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Allied Races: Vulpera in Battle for Azeroth

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Our preview of possible Allied Races continues with the fox people of Vol'dun that have more customization options than most races.

Vulpera are a race of fox people that inhabit Vol'dun in Battle for Azeroth. It's currently unknown if they are going to be an Allied Race in a future patch. In case Blizzard decides to add them, it makes sense for them to join the Horde later, probably in Patch 8.2. Here's our preview of all customization optios for the race. Would you like to play a Vulpera? Let us know in the comments! Previously, we looked at Kul Tiran Humans and Thin Human male models.

Female Customization Options

Skin Colors

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Features

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Face Options

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Snouts

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Male Customization Options

Skin Colors

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Features

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Face Options

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Snouts

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Honestly, don't think they'd be a good addition.

Lorewise, they bring nothing to the table.    They have no real leaders, occupy no strategic areas, have no army, their fighters are scarce (they're more desert nomads+opportunists than anything).

In terms of their characterization, there seems to be one or two young adults and then the rest are voiced as children or teenagers?     Anime factor is high here, they could have been ripped out of Sonic the hedgehog.

I don't hate them, but it feels like putting a square peg in a round hole to make them a horde allied race.

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8 minutes ago, Migol said:

Honestly, don't think they'd be a good addition.

Lorewise, they bring nothing to the table.    They have no real leaders, occupy no strategic areas, have no army, their fighters are scarce (they're more desert nomads+opportunists than anything).

In terms of their characterization, there seems to be one or two young adults and then the rest are voiced as children or teenagers?     Anime factor is high here, they could have been ripped out of Sonic the hedgehog.

I don't hate them, but it feels like putting a square peg in a round hole to make them a horde allied race.

I actually don't like how they look imo. They are just "retextured" goblins that just look out of place. Maybe it's the fact they look so humonoid and lean with muscle. 

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Yeah, they seem unlikely so far. Allied races use existing models. Kul Tirans are exception, probably the reason why they are coming later. In case of Vulpera, they share Goblin skeleton but helms present a problem, they would have to model new ones just for them.

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4 minutes ago, Arcling said:

Yeah, they seem unlikely so far. Allied races use existing models. Kul Tirans are exception, probably the reason why they are coming later. In case of Vulpera, they share Goblin skeleton but helms present a problem, they would have to model new ones just for them.

I mean, these are already ingame in the form of enemies, and they just use the Goblin body as a base I'm pretty sure

EDIT: Didnt see the part you already mentioned about Goblins.

Edited by DasBigHippo

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1 minute ago, DasBigHippo said:

I mean, these are already ingame in the form of enemies, and they just use the Goblin body as a base I'm pretty sure

Like I said, they use Goblin model's skeleton, but heads are of different shape so that requires modelling for existing helmets. Otherwise they would look bad and with lots of clipping.

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As much as I enjoy their appearance, their characterization was dreadful and given that Allied Races thus far have been about recruiting people to help with the War Effort I can't see them becoming playable. Sethrak would be hella cool as a race though but that'll ever happen.

Edited by Brutalis

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I think these could be interesting, but if it ever happened, the Vulpera would somehow end up with the Alliance, to get the Goblin skeleton model towards those. Plus, the only other race seen thus far that may be joining as races would be the San'Layn, who is dragged in to do a function for the Horde. Alliance is clearly not taking the vampire elves, so if they're in, potential new race needs to be with the Allies.

As for the Sethrak, they're well cool alright, but I doubt them. If they do get in at some point though, I will use that as another argument for *Naga's can totally be playable* ?

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1 hour ago, Arcling said:

Like I said, they use Goblin model's skeleton, but heads are of different shape so that requires modelling for existing helmets. Otherwise they would look bad and with lots of clipping.

Blizz did say that having to remodel things like helmets/armour in general wasn't a factor when it comes to allied races

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2 hours ago, Migol said:

Anime .... Sonic the hedgehog.

