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The Great Vault Mythic Dungeons Item Choices Explained

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Yesterday, we previewed Great Vault, the new weekly chest of Shadowlands, but many players were confused about how the rewards from Mythic Dungeons will be calculated, so here's are some clarifications.

To unlock more loot choices in the Great Vault, you must complete the following objectives related to Mythic Dungeons:

  • Slot #1: Complete 1 Mythic Dungeon
  • Slot #2: Complete 5 Mythic Dungeons
  • Slot #3: Complete 15 Mythic Dungeons

If you complete 15 Mythic Dungeons in a week, you will be able to choose from up to 3 items.

Your reward is based on the lowest level of your top 1 (Slot #1), 5 (Slot #2), and 15 (Slot #3) runs. Redditor zawyer90 posted an image and explained how the system works, so helping your friend with a Mythic +5 run will not affect your weekly item choices.

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(Source)

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2 minutes ago, jinsu2301 said:

So, now, instead of one M+ each week, I have to do 15? Brilliant.

No? If you want to grind for the additional bad luck protection by getting more choice, then you can do 15. I don't see how this change isn't considered a massive step in the right direction?

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Likely to be nerfed to 1 - 3 - 5 or even less imho. Also, as stated, doing one allows you to pick from a random M+ item, just like as on the current system. 

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29 minutes ago, Ravenclaw89 said:

Sorry I didn't get it... If I do 15 M+10... I will get a +6 item on the slot 3? 

Yes, you'll get a +6 on slot 3 but you'll get a +10 on slot 1. So if you do a +10 at all, you're good for getting a +10 piece. But you can't do a +10 and then a whole bunch of +5s and expect to get beter gear. 

 

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1 hour ago, Ocyir said:

So what happens if you run 15 of the same level?

I'm assuming that completing all runs on the same difficulty will give you three item choices corresponding to that difficulty, since your lowest/highest run will be the same.

tl;dr: completing 15 Mythic Level 1 dungeons unlocks all three slots with the same ilvl, but different items.

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Man, they're really good at ruining good things. Looks like most people will just be waiting for keys and joining the max level key so they don't get terrible loot in their boxes.

Good way way to punish people for pushing lower keys or helping friends.

I thought this was supposed to be a way to offer variety of loot in your cache of equal item level, but no, it's still flawed. It should be based on your highest, not lowest. It only took one 15 to get max ilvl loot, it's not like we're getting more loot, we're just getting more options, so why the mess of confusing information? This is so dumb.

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I think perhaps the reason it isnt just based on your top 3 best runs is so that there's not a habit of "Alright I got 3 really high runs, time to just quickly farm out +2s real quick to fill in my remaining 15 runs" and then so you have really high ilvl players going into +0s and getting pissed off at players who are actually appropriately geared for +2 for dying etc, or just making stuff sort of a faceroll.

 

It's difficult to completely avoid perverse incentives.

Also, it is really tiring to see people say "ruined" and so on so easily. Just because a system isnt completely perfect for you doesnt mean it is ruined- all the extra runs do is give you some more reroll options, it isn't that big of a deal and making something with no tradeoffs is impossible.

 

But tons of people have this kneejerk impulse to act like every blizzard decision with a minor downside is some sort of dramatic evidence of blizzard having systematic design failure or something.

Edited by miggfo
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Yea and this is where it gets crazy instead of making it all confusing they should just lower the number of dungeons you have to do 15 sounds a little steep I run with my guild but pugging 15 dungeons to hell with that nightmare so good luck casuals hope blizz don’t ram it up your *filtered*

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Well @miggfo you see what they are doing with the covenants even having all this backlash and negative reviews with the system people just know how hard headed they are and to proud to admit the player base normally knows how they like to play the game and not how the 300 people inside blizzard like to play it last time I checked they don’t pay for the game we do

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3 hours ago, leapingshadow said:

No? If you want to grind for the additional bad luck protection by getting more choice, then you can do 15. I don't see how this change isn't considered a massive step in the right direction?

From what I understand, if you want a dungeon item in your weekly chest, you have to do dungeons. Having two addditional chances makes it three times as likely that you get the item you want, and that's not something any serious player is gonna pass up. And that would be fine if you had to do challenging content rather than just a mindless time sink.

