in your browser.
Transmog and 3D Models
Toy Box and UI Changes
Zones, Quests, and Exploration
Already earned all your Garrison Invasion medal rewards for the week? You can still get Resources for helping friends defend theirs!
16 hr 54 min ago
I thought that flight paths were supposed to be -faster- since we can't actually fly,
? Flying from Ashran to Frostfire is rly slow
19 hr 30 min ago
There are some bugs we're working on. Also new flight path tech inc. to make any flight a direct A to B 'as the crow flies' path.
19 hr 1 min ago
Protection Paladins are performing well overall. However, their attuned stat, Haste, is underperforming. Considering some solutions.
19 hr 5 min ago
WoD seems to have old fashioned gear growth now, but with the next xpac, will it get squished?
19 hr 21 min ago
There's a lot of appeal to upgrading gear and getting more powerful, and that means a natural inflation of item level over time.
19 hr 20 min ago
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Highmaul Preview and Unlock Schedule, Battle in Ashran Daily, Conquest Points/Gear, Warlords Tumblr
WoW Now Has Over 10 Million Subscribers, November 19th Hotfixes, @WarcraftDevs New Blizzard Account
Guide to Getting the ilvl 610 Gear Requirement for Heroic Dungeons in Warlords of Draenor
Garrison Invasions, Free Game Time for Launch, Draenor's Secret Power, Nov 18th Hotfixes
Garrison Tools, Guides, and Databases on Wowhead - Comment to Win a X-51 Nether-Rocket!
Herbs, Pigments & Inks... Oh, my!
A Pet Battler's Guide to: Defeating the Pandaren Battle Pet Dailies
Obtainable Feats of Strength
BrekeMart: Your Cooking Achievements One Stop Shop! [Updated for Warlords!]
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News by Tags
Guide to Gearing for Dungeons
Garrison Guides and Giveaway
Wowhead Weekly - Warlords Q&A
Warlords Midnight Signing Event, New Wowhead Guides for Proving Grounds, Garrisons, and Quests
9 days ago
New Expansion Guides on Wowhead
We've added several more expansion guides to our
section! The Proving Grounds guide was updated by our class guide writers and Serrinne wrote the other three!
Stay tuned for our Warlords overview coming soon that recaps all of the guides and content we have published during the beta:
For our complete set of Garrison resources and guides; from basics to buildings, followers to missions, and much more, check out our
Warlords of Draenor Legendary Ring Guide
: Learn how to get your epic ilvl 640 ring and upgrade it to ilvl 680.
Guide to Proving Grounds Silver
: Completing Proving Grounds Silver is a requirement for solo-queueing for dungeons, so we put together guides for Tank, Healing, and DPS waves.
Starting a Garrison
: This guide walks you through the initial quests you will have to do in Shadowmoon Valley and Frostfire Ridge to get set up with a basic Garrison.
Questing in Tanaan Jungle
: Learn how to get through the starting zone quickly with a summary of the quests and at what points you receive gear and unlocked abilities if you are a boosted character. (Spoiler alert)
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News Roundup: Recent Hotfixes, Battleground Honor Adjustments, Talk Azeroth Episode 28
2014/02/28 at 8:14 PM
Dancing Rune Weapon
's summoned rune weapon should no longer incorrectly cause NPC guards to attack the target instead of the
that summoned it.
Zen Pilgrimage: Return
is no longer automatically removed from
s that leave the
Peak of Serenity
Battlegrounds and Arenas
Resolved a pathing issue with
Glyph of the Watchful Eye
equipped while in the
Temple of Kotmogu
Resolved a situation where players were able to retain the
effect from trinkets without equipping them while in a Battleground.
Resolved a crash in the client that affected users running Windows XP: Service Pack 3.
Resolved a crash that could occur while loading into an area or instance.
Resolved an issue where overlapping
s were causing the effect to expire more quickly than intended.
