Ion 'Watcher' Hazzikostas Warlords Q&A Follow-Up

Sign in to follow this  

2 posts in this topic



WoW Lead Game Designer Ion 'Watcher' Hazzikostas has posted a follow-up to Saturday's #WarlordsQA event, expanding on a couple of the covered questions and answering some new ones as well!


Here is the text of that post update:


Blizzard Icon Ion 'Watcher' Hazzikostas Q&A follow-up


I had a great time doing the Q&A this past weekend, and look forward to more opportunities to speak directly with the community and field your questions. I wanted to take some time to clarify a couple of my responses. I’d also like to address several questions that were in the queue, but which we weren’t able to reach before we ran out of time.

The infamous Demonology warlock response: We’ve heard from many players that they don’t enjoy the spec but feel pressured to play it because it has so clearly been the all-around best warlock spec in current raiding, and we’ve seen masses of warlocks who started out favoring Affliction or Destruction migrating steadily towards Demonology. We feel the spec has several elements that are awkward and unintuitive (it’s not just a matter of sheer “complexity” – it’s fine for some specs to be more challenging to play optimally, especially for pure DPS where players can choose to opt into that complexity while having alternatives available), and we have plans to rework (and hopefully improve) the spec, but those changes are beyond the scope of a patch. In the meantime, we want to make sure we’re alleviating the pressure to play Demonology over other specs, which means making sure that it isn’t the best warlock spec. The goal of our 6.2 changes is not to make Demonology terrible or unplayable, and I’d expect Demonology to still be quite competitive on some types of encounters, and viable everywhere. If it isn’t, we’ll make further adjustments to compensate. But we did intentionally make changes to ensure that it isn’t the single best warlock spec in patch 6.2, and I wanted to make it clear that this was our intent, rather than simply a mathematical error.

Healing priests: In the Q&A, I fielded a question about absorbs, and have seen feedback about a seeming contradiction between our stance on Demonology warlocks (“we don’t want all warlocks to feel obligated to play Demo, so we’re nerfing Demo”) and my comments about Disc (“you’re probably doing it wrong if you only have one priest in the raid and that priest isn’t Disc”). To be clear, we don’t think the current state of priest healer representation is a desirable one – I was describing the present reality, not stating our design goal. But the Discipline problem isn’t one that is solvable with simple numbers changes – we’d have to nerf Discipline to the point of complete uselessness in order to meaningfully affect their representation. The issue lies in their nature as an absorb-based healer, offering a unique benefit that neither Holy priest nor any other healer can provide, and often doing so at the expense of the fun of other healers (whose core gameplay lies in refilling health bars that now empty less, or not at all, due to absorbs). Absorbs are still interesting as a mechanic, and we’re not looking to prevent Disc from feeling unique, but the spec’s niche in multi-healer situations probably shouldn’t be mechanically blanketing allies with absorbs. In short: we acknowledge that there is a problem, but we don’t have a solution to discuss just yet.

Now, Lore gave me a list of questions that we didn’t get to on Saturday, and I’d like to take a stab at answering a few more. Some of these are things I could probably ramble on about for pages, but I’ll try to stay concise to keep the responses in line with the content of the rest of the Q&A.

Q: “How has itemisation in WoD worked out thus far? Are you happy with new stats? Bonus gear properties? Enchants?” - @MagdalenaDK
A: Overall, we’re happy with how most of the changes have played out. Bonus gear properties in particular keep “farm” content potentially rewarding and create some extra moments of excitement, as designed. Tertiary stats were too weak initially, but since the 6.1 changes they’re in a good place – I’ve seen people get more excited for a huge Speed or Avoidance bump on a primary gear slot than they would have been over a socket, which is pretty cool. As far as stats go, and this may surprise players somewhat, we’re pretty satisfied with how Versatility has turned out – it’s a simple baseline stat that’s easy to understand, and has some depth to it especially in PvP. It may not be the favorite stat of any damage-dealing raiders, but that’s okay – it’s a solid baseline. Multistrike is probably the weakest of our current stats from a design perspective. Mechanically it’s very similar to crit, except where we’ve added specific class mechanics to hook into it and bolster it as a stat. There may be a visceral feel at times to firing extra missiles, but when you’re firing a ton of projectiles all the time, that also comes at the expense of lessening the impact of each individual missile and cast.

