Menu Close

Raid Rewards Experiments in Season 4, Hotfixes: May 4-5, 2022

Blizzard has released a blue post and answered questions about what their plans are for raid rewards in season 4. The full posts are below, with the main takeaways being:

  • In season 4 there will be vendors that will offer the Shadowlands weapons and raid trinkets at a season 4 item level.
  • Each of these items will cost 1 Puzzling Cartel Dinar and you can earn 3 of these in season 4. This means you can buy a maximum of 3 items from the vendors in the entire season.
  • You can earn them by completing special quests that require you to kill Fated empowered raid bosses.
  • Each week a different Shadowlands raid will be Empowered with the Fated affix, where bosses will have special abilities and offer season 4 item level loot.
  • As a second gearing path, you will be able to earn shards to create an item with which you can upgrade a Fated gear item to season 4 Heroic or Mythic quality.
  • LFR and the world boss related to that raid tier will also have the raid wings empowered with Fated
  • Season 3 Cutting Edge and Ahead of the Curve achievements will be removed when season 4 launches

Raid Rewards Experiments in Season 4

Quote from: Blizzard

Today, we’d like to share some of our rewards plans for Season 4 regarding the acquisition and effectiveness of Raid gearing overall. As we head from 9.2’s Class Sets & Creation Catalyst into Dragonflight, our team has been doing a lot of thinking about our rewards philosophies, including acquiring loot and how it might be improved. Season 4 presents a unique opportunity for us to try some experimental changes that might be too volatile for a regular season, but could still provide us with valuable data and feedback we can use to improve the game long-term. It’s worth noting that the systems we’ll be talking about today are designed around specific goals to fit with Season 4’s shorter runtime – it’s very possible that even if they’re received well, they may undergo significant iteration to match the cadence & intended progression of a normal season of content. Regardless, we want to show that we’re interested in continuing to approach rewards from different angles, and listen to player’s desires for increased bad luck protection and making sure in-game rewards feel like they’re matching player’s efforts. Without further ado, let’s get into some specifics!

Raid Vendors & Limited Currency

Season 4 will feature a trio of broker vendors suspiciously skulking around the Great Vault. Each of these brokers has wares from one of the three Shadowlands raids: Castle Nathria, Sanctum of Domination, and the Sepulcher of the First Ones. They will sell trinkets, weapons, and other special items from their respective raid. Each of these items will have the same price: a single Puzzling Cartel Dinar each, with a catch. You will only be able to get 3 Puzzling Cartel Dinar for the entire season. After spending your last Dinar, the brokers leave town and take their wares with them. Items sold by these vendors will be at the Season 4 Normal ‘Fated’ item level range of 278-285, depending on the item.

To acquire them, enter any Shadowlands Raid after Season 4 begins to start a 3-part questline. These quests will require you to kill a certain number of unique Fated bosses while the Season 4 Raid Affix is active. The quests reward you with one Puzzling Cartel Dinar upon completion and will progress to the next part of the quest (To clarify, unique means killing the same boss during that same week won’t give credit – killing the Tarragrue on Normal and Heroic in the same week will only give 1 kill). At the moment, this is set to require 30 kills, 20 kills, and 10 kills, making your 2nd and 3rd coin come even faster as time goes on – ending up at week 3 being the earliest instance of receiving a Dinar, and week 6 being the earliest you could see the last one.

This system initially came about to mitigate the rotational nature of Season 4’s raids. Each player has fewer chances to see any individual piece of loot when Fated Sylvanas or Fated Jailer is only killable every three weeks, so we really want to see how players respond to the idea of having a limited but deterministic way to target individual pieces from raids. We all have a story of going months and months on end, killing a specific boss every week without ever seeing a desired item drop, and our hope is this goes a long way to curbing extreme bad luck in the worst cases. At the same time, we don’t want to shortcut the experience of actually playing the game – it shouldn’t be possible for someone to simply buy their Best in Slot setup from a vendor week 1 of a given season – and it’s very possible that this implementation still undercuts some of that sense of progressing your character. That said, we’ve heard calls for something like this, and feel Season 4 is the best time to try it out.

