Jump to content
FORUMS
Damien

Outlaw Rogue 7.3

Recommended Posts

1 hour ago, Fofilolipop said:

One thing to note, is that Acrobatic Strikes increases the range of Blade Flurry and should not be completely ignored.

That's a good point, though I think the practical usages are still pretty slim. I'll make a notation for clarity though!

Share this post


Link to post
Share on other sites
Guest outlaw
Quote

Saber Slash Icon Saber Slash is your main filler and Combo Point generator. It deals moderate damage and generates 1 Combo Point each time it strikes. It has a 45% chance to strike an additional time, which also procs Opportunity Icon Opportunity.

In-game it reads as this:

Quote

Saber Slash has a 35% chance to strike an additional time, making your next Pistol Shot free.

 

Share this post


Link to post
Share on other sites
21 minutes ago, Guest outlaw said:

In-game it reads as this:

 

Oops, I must have been using Swordmaster by accident when I wrote that.

Share this post


Link to post
Share on other sites
Guest Friizz

Where does Between the Eyes find it's place in rotation?

Share this post


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

Where does Between the Eyes find it's place in rotation?

Only used if you need to stun something.

Share this post


Link to post
Share on other sites
16 minutes ago, pday said:

Your guide for Outlaw Rogue does not resemble the one provided by Wowhead.

It looks like Wowhead's is talking about Legion, whereas we are talking about the 7.0 prepatch here

They also seem to do more of a breakdown and an explanation of what each ability does, rather than give a set rotation like we do

Share this post


Link to post
Share on other sites
Guest Deeppurp
On 7/20/2016 at 9:22 AM, Furty said:

Only used if you need to stun something.

Even while crit buff is up?

Share this post


Link to post
Share on other sites

Acrobatic Strikes imo is huge for Outlaw rogues aoe.  An extra 3 yards of cleave means you can cleave onto infernals on Manny without being in their aoe range and can hit almost every imp.  With most guilds not having the cohesion and team work as higher end guilds to make sure imps are all dropped with in an 8 yard radius means you lose out on a quarter of the imps unless you have a mass grip and even then thats every other pac.  The aoe potential, the main chunk of outlaw's job, lost by nerfing your aoe by 3 yards in all directions i don't think is outweighed by the mobility gained by the two other choices.  The 30 second leap while good in a clutch avoidance of death no matter how cool it is doesn't outweigh it.  Not to mention most fights other than maybe Hans and Franz won't have you dashing across screen more than every minute in which sprint can be used so the extra 15% doesn't seem to be worth it either.  Even single target it gives you that extra 3 yards of room to move out of something and not lose dps on the boss.  

Share this post


Link to post
Share on other sites
5 hours ago, Muguin said:

Acrobatic Strikes imo is huge for Outlaw rogues aoe.  An extra 3 yards of cleave means you can cleave onto infernals on Manny without being in their aoe range and can hit almost every imp.  With most guilds not having the cohesion and team work as higher end guilds to make sure imps are all dropped with in an 8 yard radius means you lose out on a quarter of the imps unless you have a mass grip and even then thats every other pac.  The aoe potential, the main chunk of outlaw's job, lost by nerfing your aoe by 3 yards in all directions i don't think is outweighed by the mobility gained by the two other choices.  The 30 second leap while good in a clutch avoidance of death no matter how cool it is doesn't outweigh it.  Not to mention most fights other than maybe Hans and Franz won't have you dashing across screen more than every minute in which sprint can be used so the extra 15% doesn't seem to be worth it either.  Even single target it gives you that extra 3 yards of room to move out of something and not lose dps on the boss.  

Ultimately, on a tier of  talents like this, the choices are going to be very much based on personal preference.

While you are correct in saying that the extra cleave range is useful, Grappling Hook is at least as useful for instant travel to hit a priority add, avoid mechanics, or even just  to look cool as hell.

