Posts Tagged ‘Patch 5.4 – Siege of Orgrimmar’

Heart of the Valorous Buff : +100% Valor points

With the recent possibility to upgrade items from the Siege of Orgrimmar you might need some valor points, well for a limited time, until June 10 you can double the gain of your valor points!

Heart of the Valorous Buff

A heroes’ journey is long and fraught with danger, but our goblin engineers have managed to cobble a little something special together for you to help make the path to power just a little bit easier.

 

Beginning Friday, May 30 at 9:00 a.m. realm-time, through Tuesday, June 10 at 9:00 a.m. realm-time, we’ll be applying the Heart of the Valorous buff which will increase the rate of Valor Point gains an additional 100%. Don’t wait to get in on the action!

 

Siege of Orgrimmar: Cross-realm Raids Enabled

Good news everyone! Thanks to a recent hotfix announced by the bird Rygarius, you can now play with your friends from another server in the Siege of Orgrimmar on Norman and Heroic difficulty

 

Rygarius

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.

Posted by Intrinsc

This is a change very late into a tier, which leads me to believe that when WoD comes out this change won’t be live and will still require guilds on the same server to tackle Mythic raiding.

WatcherWatcher : Correct — current-tier Mythic raiding in Warlords will still be limited to players from a single server. In the meantime, though, this change may help guilds that are trying to recruit and grow in preparation for Mythic raiding.

As for realm firsts, realm firsts are guild achievements; you need to be in a guild group, which is by definition 8/10 or 20/25 members coming from a single guild on a single server. You could theoretically have a couple of guests from a different server and still claim the realm first, but ultimately 80% of the group still has to be from the same guild.

Posted by Bravoman

Are the Cutting Edge achievements for Heroic Garrosh still obtainable with this change?

RygariusRygarius: The “Ahead of the Curve” achievements are still obtainable with this change, which is what awards the Reins of the Kor’kron War Wolf.

 

 

Ghostcrawler Discusses Patch 5.4 Class Changes in New Dev Watercooler

In the latest “Dev Watercooler” post, Lead Systems Designer Greg “Ghostcrawler” Street explains the thinking behind some of the class changes listed in the Patch 5.4 PTR notes:

 Yeah, I know, long time no watercooler. I’ve been busy.

I wanted to take a moment to provide context for some of the Patch 5.4 class changes that we’ve been making. If you haven’t already, you’ll want to get acquainted with the 5.4 PTR Patch Notes, as this watercooler is going into detail on the changes listed. I’ll discuss the changes to each class, but here are a few things to keep in mind before we get started:

  • The team made a lot of changes to glyphs that weren’t working out well or were just to provide some new choices. There were a lot of changes so to keep this blog manageable, I’m not going to go into them in detail.
  • I’m not going to get into specific damage or healing tuning unless it requires extra explanation for some reason. In general, you can assume that your damage was too low or too high if you see generic buffs or nerfs to abilities.
  • As I write this, Patch 5.4 has not shipped yet, so if there are changes yet to come, I’m obviously not going to be able to cover them!

One final caveat: please don’t consider the number of changes or the size of the paragraphs as an indication of the degree to which we love or hate your class. When players start weighing the number of words we use on each class, the end result is just to make us less likely to want to engage in discussions like this. Paladins and Hunters have a lot of words below because their changes are fairly complex and I felt they required more explanations than other classes.

Druid

We buffed Guardian spec Stamina outright because we felt the spec needed it. Druids have less reliable damage reduction, which isn’t a problem itself, so long as they have the health pool to compensate for it. For Feral Druids, we reverted an earlier nerf to Cyclone’s cooldown but removed Cyclone from Predatory Swiftness. We felt like this ability had become a PvP problem that was too unpredictable to counter. We also lowered the PvP duration of Faerie Fire to make it less of a hard counter to stealthed players. We changed Innervate to scale with Spirit so it would scale with gear better. We also made a few changes to the Restoration healing toolkit. Our change to Efflorescence is an attempt to get Swiftmend back to its original design of being a potent single-target heal. We’re making that change slowly by having the 5.4 Efflorescence glyph move the ground heal from Swiftmend to Wild Mushrooms. We further tweaked Wild Mushrooms for Restoration by limiting it to a single mushroom.

