Tagged: Interview

Developer Interviews Roundups

A few developer interviews have been posted in the last few days. Vanion, WoWhead and The Instance all got to interview developers about patch 6.2. Here’s a summary of potentially new or interesting information we got from them:

  • They are happy with how players are progressing through normal and heroic in the first week of Hellfire Citadel.
  • Ion “Watcher” Hazzikostas would not say if mythic Archimonde is more like Imperator Margok or Blackhand in the terms of extra phases.
  • You have to kill mythic bosses to unlock the mythic cache from the naval garrison missions.
  • The naval missions for raid loot will spawn every 2 or so weeks.
  • If you fail the raid mission (despite 85% success chance for example), a new one will appear right away.
  • Grom was the planned end boss for Warlords, but as they went through development they changed their mind. (The wording at the end of this explanation was structured to say Archimonde was the villain of this patch)
  • There are no plans to make the legendary questchain accountwide.
  • Once you have the legendary ring you can loot an item that will upgrade your ring by 3 item levels from archimonde. You can loot one of them per week.
  • Tanaan Jungle and HFC were being worked on in November 2014. Because of the amount of time it takes to develop content, it takes time to be able to bring content to players that has the feedback of players taken into account. Tanaan has taken steps to improve the game as a whole, and future content will have been able to use more of the player feedback.
  • They plan to add another timewalking event for cataclysm dungeons and expand upon the existing events with more dungeons such as Shadow Labs.
  • For shipyard missions you want to be sure to counter the ships. It’s up to you if you think spending 500 resources on equipment is worth an increase of 5% on your success chance.
  • Hellfire Citadel trash loot is personal loot based.
  • The nerf to gold through garrison missions and the salvage yard are to counter the gold inflation that was caused by the garrison gold missions pre-6.2.
  • The salvage yard nerf also happend because the salvage yard felt mandatory to have in your garrison.
  • The transmog system revamp is being actively worked on but it’s not a simple system and requires a lot of time.
  • It will be weeks, not months for patch 6.2.x and thus flying in Draenor.
  • “Tanaan is going to be a big part of the game for the rest of the expansion.”

Patch 6.2 Hotfixes – June 29

Quote from: Blizzard
Patch 6.2 Hotfixes - June 29

Here you’ll find a list of hotfixes that address various issues related to the recently released World of Warcraft Patch 6.2.0. Hotfixes are updates made without requiring a new client-side patch. Some of the hotfixes below take effect the moment they were implemented, while others may require a realm restarte to go into effect. Please keep in mind that some issues cannot be addressed without a client-side patch update. This list will be updated as additional hotfixes are applied.

The latest batch of hotfixes are listed below. Previous hotfixes have been compiled by category to provide a quick summary of all hotfixes that have been applied since the start of World of Warcraft Patch 6.2.0.

Tags may be added to some hotfixes to denote a special condition.

  • [Requires a realm restart] means the hotfix will not take effect until after a scheduled rolling restart or maintenance.
  • [Hotfix in testing] means the hotfix is in early stages of testing and may not be implemented just yet. However, the change is important and is posted to provide as much advanced notice as possible.

Patch 6.2.0 Information

June 29


Class Trinket Tuning Changes

Please note that the following changes to class trinkets are currently still in testing.

  • Bleeding Hollow Toxin Vessel had its effect increased by 28% for Combat Rogues, and had its effect increased by 40% for Subtlety Rogues.
  • Core of the Primal Elements now deals 40% more damage for Enhancement Shaman.
  • Empty Drinking Horn’s Fel Burn effect can now stack up to 30 times, down from 50.
  • Fragment of the Dark Star had its effect increased by 20% for Affliction Warlocks.
  • Reaper’s Harvest had its chance to trigger reduced by 6% for Unholy Death Knights.
  • Repudiation of War had its effect increased by 30% for Shadow Priests.
  • Seed of Creation has had its chance to trigger reduced by 14% for Balance Druids. (The chance to trigger is exactly 100% at Mythic Warforged.)
  • Soul Capacitor‘s Spirit Eruption effect should now properly only hit intended targets within its area of effect.
  • Talisman of the Master Tracker had the chance to trigger reduced by 6% for Survival Hunters.
  • Tome of Shifting Words had its effect reduced in power by 33% for Frost Mages, and had its chance to trigger reduced by 6% for Fire Mages.

Raid Finder Armor Set Tuning Changes

The following changes have been made to set armor pieces found on Raid Finder difficulty.

Blackrock Foundry

Ebonflame Cloth Armor

  • 4-piece set bonus for Healers now has an 8-second internal cooldown (up from 3 seconds).

