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Artifact Appearance Unlocks After Legion

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Several dev tweets went out today expanding on the available info on what exactly unlocking artifact appearances will look like once Legion finishes. Some parts, like Mage Tower and M+15, you'll have to do wile Legion is still current, but others will be obtainable in later expansions as well. There are also specific details regarding Mage Tower and M+15:

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24 minutes ago, PatrickHenry said:

That mage tower tho... 

Waiting for Antorus before I try the tank version again.

Same, the fire mage one is a pain cause I is newb :(

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Yea- honestly I was excited to be challenged because I liked the gold challenge in mop but the mage tower is ridiculous. Most of my friends did 100 or more attempts before getting it. I put in about 20 or 30 and then said fuck it, I'll wait for power creep. I've been raiding at a heroic level since wrath I don't need a silly thing to validate my skill. PS im a prot paladin so yea- I'll be waiting

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I sort of wish they'd downscale your ilvl to 900 for that - kinda defeats the purpose of a 'challenge' to walk in at 945 and blow it out of the water. 

That does not mean that I'm elitist or anything like that - no way I'd clear that without sinking about 50,000 shards into it.  

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Finally some certainty, and I can relax a bit.

Now if we can just get an answer about the other Prestige rewards...

Edited by solitha

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So the only checklist items before Legion ends are:

  • Mage Tower on every spec
  • Mythic+ 15

Getting gear on all my alts should be a cake. (915 LFR, 930 Greater Rift).
The biggest issue are the legendaries.

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43 minutes ago, Archimage said:

So the only checklist items before Legion ends are:

  • Mage Tower on every spec
  • Mythic+ 15

Getting gear on all my alts should be a cake. (915 LFR, 930 Greater Rift).
The biggest issue are the legendaries.

Legendaries aren't an issue. They specifically only used transmog that was already in the game for legendaires so there was no issue with having to hunt down a specific legendary to get an appearance. Look at the wowhead page for each one and you'll find the identical item. That's how I understood it anyway.

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9 minutes ago, Thorosofbeer said:

Legendaries aren't an issue. They specifically only used transmog that was already in the game for legendaires so there was no issue with having to hunt down a specific legendary to get an appearance. Look at the wowhead page for each one and you'll find the identical item. That's how I understood it anyway.

I believe he means legendaries that will help make the challenges easier.

Edited by Granis
because I can't spell.....

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1 hour ago, MrEdren said:

I sort of wish they'd downscale your ilvl to 900 for that - kinda defeats the purpose of a 'challenge' to walk in at 945 and blow it out of the water. 

That does not mean that I'm elitist or anything like that - no way I'd clear that without sinking about 50,000 shards into it.  

Some may be but I highly doubt, you will just walk in and "blow them out of the water" first try. some are certainly going to be a pain in higher gear/legendary dependent. Take the BM hunter - without a healing legendary it's ridiculously  hard. If you got the pants, it's a cakewalk... I'd assume the same is true for Tank challenges as I hear they are quite tough. I for myself don't think the challenge will diminish. You still have to invest a lot of time and attempts. So whoever got the appearances - no matter how - well done.

Edit: See Granis' post above.

Edited by Evincare

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6 minutes ago, Evincare said:

Some may be - but some might still be a pain in higher gear/legendary dependent. Take the BM hunter - without a healing legendary it's a pain. If you got the pants, it's a cakewalk... I'd assume the same is true for Tank challenges as I hear they are quite tough.

Yeah I find it odd they don't let us be able to unlock the mage tower ones....since that content is basically made to be scaled down. I mean it already is a separate instance so why not? But I guess the main reason is because like every expansion, the classes wont play the same in which the challenges were made since they are probably going to reinvent the wheel when it comes to the classes again.

P.S.

The 15 keystone is understandable since that is basically like the challenge dungeon sets of past.

Edited by Granis
Added thoughts

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Maybe they could unlock some challenge looks, if you completed one come the next expansion. I think unlocking every look for one unlocked would be asking way too much ;) but maybe the ones for the class or the challenge or whatnot... Didn't they do something similar with the Challenger Weapons when Legion released?

TBH i highly doubt something like that will happen...

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2 hours ago, music49 said:

Same, the fire mage one is a pain cause I is newb :(

In all fairness, after doing all challenges (trying to do most of them), the Agatha encounter feels more like a glorified gear check. When compared to the Twins, Tauren and the Worm, Xylem, and God-Queen, at least those require a higher degree of awareness. Agatha is more of "how fast/hard you can dps", than anything else.

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7 minutes ago, Evincare said:

Maybe they could unlock some challenge looks, if you completed one come the next expansion. I think unlocking every look for one unlocked would be asking way too much ;) but maybe the ones for the class or the challenge or whatnot... Didn't they do something similar with the Challenger Weapons when Legion released?

TBH i highly doubt something like that will happen...

I don't evincare anymore.

