Sign in to follow this  
Followers 0
Blainie

wow Artifact Series: Rogue

1 post in this topic

14888-artifact-series-rogue.jpg

After a small break, our Artifact Series is back underway with the mysterious masters of shadows: the Rogues!

 

Forever dwelling on the fringes of society, the Rogues of Azeroth are as deadly as they are cunning. With notable positions being filled by Rogues throughout the various factions of the world, they have made their mark, whether for good or evil. Let's take a look at the different types of Rogues we might find lurking in the shadows:

  • Assassination revolves around the use of poisons in order to reinforce the deadliness of the daggers they wield. 
  • Outlaw (Combat) stands toe-to-toe with their attackers, wielding larger weapons to inflict stronger physical damage.
  • Subtlety allows Rogues to spend their time hidden in the shadows, analysing the perfect moment to leap out and ambush their target.

Assassination Rogue - Anguish and Sorrow 

 

In keeping with the history of Assassination Rogues, it looks like dual-wielding daggers is the way to go. Let's check out whose daggers these might be:

 

"The orc warlock Gul'dan had these daggers made for his personal assassin, Garona. The blades are said to drink blood and inflict traceless poison, leaving little sign of their grim work: the perfect tools for an assassin. She used them to carry out countless atrocities while under Gul'dan's control, including the murder of Stormwind's King Llane, whom she had befriended. Afterwards, in anguish, she asked a trusted ally, Meryl Winterstorm, to help her hide the blades away in the hope that they'd never have to be used again." (source)

 

cClIGUG.jpg

 

Unless you've just joined the wonderful world of Azeroth, you've almost certainly heard of Garona. Problem is, the Garona that we encountered on Draenor was actually the alternate universe version. The Garona from our universe was, unfortunately, a much more tragic story. Let's take a look at what happened to our favourite half-orc. 

 

Just as Gul'dan had these daggers made, he forced an Orc male to mate with a Draenei female in order to create Garona. He tortured her with his demonic magic, aging her and forcing her into obedience to him. She was raised in the barracks of the Orcs, constantly being mocked due to her "deformities". When her birth mother's brother, Vindicator Maraad, eventually heard of her birth, he began his search to find his niece.

 

9WFZCjf.jpg?1

 

Vindicator Maraad and Garona.

 

Despite being mocked for her Draenei traits, Garona traveled throughout Draenor at the behest of Gul'dan. She became well versed in the ways of the Orcs, hence her appointment as the chief interpreter of the Shadow Council. While this was her official position, she was Gul'dan's personal assassin and spy. Despite her induction to the Stormreaver clan, she had no birthright to a position in any of the Orc clans. This meant she was forever doomed to be an outcast, wandering the harsh lands of Draenor, training in whatever fiendish way Gul'dan chose for her. She became an exceptional fighter, with experience that became extremely valuable when the Orcs began their war against the Humans.

 

Garona went through the Dark Portal with the first Orc raiding party, since she was simply so experienced in the art of survival. She was one of the few to actually confront Medivh and survive. Her entire part was killed, but she was kept alive so as to send a message to Gul'dan. Gul'dan returned her to Medivh with other messages, eventually becoming the official Emissary to Karazhan. While serving at Karazhan, she encountered the human mage, Khadgar. Khadgar was at Karazhan as an apprentice to Medivh, sent by Dalaran to observe the increasingly unstable mage. 

 

823px-Medivh_-_full_art.jpg?version=febe

 

Medivh, Guardian of Tirisfal.

 

At first, both Khadgar and Garona were furious at the prospect of having to work alongside the very race they were each supposedly at war with. Medivh ordered Khadgar, whom he referred to as "young Trust", to treat Garona with respect. The two began to work better with one another after they had to combine their powers to defeat a demon that appeared in the library of Karazhan. Despite continuing to critisise each other, they formed a bond of trust.

 

As Garona grew fonder of Medivh and Khadgar, she began to question where her loyalties lay. Despite being sent to the tower as a spy by Gul'dan, she believed Medivh understood the world better than Gul'dan ever could. She felt he had a dream of bettering the world of Azeroth, rather than seeking to destroy it as Gul'dan did. It is believed that, as she became more fond of the Medivh, this was the time of conception for Garona's son, Med'an. 

 

Medivh began his descent further into madness and his behaviour caused Garona and Khadgar to investigate his actions. Khadgar summoned a vision of the past through a spell, discovering that Medivh was the one that brought the Orcs to Azeroth. Medivh appeared and attacked the two, but Khadgar summoned an image of his mother, Aegwynn to distract the great mage. They fled to Stormwind, meeting up with Lord Anduin Lothar and King Llane Wrynn, both childhood friends of Medivh.

 

They told their story, but Wrynn refused to accept Medivh would have done this. Lothar, on the other hand, understood that the mage had finally given way to the corruption seeping through him. He organised a small raiding party and they made their way to Karazhan. Garona went with them, wearing the colours of Azeroth at the behest of Lothar.

 

x0eGWcd.jpg?1

 

From left to right: Lothar, Khadgar, Medivh, Garona, Gul'dan.

 

They entered the tower, but quickly found that they were entering a mirrored version of the building. They descended into the mirror tower, rather than climb the real one. They found that the mirrored tower was an extremely potent magical area, namely revealed in the form of a vision of the future. Garona found out her tragic destiny, in which she would survive to eventually kill one of the few humans that had ever treated her with respect: King Llane Wrynn of Stormwind. Sick with worry, she had to be shaken out of her trance by Khadgar, who assured her they would either die there and the vision would never come true, or they would live through the battle and leave Karazhan together.

