WoW: 1.11 patch notes

Shadow of the Necropolis
Floating above the Plaguelands, the necropolis known as Naxxramas serves as the seat of one of the Lich King’s most powerful officers, the dreaded lich Kel’Thuzad. Horrors of the past and new terrors yet to be unleashed are gathering inside the necropolis as the Lich King’s servants prepare their assault. The Scourge marches again…
Naxxramas is the new 40-man raid dungeon that will present even the most experienced and powerful players with an epic challenge.

General
The cost to unlearn talents will now decay over time. This cost will be reduced by a rate of 5 gold per month to a minimum of 10 gold.
After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, “A character with that name already exists.”
Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer hit stealthed or invisible units unless visible to the caster.
Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.
Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (eg. Impact, Improved Shadow Bolt, Aftermath, etc.)
Optimization code known as “M2Faster” is now enabled by default. M2Faster can improve performance in crowded scenes when “Vertex Animation Shaders” is turned on.

Battlegrounds
Alterac Valley
Most of the NPC guard units have been removed.
Players now drop more quest items.
Creatures that remain in Alterac Valley have had their hit points reduced.
The buff that is periodically cast by each faction’s Captain has been changed to a flat 20% hit point buff.
Upgrading troops through armor scrap turn-ins will also now result in your team’s General enabling a periodic buff to your melee and spell damage.
This buff scales from 10% at the Seasoned unit level, 20% at the Veteran unit level, and 30% at the Champion unit level.

Druids
Innervate: This spell is now a base ability for all Druids, trainable at level 40. Any Druid who formerly had the Innervate talent now has the Swiftmend talent instead.
Nature’s Grace: You will no longer consume this effect when casting a spell which was made instant by Nature’s Swiftness.
Swiftmend: This new talent has been added to the Druid Restoration tree, replacing Innervate as the 31 point ultimate talent. It consumes a Rejuvenation or Regrowth aura to produce an instant heal.
Enrage: Tooltip edited to clarify functionality.

Hunters
Counterattack (Survival Talent) - All ranks of this talent will now share the same cooldown.
Scorpid Poison: Duration slightly lengthened.
Changed the way hunter pet family armor bonuses and penalties are applied to allow the exact value from the Natural Armor talent to be applied correctly. This may result in a very slight loss of armor to some pets (less than a third of a percent).
Improved Scorpid Sting: The aura from this Sting will now be removed (as intended) when a different Sting aura is placed on the victim.

Mages
Due to significant talent changes, mages will have all talent points refunded and can be respent. Training costs for all talent spell replacements have been significantly reduced.
Arcane Explosion is now instant cast and will no longer remove the Presence of Mind effect when used.
Evocation - Is now available to all mages (via trainer), starting at level 20.
Conjure Food now has a new rank (Rank 7) available in Stratholme.
Frost Ward now has a new rank (Rank 5) available as item loot in dungeons.
Mana Shield - Damage taken will now be absorbed by other absorb spells (e.g. Ice Barrier, Power Word: Shield) before being absorbed by Mana Shield.
Dampen Magic - Damage and healing reduction increased on ranks 3 through 5.
Amplify Magic - Damage and healing bonus increased on ranks 2 through 4.
Counterspell - Fixed a bug that made Counterspell unresistable.
Winter’s Chill - Changed to increase crit chance by 1% per stack, but stacks up to 10 times (previously 2% max 5 times).
Improved Scorch - Duration of Fire Vulnerability increased to 30 seconds (previously 15 secs).
Blast Wave: The bonus this spell receives from effects that increase spell damage has been increased.
Cold Snap: This talent will now always clear the cooldown for Frost Ward, even if the cooldown was triggered by casting Fire Ward.
Cone of Cold: The bonus this spell receives from effects that increase spell damage has been increased.
Fire Ward: The amount of damage absorbed by this ward was increased substantially on all ranks.
Frost Ward: The amount of damage absorbed by this ward was increased substantially on all ranks.
Arcane Power: This ability will no longer stack with Power Infusion. If you gain both at the same time, Arcane Power will take precedence.
Added a new level 60 quest available from Archmage Xylem in Azshara for mages.
Fire Ruby now has a sell value and can be disenchanted.

