Blainie

Legion Summit Interview Summary!

Sign in to follow this  

7 posts in this topic

WdcPQ6n.png

Check out our recap of the Legion Summit!

We have a combination of our questions, as well as a transcript of the stream event hosted by Slootbag, Towelliee and SpartySmallwood!

At the Legion summit, all the attendees were given interviews with different pairs of developers. While we were originally planning to release our questions here, we instead passed them over to the wonderful combination of Slootbag (@Slootbag), Towelliee (@towelthetank) and SpartySmallwood (@SpartySmallwood). They hosted a stream as soon as the NDA broke, but fear not if you missed it! We've got a full summary of all the combined questions, as well as a direct link to the VODs.

The full stream video can be seen below:

 

Main Points Summary

Are we aiming for 2 or 3 raid tiers?

  • We will be getting three completely separate raid tiers.
  • One tier is Emerald Nightmare + Nighthold, another one in 7.2 and another in 7.3.

Will we be getting any new dungeons?

  • They are hoping to bring out a new dungeon (at least one) in 7.1.
  • There are plans to possibly bring more dungeons in later patches too.
  • The first dungeon will go into PTR very shortly after launch, with it being quoted as "mega".

Do we know what the final boss of Legion will be?

  • It is "confirmed" that it will not be an orc. 

Are the new damage numbers final? Will we see another stat squish?

  • There will be a squish in 8.0.
  • They wanted to change things in 7.0, but it's simply too late to do so now.

What will happen to artifact weapons after Legion?

  • Don't know yet, but they have some plans.
  • They want to see what the players feel are the best options.
  • They dislike the way that each level causes you to just throw your weapon away, barely forming any link with it.
  • They want us to really form a bond with the artifact, similar to how it worked with people holding on to vanilla tier sets.

What is being done to stop another content drought in Legion?

  • The main plan is to have multiple patches, aiming for 7.1, 7.2, 7.3, with smaller updates in between.
  • The team liked the way Highmaul was paced at the start of WoD.
  • There should have been more time between BRF and HFC.
  • The plan currently is to introduce Emerald Nightmare 2.5 weeks after launch.
  • Nighthold will be coming in around late January.

Will we be allowed to test Gul'dan Heroic?

  • There will be no testing of Gul'dan at all.
  • This will work in a similar fashion to how Ra-den did, we can just pray they don't make another mistake with it.

 

Full Notes of the Stream

If you're looking for a full, complete edition of the stream notes, we've got it for you! Check it out in the blue post tag below:

Blizzard LogoFull Notes from Stream

+ Show

We will get 2 or 3 tiers?

  • We will be getting THREE raid tiers completely separate. To clarify, one tier is EN+Nighthold, then another one in 7.2 then another one in 7.3. Three separate tiers overall!

So will we get new dungeon's this expansion?

  • That is the idea and we will certainly be releasing new dungeons throughout the expansions, can't say which! However the first patch, 7.1 will have 1 new dungeon already and it will go onto the PTR very quickly around when Legion ships, it's intended to come out not too long after legion release, and it will contain a new dungeon and this dungeon will be pretty "mega"

What kind of suit was Watcher wearing?

  • Hugo Boss

Are there plans to expand timewalking further, to future expansions or to raids? Molten core style? Maybe winged-raid like flex style in SoO?

  • We will not see a Warlords of Draenor timewalking set until at least a couple more expansions from now.
  • There are plenty of logistical problems to deal with before timewalking raids.

Why are paladins considered melee healers when the only thing that puts us in melee is our mastery, which Beacon of the Lightbringer takes away anyway?

  • Class Fantasy is a main point of this, they want us fighting where it is appropriate but they want to give us lots of choice.
  • Talents to change based off encounter, as well as the strength of your healing team.
  • Beacon of Virtue should be used on CD to be competitive. LoTM your best heal per GCD.
  • Tons of choice was the focus, and then allowing some players to go passive still.

Anymore changes planned for Paladin legendaries?

  • Likely no more design changes for paladin legendaries.
  • Probably some tuning.

Can other classes train and receive demon hunters level of movement capabilities and if so, when?

  • No, only demon hunter fantasy has that kind of agility.

Who or what is the final boss of legion?

  • 100% not an orc.

Are there plans on introducing more guild support, in terms of leaders, logistics, or recruitment? Any guild functionality changes?

  • Lots of discussion, but nothing they can announce as of yet.

What are the Devs most excited about?

  • Quest scaling.

What are the plans for developing larger/stronger communities? (IE merging of guild chats, higher guild members in one guild)

  • Those are things that are in discussion, but couldn't reveal anything.

What was the art concept behind Suramar?

  • It was a night elf driven society, we wanted an initial night elf hit.
  • Didn't want only that because it would be monochromatic, but they didn't want to do it overall for the zone.
  • Was obvious to them to form a contrast between the city and the corrupted area on the outside, they love the design and color palette they settled on for Suramar.

Animations, any feedback on the updates?

  • It was just time to do it, they were getting old and we really wanted to further immerse players into that world.

Content droughts, what's the plan to counter this issue that's becoming the norm for expos?

  • We want to make sure they are paced well, not too slow but also not too fast.
  • They feel they have a very good patch plan going into Legion, modeled a bit more around MoP but still it's own pacing, with lots of improvements they feel.
  • Part of it is correctly anticipating how long it will take for the next expansion.
  • That was one of the huge issues that caused the WoD content drought.
  • They thought they could make Legion way faster than they actually could.

So what's the deal with the numbers, they are getting big, some players don't care but some don't like these big numbers?

  • We are planning on squishing again in 8.0, they wish to have done it in 7.0 especially with HP, but it's a bit late and it's a HUGE undertaking.

Respeccing has been a huge point of discussion. Is this a final design? Have you considered something like you can't respec for X seconds once you've exited combat?

