Friday, May 10, 2013


World of Warcraft (WoW) is a massively multiplayer online role-playing game (MMORPG) by Blizzard Entertainment. It is the fourth released game set in the fantasy Warcraft universe, which was first introduced by Warcraft: Orcs & Humans in 1994.World of Warcraft takes place within the Warcraft world of Azeroth, approximately four years after the events at the conclusion of Blizzard's previous Warcraft release, Warcraft III: The Frozen Throne.Blizzard Entertainment announced World of Warcraft on September 2, 2001.The game was released on November 23, 2004, on the 10th anniversary of the Warcraft franchise.
The first expansion set of the game, The Burning Crusade, was released on January 16, 2007. The second expansion set, Wrath of the Lich King, was released on November 13, 2008.The third expansion set, Cataclysm, was released on December 7, 2010. The fourth expansion set, Mists of Pandaria, was announced at BlizzCon 2011 by Chris Metzen on October 21, 2011,and released on September 25, 2012.
With over 8 million subscribers as of March 2013, World of Warcraft is currently the world's most-subscribedMMORPG,and holds the Guinness World Record for the most popular MMORPG by subscribers.

The New Patch

Thursday, May 9, 2013

The king of Azeroth
The First 

The start of The Tempest Keep

The Zul'Aman secret's

The Black Temple's beggining
The opening of Naxxramas



The open time of Ahn'Qiraj 
The First Trailer of World of Warcraft 

PvP Gear in Patch 5.3PvP Gear in Patch 5.3

There are more really big changes coming to the way that PVP gear works coming in patch 5.3. As you know if you read our previous blog on the subject, we approached patch 5.2 with the goal in mind of narrowing the PvP gear gap, as well as working to make PvP more accessible to all players, to broaden interest and provide a robust pool of competitors that enriches the PvP experience for everyone.
PvE vs. PvP
We face some significant challenges, so we’re prepared to take some unprecedented steps to meet them. Historically, we have always had a hard time balancing PvP gear against PvE gear, as these two areas of the game have very different gear design goals. In PvP, we want gear to matter, but we don’t want gear to become the overwhelming reason someone wins a match. For PvE, the difference in power between tiers has to be significant enough that players really feel rewarded and more powerful when they upgrade. This problem has been compounded as we now have Raid Finder, normal and heroic raid tiers, as well as item level gating to enter the Raid Finder.
Transitions: From Season 12 to Season 13
Patch 5.2’s gear changes represented our first attempt to balance PvP gear with PvE gear, and offer better ways to narrow the gear gap. We introduced the Elite tier of gear that would be available to all players after earning 27,000 Conquest Points throughout the season.  This allowed us to balance Honor gear against Raid Finder gear, Conquest gear against normal mode raiding gear and Elite gear against Heroic mode raid gear. But, keeping pace with PvE gear also means that there is significant difference between this season’s Honor gear and the Elite gear. Not to mention that there is a tremendous difference between a fresh 90 and a veteran, Elite geared player. While it’s important to have that difference, the competitive nature of PvP means that highly geared players can serve as a deterrent to players who are looking into trying PvP for the first time. Trying to keep pace with the escalating ilevel of PvE gear has proven quite difficult for PvP.
Furthermore, as Season 13 has illustrated, having more than two levels of PvP gear can generate some significant issues during season transitions. Players expect that each season will start on a fairly level playing field. The presence of upgrades in 5.1 meant that some players now have a gear advantage over players with this season’s Honor gear. The presence of higher ilevel Elite gear has the potential to create an even bigger issue in Season 14.
Still, we think we’ve taken some great steps forward with PvP gear in Mists of Pandaria. PvP Power has given us an extremely useful ‘knob’ to turn so we can adjust PvP gear to make sure that it’s better than its PvE equivalent. Meanwhile Resilience, while well-intentioned, has actually made the gear gap worse over time. We think that most players would be okay with going into PvP with lower damage if they were a bit more durable. We believe that a broader population of PvPers will offer a better experience for everyone, and also provide a better pool of players as we introduce refinements to how Battleground queuing works in the future. One of the best ways for us to increase the number of players that participate in PvP is to reduce the barrier to entry for those who play World of Warcraft regularly but don’t participate in PvP. Specifically, we’re referring to PvE players that spend a lot of time gearing up in PvE but feel that PvE gear is a severe liability in PvP (because, well, it is ).
