Sign in to follow this  
Followers 0
Blainie

wow Artifact Series: Shaman

3 posts in this topic

The Artifact Series is back with our overlords of the Elements: Shamans!

14682-artifact-series-shaman.jpg

 

Take a trip across the Elemental planes to discover the new Shaman artifacts and the stories behind them!

Have you ever sat down and watched Avatar: The Last Airbender? Have you ever spent your time wondering how cool it would be to command the elements, their powers always at your disposal? Look no further, the Shaman is here!

 

Before we get started, make sure you haven't missed any of your favourite classes that have already been covered:

 

Back to the Shamans!

 

Let's take a look at what wonderful specialisations are available to them:

  • Elemental is the spellcaster of the three Shaman specialisations. With the ability to harness the destructive forces of the elements, they truly have the spirit of nature running through their veins.
  • Enhancement is the melee damage dealer. Equipped with dual weapons, these warriors are known for their versatility in the totemic arts, as well as their ability to imbue their attacks with the power of the elements.
  • Restoration is the most proficient in the wielding of the power of water. They allow the essence of the ancestral spirits to guide their hand in healing and aiding their allies in need.

 

Elemental Shaman - The Fist of Ra-Den

 

The FIST of Ra-den? That's an interesting choice of weapon for an Elemental Shaman. Let's see what the story behind it is:

 

"Aman'Thul the Highfather, leader of the titan Pantheon, entrusted his greatest servant, Highkeeper Ra, with this artifact, which could channel the fury of the storms. Ra used it to bestow life on the titan-forged mogu race, and he wielded it in battle against the Black Empire for years beyond counting. Later lost to Ra, the weapon was ultimately recovered by the August Celestial Xuen, who saw its immense and dangerous power, and chose to safeguard it until someone worthy could take up the weapon in a righteous cause once again." (source)

 

P0ph4Oz.jpg

 

The first, glaringly obvious problem with a fist weapon as a caster artifact is that we will never see it. As the current animations stand, fist weapons are hidden from view when sheathed. Due to the fact that a caster will very rarely unsheathe their weapon, this means that this artifact will very rarely be seen by the player. From my point of view, this just seems pointless. Either the animation needs to be changed or there shouldn't be a fist weapon as a caster weapon.

 

YRyoMPB.jpg?2

 

Aman'thul with his legendary weapon, Orodur.

 

From a lore point of view, the weapon is an excellent choice. Aman'thul was known as the "High Father", the leader of the Pantheon and the oldest titan to have lived. He wielded a large staff of lightning, Orodur, that was said to constantly surrounded by the power of the winds. At the time, Highkeeper Ra, now known to the Mogu as Ra-den, was created by the Titans to watch over the Mogu as they created the continent now known as Pandaria. 

 

He was entrusted with the legendary weapon, the Fist of Ra-den, which held the ability to channel the power of the storms by Aman'thul. Ra used the weapon to grant life to the Mogu, a race forged by the Titans. He used the weapon in his war on the Black Empire, the civilization governed by the Old Gods and Elemental Lords. While he fought a brave battle, his minions eventually become affected by the Curse of Flesh. The Curse of Flesh was initially created by the Old Gods in order to make the titanic creations more vulnerable, such as the Dwarves and the Mogu. 

 

CsDqMrh.png?1

 

Ra-den in Lei Shen's dungeon.

 

When the curse hit the Mogu, one of the race, Lei Shen, decided to rise up against Ra and challenge his authority as their watcher. Lei Shen defeated Ra in combat and decided he could rule over Pandaria in lieu of Ra. He tore the out the heart of Ra and drained his power over the winds and storms. Through Ra, he learnt the secrets of the Titans in regards to flesh-shaping and Anima.

 

Lei Shen used this new knowledge to his benefit, creating the Anima Golems and the Saurok to populate Pandaria. He imprisoned Ra under the Throne of Thunder, Lei Shen's base of operations, and began what is now known as the Mogu Empire. 

 

mMjSznt.jpg?1

 

Lei Shen, the Thunder King, in the Throne of Thunder.

 

At this point, the location of the Fist of Ra-den is unknown. The August Celestial Xuen eventually finds the weapon and decides the weapon needs to be kept secret until a worthy adventurer comes forward to claim it. 

