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Shadowlands: All Covenant Class Abilities (Early Look)

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Blizzard posted a preview of the new Covenant system coming in Shadowlands including an early look at all class-specific Covenant abilities.

What Are Covenants?

Covenants are ruling powers that control Shadowlands and you must earn their favor in exchange for various powers for your character.

Covenant Abilities

Each Covenant provides players with two abilities. The first one's generic available to all Covenant members (also known as Signature ability) whereas the other one is an active class-specific spell.

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Four ruling powers control the Shadowlands, each of which is in desperate need of aid from the heroes of Azeroth. In exchange for your help, the Covenants are willing to share a piece of their power and access to the rewards and other blessings, boons, or temptations they have to offer.

As you level up on your initial journey through each of their domains, you’ll get to experience the abilities they have to offer firsthand—before you ultimately choose the Covenant you wish to dedicate yourself to.

  • Kyrians: The denizens of Bastion, these angelic beings embrace humility and service to their order.
  • Necrolords: Comprised of liches, warlords, and spies, the Necrolord Covenant calls Maldraxxus home. They make up the army that defends the Shadowlands.
  • Night Fae: Guardians of nature, the Night Fae inhabit Ardenweald and shepherd beings through the cycle of life and death. It was through their aid that the demigod Cenarius was able to make his return to Azeroth during the events of the Cataclysm.
  • Venthyr: Making their home in Revendreth, the vampiric Venthyr are the punishers of the unworthy, seeking to rehabilitate the sinful souls sent to them by the Arbiter.

When the time comes to ally with one of these four, you’ll want to carefully consider the abilities the Covenant will provide you. Each provides two abilities tailored to the theme of the Covenant. The first of these is the Covenant’s signature ability, which is available to all Covenant members regardless of class, race, or specialization. This ability helps you explore and engage with the world in new ways, and gives you a unique tool to help solve the problems you encounter in the Shadowlands. The second of these abilities is specific to your class, and gives you a new spell or power to use in combat.

To give you an idea of what to expect, we’ve put together a list with the Covenant signature abilities and class abilities. Please keep in mind that these are a work in progress and may have additional changes during the course of development and testing, so all abilities shown here are subject to change.

COVENANT SIGNATURE ABILITIES

Covenant

Signature Ability

Kyrian

Summon Steward
Call your steward to bring you a Phial of Serenity that can be consumed to restore some of your health and remove all Curse, Disease, Poison, and Bleed Effects.
Your Steward additionally offers access to a selection of useful amenities, each once per day.

Venthyr

Door of Shadows
Wend through the shadows, appearing at the targeted location.

Necrolord

Fleshcraft
Form a shield of flesh and bone that prevents damage equal to a portion of your maximum health. Standing near the corpse of a defeated enemy when the ability is cast will create a larger shield.

Night Fae

Soulshape
Turn into a Vulpin, increasing movement speed. You may reactivate Soulshape to teleport a short distance forward.
Additional cosmetic forms can be earned and collected through a variety of gameplay.
While out in the world, this effect has a short duration before it wears off, but lasts indefinitely while in a rest area.

Aligning with a specific Covenant provides access to class abilities that provide additional combat-oriented gameplay options that are tailored to the theme of that Covenant. Every Covenant offers an ability for each class, but note that some Covenant class abilities are still in development and are not currently represented in the chart.

Bastion Class Abilities

Bastion Covenant abilities shown for: Priest and Warrior.


COVENANT CLASS ABILITIES

 

Kyrian

Venthyr

Necrolord

Night Fae

Death Knight

Shackle the Unworthy

Admonish your target for their past transgressions, reducing the damage they deal to you and dealing Arcane damage over time.

Shackle the Unworthy's cooldown is reduced when you damage the affected enemy with a Rune-spending attack.

Swarming Mist

A heavy mist surrounds you, increasing your chance to dodge.

Deals Shadow damage over time to enemies within range. Every time it deals damage you gain additional Runic Power, up to a maximum amount.

Abomination Limb

Sprout an additional limb for a limited time,  dealing Shadow damage to nearby enemies. If an enemy is farther away from you, they are pulled to your location.

