Jump to content
FORUMS
Damien

Marksmanship Hunter 7.3

Recommended Posts

3 hours ago, Guest lol said:

did you ever sim rune of re-origination? It makes your marked shot crit for about 700k and aimed for about 550k (for me with 745 ilvl without the rune) in the opener (ring + pot). Makes up for some insane burst since it makes your mastery explode up to 75% (over 300% dmg boost on the focus using abilites). The haste drain doesnt rly matter too since you get a 100% marking targets in your opener anyways.

It's terrible.

Share this post


Link to post
Share on other sites
1 hour ago, Guest timoseewho said:

hi, great guide, 2 simple questions for ya regarding priorities

1. is Barrage > Aimed Shot with Vulnerable? the choice comes up sometimes after you get your Marked Shot off, applying Vunerable, AND Barrage being off cd

2. if Marking Targets procs again right after you get your Marked Shot off from the previous Marking Target, should you still try to get 2 Aimed Shots off with Vulnerable before using up that second Marking Targets proc? there are rare cases where Marking Targets procs again between your 2 Aimed Shots and Marked Shot>_<

thanks

1) Barrage.

2) Yes, you don't have to use Marking Targets right away unless it's about to expire (super unlikely) or unless Sidewinders reaches 2 charges.

Share this post


Link to post
Share on other sites
Guest Unforged

Great guide, thanks!

One thing I am confused with is that in your guide you mention that you want to get as many Aimed Shots off as possible when Vulnerable is on the target. In my opinion that means that the rotation will be as follows: "Sidewinders (with Marking Target active) > Aimed Shot > Aimed Shot > Marked Shot > Aimed Shot > Aimed shot" right? (With the assumption made that you can only cast 2 Aimed Shots before Vulnerable expires) Because Sidewinders itself will debuff the target with Vulnerable as well.

Why do I see then in warcraftlogs that everyone (including you on mythic Archi) is immediately casting Marked Shot after it procs? Can you elaborate on that?

Share this post


Link to post
Share on other sites

it does not technically matter what order you do it in. You just decide whether you wanna dump most of the focus before or after the Marked Shot. Your rotation is the exact same as mine except you take one Aimed Shot from after the Marked Shot and put it before instead.

You are just looking at the opener, I do not do as you describe in a normal single target case.

Most people just play by intuition, and the "intuition" is to cast Marked immediately after Sidewinders. Just goes to show that people have no idea how to play the game.

Share this post


Link to post
Share on other sites
Guest Unforged
41 minutes ago, Azortharion said:

Your rotation is the exact same as mine except you take one Aimed Shot from after the Marked Shot and put it before instead.

Yeah figured that after posting my comment, my bad.

Quote

You are just looking at the opener, I do not do as you describe in a normal single target case.

I checked your logs (and others) around 1 minute in, so not in the opener. I noticed that you do cast Marked Shot immediately after Sidewinders several times. As you can see in my image below, this is around 1 minute in. Or is this because there are adds about to die so you want to get another Marked Shot off on all of them before they die? Then I get your point :)

d593dd5049c7b7ce6c405983f603d8a4.png

Share this post


Link to post
Share on other sites

Possibly a dumb question, what does the (S) after some of the trinkets mean? 

Also, Mr Robot is recommending the blues from Legion invasions for ring/neck - are the secondary stats on those that strong that they make up for the lack of agility?

Share this post


Link to post
Share on other sites
Guest LC82

why use aimed-marked-aimed? due to artifact trait, marked shot increases aimed shot crit dmg and marked-aimed-aimed is better, but when lots of movement is needed, it is hard to be rooted for 4 consecutive seconds by 2 aimed shots and amied-marked-aimed comes into play.

what about windburst? it has no use at all? its vulnerability debuff could be useful from time to time when switching between prio targets

 

also, not sure(can't play for 2 more weeks and can't test), but  what is wrong with using sidewinders so that vulnerability debuff is always present on targets? sidewinders have 2 charges. When using one charge(with patient sniper), it applies debuff for 6 seconds, right? after 6 seconds using the second sidewinder charge will reapply debuff immediately. After 6 more seconds the first charge will be completely recharged since 12 seconds will be elapsed after using it. Then, after 6 more seconds, the second charge will be fully recharged and ready etc. Rinse and repeat. So, we'll have vulnerability debuff 100% of the time. Is it incorrect? why dropping vulnerability debuff to use marked shot during "crucial times"? Is not it a huge dps loss?

