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There's more alt space coming with Battle for Azeroth, as the character limit per server will go up by two, leaving the paltry 16 slots in the dust.
So thanks a lot to the new allied races and hopefully the number will grow as even more get added, especially the Zandalari and Kul Tirans (who unfortunately won't be coming immediately with BfA's release). For more info on all the upcoming allied races, check out one of these articles:
Allied Races Official Page Update: May 4 Dark Iron Dwarves & Mag'har Orcs Overview Dark Iron Dwarves & Mag'har Orcs Official Preview Kul Tiran & Mag'har Orc Heritage Armor Kul Tiran Customization Options Kul Tiran Druid Bear Forms Kul Tiran Druid Cat Forms Kul Tiran Druid Travel Forms Zandalari Troll Druid Forms Zandalari Troll Druid Forms Animations Zandalari Troll Shaman Totems
Enter now for your chance to win one of the 75 keys we are giving away!
The time has come for our beta key giveaway for the upcoming expansion, Battle for Azeroth! This post will have everything you need to not only enter the giveaway, but make sure that your entry has the best chance of winning one of the 75 keys we are giving out.
How to Enter
With the information that has been spreading through datamining and now on the beta servers, it's obvious something big is brewing for the home city of the Night Elves, so our contest will be sending you to Darnassus! In order to enter, you will need to have a level 1 Night Elf and bring it to Darnassus - specifically, The Howling Oak.
Once you have arrived, position yourself at the entrance on the first platform, as shown below:
Once you have done so, you should click on the in-game clock and then click the "Show Stopwatch" button that appears in the Clock window. This will show you an in-game timer that you'll need to use for the contest.
The objective is to follow a route through Darnassus and time yourself from start to finish, following the steps we have outlined in the instructions below. Once you have your time, you will then choose from one of five times in the poll at the top of this post; you should select whichever time is closest to the time you recorded while completing the run through Darnassus.
Users that selected the "correct" time will then be placed into a pool of players that will be eligible to win a key. The winners will be chosen at random from those that have selected the correct option in the poll. As long as you follow the route, there should be no issues with your time being too far off the average we found while running the route.
So, without further ado, let's get running!
Instructions for Route
Follow the steps below exactly as detailed in order to keep your time as close to ours as possible. There are a few things to note before starting your run:
Read the full instructions before starting your run. It will make things much easier for you. Use the WoW in-game timer. It's likely more reliable than your years-old egg timer. Stick to the path as much as you can on the map's route. We stayed in the middle of the path for the whole route, so cutting corners too often might ruin your chances. The red route on the map below should be followed as precisely as possible until you reach the Temple of the Moon, at which point you should follow the instructions for where to go. We typed out each emote in order to give players a fair chance in case they did not want to use macros for the emotes. You should do the same. When you see an "or" between two emotes, you can choose which one to do. We felt we would give an option for the Alliance players that wanted to show respect to their comrades, but also leave the possibility for Horde players to show their disdain for the Alliance. Here is a map of the route you will follow:
The steps for the route are as follows:
Start your timer. Emote with /salute or /spit at one of the guards next to you (you can do this at either guard, it does not matter). Follow the route around Darnassus until you reach the entrance to the Temple of the Moon. Enter the Temple, then turn left immediately and follow the path with lamps on either side that leads to a ramp guarded by two Sentinels. Once you reach the top of the ramp, turn right and follow the path until you reach Tyrande and Malfurion. Stop just before them. Emote with /bow or /laugh at Tyrande. Emote with /salute or /spit at Malfurion. Run through them and jump off the balcony into the water below. As soon as you land next to the statue of the fountain, stop your timer. Once you've got your first time, you can either try again and average your times, in case you felt you made a mistake, or you can enter with your first time. Come back to this page and select the option in the poll that you think was closest to your time for the route. Your entry will be your poll selection, so choose wisely and good luck!
