Jump to content
FORUMS
Sign in to follow this  
Damien

Feral Druid 6.2

Recommended Posts

Guest Senichi

Can someone explain to me why the opening sequence says to use Rake from Prowl and not Shred?

 

Rake from Prowl has no bonus damage, so the only additional damage you're getting is the roughly 1 second from the dot being there, which isn't that much

 

Using Shred from Prowl incurs the 35% bonus damage and also doubles the crit chance. The reason crit chance is important here is because of the Primal Fury passive. Since you have such a high crit chance using Shred from Prowl, there's a good chance you can get 2 combo points instead of 1, which is really good considering the high energy cost of combo generating skills and the low energy regen of Feral Druid.

 

Admittedly, I'm extremely new to the class, but any way I think of it I simply don't understand using Rake from Prowl as an opener. Even if the target is not bleeding, it's always going to be a 35% damage bonus. The high chance of an additional combo point seems like a cherry on top from there.

Share this post


Link to post
Share on other sites

Can someone explain to me why the opening sequence says to use Rake from Prowl and not Shred?

 

Rake from Prowl has no bonus damage, so the only additional damage you're getting is the roughly 1 second from the dot being there, which isn't that much

 

Using Shred from Prowl incurs the 35% bonus damage and also doubles the crit chance. The reason crit chance is important here is because of the Primal Fury passive. Since you have such a high crit chance using Shred from Prowl, there's a good chance you can get 2 combo points instead of 1, which is really good considering the high energy cost of combo generating skills and the low energy regen of Feral Druid.

 

Admittedly, I'm extremely new to the class, but any way I think of it I simply don't understand using Rake from Prowl as an opener. Even if the target is not bleeding, it's always going to be a 35% damage bonus. The high chance of an additional combo point seems like a cherry on top from there.

 

EDIT: I can't figure out how to delete posts. As I mentioned, I'm new to the class so I haven't unlocked the Draenor skills yet, and I don't know where to find them ingame. Looking at my skills, Rake has no bonus damage from stealth, but looking at the linked skill it clearly does when you hit level 92. My bad.

 

EDIT2: I figure while I'm here being completely wrong I might as well make myself useful. To the person above me asking for macro help, I have a Predatory Swiftness macro that looks like this:

#showtooltip Healing Touch
/cast [@targettarget, exists][@target, exists][@player] Healing Touch
  1. If my target has a target it will heal that target.
  2. If my target has no target, it will heal my target
  3. If I have no target, it will heal me

Hope this helps.

Edited by Senichi

Share this post


Link to post
Share on other sites
Guest Tervalas

When I look what i wrote, it doesn't seems very easy to understand.

I also made a mistake

 

My goal is to make a macro that will : heal the tank while I'm hitting an ennemy, BUT if I'm targeting an ally it will heal this ally and if I have no target/if the ennemy is targeting no one, it will heal me.

 

So it's something like:

1 : Friendly target

2 : Target of ennemy target (only friendly)

else : player

 

If someone is able to do something close to this, thanks a lot !

 

 

It allows, with Dream of Cenarius, to easily keep the tank under Rejuvenation, and heal him when we use Healing Touch for Bloodtalons. Could be great on difficult to manage phases, when we more aware about ourselves than the others.

But I only managed to do the targettarget, and sometimes I can't use healing Touch, so loss of dps. I can't also chose who I'm healing

 

Sorry for posting again, you can delete my first one.

 

 

thank you

Share this post


Link to post
Share on other sites
Guest Sleepykitty

The two have basically the same priority, the order doesn't really matter.

The guide is correct saying rake is more important than MF:

Rake (physical) is superior since it gets buffed by Savage Roar (40%!) where Moonfire (magical) doesnt.

Share this post


Link to post
Share on other sites
Uncommon Patron

So I've have read through the druid statistics suggestions. But I noticed that you only put in priorities for both Lunar Inspirations and Blood Talons and not for Claws of Shirvallah. I'm assuming this is because you suggest in the talents section not to take it because dps wise it is under powered which is fair. However, In the Spriest there is a generalized stat priority and I was wondering if there were plans to maybe put one for Feral Druids also. I have seen a lot of druids use CoS and i'm sure it's mostly for the utility and that it looks cool. I was hoping you might have or be in the prosess of entering a standard stat priority for feral druids. I'm new to feral so don't know much about them yet other than a basic rotation.

