Orthios

Monk 6.0 Alpha Patch Notes

10 posts in this topic

 

 

Hit and Expertise Removal

Hit and Expertise were not fun stats. They acted to remove a penalty, instead of making you stronger. Most players treated Hit/Expertise caps as mandatory (rightfully so), with failure to reach those caps as a trap of sorts. After adjusting, gemming, and reforging gear to meet that cap, players could then go after the actual damage-increasing stats. We decided to remove Hit and Expertise, and make it so you don't need them. We still want melee specializations to attack creatures from behind when possible, so non-tanking specializations will have a 3% chance to be parried that cannot be eliminated.

  • General
    • All players now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance to glance, when fighting creatures up to 3 levels higher (bosses included).
      • Tank specializations receive an additional 3% reduction in chance to be parried, so tank attacks have a 0% chance to be parried vs. creatures up to 3 levels higher.
      • Creatures 4+ levels higher than you still have a chance to avoid your attacks in various ways, so as to discourage you from attempting to fight enemies that are much stronger than you.
      • Dual Wielding still imposes a 17% chance to miss, so as to balance it with two-handed weapon use.
    • Hit and Expertise bonuses on all items and item enhancements (gems, enchants, etc.) have been converted into Critical Strike, Haste, or Mastery.
  • Monk
    • Stance of the Wise Serpent no longer increases Hit or Expertise.
    • Stance of the Sturdy Ox now also reduces the chance for attacks to be parried by 3%.

Ability Pruning

  • Monk
    • Avert Harm has been removed.
    • Clash has been removed.
    • Adaptation has been removed.
    • Power Guard has been removed.
    • Disable is now available only to Windwalker Monks.
    • Healing Sphere (the spell, not any other sources of healing spheres) has been removed. Mistweavers' Gift of the Serpent, Brewmasters' Gift of the Ox, and Windwalkers' Afterlife still summon healing spheres.
    • Surging Mist is now available to all Monk specializations. It costs 30 Energy in Ox or Tiger Stance, and continues to cost mana in Serpent Stance and Crane Stance. However, it only generates Chi for Mistweaver Monks.
    • Stance of the Spirited Crane now replaces Stance of the Fierce Tiger for Mistweaver Monks (see Monks below for details).
    • Stance of the Sturdy Ox now replaces Stance of the Fierce Tiger for Brewmaster Monks.

Crowd Control and Diminishing Returns

  • Monk
    • Fists of Fury no longer stuns a target more than once per cast.
    • Glyph of Breath of Fire's Disoriented effect now shares Diminishing Returns with all other Mesmerize effects.
    • Grapple Weapon has been removed.
    • Ring of Peace no longer Silences or Disarms enemies. It now incapacitates targets in the area for 3 seconds, or until the target takes damage. The ability now shares Diminishing Returns with all other Mesmerize effects.
    • Spear Hand Strike no longer Silences the target if they're facing the Monk.
    • Spinning Fire Blossom's Root effect now shares Diminishing Returns with all other Root effects.

Tank Vengeance and Resolve

The changes to tanking made in Mists of Pandaria turned out quite well, overall. But there were a few rough parts that we're going to smooth over. The biggest one is the offensive capabilities of Vengeance. We like that tanks can provide meaningful DPS to their group, however, it swung wildly based on the fight, even surpassing the dedicated damage dealers occasionally. To solve this, we're going to remove the offensive value of Vengeance, but preserve the defensive value, by making it increase the effect of your active mitigation buttons, instead of Attack Power.

  • General
    • Vengeance has been removed and replaced with a new passive ability, Resolve.
      • Resolve: Increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.

Then, to keep tank DPS meaningful, we'll be raising their damage, since it would be meager with no Vengeance Attack Power (Vengeance accounted for 70-90% of a tank's damage on high-tank-damage fights in Mists). To do that, we're increasing the damage of several prominent tank abilities, as well as having tanks also gain increased Attack Power from Mastery, in addition to the stat's existing benefits. That also helps keep secondary stats balanced in offensive value for them.

  • Monk
    • Mastery: Elusive Brawler now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.
    • Brewmasters no longer deal 15% less damage.

