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Update: we now also know when double legendaries will be coming - 5 weeks after launch. Read here for more information.
Blizzard have announced the second legendary slot will no longer be related to reputation, but instead linked both the belt and the legendary memory to completing Chapter 7 of the Zereth Mortis story! We're not quite sure how long it'll take to get to chapter 7 at the moment. Blizzard also explained why the delay is there in the first place:
Double Legendary (Source)
Thanks for everyone’s feedback on the Enlightened Legendary belts and memories, and on the issue of when you can obtain them and what activities they require. We have some changes coming to a future PTR build that I’d like to talk about a bit.
First, what are we doing? The Belt of Unity is moving from the Enlightened reputation and into the campaign quest for Zereth Mortis. You’ll be able to obtain it at the end of Chapter 7 of the Zereth Mortis campaign, which we hope will feel like a nice crowning accomplishment. The Memory of Unity is remaining on the Enlightened reputation vendor, and will remain an account-wide unlock like other Legendary Memories from Shadowlands, but will now additionally require that you’ve completed Chapter 7 in order to purchase it. This Memory means that when your second, third, or tenth character is ready to start Eternity’s End that they’ll be able to craft an Enlightened Legendary right away. The new questing requirement is being added to head off any feeling of needing to rush ahead to Revered for progression on your main character. We’re also still debating some other possible changes to the overall structure of Zereth Mortis rewards, but I don’t have concrete details to share on those yet.
Some folks have asked why there’s a delay in acquiring a second legendary at all. The answer there is that we have goals for your characters to grow over the course of the patch, allowing them to overcome challenges they couldn’t initially overcome. One specific example here is the difficulty of Sepulcher of the First Ones: by keeping the Enlightened Legendary a little bit in The Future from the raid’s launch, we can tune the raid at a difficulty that allows early progression to be bolstered by additional power once players start hitting stumbling blocks. If this power was instead available to your characters on the first day, tuning would have to take that into account for people who expect the first few weeks to be challenging, and that would in turn deprive many raids of what we think will be a fun and enjoyable boost in power after striving as far as they can without it.
It’s important to us that there’s a pretty level playing field with the Enlightened Legendary in terms of when different players obtain it. We want it to be an impactful moment of growth for your characters, getting to change the rules of how they play the game for the rest of Eternity’s End. Our initial plans of putting it on the Enlightened reputation had this intent, in that we were planning to distribute most of the reputation gains on campaign quests and on quests that players would do once or twice a week, but we hear you that this structure still felt unsatisfying for players whose free time lends itself more to periodic long sessions than for frequent shorter ones. We feel that moving the Enlightened Legendary into the quest campaign will be even more egalitarian while still providing a very satisfying growth moment.
As always, we’re still open to and listening to feedback here, so once the changes go up, please do continue to tell us how you feel about them.
Blizzard have now also clarified that chapter 7 of the Zereth Mortis story, at which point players will have double legendaries unlocked, will be available on the 3rd week after Mythic opens, so the 5th week of the patch! Blizzard also talked about why the initial 2nd legendary is going to be a belt.
Double Legendaries (Source)
Good point, yeah, sorry about that. Chapter 7 will be available on the third week after the Mythic raid opens. So there will be two full weeks of Mythic raiding during which nobody can have two legendaries, after which they should be available to everyone.
Totally fair question. We looked at what slots players have crafted legendaries in, and tried to pick the slot we thought would disrupt as few people as possible. Also, given that tier sets are back in Eternity’s End, we want to avoid putting this new Unity legendary in any slot that conflicts with tier gear. As with many things in design, there’s not an objective right or wrong choice here, but that was the thinking behind picking the Waist slot.
In this post, we recap all Holy Priest class changes introduced in the latest 9.2 patch.
