Before that, however, every hero must make a choice. Beginning on May 18, after each regional scheduled maintenance, the Burning Crusade Classic Pre-expansion Patch will be released, and each character must choose whether to advance onward to Burning Crusade, move to a Classic Era realm, or use the Character Clone service to play in both games. Read more about this process.
Join the Global Launch
Check the details below for the exact time you can start playing and begin your journey into Outland.
Americas (PDT)
Europe (CET)
Taiwan (CST)
Korea (KST)
ANZ (AEDT)
UTC
3:00p.m.
June 1st
11:00p.m.
June 1st
7:00a.m.
June 2nd
8:00a.m.
June 2nd
10:00a.m.
June 2nd
10:00p.m.
June 1st
official site. We look forward to seeing you in Outland, hero!
On November 3, 2020, we posted an update to our policy for input broadcasting software, and soon thereafter, we began taking action against accounts found to be using third party software to automatically mirror keystrokes to multiple game clients. We find that, like full automation of play, multiple-account mirroring disturbs the gameplay experience for the vast majority of players who control a single account at a time.
We will now additionally prohibit the use of all software and hardware mechanisms to mirror commands to multiple World of Warcraft accounts at the same time, or to automate or streamline multi-boxing in any way. Players found to be in violation of this policy are subject to account actions. These actions can include warnings, account suspensions and, if necessary, permanent closure of the player’s World of Warcraft account(s), as activities which effectively replicate automated gameplay are contrary to the terms and conditions of the Blizzard End-User License Agreement (EULA).
We urge all players to cease using any means of mirroring gameplay across multiple WoW accounts immediately, in order to maintain uninterrupted access to World of Warcraft.
Raid testing in the Burning Crusade Classic Beta is now underway, and we’ve received many answerable inquiries on every aspect of the game. What follows is an outline of the answers to many common questions about the Beta, which we will update as necessary over the coming weeks.
Attunements
Attunements will function as they did when originally released.
Original questlines will be required to enter each instance and purchasing Heroic dungeon keys will require Revered reputation.
These attunement requirements will relax as the game progresses through its content phases.
For example, Karazhan should initially require attunement, but will no longer require attunement at a later phase. Thereafter, a group should still need the Master’s Key to open the gate.
Dungeon keys should be relaxed to require Honored reputation at a later phase.
Throughout Burning Crusade Classic, we plan to make it so that progress on forthcoming raid attunements can be made before the opening of the raid the attunement is for.
For example, you should be able to start the Black Temple attunement for killing A’lar once The Eye is open, which will be before Black Temple is open.
Dungeons and Raids
Original health and damage values will be used. These, as well as some mechanical changes, will then be adjusted in future phases. The original state for raids will persist throughout the phase during which it is current content. With the release of the next phase, adjustments will be made as they were in original Burning Crusade.
Exceptions will be considered. We’re looking forward to your feedback on adjustments during the testing of future PTRs.
Buffs acquired from creatures and quests across Outland are purged upon entering an instance.
This does not apply to world buffs from the Eastern Kingdoms or Kalimdor. Those auras cannot be obtained by player-characters above level 63.
Ritual of Summoning will not work inside instances or Netherstorm.
Throughout Burning Crusade Classic, using Leatherworking drums will invoke the Tinnitus debuff, preventing reuse for two minutes.
Items
Badges of Justice will not drop in raids until a later phase, however, Badge of Justice dailies will be available in all phases.
Developers’ notes: While these were both changes made late in original Burning Crusade, we feel that dailies provide healthy gameplay in encouraging dungeon variety, without significantly impacting gear acquisition.
Primal Nether, Nether Vortex, and World boss items from Doomwalker and Doom Lord Kazzak will initially be Bind-on-Pickup, as they were in original Burning Crusade, and should be updated in a later phase.
Primal Nether and Nether Vortex will become available from the Badge of Justice vendor at a later phase.
Outland faction vendors will initially sell the items that they originally sold, and their offerings will update as content unlocks.
Examples: the Swift Skyfire Diamond gem recipe from the Consortium, the Mysterious ammo from Karazhan, and PvP gear from all factions.
Ring enchants and Jewelcrafting-specific gems now have a profession requirement to benefit from them.
Developers’ notes:The design intent for these perks were a player power reward for having that profession, and the fact that they continued to function after unlearning that profession was a technical limitation in original Burning Crusade.
Weapons that were changed from Main-Hand-only to One-Handed late in original Burning Crusade will be restored to their original version in Burning Crusade Classic, and should be updated in a later phase.
