World of Warcraft Gold Making

Artcraft: Level Design Part 3

Originally Posted by Chris Robinson (Official Post)
Artcraft: Level Design Part 3

Hi again, I’m World of Warcraft senior art director Chris Robinson. In this third installment of this Artcraft series, senior level designer Ely Cannon explains a bit more about the level designer’s role in bringing World of Warcraft’s landscape to life.

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Hi, I’m Ely Cannon, a senior member of the level design team for World of Warcraft, and I wanted to talk a little about the role that World of Warcraft level designers play in developing the visual style for our zones. On the WoW team, we look for artists who also have design experience, or designers with art skills, for our level design team. This is essential to our process since each level designer is ultimately the gatekeeper for the visual style and tone of the zone he or she is working on.

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This process starts with the pre-production work for a zone. Working with an environment artist, the level designer will help guide and define the scope of environment assets needed. These assets include terrain textures, trees, bushes, accent plants, rocks, etc. The range of models and textures needed must address not only the main zone look, but the sub-environment types needed to break up the zone. Not only that, but the textures must do this all while bringing the concept to life and remaining within the capabilities of our game engine. It can be a challenge, and often is.

Take, for example, the new Nagrand. Not only does it encompass the environment that you know of as the Nagrand from Outland, but it also contains new areas, like a wetlands and a higher-elevation arid region. These disparate environmental themes could clash quite jarringly if not handled with care. To keep the zone’s development moving in the right direction, the level designer and the environment artist need to constantly discuss shape language, color, diversity, scale, mood, model usage, and ultimately, the visual tone of the zone as a whole.

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The environment artists make the models and textures, and the level designer sculpts and paints the terrain, places the trees, rocks, and bushes—all the while considering gameplay and both the art and design direction. A typical day for our level designers will include decisions about the overall look and feel of a zone, as well as paying finite attention to detail, like how one plant looks when placed next to another plant in the scene.

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Nagrand in Warlords of Draenor is a good example of the color relationships between textures. The vast sweeping savannahs of verdant green which make up a large portion of Nagrand presented a particular challenge: how can we get color depth into massive green fields while staying true to the concept? At first glance, the fields and rolling hills seem to be simply green grass—and lots of it. On closer inspection, you’ll notice a carefully selected range of green tones used to render the savannahs of Nagrand. Each of the green tones is a unique grass texture which is meticulously blended with the others in the set to create the effect seen in-game. Likewise, the sub-zones in Nagrand diverge from the main zone color scheme in very specific ways. These were defined early in the process to ensure that players would experience a diverse range of environment types while playing through the zone, and ultimately when they return for max-level content.

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Our artists and designers work together to build and iterate on zones quickly, creating huge play areas with a consistent level of visual quality. In the last segment of this Artcraft series, you’ll learn more about Nagrand and the challenges in building the zone from five of our level designers: Victor Chong, Ian Gerdes, Ed Hanes, Damarcus Holbrook, and Kevin Lee.

 

Artcraft – Level Design Part 2

Originally Posted by Chris Robinson (Official Post)
Artcraft – Level Design Part 2

Welcome back to our ongoing Artcraft series that takes a look at the environmental and zone design for World of Warcraft. I’m senior art director Chris Robinson, and today senior level designer Michael McInerney is going to take us through a more high-level design overview, again using Nagrand from Warlords of Draenor to illustrate our level-design philosophies.

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Hello, I’m Michael, and I’ll be providing insights on some of the thought processes that go into designing an iconic zone like Nagrand. Our approach to level design begins with asking many questions, and defining the answers. The one big question we always ask ourselves is “what is the story we are trying to tell?” This usually keys off the initial pitch—in the case of Nagrand, we wanted to convey that this was the sweeping pastoral home of the Warsong clan. But we also needed to determine the specifics of how we were going to communicate that visually to the player.

