Starym

Mythic Keystone Dungeon Preview

Sign in to follow this  

13 posts in this topic

LNVaeHK.jpg

 

Blizzard have just released a preview of Mythic keystone dungeons, which will be coming next reset, September 20th!

Keystone dungeons will be a big part of the endgame for a lot of people and are one of the bigger additions to Legion, mostly inspired by Diablo 3's Nephalem rifts, and I for one can't wait to get my hands on them, almost as  much as the new raids! 5 man content has been on the backburner for several expansions now, but with this, as well as the new pseudo-5man-raid that is Karazhan in 7.1, it seems us 5 man enthusiasts are finally getting what we want!
 

Blizzard LogoKeystone Mythic Dungeons

A new level of difficulty and rewards is coming soon to Legion’s dungeons, and we’ve got a quick primer for you.

As in Warlords of Draenor, Legion dungeons come in three primary levels of difficulty and rewards: Normal, Heroic, and Mythic. Both Heroic and Mythic difficulties are only available to players at level 110, and you aren’t able to queue for Mythic difficulty via the Dungeon Finder.

Keys of Stone

Starting on September 20, the first time you complete a Mythic dungeon each week, you’ll be rewarded with a Mythic Keystone for a specific dungeon, chosen randomly from among all Mythic dungeons to which you have access. Your very first Keystone will enable access to Mythic Level 2, offering both increased difficulty and rewards.

D0JJDY4RUINT1473394215790.png

We Move Swiftly

To activate your Mythic Keystone, assemble a team of five stalwart heroes, venture to the specified Mythic dungeon, and place the Keystone into the Font of Power just inside. If you don’t interact with the Font, the dungeon will operate in its default Mythic state.

When players activate a Mythic Keystone, a timer begins counting down, and the group has a fixed amount of time to defeat the dungeon’s bosses and a majority of the other enemy forces within the dungeon. Players who are familiar with Challenge Mode dungeons will find that this timer is quite forgiving—its purpose is not to encourage speed runs, but rather to provide a gauge for a well-executed run. Whether or not you beat the time, a chest containing a couple of pieces of loot awaits you at the end of your run.

If you successfully beat the time, your Keystone will be upgraded to a higher level and attuned to a new random dungeon. If you don’t beat the time, your Mythic Keystone is “depleted.” A depleted Keystone can be used to try to beat the timer in the hopes of getting a fresh upgraded Keystone, but runs started with a depleted Keystone will not award loot.

Increasing Challenges

With each increasing level of Mythic difficulty, the health and damage of enemies will increase. In addition, at Levels 4, 7, and 10, new modifiers are introduced that will require players to adapt and evolve to succeed.

Example Keystone modifiers include:

  • Raging—Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated.
  • Bolstering—When any non-boss enemy dies, its death cry empowers nearby allies, increasing their maximum health and damage by 20%.
  • Skittish—Enemies pay far less attention to threat generated by tanks.
  • Volcanic—While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players.

These modifiers are visible on each Mythic Keystone, and all Keystones of the appropriate level will have the same modifiers during a given week.

Mythic Keystone Rewards

While creatures do not drop loot normally during a Mythic Keystone run, upon completion of the run, players will find a chest containing two high-quality items for the party. The base item level of these rewards starts at item level 845 for Mythic Level 2, and goes all the way up to item level 865 for a Mythic Level 10.

Please note: the end-of-dungeon reward quality will be capped at a base item level of 850 during the first week of the feature’s availibility, with the full range of rewards unlocking once Mythic raids have opened the following week.

Like most end-game loot in Legion, these items also have a chance to be Warforged or Titanforged, allowing them to potentially scale all the way up to item level 895.

After completing any Mythic Keystone dungeon within the time limit (whether using your own Keystone or someone else’s), a reward chest will be available in your Class Hall the following week. That chest contains a guaranteed piece of gear with a power level reflecting the highest Mythic level you completed during the prior week, up to a maximum of item level 880 for a successful Mythic Level 10 clear. It will also contain a new Mythic Keystone for you, which allows you to jump right back into your weekly Mythic dungeon adventures.