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5 hours ago, Archimage said:

The biggest issue are the legendaries.

I've read from several sources that you should be able to get 1 legendary a week if you do all the PvE content. Even if the legendary you want is the very last one, you should have plenty of time.

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So, one question I've had seems to be answered here: [Balance of Power] will still be 'live' after Legion ends? I still want my gummy bear but he's not a high priority alt.

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I’m surprised no one brought up a question about the RBG tint of the mage tower appearance. Does it just kind of stay there forever, so if you unlocked the mage tower appearance during legion and you win 10 RBGs at any time next expac you get the tint? If anybody knows the answer for this specific tint that would be awesome.

Edited by Maxkitty

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19 hours ago, Ozz0912 said:

In all fairness, after doing all challenges (trying to do most of them), the Agatha encounter feels more like a glorified gear check. When compared to the Twins, Tauren and the Worm, Xylem, and God-Queen, at least those require a higher degree of awareness. Agatha is more of "how fast/hard you can dps", than anything else.

I feel like this about the tank challenge. Waiting til I get heroic gear from the next raid to try again. 

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3 hours ago, Syktris said:

I feel like this about the tank challenge. Waiting til I get heroic gear from the next raid to try again. 

I think they will scale up challenge mode for the next tier.

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14 hours ago, Hypersonic said:

I think they will scale up challenge mode for the next tier.

If they do this, they are going to screw a lot of people that were just waiting to Antorus to complete the mage tower... 

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Since Devs say "all artifact appearences" (with the exception of Mage Tower and Mythic 15+ ones), does this include DH's Azzinoth Warglaives skin? Will it be available to get post-Legion?

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Just now, Amit said:

Since Devs say "all artifact appearences" (with the exception of Mage Tower and Mythic 15+ ones), does this include DH's Azzinoth Warglaives skin? Will it be available to get post-Legion?

Do you mean Arsenal: The Warglaives of AzzinothArsenal: The Warglaives of Azzinoth from Black Temple Timewalking? I don't think it's going anywhere.

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are the pvp appearances from the prestige levels available after legion cause i didn't do much pvp during legion i would like to know if anyone knows thank you