Q: Any plans on another stat squish? This last one didn’t seem to do much. - @RippleTideWoW
 Well, players are currently dealing damage roughly on par with what we saw at the end of Dragon Soul almost 4 years ago, which is fairly significant. If not for the squish, we’d be seeing DPS values in the millions, player health well into the millions, gear having 5-digit amounts of each stat, and so forth. So the squish did do quite a bit. Experience has shown, however, that if a full tier of gear doesn’t increase player stats by at least 10-15%, upgrades feel unrewarding. The compounding nature of that growth does mean that numbers will get unwieldy over time. We don’t see the need for another stat squish in the very near future, but we’ll likely end up doing one again eventually.

Q: Will the kick tool be improved to be less prone to abuse? - Evangelia
 The vote-to-kick system in our Group Finder is definitely due for some improvements. The system was designed alongside the original introduction of the LFG tool years ago, in a world where the default loot method was Need/Greed and a major issue was people abusing the kick feature to eliminate competition for loot. Nowadays, there are far fewer selfish motivations for initiating a kick, and so it makes sense for us to reevaluate that design. In Raid Finder in particular, one person who is griefing is having a negative impact on the gameplay experience of up to 24 other players, and we should make sure we’re weighting the protections provided by the system accordingly. We are working on making some subtle adjustments to the logic involved that should address some of these issues: for example, just because you’re in combat doesn’t mean you shouldn’t be able to kick someone who deserves it – that restriction used to be in place to prevent loot abuse, but now loot is mailed to players who aren’t around to receive it. We’ll continue to keep an eye on the system and make additional tweaks aimed at reducing player frustration.

Q: When kill Ele/Enh Shamans get the rework we deserve? Totems are so outdated and irrelevant. - @STVN214
 Totems could definitely use some love. I’m not sure the core rotations of either spec need an outright “rework,” though there are certainly some issues (Ele Ascendance being numerically underwhelming, Enhance having so many different sources of damage that few individual button presses feel rewarding). Totems historically provided irreplaceable benefits (e.g. Windfury providing extra attacks) that were balanced by the spatial constraint of being tied to a killable totem in a fixed location. Now that drawback often feels unwarranted. There isn’t much that’s cool about an ability like Searing Totem. Powerful area effects like Earthgrab, Windwalk, or Healing Tide fare better, but that isn’t a very long list. We agree that totems need to either be overhauled as a mechanic or that their importance to the shaman class needs to be reduced.

Q: What do Fire and Frost Mages, Ele Shamans… have mana bars for? Will mana matter again at some point? - @Crowvyn
 For many hybrid casters, mana is little more than a constraint on ability to heal, allowing for hybrid offheals to be potent, but limiting their sustainability so that they clearly fall short of a dedicated healer. Beyond that, we agree, there isn’t much point to the resource for several specs. Mana works well as a healer resource, where mana management and efficiency are designed to be a core part of every healer’s gameplay (some specs’ current situation notwithstanding), but we moved away from having it as a meaningful constraint on DPS output because it generally served as a frustrating constraint in a world where many if not most other DPS specs were not similarly constrained. Arcane mages stand as the exception, but they have a toolkit specifically designed around controlling their mana pools. I don’t think we’re likely to return to a world where Elemental shamans can run themselves out of mana and end up unable to cast Lightning Bolt, but perhaps there are more interesting things that could be done with DPS resource bars in place of mana.

Q: Complex encounter design (positioning) is being trivialized by player-created tools (See: Kromog) Are there plans to curb this? - @jsutan
Clever players have been using add-ons to assist with raid coordination since the earliest days of WoW raiding. When these add-ons have crossed a line and approached automating player activity or decisionmaking entirely, we have stepped in to disable or limit the underlying functionality that made that possible. Beyond that, players’ ability to use mods to help keep track of non-random abilities isn’t particularly concerning – as a raider myself, I downloaded Thogar Assist as a reference, but found that by the time my guild defeated the encounter I had long since memorized the train schedule. It is something for us to keep in mind, however, and we do occasionally alter our designs when we realize that a mod would completely trivialize the intended gameplay. Kromog, for example, could have had another dozen or so hand spawn points, and randomly picked a subset of them each phase, preventing any sort of fixed 1-to-1 assignment. 

