Starym

Rogue Class Fantasy Insight and the Road Ahead

Sign in to follow this  

7 posts in this topic

4RfswMh.jpg

 

We have quite the huge post on the future of the Rogue class and the class fantasy associated with it, covering all three speccs. Apparently 7.2.5 will be focusing more on class changes and we get to hear the big picture plans, as well as some details for Assassination, Outlaw and Subtlety. Here's a quick TLDR, but you should really read the whole thing if you play Rogue or plan to:

Assassination: Bleed and Poison themes strengthened, Agonizing Posion rework, Exsanguinate damage buffed, gets small energy cost.

Outlaw: Roll the Bones rebalance - evening out the power levels of individual buffs, big changes to re-rolls (possible complete removal of any incentive to do so), smoothing out energy generation by tweaking Adrenaline Rush and Combat Potency.

Subtlety: Less up-time for Shadow Dance but improved damage, AoE rotation tweaked by not making you use Nighblade during it, Shadowstrike changes. 

Blizzard LogoSeph (source)

Legion came with a tremendous amount of class changes, and Rogues were a big part of this. We've been making adjustments/improvements to many specs since Legion has launched, and that will continue, especially for Rogues in the near future. Let's talk Rogue fantasy and mechanics a bit.

Assassination

Assassination has always had the Poison theme, but we think Bleeds pair well with Poisons here, both fantasy-wise and mechanically. The idea that you can apply a slew of Poison and Bleed damage over times to the target, dooming your enemy to certain death is one of our core fantasies for Assassination. At this point Assassination is clearly less of a "get in, kill, and get out" spec - that distinction is now more on Subtlety.

Agree that the balance of Bleeds vs. Poisons might be a little heavy on the Bleeds side currently on the baseline spec. That wasn't really super intentional. Assassination got Mutilate, Envenom, Rupture, and Garrote (probably the most obvious choices for a baseline rotation) after we divided up many of the Rogue skills between specs in 7.0. So the spec essentially already started a little Bleed-heavy. Add on top of that Blood of the Assassinated (which is fairly strong and everyone has) and Exsanguinate (which was overtuned at launch), both of which prop up bleeds more.

We like that the Assassination talent tree has two thematic paths - Poison (Master Poisoner + Agonizing Poison) and Bleed (Hemorrhage + Exsanguinate). But we lean on our talent trees to do so much more than just let you choose between 2 thematic paths for your spec fantasy - they have to offer simple passives vs. added complexity via new buttons, single target vs. AOE mechanics, playstyle/pacing customization, and more. And of course, all of this is extremely sensitive to the tuning and design of talents, set bonuses, legendaries, and artifact traits. Any one of these variables could be newly introduced or overtuned/undertuned and easily push Assassination down either the Poison or Bleeds talent path, essentially against your will if you like one theme over the other but want to maximize damage. For example, at Legion launch, Hemo + Exsan was the standard build, and now it's switched over to Master Poisoner + Agonizing. Tier 19 pushes Poison damage a bit via Envenom, but Tier 20 might push Bleed damage a bit via Garrote (note: T20 designs are still in flux, many are likely to change). We want to make both paths viable, but should be realistic and recognize that many variables can and will affect this, and that the balance will fluctuate over time.

On a couple talents:

  • Agonizing PoisonAgonizing Poison: We don't really like Agonizing Poison for many reasons. It replaces Deadly Poison (which feels core to Assassination Rogue) with an extremely passive, mostly invisible, and currently very strong Poison debuff that makes target-swapping and AOE more difficult. It's got a lot of things going wrong with it and is on the chopping block for the next patch. Ideas for replacements include a short-cooldown AOE Poison damage button that costs high energy or something that deals Poison damage in a rotationally-interesting way.
  • ExsanguinateExsanguinate: This is a good talent. It has a clear theme with interesting mechanical and rotational implications. We'll look at tuning based on what happens with Agonizing Poison, but plans are to buff its damage and add a small energy cost, not because of tuning but because on-GCD buttons that don't cost Energy sometimes lead to Energy-capping, which doesn't feel good.

Overall we think the single-target Assassination rotation is in a good place. There are nuances to applying and maintaining your bleeds with maximizing Envenom uptime being an underlying core part of the rotation, as it has been for a long time.

Outlaw

The pirate theme is clear, and clearly contentious. I think it would be accurate to say there are many players who like the fantasy of the spec and many who don't. As a class with 3 specs of the same role, this is probably an okay place to be in.