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      Unholy
      The Unholy talent update focuses on reducing the number of talents that you had to pick to make the rotation function in a reasonably coherent way. This includes Epidemic and Outbreak baseline and addressing the number of ability cooldown reduction talents. Unholy suffered from having to choose multiple talents that reduced their cooldowns to align in a way that made sense from a gameplay standpoint. This made playing the spec any other way unreasonably convoluted especially if you were new to the spec and trying to learn to play the spec. We have removed any talent that had any sort of cooldown reduction to abilities and baked them baseline into the spec (this includes Army of the Dead which is now a 3-minute cooldown).
      Secondly, we wanted to address Sudden Doom which has been feeling lackluster for awhile now. Most notably we’ve updated its proc functionality to be more consistent instead of using our RPPM system which is usually found on trinkets and other item procs. It now has a base 25% chance to proc with bad luck protection built in. The hope here is this feels more fluid and a normally occurring proc that fits well int your rotation instead of one that feels like you can go long periods of time without it. We are still noodling on the base percentage chance and values are subject to change, but we’ve found this to be a good starting point. We’ve also updated its functionality to cause your next Death Coil or Epidemic to crit to add a little extra punch to the proc. Alongside some talents that interacted with Sudden Doom and the new talent Doomed Bidding we hope that Sudden Doom feels much more impactful as a class proc.
      We’ve also cut several talents that felt somewhat lackluster or just did very little for Unholy, most notably Feasting Strikes and Replenishing Wounds. We hope that with the reduced amount of must pick Cooldown talents, never picked “useless” talents, and new talent choices there are more appealing choices to be made within the tree that allow you customize in a way that fits your needs. Lastly, there are a couple talent nodes that have temporary “Not Yet Implemented” talents. We will be updating in the future build and eyeing talents that add a little more interaction with diseases in potentially exciting ways.
      Thanks for your patience! We look forward to hearing your feedback on the above. Next up-- we’re working to get our planned Frost and Blood changes in.
      And here are the specific adjustments made to the class, from the development notes:
      (Source)
      DEATH KNIGHT New Talent: Subduing Grasp – When you pull an enemy the damage they deal to you is reduced by 4% for 6 seconds. Located at Rune Mastery’s previous location. New Talent: Osmosis – Anti-Magic Shell increases healing received by 15/25%. Located at Unholy Bonds previous location. New Talent: Null Magic – Magic Damage taken is reduced by 15% and the duration of harmful Magic effects against you are reduced by 35%. New capstone choice node with Vestigial Shell replacing Soul Reaper. New Talent: Vestigial Shell – Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that absorbs magic damage and reduces the duration of harmful Magic effects against them by 50%. New capstone choice node with Null Magic replacing Soul Reaper. New Talent: Ice Prison – Chains of Ice now also roots enemies for 4 seconds but its cooldown is increased to 12 seconds. Available in gate 1 after Blinding Sleet. New Talent: Rune Protection – Your chance to be critically struck is reduced by 3% and your Armor is increased by 3/6%. Replaces Icy Talons old position within the tree. Chains of Ice is now granted baseline and learned at level 13. Anti-Magic Shell is now granted baseline and learned at level 14. Rune of the Stoneskin Gargoyle can now be Runeforged on 1-handed weapons. Rune of Hysteria has been removed. Developer’s note: Rune of Hysteria was a problematic design especially as it pertains to Breath of Sindragosa and the volatility of its uptime. We felt that for the overall health of the spec it would be best to remove Hysteria at this time to better enable us to meet our goals with the upcoming changes to Breath. Empower Rune Weapon has been removed. Developer’s note: This will still be available for Frost in their spec tree but both Blood and Unholy were often flooded with resources and a big unnecessary contributor to this was Empower Rune Weapon. To better dial in resources on Blood and Unholy we feel its best to keep Empower Rune Weapon for Frost only. Abomination Limb no longer grants Bone Shield, Runic Corruption, or Rime based on specialization. Developer’s note: In Shadowlands it was important for the spec hooks to exist to better balance between the other covenant ability choices. With its re-introduction in Dragonflight its added to the influx of resources/procs that can often come at inopportune times or add to the feeling of being unable to spend down the bonuses it grants. By removing this it allows the ability to “breathe” on its own and lean into its strength of AoE control and damage. Rune of the Apocalypse has been updated: War Effect Damage taken increased to 4% (was 1%). Duration increased to 10 seconds (was 6 seconds). Pestilence Effect Damage increased by 500%. Famine Effect Damage dealt to the caster reduced to 5% (was 2%). Death Effect Healing reduction increased to 5% (was 1%). Cleaving Strikes now also retains bonus effects for being within your Death and Decay for 4 seconds when leaving its area. Icebound Fortitude cooldown reduced by 60 seconds. Veteran of the Third War now grants 20% Stamina (was 10%). Now a 1-rank talent (was 2). Icy Talons Now increases attack speed per stack by 6% (was 3%). Now a 1-rank talent (was 2). Unholy Bond now increases effectiveness of Runeforge effects by 20% (was 10%). Now a 1-rank talent (was 2). Assimilation now reduces the cooldown of Anti-Magic Zone by 30 seconds. No longer increase Runic Power when absorbing damage. Suppression now grants an additional 6% damage reduction to area of effects when you suffer a loss of control effect. Moved to gate 3. Blood Scent Leech increased to 5%. Moved to gate 3. Blood Draw now also grants a buff reducing damage taken by 10% and reducing Death Strike cost by 10 for 8 seconds when falling below 30% health. Now a 1-rank talent. Moved to the left capstone position. Unholy Ground moved to gate 1 available after Cleaving Strikes. Sacrificial Pact is now a choice node with Enfeeble. Runic Attenuation moved to gate 1 available after Coldthirst. Soul Reaper moved to gate 2 available after Unholy Blond or Death’s Reach The following talents have been removed: Might of Thassarian Merciless Strikes Clenching Grasp Unholy New Talent: Doomed Bidding – Consuming Sudden Doom calls upon a Magus of the Dead to assist you for 8 seconds. Now a choice node with Summon Gargoyle. Ghoulish Frenzy is now available in the 2nd gate replacing Unholy Command. New Talent: Raise Abomination – Summons an Abomination to attack nearby enemies applying Festering Wound with its melee attacks and infecting all nearby enemies with Virulent Plague. 90 second cooldown. Replaces Army of the Dead. New Talent: Foul Infections – Your diseases deal 10% more damage and have a 5% increased chance to critically strike. New Talent: Menacing Magus – Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolts at up to 4 nearby enemies. Epidemic is now granted baseline and learned at level 18. Outbreak is now granted baseline and learned at level 13. Sudden Doom is now learned in gate 1 directly after Scourge Strike and also causes your next Death Coil or Epidemic to critically strike Sudden Doom is no longer an RPPM proc and has instead been updated to have a 25% chance on auto-attacks to proc with build in bad luck protection to provide a more consistent proc. Army of the Dead cooldown reduced to 3 minutes (was 8 minutes). Apocalypse cooldown reduced to 45 seconds (was 90 seconds). Dark Transformation cooldown reduced to 45 seconds (was 60 seconds). Vile Contagion cooldown reduced to 45 seconds (was 90 seconds). Festermight now functions like Ironfur, allowing multiple instances to overlap. Ruptured Viscera is no longer a choice node with Magus of the Dead. Ebon Fever is no longer a choice node with Bursting Sores and is available directly after Bursting Sores. Updated to also affect Frost Fever and Blood Plague if Superstrain is talented. Unholy Blight moved to gate 1. The following talents have been removed: Replenishing Wounds Army of the Damned Unholy Command Feasting Strike
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