Starym

Major Class Tuning for Next Reset

28 posts in this topic

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It seems one set of class changes right before a new raid release wasn't enough and we're in for some more! A lot of the issues the community has been pointing out have been addressed, like Hunters and Enhancement Shamans getting major buffs and Shadow Priests and Demon Hunters getting nerfs. The changes will take effect after the next maintenance.

Blizzard LogoLore (source)

Death Knight

  • Blood


Demon Hunter

  • Havoc
    • Annihilation, Blade Dance, Chaos Nova, Chaos Strike, Death Sweep, Demon Blades, Demon’s Bite, Eye Beam, Fel Barrage, Fel Eruption, Fel Rush, Fury of the Illidari, Metamorphosis, and Throw Glaive damage reduced by 2%.
    • Fel MasteryFel Mastery now grants 30 Fury (up from 25).
    • Chaos BladesChaos Blades now increases autoattack damage by 150% (down from 200%).


Hunter

  • Beast Mastery
  • Marksmanship
    • Aimed Shot, Arcane Shot, Barrage, Black Arrow, Bursting Shot, Marked Shot, Multi-shot, Murder of Crows, Piercing Shot, Sidewinders, Volley, and Windburst damage increased by 8%.
  • Survival
    • Carve, Flanking Strike, Explosive Trap direct damage, Flanking Strike, Mongoose Bite, Raptor Strike damage increased by 7%.
    • Explosive TrapExplosive Trap damage over time, LacerateLacerate, and Serpent StingSerpent Sting damage increased by 12%.
    • CaltropsCaltrops damage reduced by 10%.
       

Mage


Monk

 

Paladin

 

Priest

  • Discipline
    • Trinkets that deal single-target damage now deal 45% of normal damage (up from 40%).
    • Trinkets that deal multi-target damage now deal 35% of normal damage (up from 25%).
  • Shadow
    • Mind Blast, Mind Flay, Shadow Crash, Shadow Word: Death, Shadow Word: Void, Shadowy Apparition, Void Bolt, Void Torrent, and Void Eruption damage reduced by 4%.
    • Shadow Word: PainShadow Word: Pain damage reduced by 11%.
    • Vampiric TouchVampiric Touch damage reduced by 14%.


Rogue

  • Assassination


Shaman

  • Elemental
  • Enhancement
    • Crash Lightning, Flametongue, Lava Lash, Lightning Bolt, Lightning Shield, Rockbiter, Stormstrike, Windfury, and Windsong damage increased by 4%.
    • HailstormHailstorm damage increased by 29%.
    • BoulderfistBoulderfist damage increased by 15%.
    • Fury of AirFury of Air damage reduced by 12%.
  • Doom VortexDoom Vortex damage increased by 33%.


Warlock

  • Affliction
    • AgonyAgony now has its full chance to generate a Soul Shard on Soul EffigySoul Effigy (up from a 55% of normal chance).
    • Malefic GraspMalefic Grasp now increases the damage of damage over time effects by 70% (down from 80%).
  • Demonology
    • ShadowboltShadowbolt damage increased by 42%.
    • Demonbolt damage increased by 42%, but its damage is now increased by 10% per active demon (down from 18%).
       

Warrior

  • Protection
    • Charge, Devastate, Devastator, Heroic Throw, Ravager, Shield Slam, Victory Rush, and Deep Wounds damage reduced by 5%.
    • RevengeRevenge and Thunder ClapThunder Clap damage reduced by 14%.
       

      Legendary Items

       

      Additionally, we’re planning to make some general changes to PvP balance, with the intent of lowering overall damage from a few overperforming specs and talents. Those exact changes have not yet been finalized, but we’ll share them as soon as we are able.

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      Worried about those prot warrior nerfs, tons of people already saying we are dead now in 7.1.5, while I have agreed I feel like I taking way more damage then before. Now we getting a damage nerf a week later. I already doing less dps then all the other tanks. Really would love to know what blizz plans are here, right now feels like they are just trying to kill prot fully

      Edited by Nytemare
      • Like 2

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      5 hours ago, Bladehawk said:

      A lot of much-needed changes. We'll see if the Hunter buffs are substantial enough; I certainly hope they are.

      I feel same about enhancement shaman:/ After 7.1.5 it just is lagging behind... as i see fury of air being nerfed, the viable choise in talent... not sure how i feel about these... seems just to little atm, i hope they look this over critically.

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      Don't fix Havoc's irritating resource generation or anything, Everybody loves having a rotation based on RNG.