Resolved an issue where
pets were able to incorrectly retain the
debuff from Servants of Siamat from the
Lost City of the Tol'vir
Resolved an issue where Icicles stored by Frost Mage's Mastery: Icicles was dealing more damage than intended when used against party or raid members that are under a
effect from NPCs in PvE.
can no longer be cast on players that are under the effects of a Nitro Boost.
Prayer of Mending
's healing should now be reduced correctly when cast on a target with the
should no longer incorrectly consume an extra charge while healing players other than the casting
Resolved an issue where the duplicated healing done by the Restoration version of
was incorrectly factoring in Battle Fatigue and healing reduction effects on allied targets a second time.
Resolved an issue where players that are under a stealth effect can use up a
charge without triggering the
Talk Azeroth Episode 28
Olivia takes on the big topic from the Warlords of Draenor press tour this past week -- the addition of Silver Proving Grounds as a requirement to solo-queue for heroic 5-man dungeons. You can also check out the recent announcement in
last week's newspost
Upcoming Battleground Honor Adjustments
We've recently taken another look at the rate of Honor gains in various Battlegrounds, and have concluded that current Honor gains in several Battlegrounds are too low. To that end, we'll be making several changes to the way that Honor bonuses are rewarded in those battlegrounds, as follows:
In Arathi Basin, Battle for Gilneas, and Eye of the Storm, we'll be increasing the frequency at which you'll be rewarded bonus Honor based on the points your team has earned. Currently, you earn bonus Honor every 260 points (or 200 if that battleground is the current Call to Arms) in these battlegrounds. As a part of this adjustment, we're going to lower the number to 130 (or 100 during Call to Arms).
We're also making a similar change to
. Currently bonus Honor is earned for every 265 points (or every 160 if Silvershard is the current Call to Arms). After the change, you'll earn bonus Honor every 200 points (or 130 during Call to Arms).
are getting a slightly different treatment. Because these matches tend to take longer than the above Battlegrounds (which directly affects the rate at which you earn Honor from playing them) we wanted to make some changes to speed them up a bit. To do this we're going to apply the
debuff 1 minute after both flags have been picked up, which is 2 minutes earlier than it does currently. Once it's begun to apply, it will continue to increase at the current rate of 1 stack every minute. On top of that, we're adding a new bonus at the end of the match: For every flag you prevent the opposing team from capturing (so, every flag under 3), you'll earn 18 extra Honor.
Strand of the Ancients
, we're doubling the bonus a team earns for destroying a gate (or preventing it from being destroyed).
These hotfixes are currently in production, and will be applied as soon as they are ready. We'll have an update in the official Hotfix blog once they're active. We look forward to seeing you on the fields of battle!
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News Roundup: Proving Grounds Silver Required for WoD Heroics, Talk Azeroth Episode 27
2014/02/22 at 12:33 PM
Early this morning, it was announced that Heroic Dungeons in Warlords of Draenor would require the completion of Silver Proving Grounds for your role (tank, healer, or dps) to queue up with randoms. This was hinted before in our
Patch 5.4 interview with Tom Chilton
. Keep in mind this is just for matchmaking groups--you don't need any medals to queue up with friends.
Proving Grounds will be retuned for level 100s in Warlords, and more attention will be paid to make sure tuning is even across the board for each spec. If you want to check out Proving Grounds now, check out our
guide to Proving Grounds with maps and strategies
Olivia is also back with another episode of Talk Azeroth, hitting all this week's news, and there's a lot to get through! She starts off with a discussion of the price for the level 90 boost, then moves into looking at the new character models. Next up it's some PvP talk, but PvE fans can skip ahead to 23:45 to get past it to a brief chat and a question about the new questing style introduced with WoD!
To at least get everyone on the same page in terms of information, since a summary of a translated version of a translation of a few sentences in a single interview may not be the best foundation for a 24-page discussion, here's an overview of our current thinking:
We will have Normal and Heroic versions of our max-level dungeons. (Note that we did not have Normal level 90 dungeons in Mists.)
There will be no special requirement other than basic level/ilvl requirements on queuing for Normal dungeons or LFR.
