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  1. 9 likes
    Shame on you for saying such a thing. I'm sick and tired of the nationalistic crap that is constantly thrown at the Russian community. That moderators here and on the official forums and in the game let this garbage exist is revolting. We have enough troubles in this world without bringing more tension and hatred into the games we play to escape them. If they were cheating, or exploiting, they should be banned. But their nationality has nothing to do with it. Cheaters come in all nationalities, colors, religions, etc.
  2. 4 likes
    7.1.5 Breath of Sindragosa FAQ Sheet Written by: Demonardvark with lots of help from Drtain, Browed, Shells. Special thanks for icy community: We do it for you :) *photo from wow wikia* Introduction: So in lieu of the common playfulness I put into thing I'm instead going to jump straight into things here. The first and most for most thing to understand is what this document is. This is not a rotation guide for the breath of sindragosa playstyle. There are several sources out there that dictate the general "rotation" associated with it. Hyperion youtube has a good video which I will link last in a resource section (there are many good ones out there, hazzeds as well). In addition the guide here on Icy by Totemlord is very very well done. So, what is this document for? This is to address the most common questions and misunderstandings about the playstyle that have been asked in the icy forums of late. There are some misconceptions that are somewhat prevalent and from there many similar questions. So, this document aims to be an aggregate answer and provide resources/answers. Thus, I deemed the term FAQ Sheet more appropriate than guide. Let's move on. Which BOS are we using? Now this may seem like an odd question to ask; which Breath of Sindragosa are we using? Well, let's do something. If you are in the most current patch of wow it should read 7.1.5. At the log in screen it should say World of Warcraft Legion. The raids that are currently in raid finder, should be Emerald Nightmare, Trial of Valor, and The Nighthold. You likely have an artifact weapon. The point here being is that we are no longer in warlords of draenor. This may seem obvious to everyone, however, many are still in a warlords mindset. The ability we have now called breath of sindragosa existed in the last expansion. However, it functions very differently. I won't argue history here, but from a dps perspective breath of sindragosa's prime was in Hellfire Citadel in WoD. The reason for this was the legendary ring. Breath of Sindragosa had amazing synergy with the legendary ring. In addition however, it was one of the most complex rotations DK's have seen in their existance. Breath of Sindragosa was stat dependent, gear dependent, and even raid group dependent. If you weren't killing bosses in X mins your overall dps would turn to garbage. The Breath of Sindragosa in WoD was a challenging and unforgiving rotation. A single mistake and your damage was crippled. If you couldn't keep it up for 2 minutes straight you had no business using it. That. Was. Last. Expansion. The new legion Breath of Sindragosa ability is much more forgiving. In addition with changes to talents its much easier to use in comparison. The things you need to use it as well are reduced considerably. Previously you would need; 30% multi strike, Legendary ring, Vial of convulsive shadows (not mandatory but helpful), at least 2 minute up time, ams soaking mastery to start with. Now what do you need? A max level dk and the proper talent set up (which has room for alteration as well). That's it. The point here, is anyone can use Breath of Sindragosa and use it effectively. You don't need BIS everything, tier, legendaries (they help thought, discussion further on). The big question is always time. Breath of Sindragosa is incredibly powerful to the point where you don't need 2 minutes straight of uptime for it to be worth using. We will cover the details here shortly on that. The TL;DR of this section is. Frost Breath of Sindragosa is very different now, very powerful, and comparatively much easier to use. Should you as a Frost DK use Breath of Sindragosa . Well its your game play as you want but the heavy suggestion is yes. There is no reason not to. It's super strong with a default character and only gets stronger as you collect certain things. How long should my BOS be up? Of all the questions, this is the most pertinent one. Now, in general when using Breath of Sindragosa its assumed you will be using the cookie cutter talent set up you can find on the formal guide on this site (link below). As such your Empower Rune Weapon ability will be changed to Hungering Rune Weapon or HRW. So how long should your Breath of Sindragosa be up for? This is dependent on your gear specifically do you have tier, do you have specific legendary items. The basics go down like this. No Legendary items or tier and HRW is on cool down: Min 30 seconds No legendary items or tier and HRW is off cool down: Min 60 seconds Full tier 19 set and no legendary. Some options here but at least 1 min 15 seconds. Koltira's Newfound Will or Seal of Necrofantasia . With just the belt around 1 minutes 20-30 seconds, with the ring, you can potentially get quite a bit higher because of two charges HRW. If in possession of both times over 2 minutes are certainly very possible. Full tier 19 set, with legendary- This is the absolute optimal set up, assuming patchwork fight this is where you will see super long breaths. Now these are just general times. You may or may not hit them but these are good guidelines to get you started off. Are longer breaths better? Well yes that should be your aim. However, if you are hitting these general marks you are doing good. We can aim to improve, but 30 seconds without HRW and one minute with are your basic checkpoints. With basic keyboard face rolling you should be able to hit these well enough. Gear, talents, gameplay changes: Now, extending Breath of Sindragosa duration should be one of the major things a Frost DK should be looking to improve upon. It's not the only thing however. If looking at Totemlord's guide we notice that Gathering Storm is recommended for the Breath of Sindragosa build instead of Runic Attenuation , why? Shouldn't RA be selected to fuel Breath of Sindragosa ? The answer is no, because the amount of runic power it generates compared to what we need is trivial. On top of this Gathering Storm has amazing synergy with Breath of Sindragosa . During Breath of Sindragosa you will be burning runes constantly to fuel the attack, Gathering Storm makes Remorseless Winter grow stronger and last longer the more runes you spend during its duration. The partner ship here is clear. It's worth nothing. A poster on MMO champion (whose name I have forgotten, i'm sorry, if somehow you see this document let me know and I can give you due credit here) suggested that the rotation be referred to as " Storm Breath" rotation. This did not catch on for whatever reason but I think its almost a better name because it points out the importance of Gathering Storm . So, while using Breath of Sindragosa a general goal is to pop Remorseless Winter before you start burning runes. This is a very strong dps gain. You don't want to delay too long and run out of runic power, but delaying a couple GCDs to ensure you can power it up, can lead to large dps gains. Do not necessarily think that you will always hit max stacks of Remorseless Winter. The two guaranteed times are during HRW and lust. Outside of those times, seeking higher stacks is good but don't fret if you don't always max out. Now, the cookie cutter build calls out Horn of Winter. This ability helps you extend your breaths by providing some runes and a bit of runic power ( 2 runes 20 runic power). This helps you extend your breaths. However, depending on your gear you may want to drop that talent in favor of Freezing Fog . Freezing Fog increased the damage of your howling blast and frost fever by 30%. So what conditions do you take Freezing Fog over Horn of Winter? Do you have Perseverance of the Ebon Martyr ? Do you have the complete tier 19 set bonus? Do you have the tier 19 2 set bonus and are comfy with BOS rotation? If so then switch to Freezing Fog . It may make your breaths shorter or make it more stressful but you can pull out a lot more damage with it. Also, with the 4 set bonus your Rime powered Howling Blast generate runic power. This helps offset the loss of Horn of Winter. Now it is possible to simply keep both the gear and Horn of Winter and have super long breaths, however, you can squeeze more dps out of the spec then simply extending breath duration. In addition, while AMS soaking is no longer a major mandatory component of breath gameplay it can certainly help. So during breath it can behoove one to use Anti-Magic Shell on cooldown for additional RP (unless saving it for a specific boss mechanic, your dps doesn't matter if you are dead). Another aspect to consider is relic choice (full credit to this section to Browed) Without Koltira's Newfound Will or Seal of Necrofantasia Over-Powered is highly desired. with neither legendary priority would be Over-Powered > Blast Radius> Ambidexterity with waist/ring 'Blast Radius > Ambidextrous =/ Over-Powered' For helm 'Blast Radius' is just further ahead than before. So longer breaths are good. However, if comfortably within breath duration windows, it does behoove one to look to get even more dps out of the rotation. Again, you don't need 2-3 minute long breaths to make it worth using and even then potentially shortening breaths to empower other abilities can lead to very large dps gains. In fact looking at warcraft logs, the top parses are dominated by those taking overall higher damage builds versus longer breath builds (not going to get into log debates atm, all data tools have strengths and weaknesses). Common Mistakes and corrections: So People very frequently post logs looking for help. Not surprisingly we see a lot of the same mistakes happening and aim to address those here. 1. Breath/rotation being interrupted by boss: One of the more common and basic things for newer players is that the breath gets interrupted by the boss. Now, the first and most basic answer to this is to tell people to study the fights, however, there are times where you just get hit by mechanics and can't help it. The simplest way to avert this mistake is with an addon. Deadly Boss Mods (DBM) gives you timers that dictate what ability the boss is going to use and when its going to use it. This lets you know when to expect attacks that can interrupt your breath. Some like Guldans bonds are just RNG and you can't help it. DBM however, is an amazing tool that really helps in this case. A link will be provided in the resource section below. I do not recommend a lot of add ons such as weak auras and such, but when trying to improve on breath its easy to get tunnel vision and get nuked by mechanics, DBM is a basic recommendation. 