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Patch 7.1: Trial of Valor

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Trial of Valor is a new 3 boss raid added in Patch 7.1. Learn about new encounters and all the loot you can earn.

Trial of Valor

Since Loken's betrayal, Odyn has been trapped within the Halls of Valor as Helya plots in the shadows to claim the souls of his valarjar champions. In recent days, however, great heroes have arrived in the lands of Stormheim in the Legion's wake. Hoping that their might and determination could tip the scales and end Helya's reign, Odyn summons these champions for a final test.

  • Is a new raid released in Patch 7.1, available in Raid Finder, Normal, Heroic & Mythic Difficulty.
    • It opens November 8 (US) / November 9 (EU), exactly two weeks after Patch 7.1 goes live.
  • It has three bosses two of which should be more than familiar.
    • Odyn, Guarm & Helya
  • The raid ties up the story of Odyn and Helya, who we encounter in Stormheim and Halls of Valor respectively and fits in between the Emerald Nightmare and the Nighthold.
  • When logging in, you'll find a raven in Dalaran that starts a quest series associated with the raid A Call to ActionA Threat Rises , Helya's ConquestOdyn's Favor.

Bosses

As mentioned earlier, the raid features three bosses, you can check out the encounters in more detail by expanding the collapsed entries.

Blizzard LogoOdyn

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In ages past, Odyn led the titan-forged armies against the Black Empire of the Old Gods. But for millennia he has been confined to the Halls of Valor by the curse of his bitter nemesis, Helya. Odyn seeks mortal champions to vanquish the ruler of Helheim and secure his freedom.

Overview

Odyn challenges players to prove their worth before delving into Helheim to face Helya. Players begin the encounter facing Hymdall and Hyrja. After bringing both Hymdall and Hyrja to 25% health before they can cast RevivifyRevivify Odyn leaps into battle.

At 55% health remaining, Odyn shows his true power and begins to fill the room with Cleansing FlameCleansing Flame. When Odyn reaches 10% health, he is satisfied with your martial prowess, and allows you to become his champions in the fight against Helya.
 
Damage Dealers: 
  • While Hyrja is active, help soak the damage of Shield of LightShield of Light.
  • While Hymdall is active, avoid standing near other players as he casts Horn of ValorHorn of Valor.
  • When Odyn casts Draw PowerDraw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring BlastUnerring Blast
  • Move away from other players when afflicted by Storm of JusticeStorm of Justice.

Healers: 

  • While Hyrja is active, help soak the damage of Shield of LightShield of Light.
  • While Hymdall is active, avoid standing near other players as Horn of ValorHorn of Valor hits nearby allies.
  • When Odyn casts Draw PowerDraw Power, quickly move the Valajrar Runebearers to their matching rune and slay them on it to disable the rune, lowering the damage of Unerring BlastUnerring Blast.
  • Move away from other players when afflicted by Storm of JusticeStorm of Justice.
Tanks: 
  • While Hymdall and Hyrja are active, position them carefully to avoid Valarjar's BondValarjar's Bond .
  • Odyn's TestOdyn's Test will stack until Odyn melee attacks a different target.
  • Move as far away from Odyn as possible while afflicted with Stormforged SpearStormforged Spear.
 
