In World of Warcraft Patch 6.2, we’re making some changes to our Raid itemization with the goal of improving the Personal Loot experience, creating more interesting distinctions among items, and providing rewards that more closely reflect the challenge players face to earn them.
The Personal Loot system offers several advantages to certain group types, but there are still several areas where we think we can make improvements. Our goals with Personal Loot going forward are threefold:
First, rather than treating loot chances independently for each player—sometimes yielding only one or even zero items for a group—we’ll use a system similar to Group Loot to determine how many items a boss will award based on eligible group size. As a result, groups will receive a much more predictable number of drops when they defeat a boss. In addition, set items will reliably drop in Personal Loot, just like they do in Group Loot today. The end result is that groups using Personal Loot will acquire their 2- and 4-piece set bonuses at around the same time as groups using Group Loot acquire theirs.
We’re also increasing the overall rate of reward for Personal Loot, giving players more items overall to offset the fact that Personal Loot rewards can’t be distributed among group members. We know that finding that one awesome specific trinket to round out your gear set can be difficult with Personal Loot, and this should help increase your odds.
Finally, the most visible change is the new Personal Loot UI. Part of the fun of raiding is progressing and improving as a group, not just as an individual. The previous Personal Loot system celebrated your own rewards, but would bury what your groupmates received in the chat log. However, the moment when your friend finally wins that long sought-after sword can be just as important to you as that moment you won your boots—and we wanted the game to help you celebrate it, too. Now when you loot an item, everyone in your group will see what you won!
These Personal Loot improvements aren’t limited to Hellfire Citadel—we’re updating all of our Draenor dungeons, including Mythic dungeons, to use the same system.
Loot distribution underway here
In the early days of World of Warcraft, Raid bosses didn’t have that many items to drop—there were only 150 items in all of Molten Core, and more than half of those were set items. This small amount of total gear in a Raid meant there might only have been one or two items per slot in an entire tier that were appropriate for your class—and if you were a Hunter or a Shaman in a place like Molten Core, that meant your only option for a belt in the entire Raid zone was your class set piece. On top of that, if an item wasn’t class restricted, it was shared between many other specializations with wildly different ideas of which stats were good or bad. When very few items were available to fill any given slot, the desire to make sure they were useful for many specs led us to keep from straying too far from a 50/50 split on secondary stats.
As the game has evolved, we’ve increased the number of items that bosses drop per kill, as well as the variety of items they drop. We’ve made secondary stats more competitive with one another, and we’ve reduced the frequency of oddball items that were only useful to a few classes. This made more items useful to more people, but eroded the distinction and sense of identity that items held in the past. Too rare became the situation where you knew for sure that this drop was your awesome piece of equipment, and that feeling of finding a truly special item came less often than we would have liked.
To help bolster that sense of excitement, we’ve decided to shake things up when it comes to how secondary stats appear on Raid loot in this patch. Inside Hellfire Citadel, you’ll see a wider range of high and low secondary stat values on items than you have in a long time. Alongside some tuning adjustments that should ensure your attuned stats are the right choice, this change should also make it easier for you to identify which items are good for you in a more interesting way than just “equip the highest Item Level.” Our goal is to help make Hellfire Citadel Raid items more distinct and meaningful to you, and we hope you’ll let us know how things feel once you start collecting your new gear.
As this expansion has progressed, it’s become increasingly apparent that there is a mismatch between challenge and reward for guilds that delve deep into large Raid zones. When the Item Level for rewards across a given difficulty of a zone is flat, a caster staff from Heroic Imperator Mar’gok is largely equal in power to one from Heroic Tectus, despite Mar’gok being the far more challenging boss. We often see and hear about guilds killing a late-zone boss like Blast Furnace for the first time, only to disenchant most of the drops because everyone already has loot from earlier bosses in those slots. On top of that, many guilds move on to higher difficulties before they fully complete a difficulty, because Heroic Darmac loot is stronger than Normal Blackhand loot—and you can get it for much less effort.
To address this, we are structuring Hellfire Citadel so that the Item Level of the loot awarded by bosses increases as players proceed deeper into the zone, culminating in Archimonde—providing both the ultimate challenge and the ultimate reward.
We’re doing this for a few reasons. First, it feels good to get higher-level items as you progress through a zone. One of the more prominent pieces of feedback we got about Blackrock Foundry was that it felt unrewarding for challenging bosses like Iron Maidens to drop loot that was just as good as—or possibly worse than—Gruul’s.
This also breaks up where your best items are in a good way. The power of the items that you can get in a particular slot will differ based on how far through the zone you are. The best boots for you will likely be different if you are on Normal Gorefiend than they would be if you’re on Heroic Mannoroth, which would be different than if you’re on Mythic Iron Reaver, and so on.
