Jump to content
FORUMS
Damien

Unholy Death Knight 7.3

Recommended Posts

1 hour ago, MarkH said:

Hi,

As creating your own stat weights to sim and gear with is really needed to get the best results, would it be helpful to create a guide showing new people how to do so (or link to an existing guide http://www.wowhead.com/how-to-use-simulationcraft-and-pawn)

Hey! I normally link people to Azor's (our Hunter writer) guide on how to sim your character. I find it's pretty simple, it's a fairly short video and it works well for getting the basic point across.

https://www.youtube.com/watch?v=1ZGksHGbdcg

Share this post


Link to post
Share on other sites

I see a lot of changes goin on the next patch (7.2.5) with quite a lot of boosts to Unholy.

Is it any chance Unholy surpasses Frost on next tier?

Does anyone maybe played on PTR and can confirm if it is still Frost > Unholy or the opposite?

 

Thanx in advance!

Share this post


Link to post
Share on other sites
8 hours ago, Geddya said:

I see a lot of changes goin on the next patch (7.2.5) with quite a lot of boosts to Unholy.

Is it any chance Unholy surpasses Frost on next tier?

Does anyone maybe played on PTR and can confirm if it is still Frost > Unholy or the opposite?

 

Thanx in advance!

right now the tldr is unholy got a overall 3% buff.

so pretty much shaping atm to still be frost>unholy. Now unholy is competitive, it can do well, its just frost will be able to do better "easier". so you are fine playing what you want, but currently frost looks to still be ahead, now they just announced the new legendary ring today and frost's 4 piece is getting changed sooo we'll see but current projections are as noted :)

Share this post


Link to post
Share on other sites
On 5/10/2017 at 8:35 PM, demonardvark said:

right now the tldr is unholy got a overall 3% buff.

Just for others reading - presuming this is specific to single target?

Share this post


Link to post
Share on other sites
29 minutes ago, Blainie said:

Just for others reading - presuming this is specific to single target?

was pure single looking not accounting for legendaries/tier. However, there was an overall aura increase. Plus now the tier and the new legendary rings (mostly the tier) are quite powerful so unholy is looking good. As far as where it will fall we wont' realistically know for a few more weeks as we get closer to final numbers. A lot of the stuff out there is just conjecture/ people bickering about which of their favorite specs is better. What it comes down to is unholy is getting lots of love come 725 while frost is getting none. This is basically how blizz has always done it, they can only tune one dk spec at a time XD

While we have to wait and see which will be better, both will very likely be competitive. It's shaping up really to be choose whichever you prefer. The overall issue is unholy does have a hard RNG aspect to it. So, with tier and buffs unholy will be much stronger, how that will realistically compare to frost/other dps specs, we must wait. 

Share this post


Link to post
Share on other sites
Guest Flowen

Im not seeing gear BiS on this page, kinda lame...All i see is legendary discussion and nothing about other slots of gear.

Share this post


Link to post
Share on other sites
On 5/30/2017 at 8:28 AM, Guest Flowen said:

Im not seeing gear BiS on this page, kinda lame...All i see is legendary discussion and nothing about other slots of gear.

The issue that has been addressed previously in this forum, and in the guide itself, is that sadly there is no BiS for unholy other than the legendaries. Atm (prior to tomb) the best is wrists, and trink (or ring). But even with these the wrists are the only one whos effect makes it BiS. Unholy BiS is what ever gear gives you the perfect stat weights. With the issue of WF and TF something with haste/vers could be better than crit/haste because of the strength bonus.

 

The best gear ive found is something that give tye 2 leges you want, 20% haste, 20% crit, and about 60-70% mastery. Thats really the best youre going to get as we rely heavily on stats and proc chances.  Hopefully this issue will be resolved in ToS.

  • Like 2

Share this post


Link to post
Share on other sites
On 5/29/2017 at 11:28 PM, Guest Flowen said:

Im not seeing gear BiS on this page, kinda lame...All i see is legendary discussion and nothing about other slots of gear.

