Stan

Patch 7.3 Netherlight Crucible Guide

19 posts in this topic

NYv2Vfy.jpg

Netherlight Crucible is only one week away. Learn more about the new relic customization option added in Patch 7.3.

Table of Contents 

What is the Netherlight Crucible? [Return to Top]

A new way of relic customization added in Patch 7.3. Remember the previously scrapped secondary traits on relics? It's a more polished version of them, giving players a little "more control" over the RNG.

Location [Return to Top]

The Netherlight Crucible can be found at 56, 67 aboard the Vindicaar.

How to Unlock the Netherlight Crucible [Return to Top]

Netherlight Crucible will be available to players starting September 12. The only prerequisite is to complete the Argus campaign in Mac'Aree, and a quest "The Netherlight Crucible". Unlock the Netherlight CrucibleNetherlight Crucible to get the Now You're Cooking with NetherlightNow You're Cooking with Netherlight achievement.

Legendary Items [Return to Top]

Insignia of the Grand ArmyInsignia of the Grand Army is a new Legendary item of item level 1,000 that will be rewarded from defeating Argus the Unmaker in Antorus the Burning Throne (The Death of a Titan). It increases the effects of Light & Shadow powers granted by the Netherlight Crucible by 50%. Note that Antorus will be available later this year.

Netherlight Crucible Traits [Return to Top]

The Netherlight Crucible has three relic slots and tiers of traits.

netherlight-crucible.jpg

Tier 1

The first tier is available immediately after unlocking the Crucible.

  • Netherlight FortificationNetherlight Fortification is the same trait for each relic, allowing you to increase the item level of your Artifact weapon by 5 item levels per slot (up to a maximum of +15 item levels).

Tier 2

The second tier contains 1 random Light & 1 Shadow power (regardless of your class or specialization) drawn from the following pools of power:

Light Powers

Shadow Powers

Tier 3

Any Artifact trait (with more than one rank) that isn't yet empowered by the selected relic can be present here.

Examples

Relic Slots Levels [Return to Top]

Relic slots are gated behind Artifact Level. They have three levels, corresponding to the three tiers of traits. You can increase the item level of your Artifact weapon by +15 immediately after you unlock the Crucible.

Progression

Relic Slot 1 Row 2 > Relic Slot 2 Row 2 > Relic Slot 3 Row 2 > Relic Slot 1 Row 3 > Relic Slot 2 Row 3 > Relic Slot 3 Row 3.

  • Relic Slot 1
    • Row 1 - Available immediately after you unlock Netherligh Crucible
    • Row 2 - Available at Artifact level 60
    • Row 3 - Available at Artifact level 69
  • Relic Slot 2
    • Row 1 - Available immediately after you unlock Netherligh Crucible
    • Row 2 - Available at Artifact level 63
    • Row 3 - Available at Artifact level 72
  • Relic Slot 3
    • Row 1 - Available immediately after you unlock Netherligh Crucible
    • Row 2 - Available at Artifact level 66
    • Row 3 - Available at Artifact level 75

Previewing Traits [Return to Top]

An unsocketed relic can be inserted into the Crucible at any time. Previewing traits makes the relic soulbound, so you won't be able to trade it with anyone.

Sh8IOJr.jpg?1

Paths [Return to Top]

It isn't possible to unlock all traits in the second and third tier. We have four different path variations.

FAQ [Return to Top]

We compiled all Q&A from Blizzard about the Netherlight Crucible and you can find them below.

Blizzard LogoBlizzard (Source)

Q: What are the requirements to access the Netherlight Crucible?
A: Our intent at this stage of development is for there to only be two requirements: your character is level 110, and you have the account-wide achievement "Now You're Cooking with NetherlightNow You're Cooking with Netherlight." That achievement is given as part of the final chapters of the 7.3 story campaign, which is planned to open week 3 of the patch (so 15 days after release).

We've been able to isolate a couple of bugs - partly due to responses to this thread, so thank you! - that are currently on the PTR preventing access to the Netherlight Crucible unless you have a rank in Concordance of the Legionfall. That's an unintended restriction, which we're working on fixing for a future PTR update.

Q: Why are you adding this system? What’s with the RNG?

A: The Netherlight Crucible (aside from being an important part of the 7.3 storyline) is intended to help with an issue with Relic availability that players have been reporting for some time now. As Ion explained during our last Q&A, there are technical issues with the way Relics were built that limit which bonus traits can be available from raids. This has caused a number of raiders to feel as though their best bet is to run Mythic Keystone dungeons constantly in the hopes of having a Relic with their ideal bonus trait drop (and Titanforge for a high item level).

