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Posts with tag warlords-of-draenor-features

Warlords of Draenor: Bag space solutions, illustrated

I will be the first to admit that I am probably a little overzealous when it comes to collecting items and carrying stuff around in WoW. Most of what I collect is one of two things -- armor and weapons for transmogrification, or toys and little trinkets that were pretty cool while I was leveling. Because of this, I was ridiculously excited to hear about getting a new Void Storage tab, as well as the new Toy Box tab. Anything that opens up more bag space for the stuff I like to collect is automatically a good thing.

That image above is my main character's bags and my bank when I first logged on to the beta servers. It's a chaotic mess, I know. At the time of that screenshot, I had 20 bag spaces free, and one spot in my bank. As for Void Storage, it's completely full on live. So how much bag space can you expect to get with just the Toy Box and Void Storage tabs available to play with? If there was anyone to test that out on, it was me and my admittedly insane collection.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor: Secondary Stat Attunements

The latest round of patch notes has introduced several new sections of content pertaining to the next expansion and just how classes are going to function. One of these new items is Secondary Stat Attunements -- passive abilities that grant a 5% bonus to specific secondary stat bonuses for every class and spec in the game. This bonus is in addition to the secondary stat bonuses you'll find on gear in Draenor.

So what does that mean to you, the player? It's a little boost for your character, but in addition to that, it's also a little nudge in the right direction as far as choosing secondary stats that are appropriate for the spec you want to play. For instance, balance-spec druids have a Secondary Stat Attunement for mastery -- meaning they've automatically got a 5% bonus applied to their mastery, and indicating that hey, mastery is a pretty good thing, and perhaps you'll want to pick up more of that over other secondary stats.

Read on for the full list of Secondary Stat Attunements.

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Filed under: Warlords of Draenor

Warlords of Draenor: New UI introduced for keybinds

I've been messing around in the Warlords alpha, but I'm afraid I haven't gotten very far in actual gameplay, largely because I keep getting sucked into the UI and the subtle changes that have been made. The latest change is a small one, but incredibly welcome -- the keybinding interface has gotten a small revamp. Instead of scrolling through one very long list, keybinds have been broken up into sections, and players can simply choose which section they want to work with.

Once you've chosen the appropriate section, functions are clearly labelled to choose from. Just click on the keybinding you want to change, and press the appropriate keys you want the function bound to -- the same as it functions right now. There aren't really any major changes in regards to the keys you can bind, it's the same list. The layout has simply been refined and rearranged into something that is much easier to look at, and easier to use.

Given the customization capabilities of so many addons out there, this new layout may not be of use to everyone. But if you, like me, are sick of scrolling through a seemingly endless list of options in one small panel in order to keybind one function, your days of being irritated are almost over.


Filed under: News items, Warlords of Draenor

Warlords of Draenor: New quest and map interface

The quest UI has received some tweaks and changes in Warlords of Draenor -- no longer simply a quest log, it has been renamed to the more appropriate Map & Quest Log instead. Hitting L for your quest log will now bring up a new pane which combines both map and quest log into one handy place. You can still hit M for a full sized map, but it almost isn't necessary with this new feature -- the drop down menus at the top of the pane will let you switch between continents, and then sub-zones within those continents.

It honestly reminds me of the current Dungeon Journal UI, which lets you choose between expansions, dungeon or raid content, and then individual dungeons or raids for boss strategies and loot lists. And frankly, this is one of those quality of life changes I didn't really realize I needed until I saw it in action.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor: New mount tab and favorites function

The Warlords of Draenor alpha has plenty of content, but it's the little things that are standing out at the moment -- subtle UI tweaks and additions that are marked improvements to existing features. One of these in-progress changes is the mounts tab, a feature that has been pretty bare-bones since it was introduced. Although it isn't complete just yet, there are some nice changes -- mounts that you cannot use are clearly outlined in red, and mousing over their icons will tell you what riding skill you need in order to ride them.

Mounts from both factions are now shown on the tab. However, Horde and Alliance icons clearly note which mounts are faction-specific, and which faction you need to be in order to ride them. In addition, some mounts now have flavor text in the mount window that includes a little information about the mount, and where it is obtained -- whether it be via quest or vendor.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor: Major balance druid changes on the way

I have two druids, one Alliance, one Horde -- in fact, the Alliance druid was the first character I ever made. That said, while I initially tried my hand at healing with my first druid, these days, I usually just use the characters for farming purposes. Let's face it, there's nothing better than flight form for nabbing pesky herbs or mining nodes. I will, however, occasionally run a dungeon or a scenario -- and when I do, I'm in cat form. It's the default choice as far as I'm concerned, and I do enough damage to get by, although nobody in their right mind could claim I have more than a bare, passing knowledge of the spec.

But I never could get into playing a balance druid. At first it was the fact that I began playing a druid before balance druids were even something remotely feasible to play. Then I was drawn to other classes, and by the time I got back to the druid, balance looked like a complicated impossibility to learn. Apparently I was not alone in this assessment, as balance druids are headed for some massive changes according to the latest iteration of patch notes from the Warlords of Draenor alpha.

