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Great Vault Weekly Requirements Significantly Changed

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The Great Vault aka the new weekly chest had received a lot of criticism lately, specifically for its Mythic+ and PvP requirements. In its previous iteration, while ranks 1 and 2 seemed fine, you had to successfully complete 15 M+ runs to get the 3rd rank, compared to 10 raid bosses downed and a measly 250 Conquest Points.

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(Image courtesy of Baratheus)

In today's beta build these numbers have been heavily modified, as the M+ ranks have become easier, while the PvP ones much harder:

Mythic+:

  • Rank 1: 1 M+ (unchanged)
  • Rank 2:  4 M+ (1 less)
  • Rank 3: 10 M+ (5 less)

PvP:

  • Rank 1: 125 Conquest (25 more)
  • Rank 2: 350 Conquest (200 more)
  • Rank 3: 875 Conquest (625 more)

Raids:

  • Unchanged

And so unlocking the third choice from M+ has become much easier, while all three in PvP are harder, with the third being a lot more demanding. Also remember, these are just additional choices, you will still only receive 1 piece of loot per week.

For more information on the new weekly chest system, check out our full preview.

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10 mythic dungeons is still a lot....the 3rd tier for raiding is 10 bosses. That's like saying each raid boss is approximately 30+ minutes. This whole system was supposed to revolve around more player choice and while I feel this system is good and enticing more gameplay for more options it just seems like a really stressful chore with this much work. I think the dungeons should be 1/3/5 and the conquest was probably a tad low before, but now it seems incredibly high. Probably match the dungeons at 100/300/500?

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11 minutes ago, Whiterhino said:

10 mythic dungeons is still a lot....the 3rd tier for raiding is 10 bosses. That's like saying each raid boss is approximately 30+ minutes. This whole system was supposed to revolve around more player choice and while I feel this system is good and enticing more gameplay for more options it just seems like a really stressful chore with this much work. I think the dungeons should be 1/3/5 and the conquest was probably a tad low before, but now it seems incredibly high. Probably match the dungeons at 100/300/500?

10 m+ still a lot?, man...

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20 minutes ago, Whiterhino said:

This whole system was supposed to revolve around more player choice and while I feel this system is good and enticing more gameplay for more options it just seems like a really stressful chore with this much work.

I'll be interested to see how it plays out. 

If it's there, you do feel you have to do it. It's not as simple as telling people they don't have to. 

And I think this system could go either way. People could feel like they have to fill out the 10, or they could realise that practically it's not worth their time and receive their reward anyway. It could be a pleasant incentive to run 1-2 dungeons more a week -- or a grinding demand to.

Technically speaking it can't go wrong. It's literally the same system we have now except that choice scales. The change is positive. More choice if you play more, but no less reward. (Well, technically not two chests, but then also no obligation to do PvE and PvP. Seems fair.)

It's all down to perception.

I tilt towards it going well. I think we'll all dread it going into the expansion but in practice we'll do exactly as we do now -- run 1 big dungeon a week to get our reward. It's usually a large enough iLevel it's pretty safe, despite the randomness. If we're playing actively we'll hit the second slot naturally. If we're particularly enthusiastic, we'll shoot for the third. 

Edited by Halock

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8 minutes ago, Darkclaw said:

10 m+ still a lot?, man...

It's a lot if you consider it something that has to be done. If your mythics take about 20 minutes that's three solid hours every week. As an obligation. Closing in on 10 hours playtime every week if you have an alt for each role. 

10 will probably be easy for anybody who's really pushing content. But for most of us nabs, it'd be nasty.

So, again, it comes down to whether you feel you have to do it. Technically, you don't.

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875 conquest points seems much😳

The rest seems ok. But if nothing on getting these points will change, some arena wins might do the trick. 

Still a quite steep increase from rank 2 to rank 3 for the weekly chest. 🤔

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Raid bosses - Fine.

M+ should be 7 - Why 7?  Well the last time i remember something being successful but not mandatory was daily herioc and weekly catchup.  Easy enough to do 1 quick M+ a day or a few if you are on a roll/ doing catchup.

 

As for arena first two ranks are fine but the last level should be 700.

700 is a fair ammount. You get roughly 10 for an arena win, I can imagine there being extra activities for conquest like 50 for a quest or something.

 

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4 hours ago, Whiterhino said:

10 mythic dungeons is still a lot....the 3rd tier for raiding is 10 bosses. That's like saying each raid boss is approximately 30+ minutes. This whole system was supposed to revolve around more player choice and while I feel this system is good and enticing more gameplay for more options it just seems like a really stressful chore with this much work. I think the dungeons should be 1/3/5 and the conquest was probably a tad low before, but now it seems incredibly high. Probably match the dungeons at 100/300/500?

If you can do 10 Raid Bosses quickly, you can also do 10 M+ quickly. It's not like you have to do a +15 to unlock a higher tier, just have to do 10 M+, it seems like even +2s count.

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13 minutes ago, Frogspoison said:

If you can do 10 Raid Bosses quickly, you can also do 10 M+ quickly. It's not like you have to do a +15 to unlock a higher tier, just have to do 10 M+, it seems like even +2s count.

That isn't entirely accurate.

the M+  Community is toxic an relies too heavily on Rader IO.

I can get into a raid (normal) very easily at IL 450 on an alt without achieve.

I can't get into a M +3 with my main that has multiple 15s in time and IL 472. Doing 10 bosses is significantly quicker and easier for the vast majority of players.

Think about what they are doing here, they are rewarding those who play more and those who don't....well no change right? Who cares if you get less choice, you don't play enough to care about it.

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You're forgetting, that the quality of the gear in the great vault depends on the difficulty of your content.

To get 9 top options, you'll need to do all the arena matches on like probably 2100 mmr, 10 m+ on 15+, and 10 raid bosses on mythic. 

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43 minutes ago, calledyouout said:

Think about what they are doing here, they are rewarding those who play more and those who don't....well no change right? Who cares if you get less choice, you don't play enough to care about it.

exactly. And Ion promised us to give more choice. In the end its just for the guys that play "enough" to keep up. This reduction is still not enough.

43 minutes ago, calledyouout said:

I can't get into a M +3 with my main that has multiple 15s in time and IL 472. Doing 10 bosses is significantly quicker and easier for the vast majority of players.

This is exactly my problem with this change as well. People with big guilds who run 15s easily and push keys, and always have a group at hand, they get not only the raid choices, but also the dungeon choices easier than someone who tries to build groups. the search for players often times takes longer than the run itself, if its not trolled by an overgeared guy, who seemingly bought this account because he doesnt know anything about the dungeons, despite having all the highend gear...

