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WoW: Legion details at gamescom: Interview with Tom Chilton & Ion Hazzikostas

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The Icy Veins team sat down with Tom Chilton and Ion Hazzikostas from the WoW development team to ask questions about Demon Hunters, Artifacts, the story in Legion, and what to expect for changing game play in the new expansion.

 

Note: Icy Veins shared this interview time with Wowfan.cz, and some of the things we present here were answers to their questions.
 
Here is what we learned:
 

SiZh9BV.png


Demon Hunters

  • As it stands, Demon Hunters are slated to wear Leather armor. The developers used to feel that having too many classes on one armor type could cause problems, but as the game has moved towards Personal Loot, that has become less of an issue.
  • An all-new weapon type, Glaives, will be the only weapon type that Demon Hunters can use. They are a weapon 'pair' that comes together and fills both hand slots. Having only one available weapon type for the class will not be an issue in Legion, as you mostly focus on your Artifact throughout this expansion. In the future, Demon Hunters might eventually dual wield the 'standard' agility weapon types.
  • Demon Hunter starting level has not been set, but a starting level between 95-100 is currently being debated (as it is a Hero Class). It's "hard to imagine a Level 1 Demon Hunter running around Elwynn Forest."

wNDw1Hy.png

 

Artifacts

  • You obtain your Artifact early on in the Legion experience. This is the weapon you will use throughout the expansion. You will not get weapon drops in Legion. Something that wasn't mentioned during the reveal is that each Artifact has a number of Relic slots, which will determine its raw item stats (DPS, ilvl, etc.) and modifiers to the traits you've chosen, so the Artifact's stats will still improve as you defeat bosses.
  • It will be very important to see how the story plays out regarding Artifacts that come from characters like Tirion. No spoilers!
  • Existing Legendary weapons (and items) are unchanged. Artifacts will be presented differently. There will not be any Legendary weapons in Legion.

Update: Artifacts can still be transmogrified into other items! Other items cannot be transmogrified into Artifacts.
 


 

r8HDx04.png

 

Story Line

  • This is the main universe Illidan. There is no 'alternate universe' Azeroth going on. Gul'dan was banished through the Twisting Nether into our world, into our time today. The scene where Gul'dan discovered and awoke Illidan is part of the Demon Hunter experience and why the Legion is at this place - they came specifically for Illidan. "Maiev was out at the pub." tongue.png
  • The only time you spend inside the Emerald Nightmare is in the raid zone. Its influence will be felt outside, but only the raid takes place inside the Nightmare. The Emerald Dream/Nightmare might be expanded on further in the future.
  • The Mists of Pandaria story saw the Horde expelled from Dalaran, but with Khadgar as the leader of the Kirin Tor, he has worked with the Horde and feels responsible for Gul'dan, and wants help from both sides.
  • Asked if Wrathion will be back, as he foretold the coming of the Legion? "We'll see."
  • Karazhan's brief appearance in the cinematic teaser was important. Karazhan is an 'important place'.
  • Dalaran is more or less lifted from Wrath of the Lich King, and will be a neutral capital city for both factions. For game play purposes, it will still also be in Northrend - it won't be 'moved' the way it was for Wrath. Some things will have changed.
  • Regarding the new Violet Hold and other Dalaran changes, the devs noted that Dalaran has some ancient purposes that weren't fully understood, and it is affected by being brought this close to the Tomb of Sargeras.

scGLQM0.png

 

Game Play

  • Classes will evolve in a number of ways in Legion. The development team is looking closely at the core fantasy for each class. Talent changes and class changes are being made - stay tuned. The PvP talent system also gives the developers room to take PvP-type talents out of the current talent trees. PvP talents will not function in PvE environments.
  • As an example of class changes, the Survival Hunter 'spear' Artifact was brought up. In Legion, Survival Hunters will be a melee spec that utilizes a pet. To differentiate specializations, the developers will try to de-homogenize the classes. Further to this, Beast Mastery Hunters will fight at range with a pet, while Marksmanship Hunters will fight at range with NO PET.
  • Demonology Warlocks will be masters of summoning and controlling demons. Metamorphosis sort-of came to dominate the class, but the devs are refocusing the spec on demons. Affliction will continue to be about 'decay', and Destruction about 'bursts of fel fire'.
  • No stat squish is planned for Legion. Health numbers are 'fairly high', but that is because health was intentionally increased to manage the feel and flow of healing. DPS is still 'easily an expansion away' from the numbers players were seeing in Siege of Orgrimmar.
  • Professions are getting a lot of new stuff. The professions team for Legion is the largest that Blizzard has ever had for WoW, and they clearly heard the feedback that professions were underutilized in Warlords and overlapped with the Garrisons too much.
  • Realm firsts are not coming back. There was value in some (Ion mentioned things like the first player to beat Brawler's Guild, Mythic guild firsts, etc.), but the general philosophy is to allow players to take their time and enjoy the content at their own pace. Plenty of third parties actively track 'first to 100', etc.