Developers’ notes:Changing these to One-Handed was a very late change in original Burning Crusade that would have a notable impact on player power.
Epic engineering goggles will become available from trainers with the Tier 5 phase.
Haris Pilton, Zephyr, and Cooking and Fishing dailies will be available from the beginning, as they do not directly or largely impact player power.
Landro Longshot will not offer WoW Trading Card Game code redemption.
Developers’ notes: We don’t intend for the Burning Crusade Classic to make duplicate use of WoW TCG codes, nor do we want players who have unredeemed codes to choose between games for redemption. Landro Longshot may be repurposed in Burning Crusade Classic for a different use, but that will not be related to the WoW TCG.
Player versus Player
To bring about better matchmaking in Burning Crusade Classic, we’re updating the Matchmaking Rating (MMR) system to use a calculation design developed after original Burning Crusade, with an MMR range that will be similar to the range seen in PvP in 2008.
Arena Teams will begin at 0 rating. (Teams began at 1500 in original Burning Crusade.)
Diminishing returns will have a 15-20 second cooldown window.
All PvP gear will have consistent personal rating requirements to purchase and equip.
Shoulders = 2200
Weapon = 2050
Head = 1700
Chest = 1600
Legs = 1550
A major goal we have in Burning Crusade Classic PvP is to provide consistency as we step forward through each Season and phase of content. We believe this will promote a healthier PvP environment that emphasizes the prestige players can feel when obtaining shoulders and weapons in particular.
All Arena point costs for Arena gear will remain consistent for all Burning Crusade Classic Arena seasons.
Arena points are awarded during the weekly reset, and are based on the team that earned the most points.
To qualify for Arena points, your personal rating must be within 150 of the rating of your team, with at least 10 games played, and you must have participated in 30% of your team’s games the previous week.
Season 1 will feature a unique Rank 1 title, the Infernal Gladiator.
Originally, Rank 1 titles weren’t introduced until Season 2. This is a good opportunity to introduce one for the first season of Burning Crusade Classic.
Seasonal rewards will be delivered to players who reach a top percentage of teams per bracket in their region:
Rank 1 = 0.1% of top teams
Gladiator = 0.5%
Duelist = 3%
Rival = 10%
Challenger = 35%
To qualify for a seasonal reward, your personal arena rating needs to be within 100 points of your team’s rating, and you must have participated in 20% of your team’s games.
At least 50 games played are required to qualify for a seasonal reward.
There are no rating requirements to purchase Arena gear from a previous season.
Season 1 gladiator weapons that were added in patch 2.1 (Gladiator’s Gavel, Gladiator’s Salvation, and Gladiator’s Reprieve) will be available from the beginning of Season 1.
The commentator UI for wargames has been updated with a fresh new look.
The Gold/Green Arena flags have been changed to Gold/Purple to improve colorblind accessibility.
Tornadoes will randomly spawn in Nagrand Arena in Season 1.
We want to recreate the experience of these unique map mechanics as they were originally introduced.
PvP vendors have been configured to make Season 1 behave more like subsequent seasons than it did in original Burning Crusade.
Alliance PvP Vendors
Captain Dirgehammer sells level 70 honor armor.
Captain O’Neal sells level 70 honor weapons.
Master Sergeant Biggins sells Pendants, Medallions, Bands, and gems in Season 1.
Lieutenant Karter will now sell Reins of the Black War Elekk starting in Season 1. (Was available in Season 4 of original Burning Crusade.)
Master Sergeant Biggins will now sells Star’s Lament and Star’s Tears in Season 1. (Was available in Season 2 of original Burning Crusade.)
Horde PvP Vendors
Lady Palanseer sells level 70 honor armor in Season 1, at item levels 113/115/123.
Sergeant Thunderhorn sells level 70 honor weapons in Season 1, at item level 115.
Brave Stonehide sells Pendants, Medallions, Bands, and gems in Season 1.
Raider Bork now sells the Swift Warstrider starting in Season 1. (Was available in Season 4 of original Burning Crusade.)
Brave Stonehide now sells Star’s Lament and Star’s Tears in Season 1. (Was available in Season 2 of original Burning Crusade.)
Please feel free to post your feedback on any part of the Burning Crusade Classic Beta here in this forum. We greatly appreciate it!
