Tagged: PvE Content

Today Convert to Raid got to interview lead game designer  Ion “Watcher” Hazzikostas and senior game designer Brian Holinka, who is mainly known for PvP. Here’s a summary of the new information from the interview:

  • For the live raid at blizzcon this year Method and  Midwinter will play through heroic Highmaul.
  • From a storypoint standpoint Ashran made sense as a faction hub. After the suicide mission going into Draenor it’s the place where the factions regroup.
  • There will be 5 items per boss on mythic difficulty.
  • If there will be a 1% chance mount drop in a new raid and personal loot is used in normal or heroic, it will work like the pet drop chance in LFR. It’ll be rare.
  • There were not many mechanics that needed adjusting in SoO. A few things that needed changing were Thok and Garrosh AoE bursts.
  • The foundry will have more bosses that user their environment more like Siegecrafter.
  • Mythic tuning will be similair to heroic tuning in MoP.
  • Blizzard has done their best to make sure having to be active with your garrison is not mandatory. Players are concerned with them being mandatory, but they will need to play with the Garrisons first to get a better feel for them. If they want to earn gold as much as possible then yes it will be more mandatory just like player trade skills for example.
  • PvP gear will have a certain item level in the regular world and when they are engaged in pvp it has a second pvp ilvl rataing which it will increase to. This way it’s easier to compare PvE gear to PvP gear if you decide to go to the other side of the game.
  • Currently there’s just the legendary ring planned. If it makes sense there will be a more traditional legendary. The cloak/ring type legendary is one they view as a participation type legendary, which is why the cloak is going away at WoD launch.
  • World bosses
    • 2 in gorgrond, highmaul  quality loot. They will alternate. So 1 week the first will be active and the next week the other will be active.
    • 1 in spires of arak, Foundry quality loot
  • If anything breaks in 6.0, they will do their best to fix everything as quickly as possible so that the WoD launch will go as smoothly as possible.

Warlords of Draenor Dungeon Preview: Training Day

Quote from: Blizzard
Warlords of Draenor Dungeon Preview: Training Day

There are plenty of opportunities in Warlords of Draenor for those who are looking for some new adventures. With four new level-up dungeons and four maximum level dungeons you’re on the fast track to danger, mayhem, and perhaps a bit of shiny new loot.

There’s so much packed into Warlords of Draenor that we’d be remiss if we didn’t take a moment to look at the upcoming dungeons.


Bloodmaul Slag Mines

Location: Frostfire Ridge
Level: 90-92
Bosses: 4Some like it hot and others are simply slaves within it. This level 90-92 dungeon takes you into the sweltering heat of active volcanic caverns wherein Bloodmaul ogres run a brutal mining operation powered by the blood and sweat of slaves acquisitioned from all across Draenor. The Slag Mines produce a bounty of gemstones and ore, but it’s rumored that the true purpose of these mines is to dig for an ancient relic of immense power.

You’ll encounter four new bosses and a lot of fire power as you try to disrupt their machinations. We’re sure you’ve learned that ancient relics in the hands of – well anyone– are probably not going to lead to very good things. You know what to do, heroes.

On the art of minecraft: “The beginning and ending of Bloodmaul Slag Mines were my favorite shots to establish in the dungeon,” says Senior 3D artist Andy Matthews. “You get a sense of how precarious and dangerous every element of the mines will be.  We used old wood and rope, not the best materials to use inside a mine that’s filled with lava and fire.  Ogres don’t care; they will just grab more and haphazardly place a new one on top of the half burnt one.  Not the brightest but they will ’get the job done.’

The ‘look and feel’ of the Mine was inspired by Bladespire Citadel and the surrounding Ogre settlements in the zone. In the Slave Quarters you will notice each hut shows the daily life of living inside an active volcano. Some huts are better off than others.”

“One slave in the dungeon turns a mysterious wheel of pain but why?”


