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Blizzard on Pet Changes in Battle for Azeroth

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Blizzard recently provided more insight into Hunter pet changes in Battle for Azeroth.

The way how Hunter pets work in Battle for Azeroth differs from Legion. We've highlighted the most important changes in this post. Class Designer Solanis explained the rationale behind all changes:

The goal is to move past the idea of a DPS/Tank pet specialization and encourage variety.

Blizzard LogoBlizzard (Source)

As we’ve kicked off the Battle for Azeroth Alpha, we’ve seen a lot of discussion about the new way Hunter pets work. While we’re by no means finished, we have reached a place where we want to share some insight into our plans and explain some of what you might see in development as Alpha continues.

Our primary thoughts on pets going forward:

Move past the idea of a DPS/Tank pet specialization

In Battle for Azeroth, all pets will have equal damage, health, and armor. All can tank or DPS equally. Choosing to put a particular pet into “Tank spec” feels outdated, so we’re going to shift all pets to a setup that will work as though they’re specced into both Ferocity and Tenacity (in Legion terms). All offensive and defensive passive abilities such as Blood of the Rhino and Combat Training will be rolled into every pet by default. Charge will be removed, and all pets will have Growl and Dash/Swoop. Some spec-specific actives will be redistributed where appropriate. We are keeping the names Ferocity, Tenacity, and Cunning as the broad groups that all families fall into. They are no longer changeable, and each has a new passive and active ability that are useful in almost any situation.  

Maintain and/or reinstate pet family uniqueness

Pet family flavor is part of what makes selecting a companion unique and special, and want to emphasize that even more. A special ability has been added to all pet families that were missing one. Exotic Pets still have their unique ability (like Surface Trot) in addition to a new ability. Pure flavor abilities that many pets have are also staying like Trick and Rest.

Expanding access to Bloodlust, and the removal of Battle Res from pets

In Legion, all Hunters have access to Bloodlust and Battle Res, but they only exist among a handful of families, which leads to very narrow options. To that end, Bloodlust will be available on roughly a third of the tamable pet families rather than just two. In a world where we are proliferating abilities to many families, our first inclination was to add Battle Res to a separate third of those families. After seeing that landscape, it felt odd to fully embrace Resurrection as part of the Hunter kit. Further, moving into Battle for Azeroth, we are solidifying Bloodlust and Battle Res as the strong shared cooldowns that a group can bring - one offense, one defense. In that world, Hunters having access to both of the super powerful group benefits didn’t feel appropriate. 

A variety of pet ability packages

It’s important to acknowledge that some hunters want to maximize their impact with their pet, while others are collectors who want a pet for every occasion. There should be opportunities to cleverly swap from one pet to another in a given situation and reap the benefit. At the same time, the Hunter who has grown attached to their spider named Fluffy should feel effective across the game. We’re going to try to ensure that every pet package is attractive, with a unique combination of benefits that work in many situations.

Here are some specifics of the Battle for Azeroth design for Hunter pets:

There are currently 51 pet families, and each family will be categorized as FerocityTenacity, or Cunning. Each will have an active and a passive, and the active will be a Hunter class button that changes contextually with your active pet. 

  • Ferocity
  • Tenacity
  • Cunning
    • Master's CallMaster's Call (Active – a friendly target and your pet are immune to root and moment impairing effects for 4 seconds with a 45 second cooldown)
    • PathfindingPathfinding (Passive - 8% movement speed for you and your pet)

Each pet family will get one of six different abilities, and each ability will have a unique name themed to the family. Precedented abilities such as Ankle CrackAnkle Crack - 50% SnareMonstrous BiteMonstrous Bite - Healing Reduction DebuffShell ShieldShell Shield50% Reduced Damage TakenAgile ReflexesAgile Reflexes - 30% Dodge, and Thick HideThick HideReduced Damage Taken at Low Health already exist in the game, and we’re exploring adding something similar to Tranquilizing ShotTranquilizing Shot to the list.

While this does create a landscape where there may only be a handful of families that exactly fit the combination of tools you prefer, each family was chosen with variety as a premium. There are winged creatures, predators, grazers, and more represented across as many abilities as possible, while keeping them thematically appropriate. 

For two specific examples: a Spirit Beast in Battle for Azeroth still has Spirit MendSpirit Mend and Spirit WalkSpirit Walk, and will gain Endurance TrainingEndurance Training and Survival of the FittestSurvival of the Fittest. They also have a new ability, Spirit ShockSpirit Shock, that dispels magic and soothes enraged enemies. Cats, on the other hand, gain Catlike ReflexesCatlike Reflexes – a 30% dodge cooldown – in addition to Primal RagePrimal Rage and Predator's ThirstPredator's Thirst. Both are able to tank or DPS equally.

Nowadays, only about half of the pet families out there have a useful ability, and we want to improve on that. In Battle for Azeroth, Bloodlust will be much more prominent, so Hunters should no longer feel bound to Core Hounds and Nether Rays as their best options. Most importantly, these changes should result in a pet landscape where all pets can serve as dps or tank as well as they could in Legion.

