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		<title><![CDATA[Sick Gaming - World of Warcraft]]></title>
		<link>https://sickgaming.net/</link>
		<description><![CDATA[Sick Gaming - https://sickgaming.net]]></description>
		<pubDate>Sun, 20 Sep 2026 08:08:23 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[[WoW Retail News] WoW: Forever Will Have Addon Changes from Midnight]]></title>
			<link>https://sickgaming.net/thread-113200.html</link>
			<pubDate>Sun, 20 Sep 2026 03:35:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113200.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55291-wow-forever-will-have-addon-changes-from-midnight.jpg" loading="lazy"  alt="[Image: 55291-wow-forever-will-have-addon-change...dnight.jpg]" class="mycode_img" /><br />
<br />
Blizzard has announced through the WoW UI Discord that the Midnight addon disarmament changes will be active in WoW: Forever.The Midnight addon changes have been very controversial amongst the retail WoW community. One of the main goals of the addon disarmament in Midnight is that addons should not provide a competitive advantage, as has been reiterated in a recent interview with Tettles. This goal has been criticized throughout the Midnight Beta, and additional workarounds continue to be found, with Blizzard addressing those on a case-by-case basis. That being said they’ve also adding in improvements to the system to help players, and improving the base UI.<br />
<br />
Blizzard has announced that WoW: Forever will have these changes to the addon API. This includes secret values and the aura containers, which were recently added in Patch 12.1.<br />
<br />
Blizzard via WoW UI DiscordWoW Forever shares Mainline WoW's UI architecture, including the vast majority of APIs available in 12.1.5. From a UI loading perspective, the easiest way to think about it is that Forever and modern WoW (Midnight) are two game types within the Mainline code family: Camelot (to be renamed before launch) and Standard, respectively.<br />
<br />
The addon disarmament changes introduced in Midnight, including secrets, will also be active in Forever.<br />
<br />
The AuraContainer/AuraButton changes introduced in 12.1.0 will be available as well, and you can expect similar UI changes in the future to be introduced to both Standard and Forever.<br />
<br />
Players who were looking forward to having Weakauras again will likely be disappointed, as all WoW: Forever addons will need to adapt to the new API for addons, which caused WeakAuras to stop development before Midnight and almost every addon to update.<br />
<br />
Any further changes to the addon API will also likely occur in both Midnight and Forever, so there may be more changes in the future.<br />
<br />
Many addons that were built for WoW: Classic will likely need to be remade, but many current Midnight addons can likely be ported over more easily going forward.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55291-wow-forever-will-have-addon-changes-from-midnight.jpg" loading="lazy"  alt="[Image: 55291-wow-forever-will-have-addon-change...dnight.jpg]" class="mycode_img" /><br />
<br />
Blizzard has announced through the WoW UI Discord that the Midnight addon disarmament changes will be active in WoW: Forever.The Midnight addon changes have been very controversial amongst the retail WoW community. One of the main goals of the addon disarmament in Midnight is that addons should not provide a competitive advantage, as has been reiterated in a recent interview with Tettles. This goal has been criticized throughout the Midnight Beta, and additional workarounds continue to be found, with Blizzard addressing those on a case-by-case basis. That being said they’ve also adding in improvements to the system to help players, and improving the base UI.<br />
<br />
Blizzard has announced that WoW: Forever will have these changes to the addon API. This includes secret values and the aura containers, which were recently added in Patch 12.1.<br />
<br />
Blizzard via WoW UI DiscordWoW Forever shares Mainline WoW's UI architecture, including the vast majority of APIs available in 12.1.5. From a UI loading perspective, the easiest way to think about it is that Forever and modern WoW (Midnight) are two game types within the Mainline code family: Camelot (to be renamed before launch) and Standard, respectively.<br />
<br />
The addon disarmament changes introduced in Midnight, including secrets, will also be active in Forever.<br />
<br />
The AuraContainer/AuraButton changes introduced in 12.1.0 will be available as well, and you can expect similar UI changes in the future to be introduced to both Standard and Forever.<br />
<br />
Players who were looking forward to having Weakauras again will likely be disappointed, as all WoW: Forever addons will need to adapt to the new API for addons, which caused WeakAuras to stop development before Midnight and almost every addon to update.<br />
<br />
Any further changes to the addon API will also likely occur in both Midnight and Forever, so there may be more changes in the future.<br />
<br />
Many addons that were built for WoW: Classic will likely need to be remade, but many current Midnight addons can likely be ported over more easily going forward.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Season 3 Mythic+ Dungeon Rotation Upcoming Changes]]></title>
			<link>https://sickgaming.net/thread-113189.html</link>
			<pubDate>Sat, 19 Sep 2026 19:05:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113189.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55302-season-3-mythic-dungeon-rotation-upcoming-changes.png" loading="lazy"  alt="[Image: 55302-season-3-mythic-dungeon-rotation-u...hanges.png]" class="mycode_img" /><br />
<br />
Blizzard recently announced the Season 3 Mythic+ dungeon rotation and has revealed planned changes for each of the dungeons!Season 3 Mythic+ Dungeon Rotation<br />
<br />
Here's a quick summary of some of the changes:<br />
<br />
They'll be updating pain points from previous seasons, including adjusting abilities on trash and bosses, as well as new visuals for abilities when needed.<br />
<br />
Maisara Caverns: Location changes to freeing the captives and buffs in the first area, and changes to the first boss.<br />
<br />
Magister's Terrace: The library event and Degentrius (final boss) encounter will be updated.<br />
<br />
Uldaman: The Lost Dwarves encounter will be removed, and Emberon will trigger intermission based on %, rather than time.<br />
<br />
Iron Docks: They plan on keeping the Iron Star portion, but making it less dependent on them. All four bosses will be modernized, and the number of archers will be reduced.<br />
<br />
Stonecore: The goal is to modernize the dungeon visually and mechanically with new designs for every enemy and boss, including new creature models.<br />
<br />
Sanguine Depths: They will be reducing the density of caster packs, even combining some caster NPCs into one.<br />
<br />
Underrot: Elder Leaxa will become less kick-dependent, and Cragmaw will be adjusted to use more of the arena.<br />
<br />
With the announcement of the Midnight Season 3 dungeon pool during the Midnight: What’s Next panel at BlizzCon 2026, the development team wanted to provide an early look at some of the changes for these returning dungeons.<br />
<br />
Revisiting Returning Dungeons<br />
<br />
We’ve been reviewing community feedback alongside our own goals for each dungeon to address pain points from previous seasons, including updates to encounters, overall dungeon pacing, and abilities that were too difficult or unclear. We’re also looking for opportunities to refresh familiar spaces with new challenges and changes to how players move through them.<br />
<br />
Across the pool, we’ll review non-boss enemies and their abilities for gameplay and quality-of-life improvements. We’ll also give ability visuals a fresh coat of paint and—where needed— update them to use the visual language we’ve introduced over the last few seasons.<br />
<br />
The highlights below are just a starting point, and our plans may change as development and testing continue. As we get closer to the PTR for the update, we’ll share additional details on the changes and the goals behind them.<br />
<br />
Evolving Maisara Caverns and Magisters’ Terrace<br />
Maisara Caverns and Magisters’ Terrace capture some of the defining themes and fantasies of Midnight, and we’re excited for you to revisit them in Season 3. Both will receive a full review for improvements, with changes focused on evolving routes and strategies while keeping the core experience intact.<br />
<br />
In Maisara Caverns, we’re exploring changes to captive and buff locations in the opening section to give you new paths to explore. We’re also revising the Muro’jin and Nekraxx encounter to improve clarity around its core mechanic.<br />
<br />
In Magisters’ Terrace, we’re reexamining the library event to offer new paths through the space and new books to find. We’re also looking to update the Degentrius encounter.<br />
<br />
Across both of these dungeons, we’ll review and update non-boss enemies, including Bound Defenders in Maisara Caverns and the Devouring Tyrant in Magisters’ Terrace. We’re also looking for opportunities to replace some existing enemies with entirely new creatures, giving players new challenges to learn.<br />
<br />
Uldaman: Legacy of Tyr in Brief<br />
We’ve heard your feedback regarding Uldaman’s length and the pacing of some encounters. Our main goal for its return is to reduce the overall run time through changes to boss encounters, story flow, and enemy placement.<br />
<br />
To that end, we’re reducing the dungeon from five bosses to four in Heroic, Mythic, and Mythic+ by deactivating the Lost Dwarves encounter and adjusting the surrounding story flow to support this change. We’re also updating Emberon so that Purging Flames triggers at health thresholds rather than on a repeating energy cycle. This will prevent additional cycles from prolonging the encounter at higher keystone levels while preserving its core challenge.<br />
<br />
New Challenges in the Iron Docks<br />
For the Iron Docks dungeon, we’re planning a substantial refresh to bring the dungeon up to modern standards and reworking the experience when you return. We’ll revisit non-boss enemies throughout the dungeon, with attention to the number of creatures that stay in place and attack from range in the opening section. We also plan to update all four boss encounters to modernize their abilities, giving you new challenges to take on.<br />
