a quest turn-in, or at the end of a dungeon/bg. In a town, those 2 mins are used up selling, repairing, planning next quest route, grabbing food/drink, and if not, the travel time to the next area with quest mobs to kill will eat up a lot of that time in most cases. (Sidenote - I *really* hope their idea is not that we'll get the buff and then race to the nearest hostile enemies to grind out XP. Unless mob XP gets significantly raised, that's not going to be a good use of time at all.)

At the end of a dungeon, you've got quest turn-ins to do (think Utgarde - run back to start), new gear to equip (and/or transmog), and the zone-out loading time (which varies wildly, I know). Besides that, for both dungeons and BGs (a main source of xp/levels), you can't control when your queue pops, potentially leaving you with a bad taste as you zone out with nothing worthwhile to kill and a wasted buff (and therefore, set bonus).  I feel like players are going to end up getting very little use from this buff. I'd rather have a reduced, permanent + to primary stats that is constant or a set bonus comparable to a weapon enchant that can proc randomly rather than a buff I have to prepare for and try to optimize.

The other set bonuses are fine - I like the Rested XP one a lot. I wish we had an idea of how much the OOC regen bonus is boosted by for the set, but that will come in time, I'm sure. Personally, I feel with heirlooms (esp considering the gold many of us put into them over the years), the bonuses should be something the player can trigger themselves and take full advantage of on their timetable and not feel rushed by a forced buff. If the set bonus proc'd a flask or potion that you could consume at your leisure for the same effect, I'd be much more ok with it.

Others can (and I'm sure will) disagree, but my pre-SDL grind has had me leveling several Allied Race toons and, unless leveling in Wow changes drastically in SDL, I don't feel like that buff will improve the experience.

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2 hours ago, ORCSMASH said:

 

The other set bonuses are fine - I like the Rested XP one a lot. I wish we had an idea of how much the OOC regen bonus is boosted by for the set,

Why do you liked the rested ones? It'd maybe last 1 extra level for 10 days logged out at an inn. Fine if you've just got loads of alts parked for levelling later, but most of the time you make an alt to play it. 

As for OOC regen, when was the last time you had to wait to regen in open world content? The only time I can think of (and I've done 3 allied races recently) was between 117-120 maybe once or twice. 

At first glance, they look interesting granted, but thinking about it, they're all kinda useless...

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36 minutes ago, Bobbis said:

Why do you liked the rested ones? It'd maybe last 1 extra level for 10 days logged out at an inn. Fine if you've just got loads of alts parked for levelling later, but most of the time you make an alt to play it. 

As for OOC regen, when was the last time you had to wait to regen in open world content? The only time I can think of (and I've done 3 allied races recently) was between 117-120 maybe once or twice. 

At first glance, they look interesting granted, but thinking about it, they're all kinda useless...

Firstly, my experience lately has been that rested XP accumulates much faster than it used to. I am leveling one toon at a time, though I do still have 2-3 max level toons I do stuff on here and there, so I don't level that toon every day. With each expansion coming with a character boost now, even new players don't have to do marathon leveling runs, so having a toon sit for a day to get half a level of rested XP can happen just while you're doing stuff on higher level characters naturally. (And, of course, due to how you gain XP, that half-level of rested XP actually boosts a lot more than that.) To answer your question though, I like the rested XP bonus because, especially as a 2-set bonus, it's not overwhelmingly powerful, but it puts the decision of how and when to make use of that bonus in the players' hands. This creates agency, which creates engagement with the leveling process itself. If you're marathon-leveling only one toon without many breaks, you may not get much use out of it, but essentially it's a 30% bonus to the 'rested' time you spend logged out, which, when you think about it, isn't too bad.

As for your second query, quite often, actually. I'm leveling a vulpera survival hunter with a full set of enchanted heirlooms, but even I sometimes pull too many and/or too quickly and get knocked below 40% health. Again, no, it's not that big of a deal, but it is a nice, forward-facing minor set bonus that eliminates some downtime. Also, some classes have a much bigger problem with longevity than others - warriors pre-Victory Rush, for example. Not to mention, if you read the tooltip closely, this also applies to normal dungeons AND battlegrounds, which can come in extremely handy, especially if you like to level with PvP and play Horde, which has a notorious lack of healers, especially in sub-110 brackets.

