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wow 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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Posted (edited)

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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Posted (edited)

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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Posted (edited)

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

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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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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.

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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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      Mage Tower
      When unlocked, you gain the Fel Treasures perk.
      Completing construction of the Mage Tower provides you with access to:
      Artifact Challenges The Council of Six provide access to a series of unique challenges, allowing worthy heroes to test their might and skill. (You'll be able to unlock the new Artifact appearance when Mage Tower's active). Veiled Wyrmtongue Chests The power of the Mage Tower pulses across the Broken Shore, revealing the lucrative Veiled Wyrmtongue Chests. Portal Network The Kirin Tor provide access to portals which can be used to move quickly around the Broken Isles. Variable Perks
      Knowledgeable - When you loot an item which grants Artifact Power in a Raid or Dungeon, there's a chance you will receive a bonus Artifact Power token. Light As a Feather - You are able to waterwalk while mounted. Power Overwhelming - Completing World Quests has a chance to grant an extra Artifact Power token. Reputable - Increase reputation gains with the Armies of Legionfall by 30%. Command Center
      When unlocked, you gain the Forces of the Order perk.
      Completing construction of the Command Center provides you with access to:
      Cathedral World Quests With command established, efforts can be focused on assaulting the Cathedral of Eternal Night. Legionfall Reinforcements Commanders of Legionfall are provided with additional support throughout the Broken Isles. Challenge Mission Send worthy champions on a challenging but lucrative mission deep into the heart of the Broken Shore. Variable Perks
      Heavily Augmented - Completing World Quests has a chance to grant you a Defiled Augment Rune. War Effort - Chance when earning Legionfall War Supplies to get bonus Legionfall War Supplies. Well Prepared - Increases all primary stats by 10% while in less challenging areas of the Broken Shore. Worthy Champions - Focus our efforts to provide you with a piece of Legendary Follower Equipment. Nether Disruptor
      When unlocked, you gain the Epic Hunter perk.
      Completing construction of the Nether Disruptor provides you with access to:
      World Bosses The energy from the Nether Disruptor draws the most powerful enemies to the Broken Shore. Unstable Nether Portals The Nether Disruptor's activation causes Unstable Nether Portals to appear across the Broken Shore. Activate them to summon dangerous foes. Armorcrafter Commendations Artisans of the highest level will receive commendations for their efforts, allowing them to craft the most Legendary of items. Variable Perks
      Fate Smiles Upon You - If you fail your bonus roll on the Broken Isles, there is a chance you will have your Seal of Broken Fate refunded. Netherstorm - Chance when earning Nethershards to get bonus Nethershards. Reinforced Reins - Allows you to interact with objects while mounted. Seal Your Fate - Each day the Nether Disruptor is active, you can return to the Broken Shore to complete a quest that grants you a free Seal of Broken Fate. (Source 1, Source 2, Source 3)
    • By Stan