Those who were following development of Patch 7.2 may recall an earlier take on an improvement for this issue, where we experimented with adding a single, randomized second bonus trait to Relics. Ultimately, we decided that was the wrong approach, and wanted a system that put a little more control in players’ hands. So, while the Netherlight Crucible does still have an element of randomness, it presents you with several options to choose from.
To be clear: we believe that having some element of randomness is important. Our goal was not to simply allow players to choose the precise bonus traits they wanted (you already do that, more or less, when spending Artifact Power). We still want there to be those exciting moments where a Relic gives you a great outcome. The Netherlight Crucible is intended to make Relics more valuable on average, not to make all Relics be equal value. 

Q: Will I be able to trade Relics with other players to see who gets the best options at the Crucible?

A: No. Previewing a Relic at the Netherlight Crucible will bind it to your character and remove the ability to trade it. This is because those trait options don’t actually exist on the Relic until you attune it to the Crucible, in a process similar to enchanting a piece of gear. It also prevents raid teams from feeling like they need to send everyone who might be interested in a Relic back to the Vindicaar before continuing.

Q: Will the Netherlight Crucible work on Relics acquired prior to 7.3 release?

A: Yes. However, keep in mind that it will take some time (likely several weeks) to unlock the later stages of the Netherlight Crucible, where the additional bonus traits come in. We don’t expect that stockpiling Relics prior to 7.3 will give any real advantage in practice.

Q: Doesn’t this just mean I’ll want my best two traits on each Relic now?

A: For the hardcore min/maxer, yes, there will still be a “best” outcome for your Relic configuration. However, there are now more Relics that can achieve that state (as Relics with your second-best trait can now roll your best trait at the Crucible), and you’ll encounter fewer “bad” Relics along the way.

Q: Why do I have to go back to the Netherlight Crucible to upgrade my Relic? Didn’t you want to get away from mechanics like that?

A: Players often compare this to the old Reforging system, and our dislike of having to visit a vendor after each and every upgrade. That hasn’t changed. The Netherlight Crucible only affects Relics – you won’t need to visit the Crucible every time you pick up a new pair of boots.

Q: How do the Relic "talents" unlock?

A: As your Artifact increases in level (by spending Artifact Power), your Relic slots will level up as well. When you first unlock the Crucible, you'll have access to the first additional trait (a +5 increase to your Artifact's item level) in each slot. The second row unlocks at Artifact level 60, 63, and 66 (for the left, center, and right Relic slots respectively), and the third and final row unlocks at Artifact level 69, 72, and 75. This should all be pretty apparent when you look at those slots in-game, but may not be showing clearly via datamined info.

Q: What did you mean by "it can't double roll a trait"?

A: Just that you will never be able to upgrade a Relic to increase the same Artifact trait twice. If your Relic already has a bonus rank of Wrath of the AshbringerWrath of the Ashbringer on it, that trait will not be one of the three options presented in the bottom row of the Crucible's upgrade tree.

In other words, there's no risk of having your Wrath of the AshbringerWrath of the Ashbringer relic be "ruined" by not rolling a second bonus to Wrath of the AshbringerWrath of the Ashbringer, because that could never have happened in the first place. However, if you get a relic without Wrath of the AshbringerWrath of the Ashbringer, there's now a chance that it'll gain it from the Crucible.

Additionally, those three options will always be unique; it won't, for example, give you the "choice" between Deflection, Deflection, or Deflection. Aside from making sure you always have options, this means that your odds of having your favorite trait appear on a Relic you'd otherwise have discarded are actually pretty decent.

Q: How do the ranks for the first two rows work?

A: There are no such ranks. We think this is coming from some confusion about how the Netherlight Crucible is showing up in datamining, versus how it actually operates in-game. Once you've unlocked a row in the Crucible, you just select the option you like, and that's it - there's no additional leveling up of those options beyond that.

For those peeking into the data (or anyone else who might be curious): this is because of how we built the system to allow the unlockable effects to stack between each relic. It's just a subtle behind-the-scenes optimization on our end.

Hopefully that will help clear the air about how the Netherlight Crucible works, but we're sure you have more questions, so ask away and we'll do our best to answer what we can! We'll aim to provide an update sometime next week. Thanks!

