Tagged: PvE Content

We just had the the announcement of Legion, the next WoW expansion! Here’s an overview of the most important things, you can click here to read every single detail, including per zone what was revealed.

  • Level up to 110
  • New continent “The Broken Isles”
  • New Demon hunter class with 2 specs! 1 for dps and 1 for tanking
  • 6 new zones
  • Currently 9 new dungeons and 2 raids (17 bosses)
  • Face off against an invasion of the legion that’s bigger than any invasion we’ve faced
  • Get a special Artifact weapon that you can level up (1 weapon for each spec)
  • Become the leader of your class’s Order Hall, recruit champions to aid you on the new continent
  • The beta starts this year
  • Dalaran will be the capital city
  • There will be a new honor system for pvp that is basicly a talent system for pvp

The Cinematic showing what leads to Legion:

The features announcement video:

Some screenshots below:




Artifact – Ashbringer

Artifact – Customized Ashbringer

Artifact – Icebreaker

Artifact – Aluneth

Artifact – Customized Aluneth


Welcome to the WoW Weekly Design Corner! In this editorial series I (Mezzy) look at different parts of WoW and see how I would design the next new thing, or perhaps improve upon it.Today we’ll be taking a look at dailies and world content.

In the past 2 expansions we’ve gone through all types of degrees on dailies and more recently exploration content in the form of treasures. In Mists of Pandaria we started out with a huge amount of dailies, then it got brought back to singular daily hubs and the unlocking of new dailies over time in the throne of thunder. We ended up in the timeless isle with many rares and treasures but no real direction which would turn out to be an experiment for Warlords of Draenor.


The problem of Mists was that at the start of the expansion there was a daily overload, you had to unlock multiple factions to do more dailies for gear and profession rewards. This burnt out people from dailies which gave some an aversion from the concept of dailies.

As you know in Warlords we had the apexis dailies which would push you into going to different areas every day where you would kill mobs, rares and destroy objectives. It would allow you to slowly grind up the reputations and see different parts of the world to prevent getting sick of the same area. Unless you got The Pit over.. and over.. and over.

One of the issues was that the reward, apexis crystals, didn’t really get you anything that was still useful by the time you had saved enough. The other issue was that there was no story connected to them at all.

Now we’re in Tanaan where we get more dailies that makes us visit different parts of Tanaan every day and we have the option to continue to do the remaining bonus objective areas if we want even more apexis crystals. At the same time we have 3 new reputations that gain rep either through dailies and a weekly quest or grinding out the Saberon mobs.

While this is definitely an improvement over what we had in 6.0, going to the same areas every day despite the added structure will burn you out quickly.

So how can world content be improved? Well for starters let’s look at what worked and should come back.

  •  Slowly gaining reputations through dailies and weeklys is a lot better than the passive grind we had in 6.0.
  • Going into a different area every day helped prevent burnout from the same environment
  • Both one time and recurring treasures were a nice extra niche to explore
  • The same goes for one time and recurring rares. If anything it would be nice to see a combination of Mists and Warlords style rares.
  • Reputations having rewards that still mattered by the time you got them leveled up.
  • And the rotating daily npcs such as Harrison Jones in the garrison.

So let’s take these elements, put them in the next continent and give some structure to it. How should the world content look like next?

Optimized-DraenorTo illustrate it we can use the map of Draenor to get a better picture. Have 3 or 4 reputations that give useful gear and profession rewards along with the usual toys, mounts and pets. Have 7 different areas that are possible daily hubs each day. An npc will send you to one of them each day, and for that day you will be able to do a set of dailies in that area. Each reputation can be earned in 2 of the areas, leaving 1 reputation for just 1 area and allow thatreputation to be grinded out through mob killing.

And then finally have the rotation of these areas set just like the current profession npcs in the garrison so that you don’t get the same area 4 times in a row and every reputation has a chance to be gained equally.

Now this will eventually become boring like all content eventually becomes. However the diversity should prolong it before this does happen. Keep in mind that while you have these dailies, there will be rares and treasures out in the world as well.

Now while they will help we need more dynamic content. Which is why I would love to see world invasions being introduced to the world as well. These would be similar to the rifts in Rift. Have random invasions out in the world where you have waves of mobs attacking a certain area, ending in a mini-boss.