Q: Legacy buff for MoP content, When? - Vert
Never. (Or at least not until next time we do a stat squish, technically.) The “legacy buff” that applies to enemies below level 90 once you exceed that level was designed specifically and solely to offset the 6.0 “stat squish,” which compressed the exponential scaling in the items available from level 61 to 90, into linear scaling. Pre-squish, a level 90 player with Pandaria raid gear was literally a dozen times more powerful than they had been at level 80 with Wrath gear. Post-squish that is no longer the case, so we have a special combat modifier in place to preserve the expected gameplay, so that soloing old content does not become harder. Gear higher than item level 463 wasn’t squished, so endgame Mists content designed to be tackled by players of that power level wasn’t affected and no combat scalar is needed. Mists content will increasingly become doable with fewer players than intended, as player power continues to rise, as has always been the case. People already are soloing large chunks of Mists content, and that goal will only become more and more attainable as time goes on and gear continues to improve.

Q: Will hunters and mages get a new raid utility in 6.2? - @Garfurion
 No. At this point, while we may still be making numerical adjustments, I wouldn’t expect new abilities or class functionality in 6.2. We removed Aspect of the Fox from hunters because they simply did not need it to be unique, viable, and in fact highly desired. It also contributed to elevating ranged classes above melee in many cases, by offsetting one of most casters’ main weaknesses. One of the strengths of melee classes is that they can move along with their target and continue to deal full damage while on the move, while most casters’ throughput suffers if they can’t stand still. In encounter design, we create mechanics and phases with this constraint in mind, with the expectation that a ranged-heavy raid will have its throughput suffer during something like Hans’gar and Franzok’s Stamping Presses phase, or Blackhand’s Massive Demolitions. Each additional Aspect of the Fox eroded this natural melee advantage, and contributed to raid composition and balance issues. 

Even without Fox, Hunters are unique in that they are the only ranged DPS that can do nearly everything while on the move, which naturally makes them well-suited to specialized roles on a number of encounters, aside from naturally thriving in high-movement environments. On top of that, Deterrence, Feign Death, Misdirection, and Disengage all allow them to assist with handling mechanics in ways that many other classes cannot. As for Mages, Amplify was not nearly as impactful, but neither was it necessary to justify the inclusion of a class that already brings a versatile toolset, burst damage, control, and useful immunities. A particularly odd feature of both Aspect of the Fox and Amplify Magic is that neither ability had any apparent use whatsoever when solo, which contributed to their awkwardness. 

In short, we added those abilities in 6.0 because we were concerned that mages and hunters might not be well-represented without some new and unique raid cooldown, but having observed how they have played out in practice, those concerns were likely unfounded, leaving us with two new niche abilities at a time where we have otherwise been trying to streamline the contents of class spellbooks. Thus, we’re removing them in 6.2.


Are you pleased with this level of developer communication and feedback from Blizzard? What questions would you still like to see answered?

Share this post

Link to post
Share on other sites




Blizzard Icon Ion 'Watcher' Hazzikostas Q&A follow-up

A particularly odd feature of both Aspect of the Fox and Amplify Magic is that neither ability had any apparent use whatsoever when solo, which contributed to their awkwardness. 


I've used AotF many many times while solo, although certainly not for its intended purpose.  RiP being able to mount while running, or deter > Aviana's Feather > hearth/mount for a quick getaway.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Blizzard teamed up with the talented artist Kim Jung Gi and the result is truly stunning!
      Kim pained the Siege of Lordareon - the event that starts off the conflict between the Alliance and the Horde in Battle for Azeroth. Check out the timelapse of the masterpiece below!
      Kim Jung Gi is an established artist from South Korea whose art work attracted the international attention of millions over the last few years. He has the ability to visualize the drawing before making his marks. You can learn more about the artist on his website.
    • By Stan