 

They found Medivh and a battle ensued; none of them realised quite how powerful the mage was, since he possessed the powers of both his mother, Aegwynn, and the demonic force corrupting him, Sargeras. Garona was quickly struck down with a strong spell, but it was Medivh's visions and doubts that truly incapacitated her.

 

kuEv2L8.jpg?1

 

Medivh is slain by Khadgar and Lothar.

 

Gul'dan sensed that Medivh was nearing death, so he entered the mind of the great mage. When Medivh was eventually killed, a mental assault on Gul'dan from the mage caused him to fall into a deep coma. Garona disappeared shortly after the fight had ended. 

 

When the dust had settled over the incidents at Karazhan, Garona became the adviser to King Llane. She served as his informant, but was eventually ordered to murder him by the Shadow Council. Since she was still under the corruption of Gul'dan, she couldn't refuse the order. She cut out King Llane's heart in front of his son, Varian Wrynn. Varian, even into his adult years, never understood why Garona cried while she murdered his father.

 

91HpaMg.jpg?1

 

The assassination of King Llane, as depicted in the visions of Yogg-Saron.

 

Garona was eventually captured by the new Warchief, Ogrim Doomhammer, who tortured her to the brink of death in order to discover the location of the Shadow Council. Ogrim killed all the Warlocks that served under the Council, but Garona escaped in the meantime. She evaded capture for some time before returning to see her friend, Meryl Winterstorm, an undead mage. She had given birth to her son while on the run and entrusted the young boy to Meryl. She believed that she would eventually harm her son if she kept him with her. She told Meryl the boys name, Med'an and told him never to reveal who his mother was. 

 

Given the description of the daggers, one would assume Garona gave Meryl her daggers at this point. The weapons themselves are a perfect fit for the Assassination Rogue. The names perfectly detail both aspects of the weapon; Anguish depicts the feeling of being killed by the slow poisons of the Assassination Rogue, while Sorrow represents the story of the wielder, Garona.

 

A fantastic choice and a great chance to re-visit the tragic story of the real Garona, not the alternate universe representation.

 

Alternative Artifacts for Assassination Rogues

 

The Blades of Vanessa VanCleef

 

Arguably not the most notable figure in lore, but she is still a fantastic character. Vanessa is the daughter of the deceased Kingpin, Edwin VanCleef. Edwin never revealed her existence and she used this to her advantage when she was younger. She watched her father die at the hands of the adventurers, but she did not reveal herself. She spent years living under the pretense of Hope Saldean. She lived with the family, while simultaneously building what her father had started within the Defias Brotherhood. 

 

While Edwin was greatly skilled in hand-to-hand combat, Vanessa held a specific set of skills that are perfectly suited to the Assassination Rogue. Her specialty was poisons. She had a unique ability when it came to dealing with venoms that caused insanity. She has a fiercely intelligent mind and puts it to use when fighting. She knows her strong point is not fighting with weapons, so she instead incapacitates her enemies with poisons. 

 

mazvZu7.jpg?1

 

The Assassination artifact could have been a set of blades that she had held dear for many years, hoping one day to use them to slay those that killed her father. They are forged in such a way that a special venom has bonded with the metal itself. There is no poison needed to be applied to the blade; instead, the metal is deadly whenever touched. The poison itself could have been a concoction made by her when she was younger, in an attempt to cause a slow, painful death.

 

Outlaw Rogue - The Dreadblades

 

The Outlaw specialisation is going to be replacing Combat as the non-dagger user. Let's see what's planned for the story behind this new addition:

 

"Shortly after the Cataclysm, Admiral Eliza Goreblade discovered a pair of ornately crafted cutlasses inside a recently unearthed wreck not far from Booty Bay. Though the origins of the blades are unclear, their power was not, as Eliza quickly made her name known pillaging countless ships across the Great Sea, none able to best her in combat. Rumors spread among pirates and sailors about the Dreadblades, the most common ones all agreeing that they are cursed, and that if they should ever stop being fed new victims, they'll claim their owner instead." (source)

 

8BCjRkU.jpg

 

It looks like, since the specialisation is new, Blizzard have made sure to prepare some new lore for the Outlaw artifacts. It looks like the lore is expressly Pirate based, in which an Admiral plunders the seas, wielding these ancient artifacts. Unfortunately, there is very little that can be discussed in regards to these, so let's move on to the alternatives!

 

Alternative Artifacts for Outlaw Rogues

 

The Cutlasses of Edwin VanCleef

 

For those of you that don't know, Edwin VanCleef is the father of Vanessa VanCleef, and used to be the Kingpin of the Defias Brotherhood. The Brotherhood initially started after the reconstruction of Stormwind was complete. Edwin was an architect during the project, working under the Stonemasons Guild. When the reconstruction was completed, the House of Nobles refused to pay for the job. VanCleef, as well as a few others, were offered jobs within the royal payroll if they would ignore the fact that the payment was not received for the job. VanCleef refused to betray his workers and began a riot in the streets of Stormwind. 

 

Tiffin Wrynn, the wife of Varian, was killed during the riots that ensued. VanCleef was thrown out of the city, along with a number of others that had taken part in organising the riots. VanCleef banded this group together and created what is now known as the Defias Brotherhood.

 

Edwin passed on his knowledge to the Stonemasons, teaching them the skills he had learnt from the thieves of the city. They began to adapt to their surroundings, perfecting the art of ambushing travelers. Eventually, the Stormwind Guard began to intervene, but VanCleef ensured his men were well prepared.

 

hmdgT6a.jpg?1

 

Edwin as the Kingpin of the Defias Brotherhood.