  • We've definitely considered tons of different things.
  • The question is when are people expected to respec and the further question is what do we define as a unit of gameplay?
  • So a BG, that's a unit of gameplay, but what about questing? Every rare? Every hub? For dungeons, every dungeon? Every trash pack?
  • In BGs you choose one spec, just like Mythic+.
  • They see the personal item as something as easily obtainable as food/flasks that really we have been using for years.
  • They think it will be very friendly and intuitive for new players as well.
  • Most games (such as D3) you go back to town to swap talents, the idea has been extended to WoW as players would assume that and then have no idea about tomes.
  • It's infinitely more versatile, you can change to any spec now, the game remembers your bar settings, interface is simpler, etc.

Will we see any additions of new architecture, given that players love it so much in the new zones?

  • If we feel it fits into the themes of the old world, then yes.
  • It's not like the Zandalari, where the artwork fit the old zones because the Zandalari were already there.
  • Legion races have been living in a bubble, so their presence doesn't exist elsewhere.

Another concern has been player power from gear, the acceleration has been huge. The returning of how secondary stats scale - Are you doing anything to keep raids relevant longer? In the tanking world, it's a completely different experience after a couple of weeks.

  • I don't know if it's that big of a problem.
  • There are things like increasing the legendary ring.
  • Things have gotten super silly with 16 arcane mages and soul capacitor, but it's important that there be power progression.
  • We need to give people the power for gear to let them overcome the skill deficit.
  • This stuff is important for other people to overcome content that you were able to overcome months later.
  • Let's just release content earlier and not let tiers sit there.

For profession Artifacts, will we see the fishing artifact? What about artifacts like mining picks, skinning knives for further profession progression?

  • Fishing one will be more of an easter egg.
  • Design is for it to be a weapon. 
  • It doesn't fit for profession progression path and the design to introduce a mining pick.

Will professions stay relevant all expansion? Especially crafted gear?

  • Yes, the goal is to update professions constantly, in both big and small patches, so that they stay relevant throughout the course of the expansion.

What's the plan with professions and the norm? Will there be personal player power from crafting, will it be standard to get some gathering for Bloods of Sargeras then go double crafting?

  • There will be no personal player power from professions, rather specialized things that crafters can make for people.
  • So that JC only gem on BETA is actually meant to be BoE.
  • As for what professions people will choose, there's no expectation, just depends on your needs!
  • Profs will be getting some revisits in the coming beta weeks.
  • We need to look at all the professions.
  • We want you to be a craft person because you like that profession and want to add to the economy, not to be more powerful or better than everyone else.
  • Not intended that some are BoP.
  • There are no intentions of changing Blood of Sargeras back to BoE and will stay BoP at the release of #Legion.
  • Professions will be normalized and Jewelcrafters will NOT get exclusive access to combat perk in Legion.
  • Quest rewards from zones Pre Cataclysm will be included within the grandfathered #Transmogs in Legion.
  • Professions will stay relevant in terms of gear & get new gear to craft as each new tier is released in Legion.
  • Profession materials meant to be far more scarce in Legion compared to #Warlords and how they are abundant currently.
  • You are not intended to be self sufficient with all of your mats and alts.

What are the plans for extending the life of world quests for raiders and those who have fully unlocked their artifact?

  • World quests will be relevant throughout the expansion, artifact resources, order resources.
  • They plan to constantly add new content into world quests throughout the expansion.
  • It will be always be additions, not aiming to remove any of the existing ones as they go.

Will world quests be added to old content as well?

  • World Quests are not planned to go back before Legion, but will keep coming back as a system in future expansions likely.

Is there any concern that Ancient Mana will just turn into Apexis v2 and become obsolete right away?

  • That was a mistake with how apexis was implemented.
  • We have a lot of plans to keep Ancient Mana viable for a long time in the expansion.

How will we be gaining Artifact Power and leveling artifacts for the off-specs?

  • The general population is expected to just use AP items as they get it and that is the intended way.
  • Min/max players will always look for ways to cheat or gain that edge such as try and save AP or hoard it.
  • They are really looking to try and not make hoarding AP a thing, and are constantly monitoring how players are doing that, so they can design against it.

What's the expected ETA on artifact filling out for a top raider vs. say a casual player?

  • Tough to answer because it changes over time.
  • It will be faster to level artifact, even if you've never done one.
  • There will be mechanics for faster artifact progression for offspecs AND alts, but ALSO just generally over time.
  • So that people that come into the expansion late will have an easier time.
  • There's mechanics where over time it just gets faster.

Will there be more artifact transmogs added in the game?

  • Yes, some are already hidden, but also new ones will be added.
  • Furthermore, they definitely want to look more into adding more exclusive options for the transmogs in the future.
  • Mythic kills of last bosses, Gladiator, etc, because right now they are pretty easily obtained by everyone.
  • There have already been a number designed so that they have back-ups when they need them.

What's up with relics, why delete them like gems instead of use them as swaps like glyphs would? Will we be seeing more interesting Relic effects than just +1 to a minor trait?

  • We don't want relics to become a boring just store them and swap them in and out based on fights, especially with the somewhat tame bonuses they give (+1 minor trait).
  • Right now ilvl on them is king.
  • The minor trait effect may be very much further developed, but they first want to see a bit how Relics play out.

Any legendaries planned outside of the world drop ones?

  • There are no other legendaries planned for Legion outside of the new system.
  • No raiding only, or expansion-wide questline, planned as of now.

What is the basis for the artifact skins and how do you decide on what is appropriate for each class?

  • Always try to make sure there is a combination of different factors to provide a unique look for each.
  • They try not to have non-evolving themes, such as a simple skin that relates directly to a raid (Nightmare skin for Emerald Nightmare, for example), since the weapons themselves are class-associated first and foremost.
  • They will always feature the class and spec specific look in order to maintain a level of class fantasy.

