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Posts with tag siege-of-orgrimmar

Garrosh Heirlooms have Bad Luck Protection

Garrosh has been killed captured many times over, thanks in part to the heirlooms that he drops. Everyone wants one, and players are frustrated at what is seen as a very low drop rate. I am among those players, so Lead Encounter Designer Ion "Watcher" Hazzikostas' tweets are music to my ears:


This is great news, and indeed, on my tenth kill of Garrosh on my shaman, my 14th kill across all characters on that account, my bad luck was finally protected, and I got my first heirloom. The message to keep at it is a good one, and maybe in time, as the expansion wears on, the game's tolerance for bad luck will be adjusted. Or people will have killed him so many times that they're drowning in heirlooms.

I'd love to know a little more about how bad luck protection works, too. How unlucky do you have to be, does getting one drop completely reset its count no matter how long that drop took to happen? How's your luck? For clarity, these heirlooms only drop from Flex and above.

Filed under: Raiding

Dark Shaman pull from anywhere

My Horde guild recently discovered something interesting about the Dark Shaman encounter, as you can see detailed in the video above. This interesting something is the fact that the Dark Shaman will, in fact, teleport to wherever you pull them from--including the roof of the Orgrimmar auction house. This could be a little challenging in a fight where positioning is actually quite important. Oops!

Filed under: Humor, Raiding

Cross-realm raiding now enabled on all servers

Raiders, rejoice -- a new cross-realm raiding feature has now been implemented. In a blue post by Rygarius, it was announced that cross-realm raiding via BattleTag and RealID has been enabled not just for Flex mode, but for Normal and Heroic mode raiding on all servers. These cross-realm raids will be allowed to get the Reins of the Kor'kron War Wolf and all titles associated with the Siege of Orgrimmar, none of which were previously allowed on Flex or LFR difficulty.

Rygarius
We've recently implemented an often requested feature to enable cross-realm raiding for Siege of Orgrimmar. Cross-realm BattleTag™ and Real ID friends can now raid together and take the fight to Garrosh on Normal or Heroic difficulty. Players will be able to earn greater rewards such as Reins of the Kor'kron War Wolf or the title of Conqueror/Liberator of Orgrimmar; both of which aren't available to be earned within Flexible or Raid Finder difficulty.

This change is currently live.


If your cross-realm Flex group has been doing well and defeating Garrosh, now might just be the time to step into Normal mode, test the waters against the forces of Hellscream on a higher difficulty, and reap all the rewards for doing so. Good luck!

Edit: Ion "Watcher" Hazzikostas has stepped into the thread in question to clarify a few points. Read on after the break.

Read more →

Filed under: News items, Raiding, Mists of Pandaria

What to do in a raid while waiting to raid

My guild is moving right along through heroic 25-player content -- we're 10/14 currently, and happily working on Thok. Part of the reason I enjoy the guild is the progression, but the other part is that no matter how bad things get, nobody ever takes things too seriously. To us, raid nights contain endless games within games to be played while groups are being set up and in between wipes. If there is something weird to be done in the Siege of Orgrimmar, something that has nothing to do with the actual killing of bosses at all, we've either done it, or we'll discover it soon.

But before you get started raiding, why not get some fishing time in? The other day we discovered that the small pool of water right in front of the instance portal is just deep enough to allow fishing -- something we thought removed with the destruction of the Vale. To our knowledge, you aren't going to find any fishing pools in the little puddle of water, but you can still fish. Not only can you fish, but there are Jewel Danio still lurking in the water.

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Filed under: Humor, Mists of Pandaria

Tanks, healers, and the most dangerous LFR bosses

Recently I wrote a small article wondering whether the fabled Monday night Raid Finder festival of ugly death was just an urban legend. Opinions in the comment section were mixed, so I wanted to do a little ingame research to figure out whether the conventional wisdom was right and Mondays are an unusually deadly day for LFR runs.

While I'm nowhere close to being done with that little project, my first venture into the numbers in Siege of Orgrimmar and the Raid Finder did turn up some interesting results with my characters. The deadliest Raid Finder boss of tier 16 was not who I thought it was, the safest Raid Finder boss was really not who I thought it was, and there are some eye-raising numbers on the fights where a well-geared tank or healer was disproportionately likely to swing the odds in the raid's favor.

Also, the Gates of Retribution wing sucks. But you knew that already.

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Filed under: Analysis / Opinion, Raiding

Patch 5.4.7: Targeted nerfs to Garrosh on 10-man Heroic

Lead Encounter Designer Ion "Watcher" Hazzikostas has made a characteristically excellent post on the US forums, detailing targeted nerfs to Garrosh on 10-man Heroic difficulty. Watcher's full post is, as ever, after the break, but the main details are as follows.

