Stan

Patch 7.3: Upcoming Elemental Shaman Changes & Monks

9 posts in this topic

AbU5AOy.jpg

Elemental Shamans will receive changes in a future 7.3 PTR build next week and Windwalker Monk discussion about scaling continues.

Elemental Shaman Changes

Blizzard LogoBlizzard (Source)

Next PTR will have a small set of Elemental changes meant to focus on a couple specific problems.

Mastery capping


Some of the power of mastery is shifted from proc rate into damage. The nerfs to Totem MasteryTotem Mastery and Elemental BlastElemental Blast don't require talent rebalancing, since they are minor and those are talents are already generally favored. The slight total DPS loss from those changes is counteracted in the baseline spec. With both talents, the mastery cap (with all these changes) would increase from 10400 rating to 15067.

Chain Lightning dominating Earthquake

Chain LightningChain Lightning is so strong that Earthquake is often not attractive to cast. There are also secondary issues such as the importance of Lightning Rod procs and resource overflow in AoE.

Damage is shifted from Chain LightningChain Lightning into EarthquakeEarthquake, and EarthquakeEarthquake is further increased to account for generating less Maelstrom (which helps the overflow issues, including on Static OverloadStatic Overload procs). The Earth ShockEarth Shock buff helps stave off the potential for Earthquake to get too close to it again, and a buff to Earth ShockEarth Shock was pretty reasonable generally.

Again, the goal is to address these issues in a relatively contained way. 7.3 is generally light on class changes, but we wanted to try to get at these known problems. As always, open to feedback on any complications that these look like they might introduce.

--If Elemental BlastElemental Blast is actually behind after the small nerf, it should be relatively easy to correct by buffing its own damage. That said, the current set bonus pushes Primal ElementalistPrimal Elementalist (and that sort of thing is generally acceptable for a tier), which means it's unsurprising if it's slightly ahead on its row for right now.


--We agree EarthquakeEarthquake should be more of a "finisher" out of the two, and this set of changes is trying to go in that direction. It should at least be used consistently in its intended role. It sounds a little odd that changing one spell's damage 45% relative to the other (plus the Maelstrom change) doesn't at all change the number of targets at which you'd use EarthquakeEarthquake, but we're happy to keep looking at any more detailed discussion of why that would be the case.

--The Maelstrom change would be a pacing change, but I think there are some advantages if we keep it and instead put value into buffing EarthquakeEarthquake (further than this if needed). It helps the above discussion of EarthquakeEarthquake actually being worth enough to stand out. The current version where, on average, each Chain LightningChain Lightning pays for more than one EarthquakeEarthquake is a pretty weird builder/spender relationship--and is part of the answer to your question of why EarthquakeEarthquake isn't stronger. Also, Maelstrom overflow is a significant issue currently. In your example of Static OverloadStatic Overload, it currently overflows in literally every case (on 5 targets). Pulling back on that and giving EarthquakeEarthquake  much higher value cuts down on resource waste while making it more valuable when you spend it.

If the main problem is that the EarthquakeEarthquake buff here isn't enough to accomplish the goals as described, that's something we can review further (and of course welcome any further input on that question).

Windwalker Monks Scaling

The concerns were previously raised during the reddit AMA.

Blizzard LogoBlizzard (Source)

I don't know if there's a better thread where this is being discussed, but this thread seems closely related to the work done in the post.

Restating something I'd already said to the author--stat scaling is a massively complicated problem, and basically any rigorous knowledge fed in about it is a helpful addition. The main impediment to discussion on such a large dataset being offered as feedback is having to go through the whole methodology--enough to be sure we're all on the same page as to exactly what it's showing. I expect something as ambitious as "make a chart of all stats for all DPS specs at once" is likely to wind up as a project of perpetual refinement rather than something you can just "do" one day.

Which is all to say: basically all I can do is start with scattered questions/comments as I go through, rather than any kind of grand conclusion.