 

1 hour ago, Frogspoison said:

If you can do 10 Raid Bosses quickly, you can also do 10 M+ quickly. It's not like you have to do a +15 to unlock a higher tier, just have to do 10 M+, it seems like even +2s count.

no it doesnt. For the t3 dungeon choice (do 10 dungeons) the LOWEST of your highest 10 runs determines the quallity of your choice.
If you do 1 +15, 2 +14, 1 +3 and 6 +2, that would make your t1 choice +15 of course, but your t2 choice is +3, the lowest of the highest 4, and the last choice will be just a +2

Thats the main issue for me and many others, that you have to do 4 and 10 +15s in order to get any options in the vault. I hoped for a easier solution, since it's supposed to fix the frustration with the weekly cache.

Like i said in the beginning, this reduction is not enough.

Make the choices easier to achive, but lock the tiers. So no one is feeling like they have to unlock all 9 options. so if you pick the t2 choice to show you an item option, it locks the other 2 t2 choices. so the maximum you can get is a choice of 3, but easier to achive.

That would be a fix.

Would be better for the mythic raiders as well, like preach said he is worried about the 10 raidboss count, since in mythic raiding people try different strategies and swap in and out to be efficient, reaching 10 bosses is a bit much there. BUT if the choices would lock each other in each tier, if someone is unable to do the 10 mythic bosses, he could swap his choice to the 10 m+ dungeon category and technically is not missing out on choices.

Edited by Lawrenz

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I'm happier with the 1 4 10. People seem to be forgetting that each M+ will drop 1 item, 1. per 5 people. We'll be running more dungeons to get gear anyway so 4 is easy in a week. Early on whilst gearing a single toon or 1 alt, doing 4 or 10 will be what we're doing to get the gear anyway.

15 was too much, I'd take less than 10 simply because it's less work but 10 seems ok to me.

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1 hour ago, Bobbis said:

I'm happier with the 1 4 10. People seem to be forgetting that each M+ will drop 1 item, 1. per 5 people. We'll be running more dungeons to get gear anyway so 4 is easy in a week. Early on whilst gearing a single toon or 1 alt, doing 4 or 10 will be what we're doing to get the gear anyway.

15 was too much, I'd take less than 10 simply because it's less work but 10 seems ok to me.

There is an over arching issue with M+. It is a substitute for alternative gearing.

Take raiding for e.g. In the past this has ben the soul source for getting alot of BiS Gear. Now all content besides Mythic are trivial because you can gear up entirely in M+ Changing the loot to 1 per run may mean increased runs, but is that a good thing?

To my point:  This feels like a forced way of trying to get people to play the game for longer. Because play time is now how blizzard measure the success of the game. Not through subs or how much engagement they get. "the longer people play the more they are enjoying the game"

TL:DR - We are doing alot more for alot less in comparison to previouse (very successful) Expansions.

Edited by calledyouout

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If you want to do 1 very high key at the start of each reset and only 1 key then you can.  Don't like Raiding or keystones?  Then stick to the PvP objectives.  Think keystones are a waste of time but don't care for PvP then do the Raid only objectives.  However you can't complain if you stay in the rut of the given 1 item in your weekly cache if you only did 1 objective.  That is on the player alone not Blizzard.  This system offers the chance for increase choice with the exchange of increased work put through during the week to a cap of 6 possible items to choose 1 from if you decide to complete all objectives.  THERE IS NO ONE PRESSURING ANYONE INTO COMPLETING ALL OBJECTIVES EVERY WEEK.  That is on the player alone.

I rather go to this system and get a few objectives completed than getting 1 and repeating the same BFA cycle where I would get the same exact piece for 6 weeks straight not to mention the horrid rotten luck when I would use a bonus roll and receive only AP on select dungeons or raid bosses.  I'm not a hardcore Raider or a PvP'er who does Battlegrounds/Arenas religiously and I find more enjoyment in running keystones as Tank, DPS, or even Heals.  But people want to dog down players due to gear acquisition and wish to only limit the very best gear to only one form of farming?  That does not make any sense whatsoever to me in the slightest.  But then again I was never really 'lucky' to acquire what was considered as BiS from Raid gear from Helm to Trinket whenever I farmed Raid content with the Guild.

TL;DR Version People are overlooking, complaining, and getting ahead of themselves over something that should be viewed in a positive way.  I see this as a way to strengthen and gear my Main quicker and to help out with more content for my Guild.  If can get my Main geared quickly and see items from Dungeons or Raids that I don't need I can pass said items to them to help gear their main characters up as well.  

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The raiding one is super ez since it's not difficulty specific

 

10 mythic dungeons a week is kind of a lot, but that's not gonna be hard since you can just run mythic 0's, and it will get a lot faster the better your gear is.

 

and the pvp one idc about since i don't really pvp

Edited by siexl

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2 hours ago, Ragingwolf said:

If you want to do 1 very high key at the start of each reset and only 1 key then you can.  Don't like Raiding or keystones?  Then stick to the PvP objectives.  Think keystones are a waste of time but don't care for PvP then do the Raid only objectives.  However you can't complain if you stay in the rut of the given 1 item in your weekly cache if you only did 1 objective.  That is on the player alone not Blizzard.  This system offers the chance for increase choice with the exchange of increased work put through during the week to a cap of 6 possible items to choose 1 from if you decide to complete all objectives.  THERE IS NO ONE PRESSURING ANYONE INTO COMPLETING ALL OBJECTIVES EVERY WEEK.  That is on the player alone.

If I am not mistaken it is based on what type of key you do? I doubt rewards 1 2 and 3 will be a 15+ key Item wise if you do 1 15+ and the rest M0. Sure you arn't FORCED into it but even for someone like me who plays casually, this will be the main source of gear so I feel obligated into doing it.   I don't remember the last expansion that pressured you into playing so much (If you don't do your M+ you won't get your BiS ITEM or will have less chance!!!) it doesn't help that the loot pool is massive and alot of classes can get a stat that is so bad that you would rather wear a seperate armor type. DKs running around in cloth becase STR weighted so badly

 

 

2 hours ago, Ragingwolf said:

TL;DR Version People are overlooking, complaining, and getting ahead of themselves over something that should be viewed in a positive way.  I see this as a way to strengthen and gear my Main quicker and to help out with more content for my Guild.  If can get my Main geared quickly and see items from Dungeons or Raids that I don't need I can pass said items to them to help gear their main characters up as well.  

 

Here is an issue with how you see it. Your main gearing up quickly so you can give other gear? Well you won't be able to because of a few reasons The gear you are giving them is trash, if it is their main they are going into M+ like you. M+ gear is higher than raid gear. So unless they either don't need it or they are getting super carried you won't be trading anything.