Class Changes

Monk

The brand-new class for Mists of Pandaria, Monks, turned out to be a ton of fun. Brewmasters stayed fairly solid all expansion long. Windwalkers needed a few tweaks here and there, especially to their Mastery, and still have a few shortcomings that we hope to improve, but overall worked quite well. Mistweavers had a bit of a rollercoaster ride, veering between weak and strong over the course of the expansion. Most of our changes to Monks will focus on Mistweavers, to try to get them just right.

About midway through the expansion, it became clear that mana was not valuable for Mistweavers. We tried some adjustments to solve that, but it proved too large of a change to make at the time. We chose to just live with that problem for the time being, and tune them around not really caring much about Spirit or mana (once they reached epic gear).

Now that we have the time to tweak things, and for Mistweavers to acquire new gear, we're going to make changes to get them in the right spot. Initially, we experimented with giving Mistwavers a 1-second GCD akin to that of the Rogue to give them a faster combat feel. However, it's proven difficult to balance. Haste is attractive to healers because it lowers not just cast time but GCD as well. Therefore, Monks valued Haste much less than other healers. We explored a few options, but ultimately landed on changing the core GCD for Mistweavers from 1 second to the standard 1.5 seconds, which you will be able to reduce with Haste. This will feel jarring at first, but we're confident that it's for the best, long-term.

  • All abilities available to Mistweavers now have a 1.5 second global cooldown (up from 1 second).
    • Stance of the Sturdy Ox and Stance of the Fierce Tiger now reduce the global cooldown of the Monk's abilities by 0.5 seconds.
  • Stance of the Wise Serpent no longer increases Haste from items by 50%.
  • Focus and Harmony is a new passive ability for Mistweaver Monks.
    • Focus and Harmony: Haste effects lower the global cooldown of your spells and abilities.
  • Crackling Jade Lightning no longer generates Chi for Mistweaver Monks.
  • Soothing Mist no longer generates Chi for Mistweaver Monks.
  • Thunder Focus Tea now causes the next Renewing Mist to jump up to 4 times (used to cause the next Uplift to refresh the duration of Renewing Mists on all targets).
  • Healing Spheres now heal an ally within 12yd (up from 6yd) for 100% (up from 50%) of their normal healing, when they expire.
  • Detonate Chi is a new spell available to Mistweavers:
    • Detonate Chi: Instantly detonate all of your Healing Spheres, causing each of them to heal a nearby ally within 12 yards of the sphere. 15 sec cooldown.

Another issue with Mistweavers is that of Eminence, which has never really played out how we had hoped. The intent with Eminence was to create an alternate play style to fulfill the fantasy of healing through dealing damage, since we knew a lot of players had that fantasy, and a new class was the perfect opportunity to satisfy that.

Having two play styles in one spec (Eminence, and traditional Mistweaving, healing primarily through casting heals) proved challenging to balance, because we don't want players to take the best parts of both and stack them into an unintended superior spec. The most notorious of these cases was "Jab-Jab-Uplift". In order to solve this problem, we're giving Mistweavers two stances. Stance of the Wise Serpent will continue to be the stance from which to do traditional Mistweaving. The new Stance of the Spirited Crane will be the stance to use for Eminence. You can swap stances at will, with only the cost of a GCD and any current Chi that you've accrued. The intention is that Crane Stance allows Mistweavers to trade healing for damage; it should fall somewhere in the middle between being a full healer, and being a full damage dealer.

  • Stance of the Spirited Crane is a new ability for Mistweaver Monks, which replaces Stance of the Fierce Tiger.
    • The Spell-Power-to-Attack-Power conversion effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
    • The Eminence effect has been moved from Stance of the Wise Serpent to Stance of the Spirited Crane.
  • Teachings of the Monastery now makes Spinning Crane Kick heal friends instead of damaging enemies, while in Stance of the Wise Crane (previously, it would heal allies in addition to damaging enemies).
  • Mastery: Gift of the Serpent's Healing Spheres now scale with Spell Power instead of Attack Power.
  • Serpent's Zeal has been removed. Eminence now always includes Auto Attacks.
  • Muscle Memory and Vital Mists have been merged. Muscle Memory now requires Stance of the Spirited Crane, and passively increases the damage of Crackling Jade Lightning by 100%, causes Tiger Palm to trigger the Vital Mists effect, and causes Blackout Kick to hit 4 additional nearby targets for 50% damage.
  • The following abilities now require Stance of the Wise Serpent for Mistweavers:
    • Enveloping Mist, Renewing Mist, Soothing Mist, Uplift
  • The following abilities now require Stance of the Spirited Crane for Mistweavers:
    • Blackout Kick, Jab, Tiger Palm

We also improved all Monk Healing Spheres. You'll no longer waste them when running over multiple at once when you only need a little healing. And we significantly improved the effect when Mistweavers' Healing Spheres expire. We also made Afterlife Healing Spheres consistent with the rest of the class.