Incoming 5.3 Gear Changes
With all of this in mind, we’re making some pretty dramatic changes to PvP gear and the PvP environment in 5.3:
  • Base Resilience will be set to 65% for all characters level 85 and higher
  • Resilience will be removed from nearly all PvP gear
  • Players will still be able to use Resilience gems and enchants
  • PvP power will remain exclusively on PvP gear
  • PvP set bonuses that currently provide Resilience will now provide PvP Power
  • Healers and hybrid-casters will benefit to a greater degree from PvP Power, and Battle Fatigue will increase to make PvP gear superior for healers.
  • Conquest gear will be increased to item level 496 (up from 493).
  • Elite gear will be decreased to item level 496. This gear will essentially become a prestige upgrade.
  • The Big Change: We will be adding an item level ceiling to all gear in unrated Battlegrounds, Rated Battlegrounds and Arenas
    • All gear with item levels higher than 496 will be scaled down to 496 (Conquest gear item level). This includes even Conquest items that exceed the ilevel ceiling, such as weapons. 
In addition, some of the changes that we’ve discussed previously will also be implemented:
  • In patches that don’t include a new season (including patch 5.3), the seasonal currency requirement of 7,250 Conquest Points earned will be lifted from weapons. The seasonal currency requirement must always be met to purchase Elite items, though.
  • Once the 27,000 Conquest Point seasonal currency requirement is reached, players will be able to purchase Tyrannical Gladiator’s gear with Honor Points.
  • The Conquest Point catch up cap will be introduced. You can read our PvP Gear in 5.2 and Beyond blog for more information on these changes.
We’re taking these steps because we want to improve by providing a richer pool of potential competitors (which can result in faster queues, as well as queuing system refinements later on), and make an incredibly fun element of World of Warcraft more accessible to a larger audience.
What to Expect
We expect these changes will bring about a number of significant effects. First, we feel that they will still preserve our most important design goal: the best gear for competitive PvP will come from PvP. Since all other gear will be scaled down to the Conquest’s item level of 496 as a maximum, the Conquest gear will always be better by a significant margin because it will have PvP Power on it (which doesn’t count toward the item’s item level budget). Even Honor gear, with its considerable amount of PvP Power, will provide more damage in PvP than normal and Heroic raid gear. For example, a Heroic Thunderforged weapon and a Conquest weapon will be the same item level in PvP, with the same amount of primary stats, secondary stats and stamina. While the PvE weapon will do very good damage, it will still do less damage than the Conquest weapon due to the presence of PvP power on the PvP weapon.
We also believe that the changes will make it easier for those who aren’t PvPing now to give it a try or possibly motivate those that play only rarely to play more often. While they will do less damage than a player with PvP gear, they will have the same survivability, Stamina and Resilience. The damage differences shouldn’t be so great that they will be ‘insta-gibbed’ by the average opponent in PvP gear either. We expect these improvements will make PvP more fun for both hardcore players who want a more even playing field, as well as competitors who just want to dive in and have some fun without feeling the need to assemble a specialized gear set.
We Want Your Feedback!
This is a pretty massive change for World of Warcraft and while it would probably be more appropriate at the start of a new season, or even an expansion, we want to address the current gear situation quickly. We think this solution will help us meet our design goals and help create a more active, competitive, and fun PvP environment.
We know that concerns and questions are inevitable, and we look forward to hearing your thoughts on the subject. We invite you to try these changes on the PTR for yourself, and we’ll be watching for your feedback on the PTR Discussion forum .

Ask the Devs — 5.3 PTR EditionAsk the Devs — 5.3 PTR Edition

You were given a topic, you have asked the questions, you voted for your favorites. Now we’ve gathered up the top questions and gotten you the answers. We’ve divided these questions and answers into sections to provide ease of reading and to allow you to jump to exactly what you want to know.

