Patch 7.1.5 brings a massive amount of changes and new/updated content. Highlights include: Opening of The Nighthold raid January 17th Balancing of legendary equipment, new legendaries, and increased item level for newly acquired legendaries (existing ones can have their ilvl increased) Numerous class balancing changes and talent reworks Secondary stats have been reworked to be more valuable to all specs Professions updates PVP updates: Artifact traits 35+ are now active (update: in non-instanced PvP) Prestige cap raised to rank 9 MoP dungeons being added to the timewalking rotation Brawler’s Guild returns and has been reworked for new and amusing challenges Micro Holidays introduced Artifact Knowledge catch-up to rank 20
As Blizzard revealed during one of the developer Q&A sessions the next World of Warcraft: Legion raid, the Nighthold, will be released to NA realms on January 17th. Located in Suramar, the Nighthold is described as “the largest structure in the Broken Isles and among the grandest in all of Azeroth”. In spite of the raid being occupied by Gul’dan, Tichondrius, and other creatures of the Burning Legion the raid is heavily focused around elven architecture and magic since it was previously a palace. That does not diminish the malevolence of those that dwell within, however. As with previous raids the opening for various difficulties will be staggered across several weeks beginning on January 17th with Normal and Heroic difficulties. The next week (January 24th) Mythic difficulty and the first wing of LFR (Arcing Aqueducts) will open, followed by Wing 2 (Royal Athenaeum) on February 7th, Wing 3 (Nightspire) on
Continuing with the Legion 7.2 recap, we look at the new Tomb of Sargeras raid, the Cathedral of Eternal Night dungeon, and various Legion dungeon updates. Tomb of Sargeras The Tomb of Sargeras is a new 9-boss raid within the Legion-corrupted Elven edifice on the Broken Shore. Gul’dan originally unlocked the ancient wards that prevented the Legion from invading through this powerful tomb. Players must return and use the five Pillars of Creation* to shut the Legion out, buying mortals time in a much greater war across the cosmos. *The fifth pillar is the Eye of Aman’thul, which comes from the Nighthold raid last known to release around January 2017. The raid descends into four main sections, including (names tentative) a “dark cathedral” entrance, “flooded caverns” going into the Naga-filled depths, an “Elven wing” spared the brunt of Legion corruption, and the deepest chamber, where Aegywynn once defeated the Avatar of
The items in question are Corrupted Essence for the quest Essence of Power and Deathglare Iris and Horn of the Nightmare Lord for the quest In Nightmares.
Blizzard is currently at Gamescom and while they’re at the convention some of the World of Warcraft developers are taking the time to provide additional insight into Legion as the expansion draws nearer. One piece of information provided during an interview with Fatboss is that the development team is planning on having the first raid of the new expansion, the Emerald Nightmare, will open on September 20th, three weeks after the expansion launches. As with previous raid launches the Normal and Heroic difficulties will open the first week with Mythic available the next week. There hasn’t been an official announcement of these dates yet but we’re anticipating hearing them soon, along with dates for when various wings of the LFR version will be available. Ion did state that raiders will “most likely” have a lot of their set pieces by the time the first wing becomes available so it sounds
Take a look at World of Warcraft: Legion‘s two launch raids in our continuing recap of this year’s BlizzCon. The two raids, Emerald Nightmare and Grand Palace of Suramar, will feature 7 and 10 bosses respectively and explore the new and returning threats in Legion: Lord Xavius, Gul’dan and the Nightborne. Emerald Nightmare Launching a couple weeks after Legion begins similar to Highmaul in Warlords of Draenor, Emerald Nightmare will be the first in-depth journey players have into the Emerald Dream. The raid has 7 bosses and culminates with a fight against Xavius. Quick recap: the Emerald Dream has been a popular fan theory for either an entire expansion or a major content patch for years. In essence, it’s a parallel dimension that mimics Azeroth as a sort of “blue print.” Some lore originally said that the dimension only echoed the original Azeroth–pre-Sundering, when the world was one landmass around the Well
Only two hotfixes today but they’re biggies if you participate in LFR and even moreso if you do LFR and another difficulty later in the week.
We’ve reached the (apparent) end of the Warlords of Draenor storyline with the opening of the final wing of Hellfire Citadel LFR: Archimonde. Over the last several months since the release of patch 6.2, large numbers of players have battled through the halls of the citadel and conquered bosses imbued with fel-magic. Their goal was to reach the Black Gate where they would face the commander of the Burning Legion military and original traitor of the Draenei. Now the time has come to join Azeroth and Draenor’s greatest heroes to face off against Archimonde the Defiler and prevent him from completing the task lain at his feet by Sargeras: the invasion of Azeroth.
Hellfire Citadel has been out for some time now and I would like to give my first impressions on it. The first night I began progress on Hellfire Citadel we started in Heroic, as this was the difficulty my guild was clearing in Blackrock Foundry. After many failed attempts at Hellfire Assault we decided to go down to normal and were able to clear the first few bosses. We were stuck in a difficulty limbo, because the first few bosses in normal felt too easy but were too hard in heroic. As we kept progressing the difficulty did ramp up. I am guessing that with the item level scaling with drops the bosses are also intended to get harder. The fights are all very different and have very interesting mechanics. I really like Gorfiend for example, using deaths as a an integral part of the fight was interesting and made sense
With patch 6.2 coming out next week we are saying goodbye to progression through Blackrock Foundry. This tier had its good and bad moments and with this article I would like to examine Blackrock Foundry and its impact in the game. Blackrock Foundry has very mechanic heavy fights. This is good because it leads to more interestingly designed encounters. It is very hard to just brute force yourself through this raid and you have to learn fights in order to progress. At the start this was very fun but it got very tiring, specially when you are stuck on a specific fight. The final bosses of wings were taxing when doing progression. Blackrock Foundry is non linear and this has not been the case for raids for over an expansion. It was refreshing to have options as to which bosses to do. Each wing had a dose of easy and hard fights so