Sign in to follow this  
Followers 0
miyari

wow Death Knight - Warlords of Draenor Alpha Patch Notes Analysis

1 post in this topic

3SIKfqF.png

Icy Veins asks the experts' opinions on their favorite class changes! Today, Reniat and Mendenbarr discuss Death Knight patch notes.

The Warlords of Draenor Alpha patch notes have been out for only a few days, but millions of players are already voicing strong opinions of the direction Blizzard is headed with the game in this coming expansion. Some class changes have received overwhelmingly positive feedback, while others have left many a player scratching their head. A few changes have even caused a substantial outcry of rage!


To see things more clearly, we've invited a handful of our class MVPs to share their opinions on the changes made to their respective class. For our first patch notes analysis topic, we have requested feedback from our resident experts on the projected changes being made to the Death Knight class. Mendenbarr and Reniat have been kind enough to share their thoughts on the upcoming Death Knight changes!

Reniat is the author of the Blood Death Knight guides on the Official Forums and MMO-Champion.
Mendenbarr is a prominent theorycrafter who maintains Death Knight guides on Elitist Jerks. He also works on Destiny Softworks, a blog for DPS Death Knights.

Blizzard Icon Death Knight WoD Alpha Changes

+ Show- Hide

Ability Pruning

  • Army of the Dead now deals 75% less damage.
  • Blood Boil has been removed.
  • Blood Parasites has been removed.
  • Dual Wield is now only available to Frost Death Knights.
  • Horn of Winter no longer generates Runic Power, has no cooldown, and lasts 1 hour.
  • Necrotic Strike is now learned only by Frost and Unholy Death Knights.
  • Raise Dead is now only available to Unholy Death Knights, summons a ghoul as a permanent pet, and has a 1-minute cooldown.
  • Master of Ghouls has been removed.
  • Rune of the Nerubian Carapace has been removed.
  • Rune Strike has been removed.
  • Frost Strike now replaces Death Coil for Frost Death Knights.
  • Obliterate now replaces Blood Strike for Frost Death Knights.
  • Unholy Frenzy has been removed.

Crowd Control and Diminishing Returns

  • Rune of Swordbreaking has been removed.
  • Rune of Swordshattering has been removed.

Hit and Expertise Removal

  • Veteran of the Third War now also reduces the chance for attacks to be parried by 3%.

Buffs and Debuffs

  • Scarlet Fever (Blood) no longer applies the Weakened Blows effect.
  • Necrotic Strike no longer slows the target’s casting speed by 50%.
  • Unholy Aura (Frost, Unholy) now provides a 5% increase to melee, ranged, and spell Haste to all Party and Raid members (instead of a 10% increase to only melee and ranged attack speed).
  • Blood Death Knights receive a new passive ability at level 80 called Power of the Grave. Power of the Grave grants a bonus to Mastery to all Party and Raid members.

Raid Utility Balance

  • Anti-Magic Zone now reduces magic damage taken by 20% (down from 40%).

Tank Vengeance and Resolve

  • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
    • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.
  • Vengeance has been removed and replaced with a new passive ability, Resolve. Resolve increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.
  • Mastery: Blood Shield now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