Level-up quest gear will get you into Normal dungeons/scenarios, and Normal dungeon/scenario gear will get you into LFR.
Heroic dungeons will be more challenging than the Normal version (not brutally difficult, mind you -- just somewhat more demanding).
You will need a Silver Proving Grounds medal in a given role in order to queue for random matchmaking for a Heroic Warlords dungeon. If you form a premade group, you can zone in regardless and no such requirement applies.
In the past, challenging content and random matchmaking have often not gone so well together. Relying on item level does nothing to prevent a random group from getting, for example, a tank who may literally have never tanked before. Everyone has to learn somewhere, but we'd rather not have that learning come at other players' expense. One option would be to require a full premade group to do Heroic Dungeons, as we do with Heroic Scenarios, but that would present a very high barrier to entry (finding 4 other people with rigid role requirements is much harder than finding 2 other people with no role requirements). This solution represents a compromise in order to allow the content to see a broader reach via matchmaking, while minimizing frustration.
And yes, we realize that by formally using Proving Grounds as a qualification, it will be incumbent upon us to further refine their balance and mechanics. We'll be updating them for Warlords, and we're confident that we can make them a fair test of baseline ability within a given role.
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Wowhead's Guide to Proving Grounds: Strategies, Bestiary, and Rewards
2013/09/11 at 12:46 PM
are new solo challenges in Patch 5.4 that both allow new players to learn a new role in a comfortable setting, or seasoned players to try something difficult and competitive.
This guide will help you get through challenges for each role and covers the following:
Rewards for beating various difficulties.
Rules to keep in mind for gear scaling and instance buffs.
Bestiary details for tank, healer, and dps challenges.
Detailed breakdowns of all waves on Gold and Endless, including some charts and videos.
The detailed strategy and bestiary sections were written experienced players of each role who spent substantial time testing Proving Grounds on the PTR:
is a hunter in <Something Wicked> on Whisperwind, where he's been doing 25-man heroic progression raiding since Wrath of the Lich King. He writes the
Survival Hunter thread
on Elitist Jerks and maintains other WoW tracking projects on his personal blog,
. He can also be found on twitter as
has been playing WoW since 2005 and has raided at all levels from casual through top progression. He's best known for various theorycraft projects including Druid guides and spreadsheets on
, and other posts on a blog he maintains with me
. He can always be found on twitter as
has been tanking since Vanilla WoW, and is currently the MT for <Royal Militia>, a progression-oriented 10-man guild on Bleeding Hollow - Alliance. He writes and maintains the
Brewmaster Monk thread
on Elitist Jerks and streams raids on
Click the cut to view the Proving Grounds guides!
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Wowhead's Patch 5.4 Interview with Lead Game Designer Tom Chilton
2013/08/18 at 10:24 AM
Patch 5.4 is coming very soon
, bringing with it a variety of innovative content from Flex Raiding to the daily-free Timeless Isle. This past week, we got to sit down with Lead Game Designer Tom Chilton and ask him about popular upcoming content--the unique nature of the Timeless Isle, legendary questline development, Proving Grounds, and more.
Read on to find out more about the most-anticipated features coming in Patch 5.4!
I've had a lot of fun with the
on the PTR--finding all the hidden events, getting the vanity loot, participating in the Pet Tournament, etc. What were the inspirations in designing a hub that's so radically different from past ones, where the emphasis is on participating in fun vanity content instead of daily hubs for reputation epics?
One of the resounding things that we heard and felt from launching Pandaria was that the dailies felt too repetitive. We wanted to find a world content structure where the content wouldn't feel as directed. We wanted it to be a little more open-ended and do more freeform open gameplay that would feel more inherently accommodating to non-repetitive play. And so, we took that as our major philosophy and looked into ways we can do that.
It's going to be a push for us in the future as well to continue to develop on some of these ideas. In a lot of ways, the
is a place where we can test out ideas for the future.
How do you hope players will view and experience the
. The daily hubs felt mandatory for gear at first, but since the Isle is just for enjoyment, what will make players keep returning to it?