Heroic & Mythic Upgrade Items

Additionally, we’re exploring ways for Raiders to upgrade Raid loot as they move up in difficulty. In Season 4, killing bosses on Heroic or Mythic difficulty will drop a ‘shard’ of an upgrade item, and upon collecting enough (currently 20) will combine to upgrade Fated gear to their Heroic or Mythic versions respectively. Unlike the Puzzling Cartel Dinar above, which has a quest you must complete to earn them over time, these upgrade shards will begin dropping on Day 1 of the season and at a 100% droprate, allowing you to capture effort progressing week over week from the get-go. These upgrade items will work on any item with a ‘Fated’ tag, including those sold by the broker vendors previously mentioned. The upgrade system combined with the Puzzling Cartel Dinar vendors will allow players to effectively buy up to 3 pieces of Heroic or Mythic raid gear, assuming you’re doing difficult content enough to build reserves of upgrade shards to begin with.

While having a Heroic or Mythic upgrade item still requires you to have the base item drop for you in some way, this means that the option of running other raid difficulties to get your desired piece is available for people wanting to go the extra mile. Similarly, this allows guilds that start from Normal and move into Heroic, or Heroic and move into Mythic the ability to carry some of their favorite items with them as they progress. Often, if a guild can’t hit a specific breakpoint while progressing (like say a new boss kill, or a Great Vault threshold), it can feel like the time spent reclearing up to those points can be wasted effort. We hope that this creates more value for simply killing bosses with your group, while also allowing those who dip their toes into higher difficulty (like, say, a guild that can only do 3 mythic bosses per week) the ability to ‘save up’ to a moment of excitement that both rewards your effort over time, as well as making it easier to make deeper strides into achieving your raiding goals.

Season 4 is an exciting time where we’re trying lots of things WoW’s never done before, and we’re similarly excited to see how these systems play out for raiders engaging with the new Fated affixes when it all goes live. We’ll be monitoring feedback closely and answering more questions in the thread, so let us know what you think!

Quote from: Blizzard

Dropping in to clarify a few common trends of questions I’ve seen around, then will get back to combing. I want to keep my responses to things related to the Raid rewards as outlined in the post:

What about Tier Sets?

  • Your 9.2 Tier Sets are still active in Season 4, and the Creation Catalyst will remain on with all of its accumulated charges. Tier Tokens won’t be added to Castle Nathria and Sanctum of Domination, as you’ll be able to upgrade any item you get to a higher ilvl piece of Tier just like you can on live right now.

Domination Sockets

  • Shards and Domination bonuses will be disabled entirely for Season 4. We didn’t want to place extra pressure on the tuning of specifically Fated Sanctum to require it, and there was enough of a class/armor type disparity at which specs/classes could potentially wear a 3-set Domination Bonus and their 4-piece vs others that it would create a weird imbalance on those weeks. We’ve also heard from player feedback that it would feel unfair for players who didn’t hold onto Domination Gear to be at such a disadvantage.


  • Looking for Raid will have a Season 4/Fated Difficulty, and all wings will be available at the start. This is to say if the rotation begins with Castle Nathria being the Fated raid on rotation, all of LFR Nathria will be replaced with Fated LFR Nathria, at higher item levels. LFR also counts for quest progress, so players who don’t full clear a raid for the week can collect what leftover bosses they need from there.

Additionally, the World Boss related to whichever raid is currently Fated will also be scaled up – more difficult, and dropping ilvl 285 Fated gear.

Why only Weapons/Trinkets?

