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WoW: Legion details at gamescom: Interview with Tom Chilton & Ion Hazzikostas

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The Icy Veins team sat down with Tom Chilton and Ion Hazzikostas from the WoW development team to ask questions about Demon Hunters, Artifacts, the story in Legion, and what to expect for changing game play in the new expansion.

 

Note: Icy Veins shared this interview time with Wowfan.cz, and some of the things we present here were answers to their questions.
 
Here is what we learned:
 

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Demon Hunters

  • As it stands, Demon Hunters are slated to wear Leather armor. The developers used to feel that having too many classes on one armor type could cause problems, but as the game has moved towards Personal Loot, that has become less of an issue.
  • An all-new weapon type, Glaives, will be the only weapon type that Demon Hunters can use. They are a weapon 'pair' that comes together and fills both hand slots. Having only one available weapon type for the class will not be an issue in Legion, as you mostly focus on your Artifact throughout this expansion. In the future, Demon Hunters might eventually dual wield the 'standard' agility weapon types.
  • Demon Hunter starting level has not been set, but a starting level between 95-100 is currently being debated (as it is a Hero Class). It's "hard to imagine a Level 1 Demon Hunter running around Elwynn Forest."

wNDw1Hy.png

 

Artifacts

  • You obtain your Artifact early on in the Legion experience. This is the weapon you will use throughout the expansion. You will not get weapon drops in Legion. Something that wasn't mentioned during the reveal is that each Artifact has a number of Relic slots, which will determine its raw item stats (DPS, ilvl, etc.) and modifiers to the traits you've chosen, so the Artifact's stats will still improve as you defeat bosses.
  • It will be very important to see how the story plays out regarding Artifacts that come from characters like Tirion. No spoilers!
  • Existing Legendary weapons (and items) are unchanged. Artifacts will be presented differently. There will not be any Legendary weapons in Legion.

Update: Artifacts can still be transmogrified into other items! Other items cannot be transmogrified into Artifacts.
 


 

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Story Line

  • This is the main universe Illidan. There is no 'alternate universe' Azeroth going on. Gul'dan was banished through the Twisting Nether into our world, into our time today. The scene where Gul'dan discovered and awoke Illidan is part of the Demon Hunter experience and why the Legion is at this place - they came specifically for Illidan. "Maiev was out at the pub." tongue.png
  • The only time you spend inside the Emerald Nightmare is in the raid zone. Its influence will be felt outside, but only the raid takes place inside the Nightmare. The Emerald Dream/Nightmare might be expanded on further in the future.
  • The Mists of Pandaria story saw the Horde expelled from Dalaran, but with Khadgar as the leader of the Kirin Tor, he has worked with the Horde and feels responsible for Gul'dan, and wants help from both sides.
  • Asked if Wrathion will be back, as he foretold the coming of the Legion? "We'll see."
  • Karazhan's brief appearance in the cinematic teaser was important. Karazhan is an 'important place'.
  • Dalaran is more or less lifted from Wrath of the Lich King, and will be a neutral capital city for both factions. For game play purposes, it will still also be in Northrend - it won't be 'moved' the way it was for Wrath. Some things will have changed.
  • Regarding the new Violet Hold and other Dalaran changes, the devs noted that Dalaran has some ancient purposes that weren't fully understood, and it is affected by being brought this close to the Tomb of Sargeras.

scGLQM0.png

 

Game Play

  • Classes will evolve in a number of ways in Legion. The development team is looking closely at the core fantasy for each class. Talent changes and class changes are being made - stay tuned. The PvP talent system also gives the developers room to take PvP-type talents out of the current talent trees. PvP talents will not function in PvE environments.
  • As an example of class changes, the Survival Hunter 'spear' Artifact was brought up. In Legion, Survival Hunters will be a melee spec that utilizes a pet. To differentiate specializations, the developers will try to de-homogenize the classes. Further to this, Beast Mastery Hunters will fight at range with a pet, while Marksmanship Hunters will fight at range with NO PET.
  • Demonology Warlocks will be masters of summoning and controlling demons. Metamorphosis sort-of came to dominate the class, but the devs are refocusing the spec on demons. Affliction will continue to be about 'decay', and Destruction about 'bursts of fel fire'.
  • No stat squish is planned for Legion. Health numbers are 'fairly high', but that is because health was intentionally increased to manage the feel and flow of healing. DPS is still 'easily an expansion away' from the numbers players were seeing in Siege of Orgrimmar.
  • Professions are getting a lot of new stuff. The professions team for Legion is the largest that Blizzard has ever had for WoW, and they clearly heard the feedback that professions were underutilized in Warlords and overlapped with the Garrisons too much.
  • Realm firsts are not coming back. There was value in some (Ion mentioned things like the first player to beat Brawler's Guild, Mythic guild firsts, etc.), but the general philosophy is to allow players to take their time and enjoy the content at their own pace. Plenty of third parties actively track 'first to 100', etc.

