Jump to content
FORUMS
Damien

Enhancement Shaman 7.3

Recommended Posts

Guest Dibbdab

Crash Lightning is used for single target because of the talent Crashing Storm. You mentioned the cone/cleave damage from Stormstrike and Lava Lash will affect your single target, but it wont since you need to hit a minimum of 2 targets for Stormstrike and Lava Lash to have any cone/cleave damage to begin with.

Share this post


Link to post
Share on other sites

Not sure that the rotation section is correct. In the testing I did for days, and the testing that Wordup did, it appears that Stormstrike is a way higher priority that Crash Lightning on single target. It does so much more damage per press, plus the fact that it can reset due to mastery. Getting those out of the way should be higher than Crash Lightning. 

 

Secondly, both Wordup and I's testing showed that Crash Lightning wasn't a single target DPS increase. For cleave and AoE, then yes. But for single target, it doesn't seem to be. I even did some testing tonight with the latest build and didn't see the numbers match with what the icy-veins guide is saying regarding rotation. Same goes for the elemental guide. May need some looking at.

Share this post


Link to post
Share on other sites
9 hours ago, Guest Dibbdab said:

Crash Lightning is used for single target because of the talent Crashing Storm. You mentioned the cone/cleave damage from Stormstrike and Lava Lash will affect your single target, but it wont since you need to hit a minimum of 2 targets for Stormstrike and Lava Lash to have any cone/cleave damage to begin with.

Even with the Crashing Storms talent, the damage output isn't even enough to warrent CL on a single target, ESPECIALLY above Stormstrike. This is back when they made the changes to crash lighting and lava lash. That was weeks ago. Not sure how that made it into this guide.

Edited by GriffKentner

Share this post


Link to post
Share on other sites
3 hours ago, GriffKentner said:

Even with the Crashing Storms talent, the damage output isn't even enough to warrent CL on a single target, ESPECIALLY above Stormstrike. 

Hi, Crash Lightning is only above Stormstrike for 2+ targets. Using it in the single target rotation is only using the recommended talents, which is Crashing Storm.

Share this post


Link to post
Share on other sites
Guest Plux

Is the new Haste Cap correct? I cant belive that xD

Share this post


Link to post
Share on other sites
Guest Uber

http://us.battle.net/wow/en/forum/topic/20747154889#1 - Hotfixes.

 

I belive it's so hard to maintain a guide where every spell is changed every week. There could be even some changes to talent pick and priority stuff.

 

Also, I read in this guide, this spec is very simple. Does it really that simple? Or concept is simple but execution with certain setup isn't. I'm curious.

 

Thanks for the guide Furty and Wordup.

Share this post


Link to post
Share on other sites
11 minutes ago, Guest Uber said:

http://us.battle.net/wow/en/forum/topic/20747154889#1 - Hotfixes.

I belive it's so hard to maintain a guide where every spell is changed every week. There could be even some changes to talent pick and priority stuff. Also, I read in this guide, this spec is very simple. Does it really that simple? Or concept is simple but execution with certain setup isn't. I'm curious. Thanks for the guide Furty and Wordup.

Heya, you're absolutely right, it's been very hectic lately! That said, the talent build is current with the hotfixes :) Enhancement is a very simple spec, but like most straightforward specializations, that only makes it more important that you don't make (m)any mistakes. Sometimes with these kinds of specs it can be easy to think that "there's nothing else I can do better" when you should always be on the lookout for opportunities to maximize the unique nature of some of your abilities as well as the rotation itself.

Share this post


Link to post
Share on other sites
Guest Garm

For rune section there is new rune in legion, I believe it were 100 agi. and the Empowered augment rune is capped to level 109.

Share this post


Link to post
Share on other sites
Guest SonofaBear

This sentence reads funny: " Windsong has too does not scale as well as  " from 3. Tier 1 (level 15) talents. Has too = also?

Share this post


Link to post
Share on other sites
7 minutes ago, Guest SonofaBear said:

This sentence reads funny: " Windsong has too does not scale as well as  " from 3. Tier 1 (level 15) talents. Has too = also?

Fixed, thanks!

Share this post


Link to post
Share on other sites
Guest Lethaemis

Boulderfist should be 5% crit(10% in guide) since the nerf to it.

Share this post


Link to post
Share on other sites
5 minutes ago, Guest PanOo said:

What about Core of the Primal ElementsCore of the Primal Elements for a trinket? It was some good in WoD, is it not reliable in Pre-patch now?

Not quite as good as the listed trinkets, unfortunately.

Share this post


Link to post
Share on other sites
Guest Thefinger - ED

where can i find the pvp guide

Share this post


Link to post
Share on other sites
2 hours ago, Guest Thefinger - ED said:

where can i find the pvp guide

There isn't any :P

Share this post


Link to post
Share on other sites
Guest Uber
20 hours ago, Furty said:

Heya, you're absolutely right, it's been very hectic lately! That said, the talent build is current with the hotfixes :) Enhancement is a very simple spec, but like most straightforward specializations, that only makes it more important that you don't make (m)any mistakes. Sometimes with these kinds of specs it can be easy to think that "there's nothing else I can do better" when you should always be on the lookout for opportunities to maximize the unique nature of some of your abilities as well as the rotation itself.