      I mean, resource starving worked for Combat Rogues, right?

      I'm just now realising they literally buffed and then nerfed the same spells in the same week... kinda starting to look like they just don't really know what to do to Havoc. Maybe they should try listening to the community?

      Edited by Ampea
      Added realization that they buffed and nerfed the same spells in the same week

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      Demon hunter guide for Blizzards:

      1. Create a new hero class

      "Oh no it can kill a paladin, it's op!"

      2. Nerf the shit out of it.

      3. Make it playable only when having mysterious, orange items, rare as a balanced paladin.

      4. Buff paladins.

      5. Accidentally make demon hunters playable in new patch. Oh no!

      6. Nerf his legendaries!

      7. Nerf the class again! Hurray, all the fun is gone.

      8. Buff hunters......

      • Like 4

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      The Barrage damage buff remains to be seen as to which it is, good or bad. The problem with Barrage isn't it's damage, it's the size of cone of fire, and that little issue seems lost on Blizzard. If it continues to not have the cone tightened, Barrage will remain to be a talent you should AVOID for BOTH MM and BM specs,  and using Volley or MoC instead will continue to be the right choice. IF Blizzard ever tightens that cone to a reasonable degree where it doesn't pull every add in a dungeon every time you use it, only then will Barrage become viable as the go-to talent again.

      Edited by hochstepanzerjager
      • Like 2

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      The Demon Hunter Class is getting nerfed of course we have to work so hard to get that 5% extra damage on our Artifact weapon so you can take away with the 2% damage nerf thank you Blizzard

      • Like 1

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      8 hours ago, hochstepanzerjager said:

      The Barrage damage buff remains to be seen as to which it is, good or bad. The problem with Barrage isn't it's damage, it's the size of cone of fire, and that little issue seems lost on Blizzard. If it continues to not have the cone tightened, Barrage will remain to be a talent you should AVOID for BOTH MM and BM specs,  and using Volley or MoC instead will continue to be the right choice. IF Blizzard ever tightens that cone to a reasonable degree where it doesn't pull every add in a dungeon every time you use it, only then will Barrage become viable as the go-to talent again.

      Agreed... I don't know why they don't make it similar to the multi-shot mechanic... basically just making it an automatic multi-shot... the range on barrage is ridiculous... it doesn't have to shoot that far.

      Edited by b1sojf91

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      Im probably gona sound like a huge ass but everyone complaining about the demon hunter nerfs stop complaining your class is atleast fucking playable we hunters have it a lot worse i literally lost 100k cause of the 7.1.5 patch you guys only went up so stop with the complaining and your still gona be doing better than us cause mm hunters buff is an absolute joke it wont make it any more viable than it is it wil still be as shitty as it is now

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      1 hour ago, KillerNinja said:

      Im probably gona sound like a huge ass but everyone complaining about the demon hunter nerfs stop complaining your class is atleast fucking playable we hunters have it a lot worse i literally lost 100k cause of the 7.1.5 patch you guys only went up so stop with the complaining and your still gona be doing better than us cause mm hunters buff is an absolute joke it wont make it any more viable than it is it wil still be as shitty as it is now

      How did you lose 100k with this patch? The general consensus I've seen is most hunters feel 7.1.5 gave them a buff and this is just gonna increase that to be off the bottom of the ladder. Hunters are just usually a lot better towards the end of the expac anyway. 

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      10 hours ago, hochstepanzerjager said:

      The Barrage damage buff remains to be seen as to which it is, good or bad. The problem with Barrage isn't it's damage, it's the size of cone of fire, and that little issue seems lost on Blizzard. If it continues to not have the cone tightened, Barrage will remain to be a talent you should AVOID for BOTH MM and BM specs,  and using Volley or MoC instead will continue to be the right choice. IF Blizzard ever tightens that cone to a reasonable degree where it doesn't pull every add in a dungeon every time you use it, only then will Barrage become viable as the go-to talent again.

       

      1 hour ago, b1sojf91 said:

      Agreed... I don't know why they don't make it similar to the multi-shot mechanic... basically just making it an automatic multi-shot... the range on barrage is ridiculous... it doesn't have to shoot that far.

      Honestly there's no reason to pick barrage now anyway, the damage is just too low for both specs. I think the whole reason it's staying the same because it forces you to have to know your class and how to position yourself not to pull additional mobs. The point of not having a narrow cone is so that you can hit mobs from far away, that's why there's a difference between barrage and volley. Making barrage a lot more situational than a go-to. 

