Jump to content
FORUMS
Sign in to follow this  
Stan

New Artifact Heart of Azeroth Explained

Recommended Posts

c5D2Vx6.jpg

In this article, we're diving deeper into how the new Heart of Azeroth legendary neck piece will work and which elements of the current Artifact weapon system will transition over to the new expansion.

Artifact Weapons

  • We have been using our Artifacts throughout Legion, but the entire system will not be transitioned over to the new expansion in its current state. Instead, Blizzard decided to incorporate some elements of Artifacts into the new legendary neck piece called Heart of Azeroth; a new focal point of character progress in Battle for Azeroth.

Lore & Speculations

Based on the most recent leaks, we've learned that Azeroth is wounded.  During the Game Play Systems & Deep Dive Panel we found out that Magni believes to have found a way to heal Azeroth. Why would we trust someone who has been made pawn? An interesting theory crossed my mind thanks to a question of our community member @Yridaa

Quote

"When your planet is on the verge of being destroyed, you don't fight with the only ones willing to help you save it."

I instantly thought about Il'gynoth's quote and suddenly had a lot of questions:

  • Why is there all of a sudden an all-out war between the Alliance and the Horde when the last titan is wounded?
  • Why aren't both factions working together to heal the wound?

We're either missing an important event that starts off the conflict or maybe Magni isn't really working with us. Blizzard confirmed that we're going to see Queen Azshara later on in the expansion, but we didn't get any more details. If I recall correctly, Kil'jaeden's model was shown off at last year's BlizzCon and he isn't Legion's last boss. Blizzard surely has more in store for us in terms of storytelling and I believe the entire Alliance & Horde conflict isn't really the main focus even if it's described as such. Anyway, Magni is giving us this new legendary neck piece called the Heart of Azeroth and we will be using Azerite to infuse it with power (level it up).

Azerite (Artifact Power)

  • Life essence of Azeroth that's used to level up the Heart of Azeroth neck piece and empower armor and traits.
  • The resource will work just like Artifact Power. You get it from raids, dungeons, islands and warfronts.

7iLug4X.jpg

Heart of Azeroth

  • All players will have access to the neck piece.
  • The goal is to collect Azerite to level up the Heart of Azeroth, empower your armor and unlock traits. This is very similar to the current Artifact level gating for the Netherlight Crucible. You need a certain rank to unlock relic slots. In a similar fashion, you will need to reach a certain level on your Heart of Azeroth to gain access to traits and make your gear more powerful.

0lhsw7P.jpg

Azerite Armor

  • We don't know yet if all gear slots will have different traits, but leveling up the neck piece allows you to unlock traits on gear. Blizzard calls this Azerite Armor.
  • Trait layout will be the same on Azerite Armor, but powers vary based on its item level (difficulty).

c8EvwVq.jpg

g8zEwms.jpg

Heart of Azeroth Traits (Artifact Traits)

  • In the panel demo, the Heart of Azeroth traits had the same icons as Artifact traits do, but that could be coincidential.
  • Blizzard wants to make the traits more personal, giving you the option to express yourself as a character and player.
    • Shaman Example:
      • Choice between a trait that increases the % of damage reduction, while Astral ShiftAstral Shift is active and a trait that increases Movement Speed while in Ghost WolfGhost Wolf.
      • If you tend to stay in fire a lot, you probably want to go for the Astral ShiftAstral Shift trait.

ZfrQAMI.jpg?1

pdtN1g6.jpg

Let us know your thoughts about the new system!

  • Like 1

Share this post


Link to post
Share on other sites
10 minutes ago, Stan said:

Blizzard wants to make the traits more personal, giving you the option to express yourself as a character and player.

  • Shaman Example:
    • Choice between a trait that increases the % of damage reduction, while Astral ShiftAstral Shift is active and a trait that increases Movement Speed while in Ghost WolfGhost Wolf.
    • If you tend to stay in fire a lot, you probably want to go for the Astral ShiftAstral Shift trait.

Well, this isn't gonna work. If a raid mechanic has a raid-wide damage effect (Such as Krosus bridge slam), you'd always pick the % damage reduction.