What will happen to artifacts after Legion?

  • They don't know yet.
  • They really want to work with the players to find a solution.
  • They have multiple ideas and basically want the players to pick the best one.
  • They don't like the feeling of throwing away a brand new weapon after one level.
  • They want players to forge relationships with their weapons, as we did in Vanilla.

Are Legendaries just going to be disabled again on a per tier basis for the first part of raiding?

  • Uh oh, Surprise!
  • Legendaries are actually now planned to be part of raiding at all times, which item slot limits.
  • They will continue to be capped at one, and more unlocked later.
  • They view (and aim) for the relative power of Legendaries to be not so crazy that a player with (for example) the luck to get a warforgred trinket and legs will gain a big player power boost from that.
  • Legendaries won't so excessive over that warforged example for player power.
  • The design intent is this is an MMO where you should be happy and have fun using the awesome items you get.
  • It starts to get really tedious when they keep smacking restrictions on gear for varying modes (idea extends to Mythic+ as well).
  • They will NOT be usable in PvP though.
  • There are algorithms in place to ensure you don't have a really terrible bad streak with legendaries.
  • It should be nearly impossible to get a duplicate legendary.
  • A system in the future where you break down legendaries to make a new one is something they've considered.
  • Starting conservatively and then build more legendaries throughout the expansion.

Artifact power investment for classes with multiple DPS specialisations - how do you plan to prevent players needing to completely change their specialisation due to nerfs and buffs, then lose all of your artifact progress?

  • Put an extra bonus on them to be super careful with class balance and major class changes.
  • To use a scenario like the one that you describe, with fire mages, oops we goofed, it turns out they're 15% ahead of other mage specs in other cases.
  • Okay, that's a problem, we should do something about that.
  • Recognising that people have made a significant investment with their artifact power in their weapon that they can't easily shift around.
  • We wouldn't want to turn around and make fire suddenly the worst spec.
  • We'd probably make some adjustments but instead of take them down by 15% take them down by 10% so they're still better than the others.
  • So if you could go back in time you'd probably still make the same choice with your artifact power, but it's less disruptive to the overall balance.

Paragon system - putting your artifact power into any other artifact tree will feel like a waste. Is there going to be a gating system?

  • The cost between points are going to be expensive. 
  • The amount in between two points higher up will be the same as several points in other weapons.
  • You make the decision for 1% in one weapon and give up the 5% in another weapon.

What happens once players reach the highest item level of rewards from Mythic +? Are there cosmetic rewards?

  • No.
  • Legendaries are intended as the long-lasting rewards of Mythic +.
  • They do not expect people to collect all of them and have no plans to add other rewards.
  • It is still a very long process, but they don't see any reason to add high-end cosmetics just yet.

Any concern about Mythic raiders dominating the Mythic+ scene due to their generally superior gear?

  • The more gameplay you participate in, the more advantage you'll have.
  • If you want to be among the best, you have to be versatile, but there will still be competitive gear from mythic+ on it's own.,
  • There's always options to disable things, but that approaches the old structure and in an RPG they want the rewards you earn to work in as many places as possible.
  • They hated the fact that in current CMs you feel super nerfed when you go back and get scaled down.
  • The option of just giving raid tier and trinkets as rewards from mythic+ is unappealing as they want to have exclusive power rewards for raiding as well based on the difficulty and organization present.

Melee vs Ranged - So many situations where melee is undesirable, and now melee is even more saturated?

  • They are super conscious about making melee unfriendly encounters, they are trying very hard to avoid it but sometimes it will happen.
  • They think a lot of players just have a desired playstyle, ranged or melee, and as a result of that melee will just be divided among more options. 
  • They don't feel a ton of ranged loving players will just mass move over to melee or vice versa.
  • Composition balance will likely not change much they expect.

What's the deal with hitting 110 and skipping normal dungeons right away? The world quest ilvls already skip them.

  • We're making WQ rewards start a bit lower now to make sure normal dungeons aren't skipped over. But yes for a lot of people hurrying to gear and being more experienced, it's totally planned and expected they will quickly skip over normal.

Tanks - how have we developed the role of the inactive tank and having them do something meaningful at all times, so you aren't caught in boring times where you are just acting as an honorary DPS every 30s for 30s.

  • This has been a huge goal, and there is still room for improvement.
  • A lot of fights have this dealt with through adds, multiple bosses etc.
  • They want to be able to make single tank fights but you can still bring 2 tanks so the other tank can help somehow.
  • The goal is to do tanky things at all times when offtanking.
  • They are not there yet, but they want to stop always relying on the encounter design team to come up with something for tanks to do on some of the more standard tank fights, and perhaps tackle it at the class design level.
  • Loose example of how disc priests are currently, extending that idea to tanks being able to support.
  • For example, paladins can actually go into a decent offhealing build to help with some healing.

For attunements, like CoS and Arcway, are we going to see more of that in the future, such as raids again?

  • Yes, we will be dipping our toes a bit again, but not as HAM as we used to do back in the day.
  • We do already plan to have one for that dungeon coming out in 7.1.

Will there be in game support for leaderboards for Mythic+?

  • Similar to what there is now in live, most global stuff we expect things like wowprogress will track.

What's the goal for the mythic+ gear capping in a tier, how high will it go?

  • The rough estimate right now is in the range of Heroic raiding gear +5 ilvl, however the big chest that you get once a week based on your highest dungeon completed can be up to a mythic raiding level piece of gear, that's the big jackpot.

We've had lots of concerns with content droughts and pacing, so what is the plan for pacing?

  • Plan is to have multiple matches, expect 7.1, 7.2, 7.3, but also small patches in between.
  • For launch, the team, liked the pacing and relative release of Highmaul, but thought there should have been more time between Highmaul and BRF. 
  • Emerald Nightmare to start, likely available 2.5 weeks after launch.
  • Nighthold around late January.