Iron Docks

Location: Gorgrond
Level: 92-94
Bosses: 4Battles can be won and lost by the power of a naval force. To put a stop to the Iron Horde’s naval powerhouse, you’ll need to venture into this level 92-94 dungeon. This port located in the northern coast of Gorgrond houses the Iron Horde’s shipyard, filled with massive warships and artillery forged and assembled within the Blackrock Foundry. In addition to this seafaring arsenal, elite infantry units are joined by trained beasts to comprise the ground troops.

You’ll encounter four new bosses who you’ll need to put a stop to before their ship has sailed. Beware the Cannon Barrage and the Backdraft. This is one shipyard that’s bound to get explosive.

On the shipyard’s origin: “The Iron Docks started off as a PVE quest area,” says Lead Dungeon Artist Wendy Vetter, “but then once it started to take shape we realized it would make a great backdrop and play space for a dungeon. This has given the dungeon a unique visual look that is quite unlike any other dungeon in World of Warcraft. It’s also a great showcase of all the Iron Horde technology and architecture culminating in a showdown with the final boss within the dungeon which takes place on a huge Iron Horde ship.”

We really tried to give the Iron Docks a sense of being overwhelmed,” adds 3D Artist Patrick Burke. “This is an important strategical location for the Iron Horde to send out their destructive forces.  The architecture is threatening and is meant to show that the Iron Horde means business. The Iron Horde has no concern for the environment or cleanliness.  The sky is filled with smog.  The ground is littered with oil stains, streaks, and all manner of machinery.”



Location: Talador
Level: 94-97
Bosses: 4

Auchindoun is the holy mausoleum of the draenei, a sanctum of the Light in which the spirits of the dead find respite.  It’s also a level 94-97 dungeon found within Talador. The crystalline structure serves to protect and shield draenei souls from their eternal enemies: the Burning Legion, who hunger for draenei spirits. For the Shadow Council, this holy place is an opportunity ripe for the picking, as Gul’dan and his minions work to gain favor with their demonic masters.

You’ll encounter four new bosses with multiple shades of abilities and one of whom may seem just the tiniest bit familiar.

A place of contemplation: “Our intention for Auchindoun was to give it a cathedral like vibe,” says Senior 3D Artist Jonathan Jacobson. “As a mausoleum the hallways and chambers needed to enhance the deep respect and admiration for the heroes that have made Auchindoun their final resting place.  It also evokes a certain ethereal quality; the light has a certain glow and opulence as it hits the water and golden surfaces within.”



Location: Spires of Arak
Level: 97-99
Bosses: 4

Last of the four level-up dungeons, this level 97-99 dungeon sits high atop the Spires of Arak amid the clouds.  This dungeon holds the seat of power of the Adherents of Rukhmar, high arakkoa who have gathered and harnessed the Apexis technology of their forebears. Now they’re ready to unleash the focused power of the sun upon their enemies. If you want to stop them from unleashing this power, you’re going to have to face your acrophobia, wipe the sweat from your palms, and take the battle directly into their lair.

You’ll encounter four new bosses within this lair and we highly advise staying away from the beams of bright shiny light.

Reach for the sky: The Spires of Arak Dungeon allowed us an opportunity to explore and fill out the culture of the arakkoa” say 3D Artist Fanny Vergne and Senior Artist Steve Crow.  “In the Burning Crusade we only showed some of the remnants of this ancient race, so we essentially had a few puzzle pieces with which to build upon.  This is the first time you’ll see the arakkoa in their homeland.   The dungeon has a few themes that run throughout the culture, the feeling of height, a sense of grandeur, as well as intricate “bird-like” accents.”


Shadowmoon Burial Grounds

Location: Shadowmoon Valley
Level: 100
Bosses: 4

This level 100 dungeon is located within Shadowmoon Valley. The traditional burial grounds of the Shadowmoon clan are the final resting place for countless of generations of ancestors. All is not as it should be however and Ner’zhul has sacrificed more than his clan can afford as a part of his desperate quest for power. Now the ancestral spirits are restless, tormented and used to fuel dark rituals that will pull all of Draenor into the void if allowed to run their course.