PvP Item-level Cap

Question - (Johnmatríx, Sylvanas); (Pershing, Steamwheedle Cartel):
How are we planning to have the ilvl cap work in patch 5.3? Rumour has it that the cap will slowly increase over the course of a season. If this is the case, where is the big enjoyment we get out of new gear, especially weapons?
Answer - (Systems Design Team):
For patch 5.3, PvP items will just be capped outright. The current plan for 5.4 is to have the cap gradually increase over time so that players won’t acquire new gear that doesn’t benefit them (because it would just be lowered to the cap). We’re also talking about different ways in which to calculate the cap. For example, if you had full ilevel 496 gear and acquired a new 520+ weapon, it would just get dropped to 496 as well. Maybe we can design the system so that your average overall can climb to a slightly higher number.
Overall the intent is that elite PvP gear is cosmetic. We don’t want item levels within PvP gear to have such a huge disparity that a new PvP player has a miserable experience — that’s the entire intent of this change.

Question - (Crâwthz , Sylvanas); (Thorbald, Ravencrest); (Энсигния, Разувий):
Currently the 5.2 ladders are being plagued with PvE trinkets that have really nice procs. Are the ilvl caps going to assist with any future cases of strong PvE items and trinket procs? If not what have you got planned to avoid PvE items being BiS for PvP?
Answer - (Systems Design Team):

What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive.

We think “plague” is too strong a word here. Our goal is not to prohibit all PvE gear in PvP, or we would do just that. We like that either gear type can be used to get a leg up in the other format. What we don’t want is for players who are in full Conquest gear to feel like they need to go pursue a PvE item in order to be competitive. We have made some changes to trinkets already and we will modify others if we feel it’s necessary. Our tactic overall is to have PvE trinkets with the potential for PvP burst (such as those with a large primary stat proc) to proc more frequently but for smaller amounts against players.

Resilience Changes

Question - (Turboching, Pozzo dell'Eternità); (Lokis, Nemesis):
Why did you decide to remove resilence from PvP gear? Do you feel that there are bigger issue in the current pvp system like too much cc or better class balance?
Answer - (Systems Design Team):
As it stands now, players need a certain percentage of Resilience just to have any fun in PvP. It’s a very discouraging experience to step into a random Battleground with a bare minimum of PvP gear and not be able to stay alive enough to contribute to your team at all. However, we were concerned that if we brought the minimum level of Resilience up that there wouldn’t be enough head space remaining to be able to offer it as a progressive stat on gear; starter gear would have had 65% and max gear would have something like 70%. Yet Resilience as a concept is still important—the damage that a player can do was originally and is ultimately calibrated around how long it takes to kill a quest creature in the outdoor world, but PvP battles at such a fast pace aren’t very fun. Therefore, we decided it just made more sense that players take less damage from other players.

On the topic of crowd control specifically, overall we don’t feel like there is too much.

Changing the way gearing works doesn’t preclude making other PvP changes we feel are necessary, and indeed there are several class PvP changes in patch 5.3. On the topic of crowd control specifically, overall we don’t feel like there is too much. We think crowd control is critical to PvP, because without crowd control, battles among players devolve into tunneling and burst cooldowns. Knowing when and who to control, when and who to dispel, and how the various diminishing returns work is knowledge that helps to differentiate player skill in PvP. We would like to make another pass at the amount of instant crowd control in the game, and we think the diminishing returns system could stand to be slightly streamlined overall, but I wouldn’t expect major overhauls to this design.

Question - (Ayatrolla, Aegwynn); (Monklighter, Sanguino); (Дертрок, Ревущий фьорд); (Zergul, Nethersturm):
With the changes to PvP gear and resilience in 5.3, how is it that you plan for World PvP to work so that PvE gear won’t be overly dominant?
Answer - (Systems Design Team):
Fully geared Conquest gear gives you about 60% PvP Power, which translates to 60% more damage. Wearing such gear, you will have a significant advantage over the LFR-geared player, have a moderate advantage over the normal-geared player, and should be pretty competitive with a Heroic raid–geared player—they may have more survivability, but you might do more damage. Statistically, Heroic-geared raiders are a very small percentage of WoW players, so you’re unlikely to even encounter them out in the world. If you do, the outcome will likely come down not to small gear disparities, but who is more skilled at PvP, who got the jump on whom, and which side outnumbers the other.
World PvP is inherently unfair, which is also part of its charm, compared to structured Arenas and Battlegrounds. (Imagine for a moment world PvP with gates that opened after a shared countdown!) Overall we think the gear changes we’re talking about will be a good improvement for organized PvP, without causing much or any harm to world PvP.

