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Posts with tag timeless-isle

Know Your Lore: Resurgence of the Infinite Dragonflight

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.

Long ago, the Titans empowered five dragons with unique abilities and powers, entrusting to them the protection of Azeroth itself. While each had their own specialization with its own odd foibles, none were as strange as the task set to Nozdormu. Aman'Thul, Highfather of the Pantheon, entrusted Nozdormu with the task of watching over time -- to guard the myriad paths of time and keep them pure. A strange task, to be certain, and one with a heck of a lot of power involved. To keep Nozdormu from abusing that power or thinking that he answered to no one, he was given the knowledge of the exact moment of his demise.

Yet somewhere in one of those myriad timelines, this apparently wasn't enough. Somewhere, somewhen, Deathwing prevailed and brought about the Hour of Twilight, leaving Nozdormu a haunted, twisted version of his former self -- a version that cared little for the restrictions or rules bestowed by the Titans, and cared much more for preserving his own skin and preventing his own death. The twisted version called himself Murozond, first of the Infinite Dragonflight, intent on bending time and changing events solely for the purpose of evading his inevitable demise. We defeated Murozond in End Time, and prevented the Hour of Twilight from taking place. But have we actually saved Nozdormu? Have we secured time itself?

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Filed under: Lore, Know your Lore, Warlords of Draenor

Bloody coins now 100% drop rate


Bloody coins, which you get through the Timeless Isle's Fire-Watcher's Oath, have recently undergone some major changes. The drop rate was nerfed when the Censer of Eternal Agony was nerfed, and collecting bloody coins became a head-desking activity. Fortunately, that's changed now.

Hinted at over Twitter yesterday and posted on the forums last night, the Oath now guarantees a 100% drop rate on the bloody coins in Battlegrounds. Just get the killing blow and you'll be set. The full blue post as follows:
Lore
Thanks for all the feedback on this change. We agree that the chance to earn a Bloody Coin from the Fire-Watcher's Oath buff felt too low, especially with all the competition for killing blows in Battlegrounds. We've just pushed a hotfix that will increase the chance of earning a Bloody Coin from a killing blow while Fire-Watcher's Oath is active to 100%. Enjoy!

Filed under: PvP

Censer of Eternal Agony and Bloody Coin hotfix and changes

A very brief list of hotfixes for patch 5.4.8 were introduced on Friday, brief enough that they likely escaped the attention of most players. However, if you are one of the players currently farming Bloody Coins on the Timeless Isle via the Censer of Eternal Agony, you may have noticed a few changes in the way the Censer works, and in the manner that Bloody Coins are farmed. The cooldown for the Censer of Eternal Agony has been increased from ten minutes to one hour.

In addition, Fire-Watcher's Oath now has a cooldown of ten minutes, down from the one hour mark it was set at previously. Its cost is now 100 Timeless Coins, rather than 50 Bloody Coins, and the transformation now allows both mount usage and druid shape-shifting. In addition to that, the internal cooldown on earning Bloody Coins has been significantly reduced.

Community Manager Lore hopped on the official forums to discuss the changes in detail.

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Filed under: PvP, Mists of Pandaria

Patch 5.4.8 and the wait for Patch 6.0

With patch 5.4.8 we're seeing a new way to achieve an old goal - allow players to get further in established content while it remains the most recent content available. In essence, with this patch, we will be able to buy slightly increased ability to progress with valor points. This isn't new - it's what the item upgrade system has always been.

I've been thinking about the new item upgrades and the Deeds of Valor since they were announced. I haven't been able to play WoW as I'd like lately (health reasons) but one of the things that immediately came to mind when they announced Deeds of Valor was that this was an entirely new way to nerf raid content at the end of an expansion. Instead of a progressive buff to the players, or a progressive nerf to the bosses, we're seeing a mechanical way to spend valor points to gain the same ultimate aim. Making it possible to trade in your Timeless Coins for valor points is a good way for players who are flush from constant Timeless Isle grinding to convert them to something useful, and allowing players to upgrade items an additional 2 times (for a total of four upgrades) serves to nerf content without nerfing it. Everyone will be stronger, will hit harder, will have more mana for heals.

I have some opinions about this, of course. Others have already expressed theirs - and to be fair I accept the basic premise that these are quality of life changes that will cease to matter in patch 6.0. And I'm okay with that, because again, I see this primarily as a way to nerf Siege of Orgrimmar without actually doing so. It gives us another valor dump, of course. But with changes like Heart of the Valorous (which won't be live when 5.4.8 drops) it feels as if valor itself is being made into a progression mechanic.

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Filed under: Analysis / Opinion, Blizzard, Raiding, Mists of Pandaria, Warlords of Draenor

Wowhead interviews Warlords developers at PAX East

Our friends over at Wowhead are attending PAX East this weekend, and Perculia had a chance to sit down and interview Lead Class Designer Kris Zierhut and Game Designer Steve Burke about Warlords of Draenor. A variety of topics were discussed -- Garrisons were discussed in detail, as well as raid cooldowns, the strengths and weaknesses of the Timeless Isle, professions and the removal of damage bonuses, and much more.

