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

Interesting. I hope will be more customizable than tha actual system and should be nice to change layout for raiding and mythic plus.

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
      Another Blizzard great has departed the company, as Glenn Rane, who has been creating incredible art for most Blizzard franchises, has left to join a new studio.
      You know much of Rane's art already from his 15 years at Blizzard, as he has been behind some of the most iconic World of Warcraft art, as well as a lot of Hearthstone cards, Diablo characters and many BlizzCon pieces as well. His work extends to loading screens, BlizzCon key art, game boxes, book covers, web banners, logos, licensed merchandise and more. While there are too many to go over, his most well-known would probably be the Burning Crusade box art, the WotLK Arthas loading screen, the Illidan Tomb of Sargeras key art, the Garrosh Siege of Orgrimmar key art and Bolvar on the Frozen Throne. He was also one of the "Sons of the Storm" together with Sam Didier, Chris Metzen and others.
           
        
        

        
      These are just a few of the many pieces you can find either at Rane's own gallery and shop or his Artstation and DeviantArt pages, and we'd recommend going through them all to see what impact he had on Blizzard.
      His new company, Lightforge Games, was founded by Blizzard and Epic Games veterans, and aims to "change how the world plays RPGs", and Rane is the Art Director there.
        
        

      The exit follow several other recent high profile Blizzard veterans leaving, including Jeff Kaplan and David Kim in the past month. We hope to see some great work come out of Lightforge in the future!
    • By Stan
      We're taking a look at which spec performs best in Mythic+ this week.
      Introduction
      Welcome to our new format, where we explore the best specs for Mythic+ each week based on the current affixes. The data is taken from bestkeystone.com. The site gathers data from all regions and ranks each spec based on its "Average Score," depending on how well it performs in Mythic+ 10 runs that week.
      This article is based on 196K Mythic runs that have been completed so far this week on live servers.
      This Week's Affixes (Week of May 11)
      Fortified Sanguine Grievous Prideful Best Healers for Mythic+ This Week
      With a 72.2% success rate and an Average Score of 187.0, Holy Paladin is the best healer for this week's affix combination, followed by Restoration Shaman (66%/182.4), and Holy Priest (63.8%/179.5). At the bottom is Mistweaver Monk with an Average Score of 172.1 and a 60.2% success rate.

      Best Tanks for Mythic+ This Week
      Vengeance Demon Hunter leads this week as the most popular tank with an Average Score of 185.2, followed by Brewmaster Monk (185.1), and Guardian Druid (181.6). Blood Death Knight is last.

      Best DPS for Mythic+ This Week
      Compared to last week, there aren't many changes in the DPS department. Fire Mage is still first with an Average Score of 192.6. Outlaw Rogue is up by 1 rank in 2nd place (189.9), and Balance Druid is third (188.4).
      DPS specs with the lowest success rate this week are Retribution Paladin (64.6%), Subtlety Rogue (68.9%), and Arms Warrior (67%).

    • By Stan
      Open-world catch-up gear from Korthia is on par with Normal difficulty Sanctum raid gear and upgradable all the way to Item Level 233 in Patch 9.1.
      If you don't like raiding, don't do PvP or Mythic+, you will likely be gearing up (and upgrading) gear through Korthian Armaments, an item purchased from the Death's Advance Quartermaster for 1,000 Stygia each that requires Friendly with the new faction located in Korthia. You can find more about catch-up gear coming in Patch 9.1 here.
      The gear token is Bind to Account and it is consumed to acquire a random item appropriate for your current level and loot specialization.
      Rank 1 has Item Level 200, but the gear can be upgraded all the way to Rank 15, according to items sold by The Archivist's Codex Quartermaster, who sells two upgrades:
      Research Report: Adaptive Alloys costs 4,000 Cataloged Research and requires Tier 6 research level with The Archivist's Codex and Renown 61 or higher. The item allows you to upgrade your items from Korthia and the Maw to Rank 13. Research Report: First Alloys costs 8,000 Cataloged Research and requires Tier 6 research level with The Archivist's Codex and Renown 75 or higher. It allows you to upgrade your items from Korthia and the Maw to Rank 15. German fansite Vanion reports that there are now 6 ranks instead of 15, as indicated by the Research Report Alloys and the upgrade requirements are as follows:
      Rank Item Level Costs Requirements 1 Item Level 200 1 Korthian Armaments Renown 40 2 Item Level 207 500 Cataloged Research Renown 40+ 3 Item Level 213 1,000 Cataloged Research ? 4 Item Level 220 2,250 Cataloged Research Requires Tier 5 research level with The Archivist's Codex and Renown 46 or higher. [Found in PlayerConditions] 5 Item Level 226 2,500 Cataloged Research Research Report: Adaptive Alloys and Renown 61 6 Item Level 233 5,500 Cataloged Research Research Report: First Alloys and Renown 75 For better illustration, Normal Difficulty Sanctum of Domination Gear ranges from Item Level 226-233.
    • By Stan
      The cooldown of Stellar Drift has been decreased and a new PvP talent added in the latest 9.1 patch.
      Druid
      Balance
      Stellar Drift (Level 45 Talent) - Starfall deals 50% additional damage and allows you to cast while moving while it is active, but now has a 15 12 sec cooldown. PvP Talents
      Star Burst (New PvP Talent) added - Starfall has a chance to call down collapsing stars. Enemies that come into contact with a star cause it to burst, knocking up nearby enemies and dealing [ 280% of Spell Power ] Arcane damage. Generates 0 Astral Power. Approximately 7.5 procs per minute. Prickling Thorns has been removed.
    • By Starym
      This one may have been obvious to some already, but we found out/got confirmation that the buffs to the amount of Anima items that drop from pretty much all activities you gain at certain Covenant Sanctum building thresholds are actually not tied to your specific Covenant!
      The buff was introduced about a month ago and adds 1 Uncommon and/or Rare Anima item per tier of Sanctum buildings you have completed (so all buildings at level 1, all at level 2 and all at level 3). The interesting part we just got confirmed about recently, by Campiona, is that you will keep this buff if you swap Covenants! Despite the fact that you won't have any upgraded buildings in your newly entered Covenant Sanctum, you will still be receiving the bonus Anima items based on your previous Covenant/the one you had most upgraded buildings in. Despite Campiona thinking this is too good to be true, it does actually make sense, as the buff is linked to the 3 achievements you can earn (We Can Rebuild, Denying the Drought and Sanctum Superior), which don't change/go away if you switch Covenants.

      It's also worth reminding that while these Anima buffs do actually help a lot, especially on the higher tiers of achievement, they are not account-wide, so those alts will be getting the lower Anima item numbers. It almost makes more sense to Covenant-swap one character with all the buildings/achievements if you want the cosmetic items from all the 4 Covenants, rather than play alts of different Covenants. However, it might take you a LOT of Anima, as we recently saw a calculation for the costs of all 4 Covenant Anima-related item costs, and they are in the 7 figures.
      Source.
×
×
  • Create New...