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Patch 7.2 - All Legendary Item Changes

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We've been covering changes to Legendary items in Patch 7.2 since the early builds of the patch. Over time, we learned a lot of interesting changes, including, but not limited to functionality, bad luck protection, Legendary targeting and crafted Legendary items.

This is a summary of all changes so far.

Bad Luck Protection

  • Will no longer be class-based, but spec-based
    • The system evaluates how many Legendary items you acquired per spec
      • If you have, let's say, 2 Legendary items for Enhancement and 0 for Restoration, the game will handle bad luck as if you didn't have any Legendary items yet when you switch to Restoration.
      • On the other hand, if you have a shared Legendary item (beneficial to several specs) and one for Enhancement, the game will handle it as though you had 1 when you switch to Restoration.

Crafted Legendary Items

  • Introduced to keep Professions relevant
  • Based on the latest Q/A, they should be solid "mid choices" (they're not supposed to be best Legendaries you can get)
  • The hunt for patterns begins with the quest Fashion History and a Philosophy of Style available to Blacksmithing, Leatherworking and Tailoring.
  • Nethershard EssenceNethershard Essence is a material needed to craft a single Legendary item and can be purchased for  8,000 Nethershards.
  • Crafted Legendary items are BoE and can be sold / traded.

The following Legendary items can be crafted

Let's look at Vigilance PerchVigilance Perch. It increases your movement speed and at 5 stacks when out of combat, you turn into a spirit owl for one minute. When the effect ends, you take fall damage.

Legendary Items Targeting

Slot targeting is now available via Relinquished items that cost 5,000 Nethershards each. The items can be purchased from Thaumaturge Vashreen. You get Nethershards by participating in various 7.2 content such as demon assaults, scenarios, Legionfall world quests and by killing mobs/rare elites on the Broken Shore. Relinquished items may contain a Legendary item.

Legendary Item Changes

  • Level requirement has been lowered to Level 101 (down from 110)

Several Legendary items have undergone changes as opposed to how they work now live. Below is a list of Legendaries with changed functionality (affixes)

Shared

  • Norgannon's ForesightNorgannon's Foresight -  Standing still for 8 6 sec grants you Foresight, allowing you to cast while moving for 5 4 sec. This duration begins when you start moving.

Death Knight

Mage

Monk

Paladin

  • Justice GazeJustice Gaze -  Hammer of JusticeHammer of Justice deals (600% of weapon damage) Holy damage, generates 1 Holy Power, and has 75% reduced cooldown when used against an enemy above 75% health.

Warlock

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This does not make sense.  If a legendary item can be shared between 2 different spec of the same class.  most likely it is not BiS.  Why punish people with worse legendary on even their alt specs.  I think allowing people to exchange 2 legendary to target 1 BiS makes the most sense at this point of the game.  Do I really have to re-roll my monk just to get a better legendary or farm the new targeting mechanism?  Sux.

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32 minutes ago, NAUTII said:

This does not make sense.  If a legendary item can be shared between 2 different spec of the same class.  most likely it is not BiS.  Why punish people with worse legendary on even their alt specs.  I think allowing people to exchange 2 legendary to target 1 BiS makes the most sense at this point of the game.  Do I really have to re-roll my monk just to get a better legendary or farm the new targeting mechanism?  Sux.

Compare to someone who is switching main specs (but not class):
Suppose you have 5 or 6 legendaries (maybe 1 or 2 are shared ones) for your old main spec.  With the current system, getting legendaries for your new spec is the same chance as getting them for your old spec, or rather, the chance of getting a 6th or 7th.  With the new system, this makes it so that the chance of getting a legendary for your new main spec is now the chance of getting your 2nd or 3rd, which is most likely much higher than your 6th or 7th.  Also, the chance of getting your "BiS" legendary is the same still, that's not changing.  For Monks specifically, there's only 3 legendaries that are shared between all 3 specs: Sephuz Secret, Prydaz, and Cinidaria.  Sure having Cinidaria as Mistweaver isn't exactly the best thing, but getting set back by 1 (or 3, at a max) Legendary out of 25 total Monk legendaries is MUCH better than being set back by 5-6 (from our above scenario, and very easily more).

 

Overall, I like this change, as it makes it much easier to switch between specs now.

