[0:00] Hey folks, this is Kalani. Patch 1207 is [0:03] almost here. It goes live with the next [0:05] weekly reset, but that doesn't stop the [0:07] dev team from squeezing in some [0:08] last-minute changes. And some of these [0:10] updates are very significant. The way in [0:13] which you unlock the heroic world tier [0:15] has completely changed. The rewards from [0:17] almost all content in the new zones have [0:19] been increased. There are new catch-up [0:21] mechanics for the myth track gear. [0:23] Various vendor prices were massively [0:25] reduced. Almost all classes will see [0:27] significantly reduced repair bills. And [0:29] the turbulent time race experience buff [0:31] will be better than ever before. So, [0:33] let's go over some very important [0:35] last-minute changes the dev team has [0:37] made to patch 1207 over the last week or [0:39] so. Now, before we jump in, be sure to [0:41] hit up that like button and subscribe so [0:43] you never miss another video. [0:46] To start with, the dev team removed [0:47] almost all of the requirements for the [0:49] new heroic world tier difficulties for [0:52] the Val and Night Tal zones. When the [0:54] patch first popped up on the PTR, the [0:56] heroic difficulty was locked behind an [0:58] achievement called heroic tendencies. [1:00] This required you to kill the world boss [1:02] from either zone on normal mode first, [1:04] and then you could jump into the higher [1:06] difficulty. In the later PTR builds, the [1:09] achievement and requirement were just [1:10] completely removed. So, the only [1:13] requirement left to enter heroic mode is [1:15] to be level 90, meaning everyone can [1:18] jump straight into the harder mode to [1:19] earn the better rewards right away. [1:22] That does bring up an interesting [1:24] question, though. Can you enter these [1:26] zones on characters that are below level [1:29] 90 even if it's just on normal mode? And [1:31] the answer is yes. In fact, one of the [1:34] latest PTR builds also increased the [1:37] experience rewards from completing world [1:39] quests, events, and killing rares in the [1:41] normal modes for these zones. So, this [1:44] could be another way to level up any [1:46] alts that you haven't gotten around to [1:47] yet, at least from level 80 to 90. [1:51] Almost every activity will reward you [1:53] with experience, so you can get a few [1:55] thousand per treasure you loot. Each [1:58] rare is going to reward you with around [1:59] 20,000 experience when you take the kill [2:02] credit and the experience token into [2:04] account. So, that's pretty huge. World [2:06] quests are worth about 35,000 experience [2:09] each with the world boss quest rewarding [2:11] you with a bit more. And then the weekly [2:12] quest offers you about 100,000 [2:15] experience as well. So, there are some [2:17] half decent options for leveling up your [2:19] alts in the new 1207 zones. But perhaps [2:22] the best part is that you can actually [2:24] start earning field accolades from the [2:26] rare kills while leveling up. So, if you [2:28] level up in these new zones, you should [2:31] be able to buy some hero gear right away [2:33] when you hit level 90. So, even if it [2:35] takes you a bit longer to level up, [2:37] you'll save time overall because you're [2:39] working towards some big gear upgrades [2:41] in the same time. [2:44] Something else that's going to help out [2:45] your alts a lot is the option to skip [2:47] over the introduction experience for the [2:49] new zones once you've worked through it [2:51] once. After you've established your [2:52] little foothold in the new zones, every [2:55] other character should be able to skip [2:56] over that initial quest line to jump [2:58] straight into the zones to farm up some [3:00] field accolades or whatever rewards [3:02] you're interested in. What's even better [3:04] is that you can use the teleporter in [3:06] Silvermoon right away, too, which means [3:08] you don't even have to track on over to [3:10] Void Storm. And with the requirements on [3:12] heroic world tier completely removed, [3:14] your alts can jump straight into heroic [3:16] difficulty to get the higher field [3:17] accolade rewards. [3:20] Speaking of field accolades, the field [3:22] accolade vendor was updated recently to [3:24] offer more efficient gear boxes to help [3:26] you gear up even faster. The most [3:28] important is probably the new heroic [3:30] gear boxes that contain specific gear [3:33] slots, so you can target the exact items [3:35] that you want on the hero track. Those [3:38] will cost you 750 field accolades each, [3:41] and they were introduced a couple of [3:42] weeks back. But the most recent update [3:45] was for the war-bound champion boxes. [3:47] This used to just be a war-bound box of [3:49] random champion gear that cost 100 field [3:52] accolades, and that would have been [3:53] nice, I guess. But, what's even better [3:55] than that is a war-bound box of specific [3:58] champion gear. So, you can target gear [4:00] slots just like you can with the heroic [4:02] boxes, and the price wasn't increased at [4:04] all. So, each box of champion gear will [4:07] cost 100 field accolades, and then you [4:09] can send those to your alts to help them [4:11] gear up much faster. I think this is the [4:13] only source of specific