      We're taking a look at Sisters of the Moon, the fourth boss in the Tomb of Sargeras raid and the first boss of the Wailing Halls wing.
      During the Sisters of the Moon encounter, you'll be fighting Huntress Kasparian, Captain Yathae Moonstrike, Priestess Lunaspyre and Moontalon.
      Did you know?
      Formerly, Huntress Kasparian was named Huntress Naisha.
      Sisters of the Moon
      The Sisters of the Moon served as wardens for the temple long before the avatar of Sargeras was buried beneath it. Even in death, the sisters maintained their vigil, but over the milennia something twisted their ability to distinguish friend from foe. Their madness slowly consumed them, and now any who enter their sacred chambers are put to death.
      Overview
      The Sisters of the Moon are trapped in a fading incorporal state, bound together and sharing health. Between them they maintain only enough power to sustain the physical form of one of them at a time. 
      Huntress Kasparian initiates the fight, followed by Captain Yathae Moonstrike at 70% health remaining, and then followed by Priestess Lunaspyre at 40% health remaining.
      The floor of the Font of Elune is a projected moon that changes through the moon phases. At Full Moon and New Moon the Font of Elune empowers the incorporeal Sisters of the Moon to use Glaive Storm, Incorporeal Shot, and Embrace of the Eclipse.
       In Mythic difficulty, Astral Purge inflicts raid wide damage when players move to a different side of the moon.
       Damage Dealers
      If targetted by Rapid Shot move to light side of the moon to clear stacks of Umbra Suffusion. If affected by Moon Burn move to the other side of the moon to trigger Astral Purge. Defeat the Moontalon before Deathly Screech becomes lethal. If Umbra Suffusion or Lunar Suffusion stacks get to high, move to the other side of the moon to clear them.  Healers
      If targetted by Rapid Shot move to light side of the moon to clear stacks of Umbra Suffusion. If affected by Moon Burn move to the other side of the moon to trigger Astral Purge. If Umbra Suffusion or Lunar Suffusion stacks get to high, move to the other side of the moon to clear them.  Tanks
      Position to allow Moon Glaive to hit 3 players to decrease overall tank damage. If affected by Discorporate move to the other side of the moon to trigger Astral Purge. Avoid taking too many stacks of Lunar Fire. If Umbra Suffusion or Lunar Suffusion stacks get to high, move to the other side of the moon to clear them. Abilities
       Font of Elune - The floor of the font continually changes through the phases of the moon. Standing on the light side of the moon will stack Lunar Suffusion every 3 sec, while standing on the dark side of the moon will stack Umbra Suffusion every 3 sec. Switching from one side of the moon to the other clears all stacks of suffusion and triggers Astral Purge. Lunar Suffusion - Increases Arcane damage taken by 5%. Umbra Suffusion - Increases Shadow damage taken by 5%. Astral Purge - Astral energy erupts from the target inflicting 427,500 Spellshadow damage.  In Mythic difficulty, Astral Purge inflicts 200,000 Spellshadow damage to all allies. Stage One: The Huntress
      Huntress Kasparian Twilight Glaive - Throws a glaive at a target, inflicting 1,075,000 Shadow damage to anyone it hits before returning to the caster.  Moon Glaive - Throws a glaive that bounces between up to 3 targets, inflicting 6,247,500 Physical damage total. The first target hit has Discorporate applied to them, decreasing all healing and absorbtion taken by 75% for 30 sec. Triggering Astral Purge will remove Discorporate. Captain Yathae Moonstrike  Incorporeal Shot - Captain Yathae Moonstrike aims a Incorporeal Shot at her target, inflicting 7,140,000 Shadow damage to the target after 6 sec. Players can move between her and her target, disrupting her aim and causing the damage inflicted to be split among all intercepting players and the target. Twilight Volley - Shadow arrows rain from the sky, inflicting 429,000 Shadow damage every 1.5 sec. Shadow Shot - Fires an arrow inflicting 428,500 Shadow damage. Priestess Lunaspyre  Embrace of the Eclipse - Priestess Lunaspyre shields an ally for 12 sec, absorbing 30,000,000 damage while also warding her enemies for 12 sec, absorbing 1,000,000 points of healing. If the shield expires, it inflicts the remaining absorption as Arcane damage to all enemies within 70 yds of the shield. Any ward that expires inflicts its remaining healing absorption as Shadow damage to all enemies within 8 yds of the ward. Moon Burn - Burns enemies with lunar energy, inflicting 429,000 Arcane damage every 2 sec for 30 sec. Triggering Astral Purge will remove Moon Burn. Lunar Strike - Summons lunar energy inflicting 428,500 Arcane damage Stage Two: Bow of the Night
