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Posts with tag warlords-of-draenor

Lords of War Part Two: Grommash Hellscream

The second installment of Blizzards animated short series Lords of War debuted today, shedding more background on the leader of the Iron Horde: Grommash Hellscream. There's not doubt that Grommash is a pivotal figure in the upcoming expansion, with his son, Garrosh, having been a central figure in the Mists of Pandaria. Like the previous installment of Lords of War, the new episode opens with Maraad urging Varian to take the offensive and march through the new Dark Portal to face the Iron Horde head on. He then goes on to tell the tale of the events that earned Grommash the undying loyalty of his Warsong clan and how he, against incredible odds, bested the ogre nations united against him. We also get a glimpse of Grommash's mate, Golka, and her fate at the hands of the retaliating ogres.

Check out Lords of War Part Two: Grommash, and learn more about the senior Hellscream, and what makes him who he is.

Filed under: Lore, Warlords of Draenor

Robin Williams tribute arrives in Warlords of Draenor

We knew that Blizzard was planning to add a Robin Williams tribute to the game and had even see datamined files suggesting we might meet Genie, Mork, or Mrs. Doubtfire inside World of Warcraft. However, we've gotten our first in-game look at what Robin will look like. On an island in the seas south of Talador (nearly to the boarder of Nagrand), you'll find an ever-burning lamp sitting on a ledge overlooking the sea. If you click on it, a genie-like NPC named Robin will emerge, yelling "INFINITE COSMIC POWER!" Robin only remains for a moment before shrinking back into his lamp, saying "Itty bitty living space."

Also on the island is a large broken egg with a chair and some machinery inside -- no doubt a reference to Williams' role as Mork, an alien who arrived on earth in a similarly egg-like ship. There may yet be more to this tribute, since datamining has found additional NPCs, but whether they'll show up on this island, somewhere else entirely, or never arrive in the game itself we don't yet know.

Filed under: News items, Warlords of Draenor

Siege of Orgrimmar gear will not become multi-spec in 6.0

If you're waiting for the big multi-spec gear shift when patch 6.0 drops, you'll have to wait a little longer. Rygarius took to the forums today to clarify that the gear that drops in SoO will not be changed to the system announced for Warlords of Draenor.

Rygarius - 5.4 SoO Gear Conversion
Hey Danthedruid,

Gear obtained from Siege of Orgrimmar won't be multi-spec. That's for the new items that will be obtained in Warlords of Draenor. There's no change to existing item levels and they'll will retain their upgrade ranks. If they were reforged they'll be returned into an unreforged state.

Some of the details are still being worked out. We'll be posting more information once there's more info for the remaining stuff.


Basically, this means that you'll still need multiple sets to do things like tank or heal or DPS as long as your wearing gear from Mists of Pandaria - it's not until Warlords itself comes out that you'll get the gear which switches when you do.


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

Know Your Lore: The dawn of the Horde

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.

The Horde as a factional entity has without question seen the most push in terms of story development -- but that's not necessarily something that could be considered an advantage when it comes to World of Warcraft. Sure, story is all well and good, and the advancement of plot is something that's always fun to see. But in the case of the Horde, that plot and story has had some of the most tumultuous conflicts we've seen, including full out inter-factional warfare in Mists of Pandaria.

And now we stand at the cusp of new expansion, one that is turning away from the factional conflicts of Azeroth, and instead setting its sights on the distant world of Draenor and the evil schemes of the Iron Horde. Again, the advancement of story is all well and good, here. And given what happened in Mists of Pandaria, perhaps it's for the best that we depart the stormy shores of Durotar and turn our focus elsewhere ... because right now, the Horde is at its weakest. What is the future of the Horde? That's a pretty good question -- one that likely began to plague Warchief Vol'jin the moment we stepped out of Siege.

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Filed under: Lore, Know your Lore

Warlords of Draenor: Warspear and Stormshield

In Warlords of Draenor, the island of Ashran isn't just home to a potential paradise for world PvP -- it's also the location of both Alliance and Horde faction hub cities. City may be too strong of a word, however -- the two areas are more like souped up bases of operation than proper capital cities like Shattrath or Dalaran. Less giant city, more stronghold -- and slightly more spread out than the garishly charming Shrines in Mists of Pandaria -- both Warspear and Stormshield are meant to be not necessarily a home away from home, but a centrally located area for commerce and trade.

Each stronghold contains portals to every capital city for your respective faction, as well as profession outposts, an auction house, an inn, and a hub of activity for the nearby PvP action in Ashran. In a way, it's kind of nice that the action is nearby. Shattrath was a fun hub city, but it was nowhere near Halaa. Dalaran was great, but having to hop a portal to get to Wintergrasp was never the most elegant solution for players that wanted to duke it out with other players. Still, one of the major concerns for players is simply the strongholds themselves, and their proximity to areas that some people might not want to partake in. So what are these strongholds really like?