<br />
The Iron Stars are a unique part of Iron Docks that we want to preserve. We’re exploring an updated design that makes your run less dependent on them while keeping them powerful and satisfying. You’ll still get to bowl for orcs.<br />
<br />
Modernizing The Stonecore<br />
We are taking this opportunity to fully revamp The Stonecore dungeon. Our goal is to modernize the dungeon both visually and mechanically while preserving the memorable moments from Cataclysm. Alongside new designs for every enemy and boss encounter, we’re giving many familiar creatures a new look with updated models.<br />
<br />
Players will still need to chase Millhouse Manastorm down The Winding Halls and break yourself upon Ozruk's body.<br />
<br />
Focusing in on the Sanguine Depths<br />
When reviewing the Sanguine Depths dungeon, we saw an opportunity to streamline the creature selection and ability kits of non-boss enemies to make gameplay more readable and focused. As part of those adjustments, we’re looking to reduce the high density of caster packs and the number of abilities that use cast bars for their mechanics. For example, we’re looking to combine Dark Acolytes and Wicked Oppressors into a single creature type and reduce how often you encounter them.<br />
<br />
For bosses, we’re looking to improve mechanical clarity where appropriate while keeping the core encounter designs intact. Across the dungeon as a whole, we’re also planning a few small changes to help you find your way through the dungeon.<br />
<br />
Taking a New Path in The Underrot<br />
For The Underrot’s return, we’re building on its existing gameplay with changes to revitalize the experience and offer new routing options. We’ll revisit Elder Leaxa to update the encounter and place less emphasis on interrupt gameplay. We’re also revisiting Cragmaw to encourage you to use more of the arena during the encounter.<br />
<br />
Throughout the rest of the dungeon, we’re looking to refresh the non-boss enemies and update their placement, with particular attention to giving you new routes through the final section. As part of the overall review, we’ll also be looking at caster density in Cragmaw’s arena.<br />
<br />
This is just the beginning and we look forward to your continued feedback as we continue to plan for the future of Midnight Season 3 and all of the new challenges it can bring.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55302-season-3-mythic-dungeon-rotation-upcoming-changes.png" loading="lazy"  alt="[Image: 55302-season-3-mythic-dungeon-rotation-u...hanges.png]" class="mycode_img" /><br />
<br />
Blizzard recently announced the Season 3 Mythic+ dungeon rotation and has revealed planned changes for each of the dungeons!Season 3 Mythic+ Dungeon Rotation<br />
<br />
Here's a quick summary of some of the changes:<br />
<br />
They'll be updating pain points from previous seasons, including adjusting abilities on trash and bosses, as well as new visuals for abilities when needed.<br />
<br />
Maisara Caverns: Location changes to freeing the captives and buffs in the first area, and changes to the first boss.<br />
<br />
Magister's Terrace: The library event and Degentrius (final boss) encounter will be updated.<br />
<br />
Uldaman: The Lost Dwarves encounter will be removed, and Emberon will trigger intermission based on %, rather than time.<br />
<br />
Iron Docks: They plan on keeping the Iron Star portion, but making it less dependent on them. All four bosses will be modernized, and the number of archers will be reduced.<br />
<br />
Stonecore: The goal is to modernize the dungeon visually and mechanically with new designs for every enemy and boss, including new creature models.<br />
<br />
Sanguine Depths: They will be reducing the density of caster packs, even combining some caster NPCs into one.<br />
<br />
Underrot: Elder Leaxa will become less kick-dependent, and Cragmaw will be adjusted to use more of the arena.<br />
<br />
With the announcement of the Midnight Season 3 dungeon pool during the Midnight: What’s Next panel at BlizzCon 2026, the development team wanted to provide an early look at some of the changes for these returning dungeons.<br />
<br />
Revisiting Returning Dungeons<br />
<br />
We’ve been reviewing community feedback alongside our own goals for each dungeon to address pain points from previous seasons, including updates to encounters, overall dungeon pacing, and abilities that were too difficult or unclear. We’re also looking for opportunities to refresh familiar spaces with new challenges and changes to how players move through them.<br />
<br />
Across the pool, we’ll review non-boss enemies and their abilities for gameplay and quality-of-life improvements. We’ll also give ability visuals a fresh coat of paint and—where needed— update them to use the visual language we’ve introduced over the last few seasons.<br />
<br />
The highlights below are just a starting point, and our plans may change as development and testing continue. As we get closer to the PTR for the update, we’ll share additional details on the changes and the goals behind them.<br />
<br />
Evolving Maisara Caverns and Magisters’ Terrace<br />
Maisara Caverns and Magisters’ Terrace capture some of the defining themes and fantasies of Midnight, and we’re excited for you to revisit them in Season 3. Both will receive a full review for improvements, with changes focused on evolving routes and strategies while keeping the core experience intact.<br />
<br />
In Maisara Caverns, we’re exploring changes to captive and buff locations in the opening section to give you new paths to explore. We’re also revising the Muro’jin and Nekraxx encounter to improve clarity around its core mechanic.<br />
<br />
In Magisters’ Terrace, we’re reexamining the library event to offer new paths through the space and new books to find. We’re also looking to update the Degentrius encounter.<br />
<br />
Across both of these dungeons, we’ll review and update non-boss enemies, including Bound Defenders in Maisara Caverns and the Devouring Tyrant in Magisters’ Terrace. We’re also looking for opportunities to replace some existing enemies with entirely new creatures, giving players new challenges to learn.<br />
<br />
Uldaman: Legacy of Tyr in Brief<br />
We’ve heard your feedback regarding Uldaman’s length and the pacing of some encounters. Our main goal for its return is to reduce the overall run time through changes to boss encounters, story flow, and enemy placement.<br />
<br />
To that end, we’re reducing the dungeon from five bosses to four in Heroic, Mythic, and Mythic+ by deactivating the Lost Dwarves encounter and adjusting the surrounding story flow to support this change. We’re also updating Emberon so that Purging Flames triggers at health thresholds rather than on a repeating energy cycle. This will prevent additional cycles from prolonging the encounter at higher keystone levels while preserving its core challenge.<br />
<br />
New Challenges in the Iron Docks<br />
For the Iron Docks dungeon, we’re planning a substantial refresh to bring the dungeon up to modern standards and reworking the experience when you return. We’ll revisit non-boss enemies throughout the dungeon, with attention to the number of creatures that stay in place and attack from range in the opening section. We also plan to update all four boss encounters to modernize their abilities, giving you new challenges to take on.<br />
<br />
The Iron Stars are a unique part of Iron Docks that we want to preserve. We’re exploring an updated design that makes your run less dependent on them while keeping them powerful and satisfying. You’ll still get to bowl for orcs.<br />
<br />
Modernizing The Stonecore<br />
We are taking this opportunity to fully revamp The Stonecore dungeon. Our goal is to modernize the dungeon both visually and mechanically while preserving the memorable moments from Cataclysm. Alongside new designs for every enemy and boss encounter, we’re giving many familiar creatures a new look with updated models.<br />
<br />
Players will still need to chase Millhouse Manastorm down The Winding Halls and break yourself upon Ozruk's body.<br />
<br />
Focusing in on the Sanguine Depths<br />
When reviewing the Sanguine Depths dungeon, we saw an opportunity to streamline the creature selection and ability kits of non-boss enemies to make gameplay more readable and focused. As part of those adjustments, we’re looking to reduce the high density of caster packs and the number of abilities that use cast bars for their mechanics. For example, we’re looking to combine Dark Acolytes and Wicked Oppressors into a single creature type and reduce how often you encounter them.<br />
<br />
For bosses, we’re looking to improve mechanical clarity where appropriate while keeping the core encounter designs intact. Across the dungeon as a whole, we’re also planning a few small changes to help you find your way through the dungeon.<br />
<br />
Taking a New Path in The Underrot<br />
For The Underrot’s return, we’re building on its existing gameplay with changes to revitalize the experience and offer new routing options. We’ll revisit Elder Leaxa to update the encounter and place less emphasis on interrupt gameplay. We’re also revisiting Cragmaw to encourage you to use more of the arena during the encounter.<br />
<br />
Throughout the rest of the dungeon, we’re looking to refresh the non-boss enemies and update their placement, with particular attention to giving you new routes through the final section. As part of the overall review, we’ll also be looking at caster density in Cragmaw’s arena.<br />
<br />
This is just the beginning and we look forward to your continued feedback as we continue to plan for the future of Midnight Season 3 and all of the new challenges it can bring.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Paladin Chargers & Legendary Weapon - MMORPG Interview on Midnight]]></title>
			<link>https://sickgaming.net/thread-113181.html</link>
			<pubDate>Sat, 19 Sep 2026 10:30:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113181.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55290-paladin-chargers-and-legendary-weapon-mmorpg-interview-on-midnight.jpg" loading="lazy"  alt="[Image: 55290-paladin-chargers-and-legendary-wea...dnight.jpg]" class="mycode_img" /><br />
<br />
In an interview with MMORPG, Blizzard discussed the upcoming Legendary weapon, the new Paladin chargers, and gearing in Season 3!MMORPG Interview on Eclipse<br />
<br />
MMORPG had a group interview with:<br />