      Personally I liked it better last expac, I haven't liked barrage since 7.0 hit and they completely changed it. 

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      Guys... double Demon Hunter was a thing in high rated arenas and they could kill in seconds.

      It was very clear that they were getting nerfed.

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      12 minutes ago, Maruken said:

      Guys... double Demon Hunter was a thing in high rated arenas and they could kill in seconds.

      It was very clear that they were getting nerfed.

      Not to mention their leech during Metamorphosis. 

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      Rogues getting nerfed again....what a suprise.

      Why the hell would they nerf agonizing poison? Makes no sense to me.

      I understand the nerf of duskwalkers but up to 65 is way to hard. 55 would be enough at first.

      Edited by Reflex

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      19 hours ago, Reflex said:

      I understand the nerf of duskwalkers but up to 65 is way to hard. 55 would be enough at first.

      I always feel like they take the stance of "overnerf and then buff" rather than having to nerf again.

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      4 minutes ago, PatrickHenry said:

      Noooooooooooo! 

      How did it feel to be good for a few days? ;D

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      Just now, Blainie said:

      How did it feel to be good for a few days? ;D

      It is still much better than before, but yes, it was super nice to have BIS and best overall legendary for a while

       

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      23 minutes ago, PatrickHenry said:

      It is still much better than before, but yes, it was super nice to have BIS and best overall legendary for a while

      Yeah, it's nice when, after having such a bad legendary for a while, you suddenly have the most amazing thing :D Sadness to happiness faster than the speed of light!

