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Artifact Series: Monk

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Triple backflip into a double roll, fly across the room and then lash out with a vicious kick. Could this class literally be any more fun? It's the Monks!

 

Before we get started with our acrobatic friends, let's make sure you haven't missed any of your other favourite classes:

Without further ado, let's check out the specialisations available to the Monks:

  • Brewmaster uses the well-known powers of liquid courage to avoid damage and ensure that their allies are well protected.
  • Mistweaver takes a more traditional stance on battle, using ancient martial arts and medicines to ensure that their allies are healed.
  • Windwalker is the brawler of the three, with martial arts abilities unmatched by any others.

Brewmaster Monk - Fu Zan, the Wanderer's Companion 

 

An interesting name no doubt, let's take a look at what the story behind it is:

 

"Long ago, as the titanic watcher Keeper Freya set out to populate the world with life, she placed one of the first seeds in Pandaria. From it grew Fu Zan, the first, and all of Pandaria's forests descended from it. Before populating the rest of Azeroth, Freya fashioned a walking stick for her travels from one of Fu Zan’s branches. Eventually Freya passed her staff to the Jade Serpent, Yu’lon, who later gave it to a uniquely clever hozen. The Monkey King, as he was called, hung his most prized possessions from the staff, which he carries with him to this day." (source)

 

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This backstory really does have everything, doesn't it? A titan watcher, an August Celestial and one of the legends of Pandaria. Let's start off with the watcher, Freya, and who she was. As one of the watchers of Ulduar, she was tasked with protecting the prison of the old god, Yogg-Saron. She initially resided in the Temple of Life before Loken, one of the watchers, rebelled. 

 

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The remnants of Freya's temple, found in the Storm Peaks.

 

After Loken's betrayals, Freya's temple was destroyed and she now resides within The Conservatory of Life, in Ulduar, corrupted by Yogg-Saron. Her strong affinity to nature and life made her attempt to populate Azeroth with natural essences. She went on to plant one of the first seeds located in Pandaria, from which the first tree grew - Fu Zan.

 

She took from the tree a single branch and fashioned a walking stick, to ensure that she would make it through her travels. After years of use, Freya decided it was time to pass the walking stick on to the August Celestial, Yu'lon.

 

Yu'lon is known as the Jade Serpent and acts as the spirit of wisdom in Pandaria. The story behind Yu'lon is actually rather sad, spanning back to the conquest of Pandaria. When Lei Shen, the Mogu King, began his conquest, he and the mogu ended up capturing the four August Celestials: Xuen, Yu'lon, Niuzao and Chi-Ji.

 

Yu'lon evaded captivity for the longest out of the four Celestials, but was eventually brought down out of the skies by Lei Shen. She was gravely wounded, but the Pandaren miners hid her underground from the prying eyes of the Mogu. Touched by the Pandaren's actions, she infused the surrounding stone with her magic. 

 

She eventually requested that the Pandaren build a statue of her; they worked over hundreds of years to fulfill her request, but Yu'lon was still extremely wounded. When they finished the work, she eventually gave her last breath and passed away.

 

kczTMi6.jpg

 

The current statue of Yu'lon, found in Pandaria.

 

The Pandaren mourned her, but the statue eventually began to move. Yu'lon used the statue to reincarnate herself, still going through the process when she is weakened in the present day.

 

Yu'lon, as the spirit of wisdom, understood the value of wisdom. She chose a uniquely intelligent Hozen as the next wielder of the branch of Fu Zan. This Hozen was in fact the Monkey King, a close companion of Emperor Shaohao.

 

It is from the Monkey King that it seems we will be obtaining the Brewmaster artifact, but I do wonder why it was Yu'lon that was mentioned in the lore. Traditionally, when looking at Brewmaster lore, Niuzao was the "tank" Celestial. He was present as the patron of the tank cloak in Mists of Pandaria, he was present on tanking trinkets, there are even a number of Brewmaster-only moves that relate to the Ox. So why is it that Yu'lon was mentioned in the lore?

 

Yu'lon traditionally stands as the matron of wisdom on Pandaria, but has never been linked to the style of fighting for Brewmasters, nor any of their items and spells.

 

Alternative Artifacts for Brewmaster Monks

 

The Weapons of Chen Stormstout

 

Arguably one of the most well-known monks in the game, I feel like we've got a big missed opportunity here. The entire story behind Chen is actually amazing, but the majority of players only know him from the Mists of Pandaria expansion.

 

Chen was a martial arts expert during his early years, training each day with his friend, Strongbo. They would spar with each other all day, but Chen would occasionally drift off and just spend the day dreaming. Chen was never complacent on the Wandering Isle, but it was almost sacrilege to suggest that a Pandaren might leaving the Isle.