REEEEEEEEEEEEEE

 

2 hours ago, Arcling said:

helms present a problem, they would have to model new ones just for them.

The ears problem hasn't stopped them with Night Elves, Blood Elves, Goblins, Trolls, etc - why start caring now?

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43 minutes ago, thurk said:

The ears problem hasn't stopped them with Night Elves, Blood Elves, Goblins, Trolls, etc - why start caring now?

Ears would just went through like usual, but they still need remodelling as shape of head is different. Rather unlikely to happen during ongoing expansion, adding a faction/"recolor" of existing races is way more convenient, as they don't have to make changes in any clothing or armor.

And overall, they aren't fleshed out as a race. They don't seem to have any larger faction, many of them are pirates, no notable characters, no leaders. Rather boring choice in my opinion.

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2 minutes ago, Arcling said:

And overall, they aren't fleshed out as a race. They don't seem to have any larger faction, many of them are pirates, no notable characters, no leaders. Rather boring choice in my opinion.

It's the first 2 weeks of the expansion. they could EASILY flesh out the race more by the time they release them. I mean, void elves were such a last minute creation basically. they have Alleria and uhhhhh... ya. They had no other notable characters or a home of their own, they were just kinda kicked out and then they were an allied race. Not to mention people complained that there "weren't enough Belves to have a race" before, but now we have a playable race that's a fraction of a fraction. If Blizz wanted to add Vulpera, they'd probably have a pretty easy time making it happen

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3 hours ago, Migol said:

Honestly, don't think they'd be a good addition.

Lorewise, they bring nothing to the table.    They have no real leaders, occupy no strategic areas, have no army, their fighters are scarce (they're more desert nomads+opportunists than anything).

In terms of their characterization, there seems to be one or two young adults and then the rest are voiced as children or teenagers?     Anime factor is high here, they could have been ripped out of Sonic the hedgehog.

I don't hate them, but it feels like putting a square peg in a round hole to make them a horde allied race.

lol there more like Fox Mcloud from Starfox then Sonic the Hedgehog

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I would like to play as one, if only to race change my ol' Goblin into something different, yet still smol.

50 minutes ago, Aegrotat said:

It's the first 2 weeks of the expansion. they could EASILY flesh out the race more by the time they release them. I mean, void elves were such a last minute creation basically. they have Alleria and uhhhhh... ya. They had no other notable characters or a home of their own, they were just kinda kicked out and then they were an allied race. Not to mention people complained that there "weren't enough Belves to have a race" before, but now we have a playable race that's a fraction of a fraction. If Blizz wanted to add Vulpera, they'd probably have a pretty easy time making it happen

Agreed. It always felt to me that Void Elves as allied race were made up on the spot just so that Alliance wouldn't be mad for not getting more elves. I mean, if my lore is right, aren't they just either night, blood or something elves that learned to follow and use the void? They aren't even a different "race" at all, almost more like a class, Void User or something. The Lightforged are not much better IMO, I don't know their full lore, but aren't they also just regular Draenei with a stronger connection to the light? Wouldn't call it a "race" per se either. And how many Void Elves and Lighforged exist, lore wise? Weren't they just a small separatist sect? Not that it really matters anyway for the gameplay, but if we are going to use lore as argument...

Not saying that adding Vulpera would be the right choice, only that those are not good reasons not to add them. Besides, it's not like we have some kind of goblin subrace to add, like they did with Nightborne, Highmountain tauren or Zandalari Trolls.

@edit: I will leave this here, if anyone is interested (even if a bit outdated by now): The Vulpera Compilation, a document with plenty of datamined stuff from the alpha and beta written by some guys on Reddit.

Edited by lChronosl

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They get added as an allied race, that's fine my guildmate wants to be one of these little furry bastards so whatever. They don't get added, that's fine too because I just don't give a damn about them either way. All that matters is Zandalari Paladins.

