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10 New Trading Post Mounts

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We're looking at 10 mounts that will be available in the Trading Post starting February 1.

Magenta Cloud Serpent

More affectionate than their cousins, Magenta Cloud Serpents are known to form close bonds with their riders.

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Crusty Crawler

This rare giant crab has taken a break from its nautical nonsense deep under the sea to explore the surface.

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Quawks

Squawks's older (and somehow louder) brother appears to tolerate your presence. For now. You should probably track down some crackers while you still can.

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Ash'adar, Harbinger of Dawn

Kaldorei legends whisper of a relentless hunter prowling amongst the deepest shadows of Kalimdor, never sleeping. By the light of the sun or the moon, Ash'adar now hunts with you.

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Coral-Stalker Waveray

This species of ray seems to have evolved to stalk its prey amidst the brightly colored corals of the seas.

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Savage Green Battle Turtle

Turtle too slow to chase down your foes? Just add cannons. Nothing can outrun a cannon.

Model Preview Not Available

Armored Siege Kodo

Only the strongest and most fearless of kodos can be trained to become living siege weapons. Even the highest walls won't keep them out for long.

Model Preview Not Available

Armored Golden Pterrordax

Many an unwary direhorn has met its end in a flash of glittering gold before becoming this pterrordax's next meal.

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Cerulean Marsh Hopper

Gottum's expansion into export markets was inevitable with news of the Trading Post reaching even into the depths of the Frogmarsh.

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Celestial Steed

A beacon of hope; a guiding light in the darkness.

More Store Mounts will probably be available in the Trading Post in the future, but for now, we only know of Celestial Steed Celestial Steed. Note that not all the mounts will be available for purchase at the same time. It appears there will only be 1 mount per rotation/month.

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I love collecting mounts and pets. It's a fun side game that I have enjoyed for years. It would be nice if dragon riding did not mean our "regular" mounts were unusable in the new zones (flying with flying mounts at least). That would make collecting the above a bit more fun, for this expansion anyway.

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35 minutes ago, Baharok said:

Maybe I'm wrong, but didn't Blizzard tell us that flying will be avaible for Dragonflight as well, just not at start?

I'm not saying you're wrong, I just have not seen anything about it. That would be great and would make a huge difference. Dragon riding and professions are the only things that are negatives for me in this xpac and realistically, professions are on the right track, they just need tweaking.

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1 hour ago, Madyrn said:

I'm not saying you're wrong, I just have not seen anything about it. That would be great and would make a huge difference. Dragon riding and professions are the only things that are negatives for me in this xpac and realistically, professions are on the right track, they just need tweaking.

Yeah.. for blizzard to tout their desire to please the membership so much, I am really surprised they made the decision to do the crash and burn dragon-flight thing. .. and now they are making available more flying mounts we cant use with the ones we worked hard and paid for.. what a joke.. the least they could have done is allow regular flight to be used by those wanting to do so. There is really no reason i can see to make dragon-flight mandatory because they decide to do so.. at least put it to a vote..or make it so  you can choose to do either or both if you so want  and from what i have read from blizz forums the new flight will be the type used in the future. what a rip and travesty for all us mount collectors that worked so hard and paid dearly for what we have and now have to put aside because of a dictate decided by Blizzard. 

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2 hours ago, Baharok said:

Maybe I'm wrong, but didn't Blizzard tell us that flying will be avaible for Dragonflight as well, just not at start?

Yes in an interview before Dragonflight launch game director told normal flying will be enabled later in expansion probably next major patch

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Didnt Blizz say something about thinking about that they look into to expand dragonriding to the regular mounts? Would work for a lot of dragons, which use the same modeltypes, and could do the barrelroll anim.

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5 hours ago, Raka said:

I still don't get it how dragonriding can be negative

Limitations. You have to wait for vigor to regen, you can't hover, just flying around with no special abilities is impossible as you lose speed and fall to the ground. Regular mounts are not limited by these issues and take the focus off "mount abilities" as they are merely vehicles.

Dragonriding is a fun extra, I just don't feel it should have been our only means of travel given it's limitations.

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14 hours ago, Madyrn said:

Limitations. You have to wait for vigor to regen, you can't hover, just flying around with no special abilities is impossible as you lose speed and fall to the ground. Regular mounts are not limited by these issues and take the focus off "mount abilities" as they are merely vehicles.

Dragonriding is a fun extra, I just don't feel it should have been our only means of travel given it's limitations.

I can understand your viewpoint, but I have to disagree with some of this, as I believe that the limitations you mention also bring benefits that outweigh them. 

Dragonriding allows for faster speeds than ever while still making you interact with the terrain of the world. The fact that you're grounded every so often increases the amount of player interactions and world PvP situations which were practically eliminated with typical flying mounts. Sure, being able to afk in the sky to avoid getting killed is convenient, but this ability to indefinitely isolate yourself in the sky breaks the immersion and prevents most player interactions.

And the fact that you have to wait on the ground to regen vigor is not even that much of an issue. If you're using your abilities and the terrain properly, you regen enough vigor in the air through thrill of the skies to pretty much get anywhere you need to go and your vigor recharges on the ground as you complete whatever objective you came to do. Even if you have no vigor, its possible to fly from higher locations by moving down to build up thrill of the skies and then straightening out.

Overall, they provide more immersion and turn traversal into a much more enjoyable experience compared to the former way of mounting and afking as you toggle auto-run and fly in a straight line across the zone to your destination. I much rather prefer dragonriding to the previous method. 