Helping get rid of these invasions will reward the player with a currency that they can turn in for certain items. Think of items like account bound reputation tokens. Which would allow you to speed up getting reputation with a certain faction if you feel the rotation of hubs doesn’t give you reputation quickly enough or extra reputation for your alts.

Of course that’s just one example of a possible reward, but think of items that don’t give a massive character power boost, but are useful for a while. Later patches could of course introduce new rewards to keep invasions relevant.

Which concludes how I’d design future world content. What are your own thoughts on what type of world content should be added to the World of Warcraft? Let me know in the comments! If you liked this video please subscribe and like the video to help us out. For now, I’m Mezzy and I’ll see you again next time.

Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Supreme Lord Kazzak in Tanaan Jungle. The essence of this fight comes down to this: Tank him facing away from the raid, taunt on tank debuff, have the rest of your raid spread out and dps the adds when they spawn. But for good measure let’s go over each of the 4 abilities individually.

His first ability is Fel Breath. This will deal a large amount of damage to everyone infront of Kazzak and increases their damage taken by Fel Breath by 100% for 30 seconds. To deal with this face him away from the raid and tankswap after every breath.

His second ability is Mark of Kazzak. This increases your damage and healing done by 100% but you will damage anyone within 8 yards of yourself for the damage or healing you do. This is why you will want your raid to be spread out.

His third ability is Supreme doom. This will reduce multiple players health to 1 and if they are not brought back up to 50% health before the debuff expires, they will deal damage to the entire raid. You will have 10 seconds to heal them back up, so this should be no threat at all.

And then his last ability is Twisted Reflection. At 66% and 33% health he will summon Twisted Reflections. These will walk towards Kazzak and if they reach him they will heal him for 2% health. So when these spawn, kill them quickly as they have almost no health at all.

And that’s all there is to Kazzak, he’s a very simple and easy world boss so enjoy the loot!

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.

ArchimondeHey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Archimonde in Heroic Hellfire Citadel. These tactics also apply to the normal version.

This is a 3 phase encounter and after 15% health in every phase Archimonde gains an additional ability.

In phase 1 Archimonde can summon a Doomfire Spirit. This Spirit will put fire on the floor that will chase a random player around for 10 seconds. Every dps should switch to the Spirit to take it out as soon as possible. If you get targeted by the fire you will want to kite it away in a straight line. If you get hit by the fire you’ll take some damage and you’ll receive a stacking dot.

Archimonde can use the Allure of Flames spell to teleport the fire to where players are standing. The place the fire will be teleported to will be indicated by a smaller swirl, so you can get out of this in time. To deal with this you can split up the encounter area into 2 or 4 sides. Whenever the Allure of Flames is cast you can move to the other side so that the fire won’t bother you.

There is a bigger swirl you also need to watch for. This is caused by Shadow Burst. With this Archimonde will knock players into the air and when they fall to the ground they will take a huge amount of damage. This damage can be shared with others though. So when someone gets thrown into the air, the bigger swirl will indicate where players can stand to share the damage. So while normally you want to move out of swirls, in this particular case you will want to stand in it. In addition to this, when it gets cast on a player, it will also be put on anyone within 8 yards of that player. So when Burst is about to be cast, have all ranged players spread out.

The tanks will have to contend with Death Brand. This does a huge amount of damage on the tank and puts a stacking dot on them. This also summons a Hellfire Deathcaller which will need to be killed. Once the Deathcaller dies, the dot will disappear from the tank. The Deathcaller himself will randomly Shadow Blast players in the raid, dealing damage and increasing their shadow damage taken by 25% for 30 seconds.

In phase 1 your priority is the Doomfire Spirit, then the Hellfire Deathcaller and finally Archimonde himself. Be sure to catch people that get shot into the air and move from one side of the room to the other when Allure of Flames is used. It’s up to you to decide whether you want to split the area up into 2 or 4 areas. We started out with 2 but in the end our preference went out for 4 areas because it meant we had to move less per Allure of Flames.

At 85% Archimonde gains an additional phase 1 ability called Desecrate. With this he will summon pillars that deal AoE damage to the raid every second. You can’t do much about it, but Yrel can. She will destroy the pillars and leave behind Orbs of Light. Anyone can run over these, and they should. But particularly the tanks need to do so. When they do they will become immune to shadow damage and gain a movement speed increase for 25 seconds. The buff they give will trigger for anyone within 15 yards of the Orb, so if anyone is nearby they will also benefit from this buff.