      Game Director Ion Hazzikostas answered your Battle for Azeroth questions today! Here's a quick summary to guide you through it!
      Dark Iron Dwarves, Kul Tiran Humans, Mag'har Orcs and Zandalari Trolls are confirmed Allied Races in Battle for Azeroth. It seems Blizzard plans to abandon the Master Loot system altogether in favor of Personal Loot in the upcoming expansion. Allied Races
      Zandalari Paladins are a possibility in the future. Zandalari have been made 10-15% larger in Alpha recently. Allied Races will always come in pairs, it comes down to faction balance, but if it makes sense to introduce an Allied Race to a single faction, they may add one regardless of the other. Kul Tirans will be an Allied Race in Battle for Azeroth. Mag'har means "uncorrupted" in Orcish. The team wants to hear about Allied Races lacking customization options. Artifacts
      Once the pre-expansion patch is live, the Artifact will still be available, but the traits will be burned out. Battle for Azeroth will be just as friendly an expansion as Legion. The catch-up system for Azerite will work similar to Artifact Knowledge. Character Slots
      Blizzard will increase the number of character slots with new Allied Races. Class Balance
      If there's a class that doesn't bring much, it's a problem that they would like to solve. Blizzard stopped adding new abilities to classes beyond MoP. If an ability is supposed to fill in a certain gap, they will add it, but having too many baseline abilities is confusing. Azerite Armor modifiers will work the same way as active abilities / Legendary items in Legion. It feels bad having Artifact traits baked into talents. It's a short term sacrifice they're making for the sake of balance. Two years from now, nobody will remember that an ability was provided by an Artifact weapon in Legion. Customization Options
      Non-Allied Races customization options are in the works, but no immediate time frame on that. The team's currently working on animations for the new Allied Races. No immediate plan right now to add Heritage Armor to non-Allied Races, but it's a great idea. The team would need to figure out how to obtain those, because most players have non-Allied Races at max level. The identity of expression should be available for every race though. Guilds
      Guilds automatically inherit all Community features. Communities are "lighter" versions of guilds and they aren't meant to overshadow them. Itemization
      Item level will enable clear-cut decisions on upgrades in Battle for Azeroth. The team doesn't want to go back to Legion, where secondary stats were prioritized over item level. Legendary Items
      Legendary effects that are available to classes as abilities / talents / passives in Battle for Azeroth will stack with Legion Legendary items equipped on your character, providing double the bonus during leveling. Max Level Experience
      When you hit max level in Legion, there's Suramar. In Battle for Azeroth, you can explore a whole continent of the opposing faction. Mission Table
      Mission tables are returning in Battle for Azeroth. It's an outlet for War Resources. No gigantic changes are planned there. No more 12 hour missions to unlock content though. Mythic Dungeons
      The system has worked out well in Legion, no major changes are planned in Battle for Azeroth. Tyrannical & Fortified affixes will be moved to level 2 Keystones to avoid awkward power spikes. New level 10 affixes will be added soon. The team's experimenting with stuff like Blighted. The team wants to improve the in-game Mythic+ UI. Professions
      Changes to crafting Professions are coming in Battle for Azeroth. The increasing cap of skill points throughout expansions felt awkward and ultimately lead to the removal of skill point requirements. Profession items tied to a certain expansions are now separate buckets: e.g. Outland Blacksmithing. No skill point are required to start Professions in Battle for Azeroth. PvP
      Any plans to adjust CC in PvP besides their duration? If CC is too limited, the game turns into DPS races in PvP. Obviously long CC chains are frustrating, but it's a result of being stun locked by multiple players without your team disrupting them. A lot of CC instant casts are involved in this, because there's little to no counter play and the team would like to solve this. Specific feedback is appreciated. Prestige rewards in Battle for Azeroth include titles and cosmetic items. World defense will return back to RP-PVP realms in the future with the new War System. Raids
      The use of Master Loot system is limited to organized guilds. Split runs are a very specific niche issue and it seems they would like to get rid of Master Loot entirely. Submitting Feedback
      Conflicting feedback is seen oftentimes as opposed to constructive; telling Blizzard that something is broken and needs fixing is all but constructive. Feedback should get more personal. VOD
    • By Stan

      Last week's Alpha Build 26231 added animations for Zandalari Druid forms. Here's a little sneak peak at some of them!
      For more information about Battle for Azeroth check out our BfA Content Hub!
      Zandalari Druid Bear Form (Stand / Attack / Run)