Paladins
Benediction: This talent will no longer incorrectly provide a double discount to Seal of Justice.
Blessing of Light: It is no longer possible for a target to appear to have multiple ranks of Blessing of Light. These multiple auras had no beneficial effect, merely causing confusion. Problems with targeting the spell when the caster has Blessing of Light effect on them have also been fixed.
Divine Favor: It is no longer possible to cast this immediately after a healing spell and “retroactively” make it a critical hit.
Illumination: When several critical effect healing spells are cast very quickly, you will now receive the correct mana refund for each one.
Judgement of Command: Now consumes a charge of the Zandalarian Hero Charm. In addition, when this spell is resisted it will no longer erroneously still do damage.
Judgement of Righteousness: Now consumes a charge of the Zandalarian Hero Charm.
Seal of Command: Clarified tooltip.
Vengeance: Seal of Command critical hits can now trigger this ability.
Vindication: This effect will no longer be absorbed by Grounding Totem.

Priests
Lightwell - Casting time reduced. Lightwell object increased in size to make it easier to click; relative click radius decreased slightly.
Mind Control: If you cast Power Word: Shield while Mind Controlling a target, the Recently Shielded aura will now appear on the correct target instead of yourself.
Shadowguard: This Troll Priest racial spell now works with Vampiric Embrace, Blackout, and Shadow Weaving. In addition, the damage from Shadowguard will now consume charges of the Zandalarian Hero Charm’s Unstable Power aura.
Spirit of Redemption: This spell has a number of fixes: Priests prematurely leaving battlegrounds with this aura on will now receive the Deserter debuff (as intended); Priests in Spirit of Redemption form at the completion of a battleground will have the aura removed without dying; It will now work correctly with the Darkmoon Card Twisting Nether item, resurrecting you after Spirit of Redemption has run its course; If you should die underwater the Spirit of Redemption will no longer have a breath bar appear; the Warlock Drain Soul spell will terminate producing 1 shard when the Priest switches to Spirit of Redemption form; You will no longer have to wait 30 seconds for graveyard resurrection upon your first death while using Spirit of Redemption.
Vampiric Embrace: This ability will no longer heal for damage caused when the target had no life remaining.

Rogues
Detect Traps is now a passive skill.
Pick Pocket: This ability will no longer trigger effects on your target.
Slice and Dice: This ability will no longer play its sound effect twice.
Vanish: Cancelling your Stealth aura while Vanish is running will now cause Vanish to be canceled as well.

Warlocks
Shadow Ward now has a new rank (Rank 5) available as item loot in dungeons. The amount of damage absorbed by this ward was increased substantially on all ranks.
Curse of Agony: The damage from this spell will now continue even if the caster dies or leaves the area.
Emberstorm: This talent will now correctly increase the damage the Warlock takes from Hellfire.
Hellfire: Aftermath can now be triggered by this spell.
Improved Shadowbolt: Periodic damage spells and non-damaging spells will no longer consume charges of Shadow Vulnerability.
Shadowburn: If you cast Drain Soul while this aura is on the victim, you will no longer receive two soul shards upon the victim’s death.
Soul Link: If your pet is banished, it will now break the Soul Link. In addition, Soul Link’s tooltip has been clarified to indicate it only works with your imp, voidwalker, succubus, or felhunter.

contd.

Shaman
Due to significant talent changes, Shaman will have all talent points refunded and can be respent. Training costs for all talent spell replacements have been significantly reduced.
Searing Totem - Mana cost reduced.
Disease Cleansing Totem - Duration increased.
Fire Resistance Totem - Duration increased.
Flametongue Totem - Duration increased.
Frost Resistance Totem - Duration increased.
Grace of Air Totem - Duration of ranks 1 and 2 increased.
Nature Resistance Totem - Duration increased.
Poison Cleansing Totem - Duration increased.
Stoneskin Totem - Duration increased.
Strength of Earth Totem - Duration of ranks 1 through 4 increased.
Tremor Totem - Duration increased.
Windfury Totem - Duration increased.
Windwall Totem - Duration increased.
Mana Spring Totem - Mana cost reduced.
Healing Stream Totem - Mana cost reduced.
Two-Handed Axes/Maces (Enhancement Talent) - Skill levels gained with these two weapons will now be retained if you decide to unspend this talent point and return to it later.
Flame Shock - Damage over time portion of all ranks slightly increased. Mana cost of ranks 3 through 5 decreased. In addition, a new rank is available (Rank 6) from Upper Blackrock Spire.
Improved Reincarnation (Restoration Talent) - Fixed a bug where rank 1 of this talent was not decreasing the cooldown properly.
Rockbiter, Frostbrand, Flametongue and Windfury Weapon mana costs reduced.
Elemental Fury: Tooltip now indicates it increases the critical damage for Searing Totem, Magma Totem, and Fire Nova Totem.
Fire Nova Totem: This totem now receives increased damage from effects that increase the Shaman’s spell damage.
Grounding Totem: This totem will no longer reflect the Mage talent Combustion back onto the Mage.
Healing Wave Totem: This totem now receives increased damage from effects that increase the Shaman’s healing.
Lightning Bolt: Mana cost reduced approximately 17%.
Magma Totem: This totem now receives increased damage from effects that increase the Shaman’s spell damage.
Searing Totem: This totem now receives increased damage from effects that increase the Shaman’s spell damage.