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          Master Assassin (level 30) Poison Bomb (level 100) Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Dispatch 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Anticipation Deeper Stratagem 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Crimson Tempest Marked for Death Outlaw
          Grappling Hook is now an ability that does not have a level requirement listed. New Talents
          Retractable Hook (level 30) Blinding Powder (level 75) Loaded Dice (level 100) Level Talent 1 Talent 2 Talent 3 15 Swordmaster Quick Draw Ghostly Strike 30 Acrobatic Strikes Retractable Hook *new* Hit and Run 45 Vigor Anticipation Deeper Stratagem 60 Iron Stomach Elusiveness Cheat Death 75 Dirty Tricks Blinding Powder *new* Prey on the Weak 90 Alacrity Cannonball Barrage Killing Spree 100 Loaded Dice *new* Slice and Dice Marked for Death Subtlety
          New Talents
          Shot in the Dark (level 75) Level Talent 1 Talent 2 Talent 3 15 Weaponmaster Find Weakness Gloomblade 30 Nightstalker Subterfuge Shadow Focus 45 Vigor Anticipation Deeper Stratagem 60 Soothing Darkness Elusiveness Cheat Death 75 Shot in the Dark *new* Strike from the Shadows Prey on the Weak 90 Dark Shadow Alacrity Enveloping Shadows 100 Master of Shadows Death from Above Marked for Death Shaman [Return to Top]
          Tremor Totem is baseline at level 58 Capacitor Totem is baseline at level 44 Elemental
          Fulmination - passive available at level 13 New Abilities
          Epicenter - passive available at level 13 Fulmination - passive available at level 13 New Talents
          Molten Fury (level 15) Volcanic Rage (level 30) Spirit Wolf (level 45) Seismic Armor (level 75) High Voltage (level 90) Electric Discharge (level 100) Level Talent 1 Talent 2 Talent 3 15 Earthen Rage Molten Fury *new* Totem Mastery 30 Spirit Wolf *new* Earth Shield Static Charge *new* 45 Echo of the Elements *new* Elemental Blast *new* Icefury *new* 60 Aftershock Storm Elemental Liquid Magma Totem 75 Nature's Guardian Seismic Armor *new* Ancestral Guidance 90 High Voltage *new* Primal Elementalist Master of the Elements 100 Elemental Attunement *new* Stormkeeper Ascendance Enhancement
          New Talents
          Totem Mastery (level 15) Spirit Wolf (level 45) Elemental Spirits (level 75) Windfury Totem (level 75) Level Talent 1 Talent 2 Talent 3 15 Landslide Hot Hand Totem Mastery *new* 30 Ancestral Guidance Feral Lunge Wind Rush Totem 45 Spirit Wolf *new* Earth Shield Static Charge *new* 60 Ancestral Swiftness Hailstorm Lightning Shield 75 Elemental Spirits *new* Overcharge Windfury Totem *new* 90 Crashing Storm Fury of Air Sundering 100 Boulderfist Earthen Spike Ascendance Restoration
          New Talents
          Spirit Wolf (level 45) Level Talent 1 Talent 2 Talent 3 15 Undulation Unleash Life Torrent 30 Gust of Wind Graceful Spirit Wind Rush Totem 45 Spirit Wolf *new* Earthgrab Totem Static Charge *new* 60 Crashing Waves Earth Shield Deluge 75 Ancestral Protection Totem Earthen Wall Totem Ancestral Vigor 90 Bottomless Depths Cloudburst Totem Echo of the Elements 100 High Tide Wellspring Ascendance Warlock [Return to Top]
          Shadowfury - is available at level 60 Affliction
          New Talents
          Deathbolt (level 15) Shadow Embrace (level 15) Empowered Healthstone (level 75) Darkfury (level 75 talent) Creeping Death (level 100) Level Talent 1 Talent 2 Talent 3 15 Shadow Embrace *new* Haunt Deathbolt *new* 30 Writhe in Agony Absolute Corruption Death's Embrace 45 Demon Skin Burning Rush Dark Pact 60 Sow the Seeds Phantom Singularity Soul Harvest 75 Darkfury *new* Mortal Coil Demonic Circle 90 Nightfall N/A Grimoire of Sacrifice 100 Soul Conduit Creeping Death *new* Siphon Life Demonology
          Level Talent 1 Talent 2 Talent 3 15 Demonic Calling Fel Strike *new* Doom *new* 30 Riders *new* Power Siphon *new* Summon Vilefiend *new* 45 Demon Skin Burning Rush Dark Pact 60 Raging Imps *new* Demonic Strength *new* Biliescourge Bombers *new* 75 Darkfury *new* Mortal Coil Demonic Circle 90 Grimoire of Synergy Demonic Consumption *new* Grimoire of Service 100 Inner Demons *new* Soul Conduit  Nether Portal *new* Destruction
          Level Talent 1 Talent 2 Talent 3 15 Eradication Flashover *new* Soul Fire 30 Reverse Entropy *new* Internal Combustion Shadowburn 45 Demon Skin Burning Rush Dark Pact 60 Fire and Brimstone Cataclysm Hellfire 75 Darkfury *new* Mortal Coil Demonic Circle 90 Roaring Blaze Grimoire of Supremacy Grimoire of Sacrifice 100 Soul Conduit Channel Demonfire Dark Soul *new* Warrior [Return to Top]
          Battle Shout returns at level 42 Arms
          New Abilities
          Sweeping Strikes - available at level 22 New Mastery
          Mastery: Deep Wounds (Deep Wounds) New Talents
          Skullsplitter (level 15) War Machine (level 15) Unbridled Wrath (level 75) Warbreaker (level 75) Deadly Calm (level 90) Mortal Combo (level 90) Dreadnaught (level 100) Level Talent 1 Talent 2 Talent 3 15 War Machine *new* Sudden Death Skullsplitter *new* 30 Double Time Impending Victory *new* Storm Bolt 45 Trauma Rend Avatar 60 Second Wind Bounding Stride Defensive Stance 75 Coming Soon Warbreaker *new* Cleave 90 Mortal Combo *new* Fervor of Battle Deadly Calm *new* 100 Anger Management Dreadnaught *new* Ravager Fury
          Level Talent 1 Talent 2 Talent 3 15 War Machine Endless Rage Fresh Meat 30 Double Time Impending Victory *new Storm Bolt 45 Wrecking Ball Outburst Avatar 60 Furious Charge Bounding Stride Warpaint 75 Carnage Massacre Frothing Berserker 90 Frenzy Inner Rage Bloodbath 100 Reckless Abandon Dragon Roar Bladestorm Protection
          New Abilities
          Ignore Pain - available at level 40 Level Talent 1 Talent 2 Talent 3 15 Shockwave Storm Bolt Warbringer 30 Safeguard Inspiring Presence Impending Victory 45 Renewed Fury Best Served Cold Avatar 60 Warlord's Challenge Bounding Stride Crackling Thunder 75 Indomitable Devastator Never Surrender 90 Into the Fray Booming Voice Vengeance 100 Anger Management Heavy Repercussions Ravager
        • By Starym