You’ll encounter four new bosses including Shadowmoon chieftain Ner’zhul himself. It’s up to you to put a stop to the chaos he’s set in motion.

On shadows and symbols: “The moon sigil effect done for the Sadana Bloodfury boss fight tells the story of the Shadowmoon clan and their connection to the dark arts,” says Wendy. “Their complicated rituals are mirrored in the intricacy of the chart, as well as by the ominous carvings that riddle the walls throughout the dungeon.

The huge, moss-covered stone blocks give the dungeon a dank and ancient vibe, which becomes even more pronounced in the Bonemaw Caverns portion of the dungeon.  Towering monuments can be seen crumbling in the foggy distance as the player progresses through the watery graveyard of souls.”


The Everbloom

Location: Gorgrond
Level: 100
Bosses: 5Plants – they seem so harmless until they try to kill you. This level 100 dungeon is located in Gorgrond, within the very heart of the deadliest forests in Draenor. After the disruption of the Dark Portal, the Kirin Tor, in a bid to establish a supply line to fight the Iron Horde on their own soil, have set up outposts across Draenor with magical links back to Azeroth. Unfortunately, what seemed like a prime strategic location near the Blackrock Foundry is a sacred place to the botani. The outpost was quickly overgrown, but still contains a link to the outskirts of Stormwind…

We’re sure it will all be fine though. What’s the worst that could happen?

You’ll encounter five new bosses all of whom have the power of nature in their hands –literally.

On nature’s deceptive nature: “The botani trees for the Everbloom dungeon were designed to look ‘claimed’, overtaken, and manipulated by the Primals race to suit their needs,” says Associate 3D Artist Jessica Dinh. “The vines and branches shape themselves in a wild, yet purposeful fashion, lending the dungeon a vibrant, sentient atmosphere. The beauty of the botani trees is quite deceiving, and we wanted to distinguish their colors from the other trees in the area.”


Grimrail Depot

Location: Gorgrond
Level: 100
Bosses: 3If you’ve ever wanted to enjoy the sights of Draenor by train, then this isn’t the ride for you. If you want fast paced action on a moving train, then we’ve got you covered. The Grimrail Depot is a level 100 dungeon and a vital hub in the Iron Horde war machine. Allowing for the transport of troops and materials produced in the Blackrock Foundry to the front lines of the war being waged across Draenor, the Depot’s namesake is the Grimrail itself. This massive train can bear entire battalions of troops and artillery. Fitted with a massive railgun powerful enough to shatter the shield protecting Shattrath, the train is about to depart. Do you have your boarding pass? It’s going to be a heck of a ride.

You’ll encounter three new explosive bosses who are packing some serious gadgets and fire power. This train isn’t stopping for anything or anyone.

On engineering exhilaration: In creating the architecture for Grimrail Depot, 3D Artist Ryan Cooper says that one of the goals was to make sure the player could see the world speeding by them as they encountered all manner of obstacles and precarious paths, creating a feeling that you fall off at any time. They designed the train interiors to feel cramped and full of precarious objects that could crush you at any given time. Later, as the action shifts to the Depot, players are taken above the station and into the rafters to give a unique perspective and a sense of the Depot’s enormous scale and a unique perspective—something you wouldn’t necessarily get from just fighting alongside the train on a platform.


Upper Blackrock Spire

Location: Blackrock Mountain (Azeroth)
Level: 100
Bosses: 5This is a mountain that is rife with history. Heroes of Azeroth have long fought and bled through its halls, but now this imposing fortress is under new management. This level 100 dungeon in the upper reaches of Blackrock Spire is now home to the Ironmarch vanguard. As preparations to use the Spire as the staging ground for a full-scale invasion of Azeroth continue, the Iron Horde has set up a terrifying contingency plan: a doomsday weapon within the heart of the Blackrock Mountain.