Question - (Voidmoon, Stormreaver):
In patch 5.3, all resilience is being removed from gear. Does this include the PvP heirlooms? If it does, will we be replacing the stats with something else that is useful?
Answer - (Systems Design Team):
We did not remove Resilience from heirlooms for patch 5.3. If we feel like the other Resilience changes in 5.3 are successful, then we might go back and look at the lower-level PvP gear, including heirlooms. One option is to replace the Resilience with PvP Power. Also keep in mind that the 65% Resilience is at level 90; it will be smaller at lower character levels, where the presence of Resilience on gear can still provide some benefits.

Question - (Alliey, Burning Legion); (Olivaw, Dun Modr); (Grifo, Nemesis):
Because of base resilience and the iLvl cap, what do you plan to do about PvE geared tanks in rated battlegrounds? They will be a clear choice over flag carriers with PvP gear.
Answer - (Systems Design Team):
The main role of tanks in PvP is as flag carriers. There is a debuff that applies to flag carriers that causes them to take additional damage, and we made a change to have this debuff even stronger for tanks in Rated Battlegrounds. Philosophically, we’re okay with tanks being useful in PvP, but in general, characters that are hard to kill with a reasonable amount of control aren’t fun for anyone else, so we’re definitely not trying to encourage even more tank participation in PvP. With this change, you can still use a tank as a flag carrier, but it should also feel more feasible to try having other classes and specs carry the flag as well.

Question - (Ozráin, Stormscale):
Why was 65% resilience the chosen number? Do you feel that this will be too much or too little damage reduction and do you plan on changing this in the future?
Answer - (Systems Design Team):
It’s close to what players have today in full Conquest gear and we think survivability feels okay for those characters. We may increase it to 70% or higher depending on how things feel, especially in patch 5.4.

Question - (Airflow, Dun Modr):
What is the objective of allowing resilience gems and resilience enchants in a pvp set? We have experienced that right now everything that adds resilience to your gear is useless. Are you going to improve resilience gems and enchantments to make them more appealing to use or are you going to remove it over time?
Answer - (Systems Design Team):
As we said above in regard to heirlooms, we wanted to evaluate the Resilience changes in 5.4 before propagating them through every system in the game. It could be that we redesign Resilience gems and enchants in patch 5.4. Keep in mind that the relative survivability you get from those gems and enchants has not changed, even though the numbers are smaller. If you enjoyed 10% less damage before, you still will now.

Question - (Simdromo, Dun Modr):
Will this resilience change have any impact on PvP Power? Can you elaborate on what you are doing to make it a more attractive stat for Flag Carriers and healers?
Answer - (Systems Design Team):
We increased the PvP Power benefit to healing from 50 to 100% and increased Battle Fatigue by a proportional amount. These two changes should keep healing at about the same strength as in patch 5.2, but make PvP Power as a stat more attractive to healers. We discussed flag carriers a bit in an earlier question; we’re not really worried about tanks anywhere but CTF and we have a CTF-specific solution.

Rewards and Incentives

Question - (Johnmatríx, Sylvanas):
The Elite set is becoming a vanity item again in patch 5.3, and it’s very expensive and frustrating having to gem and enchant your gear a second time. Have you considered making Elite gear function similarly to Challenge mode gear?
Answer - (Systems Design Team):
The current design is a remnant of our plan in patch 5.2 where the older piece is consumed in order to purchase the newer piece. We implemented the system in such a way because it allowed players to transfer the upgrades to the new piece without requiring additional Conquest points. Now that we don’t support upgrading PvP gear, we could reconsider this design for the next season and make Elite gear behave more like Challenge mode gear.