I think there's going to be some amount of people who need charms for the week or want to round out the Valor they get, so some of that is your normal playtime stuff. But beyond that, we hope players find reason to go back whether it's World PvP that crops up, or taking advantage of the legendary cloak they get that allows them to access special content. Or it could be to gear up alts--a lot of the Timeless Isle gear you can hand off to an alt character. The play space should get reused quite a bit.
Can you talk a little about the new tech that's on the
? I've observed some additions like the map alert for rare spawns and new event tech.
We're definitely developing our tech to be able to do more events out there in the world that feel more dynamic and happen outside of the normal quest system. We feel things like that support the normal quest system. As players quest through zones, they can be supported by extra free-form stuff that helps players feel like they've discovered things that they otherwise wouldn't have encountered if they did quests.
In addition to just the rare spawns, I had a lot of fun stumbling across the sword icons on my map and doing those daily challenge events.
We're definitely trying to find the right balance for the UI--we want them to be discoverable, but also to give you enough hints to where you can reasonably find them. We're definitely experimenting there with what we put on the minimap.
So in addition to the
being a daily-free hub, we also have most of the daily quests in the Vale of Eternal Blossoms being destroyed in 5.4. I know at launch Golden Lotus dailies were seen as a bit extreme, so some players might view this as a welcome change while still being sad over the overall destruction. Can you elaborate on the decisions that went into revamping the zone?
It's not so much that we wanted to eliminate those quests, but it was a by-product of how we wanted that zone to evolve as part of the Garrosh storyline. We really wanted it to feel like Garrosh was having a real negative impact on the world, and think about what players would be likely to see. The heart of Pandaria really is the Vale, so there was no better place to express that.
So it really was a side consequence that we decided "well, we're doing this to the Vale of Eternal Blossoms…it makes no sense they'd still be giving out their daily quests." We know that players expressed that they want the world to feel more dynamic, and these changes are really part of making the world feel that way. Things change with time.
It's those two things combined that let us go "well, it's okay if that goes, we've got other things for players to do once they hit 90." There's no obligation to have to have done those specific quests.
Yeah, while the vale does look pretty different, you can still get everything done except that one Feat of Strength.
So we also have the conclusion of the legendary questline. When it was first announced that the rewards would be capes, some players were shocked that they weren't weapons for a change--how are some of the ways players get to feel special when finishing this questline? I've seen some of the visual process on the PTR and they look great.
We've definitely tried to make sure that it feels very legendary. Since the beginning of World of Warcraft we've always envisioned that there would be legendary items that weren't necessarily weapons. One of the first legendaries that slipped into the game was the amulet from Rag, so it's always been on our minds but we just didn't have an opportunity to do it much. Honestly, when we were thinking about what this legendary item should be, we were trying to think of something that wasn't deliberately a weapon. We've been doing weapons so much, we wanted to do something a little bit different this time.
At the same time, we want to make sure that these cloaks feel really rewarding and really awesome. They have a huge item level and they have the ability to open up content you can't normally do. So unquestionably, I think these capes feel legendary and they deliver on that uniqueness that legendary items should have.
What about the decision to make the capes obtainable pretty early on in 5.4, instead of towards the end of a tier's progress, such as previous weapons?
That was extremely deliberate, definitely something we planned right from the start. When you get this legendary item, we want you to feel you could really take advantage of it and use it to beat content that you haven't necessarily beaten yet. And that would feel a lot better than getting it at the end of the expansion when you've already beaten everything. Sure, you might use it in the next expansion, but it will get replaced quickly and become obsolete, so you don't get to feel like you're beating new content that's relevant to you with your legendary item.
With all these new cool things to do, some new or returning players might worry that their gear isn't good enough for a raid or taking down some of the rares on the
. What catch-up mechanisms are in place for players? We touched a little on the
BoA gear before, and there's also things like no ilvl requirement for Flex.