Share this post


Link to post
Share on other sites

There is no Artifact at level 100.

Marked Shot applies Vulnerable, too.

Your post seems like a bit of a mess to me. Yeah, you can maintain Vulnerable 100% of the time, that's the entire point of the spec, but uptime on the buff is irrelevant if you're not making use out of it. Rather make 100% use out of 80% than 70% use out of 100% uptime.

Share this post


Link to post
Share on other sites
Guest LC82

I know that there is no artifact at 100, but I thought this guide was for 110 level characters and  the rotation was for raids at 110.
I know that marked applies vulnerable too, but my point is that we can't maintain 100% debuff on targets if we rely only on marked shots. You said that we have to use sidewinders only if we reach 2 charges(not to waste) or when there is a marking targets proc to activate hunter's mark and marked shot. Did you test "using sidewinders in every 6 seconds strictly" strategy and did you measure dps out of it? how did it compare to your "let vulnerable debuff drop" strategy?

Don't think I am saying anything weird

Thanks

Share this post


Link to post
Share on other sites

Thanks the spec seems pretty decent even though everything feels nerfed. I'm still trying to deal with a couple of things to be comfortable playing it:

  • The RNG can really screw you up and downtime makes me impatient sometimes making me be further punished by spamming something I shouldn't.
  • The need to save focus for barrage on CD, because it really makes a difference.

I would also like to recommend a macro for the spec:

/cast !auto attack
/cast Barrage

For the opener you always want to start your auto attack before anything else, and to not risk misclicking or having to press an inconvenient key bind for simple auto attack this seems useful to me.

Share this post


Link to post
Share on other sites
6 hours ago, Guest LC82 said:

I know that there is no artifact at 100, but I thought this guide was for 110 level characters and  the rotation was for raids at 110.
I know that marked applies vulnerable too, but my point is that we can't maintain 100% debuff on targets if we rely only on marked shots. You said that we have to use sidewinders only if we reach 2 charges(not to waste) or when there is a marking targets proc to activate hunter's mark and marked shot. Did you test "using sidewinders in every 6 seconds strictly" strategy and did you measure dps out of it? how did it compare to your "let vulnerable debuff drop" strategy?

Don't think I am saying anything weird

Thanks

It's not, as you can see it references the prepatch in the changelog.

Like I've said once already, 100% uptime is irrelevant if you're not making the most out of it. The goal isn't really "100% uptime" as much as it is "as many Aimed Shots under Vulnerable as possible" which is what the guide achieves. Sidewinders + Marked is gonna give you 12 seconds of Vulnerable on its own, if you Sidewinders every 6 seconds indiscriminately you'll just override one of these all the time. The guide's rotation achieves having a Sidewinders charge already ready to go, which is incredibly helpful in a practical situation because it'll allow you more Marked Shots during AoE, by spending the free charge when it is more useful.

You also seem to forget that Marking Targets won't just proc every 6 seconds, and it certainly isn't always up so I am not sure what you were imagining here, have you played the spec to reach this conclusion or just read the tooltip of abilities?

Share this post


Link to post
Share on other sites
1 hour ago, hellyessir said:

Thanks the spec seems pretty decent even though everything feels nerfed. I'm still trying to deal with a couple of things to be comfortable playing it:

  • The RNG can really screw you up and downtime makes me impatient sometimes making me be further punished by spamming something I shouldn't.
  • The need to save focus for barrage on CD, because it really makes a difference.

I would also like to recommend a macro for the spec:

/cast !auto attack
/cast Barrage

For the opener you always want to start your auto attack before anything else, and to not risk misclicking or having to press an inconvenient key bind for simple auto attack this seems useful to me.


Your macro is flawed. Barrage disables Auto Shot for a brief while regardless of what you macro it to.

Besides..

9L6WFBW.png

Share this post


Link to post
Share on other sites
Guest LC82
5 hours ago, Azortharion said:

It's not, as you can see it references the prepatch in the changelog.

Like I've said once already, 100% uptime is irrelevant if you're not making the most out of it. The goal isn't really "100% uptime" as much as it is "as many Aimed Shots under Vulnerable as possible" which is what the guide achieves. Sidewinders + Marked is gonna give you 12 seconds of Vulnerable on its own, if you Sidewinders every 6 seconds indiscriminately you'll just override one of these all the time. The guide's rotation achieves having a Sidewinders charge already ready to go, which is incredibly helpful in a practical situation because it'll allow you more Marked Shots during AoE, by spending the free charge when it is more useful.