When is the next raid testing, what's the plan?

  • Raid testing will begin again very soon.
  • Plan is to bang out the remaining Mythic EN bosses, retest Xavius heroic, do NH bosses on mythic, and along the way open up some weekends with LFR/Normal as usual?

What about Gul'dan heroic?

  • We won't be testing or seeing Gul'dan at all until live! Dun dun dunnnn

That didn't work out so well with Ra-den though?

  • We've come a very long way since then!

So, what do you think? There was a huge amount of information that was clarified, with questions being taken from the viewers of all three streamers, as well as our Twitter.

 

  • Like 1

Share this post


Link to post
Share on other sites

I only wanted one question answered...will Paladins retaliate against the DK's for what they did to Light's Hope Chapel. A little bit of class rivalry will be fantastic to see :-D 

Share this post


Link to post
Share on other sites
  • You are not intended to be self sufficient with all of your mats and alts.

really? can someone point to this in the video? seems like it would not be fun.

Share this post


Link to post
Share on other sites
15 hours ago, Ferwyn said:

I only wanted one question answered...will Paladins retaliate against the DK's for what they did to Light's Hope Chapel. A little bit of class rivalry will be fantastic to see :-D 

I feel like stuff similar to this could really create some awesome world-pvp style scenarios. A mixture of PvE and PvP in a huge scenario where certain classes team up with others to avenge previous wrongdoings.

11 hours ago, Faadre said:
  • You are not intended to be self sufficient with all of your mats and alts.

really? can someone point to this in the video? seems like it would not be fun.

They discuss this around the 26-minute mark, in the professions section. The main comparison that has to be made is with Warlords of Draenor. By leveling alts, you could just sit there in your garrison and have every material for every profession without ever leaving the garrison. You could exist completely without other players. This won't be the same, at all, in Legion.

  • Like 1

Share this post


Link to post
Share on other sites
18 hours ago, Weltenfeind said:

I'm honestly still kind of confused how the artifact system will work when in off-spec.

There will be measures in place that allow you to earn artifact power much faster, so you can catch up over time. It looks like you'll still need to pick a "main" spec though.

Share this post


Link to post
Share on other sites

3 raid tiers = good

alleged better pacing and more patches = good

non orc final boss = cute, not giving final boss out so you can change your mind at any point without backlash, Blizzard is learning.

  • Like 1

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  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Yesterday, the final boss of Antorus the Burning Throne was tested on Heroic difficulty. Here's a video preview of the encounter.
      WoWReloe uploaded a video of the fight, where the raid team managed to bring him down to 26%. All stages and transition phases included, so definitely check it out!
      Stage 3
      At 5:47 during the second transition phase, Argus retreats and Constellar Designates spawn.
      The Discs of Norgannon grants each Constellar Designate a 200% increased damage vulnerability from a single school.
      Vulnerability Types
      Arcane Vulnerability Fire Vulnerability Frost Vulnerability Holy Vulnerability Nature Vulnerability Physical Vulnerability Shadow Vulnerability You need to be careful with interrupts, because of Impending Inevitability. When you interrupt a Constellar Designate, he will become immune to interrupts for the next 20 seconds (Inevitability), so you should interrupt Cosmic Beacon over Starblast.
      Periodically, Constellar Designates will enter melee range and gain the effects of Blades of the Eternal and Sword of the Cosmos.
      Stage 4
      When you reach Stage 4, Argus kills all players with Reap Soul. It's very similar to the Lich King encounter back in Wrath. You're not able to resurrect for a short time and then Eonar casts Gift of the Lifebinder, creating a tree that can be used to return players back to life, as long as it it is healed up (Withering Roots). 
      Gift of the Lifebinder - Eonar causes the Gift of the Lifebinder to spring forth to save the players. While the Gift of the Lifebinder lives, players may freely Release Spirit after dying. If players move to the tree as ghosts, they will be returned to life, at the cost of some of the Gift of the Lifebinder's Life Energy. When the Gift of the Lifebinder's Life Energy is depleted, it becomes the Withered Gift of the Lifebinder. Withered Gift of the Lifebinder Players may heal the Withered Gift of the Lifebinder. Additionally, when they use it to resurrect, it is afflicted by Withering Roots. Withering Roots - Inflicts 850,000 Nature damage every 2 sec. This effect stacks. The tank debuff gets nasty in the last stage and lasts until the fight is over (Deadly Scythe). In the final stage, Reorigination Modules will spawn and they need to be killed as soon as possible to decrease radius of their Initialization Sequence.
      For all Argus' abilities, check out the Dungeon Journal entry here. Argus will probably have a secret phase on Mythic difficulty involving Sargeras.
    • By Stan

      A new ban wave went out earlier today, targeting users of third-party software.
      Blizzard has suspended accounts that were found to be using bots. For more details about the ban wave check out the ongoing discussion on reddit.
      Blizzard (Source)
      We’ve recently taken action against a number of accounts that were found to be using third-party programs that automate gameplay. These programs (commonly called cheats, bots, or hacks) automate certain aspects of gameplay, or provide unintended advantages and abilities to the player. This type of cheating undermines other players' experience and severely upsets the balance of the game environment.

      As a reminder, in order to ensure fair play and competitive integrity, we closely monitor these and other activities that violate the Terms of Use.

