World of Warcraft

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Anyone else struggling with this one?

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Ok let me begin by saying I'm an extreme casual. I only get to play 1-2 hours maybe 4-5 days a week. Because of my limited time I don't do any modern expansion dungeons or raids.

I heard about this gear upgrade system. I see where everyone is talking about upgrading veteran and above, but I don't see any information on upgrading adventure. Does anyone have any good info on where I can get that level of gear and what I need to do to upgrade it?

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Holy hell, what a way for

spoilerEcho to finish it out in first by one shotting Nelf Lair. Hats off to them.

Group C was an entertaining weekend from start to finish.

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So it's been out a few weeks now. How many of you have gotten access to old Scholomance and/or Naxx? I'm not planning to drop 2.8mil on a Naxx outfit, but I'm enjoying going back and getting access to the spots. Getting my transmog itch.

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This style of broadcast is perfect. It is like Red Zone but for 5 mans. Just non stop dungeon action.

They need to start the stream with “Seven hours of commercial free Warcraft starts…NOW”

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Please update the sidebar. Rules, info and whatnot. Can't see server rules on mobile/ apps.

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For any WoW pet collectors who also have Amazon Prime, there's a new Prime Gaming reward for the silver pig pet that was formerly available as part of the Recruit a Friend program. The promotion runs through August 24, and if you're also a Diablo 4 player there's another promotion ending next week for the Brackish Fetch mount armor.

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Any tips for a newbie? Playing two characters one in the new expansion the other in the first area.

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Okay before I get dog piled, I've really enjoyed Dragonflight. I love that everything I do progresses my character. I don't feel like my characters are left behind and I don't feel like wow token whales are leagues ahead of me.

The problem is more psychological I think. Retail has constantly pushed me to play as a solo player before dragonflight. Everything however was way more positive so I grabbed a group of friends and for about five months we steadily did things together. Well soon it was just me out of the eight or so playing. So I decided I wanted to try group play and I have to say PUGs for anything are just pure toxicity.

I joined a large guild, but they feel no different than going through LFG/LFR. I run mythics but I've had people brick keys at the first sign of difficulty or new tanks/healers queuing for higher keys without knowing the boss mechanics then leaving at a boss wipe.

It's pretty bad that I log on excited but that's only because I enjoy dragon riding. I do a couple of laps to explore or look atound, then disconnect because the thought of playing with people is a bummer.

I know people aren't looking to be assholes. I also know that their fun is dependent on everyone being decent at the content and that can sometimes make decent people act poorly if someone isn't.

At this point I just wish WoW was a solo game, at least retail. It pushed me for so many expansions to play solo just give me AI companions with similar gear to my own and let me play in a sandbox all to myself.

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WoW Hotfixes - July 24, 2023 (www.mmo-champion.com)
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
 
 

Classes

Death Knight
    Blood
        All ability damage increased by 10%.

Druid
    Guardian
        Ursoc's Fury absorb shield reduced to 50% of damage dealt by Thrash and Maul (was 60%).

Evoker
    Augmentation
    Developers’ notes: Augmentation is overperforming in dungeons and is doing less direct damage than intended relative to the power of their buffing effects. These adjustments will increase their personal damage in all situations and moderately reduce the effectiveness of their buffs in dungeon content.
        Close as Clutchmates now causes Ebon Might and Breath of Eons to be 20% more effective when not in a raid (was 40%).
        Fixed a bug where Close as Clutchmates would not increase the Evoker's damage done via Ebon Might for periodic effects such as Fire Breath.
        Ebon Might now increases the Evoker's damage done by 20% (was 10%).
        Eruption damage increased by 40%.
        Fate Mirror's chance to occur reduced to 15% (was 20%).
        Aspects' Favor amplifies Black Attunement to 7%/10% maximum health (was 10%/16%).
        The Advanced Combat Log now more accurately attributes support events for Pet/Guardian/Summons damage, accumulator, delayed damage effects (e.g. Execution Sentence, Ignite), and damage against armored targets.

Hunter
    Beast Mastery
        Barbed Shot damage increased by 15%.
        Cobra Shot damage increased by 15%.
        Kill Shot damage increased by 15%.
    Marksmanship
        Trick Shot, Aimed Shot, and Rapid Fire ricochets now deal 65% of their normal damage (was 55%).
    Survival
        Mongoose Bite damage increased by 5%.
        Raptor Strike damage increased by 5%.
        Flanking Strike damage increased by 10%.
        Kill Command damage increased by 10%.

Monk
    Brewmaster
        Damage of Spinning Crane Kick reduced by 20%.
        Damage of Keg Smash reduced by 5%.
    Windwalker
        Rising Sun Kick damage increased by 10%.
        Fists of Fury damage increased by 10%. Does not apply to PvP Combat.
        Blackout Kick damage increased by 10%.
        Tiger Palm damage increased by 15%.