Maybe this sounds great if you enjoy Mythic+. I don't. I find it repetitive and silly.

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32 minutes ago, miggfo said:

But tons of people have this kneejerk impulse to act like every blizzard decision with a minor downside is some sort of dramatic evidence of blizzard having systematic design failure or something.

The thing is, we were given a limited but good idea of the chest having some choice, not just a one off here to go might be trash, might be gold thing based on the M+ we did before. They've expanded on it to allow M+, Raid and PvP to combine and give many options (whilst also reducing loot since PvP had it's own chest in BfA). In principle I get and like the idea, in execution it's deeply flawed, and is a further fk you to anyone with alts.

 

There's only choice IF you decide to do multiple activities at the same level. that sounds fine and fair, but throw in the details of 5/15 M+, 3, 7, 10 raid kills, and it's too much. The kneejerk will hopefully mean they'll reduce the numbers, to a more reasonable time. Otherwise they may as well not bother with the choice for many players.

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it's another clear cut example of: in theory nice to have, but missing all the fun.

all this system will do, is show me, that i could have had more high item level choices, if i would do more runs on my max level. In pugs it's hard enough getting one high key, but 15? ffs. If they really want to go with 15 dungeons, the difficulty shouldnt matter, so i can help out the twinks of friends or rush some strangers through lower keys. that would be fun, and i would be efficient.

But if they really want to keep the difficulty to matter, then it really should be just 1 / 3 / 5.

Man, i was excited about more item choice in the weekly cache, but it's coming out as a crazy grind, for the little choice.

I bet i will put in the effort and still be getting just bracers. Now just two different kinds of bracers.

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2 minutes ago, Lawrenz said:

it's another clear cut example of: in theory nice to have, but missing all the fun.

all this system will do, is show me, that i could have had more high item level choices, if i would do more runs on my max level. In pugs it's hard enough getting one high key, but 15? ffs. If they really want to go with 15 dungeons, the difficulty shouldnt matter, so i can help out the twinks of friends or rush some strangers through lower keys. that would be fun, and i would be efficient.

But if they really want to keep the difficulty to matter, then it really should be just 1 / 3 / 5.

Man, i was excited about more item choice in the weekly cache, but it's coming out as a crazy grind, for the little choice.

I bet i will put in the effort and still be getting just bracers. Now just two different kinds of bracers.

Well... I see it as a reward for doing stuff, instead of a "to do" list. And, you could do 1 +15 and then raid (or pvp) and still get items to choose. 

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man ppl are crying about silly things, 15 m+ it's too much? just do 2 per night and on saturday do 3 thats all, it's just 1 hour per day or maybe 2 if ur really bad, 10 raid kills too much? dude you have a whole week to do that, ppl this days just want blizzard to take their hands and walk them all the way to mythic raid and help them one shot last boss, i found this change really good because i can do just one m+ and get my chest (like it is right now) or do a lot of m+ and get 3 choices, like i said doing 15 m+ is nothing 

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Those guys saying 15 m+ is nothing never really do not play seriously in M+.

Yeah it is easy to spam the 9-14 bracket. But when you go above between 17-22,  you won't find your keys easily.

I spam more than 50 keys a week I ain't finished 15 keys. Welcome to PuG. This will benefit the high level groups.

 

To those saying helping friend will not affect your loot. Am I dreaming or it is literally shown on paper that it will.

There, we see that, in the example given, the 5 did not affect the loots but the 6 did affect the third one (why the guy in the example would do a 5 or a 6 if not to help or for fun, if he can do 3x 9 and 3x 10...).

Let me give a realistic example with BfA standards: You do 7 keys: You pushed a nice 20 and depleted the 21, you did 1x 19, 1x 18 and help a friend upping his 12 into 14. You timed 6 keys. So you got 20/19/18/12/13/14 -> 20/19/18/14/13/12.

You will not get the 3rd loot and the 2nd will be downgraded to Mythic 13. So you will end up choosing between an item ilvl 465 and an item ilvl 460. Which one will you pick?

This get worse the more you do dungeons. In their example based on ilvl from bfa, you will get a choice between item ilvl: 455, 455 or 445. Again which one will you pick?

