Jump to content
FORUMS
Sign in to follow this  
Damien

An Analysis of Legion Mage Changes

Recommended Posts

14386-an-analysis-of-legion-mage-changes

Today, our Mage reviewers share their thoughts on the Mage changes for Legion that were announced last week by Blizzard. Hopefully, this provides an insight into what you can expect from your favorite class in the next World of Warcraft expansion.


Blizzard Icon Arcane Mage Changes

+ Show

Arcane Mage abilities and gameplay already deliver on the spec's fantasy quite well, so most changes are in the vein of polishing what's already there. First, for added mechanical clarity, Arcane Charges are now an actual resource located underneath your Mana bar instead of a stacking debuff. The functionality is still very much the same, but this change should make their accumulation and use more distinct. The one significant gameplay change is that Arcane has a new Mastery, which increases your maximum Mana by a percentage, and increases the damage bonus from Arcane Charges. This should make the Mastery feel a bit more interesting by allowing more aggressive Mana usage as your Mastery improves, and feel more empowering, ultimately giving you much more control over your rotation.

Here's a basic look at the core combat abilities for Arcane Mages:
  • Arcane Blast
    • 5% Mana, 40 yd range, 2.25 sec cast
    • Blasts the target with energy, dealing moderate Arcane damage and generating an Arcane Charge.
    • Arcane Blast's damage is increased by 50% per Arcane Charge, and its Mana cost is increased by 100% per Arcane Charge.
  • Arcane Missiles
    • 40 yd range, Channeled
    • Launches five waves of Arcane Missiles at the enemy over 2 sec, causing minor Arcane damage per wave. Generates an Arcane Charge.
    • Arcane Missiles' damage is increased by 50% per Arcane Charge.
    • Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 3 charges.
  • Arcane Barrage
    • 0.5% Mana, 40 yd range, Instant, 3 sec cooldown
    • Launches bolts of arcane energy at the enemy target, causing strong Arcane damage. Consumes all Arcane Charges.
    • Arcane Barrage's damage is increased by 50% per Arcane Charge, and it hits 1 additional nearby target per Arcane Charge for 50% damage.
  • Evocation
    • Channeled, 1.5 min cooldown
    • Gain 25% of your total Mana instantly, and another 75% of your total mana over 6 sec.
  • Mastery: Savant
    • Increases your Mana regeneration rate and maximum Mana by 20% (with Mastery from typical gear).
    • Arcane Charges increase the damage of affected spells by an additional 10% (with Mastery from typical gear).
  • Displacement
    • Instant, 1.5 min cooldown
    • For the next 4 sec, casting Blink will not trigger its cooldown
Additionally, to give you an idea of how some talents may build upon this, here's an example of one of their Arcane-specific talents:
  • Quickening
    • Passive
    • Arcane Blast and Arcane Missiles also grant 2% Haste for 6 sec, stacking.
    • This effect is cleared when you cast Arcane Barrage.

Here are some thoughts from our Arcane Mage reviewer. You can find a more in-depth analysis on Altered Time.

With Legion, here are the main changes to Arcane:
  • New Mastery called Savant, replacing Mana Adept. Increases max mana, mana regen, damage bonus from Arcane Charges;
  • Evocation now always gives 100% mana, no longer tied to Arcane Charges;
  • Arcane Charges now a resource;
  • New ability: Displacement;
  • Sample talent: Quickening.
First and most important is the new mastery, Savant. With Mana Adept removed, our mana level no longer affects our damage. We don't need to stay at high levels of mana anymore. Arcane's rotation won't alternate between short burn phases and long conserve phases anymore. Instead, the new rotation will be about budgeting mana around Evocation's cooldown, aiming to spend all of it right as Evocation becomes available.

The new mastery is very interesting, because it allows us to do "miniburns". We can choose to spend extra Arcane Blasts to kill a dangerous mob, or react to enchant/trinket/other item procs. Casting an extra Arcane Blast by mistake won't be as punishing as before. However, with Arcane Blasts's mana cost being much higher than before, it will be challenging to avoid running OOM. Will the new mastery be easier or harder to play with? We'll have to wait for beta to find out.

The Evocation change is because of the new mastery, Savant. Savant makes us want to burn to zero mana, so it makes sense for Evocation to fill up the bar regardless of Arcane Charges.

The third change, Arcane Charges becoming a resource, is mostly cosmetic. It still works exactly the same way. There are minor perks with it being a resource: if an encounter has 15 seconds during which you can't attack, you no longer need to worry about losing charges.

