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54 traits. 65 million Artifact Power. Cerli.
54 traits. 65 million Artifact Power. Cerli.
Well, in the wake of Doubleagent and his 110 ding without leaving the Padaren start zone, we have another insane achievement: Cerli from The Maelstrom has maxed out his Unholy Artifact weapon, getting the final, 54th, trait unlocked after acquiring a total of 65 million artifact power. For those of you that may not be aware, after you finish up your 34 normal traits you get the bonus trait you can put another 20 points in. So that's 5 million for the normal upgrades and then another measly 60 until you're maxed. At this point that really is a VERY unholy weapon and you really could say it's devoured someone's life!
Go here the full event, click to 21 hours in.
As you'd imagine this took a lot of Mythic+ dungeons, 2067 completed in time, in fact, with 383 Darkheart Thicket, 818 Maw of Souls, 444 Court of Stars and then a meager number of clears for the other ones (64 VoW, 75 WoA, etc), and then there's probably a fair number of runs not completed in time to add to that! In case you were wondering, he has around 53 days played on level 110 and he actually already has 69 million AP at the moment.
All joking aside, congratulations to Cerli on this achievement and you can check out his stream here, so hop on there and say gz!
Patch 7.1.5 brings heavy changes to some classes and the developer team discusses with the community the latest class changes.
The latest class changes can be found here.
There's a lot to discuss here--some we agree with and some we don't--but I want to swing by at least on this specific observation. We agree we don't want a major breakpoint between 2 and 3 Aimed Shots after a Marked Shot (at least, not at a middling amount like 21% haste that will affect gear choice throughout the expansion). We're not decided on a fix yet; in particular, whether the standard amount should be two Aimed Shots after a Marked Shot, or three (if two, it would still be okay to have three during Bloodlust and similar situations). The ability would be tuned around whichever option. Two has some advantages like concentrating the Vulnerable burst more, requiring standing still for less time to fully utilize it, and potentially having enough leeway for an instant before one of the Aimed Shots.
Just to reiterate here (saw it brought up in the Live Q&A chat today), but we are aware of feedback regarding both Storm, Earth, and Fire and Serenity on the 7.1.5 PTR.
I don't have anything specific for this moment, but know that we've passed along notes on both of these skills to the development team. We will update you once we have more to share.
Thank you for a response - any response.
Please, though, don't let this be like what happened on the 7.1 ptr and the Demon Hunters, where we got this exact sort of message, and then silence. Last time, when that happened, I rerolled to monk. I'm so anxious it will happen yet again. Not necessarily our goal, and I'm not saying we have any changes planned for these two skills within 7.1.5's PTR cycle (I am not sure what's on the plate there for further Monk changes), but I would like to at least work to get something shared on this, whether its a bit of philosophy or otherwise.
We have had some communication shortcomings over the past while, but we are trying something a bit new with our internal processes which should benefit us all in the long-term. :) He also mentioned that they will be taking a look at Serenity, just as a note!
Edit: Here's a link to the portion of the Q&A where Ion and Josh talked about Storm, Earth, and Fire and Serenity.
Boulderfist is intended as a talent choice that creates some gaps in your rotation, by replacing your no-cooldown resource builder with something that’s overall stronger, but has charges. In 7.1, the recharge time isn’t long enough for those gaps to ever actually happen, especially with the most popular Enhancement talent build adding several more active abilities to your rotation. Its power level was also simply too high, and in this case, we’d rather let this talent have its intended effect on the pace of your rotation and buff the spec as a whole to compensate.
Our intent is that if you want to use an ability every GCD, you should choose one of the other options in that row. Boulderfist should result in an overall more methodical pace that is more about having a little time to plan upcoming abilities. When Boulderfist is the hands-down best option in that row, that doesn’t feel like much of a choice, and as we continue tuning for 7.1.5, we hope to address this by bringing it in line with the others.
While I can appreciate that there was an original design intent behind Boulderfist, the spec as it currently exists on Live is as enjoyable to play as it's ever been since I rolled my Shaman back in BC.
We've heard it reiterated over and over (and over) again by the developers that if something about a spec felt too mandatory, it would just get rolled into the spec. I play this spec as my main because it is fun; if I cared strictly about maximum overall damage output, I'd focus on my Rogue instead. Changing a mechanic like this runs counter to the design philosophy that's been so oft repeated.
Thanks for all the feedback; this has been a consistent theme throughout the thread and elsewhere. And we don't want to disrupt the familiar playstyle of 7.1 Enhancement, if in fact the specific pacing of Boulderfist's recharge time is a major part of what makes it work so well. We will still have to address the power level in some way without diluting the feel that's been discussed here. We are currently planning the following for PTR (uncertain on timing):
Boulderfist recharge time back to 6 seconds Boulderfist no longer gives a bonus to critical strike Rockbiter generates 20 Maelstrom (from 15) (Source)
That's all fine and dandy, now get to work fixing warlocks.