We had several specs whose passive damage reduction we felt was starting to cause balance problems, and Balance’s Moonkin Form was among these. Originally we converted the physical damage reduction to spell damage reduction at a time when the spec needed a PvP buff, but we felt like the fact that Balance required less healing in PvE was causing raids to favor them over other casters.

Most of the changes to Druid talents were because of the situation where certain specs leaned heavily on certain talents in a row and tended to ignore the others—Dream of Cenarius, Force of Nature, Nature’s Vigil, and Soul of the Forest fall into this category. We changed Nature’s Swiftness to be a core Restoration ability because we felt the healers were dependent upon it. We replaced it with a new passive talent, Ysera’s Gift.

Hunter

We had three main issues we wanted to resolve for Hunters this patch: Silencing Shot, Readiness, and Stampede.

The problem with Silencing Shot is it’s just too powerful as a talent. No self-respecting Hunter is going to choose any talent but Silencing Shot, especially in PvP, but in PvE as well. At the same time, we think Hunters, especially Beast Mastery, have proven really powerful in PvP this expansion—and frankly the game has too many blanket silences already, so we didn’t want to just give Silencing Shot to all Hunters. Our decision was to give Silencing Shot to Marksman, who needed a PvP buff anyway. We did give all Hunters a base interrupt with the new Counter Shot, which can interrupt a spell being cast, but can’t pre-silence a caster.

Readiness has been another problematic ability for us to solve. It started as a talent, but was too good compared to the other choices. We ended up giving Readiness to all Hunters, but we were never happy with this implementation. For PvP, it made Hunters really difficult to balance with the ability to reset so many offensive and defensive abilities. For PvE, we felt like Readiness wasn’t doing anything interesting besides making the opening attack sequence twice as complicated as it needed to be. If Readiness was an ability that a clever Hunter would bust out at a clutch moment, then you could argue it would be an interesting ability, but of course it was never actually used that way. Given that Hunters already have a lot of cooldowns, situational abilities, and just buttons in general, we didn’t think Readiness was worth saving. We did make small buffs to Deterrence and Disengage and we will make sure DPS is where it needs to be (which, if I had to guess, will be relatively higher than it was in Patch 5.3).

We felt like Stampede had been nerfed too much in PvE for PvP reasons. It’s the intent that Stampede is a potent cooldown for Hunters, so we increased its damage back to an exciting level and just had it do less damage in PvP. Finally, we made a change that some (though to be fair not all) Survival Hunters had asked for a long time, to remove Explosive Trap from Lock and Load (and therefore from the shared cooldown with Black Arrow) so that they could use Explosive Trap (typically with the knockback glyph) without interfering with Black Arrow/Lock and Load.

Hunter talents were in a pretty good spot overall after a bit of iteration throughout MoP. We did nerf Aspect of the Iron Hawk, because as with Shadow Priests and Balance Druids, we felt like the damage reduction was just too potent. We changed Narrow Escape to be dispellable as a PvP nerf. We buffed Spirit Bond, which has felt particularly weak, and we buffed A Murder of Crows.

Paladin

Most of our core changes were to Holy Paladins. Specifically, we felt like the healing style of blanketing a group with Eternal Flame to proc absorbs from Illuminate Healing had become too widespread, and didn’t fit the healing style we wanted for Paladins. When some Paladins choose to use a heal-over-time spell, that’s the kind of diversity we want the talent tree to deliver. However, when every Paladin uses heal over time spells, then it’s just the way Paladins work.

