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An interesting new Essence has been added to 8.2 PTR yesterday called Conflict and Strife. It allows for the use of a single predetermined PvP ability for each Class in PvE and we have the full list.
If you're late to the party, check out our Heart of Azeroth Changes and the Introduction to Essences in Patch 8.2 to learn about upcoming changes to the system in Rise of Azshara.
Conflict and Strafe (8.2 Build 30495)
The Essence serves as a nice modifier, allowing each Class to use a specific PvP ability in PvE, which is different for each specialization.
Rank Source Major Power Desc Minor Power Desc Major Power Actual Minor Power Actual 1 Claim a weekly PVP War Chest in Season 3 or later. Conflict Strife Conflict Strife 2 Reach 1000+ rating then claim your next weekly PVP War Chest in Season 3 or later. Conflict Strife Conflict Strife 3 Collect Burgeoning Battlefield Furor from your weekly War Chest. Conflict Strife Conflict Strife 4 Reach the rank of Elite in the week then claim your next weekly PVP War Chest in Season 3 or later. Conflict Strife Conflict Strife We datamined the following abilities related to Conflict and Strife in the latest 8.2 PTR build:
Blood: Unholy Command - Your Death Grip has two charges. Frost: Chill Streak - Deals up to 6% of the target's total health in Frost damage and reduces their movement speed by 70% for 4 sec. Chill Streak bounces up to 9 times between closest targets within 6 yards. Unholy: Necrotic Strike - A vicious strike that deals [ 30% of Attack Power ] Plague damage, and converts 1 Festering Wounds into a Necrotic Wound, absorbing up to 7% of the target's maximum health in healing recieved. Demon Hunter
Havoc: Demonic Origins - The cooldown of Metamorphosis is reduced by 2 min, but now lasts 15 sec. Vengeance: Cleansed by Flame - Immolation Aura dispels all magical effects on you when cast. Druid
Balance: Moonkin Aura - Starsurge grants 4% spell critical strike chance to 8 allies within 40 yards for 18 sec, stacking up to 3 times. Feral: Leader of the Pack - While in Cat Form, you increase the melee and ranged critical chance of raid members within 40 yards by 5%. Leader of the Pack also causes affected targets to heal themselves for 4% of their maximum health when they critically hit with a melee or ranged attack. The healing effect cannot occur more than once every 6 sec. Guardian: Sharpened Claws - Maul increases the damage done by your Swipe and Thrash by 25% for 6 sec. Restoration: Overgrowth - Instantly applies Lifebloom, Rejuvenation, Wild Growth, and Regrowth's heal over time effect to the target. Hunter
All Specs: Survival Tactics - Feign Death removes all harmful magical effects, and reduces damage taken by 99% for 1.5 sec. Mage
Arcane: Arcane Empowerment - Clearcasting can now stack 2 additional times, and increases the damage of Arcane Missiles by 5% per stack. Clearcasting no longer reduces the mana cost of Arcane Explosion. Fire: Flamecannon - After standing still in combat for 2 sec, your maximum health increases by 3%, damage done increases by 3%, and range of your Fire spells increase by 3 yards. This effect stacks up to 5 times and lasts for 5 sec. Frost: Concentrated Coolness - Frozen Orb's damage is increased by 10% and is now castable at a location with a 40 yard range but no longer moves. Monk
Brewmaster: Hot Trub - Purifying Brew deals 30% of your purified staggered damage to all enemies within 10 yards. Mistweaver: Way of the Crane - Increases your Physical damage by 25%, you remove and become immune to all snare and root effects and you heal up to 3 nearest allies for 150% of all damage done. Lasts 15 sec. Windwalker: Reverse Harm - Heals a friendly target for 8% of their maximum health, and causes 100% of the amount healed to instantly be dealt to the nearest enemy as Nature damage within 5 yards. Paladin
Holy: Divine Favor - Your next Holy Light or Flash of Light is increased by 100%, costs no mana and is unable to be interrupted. Protection: Steed of Glory - Your Divine Steed lasts for an additional 2 sec. While active you become immune to movement impairing effects, and you knock back enemies that you move through. Retribution: Unbound Freedom - Blessing of Freedom also increases movement speed by 30%. Priest
Discipline: Premonition - Heals nearby targets within 20 yards for [ 75% of Spell Power ], and applies Atonement to yourself. Deals [ PS * BC1 ] Shadow damage to yourself for each Atonement you have active, and increases their duration by [ 5 + 0.1% of Spell Power ] sec. Holy: Rapid Mending - Prayer of Mending is now instant cast, and its jump range is increased by 10 yards. Shadow: Void Origins - Void Eruption is now instant cast. Rogue
All Specs: Smoke Bomb - Creates a cloud of thick smoke in a 8 yard radius around the Rogue for 5 sec. Enemies are unable to target into or out of the smoke cloud. Shaman