           
          And there we have it, the very first Mythic +28 dungeon has been completed in time! This time around it's the Naowhxoxo, Imbanane, Fragnance, Frankstér and Gingì team that's made a new record, getting to +28 in Lower Karazhan! It was Bursting, Quaking and Fortified week in case you were wondering and they finished exactly 2 minutes and 59 seconds before the timer expired.
          Huge congrats to the team!
          Here's the clip of the moment of victory and the full video below it:



          And here are the main stats, courtesy of raider.io. Click on the image for even more:

          Source.
        • By Stan

          Alpha Build 26095 added totems for the upcoming Zandari Trolls.
          Here are totems of Zandalari Troll Shamans coming in Battle for Azeroth. We'll have a preview of the race up soon. In the meantime you can check out highlights of this week's Alpha Build here or read the latest development notes.
          Air Totem

          Earth Totem

          Fire Totem

          Water Totem

        • By Stan

          A preview of boss encounters found within Uldir - the first raid in Battle for Azeroth. The article contains spoilers.
          The raid was a titan research and quarantine facility, where titans were conducting experiments on Old Gods, creating G'huun. Blood Trolls of Nazmir worship the Blood God and you'll notice his lingering presence in the zone. Let's take a look at early Dungeon Journal entries for Uldir!
          Encounters
          Titan Keeper Hezrel Red Queen Fetid Devourer Titan Discs Blood of G'huun G'huun Titan Keeper Hezrel 
          No information available at this time.
          Red Queen (Red Queen & Remnants of Corruption) 

          Description
          The Red Queen will not allow adventurers into Uldim until they have been cleansed of corruption. First, they must pass through her decontamination chamber.
          Abilities
          Defense Grid (Important) - Passing through the Defense Grid inflicts 12,000 Arcane damage to all players and increases damage taken from Defense Grid by 100% for 6 sec. This effect stacks. Additionally, a Remnant of Corruption is summoned after 3 sec. Remnant of Corruption Clinging Corruption (Interruptible) - Spreads a vile, clinging corruption to players within 10 yds, inflicting 10,000 Nature damage and an additional 5,000 Nature damage every 1 sec for 5 sec. Cleansing Purge (Deadly) - Upon entering a room, the Red Queen begins a countdown to performing a full cleansing purge of all living matter within the space. Once the room has been purged it inflicts 30,000 Fire damage every 1 sec to players within. Sundering Scalpel (Tank Alert) - The caster slices with a focused laser scalpel, inflicting 30,000 Fire damage in a cone in front of them, and increasing damage taken by Sundering Scalpel by 100%. This effect stacks. Purifying Flame - Vents within the chamber unleash jets of purifying flame, each inflicting 20,000 Fire damage to all enemies within 3 yards. Wind Tunnel - Massive air vents throughout the chamber open, moving players towards jets of Purifying Flame. Fetid Devourer 

          Overview
          Fetid Devourer engages players, storing up energy over time to unleash Rotting Regurgitation.
          Periodically, Waste Disposal units around the room will activate, dumping waste into the room and leaving behind Corruption Corpuscles. Players must kill these before they release Enticing Essence, or Fetid Devourer will move to them and Consume Corruption, healing and gaining energy.
          At 50% health, Fetid Devourer will enter into a Fetid Frenzy.
          Damage Dealers
          Kill Corruption Corpuscles before they finish releasing Enticing Essence. When Chimaera nears 100 energy, prepare to avoid Rotting Regurgitation. Healers
          The primary tank on Fetid Devourer will take more consistent - but overall higher - damage, and the secondary tank will take intermittent, high damage from Terrible Thrash. Be sure the secondary tank is near full health when Terrible Thrash is coming. After players affected with Malodorous Miasma, they will develop Deadly Disease, which inflicts high damage and requires focused healing. Tanks
          The primary tank on Fetid Devourer will take more consistent - but overall higher - damage. As the secondary tank, stand nearby the primary tank so that you are targeted by Terrible Thrash, and be prepared for large spikes of damage when it hits. Abilities
          Thrashing Terror (Tank Alert) - Every fourth attack, Fetid Devourer will use Thrash on the closest player to the current tank. Terrible Thrash (Tank Alert) - Thrashes the target, inflicting 300% of a standard melee attack to them. Rotting Regurgitation - When Fetid Devourer reaches 100 Energy, he unleashes a Rotting Regurgitation, inflicting 21,400 Nature damage immediately and an additional 10,700 Nature damage every 2 sec. in a cone in front of him for 8 sec. Shockwave Stomp - Inflicts 10,025 Physical damage to all players and knocks them back. Malodorous Miasma (Healer Alert) - The foul stench of the area sickens players, inflicting 3,210 Nature damage to afflicted players every 1.5 sec. for 18 sec. When this effect expires, it applies Deadly Disease to the affected player. Deadly Disease (Healer Alert) - Inflicts 12,000 Nature damage every 2 sec. for 6 sec. Corruption Corpuscle Enticing Essence - Releases pheromones, drawing Fetid Devourer to consume the Corruption Corpuscle. Consume Corruption - Consumes a Corruption Corpuscle, healing Fetid Devourer for 10% and granting 20 Energy. Fetid Frenzy (Important) - At 50% Health, Fetid Devourer frenzies, increasing damage dealt by 25% and damage taken by 50%. Titan Discs (Zol'thuum the Forgotten, Qiraji Warrior, Anub'ar Voidweaver) 