Class Changes


A few things have happened for Death Knights. As described above in Ability Pruning, several cooldowns were made spec-specific. Rotations remain unchanged for the most part. One thing we did polish up is the effect of Diseases on the damage of other abilities. Diseases now do enough damage on their own to warrant using them, so having them act as multipliers on the damage of other abilities was extraneous, and just cluttered up the tooltips of those abilities. We removed those multipliers, and just baked in their benefit to the corresponding base spell. This slightly reduces ramp-up time.
  • Heart Strike damage has been increased by 30%, but no longer deals additional damage for each disease present on the target.
  • Obliterate now deals 25% more damage on both main- and off-hand weapons, but no longer deals additional damage for each disease present on the target.
  • Scourge Strike no longer deals additional damage for each disease present on the target. The ability now deals 50% of the Physical damage dealt as additional Shadow damage; this effect can critically hit and no longer ignores modifiers.
We made several changes to compensate for abilities that have been removed by Ability Pruning. Blood Boil got removed and its effects were merged into Pestilence. This change in effect turned Roiling Blood into a passive ability; which we replaced with a new talent, Plaguebearer. For Blood specialization we removed Rune Strike and are adjusting the cost of Death Coil so it can be used in Rune Strike's place.
  • Crimson Scourge now interacts with Pestilence instead of Blood Boil.
  • Death Coil now costs 30 Runic Power (down from 40 Runic Power).
  • Pestilence now deals damage to all targets hit, including the primary target.
  • Roiling Blood has been removed.
    • Plaguebearer is a new Level-56 talent replacing Roiling Blood, causing Death Coil and Frost Strike to also infect the target with Frost Fever and Blood Plague.
  • Sudden Doom no longer reduces the cost of Death Coil.
  • Glyph of Outbreak has been removed.
In order to better balance the scaling rates and value of secondary stats for Unholy Death Knights, we reduced the power of their passive Unholy Might ability.
  • Unholy Might (Unholy) bonus changed from +35% to +10%.
Active Mitigation was a very successful design that was inspired by Death Knights' tanking style. However, it went beyond that, and Death Knights themselves were somewhat left behind in that regard. We made several changes to bring up the interactivity of Blood combat. This includes making Death Strike cause healing based on attack power, but be affected by the new Resolve passive (see Tank Vengeance and Resolve, above), which gives it the traditional increase from recent damage. Plus, Rune Tap is being significantly improved, to become a strong Active Mitigation button. To tie those together, Blood's Mastery is being changed to affect both the size of the Blood Shield absorb, and the new Rune Shield absorb. Additionally, we removed Dodge and Parry from gear, and expect Blood Death Knights to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to auto attack and Rune Strike crits. Finally, we tweaked the targeting AI of Dancing Rune Weapon, and fixed it up to use most Talents that you know.
  • Heart Strike now only cleaves 1 additional target (down from 2).
  • Death Strike now causes healing that scales in effectiveness with attack power, instead of based on damage taken in the last 5 sec. This healing is affected by Resolve.
  • Blood Rites now causes Death Strike to also cause an absorb for 50% of the amount healed.
  • Rune Tap now grants an absorption shield that scales in effectiveness with Attack Power, instead of a heal based on a % of maximum health. It also now has 2 charges, with a 30-second recharge time.
  • Will of the Necropolis now grants an immediate charge, and makes your next Rune Tap free. However, its damage reduction buff now only lasts 4 sec (down from 8sec).
  • Mastery: Bloody Shields now increases the effectiveness of Blood Shield and Rune Shield by 16% (percentage increased by mastery), instead of adding the Blood Shield effect.
  • Riposte has been redesigned.
    • Riposte: After getting a Critical Strike with an Auto Attack or Rune Strike, you gain +100% Parry chance until you Parry an attack. This can stack up to 2 times.
  • Dancing Rune Weapon’s summoned Rune Weapon now remains fixated on the Death Knight’s target at the time of summoning, and copies the effects of Talents that are tied to the Death Knight, such as Blood Boil, Frost Fever, or Asphyxiate. Should the original target be dead or otherwise unavailable, the Rune Weapon will switch to assist with the Death Knight’s current target.
Since the Ghoul pet is now Unholy only, that presents a problem for Death Pact. We revised Death Pact to not require an undead minion, but work a little differently. We left it at 50% heal, which is effectively a 33% buff to it from before (see Healing and Player Health above), and added a heal absorb for half the amount healed, instead. It should now be a relatively more effective heal for staying alive immediately, but with the downside of needing to heal through the heal absorb before you can be healed any further.
  • Death Pact no longer requires an undead minion, and instead places a heal absorb on you for 50% of the amount healed.
There were also a few other miscellaneous changes. The Runic Power generation of Anti-Magic Shell was standardized, to make it more understandable, and balanced. Level-60 and Level-75 talent rows have swapped places, so the important rune regeneration talents could be acquired earlier.
  • Anti-Magic Shell now restores 2 Runic Power per 1% of max health absorbed.
  • Desecrated Ground now also makes the Death Knight immune to Roots and Snares.
  • Level-60 and Level-75 talent rows have swapped places.