UpdateOther Warlock specializations will not be losing access to demon pets. All three Warlock specs will still utilize demons.
 


 

Miscellaneous

  • Garrisons are staying in Draenor. If you want to go back and visit them, you can! They were always designed as something that you would leave in Draenor. The developers may revisit the system with something bigger, better, and different in the future.
  • Order Halls are very different - they are a shared multiplayer space. They just happen to be the place you'll go to send your Champions on missions. They don't duplicate the functionality of cities (no AH, no bank) - think Acherus for Death Knights.
  • A release date is not set yet. The full cinematic is being actively worked on, but it isn't quite complete yet.
  • For new players who feel intimidated by the size and scope of the game, the developers feel that the character boost helps get people to playing with their friends faster.

Learn anything you're excited about in this interview? Still new things you're hoping to find out about Legion? Let us know.

 

Icy Veins gets exclusive details on the upcoming Legion expansion from Tom Chilton & Ion Hazzikostas.

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First of all there's some great news and information in the above so great job folks!

 

I said to a few friends before the reveal that I was more interested in the "features" than the new expansion story / regular content such as zones raids and dungeons.  I feel they've got my attention with artifacts, changes to transmog and the Order Halls.

 

It's great to hear that the Order Halls will be a class hub without giving players a reason to stay there too long like garrisons (with regards to no AH, bank etc).

 

From a personal point of view I am really really looking forward to hearing more news about professions.  Hope we get some more info on those in the near future!  Glad they've taken on feedback from WoD as they are in a bad place right now!

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Will PvE talents function in PvP enviroments?

 

 

Will the honor v3 system start at level 100, or only at max level? There are players who want to level through Battlegrounds only, and would want tot unlock these early on.

 

They mentioned that they don't want gear to be the deciding factor for PvP, but will the gear play any factor at all in Legion? Is Honor (the currency system) going to be removed so people can buy gear according to their PvP level? 

 

I think its a great thing that Hunters can become melee, remembered all those melee spell back in WotlK. Wonder if they will be able to stealth via Camo, giving them a true Hunter-like feeling.

Demonology Warlocks becomes more like BM Hunters, are we going to see a massive imp swarm? 2 Infernals?

Edited by Archimage

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Raptor strike memories!

 

*Peelyon runs into melee range uses Raptor Strike*

 

"Peelyon what are you doing?! Did you run out of ammo AGAIN??!"

 

uhm maybe?!

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Uncommon Patron

I'm pretty excited about the class changes! I want there to be more differences between the hunter specs, for instance. My main is a hunter, so I'm not 100% sure whether I'd want to be a melee pet spec, but what is really cool is I could switch as needed, for example, if the raid needed more melee over range for some reason (though range can still hang out with melee, I know :P).

 

I'm also excited for Demonology to go back to focusing on demons instead of Meta; I honestly didn't like Meta, which is the biggest reason I didn't like playing the spec (going Destro most of the time instead). I loved ALL THE IMPS so I'm excited to see how that changes in 7+!

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i have so many questions about the expac.

 

will feral druids with claws of shirvallah still have the new updated catform?

will the artifact weapon traits be active/balanced in pvp?

do i still earn conquest gear (and weapons) from arenas/rbgs or is pvp gear gone completely?

 

i focus on those for now. im excited but also a little bit worried

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An all-new weapon type, Glaives, will be the only weapon type that Demon Hunters can use. They are a weapon 'pair' that comes together and fills both hand slots. Having only one available weapon type for the class will not be an issue in Legion, as you mostly focus on your Artifact throughout this expansion. In the future, Demon Hunters might eventually dual wield the 'standard' agility weapon types

 

Are you sure it's that they're the only weapon that DHs can wield, and not that they're a weapon that only DHs can wield? Because this info directly contradicts Blizzard's own Demon Hunter page.

 

  • AVAILABLE WEAPONS
  • Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords
Edited by stoppableforce

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Are you sure it's that they're the only weapon that DHs can wield, and not that they're a weapon that only DHs can wield? Because this info directly contradicts Blizzard's own Demon Hunter page.