Warriors
Improved Revenge - Chance to stun at each rank changed to 15/30/45%.
Bloodrage - Fixed a bug that caused Bloodrage to cost twice the intended health
Sweeping Strikes: This spell has a number of fixes: When used in conjunction with Execute and the second victim is below 20% health, they will be hit with the full Execute amount. If the second victim is not below 20% health, they will be hit with normal melee swing damage; If the ability you are using does not deal damage, it will not use a charge of Sweeping Strikes; The extra attack it generates when used with Whirlwind now has the correct damage range; The additional attacks generated by this ability will now properly take into account the armor of the second target.
Whirlwind - When this ability is used with Sweeping Strikes, it will burn only one charge of Sweeping Strikes and will generate only one additional attack.
Retaliation - This ability will now function correctly at full melee range.
Intimidating Shout - The cowering in fear effect will no longer be applied when the target resists this shout.
Shield Slam: This ability now costs 20 rage to use and the damage it does is modified by attack power (normalized to 2.2 speed). However, the base damage has been reduced. It generates more threat per rage and more damage per rage than it did previously.
Flurry - The tooltip for this talent has been adjusted to indicate it only works on normal melee swings. And ranks 1 through 4 of this talent will now activate correctly again. Your haste will now last only the intended next 3 swings.

Items
Key rings have been added to the game.
Level 1-39 = 4 slots
Level 40-49 = 8 slots
Level 50-60 = 12 slots
Stack sizes have been updated:
Stacks of 20
Leather (Light, Medium, etc.)
Cured Hides (Light, Medium, etc.)
Shards (Small Brilliant, etc.)
Enchanting Dusts (Strange, Illusion, etc.)
Flash Powder
Rogue Poisons (Instant, Crippling, etc.)
Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)
Stacks of 10
Hides (Light, Medium, etc.)
We have re-evaluated the mechanics of consumable items in the game and concluded that these should work in a more intuitive manner. As such, most items that can not be equipped with right click abilities have been streamlined into one of three categories. Using an item of a particular category will trigger a shared cooldown among all other items in the same category. The categories break down as follows with category cooldowns as listed.
Potions 2 minutes: This includes items such as Health Potion, Mana Potion, Invisibility Potion and Mighty Rage Potion.
Aggressive 1 minute: This includes items such as explosives, Really Sticky Glue and Discombobulator Ray.
Non-Aggresive 2 minutes: This includes items such as Healthstone, Night Dragon’s Breath, Whipper Root Tuber and Target Dummy.
Many items that can be equipped have had their cooldown category removed and will be controlled exclusively by the item’s self cooldown. For example, the Gnomish Mind Control Cap should no longer trigger the cooldown of the Talisman of Arathor.
We have re-evauluated the class specific quest rewards for both Zul’Gurub and Ahn’Qiraj Ruins. To bring them more in line with the effort required to attain them we have upgraded the superior items to epic quality.
All food/drink can be eaten while silenced. Previously some food/drink could not be consumed when under the effect of a silence.
The Gnomish Mind Control Cap may now only be used on targets that are not in combat.
An updated set of armor rewards have been added to vendors for Honor ranks 7, 8, and 10.
The armor rewards for Honor ranks 12 and 13 have been increased in level and stat point allocation.