Over the first few weeks of testing in the Burning Crusade Beta, we’ve found it useful to elaborate on and bolster the “some changes” philosophy that we expressed at BlizzConline (and in posts like this one 89). As we’ve said, we’re open to making further alterations to Burning Crusade Classic, and we’re guided by the goal of authenticity in how the game plays, especially given how players in 2021 approach a game that was designed in 2007.
We’ve decided make the following updates to Burning Crusade Classic:
“Lesser” versions of Leatherworking drums will be available from the beginning of the expansion, and will approximate how drums operated in the first few patches of original Burning Crusade.
“Greater” versions of the drums will become available with the phase that includes the Zul’Aman raid.
Throughout Burning Crusade Classic, using Leatherworking drums will invoke the Tinnitus debuff, preventing reuse for two minutes.
This decision follows a great deal of consideration of the options available. Ultimately, the “some changes” philosophy is a method for identifying problems where specific design choices made in 2007 don’t completely match the design intent of 2007. Having identified a clear issue of that type with drums, we naturally look for changes that were made at the time to address the problem. Tinnitus is exactly such a fix. It was added to the game in the very next major update after the Sunwell patch.
Tinnitus simply limits the number of Leatherworkers that a guild will consider beneficial to one Leatherworker per party. It fits with the design of The Burning Crusade, which encouraged guilds to carefully plan their raid composition to ensure access to various buffs and to make the best use of various drops, such as Primal Nethers. This change should preserve Leatherworking’s unique niche without devaluing it too much compared to other professions, which was the goal of the overall profession design of The Burning Crusade.
Our next step is to test it, so we’re updating the Beta today to include Tinnitus, and it will be in place when we resume testing in Karazhan. As before, we’ll be carefully following what testers do with it, and feedback from testers. We encourage you to use the in-game bug report function in the Beta.
Thank you very much for all of your testing and feedback!
Welcome to our PVE Resto Shaman Healing guide for WoW TBC. This guide will show you what you need to know to play a Resto Shaman in dungeons and raids. This guide covers everything from talents to consumables!
Talents
This first build is designed for progressing new content. It provides higher survivability and threat reduction to keep you alive longer.
TBC Resto Shaman Build (Progression)
This alternative build is mostly intended for farming dungeons and such. While keeping the main healing talents we also dip into the Enhancement tree. This tree allows us to increase our groups DPS with totems and add a bit of extra mobility.
TBC Resto Build (Farming)
Gear
Gems
Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.
Leatherworking – This is a great choice for Resto Shamans. Allows you to craft useful gear all the way through! You also benefit from Leg enchants. You can also increase your raid utility by crafting Drums of Battle and Drums of Restoration.
Alchemy – This profession stands out because of Redeemer’s Alchemist Stone and the ability to craft consumables and transmutes.
Enchanting – Enchanting both of your rings will give you a boost plus you can save money enchanting your own gear.
Tailoring – A good option for players just starting out, the Whitemend and Primal Mooncloth sets are useful until you start getting T5 gear.
Jewelcrafting – Great gold making choice and you can make your own gems early on.
You can cast Earth Shield on the tanks and also casters to help with spell pushback.
Chain Heal will be your main raid healing ability. Rank 4 is also good to use because it costs 19% less mana but only heals for 10% less.
Healing Wave is your main healing ability for single targets. When things get dicey you can combine it with Nature’s Swiftness to get an instant heal off and save a life. A lower rank of Healing Wave can be used for efficiency also. Rank 1 can be used to stack Ancestral Healing and Healing Way on the tank.
Which Totems you use will be largely based on your group composition. Don’t forget that some of your totems are i
Welcome to our PVE Enhancement Shaman DPS guide for WoW TBC. This guide will show you what you need to know to play an Enhancement Shaman in dungeons and raids. This guide covers everything from talents to consumables!
Talents
There are two very common Enhancement builds.
This first build mixes in Convection and Elemental Focus from the Elemental tree. These two talents help your mana sustain, while also shortening your Shock spell cooldowns increasing your DPS.
TBC Enhancement build
There are two major drawbacks to this build. First is that it doesn’t support Totem twisting which helps out your raid. The second is that it doesn’t have Nature’s Guidance which requires you to get additional Hit rating from gear.
This second build combines Enhancement with Restoration, this gives you less personal DPS but increases your overall group DPS.
Leatherworking – This is a great choice for Enhancement Shamans. Allows you to craft useful gear all the way through. You also benefit from Leg enchants. You can also increase your raid utility by crafting Drums of Battle.
Enchanting – Enchanting both of your rings will give you a boost plus you can save money enchanting your own gear.