Stage One: Might of the Valarjar
  •   Hymdall
    • Dancing BladeDancing Blade: Hymdall throws an enchanted blade towards a random player, inflicting 341250 to 358750 Physical damage upon landing. The blade then begins to whirl, inflicting 536250 to 563750 Physical damage every 2 sec to all nearby enemies.
    • Horn of ValorHorn of Valor: Inflicts 4875000 to 5125000 Physical damage to all enemies within 15 yards and causes all players to resonate inflicting 633750 to 666250 Physical damage to allies within 5 yards.
    • Valarjar's BondValarjar's Bond: While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
    •  RevivifyRevivify: Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 100% of the caster's maximum life.
      • The cast is interrupted if both Hyrja and Hymdall are defeated.
  •  Hyrja
    • Expel LightExpel Light: Hyrja enchants a player to radiate a burst of light after 3 sec, inflicting 1218750 to 1281250 Holy damage to all players within 8 yards.
    • Shield of LightShield of Light: Hyrja charges her shield with light, launching a burst of energy towards a random player, inflicting 4500000 Holy damage split between all enemies in a line.
    • Valarjar's BondValarjar's Bond: While Hymdall and Hyrja are within 35 yards of each other their damage taken is reduced by 99%.
    •  RevivifyRevivify: Upon reaching 25% health, the caster becomes immune to all damage and begins casting Revivify, healing 100% of the caster's maximum life.
      The cast is interrupted if both Hyrja and Hymdall are defeated.
    • Draw PowerDraw Power: Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.
      • Unerring BlastUnerring Blast (Normal, Heroic, Raid Finder)
      • Unerring BlastUnerring Blast (Mythic)
      • Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast. (Normal, Heroic, Raid Finder)
        • Runic ShieldRunic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
  • ProtectedProtected: A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%. (Mythic)
  • Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune empowers the rune, allowing players with a matching symbol to become Protected. (Mythic)
    • Runic ShieldRunic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
Stage Two: The Prime Designate
  • Test of the Ages: Periodically, Hymdall and Hyrja leap into the arena, engaging the players in battle.
    Bringing them to 85% health causes them to exit the arena until called upon again. (Mythic)
    • Valarjar's BondValarjar's Bond While Odyn, Hymdall, or Hyrja are within 35 yards of each other their damage taken is reduced by 99%. (Mythic)
    • Odyn's TestOdyn's Test With each consecutive melee attack against the same target, Odyn's attack speed increases by 8%. This effect stacks.
    • Spear of LightSpear of Light: Odyn creates a Spear of Light at the location of several players, inflicting 1218750 to 1281250 Holy damage to players within 8 yards of the impact.  
      In addition, when each spear is summoned it expels 5 Glowing Fragments.
      Touching a Spear of Light causes it to Shatter.
      • ShatterShatter: The Spear of Light shatters, inflicting 564000 to 594000 Holy damage to all players and emitting 5 Glowing Fragments.
      • Glowing FragmentGlowing Fragment: Touching a fragment causes it to erupt, stunning the target for 3 sec and inflicting 828750 to 871250 Holy damage.
  • Shatter SpearsShatter Spears: Inflicts 438750 to 461250 Holy damage to all players. In addition, all remaining Spears of Light are Shattered.
  • Draw PowerDraw Power: Odyn activates the runes around his chamber and begins generating energy. After 30 sec, Odyn reaches 100 energy and casts Unerring Blast.
    • Unerring BlastUnerring Blast (Normal. Heroic, Raid Finder)
    • Unerring BlastUnerring Blast (Mythic)
    • Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer on its corresponding rune disables that rune, preventing it from empowering Odyn's Unerring Blast. (Normal, Heroic, Raid Finder)
      • Runic ShieldRunic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
  • ProtectedProtected: A player standing within an empowered rune with a matching symbol becomes protected, reducing their damage taken from Unerring Blast by 90%. (Mythic)
  • Valarjar Runebearer: As Odyn begins Draw Power, 5 Valarjar Runebearers leap into combat. Slaying a Valarjar Runebearer brands up to 4 players with a rune. Players with a matching symbol can touch the rune to become Protected. (Mythic)
  •  Runic ShieldRunic Shield: All damage taken is reduced by 99%. Moving a marked Valarjar Runebearer into a matching rune cancels this effect.
Stage Three: The Final Test

Blizzard LogoGuarm

+ Show
Helya's vicious three-headed hound stands guard at the gates of Helheim. Bred to require neither comfort nor sleep, Guarm remains ever-watchful for any invaders who come to challenge the reign of his cruel mistress.

Overview

Guarm's Guardian's BreathGuardian's Breath unleashes three elements: Fire, Nature and Shadow. Guarm gains a stack of Frothing RageFrothing Rage for every player not hit by one of his breath attacks.
Taking damage from Guardian's BreathGuardian's Breath will result in a debuff: Fiery PhlegmFiery PhlegmSalty SpittleSalty Spittle or Dark DischargeDark Discharge. Gaining any two of these is deadly.
Periodically Guarm will become more mobile and aggressive, casting Roaring LeapRoaring Leap and Headlong ChargeHeadlong Charge.
 
Damage Dealers: 
Healers: 
Tanks: 

Blizzard LogoHelya

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Though she once served as Odyn's right hand, the vengeful Helya will stop at nothing to ensure her ancient curse binds the titan keeper to the Halls of Valor. No longer satisfied with ruling her shadowy realm, Helya now commands her vast kvaldir army to plague the lands of the living.

