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Regalia of the Fabled Adventurers Heirloom Set with Set Bonuses in Shadowlands

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A new patch went live recently on the Beta, so we're breaking it down today to highlight what's new and we'll start with items, namely the new Heirloom set called Regalia of the Fabled Adventurers and its set bonuses.

Although the system has not been fully implemented yet on the Beta, Blizzard added new Heirlooms with the previously-mentioned set bonuses to the game.

The new Heirloom set is called Regalia of the Fabled Adventurers and consists of 7 armor pieces:

Set Bonuses

  • 2-Piece Set BonusMaximizing Rests Maximizing Rests - Rested experience consumed 30% slower.
  • 3-Piece Set BonusBattlefield Resourcefulness Battlefield Resourcefulness - Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.
  • 4-Piece Set BonusFlash of Brilliance Flash of Brilliance - Gaining a level triggers Burst of Knowledge, dealing 2,167 Holy damage to nearby enemies and granting you 40% Primary Stat for 2 min. Defeating additional enemies can extend this effect.
  • 6-Piece Set BonusMaximizing Rests Maximizing Rests - Rested experience consumed an additional 30% slower.

Other Heirloom items added on the Beta include the following items that have no effects/stats thus far:

You can find more details about all leveling changes coming in Shadowlands in our guide.

Related Shadowlands Beta Build 35432 News

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I do not like Flash of Brilliance/Burst of Knowledge at all. Most of the time when you level up, it's after a quest turn-in, or at the end of a dungeon/bg. In a town, those 2 mins are used up selling, repairing, planning next quest route, grabbing food/drink, and if not, the travel time to the next area with quest mobs to kill will eat up a lot of that time in most cases. (Sidenote - I *really* hope their idea is not that we'll get the buff and then race to the nearest hostile enemies to grind out XP. Unless mob XP gets significantly raised, that's not going to be a good use of time at all.)

At the end of a dungeon, you've got quest turn-ins to do (think Utgarde - run back to start), new gear to equip (and/or transmog), and the zone-out loading time (which varies wildly, I know). Besides that, for both dungeons and BGs (a main source of xp/levels), you can't control when your queue pops, potentially leaving you with a bad taste as you zone out with nothing worthwhile to kill and a wasted buff (and therefore, set bonus).  I feel like players are going to end up getting very little use from this buff. I'd rather have a reduced, permanent + to primary stats that is constant or a set bonus comparable to a weapon enchant that can proc randomly rather than a buff I have to prepare for and try to optimize.

The other set bonuses are fine - I like the Rested XP one a lot. I wish we had an idea of how much the OOC regen bonus is boosted by for the set, but that will come in time, I'm sure. Personally, I feel with heirlooms (esp considering the gold many of us put into them over the years), the bonuses should be something the player can trigger themselves and take full advantage of on their timetable and not feel rushed by a forced buff. If the set bonus proc'd a flask or potion that you could consume at your leisure for the same effect, I'd be much more ok with it.

Others can (and I'm sure will) disagree, but my pre-SDL grind has had me leveling several Allied Race toons and, unless leveling in Wow changes drastically in SDL, I don't feel like that buff will improve the experience.

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2 hours ago, ORCSMASH said:

 

The other set bonuses are fine - I like the Rested XP one a lot. I wish we had an idea of how much the OOC regen bonus is boosted by for the set,

Why do you liked the rested ones? It'd maybe last 1 extra level for 10 days logged out at an inn. Fine if you've just got loads of alts parked for levelling later, but most of the time you make an alt to play it. 

As for OOC regen, when was the last time you had to wait to regen in open world content? The only time I can think of (and I've done 3 allied races recently) was between 117-120 maybe once or twice. 

At first glance, they look interesting granted, but thinking about it, they're all kinda useless...

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36 minutes ago, Bobbis said:

Why do you liked the rested ones? It'd maybe last 1 extra level for 10 days logged out at an inn. Fine if you've just got loads of alts parked for levelling later, but most of the time you make an alt to play it. 

As for OOC regen, when was the last time you had to wait to regen in open world content? The only time I can think of (and I've done 3 allied races recently) was between 117-120 maybe once or twice. 

At first glance, they look interesting granted, but thinking about it, they're all kinda useless...