Rules and Information
As for every contest, we have a set of rules that will apply for the duration of the contest:
The contest will finish as soon as the poll closes on Friday, May 25th, 2018. Users will be selected at random from the pool of players that choose the "correct" poll option. This will be done by a random number generator and we will not change the choices unless a user has broken one of the rules. You may only enter the competition once; if you attempt to enter with multiple accounts from the same IP, your entries will be void. Do not use any speed enhancement buffs, gear or mounts. You should complete the route at the running speed of a Level 1 Night Elf (any class) in their starter gear. Do not use any race other than Night Elf for the challenge; they have a passive increase to their movement speed that other races do not have. Good luck to all that enter and we hope you can come to appreciate the beauty of the city while completing the challenge (or scout out a few weak points for future battles if you will be returning as a Horde player)!
EDIT: The poll results that are displayed after voting should all be at 0 votes. Your vote is still counted, but we have done this to remove the possibility of users simply checking the results for an easy method of entering, rather than actually participating.
Balance Druids have been in a pretty bad place on the beta for a while now and were almost memed out of existence, but there's finally some good news as CM Seph responded to some detailed feedback on the class with a lengthy post explaining plans for the spec. New baseline passives, empowerments that are more significant to gameplay, new and changed talents and a lot of specific skill improvements all add up to make boomkins interesting to play again, so check out the detailed plans for the spec below and check out the recent talent changes.
05/01/2018 12:19 AMPosted by Cyouskin
Solar Empowerment and Lunar Empowerment do not provide rewarding gameplay.
Single-target rotation can be optimized by a CastSequence macro.
This is two-parts and our two most important goals for the spec’s changelist going into BfA (and they tie in with each other):
First is to add something interesting to the base rotation. As many have pointed out, Balance Druid’s baseline rotation is pretty predictable, and doesn’t offer much in the way of procs or reactionary gameplay. New baseline passive: Solar Wrath has a 20% chance to grant Lunar Empowerment. Lunar Strike has a 20% chance to grant Solar Empowerment. The goal here is to break up the monotony of chain-casting of only one generator with procs that incentivize you to use the other generator.
Second is to make Solar/Lunar Empowerments more meaningful. The damage bonus they provide on live isn’t negligible, but they don’t provide anything interesting other than damage. It’s hard to make a damage bonus with no created gameplay feel like a bonus psychologically, when you know in the back of your mind that everyone’s damage is tuned to be similar at the end of the day. We’re trying two changes here:
Solar Empowerment is changing into: Causes your next Solar Wrath to explode for an additional X% of its damage to all nearby enemies (also hits the primary target). This helps to differentiate the two Empowerments a bit mechanically and visually. It also gives Solar Empowerments, which are now granted by Lunar Strike, an AOE component so that when it procs while you’re AOEing with Lunar Strike, you feel good about getting and using the Solar Empowerment proc. Currently the Solar Empowerment bonus is half the value of Lunar Empowerment’s damage bonus, and scales by Mastery at the same half rate.
Starlord talent is becoming baseline, making Lunar and Solar Empowerment always reduce the cast time of their affected spells by 15%. This is a simple and direct way for Empowerments to be felt and desired. Starlord is being redesigned into: Starsurge grants you 3% Haste for 15 sec. Stacks up to 3 times. Gaining a stack does not refresh the duration. (Tier 20 4-pc bonus)
This doesn't instantly make Empowerments the most interesting class mechanic in the game, but it should be a step forward.
05/01/2018 12:19 AMPosted by Cyouskin
Fury of Elune, Sunfire, and Lunar Strike do not share the same splash radius.
We’ve increased/standardized the splash radius of Lunar Strike, Fury of Elune, Full Moon, and Sunfire to 8 yds. Many of the 3-5 yd radius AOEs in the game started off as: Let’s make this spell effect that looks explosion-y, but won’t impact AOE damage too much, so let’s make it a small 3 yd radius. In practice, having AOE capability means players want to make use of it, and when it’s 3-5 yds it’s very difficult to and thus can be frustrating. 8 yds means you can more easily hit a basic clump of enemies on you or the tank.
05/01/2018 12:19 AMPosted by Cyouskin
Lunar Strike is insignificant in AOE despite having a splash mechanic.
Lunar Strike’s radius increasing from 5 to 8 yds should be noticeable, but we can probably safely nudge up the splash damage a bit (25->33%) and see how it plays. Note that next week you’ll see a 10% reduction to Lunar Strike’s base damage – that’s to mirror a new 10% reduction to its base cast time (2.5->2.25 sec). This makes Lunar Strike’s cast time and Astral Power generation to be each exactly 50% higher than Solar Wrath, and makes it no longer slower resource generation/ramp with Lunar Strike than Solar Wrath.