UpdateOther Warlock specializations will not be losing access to demon pets. All three Warlock specs will still utilize demons.
 


 

Miscellaneous

  • Garrisons are staying in Draenor. If you want to go back and visit them, you can! They were always designed as something that you would leave in Draenor. The developers may revisit the system with something bigger, better, and different in the future.
  • Order Halls are very different - they are a shared multiplayer space. They just happen to be the place you'll go to send your Champions on missions. They don't duplicate the functionality of cities (no AH, no bank) - think Acherus for Death Knights.
  • A release date is not set yet. The full cinematic is being actively worked on, but it isn't quite complete yet.
  • For new players who feel intimidated by the size and scope of the game, the developers feel that the character boost helps get people to playing with their friends faster.

Learn anything you're excited about in this interview? Still new things you're hoping to find out about Legion? Let us know.

 

Icy Veins gets exclusive details on the upcoming Legion expansion from Tom Chilton & Ion Hazzikostas.

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First of all there's some great news and information in the above so great job folks!

 

I said to a few friends before the reveal that I was more interested in the "features" than the new expansion story / regular content such as zones raids and dungeons.  I feel they've got my attention with artifacts, changes to transmog and the Order Halls.

 

It's great to hear that the Order Halls will be a class hub without giving players a reason to stay there too long like garrisons (with regards to no AH, bank etc).

 

From a personal point of view I am really really looking forward to hearing more news about professions.  Hope we get some more info on those in the near future!  Glad they've taken on feedback from WoD as they are in a bad place right now!

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Will PvE talents function in PvP enviroments?

 

 

Will the honor v3 system start at level 100, or only at max level? There are players who want to level through Battlegrounds only, and would want tot unlock these early on.

 

They mentioned that they don't want gear to be the deciding factor for PvP, but will the gear play any factor at all in Legion? Is Honor (the currency system) going to be removed so people can buy gear according to their PvP level? 

 

I think its a great thing that Hunters can become melee, remembered all those melee spell back in WotlK. Wonder if they will be able to stealth via Camo, giving them a true Hunter-like feeling.

Demonology Warlocks becomes more like BM Hunters, are we going to see a massive imp swarm? 2 Infernals?

Edited by Archimage

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Raptor strike memories!

 

*Peelyon runs into melee range uses Raptor Strike*

 

"Peelyon what are you doing?! Did you run out of ammo AGAIN??!"

 

uhm maybe?!

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I'm pretty excited about the class changes! I want there to be more differences between the hunter specs, for instance. My main is a hunter, so I'm not 100% sure whether I'd want to be a melee pet spec, but what is really cool is I could switch as needed, for example, if the raid needed more melee over range for some reason (though range can still hang out with melee, I know :P).

 

I'm also excited for Demonology to go back to focusing on demons instead of Meta; I honestly didn't like Meta, which is the biggest reason I didn't like playing the spec (going Destro most of the time instead). I loved ALL THE IMPS so I'm excited to see how that changes in 7+!

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i have so many questions about the expac.

 

will feral druids with claws of shirvallah still have the new updated catform?

will the artifact weapon traits be active/balanced in pvp?

do i still earn conquest gear (and weapons) from arenas/rbgs or is pvp gear gone completely?