Thanks for answer, hope it gonna be entertaining to the end of expansion. It's the spec I played the most in my WoW history. 

Can you point what specs gonna be the hardest with highest skill-cap? Always looking to improve myself, could be helpful at some point later into expansion.

Cheers.

Share this post


Link to post
Share on other sites

Made a nice macros for Tier 2 talents (Feral lunge and WInd RUsh totem). When u r playing solo or in small group - u dont need totem, because of 2 min cd, but u can easliy to use Feral lunge for packs and mobs, because it gives small, but initial damage. So macros is:

 /use [talent:2/2]Feral lunge;[talent:2/3]Wind rush totem

[Talent:2(tier)/2(talent in tier)](Name of the talent);

Leave it without an image and bring it to the panel. So when u'r using Feral lunge talent - this macros will be used as Feral Lunge, but when u r in raid and chose Wind Rush Totem - using this macros will let u to put out the totem where ever u want.

You can do the same with any other tiers where you have 2 or more usable talents (such as tier 7, Ascendance or Earthen spike, when it will be useful,)

Share this post


Link to post
Share on other sites
Guest Gloriam

Thanks for the guide, made me reconsider some of my choices, I really like how you give reasons for each choice. :)

Share this post


Link to post
Share on other sites

For the stat priorities: is it 17% total haste (what the character sheet lists), or 17% additional haste from gear (~28.7% on the paper doll)?

 

Edit: Disregard, I answered my own question. The extra 10% haste was from talents. Nothing to see here... keep moving along... This is not the internet post you are looking for.

Edited by Tynian47

Share this post


Link to post
Share on other sites
4 hours ago, Tynian47 said:

For the stat priorities: is it 17% total haste (what the character sheet lists), or 17% additional haste from gear (~28.7% on the paper doll)?

On prepatch I guess you need much more than 17%. Right now I have about 22% of haste (32% with Ancestral Swiftness) an 52% of mastery. Having this numbers is not bad (made 200k burst on 3 targets with Maalus, Mirror of blademaster and Capacitor trinkets, without BL and Draenic pot, with all CD used, maintained 95k dps after all went down), but sometimes I have to stand for about 1 second without using anything because of different occasions, such as - I dont have enough Maelstrom even though I dont use Lava Lash almost anytime, or everything on CD. With Boulderfist I cant even reach Maelstrom cap without wolfs.. So with haste on 17% - you'd indeed have some problems with Maelstrom management, but having haste more than 30-35% will make u loose mastery, so stormbringer wont proc u 1 (or 2 with talent) additional Stormstrikes. But my guess that this guide is best for having an artifact weapon. Artifact can give you much better Maelstrom management, so DPS itself, because you'd have enough of it to even use Lava Lash while SS or CL on cooldown. In raid - had about 70k to 85k dps on mobs (top at 105k dps on large pack), around 65 to 75 on boss himself.

 

On PTR I had a hard time understanding how to play and what rotation to use and thought that I'd switch to the other class, but after playing a while on live with my main equiped character I can say that Enh shaman is actually cool class. I'm almost every time with top DPS (unless we have Fire Mage or Shadow Priest in group) in raid. Mechanics are great, you can use all skills on their own but they can perfectly be 'macrosed' with eachother, so you can bring 2-3 buttons to only 1.

Share this post


Link to post
Share on other sites
Guest Shuttle

Hey all!

I went ahead and took the time to make some weapon enhancement trackers for Weak Auras! Here's a link to my pastebin with instructions and three different trackers for Flametongue, Frostbrand and Boulderfist.

For Flametongue and Frostbrand, I created them such that when it's time to refresh the buffs, your actionbar button will light up and the actual buff tracker will start a countdown as well as bounce to get your attention!

Feel free to shoot any creative feedback my way since I am fairly new at making my own WeakAuras!

http://pastebin.com/u/Shuttlle

Current UI is courtesy of Bay @ Baelgun

WoWScrnShot_072116_043308.jpg

WoWScrnShot_072116_043517.jpg

Share this post


Link to post
Share on other sites

Thank you for you post, Shuttle, but this thread is more for discussing of the guide rather than posting your own things for feedback. If you'd be so kind to register on the site and post your auras here or here, it would be awesome and you will get a lot of feedback and thanks :) 

  • Like 1

Share this post


Link to post
Share on other sites

Thanks for letting me know Pandacho!

I realized my mistake in pre-emptively posting before actually registering, I think I was just too excited to share! I posted in both of those Forum Topics and am registered! 

