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Damien

Unholy Death Knight 7.3

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sorry if this like hand-holding here

Im not theorycrafter by any means but just want to get a clarification.

you mention the stat priority is haste > mastery > crit but when i run simcraft its saying i want haste > crit > mastery. is the haste > mastery meant for players who are highly geared? if so, cool ill just follow simcraft. just not 100% sure which i should i be following. i am sitting at 13% crit, 21% haste, and 60% mastery at ilvl 711 with only two piece from HFC.

again, sorry if this is like hand-holding here. >.<

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10 minutes ago, Samuru89 said:

sorry if this like hand-holding here

Im not theorycrafter by any means but just want to get a clarification.

you mention the stat priority is haste > mastery > crit but when i run simcraft its saying i want haste > crit > mastery. is the haste > mastery meant for players who are highly geared? if so, cool ill just follow simcraft. just not 100% sure which i should i be following. i am sitting at 13% crit, 21% haste, and 60% mastery at ilvl 711 with only two piece from HFC.

again, sorry if this is like hand-holding here. >.<

No, it's just the Icy Veins staff haven't updated it yet and indeed should be Haste > Critical > Versatility > Mastery for single target and Haste > Critical > Mastery > Versatility for AoE.

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all shall serve is simming a few thousand dps higher for me than the other talents.  are the sims not working well with that talents or should i be ok if it is simming higher?

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I wouldn't trust sims that much yet and to answer your question i'd say that AWS is worse than Bursting Sores and Ebon Fever. Could be good for leveling if you don't want to go Ebon Fever.

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Guest Greiver

Here's just a recommendation on a simple but useful macro for pet management as Unholy. Basically what this does is makes one button to use Dark Transformation unless your Ghoul does not exist in which case it will summon your ghoul.

#showtooltip
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation

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Guest Snorana

Hi, just wanted to add my touch and say what I found.

I ran a few simcrafts with today's beta version and it's telling me that single target Unholy Frenzy is in front of Castigator by 4k dps, I also really like UF because since Sudden Doom's proc chance  now works off attack speed and not haste anymore, it increases sudden doom proc chance by 100% leading to a great Val'kyr pull. Also statwise the sims is currently telling me :

Str > Haste > AP > Wdps > Vers ~= Crit > Mastery

1 ; 0.91 ; 0.86; 0.70 ; 0.62 ; 0.59 ; 0.39 for the normalized weights.

Also best single target option on first tier based on the sim is All Will Serve. 

And lastly, in AoE situations mastery doesn t surpass Versatility before 6-7 targets.

Which means going for haste>Versa as main stats maybe, except for intense Mythic+ if packs get huge.

All those numbers are based on the 08/12 simcraft beta version and are made on my lvl 100 toon.

Have a nice day,

Snorana

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5 hours ago, Guest Snorana said:

Hi, just wanted to add my touch and say what I found.

I ran a few simcrafts with today's beta version and it's telling me that single target Unholy Frenzy is in front of Castigator by 4k dps, I also really like UF because since Sudden Doom's proc chance  now works off attack speed and not haste anymore, it increases sudden doom proc chance by 100% leading to a great Val'kyr pull. Also statwise the sims is currently telling me :

Str > Haste > AP > Wdps > Vers ~= Crit > Mastery

1 ; 0.91 ; 0.86; 0.70 ; 0.62 ; 0.59 ; 0.39 for the normalized weights.

Also best single target option on first tier based on the sim is All Will Serve. 

And lastly, in AoE situations mastery doesn t surpass Versatility before 6-7 targets.

Which means going for haste>Versa as main stats maybe, except for intense Mythic+ if packs get huge.

All those numbers are based on the 08/12 simcraft beta version and are made on my lvl 100 toon.

Have a nice day,

Snorana

Your stat weights are not correct for pre-patch  also AwS isn't better than Bursting Sores for single target. 

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Guest Veiss Versa

Question about the Unholy Frenzy/Castigator/Clawing Shadows tier... With the recent nerfs to Clawing Shadows, I can see that Castigator is clearly the best option currently.

However, this raises questions for me regarding the level 110 experience... Do you think that the removal of the legendary ring as a factor, as well as the introduction of Apocalypse as a cooldown will push us into more of a Soul Reaper/Unholy Frenzy setup to make use of all that burst haste? Especially since Castigator itself is non-optimal because it, firstly, doesn't play into our best all-round stat priority (Depending on Crit, which is arguably our third-best stat), and secondly can potentially cause wasted Festering Wounds? It throws a pretty bad wrench into the blackjack game. (FeS once to 6, you will definitely waste wounds on the second hit, or FeS for 2, then maybe crit and get to potentially anywhere between 5 and 8  or even just to 4 more so you have to FeS again?)

Or am I seriously overthinking this and it's not even necessary to worry about potentially over-capping Wounds this much?

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12 hours ago, Guest Veiss Versa said:

Question about the Unholy Frenzy/Castigator/Clawing Shadows tier... With the recent nerfs to Clawing Shadows, I can see that Castigator is clearly the best option currently.