 

i focus on those for now. im excited but also a little bit worried

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An all-new weapon type, Glaives, will be the only weapon type that Demon Hunters can use. They are a weapon 'pair' that comes together and fills both hand slots. Having only one available weapon type for the class will not be an issue in Legion, as you mostly focus on your Artifact throughout this expansion. In the future, Demon Hunters might eventually dual wield the 'standard' agility weapon types

 

Are you sure it's that they're the only weapon that DHs can wield, and not that they're a weapon that only DHs can wield? Because this info directly contradicts Blizzard's own Demon Hunter page.

 

  • AVAILABLE WEAPONS
  • Daggers, Fist Weapons, One-Handed Axes, One-Handed Maces, One-Handed Swords
Edited by stoppableforce

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Are you sure it's that they're the only weapon that DHs can wield, and not that they're a weapon that only DHs can wield? Because this info directly contradicts Blizzard's own Demon Hunter page.

 

I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

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Was there any mention about how dual spec or respec will be handled for artifact weapons? We have thrown some ideas around in guild but it would be nice to know if we will have to do the quest over, or if the weapons will just "change" to our new spec when we change. 

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I would love to see unholy DKs take a bit more 'lich' to them - instead of a single pet that you make big, summoning short-lived minions of different types (spellcaster, archer, soldier, tank) would fit better - add in a chance of summon minion on enemy kill and you'd have some serious bad a$$-ness

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I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

 

My bet is that Glaives will effectively be a two-handed weapon, like a staff or polearm, but it will be unique to Demon Hunters and unable to transmog into anything else.  And they'll probably be a fast weapon.

 

Then, Demon Hunters will also have access to the agility one-handers listed on the website, but will prefer quick weapons (like most rogues).

 

What you end up with is a choice similar to what Monks or Frost DK's have today: whether a single big two-hander is better than two smaller one-handers.  It will probably cause some alteration to optimal rotations, allowing a bit more variety to the DH gameplay without having huge spec-level differences.

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The problem with that theory is that it showed the game play of it during the stream and they were dual wielding them. The chances of dual wielding 2h weapons for a class focused on speed and agility is rather slim

My bet is that Glaives will effectively be a two-handed weapon, like a staff or polearm, but it will be unique to Demon Hunters and unable to transmog into anything else.  And they'll probably be a fast weapon.

 

Then, Demon Hunters will also have access to the agility one-handers listed on the website, but will prefer quick weapons (like most rogues).

 

What you end up with is a choice similar to what Monks or Frost DK's have today: whether a single big two-hander is better than two smaller one-handers.  It will probably cause some alteration to optimal rotations, allowing a bit more variety to the DH gameplay without having huge spec-level differences.

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The problem with that theory is that it showed the game play of it during the stream and they were dual wielding them. The chances of dual wielding 2h weapons for a class focused on speed and agility is rather slim

I'm not talking about the animation.  They'll still make it look like the DH is wielding two separate glaives, and the attack rates will match accordingly.

 

What they have said is that "glaives" will be a single item.  This means that it's effectively a single two-handed weapon for balance and mathematics purposes, even though the graphics and animation will show otherwise.

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I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

 

I was thinking the same. It might have been some miscommunication. Till blizzarad officially changes the info on their website, i will assume that "Glaives is a weapon that only Demon hunters can wear", and not that "Demon Hunters can only wear glaives"

Not sure how far down this post will go, but while I suspect you're probably right that it's a typo or mistake (kinda), They could also just be focusing on the fact that the Artifact weapons are the only weapons you should really be using this expansion and the demon hunters one will almost definitely be Glaives of some sort. So for this expansion demon hunter will/should only use Glaives. Also if anyone else has already pointed this out then sorry, only read through so many of the replies :D.

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Hey, this was us with you at the interview. Check us out at Wowfan.cz. We are a Czech fansite, so I get the confusion with Russia. wink.png

Haha, when we arrived they were like "You're with the Russian guys, so our Russian CM will take care of you!", so that confused us tongue.png Didn't we have an interview together last year too? Heroes maybe. And btw, feel free to use all our questions/answers, no worries

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Class mechanic revamp will be cool, we'll see how it works out. Melee hunter ftw - NEED ME RAPTER STRIKE BACK!!!

Agreed! They better bring back Volley too while they're at it. ;)

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Garrisons are staying in Draenor. If you want to go back and visit them, you can! They were always designed as something that you would leave in Draenor. The developers may revisit the system with something bigger, better, and different in the future.