 

And if you need the movement speed to soak something, then you were already positioned poorly.

 

This means that we're back to the old talent system. At least now we have brackets for the classes. One bracket covers movement, and another covers defense etc.

 

So with the new system you pick between things like movement and defense again. It's like Blizzard never learns. You better come with some good arguments to refute my points because I got a backlog of dev talks and "evolution" of the talent trees to back me up on my points.

 

And if you argue movement is good in some cases, I can tell you that blizzard always strives to make all mechanics possible with just the 100% movement speeds, and in the worst case (Hi Kil'Jaeden!) you have classes with innate movement abilities so that you don't have to sacrifice defense for movement at all.

 

I never had any problems at all with base movement speeds in even the most crucial movement encounters in the game (Like tanking Imperator)

Share this post


Link to post
Share on other sites

Wonder what will happen to the Artifact weapon active spells like the Maw and Talonclaw, I'm guessing that there will be a new level cap and we'll get 'new' spells and abilities that pretty much cover those bases. Looking at the preview here though, it looks like this system will undergo a lot of refinement before launch. 

It's easy to forget the start of Legion including the map quest lines showed Gilneas attacking the Forsaken fleet as well as that climax in Stormheim, as well as the hints from the other Windrunner sisters in Argus over the sensitive subject of Sylvanas. It's been a year since we saw those events, and it'll be a few months before we see the next expansion playing out the continuation of the consequences and fallout surrounding the wound on Azeroth and the defeat of the Burning Legion, but the Horde and Alliance do love picking up old squabbles and I think it's a nice metaphor that the crack in the world reflects the old ones endured and inflicted by both factions such as Theramore and the humiliating Siege of Orgrimmar being reopened once more. 

Edited by Plergoth

Share this post


Link to post
Share on other sites
14 minutes ago, Plergoth said:

Wonder what will happen to the Artifact weapon active spells like the Maw and Talonclaw, I'm guessing that there will be a new level cap and we'll get 'new' spells and abilities that pretty much cover those bases. Looking at the preview here though, it looks like this system will undergo a lot of refinement before launch. 

Yes, the level cap has been announced (Thus confirmed) to be increased to 120, as well as a stat squish. People playing on the computers on blizzcon have shown they have 11-17K health at level 110.

  • Thanks 1

Share this post


Link to post
Share on other sites

What's interesting to me is the abilities they chose to put on the armor. For example we have what looks like Stormstrike vs Lightning Bolt vs Earth Shock. Just looking at it doesn't make sense, since Stormstrike is Enhancement only and Earth Shock is Elemental only.

Same with the row below it, Flame Shock vs Lava Burst vs Lava Lash. To me this means 2 things:

1. Class specializations might start sharing more of their spells with other specs, for example Elemental might be getting Stormstrike and Lava Lash, Enhancement might be getting the Shock spells and Lava Burst. What that means exactly I don't know, maybe specializations are getting reworked in some way.

2. We stick with the same system we have in Legion, but the armor allows you to choose the Elemental option if you're Elemental, or the Enhancement option if you're Enhancement. This would be helpful when you don't want to farm an item set for each spec.

I want number 1 to happen, but I have no conclusive evidence.

  • Like 1

Share this post


Link to post
Share on other sites
On 11/5/2017 at 12:02 AM, Maruken said:

1. Class specializations might start sharing more of their spells with other specs, for example Elemental might be getting Stormstrike and Lava Lash, Enhancement might be getting the Shock spells and Lava Burst. What that means exactly I don't know, maybe specializations are getting reworked in some way.

Could be them going back on some pruning. I think I saw Druid with a few extra spells on someone's screenshots.

Share this post


Link to post
Share on other sites
On 4/11/2017 at 9:02 PM, Maruken said:

What's interesting to me is the abilities they chose to put on the armor. For example we have what looks like Stormstrike vs Lightning Bolt vs Earth Shock. Just looking at it doesn't make sense, since Stormstrike is Enhancement only and Earth Shock is Elemental only.

