Jump to content
FORUMS
Damien

Vengeance Demon Hunter 7.3

Recommended Posts

14 hours ago, Guest HobbitTank said:

This guide should be more specific with its claims. Why is it that Soul Barrier is completely undesirable right now? Last Resort is very powerful, but doesn't keep you alive for very long if you just die again from a big hit. Soul Barrier seems to be the best choice when you don't have your 4-set bonus and decent gear, but this guide simply neglects it and doesn't explain why. 

The explanation is right there, namely that it is undertuned. There is no way you will die after Last Resort procs assuming that there are healers present and you can use your abilities to keep yourself alive.

If Soul Barrier becomes worth taking, we're going to update the guide.

Share this post


Link to post
Share on other sites
Guest cherry

Level 106 middle talent is wrong it is "Fel Eruption" now.

Share this post


Link to post
Share on other sites
Guest VengeanceDemonHunter

Any word on the rotation priority of Fracture and Fel Devastation if we've taken those talents? If I want to maximize DPS, is it even worth using Pain on those talents instead of Soul Cleave?

Share this post


Link to post
Share on other sites
Guest Thordelar

Although it's already recommended in the guide, surely Felblade at least provides some vicarious survivability by virtue of the fact that it generates pain?

Over the course of a boss fight in particular, the pain generation it provides can be pretty significant. 

Share this post


Link to post
Share on other sites
Guest Talents

in your tear 3 and tear 5 you have no survivabilety from it but on your artifackt weapon you have a skill that converts 15% of your fire dameg to healing so wodent it be surviaval to heal your self from the sigile of flame?

Share this post


Link to post
Share on other sites
On September 2, 2016 at 6:40 PM, Guest flow0284 said:

It looks like that there was an mistake with the consumeables. The Flask of the Countless Armies IconFlask of the Countless Armies  grants 1.300 strength. DH needs Agility or am I false? ;)

Thanks for noticing! I've fixed this.

On September 2, 2016 at 3:53 PM, Guest Talents said:

in your tear 3 and tear 5 you have no survivabilety from it but on your artifackt weapon you have a skill that converts 15% of your fire dameg to healing so wodent it be surviaval to heal your self from the sigile of flame?

Well, that's technically true. But honestly, the healing amount isn't significant enough, I think, to be mentioning it everywhere where anything deals Fire damage. I'll add something to the rotation page about Charred Warblades, though. Thanks for the comment.

On September 2, 2016 at 3:17 PM, Guest Thordelar said:

Although it's already recommended in the guide, surely Felblade at least provides some vicarious survivability by virtue of the fact that it generates pain?

Over the course of a boss fight in particular, the pain generation it provides can be pretty significant. 

You are very correct about this. I will make a mention. Thank you!

On September 1, 2016 at 9:31 PM, Guest VengeanceDemonHunter said:

Any word on the rotation priority of Fracture and Fel Devastation if we've taken those talents? If I want to maximize DPS, is it even worth using Pain on those talents instead of Soul Cleave?

Fracture is not worth using for survivability and you just it when you have spare Pain and want to do DPS. Fel Devastation you use on cooldown. I'm going to add both to the rotation, thank you!

On August 31, 2016 at 10:08 AM, Guest cherry said:

Level 106 middle talent is wrong it is "Fel Eruption" now.

That's only the case for Havoc. As far as I can tell, the Vengeance talents are correct :)

Share this post


Link to post
Share on other sites
Guest DemonHunter

Soul barrier is better than you give it credit for if you aim to consume as many soul shards as possible. I say this because I have noticed that you can only float 5 soul/lesser soul fragments. Thus, unless you have an incompetent healer, you should be pretty high up there and Soul barrier allows you to essentially overheal when you are near full health and see damage incoming.  Considering you still get the health from shattering soul fragments. Thus it is a 300k + 50k per soul fragment shield with a 50k per lesser soul fragment you consume or 500k per soul fragment ability every 30 seconds. And that for the same cost you only get 100k in comparison (this is comparing my stats post math cause math)

Share this post


Link to post
Share on other sites
On 9/6/2016 at 4:45 PM, Guest DemonHunter said:

Soul barrier is better than you give it credit for if you aim to consume as many soul shards as possible. I say this because I have noticed that you can only float 5 soul/lesser soul fragments. Thus, unless you have an incompetent healer, you should be pretty high up there and Soul barrier allows you to essentially overheal when you are near full health and see damage incoming.  Considering you still get the health from shattering soul fragments. Thus it is a 300k + 50k per soul fragment shield with a 50k per lesser soul fragment you consume or 500k per soul fragment ability every 30 seconds. And that for the same cost you only get 100k in comparison (this is comparing my stats post math cause math)

I am in agreement. I find it useful.
 I use 1 fracture (generates 2 fragments) and Immolation Aura to always have 3+ fragments around me when I use Soul Barrier. With chances for extra fragments from Shear I absorb enough damage  to always heal myself to full especially with Charred Warblades. ( Plus you heal from just using Soul Barrier that consumes the fragments.)
I very rarely even need to use my metamorphosis unless the healer is incapacitated and by using fracture to generate soul fragments I manage my health accordingly.

 I always used Fel Eruption as to interrupt/stun abilities that can't be by consume magic but after reading this guide i'll be switching to felblade. 
I did go for Charred Warblades but I want to try out Fueled by Pain and Soul Rending as it sounds like a great combo. I am making my way to Fueled right now.

Share this post


Link to post
Share on other sites
Guest info

On the class overview it says that vengeance demon hunters mitigate "magic" damage frequently. If you are talking about Demon Spikes, that's physical damage only. The only real magic mitigation vengeance has is Fiery Brand on a 1 minute cooldown. Of course, this is also assuming you don't have the Painbringer passive from your artifact weapon.

Maybe this just needs to be updated for current use, but it's just incorrect information for those looking into the class.

Share this post


Link to post
Share on other sites
8 hours ago, Guest info said:

On the class overview it says that vengeance demon hunters mitigate "magic" damage frequently. If you are talking about Demon Spikes, that's physical damage only. The only real magic mitigation vengeance has is Fiery Brand on a 1 minute cooldown. Of course, this is also assuming you don't have the Painbringer passive from your artifact weapon.

Maybe this just needs to be updated for current use, but it's just incorrect information for those looking into the class.

Empowered Wards is 30sec cool down for 30% magic damage reduction.

Share this post


Link to post
Share on other sites
On 9.9.2016 at 1:31 AM, Guest info said:

On the class overview it says that vengeance demon hunters mitigate "magic" damage frequently. If you are talking about Demon Spikes, that's physical damage only. The only real magic mitigation vengeance has is Fiery Brand on a 1 minute cooldown. Of course, this is also assuming you don't have the Painbringer passive from your artifact weapon.

Maybe this just needs to be updated for current use, but it's just incorrect information for those looking into the class.

As was stated above by TeamC, in our Active Mitigation section we detail the magic damage reduction.

Quote

As a Vengeance Demon Hunter, you have 4 active mitigation abilities: Soul Cleave Icon Soul Cleave, Demon Spikes Icon Demon Spikes, Fiery Brand Icon Fiery Brand, and Empower Wards Icon Empower Wards. We will look at them very briefly here before going into more detail later on in the guide.

  • Soul Cleave Icon Soul Cleave should be used whenever you require additional healing.
  • Demon Spikes Icon Demon Spikes should be used frequently, even simply against auto-attacks. Always keep at least one of its charges rolling.
  • Empower Wards Icon Empower Wards should be used before you take significant magic damage.
  • Fiery Brand Icon Fiery Brand should be placed on the target when you anticipate that they will deal high damage to you, or when you simply want to reduce the damage you take.

Please make sure to read the guide before commenting. Thanks!

Share this post


Link to post
Share on other sites
Guest Aax

I don't see why you underrate Soul Barrier. While Last Resort is a great save, I believe that it triggers only when something went innately wrong already. Realistically, for me I've seen it trigger mostly in group-wipe situations, and true, it sometimes let me kill the remaining mobs by myself.

But in a good group or raid? You will rarely see it. On the other hand, Soul Barrier is a great survivability talent, which provides up to a million shield/heal. You basically spend 30 pain, and get 

1) 450k shield flat

2) Which can't fall below 60k, so basically it absorbs at least 60k from all attacks for 8 seconds

3) and on top of that you get double-benefit from your soul fragments, because not only they heal you, they grant you equal amount of shield as well.