1. What is your overall impression of Blizzard's changes to the Death Knight class?


Mendenbarr (Frost / Unholy): The Death Knight changes so far seem to be focusing on Blizzard's goal of reducing the complexity of the class. Several of the changes seem to be focused on simplifying the way a DK plays, and both lowering the skill ceiling and raising the skill floor. The net result will be that a skilled death knight is less far above a newer death knight, and that isn't necessarily a bad thing. I'm not particularly excited by any of the changes just yet, but the alpha is still young.

Reniat (Blood): Overall, I think there are a lot of good changes. I have a few concerns but it's still early Alpha and we still have many iterations to go even before Beta.

2. Which changes do you think are the best and why?


Mendenbarr (Frost / Unholy): I'm enjoying the fact that Runeforging is getting some attention, after being all but ignored since it's initial creation for Wrath, 6 years ago. That's not to say it needs to be changed, it's perfectly functional the way it is now, but the changes could make it a little more interesting. We might even be inclined to swap runeforges on a fight to fight basis, which will prevent a little bit of the lower skill/knowledge ceiling.

The other change I like the best is the Death Pact one. As Blizzard explains thoroughly in the 6.0 patch notes, instead of reducing the size of the heal relative to the newly doubled max health size, they instead added an anti-heal whenever Death Pact is used. This both preserves the flavor of Death Pact (for which something must be sacrificed), and can potentially kill you on hard content if used at the wrong moment. I'm a fan of things that reward good play, and punish bad play.

However, I've been playing this game for 8 years, and room to grow and improve my play is one of my biggest allures for this game. Without added depth, that room is becoming harder and harder to find. A different tune is playing for the newer DK who still has the basics to master, and I can understand Blizzard catering to both types of players, increasing the skill ceiling in one area to keep it just out of reach for players such as myself, and lowering it in others to make sure it's a visible goal for everyone.

Reniat (Blood): The best change in my opinion is that all of our secondary stats now have both survival and damage components. In Mists, we largely had to make a choice between damage and survival, unlike most of the other tanks (Monks/Druids with crit, Paladins with haste).

3. Which changes do you think are the worst and why?


Mendenbarr (Frost / Unholy): I don't like losing out of my precious "good play being rewarded", but not all of it can stay. One of the changes I'm not looking forward to is the reduction on the amount of runic generated by Anti-Magic Shell (you'll be soaking roughly 14% as much as you were before). I can understand why it's there; AMS was a major contributing factor to separate the newer DKs from the expert DKs, proper soaking could make or break your performance on a fight. Removing the majority of AMS soaking is a way to, as I keep going on about, lower the skill ceiling and raise the skill floor. I'll still miss it.

Another minor gripe is the removal of the rune cost on both Dark Transformation and Pillar of Frost. Banking runes before these cooldowns came up was another subtlety of being a skilled player.

Reniat (Blood): The changes I am most worried about have to do with our active mitigation. They are trying to make blood a bit more proactive, which is good, but there is a risk that they make rune shield from rune strike too powerful. That could make the optimal playstyle in WoD stacking haste and spamming Death Strike and Rune Strike, potentially destroying DS timing. DS timing is what makes a lot of blood tanks love the class, myself included, and I really don't want to see that spam-oriented playstyle become the optimal one.

4. How would you alter any of the existing changes?


Mendenbarr (Frost / Unholy): Given the opportunity, I would revert the AMS change and reduce the base rune regen speed. AMS is my personal favorite DK ability, and it's the one source of depth that I wish not to be parted with. Being able to learn the flow and ebb of a fight, to learn when to use AMS was the most important part of any fight for me. It's such a good feeling to soak a fight well. Reducing the base regen time will accomplish one of the things that the AMS nerf is meant to; addressing how GCD limited we are. Even with our base GCD of 1 second, we still manage to overcap quite easily. This can be fixed by either reducing our free runic, or our base regen time (or in a few other, more complicated ways). This is a very opinion-oriented desire, and that's because none of the changes raise any mechanical red flags. They'll all be functional, and probably better for the game as a whole, even if I don't like them.