 

I think this is an interesting part of the lore. Blizzard has chosen to have Xuen take the artifact and hold it, despite him being associated with physical strength in the Pandaria legendary cloak scenarios. Even during the duel between Xuen and Lei Shen, Xuen is quoted as having physical strength rather than magical. I feel it would have made more sense to have Yu'lon recover the weapon, since she is the spirit of wisdom. She was included as the spirit of the spellcaster cloak in Pandaria, which Elemental Shamans wore.

 

Other than that, the lore is fantastic behind this weapon. It ties in perfectly with the idea of wielding the power of the winds and storms. On an aesthetic point, the weapon needs to be changed into a 1-handed mace or axe, or the sheathed animation for fist weapons needs to be changed soon. An artifact weapon shouldn't be invisible 99.9% of the time.

 

Alternative Artifacts for Elemental Shamans

 

Krolmir, Hammer of Storms

 

Our alternative weapon for the Elemental Shamans is the personal weapon of the Stormlord, Thorim. As one of the titan watchers, he served as a guardian of Ulduar and the Terrace of the Makers. Thorim was deceived by his brother, Loken, who murdered his wife Sif and blamed the King of the Ice Giants.

 

j4ooLIh.jpg

 

Thorim with his mighty hammer, Krolmir.

 

In a rage, Thorim threw his mighty hammer to the earth with all of his might, creating what is now know as Thundefall, a location found in the Storm Peaks. The hammer was kept in the crater in order to prevent it falling into the wrong hands by King Angrim, King of the Frost Giants.

 

When Thorim had been forced out of his rage-induced stupor, King Jokkum of the Ice Giants removed the spell placed on the hammer and returned it to Thorim.

 

I feel like this could have been a great artifact for the Elemental Shamans, since it holds such a strong tie with the Stormlord. With a power as great as his, I think he is a fantastic basis for the artifact; he is said to be so powerful, he turned an entire continent to dust. It would also be interesting to see how Thorim might relinquish the hammer and what could cause him to do so. There perhaps could be a a follow-on from freeing him from Ulduar and the adventurer being granted the weapon after fully cleansing him of Yogg-Saron's corruption.

 

Enhancement Shaman - Doomhammer

 

The legendary Doomhammer is finally in the hands of the player! Let's take a look at the journey this weapon has had since it was first forged:

 

"Forged in elemental lava on the orc homeworld of Draenor, this massive hammer is connected deeply with the elements, and its true power is only awakened in the hands of those who can speak to the elements in kind. The Doomhammer was long wielded by Orgrim Doomhammer, one of the greatest orc warriors of the Horde, and now rests with Thrall, one of the most powerful shaman Azeroth has ever known." (source)

 

gVTaBy4.jpg

 

What a treat this weapon is! The legendary Doomhammer has passed through some of the greatest Orcs in history and now the player finally gets to use it. Starting with Telkar Doomhammer, the father of Orgrim Doomhammer, the weapon was forged on Draenor within the elemental lava of the planet. The weapon holds a huge bond with the elements, its true power only to be unlocked by those that can truly connect with the elements themselves.

 

Orgrim admired the hammer as a child, knowing that one day he would wield that mighty weapon. When meeting with his best-friend Durotan, the father of Thrall, and the Prophet Velen, Doomhammer gives a prophecy concerning the future of the hammer. It can be found in the World of Warcraft Official Magazine and is as follows:

 

"The last of the Doomhammer line will use it to bring first salvation and then doom to the orc people. Then it will pass into the hands of one who is not of the Blackrock clan, all will change again, and it will once again be used in the cause of justice."

 

The last of the Doomhammer line that the prophecy references is Orgrim. After escaping from the prison of Lordaeron, Doomhammer wandered the continent as a hermit, reflecting on the loss suffered by his forces at the end of the Second War. He is eventually contacted by Drek'Thar, the Shaman of the Frostwolf Clan. He is informed that the son of his murdered friend Durotan has rejoined the Frostwolves. 

 

5gDPShp.jpg?1

 

Grommash Hellscream, leader of the Warsong Clan.

 

Doomhammer ventures to meet Thrall and they quickly become close allies. They establish a plan to free the captive orcs from the camps around the area. They request the aid of the legendary combatant Grom Hellscream and his Warsong Clan. They quickly liberate a large number of camps, but they encounter resistance at one of the later raids.