Sootfur Leather Armor

  • 4-piece set bonus for Damage Dealing Spellcasters no longer triggers twice on crits.
  • 4-piece set bonus for Healers now has an 8-second internal cooldown (up from 3 seconds).
  • 4-piece set bonus for Tanks now has an increased proc rate of approximately [1.7, increased by Haste] per minute (up from [0.85, increased by Haste]).

Ashlink Mail Armor

  • 4-piece set bonus for Damage Dealing Spellcasters had its damage dealt reduced by 75% and has an 8-second internal cooldown (up from 3 seconds).

Blacksteel Plate Armor

  • 4-piece set bonus for Healers now heals each successive target in the chain for 50% less than the previous target, and reduced the number of targets in the chain to 3 (down from 4).
  • 4-piece set bonus for Tanks now has an increased proc rate of approximately [1.7, increased by Haste] per minute (up from [0.85, increased by Haste]).

Hellfire Citadel

Felfume Cloth Armor

  • 4-piece set bonus for Damage Dealers now has a 3-second internal cooldown.

Ironpelt Leather Armor

  • 4-piece set bonus for Healers now has a 3-second internal cooldown.
  • 4-piece set bonus for Tanks now has a 2-second internal cooldown. The change should have a negligible impact on throughput.

Rancorbite Mail Armor

  • 4-piece set bonus for Physical Damage Dealers no longer scales with Attack Power, the Fel Explosion effect is now centered on the target, and has a 3-second internal cooldown.
  • 4-piece set bonus for Damage Dealing Spellcasters now has a 3-second internal cooldown.

Demonbreaker Plate Armor

  • 4-piece set bonus for Healers now has a 3-second internal cooldown.
  • 4-piece set bonus for Tanks now has an increased proc rate of approximately [3.67, increased by Haste] per minute (up from [1.7, increased by Haste]).

Death Knight


  • Obliterate should now correctly deal full damage against other players in PvP combat.


Armor Sets

  • [Hotfix in testing] Tier-18 4-piece set bonus for Survival Hunters should now correctly trigger Shadow Nova on all targets affected by Black Arrow, not just on the primary target. Additionally, Shadow Nova should be be correctly benefitting from the Tier-18 2-piece set bonus, Black Decay.



  • [Requires a realm restart] Fixed several issues that made Roll and Chi Torpedo work inconsistently. The abilities should now always travel a consistent distance, be unaffected by snare effects, and reach the destination faster with increased stacking movement speed.
  • Fixed an issue where Surging Mist had no resource cost while Timewalking.



  • Killing Spree should now correctly only provide immunity to roots, snares, and knockback effects.

Armor Sets

  • Tier-18 2-piece set bonus for Subtlety Rogues should now work correctly with Anticipation.



  • Glyph of Ghostly Speed should no longer incorrectly trigger its movement speed increase while in combat.


Armor Sets

  • Tier-18 2-piece set bonus for Protection Warriors should now work correctly if the Warrior knows Gladiator’s Resolve.

Creatures and NPCs

Tanaan Jungle

  • Savage Whale Shark should now drop Equipment Blueprint: Trained Shark Tank for all players that have attacked it.
  • Fixed an issue where Sargerei Nullifier could immediately despawn after being defeated.
  • Fixed an issue where players may occasionally defeat a version of The Night Haunter that does not have loot.


  • Kor’lok should no longer knock players out of Ashran with his ability, MASSIVE Kick!



  • Fixed an issue affecting quests that required the player to target something with a quest item or ability not correctly providing credit towards completing the quest.

Tanaan Jungle

  • Fixed an issue where Demonslayer of Tanaan, The Battle for the West, and Unseen Influence was not displaying correctly on the map.

Raids and Dungeons


  • Group leaders are now able to re-queue if someone leaves a Timewalking dungeon group.

Hellfire Citadel

Hellfire High Council

  • Blademaster Jubei’thos should no longer incorrectly reset the number of battle resurrections available to the raid group when he uses his Windwalk ability.

Iron Reaver

  • Fixed an issue that could cause the Iron Reaver to animate incorrectly and face the wrong way when using the Blitz ability.
  • Fixed an issue where Iron Reaver’s Blitz ability could cause players to be stuck when attempting to use a flight path after the encounter.


  • Gorebound Spirits should no longer summon players out of the world and teleport to them instead.
  • Players in the stomach phase in the Gorefiend encounter should now always be able to see the circle denoting where the exit is.

Socrethar the Eternal

  • Sargerei Shadowcaller’s Shadow Word: Agony can no longer be copied by Dark Simulacrum.

Fel Lord Zakuun

  • Wake of Destruction should no longer incorrectly deal more damage than intended if multiple players are standing on top of each other when it explodes.


  • Fixed an issue where Mannoroth can go into evade mode if his primary target is knocked into a Fel Spire.


