What happens to your character at the end, Dire Maul at launch, All BG's, EPL World PvP, Patch 1.10 dungeon reward changes, Dungeon set 2.0, Class quests and MORE!
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Season of Mastery Launch Experience [ Ссылка ]
WoW Classic Season of Mastery: RELEASE DATE CONFIRMED!
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WoW Classic Season of Mastery: Bots nerfed, PvP changes & raids buffed!
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Blizzard Design Intentions on WoW Classic Season of Mastery
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Adjustments to Herbalism and Elemental Crafting Materials in Season of Mastery
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Content Adjustments
We've made the following adjustments to content that will be available during Phase 1 of Season of Mastery:
Dire Maul will be available at the launch of Season of Mastery.
Changes made in patch 1.10 to dungeon rewards will be in place at the launch of Season of Mastery.
This includes the availability of Idols, Librams, and Totems, as well as the adjusted drop locations and drop rates of some items such as the Hand of Justice in Blackrock Depths.
Changes and additions made to reputation vendors and item drops in patches 1.6 through 1.11 will be in place at the launch of Season of Mastery, with a few exceptions:
Items on vendors or that are associated with reputations that are not accessible until a later content phase, such as the Zandalar Tribe.
The (world drop) plans for Titanic Leggings and Sageblade will be made available in a later content phase.
To facilitate the completion of the Dungeon Set 2 questlines at the launch of Season of Mastery, the Twilight's Hammer camps in Silithus can be used to summon elemental Templars and Dukes.
Please note that the rest of the Cenarion Hold and Silithus activities associated with Anh'Qiraj will remain unavailable until the Anh'Qiraj War Effort event kicks off later.
Level 50 Class quests will be available at the launch of Season of Mastery.
Warsong Gulch, Arathi Basin, and Alterac Valley will all be available at the launch of Season of Mastery.
The World PvP objectives in Eastern Plaguelands will be enabled at the launch of Season of Mastery.
No Major Class Changes
Classes are the lens through which we view World of Warcraft, and for many players, the way our favourite class plays forms a large part of the memories we have of a particular era in World of Warcraft history.
We want players to recognize their classes, both their strengths and their limitations, and we don't want to create a situation where frequent balance changes are necessitated and leave players wondering what's happening with their class from week to week.
We've also heard the concerns that having increased health for raid bosses might further reduce class diversity. This has especially focused on warriors and rogues being better on long fights, because they don't run out of mana.
We're not insensitive to this concern, but our intention behind increasing the health of raid bosses is to make up for the better itemization on gear and improved talents provided by the 1.12 version of items and classes. We want to make sure players actually stay in combat long enough to engage with the boss mechanics, and we believe that the changes made to encounters might inspire new strategies for raids.
PvP Honor System
The system still largely behaves as it did before, ranking players within a given faction/realm against one another and calculating an "expected rank" based on those weekly contributions.
In WoW Classic, after calculating your expected rank each week, you would move 20% of the distance between your current rank and your expected rank. We're increasing that to 40% per week for Season of Mastery.
We're just speeding it up to match the rest of the content unlocks this season.
Looking Forward
Finally, many Classic players have asked what will happen at the end of the Season of Mastery, and here's the answer.
When Season of Mastery concludes, you'll have the option to permanently transfer your character to an existing Classic Era realm in your region. This free service will become available for a limited time at the conclusion of the season.
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