The only limitation that I can fully agree with is that dragonriding prevents people from using the mounts they have previously collected and forces them to use one of the four dragonriding mounts that only allow full customization when you do several rep grinds and get lucky with boss drops.

If it was possible for the dragonriding mechanics to be added to older mounts, I would 100% be in favor of that happening and I personally would love to see this system built upon in future expansions. 

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But my complaints are just about basic functionality. There are often times when I don't want travel to be something I have to actively maintain, but I also don't want to wait for a taxi route to complete. I just want to be able to get from point A to point B without sitting on the ground for 30 seconds waiting for enough Vigor to come back, because you know what I'm not doing while sitting on the ground waiting for Vigor? Playing the game. Yes, it's faster and, yes, I'm glad to see the return of dragon racing from Mists but I just don't really need the sense of frustration that comes with the most basic of actions (getting from point A to point B), especially when you're in a highland zone like Thaldrazsus or the east side of Azure Span and you can end up sitting on mountain ledges two or three times when, again, trying to do the most basic of things.

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On 1/28/2023 at 1:39 PM, Kaygon said:

I can understand your viewpoint, but I have to disagree with some of this, as I believe that the limitations you mention also bring benefits that outweigh them. 

Dragonriding allows for faster speeds than ever while still making you interact with the terrain of the world. The fact that you're grounded every so often increases the amount of player interactions and world PvP situations which were practically eliminated with typical flying mounts. Sure, being able to afk in the sky to avoid getting killed is convenient, but this ability to indefinitely isolate yourself in the sky breaks the immersion and prevents most player interactions.

And the fact that you have to wait on the ground to regen vigor is not even that much of an issue. If you're using your abilities and the terrain properly, you regen enough vigor in the air through thrill of the skies to pretty much get anywhere you need to go and your vigor recharges on the ground as you complete whatever objective you came to do. Even if you have no vigor, its possible to fly from higher locations by moving down to build up thrill of the skies and then straightening out.

Overall, they provide more immersion and turn traversal into a much more enjoyable experience compared to the former way of mounting and afking as you toggle auto-run and fly in a straight line across the zone to your destination. I much rather prefer dragonriding to the previous method. 

The only limitation that I can fully agree with is that dragonriding prevents people from using the mounts they have previously collected and forces them to use one of the four dragonriding mounts that only allow full customization when you do several rep grinds and get lucky with boss drops.

If it was possible for the dragonriding mechanics to be added to older mounts, I would 100% be in favor of that happening and I personally would love to see this system built upon in future expansions. 

The immersion is killed for me by dragonriding. The entire beauty of regular flying mounts is that you could avoid all of those interactions when you CHOSE to do so. Forcing interactions is not an enhancement and it takes away from the supposed open world, free movement aspect of any MMO.

Thrill of the skies and its proper usage are the primary problem. You have to change how you move to take advantage of the ability to its fullest extent. The speed is cool if you're just going from A to B but, trying to farm ore, herbs, fishing pools, etc is a pain in the *filtered* given the random nature of spawns, especially in Dragonflight. It's a fun extra, but it doesn't give the freedom of movement that regular flying mounts do and that is a huge hit in enjoyment all around. Again, flying was always about avoiding the bs below and getting to what you need to get to. Nothing was preventing you from staying on the ground and engaging if you so chose.

As for adding the dragonriding mechanics to all mounts, that will end it for me, and I hate to be "one of those", but it is true. I've been playing since BC and put in a lot of effort for the choice to use my flying mounts freely, unrestricted. Taking that away will kill one of the best aspects of the "free roam, open world" and I would see no joy in it at that point.

It feels like dragonriding is a decade late honestly. Had it been a part of the game back when flying was first introduced, there would be no issue. But since the freedom of regular flying has been there from the first introduction, and since there is no good reason to restrict regular flying, the restrictions of dragonriding make no sense and take away from the freedom of the game.

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5 hours ago, Madyrn said:

"...trying to farm ore, herbs, fishing pools, etc is a pain in the *filtered* given the random nature of spawns, especially in Dragonflight."

If I may give you a few tips to make it less frustrating:

- Gather nodes in the Plains and Azure Span. These are the most flat areas, which makes traversing the area a lot easier.

- Get the Dragonriding Talent that increases your regeneration after harvesting a node, which got buffed not long ago. With it you'll regenerate 1 vigor every time you harvest something and stay on the ground for 1-2 seconds after. This basically means you get a free lift-off everytime you harvest a node.

- Don't go crazy with lift-offs and boosts, the next node is usually really close. 90% of the time you will only need 1 lift-off and you can glide to the next node.

With these tips you should be able to farm a whole zone without ever having to wait for Vigor to recharge. It's definitely not as much as a pain as it used to be!

 

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3 hours ago, Pandabuffel said:

If I may give you a few tips to make it less frustrating:

- Gather nodes in the Plains and Azure Span. These are the most flat areas, which makes traversing the area a lot easier.

- Get the Dragonriding Talent that increases your regeneration after harvesting a node, which got buffed not long ago. With it you'll regenerate 1 vigor every time you harvest something and stay on the ground for 1-2 seconds after. This basically means you get a free lift-off everytime you harvest a node.

- Don't go crazy with lift-offs and boosts, the next node is usually really close. 90% of the time you will only need 1 lift-off and you can glide to the next node.

With these tips you should be able to farm a whole zone without ever having to wait for Vigor to recharge. It's definitely not as much as a pain as it used to be!

 

I can appreciate your tips. However, it is still a matter of altering how you play when using dragonriding versus playing as you choose with regular flying. I simply prefer regular flying for the freedom and lack of unnecessary built-in obstacles.

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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.
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