  • [Hotfix in testing] Archimonde will now heal for 5% of his maximum health if Nether Banish hits less than 3 players.
  • Archimonde’s Nether Banish should now be able to target players under the effects of Wrought Chaos, Focused Chaos, or Shackled Torment in Phase 3.
  • Archimonde no longer casts Demonic feedback before Nether Banished had faded in Phase 3.
  • Shadowed Netherwalkers should now attack players when they enter the Twisting Nether, regardless of where they are on the platform.



  • Fixed an issue where players may incorrectly receive a Silver Strongbox for the previous Warlords PvP Season.
  • Slightly increased the delay between events.
  • Champion’s Honor can no longer be used before the start of the relevant Warlords PvP Season.


  • Defending Champion should now be correctly increasing maximum health by 10% instead of only by 10 health.
  • Figurine of the Colossus should now be correctly flagged for Timewalking.
  • Gemcutter Module: Critical Strike can now drop for multiple Jewelcrafters at the same time upon defeating Shadow-Lord Iskar in Hellfire Citadel.
  • Wild Gladiator’s Greatcloak and Wild Gladiator’s Tabard should no longer be available for sale.


Toy Box

  • Vial of Red Goo should now correctly prevent players from performing actions while they’re transformed.

Bug Fixes

  • Players on a mount using the flight master at Vol’mar or Lion’s Watch to fly to the Throne of Kil’jaeden should now be correctly dismounted.
  • Fixed an issue where Rogue Tier-18 Normal armor set was incorrectly using the appearance of the Mythic armor set.
  • Fixed an issue where Draenor Siege Engines and Demolishers did not have a cooldown on their first ability.
  • Fixed an issue where player combat pets were not being automatically resummoned after leaving a vehicle.
  • Fixed an issue where abilities that trigger when a target leaves an area like Binding Shot or Ursol’s Vortex were incorrectly still triggering its effects after the ability has expired.
  • Fixed an issue where players were able to retain the Well-Rested buff from Leatherworking Tents while in a Raid instance.

Hellfire Citadel Raid Schedule

Quote from: Blizzard
Hellfire Citadel Raid Schedule

The armies of Azeroth are set to charge into Tanaan Jungle and the new Raid found there. To help with the coordination of these fiery days to come, we’ve broken down the unlock schedule for Hellfire Citadel. Get ready!

If you’re among those patiently sharpening your sword until Raid Finder unlocks, please note that you’ll need a minimum item level of 650 to enter. Here’s the rundown:

Week 1 (with the release of Patch 6.2)

  • Hellfire Citadel Normal and Heroic difficulties open.

Week 2

  • Mythic difficulty becomes available.
  • Raid Finder Wing 1 (Hellfire Assault, Iron Reaver, Kormrok) unlocks.

Week 4

  • Raid Finder Wing 2 (Hellfire High Council, Kilrogg, Gorefiend) unlocks.

Week 6

  • Raid Finder Wing 3 (Shadow-Lord Iskar, Socrethar the Eternal, Tyrant Velhari) unlocks.

Week 8

  • Raid Finder Wing 4 (Fel Lord Zakuun, Xhul’horac, Mannoroth) unlocks.

Week 10

  • Raid Finder Wing 5 (Archimonde) unlocks.

Live Q&A Additional Answers

Quote from: Blizzard
I had a great time doing the Q&A this past weekend, and look forward to more opportunities to speak directly with the community and field your questions. I wanted to take some time to clarify a couple of my responses. I’d also like to address several questions that were in the queue, but which we weren’t able to reach before we ran out of time.

The infamous Demonology warlock response: We’ve heard from many players that they don’t enjoy the spec but feel pressured to play it because it has so clearly been the all-around best warlock spec in current raiding, and we’ve seen masses of warlocks who started out favoring Affliction or Destruction migrating steadily towards Demonology. We feel the spec has several elements that are awkward and unintuitive (it’s not just a matter of sheer “complexity” – it’s fine for some specs to be more challenging to play optimally, especially for pure DPS where players can choose to opt into that complexity while having alternatives available), and we have plans to rework (and hopefully improve) the spec, but those changes are beyond the scope of a patch. In the meantime, we want to make sure we’re alleviating the pressure to play Demonology over other specs, which means making sure that it isn’t the best warlock spec. The goal of our 6.2 changes is not to make Demonology terrible or unplayable, and I’d expect Demonology to still be quite competitive on some types of encounters, and viable everywhere. If it isn’t, we’ll make further adjustments to compensate. But we did intentionally make changes to ensure that it isn’t the single best warlock spec in patch 6.2, and I wanted to make it clear that this was our intent, rather than simply a mathematical error.