Don't have a healer on a cart in Silvershard Mines? At 40% health with the EFC in your sights, one minute left and your nearest healer on the other side of the map? Got a random dungeon group that lost a healer but that can still kill trash packs without dying, but is at low health afterwards? Well, this might help, depending on how much of a bonus it gives, hence why I said I do wish we had some idea of the specific regen +% it's going to give.

So, essentially, I don't mind the first two because they're minor bonuses just there to support the XP bonus loss and I think they do the job of leading to a major set bonus well (though I admit I think they should be reversed: 2p<--->4p), but I do not like the major FoB/BoK set bonus because it is an underwhelming, unpredictable, and frankly, weak idea that is supposed to 'make up' for the loss of the heirlooms' XP bonuses and I think falls flat due to lack of any real agency on the player's part. I hope that answered your questions. Cheers!

 

EDIT: P.S. - I just logged into my vulpera hunter, level 103. I had eaten up all his rested XP last night and had been logged out of him for about 24 hours and he had over 40% of a level's worth of rested XP today. Unless they have some racial I don't remember, it seems that rested XP accumulates quite quickly now.

Edited by ORCSMASH

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yeeey give them a bg pvp advantage, cause the set on it's own is not big enough.
I mean ever since the conception of heirlooms my pvp participation during leveling took a heavy hit.
Twinks were bad enough, now everyone is a twink or 5% from it and now, unless you can maintain combat, they might even regenerate?

I mean as stated above, the OOC regen is a lot less of a deal than it used to be in vanilla and the whole bonus is misplaced, yet since there is a lack of actual exact number component I guess we'll never know.

The burst is a "nice touch" but also can be fairly useless, but then again, who cares, it's a bonus, it's not a neccesity.

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So here is my fun take on this, and it will probably be seen as me complaining. I have every single heirloom in the game, every one, including the Panderia heirloom blues. Now they are being gutted and we have new set bonuses. I understand they want to cut down the xp bonus but I am sure they could have tried something different. 

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On 8/6/2020 at 11:12 AM, ORCSMASH said:

Firstly, my experience lately has been that rested XP accumulates much faster than it used to. I am leveling one toon at a time, though I do still have 2-3 max level toons I do stuff on here and there, so I don't level that toon every day. With each expansion coming with a character boost now, even new players don't have to do marathon leveling runs, so having a toon sit for a day to get half a level of rested XP can happen just while you're doing stuff on higher level characters naturally. (And, of course, due to how you gain XP, that half-level of rested XP actually boosts a lot more than that.) To answer your question though, I like the rested XP bonus because, especially as a 2-set bonus, it's not overwhelmingly powerful, but it puts the decision of how and when to make use of that bonus in the players' hands. This creates agency, which creates engagement with the leveling process itself. If you're marathon-leveling only one toon without many breaks, you may not get much use out of it, but essentially it's a 30% bonus to the 'rested' time you spend logged out, which, when you think about it, isn't too bad.

As for your second query, quite often, actually. I'm leveling a vulpera survival hunter with a full set of enchanted heirlooms, but even I sometimes pull too many and/or too quickly and get knocked below 40% health. Again, no, it's not that big of a deal, but it is a nice, forward-facing minor set bonus that eliminates some downtime. Also, some classes have a much bigger problem with longevity than others - warriors pre-Victory Rush, for example. Not to mention, if you read the tooltip closely, this also applies to normal dungeons AND battlegrounds, which can come in extremely handy, especially if you like to level with PvP and play Horde, which has a notorious lack of healers, especially in sub-110 brackets.

Don't have a healer on a cart in Silvershard Mines? At 40% health with the EFC in your sights, one minute left and your nearest healer on the other side of the map? Got a random dungeon group that lost a healer but that can still kill trash packs without dying, but is at low health afterwards? Well, this might help, depending on how much of a bonus it gives, hence why I said I do wish we had some idea of the specific regen +% it's going to give.