  • As others in this thread have mentioned, neither of these systems are intended to replace the primary method by which players acquire gear – having all of an expansion’s raids be at current item level is something entirely new to WoW, and will create both a lot of powerful combinations of items, as well as a lot of frustration at not receiving them. We wanted the Vendors to be targeted at the pieces of loot we’d already seen are most impactful to a player such as to create an intense negative reaction when situations arise like the post mentions. Many players feel if they can’t get an Edge of Night, they can’t play Rogue in 9.1/9.2. Rarely do players feel they can’t play because they are missing boots or bracers. Focusing in on these higher-tier items keeps these vendors special, and the system focused on that protection, rather than being an alternative/replacement gearing method (which it is not).

Great Vault integration?

  • A common idea so far is if the Great Vault tokens could integrate some of these. While we’re not interested so far in extending the amount of Dinars a player can get in the season, offering some of the heroic or mythic upgrade shards in some form could absolutely be possible, though we’d still want to make certain you can only purchase Heroic or Mythic upgrade shards if you’re actually raiding some amount on those difficulties. Not a guarantee, but not an impossibility.

Oh, I forgot one –

Heroic & Mythic Upgrade shards

  • these don’t upgrade in a linear fashion. this is to say, if you have a Heroic upgrade item, it will take an LFR or Normal item, and make it into Heroic. Similarly, if you have a Mythic Upgrade Item, you can target LFR, Normal OR Heroic, and it’ll transform into Mythic. They don’t have to be in sequence – so primary Mythic raiders can choose to ignore Heroic if they desire.

Hotfixes: May 4-5, 2022

Quote from: Blizzard

May 5, 2022

Burning Crusade Classic

  • Player versus Player
    • Vindicator’s gear has universally had its cost reduced in Honor Points, and Marks of Honor are no longer required for any piece, as intended.
    • Once Season 4 begins next week, Guardian’s Honor pieces will have their Marks of Honor cost universally reduced by 50%, but their Honor cost remains as before, as intended.

May 4, 2022

Dungeons and Raids

  • Sepulcher of the First Ones
    • Anduin Wrynn
      • Increased the time it takes for players to be susceptible to Blasphemy after returning to their body.
  • Theater of Pain
    • Non-boss enemies
      • Corrected an issue that caused Ancient Captain’s Demoralizing Shout and Commanding Presence to increase damage taken when charmed by players.


  • World Events
    • “School of Hard Knocks” is no longer required for the Children’s Week achievement “For the Children.”

Warcraft® Arclight Rumble™ Revealed!

Blizzard has announced their new Warcraft mobile game: Arclight Rumble

Quote from: Blizzard

Join us in a new lighthearted and whimsical game where you’re in command. Easy to learn but hard to master, Warcraft® Arclight Rumble™ tests players’ ability to create miniature armies to effectively overcome each mission’s unique challenges.

Audio Description of Cinematic

Designed from the ground up for mobile and set in the beloved Warcraft universe, Warcraft Arclight Rumble invites players to build armies with their favorite heroes and villains from Warcraft and battle it out in exciting scenarios designed to test their tactical wits.

In the fantasy world of Azeroth, Warcraft Arclight Rumble is a dazzling new sensation that’s sweeping inns and taverns across the land—a wonderous mechanical amusement machine powered by the mad wizardry of gnomish engineering, where Azeroth’s greatest heroes and most fearsome villains come to life in miniature to do battle.

Build your forces from collections of minis, starting with your armies’ Leaders—which include Warcraft notables like the Warsong chieftain Grommash Hellscream and Archmage Jaina Proudmoore—and fill in your rosters with rank-and-file Troop minis and powerful Spells. Each single-player mission presents its own distinct, strategic puzzle to solve, and players will have to nimbly adapt their tactics in real-time to overcome these frantic challenges.

  • Collect over 60 characters from across the Warcraft universe—brought to life as lovingly sculpted tabletop miniatures.
  • Triumph through an epic single-player campaign with over 70 missions.
  • Play cooperatively with your friends or put their armies to the test in competitive player-versus-player mode.
  • Engage in dungeons or take on demanding co-operative raids.
  • Join a guild, engage in PvP, and much more.