One of the more exciting discussions addressed the issue of storage space. Mentioned in the interview was the new toy box tab that will rid your bags of all the interesting gadgets and toys you find while questing. But that's not all -- most profession materials will stack to 100 in the new expansion, and gathered quest items from kill and carry quests will be tracked, but not actually take up space in your bags. And perhaps the most exciting news from the interview (for me, anyway) is that at long last, transmogrification fanatics will be getting a second tab of Void Storage in which to squirrel away their favorite fashions. You can listen to the full audio from the interview above -- it's well worth checking out.


Filed under: Interviews, Warlords of Draenor

How to fix the Censer of Eternal Agony

The Censer of Eternal Agony has been an interesting piece of game design. If you're not aware of just what the Censer is, it's an item purchased on the Timeless Isle for 1,000 Timeless Coins that makes you hostile to all players, including your faction. If you kill players while the Censer is active, you get a currency, Bloody Coins, one per kill, that can be traded for a mount, a pet, and some other items.

So what's the problem? What needs fixing? Well, the Timeless Isle is home to three types of character. First up, you've got the intended audience -- new level 90 characters. They're there for the catch-up gear, the easy boost to ilvl 496. There's an influx of them at the moment, thanks to the boosts. The second group is people who are there for the Celestials. They zone in, grab their kill, and leave. Then, there's the third group -- high-geared players who are there with the specific purpose of using the Censer to kill other players.

That third group is mostly targeting the first group. Entering the Celestial Court with the Censer up will get you some attention from the guards, so the Censer people are roaming the island, in search of low-geared players to kill. Some servers have it worse than others, and before you dismiss it, this problem caused the devs to hotfix the boosted 90 spawn-in to be the Shrine instead of the Timeless Isle.

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Filed under: Mists of Pandaria

The real reason I hate the Timeless Isle

I hate the Timeless Isle.

I hate the lack of clear objectives. I hate the pseudo-platformer elements. I hate the pouncing tigers, stomping rock monsters, and the shield bearing Ordon yaungol (all of which have abilities I'd be perfectly happy to deal with in a dungeon but am inconvenienced by when I just want 50 Lesser Charms of Good Fortune for the week). There's also the unconventional grummle mailbox that requires two clicks instead of one, and the apocalyptic typhoon of random consumable items wrecking my bag space. But above all of those there is one thing I hate more than anything about the Timeless Isle ... The yaks.

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Filed under: Humor

The Queue: No auto-play zone

Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.

Sorry about that auto-play video yesterday, everyone. We thought we'd fixed it earlier in the day, but apparently not!

mattprendo asked:

I don't remember seeing an answer... what happens to garrisons in the next expansion? I know it's at least 2 years off but isn't it a waste to spend all this time building up a garrison then wow 7.0 comes out and poof they are useless. I understand gear being outdated, buff items... but garrisons aren't an item per say but an extension of our tools and utilities. Was it mentioned anywhere that we will be able to call u-haul or something and move these around?

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Filed under: Analysis / Opinion, The Queue

Blood Pact: So you want to play a warlock

Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill explores the beginning of MoP.

The next thing is to write a "how to warlock" at 90 series, but I feel like I've done this before. The deja vu is strong with this one topic.

Oh right! I wrote something like it back in 2012, when the big patch 5.0 first came out. Not all of the same advice is relevant -- well, Soul Link isn't what it was anymore, for one -- but the basics are all still there. I'll go over the specs in detail later, so let's start with the general introduction to warlocks.

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

How to gear your new windwalker monk for raiding

So you've finally hit level 90 on your windwalker monk and you're trying to decide where to go from here. There are lots of things you can do at level 90, but if you want to keep advancing through PvE content, the first thing you'll need to do is grab better gear that will let you hop into heroics and raids.

While the one of the best ways to gear up is by jumping into heroics and, especially, raids to grab item drops, each raid has an item level requirement -- and you definitely won't meet it after initially hitting 90. But that's not to say it's out of reach -- just that you'll need to put a bit of effort in before you're ready to head into heroics (which require an ilvl of 435) or raids (which start with the ilvl 460 Mogu'shan Vaults).

For new monks who aren't sure where to start -- or old hat players who just aren't confident of their windwalking skills -- we'll help you through the stats that are important for your gear and point you in the right direction to get ready for raiding.

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Filed under: Monk

Patch 5.4.7 PTR: Timeless Isle weapons go to 489 ilvl

The Timeless Isle is currently by far the best way to gear up your new level 90s, although perhaps not for long, apart from its weapons. While the remainder of the gear you get from the Timeless Isle is ilvl 496, as I'm sure you all know, the weapons are only 476. While it's likely because of the perhaps misguided notion that weapons are so important that they ought to be harder to get, it's a pain. If the rest of the catch-up gear is being handed to players so easily, why not weapons too?