<br />
Paul Kubit<br />
<br />
Kim Flack<br />
<br />
We've summarized the interview below, but you can see the original piece on MMORPG.<br />
<br />
Interview Summary<br />
<br />
Paladins<br />
<br />
The new Paladin races of Undead, Night Elf, and Trolls fit into the narrative of the Void versus the Light. The timing makes sense.<br />
<br />
Some quests tell the backstory of how specific characters of each race discovered the ability to be Paladins.<br />
<br />
The three new races all get their own charger. There's a glowing horse, raptor, and cat.<br />
<br />
Legendary<br />
<br />
The Legendary is not the Black Blade of the Empire.<br />
<br />
There's a questline associated with the Legendary dagger, and you're going to learn a lot about the dagger and why it's a good idea to wield it.<br />
<br />
You can definitely see some similarities between the dagger and the Legion Artifact.<br />
<br />
Gearing<br />
<br />
They made a lot of changes going into Season 2 regarding gearing, with the Catalyst retaining secondary stats and bonus rolls from the Vault.<br />
<br />
They've been looking at the data and feedback, and there's valid feedback that maybe Bonus Rolls did come in too early.<br />
<br />
They're currently working on Season 3's itemization.<br />
<br />
There are some other cool ideas, but they're not ready to talk about them yet.<br />
<br />
Another point of feedback they've gotten is that because of the presence of Bonus Rolls, some of the "fun loot wall" has disappeared.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55290-paladin-chargers-and-legendary-weapon-mmorpg-interview-on-midnight.jpg" loading="lazy"  alt="[Image: 55290-paladin-chargers-and-legendary-wea...dnight.jpg]" class="mycode_img" /><br />
<br />
In an interview with MMORPG, Blizzard discussed the upcoming Legendary weapon, the new Paladin chargers, and gearing in Season 3!MMORPG Interview on Eclipse<br />
<br />
MMORPG had a group interview with:<br />
<br />
Paul Kubit<br />
<br />
Kim Flack<br />
<br />
We've summarized the interview below, but you can see the original piece on MMORPG.<br />
<br />
Interview Summary<br />
<br />
Paladins<br />
<br />
The new Paladin races of Undead, Night Elf, and Trolls fit into the narrative of the Void versus the Light. The timing makes sense.<br />
<br />
Some quests tell the backstory of how specific characters of each race discovered the ability to be Paladins.<br />
<br />
The three new races all get their own charger. There's a glowing horse, raptor, and cat.<br />
<br />
Legendary<br />
<br />
The Legendary is not the Black Blade of the Empire.<br />
<br />
There's a questline associated with the Legendary dagger, and you're going to learn a lot about the dagger and why it's a good idea to wield it.<br />
<br />
You can definitely see some similarities between the dagger and the Legion Artifact.<br />
<br />
Gearing<br />
<br />
They made a lot of changes going into Season 2 regarding gearing, with the Catalyst retaining secondary stats and bonus rolls from the Vault.<br />
<br />
They've been looking at the data and feedback, and there's valid feedback that maybe Bonus Rolls did come in too early.<br />
<br />
They're currently working on Season 3's itemization.<br />
<br />
There are some other cool ideas, but they're not ready to talk about them yet.<br />
<br />
Another point of feedback they've gotten is that because of the presence of Bonus Rolls, some of the "fun loot wall" has disappeared.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Noctinaxx: A Giant Azerite Bat is the Lair World Boss for Patch 12.]]></title>
			<link>https://sickgaming.net/thread-113167.html</link>
			<pubDate>Sat, 19 Sep 2026 01:35:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113167.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55256-noctinaxx-a-giant-azerite-bat-is-the-lair-world-boss-for-patch-12-2.jpg" loading="lazy"  alt="[Image: 55256-noctinaxx-a-giant-azerite-bat-is-t...h-12-2.jpg]" class="mycode_img" /><br />
<br />
The Gearhold raid lair is coming in Patch 12.2, which features the Noctinaxx boss encounter!Wowhead's BlizzCon Interview<br />
<br />
Raid lairs were introduced in Patch 12.1, with the first one being Nymrissa Wavecaller in the Tidebound Grotto raid lair. Lairs are a one-boss raid that replaces a traditional World Boss and has additional Normal, Heroic, and Flexible Mythic difficulties, acting as a supplement to the main raid of the patch.<br />
<br />
The Gearhold raid lair in Patch 12.2 features the Noctinaxx boss encounter. A large Azerite bat has been discovered, and players must take him out before it causes too much trouble.<br />
<br />
An enormous azerite bat, Noctinaxx, is one of Eclipse’s new raid bosses. Found lurking within its own Lair - The Gearhold - Noctinaxx awaits you on World, Normal, Heroic, and flexible Mythic difficulties.<br />
<br />
According to Paul Kubit in our Blizzcon Interview, the plan is for the difficulty of this raid lair to be aimed at an early Mythic raid boss. This will help guilds who have completed AOTC but may not have the roster to tackle 20 man Mythic.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55256-noctinaxx-a-giant-azerite-bat-is-the-lair-world-boss-for-patch-12-2.jpg" loading="lazy"  alt="[Image: 55256-noctinaxx-a-giant-azerite-bat-is-t...h-12-2.jpg]" class="mycode_img" /><br />
<br />
The Gearhold raid lair is coming in Patch 12.2, which features the Noctinaxx boss encounter!Wowhead's BlizzCon Interview<br />
<br />
Raid lairs were introduced in Patch 12.1, with the first one being Nymrissa Wavecaller in the Tidebound Grotto raid lair. Lairs are a one-boss raid that replaces a traditional World Boss and has additional Normal, Heroic, and Flexible Mythic difficulties, acting as a supplement to the main raid of the patch.<br />
<br />
The Gearhold raid lair in Patch 12.2 features the Noctinaxx boss encounter. A large Azerite bat has been discovered, and players must take him out before it causes too much trouble.<br />
<br />
An enormous azerite bat, Noctinaxx, is one of Eclipse’s new raid bosses. Found lurking within its own Lair - The Gearhold - Noctinaxx awaits you on World, Normal, Heroic, and flexible Mythic difficulties.<br />
<br />
According to Paul Kubit in our Blizzcon Interview, the plan is for the difficulty of this raid lair to be aimed at an early Mythic raid boss. This will help guilds who have completed AOTC but may not have the roster to tackle 20 man Mythic.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Libram of the Matriarch - New Paladin Glyph Grants Liadrin's Wings]]></title>
			<link>https://sickgaming.net/thread-113158.html</link>
			<pubDate>Fri, 18 Sep 2026 16:41:47 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113158.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55288-libram-of-the-matriarch-new-paladin-glyph-grants-liadrins-wings.jpg" loading="lazy"  alt="[Image: 55288-libram-of-the-matriarch-new-paladi...-wings.jpg]" class="mycode_img" /><br />
<br />
A toy available from the Mythic Kith'ix lair boss in Patch 12.1.5 grants Paladins a new glyph that echoes the power of Lady Liadrin! Although not yet available for players to test on the PTR, other items in our database give us a pretty good idea of how it will work.Only available from the Mythic difficult version of Kith'ix, the Libram of the Matriarch is added to your toy box and will generate a Glyph of the Matriarch's Wings when used. Only available to Paladins, this glyph is what actually enables the cosmetic effect, though the extra step of first collecting the Libram allows other classes to collect the book and then disseminate pages to as many alts as they'd like.<br />
<br />
The Matriarch's wings on the left are much more sleek than the regular version on the right.<br />
<br />
The wings appear when using Avenging Wrath, with the Glyph of the Matriarch creating the very sleek and unfirm look used by Lady Liadrin, compared to the normal effect's churning fiery radiance.<br />
<br />
Liadrin's Light vs Kith'ix Shadow<br />
<br />
The Matriarch of the Blood Knights also joins us in The Unbinding of Kith'ix, lending her light to help defeat the growing shadow, and as a result, this tome is one of several items dropped in the encounter which reference Lady Liadrin, including the Sanctified Knight's Phoenixblade and Lightbearer's Shield Fragment.<br />
<br />
However, datamining suggests that the lady is not just a feature of the encounter. The Blade of the Blood Knight Matriarch makes it seem that the Matriarch no longer has need of her weapon, and the past tense of its wording suggests that Liadrin may not survive her encounter with the C'Thraxxi. This is still just speculation, though passing down the weapon to her adopted daughter and Blood Knight-in-training Salandria leaves us very concerned for her fate.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55288-libram-of-the-matriarch-new-paladin-glyph-grants-liadrins-wings.jpg" loading="lazy"  alt="[Image: 55288-libram-of-the-matriarch-new-paladi...-wings.jpg]" class="mycode_img" /><br />
<br />
A toy available from the Mythic Kith'ix lair boss in Patch 12.1.5 grants Paladins a new glyph that echoes the power of Lady Liadrin! Although not yet available for players to test on the PTR, other items in our database give us a pretty good idea of how it will work.Only available from the Mythic difficult version of Kith'ix, the Libram of the Matriarch is added to your toy box and will generate a Glyph of the Matriarch's Wings when used. Only available to Paladins, this glyph is what actually enables the cosmetic effect, though the extra step of first collecting the Libram allows other classes to collect the book and then disseminate pages to as many alts as they'd like.<br />
<br />
The Matriarch's wings on the left are much more sleek than the regular version on the right.<br />
<br />
The wings appear when using Avenging Wrath, with the Glyph of the Matriarch creating the very sleek and unfirm look used by Lady Liadrin, compared to the normal effect's churning fiery radiance.<br />
<br />
Liadrin's Light vs Kith'ix Shadow<br />
<br />
The Matriarch of the Blood Knights also joins us in The Unbinding of Kith'ix, lending her light to help defeat the growing shadow, and as a result, this tome is one of several items dropped in the encounter which reference Lady Liadrin, including the Sanctified Knight's Phoenixblade and Lightbearer's Shield Fragment.<br />
<br />