This is explained very well above by Brett, but I'd just like to add a small note. If you want to work towards your top BiS, SimCraft will be your best bet for finding raw DPS upgrades. Obviously use some common sense while testing, but it will give by far the most accurate results on what gear could/could not be best for you.

Share this post


Link to post
Share on other sites
17 hours ago, MrBrettimus said:

The issue that has been addressed previously in this forum, and in the guide itself, is that sadly there is no BiS for unholy other than the legendaries.

Thanks for picking up that answer Brett!

Share this post


Link to post
Share on other sites

We are currently in the process of updating our guides in preparation for the release of 7.2.5 - all questions about "What is better for 7.2.5, X or Y?" will be answered in our guide updates. Thanks for your patience while we get everything completed and good luck in the new patch!

Share this post


Link to post
Share on other sites

@Drtain,

I was wondering two things:

First - do you think that if blizz upped the cap of festering wounds to 10, and changed festering strike to where it gave a constant amount of wounds, would that in and of itself be a major buff for unholy atm? was thinking of an application of 3 wounds that it would give as a constant, where it has a chance on crit to apply an additional one?

second - what is your opinion on most of the legendaries available to unholy? personally, i think the one that lacks the most would be the ring, with the 10% chance of it proccing something that you will rarely notice it proccing. I would like to see them do with the ring what they did with the paladin belt, and change it to something else, like the abom has  a % chance to apply outbreak/virulent plague, or expand more on doing something with the abomination. 

idk if i'm one of the the only ones that sees the legendary ability of the ring very lacking or not.

Share this post


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

@Drtain,

I was wondering two things:

First - do you think that if blizz upped the cap of festering wounds to 10, and changed festering strike to where it gave a constant amount of wounds, would that in and of itself be a major buff for unholy atm? was thinking of an application of 3 wounds that it would give as a constant, where it has a chance on crit to apply an additional one?

second - what is your opinion on most of the legendaries available to unholy? personally, i think the one that lacks the most would be the ring, with the 10% chance of it proccing something that you will rarely notice it proccing. I would like to see them do with the ring what they did with the paladin belt, and change it to something else, like the abom has  a % chance to apply outbreak/virulent plague, or expand more on doing something with the abomination. 

idk if i'm one of the the only ones that sees the legendary ability of the ring very lacking or not.

#iamtotallydrtainbelieveme

having festering apply a fixed amount with crit being possible to apply an additional one would certainly help with some of the main RNG problems with unholy. It would make dps more constant and predictable. Having a higher wound cap wouldn't necessary help as much especially now with instructors fourths effectiveness being diminished again. But yes certainly removal of any rng aspect would help out a lot. 

Uvanimor is in fact a rather underwhelming legendary and is ranked quite low on unholy's legendary charts. However, we have some many good ones and especially with the upcoming patch 7.2.5 we are getting two really great ones. The new ring is amazing and the chest is appearing to be a giant dps boost. So while we do have some craptastic ones we have some good ones and will soon have some really awesome ones :D

edit: apparently now in 7.2.5 uvanimor is strong now, yay patch day

Share this post


Link to post
Share on other sites
3 hours ago, demonardvark said:

edit: apparently now in 7.2.5 uvanimor is strong now, yay patch day

do you think you could elaborate on how it is strong? because since nothing changed on it, im presuming its one of the talents/abilities of unholy dk, which in my opinion would make the belt even better than the ring?

Share this post


Link to post
Share on other sites

@Relenquiem I imagine the upping cap of wounds, but making it constant would provide a negligent amount of dps increase or decrease. The ring currently is lack luster, and I imagine the only way to improve it would be something along the lines of revamping it. Something like, 20% chance to apply a festering wound. Would probably make it better. I don't know really.