Please remember that all of the above, especially the numbers, are subject to change as we test in the Battle for Azeroth Alpha. Feel free to discuss anything related to Hunter pets here. We really appreciate your feedback!

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cool, now i have way more pets i can pick from, before i was literally stuck with 4 choices, the stone cat/crane and nether ray/corehound.  now i gots a whole family to pick from for each spec :D

also solved the issue where sometimes,  one defensive cooldown just isnt enough. 

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I still can't understand why we lose the ability to change our pet's specialization, especially with the removal of BRez from any and all pets. I would be in agreement with these changes and I do like the idea of making pet families feel unique but I just don't see why we are limited to what spec we can have our pet be in. I want to play as my Dwarf Hunter with the pet bear, I don't want to have to pull out X family pet to gain the benefit of a Bloodlust or whatever another spec has that I need. At the end of the day it's only a cosmetic thing, if every other class can transmogrify their weapons and armor, why can't we choose what our pet looks like?

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10 minutes ago, leapingshadow said:

I still can't understand why we lose the ability to change our pet's specialization, especially with the removal of BRez from any and all pets. I would be in agreement with these changes and I do like the idea of making pet families feel unique but I just don't see why we are limited to what spec we can have our pet be in. I want to play as my Dwarf Hunter with the pet bear, I don't want to have to pull out X family pet to gain the benefit of a Bloodlust or whatever another spec has that I need. At the end of the day it's only a cosmetic thing, if every other class can transmogrify their weapons and armor, why can't we choose what our pet looks like?

That's... sort of already how it works? You can't just take any pet as is and give them bloodlust. You already need to take SPECIFIC pets for bloodlust. If you wana use a bear, use a bear. it's the same dps in raids, and chances are in raids you're going to have a mage/shaman for lust anyways.

As it stands on live, these pet "specs" don't have these abilities anyways.

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36 minutes ago, leapingshadow said:

I still can't understand why we lose the ability to change our pet's specialization, especially with the removal of BRez from any and all pets. I would be in agreement with these changes and I do like the idea of making pet families feel unique but I just don't see why we are limited to what spec we can have our pet be in. I want to play as my Dwarf Hunter with the pet bear, I don't want to have to pull out X family pet to gain the benefit of a Bloodlust or whatever another spec has that I need. At the end of the day it's only a cosmetic thing, if every other class can transmogrify their weapons and armor, why can't we choose what our pet looks like?

Let me explain about this "why can't we choose what our pet looks like"..... Blood Lust for example, was bound to Core Hound and Nether Ray, so if anyone wanted it they had to pick one of these two, which limits them to these two only. With this change, Blood Lust is there on many more other pet families which screams, variety! Specializations are becoming different than before and hold one active and passive, also, specs no more increase or decrease damage or tank capabilities. All in all, it's a terrific change.

Edited by Undeadxy
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5 minutes ago, Undeadxy said:

How can you say "why can't we choose what our pet looks like"..... Blood Lust for example, was bound to Core Hound and Nether Ray, so if anyone wanted it they had to pick one of these two, which limits them to these two only. With this change Blood Lust is there on many more other pet families which SCREAMS, VARIETY! Specializations are becoming different than before and hold one active and passive, also, specs no more increase or decrease damage or tank capabilities. All in all, it's a terrific change.

He's still correct about not being able to change specs. It really sucks for those of us who prefer a certain pet.

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8 minutes ago, Calysia said:

He's still correct about not being able to change specs. It really sucks for those of us who prefer a certain pet.

Just use the pet you want. you aren't losing dps, and you aren't losing the ability to have any pet with any ability because again, they don't currently have it. Putting your tiger in ferocity on live doesn't give it lust. Ya, different pets will have different utility, that's not different than it is on live.

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14 minutes ago, Calysia said:

He's still correct about not being able to change specs. It really sucks for those of us who prefer a certain pet.

"It really sucks for those of us who prefer a certain pet" I don't know what to say about that. But, I see it fitting this way. It's weird that, for example, a  pet which is by default Ferocity suddenly changes specialization and forgets what he knew from Ferocity, and suddenly has new set of abilities at that instant. It was illogical and stripped away the feeling of the specific pet. I know that there is a new weird thing with the change which is damage and tank capabilities are equal on all pet families, but that's so people won't get angry that they are forced more into specific pets for damage and set of abilities from specializations. With this, only thing you are forced into when choosing a pet is the specialization and to be honest it's really fine since it's only one active and one passive. Way better than the older version i'd say.

Edited by Undeadxy

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25 minutes ago, Dejo93 said:

Why isn't anyone asking about the demand for more stable slots?

They are probably saving that as their ace in the hole. After they decimate the class to the point no one wants to play it, they will be like "oh, and here are 10 more slots".

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23 minutes ago, Undeadxy said:

"It really sucks for those of us who prefer a certain pet" I don't know what to say about that. But, I see it fitting this way. It's weird that, for example, a  pet which is by default Ferocity suddenly changes specialization and forgets what he knew from Ferocity, and suddenly has new set of abilities at that instant. It was illogical and stripped away the feeling of the specific pet. I know that there is a new weird thing with the change which is damage and tank capabilities are equal on all pet families, but that's so people won't get angry that they are forced more into specific pets for damage and set of abilities from specializations. With this, only thing you are forced into when choosing a pet is the specialization and to be honest it's really fine since it's only one active and one passive. Way better than the older version i'd say.

