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wow Artifact Series: Demon Hunter

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If Demon Hunters are already blind, can Rogues still blind them? A dilemma for another day perhaps, since the Artifact Series is back! Check out the weapons of the newest additions to the World of Warcraft: Demon Hunters.


A message from Blainie:


In preparation for this post, I apologise for the length! The Demon Hunter class hasn't quite been established in lore as much as we would like it to have been. There is a very limited amount of information to draw from, but we've done our best to fill in the gaps and make our own suggestions. Enjoy!


Dilemmas about their blindness aside, we need to take a look at what specialisations are available to the Demon Hunter:

  • Havoc is known for its ability to harness the chaotic energies around them in an attempt to harm their attackers.
  • Vengeance attempts to focus their powers in order to resist the damage done unto them and then riposte with their own arsenal.

Havoc Demon Hunter - Twinblades of the Deceiver 


Despite being a new class, it seems Blizzard have managed to implement some of the old Burning Crusade lore into these artifacts. Let's take a look at the backstory for the Twinblades:


"These glaives belong to the former demon hunter Varedis Felsoul. Once a member of the Illidari and a sworn enemy of the Burning Legion, he was slain at the Black Temple. After the Legion's leader, Kil'jaeden, revived him in the Twisting Nether, Varedis surrendered to the demon within him, forsaking his mortality. In the process, he and his glaives were infused with great power by Kil'jaeden's eredar allies." (source)




So, in order to fully understand who the "Deceiver" is, we need to take a look at the backstory of Varedis Felsoul. We first hear this name from Altruis the Sufferer, a quest giver in Nagrand, a demon hunter opposed to Illidan as the leader of the order.


Varedis Felsoul was one of the five new recruits sent to Illidan by Kael'thas Sunstrider to receive the training of Demon Hunters. This was the first case recorded of a Blood Elf ever being able to take part in the training. Illidan ensured that he tested the new recruits to their extremes and they paid with their lives. Three of the elves died while the training was still ongoing and a fourth was eventually driven to insanity. 


The last one standing was Varedis. He succeeded.


To pass such a rigorous test during training marked Varedis as a prodigy within the ranks of the Demon Hunters. He went on to quickly surpass many of the veterans of the army, with his command of his powers growing by the day. Illidan noticed the potential of the incredible strength Varedis held and assigned three of his most talented Demon Hunters to train the Blood Elf.


Varedis had surpassed all of them within the year. He was hungry for more power and eventually infiltrated the Shadow Council, an organisation of Warlocks that serve the Burning Legion. He learnt of a book, the Book of Fel Names, that contained the true names of every demon to have ever existed. 


This book is used against Varedis, implying that there is some connection between his power and the book. If you tear a page out of the book, you can deprive him of his power while he is in Metamorphisis when fighting him. 




Varedis as he appears in-game.


Upon his return to the Black Temple, he was tasked with training other Demon Hunter recruits. The Legion lore picks up from here, stating that, after his death at the hands of the Aldor and Scryers, he was resurrected by Kil'jaeden in the Twisting Nether. Varedis was always extremely power hungry and so, when offered the power of the demon within him in return for his loyalty and mortality, he agreed. Kil'jaeden and his allies granted Varedis the power he sought in the form of his glaives, eventually bringing us the Twinblades of the Deceiver.


I really love the fact that they are building on previous lore that was already established in the Burning Crusade rather than starting fresh. The foundations were already laid and it would have been a shame to see it all scrapped in favour of newer lore.


I think Varedis is a fantastic basis on which to set the Havoc artifact. His whole image is based upon the idea of hunting more power and the ability to use it, an appropriate trait for the DPS specialisation.


Alternative Artifacts for Havoc Demon Hunters


The Blade of Mannoroth


While I think this artifact is already a good choice, I'm going to suggest an alternative anyway. I think it would be fantastic to see the Demon Hunters wielding a creation of the demons against them. When Mannoroth was slain in the alternate timeline, it might have been possible that his weapon was taken and melted down, initially being constructed from a form of fel-enchanted metal. 