 

eda3XIF.jpg

 

Thrall, wielding the Doomhammer and wearing the armour of Orgrim.

 

Doomhammer is fatally wounded and ends up passing on his armour, weapon and title of Warchief to Thrall. Thrall accepts and becomes the black-armoured, Doomhammer wielding Shaman we all know and love. It seems like, after venturing deeper into his shamanic future, Thrall no longer wishes to wield the Doomhammer and instead wishes to pass it on to a new, worthy adventurer. You lucky dogs!

 

Alternative Artifacts for Enhancement Shamans

 

Now a huge number of you are most likely worrying about the Doomhammer being used by an Alliance Shaman. Why would a Draenei wield the hammer of an Orc, considering the fact that the Orcs nearly eradicated their race from the universe?

 

I'm going to try propose a concept that might not be the most logical, but I think it follows a somewhat coherent explanation and it allows for the use of an Alliance artifact. Today, we're going to be talking about the Hammers of the Wildhammer Clan.

 

The Hammers of the Wildhammer Clan

 

The Wildhammer Clan are based in the Hinterlands and have officially joined the Alliance, with their representative sitting on the Council of Three Hammers: Falstad Wildhammer. Falstad's brother, Kurdran, used to be the Chief Thane of the Wildhammer Clan, and it's these two Dwarves I'd like to discuss.

 

Now, neither of these two are strictly considered Shamans. They haven't become the Spirit of Earth as Thrall has or trained as a Shaman for years like Drek'Thar, but they are definitely very large lore characters that show a form of kinship with the skies.

 

Let's take a look at the history of the two brothers, Kurdran and Falstad.

 

 

clpPti2.png?1

 

Falstad Wildhammer.

 

Falstad is most notably known for his role in freeing Alexstrasza, the Red Dragon Queen. He aided Vereesa Windrunner and Rhonin in their quest to infiltrate the Orc stronghold of Grim Batol and free the Queen, who was being held captive via the Dragon Soul. 

 

If you attempt to kill the Council of Three Hammers as a Horde player, you might notice that Falstad shows some shamanistic abilities, namely Chain Lightning and Stormhammer. These abilities, as well as his incredible kinship with the skies and flying, demonstrates some capabilities in regards to controlling the element of wind and fire. He also uses abilities, such as Cleave, which are based on a strong melee capability.

 

7Uq2OoB.jpg?1

 

Kurdran battles the forces of the Burning Legion.

 

Kurdran, on the other hand, is mainly known for his contribution during the Second War, in which he single-handedly slew a total of nine dragons. He was a menace in the skies to the Orcs and fought valiantly for the Alliance forces. He, as a Wildhammer, is prone to an affinity towards the elements and therefore shamanism. He is a gryphon-rider, as his brother is, and shares the same kinship with wind.

 

Between these two, I feel Blizzard could have allowed for an artifact to have been created, "The Wildhammers", that would have created a separate Horde and Alliance artifact depending on lore. Unfortunately, this would most likely spring up questions about other faction specific artifacts, but nevertheless, this is just an alternative. The concept is based on the idea that both of these brothers are proficient fighters in melee combat, while also harnessing the elements to aid them in their fight.

 

Dual-wielding some form of storm hammers belonging to two of the greatest Alliance gryphon-riders in the game. Not bad for the Alliance.

 

Restoration Shaman - Scepter of Azshara

 

A scepter belonging to one of the most powerful beings in the universe, so powerful that even Mannoroth trembled before her? Sounds good. Let's find out what's going on behind the scenes of this artifact:

 

"A powerful scepter created by Queen Azshara long ago, before her transformation into a naga. The scepter swirls with waters from the Well of Eternity prior to its corruption, granting the scepter great magical and restorative powers. The Scepter of Azshara was lost during the War of the Ancients, shortly before Azshara and many of her followers were swallowed by the sea. Taken up by surviving night elves who knew nothing of the power it truly held, it was buried with an unknown priestess in a family tomb in Azsuna, waiting to be discovered by someone that could unlock its true potential." (source)

 

eix5pKT.jpg

 

For those of you that are unsure of who Queen Azshara is, let me take you on a journey through time spanning as far back as 10,000 years. Just before the Great Sundering, Queen Azshara ruled over the Elves of Kalimdor. She was known as the most beautiful ruler, her charm unstoppable and her appetite for power unquenchable.