The new ability is Displacement, which adds a bit of flavor to blinking as Arcane. Displacement will let us blink 4 times in a row, once every 1.5 minutes. Since major glyphs such as Rapid Displacement are being removed, multiple blinking might become exclusive to Arcane.

The previewed talent is Quickening, which grants a stacking haste buff when we cast Arcane Blast and Missiles. It's reminiscent of the Tier 10 set bonus, which grants a haste buff when Missiles is cast. Things have changed a lot since then, but haste buffs for Arcane Mages are still a welcome sight. Since Arcane Barrage removes the stacking buff, the best way to use of it is to burn for long durations. It will be interesting to see how that works with the new mastery.

Blizzard Icon Fire Mage Changes

+ Show


Similar to Arcane, Fire already exudes its core identity, so our changes are focused on gameplay adjustments. Ultimately, you will have more freedom in what buttons you press and more control over the Heating Up mechanic, which is core to Fire Mages. In particular, the Inferno Blast ability was trying to fill two roles: spreading Ignite, and forcing a Hot Streak from a Heating Up. We've opted to move the spreading to an innate property of Ignite and have taken Inferno Blast off the global cooldown so that you can more freely and intuitively use it to trigger a Hot Streak.

Another major change is the redesign of Combustion. It's an incredibly complex skill, hard to understand for most people, and has the potential for either ridiculous success or critical failure, with the odds being extremely random and very hard to gauge much of the time. We're redesigning it into something that fits into the Fire rotation in a clear and consistent way.

Here's a basic look at the core combat abilities for Fire Mages:
  • Fireball
    • 4% Mana, 40 yd range, 2.25 sec cast
    • Throw a fiery ball that causes moderate Fire damage.
  • Hot Streak
    • Passive
    • Getting 2 direct-damage critical strikes in a row will make your next Pyroblast or Flamestrike spell instant cast, and cause double the normal Ignite damage.
    • Developer Comment:
      • You may not start a new streak (aka, gain Heating Up), while a Hot Streak is already active
      • It was never our intention for players to sit with a Hot Streak active, then keep fishing for another Heating Up before throwing instant Pyro out—in general, we don't like the game telling you to press a button when you shouldn't
  • Inferno Blast
    • 2% Mana, 40 yd range, Instant, 12 sec recharge, 2 charges
    • Blasts the enemy for moderate Fire damage. This damage is always a critical strike.
    • Inferno Blast is not on the global cooldown, and can be cast while casting other spells.
  • Pyroblast
    • 5% Mana, 40 yd range, 4.5 sec cast
    • Hurl an immense fiery boulder that causes massive Fire damage.
  • Combustion
    • 10% Mana, Instant, 2 min
    • Engulf yourself in flames, increasing your critical strike chance by 100% for 10 sec.
    • Also grants you Mastery equal to your Critical Strike stat.
  • Mastery: Ignite
    • Your target burns for an additional 30% (with Mastery from typical gear) over 9 sec of the total direct damage caused by your Fireball, Inferno Blast, Scorch, Pyroblast, and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite.
    • Every 2 sec, your Ignites may spread to another nearby enemy.
Additionally, to give you an idea of how some talents may build upon this, here's an example of one of their Fire-specific talents:
  • Cinderstorm
    • 1% Mana, 40 yd range, 1.5 sec cast, 8 sec cooldown
    • Throw a spread of 6 cinders that travel in an arc, and each deal minor Fire damage to enemies they hit.

Dutchmagoz, our Fire Mage reviewer, shared his thoughts on the Fire changes on Altered Time. With his authorization, we are reproducing them here.

Pyro camping seems gone, or at least the developers are intending for it to be gone. Assuming they implement it properly, I'm fine with this. If it means we will lose out on Heating Up procs if we don't react very fast, I'm not, since a lot of people will have issues doing this properly.

YAY, Inferno Blast no longer does 2 very separate things! Really like this change. IB being off-gcd and being able to be cast should be pretty nice as well, but will see how it works out in practice, combined with the issue I've described above about losing heating up procs.

Combustion seems really strong. It makes Fire have a lot more on demand burst instead of RNG burst. This addresses one of the biggest issues I've always had with fire: unpredictable damage you can't control properly. Happy they did this change.

Ignite now spreading itself sounds... interesting. It starts off very slowly, but the more targets get affected, the better it becomes. I wonder if there will be a glyph or talent of sorts which allows you to increase the speed or amount of targets at which it spreads.