Reniat (Blood): I would keep Rune Shield being applied on Rune Tap, but maybe remove rune shield being applied by Rune Strike and adjusting Blood Shield to compensate. I feel like the changes to crit (100% parry on auto attack / Rune Strike crits) and the Rune Shield from rune tap will be enough proactive changes for Blood, but this is all speculation until we step into Beta and we won't know for sure until we can actually play around with the changes.

5. What changes would you like to see in WOD?


Mendenbarr (Frost / Unholy): I'd like to see either Purgatory or Anti-Magic Zone as a baseline spell, and not be forced to choose between them. Personal survivability (and no repair bills) vs. raid survival is an uncomfortable choice to make. I feel selfish taking Purgatory, despite the fact that I enjoy it more. I'd also like to remove the counterintuitive AMS min/maxing measures. Right now, having a cancelaura macro for healer absorbs stops them from preventing AMS from soaking you runic, as the healer absorbs are used up first. If you happen to have a 1 million guard on you, good luck getting any runic. In WoD, if the AMS shown in the patch notes goes live, runic power gained will scale inversely with health. Removing your stamina buff will increase the amount of runic you generate. Both of these quirks seem a little off to me, and if there was anywhere I would not mind the skill ceiling lowering, it would be here.

Reniat (Blood): I would love to see Bloodworms either replaced or completely reworked. Bloodworms in their current form have always been pretty much negligible for most content. They are removing a lot of other tanks raid utility, so this won't be as important balance wise moving forward, but I'd still like to see Bloodworms get some love or get the axe.

Patch Notes Last Updated - 24 Apr 2014
5 people like this

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 Tier 19 Mythic Progress Race Is Here, Complete with Coverage
      Tier 19 is finally here and the US guilds are just about ready to head on into the Nightmare (both figuratively and literally, with the hour investment required)
       
      Update, still day 2:
      Well that was fast. Too fast. Exorsus simply continued on and downed Xavius without too many problems claiming the World First and finishing off the raid in 18 hours from start to finish. They've said Xavius was easier than Cenarius and even he didn't take that long to kill, so all in all a slight blemish for the Blizz balance team. But we have two raids coming up very quickly so it'll surely be fixed there. Congratulations to Exorsus in any case, they were just doing what the top guilds always do, killing bosses as fast as possible!
      Update, Day 2:
      As expected the other EU guilds soon caught up with Exorsus, first it was From Scratch then Method and Serenity, but the Russians were determined to keep their lead so the just now got another World First, this time on Cenarius leaving them only one boss left in the Emerald Nightmare!
      Update, Day 2:
      The EU guilds have entered the race and it was very hectic for a while there after they cleared split Heroics, with Exorsus and From Scratch trading off EU firsts on the first few bosses. Method and Serenity were downing things very close to each other as well, and eventually the EU guilds fully caught up with the us on 4/7, with the rankings being Midwinter, Limit, SNF, Easy, Strawberry Puppy Kisses in the lead in the US and then came the EU guilds.
      That all changed an hour ago when it was Exorsus that got the World First on Il'gynoth and is now the sole guild on 5/7! It seems the consistency the guild had really paid off as they were the least affected by the various splits and quittings of the inter-progress phase. It's been over an hour now that they've been in the lead so now we'll see how long it takes for the other to catch up and if this advantage will pay off in the end, since Xavius is really all that matters.
      As usual, if you want to get more in-depth coverage, killshots and rankings head on over to Method.gg.
       
      Update:
      We now have three guilds with 4/7 bosses down with Midwinter leading the charge and, well, staying where they were in the last update. But! Limit and SNF have caught up trading World second kills on Dragons of Nightmare and Ursoc, respectively.