----

The best chart to spent most time on is probably the "% DPS gained per 475 stats" one.
--Versatility clocks in at 1.00% (+/- 0.01) on nearly all specs. Does that mean that the profiles being used have 0 Versatility?
--More broadly, what "current" stats are being used to generate the weights? As explained above, that affects how stats look relative to each other when viewed as a % of total DPS. If the profiles aren't constructed in a uniform way, some might have more lopsided stat distributions than others.
--Given how few things remain that are left out of Versatility, it might be cleanest to bring them all in at this point. No promise yet.
--For specs that are significantly above 1.00%, are they double-dipping Versatility or is that a simulation artifact?

"I didn’t include Weapon DPS in the averages as there was no easy way to do so and be fair to all specs. If you come up with a way that works, let me know."
--I believe the correct way is to make a weighted sum of Primary and WDPS based on whatever ratio they exist at currently on typical gear (similar to the advice I gave for Stamina).
--The variation in primary stats is a bit curious--looking at casters, where there's no WDPS complication. If, on a caster, all DPS other than trinkets is proportional to Int, the value of Int on all of them should be nearly identical (again after correcting for special cases such as the portion of Demonology damage that scales with Stam). Maybe what I'm saying is: the variation in Int's value seems like a sort of "control"--one way of getting insight into the magnitude of systematic error in the model.
--Trinkets also throw a minor wrench in the works if they're not treated uniformly in the comparison. It seems like you'd have to either avoid RPPM-damage-proc trinkets on everybody (those don't scale with primary), or add another factor representing trinket ilvl and fold it into primary just as with Stam and WDPS.

Share this post


Link to post
Share on other sites

This is fine.

Everything is fine.

*burns with the rest of the house and melts away*

Edited by Suoson
add more meme
  • Like 1

Share this post


Link to post
Share on other sites

Did a good job with the mastery capping issue, lowers the value of mastery a bit but that's not awful... but the rest...

Elemental shamans- Earthquake isn't strong enough! Blizz- Did someone say chain lightning was too strong? ES- No...we're casting CL because of how EQ hits like a noodle and adds can move out of it. Blizz- EQ not good enough, make the builder worse! ES-.....Blizz why

Our ST and cleave already is middling, that seems like a far more urgent issue. Also redesign static overload, that's the issue with maelstrom capping, not that CL generates too much, the 4 maelstrom chain lightning felt bad when we had it before, I hope they revert that change. Kinda missed the mark here, I hope they do another pass on elemental before live, they probably will. 

Edited by Rag

Share this post


Link to post
Share on other sites

They just keep on juggling with these numbers for EQ and ES. I mentioned this in the other thread as well a month or two back. They just can't get it done.

Share this post


Link to post
Share on other sites

I was so happy when I read the first bit.

Why oh why did you have to ruin it? Single target is the weakness. AoE fights is where we shine. Why do you have to take that tiny bit of "yeah, actually, let's bring an elemental shaman" away from us? 

Share this post


Link to post
Share on other sites
On 22/07/2017 at 4:48 PM, Yridaa said:

They just keep on juggling with these numbers for EQ and ES. I mentioned this in the other thread as well a month or two back. They just can't get it done.

I remember the thread! With suggestions about what they could do to fix it, like having damage of one dependent on the other etc.

  • Like 1

Share this post


Link to post
Share on other sites
2 hours ago, Prophet001 said:

lol that screenshot

 

"This is fine."

Sometimes you just have to embrace it as it burns around you :P

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


  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      Learn more about the fate of Azeroth and what caused the Silithus Wound! This article is obviously full of spoilers. You have been warned!
      Spoiler Alert
      To put you into perspective, we started speculating that Argus the Unmaker will have a secret Mythic phase involving Sargeras. From the latest Khadgar audio files in Patch 7.3.2 (courtesy of MMO-Champion), we learned that Sargeras wounded Azeroth. Below is the full transcription:
      "The Legion is defeated, its master imprisoned, but in his final spiteful act, Sargeras may have doomed us all. Our world is wounded champion. Its life essence seeps out into the sands just as Magni foresaw. This mere drop of Argus' blood surges with incredible power, the might of a titan. If the blood of Azeroth also proves to be a source of such strength, those who seek to rule this world will stop at nothing to possess it. The days ahead may be dark indeed. For now, go to Silithus. Gaze upon the wound in the world with your own eyes. We will find a way to save Azeroth, I know it."
      Chaud from MMO-Champion also noticed a shirt description that has later been removed for obvious reasons:
      "Before he could be taken by the remaining titans, Sargeras, the unholy leader of the Burning Legion, plunged his sword into the depths of Azeroth."
      Now that we have all the background information about the Silithus Wound, let's check it out in more detail! Note that this is a phased version of Silithus that has four location entries in the game files so far:
      Silithus The Wound North Alliance Silithus The Wound East Horde Silithus The Wound Main Silithus The Wound West Sargeras' sword is plunged into Azeroth, but the model is still encrypted.
      Screenshots