 

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29 minutes ago, calledyouout said:

 

If I am not mistaken it is based on what type of key you do? I doubt rewards 1 2 and 3 will be a 15+ key Item wise if you do 1 15+ and the rest M0. Sure you arn't FORCED into it but even for someone like me who plays casually, this will be the main source of gear so I feel obligated into doing it.   I don't remember the last expansion that pressured you into playing so much (If you don't do your M+ you won't get your BiS ITEM or will have less chance!!!) it doesn't help that the loot pool is massive and alot of classes can get a stat that is so bad that you would rather wear a seperate armor type. DKs running around in cloth becase STR weighted so badly

 

 

 

Here is an issue with how you see it. Your main gearing up quickly so you can give other gear? Well you won't be able to because of a few reasons The gear you are giving them is trash, if it is their main they are going into M+ like you. M+ gear is higher than raid gear. So unless they either don't need it or they are getting super carried you won't be trading anything.

 

If I already have a decent or better version  and they are still stuck on world emissary or world quest gear and haven't had much luck, replacing items to increase their item level, it's a big reprieve for them when we can funnel loot to people in Guild till something comes along in the cache that they can replace it with.  We, in my Guild, start off small and push up to where we can steadily farm 10's and push up to 12's, 13's, and eventually try for 14's and luckily 15's. Sometimes we time the key and other times we don't. We are not hardcore but made up of casual players with odd work and school schedules. And alot of people don't feel comfortable in farming past 10 keys and are content in doing 1 and being done with it.  We don't force them to join for Raid and we don't force players into participating in keys either.  Because it's an MMORPG we allow our members to play and gear their characters on how they see fit on the content they wish to persue. And they understand that they are responsible for their character alone and no one else. Some of the officers including me create alts to fill in as Heals or Tanks and would only use the funnel system as a last resort option and will optimize on our own( yes we pug alot on our own) to better understand the class, rotation, and overall feel to play it via dungeon/raid finder, random bg's, or open world content.  

Not everyone is trying to go for the God tier Gold standard of having the best and absolute best gear of what is considered BiS for that current patch. Either it be from keystones or raiding.  This is a better system than what GW2, SWOTR, and FFXIV has to offer.

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As someone who has gotten probably 60% bracers, and 30% belts and 10% other useless items in the chest I feel like I will have to do all the available great vault weeklys to get a decent item. So most of my playtime will be doing the same end game homogenized content. I want to experience more of the actual expansion and doing the new world events and torghast and the maw and professions etc then feel like I have to just instantly start grinding away on Tuesday. Sure I dont HAVE to, but tell that to the majority of the playerbase who tries to copy endgame metas and optimization techniques. Everyone will be grinding the great vault. If it comes down to gearing being easier, then just remove the entire last tier for all in general. Otherwise reduce the amount. Also horrible feeling if you want to keep alts somewhat competitive. 

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13 hours ago, Ragingwolf said:

If I already have a decent or better version  and they are still stuck on world emissary or world quest gear and haven't had much luck, replacing items to increase their item level, it's a big reprieve for them when we can funnel loot to people in Guild till something comes along in the cache that they can replace it with.

This is you carrying someone and is not going to be affected by the chest, you still get one item but more choice, you are unlikely to gear up quicker as a result.

 

13 hours ago, Ragingwolf said:

Sometimes we time the key and other times we don't. We are not hardcore but made up of casual players with odd work and school schedules. And alot of people don't feel comfortable in farming past 10 keys and are content in doing 1 and being done with it.

It sounds like this will not affect you then because you won't be doing enough M+ anyway. I'm comming from a standpoint where it will affect me because less gear in M+ means I need to grind it more.

 

4 hours ago, Whiterhino said:

 most of my playtime will be doing the same end game homogenized content. I want to experience more of the actual expansion and doing the new world events and torghast and the maw and professions etc then feel like I have to just instantly start grinding away on Tuesday. Sure I dont HAVE to, but tell that to the majority of the playerbase who tries to copy endgame metas and optimization techniques.

You have 100% hit the nail on the head my friend.  I no longer do CE Mythic raiding, however me and almost everyone I have ever met want the best out of their character. That is the essence of an RPG right? Character pride and all that jazz.

 

TL:DR Blizzard still trying to "incentivise" players to play more. Time is money friend

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21 hours ago, Ragingwolf said:

If you want to do 1 very high key at the start of each reset and only 1 key then you can.  Don't like Raiding or keystones?  Then stick to the PvP objectives.  Think keystones are a waste of time but don't care for PvP then do the Raid only objectives.  However you can't complain if you stay in the rut of the given 1 item in your weekly cache if you only did 1 objective.  That is on the player alone not Blizzard.  This system offers the chance for increase choice with the exchange of increased work put through during the week to a cap of 6 possible items to choose 1 from if you decide to complete all objectives.  THERE IS NO ONE PRESSURING ANYONE INTO COMPLETING ALL OBJECTIVES EVERY WEEK.  That is on the player alone.

you are right, this gives us more choice, which hasn't been there before. But is it purely positive? I would say no. Because the vault was supposed to fix the frustration the weekly cache causes. It's the only source of your highest ilvl items, and randomly rolled from a pool of hundreds of items. Of course you never will get the item you want. And Blizzard promised to give us more choice. And here it is, blizzard telling us to put much more work into it, in order to get the fix. So if i want to do one high key and chill with lower keys the rest of the week, this "fix" doesnt fix anything.

As i said in my previous post, the amount should be even lower, the choices should be relatively easy to get, but limited to 3 choices in a week. Then you can choose how you would like to achive those choices. With your pvp, m+ or raiding. That would be a FIX. just make it 1/3/5, or even 1/2/4. Otherwise i will have no time to do lower key runs with friends, without loosing my choice. Since it's not giving you additional items, just choice, it should be easier.

Edited by Lawrenz

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5 hours ago, calledyouout said:

This is you carrying someone and is not going to be affected by the chest, you still get one item but more choice, you are unlikely to gear up quicker as a result.

 

It sounds like this will not affect you then because you won't be doing enough M+ anyway. I'm comming from a standpoint where it will affect me because less gear in M+ means I need to grind it more.

 

You have 100% hit the nail on the head my friend.  I no longer do CE Mythic raiding, however me and almost everyone I have ever met want the best out of their character. That is the essence of an RPG right? Character pride and all that jazz.

 

TL:DR Blizzard still trying to "incentivise" players to play more. Time is money friend

I still disagree because you and I are still missing directly over the issue.  I'm more active in my Guild and formulate where I want to go and work for gear while my Guildmates not so much due to diverse scheduling.  I'm more inclined to farm 3-6 keystones (levels vary) a night and the rate of armor dropping at the end of the dungeon has little to no effect on me. I don't gun for BiS I go off and balance by desired stat and rotate gear accordingly and by the end of a patch I have a mixed assortment of gear I tend to play around with for given specialization (mostly obtained from the cache). I'll probably be one of the first ones to start pushing 10's and higher not to mention doing a world tour on Mythic 0's once that bit of content is released during the first week till cd.  I just keep going and keep trying while everyone else in the Guild enjoys at their own pace.  I know I'm not the best or pro player and I have no intention to compete with those that are on the gearing mind set of Mythic/Cutting Edge.  I make the best at what RNG has given me in the game and go about my way to enjoy the game.