      There are now 12 guilds that downed at least one boss in the Emerald Nightmare Mythic, only one on 3/7 and two on 2/7.
      Update:
      Well things are progressing at a fast pace as we're already at four dead bosses. While Easy took the early lead, Midwinter soon caught up and then raced past as they took the next two World Firsts, on Ursoc and Dragons of Nightmare. We have a new face at the top as well as SNF got two World thirds and a World second on Ursoc as well, while Limit joined the race and are on SNF's heels after they did a round of heroic split raids.
      The EU servers will be opening in the morning and that's when all hell will break loose, with many more guilds entering the arena.
      Update:
      So it's been a couple of hours since the raid opened and it seems two US guilds are going at it at a pretty solid pace. Easy has taken two World Firsts so far and were ahead for quite a while, but Midwinter has caught up as they both took down Nythendera and Elerethe Renferal. No videos as of yet, but we do have the killshots (and the image at the bottom is constantly up to date as well.
      Nythendera and Elerethe Renferal World First killshots by Easy:
        
      ____________________________________________________________
      Tier 19 is finally here and the US guilds are just about ready to head on into the Nightmare (both figuratively and literally, with the hour investment required) in around an hour, with the Eu and Asian guilds joining in 1 and 2 days, respectively. The usual progress coverage from Manaflask has shifted to Method, who've made a pretty impressive new page for the race coverage with plenty of bells and whistles so if you want to keep up to date on all the World First happenings head on over there and we'll also keep you updated here on the major goings on. If you're new to the race or haven't followed it since the last one, you can check out this article to get up to date (shameless self-promotion etc).
      One of the cooler features for this progress, however, is this interactive image that will be updated with rankings and World First videos and can be embed into any site, like this one.

      So good luck to all the guilds competing and let's hope for a not too short progress race!
    • By Starym
      Paladins get to benefit from BI Pathfinder, some more class and Xavius fixes.
       
      September 28th
      Classes
      The ground mount speed bonus from Broken Isles Pathfinder now stacks with the passive class bonuses On a Pale Horse and Heart of Crusader. Death Knight
      Multiple Unholy Death Knights with the Armies of the Damned artifact trait can now have their Death, Pestilence, and Famine debuffs applied at the time. Monk
      Soothing Mist is no longer interrupted by Spirit Tether. (Brewmaster) Set bonuses for the Battlewrap of the Hurricane’s Eye (Tier 18) have been adjusted: 2 pieces: Increases the chance for your Gift of the Ox to summon a Healing Sphere by 2% (was 5%). 4-pieces: Every time you gather a Healing Sphere, the remaining cooldowns of your Ironskin Brew and Purifying Brew are reduced by 1 second (was 5 seconds).  Rogue
      Shadow Dance should now be useable and should not be cancelled when the Rogue is affected by an enemy Hunter's Flare. Shaman
      Lava Beam damage increased by 23%. (Restoration) The artifact trait Tidal Pools will now correctly heal all areas when multiple Tidal Pools are active at once. Warlock
      Seed of Corruption will now properly detonate and spread if the target dies while still affected. Fixed a bug that sometimes caused Agony to not stack or generate Soul Shards. (Demonology) The Artifact ability Thal'kiel's Consumption will no longer sometimes fail to do damage because the target moves out of range. (Destruction) The Artifact ability Dimensional Rift will no longer spawn portals that are out of range to do damage to your target. Class Halls
      Pet Charm missions now provide Pet Charms for both the main reward and the bonus reward. Dungeons and Raids
      Players should receive bonus roll opportunities more reliably if they are eligible for them. The Emerald Nightmare
      Xavius
      Immunities can no longer remove Darkening Soul or Blackening Soul. Dispelling either effect with an Imp's Singe Magic will give the owning Warlock +25 Nightmare Corruption. Items
      Cloak of Fel Flames now correctly reduce magic damage taken by 15 % when immolation aura is active. Shard of the Exodar no longer causes Drums of Fury to unaffected by Exhaustion/Sated effects. Ancient Mana Gems and Ancient Mana Crystals now stack to 5. Loot-a-rang should no longer break hostile players' stealth. NPCs
      Players can now get credit and be able to bonus roll for world bosses if they are up to 200 yards away when it dies. A number of questgivers’ pets are no longer critter-type creatures. Quests
      During “Leyhollow Infestation”, players now only drop the rock when taking damage or attacking, not when entering combat, and player speed is only reduced by 50% when carrying a rock (was 75% reduced speed). Fixed a rare bug that could cause Guardian Druids to not obtain credit for killing Arch-Desecrator Malithar during "When Dreams Become Nightmares". Tomes of the Tranquil Mind obtained from "In the Blink of an Eye" are now Bind-on-pickup.  
    • By Peelyon
      Peelyon outlines a few key steps that can help you make more gold, regardless how much you have!