Share this post


Link to post
Share on other sites

So I've have read through the druid statistics suggestions. But I noticed that you only put in priorities for both Lunar Inspirations and Blood Talons and not for Claws of Shirvallah. I'm assuming this is because you suggest in the talents section not to take it because dps wise it is under powered which is fair. However, In the Spriest there is a generalized stat priority and I was wondering if there were plans to maybe put one for Feral Druids also. I have seen a lot of druids use CoS and i'm sure it's mostly for the utility and that it looks cool. I was hoping you might have or be in the prosess of entering a standard stat priority for feral druids. I'm new to feral so don't know much about them yet other than a basic rotation.

Your stat priority will change depending on your gear and the type of fight that you will be going into.  That said, it is generally accepted that the overall "standard stat priority" is:

 

Crit>Mastery>Multistrike>=Versatility>>Haste

Share this post


Link to post
Share on other sites

Alright, I have another question that might turn out to be just as stupid as the last, but might as well give it a shot.

 

The Rotation says

 

 

Against a single target, it is a minor DPS gain to use wow_icon_spell_druid_thrash.jpg Thrash when you have an wow_icon_spell_nature_crystalball.jpg Omen of Clarity proc, but do not use it otherwise. If you are using wow_icon_ability_druid_manatree.jpg Soul of the Forest or wow_icon_spell_druid_bloodythrash.jpg Bloodtalons as a talent, then you should not use Thrash at all against a single target.

 

How is it a DPS gain to use Thrash with Omen of Clarity against a single target?

 

Looking at my skills (unlike last time, I'm actually level 100 now!) Thrash does "1,629 bleed damage and an additional 5820 damage over 15 seconds", so 7,449 damage. Alright.

 

Now, looking at my Shred skill, it says that it will do, "7,944 physical damage" I don't know if the +20% against bleeding targets counts unless you're stealthed since it's in the stealth section of the tooltip, but even ignoring the bonus 20% damage 7,944 is a larger number than 7,449. So why is Thrash still recommended as the free skill to use? Bonus: Thrash does not give a combo point, Shred does.

 

P.S. Sorry for the double post earlier. The guest post didn't show up until days later, which is what prompted me to make an account because it didn't look like the guest post was working. Then the post magically showed up before my actual post.

Share this post


Link to post
Share on other sites

Alright, I have another question that might turn out to be just as stupid as the last, but might as well give it a shot.

 

The Rotation says

 

How is it a DPS gain to use Thrash with Omen of Clarity against a single target?

 

Looking at my skills (unlike last time, I'm actually level 100 now!) Thrash does "1,629 bleed damage and an additional 5820 damage over 15 seconds", so 7,449 damage. Alright.

 

Now, looking at my Shred skill, it says that it will do, "7,944 physical damage" I don't know if the +20% against bleeding targets counts unless you're stealthed since it's in the stealth section of the tooltip, but even ignoring the bonus 20% damage 7,944 is a larger number than 7,449. So why is Thrash still recommended as the free skill to use? Bonus: Thrash does not give a combo point, Shred does.

 

P.S. Sorry for the double post earlier. The guest post didn't show up until days later, which is what prompted me to make an account because it didn't look like the guest post was working. Then the post magically showed up before my actual post.

 

What you typed is correct.

 

The guide is saying that for it to be worth it to use Thrash on single target, there are 2 conditions:

1) You will be using the most incorrect talent for single target (CoS)

2) You won't be using any energy to apply the ability (since you would only cast with an OoC proc)

 

The reasoning behind these two conditionals is a bit more complicated.  But basically, you should have enough energy to continue your normal rotation that using an OoC proc on Thrash will not hinder your ability to maintain the needed uptimes on Rip/Rake (with playing CoS).

Share this post


Link to post
Share on other sites

I believe (correct me if im wrong) that Trash would still do a bit more damage, because the bleed ticks can crit and multistrike.

So in your case it should be more than 7449damage.

Share this post


Link to post
Share on other sites

I believe (correct me if im wrong) that Trash would still do a bit more damage, because the bleed ticks can crit and multistrike.

So in your case it should be more than 7449damage.