      The final titan is wounded and it's an ideal time for the Black Empire to rise! More information will be available at BlizzCon 2017. Check out the full schedule here.
    • By Starym

       
      It seems the next expansion is already preparing to be unleashed on beta servers as there was a brief moment around half an hour ago that the beta servers were flagged for patch 8.0.0.25338! They were very quickly reverted back to 7.2.5, but redditor tiwuno managed to snag a screenshot!

      The most likely reason for this is BlizzCon, as it's widely assumed the new expansion will be revealed there and that usually means some form of it will be playable on the show floor. So, with Legion having been in beta for around  a year, will we have to wait that long for the next expansion? It seems more likely Blizzard will want to speed up the announcement-to-release pace this time around, especially with the speed Legion content has been pouring in, indicating they're getting better at producing new stuff.
      In any case, we'll probably have to wait 'til BlizzCon (or the likely leaks juust before it) to find out more about World of Warcraft's seventh expansion and whether or not it'll be old god themed as expected.
    • By Stan

      Antorus trinkets and Tier 21 set bonuses received additional tuning in this week's Patch 7.3.2 PTR build.
      Antorus Raid Trinkets
      The following trinkets have been updated in the latest build:
      Carafe of Searing Light
      Refreshing Agony - Sear an enemy with holy light, inflicting 169,713 183,294 Holy damage over 18 sec. Restores 4,461 mana each time damage is dealt. Garothi Feedback Conduit
      Feedback Loop - Your healing effects have a chance to increase your Haste by 452 551 for 8 sec, stacking up to 5 times. This is more likely to occur when you heal allies who are at low health. 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 48,068 67,294 health per charge. Ishkar's Felshield Emitter
      Felshield - Place a Felshield on an ally, absorbing 1,044,941 752,358 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. Cooldown: 2 min 60 sec. Tarratus Keystone
      Tarratus Keystone - Open a portal at an ally's location that releases brilliant light, restoring 423,768 508,521 health split amongst injured allies within 20 yds. Tier 21 Set Bonuses [All Tier 21 Set Bonuses]
      The following bonuses have been updated in the latest build:
      Death Knight
      Item - Death Knight T21 Blood 4P Bonus - When Dancing Rune Weapon fades, your Rune regeneration rate is increased by 15% 40% for 10 sec. Item - Death Knight T21 Frost 4P Bonus - When you deal Frost damage, you have a chance to release a barrage of icy spikes at your target dealing [ 3.000 * 280% 420% of weapon damage ] Frost damage. Demon Hunter
      Item - Demon Hunter T21 Havoc 4P Bonus - When Eye Beam finishes fully channeling, your Haste is increased by 15% 40% for 8 sec. Mage
      Item - Mage T21 Arcane 2P Bonus - Each Arcane Charge you spend increases your damage dealt by 2% 4% for 8 sec. Item - Mage T21 Arcane 4P Bonus - When you generate an Arcane Charge, you have a 4% 8% chance to increase your haste by 20% for 6 sec. Monk
      Item - Monk T21 Brewmaster 4P Bonus - When you dodge an attack, you have a 25% 100% chance to reset the cooldown of Breath of Fire. Rogue
      Item - Rogue T21 Outlaw 4P Bonus - Run Through has a 10% 12% chance to grant you a Roll the Bones combat enhancement buff you do not already have for 10 sec. Warrior
      Item - Warrior T21 Arms 2P Bonus - When you use Colossus Smash, your critical damage is increased by 15% 10% for 8 sec. Previous Highlights
      Patch 7.3.2 Build 25255
    • By Stan