Incidentally--Imp/Succubus/Voidwalker/Felhunter/Felguard all deal 20% more damage. Most of that was datamined normally, but in particular, the increase to Felguard's attack power likely was not (simply because it's something that happens server-side).
I can think of one other thing worth calling attention to for feedback/testing that may have been missed: Mark of the Ancient Priestess and Mark of the Distant Army should do noticeably more healing/damage and be more worth using. Some of the stat-based neck enchants were also increased, but that will be clear in tooltips. Hidden Satyr scales correctly with gear now as well, and may be slightly weaker, but for the most part the other enchants were buffed to roughly its level.
7.1.5 testing continues as test realms were updated with a new build.
Another set of Legendary item updates, class changes, Tier 19 set bonus changes and even a blue post to take datamined information with a grain of salt.
Many class tuning changes for this build (and subsequent builds) are not likely to appear directly via datamining. Tooltip values for spells should still show their new amounts properly in-game, but many of these changes are being done in a way that's less apparent through datamining.
For more clarity on why: we're getting to the point of the PTR development cycle where we're starting to make heavy changes intended for overall performance balance between classes. In the past, this would have been done by changing each affected spell individually, which can be a slow process. To allow for more rapid iteration during the PTR process, we're instead those putting changes into a passive aura for each spec. That means only 1 "spell" needs to be modified, instead of several, which allows us to make more adjustments in total per build.
Once the PTR cycle is concluded, these adjustments will most likely be moved from that passive aura into the baseline spells, but in the meantime, please be aware that what's seen via datamining may not immediately show all of the actual changes that have taken place.
Legendary Item Updates
Archimonde's Hatred Reborn Demon Hunter
Anger of the Half-Giants Druid
Impeccable Fel Essence The Emerald Dreamcatcher Hunter
Butcher's Bone Apron Nesingwary's Trapping Treads Rogue
Greenskin's Waterlogged Wristcuffs Tier 19 Set Bonuses
Tier 19 Nighthold sets received further updates to their set bonuses.
Item - Hunter T19 Beast Mastery 4P Bonus Item - Hunter T19 Survival 4P Bonus Priest
Item - Priest T19 Discipline 2P Bonus Item - Priest T19 Discipline 4P Bonus Rogue
Item - Rogue T19 Outlaw 2P Bonus Warlock
Item - Warlock T19 Affliction 2P Bonus Item - Warlock T19 Affliction 4P Bonus Class Changes
Chaos Strike Chaos Strike Talent Changes
Demonic Appetite DRUID
Mangle Mastery: Starlight Artifact
Gory Fur Talent Changes
Displacer Beast Galactic Guardian Soul of the Forest MAGE
Ray of Frost MONK
Stagger Talent Changes
Mystic Vitality PRIEST
Mind Sear Void Bolt Voidform ROGUE
Goremaw's Bite Pick Pocket Talent Changes
Crash Lightning Talent Changes
Crashing Storm Fury of Air Hailstorm WARLOCK
Demonic Circle WARRIOR
PvP Talent Changes
Ready for Battle
Praetorian Guard, established in early 2011, is a Horde guild on Khaz Modan - US looking to rebuild its ranks. Looking for all classes/specs at the moment. (Tanks, Healers, Melee DPS, and Ranged DPS.) Plans for raiding after gearing up. Raid times will be tailored to fit the core raiding team.
Low level players welcome. (Happy to help with content or questions.) 100 - 110 leveling help, gearing up, and world quest/daily gangs. Heroics, Mythics, and Raiding with enough geared players. PvP teams optional and separate from raiding. Guild bank with 7 tabs and guild repairs. Legacy raids, dungeons, and world events will be done for fun. Achievement runs, help with mount runs, and legendary quests will be available. Friendly environment and a no drama policy. Contact:
Iron Genesis is recruiting Horde on Zul'jin for Mythic raiding. We are currently 4/7M EN. Rank 50 on Zul'jin.
Openings: DPS (ranged preferred, melee considered); healers (resto shaman /disc priest preferred)
We will clear mythic, and expect frequent attendance, flask/food/pots, knowledge of fights, etc. However, we are understanding, like to have a good time, and pretty laid back. We have weekly heroic EN clears for alts and clear ToV as well. We also run an excessive amount of mythic pluses all week long.
If you are interested, please submit an application on our discord server: https://discordapp.com/invite/jjaRJNM
In your application include: battle tag/armory link/recent logs/prior guild info with reason for switch/bit of a bio and what you want from raiding. If you have any questions, feel free to include them in your application, or reach out to one of our recruiters:
Taaveren - Taveren#1397
Wildoer – Wildoer#1724
Akeldama - Archon#1123
Raid Times: 8:00PM EST - 11:30PM EST Raid Schedule: Tuesday/Thursday
Here are our logs if you would like to take a