So, essentially, I don't mind the first two because they're minor bonuses just there to support the XP bonus loss and I think they do the job of leading to a major set bonus well (though I admit I think they should be reversed: 2p<--->4p), but I do not like the major FoB/BoK set bonus because it is an underwhelming, unpredictable, and frankly, weak idea that is supposed to 'make up' for the loss of the heirlooms' XP bonuses and I think falls flat due to lack of any real agency on the player's part. I hope that answered your questions. Cheers!

 

EDIT: P.S. - I just logged into my vulpera hunter, level 103. I had eaten up all his rested XP last night and had been logged out of him for about 24 hours and he had over 40% of a level's worth of rested XP today. Unless they have some racial I don't remember, it seems that rested XP accumulates quite quickly now.

Fair points, I can see what you mean however:

- creates player agency, by encouraging you to be logged out to gain the rested xp? Surely that's the opposite of agency. I have all classes inc some multiples at 120, so if levelling a new char it's the allied races for the heritage so tend to go all out to do it quick, which means I'd hardly use two of the bonuses at all.

- Are you forgetting to get your pet to taunt / MD to pet? Oddly I did a void elf SV hunter (have a human that was SV main until 8.3 and BM became OP...) and had no issues. This could be down to knowing the spec well enough so can see how a newer player benefits tbf. Of the bonuses this one is the best and you give some good examples of it being useful even to experienced players.

- Agreed on the bursty set bonus, as many have said accross platforms, the main time you ding is on quest hand in, or end of dungeons, the dmg is useless and there's usually not something to kill for 2m...

- According to WoWpedia and WiWiki it's 5% per 8 hours logged in an Inn, truth be told unsure on Vulpera racials

 

edit: as with 1st point, I likely won't use them again, unless a new class is added or an amazing allied race, so could really keep my oar out, but they just seem so... meh? underwhelming? I've had plenty of use out of them, have no regrets on buying them, nor issue with the costs as some seem to, but just feel there's room for much more out of them. Set bonus, great idea, actual bonuses, meh.

Edited by Bobbis
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On 8/7/2020 at 5:37 PM, Bobbis said:

Fair points, I can see what you mean however:

- creates player agency, by encouraging you to be logged out to gain the rested xp? Surely that's the opposite of agency. I have all classes inc some multiples at 120, so if levelling a new char it's the allied races for the heritage so tend to go all out to do it quick, which means I'd hardly use two of the bonuses at all.

My point to the agency of this bonus is that the player gets to use that rested bonus on whatever activity they like. They could, if they wish, choose to go straight to Org/SW upon logging in, lock their XP, go do a bunch of quests, turn the XP back on and then use the bonus only on quest turn-ins to avoid eating that XP up with mob kills. Yes, this is unlikely and inefficient, but it's possible. More realistically, they can choose to use the bonus XP on dungeon or bg runs, grinding mobs (if anyone actually does that anymore), or just questing normally. It's a lot more agency than a buff that comes along randomly like the 4p FoB/Bok buff. I did concede, of course, that marathon players won't get much use out of it, perhaps then it is better as the lowest set bonus possible.

Quote

- Are you forgetting to get your pet to taunt / MD to pet? Oddly I did a void elf SV hunter (have a human that was SV main until 8.3 and BM became OP...) and had no issues. This could be down to knowing the spec well enough so can see how a newer player benefits tbf. Of the bonuses this one is the best and you give some good examples of it being useful even to experienced players.

Since I didn't say earlier, yeah, I am an experienced player (20+ toons at 110 or higher; at least ten 120s; maxed a hunter every xpac except WotLK), and it's for that reason exactly that I sometimes pull too much, overestimating what I can actually handle with my full set of enchanted heirlooms XD. And, of course, Growl does have a CD, so when I pull 6+ world mobs, it can get dicey since I tend to pull more threat than my pet on mobs it's not actively attacking. I don't die, it was just an example of where the OOC regen could potentially come in handy while leveling - basically cutting down on downtime between pulls in every situation.

