Como se esperaba, en la Blizzcon que ha tenido lugar este pasado fin de semana se anunció la próxima expansión de World of Warcraft, Warlords of Draenor. La quinta expansión del juego traerá una trama en la que nos dirigiremos al antiguo Draenor para combatir la amenaza de la Iron Horde, con la que Garrosh tratará de invadir Azeroth. Aunque no tendremos nuevas clases o razas como muchos estábamos deseando (demon hunters!!!), habrá muchas novedades y cambios muy interesantes.
Nuevos modelos de razas.
Al fin, el aspecto de las antiguas razas va a ser completamente remodelado, algo que venía siendo reclamado por los jugadores desde hace mucho tiempo. Por el momento, hemos podido ver gnomos, enanos y orcos. El remodelado se aplicará a todas las clases, salvo a worgens y goblins, que puede que lo sean en un futuro.
En las imágenes podéis apreciar el sustancial cambio:
Nivel máximo aumentado a 100.
En WoD el nivel máximo será aumentado hasta 100. Los desarrolladores prevén que el questeo sea más rápido y dinámico que en anteriores expansiones.
Además, WoD incluirá un "botón mágico" para subir instantáneamente a nivel 90, una vez por cuenta. Esta feature intenta ayudar a aquellos que dejaron el juego hace tiempo o a los nuevos jugadores a alcanzar a sus amigos y poder introducirse en el contenido más rápidamente, sin tener que subir los 90 niveles con la salida de la expansión.
Nuevas raids y mazmorras.
Con la salida de la expansión tendremos disponibles 7 nuevas mazmorras (incluyendo el revamp de la antigua Upper Blackrock Spire), 2 raids con un total de 16 jefes, y nuevos world bosses.
De las dos nuevas raids, conocemos la Blackrock Foundry, donde se ubicará la Iron Horde. Tendrá 10 bosses a los que nos podremos enfrentar de forma no lineal.
Por otra parte, las dificultades de raid han sido totalmente cambiadas. Se aprovechará mucho más el modo Flex, que pasa a ser el modo principal de raideo, sustituyendo a las actuales raids de 10 y 25. Se introduce, además, el modo Mythical, que será exclusivamente en modo 20 jugadores, y corresponderá al contenido más avanzado. Cada dificultad tendrá su propio lockout, basado en el loot. El panel siguiente nos indica como será el esquema:
Misiones.
Se introducirán muchísimas nuevas misiones en todo el mapa de Draenor, y además, habrá pocas misiones diarias. El sistema, una vez seamos nivel máximo, se parecerá más al actual del parche 5.4. con la Timeless Island. Se prevé introducir una especie de eventos más dinámicos y complejos en el mundo, de forma similar a los rares de la isla de hoy en día, que requerirán la participación de los jugadores.
También habrá una nueva serie de misiones para obtener un objeto legendario, de forma similar a la misión actual del Black Prince.
Garrison o Ciudadela.
Cada jugador podrá construir su propia Garrison, una especie de pequeña ciudad en la que podremos
construir edificios y manejar peones que realizarán diferentes tareas (misiones, escenarios...). Es una zona instanciada para cada jugador, en la que, no obstante, podremos recibir visitas de otros jugadores. También se podrán obtener bonus o ayudas para las profesiones, como por ejemplo, cocina.
Itemización.
Habrá importantes cambios en los objetos del juego. Para empezar, se quitan del juego el hit, el expertise, el dodge y el parry! También se quita el Reforging (algo que, personalmente, creo que echaré de menos).
Los objetos tendrán menos huecos para gemas, normalmente un máximo de 1, y habrá menos objetos con estos huecos. De la misma manera, habrá menos objetos que puedan ser encantados, aunque las opciones de encantamientos serán mayores.
Uno de los cambios más importantes será que las estadísticas de los objetos variarán según tu spec. Los sets de tier o de pvp serán únicos por clase (por ejemplo, solo un set para druida), y variarán según los talentos. Sin embargo, es probable que las armas, anillos, trinkets y collares mantengan stats especiales para el rol.
Se introducen las estadísticas terciarias: son estadísticas que no cuentan en el item level, y que proporcionan variopintos bonus, como lifesteal, cleave, avoidance...