We have a couple major mechanical goals for Outlaw in the next patch:

  • Rebalance Roll the BonesRoll the Bones: This is a two-parter.

    The first part is tuning each of the single-buffs against each other, narrowing the gap in power level between any two single-buffs. You should see this when the next patch hits PTR.

    The second part is more complex - we're considering removing the incentive to reroll almost entirely and re-acclimating everyone to getting 1 buff from RTB most of the time and not rerolling. The main problem involves ensuring the average expected value of casting Roll the Bones is close enough to 1.0 buffs that it's not better to reroll. With either the current 6-dice or an alternate 5-dice natural system, the probabilities are such that it's too lucrative to reroll when you get a single-buff right now.

    The current proposal is to reduce the number of dice being rolled from 6 to 5 and to hand-set probabilities to something like 79% chance for 1-buff, 20% chance for 2-buffs, and 1% chance for 5-buffs (yahtzee), bringing the expected value of a roll down to 1.24 buffs (plus additional value for synergies between buffs). The downside to this is that if you take a deep look at the probability distribution, in order for this to work, you realize that the dice would have to be loaded against the player. This isn't something we'd prefer to do (adjust randomness against the player's favor), but it might be something we have to do with the current Roll the Bones dice system in order to remove the incentive to reroll.

    Overall we want to reduce how much the spec is defined by Roll the Bones. RTB can be most of the time a single buff that might change your pacing or rotation slightly with relatively rare bonuses of 2-buffs or 5-buffs, but that the spec should completely work both mechanically and damage-wise without RTB, if you want to take Slice and Dice as a replacement.
     
  • Smooth out Energy Generation: Outlaw suffers a bit rotationally from unpredictable Energy generation and Energy-flooding during Adrenaline Rush. The changes we're doing here are pretty simple and direct but should help to alleviate this issue - Adrenaline Rush reduced Energy regen increase but increased duration and Combat Potency procs twice as often for half the Energy each proc.


Subtlety

Subtlety in the long-term it has some room for improvements. For the next patch the first things we're looking at are:

  • Shadow DanceShadow Dance: Shadow Dances happen a lot more than they used to and in PvE, that's been mostly a welcome change. The rotation is more dynamic than it used to be in previous expansions, with you going in and out of Shadow Dance more often. However, set bonuses, artifact traits, and legendaries frequently grant resources (to any spec) as their bonus (because it's mechanically interesting), and in the case of Subtlety, increased Energy/Combo Points has pushed Shadow Dance uptime to be higher than we think is good for the spec.

    Additionally, from both PvE and PvP Subtlety Rogues, we've heard that the spec's feeling of burstiness has been severely reduced, partially as a result of Shadow Dances happening more frequently. We'd like to address this in the next patch with a couple changes. First, Deepening Shadows will be reduced from 3 to 1-1.5 sec of cooldown reduction per Combo Ppoint baseline. Shadow Dance baseline charges reduced from 3 to 2. New talents on the same row that compete against each other will either 1) increase Deepening Shadows back up to the current 3 sec or 2) grant you increased damage during Shadow Dance. This lets you customize your Shadow Dance to happen more often, or be most bursty when it does happen. As usual, we'll retune the damage of the spec alongside these changes, but the first focus should be on changes to pacing and mechanics.
     
  • NightbladeNightblade: On single-target, Nightblade works okay mechanically as a damage button that you press occasionally, but it doesn't really play as we'd like in AOE situations. The AOE rotation of Shuriken Storm->Nightblade everything isn't what we feel Subtlety should be about, on top of being basically identical to the Assassination AOE rotation. A direction we'd like to go is - Subtlety deals increased damage in AOE by dealing massively increased damage to a single target. In this vein, we're considering a new baseline passive that does something like "Each enemy hit by Shuriken Storm increases the damage of your next Eviscerate by ~25%, up to a max of ~5 stacks", which would push Nightblade completely out of the AOE rotation on 4+ targets.

    Separately but related, we don't think Nightblade is a perfect fit for the Subtlety fantasy. On top of being a core rotational damage over time ability on a "get in and get out/bursty" Rogue spec, it's also the passive snare on the spec, which we think could be delivered more simply by re-adding Crippling Poison back to the spec at some point in the future. Tying Subtlety Rogue's snare to a shadow-themed DoT was clearly an attempt at further separating Subtlety vs. Assassination as Shadow vs. Poison, but in hindsight might have been overkill, and it probably wouldn't hurt Subtlety's fantasy that much to have utility poisons back, if we don't find a better fantasy+mechanical alternative for the spec. Don't have concrete long-term plans on this specific subtopic, but it's on our minds.