The obvious answer to how we tell their story is to put their homes within the environment. But that’s not the only thing that makes a place a home. The Warsong are fairly aggressive and confident, so when you first enter the zone, you’re not so warmly greeted by their war banners and fortified towers. We also knew the Warsong clan were wolfriders and traveled in large packs. This was something we could show with the large beaten-down roads that their war bands travel along. Their home base is nestled into a wind-carved canyon, and has subtle references to an Orgrimmar long past, with buildings and living spaces shaded by cliff sides. We also knew that the way they care for their wolves says something about their culture, and is noticeably different from the reverence for them within the Frostwolf clan. We illustrated that by using animal pits to get across their relationship with their wolves, instead of integrating them into the villages as the Frostwolf would. All of these elements come together to paint a different picture of the Warsong and give them character.

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Nagrand also had some equity we wanted to explore; players have experienced a shattered version of the zone in Outland, and this was a unique opportunity to provide a contrasting look. Giving places a sense of history is high on the list of zone design philosophies. Some of the more obvious ways to tell a zone’s history are with ruins, when they make sense. The Highmaul ogres were once a great power in Nagrand. Now they are on the edge of oblivion. All that’s left of their once great civilization is scattered remnants, as evidenced by their crumbling towers and roads you find throughout the zone. It’s not a coincidence that the area they occupy in the zone doesn’t exist in Outland.

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We also wanted to touch on the floating islands, one of the classic visuals of Nagrand everyone remembers. We needed to figure out how could we could capture that vibe and still tell a story. One way was to create geography so delicate in places you could imagine it snapping off and floating into the sky—fel energies notwithstanding. The sweeping arches and impossible rock formations also lean toward that realm of magic, without fully committing.

The player experience, and the way a player feels when they are moving through the environments is something we’re always thinking about. Moving from zone to zone, or even within the subzones and small microcosms we create, can dramatically impact someone’s perception of their progression and the game world around them. Stay too long in one area and it can get very tiresome, but move too quickly from one to another and it can feel overwhelming. We work very closely with the quest designers to move players through the world so they can experience a dramatic environmental change at the best possible points, or when we feel they could enjoy a change of scenery.

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The challenge with Nagrand was creating enough variety within a theme while maintaining an organic feel. This is a zone that is essentially grassland, but we knew we couldn’t fill a space this large with only fields. Developing an ecology that feels fresh and real is an important tenet of designing a world. Mountains flow into valleys; the edges of a forest blend naturally into open fields. The high points are dryer with scrub bushes and dead trees. The low points are lush, sometimes flooded with water. The riverbanks are a subzone in themselves, covered in reeds and thick vegetation. These areas all offer variety yet stay within the fantasy we are trying to deliver.

The way the NPCs occupy the areas should also make sense. The panther-like Saberon live in roughed out caves below the rock arches. Herds of Clefthooves roam the fields. The Highmaul for the most part occupy the mountainous areas. These relationships to the environment tell a story without any reading required.

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A great zone is one that, upon entering, you immediately “get” the fantasy of, and years later you still remember that moment, and I hope we’ve achieved that with the latest incarnation of Nagrand.

Tomorrow, senior level designer Ely Cannon will explain more about the role of level designers in the creation of a zone.

 

Play with the Blues: Ashran Live Stream

Originally Posted by Nethaera (Official Post)
Play with the Blues: Ashran Live Stream

Join us Wednesday, October 29 at 11:00 a.m. PDT for a special live stream direct from Ashran.  Designers Brian Holinka and Chris Kaleiki will be joined by community manager, Josh “Lore” Allen to provide commentary and share insights on all that Ashran has to offer. Players on the beta realms are also invited to play alongside the blues, just be sure you’re camera ready because notable streamers, Hotted, Bajheera, andTreckie will also be diving into the action.

When: Wednesday, October 29 at 11:00 a.m. PDT

Where: Those participating will want to create a character and login to the level 100 PvP realm. Just want to watch? Catch the action on our Twitch channel at http://www.twitch.tv/wowWe’ll see you there!