Overview

Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies.
Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore.
Helya then orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
 
Damage Dealers: 
Healers: 
Tanks: 
 
Stage One: Low Tide: 
Helya uses her supernatural powers to conjure orbs, taint foes, breathe sludge, and crush her enemies.
  • Tentacle StrikeTentacle Strike: Helya's tentacle emerges at the front or back of the platform.
    The tentacle strikes the ground after several seconds, inflicting 2000000 Nature damage, divided amongst all enemies struck.
    If the tentacle impacts the ground without resistance, it sends shockwaves across the platform, inflicting 2000000 Nature damage to all players.
  • Tentacle SlamTentacle Slam: If no targets are struck by Tentacle Strike, the impact sends a shockwave across the platform inflicting 2000000 Nature damage to all enemies.
  • Taint of the SeaTaint of the Sea: Taints a target, inflicting 250000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 61750 to 68250 Frost damage to all players.
  • Tainted EssenceTainted Essence: The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 855000 to 945000 Frost damage to enemies within 8 yards.
  • Corrosive NovaCorrosive Nova: Blasts all enemies with corrosive magic, inflicting 390000 to 410000 Frost damage while no players are in melee range.
    • Corrosive Nova empowers Helya, increasing all damage done by 3%. This effect stacks.
Stage Two: From the Mists: 
Upon reaching 65% health, Helya departs beneath the sea, assaulting the raid from afar with her denizens of Helheim or ocean waves from the Maw of Souls. Defeating Helya's tentacles wounds her, causing her to return to the shore.
  • Helya
    • Fury of the MawFury of the Maw: Calls upon the fury of the maw, invoking a wave to push away players, inflicting 140000 Frost damage every half-second.
      Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.
      • Raging TempestRaging Tempest: Increases Fury of the Maw damage by 10%. This effect stacks.
    • TorrentTorrent: Blasts several enemies with brackish water, inflicting 95000 to 105000 Frost damage.
      • Building Storm: Increases Torrent damage by 5%. This effect stacks.
    • Gripping Tentacle: Helya grips the landmass, allowing her to command the waves of the sea and attack players from relative safety. Defeating these wound her, eventually forcing her back ashore.
  • Grimelord
    • Sludge NovaSludge Nova: Stomps the ground, inflicting 1662500 to 1837500 Plague damage to enemies within 15 yards and knocking them back.
    • Fetid RotFetid Rot: Afflicts several targets within 70 yards with Fetid Rot, inflicting 65000 Nature damage per stack every 3 sec and decreasing healing received by 15% per stack, periodically reducing in effectiveness.
      When removed, inflicts 556000 Nature damage to allies within 5 yards, applying Fetid Rot to any target struck.

      In this difficulty, Fetid Rot spreads every period.