    As an aside on the topic of adding back spells - after doing a lot of class fantasy-focusing and spell pruning in Legion 7.0 (which had many successes as well as failures), we've been adding back some spells to specs (though we do have some strict requirements here) which in hindsight didn't need to be removed. Good examples for Rogue are Blind (which we removed from Assassination) and Shroud of Concealment (which we removed from all Rogue specs), both of which we have since added back. The removal of Blind from Assassination made the spec a little too one-dimensional on the crowd-control front and the removal of Shroud of Concealment cost the class a interesting button that provided rare moments of coolness, without any rotational complexity or huge downsides aside from being an additional button.
     
  • ShadowstrikeShadowstrike: In the PvE rotation, Shadowstrike coming with a 15 yd teleport is mostly unnecessary, and also sometimes causes usability issues as an uncontrolled teleport on your core rotation. You might be in melee range, and suddenly the boss moves and rotates a bit, and suddenly you Shadowstrike teleport into a spot you don't want to be in.

    What we want to do here is add Ambush back to the spec as the replacement in the core rotation for Shadowstrike, and move Shadowstrike to a 30 second cooldown and back up to 25 yd range. Shadowstrike would become the second gap closer for Subtlety, different from Shadowstep in that it's essentially Shadowstep + Ambush in one button. On the table are alternatives like removing Shadowstrike entirely and giving Shadowstep reduced cooldown or 2 charges, but we currently feel Shadowstrike is cool enough of a button and high enough on the usability meter that it deserves a spot on the spec. We'd probably keep the damage, cost, and stealth requirement of Ambush and Shadowstrike identical in all cases to make Shadowstrike's only benefit over Ambush being the teleport.


When it comes to class/spec fantasy - players (including us) have many differing ideas. Even in this thread there are completely different thoughts and interpretations on what Rogue fantasy should be for each of the 3 specs. It's really hard to completely satisfy everyone. Our ongoing goal is to deliver distinct spec fantasies and playstyles that appeal to enough players and are fun enough to deserve a spot as one of the class's specs.

But, the above hugeness wasn't enough, and there are a couple of followup posts on the topic as well, starting with Roll the Bones:

Blizzard LogoSigma (source)

To be clear, the (tentative) proposal is to reduce the number of dice, not the number of possible buffs (the dice remain d6's).

Players finding certain cases where rerolling has some use is not the end of the world. But the goal is similar to what we expressed way back in beta--rerolling, and especially very frequent rerolling, aren't a major part of standard gameplay. That's still the goal, and it wasn't borne out on live so far, and the feedback has been very consistent with the notion that we should still try to get there.

Some variance in Roll the Bones buff values is inevitable, not necessarily a problem. It doesn't even lead to rerolling, if the difference isn't large enough to be worth giving up high-damage Run Throughs. But as Seph said, in our estimation the bigger issue isn't the variance between buffs, but the variance in the number of buffs and the fact that a single buff is so far below the average
outcome.

 

Blizzard LogoSigma (source)

There's probably some miscommunication here. S&D is a level 100 talent and should of course have positive DPS value. Therefore it should be stronger, on its own, than RTB. That was always the intention, although it may not have turned out consistently true so far. S&D will, however, likely be less strong than RTB plus Marked for Death (for example).
  • Like 1

Share this post


Link to post
Share on other sites

Exciting stuff. I kinda want Blizzard to talk about the class fantasy for the rest of the classes too, even if they're not bad right now.

  • Like 1

Share this post


Link to post
Share on other sites

working on roll dem bones good. how bout instead though of squeezing onto "class fantasy" for dear life they just give us bandit's guile back instead. 

Share this post


Link to post
Share on other sites

I understand that AP can be a bit "boring" in that's it's essentially a passive damage boost, but taking that away and replacing it with AOE without adequately substituting the ST damage loss seems like the wrong move. As it appears right now based on the communication, it  just looks like they are going to completely nerf the single target abilities of sin rogue, which would really hurt their raid utilization. 

Share this post


Link to post
Share on other sites
3 hours ago, Kryptknight said:

I understand that AP can be a bit "boring" in that's it's essentially a passive damage boost, but taking that away and replacing it with AOE without adequately substituting the ST damage loss seems like the wrong move. As it appears right now based on the communication, it  just looks like they are going to completely nerf the single target abilities of sin rogue, which would really hurt their raid utilization. 

just a note on that too passive doesn't necessarily mean boring. In wod combat got Swift poison which turned the poison from a dot to an applied with each attack chance. With combat being about faster attacks it was a beautiful fit and was really fun to use. It may have changed the poison function but you are still using the poison. Just like agonizing poison. Its changing the poison function but its still very effective and a huge damage increase, I don't see how its any less fun or boring.