2. Overcapping/ Wasting Resources: We have a maximum amount of runic power we can hold. While breath does drain our runic power at a fast rate we can in many instances (especially with tier or legendary items) over generate resources. While breath is up you don't have to be as frantic about smashing buttons as one would have been last expansion. The only time where you should really faceroll the keyboard and abuse your obliterate key is during Hungering Rune Weapon. During Hungering Rune Weapon you will be generating resources so quickly that you cannot spend them. During this time its okay to button mash to burn runes and empower RW because there is so much runic power and runes being generated. Outside of Hungering Rune Weapon one must monitor their runic power and make sure to not overcap this can lead to much longer breaths. Patience is a virtue. In addition one must be sure not to utilize Hungering Rune Weapon during lust/heroism. There is strong temptation to blow all resources at once, this is folly. You will overgenerate so many resources that you cannot spend them and it is wasted. The proper thing to do is utilize BOS normally during lust and right when lust is about to expire (around expiration point, rng will determine where you rp and runes are) pop Hungering Rune Weapon to continue your breath phase longer. 3. Wasting procs/ forgetting abilities: Another thing we see is people wasting procs or forgetting to use abilities. With the 4 set Rime Howling Blast generate runic power to fuel your breath. Thus, casting it on CD is highly recommended / mandatory as long as you don't overcap your rp (you did read the last section right?). Another one is we see people using HoW and forgetting to utilize it. Horn of Winter is a nice fail safe button if newer to the rotation but its also a great resource generator. It's somewhat common to see people neglecting it. Again, the new breath isn't as unforgiving as old breath so there is no need to get super worked up when using it. Much of the gameplay is using the right abilities at the right time and in their haste people forget to use a lot of their resources. Conclusion: So this was a general document to try and address the majority of questions we've had about BOS on the icy boards of late. We tried really hard not to be redundant with information that pre-exists, the goal wasn't to try and write another guide. This is still a fluid document that will be updated with things over time. One big part is logs, we have many good logs that we use for comparisons and are currently seeking permissions to display them for reference. In addition (a little bit more challenging) are some logs with room for improvement that show common mistakes (people less willing to give permissions here, understandable). Resources and helpful stuff: Totemlords Icy Guide: http://www.icy-veins.com/wow/frost-death-knight-pve-dps-rotation-cooldowns-abilities Hyperions Breath Guide: https://www.youtube.com/watch?v=diFtZoFdDJw Deadly Boss mods addon: https://mods.curse.com/addons/wow/deadly-boss-mods
  3. 4 likes
    The Diablo 3 2.5.0 PTR Brings big new additions: more powerful items, craft item storage and more. Some huge new features are coming to the game and are already on the PTR! We get a new maximum power level for items, Primal Ancients, with even higher stats, the previously announced Armory that houses your alternate sets and builds, Craft Material storage and no more bonus act bounties, as well as the usual Legendary item and skill changes! Blizzard (source) GENERAL New Feature: Armory Players may now save up to five different builds per character using the Armory This new feature can be found in the town hub within each Act Saving a build in the Armory will snapshot your character’s current gear, socketed gems, active and passive skills, and Kanai’s Cube powers Equipping a saved armory build will automatically swap items and gear between the character and stash New Feature: Crafting Mat Storage Starting with Patch 2.5.0, crafting materials picked up or obtained through salvaging will now appear in a separate storage tab, freeing up space in the shared stash This tab can be accessed through the Inventory window CLASSES Crusader Shield Glare The Divine Verdict rune has been updated to apply its secondary effect even if the target is immune to crowd control effects ITEMS General Primal Ancient Items Legendary and Set items will now have a chance to roll as Primal Ancient These items are more rare than Ancient items and have increased stat ranges Legendary Items The following items have been adjusted Rimeheart Increased the chance to proc its Legendary item power on frozen targets from 10% to 20% Strongarm Bracers The damage bonus from this item is now applied when the knockback occurs rather than when the enemy lands The damage bonus duration has been increased to 6 seconds Class Specific Items The functionality of some items has changed The Barber This weapon is now a Ceremonial Knife instead of a Dagger, allowing it to roll the same damage as other Witch Doctor items The damage bonus to the final explosion of this item’s Legendary power has also been reintroduced With this change, the item’s Legendary power will also be updated in Kanai’s Cube for those who already extracted it Players will need to re-equip the power in the cube for the updated version to appear Manald Heal Wizard pets such as Hydras will now also proc the damage component of Manald Heal when attacking a target Note: This change will appear in an upcoming PTR patch ADVENTURE MODE Greater Rifts The requirement for participating in certain difficulty levels in public games has been changed from current Paragon Level to highest solo Greater Rift clear, as follows Torment I – VI: No Requirement Torment VII: Solo Greater Rift 30 Torment VIII: Solo Greater Rift 35 Torment IX: Solo Greater Rift 40 Torment X: Solo Greater Rift 45 Torment XI: Solo Greater Rift 50 Torment XII: Solo Greater Rift 55 Torment XIII: Solo Greater Rift 60 Note: This change only applies to players on PC / Mac Set Dungeons Unhallowed Essence The upper right tile for this dungeon has been replaced with one that affords more space for monster spawning as a quality of life improvement Armor of Akkhan The number of times Condemn must hit 10 or more enemies to complete the objective has been reduced from 12 to 10 Delsere’s Magnum Opus The required number of enemies players must hit at once with Slow Time has been reduced from 30 to 20, and the number of times they must be hit has increased from 3 to 4 Bounties Bonus Acts have been removed With this change, completing five bounties in any act will now grant you a Large Horadric Chest containing the same contents as the Horadric and Bonus Caches
  4. 3 likes
    SECRETS OF AN UNHOLY DEATH KNIGHT Pet management -If you need to grip something right off the bat, use the abominations grip first, its difficult to use his when he is in close to the mob, so use his then use yours as needed. You CAN use the abominations grip at any time by moving yourself out and commanding him to come to you and then gripping from there, i suppose you can command the abomination to a spot and grip when he gets there too. -You should have infected claw.Make best use of it for AOE by applying some festering strikes around while your abomination stacks up wounds and then drop death and decay and start cleaving your way to the top of the dps meter - The abomination is stupid, he stands far away from you and if you are doing any sneaky stuff, its better to dismiss him and resummon when it is safe . - The zombies that spawn, from army of the dead, and apocalypse, blow up when they die so if they are still alive after you are done killing something, wait until they die before moving on so they don't needlessly aggro something. - The shambler does cray dmg but sometimes he spawns in unfortunate places, dont be dpsing stupidly close to other groups. -The gargoyle has a long range so if you cast him he will probably sit where he is for his duration, so dont cast him somewhere that a patrol will aggro on him and the group. Legendaries - after tons of dummy beating and simming, ive taken the helm with the bracers although im willing to bet the trinket is much better but i dont have it to test unfortunately. -Still using the bracers, they are still pretty good and crazy good with RNG. Abilities - Anti-magic shell is very useful for reducing damage,BUT, you can also use it to build runic power for something ( I used this to get crazy uptime on breath of sindragosa in WOD ). It also prevents you from getting stunned by that lightning debuff from the thunderers in halls of valor, and stops fel detonation from being applied to you in court of stars. Use it frequently and learn what it can and cant do. - You can use yours and your pet's deathgrip to interrupt shielded casts ( I use it all the time on those seer type casters ) -If doing 5 man content, you better be watching for dead healers and tanks and be johnny on the spot with that battle rez. In raids, when it gets called for,be the one to get it out, incase everyone else is stupid or dead. -Use deathcoil as much as you can when runes are on cooldown. Otherwise you are wasting runic power and losing out on possible scourge of the world buffs. Personally i just watch festering strike, if festering strike is on CD(meaning there are multiple runes on cooldown) i start hammering on the deathcoils, try no to overcap on wounds. -if you get your three stacks of soul reaper on the first clawing shadows great, but refresh it before it falls off, you can refresh the buff making it 18 or 19 seconds long instead of 15 FROST DK'S - Don't take any crap from em'
  5. 3 likes
    I think deep down we all realize that this is still Todd's fault!
