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Blood Death Knight 7.3

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Guest Donkeyjani

Actually, tremble before me is OP talent for big pulls. It stuns mobs time to time, so they dont hit you. 

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6 hours ago, Guest Donkeyjani said:

Actually, tremble before me is OP talent for big pulls. It stuns mobs time to time, so they dont hit you. 

I asked our reviewer about this and he doesn't really agree. I'll let him elaborate on this, though.

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Guest Tylantia

Grasp imo is far superior, considering its -CD coupled with alot of DnD procs.

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Guest DonkeyJani
2 hours ago, Guest Tylantia said:

Grasp imo is far superior, considering its -CD coupled with alot of DnD procs.

With 2min cd? Yea grasp is nice, but not superior. 

 

And it's wrong to say in guide that tremble is useless in pve. 

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Guest Luio

The disregard of Tremble Before Me as a PvE talent is understandable, people would usually be using tons of AoE on pulls with many mobs and this would break any semblance of stun on them. It is a useful talent for solo play tho, but I'm guessing this is catering towards raids and dungeos, not solo play.

On another note, I disagree with the lack of use for Rune Tap. Doing a bit of calculations with Foul Bulwark, the maximum health increase is 20%, which after Death Strike applies would only increase the minimum DS heal to about 12%, which is a mere 2% extra. Sure, it accumulates and can make a difference but this extra 2% would be assuming you have full bone shield, which usually isn't the case. More often than nor the enemy will hit you right after a Marrowrend on which case you would go down to 9 or even less depending on when you use your DS so its not 2% but rather less than 2% and 1% at 5 BS charges which is usually what you'd be above of. So all in all the increase isn't that great even with the synergy with Ossuary. On the other hand you have Rune Tap, which has a low cd and does consistent 25% damage reduction, which means you'd have an extra reliable mitigation effect which probably prevents as much damage as the extra 2% on the DS would. I'll go with rune tap.

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Guest Raelik

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

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28 minutes ago, Guest Raelik said:

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

I'm thinking to go mastery -> crit -> versatility -> haste. 

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Guest Kylo

1st up; thanks for the guide!

It would be useful for the guide to be updated to point out the situation(s) that these Talents would be useful for; eg. This combo is probably the most effective vs raid bosses. It may be obvious to those who create the guides but the players most likely to come to IcyVeins in the first place are the players most likely to need to know that there can be better alternatives in certain situations (such as the alternatives suggested in the 'Rotation' page)

Better still would be options for the most likely situations will be in for the next few weeks;

  • Vs. Raid/Dungeon Bosses (Maybe breaking stuns/fears with [Wraith Walk] is more useful here)
  • Vs. More than X mobs - eg. Dungeon
  • Vs Solo content - eg. Levelling (Maybe [Tremble Before Me] is more useful here)

 

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1) As was said, Tremble Before Me might be fine for solo large pulls, but it shouldn't be needed there. In any group content, the amount of AoE going out will never be 0, and since the disorients are both random and on a 10 second ICD, it's not reliable enough for anything. At best, it could be used on a fight like Xhul'horac to cause random interrupts on the imps, but this would require giving up faster grip CD (which is objectively better), and timing DnD with imps.

2) I fucked up potions, agreed. Guide is being updated, but it's versatility for survivability, strength for DPS. Versatility for surv because it still gives 1500 stat instead of 1000

3) Rune Tap is an interesting talent. While it can have its place, its uses are very niche and it is overall worse than Foul Bulwark. Foul Bulwark provides a consistent survivability boost throughout the fight. The additional Death Strike heal isn't what matters, it's the stability of having extra HP, which gives healers much more breathing room. Additionally, with Rune Tap, you will lose out on DPS and RP generation. Even with an average of 6-7 stacks of Bone Shield, Foul Bulwark is still much, much better.

4) I'll be honest, I haven't tested much WoD content in prepatch, as my focus was on Legion. Once the guide is updated to Legion, there will be further depth about talents for specific bosses and dungeons.