      Introduction
      I wanted to highlight a few very simple things that can help almost any player increase their overall gold, as sometimes you can lose sight of the basics when grinding.  This thread is meant to be light-hearted but the tips will actually work if you stick to them.
      With the Legion launch there have been a great number of returning players.  If you have had similar experiences to me, prices for items have been pretty crazy so far and I'm finding more and more players asking the simple question "How do I make more gold?"
      There are more gold making "methods" than ever before but rather than going into specifics that can sometimes can be complicated and time consuming, I'm going to go back to basics.
      So whether you are a returning player, a player struggling to get to grips with gold making or a gold making veteran - I hope these three simple steps will at least get you focused for making some gold.  
      The 3 Simple Steps
      1. Don't Spend Gold!
      Not to always be taken literally!  If you're raiding you still need to have gold to repair and buy potions and flasks etc, but don't spend gold on unnecessary items.  Some examples:  
      Buying a 20k mount when you probably won't use it more than 5 times. Changing your transmog continuously (it costs more than you think - the same goes for changing your hairstyles).   Paying premium prices for pets and toys that you probably won't use for a while (and you can buy at a later date when they are much cheaper).   You get the point.  By making a concerted effort not to spend gold, as well as trying to make gold at the same time, your gold will steadily increase.  Craft what you can, use friends / guildies to make what you need for raids, gearing etc.  The less you spend the more gold in your bags!
      2. Don't do anything you don't want to
      There are so many gold makers that try and help players to make gold (myself included), but one of the points I make continuously on my stream is that you should never try a gold making method just because you were told to do it.  If it involves game play that you don't find enjoyable then you won't make much gold doing it.  Gold making is meant to be fun and completing tasks that tie in with the way you play the game will yield you more gold in the long run.  So combining gold making with your regular day to day activities that you like doing is better than going out farming herbs if you HATE farming herbs!
      If you read / watch / learn about a gold making method but it doesn't appeal to you, find one that does.  You can make gold in almost any game play within World of Warcraft, from the basic farming materials, to crafting, even selling boosts to other players if you are a high end raider / PvPer etc.  If in doubt try a method that doesn't require much investment upfront and give it a try.  That way there is no risk to yourself and if you enjoy it you can carry on and if you don't, you try something else.
      3. Motivation is key!
      I have touched on this briefly in other articles but it is key to gold making - being demotivated can be the fastest way to spend your gold!  This does link in with point 2 above to some extent, so by keeping things fresh and enjoyable you will keep your motivation up and it will encourage you to make gold.
      A great way to keep yourself motivated is to set yourself a gold challenge or a target.  I have set viewers simple challenges before and have found when players put their mind to it they see some great results.  Just make sure your targets are:
      Realistic There is no point having 120k and reaching for 1million.  Keep the targets smaller and continually set new ones when you reach them so you don't get stuck hovering around the same amount.
      Have a set time period  By setting a time limit it will keep your motivation up and help you grind out that gold faster.
      Have a reward (optional) Although you don't want to spend all the gold you earn, having a reward at the end may motivate you as well. So if you struggle with point 1 (spending your gold on non essential items) then feed your addiction with your reward rather than spending the gold in the first place :P
      Wrap Up
      Remember, all of my gold articles I have written so far are available here.  So if you are looking for a new method check there first (just remember point 2!) 
      If you would like some more 1 to 1 advice remember I stream regularly on Twitch and I'm happy to answer your own questions in more depth there.  You can find a link to my Twitch channel here.  
      Lastly - if you would like me to set you a goal challenge or a target, post below with your current gold (feel free to add in extra info such as what you enjoy, your professions and a rough amount of time you play per week).
      Good luck with gold making folks and keep an eye out for more articles in future!
    • By Zadina
      Legion has been out for a month now and it's time for the weekly bonus events to return!
      As if we didn't already have enough things to do, it is time to add another bullet point to our list: the weekly bonus events. After a month of no events, due to the launch of Legion, it's back to business. For this last week of September, you can step into the Arena for the Arena Skirmishes Bonus Event.
      Blizzard Entertainment
      Bonus Events have returned in World of Warcraft: Legion, and the first is underway with a focus on Arena PvP.  What Are Bonus Events?
      The Bonus Events system consists of a rotating schedule of different activities, currently scheduled to run each week beginning on Tuesdays. Each Bonus Event grants a passive bonus to a particular game activity and offers a once-per-event quest with a noteworthy reward for accomplishing a related goal. The in-game calendar can serve as your one-stop reference for the event schedule. The Adventure Guide also offers a direct link to active Bonus Events, allowing you to easily accept any associated quests.
      Sharpen your swords and reinforce your boards, because you’re called to the PvP Arena for the hectic mayhem of Skirmishes.
       