Yes, it will do more then the 7449 base damage.  The main problem with trying to incorporate it with your single target rotation is the absence of combo points.  Not generating your secondary resource will cut down on the number of FB's you can use which is more detrimental then Thrash damage.

Share this post


Link to post
Share on other sites

"Glyph of Savage Roar causes you to gain a wow_icon_ability_druid_skinteeth.jpg Savage Roar (as though cast with 5 Combo Points) each time you use wow_icon_ability_druid_disembowel.jpg Rake or wow_icon_spell_shadow_vampiricaura.jpg Shred while wow_icon_ability_druid_prowl.jpg Prowling. If you are using wow_icon_spell_druid_incarnation.jpg Incarnation: King of the Jungle, then this glyph is essentially mandatory, but otherwise you can skip it. "

 

If we can skip Glyph of savage roar because nowadays we all pick Soul of the forest as level 60 talent, Glyph of Savagery could be a nice alternative isn't it? Or is the 10% penalty too big?

 

 

This is incorrect, since you should always be using Incarnation, it's much better then SotF. Currently, if you want to optimize your dps, Glyph of SR and Incarnation are mandatory choices in every fight scenario.

Share this post


Link to post
Share on other sites
Guest Nex

EDIT2: I figure while I'm here being completely wrong I might as well make myself useful. To the person above me asking for macro help, I have a Predatory Swiftness macro that looks like this:

#showtooltip Healing Touch
/cast [@targettarget, exists][@target, exists][@player] Healing Touch
  1. If my target has a target it will heal that target.
  2. If my target has no target, it will heal my target
  3. If I have no target, it will heal me

Hope this helps.

 

/cast [@targettarget,help][help][@player]Healing Touch

 

that's what you really meant.

 

 

/cast [help][@targettarget,help][@player]Healing Touch

 

thats what i suggest instead: friendly target > friendly target of target > self

 

same macro works for rejuvenation, too.

Share this post


Link to post
Share on other sites
Guest Eric

/cast [@targettarget,help][help][@player]Healing Touch

 

that's what you really meant.

 

 

/cast [help][@targettarget,help][@player]Healing Touch

 

thats what i suggest instead: friendly target > friendly target of target > self

 

same macro works for rejuvenation, too.

 

Thank you so much for this! Came to the forum for info on the Savagery glyph (which despite being a slight DPS loss, I'm still using, cuz I'm just not that good of a button-pusher), and found this macro... since I am often roving around the world with a tank beside me, this is very helpful!

Share this post


Link to post
Share on other sites
Guest Berdina

inv_misc_food_162_fish_90blue.jpgPickled Eel is now available giving 125 crit.  Shouldn't this guide be updated? (and a few others)

Share this post


Link to post
Share on other sites
Guest guest

first: there are lots of intellect trinkets in the list

second: the inscription trinkets are missing

 

not too sure how serious i can take this list

Share this post


Link to post
Share on other sites
Guest Skinner

I was wondering if you have ever tried using the Addon BadKitty. I've been using this addon for feral since Cataclysm. It's incredibly easy to use and tracks all the basics with no setup needed past installation.

Share this post


Link to post
Share on other sites
Guest Wonka78

"Agility is your primary statistic."

 

Which is why we don't mention it until section 2 for a"better understanding." Worst written stat guide I've seen.

Share this post


Link to post
Share on other sites

"Agility is your primary statistic."

 

Which is why we don't mention it until section 2 for a"better understanding." Worst written stat guide I've seen.

How is this the worst stat guide? Yes Agility is a feral druids primary stat and all gear that a feral druid would/should wear will have Agility on it, thus, including it in a stat priority is redundant, because it will ALWAYS be present, with the possible exception of trinkets, which can have unique effects that go beyond the utilization of stat weights.  If a feral druid is wearing a non-Agility armor piece, then they're doing something very wrong.

Share this post


Link to post
Share on other sites
Guest Valandras

They are changing everything about druids in Legion, so just leave your Druid alone till then i think.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Blizzard have detailed how exactly Awakened raids will work in Season 4, from the way rewards will change, the Bullion acquisition rates and costs, a new reputation buff that comes with each raid's related factions, as well as the schedule itself! 
      Awakened Raids (Source)
      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.
    • 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.
×
×
  • Create New...