 

Strongbo and Chen eventually grew so talented in martial arts that they were to compete for the spot of master in the martial arts school. On the day of the challenge, Chen never showed up. He fled the Isle in search of what he truly wanted: adventure.

 

owiJEIw.jpg?1

 

He ended up on the continent of Kalimdor, eventually making his way to Durotar. Chen was a skilled martial artist, but he was more concerned with becoming a master of brewmaking. He had planned yet another brew, but was unable to get the ingredients himself. He eventually met another wanderer, in the form of Rexxar, the Beastmaster.

 

Rexxar retrieved the ingredients for Chen, but when he was offered the brew by Chen, he couldn't believe how strong the mix was. Chen realised his recipe needed some alterations, but that could wait. He volunteered to join Rexxar's journey and adventures.

 

h2yPj5P.jpg

 

Rexxar tries some of Chen's brew.

 

Chen eventually found himself on Theramore Island, sent on a secret mission to try and understand why the humans were still attacking the Horde. On this mission, the group ended up meeting Jaina Proudmoore. Her father, at the time, was ordering the attacks on the Horde. She was disgusted with the atrocities he had committed, and so offered her aid.

 

They ended up defending Thrall and Durotar from the skrimishes put forward by the Kul Tiras army, but the main event was their counter-attack. They moved swiftly and put an end to the life of the great Grand Admiral, Daelin Proudmoore.

 

Chen ended up staying independent from the Horde and Alliance, instead acting as a wanderer, pledging allegiance to neither. He is a neutral entity with a very rare attribute: he is a Pandaren, traditionally trained in martial arts and brewmaking, but his history is still very strongly intertwined with that of the two player factions.

 

I think a combination of a barrel and weapon could have been an extremely cool way to give the Brewmasters an artifact, while still presenting an amazing story with Chen. He undoubtedly has the ability to weaponise his brews, so perhaps a 2-handed weapon with a completely customisable barrel skin for certain spells would have been possible.

 

Mistweaver Monk - Sheilun, Staff of Mists

 

Mistweavers using a staff of mist? That sounds more like it! Let's check out the story:

 

"During last pandaren emperor's reign, a prophecy arose that a ruthless Legion would invade the world of Azeroth and leave it shattered. To save his people, Emperor Shaohao embarked on a series of trials, taking with him the ancient staff Sheilun. Afterwards, he used his newfound wisdom to become part of the land. He made Pandaria into a separate continent and enshrouded it in mist to protect it. His staff clattered to the ground, where it lay until the monks of Tian Monastery found it and took it to the Terrace of Endless Spring for safekeeping." (source)

 

NHNgiHp.jpg

 

For those of you that played during Mists of Pandaria, you most likely spent more than enough time on the Timeless Isle to realise who Emperor Shaohao is. For those of you that don't, he was the last emperor of Pandaria and is one of the most significant characters in Pandaren legend.

 

His story takes us back to a time before the Legion invaded Azeroth, to a time before the War of the Ancients. A prophecy was given, by a Jinyu waterspeaker, that a great power would invade and ruin the world as it was known. Shaohao took it upon himself to act as the saviour of his people; after hearing the prophecy, he climbed Mount Neverest, weathering the bitter cold and shearing winds, with only his robes for protection.

 

When he reached the summit, he found peace for the first time since being made emperor. He spoke to the Jade Serpent, Yu'lon, who told him that he must purify his spirit and become one with the land. He meditated on her counsel, thinking of her words, but he simply couldn't understand them.

 

It was actually his comrade, the Monkey King, who helped him in his path. The Monkey King created masks which enabled Emperor Shaohao to create physical forms of his fear, doubt, anger, despair, hatred and violence. He traveled to the temples of the Celestials, purging himself of every negative emotion.

 

Eventually, the day came when the Legion arrived and Shaohao assured his people they were not in danger. He went to the Terrace of Endless Springs and attempted to separate Pandaria from the other continents, but he found himself unable.

 

Ckt9BNx.jpg

 

Shaohao becomes one with Pandaria.

 

He couldn't understand what had gone wrong, he had cleansed his spirit just as Yu'lon had told him to do. The Sha that had been created began seeping into the world again and Shaohao feared he had lost everything. He cried out to Yu'lon for aid, but she only reminded him of that which he had forgotten. 

 

Everything on Pandaria was a part of the land, just as the Pandaren were. Shaohao remembered the walls erected around the Pandaren areas and realised his faults. His last emotion, pride, was finally removed from his spirit. He recognised the Mantid as equals to the Pandaren and his spirit began to seep into the land. His robes and staff fell where he had stood, left there until monks came to claim the staff. They kept it hidden until the time was right for another to wield it.