Death’s Due
(Replaces Death and Decay)

Corrupts the targeted ground, causing Shadow damage over a duration of time to targets within the area.

Affected enemies deal reduced damage to you (up to a maximum amount) and their power is transferred to you as an equal amount of Strength.

While you remain within the area, your Necrotic Strike and Heart Strike will hit additional targets. Scourge Strike and Clawing Shadows will hit all enemies near the target.

Demon Hunter

Elysian Decree

Carve runes into the ground in front of you, which detonate to deal  Arcane damage and shatter Lesser Soul Fragments from enemies.

Sinful Brand

Brand an enemy with the mark of the Venthyr, reducing their melee and casting speeds and inflicting Shadow damage over time.

Activating Metamorphosis applies Sinful Brand to all nearby enemies.

(Work in Progress)

The Hunt

Charge to an enemy, inflicting Nature damage and rooting them. The target is marked for a period of time, increasing your Fury from Demon's Bite andShear against them.

You may reactivate The Hunt every 30 seconds to teleport behind the marked target and ignoring line of sight.

Druid

Kindred Spirits

Form a bond with an ally. On a cooldown, you may empower the bond for a period of time, granting you an effect based on your partner’s role, and granting them an effect based on your role.

Ravenous Frenzy

For a period of time, Druid spells you cast increase your damage, healing, and haste by a percentage, stacking.

If you spend a period of time idle, the Frenzy overcomes you, consuming a percentage of your health per stack, stunning you, and then ending.

Adaptive Swarm

Command a swarm that heals or deals Shadow damage to a target and increases the effectiveness of your periodic effects on them.

Upon expiration, travels to a new target within range, alternating between friend and foe up to a set number of times.

Convoke the Spirits

Call upon the Night Fae for an eruption of energy, channeling a rapid flurry of 16 Druid spells and abilities over 4 seconds.

You will cast Moonfire, Wrath, Regrowth, Rejuvenation, Thrash, Rake, Shred, and Ironfur on appropriate nearby targets, favoring your current specialization.

Hunter

Resonating Arrow

Fire a resonating arrow to the target location and fill the area with echoing anima. The effect causes your attacks to ignore line of sight to enemies in the area, and you have an increased critical strike chance against them.

Flayed Shot

Fire a shot at your enemy, causing them to bleed Shadow damage over a period of time. Each time Flayed Shot deals damage, you have a  chance to gain Flayer's Mark, causing your next Kill Shot to be usable on any target, regardless of their current health.

Death Chakram

Throw a deadly chakram at your current target which will rapidly deal additional Shadow damage.

Each time the chakram damages a different target, its damage is increased, and you generate additional Focus.

(Work in Progress)

Mage

Radiant Spark

Conjure a radiant spark that causes Arcane damage instantly and additional damage over time.

The target takes a percentage of increased damage from your direct damage spells, stacking each time they are struck. This effect ends after a number of spells.

Mirrors of Torment

Conjure mirrors to torment the enemy for a time. Whenever the target casts a spell or ability, a mirror is consumed to inflict  Shadow damage and their movement and cast speed are slowed.

The final mirror will instead inflict Shadow damage to the enemy, Rooting and Silencing them for some time.

Deathborne

Transform into a  powerful Skeletal Mage for a period of time.

While in the form of a Skeletal Mage, your Frostbolt, Fireball, and Arcane Blast are greatly enhanced, and your spell damage is increased.

Shifting Power

Draw from the ground beneath you for a period of time, dealing Nature damage over time to nearby enemies.

While channeling, your ability cooldowns are reduced.

Monk

Weapons of Order

For a short duration, your Mastery is increased by a percentage. In addition:

Windwalkers’ Rising Sun Kickcooldown is reset instantly, and your Rising Sun Kick reduces the cost of your Chi abilities.

Brewmasters’ Keg Smashcooldown is reset, and enemies hit by Keg Smash take increased damage from you (stacks up to a set amount).