How is passively applying a buff any more exciting than passively applying a dot? Literally the only thing agonizing is doing is making you not take Exsanguinate. Which I don't see how that's any more exciting, its one extra button every 45 seconds that takes more thought and prep to use. 

Share this post


Link to post
Share on other sites
1 hour ago, demonardvark said:

just a note on that too passive doesn't necessarily mean boring. In wod combat got Swift poison which turned the poison from a dot to an applied with each attack chance. With combat being about faster attacks it was a beautiful fit and was really fun to use. It may have changed the poison function but you are still using the poison. Just like agonizing poison. Its changing the poison function but its still very effective and a huge damage increase, I don't see how its any less fun or boring.

How is passively applying a buff any more exciting than passively applying a dot? Literally the only thing agonizing is doing is making you not take Exsanguinate. Which I don't see how that's any more exciting, its one extra button every 45 seconds that takes more thought and prep to use. 

Based on the discussions I've had with people about this talent this morning it's viewed as "boring and passive" by many, which is why I assume Blizzard is considering a change, though I don't at all agree with that interpretation that's it's boring at all and I'm a big fan of the talent. My comment was more of a parroting of an interpretation by the community and Blue's post to try to make sense of Blizzard's upcoming change to the talent.

I feel much in the same way that you do that AP or Deadly applications are the same, the effect of the poison just occurs in a different manner. I'm completely fine with the way they are used now. Deadly is great for trash mobs in dungeons and for PVP, AP is the king of ST PVE. I think it would be great to have even more poison options, but I don't think we need to get rid of AP to accomplish that. Unfortunately based on the way the talent is discussed by Blue, it seems Blizz is jumping on the "boring" bandwagon. Appears to be an unfortunate case of perception overruling reality. 

I'm curious to see the details of potential replacements for the talent, but given the current scaling/balance in ST with AP, I'm pessimistic that this is going to be a positive change. Seems odd that Blizzard is simultaneously praising the spec as being in a "good spot" while suggesting a major talent change that could significantly impact the spec balance in the next patch. Given this change as well as the Tier 20 bonuses, it seems like a bleed build may be the better single target option, but we'll see how it shakes out. 

  • Like 1

Share this post


Link to post
Share on other sites

Yeah so I'm very worried about this post as well as an Assassination Rogue.  Let us start at the when Legion launched I was outlaw until the nerfs came at the end of September.  I have been Assassination ever since minus a few encounters in Nighthold (Scorp, Spellblade, Bot).  When Blizz changed the poison application time I was very happy with how the spec was playing because I could easily swap from Deadly to Agonizing depending on the situation in M+ or Raids.  Anyways I've spent months now gearing up my Rogue specifically to use Agonizing to the fullest extent which is a much different focus on secondaries then an Exanguinate build.  So I don't think Blizz needs to worry about Assassination as much as Outlaw at the moment.   And honestly the quality of life buff we just got where we can get poison bomb procs off of rupture now is amazing.  Please Blizzard don't mess with Agonizing.  I like where Assassination rogue are at and I think a lot more rogues like it too.  It may not have great target swapping damage but that's a trade off that rogues take for going that build and they know the consequences when they choose it.  If a rogue wants to be a good target swap dps or have high burst they go one of the other two specs or choose Exanguinate.  So don't punish the rogues who purposely chose Agonizing.     

Please other Rogues speak up or we are going to regret it.

Edited by Tosen

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Argus the Unmaker drops interesting trinkets with secondary on-equip effects and Blizzard explained how they work in more detail.
      Path of the Titans Trinkets
      The final boss of the upcoming raid drops trinkets that have two on-equip effects. While the primary effect functions just like any other trinket, the secondary on-equip effect only activates under certain conditions.
      Aggramar's Conviction - Mark of Aggramar Aman'Thul's Vision - Mark of Aman'thul Eonar's Compassion - Mark of Eonar Golganneth's Vitality - Mark of Golganneth Khaz'goroth's Courage - Mark of Khaz'goroth Norgannon's Prowess - Mark of Norgannon Clarifications
      The secondary "When empowered by the Pantheon..." proc on the trinkets will only activate within Antorus the Burning Throne raid. Only four unique buffs are needed to trigger the secondary proc (down from 6). Aman'Thul's Vision ignores the rule as a "wild card" and the item does not count toward the Legion Legendary cap, so you can have 3 Legendary items equipped at the same time. Pantheon's Blessing is used to upgrade Pantheon trinkets up to item level 1,000. Blizzard (Source)
      Hey guys,

      A slightly different discussion here, but just popping in with a note that the secondary Equip effect on the Antorus trinkets that note "When empowered by the Pantheon...", such as 'Aman'Thul's Grandeur' on Aman'Thul's Vision or 'Khaz'goroth's Shaping' on Khaz'goroth's Courage will only function within the Antorus raid once it is live.