Por último, se realizará finalmente el "item squish", que suavizará los enormes saltos de ilevel que se produjeron con cada expansión y que motivaron que actualmente tengamos ingentes cantidades de HP y realicemos enormes cantidades de daño.
Nuevos talentos de nivel 100.
Cada clase recibirá nuevos talentos para el nivel máximo, que ya se conocen pero posiblemente reciban cambios de aquí a la salida de la expansión. A continuación, el listado de todos los talentos, en inglés de momento. Pronto tendremos un nuevo post comentando los talentos de nuestra clase favorita.
Death Knight
- Necrotic Plague
- Passive
- A powerful disease that deals 100 damage per stack every 3 sec for 30 sec. Each time it deals damage, it gains 1 stack, and jumps to another nearby enemy if possible. Cannot be spread by Pestilence.
- Replaces Blood Plague.
- Defile
- 1 Unholy, 30 yd range
- Instant, 30 sec cooldown
- Defiles the ground targeted by the Death Knight, causing 100 Shadow damage every 1 sec for 10 sec. Each time Defile deals damage, it increases in area and damage by 5%. This growth can occur a maximum of 3 times per second.
- Replaces Death and Decay.
- Breath of Sindragosa
- 15 Runic Power, plus 15 per sec
- Instant, 1 min cooldown
- Continuously deals 2000 Shadowfrost damage every 1 sec to enemies in a cone in front of you. This effect lasts until canceled or Runic Power is exhausted.
- Touch of Elune
- Balance (Sunfall)
- Passive
- Entering Solar Eclipse will transform your Starfall spell into Sunfall and reset its cooldown.
- Feral (Lunar Inspiration)
- Passive
- Moonfire is now usable while in Cat Form, generates 1 combo point, and costs 30 energy.
- Guardian (Guardian of Elune)
- Instant, 1.5 sec cooldown
- Requires Bear Form
- Instantly converts up to 60 Rage into up to 5000 absorption for 15 sec.
- Replaces Frenzied Regeneration.
- Restoration (Moment of Clarity)
- Passive
- Omen of Clarity now lasts 5 sec, instead of 1 cast.
- Balance (Sunfall)
- Will of Malfurion
- Balance (Zenith)
- Channeled
- Targets all enemies within 60 yards and accelerates the caster's Moonfire and sunfire effects, causing them to deal damage at 400% of the normal rate for 4 sec.
- Feral (Bloody Thrash)
- Passive
- Thrash now also spreads Rake to other damaged enemies.
- Guardian (Malfurion's Tenacity)
- Passive
- Increases your Armor by 200% of your Agility.
- Restoration (Germination)
- Passive
- Genesis now also extends Rejuvenation by 1 sec after hastening it.
- Balance (Zenith)
- Might of Malorne
- Balance (Equinox)
- Passive
- Lunar and Solar Eclipse now last until the other is triggered, instead of ending at 0 Balance Power.
- Feral (Savagery)
- Passive
- Savage Roar is now passive.
- Guardian (Bristling Fur)
- Passive
- After using Enrage, the next attack against you will deal 50% less damage.
- Restoration (Rampant Growth)
- Passive
- Swiftmend now consumes Regrowth or Rejuvenation, but has no cooldown.
- Balance (Equinox)
- Bola Shot
- 30 Focus, 40 yd range
- Instant
- Fires a bola at the target, which wraps around them. After 1 sec, it explodes, dealing 3000 Fire damage to them, and an additional 2000 Fire damage to all enemies within 5 yards.
- Replaces Arcane Shot.
- Snipe
- 40 yd range
- 2.77 sec cast
- Requires Ranged Weapon
- Carefully line up the perfect shot, dealing 150% weapon damage. Generates 60 Focus.
- Cannot be cast while moving.
- Replaces Steady Shot and Cobra Shot.
- Beast Mastery & Survival
- Also refreshes Serpent Sting.
- Marksmanship
- Also triggers Steady Focus.
