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Netherlight Crucible is a new way to customize relics in Patch 7.3. It unlocks in week 3 of the Argus campaign, when you finish the story (Netherlight Crucible). There are three tiers of traits to choose from gated behind Artifact level.
Argus presents new challenges and one last desperate bid to put a stop to the Burning Legion’s invasions of Azeroth. To face these challenges, the forces of the Horde and the Alliance have gained access to an ancient and powerful tool to help enhance Artifact weapons—the Netherlight Crucible.
During your time on Argus, you’ll work toward a new way to customize and enhance the power of your Artifact weapon. The Netherlight Crucible’s power is balanced with both Shadow and Light, providing powerful upgrades to your Artifact Relics. The Crucible will attune your Relics and soulbind them to you while unlocking access to 3 additional tiers of power. These tiers are unlocked by increasing your total Artifact level and are fully unlocked once you reach Artifact level 75.
The first of these is Netherlight Fortification which will increase the item level of your Artifact weapon.
The second tier offers a choice between Light power and Shadow power. Each of these powers is randomly chosen from a pool of 6 possible unique effects. This tier becomes available once your weapon has reached Artifact level 60 and your Relic slot has reached level 2.
The third tier offers a choice of a second Relic trait that correlates to the either Light or Shadow depending on which was chosen in the second tier. These selections appear within the tree and branch from your previous selections. To begin unlocking this tier, you’ll need Artifact level 69 and Relic slot level 3.
In the Crucible interface, an additional standalone slot can be used to preview a Relic’s potential traits. These Relics will display whether they can be attuned and will show as compatible with your Artifact weapon within the interface. Once attuned, these can be used to replace other Relics within your weapon.
The decisions you make in the tree allow you to choose whether to focus on third-tier traits that modify your class, or the unique powers that can be gained from the Crucible.
Netherlight Crucible FAQ
More clarifications about the new system were published by Blizzard throughout 7.3 testing.
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.
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).
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.
In the official Invasion Points preview we learn that Invasion Points are scenarios intended for 3-10 players. Standard Invasion Points have three stages and randomized content (NPCs / environmental hazards). An Invasion Point is finished after you take down a Legion Commander.
Blizzard describes Invasion Points as "other worlds attacked by Legion". Every 6 hours, different Invasion Points will be available on the map of Argus. Players will unlock Invasion Points during the week of September 5.
Greater Invasion Points are up for an entire week and contain six new world bosses that drop item level 930 loot. Don't forget that in Patch 7.3, there will be a fixed world boss rotation, so no boss should be up twice in a row (Withered J'm nightmare).
Invasion Points Preview
We did a preview of some Invasion Points during testing on PTR. Click the image to learn more about environmental hazards, mobs or watch our gameplay videos.
In Patch 7.3, the forces of Azeroth will undertake a journey most perilous. Not only will they travel to the eredar home world, Argus, but they will also have opportunity to strike even deeper at the Burning Legion by shutting down Invasion Points on other worlds.
Players will first be introduced to Invasion Points through a quest that challenges them to enter and defeat the demonic forces inside. Each Invasion Point can be accessed without a queue to enter and while no group is required, additional players will be able to enter the Invasion Point instance within a short period of each other. No queue is required to enter.
There are two tiers of Invasion Points that will not only increase in difficulty, but also increase in rewards—and you’ll need to bring along extra help if you want to complete the highest tier.
Tier 1 Invasion Points will allow anywhere from 3–10 players within the instance. While you can enter alone, you’ll ideally want to recruit at least two other friends to join you in order to complete the scenario. Tier 2 Invasion Points or Greater Invasion Points, will require a raid to bring down the boss within, but with greater risk, also comes greater reward. Several Invasion Points will be available on Argus at any given time along with one Greater Invasion Point. The portals into these encounters will be visible on your world map and each player will need to click on the portal to enter (even when in a group.) Each Invasion Point will cycle within a couple of hours and despawn, so you’ll want to keep an eye on the timers indicated on your map. You and your party will face some additional challenges from location to location, whether it’s contending with the extremes of cold or playing in fire. Completing these Invasion Points will provide Argus Waystones which can be used toward earning a weekly reward.
Greater Invasion Points
Greater Invasion Points will provide access for you and your raid to one of the new World Bosses and the chance to get some great loot starting at ilvl 930. If you don’t have a raid at your beck and call, there’s always the Group Finder (I) where you’re sure to be able to recruit some heroes to join you. Bosses will only award loot once per week.
