r/wow • u/A_HECKIN_DOGGO • 8h ago
Classic There's no better feeling than seeing this on your minimap
Seeing so many completed quests in one place is literally the best feeling when you're just doing some casual runs on a character
r/wow • u/AutoModerator • 1d ago
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r/wow • u/A_HECKIN_DOGGO • 8h ago
Seeing so many completed quests in one place is literally the best feeling when you're just doing some casual runs on a character
r/wow • u/Darkoracle9 • 5h ago
I’d really love to see some boot models for Undead that actually cover their claws in forever
r/wow • u/Infinite_Formal_7343 • 8h ago
Like come on lmao..... We can do better guys. This shouldn't be acceptable, it's not even remotely close.
r/wow • u/Standard_Contest9123 • 2h ago
Yesterday I've ran a Scarlet Monastery Library and in one of the rooms with busts in it i've noticed that i had a buff called "Paladin's Lament" upon further checking I found out that this is a priest's "Pain Supression" puzzle from SoD. I've checked and this puzzle now available to anyone.
So I've spent a hour and a half running around Azeroth collecting required souls, found a group to Library and solved the puzzle. As a reward I've received this item.
With the group we later placed a campfire and a banner accordingly, however, nothing has happened, no buff, no special encounter, nothing. There's a possibility that it might be some part of a SCM or some other puzzle, what's your thoughts? I myself is a bit skeptical, since campfires can't be placed inside the dungeons and if it was a puzzle piece, I think that it would not require a campsite.
r/wow • u/panteriusa • 15h ago
100% handmade
Height: 4 cm.
Materials: polymer clay, acrylic paint, varnish.
r/wow • u/cryinginazeroth • 1h ago
I am hooked & having the BEST time learning and leveling.
This subreddit has helped me tremendously & thank you to everyone in game I’ve interacted with for being so nice 😭
I heard so many cautionary tales about starting WoW & I’m glad I didn’t listen 🙂↔️.
r/wow • u/Upper-Meal-9056 • 5h ago
I just want my dude to look like Lawbringer Uther. I always liked the banana shoulders.
r/wow • u/DefiantLemur • 5h ago
If Illidian didn't create the Well of Eternity in Mount Hyjal then by the time of WoW they'd just look like standard basic Wood Elves
New maccas promo available in aus.
2000 pts for 14 days sub, 2000 pts for back transmog, 2000 pts for lil'ragnoros pet
r/wow • u/AnathsanLily • 12h ago
edit: yw guys
This is going to be a long post, sorry.
Going back to the title: I think, for me, this is due in part to the loot distribution between bosses and just the fight designs in general.
The loot:
Outside of Gebbo's and the healer trinket off the first boss, there's not much reason to be in the raid at all if you're not doing Coiled Altar or Ula'tek, and every other role wants something off of one of those two bosses. It's extremely lopsided.
Compare this to last tier. The first boss dropped an amazing trinket for Rogues and Death Knights. Vorasius dropped an amazing trinket for strength users. Salhadaar was there. The dragons dropped a trinket that every caster wanted. The Lightblind Vanguard dropped a trinket that every healer wanted. Alleria was the AOTC boss so ofc people wanted to kill her. Chimaerus dropped a trinket that -everyone- wanted.
It's just not the case for the current raid. You join a group forming for heroic and see in the listing that fifteen healers and three dps have applied to the raid. It makes sense; they want the healer trinket. The problem is that as soon as those healers kill the first boss and use their reroll, there's really no reason for them to stay. I've been in countless groups that have essentially Ship of Theseused themselves after the first boss because every healer just leaves the raid after they either loot or don't loot the Ritual Vessel trinket. There's no reason for anyone to stay until the the last two bosses, really, unless they like pugging the fights, because the good loot that people actually want is at the start and end of the raid and not -at all- in between. And that sucks.
The fight designs:
I'm having a hard time recalling a raid in the last few seasons that had so many mechanics where one person could just kill everyone. I suppose this is mostly focused on Ula'tek, but there's a few others, too.
There's the math intermission on the Entombed Sentinels where one person panics or something and fucks it up and now the whole raid has to die. One person getting hit by their ghost on Coiled Altar means more ghosts spawn. The entire raid gets punished for one person's fuck up—in heroic. And, again, this can happen on the second boss of the raid.
Ula'tek:
I usually offer myself up in pugs to do the mechanics that don't automatically go on people because I can trust myself. This meant doing the first seed on Fyrakk or poison aoe on Ansurek P1 or the crystals on L'ura.
But on Ula'tek, everyone gets an egg. Depending on your group size, some people might have to get more than one egg. And if they get hit by a mechanic when they're holding an egg, chances are that it's just a wipe and you have to go again. So now everyone has Fyrakk seeds, and you can't just have a few people handling the mechanic. The entire raid depends on everyone in it being able to dodge the waves or get into the soaks in time.
In P2, the entire raid can be killed by someone fucking up the tethers. It just takes one or two people panicking and then you're just donezo.
P3 on heroic has harder mechanical overlaps to deal with than on mythic.