Paladin
    Protection
        All ability damage increased by 8%

Priest
    Discipline
        Luminous Barrier absorption increased by 30%.
    Shadow
        Psychic Link now causes direct damage spells to inflict 15% of their damage on all targets afflicted by your Vampiric Touch within 40 yards (was 25%).
        Void Spike damage to enemies within 10 yards of the target reduced by 30%.
        Devouring Plague damage increased by 12%. Does not apply to PvP Combat.
        Mind Blast damage increased by 12%. Does not apply to PvP Combat.
        Void Bolt damage increased by 12%. Does not apply to PvP Combat.
        Mind Flay damage increased by 12%. Does not apply to PvP Combat.
        Mind Flay: Insanity damage increased by 12%. Does not apply to PvP Combat.
        Mind Spike damage increased by 12%. Does not apply to PvP Combat.
        Mind Spike: Insanity damage increased by 12%. Does not apply to PvP Combat.
        Shadow Word: Death damage increased by 12%. Does not apply to PvP Combat.
        Prayer of Mending now costs 10% of base mana (was 4%).
        Power Word: Life now costs 10% of base mana (was 4%).
        Renew now costs 8% of base mana (was 4%).

Shaman
    Elemental and Enhancement
        Fixed an issue where Primordial Wave would not cause Lightning Bolt or Lava Burst to cleave to targets affected by crowd control.
    Enhancement
        Healing Surge now costs 8% of base mana (was 10%).
    Restoration
        All healing increased by 5%.
        The range of Restorative Mists heals from Ascendance is now 40 yards (was 20 yards). The initial burst healing from Ascendance remains at 20 yards.

Warrior
    Protection
        All ability damage increased by 7%.

Dungeons and Raids

Fixed an issue where players' keystones could fail to upgrade by +3 when completing Neltharus with at least 40% left on the timer.
Algeth'ar Academy
    Fixed an issue where Vexamus could sometimes turn unexpectedly while casting Arcane Expulsion.
Aberrus, the Shadowed Crucible
    Scalecommander Sarkareth
        Increased the sound effect of being near Mind Fragments while a player is in the Emptiness Between Stars.

Events

Time Rifts
    Resolved some visual issues in the sky during Time Rifts.

Player versus Player [With weekly maintenance in each region]

Fixed an issue allowing Turnip Punching Bag to be usable in battlegrounds.
Druid
    Balance
        New Moon, Half Moon, Full Moon no longer deal increased damage in PvP (was 20%).
        Owlkin Adept (PvP Talent) now reduces cast time by 10% (was 15%).
        High Winds (PvP Talent) now reduces the targets healing and damage by 15% for 3 seconds (was 30% for 6 seconds).
        Umbral Embrace now increases damage of Wrath or Starfire by 15% in PvP (was 20%).
        Eclipse (Solar) gained from Celestial Alignment and Incarnation: Chosen of Elune increases Nature damage dealt in PvP by 10% (was 15%).
        Eclipse (Lunar) gained from Celestial Alignment and Incarnation: Chosen of Elune increases Arcane damage dealt in PvP by 10% (was 15%).
        Balance of All Things grants 50% reduced Critical Strike chance in PvP.

Evoker
    Augmentation
        Ebon Might's increase to the Evoker's damage is no longer 40% more effective in PvP Combat.
        Eruption damage is now increased by 25% in PvP Combat (was 50%).
        Upheaval damage is now increased by 25% in PvP Combat (was 15%)
        The damage bonus from Tectonic Locus is now reduced by 70% in PvP Combat.
        All healing done is now reduced by 10% in PvP Combat.
        Dream Projection healing is now reduced by 25% in PvP Combat.
        The absorption effect from Molten Blood is now reduced by 30% in PvP Combat.
        Born in Flame now lasts 3 seconds (was 6 seconds).
        Burnout from Born in Flame is no longer dispellable.
        Fate Mirror now triggers 67% more often in PvP combat.
    Devastation
        Fire Breath's damage over time damage increased by 20% in PvP combat (was reduced by 10%).

Mage
    Master Shepherd increases Versatility by 12% (was 6%).
    Arcane
    Developers’ notes: The high-end burst damage of Arcane Mage was reduced with the release of Fractures in Time, so we’re increasing the damage of Arcanosphere, as we’d like it to be a more threatening piece of Arcane's toolkit. We’re also increasing the baseline damage of a few rotational spells, as Arcane's overall damage has been lower than we would like, and Nether Tempest has not felt like a competitive spell in PvP.
        Arcanosphere damage increased by 25%.
        Arcane Missiles damage increased by 12% in PvP Combat (was 5%).
        Arcane Orb damage increased by 30% in PvP Combat.
        Nether Tempest damage increased by 150% in PvP Combat.
    Fire
    Developers’ notes: We’re offsetting a few recent damage reduction adjustments and greatly increasing the damage of Living Bomb, with the goal of making it a viable talent option in PvP.
        Pyroblast damage increased by 18% in PvP Combat (was 12%).
        Fire Blast damage reduced by 3% in PvP Combat (was 8%).
        Phoenix Flames damage increased by 22% in PvP Combat (was 16%).
        Living Bomb damage increased by 300% in PvP Combat.
    Frost
    Developers’ notes: We would like Ray of Frost to remain a threatening cast, but still feel it’s slightly more lethal than we’d like. Frostbolt's damage has fallen behind other options, so we’re increasing its damage to reward casting. Snowdrift's activation has felt a little too difficult for the amount of risk involved, so we’re reducing the time to trigger the stun effect.
        Cryopathy is now 50% effective in PvP Combat (was 60%).
        Frostbolt damage increased by 150% in PvP Combat (was 100%).
        Snowdrift now has a 2 second activation time (was 3 seconds).