Invasion Points Bosses
From its stronghold on Argus, the Legion employs a vast array of portals to spread across the cosmos like a plague. Countless worlds have been plundered for resources, their inhabitants forced to serve the Dark Titan or endure a slow, agonizing death.
Unless these worlds can be liberated, the Burning Crusade will consume everything it touches and leave the universe in ashes.
Matron Folnuna destroys worlds by infecting them with her spawn. These vile creatures spread like a plague over the landscape, corrupting and devouring anything in their path.
All those who gaze upon Mistress Alluradel fall under her sinister control. She commands victims of her dominance to inflict gruesome torments upon themselves. A thrall’s only hope of escape is death, and Alluradel will not allow that release until their agonized screams have ceased to amuse her.
Inquisitor Meto’s mastery over fel magic is rivaled by few in the Legion. Meto uses this power to sow chaos and destruction across the cosmos, leaving countless burning worlds in his wake.
Occularus feeds on the minds of his enemies, savoring their despair as he sears their flesh. This malevolent creature has devoured worlds, yet his hunger remains insatiable.
Sotanathor’s legendary strength was forged through countless burning campaigns across the cosmos. A brutal general, this demon commands vast legions that have never known defeat.
Pit Lord Vilemus
Pit Lord Vilemus’ brutality is renowned even among the Legion. He delights in setting his foes aflame in fel fire, then laughing at their despair as they beg for the mercy of death.
Order of the Silverflame (OSF) has been around since Vanilla despite the fact we had a short break during the Burning Crusade. We are a friendly group who enjoy WoW and raiding. We have fun and joke around, we share precious memories in game and outside game, but when bosses need to go down then it is all serious! We expect members of the guild to enjoy the game as much as we do and to take part in our raids and maintain a good level of attendance per month.
Are you a Tank, Healer or Dps?
Are you looking for a raiding atmosphere that is somewhere between casual and semi-hardcore?
Do you want to raid with a group of people who are always looking to improve and kill bosses for epic purple stuff?
Then you should keep reading...
About us: 1/9M 8/9HC ToS
Raid Times: Mon/Wed/Sun 8:00PM-11:00PM ST
Server: Draenor - Horde Side (Pve)
Trials: So you got an invite eh? Congrats! You'll have a trial period where we'll evaluate you and your performance and most of all how you fit in with the group. Gear is obtainable and if you're a good listener and someone who likes to learn you'll inherently get better over time. Finally, if you get a spot on the team the honeymoon isn't over. We expect you to continue to play at a level that will be beneficial to the group.
1. Know your class - we don't need world #1's but we certainly appreciate and value someone who knows how to play their toon over someone who is mindlessly clicking buttons with little to no success.
2. Mechanics. Over your big d**k DPS we want you to make sure you know mechanics of fights. Making the same mistakes over and over doesn't do the team or you any good.
3. Be prepared. Food, Flasks and most of all be at the instance. Just because there is a summoning stone doesn't mean you should expect a summon every night. Show some initiative and be ready when raid invites go out.
4. Communication is important. If you are not gonna make a raid let us know, we do value real life over this fun game we all love.
If all of this sounds pretty good to you and you'd like to chat more then shoot us a message: Kravspants#2663 or Zelest#2444 and let's have a chat about getting you into our raid team.
Alternatively you can make an application on our website below! Exceptional applications of any class and spec will be considered.
If you wanna be social in our guild and get to know us, come join the party. Contact us and we can have a chat.
High priority classes
Druid Balance, Feral, Guardian
Medium priority classes
Demon Hunter Vengeance
Low priority classes
Death Knight Frost, Unholy
Patch 7.3 preview continues with the the official Shadows of Argus key art, depicting Turalyon, Alleria, the Army of the Light and Sargeras.
Shadows of Argus Key Art
Turalyon & Alleria leading the Army of the Light in the final battle against Legion with Sargeras and Argus in the background. The is Patch 7.3's official key art by Glenn Rane.
In case you missed today's reveal ceremony, Patch 7.3 arrives August 29 and full patch notes can be found here.
The official Patch 7.3 Patch Notes are here. Check out all the class changes!
Patch 7.3 is hitting servers next week and here are full patch notes with all new features and class changes.
