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Upcoming Major Shaman Changes on the War Within Beta: New Raid Buff and More!

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Blizzard have detailed the upcoming Shaman changes coming to the War Within Beta! After some partial information surfaced, they are now showing us the entire plan, starting with a new raid buff, Skyfury, as Windfury gets buffed and goes raid-wide! Then there are many, many changes to all three specs' talent trees, as well as the patch notes with all the tuning, so let's dive in.

Blizzard LogoShaman (Source)

Greetings Shamans!

Earlier today, we unfortunately deployed a small part of our Shaman update to the Beta. This may have put the class into a bad state for testing, but that will only be the case for the next day or so. We have significant updates to the Shaman talent trees coming in tomorrow’s new Beta build.

First, we’d like to outline our philosophy and goals for these changes. We’ll start by addressing the new Shaman raid buff: Skyfury, and then go over each of the tree updates individually.

Skyfury

Throughout Dragonflight and The War Within’s development, the topic of raid buffs has been actively discussed and we’ve come to the decision to add a new raid buff to the Shaman class. Our goal with this buff is for it to fully replace the Windfury Totem buff previously brought by Enhancement Shamans and grant Elemental and Restoration access to a raid buff to encourage their value in raids.

Skyfury incorporates the previous effect Windfury Totem had of activating additional auto-attack swings with a small Mastery buff. Players may also note that this is lifting the party-wide restriction previously in place on Windfury Totem’s effect and turning it into a guaranteed raid-wide effect.

Class Tree

For the Shaman class tree, we’ve reduced the node count of defense and throughput nodes to allow most of the decision making in this tree to focus on picking up different pieces of utility. There will also be some new toys to help with group utility and personal survivability.

Pathing has been improved in a variety of ways and the previously potentially restrictive locations of Gust of Wind / Spirit Walk and Earth Shield have been changed to be easier to pick up. We feel this frees up points for more compelling decisions elsewhere without having to compromise movement or defensiveness to such a large degree.

Elemental

Elemental’s updates focused on scaling their proc rates to be more consistent between AoE and single target situations, allowing for things such as Lava Burst to have more of an impact on their rotation and improving their talent tree layout to allow for more diverse builds and variety.

We want to empower Elemental Shamans to be able to specialize as lightning focused, lava focused, or weaving between all the elements and have distinct builds within each of these options to allow for impactful choices to determine damage profiles.

Restoration

Our Restoration Shaman updates condensed the availability of damage focused nodes in the specialization tree to free up more points to decide on healing profiles and moving core nodes such as Ascendance and Tidebringer into more available locations. We want Restoration Shamans to feel they have multiple compelling options to reach the heavily desirable nodes on their tree.

We’ve also focused on increasing the effectiveness of a few core Restoration Shaman spells we feel have fallen behind. The two most notable spells here are Healing Surge and Spirit Link Totem. In Healing Surge’s case players will notice more bonuses to this spell to allow players who are looking to utilize this spell more effectively and for Spirit Link, we are returning the Spouting Spirits azerite trait with a twist of splash healing to make it strong in any group content. Healing Rain is also seeing new bonuses focused on increasing its effectiveness.

Enhancement

For Enhancement, we’ve generally been pleased with the state and talent diversity of their specialization tree, so we’re approaching it with a lighter touch. We focused on baselining a few of their core spells and utility within their specialization tree to allow for more optionality in both the Core and Spec trees.