Check out our gameplay overview for more details.

Join the Beta

Pre-register on the Warcraft Arclight Rumble official site today. Android users can also pre-register for beta by visiting the Google Play store now. Stay tuned to the official site for information on when the beta becomes available to iOS.

Warcraft Arclight Rumble Minimum Requirements

Available on iOS (6S and up) and Android (S7 and up).

Stay on top of all the latest Warcraft Arclight Rumble news by following us on the official site and on our social channels official site and on our social channels Instagram, Twitter, YouTube, Facebook, and Twitch.

Hotfixes: May 2, 2022

With the weekly reset this week we’re getting a new round of large amount of class and raid tuning (and a couple PvP changes too)!

Quote from: Blizzard

May 2, 2022


  • Death Knight
    • Blood
      • [With realm restarts] (2) Set Bonus: Maximum Strength stack cap is now 40 (was 75).
  • Hunter
    • Ambuscade (Conduit) will now grant the correct amount of cooldown reduction to Disengage at item level 278.
    • Beast Mastery
      • [With realm restarts] All damage abilities increased by 4%.
        • This change does not apply to PvP combat.
  • Monk
    • Windwalker
      • [With realm restarts] All damage abilities increased by 4%.
        • This change does not apply to PvP combat.
  • Rogue
    • Outlaw
      • [With realm restarts] All damage abilities increased by 4%.
  • Priest
    • Holy
      • Guardian Spirit will no longer fail to heal an ally who receives multiple fatal blows at the same time.
  • Warrior
    • Arms
      • [With realm restarts] All damage abilities increased by 4%.
  • Warlock
    • Affliction
      • [With realm restarts] All damage abilities increased by 4%.


Dungeons and Raids

  • Sepulcher of the First Ones
    • Vigilant Guardian
      • Fixed an issue where dying with the Unstable Core could cause it to become non-interactive.
    • Lihuvim, Principal Architect
      • Lihuvim’s corpse can no longer become stuck in the air if killed while casting Realignment.
      • [With realm restarts] Acquisitions Automa’s Detonation radius reduced to 20 yards (was 40) on Normal and Heroic difficulties.
      • [With realm restarts] The cast time of Detonation has been increased to 2.5 seconds (was 2 seconds) on Normal and Heroic difficulties.
    • Artificer Xy’mox
      • [With realm restarts] Xy Spellslinger health reduced by 20%.
      • [With realm restarts] Debilitating Ray periodic damage reduced by 20%.
    • Prototype Pantheon
      • [With realm restarts] Wildstorm has been removed from Normal and Raid finder difficulties.
      • [With realm restarts] Sinful Projections has been removed from Heroic difficulty.
      • [With realm restarts] Decreased the health of Necrotic Ritualists by 30% health on Normal difficulty, 15% health on Heroic difficulty.
      • [With realm restarts] Decreased the health of Withering Seeds by 30% health on Normal and Raid Finder difficulties, 20% health on Heroic difficulty, and 10% health on Mythic difficulty, but also resolved a bug that caused them to trigger an Invigorating Bloom at 90% health instead of 100% health as the spell description states.
      • [With realm restarts] Resolved a scaling issue causing the Withering Seeds to increase their health too steeply on larger raid sizes.
    • Halondrus the Reclaimer
      • Fixed an issue causing damage from Lance and Lightshatter Beam to ignore some damage reduction effects.
      • Fixed an issue causing Volatile Charges to break if the player carrying the Volatile Charge disconnected.
      • [With realm restarts] Lightshatter Beam damage decreased by 30% on Raid Finder, Normal and Heroic difficulties.
      • [With realm restarts] Reclaim’s periodic damage effect scales more slowly on Heroic difficulty.
    • Skolex, the Insatiable Ravener
      • [With realm restarts] Missile travel time for Devouring Blood increased to 2.5s (was 2s) on Heroic difficulty.
    • Dausegne, the Fallen Oracle
      • [With realm restarts] Duration of Disintegration Halo debuff lowered to 5s (was 6s) on Heroic difficulty.
    • Rygelon
      • [With realm restarts] Increased the duration of Collapsing Quasar Field to 10 seconds on Normal and Heroic difficulties.
      • [With realm restarts] Decreased Rygelon’s health by 5% on Heroic difficulty.
    • The Jailer
      • [With realm restarts] All trapdoors will now close in Phase 3 on Normal difficulty.
      • [With realm restarts] Decreased knockback of Decimator on Normal and Raid Finder difficulties.
      • [With realm restarts] Decreased knockback of Misery on Normal difficulty.
      • [With realm restarts] Decreased rate of growth of Defile on Normal difficulty.