      A collection of all Tier 21 bonuses from Antorus.
      An overview of all Tier 21 set effects from Antorus the Burning Throne as of Patch 7.3.2 Build 25326.
      Death Knight 
      Specialization 2P Bonus Effect 4P Bonus Effect Blood Item - Death Knight T21 Blood 2P Bonus When a charge of Bone Shield is consumed, the cooldown of Dancing Rune Weapon is reduced by 3.0 sec. Item - Death Knight T21 Blood 4P Bonus When Dancing Rune Weapon fades, your Rune regeneration rate is increased by 40% for 10 sec. Frost Item - Death Knight T21 Frost 2P Bonus Howling Blast damage increased by 15% and Obliterate damage increased by 15%. Item - Death Knight T21 Frost 4P Bonus When you deal Frost damage, you have a chance to release a barrage of icy spikes at your target dealing [ 3.000 * 420% of weapon damage ] Frost damage. Approximately 2 procs per minute. Unholy Item - Death Knight T21 Unholy 2P Bonus Death Coil causes the target to take an additional 25% of the direct damage dealt over 4 sec. Item - Death Knight T21 Unholy 4P Bonus Death Coil has a 20% chance to deal damage a second time. Demon Hunter
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Havoc Item - Demon Hunter T21 Havoc 2P Bonus Eye Beam damage increased by 30%. Item - Demon Hunter T21 Havoc 4P Bonus When Eye Beam finishes fully channeling, your Haste is increased by 40% for 8 sec. Vengeance Item - Demon Hunter T21 Vengeance 2P Bonus While Demon Spikes is active, your parry chance is increased by an additional 5%. Item - Demon Hunter T21 Vengeance 4P Bonus When you parry an attack, the cooldown of Metamorphosis is reduced by 5.0 sec. This can only occur once every 1.0 sec. Druid
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Balance Item - Druid T21 Balance 2P Bonus Increase the damage of Starfall by 10% and Starsurge by 10%. Item - Druid T21 Balance 4P Bonus When you cast Starsurge or Starfall , the damage of your Moonfire and Sunfire spells is increased by 10% for 6 sec. Feral Item - Druid T21 Feral 2P Bonus When Rip deals damage, there is a 10% chance for it to deal damage again. Item - Druid T21 Feral 4P Bonus When Rip deals damage, you have a 4% chance to cause your next Ferocious Bite to consume no Combo Points and count as if you spent the maximum amount of Energy. Guardian Item - Druid T21 Guardian 2P Bonus When Gore is consumed, the cooldown of Barkskin is reduced by 1.0 sec. Item - Druid T21 Guardian 4P Bonus When Barkskin fades, all healing done to you is increased by 10% for 20 sec. Restoration Item - Druid T21 Restoration 2P Bonus Ysera's Gift now applies Dreamer to the target, healing them for [ 100% of Spell Power ] over 8 sec. Item - Druid T21 Restoration 4P Bonus When you cast Wild Growth, you have a 100% chance to cause Ysera's Gift to heal a target 400% more frequently for 5 sec. Hunter
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Beast Mastery Item - Hunter T21 Beast Mastery 2P Bonus Kill Command damage increased by 10% Item - Hunter T21 Beast Mastery 4P Bonus When you use Kill Command, the cooldown of Aspect of the Wild is reduced by 2.0 sec. Marksmanship Item - Hunter T21 Marksmanship 2P Bonus Your Focus generating attacks deal 30% more damage and generate 25% more Focus. Item - Hunter T21 Marksmanship 4P Bonus Marked Shot has a 30% chance to fire at up to 3 additional targets hit by Marked Shot an additional time. Survival Item - Hunter T21 Survival 2P Bonus Flanking Strike has a 50% chance to increase the critical strike chance of your next Raptor Strike by 100% and the critical strike damage of Raptor Strike by 50% within the next 20 sec. Item - Hunter T21 Survival 4P Bonus Each cast of Mongoose Bite increases the damage of your next Raptor Strike by 20%. Stacks up to 6 times. Mage