Firstly, my experience lately has been that rested XP accumulates much faster than it used to. I am leveling one toon at a time, though I do still have 2-3 max level toons I do stuff on here and there, so I don't level that toon every day. With each expansion coming with a character boost now, even new players don't have to do marathon leveling runs, so having a toon sit for a day to get half a level of rested XP can happen just while you're doing stuff on higher level characters naturally. (And, of course, due to how you gain XP, that half-level of rested XP actually boosts a lot more than that.) To answer your question though, I like the rested XP bonus because, especially as a 2-set bonus, it's not overwhelmingly powerful, but it puts the decision of how and when to make use of that bonus in the players' hands. This creates agency, which creates engagement with the leveling process itself. If you're marathon-leveling only one toon without many breaks, you may not get much use out of it, but essentially it's a 30% bonus to the 'rested' time you spend logged out, which, when you think about it, isn't too bad.

As for your second query, quite often, actually. I'm leveling a vulpera survival hunter with a full set of enchanted heirlooms, but even I sometimes pull too many and/or too quickly and get knocked below 40% health. Again, no, it's not that big of a deal, but it is a nice, forward-facing minor set bonus that eliminates some downtime. Also, some classes have a much bigger problem with longevity than others - warriors pre-Victory Rush, for example. Not to mention, if you read the tooltip closely, this also applies to normal dungeons AND battlegrounds, which can come in extremely handy, especially if you like to level with PvP and play Horde, which has a notorious lack of healers, especially in sub-110 brackets.

Don't have a healer on a cart in Silvershard Mines? At 40% health with the EFC in your sights, one minute left and your nearest healer on the other side of the map? Got a random dungeon group that lost a healer but that can still kill trash packs without dying, but is at low health afterwards? Well, this might help, depending on how much of a bonus it gives, hence why I said I do wish we had some idea of the specific regen +% it's going to give.

So, essentially, I don't mind the first two because they're minor bonuses just there to support the XP bonus loss and I think they do the job of leading to a major set bonus well (though I admit I think they should be reversed: 2p<--->4p), but I do not like the major FoB/BoK set bonus because it is an underwhelming, unpredictable, and frankly, weak idea that is supposed to 'make up' for the loss of the heirlooms' XP bonuses and I think falls flat due to lack of any real agency on the player's part. I hope that answered your questions. Cheers!

 

EDIT: P.S. - I just logged into my vulpera hunter, level 103. I had eaten up all his rested XP last night and had been logged out of him for about 24 hours and he had over 40% of a level's worth of rested XP today. Unless they have some racial I don't remember, it seems that rested XP accumulates quite quickly now.

Edited by ORCSMASH

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yeeey give them a bg pvp advantage, cause the set on it's own is not big enough.
I mean ever since the conception of heirlooms my pvp participation during leveling took a heavy hit.
Twinks were bad enough, now everyone is a twink or 5% from it and now, unless you can maintain combat, they might even regenerate?

I mean as stated above, the OOC regen is a lot less of a deal than it used to be in vanilla and the whole bonus is misplaced, yet since there is a lack of actual exact number component I guess we'll never know.

The burst is a "nice touch" but also can be fairly useless, but then again, who cares, it's a bonus, it's not a neccesity.

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So here is my fun take on this, and it will probably be seen as me complaining. I have every single heirloom in the game, every one, including the Panderia heirloom blues. Now they are being gutted and we have new set bonuses. I understand they want to cut down the xp bonus but I am sure they could have tried something different. 

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On 8/6/2020 at 11:12 AM, ORCSMASH said:

Firstly, my experience lately has been that rested XP accumulates much faster than it used to. I am leveling one toon at a time, though I do still have 2-3 max level toons I do stuff on here and there, so I don't level that toon every day. With each expansion coming with a character boost now, even new players don't have to do marathon leveling runs, so having a toon sit for a day to get half a level of rested XP can happen just while you're doing stuff on higher level characters naturally. (And, of course, due to how you gain XP, that half-level of rested XP actually boosts a lot more than that.) To answer your question though, I like the rested XP bonus because, especially as a 2-set bonus, it's not overwhelmingly powerful, but it puts the decision of how and when to make use of that bonus in the players' hands. This creates agency, which creates engagement with the leveling process itself. If you're marathon-leveling only one toon without many breaks, you may not get much use out of it, but essentially it's a 30% bonus to the 'rested' time you spend logged out, which, when you think about it, isn't too bad.