  6. 3 likes
    I spent half the time of this guide trying to make a spicy name, couldn't think of a better one :(. None of this Guide will cover The first boss Skorpyron, as the boss is super faceroll and a majority of how well you will do dps wise is up to how bad your raid does mechanics, and not reliant on player skill. Unholy (frost below) Talents: For all the fights Unholy uses the same talent set up regardless of legendaries, gear, ST, AOE, etc. Bursting Sores, Pestilent Pustules, Clawing Shadows, Sludge Belcher, (preference based), Infected Claws, Soul reaper. Consumables: Mastery Food is the go to currently, though depending on stat weights maybe others could be better for you, suggest simming. Prolonged power is the best currently no real debate here. Excess: Regardless of what this guide says, always use Army of the Dead with lust, and potion. There may be subjective things that could be different based on your current gear, such as mastery % can change a couple of these things, but for the most part this guide will be applicable to everyone in almost all cases. Chromatic Anomaly: This fight is rather straight forward. The main way to increase your damage on this fight is after you kill the big add, D&D the little adds and then spam Clawing shadow regardless of wounds, or dots, ideally you wanna have 3 or more wounds on the boss before the lil adds spawn so then you can get your soul reaper off without delaying it. Mythic: No new ways to increase dps. Trilliax: Very straight forward fight nothing much you can really do, though worth mentioning if you are slowed because of cake debuff and you need to move fast using wraith walk ignores the slow and makes you speedzors. Also boots are a pretty good legendary on this fight, though if you have double damage ones probably just use those. But if it's legendary cloak vs boots i would use boots. Mythic: In mythic there is an add that comes out D&D on this though don't ignore wounds for it, not really worthwhile. Spellblade Aluriel: For the first frost phase dark transformation lines up pretty well with it so use that off CD, for frost phases don't instantly D*D you should wait until the add starts to push you back, because during that it takes extra damage so you can get more damage out of a D&D by delaying it slightly because your pet will aoe put out wounds before hand, then D&D pop them all and the aoe cleave from all the wounds will be increased on the empowered add. Other than that just D&D every set of adds when possible. Mythic: Nothing really noteworthy to mention, other than save AMS for the felslash in arcane phase, and to grip the fire adds in/away so you can not have them enrage. Tichondrius: 2 Small tips to increase your dps on this one, first being that if you put outbreak on the boss before the bloods spawn as soon as the blood spawn it'll apply the dots which helps, having wounds before the bloods spawn too is also helpful because with bursting sores you can hit the bloods with the bursts and get small increase of damage. Secondly AMS can be very useful during the phase when you need to go behind a pillar, if you Icebound and AMS you can normally live the aoe damage that is out put without stressing out your healers. In mythic you may want to avoid this though. With that said the pillars you "should" hide behind do not cause LoS so you can still used ranged abilities while because the pillar. Mythic: Nothing really new here, --don't stand in the aoe during pillars it hurts--, Putting virulent plague on the boss 2 seconds before blood spawn (everytime they spawn) helps the ranged by killing the bloods faster and increases your dps, in heroic it's not really worthwhile because they die super super fast but in mythic it is probably worthwhile. Krosus: Straight forward fight really nothing to be said for dps increases. When the bridges break away, if you aren't going to make it bit a sliver you can jump and you can sometimes make it. Mythic: Nothing note worthy for dps increases. During the last part of the bridge all the spots that need to be soaked become very clumped AMS and you can soak a lot of them. High Botanist Tel'arn: During the parts where he splits up you should try and D&D as many times as possible unless the boss will split into the 3rd one withing 10-15 seconds, then delay casting it, as well as maintain dots. During your D&Ds spam clawing shadows and ignore wounds when 3 of them are out, when only 2 are out wounds should be taken into consideration. Mythic: This fight is primarily ST and aoe doesn't really matter, with that said our aoe can sometimes increase your ST. After/during dark transformation, you will get free wounds on the other targets you should D&D and pop the wounds as it will give you runic corruption, bursting sores, and pestilent pustules, which is a ST increase. Star Augur Etraeus: Rather straight forward. AMS can be used to stop the fear from the add. The slow debuff in the first phase can be used with wraithwalk to ignore the speed reduction, so you can move out later than most others. Mythic: No EXP. Grand Magistrix Elisande: For this fight you mainly gotta just constantly getting those speed ups, while it's obvious it is a huge increase (unless you have a mechanic where you can't). Place D&D anyone there is adds, on the 3 sets of targets spam SS and ignore wounds, (don't ignore CDS). If you have to get the slow debuff for the dot or bomb, wraith walk will help with the speed reduction. If you are ever in a awkward position with the circles coming in AMS and run through them, it's absorb just about all of it. If your debuff for the speed increase is about to fall off, and the speed bubble is going to run out relatively soon, you can jump in the slow bubble which will override the speed, then jump into the speed again and regain a full buff. Mythic: No EXP. Gul'dan: Not a lot of tips for this one. When using your action button make sure it isn't going to get cut short by fire damage, this one is pretty impactful. AMS earl and often, get as many ams off as you can since it's a long fight healer mana can be low sometimes so help them out. During eye balls is when you wanna be D&Ding, during the early eyes once they come out try and find a spot to place D&D that will offer you the most targets being hit by it, so you can clawing shadow as many as possible, as before spam clawing shadow regardless of wounds it'll yield a larger dps increase, though having wounds on the boss prior to eyes is ideal. Mythic: No EXP. FROST Talents: To my knowledge all fights, are the classic cookie cutter BoS spec, though I suggest freezing fog over Horn of winter. Consumables: Haste or crit Food is the go to currently, though depending on stat weights maybe others could be better for you, suggest simming. Prolonged power is the best currently no real debate here. Excess: Nothing much to say here other than always pop second potion during lust. NOTE WORTHY: Frozen Soul is a trait that is very impactful in high end frost play, while it seems small it can yield large increases, the idea is to hit as many targets as possible with it so that the explosion does increased damage, I'm not going to mention it in every fight, but should be something to take note of. Chromatic Anomaly: This fight is rather straight forward. The main way to increase your damage on this fight is after you kill the big add, popping dragon to kill the small adds is optimal. Also rime procs become very important when there is cleave. (they are already extremely important but even more so) Mythic: No new ways to increase dps. Trilliax: Very straight forward fight nothing much you can really do, though worth mentioning if you are slowed because of cake debuff and you need to move fast using wraith walk ignores the slow and makes you speedzors. Also boots are a pretty good legendary on this fight, though if you have double damage ones probably just use those. But if it's legendary cloak vs boots i would use boots. Mythic: In mythic there is an add that comes out I would advise against saving dragon for this because the add spawns so late itno the fight you could probably get 2 dragons off which would probably yield a better increase or same. Spellblade Aluriel: For the first frost phase after the first frost add enrages is the suggested dragon time. Rime procs very important also. Your RL may have you dragoning another set of adds though if he finds those are more troublesome. It should also me mentioned that if you have the legs for dragon you can Dragon the first set, and second set of frost adds. Depending sometimes you may be able to get it off on arcane set of adds, if you can get it off on arcanes i would advise that increase since there is more targets, this only applies to legendary pants users. Mythic: Nothing really noteworthy to mention, other than save AMS for the felslash in arcane phase, and to grip the fire adds in/away so you can not have them enrage. Tichondrius: If you know bloods will spawn with a second or two, it'd be worth saving a rime proc to hit right as they spawn. Secondly AMS can be very useful during the phase when you need to go behind a pillar, if you Icebound and AMS you can normally live the aoe damage that is out put without stressing out your healers. In mythic you may want to avoid this though. With that said the pillars you "should" hide behind do not cause LoS so you can still used ranged abilities while because the pillar. Third I would advise saving dragon until after the first bat phase, and use them when the adds spawn in range with bloods, if you turn around and position correctly you can hit the boss, all 3 bloods and the 2 sentinels. If you have legendary pants I would use the first on pull then do the hitting the adds with the second dragon. Mythic: Nothing special here, note that you cannot stand out during the pillar phase with ams+icebound it'll kill you x.x. If you have the legendary pants instantly dragon on pull (like legit instantly) it'll then come up during the bat phase right towards the end and you can kill the bats. While I dislike "useless" padding i have to suggest in mythic that you dragon the bats because it'll help make the chance of someone not getting a debuff less likely, suggest doing it in the last 3-5 seconds of the phase when more adds are out. Krosus: Straight forward fight really nothing to be said for dps increases. When the bridges break away, if you aren't going to make it bit a sliver you can jump and you can sometimes make it. Mythic: Nothing note worthy for dps increases. During the last part of the bridge all the spots that need to be soaked become very clumped AMS and you can soak a lot of them. High Botanist Tel'arn: During the phase when he splits into 3, you should try and dragon right ass the balls spawn, if you angle it correctly you can hit all 3 bosses, and 2 of the orbs. With pants Use on the first parasites, and hit the boss at the same time. Mythic: Nothing Noteable just remember this fight is ST not aoe. Star Augur Etraeus: Rather straight forward. AMS can be used to stop the fear from the add. The slow debuff in the first phase can be used with wraithwalk to ignore the speed reduction, so you can move out later than most others. Not really too sure when optimal dragon timing is, I would assume once the add comes out. If you have pants use it on pull then on add+boss. Mythic: No EXP. Grand Magistrix Elisande: For this fight you mainly gotta just constantly getting those speed ups, while it's obvious it is a huge increase (unless you have a mechanic where you can't). Dragon the first set of 3, and you should be able to do that same thing midish way through the fight. Wraith walk will help with the speed reduction. If you are ever in a awkward position with the circles coming in AMS and run through them, it's absorb just about all of it. If your debuff for the speed increase is about to fall off, and the speed bubble is going to run out relatively soon, you can jump in the slow bubble which will override the speed, then jump into the speed again and regain a full buff. Mythic: No EXP. Gul'dan: Not a lot of tips for this one. When using your action button make sure it isn't going to get cut short by fire damage, this one is pretty impactful. AMS earl and often, get as many ams off as you can since it's a long fight healer mana can be low sometimes so help them out. During eye balls is when you wanna be dragon, you can hit almost all of the eyes + the boss + the extra add that is there in heroic. Then save it if it comes up again for later in the last phase when empower eye is out and hit both eye+boss. If you have pants I suggest using it right away when the 3 adds are out and Guldan is immune, it'll be up for 1 set of un-empowered eyes (or should be up). Then use it right off CD or wait until an empower eye comes out depending if you will be able ot get off a 4th or not. Mythic: No EXP. CREDIT: Demonardvark for Elisande trick. Will be updated as I kill all the bosses. (last updated 2/21/2017) If you have anything to add to this mentioning it in the comments and I will put it in the guide and give you credit for it.
  7. 3 likes
    WOW! Those removals are insanely important... I'm a little annoyed at removing classics since they previously claimed they would always be a part of standard (which is why I crafted Rag). Actually nervous of what tools they will give control. Since these are mostly (not power overwhelming) finishers or critical value for control decks, and combine that with losing reno and a few other tools, we will see what they have learned and might give us. Also a really brave choice to scrap adventures but slightly merge them with the expansions. Addition after reading their article: "We wanted to allow players to disenchant Classic cards that are being added to the Hall of Fame set for full dust refunds, but then felt that incentivizing players to dust their cool Wild cards was counter to our goal of making Wild awesome. So instead, we're just going to give you the dust, and you can keep the cards!" Blizzard... how do you always know how to make me optimistic about huge changes. Since I have max copies (non-golden) of all of these, that's a lot of free dust.
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    It's not surprising to see guilds dropping out, it takes incredible work and dedication to get firsts even before the ap and artifact system. Heck, even server firsts can be like work. When I was doing competitive raiding it was 6-7 hours a night every single night and that was just for the raiding itself. It was basically like a second job. Games are typically meant to be enjoyed but the stress of trying to hit those big margins first can be pretty big, and also not fun. Just one bit of more recent progression that sticks out in my mind was mythic gruul back in warlords of trashcan. Three days in and the same people were still getting clipped by his fireballs and tensions were so high it just turned into a two hour screaming match. So you take all the stress all the time all the investment and the payoff isn't necessarily high enough for some people. You get a chieve and some bragging rights and many i suppose would rather have lower blood pressures and still like the other players in their guild .