      This Week: Arena Skirmishes
       
      All week, from anywhere in Azeroth, open the Group Finder (default hotkey: i), select the Player vs. Player tab on the bottom of the window, and then under Arena Battles, choose either 2v2 or 3v3 and JOIN BATTLE. You’ll be matched up with teammates and provided with opponents to kill in the Arena.
       
      Look for the following all week long:
      Archmage Lan’dalock near Violet Hold in Dalaran has a quest for you. Quest requirement: Win 10 Arena PvP Skirmishes Reward: A PvP loot box Passive buff: +50% honor gains from Skirmishes  
      If you’ve been looking to make some Honor gains, this is the week to do it!
      (source) Starting from next week, we will be informing you about the weekly bonus events with our usual "This Month in WoW" posts.
    • By Quentio
      Hey,
      I tried to collect information about roll the bones by reading and watching guides but i feel like there are so many details that are not mentioned. So it leads me to create this thread with all my recent questions that came to my mind while playing this spec. I would really appreciate it if someone who is more experienced than me in theorycrafting could reply.

      1. Ill start with general questions when I go through my normal rotation
           with NO cooldowns activated.

          - 1.1  I  heard that I want to reroll until I have 2 buffs active and
                  that no single buff is worth keeping in my normal rotation. Are there
                  exceptions? Do I want to reroll some buffs even if 2 are active? (Saw in    
                 a thread that you want to reroll Grand Meele)

        - 1.2  I know there is no real difference if I cast Run Through at 5+ or 6 CP but       
                 does that change when the buff Broadsides is up? Do I want to cast Run
                 Through at 4+ CP to not waste 2 CP if the Pistol Shot procs? If not, does it
                 change when I ALSO have the buff Jolly Roger up because  more
                 pistol shot procs = more wasted CPs?
                 
      2. Following questions are about the OPENING sequence with Adrenaline and
          Artifact.

         - 2.1 The Icy-Veins guide tells me to keep Shark Invested Waters or 2 buffs.
                 Other sources say that true bearing is also worth keeping because it resets
                 Adrenaline Rush, is it good to keep this buff aswell?

         - 2.2 Are there exceptions aswell with the 2 buffs ? I feel like Broadsides, Jolly
                Roger and Buried Treasure are useless in the opener because of
                Adrenaline Rush and Artifact. Whats the benefit in rolling Broadsides +
                Jolly Roger ?

        - 2.3 Do you always want  have the in 2.1 mentioned buffs up BEFORE you use
              your cooldowns even if u get unlucky and fish multiple times or do you just
              use CDs and fish while using them ? It doesnt really make a difference for
              me if I fish 4 times before CDs or 4 times in CDs except I have DMG trinkets
              or other DMG increases activated, right?

      Okay these are all the things that bothered me while playing
      It would be awesome if you guys could discuss these questions with me !
       
      Thanks,
      Quentio