Totem twisting should only be done with the second build listed above, otherwise you will run out of mana. There are a ton of guides on Totem Twisting.
Use Windfury Totem and then Grace of Air Totem at the start of the fight. Windfury Totem will grant a 9 second buff to your group and then the second will give your group an Agility buff. Windfury is your main priority while Agility can be maintained the rest of the time.
Welcome to our PVE Elemental Shaman DPS guide for WoW TBC. This guide will show you what you need to know to play an Elemental Shaman in dungeons and raids. This guide covers everything from talents to consumables.
Talents
This is the most common Elemental Shaman build. This build uses Elemental Precision, Totem of Wrath, and Nature’s Guidance to get 12% hit rating. Getting this hit rating from talents really helps us optimize our gear.
TBC Ele Shaman Build
The only swap I would consider would be 2 points from Storm Reach being placed into Unrelenting Storm for better mana regen. The downside to this swap is that the extra reach can be super useful.
Gear
Gems
Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.
Leatherworking – This is a great choice for Elemental Shamans. Allows you to craft useful gear and you also benefit from Leg enchants. You can also increase your raid utility by crafting Drums of Battle.
Enchanting – Enchanting both of your rings will give you a boost plus you can save money enchanting your own gear.
Jewelcrafting – Great gold making choice and you can make your own gems early on. The JC specific trinkets can be used early on but will be replaced soon enough.
Stat Priority
Hit rating
Spell Critical Strike
Spell Power
Haste
You get 12% of the 16% hit required from your talents, this means you will need to get 4% or 51 hit rating from your gear. Draenei will only require 3% or 38 hit rating because of their racial bonus!
You want around 20-30% spell crit unbuffed. After that focus on your Spell Power.
You want around 10% haste so you can cast 4 lightning bolts in one chain lightning cooldown. Going over this is basically a waste of stats.
During long encounters you can simply spam Lightning Bolt for a mana efficient way to DPS.
In a short fight or if you have really good gear, cast 4 Lightning Bolt and then 1 Chain Lightning. This will offer the most DPS but drains your mana quickly.
Your best DPS rotation is going to be, cast 3 Lightning Bolt and then 1 Chain Lightning. This will help you keep mana wile doing really good DPS.
It really depends on your gear and the length of the boss fight if you cast 3 or 4 lightning bolts.
10% haste allows you to fit in the 4th Lightning Bolt before the cooldown on Chain Lightning finishes. This prevents you from sitting around and waiting before your next cast.
1. Giving players access to Blood Elves and Draenei early.
2. Can choose to advance your character to TBC Classic (by making a clone or “snapshot” as they’re calling it) or keep playing World of Warcraft Classic.
3. A paid lvl 58 classic boost available to all races but not eligible for Blood Elves and Draenei. (Only one available per account)
Boost will include:
Dungeon blue gear
Lvl 40 mount riding skill
No professions
4. Alliance and Horde Paladins get access to both Seal of Blood and Seal of Vengeance.
5. No spell batching.
6. Going to put in the last version of Arena Teams where you can have a team that is twice the size of the Arena bracket, compared to exactly the number of players in the Arena Bracket.
Welcome to our PVE Subtlety Rogue DPS guide for WoW TBC. This guide will show you what you need to know to play a Subtlety Rogue in dungeons and raids. This guide covers everything from talents to consumables.
Talents
Combat will do more damage than Subtlety in almost every case. Subtlety is primarily a PVP spec and usually does less damage than the other two specs in almost any PVE situation.
This Build uses Hemorrhage to increase the overall DPS of the raid. The below build requires a sword in both your MH and OH. Your MH sword should be slower, in the 2.5 to 2.8 range, while your OH needs to be fast because of Sword Specialization.
TBC PVE Subtlety Build – 2 Swords
Gear
TBC Rogue Pre-Raid BIS Guide
Gems
Gems can change based on your build, equipment and caps. You may need to adjust your gems to account for your gear.
Leatherworking – This is a great choice for feral druids. Allows you to craft useful gear all the way through. You also benefit from Leg enchants. You can also increase your raid utility by crafting Drums of Battle.
Enchanting – Enchanting both of your rings will give you a boost plus you can save money enchanting your own gear.
After getting Precision you need an additional 64 hit rating to hit your soft cap. Once soft capped hit rating drops down a little in the priority list.
Weapon Expertise will provide you with all but the 64 expertise rating you will need to hit soft cap. If you are a human using while using swords or maces you will only need 44 additional expertise rating.