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Damien

Assassination Rogue 7.3

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1 hour ago, Progression said:

Thanks for your reply. My original post was pretty undetailed. Your findings are a trend that I'm seeing as well - I wonder if focusing on crit/vers equally after ~120% mastery is the way to go.

Maybe we found our first 'plateau'?
- Prog

Really depends - if you have only 15% crit then 120% Mastery will have very little benefit to you, and getting 15% extra Crit will be super important. Similarly, if you have 85% Crit, an extra 15% Crit will do comparatively little to your overall damage

The stats are all relative - because you can only have 2 per piece of gear, you're limited in your choices, but you do need some of each. 

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Guest Flockaflame

I am with him... his guide needs to be edited more... it hasn't changed anything ... just the talent and build part

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On 10/13/2016 at 2:01 PM, Guest JVguy said:

Why does the assassination talents say to take agonizing poison, but the poison section says always use deadly poisons as your lethal poison?

Quoting from the guide here:

Quote

Your Lethal Poison should always be Deadly Poison Icon Deadly Poison, unless you are talented into Agonizing Poison Icon Agonizing Poison. If you are using Agonizing Poison Icon Agonizing Poison, you should always use it over Deadly Poison Icon Deadly Poison.

Where are you seeing to use deadly over agonizing?

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4 hours ago, Guest Flockaflame said:

I am with him... his guide needs to be edited more... it hasn't changed anything ... just the talent and build part

What do you feel still needs changing at this point?

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I feel like there should be a section for Mythic + Dungeons. I have been having issues with friends playing Mythic + as assassination using the suggested Venom Rush talent. The problem with venom rush is that it's really good for single target but for the majority of the dungeon the tank is trying to chain pull constantly and to have consistent damage through out the dungeon is kind of difficult as an assassination rogue. I'm not understimating sin rogues in cleave I know they do really good AOE damage with ruptures on all targets but on alot of the trash mobs it also depends on how your artifact weapon procs "100% Rupture damage" and especially the "Tricks of Trade" traits. So I decided to give "Death From Above" for more cleave (total damage) damage a chance. Single target I was surprised as I was doing top DPS on most of the boss fights. Death from Above casts an automatic envenom once you land and buffs the envenom by 50% more damage, I would end up crits having envenom crits up to 1.3 million. And for the cleave it's consistent AOE damage. I don't think this talent should be ignored for Mythic+ specifically let me know what you guys think!

Also let me add I'm using Master Poisoner talent and AP Stats are :40% crit and 130%mastery. I feel maybe also master poisoner works better for me with such high mastery. I would like some feedback on this as well. Thank you for all your work on the guide!

Edited by Espion

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18 hours ago, Espion said:

I feel like there should be a section for Mythic + Dungeons. I have been having issues with friends playing Mythic + as assassination using the suggested Venom Rush talent. The problem with venom rush is that it's really good for single target but for the majority of the dungeon the tank is trying to chain pull constantly and to have consistent damage through out the dungeon is kind of difficult as an assassination rogue. I'm not understimating sin rogues in cleave I know they do really good AOE damage with ruptures on all targets but on alot of the trash mobs it also depends on how your artifact weapon procs "100% Rupture damage" and especially the "Tricks of Trade" traits. So I decided to give "Death From Above" for more cleave (total damage) damage a chance. Single target I was surprised as I was doing top DPS on most of the boss fights. Death from Above casts an automatic envenom once you land and buffs the envenom by 50% more damage, I would end up crits having envenom crits up to 1.3 million. And for the cleave it's consistent AOE damage. I don't think this talent should be ignored for Mythic+ specifically let me know what you guys think!

Also let me add I'm using Master Poisoner talent and AP Stats are :40% crit and 130%mastery. I feel maybe also master poisoner works better for me with such high mastery. I would like some feedback on this as well. Thank you for all your work on the guide!

Death From Above is good for AoE but overall much lower on single target. On higher levels of Mythic+ I would advise sticking to a more single target/cleave oriented build (EP/NS/DS/Thug/Alacrity/VR) but DBA might be a good alternative for extremely low Mythic+ (where large pulls are more commonplace). Since our guides are intended for a raid audience and this is a very sub optimal specialization for dungeons there will likely not be a Mythic+ section to this guide, though I am considering adding it to the Outlaw guide (as it is an ideal specialization for dungeons).