  9. 3 likes
    They just explaint that. Right in that article...
  10. 3 likes
    We present you our Talent Calculator for Heroes of the Storm. You can now easily share your favorite build with friends. Good news, everyone! You can finally share your favorite build with friends! Click here to access Talent Calculator Once there, you'll notice a list of Heroes, simply pick the hero you like and then a new window pops up with abilities, traits and talents All talents can be reset by clicking the "Reset" button in the bottom right corner You can share your builds by copying the link at the bottom
  11. 3 likes
    Ok where's your Mythic 25 then mate? ^
  12. 3 likes
    "temporarily". That's what's wrong here.
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  14. 3 likes
    There is only one way to make use of Hearthstone. Paladins must have that macro ;)
  15. 2 likes
    I went from rank 11 to rank 7 with this deck (two swaps) and shamans were very manageable.
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    Blizzard : "Here's some announcements of competent changes!" Me : "Finally! They look like they care about their game and know what they are doing!" Blizzard : "nvm lol we have no clue" Me : "nvm lol".
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    We present our third Heroes of the Storm Meta Tier List for the Lúcio patch of Febuary 2017. Our third Heroes of the Storm Meta Tier List for the month of Febuary 2017 has arrived! Welcome to Icy Veins's Meta Tier List for the Lúcio patch. The goal if of this list is to try and detail game's current metagame state. The prime goal of such lists is to inform players regarding popular and trending team composition drafting strategies (i.e. the drafting metagame). Although tier listings are generally the product of balance, many factors come into play when discussing the relative perceived strengths of heroes, including player regions, maps, play style, skill level, and, of course, personal perception. As such, any tier list - including this very one - should never be interpreted as gospel, but rather, as a guide to better grasp what to expect with regards to typical drafting experiences. One useful application of such lists is to allow you know which heroes to look out for in terms of practice and counterplay, ultimately improving your knowledge of the game. Using the list As stated above, tier lists are easy to mistake for gospel. As new strategies are discovered and experimented with, so changes the perception of the relative strengths of each hero. Tier lists still prove to be useful as a snapshot of player expectations in terms of drafting. Although it is generally considered preferable to focus on high tier heroes (Prime and Core tiers), it is important to note that Heroes of the Storm's wild character and map designs make it so that any given hero's tier position is prone to fluctuate depending on the situation at hand. One classic example of such is that of Kerrigan on the Infernal Shrines map. Although we currently judge her to be a mid-tier hero, her drafting priority shoots up to first-pick or first-ban material on this specific map due to the nature of its objective. Certain heroes also synergise so well with each other that the sole fact of having the opportunity of drafting them together is generally enough to increase their potential. Tassadar and Tracer, for instance, are generally nightmarish to deal with for many. There are too many examples of these interactions to reasonably produce here, but we invite you to consult our guides to know exactly where and when each hero shines. The guides have been linked in the lists below for your convenience - just click any of the hero names to access them. If you're newer to the game, also consider visiting our glossary for a comprehensive list of discrete Heroes of the Storm terms. New this month! As per usual, a big 'thank you' to everyone who contributed to last month's list. Starting this month, I'll be giving bits of insight on some of the more notable tier changes. You may note that this list features not one, but two new heroes! This is a small side effect of waiting around the middle of any given month to update this list. As a reminder, since last month, the number of arrows next to individual hero names represents the number of tiers they have gone up or down from. Refer to the last section for this. Prime Tier Warrior Assassin Support Specialist Artanis Ragnaros Malfurion - Varian (Tank)↑ Prime tier heroes are considered to be extremely strong in all situations, and show no obvious weakness. They are very often banned or picked right away, as they generally dictate the pace of most matches. Core Tier Warrior Assassin Support Specialist Dehaka Falstad Brightwing Murky↑↑↑ Diablo↓ Gul'dan Lúcio (New) Nazeebo E.T.C. Jaina Rehgar↓ Sylvanas Johanna Li-Ming Sonya↑↑ Samuro Zarya Thrall↓ Tychus Valla Zeratul Core tier heroes are strong in a wide variety of situations and have few counter-picking possibility. They should form the core of your team, and be picked after Prime Tier heroes have been distributed. Viable Tier Warrior Assassin Support Specialist Anub'arak Alarak↓ Auriel - Arthas Chromie Kharazim Chen Greymane↑ Lt. Morales Leoric↑ Kael'thas↓ Tassadar↑ Muradin↓ Kerrigan Rexxar↑ Lunara Tyrael Raynor Valeera (New) Varian (Damage) Zul'jin↓ Viable tier heroes are generally well-rounded that have either fallen out of favour, or, inversely, are on the rise in popularity, due to the current Prime tier contenders. Niche tier Warrior Assassin Support Specialist Cho'gall Cho'gall Li Li Abathur Stitches Illidan Tyrande Azmodan Nova Uther Gazlowe The Butcher Medivh Tracer Sgt. Hammer The Lost Vikings Xul Zagara Niche tier heroes have niche application on certain maps or for certain team compositions. They are generally picked to "round out" your team composition when your team composition is missing out on key components, such as a "jungler" (mercenary camps), a solo laner, or solid waveclear. Bottom Tier - Bottom tier Heroes are deemed to be either considerably weaker than the majority of other Heroes, or much more challenging to play properly. Although they may situationally shine, these Heroes are generally avoided by most players. Monthly metagame assessment If I could describe the last month and a half's metagame with one word, it would probably be nothing, because I'm currently being chain-stunned and can't take any action. Support heroes without access to Cleanse certainly struggle, which is why I'm skeptical about putting Lúcio, the latest addition to the cast, anywhere above the Core tier, despite solid win rates I expect will soon go down as people figure out how to better deal with him (i.e. stop chasing him). It should be noted that after level 16, his win rates jump up dramatically, thanks to Rejuvenêscia being on the very powerful side of things. If someone else can handle crowd control, I'm inclined to see him as a top tier hero. The Cleanse point is further exacerbated by Murky's outrageous newfound dominance, with Octo-Grab being the ultimate (or should I say, Heroic) stun button, earning him a steep 3-tier promotion. Although his recent success may even justify a Prime tier position, I'll play this one conservatively and allow players to figure out just how to counter the murloc, who hasn't seen any serious play in nearly two years. Core tier it is, but he's certainly on the watch list for an impending promotion if things don't go as planned. Valeera also possesses her own baked-in powerful stunning effect in the form of Cheap Shot. This is particularly relevant due to the most recent buffs that will certainly cause her to rise in popularity and in effectiveness, in spite of Cheap Shot itself being nerfed by some 0.25 seconds. Although on the lower end of the win rates spectrum, I suspect she falls into the Medivh category of high potential, difficult to master heroes. Some of her counters (Protection Varian, notably) are currently very popular, making it difficult to justify anything above Viable tier. While we're on the subject of Protection Varian, it would seem that the buffs to Parry-related talents and the recent shuffling of his utility (on top of the Taunt buffs) have finally caught up to the average player, as thousands have begun to grasp the advanced concept of following up and attacking stationary targets. This goes to show that a dismal early game presence can be made up by a strong, meta-defining heroic ability. In response to this new Prime tier contender, two of the most popular tanks have begun to slowly disappear, with Diablo and Muradin each taking a tier hit. If Diablo has been the target of some very recent nerfs, on top of players figuring out his one-trick-pony-esque playstyle, Muradin's skillshot-based stun (in the form of Storm Bolt) can't seem to find a place in a highly point-click oriented metagame. Both heroes are still strong, but not nearly as contested as they were before. Alarak and Thrall are two heroes that are also suffering in this meta. Both are without instant gap closers to punish mispositioning or get out of trouble or burst damage to effectively follow up on crowd control. While Thrall remains a strong solo laner, Alarak certainly is the one that suffers most as of lately. Sonya has recently seen some very nice buff, and, unlike the two former examples, is rather resilient to this crowd control heavy meta. She can even decide to partake to it with Leap, should you feel that the damage and survivability of Wrath of the Berserker are unneeded. Finally, Greymane, Rexxar, and Tassadar all saw small or big revisions to some of their talents and abilities, and it has done much needed good to their state. Greymane is particularly interesting in his newfound ability to threaten tanks through Cursed Bullet, something that was once reserved to Tychus. If the general public has yet to adopt the wolf, it has slowly started to adopt the bear: Rexxar's win rates are going through the roof, and he's seeing more and more play, and particularly on maps that require holding specific objectives. As for Tassadar, his role as a "secondary healer" has been solidified with a much needed damage potential increase, in the form of Archon and consistent slowing effects.
  18. 2 likes
    I like that we are able to aim now, this will make fishing for off spec legendaries better. There are many classes where I haven't bothered to fish simply because there are only 1-2 legendaries i want and I don't trust RNGesus, I've gotten Kiljaedens burning wish 3 times (on different toons mind you). So the new changes are a nice addition to the system. My only wish is that legendaries were character/class bound and not spec. What I mean is that your helm would do one thing as frost but when you switch to unholy or blood it would do something else. I don't mind fishing for a couple legendaries, honestly getting mine has been really fun, however, its a pain needing effectively 6 legendaries (assuming 3 spec class) for one character. I wish the legendaries would be altered like WoD gear was where you can reuse same gear for different specs. (wait did i actually mention something in wod was good, ITS THE END OF TIMES) *note I am aware you can still equip a offspec legendary to use as a stat stick, i'm referring to abilities being transferred, kinda like how tier set works, you have your bonuses but when you switch spec you have your other bonuses*
  19. 2 likes
    Banard is correct, your logs are really bad for your gear. I do significantly more dps than you with lower item level, worse legendaries and without the 4-piece tier set. My impression is that "stacking crit because Mantle of Command" is just complete bullshit. Haste outperforms Critical Strike by a very large margin. Especially when using Killer Cobras, since more focus regen lets you cast more Kill Commands during Bestial Wrath. It's also worth noticing that Nighthold has a lot of bosses with cleaving adds. Blink Strikes outperforms One with the Pack by a large margin in any of these situations, because 100% auto attack damage on your pet means 100% more Beast Cleave damage. Note that bonus also applies to your pet's Bite.