 

They began to commit more serious crimes, with merchants and farmers being robbed, farms burned to the ground and infested with harvest golems. The money that was stolen was reinvested into the group by Edwin, hiring mercenaries to fight for him. Despite the Guard capturing some of his men, Edwin used this to incite rebellion within the Stockades. Soon Stormwind found themselves in the middle of an unexpected siege.

 

Edwin realised the need for a proper hide-out and his search led him to the Deadmines in Westfall. He established his base there and kept recruiting more members to join the Brotherhood. Eventually they began rebuilding a war machine from the First War, an Ogre juggernaut, the boat which Edwin used to be found at the top of in the Deadmines instance. 

 

vT1ZdhU.jpg?1

 

The Ogre juggernaut being constructed within the Deadmines.

 

If there was ever an Outlaw Rogue in the game, Edwin VanCleef is that Rogue. He wielded two cutlasses as his weapons, which potentially could have been used as an artifact for the Rogues. With his incredible skills as a mechanical defense expert, we could perhaps have seen some enhanced cutlasses as the weapons. He could have modified them in some way to increase their power and utility to the Rogue, with certain interesting "additions". 

 

Subtlety Rogue - Fangs of the Devourer 

 

The true masters of the shadows have arrived. Let's take a look at what they're going to be wielding:

 

"Goremaw the Devourer, Sargeras' personal hound, claimed countless lives before it was eventually ambushed and killed on another world long ago. Following the hound's death, Mephistroph had its fangs crafted into two powerful daggers that still carried with them some of the potent withering essence that made Goremaw's bites so deadly. These daggers were passed to Akaari, one of Sargeras' most deadly assassins, who wields them to this day." (source)

 

9bUnGr8.jpg

 

Exceptionally mixed feelings here. Let's take a look at the positives first. The lore behind the daggers is, on a general level, very cool. The Rogues will be wielding the daggers of one of Sargeras' assassins, which were in turn created from the fangs of his personal hound. That's a pretty amazing backstory. There's just one problem. Other than them being wielding by an assassin, there is no relevance to a Subtlety Rogue. The weapon itself doesn't look as you would expect for the weapon of a master of stealth. You would expect a very streamlined, deadly approach. Instead, we have a glowing dagger made of energy. 

 

Let's fast forward and take a look at an alternative!

 

Alternative Artifacts for Subtlety Rogues

 

Blades of Valeera Sanguinar 

 

Valeera is a character known to anyone that has played Hearthstone: Heroes of Warcraft. She is one of the, if not the only, Alliance Blood Elves in game. As a child, she was left as an orphan after her parents were killed by bandits. She survived by stealing whatever she needed, but eventually her thefts caught up to her. She tried to steal a totem from a Shaman, but soon found herself in a jail. She was ready to escape, but was then sold to Rehgar Earthfury, an Orc ex-gladiator. 

 

lj3gRrz.jpg?1

 

Valeera wielding her daggers.

 

It was in Rehgar's possession that she eventually met Broll Bearmantle and Lo'gosh, one of the halves of Varian Wrynn. After being sold to another owner, she escaped and met up with both of them after they had escaped from Rehgar. It was Aegwynn that helped to create this reunited team; she aided Valeera in her later struggles against the corruption of a demon as well. She believed she had it completely under control, but was proved otherwise when she attempted to protect Med'an, the son of Garona. Cho'gall ambushed Valeera, Med'an and Meryl Firestorm at the Ruins of Ahn'Qiraj and Valeera had to fight him, since Meryl was completely incapacitated by the ogre. 

 

She willingly succumbed to the power of the demon in order to fight Cho'gall long enough for Meryl to teleport them away.

 

I feel like Valeera fits the bill for Subtlety the most out of the three specialisations for Rogues. As a child, she survived on stealth and sticking to the shadows. In her older years, she became a skilled fighter, but still sought to solve problems through stealth and deceit. She wields two daggers that perhaps could have been given some lore throughout her days as a gladiator, as well as her encounter with Aegwynn. It might have been that she wielded her lucky daggers when she was gladiator and, upon meeting Aegwynn, had them re-forged under magic to create a special set of weapons. These weapons could perhaps have allowed her to fade in and out of vision, or in regards to the player, had a chance to activate stealth for a small period of time.

 

That's it for our stealthy friends; next time, Monks!

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The class tuning previously announced has gone into effect, and we have a few fixes for Brawler's guild, Mythic EN has been enabled, and even more PvP class changes.
      There's also a previously unmentioned buff to Survival Hunter's On the Trail (the proc from Eagle's Bite),  as well as Havoc DH and Druid additions.
      Blizzard
      Brawler’s Guild
      Last season's Brawler's Guild passes have been removed from the Black Market Auction House. Players who reach rank 8 in Brawler's Guild should now reliably receive the "Brawler" title. Dungeons and Raids
      Emerald Nightmare Mythic Emerald Nightmare now allows cross-realm raid groups. The Premade Group Finder now supports forming and searching for Mythic Emerald Nightmare groups. Karazhan Druids can now ride a Rodent of Unusual Size while shapeshifted. Professions
      Inscription The crafting costs for Tome of the Tranquil Mind and Codex of the Tranquil Mind have been significantly reduced. TheGlyph of the Inquisitor's Eye will no longer disappear after the player logs out and back in. Classes
       