You’ll encounter five new bosses at level 100 and can experience the first three as a part of the pre-expansion version of the dungeon available to level 90 players for a limited time.

Artist Credits: Bloodmaul Slag Mines- Senior 3D Artist Andy Matthews, 3D Artist Ryan Cooper, Iron Docks – Senior Artist Steve Crow, 3D Artist Jeff Chang, 3D Artist Patrick Burke, Associate 3D Artist Jessica Clarke, Auchindoun- Senior 3D Artist Jonathan Jacobson, Associate Artist Lianna Tai, Skyreach- 3D Artist Fanny Vergne, Senior Artist Steve Crow, 3D Artist Cole Eastburn, The Everbloom- Associate 3D Artist Jessica Dinh, 3D Artist Matt O’Connor, Grimrail Depot- 3D Artist Ryan Cooper, Shadowmoon Burial Grounds- 3D Artist Jeff Chang, Senior Artist Chad Max, and Associate 3D Artist Jessica Dinh.

A Special thank you to Lead Game Designer Ion Hazzikostas and Lead Dungeon Artist Wendy Vetter

Welcome back to WoD: TBC 2.0! Last time I covered my experiences as I leveled through Draenor. Today we’ll be taking a look at max level content, mechanic/philosophy changes and the general world.

Max level content

This is the one part of WoD that worries me. Now of course it’s still in beta, so not everything is in yet. However I am very concerned as to how much and how long max level content will last. Let’s look at what we know for WoD:

  • Heroic Dungeons (Don’t forget you’ll need to acquire silver in the Proving Gronds to queue for it)
  • Challenge modes, doing the daily will give you a chance at a LFR quality piece of loot
  • Raids with a difficulty for everyone. LFR, Normal (flex), Heroic (normal) and Mythic (heroic). If you are in a dedicated raiding guild you’ll be doing these om specific nights in the week.
  • Reputations, still not fully in the game but it does not seem like there will be that many, nor is it known yet how you will level the reps and what their full rewards will be.

These are the natural sources of content you will go through to gear your character. They are expected, what other sources of fun are there?

  • The open world of Draenor. 7 time-lost proto drake style mounts are being added so you can farm those. Hopefully they won’t be the only cool max level things you can find in Draenor.
  • Daily Quests, or rather just 1 quest. Every day you’ll be able to earn 800 Apexis Crystals via a daily that starts in your garrison. You’ll have to go to a max level area and kill stuff (or interact with items) until the progress bar reaches 100.
  • Your Garrison and it’s related quests. You will want to level up your buildings, get their rewards and get profession materials from your herb garden and mine. The medium and large buildings have some pretty cool rewards. The stables, for example, lets you train at least 6 new mounts to add to your collection!
  • Weekly story quests, the quest content is the big winner of the expansion and blizzard knows it. We’ll have weekly story quests to keep us busy at max level as well, the question is if these will be different from the extra garrison quests or if they are the same thing. For example you’ll have to help a dwarf in your garrison out as an alliance player, once you’re done with the series you’ll be able to use a mole machine in your garrison to get to Gorgrond quickly.
  • Professions, you will want to level these to max in the new expansion like you do every expansion. The question is how will it provide lasting end game content? Will professions be improved? You’ll need more materials and materials from other professions to craft your items. You will also be able to upgrade your crafted items with your profession. Other than that, time will tell if it plays out for the better.

When you look at the list there is actually a lot to do. The question is will it last for longer than a month or two? If blizzard finds a way to make it last Warlords of Draenor will be one of, if not the best expansion in WoW history.

Feature/Mechanic Changes

When you have a 10 year old game you’re going to see some things turn ugly. Which means they need to be cleaned up, and that certainly happens in WoD.


Bag space is such a major issue for those that have played a long time or are just collectors. MoP added to the problem with all the toy items that became available through quests, rares and the timeless isle. The toy box should have been a feature of MoP but thankfully is one in WoD. I did not keep all MoP toys because of said bag space issues and I was still able to put about 40 toys into the toy box. But it did not stop at 40 new bag spaces!