          Overview
          Zol'thuum assaults players while the compromised Titan Discs come online, calling forth powerful Old God magics and summoning their lesser servants. As new Titan Discs come online, previously activated Discs will go dormant.
          Damage Dealers
          Keep a safe distance from your allies when Chaotic Glare is preparing to fire. Consider your positioning when Roiling Deceit is about to expire. Free allies from Will of the Corruptor by attacking them. Healers
          Titan Spark strikes random targets periodically. Void Surge inflicts substantial damage to all party members in addition to the lethal damage within each eruption. The damage dealt by Corruption Pulse increases with each cast until the Orb of Corruption is disturbed. Tanks
          Avoid being struck by Void Lash multiple times during Might of the Void. Consider the position of your allies when redirecting casts of Void Lash. Abilities
          Titan Spark - Titan energy arcs from the damaged Titan Disc, striking several targets for 3,580 Nature damage. Void Surge (Important, Deadly) - Upon reaching 100 energy, Zol'thuum unleashes a series of eruptions in quick succession. Each eruption inflicts 35,000 Shadow damage to players caught within it. In addition, each eruption inflicts 8,000 Shadow damage to all players. Might of the Void (Tank Alert) - Zol'thuum performs a series of powerful attacks. Void Lash (Tank Alert) - Zol'thuum summons lashing tentacles, inflicting 40,000 Shadow damage in a frontal cone, and reduces healing received by 50% for 8 sec. This effect stacks. Rupture (Tank Alert) - Zol'thuum drives its tentacle into the target, inflicting 80,000 Physical damage and an additional 10,000 Physical damage every 2 sec for 40 sec. This effect stacks. Stage One: Chaos
          At 90% health remaining Protocol: Chaos begins. Summoning projections of C'Thun and replicating minions from the Qiraji empire.
          Chaotic Glare (Deadly) - The Eye of C'Thun penetrates the soul of the target, dealing 13,800 Nature damage and leaping to any nearby allies for increased damage. Qiraji Warrior Fixate - A Qiraji Warrior sets its attention on an enemy. Lasts 15 sec or until it strikes its target. Jagged Mandible - The Qiraji Warrior's melee attacks maim the target, inflicting 5,000 Physical damage every 3 sec and reducing movement speed by 20% for 15 sec. This effect stacks. Stage Two: Deception
          At 60% health remaining Protocol: Deception begins. Summoning projections of Yogg-Saron and replicating servants from Azjol-Nerub.
          Roiling Deceit (Important) - Yogg-Saron corrupts the target, inflicts 10,000 Shadow damage every 2 sec and forms an Ominous Cloud upon expiration. Roiling Deceit Guardian of Yogg Saron (Casts Shadow Nova upon raching 100 energy when defeated). Shadow Nova - Self destructs, Inflicting 20,000 Shadow damage to all enemies. (Deadly) -  Anub'ar Voidweaver Withering Touch (Interruptible) - Launches Shadow energy towards an enemy, inflicting 10,000 Shadow damage and an additional 8,000 Shadow damage every 2 for 20 sec. Stage Three: Corruption
          At 30% health remaining Protocol: Corruption begins. A warped projection appears and shadowy whispers echo through the chamber. The magic released from the damaged Titan Discs appear to be unchecked and more than a demonstration of power...
          Overload - The damaged disc activates, increasing the frequency of Titan Spark. Orb of Corruption - A manifestation of N'Zoth's power forms. Inflicts 10,250 Shadow damage to all enemies every 10 sec, increasing with each pulse. Coming into contact with the orb resets this effect, but afflicts the victim with Will of the Corruptor. Corruption Pulse - Inflicts 10,000 Shadow damage to all enemies, damage increased with each pulse. Will of the Corruptor - Coming into contact with an Orb of Corruption charms the victim, causing them to attack nearby allies. When this effect is removed, the victim gains Corruptor's Pact. Corruptor's Pact (Important) - N'Zoth's power courses through you, increasing your damage, healing, and absorption effects by 25%. You are vulnerable to N'Zoth's influence and coming into contact with an Orb of Corruption will consume you. Servant of N'Zoth (Deadly) - Coming into contact with an Orb of Corruption while affected by Corruptor's Pact consumes the victim, transforming them into a mindless servant of N'Zoth. Blood of G'huun 