Blizzard Icon Frost Mage Changes

+ Show

Frost Mages are very effective casters, and there's already a lot to like about this spec. Frost's defining traits and abilities are cohesive, the mechanics are understandable, and there are plenty of opportunities for players to explore unique gameplay at a variety of skill levels. Rather than making any dramatic changes to how a Frost Mage plays, we've focused more on fixing one particular outlier in their Spellbook: Frostfire Bolt. After removing the fire portion of the spell, it began to feel like just another Frostbolt, and we started to wonder how a spell supposedly combining frost and fire wasn't just producing a puddle of water at the feet of the enemy. We've removed Frostfire Bolt and made Frozen Orb part of the core spell kit in its place, which better lends itself to the identity of the Frost Mage.

Here's a basic look at the core combat abilities for Frost Mages:
  • Frost Bolt
    • 4% Mana, 40 yd range, 2 sec cast
    • Launches a bolt of frost at the enemy, causing moderate Frost damage and slowing movement speed by 30% for 15 sec.
  • Frozen Orb
    • 10% Mana, 40 yd range, Instant, 1 min cooldown
    • Launches an orb of swirling ice forward, dealing minor Frost damage every 1 sec to all nearby enemy targets for 10 sec. Grants the Mage 1 charge of Fingers of Frost when it first reaches a target.
    • Targets damaged by the Frost Orb are slowed by 30% for 2 sec.
  • Ice Lance
    • 1% Mana, 40 yd range, Instant.
    • Quickly fling a shard of ice at the target, dealing minor Frost damage.
    • Ice Lance damage is doubled against frozen targets.
  • Brain Freeze
    • Passive
    • Your Frostbolts have a 10% chance to reset the cooldown of Frozen Orb.
  • Fingers of Frost
    • Passive
    • Your successful Frostbolt hits have a 15% chance, and your Blizzard and Frozen Orb ticks have a 5% chance to grant you the Fingers of Frost effect.
    • The Fingers of Frost effect causes your next Ice Lance to act as if your target were frozen, and deal 140% increased damage.
  • Shatter
    • Passive
    • Multiplies the critical strike chance of your spells against Frozen targets by 1.5, and adds an additional 50% chance.
  • Mastery: Icicles
    • When you damage enemies with Frostbolt, 45% (with Mastery from typical gear) of the damage done is stored as an Icicle with you, for 30 sec. Also increases the damage that your Water Elemental deals by 45% (with Mastery from typical gear).
    • Up to 5 Icicles can be stored at once. Excess Icicles that are generated will be automatically launched. Casting Ice Lance causes any Icicles to begin launching at the target.
Additionally, to give you an idea of how some talents may build upon this, here's an example of one of their Frost-specific talents:
  • Glacial Spike
    • 1% Mana, 40 yd range, 3 sec cast
    • Conjure a massive spike of ice, and merge your current Icicles into it. It impales your target, dealing massive damage, plus the damage stored in your Icicles.
    • Requires 5 Icicles to cast.
    • Also freezes the target in place for up to 4 sec. Damage caused may interrupt the effect.
    • Passive: Ice Lance no longer launches Icicles.

Kuni, our Frost Mage reviewer, accepted to review those patch changes for us. here is what he thinks.

Frost hasn't really changed. The only change is Frozen Orb replacing Frostfire Bolt in the rotation, which I love. Assuming they tune Frozen Orb to make up for the loss of Frostfire Bolt's damage, we seem to have pretty powerful incidental AOE now. As long as they can fix the shortcomings of Frozen Orb's pathing and hitbox collision point, this should be a very nice change.

Glacial Spike is an interesting talent. Requiring Icicles to cast is a neat direction to take, but I would like for their generation and launching to be added to the combat log for the sake of making tracking auras. It seems to be a call back to the old damage component of Deep Freeze, something that many have missed since it was removed in Mists of Pandaria.