  • Like 1

Share this post


Link to post
Share on other sites
11 hours ago, Stan said:

How to Unlock the Netherlight Crucible

Netherlight Crucible will be available to players starting September 15. The only prerequisite is to complete the Argus campaign in Mac'Aree, and a quest (The Netherlight CrucibleNetherlight CrucibleNetherlight Crucible). Unlock the Netherlight Crucible to get the Now You're Cooking with NetherlightNow You're Cooking with Netherlight achievement.

Very nice and detailed guide to start with. But september 15th? That would be on a friday? Don't you mean september 12 for US and september 13 for EU? (Reset day). 

  • Like 1

Share this post


Link to post
Share on other sites
50 minutes ago, Shishikyu said:

Very nice and detailed guide to start with. But september 15th? That would be on a friday? Don't you mean september 12 for US and september 13 for EU? (Reset day). 

Yes, I meant September 12 :) Thank you for your feedback! Fixed!

Share this post


Link to post
Share on other sites

Thanks for the guide @Stan I had been a bit confused about how the tiers unlocked and what that meant but now everything has clicked and the AP farm is on!

Edited by DeathsDesign
  • Like 1

Share this post


Link to post
Share on other sites

Meh. A bit disappointed that this will make it into the game. The disadvantages are much more numerous than its advantages and Blizzard seems to have ignored all the feedback on it.

@Stan Since I am lazy and haven't read your entire article yet, will this work retroactively? Should I start hoarding relics?

Share this post


Link to post
Share on other sites
19 minutes ago, Zadina said:

Meh. A bit disappointed that this will make it into the game. The disadvantages are much more numerous than its advantages and Blizzard seems to have ignored all the feedback on it.

@Stan Since I am lazy and haven't read your entire article yet, will this work retroactively? Should I start hoarding relics?

It will work. I think it's worth keeping all relics from raids. Next week, you'll see how things pan out and disenchant them in the worst case. If you get bad traits, you can get new relics from the Relinquished vendor (ilvl 910).

Share this post


Link to post
Share on other sites

I am slightly confused on how the rerolling will work. Does the trait at the bottom replace the initial trait of the relic or get added to it?

Share this post


Link to post
Share on other sites
12 hours ago, Whisla said:

I am slightly confused on how the rerolling will work. Does the trait at the bottom replace the initial trait of the relic or get added to it?

You can't reroll a relic. When you put in in the crucible, a set of traits will be generated for that specific relic. Some restrictions apply.  If you want better traits, you need to insert another relic. I'll try to explain it in more detail.

Relic in the first slot empowers my Wind StrikesWind Strikes by 1 rank. The red "bolt" indicates that any trait already empowered by the relic (in my case it's Wind StrikesWind Strikes) will never be found in third crucible row of that relic. My Wind StrikesWind Strikes has 6 ranks. That's 4/4 + 2 additional traits from relics. 

Wind StrikesWind Strikes can only appear in the third row of my third relic.

K41dq8d.jpg?1

I highlighted all traits that I won't get from the crucible. All of them have one thing in common. They have just one rank.  All traits with a green circle have multiple ranks and a chance to appear in the third row.

Share this post


Link to post
Share on other sites

I think i get how it works for the most part. But will this mean you will technically get 2 ranks from 1 relic? my example would be as a demon hunter would I have a relic that increases throw glaive on its own put into the crucible and say get a increase to eye beam would the relic then give both of those traits?

Share this post


Link to post
Share on other sites
8 hours ago, Whisla said:

I think i get how it works for the most part. But will this mean you will technically get 2 ranks from 1 relic? my example would be as a demon hunter would I have a relic that increases throw glaive on its own put into the crucible and say get a increase to eye beam would the relic then give both of those traits?

Correct. 2 ranks from 1 relic, but never the same 2 ranks from a single relic.

Share this post


Link to post
Share on other sites

Question about the row two talents. Can two of the same one stack? Right now two of my relics have Murderous Intent. If I take it on both relics will I only get one buff or both? I haven't been able to find the information myself yet. It's early on so I don't even know if anyone has tried it yet.

Share this post


Link to post
Share on other sites
41 minutes ago, Ethgar said:

Question about the row two talents. Can two of the same one stack? Right now two of my relics have Murderous Intent. If I take it on both relics will I only get one buff or both? I haven't been able to find the information myself yet. It's early on so I don't even know if anyone has tried it yet.

Yes, they can stack.

Share this post


Link to post
Share on other sites
On 9/12/2017 at 6:23 PM, Ethgar said:

It's early on so I don't even know if anyone has tried it yet.