Two surprises were added in WoD. First of all a reagents tab was added to your bank. Allowing you to store lots of reagents and materials in your bank. Add to that that a lot of mats will stack up to 200 instead of 20 and you’ll be able to craft new items while the reagents are still in your bank!

The second surprise was an additional void storage tab, allowing you to put away a lot more transmog items. This was done though because some things were pushed back. So let’s move on to the wishlist which has those pushed back items among them.

First off the heirlooms collection tab has been delayed. This was something that was supposed to be in WoD and would be quite useful for altoholics among us. I really hope this is one of their priorities as I do feel it should have been in WoD, considering the 6 month delay it had.

The transmog system that was teased will also not be in at launch. Now this was something that was only an added bonus and I’m not surprised that it is delayed. But with my many armor sets I hope to see this feature ASAP.

And finally, along with it the tabards need cleaning up. Tom Chilton has said in his past Gamescom interviews that these would likely be solved along with the new transmog system.

Button Bloat Reduction

Every class and spec are going to have some spells removed to reduce the button bloat on your action bar. This was needed. It really was… The bottom line is you’ll have to get used to it and you won’t agree with every change. I don’t think they should have removed scare beast for hunters, but it’s still gone and I’ll mourn the loss. I can’t speak for all classes but when it comes to hunters they’ve streamlined the specs. They did however fail at making each spec feel different enough. Although with all the pushbacks, delays and possible cuts from WoD it’s not really surprising.

Stat squish

Stats are finally being squished in WoD, reducing player health and stats. (Relatively speaking you don’t lose any power compared to current/old content) A breath of fresh air, and at the same time they seem to be inflating numbers pretty quickly. Player health was doubled due to PvP reasons and as a PvE player it annoys me greatly. The player health will inflate back up to rediculous numbers quite quickly with 4 tiers of gear in raids and that means another squish will be needed within a few years. Blizzard needs to find another solution for PvP in my opinion so that we don’t have these rediculous numbers again so quickly. Just for reference: At level 90 my hunter had 90k health, at level 100 with 3 crafted items, a few garrison reward items and the rest quest items he has 180k.


Garrisons are a huge part of Warlords of Draenor, almost everything is connected to it. There’s even a building with PvP objectives (Gladiator’s Sanctum).  For everything Garrisons you should check out our guides for both buildings and followers. There are so many elements to the Garrison that in this review I’ll take a look at the best and/or worst points. For the grand overview, if it hasn’t been released yet, we will soon have a brand new overview/guide for everything related to the Garrisons. They are quite the fun addition to WoW. From the leveling of your followers to later earning gear for them it’s fun to have your own personal army.

The 20 follower limit, to be frank, takes the fun out of collecting them a bit. It feels like a punishment for collecting ‘em all. Once you collect follower #21 you will be unable to send them on anymore missions until you put one on inactive. Once a day you’ll be able to reactivate one for a gold cost. The feeling of collecting your own private army is great until you reach the cap.

The profession buildings are a nice bonus, however you can’t make all the profession items with it if it’s not one of your primary professions. You’ll be able to create the materials for that profession and the first stage of the crafted items for it. (The epic items you can craft with professions will have 3 stages of item level.) The rest, such as mounts and bags you will still have to do with your own character’s professions. An advantage of having both the profession and the building is being able to speed up your material production greatly.

The invasions are alright, if you’ve sent a lot of followers on missions they get harder. Followers that had to stay at home will help you defend the garrison which is quite fun because you’ll see the element of your own private army come back in the defense of your garrison.

Some buildings seem to be close to mandatory. As it stands right now the Salvage Yard is by far the best way to gear up your followers. Other thant hat there’s only the occaisional item reward from a mission to gear up a follower. Whether this is good or not is really up to Blizzard. Is it their design intent to need the Salvage Yard to be able to gear up your followers the quickest? If so then that’s something we’ll just have to live with. They’ve already stated that it is their intent you have to make hard choices as to which buildings you choose to build, so this could just be a part of that.