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Totally down to play a fox rogue riding around Zandalar on my Llothien Prowler.

Seriously that sounds like fun to me, and I know Blizzard wont let lore get in the way.

Edited by shanghaied
Autocorrect on Samsung Phones
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3 hours ago, lChronosl said:

I would like to play as one, if only to race change my ol' Goblin into something different, yet still smol.

Agreed. It always felt to me that Void Elves as allied race were made up on the spot just so that Alliance wouldn't be mad for not getting more elves. I mean, if my lore is right, aren't they just either night, blood or something elves that learned to follow and use the void? They aren't even a different "race" at all, almost more like a class, Void User or something. The Lightforged are not much better IMO, I don't know their full lore, but aren't they also just regular Draenei with a stronger connection to the light? Wouldn't call it a "race" per se either. And how many Void Elves and Lighforged exist, lore wise? Weren't they just a small separatist sect? Not that it really matters anyway for the gameplay, but if we are going to use lore as argument...

Not saying that adding Vulpera would be the right choice, only that those are not good reasons not to add them. Besides, it's not like we have some kind of goblin subrace to add, like they did with Nightborne, Highmountain tauren or Zandalari Trolls.

@edit: I will leave this here, if anyone is interested (even if a bit outdated by now): The Vulpera Compilation, a document with plenty of datamined stuff from the alpha and beta written by some guys on Reddit.

Correct. Void Elves are a small faction of Blood Elves that practiced forbidden rituals to try and manipulate the void and were shunned by BE leadership and banished from Quel'Thalas.

 

Anyways, they can definitely make it happen with a fleshed out story (Vulpera pirate leader coming up in a future patch FTW!) so I will focus on: Would they be a cool new addition to the Horde?

 

Yes... yes they would!

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My wife promised me that if Vulpera become a playable race she will start playing WoW, so please please please Blizzard make em playable, and yeah make them for the horde!!!!!

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7 hours ago, Aegrotat said:

It's the first 2 weeks of the expansion. they could EASILY flesh out the race more by the time they release them. I mean, void elves were such a last minute creation basically. they have Alleria and uhhhhh... ya.

Vulpera are completely new race. They didn't exist in lore before BfA. Void Elves aren't really new, since they are just another flavor of high/blood elves. They have all the previous lore they had plus new "voidy" stuff with Alleria and Umbric.

Edited by Arcling

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7 hours ago, lChronosl said:

Agreed. It always felt to me that Void Elves as allied race were made up on the spot just so that Alliance wouldn't be mad for not getting more elves. I mean, if my lore is right, aren't they just either night, blood or something elves that learned to follow and use the void? They aren't even a different "race" at all, almost more like a class, Void User or something. The Lightforged are not much better IMO, I don't know their full lore, but aren't they also just regular Draenei with a stronger connection to the light? Wouldn't call it a "race" per se either.

TBH, they aren't more "made on the spot" than night elves for WC3 were. Or Nightborne for Legion, for that matter. Void Elves can be compared to any other flavor of elves, like san'layn from WotLK or felblood from TBC, as they were also just high/blood elves affected by some magic. Such is the nature of this race. Just another magical transformation. I agree about allied races, same can be said for Highmountain Tauren not being too different from standard Tauren etc. "Races" at this point are more like factions and nations. Even Worgen kinda fit into this mold when you think about it, since they aren't a real race but cursed humans from Gilneas (and some night elves in lore, as they were the first Worgen).

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29 minutes ago, Arcling said:

Vulpera are completely new race. They didn't exist in lore before BfA. Void Elves aren't really new, since they are just another flavor of high/blood elves. They have all the previous lore they had plus new "voidy" stuff with Alleria and Umbric.

Nightborne have a story that extends before legion, though. The whole reason they aren't part of the alliance is basically stuff that happened, before legion. It's not at all that they're just "the same as belves." They had LITERALLY no story. It was just one day "by the way, now elves are experimenting with void and getting kicked out."