 

This system is badly designed as the more you do, the more downgraded will be the next choice, the less likely you will pick it...

 

Just remove the weekly cache and upgrade the maximum loot from M+ to raid standards. I aint mad getting 475 loots from 17 keys.

Edited by Mohawkward

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1 hour ago, Darkclaw said:

man ppl are crying about silly things, 15 m+ it's too much? just do 2 per night and on saturday do 3 thats all, it's just 1 hour per day or maybe 2 if ur really bad, 10 raid kills too much? dude you have a whole week to do that, ppl this days just want blizzard to take their hands and walk them all the way to mythic raid and help them one shot last boss, i found this change really good because i can do just one m+ and get my chest (like it is right now) or do a lot of m+ and get 3 choices, like i said doing 15 m+ is nothing 

  Aha, now throw in alts, and some form of work/family life. This only promotes single char play, and no lifing which isn't healthy for the player or the game.

35 minutes ago, Mohawkward said:

This system is badly designed as the more you do, the more downgraded will be the next choice, the less likely you will pick it...

 

Just remove the weekly cache and upgrade the maximum loot from M+ to raid standards. I aint mad getting 475 loots from 17 keys.

Not disagreeing that it's badly designed, but the point is to keep the same level of content for the 15 keys, or 10 raid bosses. so 15 15+ then 10 bosses on mythic. 

 

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So for everyone that still dont understand this, if you did a +15 you will get one item choice for your +15 just like it is now. If you did 5x +15 you get two +15 item choices.

But now you get lazy and spam 10x +2 keys to get the third +15 item choice for free?

That would be a broken system where everyone runs one +15 and fourteen +2 keys.

Playing lower keys wont affect your lootbox in a negative way, but Blizzard wants you to do 15x +15 for a third(!) +15 item choice and im fine with that.

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This just makes me laugh how unbearable some people are they want to do nothing at all and entitle themself to best of choices, there should be a difference between player who do all content and play more than 20 mythic+ runs ( because they love it ) with player who only do it 1 time a week and that difference is more choices from weekly chest ( nor more loot ) if you have family if you have work then instead of *filtered* asking for best of best options just play with the time you have and get your random item, right now doing a full Castle Nathria and 1 mythic dungeon gives you 4 choice options this is huge step in right *filtered* direction and you say this system sucks  just because don't have time to actually play the game ? and you think you are equal with players play the and unlike you have time to spend ? so new system is the problem? no you are the problem, i played this game on different levels to see some people are basic idiots they just want everything without spending time without actually playing the game and look at the criteria needed for more choices 15 mythic dungeons for 3 choices? this is nothing absolutely nothing. full clear of first instance of expansion Castle Nathria ? playing PVP for earning 250 conquest points? is this too much? ain't this what you actually do in the WOW? NO you don't? you have family? you don't have time? then don't *filtered* play the game do something else .problem in you not this system or the game, you dont even have to do this you will get your item nonetheless .this are just for more choices. i don't usually post like this this is the first time but this is just unbearable, i asked 100 players with different play time and level about this article and they all laughed at this people so the point? this things are good and fun to explore for actual WOW players but not for ...

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Umm, as the main tank for my guild I'm looking at this with some trepidation.     I regularly run 15+ mythics on Saturday with some of the better dps in my guild, but I also try to help gear up new characters and alts that might be handy with lower keys.     If I'm reading this right, performing the latter is going to be a bad move?

It really should be "if you've done at least 3 mythic 15s, and 15 or more total mythics, you have 3 mythic 15 choices in your chest"

Edit: Also 15 is a rather extreme number of Mythic+ dungeons to run each week (and I run more  than most!).    10 would be much better

Edited by Migol

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9 hours ago, Darkclaw said:

man ppl are crying about silly things, 15 m+ it's too much? just do 2 per night and on saturday do 3 thats all, it's just 1 hour per day or maybe 2 if ur really bad (...)

 

5 hours ago, Dreamcatcher said:

This just makes me laugh how unbearable some people are they want to do nothing at all and entitle themself to best of choices, (...)