 

ireyZSf.png?1

 

Queen Azshara sitting before the portal for the Legion to enter through.

 

Her people lived around the Well of Eternity, a lake holding the true natural power and energy of the land. It drew energy from the infinite Great Dark Beyond, a void spanning between different worlds. It acted as a fountain of power and Azshara became obsessed with it, seeking to draw as much power from it as possible. 

 

Her most trusted adviser, Xavius, came to her with the suggestion of re-creating and cleansing the world in a new, perfect image. Despite their honest intentions, they quickly garnered the attention of Sargeras, who noticed their meddling with the huge power of the Well. In an attempt to enter Azeroth, Sargeras corrupted Xavius, then the highborne, then Azshara herself. 

 

Through the influence of Sargeras, Azshara was convinced by Xavius to open a portal into Azeroth by the Burning Legion, thereby starting the War of the Ancients. The Elves began to form a resistance, but Azshara continued with preparations for the arrival of Sargeras. 

 

They decided they must first summon lower lieutenants of the Legion, such as Hakkar the Houndmaster, Mannoroth and even Archimonde. Mannoroth was charged with maintaining the portal for forces to come through, but an attack on the Highborne led to the portal failing. Azshara demanded an explanation from him, but Mannoroth quickly lost control of his rage.

 

He went to attack the Queen, but quickly understood that to do so would be suicide. Within this great Queen was a power so great, that only his masters, Archimonde, Kil'jaeden and Sargeras, would match up to her strength. He retreated quickly and apologised. Azshara forgave him and pushed him to continue trying to summon Sargeras.

 

WZ38Yj4.jpg?1

 

The Well of Eternity, prior to the Great Sundering.

 

The summoning was eventually stopped, but the Well lost all control. The fountain of magic became completely de-stabilised and eventually exploded, causing the Great Sundering. While Azshara was meant to die in the explosion, she shielded herself and some of her most trusted handmaidens against the magical overload. As they began to drown, a voice whispered to her, promising a life beyond her own. The whispers are as such:

 

"There is a way...you will become more than you ever were...we can help...You will be more than you have ever been...and when the time comes, for what we grant you...you will serve us well..."

 

Rather than die, she accepts the offer of help and finds herself turned into a beautiful monstrosity: the Naga.

 

A mace that belonged to such a powerful figure in lore, as well as holding a small amount of the Well's waters, is going to turn out to be an incredibly powerful weapon. The direct link to the element of water seems like a perfect choice for the Restoration Shamans, as well as a strong link to the magical essence of the Well.

 

Alternative Artifacts for Restoration Shamans

 

The Staff of Farseer Nobundo

 

This was a very difficult one to decide on, since there aren't many weapon-wielding Shamans in the game. I decided on Nobundo because I feel he is a hugely influential figure within lore, while also having one of the most tragic stories.

 

Farseer Nobundo was a Draenei vindicator, a paladin of sorts that sought to bring retribution to those that had committed wrong-doings. He channeled the powers of the Light and fought in the war against the orcs. During the war, he found himself deserted by his powers and was trapped under the rubble of a building. He awoke to the sounds of screaming women and children being slaughtered and thrown into the Lower City of Shattrath. He wished to help, but with a broken leg, no powers and being severely outnumbered, he knew he could do nothing.

 

aRDm8yy.jpg

 

Shattrath City prior to the siege.

 

He crawled to Terrokar Forest, but passed out along the way. He awoke in Zangarmarsh, where a group of Draenei that were fleeing had dragged him along. He was eventually banished due to the strange aura that surrounded him and a few of the others. They were deemed too dangerous to ever be in contact with a Draenei again. Despite his powers being gone, Nobundo still had his iconic, Light-blessed hammer. Not for long. A former friend of his confiscated the weapon, thereby destroying the final remnant of the vindicator he once was. 

 

Now, he was simply one of the Krokul. The Broken.

 

Some of the Broken fell deeper into madness, some committing suicide as soon as they saw the change happening. Nobundo was haunted every night by the horrors he experienced at Shattrath City. Every day he walked to the peak of a mountain and prayed for the Light to answer his call, to gift him his power back. He never received a response, until one day, Wind responded. 