  • Tazavesh, The Veiled Market
    • Fixed an issue causing Bazaar Strongarms to sometimes ignore a player carrying market goods.
    • P.O.S.T. Master
      • Fixed an issue where the P.O.S.T. Master was missing a boss frame.
  • Mythic+
    • Encrypted Affix
      • Fixed a bug that would cause two sets of Encrypted Relics to spawn with Amarth, the Harvester after the boss reset in The Necrotic Wake.
      • Fixed a bug that could sometimes prevent Encrypted Relics from spawning with the dueling warlords before Xav the Unfallen in Theater of Pain.


Player versus Player

  • Items
    • [With realm restarts] Gladiator’s Echoing Resolve now increases the duration of crowd control by 25% (was 20%).
    • [With realm restarts] Gladiator’s Echoing Resolve now lasts 12 seconds (was 15 seconds).
    • [With realm restarts] Gladiator’s Echoing Resolve no longer increases the duration of root effects.
    • [With realm restarts] Gladiator’s Echoing Resolve no longer causes the target to become immune to root effects.

World of Warcraft: Dragonflight – Interview Roundup Part 5

A second round of interviews for Dragonflight has taken place. Here’s a summary of the new bits of information in one list. The links to the full interviews are listed down at the bottom of this page.

  • They are still figuring things out but they want to make nearly everything account wide except for gear. The example was given for dragon riding that after you earn a speed increase you shouldn’t have to earn it again on your alt. (Taliesin & Evitel)
  • The Dracthyr starting experience has a story of discovery. You awaken after an unknown amount of time in stasis and you figure out what has been going on together with other Dracthyr. (Taliesin & Evitel)
  • The Dracthyr starting area will be reused for non-starting experience gameplay as well. (Taliesin & Evitel)
  • Not all reputations will have the renown type system (Reputation 2.0), only “major factions” will have it. (Taliesin & Evitel)
  • Professions might be a good home to carry over the Creation Catalyst type functionality where you can craft catch up tier gear. (Taliesin & Evitel)
  • There are no current plans for a mission table. (Taliesin & Evitel)
  • Battle for Azeroth dungeons are also not on the table for M+ in the first seasons. They are looking at some Mists of Pandaria dungeons. (Taliesin & Evitel)
  • It’s unlikely that they’ll go all the way back to classic dungeons for M+. They’re not suitable for modern gameplay. Instead they have drawn the line at Mists of Pandaria for now. (Taliesin & Evitel)
  • Evokers will use int items. In terms of weapons, mainly things that shamans can use. Weapons like daggers, fist weapons, staves, axes, swords (but not shields). (Taliesin & Evitel)
  • In the short term Evokers will not be able to do the Mage Tower, but in the long term they’re looking at exploring that option. (Taliesin & Evitel)
  • An Evoker tanking spec in the long term is unlikely. At its core the Evoker is a spellcaster class. (Taliesin & Evitel)
  • They are confirming that BfA will remain the default new player experience. (Taliesin & Evitel)
  • Calia Menethil will be involved in Patch 9.2.5 content (Taliesin & Evitel)
  • In the longterm you will still be able to use regular flying on the Dragon Isles. But at launch you can only fly with Dragon Riding. (Taliesin & Evitel)
  • Zereth Mortis is a pretty close look at how endgame play will philosophically look. 9.2 didn’t carry forward renown or soulbind progression. There will just be more different things to do in the new expansion. (Taliesin & Evitel)
  • They’re still looking at what kind of group/raid Utility the Evoker will provide. One of the things they’re experimenting with is a raid cooldown called Blessing of the Bronze which reduces movement speed abilities cooldown. (MrGM)