 

Share this post


Link to post
Share on other sites
13 hours ago, Muguin said:

Acrobatic Strikes imo is huge for Outlaw rogues aoe.  An extra 3 yards of cleave means you can cleave onto infernals on Manny without being in their aoe range and can hit almost every imp.  With most guilds not having the cohesion and team work as higher end guilds to make sure imps are all dropped with in an 8 yard radius means you lose out on a quarter of the imps unless you have a mass grip and even then thats every other pac.  The aoe potential, the main chunk of outlaw's job, lost by nerfing your aoe by 3 yards in all directions i don't think is outweighed by the mobility gained by the two other choices.  The 30 second leap while good in a clutch avoidance of death no matter how cool it is doesn't outweigh it.  Not to mention most fights other than maybe Hans and Franz won't have you dashing across screen more than every minute in which sprint can be used so the extra 15% doesn't seem to be worth it either.  Even single target it gives you that extra 3 yards of room to move out of something and not lose dps on the boss.  

If you feel your group isn't coordinated enough to ensure the targets are correctly stacked you can derive benefit from this talent. Ultimately though this tier is basically the old "Shadowstep vs. Burst of Speed" question, where most players felt that the playmaking, lifesaving, and general flexibility of step was much more useful. The same arguments apply to Grappling Hook, especially for progression. If your group isn't coordinated enough to properly stack adds on encounters, no one is forcing you to use Grappling Hook. That said, Acrobatic Strikes is most definitely an inferior talent and really only to be used if you absolutely need that extra range to compensate for a lack of stacking - certainly not something I'd recommend as a default choice.

Share this post


Link to post
Share on other sites
Guest Phil

Wouldn't it be more appropriate to suggest using Adrenaline Rush with, say, two or more of the RtB buffs instead of specifically True Bearing?  I know the combination is good, but I just tried this on a dummy and rolled twelve times in a row before I got it and obviously that's not acceptable in a raid setting which people are coming here for advice on.

Share this post


Link to post
Share on other sites
2 hours ago, Guest Phil said:

Wouldn't it be more appropriate to suggest using Adrenaline Rush with, say, two or more of the RtB buffs instead of specifically True Bearing?  I know the combination is good, but I just tried this on a dummy and rolled twelve times in a row before I got it and obviously that's not acceptable in a raid setting which people are coming here for advice on.

The cumulative probability of you not rolling True Bearing after 12 attempts is ~3.2%. You also have plenty of time in advance of Adrenaline Rush to prepare a True Bearing proc, and you only need to cover a 15-second window. Overall you're presenting a fairly unrealistic scenario, but were you to find yourself with 2-3 buffs and Adrenaline Rush off cooldown you should indeed immediately use your cooldown and try and maximize your damage inside of Adrenaline Rush. That said, it should also be known that for said situation to occur you would have made an error leading up to your Adrenaline Rush coming off cooldown which could have been avoided.

Share this post


Link to post
Share on other sites
Guest Phil

So my "error" was not rerolling it six times beforehand so I could... only need to reroll another six times afterwards?  :P 

Don't talk to be about cumulative probability in this game where i have spent 1000+ attempts trying to get the Raven Lord, a "five percent" drop from Anzu.  A cumulative probability that has 23 zeroes after the decimal place before you get to a number.  Eventually I just bought it from the BMAH.  You WILL get a bad run of rolls on progression, repeatedly, I guarantee it.

Also, while it's true that you only need a 1 CP RtB to "cover" the duration of AR, isn't the whole point of this fishing strategy to get maximum reduction on AR cooldown, which would require the full 55 seconds of Pandemic Deeper Strategy True Bearing?  If I had to pick 1CP buffs from Roll the Bones to maximize the effectiveness of AR during its actual uptime it would be probably a combination of Broadsides and Jolly Roger, and sharks would just be cake.  Then I'd hope to get a full duration True Bearing while it was on cooldown.

I also feel like overwriting a Buried Treasure in the now to get more AR in the future is a mistake, and would probably only do that if I could benefit from double trinket buffs under AR by doing so, so that's another edge case to work out.  Actually I think the whole concept is backwards.  you should make sure AR is on cooldown when you have True Bearing, not the other way around.