 

I think you guys need to step down from your gaming addiction... it is not entitled to tell blizzard, what they plan to do is wrong. the point i wanted to make is about having fun in the game. And i want blizzard to succeed in this.

right now the weekly cache is a big big source of frustation, because for a non raider like me, it's the only source of highend gear. 1!! One item a week, that can compare with raiders, and often times it's the god damn slot that you already have a high ilvl item.

And now blizzard announced to fix this, by giving us more choice. but how do they fix it? make it an unbearable grind. you have to spend all you time doing dungeons, just to get another choice, which might be a useless slot as well, like double bracers. And then you will think: "hm... so i wasted my time doing 15 dungeons, i couldve just done one... and have the same result". Because in the end of the day, you will end up just with one item in your bag. So why is it so hard to fix the existing frustration in a fun way?

instead of adding frustration ontop of frustration, they should make the difficulty not matter, or lessen the amount. I am not a nolifer like the people on their high horses...

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5 hours ago, Dreamcatcher said:

This just makes me laugh how unbearable some people are they want to do nothing at all and entitle themself to best of choices, there should be a difference between player who do all content and play more than 20 mythic+ runs ( because they love it ) with player who only do it 1 time a week and that difference is more choices from weekly chest ( nor more loot ) if you have family if you have work then instead of *filtered* asking for best of best options just play with the time you have and get your random item, right now doing a full Castle Nathria and 1 mythic dungeon gives you 4 choice options this is huge step in right *filtered* direction and you say this system sucks  just because don't have time to actually play the game ? and you think you are equal with players play the and unlike you have time to spend ? so new system is the problem? no you are the problem, i played this game on different levels to see some people are basic idiots they just want everything without spending time without actually playing the game and look at the criteria needed for more choices 15 mythic dungeons for 3 choices? this is nothing absolutely nothing. full clear of first instance of expansion Castle Nathria ? playing PVP for earning 250 conquest points? is this too much? ain't this what you actually do in the WOW? NO you don't? you have family? you don't have time? then don't *filtered* play the game do something else .problem in you not this system or the game, you dont even have to do this you will get your item nonetheless .this are just for more choices. i don't usually post like this this is the first time but this is just unbearable, i asked 100 players with different play time and level about this article and they all laughed at this people so the point? this things are good and fun to explore for actual WOW players but not for ...

i understand where you are coming from, and why you are frustrated with people like me, but all i can see in your post is: "i don't want others with less time to play, to catch up to me!" and i can totally feel that mentality.

BUT the thing that you dont seem to understand is, that this is supposed to be a fix, and not a new feature. blizzard is telling people, who are frustrated with the weekly cache: "if you want it fixed, put in the grind". So it's really not a fix, but just additional work. A slap in the face. (see my above reply)