      Death Knight Blood Blooddrinker damage reduced by 40% (unchanged in PvP).
        Demon Hunter Havoc Annihilation, Blade Dance, Chaos Nova, Chaos Strike, Death Sweep, Demon Blades, Demon’s Bite, Eye Beam, Fel Barrage, Fel Eruption, Fel Rush, Fury of the Illidari, Metamorphosis, and Throw Glaive damage reduced by 2%. Chaos Blades now increases autoattack damage by 150% (down from 200%). Eye Beam now only extends the duration of Metamorphosis once, with the Demonic talent. Fel Mastery now grants 30 Fury (up from 25).
        Druid Fixed a bug where Lunar Beam was still partially on the global cooldown. It is now fully off the global cooldown.
        Hunter
      Beast Mastery
      Cobra Shot damage increased by 46%. Chimera Shot damage increased by 10%. Barrage damage increased by 10%. Kill Command damage increased by 10%. Marksmanship Aimed Shot, Arcane Shot, Barrage, Black Arrow, Bursting Shot, Marked Shot, Multi-shot, Murder of Crows, Piercing Shot, Sidewinders, Volley, and Windburst damage increased by 8%. Survival Carve, Flanking Strike, Explosive Trap direct damage, Flanking Strike, Mongoose Bite, Raptor Strike damage increased by 7%. Explosive Trap damage over time, Lacerate, and Serpent Sting damage increased by 12%. Caltrops damage reduced by 10%. On the Trail damage increased by 36%. Mage
      Fire Flame Patch damage reduced by 17%. Frost Ray of Frost damage increased by 12%.
        Monk
      Windwalker Rushing Jade Wind now applies Mark of the Crane to 4 targets (down from 5).
        Paladin
      Retribution Execution Sentence damage reduced by 15%.
        Priest
      Discipline Trinkets that deal single-target damage now deal 45% of normal damage (up from 40%). Trinkets that deal multi-target damage now deal 35% of normal damage (up from 25%). Shadow Mind Blast, Mind Flay, Shadow Crash, Shadow Word: Death, Shadow Word: Void, Shadowy Apparition, Void Bolt, Void Torrent, and Void Eruption damage reduced by 4%. Shadow Word: Pain damage reduced by 11%. Vampiric Touch damage reduced by 14%.
        Rogue
      Assassination Agonizing Poison increases damage by 3.5% per stack (down from 4%).
        Shaman
      Elemental Lightning Bolt damage increased by 9%. Enhancement Crash Lightning, Flametongue, Lava Lash, Lightning Bolt, Lightning Shield, Rockbiter, Stormstrike, Windfury, and Windsong damage increased by 4%. Hailstorm damage increased by 29%. Boulderfist damage increased by 15%. Fury of Air damage reduced by 12%. Doom Vortex damage increased by 33%.
        Warlock
      Affliction Agony now has its full chance to generate a Soul Shard on Soul Effigy (up from a 55% of normal chance). Malefic Grasp now increases the damage of damage over time effects by 70% (down from 80%). Demonology Shadowbolt damage increased by 42%. Demonbolt damage increased by 42%, but its damage is now increased by 10% per active demon (down from 18%).
        Warrior
      Protection Charge, Devastate, Devastator, Heroic Throw, Ravager, Shield Slam, Victory Rush, and Deep Wounds damage reduced by 5%. Revenge and Thunder Clap damage reduced by 14%.
        Legendary Items
      Kil'jaeden's Burning Wish: Damage increased by 55%. Paladin Chain of Thrayn: Damage bonus reduced from 20% to 10%.     Priest Mother Shahraz's Seduction: Stacks of Voidform gained when entering Voidform reduced from 5 to 3. Zeks Exterminatus: Damage bonus increased from 25% to 100%. Rogue Duskwalker's Footpads: Energy needed per 1 second of CDR for Vendetta increased from 50 to 65.  
      Player versus Player
      Many of the PvP changes below are still in-testing and will be applied to the live game as soon as they are ready. Death Knight Frost Frost Death Knight PvP template Strength reduced to 75% (was 80%). Frost Death Knight PvP template Mastery reduced to 25% (was 100%), Haste has been increased to 150% (was 100%), and Critical Strike increased to 125% (was 100%) Breath of Sindragosa's damage is reduced by 40% in PvP. Chill Streak's damage and timing has changed to allow more counterplay from the enemy team: Chill Streak now deals 3% of the target's health in damage (was 8%). Chill Streak now bounces 9 times (was 5). Chill Streak will now bounce to a target within 8 yards (was 15 yards). Chill Streak now has a slightly longer delay before bouncing. Frozen Center's root now breaks on damage caused by effects other than Frost Fever and Remorseless Winter. Tundra Stalker's bonus Frost Strike damage on snared targets is now 15% (was 25%). Demon Hunter Havoc Demon Hunters’ PvP template Agility has been reduced to 80% (was 85%). Druid You can no longer stack Ferocious Wound on targets. Balance Druids’ PvP template Mastery has been reduced to 25% (was 100%), Haste increased to 125% (was 100%), Versatility increased to 125% (was 100%), and Critical Strike increased to 125% (was 100%). Feral Druids’ PvP template Agility has been reduced to 95% (was 100%). Guardian Intimidating Roar now has diminishing returns in the Disorient category (was the Incapacitate category). Overrun now has diminishing returns in the Stun category. Overrun's cooldown has been increased to 25 seconds. Sharpened Claws now increases the damage of Swipe and Thrash by 50% (was 100%). Mage Arcane Arcane Mages’ PvP template Master has been reduced to 25% (was 100%), Versatility increased to 100% (was 50%), and Critical Strike increased to 125% (was 100%). Arcane Blast now deals normal damage in PvP situations (was an additional 5%). Overpowered increases the damage of Arcane Power to 45% in PvP (was 70%). Unstable Magic deals 30% additional Arcane Blast damage in PvP (was 50%). Unchanged for Fire and Frost Mages. Fire World in Flames now reduces the cast time of Flamestrike by 1.25 seconds (was 2 seconds). World in Flames now increases the damage of Flamestrike by 20% (was 30%). Flamestrike now deals 90% damage in PvP situations (was 100%). Meteor now deals 70% damage in PvP (was 100%). Frost Damage caused by Chilled to the Bone no longer breaks crowd control effects. Chilled to the Bone's damage has been increased by 250%. Concentrated Coolness now increases the damage of Frozen Orb by 250%. Burst of Cold now increases the damage of Cone of Cold by 800%. Priest Shadow The damage of Vampiric Touch is reduced by 25% in PvP situations. Warlock Affliction Curse of Shadows increases magical damage over time effects by 20% (was 30%). Death's Embrace increases Corruption, Unstable Affliction, and Agony damage by 50% (was 100%). Endless Affliction increases the duration of Unstable Affliction by 3 seconds (was 4). Rot and Decay now only increases the duration of the Unstable Affliction with the shortest remaining duration. Destruction Chaos Bolt deals normal damage in PvP situations (was an additional 10% damage). Focused Chaos now increases Chaos Bolt damage by 75% (was 100%). Firestone now grants an additional 75% Critical Strike (was 100%). Previous hotfixes.
    • By Stan
      Nighthold opens this week and with it the Suramar campaign continues. Wrath Timewalking and the world boss Humongris are up.
      Nighthold Opens
      The third Legion raid is now open and this week it's available on Normal/Heroic difficulty. The first wing of LFR and Mythic difficulty will unlock next week. More information can be found in our detailed Nighthold Survival Guide. World Boss Humongris
      Humongris is up this week. Search for the Pocket Wizard world quest in Val'sharah. If you've been killing Legion World Bosses since Legion launch, you should have already unlocked the Artifact appearance via Unleashed Monstrosities. The base appearance can finally be unlocked (Improving on History) now that Nighthold is open.
      World Boss Loot Tables
      Coerced Wizard's Cloak Mantle of the Aspiring Spellgiant Padawsen's Squished Pauldrons Padawsen's Unlucky Charm Sea Giant Toothpick Fragment Shoulderguards of Unimaginative Magic Shoulderplates of Oversized Sorcery Wrath Timewalking Dungeon Event (January 17 - 24)
      Don't forget to pick the quest A Burning Path Through Time from Archmage Timear or from within the Adventure Journal. Completing five Timewalking dungeons rewards Accolade of Victory Cache of Nightborne Treasures 1 Seal of Broken Fate During Wrath Timewalking, you can get items like Reins of the Blue Proto-Drake. Reins of the Infinite Timereaver is personal loot and the mount has a chance to drop off of any boss in Timewalking dungeons. You can start saving your Timewarped Badges for Pandaria Timewalking to get The mount Yu'lei, Daughter of Jade Pets - Infinite Hatchling, Paradox Spirit and other vanity items such as Portable Yak Wash or Shado-Pan Dragon Gun. Stranglethorn Fishing Extravaganza
      Is back and available as a world quest every Sunday at 2 p.m. PST. More on what has changed can be read here. Insurrection Story
      The last quest Lord of the Shadow Council can be complete now that Nighthold is open. All you need to do is defeat Gul'dan . The quest reward is Headpiece of the Shadow Council. After defeating Gul'dan there will be an additional quest called "Fate of the Nightborne" (it isn't in the database yet) that will give you the Arcanist's Manasaber mount. Mythic+ Affixes (US)
      Sanguine // Overflowing // Tyrannical
      Mythic+ Affixes (EU)
      Teeming // Skittish // Fortified (will be changed and updated on Jan 18)
    • By Damien
      This thread is for comments about our Gul'dan Strategy guide.
    • By Pandacho
      The guide and Profiles to import were updated for Legion.
      Patch 7.1.5 update:
      1. A new sorting order was added for healers like me who always drives a RL nuts sorting the groups as Tanks>Melee>Ranged>Healers. Now we have it build-in, enjoy! (in-deep explanation in 'Panels' part)
      2. A new Spell Trace tracking was added. Now you can see who exactly received healing from Chain Heal, HW: Sanctify, PW: Radiance, Trail of Light, etc. (in-deep explanation in 'General' part)
       