      • BlazeBlaze: Increases the stack count on Fetid Rot by 1. (Mythic)
    • Anchor SlamAnchor Slam: Slams the ground with his anchor, inflicting 2850000 to 3150000 Physical damage and knocks them up, and increases all damage taken by targets struck by 400% for 6 seconds.
  • Night Watch Mariner
    • Lantern of DarknessLantern of Darkness: Exposes shadowy energy within his lantern, inflicting 36562 to 38438 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.
    • Ghostly RageGhostly Rage: Enters a ghostly rage, increasing attack speed by 30% for 6 sec.
    • Give No QuarterGive No Quarter: Pierces the veil, moving seamlessly through the world. Upon reaching the destination, inflicts 266000 to 294000 Arcane damage to any targets within 8 yards.
  • Helarjer Mistcaller (Mythic)
    • Mist InfusionMist Infusion: Infuses Helya with the mists of Helheim, allowing her to cast Fury of the Maw more frequently.
    • Bleak EruptionBleak Eruption: Successful or interrupted casts of Mist Infusion invoke a Bleak Eruption, inflicting 190000 to 210000 Frost damage to all enemies.
  • Decaying Minion
    • DecayDecay: An aura of decay lingers, inflicting 150000 Nature damage to nearmy enemies.
Stage Three: Helheim's Last Stand: 
Helya orders the last stand of Helheim, invoking both the minions of Helheim and her supernatural powers until her defeat.
  • Helya
    • Orb of CorrosionOrb of Corrosion: Conjure an Orb of Corrosion which passes over the encounter area, pulsing 350000 Frost damage every second at several locations, tracking nearby players and creating patches of Decay.
      Taking damage from an Orb of Corrosion increases damage taken by Orb of Corrosion by 100%. This effect stacks.
      Orb of Corrosion triggers Tainted Reanimation every pulse.
      • DecayDecay: An aura of decay lingers, inflicting 150000 Nature damage to nearmy enemies.
      • Corrosive SlicerCorrosive Slicer: A beam of corrosive energy surges between the Orbs, inflicting 5000000 Frost damage to enemies struck by the beam. (Mythic)
    • Taint of the SeaTaint of the Sea: Taints a target, inflicting 250000 Frost damage every second. When this aura is removed, the taint explodes, inflicting 61750 to 68250 Frost damage to all players.
      • Tainted EssenceTainted Essence: The expelled Taint of the Sea leaves behind a Tainted Essence, which explodes after a short time, inflicting 855000 to 945000 Frost damage to enemies within 8 yards.
    • Corrupted BreathCorrupted Breath: Breathes out corrupt magic, inflicting 380000 to 420000 Shadow damage to enemies in a frontal cone and applying Dark Hatred.
      This creates several Corrupted Axions.
    • Fury of the MawFury of the Maw: Calls upon the fury of the maw, invoking a wave to push away players, inflicting 140000 Frost damage every half-second.
      Fury of the Maw washes away Bilewater Liquefaction, Decay, and Desiccated Decaying Minions.
      • Raging TempestRaging Tempest: Increases Fury of the Maw damage by 10%. This effect stacks.
    • Corrosive NovaCorrosive Nova: Blasts all enemies with corrosive magic, inflicting 390000 to 410000 Frost damage while no players are in melee range.
      Corrosive Nova empowers Helya, increasing all damage done by 3%. This effect stacks.
  • Night Watch Mariner
    • Lantern of DarknessLantern of Darkness: Exposes shadowy energy within his lantern, inflicting 36562 to 38438 Shadow damage every half-second to all enemies for 6 sec. This damage increases by 75% each pulse. This effect stacks.
    • Ghostly RageGhostly Rage: Enters a ghostly rage, increasing attack speed by 30% for 6 sec.
    • Give No QuarterGive No Quarter: Pierces the veil, moving seamlessly through the world. Upon reaching the destination, inflicts 266000 to 294000 Arcane damage to any targets within 8 yards.
    • Rally of the KvaldirRally of the Kvaldir: Increases maximum health by 100%. (Mythic)
  • Helarjar Mistwatcher (Mythic)
    • Mist InfusionMist Infusion: Infuses Helya with the mists of Helheim, allowing her to cast Fury of the Maw more frequently.
    • Bleak EruptionBleak Eruption: Successful or interrupted casts of Mist Infusion invoke a Bleak Eruption, inflicting 190000 to 210000 Frost damage to all enemies.
  • Decaying Minion
    • DecayDecay: An aura of decay lingers, inflicting 150000 Nature damage to nearmy enemies.

Loot Tables

Here are the Trial of Valor loot tables sorted by boss and difficulty.

Blizzard LogoOdyn

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Blizzard LogoGuarm

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Blizzard LogoHelya

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Encounter Previews

A single video speaks more than a thousand words right? We got them all! Catch a glimpse of the new encounters in the following videos by FatbossTV.

 

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man a lot of mastery gear I'm hopping that's just because of loot spec used when looking it up other wise its a useless raid gear wise for my main char ;( 

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On 10/13/2016 at 2:22 PM, toreric said:

man a lot of mastery gear I'm hopping that's just because of loot spec used when looking it up other wise its a useless raid gear wise for my main char ;( 

Exactly how I felt with EN and Versatility

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wait those are the loot tables? what happened to the "really strong trinkets" blizz promised us?

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11 hours ago, demonardvark said:

wait those are the loot tables? what happened to the "really strong trinkets" blizz promised us?