You also seem to forget that Marking Targets won't just proc every 6 seconds, and it certainly isn't always up so I am not sure what you were imagining here, have you played the spec to reach this conclusion or just read the tooltip of abilities?

Ok, I'll try one last time and hopefully,my post won't be misinterpreted incorrectly and it will be taken properly. I'll try to make it as clear as possible.
 

First of all, thank for your reply, I appreciate it.I don't want to look like I am arguing just for argue. I just need things to be clarified.
Like I said, I can't test it myself for a few more weeks and therefore I am coming here and asking you to clarify things by providing real numbers without speculations and "feelings"(if I could test it myself, there would be no point in coming here and writing walls of texts). which I did not get. Ok, no problem,let's move on.

I get your point that uptime is irrelevant if not making most out of it ,but what I am trying to say is that you seem to get most out of it if not proven otherwise by numbers. Let's take a look: You are not utilizing sidewinders at full strength by not casting them strictly in every 6 seconds and delaying them. Sidewinders give lots of focus which can be used to dump aimed shots(which become powerful with artifact traits at 110). My point is that you can get lots of aimed shots during debuff and you'll have1 00% uptime on debuff in this way(casting sidewinders in every 6 seconds). Moreover, at 110 during execution phase, 100% uptime on debuff seems very attracting due to 100% crit chance and powerful aimed shots. I want you test it at 110 when you create a new guide. I trust your numbers.

As to "Sidewinders + Marked is gonna give you 12 seconds of Vulnerable on its own"- this is correct, but you need to delay casting marked shot for about 6 seconds after casting sidewinders, right? So, we have marking targets proc and our next sidewinders applies vulnerability debuff. We cast sidewinders and debuff is on the target for 6 seconds, we also get hunter's mark and marked shot is activated(which also applies vulnerable debuff). If we cast marked shot right away after sidewinders, we loose debuff from it since the debuff from sidewinders will be overwritten. Correct? in order to get that consecutive 12 second debuff from sidewinders+marked shot, we need to delay casting marked shot for 6 seconds after casting sidewinders. Is that incorrect? I am just asking questions. I am not trying to insult anyone or something like that. So, it's hard to say anything without testing real numbers, but this strategy seems like a dps loss to me (not utilizing sidewinders at full potential and/or delaying marked shots+ dropping debuff). At 100 it could not be a big dps loss unlike 110, but still.

I know it's RNG and marking targets proc can either happen more than once during that 6 seconds window, or it can't occur at all. When it procs, we have 15 seconds to utilize it. It would be no problems since casting sidewinders in every 6 seconds will deal with it.Chances that we get more that one proc during 6 seconds debuff is very low.
As to AoE, I fully agree. we loose some dps if we cast sidewinders on a single terget in every 6 seconds, but maybe at 110 windburts will help with single target right before adds are about to come out to reserve sidewinders charge for them.

Anyway, I think this conversation wil go nowhere. Sorry for wasting your time and thanks again. I appreciate it. Would like some real numbers though.


Keep it up, dude!

MM hunter in Legion is a very complicated spec.

Best Wishes

 

Share this post


Link to post
Share on other sites

To clarify: There's nothing inherently wrong with your idea, it's just not better than what's already established (it's exactly as good), but it has the potential to be much worse in a practical situation.

1) You are utilizing Sidewinders at full strength by not ever reaching 2 charges. That is the only point at which you can irrefutably say that you are not utilizing them enough.

2) Sidewinders only gives 1 Aimed Shot's worth of focus.

3) You do not have to delay Marked Shot for 6 seconds after using Sidewinders, though it is a good idea. If you use it right after Sidewinders, you'd just be casting the Aimed(s) that you would've otherwise cast inbetween Sidewinders and Marked, after Marked instead. Instead of SW > Aimed > Aimed > Marked > Aimed or SW > Aimed > Marked > Aimed Aimed, you do SW > Marked > Aimed > Aimed > Aimed. You still get 1 Marked Shot and 3 Aimed Shots per Sidewinder - possibly 4. The order in which you do them technically doesn't matter, because you must consider the focus available to us, which is the same regardless of how we do this order, provided we do not focus cap.