If the system is flawed during it's current state in Beta how would  you propose a solution without bringing in a token based system or the return of tier sets?  Since both are off the table and have not eta of making a comeback per Blizzard.

 

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On 8/6/2020 at 10:49 AM, calledyouout said:

There is an over arching issue with M+. It is a substitute for alternative gearing.

Take raiding for e.g. In the past this has ben the soul source for getting alot of BiS Gear. Now all content besides Mythic are trivial because you can gear up entirely in M+ Changing the loot to 1 per run may mean increased runs, but is that a good thing?

To my point:  This feels like a forced way of trying to get people to play the game for longer. Because play time is now how blizzard measure the success of the game. Not through subs or how much engagement they get. "the longer people play the more they are enjoying the game"

TL:DR - We are doing alot more for alot less in comparison to previouse (very successful) Expansions.

Unfortunately, I think you are correct...

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The dependency on RaiderIO and how it will relate to the weekly chest is greatly exaggerated in this thread. You can complete this currently by doing 10 +2 runs, which no one gives a rat's *filtered* about RaiderIO at +2 because you have to have a composite score of 200 to even show up to others in Raider IO, which is an average of.....10 +2 in time. Also, the only thing RaiderIO does is take the work out of looking you up on the WoW website, it pulls your character data directly from Blizzard, and compiles it in a database.

The conquest points are also sounding pretty woe is me. You don't have to Arena to fill up your conquest bar, as someone who does not regularly arena, I had no problem getting C&S in BFA, it just took longer than someone who does play into higher MMRs. 

This solution offers more choice, that's it. Quality of reward is still set through difficulty of M+ completed or MMR, and with a combined chest it will probably be a "whichever one is higher" for determining value.

Edited by SidonisAntares

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On 8/5/2020 at 9:11 PM, Darkclaw said:

10 m+ still a lot?, man...

Yea, considering some of us prefer to PvP and like to run more than one toon. This means for me to have 3 toons get the most chance at gear for the week I would have to do 30 decent level keys. I enjoy some dragon slaying but 10 keys a week per toon sounds terrible considering I can barely get in my +15 for the week now on 3 toons along with everything else that is required for the week and squeezing in some time to actually PvP.

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      Big Enhancement Changes on the Horizon
      The big hallmark feature of Shadowlands is Covenants, but Enhancement’s experience with most of them is a case of different flavours of the same thing. We will cover this below, but first and foremost it is important to cover just how much has changed for Enhancement going into the expansion. It could be tentatively called a mixture of a rework and a revert back to Warlords of Draenor gameplay, so there are definitely some elements older or returning players may recognise.
      The most crucial takeaway is that it is Enhancement on the surface, but it is also a blend of old and new styles combined. Gameplay is about juggling spell cooldowns and managing procs, alongside making sure to reduce downtime - which in many cases is in your hands to minimise or cause, giving more agency instead of relying on Stormbringer. To put a pin in it very early though, unfortunately one of Enhancement’s longest standing gripes - that being survival - has not really been addressed, and if anything our ease of access to self healing has gone down. That can be a turn off to many, but on the more positive side the core gameplay loops have been drastically improved upon.
       

      Altered Enhancement Shaman Spells and Mechanics
      Maelstrom as a resource has been completely removed, and instead the playstyle is now more oriented around juggling a number of different spell and ability cooldowns. These are mostly fueled by Mana, but it is not a resource that needs to be worried about in general gameplay, outside of managing it for utility spells.   
      A cooldown has also been added to Lava Lash, the cooldown of Stormstrike has been slightly reduced, and the cooldown of Crash Lightning has been slightly increased.
      Stormbringer no longer grants a free cast of Stormstrike, and instead just resets the cooldown and increases the damage of your next Stormstrike when it triggers.
      Maelstrom Weapon has been reverted back to the original design, with melee attacks having a 20% chance to generate a stack. Each stack reduces the cast time and increases the damage of Lightning Bolt, Chain Lightning, Chain Heal or Healing Surge by 20%. At 5 stacks, they become instant and form the core switch up of the rotation. Up to 10 stacks can be pooled, but only up to 5 are ever spent at once.
      Feral Spirit now generates one stack of Maelstrom Weapon on cast, and an additional 5 over the next 15 seconds.
       
      Newly added Baseline Spells and Passives
      Lightning Bolt has reverted to a cast time spell, and both Chain Lightning and Chain Heal have been added to the spec, both tied to the Maelstrom Weapon system.
      Healing Stream Totem returns as a short cooldown support tool for some quick healing.
      Windfury Weapon and Flametongue Weapon have both been converted to weapon imbues instead of passives.
      Lightning Shield returns as a baseline ability. Now simply deals splashback damage when attacked in melee, with a 50% chance to generate a stack of Maelstrom Weapon.
      Windfury Totem returns, grating a 20% chance for all of your allied party members within 30 yards to generate an additional attack with their auto attacks. This does not affect ranged Hunter specs or pets, and has a 0.5 second internal cooldown.
      Frost Shock and Flame Shock both return, sharing a 6-second cooldown affected by Haste. This replaces Rockbiter, which has been removed.
      At level 52, successful Chain Lightning hits will reduce the cooldown of Crash Lightning by 1 second per target hit (up to 3), and increase the damage of your next cast by 20% per target (up to 60%).
       

      Covenants
      Each of the 4 covenants all come with a class specific Shaman spell, and a signature tool that is more utility oriented. Here we will take a quick look at what is in store for Enhancement:
      Kyrian Ability: Vesper Totem - 1 min CD, instant
      Summons a totem at your cursor for 30 seconds. Next 3 damaging abilities pulse Arcane damage to up to 6 nearby enemies, and next 3 healing abilities pulse healing to 6 nearby allies. Can be relocated off the GCD on a 3 second cooldown.
      This ability is my personal favourite for two reasons. Firstly, it is extremely non-invasive to the rotation which can sometimes get busy, but those situations are not predictable. It deals solid AoE, and can utilise the Kyrian conduit Elysian Dirge to shore up the single target shortcomings. Placement can be cumbersome, but can be played around with a bit of experience. Secondly, it provides strong off healing, allowing you to bank the free extra 3 charges for healing for situations where you need it after the damage charges are used. This is especially useful in lower player content like Mythic+, because the healing is good no matter the situation or target count.
      Kyrian Signature: Summon Steward - variable CD
      Summon Steward will grant you 3 charges of Phial of Serenity, which is a separate consumable (no longer shares with Healthstone or Spiritual Healing Potion) that restores 20% max health and removes all Disease, Poison, Curse and Bleed effects on you. This is a one use per combat effect, but is very versatile and has some extremely powerful cases within the upcoming raid, and in some dungeons. Simple on the surface, but a lot better than it may come across.
       