I guess they decided there was enough Strength on the gear to not warrant them anymore ;D

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5 hours ago, Blainie said:

I guess they decided there was enough Strength on the gear to not warrant them anymore ;D

I was expecting hellfire citadel style trinkets, I wanted to see all the crazy blizz could come up with. Since I am deprived my awesome trinkets I was promised all I can say to the blizz devs is

tumblr_inline_mvv90fWBnr1razod5.png

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15 hours ago, demonardvark said:

I was expecting hellfire citadel style trinkets, I wanted to see all the crazy blizz could come up with. 

That melee cleave trinket was amazing. Felt so good every time it procced.

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      Players have been comparing the Netherlight Crucible to Reforging and Ornyx sat down with the development team to answer some of the concerns.
      TL;DR
      Reforging was a simple and mechanical choice of replacing worst stats with best stats on every item. The Crucible is only affecting a small subset of items offering more varied situations than reforging 30 Hit into Haste. Respeccing Crucible traits is generally a bad idea, because players would be able to pick traits based on perfect optimization for any given situation during raid progression. Relics become Soulbound on inspection to avoid everyone porting in and out of raid to pass the relic around to see who it's best for. You can learn more about the Netherlight Crucible in our guide.
      Blizzard (Source)
      Hey guys!

      We’ve been seeing a lot of discussion going back and forth on the Crucible lately, so we’ve had some conversations with the development team and I wanted to pop in and share a few points that came out of it.

      Regarding comparisons to Reforging – Reforging was always a simple, mechanical choice. Players were, at the end of the day, simply replacing their worst stats with best stats on every item that didn’t already have your best stats up to a mechanical limit. The Crucible, by comparison, is only affecting a small subset of items and presents much more varied situations than say “change 30 Hit Chance into Haste”.

      We’ve also seen a bit of discussion around players desiring the ability to respec the Traits that are locked on the second and third tiers of relics. We feel that the ability to respect Traits would lead to players picking traits based on perfect optimization for any given situation, which could lead to players leaving a raid to change to AoE-centric traits for the next fight during raid progression. While we feel that’s a nuisance in itself, this would also make the system feel like a watered-down version of talent rows, and would undermine the choice that is made when selecting your Relic Traits.

      That being said, Relics are items and will be replaced; we do expect players to make choices and experiment with this system. Since there is still new content ahead of us in Antorus, better Relics will be available and players who make choices they may not like now will have the opportunity to get new Relics before long with a potentially new set of Trait choices.

      As a note, we are also fine with the current state that Relics Soulbind on inspection in the Crucible. We believe the alternative of everyone porting in and out of the raid to pass the relic around and see who it’s best for is far, far worse. Players are smart and will be able to make educated decisions based on the information that’s available to them. As I said, we do expect experimentation however.

      A final note: I saw the post on Reddit laying out three choices for Relics, asking players which one they would pick -
      Relic A : 930 Ilvl BiS main trait, 3rd BiS bonus trait, but forces worst tier 2 crucible trait Relic B : 915 ilvl BiS main and bonus trait and 2nd BiS crucible tier 2 trait Relic C : 940 ilvl 2nd and 4th BiS traits and BiS crucible tier 2 trait. The poster responded by saying the only way to know is to sim it. If you’re generally a player who simulates gear upgrades to make decisions, you’re probably going to do that anyway, and that’s fine. If you’re a player going off basic guidelines such as “I play a fire mage so I want Critical Strike” you will get by as you always do in this situation and pick what you think is best for your particular class or spec. 

      Thanks for all the feedback on the topic so far, I’ll be on the lookout for future discussions, as always.
    • By Stan

      Netherlight Crucible is only one week away. Learn more about the new relic customization option added in Patch 7.3.
      Table of Contents 
      What is the Netherlight Crucible Location of the Netherlight Crucible How to Unlock the Netherlight Crucible Legendary Items & the Netherlight Crucible Netherlight Crucible Traits Relic Slot Levels Previewing Traits Netherlight Crucible Paths Frequently Asked Questions What is the Netherlight Crucible? [Return to Top]
      A new way of relic customization added in Patch 7.3. Remember the previously scrapped secondary traits on relics? It's a more polished version of them, giving players a little "more control" over the RNG.
      Location [Return to Top]
      The Netherlight Crucible can be found at 56, 67 aboard the Vindicaar.
      How to Unlock the Netherlight Crucible [Return to Top]
      Netherlight Crucible will be available to players starting September 12. The only prerequisite is to complete the Argus campaign in Mac'Aree, and a quest "The Netherlight Crucible". Unlock the Netherlight Crucible to get the Now You're Cooking with Netherlight achievement.
      Legendary Items [Return to Top]
      Insignia of the Grand Army is a new Legendary item of item level 1,000 that will be rewarded from defeating Argus the Unmaker in Antorus the Burning Throne (The Death of a Titan). It increases the effects of Light & Shadow powers granted by the Netherlight Crucible by 50%. Note that Antorus will be available later this year.
      Netherlight Crucible Traits [Return to Top]
      The Netherlight Crucible has three relic slots and tiers of traits.