Bottomline is, during the course of the fight is provides tenfold the benefit of Last Resort. Yea, you mention that it's better to use pain for DPS Soul Cleave/Fracture, but is it? If I look at not even 1 cast of Cleave and then look at the amount I can absorb for that same pain - the DPS gain seems very underwhelming if you ask me. Especially if you don't use fracture and are tanking 1 mob - cleave is REALLY low DPS in these circumstances, and you will trade a huge absorb for that? Well, meh, I disagree.

Share this post


Link to post
Share on other sites
Guest Aax
Quote

As a Vengeance Demon Hunter, you have 4 active mitigation abilities: Soul Cleave Icon Soul Cleave, Demon Spikes Icon Demon Spikes, Fiery Brand Icon Fiery Brand, and Empower Wards Icon Empower Wards. We will look at them very briefly here before going into more detail later on in the guide.

By the way, you mistake the terms "Protective Cooldowns" here with "Active mitigation". Among those listed, only Demon Spikes is an active mitigation cooldown.

 

Active mitigation are abilities that deal with specific boss mechanics, for example prevent debuff application from special boss abilities. Only Demon Spikes does such thing. The rest are merely protective cooldowns that allow you to prevent some damage but do NOT deal with boss mechanics.

Share this post


Link to post
Share on other sites
On 13.9.2016 at 10:10 AM, Guest Aax said:

But in a good group or raid? You will rarely see it.

A group can be as good as you wish, this does not change the fact that in progression you WILL die. It's a simple fact of raiding that tanks will die during progression, regardless of whose fault it may be.

Share this post


Link to post
Share on other sites
On 3.8.2016 at 1:23 AM, Guest Hue said:

Your stat priority posted is completely wrong and not viable for high m+ or raiding situations. Versa > Mastery > crit > haste  is significantly stronger.

Hi ... Versa better then Mastery xD High five ... Mastery > Versa i guess dmg reduce from 60% is a little bit better as 4-5% damage and reduce and mastery give u AP ...

Share this post


Link to post
Share on other sites
Guest Feed the Demon (104)

Talent 104 - Feed the Demon does not appear to be working.  My default recharge time on Demon Spikes is 13.3 seconds.  Consuming soul fragments does not appear to change the recharge time whether I consume them manually or use Soul Cleave.  Is this perhaps a bug on WoW's part or is there perhaps some other cooldown timer that I am unaware of?

 

If perhaps this is not working as intended then your guide may wish to be updated with a different choice.

Share this post


Link to post
Share on other sites
On 9/13/2016 at 11:21 AM, Guest Aax said:

By the way, you mistake the terms "Protective Cooldowns" here with "Active mitigation". Among those listed, only Demon Spikes is an active mitigation cooldown.

 

Active mitigation are abilities that deal with specific boss mechanics, for example prevent debuff application from special boss abilities. Only Demon Spikes does such thing. The rest are merely protective cooldowns that allow you to prevent some damage but do NOT deal with boss mechanics.

This is not correct.  Active mitigation does not refer to dealing with specific boss mechanics.  Active mitigation means that the player has to play an active role in mitigating the damage and cannot let a passive proc or ability do it for them.  The cooldowns that are listed are correctly referred to as active mitigation because you need to actually use them, or be active in your playstyle, in order to mitigate damage.  There's an article on wowpedia detailing active mitigation, check it out.

Share this post


Link to post
Share on other sites
On 9/13/2016 at 11:21 AM, Guest Aax said:

By the way, you mistake the terms "Protective Cooldowns" here with "Active mitigation". Among those listed, only Demon Spikes is an active mitigation cooldown.

 

Active mitigation are abilities that deal with specific boss mechanics, for example prevent debuff application from special boss abilities. Only Demon Spikes does such thing. The rest are merely protective cooldowns that allow you to prevent some damage but do NOT deal with boss mechanics.

 

Wrong.

11 minutes ago, webster259 said:

Active mitigation does not refer to dealing with specific boss mechanics.  Active mitigation means that the player has to play an active role in mitigating the damage and cannot let a passive proc or ability do it for them.  The cooldowns that are listed are correctly referred to as active mitigation because you need to actually use them, or be active in your playstyle, in order to mitigate damage.  There's an article on wowpedia detailing active mitigation, check it out.

Correct.