Get Ready

Mythic Keystones will start dropping on September 20. Are you prepared?

  • Like 1

Share this post


Link to post
Share on other sites

Can't wait. I assume each player has to submit the same level keystone for the challenge to start, as in 5 x lvl 4 keystones to start the level 4 mythic. Or am I reading this wrong...

  • Like 1

Share this post


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

Can't wait. I assume each player has to submit the same level keystone for the challenge to start, as in 5 x lvl 4 keystones to start the level 4 mythic. Or am I reading this wrong...

Actually to me it sounds like only 1 player has to spend their keystone, but Blizz tend to write stuff quite confusingly.

  • Like 1

Share this post


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

Can't wait. I assume each player has to submit the same level keystone for the challenge to start, as in 5 x lvl 4 keystones to start the level 4 mythic. Or am I reading this wrong...

First off, me too! Can't wait for this. On the subject of keystones, only 1 keystone is placed in the pedestal to start the mythic + dungeon at the appropriate level, and only that keystone will be upgraded or depleted as a result of the run. As each keystone is for a specific dungeon at a specific level (and changes to a new dungeon and level upon successful run completion) and you only get 1 per week, it would be unreasonable to find, say, 5 Black Rook Hold +4 level keystones in a group of 1 tank, 1 healer, and 3 dps to start it up. :P This does mean though that if your group is unsuccessful in completing one dungeon under the time limit, you can try again for guaranteed loot with someone else's keystone whatever instance it happens to be for. Additionally, the new mythic + interface in-game keeps track of your highest mythic + level completed for the week regardless of whether it was your keystone that began the run or not.

Hope this helps, good luck out there!

  • Like 1

Share this post


Link to post
Share on other sites
10 hours ago, Liquidsoul said:

Hope this helps, good luck out there!

Very informative - nice one!

Share this post


Link to post
Share on other sites

This is going to be so much fun! Especially for smaller, tighter groups of friends that already love running mythics together. I run mythics with the same 4 people every night, so this will be a welcome challenge  

My question to everyone is how are you going to prioritize your time next week? Will you be heading straight to the raids with your guild? Or will you be tackling these Mythic+ dungeons right out of the gate?

Share this post


Link to post
Share on other sites

I'm not sure a static amount of 2 rewards is exactly ideal across all dungeons. For Arcway, Violet Hold and Maw of Souls it seems OK, but on the 5 boss dungeons its feels a little underwhelming to me.

5 people across 5 bosses is 25 chances at a drop, and in the whole run we are only get two? Maybe it is just me but I really feel like its under rewarding. I guess the have done the math on it but still..

Maybe I am just being greedy since we get a guaranteed loot chest in our class halls.

Share this post


Link to post
Share on other sites
9 hours ago, SilkAus said:

I'm not sure a static amount of 2 rewards is exactly ideal across all dungeons. For Arcway, Violet Hold and Maw of Souls it seems OK, but on the 5 boss dungeons its feels a little underwhelming to me.

5 people across 5 bosses is 25 chances at a drop, and in the whole run we are only get two? Maybe it is just me but I really feel like its under rewarding. I guess the have done the math on it but still..

Maybe I am just being greedy since we get a guaranteed loot chest in our class halls.

This is probably to reduce the chances of getting those CRAZY pieces of gear.