gear slot [4:16] champion gear. So, if you really need a [4:17] belt or some boots or a weapon to round [4:20] out your alt set of champion gear, these [4:22] boxes should help out quite a bit. [4:25] Another interesting change for the [4:27] heroic world tier difficulty is that the [4:29] special quest that rewards a piece of [4:31] myth track gear for killing the world [4:33] bosses four times on heroic mode has [4:35] been updated to also include a catch-up [4:37] mechanic. This quest requires you to [4:40] kill the world bosses four times and to [4:42] loot an item, and it will take four [4:43] weeks to fully complete the quest to [4:45] earn your shiny piece of myth track [4:47] gear. With kill credit for the world [4:49] bosses locked to just once per week, [4:51] there wouldn't be any real way to catch [4:53] up with this quest if you got left [4:55] behind. So, with the latest PTR builds, [4:57] if you don't keep up with the quest as [4:59] the weeks go by, you'll be able to pick [5:01] up the missing quest items from the zone [5:03] weekly quests as well. I imagine this [5:06] mainly includes the showdown on zone [5:08] weekly quest, which is a fill-the-bar [5:10] style quest that requires you to just [5:12] take part in general zone activities [5:14] like completing world quests and killing [5:16] rares, you know, that kind of thing. So, [5:18] that will give you at least two sources [5:20] for quest credit per week to help you [5:22] catch back up to everyone else. [5:25] There were also some pretty significant [5:27] increases for various rewards for both [5:29] normal and heroic difficulties. Normal [5:32] world quests and rare kills used to [5:34] reward you with veteran crests, and [5:36] they'll now reward champion crests [5:37] instead. For heroic, world quests and [5:40] rare kills used to reward champion [5:42] crests, and that was bumped up to heroic [5:44] crests. So, both difficulties will be [5:46] more rewarding in general, and you'll [5:48] have plenty of crests to upgrade your [5:50] gear or trade up to higher tiers of [5:52] crests for other gearing opportunities [5:54] that will most likely make these zones [5:56] the best farming method for both [5:57] champion and heroic crests, depending on [6:00] what difficulty you're on and which [6:01] crests you actually need. Farming rares [6:04] in heroic mode will probably be the [6:06] go-to method for heroic crest farming [6:08] and field accolade farming, assuming the [6:10] rare spawn rate is at least half decent. [6:14] Another huge change was to the vendor [6:16] costs for specific items. Any vendor [6:18] reward that requires an achievement to [6:20] be purchased, which is a lot of the new [6:22] cosmetics like mounts, pets, and [6:24] transmogs coming in the new patch, has [6:26] had its cost reduced significantly to [6:28] the point where it's not really a cost [6:30] anymore. Almost all of these items went [6:32] from costing around 1,500 void light [6:34] mall all the way down to just 15 void [6:37] light mall. So, that makes those costs [6:39] more of a formality than anything else, [6:41] and it makes the vendors a convenient [6:43] location to see all the rewards that you [6:45] can pick up from the new zones and what [6:47] achievements you might need to complete [6:49] to buy the ones you want. This is [6:51] significantly better, in my opinion. [6:54] Having these rewards locked behind an [6:55] achievement requirement and a currency [6:57] purchase was really just double dipping [7:00] on time investments. It really should [7:02] always just be one or the other. Earning [7:04] an achievement or farming a currency. [7:06] So, I'm glad to see the dev team make [7:08] this change. Keeping things on the [7:09] vendor for visibility is also pretty [7:11] smart, as it's not always easy to see [7:14] what rewards might be on offer if [7:16] they're just tied to earning [7:17] achievements, especially if those [7:19] achievements are a little bit obscure. [7:23] It's not just changes for the new zones, [7:25] though. One very interesting update is [7:27] for how durability damage works for [7:29] certain classes and specs. After the [7:32] patch goes live, weapons and armor will [7:34] no longer take durability damage from [7:36] combat events, which includes things [7:38] like attacking and blocking. This is [7:40] going to be huge for tanks, especially [7:43] warriors, as they are kind of built [7:45] around the whole idea of blocking, which [7:47] basically destroys your shield's [7:49] durability extremely quickly, leading to [7:51] significant gold repair costs. There [7:53] have actually been quite a lot of [7:55] complaints across the forums and Reddit [7:57] about how warrior shields can break from [7:59] just a handful of dungeon runs, even if [8:01] they don't die at any point during those [8:04] runs. Just being a tank with a shield [8:06] leads to massive repair costs, which [8:09] some of the classes just don't have to [8:11] deal with. The other main camp that's [8:13] going to benefit from this change are [8:14] any classes or specs that actually use [8:17] their weapon to attack. So, basically [8:19] every melee, as well as the hunters. If [8:22] weapons don't take durability damage [8:24] when attacking, your weapons won't break [8:26] nearly as often, which leads to lower [8:28] repair