- With or Without You
- Beast Mastery (Versatility)
- Passive
- Increases the effect of your
pet's Combat experience to 70% increased damage. Your pet now gains the
following abilities, regardless of spec:
- Rabid
- Spiked Collar
- Thunderstomp
- Blood of the Rhino
- Great Stamina
- Bullheaded
- Cornered
- Boar's Speed
- Marksmanship & Survival (Lone Wolf)
- Passive
- Increases all damage dealt by 30% when you don't have a pet active.
- Beast Mastery (Versatility)
- Prolonged Exposure
- Arcane (Arcane Overpower)
- Passive
- Casting Arcane Missiles extends Arcane Power by 2 sec.
- Fire (Kindling)
- Passive
- Your Fireball, Pyroblast, and Inferno Blast critical strikes extend Combustion by 1 sec.
- Frost (Thermal Void)
- Passive
- Casting Ice Lance extends your Icy Veins by 2 sec.
- Arcane (Arcane Overpower)
- Focusing Crystal
- 40 yd range
- Instant, 1 min cooldown
- Conjures a focusing crystal at the target location, which is attackable by only the Mage. The crystal will absorb the power of all damage deal to it. After 10 sec, it will release bursts of energy, dealing damage equal to 130% of the damage it took, split between all enemies within 8 yards, over 6 sec.
- Falling Stars
- Arcane (Arcane Orb)
- Instant, 15 sec cooldown
- Launches an Arcane Orb forward from the Mage's position, traveling up to 40 yards, dealing 1000 Arcane damage to enemies it passes through. Grants the Mage an Arcane Charge every time it deals damage.
- Fire (Meteor)
- 1000 Mana, 40 yd range
- Instant, 45 sec cooldown
- Calls down a meteor which lands at the target location after 3 sec, dealing 10000 Fire damage, split evenly between all targets within 8 yards. Also burns the ground, dealing an additional 2000 Fire damage over 10 sec to enemies in the area.
- Frost (Comet Storm)
- 1000 Mana, 40 yd range
- Instant, 30 sec cooldown
- Calls down a series of 7 icy comets on and around the target, each of which does 2000 damage, split between all enemies within 5 yards of its impact point.
- Arcane (Arcane Orb)
- Vital Conviction
- Brewmaster (Soul Dance)
- Passive
- You are now able to shrug off even spells, such that 30% of your normal stagger amount works against magic damage.
- Mistweaver (Detonate Chi)
- 1000 Mana, 100 yd range
- Instant
- Causes your Healing Spheres to instantly trigger, healing the nearest ally within 6 yds.
- Windwalker (Hurricane Strike)
- 15 yd range
- Instant, 45 sec cooldown
- Unleash a rapid series of kicks, dashing between nearby targets, dealing 14000 damage over 3 sec. While kicking, you are immune to all damage and effects.
- Brewmaster (Soul Dance)
- Chi Explosion
- 1 Chi, 40 yd range
- Instant
- Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed:
- Brewmaster
- 1+ Chi: Deals 2500 Nature damage to an enemy.
- 2+ Chi: You also gain Shuffle for 6 sec.
- 3+ Chi: Also purifies all of your staggered damage.
- 4+ Chi: The damage also hits all enemies within 8 yds of the target.
- Mistweaver
- 1+ Chi: Heals an ally for 2500.
- 2+ Chi: This healing also heals all allies within 8 yds of the target.
- 3+ Chi: Also summons 8 Healing Spheres in an 8 yd radius ring around the target.
- 4+ Chi: Healed allies are also healed for an additional 800 over 6 sec.
- Windwalker
- 1+ Chi: Deals 2500 Nature damage to an enemy
- 2+ Chi: Damaged enemies also take an additional 1500 Nature damage over 6 sec.
- 3+ Chi: Also generates a charge of Tigereye Brew.
- 4+ Chi: The damage also hits all enemies within 8 yds of the target.
- Serene Mists
- Brewmaster & Windwalker (Chi Serenity)
- Instant, 1.5 min cooldown
- You enter a state of mental and physical serenity for 10 sec. While in this state all Chi consumptions are instantly refilled.
- Mistweaver (Soothing Tendrils)
- Passive
- Your Soothing Mist now also chains to up to 2 additional allies within 15 yds of the last ally, and has a 50% higher chance to generate Chi.