You can always bet that one of our writers has been trying it :p

Share this post


Link to post
Share on other sites

I dont understand the preview relic traits that seem to indicate that you get relics that have unknown traits that you want to know if its useful to you char but when you use the preview it becomes soulbound?

Why would you want to have relics with unknown values that means my hunter get one of these relics and has to preview the traits to see if its useful and then I see  its more useful to my shaman but I cant give to him because the relic is now soulbound to me?

That's asinine if that how the system works so someone please explain how this works Thanks. 

Share this post


Link to post
Share on other sites
18 hours ago, techmanc said:

That's asinine if that how the system works so someone please explain how this works Thanks. 

Any relic worth having will be BoP anyway. Most BoE relics are below like 830.

Share this post


Link to post
Share on other sites

Thank you for this post. It has cleared up a few questions, but not all. I am assuming that the best way to choose a relic ( I have a stack of them in my bank) is to determine which relic has the most desired boosts regardless of ilvl. Would this be correct?

What I am doing now is using the relic trait ranking guide as a point system for the traits represented. I count the value of all the traits including the one present prior to  the crucible. After adding up the relevant values, I select the relic with the highest number. This is, of course, a general statement and not an absolute rule.

Will a +50 levels relic increase the rank of my weapon more than one that is +25 levels? Or have no effect at all?

I have been away from the game for several years and am just coming back to it. Selecting to wear a lower ilvl piece that has more desired stats makes sense to me, but apparently not to most people ive come in contact with who only want to rate you by your ilvl.

Share this post


Link to post
Share on other sites
On 11/7/2017 at 3:36 AM, Cedar said:

Will a +50 levels relic increase the rank of my weapon more than one that is +25 levels? Or have no effect at all?

I have been away from the game for several years and am just coming back to it. Selecting to wear a lower ilvl piece that has more desired stats makes sense to me, but apparently not to most people ive come in contact with who only want to rate you by your ilvl.

Okay, so. There's a very important way to consider stats in Legion. Every stat has some kind of us. There is no such thing as a useless stat anymore. This means that, even if something has the absolute worst stats available, enough of an increase in item level will eventually make it better than a perfect stat piece. We check this by using stat weights. Stat weights put the stats against each other in numerical form, comparing their usefulness in changing DPS. If Strength has a stat weight of 2 and Crit has a stat weight of 1, this means that Strength will increase your DPS twice as much for each stat point added than Crit would, at least at this point in time. As you gain more Strength, it might be that Crit becomes more useful to you over time. The stat weights might change to 1.5 for Strength and 1.4 for Crit. At this point, your evaluation of gear becomes different. The weights will change whenever you change any piece of your gear, but you can use things like RaidBots (https://www.raidbots.com/simbot/stats) to check your stat weights.

For relics, the traits are normally assigned an item level "worth" in our guides. You take the base item level increase (+50 or whatever), then add the item level "worth" of the base trait it increases, as well as the Netherlight Crucible traits. For example, let's use MM Hunter:

If you have a relic with the Gust of Wind trait that boosts your item level by 60 (A) and a relic with the Marked for Death trait that boosts your item level by 57 (B), which one do you take?

In this example, Gust of Wind (according to the guide) is valued at 0 item levels, since it makes barely any difference to your damage output. Marked for Death, on the other hand, is valued at 3.1 item levels. When you calculate the two relics with their traits, relic A is still worth 60 item levels and relic B is now worth 60.1. Therefore, you take relic B.

Now let's say you go to the Netherlight Crucible. Once there, you realise that, after checking our guide, the two relics present the following path:

  • Best path for relic A would give you Master of Shadows on Tier 2 and Marked for Death on Tier 3.
  • Best path for relic B would give you Dark Sorrows on Tier 2 and Precision on Tier 3.

Using our guide's item level values, you find that Master of Shadows is worth 3.25 item levels and Marked for Death is worth 3.1 item levels. This brings the total for relic A up to 66.35. 

You find that Dark Sorrows is worth 1.75 item levels and Precision is worth 0.7 item levels. This brings the total for relic B up to 62.55.

Relic A is now better due to its NLC rolls, even though relic B was better without.