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I have a quick question about Vanish.  Is it off the GCD?  
When I play sub, this macro never fails:

/cast Shadow Dance
/cast Shadowstrike

On assassination, I have this macro which is similar in structure & intent:
/cast Vanish
/cast Rupture

(my actual macro is a bit longer, as I throw in a trinket and racial ability cast before the Rupture, as well as a /startattack at the end since the Vanish stops my autoattacks)

The Vanish + Rupture macro will usually work on training dummies and 5-man dungeons, but oftentimes in raids the Rupture will fail to go off for some reason.  If Vanish is really off the GCD, why would this happen?  Is this like a known problem that players encounter?  Maybe the split-second change in stance bar interferes with the Rupture cast? 

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Guest Skarpio

The bis list say in head Mask of Multitudinous Eyes dropped in "Dragons of Nightmare" and that's so wrong, that helm is dropped by "Elerethe Renferal"...

The head dropped by Dragons of Nightmare is Cowl of Fright, and if you are saying for best stat mastery-crit with Agonizing Poison i think the BiS should be the Cowl... not the Mask... or i'm wrong?

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Guest Viole

I don't know if it is supposed to be asked on friday, but here I go:

As Rogue PvE, we get 50%+ damage when using Rupture invisible (Vanish+Rup). Does it work aswel with nightelf racial? If using Racial+Stealth+Rupture is a thing, would be huge Dps gain. But I don't know if works, anyone can relate this? Like in a fight against a raidboss, is it possible to go out combat ans Stealth and stuff? If yes, should I chance my Race for Nelf, then?

 

Thanks in advance.

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8 hours ago, entlassen said:

I have a quick question about Vanish.  Is it off the GCD? 

It does seem to be, yeah. I'm not sure why the macro doesn't work, could the start attack have an impact? Shouldn't Rupture already cause your auto attacks to start?

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4 hours ago, Guest Skarpio said:

The bis list say in head Mask of Multitudinous Eyes dropped in "Dragons of Nightmare" and that's so wrong, that helm is dropped by "Elerethe Renferal"...

The head dropped by Dragons of Nightmare is Cowl of Fright, and if you are saying for best stat mastery-crit with Agonizing Poison i think the BiS should be the Cowl... not the Mask... or i'm wrong?

I'll get Furty to update this, thanks!

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8 hours ago, entlassen said:

I have a quick question about Vanish.  Is it off the GCD?  
When I play sub, this macro never fails:

/cast Shadow Dance
/cast Shadowstrike

On assassination, I have this macro which is similar in structure & intent:
/cast Vanish
/cast Rupture

(my actual macro is a bit longer, as I throw in a trinket and racial ability cast before the Rupture, as well as a /startattack at the end since the Vanish stops my autoattacks)

The Vanish + Rupture macro will usually work on training dummies and 5-man dungeons, but oftentimes in raids the Rupture will fail to go off for some reason.  If Vanish is really off the GCD, why would this happen?  Is this like a known problem that players encounter?  Maybe the split-second change in stance bar interferes with the Rupture cast? 

If I had to guess, you're getting excited because you're in a raid environment and you're spamming your buttons a little too early. Even a fraction of a second left on your GCD will mean that Rupture won't cast and you'll break your Vanish with autos

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17 minutes ago, Guest Viole said:

I don't know if it is supposed to be asked on friday, but here I go:

As Rogue PvE, we get 50%+ damage when using Rupture invisible (Vanish+Rup). Does it work aswel with nightelf racial? If using Racial+Stealth+Rupture is a thing, would be huge Dps gain. But I don't know if works, anyone can relate this? Like in a fight against a raidboss, is it possible to go out combat ans Stealth and stuff? If yes, should I chance my Race for Nelf, then?

 

Thanks in advance.

I'm not sure if it still works. Night Elves used to be able to use their racial mid combat and macro it to stealth to get another opener.

That said, all of the racials are very balanced, and it won't matter that much whether or not you change if you aren't really pushing cutting edge progression 

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Guest RogueNoob
On 10/15/2016 at 11:21 AM, Blainie said:

Quoting from the guide here:

Where are you seeing to use deadly over agonizing?

It has been changed since my first comment has been made.  Thanks.

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24 minutes ago, Guest RogueNoob said:

It has been changed since my first comment has been made.  Thanks.

The last update I can see is from the 7th, so I assume it was changed then. Thanks for your comment anyway!