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    dude....i looked you up mate...your are at the same gear level as me (you might be even better)...even the same legionaries..and your logs...are horrible. Ain't going to candy coat that. So this got me attention....so i took the time to look at your logs and compared it to mine and started to look for difference, doing this to help myself improve...what am I doing different then you...find that and do more of it! bwahahahhahahaha. (1) step 1 look at the simplest fight in NH to compare....Krosus the "patchwork" style fight. (2) step 2...look at log length ... my raid is 3 min...your raid is 5 mins...your raid sucks and longer the fight less weight on your initial burst on your DPS average. (3) step 3...look at burst...you peaked at 1.5 mil I peaked at 1.8 mil..why? ....deadly grace pot? GTFO...use prolong potions. (4) step 4 count the cobra shots....i feel i been slacking and casting way to many cobra shots....this is my weak spot as a 10+ year hunter I still have trouble not using a GCD.....but we appear to have the same amount of CS....so guess you have the same issue! :P (5) Step 5 count the KC...holy shit look at mine compared to yours....i had 50 HC in 3:37 ...you had 47 in 5:02 sec....<------found the problem.
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    Abyss Worm is the first mount from Tomb of Sargeras and according to the Mounts tab, it will drop from either Harjatan or Mistress Sassz'ine. We expect more mounts to be added soon, because Glory of the Tomb Raider currently offers no mount reward.
  22. 2 likes
    Oh poor blizzard having to spend some of the almost $400 million dollars they got from hearthstone last year on content, poor things. We should go to 4 expansions a year and double pack costs, maybe we could get an extra voice actor in this year...
  23. 2 likes
    Is Zeratul truly invisible in this list?
  24. 2 likes
    @Stan and company: I agree that the current power gap is not nearly as impactful as Blizzard makes it out to be, but they are notorious for looking through the wrong end of the telescope and thinking that the top 2% of players are representative of the entire game, so we'll see. But I also agree with you that things are fine as they are now, so why fix what's not broken? I made my above post based on a statement somebody made to the effect of: those who have level 54 artifacts when 7.2 goes live will not get the forced refund, and will be able to keep their 20 drill-down traits and stack the new ones on top of them, as a sort of reward for their dedication. If this turns out not to be the case, then we will be in for quite a grind to get close to where we were before. In that case, trying to artificially narrow the power gap is indeed a slap in the face to all those who put in the time and effort to power up their artifacts. It's just as silly as Blizzard saying that poorer players with no gold will be given millions to put them on equal footing with rich players that worked hard for years to farm their gold. Because hey -- everyone needs money, right?
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    Emmm, I think those who went from Diablo to WarCraft team over did their work. The role of legendary items became a must have. At the beginning it was fun to get one. Right now if someone does something wrong and they cant make a decent amount of dmg, or heal main reason - I do not have Legendary items. Starting to miss times when Legendary items were really Like Legends (Ulduar, Black temple)
  26. 2 likes
    I agree with @DeathsDesign. Lowering the power gap isn't a fair solution for players that devoted so much time into farming AP. The gap isn't a huge hindrance when joining guilds or being able to raid. Why not leave it as is? Players can always get better and improve their AP pool... the game has four difficulties to play through. Are you adopting a more casual approach to the game? There's Normal difficulty, LFR, Mythic dungeons. I don't think casual players would even care if a Mythic HC raider had a 10% higher HP/damage output than they do. Punishing players just doesn't feel right. It's Like an Arrow to the Face.
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    Is this really the way this will work? It seems like this incentivizes us to make a bunch of alts that are the same class as our main to farm legendaries to ship over. I feel like this can't be right.
  28. 2 likes
    A lot better doesn't mean you're guaranteed to have as many as other players. It means your chance to get more is better than it was. Which is true regardless of how many you currently have. You as a single player having worse luck than others isn't proof of their words being untrue.
  29. 2 likes
    "a lot better" kiss my axe... I'm still having 3 craps while guildies get their sevenths -.-
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    I'm horribly financial strapped with two mini poop bazookas; However, I shared link on my twitter and my personal facebook page. Hopefully it will drum up some support.
  31. 2 likes
    any reason as to why the picture has nothing to do with love is in the air, and is instead of an area in the tomb of sargeras?
  32. 2 likes
    PTR is now live and you can log in and test out Lucio! The patch brings many Hero changes and a Murky rework. Blizzard Entertainment (Source) General “For Azeroth!” – Play Warcraft Heroes, Get Rewards! With the arrival of today’s patch, until March 14, 2017, play Heroes of the Storm using Warcraft Heroes, while in a party with a friend, to earn rewards for both games! Quest Complete 15 Heroes of the Storm matches with a friend, while playing as Warcraft Heroes, before the event concludes. Players who select Warcraft Heroes will still earn quest credit if their friends play using Heroes from other Blizzard universes. However, only the players who select Warcraft Heroes will earn quest credit. Players do not need to complete all 15 matches with the same friend in order to complete the quest. Rewards World of Warcraft: Primal Flamesaber Mount Heroes of the Storm: 10 day Stimpack Heroes of the Storm: Flames of Judgement Charger Mount PTR Note: While elements of this event may appear on the Test Realm, players will not be able to make progress toward quests or rewards until the patch is released to the live version of Heroes of the Storm next week. Heroes Brawl The reward requirements for the following Brawls have been reduced from 3 to 2 games: Heroes of the Stars Bloodlust Brawl Mage Wars New Hero: Lúcio From the streets of Rio to the clubs on King’s Row, Lúcio’s beats bring the party to life, and drive the people to action. Now he’s on tour in the Nexus, ready to Break it down, and to continue fighting for what’s right. Trait Wall Ride (D) When moving alongside impassable battleground terrain and Structures, Lúcio can walk through other units, and his Movement Speed is increased by 20%. This effect stacks with other Movement Speed bonuses. Basic Abilities Soundwave (Q) Deal damage to enemies in a cone-shaped area and knock them back. Crossfade (W) Play one of two tracks that passively provide allied Heroes with either a Speed Boost or a Healing Boost in a large radius around you. Activate Crossfade to swap tracks. Healing Boost: Restore a small amount of Health every second to Lúcio and nearby allied Heroes. Speed Boost: Increase the Movement Speed of Lúcio and nearby allied Heroes by 15%. Amp It Up (E) Raise Lúcio’s Crossfade track volume for 3 seconds, amping Speed Boost to 45% increased Movement Speed, and significantly increasing the Healing rate of Healing Boost. Heroic Abilities Sound Barrier (R) After 1 second, Lúcio and nearby allied Heroes gain a massive Shield that rapidly decays over the next 6 seconds. Reverse Amp (R) Blast Lúcio’s Crossfade track at enemy Heroes for 4 seconds, causing Healing Boost to inflict damage every second, and Speed Boost to Slow Movement Speed by 45%. Passive: Increase Amp It Up’s duration to 4 seconds. Art Heroes, Abilities, and Talents Murky has received updated icon art and visual effects that coincide with his rework. The following Heroes, Abilities, and Talents have received updated visual effects: Dream Genie Chromie: Time Trap (E) – The lamp spout on Time Trap’s model will now always spawn facing West. Grunty Murky: Pufferfish (W) – Visual effects tweaks have been made in order to better distinguish between Pufferfishes and Tufferfishes. Thrall: Earthquake (R) – The outer edge of Earthquake’s area of effect has been made more visually apparent. Shop PTR Note: Many of the following changes will not take place in the Shop until the Public Test Realm is brought offline and the patch is officially released to the live version of Heroes of the Storm next week. Bundles New Bundles Ribbit Lúcio Bundle – Available until February 28, 2017 2017 Love is in the Air Bundle – Available until February 28, 2017 Returning Bundles Classic Love is in the Air Bundle – Available until February 28, 2017 Removed Bundles 2017 Lunar Festival Bundle 2016 Lunar Festival Bundle New Hero Lúcio has been added to the in-game Shop Mounts New Mounts Heart Stone – Available by purchasing the 2017 Love is in the Air Bundle Flames of Judgement Charger – Awarded for completing the “For Azeroth!” event quest. Returning Mounts Amani War Bear Cyber Ram Removed Mounts Magic Carpet Marshal’s Outrider New Skins Ribbit Lúcio Master Lúcio Love Goddess Tyrande Price Reduction Kharazim's prices will be reduced to 7,000 Gold and $8.49 USD. Heroes Assassin Falstad Abilities Hinterland Blast (R) Added functionality: Cooldown is reduced by 25 seconds for every enemy Hero hit Greymane Abilities Marked for the Kill (R) Renamed to Cursed Bullet New Functionality: Fires a bullet that hits the first Hero in its path, dealing 35% of their current Health as damage. Cannot hit Vehicles. 