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Filed under: Druid, Warlords of Draenor

Warlords of Draenor: New flavor items, weapons, and armor

For the Alliance!
Our fellows over at Wowhead have posted the datamined details of Warlords of Draenor's latest build, including a number of intriguing items from Ashran, WoD's new world PvP zone. The quest items, doubtlessly linked to killing members of the opposite faction, are particularly fun. Thanks to the Tauren Hoof, you can enjoy your favorite gelatin-based chewy candies, or collect and grind Draenei Tails to help spice up your love life. You know, if you don't mind some mindless slaughter (and this is Warcraft, so of course we don't!). Other new faction quest items include the Severed Night Elf Head, Worgen Snout, and Forsaken Brains.

Even more interesting than these are the epic-quality PvP weapons pulled from the latest build. Not many are listed so far; just a priest staff (Nozaro, Staff of the Heavens), and a paladin mace (Rowyn, the Jailer's Gavel). Both weapons are only usable in Ashran, and will disappear upon leaving the isle. Both of them also have really cool abilities. The priest staff will levitate you high in the air for 30 seconds, out of enemy range, and the paladin mace will teleport an enemy player to your faction's prison. How neat is that? These can't possibly be the only Ashran weapons; certainly there will be at least one for each class. I wonder--what kind of effects will they all have?

As if the weapons weren't enough, a single piece of armor pulled from the patch invites rampant speculation about the nature of gear we might see in Warlords. That would be the mail hunter boots, the Simplyswift Treads, which removes the cooldown from Disengage. If this effect makes it to live, it could mean huge things for class gear in the upcoming expansion. What other abilities may we see modified in such a way? If you were designing a piece of gear like this for your own class, what would it be? There are so many possibilities!

Filed under: News items, PvP, Warlords of Draenor

Wowhead interviews Lead Game Designer Ion Hazzikostas

Warlords of Draenor is bringing some big changes to the table -- and Wowhead recently interviewed Lead Game Designer Ion "Watcher" Hazzikostas about many of the changes we'll be seeing in regards to raiding, valor, and more. Item upgrades will be going away entirely, and with them, the valor point system seems to be attracting a shift in purpose, although that shift hasn't quite been decided just yet. However, the incentive mentioned during last year's BlizzCon that rewarded players with extra valor for grouping is undergoing a revamp, as valor currently isn't as useful as it has been in the past.

Also interesting to note are the design changes for gear rewards. For the past several expansions, gear obtained from varying levels of difficulty in raids has always been the same model, simply different colors. In Warlords, this will be changed to be similar to what we saw in Burning Crusade -- PvP and PvE gear will share similar models, and the color shift will denote whether the armor was obtained in PvE, or PvP. Raid gear will go back to having different artwork, depending on the difficulty of the content completed -- so players that have defeated the most difficult content will have the snazzy gear to show for it.

While Garrisons are going to be a huge piece of playable content, Hazzikostas pointed out that the feature is in no way mandatory -- the feature is not meant to feel like dailies in any way, and there won't be any sense of obligation to work on them on a daily basis. For those that have waded their way through the daily system introduced in Mists, that should be a relief to hear. Check out the full interview above for more from Hazzikostas -- and keep an eye on Wowhead for a full transcript of the interview soon.

Filed under: Interviews, Warlords of Draenor

Warlords of Draenor Alpha Patch notes for April 17

A new round of updates have been released for the alpha client of Warlords of Draenor. Included in the patch notes are new sections covering changes and adjustments with Itemization, Movement Speed, Raid Utility Balance, Reforging, and Combat Resurrection. There have also been updates to existing sections as well - many class sections have received a lot of updates and adjustments, as expected for such an early build.
  • Haste % and Crit % bonuses have been streamlined -- no more spell/melee/ranged, it's a universal Haste and Crit % bonus for all.
  • Druids, rejoice -- Ravage no longer requires you to be behind the target.
  • Many glyphs have been removed, and a lot of new glyphs have been added, with some glyphs now being exclusive to a specialization.
  • Movement speed enchants now increase Movement Speed by 10% -- up from 8%.
  • Hunters, there has been a comprehensive sweep over pet abilities -- it's a major list!
  • Paladins, there have been some major tweaks to both Holy and Protection specs.
For the full list of updates, check out the official Battle.net site for all the details. New updates are denoted in red for easy reading.

Filed under: News items, Warlords of Draenor

Warlords of Draenor: New garrison screenshots from PAX East

Hunter site Eyes of the Beast attended PAX East this weekend, and uploaded some images from the press kit. Included in the screenshots are an impressive shot of what appears to be the Spires of Arak, a shot of Frostfire Ridge, another shot of the gorgeous scenery in Shadowmoon Valley, and of course, garrisons. The garrison screenshots in particular are interesting because it looks like this is a garrison at or very near completion -- giving a much clearer look at just what these things will look like when we get to set them up ourselves.