Share this post


Link to post
Share on other sites

i was basing off maxweiis guide. so basically with the tier 20 set, the sudden doom proc rate nerf, and the decrease in bursting wounds from instructors our rotational speed has slowed down quite a bit in ptr testing. from that it was viewed that the rune generation from the ring is now more valuable as we won't be as over bloated on resources. So the value was increased. Its still not an absolute top you must have legendary but its apparently to the community much more powerful now that our rotational speed has changed. 

Share this post


Link to post
Share on other sites
4 hours ago, Relenquiem said:

ok that makes more sense

 

Glad that you got your question sorted :) thanks both of you for helping!

Share this post


Link to post
Share on other sites
On 6/13/2017 at 8:45 PM, Blainie said:

Glad that you got your question sorted :) thanks both of you for helping!

he looks a tad grumpy but i've used the terminator one too many times and felt the need to diversify 

thumbs-up-slice-600x200.jpg

Share this post


Link to post
Share on other sites
On 6/16/2017 at 11:58 AM, demonardvark said:

he looks a tad grumpy but i've used the terminator one too many times and felt the need to diversify 

Need to expand your library!

Share this post


Link to post
Share on other sites

Just wanted to point out that with the launch of ToS and the shoulders now being best all around legendary with either chest or ring (chest for ST, ring for AoE) that Shadow Infusion and Dark Arbiter are now better talents, dont know if this will continue with the 2 and 4 set bonuses. Also Unholy Frenzy provides massive dps as it is easy to maintain 100% uptime on all ToS boss fights.

Dont know how accurate this is but have run some sims and been watching the talent choices of top tier UH DKs.

Share this post


Link to post
Share on other sites
Guest Nick

why does this guide get an update every month or so? (if we are lucky). Please do something about it

  • Like 1

Share this post


Link to post
Share on other sites

@MrBrettimus

I play darby build, and from what i have played around with, i still like the concept of having necrosis over Shadow infusion, moreso because of the downtime of your burst, unless its an aoe fight then either or. personally for me, i tested my abom aa dmg while being transformed and while not being, and it honestly wasnt that big of a dps jump. no only that, but since shadow infusion cd is 1m, it will always be up for your burst. so why not go necrosis for the 1.5-2m downtime you are at. these are my opinions, and i am running shoulders/chest combo with 0 t20 pieces atm and doing very high numbers during burst phase and cd phase of darby build.

also my crit, haste, mastery, and verse, in order, are: 11%, 22%, 88%, and 6%

Edited by Relenquiem

Share this post


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

@MrBrettimus

I play darby build, and from what i have played around with, i still like the concept of having necrosis over Shadow infusion, moreso because of the downtime of your burst, unless its an aoe fight then either or. personally for me, i tested my abom aa dmg while being transformed and while not being, and it honestly wasnt that big of a dps jump. no only that, but since shadow infusion cd is 1m, it will always be up for your burst. so why not go necrosis for the 1.5-2m downtime you are at. these are my opinions, and i am running shoulders/chest combo with 0 t20 pieces atm and doing very high numbers during burst phase and cd phase of darby build.

also my crit, haste, mastery, and verse, in order, are: 11%, 22%, 88%, and 6%

What is the darby build? Its not a name im familiar with. The issue with necrosis is that you want to be building rp for when dark arbiter pops so you can boost her dps even more on top of shoulders. So you cant get max use out of necrosis.

