Starym

Patch 7.2.5 Hotfixes: July 24th

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Along with the previously announced class tuning and additional PvP class tweaks, today we're getting some significant nerfs to Mythic Fallen Avatar and Kil'jaeden! So we should be seeing another kill on big red quite soon. We also got some new additions to the overall class tuning that were not previously announced, specifically for Vengeance DHs, and all 3 Paladin specs.

Blizzard LogoJuly 24 (source)

Class, Raid, Items, and PvP hotfixes below will go live with maintenance in each region.

Classes

  • Death Knight
    • Frost
  • Fixed a bug preventing Hungering Rune WeaponHungering Rune Weapon from generating a Rune at the correct rate of once every 1.5 seconds.
  • All damage abilities increased by 5%.
  • Demon Hunter
  • Paladin

Class Halls

  • Calydus will now appear if a player can accept or turn-in a quest with him, even if he's on a mission.

Dungeons and Raids

  • Tomb of Sargeras
    • The Fallen Avatar
      • The Fallen Avatar’s health is reduced by 5% in Mythic difficulty.
    • Kil’jaeden
      • Kil'jaeden's health reduced by 5% in Mythic difficulty.
      • Armageddon now creates 6 Armageddon Rains (was 8) in Mythic difficulty.
      • Illidan's Sightless Gaze now deals less damage in all difficulties.
      • Demonic Obelisk now spawns 3 Obelisks on the first cast in Mythic difficulty.


Items

  • Spectral ThuribleSpectral Thurible will no longer damage creatures you are not in combat with.
  • Warrior
  • Arms

 

  • Rogue
  • All Specs
  • Subtlety

 

Player versus Player

Druid

  • Balance
  • PvP Template Armor reduced by 10%.
  • Bladed FeathersBladed Feathers grants 11% additional armor per rank in PvP (was 22.5% per rank).
  • Ironfeather ArmorIronfeather Armor now grants an additional 25% armor, down from 50% armor.
  • Celestial GuardianCelestial Guardian now grants 10% spell damage reduction, down from 20%.
  • Moonkin FormMoonkin Form now grants 125% additional armor in PvP situations, down from 200%.
  • Restoration
    • PvP Template Intellect increased by 2%.
    • PvP Template Mastery increased by 20%.

Hunter

  • Survival
    • Holy Priests with Greater Fade active can now be correctly interrupted by Muzzle

Mage

  • Frost
    • Frigid WindsFrigid Winds increases chilling effects by 10% in PvP situations, down from 15%.
    • Chilled reduces the movement speed of targets by 40% in PvP situations (was 50%).

Priest

  • Holy
    • Ray of HopeRay of Hope's cooldown is increased to 60 seconds, up from 45 seconds.
    • PvP Template Intellect reduced by 4%.
    • PvP Template Mastery reduced by 30%.
    • The heal over time effect of RenewRenew now heals for an additional 75% in PvP, down from an additional 100%.

Shaman

  • Restoration
    • RiptideRiptide's heal is increased by 15% in PvP situations, down from an additional 30%.
    • PvP Template Intellect reduced by 3%.

Warlock

  • Affliction
    • PvP Template Intellect increased by 3%.
  • Destruction
    • PvP Template Armor increased by 30%.
    • PvP Template Versatility increased by 5%.