Share this post


Link to post
Share on other sites
6 minutes ago, Guest Phil said:

So my "error" was not rerolling it six times beforehand so I could... only need to reroll another six times afterwards?  :P 

Don't talk to be about cumulative probability in this game where i have spent 1000+ attempts trying to get the Raven Lord, a "five percent" drop from Anzu.  A cumulative probability that has 23 zeroes after the decimal place before you get to a number.  Eventually I just bought it from the BMAH.  You WILL get a bad run of rolls on progression, repeatedly, I guarantee it.

Also, while it's true that you only need a 1 CP RtB to "cover" the duration of AR, isn't the whole point of this fishing strategy to get maximum reduction on AR cooldown, which would require the full 55 seconds of Pandemic Deeper Strategy True Bearing?  If I had to pick 1CP buffs from Roll the Bones to maximize the effectiveness of AR during its actual uptime it would be probably a combination of Broadsides and Jolly Roger, and sharks would just be cake.  Then I'd hope to get a full duration True Bearing while it was on cooldown.

I also feel like overwriting a Buried Treasure in the now to get more AR in the future is a mistake, and would probably only do that if I could benefit from double trinket buffs under AR by doing so, so that's another edge case to work out.  Actually I think the whole concept is backwards.  you should make sure AR is on cooldown when you have True Bearing, not the other way around.

Adrenaline Rush goes on cooldown the moment you use it, and as you get so many finishers off during that period it is the highest return on the True Bearing buff. As someone that has more progression experience than possibly anyone barring a literal handful, I can definitely agree that occasionally bad RNG can get you down. That doesn't mean you just completely forgo a high percentage chance at the most optimal style of play. If you go into an Adrenaline Rush with a 55-second True Bearing you actually stand a pretty good chance of having an Adrenaline Rush again by the time that buff expires.

In any case, your input is appreciated, and if you want to generate some discussion or compare numbers I recommend heading over to the forums!

Share this post


Link to post
Share on other sites

I was wondering whether or not it's worth it to cast Saber Slash when im at 5 combo points (using Deeper Strategem) because I have a fear that I might waste the extra combo point that Saber Slash will generate if it procs. And if i'm in the same situation with broadsides, what should I do?

Share this post


Link to post
Share on other sites
7 hours ago, leapingshadow said:

I was wondering whether or not it's worth it to cast Saber Slash when im at 5 combo points (using Deeper Strategem) because I have a fear that I might waste the extra combo point that Saber Slash will generate if it procs. And if i'm in the same situation with broadsides, what should I do?

There is current some debate for all Rogue specs whether "always 6" or "5-6" is the ideal method of using finishers. What is known for certain is that the margin between these arguments is so extraordinarily small that it doesn't really matter what you do. Personally I usually do "5-6" when I have a True Bearing buff active because the CDR per Combo Point value is high enough that I feel bad wasting any CP. That said, as noted earlier, the difference in a sim is essentially negligible regardless of current buffs.

  • Like 1

Share this post


Link to post
Share on other sites
Guest Between the Eyes

Actually..from what I've found out, if you Roll the Bones and get Shark Infested Waters(The 40% crit buff), Between the Eyes can be a quick burst damage attack. It's crits can hit harder than your Run Through when it crits.

Share this post


Link to post
Share on other sites
1 hour ago, Guest Between the Eyes said:

Actually..from what I've found out, if you Roll the Bones and get Shark Infested Waters(The 40% crit buff), Between the Eyes can be a quick burst damage attack. It's crits can hit harder than your Run Through when it crits.

Firstly, if you *don't* crit your finisher will do 4x less damage, which is a big risk for damage consistency. Generally this trade off isn't worth it, especially when Critical Strike is your least valued stat (so even with SIW your criticals aren't even near guaranteed).

Secondly, for raiding rogues in HFC you have to account for BHTV, which increased your Run Through damage by enough that it absolutely decimates BTE, whether you crit or not.

Share this post


Link to post
Share on other sites

Great guide, very enlightening, exactly what I needed.

 

A nitpick: in "Spell Summary", there's an outdated line:

You will start every fight from Stealth Icon Stealth as your Tier 2 talent provides a damage benefit to using your abilities while Stealth Icon Stealth is active.