Share this post


Link to post
Share on other sites

I've got a question about the stat priority.  I completely understand the strength of Versatility especially with a self healing class like DH.  However, and I understand that these guys aren't DH mains but are very, very good tanks in general in their own respect, I heard Slootbag and Sco both championing haste as the #1 secondary stat with versatility next.  Have you guys heard anything similar to this or have an opinion on it?  Thanks

Share this post


Link to post
Share on other sites
17 hours ago, Vortexan said:

Hi ... Versa better then Mastery xD High five ... Mastery > Versa i guess dmg reduce from 60% is a little bit better as 4-5% damage and reduce and mastery give u AP ...

I'm sure that you have no problems reading, but I'll copy and paste the guide into this comment just for you to double check.

1.1. Survivability

  1. Agility;
  2. Versatility;
  3. Haste >= Mastery;
  4. Critical Strike.

1.2. Damage Output

  1. Agility;
  2. Mastery = Critical Strike >= Versatility >= Haste.

1.3. Dungeons

  1. Agility;
  2. Mastery;
  3. Critical Strike;
  4. Versatility;
  5. Haste.

There are 3 different gearing strats here. For surv, Vers > Mast is due to Vers boosting damage reduction and healing. On a purely mathematical basis, Versatility is the best stat for survivability. It's boring as hell, sure, but the best.

Share this post


Link to post
Share on other sites
11 hours ago, webster259 said:

I've got a question about the stat priority.  I completely understand the strength of Versatility especially with a self healing class like DH.  However, and I understand that these guys aren't DH mains but are very, very good tanks in general in their own respect, I heard Slootbag and Sco both championing haste as the #1 secondary stat with versatility next.  Have you guys heard anything similar to this or have an opinion on it?  Thanks

I imagine this is due to Versatility changing absolutely nothing about the way the class plays, so it's not exactly interactive. As I said above, Versa is boring as hell, but the best stat to survive.

Share this post


Link to post
Share on other sites
Guest Etsunari

Nice theorycraft, but...

I'm playing Vengeance since alpha, with all the evolutions until live version, doing Mythics on live and Heroic Raids testings on beta.

You are eyes on wowhead tooltips but ingame numbers aren't the same. My priorities are completly others than the ones you mention.

Agi > Crit > Haste > Mastery>=Versa.

All my CDs are now very short, less than 20s for Empowered Wards, 10 for Immolation Aura. or my spikes. With CDs up all the time, with high "burning", my self-heal is much higher than versa, much more.

The same for the priority of the traits. The most important (for me) is to catch the Charred Warblades. More fire, more self-heal.

Associated with the talents Agonizing Flames and Burning Alive, Feed the Demon+Fire Sigil... more more fire, more more self-heal.

On bad random hits when I'm on my last points of life, Fel Devastation puts me full life in seconds. Again fire = self-heal = survivability.

I let think about it, but I think (and tested) the main purpose of a DH is to burn. That's our main stat and the way to achieve it, it's to mix crit and haste not the boring versa/mastery.

Share this post


Link to post
Share on other sites
13 hours ago, Guest Etsunari said:

the boring versa/mastery.

This right here has just highlighted a big part of what you are saying.

You find the way that we suggest to play boring, so you are trying to make another way work. Just because something is boring, does not mean it is bad.

As for the analysis, I'll pass it on to @Lockybalboa since I do not play a Veng DH.

Share this post


Link to post
Share on other sites
1 hour ago, Blainie said:

As for the analysis, I'll pass it on to @Lockybalboa since I do not play a Veng DH.

I have nothing to do with writing or maintaining the guide. So...telling me anything doesn't really do anything, I'm just a hardcore raider and a global mod that spends most of my time in the DH area.

You can find my thoughts on tanking stat prio here:

 

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      With just days to go until Season 4, we have our very first +34 of the expansion (as spotted by Raider.io), which is actually tied with the highest key ever completed on live servers! 
      Unsurprisingly it was Atal'Dazar which hosted the key, same as the last few highest ones of the season, with NerfTankTV, Dxmdru, Dxaugtwo, Hypeboy and Azuna_qt getting the job done, with almost 30 seconds to spare! 

      Here's the final part of the last boss, but you can click back a little in the video for the full clear, starting at 1:24:04.


      Congratulations to the team! Will we see a +35 (which would be the actual highest key ever achieved in WoW) in the next four days before Season 4?
    • 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
×
×
  • Create New...