      Patch 7.1 update: 
      Retrieval of unit facing and position in instances was disabled by Blizzard. That breaks AOE Advice, Clusters and out-of-range direction arrow - do not try to use them.
      Default custom debuffs will now always be added by spell ID - please consider a complete reset of your custom debuff settings.  This can be done under 'VuhDo Options > Tools > Reset > Buffs/HoTs > Custom Debuffs' but beware you will loose all previous custom debuff settings!
       
      VUHDO CONFIGURATION
      VuhDo is raid frame replacement that is specifically built for high level raid healing. All your healing spells or any other actions can be asserted to mouse clicks or mouseovers on those bars (Click-Heal).
      VuhDo is great for displaying all the raid information you need as a healer - Health Bars, Mana Bars, Debuffs, Range, Incoming Heals, Aggro, HoTs, Absorb Shields, Status Effects, Player Tags (afk, disconnected, dead).
      In addition:
      You can heal, decurse, target, assist or focus raid members with just one click. You can bind any usable item, command or macro to mouse clicks. You can assign up to 40 mouse click combinations to cast on raid members. You can assign any keys to cast when mouse over. You can automatically fire your trinkets and instant casts whenever cooldown is over. You can automatically resurrect players out of combat. You can easily keep track of all of your and raid buffs / debuffs. You can rebuff automatically chosing the most suitable spell and target. You can smart buff your raid automatically selecting missing buffs. Okay, let’s talk about configuration now.
      This is the mess that you get when you first install the addon. Many people just delete the addon straight away when seeing this, ignoring how amazing it is.