Holy Priest (Spec Aura) Increases damage/healing by 5% 16%: Contrition, Cosmic Ripple, Divine Hymn, Divine Star, Halo, Holy Nova, Holy Word: Sanctify, Holy Word: Serenity, Holy Words, Penance, Prayer of Mending, Renew, Shadow Covenant Increases periodic damage/healing by 5% 16%: Contrition, Cosmic Ripple, Divine Hymn, Divine Star, Halo, Holy Nova, Holy Word: Sanctify, Holy Word: Serenity, Holy Words, Penance, Prayer of Mending, Renew, Shadow Covenant Increases damage/healing by 25% 44%: Divine Star, Halo, Holy Fire, Holy Nova, Holy Word: Chastise, Holy Words, Mind Blast, Penance, Power Word: Solace, Purge the Wicked, Shadow Crash, Shadow Word: Death, Smite, Surrender to Madness, Unfurling Darkness, Void Eruption, Void Torrent, Void Volley Guardian Spirit - Calls upon a guardian spirit to watch over the friendly target for 10 sec, increasing healing received by 60% and preventing the target from dying by sacrificing itself. This sacrifice terminates the effect and heals the target for 40% of maximum health. Castable while stunned. Massive damage amounts will kill the target despite this effect. Calls upon a guardian spirit to watch over the friendly target for 10 sec, increasing healing received by 60%. If the target would die, the Spirit sacrifices itself and restores the target to 40% health. Castable while stunned. Cannot save the target from massive damage. Holy Word: Chastise - Chastises the target for [ 112.5% 140% of Spell Power ] Holy damage and incapacitates them for 4 sec. Symbol of Hope - Bolster the morale of raid members within 40 yds. They each recover 60 sec of cooldown of a major defensive ability, and regain 18% 15% of their missing mana, over 5 4 sec. Cast time changed to 4 seconds (was 5). Cooldown changed to 3 minutes (was 5). Guardian Angel (Level 30 Talent) - When Guardian Spirit saves the target from death, it does not expire. When Guardian Spirit expires without saving the target from death, reduce its remaining cooldown to 60 seconds. Afterlife (Level 30 Talent) - Increases the duration of Spirit of Redemption by [ 50 + 25% of Spell Power ]% and increases the range of your healing spells while in Spirit of Redemption by [ 30 + 25% of Spell Power ]%. Increases the duration of Spirit of Redemption by 50% and the range of its spells by 50%. While in Spirit of Redemption, you may cast Resurrection, which ends the Spirit of Redemption. Binding Heals has been reworked as is now a level 30 talent (was 40) - 20% of Heal or Flash Heal healing on other targets also heals you. Cosmic Ripple is now a level 40 talent (was 30). Prayer Circle - Using Circle of Healing reduces the cast time and cost of your Prayer of Healing by 25% for 8 sec.
Here are all Druid class changes that went live in Build 41962 of Patch 9.2.
Lifebloom - Heals the target for [ 195% 225% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 115% 138% of Spell Power ]. Restoration
Restoration Druid (Spec Aura) Increases damage/healing by 25% 10%: Cultivation, Efflorescence, Incarnation: Tree of Life, Lifebloom, Reactive Resin, Regrowth, Rejuvenation, Spring Blossoms, Tranquility, Wild Growth Increases periodic damage/healing by 10%: Cultivation, Efflorescence, Incarnation: Tree of Life, Lifebloom, Reactive Resin, Regrowth, Rejuvenation, Spring Blossoms, Tranquility, Wild Growth Increases damage/healing by 37%: Ferocious Bite, Incarnation: King of the Jungle, Mangle, Moonfire, Shred, Thrash Increases periodic damage/healing by 25% 37%: Ferocious Bite, Incarnation: King of the Jungle, Mangle, Moonfire, Shred, Thrash Lifebloom - Heals the target for [ 195% 225% of Spell Power ] over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for [ 115% 138% of Spell Power ]. Nourish (Level 15 Talent) - Heals a friendly target for [ 194% 223% of Spell Power ]. Receives triple bonus from Mastery: Harmony. Overgrowth (Level 45 Talent) - Mana cost reduced from 30% to 12% of Base Mana. Inner Peace (Level 45 Talent) - Reduces the cooldown of Tranquility by 60 sec. While channeling Tranquility, you take 20% reduced damage and are immune to knockbacks Germination (Level 50 Talent) - You can apply Rejuvenation twice to the same target. Rejuvenation's duration is increased by 2 sec.
Keystone Hero is a new achievement that you can earn from Mythic+ in Patch 9.2.
Shadowlands Keystone Master: Season Three is no longer the most prestigious achievement when it comes to Mythic+ Rating. A new achievement has been added on the 9.2 PTR called "Keystone Hero".
While the rewards are still placeholder [PH], you must obtain a Mythic+ Rating of at least 3,000 during Shadowlands Season 3 to get the achievement.
Shadowlands Keystone Hero: Season Three - Attain a Mythic+ Rating of at least 3000 during Shadowlands Season Three.
Reward: PH Reward Text It's important to note that Shadowlands Keystone Master: Season Three continues to rewards the Wastewarped Deathwalker mount.