You mean like how we forget our abilities from MM when we switch to BM? I just feel Blizzard has gone too far...with no good reason...by not allowing us to swap pet specs.

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26 minutes ago, Undeadxy said:

It's weird that, for example, a  pet which is by default Ferocity suddenly changes specialization and forgets what he knew from Ferocity, and suddenly has new set of abilities at that instant. It was illogical and stripped away the feeling of the specific pet.

You can say the exact same thing about changing specs for actual classes though. Just suddenly switch to Survival and forget how to use a bow or a gun, that is more illogical than a pet changing spec.

47 minutes ago, Undeadxy said:

Let me explain about this "why can't we choose what our pet looks like"..... Blood Lust for example, was bound to Core Hound and Nether Ray, so if anyone wanted it they had to pick one of these two, which limits them to these two only. With this change, Blood Lust is there on many more other pet families which screams, variety!

That doesn't explain why we can't choose what our pet looks like, it's an improvement, but there are still more improvements that can be made.

32 minutes ago, Dejo93 said:

Why isn't anyone asking about the demand for more stable slots?

My Stables are actually capped with every single rare tame in there and I would love more stable slots or some sort of rework which provides a long term solution.

30 minutes ago, Aegrotat said:

Just use the pet you want. you aren't losing dps, and you aren't losing the ability to have any pet with any ability because again, they don't currently have it. Putting your tiger in ferocity on live doesn't give it lust. Ya, different pets will have different utility, that's not different than it is on live.

Just because we're not losing anything from live to alpha doesn't mean that we can't ask for the ability to have more. The situation to me is like saying, Oh you're a Draenei Priest, but you can't be Shadow because it doesn't make sense.

Edited by leapingshadow
Spacing.

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1 minute ago, leapingshadow said:

Just because we're not losing anything from live to alpha doesn't mean that we can't ask for the ability to have more. The situation to me is like saying, Oh you're a Draenei Priest, but you can't be Shadow because it doesn't make sense.

The problem is you don't always NEED more. You're getting a bigger selection of pets for each spec, and the dps DOESN'T change. Ok ya, some pets have different fitting utility but that's... not the end of the world. I mean warlocks should be complaining because if they want more dps, they need to use one specific pet. If they want to do pvp, one pet is clearly better than the others. I guess that's why I see them giving more choice to hunters, and find it funny that hunters are complaining they still don't have enough options.

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10 minutes ago, Aegrotat said:

The problem is you don't always NEED more. You're getting a bigger selection of pets for each spec, and the dps DOESN'T change. Ok ya, some pets have different fitting utility but that's... not the end of the world. I mean warlocks should be complaining because if they want more dps, they need to use one specific pet. If they want to do pvp, one pet is clearly better than the others. I guess that's why I see them giving more choice to hunters, and find it funny that hunters are complaining they still don't have enough options.

The difference with Warlocks though, is that their pets are fundamentally different than a Hunter's. Hunter's have the rare tames and hundreds of pets to choose to tame and use. Warlock demons are more stat sticks than a Hunter is, they have like 1-2 abilities and don't have access to huge raid wide buffs like Heroism and Battle Resurrects. With Warlocks there are like 5 pets to choose from all of which you can't change the name of or really customize at all. Imagine going out of the way to go tame something like Gara to be told that oh, that random Turtle is clearly a better choice here and that you are majorly missing out if you don't use the Turtle for it's specialization ability. Yes, it's true that's how it's working at the moment, but i'm asking to remove that limitation completely, because it doesn't exist for any real important reason. 

And to add to that, Warlock pets don't have specializations.

Edited by leapingshadow
Warlock reasoning.

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The difference with Warlocks though, is that their pets are fundamentally different than a Hunter's. Hunter's have the rare tames and hundreds of pets to choose to tame and use. Warlock demons are more stat sticks than a Hunter is, they have like 1-2 abilities and don't have access to huge raid wide buffs like Heroism and Battle Resurrects. With Warlocks there are like 5 pets to choose from all of which you can't change the name of or really customize at all. Imagine going out of the way to go tame something like Gara to be told that oh, that random Turtle is clearly a better choice here and that you are majorly missing out if you don't use the Turtle for it's specialization ability. Yes, it's true that's how it's working at the moment, but i'm asking to remove that limitation completely, because it doesn't exist for any real important reason. 

And to add to that, Warlock pets don't have specializations.

So are you actually saying, you want all the pets to have the same abilities, just a different look?

Mate, if I (as a warlock) want a tank pet, I have a single choice and if I want an interrupt, I need another (single) pet. No choice whatsoever. I also need to chose, which ability/pet I need for an encounter. You have much more options, yet you still complain, that you don't have everything?