      Currently on the PTR this effect works outside of the raid, but its worthwhile to offer some clarification so there's no confusion once the raid itself is live.

      If you have any questions on this, let me know!
      While it won't function in Mythic+ we did change the six requirement so you only need four unique buffs to trigger the Pantheon secondary proc inside Antorus. You can have any possible combination of the unique five to activate this additional proc. Aman'Thul's Vision ignores the rule as a "wildcard" filling any gap that you might be missing from the other five.

      So for example you can have two Aman'Thul's and two of the other uniques and it will trigger the Pantheon proc.

      Keep in mind we're still tweaking and making changes to the trinkets so please keep voicing your feedback about it :)
      Currently all of the trinkets on PTR behave like Aman'Thul's Vision does in the Pantheon proc but will be changed to be unique before it goes live, other than Aman'Thul's which will stay as a wild card. 

      Still as always subject to change but that's the current plan.
      All trinkets have received updates in the latest Patch 7.3.2 PTR build:
      Aggramar's Conviction
      Mark of Aggramar - Taking damage has a chance to increase your Armor Versatility by 1,197 2,697 for 15 14 sec. When empowered by the Pantheon, your maximum health is increased by 652,038 459,366 for 15 sec, and you are healed to full health. Approximately 2.2 1.4 procs per minute. Aman'Thul's Vision
      Mark of Aman'thul - Your spells and abilities have a chance to grant you 741 1,089 Speed, Avoidance, and Leech for 12 sec. When empowered by the Pantheon, your primary stat is increased by 1.414 1,087 for 15 sec. Approximately 2.5 1.4 procs per minute. Eonar's Compassion
      Mark of Eonar - Your healing effects have a chance to grow an Emerald Blossom nearby, which heals a random injured ally for 23,392 36,100 every 2 sec. Lasts 14 12 sec. When empowered by the Pantheon, your next 4 direct healing spells grant the target a shield that prevents 65,204 71,132 damage for 30 sec. Approximately 2 1.2 procs per minute. Golganneth's Vitality
      Mark of Golganneth - Your damaging abilities have a chance to create a Ravaging Storm at your target's location, inflicting 63,728 148,698 Nature damage split among all enemies within 6 yds over 8 6 sec. When empowered by the Pantheon, your autoattacks cause an explosion of lightning dealing [ 870,400% 1,357,400% of Mainhand Weapon Speed ] Nature damage to all enemies within 8 yds of the target. Lasts 15 sec. Approximately 4 1.8 procs per minute. Khaz'goroth's Courage
      Mark of Khaz'goroth - Your damaging attacks have a chance to make your weapon glow hot with the fire of Khaz'goroth's forge, causing your autoattacks to do [ 929,400% 1,327,700% of Mainhand Weapon Speed ] additional Fire damage for 12 sec. When empowered by the Pantheon, your Critical Strike, Haste, Mastery, or Versatility is increased by 1.413 2,614 for 15 sec. Khaz'goroth always empowers your highest stat. Approximately 2 1.4 procs per minute. Norgannon's Prowess
      Mark of Norgannon - Your damaging spells have a chance to increase your Intellect by 1,303 3,257 for 12 sec. When empowered by the Pantheon, you gain 6 charges of Norgannon's Command for 15 sec. Your damaging spells expend a charge to inflict an additional 34,321 45,760 damage to the target, from a random school of magic. Approximately 3 1.4 procs per minute.
    • By Stan