Patch Notes

Class Tree

  • Many talents have moved locations or have had their pathing updated in all trees.
  • New Ability: Skyfury – Harness the fury of the Windlord to grant a target ally 2% Mastery and empower their auto attacks to have a 20% chance to instantly strike again for 1 hour. If the target is in your party or raid, all affected party and raid members will be affected. Learned at level 17.
  • New Talent: Elemental Resistance – Healing from Healing Stream Totem reduces Fire, Frost, and Nature damage received by 6% for 3 seconds. Healing from Cloudburst Totem reduces Fire, Frost, and Nature damage taken by 3% for 3 seconds.
  • New Talent: Refreshing Waters – Your Healing Surge is 25% more effective on yourself.
  • New Talent: Traveling Storms – Thunderstorm now can be cast on allies within 40 yards, reduces enemies movement speed by 60%, and knocks enemies 25% further.
  • New Talent: Seasoned Winds – Interrupting a spell with Wind Shear decreases your damage taken from that spell school by 15% for 18 seconds. Stacks up to 2 times.
  • New Talent: Encasing Cold – Frost Shock snares its targets by an additional 10% and its duration is increased by 2 seconds.
  • New Talent: Arctic Snowstorm – Enemies within 10 yards of your Frost Shock are snared by 30%.
  • New Talent: Ascending Air – The cooldown of Wind Rush Totem is reduced by 30 seconds and its movement speed effect lasts an additional 2 seconds.
  • New Talent: Enhanced Imbues – The effects of your weapon imbues are increased by 20%.
  • New Talent: Stone Bulwark Totem – Summons an Earth Totem at the feet of the caster for 30 seconds, granting the caster a shield absorbing damage for 10 seconds, and an additional absorb every 5 seconds. 2 minute cooldown.
  • New Talent: Jet Stream – Wind Rush Totem’s movement speed bonus is increased by 10% and now removes snares.
  • New Talent: Primordial Bond – While you have an elemental active, your damage taken is reduced by 5%.
  • Voodoo Mastery has been redesigned – Your Hex target is slowed by 70% during Hex and for 6 seconds after it ends. Reduces the cooldown of Hex by 15 seconds.
  • Flurry moved from Class tree to the Enhancement tree.
  • The cooldown of Gust of Wind has been reduced to 20 seconds (was 30 seconds).
  • Earthgrab Totem and Windrush Totem no longer share a choice node.
  • Lightning Lasso and Thundershock no longer share a choice node.
  • The following talents are now 1 point:
    • Totemic Focus
    • Elemental Warding
    • Nature’s Guardian
    • Winds of Al’Akir
    • Nature’s Fury
    • Totemic Surge
  • The following talents have been removed:
    • Go With The Flow
    • Flurry
    • Maelstrom Weapon
    • Enfeeblement
    • Stoneskin Totem
    • Tranquil Air Totem
    • Ancestral Defense
    • Surging Shields
    • Swirling Currents

Hero Talents

  • Farseer (Restoration/Elemental)
    • Restoration
      • Undulation can now trigger Call of the Ancestors.
  • Totemic (Enhancement/Restoration)
    • Restoration
      • Healing from Chain Heal from Totemic Rebound increased by 400%.