Share this post


Link to post
Share on other sites
Guest Unt1tled

How much mastery do I have to obtain to continue gathering haste, or what difference between haste and mastery in % do I have to master?

thanks

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Here come the full content update notes for next week's Dragonflight Season 4! We have class tuning, dungeon and raid changes, the season itself, Awakened raids and how they work, the Northrend Cup, and more, so let's dive in.
      Season 4 (Source)
      Dragonflight Season 4 arrives to World of Warcraft on April 23! TABLE OF CONTENTS
      DRAGONFLIGHT SEASON 4 DUNGEON CHANGES NORTHREND CUP CLASSES DUNGEONS AND RAIDS PLAYER VERSUS PLAYER DRAGONFLIGHT SEASON 4
      Powerful rewards await in Season 4 to deliver the best of what the Dragonflight expansion offers. Jump into the new Mythic+ dungeon rotation, rally your forces for new challenges in raids, prepare for the new PvP season, and ready yourselves for The War Within. [LEARN MORE]
      Awakened Raids
      Every two weeks during Dragonflight Season 4, one of the three Dragonflight raids will become Awakened: Vault of the Incarnates; Aberrus, the Shadowed Crucible; or Amirdrassil, the Dream's Hope. Enemies within Awakened raids are stronger and drop upgraded loot with a higher item level. Schedule Week 1 & 2: Vault of the Incarnates Week 3 & 4: Aberrus, the Shadow Crucible Week 5 & 6: Amirdrassil, the Dream's Hope Week 7+: All raids are Awakened A buff that increases reputation gain with Dragonflight reputations will be enabled whenever a specific raid is Awakened: Schedule Vault of the Incarnates: Sign of Awakened Storms – Dragonscale Expedition, Maruuk Centaur, and Iskaara Tuskaar Aberrus, the Shadowed Crucible: Sign of Awakened Embers – Loamm Niffen, Soridormi, and Sabellian/Wrathion Amirdrassil, the Dream's Hope: Sign of Awakened Dreams – Dream Wardens and Valdrakken Accord All raids Awakened: All the above reputations are increased All three raids will also drop a new tier token to exchange for new tier pieces with the appearance and set bonus combination that players voted for. Earn 1 Antique Bronze Bullion a week by defeating Awakened bosses, with the cap rising by 1 each week. Note that if you miss a week, you'll be able to catch up to the current weekly max. Exchange 2 Bullion for weapons and powerful items from the Dragonflight raids from the vendors in the Parting Glass in Valdrakken. An additional vendor nearby sells Jigglesworth Sr mount for 3 Bullion and cosmetics that grant you the choice of any raid weapon appearance at any difficulty color for 1 Bullion each. Legendary items will drop as usual from raids, but players who have previously obtained them can purchase a Scale of Awakening to upgrade their items to the Season 4 ilvls (base is 502 and can be upgraded further through Crests and Flightstones). Rewards Complete all three Awakened Dragonflight raids on Normal difficulty to receive the Voyaging Wildering dynamic flying mount. Earn the new title, "Awakened Hero", for completing the Awakened raids on Heroic difficulty. Those who complete the Awakened raids on Mythic difficulty are rewarded with Path Portals to the three raids. Mythic+
      Return to all eight Dragonflight dungeons for a refined and rewarding progression curve for Heroic, Mythic, and Mythic+ with better pacing and meaningful rewards: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy. Rewards Dedicated defenders can obtain the new Keystone Master mount, Infinite Armoredon, once the Dragonflight Keystone Master: Season 4 achievement is attained. Earn the new title "The Draconic" after obtaining Dragonflight Keystone Conqueror: Season 4 when you reach a Mythic+ Rating of 1500 during Dragonflight Season 4. "The Draconic Hero" can be earned from the achievement Draconic Hero: Dragonflight Season 4 when reaching a Mythic+ Rating in the top 0.1% of all players in your region. PvP
      Season 4 arrives with PvP rankings reset, new gear sets, mounts, titles, and more! Rewards Earn the Vicious Dreamtalon (Horde or Alliance version) for Rated Arena and Rated Battleground, and the Draconic Gladiator’s Drake and "Draconic Gladiator" title for earning the Draconic Gladiator: Dragonflight Season 4 achievement. "Draconic Legend" title can be earned after attaining Draconic Legend: Dragonflight Season 4 when ending the season in the top 0.1% of the Solo Shuffle ladder. DUNGEON CHANGES
      Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards. [LEARN MORE]
      One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills. Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly. Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit). The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today. Normal This difficulty is unchanged. Heroic The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system. Mythic difficulty changes and mechanics will not be present in this difficulty. This remains a queueable experience. Mythic The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system. There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon. The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system. Mythic 0 is still on a weekly lockout under this model. Mythic+ The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system. A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc. Affixes would slot in at +2, +5, and +10 +2 - Fortified/Tyrannical +5 - Entangling / Incorporeal etc. +10 - Bursting / Bolstering etc. Dungeon ratings should be equivalent to what they represent in the current system. There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level. At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+. It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.  Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments. Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes. Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged. Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources. Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat. Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons. Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons. NORTHREND CUP
      On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.
      Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.
      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
      Back to Top
    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
×
×
  • Create New...