The only negative thing so far has been that Icy Veins has been confirmed to be a haste cooldown. With Glyphs removed, there's a very real danger of hitting the GCD cap while using it since it's extremely likely Frost's new attuned stat will be Haste again. There's a very good reason we have glyphed it in every expansion we have been able to.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      An overview of seven new Essences coming to the game in Visions of N'Zoth.
      Note that some tooltips may display incorrect values. Essences are subject to change at any time during Patch 8.3 testing.
      Unwavering Ward
      Rank 1
      Major Power: Guardian Shell - Release 12 protective spheres outward over 4 sec, granting the first ally to touch it a barrier that absorbs 888 damage for 10 sec. Minor Power: Unwavering Ward - Every 10 sec, allies with 15 yds gain a shield that absorbs 109 damage, stacking up to 409. Unique: Corruption reduced by 10. Rank 2
      Major Power: Guardian Shell - Each time you send out a protective sphere, gain an absorb shield for 2% of your maximum health that stacks. Minor Power: Unwavering Ward - Absorption can stack up to 20% higher. Rank 3
      Major Power: Guardian Shell - Each sphere consumed heals you and the ally for 0. Minor Power: Unwavering Ward - Protected targets take 3% reduced damage. Spirit of Preservation
      Rank 1
      Major Power: Spirit of Preservation - Channel a beam of energy onto an ally, healing them for 5,256 over 3 sec. Minor Power: Devout Spirit - Every 5 sec, gain Saving Vigil, causing your next Quick Heal to heal for an additional 42, stacking up to 3 times. Rank 2
      Major Power: Spirit of Preservation - Allies in the beam are healed for 219 every 0.6 sec. Minor Power: Devout Spirit - Saving Vigil can now stack up to 5 times. Rank 3
      Major Power: Spirit of Preservation - Gain 1 stack of Devout Spirit each time the beam heals its primary target. Minor Power: Devout Spirit - Each stack of Saving Vigil consumed increases the critical strike chance of your next Quick Heal within 6 sec by 20%. Touch of the Everlasting
      Rank 1
      Major Power: Touch of the Everlasting - Your next death is prevented, and you instead regenerate to 20% of your maximum health and take 85% reduced damage for 3 sec. Cannot occur more often than once per 10 min. Minor Power: Will to Survive - When you fall below 35% health, gain 0 Avoidance for 15 sec, and your next Active Mitigation will last 30% longer. This can only occur once every 1.5 min. Rank 2
      Major Power: Touch of the Everlasting - When Touch of the Everlasting saves you from death, regenerate to 40% of maximum health. Minor Power: Will to Survive - The minor effect of Touch of the Everlasting can now occur every 60 sec. Rank 3
      Major Power: Touch of the Everlasting - When Touch of the Everlasting saves you from death, the cooldown of Shield Wall is reset. Minor Power: Will to Survive - Increases the duration bonus of Active Mitigation by an additional 20%. Strength of the Warden 
      Rank 1
      Major Power: Vigilant Protector - Taunt all nearby enemies, forcing them to attack you for 6 sec. Minor Power: Endurance - Every 2 sec, store 76 healing, up to a maximum of [ 10% of Total Health ]. When you dodge or parry an attack, heal for all stored healing. Rank 2
      Major Power: Vigilant Protector - When you activate Vigilant Protector, gain 15% dodge for 6 sec. Minor Power: Endurance - Accumulate 25% additional healing every 2 sec. Rank 3
      Major Power: Vigilant Protector - Deal 50% additional damage to targets affected by your Vigilant Protector. Minor Power: Endurance - The maximum health of all Tank specialization players in your party or raid is increased by 3%. This effect stacks. Breath of the Dying
      Rank 1
      Major Power: Reaping Flames - Burn your target with a bolt of Azerite, dealing 1,481 Fire damage. If the target has less than 20% health, the cooldown is reduced by 30 sec. Minor Power: Lethal Strikes - Your spells and abilities have a chance to strike your target for 300 Fire damage. Unique: Corruption reduced by 10. Rank 2
      Major Power: Reaping Flames - Virtuous Assault now also has a reduced cooldown if the target is above 80% health. Minor Power: Lethal Strikes - You heal for 50% of the damage dealt by Virtuous Assault. Rank 3
      Major Power: Reaping Flames - If Reaping Flames kills an enemy, its cooldown is reset and it will deal 100% increased damage on the next cast. Minor Power: Lethal Strikes - Virtuous Assault happens 400% more frequently against targets below 20% health. Spark of Inspiration
      Rank 1
      Major Power: Moment of Glory - Release a wave of energy from your Heart of Azeroth, increasing the damage all party members within 15 yds deal with Azerite Essences by 45% for the next 10 sec. Minor Power: Unified Strength - Your spells and abilities have a chance to increase your Haste by 0 and reduce the cooldown of your currently slotted Major Essence by 1.0 sec. Unique: Corruption reduced by 10. Rank 2
      Major Power: Moment of Glory - Increase the duration of Moment of Glory by 10 sec. Minor Power: Unified Strength - Unified Strength now affects 1 additional ally. Rank 3
      Major Power: Moment of Glory - Moment of Glory now also increases your Speed by 0. Minor Power: Unified Strength - Unified Strength now affects 1 additional ally. The Formless Void
      Rank 1
      Major Power: Replica of Knowledge - Replicate the energy in your target's Heart of Azeroth, gaining access to rank 1 of their currently slotted Major Essence for the next 15 sec. The Formless Void will go on cooldown for 50% longer than the base cooldown of the Essence you replicated. Does not work on passive Essences. Minor Power: Symbiotic Presence - Each time any ally within 40 yds uses an Azerite Essence, gain 89 pri for 20 sec. Unique: Corruption reduced by 10. Rank 2
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 2 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - pri bonus increased by 25%. Rank 3
      Major Power: Replica of Knowledge - Replica of Knowledge can now copy up to rank 3 of your target's current Major Essence, and the increased cooldown is lowered by 10%. Minor Power: Symbiotic Presence - When an ally within 40 yds uses an Azerite Essence, you and that ally gain 0 Haste for 20 sec. Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview Initial Ny'alotha Raid Testing: October 11th Seven new Essences will be added to the game in Visions of N'Zoth.
    • By Stan
      Our preview of mounts added in World of Warcraft's forthcoming content update continues with the Aqir flying mount.
      Who are the Aqir?
      Aqir Flying Mount
      The source of the mount remains unknown for now. Do you think it will be drop from N'Zoth on Mythic Difficulty?