      We’re committed to providing an equal and fair playing field for everyone in World of Warcraft, and will continue to take action against those found in violation of our Terms of Use. Cheating of any form will not be tolerated.
    • By Stan

      A collection of all Tier 21 bonuses from Antorus.
      An overview of all Tier 21 set effects from Antorus the Burning Throne as of Patch 7.3.2 Build 25255.
      Death Knight 
      Specialization 2P Bonus Effect 4P Bonus Effect Blood Item - Death Knight T21 Blood 2P Bonus When a charge of Bone Shield is consumed, the cooldown of Dancing Rune Weapon is reduced by 3.0 sec. Item - Death Knight T21 Blood 4P Bonus When Dancing Rune Weapon fades, your Rune regeneration rate is increased by 15% for 10 sec. Frost Item - Death Knight T21 Frost 2P Bonus Howling Blast damage increased by 15% and Obliterate damage increased by 15%. Item - Death Knight T21 Frost 4P Bonus When you deal Frost damage, you have a chance to release a barrage of icy spikes at your target dealing [ 3.000 * 280% of weapon damage ] Frost damage. Approximately 2 procs per minute. Unholy Item - Death Knight T21 Unholy 2P Bonus Death Coil causes the target to take an additional 25% of the direct damage dealt over 4 sec. Item - Death Knight T21 Unholy 4P Bonus Death Coil has a 20% chance to deal damage a second time. Demon Hunter
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Havoc Item - Demon Hunter T21 Havoc 2P Bonus Eye Beam damage increased by 30%. Item - Demon Hunter T21 Havoc 4P Bonus When Eye Beam finishes fully channeling, your Haste is increased by 15% for 8 sec. Vengeance Item - Demon Hunter T21 Vengeance 2P Bonus While Demon Spikes is active, your parry chance is increased by an additional 5%. Item - Demon Hunter T21 Vengeance 4P Bonus When you parry an attack, the cooldown of Metamorphosis is reduced by 5.0 sec. This can only occur once every 1.0 sec. Druid
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Balance Item - Druid T21 Balance 2P Bonus Increase the damage of Starfall by 10% and Starsurge by 10%. Item - Druid T21 Balance 4P Bonus When you cast Starsurge or Starfall , the damage of your Moonfire and Sunfire spells is increased by 10% for 6 sec. Feral Item - Druid T21 Feral 2P Bonus When Rip deals damage, there is a 10% chance for it to deal damage again. Item - Druid T21 Feral 4P Bonus When Rip deals damage, you have a 4% chance to cause your next Ferocious Bite to consume no Combo Points and count as if you spent the maximum amount of Energy. Guardian Item - Druid T21 Guardian 2P Bonus When Gore is consumed, the cooldown of Barkskin is reduced by 1.0 sec. Item - Druid T21 Guardian 4P Bonus When Barkskin fades, all healing done to you is increased by 10% for 20 sec. Restoration Item - Druid T21 Restoration 2P Bonus Ysera's Gift now applies Dreamer to the target, healing them for [ 100% of Spell Power ] over 8 sec. Item - Druid T21 Restoration 4P Bonus When you cast Wild Growth, you have a 100% chance to cause Ysera's Gift to heal a target 400% more frequently for 5 sec. Hunter
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Beast Mastery Item - Hunter T21 Beast Mastery 2P Bonus Kill Command damage increased by 10% Item - Hunter T21 Beast Mastery 4P Bonus When you use Kill Command, the cooldown of Aspect of the Wild is reduced by 2.0 sec. Marksmanship Item - Hunter T21 Marksmanship 2P Bonus Your Focus generating attacks deal 30% more damage and generate 25% more Focus. Item - Hunter T21 Marksmanship 4P Bonus Marked Shot has a 30% chance to fire at up to 3 additional targets hit by Marked Shot an additional time. Survival Item - Hunter T21 Survival 2P Bonus Flanking Strike has a 50% chance to increase the critical strike chance of your next Raptor Strike by 100% and the critical strike damage of Raptor Strike by 50% within the next 20 sec. Item - Hunter T21 Survival 4P Bonus Each cast of Mongoose Bite increases the damage of your next Raptor Strike by 20%. Stacks up to 6 times. Mage
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Arcane Item - Mage T21 Arcane 2P Bonus Each Arcane Charge you spend increases your damage dealt by 2% for 8 sec. Item - Mage T21 Arcane 4P Bonus When you generate an Arcane Charge, you have a 4% chance to increase your haste by 20% for 6 sec. Fire Item - Mage T21 Fire 2P Bonus Increases the duration of Combustion by 2.0 sec. Item - Mage T21 Fire 4P Bonus Combustion also increases your critical strike damage by 12% for 14 sec. Frost Item - Mage T21 Frost 2P Bonus Each successive ice bolt of a cast of Flurry deals 25% more damage. Item - Mage T21 Frost 4P Bonus When you consume Brain Freeze, the damage of your next Ice Lance is increased by 25%. Monk
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Brewmaster Item - Monk T21 Brewmaster 2P Bonus Breath of Fire has a 100% chance to generate an additional stack of Elusive Brawler for each target hit. Item - Monk T21 Brewmaster 4P Bonus When you dodge an attack, you have a 25% chance to reset the cooldown of Breath of Fire. Mistweaver Item - Monk T21 Mistweaver 2P Bonus When Gust of Mists heals a target, they have a 100% chance to gain Tranquil Mist which heals them for [ 228% of Spell Power ] health over 12 sec. Item - Monk T21 Mistweaver 4P Bonus When you cast Renewing Mist you have a 100% chance to send a bolt of healing Chi at all targets affected by Tranquil Mist, healing them for [ 300% of Spell Power ]. Windwalker Item - Monk T21 Windwalker 2P Bonus When you gain the Blackout Kick! effect, the damage of your next Blackout Kick is increased by 150%. Item - Monk T21 Windwalker 4P Bonus When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. Paladin
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Holy Item - Paladin T21 Holy 2P Bonus Flash of Light and Holy Light transfer 40% additional healing to your Beacon of Light target. Item - Paladin T21 Holy 4P Bonus Holy Shock has a 30% chance to increase the critical healing of your Flash of Light, Holy Light, and Light of Dawn by 100% for 10 sec. Protection Item - Paladin T21 Protection 2P Bonus You gain Vindicator's Shield, increasing your block chance by 10%. Item - Paladin T21 Protection 4P Bonus While not affected by Shield of the Righteous, the effect of Vindicator's Shield is increased by 100%. Retribution Item - Paladin T21 Retribution 2P Bonus Judgment damage increased by 60%. Item - Paladin T21 Retribution 4P Bonus When you use Judgment, the cost of your next Holy Power spending ability is reduced by 1. Priest
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Discipline Item - Priest T21 Discipline 2P Bonus Reduces the recharge time of Power Word: Radiance by 3.0 sec. Item - Priest T21 Discipline 4P Bonus When you cast Power Word: Radiance, the damage of your next Penance is increased by 30%. Holy Item - Priest T21 Holy 2P Bonus Prayer of Healing increases the healing done by your next Flash Heal or Heal by 60%. Item - Priest T21 Holy 4P Bonus Your Flash Heal or Heal spells increase the healing amount of your next Prayer of Healing spell by 30%. Shadow Item - Priest T21 Shadow 2P Bonus Mind Flay and Mind Blast critical strike bonus damage increased by 50%. Item - Priest T21 Shadow 4P Bonus Each stack of Void Form increases the critical strike chance of Mind Flay, Void Bolt, and Mind Blast by 1%. Rogue
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Assassination Item - Rogue T21 Assassination 2P Bonus When you use Envenom, your Deadly and Wound poisons have 15% increased chance to critically strike for 6 sec. Item - Rogue T21 Assassination 4P Bonus When your Deadly and Wound poisons critically strike the target, you have a 100% chance to gain 4 Energy. Outlaw Item - Rogue T21 Outlaw 2P Bonus Extra attacks from Saber Slash increase the damage of your next Run Through by 5%, stacking up to 4 times. Item - Rogue T21 Outlaw 4P Bonus Run Through has a 10% chance to grant you a Roll the Bones combat enhancement buff you do not already have for 10 sec. Subtlety Item - Rogue T21 Subtlety 2P Bonus Each Combo Point spent reduces the cooldown of Symbols of Death by 0.2 sec. Item - Rogue T21 Subtlety 4P Bonus Backstab and Shadowstrike have a 5% chance to grant you Shadow Gestures, causing your next finishing move to refund 100% of Combo Points spent when used. Shaman
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Elemental Item - Shaman T21 Elemental 2P Bonus Lava Burst increases the damage of your next Earth Shock or Earthquake by 20%. Item - Shaman T21 Elemental 4P Bonus Earth Shock and Frost Shock have a 15% chance to cause an Elemental Overload. Enhancement Item - Shaman T21 Enhancement 2P Bonus Casting Stormstrike has a 15% chance to increase the damage of your next Rockbiter by 100%. Item - Shaman T21 Enhancement 4P Bonus Rockbiter causes the target to take 10% increased Fire, Frost, and Nature damage from your attacks for 4.5 sec. Restoration Item - Shaman T21 Restoration 2P Bonus When you cast Healing Rain, up to 6 allies within its area are immediately healed for [ 225% of Spell Power ]. Item - Shaman T21 Restoration 4P Bonus Healing Wave and Healing Surge casts have a 100% chance to heal a player standing in your Healing Rain for 40% of the amount. Warlock
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Affliction Item - Warlock T21 Affliction 2P Bonus When Agony deals damage, there is a 8% chance to increase the duration of Unstable Affliction on the target by 2.0 sec. Item - Warlock T21 Affliction 4P Bonus When you cast Unstable Affliction or Seed of Corruption, all targets within 60 yards suffering from your Agony take 10% increased damage from your Corruptionand Agony for 6 sec. Demonology Item - Warlock T21 Demonology 2P Bonus Each Soul Shard spent on Hand of Gul'dan increases the damage dealt by your next Call Dreadstalkers by 4%. Item - Warlock T21 Demonology 4P Bonus When you cast Demonic Empowerment, your Dreadstalkers will immediately use Dreadbite again at 50% increased damage.
      This can only occur once per cast of Call Dreadstalkers. Destruction Item - Warlock T21 Destruction 2P Bonus Chaos Bolt increases the critical strike chance of Incinerateon the target by 20% for 8 sec. Item - Warlock T21 Destruction 4P Bonus Chaos Bolt will deal an additional 12% of its direct damage caused to the target over 4 sec. Warrior
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Arms Item - Warrior T21 Arms 2P Bonus When you use Colossus Smash, your critical damage is increased by 15% for 8 sec. Item - Warrior T21 Arms 4P Bonus Mortal Strike increases the damage and critical strike chance of your next Whirlwind or Slam by 15%, stacking up to 3 times. Fury Item - Warrior T21 Fury 2P Bonus Rampage causes the target to bleed for an additional 30% of the direct damage dealt to the target over 4 sec Item - Warrior T21 Fury 4P Bonus When you activate Battle Cry, the damage of Rampage is increased by 75% for 8 sec. Protection Item - Warrior T21 Protection 2P Bonus While Battle Cry is active, the cooldown of Shield Slam is reduced by 100%. Item - Warrior T21 Protection 4P Bonus Blocking an attack increases the value of an existing Ignore Pain effect by [ 400% of Attack Power ].
      This can only occur once every 1 sec. (Source)
    • By Stan