We try to make sure there's ways for players to catch up pretty quickly. Even with LFR through Throne of Thunder, you'll get a player caught up very quickly. We increased the droprates of loot for older raids, so you can get gear and get through them very quickly.
In addition, the
has a variety of difficulties throughout the island. There are parts we deliberately designed for players to solo them even if they don't have a really high item level and get some gear there, but in addition, if they partner up with other players or friends, they can take on some of the harder content on the
and gear up even faster.
More than anything else, we want to get someone to the point where they can do the 5.4 raid content, so they can then quickly go with friends to a Flex raid.
Cool, that ties into my next question actually which is about Flex raids. They seem like a lot of fun for players who don't have a dedicated raid but are missing the social component when they're in LFR. What is your target audience for flex raids, and how do you envision it fitting into players existing raid schedules--both more casual players in LFR and organized groups in Normal/Heroic?
It definitely feels like there's a segment of players out there that are part of friends and family type guilds that aren't hardcore enough to do the hardcore versions of raids. Normal and heroic are tuned at this point to require a fair amount of dedication and willingness to stomach a lot of failure. So, we wanted to make sure there was something out there for more casual guilds that wanted to do the raids, but they didn't just want to jump into LFR as a full group, or even as a group of 10 or whatever.
We initially thought LFR would satisfy that type of player. And it really turns out we were off the mark on that. Those players weren't really satisfied by the LFR experience, and there was a gap to fill.
As for more serious raiders in the Siege of Orgrimmar, there's a wider variety of mount rewards and other incentives compared to previous MoP raids. We've got a mount from Heroic Garrosh, a mount tied to the Ahead of the Curve achievements, and then the Glory mount...and also the new heirlooms. How did Siege of Orgrimmar end up with all these additional cool raid incentives?
We truly feel that the game is a better experience when you're playing with friends and guildmates. We're really trying to give players incentives and reasons to go beyond LFR. LFR is there so that anybody that wants to, even if they're not really social or don't have a big guild, can go and experience the content instead of feeling left out. But we really do feel that you don't fully realize the WoW experience until you're going beyond that. So we really wanted to emphasize that while also not taking things away from LFR players or making them feel like they couldn't get something anymore.
Really it's about making sure that we keep giving players reasons to the more difficult content.
Yeah, it seems that there's many community initiatives with Flex--the glory mount for example. You can go in and do it with friends, but it's not tied to Heroic kills, so it can be more casual and also not disrupt heroic raids.
Definitely--the lockout decision was also made to support that. You can do Flex with friends, whether they're on your server or other servers, if you want to raid with them, you can now, instead of having it come into conflict with your own raid. In addition, the server boundary conflict is removed when you can do Flex cross-server.
So to prepare players for raiding, there's Proving Grounds also in 5.4, where players can go from easy Bronze challenges to pretty challenging encounters in Endless. What are your target audiences for various levels, and what sort of players do you think will be drawn to these challenges?
Primarily we've built the feature for players that struggle to make that transition going into the endgame and want to do more than just solo. That audience is a meaningful group--they do solo content and quest and experience the storyline of the expansion, but they feel kind of afraid to go into multiplayer content because they don't feel comfortable with the role they're expected to have. A lot of players have negative experience--they go into dungeon finder, and they get yelled at because they don't know what to do in an encounter, they get yelled at because their dps is terrible, or they don't know how to tank or heal a group, and they feel like there's no way to really learn that without doing it. But they don't want to deal with the negativity as they're trying to learn that. So we really wanted proving grounds to be that place where players can learn how to make that transition into doing group content.
And then, beyond that, we figured that once we're setting things up for Bronze, we might as well make sure that it has value to the existing core audience, the hardcore players. It's an interesting event, so we might as well make it cool for everyone while we're at it. And that's really where the Gold, Silver, Bronze and Endless modes came from.
How do you envision Proving Grounds fitting into the larger community? Do you think they'll catch on as qualifications for pugging raids?