Share this post


Link to post
Share on other sites
On 15.09.2016 at 0:31 AM, Liquidsoul said:

First off, me too! Can't wait for this. On the subject of keystones, only 1 keystone is placed in the pedestal to start the mythic + dungeon at the appropriate level, and only that keystone will be upgraded or depleted as a result of the run. As each keystone is for a specific dungeon at a specific level (and changes to a new dungeon and level upon successful run completion) and you only get 1 per week, it would be unreasonable to find, say, 5 Black Rook Hold +4 level keystones in a group of 1 tank, 1 healer, and 3 dps to start it up. :P This does mean though that if your group is unsuccessful in completing one dungeon under the time limit, you can try again for guaranteed loot with someone else's keystone whatever instance it happens to be for. Additionally, the new mythic + interface in-game keeps track of your highest mythic + level completed for the week regardless of whether it was your keystone that began the run or not.

Hope this helps, good luck out there!

thank you very much, it does seem to be helpful

Share this post


Link to post
Share on other sites

So I love this.  I like that there is a way to make dungeons more challenging with a bigger risk/reward ratio.  It also allows for greater variety and more fun.

Share this post


Link to post
Share on other sites
19 hours ago, Darkjester79 said:

So I love this.  I like that there is a way to make dungeons more challenging with a bigger risk/reward ratio.  It also allows for greater variety and more fun.

It's a great new addition for people that don't like the larger raid content and prefer playing either solo or with a small group of friends. Love that it has come into the game and hope it'll stay around in the future tbh

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      A new Alpha Build went live yesterday and we have a bunch of Monk changes. Windwalkers gained some Brewmaster talents, there's a new single-target Vivify for both specializations, and Soothing Mist can no longer be cast while moving.
      We also updated our Battle for Azeroth Class Changes to correspond with all changes listed below. We looked at two new Allied Races, racial nerfs and new Azerite traits earlier today!
      Druid
      Balance
      Astral Communion (level 90 talent) removed. New Moon is a new level 90 talent. Level Talent 1 Talent 2 Talent 3 15 Starlord Warrior of Elune Force of Nature 30 Tiger Dash Renewal Wild Charge 45 Feral Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Stellar Flare Incarnation: Chosen of Elune 90 Shooting Stars Blessing of the Ancients New Moon *new* 100 Nature's Balance Stellar Drift Fury of Elune Feral
      Elune's Guidance (level 100 talent) removed. Feral Frenzy is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Blood Scent Predator Lunar Inspiration 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Guardian Affinity Restoration Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Jagged Wounds Incarnation: King of the Jungle 90 Sabertooth Brutal Slash Savage Roar 100 Moment of Clarity Bloodtalons Feral Frenzy *new* Restoration
      Moment of Clarity (level 100 talent) removed. Photosynthesis is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Abundance Prosperity Cenarion Ward 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Feral Affinity Guardian Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Cultivation Incarnation: Tree of Life 90 Inner Peace Stonebark Spring Blossoms 100 Photosynthesis *new* Germination Flourish Hunter
      Marksmanship
      Serrated Shots (level 15 talent) removed. Serpent Sting is a new level 15 talent. Level Talent 1 Talent 2 Talent 3 15 Master Marksman Serpent Sting *new* A Murder of Crows 30 Careful Aim *new* Volley *new* Explosive Shot 45 Trailblazer Natural Mending *new* Camouflage 60 Steady Focus Streamline *new* Hunter's Mark *new* 75 Born To Be Wild *new* Posthaste Binding Shot 90 Lethal Shots *new* Barrage Double Tap *new* 100 Calling the Shots *new* Lock and Load Piercing Shot Monk
      Brewmaster
      Brewmasters now have access to Vivify (Single-target heal). Tiger's Lust is now a level 75 talent (down from 30). Mystic Vitality is now a level 30 talent (up from 75). Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Mystic Vitality Chi Torpedo 45 Light Brewing Gift of the Mists Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Healing Elixir Tiger's Lust Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Elusive Dance Blackout Combo Mistweaver
      You must now remain stationary while channeling Soothing Mist. Moving interrupts the channel. Zen Pulse (level 15 talent) removed. Mist Wrap is now a level 15 talent (up from 45). Mana Tea is now a level 45 talent (up from 100). Diffuse Magic is now a level 30 talent (up from 75). Tiger's Lust is now a level 75 talent (down from 30). Essence Well is a new level 100 talent. Rising Thunder (level 100 talent) removed. Rising Mist is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Mist Wrap Chi Wave Chi Burst 30 Celerity Diffuse Magic Chi Torpedo 45 Lifecycles Spirit of the Crane Mana Tea 60 Tiger Tail Sweep *new* Song of Chi-Ji Ring of Peace 75 Healing Elixir Tiger's Lust Dampen Harm 90 Summon Jade Serpent Statue Refreshing Jade Wind Invoke Chi-Ji, the Red Crane 100 Essence Well *new* Focused Thunder Rising Mist *new* Windwalker
      Windwalkers now have access to Vivify (Single- target heal). Healing Elixir (level 30 talent) removed. Diffuse Magic is now a level 30 talent (up from 75). Chi Torpedo is now a level 30 talent (up from 75). Power Strikes is now a level 100 talent (down from 75). Fist of the White Tiger is now a level 45 talent (up from 60). Tiger's Lust is now a level 75 talent (down from 30). Tornado Kicks (level 60 talent) removed. Tiger Tail Sweep is a new level 60 talent. Combo Breaker (level 60 talent) removed. Summon Black Ox Statue is a new level 60 talent. Ring of Peace is no longer baseline, but available as a talent at level 60. Dampen Harm is a new level 75 talent. Wind Strikes (level 100 talent) removed. Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Diffuse Magic Chi Torpedo 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new* Summon Black Ox Statue *new* Ring of Peace *new*
      75 Inner Strength *new* Tiger's Lust Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Power Strikes Whirling Dragon Punch Serenity Priest
      Shadow
      Power Infusion (level 90 talent) removed and has no replacement now > Coming Soon! Level Talent 1 Talent 2 Talent 3 15 Fortress of the Mind Shadowy Insight Shadow Word: Void 30 Mania Body and Soul San'layn 45 Twist of Fate Misery Dark Void *new* 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Coming Soon! 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue
      Assassination
      Dispatch (level 15 talent) has been renamed to Blindside. Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Blindside 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Deeper Stratagem Marked for Death 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Hidden Blades *new* Crimson Tempest Previous Talent Changes
      We're covering talent changes every Battle for Azeroth Alpha Build. Here's a history of our previews so far:
      Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes
    • By Stan