05/01/2018 12:19 AMPosted by Cyouskin
Stellar Flare suffers from a very heavy cost. A Starfall that costs 60, plus the Stellar Flare (10), plus the fact we aren't casting a filler (8), means Stellar Flare costs a bit too much.
Stellar Flare requiring a Starfall to be down to get a large portion of its damage felt bad – it’s a kind of weird negative synergy with both being Astral Power spenders. We’ve removed the Stellar Empowerment portion of it, and instead its damage is increased by Balance mastery (the portion that increases Astral Power spender damage), and kept its 10 Astral Power for now.
One use case for Stellar Flare was that it can be a spender for targets that can’t all be covered by a single Starfall (even though Stellar Drift covers the entire world and pulls the floor above), and this use case pointed even more toward removing the Stellar Empowerment requirement portion of it. I think Stellar Flare is still looking for its place on the spec - we’ll continue to look for opportunities to improve/change it.
05/01/2018 12:21 AMPosted by Cyouskin
AOE gameplay is too reliant on Shooting Stars. Other talents do not come close to the performance of Shooting Stars.
Shooting Stars looks/feels cool, but provided just a little too much Astral Power. Especially considering that the talent row it’s now on (with Stellar Drift and Stellar Flare) provides no other resources generation, reducing its Astral power proc makes sense.
05/01/2018 12:19 AMPosted by Cyouskin
Force of Nature suffers from scaling issues. The other talents have a notable effect on Astral Power generation.
Agree that summoning some Treants on a long cooldown doesn’t bring much in terms of mechanical interaction. It now generates some Astral Power over its duration.
05/01/2018 12:21 AMPosted by Cyouskin
The current rate of Astral Power generation is pretty low.
Starsurge’s cost hasn’t been changed, but some amount of Astral Power generation has been added to a few places – Warrior of Elune, Force of Nature, Fury of Elune (now a generator instead of spender), Nature's Balance (new design). Additionally, the average cast speed of your two generators has been meaningfully sped up, with Starlord’s 15% cast time reduction becoming baseline. Definitely will be keeping an eye on pacing feedback.
05/01/2018 05:50 AMPosted by Maruul
And for the love of god remove Nature's Balance, I have never seen a talent that makes me more depressed. I dread the day I have to pick it because it's the best, it is horribly unexciting and makes the rotation even more wrath spam. Don't make it baseline, don't buff it, just delete it.
Agree here. The bonus it provided ended up making the single-target rotation less engaging, even if it was sometimes nice to have in multitarget situations.
The new/redesigned version of Nature's Balance is: While in combat, you generate 2 Astral Power every 3 sec. While out of combat, your Astral Power rebalances to 50 instead of depleting to empty. It's a combination of the live Blessing of An'she talent (which has been removed and one half folded into this one) and the new effect which removes out-of-combat Astral Power degeneration while below half, allowing you to enter combat with up to 50 Astral Power, which allows a Starsurge or Starfall on the opener.
05/08/2018 05:18 PMPosted by Gärzen
Welp the new build came out today and another nerf in the form of Soul of the Forest only reduces the cost of starfall by 10 down from 20. Thats the nail in the coffin right there, destroyed the rest of our niche. This was the build we were looking forward to.
Starfall’s base Astral Power cost has been reduced to 50. We probably should have waited to make that change to Soul of the Forest along with the rest of the changes to the spec. Overall, that reduction to Soul of the Forest is still the right thing (I think many of you agree) - 1/3 off the cost of Starfall for a talent is pretty overboard – but without the context of the rest of the changes it’s understandable that it doesn’t look right.
05/13/2018 03:53 PMPosted by Comfybundles
Please give us a way to spread Moonfire on multiple targets.
Twin Moons is a new talent that causes Moonfire to deal additional damage and also hit a second nearby enemy within 20 yds of that target. (a.k.a legendary shoulders) This was useful functionality that helped with ramp in multitarget situations and was also visually satisfying.