      Captain Yathae Moonstrike  Call Moontalon - Captain Yathae Moonstrike calls Moontalon to fight at her side.  Moontalon  Deathly Screech - At low health Moontalon begins screeching, inflicting 286,000 Shadow damage to all nearby enemies. This damage increases by 25% every time it is cast. Twilight Volley - Shadow arrows rain from the sky, inflicting 429,000 Shadow damage every 1.5 sec. Rapid Shot - Captain Yathae Moonstrike focuses fire on a target, inflicting 357,000 Shadow damage every 0.5 sec for 5 sec. Priestess Lunaspyre  Embrace of the Eclipse - Priestess Lunaspyre shields an ally for 12 sec, absorbing 30,000,000 damage while also warding her enemies for 12 sec, absorbing 1,000,000 points of healing. If the shield expires, it inflicts the remaining absorption as Arcane damage to all enemies within 70 yds of the shield. Any ward that expires inflicts its remaining healing absorption as Shadow damage to all enemies within 8 yds of the ward. Moon Burn - Burns enemies with lunar energy, inflicting 429,000 Arcane damage every 2 sec for 30 sec. Triggering Astral Purge will remove Moon Burn. Lunar Strike - Summons lunar energy inflicting 428,500 Arcane damage Huntress Kasparian  Glaive Storm - Throws a glaive that shatters into multiple glaives, each inflicting 643,000 Arcane damage to everyone hit. Twilight Glaive - Throws a glaive at a target, inflicting 1,075,000 Shadow damage to anyone it hits before returning to the caster. Spectral Glaive - Throws a spectral glaive that bounces between up to 3 targets, inflicting 357,000 Spellshadow damage. Stage Three: Wrath of Elune
      Priestess Lunaspyre Lunar Beacon - Marks an enemy with Lunar energy, inflicting 500,000 every 1 sec for 6 sec. When Lunar Beacon expires the target's location will be bombarded by a Lunar Barrage every 1 sec for 4 sec. Each Lunar Barrage inflicts 500,000 Arcane damage every 500,000 and Silences while in the barrage area. Moon Burn - Burns enemies with lunar energy, inflicting 429,000 Arcane damage every 2 sec for 30 sec. Triggering Astral Purge will remove Moon Burn.  Lunar Fire - Burns the target, inflicting 357,000 Arcane damage every 2 sec for 30 sec. Huntress Kasparian  Glaive Storm - Throws a glaive that shatters into multiple glaives, each inflicting 643,000 Arcane damage to everyone hit. Twilight Glaive - Throws a glaive at a target, inflicting 1,075,000 Shadow damage to anyone it hits before returning to the caster. Spectral Glaive - Throws a spectral glaive that bounces between up to 3 targets, inflicting 357,000 Spellshadow damage. Captain Yathae Moonstrike  Incorporeal Shot - Captain Yathae Moonstrike aims a Incorporeal Shot at her target, inflicting 7,140,000 Shadow damage to the target after 6 sec. Players can move between her and her target, disrupting her aim and causing the damage inflicted to be split among all intercepting players and the target. Twilight Volley - Shadow arrows rain from the sky, inflicting 429,000 Shadow damage every 1.5 sec. Shadow Shot - Fires an arrow inflicting 428,500 Shadow damage. Loot Tables
      Blessing of the White Lady Cuirass of Blinding Dawn Chalice of Moonlight Chiseled Starlight Dusk-Crusher Handguards Ferocity of the Devout Lunar-Wrath Headgear Mantle of Waning Radiance Moonfire Stranglers Moontalon's Feather Mote of Astral Suffusion Shoulderpads of Whispering Twilight Slippers of Enduring Vigilance Tarnished Sentinel Medallion Umbral Moonglaives Waistguard of Interminable Unity Yathae's Thumb Ring Sisters of the Moon - Raid Finder Difficulty
    • By Miitthy
      Hello!
      I'm a fury warrior who seems to be struggling to get the right damage output that from looking at logs i should be getting, hitting a maximum of 21% Pars.
      Just put on my 4 slot and 1 legendary to see if this will help, which has dropped my Haste to 27%, no BIS trinkets. I have the crit ring, Secret (Gutted), Shoulders and wrists, i have chosen the wrists and lost the shoulders for tier.
       