Question - (Durrian, Defias Brotherhood):
In patch 5.3, the elite gear will be quite difficult to attain for casual Arena players. What kind of rewards do you have planned for casual PvP’ers to keep them interested in PvP?
Answer - (Systems Design Team):

Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.

Elite gear is positioned as one of the ultimate PvP rewards. Similarly, Heroic raid gear is also hard to obtain for casual players. In the meantime, more casual PvP players should see steady rewards as they earn the normal Conquest pieces. We do think that there’s room for more PvP rewards that aren’t just aimed at the very best PvP players. Next season, we’re discussing some rewards aimed at participation (e.g. win 50 Rated Battlegrounds) and not just the players with the highest win percentages.

Class Changes

Question - (Wreckquiém, Ragnaros); (Persephones, Argent Dawn):
The change in patch 5.3 that makes Gateway require a four second cast time and being attackable is going to be quite damaging to warlocks when affliction is already in quite a poor state. What was the reasoning behind this change and what do you plan to do with Affliction to make it more competitive?
Answer - (Systems Design Team):
Our overall goal was to make Gateway less binary. As implemented on live realms right now, it feels very hard to get up, but then brutally punishing to the other team once you get it at full effectiveness. With these changes, it’s easier to get the Gateway up but less transformative when you are successful. We are still evaluating their health—we don’t want them to be trivial to destroy. One change that players may not be aware of is that in patch 5.3 the first charge happens after 5 seconds (down from 13 seconds), and each additional charge requires 10 seconds (down from 15 seconds).
We don’t feel that Gateway is the key to making Affliction more competitive. We changed Haunt to refund a Soul Shard when it is dispelled, with the intent that Shards spent on Haunt instead of Soul Swap shouldn’t feel wasted. We also redesigned the PvP set bonus to grant additional damage to DOTs. While this benefits all Warlocks, it will benefit Affliction the most, which should help make them more competitive with the other Warlock specs.

Question - (Eirwin, Defias Brotherhood):
What is the reasoning behind the upcoming changes to Void Shift? This spell already has a high risk to use, why target it for a nerf?
Answer - (Systems Design Team):
Shadow is overperforming and something needed to go. Shadow priests have high damage, strong defenses, and lots of utility. What we think was putting them over the top was being able to save their healer with things like Void Shift and Mass Dispel.

Question - (Орчишкаа, Страж Смерти):
Why are you buffing the way PvP power affects hybrid healing? Classes without healing abilities are also affected by PvP fatigue, such as Second Wind and recuperate. What about the survivability loss those classes get from this change?
Answer - (Systems Design Team):
In patch 5.3, all specs (even classes without healing specs) benefit from a PvP Power-to-healing conversion. This means that any heal should benefit from PvP Power; this includes percentage heals such as Second Wind and Recuperate. Previously things like Second Wind and Recuperate weren’t benefitting from PvP Power at all.

A Few Extras

Question - (Kungzharel, Outland):
Are there any plans for patch 5.3 or beyond to allow players to be able to join multiple 3v3 teams at once, or even allowing cross-realm arena teams?
Answer - (Systems Design Team):
Not in patch 5.3, though we may do something like this at some point in the future. We think that such an idea is interesting and could encourage more people to participate in PvP.

Question - (Crâwthz, Sylvanas):
Casting spells is still quite a painful process, especially with skills like Mind-numbing Poison and Necrotic Strike. What have you got planned for 5.3 to start moving the game back to casted spells rather than instants like was promised some time ago?
Answer - (Systems Design Team):

A change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3.

It’s a bit of a chicken and egg issue. We’ve gone on record as saying we think PvP would be more fun with fewer instant spells, since instant spells allow players to move a lot and don’t open them up to being countered. Once we tame instants, it’s entirely possible that Mind-Numbing Poison and Necrotic Strike will be too powerful. They already slow player casts by less than what they do on creatures, and that number could be even lower (though at some point the debuff would just end up being unnoticeable).
Regardless, a change like this one is huge—it’s not just a simple data tweak, so don’t expect something for 5.3. Instants are used throughout the game and we can’t simply, for example, change the cooldown of Holy Shock.