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

      The XP boost from RaF has been reduced from 200% bonus to 50%. Heirloom gear XP bonuses will no longer stack with the RaF XP boost, effective today, January 22, 2018. Ongoing RaF participations remain unaffected for up to 90 days.
      With dynamic leveling in Patch 7.3.5, Blizzard came to a conclusion that the existing RaF program did not provide the best experience and as a result, they decided to nerf the XP bonus from RaF down to 50%. The leveling rate is now under a third of what it was before the changes.
      Blizzard (Source)
      In Patch 7.3.5, we made significant changes to the level 1–100 experience to ensure players can better enjoy the stories, quest lines, and zones they want to at their own pace. Because of this, we are adjusting the XP bonus on the Recruit-A-Friend (RAF) program to ensure it reflects the updated pacing of the game as new players level their characters and explore Azeroth.
      DYNAMIC LEVELING IN PATCH 7.3.5
      As you may have heard, Patch 7.3.5 significantly overhauled the level-up experience in World of Warcraft so that zones from 1–100 will dynamically scale to your character’s level. Why? Over the years, we’ve made multiple changes to adjust the leveling curve—and as a result, the pace of characters’ progress has become significantly out of sync with the content. Players often out-level areas long before they’ve had a chance to complete key stories and quest lines, leading to a less-than-ideal experience.
      With this significant update to pacing, the existing Recruit-A-Friend program would no longer provide the best experience for players new to World of Warcraft. Even with scaling zones, triple-speed leveling would mean new players going into dungeons could find themselves overwhelmed by multiple new abilities gained over the course of a single instance run, and might still outpace storylines that help the world make sense and make players feel like they’re part of it—and we want new players to feel at home in Azeroth.
      To align the Recruit-A-Friend XP bonus with the upcoming leveling changes, we have reduced the XP boost gained from the Recruit-A-Friend program when playing with a linked friend down from 200% (300% XP vs. base XP) to 50%* (150% XP vs. base XP). We are making these changes to ensure the XP boost doesn’t upset game balance and undermine the experience, while still giving a significant XP bonus to you and a friend as a thank-you for being part of the Recruit-A-Friend program.
      RECRUIT-A-FRIEND CHANGES IN FULL
      The XP boost has been reduced from 200% bonus to 50% bonus*, effective today, January 22, 2018. If you’re already actively participating in the program, fear not! If you either sent or received an invite before the change went into effect today, once the invite is accepted you and your friend will still receive triple XP* (200% XP bonus) until the link between your accounts expires (90 days from the date the new recruit’s account was first created). Please note: RAF invites expire after seven days. Heirloom gear XP bonuses will no longer stack with the RAF boost (i.e., the maximum XP boost you will see from today onwards is 50%). If you were already on the program, Heirloom gear will still stack. All other rewards are unchanged and yours to enjoy: Summon your friend once every 30 minutes. 10% bonus reputation from kills that grant reputation.* Level granting: for every two levels your friend gains while the accounts are linked, they can grant one level to one of your characters. Recruiter rewards, including game time and epic mounts. *For a full list of the rewards and the in-game criteria for receiving them, visit our RAF In-Game Bonuses page.
    • By joat
      Who We Are
      Tequila Sundown is a growing raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of four within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.

      We care more about the people we play with than their item levels or progression rankings. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      We are 1/11 Mythic, Heroic AOTC Antorus progression.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid.
      We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for raiding the previous raid difficulty.

      Recruitment Needs
      DPS: Will consider all specs, but would love to add a Shadow Priest, Rogue, and Mage.

      The Nitty Gritty
      If you're intrigued, please check out our wiki on the <Karma Horde> subreddit. This will give you a deeper dive into the raid team.
      https://www.reddit.com/r/FTH/wiki/tequilasundown

      Contact Us
      You can reach us on bnet: joat#1832 & lambkill#1856
      or Discord: joat#6049 & saever#4432
    • By Starym

       
      The first part of this huge interview, featuring how to get better at M+, class balance and more.
      In this first of a two part interview, the champs go into class balance, how to get better at M+, their thoughts on the affixes, the dungeons and much more.
      The Mythic+ crew of Jdotb (Resto Druid), Shakib (Veng DH), Darkee (WW Monk), Mittbitt (Balance Druid) and Marvink (Aff Warlock) shattered a large number of records recently and decided to have a chat with us on the most successful thing to come out of Legion, the Mythic Keystone Dungeon system. In the first part of this mythic interview, the dungeoneers talk about how to get better at running M+, class setup and balance, affixes, the dungeons themselves and more. With a huge amount of experience under their belts there's no one better to discuss the issues surrounding WoW's latest endgame activity, so let's dive right in.