They're managing to bring their own culture to the alliance, which is shown to be different than the Belf culture. they act, different than belves so it's hard to just say they're blood elves. They have no Void elf Heritage because they only just became a thing. We may not currently have any info on the Vulpera before BfA at the moment, but they aren't just a race that... popped up over night, that's why as the expansion goes on Blizzard can easily tell us more about what they were doing before BfA. It's one of the joys of them being a race opposed to being a faction.

We can learn a hell of a lot more about the Vulpera than we can ever learn about void elves. Again, I literally have no problems with the void elves, but Highmountain tauren have a culture. Mag'Har, have a culture. Blood elves, have a culture that was different than High Elves. At the end of the day, Void elves have yet to get their own identity, but I really really hope they get expanded on and get their own culture.

 

(that being said, being an allied race would be a GREAT way to give the Vulpera a culture and show their backstory off. half the reason of allied races is we work with them, learn about them, and bring them in)

Edited by Aegrotat
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      New Talent: Tidewaters – When you cast Healing Rain, each ally with your Riptide on them is healed. New Talent: First Ascendant – The cooldown of Ascendance is reduced by 60 seconds. New Talent: Preeminence – Your Haste is increased by 25% while Ascendance is active and its duration is increased by 3 seconds. New Talent: Reactive Warding – When refreshing Earth Shield, your target is healed for each stack of Earth Shield they are missing. When refreshing Water Shield, you are refunded mana for each stack of Water Shield missing. New Talent: White Water – Your critical heals have 215% effectiveness instead of the usual 200%. New Talent: Spouting Spirits – Spirit Link reduces damage taken by an additional 5%, and it restores health to all nearby allies 1 second after it is dropped. Spouting Spirit’s healing is decreased beyond 5 targets. Spiritwalker’s Tidal Totem has been redesigned – After using Mana Tide Totem, the cast time of your next 3 Healing Surges is reduced by 100% and their mana cost is reduced by 50%. Master of the Elements has been redesigned – Casting Lava Burst increases the healing of your next Healing Surge by 30%, stacking up to 2 times. Healing Surge applies Flame Shock to a nearby enemy when empowered by Master of the Elements. Improved Earthliving Weapon has been redesigned – Earthliving receives 150% additional benefit from Mastery: Deep Healing. Healing Surge always triggers Earthliving on its target. Earthen Harmony has been redesigned – Earth Shield reduces damage taken by 5% and its healing is increased by up to 150% as its target’s health decreases. Maximum benefit is reached below 50% health. Downpour has been redesigned – Casting Healing Rain activates Downpour, allowing you to cast Downpour within 6 seconds. Downpour: A burst of water at the target location heals up to 5 injured allies with 12 yards and increases their maximum health by 10% for 6 seconds. Downpour is twice as effective for Totemic Restoration Shamans. Living Stream has been redesigned – Now increases Healing Stream Totem’s healing by 100%, decaying over its duration. Lava Surge is now learned at level 12 and has been removed from the class tree. Current Control now reduces the cooldown of Healing Tide Totem by 45 seconds (was 30 seconds). Mana Tide Totem’s radius is now 40 yards. Ancestral Awakening now triggers at a 20% base chance and increases to a 40% chance when activated by a Critical Strike. Torrent now additionally increases the chance for Riptide’s initial heal to critically strike by 8/15%. Water Totem Mastery now activates on a chance, but its effect has been increased to 3 seconds of reduction. Water Shield now has 9 charges. Primordial Wave’s cooldown has been reduce to 30 seconds (was 45 seconds). Healing Rain now heals 5 targets (was 6) and healing increased by 17%. Acid Rain now damages 5 enemies (was 6) and damage increased by 16%. Overflowing Shores now heals 5 targets (was 6) and healing increased by 14%. Wavespeaker’s Blessing is now a 2-point talent. The following talents are now 1 point: Tidebringer Deluge Improved Earthliving Weapon The following talents have been removed: Improved Primordial Wave Tumbling Waves Continuous Waves Resonant Waters Flash Flood Stormkeeper Refreshing Waters Please note that we intend to continue tuning and iterating on the changes above throughout the Beta, and we also have plans for further updates that will come with a future patch in The War Within.
    • By Stan