          Description
          A sample of G'huun's blood, animated and run amok. Considered by the Titans to be an infection capable of killing every living thing on Azeroth. Its primary disease strain was dubbed the Omega Vector.
          Overview
          The Blood of G'huun creates instances of Omega Vector which bounce endlessly between players during the encounter. When Omega Vector jumps between players it leaves behind a stack of Lingering Infection, which has no duration and cannot be removed.
          Mutagenic Pathogen is the source of new copies of Omega Vector, with one Omega Vector being created whenever Mutagenic Pathogen expires from a player.
          Damage Dealers
          Kill Plague Amalgams quickly to prevent excessive heal absorbs from Immunosuppression. Avoid the area damage from targets affected by Gestate. Communicate with your allies to control each jump of Omega Vector. Healers
          Targets afflicted by Omega Vector and Gestate will require heavy healing to survive. Help tanks survive several attacks of Mutagenic Pathogen as they try to minimize the number of Omega Vector jumping through the raid. Lingering Infection cannot be removed and does not have a duration, making it more virulent as the encounter goes on. Communicate with your allies to control each jump of Omega Vector. Tanks
          Make sure you are close to desirable hosts for Omega Vector targets when Mutagenic Pathogen fades. Hold the Blood of G'huun's threat for as long as you can to prevent generating too many copies of Omega Vector. Abilities
          Lingering Infection - Weakens the player's resistance to future infections, increasing Nature damage taken by 5%. Pestilence Omega Vector (Important) - Omega Vector takes root in a player, inflicting 4,860 Shadow damage every 2 sec for 10 sec. On expiration, Omega Vector jumps to the closest ally and applies a stack of Lingering Infection to its former host. Mutagenic Pathogen (Tank Alert) - Inflictins 2,290 Shadow damage every 2 sec for 12 sec. Each subsequent application of Mutagenic Pathogen doubles the damage per tick of the previous application. On expiration, the Mutagenic Pathogen evolves into Omega Vector and jumps to the target with the fewest Lingering Infections from among the three closest players. Gestate - Inflicts 1,790 damage every 1 sec to a random player and all players within 8 yards for 5 sec. Stuns the initial target while a Plague Amalgam gestates within the player. On expiration, the Plague Amalgam will spawn 5 yards from that player. Plague Amalgam Immunosuppression - Spreads a toxin that absorbs 18,000 healing done to all players within 500 yards. Contagion (Deadly) - Inflicts 10,700 Nature damage to all players.  Carnage Liquefy - Transforms into a pool of toxic blood, triggering Lingering Infection on players who come into contact with the pool. Blood Geyser - A geyser of corrupted blood inflicts 6,430 Shadow damage to all players within 1 yards. Affected players gain a stack of Lingering Infection. Hypergenesis - A pool of blood forms, erupting for 10,750 Shadow damage to players within 6 yards after 8 sec. If no players are hit by the eruption, it instead inflicts 12,850 Shadow damage to all players. G'huun 