 

Wind told him of the ways of the Shaman, how he could learn to become one and harness the powers of the Five Elements. A key fact to be noted here is that Nobundo was taught by the elements, not by another Shaman as almost all previous Shamans had been. His energy replenished by this finding, he traveled in search of any Draenei that might listen to him, but none would speak with a Broken. None except Prophet Velen. Velen understood that there was a need for balance and the way of the Shaman, like that of the light, was a path worth walking.

 

     du5S756.jpg?1

 

Nobundo peers into the waters and his former self looks back at him.

 

Nobundo quickly became a part of his inner circle and ended up journeying with him to Azeroth. He introduced the Draenei to the way of the Shaman and began teaching those that wished to listen. 

 

He was essentially, the first Draenei Shaman. A weapon from Nobundo would be a huge piece of lore, especially since there is no distinction from Horde and Alliance with the Shamans. During Cataclysm, this is shown by the Earthen Ring. It would fit both of the factions and could be a truly fantastic lore-piece.

 

It is also important to note that Nobundo focuses on the use of the element Water, tying in with the Restoration theme perfectly.

 

So, the mail users are now finished and we're moving on to the leather-wearers. Next week, our new blindfolded friends: Demon Hunters!

Share this post


Link to post
Share on other sites

Just as a quick note, Blizzard has stated that they intend to allow the Fist of Ra-Den to show while casting spells, much like the Shaman unit in Warcraft III. Hopefully this'll be the case with other artifacts, too!

Share this post


Link to post
Share on other sites

Fingers crossed it will look good. I saw some mention of it by the @WarcraftDevs Twitter, but since we're yet to see it in alpha, I'm not holding my breath for it!

 

Hopefully it won't just be a copy of the imbue visuals.

 

Perhaps they will allow the fist to alter its visuals based on the spell being used.

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  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Farseer's Raging Tempest is Shaman's Class Mount in 7.2. You're sent to the Throne of Four Winds to assist Thunderaan in the new Gathering of the Storms Scenario. 
      Gathering of the Storms
      Thunderaan has asked me to send you to the Throne of the Four Winds to assist him with a situation.

      Speak with me again when you're ready to leave, Farseer. The quest is quite short. Three color tints are available for the mount and in the recent build Elemental / Enhancement tints were swapped. Elementals have the fiery appearance now and Enhancement Shamans get the airy mount. The Restoration spec's appearance should be more watery, but what's weird is that it has more thunders than the Enhancement spec for now.
      Shamans get one of the coolest class mounts, because the vast majority uses existing animations of past mounts.
    • By Babblet
      Location: Horde – US Connected Realms: The Venture Co - Maelstrom - Lightninghoof
      About us:
      Converge has been around since WoW Vanilla and has been raiding together since Molten Core; most of our members have been playing together for years. In its older days, when most of us where young, we were more raid focused and demanded a lot from our members. Over the years we had to adjust our playtime and priorities with a growing list of RL responsibilities and are now, for all intents and purposes, a two day raiding guild. We had to cut our total hours spent playing WoW but we still remain just as competitive and result oriented.
      Mandatory reading.
      Basics: ilvl 885+; 40+ points in MS Artifact Weapon; DMG Dealers 400k+ DPS ST.
      Raiding 101: ability to execute/avoid fight mechanics; communicate in English and use a microphone.
      We raid twice a week, a total of 8 hours; attendance of 90% is mandatory. We require you to function at 100% from the second the raid starts all the way to its end; if you cannot commit to a raiding schedule and be online on time this is not a guild for you.
      GRepairs and flasks are provided by GBank; members pitch in mats and/or gold to help out. Guilds preparedness to raid and supply its members with enchants/etc is a team effort. If you are accepted as a member be prepared to do your part.
      Raid Times: 8:00 PM – 12:00 AM Eastern Time – Monday/Tuesday.
      Recruitment: Currently we are only accepting Ranged DPS / Heals.
       