      This week's Alpha Build 26476 added new class-specific Azerite traits to the game. Check them out!
      Our preview of this week's Alpha Build includes Dark Iron Dwarves & Mag'har Orcs and racial nerfs so far.
      New Azerite Traits
      Below is a list of class-specific Azerite traits that have been added to the game in this week's Alpha Build 26476.
      Death Knight
      Festermight - Bursting a Festering Wound grants you 205 Strength for 20 sec, stacking. Stacking this effect does not extend its duration. Spellreaper - When you successfully dispel an effect with Reap Magic, gain 1,647 Absorb for 20 sec. Demon Hunter
      Soulmonger - Consuming a Soul Fragment shields you, granting 700 Absorb for 3 sec. Druid
      Awakening - When you resurrect an ally with Rebirth, they Absorb 6,618 damage over 15 sec Shredding Fury - After your Tiger's Fury, your next four Shreds are increased by 93. Solitary Rejuvenation - If Rejuvenation is your only Heal over Time effect on the target, increase the healing of Rejuvenation by 187. Sunblaze - Solar Wrath increases the damage of your next Starsurge by 156. Hunter
      Dance of Death - Dire Frenzy has a chance equal to your critical strike chance to grant you 346 Agility for its duration. Shellshock - Each second Aspect of the Turtle is active, heal for 494. Unerring Vision - While Trueshot is active you gain 346 Critical Strike rating every sec, stacking up to 10 times. Venomous Fangs - Your pet's Basic Attack deals 78 additional damage to enemies suffering from your Serpent Sting. Mage
      Arcane Pressure - Arcane Barrage deals an additional 700 damage per Arcane Charge against targets below 20% health. Blaster Master - Fire Blast increases your Mastery by 0 for 3 sec. Eldritch Warding - Your Ice Barrier, Blazing Barrier, and Prismatic Barrier absorb 588 additional damage. Monk
      Strength of Spirit - While Fortifying Brew is active, heal for 370 every second. Paladin
      Stalwart Protector - When you cast Divine Shield, grant 734 absorb for 15 sec to nearby allies. Priest
      Sanctum - When you cast Fade, absorb 2,000 Magic damage for 10 sec. Rogue
      Footpad - Allies within 8 yds while your Sprint is active gain 311 Speed. Shaman
      Serene Spirit - When you cast Astral Shift and when Astral Shift ends, heal for 1,748. Warlock
      Lifeblood - When you use a Healthstone, gain 355 Leech for 20 sec. (May as well be a generic trait available to all Classes). Warrior
      Breach - When you damage an enemy with Heroic Leap, gain 235 Leech for 20 sec. Full List of Azerite Traits
      Below is a list of all Azerite traits that have been added to the game so far. The most recent traits have the *NEW* tag.
    • By Stan