Cinematics and the release date (August 29) were unveiled today during the reveal ceremony at Gamescom 2017. For more information about Patch 7.3, feel free to visit our Argus hub.
World of Warcraft Patch 7.3
Following recent events in the Broken Isles, a link has been created between Azeroth and Kil'jaeden's homeworld of Argus, bringing the Burning Legion closer than ever to destroying Azeroth. In order to stop them once and for all, Illidan and Velen are taking the war directly to the surface of Argus, where they hope to join forces with Alleria, Turalyon, and the Army of the Light to launch an all-out assault on the Legion's primary base of operations.
Board the Vindicaar, a vessel that will serve as your mobile base of operations on Argus, as well as one of your few safe havens on the planet.
As you explore Argus, you’ll visit new locations across the planet, experiencing the epic conclusion to the Legion storyline and unlocking new world quests and other content along the way.
Azeroth isn’t the only world connected to this hostile place. While on Argus, you’ll unlock the ability to enter the very portals the Burning Legion use to transport to other worlds. Once there, complete an event or defeat a boss to earn epic rewards.
New Dungeon: Seat of the Triumvirate
Once the heart of the ancient eredar civilization where Velen, Archimonde, and Kil’jaeden ruled their people, this temple has fallen to ruin. Return with Velen to retrieve an ancient relic of power, and battle the darkness that has overtaken this sacred place, in a new 5-person dungeon among the ruins of Mac’Aree on Argus, featuring four bosses:
Zuraal the Ascended Zuraal represents the Shadowguard’s first success at creating a Void-infused Broken whose mind has not fallen into madness. A renowned brawler in his past life, Zuraal uses his newfound dark strength to empower his attacks and decimate his foes. Saprish The ever-tactical Saprish deploys the forces of the Shadowguard with calculated precision. Though a skilled commander and strategist, Saprish relishes taking a direct hand in battle. He turns his foes’ weaknesses against them, leaving his vulnerable adversaries at the mercy of his voracious pets. Viceroy Nezhar Like others of his ilk, Viceroy Nezhar is obsessed with harnessing the power of the Void to serve his own ambitions. Drawn to the Seat of the Triumvirate by the immense darkness emanating from deep within, Nezhar will stop at nothing to claim it for his own. Given the viceroy’s experiments at infusing vessels with the power of shadow, the implications of what he might accomplish on Argus are dire indeed. L'ura When Velen and his followers fled Argus aboard the Genedar, the naaru L’ura stayed behind to buy the draenei time to escape. Kil’jaeden, enraged by this betrayal, ordered the wounded naaru sealed away in the Seat of the Triumvirate. Over the long millennia that passed, L’ura fell from Light to Void. Her elegant song of courage and hope became a shadowy dirge of despair, luring those seeking to lay claim to her power. Updated Features
Argus World Quests
As you progress through each of the areas to explore on Argus, you’ll unlock new World Quests and new Emissaries eager for your help.
Harness the power of Argus to activate the Netherlight Crucible aboard the Vindicaar, allowing you to augment your Artifact Relics. The Crucible can be used to strengthen and customize Relics, increasing their raw power and allowing players to choose from a set of additional powers, including a second Artifact Trait to improve.
New and updated animations, effects, and audio are coming to all three Mage specs, all three Priest specs, and Elemental and Restoration Shamans. Restoration Druids have updated animations.
Class Halls, Champions, and Missions
Your Class Hall and its assorted Champions played key roles in the defense of Azeroth, and their keen efforts are needed to succeed with the new challenges of Argus. You’ll find dozens of new missions, along with new Troop types, and an increase in your Champions’ item level to 950.
Loot dropped in Normal, Heroic, and Mythic dungeons is now increased in power by 20 item levels:
Normal: item level 845 Heroic: item level 865 Mythic: item level 885 Mythic Keystone rewards scale up to a maximum of item level 915 in the dungeon, and item level 935 in the weekly chest, both capped at Mythic Keystone 10. This cap in will increase to Mythic Keystone 15 at a future date.
The difficulty of Heroic and Mythic dungeons has increased to reflect the improved rewards. Normal dungeon difficulty is unchanged.
Venture through the raids of Cataclysm to find new battle pets for the much-anticipated achievement, Raiding with Leashes V: Cuteaclysm. You’ll boast about finding a host of mostly elemental pets when you revisit Blackwing Descent, Bastion of Twilight, Throne of the Four Winds, Firelands, and Dragon Soul.