      Antorus will open soon and it's time to look at all trinkets that drop inside the new raid that will go live after Patch 7.3.2.
      An overview of all trinkets from Antorus, sorted by class roles.
      Last week, we previewed all Tier 21 set bonuses and in this overview, we're exploring all trinkets and their various effects. All the data should be up-to-date as of the latest Patch 7.3.2 Build 25326.
      Tank Trinkets
      It's interesting to point out the synergy between Eye of F'harg and Eye of Shatug. Both trinkets have two effects and drop from the Hounds of Sargeras (second boss). Every 30 seconds, you can switch between those two trinkets. I imagine it to work exactly like Anathema / Benediction did back in Vanilla. Obviously, only 1 Eye of the Hounds trinket can be equipped at the same time and if your nearby tank-specialized ally bears the opposite eye, you gain either Versatility or Armor. It will be interesting to see how the switching plays out during progression.
      Name Effect Source Aggramar's Conviction Aggramar's Fortitude - Taking damage has a chance to increase your Versatility by 4,354 for 14 sec. When empowered by the Pantheon, your maximum health is increased by 1,619,543 for 15 sec, and you are healed to full health. Argus the Unmaker Apocalypse Drive Hammer-Forged - Reduce the damage of the next 10 melee attacks against you by up to 981,700 each. Lasts up to 20 sec. Suffering melee attacks reduces the cooldown of this ability by 1 sec. (2 min cooldown) Garothi Demolisher Diima's Glacial Aegis Chilling Nova - Increase your Armor by 8,357 for 12 sec, and inflict 348,257 Frost damage to enemies within 12 yds and reduce their movement speed by 70% for 12 sec. (60 sec cooldown) Asara, Mother of Night Eye of F'harg Eye of the Hounds - Grants 528 Versatility to a nearby tank-specialized ally bearing the opposite Eye.
      Swap Hounds - Transform to Eye of Shatug. (30 sec cooldown)
      F'harg Eye of Shatug Eye of the Hounds - Grants ??? Armor to a nearby tank-specialized ally bearing the opposite Eye.
      Swap Hounds - Transform to Eye of F'harg. (30 sec cooldown)
      F'harg Riftworld Codex Unstable Portals - Taking damage has a chance to open a portal to another world, either healing you, providing an absorption shield, or empowering you with shadowflame magic. Approximately 3 procs per minute. Portal Keeper Hasabel Smoldering Titanguard Bulwark of Flame - Channel a Bulwark of Flame that absorbs 18,405,746 damage for 3 sec. When the Bulwark expires you unleash 4 Waves of Flame, dealing 966,089 Fire damage to all enemies in their path. You cannot move or use abilities during Bulwark of Flame. (2 min cooldown) Aggramar Healer Trinkets
      Name Effect Source Carafe of Searing Light Refreshing Agony - Sear an enemy with holy light, inflicting 588,708 Holy damage over 18 sec. Restores 4,991 mana each time damage is dealt. (60 sec cooldown, 50 yd range)  Varimathras Eonar's Compassion Eonar's Verdant Embrace - Your healing effects have a chance to grow an Emerald Blossom nearby, which heals a random injured ally for 127,273 every 2 sec. Lasts 12 sec. When empowered by the Pantheon, your next 4 direct healing spells grant the target a shield that prevents 250,782 damage for 30 sec. Approximately 1.2 procs per minute. Argus the Unmaker Garothi Feedback Conduit Feedback Loop - Your healing effects have a chance to increase your Haste by 855 for 8 sec, stacking up to 5 times. This is more likely to occur when you heal allies who are at low health. Approximately 10 procs per minute. Garothi Worldbreaker Highfather's Machination Highfather's Timekeeping - Your healing effects have a chance to apply a charge of Highfather's Timekeeping for 60 sec, max 5 charges. When the ally falls below 50% health, Highfather's Timekeeping is consumed to instantly heal them for 216,140 health per charge. Approximately 10 procs per minute. Asara, Mother of Night Ishkar's Felshield Emitter Felshield - Place a Felshield on an ally, absorbing 2,416,492 damage for 9 sec. When the shield is consumed or expires, it explodes dealing 50% of the absorbed damage as Fire split amongst all enemies within 8 yds. (60 sec cooldown, 50 yd range) Admiral Svirax Tarratus Keystone Tarratus Keystone - Open a portal at an ally's location that releases brilliant light, restoring 1,633,314 health split amongst injured allies within 20 yds. (1.5 min cooldown, 50 yd range) Portal Keeper Hasabel Caster / Ranged DPS Trinkets
      Name Effect Source Acrid Catalyst Injector Cycle of the Legion - Your damaging spells that critically strike have a chance to increase your Haste, Mastery, or Critical Strike by 92 for 45 sec, stacking up to 5 times. When any stack reaches 5, all effects are consumed to grant you 2,183 of all three attributes for 12 sec. Approximately 9 procs per minute.  Garothi Demolisher Norgannon's Prowess Norgannon's Command - Your damaging spells have a chance to increase your Intellect by 11,483 for 12 sec. When empowered by the Pantheon, you gain 6 charges of Norgannon's Command for 15 sec. Your damaging spells expend a charge to inflict an additional 161,332 damage to the target, from a random school of magic. Argus the Unmaker Sheath of Asara Shadow Blades - Your damaging spells have a chance to conjure 6 Shadow Blades. After 2 sec, the swords begin launching foward, each dealing 56,864 Shadow damage to the first enemy in their path and increasing damage taken from your subsequent Shadow Blades by 10% for 3 sec, up to 50%. Approximately 1.7 procs per minute. Asara, the Mother of Night Terminus Signaling Beacon Legion Bombardment - Call a Legion ship to bombard the target's location for 9 sec, dealing 353,311 Fire damage to all targets within 12 yds, including the ship. (2 min cooldown, 50 yd range) Admiral Svirax Melee DPS Trinkets