Quote

- Agreed on the bursty set bonus, as many have said accross platforms, the main time you ding is on quest hand in, or end of dungeons, the dmg is useless and there's usually not something to kill for 2m...

- According to WoWpedia and WiWiki it's 5% per 8 hours logged in an Inn, truth be told unsure on Vulpera racials

 

edit: as with 1st point, I likely won't use them again, unless a new class is added or an amazing allied race, so could really keep my oar out, but they just seem so... meh? underwhelming? I've had plenty of use out of them, have no regrets on buying them, nor issue with the costs as some seem to, but just feel there's room for much more out of them. Set bonus, great idea, actual bonuses, meh.

I totally understand what you're saying in your addendum. I love alts, and leveling them, just to have certain race/class combos that I think would be fun to play, but I understand there are plenty of players who have all the characters they're ever going to play. To correct something I said in my earlier post: I said the 2p and 4p should be swapped. I originally meant 'swap 2p and 3p', but after reading your response, perhaps the rested bonus XP is the most useless and should remain the lowest (2p) bonus. I think we're both in agreement that the heirloom set bonuses are a good idea, but so far the execution doesn't seem that great.

Lastly, I'm a fan of WoWpedia/WoWwiki, but I've found things on there to be incorrect or out of date many times. If I remember correctly, wowwiki was all but discontinued when wowpedia came online and now most of it's articles are copypasta'd from WoWpedia. YMMV of course, but I always take what I read there with a grain of salt. I will freely admit when I'm wrong, but I stand by the information I provided about the rested XP I accumulated that day.

Regardless, it's been a pleasure to read your responses and engage in a thoughtful, civil conversation with someone about upcoming mechanics. That's part of the reason I like to comment and talk to people here. The IV community seems a lot more...'reasonable' than some others. Anyways, take care and, as always, cheers!

Edited by ORCSMASH

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The agency thing, I agree it's always good to have more rested or it last longer, and great for players to do what they want with it. But it's still promoting being logged out of the game to get the rested in the first place, just seems odd. And just meh given most people buy/bought looms to level quickly.  

8 hours ago, ORCSMASH said:

Since I didn't say earlier, yeah, I am an experienced player (20+ toons at 110 or higher; at least ten 120s; maxed a hunter every xpac except WotLK), and it's for that reason exactly that I sometimes pull too much, overestimating what I can actually handle with my full set of enchanted heirlooms XD. And, of course, Growl does have a CD, so when I pull 6+ world mobs, it can get dicey since I tend to pull more threat than my pet on mobs it's not actively attacking. I don't die, it was just an example of where the OOC regen could potentially come in handy while leveling - basically cutting down on downtime between pulls in every situation.

Yeah that makes more sense ? gotta have that misdirect macro ready for the big pulls haha I had assumed experienced given the other comments to be fair, but perhaps new to hunter, or SV at least. Since BM it's never an issue as pet does all the dmg, and MM is slow boring but hits hard.

8 hours ago, ORCSMASH said:

I think we're both in agreement that the heirloom set bonuses are a good idea, but so far the execution doesn't seem that great.

Definitely ?

8 hours ago, ORCSMASH said:

Lastly, I'm a fan of WoWpedia/WoWwiki, but I've found things on there to be incorrect or out of date many times. If I remember correctly, wowwiki was all but discontinued when wowpedia came online and now most of it's articles are copypasta'd from WoWpedia. YMMV of course, but I always take what I read there with a grain of salt. I will freely admit when I'm wrong, but I stand by the information I provided about the rested XP I accumulated that day.

Yeah I did find it a little off tbf, but seemed reasonable that 2/3 sources would be right and couldn't see (read didn't look v hard) a date on them. 

8 hours ago, ORCSMASH said:

Regardless, it's been a pleasure to read your responses and engage in a thoughtful, civil conversation with someone about upcoming mechanics. That's part of the reason I like to comment and talk to people here. The IV community seems a lot more...'reasonable' than some others. Anyways, take care and, as always, cheers!

Indeed! Is why I prefer IV to WH, you get notified and links to replies to your comments, and they can become a proper conversation, not just a 5-10 page mess.

Best of luck with the alts!

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      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
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