          Stage One: My Minions are Endless!
          Arena Floor
          Blood Shield - While shielded, G'huun's regenerates 5% of his maximum health every 0.5 sec. Spew Corruption - G'huun lobs a blast of corruption that sloshes towards a random player, inflicting 12,500 Plague damage to any player within 10 yards of the impact. After bounding 3 times the glob forms a Inflicts 5,000 Plague damage every 2 sec while within the area. Pool of Corruption - Inflicts 5,000 Plague damage every 2 sec while within the area. Call Corruption - G'huun calls all pools of corruption back to him over 12 sec. Thousand Maws - G'huun summons forth minions to assist him. Cyclopean Terror Torment (Interruptible) - The caster assaults a random player's mind, inflicting increasing 0 Shadow damage every 2 sec for 18 sec. Dark Young Massive Smash (Tank Alert) - Filled with unending rage the caster slams their target, inflicting 20,000 Physical damage and knocking them back. Dark Bargain - Increases the damage taken and damage done of all creatures, including players, within 15 yards of the caster by 50%. Blightspreader Tendril - The Blightspreader Tendril slowly loses energy over time. Upon reaching 0 energy, the tendril burrows through the ground to a new location, casting Mantle of Shadow. Decaying Eruption (Interruptible) - Inflicts 7,500 Plague damage to all players, consuming up to 10 energy upon a successful cast. Mantle of Shadow - The caster forms a shield of shadows around itself, absorbing the next 500,000 damage taken. While the absorb shield is active the caster is immune to interrupt and silence effects. In addition, the caster's energy is refreshed to 100. Upper Platforms
          Defensive Countermeasure - Upon dying a Defensive Countermeasure explodes, dropping a Titan Core. Titan Core - A mote of titanic power, depositing this core in a Power Conduit generates 20 energy. While holding the Titan Core, the target's movement speed is reduced by 20% every 2 sec until they become immobile. Throw Titan Core - Throws the titan core up to 20 yards. If the core is not caught by another player it is destroyed. Imperfect Physiology - The lingering effects of the curse of flesh interfere with the titan's power, preventing interaction with the Titan Cores for 2 min. Amorphus Cyst Undulating Mass - Creates an area of mossy growth that, inflicts 250 Plague damage every 1.5 sec and reduces movement speed by 75% while standing within the area. Tendrils of Corruption - Nightmarish tendrils grasp and squeeze any player who touches them, immobilizing the target and inflicting 0 Plague damage every 5 sec for 12 sec. Unclean Contagion - Spores clouds choke the upper platforms surrounding G'huun, inflicting 1,000 Shadow damage every 2 sec for 2 min and growing in intensity every 2 sec while remaining in the area. Stage Two:
          Arena Floor
          Crimson Blight - G'huun's presence corrupts nearby players, inflicting 1,000 Shadow damage every 1.5 sec. This affect intensifies every 8 sec. Blood Feast - G'huun corrupts his current target, inflicting 5,000 Shadow damage every 2 sec. After 10 sec, players within 8 yards of the target have their applications of Crimson Blight reset to 1 and a Gibbering Horror is spawned. Gibbering Horror Blood Might - Each application of Crimson Blight that is consumed by Blood Feast increases the Gibbering Horror's maximum health and damage done by 5%. Mind-Numbing Chatter - The caster babbles incoherently, inflicting Shadow damage to all players and interrupting casting for 3 sec. Gaze of G'huun - G'huun unleashes a wave of terror, causing all players to flee in fear for 3 sec. Spawn of G'huun Dark Purpose - The Spawn of G'huun fixates upon a random player and moves towards them, increasing in speed over time. Upon reaching the target the Spawn of G'huun burrows into the target, making it a Blood Host. Blood Host - The Spawn of G'huun burrows into it's target, inflicting 1,000 Plague damage every 2 sec for 20 sec. Upon removal, 2 Spawn of G'huun erupt from the afflicted player. Upper Platforms
          Defensive Countermeasure - Upon dying a Defensive Countermeasure explodes, dropping a Titan Core. Titan Core - A mote of titanic power, depositing this core in a Power Conduit generates 20 energy. While holding the Titan Core, the target's movement speed is reduced by 20% every 2 sec until they become immobile. Throw Titan Core - Throws the titan core up to 20 yards. If the core is not caught by another player it is destroyed. Imperfect Physiology - The lingering effects of the curse of flesh interfere with the titan's power, preventing interaction with the Titan Cores for 2 min. Amorphus Cyst Undulating Mass - Creates an area of mossy growth that, inflicts 250 Plague damage every 1.5 sec and reduces movement speed by 75% while standing within the area. Tendrils of Corruption - Nightmarish tendrils grasp and squeeze any player who touches them, immobilizing the target and inflicting 0 Plague damage every 5 sec for 12 sec. Unclean Contagion - Spores clouds choke the upper platforms surrounding G'huun, inflicting 1,000 Shadow damage every 2 sec for 2 min and growing in intensity every 2 sec while remaining in the area. Stage Three: Reorigination
          Reorigination - Unleashes a blast of titanic power, inflicting 11,000 Arcane damage to all players every 5 sec for 25 sec. This blast incapacitates G'huun, and increases his damage taken by 500% for 25 sec.