      Tier 1
      The first tier is available immediately after unlocking the Crucible.
      Netherlight Fortification is the same trait for each relic, allowing you to increase the item level of your Artifact weapon by 5 item levels per slot (up to a maximum of +15 item levels). Tier 2
      The second tier contains 1 random Light & 1 Shadow power (regardless of your class or specialization) drawn from the following pools of power:
      Light Powers
      Infusion of Light Light's Embrace Light Speed Refractive Shell Secure in the Light Shocklight Shadow Powers
      Chaotic Darkness Dark Sorrows  Master of Shadows Murderous Intent Shadowbind Torment the Weak Tier 3
      Any Artifact trait (with more than one rank) that isn't yet empowered by the selected relic can be present here.
      Examples
      In the first relic slot, I have Crashing Ember that empowers Weapons of the Elements by +1. That means, Tier 3 of that relic can contain any other Artifact traits, except Weapons of the Elements. In the second relic slot, I have Reactive Pylon Casing that empowers Wind Surge, so Tier 3 of this specific relic can have any other traits except Wind Surge. Relic Slots Levels [Return to Top]
      Relic slots are gated behind Artifact Level. They have three levels, corresponding to the three tiers of traits. You can increase the item level of your Artifact weapon by +15 immediately after you unlock the Crucible.
      Progression
      Relic Slot 1 Row 2 > Relic Slot 2 Row 2 > Relic Slot 3 Row 2 > Relic Slot 1 Row 3 > Relic Slot 2 Row 3 > Relic Slot 3 Row 3.
      Relic Slot 1 Row 1 - Available immediately after you unlock Netherligh Crucible Row 2 - Available at Artifact level 60 Row 3 - Available at Artifact level 69 Relic Slot 2 Row 1 - Available immediately after you unlock Netherligh Crucible Row 2 - Available at Artifact level 63 Row 3 - Available at Artifact level 72 Relic Slot 3 Row 1 - Available immediately after you unlock Netherligh Crucible Row 2 - Available at Artifact level 66 Row 3 - Available at Artifact level 75 Previewing Traits [Return to Top]
      An unsocketed relic can be inserted into the Crucible at any time. Previewing traits makes the relic soulbound, so you won't be able to trade it with anyone.

      Paths [Return to Top]
      It isn't possible to unlock all traits in the second and third tier. We have four different path variations.
      Netherlight Fortification > Tier 2A >Tier 3A Netherlight Fortification > Tier 2A > Tier 3B Netherlight Fortification > Tier 2B > Tier 3B Netherlight Fortification > Tier 2B > Tier 3C FAQ [Return to Top]
      We compiled all Q&A from Blizzard about the Netherlight Crucible and you can find them below.
      Blizzard (Source)
      Q: What are the requirements to access the Netherlight Crucible?
      A: Our intent at this stage of development is for there to only be two requirements: your character is level 110, and you have the account-wide achievement "Now You're Cooking with Netherlight." That achievement is given as part of the final chapters of the 7.3 story campaign, which is planned to open week 3 of the patch (so 15 days after release).

      We've been able to isolate a couple of bugs - partly due to responses to this thread, so thank you! - that are currently on the PTR preventing access to the Netherlight Crucible unless you have a rank in Concordance of the Legionfall. That's an unintended restriction, which we're working on fixing for a future PTR update.
      Q: Why are you adding this system? What’s with the RNG?
      A: The Netherlight Crucible (aside from being an important part of the 7.3 storyline) is intended to help with an issue with Relic availability that players have been reporting for some time now. As Ion explained during our last Q&A, there are technical issues with the way Relics were built that limit which bonus traits can be available from raids. This has caused a number of raiders to feel as though their best bet is to run Mythic Keystone dungeons constantly in the hopes of having a Relic with their ideal bonus trait drop (and Titanforge for a high item level).