This is what I mean with us not really having to have 100% uptime. We just need to maximize the amount of Aimed Shots we get per Vulnerable buff. Ignoring Lock and Load procs, we can on average get 3-4 Aimed Shots per Sidewinders/Marked Shot combo, regardless of the order we choose to do it.

Your version gets 100% uptime on Vulnerable, but you'll still be limited by focus to cast Aimed Shots. Instead of deliberately introducing downtime which is what I tend to do (ingame, I tend to do:

  1. Sidewinders:
  2. <Wait till Vulnerable is 0.5s from expiring, or I I reach ~149 focus, whichever comes first. If I reach 149 focus, I Aimed Shot then Marked. If Vulnerable is about to expire, I Marked>
  3. Aimed Shot until dry (3 back to back usually, 4 tends to be possible with a 2pc proc)
  4. Wait for ~70 focus, or Sidewinders to be 1 second from reaching 2 charges, whichever comes first, then cast Sidewinders.
  5. Repeat.

I am not exactly sure what your version is. On one hand you acknowledge that you tend to delay Marked Shot for 6 seconds after Sidewinders, on the other you wanna cast Sidewinders every 6 seconds, all the time. But instead of Marked Shot overwriting the Vulnerable applied by Sidewinders, this just causes the Sidewinders Vulnerable to overwrite the Marked Shot one.

Here's my best guess:

  1. Sidewinders
  2. <Wait till Vulnerable is 0.5s from expiring, or I I reach ~149 focus, whichever comes first. If I reach 149 focus, I Aimed Shot then Marked. If Vulnerable is about to expire, I Marked>
  3. Aimed Shot until dry OR Sidewinders (not sure which?)
  4. If you Aimed Shot before then Sidewinders now.

If you Sidewinders for step 4, you'll only have focus for 1 Marked and 1 Aimed right away. The rest you'll have to wait for focus to do. Which is fine, because you'll still only get 3-4 Aimeds per Sidewinders+Marked, just like my rotation. You'll just be waiting to cast those Aimed Shots rather than doing them back to back. You'll also always be keeping Sidewinders entirely on cooldown, which makes you less flexible when it comes to using that Sidewinders for encounter mechanics.

Share this post


Link to post
Share on other sites
Guest LC82

yeah, that is more like it. If we have focus problems, then this will change everything, but let's see how it plays out at 110 with lost of haste.

what I mean by not utilizing sidewinders at full strength is that we can at maximum cast 10 sidewinders per minute(in every 6 seconds). When one charge of sidewinders is sitting fully recharged and unused(even though 2 stacks is not reached yet), this seems like a lack of utilization of sidewinders. Less casts per minute if we let the first charge be there unused for some time.

and the second clarification about marked shot:
 

1 hour ago, Azortharion said:

I am not exactly sure what your version is. On one hand you acknowledge that you tend to delay Marked Shot for 6 seconds after Sidewinders, on the other you wanna cast Sidewinders every 6 seconds, all the time. But instead of Marked Shot overwriting the Vulnerable applied by Sidewinders, this just causes the Sidewinders Vulnerable to overwrite the Marked Shot one.

 

No, I said it's better to delay marked shot with your tactics(to achieve 12 seconds debuff), but according to my preferred tactics, you don't have to delay marked shot at all, since we don't have a problem with vulnerable debuff due to sidewinders cast in every 6 seconds. Yes, debuff will be overwritten sometimes, but don't see a huge problem with it. Still 100% uptime on it.

Thanks. That makes more sense already

Share this post


Link to post
Share on other sites

It's not a lack of utilization as long as you end the fight with 0 charges of Sidewinders. It's simple maths. You got X amount of Sidewinders in a fight. The only way to lose any of them is to have it be off cooldown at 2 charges, or not ending the fight with 1 or 2 charges left.

Share this post


Link to post
Share on other sites
Guest LC82
5 minutes ago, Azortharion said:

It's not a lack of utilization as long as you end the fight with 0 charges of Sidewinders. It's simple maths. You got X amount of Sidewinders in a fight. The only way to lose any of them is to have it be off cooldown at 2 charges, or not ending the fight with 1 or 2 charges left.

Don't get it. Let's assume fight lasts for 60 seconds. we have 2 charges of sidewinders, each one recharges on its own, so we can use 10 sidewinders in total in 60 seconds. Now, let's assume I used the second sidewinder only during a fight and the first sidewinder charge at the end of the fight, so that by the end of the fight I have 0 charges, this will accumulate 5+1=6 sidewinders, not 10.
where did I misunderstand?