      Zandalari Druid Cat Form (Stand / Attack / Run)

      Zandalari Druid Moonkin (Stand / Spell Cast / Run)

    • By Stan

      Our Battle for Azeroth content hub is filled to brim with useful information to get you started with WoW's latest expansion!
      Your source of the latest Battle for Azeroth news!
      Release Date
      World of Warcraft's latest expansion will be released on or before September 21, 2018.
      Pre-Purchase Battle for Azeroth
      If you pre-purchase the expansion, you'll get a level 110 boost and gain early access to four Allied Races. The Digital Deluxe Edition comes with various goodies in all Blizzard games except Diablo.
      Game Version Pricing Buy Link Standard Edition $49.99 // 44.99 EUR EU / US Digital Deluxe Edition $69.99 // 59.99 EUR EU / US Allied Races
      Highmountain Tauren, Lightforged Draenei, Nightborne and Void Elves are four Allied Races that can be unlocked before Battle for Azeroth goes live. Pre-purchasing the expansion won't unlock them though. They're gated behind Exalted reputation standing with Legion factions and achievements.
      If you boost an Allied Race character to level 110, you won't be able to receive Heritage armor.
      It's very likely that Blizzard removes the gating at some point before Battle for Azeroth launch. It would not make much sense having them gated behind old content.
      Allied Races Unlock Requirements
      Allied Race Requirements Highmountain Tauren Ain't No Mountain High Enough + Exalted with Highmountain Tribe  Lightforged Draenei You Are Now Prepared! + Exalted with Army of the Light Nightborne Insurrection + Exalted with the Nightfallen Void Elf You Are Now Prepared! + Exalted with Argussian Reach Allied Races in Battle for Azeroth
      Four Allied Races have been confirmed so far. The Alliance will be able to unlock Dark Iron Dwarves and Kul Tirans, whereas the Horde can convince Mag'har Orcs and Zandalari Trolls to join the faction. The aforementioned Allied Races will be gated behind Battle for Azeroth content and can't be unlocked before launch. So far, we looked at Dark Iron Dwarves, their totems, customization options of Kul Tiran Humans and Zandalari Troll Druid forms.
      Kul Tiran Customization Options Kul Tiran Druid Bear Forms Dark Iron Dwarves Preview Dark Iron Dwarf Shaman Totems Zandalari Troll Druid Forms Zandalari Troll Shaman Totems Azerite Armor
      Azerite Traits Overview (Alpha Build 26231) *NEW* Build Highlights
      Battle for Azeroth is currently in Alpha. We have overviews with creature models, items and latest changes:
      Battle for Azeroth Alpha Build 26231 Highlights Battle for Azeroth Alpha Build 26175 Highlights Battle for Azeroth Alpha Build 26131 Highlights Battle for Azeroth Alpha Build 26032 Creature Models Battle for Azeroth Alpha Build 26095 Highlights Battle for Azeroth Alpha Build 25976 Highlights Class Changes
      In the latest dev watercooler, Blizzard talked about Class design philosophy in Battle for Azeroth. There's a new BfA build every week and we keep track of all talent changes here. A detailed overview for every build can be found below:
      Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes In addition to that, Hunters can no longer change a Pet's specialization in Battle for Azeroth.
      Ten new dungeons will be added to the game in BfA. We looked at Dungeon Journal entries and compared item levels of loot rewards after the squish.
      Heart of Azeroth
      With the removal of Artifact weapons and traits, all players will receive a Legendary neckpiece called Heart of Azeroth. The main goal is to collect Azerite (Artifact power) and empower it in order to unlock Azerite armor traits.
      Heart of Azeroth Explained Legacy Loot Mode
      Personal Loot used in dungeons since Patch 7.3.5 was not well received by transmog collectors. Blizzard is trying to fix it with the introduction of Legacy Loot mode.
      If you're an avid mount collector, Battle for Azeroth will most definitely not disappoint you. Plenty of cool mounts are coming and we covered the following flying/ground mounts so far:
      Basilisk PvP Mounts Bee Mounts Bloodfeaster Mounts Brutosaur Mount Crawg Mounts Frog Mounts Goblin Hovercraft Mounts Hyena Mounts Parrot Mounts Proto-drake Mounts Raptor Mounts Vulture Mounts Mythic Keystone Changes
      No huge changes are planned for the Mythic Keystone system. It has been received well in Legion. We datamined some spells related to Mythic Keystone customization and a new (possibly level 10) affix.  Tyrannical & Fortified affixes will be moved to level 2 Keystones to avoid awkward power spikes.
      Mythic Keystone Customization New Mythic Affixes Profession Changes
      Most First Aid recipes have been moved to Tailoring and achievements are now Feats of Strength, hinting at a possible removal of First Aid. An early look at Profession changes and new recipes can be found here.
      Game Director Ion Hazzikostas is periodically answering your Battle for Azeroth questions. The latest Q/A was conducted last week.
      Battle for Azeroth Live Developer Q/A (March 15) Battle for Azeroth Live Developer Q/A (January 30) Raids
      Uldir will be the first raid of the expansion. We previewed early Dungeon Journal entries and found out that Blood God G'huun is the final boss of the raid. In a future raid (probably a Nighthold equivalent in BfA), we're going to fight Azshara. 
      Uldir Raid Encounters Upright Orcs
      Male Orcs can adjust their posture in Battle for Azeroth. 
      How to Create Upright Orcs Upright Orcs Overview Visuals
      Hunters and Warlocks received new spell animations.
      Hunter Spell Animations Warlock Spell Animations
    • By Stan