 

Should also probably mention that in the guide:

7 hours ago, Furty said:

There is current some debate for all Rogue specs whether "always 6" or "5-6" is the ideal method of using finishers. What is known for certain is that the margin between these arguments is so extraordinarily small that it doesn't really matter what you do. Personally I usually do "5-6" when I have a True Bearing buff active because the CDR per Combo Point value is high enough that I feel bad wasting any CP. That said, as noted earlier, the difference in a sim is essentially negligible regardless of current buffs.

 because I came looking in the comment section for that specific answer :P

  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, Iridar said:

 because I came looking in the comment section for that specific answer :P

Yeah, that's actually already been updated, just waiting for the changes to go live on the site :) Going to stipulate that in all three specialization guides!

  • Like 1

Share this post


Link to post
Share on other sites
Guest Cylos
Quote
  • /target "Tank's Name"
  • /cast Tricks of the Trade
  • /targetlasttarget

/cast [target="Tanksname"] Tricks of the Trade

Is a more elegant solution

Share this post


Link to post
Share on other sites

If i'm using Vigor as my tier 3 talent choice, should I choose to go "always 5" or go "4-5"?

During my rotation, how many combo points should I spend on Roll the Bones and when should I refresh it?

Thanks again.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
    • By Staff
      This week's Alpha notes bring a new zone, two new dungeon, the Earthen Allied Race, and many class changes, including the Demon Hunter Fel-Scarred Hero Tree! 
      Notes (Source)
      The War Within Alpha has been updated with Alpha #2, build 54361.
      NEW ZONES AND DELVES
      The Ringing Deeps NEW DUNGEONS
      The Stonevault Darkflame Cleft NEW ALLIED RACE
      Earthen CHARACTER LEVEL
      Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.
      Level 73 Character Template Maximum Level: 75 CLASSES
      The following Hero Talents are available for playtesting in Public Alpha 2: DEMON HUNTER Fel-Scarred Fel-Scarred Demon Hunters embrace the monster within! Blasts of devastating Fel fire are unleashed while in demon form, and activating Metamorphosis greatly empowers additional Fel-themed abilities. The Fel-Scarred endure a pain that bubbles just beneath the surface, granting increased maximum Fury and a portion of their demon form bonuses at all times. Those who stand in their way will inevitably be introduced to that pain by intense fiery abilities and blades that burn with Fel energy. MONK Mastery of Harmony Developers’ notes: Master of Harmony was accessible in the Public Alpha 1 build but several talents were still being worked on. In Public Alpha 2, Master of Harmony is now fully playtestable. All Fear, Silence, Sleep, Stun & Interrupt visual effects have been updated with a new visual. Additionally, all movement speed slowing effects greater than 50% will now display a universal Slow visual on the target. Developers’ notes: Our main priority for this visual update is to help increase the clarity and consistency of messaging for common status effects. Slow (the status effect not the spell), for example has taken quite a few different visual forms over the years, mostly in the range of multicolored dust clouds around a target’s feet. As you can imagine this particular visual was difficult to notice from a distance and wasn’t easily recognizable. So, we did a pass on Slow and the other status effects listed to help address those clarity/messaging issues making them easier to quickly identify in combat. MAGE Sunfury Spells cast by the Arcane Phoenix no longer benefit from the caster’s secondary stats, spell damage bonuses, or talents. Arcane Phoenix’s Arcane Surge damage reduced by 50%. Reduced the damage of all Arcane Phoenix AOE spells by 50%. Arcane Barrage, Flamestrike, and Phoenix Flames Activation Overlay added for Hyperthermia and Arcane Soul Memory of Al’ar - Arcane Soul buff redesigned: Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: 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 has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay. MONK Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes. Conduit of the Celestials Heart of the Jade Serpent now increases the cool down rate of affected spells by 75% (was 100%). Fists of Fury now channels 50% faster during Heart of the Jade Serpent. Windwalking is now a 1 point talent. Some connections have been moved within the final gate. Hasty Provocation has moved to a choice node with Quick Footed. Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios. PALADIN Retribution Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. Highlord’s Judgment damage increased by 50%. Highlord’s Wrath is now a 1 rank talent. (was 2 ranks) Highlords Wrath: Mastery: Highlord’s Judgment is 50% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Vanguard of Justice is now a 2 rank talent (was 1 rank) Vanguard of Justice has been redesigned: Enemies hit by Templar’s Verdict take 30/50% increased damage from your next Divine Storm. Judge, Jury, Executioner has been redesigned: Divine Storm has a 40% chance to cause your next Templar’s Verdict to hit an additional 3 targets. WARLOCK New Talent: Pact of Gluttony – Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. New Talent: Swift Artifice - Reduces the cast time of Soulstone and Create Healthstone by 50%. New Talent: Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 2%. Fel Pact is now 1 rank and has been redesigned - Fel Domination cooldown is reduced by 60 sec. Fiendish Stride is now 1 rank and has been redesigned - Reduces the damage dealt by Burning Rush by 10%. Burning Rush increases your movement speed by an additional 20%. Grimoire of Synergy has been removed. Inquisitor’s Gaze has been removed. Summon Soulkeeper has been removed. Profane Bargain has been removed. Demonic Circle has been moved to row 3. Soul Leech is no longer baseline and has been added to the Warlock tree. Soul Conduit has been moved to row 10 and is now 1 rank. Fel Synergy has been moved to row 9. Soul Link has been moved to row 9. Abyss Walker has been moved to row 4. Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9. WARRIOR Protection Defensive Stance no longer reduces damage dealt by Protection Warriors. New Talent replacing Improved Heroic Throw - Fight Through the Flames: Defensive Stance additionally reduces magic damage you take by 5%.
    • By Stan
      Blizzard somehow forgot to update the item level of BoA tokens from Dreamsurges to the Season 4 item level so they recently hotfixed it to 454.
      On live servers, Celestine the Harvest now sells BoA gear tokens with item level 454 (up from 415). Visit the active Dreamsurge location to find the vendor.