Healing priests: In the Q&A, I fielded a question about absorbs, and have seen feedback about a seeming contradiction between our stance on Demonology warlocks (“we don’t want all warlocks to feel obligated to play Demo, so we’re nerfing Demo”) and my comments about Disc (“you’re probably doing it wrong if you only have one priest in the raid and that priest isn’t Disc”). To be clear, we don’t think the current state of priest healer representation is a desirable one – I was describing the present reality, not stating our design goal. But the Discipline problem isn’t one that is solvable with simple numbers changes – we’d have to nerf Discipline to the point of complete uselessness in order to meaningfully affect their representation. The issue lies in their nature as an absorb-based healer, offering a unique benefit that neither Holy priest nor any other healer can provide, and often doing so at the expense of the fun of other healers (whose core gameplay lies in refilling health bars that now empty less, or not at all, due to absorbs). Absorbs are still interesting as a mechanic, and we’re not looking to prevent Disc from feeling unique, but the spec’s niche in multi-healer situations probably shouldn’t be mechanically blanketing allies with absorbs. In short: we acknowledge that there is a problem, but we don’t have a solution to discuss just yet.

Now, Lore gave me a list of questions that we didn’t get to on Saturday, and I’d like to take a stab at answering a few more. Some of these are things I could probably ramble on about for pages, but I’ll try to stay concise to keep the responses in line with the content of the rest of the Q&A.

Q: “How has itemisation in WoD worked out thus far? Are you happy with new stats? Bonus gear properties? Enchants?” – @MagdalenaDK
A: Overall, we’re happy with how most of the changes have played out. Bonus gear properties in particular keep “farm” content potentially rewarding and create some extra moments of excitement, as designed. Tertiary stats were too weak initially, but since the 6.1 changes they’re in a good place – I’ve seen people get more excited for a huge Speed or Avoidance bump on a primary gear slot than they would have been over a socket, which is pretty cool. As far as stats go, and this may surprise players somewhat, we’re pretty satisfied with how Versatility has turned out – it’s a simple baseline stat that’s easy to understand, and has some depth to it especially in PvP. It may not be the favorite stat of any damage-dealing raiders, but that’s okay – it’s a solid baseline. Multistrike is probably the weakest of our current stats from a design perspective. Mechanically it’s very similar to crit, except where we’ve added specific class mechanics to hook into it and bolster it as a stat. There may be a visceral feel at times to firing extra missiles, but when you’re firing a ton of projectiles all the time, that also comes at the expense of lessening the impact of each individual missile and cast.

Q: Any plans on another stat squish? This last one didn’t seem to do much. – @RippleTideWoW
A: Well, players are currently dealing damage roughly on par with what we saw at the end of Dragon Soul almost 4 years ago, which is fairly significant. If not for the squish, we’d be seeing DPS values in the millions, player health well into the millions, gear having 5-digit amounts of each stat, and so forth. So the squish did do quite a bit. Experience has shown, however, that if a full tier of gear doesn’t increase player stats by at least 10-15%, upgrades feel unrewarding. The compounding nature of that growth does mean that numbers will get unwieldy over time. We don’t see the need for another stat squish in the very near future, but we’ll likely end up doing one again eventually.

Q: Will the kick tool be improved to be less prone to abuse? – Evangelia
A: The vote-to-kick system in our Group Finder is definitely due for some improvements. The system was designed alongside the original introduction of the LFG tool years ago, in a world where the default loot method was Need/Greed and a major issue was people abusing the kick feature to eliminate competition for loot. Nowadays, there are far fewer selfish motivations for initiating a kick, and so it makes sense for us to reevaluate that design. In Raid Finder in particular, one person who is griefing is having a negative impact on the gameplay experience of up to 24 other players, and we should make sure we’re weighting the protections provided by the system accordingly. We are working on making some subtle adjustments to the logic involved that should address some of these issues: for example, just because you’re in combat doesn’t mean you shouldn’t be able to kick someone who deserves it – that restriction used to be in place to prevent loot abuse, but now loot is mailed to players who aren’t around to receive it. We’ll continue to keep an eye on the system and make additional tweaks aimed at reducing player frustration.

Q: When kill Ele/Enh Shamans get the rework we deserve? Totems are so outdated and irrelevant. – @STVN214
A: Totems could definitely use some love. I’m not sure the core rotations of either spec need an outright “rework,” though there are certainly some issues (Ele Ascendance being numerically underwhelming, Enhance having so many different sources of damage that few individual button presses feel rewarding). Totems historically provided irreplaceable benefits (e.g. Windfury providing extra attacks) that were balanced by the spatial constraint of being tied to a killable totem in a fixed location. Now that drawback often feels unwarranted. There isn’t much that’s cool about an ability like Searing Totem. Powerful area effects like Earthgrab, Windwalk, or Healing Tide fare better, but that isn’t a very long list. We agree that totems need to either be overhauled as a mechanic or that their importance to the shaman class needs to be reduced.