30 second cooldown, costs 50 Mana. Talents Level 20 Gilnean Roulette (R) New Functionality: Causes Cursed Bullet to hit all enemies in its path, and reduces its cooldown by 5 seconds per Hero hit Ragnaros Talents Level 13 Resilient Flame (Passive) Now has a 10 second cooldown between activations A button has been added to the hotbar so the cooldown can be tracked Thrall Abilities Earthquake (R) Earthquake will go off even if Thrall is interrupted during his cast animation Sunder (R) Sunder will go off even if Thrall is interrupted during his cast animation Developer Comment: Thrall’s two Heroics are overly sensitive to being interrupted, something that has been on our radar to fix for quite some time. Valeera Stats Basic Attack damage increased from 75 to 79 Health increased from 1950 to 2047 Health Regeneration reduced from 4.54 to 4.26 Abilities Ambush (Q) Energy cost reduced from 20 to 10 Garrote (E) Silence duration increased from 2 to 2.25 seconds Impact damage reduced from 75 to 20 Damage over time reduced from 175 to 140 Cloak of Shadows (R) Cooldown reduced from 18 to 15 Duration increased from 1 to 1.5 seconds Talents Level 1 Crippling Poison (Active) Duration increased from 3 to 5 seconds Level 4 Wound Poison (Active) Duration increased from 4 to 5 seconds Level 7 Assassinate (Q) Distance between enemy Heroes reduced from 5 to 4 range Level 13 Death From Above (Q) Teleport range increased from 5 to 7 Level 16 Rupture (E) Added functionality: Basic Attacks against Garroted enemies also increases the damage over time effect by 5%, stacking up to 30% Developer Comments: We feel that Valeera needs a small increase in power to help her overall win rate, but are hoping to do so without adding much more burst damage or disabling effects. The changes to her Health and Basic Attack damage should give her a boost, while the changes to Talents, Ambush, and Garrote should create harder decision making for the Rogue. While we were looking at her Health Regeneration, we noticed that it was actually higher than intended (most Heroes take 480 seconds to regenerate their entire Health pool), which is why we reduced it slightly. We’ve increased the duration on Cloak of Shadows so that predicting Abilities is easier to accomplish. We want it to be a rewarding, high skill-cap ability, but with the old tuning it struggled to compete with Smoke Bomb. Zul'jin Talents Level 4 Headhunter (Active) Will no longer dismount Zul'jin when it is activated while mounted Multi-class Varian Talents Level 13 Banner of Stormwind (Active) Moved to level 16 Banner of Ironforge (Active) Moved to level 16 Banner of Dalaran (Active) Moved to level 16 Level 16 Juggernaut (E) Moved to level 13 Mortal Strike (Trait) Moved to level 13 Shattering Throw (Active) Moved to level 13 Developer Comments: We like that Mortal Strike and Shattering Throw are great counter options for certain team compositions, but thought they came just a little too late to draft Varian specifically for them. Specialist Abathur Abilities Stab (Q) Damage increased from 113 to 119 Spike Burst (W) Damage increased from 111 to 116 Carapace (E) Shield amount increased from 150 to 157 Murky Stats Base Maximum Health increased from 635 to 761 Abilities Spawn Egg (D) Resurrect time while Murky's Egg is active increased from 5 to 8 seconds Slime (Q) Slow amount increased from 20 to 25% Pufferfish (W) Now deals 50% damage to Structures Pufferfish can now be targeted by Structures Pufferfish now has 225 Health and takes damage from Abilities Explosion radius increased by 50% March of the Murlocs (R) Cooldown reduced from 100 to 80 seconds Increased the Movement Speed of the tiny murlocs by 30% Talents Level 1 Fish Tank (Passive) Moved to level 13 Redesigned: Basic Attacks against enemy Heroes grant Murky 75 Basic Attack Armor for 2 seconds Bubble Breeze (E) Renamed to Slippery When Wet Moved to level 7 Increased the Movement Speed bonus from 20% to 35% Now also allows Murky to pass through enemies while Safety Bubble is active Assault Egg (D) Renamed to Fish Eye Bonus Health reduced from 150% to 100% Sight Radius bonus increased from 150% to 200% Now reveals Stealthed enemies Now increases Murky's Mounted Movement Speed to 45% for 5 seconds after spawning Bribe (Active) Removed New Talent: Egg Hunt (Active) Activate to place a fake Egg. If the fake Egg dies, it casts Slime. Maximum 3 fake Eggs. 6 second cooldown Upon spawning from an Egg, Murky is Stealthed for 5 seconds New Talent: A Fishy Deal (Active) Killing an enemy Minion with Pufferfish grants 1 stack of Bribe. Use 5 Bribe stacks to capture a single Mercenary. Maximum of 20 stacks Level 4 Bigger Slime (Q) Moved to level 7 Renamed to Black Lagoon Tufferfish (W) Redesigned: Now causes Pufferfish to deal 35% more damage to Slimed targets, and it gains 50 Spell Armor Envenom (Active) Removed Living The Dream (Passive) No longer passively grants Ability Power Instead of granting 1% Ability Power every 5 seconds, now grants 5% Ability Power every 15 seconds. Max 15% bonus Ability Power. New Talent: Slime Time (Q) Quest: Slime enemy Heroes that are already Slimed Reward: After Sliming 15 Slimed Heroes, increase Slime's bonus damage by 125 Reward: After Sliming 30 Slimed Heroes, increase Slime's slow amount to 35% Level 7 Slime Advantage (Q) Removed Hindering Slime (Q) Removed Compressed Air (W) Removed Clairvoyance (Active) Removed New Talent: Time to Krill (Passive) Basic Attacks against Heroes deal an additional 8 damage per second and Slow the target’s Movement Speed by 10% for 5 seconds. This effect can stack up to 5 times Level 13 Continuous Slime (Q) Renamed to Making Inky Moved to level 20 Cooldown reduction increased from 1 to 2 seconds Wrath of Cod (W) Moved to level 16 New Functionality: Pufferfish deals bonus damage to Heroes equal to 10% of their maximum Health over 5 seconds Bubble Machine (E) Removed Hidden Assault (D) Removed New Talent: Egg Shell (D) Respawning from an Egg grants Murky a Shield equal to 100% of his maximum Health. This Shield lasts indefinitely Level 16 Slimy End (Q) Removed Rejuvenating Bubble (E) Moved to level 13 Blood for Blood (Active) Removed New Talent: Toxic Buildup (Q) Attacking an enemy Hero 3 times causes a Slime to cast from their position Slimy Pufferfish (W) Renamed to Fish Oil Level 20 Rewind (Active) Removed Bolt of the Storm (Active) Removed Never-Ending Murlocs (R) Redesigned: March of the Murlocs can now be channeled indefinitely New Talent: Big Tuna Kahuna (Trait) Murky's maximum Health and Egg respawn times are doubled. Developer Comment: : Mrrgrgrlgrl! Rise my brother murlocs! Mrrrgrgrlrlgrl! Vengeance will be ours! In examining Murky, his original health and egg timers are vestiges of a different time, created before even Jaina entered the Nexus. We wanted to give him more base health to make him a little harder to burst down, but traded it for a little longer time to respawn from his Egg. This has the added bonus of allowing a bit more counter-play to hunting our fishy friend. We also wanted to adjust Pufferfish, as an increasingly high amount of the roster could immediately explode it. Finally, his talent tree has been updated to come in line with our new philosophies. We’ve not only found this Murky much more fun to play as, with some exciting talents in each tier, but also more fair to fight against! Mrrgrgrlgrl! LEVEL (TIER) MURKY TALENTS 1 (1) Fish Eye (Trait) Egg Hunt (Active) A Fishy Deal (Active) 4 (2) (!)Slime Time (Q) Tufferfish (W) (!)Living the Dream (Passive) 7 (3) Black Lagoon (Q) Slippery When Wet (E) Time to Krill (Passive) 10 (4) March of the Murlocs (R) Octo-Grab (R) — — 13 (5) Rejuvenating Bubble (E) Fish Tank (Passive) Egg Shell (Trait) 16 (6) Toxic Buildup (Q) Fish Oil (W) Wrath of Cod (W) 20 (7) Never-Ending Murlocs (R) ...And a Shark Too! (R) Big Tuna Kahuna (Trait) Making Inky (Q)) (!) indicates a Questing Talent. Italic text indicates a NEW Talent. Bold text indicates a MOVED Talent. Nazeebo Abilities Plague of Toads (E) The targeting indicator now more accurately reflects the Toads’ travel path Talents Level 7 Dead Rush (W) Cancelling Zombie Wall will now also provide up to 5 uprooted Zombies Support Lt. Morales Abilities Displacement Grenade (E) Will now reveal a small area around the grenade as it travels Warrior Muradin Talents Level 4 Crowd Control (W) Now has a 7 second cooldown reduction maximum Level 13 Thunder Strike (W) Icon color swapped to blue Healing Static (W) Icon color swapped to green Zarya Talents Level 1 Feel the Heat (Passive) Basic Attacks that deal bonus damage in Melee range will now show a Crit indicator Bug Fixes General Mac: Launching the Heroes client on a Mac will no longer automatically increase mouse acceleration. Corrected the scaling damage caps for several Talents that deal damage based on a percentage of the target’s maximum Health, including: Gall: Giant Scorcher Rehgar: Hunger of the Wolf Ragnaros: Giant Scorcher Tracer: Quantum Spike Xul: Backlash, Giant’s Curse A number of typos and tooltip errors have been corrected across several aspects of the game. Art Nova: Nova’s status bar will no longer pop above her head while running. Samuro: Monkey King Samuro will now correctly play his victory animation after destroying the enemy Core. Tracer: Hologram visual effects will now correctly display on Master Tracer’s model while using Recall. Sky Temple: Fixed an issue in which Temple attacks could briefly appear to fire beyond the Core. Battlegrounds Braxis Holdout: Fixed an issue that could cause Zerg units to become stuck in the walls of their pens. Heroes, Abilities, and Talents Anub'arak: Chitinous Plating will now correctly reduce the cooldown for Harden Carapace. Chromie: After completing Deep Breathing’s quest, its buff bar tooltip will now display the correct number of Heroes hit. E.T.C.: If Stage Dive’s landing location is blocked, E.T.C. will now land as close as possible to the intended area rather than returning to his original casting location. Medivh: Will now properly benefit from Regeneration Globes while transforming into Raven Form. Ragnaros: Will now properly benefit from Hand of Sulfuras when Empower Sulfuras scores a killing blow after striking multiple enemy Heroes. Ragnaros: Lava Wave's cooldown will now be paused during Zeratul’s Void Prison. Rehgar: Will no longer be pulled out of Ghost Wolf form upon dealing damage via an allied Ragnaros’s Blast Wave. Rexxar: Spirit Swoop will now correctly deal damage to Monsters. Samuro: Fixed an issue that could refresh the duration of Advancing Strikes after landing a critical strike. Samuro: Shift-queueing Hearthstone will no longer break Stealth until Hearthstone begins casting. Samuro: Burning Blade area of effect damage will now properly benefit from bonus damage granted by Way of Illusion. Samuro: Bladestorm will no longer occasionally fail to activate after casting Mirror Images and Bladestorm in rapid succession. Samuro: Fixed an issue in which the Score Screen could display an incorrect number of Gems for Samuro if he collected them while Mirror Images were active on Tomb of the Spider Queen. Thrall: Fixed an issue in which Feral Spirit could fail to trigger Follow Through after earning Seasoned Marksman stacks. Valeera: Rupture and Hemorrhage no longer benefit from another Valeera’s Garrote. Valla: Killing enemy Heroes who have post-death states, like Tyrael and Leoric, after learning Death Dealer will now correctly refresh Vault’s cooldown. Zul'jin: Fixed an issue causing Zul’jin to have a slightly higher Health Regeneration rate than intended. Sound Illidan: The Hunt voiceover will no longer play slightly early. Zarya: Graviton Surge and Expulsion Zone voiceover will no longer play slightly early.
