Wod updates wow




















Nest Pet. Comment by datundra Found another one. In the back of that cave is a chest. In the chest is the Stonegrinder. Comment by Agramon Safari Hat is no longer a Toy, not sure if they keep it like that. Comment by datundra Couple more for ya to update : Mud Jumper : they are none cageable pets you can battle in the wild, they are all over Nagrand anywhere there is water.

Mud Jumper Picture Leatherhide Runt : they are none cageablepets you can battle in the wild, they are all over Nagrand. Leatherhide Runt Picture Netherspawn, Spawn of Netherspan : they are cageable and drop off Netherspawn, just south of Oshu'Gun.

Netherspawn Picture. Comment by zimbaabaggins Thats So Awsome! Comment by mek Theres a little drae girl not far from karabor who has a daily and she has a plush eleek as a pet.

Her fight was easy. Comment by Chrosta What will be the highest level of battle-pets in WoD? Still 25 or higher? Comment by djleeds Is there an achievement for the Perky Pug costumes or are they simply vanity items? Comment by iliabluestar Great guide!

The Great Push Season 2 has come to an incredible conclusion with Aster. The Great Push returns this weekend for another glorious weekend. Set aside all thoughts of conflict and strife and celebrate with the bountiful feast of Pilgrim's Bounty. Introducing the eggcelent Baby Murloc Satch-Shells transmog— now available to add to your collection! Relive the birth of the World of Warcraft saga, level at an accelerated pace, and take on more challenging bosses in WoW Classic Season of Mastery.

Dive into the heart of this new feature with insights from the World of Warcraft team. The 17th-anniversary celebration of World of Warcraft is upon us! Watch an exclusive developer preview of the latest chapter in the WoW saga. The 9. The time has come once more to gather in the graveyards for the Day of the Dead and celebrate with and cherish the spirits of those who have been lost.

Cozy up with a purrfect friend this autumn, now available in the Blizzard Shop and in-game shop— the Sunwarmed Furline mount. The release of Shadowlands provided a new opportunity to streamline and redesign the character creation process.

The Mage Tower returns in Legion Timewalking, bringing back epic solo challenges and awesome rewards for those who conquer them. With the release of the 9. Prepare yourselves, the bells have tolled! Shelter your weak, your young and your old! For a limited time, you can get a slew of Hearthstone goodies, the brilliant Sapphire Skyblazer mount, and the Imp in a Ball toy, with the purchase of the 6-Month subscription to World of Warcraft.

Catch up on all the latest World of Warcraft news, hotfixes, and more in our update. Make the new Sarge mount your own by playing the newest Hearthstone game mode. Join the gnomes as they celebrate their unrelenting moxie! WoW Classic Season of Mastery brings an opportunity to start new characters on a fresh realm, and a wealth of changes and improvements.

Read on to learn more. Over the last few weeks, artists and writers across the WoW team have updated a small number of old quests, art assets, names, and dialogue that we identified as outdated and inconsistent with our values as a team. Whether your journey takes you into Tazavesh, the Veiled Market, or into Korthia, the City of Secrets, the music of the Chains of Domination content update will guide your way.

Forged by the titans to house Ragnaros and his wayward minions, the Firelands is now a part of Cataclysm Timewalking. Do you love eating delicious faire food, drinking bountiful beverages, and riding rams around barrels of apples? Brewfest has arrived and you can do all that and more from September 20—October 6. Avast ye landlubbers! The yearly Harvest Festival is now underway in Azeroth.

Fallen heroes of the Alliance and Horde are paid homage during this time of remembrance. Catch up on all of the latest World of Warcraft news, hotfixes, and more in our update. Chains of Domination introduced even more new mounts, pets, and treasures throughout the Shadowlands and the Maw. Will you brave the challenges within to claim them?

PT, only on YouTube! We revised the functionality of [ Hammer of the Righteous ] a bit, such that its performance is about the same, but its tooltip is much clearer. We also made [ Execution Sentence ] much more attractive to use as an emergency button. We also revised how [ Eternal Flame ] interacts with Holy Power, and allowed it to once again trigger Illuminated Healing. One big change for Retribution that isn't mentioned here is the removal of [ Inquisition ] see ability pruning , which will have a notable effect on their rotation.

Priests received several significant changes, mainly focused on reining in Discipline's damage absorption shields, improving quality of life for Discipline and Holy specializations, and solving single-target damage issues for Shadow. For priests, pruning focused on removing redundant off-role abilities, trimming cooldowns, and removing niche abilities. Priests had quite a few bits of complication strewn throughout their spells which we polished out.