Elemental

  • New Talent: Fusion of Elements – After casting Icefury, the next time you cast a Nature and a Fire spell, you additionally cast an Elemental Blast at your target at 60% effectiveness.
  • New Talent: Storm Frenzy – Your next Chain Lightning or Lightning Bolt has 40% reduced cast time after casting Earth Shock, Elemental Blast, or Earthquake. Can accumulate up to 2 charges.
  • New Talent: Elemental Unity – While a Storm Elemental is active, your Nature damage dealt is increased by 10%. While a Fire Elemental is active, your Fire damage dealt is increased by 10%.
  • New Talent: Lightning Conduit – While Lightning Shield is active, your Nature damage dealt is increased by 8%.
  • New Talent: Everlasting Elements – Increases the duration of your Elementals by 20%.
  • New Talen: Thunderstrike Ward – Imbue your shield with the element of Lightning for 1 hour, giving Lightning Bolt and Chain Lightning a chance to call down 2 Thunderstrikes on your target for Nature damage.
  • New Talent: Earthen Rage – Your damage spells incite the earth around you to come to your aid for 6 seconds, repeatedly dealing Nature damage to your most recently attacked target.
  • New Talent: Echo of the Elementals – When your Storm Elemental or Fire Elemental expires, it leaves behind a lesser Elemental to continue attacking your enemies for 15 seconds.
  • 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: Fury of the Storms – Activating Stormkeeper summons a powerful Lightning Elemental to fight by your side for 8 seconds.
  • Primordial Fury has been redesigned – Now increases the critical damage bonus of Elemental Fury by 25%.
  • Icefury has been redesigned – Casting Lava Burst has a chance to replace your next Frost Shock with Icefury, stacking up to 2 times.
  • Icefury now empowers the next 2 Frost Shocks (was 4).
  • Mastery: Elemental Overload has been redesigned – Now increases all Physical and Elemental damage dealt. The damage of Elemental Overloads is now 25% of normal damage (was 85%).
  • Lava Surge is now learned at level 12 and has been removed from the Class tree.
  • Inundate is now learned at level 14 and has been removed from the Elemental tree.
  • The trigger rate of Lava Surge and Searing Flames now scale based on the number of targets Flame Shock is on. In single target, it should trigger slightly more often, and in AoE, it should trigger less often.
  • Flash of Lightning now also increases the critical strike chance of Lightning Bolt and Chain Lightning by 10%.
  • Swelling Maelstrom now also increases the damage of Earth Shock, Elemental Blast, and Earthquake by 5%.
  • Master of the Elements now increases the damage of the next spell by 15% (was 10%/20%).
  • Echo Chamber now increases the damage of Elemental Overloads by 10% (was 8%/15%).
  • Power of the Maelstrom now causes the next Lightning Bolt or Chain Lightning to trigger an additional Elemental Overload (was 2). Can now stack up to 2 times.
  • Magma Chamber now stacks up to 10 times (was 20).
  • Elemental Equilibrium is now a 10% damage bonus (was 8%/15%).
  • Elemental Equilibrium no longer has a tracking debuff.
  • Eye of the Storm now reduces the Maelstrom cost of Earth Shock and Earthquake by 5, and Elemental Blast by 10.
  • Maelstrom generation has been updated for the following abilities:
    • Lightning Bolt is now 6 (was 8).
    • Lightning Bolt Overload is now 2 (was 3).
    • Chain Lightning is now 2 per target hit (was 4).
    • Chain Lightning Overload is now 1 per target hit (was 3).
    • Lava Burst is now 8 (was 10).
    • Lava Burst Overload is now 3 (was 4).
    • Icefury is now 12 (was 25).
    • Icefury Overload is now 4 (was 12).
    • Frost Shocks empowered by Icefury is now 10 (was 14).
  • Flow of Power no longer increases Maelstrom generation from overloads.
  • Stormkeeper has been removed from its choice node with Lightning Rod.
  • Earth Shock is now a choice against Elemental Blast.
  • Earthquake is now a choice node with an option to have it be cast on your target.
  • All nodes are now 1 point.
  • The following talents have been removed:
    • Tumultuous Fissures
    • Focused Insight
    • Refreshing Waters
    • Primordial Bond
    • Call of Thunder
    • Call of Fire
    • Electrified Shocks
    • Windspeaker’s Lava Resurgence
    • Oath of the Farseer
    • Further Beyond
    • Rolling Magma
    • Primordial Surge
    • Maelstrom Weapon

Enhancement

  • Maelstrom Weapon is now learned at level 10 and has been removed from the Class tree.
  • Feral Lunge is now learned at level 14 and has been removed from the Enhancement tree.
  • Flurry moved from Class tree to the Enhancement tree.
  • Elemental Blast damage reduced by 25%.
  • The following talents have been removed:
    • Windfury Totem
    • Focused Insight
    • Refreshing Waters

Restoration

  • 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.