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    The number of times I get questions on the facebook links for Icy Veins that are literally covered i the first sentence of the article are ridiculous.
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    This is Chart is taken from the Paladin Discord which the link to enter there can be found up in the guide introduction.
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    Lúcio is the new Hero to join the Nexus after Valeera. We finally get a new support added to the game! The last support was Auriel. He will be dropping the bass on PTR starting February 6. Abilities & Talents Trait Wall Ride (D) When moving alongside impassable terrain, Lúcio can walk through other units, and his Movement Speed is increased by 20%. This effect stacks with other Movement Speed bonuses. Basic Abilities Soundwave (Q) Deal damage to enemies in a cone-shaped area and knock them back. Crossfade (W) Play one of two tracks that passively provide allied Heroes with either a Speed Boost or a Healing Boost in a large radius around you. Activate Crossfade to swap tracks. Healing Boost: Restore a small amount of Health every second to Lúcio and nearby allied Heroes. Speed Boost: Increase the Movement Speed of Lúcio and nearby allied Heroes by 15%. Amp It Up (E) Raise Lúcio’s Crossfade track volume for 3 seconds, amping Speed Boost to 45% increased Movement Speed, and significantly increasing the Healing rate of Healing Boost. Heroic Abilities Sound Barrier (R) After 1 second, Lúcio and nearby allied Heroes gain a massive Shield that rapidly decays over the next 6 seconds. Reverse Amp (R) Blast Lúcio’s Crossfade track at enemy Heroes for 4 seconds, causing Healing Boost to inflict damage every second, and Speed Boost to Slow Movement Speed by 45%. Passive: Increase Amp It Up’s duration to 4 seconds. You can find the full list of talents here. Gameplay Screenshots
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    A thread on Reddit has possibly leaked the name of the next Hearthstone set. Redditor Reidor has posted compelling evidence that the next set could be called Lost Secrets of Un'Goro. The evidence stems from the resume of voice actress Lani Minella. According to her Wikipedia page, she has voiced in over 500 computer and video games. Her resume has her roles in Starcraft, Diablo, and Hearthstone. Her previous Hearthstone cards include: Arathi Weaponsmith, Cult Master, and Imp Master from Classic, as well as cards from Whispers of the Old Gods. The revealed card names tell us very little, other than they fit in with the theme of the Un'goro Crater from World of Warcraft. Brontosaurus, Pterodactyl, Hydra, Anklesaur, and Golakka Crawler are mainly generic names, and as such will be working names. With so many large beasts though, maybe Hunter players have something to look forward to! While researching this piece, my colleague, Zadina, pointed out that Blizzard considered red Mana crystals in Mean Streets of Gadgetzan. Zadina points out that there are yellow, green, and red crystals that can be picked up in Un'Goro. Of course, leaks like this are not always accidental. Blizzard are very good at leaving Easter eggs for the community to find, and this will only fuel our excitement for the next set.
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    I'm hoping the market over corrects and there's a flood of people putting them up trying to make crazy gold.
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    I don't think it is a requirement. You will find it in your mailbox once you purchase game time.
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    *crosses fingers* please work for vs AI, please work for vs AI, please work for vs AI, big money no whammies
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    To add to this: As it was my first deck, Sottle took a look and suggested Mark too. I played both cards extensively, and came down on the side of the PotW as I felt that sometimes I was a little short on minions. Swapping them over to suit your own playstyle will be absolutely fine.
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    another case of just play the game at least once on your main and the achieve is no problem.
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    I like the armory. Also, not having to play through multiple acts to get your bonus chest on bounties. That said, having done probably 500+ sets of bounties now, I've reached the point where I really can't stand doing those same things over and over and over and over and... Let's just say I'm not too excited these days about bringing up the game just to do even more bounties. Primals? Dunno. Wouldn't it make more sense to simplify the process of enhancing existing ancients - which as a casual player, I've found few enough of as it is, and haven't had the time to level up any jewels high enough to even think about doing yet. There are only so many hours in a day... But I *am* looking forward to playing a Necro when that expansion goes on sale later this year. Discord
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    Well, as you said people have multiple ways of enjoying the game. And most of those guilds greatly reduce their raiding hours once they clean the raid in Mythic, the race is to get the first, after that they have plenty of time to gear up for the next race.
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    Patch 7.2 brings 4 crafted legendary items and we finally get to see the needed crafting materials. Affixes will be added in a future build and here are materials required to craft them Celumbra, the Night's Dichotomy Rethu's Incessant Courage The Sentinel's Eternal Refuge Vigilance Perch You'll need 65 Bloods of Sargeras to craft a single Legendary item, so it's good to get Boon of the Bloodhunter for extra blood drops. Other notable items needed to craft one Legendary 125 Imbued Silkweave > Celumbra, the Night's Dichotomy 250 Stonehide Leather > The Sentinel's Eternal Refuge 250 Stormscale > Vigilance Perch 125 Demonsteel Bar > Rethu's Incessant Courage You can start farming the materials right now to have them ready when 7.2 hits. Problematic Aspects Required materials may change at any given time, there is a big price difference between Demonsteel Bars and let's say Stormscale. With the release of 7.2, many players will have at least two or more Legendary items. It's important for crafted Legendaries to have appealing affixes. Quests tied to Legendary mats will most likely be gated behind 800 Profession skills, so if you'd like the plate Legendary, you'll need to have BS maxed out on your plate-wearer (Death Knight, Paladin Warrior), Tailoring on your cloth-wearer (Mage, Priest, Warlock) etc. A new blue post from Lore tells us more about the state of crafted Legendaries. They are unfinished and in a very early state. Lore (Source) What you're seeing through datamining regarding these items right now is EXTREMELY unfinished -- that's why we haven't enabled them for testing on the PTR yet, and currently don't plan to for at least a couple weeks. I wouldn't take their current state as anything more than "there will probably be some Legendary items obtainable through crafting." They should make a lot more sense once they're in a more fleshed-out state. I'd love to be able to share more details now but, frankly, they're so early in the design process that most of the details don't yet exist.