There were several encounter mechanics where the numbers scaling for 10-man meant that the difficulty was higher than in 25-man. Watcher particularly notes the interaction between Malice clumps and Iron Star triggering. In 25-man, the Malice groups, a total of six players, were never large enough to trigger the Iron Star, when they inevitably overlapped with Bombardment in the fourth Malice. On 10-player heroic, the Malice clump size of three in total would also trigger an Iron Star in the fourth Malice. Now, in 10 Heroic, the Iron Star trigger clump size is four, bringing it in line with 25 Heroic.

Additionally, Garrosh's health is reduced by around 5%, and Minion of Y'Sharrj health is reduced by 10%. DPS checks for 10 Heroic were causing guilds to try to single-heal the fight, and 25 Heroic players are able to kite the adds while 10 Heroic guilds don't have the spare manpower. These changes show the process Watcher has discussed in the past, specific targeted nerfs, and will bring the two sizes in line. Hit the break for his full post.

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Filed under: Raiding, Mists of Pandaria

The dangers of Monday night LFR

After my guild finished raid on Monday, we voted to do the fourth wing of Siege of Orgrimmar in flex for another shot at Garrosh's heirlooms. Before queuing for flex, people took a break to let their dogs out, get something to drink, or jump on alts to do their farming. My fellow tank hopped to his alt warrior and wondered aloud over the wisdom of doing an LFR on him later that night. "Don't do it," was the universal consensus. "Monday night LFR is just asking for trouble. The only winning move is not to play."

That got me thinking about the weirder aspects of the game's culture, in which a single day and a raid lockout divides an alleged nightmare (Raid Finder on Mondays) from a safe bet (Raid Finder on Tuesdays). The usual story is that people run their better-geared mains through Raid Finder soon after the weekly lockout finishes, but come Sunday and Monday they're running their less-geared alts, and usually on classes with which they're less familiar. There's got to be more to it than this, but it's a narrative that most players are probably aware of by now.

Out of morbid curiosity, I've occasionally taken my main or alt shaman through Sunday and Monday LFRs but can't say I've noticed a massive difference. There are definitely more times late in the week where I've zoned into a squabbling raid with a two-stack of Determination, but most runs are fairly uneventful. However, one player's experiences are rarely representative, and your own gear and experience play a role as well. A well-geared toon, especially if it's a tank or healer, is at least marginally more likely to contribute a successful raid, and vice versa.

I'm tempted to do a series of LFRs and measure overall raid DPS and number of deaths by day. I'm genuinely curious whether the conventional wisdom is right, and late-week Raid Finders are more likely to encounter trouble than their early-week counterparts.

Filed under: Analysis / Opinion, Raiding

Siege of Orgrimmar updating to Warlords-mode raiding in 6.0

Mythic mode raiding will be coming into play a little sooner than previously thought. A tweet by Lead Encounter Designer Ion "Watcher" Hazzikostas yesterday confirmed that we will be seeing Warlords-style raiding implemented into the Siege of Orgrimmar raid with patch 6.0. The raid structure in Warlords includes Raid Finder, Normal, and Heroic difficulty all available in Flex-scaling formats. Raid Finder mode as it stands today will still be called Raid Finder mode, however Flexible difficulty will now be called Normal, our version of Normal raiding will be Heroic, and Mythic raiding, a 20-man only format, replaces our Heroic mode as it stands today.


While we knew these changes would be coming in 6.0 via screens shown at BlizzCon 2013, what we didn't know is that this format will be applied to Siege of Orgrimmar, as well as all raids going forward into the new expansion. A later tweet by Hazzikostas pointed out that there will be plenty of advance notice before the change goes live, and there will also be more information on the topic at a later date. Considering we're just now seeing patch 5.4.7 on the PTR, we shouldn't expect Mythic modes to be dropped on us immediately.

Filed under: News items, Raiding, Mists of Pandaria, Warlords of Draenor

Know Your Lore: Warlord Zaela and the Dragonmaw Clan

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

They are Dragonmaw -- a clan that seems a little out of place in the name department, having existed long before dragons ever arrived on Draenor. However out of place that name may have been at the time, the clan lived up to it with brutal efficiency upon traveling through the Dark Portal and arriving on Azeroth. Yet for all its bravado, all its strength, and all its extremely powerful artifacts of questionable origin on its side, the Dragonmaw didn't really flourish. In fact, it found itself ironically subject to the manipulations of those it tried to subjugate, over and over again.

One orc woman saw the path her clan was destined to travel, the seed of corruption that was quickly threatening to tear the Dragonmaw apart, and feared for the fate of her clan. But when given a chance to make a difference, she seized the opportunity, killed her own Warchief and was rewarded with the chance to lead the Dragonmaw at the side of the Horde. Zaela may not have a lot of story behind her just yet, but make no mistake -- she will do whatever it takes to guarantee the safety and survival of her clan.

It's a pity that her methods involve allying with the most hated orc on Azeroth.

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Filed under: Lore, Know your Lore

Blood Pact: Be the boss of your mods

gateways-on-elegon
Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill is using old screenshots because they're pretty.

My first post about user interface elements was back in October? Seriously? Sheesh. Since then I've talked about unit frames, how your spells spread in space, macros, two proc tracking addons, keybinds, and shared some of my Weak Aura strings.