However, datamining suggests that the lady is not just a feature of the encounter. The Blade of the Blood Knight Matriarch makes it seem that the Matriarch no longer has need of her weapon, and the past tense of its wording suggests that Liadrin may not survive her encounter with the C'Thraxxi. This is still just speculation, though passing down the weapon to her adopted daughter and Blood Knight-in-training Salandria leaves us very concerned for her fate.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Spark of Tides Fix - Patch 12.1 Hotfixes for September 15th]]></title>
			<link>https://sickgaming.net/thread-113147.html</link>
			<pubDate>Fri, 18 Sep 2026 06:05:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113147.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55286-spark-of-tides-fix-patch-12-1-hotfixes-for-september-15th.png" loading="lazy"  alt="[Image: 55286-spark-of-tides-fix-patch-12-1-hotf...r-15th.png]" class="mycode_img" /><br />
<br />
Blizzard has posted hotfixes for today, which includes giving players who are behind on Spark of Tides their missing sparks. September 15, 2026<br />
<br />
Classes<br />
<br />
Hunter<br />
<br />
Marksmanship<br />
<br />
Fixed an issue where Aimed Shot was not properly playing its cast animation when using a gun or crossbow.<br />
<br />
Paladin<br />
<br />
Protection<br />
<br />
Fixed an issue where Consecration’s first tick would not benefit from the Venomous Abyss tier set’s increase to its critical strike chance.<br />
<br />
Priest<br />
<br />
Holy<br />
<br />
Fixed an issue where Renewed Vigor from the Venomous Abyss 2-piece tier bonus could exceed 3 stacks.<br />
<br />
Dungeons and Raids<br />
<br />
The Venomous Abyss<br />
<br />
Sszorak<br />
<br />
Tempest damage reduced by 20% on Heroic and Mythic difficulties.<br />
<br />
Caustic Claws no longer forms a pool of Caustic Residue on Heroic difficulty.<br />
<br />
Twin Fangs<br />
<br />
Corrosive Spit damage reduced by 20% on Mythic difficulty.<br />
<br />
Reduced the amount of Broodlings of Ithraz spawned by Rouse the Brood to 10.<br />
<br />
Visceral Burst cast time increased by 0.5 seconds.<br />
<br />
The Coiled Altar<br />
<br />
Venom Rupture damage reduced by 10% on Heroic and Mythic difficulty.<br />
<br />
Mutagenic Venom damage reduced by 15%.<br />
<br />
Wail of Terror cast time increased to 12 seconds on Heroic difficulty.<br />
<br />
Wail of Terror cast time increased to 10 seconds on Mythic difficulty.<br />
<br />
Spiteful Soulcoiler’s spawning and relocation when interrupted are now more predictable.<br />
<br />
1 Spiteful Soulcoiler will always spawn nearby Malacrass on Mythic difficulty.<br />
<br />
The number of players targeted by Dreadmarch no longer increases throughout the phase on all difficulties.<br />
<br />
Manifestations of Dread now deprioritize fixating on players that currently have Unnerving Fixation.<br />
<br />
Manifestations of Dread revealed by interrupting Wail of Terror now remain visible for an additional 3 seconds.<br />
<br />
The number of Fragments of Malacrass that spawn during the intermission reduced by 25% on Mythic difficulty.<br />
<br />
Fixed an issue where Coalesced Venoms and Virulent Mutations would fail to drop on the ground if a priest carrying one enters Spirit of Redemption.<br />
<br />
Ula’tek<br />
<br />
Failing to stand within Mother’s Wrath now only inflicts 1 stack of Stone Venom onto the raid on Raid Finder difficulty.<br />
<br />
Doomscale Warden’s Malice cast time increased to 5 seconds (was 1.5 seconds) and damage reduced on Raid Finder difficulty.<br />
<br />
The number of Bligthscale Spawn reduced to 6 during Stage 2 on Raid Finder difficulty.<br />
<br />
Ula’tek’s Unchecked Rage damage reduced on Raid Finder difficulty.<br />
<br />
Gore Rattler’s Rattler Slam damage reduced on Raid Finder difficulty.<br />
<br />
Stone Venom damage reduced on all difficulties.<br />
<br />
Putrid Membrane duration reduced to 30 seconds on Mythic difficulty (was 1 hour).<br />
<br />
The number of Blightscale Spawn summoned from Serpent’s Call reduced to 8 per wave during Stage 1 on Mythic difficulty (was 13).<br />
<br />
The number of Blightscale Spawn reduced to 12 per side during Stage 2 on Mythic difficulty (was 14).<br />
<br />
The number of eggs dropped by Serpent’s Call during the intermission reduced to 8 on Mythic difficulty (was 14).<br />
<br />
Items<br />
<br />
Players who are behind on Spark of Tides (they have more Spark Dust than they do Sparks in their bags/gear), will be receiving their missing sparks directly into their bags upon login.<br />
<br />
Quests<br />
<br />
Fixed an issue where the Hijacked Portal for “Still Behind Enemy Portals” was failing to teleport players to the correct destination.<br />
<br />
Delves should once again count for progress towards the objective of “Hope in the Darkest Corners”.<br />
<br />
The Coiled Isle<br />
<br />
Curse Surges now rotate every 30 minutes (was 45 minutes).]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55286-spark-of-tides-fix-patch-12-1-hotfixes-for-september-15th.png" loading="lazy"  alt="[Image: 55286-spark-of-tides-fix-patch-12-1-hotf...r-15th.png]" class="mycode_img" /><br />
<br />
Blizzard has posted hotfixes for today, which includes giving players who are behind on Spark of Tides their missing sparks. September 15, 2026<br />
<br />
Classes<br />
<br />
Hunter<br />
<br />
Marksmanship<br />
<br />
Fixed an issue where Aimed Shot was not properly playing its cast animation when using a gun or crossbow.<br />
<br />
Paladin<br />
<br />
Protection<br />
<br />
Fixed an issue where Consecration’s first tick would not benefit from the Venomous Abyss tier set’s increase to its critical strike chance.<br />
<br />
Priest<br />
<br />
Holy<br />
<br />
Fixed an issue where Renewed Vigor from the Venomous Abyss 2-piece tier bonus could exceed 3 stacks.<br />
<br />
Dungeons and Raids<br />
<br />
The Venomous Abyss<br />
<br />
Sszorak<br />
<br />
Tempest damage reduced by 20% on Heroic and Mythic difficulties.<br />
<br />
Caustic Claws no longer forms a pool of Caustic Residue on Heroic difficulty.<br />
<br />
Twin Fangs<br />
<br />
Corrosive Spit damage reduced by 20% on Mythic difficulty.<br />
<br />
Reduced the amount of Broodlings of Ithraz spawned by Rouse the Brood to 10.<br />
<br />
Visceral Burst cast time increased by 0.5 seconds.<br />
<br />
The Coiled Altar<br />
<br />
Venom Rupture damage reduced by 10% on Heroic and Mythic difficulty.<br />
<br />
Mutagenic Venom damage reduced by 15%.<br />
<br />
Wail of Terror cast time increased to 12 seconds on Heroic difficulty.<br />
<br />
Wail of Terror cast time increased to 10 seconds on Mythic difficulty.<br />
<br />
Spiteful Soulcoiler’s spawning and relocation when interrupted are now more predictable.<br />
<br />
1 Spiteful Soulcoiler will always spawn nearby Malacrass on Mythic difficulty.<br />
<br />
The number of players targeted by Dreadmarch no longer increases throughout the phase on all difficulties.<br />
<br />
Manifestations of Dread now deprioritize fixating on players that currently have Unnerving Fixation.<br />
<br />
Manifestations of Dread revealed by interrupting Wail of Terror now remain visible for an additional 3 seconds.<br />
<br />
The number of Fragments of Malacrass that spawn during the intermission reduced by 25% on Mythic difficulty.<br />
<br />
Fixed an issue where Coalesced Venoms and Virulent Mutations would fail to drop on the ground if a priest carrying one enters Spirit of Redemption.<br />
<br />
Ula’tek<br />
<br />
Failing to stand within Mother’s Wrath now only inflicts 1 stack of Stone Venom onto the raid on Raid Finder difficulty.<br />
<br />
Doomscale Warden’s Malice cast time increased to 5 seconds (was 1.5 seconds) and damage reduced on Raid Finder difficulty.<br />
<br />
The number of Bligthscale Spawn reduced to 6 during Stage 2 on Raid Finder difficulty.<br />
<br />
Ula’tek’s Unchecked Rage damage reduced on Raid Finder difficulty.<br />
<br />
Gore Rattler’s Rattler Slam damage reduced on Raid Finder difficulty.<br />
<br />
Stone Venom damage reduced on all difficulties.<br />
<br />
Putrid Membrane duration reduced to 30 seconds on Mythic difficulty (was 1 hour).<br />
<br />
The number of Blightscale Spawn summoned from Serpent’s Call reduced to 8 per wave during Stage 1 on Mythic difficulty (was 13).<br />
<br />
The number of Blightscale Spawn reduced to 12 per side during Stage 2 on Mythic difficulty (was 14).<br />
<br />
The number of eggs dropped by Serpent’s Call during the intermission reduced to 8 on Mythic difficulty (was 14).<br />
<br />
Items<br />
<br />
Players who are behind on Spark of Tides (they have more Spark Dust than they do Sparks in their bags/gear), will be receiving their missing sparks directly into their bags upon login.<br />
<br />
Quests<br />
<br />
Fixed an issue where the Hijacked Portal for “Still Behind Enemy Portals” was failing to teleport players to the correct destination.<br />
<br />
Delves should once again count for progress towards the objective of “Hope in the Darkest Corners”.<br />
<br />
The Coiled Isle<br />
<br />
Curse Surges now rotate every 30 minutes (was 45 minutes).]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] More Class Changes - Patch 12.1.5 PTR Development Notes]]></title>
			<link>https://sickgaming.net/thread-113137.html</link>
			<pubDate>Thu, 17 Sep 2026 21:25:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113137.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55284-more-class-changes-patch-12-1-5-ptr-development-notes.jpg" loading="lazy"  alt="[Image: 55284-more-class-changes-patch-12-1-5-pt...-notes.jpg]" class="mycode_img" /><br />
<br />
This week’s Patch 12.1.5 PTR development notes contains more class changes for Devourer DH, Mages and more. Hello! The 12.1.5 PTR has been updated with the following changes:<br />
<br />
NEW SINGLE-BOSS RAID: THE UNBINDING OF KITH’IX<br />
Kith’ix raid testing starts September 16. Check out the raid testing schedule for more details: <a href="https://us.forums.blizzard.com/en/wow/t/the-unbinding-of-kithix-raid-testing-schedule/2346119" target="_blank" rel="noopener" class="mycode_url">https://us.forums.blizzard.com/en/wow/t/...le/2346119</a><br />
<br />
CLASSES<br />
<br />
DEMON HUNTER<br />
<br />
Devourer<br />
<br />
Soulforged Blades now increases the critical strike chance of Hungering Slash and Voidblade by 18% (was 15%).<br />
<br />
Voidpurge now reduces the cooldown of Void Ray during Void Metamorphosis by 2.5 seconds (was 2 seconds).<br />
<br />