 

A great mist enveloped Pandaria, keeping it safe until the Horde and Alliance stumble upon it in the expansion, Mists of Pandaria.

 

While there is no particular mention of there being any regenerative powers on Shaohao's behalf, I do think the staff is a good choice for the Mistweavers. Shaohao symbolises the act of helping others, which is essentially what the healers do. They practice certain martial arts in an attempt to help others and keep them safe. There is also, of course, the fact that Shaohao literally wove mist to help his people. Technically, he's a mist-weaver!

 

It's an interesting choice, but I like it. I don't think you can really choose another artifact, since there simply isn't a notable Mistweaver in the lore. The only other possibility is a direct relation to the Celestial, Chi-Ji, but I actually think this works better.

 

Windwalker Monk - Fists of the Heavens

 

I'm already happy that they have chosen fist weapons, but let's hope they are the right kind! Let's take a look:

 

"Thousands of years ago, the famed tol'vir smith Irmaat crafted a pair of magnificent handblades. Unsatisfied with his work, Irmaat tried to capture the essence of Al'Akir the Windlord to infuse into his blades. Al'Akir was not amused. To spite the smith, Al'Akir poured unspeakable amounts of raw elemental fury into the handblades. When Irmaat attempted to unleash their might, a great vortex sprang up, engulfed his city, and scattered the weapons to the winds." (source)

 

2TAvmpV.jpg

 

The first thing that really jumps out at me here is, well, Shaman. This really doesn't feel like a monk weapon, but let's take a look anyway.

 

Irmaat has actually been mentioned before, namely in regards to the djinn of the Four Winds. These djinn are generally referred to as the lieutenants of Al'Akir; they were each given a weapon crafted by Irmaat, one of which is actually in game and can be obtained through Archaeology - trade_archaeology_scimitar-of-the-siroccScimitar of the Sirocco

 

It seems like Irmaat must have got in over his head, since he ended up trying to double cross Al'Akir himself. For those of you that don't know, Al'Akir is the Elemental Lord of air. The Elemental Lords were the most powerful lieutenants in the armies of the Old Gods and included Ragnaros, Therazane, Al'Akir and Neptulon, who ruled over fire, earth, air and water respectively.

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Al'Akir in The Throne of the Four Winds.

 

When the war between the Old Gods and Titans occurred, these Elemental Lords acted as skilled tacticians. Despite their immense powers, they were no match for the titans and were defeated one by one. They were eventually banished to what is now known as the "elemental plane". They were left there to fight each other for eternity, never again reaching the mortal plane. Al'Akir made Skywall his domain, ruling over it from the Throne of the Four Winds. 

 

The idea of the elements and the introduction of the winds feels very Shaman-esque. I really think they had the right idea with using fist weapons, but went the wrong direction. They took it in a very elemental-based direction, with a melee aspect added in, rather than a melee-based direction with the elemental aspect being added in. I like the style, I like the story, but definitely not for a monk. 

 

Alternative Artifacts for Windwalker Monks

 

Paws of the White Tiger

 

This one is going to take a bit of lore invention, but stay with me. The August Celestials are without a doubt the most intensely applicable lore area for the Monk class. The Monks originated in Pandaria, they harness abilities based on the Celestials and they can even summon avatars of them. 

 

Xuen the White Tiger is undoubtedly best applied to Windwalker Monks, with his savage claws, fierce teeth and incredible strength. When he dueled Lei Shen, Xuen lost, but learnt an important lesson. He understood one of the most important aspects of a Monk's training: balance. He understood that ferocity could not win battles alone, his pride was put back into place by his defeat, but he grew stronger from it. 

 

Above I described the fact that I believe, since they are masters of martial arts, Monks should have a melee-based artifact, especially for Windwalker. The story behind the current artifact is too elemental-based.

 

Here's the lore invention part!

 

If you look at a number of the powerful beings in the Warcraft universe, they often have multiple "forms". The August Celestials are essentially the same as the Ancient Guardians, they just remained in Pandaria. 

 

When you look at the Dragon Aspects, beings of slightly lesser power, they have a dragon form and humanoid form. If we were to extrapolate this to the Ancient Guardians, we could implement lore based on Xuen's humanoid form.

 

Xuen, when fighting as his tiger form, uses his paws to swipe and claw at those he battles. If there were to be an alternate form for him, he could perhaps use a pair of very close-fitting fist weapons to mimic his "paws". Lore could have been created to say that, during his time of imbalance in the run up to the Mogu empire, Xuen lost sight of what he represented.