  • Evokers use a new resource called Essence. It regenerates on its own. (MrGM)
  • In terms of racial abilities the Dracthyr have Wing Buffet (knock enemy back), Tail Swipe (knock enemy up), Chosen Identity (barbershop changes are free) and other things they are still working on. (MrGM)
  • There won’t be a big animation when switching between dragon and visage form. (MrGM)
  • Evokers triage clumps of players. They use big breathes. Their big healing cooldown has the feeling of Alexstrasza flying over soldiers and healing those at the Wrath Gate. (MrGM)
  • The charging ability cannot be overcharged. After you reach the max charging time it will wait 3 more seconds before it casts automatically. (MrGM)
  • They’re working on new target textures/art on the floor to indicate where cones and abilities will be cast. (MrGM)
  • New Evoker spell – Soar. You flap your wings, burst forward and hover in place. You’ll be able to cast while moving with it. (MrGM)
  • They want to move towards a world where the race of a character doesn’t limit which class you can be. Rogue, Mages and Priests will be available to all races in 10.0.(MrGM)
  • In addition to lore, things like racial chargers, racial totems limit how quickly they can open each class up to other races. (MrGM)
  • They don’t know if they will be able to make it possible to share talent trees as an export to be shared outside of the game (such as for written guides) in 10.0. (MrGM)
  • As you spend points in the talent system you reach gates, much like the old system, there are limits to spend more points in the talent tree before you can move further down the tree. (MrGM)
  • Between levels 10 and 60, the spells granted by the spellbook are very sparse. Most of your spells you will earn via talent points. (MrGM)
  • It’s possible that you might have access to more than 1 covenant ability with the new talent trees. (MrGM)
  • In terms of new talents they’re likely to be new passives that adjust your rotation. (MrGM)
  • They’re looking at new PvP brawls. They’re looking at the old Highmaul Coliseum and Legion PvP World Quest free for all zones for inspiration. (MrGM)
  • Entry level PvP gear could be crafted via Professions. (MrGM)
  • The Gladiator mount will be a custom Dragon Riding drake you can unlock. (MrGM)
  • The Dracthyr Evoker can only be 1 per realm. Additionally after the first you create you can only create one once you have a level 50 character. (MrGM)
  • The Dracthyr are their own racial mount. (MrGM)
  • Gladiator Stance will not return. (MrGM)
  • Dragon Riding will not have combat to begin with, but might be added later on. (Asmongold)
  • Things like the Protoform Synthesis system is what they want to do more of. (Asmongold)
  • They want to look at the battlegrounds system as a whole before adding new ones, such as having seasonal rotations. (Asmongold)
  • They do want to bring back Master Looter but it’s technically hard to achieve quickly due to the Personal Loot system having been built up the last 6 years. (Asmongold)
  • They do see Addons becoming too computational, telling you what to do, as a problem but they do not have a solution yet. (Asmongold)

Full interviews:
Taliesin & Evitel

Interviews Part 1
Interviews Part 2
Interviews Part 3
Interviews Part 4

Warcraft Mobile Game Reveal Next Week (May 3rd), PvP concerns for Dragonflight

Blizzard just announced that the reveal for the first Warcraft mobile game will take place next tuesday at 10am PT / 19:00 CEST! Additionally Brian Holinka answered some questions of the Community Council about PvP in Dragonflight:

Warcraft Mobile Game Reveal Next Week (May 3rd)