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Arcane Item - Mage T21 Arcane 2P Bonus Each Arcane Charge you spend increases your damage dealt by 4% for 8 sec. Item - Mage T21 Arcane 4P Bonus When you generate an Arcane Charge, you have a 8% chance to increase your haste by 20% for 6 sec. Fire Item - Mage T21 Fire 2P Bonus Increases the duration of Combustion by 2.0 sec. Item - Mage T21 Fire 4P Bonus Combustion also increases your critical strike damage by 12% for 14 sec. Frost Item - Mage T21 Frost 2P Bonus Each successive ice bolt of a cast of Flurry deals 25% more damage. Item - Mage T21 Frost 4P Bonus When you consume Brain Freeze, the damage of your next Ice Lance is increased by 25%. Monk
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Brewmaster Item - Monk T21 Brewmaster 2P Bonus Breath of Fire has a 100% chance to generate an additional stack of Elusive Brawler for each target hit. Item - Monk T21 Brewmaster 4P Bonus When you dodge an attack, you have a 100% chance to reset the cooldown of Breath of Fire. Mistweaver Item - Monk T21 Mistweaver 2P Bonus When Gust of Mists heals a target, they have a 100% chance to gain Tranquil Mist which heals them for [ 228% of Spell Power ] health over 12 sec. Item - Monk T21 Mistweaver 4P Bonus When you cast Renewing Mist you have a 100% chance to send a bolt of healing Chi at all targets affected by Tranquil Mist, healing them for [ 300% of Spell Power ]. Windwalker Item - Monk T21 Windwalker 2P Bonus When you gain the Blackout Kick! effect, the damage of your next Blackout Kick is increased by 150%. Item - Monk T21 Windwalker 4P Bonus When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. Paladin
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Holy Item - Paladin T21 Holy 2P Bonus Flash of Light and Holy Light transfer 40% additional healing to your Beacon of Light target. Item - Paladin T21 Holy 4P Bonus Holy Shock has a 30% chance to increase the critical healing of your Flash of Light, Holy Light, and Light of Dawn by 100% for 10 sec. Protection Item - Paladin T21 Protection 2P Bonus You gain Vindicator's Shield, increasing your block chance by 10%. Item - Paladin T21 Protection 4P Bonus While not affected by Shield of the Righteous, the effect of Vindicator's Shield is increased by 100%. Retribution Item - Paladin T21 Retribution 2P Bonus Judgment damage increased by 60%. Item - Paladin T21 Retribution 4P Bonus When you use Judgment, the cost of your next Holy Power spending ability is reduced by 1. Priest
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Discipline Item - Priest T21 Discipline 2P Bonus Reduces the recharge time of Power Word: Radiance by 3.0 sec. Item - Priest T21 Discipline 4P Bonus When you cast Power Word: Radiance, the damage of your next Penance is increased by 30%. Holy Item - Priest T21 Holy 2P Bonus Prayer of Healing increases the healing done by your next Flash Heal or Heal by 60%. Item - Priest T21 Holy 4P Bonus Your Flash Heal or Heal spells increase the healing amount of your next Prayer of Healing spell by 30%. Shadow Item - Priest T21 Shadow 2P Bonus Mind Flay and Mind Blast critical strike bonus damage increased by 50%. Item - Priest T21 Shadow 4P Bonus Each stack of Void Form increases the critical strike chance of Mind Flay, Void Bolt, and Mind Blast by 1%. Rogue
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Assassination Item - Rogue T21 Assassination 2P Bonus When you use Envenom, your Deadly and Wound poisons have 15% increased chance to critically strike for 6 sec. Item - Rogue T21 Assassination 4P Bonus When your Deadly and Wound poisons critically strike the target, you have a 100% chance to gain 4 Energy. Outlaw Item - Rogue T21 Outlaw 2P Bonus Extra attacks from Saber Slash increase the damage of your next Run Through by 5%, stacking up to 4 times. Item - Rogue T21 Outlaw 4P Bonus Run Through has a 12% chance to grant you a Roll the Bones combat enhancement buff you do not already have for 10 sec. Subtlety Item - Rogue T21 Subtlety 2P Bonus Each Combo Point spent reduces the cooldown of Symbols of Death by 0.2 sec. Item - Rogue T21 Subtlety 4P Bonus Backstab and Shadowstrike have a 5% chance to grant you Shadow Gestures, causing your next finishing move to refund 100% of Combo Points spent when used. Shaman