Advance scouts have reported spotting 18 legendary boss pets scattered about Argus, and these miniature monstrosities have otherworldly special abilities that the denizens of Azeroth have never seen before, such as the slightly terrifying Greater Apocalypse ability. Additionally, more than a dozen different capturable wild pets are said to be found on Argus, as well as a number of pets that can only be obtained via reward items and the new Family Fighter achievement.
Professions on a New Planet
Professional development turns a new page on Argus, with new gathering nodes for Herbalism and Mining, new material types for Skinning and Tailoring, and a new soulbound reagent: Primal Sargerite. Look for new items that can be created by crafters, as well as a new shoulder enchant that provides materials specific to Argus.
In a related turn of events, six renowned NPCs have emerged in the world of fishing. Every day, visit Akule Riverhorn, Corbyn, Ilyssia of the Waters, Impus, Keeper Raynae, or Sha’leth to earn reputation and explore the new rewards they have to offer, and ultimately earn the Fisherfriend of the Isles achievement to unlock a new alternate appearance for your Underlight Angler artifact fishing pole.
“Represent”, “Ten Tabards”, “Twenty-Five Tabards” and “Thirty Tabards” now require that a number of unique tabards be obtained. These Achievements no longer require the tabards be equipped. Artifact Knowledge
The Orders are now working together to improve Artifact Knowledge, and Artifact Knowledge now increases every week for everyone at the same rate, without the need to submit work orders. Classes
The Avoidance stat has been reduced in effectiveness by 27% at all levels. Death Knight Frost The synergy between Hungering Rune Weapon and Breath of Sindragosa has dominated the spec, leaving little room for variety. We’re adjusting this combo, and overall damage has increased to compensate. The result should be a more competitive talent picture. All three level 100 talents are tweaked for balance and to play more smoothly. Hungering Rune Weapon should still be hectic to use and require planning, but should not drastically overcap resources anymore. All damage increased by 14%. Hungering Rune Weapon has moved to the level 100 row, swapping with Glacial Advance, which is now on the level 58 row. Breath of Sindragosa damage increased by 10%. Hungering Rune Weapon duration reduced to 12 seconds (was 15 seconds) and additionally grants 20% haste. Obliteration duration increased to 10 seconds (was 8 seconds). Obliteration now causes Howling Blast to grant Killing Machine (in addition to Frost Strike). These changes collectively reduce Frost’s propensity to be flooded with resources in many of its talent/legendary setups Horn of Winter cooldown increased to 45 seconds (was 30 seconds). Murderous Efficiency chance reduced to 50% (was 65%). Koltira's Newfound Will generates 1 Rune (was 2) and now causes Obliterate to deal 10% extra damage. The following talents have shifted around in the talent tree to provide more choices and allow for better balanced options. This requires targeted balance changes. Runic Attenuation is now level 56, Murderous Efficiency is now at level 57, and Frozen Pulse is now level 90. Freezing Fog effect reduced to 20% (was 30%). Frozen Pulse damage reduced by 39%. Icy Talons bonus increased to 15% (was 10%). Shattering Strikes bonus increased to 60% (was 40%). The utility talent row on level 75 should now provide a better payoff in situations where Frost’s comparative lack of mobility is felt. Volatile Shielding now causes Anti-Magic Shell to generate 100% additional Runic Power (was: removes Runic Power generation), and no longer deals damage. White Walker replaced with new talent, Inexorable Assault: For every 1 second spent in combat with no enemy within 8 yards, you gain a stack of Inexorable Assault. Each stack causes your next autoattack to deal additional Frost damage. Druid All Specs Mass Entanglement is now a 15-yard AoE around the target. Prowl cooldown reduced to 6 seconds (was 10 seconds). Rebirth is now castable in all forms. Feral Feral’s updates are focused on addressing two issues with the spec: reducing the dominance of complexifying talents such as Savage Roar, Jagged Wounds, and Bloodtalons, and reducing the damage gap between learning the spec and playing it perfectly. Feral has traditionally been a high skill-cap spec, and we have no intention of changing that, but this suite of updates should make the spec more approachable and less punishing for those still learning its nuances. All damage increased by 33%. Bloodtalons damage bonus reduced to 20% (was 50%), and now additionally procs from casting Entangling Roots. Elune's Guidance cooldown reduced to 