In this case, we didn’t want to make Eternal Flame a core ability. Unlike Restoration Druids, Mistweaver Monks, and to a lesser extent Holy Priests, we don’t think every Paladin should be extensively using heal-over-time spells. The only change we made was to have Eternal Flame’s periodic heal not proc the Illuminated Healing absorb. It can still be used the way any HoT is used, to provide a buffer that can be layered with other heals, but it will no longer be an efficient way to blanket many targets with long-lasting absorbs. We made significant changes to Sacred Shield and Selfless Healer as well to help offset this nerf, which I’ll discuss below.

We also felt like Seal of Insight had a design problem. When Holy Paladins could melee targets, they had no mana problems at all, but when they had to heal at range (which we wanted to at least be an option, if not the default healing style), they suffered for mana. We thought it best to unshackle Holy Paladins from the pressure of having to stand in melee, so we removed the mana return from Seal of Insight and buffed Divine Plea. We had to provide more mana to Protection Paladins as well, since they typically tank using Seal of Insight. We also buffed Guardian of Ancient Kings for Holy, because we felt like it was too focused on single-target healing at a time when most healers are required to do a lot of area healing. Finally, we allowed the Sanctity of Battle passive to also affect Holy Shock, with the intent of making Haste slightly better for Holy.

Aside from the mana buff mentioned above, we changed Crusader Strike to also provide Weakened Blows as a quality of life improvement. We also changed Grand Crusader to proc from avoidance instead of attacks. We aren’t trying to make Dodge or Parry a Paladin’s best tanking stats, but those stats are going to appear on tanking gear, so we want to make sure they can tie into active mitigation. We’re happy with how active mitigation is working out overall and we want to put even more emphasis on it, for all tanks, in the future.

Retribution didn’t need much attention overall in our minds, but we did make Inquisition require less maintenance overall, and we reduced the cooldown and strength of Guardian of Ancient Kings, so that Retribution could use the cooldown more frequently. Retribution players had concerns that their damage was too tied to long cooldowns.

For Paladin talents, we tried to improve Selfless Healer for Holy by allowing Judgment to provide Holy Power, and we tried to improve Sacred Shield by removing the target cap and having a cooldown and charges instead. We’ve come to the conclusion that the same talent choices for healers and other specs just won’t always work, which is why you increasingly see talents work slightly different for healers in the case of Paladins, Priests, and Druids in particular. We replaced Burden of Guilt as a talent (and made it a slightly weaker glyph) with the ability to use Turn Evil on players. We hope that this will open up some PvP comp choices for Paladins, since fears are not always easy to get. We buffed Hand of Purity so that it will still have some benefit on boss abilities that can’t be prevented from immunities. We buffed Sanctified Wrath for Holy and Protection. We also simplified Unbreakable Spirit by just having it apply the cooldown all the time rather than having to be “driven down.”

Warlock

Because Warlocks had so many changes coming into Mists of Pandaria, we had to iterate on a lot of these new mechanics throughout the expansion and tried to not change things too much for Patch 5.4. We did nerf Fel Armor for the same reasons we lowered the passive damage reduction of Balance Druids, Shadow Priests, and Hunters. We increased Fel Flame’s damage but removed its DoT extension, which had become a liability for Fel Flame in PvE rather than letting it provide damage on the move as it was intended. For Affliction, we shifted more damage to DoTs and away from Malefic Grasp. Malefic Grasp is a cool spell, and we like channeling it to increase DoT damage, but we felt like too much damage had been shifted away from DoTs, which hurt Affliction in PvP and made all Affliction locks have difficulty moving. We also simplified the Soul Swap mechanic slightly by removing the glyph and the initial damage component. For Destruction, we changed Rain of Fire to not be so essential to the single-target rotation by reducing its Ember generation. We made Howl of Terror baseline for all Warlocks because we thought they had lost too much of their fear-based control package.