Q: What do Fire and Frost Mages, Ele Shamans… have mana bars for? Will mana matter again at some point? – @Crowvyn
A: For many hybrid casters, mana is little more than a constraint on ability to heal, allowing for hybrid offheals to be potent, but limiting their sustainability so that they clearly fall short of a dedicated healer. Beyond that, we agree, there isn’t much point to the resource for several specs. Mana works well as a healer resource, where mana management and efficiency are designed to be a core part of every healer’s gameplay (some specs’ current situation notwithstanding), but we moved away from having it as a meaningful constraint on DPS output because it generally served as a frustrating constraint in a world where many if not most other DPS specs were not similarly constrained. Arcane mages stand as the exception, but they have a toolkit specifically designed around controlling their mana pools. I don’t think we’re likely to return to a world where Elemental shamans can run themselves out of mana and end up unable to cast Lightning Bolt, but perhaps there are more interesting things that could be done with DPS resource bars in place of mana.

Q: Complex encounter design (positioning) is being trivialized by player-created tools (See: Kromog) Are there plans to curb this? – @jsutan
A: Clever players have been using add-ons to assist with raid coordination since the earliest days of WoW raiding. When these add-ons have crossed a line and approached automating player activity or decisionmaking entirely, we have stepped in to disable or limit the underlying functionality that made that possible. Beyond that, players’ ability to use mods to help keep track of non-random abilities isn’t particularly concerning – as a raider myself, I downloaded Thogar Assist as a reference, but found that by the time my guild defeated the encounter I had long since memorized the train schedule. It is something for us to keep in mind, however, and we do occasionally alter our designs when we realize that a mod would completely trivialize the intended gameplay. Kromog, for example, could have had another dozen or so hand spawn points, and randomly picked a subset of them each phase, preventing any sort of fixed 1-to-1 assignment.

Q: Legacy buff for MoP content, When? – Vert
A: Never. (Or at least not until next time we do a stat squish, technically.) The “legacy buff” that applies to enemies below level 90 once you exceed that level was designed specifically and solely to offset the 6.0 “stat squish,” which compressed the exponential scaling in the items available from level 61 to 90, into linear scaling. Pre-squish, a level 90 player with Pandaria raid gear was literally a dozen times more powerful than they had been at level 80 with Wrath gear. Post-squish that is no longer the case, so we have a special combat modifier in place to preserve the expected gameplay, so that soloing old content does not become harder. Gear higher than item level 463 wasn’t squished, so endgame Mists content designed to be tackled by players of that power level wasn’t affected and no combat scalar is needed. Mists content will increasingly become doable with fewer players than intended, as player power continues to rise, as has always been the case. People already are soloing large chunks of Mists content, and that goal will only become more and more attainable as time goes on and gear continues to improve.

Q: Will hunters and mages get a new raid utility in 6.2? – @Garfurion
A: No. At this point, while we may still be making numerical adjustments, I wouldn’t expect new abilities or class functionality in 6.2. We removed Aspect of the Fox from hunters because they simply did not need it to be unique, viable, and in fact highly desired. It also contributed to elevating ranged classes above melee in many cases, by offsetting one of most casters’ main weaknesses. One of the strengths of melee classes is that they can move along with their target and continue to deal full damage while on the move, while most casters’ throughput suffers if they can’t stand still. In encounter design, we create mechanics and phases with this constraint in mind, with the expectation that a ranged-heavy raid will have its throughput suffer during something like Hans’gar and Franzok’s Stamping Presses phase, or Blackhand’s Massive Demolitions. Each additional Aspect of the Fox eroded this natural melee advantage, and contributed to raid composition and balance issues.

Even without Fox, Hunters are unique in that they are the only ranged DPS that can do nearly everything while on the move, which naturally makes them well-suited to specialized roles on a number of encounters, aside from naturally thriving in high-movement environments. On top of that, Deterrence, Feign Death, Misdirection, and Disengage all allow them to assist with handling mechanics in ways that many other classes cannot. As for Mages, Amplify was not nearly as impactful, but neither was it necessary to justify the inclusion of a class that already brings a versatile toolset, burst damage, control, and useful immunities. A particularly odd feature of both Aspect of the Fox and Amplify Magic is that neither ability had any apparent use whatsoever when solo, which contributed to their awkwardness.

In short, we added those abilities in 6.0 because we were concerned that mages and hunters might not be well-represented without some new and unique raid cooldown, but having observed how they have played out in practice, those concerns were likely unfounded, leaving us with two new niche abilities at a time where we have otherwise been trying to streamline the contents of class spellbooks. Thus, we’re removing them in 6.2.