Previous Hotfixes

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      This week's beta build caught the Fury Warrior changes mid-flight, and is an incomplete picture of the overall changes. Work is still underway – the spec is currently being iterated on. To give some more information on the overall direction of the spec, here are some points we are looking to address:
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      Getting mad and being better and stronger is definitely still the fantasy of Fury, and Enrage is staying as the spec’s core base mechanic and Mastery. However, Enrage is changing a bit into 25% Haste (still being adjusted) and 10% Movement speed. It’s currently 100% melee attack speed on live, and was 50% melee attack speed previously on Beta. Haste is something that’s much more felt in terms of pacing (button presses, cooldowns compressing) compared to auto attack speed, which mostly gets covered up by ability animations anyways.
      The 20% increased damage taken during Enrage is being removed. Along with this, the 15% passive increased maximum health the spec had is also going away – this was largely added to counteract the increased damage drawback that Enrage had. Now, Fury will simply have the bonus of ~8% more health than other non-tanks in the same gear level, due to being able to dual-wield a pair of 2-handed weapons.
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      Raging Blow
      Raging Blow now Generates 12 Rage, has 2 charges, 7.5 sec recharge (reduced by Haste), has a 20% chance to instantly reset its own cooldown, and no longer requires being Enraged to be usable. It’s more similar to the Inner Rage version than the live baseline version, where it has no cooldown but requires Enrage to be usable. Raging Blow is doing a lot of things for the spec here:
      Raging Blow was changed to fit together into Rampage and Bloodthirst, both of which we thought were good and didn’t need any notable changes. Being usable only while Enraged, meant you very frequently pushed it multiple times in a row for 5 Rage each time, which didn’t feel super engaging. Having 2 charges baseline felt better, as a version with either a 6 or 7.5 sec cooldown but no charges meant it collided with Bloodthirst’s cooldown very frequently, which did not feel good. Additionally, charges on Raging Blow is sort of the only actual resource you manage on the spec, since Rage is technically a resource but only spent on Rampage and nothing else. Having a 20% chance to reset itself is the random proc on the baseline spec that adds an amount of unpredictability to the rotation.
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      Furious Slash didn’t really found its place on the spec. it’s a no-cooldown free filler that didn’t feel great to press, largely as a direct result of being the lowest priority/impact ability by design. The version of Furious Slash you’re seeing this week is a first iteration, where we tried giving it more tie-ins to your core rotation/mechanics: Generates 3 Rage, has 10% chance to trigger Enrage.
      Playing this version some more internally, we thought the button felt better, but still didn’t feel great to press. Additionally, it overlaps some with Whirlwind, which is also a baseline no-cooldown free filler. So we’re going to try removing Furious Slash baseline and making Whirlwind the baseline filler in single-target. Whirlwind has the benefit of having better audio/visual feedback, and generally feeling better to press. It also just fits the fantasy of a whirling blademaster/berserker pretty well. It will generate 3 Rage + 1 additional per target hit, up to a maximum of 8 Rage (this is intended to also speed up the AOE rotation). Furious Slash is being merged together with Frenzy (talent) and becoming a talent in that slot, without the new experimental 10% chance to trigger Enrage mechanic.
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      Whirlwind will now cause your next 2 single-target attacks to gain the effect of striking up to 4 additional targets for 40% damage. With the changes to Raging Blow, it made sense to add Raging Blow to this effect, but at that point the only thing not included was Execute and Furious Slash, so we've added them too.
      Execute
      Execute being a Rage spender caused it replace Rampage entirely during execute range (against enemies below 20% health). We are trying a version of Execute where it has a short 6-sec cooldown, and generates 20 Rage instead of spending it, so that it adds to your rotation and helps fuel your Rampages, rather than replacing one of your core buttons. In the current design of the spec, it feels more correct for Rampage to remain the almighty and only Rage spender, and Execute to be a more support role (rather than the spammed Rage spender), even if it deals similar damage to Rampage on paper (because Execute is available less frequently and Rampage Enrages you).
      Recklessness
      With Enrage no longer coming from Bloodthirst critical strikes and instead coming from Bloodthirst at a consistent 30% rate, the spec no longer has a core critical strike mechanic, and it made less sense to have 100% critical strike chance as Fury’s baseline cooldown. Thinking about it more, 100% critical strike chance would make more sense as Arm’s cooldown, because that spec is slower-paced and more about setting up for fewer, larger hits. Fury is currently much more about flurries of many smaller hits, speed/haste, and Rage generation. To that end, Fury’s cooldown turning into double Rage generation from all sources (and some critical strike chance for flavor) made more sense, both in terms of feel, theme, and gameplay.
      As a side note, one of the upsides of Fury’s resource model is that it can support a huge amount of burst/temporarily increased resource income in a way that feels great (something many other specs can’t do as well), because Rampage spends 85% of the Rage bar – we’re consciously leaning into this more with the Recklessness mechanics changes.
      As always, thanks for all of the feedback.
       
      Discipline (source)
      Quick clarifications (all still subject to ongoing change), since this build was in a slightly intermediate state.
      --Sins isn't correctly working in this build. The buff appears, but isn't increasing damage or Atonement.
      --Tuning is pretty preliminary, but for context on the 75 row, Contrition is likely too strong, because it skews the choice between the modes of Penance too much. Contrition's heal should be weaker than a Penance Atonement, so that it's still a choice about doing more group healing vs. focusing on one target.
      --Also on the 75 row--we're currently planning to replace Orison with Shadow Covenant.
      --Luminous Barrier is still intended to replace Power Word: Barrier, as before.
      --Current plan is to buff Shadow Mend a bit, as mentioned yesterday. Less sure about Power Word: Shield after reviewing more. Shadow Mend was more strongly propped up by Mastery: Reverence.
      We're seeing all the feedback on relative balance of talents within a row, but I don't want to make any claims or promises on which talents might eventually land higher/lower. We just rearranged a lot, and whatever I say will probably be proven wrong once we give a more thorough look and heavier testing happens on beta.
    • By Stan
      A Seasonal affix has been added to the game along with achievements hinting at Mythic Keystone Seasons in Battle for Azeroth.
      From Slootbag's PAX East 2018 interview it's clear that Blizzard wants to add Seasonal affixes to the game in Battle for Azeroth and make achievements more in line with Ahead of the Curve / Cutting Edge achievements.
      Seasonal Affixes
      Inspired by Uldir's final boss G'huun, we found an interesting new affix called Infested.
      Affix Description Infested Non-Boss enemies have been infested with a Spawn of G'huun. Seasonal Achievements
      In the latest Beta Build 26707, they've added the following achievements related to Mythic+ Seasons.
      Battle for Azeroth Keystone Conqueror: Season One - Complete all Battle for Azeroth Mythic dungeons at Level 10 or higher within the time limit, before the end of the first Mythic Keystone season. Battle for Azeroth Keystone Master: Season One - Complete all Battle for Azeroth Mythic dungeons at Level 15 or higher within the time limit, before the end of the first Mythic Keystone season. What are your thoughts on Mythic+ Seasons? Let us know in the comments!