Developers’ notes: In addition to the Void-Scarred changes, we are shuffling some talents around to make it a little easier for builds to access core functional effects. The final gate was very dense and two of its talents are moving to the middle gate. The final gate’s capstone talents also notably included effects that are core building blocks: The Hunt is featured for Void-Scarred builds, and Eradicate is a key component of any build’s AoE damage. Those two talents are moving to more accessible locations in the middle gate of the tree, with other talents moving into their capstone positions.<br />
<br />
Many talents have changed positions.<br />
<br />
Demonic Instinct now connects to the talent one row down and one column to the left.<br />
<br />
Devourer’s Edge now connects to the talent one row down and one column to the right.<br />
<br />
DRUID<br />
<br />
Restoration<br />
<br />
Developers’ notes: The current design of Nature’s Bounty causes some rotational friction. We’re redesigning it to work more synergistically with the rest of the healing kit.<br />
<br />
Nature’s Bounty has been redesigned – Regrowth heals up to 3 allies with Rejuvenation active for 15% of its healing, prioritizing allies with the lowest health.<br />
<br />
EVOKER<br />
<br />
Preservation<br />
<br />
Merithra’s Blessing duration reduced to 30 seconds (was 1 minute).<br />
<br />
MAGE<br />
<br />
Arcane<br />
<br />
Several Arcane spells have been added to the Spell Density system for additional visibility options for non-Mage players.<br />
<br />
Frost<br />
<br />
Fixed an issue where Splitting Ice’s damage modifier would not apply to Frostbolt, causing both Frostbolts to hit for full damage.<br />
<br />
Fixed an issue where casting a Frostfire Bolt and then switching to Spellslinger Hero Specialization would cause Frostbolt to have the Splitting Ice damage multiplier apply to the main target in addition to the secondary target.<br />
<br />
Hero Talents<br />
<br />
Frostfire<br />
<br />
Fixed an issue preventing Frostfire Empowerment’s effects from applying to the second target when Frostfire Bolt hit a second target due to Splitting Ice.<br />
<br />
Frostfire Infusion’s tooltip has been updated, functionality unchanged.<br />
<br />
Spellslinger<br />
<br />
Splinterstorm is now trackable in the Cooldown Manager as a Buff.<br />
<br />
Splinterstorm is no longer removed on start of a raid encounter or Mythic+.<br />
<br />
PRIEST<br />
<br />
Discipline<br />
<br />
Master the Darkness duration reduced to 30 seconds (was 1 minute).<br />
<br />
Holy<br />
<br />
Developers’ notes: Ultimate Serenity is a powerful tool for Holy priests, specifically in M+. We are moving it up in the talent tree to reduce the amount of investment required for Holy priests to take it so that it enables more choice amongst talents beyond the second gate.<br />
<br />
Holy Celerity and Ultimate Serenity have swapped positions on the specialization tree.<br />
<br />
ROGUE<br />
<br />
Outlaw<br />
<br />
Deft Maneuvers has been updated – No longer increases Blade Flurry’s Energy cost by 30. Instead, it increases Blade Flurry’s Energy cost by 5 per target hit, up to 30.<br />
<br />
Developers’ notes: This change is intended to make it a little less expensive to maintain Blade Flurry when fighting small numbers of additional targets.<br />
<br />
Subtlety<br />
<br />
All modifiers to Shadow damage and many Shadow damage abilities have been updated to resolve circumstances where damage bonuses could be applied incorrectly.<br />
<br />
Developers’ notes: Shadow damage bonuses should now consistently apply to any individual Shadow damage abilities (e.g. Secret Technique’s secondary hits, Shadowed Finishers attacks, and Shadow Cloned attacks). Effects that deal Shadow damage based on how much damage attacks dealt (e.g. Shadow Blades’ effect, Goremaw’s Bite mirror damage effect, and Lingering Shadow) should now benefit correctly when the input attacks are physical and no longer double dip when the input attacks are Shadow. The impact these changes will have on overall damage output remains under review.<br />
<br />
WARRIOR<br />
<br />
Protection<br />
<br />
Developers’ notes: Last week’s changes to Execute were not sufficient to accomplish our goals, and we believe that the scope of changes necessary for those goals are better suited to a major update, so we’re restoring Execute to it’s previous functionality with a damage boost in 12.1.5, and are refocusing on 12.2 and 13.0 for further Protection changes.<br />
<br />
Execute no longer consumes additional Rage for additional damage.<br />
<br />
Execute damage increased by 100%.<br />
<br />
Execute damage increased by 30%.<br />
<br />
USER INTERFACE AND ACCESSIBILITY<br />
<br />
Added a new setting called “Pulse Your Health” under the Combat Audio Alerts section of the Audio Assist settings. This setting allows the player to specify a health percentage below which a looping sound will be played. The sound gets progressively more aggressive as their health gets lower.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55284-more-class-changes-patch-12-1-5-ptr-development-notes.jpg" loading="lazy"  alt="[Image: 55284-more-class-changes-patch-12-1-5-pt...-notes.jpg]" class="mycode_img" /><br />
<br />
This week’s Patch 12.1.5 PTR development notes contains more class changes for Devourer DH, Mages and more. Hello! The 12.1.5 PTR has been updated with the following changes:<br />
<br />
NEW SINGLE-BOSS RAID: THE UNBINDING OF KITH’IX<br />
Kith’ix raid testing starts September 16. Check out the raid testing schedule for more details: <a href="https://us.forums.blizzard.com/en/wow/t/the-unbinding-of-kithix-raid-testing-schedule/2346119" target="_blank" rel="noopener" class="mycode_url">https://us.forums.blizzard.com/en/wow/t/...le/2346119</a><br />
<br />
CLASSES<br />
<br />
DEMON HUNTER<br />
<br />
Devourer<br />
<br />
Soulforged Blades now increases the critical strike chance of Hungering Slash and Voidblade by 18% (was 15%).<br />
<br />
Voidpurge now reduces the cooldown of Void Ray during Void Metamorphosis by 2.5 seconds (was 2 seconds).<br />
<br />
Developers’ notes: In addition to the Void-Scarred changes, we are shuffling some talents around to make it a little easier for builds to access core functional effects. The final gate was very dense and two of its talents are moving to the middle gate. The final gate’s capstone talents also notably included effects that are core building blocks: The Hunt is featured for Void-Scarred builds, and Eradicate is a key component of any build’s AoE damage. Those two talents are moving to more accessible locations in the middle gate of the tree, with other talents moving into their capstone positions.<br />
<br />
Many talents have changed positions.<br />
<br />
Demonic Instinct now connects to the talent one row down and one column to the left.<br />
<br />
Devourer’s Edge now connects to the talent one row down and one column to the right.<br />
<br />
DRUID<br />
<br />
Restoration<br />
<br />
Developers’ notes: The current design of Nature’s Bounty causes some rotational friction. We’re redesigning it to work more synergistically with the rest of the healing kit.<br />
<br />
Nature’s Bounty has been redesigned – Regrowth heals up to 3 allies with Rejuvenation active for 15% of its healing, prioritizing allies with the lowest health.<br />
<br />
EVOKER<br />
<br />
Preservation<br />
<br />
Merithra’s Blessing duration reduced to 30 seconds (was 1 minute).<br />
<br />
MAGE<br />
<br />
Arcane<br />
<br />
Several Arcane spells have been added to the Spell Density system for additional visibility options for non-Mage players.<br />
<br />
Frost<br />
<br />
Fixed an issue where Splitting Ice’s damage modifier would not apply to Frostbolt, causing both Frostbolts to hit for full damage.<br />
<br />
Fixed an issue where casting a Frostfire Bolt and then switching to Spellslinger Hero Specialization would cause Frostbolt to have the Splitting Ice damage multiplier apply to the main target in addition to the secondary target.<br />
<br />
Hero Talents<br />
<br />
Frostfire<br />
<br />
Fixed an issue preventing Frostfire Empowerment’s effects from applying to the second target when Frostfire Bolt hit a second target due to Splitting Ice.<br />
<br />
Frostfire Infusion’s tooltip has been updated, functionality unchanged.<br />
<br />
Spellslinger<br />
<br />
Splinterstorm is now trackable in the Cooldown Manager as a Buff.<br />
<br />
Splinterstorm is no longer removed on start of a raid encounter or Mythic+.<br />
<br />
PRIEST<br />
<br />
Discipline<br />
<br />
Master the Darkness duration reduced to 30 seconds (was 1 minute).<br />
<br />
Holy<br />
<br />
Developers’ notes: Ultimate Serenity is a powerful tool for Holy priests, specifically in M+. We are moving it up in the talent tree to reduce the amount of investment required for Holy priests to take it so that it enables more choice amongst talents beyond the second gate.<br />
<br />
Holy Celerity and Ultimate Serenity have swapped positions on the specialization tree.<br />
<br />
ROGUE<br />
<br />
Outlaw<br />
<br />
Deft Maneuvers has been updated – No longer increases Blade Flurry’s Energy cost by 30. Instead, it increases Blade Flurry’s Energy cost by 5 per target hit, up to 30.<br />
<br />
Developers’ notes: This change is intended to make it a little less expensive to maintain Blade Flurry when fighting small numbers of additional targets.<br />
<br />
Subtlety<br />
<br />
All modifiers to Shadow damage and many Shadow damage abilities have been updated to resolve circumstances where damage bonuses could be applied incorrectly.<br />
<br />
Developers’ notes: Shadow damage bonuses should now consistently apply to any individual Shadow damage abilities (e.g. Secret Technique’s secondary hits, Shadowed Finishers attacks, and Shadow Cloned attacks). Effects that deal Shadow damage based on how much damage attacks dealt (e.g. Shadow Blades’ effect, Goremaw’s Bite mirror damage effect, and Lingering Shadow) should now benefit correctly when the input attacks are physical and no longer double dip when the input attacks are Shadow. The impact these changes will have on overall damage output remains under review.<br />
<br />
WARRIOR<br />
<br />
Protection<br />
<br />
Developers’ notes: Last week’s changes to Execute were not sufficient to accomplish our goals, and we believe that the scope of changes necessary for those goals are better suited to a major update, so we’re restoring Execute to it’s previous functionality with a damage boost in 12.1.5, and are refocusing on 12.2 and 13.0 for further Protection changes.<br />