As far as endgame content out of the Garrisons go, it seems to be mainly the weekly(?) garrison story quests and the one daily quest for apexis crystals. Outside of that the main gameplay seems to be leveling up followers, gearing them and earning things like gear from them. An added mention should be the quests/achievements to get tier 3 Garrison buildings if you haven’t already gotten them.

Overall the Garrison is fun, you will want to keep logging in to send your followers on new missions. At the same time if you can’t log in throughout the day, that’ll be ok too. New missions come in slowly so as long as you log in atleast once or twice a day (with a good chunk of time between them) you’ll be able to keep up with leveling up your followers. The use of the profession buildings feels quite limited if it’s not for one of your character’s primary professions but from tweets that seems to be the intent of the developers.

With a lot of the resources being put in to the Garrisons for WoD the challenge for Blizzard will be to keep them interesting for endgame content for the long run, and I certainly hope they succeed in doing so.

Rare spawns and events

While you level up in Draenor you will come across many many rare mobs. On average there’s about 20 rare mobs per zone, if not more. (Be sure to check our location guides for them) They’re a good distraction from regular quests. And that’s pretty much that’s all there is to say. It’s worth exploring the zones and look for rares that might be hidden away and they just make leveling up more fun.

Conclusion for initial WoD Experience

It’s no secret that I favor The Burning Crusade when it comes to WoW expansions, and as you can tell by the title I feel like this is TBC 2.0. WoD feels like a breath of fresh air, where leveling has become a lot more fun and significant. The storyline is good when leveling and the world feels more dynamic just due to the addition of the rare mobs and events. The garrison initial experience is very enjoyable but it shares the concern I have for max level content: Will it last? If it does, we’re going to be in for a great expansion. If not, we’ll probably continue to see a decline in subscription due to the lack of content longevity.

Upcoming Tank Squish

One thing we missed in reporting was the Tank Squish announced over a week ago, so incase you missed it there are some changes coming to tanking on the beta!

Quote from: Blizzard
This post was originally made by Celestalon, posting here for extra visibility:

Hey all. I’ve briefly mentioned this in tweets, but wanted to provide some more concrete info here for you. In an upcoming build, we’re making some major changes to tanks.

But don’t freak out, tanks, this is for the better. It’d be very easy to see datamining of these changes and think the sky is falling; don’t be deceived! If you do the classic “scroll to my class, read datamined changes to my class only”, you’ll be sad and angry. And I’ll be sad that you’re sad and angry.

The core issue that we’re aiming to solve is with the power level of tanks’ defensive abilities. And I don’t mean their gameplay. Their gameplay is great, especially Active Mitigation; that’s not changing. I mean their total defensive effectiveness. Health, damage reduction (flat, percentage, random avoidance, etc), passive and active, cooldowns, etc.

Tanks have gotten a lot of power creep. A tanking specialized character should be better at tanking than a non-tanking specialized character, obviously. But by how much? 3x? 5x? 10x? It’s gotten to be more like 50x or even 100x. Fun fact as a point of comparison: Most of the Mythic raid bosses (first raid tier) we’ve been testing deal tank damage roughly equivalent to what Heroic Lei Shen (second raid tier) did, after accounting for the squish and level difference. Some even more.

So, what are we doing about it? We’re effectively doing a squish to tanks defensive effectiveness, and to dungeon and raid mob damage to tanks. This list is going to sound like a big pile of nerfs, but it’s important to understand that it’s not. It’s happening to *all* tanks, and mob damage is coming down as well, to compensate.

Additionally, before anyone points it out, yes, some of these changes affect the defensive effectiveness of non-tanks. We didn’t forget that; this was done consciously, because we think these changes should be made anyway, or we’re considering other changes to compensate them if necessary.