Same with the row below it, Flame Shock vs Lava Burst vs Lava Lash. To me this means 2 things:

1. Class specializations might start sharing more of their spells with other specs, for example Elemental might be getting Stormstrike and Lava Lash, Enhancement might be getting the Shock spells and Lava Burst. What that means exactly I don't know, maybe specializations are getting reworked in some way.

2. We stick with the same system we have in Legion, but the armor allows you to choose the Elemental option if you're Elemental, or the Enhancement option if you're Enhancement. This would be helpful when you don't want to farm an item set for each spec.

I want number 1 to happen, but I have no conclusive evidence.

This is goin to have a lot of change till the time it goes live, so, my guess you are going to have to chose between x traits in each circle, all trait should be for you spec.
If you want to play a diferent spect, (a) you are going to need to find a new piece of armor for your spec or (b) when you change your spec, the options are going to change, and you may choose a new one (or maybe the "position" selected is fixed, so you need to live with that choice. 

Share this post


Link to post
Share on other sites

That's an interesting system, but I can't stop thinking about that we return to classicals and anonymous purples weapons. it's such a shame... In Legion we don't have to wait that the RNG will be nice with us to have good weapons, return back will penalize players in particular the dps, precisely the cac dpswho depends very much about it. I was swearing that Blizzard can find us a legendary quest at the turn of the level 120 for create our owns weapons with customisable skin and name,(with upgade system like obliterium) but they've announced that there will be no legendaries in BfA :(

Share this post


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

 they've announced that there will be no legendaries in BfA :(

tbh, after hunting legendaries for this entire expansion, I think I'm ok with not seeing any orange for while.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      Artist Arthur "Handclaw" Lorenz has been all over the WoW headlines recently, with his incredible envisioning of special armor sets for every single race/class combination, but there was a bit of a catch: he didn't include all the newly forged Death Knights that opened up with the Shadowlands pre-order. In an upcoming interview we discussed this with the man himself, and during the conversation he came up with the idea of making a special armor set for us, and since there's a distinct lack of DKs in his lineup, that's the set that he drew for us! And just in case all that wasn't awesome enough, since all of his armor sets have a racial theme, the Icy Veins Death Knight armor set is being worn by an Ogre! So if (or, let's face it, when) Ogres are added as a playable race to the game, we officially claim all DKs as our own.