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A shame they don't seem to be doing much with enhancement, I get they're happy with it but, honestly, I would've liked more

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I loved legion Enhancement, maybe  its an unpopular opinion? I don't know. I just feel it weird to randomly cast a spell when you swing your weapons at the speed of wind. I wish it would go back to something like that but again if i'm the only one who liked it that way its fair they don't change it x)

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      Any non-soulbound item can be stored in the Warband Bank. The bank will also behave like the reagent bank, allowing you to craft using reagents from it without having to withdraw them. In addition, the bank will allow you to deposit and manually withdraw gold across characters in your Warband.
      Also, similar to pet battles, players who play multiple characters simultaneously on multiple World of Warcraft accounts will find that only the character that logs into the realm first will have access to the Warband Bank.
      The UI and functionality of the character-level bank will be adjusted in the future, and tabs like the Warband bank will also be adjusted. Bags will no longer be needed in the character bank when this change occurs. This change won't alter the number of slots currently available in your bank but will shift them from bags to tabs.
      Warbanding Together for Better Banking
      Completing the"Warbanding Together" storyline quests in and around Gadgetzan will get you access to heaps of storage for your Warband. You will be rewarded the Warband Bank Distance Inhibitor spell after finishing up. This spell allows you to summon a personal portal directly to your Warband Bank, where you can make withdrawals and deposits for 10 minutes (4hr Cooldown).
      Sharing is Caring. Friend!
      While gear is one of the primary forms of character-specific progression in World of Warcraft, Warbands makes managing and collecting them more convenient and alternate character-friendly.
      Warbound until Equipped
      Warbound until Equipped (WuE) is a new type of gear. Gear that is WuE can be freely traded across your Warband but becomes Soulbound once it's equipped by a character.
      WuE gear will be available within Raids, Dungeons, and Delves. Whenever you earn loot, you will have a slight bonus chance to gain an additional piece of WuE gear as personal loot. This gear will be at least one lower tier than other loot from that source (currently a whole upgrade track lower (e.g., Hero-> Champion), and it could be gear usable by any class.
      Also, simply playing the game can occasionally earn you a single-tier gear lower than your current gear. Consider sending it to help an alternate character or take a chance and try a new class you've been meaning to try.
      Enhancing Your Transmog Collection
      To help players continue expanding their collections and style their alternate characters how they want, any character can collect any item appearance, regardless of whether they can equip the item. Class-specific appearances are an exception and will still be collectible only by that specific class.
      It's important to note that these changes only affect your ability to collect appearances. Existing rules on which characters can use any given appearance are not changing (e.g., a Priest getting a plate helm drop will unlock the appearance for your plate-wearing characters, even though they cannot use plate appearances themselves). You can view appearances on any character of any class or race within the appearances UI.
      It's also easier to collect appearances from unbound items. You will no longer need to equip the item to add it to your collection. Any time an item is destroyed via disenchanting, deleting, selling, etc., you will automatically collect the appearance. You can also collect the appearance from Bind on Equip (BoE) gear by converting it to "Warbound until Equipped" instead.
      Existing gear in your character-level bank or bag inventory will be automatically added to your Transmog collection when you first log into that character.
      Any gear that drops with a transmog appearance you haven't collected yet will have the Transmog option to roll for it rather than the Greed option (Transmog has higher priority). This system will expand to allow players on one character to add class-specific items they can't equip to their Transmog collection. It will allow a player on a mage character to collect a warrior item and add it to the Transmog collection for use on a warrior character instead.