At 70% Archimonde will go into phase 2. You will no longer have to deal with the Doomfire Spirits and Shadow Bursts in this phase. Because of this you can stack up on the boss in phase 2. You will still have to deal with the Deathcallers and Allure of Flames however.

Archimonde will gain 2 new abilities to replace his old ones. The first is Shackled Torment. He will cast this on 3 random players and each of their souls will become shackled. This will deal damage to those players every second until they are more than 30 yards away from their soul. However when they do get free from the shackles they will deal a moderate amount of damage to the entire raid. Because of this you do not want all 3 of the players to break the shackles as once. Stagger it so that your healers can heal the raid back up.

The second phase 2 ability is Wrought Chaos. This is a debuff that gets put on a random player and this debuff will aim at another player. After 5 seconds a laser beam will fire from the debuffed player to the aimed player. The debuff will get swap onto the player who was aimed at, and the process will repeat itself. This will continue happening until the Wrought Chaos runs out of stacks. To deal with this you will want both players to go out of the group and make sure that there is no one between the 2 players.

So for phase 2 you will still run from marker to marker, kill Deathcallers, let Shackles be broken 1 by 1 and make sure that there is no one between the 2 Wrought Chaos players.

At 55% Archimonde will start summoning 2 kinds of adds, which will need to be killed as well. The first is Felborne Overfiend. All this guy does is cast Heart of Argus and deal AoE damage to the entire raid every time he loses 25% of his health. This needs to be interrupted. Because there are often other adds up when the Overfiend is up, we have a melee switch to the Overfiend even if there are other priorities so that they can interrupt the cast.

The second type of which multiple will spawn is the Dreadstalker. This hound will teleport to random players and deal damage to anyone within 8 yards and interrupt them for 3 seconds. The area they will teleport to will be marked by a purple circle so just run out of it.

Once these adds start spawning your priority will be Deathcallers > Overfiends > Dreadstalkers. If You’re already killing an Overfiend when a Deathcaller spawns, you can finish it off first.

At 40% he will go into phase 3. You will no longer have to deal with any of the adds from phase 1 or 2 and he will no longer use Allure of Flames. You will have to keep dealing with both new abilities from the previous phase.

The first new ability he gains is Demonic Feedback. This is an AoE that does damage to the entire raid and it does an additional amount of damage to anyone standing near you. So what it comes down to is that you have to be spread out in phase 3. This will mean that you have to make sure noone stands between the 2 players with the laser beam.

The other new mechanic of this phase is that Archimonde will use Nether Banish on the tank. This will put a debuff on the tank, and after 8 seconds anyone standing within 8 yards of the tank will be banished to the nether together with the tank. This will also leave behind a giant pool of fel.. stuff. So when the tank gets this cast on them, they should move to the side together with a healer and nearly half of your dps. They will get banished and they will have to deal with what awaits for them in the Nether. I’ll get to the Nether in a minute, but whenever you come out of the nether you will get a debuff preventing you from entering again for a whole minute. So you will have to set up a group to go in with each of the tanks.

From the pool of fel stuff a Living Shadow will spawn regularly and they will charge at random players. If they reach their target they will put the Devour Life debuff on them. This will deal a big amount of shadow damage and reduces their healing taken by 20% for 45 seconds. The Living Shadows can be both stunned and slowed. To deal with them you will want your ranged dps prioritize these. Hunters with tier 18 4set are by far the best to deal with these because the living shadows move quite quickly. They move so quickly in fact that they often don’t get slowed by the first slowing trap when they trigger it.

In the nether itself you will have to dodge circles of fire, take AoE damage every 5 seconds and deal with 2 different adds. Void Stars will regularly spawn and focus on the closest player. If the Void Star reaches the player it will explode knocking anyone within 8 yards off of the platform. You will need a ranged dps who can slow and kill it to deal with them.

The second add is the Shadowed Netherwalker. You need to kill this add to be able to get out of the Nether. Once he dies a portal will spawn which you can click on to get out. The netherwalker has one ability called Touch of Shadows. This can be interrupted. It will deal a moderate amount of damage to everyone within the nether, so you will want to interrupt it as much as you can.

Sadly we did not have footage from the twisting nether, once we do we’ll post it in another video and put an annotation in this one so you can check it out.

So thus far in phase 3 you will have 2 groups for the Nether, your raid spread out, living shadows that need killing and you’ll be dealing with the chain and laser abilities.