  • When a player runs through multiple Healing Spheres at once, only as many as needed to heal the player to full health will be consumed (instead of all of them if the player is injured at all).
  • Healing Spheres from Gift of the Serpent now heal an injured ally within 12 yards (up from 6 yards) for 100% (up from 50%) of their normal effect, when they expire.
  • Afterlife's Healing Sphere now heals for the same amount as other Healing Spheres (instead of healing for 15% of maximum health).

We also did some polishing on Brewmasters and Windwalkers. We made Storm, Earth, and Fire, Transcendence, and Touch of Death easier to use.

  • Transcendence: Transfer no longer has an energy or mana cost.
  • Storm, Earth, and Fire no longer has an energy cost, and is off the GCD.
  • Touch of Death is now usable on targets that have 10% or less health remaining, or have less current health than your maximum health. The rules against players remain unchanged.
  • Fists of Fury now always deal full damage to your primary target; additional targets are still affected by the damage split.
  • Glyph of Leer of the Ox now also causes Black Ox Statue to passively pulse a minor amount of threat to all enemies within 30 yards.
  • Warlords of Draenor Class Perks
  • All
    • Enhanced Roll - Your Roll now travels the same distance in 25% less time.
    • Enhanced Transcendence - The cooldown of Transcendence is lowered by 35 sec, and Transcendence: Transfer is now instant cast.
    • Empowered Blackout Kick - Damage of Blackout Kick increased by 20%.
  • Brewmaster
    • Improved Breath of Fire - Your Breath of Fire spell now always applies its damage over time effect to the target.
    • Improved Guard - Guard now has 2 charges.
    • Improved Dizzying Haze - Dizziying Haze no longer has an energy cost.
    • Empowered Keg Smash - Damage of Keg Smash increased by 20%.
    • Improved Elusive Brew - Elusive Brew now increases dodge chance by an additional 5%.
    • Improved Stance of the Sturdy Ox - Increases the Stamina bonus of Stance of the Sturdy Ox by 20%.
  • Mistweaver
    • Improved Expel Harm - Increases the damage and healing of Expel Harm by 20%.
    • Improved Renewing Mist - Increases the duration of Renewing Mist by 2 sec.
    • Empowered Surging Mist - Increases the healing of Surging Mist by 20%.
    • Improved Life Cocoon - Reduces the cooldown of Life Cocoon by 20 sec.
    • Improved Soothing Mist - Increases the healing of Soothing Mist by 20%.
    • Empowered Tiger Palm - Increases the damage of Tiger Palm by 20%.
  • Windwalker
    • Improved Energizing Brew - While Energizing Brew is active, your Multistrike chance is increased by 15%.
    • Empowered Chi - Increases your maximum Chi by 1.
    • Empowered Spinning Crane Kick - Spinning Crane Kick now deals damage twice as fast, but its duration is reduced by 50%.
    • Empowered Rising Sun Kick - Damage of Rising Sun Kick is increased by 20%.
    • Empowered Fists of Fury - Damage of Fists of Fury is increased by 20%.
    • Empowered Tiger Palm - Increases the damage of Tiger Palm by 20%.