As for your second query, quite often, actually. I'm leveling a vulpera survival hunter with a full set of enchanted heirlooms, but even I sometimes pull too many and/or too quickly and get knocked below 40% health. Again, no, it's not that big of a deal, but it is a nice, forward-facing minor set bonus that eliminates some downtime. Also, some classes have a much bigger problem with longevity than others - warriors pre-Victory Rush, for example. Not to mention, if you read the tooltip closely, this also applies to normal dungeons AND battlegrounds, which can come in extremely handy, especially if you like to level with PvP and play Horde, which has a notorious lack of healers, especially in sub-110 brackets.

Don't have a healer on a cart in Silvershard Mines? At 40% health with the EFC in your sights, one minute left and your nearest healer on the other side of the map? Got a random dungeon group that lost a healer but that can still kill trash packs without dying, but is at low health afterwards? Well, this might help, depending on how much of a bonus it gives, hence why I said I do wish we had some idea of the specific regen +% it's going to give.

So, essentially, I don't mind the first two because they're minor bonuses just there to support the XP bonus loss and I think they do the job of leading to a major set bonus well (though I admit I think they should be reversed: 2p<--->4p), but I do not like the major FoB/BoK set bonus because it is an underwhelming, unpredictable, and frankly, weak idea that is supposed to 'make up' for the loss of the heirlooms' XP bonuses and I think falls flat due to lack of any real agency on the player's part. I hope that answered your questions. Cheers!

 

EDIT: P.S. - I just logged into my vulpera hunter, level 103. I had eaten up all his rested XP last night and had been logged out of him for about 24 hours and he had over 40% of a level's worth of rested XP today. Unless they have some racial I don't remember, it seems that rested XP accumulates quite quickly now.

Fair points, I can see what you mean however:

- creates player agency, by encouraging you to be logged out to gain the rested xp? Surely that's the opposite of agency. I have all classes inc some multiples at 120, so if levelling a new char it's the allied races for the heritage so tend to go all out to do it quick, which means I'd hardly use two of the bonuses at all.

- Are you forgetting to get your pet to taunt / MD to pet? Oddly I did a void elf SV hunter (have a human that was SV main until 8.3 and BM became OP...) and had no issues. This could be down to knowing the spec well enough so can see how a newer player benefits tbf. Of the bonuses this one is the best and you give some good examples of it being useful even to experienced players.

- Agreed on the bursty set bonus, as many have said accross platforms, the main time you ding is on quest hand in, or end of dungeons, the dmg is useless and there's usually not something to kill for 2m...

- According to WoWpedia and WiWiki it's 5% per 8 hours logged in an Inn, truth be told unsure on Vulpera racials

 

edit: as with 1st point, I likely won't use them again, unless a new class is added or an amazing allied race, so could really keep my oar out, but they just seem so... meh? underwhelming? I've had plenty of use out of them, have no regrets on buying them, nor issue with the costs as some seem to, but just feel there's room for much more out of them. Set bonus, great idea, actual bonuses, meh.

Edited by Bobbis
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On 8/7/2020 at 5:37 PM, Bobbis said:

Fair points, I can see what you mean however:

- creates player agency, by encouraging you to be logged out to gain the rested xp? Surely that's the opposite of agency. I have all classes inc some multiples at 120, so if levelling a new char it's the allied races for the heritage so tend to go all out to do it quick, which means I'd hardly use two of the bonuses at all.

My point to the agency of this bonus is that the player gets to use that rested bonus on whatever activity they like. They could, if they wish, choose to go straight to Org/SW upon logging in, lock their XP, go do a bunch of quests, turn the XP back on and then use the bonus only on quest turn-ins to avoid eating that XP up with mob kills. Yes, this is unlikely and inefficient, but it's possible. More realistically, they can choose to use the bonus XP on dungeon or bg runs, grinding mobs (if anyone actually does that anymore), or just questing normally. It's a lot more agency than a buff that comes along randomly like the 4p FoB/Bok buff. I did concede, of course, that marathon players won't get much use out of it, perhaps then it is better as the lowest set bonus possible.

Quote

- Are you forgetting to get your pet to taunt / MD to pet? Oddly I did a void elf SV hunter (have a human that was SV main until 8.3 and BM became OP...) and had no issues. This could be down to knowing the spec well enough so can see how a newer player benefits tbf. Of the bonuses this one is the best and you give some good examples of it being useful even to experienced players.

Since I didn't say earlier, yeah, I am an experienced player (20+ toons at 110 or higher; at least ten 120s; maxed a hunter every xpac except WotLK), and it's for that reason exactly that I sometimes pull too much, overestimating what I can actually handle with my full set of enchanted heirlooms XD. And, of course, Growl does have a CD, so when I pull 6+ world mobs, it can get dicey since I tend to pull more threat than my pet on mobs it's not actively attacking. I don't die, it was just an example of where the OOC regen could potentially come in handy while leveling - basically cutting down on downtime between pulls in every situation.