      Necrolord Ability: Primordial Wave - 45 sec CD, 1.5sec cast
      Deals Shadow damage to your target, appliesFlame Shock to them and causes your next Lightning Bolt cast to hit all targets affected by Flame Shock. 1.5 second cast time, can be reduced by Maelstrom Weapon.
      Conversely, this is my least favourite ability for Enhancement. It takes a significant amount of resources and setup for relatively low payoff, and also displaces important AoE tools in Chain Lightning, which has a knock on effect of not reducing the cooldown of Crash Lightning. The twofold Maelstrom Weapon requirement hurts this too much, and given it has no real AoE and a small boost to cleave, is not going to work. It is also the only one of the 4 that provides no real off healing utility, which I think is a big hit to the value when it comes largely for free with the others.
      Necrolord Signature: Fleshcraft - 2 min CD, 4 sec channel
      Generates a shield over a 4 second channel for up to 20% of your maximum health. If near an enemy corpse, is increased to 50%.
      Necrolord does provide the most survival oriented tool available, and is something that has to be considered when Enhancement has struggled in that sphere for the last two expansions. Unfortunately a mostly GCD locked spec having to find room for a 4 second channel that also limits movement is not very accessible to fix the on demand things the spec needs.
       
      Night Fae Ability: Fae Transfusion - 2min CD, 3sec channel
      Deals Nature damage to up to 4 enemies over a 3 second channel - cancels on movement. Can be reactivated within 20 seconds to heal 8 nearby allies for 15% of the total damage done.
      Of the four this is probably the most invasive. One thing a GCD locked melee spec does not want to do is commit to a 3 second channel that locks them in place putting them at risk. On top of that, missing out on auto attacks and on-hit effects the spec relies on to generate procs is a significant detriment, so while it is a punchy big AoE button, it comes with a downside. Relative to Vesper Totem it is more frontloaded on demand, but has a lower cap and gets drastically worse in single target - not to mention the healing component scales downward with less enemies present.
      Night Fae Signature: Soulshape - 1.5min CD
      Teleport 15 yards forward and transform into a vulpin with 50% increased movement speed. You can re-cast the teleport every 4 seconds, and lasts for 12 seconds.
      Soulshape will probably see the least impact for Enhancement because of the overlap the ability has with Ghost Wolf (and even moreso if using Spirit Wolf). The blink effect can be useful for displacement and fall damage reduction, but it is giving access to something that the spec mostly already just has.

      Venthyr Ability: Chain Harvest - 1.5min CD, 2.5sec cast
      Deals Shadow damage to up to 5 enemies, and additionally also heals up to 5 allies. Each target critically struck reduces the cooldown by 5 seconds. 2.5 second cast time, and can be reduced by Maelstrom Weapon.
      Right now this is the hardest to quantify, because there are a number of bugs relating to this ability and Maelstrom Weapon in particular which makes the data hard to judge. It has a lot of potential to be a good fire and forget burst tool with some free healing tacked on, but until these are fixed there are some problems. Most importantly, it is displacing a cast of Chain Lightning that is crucial to the AoE core rotation, which spends resources on a mix up in the flow that slows the pace down, alongside it not currently triggering effects such as Hailstorm. This does however have the most likely chance of competing with Vesper Totem.
      Venthyr Signature: Door of Shadows - 1min CD, 1.5 sec cast
      Teleports you to your cursor within 35 yards after a 1.5 second cast.
      While this ability did get a lot of hype early on, the practical applications of a cast time teleport is entirely limited to how the community finds ways to break it - which currently are few and far between. The spec is not desperate for more mobility, especially not one that requires us to stop and predict movement, so this is one that remains to be seen what value it really has.
       
      Covenant Choice Conclusion
      Despite all of this though, there is a bit of wiggle room with the choice you make because many of them are effectively achieving the same purpose. While I personally think Vesper Totem and Chain Harvest are most likely to win out because of how easily they slot in (assuming bugs are ironed out), it is not impossible to see Fae Transfusion having some niche uses. Primordial Wave however, I have strong misgivings about and would be surprised if it manages to work out unless the tuning of Enhancement’s damage profile changes significantly.
       

      Talent Changes
      Due to the spec having a ground up redesign in many cases, obviously the talent tree had to follow suit because the abilities are no longer there. There are a lot of switch ups, and a few new choices available to us. Some have also moved in position, which will be shown at the bottom.
      Talents Removed:
      Boulderfist removed. Lightning Shield changed and made baseline. Landslide removed. Totem Mastery  removed. Searing Assault removed. Overcharge removed. Fury of Air removed. New Talents, and Existing Changes:
      Lashing Flames - with the reintroduction of Flame Shock and the surprising damage it does, this talent is great for single target when the DoT is maintained, and does a lot of work for little effort as you are hitting Lava Lash constantly anyway.
      Elemental Blast - this is in a weird place right now. It is an upgrade from our other finishers, but requires a lot of maintenance to pull off. Has some good synergy with one legendary in particular though in Elemental Equilibrium, and has potential down the line despite being disruptive.
      Stormflurry - an easy win passive option returning from Legion’s artifact. This is one of those talents that is hard to go wrong with, we hit Stormstrike a lot and this is just some free goodies on top with each cast.
      Hot Hand - this received a big rework to now be a proc window for 8 seconds that reduces Lava Lash's cooldown and doubles its damage, triggered by auto attacks on a 5% flat chance instead of the old RPPM. This turns into a short burst window similar to Ascendance’s one-two cycle, and also has some strong legendary synergies.
      Ice Strike - stands out at the moment as unfinished. Resetting shocks when they already have such a low cooldown is pretty low impact, and the GCD investment only makes this feel worse. Has niche applications but effort to reward ratio is way off.
      Elemental Assault - Similar to Stormflurry, this is just an easy win. Hard to mess up, synergises well with it, and pulls off some excellent single target builds especially with legendaries touched on later. Also ups our Maelstrom Weapon consistency to boot!
      Hailstorm - the absolute god tier talent addition of this expansion. This almost single handedly smooths out the AoE rotation and cements us as being able to pool and dump out punchy damage to up to 6 targets. This is what I would call a “capstone” talent that effectively defines how you play the spec, and does a lot to make Maelstrom Weapon feel like a resource you have to manage correctly.
      Fire Nova - do not be fooled by the name, this is not the same spell you remember. Without any spread mechanics for Flame Shock, this is cumbersome to use and the payoff is weak. This is gonna need a lot of help to rekindle its glory days sadly.
      Stormkeeper - while this is a big hitter for Elemental, in the Enhancement kit it is largely out of place due to the investment cost. This requires 5 Maelstrom Weapon to make instant, and does have some unusual scaling with latent stacks that buff the amplified Lightning Bolt casts. Too often though it almost gets in the way because it does not technically consume stacks, which break some other effects in the process. If tuning makes spenders more valuable however, this has some potential.
      Elemental Spirits - while not directly changed, the shift to cooldown locked abilities has had a profound impact on the values of each wolf spawned. This is a pain point right now, and came out of the rework battered and bruised. It is not helped by how poorly the baseline ability is performing either.
      Ascendance - still on the GCD, but recently has had a big AoE pulse attached to the cast. With the reduced impact of Stormstrike spam that we have had for two expansions, it remains to be seen where this really lands but it is feeling a lot weaker for a 3 minute cooldown.
      The tree now consists of the following tiers:
      Level 15 Talents:
      Lashing Flames / Forceful Winds / Elemental Blast Level 25 Talents:
      Stormflurry / Hot Hand / Ice Strike Level 30 Talents:
      Spirit Wolf / Earth Shield / Static Charge Level 35 Talents:
      Elemental Assault / Hailstorm / Fire Nova Level 40 Talents:
      Nature's Guardian / Feral Lunge / Wind Rush Totem Level 45 Talents:
      Crashing Storm / Stormkeeper / Sundering Level 50 Talents:
      Elemental Spirits / Earthen Spike / Ascendance
       