Mistweavers’ Essence Font cooldown is reset instantly and heals nearby allies on channel start and end.

(Work in Progress)

(Work in Progress)

(Work in Progress)

Paladin

Divine Toll

Instantly cast Holy Shock, Avenger's Shield, or Judgmenton several targets within range (based on your current specialization).

Ashen Hallow

Hallow the target area, dealing Shadow damage split among enemies and restoring health split among injured allies over time.

The land remains filled with anima, causing additional Shadow damage to all enemies. You gain the benefits of Consecration while within the area.

(Work in Progress)

(Work in Progress)

Priest

Boon of the Ascended

Gain the Boon of the Ascended, granting access to Ascended Nova and Ascended Blast, and increasing your movement speed. Both abilities damage your enemies, heal your allies, and build power that will erupt in a powerful explosion of damage and healing at the end of Boon of the Ascended’s duration.

Mindgames

Assault an enemy's mind, dealing Shadow damage and briefly reversing their perception of reality.

For a period of time, the next damage they deal will heal their target, and the next healing they do will damage their target.

Unholy Nova

An explosion of dark energy heals nearby allies and infects nearby enemies with Unholy Transfusion.

Unholy Transfusion deals Shadow damage over time. Enemies who damage this target receive healing.

(Work in Progress)

Rogue

Echoing Reprimand

Deal Arcane damage to an enemy, extracting their anima to Animacharge a combo point.

Damaging finishing moves that consume the same number of your combo points as your Animacharge deal damage as if they consume 7 combo points.

Slaughter

Slaughter the target, causing Physical damage. The target's anima mixes with your lethal poison, coating your weapons for the next 5 minutes.

Slaughter Poison deals Shadow damage over time and steals a percentage of healing done to the target.

This also awards combo points.

Serrated Bone Spike

Embed a bone spike in the target, dealing Physical damage over time until they die.

Attacking with Serrated Bone Spike causes all of your active bone spikes to fracture and strike your current target, increasing initial damage by a percentage per spike.

 

(Work in Progress)

Shaman

Vesper Totem

Summon a totem at the target location for 30 seconds. Your next 3 damage spells or abilities will cause the totem to radiate Arcane damage to enemies near the totem and your next 3 healing spells will heal up to 6 allies near the totem.

Casting this ability again while the totem is active will relocate the totem.

Chain Harvest

Send a wave of anima at the target, which then jumps to additional nearby targets. Deals  Shadow damage to enemies and restores  health to allies.

For each target critically struck, the cooldown of Chain Harvest is reduced.

(Work in Progress)

(Work in Progress)

Warlock

Scouring Tithe

Deal Arcane damage instantly and additional Arcane damage over time. If the enemy dies while affected by Scouring Tithe, you generate additional Soul Shards. If they survive, Scouring Tithe's cooldown is refreshed.

Impending Catastrophe

Call forth a cloud of chaotic anima that travels to the target enemy, dealing  Shadow damage to enemies within their path. When the anima reaches the target it explodes, inflicting a random Curse and dealing Shadow damage to all nearby enemies.

Decimating Bolt

Hurl a bolt of shadow magic at your target, dealing Shadow damage and increasing the damage of your next Incinerates, Drain Souls, or Shadow Bolts.

Decimation Bolt's damage, and the bonus to Incinerate, Drain Soul, or Shadow Bolt both increase as your target's health decreases.

(Work in Progress)

Warrior

Spear of Bastion

Throw a Kyrian spear at the target location, dealing Arcane damage instantly, dealing additional damage over time, and generating Rage.
 

Enemies hit are tethered to Spear of Bastion's location for the duration.

Condemn
(Replaces Execute)

Condemn a foe to suffer for their sins, causing Shadow damage. Only usable on enemies who are above 80% health or below 20% health.

The primary target is weakened, preventing a moderate amount of damage they would deal to you.

If your foe survives, a portion of the Rage spent is refunded.

Conqueror’s Banner

Brandish the banner of the Necrolords, increasing your movement speed and causing Mortal Strike, Raging Blow, and Shield Slam to grant you Glory. Killing an enemy grants additional stacks of Glory.

