- Balnazzar and Warsong
- Gurubashi and Aegwynn
- Dalvengyr and Dark Iron
- Garithos and Chromaggus
- Onyxia and Burning Blade
- Maiev and Bloodscalp/Boulderfist
Posts with tag patch-5.4
But it's slowly begun to sink in that there's a legitimate problem with the Timeless Isle and its bizarre form of currency -- namely that the only place you can spend that currency is on the Timeless Isle itself. Now don't get me wrong, I do enjoy buying trinkets and unusual things, but at the same time, if all those Timeless Coins pictured above were actually gold in my bank, I'd be ecstatic. Instead, I'm slightly nonplussed and wondering what the heck to do with all these incorporeal things I've gathered.
Note that the Maiev realm will be connected with the Bloodscalp/Boulderfist connection that was the first to be made in this process. Although an exact date for the connection has not been set, given the connection that took place during this week's maintenance, we can hope that these connections will also take place during regularly scheduled downtime. Players on these realms should continue to check back with the official thread on the forums for more updates as they become available.
- Noodle Cart chefs will now get a well-fed buff while serving other players bowls of noodle soup.
- The eastern mine cart in the Silvershard Mines now should not spawn in until after the gates are down -- this will take a realm restart to take effect.
- An issue causing the mage Tier-16 2pc set bonus Frozen Thoughts to be consumed without effect should now be resolved.
The rollout for Connected Realms has been considerably slower than most players were expecting. However, it's nice to see that Blizzard is taking its time with this one, making sure that everything is functioning correctly and all potential issues have been addressed. Of course the question on everyone's minds now is which realms will be slated for connection next, and when will it occur? Are you hoping for the connected realm feature on your server?
There have been innumerable threads on the official forums pleading for the return of dark nights. Blizzard has been listening and in patch 5.4 they added a "test case" for darker nights, but only in Stormwind, Orgrimmar, and Vale of Eternal Blossoms. The difference is there, but you need to compare before and after screenshots to really notice it. It still doesn't scream "night has fallen."
Filed under: Breakfast Topics
- Engaging Ordos in combat will no longer cause the gates to the Ordon Sanctuary to close -- this will require a realm restart before it takes effect.
- Flik and Flik's frog over on Darkmoon Island should no longer take strolls under the terrain.
- In the Siege of Orgrimmar raid, trash leading up to both the Kor'kron Dark Shaman and General Nazgrim in Raid Finder difficulty has been reduced.
When I first saw this line, I chuckled bitterly to myself. Siege is melee friendly? This got me to wondering how we define melee friendly. Is it just the ability for melee players to contribute solid DPS? Because by that standard, Siege has some good fights for melee - the Fallen Protectors, Sha of Pride, Galakras and even Spoils of Pandaria are certainly fights where melee DPS can contribute a good deal of positive damage to an encounter. Phase 1 Garrosh is a place where melee with good cleave potential absolutely shines. So by that standard, a case could absolutely be made that Siege is melee friendly.
They realize raids need to be more melee friendly in the future and they are working on it, but they feel that Siege of Orgrimmar is one of the most melee friendly raids in recent memory.
Now, in terms of melee staying alive without making the healers hate every single one of them that the raid brings to the party? Siege of Orgrimmar continues in a grand tradition of blowing up the melee. By that standard, SoO is absolutely not melee friendly.
CM Bashiok stepped in later in the thread to clarify some details on the connected realms process. While many are eager to see this new feature give a boost to realms with lower than optimal populations, the process is far more complicated than you'd think. Blizzard is taking its time with each connection in order to evaluate possible issues with the process -- and the choice of realms was specifically to help identify potential issues. In other words, at this point in the process it's not so much a matter of how much a realm would benefit from a connection, as it is how much that connection will help clarify any potential issues with the process itself. Check out the full forum thread for more information and updates on the process as it continues.