Priest
    Angel's Mercy's cooldown reduction is now 25% effective in PvP Combat.
    Discipline
        Penance damage and healing increased by 15% in PvP combat.

    Shadow
        Mind Trauma now steals 2% haste (was 4%) and stacks up to 9 times (was 6).
        From Darkness Comes Light now stacks up to 25 times in PvP Combat (was 50).

Monk
    Yu'lon's Grace effectiveness reduced by 50% in PvP combat.
    Windwalker
    Developers’ notes: Windwalker Monk's damage profile is more bursty than we would like, so we are moving more of its damage into base rotational spells.
        Rising Star critical strike damage bonus is now 50% effective in PvP Combat.
        Serenity now increases damage and healing by 10% in PvP Combat (was 15%).
        Whirling Dragon Punch damage is now increased by 120% in PvP Combat (was 80%).

Shaman
    Elemental
    Developers’ notes: We feel the backlash damage from Flame Shock has not been sufficiently high as to make the decision to dispel it compelling.
        Control of Lava damage increased by 40%.
        When gaining the Ascendance effect, Lava Burst will no longer automatically be cast on a player target affected by crowd control that breaks from damage.
    Enhancement
    Developers’ notes: We feel the backlash damage from Flame Shock has not been sufficiently high as to make the decision to dispel it compelling.
        Control of Lava damage increased by 40%.
    Restoration
        Now regenerates 700 mana per second at max level in PvP Combat (was 800).

Warlock
    Abyss Walker is now 100% more effective in PvP combat.
    Impish Instincts now reduces the cooldown of Demonic Circle by 3 seconds when triggered (was 2 seconds).
    Affliction
        Haunt now deals 230% increased damage in PvP combat.

Warrior
    Slam damage is now increased by 85% in PvP Combat (was 48%).
    Arms
    Developers’ notes: We’re increasing the damage of Bladestorm baseline and removing some power from the Unhinged talent, as its damage could be unpredictable for both the Warrior and their enemies. We’re also increasing the damage of Overpower to increase Arm Warrior's consistent pressure.
        Overpower damage is now increased by 30% in PvP Combat (was 20%).
        Bladestorm damage increased by 40% in PvP Combat.
        Mortal Strike damage increased by 10% in PvP Combat.
        Mortal Strikes from the Unhinged talent are now cast at 60% effectiveness.
    Fury
    Developers’ notes: We’re increasing the damage of a few Fury Warrior spells we feel are not impactful enough in PvP.
        Execute damage is now increased by 25% in PvP Combat (was 10%).
        Onslaught damage increased by 15% in PvP Combat.
        Ravager damage increased by 30% in PvP Combat.

Quests

Fixed an issue that could cause a player in the New Player Experience to become permanently, unintentionally unable to resume the tutorials.

Wrath of the Lich King Classic

Fixed some issues around the general interactions of Death Knight's Desecration with its targets.
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I swear this game is making fun of me

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I know it's fluff but I will love this on my warlock :D

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Crushing | Dark Legacy Comis (www.darklegacycomics.com)
submitted 2 years ago* (last edited 2 years ago) by [email protected] to c/[email protected]
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Hello,

I just started Dragonflight, and found the Fyrakk event a few days ago.

On the first day, I looted 4-5 pieces of equipment from the dragon boss, trash mobs and the weekly chest.

On the following days, I got close to nothing. I no longer get any form of loot from the dragon boss.

Does the chance of looting something gets lower the more I farm mobs, or was I just very lucky in my first day ? Should I wait for the weekly reset for my loot chances to reset too ?

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Once people finally realize their utility and/or DPS meters figure out how to show their contributions, Augmentation feels like it's going to become mandatory in the meta. Or maybe it is already now?

When would you NOT want to bring it? The utility and damage/heals buffing is always going to outweigh a third DPS, unless they nerf Aug to the point that it's literally just another DPS spec.

Is that necessarily a bad thing, though? If people actually end up being OK with doing less damage because they buff the group (which IMO they will), could we see other classes get utility specs added? Personally I don't like the overall aesthetic/playstyle of Evoker, but I'd KILL for a Pally utility spec to play.

I for one am excited to see if this shakes up the "required" group comp to Tank / Healer / Support / 2 DPS, so long as Evoker isn't the only ever support class. Thoughts?

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Lots of WoW players don't know what support is apparently.

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Apparently according to the WoW forums, five new colors is all that Forsaken getting as new customization.

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