Reactivating this ability plants the banner in the ground, granting an increased amount of maximum health and additional attack speed to you and your allies within range of the banner. Lasts additional time per Glory, up to a maximum amount.

(Work in Progress)

We look forward to sharing more information as development continues, and we hope this preview helps you find the Covenant that’s right for you.

Which Covenant is your current choice? Join the discussion on the forums.

Latest Shadowlands News

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This looks like bad idea overall. Not to mention the balance, it might lock many players into "bad" choices, while switching factions is supposed to be hard. Even if they will make "correct" choice, some patches might screw them later on, forcing to switch. It should have been purely aesthetic choice, rather than another gimmicky system, that will get abandoned like Azerite gear and several others.

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I see some interesting abilities there but a lot of them are broken , a hunter who can shot out of line of sight? a DH who can teleport to you? another grip for DK ? , It smell like salt in the pvp zone.

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3 hours ago, Arcling said:

Not to mention the balance, it might lock many players into "bad" choices, while switching factions is supposed to be hard. 

Depends how hard it is, I'd say. 

If it's something along the lines of a week's worth of dailies, then nobody'd do it trivially, nor swap just for content, but you could do it without pain. They look like fun, impactful abilities, so your choice'd feel like a relevant choice.

The way they fudged Azerite traits and Essences doesn't make me wonderfully hopeful, though.

I kinda wish we had artifacts back. They weren't perfect, but I felt they worked. All this just seems like it's trying to be artifacts, but needlessly different.

Just give us another whopping sword. 

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10 hours ago, Arcling said:

This looks like bad idea overall. Not to mention the balance, it might lock many players into "bad" choices, while switching factions is supposed to be hard. Even if they will make "correct" choice, some patches might screw them later on, forcing to switch. It should have been purely aesthetic choice, rather than another gimmicky system, that will get abandoned like Azerite gear and several others.

It all depends on numbers if the difference between them is just a few %, what im sure it'll be, then there is not really a bad choice especially for most of the playerbase(ppl will complain about stuff that dont really affect them anyways as always) 

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Well these look... interesting. Want to see them in practice, when they say on CD, do they mean 10s, 30s, 2m? 4m even? Could be a useful one off for fights, or in the case of dk grip / dh portal (cos they are so rubbish at getting around already right?) just broken. 

Purely looking for my main, as a druid, they look good, though 1st is just symbiosis mk 2, and possibly a horrible way of doing it. 

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3 hours ago, Lith said:

It all depends on numbers if the difference between them is just a few %, what im sure it'll be, then there is not really a bad choice especially for most of the playerbase(ppl will complain about stuff that dont really affect them anyways as always) 

Depends on how literal the devs mean about it being like swapping between Aldor and Scryer. That was a lot of farming/gold to make the swap during TBC.

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1 hour ago, SidonisAntares said:

Depends on how literal the devs mean about it being like swapping between Aldor and Scryer. That was a lot of farming/gold to make the swap during TBC.

If they are close eough in perfromance there is no need for swap anyways.

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Some of these are rather interesting and can be very beneficial per class per specialization from PvE (Tanking or DPS'ing) to PvP.  However pending on the series of buffs and nerfs that these will endure throughout the expansion can be problematic.  To meet the playerbase in the the middle they may have to result to something similar to the Zandalari Troll Racial with the Loa Blessing.  Pick a Loa for a passive stat gain/dmg/heals to picking a Covenant/Ability and can't switch or change for 5-7 days.  This way people can sample/select to what they desire for their playstyle and not feel restricted when it comes to playing different aspects of content in the expansion.

As for Blizzard wanting to lock in players for main Covenant representation/rewards they can still do that per say.  But make it where the player can not collect the reward or unlock the skill tree for other Covenants except the one they truly want to represent but make the primary Covenant skill available after unlocking each zone and storyline through one play through on one character.