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My biggest issue is I now have 3 Legendaries for my DH on Havoc and have only played havoc and managed to snag the ring (our BiS), symbiote, and the bracers..  The bracers are situational, symbiote is like a 3% overall gain so not a ton..  And with the convergence of fates trinket the new shoulders they added in 7.1.5 (Delusions of Grandeur) easily become our BiS with the trinket because it essentially allows our Meta line up with out 2 min CD's every cycle..  I am already getting penalized on drop rate going for a 4th Legendary and I may get screwed and get a "shared" one on my next drop and this change to the system doesn't help demon hunters at all because we only have 2 specs.. so if it takes me until like my 7th legendary to get my shoulders i may never see them..  My only hope is the relinquished items in 7.2 which by the time that drops I am sure it's gonna take a metric ton of shards to "target" the shoulder slot until I get them.  Meaning it still might be more efficient to reroll a new toon...

Edited by archangel890

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41 minutes ago, archangel890 said:

My biggest issue is I now have 3 Legendaries for my DH on Havoc and have only played havoc and managed to snag the ring (our BiS), symbiote, and the bracers..  The bracers are situational, symbiote is like a 3% overall gain so not a ton..  And with the convergence of fates trinket the new shoulders they added in 7.1.5 (Delusions of Grandeur) easily become our BiS with the trinket because it essentially allows our Meta line up with out 2 min CD's every cycle..  I am already getting penalized on drop rate going for a 4th Legendary and I may get screwed and get a "shared" one on my next drop and this change to the system doesn't help demon hunters at all because we only have 2 specs.. so if it takes me until like my 7th legendary to get my shoulders i may never see them..  My only hope is the relinquished items in 7.2 which by the time that drops I am sure it's gonna take a metric ton of shards to "target" the shoulder slot until I get them.  Meaning it still might be more efficient to reroll a new toon...

So, you're complaining that you don't have your BiS legendary.  The changes don't change your drop rate for your current/main spec, it only increases the drop rate for your off spec(s).

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2 hours ago, Orthios said:

Compare to someone who is switching main specs (but not class):
Suppose you have 5 or 6 legendaries (maybe 1 or 2 are shared ones) for your old main spec.  With the current system, getting legendaries for your new spec is the same chance as getting them for your old spec, or rather, the chance of getting a 6th or 7th.  With the new system, this makes it so that the chance of getting a legendary for your new main spec is now the chance of getting your 2nd or 3rd, which is most likely much higher than your 6th or 7th.  Also, the chance of getting your "BiS" legendary is the same still, that's not changing.  For Monks specifically, there's only 3 legendaries that are shared between all 3 specs: Sephuz Secret, Prydaz, and Cinidaria.  Sure having Cinidaria as Mistweaver isn't exactly the best thing, but getting set back by 1 (or 3, at a max) Legendary out of 25 total Monk legendaries is MUCH better than being set back by 5-6 (from our above scenario, and very easily more).

 

Overall, I like this change, as it makes it much easier to switch between specs now.

Sure you can say you like the change if you're one of the few people fortunate enough to have only ever gotten spec-specific legendaries, however given just how many classes/specs also have the same amount of shared legendaries, if not more (sometimes a bit less), a -huge- amount of people will never benefit from that whatsoever. Arguably the ones who may benefit from it the most.

People who got lucky and only got spec-specific legendaries so far (which likely includes at least one of their BiS, I have 4 legendaries and my spec has 5 spec-specific) reap the benefits by having an easier time hopefully getting spec legendaries for an off-spec, while those who got the shitty healing legs or Sephuz's secret on Feral druid don't even have the option to swap to another spec to try again. The design is flawed, gap in power grows bigger, if you got lucky you are rewarded by better luck in the future, and if you got unlucky, you don't. That's really backwards considering the entire idea of bad luck protection.

Shared legendaries need to be on their own bad luck protection/drop rate pool.

Edited by Ammako

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47 minutes ago, Ammako said:

Sure you can say you like the change if you're one of the few people fortunate enough to have only ever gotten spec-specific legendaries, however given just how many classes/specs also have the same amount of shared legendaries, if not more (sometimes a bit less), a -huge- amount of people will never benefit from that whatsoever. Arguably the ones who may benefit from it the most.

People who got lucky and only got spec-specific legendaries so far (which likely includes at least one of their BiS, I have 4 legendaries and my spec has 5 spec-specific) reap the benefits by having an easier time hopefully getting spec legendaries for an off-spec, while those who got the shitty healing legs or Sephuz's secret on Feral druid don't even have the option to swap to another spec to try again. The design is flawed, gap in power grows bigger, if you got lucky you are rewarded by better luck in the future, and if you got unlucky, you don't. That's really backwards considering the entire idea of bad luck protection.

Shared legendaries need to be on their own bad luck protection/drop rate pool.