30 seconds (was 45 seconds), and combo points granted reduced to 5 + 5 over 5 seconds (was 5 + 8 over 8 seconds). Fixed a bug with Incarnation: King of the Jungle, where Ferocious Bite’s optional additional 25 energy cost wasn’t being reduced by 50% as intended. Incarnation: King of the Jungle now only allows the use of Prowl while in combat once throughout its duration, and now reduces the cost of all Cat Form abilities by 50% while active (was 60%). Jagged Wounds now causes your Rip, Rake, and Thrash abilities to deal the same damage as normal, but in 20% less time (was 33%). Moment of Clarity’s damage bonus to affected abilities increased to 20% (was 15%), and now affects Brutal Slash. Predatory Swiftness no longer affects or is consumed by Rebirth. Sabertooth damage bonus to Ferocious Bite increased to 20% (was 15%). Savage Roar duration increased by 50% at all combo point levels, and damage bonus reduced to 15% (was 25%). Tear the Flesh (Artifact trait) now increases damage dealt by Rake by 6% (was 7%) per rank. The following talents have shifted around in the talent tree to provide more choices and allow for better balanced options. Elune's Guidance has moved to level 100 row, swapping with Brutal Slash, which is now on the level 90 row. Jagged Wounds has moved to level 75, swapping with Savage Roar, which is now on the level 90 row. The rhythm and pacing of AoE situations should now feel more consistent with the rest of Feral’s abilities. Swipe Energy cost reduced to 40 (was 45). Thrash Energy cost reduced to 45 (was 50). Thrash Now generates 1 combo point if it hits a target. Savage Roar is generally maintained at full uptime, so the “deals increased damage for their full duration” on it provided no gameplay, only added complication. In comparison, Tiger's Fury and Bloodtalons still provide interesting gameplay due to their limited nature. Savage Roar now increases the damage of Feral damage over time effects dynamically, based on whether Savage Roar is active or inactive at the time of dealing damage. Previously, Feral damage over time abilities dealt a set amount of total damage over their full duration based on whether Savage Roar was active or not when the damage over time abilities were cast. Tiger's Fury and Bloodtalons functionality remains unchanged. Hunter The Porcupine family has been re-named to Rodent. Monk Windwalker Rushing Jade Wind damage increased by 22%. Nearly all damage sources are now covered by Versatility, and these were two that didn't need to be left out. Touch of Death’s damage is now increased by Versatility. Touch of Karma’s damage is now increased by Versatility. Paladin The Paladin class mount vendor now offers a glyph that allows Paladins to transform their Divine Steed into their class mount. Blessing of Sacrifice should now robustly prevent against reducing the casting Paladin below 20% health. Developers’ note: This is a bugfix to Blessing of Sacrifice to eliminate the issue with it reducing you to below the listed health amount, and even occasionally killing you. It should now be safe to rely on it to perform as expected. Retribution Traits and legendaries that buff Crusade should still be attractive, but not as far ahead of the pack as they previously were. All damage abilities increased by 6%. Chain of Thrayn now correctly, additively stacks with Crusade. Wrath of the Ashbringer trait bonus reduced to 2 seconds per rank (was 2.5 seconds per rank). Mastery’s effect on Judgment damage increased by 46%, and Mastery’s effect on Judgment debuff strength increased by 17%. Execution Sentence damage increased by 17%. Righteous Blade trait bonus reduced to 4% per rank (was 5% per rank). Unbreakable Will is no longer triggered when you’re under the effect of Sleep Canister. Protection There should now be much less DPS and survivability swing between Seraphim and non-Seraphim builds. Non-Seraphim builds now do better damage, and Seraphim builds do not sacrifice as much defense as they previously did. Seraphim cooldown increased to 45 seconds (was 30 seconds) Damage increased by 8%: Avenger's Shield, Judgment, Hammer of the Righteous, Blessed Hammer, Consecration, Shield of the Righteous, Eye of Tyr. Bulwark of the Silver Hand now gives 35% Armor (was 20%). Shaman Elemental Earthquake damage increased by 19%. Static Overload redesigned: After using Stormkeeper, your next Chain Lightning causes Elemental Overload to trigger on every target. Elemental continues to have strong AoE capabilities, but we want to help make their single target damage a bit more attractive. All damage abilities increased by 6% (with the exception of Chain Lightning). Earth Shock damage increased by 7%. Frost Shock damage increased by 13%. This set of changes gives Elemental much more room to benefit from their mastery stat before reaching the hard cap of 100% proc rate. Elemental Blast damage increased by 7%. Elemental Blast now provides 2000 stats at level 110 (was 2400). Elemental Overload now does 85% of base damage (was 75%) and its proc rate has been reduced by 17%. Totem Mastery: Storm Totem bonus reduced to 5% (was 10%). Warlock Healthstone now heals 25% of the user’s health at all levels. Developers’ note: Healthstones should be more useful at current endgame health amounts. Warrior Fury Juggernaut damage bonus reduced to 3% per stack (was 5% per stack). Execute damage increased by 20%. Class Halls