Here’s a summary of the actual changes (please post this around, and discuss this, not the datamining which will paint a very skewed and incomplete picture):

  • Creature damage has been retuned. In particular, the damage of creatures intended to be tanked in dungeons and raids has been drastically reduced to offset the below changes.
  • The amount of Armor on Plate, Mail, Shields has been reduced significantly.
  • Many tank abilities that increase maximum health have been reduced in effectiveness: Guarded by the Light, Stance of the Sturdy Ox, Bear Form, Empowered Bear Form, Blood Presence, Veteran of the Third War, Shadow of Death (Enhanced Death Coil), Ursa Major. In most cases, the magnitudes of these effects have been reduced.
  • Many tank abilities that passively reduce damage taken in some way have been reduced in effectiveness: Unwavering Sentinel, Improved Defensive Stance, Mastery: Critical Block, Defensive Stance, Sanctuary, Guarded by the Light, Stance of the Sturdy Ox, Bear Form, Blood Presence, Primal Fury. In most cases, the magnitudes of these effects have been reduced.
  • Many tank abilities that provide Active Mitigation have been reduced in effectiveness: Shield Block, Shield Barrier, Shield of the Righteous, Mastery: Divine Bulwark, Bastion of Glory, Guard, Stance of the Sturdy Ox, Shuffle, Savage Defense, Pulverize, Frenzied Regeneration, Tooth and Claw, Death Strike, Rune Tap. In most cases, the frequencies or magnitudes of these effects have been reduced.
  • Many tank abilities that provided long-cooldown temporary defensive buffs have been reduced in effectiveness: Shield Wall, Last Stand, Demoralizing Shout, Divine Protection, Guardian of Ancient Kings (Protection), Fortifying Brew, Barkskin, Bristling Fur, Survival Instincts, Might of Ursoc, Bone Shield, Dancing Rune Weapon, Icebound Fortitude, Vampiric Blood. In most cases, the durations of these effects have been reduced.
  • Resolve has been changed to no longer scale with Stamina, only incoming damage over the last 10 sec, and its scaling rate changed.
  • Resolve % = 100 * MAX(0, 8.5 * (1 – e^(-0.045*DamageMod)) – 1)
  • DamageMod refers to the % of a basic equal-level creature attacking you that you’ve had directed at you over the last 10 sec.

We understand that these changes will sound scary, but ask that you keep an open mind and try to comprehend the complete picture. Tuning may be pretty rough for a few builds as we iterate on these changes, so please be patient.

I’ll try to answer questions as I have time, but please understand that we’re all extremely busy trying to finish and polish things over here, so time is limited.

Thanks, everyone!

Blizzard had a Live Q&A on their livestream on twitch with Dave Kosak and Cory Stockton, here’s a summary of it (the VoD will be added later):

  • Originally the Garrisons were really big and it didn’t feel like something you built yourself.
  • You will not have access to the highest tier items with Garrison profession buildings if they are not one of your character’s professions.
  • When you’re in a group you can choose whose Garrison you enter.
  • Your friends can help you fight off the Garrison invasions.
  • The rare mobs and treasures give you a break from regular questing.
  • The max level areas will feel most like the timeless isle, they’ll be dynamic
  • Every week or so you’ll get a new weekly garrison story quest.
  • For the legendary ring you’ll be working with Khadgar to make it.
    • There will be no pvp quests.
    • There will be no rep grinds.
    • You’ll be able to start the quest at lvl 98.
  • Instead of dismissing followers you’ll be able to just deactivate them.
    • There will be a (gold) cost for reactivating them.
    • You will be able to reactivate one per day.
  • Outside of the 7 racial factions if you’re a Death Knight you’ll also be able to get DK guards for your Garrison.
    • You’ll need exalted with Knights of the Ebon Blade.
  • The Shadow Hunters will be Vol’jins bodyguards and eyes and ears.
  • Rexxar is in the max level content.
  • Magtheridon will probably not be in WoD.
  • The workshop will have an item called “the nuke” which has a day cooldown.