 

Im not an expert. Just like bouncing ideas to hopefully create the ultimate deathknight army to rampage across azeroth.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan
      We've recapped all Monk changes that went live in the most recent War Within Alpha build in this post.
      We've seen some adjustments to the Windwalker Monk specialization aura. Spec auras are used by Blizzard to buff/nerf multiple spells at once. Among the changes are adjustments to Hero talents and more.
      Monk
      Windwalker Monk - Windwalker Monk core passive Increases damage/healing by 3%: Blackout Kick, Breath of Fire, Chi Burst, Chi Wave, Crackling Jade Lightning, Eye of the Tiger, Fist of the White Tiger, Fists of Fury, Flying Serpent Kick, Invoke Xuen, the White Tiger, Press the Advantage, Rising Sun Kick, Rushing Jade Wind, Special Delivery, Spinning Crane Kick, Thunderfist, Tiger Palm, Whirling Dragon Punch Increases periodic damage/healing by 3%: Blackout Kick, Breath of Fire, Chi Burst, Chi Wave, Crackling Jade Lightning, Eye of the Tiger, Fist of the White Tiger, Fists of Fury, Flying Serpent Kick, Invoke Xuen, the White Tiger, Press the Advantage, Rising Sun Kick, Rushing Jade Wind, Special Delivery, Spinning Crane Kick, Thunderfist, Tiger Palm, Whirling Dragon Punch  Increases periodic damage/healing by 150%: 22%: Eye of the Tiger Palm Increases damage/healing by 188%: Spinning Crane Kick Increases damage/healing by 26%: Fist of the White Tiger and Tiger Palm Increases damage/healing by 36%: 20%: Rising Sun Kick Increases damage/healing by 20%: Blackout Kick, Fist of the White Tiger, Tiger Palm Decreases damage/healing by 5%: Spinning Crane Kick Combat Wisdom - While out of combat, your Chi balances to 2 instead of depleting to empty. Every 15 sec, your next Tiger Palm also casts Expel Harm and deals 30% additional damage. Expel Harm Brewmaster: Expel negative chi from your body, healing for [ 120% of Spell Power ] and dealing 10% of the amount healed as Nature damage to an enemy within 20 yards. Draws in the positive chi of all your Healing Spheres to increase the healing of Expel Harm. Windwalker, Mistweaver, Initial: Expel negative chi from your body, healing for [ 120% of Spell Power ] and dealing 10% of the amount healed as Nature damage to an enemy within 20 yards. Reverse Harm : Expel negative chi from your body, healing for [ 120% of Spell Power ] and dealing 10% of the amount healed as Nature damage to an enemy within 20 yards. Generates [ 120% of Spell Power + 1 ] Chi. Whirling Dragon Punch - Performs a devastating whirling upward strike, dealing [ 375% 525% of Attack Power ] damage to all nearby enemies and an additional [ 230% 300% of Attack Power ] damage to the first target struck. Damage reduced beyond 5 targets. Only usable while both Fists of Fury and Rising Sun Kick are on cooldown. Crane Vortex - Spinning Crane Kick damage increased by 10% 20% and its radius is increased by 15%. Jadefire Harmony - Enemies and allies hit by Jadefire Stomp are affected by Jadefire Brand, increasing your damage and healing against them by 12% 8% for 10 sec. Glory of the Dawn - Rising Sun Kick has a chance equal to 100% of your haste to trigger a second time, dealing [ 50% 135% of Attack Power ] Physical damage and restoring 1 Chi. Thunderfist - Strike of the Windlord grants you 4 stacks of Thunderfist and an additional stack for each additional enemy struck. Thunderfist discharges upon melee strikes, dealing [ 350% of Attack Power ] Nature damage. Xuen's Bond - Abilities that activate Combo Strikes reduce the cooldown of Invoke Xuen, the White Tiger by 0.2 0.1 sec, and Xuen's damage is increased by 10%. Skytouch - Tiger Palm now has a 10 yard range. Tiger Palm also applies an effect which increases your critical strike chance by 50% 15% for 6 sec on the target. This effect cannot be applied more than once every 60 30 sec per target. Heart of the Jade Serpent - Consuming causes Yu'lon to decrease the cooldown time of by 100% 75% for 8 sec.
    • By Staff
      Taivan's size has been increased in Patch 10.2.7, and we have a detailed side-by-side comparison to showcase the changes.
      As you might recall, Blizzard reduced Taivan's size on April 9, which led to a significant uproar among the community. Blizzard later explained that this reduction was temporary and that Taivan's size would be restored with Patch 10.2.7.
      So we went on the 10.2.7 PTR and compared both the live version of the mount to that coming in Dark Heart!
      Patch 10.2.6 Size

      Patch 10.2.7 Size
      As you can see the goodest of good bois is finally back to its former glory!