PvP concerns for Dragonflight

Quote from: Blizzard

Will interrupt be on the talent tree forcing people to lose one extra point towards being viable in PvP? Will we lose a ton of passives for filler on the talent trees?
We can understand players trepidation about what abilities will and will not end up in the talent tree. It’s something we’re currently iterating on a great deal. But players will receive 1 talent point for each level between level 10 and 60, 26 class points and 25 spec points for a total of 51 points. Frankly, it’s hard to really put concerns to rest through a forum post. We’re working to get some talent trees in front of the community as quickly as we can so we can work together to iterate on what designs provide compelling choices and player agency balanced with familiarity.

How will ranked Solo Shuffle work? Is it actually happening?
It would be good to clarify that when we’re talking about Solo Queue Rated PvP in 10.0, we are talking specifically about Rated Solo Shuffle. The feature will function in the same way it does as the brawl, with 6 rounds and rotating teams, queueable in the ranked Arena queueing tab. The team is working through some of the intricacies of rewards in the game mode as we want it to have it’s own prestigious reward, although players will certaintly be able to attain Elite gear – more info to come in the future.

Will the Pvp talents be the same or different (Seems to be two different answers from two different people from different interviews) for Dragonflight?
The PvP talent system will exist in its current form – an available pool of talents that players can pick 3 from, with the talents being accessible in all types of PvP content (warmode and instanced). That being said, we expect the new talent system to have a lot of interesting choices for PvP players in how to customize their characters between different types of PvP content and compositions.

Will the Pvp talent trees include stuff that has been removed from PvP talents/Talent trees?
Not exactly sure what is meant here, so I’ll have to ask you for more clarification.

Will people not in warmode get access to PvP talent trees at all or will it be Warmode enabled only?
I believe this was answered above.

Will double PvP trinket set bonus be the same or change again?
We’re happy with how this bonus has worked out. It provides a big boost to players early as they first acquire gear and it has tuning knobs to adjust throughput and stamina separately. It’s possible that it will change but we’re pretty happy with it for now.

Raid Tuning And PvP Tuning Update — 27 April

With the weekly reset later today for US and EU tomorrow there will be a tuning pass coming for both the raid and pvp!

Raid Tuning Update — 27 April

Quote from: Blizzard

With scheduled weekly maintenance (27 April in this region), we’re making the following adjustments to the raid:

Sepulcher of the First Ones

Halondrus the Reclaimer

  • Time required for Volatile Charges to trigger a Charge Detonation increased to 30 seconds (was 10 seconds) in Mythic difficulty.
  • Charge Exposure duration increased to 32 seconds (was 16 seconds) in Mythic difficulty.
  • Earthbreaker Missile damage reduced by 20% in Mythic difficulty.
  • Changed the pattern of Planetcracker Beam during Stage Three in Mythic difficulty.
  • Reduced Halondrus’ health by 10% in Mythic difficulty.
  • Reduced damage of Eternity Engine by 10% in Mythic difficulty.

Anduin Wrynn

  • Anduin’s Despair and Anduin’s Doubt health reduced by 15% in Heroic and Mythic difficulties.
  • Befouled Barrier’s absorbs 10% less healing in Heroic and Mythic difficulties.
  • Fiendish Soul’s Soul Explosion missile travel speed reduced by 20% in Heroic and Mythic difficulties.
  • Monstrous Soul health reduced by 6% in Mythic difficulty.
  • Lost Soul’s Banish Soul cast time increased to 12 seconds (was 8 seconds).
  • Grim Reflection’s Grim Fate haste bonus reduced to 200% (was 250%).

The Jailer

  • Jailer’s melee attack decreased 10% in Mythic difficulty.
  • Jailer’s health decreased 5% in Mythic difficulty.
  • Martyrdom damage decreased 15% in Mythic difficulty.
  • Torment damage decreased 10% in Mythic difficulty.
  • Boon of Azeroth buff increased by 20% in Mythic difficulty.