If all you've gotten is shared legendaries, then all of your specs have an equal chance of getting a spec specific one, and getting one doesn't detract or lower your chances of getting one for a different spec.  Again, this has 0 effect whatsoever on your main spec, only for your off specs.  For people who play multiple specs often, then this is a beneficial change no matter what legendaries you've gotten.  If all you've gotten is spec specific legendaries, yes, this is a rather large buff to getting off spec legendaries compared to getting shared legendaries.  

Using your Feral example:

Before this change - You have 2 options: Keep trying for your 3rd legendary for Feral or switch to another spec and try for a 3rd legendary for it (which has the same drop rate/chance as your one for Feral does, and when you do, your chances for getting a Feral one drops as well).

After - Again, 2 options: Keep trying for your 3rd legendary for Feral or switch to another spec and try for your 2nd for it (since sephuz is shared, but the healing legs are not).  Getting a 2nd legendary is "faster"/"easier" than getting a 3rd.  So yes, you do have that option.

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5 hours ago, Orthios said:

If all you've gotten is shared legendaries, then all of your specs have an equal chance of getting a spec specific one, and getting one doesn't detract or lower your chances of getting one for a different spec.  Again, this has 0 effect whatsoever on your main spec, only for your off specs.  For people who play multiple specs often, then this is a beneficial change no matter what legendaries you've gotten.  If all you've gotten is spec specific legendaries, yes, this is a rather large buff to getting off spec legendaries compared to getting shared legendaries.  

Using your Feral example:

Before this change - You have 2 options: Keep trying for your 3rd legendary for Feral or switch to another spec and try for a 3rd legendary for it (which has the same drop rate/chance as your one for Feral does, and when you do, your chances for getting a Feral one drops as well).

After - Again, 2 options: Keep trying for your 3rd legendary for Feral or switch to another spec and try for your 2nd for it (since sephuz is shared, but the healing legs are not).  Getting a 2nd legendary is "faster"/"easier" than getting a 3rd.  So yes, you do have that option.8

You really didnt understand what Ammako meant (example with hunters, since Im familiar with them):

The hypothetical situation: You have been playing MM, but now that BM performs similarly you want to switch to BM because you like it more.

Case A: You have 3 shared ones (voodoo mask, roots, sephuz), so your chance for getting your first BM one will be low.

Case B: You have 3 MM legendaries (bracers, gloves, ring), so your chance for getting your first BM one will be high.

Now I would argue that Case B is already luckier than Case A, since those legendaries improve your DPS already, and now you get "rewarded" by getting BM legendaries easier.

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11 hours ago, archangel890 said:

My biggest issue is I now have 3 Legendaries for my DH on Havoc and have only played havoc and managed to snag the ring (our BiS), symbiote, and the bracers..  The bracers are situational, symbiote is like a 3% overall gain so not a ton..  And with the convergence of fates trinket the new shoulders they added in 7.1.5 (Delusions of Grandeur) easily become our BiS with the trinket because it essentially allows our Meta line up with out 2 min CD's every cycle..  I am already getting penalized on drop rate going for a 4th Legendary and I may get screwed and get a "shared" one on my next drop and this change to the system doesn't help demon hunters at all because we only have 2 specs.. so if it takes me until like my 7th legendary to get my shoulders i may never see them..  My only hope is the relinquished items in 7.2 which by the time that drops I am sure it's gonna take a metric ton of shards to "target" the shoulder slot until I get them.  Meaning it still might be more efficient to reroll a new toon...

Shoulders are not BiS. You're losing out on a shoulder slot, a trinket slot, AND a relic slot to make it line up, where good pieces in all of those slots with a different legendary will make more of a dps gain.  I believe cinidaria is best for single target other than ring.

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For people who play multiple specs this is not beneficial -at all- if you even just have -two- shared legendaries who have a good chance of not contributing much to your dps, because the change will literally do nothing for you, at all, nada.

So good luck with trying a new spec because you've used up your odds on your first two legendaries already.

Mr Lucky who got MM boots + War Belt + MKII Gyroscopic Stabilizer? Gets rewarded with an even easier time getting more legendaries if they switch to an off-spec. They might end up with Shadow Hunter's Voodoo Mask or Roots of Shaldrassil, as they might end up with very important BM/SV legendaries. At the original 1st/2nd legendary rate.

Mr Unlucky who got Mask+Roots as their first? And let's say for good measure they have Sephuz's Secret as their third. They're beyond saving no matter which spec they'd choose to try afterwards.

This is completely backwards and I can't believe I have to say it again. There's supposed to be bad luck protection, so let's reward the luckiest players with even more, while the unluckiest get to stay at the bottom even more? I've said it already and I'll say it again this does nothing to help close the gap between lucky players and unlucky players. It only makes it worse.