      Check out our Dreamsurges guide for more information about the event!
    • By Staff
      Players in Dark Heart can embark on a short quest in Valdrakken that rewards a Personal Tabard  that is account-wide, but the design you create is character-specific.
      After completing the quest, you can customize your Personal Tabard at tabard designers in any capital city. Thanks to MrGM for the screenshots.
      Placeholder for tweet 1781036729698316484
    • By Stan
      In a recent Reddit thread, players shared their regrettable experiences with the game's infamous Black Market Auction House (BMAH).
      The highest bids often come with stories of disappointment and frustration, as highlighted by these popular comments:
      Reddit user MadsenAn regretted spending a whopping 700,000 gold on a Tabard of Brilliance, only to receive it from a Twitch drop the same day, calling the coincidence "personal."
      Redditor DM_ME_KUL_TIRAN_FEET shared a tale of woe about spending 180,000 gold on a BMAH mystery box, which contained a Goblin Weather Machine that they had already received from a Twitch drop just a day earlier.
      Sammywitchdr recounted how they spent over 1 million gold on a Swift Zulian Panther thinking it was the rare ZG Tiger from vanilla WoW, only to realize they already owned the panther from a previous expansion.
      Thoms689 was duped into bidding 1.2 million gold for a Tabard of Frost by a friend who was secretly outbidding him to inflate the price, a betrayal that cost him both gold and a friendship.
      Vitchman shared a frustrating experience with a 600,000 gold bid for what turned out to be an Ordos drop that was unsuitable for his character class, illustrating the risks associated with the mysterious contents of BMAH boxes.
      Caronry discussed a close call with bidding 5 million gold on an Arcanite Ripper, thankful to have been outbid, which potentially saved them from later regret.
      Sigilweavers told a comedic yet painful tale of bidding 900,000 gold for a Firelands mount only to discover they already owned it after winning the auction. This story serves as a cautionary reminder to double-check what you already have before entering a bidding war.
      MattyIce8998 recounted an almost regrettable bid of 800,000 gold on Frostfire shoulders, narrowly avoided by being outbid. They eventually acquired the item when it became craftable, much cheaper.
      These stories encapsulate the high-risk, high-reward nature of the Black Market Auction House, where players' fortunes can swing dramatically with each bid and the lengths to which gamers will go for the rarities WoW has to offer.
      Do you have any interesting BMAH story for us? Don't forget to share it in the comments!
      Source: Reddit
×
×
  • Create New...