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Filed under: Warlords of Draenor

Warlords of Draenor: Call to Arms removed

Way back in 2005, patch 1.7.0 brought with it Battleground Holidays, intended to offer additional rewards to players who participated in particular battlegrounds over a designated weekend -- later renamed the Call to Arms in Wrath of the Lich King. Since then, the familiar sight of representatives from various battlegrounds has been a staple of the Warcraft experience. As new expansions were introduced, new battlegrounds came with them, and were subsequently added to the Call to Arms rotation.

While the thought of getting bonus honor might have been pretty good incentive when the feature was first introduced, as the years have gone on, the Call to Arms weekends have been doing exactly the opposite of what they'd been introduced to accomplish. Unfortunately, some battlegrounds are still perceived as favoring one faction over another -- which means that on Call to Arms weekends, queue times can skyrocket as one side piles on to queue for the additional bonuses, and the other simply avoids the battleground altogether. So what's the solution? Removing the Call to Arms weekends altogether.

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Filed under: PvP, Warlords of Draenor

Warlords of Draenor: PvP now requires active flagging on PvE realms

Have you ever been quietly minding your own business on the Timeless Isle, or attacking a world raid boss like Ordos, only to find yourself accidentally flagged for PvP due to a misclick or tab target gone horribly wrong? Earlier this year, Bashiok mentioned that one of the goals for PvE realms was to keep players from accidentally flagging themselves -- and in a tweet by Ion Hazzikostas, it's been confirmed that this has now been implemented on the beta.



This means no more accidental flagging for players that are simply trying to DPS or quest out in the open world on PvE realms. And this also applies to healers as well -- healers will simply not be able to heal flagged players unless they choose to actively flag for PvP. Naturally this issue isn't a problem on PvP realms, but for players on PvE realms, the change in Warlords should be a welcome relief. When players make the choice to roll on a PvE realm, that choice is usually a deliberate one that's made to avoid the hassle of unwanted world PvP situations. It's nice to see that steps are finally being taken to keep PvP on PvE realms what it was meant to be -- an optional experience that you can choose to participate in, rather than be tricked into whether you're willing or not.


Filed under: PvP, Warlords of Draenor

Warlords of Draenor Beta: Patch notes for August 27th

They're here, and they're mostly a tuning pass.

The latest patch notes for the Warlords of Draenor beta are much less about sudden, massive changes and much more about getting damage and healing output where it needs to be for the live release of the game. So what are we looking at?
  • The pandaren racial Epicurean now increases the effect of buff food by 75%, down from 100%.
  • Typhoon's range was decreased to 15 yards, down from 30 yards.
  • Pretty much every single class saw some damage adjusted up or down.
We definitely seem to be heading towards release at the pace you'd expect for a November release of the expansion. Head on over to the official site for more details.

Filed under: Warlords of Draenor

Tom Chilton: Blizzard had hoped to have Warlords out a couple of months ago

In a recent interview with Icy Veins, Tom Chilton talked about Warlords of Draenor and one of the things he mentioned that struck me immediately was that Blizzard was hoping to have Warlords out by now. Specifically, a few months ago.
We did a good job earlier in Mists of Pandaria, having the content come at a more frequent intervals, and certainly we had hoped to have Warlords of Draenor out a couple of months ago. The reality is that scaling up the number of people that we have, to work on multiple projects at once has slowed us down. Honestly, it should have not come as a surprise to us. We increased the size of the team by 50% and the majority of those people had never worked on World of Warcraft before or any other MMO, so it is really difficult for them to create content right away, without getting up to speed.
This echoes what other developers have said in interviews and it interests me because one of the things we've bemoaned is the huge drought in content between the end of Siege of Orgrimmar and now - if they'd intended to have Warlords out in June, that would have been a fairly reasonable amount of time for a new expansion, really. (September to June is 10 months, long, but much more reasonable) and the idea that just throwing people at development doesn't immediately bring more content because they have to learn what they're doing makes sense.

I still feel like it's been a heck of a dry spell, all things considered. I really would like to see the alternate timeline where Warlords released in June.

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

Know Your Lore: Warlords, timelines, and the Bronze 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.

Many of the questions that have had players mystified since Warlords of Draenor was introduced last year at BlizzCon surrounded Draenor itself. How did it appear? Why is it different? Why don't the events that occur on Draenor have any kind of bearing on what's going on with Azeroth? If Draenor is an alternate Draenor, is there an alternate Azeroth as well? Does this mean there are duplicate lore characters? Will we see two Thralls, two Velens, two versions of Garrosh? And as the year has slowly marched on, that question has been answered in bits and pieces, but never with enough clarity to really set people's minds at ease.

When the Warlords of Draenor beta was released, it became immediately clear to anyone that knew the history of Warcraft that this Draenor, the one on which we are going to be building garrisons, amassing armies, and defeating the Iron Horde, is not and never was the Draenor we were already familiar with. It's an entirely different planet. We've been using the term "alternate universe" in reference to Draenor because seems the best term to encompass the concept of this strange world. With the release of the short story Hellscream, it has finally been made clear just what is going on with Draenor -- and it has nothing to do with Garrosh's trip, and everything to do with the Bronze Dragonflight.