      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Ny'alotha Plate Sets Preview Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 N'Zoth Serpet Mount in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview Ny'alotha Raid Testing: October 17th & 18th
    • By Starym
      It's time for more boss tests in Ny'alotha, the Waking City, as Wrathion, Maut, Skitra and Ra-den all get some action on heroic difficulty this Thursday and Friday.
      Raid Testing (source)
      On Thursday, October 17th and Friday, October 18th, we will be continuing our raid tests in Ny’alotha, the Waking City.
      Thursday, October 17th
      Wrathion, the Black Emperor - Heroic Ny’alotha, the Waking City
      13:00 PDT (16:00 EDT, 22:00 CEST)
      Maut - Heroic Ny’alotha, the Waking City
      14:00 PDT (17:00 EDT, 23:00 CEST)
      Friday, October 18th
      The Prophet Skitra - Heroic Ny’alotha, the Waking City
      13:00 PDT (16:00 EDT, 22:00 CEST)
      Ra-den the Despoiled - Heroic Ny’alotha, the Waking City
      14:00 PDT (17:00 EDT, 23:00 CEST)
      As always, this testing schedule is very fluid and subject to the realities of a test environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.
      Q: How do I get into the raid zone?
      A: In Zuldazar, Boralus, Dalaran, Orgrimmar, or Stormwind, you may speak to Nexus-Lord Donjon Rade III in order to teleport into the raid zone while it is open for testing. (The option to teleport into a zone will not be available when the zone is not open for testing.)
      Q: What character should I use to test the raid?
      A: Whichever you prefer. We will be scaling players’ effective level to 120 for raid testing, and their item level to an appropriate threshold for the encounter(s) being tested.
      Q: How long does testing last?
      A: The primary purpose of testing is to give us the information we need to balance the encounters, evaluate how mechanics are playing out in practice, and identify bugs. Once we’re satisfied that we’ve received that information for a given boss, we’ll be shutting down testing. Usually this takes anywhere from 45 minutes to 2 hours, but there are no guarantees.
      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 N'Zoth Serpet Mount in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview
    • By Stan
      As is usual with every raid tier, we're looking at the sets found within Ny'alotha in Visions of N'Zoth, starting with Plate!
      Plate Sets from Ny'alotha, the Waking City
      Raid Finder

      Normal Difficulty

      Heroic Difficulty

      Mythic Difficulty

      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 N'Zoth Serpet Mount in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview
    • By Stan
      Today, we're looking at another mount coming in Patch 8.3 called N'Zoth Serpent which drops from Adherent of the Abyss found in Stormsong Valley.
      N'Zoth Serpent (Dark)
      The mount name is just a placeholder and will be renamed in a future 8.3 build.

      FlyRun Animation

      Other Patch 8.3 Content:
      Visions of N'Zoth Class Changes Visions of N'Zoth Development Notes Allied Races & Pandaren Death Knight Textures Added on 8.3 PTR Official Mechagnomes & Vulpera Preview Vulpera Heritage Armor Preview Mechagnomes Heritage Armor Preview Mechagnome & Vulpera Dance Animations Corrupted Rings with Kiss/Curse Effects from Ny'alotha New Essences in Patch 8.3 Wrathion's Legendary Cloak Preview Alpaca Mounts in Patch 8.3 Assaults in Patch 8.3 Vulpera Tidbits: Racial Mount, Shaman Totems, Hunter Pet N'Zoth's Model in Patch 8.3 Mechagnomes & Vulpera Unlock Requirements Ny'alotha Raid Boss Names & Descriptions Goblin & Worgen Heritage Armor Sets Preview Visions of N'Zoth Content Update Preview
×
×
  • Create New...