Well, on the 5.4.7 PTR, there's been a shift in the philosophy. The weapons are now 489 ilvl, so 13 higher than they were. And what's more, this change is also being applied to all weapons already bought. So if you're currently wielding a Timeless Isle weapon, it'll get a free 13-ilvl upgrade come 5.4.7. Considering the not-insubstantial 20,000 Timeless Coin cost of the weapons, you'd think they could match the ilvl of the rest of the gear, but this is definitely a step in the right direction.

However, if all remains equal between now and the release of 5.4.7, it will probably be easier to farm Honor via one of the many PvE-based methods to do so, and just buy a 522 honor weapon.

Esoth explains how to serve Ordos on the Timeless Isle

No, it's not a cookbook. Not exactly, anyway. You will be scorching your fellow players, however.

If you've ever been interested in farming up some Bloody Coins on the Timeless Isle but didn't understand how it all worked, Esoth has a complete guide for you on how to go about doing just that. You first have to find Speaker Gulan and pony up 1000 timeless coins for a Censer of Eternal Agony, and then the fun (if you like killing players of every faction) begins. While I won't try and recap all of Esoth's article here (you should definitely go read it, it's very comprehensive) I will point out a fact I learned from reading it - while under the influence of the Censer, not only are you hostile to all players (Horde or Alliance) who are not under its influence, you are friendly to all players who are - meaning that your undead rogue using the Censer will be friendly to that gnome warrior who had the same idea to go farming for bloody coins. Shakes of the zombie invasion, eh?

So head on over to Esoth's write up if you're feeling like spreading some mayhem. And remember, don't complain when we gang up on you and kill you sixty times in a row so we can get back to farming elites. You asked for it.

Filed under: Analysis / Opinion, PvP, Mists of Pandaria

Patch 5.4.2 PTR Patch notes

Patch notes for patch 5.4.2 have finally been released, confirming at least some of the new features we can expect to see in the next Mists patch. Keep in mind that 5.4.2 is not a content patch -- there will be no new content to play through, no new raids, scenarios or dungeons added. However, 5.4.2 is adding several new features that players have been clamoring for for quite some time.
  • The Cross-realm raid browser now has new categories for Mists of Pandaria world bosses -- the Celestials and Ordos, as well as Flexible raid difficulty for the Siege of Orgrimmar.
  • Players will finally be able to mail account-bound items to characters on different realms.
At the moment, the official list of patch notes is pretty short. Follow after the break for the list, which will likely get more updates as the patch nears completion.

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Filed under: News items, Mists of Pandaria

August Celestials hotfixed to accomodate smaller groups

Just one hotfix was released last night, but it was a doozy for those looking to complete their legendary cloaks. All four Celestials on the Timeless Isle have had their health reduced to 25% of their original giant-raid-worthy health pool. If more than 10 players from the same faction engage with a Celestial, its health will scale up to compensate. The scaling will stop at 100% of their original health once 40 players are engaged in the encounter.

The last step of Wrathion's expansion-long chain to obtain legendary cloaks was easy enough when patch 5.4 went live, but these days fewer players are killing the Celestials each week. I know my server usually sees a lot of Celestial kills on Tuesday, but that number drops rapidly as the week wanes on, making it far more difficult for players that are trying to catch up and get their cloak. This change should hopefully make it a little more feasible for players to complete the quest.

While it's nice to see this change applied to the Celestials, I wish we'd see the same technology applied to the rest of Pandaria's world raid bosses as well. The Sha of Fear, Galleon, Oondasta, and Nalak all drop mounts, but it's difficult to find a raid group to take these bosses on so late in the expansion. As the expansion's end draws near, it would be nice to see that technology put in place for older content as well as the new. What do you guys think?

Filed under: Hotfixes, Mists of Pandaria

The demise of the daily quest in Warlords of Draenor

Golden Lotus Daily Quests
Haven't you heard? Daily quests are going the way of the dodo. There will be no such thing in Warlords of Draenor. This topic came up in the first WoW Source, but we also heard about it at BlizzCon. Dailies were first introduced in The Burning Crusade, and historically they've usually had reputations tied to them. The difference was, a lot of those earlier reputations were totally optional for things such as mounts or pets. The reason daily quests received such a bad rap in Mists was entirely the fault of the Golden Lotus and all of the things hidden behind that grind.

It appears that the new solution for end game world content going forward is the Timeless Isle variety of gameplay. I would agree this is preferable to the 5.0 dailies, but that doesn't necessarily mean daily quests need to be phased out completely. I actually enjoy daily quests when they don't feel like a requirement. I thought the Isle of Thunder was a good balance between the two extremes. I could go and hunt for rares if I wanted, or I could get some guaranteed valor and gold with the daily quests.

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Filed under: Analysis / Opinion, Warlords of Draenor

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