Mannoroth wields his mighty double-bladed sword.


This metal could have been used to reforge a weapon usable by our Demon Hunters that would utilise the magics initially bestowed upon the weapon by Mannoroth, as well as those created by the Demon Hunters. The weapon could draw upon the strength of Mannoroth, then the magic from the Demon Hunters could reform this strength into a force made specifically to slay Demons.


This would most likely bring the utmost happiness to any Demon Hunter wielding the weapon, since they are using the strength of the Legion against the Legion itself.


Vengeance Demon Hunter - Aldrachi Warblades


It looks like we've got some new-found lore for the Vengeance specialisation! Let's take a look:


"In ages past, the dark titan, Sargeras, offered the mighty aldrachi people a place in his Burning Legion. But the aldrachi proved incorruptible: they slew innumerable demons before their race was wiped out. Sargeras personally killed their greatest champion and seized his weapons. Much later, a demon hunter willingly became the servant of Sargeras' lieutenant Kil'jaeden. Pleased, Kil'jaeden bestowed the warblades on her, that she might wield a portion of the aldrachi's bygone might, and devastate the mortals of Azeroth with it." (source)




Unfortunately, we don't know a great deal about this one. The lore is completely new, with no reference to the Aldrachi ever being made before. From what we can see, it seems the Aldrachi were a race that the Burning Legion tried to recruit. It was quickly found out that the Aldrachi were completely incorruptible by the Legion's masters, so they had to be eradicated. They managed to slay a huge number of demons before finally falling to the might of the Legion. 


Their defeat was mainly due to the fact that Sargeras himself took to the battlefield in order to kill the greatest champion of the Aldrachi, the first wielder of the Aldrachi Warblades. The Warblades were claimed by Sargeras, who kept them until he found a wielder worthy of the power. He granted them to a Demon Hunter that willingly joined the service of Kil'jaeden. Kil'jaeden believed the weapons would allow the Demon Hunter to fully unleash the power of the blades on the people of Azeroth, spreading destruction wherever they struck.


From a visual perspective, I think these glaives match the specialisation very well. They are slightly more practical for a defensive fighting style, with a thicker and sturdier blade, as well as a handle that can be used to protect from and parry attacks. The long, thin blades of the Havoc artifact would have been completely impractical from a defensive point of view.


I think the lore is pretty solid, with a strong backstory. The Demon Hunters are essentially being given the weapons of one of the few races that managed to withstand the Burning Legion, as well as the weapons of an individual that actually fought the former Titan, Sargeras.


Alternative Artifacts for Vengeance Demon Hunters 


Since there is no notable Demon Hunter that we can draw our potential Vengeance artifact from, we're going to need to improvise somewhat. Here comes "Lore Invention Time", or LIT as I like to call it.


Everything the Demon Hunters stand for is the ideal of defeating the demons and the Burning Legion. On this assumption, one would expect them to defend the population of Azeroth against a Legion invasion. The artifact could have been based on the first battle within the Legion expansion. A Demon Hunter that you meet during the starting zone fought within the first battle against the Legion. 


During the battle, a pack of infernals are headed straight for a large group of soldiers, both Horde and Alliance. The Demon Hunter stands alone watching, but realises the soldiers will never be able to repel such a force. He is aware of the fact that he can indeed help them and allow for a much larger force to continue fighting the Burning Legion. 




The Legion march on through the portals into Azeroth.


He moves forward and steps between the forces and the infernals, calling upon his powers as a Demon Hunter. As he moves to strike the first infernal, another infernal attacks him with a fel-based magical attack. Instead of harming him, he uses his blades to absorb the energy and re-direct it into his own attacks.


The Demon Hunter could eventually fall during the battle, but his weapons are reclaimed by the soldiers he saved and brought to one of the faction leaders that saw it all happen. They are passed on to the Demon Hunters in Mardum, where it is preserved for the player to take up after proving themselves worthy as a Vengeance Demon Hunter.