And you should seriously work on your attitude, dude. ❤️

Edited by Lawrenz

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      Unholy Death Knight: Reanimated Shambler (Waist/Legs) - Your attacks have a chance to summon a Super Zombie that shambles forward and explodes, dealing [ 150% of Attack Power ] Shadow damage and applying a Festering Wound to 8 nearby enemies. Havoc Demon Hunter: Darker Nature (Shoulder/Feet) - Enemies slain within 4 sec of taking damage from Eye Beam have a 25% chance to convert their Soul Fragment into a Demon Soul Fragment. Guardian Druid: Legacy of the Sleeper (Waist/Feet) - Berskerk in Bear Form/Incarnation: Guardian of Ursoc grants 25% increased damage, 15% Leech, and immunity to effects that cause loss of control of your character. Its cooldown is reduced by 30 sec. Survival Hunter: Latent Poison Injectors (Head/Hands) - Serpent Sting's damage applies Latent Poison to the target, stacking up to 10 times. Raptor Strike/Mongoose Bite consumes all stacks of Latent Poison, dealing [ 18% of Attack Power ] Nature damage to the target per stack consumed. Mistweaver Monk: Yu'lon's Whisper (Shoulder/Finger) - Activating Thunder Focus Tea causes you to exhale the breath of Yu'lon, healing up to 6 allies within 15 yards for [ 180% of Spell Power ] over 2 sec. Protection Paladin: Holy Avenger's Engraved Sigil (Head/Waist) - Your Avenger's Shield has a 35% chance to have its cooldown instantly reset when used. Shadow Priest: Painbreaker Psalm (Back/Chest) - Shadow Word: Death consumes 8 sec of Shadow Word: Pain and Vampiric Touch, instantly dealing that damage to the target and generating up to 20 Insanity. Rogue: Deathly Shadows (Waist/Legs) - Vanish grants 5 combo points and increases all damage dealt by 15% for 12 sec. Elemental Shaman: Elemental Equilibrium (Legs/Feet) - Dealing direct Fire, Frost, and Nature damage within 10 sec will increase all damage dealt by 15% for 10 sec. This can only occur once every 30 sec. Demonology Warlock: Forces of the Horned Nightmare (Shoulder/Finger) - Hand of Gul'dan has a 15% chance to cast a second time on your target for free. Mort'regar
      Blood Death Knight: Bryndaor's Might (Back/Feet) - Death Strike refunds 15% of Runic Power spent if it heals you for more than 10% of your maximum health. Restoration Druid: Vision of Unending Growth (Head/Feet) - Rejuvenation healing has a 2.5% chance to create a new Rejuvenation on a nearby target. Survival Hunter: Butcher's Bone Fragments (Back/Chest) - Raptor Strike/Mongoose Bite increases the damage of your next Butchery/Carve by 20%, stacking up to 6 times. Frost Mage: Slick Ice (Waist/Legs) - While Icy Veins is active, each Frostbolt you cast reduces the cast time of Frostbolt by 2% and increases its damage by 2%, stacking up to 10 times. Brewmaster Monk: Shaohao's Might (Chest/Finger) - Tiger Palm has a 10% chance to deal 250% of normal damage and reduce the remaining cooldown of your Brews by 1 additional sec. Protection Paladin: Reign of Endless Kings (Wrist/Hands) - When you drop below 20% health, you become infused with Guardian of the Ancient Kings for 4 sec. This cannot occur again for 45 sec. Discipline Priest: Kiss of Death (Legs/Feet) - Reduces Shadow Word: Death's cooldown by 8 sec and causes its damage to trigger Atonement when used on targets below 20% health. Assassination Rogue: Doomblade (Shoulder/Hands) - Mutilate deals an additional 30% Bleed damage over 8 sec. Envenom damage increased by 5% for each Bleed you have on the target. Enhancement Shaman: Witch Doctor's Wolf Bones (Shoulder/Finger) - Increases the chance to gain a stack of Maelstrom Weapon by 3%, and whenever you gain a stack of Maelstrom Weapon, the cooldown of Feral Spirits is reduced by 2.0 sec. Fury Warrior: Deathmaker (Back/Legs) - Rampage has a 30% chance to apply the Siegebreaker effect to your target for 6 sec. Skoldus Halls