bills overall. So, this change [8:30] could save you a good chunk of gold, [8:32] depending on the class and spec that you [8:34] play the most. [8:37] There have also been a few changes to [8:38] the Turbulent Timewarped event bonus [8:40] experience buff. A blue post talking [8:42] about the event as a whole mentioned the [8:44] Mastery of the Timewarped buff would now [8:46] persist through death, which would make [8:48] it much easier to keep active, and [8:50] honestly, it should always persisted [8:51] through death, so that's a nice change. [8:53] But, then they also said the buff would [8:55] be account-wide, which would mean you [8:56] would only have to stack it up once, and [8:58] then all of your alts should start off [9:00] with a 30% bonus experience gains, and [9:02] you would just need to refresh it [9:04] periodically. Unfortunately, the blue [9:06] post was updated rather quickly to [9:09] specify that the account-wide part was a [9:11] mistake, and would not actually make it [9:13] into the game. So, that is quite [9:15] disappointing. Honestly, I don't think [9:17] it being account-wide would really have [9:18] broken anything. You can stack that buff [9:21] up rather quickly on your alts. It just [9:23] takes four Timewalking dungeon runs, and [9:25] chances are you'll be running a few [9:26] Timewalking dungeons anyway, because [9:28] they're still a quick and easy way to [9:30] level. So, I wonder if there were maybe [9:32] some technical difficulties with making [9:34] this buff account-wide, but oh well. No [9:37] account-wide mastery of the timeways [9:38] this time, but it will still persist [9:40] through death, so at least it's still an [9:42] upgrade over previous turbulent timeways [9:44] events. As an extra bonus, the meta [9:47] achievement will only require you to [9:49] obtain the mastery of the timeways buff [9:51] for four weeks out of the event down [9:53] from the five weeks we usually have, [9:55] which means you have a bit more leeway [9:57] for missing weeks while still getting [9:58] your achievement, which is going to be [10:00] pretty important this time around [10:02] actually because the entire turbulent [10:03] timeways event will only be six weeks [10:06] long. So, you can only miss two out of [10:08] those six weeks if you want your spawn [10:09] of Virenoth mount. [10:12] And then to round out this video, we [10:13] also recently found out that this patch [10:15] would have quite a staggered release of [10:18] its content. Up until recently, the [10:20] turbulent timeways event was scheduled [10:21] to start on June 16th, but that was [10:23] pushed back to June 30th in the last few [10:26] PTR builds. So, while the patch goes [10:29] live on June 16th, the turbulent [10:31] timeways event won't actually start for [10:33] two weeks after patch day. That does [10:35] give the other patch content a bit of [10:37] time to breathe, but if you are mostly [10:39] interested in the turbulent timeways [10:41] event and leveling up your alts, you'll [10:42] have to wait a bit longer before you can [10:44] get your experience buffs and earn all [10:46] of those shiny new rewards. [10:49] Something else that won't be available [10:51] right away is the new main story [10:52] campaign. We'll actually have to wait [10:54] even longer for that one as the new [10:57] story quests won't be enabled until July [10:59] 7th. That's three weeks after the patch [11:02] launches. I'm not too sure why they [11:04] would delay this part of the patch [11:05] specifically when it's only the first [11:07] chapter of the new story campaign that [11:09] leads into 12.1. Maybe they want to [11:12] reveal 12.1 first and have the PTR [11:14] testing start up before we can work [11:17] through the story content that then sets [11:19] the stage for the patch. That's really [11:21] the only thing I can think of. That does [11:23] seem a bit odd though, kind of like [11:25] spoiling the end of the story before you [11:26] even get to read the beginning, but I [11:28] guess we'll see how things go. I imagine [11:31] patch 12.1 should be announced fairly [11:33] quickly after 12.07 goes live, so maybe [11:36] there's another reason that will come to [11:38] light then. [11:39] But that's all of the last-minute [11:41] changes to patch 12.07 that happened [11:43] over the last week or so, so that's it [11:45] for this video. What do you think of the [11:47] requirements for heroic world tiers [11:49] being entirely removed? And would the [11:51] 30% bonus experience gains buff being [11:53] account-wide have encouraged you to [11:55] level up more alts? Or do you think it [11:57] doesn't really matter? Leave all your [11:59] thoughts in the comment section below. A [12:01] big thank you to all of our supporters [12:02] over on Patreon and to all of our [12:03] members here on YouTube. You can see [12:05] their names on screen. If you're [12:07] interested in supporting the channel, [12:08] you can find links in the description or [12:10] click the join button just below the [12:12] video. If you enjoyed the video or found [12:13] it useful in any way, make sure to [12:15] subscribe and ring that notification [12:16] bell so you're always kept up to date. [12:18] Thanks for watching, folks. Good luck [12:20] and have fun, and as always, I will see [12:21] you next time.