      When rolling for Transmog, any gear that drops that can be equipped by your current character will get a higher rolling priority than those rolling with characters who cannot equip the item (e.g., a priest will always beat a warrior when both roll Transmog on a piece of cloth gear).
      Warband-Wide Reputation
      When you have a Warband reputation, any progress made on one character will be shared with all your characters. Rewards will also be unlocked for all characters, although the form this takes will vary per reward. Warband-wide rewards will be granted only once, while some rewards will remain character-specific and need to be collected on each character.
      Once a reputation is converted to Warband-wide, reputation progress will display as the furthest any character in your account has achieved. For example, if you were at Renown 5 for Valdrakken Accord on one character and Renown 10 on another, your new Warband Valdrakken Accord Renown will be 10.
      Several reputations will not be converted for various reasons. Like the Winterpelt Furbolg and Glimmerogg Racer, due to not fitting within the fantasy for those reputations—Winterpelt Furbolg has a language learning component that doesn't make sense to be shared across characters, and the Glimmerrogg Racer reputation is more of a personal standing in the snail races. These are also minor reputations that are not as impactful Warband-wide.
      Additionally, converting reputations in previous expansions will take some time to implement, so it will happen over time. A limited number won't be converted; for example, Aldor and Scryer in the Burning Crusade and the Covenants in Shadowlands won't be converted because they represent per-character choices.
      First-Time Quest Rewards
      Players can earn a bonus quest reward for any quest completed for the first time on their Warband. An additional, unique bonus will be granted for completing a quest additional times.
      Quests will only deliver Reputation as a first-time completion bonus. On additional completions of the same quest on alts, players will earn a bonus reward currency similar to Dragon Isles Supplies instead of Reputation. This currency will be freely transferable across the Warband and can be used to purchase various Warband-level rewards such as cosmetics, mounts, and pets.
      This allows you to complete quests for any character you want without impacting your Reputation or progress. Whichever character completes them first will earn the Reputation for your Warband.
      Achieving Greatness
      With Warbands, all achievements are considered "Warband". A total Warband achievement score will be tracked and displayed, and this score will be the sum of all account-wide achievement points plus the points from any character-specific achievements completed on any character.
      Many achievements have become account-wide—approximately 2000 across all expansions, with a few rare exceptions. Specifically for achievements, doing the activity on one character is part of what makes it hard or interesting, such as Insane in the Membrane, since the hard part of this achievement is maxing out diametrically opposed reputations.
      In addition, any achievements that would not benefit from shared progression across characters, such as Memories of Teldrassil, will be left character-specific so you can see what cool things you have done on specific characters. This will not impact your achievement score, rewards, or ability to complete achievements.
      Most of the rewards granted by achievements are Warband-wide. In many cases, the reward will span across the entire Warband, such as for most titles. In other cases, the whole achievement will be converted, and its reward will be account-wide. For example, dungeon teleports earned by Keystone Hero achievements will become account-wide, both in the achievement and the reward.
      The primary exception to Warband-wide rewards is those intrinsically per character, such as Dreaming of Wyrms.
      Another exception is achievements celebrating highly prestigious accomplishments on a specific character, like the Gladiator: Dragonflight Season 3 achievement, whose title and progress will remain character-specific.
      For most achievements, we are adding your progress across all your characters. For example, if you have done 200 personal crafting orders on each of three different characters, the Personal Crafter achievement will immediately be completed upon login.
      There are a few achievements where it only makes sense to take the highest value across your characters, such as the Reach Level 70 achievement. In most cases, these are not converted as there is no benefit. We will use the highest value you have reached on any character for the exceptions where there are.