Elemental: Lightning Lasso - Grips the target in lightning, stunning the target and dealing O2% of the target's maximum health in Nature damage over 5 sec. Can move while channeling. Enhancement: Ride the Lightning - If there are more than 2 enemies within 8 yards when you cast Stormstrike, you also cast a Chain Lightning on the target, dealing [ 50% of Spell Power ] Nature damage. Otherwise, you conjure bolts of lightning to up to 2 furthest enemies within 40 yards dealing [ 50% of Spell Power ] Nature damage. Restoration: Ancestral Gift - You become immune to Silence and Interrupt effects for 5 sec after using Spiritwalker's Grace. Warlock
Affliction: Endless Affliction - Your Unstable Affliction deals the same damage as normal, but its duration is increased by 6 sec. Demonology: Nether Ward - Surrounds the caster with a shield that lasts 3 sec, reflecting all harmful spells cast on you. Destruction: Demon Armor - Protects the caster, increasing maximum health by 10% and increases armor by 150%. Warrior
Arms: Sharpen Blade - When activated, your next Mortal Strike will deal 15% increased damage and reduce healing taken by 50% for 6 sec. Fury: Battle Trance - You go into a trance causing you to regenerate 3% of your health and generate 5 Rage every 3 sec for 18 sec after using Raging Blow twice in a row on a target. Using Raging Blow on a new target will cancel this effect. Protection: Thunderstruck - Thunder Clap roots all targets for 1 sec. Tuning
Note that this is the initial push of abilities for the Conflict and Strife Essence. Expect more tuning to follow in future 8.2 builds.
It’s important to know – this is a preliminary look at this Essence. We’ll have changes to it in future PTR builds.
At this time, not all choices have been replaced or modified as needed to be acceptable in PvE.
Conflict and Strife is a new Essence which allows for the use of a PvP talent in PvE.
The initial stress test has ended on Classic Beta, but the stress test realm will remain accessible for play until Thursday, May 23 at 6:00 pm PDT, meaning you still have enough time to play within the level 1-5 range if you were invited, because many players had difficulties logging in to the game for many hours.
UPDATE: It seems Closed beta realms are back up for testing, or were never offline to begin with (needs confirmation).
For the time of the stress test, Closed beta realms aren't available, but should be after the stress test realm goes down. Here's a blue post from Blizzard:
At this time, we have wrapped up our active testing period. The stress test realm will still be available for play until Thursday, May 23 at 6:00pm PDT. If you were selected for just the stress test, there will be no realm to login to at that time tomorrow.
The closed beta realms will soon be available again for those testers.
Thank you to everyone who participated in the WoW Classic stress test!
While the stress test schedule's fluid, here the next one is planned for Wednesday, June 19th.
Stress Test 2: Wed Jun 19– Thurs Jun 20 Stress Test 3: Thurs Jul 18– Fri July 19
Some huge (and tiny) news coming out of the PTR today, as we're finally getting some mount size adjustments for Gnomes and Tauren! This has been a long-standing issue since...well since Vanilla really, with Tauren getting stuck on doorways and a lot of the mounts for both races never looking quite right. Well, today Gnomes can catch their mount's reins for the first time and Tauren... well they might fit through some doorways. The change only applies to "normal" size mounts for Tauren, as smaller ones (like hyenas) remain unchanged. Blizzard can now also fix issues where some mounts appear too small for certain races and they're looking into it.
In any case it's an amazing change which makes 8.2 even more highly anticipated, and you can read the details on it below.
Mount Size (source)
With today’s PTR update, you might notice mount size changes for gnome and tauren player characters. For a very long time, we’ve had issues that stem from gnomes and tauren riding on mounts that appear larger than intended. We’re adjusting their sizing down on normal* mounts.
This allows us to correct many art and animation bugs with these specific races when mounted, and they look better. Gnomes and tauren now look more like they should, gnomes can actually reach their reins, and tauren can fit through more doorways when mounted.
Here’s an example of how a gnome character looks when mounted-
Before the change-
WJQJE7MXSBF81558566499093.jpg1594×1594 And after the change-
PRHKBFY4X3J01558566499095.jpg1594×1594 This new tech also means that it’s now possible for us to address issues where some mounts are too small on some races. We’re looking to find examples along those lines, so please keep your feedback coming.
*There are a few mounts that are not considered "normal"-sized to begin with. For example, Hyena mounts are considered "small", and we’re not sizing tauren differently on small mounts at this time.
8.2 brings more highly anticipated changes, with Tauren and Gnomes being he beneficiaries this time!
As a lifelong Tauren player this brings a tear to my eye, as I'm finally going to be able to run into buildings trampling everyone underfoot as my mount takes a while to un-summon!