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Guest Bleedrogue

Is there a certain threshold of when agonizing overtakes exsanguinate?  I've run tests on training dummy and my exsanguinate build is doing more dmg than my agonizing poison build even at 100% mastery.

 

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Guest Gaelvin

Is there a point when crit will have a higher stat weight then mastery for an agonizing poison spec?

I currently have 35% crit and 126% mastery and both Simc and Mrrobot ranks crit higher then mastery, while shadowcraft has mastery has the best stat.

Sorry if this is a noobish question..

AskMrRobot:

AskMrRobot.png

SimC:

SimC.png

Shadowcraft:

Shadowcraft.png

AskMrRobot.png

Shadowcraft.png

SimC.png

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5 hours ago, Carrn said:

If I had to guess, you're getting excited because you're in a raid environment and you're spamming your buttons a little too early. Even a fraction of a second left on your GCD will mean that Rupture won't cast and you'll break your Vanish with autos

 

I experimented with the following macro a few times just now to see what would happen:

#showtooltip
/cast [combat] Vanish
/cast [stealth] Rupture
 

The test (on a training dummy, no lag):
Build up combo points, and then auto-attack until energy is at max.  Then press the macro once.  (i.e. no on-GCD abilities are pressed before or after the macro).

Result:
My rogue will vanish, but Rupture will not go off.  I remain in stealth (autoattacks are auto-turned off from the Vanish).

Now I'm really confused.  It appears that the first line of the macro (Vanish) goes off, but not in time to give the thumbs up for the [stealth] conditional in the second line?  I don't really understand why that would be happening if Vanish is off-GCD.  Is there supposed to be some lag between pressing Vanish and the character actually entering stealth?

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Guest Karrkat

Since I haven't seen much update with this guide lately and there has been a lot of changes, and I'd like to just place a few things I've seen help with dps.

First of all, for stats you should have 40-50% crit, and then go heavy mastery. This seems to greatly help with the damage we can push out.

For aoe, switch to deadly and for single use agonizing poison. 

All 3 best relics should be used to reduce the CD on Vendetta, especially with the third gold trait we have. 

And for food stat, go with the fishbrul special. Seems to do a lot better than the stat food.

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4 hours ago, entlassen said:

 

I experimented with the following macro a few times just now to see what would happen:

#showtooltip
/cast [combat] Vanish
/cast [stealth] Rupture
 

The test (on a training dummy, no lag):
Build up combo points, and then auto-attack until energy is at max.  Then press the macro once.  (i.e. no on-GCD abilities are pressed before or after the macro).

Result:
My rogue will vanish, but Rupture will not go off.  I remain in stealth (autoattacks are auto-turned off from the Vanish).

Now I'm really confused.  It appears that the first line of the macro (Vanish) goes off, but not in time to give the thumbs up for the [stealth] conditional in the second line?  I don't really understand why that would be happening if Vanish is off-GCD.  Is there supposed to be some lag between pressing Vanish and the character actually entering stealth?

Yeah Vanish doesn't actually stealth you until the vanish effect ends.

I also don't think [stealth] is a valid property for macros, I believe you have to use the [stance:1] thing. I could be mistaken, I know they changed it in Legion because the bars used to not swap, but then they changed part of it back so the bars did swap

Side note, this is part of the reason why I macro as few things together as possible

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Quote

Vanish doesn't actually stealth you until the vanish effect ends.


I don't understand what you mean by "the vanish effect."  You press the button, and you enter stealth.  The bars change and you see the Stealth "buff" in your list of buffs.  Are you saying there is lag between when you hit the button and when you actually are in stealth?  Because I thought off-GCD abilities were by-definition instantaneous.

Also, I am pretty sure the [stealth] conditional still works.  I just made the following test macro:
/cast [stealth] Mutilate
and the macro works when I'm in stealth.

I believe the whole stance thing you're talking about was with Shadowdance, when Blizz changed the way it worked and then reverted the changes.

Anyway, if someone has any more insight as to what is happening with Vanish that is making my macro not work, I'd appreciate it.  Even if I don't use the macro, I kind of just want to know the mechanics of why it might be failing.
 

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34 minutes ago, entlassen said:

I don't understand what you mean by "the vanish effect."  You press the button, and you enter stealth.  The bars change and you see the Stealth "buff" in your list of buffs.  Are you saying there is lag between when you hit the button and when you actually are in stealth?  Because I thought off-GCD abilities were by-definition instantaneous.