Warlords of Draenor Talents - Level 100 Talents List

  • Left
    • Soul Dance (Brewmaster) - You are now able to shrug off even spells, such that 30% of your normal stagger amount works against magic damage.
    • Breath of the Serpent (Mistweaver) - Your Jade Serpent Statue breathes healing mists toward you, healing allies in a cone within 20 yards for XXXX every 1 sec, split evenly between them. Lasts 10 sec. Instant, 1.5 min cooldown
    • Hurricane Strike (Windwalker) - Unleash a rapid series of kicks toward random enemies within 12 yards, dealing a total of XXXX damage over 2 sec. While kicking, you are immune to movement impairing and loss of control effects. 3 Chi, Instant, 45 sec cooldown
  • Middle
    • Chi Explosion (Brewmaster) - Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed. 1 Chi, 40 yd range, Instant
      • 1+ Chi: Deals Nature damage to an enemy equal to XXXX plus XXXX per Chi consumed.
      • 2+ Chi: You also gain Shuffle for 2 sec plus 2 sec per Chi consumed.
      • 3+ Chi: Also purifies all of your staggered damage.
      • 4 Chi: The damage also hits all enemies within 8 yards of the target.
      • Replaces Blackout Kick.
    • Chi Explosion (Mistweaver) - Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed. 1 Chi, 40 yd range, Instant
      • 1+ Chi: Heals an ally for XXXX plus XXXX per Chi consumed.
      • 2+ Chi: Healed allies also receive an additional 50% healing over 6 sec.
      • 3+ Chi: This healing also heals all allies within 8 yards of the target.
      • 4 Chi: Also summons 8 Healing Spheres in an 8 yard radius ring around the target that last 15 sec.
      • Replaces Blackout Kick. Chi Explosion is Instant while in Stance of the Spirited Crane.
    • Chi Explosion (Windwalker) - Consumes up to 4 Chi to cause the target to explode with Chi energy, causing additional effects based on Chi consumed. 1 Chi, 40 yd range, Instant
      • 1+ Chi: Deals Nature damage to an enemy equal to XXXX plus XXXX per Chi consumed.
      • 2+ Chi: Damaged enemies also take an additional 50% Nature damage over 6 sec.
      • 3+ Chi: Also generates a charge of Tigereye Brew.
      • 4 Chi: The damage also hits all enemies within 8 yards of the target.
      • Replaces Blackout Kick. Combo Breaker: Blackout Kick is also replaced with Combo Breaker: Chi Explosion, which causes your next Chi Explosion to refund 2 Chi.

 

Edited by Orthios

Share this post


Link to post
Share on other sites

I'm not sure i understand their opinion on fistweaving/mistweaving. Right now the interaction between the two works pretty well, and adding an additional stance seems really arbitrary.

Share this post


Link to post
Share on other sites

Finally MW monk Mastery is worth something.

Detonate Chi < I like

Surging Mist replaces the normal Healing Sphere spell . . . ok

 

Wonder how touch of death will work in instances. Instant kill a boss less than 10% hp, or deal damage equal to your hp.

 

Fist of Fury . . .  nice

Transcendence becomes even more awesome

Share this post


Link to post
Share on other sites

They wanted to separate the two styles so that you know what you're getting into when choosing a particular stance.  They want you to also fully commit to doing one thing or the other, even if it means stance switching.  This also allows them to balance us between stances where being in crane stance will probably give you more potential damage output than fistweaving does now.  The same holds true for Serpent stance.

 

I don't know why they did it the way they did, but I feel that there has to be some leniency between switching the stances because the way i think it feels right now theres no point in doing damage unless there is absolutely no damage for a very long period, because now if you're in crane stance you lose ReM which means you have to start setting up your HoTs again.;

 

I'm not sure how this is going to work but I really just want to see how it feels before I make big claims.

Share this post


Link to post
Share on other sites

Ok, the last lvl 100 talent didn't get posted, so here it is:

 

 

  • Right
    • Chi Serenity (Brewmaster, Windwalker) - You enter an elevated state of mental and physical serenity for 10 sec. While in this state, all Chi consumptions are instantly refilled. Instant, 1.5 min cooldown
    • Path of Mists (Mistweaver) - While in combat, you leave a trail of healing spheres behind you as you move, spaced 3 yards apart. These healing spheres last 15 sec.

I'm really interested in how Path of Mists will work out, and it seems to be really good for heavy movement fights.  For BM and WW, 10 sec of *basically* free chi consumers is really good.  That could be almost 1 min worth of shuffle for BM that you could get, and a free purify, 

Share this post


Link to post
Share on other sites

I'm really excited about the Windwalker changes. Looks like Fists of Fury is going to be our top priority (after TP and RSK debuff) with the 240% dmg increase + cast on the move glyph. The 10 sec cd on transcendence and instant transfer can be very usefull!

Share this post


Link to post
Share on other sites

I'm going to miss having Grapple Weapon and Clash, but over all I'm very happy with all of the changes that are going in place. I am also a little sad to see Hurricane Strikes got nerfed but it was going to be a needed nerf anyways. Also Five Chi Baseline for Windwalkers. WOOO!smile.png

Share this post


Link to post
Share on other sites

RIP CLASH. WHY DID YOU SACRIFICE YOURSELF FOR SPINNING FIRE BLOSSOM T_T

1 person likes this

Share this post


Link to post
Share on other sites

Clash was clearly only doing it's job. Saving something else by forcing the chopping block to attack it.