At 25% he will gain his final new ability. He will summon infernals that will drop from the sky. You will of course have to move away from the impact location, but some of the infernals will also start attacking you, pulsing for some fire damage. You will need to kill them off. But you cannot tank the one you’re killing close to the other infernals. This is because of the Eternal Flame aura. If an infernal is 15 yards or closer to another infernal it will heal up. What you will want to do is have dps tanking the different infernals, standing away from each other. Kill the infernals and return to the boss.

We stopped our dps right before 25% when a group was banished in the twisting nether. To get them out quickly we sent in more dps than usual so that they could get out quickly. Once they were back out and reached 25%, we used heroism to push for the kill. You really need to get through phase 3 as quickly as possible because of the banishments. Once you get to 3 or 4 living shadows spawning right after one another you’re going to be stressed into getting Archimonde down to 0%.

Because of this we sacrificed 2 players along with the tank on the 4th banishment, so that we could push for a kill. You need 2 other players to join the tank, because if less than 3 people get teleported to the twisting nether, Archimonde will heal for 5% of his health.

And that will be it, if you can get through all of these mechanics you’ll have gotten through Hellfire Citadel succesfully!

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.

MannorothHey guys I’m Sulya from WoW Weekly and today we’ll be taking a look at Mannoroth in Heroic Hellfire Citadel. These tactics also apply to the normal version.

This is a 4 phase encounter so let’s get right into the first phase.

In phase 1 you will have to contend with Fel Iron Summoners and the demons they bring to the table. You will have to kill each of the 3 Summoners to transition into phase 2. Each Summoner summons a specific demon and when you kill him they will stop spawning for the time being.

You’ll want to move counter clockwise and kill the summoner on the right first. This one will put Curse of the Legion on a random player and when it expires it will deal damage and summon a Doom Lord. The Doom Lord has 3 abilities of which the first is Doom Spike. The Doom Lord’s auto attacks will put a stacking debuff on the tank and once it fades away it will deal 35k damage per stack to the tank. To deal with this you will want to tank swap on the Doom Lord at around 6 stacks.

The second ability is Mark of Doom which is another debuff placed on random players. This will deal a moderate amount of damage on the player when the player takes damage from anything. This damage will also hit everyone within 20 yards, and if you don’t take damage you will die instead when this debuff expires. If you get the Mark you will want to touch the pool in the middle of the room to take some damage and get rid of the debuff without it dealing damage to your entire raid.

The final ability is Shadow Bolt Volley which can and should be interrupted.

The next summoner when you move counter clockwise will summon Fel Imps. These will crash down onto the platform and deal splash damage to anyone near them. These will cast Fel Blast, which deals damage to anyone within 3 yards and they can also blink around. You’ll want to AoE these imps down and if you have death knights with gorefiend’s grasp be sure to use them.

The final summoner summons Inferno’s. These will drop down onto the platform on places indicated by green swirls. This will deal damage to those standing in the swirls and afterwards they will start channeling Fel Hellfire, hitting anyone within 10 yards of them. Simply move away from these infernals and DoT them up while you’re dealing with other mobs. Depending on how many DoT classes you have, you might want to have everyone switch to them to kill them off at points in phase 1.

Once the last summoner falls you will hit phase 2 and mannoroth will enter the fray. Both imps and Inferno’s will start to spawn again and you’ll have to deal with them throughout phase 2. You will want to prioritize dpsing these above the boss.

Before we get into the abilities, let’s talk about positioning. In phases 2 and 3 you can negate 2 abilities by standing near the pillar to the left of you when you teleport onto the platform. We’ve put a blue marker here, which is where we’ll be tanking mannoroth. And then one marker on either side of mannoroth for phase 4. I highly recommend you follow the same positioning as it makes the fight pretty easy. So in phase 2 and 3 stand between the pillar and the boss who should be roughly on the blue marker.

Mannoroth has 2 abilities for the tanks to contend with. And they will hurt quite a lot. They’re both used in the Glaive Combo ability. Mannoroth will first use multiple Glaive Thrusts which deal a large amount of physical damage and put a dot on you. This dot will not apply if you use active mitigation and so it is very very very important that you do so. After he does this he will use Massive Blast on the tank dealing a large amount of shadow damage, knocking them back and increasing their damage taken by Massive Blast by 300% for 45 seconds.