      Link to Armory - http://eu.battle.net/wow/en/character/defias-brotherhood/Miithy/simple
      Link to Latest Logs (Before Putting on 4 slot) - https://www.warcraftlogs.com/reports/KhcPJTR2kqBgAmFY#fight=5&type=damage-done&graphperf=1&source=8&view=timeline (Tich)
      https://www.warcraftlogs.com/reports/KhcPJTR2kqBgAmFY#fight=11&type=damage-done&graphperf=1&source=8&view=timeline (Bot)
       
      Any help would be great, i'm constantly using SimC, and using the rotation that has been drilled into me from guides. Average DPS is 440k -520k.
       
      Cheers for reading,
    • By Stan

      A look at Goroth, the first boss in the Tomb of Sargeras raid.
      Tomb of Sargeras has a total of 10 bosses. We're looking at the first one.
      TL;DR Boss Guide
      Throughout the encounter, Infernal Spikes will errupt from the ground, indicated by a crackling ground animation. Standing in the area causes damage, so don't stand in it. They are needed to mitigate damage from Infernal Burning and Shattering Star. Infernal Burning - when he casts it, you need to hide behind spikes, otherwise, you're dead. Shattering Star (indicated by a yellow arrow beneath Goroth) must be aligned to land on spikes. If you have Crashing Comet on you, run away from the group, but don't get too close to spikes as this will destroy them and it might happen you will have no spikes to hide behind during Infernal Burning. Tanks beware of destroying Infernal Spikes with Burning Armor. Goroth
      As punishment for past failures, Goroth's flesh is marred with searing wounds. With every movement this behemoth makes, his flesh crackles and hisses with unending torment, a scourge he is happy to inflict upon those who oppose him.
      Overview
      Goroth continuously gains fel energy until he can unleash Infernal Burning, decimating any enemy it hits. Use Infernal Spikes to survive Infernal Burning and Shattering Star.
       In Mythic difficulty, Infernal Spikes explode when destroyed inflicting raid wide damage.
       Damage Dealers
      Hide behind Infernal Spikes to avoid being hit by Infernal Burning. Avoid destroying Infernal Spikes when targeted with Crashing Comet. Aim Shattering Star to collide with multiple Infernal Spikes to decrease damage taken.  Healers
      Hide behind Infernal Spikes to avoid being hit by Infernal Burning. Avoid destroying Infernal Spikes when targeted with Crashing Comet. Aim Shattering Star to collide with multiple Infernal Spikes to decrease damage taken.  Tanks
      Hide behind Infernal Spikes to avoid being hit by Infernal Burning. Avoid destroying Infernal Spikes when affected by Burning Armor. Abilities
      All Difficulties
       Burning Armor -  Inflicts 1,100,000 Fire damage every 2 sec for 6 sec. Upon expiring, Burning Armor explodes for 1,075,000 Fire damage and applies Melted Armor to all enemies in a 10 yd radius.  Melted Armor - Increases all damage taken by 100%. Crashing Comet - Goroth targets up to 3 enemies with Crashing Comet, inflicting 928,500 Fire damage to all enemies within 10 yds. This explosion destroys pillars. Infernal Spike - Infernal Spikes erupt from the ground, inflicting 1,028,500 Fire damage to anyone in the area.  In Mythic difficulty, when an Infernal Spike is destroyed, it explodes for 300,000 Fire damage. Shattering Star - Goroth selects a target and then hurls a Shattering Star at them after 6 sec, inflicting 1,790,000 Fire damage to all enemies within 200 yards. This damage is decreased by every Infernal Spike the Shattering Star collides with. Any other targets struck by the Shattering Star while it is traveling to its target take 537,500 Fire damage.   Infernal Burning - Goroth ignites everyone he can see, inflicting 2,645,000 Fire damage immediately and 1,060,000 Fire damage every 2 sec for 10 sec. Heroic Difficulty+
       Fel Eruption - Fel lava erupts from the edges of the room, leaving pools that inflict 321,000 Fire damage every 1 sec. Mythic Difficulty
       Rain of Brimstone - Goroth calls down 4 meteors, each inflicting 10,000,000 Fire damage divided evenly between each of the targets. A Brimstone Infernal will spawn if a meteor fails to hit any targets.  Brimstone Infernal  Fel Fire - Ignites the area surrounding the caster, inflicting 733,409 Fire damage to all nearby enemies every 1 sec. Lasts 8 sec. Loot Tables
      Belt of Screaming Slag Brand of Relentless Agony Cinch of Sizzling Flesh Cloak of Stifling Brimstone Charred Hymnal of the Moon Emberscatter Treads Felsoul Vortex Feverish Carapace Icon of Perverse Animation Imploding Infernal Star Infernal Cinders Lava-Slough Legguards Legwraps of Fused Loathing Pain-Singed Armguards Shoulderplates of Crackling Flame Spirebreaker Harness Goroth - Raid Finder Difficulty
      Goroth - Normal Difficulty