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1 hour ago, leapingshadow said:

The difference with Warlocks though, is that their pets are fundamentally different than a Hunter's. Hunter's have the rare tames and hundreds of pets to choose to tame and use. Warlock demons are more stat sticks than a Hunter is, they have like 1-2 abilities and don't have access to huge raid wide buffs like Heroism and Battle Resurrects. With Warlocks there are like 5 pets to choose from all of which you can't change the name of or really customize at all. Imagine going out of the way to go tame something like Gara to be told that oh, that random Turtle is clearly a better choice here and that you are majorly missing out if you don't use the Turtle for it's specialization ability. Yes, it's true that's how it's working at the moment, but i'm asking to remove that limitation completely, because it doesn't exist for any real important reason. 

And to add to that, Warlock pets don't have specializations.

1.Specializations are having less abilities.

2.More pets will have Blood Lust, way more than in live.

3. More families are becoming unique and becoming useful.

4.All pets has the same damage and tanking capabilities.

I agree behind the illogical thing about changing specializations in classes and also pets but, Hunters can have up to 5 pets with them and i'm sure mostly everyone has more than one favorite pet. The lock on specializations for the pets is logical because you are not really limiting the player since they can have more than one pet at their side. Classes cannot be locked on specializations because it's illogical game wise.

 

Think about Pokemon when thinking about Hunter's pets. You cannot have one Pokemon doing everything because it's illogical.

Edited by Undeadxy

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This was a really long post to deflect that, unless there's further changes, Spirit Beasts, the pets a Hunter player would have most likely spent the most time looking for and playing with, will essentially no longer be used for anything other than soloing, and perhaps some pvp, and that any pet like Netherrays, with an active ability situationally useful in pve such as dispels along with a powerful cd like Bloodlust, will still be the most desirable pve pet simply because they provide the most value. It doesn't matter if they add more pet families with Lust / Heroism, it still creates the same problem where you are still basically carrying at least one of them for the sake of having the best range of pve utility and damage available with you at all times over the other families. 

The abilities themselves are just woeful when listed like that too. Unique pet skills (that are useful) were always a bit rare and counter-intuitive to the class , exclusive to a mere handful of families from Vanilla to current day where the days of having unique skills and dedicated talent trees introduced in Cataclysm are long gone, and have always seemed to end up being homogenised, at least to an extent, until we end up with a list such as this, where active abilities that either deal direct damage (such as Bite, Claw, etc) are available on ALL pets and do normalised damage, or that provide a buff or debuff fall into the category of being useful or not so much. 

Take for instance, Shell Shield vs Thick Hide. On live, Shell Shield on autocast will cast the ability when your pet's health drops to the threshold, but is on half the cd that Thick Hide has... so despite Ox and so forth being tamable, they're simply just not as good as existing tanky pets such as turtles right off the bat. 

Ankle Bite is an ability to me that always seemed like the poor man's Charge that Boars used to provide in Vanilla, a minor snare that you would often overwrite yourself with your own abilities, with no real use for pve and outshone in pvp where snares are plentiful but damage, hard cc and utility are king, which means that pets with Mortal Wounds and Dispels would be superior choices, even over pets such as Spiders, whose snare can be applied from the 40 yard range, as opposed to Ankle Crack's melee range limitation, and it will be increasingly overshadowed if MM - the spec that arguably had the most to benefit from having a pet with a snare for kiting - will no longer have access to pets. 

Agile Reflexes may as well be called Rest or Play v2.0 for how useful it is in pve and pvp, and what it actually is too; an ability to keep non-Tenacity pets from dying while soloing. 

They could be a lot more imaginative and bold here without adding stuff like a 4 second placate or stuns, but like forgotten pet families that were once popular, such as Shale Spiders, who no longer have anything distinctive about them despite the fact they remain classed as Exotic, they don't seem willing to commit to what would now be a huge undertaking to provide more unique and useful skills (that aren't just bring the class buff to work pets either) or create a talent tree system for hunter pets again. 

I'm not the best hunter in the world, but I have been playing on it long enough to remember running around Azeroth taming higher level pets to learn the next rank of Dash and Growl and Bite and whatever just to dismiss them afterwards, and this is the sort of unfun tediousness that the blue post reminds me of, as well as reminding the cynic in me that many new rarer or sought after pet spawns typically belong to the more useful pet families, almost as if they know. 

In all fairness though, the hunter playerbase is a fussy and arsey bunch of customers. MM for example is split down the middle of people who never wanted to run with a pet in the first place and those who feel it defeats the entire purpose of the class they've played with for years, and I've wanted melee back ever since they took it away and am one of the biggest critics of the SV spec despite playing it nonstop since Legion dropped.

I just wish they had just been more honest; "Right, listen boys and girls, hunters are the most popular by far class in WoW, but less than half of you know that Growl can be turned off. We've had enough and took pets away from MM entirely and if you keep this up, we'll make you play with Wands that can't be transmogged, and if you don't believe us, ask the one weird person in your guild who's always been a BM hunter where their Spirit Beast is next time you're raiding. Yes, we will add new pets to tame that you can PVE with that aren't Netherrays, but it's not on a high priority list when the majority of your arrow wanker kin just want to be able to tame a giraffe for no other reason than the fact that they currently can't. Seriously. Stop asking for giraffes. We're horrible and won't do it." 