- Brewmaster & Windwalker (Chi Serenity)
- The Light Within
- Holy (Bastions of Light)
- Passive
- Beacon of Light can now be placed on up to two targets.
- Protection and Retribution (Empowered Seals)
- Passive
- Your Seals also cause your Judgment to empower you with an additional beneficial effect:
- Judgment of Justice
- Increases your movement speed by 10% for 20 sec.
- Judgment of Insight
- Heals you for 3% of your maximum health every 2.00 sec for 20 sec.
- Judgment of Righteousness
- Increases your attack speed by 10% for 20 sec.
- Judgment of Truth
- Increases your attack power by 10% for 20 sec.
- Holy (Bastions of Light)
- Seal of Faith
- 623 Mana
- Instant
- Fills you with Holy Light, causing you to gain Faith equal to all damage dealt. Faith acts as spell power toward the next healing spell you cast.
- Holy
- While Seal of Faith is active, all damage dealt is increased by 30%.
- Protection & Retribution
- While Seal of Faith is active, all damage dealt is reduced by 30%.
- Divine Conviction
- Holy (Saved by the Light)
- Passive
- When you or your Beacon of Light target drop below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 sec.
- You cannot shield the same person this way twice within 60 sec.
- Protection (Holy Shield)
- Passive
- Increases your block chance by 10% and when you block, you deal 2000 Holy damage to your attacker.
- Retribution (Final Verdict)
- 3 Holy Power, Melee Range
- Instant
- Requires Melee Weapon
- Empowers your weapon with holy energy, and performs a devastating strike, dealing 250% weapon damage as Holy.
- Replaces Templar's Verdict.
- Holy (Saved by the Light)
- Divine Clarity
- Discipline (Clarity of Will)
- 1000 Mana, 40 yd range
- 2.50 sec cast
- Shields the target with a protective ward, absorbing 2500 damage within 30 sec.
- Replaces Greater Heal.
- Holy (Clarity of Purpose)
- 1000 Mana, 40 yd range
- 2.50 sec cast
- Heals allies within 10 yards of the target for 5000, split such that more injured targets will receive a larger portion of the healing.
- Replaces Greater Heal.
- Shadow (Clarity of Power)
- Passive
- Your direct Shadow damage spells deal 40% additional damage to targets not affected by your periodic Shadow damage spells. Casting Mind Spike also reduces the cooldown of Mind Blast by 1 sec.
- Shadowy Recall now also affects your direct Shadow damage spells.
- Discipline (Clarity of Will)
- Power of the Void
- Discipline & Holy (Shifting Perspectives)
- Passive
- Your Void Shift spell has no cooldown, but can only be cast on allies with less health than you, and no longer heals.
- Shadow (Void Entropy)
- All Shadow Orbs, 40 yd range
- 1.5 sec cast
- Consumes up to 3 Shadow Orbs to deal up to 750 Shadow damage every 3.00 sec for 60 sec.
- Discipline & Holy (Shifting Perspectives)
- Spiritual Guidance
- Discipline & Holy (Saving Grace)
- 3000 Mana, 40 yd range
- Instant
- Instantly heals a friendly target for 50% of their maximum health. Reduces your healing done by 10% for 10 sec, stacking up to 10 times.
- Shadow (Auspicious Spirits)
- Passive
- Your Shadowy Apparitions also grant you 1 Shadow Orb when they deal damage.
- Discipline & Holy (Saving Grace)
- Master the Basics
- Passive
- When you critically strike with an autoattack, you gain an additional combo point on your target.
- Shadow Reflection
- 20 yd range
- Instant, 2 min cooldown
- Summon a shadow of yourself on the target that will watch you and memorize your ability usage for the next 8 sec. After this time, it will mimic the memorized abilities on tis target over the next 8 sec.
- Death from Above
- 50 Energy
- Instant, 20 sec cooldown
- Requires One-Handed Melee Weapon
- Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack.
- You whirl around, dealing Shadow damage to all enemies within 8 yards, then leap into the air and slice into your target on the way back down, dealing additional Shadow damage.