Edited by Aughyssul
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3 hours ago, Guest Luio said:

The disregard of Tremble Before Me as a PvE talent is understandable, people would usually be using tons of AoE on pulls with many mobs and this would break any semblance of stun on them. It is a useful talent for solo play tho, but I'm guessing this is catering towards raids and dungeos, not solo play.

On another note, I disagree with the lack of use for Rune Tap. Doing a bit of calculations with Foul Bulwark, the maximum health increase is 20%, which after Death Strike applies would only increase the minimum DS heal to about 12%, which is a mere 2% extra. Sure, it accumulates and can make a difference but this extra 2% would be assuming you have full bone shield, which usually isn't the case. More often than nor the enemy will hit you right after a Marrowrend on which case you would go down to 9 or even less depending on when you use your DS so its not 2% but rather less than 2% and 1% at 5 BS charges which is usually what you'd be above of. So all in all the increase isn't that great even with the synergy with Ossuary. On the other hand you have Rune Tap, which has a low cd and does consistent 25% damage reduction, which means you'd have an extra reliable mitigation effect which probably prevents as much damage as the extra 2% on the DS would. I'll go with rune tap.

Thank you for the suggestion. I'll let Aughy's post be your reply :)

2 hours ago, Guest Raelik said:

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

Yes, that's right. I'm fixing it now. Thanks!

2 hours ago, DomkeyJani said:

I'm thinking to go mastery -> crit -> versatility -> haste. 

I am making a stat update, but it's a bit the reverse of this :)

1 hour ago, Guest Kylo said:

1st up; thanks for the guide!

It would be useful for the guide to be updated to point out the situation(s) that these Talents would be useful for; eg. This combo is probably the most effective vs raid bosses. It may be obvious to those who create the guides but the players most likely to come to IcyVeins in the first place are the players most likely to need to know that there can be better alternatives in certain situations (such as the alternatives suggested in the 'Rotation' page)

Better still would be options for the most likely situations will be in for the next few weeks;

  • Vs. Raid/Dungeon Bosses (Maybe breaking stuns/fears with [Wraith Walk] is more useful here)
  • Vs. More than X mobs - eg. Dungeon
  • Vs Solo content - eg. Levelling (Maybe [Tremble Before Me] is more useful here)

 

Thank you for this post. Right now, the guides are geared towards raiding (and always have), not dungeons and certainly not solo content. This may change in the future, but right now that's the case. Sometimes we mention when a talent is better for dungeons or solo content, but it's pretty exceptional right now.

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Guest Exie

A very small change, and honestly it might be too self evident to be worth adding, but in the rotation I think it should be mentioned that Death Strike shouldn't always be cast when available.  Sometimes banking runic power and using Death Strike when you need health / are taking burst damage is the way to go, rather than just blindly following the rotation priority and using it as soon as you can.

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1 hour ago, Guest Exie said:

A very small change, and honestly it might be too self evident to be worth adding, but in the rotation I think it should be mentioned that Death Strike shouldn't always be cast when available.  Sometimes banking runic power and using Death Strike when you need health / are taking burst damage is the way to go, rather than just blindly following the rotation priority and using it as soon as you can.

Thanks for the suggestion, we'll see if we can clarify this :)

1 hour ago, Dium said:

What are the exact stat weights so I can import them into AMR?

Going to tag @Aughyssul here, because I honestly have no idea. Perhaps he can help you with that. No promises though!

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I unfortunately fucked up and lost allll my simcraft data a few days ago. I'm rebuilding my APL and shit now, hopefully I'll have real stat weights soon.

As for the Death Strike thing, it does clarify underneath that it should be used reactively, but I'll see about clarifying that more :)

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Guest Guest

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

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Guest Sonalita

Some errors and oddities:

in talents, the description of tombstone talks about consumed runes, rather than consumed bone shield charges

 

in the rotations  page section 5.2, second para, it says "Death Knights have, as we have seen above, a very large number of survival cooldowns."  this is no longer true, almost all our cool downs have dissapeared

 

in the stats priority page, the 1st two lists are identical.