      Harldan has reached Level 70 in MoP Remix in just 29 minutes and 25 seconds, beating Shiekrunner's previous record by a whopping 18 minutes!
      The player utilized brand new strategies outside of the standard Heroic Dungeon spamming with Level 20 twinks.
      In a lengthy Reddit post, Harldan broke down the most important parts of the speed run!
      Something's currently broken with raid scaling. The more people you invite to your group, the less XP you get from killing mobs. This decrease appears to be exponential, because going from 2 to 3 players can cause you to lose almost 50% of the mob kill XP.
      To avoid the bug, Harldan completed most of the raids with only 1-3 boosters.
      With XP nerfs coming in the War Within pre-patch, I hope to see someone reach Level 70 under 15 minutes!
    • By Staff
      "New "best" solo of my 14 years of soloing." It seems Durendil refused to rest on his laurels after those Raszageth and Sarkareth kills and got a very special boss down! While this one isn't quite Awakened, it's still the latest raid, and another penultimate boss to boot. And not just any penultimate boss, as Tindral and his transitions and seeds are legendary, being a pretty solid guild killer back in Season 3. Let's get into this really impressive kill.
      Just to get us started, the (Normal difficulty) boss went thought his rotation of deadly attacks 7 times during phase 3. Each rotation was comprised of a DoT dealing 95% of the hunter’s HP, seeds also dealing 95% between damage and a healing absorb, plus other random damage costing Durendil 235% of his health per rotation, every 50ish seconds. And with Beast Mastery not having that much self-sustain, you can imagine how tricky it all got.
      Using some specific gear (most notably Fyrakk's Tainted Rageheart, Decoration of Flame and Seal of Filial Duty), he managed to to reach 9 defensive CDs: the two trinkets, Exhilaration, Aspect of the Turtle, Stoneform, Survival of the Fittest, Dreamwalker's Healing Potion, Aspect of the Cheetah and Ancient Hysteria. With so many hard-hitting abilities with varying timers and overlaps, and also so many cooldowns with varying timers and overlaps, it was an insane balancing act of reconfiguring any and all available defensives until he found the perfect permutation in order to survive the final casts at the 10 minute 30 second mark and reach the enrage.
      Not to mention everything else going on in the fight such as soaking seeds, positioning the fire, and the intermissions, where a mistake could cause a death or simply make Durendil lose damage on the boss, making it impossible to beat the enrage. And so after a many pulls, long analysis/theorycrafting sessions, and a whole lot of spreadsheet calculations, the crowning achievement for Durendil had arrived.
      Here's the (massive) full description with all the details on the kill:
      This was my most technical and most fun solo in 14 years, even more than Kil’jaeden Mythic. This boss deals immense damage, so I kept trying to survive for longer and longer, having no idea if it was possible or if I could manage the dps for the enrage. And with 9 seeds and 9 DoT in the fight, with varying timers between them, that meant countless permutations of 9 defensives with varying cooldowns, some of which are wasted if used together.
      I spent 20% of my time on this boss analyzing my tries and theorycrafting the RT note on the left on an Excel spreadsheet. And it was fun.
      Seeds dealt 95% of my health (700k damage + 600k absorb) and the DoT also dealt 95% of my health (1M3 over 35 seconds). Plus 45% per « subphase » from the rest.
      Phase 3 was 7 subphases, each dealing 235% of my health, each around 52 seconds. And BM hunter has notoriously bad self-sustain, since pets deal 70% of our damage, and leech only works on the hunter’s damage.
      So the entire progress was :
      - survive the next DoT / seeds
      - die because I don’t have the right CD rotation
      - add a line or two to the Excel spreadsheet with the next DoT / seeds
      - optimize the defensive cooldown rotation (RT note)
      - try out the new rotation, see how it works
      - adapt rotation until I survive longer
      So first I had to survive the 7:30 mark. Then I got stuck at 8:40 for a while until I also optimized my self-healing. Then I had to find a way to survive the 9:50 mark. Then when I reached 10:30 I found out I really had no CDs left at all, so I had to rethink my rotation completely and tried multiple strategies. But I had the entire spreadsheet of timers by then.
      Finally I reached the start of the enrage and died to having no CDs for the last seeds. Boss was at 15%. So I adapted the rotation again, and had to start thinking about dps.
       