Question - (Olivnia, Stormscale):
A new battleground and arena are planned for patch 5.3. This is really cool, do we have any more plans for battlegrounds and arenas and what can you share about these?
Answer - (Systems Design Team):
There is nothing new in the pipeline at this time. We may spend some time fixing older ones. We have a lot of data now about which Battlegrounds players are voting out of participating in, so that gives us some direction on which Battlegrounds we could potentially fix . . . or even cut.


 


Catching Up to 5.3

Catching Up to 5.3
There’s a ton of content worth experiencing in Mists of Pandaria—but if you’re leveling alts or just looking to get to the highest gear levels to see the newest content, the “best” route is not always clear. We get a lot of questions on what to focus on, so hopefully this article can provide some helpful guidance.

Back in the Day

In the initial months after Mists of Pandaria launched, the primary method to gear up a new level 90 was to run Scenarios and Heroic dungeons, and then do daily quests (beginning with Golden Lotus and Klaxxi, and then progressing to Shado-Pan and August Celestials) to earn reputation to unlock the vendors that sold higher-level epics. Along the way, players would qualify for the Raid Finder version of Mogu’shan Vaults, and then eventually the Raid Finder versions of Heart of Fear and Terrace of Endless Spring, supplementing the gear they unlocked and purchased with Valor Points.

"The core of the new gearing system revolves around the new Isle of Thunder"

While all of that content, along with the original reputation vendors and associated progression, remains in the game, patch 5.2 introduced several new, more efficient ways to get a fresh level 90 caught up and ready to jump right into theThrone of Thunder raid.

Get to ‘da Island!

The core of the current gearing system revolves around the new Isle of Thunder, and the vastly accelerated rate at which Elder Charms of Good Fortune can be obtained on the Isle. Elder Charms are used for bonus rolls when defeating raid bosses from the expansion’s first set of raids—Mogu’shan VaultsHeart of Fear,Terrace of Endless Spring—as well as Mists of Pandaria’s original world bosses, Sha of Anger and Galleon. By obtaining Elder Charms, defeating bosses, and using bonus rolls, you’ll receive more chances to acquire upgrades, helping you gear up at a faster pace.

The Isle of Thunder also offers other ways to acquire Elder Charms. By defeating rare-spawn enemies on the Isle of Thunder, looting a Trove of the Thunder King, or defeating common enemies, players can receive aKey to the Palace of Lei Shen (one per week, with a small chance at extras from the coffers awarded at the conclusion of daily quest arcs). Players can take the key to Taoshi in the Shado-Pan encampment located in the swamp at the center of the Isle for a chance to do a Treasure Room run. In these runs, players have 5 minutes to open as many chests as possible and make it as far as they can through a dangerous, trap-laden vault. These runs are not only a ton of fun, but can be extremely lucrative in providing gold and Elder Charms. Foregoing a race to the finish line and instead systematically opening every chest you can get your hands on will likely yield a significant number of Elder Charms—it’s not uncommon to emerge from a single run with over a dozen. Additional Elder Charms can be obtained by using Incantations that also drop from creatures on the Isle and taking them to the graveyard in the mogu ruins on the west side of the Isle.

In 5.2, we significantly increased drop rates in the Raid Finder versions of Mogu’shan Vaults, Heart of Fear, and Terrace of Endless Spring, so it’s quite possible to walk into the Raid Finder and have enough Elder Charms to use a bonus roll on every boss you kill (with greatly increased drop chances) for a tremendous loot yield. You can also run Raid Finder more than once per week if you have more Elder Charms. You won’t receive normal drops from the boss, but your bonus rolls will have a chance of rewarding an item.

Misc. Stuff We Couldn’t Think of a Title For

If you’re into PvP, recent changes have made PvE gear pretty decent in PvP, and vice-versa. Outside of sockets and set bonuses, you can get a bunch of Honor (or Justice Points, and covert them to Honor at the Justice Trade Good vendors in Orgrimmar and Stormwind) and buy Item Level (ilvl) 476 PvP gear to help fill in any gaps and help you get into the higher rungs of PvE content.