The blades themselves could have some form of proc that allows the player to absorb a certain % of an attack if the attacker is a minion of the Burning Legion, or a demon, and redirect a portion of the damage back into their own damage via some form of buff. 


This is merely a suggestion of sorts, since there is very little lore to work with on the topic. The main weapons wielded by Demon Hunters are the Warglaives of Azzinoth and those have already been implemented into the game. 


That wraps it up for the Demon Hunters. A sadly short experience, especially with only two specialisations, but hopefully you learnt a bit about their lore. Coming up next time, we move from the pupils of Illidan Stormrage to the pupils of his brother, Malfurion Stormrage. Druids!

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      Addons and Macros Nameplate options made less confusing. Addons can no longer access the positions for player, party, and raid members in instances. Addons can no longer perform actions on nameplate tokens. The icons in the icon picker for macros and guild bank tabs are larger. New macro conditions for “reticle” spells: @cursor and @player.  
      Items Set pieces are now called out in the personal loot banner. A transmogrification chat message is now displayed whenever any bind-on-equip item becomes bound to you. In mail, a player’s other characters have been added to the auto-complete list. There is now a confirmation dialog box when sending gold or items through mail and trade.  
      Maps and Questing Flight map now shows party and raid members as well as all turn-in quests and your mini-map yellow arrow quest. Clicking on the dungeon/raid icon on the world map will open the Dungeon Journal. So that you can now see what you are on top of, Player icon on World map no longer has a tooltip. Honor rewards now appear on World Quest tooltips. Added Auction House sorting by unit price and buyout. World quests Bonus Objectives will now always show in the tracker, even if you have a lot of tracked quests. When you click on an emissary button on the world map, the map now moves to a zone with an uncompleted World Quest for that emissary. World quests can be filtered by reward.  
      Social and Grouping Added support for new Quick Join system. You can now show the in-raid self-highlight without a circle. Group Finder now shows raid and wing names in the LFR dropdown and tooltips.  
      Miscellaneous Improvements made to how the UI scaling work better with 4K monitors. Now allowing for scaling of the cursor for 4K monitors. Added new “For the Horde” and “For the Alliance” emotes. (Source)
    • By Stan
      I had this new gold flipping idea today that involves the Spirit of Harmony Trader Danky. He offers a variety of MoP reagents and you can buy Spirit of Harmony in the Auction House.
      For this method, I was comparing prices of my realm, which is US-Illidan (Oct 24)
      Filtering the Goods
      First of all, Spirit of Harmony needs to be up in the Auction House for a reasonable price. I got 1x for 150g, which is perfectly fine.
      I've checked my realm for goods offered by the vendor in exchange for a single Spirit of Harmony and found that I will be operating with the following:
      Green color indicates profit per 1x Spirit of Harmony spent (given I've purchased one for 150g).
      Red color indicates current prices of exchanged goods on my realm US-Illidan (in case I'd decide to sell right away).
      5x Black Trillium Ore (46.43g/pc)*5 > 232.15g (+81.15g) 5x White Trillium Ore (38.75g/pc)*5 > 193.75g (+43,75g) 20x Ghost Iron Ore (6.75g/pc) I have Mining, so I'm smelting them into 10x Ghost Iron Bars (23.49g/pc) > 234.9g (+84.9g). Note that the vendor sells a lot of other goods and its up to you to compare your realm's prices to what is worth your exchange. Like, for me, spending spirits on 20x Kyparite is a bad idea, because I've bought a Spirit of Harmony for 150g and the twenty ores are priced 2.7g each.
      What Next?
      Good question. I've been doing a little research on what is and isn't worth it. I came to the following conclusions:
      Prospecting the items would be a bad idea in both cases and would bring either no or RNG-based income. Prospecting 5x Ghost Iron Ore will yield 1-2 green MoP gems most of the time (5% chance to prospect MoP rare gems), which are worth only a few gold. e.g. Alexandrite worth 7.65g/pc, Pandarian Garnet worth 6.8g/pc, Roguestone worth 2.95g/pc, Tiger Opal worth 3g/pc, Lapis Lazuli worth 1.94g/pc and finally Sunstone worth 8.09g. Prospecting 5x Black Trillium Ore or 5x White Trillium Ore will give 1-2 rare MoP gems (17% chance), which isn't worth it, compared to the AH price of both items. Even though rare MoP gems are still a desirable commodity, because Jewelcrafters use them for various panther mounts, e.g. Primordial Ruby (155.56g) > Ruby Panther. Smelt Ghost Iron is good as it gives our Ghost Iron Ore a lot more value (as seen above). Ghost Iron Bars are used in Blacksmithing / Engineering to craft various rare items. 5x Ghost Iron Bars are needed to craft Contender's Spirit Bracers (646.88g) or Contender's Revenant Bracers (674.77g). You can craft 2 of these items for a single Spirit of Harmony. Smelt Trillium also gives our Black Trillium Ore & White Trillium Ore more value. We need two of each (that's 170,36g) to craft a single Trillium Bar (179.75g - currently the price is somewhat low, was 214g an hour ago). Sales