      In order to survive, I used the following tools :
      - Diurna’s ring. It has random but great shield.
      - Fyrakk’s trinket. An extremely strong shield, it can absorb all damage from Seeds + DoT during 20 seconds.
      - Eranog’s trinket. On paper, it has the same absorb as Neltharion’s trinket with twice the CD. But the 35 second duration instead of 10 means you always get full value, with only no overheal.
      - Dwarf racial to dispel the DoT.
      - Exhilaration, 50% self-heal. Its CD is reduced when you attack - it will come into play later.
      - Turtle / immunity. Allows me not do seeds.
      - Survival, -40% reduction for 6 seconds.
      - Potion.
      In the end, I adopted the following rules :
      - Maximise Fyrakk trinket’s usage. It’s better than turtle. So I used it 4 times in phase 3.
      - For the Dwarf racial / dispels, The issue is the 4th DoT lasts only 20 seconds before the next cast. So I could only dispel 2, 5 and 7 to get full value.
      - Use Turtle twice. There was time for 3 turtles, but doing so meant one less Fyrakk, and more damage from the DoT. Plus less CD reduction on the self-heal.
      - For the self-heal, on every seed there is a healing absorb, from 4 to 7 stacks. It stacks AND REFRESHES, so any healing is « lost » if it restacks. In the end, the only good timing was right after the stacks have finished stacking. Plus a potion for the first one at 7 stacks. However, the cooldown of the self-heal is slightly longer than the one of the seeds, which will come into play later
      - Use the -40% reduction on seeds without Fyrakk or Turtle, if off CD.
      - Adapt phase 2 CD usage to phase 3, in a way that allows you to (temporarily) get back to 100% health during phase 3.
      Then there was the Bloodlust timing. The cooldown for the self-heal was really tight, so I had to use Bloodlust after to attack faster and reduce it further during phase 3. So I used it on pull and when my dps cooldowns were up.
      That meant I couldn’t use BL for the second shield, so I couldn’t break it in time. It’s why I let the first shield cast - then the flight buff doesn’t get removed. And you can zoom immediately to the third platform.
      Finally the seeds. First, tank the boss near the edge. Then pack the fire AoEs on one side, near the boss. But if you « block » the boss too much, he will spawn seeds on the other side or too far away from him. And you need to keep attacking even when doing the seeds to reduce the CD of the self-heal. So I moved the boss away when there was too much fire.
      So soak seeds while facing boss and attacking.
      Finally, I could afford a couple of trees if using Fyrakk without the DoT. And I didn’t need to do seeds with the turtle. That left 3 seed phases with no safety net - I used my Cheetah on 2 of them.
      As you can see, I could afford one « bad » tree in phase 2, but a single tree in phase 3 meant I was a single tick from getting killed at the end. I’m surprised I survived.
      The enrage was quite tight, but I still had room to increase dps, with a few seeds bringing me out of range, and other small rotation errors since I was focusing a lot on survival / strategy.
      Logs.