An adventurous player should be able to walk right into Throne of Thunder LFR within a week or two of hitting 90

Like Sha of Anger, the world boss Galleon now respawns much more frequently. The world boss Nalak is also now accessible on the Isle of Thunder, and the Shado-Pan Assault vendor is selling a neckpiece for Valor Points with no additional reputation requirements. In addition, the Isle of Thunder factions sell an ilvl 476 belt for gold at Honored reputation, which makes doing their dailies pretty enticing.

What the Future Holds

In Patch 5.3: Escalation, you’ll head to the Barrens and participate in an uprising that will lead to the ultimate challenges in 5.4, and a variety of patch 5.3 content will award ilvl 476 to ilvl 489 items for participating in and completing quests. It’s important to note that the 5.3 world event will only be available for a limited time, as the story continues in 5.4. In addition, the XP required to level from 85 to 90 is being reduced by 33% in patch 5.3. If you’re looking to level and gear up alts, patch 5.3 may be a good time to do so with these additional options.

Between all of these sources, an adventurous player should be able to walk right into the Raid Finder Throne of Thunder within a week or two of hitting level 90, even without touching any of the mainland reputations.

Content ilvl Requirements

  • ilvl 435 required for Heroic dungeons
  • ilvl 460 required for Mogu’shan Vaults
  • ilvl 470 required for Heart of Fear and Terrace of Endless Spring
  • ilvl 480 required for Throne of Thunder

Your characters average ilvl can be found in the Advanced section of your Character stats in-game, or by searching for your character on WorldofWarcraft.com.

Gearing for Throne of Thunder

 XP required to level from 85-90 reduced by 33% in patch 5.3
 ilvl 435 required for Heroic dungeons. Quest rewards from Townlong Steppes as well as Dread Wastes will bring you up to 435. It may be worthwhile to begin these zones earlier in the leveling process
 At 90 head to the Isle of Thunder and progress through the quests each day and hunt for a Key to the Palace of Lei Shen each week. The portal to the Isle can be found at the Shado-Pan Garrison in western Townlong Steppes
 The Arena of Annihilation scenario has a mini-quest inside that rewards an ilvl 450 weapon
 Key to the Palace of Lei Shen looted once per week from rare spawns, Trove of Thunder King chests, or by defeating common enemies on the Isle of Thunder
 There’s a small chance for Throne of Thunder LFR gear to come from the chests after you’ve completed your run
 Loot run provides Elder Charms of Good Fortune
 Elder Charms provide bonus rolls when defeating bosses in Mogu’shan Vaults, Heart of Fear, Terrace of Endless Spring, as well as the 5.0 world bosses Sha of Anger and Galleon
 You can run LFR more than once per week if you have more Elder Charms. You won’t receive normal drops from the boss but your bonus rolls still do have a chance of rewarding an item
 With Elder Charms of Good Fortune acquired, and an average ilvl of 460, head into Mogu’shan Vaults, you can queue using the Raid Finder (default shortcut key: i)
 Crafted PvP items (ilvl 458) can help get you over the hump into Heroic dungeons
 Crafted ilvl 476 items (Gloves/Chest/Weapons/etc.) can help jumpstart you into LFR
 5.3 Battlefield Barrens quests will award ilvl 476 and 489 items
 476 belt is purchasable from the Isle of Thunder Kirin Tor Offensive (A) or Sunreaver Onslaught (H) for gold
 476 Epic boots available from a quest received by killing Sha of Anger (loot Claw of Anger)
 476 PvP items purchased with Honor can help fill in any gaps and raise your average ilvl with little negative effect to your overall ability in raids
 Shado-Pan Assault ilvl 522 neck available at Neutral for 1250 Valor Points
 Lesser Charms of Good Fortune can be exchanged at your faction’s shrine in the Vale of Eternal Blossoms for Mogu Runes of Fate. Mogu Runes provide bonus rolls for 5.2 bosses including those in the Throne of Thunder, and world bosses Oondasta and Nalak