Timewalking Highlight: Black Morass

Quote from: Blizzard
Timewalking Highlight: Black Morass


In World of Warcraft Patch 6.2, we’re introducing a new series of seven different weekend events, and two of the seven weekends will make Timewalking Dungeons available to characters at level 71 and higher for Outland dungeons or 81 and higher for Northrend dungeons. When you Timewalk these dungeons, you’ll find that your character’s power and gear has been scaled down to a fraction of what they normally are, and you may have never ventured into some (or all) of them, so it’s a good idea to prepare yourself now.

Outland: Black Morass

Deep within the Caverns of Time, the brooding dragon Nozdormu has awakened. Since the world was young, the bronze dragonflight has safeguarded the winding labyrinth, monitoring the shifting timeways to ensure that the delicate balance of time is upheld.

But now the ancient Dragon Aspect has been roused by an elusive threat: dark, sinister agents have infiltrated the timeways, embarking on missions to alter the course of the past, present and future. As a result, the bronze dragonflight has begun enlisting heroes to prevent the sabotage of key historical events. The balance of time is in jeopardy, and if the past is not saved…there will be no future.

Dungeon Map

Click to enlarge


Chrono Lord Deja

The Infinite Dragonflight tempted many drakonid with promises of power, but most found only servitude and despair. One of the few exceptions is Chrono Lord Deja, who gained influence within the flight through his raw power and cunning.


Although relatively young, Temporus was instrumental in identifying many of the Infinite Dragonflight’s prime targets. As a reward, he was given the responsibility of destroying anyone who might attempt to interfere with the dragonflight’s plans.


Powerful and wild, Aeonus was tasked by the Master of the Infinite Dragonflight to personally oversee the disruption of key moments in the true timeway.


  • Before you approach Medivh, you should first take out any enemies you see around the area.
  • When you get close to him, Medivh will start an event that comes in waves. Three of those waves are boss fights.
  • To close each opening rift, kill the Rift Keeper who is keeping it open.
  • Kill the enemies who come through as quickly as possible to prevent them overwhelming Medivh.
  • If you’re efficient, you’ll be able to get out of combat between rifts (and recover).

Achievements and Reputation

If you’ve not gotten them before, completing this dungeon will award Opening of the Dark Portal and Heroic: Opening of the Dark Portal , the latter of which is required for Outland Dungeon Hero.

Killing enemies in this dungeon increases your standing with the Keepers of Time. For a full breakdown of what you can do with Keepers of Time reputation, check out Wowhead and Wowpedia.

Get in there and Fight!

Timewalking dungeons are coming to WoW with Patch 6.2: Fury of Hellfire. Keep an eye out for the weekend-only quest “A Burning Path Through Time”, which rewards a Seal of Inevitable Fate when you complete five Burning Crusade Timewalking dungeons.

Podcast Episode 62 Patch 6.2 PTR Experiences

The podcast is back this week and in it we talked about everything major within WoW that’s happened within the last month. The main topics are the subscriber drops, no flying in the forseeable future and the content coming in patch 6.2 and our experiences on the PTR so far.

Patch 6.2 Preview – Ashran Updates

Quote from: Blizzard
Patch 6.2 Preview – Ashran Updates

In Patch 6.2, Warlords of Draenor’s PvP zone Ashran is getting some new quests and an eerie new area to explore. Here’s a rundown of what you’ll encounter on the glorious battlefield between Warspear and Stormshield.

Warning: Here be spoilers!

New Quests

Faction bosses and events will no longer reward Conquest points after Patch 6.2, but will continue to reward Honor points and strongboxes. To fill your pockets with lots of Conquest points going forward, you’ll want to pick up and complete these new quests:

  • Slay Them All! – A weekly quest to rack up 200 honor kills for a reward of 200 Conquest points.
  • Ashran Dominance – Rewards 500 Conquest points when you kill the enemy faction boss and win five events—also weekly.
  • Continue the Domination – A repeatable quest that unlocks after Ashran Dominance is completed. Rewards 500 Conquest points when you kill the enemy faction boss and win five events.


This is new. What could be going on in here?

Meanwhile, Belloc Brightblade and Harrison Jones have followed the siren-like call of a new artifact being unearthed in Ashran. They each offer a quest leading you to fight your way into a new section of the zone. . . .

A New Area

The Ashran Excavation has been revealed, and its unearthly inhabitants are none too pleased about the presence of you and other visitors.

Once you enter the Ashran Excavation, you’ll find yourself inside a very large underground area. Similar to other parts of Ashran, a competitive event is randomly triggered in the area. When the event begins, your goal is to collect Apexis Marks of Redemption by taking down the Arakkoa ghosts that haunt the depths.