Pandaria Awaits – World of Warcraft Now Includes Mists of Pandaria

Originally Posted by Blizzard (Official Post)
Pandaria Awaits – World of Warcraft Now Includes Mists of Pandaria

Unlock the mysteries of Pandaria. Beginning today, October 14, 2014, players are now able to get the original World of Warcraft, The Burning Crusade, Wrath of the Lich King, Cataclysm, and Mists of Pandaria together for only $19.99, available digitally now in the Battle.net Shop. In addition, all World of Warcraft subscribers will now automatically have access to all of the content and features of Mists of Pandaria, even if they never purchased the expansion, at no additional cost.

It’s time to part the mists, adventurer — Pandaria awaits!

Artcraft – Level Design Part 1

Originally Posted by Chris Robinson (Blue Tracker / Official Post)
Artcraft – Level Design Part 1

Hi, I’m Chris Robinson, senior art director of World of Warcraft, and welcome to a special edition of Artcraft focused on environment and zone design. Previously we showed you what it was like to create the Spires of Arak from a purely art-focused perspective, but over the coming days we’ll be releasing a series of articles focused on exterior level design, using Nagrand as a focal point. You’ll be hearing from the team who works with the artists, as well as the quest designers, systems designers, historians, and more to craft and create not only the zones we adventure in, but the visual story that is told about these locations and the creatures and races that inhabit them. For this first article, I’m pleased to introduce Julian Morris, our lead level designer.

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Hey everyone, Julian Morris here, lead level designer for the World of Warcraft exterior level design team.

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The level design team is a hybrid of both art and design. We work hand in hand with the quest design team to build the environmental stories that support the content that defines Azeroth’s lands, cultures, and conflicts.

We also work every step of the way with all of the art groups on the Warcraft team. Working with the environment art team, we sculpt and paint the landscapes to create the rich, vibrant settings that form the foundation of the world. Within those spaces we work with the dungeon team, designing and constructing the thousands of camps, towns, settlements, and cities that provide the unique architectural beauty that anchors all of our cultures and creatures to the world. These locations in turn provide the scenes and staging for the finely crafted set dressing—the tables, chairs, books, and more—that our prop art team creates.

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Level design binds the vision of many groups together, and it takes the passionate effort of all these teams to create an incredibly detailed, hand-crafted experience.

The zones of World of Warcraft are their own main characters that come to life before our very eyes during development. In this series, we’re going to draw back the curtains a bit to show you more on how we approach world-building and how we breathe life into a zone.

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Join us again tomorrow as senior level designer Michael (Mac) McInerney gives you a deeper look into the level design of World of Warcraft using Nagrand from Warlords of Draenor.

New WoW TV Spots

Originally Posted by Blizzard (Official Post)

Your airwaves are about to be invaded by the Iron Horde with our latest Warlords of Draenor commercials. Check them out below, but word to the wise: it’s best to try not to make eye contact.


 