 

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Guest Warpig
10 hours ago, Guest Guest said:

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

Death Strike is not the same Death Strike we are used to. DS is more of a reactive heal, rather than a protective shield. Death Strike can be used preemptively because it is Active Mitigation (3 sec window), however the shield that it provides is very small now. Mastery effects how big your shields are. I have a TON of mastery on my DK and the shield DS provides is very small. Having a lot of mastery does not increase the shield very much, therefore its value is less. 

Haste is really good because it increases the rate in which our runes regenerate. More runes equals more Marrowrends, which increases the uptime of our Bone Shield and provides us with Active MItigation for 3 seconds. More runes also equals more Heart Strikes which is our main Runic Power generator so we can cast more Death Strikes, mainly to heal us back up.

Here is a blue post talking about Marrowred's active mitigation it: http://us.battle.net/wow/en/forum/topic/20743504316?page=21#408

As far as Crit is concerned, it increases your parry, which means more times we are not getting hit, compared to a DS shield (which is TINY) absorbing only some of the damage. http://www.wowhead.com/spell=161797/riposte

The gameplay of a Blood DK has shifted dramatically imo. We no longer rely on your DS shield to protect us. It is now all about keeping our Bone Shield stacks above 5, Death Striking after being hit, and filling with Heart Strike. 

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On July 21, 2016 at 3:45 PM, Guest Sonalita said:

Some errors and oddities:

in talents, the description of tombstone talks about consumed runes, rather than consumed bone shield charges

 

in the rotations  page section 5.2, second para, it says "Death Knights have, as we have seen above, a very large number of survival cooldowns."  this is no longer true, almost all our cool downs have dissapeared

 

in the stats priority page, the 1st two lists are identical.

 

Thank you very much for pointing out these errors. I'm going to fix them now :)

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Guest Prof. Screwtape

I think until AMR manages to wrangle all it's cats (and even afterwards) we would all would like to applaud Aughyssul for all the work, and I for one can't express how much I appreciate your offer to share those stat weights.

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On 7/20/2016 at 10:43 PM, Aughyssul said:

I unfortunately fucked up and lost allll my simcraft data a few days ago. I'm rebuilding my APL and shit now, hopefully I'll have real stat weights soon.

As for the Death Strike thing, it does clarify underneath that it should be used reactively, but I'll see about clarifying that more :)

Hey @Aughyssul, just wondering if you've got the stat weights figured out again or something. 

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Hello, why is the recommended flask stamina instead of strength? If stamina is that good, it should be recommended for food as well. Or the stat prio with strength > haste is wrong.

if its
strength > stamina > haste
it should be strength flask and stamina food

if its
stamina > strength > haste
it should be stamina flask & food

Or is it depending on the amount of stamina you already have. But this should be said in the guide.

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Guest Opi

Hey!

I have some question about stats priority. Why strength is on top of list? Strength is giving nothing to our survivability only dps increase, or I'm wrong? Explain please.

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On July 26, 2016 at 5:39 PM, Treufus said:

Hello, why is the recommended flask stamina instead of strength? If stamina is that good, it should be recommended for food as well. Or the stat prio with strength > haste is wrong.

if its
strength > stamina > haste
it should be strength flask and stamina food

if its
stamina > strength > haste
it should be stamina flask & food

Or is it depending on the amount of stamina you already have. But this should be said in the guide.

Stamina flask is best for survivability, and Strength flask is best for increasing damage output. The actual moment to decide to switch between the two is hard to identify, but as the guide says, you need "enough" Stamina. I'm going to edit the enchants page to mention that Strength flask is best for damage.

Stamina doesn't really have a place in the stat priority. And at this time (pre-patch), you probably don't need Stamina at all, depending on your gear.

19 hours ago, Guest Opi said:

Hey!

I have some question about stats priority. Why strength is on top of list? Strength is giving nothing to our survivability only dps increase, or I'm wrong? Explain please.

Strength is at the top of the stat priorities because it provides attack power and parry, both of which are valuable. There is also a trend currently (especially during the pre-patch) to maximise tank DPS, since dying is less of an issue than during real progression content.