      Let's start simple: why do you do it?
      Darkee: I do it for the challenge and prestige.
      Jdotb: For the challenge and fun of it. Having a stable team makes m+ a lot more enjoyable.
      Marvink: It’s a source of end-game replayability that lets you push your limits outside of raids. Pushing actually feels like raiding in a smaller more close-knit environment, and you get to constantly try to beat even yourself with the scaling content.
      Shakib: The moment of glory at the end of a world first run.
       
      For people that are just starting out running higher and higher M+ runs, as well as for those that want to get into the WF race, what would be your advice to them?
      Jdotb: A few things: first, try to find a group that you can run with all the time so you can develop solid communication and start building some in-house strats. Being on the same page as your group is incredibly important. Five pretty good players being vocal, knowing what mobs will be pulled, etc. will beat five all stars that haven’t played together. Second, make a lot of equipment sets and get comfortable switching among them. One for avoidance cap, one for trash aoe, one for pure single target, etc. It helps a lot to tailor your equipment to each specific encounter. Third, watch vods and steal strats.  You can find other groups doing a lot of really innovative stuff if you pay attention.  Don’t try to reinvent the wheel every dungeon.

      Shakib: The best advice I can give to anyone trying  to become better at M+ is to play with the same people. It doesn’t have to be the same exact 5 people every single time since some people might not be able to ALWAYS play. I personally play regularly with 10-15 people. Sure, I try to stick with the same 5 as much as possible during a push week and that would be the best scenario for everyone, but it can be hard sometimes so at least having people you know or have played with before helps a lot. Having to explain the strats to a new person will slow down your progression and might even make it not enjoyable.
       
      What would be the top 3 tips you would give to other high M+ teams?
      Jdotb: Sometimes you will have to replace people if you want to push for world firsts. It sucks, but it’s necessary. Prioritize playing with people that are available all the time. It’s hard to overcome playing infrequently even if it’s with really good people. Always be open to new strats for your runs.  If someone asks, “Why do we…” or “Why don’t we…”, take the time to really consider if there isn’t a better way.
      Shakib: At the highest level of m+ you have to treat 90% of the mechanics as if they are going to kill or nearly kill you. Mechanics that you used to ignore now become deadly. This applies for bosses and trash. Communication is key. I do think that having people that call out CC throughout the dungeon is very important. At a very high lvl overlapping a 6 second silence with a stun can result in a wipe, especially in huge packs where 1 cast goes off and the dungeon is over.
       
      You mostly use the same setup for your runs, could you talk about the choices there and why your class/spec is the best for this type of play? 
      Darkee: Windwalker brings high damage and “good enough” survivability. It really shines in mass aoe pulls due to our exponential scaling with Spinning Crane Kick. This allows the other 2 dps to bring more single target focused builds. We also have exceptional burst damage for high priority short lived adds (one example being the adds that shield the third boss in Seat).
      Jdotb: Four of us (Shakib, Mitt, Marvin and Jdotb) have been running together for several months. Darkee is a recent addition. His spec (Windwalker) does the most dps of any class in m+ right now by a country mile. Windwalker defensives are ok but not great, but Windwalker dps is so good that it doesn’t matter. The common theme among the rest of us is that our classes are very good at living.
      Marvink: Our group composition just sort of fell into place. For me, affliction will always have its place in high dungeons. Their damage is very competitive but a large portion of their appeal is the insane personal self-sustain. Having one less person the healer has to worry about a lot of the time helps quite a bit. As there are many dungeons with demons this expansion, Banish is very helpful in some dungeons on Bolstering and Bursting week allowing you to pull a little larger than you would without it. And don’t forget the important Arcway buff through enslave demon.
      Shakib:  Vengeance demon hunter: While dh’s don’t bring much group utility (ex: BoP, Leech aura, Battle res…) we bring an insane utility toolkit (trash control) and the strongest overall damage during a dungeon for a tank spec. We also have very good self sustain, especially during Metamorphosis, which almost makes us invincible. The great self-sustain lets our resto druid have even more globals to dps.
      Restoration Druid: The reason that druid is one of the two top pick for a healer spec is mainly because of their survivability via bear form and Barkskin. On top of that they are able to heal pretty much any situation while dealing a pretty decent chunk of damage if they pick the talent Feral Affinity. Ironbark is a very nice external on a short cooldown. Typhoon during a sanguine week is a lifesaver. Brez is definitly a big plus.
      Affliction Warlock: This spec is currently great at everything. They have a multitude of talents to pick from which our lock swaps between depending on the dungeon. Their damage is top tier while also having insane survivability (several defensives, the self-healing from drain is powerful, lets you somewhat ignore some mechanics while healing through them). Really good utility also for many situations. Stun, gateway, the decurse from the infernal pet but most importantly they can enable huge pulls by equipping Sacrolash's Dark Strike which slows every enemy affected by Corruption by 60%. This allows us to do some big pulls where I kite and the dps take care of the pack without having to deal with mechanics (mostly used in dungeons like Neltharion’s lair, Blackrook and seat). Healthstones <3
      Balance druid: Once again, same as resto druids you are basically never worried of a balance druid dying during intense damage taken periods because of their bear form. Brez and Typhoon are also nice to have. While not having a low cooldown interrupt can be an annoyance on heavy casting fights like Medivh in Upper Kharazan, Solar Beam is extremely strong for huge caster pulls - 8 seconds of silence is HUGE.
      Windwalker monk: This is a recent pick up, while windwalkers have always been a really good dps pick for m+ they were lacking survivability to justify bringing them. With the start of the new tier windwalker monks have been destroying dps meters which made us pick Darkee as our 5th. They always have cooldowns up. Leg sweep is the best aoe stun in the game. We also really like playing with 1 melee in our comp.
       