One other change is to Celestial Alignment/Incarnation: Chosen of Elune. Instead of providing +50% Astral Power generation on Lunar Strike/Solar Wrath, they now provide 15% Haste (and their damage bonus has been tuned down slightly for now). The spec’s resource is a bit of a not-super-stable balance of Astral Power and Lunar/Solar Empowerment generation/consumption, and Celestial Alignment/Incarnation: Chosen of Elune sometimes caused resource/Empowerments overflow, a problem that a Haste bonus doesn’t have.
Thanks for all the well-written and constructive feedback, especially from the original poster.
Battle for Azeroth Beta has been updated with phased versions of Tirisfal Glades and Darkshore, showing the aftermath of the Burning of Teldrassil and the Siege of Lordaeron.
Our coverage of Beta Build 26624 includes new Azerite traits, Class Changes, Kul Tiran Druid Aquatic Forms, Flying in Battle for Azeroth, the Brutosaur Mount, Glory of the Uldir Raider & Glory of the Wartorn Hero.
The Burning of Teldrassil
Once Alliance players complete the Siege of Lordaeron, they will find many Darnassian refugees in Stormwind Harbor. The boat to Darnassus needs to be repaired, but there is a portal that you can take to witness the aftermath.
You will be teleported to Lor'danel and see the burning Teldrassil in the background. The zone cannot be accessed, because fatigue will eventually kill you. You can talk to Zidormi in Darkshore to witness Darnassus before the Siege of Lordaeron.
The Siege of Lordaeron
The zeppelin to Undercity is no longer operational and there's a portal to the Ruins of Lordaeron.
The area can be entered right now, but you will get killed by a mysterious buff in a couple of ticks. You can talk to Zidormi to witness Tirisfal Glades before the Battle for Lordaeron.
Before the Storm by Christie Golden is coming on June 12 and Amazon made a portion of the book available for preview. This article contains spoilers.
Note: Only an excerpt of the book is available, and we need to wait until June 12 learn the backstory and see the full picture. Before the Storm explains events that lead to the Burning of Teldrassil and the Siege of Lordaeron.
It seems that Amazon has removed the preview now. The epilogue can be found here and pages describing key moments here (courtesy of redditor dreamfisher).
We've highlighted some interesting facts below:
The novel describes both factions coming into contact with the mysterious substance known as Azerite, in line with the Legion epilogue cinematics. Azerite is described as having "drug-like" attributes and according to Anduin, it makes him feel like he can "move mountains" and secure peace wherever he wants. Could Azerite be similar to Yogg-Saron's Saronite? Remember the mad miners in Northrend back in Wrath? Anduin and Sylvanas arrange a meeting between Humans and their Forsaken family members, even though Sylvanas claims it will only hurt her people. Before the meeting, Sylvanas gives her word that no Alliance member who attends the meeting will be harmed. After initial distrust, most Humans and Forsaken get along well without any issues. Genn comes to a conclusion that not all Forsaken are treacherous murderers and some are the same people they once were. Now comes the interesting part -- Calia Menethil (a would-be usurper, and the rightful heir to the throne) secretly attends the meeting, but some Forsaken recognize her disguise and tell Sylvanas. As a result, Sylvanas starts going bonkers, claiming that the meeting was a setup to overthrow her and put Calia on the throne. She does not blame Anduin, because he's surprised to see Calia there, so that was definitely not planned. Sylvanas told her Dark Ranger to blow the horn for retreat, but some Forsaken remain frozen, not sure what to do. Some even start running towards the Alliance. Sylvanas calls them traitors and orders her archers to kill the Forsaken that hadn't returned immediately, including those who initially froze, but returned later. Sylvanas does not trust anyone who comes to her only due to fear and not loyalty. Calia gives a speech, telling the Forsaken that it's time to stop living in the shadows. Sylvanas kills Calia Menethil in the process. She did not break her promise, because Calia was never supposed to attend the meeting in the first place. Calia is then risen as a Holy Forsaken (yes you read that right) by Anduin, because a naaru told him to do so. Maybe we'll see Holy Forsaken as an Allied Race in the future. Sylvanas had the chance to shoot Anduin, but decided not to do so. Anduin says that Sylvanas would never change, claiming she's "well and truly lost". (Source // Source #2)