      Everything you need to know about Legendary items in Patch 7.3.2.
      In Patch 7.3.2, Legendary items can be upgraded to item level 1,000. Blizzard also added Legendary tokens and a ring that empowers traits from the Netherlight Crucible.
      Upgrading Legendary Items
      In Patch 7.3.2 Legendary items can be upgraded to item level 1,000. The Cursed Shard quest is started by looting Cursed Shard. The item has a variety of sources. It can drop in LFR or you can get it by doing the first Random Heroic Dungeon of the day. Once you bring it to Arcanomancer Vridiel in Dalaran, you will get 10 Wakening Essences. Collect 50 Wakening Essences to get Awoken Titan Essence and upgrade a Legendary item to 1,000.
      Sources
      The Kirin Tor emissary bag did not reward any essences on PTR, but this can be random and needs further confirmation. Maybe they can only be collected from Argus faction bags. Antorus bosses drop a random amount of essences. Garothi Worldbreaker dropped 4 in LFR.
      Source Amount Status Mythic Order Hall Cache (Once a week) 20 Wakening Essences Confirmed Antorus Bosses (Each boss) 4 Wakening Essences (LFR 1st Boss) Confirmed Emissary Bag (Complete 5 World Quests) ? Wakening Essences Amount TBA First Random Heroic Dungeon (Once a day) 5 Wakening Essences Confirmed Weekly PvP Quests (2v2, 3v3, 10v10)
      ? Wakening Essences Amount TBA Cursed Shard (The Cursed Shard quest / one-time-only) 10 Wakening Essences Confirmed New Legendary Items
      Two Legendary item will be added in Patch 7.3.2. The legendary ring will be available to players that defeat Argus the Unmaker on Normal difficulty or higher and the trinket is a drop from Argus the Unmakere. The ring's affix increases the effects of Light and Shadow powers from the Netherlight Crucible by 50%. You can find more information in our Netherlight Crucible guide.
      Light Powers: Infusion of Light, Light's Embrace, Light Speed, Refractive Shell, Secure in the Light, Shocklight. Shadow Powers: Chaotic Darkness, Dark Sorrows , Master of Shadows, Murderous Intent, Shadowbind, Torment the Weak. Recently, Blizzard updated one of the Path of the Titans trinkets to item level 1,000 and now it is a Legendary item that does not count toward the 2 Legendary cap. Path of the Titans trinkets can be upgraded with Pantheon's Blessing up to item level 1,000, so we're not sure yet, if all trinkets will be of Legendary quality after uprading them to the maximum item level. More information can be found here.
      Item Effect Source Aman'Thul's Vision Approximately 1.4 procs per minute Your spells and abilities have a chance to grant you 6,716 Speed, Avoidance, and Leech for 12 sec.