 

As the spirit of strength, one would expect this Ancient to have complete control over his own. When he began to lose sight of "noble" strength and instead slowly turn to pride-fueled ferocity, Azeroth might have betrayed its oath to him.

 

whdaHtV.jpg

 

Xuen battles Lei Shen.

 

Unlike the Dragon Aspects, who got their powers from the Titans, the Ancients were granted their powers by Azeroth itself. As Xuen lost focus and gave in to ferocity, he perhaps could have spent time after his battle with Lei Shen as a humanoid.

 

Azeroth had recalled the power it granted to him until it deemed him worthy once more. He would wander the world of Pandaria, trying to re-establish in his mind what true, noble strength was.

 

The Windwalker monks could have been given a questline in which we uncover this personal moment of Xuen. He describes his journey of revelation and what he discovered true strength to be. We are taken through his time as a humanoid, in which he had to fight for his life, equipped only with his "paws". 

 

We complete a feat which proves to him that we truly understand the balance of strength and so can wield his humanoid weapons, which are directly infused with the power of his raw strength.

 

The story, of course, is not perfect, but it's an idea. It presents a melee weapon, infused with the power of an Ancient, but not the power of the elements. The weapon itself would be far smaller, an extension of ones hands, rather than a separate entity. 

 

That's it for the Monks, as well as for the leather-wearers. Next time, get ready for the demonic powers of the Warlocks!

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      Mittbitt : (Most difficult) Seat of the Triumvirate - Some of the trash is always brutal regardless of affixes, and the the last two bosses can make or break your key.
      Maw of Souls - The trash is not too controllable and does significant damage to all players, and the second boss can get fairly chaotic. Also the timer is not generous at all.
      Neltharion’s Lair- Ularogg Cragshaper, and Dargrul eat up a significant amount of time overall for the key by getting an undesired transition or add. Also the trash in the dungeon is very strong, specifically the scorpions at the end.
      Darkheart Thicket- Dresaron and Shade of Xavius can be quite scary, more so Xavius requires a great deal of durability.
      Halls of Valor -Hyrja can be a big block in whether or not you can complete the key, and some of the trash can be quite difficult if not dealt with correctly.
      Black Rook Hold - The bosses can be challenging, however the trash gets hard to deal with quickly.
      Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.
      Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.
      Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.
      Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.
      The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.
      (Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.
      Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
       
      If you could change a few dungeons which would they be and how would you change them?
      Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.
      Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.
      Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.
      Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.
      Seat: similar to CoS, the warden locations should be set spawns.
      Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
       
      Which is your favorite and least favorite dungeon to run?
      Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.
      Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).
      Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.
      Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
       
      What are the easiest affixes and do they vary from dungeon to dungeon?
      Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
       
      Are there some affix combos you just will not get out of bed in the morning for?
      Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.
      Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.
      Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.
      Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
       
      What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?
      Jdotb: Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.
      Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.
      Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.
      Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.
      Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.
      Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
       
      What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?
      Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.
      Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.
      Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.
       
      That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
      Part 2.
    • By joat
      Who We Are
      Tequila Sundown is a growing raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of four within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.

      We care more about the people we play with than their item levels or progression rankings. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 3/11 Mythic, Heroic AOTC Antorus progression.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid.
      We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for raiding the previous raid difficulty.

      Recruitment Needs
      DPS: Will consider all specs, but would love to add a dedicated Shadow Priest & Elemental Shaman.

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you a deeper dive into the raid team.
      https://www.reddit.com/r/FTH/wiki/tequilasundown

      Contact Us
      You can reach us on bnet: joat#1832 & lambkill#1856
      or Discord: joat#1832 & saever#4432
    • By Stan

      The latest Alpha Build added Blight - a new Mythic Keystone affix. Damage and healing done is increased when injured, and reduced when healthy.
      Blight is a new interesting Keystone affix added in Battle for Azeroth Alpha Build 26032. Damage and healing done is increased when injured, so it will be up to the healers to find the sweet spot between having party members deal more damage and dead, because healing a player to full health will not be efficient if your party wants to utilize the damage increase.
      Affix Description Blight Damage and healing done increased when injured, and reduced when healthy.
      Relentless is a second affix that might be added in Battle for Azeroth. It has been around for a while, but hasn't been implemented yet. When the affix is active, trash mobs are temporarily immune to Loss of Control effect, meaning they can't be feared, mind controlled, stunned, rooted etc. for a short period of time.
      Affix Description Relentless Non-boss enemies are granted temporary immunity to Loss of Control effects.
      We'll keep you updated about new affixes as they become available.