 

Something bigger.

 

 

*Shudder*

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Raptor strike memories!

 

*Peelyon runs into melee range uses Raptor Strike*

 

"Peelyon what are you doing?! Did you run out of ammo AGAIN??!"

 

uhm maybe?!

 

 

Dude I still have 2,410 rounds of ammo in my hunters bank. Just cant bring myself to delete it.

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Dude I still have 2,410 rounds of ammo in my hunters bank. Just cant bring myself to delete it.

 

The wife still has her ammo bag - won't let go!

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      Call to Action: Using your Venthyr class ability or spell grants some Versatility to you and your nearby allies for a moderate duration of time.
      Theotar the Mad Duke knows all too well that insanity is no excuse for bad manners! Exiled from traditional aristocratic circles, he formed his own court of outcasts to gossip with. Whether weaving powerful magic through his favorite teapot or animating dredgers to carry his umbrella for him, Theotar wields the incredible power of Revendreth in his own, eccentric way.
      Watch the Shoes!: Door of Shadows frees you from roots and snares.
      Soothing Shade: Your spells and abilities have a chance to call Tubbins and Gubbins to your side for a moderate amount of time, parasol in hand. Standing in the shaded area grants you some Mastery.
      SHARING IN THE WEALTH
      When you join the Venthyr Covenant, you’ll gain two new unique abilities—one signature ability and one class ability.
      Signature abilities are available to all Covenant members regardless of class, race, or specialization.
      Door of Shadows
      Wend through the shadows, appearing at the targeted location.
      Covenant class abilities provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant.
      Covenant Class Abilities Death Knight: Swarming Mist
      A heavy mist surrounds you, increasing your chance to dodge. Deals Shadow damage over time to enemies within range. Every time it deals damage you gain additional Runic Power, up to a maximum amount. Demon Hunter: Sinful Brand
      Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time. Activating Metamorphosis applies Sinful Brand to all nearby enemies. Druid: Ravenous Frenzy
      For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking. If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending. Hunter: Flayed Shot
      Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a  chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health. Mage: Mirrors of Torment
      Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict Shadow damage, and their movement and cast speed are slowed. The final mirror will instead inflict Shadow damage to the enemy, Rooting and Silencing them for some time. Monk: Fallen Order
      Opens a mirror for 24 seconds summoning reflections of your order’s Fallen Ox, Crane, and Tiger adepts every 1 second for 6 seconds. Adepts associated with your specialization will fight for a longer duration and cast additional abilities. Paladin: Ashen Hallow
      Hallow the target area, dealing Shadow damage to enemies and restoring health to allies over time. Within the Hallow, you may use Hammer of Wrath on any target. The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area. Priest: Mindgames
      Assault an enemy’s mind, dealing Shadow damage and briefly reversing their perception of reality. For a short time, the next moderate amount of damage they deal will heal their target, and the next moderate amount of healing they deal will damage their target. Rogue: Slaughter
      Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes. Slaughter Poison deals Shadow damage over time and steals a percentage of healing done to the target.
      This also awards combo points. Shaman: Chain Harvest
      Send a wave of anima at the target, which then jumps to additional nearby targets. Deals Shadow damage to enemies and restores health to allies.
      For each target critically struck, the cooldown of Chain Harvest is reduced. Warlock: Impending Catastrophe
      Call forth a cloud of chaotic anima that travels to the target enemy, dealing Shadow damage to enemies in its path. When the anima reaches the target it explodes, inflicting either Curse of Weakness or Curse of Tongues, and dealing Shadow damage over time to all nearby enemies. Warrior: Condemn (Replaces Execute)
      Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health. The primary target is weakened, preventing a moderate amount of damage they would deal to you.
      If your foe survives, a portion of the Rage spent is refunded. We look forward to sharing more information as development continues, and we hope this preview gives you a taste of what the Venthyr Covenant has to offer. Learn more about Revendreth in our previously published article.
      Rewards, mechanics, and abilities are still in development and subject to change.
    • By Stan
      Yesterday in an interview, we found out Blizzard would like to get rid of spec-restricted transmog looks on Legion Artifacts, and today, it seems we have an official confirmation from Kaivax.
      (Source)
      Will I be able to use an artifact weapon look for another class?
      That is not the case here. This update will make spec-restricted transmog looks class-wide.
      This means you will be able to freely transmog between all Legion Artifact appearances available for your class, for example, use Light's Wrath (Discipline Artifact appearance) on a Shadow Priest, not that you will be able to transmog Paladin's Ashbringer on a Warrior.
    • By Starym
      Update: The "mount" you create is actually an ability and isn't usable outside the Shadowlands, Blizzard clarified.