I'm just talking about the buff you get when you Vanish. You don't get the Stealth buff right away.

 

39 minutes ago, entlassen said:

Anyway, if someone has any more insight as to what is happening with Vanish that is making my macro not work, I'd appreciate it.  Even if I don't use the macro, I kind of just want to know the mechanics of why it might be failing.

I just tried it myself and can't get it working. Not sure why - it seems that calling a stealth command (either Stealth or Vanish, I tried both) has a delay between casting and actually swapping stances. With the speed a macro sends commands at, it goes too quickly to count as being in stealth

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Thanks for taking the time to test it out.  It's pretty much what I'm experiencing.  I guess it's probably like you said, that there is some sort of lag going on with Vanish.  Either the stealth "buff" isn't immediately applied to the rogue, or there is delay with the actual stance/bar swaps.

If that's true, then my original macro of
/cast Vanish
/cast Rupture
which worked some of the time (as opposed to the macro with [stealth] conditional, which worked none of the time) probably applied a regular non-stealth-buffed Rupture in the times that Rupture did fire off.

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10 hours ago, entlassen said:

Thanks for taking the time to test it out.  It's pretty much what I'm experiencing.  I guess it's probably like you said, that there is some sort of lag going on with Vanish.  Either the stealth "buff" isn't immediately applied to the rogue, or there is delay with the actual stance/bar swaps.

If that's true, then my original macro of
/cast Vanish
/cast Rupture
which worked some of the time (as opposed to the macro with [stealth] conditional, which worked none of the time) probably applied a regular non-stealth-buffed Rupture in the times that Rupture did fire off.

It worked fine when I used Stealth/Vanish then manually pressed the [stealth] macro - even though I pressed the keys as soon as I could, it seemed to be enough of a delay

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16 hours ago, Guest Gaelvin said:

Is there a point when crit will have a higher stat weight then mastery for an agonizing poison spec?

I currently have 35% crit and 126% mastery and both Simc and Mrrobot ranks crit higher then mastery, while shadowcraft has mastery has the best stat.

Sorry if this is a noobish question..

AskMrRobot:

AskMrRobot.png

SimC:

SimC.png

Shadowcraft:

Shadowcraft.png

AskMrRobot.png

Shadowcraft.png

SimC.png

When you have a low value of an important stat, it will give you more benefit to pick up that stat than to stack on even more of your higher one. Stats are dynamic and will always change

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      Title: Blow Up The Convoy Chapter: 11.0 Z5 - Max Level - Chapter 2 Scene Description:
      The player watches as the bombs they've placed go off one by one. The siege convoy is destroyed, buying everyone more time. Real-Time Cutscene (RTC):
      Title: 11.0 [ADF] - Arathi Tower turns to dark Fire Scene Description:
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... Real-Time Cutscene (RTC):
      Title: 11.0 Z5 - Level Up - Chapter 2 [ZKR] Scene Description:
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. Real-Time Cutscene (RTC):
      Title: 11.0 [EPE] - Earthen Player Exposition Scene Description:
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. Animated Real-Time Cutscene (ARTC):
      Title: 11.0 [WTW] - Whisper on the Wall Scene Description:
      Cutscene plays. In-game Cinematic Movie:
      Title: 11.0 [XEF] - Xal'atath Endgame Finale Scene Description:
      Cutscene plays. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [QAD] Queen Ansurek's Demise Scene Description:
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid. Real-Time Cutscene (RTC):
      Title: 11.0 RTC [TSD] The Spider Drop Scene Description:
      The players defeat the first raid boss. From a platform above, the queen orders her troops to cut the web. The platform the players are on is targeted. The webs snap and the players fall. I've tried to rerarrange the scenes to provide a coherent and progressive storytelling experience, but the order may not be correct as we're missing a lot of context, and there are some generic cutscenes like the earthen allied race one, and so forth.
      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
    • By Staff
      Blizzard have detailed Mythic+ dungeon tuning that's live already, with Uldaman and Neltharus getting some changes.
      Mythic+ (Source)
      With hotfixes that are now live, we’ve made the following adjustments to Mythic+ dungeons:
      Uldaman: Legacy of Tyr
      Timer increased by 1 minute. Neltharus
      Chargath, Bane of Scales Fiery Focus’s Fire damage reduced by 25%.
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