 

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2 hours ago, Undeadxy said:

Think about Pokemon when thinking about Hunter's pets. You cannot have one Pokemon doing everything because it's illogical.

You tell that to Ditto! 

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52 minutes ago, Plergoth said:

This was a really long post to deflect that, unless there's further changes, Spirit Beasts, the pets a Hunter player would have most likely spent the most time looking for and playing with, will essentially no longer be used for anything other than soloing, and perhaps some pvp, and that any pet like Netherrays, with an active ability situationally useful in pve such as dispels along with a powerful cd like Bloodlust, will still be the most desirable pve pet simply because they provide the most value. It doesn't matter if they add more pet families with Lust / Heroism, it still creates the same problem where you are still basically carrying at least one of them for the sake of having the best range of pve utility and damage available with you at all times over the other families. 
 

How is having 10% increased HP and an extra survival CD a bad thing in raids? I have never been in a raid and had someone sit there saying "Man, I sure wish we had a hunter in here so we could lust!" People usually just look at the mage or shaman and... well ask them to do the lust. If ferocity legitimately had more dps ya, I' understand, but they don't. Not having lust isn't going to make a pet useless in raids.

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Sorry... first time poster here... but My two cents from how I feel about it (it's just my opinion. doesn't make it right and you don't have to agree with it). BM hunters provide dungeon and raid utility with the exotic pets. Don't take that away from us. You have already neutered our DPS against most other classes.

We use to be able to give raid buffs depending on our pets. They took that away. We have to have something for being passed over time and time again for any type of DPS boost to get us out of the bottom of the charts. (A 2.5% buff across the board is really just a slap in the face). 

How many times have you been in a dungeon and no one has hero / blood lust or the tank / healer dies and it comes down to the hunter to get a rez out to prevent the wipe? or maybe hunter feigns death when wipe is immanent to be able to rez the healer so get everyone else up? I am not saying it happens all the time, but it is a great utility hunter provide. We're kinda like jack of all trades, master of none. We can do a little bit of everything, but don't really excel at anything.

About the only other advantage to our class is we have about ultimate mobility to cast on the move. At time, this is the only reason why I can do dps to match some of the other classes. WOW going to take that away too?

I love playing my hunter, it's my main for 3-4 years now. But this is their game. They are going to do things as they see fit regardless how anyone feels. I haven't seen anyone from wow say "you know what, all these people who play (insert class here) saying the class needs some tuning, maybe we need to look into it.

If you don't like a class or the game, change class or don't give them your subscription. We all have a choice.

 

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16 minutes ago, Aegrotat said:

How is having 10% increased HP and an extra survival CD a bad thing in raids? I have never been in a raid and had someone sit there saying "Man, I sure wish we had a hunter in here so we could lust!" People usually just look at the mage or shaman and... well ask them to do the lust. If ferocity legitimately had more dps ya, I' understand, but they don't. Not having lust isn't going to make a pet useless in raids.

Ferocity will most likely be the best for Mythic+ since it's a 5 man thing and you won't always have a Shaman or a Mage on all Mythic+ dungeons. All the specializations are actually good for raids. Let's say there is an annoying slow aoe ability in the encounter, you could use a Cunning pet to use Master Call and be immune from slows. Tenacity gives a 10% max HP increase and that's actually decent, you might need it vs a boss that has a powerful aoe or when you are chosen to deal with a specific boss ability.

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2 minutes ago, Undeadxy said:

Ferocity will most likely be the best for Mythic+ since it's a 5 man thing and you won't always have a Shaman or a Mage on all Mythic+ dungeons. All the specializations are actually good for raids. Let's say there is an annoying slow aoe ability in the encounter, you could use a Cunning pet to use Master Call and be immune from slows. Tenacity gives a 10% max HP increase and that's actually decent, you might need it vs a boss that has a powerful aoe or when you are chosen to deal with a specific boss ability.

I'll definitely give you credit for the Mythic+ thing. Though, I also find it extremely unlikely that, with an increased repertoire of pets with the abilities, people won't find one pet that they enjoy that's also ferocity. I mean, people already pick multiple pets that have different utilities, this will just make that job easier.

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      The generalist bracket is stable at the top this week, with the first change coming in 4th, where there has been a bit of a Rogue switch-up with Outlaw taking Subtlety's place, as Assassination just lets its class mates duke it out and stays in 5th. Arms also had a big fall this week, down 4 into 9th, and Havoc didn't quite have the same momentum here as in the upper percentiles, dropping down 1. Demonology remains stable as the final top 10 contender, but Frost DKs surge here as well, even more in fact, as they skyrocket 6 spots out of 18th!

      All percentiles Mythic data by Warcraft Logs.

      Heroic DPS Rankings
      The top 3 remains the same in Heroic as well, but we do see Arcane rise into 4th, pushing Shadow out of the way. Subtletly and Arms swap places just outside the top 5 and Demonology is on the rise here as well, jumping 3 spots into 8th.

      All percentiles Heroic data by Warcraft Logs.
       