Share this post


Link to post
Share on other sites

The cooldown on Sidewinders is 12 seconds, not 6 seconds.

Try and hit Sidewinders every time it's available ingame and then come back and tell me how many Sidewinders you can cast before a minute has passed, and you'll see what I mean. You have to see it for yourself to understand it, I think.

Share this post


Link to post
Share on other sites
Guest LC82
1 minute ago, Azortharion said:

The cooldown on Sidewinders is 12 seconds, not 6 seconds.

Try and hit Sidewinders every time it's available ingame and then come back and tell me how many Sidewinders you can cast before a minute has passed, and you'll see what I mean. You have to see it for yourself to understand it, I think.

I know that cd is 12 seconds, but we have 2 charges(12/2=6). This was what I was trying to tell you in my first post that you did not get and said it was messy.

You are right, it is hard to write without testing an actual ability(been away from wow for months), but you are here and hopefully, can clarify. And hopefully you will follow.

fight begins; we have 2 charges of SW, I used one charge(1 sec of fight); after 6 seconds I used the second charge(7 sec. of fight). AT this time the first used charge will be recharged 50%, since 6 seconds will be passed after using it. after 6 more seconds(when vuln. debuff will expire from the second charge of SW), we can use the first charge again(13 sec. of fight) which is fully recharged etc.
I am in a bad state due to I can't login wow and check, but I can assure I have seen this tacts many times on youtube by various testers. they used SW in every 6 seconds.

Ok, let's finish here.

thanks

Share this post


Link to post
Share on other sites
Just now, Guest LC82 said:

I know that cd is 12 seconds, but we have 2 charges(12/2=6). This was what I was trying to tell you in my first post that you did not get and said it was messy.

You are right, it is hard to write without testing an actual ability(been away from wow for months), but you are here and hopefully, can clarify. And hopefully you will follow.

fight begins; we have 2 charges of SW, I used one charge(1 sec of fight); after 6 seconds I used the second charge(7 sec. of fight). AT this time the first used charge will be recharged 50%, since 6 seconds will be passed after using it. after 6 more seconds(when vuln. debuff will expire from the second charge of SW), we can use the first charge again(13 sec. of fight) which is fully recharged etc.
I am in a bad state due to I can't login wow and check, but I can assure I have seen this tacts many times on youtube by various testers. they used SW in every 6 seconds.

Ok, let's finish here.

thanks

I bolded the part where you're wrong. When you use the third SW after 12 seconds has passed, it's another 12 seconds before you can use the next one. Not 6. This is why I invited you to go try it for yourself, beta or live doesn't matter, because I wanted you to realize this yourself because at that point it would all *click*.

Share this post


Link to post
Share on other sites
Guest LC82
14 minutes ago, Azortharion said:

I bolded the part where you're wrong. When you use the third SW after 12 seconds has passed, it's another 12 seconds before you can use the next one. Not 6. This is why I invited you to go try it for yourself, beta or live doesn't matter, because I wanted you to realize this yourself because at that point it would all *click*.

Can't wait to test. That is so lame, makes no sense. We can't even maintain 100% guaranteed vulnerable debuff in this case. Thanks

 

Share this post


Link to post
Share on other sites

Sorry to barge-in but yeah. Besides, in order to use SW it's better to have the proc, otherwise just don't touch it.

I have a question regarding gear.

I have a few pieces of heroic gear with the current stat priority but my current gear with crit+multi has higher ilevel.

Should I prioritize ilevel over stats??? Or go with the stats although its lower ilevel.

 

 