Professions
Four new nature resist cloth armor recipes have been added to the merchants at Cenarion Hold for those with high Cenarion Circle reputation.
Three new nature resist leather armor recipes have been added to the ghost leatherworker of Silithus for those with high Cenarion Circle reputation.
Three new nature resist plate recipes have been added to the merchants at Cenarion Hold for those with high Cenarion Circle reputation.
The two-handed agility Enchanting recipe now provides a green glow on those weapons.
When a paladin is replaced by their Evil Twin due to transporter malfunction, they can no longer revert to their normal self using divine shield.
Tranquil Mechanical Yetis are no longer unique.

Quests
Light’s Hope Chapel has been revamped and is now a fully functional quest hub.
A new mailbox has been added.
The chapel is now flagged as an inn.
A guard system is in place.
New vendors have been added.
Dozens of new quests have been added to Light’s Hope.
New quests available in Zul’Gurub and Light’s Hope Chapel for head and leg resistance enchantments.
Several new tradeskill quests have been added to assist players in obtaining frost resistance armor and items.
A new LEGENDARY item quest has been added! Casters rejoice (and druids too)!

Raids and Dungeons
Zul’Gurub
Class specific armor quests given by the Zandalarian trolls of Yojamba Isle no longer require Bijous or Coins for completion. Armor quests now only require a Primal Hakkari piece and appropriate faction with Zandalar.
Class specific enchantments given by Zanza the Restless no longer require Arcanum (Librams) from Dire Maul. The requirements have been changed to items found within Zul’Gurub. Speak with Zanza the Restless for more information.

contd.

The various clan speakers (Bloodscalp Speaker, Sandfury Speaker, etc) have had their hit points reduced considerably.
Zandalarian Armor Replacement - Because of the changes made to the armor rewards from the Paragons of Power quests, the trolls of Yojamba Isle will now offer to replace pieces of armor that have been lost or deleted.
After careful consideration we have decided to add an additional loot table to the High Priests of Zul’Gurub. Players should now see two items in addition to the tokens when slaying these bosses.
Ruins of Ahn’Qiraj
Ossirian the Unscarred - There is a new crystal that will be visible before the encounter begins. Players can use this crystal just like any other crystal in the encounter, but it cannot come back up during the encounter.
Ruins of Ahn’Qiraj Class Set Reward Replacement - Because of the changes made to the rewards from the Ruins of Ahn’Qiraj class set quests, players can obtain replacements for lost or deleted quest rewards from Warden Haro, Keyl Swiftclaw, and Windcaller Yessendra in Cenarion Hold.

User Interface
Text that a raid leader sends to chat will now be displayed in a different color and will have the [Raid Leader] label.
There is now a new raid warning chat channel available to raid leaders and assistants. Text that is sent to this channel will appear in the center of the screen for all players in the raid. The channel is called raid warning and text can be sent to it with “/rw”
Raid leaders now have a Ready Check button on their raid interface. This can also be sent with /readycheck from the chat line. A ready check sends an “Are you ready?” Yes/No dialogue to all players in the raid. The raid leader will get feedback in 30 seconds on all the players who were not ready or who did not respond.
Players now have a Raid Info button on their raid interface that functions the same way /raidinfo worked before. This function will display a pane showing all of the raid instances that a player is saved to, rather than displaying it to the chat window.
Players in a party may now select an option that allows them to reset an instance.
You only get the reset instance option if you are a party leader.
The UI option appears if you are a party leader, you have one or more instances open, and you are not currently in an instance.
The UI option is a right-click option off of your own portrait (like party loot options).
You get a warning dialogue when you select this option asking if you really want to reset all instances.
If you select reset all instances, all non-raid instances will be reset to their starting condition.

World Environment
New flight paths can be found at Ratchet and Marshall’s Refuge, Un’Goro Crater.
Flight paths added between:
Morgan’s Vigil - Lakeshire
Revantusk Village - Light’s Hope Chapel
Aerie Peak - Chillwind Point
Stonetalon Peak - Nijel’s Point
Cenarion Hold - Feathermoon Stronghold
Cenarion Hold - Camp Mojache
Cenarion Hold - Un’Goro Crater
Gadgetzan - Un’Goro Crater
Crossroads - Ratchet
Theramore - Ratchet
Ratchet - Talendris Point
Moonglade - Talonbranch
Splintertree - Valormok
Hammerfall - Revantusk Village
Camp Mojache - Freewind Post

now thats some hot shit right there.

After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, “A character with that name already exists.”

I stand in awe. It only took them, what - 2 years to fix that bug?

EQ and EQ2 still cant fix it.

Or wont fix it as it may be.