<br />
Execute no longer consumes additional Rage for additional damage.<br />
<br />
Execute damage increased by 100%.<br />
<br />
Execute damage increased by 30%.<br />
<br />
USER INTERFACE AND ACCESSIBILITY<br />
<br />
Added a new setting called “Pulse Your Health” under the Combat Audio Alerts section of the Audio Assist settings. This setting allows the player to specify a health percentage below which a looping sound will be played. The sound gets progressively more aggressive as their health gets lower.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Cataclysm Timewalking Week Now Live]]></title>
			<link>https://sickgaming.net/thread-113123.html</link>
			<pubDate>Thu, 17 Sep 2026 12:45:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113123.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55280-cataclysm-timewalking-week-now-live.jpg" loading="lazy"  alt="[Image: 55280-cataclysm-timewalking-week-now-live.jpg]" class="mycode_img" /><br />
<br />
Cataclysm Timewalking returns with this weekly reset, offering players Champion track gear from The Venomous Abyss raid and Hero track gear from Firelands.Cataclysm Timewalking Guide<br />
<br />
Now only that, but with the Winds of Mysterious Fortune buff, players have the perfect opportunity to level their alts, so take advantage of this huge experience boost while it lasts.<br />
<br />
Cataclysm Timewalking Event<br />
While this event is active, players can venture into six Cataclysm dungeons to earn Timewarped Badges and other rewards.<br />
<br />
Players can pick up A Shattered Path Through Time from Archmage Aethas Sunreaver in Silvermoon City, or via the Adventure Journal. Complete 5 Timewalking dungeons or kill 5 raid bosses in Timewalking Firelands to receive a Cache of Quel'Thalas Treasures, which contains a piece of Champion-track loot from The Venomous Abyss raid.<br />
<br />
When you complete your first Timewalking dungeon on your character, the last boss drops a Smoldering Timewarped Ember, which begins a quest that awards 500 Timewarped Badges on your first completion and 200 for subsequent completions. This quest is turned in to Kiatke, who is located in Stormwind City and Orgrimmar.<br />
<br />
/way #84 76.1, 17.4 Kiatke (Stormwind City)<br />
<br />
Kiatke<br />
<br />
/way #85 52.0, 41.7 Kiatke (Orgrimmar)<br />
<br />
Kiatke<br />
<br />
For a list of the full rewards from Cataclysm Timewalking, check out our guide!<br />
<br />
Firelands Timewalking Raid<br />
Looking for an extra Hero-track gear piece? Vormu at the Timewalking Hub will offer you Disturbance Detected: Firelands, requiring you to kill the final boss in the Firelands Timewalking Raid, Ragnaros. To enter the Timewalking version of the raid, you must queue by talking to Vormu.<br />
<br />
After defeating Ragnaros, the quest awards a Cache of Timewarped Treasures, which contains a Hero-track piece of Firelands gear, with the potential for a rare Cataclysm mount like Smoldering Egg of Millagazor!]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55280-cataclysm-timewalking-week-now-live.jpg" loading="lazy"  alt="[Image: 55280-cataclysm-timewalking-week-now-live.jpg]" class="mycode_img" /><br />
<br />
Cataclysm Timewalking returns with this weekly reset, offering players Champion track gear from The Venomous Abyss raid and Hero track gear from Firelands.Cataclysm Timewalking Guide<br />
<br />
Now only that, but with the Winds of Mysterious Fortune buff, players have the perfect opportunity to level their alts, so take advantage of this huge experience boost while it lasts.<br />
<br />
Cataclysm Timewalking Event<br />
While this event is active, players can venture into six Cataclysm dungeons to earn Timewarped Badges and other rewards.<br />
<br />
Players can pick up A Shattered Path Through Time from Archmage Aethas Sunreaver in Silvermoon City, or via the Adventure Journal. Complete 5 Timewalking dungeons or kill 5 raid bosses in Timewalking Firelands to receive a Cache of Quel'Thalas Treasures, which contains a piece of Champion-track loot from The Venomous Abyss raid.<br />
<br />
When you complete your first Timewalking dungeon on your character, the last boss drops a Smoldering Timewarped Ember, which begins a quest that awards 500 Timewarped Badges on your first completion and 200 for subsequent completions. This quest is turned in to Kiatke, who is located in Stormwind City and Orgrimmar.<br />
<br />
/way #84 76.1, 17.4 Kiatke (Stormwind City)<br />
<br />
Kiatke<br />
<br />
/way #85 52.0, 41.7 Kiatke (Orgrimmar)<br />
<br />
Kiatke<br />
<br />
For a list of the full rewards from Cataclysm Timewalking, check out our guide!<br />
<br />
Firelands Timewalking Raid<br />
Looking for an extra Hero-track gear piece? Vormu at the Timewalking Hub will offer you Disturbance Detected: Firelands, requiring you to kill the final boss in the Firelands Timewalking Raid, Ragnaros. To enter the Timewalking version of the raid, you must queue by talking to Vormu.<br />
<br />
After defeating Ragnaros, the quest awards a Cache of Timewarped Treasures, which contains a Hero-track piece of Firelands gear, with the potential for a rare Cataclysm mount like Smoldering Egg of Millagazor!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Blizzard Likely to Restrict Interrupt Trackers More - Warcraft Tave]]></title>
			<link>https://sickgaming.net/thread-113118.html</link>
			<pubDate>Thu, 17 Sep 2026 11:40:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113118.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55258-blizzard-likely-to-restrict-interrupt-trackers-more-warcraft-tavern-interview.jpg" loading="lazy"  alt="[Image: 55258-blizzard-likely-to-restrict-interr...erview.jpg]" class="mycode_img" /><br />
<br />
In an interview with Warcraft Tavern, Blizzard discussed addons and how they are likely to restrict interrupt trackers more.Warcraft Tavern Interview<br />
<br />
Throughout Midnight, many addons have been developed with the new API in mind. While some of these are okay or have been intended by Blizzard, some of these addons have been hotfixed out of the game. During the Race to World First on Mythic L'ura, Blizzard quickly fixed the addons used to simplify the fight, and soon they will be fixing the Minimap rotation tech that was clearly unintended.<br />
<br />
In Patch 12.1, Blizzard has changed the API again, which has allowed for more customization amongst addons. In the Warcraft Tavern interview, Ion notes that there's a difference between addons feeling mandatory and wanting to see information presented in a different way. A personal choice for how to see your HoTs is completely okay. Ion also mentioned that they are okay with auditory callouts and will continue to support it, as that also helps accessibility.<br />
<br />
However, Ion mentioned that they are likely to add more restrictions to Interrupt Trackers.<br />
<br />
Ion Hazzikostas via Warcraft TavernWhere I think we do get into trickier areas are things like interrupt trackers that you mentioned, which is something that we probably are going to make some more changes to, to restrict. While at the same time we’re also exploring better ways of allowing using the default UI, the players to track or signal Interrupts or mark enemies as their primary interrupt target, to help that coordination be easier for groups that aren’t using voice comms.<br />
<br />
Interrupt trackers are currently a shell of their former selves, where they only work if you successfully kick a spell. In addition, they usually only track a hard-coded cooldown, making every kick have a timer bar of 15 seconds, which isn't the cooldown of most ranged interrupts. In other words, Interrupt Tracking sometimes works but is unreliable, and Blizzard looks to restrict this more.<br />
<br />
Some players have been requesting an interrupt tracker since the start of Midnight, but depending on the type of restrictions, this might completely kill Interrupt Tracking altogether.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55258-blizzard-likely-to-restrict-interrupt-trackers-more-warcraft-tavern-interview.jpg" loading="lazy"  alt="[Image: 55258-blizzard-likely-to-restrict-interr...erview.jpg]" class="mycode_img" /><br />
<br />
In an interview with Warcraft Tavern, Blizzard discussed addons and how they are likely to restrict interrupt trackers more.Warcraft Tavern Interview<br />
<br />
Throughout Midnight, many addons have been developed with the new API in mind. While some of these are okay or have been intended by Blizzard, some of these addons have been hotfixed out of the game. During the Race to World First on Mythic L'ura, Blizzard quickly fixed the addons used to simplify the fight, and soon they will be fixing the Minimap rotation tech that was clearly unintended.<br />
<br />
In Patch 12.1, Blizzard has changed the API again, which has allowed for more customization amongst addons. In the Warcraft Tavern interview, Ion notes that there's a difference between addons feeling mandatory and wanting to see information presented in a different way. A personal choice for how to see your HoTs is completely okay. Ion also mentioned that they are okay with auditory callouts and will continue to support it, as that also helps accessibility.<br />
<br />
However, Ion mentioned that they are likely to add more restrictions to Interrupt Trackers.<br />
<br />
Ion Hazzikostas via Warcraft TavernWhere I think we do get into trickier areas are things like interrupt trackers that you mentioned, which is something that we probably are going to make some more changes to, to restrict. While at the same time we’re also exploring better ways of allowing using the default UI, the players to track or signal Interrupts or mark enemies as their primary interrupt target, to help that coordination be easier for groups that aren’t using voice comms.<br />
<br />
Interrupt trackers are currently a shell of their former selves, where they only work if you successfully kick a spell. In addition, they usually only track a hard-coded cooldown, making every kick have a timer bar of 15 seconds, which isn't the cooldown of most ranged interrupts. In other words, Interrupt Tracking sometimes works but is unreliable, and Blizzard looks to restrict this more.<br />
<br />
Some players have been requesting an interrupt tracker since the start of Midnight, but depending on the type of restrictions, this might completely kill Interrupt Tracking altogether.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Azshara's Raiment Transmog and Zothwing Mounts Added to In-Game Sho]]></title>