- 1 point: 400 area damage, 1000 target damage
- 2 points: 800 area damage, 2000 target damage
- 3 points: 1200 area damage, 3000 target damage
- 4 points: 1600 area damage, 4000 target damage
- 5 points: 2000 area damage, 5000 target damage
- Rainstorm
- Elemental & Enhancement (Storm Armor)
- Passive
- While your Lightning Shield is active, lightning will strike a random enemy within 40 yards that you are in combat with every 3.00 sec for 2000 Nature damage.
- Restoration (Condensation Totem)
- 100 Mana
- Instant
- Summons a Water Totem with 5 health at the feet of the caster for 1 min that collects 25% of all overhealing, and grants it to the Shaman as spell power toward their next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal, or Riptide.
- Elemental & Enhancement (Storm Armor)
- Storm Elemental Totem
- 1022 Mana
- Instant, 5 min cooldown
- Summons an Air Totem with 6000 health at the feet of the caster, calling forth a Greater Storm Elemental to hurl gusts of winds on the caster's enemies. Each gust of wind does damage to the enemy, and then heals all allies within 15% yards for 100% of the damage dealt, split evenly. Lasts until cancelled.
- Reach of the Elements
- Elemental & Enhancement (Spew Lava)
- 40 yd range
- Instant, 45 sec cooldown
- Empowers your current Fire totem with the power of lava, causing it to spew globs of lava at a random enemy within 40 yards every 1.00 sec for 15 sec. Each glob of lava deals 2000 Fire damage to all enemies within 8 yards.
- Restoration (High Tide)
- Passive
- Your Chain Heal also bounces to all targets affected by your Riptide.
- Elemental & Enhancement (Spew Lava)
- Chaotic Resources
- Affliction (Soulburn: Haunt)
- Passive
- Grants the Soulburn empowerment to your Haunt spell.
- Your Haunt spell also grants you 15% increased periodic damage for 30 sec.
- Demonology (Furious Chaos)
- Passive
- Touch of Chaos no longer costs Demonic Fury, and instead generates 40 Demonic Fury, but Metamorphosis provides 30% less increased damage.
- Destruction (Charred Remains)
- Passive
- Incinerate and Conflagrate deal 75% less damage by generate 400% more Burning Embers.
- Affliction (Soulburn: Haunt)
- Cataclysm
- 40 yd range
- 2.6 sec cast, 1 min cooldown
- Conjures a cataclysm at the target location, dealing 10000 Shadowflame damage to all enemies within 8 yards.
- Affliction & Demonology
- Also applies Corruption.
- Destruction
- Also applies Immolate.
- Demonic Servitude
- Passive
- You are now able to maintain your control over even greater demons indefinitely, allowing you to summon Doomguards and Infernals as permanent pets.
- Blade Barrier
- Passive
- When you Whirlwind or Thunder Clap, whirling blades continue to spin around you for 30 sec. These blades do 1000 damage every 1.00 second to all enemies within 8 yards.
- Ravager
- 40 yd range
- 0.879 sec cast, 1 min cooldown
- Throw a whirling axe at the target location that inflicts 3000 damage to enemies within 8 yards every 1 sec. Lasts 15 sec.
- Extreme Measures
- Arms & Fury (Masochism)
- Instant
- Deal damage to yourself equal to 20% of your maximum health, and gain 30 Rage.
- Protection (Gladiator Stance)
- Instant, 1.5 sec cooldown
- A dauntless combat stance.
- Increases all damage dealt by 20%. Also causes Shield Slam to consume Shield Barrier as additional damage, and have an increased chance to critically strike equal to your critical block chance.
- Arms & Fury (Masochism)
¿Cuándo?
La pregunta que todos debéis estar haciéndoos: ¿cuándo podremos jugar Warlords of Draenor? ¿Nos tendréis 1 año entero con el parche 5.4?
Pues bien, según los desarrolladores, será el año que viene, posiblemente antes del verano, y seguro que antes del fin del año, que era una de las fechas que se comentaba entre la fanbase. Todavía no se saben fechas, y posiblemente no se sepan hasta dentro de mucho tiempo, pero crucemos los dedos para que sea antes de lo que nos tememos.
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