There will be spoilers for every patch of Mists of Pandaria, including 5.4 and the Siege of Orgrimmar raid, in this post
Leaving aside blame for a moment, let's just look at the results of the past year or so in terms of what actually happened. To heavily summarize events:
Horde and Alliance forces discovered Pandaria, landing in the Jade Forest.
Both factions mobilized local allies (the Horde made pacts with the Hozen, the Alliance joined forces with the Pearlfin Jinyu) and waged a proxy battle through these cat's paws. The result was the desrtuction of the Jade Serpent's next incarnation and the release of the Sha of Doubt, leading to the Sha infestation of the Temple of the Jade Serpent.
Both factions pushed onward into Kun-Lai Summit, where they fought the yaungol and set up base camps, converting local pandaren to their cause. They did not actually join in battle at this time.
Scouts and agents of the Horde and Alliance penetrated deeper into the continent, in time exploring the Townlong Steppes and Dread Wastes. In time these advance forces even managed to convince the August Celestials to allow both the Horde and Alliance to set up bases within the sacred Vale of Eternal Blossoms.
Both the Horde and Alliance made large-scale military bases in the Krasarang Wilds and began using these to wage resource war against one another, fighting over territory and raw materials as well as ancient mogu artifacts buried below the surface of the wilds.
This period of hostilities led to a culmination wherein Warchief Garrosh Hellscream attempted to use a mogu artifact, the Divine Bell, to infuse his own soldiers with the power of the Sha. The fallout from this action caused the neutral Kirin Tor to eject the Sunreaver pro-Horde faction from Dalaran and declare themselves for the Alliance under their leader, Lady Jaina Proudmoore. Prince Anduin Wrynn nearly died in the attempt to destroy the Divine Bell, which succeeded. Garrosh Hellscream, however, was not balked from his goal of finding a new weapon.
There's more, of course. Things had only begun to heat up at this point.
This week brings us to the end of our patch 5.4 raid gear guide as we take on Garrosh and the bosses guarding him. In addition, we'll take a quick look at what the world bosses of this patch have to offer a death knight. The disclaimers from previous weeks still apply, so keep those in mind. Read on for the breakdown.
- On the Timeless Isle, Evermaw's spawn is no longer tied to the spawn of Dread Ship Vazuvius.
- Over at the Darkmoon Faire, Moonfang should now always drop something when he's defeated.
- In the Spoils of Pandaria encounter on Flexible difficulty, the Sparks of Life should no longer have much more health than intended.
- Overall, patch 5.4 was a very smooth launch for them. The servers even came online earlier than expected.
- In EU they had to temporarily nerf the Celestial bosses on the Timeless Isle because of the massive influx of players trying to get their legendary cloak. Boss health was nerfed by up to 80%, and some abilities were removed entirely to facilitate a steady rotation of players without negatively impacting server performance.
- The rush for the legendary cloak was more of an issue on EU servers because EU tends to have more hardcore raiders, and their time zones are more compressed leading to more people playing during prime times.
Daniel Whitcomb (@danielwhitcomb) I'll be farming battle pets and working on my last few rares on Timeless Isle for the Timeless Champion achievement. I keep barely missing Chelon and Osu. As far as a new race goes, I am still a High Elf fan. As someone who's loved them since Elven Archers in WCII, I think we should have them from the start. Plus, with the extra development the Silver Covenant got in Patch 5.1 and 5.2, it's a perfect time to bring them in to the Alliance. Yes, I know they're "too similar to Blood Elves." I figure we can just give the Horde some "reformed" Eredar that look like red-skinned Draenei, and we'll be even.
Filed under: Analysis / Opinion
- The menagerie of beasts leading up to Thok the Bloodthirsty are now skinnable.
- Warlocks, Haunt should no longer incorrectly increase the damage of non-periodic spells.
- Warriors, an issue was resolved regarding Whirlwind and polearms equipped in the off-hand slot not hitting enemies.