Profession Updates – Warlords of Draenor Build 19057

Professions

Alchemy

Changes

Enchanting

Changes

  • Accuracy: Permanently enchants a cloak to increase crit by 1213. Cannot be applied to items higher than level 600.
  • Agility: Permanently enchant bracers to increase Agility by 1014. Cannot be applied to items higher than level 600.
  • Assassin’s Step: Permanently enchant boots to increase movement speed by 8% and Agility by 59. Cannot be applied to items higher than level 600.
  • Assault: Permanently enchant boots to increase attack power by 128. Cannot be applied to items higher than level 600.
  • Blurred Speed: Permanently enchants a pair of boots to increase movement speed slightly and Agility by 910. Cannot be applied to items higher than level 600.
  • Boar’s Speed: Permanently enchant boots to increase movement speed by 8% and Stamina by 910. Cannot be applied to items higher than level 600.
  • Cat’s Swiftness: Permanently enchant boots to increase movement speed by 8% and Agility by 67. Cannot be applied to items higher than level 600.
  • Critical Strike: Permanently enchant bracers to increase critical strike by 1014. Cannot be applied to items higher than level 600.
  • Crusher: Permanently enchant gloves to increase attack power by 1120. Cannot be applied to items higher than level 600.
  • Dexterity: Permanently enchant boots to increase Agility by 68. Cannot be applied to items higher than level 600.
  • Dodge: Permanently enchant a cloak to increase dodge by 128. Cannot be applied to items higher than level 600.
  • Dodge: Permanently enchant a shield to increase dodge by 1015. Cannot be applied to items higher than level 600.
  • Earthen Vitality: Permanently enchant boots to increase movement speed by 8% and Stamina by 611. Cannot be applied to items higher than level 600.
  • Exceptional Health: Permanently enchant chest armor to increase health by 151120. Cannot be applied to items higher than level 600.
  • Exceptional Mana: Permanently enchant chest armor to increase mana by 60120. Cannot be applied to items higher than level 600.
  • Exceptional Spellpower: Permanently enchant gloves to increase spell power by 1412. Cannot be applied to items higher than level 600.
  • Exceptional Spirit: Permanently enchant a chest to increase Spirit by 1220. Cannot be applied to items higher than level 600.
  • Exceptional Spirit: Permanently enchant bracers to increase Spirit by 1214. Cannot be applied to items higher than level 600.
  • Exceptional Strength: Permanently enchant gloves to increase Strength by 920. Cannot be applied to items higher than level 600.
  • Exceptional Strength: Permanently enchants bracers to increase Strength by 1216. Cannot be applied to items higher than level 600.
  • Fire Power: Permanently enchant gloves to increase Fire spell power by 209. Cannot be applied to items higher than level 600.
  • Frost Power: Permanently enchant gloves to increase Frost spell power by 159. Cannot be applied to items higher than level 600.
  • Glorious Stats: Permanently enchants chest armor to increase all stats by 59. Cannot be applied to items higher than level 600.
  • Greater Agility: Permanently enchant gloves to increase Agility by 76. Cannot be applied to items higher than level 600.
  • Greater Agility: Permanently enchant a cloak to increase Agility by 69. Cannot be applied to items higher than level 600.
  • Greater Agility: Permanently enchants bracers to increase Agility by 1216. Cannot be applied to items higher than level 600.
  • Greater Assault: Permanently enchant gloves to increase attack power by 918. Cannot be applied to items higher than level 600.
  • Greater Assault: Permanently enchant boots to increase attack power by 810. Cannot be applied to items higher than level 600.
  • Greater Critical Strike: Permanently enchant a cloak to increase critical strike by 612. Cannot be applied to items higher than level 600.
  • Greater Critical Strike: Permanently enchant bracers to increase critical strike by 1315. Cannot be applied to items higher than level 600.
  • Greater Dodge: Permanently enchant a cloak to increase dodge by 69. Cannot be applied to items higher than level 600.
  • Greater Fortitude: Permanently enchant boots to increase Stamina by 1113. Cannot be applied to items higher than level 600.
  • Greater Haste: Permanently enchant gloves to increase haste by 1022. Cannot be applied to items higher than level 600.
  • Greater Haste: Permanently enchant bracers to increase haste by 1014. Cannot be applied to items higher than level 600.
  • Greater Haste: Permanently enchants a pair of boots to increase haste by 1112. Cannot be applied to items higher than level 600.
  • Greater Haste: Permanently enchants gloves to increase haste by 1124. Cannot be applied to items higher than level 600.