1 person likes this

Share this post


Link to post
Share on other sites

I am a bit worried about the WW self-heal in PvP, because Healing Spheres were a really good spell to get out some healing. It saved my ass more than a dozen times. Though we get Surging Mist, the fact that it is a cast makes it less viable than the original Healing Spheres. I am sure they will rebalance the self-heal, but at its current state, it seems weaker than in 5.4.

 

At its 6.0 state, Ring of Peace is certainly weaker, especially combined with the DoT that is applied by Blackout Kick, which will instantly get the main target out of RoP's incapacitate. A Disarm/Silence is always better than a CC that can be broken out by taking damage. I am aware that the Disarm mechanic has been removed, but a Silence/Root would have been better than this. Together with the Spear Hand Strike nerf, we lack a bit on the Silence side. Yet it has to be seen in a more broad context, as CC is nerfed all together. We'll see how it plays out.

 

The change to Transfer is refreshing. Although the cast time was 0.5 seconds in the first place, it probably feels better as an instant cast. It also removes the danger for interrupt. Although the very low cast time ensures that this is not a major factor.

 

Chi Serenity sounds a bit OP. Blizzard said they want to take the high, cooldown-based burst out of the PvP, and this ability goes against that notion. 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By molodirazz
      All applications will be reviewed and considered however if you are playing a class/spec combination we need then your chances of joining will be higher.
      A little bit of info about us:
      We are a group of friends and serious raiders on EU Twisting Nether looking to recruit skilled like-minded players into our roster for Mythic Legion raids and onwards. We will offer a sociable and fun raiding environment while maintaining a strong desire for progression. Our Discord is very active and we encourage all members to chat and play together not only for raids. The guild formed late March 2016 and fully cleared 13/13 Mythic Hellfire Citadel pre nerf shortly after. We've since been improving our world ranking every tier.
      We currently raid 3 days per week on Mythic: Wednesday, Sunday and Tuesday 19:15-22:15 server time. While it is not a lot we try to make the most out of our time. We run optional heroic/normal/alt/previous tier raids during off days in which raiders are welcome to come to. Our members also play other games outside raid times together where anyone is welcome to join(LoL, Dota, HotS, Overwatch etc.).
      Our loot system for Mythic is RC Loot Council.
      What we expect from you:
      - We are a raiding guild with only a 9 hour per week schedule so you are expected to attend and be ON TIME! However we understand things can come up sometimes but please let us know.
      - Be able to speak and understand the English language and not be afraid to communicate with other members during raids.
      - Actively doing dungeons/world quests to improve your gear and artifact weapon.
      - Have a strong understanding of the current raid tier and be able to play your class to it's potential.
      - Always come to raids prepared(i.e. bringing food and potions, etc).
      - Come fully gemmed and enchanted with the correct stats for your class and spec.
      - Access to Discord and a working microphone.
      - Have a computer that can handle 20 man raiding and a good, stable internet connection.
      - Exorsus Raid Tools, Weakauras2 and RC Loot Council addons installed. We may ask you to install others.

      If you have any further questions please contact us at battletags: Vims#21684 Azkey#21565
      To apply please visit our guild website: http://asylum-tn.enjin.com/recruitment
      __________________________________________________________________________
      Requirements to be considered into current main raids:
      - 905~ ilvl
      - 40+ traits.
      - 6 or more mythic kills in NH.
      - Exceptions to the requirements may be made.
      _____________________________________________________________________________
      We're currently looking for the classes below but may consider other classes as well.
      Druid: Balance and Restoration.
      Hunter: BM and Survival.
      Monk: Mistweaver and Windwalker.
      Shaman: Restoration.
      Priest: Holy.
      Warlock: Affli/Destro.
      Any and all applications be considered.
    • By Skytea
      Okay so I'm new to monks, I used my legion 100 boost on a monk. 
      Yesterday I ran Neltharion's Lair and Darkheart Thicket, and saw something on Skada that had me wandering.
      I saw that my stagger damage and damage taken from auto attacks is almost the same, even if I'm using purifying brew. Now, the question is:
      Should I be taking more damage from stagger, even if I'm using purifying brew, or should I be taking more damage from autos? Does it matter that much if I'm thinking on tanking for mythic+, heroic raiding?
      (Idk if this is a dumb question, I'm just a 102 monk wanting to learn how to tank correctly)
       