      So I came to the conclusion that I should sell raw Black Trillium Ore  if I wanted to make profit and don't have Mining. (Note that the ore prices vary per realm and selling Black Trillium Ore only could lead to a decrease in their overall price, which is why I like to sell various good types, hence smelt them).If you have Mining, sell Trillium Bars. There's nothing bad by smelting the ores into Ghost Iron Bars and sell. If you happen to have Blacksmithing, you could sell even gear produced from the bars.
    • By Starym
      7.1 is here tomorrow, but when is Trial of Valor opening? Blizzard give us a preview of the raid as well as the release schedule. It'll take a while before we get in there, but it'll be worth it to finally finish the job we started in both Halls of Valor and Maw of Souls!
      Since Loken’s betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. In recent days, however, great heroes have arrived in the lands of Stormheim in the Legion’s wake. Hoping that their might and determination could tip the scales and end Helya’s reign, Odyn summons these champions for a final test.
      Helheim was just the beginning of Helya’s bid for the souls of the valarjar champions and her machinations for Odyn. In the new raid dungeon, Trial of Valor, Azeroth’s heroes will be able to journey further into this tale of betrayal when the doors open on November 8.
      Developer Insights: The idea for this raid was hatched during development of our Halls of Valor and Maw of Souls dungeons, and as we were playing through the zone of Stormheim internally. We had established both Odyn and Helya as titanic figures that couldn’t be completely vanquished by a 5-player group, and during questing players could only hope to sneak past the guardian Guarm through deception. In the past, we have at times failed to resolve minor plot arcs like this, and we wanted to make sure that we didn’t repeat that mistake here. Mechanically, Trial of Valor is positioned as an interlude between the Emerald Nightmare and the upcoming Nighthold raid, offering a new challenge that complements the Emerald Nightmare without obsoleting its rewards.
      Minimum Level: 110
      Location: Stormheim
      Bosses: 3
      Odyn: In ages past, Odyn led the titan-forged armies against the Black Empire of the Old Gods. For millennia he has been confined to the Halls of Valor by the curse of his bitter nemesis, Helya. Odyn seeks mortal champions to vanquish the ruler of Helheim and secure his freedom.
      Guarm: Helya’s vicious three-headed hound stands guard at the gates of Helheim. Bred to require neither comfort nor sleep, Guarm remains ever-watchful for any invaders who come to challenge the reign of his cruel mistress.
      Helya: Though she once served as Odyn’s right hand, the vengeful Helya will stop at nothing to ensure that her ancient curse binds the titan keeper to the Halls of Valor. No longer satisfied with ruling her shadowy realm, Helya now commands her vast kvaldir army to plague the lands of the living.
      Raid Unlock Schedule
      November 8 - Normal and Heroic
      November 15- Mythic and Raid Finder