      And here's the official look at the Necrolord Covenant, featuring their unique Sanctum activity of the Abomination factory where you craft your own companion, Renown rewards, the Sanctum, their awesome travel option you can create yourself in the factory, anima conductor events and Soulbind details!
      You can also check out the other official Blizzard previews posted today, like the Maw preview  Soulbinds, a general preview of Covenant Systems and the Kyrian Covenant preview.
      Necrolord (source)
      Among the necrolords, strength is rewarded and weakness cast aside. The souls of the ambitious and contentious are forged into an immortal army charged with the defense of the Shadowlands.
      In the birthplace of necromantic magic, those who master the powers of death turn legions of ambitious souls into relentless armies. Should you join the Necrolords, you will take on the role of protector of the Shadowlands and carry the weight of a divided house upon your shoulders. But are you the one that prophecy has foretold?
      If you’re a believer in the power of might? Then the Necrolords Covenant just may be where you place your loyalties within the Shadowlands.
      Covenant Campaign (Spoilers Inside!)  
      Renown Rewards
      As you’re put through your paces and prove your mettle to the Necrolords through their Covenant Campaign, you’ll build Renown. Increasing Renown will provide you access to unique rewards from your Covenant. Learn more about Renown in our Covenant Systems article.
      In your pursuit to earn Renown, you’ll go into the Maw to recover wayward souls and bring them to your Covenant Sanctum; some will even embark on Adventures on your behalf.
      Pictured: cloth (left), leather (center left), mail (center right), and plate gear (right). Pet, Mount, and Back Attachments Covenant Sanctum: The Seat of Primus
      When you join the Necrolord Covenant, you’ll gain access to the Seat of Primus, a unique Sanctum available only to their members. As their seat of power, it’s here that you’ll meet with key figures, take on new quests, and store Anima. As you progress through the Necrolord campaign, you’ll also have opportunity to upgrade additional features within your Sanctum.
      Each of the four Covenants have features that they share among them, but they also have a feature that is uniquely their own. For the Necrolord Covenant, it’s the Abomination Factory.
      Abomination Factory
      During the first weeks of the Necrolord Covenant Campaign, you’ll be introduced to Rathan and Emani, who you will work with to establish a small community known as the Butchers Block. It’s here that various constructs loyal to the Seat of the Primus gather and where you’ll unlock a new crafting system—Abominable Stitching.
      You’ll need to gather a variety of resources to begin your journey into mastering fleshwork and bringing a variety of constructs to life. Each of these constructs will become residents of the Butcher Block, adding their own unique personalities, quests, and (in some cases) companionship on your adventures.
      Mixing Pools
      We hope you’re not too squeamish, because there’s literal buckets of slime in your future if you choose to join the Necrolord Covenant. You’ll work with other players to convey buckets of colorful slime to a mixing pool, which will summon a repeatable boss event based on which colors you’ve coordinated.
      Abominable Transportation
      The Necrolords have a truly unique method of traversing around Maldraxxus. With a little elbow grease and a few extra spare parts, you can utilize the Abomination Factory to create a friend to carry you wherever your adventures take you. Whether you want them to carry you on their shoulders (complete with their tiny top hat), or just want to tool around through the immaculately maintained fields of Bastion, you’ll travel in ultimate style.
      If staying on the ground isn’t your thing, you may want to set your sights on the Necropolis high above. It makes a circuit around the zone and may inspire a little goblin ingenuity.
      Necrolord Adventures
      In Adventures, you’ll put your tactical skills to the test by sending your allies into the Shadowlands and lending aid to the Necrolords Covenant. While this feature is available to each Covenant, the allies you recruit and the missions you give them will be unique to the Covenant. You’ll need to get to know the strength and weaknesses of those you send out with the scouting map.
      Anima Conductor