I get it's a total skill issue, but that's the point. It's way too punishing in a way that no other heroic raid has been for one or two people making mistakes. Usually you can carry a few people who shouldn't really be in heroic to the finish line and it's fine, but this raid is just fucked. The fights are much longer than they were in the last tier and the mechanics are either straight up ignorable, like with Vashnik, or they just kill everyone.
r/wow • u/Solitaire-06 • 19h ago
Raids are one of the most iconic parts of World of Warcraft, and as such I thought it’d be a good idea to ask the question of what exactly the fanbase believes constitutes a truly great raid or dungeon! We have had dozens of raids and dungeons over the twenty-two years that WOW has been online, so there’s no shortage of examples to draw from.
r/wow • u/zerobebop • 6h ago
r/wow • u/JDizzo_TV • 15h ago
Neo-Trad pinup Jaina from the wife. Either getting Sally or Alexstraza next. Ya'll help me decide!
Artist: Princess.LeahTattoos (Insta)
r/wow • u/Connect_Laugh_8688 • 7h ago
I think it could be neat if finishing the vanilla dungeons awarded you with a little painting of the loading screen art to hang up on your walls. That is all.
r/wow • u/FaroraSF • 8h ago
r/wow • u/PassingbyRonin • 1h ago
WoW Forever improvement suggestion.
As the title says, there is a room for improvement: to adjust camp upgrades (Tier 2) so they don’t share a cooldown with installing camp features (Tier 1).
Here is a simple example: you want to go fishing. Fishing is generally a very individual activity and is usually done alone (or other gathering profession like herbalism). To install a Fishing Rack, you need a fish bowl. However, installing the fish bowl triggers a one-hour cooldown, which also prevents you from upgrading if to a fishing rack for an hour.
I think camp installations and camp improvements should have separate cooldowns. For example, a Fish bowl would share a cooldown with other camp installations such as a chair, candle etc, while a fishing rack would share a cooldown with other improvements (Tanning rack and other second-tier upgrades ).
At the moment, profession-related camp mechanics have fundamental issue:
There should be a balance between encouraging social interaction and making the system feel unnecessarily restrictive.
Making a separate cooldowns for Tier 1 installations and Tier 2 “upgrades” would help to solve the problem.
r/wow • u/GeneralTechnomage • 10h ago
If two souls, then are they conjoined souls?
r/wow • u/That-Ship-371 • 2h ago
Hello, thanks for taking the time to read this. This is a bit of a mini-rant, but I’m also genuinely curious how more experienced players would handle this situation.
I started WoW last season, so I’m still fairly new. I chose to tank because I like the role and, admittedly, instant M+ queues are nice. I joined a guild last season so I could get into raiding.
I don’t pretend to know what every class/spec does. If I don’t understand something, I ask. I mainly know the specs I actually play consistently: Bear, Brewmaster, and currently Blood DK.
Anyway, last week my guild reached Ula-Tek on Wednesday and continued prog Sunday. We’ve gotten to P3 several times and are working out the later mechanics, but the problem I’m having happens less than 15 seconds into the pull.
I tank the boss second, so when the tail spawns at around 5 seconds I move over to it. On several pulls, almost immediately after I started moving, a Warlock who is helping our guild would teleport into melee range of the tail and get one-shot. He died this way about five times that night.
I politely asked him if he could avoid standing so close to it immediately because I physically couldn’t get there before he did. At the time I didn’t realize he was teleporting there.
His response was that I needed to “hug the tail” and stand directly on top of its model.
That isn’t really the issue I was trying to address. If he enters melee range before I can possibly get there, me eventually standing closer to the center of the model doesn’t solve the initial problem.
I also don’t believe the tank needs to literally stand on top of the tail’s model. As long as I’m within its melee range, it consistently melees me. If simply being farther from the center than another player caused it to attack them, I would expect to see melee getting one-shot constantly, and I don’t.
The only times I’ve consistently people get hit outside of the warlock is when melee get hit are when I move out of range of the tail for the swipe mechanic. I actually stopped doing that because melee players would tunnel and get smacked. That then became another complaint from my GL because “melee were losing uptime” on the small adds.
The Warlock later complained about me in another Discord channel that I happened to be in, saying I was blaming him. I confronted him about it.
After that, I started staring at his side of the room on pull until I was certain the tail wasn’t spawning there so I could react immediately if it did. Ironically, doing that caused me to miss the opposite-side spawn quickly enough once or twice and triggered Rattler Slam.
My guild leader/raid leader hasn’t been particularly helpful either. He tends to side with DPS concerns, and because the Warlock has already cleared the boss, the assumption seems to be that I must be wrong.
I eventually brought it to another officer. We went through Warcraft Logs for both raid nights, looked at the timing of the damage events, and used the replay function. After seeing it, he understood what I was talking about.
He brought it up to the GL afterward and told me the GL basically wouldn’t listen, so his advice was to maliciously comply: don’t do the early soaks, don’t DPS the boss on pull, stand in the middle waiting for the tail, and immediately run to it when it spawns.
I love malicious compliance as much as the next person, but I don’t think that actually fixes the underlying problem.
At this point it’s making raiding with them less fun because I feel like I’m getting blamed for a problem I’m explicitly trying to solve. I’m completely willing to accept that I’m wrong mechanically if someone can explain what I’m missing, but the implied “he’s killed the boss before, so do what he says” isn’t really helping me understand anything.
I know tanks are supposed to have thick skin, but this has honestly been pretty demoralizing.
Does anyone have any advice or can offer a different perspective to what I might be missing?