  • Greater Intellect: Permanently enchant a cloak to increase Intellect by 1011. Cannot be applied to items higher than level 600.
  • Greater Mana Restoration: Permanently enchant chest armor to increase Spirit by 1018. Cannot be applied to items higher than level 600.
  • Greater Mastery: Permanently enchant gloves to increase mastery by 1122. Cannot be applied to items higher than level 600.
  • Greater Parry: Permanently enchant a shield to increase parry by 1115. Cannot be applied to items higher than level 600.
  • Greater Precision: Permanently enchants a pair of boots to increase crit by 1112. Cannot be applied to items higher than level 600.
  • Greater Protection: Permanently enchants a cloak to increase Stamina by 1316. Cannot be applied to items higher than level 600.
  • Greater Speed: Permanently enchant bracers to increase haste by 1315. Cannot be applied to items higher than level 600.
  • Greater Spellpower: Permanently enchant bracers to increase spell power by 1213. Cannot be applied to items higher than level 600.
  • Greater Stamina: Permanently enchant chest armor to increase Stamina by 516. Cannot be applied to items higher than level 600.
  • Greater Stats: Permanently enchant bracers to increase all stats by 34. Cannot be applied to items higher than level 600.
  • Greater Vitality: Permanently enchant boots to increase Stamina and Spirit by 75. Cannot be applied to items higher than level 600.
  • Haste: Permanently enchant bracers to increase Haste by 812. Cannot be applied to items higher than level 600.
  • Haste: Permanently enchant gloves to increase haste by 920. Cannot be applied to items higher than level 600.
  • Haste: Permanently enchant boots to increase haste by 1011. Cannot be applied to items higher than level 600.
  • Healing Power: Permanently enchant bracers to increase spell power by 158. Cannot be applied to items higher than level 600.
  • Healing Power: Permanently enchant gloves to increase spell power by 147. Cannot be applied to items higher than level 600.
  • Icewalker: Permanently enchant boots to increase critical strike by 69. Cannot be applied to items higher than level 600.
  • Intellect: Permanently enchant a cloak to increase Intellect by 610. Cannot be applied to items higher than level 600.
  • Lavawalker: Permanently enchant boots to increase movement speed by 8% and mastery by 79. Cannot be applied to items higher than level 600.
  • Lesser Power: Permanently enchant a cloak to increase PvP Power by 1118. Cannot be applied to items higher than level 600.
  • Major Agility: Permanently enchant gloves to increase your Agility by 1018. Cannot be applied to items higher than level 600.
  • Major Agility: Permanently enchant a cloak to increase Agility by 811. Cannot be applied to items higher than level 600.
  • Major Agility: Permanently enchant boots to increase Agility by 711. Cannot be applied to items higher than level 600.
  • Major Armor: Permanently enchant a cloak to increase armor by 129. Cannot be applied to items higher than level 600.
  • Major Dodge: Permanently enchants bracers to increase dodge by 1114. Cannot be applied to items higher than level 600.
  • Major Healing: Permanently enchant gloves to increase spell power by 2015. Cannot be applied to items higher than level 600.
  • Major Intellect: Permanently enchants a shield or off-hand item to increase Intellect by 1125. Cannot be applied to items higher than level 600.
  • Major Spellpower: Permanently enchant gloves to increase spell power by 2015. Cannot be applied to items higher than level 600.
  • Major Spirit: Permanently enchant chest armor to increase Spirit by 816. Cannot be applied to items higher than level 600.
  • Major Spirit: Permanently enchant bracers to increase Spirit by 912. Cannot be applied to items higher than level 600.
  • Major Strength: Permanently enchant bracers to increase Strength by 1615. Cannot be applied to items higher than level 600.
  • Mastery: Permanently enchant gloves to increase mastery by 1018. Cannot be applied to items higher than level 600.
  • Mastery: Permanently enchant a shield to increase mastery by 1015. Cannot be applied to items higher than level 600.
  • Mastery: Permanently enchant boots to increase mastery by 511. Cannot be applied to items higher than level 600.
  • Mastery: Permanently enchants bracers to increase mastery by 1114. Cannot be applied to items higher than level 600.
  • Mighty Agility: Permanently enchant a two-handed weapon to increase Agility by 2660. Cannot be applied to items higher than level 600.
  • Mighty Health: Permanently enchant chest armor to increase health by 100130. Cannot be applied to items higher than level 600.
  • Mighty Intellect: Permanently enchant bracers to increase Intellect by 1114. Cannot be applied to items higher than level 600.
  • Mighty Spirit: Permanently enchants chest armor to increase Spirit by 1525. Cannot be applied to items higher than level 600.