However, this raises questions for me regarding the level 110 experience... Do you think that the removal of the legendary ring as a factor, as well as the introduction of Apocalypse as a cooldown will push us into more of a Soul Reaper/Unholy Frenzy setup to make use of all that burst haste? Especially since Castigator itself is non-optimal because it, firstly, doesn't play into our best all-round stat priority (Depending on Crit, which is arguably our third-best stat), and secondly can potentially cause wasted Festering Wounds? It throws a pretty bad wrench into the blackjack game. (FeS once to 6, you will definitely waste wounds on the second hit, or FeS for 2, then maybe crit and get to potentially anywhere between 5 and 8  or even just to 4 more so you have to FeS again?)

Or am I seriously overthinking this and it's not even necessary to worry about potentially over-capping Wounds this much?

That's what I've been doing.  FeS with no more than 2 wounds up and SS with no less than 2 wounds up so I didn't waste any.

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Guest Bubbledeath

Sorry if this has already been said, but it is kind of unclear, to me at least. What would i take as the final talent tree if i dont have the legendary ring? Does it depend on the fight length, so if its less than 3 minutes take Dark Arbiter but if longer take Soul reaper? im sorry if the guide states this but its is kind of unclear to me.

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15 hours ago, Guest Veiss Versa said:

Question about the Unholy Frenzy/Castigator/Clawing Shadows tier... With the recent nerfs to Clawing Shadows, I can see that Castigator is clearly the best option currently.

However, this raises questions for me regarding the level 110 experience... Do you think that the removal of the legendary ring as a factor, as well as the introduction of Apocalypse as a cooldown will push us into more of a Soul Reaper/Unholy Frenzy setup to make use of all that burst haste? Especially since Castigator itself is non-optimal because it, firstly, doesn't play into our best all-round stat priority (Depending on Crit, which is arguably our third-best stat), and secondly can potentially cause wasted Festering Wounds? It throws a pretty bad wrench into the blackjack game. (FeS once to 6, you will definitely waste wounds on the second hit, or FeS for 2, then maybe crit and get to potentially anywhere between 5 and 8  or even just to 4 more so you have to FeS again?)

Or am I seriously overthinking this and it's not even necessary to worry about potentially over-capping Wounds this much?

Unholy Frenzy is probably the worst talent right now in that tier and unless they change something with it i expect Castigator / Clawing Shadows to be the talents we play with once again. Regarding the level 100 talents yes Soul Reaper should be pulling ahead of Dark Arbiter at 110 with long fights even though the difference between those 2 talents wasn't that big last raid testing. About the Festering Wounds you can easily avoid over capping them outside of Apocalypse. Capping with Apocalypse isn't a bad thing because of the Artifact Weapon traits that buffs your army.

1 hour ago, Guest Bubbledeath said:

Sorry if this has already been said, but it is kind of unclear, to me at least. What would i take as the final talent tree if i dont have the legendary ring? Does it depend on the fight length, so if its less than 3 minutes take Dark Arbiter but if longer take Soul reaper? im sorry if the guide states this but its is kind of unclear to me.

Right now Dark Arbiter is king simply because the raid encounters doesn't last that long to make Soul Reaper viable.

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Hi Tegu just a little question 

how should i scale my uhdk? 

the stats order are crit/haste/mast

18/26/64 or 21/22/64

Edited by Quiks

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50 minutes ago, Quiks said:

Hi Tegu just a little question 

how should i scale my uhdk? 

the stats order are crit/haste/mast

18/26/64 or 21/22/64

18/26/64

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Guest Hydrun

Fantastic guide Tegu, was away from the game for 6-ish years so it was nice to get a solid refresher for my UH DK. I do have a question about Bursting Sores however. I've been using your recommended talents (Soul Reaper instead of DA as I do not have the ring) and it has been working well, but I'm surprised to see Festering Wounds as the highest percentage of my damage, about 1% above scourge strike. This has been the case since switching to Castigator after the CS nerf, and I was wondering if I should just default to Bursting Sores instead of Ebon Fever for single target, swapping to Ebon Epidemic for AoE? I know the guide says Sores are better for burst, but both seem to be sustained damage unless you arent in melee with the boss no? Or is Ebon that valuable to default too because of the confirmed damage and passive cleave? 

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3 hours ago, Guest Hydrun said:

Fantastic guide Tegu, was away from the game for 6-ish years so it was nice to get a solid refresher for my UH DK. I do have a question about Bursting Sores however. I've been using your recommended talents (Soul Reaper instead of DA as I do not have the ring) and it has been working well, but I'm surprised to see Festering Wounds as the highest percentage of my damage, about 1% above scourge strike. This has been the case since switching to Castigator after the CS nerf, and I was wondering if I should just default to Bursting Sores instead of Ebon Fever for single target, swapping to Ebon Epidemic for AoE? I know the guide says Sores are better for burst, but both seem to be sustained damage unless you arent in melee with the boss no? Or is Ebon that valuable to default too because of the confirmed damage and passive cleave? 

Yes you should go with Bursting Sores and Castigator for Single Target and Ebon Fever for AoE.