      Legion Progression:
      EN 7/7 Normal - 7/7 Heroic
      ToV 3/3 Normal - 3/3 Heroic
      NH 10/10 Normal - 7/10 Heroic
       
      Contacts:
      Battle.net BTag: Sodium#11394
    • By Stan

      Ion conducted a Q/A yesterday and Lore came to the forums to answer additional questions about Legendary items, revolving around bad luck protection and Relinquished items.
      It deals with bad luck protection for every spec and how the system handles Legendary items that can drop for more than a single spec. The unidentified Legendary items we reported about earlier were just a developer idea with the intent to fix loot specialization and Legendaries. It won't be implemented now as bad luck protection will now function for every spec individually. Legendary items targetting was also confirmed via Relinquished items.
      Lore (Source)
      1) How does the above work in regards to Non-spec-based Legendaries (like Shard of the Exodar for mages, who works for all 3 specs. Does it account for ALL specs, or just the one that it was dropped on?
      If a Legendary can drop for your spec, it counts. An easy way to check this is to open the Adventure Guide ingame (Shift-J by default) and click the "Loot" tab without having a dungeon or raid selected. That'll show you which Legendaries are counted for your spec.
      2) Very similar to the above, how do items like Prydaz, Xavaric's Magnum Opus/Sephuz's Secret/Kil'jaeden's Burning Wish etc work under this system? Does it count for the spec it dropped on, or for all specs?
      Same as above.
      3) The PTR has had "Unidentified <Class> Legendary" items in its database for a while, and it's been speculated that these were a 'failsafe' for people accidentally getting a legendary in the 'wrong spec' and blowing their accrued Bad Luck Protection -- are these unidentified items still going live, are they going to be scrapped in light of the spec-based droprate/BLP ? If they are going live, is it intended behavior that people could play offspecs with low number of legendaries, or none, get these items quickly (since the first 2 legendaries drop faster), and then swap to their 'main spec' as a way to get a few more legendaries 'quickly' (in comparison to the norm) ?
      These were part of an experimental concept that we've since decided not to go ahead with, at least for now. The idea wasn't exactly what you're speculating, but our concerns were similar.
      4) How does BLP 'acquisition' work under this new spec-based system? Do I 'build up' BLP for all specs as I play, or only for the one currently set as my Loot Specialization? If it builds for all of them, this has possible unintended consequences, where once I get an item in 1 spec, I know I should swap to the others and get items 'relatively fast' since the BLP is built up a fair bit (assuming it wasn't RNGesus giving you an item very very early on)
      This one I'm actually not certain on the answer, but I'll look into it.
      So basically if you have utility legendaries you are even more screwed than before because you already have that many legendaries for every spec.
      I can see where you're coming from, but I'd make the argument that if you have cross-spec Legendaries and play multiple specs, you're already at an advantage in that they're functional for your other specs. I have the Leggings of The Black Flame and Unison Spaulders on my Mistweaver; neither of them do anything at all when I play Brewmaster.
      I feel like this comes back to a lot of the utility legendaries are still just "bad" some like Prydaz, Xavaric's Magnum Opus and Sephuz's Secret are better. But there are other's like Acherus Drapes and Uther's Guard that remain disappointing as ever to receive. I leveled a DK as a fun alt, got Acherus Drapes as its first legendary, i am tempted to just delete the character and try again if I had gotten Prydaz i wouldn't have felt this way as it has far more value. Or i have been considering leveling my warrior and just hoping for better luck. You mentioned this in the QA but please take a close look at all the legendarys (including healer ones). To make sure there aren't so many egregious outliers, i should emphasize this is a much larger problem for healers right now than DPS.
      Yep, this is the important point to remember: if a legendary just sucks, then that's the problem we need to fix. Similarly, if your spec sucks without a particular legendary, then that legendary also needs to be fixed to not be so impactful.

      Regarding Prydaz, specifically: It's maybe not the most exciting legendary right now, but it's certainly strong. The stats make it a solid, reliable throughput upgrade, and in the immortal words of Sebudai: "It's pretty easy to figure out how much DPS you're doing as a corpse on the ground."

      As for Sephuz: it has a weird, but temporary, issue. When you only have one or two legendaries, it sucks that it does nothing on the fights where you can't proc it. No argument there. Eventually, though, you'll have a third legendary, and it opens up for some interesting gameplay, where you swap it on for fights with a lot of dispels, interrupts, or controllable targets, and swap it out for the ones that don't. It's not always useful, but it's really good when it is. That's not a bad thing.

      Those seem to be the two that most commonly come up as "bad," but we'll keep discussing the other options as well. I know there's a few tweaks planned to some that haven't yet hit the PTR.