We're back with another mount preview and this one really stands out from the crowd as possibly the best mount added in Patch 8.2 yet. It's the one Blizzard has been teasing since last BlizzCon, a crab that walks sideways!
The mount is rewarded from completing the Nazjatar meta-achievement: Undersea Usurper.
Giant crabs are native to Nazjatar and favored food of the naga. This one must have been well-kept to grow this large.
Animations (Run / Mount Special)
We have some changes and declarations of not doing changes for Death Knights and Paladins on the PTR today, as two powerful abilities of both classes are being discussed.
Frost Death Knights have been through some changes on the 8.2 PTR, focusing on Breath of Sindragosa and Blizzard have been struggling to get it just right. The main issue with the powerful ability is that it takes away a huge amount of resources from the rotation, creating a big gap where you can't do much. While detailing some previous solutions as well, in the end the devs opted for Breath to give the DK runes at the beginning and end of its cast.
Breath of Sindragosa (source)
Taking a moment to give some background and thinking on the various changes to Breath of Sindragosa so far this PTR:
We agreed with common feedback that Frost DK, overall, had too high a portion of open GCDs in a steady-state rotation. When this happens, it’s generally a problem with a spec’s resource economy, and the baseline buffs to Runic Empowerment and Frost Fever resource generation were meant to address it.
But Breath of Sindragosa poses a further problem. A Breath that spends (for example) 300 Runic Power is, in a single button press, removing 12 Frost Strike s from the future. In other words, every 2 minutes, it creates 11 open GCDs that otherwise wouldn’t have been there, which is a huge amount. Across all classes, we try to keep an eye on variations in rotation pacing caused by talents—including cases where a talent causes a large deviation in resource economy or GCD utilization—and Breath is a big outlier. And, in all this, we’d prefer to preserve Breath’s signature resource-drain mechanic.
The first solution, giving increased Runic Empowerment proc chance during Breath, did return resources to the rotation, and did so during Breath. While this correctly targeted the talent (Breath was draining resources, so Breath should put some back in order to mitigate the pacing problems), it was the wrong time to give back resources. Even though Breath itself sucks resources away, players shift all possible resources into Breath, because this is the clear way to optimize the use of the talent. Resources can be shifted into the Breath window using ERW, Horn, and simple pooling, with the result that adding more during Breath itself actually overfills it.
So the goal of the current change—Breath returns Runes at the start and end—is to make the Breath talent add resources, but to do so outside the Breath window. Even the Runes at the start are effectively “outside” the Breath window, because they counteract 2 Runes’ worth of pooling that otherwise had to be done to play Breath optimally.
As always, changes are subject to further revision, but this might give some insight into the process for making surgical changes to address specific problems.
Meanwhile, Paladins' Glimmer of Light is staying as it is (or at least won't be "heavily" changed), with an in-depth explanation on why:
Glimmer of Light (source)
One topic that hasn’t appeared in our posts about the PTR, but is worth briefly discussing: so far, we’re not planning to heavily change Glimmer of Light in 8.2.
Outline of some relevant facts as we see them:
The Glimmer build is a significant “flip” from the otherwise standard build. It changes talents (Holy Avenger , Crusader's Might , and no Avenging Crusader ), as well as stat priorities. It is a fun and unique build to play, with a lot of player agency in manipulating Glimmer spread and timing. It is a bit rotationally “broken” but not completely. The biggest concern is that Crusader Strike has a very high priority, which makes mana much less important. Holy Paladin moved up in meters in high-skill contexts (Mythic) since the build became popular, but not drastically. There is a lot of pressure to obtain specific Azerite pieces because of widespread recommendations to play the build. A few minor concerns worth mentioning: It’s unideal that Infusion-buffed Flash of Light is sometimes skipped, the high amount of Glimmer in the breakdown devalues Int, and the playstyle is more similar to other healers than it is to traditionalHoly Paladin. Philosophically, when we add customizable systems and bonuses to the game, some player-discovered experience is exactly the sort of thing we’re hoping will happen. Even when we didn’t anticipate all the details of an optimized build—arguably especially when we didn’t anticipate all the details—it produces a chance for players to explore something cool and rewarding. Almost by definition, those situations are at least slightly imbalanced or slightly broken, which is acceptable as long as they’re not too imbalanced or too broken.
There’s a balance where cutting off the exploration too early ruins the fun of discovering it, but letting it go on too long gets to a point where players are less excited by the novelty of the new build and more bothered by imbalances or rotational problems. We want to keep an eye on that, but the preliminary look for 8.2 is that this is still a lively setup that people are excited to play. Any change would likely be a small tweak that’s not intended to change its status as a popular or recommended playstyle.
In the longer term, if we wanted to preserve this mechanic in the class in some way, we would have to solve some of the above issues in the process, especially the very low mana demands. But that’s something we can revisit later.