      A first look at datamined Azerite traits in Battle for Azeroth.
      Set bonuses are gone in Battle for Azeroth and we're going to empower Azerite armor in order to unlock traits. Here's a first look at Azerite traits that are currently available as of Alpha Build 26231.
      Check out our Battle for Azeroth Content Hub for the latest information about WoW's next expansion!
      Categorized Azerite Traits
      The following Azerite traits have a class and/or specializations listed:
      Death Knight
      All Specializations
      Dark Grudge - Death Strike heals for an additional 0.5 sec of damage taken, and Death Strike deals an additional 231 damage. Frost
      Decimate - Obliterate has an additional 5% chance to trigger Rime, and Obliterate deals an additional 539 damage when it critically strikes. Unholy
      Scourge the Unbeliever - Scourge Strike grants your Ghoul 5 energy, and Scourge Strike deals an additional 231 damage. Demon Hunter
      Seething Chaos - Chaos Strike generates 3 Fury over 3 sec, and increases your Critical Strike by 0 for 9 sec. Vengeance
      Gaping Maw - Lesser Soul Fragments heal for 3% more, and Soul Cleave deals 97 additional damage. Druid
      All Specializations
      Long Night - Increases the duration of Moonfire by 1 sec, and Moonfire grants 0 Mastery for 15 sec. Feral
      Bloodline - Rip has 2% additional critical strike chance, and deals an additional 36 total damage. Guardian
      Twisted Claw - Mangle deals an additional 3% damage against bleeding targets, and grants you an absorb shield that prevents 385 damage for 6 sec. Restoration
      Rejuvenating Breath - Increases the duration of Rejuvenation by 1.1 sec and the total healing of Rejuvenation by 42. Hunter
      All Specializations
      Aspect of the Cheetah - Adds an additional 77% speed to the initial 3 seconds of Aspect of the Cheetah. Beast Mastery
      Flashing Fangs - Kill Command increases the damage of your next Cobra Shot by 326. Ride the Lightning - Increases the critical strike chance of Aspect of the Wild by an additional 5% and causes your attacks to deal 77 additional Nature damage, chaining to up to 2 targets. Rotting Jaws - Kill Command has a chance to deal 77 to 385 additional damage and grants you 6 Focus over 3 sec. Marksmanship
      Arrowstorm - Increases the damage of Aimed Shot by 77 and has a 4% chance to reset the cooldown of your Rapid Fire. Piercing Shots - Each arrow fired by Rapid Fire has a 4% chance to hit an additional target. Seize the Initiative - Aimed Shot has an additional 8% critical strike chance against targets that are above 90% health, and Aimed Shot deals an additional 434 damage. Survival
      Raking Talons - Raptor Strike has an additional 6% critical strike chance against targets that are below 50% health, and Raptor Strike deals an additional 83 damage. Vigorous Wings - Increases the duration of Aspect of the Eagle by 8 sec and causes your Mongoose Bites to deal an additional 462 damage when they critically strike. Whirling Rebound - Increases the damage of Hatchet Toss by 77 and causes it to return to you, dealing 539 damage to enemies it strikes. Mage
      Arcane Pummeling - Each wave of Arcane Missiles deals 14 more damage than the previous one. Blast Radius - Arcane Blast deals 5% damage to all enemies within 5 yds of the primary target, and deals an additional 231 damage. Fire
      Ignition Point - Ignite damage from Fireball is increased by 5%, and Fireball deals an additional 69 damage when it critically strikes. Frost
      Packed Ice - Frostbolt has 5% additional critical strike chance, and deals 139 additional damage. Monk
      Fit to Burst - Keg Smash clears 3% of your damage delayed with Stagger, and Keg Smash deals an additional 69 damage. Swift Roundhouse - Blackout Strike has an additional 5% chance to critically strike, and deals an additional 125 damage. Mistweaver