 

I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

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Was there any mention about how dual spec or respec will be handled for artifact weapons? We have thrown some ideas around in guild but it would be nice to know if we will have to do the quest over, or if the weapons will just "change" to our new spec when we change. 

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I would love to see unholy DKs take a bit more 'lich' to them - instead of a single pet that you make big, summoning short-lived minions of different types (spellcaster, archer, soldier, tank) would fit better - add in a chance of summon minion on enemy kill and you'd have some serious bad a$$-ness

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Hey, this was us with you at the interview. Check us out at Wowfan.cz. We are a Czech fansite, so I get the confusion with Russia. ;)

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I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

 

My bet is that Glaives will effectively be a two-handed weapon, like a staff or polearm, but it will be unique to Demon Hunters and unable to transmog into anything else.  And they'll probably be a fast weapon.

 

Then, Demon Hunters will also have access to the agility one-handers listed on the website, but will prefer quick weapons (like most rogues).

 

What you end up with is a choice similar to what Monks or Frost DK's have today: whether a single big two-hander is better than two smaller one-handers.  It will probably cause some alteration to optimal rotations, allowing a bit more variety to the DH gameplay without having huge spec-level differences.

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The problem with that theory is that it showed the game play of it during the stream and they were dual wielding them. The chances of dual wielding 2h weapons for a class focused on speed and agility is rather slim

My bet is that Glaives will effectively be a two-handed weapon, like a staff or polearm, but it will be unique to Demon Hunters and unable to transmog into anything else.  And they'll probably be a fast weapon.

 

Then, Demon Hunters will also have access to the agility one-handers listed on the website, but will prefer quick weapons (like most rogues).

 

What you end up with is a choice similar to what Monks or Frost DK's have today: whether a single big two-hander is better than two smaller one-handers.  It will probably cause some alteration to optimal rotations, allowing a bit more variety to the DH gameplay without having huge spec-level differences.

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The problem with that theory is that it showed the game play of it during the stream and they were dual wielding them. The chances of dual wielding 2h weapons for a class focused on speed and agility is rather slim

I'm not talking about the animation.  They'll still make it look like the DH is wielding two separate glaives, and the attack rates will match accordingly.

 

What they have said is that "glaives" will be a single item.  This means that it's effectively a single two-handed weapon for balance and mathematics purposes, even though the graphics and animation will show otherwise.

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I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

 

I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

Not sure how far down this post will go, but while I suspect you're probably right that it's a typo or mistake (kinda), They could also just be focusing on the fact that the Artifact weapons are the only weapons you should really be using this expansion and the demon hunters one will almost definitely be Glaives of some sort. So for this expansion demon hunter will/should only use Glaives. Also if anyone else has already pointed this out then sorry, only read through so many of the replies :D.

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Hey, this was us with you at the interview. Check us out at Wowfan.cz. We are a Czech fansite, so I get the confusion with Russia. wink.png

Haha, when we arrived they were like "You're with the Russian guys, so our Russian CM will take care of you!", so that confused us tongue.png Didn't we have an interview together last year too? Heroes maybe. And btw, feel free to use all our questions/answers, no worries

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Class mechanic revamp will be cool, we'll see how it works out. Melee hunter ftw - NEED ME RAPTER STRIKE BACK!!!

Agreed! They better bring back Volley too while they're at it. ;)

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Garrisons are staying in Draenor. If you want to go back and visit them, you can! They were always designed as something that you would leave in Draenor. The developers may revisit the system with something bigger, better, and different in the future.

 

Something bigger.

 

 

*Shudder*

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Raptor strike memories!

 

*Peelyon runs into melee range uses Raptor Strike*

 

"Peelyon what are you doing?! Did you run out of ammo AGAIN??!"

 

uhm maybe?!

 

 

Dude I still have 2,410 rounds of ammo in my hunters bank. Just cant bring myself to delete it.

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Dude I still have 2,410 rounds of ammo in my hunters bank. Just cant bring myself to delete it.

 

The wife still has her ammo bag - won't let go!