Actually in EQ1 you originally could log into your character immediately upon reconnection. The problem was that this introduced a lot of item deletion and duplication bugs because you could log into the character before it had disconnected from the world. In fact, back then, you could log overtop of someone else playing your character. Thus they introduced code to stop logging in until your character had left the world. The only problem is the added a bug that let your character get stuck in the world. Originally, as in the first few months of WoW, it seemed they had code that kicked your character out of the world when a new login attempt was made, as I never had to log in more than twice. The second time my login always worked but the last few months that has been more of a problem. I just hope this instant reconnect thing doesnt add more bugs than it fixes.

A good, long overdue change.

After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, “A character with that name already exists.”

Asking this on every game since forever. I wish Mythic would copy them here (in DAoC you not only cannot log in if you lag out, but you need to restart the whole client for every attempt).

As a note: EQ2 is still superior here. I can disconnect and then quickly reconnect and the game would recuperate without even disconnecting.

Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer hit stealthed or invisible units unless visible to the caster.
Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.
Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.
Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (eg. Impact, Improved Shadow Bolt, Aftermath, etc.)

Good bunch of consistence fixes. In other mmorpgs these would be just “working as intended” and ignored.

Optimization code known as “M2Faster” is now enabled by default. M2Faster can improve performance in crowded scenes when “Vertex Animation Shaders” is turned on.

I had this enabled when they introduced it a couple of patches ago. But on my Geforce 6800GT it barely made any differece.

Alterac Valley
Most of the NPC guard units have been removed.
Creatures that remain in Alterac Valley have had their hit points reduced.

Another long overdue change.

As I wrote elsewhere: NPCs in PvP aren’t a bad idea on its own, but only if the respawn timers are really long. This is not the case in WoW.

Overall it looks like a good patch from the game design perspective.

Holy moly, what a patch. There is some great, great stuff in there. I thought we were just getting Naxxramas and the two talent revamps, but there’s actually a ton of sweet and unexpected changes (and a couple clunkers) in there. Yowza.

The change to the cost of unlearning talents (decaying over time) is huge, huge huge. Overall I’m psyched and think it’s a great change. Although I’ll admit that in some sense I thought it was cool that you had to really agonize over whether it was time to respec or not, because it had such long-lasting implications. But still, I think this is a lot better. Plus it means less of a penalty if you respec into something dumb or that you don’t like, or make a mistake in what talents you take.

The change to chain-target spells (not affecting stealthers) is also really big, at least for Rogues. Good stuff.

The change to Fear (chance to break now based on total damage rather than base damage) I don’t exactly understand, but sounds like a fairly serious Warlock nerf. If they “normalized” for the change, that’s fine. If they didn’t, it’s a significant problem. For example, let’s say that it used to be that 100 damage meant 20% break chance. Now they change it so that ALL damage is counted rather than just base damage. If they still kept it at 100 damage = 20%, in effect what happens now is that the break chance for everyone has increased assuming you have any +damage gear (which everyone, and certainly every Warlock, has). That is going to be a huge problem for Warlocks, who depend on Fear (particularly when soloing) and tend to have a lot of +dmg. Potentially, it means Fear is no longer really practical for kiting and is only useful for CC (like a poor man’s polymorph). Of course, the change to reduce the amount of “breakage” from DOTs means you could DOT-kite, but I think most Locks (certainly the higher level ones) spec Destruction and Demonology, not Affliction, so it’s not as much an option for them (and that’s very time-consuming and boring, as well). Now, if in making this change they also upped the ratio to semi-compensate (e.g., now 100 damage = 15% break instead of 20%), that would alleviate the problem (while still being an effective change that makes things fairer).

The Innervate change to Druids is long overdue (as is the IAE change for Mages, while I’m at it). Making Rogue detect traps passive is also a great, long overdue change. Yay. Hopefully that means they are going to start putting random area traps down (particularly in instances), making Rogues more useful.

We’ve all commented on the Mage/Shaman reviews in other threads, but glad to see them happening.

The change to stackability is really great. Same with keyrings. Overall, players are going to be able to carry a lot more loot now. Huzzah. Being a skinner just became a lot easier (although some of those 20-stacks of skins are going to be EXPENSIVE on the AH).