       
      STARTING OUT:
      If you are configuring the addon for the first time, it’s better to delete all the default frames that you've got on start:

      Click on addon icon near the minimap. Click on ‘Move!’ Click on every red X you’ll see until the only remained frame would be ‘VuhDo - BuffWatch’. The easiest and fastest way to start is to go to the ‘TOOLS’--> ‘Panel Wizard’ and to tick there the panels you want to have in your VuhDo configuration.
      It would be nice to have ‘Groups’ and ‘Main Tanks’ panels from the beginning.

      Click on ‘Tools’ Click on ‘Panel Wizard’ Tick ‘Groups’ and ‘Main Tanks’ Click ‘Apply’ After clicking ‘Okay’ in the popup menu you will see ‘Groups’ and ‘Main Tanks’ panels appearing. And then we’ll add an additional panel ‘Target’:

      Click on ‘Move!’
       
      MOVE!

      Click on ‘+’ in ‘Add New Panel.’ Click on ‘+’ on the new transparent panel that appears. You’ll now get a new panel as seen in Figure 3 in the above screenshot. Click on ‘Choose.’ Now you’ll get two downdrop menus: ‘Type’ and ‘Value.’ You can choose the ‘Type’ of panel you want - in our case it’s ‘Special’ for Targets (players and NPCs). In the ‘Value’ downdrop menu choose the ‘Target’ Many nice things to play with -  you can add a menu for Pets, Vehicles, Focus, different raid roles, etc..! There is a nice update to Special panels: NPCs panel.
      Very helpful in raids where you have to focus heal or dps specific NPCs units. No more tabbing, clicking or looking around ^^
      To add NPC panel go to Move!->Add new Panel->Type: Special->Value:NPCs

       
      Here's how it looks in the raid:

      You can build Raid frames manually too if you don’t want to use the Panel Wizard: just choose in the ‘Type’ of panel ‘Group’ type. Click the ‘+’ button on the first panel that you created to add an additional 5 man groups to it. Voila, Panel 1 becomes your 10-40 man raid frames (every ‘+’ will add a 5 man group to the frame). You have to use the same Panel for the Raid Groups so they will move together as one object.

      Now check “20” and hold the button “Test”. You will see some virtual raid and even real target, if you’ll click on somebody. It is a very useful feature for checking the results of your frames tuning.

       
      GENERAL

      Go to the ‘General’ tab. Tick ‘Main Tanks’ and ‘5 man MTs’, so VuhDo will automatically move Tanks to the ‘Tank’ panel. *You don’t have to do this or add the ‘Main Tanks’ panel if you don’t want to see the tanks in a separate panel from the raid
      Adjust everything else according to personal taste.
       
      INDICATORS (more nice options for tracking):
      You can play with a loads of possibilities here. I personally use 3 of them - Inner frame for the Paladin Beacons, Special DoT for the Role Icon and Treat Marks to track the current aggro target (very useful if you need to know when the tanks are swapping).
      Clicking on ‘More...’ button near every tracker allows you to change size and color of the icon.

       
      SPELL TRACE 
      Spell trace tracks which units are hit when a particular spell is cast. Very useful for tracking healing from 'smart' like Prayer of Healing, PW: Radiance, Chain Heal, Trail of Light, etc. You can use a build-in Spell Trace bouquet or create your personal one.
      Enable the ability here:

      and choose where to show tracked spells in HoT icons tab:

       
      SPELLS
      Here you can bind you spells, actions or macros to any button of your mouse and keyboard.

      Go to Spells→ Mouse→ Modifier Key → None Open up your spellbook and drag your primary healing spells to the ‘Mouse Key’ Left and Right Buttons and to the ‘Mouse Wheel’ Up and Down sections. Note that the Mouse Wheel section will only work when it’s mouseovering your VuhDo frames. If you scroll outside of the frames, you will zoom in and out of the screen. You can assign more spells / commands / macros to Modifier Key → Shift, Modifier Key → Ctrl and so on. All your mouseover macros will work perfectly with VuhDo frames  
      PANELS
      On the ‘Panels’ tab, make sure that General→ Ordering → Alignment → Horizontal is ticked. It’s much easier to move your mouse in the left-right directions rather than up and down. Chose ‘Grouped’ and ‘Hide Empty’ in Ordering, if you prefer to always see your actual groups in the raid. a) Leave ‘Sort by...’ with ‘Unit ID’ if your choice is to see raid as actual groups.
       
      3b) There is another option for sorting: Tank => MDPS => RDPS => Healer. It's great if you like to always know which part of the raid takes damage. If you choose this option, you have to change the ordering to Loose. It technically works for Grouped ordering too: the difference is that when you are 'Grouped', the sort method is applied for each group, not across all groups.

      Do not forget to press ‘Apply All’ to apply your changes to all the groups (and not just to the current one)
       
      On the ‘Panels’ tab, click on the ‘Sizing’ option on the right hand side. For Bar Height, choose something like 37-40 to make the bars taller. Spacing and gaps as you like.
       
      BARS
      On the ‘Panels’ tab, select the ‘Bars’ option on the right hand side. Decrease the Mana bar height to 3 - you really don’t need it any bigger than this. You can play around with the rest of the options here.