As soon as Massive Blast is cast, the other tank should taunt it and use active mitigation right away because Mannoroth will do another Glaive Thrust. You should not forget to have your back towards the middle so that you do not get thrown off the platform.

Mannoroth also has 3 abilities for the rest of the raid to deal with. The first is Fel Hellstorm. With this he will cause meteors to fall from the sky and you’ll get hit for some damage if you stand in the point of impact. The points of impact will become darker spots on the ground, simply requiring you to move out of these spots.

The next ability is Mannoroth’s Gaze. With this he will fear multiple players and after 4 seconds they will explode for a big amount of damage which can be shared with anyone within 8 yards of them. You will want at least 2 others soak this so that the damage isn’t too high. An easy way to deal with this is to stack up as a raid. Which will be useful for the next ability as well.

One thing to note here, you will want your melee to have their backs towards the pillar as well so that if the Gaze gets put onto them, their damage can be soaked together with the ranged players.

The last ability for phase 2 is Felseeker. With this he will target a random player and channel an AoE. This will pulse 3 times and each time it gets bigger. What you will want to do is get out of the circle when he casts it so you don’t get hit. Then move back once the ability ends. The Felseeker also knocks you back when you get hit, so if you get hit you could get an unlucky angle and be thrown off the platform.

To summarize phase 2:
– Keep AoEing the imps down and kill the infernals.
– Everyone should have their backs to the pillar to deal with Mannoroth’s Gaze efficiently.
– Move away from Hellstorm and Felseeker.
– Tankswap after Massive Blast.

Once he reaches phase 3 at 65% he will no longer summon imps, but gain 1 new ability. This is ShadowForce, which will push multiple players towards the edge of the platform. You’ll need to walk against it just like you would other wind mechanics. The pushback mechanic becomes stronger as he’s channeling it. In this phase you will still have the pillar behind you to prevent you from being thrown off. However if you don’t try to run against it there is a bug that will sometimes push you through the pillar, letting you fall to your death.

At 35% you will reach phase 4, infernals will no longer spawn and all of his abilities will be empowered. You will want to use heroism at this point in time.

ShadowForce will now push the entire raid back and Glaive Thrust will now hit anyone infront of Mannoroth. This means your raid will need to use movement speed increasing spells to get through the ShadowForces.

Massive Blast will now also send out waves of shadow that you need to dodge as they will deal damage to you.

Fel Hellstorm will now be cast continuously and will send more and more meteors onto the platform as the fight goes on. This is the soft enrage mechanic.

Mannoroth’s Gaze will become a lot more difficult to deal with now as when it fades and does damage, it will leave behind a puddle of which the size will grow bigger as more are hit by the explosion. So you will really only want to have 1 or 2 people get hit by the explosion to share the damage. It also means that you can’t stay in the same spot for the rest of the phase. One key factor is that this puddle does slow you down. We’ll get to positioning and using this to your advantage in a second.

Lastly Felseeker will still deal damage to you even if you are out of the circle, but the damage will decrease the further away you are from the blast.

To deal with phase 4 and the no longer having a pillar in your back we have the raid move to one of Mannoroth’s sides. In our case we started at the green marker. We finished off any infernals remaining and started nuking down the boss. You will always first have a Mannoroth’s Gaze before you have a Shadow Force.

As I said, have only 1 or 2 people per Gaze help soak the damage so that the puddles that spawn are not too big. After you have done so successfully, do not move over to Mannoroth’s other side yet. Instead when Shadow Force gets cast, everyone runs against it and makes sure they have the puddles behind them. These puddles will slow you down and for good measure we use a druid’s roar. This should prevent you from being pushed off the edge by Shadow Force.

Once Shadow Force has finished casting move over to Mannoroth’s other side and repeat the process. If Mannoroth isn’t dead yet after the second Shadow Force, we have markers mirroring the first set on the other side of the platform so we can do the same. It’s all rinse and repeat once you’ve done it the first time. Be ready to use healing cooldowns as needed during the Gaze / Shadow Force combination.

To summarize, in phase 4 it’ll be about only having 1 or 2 people share the Mannoroth’s Gaze damage and moving further around the platform without being pushed off by ShadowForce or Massive Blast. Be sure to use movement speed increases and perhaps even a helpful life grip from a priest to pull back the tank getting sent off.

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Sulya and I’ll see you again next time.