      A truly awesome piece and we've very thankful for the effort and how amazing it turned out. We can now pair it with the one we got from our other favorite artist, Valdihr,and start an Icy Veins-themed art collection!
      You can hear all about Handclaw and his journey to all those sets tomorrow in our in-depth interview, but for now here's a snippet with some more good news!
    • By Stan
      As pointed out in the latest Torghast Development Update, new Anima Powers were added for Death Knights, Paladins, and Warlocks on Shadowlands Alpha in Build 34490, so we're looking at them in more detail.
      Death Knight Anima Powers
      Death Knights can enter Torghast as of the latest Alpha build, so they received some initial new Anima Powers.
      Ancient Drake Breath - Icebound Fortitude unleashes an Ancient Drake, freezing all nearby enemies for 8 seconds. Ancient Drake Breath - Summons a frostwyrm who breathes on all enemies within 40 yards in front of you, stunning them for 1.5 seconds. Animate Armaments - Death Grip strips your enemy of their weapon, animating it to fight by your side for 6 seconds. Blood-tinged Poker - Sacrificial Pact has no cooldown, and Raise Dead's cooldown is reduced to 25 seconds. Bone Growing Juice - During Summon Gargoyle, Empower Rune Weapon, or Dancing Rune Weapon your size, Strength, and Stamina is increased by 50%. Bone Harvest - Death Coil afflicts enemies with Bone Harves, dealing 60% of Death Coil's damage over 5 seconds. Targets killed during Bone Harvest are reanimated as a Risen Skulker or a Magus of the Dead. Boundless Fortitude - Mind Freezing a spell cast activates Icebound Fortitude. Creeping Decay - Death and Decay's radius is increased by 3 yards. Darkreaver's Lens - Anti-Magic Zone reflects harmful magical effects back at the caster. Darkreaver's Ward - Anti-Magic Zone lasts 5 seconds longer and the radius is increased by 1 yard. Death Turf - You and your minions gain 10% Haste while you are inside your Death and Decay. Entropic Pool - Death and Decay gains an additional charge. Exterminator - Death Gripping a Maw Rat causes it to explode and resets the cooldown of Death Grip. Chains of Anguish - Chains of Ice blinds enemies' health together, causing them to share 50% of damage taken. Lich Robes - Lichborne's cooldown is reduced by 10 seconds when you cast Chains of Ice. Monstrous Concoction - Death Coil's healing infuses you or your minions with monstrous power, increasing Attack Speed and damage by 15% for 60 seconds. Stacks twice. Necromantic Bile - Sacrificial Pact deals 100% more damage. Phearomones - Enemies damaged by your Death and Decay have a chance to cower in place for 3 seconds. Plaguebringer - Marrowrend, Obliterate, and Festering Strike cause your disease damage to occur 150% more quickly for 5 seconds. Rune of Razorice - Affixes your weapon with a rune that causes (1.05% of Attack Power]% extra damage as Frost damage and increases enemies' vulnerability to your Frost attacks by 3%, stacking up to 5 times. Slick Ice - Path of Frost increases Movement Speed by 30%. Unbreakable Cuffs - Chains of Ice lasts an additional 3 seconds. Unquenchable Blade - Summon Gargoyle, Empower Rune Weapon, and Dancing Rune Weapon cooldowns are decreased by 15 seconds. Demon Hunter Anima Powers
      Deadly Toll - Fodder to the Flame cooldown reduced by 0.1 seconds. Fallen Comrade's Blindfold Vengeance: Casting Fel Devastation summons an Allied Havoc Demon Hunter who casts Eye Beam. Havoc: Casting Eye Beam summons an Allied Vengeance Demon Hunter who casts Fel Devastation. Stalker Sling - The Hunt cooldown reduced by 0.1 seconds. Paladin Anima Powers
      Most of the new Paladin Anima Powers have placeholder names based on their rarity. This happened with Druid Anima Powers too and they got renamed in a consequent Alpha build.
      True Judgment - The first time you Judge a target, it has a 50% chance to be deemed Unworthy, permanently reducing its damage and health by 20%. Paladin Common 1 - Holy Power abilities are 30% more effective. Paladin Common 2 - Every 10 seconds in combat, you gain 1 Holy Power. Paladin Common 2 - When an enemy dies within Consecration, you gain 20% damage and healing for 10 seconds. Paladin Common 3 - Hammer of Wrath deals 60% increased damage.  Paladin Common 4 - The cooldowns of Judgment and Holy Shock are reduced by 1.5 seconds. Paladin Common 5 - The cooldowns of Blessings are reduced by 25%. Paladin Common 7 - For the first 30 seconds of each floor, you have Avenging Wrath. Paladin Common 8 - When an enemy dies within Consecration, you gain 20% damage and healing for 10 seconds. Paladin Common 9 - Grand Crusader, Art of War, and Infusion of Light reduce the remaining cooldown of Divine Steed by 5 seconds.  Paladin Epic 2 - Hammer of Wrath extends Avenging Wrath by 4 seconds. Paladin Epic 3 - Divine Shield protects everyone in your party. Paladin Epic 5 - Holy Power abilities cost 1 less. Paladin Epic 6 - During Avenging Wrath, prevent 50% of incoming damage. That damage will be dealt to you when Avenging Wrath ends, if the enemy that dealt it is alive. Paladin Rare 1 - The cooldown of Divine Steed is reduced by 60%. Paladin Rare 3 - Hammer of Wrath makes your next Holy Power ability 100% more effective. Paladin Rare 5 - Once every 45 seconds, Word of Glory applies Blessing of Spellwarding. Paladin Uncommon 4 - Forbearance increases damage dealt by 25%. Paladin Uncommon 5 - When a party member is damaged below 50% health, you cast Blessing of Sacrifice on them. Cannot happen more than once every 45 seconds. Theory of Justice - Hammer of Wrath has a 30% chance to cast Hammer of Justice on the target. Warlock Anima Powers
      Blood-Stained Dagger - Health Funnel also reduces your pet's damage taken by 10% for 10 seconds. Bottled Shadow - Gaining a stack of Soul's Blessing increases your pet's damage by 200% for 15 seconds. Crystal of Perpetual Displacement - Reduce the cooldown of Demonic Circle: Teleport by 8 seconds. Smoking Shard of Teleportation - Using Demonic Circle: Teleport or your Demonic Gateway reduces all damage you take by 50% for 10 seconds. Tainted Blood Vial - Your Malefic Rapture (Affliction), Hand of Gul'dan (Demonology), Chaos Bolt (Destruction) no longer consume any Soul Shards, but instead cost you 50% of your current remaining health. Void Etched Talisman - Using a Healthstone increases all healing taken by 50% for 30 seconds. All Anima Powers
      You can find links to all class-specific Anima Powers below.
       Death Knight  Mage  Rogue Death Knight Anima Powers
      Mage Anima Powers
      Rogue Anima Powers
       Demon Hunter  Monk  Shaman Demon Hunter Anima Powers
      Monk Anima Powers
      Shaman Anima Powers
       Druid  Paladin  Warlock Druid Anima Powers
      Paladin Anima Powers
      Warlock Anima Powers
       Hunter  Priest  Warrior Hunter Anima Powers
      Priest Anima Powers
      Warrior Anima Powers
      Latest Shadowlands Alpha 9.0.1 Build 34490 News
      Possible Druid Bear & Cat Form Customization Options Coming in Shadowlands New Undead Customization Options in Shadowlands Oribos, the Eternal City Zone Preview Oribos Skybox Explained PvP Vendors Added on Shadowlands Alpha Transmogrify Each Shoulder Separately in Shadowlands Torghast Development Update: Build 34490
    • By Stan
      Today, we're looking at the Shade Beast mount that is themed after Torghast, Tower of the Damned.
      The mount has five different tints and no drop source for now, but we assume it's either going to be rewarded from Torghast play or through a 9.0 reputation at Exalted.
      Black