    • By Staff
      The War Within Alpha client includes information about upcoming WInter Veil 2024 gifts!
      Winter Veil 2024 Achievements
      We've datamined two achievements related to the upcoming Feast of Winter Veil. The first one reveals the new 2024 gift.
      What Could it be? - Proud owner of the 2024 Vintage Winter Veil gift, Box of Puntables. The second one requres players to punt 30 creatures that appear out of the toy.
      Gotta Punt em' All - Punt 30 creatures that appear out of the Box of Puntables toy. Winter Veil 2024 Gifts
      Box of Puntables is a new toy available from the Gently Shaken Gift added in Patch 11.0. The toy is Bound to your Warband, and according to its effect (Box of Puntables), it summons puntable creatures.
    • By Stan
      We've uncovered portions of the War Within story through datamining! The post obviously contains spoilers so proceed at your own risk!
      The cutscene and cinematic text is in no particular order here.
      In-Game Cinematic Movie (IGC):
      Title: 11.0 [MAG] - Magni's Sacrifice Scene Description:
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. Real-Time Cutscene (RTC):
      Title: 11.0 Z5 - Level Up - Chapter One RTC Scene Description:
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. Real-Time Cutscene (RTC):
      Title: 11.0 [SRA] The Stormriders Arrive Scene Description:
      Queensguard Zirix begins to call another swarm to the beach. Magni and his allies brace themselves for one final stand. Suddenly, Baelgrim and the stormriders appear and attack Zirix. Zirix and the nerubians burrow away, retreating. Baelgrim is astonished to see Magni and begins to interrogate him about his presence here. There is a massive explosion in the distance towards Dornogal, their city. Timeline Scene (TLS):
      Title: 11.0 [TMP] Brinthe confronts Speaker Scene Description:
      High Speaker Activates Boss. In-Game Cinematic (IGC):
      Title: 11.0 [AXW] Alleria and Xal at the Waterfall Scene Description:
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. Real-Time Cutscene (RTC):
      Title: 11.0 RTC ASC: Airship Tangled Up Scene Description:
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [AIL] Anduin is Lost Scene Description:
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. Real-Time Cutscene (RTC):
      Title: 11.0 [SCA] Baelgrim's Sacrifice Scene Description:
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [TCC] - The Crystal Changes Scene Description:
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. Real-Time Cutscene (RTC):
      Title: 11.0 [TFH] Tour of Foundation Hall Scene Description:
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. Real-Time Cutscene (RTC):
      Title: 11.0 [BAA] Baelgrim and Adelgonn Scene Description:
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. Animated Real-Time Cutscene (ARTC):
      Title: 11.0 [ALR] - Anduin's Light Reluctance Scene Description:
      The Summoning ritual still succeeds, and a massive monster spawns, then attacks the player and Faerin. Anduin looks at his hand; he wants to call on the Light, he wants to help... but he just can't. Anduin roars in frustration and attacks the monster with his blade. The player and Faerin recover, and the battle begins... Animated Real-Time Cutscene (ARTC):
      Title: 11.0 [HFR] - Holy Flame Renewed Scene Description:
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [FRS] Faerin's Rallying Speech Scene Description:
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. Real-Time Cutscene (RTC):
      Title: 11.0 Prologue Summary Scene Description:
      Beckoned by the World Soul, our heroes have traveled to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. Timeline Scene:
      Title: 11.0 Z2 - Meeting The High Speaker Scene Description:
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. Real-Time Cutscene (RTC):
      Title: 11.0 [MDD] Magni Defends Dagran Scene Description:
      Magni and Dagran enter an earthen's home in Tealloch and find an abomination! We witness the final stage of a corrupted earthen transforming into a monstrous skardyn. The commotion triggers an outbreak of skardyn in Taelloch. Real-Time Cutscene (RTC):
      Title: 11.0 [TMP] - Candle King Ambush at Dungeon Entrance Scene Description:
      As the player opens the gate barring access to the dungeon, the Candle King bursts out, slamming the player back and stunning them. He monologues and pelts the player with a kobold minion to establish evil cred and threat. Candle King dismissively orders Sootsnout to deal with the player as he returns to the dungeon. Sootsnout summons a fire elemental quest boss, cackles, retreats into the dungeon, and seals it afterward with a flame wall. Real-Time Cutscene (RTC):
      Title: 11.0 [TTS] Thrall and the Stormrooks Scene Description:
      Thrall and Olbarig encourage Lufsela to give it all she's got. Lufsela struggles and then has her epiphany moment. A great crash of lightning blows out the screen. When the light fades, the hostile elementals are gone, replaced by a new generation of stormrooks. Earthen pilgrims emerge from the nearby cave in awe. Real-Time Cutscene (RTC):
      Title: 11.0 [EUF] Earthen Unification Finale Scene Description:
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... Real-Time Cutscene (RTC):
      Title: 11.0 Raid [TSD] The Spider Drop Scene Description:
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Real-Time Cutscene (RTC):
      Title: 11.0 Z2 - Brinthe Becomes High Speaker Scene Description:
      Moira, Magni, and Dagran suggest Brinthe should become the new High Speaker now that Eirich has been deposed. Brinthe initially is doubtful, but Moira convinces her that she has earned the right to lead her people. Real-Time Cutscene (RTC):
      Title: 11.0 [CRW] Coreway Restored Scene Description:
      Slow circling view of the Coreway being restored. There is a burst of light and triumphant music. When the light fades, the Coreway has been fixed. Real-Time Cutscene (RTC):
      Title: 11.0 [TFA] The Fleets Arrive Scene Description:
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. Animated 2.5D Cinematic:
      Title: 11.0 Z5 - Max Level - Chapter 2 Scene Description:
      The player sees Queen Ansurek betraying her mother Neferess. In-Game Cinematic:
      Title: Xal'atath Assumes Control Scene Description:
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. Gameplay Event:
      Title: Blow Up The Convoy Chapter: 11.0 Z5 - Max Level - Chapter 2 Scene Description:
      The player watches as the bombs they've placed go off one by one. The siege convoy is destroyed, buying everyone more time. Real-Time Cutscene (RTC):
      Title: 11.0 [ADF] - Arathi Tower turns to dark Fire Scene Description:
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... Real-Time Cutscene (RTC):
      Title: 11.0 Z5 - Level Up - Chapter 2 [ZKR] Scene Description:
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. Real-Time Cutscene (RTC):
      Title: 11.0 [EPE] - Earthen Player Exposition Scene Description:
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. Animated Real-Time Cutscene (ARTC):
      Title: 11.0 [WTW] - Whisper on the Wall Scene Description:
      Cutscene plays. In-game Cinematic Movie:
      Title: 11.0 [XEF] - Xal'atath Endgame Finale Scene Description:
      Cutscene plays. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [QAD] Queen Ansurek's Demise Scene Description:
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid. Real-Time Cutscene (RTC):
      Title: 11.0 RTC [TSD] The Spider Drop Scene Description:
      The players defeat the first raid boss. From a platform above, the queen orders her troops to cut the web. The platform the players are on is targeted. The webs snap and the players fall. I've tried to rerarrange the scenes to provide a coherent and progressive storytelling experience, but the order may not be correct as we're missing a lot of context, and there are some generic cutscenes like the earthen allied race one, and so forth.
      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
×
×
  • Create New...