      Aman'Thul's Grandeur
      When empowered by the Pantheon, your Intellect is increased by 6,700 for 15 sec.
      Drop from Argus the Unmaker. Insignia of the Grand Army Increase the effects of Light and Shadow powers granted by the Netherlight Crucible by 50%. The Death of a Titan (Quest) - Defeat Argus the Unmaker on Normal difficulty or higher. Legendary Tokens
      Patch 7.3.2 adds new Legendary tokens to help keep gameplay on your main rewarding. Legendary tokens will start dropping when you collect ALL Legendary items on your class, in other words, on your main. Collecting ALL Legendary items designated for a single specialization won't suffice. Legendary tokens are BoA, so they can be sent to your alts (even when they are on a different realm). Use them to discover a random Legendary item.
      Class Item Effect Death Knight Bone-Wrought Coffer of the Damned Identify Legendary Demon Hunter Demonslayer's Soul-Sealed Satchel Identify Legendary Druid Living Root-Bound Cache Identify Legendary Hunter Deepwood Ranger's Quiver Identify Legendary Mage Spell-Secured Pocket of Infinite Depths Identify Legendary Monk Hand-Carved Jade Puzzlebox Identify Legendary Paladin Light-Bound Reliquary Identify Legendary Priest Coffer of Twin Faiths Identify Legendary Rogue Hollow Skeleton Key Identify Legendary Shaman Giant Elemental's Closed Stone Fist Identify Legendary Warlock Pocket Keystone to Abandoned World Identify Legendary Warrior Stalwart Champion's War Chest Identify Legendary FAQ
      You can start collecting Wakening Essences right away. You don't need to loot Cursed Shard or accept any quests first. All Legendary items that drop after Antorus opens will have item level 1,000. All crafted Legendary items will be of item level 1,000 by default when Antorus opens. Awoken Titan Essence is used to upgrade a single Legendary item to item level 1,000. You need to collect more Wakening Essences in order to upgrade additional Legendary items. Legendary tokens won't drop unless you collect ALL legendary items on your class. Blizzard mentioned in the latest Q/A that the team is closely monitoring the drop rate of Legendary items. Two legendaries are a standard for raiding, so they may increase the drop rate of the first few Legendary items on a character. At the moment, Blizzard has no plans to increase the Legendary item cap to 3. If you have any questions feel free to leave them in the comments.
    • By Stan