      Map Exploration
      For those who may not be as interested in re-exploring every map on all your characters, we are adding The Warband Map to Everywhere All At Once toy that will reveal all maps of regions fully explored by a member of your Warband. Have two max-level characters and this map can be yours!
      Share the Wealth
      To help avoid confusion over spending the wrong currency on the wrong character, the currency is not fully Warband-wide; instead, it can be transferred between individual characters in your Warband. So, instead of relying on buying a unique item and mailing it to an alt, you can directly transfer any shareable currency from other characters to the one you are currently playing within the currency User Interface (UI).
      Currencies intended to purchase Warband-wide items such as cosmetics, pets, and mounts will usually be completely free to transfer between members of your Warband.
      In cases where a currency is earned on a character with the intent that the character will be the primary user of the currency, but an excess needs to be moved to an alternate character, there will be a slight loss in the transfer of that currency, specifically for older currencies where this value loss was accomplished via an item purchase, such as Cosmic Flux from Shadowlands.
      Adjustments will be made to older currencies, and Warband transfer will be enabled on many where appropriate.
      Note that there will still be many currencies that will remain non-transferable because they represent important character-based progression. Two examples of these are the Crest and Flightstone equivalents in The War Within.
      Shared Flight Points for Your Warband
      Flight points will also be account-wide. For standard flight points you have yet to learn, you will only have to collect these on one character, and they will be unlocked across your Warband. Flight points that have already been collected on any character across your account will be unlocked for your Warband.
      Get out there and expand your troupe of brave defenders of Azeroth. Happy alting!
    • By Staff
      Blizzard have now officially announced the release date for the pre-expansion patch! They've also previewed all the new content arriving, from the Radiant Echoes event, Warbands, Skyriding, and more! 
      Pre-Patch (Source)
      Big changes arrive with the introduction of Warbands, Skyriding, class and system updates, and more with the pre-expansion content update. Take part in a new event, Radiant Echoes,  and begin your first steps into the continuing story that will take you into the unexplored depths of Azeroth.
      Get the Band Together for Warbands
      Expand the potential of all your World of Warcraft® characters with account-wide progression across your Battle.net® account, regardless of faction—including shared The War Within™ renown, a Warband bank, achievements, collections, and more!
      Learn more about Warbands in our overview article.
      Visions of Azeroth
      Strange visions are calling to the heroes of Azeroth. Players who have reached level 70 and have completed the final chapter of the Dragonflight questline will be called to take their next steps into the story leading into The War Within with the first part of the "Visions of Azeroth" questline.
      Take to the Skies with Skyriding
      Dragonriding is here to stay and available for many flying mounts in all flyable areas. Players can also toggle between Skyriding (previously known as dynamic flight) or the flying style introduced originally in The Burning Crusade (TBC) which we’re calling Steady Flight. Learn more about Skyriding in our previously published article.
      Answer the Call of the Radiant Echoes
      Confront the memories of Azeroth during the new pre-expansion event and collect Residual Memories to purchase new items to add to your Warband collection.
      When: July 30 – August 26
      Where: Dalaran (hub), Dragonblight, Dustwallow Marsh, and Searing Gorge
      Currency: Residual Memories – Half forgotten memories can be glimpsed in the light playing across this iridescent powder.
      Players with and without The War Within™ will be able to take part in this event for its duration. Learn more about this event in our overview article..
      The War Within goes live on August 26 at 3:00 pm PDT globally. Players who have purchased the Epic Edition of The War Within will take part in Early Access beginning August 22.
    • By Stan
      Here is a comprehensive portal map for World of Warcraft.
      Reddit user GuysImConfused has created a comprehensive visual portal map for World of Warcraft. The map covers various portals in the game and how they are all connected.