      If you had to pick the single strongest and weakest class and spec for pushing high M+, what would they be?
      Darkee: I think class balance is more like a tier list rather than clear-cut winners and losers. However, if I had to choose the best/worst, Mistweaver would be the worst. There are many contenders for best but my vote goes toward affliction lock. Strong damage, very strong survivability and they bring utility in the form of healthstones/gates/summons/soulstone.
      Shakib:  Affliction warlock is definitely the strongest overall spec. Good at everything, great survival, great utility. I can’t think of a downside of bringing a warlock. I would usually bash on Shadow priests but I think enhance shaman is the weakest key pushing spec in the game, not only are they melee which makes them more vulnerable to dying in big packs but they also have probably the weakest defensive toolkit in the game. From what I’ve heard they have really good single target and 3-4 target cleave but after that pretty much any other class is better.
       
      Do you feel Blizzard have done a good job with class balance throughout Legion? And do you have high hopes for BfA in this regard?
      Darkee: This answer would just be salt coming from a windwalker main (Rank 1 Krosus parse getting beat by rank 830 warrior parse). However, I think balance will be much easier in BFA with the removal of tier sets.
      Marvink: M+ has basically always been ruled by how much AoE burst you can get, you can always pull more if you have the damage. There’s always been some sort of mix of classes and trinkets that just rule the scene and not much has been done to limit the effectiveness of them outside of raids, one gets changes and another one takes its place.
      Shakib: The class balance has been decent throughout the xpac, the main balance that I would like to see is defensive changes. The defensive toolkit a class has is usually the main reason they are brought into a high m+ dungeon. Blizzard has surprised me several times this expansion when it comes to dungeons. Never did I think there would be this many changes done to balance dungeons out, it’s not a perfect balance but at least we know that they care about dungeons a lot more than before. They even hotfixed some of the bugs or “exploits” that were happening pretty quickly recently. Especially having a dungeon tournament hosted by blizzard themselves so my hopes are very high for BfA and future expansions.
       
          
      Let’s start from the most obvious: rank the dungeons in order of difficulty on the highest M+ numbers.
      Mittbitt : (Most difficult) Seat of the Triumvirate - Some of the trash is always brutal regardless of affixes, and the the last two bosses can make or break your key.
      Maw of Souls - The trash is not too controllable and does significant damage to all players, and the second boss can get fairly chaotic. Also the timer is not generous at all.
      Neltharion’s Lair- Ularogg Cragshaper, and Dargrul eat up a significant amount of time overall for the key by getting an undesired transition or add. Also the trash in the dungeon is very strong, specifically the scorpions at the end.
      Darkheart Thicket- Dresaron and Shade of Xavius can be quite scary, more so Xavius requires a great deal of durability.
      Halls of Valor -Hyrja can be a big block in whether or not you can complete the key, and some of the trash can be quite difficult if not dealt with correctly.
      Black Rook Hold - The bosses can be challenging, however the trash gets hard to deal with quickly.
      Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.
      Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.
      Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.
      Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.
      The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.
      (Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.
      Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
       
      If you could change a few dungeons which would they be and how would you change them?
      Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.
      Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.
      Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.
      Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.
      Seat: similar to CoS, the warden locations should be set spawns.
      Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
       
      Which is your favorite and least favorite dungeon to run?
      Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.
      Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).
      Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.
      Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
       
      What are the easiest affixes and do they vary from dungeon to dungeon?
      Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
       
      Are there some affix combos you just will not get out of bed in the morning for?
      Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.
      Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.
      Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.
      Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
       
      What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?
      Jdotb: Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.
      Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.
      Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.
      Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.
      Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.
      Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
       
      What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?
      Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.
      Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.
      Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.
       