       
      HEADERS
      On the ‘Panels’ tab, click on the ‘Headers’ option on the right hand side. Tick ‘Show’ on Headers if you want to see panels names (Group 1, Group 2, target, etc.). Untick ‘Class Color’ on Header Text if it was ticked by default. TEXT
      On the ‘Panels’ tab, click on the ‘Text’ option on the right hand side. Tick ‘Class Col.’ on Bar Text so you will see player’s nickname in his class color. Hitpoints → Show → Percent. Show Text → Name & Flags (untick ‘class’ and ‘pet owner’ if it was ticked by default. You can play around with the rest of the options (text size, color, position) here.
      HOT ICONS
      On the ‘Panels’ tab, click on the ‘HoT Icons’ option on the right hand side. In the ‘Own HoTs’ section, choose one of 2 masters that shows where your HoTs will appear and use the buttons below to view your HoTs as ‘Icons’ and ‘Text.’ In the ‘HoT Order’ section, you can assign any of your or other players HoTs, Absorbs, Shields, Procs, personal and Raid CDs to any of the 6 spots shown in the ‘Own HoTs’ diagram. You should always leave Slot 7 (the middle slot) for the ‘AoE Advice’ icon. Or not...
      Another nice option here - to change the HoT icons size.
      Click on the button “More” from the right side of HoTs positioning masters and adjust.

       
      BOUQUETS
      You maybe noticed some options in the HoT Order section that are shown on my screenshot but couldn’t be find in your options. They are the Bouquets: custom groups of Buffs / Debuffs / HoTs / CDs that could be created by a player himself.
      Let’s create a custom bouquet for example for tracking of Tank personal CDs in your raid where the tanks are Warrior and Paladin.

      Go to General→ Bouquets. Type a name for a new Bouquet and press ‘New’ Press ‘Add’ button it the Bouquet Details part Type a spell name in the ‘...or enter Buff / Debuff / HoT name’ line In ‘Select default icon’ dropdown menu always chose ‘None / Default’, otherwise you wouldn't see the appropriate icon. Add all the spells you would like to track in your ‘My tanks’ bouquet. There will be situations when you’ll have multiple CDs or HoTs that were popped simultaneously to track. Because all the spell icons from one bouquet are shown in the same place, you should use the Priority Arrows to assign the importance of every one of them (e.g. the highest priority will be shown first).
      Another possibility to work with bouquets is just to edit the defaults.
      For example, we can chose a default ‘Raid Cooldowns’ bouquet and remove, add or change priority of CDs based on our raid composition.

      After creating or editing a bouquet you can use it in the HoT icons assignments.

       
      BUFFS
      As you've may have noticed, VuhDo has a separate Buff frame as part of the package. Personally, I don’t believe there is any need for VuhDo to show your buffs. I use WeakAuras to trace my mandatory buffs (on myself and others) and you should have something similar. So, I advise that you go to the ‘Buffs’ tab → General → Uncheck ‘Enable.’ If you want to play with it later - feel free to do so.
       
      DEBUFFS
      Extremely useful in raids. You can see most of the debuffs by default in your healing frames, but sometimes the addon is not updated yet for a new raid zone or the authors wouldn’t add some debuff that you want to trace. In this section you can add or remove any debuff / buff / proc that is applicable to a player.

      Go to Debuffs→ Custom Type buff / debuff  Spell ID in the line (you can find Spell ID on Wowhead in the address line. For example: “http://www.wowhead.com/spell=642/divine-shield”- Spell ID for the Divine Shield is 642). Now it will appear in the (de)Buff list. Tick the appropriate positions if you want to see stacks or timers for the debuff. Tick 'Bar Color' if you want to see a specific debuff in some different from the default color and pick the color from palette. Click ‘Save’ Do not click ‘Apply all’ or you’ll rewrite the defaults of all the debuffs.
      If you want to remove some buff / debuff / proc from the list, choose it from the dropdown menu and click ‘Delete’.
      There is an option for a complete reset of your custom debuff settings.  This can be done under 'VuhDo Options > Tools > Reset > Buffs/HoTs > Custom Debuffs' but beware you will loose all the debuff settings you customized.
       
      PROFILES
      If you ever wanted to save your VuhDo configuration for more than one toon / spec / raid size / encounter type or to share what you have with other VuhDo users, this is the place for you.
      Saving profiles for different specs / toons:
      Go to VuhDo Options->Tools Tab->Profiles.

      On the left side in 'Profiles' part you will see a line '...or enter profile name' with some name already typed in. Change it to a name that will make you remember what exactly you are saving here. I normally use a toon name with encounter type or a toon name with a group size, but if you are going to store profiles for different specs, it may be a good idea to mention a spec too.
      I stopped on profile naming in such a details because the default name is a bit weird - it's just made of a chain of nicknames for every toon you ever saved this profile for, so after having 2-4 toons in the chain it almost impossible to understand what exactly is stored there.
       
      Type a new name for your profile and press 'Save' Button. Do not confuse 'Save' with 'Apply' or you will cancel all the changes you made.
      After saving a profile, you can choose in the central part of the Tab the activation type: by group size and / or by spec. You will be able to choose it only after profile is saved, so don't be surprised if you are not able to check anything there.
      If you want to make this profile a default for all the new characters on the account, check 'Default Profile' button.
      Loading and deleting a profile:
      If you don't want VuhDo to activate profiles for you automatically or you want to load some specific profile for a new toon, go to the 'Select a profile' dropdown menu, choose whatever you need from there and hit 'Apply'.
      To delete a profile, choose it from the same dropdown menu and hit 'Delete'.
      Settings:
      Two useful buttons: 'Quiet mode' allows you to get rid of Confirmation Dialog spam, 'Lock' prevents an accidental overwriting of a profile.
      Key Layouts:
      An important note: Spell assignments are not saved in Profiles. To save, load or delete Spell and HoTs assignments you should go to Tools->Key Layouts:

      Export and share profiles:
      You can export selected features, share or receive profiles from other VuhDo users.
      To be able to receive a profile you have to go to 'Tools->Share->Receive Data' and tick 'Enable'.
      To share a profile you should click on a button 'Share' in the 'Send Profile' area. A new window will pop up: a dropdown menu with a line where you can type specific player's name and server. The dropdown menu will show your online guildies and people you are in group / raid with (disregarding of them having or not having VuhDo).