      Huge congratulations to Durendil, who has now soloed two out of the three Dragonflight endbosses, not to mention a whole lot of other massively impressive solo kills and isn't showing any signs of stopping! So go check out his channel if you want to see even more impressive WoW feats.
    • By Staff
      Blizzard has posted another short story called "Trials" starring Thrall who begins questioning the value of the trials...
      The short story was written by Jonathan Maberry and you can download it here.
      (Source)
      After several younglings are lost attempting their om’gora rites, Thrall begins questioning the value of the trials. The new generation places such emphasis on martial strength and battle prowess that they would risk death attempting the rites before they are ready. Walking through Orgrimmar with his family, Thrall reflects on his son’s readiness for the trials, his own coming of age, and how to prepare this new generation to build on the legacy he and his friends started long ago.
      Download to read the Rest of This Short Story by Jonathan Maberry
    • By Staff
      The Great Push returns in Dragonflight Season 4! Each weekend, 6 of the world's top dungeoneers will have 5 hours to push the assigned dungeons as high as possible!
      The Proving Grounds happened from June 19-24. Now, we're looking forward to live broadcasts from Group A and Group B, running from July 5 to July 14. The Global Finals will take place from July 19 to July 21. You can watch the event on Twitch or YouTube. The total prize pool is $260,000!
      (Source)
      The Great Push has returned for its second-ever full season in the final season of Dragonflight! Each weekend, six of the world’s top dungeoneers will have five hours to push the assigned dungeons as high as possible.
      The Great Push (TGP) is a spinoff of the Mythic Dungeon International (MDI), the premiere Mythic+ speedrunning competition in World of Warcraft. The Great Push pits the top players in the world against one another to test their limits and set records by pushing Mythic+ keystones as high as possible over the span of several weekends. All the action will be streamed live on the Warcraft Twitch and YouTube channels!
      Each week of the Groups Stage brings with it six new teams of distinguished dungeoneers vying for a spot in the Global Finals, and six unique sets of dungeons and affixes to be conquered. At the end of each Group weekend, the 3 teams with the fastest runs in the highest dungeons will qualify for a spot in the Global Finals, and earn a shot at earning the lion’s share of the $200,000 prize pool!
       
        Each weekend of The Great Push takes place over the span of 3 days, with a total of 15 hours of Tournament Play. Competitors will have five hours each day (including 20 minutes of required break time) to complete the assigned keystones at the highest level possible.
        This season of The Great Push brings with it a series of new changes for competitors:
      Group Compositions are now locked, teams are required to have 1 tank, 1 healer, and 3 DPS in each group. Dungeon Distribution is now spread out to follow a 3/2/1 schedule. Day 1 will introduce 3 dungeons, Day 2 will introduce 2 more dungeons, and Day 3 will introduce the final dungeon. Team Feeds are now available! Each team is mandated to have at least one competitor stream their gameplay during the Tournament. The Global Finals will be keeping the competition alive all weekend, as daily eliminations have been removed. All six teams will survive until the last second!   Prepare for the action by reading more about the broadcast:
        Details
      Venue: The Great Push is taking place online, and with more opportunities to watch than ever before! Catch the main broadcast live over at Twitch.tv/Warcraft and YouTube.com/Warcraft, or enjoy a first-person perspective from your favorite team by tuning into a co-stream of their gameplay. Dates:  Group A - July 5 to July 7 Group B - July 12 to July 14 Global Finals - July 19 to July 21 Broadcast Start Time: 10:00am (PDT) / 7:00pm (CEST) Prize Pool: $260,000   Talent
       
        Group A: Host - DoA Casters - Dratnos, Naguura, Tettles, Xyronic Group B: Host - Rookuri Casters - Dratnos, Naguura, Tettles, Xyronic Global Finals: Host - Doa Casters - Dratnos, Meeix, Naguura, Tettles, Xyronic Stay Connected
      Subscribe to the Warcraft Twitch and YouTube channels to check out the action live, and follow @WoWEsports on X (formerly Twitter) for coverage and gameplay updates!
      Interested in costreaming the main broadcast? Fill out the Costreaming & Watch Party Form.
       
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