      Legendary Effects
      For Enhancement, Legendary effects are a huge deal. In more than one case they round out a build and provide an incentive to play in a certain way, which means in the pre-patch these are going to be missing, and you will feel that. Here we will run down the relevant Shaman specific effects, but the generic legendaries will be left out because they are more of a question mark.
      Legacy of the Frost Witch - this legendary is similar to Hailstorm in that I would consider it a “capstone” to the spec. This is incredibly powerful at giving value to Maelstrom Weapon, works well in both single target and AoE due to funneling and consistency, and flattens some of the dry spots in the rotation all in one clean package. It also gives value to pooling for burst, it is so cleanly designed I cannot sing its praises enough.
      Witch Doctor's Wolf Bones - right now this provides a significant bump to Maelstrom Weapon generation both from the passive and the additional cooldown use. Unfortunately, Feral Spirit is not a strong cooldown, so the value of this even with Elemental Spirits considered can struggle. This is a versatile choice though - especially in Mythic+ - and settles as a good all rounder.
      Primal Lava Actuators - another “capstone” style effect that builds into the Flame Shock and Fire oriented abilities on the tree. Unfortunately again, Legacy of the Frost Witch outshines this in flexibility due to the accompanying build, and since there are no good options for cleave or AoE due to Fire Nova’s weaknesses, it has fallen away as the Beta has gone on.
      Doom Winds - this is probably the legendary that is the most at the behest of the tuning of the spec. Right now, Windfury Weapon is a very weak effect, and while this provides an extra cooldown because of this, it is not high impact even with Forceful Winds considered. If these things are re-tuned however, this has a lot of potential.
      Elemental Equilibrium - while this is an Elemental legendary, it does work for Enhancement and we can easily trigger all three effects via Flametongue Weapon/Lava Lash, Frost Shock/Ice Strike and Crash Lightning/Lightning Bolt. All 3 of these effects can be combined into an Elemental Blast cast, meaning this has solid potential with a build focused on that. Otherwise, it provides a great boost to Hailstorm value in AoE.
      Deeply Rooted Elements - unfortunately this has spent the entire Alpha/Beta cycle bugged for Enhancement and does not work, so cannot be judged.
      Ancestral Reminder - simple rerun of the Legion legendary, short fights push this hard, as do fights that have a big weight toward your Bloodlust window. This is one of those edge case options that has a place, but not a big winner.
      Deeptremor Stone - Earth Elemental tends to have a bit of a deathwish, and because of that having a legendary relying on it is not great. This is also not helped by how relatively weak the damage is.
      Chains of Devastation - because we rely on Maelstrom Weapon to scale up our spells, this is a really bad choice even for switch ups in the spec for utility. It also creates some serious mana issues if you try to capitalise on the effect.
       

      Concluding Thoughts
      For the pre-patch, I think a lot of people are going to feel a bit of whiplash transitioning from the one-note playstyle of Stormstrike spam in BfA, but with a bit of time will adjust into the more measured and deep cooldown style of Shadowlands. The biggest thing is that it will take some practice for those who have no experience from the Wrath-to-Warlords styles, and there is a slightly different skillset in juggling cooldowns and weaving Maelstrom Weapon spenders. That said, the important thing is there is a lot more room for Enhancement to breathe with the tools it has now, and the direction it is headed seems more healthy than the stagnant BfA situation we had to deal with at launch. One important thing to note is though, the Crash Lightning passive gained at 52 is huge for our AoE rotation, and pre-patch might feel a little off until then.
      For Shadowlands itself, we only improve. We are quite reliant on having access to our Covenant tools to up our frontloaded AoE potential, and most importantly Legendaries have a huge impact on exactly how you tailor your gameplay. Right now most the most important of these is Legacy of the Frost Witch Legacy of the Frost Witch which opens up the option for a more robust style that is similar - but more in-depth - than the BfA Stormstrike oriented gameplay style. Combining that with new toys like Hailstorm, I see Enhancement’s damage kit able to flex itself into more spaces than recent iterations, which is a good thing. Alongside this, once we hit 60 our AoE profile really starts rolling due to the Crash Lightning passive gained, with a smooth cycle of Crash Lightning -> Stormstrike -> Chain Lightning -> Frost Shock that synchronises almost perfectly, and is a big game changer. The one and only serious issue that still remains though is survival, as noted at the beginning, but whether that is addressed or has serious impact going forward is too hard to tell.
       

      Other Spec Highlights:
      Balance Druid Restoration Druid Beast Mastery Hunter Arcane Mage Outlaw Rogue Elemental Shaman Enhancement Shaman Shadow Priest Protection Warrior
    • By Starym
      With this week's changes, it's time to take a look at Elemental Shamans, which got quite a bit of work done... and then undone as well! Our elemental expert Stormy takes on the changes that are sticking around for now, Covenant choice, legendaries and more in this Shadowlands and pre-patch spec highlights article.
      Exciting Changes for Elemental Shaman in Shadowlands
      After Blizzard decided to ditch their attempt at changing Maelstrom to Fulmination, Elemental is back to feeling very familiar. However, Shadowlands brings many changes to the spec, bringing new baseline abilities and some talent changes. Only one of our Covenant abilities interacts with our kit, but it does so in an interesting way. Some of the Legendary Powers we will have access to are also quite powerful.
       