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      And here are the changes themselves, from the development notes:
      (Source)
      MAGE Sunfury Glorious Incandescence has been updated: Now summons 4 Meteorites (was 8). Increased Meteorite’s Fire Blast cooldown reduction by 100%. Increased Meteorite’s Arcane Orb cooldown reduction by 100%. Meteorite damage increased by 100%. The timing between Meteorites dealing damage and their associated spell cooldown reduction effects have been better synchronized. Spellslinger Arcane Controlled Instincts has been redesigned – For 8 seconds after being struck by an Arcane Orb, 30% of the direct damage dealt by an Arcane Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. Spellslingers now conjure two Splinters when they consume Nether Precision. Splintering Orbs now conjures two Arcane Splinters when they strike a target with their Arcane Orb. Arcane Splinterstorms now have a 20% chance to grant you Clearcasting (was 100%). Arcane New Talent: Energized Familiar – During Time Warp or other similar effects, your Arcane Familiar fires 4 bolts instead of 1. Damage from your Arcane Familiar has a small chance to grant you up to 2% of your maximum mana. New Talent: Eureka – When a spell consumes Clearcasting, its damage is increased by 25%. New Talent: Wizened Wit – The cast time of Arcane Blast is reduced by 10%. Choice node with Presence of Mind. New Talent: Arcane Battery – Each time you consume Clearcasting, gain 1%/2% increased spell damage for 30 seconds, stacking up to four times. 2-point talent. New Talent: Time Loop – When you gain a stack of Arcane Battery, you have a small chance to gain another stack of Arcane Battery. This effect can trigger off of itself. New Talent: Aether Attunement – While at maximum stacks of Arcane Battery, your next Arcane Missiles consumes Arcane Battery dealing 150% increased damage to your primary target and also fires at up to 4 nearby enemies. New Talent: Leysight – Nether Precision damage bonus increased to 30%. New Talent: Leydrinker – Every 6 times you consume Nether Precision, your next Arcane Blast echoes, repeating its damage at 50% effectiveness to the primary target and up to two nearby enemies. New Talent: Improved Touch of the Magi – Your Touch of the Magi now accumulates 25% of the damage you deal. New Talent: Magi’s Spark – Your Touch of the Magi now also conjures a spark, increasing the damage your target receives from your next Arcane Barrage, Arcane Blast, and Arcane Missiles by 25%. Upon receiving damage from all three spells, the spark explodes, dealing Arcane damage to all nearby enemies. Choice node with Improved Touch of the Magi. New Talent: Nether Munitions – When Magi’s Spark or Improved Touch of the Magi detonates, it increases the damage all affected targets take from you by 8% for 12 seconds. Arcane Missiles has been redesigned – Can now only be cast when you have Clearcasting. The wording of talents that are associated with Arcane Missiles have been updated to reflect this change. Nether Precision has been redesigned – Consuming Clearcasting increases the damage of your next 2 Arcane Blasts by 20% or your next 2 Arcane Barrages by 20%. Arcane Familiar has been redesigned – Casting Arcane Intelligence also summons you a Familiar that attacks your enemies and increases your maximum mana by 10% for 1 hour. Now passive. Illuminated Thoughts has been redesigned – Clearcasting has a 5% increased chance to trigger and spells that consume Clearcasting deal 5% more damage. Concentration has been redesigned – Casting Arcane Blast has a small chance to make your next cast of Arcane Blast free. Improved Prismatic Barrier is now baseline. Many talents have had their positions changed. Moved Charged Orb and Improved Clearcasting to the first gate. Rule of Threes is no longer a choice node with Arcane Familiar. The following talents have been removed: Foresight Nether Tempest Reverberate Mana Gem Radiant Spark Harmonic Echo Cascading Power Fire Controlled Destruction now has a stack cap of 50 (was 99). Pyroblast increases damage the target takes from your Ignite by 1% (was 2%) Frost New Talent: Death’s Chill – While Icy Veins is active, damaging an enemy with Frostbolt increases spell damage by 1%. Fractured Frost has been redesigned – While Icy Veins is active, your Frostbolts hit up to 2 additional targets. Now a 1-point talent. Hailstones is now a 1-point talent. Fractured Frost and Freezing Winds have swapped places in the talent tree. Cold Front and Coldest Snap have swapped places in the talent tree.
    • By Staff
      Blizzard have detailed the changes that arrived for Warlocks in this week's Alpha build, with Demonology being the main focus, with Affliction and two Hero trees getting some changes as well. 
      Warlock (Source)
      Greetings Warlocks.
      You’re going to see some Demonology changes in the War Within Alpha build today, alongside some additional changes to Affliction, Hellcaller, and Soul Harvester.
      Destruction Warlocks – we’re working on changes for you that will become available for testing in a future build.
      Here’s some context for the Demonology changes you’ll find in this build. As a refresher, here are the goals we previously stated for Demonology:
      Reduce the amount of resources Demonology generates. Redesign Doom to be an attractive talent choice. Reduce the amount of major cooldowns Demonology has access to. Demonic Cores
      Over the course of Dragonflight, we’ve wanted to and tried to reduce the number of Demonic Cores available to Demonology warlocks to rein in their mobility, resource generation, and reduce the amount of rotational time spent going back and forth between Hand of Gul’dan and Demonbolt only. In addition, we want Demonbolt to return to being a moment rather than be your primary rotational button.
      In lieu of these goals, we are removing Demonic Knowledge to reduce the frequency of Demonic Cores and will make further adjustments down the road if the rate of Demonic Cores remains too high. Over the course of alpha and beta we will be tuning Demonology to compensate for this change.
      Doom
      This is our first iteration of Doom going into The War Within and will be iterating based off feedback we receive. We wanted to try bringing back a castable version of Doom, rather than a proc, while avoiding making it required to cast Doom multiple times before being able to perform your rotation. At the same time though, we want you to think about how you use Doom and when it is cast rather than bring back an effect like Hand of Doom that makes it largely passive.
      Nether Portal
      In this alpha build of The War Within, you’ll see that Nether Portal has been removed. While we love the fantasy that Nether Portal provides and that it created a moment that felt different rotationally, its gameplay and performance proved difficult to optimize. Too many major cooldowns can increase the number of peaks and valleys Demonology’s output can experience and how much effect the duration of an encounter can have on its performance.
      We’d like to spend some time workshopping a new design for Nether Portal and have it return as a healthier addition to Demonology’s toolkit in the future.
      What’s Next?
      We’ll continue to read through feedback and the discussions happening across the community. As mentioned last week, these changes are by no means final, and we plan to iterate based off your thoughts and our own playtesting. Thank you for the discussions thus far and we’ll have more updates to share soon!
      And here are the full changes from the development notes:
      (Source)
      WARLOCK Diabolist Soulburn can no longer trigger Demonic Art or Diabolic Ritual. Demonic Art now lasts 60 seconds for each greater demon (was 20 seconds). Hellcaller Mark of Xavius has been redesigned – Agony/Wither damage increased by 20%/25% and the cooldown of Vile Taint/Cataclysm is reduced by 5 seconds. Channel Demonfire and Internal Combustion now function with Wither. Soul Harvester Eternal Servitude now reduces the cooldown of Fel Domination by 90 seconds (was 120 seconds). When Soul Anathema is reapplied, any remaining damage will be added to the new Soul Anathema. Shared Fate now deals reduced damage beyond 8 targets. Affliction
      * Malefic Rapture now deals Shadowflame damage. Inevitable Demise has been removed. New Talent: Improved Malefic Rapture – Reduces the cast time of Malefic Rapture by 10/20% and increases its damage by 5/10%. Relinquished now causes Agony to have 1.10 times the chance to generate a Soul Shard (was 1.25 times). Volatile Agony now deals reduced damage beyond 8 targets. Cull the Weak has been redesigned – Malefic Rapture damage is increased by 8% for each enemy it hits, up to 5 enemies. Demonology New Talent: Shadowcaster – Increases the damage of Hand of Gul’dan by 20% and Demonbolt by 10%. New Talent: Pact of the Ered’ruin – When Doom is removed, you summon a Doomguard that casts 5 Doom Bolts before departing. Each Doom Bolt deals Shadow damage. New Talent: Mark of Shatug – Wicked Maw causes the target to take 20% additional Shadow damage from your demons. New Talent: Ferocity of F’harg – Increases the attack speed of your Dreadstalkers by 10/20% and their critical strike chance by 15/30%. New Talent: Rune of Shadows – Increases all damage done by your pet by 4%. Reduces the cast time of Shadow Bolt by 25% and increases its damage by 40%. New Talent: Demonic Brutality – Critical strikes from your spells and your demons deal 4% increased damage. New Talent: Fiendish Prowess – Increases the attack speed of your primary demon by 25%. New Talent: Improved Demonic Tactics – Increases your primary Felguard’s critical strike chance equal to 30% of your critical strike chance. Doom has been redesigned – Inflicts impending doom upon the target, dealing Shadow damage and an additional Shadow damage to enemies within 10 yards after 20 seconds. Consuming a Demonic Core reduces the duration of Doom by 3 seconds. 30 seconds cooldown. The following talents have been removed: Demonic Knowledge Nether Portal Ner’zhul’s Volition Gul’dan’s Ambition Stolen Power Heavy-Handed Sacrificed Souls and Houndmaster’s Stratagem have been moved to row 8. Houndmaster’s Stratagem has been renamed to Wicked Maw and its icon has been updated. Doom and Summon Demonic Tyrant have been moved to row 9. Dread Calling and Grimoire: Felguard icons have been updated.
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