We can’t overstate how much we appreciate your feedback on topics like this, especially when you’ve taken the time to join us on the Patch 6.2 PTR and experienced the changes for yourself. As always, everyone’s encouraged to join us and other testers in the 6.2 PTR Discussion forum as we prepare to unleash Hellfire.
In this series of blog posts, we’ll look at some of the content in World of Warcraft where you might need a helpful nudge in the right direction—maybe you’re stuck, maybe you got sidetracked, or maybe you don’t even know how to begin! Join us as we travel all over Azeroth and Draenor to uncover and thoroughly tackle the many different little adventures available to any player.
In this edition, we’re looking at some of the more fun and interesting ways to grow your collection of mounts. If you haven’t done much (or any) mount collecting since the launch of Warlords of Draenor, you’re in for a treat, as the latest expansion introduced more than 40 new mounts to the game. Some are exceptionally difficult to obtain, but this article focuses primarily on mounts that more easily attainable—but still require a bit of effort and know-how.
What follows is intended for players who haven’t already overcome the content, though keep it mind it will contain minor spoilers. If this particular information isn’t for you because you’re already a mounted master, then well done! In the comments below, let us know what you’d like to learn how to master in a future blog post.
There’s No Place Like Home
Your Garrison offers you the most direct way to get your reins on 10 new mounts, eight of which are available via the Stables. If you don’t have a Stables, it’s a building that requires a large-sized plot, so you’ll have to demolish your Barracks, Bunker/War Mill, Gearworks/Workshop, or Mage Tower/Spirit Lodge to make room for it. Don’t worry if you want to demolish the Stables later once you’re done with it—any mounts you earn from the Stables will remain in your collection permanently.
These six mounts are obtainable via quests that pop up in your Stables each day:
The quests will require you to track down wild beasts in various zones, lasso them, break them, and ultimately tame them and make them love you.
Once you have all six, you can take on the achievements Advanced Husbandry and The Stable Master. The first rewards an Armored Frostboar, and the second grants you the Armored Frostwolf. This is where things get tricky.
The achievements require you to go to Nagrand and kill each of six named enemies while mounted on each of your six trained mounts. Additionally, you have to have a debuff item in your possession. For Advanced Husbandry, you’ll need to have the Black Claw of Sethe, and for The Stable Master, you’ll need to complete all 36 kills while under the effects of the Garn-Tooth Necklace. Look around your Stables for those items, and be ready to move slower and take more damage on your trained mounts when you’ve got them.
For an in-depth walkthrough of the Stables, check out the Guide to the Garrison Stables on Wowhead.
It’s also possible to obtain two more mounts using your Trading Post:
In either case, you’ve got to build a Trading Post, advance it to at least level 2, and gain a lot of rep. Once again, Wowhead has the lowdown with their Laughing Skull Reputation Guide and this Sha’tari Defense Reputation Guide.
Let’s Go Camping
There’s nothing quite like the feeling you get when a rare NPC spawns after you’ve spent a long time waiting for it, and you capture the mount of your dreams. In Draenor, there are eight such mounts, and six of them are a guaranteed drop for any character who takes part in the kill:
The most basic way to acquire any of these mounts is to hunt down the rare creatures that drop them, usually by spending some time in each of the spots where they are known to spawn. Over on Wowhead, a community member named Obtain has published a handy map of their spawn points, and if you’re looking for more detail, check out his Warlords of Draenor Mount Collectors Guide.
The key to wrangling these rare mounts is patience. The enemies that drop them spawn very infrequently, and in only one of several possible places, so a fair amount of luck is required. Wherever you place yourself, you’ll likely be far away from most of the other spawn points, and these rare creatures are usually taken out quickly. However, once you’ve collected most of them, it will get easier to find the others, since you’ll have so much less territory to cover to do so.
You Can’t Take It With You
You may have overlooked or never known that there are seven mounts available to you to purchase in Warspear for gold and Apexis Crystals (and more are coming in Patch 6.2!).
If you’re interested in gathering Apexis Crystals to pick up these mounts, refer to Wowhead’s Farming and Spending Apexis Crystals in Warlords of Draenor guide.
Or We’ll Come To You
One very good reason to participate in a Garrison invasion every week and go for the gold rating is actually four very good reasons:
You can only find these four mounts in the Invader’s Forgotten Treasure left behind after you earn a Gold Rating in your defense. The chance of finding each in your cache is quite small, so you’ll want to keep defending your and your friends’ Garrisons each week. For some good advice on getting a gold rating, check out the Garrison Invasions guide on Wowhead.