I think the changes to timers (putting lots of stuff on the same, simplified timer) might be a problem. I’ll tell you one that really caught my eye: “Non-Aggresive 2 minutes: This includes items such as Healthstone, Night Dragon’s Breath, Whipper Root Tuber and Target Dummy.” Swell. I guess I’ll put my Warlock’s target dummies up on the AH, because no way would I ever use a TD instead of a freaking healthstone, and if they’re on the same two-minute timer there’s no way I’m going to get to use both in a fight (outside of maybe some really long boss battles). That sucks – TD’s were good for soloing and I would even sometimes use them in groups if we pulled some adds that the tank couldn’t handle. There might be a few times I would use one (like my pet is dead and I want to escape and haven’t used a healthstone yet), but those are going to be few and far between and not worth keeping the TD on my action bar. Fuck. I wonder how many other cooldowns my healthstone is going to burn.

New flightpaths: great! LHC as functioning town: Great! (Neutral town, I assume.) I wonder if there are new five-man quests at LHC or if it’s just a bunch of Naxxramas quests.

Anyway, overall very good stuff. Some annoying nerfs to Warlocks it looks like (and, bizarrely, all stuff that has no effect on PvP, which is where everyone complains about Locks), but otherwise very good, and some great improvements to many other classes (not just Mages and Shamans – Druids and Rogues got a couple very nice bumps here). And tons of great “useability” improvements with the extra flight paths, stacking, keyrings, etc. And cheaper respecs! Very good stuff.

Have you seen the costs for the Naxxramas attunement? I’m not sure if it is a quest, but this is what my guildies are reporting from the test server:

Each player

  • 60g
  • 2 Nexus Crystals
  • 5 Arcane Crystals
  • 1 Righteous Orb

My guild is still in MC, so I have no worries about attuning for Naxx for months. However, the Arcane Crystal market will go even more insane, which will slam the .5 upgrade costs again. Better level up mining, and start running Strat Live. Maybe I’ll just speculate in Orbs some.

After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, “A character with that name already exists.”

snoopydance

From what I heard you have to pay the attunement fee if your reputation is below revered with the Argent Dawn, but I might be wrong.

This makes sense, because it explains all the big guilds pointing fingers at each other about the Jandice rep exploit in Scholomance. I wasn’t sure why they were bothering to do it, thinking it was for vendor recipes, but it is too widespread for that.

Here’s the exploit, still not fixed last I heard [Edit - I take that back, found some reports it has been hotfixed. Enjoy your rep grind if you aren’t close already.]. Her illusions can be tapped using shield spikes, and give 5 rep each when they fade out, 75 total per split. So, you bring a few spiked shields, spend two hours farming her, and hit Exalted.

Could be, but I really don’t see the point because getting revered so easily comes from just doing stratholme or scholo for loot or doing some quests here and there, and the scourgestones that naturally come from all this, they’re one of the easiest factions to get revered with. But then exalted is a massive grind, but that’s the same with the other factions.

The armor rewards for Honor ranks 12 and 13 have been increased in level and stat point allocation.

This really rocks because pretty much all of my equipment has come from PvP rewards and I’m halfway between rank 12 and 13 now.

Where’s the LFG tool?

Where IS the LFG tool???

It’s only been TWO FUCKING YEARS.

I can’t believe they STILL don’t have an LFG tool. I’ve wasted DAYS sitting in Ironforge LFG. When I could be doing something productive.

I think it’s called “find an active guild.”

You know, I really don’t get what’s the problem here with the so-called LFG tool. There is a dedicated channel to look for groups, and you have queues at instance gathering stones, what exactly is wrong with the LFG system? If you can’t find groups to instances it’s because people are tired of jackasses in pickup groups and simply don’t do instances while levelling or they do it with guildmates.

I think the LFG channel is fine and has always served me well. The stones don’t work because they don’t balance groups and you can’t filter people in advance. If you want to run an instance with four hunters, by all means click on the stone.

Some quests just take a long time to get groups together, even in a guild, because the loot blows and the quest is tedious. There’s always a lot of griping from up & coming people in my guild about getting the Onyxia key done. Hard to get help often because anyone past that chain rarely wants to do it again. Might as well make a macro that says “LFG Jail Break” because you are going to be looking for a while.

That’s not really a limitation of the LFG channel then. It’s just people not wanting to repeat a tedious quest line.

And I don’t blame anyone who doesn’t want to do jailbreak after already doing it. The amount of area clearing you have to do near the cells in BRD is just mind-numbingly boring.

That’s also putting aside how much harder the quest is on horde side.