      Invigorating Brew - Vivify does an additional 173 healing when empowered by Thunder Focus Tea. Paladin
      Divine Illumination - Holy Shock has 5% additional critical strike chance, and does 139 additional damage and healing. Protection
      Righteous Bastion - Shield of the Righteous grants damage reduction for 0.50 additional seconds, and does 55 additional damage. Retribution
      Zealotry - Crusader Strike deals an additional 6% damage over 4 sec, and does 111 additional damage. Priest
      Discipline / Holy
      Pillar of Light - Smite has an additional 5% chance to critically strike, and it deals an additional 69 damage. Discipline / Shadow
      Torment of Torments - Shadow Word: Pain's duration is increased by 1.0 sec, and it deals 139 additional damage instantly. Holy
      Bindings of Fate - Casting Heal on an ally also heals you for 8% of the value, and Heal restores an additional 208 health. Rogue
      Contaminant - Mutilate has a 10% chance to apply additional Deadly Poison, and does 124 additional damage. Outlaw
      Swashbuckler - Saber Slash has 3% additional chance to strike twice, and does 49 additional damage. Subtlety
      Subtle Blade - Nightblade's duration is increased by 1.0 sec, and deals 14 additional damage whenever it deals damage. Shaman
      All Specializations
      Astral Shift - Increases the damage reduction of Astral Shift by an additional 77% Embrace of the Tides - Increases the critical healing of Healing Surge by 154 and causes it to prevent up to 231 damage over the next 6 sec. Healing Way - Healing Surge critically heals for an additional 5%, and further heals for 462 more on targets below 35%. Overloaded - Increases Lightning Bolt's Overload chance by 5% and damage by 154. Elemental / Restoration
      Flames of the Forefathers - Increases the damage of Lava Burst by 308 and causes it to grant an additional 5 Maelstrom. Lightningburn - Increases the damage of Chain Lightning by 77 and causes your Fire spells to deal an additional 231 damage for 4 sec. Enhancement
      Electropotence - Increases the critical chance of Stormstrike by 8 and causes Stormstrike critical strikes to deal an additional 231 damage. Storm's Eye - Increases the critical strike chance of Crash Lightning by 77 and increases the radius of Crash Lightning by 1. Striker's Grace - Reduces the cooldown of Stormstrike by 5% and increases the damage it deals by 90.  Restoration
      Ancestral Reach - Increases the healing of Chain Heal by 77 and causes it to bounce an additional time. Warlock
      Suffer - Agony's duration is increased by 1 sec, and it deals 162 additional total damage. Demonology
      Meteoric Flare - Hand of Gul'dan has a 5% chance to refund a Soul Shard when it hits a target, and deals an additional 69 damage. Destruction
      Unshackled Fel - Chaos Bolt deals 5% damage to all other enemies within 5 yds of the primary target, and deals an additional 231 damage. Warrior
      Heavy-Handed - Mortal Strike refunds 3 Rage and deals 121 additional damage. Fury
      Bloodcraze - Bloodthirst has 5% additional critical strike chance, and deals 146 additional damage when it critically strikes. Protection
      Battering Ram - Devastate, Thunder Clap, and Revenge have an additional 5% chance to reset the cooldown of Shield Slam, and Shield Slam deals an additional 104 damage. Uncategorized Azerite Traits
      Traits listed here do not have a Class/specialization assigned yet or may be available to more than a single Class. Most of the traits falling under this category could be classified as role traits available to damage dealers, healers and tanks.
      Item level-increasing traits
      Azerite Empowered - Increases the item level this item by 5. DPS Traits