Our biggest challenge with Warlock talents was the level-90 tier, where most Warlocks chose Kil’jaeden’s Cunning (often to the frustration of raid leaders forced to deal with slow-moving Warlocks). We removed the snare from KJC but reduced the number of spells it affected. The talent should help with movement but not guarantee characters never need to stop moving. We buffed Mannoroth’s Fury by allowing it to increase the damage as well as radius of area-effect spells, but on a cooldown so the Warlock has more control over the effect and so it’ll feel more potent when active. We decided we could not safely balance Archimonde’s Vengeance in its “damage reflection” kit, so we redesigned and renamed the talent to emphasize the Dark Soul cooldowns (with the intent that one talent needed to be attractive in fights with no movement or area damage).

In addition to these substantial changes to the level-90 row, we wanted to buff several unattractive talents. Harvest Life never had a strong niche, so we made it improve Drain Life rather than act as an area-effect Drain Life. We replaced Howl of Terror (now baseline) with a talent inspired by the Cataclysm version of Shadowflame that many players asked for. Demonic Breath is a cone-based snare. Soul Link was also returned to an older design which is easier to use and more powerful.

 

Visit Ghostcrawler’s original post for additional information and insight on class changes in the Patch 5.4 PTR.

Patch 5.4 – Proving Grounds (Videos) | World of Warcraft: Mists of Pandaria

The Proving Grounds is a new feature Blizzard Entertainment is introducing in World of Warcraft: Mists of Pandaria Patch 5.4.

The Proving Grounds allow players at level 90 to test their mettle as either Tank, DPS or Healer.

There are three types of Proving Grounds: Bronze, Silver and Gold. Each type increases the difficulty level and each one reduces the countdown time.

Some of these tests are truly insane and require a lot of concentration, skills, and swiftness. Overall, a lot of patience too as you might have to start all over again if you fail.

To start go to the Golden Terrace (Shrine of the Two Moons|Horde) or to the Summer Terrace (Shrine of the Seven Stars|Alliance) in the Vale of Eternal Bloosoms, and look out for Trial Master Rotun. It’s the same NPC on both factions. Horde and Alliance players may queue with this NPC to enter the Proving Grounds scenario.

patch-5-4-proving-grounds-1

Proving Grounds Instructor

Trial Master Rotun: Are you ready to begin the trials?

Bubble option: (Enter the Proving Grounds)

Note: Clicking this option queues the player to enter the Proving Grounds scenario. It is a round room, and mobs are static, standing still on the same spot — there is an exception at Gold trials.

patch-5-4-proving-grounds-2

The player is teleported into the Proving Grounds scenario where Trial Master Rotun can begin the trial once the player is ready to start the event.

TIP: Before you start the Proving Grounds trial, take a look near Trial Master Rotun. You will see Nadaga Soulweaver. Click the fountain next to her to loot a Healthstone. Near her is Mystic Quillstar – a grummle who provides Arcane Reforger services. Finally, players will find Furnisher Echoroot – a grummle who provides Training Supplies. Among these supplies are Tome of the Clear Mind which is used to reset specific talent tree’s talents. He also sells water and food. Some of these with buff properties.

patch-5-4-proving-grounds-4

If you have one of the Celestial Offering coins, the Blessing of the White Tiger buff will automatically benefit you once you enter the Proving Grounds. The Proving Grounds scenario is within the Temple of the White Tiger.

Select the links below to open the page for each type of trial: contains transcripts, images and videos. Each Wave has a separate video to facilitate pin pointing the wave you are looking for.

 

Work in Progress — Adding Proving Grounds DPS Silver Trial videos throughout Monday.
Gold Trial on Tuesday.

Time Keeper Kairoz – World of Warcraft Patch 5.4 – Timeless Isle

Time Keeper Kairoz

Watcher Alundra: You have found your way to the Timeless Isle, (class). The Bronze Dragonflight is keen to investigate the mysteries of this place, but the island is dangerous, and we will need your help.

Mid-way down this beach, you will find a paved path to the east.

It will lead you to the ancient Celestial Court. You will find Kairoz there, one of the Keepers of Time that we are working with.

Kairoz will answer any questions you might have. Be careful: The way may not be safe.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-1

Objectives

Speak with Kairoz on the Timeless Isle.