We decided to reduce its effectiveness, to bring it more in line with our goal of it being an option to trade significant healing for significant damage ending up somewhere between a full healer and a full damage dealer.

Another place where Discipline's absorbs were too strong was in their interaction with the level talents, especially in large raids. Near the end of Mists of Pandaria , we uncapped the AoE healing of that talent row; that has proven to be a mistake in Discipline's case, not just because it caused the level talents themselves to heal for too much, but rather because the gigantic overhealing that that produced translated into gigantic [ Divine Aegis ] absorbs.

For Holy priests, our biggest concern is with the Chakras. We think that Chakras are the defining abilities of Holy priests, but that they haven't lived up to their potential. We decided to move more of their effectiveness from their raw throughput buff which felt like a penalty for being in the wrong chakra, rather than a bonus for being in the right Chakra into their bonus effects, and the Holy Word spells that they grant.

Please note that all Priest healing spells have been retuned to account for the loss of throughput increases from Chakras. We also returned [ Renew ] to a normal 1. Finally, the ability for Power Word: Shield to critically strike or Multistrike is now baseline for all Priest specializations instead of just Discipline so that it continues to be a viable choice for Holy at higher gear levels.

Shadow priests had one large problem toward the end of Mists of Pandaria : single-target damage. Their AoE and multi-DoT damage was some of the best around, so they still ended up competitive on most fights. But, in any fight that was mostly single-target, they felt lacking. Additionally, one of the new stats we're adding in Warlords of Draenor, Multistrike , is almost exactly what their current Mastery, [ Shadowy Recall ] , does for DoTs.

So, we took these two problems and came up with a change that we think will solve both of them. The result is a new Mastery, which primarily increases single-target damage. Shadow priests who want to focus on single-target damage can aim for Mastery in their gearing; or, when multi-dotting is more valuable, prefer other secondary stats over Mastery. The cooldown of [ Mind Blast ] has also been adjusted to make Haste more valuable for Shadow, and removes Haste breakpoints.

Several talents were split into different versions by specialization. We revised the effectiveness of some of these talents to better balance talent choices on their row.

We also swapped the Level and Level talent rows so players are presented with core Priest themed abilities earlier in the leveling process. To get back to a balanced place, we've reapplied the AoE caps to the level Talents, making them consistent with all other AoE heals, and reduced their effectiveness across the board. We've compensated for this in the tuning of Priest baseline heals. First, there are a couple of quality-of-life changes for [ Prayer of Mending ] and [ Angelic Feather ].

Next is a fix for a problem with [ Void Tendrils ] , where it lasts its full duration against creatures that had no way to attack it, such as in certain raid encounters note that the health reduction is to keep it where it was in health, compared to player health doubling.

We also removed the Mana generation from [ Shadowfiend ] , in order to simplify it to being a burst-damage-cooldown. And last but certainly not least, we're making Holy Nova an efficient AoE healing spell for Discipline priests. For rogues, a couple of abilities were changed to be specialization specific where they were redundant, did some thinning on cooldowns. Rogues received several mergers of passive abilities. There's also additional cooldown thinning with the change to Tricks of the Trade.

The biggest change for rogues is a fundamental change to how Combo Points work. They're now shared across all enemies; you can swap targets and you won't lose your Combo Points. In particular, there's basically no way to adjust when you're going to be in Deep Insight , other than stopping your rotation and thus wasting energy, combo points, temporary effects, cooldown time, etc. So, we're making an adjustment to [ Revealing Strike ] and Bandit's Guile. The intention here is that you can use Revealing Strike in place of [ Sinister Strike ] when you want to delay Deep Insight such as to line it up with a specific upcoming fight mechanic , and have little lost damage besides the overall Deep Insight uptime.

We don't expect this nuanced rotation adjustment to be used by all Combat rogues, but having a little more control over the pace of your rotation will be useful to some. Also worth noting here is the removal of [ Ambidexterity ].

This was done to reduce the amount of damage coming from auto attacks for Combat Rogues. We've increased the damage of their active abilities to compensate and make them more rewarding. Among some other changes to improve rogue AoE damage, we made a couple of baseline changes, and added a few Draenor Perks that impacts their AoE. We made this change to bring up the soloing Subtlety rogue, without having a significant impact on their performance while in a group.