      Name Effect Source Forgefiend's Fabricator Fire Mines - Your melee and ranged attacks have a chance to plant Fire Mines at the enemy's feet. Fire Mines detonate after 15 sec, inflicting 63,094 Fire damage to all enemies within 12 yds. Approximately 7 procs per minute. Garothi Demolisher Golganneth's Vitality Golganneth's Thunderous Wrath - Your damaging abilities have a chance to create a Ravaging Storm at your target's location, inflicting 524,262 Nature damage split among all enemies within 6 yds over 6 sec. When empowered by the Pantheon, your autoattacks cause an explosion of lightning dealing [ 4,785,800% of Mainhand Weapon Speed ] Nature damage to all enemies within 8 yds of the target. Lasts 15 sec. Approximately 1.8 procs per minute. Argus the Unmaker Gorshalach's Legacy Echo of Gorshalach - Your melee attacks have a chance to grant an Echo of Gorshalach. On reaching 15 applications, you lash out with a devastating combination of attacks, critically striking enemies in a 15 yd cone in front of you for 1,927,240 Fire damage. Approximately 10 procs per minute.
      Gorshalach's Legacy - Lash out with a devastating combination of attacks, critically striking enemies in a 15 yd cone in front of you for 1,927,240 Fire damage. Consumes all applications of Echo of Gorshalach.
      Aggramar Seeping Scourgewing Shadow Strike - Your melee attacks have a chance to deal 329,772 Shadow damage to the target. If there are no other enemies within 8 yds of them, this deals an additional 176,662 damage. Approximately 3 procs per minute. Varimathras Shadow-Singed Fang Flames of F'harg - Your melee and ranged abilities have a chance to increase your Strength or Agility by 4,548 for 12 sec. Approximately 3 procs per minute.
      Corruption of Shatug - Your autoattacks have a chance to increase your Critical Strike by 2,201 for 12 sec. Approximately 3 procs per minute.
      F'harg Hybrid Trinkets
      Aman'Thul's Vision's secondary "When empowered by the Pantheon..." effect increases your primary attribute, not just Intellect as indicated in the tooltip. The item ignores the maximum cap of Legendary items (2) that can equipped at once. In order for the secondary "When empowered by the Pantheon..." effects to proc, your raid members need to have four Path of the Titans trinkets equipped. The proc only works in Antorus the Burning Throne and Aman'Thul's Vision's buff serves as a wild card for the effect to activate. You can learn more about Pantheon trinkets here.
      Blizzard (Source)
      While it won't function in Mythic+ we did change the six requirement so you only need four unique buffs to trigger the Pantheon secondary proc inside Antorus. You can have any possible combination of the unique five to activate this additional proc. Aman'Thul's Vision ignores the rule as a "wildcard" filling any gap that you might be missing from the other five. Trinkets listed in this section can be used and are winnable by multiple class roles.
      Name Winnable by Effect Source Aman'Thul's Vision All class roles Aman'Thul's Grandeur Your spells and abilities have a chance to grant you 3,840 Speed, Avoidance, and Leech for 12 sec. When empowered by the Pantheon, your primary stat is increased by 3,831 for 15 sec.-  Argus the Unmaker Khaz'goroth's Courage Melee DPS & Hunters Khaz'goroth's Shaping - Your damaging attacks have a chance to make your weapon glow hot with the fire of Khaz'goroth's forge, causing your autoattacks to do [ 4,681,000% of Mainhand Weapon Speed ] additional Fire damage for 12 sec. When empowered by the Pantheon, your Critical Strike, Haste, Mastery, or Versatility is increased by 9,215 for 15 sec. Khaz'goroth always empowers your highest secondary stat. Argus the Unmaker Prototype Personnel Decimator Casters & Melee DPS Prototype Personnel Decimator - Your ranged attacks and spells have a chance to launch a Homing Missile if your target is at least 10 yds away, dealing up to 243,786 Fire damage to all enemies within 20 yds. Targets closer to the impact take more damage. Approximately 4 procs per minute. Garothi Worldbreaker Vitality Resonator Casters & Healers Reverberating Vitality - Redirect the life force of an enemy, increasing your Intellect by up to 9,705 for 15 sec. This grants more Intellect when used against targets at high health. Essence of Eonar
    • By Jovovich
      World of Warcraft - [Horde][US-Arthas]Unhuman - Francais - 5/9M - www.unhuman.ca
      Unhuman est à la recherche de nouveaux visages qui seraient intéressés à joindre ses rangs!
      Forum: http://forum.unhuman.ca/forum/7-recrutement/
      Raiding:
      - [Raid] Undying ToS:5/9M NH:6/10M ToV:3/3M EN:7/7M 2soir Mardi et Mercredi 7hpm à 10h30hpm  (EST)
      - [Raid] Casual as Fuck ToS:9/9H, NH:10/10H ToV:3/3N EN:7/7H 1soir Mercredi 7hpm à 10h30hpm  (EST)
       