      We have a list of all Azerite traits that have been added to the game so far.
      We've datamined 198 Azerite traits so far and the list has been updated for Alpha Build 26433. Some Azerite traits are placeholders and values may be slightly off.
      Class-Specific Azerite Traits
      Death Knight
      Dark Grudge Glacial Contagion Decimate Scourge the Unbeliever Deep Cuts Icy Citadel Festering Doom Bone Spike Graveyard Latent Chill Horrid Expulsion Marrowblood Demon Hunter
      Seething Chaos Gaping Maw Devour Revel in Pain Furious Gaze Infernal Armor Druid
      Twisted Claw Long Night Rejuvenating Breath Bloodline Primordial Rage Heartblood Fungal Essence Streaking Stars Raking Ferocity Masterful Instincts Coordinated Restoration Power of the Moon Hunter
      Aspect of the Cheetah Arrowstorm Ride the Lightning Vigorous Wings Rotting Jaws In The Rhythm Whirling Rebound Seize the Initiative Raking Talons Flashing Fangs Serrated Jaws Wildfire Cluster Haze of Rage Arcane Flurry Latent Poison Mage
      Blast Radius Ignition Point Packed Ice Arcane Pummeling Arcane Annihilation Flames of Alacrity Packed Ice Brain Storm Preheat Winter's Reach Monk
      Swift Roundhouse Fit to Burst Invigorating Brew Boiling Brew Iron Fists Sunrise Technique Overflowing Mists Staggering Strikes Paladin
      Zealotry Divine Illumination Righteous Bastion Avenger's Might Bulwark of Light Martyr's Breath Inspiring Beacon Rejuvenating Grace Fortifying Auras Critical Flash King's Shield Righteous Flames Healing Hammer Strong Light Searing Blades Healthy Judgment Deferred Sentence Furious Wrath Expurgation Warmth of the Light Dauntless Divinity Priest
      Bindings of Fate Torment of Torments Pillar of Light Moment of Repose Permeating Glow Searing Dialogue Weal and Woe Blessed Sanctuary Thought Harvester Rogue
      Contaminant Subtle Blade Swashbuckler Sharpened Blades Deadshot Double Dose Night's Vengeance Storm of Steel Twist the Knife Shaman
      Astral Shift Storm's Eye Lightningburn Ancestral Reach Flames of the Forefathers Electropotence Embrace of the Tides Healing Way Overloaded Striker's Grace Volcanic Lightning Primal Primer Soothing Waters Lava Shock Strength of Earth Ebb and Flow Warlock
      Suffer Unshackled Fel Meteoric Flare Wracking Brilliance Shadow's Bite Heavy Rain Erratic Omen Inevitable Demise Umbral Blaze Warrior
      Bloodcraze Heavy-Handed Battering Ram Deafening Crash Trample the Weak Executioner's Precision Gathering Storm Bloodcraze Sword and Board Generic Azerite Traits
      Increase Versatility 15 Haste Increased Intellect 46 Strength Agility 20 Item - Proc Mastery Netherlight Fortification Test Spell - Anders Test Power 6 Azerite Empowered Longstrider Resounding Protection Blood Siphon Woundbinder Lifespeed Elemental Whirl Heed My Call Fury of the Sands Overwhelming Power Gutripper On My Way Mote in the Eye Embrace of the Sands Portal: Dalaran - Broken Isles Savior Winds of War Vampiric Speed Test Azerite Power Champion of Azeroth Impassive Visage Bulwark of the Masses Gemhide Azerite Fortification Self Reliance Azerite Veins Uncertainty Uncertainty Uncertainty Uncertainty Crystalline Carapace Ablative Shielding Strength in Numbers Upwelling Synergistic Growth Concentrated Mending Bracing Chill Ephemeral Recovery Weeping Aura Ruinous Bolt Rezan's Fury Rezan's Command Meticulous Scheming Blightborne Infusion Filthy Transfusion Secrets of the Deep Sandstorm
    • By Stan