Please note: The following Know Your Lore contains several spoilers for Warlords of Draenor as well as the short story Hellscream.

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Filed under: Lore, Know your Lore

Warlords of Draenor: Recruit Alexi or Weldon Barov for your garrison

Ah, the Barov family. If you've been playing WoW for any length of time, you're likely well acquainted with the brothers Barov. The last two heirs to the Barov family fortune, Alexi and Weldon Barov used to send players both Alliance and Horde to the opposite faction's camps in order to murder each other. Once the head of the offending brother was returned, players were rewarded with the Barov Peasant Caller, a trinket that summoned Barov servants. In Cataclysm, the Barov brothers seemed to have come to an accord, each no longer intent on the murder of the other, and instead focused on assaulting Scholomance.

But in Mists, both Weldon and Alexi disappeared without a trace. The Barov Peasant Caller was no longer able to be obtained, Scholomance was revamped, and the brothers Barov vanished. Some players idly wondered if this meant the end of the Barov line -- we can officially say no, it did not. Why? Because it looks like Weldon and Alexi decided to team up and band together to enter the lumber industry, and you can find them both on Draenor. In fact, you can recruit either Weldon for the Alliance, or Alexi for the Horde, as a follower for your garrison.

And that Peasant Caller? It's back, and it's gotten a substantial upgrade along the way.

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Filed under: News items, Warlords of Draenor

Warlords of Draenor: New voice files datamined

Adriacraft over on Youtube has been hard at work downloading a variety of different voice files from the latest beta build. Included in the mix are what seems to be most of the tracks for the Tanaan Jungle starting experience, as well as a few different vignettes and scenarios, some of which haven't been seen on the beta as of yet. Several of the orc warlords have been dug up, as well as a full ten minutes worth of vocal tracks from Yrel.

Needless to say, every single last one of these files are full of spoilers for story lines and events in Warlords of Draenor. If you are deliberately avoiding spoilers, listening to any of these would be a very, very bad idea. And if you do choose to listen to them, keep in mind that these are beta files, and therefore may or may not actually be found in game once the expansion is released.

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Filed under: Warlords of Draenor

Warlords of Draenor: Highmaul Coliseum offers free-for-all PvP

Warlords of Draenor certainly seems to be mixing it up on the PvP front, offering a lot of new options for players that enjoy PvP. Oddly enough, one of the coolest opportunities for PvP I've seen so far comes not in a battleground or even on the fairly addictive isle of Ashran, but from your garrison. While leveling through Gorgrond, players can choose to make one of two outposts, that will unlock the plans for one of two medium buildings -- the Lumber Mill, or the Gladiator's Sanctum. If you choose the Gladiator's Sanctum, you get a few nice perks for Gorgrond -- and you also get to build the Sanctum itself.

Level 3 of the Gladiator's Sanctum unlocks the Highmaul Coliseum, shown in the video above. A solo scenario, the Coliseum places you in a pit with other players. Once the event starts, it's a free-for-all brawl, and the last person standing wins the spoils. What kind of spoils? PvP gear, of course! To unlock the level 3 blueprint for the Gladiator's Sanctum, players must first complete The Bone Collector, an achievement that requires players to collect 4,000 Broken Bones from PvP combat in Draenor -- any kill that awards honor also awards 3-6 bones. Once you've built the level 3 Sanctum, you gain access to Highmaul Coliseum, as well as a buff that reduces all damage in outdoor Draenor zones by 50% if you fall below 35% health.

Take a look at the video for more of the Coliseum in action -- I particularly like how dead players are teleported up into the stands to watch the rest of the brawl play out, spectator style.


Filed under: PvP, Warlords of Draenor

New Hellscream Short Story available now

If you're curious about exactly what is going on with Garrosh, Kairoz, and the Draenor we're all about to find ourselves on, then you'll want to read Hellscream, the new short story by Robert Brooks that's up on the official site right now. It goes into detail, bridging the gap between the end of War Crimes and the beginning of the expansion. How does Garrosh motivate the orcs of Draenor to become the Iron Horde? Well, that's exactly what this story covers.

Without spoilers, it's definitely an interesting read, and it gives us a sense of what the major actors are up to, especially Garrosh and Kairoz. Head on over to the official site and check it out.

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

Warlords of Draenor Beta: New Login Screen

With the newest patch to the Beta servers we're one step closer to what Warlords of Draenor will look like at release with this new login screen. As you can see, it hearkens back to the days of classic with the return of the Dark Portal, but changes it up with the signature red portal used by the Iron Horde to invade Azeroth and threaten both the Alliance and Horde with destruction.

I like it. It's retro, but it also changes it up enough with the images of what's going on behind it and that red glow seething, it's very interesting. I really enjoy that, when I first come back to the login screen after clicking the cinematics button, the portal is dormant, and then bursts into red light again. It's a very neat effect. What are your thoughts?

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

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