    • By Violentravi
      Hello,
      Adelante is currently recruiting ranged DPS, however, all competent players will be considered.  We are a Horde guild on Arthas and our current progression is 3/10M NH, 7/7M EN and 3/3H TOV.  As far as classes go we do not have a Moonkin, Mage, Feral Druid, or any type of Monk; in addition, we would like to acquire a second Shadow Priest or Demon Hunter. We only raid two nights a week, Tuesday and Wednesday from 7:00 PM until 11:00 PM Eastern.  Thursday is not considered a raid night, but we will often clear Heroic and Normal on this evening for AP and it is not required.
      From you, we would expect 100% attendance during your trial period; after that, if you cannot make a raid or will be late it is mandatory to keep the raid leader updated.  In order to continue making good progression while raiding only two nights a week, we expect that you know your class inside-out and will research any bosses you are unfamiliar with prior to raids.
      If you are interested, please PM me (violentravi#1826) or recruiting officer Sepsis (tuxedomask#1712) in game.  However, if you have time (which goes a long way) for us to give you a real evaluation there is a short forum to fill out linked on our discord: https://discord.gg/JMVuYRW
       
      Thank you for your consideration
      Xoxo
      Violentnacho & the Guild
    • By Notoris
      I would like to pose a few questions and share some thoughts regarding the trinket Draught of Souls.
      It seems that you should never use SoF and DoS at the same time since the clonens don't rage while you do.
      How do I use DoS in the opener? It enhances ToD's dmg through Gale Burst but at the same time you are not able to make full use of SEF since you are unable to make any actions during the 3 secs of channeling. So do you delay the DoS use until after clones have gone or do you delay clones? I believe DoS does way more dmg during the Fel-Crazed Rage than the clones would in the 3 secs. But what about the remaining 5 secs. of ToD? Do you use SEF right after DoS and then Fists of Fury or Strike of the Windlord?
      What buffs/stats applies to the DoS use effect? Does Hit Combo? Because then you would like to have it stacked to 8 before using DoS. And then it might be better to delay the trinket until after clones are gone losing the trinket dmg in Gale Burst...
      After the first use how do you proceed? Just use it on CD (outside SEF) or line it up with anything interesting?
       
      Looking forward to interesting input. Seems like the monks in the forum are laying low.
    • By Ririxia
      ABOUT US
      We Tried is a mythic progression raiding guild formed by an ambitious raid leader seeking like minded, progression oriented players who would work together towards clearing the latest content while it is still considered relevant. After suffering some roster issues, We Tried merged with Procrastination in late December 2016 and together we have fully cleared Emerald Nightmare Mythic within just two weeks.
      OUR PAST ACCOMPLISHMENTS & FUTURE GOALS
      Although we have since slowed down, we are proud ourselves of holding the realm 27th Nythendra Mythic and 24th Elerathe Renferal Mythic kills.
      Today we are actively working towards forming a raid team that would be able to attain our previous glory and compete on a realm wide level.
      CURRENTLY RECRUITING
      Frost DK
      BM/MM Hunter
      Retri Paladin
      Shadow Priest
      Elemental & Resto Shaman
      Arms/Fury Warrior
      *Applications from exceptional players will always be considered regardless of recruitment status*
      RAID TIMES
      Wednesday 20.30 - 23.00
      Thursday 20.00 - 23.00
      Sunday 20.00 - 23.00
      IDEAL RECRUIT
      Our ideal recruits are players who are passionate about the game and about progress. Each raider is expected to do whatever they can to improve their skills outside of the raiding environment and pull their own weight within the raid.
      We are looking for mythic ready players who, without fail, know the tactics for every boss prior to entering the instance; have solid knowledge of their class and continuously strive to improve themselves; have a near 100% attendance rating; are prepared to wipe often on progression nights and can not only take the constructive criticism that comes their way but are also able to give constructive criticism back, as well as share new ideas and approaches relevant to the content we are clearing at the time.
      CONTACT & INFO
      If you have any questions or concerns you're welcome to contact me in game (Ririxia#2172) or on Discord (Ririxia#1469). You can find more info about our guild, guidelines, raiding policies, trials and the loot system, as well as apply on our website - http://we-tried.enjin.com