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I did some casual theorycrafting myself, as I wanted to better understand stat priority given here (except for Haste, which would be too time consuming to calculate for me). Keep in mind, I haven't played beta Legion yet. I measured stat usefulness against a training dummy first and then roughly extrapolated on Normal/Heroic raiding environment. This is what I got:

Spoiler

Lets assume I choose between Mastery, Parry and Versatility:

  • 73.3 Mastery Rating gives me 1% increased Physical absorb from Death Strike base healing.
  • The same amount of Parry (or Crit) Rating gives me 0.45% chance to parry an attack.
  • 73.3 Versatility Rating gives me +0.56%damage/healing_done and -0.28%damage_taken.

To get the idea how often my character is being hit in a spherical vacuum conditions I went to the Dungeon's Training Dummy and checked how often it would hit me and for how much damage on average (before it applies 5% increased damage done on itself):
The training dummy does approximately 9 hits every 10 seconds and deals ~40k damage per hit for ~360k total to my character.
My character has 570k health, 40% Mastery and 13% Haste. I manage to use Death Strike ~1.6 times every 10 seconds against single Dummy while keeping Bone Shield up. Within 10 seconds frame 1.6 of Death Strikes heal for 91.2k health and absorbs 36.5k damage with my 40% Mastery.

In these conditions:

  • With extra 73.3 Parry Rating (+0.45%) every ~223rd attack would be parried effectively mitigating ~40k damage every 247.5 second or ~1616 Physical damage every 10 seconds.
  • With extra 73.3 Mastery Rating (+1%) ~912 Physical damage would be absorbed every 10 seconds.
  • With extra 73.3 Versatility Rating (+0.56%damage/healing_done and -0.28%damage_taken) my character would get ~511 healing, ~204 Physical absorb and ~1008 less ALL damage every 10 seconds. Total ~1715 points.

Haste would be too time consuming to calculate for me.

Keep in mind that these are all approximate numbers aimed to give a general idea of the relative usefulness of each secondary stat. And they apply to my character.

You may have different stats distribution/environment and this is how different stats affect numbers:

Less Mastery (say, if you have absolutely no Mastery on gear and only base character Mastery of 12%) would only affect the usefulness of extra 73.3 Versatility Rating and only marginally. It would give ~61 instead of ~204 Physical absorb every 10 seconds.

More health would increase the usefulness of both Mastery and Versatility:
Very roughly 10% more health would translate into stronger mitigation effect from Mastery  by 10% and from Versatility by 4%. However mitigation from Parry will remain the same.

If for some reason you fight something other than Training Dummy you probably take more damage within 10 seconds frames. That would make Versatility and Parry more useful.
Roughly 10% more damage taken within 10 seconds would translate into 6% stronger mitigation effect from Versatility and 10% stronger mitigation from Parry.

Finally, if you are being hit more often than 9 times every 10 seconds (with average hit still doing ~40k damage) Parry and Versatility become more useful, while Mastery does not.
11% more hits (1 extra hit per 10 seconds) would translate into 6% stronger mitigation effect from Versatility and 11% stronger mitigation from Parry.

As you can see, environment with stronger/faster hits on your character increases Parry usefulness more (faster) than Versatility allowing Parry to catch up with Versatility in usefulness at some not too distant point.

Obviously, I am not a hardcore raider. All these calculations are done with the Training Dummy. It does less damage than 50% of your total health every 5 seconds, so Mastery doesn't benefit from stronger than minimal Death Strike healing. 

In raids damage taken per 10 seconds is much higher, though the number of hits per 10 seconds could be less than 9. 
If my character (570k health, 40% Mastery and 1.6 Death Strikes every 10 seconds) is being hit 6 times every 10 seconds and takes damage equal to 100% of his total health, than 

  • 73.3 Parry would mitigate ~2554 points of Physical damage.
  • 73.3 Mastery would absorb ~1824 points of Physical damage.
  • 73.3 Versatility would give stronger heal+absorb+reduction by ~1021+409+1596 or total ~3026 points (where 1596 points of Physical AND Magical type damage.

 

Edited by Enly

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      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.
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    • 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!
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