      As always, if you want even more info on a spec, you can check out our class guides here, for a DPS tier list you can go here, or for even more data, head on over to Warcraft Logs.
    • By Stan
      Patch 9.2 hits Public Test Realms later this week, so we've recapped all class tier set bonuses unveiled in the initial build.
      Note that the following class tier set bonuses are a work in progress and most of them will change throughout 9.2 testing.
      Death Knight
      Endless Rune Waltz (2-piece bonus) - Heart Strike increases your Strength by 1% and the duration of Dancing Rune Weapon by 0.5 seconds, persisting for 10 seconds after Dancing Rune Weapon ends. Endless Rune Waltz (4-piece bonus) - Parrying an attack causes your weapon to lash out, Heart Striking your attacker. Dancing Rune Weapon now summons 2 Rune Weapons. Frost
      Arctic Assault (2-piece bonus) - Remorseless Winter grants 8% Critical Strike while active. Arctic Assault (4-piece bonus) - Consuming Killing Machine fires a Glacial Advance through your target. Unholy
      Harvest Time (2-piece bonus) - Every 5 Scourge Strikes casts Soul Reaper on your target. Soul Reaper grants your pet 20% attack speed for 10 seconds. Harvest Time (4-piece bonus) - Whenever Soul Reaper's secondary effect triggers, summon an Army of the Dead ghoul. Demon Hunter
      Havoc
      D (2-piece bonus) - Increases Blade Dance and Death Sweep damage by 20%. Deadly Dance (4-piece bonus) - Every fifth Blade Dance or Death Sweep instantly refunds its own cooldown and cost. Casting this empowered Blade Dance or Death Sweep has a 15% chance to instantly refund its own cooldown and cost. Vengeance
      Burning Hunger (2-piece bonus) - Damage dealt by Immolation Aura has a 10% chance to generate a Lesser Soul Fragment. Rapacious Hunger (4-piece bonus) - Consuming a Lesser Soul Fragment has a 100% chance to grant you 2 sec of Immolation Aura, or extend an existing Immolation Aura by 2 sec. Druid
      Balance
      Celestial Pillar (2-piece bonus) - Entering Lunar Eclipse creates a Fury of Elune at 25% effectiveness that follows your current target for 8 sec. Umbral Infusion (4-piece bonus) - While in an Eclipse, the cost of Starsurge and Starfall is reduced by 20%. Guardian
      Architect's Design (2-piece bonus) - Casting Barkskin causes you to Berserk for 4 sec. Architect's Aligner (4-piece bonus) - While Berserked, you radiate [ 45% of Attack Power ] Cosmic damage to nearby enemies and heal yourself for [ 61% of Attack Power ] every 1 sec. Feral
      Heart of the Lion (2-piece bonus) - Each combo point spent reduces the cooldown of Berserk by 0.5 sec. Sickle of the Lion (4-piece bonus) - When Berserk ends you lacerate all nearby enemies, dealing [ 700% of Attack Power ] Bleed damage over 10 sec. Restoration
      Renewing Bloom (2-piece bonus) - Swiftmend heals an additional [ 21% of Spell Power ] for each periodic healing effect on the target. Ephemeral Blossom (4-piece bonus) - Swiftmend heals 4 nearby allies for 25% of its healing done. Hunter
      Beast Mastery
      Killing Frenzy (2-piece bonus) - Your Kill Command critical strike chance is increased by 15% for each stack of Frenzy your pet has. Killing Frenzy (4-piece bonus) - Kill Command critical hits increase the damage and cooldown reduction of your next Cobra Shot by 40%. Marksmanship
      Focused Trickery (2-piece bonus) - Trick Shots now also increases the damage of the affected shot by 30%. Focused Trickery (4-piece bonus) - Spending 80 Focus grants you 2 charges of Trick Shots. Survival
      Mad Bombardier (2-piece bonus) - When Kill Command resets, it has a 40% chance to make your next Wildfire Bomb incur no cooldown. Mad Bombardier (4-piece bonus) - Your Wildfire Bombs deal 30% additional damage. This bonus is increased to 80% for bombs empowered by Mad Bombardier. Mage
      Arcane
      Arcane Lucidity (2-piece bonus) - Increases your Arcane damage dealt to enemies affected by Touch of the Magi by 18%. Arcane Lucidity (4-piece bonus) - After consuming 8 Clearcasting your next Touch of the Magi is instant, incurs no cooldown and lasts for 6 sec. Fire
      Fiery Rush (2-piece bonus) - Increases the duration of Combustion by 2 sec. Fiery Rush (4-piece bonus) - While Combustion is active you burn for 2% of your maximum health every 1 sec causing your Fire Blast and Phoenix Flames to recharge 100% faster. Frost
      Frost Storm (2-piece bonus) - While Icy Veins is active your spells have a 25% chance to call down a Comet Storm on your target enemy. This effect cannot occur more than once every 30 sec sec. Frost Storm (4-piece bonus) - Enemies hit by Comet Storm take 2% increased damage from your Frost Spells, up to 10% for 8 sec. Monk
      Brewmaster
      9.2.0 Class Set - Monk - Brewmaster - 2PC (2-piece bonus) - Targets ignited by Breath of Fire deal an additional 4% less damage to you. 9.2.0 Class Set - Monk - Brewmaster - 4PC (4-piece bonus) - Breath of Fire empowers your next Tiger Palm or Blackout Kick, increasing Shuffle duration and Brew cooldown reduction by 100%. Mistweaver
      9.2.0 Class Set - Monk - Mistweaver - 2PC (2-piece set bonus) - Essence Font's residual healing effect lasts an additional 2 sec. 9.2.0 Class Set - Monk - Mistweaver - 4PC (4-piece set bonus) - Drinking Thunder Focus Tea summons a Progenitor Rune of Healing, increasing all healing dealt while inside its bounds by 123. Windwalker
      9.2.0 Class Set - Monk - Windwalker - 2PC (2-piece bonus) - Increases Fists of Fury damage by 40%. 9.2.0 Class Set - Monk - Windwalker - 4PC (4-piece bonus) - After 10 offensive abilities, your next 3 offensive abilities deal an additional 0% damage. Paladin
      Holy
      Dawn Will Come (2-piece bonus) - Casting Word of Glory causes your next Light of Dawn to heal for 50% more and cast twice. Cannot occur more often than once per 30 sec. Dawn Will Come (4-piece bonus) - Each target hit by Light of Dawn has a 100% chance to reduce the remaining cooldown of Avenging Wrath by 2 sec. Protection