  • Mighty Stats: Permanently enchant chest armor to increase all stats by 36. Cannot be applied to items higher than level 600.
  • Mighty Strength: Permanently enchant gloves to increase Strength by 1022. Cannot be applied to items higher than level 600.
  • Minor Haste: Permanently enchant gloves to increase haste by 86. Cannot be applied to items higher than level 600.
  • Minor Power: Permanently enchant a cloak to increase PvP Power by 1420. Cannot be applied to items higher than level 600.
  • Pandaren’s Step: Permanently enchants a pair of boots to increase movement speed slightly and mastery by 910. Cannot be applied to items higher than level 600.
  • Peerless Stats: Permanently enchant chest armor to increase all stats by 48. Cannot be applied to items higher than level 600.
  • Powerful Stats: Permanently enchant chest armor to increase all stats by 57. Cannot be applied to items higher than level 600.
  • Precision: Permanently enchant gloves to increase hit by 1018. Cannot be applied to items higher than level 600.
  • Precision: Permanently enchant bracers to increase crit by 1014. Cannot be applied to items higher than level 600.
  • Precision: Permanently enchant boots to increase crit by 1011. Cannot be applied to items higher than level 600.
  • Protection: Permanently enchant a shield to increase Stamina by 320. Cannot be applied to items higher than level 600.
  • Protection: Permanently enchant a cloak to increase Stamina by 615. Cannot be applied to items higher than level 600.
  • Shadow Armor: Permanently enchant a cloak to increase Agility by 56 and armor by 206. Cannot be applied to items higher than level 600.
  • Shadow Power: Permanently enchant gloves to increase shadow spell power by 159. Cannot be applied to items higher than level 600.
  • Speed: Permanently enchant a cloak to increase haste by 89. Cannot be applied to items higher than level 600.
  • Speed: Permanently enchant bracers to increase haste by 1013. Cannot be applied to items higher than level 600.
  • Spellpower: Permanently enchant bracers to increase spell power by 1511. Cannot be applied to items higher than level 600.
  • Stamina: Permanently enchant chest armor to increase Stamina by 414. Cannot be applied to items higher than level 600.
  • Stats: Permanently enchant bracers to increase all stats by 53. Cannot be applied to items higher than level 600.
  • Super Health: Permanently enchant chest armor to increase health by 138140. Cannot be applied to items higher than level 600.
  • Super Intellect: Permanently enchants bracers to increase Intellect by 1216. Cannot be applied to items higher than level 600.
  • Super Stats: Permanently enchant chest armor to increase all stats by 45. Cannot be applied to items higher than level 600.
  • Super Strength: Permanently enchants gloves to increase Strength by 1125. Cannot be applied to items higher than level 600.
  • Superior Agility: Permanently enchant gloves to increase Agility by 57. Cannot be applied to items higher than level 600.
  • Superior Agility: Permanently enchant a cloak to increase Agility by 810. Cannot be applied to items higher than level 600.
  • Superior Agility: Permanently enchant boots to increase Agility by 810. Cannot be applied to items higher than level 600.
  • Superior Critical Strike: Permanently enchants a cloak to increase critical strike by 1211. Cannot be applied to items higher than level 600.
  • Superior Dodge: Permanently enchant a cloak to increase dodge by 911. Cannot be applied to items higher than level 600.
  • Superior Dodge: Permanently enchant bracers to increase dodge by 914. Cannot be applied to items higher than level 600.
  • Superior Haste: Permanently enchants gloves to increase haste by 1125. Cannot be applied to items higher than level 600.
  • Superior Healing: Permanently enchant bracers to increase spell power by 1511. Cannot be applied to items higher than level 600.
  • Superior Intellect: Permanently enchant a shield or held item to increase Intellect by 815. Cannot be applied to items higher than level 600.
  • Superior Mastery: Permanently enchants gloves to increase mastery by 1325. Cannot be applied to items higher than level 600.
  • Superior Spirit: Permanently enchant bracers to increase Spirit by 67. Cannot be applied to items higher than level 600.
  • Superior Stamina: Permanently enchants chest armor to increase Stamina by 718. Cannot be applied to items higher than level 600.
  • Surefooted: Permanently enchant boots to increase critical strike and haste by 34. Cannot be applied to items higher than level 600.
  • Tuskarr’s Vitality: Permanently enchant boots to increase movement speed by 8% and Stamina by 812. Cannot be applied to items higher than level 600.
  • Vitality: Permanently enchant boots to increase Spirit and Stamina by 54. Cannot be applied to items higher than level 600.