Completion

Time Keeper Kairoz: Ah! Well met, (name)!

I was told you would be coming, but had not expected you so soon.

… or has it been a long while? It is difficult to tell, here.

So! Shall we begin?

Dialogue

Prince Anduin: What IS this place?

Time Keeper Kairoz: A pandaren enigma, my young prince! A mystery in the mists.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-4

Prince Anduin: I’ve been here for hours and the sun hasn’t moved…

Time Keeper Kairoz: Exactly. Time is frozen in perpetuity. Cause and effect – rendered all but meaningless.

Prince Anduin: What could create such a thing?

Time Keeper Kairoz: I should like to find out! Perhaps it is related to the mists? Or the power that was unleashed in the sundering ten thousand years ago? We must investigate!

Prince Anduin: Is it dangerous?

Time Keeper Kairoz: Indeed. This place overturns our very notion of time, and how it shapes the universe. Stranded on this island you will find the most dangerous creatures in all of Pandaria. Explore if you must, Prince Anduin. But be cautious.

Prince Anduin: I will.

 

Journey to the Timeless Isle – World of Warcraft Patch 5.4

Journey to the Timeless Isle

Chromie: The Bronze Dragonflight has discovered a most unusual pandaren phenomenon, (class). Emerging from the mists, far off the coast of the Jade Forest – an island that was lost in time!

It is a dangerous place, perhaps the most perilous in all of Pandaria. But we are determined to unravel its mysteries.

Here, take this timepiece. A single click will whisk you to the island. Get yourself established, and speak with Watcher Alundra. She will guide you to our chief investigator.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-2

Objectives

Speak with Watcher Alundra on the Timeless Isle, off the coast of the Jade Forest.

patch-5-4-timeless-isle-journey-to-the-timeless-isle-1

Completion

Watcher Alundra: I see Chronormu has made good on her promise! You are right on time.

 

Blizzplanet Preview: PTR 5.4 – Siege of Orgrimmar – Kor’Kron Dark Shamans

The Dark Shamans encounter in the Siege of Orgrimmar 10-players Normal Raid testing took place yesterday. These two bosses and their mounts can be found inside the Grommash Hold. However, fighting inside the Grommash Hold is not recommended at all.

The two wolves: Darkfang and Bloodclaw die pretty fast. Focus fire on them while the tanks build aggro on the bosses. That encounter felt really hard with the Wavebinder Kardris summoning tornadoes and oozes. Healers have to really spam heals and be on their toes ready to run out of the way of the tornadoes if they wish to survive.

WoWScrnShot_062413_195947

The storm places a dot that last a bit over 20 seconds in which time the healers need to constantly spam heals on the raid. Three healers might be needed for this encounter.

For my first three attempts, the raid wiped as soon as the tornadoes covered the entire area. I kept wondering if some kiting might be needed to reduce the amount of tornadoes slaughtering raid players. The area around the Grommash Hold has no obstacles preventing players from kiting.

Something fans might have overlooked is that these two Siege of Orgrimmar bosses were actually Shaman trainers. Haromm was located at Stonard in Swamp of Sorrows. Kardris Dreamseeker was found in Orgrimmar at the Valley of Wisdom next to the campfire.

Disclaimer: My main is a Holy Paladin. In PTR I use a shadow priest for the mind vision spell (used in some videos for close ups). I don’t know Shadow Priest rotations and whatnot. Please, focus on the bosses and their abilities before commenting about how horrible the shadow priest is. Thank you.

Blizzplanet – closeup preview

Kor’kron Dark Shamans (Kill)

Dungeon Journal

  • Spell Icon Spirit Link: Damage dealt is shared between Earthbreaker Haromm and Wavebinder Kardris.

  • Spell Icon Bloodlust: When the Dark Shaman reach 30% health remaining, they will go into a blood frenzy, incresing all damage dealt by 30% and haste by 30%.

Darkfang and Bloodclaw:

The riding wolves of the Dark Shaman, Darkfang and Bloodclaw will visciously defend their masters.