      Those who were following development of Patch 7.2 may recall an earlier take on an improvement for this issue, where we experimented with adding a single, randomized second bonus trait to Relics. Ultimately, we decided that was the wrong approach, and wanted a system that put a little more control in players’ hands. So, while the Netherlight Crucible does still have an element of randomness, it presents you with several options to choose from.
      To be clear: we believe that having some element of randomness is important. Our goal was not to simply allow players to choose the precise bonus traits they wanted (you already do that, more or less, when spending Artifact Power). We still want there to be those exciting moments where a Relic gives you a great outcome. The Netherlight Crucible is intended to make Relics more valuable on average, not to make all Relics be equal value. 
      Q: Will I be able to trade Relics with other players to see who gets the best options at the Crucible?
      A: No. Previewing a Relic at the Netherlight Crucible will bind it to your character and remove the ability to trade it. This is because those trait options don’t actually exist on the Relic until you attune it to the Crucible, in a process similar to enchanting a piece of gear. It also prevents raid teams from feeling like they need to send everyone who might be interested in a Relic back to the Vindicaar before continuing.
      Q: Will the Netherlight Crucible work on Relics acquired prior to 7.3 release?
      A: Yes. However, keep in mind that it will take some time (likely several weeks) to unlock the later stages of the Netherlight Crucible, where the additional bonus traits come in. We don’t expect that stockpiling Relics prior to 7.3 will give any real advantage in practice.
      Q: Doesn’t this just mean I’ll want my best two traits on each Relic now?
      A: For the hardcore min/maxer, yes, there will still be a “best” outcome for your Relic configuration. However, there are now more Relics that can achieve that state (as Relics with your second-best trait can now roll your best trait at the Crucible), and you’ll encounter fewer “bad” Relics along the way.
      Q: Why do I have to go back to the Netherlight Crucible to upgrade my Relic? Didn’t you want to get away from mechanics like that?
      A: Players often compare this to the old Reforging system, and our dislike of having to visit a vendor after each and every upgrade. That hasn’t changed. The Netherlight Crucible only affects Relics – you won’t need to visit the Crucible every time you pick up a new pair of boots.
      Q: How do the Relic "talents" unlock?
      A: As your Artifact increases in level (by spending Artifact Power), your Relic slots will level up as well. When you first unlock the Crucible, you'll have access to the first additional trait (a +5 increase to your Artifact's item level) in each slot. The second row unlocks at Artifact level 60, 63, and 66 (for the left, center, and right Relic slots respectively), and the third and final row unlocks at Artifact level 69, 72, and 75. This should all be pretty apparent when you look at those slots in-game, but may not be showing clearly via datamined info.
      Q: What did you mean by "it can't double roll a trait"?
      A: Just that you will never be able to upgrade a Relic to increase the same Artifact trait twice. If your Relic already has a bonus rank of Wrath of the Ashbringer on it, that trait will not be one of the three options presented in the bottom row of the Crucible's upgrade tree.

      In other words, there's no risk of having your Wrath of the Ashbringer relic be "ruined" by not rolling a second bonus to Wrath of the Ashbringer, because that could never have happened in the first place. However, if you get a relic without Wrath of the Ashbringer, there's now a chance that it'll gain it from the Crucible.

      Additionally, those three options will always be unique; it won't, for example, give you the "choice" between Deflection, Deflection, or Deflection. Aside from making sure you always have options, this means that your odds of having your favorite trait appear on a Relic you'd otherwise have discarded are actually pretty decent.
      Q: How do the ranks for the first two rows work?
      A: There are no such ranks. We think this is coming from some confusion about how the Netherlight Crucible is showing up in datamining, versus how it actually operates in-game. Once you've unlocked a row in the Crucible, you just select the option you like, and that's it - there's no additional leveling up of those options beyond that.

      For those peeking into the data (or anyone else who might be curious): this is because of how we built the system to allow the unlockable effects to stack between each relic. It's just a subtle behind-the-scenes optimization on our end.

      Hopefully that will help clear the air about how the Netherlight Crucible works, but we're sure you have more questions, so ask away and we'll do our best to answer what we can! We'll aim to provide an update sometime next week. Thanks!