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    Hearthstone Game Director Ben Brode gave an interview to Polygon, which was published this week and made an impression to the community. Ben proceeded to clarify some things on Reddit. To have some sort of background, we've summarised the most interesting points from the Polygon interview, which you can read here. When asked about the Mean Streets of Gadgetzan meta, Brode responded that there's a wide variety of decks, but some of them have enough overlap in the cards they are playing, making some players feel that there's not enough diversity. Team 5 has mixed feelings about that, as well as about the variety of cards played in classes themselves. As far as the hot topic of Pirate decks is concerned, Ben admitted that they are paying close attention to their winrates and that they are starting to think these decks might be a problem. However, if they wanted to change a card, it would be Small-Time Buccaneer and not Patches the Pirate. They don't want to announce any potential changes too soon, though, as they prefer rolling nerfs out along with patches. Ben moves on to talk about the second rotation of Standard mode. The team hasn't decided yet on exactly what to do with the second year of Standard. If they feel it's necessary, they will nerf or rotate cards to Wild once again. Mechanic-wise, he feels that the tri-class synergy is a mechanic better suited for Mean Streets of Gadgetzan and therefore we won't see it in the near future. In general, they only want to repeat extremely successful mechanics, like Discover, in new expansions. Lastly, the team has 'cool plans and ideas' about the theme of the second year of Standard, the release schedule for 2017 and the possibility of having smaller drops of new cards spread around the year. They also want to improve on spectator mode. ~ Ben's interview was discussed on Reddit and Hearthstone's Game Director even posted a response to a somewhat disgruntled comment in the relevant thread. Feeling that this needed further clarification, he expanded on this response and made a Reddit thread where he talks about complexity, strategic depth and design space. bbrode Hey all! I rarely start new threads here, but there was a bit of confusion regarding recent comments I made about complexity in card design, and since my comments had low visibility, and I thought the larger audience would find it interesting, here I am! Defining Complexity and Depth Complexity is different than Strategic Depth. For example, 'Whirlwind' is very simple. So is 'Acolyte of Pain'. So is 'Frothing Berserker'. Together, these cards were part of one of the most strategically difficult decks to play in our history. Hearthstone, and its individual cards, are at their best when we have plenty of strategic depth, but low complexity. You can sometimes get more depth by adding more complexity, but I actually think that cards with the highest ratio of depth to complexity are the best designs. That doesn't mean we won't explore complex designs, but it does mean that they have a burden to add a lot of strategic depth, to help maximize that ratio. My least favorite card designs are those that are very complex, but not very strategically deep. "Deal damage to a minion equal to it's Attack minus its Health divided by the number of Mana Crystals your opponent has. If an adjacent minion has Divine Shield or Taunt, double the damage. If your opponent controls at least 3 minions with Spell Damage, then you can't deal more damage than that minion has Health." BLECH. At any rate, making cards more complicated is easy. Making them Strategically Deep is more difficult. Making them simple and deep is the most challenging, and where I think we should be shooting. It's important to note that an individual design doesn't necessarily need to be 'deep' on its own. Hearthstone has a lot of baked in complexity and depth: 'Do I Hero Power or play this card?' 'Do go for board control or pressure their hero?' And often (as in the case of Whirlwind) a card's depth exists because of how it is used in combination with other cards. Creating simple blocks that players can combine for greater strategic depth is one of the ways we try and get that high ratio of depth to complexity. Defining 'Design Space' Sometimes we talk about 'design space'. Here's a good way to think of it: Imagine all vanilla (no-text) minions. Like literally, every possible one we could make. Everything from Wisp to Faceless Behemoth. Even accounting for balance variation (i.e. 5-mana 6/6 (good) and 5-mana 4/4 (bad)), there are a limited number of minions in that list. Once we've made every combination of them - that's it! We couldn't make any more without reprinting old ones. That list is the complete list of 'design space' for vanilla minions. The next level of design space would be minions with just keywords on them (Windfury, Stealth, Divine Shield, etc). There are many cards to be made with just keywords, and some are quite interesting. Wickerflame Burnbristle is fascinating, especially because of how he interacts with the Goons mechanic. But eventually (without adding more keywords), this space will be fully explored as well. When you plan for a game to exist forever, or even just when it's time to invent new cards, thinking about what 'design space' you have remaining to explore is important. Some day (far in the future), it's conceivable that all the 'simple but strategically deep' designs have been fully explored, and new Hearthstone cards will need to have 6-10 lines of text to begin exploring new space. I believe that day is very, very far off. I believe we can make very interesting cards and still make them simple enough to grasp without consulting a lawyer. Some design space is technically explorable, but isn't fun. "Your opponent discards their hand." "When you mouse-over this card, you lose." "Minions can't be played the rest of the game." "Whenever your opponent plays a card, they automatically emote 'I am a big loser.'" "Charge" Sometimes design space could be really fun, but because other cards exist, we can't explore it. Dreadsteed is an example of a card that couldn't exist in Warrior or Neutral, due to the old Warsong Commander design. (in this case we made Dreadsteed a Warlock card) The Grimy Goons mechanic is an example that couldn't exist in the same world as the Warrior Charge Spell and Enraged Worgen. (in this case we changed the 'Charge' spell) In a sense, every card both explores and limits 'design space'. The fact that Magma Rager exists means we can't make this: "Give Charge to a minion with 5 Attack and 1 Health, then sixtuple it's Attack." That's not very useful (or fun) design space, and so that tradeoff is acceptable. However, not being able to make neutral minions with game-changing static effects (like Animated Armor or Mal'ganis) because of Master of Disguise... that felt like we were missing out on lots of very fun designs. We ended up changing Master of Disguise for exactly that reason. Cards that severely limit design space can sometimes be fine in rotating sets, because we only have to design around them while they are in the Standard Format, as long as they aren't broken in Wild. Because Wild will eventually have so many more cards than Standard, the power level there will be much higher. Most of that power level will come from synergies between the huge number of cards available, so sometimes being 'Tier 1' in Standard means that similar strategies are a couple tiers lower in Wild. We're still navigating what Wild balance should be like. It's allowed to be more powerful, but how much more powerful? I think defining these kinds of terms helps us have more meaningful discussions about where we are doing things right, and where we have room to improve. Looking forward to reading your comments! -- Brode
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    I deleted the anti-Russia posts. Don't generalize people.
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    TL;DR stands for "Too Long, Didn't Read" The Easy Mode section is for people that doesn't want to read over 9000 words to play the class.
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    TL;DR https://raidbots.com/ makes it super easy to use SimulationCraft for common tasks (comparing items, generating stat weights for Pawn) What is this? SimulationCraft is an amazing open source project for theorycrafting, gear planning, and more. However, it can be difficult to use and can often slow down your machine if simming and playing WoW at the same time. For those reasons, I've spent the last couple months building Simbot and am relaunching Raidbots! https://raidbots.com/ Caveats ahead! Raidbots is based entirely on SimulationCraft so results are only as good as support for your class/spec. If your spec isn't well supported, Raidbots will not be very useful. Check with your class Discord/forums/etc to determine if Raidbots is a good match for you or not. Highlights Gear Compare lets you easily sim new pieces of gear. Great for figuring out if that item that just dropped is an upgrade before equipping it. Also useful for checking out different trinkets/legendaries/etc will affect your DPS. Relic Compare is the easiest way to set up SimulationCraft to compare relics. No more digging around for bonus IDs or any of that jazz. Just enter the item name, item level, and go. Stat Weights is a fast way to have SimulationCraft generate stat weights for your character. Stat weights are primarily useful as a quick in-game method to determine if an item is an upgrade or not. However, for many classes/specs the weights change regularly so Gear Compare is usually better in the long run. Advanced mode is also available to help cover any edge cases for power users that want to run a simulation on Raidbots servers and save the report in your own list. Run anything within the 5 minute limit. Use the Armory or paste in /simc output Raidbots provides the raw SimC input so you can easily copy/paste the script into your local copy of SimC to avoid the queue or further configure the sim to your liking. This can be really nice for Gear Compare since Raidbots does some of the heavy lifting of determining item IDs, gem names, level, etc. Stable and Nightly versions available. Nightly is updated every couple of days so you can always run the bleeding edge version in case the main release hasn't been updated in a while. Future Roadmap There's a ton more stuff I want to build, here are few features I hope to release in the coming months (not a promise, etc): Talent compare Custom APLs Best in Bag Personal BiS Lists Known Issues Healers are not supported in SimulationCraft at all right now and, thus, are not supported by Raidbots. Tank support is very limited and is primarily included for completeness. This will be slightly better once Raidbots supports enemy choice but there are no dedicated SimC tank devs so take results with a very large grain of salt. The End Check it out, sim yourself, and let me know what you think!
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    I have some great news for you! You've been gravely misinformed of your stat priority, only Agi and Mastery are in their correct places which means that if you've been focusing on getting versatility on your gear, you have an easy road ahead of you because literally any stat you replace it with will be a major upgrade for you. As a cat, your stat priority and weights of each stat for 7.1.5 (January 10th 2017) are as follows: Agility: [12.05] Mastery: [10.55] Critical Strike: [9.05] Haste: [7.55] Versatility: [6.05] So rest assured, your suspicions are 100% correct, versatility is hot garbage for us as it has been throughout Legion. As for your Savage Roar question, this is a lot more of a loaded question than i believe you're suspecting. While a goal is to maintain a 100% uptime for Savage Roar, this should be a secondary goal to maintaining a 100% Rip/Rake uptime with your +DMG buffs loaded up and ready to go. As far as i'm aware, Feral is the only remaining snapshot class in WoW (maybe DH but i don't know them well enough to say for sure). What this means is even if you only use 1 CP for Savage Roar and it's active for only 3 seconds, that's enough time for you to add a 25% damage buff to Rake and Rip for their full durations. Clever snapshotting is where the vast majority of your damage comes from. Ashamane's Rip procs are also based off your currently applied Rip, meaning you lose 0 damage from it if it procs and Savage Roar is down-- but you will lose damage if Savage Roar wasn't up when you applied your Rip even if you have Savage Roar up when Ashamane's Rip procs. So to reiterate, snapshot damage is reliant on what buffs you have up at the time you're applying your dots. Berserk [+15% DMG] Tiger's Fury [+15% DMG] Savage Roar [+25% DMG] Bloodtalons [+50% DMG] Prowl/Shadowmeld/Incarnation [+100% DMG on Rake] Rip Maximum Bonus: +105% DMG Rake Maximum Bonus: +205% DMG In layman's terms, you want to have as high a +DMG% as possible for every instance where it's time to refresh your bleeds. If you're rolling with Bloodtalons as a talent, never refresh a dot without it up. An important thing to consider is that the [+50% DMG] from Bloodtalons is only 5% lower than the combined [+55% DMG] from Berserk (15%), Tiger's Fury (15%) and Savage Roar (25%) combined. ** Keep in mind though that if you do choose to refresh SR at less than 5 CPs, without Ailuro Pouncers [http://www.wowdb.com/items/137024] you run a very real risk of not getting a Predatory Swiftness proc (aka, free shapeshifted-regrowth for a 2x bloodtalons proc). If this happens, a shift and hardcasted regrowth to ensure your Rake/Rip is buffed with Bloodtalons is crucial to maximizing your DPS in a pinch. But these shoes are your golden ticket to reaching that 100% uptime goal. Sorry for the 10k word essay, but like yourself, i like to be thorough :D . Good luck fellow cat!