      Source: Reddit
    • By Stan
      Check out the current Mythic+ title distribution by spec and region for Season 4!
      Even though it's a bit hard to read with words overlapping, we see how many players of a certain spec are eligible for the rare Mythic+ Season 4 title.
      Europe
      The current cutoff is 3645.26 and we have 773 players eligible for the title.
      Shadow Priest - 153 Vengeance Demon Hunter - 135 Augmentation Evoker - 128 Restoration Druid - 122 Fire Mage - 91 Frost Mage - 32 Retribution Paladin - 18 Balance Druid - 15 Devastation Evoker - 13 Destruction Warlock - 13 Havoc Demon Hunter - 9 Arcane Mage - 5 Mistweaver Monk - 5 Elemental Shaman - 5 Preservation Evoker - 4 Restoration Shaman - 4 Blood Death Knight - 2 Enhancement Shaman - 2 Fury Warrior - 2 Holy Priest - 2 Unholy Death Knight - 1 Feral Druid - 1 Guardian Druid - 1 Windwalker Monk - 1 Holy Paladin - 1 Discipline Priest - 1 Assassination Rogue - 1 Combat Rogue - 1 Subtlety Rogue - 1 Brewmaster Monk - 1 Demonology Warlock - 1 Affliction Warlock - 1 Protection Warrior - 1 Marksmanship Hunter - 0 Survival Hunter - 0 Beast Mastery Hunter - 0 Protection Paladin - 0 Frost Death Knight - 0
      US
      The current cutoff in the region is 3617.75 and we have 594 players eligible for the title.
      Shadow Priest - 116 Vengeance Demon Hunter - 98 Augmentation Evoker - 89 Restoration Druid - 81 Fire Mage - 57 Frost Mage - 30 Retribution Paladin - 21 Destruction Warlock - 15 Balance Druid - 12 Devastation Evoker - 12 Havoc Demon Hunter - 9 Preservation Evoker - 7 Restoration Shaman - 7 Mistweaver Monk - 6 Arcane Mage - 4 Guardian Druid - 4 Beast Mastery Hunter - 4 Holy Priest - 4 Elemental Shaman - 4 Fury Warrior - 3 Protection Warrior - 3 Windwalker Monk - 3 Discipline Priest - 2 Blood Death Knight - 2 Combat Rogue - 2 Demonology Warlock - 2 Marksmanship Hunter - 1 Holy Paladin - 1 Protection Paladin - 1 Subtlety Rogue - 1 Enhancement Shaman - 1 Frost Death Knight - 0 Unholy Death Knight - 0 Feral Druid - 0 Survival Hunter - 0 Brewmaster Monk - 0 Assassination Rogue - 0 Affliction Warlock - 0
      Korea
      The cutoff right now is 3647.26 and we only have 78 players eligible for the title in the region.
      Augmentation Evoker - 16 Shadow Priest - 16 Vengeance Demon Hunter - 14 Restoration Druid - 14 Fire Mage - 11 Frost Mage - 2 Holy Priest - 3 Destruction Warlock - 3 Havoc Demon Hunter - 1 Devastation Evoker - 1 Blood Death Knight - 0 Frost Death Knight - 0 Unholy Death Knight - 0 Balance Druid - 0 Feral Druid - 0 Guardian Druid - 0 Preservation Evoker - 0 Beast Mastery Hunter - 0 Marksmanship Hunter - 0 Survival Hunter - 0 Arcane Mage - 0 Brewmaster Monk - 0 Mistweaver Monk - 0 Windwalker Monk - 0 Holy Paladin - 0 Protection Paladin - 0 Retribution Paladin - 0 Discipline Priest - 0 Assassination Rogue - 0 Combat Rogue - 0 Subtlety Rogue - 0 Elemental Shaman - 0 Enhancement Shaman - 0 Restoration Shaman - 0 Affliction Warlock - 0 Demonology Warlock - 0 Arms Warrior - 0 Fury Warrior - 0 Protection Warrior - 0
      TW
      Finally, the cutoff for the TW region is 3719.92 Mythic Rating and 219 players are eligible for the title.
      Vengeance Demon Hunter - 42 Augmentation Evoker - 42 Shadow Priest - 42 Restoration Druid - 33 Fire Mage - 28 Frost Mage - 14 Balance Druid - 4 Destruction Warlock - 4 Devastation Evoker - 3 Beast Mastery Hunter - 2 Holy Paladin - 2 Retribution Paladin - 2 Holy Priest - 2 Havoc Demon Hunter - 1 Preservation Evoker - 1 Demonology Warlock - 1 Blood Death Knight - 0 Frost Death Knight - 0 Unholy Death Knight - 0 Feral Druid - 0 Guardian Druid - 0 Marksmanship Hunter - 0 Survival Hunter - 0 Arcane Mage - 0 Brewmaster Monk - 0 Mistweaver Monk - 0 Windwalker Monk - 0 Protection Paladin - 0 Discipline Priest - 0 Assassination Rogue - 0 Combat Rogue - 0 Subtlety Rogue - 0 Elemental Shaman - 0 Enhancement Shaman - 0 Restoration Shaman - 0 Affliction Warlock - 0 Arms Warrior - 0 Fury Warrior - 0 Protection Warrior - 0
      Source: Reddit
       
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