The passive ability Sinister Calling also received significant change to better balance scaling rates, the value of secondary stats, improve Multistrike for them, and add rotational depth. We changed the Subterfuge period to allow the use of [ Stealth ] abilities without actually stealthing you, similar to [ Shadow Dance ]. For shaman, we removed some niche abilities, and also split out a few abilities by specialization.

Shaman had a number of extra abilities that were consolidated to provide a smoother rotation flow. Mana regeneration and mana costs for Elemental and Enhancement were made compensate for abilities removed via Ability Pruning. The removal of Weapon Imbues was significant. There was always one right answer for each specialization, and so we made the appropriate Weapon Imbue passive to each spec, or tuned abilities around its removal.

Finally, there's the removal of Rolling Thunder. In concept, this is a simple merger of Rolling Thunder into Fulmination, but also with some consolidation of its effects; the mana recovery component was removed along with other mana changes, and the random chance was removed while maximum stack size was increased to compensate.

The randomness in Rolling Thunder became redundant, because there already was a source of randomness in Elemental Overload now that Multistrikes trigger it. For Elemental and Enhancement, we had a few problems to solve. Enhancement suffers from having their damage split among so many damage sources that none of it feels impressive.

We changed the damage of several abilities to try to reorganize their damage into fewer, more impactful abilities, while keeping the net total the same. For a long time Elemental shaman was one of the specializations most impacted by movement, at a time where other casters were increasingly able to cast while moving. In Warlords of Draenor , we're pulling back on the ability for many casters to deal damage while moving, and that includes Elemental.

They will still have some ability to deal damage while moving, through Shocks, [ Unleash Elements ] , and instant Lava Bursts. For [ Chain Lightning ] , we wanted to reduce the impact of Haste soft capping, and so changed [ Shamanism ] to increase damage instead of reduce cast time.

Additionally, we simplified [ Wind Shear ] by removing its impact on threat, which no longer matters. One of the new secondary stats, Multistrike , functions very similarly to Elemental Overload. We wanted to keep Mastery and Multistrike feeling distinct, but also know how iconic and important Elemental Overload is for Elemental Shaman. So, we decided to merge the two together with Multistrike driving Elemental Overload, and give the Elemental specialization a new Mastery. For the new Mastery, we wanted to strengthen the Elemental Shaman's connection to earth energies, and added damage that continues while the Shaman is moving.

The summary of all this is that if you liked Mastery before, favor Multistrike instead for the same effect. Or try out the new Mastery: Molten Earth. Chain Lightning and Earthquake were also improved significantly to offset the fact that Elemental Overload was a massive buff to it, but Molten Earth is not.

Restoration shaman had the most passive and smart healing of any healer, and so received some reductions in that area, along with buffs elsewhere to keep them competitive. Warlocks received some polish but remain relatively unchanged. They saw the most change of any class in Mists of Pandaria , and so were in need of less revision this time around.

For warlocks, that primarily focused on removing niche abilities. Soulburn had several extremely niche spell amplifications which were removed.

We distinguished Hand of Gul'dan and Chaos Wave further by removing the snare from the former and improving the snare of the latter. Beyond that, there was a simple consolidation of some abilities. We felt that warlocks brought too much unique raid utility, so decided to tone down Healthstones and [ Demonic Gateway ]. We moved healing potions and Healthstones into a cooldown of their own, and made them usable once per combat. For Affliction, we're happy with their rotation.

But, [ Drain Soul ] was causing them to be too strong in situations where they had a steady supply of small creatures to kill. We reduced the effectiveness of its on-kill effect in order to solve this.

Additionally, Soul Swap was changed to cost 1 Soul Shard to push it into its intended role of being a more expensive but faster method of applying your periodic damage effects, and better balance it against Haunt. We were unsatisfied with Grimoire of Sacrifice for Demonology. Fundamentally, it did not fit Demonology's theme to sacrifice their pet, full time. We had toyed with ideas where it acted as a temporary cooldown for Demonology, but have decided to replace it with a new talent, which is more theme-appropriate, and fits well against the competition in that talent row.

We also tweaked the design of Master Demonologist, in order to solve some edge cases, and simplify and clarify its effects. We've reduced the ability for ranged damage dealers to deal damage while moving in Warlords. Kil'jaeden's Cunning became a problematic talent because its mobility made warlocks much stronger compared to other casters.