In layman's term let's say you get your first legendary in 1 week, your second in 2 weeks, and every other after every 3 weeks.

Mr Lucky who got 3 BiS spec-specific first has 3 legendaries after 6 weeks, and Mr Unlucky who has Mask+Roots+Sephuz also has 3 after 6 weeks. Who do you think has the (massive) advantage in this situation?

Then Mr Lucky switches to BM, and gets another legendary the week after, and another two weeks later. So they have 5 after 9 weeks.

Mr Unlucky only has 4 after those 9 weeks.

Let's say after switching to BM, Mr. Lucky gets two BM-specific legendaries. After 9 weeks, they switch to SV. They now have 7 legendaries after their 12th week, including legendaries that make both their MM and BM specs much more powerful. Which legendaries they get for SV won't affect any odds anymore so I'll stop there, but they'll have 9 legendaries after 15 weeks.

Mr Unlucky, after 12 weeks, only has 5. Given that there are 10 legendaries available per spec there is no guarantee they even have any of their BiS yet either. They could have Mask + Roots + Sephuz + Prydaz + Blasting cap launcher for all you know, and there's nothing they can do about it by changing to another spec and hoping that their off-spec goes better. After 15 weeks they'll have 6, at which point they -might- be starting to get good ones. Might.

Your argument, which is the same senseless thing the blues on the official forums seem to think is logical, is that "your shared legendaries work for all specs so by default you're already better off."

Tell me, how much dps does Shadow Hunter's Voodoo Mask contrinute to any spec? (ps: tier helmet is BiS)

How much dps do Roots of Shaldrassil contribute to any spec? (ps: tier legs are BiS)

If you have one of those legendaries, chances are you're using it as a stat stick and that's the main benefit you get from it. My MM-specific legendaries have that same stat-stick value for BM/MM. Yet only the shared legendary gets punished even thougb I'd benefit far more from wearing Zevrim's Hunger as BM than I would wearing Roots of Shaldrassil. See the point?

The whole system is backwards, makes no sense, and at the very least needs to have shared legendaries on a separate table.

Edited by Ammako

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All I'm hearing is complaints that you don't have BiS and about RNG being RNG.  People get lucky and people get unlucky.  That's the way the game works, and if you don't like it, then you have every opportunity to leave and stop playing.

1 hour ago, Ammako said:

Tell me, how much dps does Shadow Hunter's Voodoo Mask contrinute to any spec? (ps: tier helmet is BiS)

How much dps do Roots of Shaldrassil contribute to any spec? (ps: tier legs are BiS)

PS: They're better than Windwalker Bracers (Drinking Horn Cover) at the start of the expansion.  Why you ask?  Because you still get some sort of benefit from them, even if it doesn't increase your dps, it does help your survivability.  Before 7.1.5, DHC was quite literally the worst legendary in the game, since every WW Monk in their right mind used Serenity since it was just sooooo much better than Whirling Dragon Punch or Chi Orbit.  And guess what, DHC doesn't effect Serenity (not until 7.2 that is) AND has our 2 worst stats, Haste and Crit (as of pre-7.1.5).

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4 minutes ago, Orthios said:

All I'm hearing is complaints that you don't have BiS and about RNG being RNG.  People get lucky and people get unlucky.  That's the way the game works, and if you don't like it, then you have every opportunity to leave and stop playing.

PS: They're better than Windwalker Bracers (Drinking Horn Cover) at the start of the expansion.  Why you ask?  Because you still get some sort of benefit from them, even if it doesn't increase your dps, it does help your survivability.  Before 7.1.5, DHC was quite literally the worst legendary in the game, since every WW Monk in their right mind used Serenity since it was just sooooo much better than Whirling Dragon Punch or Chi Orbit.  And guess what, DHC doesn't effect Serenity (not until 7.2 that is) AND has our 2 worst stats, Haste and Crit (as of pre-7.1.5).

Why are we even talking about the start of the expansion? This is about a change planned to 7.2.

Also this change makes unlucky players even worse off, while good design should give you a way to mitigate bad RNG. You could argue that the relinquished items help with that, but this change makes it only worse.

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Ammako is spot on, this system primarily favors those who were already lucky with spec only legendaries. People who have any of the mediocre shared legendaries (eg.. Prydaz and Sephuz) now get their bad luck spread to off-specs with this change and the lucky folks who had the better spec only legendaries have better chances for OS legendaries. I can see Blizz's dilemma in this too though because some shared legendaries actually do perform well across a lot of specs like the Kil'jaden's trinket.