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Guest zouma

thanks for your guide. Tegu, just a littl question. (i can't speak english well. sorry)

single target talent :  BS - PP - Casti or CS - SB - @ - SI or IC - SR (i don't have a legend ring)

AoE : EF - Ep - Casti or CS - SB - @ - SI - Defile

is it best?

and why don't you use BF? 

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Guest zouma
2 hours ago, Guest zouma said:

thanks for your guide. Tegu, just a littl question. (i can't speak english well. sorry)

single target talent :  BS - PP - Casti or CS - SB - @ - SI or IC - SR (i don't have a legend ring)

AoE : EF - Ep - Casti or CS - SB - @ - SI - Defile

is it best?

and why don't you use BF? 

 

and why don't you use BF?*

BF is misprint. it is UF(Unholy Frenzy)

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7 hours ago, Guest zouma said:

thanks for your guide. Tegu, just a littl question. (i can't speak english well. sorry)

single target talent :  BS - PP - Casti or CS - SB - @ - SI or IC - SR (i don't have a legend ring)

AoE : EF - Ep - Casti or CS - SB - @ - SI - Defile

is it best?

and why don't you use BF? 

BS - PP for long duration fights ( BRW for short ones 2,3 minutes top ) - Castigator - SB - SI ( for 1:30 + fights ) - IC ( for short fights ) - Dark Arbiter is king  otherwise Soul reaper ( depending on your gear and kill times )

AoE - EF - Epidemic - Castigator - SB - SI for long fights, IC short - Dark Arbiter or Soul reaper, Defile is dead.

Unholy frenzy is shit just boosts your melee attacks which ain't that good compared to Castigator. 

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Guest Therrom

One question, why use Festering Strike to keep Festering Wound at max stacks? 

It's not a DoT, and bursting a wound at 1 stack does exactly  the same damage as bursting a wound at 8. So shouldn't we be bursting them as fast as possible instead of stacking them to 8? Possibly 2 or 3 for the bursting two at once talent, or the pet bursting one.

The only possible reason I can see is for an add that dies quickly, to get the exploding damage when it dies. But for a single target boss, the damage after it dies doesn't matter.

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1 hour ago, Guest Therrom said:

One question, why use Festering Strike to keep Festering Wound at max stacks? 

It's not a DoT, and bursting a wound at 1 stack does exactly  the same damage as bursting a wound at 8. So shouldn't we be bursting them as fast as possible instead of stacking them to 8? Possibly 2 or 3 for the bursting two at once talent, or the pet bursting one.

The only possible reason I can see is for an add that dies quickly, to get the exploding damage when it dies. But for a single target boss, the damage after it dies doesn't matter.

Can you link me the part saying that you should go for 8 stacks ? You just don't want to overcap them, there's nothing more into it.

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Guest Therrom
Quote

4. Cast Festering Strike Icon Festering Strike.

This applies 2-4 stacks of the Festering Wound Icon Festering Wound debuff, which caps at 8 stacks. Do not use Festering Strike if you are at maximum stacks, and ideally avoid wasting any potential stacks (so try not to cast it when you have 5 or more stacks).

5. Cast Scourge Strike Icon Scourge Strike (or Clawing Shadows Icon Clawing Shadows, if you have taken this talent).

This consumes 1 stack of Festering Wound Icon Festering Wound, so only use it if the target has at least 1 st

 

I took that as a priority, meaning "cast Festering Strike unless you cap, and only then cast Scourge Strike". I'm sorry if that's not what you meant, but that is what I took it for.

So is there a number of stacks I should aim for, or is any number >0 good?

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9 minutes ago, Guest Therrom said:

I took that as a priority, meaning "cast Festering Strike unless you cap, and only then cast Scourge Strike". I'm sorry if that's not what you meant, but that is what I took it for.

So is there a number of stacks I should aim for, or is any number >0 good?

There's not really a set in stone number since the amount of Festering Wounds is random especially with Castigator basically try avoiding over capping it for example don't FS if you are at 6 stacks. Things will change when Apocalypse is in the game.

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It doesn't proc all the time, but I have had quite a few times FeS give me 4 wounds and it also crit causing Castigator to give me 2 more for a total of 6 wounds in a single FeS.  And a fair amount of the time I burst 2 wounds at a time.  So I FeS with 2 or less wounds and SS with 2 or more wounds.  However, it can get tedious here and there as sometimes you just alternate FeS and SS several times over.

 

I do have one question though.  Does FeS refresh the duration of already existing wounds?  It seems like it does to me but I wasn't sure.

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14 minutes ago, arson94 said:

It doesn't proc all the time, but I have had quite a few times FeS give me 4 wounds and it also crit causing Castigator to give me 2 more for a total of 6 wounds in a single FeS.  And a fair amount of the time I burst 2 wounds at a time.  So I FeS with 2 or less wounds and SS with 2 or more wounds.  However, it can get tedious here and there as sometimes you just alternate FeS and SS several times over.

 

I do have one question though.  Does FeS refresh the duration of already existing wounds?  It seems like it does to me but I wasn't sure.

It is what it is, you can't really control random abilities.

And yes Festering Strike refreshes the duration of FW.

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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.
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