      The 2-piece bonus increases your Block chance by a percentage through Shield of the Righteous, stacking. The 4-piece gives your block a chance to cast Judgment at your target.
      Glorious Purpose (2-piece bonus) - Casting Shield of the Righteous increases your Block chance by 4% for 15 sec, stacking up to 3 times. Glorious Purpose (4-piece bonus) - Blocking an attack has a 33% chance to cast Judgment at your attacker. Retribution
      Ashes to Ashes (2-piece bonus) - When you benefit from Art of War, you gain Seraphim for 2 sec. Ashes to Ashes (4-piece bonus) - Art of War has a 50% chance to reset the cooldown of Wake of Ashes instead of Blade of Justice. Priest
      Discipline
      From Dusk (2-piece bonus) - Casting Power Word: Shield or Shadow Mend has a 15% chance to make your next cast of Shadow Mend have no cost or cast time. Til Dawn (4-piece bonus) - Power of the Dark Side increases the effectiveness of Penance by an additional 45% and is triggered when Power Word: Radiance is cast. Holy
      Knowledge (2-piece bonus) - Your Holy Words begin Divine Conversation, increasing the cooldown reduction of your next Holy-Word-affecting spell by 15 sec. Conversation (4-piece bonus) - Divine Conversation increases the effectiveness of your next Holy-Word-affecting spell by 35%. Shadow
      Darkened Mind (2-piece bonus) - Dark Thoughts has an additional 15% chance to trigger for each Shadow damage over time effect on the target. Living Shadow (4-piece bonus) - Consuming a Dark Thought causes your shadow to animate for 8 sec. Your shadow follows you, dealing [ 138.4% of Spell Power ] Shadow damage to your target over the duration. Rogue
      Assassination
      Grudge Match (2-piece bonus) - Shiv's debuff causes your Bleeds to gain 25% Critical Strike for 9 seconds. Grudge Match (4-piece bonus) - Vendetta causes Poisons and Bleeds on your target to expire 100% faster. Outlaw
      Tornado Trigger (2-piece bonus) - Your Main Gauche has a 25% chance to fire a Pistol Shot. Tornado Trigger (4-piece bonus) - Pistol Shot has a 50% chance to load a Hidden Bullet from your sleeves, up to 6 times. After loading 6 bullets, Between the Eyes has its cooldown reset and costs no energy. Subtlety
      Immortal Technique (2-piece bonus) - Shadowstrike has a 20% chance to grant Shadow Blades for 5 sec. Immortal Technique (4-piece bonus) - Your finishing moves have a 4% chance per combo point to cast Shadowstrike at up to 5 nearby enemies. Shaman
      Elemental
      Fireheart (2-piece bonus) - While your Fire Elemental is active, your Lava Burst deals 20% additional damage and you gain Lava Surge every 8 sec. Fireheart (4-piece bonus) - Casting Lava Burst extends the duration of your Fire Elemental by 1.5 sec. If your Fire Elemental is not active, spending Maelstrom has a 20% chance to reduce its remaining cooldown by 10 sec instead. Enhancement
      Stormspirit (2-piece bonus) - Spending Maelstrom Weapon has a 3% chance per stack to summon a Feral Spirit for 9 sec. Stormspirit (4-piece bonus) - Your Feral Spirits' attacks have a 20% chance to trigger Stormbringer, resetting the cooldown of your Stormstrike. Restoration
      Heal the Soul (2-piece bonus) - Chain Heal's critical hit chance is increased by 30% on all targets it hits when cast on a target affected by your Riptide. Heal the Soul (4-piece bonus) - Chain Heal critical hits reduce the remaining cooldown of Spirit Link Totem by 2 sec. Warlock
      Affliction
      Deliberate Malice (2-piece bonus) - Malefic Rapture's damage is increased by 15% and each cast extends the duration of Corruption, Agony, and Unstable Affliction by 2 sec. Calamitous Crescendo (4-piece bonus) - While Agony, Corruption, and Unstable Affliction are active, your Shadow Bolt has a 20% chance to make your next Malefic Rapture cost no Soul Shards and cast instantly. Demonology
      Ripped From the Portal (2-piece bonus) - Call Dreadstalkers has a 100% chance to summon an additional Dreadstalker. Malicious Imp-Pact (4-piece bonus) - Your Hand of Gul'dan has a 5% chance per Soul Shard to summon a Malicious Imp. When slain, Malicious Imp grants a Soul Shard and will either deal [ 19% of Spell Power ] Fire damage to all nearby enemies of your Implosion or deal it to your current target. Destruction
      Ritual of Ruin (2-piece bonus) - Casting Rain of Fire or Chaos Bolt has a 20% chance to make the next cast of the other free. Avatar of Destruction (4-piece bonus) - When Rain of Fire or Chaos Bolt is freely cast, you summon an Infernal for 8 sec. Warrior
      Arms
      Pile On (2-piece bonus) - Increases the duration of your Colossus Smash and Warbreaker by 3 sec. Pile On (4-piece bonus) - Every 75 Rage consumed increases the effectiveness of your next Colossus Smash or Warbreaker by 2%, up to 10%. Fury
      Frenzied Destruction (2-piece bonus) - Raging Blow deals 15% increased damage and gains an additional charge. Frenzied Destruction (4-piece bonus) - Raging Blow has a 20% chance to grant Recklessness for 4 sec. Protection
      Outburst (2-piece bonus) - Consuming 30 rage grants a stack of Outburst, upon reaching 8 stacks of Outburst your next Shield Slam or Thunder Clap are 200% more effective, or your next Ignore Pain is 50% more effective. Outburst (4-piece bonus) - Avatar increases your damage dealt by an additional 10% and decreases damage taken by 10%. Avatar instantly grants 8 stacks of Outburst.
    • By Stan
      Players can obtain four new jellyfish mounts in Patch 9.2. Model-wise, they are similar to the Fathom-Dweller puzzle mount. In this post, we preview their models.
      Cryptic Aurelid
      This mount has an unknown [PH] source for now.
      "The Cyphers of the First Ones are beyond any mortal's ability to understand. One of the more curious effects of those languages is that, for reasons unknown, some aurelids are drawn to those mortals who study them anyway."