Brawler’s Guild UpdatesBrawler’s Guild Updates

As more and more Blood-Soaked Invitations have been procured through the Black Market Auction House or distributed by ranking Brawler’s Guild members, the dark recesses of Stormwind and Orgrimmar echo with the sounds of epic battles. In Patch 5.3, Brawler’s Guild will be receiving some exciting changes which will offer members new challenges, unique rewards, and the ability to relive some of your favorite encounters. If you think you’ve mastered the arena, wait until you see what’s in store!
To start, two new tiers will offer Brawler’s Guild members the opportunity to reach rank 10, and will introduce eight new bosses. We don’t want to ruin the surprise and explain each fight, though, so it’ll be up to you to discover who these mighty foes are, and what they can do. Trust us, you’ll need plenty of Healing Potions.
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Also new to the system are Challenge Cards. Whether out in the world fishing, doing some Archeology, or just sightseeing and finding a musically-talented grummle to /dance with, these new cards can be used to open up a quest and gain access to twelve new exclusive bosses! Keep a close lookout for the words, “RETURN TO BRAWLER'S GUILD.”
Now, it goes without saying that certain Brawler’s Guild boss encounters have been memorable for those who were able to survive. In Patch 5.3, we’re adding the ability to revisit past fights! Once you’ve defeated a tier or Challenge Card boss, you can then visit an NPC who sells Challenge Cards for each fight, allowing you the opportunity to repeat the encounter. For those of you who’d love another shot at taking down Epicus Maximus, this will be your chance.
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So, you’ve had a busy day avoiding laser beams and gnashing teeth, and now you just want to relax. Why not visit the VIP lounge? Keep in mind that you’ll need to reach a certain rank to join the upper echelon of Brawler society, but obstacles like that never got in your way, right? For the Alliance, you’re already familiar with the roped-off doorway that leads to the mysterious area overlooking Bizmo’s Brawlpub. Spill blood, earn recognition, and you will be able to head on up! For the Horde, Garrosh begrudgingly loaned out a zeppelin to Brawl’gar Arena, where you can find refreshment and a scenic view!
From new, visually stimulating fights, to boss duos that will haunt you in your sleep, be prepared to laugh and cry, often at the same time! Oh, and if anyone asks, we’ve never spoken to each other. . . .

Love Is in the Air Customer Support PolicyLove Is in the Air Customer Support Policy

Love is in the Air from February February 5th-18th 23:59, and with these romantic feelings comes one of Azeroth’s many special world events! World events are a time for players to celebrate in-game holidays, acquire special vanity items or pets, and earn those much sought-after achievements. As these things are highly valued by our players, our support staff is available should things go awry. If you’d like to learn more about this event, be sure to check out our Community Blog.
There are some situations, however, in which there may be limitations to the assistance we can provide. While some of the policies below are primarily aimed at our world events, they are all in line with our other more general support policies. As always, exceptions may be made, particularly in the case of extenuating circumstances or bugs. Keep an eye out for such issues by visiting our Support Site and searching for the issue you are experiencing, or checking the Breaking News.
Event Item Purchases
Many holidays provide special forms of currency, usually tokens or other exchangeable items, with which purchases can be made from limited availability vendors. Many of the items from these vendors may be necessary to complete achievements associated with world events, so they are often highly coveted. The majority of these items are non-refundable, and this functionality is intended. As a result, make your purchases wisely, as Game Masters will be unable to facilitate such refunds.
Achievement Related Issues
For many, world events are one of the most convenient means to acquire achievements. Achievements represent overcoming extreme odds, having a bit of luck, and generally serve as a milestone for your character to proudly show off. Achievements are, by definition, accomplishments that require skillful effort and often a non-trivial amount of time to earn. Because of the intent behind achievement design philosophy and tool limitations, Game Masters are unable to grant, remove, or alter achievements in any way.
Limited Duration Events
World events can make time fly by quickly, so make sure that you get all your achievements, quests, and special events done before it’s too late! While availability may be limited, Game Masters are only able to provide restorations if they have accompanying logs to prove that a loss occurred. If the item was never acquired or the quest never completed, a restoration isn’t usually possible.
Also bear in mind that the event end date will always be listed in your Events Calendar in-game, and the deadline corresponds with realm time, not your local time. We highly advise making certain all your tasks are completed well in advance, and wish you all the best throughout your seasonal adventures!