We redesigned how the ability works to be more powerful in bursts instead of always affecting only some spells. Finally, there are a couple of miscellaneous changes. For Drain Life, we reduced the base healing somewhat, but massively increased the effectiveness of the Glyph which increases its healing, so as to help open up more potential Drain Life use in ideal situations. And lastly, we simplified Shadowburn a bit. For warriors, we focused on removing abilities that were redundant, and making some tweaks to their rotations.

Warriors have always had stances; they're very important to the feeling of being a warrior. In order to make stances more meaningful, and ease keybinds, we made stances have their own action bars, and re-added stance restrictions on abilities. However, we also made it so that you'll automatically be shifted into the appropriate stance if you try to use an ability that isn't usable in your current stance. One important difference between this and previous incarnations of warrior stances is that these abilities are rotational, not utility cooldowns.

Stances are now more for different gameplay modes dealing damage vs. There shouldn't be cases where you find yourself swapping stances, use an ability, and then immediately swapping back.

We wanted to fix a few problems with Warriors. Prominently, we still weren't happy with Arms' rotation and neither were many players , so we've made some more changes. The goal is to remove needless complexity while simultaneously adding more depth. As mentioned in the above section on Ability Pruning, Overpower and Heroic Strike have been removed for Arms warriors.

In addition, we weren't satisfied with the Mastery for Arms. The intended flavor for Arms is about hitting with few, big, and heavy weapon strikes. Strikes of Opportunity actually went opposite of that, adding frequent little hits. We've replaced Strikes of Opportunity with a new Mastery which accentuates their intended design. As with other classes, we wanted to reduce cooldown stacking.

Cutting [ Skull Banner ] did a ton to help that across the whole game. But for warriors specifically, we needed to make further changes, including merging some of the personal benefit of Skull Banner back into [ Recklessness ]. Also, to make up for [ Throw ] being removed, we modified [ Heroic Throw ] to be more frequently usable. Haste has long been a problematic stat for warriors, usually being of little value. As part of our commitment to ensuring all secondary stats are valuable except Bonus Armor for non-tanks and Spirit for non-healers, of course , we're making a significant change to warriors, to ensure that Haste has strong, competitive value.

We're giving all warriors a new passive, which lets haste affect their global cooldown, and the cooldowns of their very-short-cooldown rotational abilities. Protection warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection warriors to value Haste and Critical Strike as important secondary stats.

In order to achieve that, we made [ Riposte ] give defensive value to Critical Strike. The aforementioned [ Headlong Rush ] also helps for valuing Haste. A few warrior talents also were in need of revision. First, [ Second Wind ] was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively.

Enraged Regeneration was changed to account for the removal of Enrage from Arms. The level talent row was removed for crowd-control disarmament reasons, and also wanted to allow you to choose more rotational complexity through talents. We replaced the row with new talents, many of which are specialization-specific, giving you a variety of playstyle choices for your warrior. For the level and level talent rows, certain combinations were proving problematic. We decided that [ Storm Bolt ] would better compete with [ Shockwave ] and [ Dragon Roar ] , and that [ Bladestorm ] would better compete with Avatar and [ Bloodbath ] , so swapped Storm Bolt and Bladestorm's positions.

We also adjusted the effects of a few talents in order to make them more competitive with the talents on their row. To better separate the playstyles between Fury and Arms warriors, we've made several significant changes to Fury warriors and make them a better fit for the specialization's theme: a relentless, bloodthirsty berserker. In particular, Colossus Smash and Heroic Strike was removed, since those abilities resulted in gameplay that was the complete opposite of that intended style.

Wild Strike was modified to fill the role of a quick excess Rage dump. We also felt that auto attack damage had become too high and moved some of that damage into Execute. Execute has been changed to now deal damage based on Weapon Damage instead of just Attack Power. Finally, we've updated some to spell alerts to improve usability. We also expanded [ Enrage ] to affect all damage, not just Physical damage, and increased its duration slightly so that it can cover burst windows like Colossus Smash adequately.

We're also making a change to the design of [ Deep Wounds ] , to try to limit is effectiveness in PvP, without hurting its effectiveness in PvE. Wowpedia Explore. Main Page All Pages. World of Warcraft. Classic Vanilla The Frozen Throne Reforged. Explore Wikis Community Central.

Register Don't have an account? View source. Gathering Production Secondary. Allied races. Useful macros What are addons? More WoW info. Events Ongoing Seasonal Micro-holidays World. Instances Raids Scenarios Sanctuaries Worlds. Movie info. Explore Wikis Community Central.

Register Don't have an account? Edit this page.



0コメント

  • 1000 / 1000