      Blue




      Gray




      Orange




      Red




      Note that the model is not final and may change at any time throughout Alpha testing. The wings are slightly off right now and will likely be fixed in the next build.
      Shadowlands Mount Previews
      So far, we previewed the vast majority of mounts added in the Shadowlands expansion and you can find links to these posts below.
      Shadowlands Mounts: Part One Shadowlands Mounts: Part Two Shadowlands Mounts: Part Three Decomposer Mount in Shadowlands
    • By Stan
      It appears that Druids will be able to customize their Bear and Cat Form in Shadowlands independently of their weapons.
      Currently, on live servers, you need to transmogrify a specific Artifact weapon to get the forms you want.
      As of the latest Shadowlands Alpha 9.0.1 Build 34490, Blizzard added new options to the database of character customization categories that include Druid Bear and Cat Forms, suggesting that Druids may be able to transmog their forms independently of their weapons in Shadowlands.
      No new Druid forms have been added so far on Alpha, and we're not sure how the Firelands cat form would be handled, because it's been transformed into a toy (Fandral's Seed Pouch) and you no longer get it from Fandral's Flamescythe.
      Latest Shadowlands Alpha 9.0.1 Build 34490 News
      New Undead Customization Options in Shadowlands Oribos, the Eternal City Zone Preview Oribos Skybox Explained PvP Vendors Added on Shadowlands Alpha Transmogrify Each Shoulder Separately in Shadowlands Torghast Development Update: Build 34490
    • By Stan
      The latest video released by Ready Check Pull is a quick guide for Mists of Tirna Scithe, a new three-boss dungeon located in Ardenweald that has been enabled for testing on Shadowlands Alpha a while ago.
      Mists of Tirna Scithe houses just three bosses, so the dungeon is not lengthy at all. Encounters include Ingra Maloch, Mistcaller, and Tred'ova. There's an interesting maze that leads to Mistcaller, which is also used as a mechanic in the fight!
      Ready Check Pull Quick Guide for Mists of Tirna Scithe
      Related News
      Necrotic Wake Quick Guide Halls of Atonement Quick Guide
×
×
  • Create New...