There comes a time in any healer, tank, or damage dealer’s life when they decide to take their collaborative skills and abilities to the next level. When that time comes, the Proving Grounds will be waiting. Set within the Temple of the White Tiger, this new feature will provide a repeatable solo Scenario where level 90 players can test their mettle or try out different roles in a safe, controlled environment.
To get started, you’ll need to talk with an NPC in the Temple of the White Tiger in Kun-Lai Summit or class trainer, who'll grant you entrance to the instance. Upon entering the Proving Grounds, your gear will be scaled down much like it is in Challenge Modes. Depending on the role you choose, you may not have to go it alone. (Then again, you just might. Aren’t you brave?)
Within the Proving Grounds, much like in any dungeon, you’ll be able to choose the role of tank, DPS, or healer. Once you’ve decided, you’ll be faced with a series of challenges based on the kinds of combat mechanics that role would encounter in a dungeon.
Tank: You will be tasked with protecting an NPC from oncoming waves of enemies, which will test your tanking skills in various ways. Fear not, though a friendly NPC will assist, by healing you, and damaging the enemies.
Damage: Sometimes you just have to go it alone. You'll melt the usual faces, while handling a variety of mechanics including interrupting heals, chasing down runners, timing cooldowns, avoiding harmful mechanics, and more.
Healer: Four NPCs will join you to form a full party. It will take a special healing touch to keep your friendsalive, as you work together to face the challenges of attacking enemies.
Proving Grounds will be available in four different modes: Bronze, Silver, Gold, and Endless. Each mode allows you the opportunity to test your mettle and learn a bit more about your role by putting you in the thick of a grouping experience. You’ll have to beat each one (beginning with Bronze) to take on the next mode. Once you’ve beaten Gold, you’ll unlock Endless and be truly prepared to astound and amaze your friends with your prowess.
In Endless, you’ll push yourself to the limits and see just how long you can survive as each wave of foes becomes more and more difficult to withstand. The longer you survive Endless, the higher your score, and the system will track your progress so you can see just how well you’ve done.
You’ll be able to reenter the Proving Grounds as much as you want as you work to improve your skills earn Achievements, and claim some bragging rights when you survive longer than any of your friends. It’s just a quick chat with the NPC, and you're quickly back in action.
You won’t need to worry about death or taking durability damage. Food and flasks will last their full duration, but leave your potions at home – you won’t be able to use them here. You’ll also have access to various amenities within the Proving Ground such as Vendors, Soulwells, repairs, and Reforgers.
Now that you know what’s in store, sharpen those blades, enchant that new robe, and get ready to go boldly into the Proving Grounds.
Honestly, this excites me. I don't know if it will make EVERY experience in a group with a tank or healer better now, but hopefully this will cut down on tanks not understanding their abilities and help healers know how to be efficient with their heals and their mana... even if only a little bit.Thank you, Blizzard... thank you.
We'll see. It may force some people to take a hard look at themselves, but for many it may just mean "oh well, I just won't do Proving Grounds anymore."That said, I'm curious to see what rewards are available. Maybe that will help people improve their skills.
This sounds awesome! For the first time in a long time I'm actually excited about something in WoW. ^_^
While this is a welcome change that I plan on spending a lot of time with to try "group" content when playing solo, I have to wonder if including this will further hurt the community in the long run.Whether Blizzard will ever publicly admit it or not, adding LFD/LFR hurt the general community of WoW. And people were much less likely to spend time teaching their fellow players. This may serve to amplify that. Players, instead of giving others the little tips and tricks of the class, will insist that newer players just go do Proving Grounds.And as good as this'll be as a basic role teacher, I doubt very much the NPCs will whisper you with tips tailored to your class. And they shouldn't.Players should put the research in, but most don't. And I feel like this won't make them want to.