      New Baseline Shaman Spells
      The following spells are now baseline for every Shaman specialization:
      Chain Heal - Heals the friendly target for (255.5% of Spell power), then jumps to heal the 2 most injured nearby allies. Healing is reduced by 30% with each jump. Flametongue Weapon - Imbue your weapon with the element of Fire for 1 hour, causing each of your attacks to deal additional Fire damage. Frost Shock - Chills the target with frost, causing (45% of Spell power) Frost damage and reducing the target's movement speed by 50% for 6 sec. Healing Stream Totem -  Summons a totem at your feet for 15 sec that heals an injured party or raid member within 40 yards for (47% of Spell power) every 2 sec. Lightning Shield - Surround yourself with a shield of lightning for 30 min. Melee attackers have a 100% chance to suffer (3.6% of Attack power) Nature damage and have a 100% chance to generate 5 Maelstrom. Only one Elemental Shield can be active on the Shaman at a time.  Primal Strike - An instant weapon strike that causes 34% Physical damage.
         Elemental Shaman Talent Changes
      Echo of the Elements (Level 15 talent) no longer grants a second charge of Healing Stream Totem for Elemental Shaman. Static Discharge is a new Level 15 talent. It is an active ability with a 30-second cooldown that requires you to have Lightning Shield active. Using Static Discharge will cause some quick zaps of Nature damage to strike enemies over 3 seconds, prioritizing any target that is afflicted with your Flame Shock debuff. Echoing Shock is a new Level 25 talent that blasts a target for significant damage, which makes the Shaman's next targeted healing or damage-dealing spell cast a second time shortly afterward, without costing additional resources. It also works with Earthquake. Call the Thunder and Totem Mastery (Level 25 talents) removed. Elemental Blast has been moved to Level 25 row and now generates 30 Maelstrom (45 if it overloads).
        Other Changes
      While Fire Elemental is active, Flame Shock generates 3 Maelstrom when it deals damage over time. Icefury-buffed Frost Shocks generate 8 Maelstrom. Flame Shock now lasts 18 seconds (down from 24) Searing Totem has been pruned. Ancestral Guidance is now no longer on the GCD! Spiritwalker's Grace is now available to Elemental Shamans once again! Rejoice! Ascendance now instantly casts a Lava Burst at all enemies affected by Flame Shock, refreshing its duration.
       
      Covenant Choices
      Kyrian Ability
      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 (95% of Spell Power) Arcane damage to up to 6 enemies near the totem, and your next 3 healing spells will heal up to 6 allies near the totem for (85% of Spell Power) Health. Casting this ability again while the totem is active will relocate the totem.
      (Instant, Costs 10% of Base Mana, 40-yard range, 60-second cooldown)
      This is probably the strongest covenant ability for Elemental Shamans. It is versatile and powerful in every situation.
       
      Night Fae Ability
      Fae Transfusion: Transfer the life force of up to 4 enemies in the targeted area, dealing (414% of Spell Power) Nature damage to each enemy over 3 seconds. Pressing Fae Transfusion again within 20 seconds will release 15% of all damage from Fae Transfusion, healing up to 8 allies near yourself.
      (3-second cast, Costs 7.5% of Base Mana, 40-yard range, 2-minute cooldown)
      This is a fairly weird ability. It is unlikely to be sought after unless its numbers are higher than they are right now.
       
      Venthyr Ability
      Chain Harvest: Send a wave of anima at the target, which then jumps to additional nearby targets. Deals (345% of Spell Power) Shadow damage to up to 5 enemies, and restores (255.5% of Spell Power) Health to up to 5 allies. For each target critically struck, the cooldown of Chain Harvest is reduced by 5 seconds.
      (Instant, Costs 10% of Base Mana, 40-yard range, 1.5-minute cooldown)
      While not very interesting, this does give significant damage and healing which can be handy in a variety of situations, especially in dungeons.
       
      Necrolord Ability
      Primordial Wave: Blasts your target with a Primordial Wave, dealing (65% of Spell Power + 65% of Attack Power) Shadow damage and apply Flame Shock to an enemy or heal an ally for (65% of Spell Power + 65% of Attack Power). Your next Lava Burst will also hit all targets affected by your Flame Shock.
      (1.5-second cast, Costs 10% of Base Mana, 40-yard range, 45-second recharge)
      While this is a pretty cool ability that synergizes with our kit, it is fundamentally niche and makes the ability, and therefor the Covenant, unlikely to see play.
       

      Legendary Effects
      While there are other generic Legendary effects, I'm only going to touch on the ones specific to Elemental Shaman (although you can check out the rest of the shaman ones here and generic ones here).
      Echoes of Great Sundering (Shoulder/Hands) — When you cast Earth Shock  or Elemental Blast, your next Earthquake will deal 250% additional damage.
      Should be very strong for dungeons, solo play and encounters containing any kind of regular cleave/AoE.
      Elemental Equilibrium  (Legs/Feet) — Dealing direct Fire damage increases the damage of your next Frost spell by 30%. Dealing Frost damage increases the damage of your next Nature spell by 25%. Dealing Nature damage increases the damage of your next Fire spell by 20%.
      This is very similar to Master of the Elements and might be used withIcefury. It is unlikely  to change rotations, the numbers are simply not high enough.
      Skybreaker's Fiery Demise  (Chest/Finger) — Flame Shock damage over time critical strikes reduce the cooldown of Fire Elemental by 1 second, and Flame Shock  has a 30% increased Critical Strike chance.
      This is probably going to be the go-to legendary on any fights where you will multidot a lot. 
      Windspeaker's Lava Resurgence  (Back/Feet) — When you cast Earth Shock  or Elemental Blast, gain Lava Surge  and increase the damage of your next Lava Burst by 30%.
      This does not seem particularly powerful, although it does give fairly convenient guaranteed mobility as well as a small burst.
       
      Conclusion
      After trying to change quite a lot, Blizzard ended up reverting the majority of their changes, and Elemental is back to being quite similar to what it was in BfA. We gain some things and lose others, overall ending up in a slightly stronger place in my opinion, if you consider that we were losing the BfA specific bonuses anyway. The legendary powers should help complement various playstyles and encounters, and unlocking them all quickly is going to be important. It is still hard to say which Covenant will be best, although Kyrian and Venthyr seem to be the safer bets currently.
       

      Other Spec Highlights:
      Balance Druid Restoration Druid Beast Mastery Hunter Arcane Mage Outlaw Rogue Elemental Shaman Enhancement Shaman Shadow Priest Protection Warrior
    • By Starym
      Rogues arrive on the scene in our Shadowlands and pre-patch highlights overviews, as Outlaw gets some welcome changes and a varied selection of legendaries and Conduits! We've asked our expert guide writer Seliathan tells us all about the gameplay changes to the spec, new abilities and talents, Covenants, legendaries and even some Conduits!
      Exciting Changes for Outlaw Rogues in Shadowlands
      It is time to take a look at Outlaw Rogue and what it will look and play like in the upcoming expansion (and pre-patch). Overall the Outlaw gameplay is not receiving a whole lot of adjustments, so if you're familiar with the way the spec currently plays you will feel right at home once you start your journey into the Shadowlands.
       