      Major highlights of this week's Patch 7.3.2 PTR build are updates to Antorus trinkets, Argus the Unmaker relics and Scythe of the Unmaker transmog.
      Antorus Trinkets
      Tuning of Antorus trinkets continues in this week's PTR build. Many trinket effects received updates.
      Forgefiend's Fabricator
      Fire Mines - Your melee and ranged attacks have a chance to plant Fire Mines at the enemy's feet. Fire Mines detonate after 15 sec, inflicting 45,181 19,644 Fire damage to all enemies within 12 yds. Gorshalach's Legacy
      Echo of Gorshalach - Your melee attacks have a chance to grant an Echo of Gorshalach. On reaching 15 applications, you lash out with a devastating combination of attacks, critically striking enemies in a 15 yd cone in front of you for 476,287 600,033 Fire damage. Approximately 7.5 10 procs per minute. Seeping Scourgewing
      Shadow Strike - Your melee attacks have a chance to deal 142,320 102,672 Shadow damage to the target. If there are no other enemies within 8 yds of them, this deals an additional 63,254 55,003 damage. Shadow-Singed Fang
      Corruption of Shatug - Your autoattacks have a chance to increase your Critical Strike by 1,034 1,416 for 12 sec. Flames of F'harg - Your melee and ranged abilities have a chance to increase your Strength or Agility by 1,303 1,416 for 12 sec. Sheath of Asara
      Shadow Blades - Your damaging spells have a chance to conjure 6 Shadow Blades. After 2 sec, the swords begin launching foward, each dealing 0 17,704 Shadow damage to the first enemy in their path and increasing damage taken from your subsequent Shadow Blades by 20% 10% for 3 sec, up to 100% 50%. Approximately 2 1.7 procs per minute. Terminus Signaling Beacon
      Legion Bombardment - Call a Legion ship to bombard the target's location for 12 9 sec, dealing 110,001 Fire damage to all targets within 12 yds, including the ship. Path of the Titans Trinkets
      Pantheon's Blessing is a new item that drops from Argus the Unmaker. It can be used to increase the item level of a Path of the Titans trinket by 5 item levels, up to item level 1,000 (Titan Forging).
      Aggramar's Conviction
      Mark of Aggramar - Taking damage has a chance to increase your Armor Versatility by 1,197 2,697 for 15 14 sec. When empowered by the Pantheon, your maximum health is increased by 652,038 459,366 for 15 sec, and you are healed to full health. Approximately 2.2 1.4 procs per minute. Aman'Thul's Vision is now a Legendary item.
      Mark of Aman'thul - Your spells and abilities have a chance to grant you 741 1,089 Speed, Avoidance, and Leech for 12 sec. When empowered by the Pantheon, your Intellect is increased by 1.414 1,087 for 15 sec. Approximately 2.5 1.4 procs per minute. Eonar's Compassion
      Mark of Eonar - Your healing effects have a chance to grow an Emerald Blossom nearby, which heals a random injured ally for 23,392 36,100 every 2 sec. Lasts 14 12 sec. When empowered by the Pantheon, your next 4 direct healing spells grant the target a shield that prevents 65,204 71,132 damage for 30 sec. Approximately 2 1.2 procs per minute. Golganneth's Vitality
      Mark of Golganneth - Your damaging abilities have a chance to create a Ravaging Storm at your target's location, inflicting 63,728 148,698 Nature damage split among all enemies within 6 yds over 8 6 sec. When empowered by the Pantheon, your autoattacks cause an explosion of lightning dealing [ 870,400% 1,357,400% of Mainhand Weapon Speed ] Nature damage to all enemies within 8 yds of the target. Lasts 15 sec. Approximately 4 1.8 procs per minute. Khaz'goroth's Courage
      Mark of Khaz'goroth - Your damaging attacks have a chance to make your weapon glow hot with the fire of Khaz'goroth's forge, causing your autoattacks to do [ 929,400% 1,327,700% of Mainhand Weapon Speed ] additional Fire damage for 12 sec. When empowered by the Pantheon, your Critical Strike, Haste, Mastery, or Versatility is increased by 1.413 2,614 for 15 sec. Khaz'goroth always empowers your highest stat. Approximately 2 1.4 procs per minute. Norgannon's Prowess
      Mark of Norgannon - Your damaging spells have a chance to increase your Intellect by 1,303 3,257 for 12 sec. When empowered by the Pantheon, you gain 6 charges of Norgannon's Command for 15 sec. Your damaging spells expend a charge to inflict an additional 34,321 45,760 damage to the target, from a random school of magic. Approximately 3 1.4 procs per minute. Items
      Relics have been added to Argus the Unmaker's loot tables.
      Relic Type Name Improves Arcane Relic Miniaturized Cosmic Beacon Aegwynn's Imperative Blue Flame Special Focus of the Titans Infernal Force Orbital Strike Righteous Crusader Scythe of the Stars Blood Relic Cruor of the Avenger Black Powder Deadliest Coil Deadly Aim Inimitable Agony Iron Heart Razor Fangs Reinforced Fur Sharpened Fang Toxic Blades Unending Rage Unleash the Shadows Vrykul Shield Training Fel Relic Condensed Blight Orb Flames of Sargeras Left Hand of Darkness Lingering Ordeal Weak Point Wide Eyes Fire Relic Flickering Ember of Rage Burning Gaze Fire and the Flames Mauler Plaguebearer Righteous Blade The Doom of Azeroth Will to Survive Wind Surge Wrath and Fury Frost Relic Rime of the Spirit Realm Aegwynn's Wrath Blast Radius Essence of Nordrassil Lava Imbued Let It Go Powerful Bite Protection of Shaohao Pull of the Sea Holy Relic Reorigination Spark Blessings of the Silver Hand Consecration in Flame Hallowed Ground Might of the Templar Shield of Faith Iron Relic Mote of the Forgemaster Coagulopathy Deathblow Dragon Skin Embrace the Pain Fatebringer Fluffy, Go Gathering Storms Gushing Wound Power of a Thousand Cranes Scatter the Shadows Spitting Cobras Staggering Around Uncontrolled Rage Life Relic Root of the Lifebinder Blessing of the World Tree Empowerment Essence of the Mists Feral Instinct Floodwaters Gifted Student Gust of Wind Second Sunrise Sharpened Instincts Words of Healing Shadow Relic Volatile Soul Fragment Ambidexterity Critical Chaos Demon's Kiss Hideous Corruption Legionwrath Meat Shield Mind Shattering One Against Many Pain is in Your Mind Rotten Touch Serrated Edge Storm Relic Conch of the Thunderer Electric Discharge Explosive Force Fists of the Wind Fortune Strikes Gathering of the Maelstrom Healthy Appetite Infusion of Life Jaws of Thunder Marked for Death Unrivaled Strength Scythe of the Unmaker is a weapon transmog dropping from Argus. The model got slightly updated this week.