  • Spell Icon Swipe: Inflicts 185000 to 215000 Physical damage to targets in a 5-yard cone in front of the caster.

  • Spell Icon Rend: Visciously rends a player, causing them to bleed for 20000 Physical damage every 1 sec. for 15 sec. This effect stacks.

Totems

The Dark Shaman will drop Totems during the fight that grant them new abilities.

  • Poisonmist Totem: Poisonmist Totem grants Earthbreaker Haromm the Toxic Mist ability, and grants Wavebinder Kardris the Toxic Storm ability. The Dark Shaman drop Poisonmist Totems upon reaching 90% health.

  • Foulstream Totem: Foulstream Totem grants Earthbreaker Haromm the Foul Stream ability, and grants Wavebinder Kardris the Foul Geyser ability. The Dark Shaman drop Foulstream Totems upon reaching 80% health.

  • Ashflare Totem: Ashflare Totem grants Earthbreaker Haromm the Ashen Wall ability, and grants Wavebinder Kardris the Falling Ash ability. The Dark Shaman drop AshflareTotems upon reaching 70% health.

  • Rusted Iron Totem: Rusted Iron Totem grants Earthbreaker Haromm the Iron Tomb ability, and grants Wavebinder Kardris the Iron Prison ability. The Dark Shaman drop Rusted Iron Totems upon reaching 60% health.

Earthbreaker Haromm

  • Spell Icon Darkstorm Strike: Strikes a player with charged weapons, inflicting 200000 Nature damage and causing the player to take 100% additional Nature damage for 1 min.

  • Spell Icon Toxic Mist: Injects several players with a toxic mist, inflicting 150000 Nature damage every 3 sec. for 30 sec and causing growing Toxicity. Due to the internal nature of the corruption, Toxic Mist pierces all immunities. This ability is granted by Poisonmist Totem.

    • Spell Icon Toxicity: Increases Nature damage taken by 10% per stack.

  • Spell Icon Foul Stream: A stream of foul liquid inflicts 300000 Nature damage to all enemies on a line. This ability is granted by Foulstream Totem.

  • Spell Icon Ashen Wall: Summons a line of stationary Ash Elementals that will attack any nearby enemies. This ability is granted by Ashflare Totem.

  • Spell Icon Iron Tomb: Inflicts 500000 Physical damage to players within 3 yards and creates an Iron Tomb. This ability is granted by Rusted Iron Totem.

Wavebinder Kardris

  • Spell Icon Darkstorm Bolt: Fires a bolt of ionized lightning, inflicting 600000 Nature damage.

  • Spell Icon Toxic Storm: Summons a powerful toxic storm that inflicts 200000 Nature damage to players within 9 yards every 2 sec. and periodically creates Toxic Tornadoes. The storm will move around and lasts for 1 min. This ability is granted by Poisonmist Totem.

    • Spell Icon Toxic Tornado: Toxic winds inflict 200000 Nature damage to players within 5 yards every 1 sec. and knock them up.

  • Spell Icon Foul Geyser: Conjure foul water that inflicts 300000 Nature damage to players within 3.5 yards every 0.5 sec. for 8 sec. Each splash creates a Foul Slime. This ability is granted by Foulstream Totem.

    • Foul Slime: Foul Slimes are coated in Foulness.

      • Spell Icon Foulness: Inflicts 100000 Nature damage to players within 3 yards every 1 sec.

    • Spell Icon Falling Ash: Summons a core of smouldering ash that will fall over 30 sec. Inflicts 999999 Fire damage to players within 10 yards and 200000 Fire damage to all players on impact. This ability is granted by Ashflare Totem.

    • Spell Icon Iron Prison: Encases the player in a prison of iron that slowly asphyxiates them, inflicting 100% of maximum health as Physical damage after 1 min. This ability is granted by Rusted Iron Totem.

 

Gallery

World of Warcraft Patch 5.4 – Orgrimmar and Razor Hill Changes

The World of Warcraft PTR 5.4 has shown a few changes in Orgrimmar City and Razor Hill.