      That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
    • By Stan

      Call of the Scarab micro-holiday is back with new temporary faction mounts. The event is active through January 23, 2018 and the mounts last for 7 days.
      2018 Updates
      Players who have completed Antorus, the Burning Throne raid need to talk to Rhonormu near the gong to enter the correct event phase of Silithus. The Scarab Lord Black Qiraji Resonating Crystal mount received a brand new model this year. You can find more information here. Two new mounts can be purchased for 1 Abyssal Crest during the event. Ruby Qiraji Resonating Crystal can be purchased from Warlord Gorchuk. Sapphire Qiraji Resonating Crystal can be purchased from Field Marshal Snowfall. The mounts are not permanent and last for 7 days. Blizzard (Source)
      *1/21- The Call of the Scarab Micro-Holiday is now live. Players who have completed Antorus , the Burning Throne and who are in a different phase can speak to Rhonormu near the gong to enter the correct event phase.
      On January 23, 2006, a bloody war was triggered by a simple sound: the banging of a gong. No rallying fanfare, no bloodthirsty yell; just an eerie silence. Those long, uneasy seconds of dread. The calm before the storm.
      Standing shoulder-to-shoulder before the Scarab Wall, no one could have predicted what would happen—an epic ten-hour battle that claimed the lives of thousands of Azeroth’s bravest—or fully comprehended the effect it would have.
      ACTION FIRST, FACTION SECOND
      That’s not to say the battle at the gates of Ahn’Qiraj came as a surprise. When the menace of C’Thun turned into an urgent threat, leaders across the world pored over plans and forged unlikely connections as pressure mounted. Both factions knew war was coming and personal glory was a hubris no-one could risk. Any notion that one army could defeat General Rajaxx and his colossal battalion was soon abandoned as fantasy.
      It was a unique time: scattered armies with varying allegiances were thrown together and faction pride was put aside. Let’s be clear: the battle at Ahn’Qiraj was won purely on the principle “united we stand, divided we fall.”
      WARMONGERING VS. GOLD HUNGERING
      This uneasy alliance was not without its critics. Some showed their disapproval by shunning the war effort altogether, but others expressed opposition through acts of aggression. Rogue elements on both sides, unwilling to stomach this perceived betrayal of their faction, did not sit idle. Just as neutral auction houses became a tool for factions to share resources, they also became virtual battlegrounds. Crucial resources were picked up for next-to-nothing and sold on for personal gain. As with all wars, those who profit aren’t always the brave.
      The sheer scale of that war effort is almost unimaginable when we live in a time of extended storage and fast mail. But back then, backpacks and cloth stacks were smaller. Getting precious resources gathered, sorted, and sent took many hours. And it took several weeks to source bandages, food, and equipment—resources that were in high demand and would soon dwindle.
      THE IMPORTANCE OF REMEMBRANCE
      There are parallels with current events that are impossible to ignore: once more, we Azerothians stand united against the Burning Legion as they wreak havoc across the Broken Isles. We attempt to put aside a complex, bitter history in order to defeat a common enemy. We eye each other suspiciously, even as we fight side by side.
      We would do well, in these dark times, to remember the courage and spirit of those who were there at the Gates of Ahn’Qiraj. We must have long memories if we’re to make quick work of the demon forces we now face.
      From January 21–23 we ask that you join us as we remember the fallen and celebrate the victory. All of Azeroth are invited to a special holiday, ‘Call of the Scarab,’ where we will gather to perform acts of remembrance and share our factions’ pride.
    • By Jovovich
      World of Warcraft - [Horde][US-Arthas]Unhuman - Francais - 2/11M - 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 AtBT: 2/11M, 11/11H, 2soir, Mardi et Mercredi 7hpm à 10h30hpm  (EST)
      - [Raid] Baguettes & Squareheads AtBT: 1/11M, 11/11H, 2soir, Mardi et Jeudi 7h30pm à 10h30hpm (EST)
      - [Raid] Casual as Fuck AtBT: 9/11H, 1soir, Mercredi 7hpm à 10h30hpm  (EST)
      PvP:
      - [PvP] Unhuman RBG: 1800 rating, 1soir Dimanche des 9hpm (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
      - Shockadins-Arthas, Officier