      Deepstar Aurelid
      The mount drops from a Rare Elite named Hirukon in Zereth Mortis.
      "One of the last remaining polyps of an elusive creature, this aurelid is at home in the water as much as the air."

      There are two more tins that haven't got an associated mount spell yet.


    • By Stan
      Here's a preview of the General Draven cutscene coming in Patch 9.2. The following article contains mild spoilers.
      Today, we're looking at a new work-in-progress cutscene from 9.2, starring two Soulbinds -- General Draven and Nadjia the Mistblade.
      In the cutscene, Nadjia and General Draven craft a strategy against the Jailer's forces in Zereth Mortis. General Draven decides to "go first" and gets nuked down by an orb. Eventually, Draven stands up and faces the enemy NPCs.
      Cutscene courtesy of LeystTV.
    • By Stan
      Here's the Shaman Tier Set introduced in Eternity's End. In this post, we're looking at the set appearance and bonuses.
      The Shaman Tier Set includes the following items:
      9.2 Raid - Class Sets - Shaman - Armor - Accessory - Cloak (Mail) 9.2 Raid - Class Sets - Shaman - Armor - Mail Feet 9.2 Raid - Class Sets - Shaman - Armor - Mail Chest 9.2 Raid - Class Sets - Shaman - Armor - Mail Hand 9.2 Raid - Class Sets - Shaman - Armor - Mail Leg 9.2 Raid - Class Sets - Shaman - Armor - Mail Head 9.2 Raid - Class Sets - Shaman - Armor - Mail Waist 9.2 Raid - Class Sets - Shaman - Armor - Mail Wrist 9.2 Raid - Class Sets - Shaman - Armor - Mail Shoulder Set Bonuses
      Elemental
      Fireheart (2-piece bonus) - While your Fire Elemental is active, your Lava Burst deals 20% additional damage and you gain Lava Surge every 8 sec. Fireheart (4-piece bonus) - Casting Lava Burst extends the duration of your Fire Elemental by 1.5 sec. If your Fire Elemental is not active, spending Maelstrom has a 20% chance to reduce its remaining cooldown by 10 sec instead. Enhancement
      Stormspirit (2-piece bonus) - Spending Maelstrom Weapon has a 3% chance per stack to summon a Feral Spirit for 9 sec. Stormspirit (4-piece bonus) - Your Feral Spirits' attacks have a 20% chance to trigger Stormbringer, resetting the cooldown of your Stormstrike. Restoration
      Heal the Soul (2-piece bonus) - Chain Heal's critical hit chance is increased by 30% on all targets it hits when cast on a target affected by your Riptide. Heal the Soul (4-piece bonus) - Chain Heal critical hits reduce the remaining cooldown of Spirit Link Totem by 2 sec. Set Appearance

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