PvP Tuning — 27 April

Quote from: Blizzard

With weekly maintenance in each region (27 April in this region), we’re making the following adjustments to several classes in PvP:

Player versus Player


  • Fire
    • Blazing Barrier’s absorb is reduced by 25% when engaged in combat with enemy players. This change also affects Blazing Barrier cast by Arcane and Frost’s Triune Ward runecarving power.


  • Mistweaver
    • Life Cocoon’s absorb increased by 33% when engaged in combat with enemy players.


  • The effectiveness of Pure Concentration (conduit) has been reduced by 50% when engaged in combat with enemy players.
  • Holy
    • Divine Favor (PvP Talent) now increases the healing of Flash of Light or Holy Light by 40% (was 50%).
    • Holy Light now heals for an additional 40% when engaged in combat with enemy players (was 20%).
    • Flash of Light now heals for an additional 25% when engaged om combat with enemy players (was 15%). Retribution and Protection Flash of Light unchanged.


  • Holy
    • Habiliments of the Empyrean 2-piece set bonus now increases the cooldown reduction of your next Holy-Word-affecting spell by 10 seconds when engaged in combat with enemy players (was 15 seconds).
    • Miracle Worker (PvP Talent) now reduces the cooldown of Holy Word: Serenity by 10% (was 20%).


  • Assassination
    • Soulblade Shadowhide 4-piece set bonus now causes your Poisons and Bleeds to expire 50% faster when engaged in combat with enemy players (was 100%).


  • Restoration
    • Healing Surge now heals for an additional 25% when engaged in combat with enemy players, up from 15%. Enhancement and Elemental healing unchanged.
    • Healing Wave now heals for an additional 30% when engaged in combat with enemy players (was 10%).
    • Theurgic Starspeaker’s Regalia 4-piece set bonus now casts a Chain Heal at 70% effectiveness when engaged in combat with enemy players (was 60%).


  • Protection
    • Armaments of the Infinite Infantry 4-piece set bonus now increases the damage of Shield Slam and Thunder Clap by 50% when engaged in combat with enemy players (was 100%).

World of Warcraft: Dragonflight – Interview Roundup Part 4

As we head towards the weekend more interviews have been posted. Here’s a summary of the new bits of information in one list. The links to the full interviews are listed down at the bottom of this page.

  • Dracthyr have over 30 different hair colors (Well-played)
  • Even sheep have draconic horns – dragonsheep! (Well-played)
  • You can take part in Dragon Races and hunt giant beasts together with your dragon (Well-played)
  • Dragon Isles is bigger than Northrend (Well-played)
  • We will get more story about Anduin’s plans in patch 9.2.5 (buffed.de)
  • Every zone in Dragon Isles will have endgame areas (buffed.de)
  • Sargeras’ sword was drained of its corruption and is just a big splinter in the world. Nothing will currently happen to it, the expansion really is about the Dragon Isles. (buffed.de)
  • They’re currently looking at ways to allow you to be in your non-drake form as an Evoker during combat as well (buffed.de)
  • They’re happy with players being able to earn tier sets from activities other than raiding, like Mythic+ (buffed.de)
  • With cross faction play coming, trading across factions will become possible. They would like to make cross server trading possible too, however there are technical restrictions they need to work on. (buffed.de)
  • No exact timetable for the start of the Alpha, but they want to start it up soon. The expansion is quite far along in development. (buffed.de)
  • For inspiration in developing DF, the devs drew heavily on Mists of Pandaria which was their last great exploration-based expansion (Gamerant Part 2)
  • Though early in development, they hope to make a Dragon Racing Tournament, inspired by the fishing tournaments (Gamerant Part 2)
  • They want to move the addon buttons that you have around your minimap to another section dedicated to addon icons (Barradois)
  • You will be able to export your UI and share the HUD you created with others (Barradois)

Full interviews:
Gamerant Part 2

Interviews Part 1
Interviews Part 2
Interviews Part 3