       
      Here's an example of my VuhDo profiles:
      I made a UI screenshot with opened talent tree and VuhDo HoT assignments.
      Key Layouts (how I assign spells to mouse): remember they are configured separately from the main setup and you have to import them separately too in Tools->Key Layouts->Import

      In 5-man HoT icons I track only my HoTs because obviously there are no other healers. Threat and personal CDs people may use are being tracked through Indicators (General->Advanced->Indicators). In this bouquet everyone should add his group specifics if you are aiming for Mythic+: I found a bit redundant to keep there damage mitigation abilities for all the classes.
      Regarding the Hot Keys you see on the screen - it may be a bit confusing because I don't really use all of them but:
      1,2,3 - dps abilities
      = - Tranq
      F1 - Barkskin
      F2 - Dash
      F4 - Inner
      F - Efflorescence
      G - shapeshift
      Q - Artifact spell
      D - Ironbark mouseover macro
      J - Cenarion Ward mouseover macro
      E,H - interrupts
      T - Flourish
       
      The raid setup:
      I'm raiding Mythic so my healing frames are tuned for 20-man.

      As you can see, HoT icon section changed - now I track what other healers are doing too so we wouldn't overlap with the healing and I'm be sure that assigned damage mitigation spells are used.
      The actual strings to import are in this separate thread because it's technically problematic to update them here in guide.
       
      I have to say that there are loads of options that I didn’t speak about here. But I tried to keep it short and basic.
      I always can answer any of your questions about VuhDo or you can continue to dig it by yourselves.
    • By Stan
      Lord of the Shadow Council is ready, but so are you!
      The Nighthold opens this week and finally we'll be able to put Gul'dan to justice. Our Survival Guide has all the information you need to know about the latest Legion raid.
      No prerequisites required to enter the raid. Ahead of the Curve: Xavius is removed when Nighthold opens. The raid has ten bosses and is non-linear. The first 3 bosses need to be defeated in a specific order:  Skorpyron > Chronomatic Anomaly > Trilliax After that you get access to 5 bosses that can be killed in any order. The last two bosses that need to be killed are Elisande > Gul'dan. Defeating Gul'dan on Mythic difficulty grants the Mythic: Gul'dan achievement and the "Vengeance Incarnate" title. Players will finally end the Suramar story line and acquire the Arcanist's Manasaber mount. If you've completed Unleashed Monstrosities, you can work your way toward completing Improving on History to unlock the base appearance. The Direbeak and Bloodgazer falcosaurs require Nighthold to open before you can get your mounts - Brilliant Direbeak & Predatory Bloodgazer. Glory of the Legion Raider also has some Nighthold-related achievements and rewards Defiled Reins. Raid Schedule
      Normal and Heroic difficulties are available starting January 17. Mythic difficulty and the first wing of Raid Finder will open one week later.
      Blizzard Entertainment
      Raid Schedule: Tuesday, January 17: Nighthold Normal and Heroic difficulties open. Tuesday, January 24: Nighthold Mythic difficulty and Raid Finder Wing 1 (Arcing Aqueducts) open. Tuesday, February 7: Nighthold Raid Finder Wing 2 (Royal Athenaeum) opens. Tuesday, February 21: Nighthold Raid Finder Wing 3 (Nightspire) opens. Tuesday, March 7: Nighthold Raid Finder Wing 4 (Betrayer’s Rise) opens. (Source)
      Nighthold Guides
      Our guide section has been updated with boss guides for Nighthold, don't forget to check them out to be Ahead of the Curve: Gul'dan. Should you need any help, feel free to post in the PvE forum.
      Skorpyron Chronomatic Anomaly Trilliax Spellblade Aluriel Tichondrius Krosus High Botanist Tel'arn Star Augur Etraeus Elisande Gul'dan (TBA) 7.1.5 Class Guides
      All 36 specializations in our Class Guides have been updated for the latest patch.
      Legendary Items
      After Nighthold opens, players will be able to upgrade their existing item level 910 Legendaries to item level 940. Emissary caches will start dropping Legendaries of item level 940 by default.
      Aerythlea
      Since the release of Patch 7.1.5, we've received a number of questions relating to the Nighthold Legendary item upgrades and how that process will work. We'd like to provide some clarity on what you can expect next week.
      When the Nighthold opens next week, players who have acquired at least one Legion Legendary item will find a quest in Dalaran to upgrade a Legendary from item level 910 to 940. This quest involves collecting a number of
      Essence of Aman'Thul, which can be found in the following locations:
      Nighthold Raid Bosses Weekly Mythic Keystone Cache Emissary Bags PvP Weekly Quests Once you have completed the quest, you'll be given a Distilled Titan Essence, which can be consumed to upgrade a Legion Legendary item to level 940. The quest is repeatable, so you'll be able to earn as many Distilled Titan Essences as you need to upgrade any Legendaries you have.
      Additionally, once the Nighthold is open, any new Legendaries you discover will already be item level 940. Note that this does not apply retroactively to Emissary Bags that you may already have in your inventory when the time comes. Only new bags earned after the Nighthold is open have the chance to reward an item level 940 Legendary.
      (Source)
      Tier 19 Sets
      Nighthold is the first raid to drop sets in the Legion and we've taken a closer look at Tier 19 here.
      Nighthold Mounts
      Fiendish Hellfire Core is a guaranteed drop from Gul'dan on Mythic difficulty. The drop chance will be reduced to 1% after a new expansion is released.
      Living Infernal Core has a chance to drop off of Gul'dan on any difficulty except LFR.
      Mount Animations

      Gul'dan (Mythic Only Phase)
      This part contains major lore spoilers, proceed with caution!