 

 

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5 hours ago, Lith said:

It all depends on numbers if the difference between them is just a few %, what im sure it'll be, then there is not really a bad choice especially for most of the playerbase(ppl will complain about stuff that dont really affect them anyways as always) 

Well, min-maxing for raids won't affect that many people, but if some of these make someone harder to kill or make soloing some stuff easier, then they will affect much of player base. But let's see how the whole switching process is going to look, since we don't know much yet, other than that comparison to BC factions from Shattrath.

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These are awesome and, essentially, a new talent row set if you can swap between without much trouble (aka blizz going back on what they said about it before).

If this is not possible, they will either be homogenized to boredom or broken. Seems like there are better ones for PvE / PvP / Tank / Healer / DPS as well, ensuring that someone will be unhappy no matter what. But I do like the diversity a lot, the main critical thing here is to allow for people to change at will, and then its all good!

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8 hours ago, SidonisAntares said:

James Franco “First Time?” | Know Your Meme

No, not firs time... they can balace stuff, but ppl like you will complain about 1-2% difference.

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Slightly upset that  my skill and fantasy choices need to colide with each other and yes we have been doing this for some time in WoW now, but this is just turning it up a tad and by tad i mean a whole system around it.

Personaly i will choose the skills and talants and whatnot to suit the content i am doing  of course, but  that leaves my ''cosmetic'' and fantasy choices in the gutter which makes me wonder why would you tie that  in this system to begin with. ( On a side note i do more than just one thing so the part of it being  hard to change covenants ( or it will be, but i assume based on how it was put out for us) leaves me with a slight bad taste in my mouth

Yes we know that blizzard wants us to ''make choices that matter and are impactful'' but sacrificing the fantasy part of it is '' meh'' at best ( at least for me )

I love the new skills and ideas , they seem really entertaining to say the least. There will be a huge balance issue though but that will be part of the fun that the chaos will bring ( for some fun for some just pain in the *filtered* since it will be tied in with their choices and all )

Some of the new ''skills'' or ''Talants'' will have interesting interactions with the skills they are reviving which i hope i am wrong about but also hope i am not because that will just make this game a LOT more fun... And unbalanced

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On 4/7/2020 at 5:39 PM, Lith said:

No, not firs time... they can balace stuff, but ppl like you will complain about 1-2% difference.

People like me? I'm just pointing at their history of making one thing be fun but overall useless, versus something that gets considered mandatory for pvp/pve

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Hello,

I do not really make a good opening here at first,,but I want to try to say what is wrong with world of warcraft how it is right now. Retail world of warcraft.

The game has just way too much information a brain can handle. I want to play a good game with nice gameplay elements and a game which feels good you want to play every day and has a unique look and also challenging gameplay , every moment you play it.

It does not necessarily means you have to make a "difficult to play" game, pve can be how it always has been since the last 3-4 expansions...like a really easy to play game where you absolutely can not die at all and you can just take on a lot of monsters without dying or losing health or mana...this is how world of warcraft has been the last 3-4 expansions. Some people like it. Others do not like it and play classic world of warcraft.

Though I think that This retail game of wow, different then classic, is just too much to learn for a human brain. If it can maybe slightly go back the way it was, hopefully, I think more people will play the game again. Maybe have some elements of retail wow and an overal total gameplay feeling like "classic wow". I think world of warcraft can become a good and perfect game again, instead of finetuning every detail of the game...

I just want to play a nice game and have a nice gameplay experience instead of have to know so much about everything.

Narrow information down.

There is too much my brain need to read about just some "small and tiny" part of the game.

Give me a quick overal look of the game instead of all this "new" "too much" information about such details in a game.

All this new things they try to put in the game does not make the game necessarily better right.

I think this is kind of the problem with retail and current world of warcraft.

They want to make such diverse game with many diverse gameplay ability...that it loses it's overal , total picture, completion of the game.

The game as a whole product need to be good, not constantly "tune or finetune" all these "small" details in game

I think this is were it went wrong for world of warcraft.

Classes need to be in  balance too.

Like someone else said in this forum...he is right....all these new spells for these classes (like DH, DK..abilities)...they ruin the PVP element of the game, which is such a nice part of the game....

Yf,

 

Steeben

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      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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