      Gameplay changes
      Roll the Bones no longer uses your Combo Points, and instead has a 45-second cooldown. Its cooldown is reduced like any other ability by both Restless Blades and True Bearing .  You will most likely still re-roll bad buffs whenever the ability comes off cooldown again.  Kidney Shot and Between the Eyes are separate abilities now. Depending on the situation this can be either an advantage or a disadvantage, since you will no longer have a stun on one of your damaging finishers that might lead to messed up Diminishing Returns for AoE stuns. However, this also means that you no longer provide a regular damage bonus by speccing into Prey on the Weak. Adrenaline Rush is no longer on the global cooldown. Blade Flurry has been changed. It is now a single-use cooldown with a 30-second CD. This CD is reduced by both Restless Blades and True Bearing , allowing for almost 100% uptime on Blade Flurry. New Abilities and Talents
      Slice and Dice is making its return as a maintenance finisher, increasing your attack speed by 50%. This will speed up your rotation by generating more energy due to its interaction with Combat Potency . Poisons are back! Outlaw gains access to Wound Poison, Instant Poison, Numbing Poison  and Crippling Poison. You are still limited to one lethal and one non-lethal poison each.  Shiv is no longer a PvP talent and can instead be used by all rogue specs. When used it will apply a strong 70% movement speed slow. Dreadblades  is a new talent that replaces Slice and Dice. It is functionally the same as the artifact-weapon ability from Legion. While it is active, each of your combo point builders generates your maximum amount of combo points, at the cost of 5% of your current HP whenever you use a finisher. 90-second cooldown, 10-second duration. 
       
      Covenant Abilities
      Kyrian Ability - 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 combo points as your Animacharge deal damage as if they consume 7 combo points. Costs 30 energy. 45-second cooldown. 
      After using Echoing Reprimand, your second, third or fourth combo point will be highlighted as the anima-charged combo point. When using a damaging finisher with this exact amount of combo points, it will scale as if it was being used with 7 combo points instead. This scales both the damage and the duration of any effects associated with the increased amount of combo points being used.
      While interesting on paper, this ability sadly doesn't mesh very well with the nature of Outlaw's combo point generation. Your combo point builders generate an inconsistent amount of combo points, with procs and buffs changing how many CP you generate whenever you use them. Oftentimes you will skip over the amount of CP required to benefit from Echoing Reprimand, hoping you will eventually hit the required amount of CP. 
      Necrolord Ability - Serrated Bone Spike
      Apply a bone spike in the target, dealing Bleed damage every 3 sec until they die. Deals damage and generates 1 Combo Point per active bone spike. Refunds 1 charge when target dies or is healed to full. Costs 10 Energy. 30-second recharge, 3 maximum charges.
      This ability feels very fun to use whenever there are multiple targets, due to its fracturing mechanic. You will always want to target less important targets first, and then get a huge spike of burst on your priority target on your third use. While the ability is fairly simple on single-target, it is currently (subject to change) the strongest covenant ability for Outlaw Rogues. 
      Unfortunately it is also the one that interacts the least with the Outlaw toolkit, and can become the only button you press on AoE until you run out of charges.
      Venthyr Ability -  Slaughter
      Slaughter the target, causing moderate Physical damage. The targets anima mixes with your lethal poison, coating your weapons for the next 5 minutes. Slaughter Poison deals Shadow Damage over 12 seconds and steals 15% of the healing done to the target. Costs 50 Energy.
      This ability can only be used from stealth. While Outlaw gains more frequent uses of Vanish as a dps cooldown, it hits for the the same damage as Ambush. The Slaughter Poison is slightly stronger than your Instant Poison, and the associated Conduit Slaughter Scars greatly improves its potency, but it is still one of the weakest Covenant choices for Outlaw right now.
      Night Fae Ability - Sepsis
      Infect the targets blood, dealing Nature damage over 10 sec. If the target survives its full duration, they suffer additional damage and you Vanish from sight. Cooldown reduced by 60 sec if Sepsis does not last its full duration. 90-second cooldown. 
      This covenant ability scales directly with the usefulness of Vanish as a dps cooldown, but Outlaw doesn't benefit much at all from the stealth-only abilities like Ambush. However, there are a few legendaries that can directly boost this Covenant ability's usefulness by providing additional benefits, based on the legendary you use. 
       

      Legendary Effects
      There are quite a few legendary effects available in Shadowlands, so we have picked out some of the strongest ones for Outlaw rogues **(power level subject to change).** 
      Master Assassin's Mark is back and provides a 100% increased crit-chance for 5 seconds after using Vanish. Using this makes the Night Fae ability Sepsis quite a bit more powerful.  Guile Charm is making a return, previously known as Bandit's Guile. Each cast of Sinister Strike will gradually increase the amount of damage you deal, capping out at 30%. This can be delayed to line up better with your cooldowns by not using Sinister Strike for a while, and once you received the maximum benefits for a short duration the cycle starts anew. Greenskin's Wickers will greatly boost the effectiveness of your Pistol Shot. This can be combined with talenting into Quick Draw  for even more damage dealt by your Pistol Shots.  Celerity will randomly grant you Adrenaline Rush for 4 seconds as long as you maintain Slice and Dice . There are plenty more legendaries with different power levels, these are just a few that currently perform strongest for Outlaw. We will keep you updated on the individual strength of each legendary once we get closer to release. 
      Conduits in Shadowlands
      There are many conduits coming in Shadowlands, so this is just a selection of some of them.
      Ambidexterity increases your chance to trigger Main Gauche as long as Blade Flurry is active. With the rework to Blade Flurry allowing for almost 100% uptime, this is quite a boost even on single-target.  Count the Odds gives your Ambush, Dispatch and Slaughter (if you have chosen Venthyr) a chance to grant a Roll the Bones buff you do not currently have active.  Sleight of Hand gives your Roll the Bones a chance to immediately reset your cooldown, allowing you to re-roll your buffs immediately.
       
      Conclusion
      Outlaw is shaping up to be in a solid spot for both raiding and Mythic+ content in Shadowlands. The changes to Roll the Bones, Blade Flurry, and the addition of Slice and Dice to the base toolkit have given the spec quite a lot of additional maintenance. Having to maintain all three of these will take some getting used to, and re-rolling Roll the Bones buffs is still going to be of big importance. Coming from BfA, the cooldown on Roll the Bones feels a bit off-putting at first, and having to keep re-rolling into bad buffs feels a bit demoralizing. 
      Legendaries and Conduits give quite a bit of choice and allow you to customize your gameplay by slightly shifting your rotational and re-rolling priorities. Most Legendaries and Conduits are fairly close in power right now **(subject to change)**, so you might be able to pick and choose the gameplay you prefer the most and still be very much viable in all types of content.
       

      Other Spec Highlights:
      Balance Druid Restoration Druid Beast Mastery Hunter Arcane Mage Outlaw Rogue Elemental Shaman Enhancement Shaman Shadow Priest Protection Warrior
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