I definitely see it becoming a way we can do qualifiers. We talked about in the future, it's a possibility that we could do a dungeon scheme more like we have in the past with Burning Crusade where we have normal dungeons that we expect everyone to be able to do, and then only once you've gotten a Proving Grounds medal of Silver or higher, you can queue for the heroic dungeons. Something along those lines.
A difference from the way that happened in Cataclysm would be that we would never require you to complete the heroic dungeons in order to do LFR, so it wouldn't block you from your raid progression. It would just be a more time-efficient way to get your Valor.
So I guess while we're on the subject--quick question about Valor. What's happening to it in 5.4?
There won't be a Valor reset for 5.4--the item upgrade stuff is likely to stay in place and that will be the primary outlet for Valor.
I know you guys are short on time, so I'll just ask one more quick question. Cooking got a big (and possibly controversial) revamp in MoP, with all the various Ways and additional effort required to max things out. It's been untouched for a few patches and now we have the addition of noodle carts--how does that fit in and what niche does it fill?
More than anything else, they're ways to give players more optional content. Cooking more than anything else is a secondary profession. It's meant to feel like something optional to do. If you've done everything there is to do, or trade skills are just your thing, it's an awesome thing for you to go out and experience. We want to continue to deepen experiences like that, but they're really not designed to be something where every player feels obligated to do it. I think if it got to that point, that's where it would feel like the experience breaks down.
Thanks so much for answering my questions--we'll get back to having fun exploring the
and playing the PTR!
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News Roundup: Flex Raiding, Proving Grounds, Siege of Orgrimmar Gear
2013/07/22 at 11:55 AM
Today's news roundup is pretty heavy on gear discussions: Blizzard clarified the item levels of raid epics in Patch 5.4, talked about
Siege of Orgrimmar
's gear design, and talked about the different paths to PvE and PvP gearing.
Players were also keen to talk about Proving Grounds--they first discussed how they sound great for demonstrating raid capability for new players looking to find a raid, and then moved into more specific questions about the individual learning environment and overall difficulty level.
Siege of Orgrimmar
gear post by Watcher is especially worth reading, as it goes over the reasoning behind each's raid gear's strength and talks about how raiders shouldn't feel obligated to run all difficulties at once:
Siege of Orgrimmar
LFR loot is
. It is intended to feel like a meaningful upgrade over gear from the last tier, and there's already
ilvl 522 Valor gear
ilvl 516 Heroic Scenario gear
which many LFR players have equipped.
Siege of Orgrimmar
Normal loot is
. It is intended to be higher than than Heroic
Throne of Thunder
loot, which is ilvl 549 when Thunderforged and upgraded, so most players won't be disenchanting Siege normal drops in favor of their older heroic gear.
Siege of Orgrimmar
Flexible mode loot is ilvl 540, between LFR and Normal levels. While some Flexible items may still be coveted because they are itemized very well, chances are you will get that item sooner in Normal or Heroic since those raid difficulties will be available before Flex opens.
It's not intended for players to run LFR, Flex, and Normal/Heroic at the same time for upgrades--the goal, after a few weeks, is to have raiders simply run the difficulty that best suits their progression. For Normal/Heroic raiders looking to get achievements done on the side, an additional lockout for Flex raiding should be handy as well.
Click the cut to read the blue posts on
Siege of Orgrimmar
, Flex Raiding, Proving Grounds, and gear!
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Talk Azeroth with Olivia - Episode 7: Cosmetic Hats and Proving Grounds
2013/07/18 at 11:34 AM
This week on Talk Azeroth, it's the
appearance of some new hats
that's caught Olivia's attention! These three new hats are for transmogrification purposes only, and have no stats at all. Olivia shelled out £10 of her hard earned cash to check out various aspects of these hats, and has some pretty strong opinions about the price point that Blizzard has set!
Onto happier news, and Olivia dives into the
, the latest feature to arrive on the Patch 5.4 PTR. These new solo scenarios are designed as training grounds for tanks, healers and DPS, and Olivia
put together a video
summing up the technical side for Wowhead yesterday, so check that out if you're interested. Olivia talks through her experience in proving grounds, and the pros and cons of Blizzard's current implementation.