Later on, you can tell all the ghost stories you want.

Somewhere in this underground labyrinth, you’ll find a ghost named Rukmaz—one of the few entities here who doesn’t want to kill you on sight. He’s a collector of Marks of Redemption, and he’s waiting to award victory over the Ashran Excavation to whichever faction turns in 50 Marks first.


Rukmaz doesn’t like being called “the friendly ghost”.


There’s a lot going on in Ashran, and if you haven’t fully explored Draenor’s sprawling PvP zone yet, you might want to check out Wowhead’s Ashran Reputations Guide and their Comprehensive Ashran Guide by HelloKitty.  Enemy players are in there right now, just waiting for you to kill them.

Want to get a first look at the next patch for yourself? Join us on the Patch 6.2 Public Test Realm, and share your thoughts and opinions on everything coming to World of Warcraft in our PTR General Discussion forum. If you find a bug while testing, let us know about it in our PTR Bug Report forum.

Live Q&A Saturday, June 6 w/ Ion Hazzikostas!

Quote from: Blizzard
This Saturday, I’ll be joining World of Warcraft Lead Game Designer Ion Hazzikostas to answer your questions live on Twitch.TV! With Patch 6.2 rapidly approaching, we wanted to take the opportunity to not only answer any questions the community has regarding the new content and features in the patch, but also take a look back at the challenges we’ve faced (and the lessons we’ve learned) when developing the Warlords of Draenor expansion and Patch 6.1.

When: Saturday, June 6, 3:00 PM to 4:00 PM Pacific time (Sunday, June 7, 12:00 AM to 1:00 AM CEST). See this handy tool to find when that is in your local time!
Where: The World of Warcraft channel on Twitch.TV/WoW

There are two ways to submit questions. If you’re using Twitter, simply tweet your question using the hashtag #WarlordsQA. You can also ask it as a reply to this forum thread; however, as we’d like to get to as many questions as possible, we will only consider questions using 40 words or less. Make them count! In order to be considered, your question must be submitted before 12:01 AM Pacific time on Saturday, June 6.

See you there!

Polygon recently interviewed lead designer Ion Hazzikostas about 6.2 and the future of WoW. You can read the full interview here. Below is a summary of the new bits of news:

  • They will add a couple of reputations for players to earn from multiple factions in Tanaan Jungle.
    • You can gain these by defending certain areas that come under attack or by hunting rare creatures.
    • Awards will include cosmetic upgrades, some player power items and some convenience items.
  • There will be no flying in Draenor. And there might not be in future expansions.
    • “The world feels larger, feels more dangerous. There’s more room for exploration, for secrets, for discovery and overall immersion in the world. At this point, we feel that outdoor gameplay in World of Warcraft is ultimately better without flying. We’re not going to be reintroducing the ability to fly in Draenor, and that’s kind of where we’re at going forward.”
    • There might be flight options in specific expansion ideas or zones that would benefit from it
  • Patch 6.2 will not be the last content patch of Warlords of Draenor.
    • “We’ve got plenty of more story to be told after this”
  • Patch 6.2 will be released “soon”.

GameBeat Dev Interview With Watcher

WoW dev Watcher was interviewed by GameBeat about the subscriber drop among other things. You can find the full interview here. Here’s a summary:

  • The team was gratified for the increase in numbers when the expansion first launched.
  • Their goal is to make a fun and engaging experience. It’s not about the numbers, if the game is fun the numbers will follow.
  • More people than ever before are doing organized (large group dungeon) raiding.
  • They recognize 5man dungeons as a problem area. They didn’t incentivize running the dungeons after the initial gearing up. They felt it was silly to keep running the same content over and over to get stronger and still get the reward in the form of Valor points. But with the removal of Valor they went too far with not keeping an incentive in place to do the content.
  • Logging in just to do your garrison missions isn’t necessarily a bad thing. “I don’t know that those are coming at the direct expense of, I’m going to log on and go do my guild raid, or I’m going to log on and do battlegrounds, or do PvP or whatever else I might have been doing — core multiplayer social functions.”
  • They rise and drop of subscribers is cyclical. These days a lot of players join when new content comes out, and when they are finished with that they play other games until the next patch of content comes out.
  • Key highlights of 6.2 content are
    • Mythic dungeons
    • Timewalker dungeons (and hope to expand upon that in the future)
    • The Adventure Guide
    • Hellfire Citadel Raid
    • Tanaan Jungle
    • The shipyard (garrison)
  • Patch 6.2 represents iterations on existing systems, applying lessons learned from 6.0. Doing massive class overhauls during content patches is something they’ve stepped away from.
  • The WoW token has not had a major influence on subscriber numbers.
  • When it comes to mythic raiding they’re not sure they have the ability to tune mythic raids for the flex system. Right now they have the freedom to expect 3 tanks or a priest for mind control. The current system allows them to expect one of every class in your raid.