      Embrace of the Sands - Critical strikes by your abilities have a chance to create a localized Sandstorm, damaging enemies and healing allies within 10 yards for 308 every 2 sec for 6 sec. Fury of the Sands - Attacks have a chance to deal 77 additional Physical damage. Critical strikes by this damage are multiplied by 300%. Gutripper - Your damaging abilities have a chance to deal 347 Physical damage to the target. Gutripper occurs much more often against targets below 30% health. (Approximately 5 procs per minute). Heed My Call - Your damaging abilities have a chance to deal 154 to your target, and 15 to enemies within 3 yards of that target. Traits that increase primary / secondary stats by a flat amount
      Increase Versatility 15 - Increases your Versatility by 15. Haste - Increases your Haste by 19. Strength - Increases your Strength by 20. Agility 20 - Increase your Agility by 20. Item - Proc Mastery - Your harmful spells have a chance to grant 229 mastery for 20 sec. Traits that increase secondary stats
      Blood Siphon - Increases your Mastery by 28 and your Leech by 14. Elemental Whirl - Your damaging abilities have a chance to grant you Elemental Whirl, increasing your Critical Strike, Haste, Mastery, or Versatility by 77 for 10 sec. (Approximately 2 procs per minute) Lifespeed - Increases your Haste by 28 and your Avoidance by 14. Longstrider - Increases your movement speed by 10% of your highest secondary rating, up to 3%. Mote in the Eye - Your abilities have a chance to grant you 462 critical strike rating, decreasing by 77 every 2 sec. On My Way - Increases your Versatility by 28 and your Speed by 14. Overwhelming Power - Your damaging abilities have a chance to grant you 25 applications of Overwhelming Power. Each stack of Overwhelming Power grants 38 Haste. An application of Overwhelming Power is removed every 3 sec or whenever you take damage. Traits with absorbtion effects
      Bulwark of the Masses - When you are surrounded by 4 or more enemies, gain a shield that absorbs 832 damage. Cannot occur more than once every 15 sec. Resounding Protection - Every 30 sec, gain an absorb shield for 208 for 30 sec. Traits with healing effects
      Azerite Fortification - When stunned, immobilized, or knocked back, you heal for 347. Azerite Veins - Taking damage has a chance to grant you Azerite Veins, healing you for 34 every 3 sec. Lasts 18 sec or until you are fully healed. Champion of Azeroth - Contributing to the death of an enemy of Azeroth heals you for 624 and grants you 22 Versatility for until cancelled, stacking up to 2 times. Impassive Visage - When you take damage, heal for 139. Cannot occur more than once every 6 sec sec. Vampiric Speed - When an enemy you damaged dies, you heal for 624 and gain 49 Speed for 6 sec Savior - Your heals on targets below 35% health have a chance to heal for an additional 208. (Approximately 5 procs per minute). Self Reliance - While no enemies are within 20 yds, you heal for 70 every 3 sec. Woundbinder - Your healing effects have a chance to increase your Haste by up to 62 for 6 sec. Healing lower health targets will grant you more Haste. (Approximately 2 procs per minute). Tank traits
      Gemhide - When dealt damage greater than 10% of your maximum health, gain 31 Avoidance and 138 Dodge for 10 sec. Winds of War - Taking damage grants you 14 Dodge for 3 sec, stacking up to 10 times. Placeholder traits
      Placeholder traits that are likely going to be replaced in future builds:
      Netherlight Fortification - Increases the item level of your artifact by 5. Portal: Dalaran - Broken Isles - Creates a portal, teleporting group members that use it to Dalaran in the Broken Isles. Test Azerite Power - This power has 0 points. Not Yet Implemented Azerite Traits
      Traits that do not exist in the database yet.
      Spell: #24219 Spell: #210125 Spell: #14946 Spell: #191997 Spell: #250295