      Frost Death Knight: Rage of the Frozen Champion (Wrist/Hands) - Obliterate has a 15% increased chance to trigger Rime and Howling Blast generates 8 Runic Power while Rime is active. Vengeance Demon Hunter: Spirit of the Darkness Flame (Head/Neck) - Your Fiery Brand now heals you for 100% of its initial damage done, and each enemy hit by your Sigil of Flame increases the instant damage of your next Fiery Brand by 15%, stacking up to 15 times. Balance Druid: Balance of All Things (Legs/Feet) - Entering Eclipse increases your critical strike chance with Arcane or Nature spells by 50%, decreasing by 10% every 1 sec. Beast Mastery Hunter: Dire Command (Chest/Finger) - Kill Command has a 20% chance to also summon a Dire Beast to attack your target. Arcane Mage: Arcane Bombardment (Back/Feet) - Arcane Barrage deals an additional 130% damage against targets below 35% health. Mistweaver Monk: Clouded Focus (Neck/Wrist) - Healing with Enveloping Mists or Vivify while channeling Soothing Mists increases their healing done by 15% and reduces their mana cost by 15%. Stacks up to 3 times. When your Soothing Mists channel ends, this effect is cancelled. Subtlety Rogue: Akaari's Soul Fragment (Head/Hands) - After using Shadowstrike or Cheap Shot, your target suffers a Shadowstrike from the shadows 2 sec later, at 25% effectiveness. Restoration Shaman: Jonat's Natural Focus (Waist/Legs) - Healing Wave and Healing Surge increase the healing done by your next Chain Heal by 10%, stacking up to 5 times. Affliction Warlock: Sacrolash's Dark Strike (Legs/Feet) - Corruption damage is increased by 15%, and any target affected by your Corruption also has their movement speed slowed by 50%. Arms Warrior: Enduring Blow (Head/Waist) - Your Mortal Strike has a 15% chance to apply the Colossus Smash effect to your target for 5 sec. The Upper Reaches
      Blood Death Knight: Vampiric Aura (Chest/Finger) - Your Vampiric Blood ability also affects all party members for 50% of the effect it has on you. Feral Druid: Apex Predator's Craving (Shoulder/Waist) - Rip damage has a 4% chance to make your next Ferocious Bite free and deal the maximum damage. Marksmanship Hunter: Secrets of the Unblinking Vigil (Wrist/Hands) - When you gain the Trick Shots effect, you have a 50% chance to refund a charge of Aimed Shot, and cause your next Aimed Shot to not consume any Focus. Mage: Temporal Warp (Chest/Finger) - While you have Temporal Displacement or other similar effects, you may use Time Warp to grant yourself 30% Haste for 40 sec. Holy Paladin: Relentless Inquisitor (Back/Legs) - Spending Holy Power grants you 1% haste per finisher for 12 sec, stacking up to 5 times. Shadow Priest: Talbadar's Stratagem (Waist/Legs) - While you have Shadow Word: Pain, Devouring Plague, and Vampiric Touch active on the same target, your Mind Blast deals 60% more damage. Demonology Warlock: Grim Inquisitor's Dread Calling (Neck/Wrist) - Each Soul Shard spent on Hand of Gul'dan increases the damage of your next Call Dreadstalkers by 3%. Protection Warrior: Reprisal (Legs/Feet) - The first attack you intercept with Intervene grants you Ignore Pain, and makes your next Revenge cost no Rage and deal 200% more damage. The Soulforges
      Vengeance Demon Hunter: Fiery Soul (Wrist/Hands) - Each Soul Fragment consumed by Soul Cleave reduces the cooldown of Fiery Brand by 2 sec. Feral Druid: Eye of Fearful Symmetry (Head/Hands) - Tiger's Fury causes your next 2 finishing moves to restore 2 combo points. Beast Mastery Hunter: Flamewaker's Cobra Sting (Legs/Feet) - Cobra Shot has a 25% chance to make your next Kill Command consume no Focus. Fire Mage: Molten Skyfall (Neck/Wrist) - Damaging an enemy with 25 Fireballs or Pyroblasts causes your next Fireball to call down a Meteor on your target. Hitting an enemy player counts as double. Windwalker Monk: Jade Ignition (Back/Legs) - Whenever you deal damage to a target with Fists of Fury, you gain a stack of Chi Energy up to a maximum of 30 stacks. Using Spinning Crane Kick will cause the energy to detonate in a Chi Explosion, dealing [ 65% of Attack Power ] damage to all enemies within 8 yards. The damage is increased by 5% for each stack of Chi Energy. Holy Paladin: Inflorescence of the Sunwell (Back/Feet) - Infusion of Light has 1 additional charge and its effects are increased by 20%. Discipline Priest: The Penitent One (Back/Feet) - Power Word: Radiance has a 60% chance to cause your next Penance to be free and fire 3 extra bolts. Outlaw Rogue: Concealed Blunderbuss (Wrist/Hands) - When Sinister Strike hits an additional time, there is a 40% chance that your next Pistol Shot will fire 2 additional times. Restoration Shaman: Primal Tide Core (Head/Hands) - Every 4 casts of Riptide also applies Riptide to another friendly target near your Riptide target. Destruction Warlock: Odr, Shawl of the Ymirjar (Waist/Legs) - Enemies marked by your Havoc take 25% increased damage from your single target spells. Arms Warrior: Battlelord (Neck/Wrist) - Your Slam has a 40% chance to reset the cooldown of Mortal Strike and reduce the Rage cost of your next Mortal Strike by 12.
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