Quote

- Agreed on the bursty set bonus, as many have said accross platforms, the main time you ding is on quest hand in, or end of dungeons, the dmg is useless and there's usually not something to kill for 2m...

- According to WoWpedia and WiWiki it's 5% per 8 hours logged in an Inn, truth be told unsure on Vulpera racials

 

edit: as with 1st point, I likely won't use them again, unless a new class is added or an amazing allied race, so could really keep my oar out, but they just seem so... meh? underwhelming? I've had plenty of use out of them, have no regrets on buying them, nor issue with the costs as some seem to, but just feel there's room for much more out of them. Set bonus, great idea, actual bonuses, meh.

I totally understand what you're saying in your addendum. I love alts, and leveling them, just to have certain race/class combos that I think would be fun to play, but I understand there are plenty of players who have all the characters they're ever going to play. To correct something I said in my earlier post: I said the 2p and 4p should be swapped. I originally meant 'swap 2p and 3p', but after reading your response, perhaps the rested bonus XP is the most useless and should remain the lowest (2p) bonus. I think we're both in agreement that the heirloom set bonuses are a good idea, but so far the execution doesn't seem that great.

Lastly, I'm a fan of WoWpedia/WoWwiki, but I've found things on there to be incorrect or out of date many times. If I remember correctly, wowwiki was all but discontinued when wowpedia came online and now most of it's articles are copypasta'd from WoWpedia. YMMV of course, but I always take what I read there with a grain of salt. I will freely admit when I'm wrong, but I stand by the information I provided about the rested XP I accumulated that day.

Regardless, it's been a pleasure to read your responses and engage in a thoughtful, civil conversation with someone about upcoming mechanics. That's part of the reason I like to comment and talk to people here. The IV community seems a lot more...'reasonable' than some others. Anyways, take care and, as always, cheers!

Edited by ORCSMASH

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The agency thing, I agree it's always good to have more rested or it last longer, and great for players to do what they want with it. But it's still promoting being logged out of the game to get the rested in the first place, just seems odd. And just meh given most people buy/bought looms to level quickly.  

8 hours ago, ORCSMASH said:

Since I didn't say earlier, yeah, I am an experienced player (20+ toons at 110 or higher; at least ten 120s; maxed a hunter every xpac except WotLK), and it's for that reason exactly that I sometimes pull too much, overestimating what I can actually handle with my full set of enchanted heirlooms XD. And, of course, Growl does have a CD, so when I pull 6+ world mobs, it can get dicey since I tend to pull more threat than my pet on mobs it's not actively attacking. I don't die, it was just an example of where the OOC regen could potentially come in handy while leveling - basically cutting down on downtime between pulls in every situation.

Yeah that makes more sense 😛 gotta have that misdirect macro ready for the big pulls haha I had assumed experienced given the other comments to be fair, but perhaps new to hunter, or SV at least. Since BM it's never an issue as pet does all the dmg, and MM is slow boring but hits hard.

8 hours ago, ORCSMASH said:

I think we're both in agreement that the heirloom set bonuses are a good idea, but so far the execution doesn't seem that great.

Definitely 🙂

8 hours ago, ORCSMASH said:

Lastly, I'm a fan of WoWpedia/WoWwiki, but I've found things on there to be incorrect or out of date many times. If I remember correctly, wowwiki was all but discontinued when wowpedia came online and now most of it's articles are copypasta'd from WoWpedia. YMMV of course, but I always take what I read there with a grain of salt. I will freely admit when I'm wrong, but I stand by the information I provided about the rested XP I accumulated that day.

Yeah I did find it a little off tbf, but seemed reasonable that 2/3 sources would be right and couldn't see (read didn't look v hard) a date on them. 

8 hours ago, ORCSMASH said:

Regardless, it's been a pleasure to read your responses and engage in a thoughtful, civil conversation with someone about upcoming mechanics. That's part of the reason I like to comment and talk to people here. The IV community seems a lot more...'reasonable' than some others. Anyways, take care and, as always, cheers!

Indeed! Is why I prefer IV to WH, you get notified and links to replies to your comments, and they can become a proper conversation, not just a 5-10 page mess.

Best of luck with the alts!

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      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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