Share this post


Link to post
Share on other sites

That is what the stat weights are for. That is literally, beyond all else, what they were made for. Use them to find the answer, with Pawn or AskMrRobot.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Here come the full content update notes for next week's Dragonflight Season 4! We have class tuning, dungeon and raid changes, the season itself, Awakened raids and how they work, the Northrend Cup, and more, so let's dive in.
      Season 4 (Source)
      Dragonflight Season 4 arrives to World of Warcraft on April 23! TABLE OF CONTENTS
      DRAGONFLIGHT SEASON 4 DUNGEON CHANGES NORTHREND CUP CLASSES DUNGEONS AND RAIDS PLAYER VERSUS PLAYER DRAGONFLIGHT SEASON 4
      Powerful rewards await in Season 4 to deliver the best of what the Dragonflight expansion offers. Jump into the new Mythic+ dungeon rotation, rally your forces for new challenges in raids, prepare for the new PvP season, and ready yourselves for The War Within. [LEARN MORE]
      Awakened Raids
      Every two weeks during Dragonflight Season 4, one of the three Dragonflight raids will become Awakened: Vault of the Incarnates; Aberrus, the Shadowed Crucible; or Amirdrassil, the Dream's Hope. Enemies within Awakened raids are stronger and drop upgraded loot with a higher item level. Schedule Week 1 & 2: Vault of the Incarnates Week 3 & 4: Aberrus, the Shadow Crucible Week 5 & 6: Amirdrassil, the Dream's Hope Week 7+: All raids are Awakened A buff that increases reputation gain with Dragonflight reputations will be enabled whenever a specific raid is Awakened: Schedule Vault of the Incarnates: Sign of Awakened Storms – Dragonscale Expedition, Maruuk Centaur, and Iskaara Tuskaar Aberrus, the Shadowed Crucible: Sign of Awakened Embers – Loamm Niffen, Soridormi, and Sabellian/Wrathion Amirdrassil, the Dream's Hope: Sign of Awakened Dreams – Dream Wardens and Valdrakken Accord All raids Awakened: All the above reputations are increased All three raids will also drop a new tier token to exchange for new tier pieces with the appearance and set bonus combination that players voted for. Earn 1 Antique Bronze Bullion a week by defeating Awakened bosses, with the cap rising by 1 each week. Note that if you miss a week, you'll be able to catch up to the current weekly max. Exchange 2 Bullion for weapons and powerful items from the Dragonflight raids from the vendors in the Parting Glass in Valdrakken. An additional vendor nearby sells Jigglesworth Sr mount for 3 Bullion and cosmetics that grant you the choice of any raid weapon appearance at any difficulty color for 1 Bullion each. Legendary items will drop as usual from raids, but players who have previously obtained them can purchase a Scale of Awakening to upgrade their items to the Season 4 ilvls (base is 502 and can be upgraded further through Crests and Flightstones). Rewards Complete all three Awakened Dragonflight raids on Normal difficulty to receive the Voyaging Wildering dynamic flying mount. Earn the new title, "Awakened Hero", for completing the Awakened raids on Heroic difficulty. Those who complete the Awakened raids on Mythic difficulty are rewarded with Path Portals to the three raids. Mythic+
      Return to all eight Dragonflight dungeons for a refined and rewarding progression curve for Heroic, Mythic, and Mythic+ with better pacing and meaningful rewards: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy. Rewards Dedicated defenders can obtain the new Keystone Master mount, Infinite Armoredon, once the Dragonflight Keystone Master: Season 4 achievement is attained. Earn the new title "The Draconic" after obtaining Dragonflight Keystone Conqueror: Season 4 when you reach a Mythic+ Rating of 1500 during Dragonflight Season 4. "The Draconic Hero" can be earned from the achievement Draconic Hero: Dragonflight Season 4 when reaching a Mythic+ Rating in the top 0.1% of all players in your region. PvP
      Season 4 arrives with PvP rankings reset, new gear sets, mounts, titles, and more! Rewards Earn the Vicious Dreamtalon (Horde or Alliance version) for Rated Arena and Rated Battleground, and the Draconic Gladiator’s Drake and "Draconic Gladiator" title for earning the Draconic Gladiator: Dragonflight Season 4 achievement. "Draconic Legend" title can be earned after attaining Draconic Legend: Dragonflight Season 4 when ending the season in the top 0.1% of the Solo Shuffle ladder. DUNGEON CHANGES
      Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards. [LEARN MORE]
      One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills. Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly. Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit). The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today. Normal This difficulty is unchanged. Heroic The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system. Mythic difficulty changes and mechanics will not be present in this difficulty. This remains a queueable experience. Mythic The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system. There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon. The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system. Mythic 0 is still on a weekly lockout under this model. Mythic+ The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system. A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc. Affixes would slot in at +2, +5, and +10 +2 - Fortified/Tyrannical +5 - Entangling / Incorporeal etc. +10 - Bursting / Bolstering etc. Dungeon ratings should be equivalent to what they represent in the current system. There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level. At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+. It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.  Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments. Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes. Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged. Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources. Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat. Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons. Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons. NORTHREND CUP
      On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.
      Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.
      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
      Back to Top
    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
×
×
  • Create New...