			<link>https://sickgaming.net/thread-113112.html</link>
			<pubDate>Thu, 17 Sep 2026 10:25:02 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113112.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55277-azsharas-raiment-transmog-and-zothwing-mounts-added-to-in-game-shop.jpg" loading="lazy"  alt="[Image: 55277-azsharas-raiment-transmog-and-zoth...e-shop.jpg]" class="mycode_img" /><br />
<br />
Dress yourself in Azshara’s corrupted regalia and take to the skies on a Zothwing, now available in the in-game shop!Abyssal Crown Collection<br />
<br />
Previously datamined in March, players can now dress in Azshara's Darkscale Raiment or Azshara's Deepscale Raiment regalia. These transmog sets cost &#36;20 USD each in the in-game shop or can be purchased as part of the Abyssal Crown Collection. These sets come with additional visual effects, including moving eyeballs on the shoulder pads and moving tentacles on the back of the helm.<br />
<br />
Alongside these armor sets, two new flying mounts are available for purchase: the Zothwing Deepseeker and Zothwing Darkseeker. These mounts cost &#36;25 USD each or can be purchased as part of the Abyssal Crown Collection for &#36;50 USD. The Abyssal Crown Collection includes the transmog armor sets and mounts all in one convenient bundle.<br />
<br />
Zothwing Darkseeker Zothwing Deepseeker<br />
<br />
In lightless depths, beauty does not perish; it twists into physical manifestations of the Void. Listen closely, the deeper you descend, the louder corruption calls.<br />
<br />
Cloak yourself in Azshara’s corrupted regalia and rise on a Zothwing mount touched by the Void with the Abyssal Crown Collection*, a trove of finery fit for those who dare to dabble in the dark influence of the Old Gods.<br />
<br />
Get the complete collection in one bundle, or pick up your favorite cosmetic items individually:<br />
<br />
Left: Azshara’s Darkscale Raiment transmog set and Zothwing Darkseeker mount.<br />
<br />
Right: Azshara’s Deepscale Raiment transmog set and Zothwing Deepseeker mount.<br />
<br />
Visit the Shop<br />
<br />
Azshara’s Darkscale Raiment<br />
<br />
Azshara’s Deepscale Raiment<br />
<br />
Zothwing Deepseeker<br />
<br />
Zothwing Darkseeker<br />
<br />
Share the Zothwing mounts across all present and future modern World of Warcraft® characters. Mounts automatically scale to the fastest riding skill known by each character, but if a character’s level isn’t high enough to use a flying mount, the Zothwing mounts are also ground mounts.<br />
<br />
*Requires World of Warcraft® Subscription or Game Time]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55277-azsharas-raiment-transmog-and-zothwing-mounts-added-to-in-game-shop.jpg" loading="lazy"  alt="[Image: 55277-azsharas-raiment-transmog-and-zoth...e-shop.jpg]" class="mycode_img" /><br />
<br />
Dress yourself in Azshara’s corrupted regalia and take to the skies on a Zothwing, now available in the in-game shop!Abyssal Crown Collection<br />
<br />
Previously datamined in March, players can now dress in Azshara's Darkscale Raiment or Azshara's Deepscale Raiment regalia. These transmog sets cost &#36;20 USD each in the in-game shop or can be purchased as part of the Abyssal Crown Collection. These sets come with additional visual effects, including moving eyeballs on the shoulder pads and moving tentacles on the back of the helm.<br />
<br />
Alongside these armor sets, two new flying mounts are available for purchase: the Zothwing Deepseeker and Zothwing Darkseeker. These mounts cost &#36;25 USD each or can be purchased as part of the Abyssal Crown Collection for &#36;50 USD. The Abyssal Crown Collection includes the transmog armor sets and mounts all in one convenient bundle.<br />
<br />
Zothwing Darkseeker Zothwing Deepseeker<br />
<br />
In lightless depths, beauty does not perish; it twists into physical manifestations of the Void. Listen closely, the deeper you descend, the louder corruption calls.<br />
<br />
Cloak yourself in Azshara’s corrupted regalia and rise on a Zothwing mount touched by the Void with the Abyssal Crown Collection*, a trove of finery fit for those who dare to dabble in the dark influence of the Old Gods.<br />
<br />
Get the complete collection in one bundle, or pick up your favorite cosmetic items individually:<br />
<br />
Left: Azshara’s Darkscale Raiment transmog set and Zothwing Darkseeker mount.<br />
<br />
Right: Azshara’s Deepscale Raiment transmog set and Zothwing Deepseeker mount.<br />
<br />
Visit the Shop<br />
<br />
Azshara’s Darkscale Raiment<br />
<br />
Azshara’s Deepscale Raiment<br />
<br />
Zothwing Deepseeker<br />
<br />
Zothwing Darkseeker<br />
<br />
Share the Zothwing mounts across all present and future modern World of Warcraft® characters. Mounts automatically scale to the fastest riding skill known by each character, but if a character’s level isn’t high enough to use a flying mount, the Zothwing mounts are also ground mounts.<br />
<br />
*Requires World of Warcraft® Subscription or Game Time]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Curse Surges Hotfixed and Now Spawn Every 30 Minutes]]></title>
			<link>https://sickgaming.net/thread-113107.html</link>
			<pubDate>Thu, 17 Sep 2026 09:25:02 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113107.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55276-curse-surges-hotfixed-and-now-spawn-every-30-minutes.png" loading="lazy"  alt="[Image: 55276-curse-surges-hotfixed-and-now-spaw...inutes.png]" class="mycode_img" /><br />
<br />
Curge Surges have been hotfixed and now spawn every 30 minutes. Curse Surges Guide<br />
<br />
Since its release in Patch 12.1, many players have criticized Curse Surges for their spawning cadence and the immense amount of time that would have been needed to complete the Cursebreaker achievement. Originally requiring 300 Curse Surges, and with a Curse Surge spawning every 45 minutes, this would have taken over 100 hours to complete normally. This was eventually reduced to 150 Curse Surges in a hotfix, but that would still take over 50 hours. With Curse Surges only spawning every 45 minutes, this also meant that the weekly quests Turn Back the Surge would take at least 90 minutes to complete.<br />
<br />
Another hotfix has been pushed to live servers, which makes Curse Surges spawn every 30 minutes (down from 45 minutes). This makes Curse Surges occur 33% more frequently, which is nice, but having any cooldown time is likely still going to frustrate players. When compared to the Vaults of Atal'Utek where there is always something to do, Curse Surges have a lot of downtime.<br />
<br />
Attaining Cursebreaker will now be even faster, but it's still a long grind for achievement hunters.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55276-curse-surges-hotfixed-and-now-spawn-every-30-minutes.png" loading="lazy"  alt="[Image: 55276-curse-surges-hotfixed-and-now-spaw...inutes.png]" class="mycode_img" /><br />
<br />
Curge Surges have been hotfixed and now spawn every 30 minutes. Curse Surges Guide<br />
<br />
Since its release in Patch 12.1, many players have criticized Curse Surges for their spawning cadence and the immense amount of time that would have been needed to complete the Cursebreaker achievement. Originally requiring 300 Curse Surges, and with a Curse Surge spawning every 45 minutes, this would have taken over 100 hours to complete normally. This was eventually reduced to 150 Curse Surges in a hotfix, but that would still take over 50 hours. With Curse Surges only spawning every 45 minutes, this also meant that the weekly quests Turn Back the Surge would take at least 90 minutes to complete.<br />
<br />
Another hotfix has been pushed to live servers, which makes Curse Surges spawn every 30 minutes (down from 45 minutes). This makes Curse Surges occur 33% more frequently, which is nice, but having any cooldown time is likely still going to frustrate players. When compared to the Vaults of Atal'Utek where there is always something to do, Curse Surges have a lot of downtime.<br />
<br />
Attaining Cursebreaker will now be even faster, but it's still a long grind for achievement hunters.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Umbral Ashes 1% Mount Now Being Awarded to Players]]></title>
			<link>https://sickgaming.net/thread-113097.html</link>
			<pubDate>Thu, 17 Sep 2026 08:05:20 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113097.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55272-umbral-ashes-1-mount-now-being-awarded-to-players.jpg" loading="lazy"  alt="[Image: 55272-umbral-ashes-1-mount-now-being-awa...layers.jpg]" class="mycode_img" /><br />
<br />
The Umbral Champion achievement has started being awarded, which means that the Umbral Ashes mount is now available!Midnight Season 1 Mythic+ Rewards<br />
<br />
In Midnight Season 1, the Umbral Champion: Midnight Season 1 achievement was added, which makes obtaining rewards for pushing Mythic+ more accessible. With the weekly reset, the Umbral Champion achievement is now being awarded to players who achieved the top 1% of Mythic+ scores in Midnight Season 1. Players who log in and get this achievement are awarded the Umbral Ashes and can show off their achievement.<br />
<br />
Lindormi will send players who receive the 1% mount some in-game mail:<br />
<br />
Hiya friend!<br />
<br />
You've been having some seriously great adventures, and I've loved hearing all about them. It's so impressive how you're still alive after all that!<br />
<br />
In fact, your recent performance puts you in the top 1% of Azeroth's dungeoneers, which means you get a fabulous prize: Umbral Ashes, which for only exceptional heroes rise! That was pretty good, right? Maybe I should be a poet! &lt;Lindormi appears to have tried to draw a happy Pandaren face here&gt;<br />
<br />
Anyway, you've probably got more hero stuff to do, so I'll let you get back to it. See you around the Timeways!<br />
<br />
-Lindormi<br />
<br />
According to PC Gamer, Blizzard was reviewing the top 1% of players for people who paid for carries. They also mentioned that they would be sharing more with the community about how they performed the review and the results "soon", as of two weeks ago. If a player didn't get the achievement or mount despite having the required score, their account may have been reviewed and deemed ineligible.<br />
<br />
Season 1 Mythic+ 0.1% and 1% rewards will be distributed during this week’s maintenance in each region.<br />
<br />
Congrats to those who earned the new title and mount!<br />