      Overall, though, I just wanted to drive home the point that if you're upset at how long it might take you to get your next Legendary because the ones you have are bad, we want to fix that by making the ones you have better.
      We.Want.A.Way.To.Target.Spec.Specific.Slot.Specific. BEST IN SLOT.
      A) I think your spacebar is broken.

      B) You'll be able to do exactly that through the Relinquished gear tokens in Patch 7.2.
      Wait, was this a confirmation that we can actually target slots?
      Correct. The current plan is that if you purchase a Relinquished token for, say, shoulders, and it gives you a legendary, it gives you legendary shoulders.

      Massive wall of caveats here just because I don't want to over-promise:
      This is PTR. Anything can change at any moment. Many things already have. We don't have a solid handle yet on how long it will take to earn these things, or what the chance of them becoming a legendary will be. We need to be confident that the Broken Shore content itself is stabilized before we can start figuring out things like how quickly you earn Nethershards or how much these tokens cost. Their primary purpose is still as catch-up gear, similar to what was available on the Timeless Isle or Hellfire Peninsula. We don't consider this a "silver bullet" solve to all legendary-related issues, and aren't trying to make it be one. Still, if you just desperately want that one specific legendary, this might be an option worth considering.
    • By Stan

      Blizzard's trying to fix the issue of Legendary items and loot specialization with unidentified Legendaries. Every time a Legendary item drops, you'll be able to switch between specs and then discover a Legendary appropriate for your specialization.
      Update: Lore confirmed in a blue post that these were part of a concept that they won't go live with at least for now.
      Lore (Source)
      These were part of an experimental concept that we've since decided not to go ahead with, at least for now. The idea wasn't exactly what you're speculating, but our concerns were similar. It's interesting that the items are bound to Battle.net Account, so you might end up mailing them to your alt (must be the same class) on a different realm.
      Unidentified Death Knight Legendary Unidentified Demon Hunter Legendary Unidentified Druid Legendary Unidentified Hunter Legendary Unidentified Mage Legendary Unidentified Monk Legendary Unidentified Paladin Legendary Unidentified Priest Legendary Unidentified Rogue Legendary Unidentified Shaman Legendary Unidentified Warlock Legendary Unidentified Warrior Legendary Don't forget that crafted Legendary items are coming in 7.2 and the latest build added affixes and made them BoE.
      Celumbra, the Night's Dichotomy Rethu's Incessant Courage The Sentinel's Eternal Refuge Vigilance Perch Please note the nature of PTR. Anything may change before Patch 7.2 goes live.
    • By Stan

      Further fixes for Legendary items underway. Relinquished items were introduced in the latest build of 7.2 (#23623). The items are unique per slot and have a chance to contain Legendary items.
      Relinquished Items
      The persisting problem with Legendaries is that you don't get the one you want or need. Not anymore though. Relinquished items discover an item appropriate for your loot specialization and not only that, they have a chance to contain a Legendary item, most likely on a slot-per-slot basis.
      Relinquished Bracers Relinquished Choker Relinquished Cloak Relinquished Gauntlets Relinquished Girdle Relinquished Hood Relinquished Leggings Relinquished Ring Relinquished Spaulders Relinquished Treads Relinquished Trinket Relinquished Tunic Example: Relinquished Hood may contain only Head slot Legendary items, such as Darckli's Dragonfire Diadem or Uncertain Reminder. Such slot restrictions increase the chances of getting the Legendary item you want. The question is what's the probability of getting a Legendary item?
      Unidentified Legendary Items
      Update: Unidentified Legendary items were considered, but they won't go live as bad luck protection for individual specializations will be implemented.
      The previous build (#23578) added items that create Legendaries based on your set loot spec. This may represent an overall fix for loot spec problems. I think unidentified Legendaries will drop by default and we won't need to worry about loot spec.
      Unidentified Death Knight Legendary Unidentified Demon Hunter Legendary Unidentified Druid Legendary Unidentified Hunter Legendary Unidentified Mage Legendary Unidentified Monk Legendary Unidentified Paladin Legendary Unidentified Priest Legendary Unidentified Rogue Legendary Unidentified Shaman Legendary Unidentified Warlock Legendary Unidentified Warrior Legendary Taken from here.
      What do you think about the latest changes?