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US Realm Connections for August 20th

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We have another round of US realm connections coming on August 20th, as 30 servers get joined in various configurations! There will be no extended maintenance this time around, as all mergers will be executed within the regular period.

We've recently covered the growing issue the community is having with these mergers, so you can check that out as well.

Blizzard LogoRealm Connections (source)

During a scheduled maintenance period planned for 7:00 a.m. to 3:00 p.m. PDT on Thursday, August 20, the following realm connections will be made:

  • The Eldre’Thalas and Korialstrasz realms will join the Akama, Dragonmaw, and Mug’thol realms.
  • The Korgath realm will join the Cenarius, Perenolde, and Cairne realms.
  • The Blood Furnace, Mannoroth, and Nazjatar realms will join the Azgalor, Azshara, and Destromath realms.
  • The Ursin, Andorhal, Scilla, and Zuluhed realms will join the Eonar and Velen realms.
  • The Madoran, and Dawnbringer realms will join the Azuremyst and Staghelm realms.
  • The Garona realm will join the Icecrown and Malygos realms.
  • Hyjal will join Proudmoore.

We are planning more realm connections for low-population realms, and we will post further notifications like this one in the coming weeks.

Thank you!


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They all make sense on paper... 3 west coast connections, 4 east coast connections.  Ursin/Mannoroth/Korgath/Eldre'Thalas will all get realm time changes as a result of this...

Proudmoore/Hyjal is somewhat interesting not something that I  think you can easily count out, but not something you would expect right away either.

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Someone explain this me - why on earth are they merging Proudmoore (a FULL server) with Hyjal (a HIGH server). I am on Proudmoore and I will not be wanting to play when the xpac comes out. Imagine the queue times! (I've played since Vanilla...there have been epic LOOOONG queues at xpac release.)

I'm sure there are several low population servers that are dominated by Horde characters that would have been better!

Someone in Blizz has caught the virus and it's gone to their brain! They better offer us free transfers when we can't get in because of long queue times!

Sadly I am at my maximum of 50 characters and can't create a new character on a lower server when the xpac comes.

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      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
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      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
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      Venthyr Ability
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      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
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      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
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      Should be very strong for dungeons, solo play and encounters containing any kind of regular cleave/AoE.
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      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.
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      This does not seem particularly powerful, although it does give fairly convenient guaranteed mobility as well as a small burst.
      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.
      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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