<br />
Season 3 Achievements<br />
<br />
Looking into the future, Midnight Season 3 (not the current Season 2) will receive some large changes to the top % rewards from Mythic+. At BlizzCon 2026, Blizzard announced a new top 5% reward, as well as the top 1% and 5% achievements being ranked amongst your spec, rather than against the overall player base. We'll have to see how this change shakes out in the future.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55272-umbral-ashes-1-mount-now-being-awarded-to-players.jpg" loading="lazy"  alt="[Image: 55272-umbral-ashes-1-mount-now-being-awa...layers.jpg]" class="mycode_img" /><br />
<br />
The Umbral Champion achievement has started being awarded, which means that the Umbral Ashes mount is now available!Midnight Season 1 Mythic+ Rewards<br />
<br />
In Midnight Season 1, the Umbral Champion: Midnight Season 1 achievement was added, which makes obtaining rewards for pushing Mythic+ more accessible. With the weekly reset, the Umbral Champion achievement is now being awarded to players who achieved the top 1% of Mythic+ scores in Midnight Season 1. Players who log in and get this achievement are awarded the Umbral Ashes and can show off their achievement.<br />
<br />
Lindormi will send players who receive the 1% mount some in-game mail:<br />
<br />
Hiya friend!<br />
<br />
You've been having some seriously great adventures, and I've loved hearing all about them. It's so impressive how you're still alive after all that!<br />
<br />
In fact, your recent performance puts you in the top 1% of Azeroth's dungeoneers, which means you get a fabulous prize: Umbral Ashes, which for only exceptional heroes rise! That was pretty good, right? Maybe I should be a poet! &lt;Lindormi appears to have tried to draw a happy Pandaren face here&gt;<br />
<br />
Anyway, you've probably got more hero stuff to do, so I'll let you get back to it. See you around the Timeways!<br />
<br />
-Lindormi<br />
<br />
According to PC Gamer, Blizzard was reviewing the top 1% of players for people who paid for carries. They also mentioned that they would be sharing more with the community about how they performed the review and the results "soon", as of two weeks ago. If a player didn't get the achievement or mount despite having the required score, their account may have been reviewed and deemed ineligible.<br />
<br />
Season 1 Mythic+ 0.1% and 1% rewards will be distributed during this week’s maintenance in each region.<br />
<br />
Congrats to those who earned the new title and mount!<br />
<br />
Season 3 Achievements<br />
<br />
Looking into the future, Midnight Season 3 (not the current Season 2) will receive some large changes to the top % rewards from Mythic+. At BlizzCon 2026, Blizzard announced a new top 5% reward, as well as the top 1% and 5% achievements being ranked amongst your spec, rather than against the overall player base. We'll have to see how this change shakes out in the future.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] Watch the World of Warcraft Live Q&A on September 17]]></title>
			<link>https://sickgaming.net/thread-113092.html</link>
			<pubDate>Thu, 17 Sep 2026 07:05:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113092.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55273-watch-the-world-of-warcraft-live-q-a-on-september-17.jpg" loading="lazy"  alt="[Image: 55273-watch-the-world-of-warcraft-live-q...ber-17.jpg]" class="mycode_img" /><br />
<br />
On Thursday, September 17th, Blizzard will be hosting a live Q&amp;A with the WoW development team for both Midnight and Forever!Twitch StreamYouTube Stream<br />
<br />
Blizzard previously asked players for questions on the NA and EU forums. They've now compiled questions and will be hosting a live Q&amp;A this Thursday. Make sure to tune in and watch on Twitch or YouTube.<br />
<br />
We’ve gathered your questions for members from across the World of Warcraft development team to answer. Watch for more insight into the BlizzCon 2026 reveals and a look at what’s ahead for modern and Classic WoW.<br />
<br />
When: Thursday, September 17 at 10:00 a.m. PDT<br />
Where: Official Warcraft Twitch and YouTube channels<br />
<br />
Tune in live on Thursday or watch the VOD after the stream.<br />
<br />
We look forward to answering your questions and exploring your next adventures in Azeroth together.]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55273-watch-the-world-of-warcraft-live-q-a-on-september-17.jpg" loading="lazy"  alt="[Image: 55273-watch-the-world-of-warcraft-live-q...ber-17.jpg]" class="mycode_img" /><br />
<br />
On Thursday, September 17th, Blizzard will be hosting a live Q&amp;A with the WoW development team for both Midnight and Forever!Twitch StreamYouTube Stream<br />
<br />
Blizzard previously asked players for questions on the NA and EU forums. They've now compiled questions and will be hosting a live Q&amp;A this Thursday. Make sure to tune in and watch on Twitch or YouTube.<br />
<br />
We’ve gathered your questions for members from across the World of Warcraft development team to answer. Watch for more insight into the BlizzCon 2026 reveals and a look at what’s ahead for modern and Classic WoW.<br />
<br />
When: Thursday, September 17 at 10:00 a.m. PDT<br />
Where: Official Warcraft Twitch and YouTube channels<br />
<br />
Tune in live on Thursday or watch the VOD after the stream.<br />
<br />
We look forward to answering your questions and exploring your next adventures in Azeroth together.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] 1% Raid Buff Now Live in The Venomous Abyss]]></title>
			<link>https://sickgaming.net/thread-113087.html</link>
			<pubDate>Thu, 17 Sep 2026 06:05:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113087.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55271-1-raid-buff-now-live-in-the-venomous-abyss.jpg" loading="lazy"  alt="[Image: 55271-1-raid-buff-now-live-in-the-venomous-abyss.jpg]" class="mycode_img" /><br />
<br />
The Venomous Abyss raid buff is now live, providing players with an additional 1% bonus damage and healing in the raid.The Venomous Abyss<br />
<br />
Similar to the previous raid buffs from Season 1, players will get a buff that increases their damage and healing when entering the Venomous Abyss raid. Fury of the Dead currently grants 1% damage and healing to all players and will increase weekly. If this remains the same as last season, the raid buff will increase by 1% up to a maximum of 15%.<br />
<br />
The buff isn't given to players automatically and players can accidentally miss it. Similar to Season 1, players must talk to an NPC and complete a simple quest. For the Venomous Abyss, players must talk with Strongblood Jak'mo inside the raid and complete the quest Fury of the Dead, which will grant the raid buff!]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55271-1-raid-buff-now-live-in-the-venomous-abyss.jpg" loading="lazy"  alt="[Image: 55271-1-raid-buff-now-live-in-the-venomous-abyss.jpg]" class="mycode_img" /><br />
<br />
The Venomous Abyss raid buff is now live, providing players with an additional 1% bonus damage and healing in the raid.The Venomous Abyss<br />
<br />
Similar to the previous raid buffs from Season 1, players will get a buff that increases their damage and healing when entering the Venomous Abyss raid. Fury of the Dead currently grants 1% damage and healing to all players and will increase weekly. If this remains the same as last season, the raid buff will increase by 1% up to a maximum of 15%.<br />
<br />
The buff isn't given to players automatically and players can accidentally miss it. Similar to Season 1, players must talk to an NPC and complete a simple quest. For the Venomous Abyss, players must talk with Strongblood Jak'mo inside the raid and complete the quest Fury of the Dead, which will grant the raid buff!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[WoW Retail News] BlizzCon From Your Desk: What You Missed Inside the Con]]></title>
			<link>https://sickgaming.net/thread-113082.html</link>
			<pubDate>Thu, 17 Sep 2026 04:55:01 -0200</pubDate>
			<dc:creator><![CDATA[<a href="https://sickgaming.net/member.php?action=profile&uid=12">xSicKxBot</a>]]></dc:creator>
			<guid isPermaLink="false">https://sickgaming.net/thread-113082.html</guid>
			<description><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55253-blizzcon-from-your-desk-what-you-missed-inside-the-con.jpg" loading="lazy"  alt="[Image: 55253-blizzcon-from-your-desk-what-you-m...he-con.jpg]" class="mycode_img" /><br />
<br />
BlizzCon has ended, and it was a fantastic weekend of big reveals, playtesting, and of course, exploring the worlds of Blizzard's legendary IPs. Throughout the con, there were tons of places to watch the tournaments, rest your feet, enjoy the ambiance, and even make some new friends. From friendship bracelets to getting a themed snack, BlizzCon is always an experience - especially if you're playtesting the upcoming content for any game!<br />
<br />
There was so much more for those attending BlizzCon to see than what we have showcased here. BlizzCon is always an unforgettable experience, but for those who couldn't make it this year, here's a taste of what it looked like inside.<br />
<br />
A huge Thank You to the Wowhead writers who helped with photos, and a special Thank You to Wowhead volunteer photographer Jamesy!]]></description>
			<content:encoded><![CDATA[<img src="https://wow.zamimg.com/uploads/blog/images/55253-blizzcon-from-your-desk-what-you-missed-inside-the-con.jpg" loading="lazy"  alt="[Image: 55253-blizzcon-from-your-desk-what-you-m...he-con.jpg]" class="mycode_img" /><br />
<br />
BlizzCon has ended, and it was a fantastic weekend of big reveals, playtesting, and of course, exploring the worlds of Blizzard's legendary IPs. Throughout the con, there were tons of places to watch the tournaments, rest your feet, enjoy the ambiance, and even make some new friends. From friendship bracelets to getting a themed snack, BlizzCon is always an experience - especially if you're playtesting the upcoming content for any game!<br />
<br />
There was so much more for those attending BlizzCon to see than what we have showcased here. BlizzCon is always an unforgettable experience, but for those who couldn't make it this year, here's a taste of what it looked like inside.<br />
<br />
A huge Thank You to the Wowhead writers who helped with photos, and a special Thank You to Wowhead volunteer photographer Jamesy!]]></content:encoded>
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