Source: Wowhead

Save 25% on Select Character Services – This Week Only

Originally Posted by Blizzard (Official Post)
Save 25% on Select Character Services—This Week Only

The invasion of Azeroth is imminent. Beyond the Dark Portal, the destructive might of the Iron Horde gathers. Now’s the time to summon your guildmates, arm yourself, and prepare to stand against the tides of iron and fury. This week only, select character services are available for 25% below their normal price. The following services will be on sale until October 29, 2014 at 11:59 p.m. PDT:

  • Character Transfer
  • Faction Change
  • Guild Transfer
  • Guild Faction Change

To get started, simply click here. Alternatively, you can log in to your Battle.net account, select your World of Warcraft account, and choose a character or guild service at the bottom of the page.

 

Updated: New Level-90 Crash Course Videos

Originally Posted by Blizzard (Official Post)
Updated: New Level-90 Crash Course Videos

Update October 20, 2014 – All of the videos below have been updated for WoW 6.0.

Want to leap into action with a new class at level 90 but not sure how to begin? In our new videos—one for each of WoW’s 11 classes—we’ll give you a crash course on how to play your new level-90 character. To help you get started, these videos focus on one damage-dealing (DPS) specialization for each class.

Click your class of choice below to begin your training!

Death Knight
Death Knight
Druid
Druid
Hunter
Hunter
Mage
Mage
Monk
Monk
Paladin
Paladin
CrashCourse-Priest_Embed-188x109.png
Priest
CrashCourse-Rogue_Embed-188x109.png
Rogue
CrashCourse-Shaman_Embed-188x109.png
Shaman
Warlock
Warlock
Warrior
Warrior

For more advanced guides or to learn more about other class roles, check-out the Boosting 101- New to 90 Guide and Wowhead’s Boosted 90s Essentials Guide and Class Guides.

Gem, Enchant and Profession Combat Perks Changes in Patch 6.0.2

Gem Changes

Hit and expertise will be removed with the upcoming expansion release, many gems will offer different stat combinations, some of which are new to the game. Below is a list of the changed gems.

Enchants

Enchants are a bit in flux at level 90. While you cannot put any current enchant on gear above ilvl 600 in Warlords of Draenor, you can still enchant your Siege of Orgrimmar gear. Tailors will also have to enchant their capes as their Embroideries are going away.

Enchants with expertise have been converted to haste, and hit to crit. This means that you may have several enchants that do identical things for different costs.

Profession Combat Perks Removed

Profession combat perks are removed in the Warlords of Draenor prepatch. Old items with profession augmentations have these removed when the prepatch hits–for example, my ring enchants on live gear are removed on characters I copied to the PTR and beta.

  • The Mixology perk appears to be removed once you learn Draenor Alchemy.
  • Blacksmiths cannot add gem sockets to their gloves or bracers.
  • Enchanters cannot enchant their rings.
  • Engineering glove enchants are being removed. Helms are remaining.
  • Herbalists no longer have Lifeblood (on use heal and haste).
  • Special Jewelcrafting-only gems now give the same stat boost as regular crafted gems.
  • Leatherworkers cannot enchant their wrists.
  • Miners do not get a Stamina increase.
  • Skinners do not get a critical strike increase.
  • Tailors cannot enchant their capes for a stat proc.

Source: Wowhead

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