The final topic is to use a boss mod effectively as a DPS, even when you're not the raid leader calling everything. The two popular boss mods, Deadly Boss Mods (DBM) and Big Wigs (BW), both work pretty fantastically out of the box, but using a boss mod properly can really enhance your spellplay during an encounter.

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Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria

Scattered Shots: Beast mastery vs. survival raiding

Hunter in Nagrand
Every Thursday, WoW Insider brings you Scattered Shots for beast mastery, marksmanship and survival hunters. This week, your host Adam Koebel, aka Bendak will be discussing the differences between survival and beast mastery raiding.

It's been a long time since I felt the need to agonize over what spec I want to play on my hunter in raids. Usually there's one clear cut winner, but in Siege of Orgrimmar both survival and beast mastery are doing pretty darn well. Maybe we're not putting out warlock numbers, but we're well into the upper half of the charts when it comes to DPS. The recent hotfix to Aspect of the Hawk gave us just enough of a kick to keep us competitive as everyone continues to gear up. Marksmanship has cemented itself as a popular PvP spec in 5.4, and maybe it's OK that one spec is more PvP oriented. At least we have large numbers of hunters playing all three specs -- it's not a luxury we've always had in the past.

One of the most common questions I see from new hunters is what spec should they play for the best DPS? It's difficult to answer such a question, and it reminds me a lot of the "what is the best pet?" question. If we're talking about PvE it really comes down to beast mastery vs. survival. I haven't forgotten about marksmanship, but in my opinion it's just not as versatile for raiding this tier, or this entire expansion for that matter. As for choosing between survival and beast mastery, the best place to start is to learn the differences.

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Filed under: Hunter, (Hunter) Scattered Shots, Mists of Pandaria

Siege of Orgrimmar nerfs incoming

Watcher has announced that several bosses in Siege of Orgrimmar will be adjusted starting with next week's raid resets. The affected bosses include Galakras, Thok the Blood Thirsty, Siegecrafter Blackfuse, and Paragons of the Klaxxi on various difficulty levels. Watcher's post is a long one, so check it out behind the break.

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Filed under: News items, Raiding

Tanking mechanics that aren't taunt on X stacks

Lead Encounter Designer Ion "Watcher" Hazzikostas has been putting his new Twitter account to good use, keeping players informed of design intent, limits, ideas and more. One recent tweet particularly caught my eye, related as it is to my now-ex main, and a role I miss terribly.

The story behind this is that the taunt at X stacks model, that was so prevalent in Dragon Soul, in Normal Mode difficulty and some heroics, was the thing that made me switch from tank to healer. I even wrote about it, to express my frustration. Commenters at the time thought it was an attempt by Blizzard to make tanking more accessible, and to increase the tanking population. But, for me at least, easy-mode tanking drove me away.

And the "taunt on X stacks" model has far from disappeared as we've moved through Mists. While there have been fights like Will of the Emperor that really demanded a lot from tanks, many others didn't. Stone Guard, while it was another taunt-swap, at least required some more engagement. But there's still far too much of the taunting on X stacks. Writing the Bosses in 5 Seconds guides, I just have to figure out which debuff, and how many stacks for many of the bosses.

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Filed under: Analysis / Opinion, Raiding

Officers' Quarters: Humbling Hellscream

Garrosh laid low
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Garrosh Hellscream, son of Grom, Chieftain of the Mag'har, Warchief of the True Horde, is no pushover when you meet him in battle. Nor should he be, as the final boss of Mists of Pandaria. He can break your raid team's spirit faster than he nuked Theramore. One such team is fracturing under the pressure of Garrosh and his freaky Old God souvenirs, and their raid leader is asking for help.

Hello Scott!

I am currently the raid leader/GM for a startup guild on a high-pop server. I was able to create a guild, form a raid team, and get them 13/14 very quickly on normal. However, I recently lost my partner tank (I tank as a warrior) due to RL issues, and had a DPS rage quit during our Garrosh attempts. I've converted a dps to tank (he has sufficient gear), and am having trouble finding the right comp/team to get Garrosh down. We rarely wipe on the first 13, but we are having trouble on garrosh.

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Filed under: Officers' Quarters (Guild Leadership)

Patch 5.4.2 PTR: Patch notes update for December 5

The patch notes for the 5.4.2 PTR have been updated with new information for the next patch. This round of additions are mainly bug fixes and tweaks for classes, items and quests. Also included are some adjustments for the Siege of Orgrimmar raid that address a few bugs as well.
  • In the Galakras encounter, a situation that caused demolition NPCs to stop opening the door to the towers has been resolved.
  • An issue causing players not to receive credit towards the Drop It! and Drop It Now! achievements has been resolved.
  • Crashin' Thrashin' Flyers and MiniZeps should now be able to damage each other while in sanctuary areas.
You can see the full list of patch notes at the official site, but if you'd just like a list of the new changes, follow after the break for a consolidated list.

Read more →

Filed under: News items, Mists of Pandaria

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