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wow Blue Posts and Tweets: General Legion Updates #9

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Check out some of the latest blue posts that have arrived over the past few days! In today's post, we've compiled all the comments from the blues that pertain to Legion, both from Twitter and the forums!


Our first blue post is coming out from Celestalon on the Windwalker Monk forums. It looks like more changes are coming for the Monks, despite such drastic changes already happening in the new build.

 

Blizzard Icon Windwalker Monk Future Changes

+ Show

Hey Windwalkers. Today’s build includes the previously-described new design for Windwalker AoE. Please give it a try, run a dungeon, and let us know how it feels. There are a few changes still to come that we’ve made internally, but not in time for today’s build, that are further revisions to this, that I’d like to describe.

It feels odd for the only throughput benefit of SEF to be the bonus SCK damage, in most situations (since on <5 targets you likely already have tagged them all for SCK even without SEF). Fantasy-wise, SEF is a really cool spell, and we think this version is too restrictive on its use case. As such, we’re going to merge it with Tigereye Brew, to function in all the ways you used Tigereye Brew as well. With the below changes, SEF will become your primary DPS cooldown, for both single-target and AoE, with the added bonus of quickly tagging targets for Spinning Crane Kick. 
  • Tigereye Brew has been removed.
  • Storm, Earth, and Fire has been revised again, in order to fill Tigereye Brew’s purpose:
    • Each spirit does 45% of normal damage, for a net gain of 35% damage.
    • It has 2 charges.
    • It no longer increases Spinning Crane Kick damage.
    • The spirits will no longer attack CC’d targets.
    • While SEF is active, the button can be reactivated to direct your spirits to focus their attacks only on the selected target.
  • Serenity now replaces Storm, Earth, and Fire, instead of Tigereye Brew.

This is intended to be a pure upgrade to Tigereye Brew, so let us know if you see any issues this may cause. You’ll be able to try this out in the next build.

(source)


The next blue posts comes from the Blood Death Knight forums, in which there were a huge number of planned changes for the talents listed. 

Blizzard Icon Planned Changes for Blood

+ Show

Hey Blood Death Knights. You may have noticed that Frost and Unholy got some significant revisions to their talents in today’s build. We were in the process of doing the same for Blood when today’s build was made, along with some baseline changes, and most of those changes didn’t make it in in time. Here’s a full list of what’s yet to come in the next build for Blood:
  • Blood Strike removed.
  • Heart Strike is now baseline for Blood. It hits 2 targets, generates 5 bonus RP, and snares. While in Death and Decay, it hits 5 targets.
  • Blood Boil damage increased by 300% in order to let it function as snap aggro.
  • Asphyxiate is now baseline for Blood.
    • It also is no longer channeled, and now has a 45sec CD, down from 2min. (This part applies to Unholy’s as well.)
  • Many talents have been changed. Here’s a full list of Blood talents and what’s changing with them:
    • Level 56
      • Bloodworms – Duration increased to 15sec.
      • Heartbreaker – New: Passive. Heart Strike generates 2 additional Runic Power per target hit.
      • Exsanguinate – Unchanged.
    • Level 57
      • Rapid Decomposition – Unchanged.
      • Soulgorge – No longer replaces Blood Boil, but Blood Boil no longer applies Blood Plague.
      • Spectral Deflection – Swapped from Level 58. Redesigned to: Attacks that deal more than 25% of your maximum health will consume a second Bone Shield charge to further reduce the damage.
    • Level 58
      • Ossuary – Swapped from Level 57. Now triggers at 5+ Bone Shield stacks, and also increases max Runic Power by 10.
      • Blood Tap – New: Active. Generate 1 Rune. 2 charges, 1min recharge. Recharge time reduced by 1sec whenever a Bone Shield charge is consumed.
      • Anti-Magic Barrier – Unchanged.
    • Level 60
      • Mark of Blood – Swapped from Level 90. Now costs 30 Runic Power, lasts 25sec, has no cooldown, only triggers from auto attacks, and application range increased to 15yd.
      • Red Thirst – Swapped from 58.
      • Tombstone – Unchanged.
    • Level 75
      • Tightening Grasp – Unchanged.
      • Tremble Before Me – Now a fears the target in place, and only breaks on significant damage, like other fears.
      • March of the Damned – Unchanged.
    • Level 90
      • Will of the Necropolis – Unchanged.
      • Rune Tap – Swapped from 60. Redesigned to be similar to live: Active. Consume a Rune to reduce all damage taken by 25% for 3sec. 2 charges, 25sec recharge.
      • Foul Bulwark – Unchanged.
    • Level 100
      • Bonestorm – No longer costs Runes. Now costs 10-100 Runic Power. Lasts 1sec per 10 Runic Power spent.
      • Blood Mirror – Unchanged.
      • Purgatory – Swapped from 60.

While you unfortunately won’t be able to play with these changes until the next build, we look forward to your feedback on them. Thanks!

(source)


Our next blue post was for the newly added Destruction Warlocks. It seems Chaos Barrage is currently incredibly superior to the other two portal choices, but it was confirmed that there is still tuning to be conducted on the abilities.

Blizzard Icon Chaos Barrage Comparison

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These are still subject to tuning; however, they will likely have some variance in how much damage they do (among other reasons, due to the different durations).

(source)

Our last blue post of the day comes from the Discipline Priest forums, in which Sigma commented on a discussion pertaining to trinket choices and whether they will be using DPS or Healing trinkets.

Blizzard Icon Discipline Priests and Trinkets

+ Show


You guys have pretty much figured it out, but, right--the passive damage increase on the artifact should not increase Atonement healing. The traits on the artifact itself should ultimately increase Disc's total healing ability (including both Atonement and non-Atonement) by the same amount as the other healers' artifacts. We do want to figure out how to make this clearer.

Disc should be able get use out of DPS trinkets, but we have to make sure they're not overpowered. For example, they have to add less healing than healing trinkets. Corrupted Starlight as the twin problems of being AoE (which will always risk being overpowered for Atonement purposes) and being an RPPM proc (which results in it adding the same amount of DPS to Disc's low damage as it does to a caster's high damage). We will likely reduce RPPM proc rates for Disc on trinkets like this.

(source)

Over on Twitter, it seems the developers cleared up the previous fears that Salvage Yard rewards might be nerfed hard in 7.0. Check out their response:

 

It looks like the developers have also acknowledged the issue of realm-hoppers that currently plagues the LFG tool. Hopefully they can find a way to stop it soon!

 

 

Our last tweet of the day concerns the issues players have been having with Artifact relics. It looks like it is intended for them to be permanent and that the developers would prefer for them to stay that way.

 

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