      PvP:
      - [PvP] Unhuman RBG: 1600 rating, 1soir Jeudi des 8hpm (EST)
       
      Communauté:
      - Plus de  450 accounts
      Unhuman est plus qu'une guilde de raiding performante, c'est aussi la plus grosse communauté Francophone sur World of Warcraft US. Depuis sa création en 2006, Unhuman cherche à offrir à ses raiders un environnement de jeu qui favorise la progression et ce avec des joueurs d'excellent calibre. Nous sommes constamment à la recherche de nouveaux joueurs que ce soit PVE ou PVP, mais aussi des masters du Pet Battles, des champions de l'Archéologie ou peu importe ce qui vous branche ingame. Vous êtes donc assuré de trouver ce que vous cherchez chez nous peu importe votre style de jeu.
      Pour toutes questions...
      - http://unhuman.ca/
      - Jovovich-Arthas, Guild Master
      - Falfuris-Arthas, Officier
    • By Jovovich
      World of Warcraft - [Horde][US-Arthas]Unhuman - French - 5/9M - www.unhuman.ca
      Unhuman is RECRUITING!
      Forum: http://forum.unhuman.ca/forum/7-recrutement/
      Raiding:
      - [Raid] Undying ToS:5/9M NH:6/10M ToV:3/3M EN:7/7M 2day,Tuesday and Wednesday 7hpm to 10h30hpm  (EAST)
      - [Raid] Casual as Fuck ToS:9/9H NH:10/10H ToV:3/3H EN:7/7H 1day Wednesday 7hpm to 10h30hpm (EAST)
       
      PvP:
      - [PvP] Unhuman RBG: 1600 rating, 1day Wednesday starting at 8hpm (EAST)
       
      Community:
      - More than 450 account
      Unhuman is a performing raiding guild with multiple raid groups, it's one of the biggest, for not saying the biggest one, french community on World of Warcraft US. Unhuman has been created in December 2006 and will continue to live for a long time, Unhuman is trying to give to our raiders everything they need to be focus only on good progression!. Unhuman is always looking for new players of all kind, PvE or PvP, even with Battle pets or Archeologists or anything else you can do in the game....You will be sure to find your way with Unhuman!
      For any question...
      - http://unhuman.ca/
      - Jovovich-Arthas, Guild Master
      - Falfuris-Arthas, Officier
    • By Stan

      Lesser Pet Treats and Pet Treats should once again stack, the new Hallow's End pet Naxxy will fly alongside you when you're on a flying mount and Void Tendrils no longer cause issues with game performance.
      Blizzard (Source)
      Classes
      Priest Shadow Void Tendrils spawned by Call to the Void should no longer cause game performance issues when attacking an enemy affected by Grounding Totem. Battle Pets
      Lesser Pet Treats and Pet Treats should once again stack. Naxxy will now fly alongside you when you’re on a flying mount. Player versus Player
      Your item level is now set to 935 while participating in Tournament Rules wargames (was iLvl 900). Previous Patch 7.3 Hotfixes
      Patch 7.3 Hotfixes - October 17 Patch 7.3 Hotfixes - October 10 Patch 7.3 Hotfixes - October 4