      Players can enable additional content with their Covenant’s realm by investing Anima into specific areas in Maldraxxus. When you restore Anima to a location, it revitalizes the area, allowing you to access new quests, make it easier for you to unearth wondrous treasures, or lure out powerful foes to slay for rewards. Different areas are tied to different content unlocks.
      House of the Chosen – Find a unique Covenant treasure. House of Constructs – Fight an enemy champion. House of Plagues – Access a Covenant World Quest. House of Eyes – Access a set of Covenant daily quests. House of Rituals – Get access to powerful necrolord enhancements. Theater of Pain – Fight an elite enemy champion. The Strongest of Soulbinds
      Once you’ve proven your worth, you’ll unlock the ability to Soulbind with one of several select characters in the Covenant, who will share their distinctive powers with you in the form of a variety of traits and bonuses.
      The warforged necrolords you assisted in Maldraxxus will form a special bond with you if you join their Covenant. Below are descriptions of each along with a few example powers they can bestow upon you.
      Plague Deviser Marileth is as eccentric as he is brilliant, and created some of the most efficacious potions in all of Maldraxxus. When the House of Plagues was destroyed, Marileth was driven mad in the aftermath. Marileth’s creative solutions prove vital to the war effort . . . despite the occasional side effect. 
      Travel with Bloop: While standing still, you slowly build stacks of Bloop’s Wanderlust. At maximum stacks, your movement speed is increased for a couple of minutes.
      Ultimate Form: Fleshcraft renders you immune to crowd control.
      Emeni, the Slaughter Daughter was assembled in the stitchyards of Maldraxxus. In life, she was a powerful noble who slaughtered hundreds of her siblings to claim the throne. She respects your strength and prowess as you work together to exterminate their mutual enemies. A legend in her own right, her notoriety rises even higher as she binds her soul to the Maw Walker’s.
      Emeni’s Magnificent Skin: When you use your Necrolord class ability or spell, gain a stack of Emeni’s Magnficent Skin. Using Fleshcraft consumes your Emeni’s Magnificent Skin to slightly increase your maximum health per stack for a significant duration.
      Runescribed Bone: Each enemy you defeat grants you one stack of Runescribed Bone, slightly reducing magic damage taken per stack. At max stacks, your Soulbind traits are empowered for a moderate amount of time.
      Emeni’s Magnificent Skin: Releasing stacks deals some Shadow damage to nearby enemies, slightly increased per stack.
      Cartilaginous Legs: Shield amount doubled.
      Hearth Kidneystone: Cooldown reduction doubled.
      Gristled Toes: Movement speed now slightly to moderately increased.
      Gnashing Chompers: Haste increase doubled.
      Sulfuric Emission: Fear duration increased for a couple of seconds.
      Bonesmith Heirmir is the Primus’s apprentice and among the oldest mortal souls in Maldraxxus. With eons of training and practice, she is the foremost expert on forging weapons and armor made of bone and steel. The arsenals she creates keep the House of the Chosen and you fully equipped to face the enemies that surround them.
      Resourceful Fleshcrafting: Defeating an enemy slightly reduces Fleshcraft’s cooldown.
      Forgeborne Reveries: Upon death, your armor continues to fight, allowing you to fight for an additional amount of time. During these seconds, your damage and healing done is reduced moderately and you cannot receive healing.
      Might of the Necrolords
      When you join the Necrolord Covenant, you’ll gain two new unique abilities—one signature ability and one class ability.
      Signature abilities are available to all Covenant members regardless of class, race, or specialization.
      Fleshcraft
      Form a shield of flesh and bone that prevents damage equal to a portion of your maximum health. Standing near the corpse of a defeated enemy when the ability is cast will create a larger shield.
      Covenant class abilities provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant.
      Covenant Class Abilities We look forward to sharing more information as development continues, and we hope this preview gives you some insight on what the Necrolord Covenant has to offer—or what you can offer them. Learn more about Maldraxxus in our previously published article.
      Rewards, mechanics, and abilities are still in development and subject to change.
       
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