      Players that haven't played the game for a while can now claim 7 days of free game time until April 30, 2018.
      Open the Blizzard Battle.net desktop app. Click the glowing Gift Button located next to your BattleTag in the upper right. Click Claim. A notification will pop-up whenever you have new Gifts to claim. We're not exactly sure how long must your account be inactive in order to receive the gift, but we'll update this thread when we find out! The game time can only be redeemed until April 30, 2018.
      If you decide to activate your account now, make sure to check out what's going on this week in WoW!

    • By Stan

      Our preview of Dark Iron Dwarves & Mag'har Orcs includes customization options, racials, mounts, and more!
      Today, we're looking at Dark Iron Dwarves and Mag'har Orcs that are now available for playtesting on Battle for Azeroth Alpha.
      Welcome to our preview of Dark Iron Dwarves and Mag'har Orcs. Both Allied Races are now available for playtesting on Battle for Azeroth Alpha, so we recorded videos of their customization options and included other useful information in this article.
      Dark Iron Dwarves
      Achievement: Allied Races: Dark Iron Dwarf
      Heritage Armor

      Playable Classes: Hunter, Mage, Monk, Paladin, Priest, Rogue, Shaman, Warlock, Warrior
      Racial Abilities
      Name Effect Dungeon Delver While indoors, move 4% faster. Fireblood Removes all poison, disease, curse, magic, and bleed effects and increases your primary stat by 231 and an additional 77 for each effect removed. Lasts 8 sec. (2 min cooldown) Forged in Flames Reduces damage taken from Physical attacks by 1%. Mass Production Increases Blacksmithing skill by 5 and Blacksmithing speed by 25%. Mole Machine While outdoors, summon a Mole Machine that tunnels through the earth.[NYI] (3 sec cast, 30 min cooldown) Racial Mount: Dark Iron Core Hound

      Shaman Totems

      Customization Options
      Mag'har Orcs
      Achievement: Allied Races: Mag'har Orc
      Heritage Armor

      Playable Classes: Hunter, Mage, Monk, Priest, Rogue, Shaman, Warrior
      Racial Abilities
      Name Effect Ancestral Call Invoke the spirits of your ancestors, granting you their power. (Instant, 2 min cooldown) -> Might of the Blackrock - Increases secondary stat by 102 for 15 sec.  Open Skies Increases mounted speed by 10%. Savage Blood Reduces the duration of Poisons, Diseases, and Curses by 10%. Sympathetic Vigor Increases pet health by 10%. Racial Mount: Mag'har Direwolf

      Shaman Totems

      Customization Options