I think this will be a great way to learn the basics of an instance role, even barring what has already been mentioned about LFR in the comments above (I do agree to an extent that the system took a certain degree of training and accomplishment out of the game).Say you're a healer in a smaller guild who has recently hit endgame and aren't very confident about your skill level yet- you want to join some guildies when they do 5-mans, but you aren't quite ready yet in your own mind. A tool like this would help to guide you to that point, by giving an array of scenarios that otherwise might not be covered by anyone just giving simple tips and tricks. And once you were set, you could go off on your merry way with your friends to slaughter the Scarlets or have adventures with Chen Stormstout. Or, say you're out of practice in healing-- hop in for a few rounds of Proving Grounds to get your feet wet, then go tackle the big stuff.I don't anticipate this being a complete wikipedia on everything a tank/dps/healer will ever encounter, but I think it will be a nice way to get peoples' confidence up about their instance roles. I would hope that raiding guilds encourage practice not only with actual people in actual dungeons (or even groups of friends doing dailies), but the use of Proving Grounds to supplement the learning.
I think one more good thing about this is comparing different classes. I'll take the classes I play there and see which are best. It's going to be interesting to see how difficult they make these.Cheers.
I love this idea so much! Getting an alt to max level playing 1 spec, then trying to learn a new spec at max level with all those abilities is daunting. This is the perfect way to go in and practice without any negative penalties.
From the DPS video of gold rank.. it really doesn't seem challenging..that might change after 30+ endless waves though...self healing classes might have the advantage, like brawlers guild..
Oooo, this sounds great :D
I love this idea as I can challenge myself and work on my skills without screwing people out of time/money. However, I do see this in /2 in the future:XRANDOMGUYX: LFM 1 Gold "healer/dps/tank" ilvl520+ for dated content PSTMight just be my cynicism...
People keep saying that LFD and LFR hurt the WoW community, but I don't see how that's possible considering it was already a cesspool on day one. Maybe it's different if you stay within your gated community guild, but I'm not seeing a difference at all. Players on my servers are just as obnoxious today as they were back in vanilla, and this mythical 'server reputation' has never moderated their behavior because most people don't care. At least now I can see current content without begging in trade chat, and when someone inevitably flounces out of the group I can go fishing while I wait for a replacement. Plus in LFR there's no guild drama over who gets what drop, so I'm spared the hours of listening to other people &*!@# in Vent about how they really need the fort codex more than Xdêthhëâlzx and it's just SO UNFAIR.Also it's frankly dumb to expect players to go 'do research' on their class for anything outside of progression raiding. Not only is this just a game, it's a game that requires zero research to hit the level cap. You can't explicitly train someone to assume they can figure things out on their own for 60-90 levels and then get frustrated when they're not interested in being study buddies all of a sudden at the end. Never mind that waiting until 90 to say "oh hey, this is how you heal/tank" is way, way too late. The reason why most people never do normal raids is because this part of the game is designed poorly, plain and simple. Want healers and tanks? Design a game that lets you heal or tank starting at level 1. Want raiders? Design a game that teaches you raid mechanics starting at level 10. Good game design involves teaching, and saying "go look it up online" (like they now do on the loading screen) is an admission of the designer's failure to convey information in-game.
Oh wow, this looks like it'll be tons of fun. I tend to solo a lot, so something that'll really try to kick my butt'll be refreshing (and not having to wait in line like the Brawler's Guild).
I made a premade monk and was not able to get into the proving grounds until I completed Anduin's quest line at the White Temple. Specifically, I completed the tasks, went with them to the gate, and handed in the quest at Seven Stars. I was not able to do this via the class trainer on my hunter (queue wouldn't actually pop) so I don't know if you can bypass all of this that way once it's working. But it certainly looks phased if you physically go there.
I'm looking forward to this. I've got a tank who I'm leveling up, but I feel like I've fallen behind with it because I took a slower pace in later vanilla dungeons, and once I got to BC it was "go go go go go go go"- and I know that I won't be doing that once I hit 90. So now I'm 75-ish and I've just been doing DPS, and I am well aware that I need practice with tanking again, but I'm not willing to run randoms since I prefer having my sanity and peace of mind as intact as possible by the end of them.
Anyone noticed a joke in that it will not be available for characters below level 90?... Also, if there will be any "rewards" other than increased personal skill, I call yet another failure of Blizzard.P.S.Massively multiplayer online single-player game.