The best solution I've seen is the option for us to destroy 2 legendaries of our choice in exchange for a random new legendary (would have to be guaranteed not to be one of the two you destroy or a duplicate of any others you had). 

Another idea depending on how their bad luck protection formula works... They could tag the least desirable shared legos in a 'blacklist' and those would only count against your bad luck protection half as much as a normal one would. This would allow those with 2 crappy shared legos to only count as 1 against them and they'd still have some improved chances at getting a lego for OS.

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Utility shared legiondaries shouldn't count towards any spec-total. They should be account-wide heirlooms. No one is excited to get Prydaz or Sephuz, even when its decent for their spec.

Shared legiondaries also shouldn't count towards the spec total. The spec total ought to be completely separate, period. Anyone who has a character they play regularly since the launch of the expansion should not be crossing their fingers at this point to get a spec-specific legiondary, let alone their spec's best legiondary.

This system is bad. 7.2 doesn't even begin to fix it, apparently only makes it worse. I didn't think it was possible to make something this bad worse!

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1 hour ago, Iocayne said:

Whats the name of the nameplate addon in this video (that shows just the mob health percentage number)?

It's EKplates. More info on the UI here.

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5 hours ago, Gaz said:

Ammako is spot on, this system primarily favors those who were already lucky with spec only legendaries. People who have any of the mediocre shared legendaries (eg.. Prydaz and Sephuz) now get their bad luck spread to off-specs with this change and the lucky folks who had the better spec only legendaries have better chances for OS legendaries. I can see Blizz's dilemma in this too though because some shared legendaries actually do perform well across a lot of specs like the Kil'jaden's trinket.

The best solution I've seen is the option for us to destroy 2 legendaries of our choice in exchange for a random new legendary (would have to be guaranteed not to be one of the two you destroy or a duplicate of any others you had). 

Another idea depending on how their bad luck protection formula works... They could tag the least desirable shared legos in a 'blacklist' and those would only count against your bad luck protection half as much as a normal one would. This would allow those with 2 crappy shared legos to only count as 1 against them and they'd still have some improved chances at getting a lego for OS.

Agreed on this.  I've seen people with the BiS legendaries and people who have the two worst General legendaries.  Unless bliz comes up with a way of class specific and not put general in them, this will create issues as the people with bad luck with continue to have bad luck and the people with good luck will continue to have good luck.

 

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On 3/9/2017 at 6:10 AM, saintshenanigans said:

Shoulders are not BiS. You're losing out on a shoulder slot, a trinket slot, AND a relic slot to make it line up, where good pieces in all of those slots with a different legendary will make more of a dps gain.  I believe cinidaria is best for single target other than ring.

According to spec guide posted here if you have the trinket and the should they easily outperform a lot of other things due to having CD's line up so well.. and really losing a shoulder slot isn't that big since the Delusions have our best stats already, and tier shoulders are not our BiS anyways.  And as far as trinket slots out best two are the Kara trinket and a stupidly high titanforged Withered Jim trinket or a high BTI from Mythic Ursoc, since I don't run mythic raids for me the Convergence of Fates at higher ilevel than most of the other stuff is a lot easier to obtain, and currently the only relics with higher ilevel I have been getting have been the meta CD reduction ones...  It all depends on your luck on what ends up being better..  Since really most of the trinkets out of NH aren't that great and consistent.. with the loot system of titanforging the way it is.. our BiS trinkets are almost completely assuming high titanforge lol

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On 10. 3. 2017 at 3:00 AM, hematome said:

Will there be more changes to current legendarys, or is this all they are changing. I could think of a few more that may need more tuning.

There will be more changes in the upcoming build.

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These new craftable legendary items are very mediocre, the only one that is worth crafting in my opinion is the plate belt if you're a tank. I can't see any other spec of any other armor class wanting any of these. 

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The Relinquished Items are more RNG crap, unless the % chance to obtain a Legendary is particularly high.

Now you're required to start gathering and investing resources, which is time in the game deliberately working towards the goal, only to potentially have that effort go for naught. If it's statistically unlike 49% or lower to receive one of those target-able items, are we really that much further ahead? Instead of just being randomly rewarded out of the blue, you're going to be even more disappointed when you buy 5, 10, 15, 20+ of these items and repeatedly get Epics you don't want/need. 

This feels like another carrot-on-a-stick approach that seemingly gives people what they want without actually giving them what they want.

Look forward to dozens of posts on IV and MMO-C about people opening dozens of these stupid items and not receiving the right item.

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      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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