Mastering the Many Mounts

Quote from: Blizzard
Mastering the Many Mounts

In this series of blog posts, we’ll look at some of the content in World of Warcraft where you might need a helpful nudge in the right direction—maybe you’re stuck, maybe you got sidetracked, or maybe you don’t even know how to begin! Join us as we travel all over Azeroth and Draenor to uncover and thoroughly tackle the many different little adventures available to any player.

In this edition, we’re looking at some of the more fun and interesting ways to grow your collection of mounts. If you haven’t done much (or any) mount collecting since the launch of Warlords of Draenor, you’re in for a treat, as the latest expansion introduced more than 40 new mounts to the game. Some are exceptionally difficult to obtain, but this article focuses primarily on mounts that more easily attainable—but still require a bit of effort and know-how.

What follows is intended for players who haven’t already overcome the content, though keep it mind it will contain minor spoilers. If this particular information isn’t for you because you’re already a mounted master, then well done! In the comments below, let us know what you’d like to learn how to master in a future blog post.

There’s No Place Like Home

Your Garrison offers you the most direct way to get your reins on 10 new mounts, eight of which are available via the Stables. If you don’t have a Stables, it’s a building that requires a large-sized plot, so you’ll have to demolish your Barracks, Bunker/War Mill, Gearworks/Workshop, or Mage Tower/Spirit Lodge to make room for it. Don’t worry if you want to demolish the Stables later once you’re done with it—any mounts you earn from the Stables will remain in your collection permanently.

These six mounts are obtainable via quests that pop up in your Stables each day:

The quests will require you to track down wild beasts in various zones, lasso them, break them, and ultimately tame them and make them love you.

Once you have all six, you can take on the achievements Advanced Husbandry and The Stable Master. The first rewards an Armored Frostboar, and the second grants you the Armored Frostwolf. This is where things get tricky.

The achievements require you to go to Nagrand and kill each of six named enemies while mounted on each of your six trained mounts. Additionally, you have to have a debuff item in your possession. For Advanced Husbandry, you’ll need to have the Black Claw of Sethe, and for The Stable Master, you’ll need to complete all 36 kills while under the effects of the Garn-Tooth Necklace. Look around your Stables for those items, and be ready to move slower and take more damage on your trained mounts when you’ve got them.

For an in-depth walkthrough of the Stables, check out the Guide to the Garrison Stables on Wowhead.

It’s also possible to obtain two more mounts using your Trading Post:

In either case, you’ve got to build a Trading Post, advance it to at least level 2, and gain a lot of rep. Once again, Wowhead has the lowdown with their Laughing Skull Reputation Guide and this Sha’tari Defense Reputation Guide.

Let’s Go Camping

There’s nothing quite like the feeling you get when a rare NPC spawns after you’ve spent a long time waiting for it, and you capture the mount of your dreams. In Draenor, there are eight such mounts, and six of them are a guaranteed drop for any character who takes part in the kill:

The most basic way to acquire any of these mounts is to hunt down the rare creatures that drop them, usually by spending some time in each of the spots where they are known to spawn. Over on Wowhead, a community member named Obtain has published a handy map of their spawn points, and if you’re looking for more detail, check out his Warlords of Draenor Mount Collectors Guide.

The key to wrangling these rare mounts is patience. The enemies that drop them spawn very infrequently, and in only one of several possible places, so a fair amount of luck is required. Wherever you place yourself, you’ll likely be far away from most of the other spawn points, and these rare creatures are usually taken out quickly. However, once you’ve collected most of them, it will get easier to find the others, since you’ll have so much less territory to cover to do so.

You Can’t Take It With You

You may have overlooked or never known that there are seven mounts available to you to purchase in Warspear for gold and Apexis Crystals (and more are coming in Patch 6.2!).

If you’re interested in gathering Apexis Crystals to pick up these mounts, refer to Wowhead’s Farming and Spending Apexis Crystals in Warlords of Draenor guide.

Or We’ll Come To You

One very good reason to participate in a Garrison invasion every week and go for the gold rating is actually four very good reasons:

You can only find these four mounts in the Invader’s Forgotten Treasure left behind after you earn a Gold Rating in your defense. The chance of finding each in your cache is quite small, so you’ll want to keep defending your and your friends’ Garrisons each week. For some good advice on getting a gold rating, check out the Garrison Invasions guide on Wowhead.

Are you hitting any snags expanding your mount collection in Draenor? Tell us about it in this forum thread in our General discussion forum. Master mount collectors are standing by!