The Tier 3 Class Hall research bonus now costs 1,000 Order Resources (was 2,000). The Tier 4 Class Hall research bonus now costs 2,500 Order Resources (was 4,000). The Tier 5 Class Hall research bonus now costs 5,000 Order Resources (was 8,000). All research durations for changing a bonus have been reduced 1 day (was 3 days). The cost to change the Tier 7 research bonus has been increased to 5,000 Order Resources (was 2,000). Companion App
Added support for Argus world quests and missions. Dungeons
Players can no longer swap equipment in Mythic Keystone dungeons while under the effect of the Bursting or Grievous damage-over-time effects. Items
Attack Power has been removed from all player gear and replaced with Strength or Agility, except in cases where those stats would be inappropriate (such as guns). Many holiday-themed items now have substantially-reduced cooldowns when their associated holidays are active. Many legacy class set items that did not have a sell price now have a sell price. Contributing to a building on the Broken Shore no longer awards a Legionfall Recompense item, and the Artifact Power value of the Artifact Power token awarded has been reduced. Artifact Power items no longer have a sale price, as they should always be useable. Artifacts Hidden Appearances – You are no longer required to be using your current specialization’s Hidden Artifact Appearance to gain progress towards unlocking its 3 color variants. You can now gain progress towards unlocking the 3 color variants of your Artifact’s Hidden Appearances set while you are in any spec and using any Artifact appearance. Challenge Appearances – You are no longer required to be using your current specialization’s Challenge Artifact Appearance to gain progress towards unlocking its 3 color variants. You can now gain progress towards unlocking the 3 color variants of your Artifact’s Challenge Appearances set while you are in any spec and using any Artifact appearance, as long as you have unlocked the base challenge appearance for a given spec. The Appearance requirement “Defeat all Legion dungeons” has been changed to “Complete 10 different Legion dungeons”, and now includes Seat of the Triumvirate. Druid Feral Garb of the Astral Warden 2-piece set bonus (Item - Druid T19 Feral 2P Bonus) redesigned and now causes Thrash to deal 15% increased damage (was “Thrash generates 1 combo point if it hits a target.”). Garb of the Astral Warden 4-piece set bonus (Item - Druid T19 Feral 4P Bonus) now causes Shred and Swipe to deal 8% increased damage for each Bleed effect you have on the target (was 15%). Shaman Elemental The Regalia of the Skybreaker 2-piece bonus (Item - Shaman T20 Elemental 2P Bonus) now reduces Storm Elemental cooldown by 2 seconds (was 1.5 seconds). Player versus Player
Fierce Gladiator’s Cloak’s rating requirement has been increased to 2300. Additional Artifact Power tokens are awarded to players that win Arena matches based on the player’s rating, starting at 1800. Enchanter's Illusion - Glorious Tyranny is now available to purchase from Prideful Gladiator vendors, for characters who earned Duelist: Season 14 or Duelist: Season 15. Enchanter's Illusion - Primal Victory is now available to purchase from Warmongering Gladiator vendors, for characters who earned Duelist: Warlords Season 1, Duelist: Warlords Season 2, or Duelist: Warlords Season 3. All Classes Pets in PvP are now immune to Taunt effects for 20 seconds after being Taunted. Shaman Restoration The totem summoned by Grounding Totem will no longer take damage from spells that are redirected to it. Quests
The Broken Shore now offers an Emissary Quest. User Interface
A “Summon Random Favorite Battle Pet” button has been added to the Pet Journal. Legendary quests now display as orange markers on the world map. Legion dungeon and raid maps now have clickable icons where sub-maps connect, making it easier to navigate between floors. Mount and pet unlocks now have a unique toast. The Dressing Room pane is now larger. The Shop has a new checkout interface. You can now turn left and right with the Move Pad accessibility feature.