Last up, it's two viewer questions! If you would like to send a question or comment, do email Olivia on firstname.lastname@example.org, tweet her on
or leave a comment below.
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5.4 PTR: Proving Grounds Now Testable
2013/07/16 at 3:11 PM
The Proving Grounds are now testable on the 5.4 PTR! As we
, Proving Grounds are solo challenges that both allow new players to learn a new role in a comfortable setting, or seasoned players to try something difficult and competitive.
Proving Grounds allow users to select Tank, Healer, or DPS challenges. You can queue up from class trainers, or
who is by Flaskataur or Temple of the White Tiger.
Proving Grounds does have some similarities to Brawler's Guild in that they're solo challenges, but Proving Grounds lets you privately learn a role without people watching you fail on the sidelines, plus there are challenges for all specs. In addition, gear plays much less of a role in Proving Grounds success--all gear is scaled down to ilvl 463, like it is in Challenge Modes.
Once inside Proving Grounds, there are vendors that offer various amenities:
for Jewelcrafting supplies,
is a reforger, and
sells basic food.
Olivia tested out the Proving Grounds on the PTR--check out her video and
overview up on WoW Insider
There are three types of Challenges--Tank, Healer, and DPS.
As a tank, you must protect
from enemy waves, who will heal and dps.
As a dps, you will be killing mobs on your own--no help. You will get a ticking bomb icon over your head and have a limited amount of time to kill each wave, noted by
As a healer, you get a full party of NPCs to heal:
The mobs you fight, which all have "Illusionary" names like
, come out in set waves.
Players get additional standard buffs--check out the
section for a full list of buffs, like
Xuen's Presence: Arcane Brilliance
Proving Yourself: Bronze Damage
Proving Yourself: Bronze Healer
Proving Yourself: Bronze Tank
Proving Yourself: Silver Damage
Proving Yourself: Silver Healer
Proving Yourself: Silver Tank
Proving Yourself: Gold Damage
Proving Yourself: Gold Healer
Proving Yourself: Gold Tank
Endless Mode has achievements for completing waves, as well as titles for reaching 30 waves:
Proving Yourself: Endless Damage (Wave 10)
Proving Yourself: Endless Damage (Wave 20)
Proving Yourself: Endless Damage (Wave 30)
The Proven Damage Dealer
Proving Yourself: Endless Healer (Wave 10)
Proving Yourself: Endless Healer (Wave 20)
Proving Yourself: Endless Healer (Wave 30)
The Proven Healer
Proving Yourself: Endless Tank (Wave 10)
Proving Yourself: Endless Tank (Wave 20)
Proving Yourself: Endless Tank (Wave 30)
The Proven Tank
On Endless Mode, you also get a score, which is tracked and is planned to be visible by others:
Highest score on Basic Damage (Endless) at the Proving Grounds
Highest score on Basic Healer (Endless) at the Proving Grounds
Highest score on Basic Tank (Endless) at the Proving Grounds
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5.4 PTR: Proving Grounds Preview
2013/07/15 at 11:05 AM
Blizzard just posted a blog introducing an exciting feature coming in Patch 5.4--Proving Grounds. In Proving Grounds, players can try out new roles in a safe environment (no PuGs being angry you failed at something new), or push their limits on high-difficulty settings.
Your gear will be scaled down so it's purely about skill, and depending on the role you choose, you'll be faced with combat mechanics similar to what's in a dungeon, with both friendly NPCs assisting you as well as vendors, soulwells, reforgers, and more inside! You don't even have to worry about durability when dying.
For completing various challenges, you'll be awarded achievements on Bronze, Silver, and Gold difficulty. An Endless Wave difficulty setting is in place for those who want competitive scores (like
Proving Yourself: Endless Tank (Wave 30)
Proving Grounds are now testable on the PTR! Simply go to the Temple of the White Tiger to queue up.
Click the cut to read Blizzard's preview!
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