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Elemental Item - Shaman T21 Elemental 2P Bonus Lava Burst increases the damage of your next Earth Shock or Earthquake by 20%. Item - Shaman T21 Elemental 4P Bonus Earth Shock and Frost Shock have a 15% chance to cause an Elemental Overload. Enhancement Item - Shaman T21 Enhancement 2P Bonus Casting Stormstrike has a 15% chance to increase the damage of your next Rockbiter by 100%. Item - Shaman T21 Enhancement 4P Bonus Rockbiter causes the target to take 10% increased Fire, Frost, and Nature damage from your attacks for 4.5 sec. Restoration Item - Shaman T21 Restoration 2P Bonus When you cast Healing Rain, up to 6 allies within its area are immediately healed for [ 225% of Spell Power ]. Item - Shaman T21 Restoration 4P Bonus Healing Wave and Healing Surge casts have a 100% chance to heal a player standing in your Healing Rain for 40% of the amount. Warlock
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Affliction Item - Warlock T21 Affliction 2P Bonus When Agony deals damage, there is a 8% chance to increase the duration of Unstable Affliction on the target by 2.0 sec. Item - Warlock T21 Affliction 4P Bonus When you cast Unstable Affliction or Seed of Corruption, all targets within 60 yards suffering from your Agony take 10% increased damage from your Corruptionand Agony for 6 sec. Demonology Item - Warlock T21 Demonology 2P Bonus Each Soul Shard spent on Hand of Gul'dan increases the damage dealt by your next Call Dreadstalkers by 4%. Item - Warlock T21 Demonology 4P Bonus When you cast Demonic Empowerment, your Dreadstalkers will immediately use Dreadbite again at 50% increased damage.
      This can only occur once per cast of Call Dreadstalkers. Destruction Item - Warlock T21 Destruction 2P Bonus Chaos Bolt increases the critical strike chance of Incinerateon the target by 20% for 8 sec. Item - Warlock T21 Destruction 4P Bonus Chaos Bolt will deal an additional 12% of its direct damage caused to the target over 4 sec. Warrior
      [Return to Top]
      Specialization 2P Bonus Effect 4P Bonus Effect Arms Item - Warrior T21 Arms 2P Bonus When you use Colossus Smash, your critical damage is increased by 10% for 8 sec. Item - Warrior T21 Arms 4P Bonus Mortal Strike increases the damage and critical strike chance of your next Whirlwind or Slam by 15%, stacking up to 3 times. Fury Item - Warrior T21 Fury 2P Bonus Rampage causes the target to bleed for an additional 30% of the direct damage dealt to the target over 4 sec Item - Warrior T21 Fury 4P Bonus When you activate Battle Cry, the damage of Rampage is increased by 75% for 8 sec. Protection Item - Warrior T21 Protection 2P Bonus While Battle Cry is active, the cooldown of Shield Slam is reduced by 100%. Item - Warrior T21 Protection 4P Bonus Blocking an attack increases the value of an existing Ignore Pain effect by [ 400% of Attack Power ].
      This can only occur once every 1 sec. (Source)
    • By Stan

      Hallow's End starts in World of Warcraft this week. What's new this year?
      Hallow's End 2017 Update (Oct 18 - Nov 1)
      You can now queue up for the Headless Horseman at level 23+, so the chances of getting The Horseman's Reins mount are better than last year. You can transmogrify holiday-themed gear throughout the event. A new pet has been added this year. Naxxy is a mini version of Naxxramas. You can purchase it for 150 Tricky Treats. It's BoE, and you can sell it. Headless Horseman now drops item level 880 loot. Two new costumes have been added: Horse Head Costume & Horse Tail Costume. They cost 150 Tricky Treats each. Exquisite Costume Set: "Xavius" can be purchased for 200 Tricky Treats. Horse Costume

      Xavius Costume Set

      Naxxy Abilities
      Plague Breath (Level 1) Sticky Web (Level 2) Leech Life (Level 4) Death Coil (Level 10) Frost Nova (Level 15) Drain Blood (Level 20)
      (Source)