Of course, the buildings displayed are all Alliance structures -- we haven't really seen any fully realized previews of Horde settlements just yet. The Alliance architecture seems to blend in with Draenor's lush landscape remarkably well. I'm hoping that the Horde buildings won't stick out like a sore thumb in comparison -- but we'll have to wait to see what the Horde structures look like, for now. Check out the full post on Eyes of the Beast for all the images.

Filed under: Warlords of Draenor

Warlords of Draenor: Garrisons much more than player housing

Garrisons seem to be shaping up to be the centerpiece of Warlords content -- not in the sometimes soul-crushing manner of the daily quest grind in Mists, but as an entertaining and engaging diversion for players to do at max level in between dungeons, raids, scenarios, and whatever else happens to pop up. We have yet to get a proper introduction to the feature, but we've been told and shown in glimpses here and there that it's going to be big. Much, much bigger than our farms.

Wowhead has been busily datamining everything under the sun from the Warlords alpha client, and some of that information directly involves the new feature. While there's not a clear picture of how exactly garrisons are going to work, the datamining does point out some fascinating details and perks. It's become incredibly clear that while garrisons have been referred to as WoW's version of player housing, in fact they're likely going to be much, much more than that.

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Filed under: Warlords of Draenor

Breakfast Topic: Talented

Warrior talents
With the release of the first set of patch 6.0 patch notes--I'm certain there will be many variants to come--talk is buzzing about all the major changes and adjustments we'll be seeing come Warlords of Draenor. In addition to reading about all this, I've been doing some perusal of the level 100 talents (as they currently stand).

In particular, I think all three of the new feral druid talents sound great, though Lunar Inspiration is my favorite just for concept alone. The restoration druid options aren't quite as exciting, in my opinion, though they certainly aren't anything to sneer at. The other classes I play regularly are my frost mage and my retribution paladin, and a few of their talents strike my fancy as well--Comet Storm for the mage and Empowered Seals for the paladin in particular sound fun and useful, respectively.

Have you looked over the talents in detail? Some haven't changed much since BlizzCon, but some haven't been documented publicly until now. What do you like? What don't you like? What do you wish were there?

Filed under: Breakfast Topics

Warlords of Draenor: Garrison to have its own fishing hole


Cory Stockton has teased us yet again with news on the upcoming Garrisons for Warlords of Draenor. This time, he's working on fishing.

What is becoming ever more clear with each successive tweet (many of which we've covered) is that the Garrison is more expansive and a lot more content than anything like the Farm we've gotten before. Cory confirmed this in a followup tweet, promising some new blogs on the feature and what to expect from it in the near future.

Honestly, I'm starting to get the sense that I need to pay a lot more attention to the Garrison and that it's going to be a big new part of how we play WoW in this expansion. We've seen that they'll have portals to major cities, be a place where you can display achievements, work on professions, there's a follower style minigame planned, pets and mounts displayed via stables, and I find myself wondering just how big the Garrison is intended to be. Very interested in those promised blogs.

Filed under: Analysis / Opinion, News items, Warlords of Draenor

Warlords of Draenor: Patch 6.0 patch notes

The patch notes for patch 6.0 have been released! Patch 6.0 is the pre-patch for Warlords of Draenor, featuring many of the changes and adjustments we'll be seeing in preparation for the next expansion's launch. Please note that patch notes can and often will change over time -- these should by no means be considered a finalized version. Highlights from the patch notes include:
  • A new row of talents has been added for level 100, and Draenor Perks from levels 91-99.
  • Racial traits have been rebalanced.
  • All characters now learn a few important Major Glyphs as they level up.
  • Garrisons, garrisons, garrisons!
Read on for the full list of patch notes after the break.

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Filed under: News items, Warlords of Draenor

Dread Raven, Dread Hatchling live with Warlords preorders

Preorders for Warlords of Draenor are now live, as well as the level 90 boost feature. And for those that pre-purchase the Digital Deluxe version of the expansion, you'll have your Dread Raven mount and Dread Hatchling pet waiting for you in your inbox. The mount is a flying, armored and far more ornate version of the Raven Lord mount from Sethekk Halls, and the pet is a baby version of the two.

If the hatchling weren't adorable enough on its own, try summoning your Dread Raven while the hatchling is out and you'll see just how much the little guy adores its horrific armored death machine of a momma. And there's an Easter Egg for those with the Raven Lord mount -- summoning the Raven Lord will also warrant a happy reaction from the little guy. But just because he's adorable doesn't mean the hatchling doesn't pack a punch in Pet Battles -- check out Warcraft Pets for more information on the hatchling and its attacks, and take a look at the gallery below for more screenshots of both pet and mount in action.



Update: Heads up for pet collectors -- the Dread Hatchling can be caged and sold on the Auction House, or traded to other players.

Filed under: News items, Warlords of Draenor

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