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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

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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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      The team is excited about Mythic+, but at the same time they realize the incentive to run Mythic+ content with a lower barrier of entry has somewhat affected raiding in general and they're going to continue adding new benefits that are distinctly compelling to make sure raiding is still popular. They wanted to disable gear swapping in Mythic dungeons sooner but felt like doing it in the middle of an expansion in Legion would be bad. An entire Mythic+ dungeon is viewed in a lot of ways just like a single boss encounter, meaning no gear/talent swapping even when you drop out of combat over the course of the run. They're always looking for each spec to have a unique combination of strengths and weaknesses in PvP and that's hard in a game with 36 specializations. If you're Class is highly mobile, it's going to have less survivability. On the opposite side of the spectrum, you can expect to be tankier if you have less mobility. The team mainly focuses on increasing strengths as opposed to mitigating weaknesses. The alternative of always trying to bolster weaknesses leads to a state where everyone's kind of average at everything and that's a less interesting game to play in their opinion. With work done to the stat squish system in Battle for Azeroth, future stat squishes should be fairly easy to execute. They've overhauled every single spell and creature from 2004 through 2018 to complement the new system. No stat squish is needed for at least one expansion. Stat squishes are there to prevent numbers from spiraling out of control when there's no gameplay value out of it. Paladins and Druids in the Legion environment already bring plenty of utility, so they decided not to bring back Blessing of Kings and Mark of the Wild in the end. They're going to add more abilities to Classes whenever there's a need for differentiation. Years ago, loot was much harder to come by. Over the years, the game moved away from a space where you just kill a boss or run some content week after week and never see the item you want. Drop rates are now higher across the board, so you're effectively spending less time getting the item you want. Warforging and Titanforging keep some level of interest and potential growth in those repeated clears and create the opportunity for everything to happen, giving you more incentive to continue raiding the same tier. Sco got a Warforged socketed Polearm halfway through progress that was a giant upgrade for him on his tank that made an immediate difference. In a world where loot is more common, the rare opportunities to have these amazing items retains some moments of excitement. You're much better off doing a high Mythic+ rather than clearing old content for a small chance to get an upgrade. This was a problem especially in Legion, where players went back to clear Emerald Nightmare for a chance to get Legendaries or Titanforged versions of Class sets. That wasn't healthy for the game and they decided to move away from that. The benefits of removing Master Loot have outweighed the downsides so far and there are three things: On the lower end of the organization spectrum, there are guilds that go through trials and historically in the Master Loot world, guilds had very strict control of loot and trials were not allowed to get any loot. For the time and effort spent, the trial would get literally nothing out of it if the guild decided to not make the player a part of the roster. On the high end of the spectrum, we've seen top guilds run the same raid over and over to funnel gear to specific mains. Split raiding made it difficult to balance encounters and provide a challenge for Method and other guilds while still being a fun and satisfying progression experience for the majority of Mythic guilds in weeks to follow. Method's item level during the first week of Mythic would be higher than what typical guilds would have to work with a month later. It worked well in Uldir. Bosses like Mythrax, G'huun and even Vectis were challenges for top guilds without needing massive nerfs. Finally, it lets the team itemize in a somewhat different way. When Master Loot was an option, they had to design loot tables around the possibility of Master Loot, so very niche items (useful only to a handful of people) would drop even though there would be nobody in the raid to wear them. They think the raid composition in place since Warlords (LFR/Normal/Heroic/Mythic) is the right for World of Warcraft. LFR/Normal are serving totally different audiences. LFR is not a social or progress experience. Normal difficulty is for friends and family groups. In Mists, Normal difficulty was similar to Heroic today, groups found LFR unsatisfying and Normal as it was then to be too difficult, that's why Normal exists today in its current form.
    • By Starym
      We have some incoming class tuning next week, with some flat % buffs for Feral Druids and Frost Mages, applied to both PvE and PvP.
      Class Tuning for December 18 (source)
      With scheduled maintenance next week, starting on December 18 in American realms, we’re focusing on shoring up a couple of specs that fell a little behind with Tides of Vengeance:
      Druid
      Feral Damage of all abilities increased by 7%. Mage
      Frost Damage of all spells increased by 3%. Both of these adjustments will apply to PvP activities as well.