Vol’jin and Baine Bloodhoof are no longer at the Razor Hill tower. They can be found at the center of Razor Hill between the Barracks and the Inn. They continuously play the same dialogue. Troll Darkspear Headhunters and Tauren Thunder Bluff Warriors are guarding the Razor Hill entrances. I found curious to see a Troll Worker carrying crates has a long mohawk, meaning the survivors of the Amani or Gurubashi empire are serving the Darkspear as workers. There are at least 3 Horde Demolishers at Razor Hill, and even Orc refugees with their families including children outside Razor Hill.

I found funny to see these orc refugees carrying their belongings in a bindle sack (a sack wrapped/tied to the end of a cane, with the cane positioned over a hobo’s shoulder for counter-balance). On second thought, not funny. =(

WoWScrnShot_062213_193838

Doyo’da (troll) and Kozish (goblin) are surrounded outside the Orgrimmar Inn by Kor’kron Elite warriors. The city has a heavier presence of Kor’kron guards.

Gamon is no longer outside the Auction House (where currently in live realms he’s surrounded by Kor’kron Elite). Gamon is part of the upcoming Patch 5.4 raid according to MMO-Champion.

Two new NPCs are standing in front of the Grommash Hold: Earthbreaker Harrom and Wavebinder Kadris. They don’t have quests at the moment.

A Kor’kron Overseer is watching over Kor’Kron Elite warriors practicing combat with each other in front of the Warchief’s Command Board at Grommash Hold.

Garrosh is missing in the Throne Room at Grommash Hold. He is now underground beneath Ragefire Chasm readying himself for the Patch 5.4 raid.

Three Kor’kron Dark Shamans are riding Kor’kron Direwolves patrolling around Grommash Hold and half way through The Drag. I haven’t seen these heavily-armored Direwolf mounts before. Hopefully these are raid loot or obtained through an achievement.

In the Cleft of Shadows, the warlock trainers are surrounded by Kor’kron Grunts with shotguns. Ureda of the Black Flame is leading the grunts and asking the warlocks to cease their demonic pacts. Garrosh ordered to put them under custody as prisoners.

Razor Hill – Dialogue

Vol’jin: Almost all of da troops be here now.

Baine: I am uneasy, old friend.

Vol’jin: An me as well. We dun know what Garrosh been plannin this whole time. What he’s got in store for us.

Baine: I fear for the safety of our people.

Vol’jin: Not everyone gonna come out of this alive.

Baine: And for what? What did the Horde gain from such actions? Garrosh is a fool, and a betrayer. I should have killed himn long ago, when he betrayed my father.

Vol’jin: You gonna get your chance mon. But first we gotta take da city.

Baine: Have you been communicating with the humans?

Vol’jin: Both da alliance and da horde got ships sailing for da harbor. We gonna split der forces an assault da front gate.

Baine: A bold plan. Let us hope we do not run into any surprises.

Vol’jin: I don’t think we got a choice, mon.

Cleft of Shadows – Dialogue

Ureda of the Black Flame: Garrosh will not tolerate demon worship within the walls of Orgrimmar. You will submit and allow yourselves to be taken into custody or be destroyed.

Ureda of the Black Flame: These warlocks will suffer for their demonic pacts.

 

Flash of the Bronze … – World of Warcraft Patch 5.4: The Timeless Isle

Flash of the Bronze

As you survey the devastation of the Vale, a flash of bronze catches your eye. Unless you’re mistaken, a tiny gnome is trying to catch your attention from the balcony above Mogu’shan Palace, just outside of the Seat of Knowledge.

You should see what she wants.

Objectives

Speak with Chromie outside of the Seat of Knowledge in the Vale of Eternal Blossoms.

Completion

(The tiny gnome’s eyes reflect the light with a copper sheen. She is not what she seems.)

Chromie: (Name)! I have been waiting for you. The Bronze Dragonflight has need of your services once more.

 

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