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Patch 10.1 Massive New Gear Upgrade System FAQ and Responses to Feedback

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Blizzard have posted a lot more details and answered many more questions on the new patch 10.1 global gear upgrade system. From concerns over the systems complexity to farming the same item multiple times, clarifications where certain gear levels and upgrade materials come from and a lot more, there's plenty of crucial new information to see below.

You can also read the original announcement and base details here

Blizzard LogoGear Upgrade System FAQ (Source)

Q: This seems awfully complicated. Why can’t you just give us more Valor?

A: One of the philosophical underpinnings of this system is that we want to encourage players to challenge themselves when they want to improve their character’s power. Farming low-level keys is not challenging for most players who routinely time keys in the teens or higher. There are a lot of moving pieces to this system because it’s been engineered to handle all kinds of situations in an effort to more closely align “doing the optimal thing” with “doing the fun thing” while still keeping the base player experience simple. And some of the complication is there specifically to minimize the losses for making mistakes; we don’t want people punished for upgrading the “wrong” thing.

Kill stuff, get Flightstones. Kill hard stuff, get Crests too. Take Flightstones and Crests to item upgrade vendor. Item upgrade vendor tells you how much it’ll cost and upgrade the gear as long as you can afford it.

If you didn’t read the big post from last week at all, but you took an item to an upgrade vendor and read the tooltips for Crests and Flightstones, you’d get enough of the gist to use the system just fine.

Q: The article you wrote talks about how gear from Mythic raid bosses can be upgraded in the intro. Then it goes on to detail how gear can’t be upgraded once you get to Mythic raid level.

A: Yep. Sure does. That should have said “or a Heroic raid boss”. Oops.

Q: Does this system and its hardcaps mean that I have to get the same item again from every upgrade track? I need to farm my BiS trinket at Veteran, then again at Champion, then again at Hero?

A: While that’s certainly an option, it’s not required, no. Getting an item on the Veteran upgrade track means that item can be upgraded to Veteran 8/8, which is the same ilevel as Champion 4/8, which is only 4 item levels lower than Hero 1/5. If you upgrade your gear to Veteran 8/8, you’ll be more than ready to do content that drops Hero-track gear.

That said, this is a known concern and we’re looking at options. I can’t promise any specific results, because there are a lot of moving parts going on here, but this is under active investigation. We won’t be making any changes to address this concern in the very early weeks of the patch, but if it turns out that the data bear out this concern, we will step in. Thanks to player feedback, we have developed a contingency plan.

Is this “Chimes says don’t delete your trinkets from +2 keys!”? If you like. We’re being careful here with the rollout of this new system. It might mean that those items will still be useful later and it might not. This is not a promise at all, but if I were still a player on the other side of blue posts like this, reading those words a blue poster just typed, I would keep mine around just in case.

Q: Okay, but we don’t know where exactly Hero-track gear comes from. For that matter, we don’t know where each level of Shadowflame Crests will come from either. Can you clear that up?

A: Sure thing. In retrospect, that would have been good to include in the initial blog post. I omitted it because it seemed like the post was already longer than most players would want to read and I wanted to focus on the system itself. But yes, how players will get the items to interact with the system is worth specific inclusion, so here goes. Please keep in mind that these details, like just about everything else on the PTR, is subject to change. As a reminder: 15 fragments combine into a full Crest.

  • Whelpling’s Shadowflame Crests:
    • Outdoor content will have Whelpling’s Shadowflame Crest Fragments all over. World quests, random treasures, non-elite unique creatures, etc. And some sources that haven’t been revealed quite yet. There shouldn’t be any shortage of these Crests for folks who want to go collect them and this is the most likely situation in which players will hit the Crest acquisition cap.
    • Mythic Keystones up to +5 will drop Whelpling’s Shadowflame Crest Fragments. There’s a significant bonus for timing the key; you get 5 fragments for completing, but 12 if you complete in time.
    • In Aberrus, Raid Finder will drop Whelpling’s Shadowflame Crest Fragments. Most bosses will drop 10 fragments, but end bosses will drop 15 (which can be made into a full crest immediately!).
  • Drake’s Shadowflame Crests:
    • Outdoor content will have a limited quantity of Drake’s Shadowflame Crest Fragments. Elite unique creatures in the outdoor world will be the most common source, but the weekly wrapper and some scheduled content (somewhat analogous to Dragonflight launch’s Community Feast or Siege at Dragonbane Keep) will offer a healthy amount of them. These will be more limited in outdoor content than Whelpling’s Shadowflame Crests, but dedicated players will be able to collect multiple Drake crests per week.
    • Mythic Keystones from +6 up to +10 will drop Drake’s Shadowflame Crest Fragments. There’s still that significant bonus for timing the key; you get 5 fragments for completing, but 12 if you complete in time.
    • Normal Aberrus will drop Drake’s Shadowflame Crest Fragments. Most bosses will drop 10 fragments, but end bosses will drop 15.
  • Wyrm’s Shadowflame Crests:
    • Mythic Keystones from +11 to +15 will drop Wyrm’s Shadowflame Crest Fragments. Unsurprisingly for those people who read the earlier sections: there’s a significant bonus for timing the key; you get 5 fragments for completing, but 12 if you complete in time.
    • Heroic Aberrus will drop Drake’s Shadowflame Crest Fragments. Most bosses will drop 10 fragments, but end bosses will drop 15.
  • Aspect’s Shadowflame Crests
    • Mythic Keystones from +16 on up will drop Wyrm’s Shadowflame Crest Fragments. And yes, there’s a significant bonus for timing the key; you get 5 fragments for completing, but 12 if you complete in time.
    • Mythic Aberrus will drop Drake’s Shadowflame Crest Fragments. Most bosses will drop 10 fragments, but end bosses will drop 15.

For clarity on all of the above: these crests do not have a chance of dropping. They will drop every time. Crests acquisition is purely deterministic. (In some outdoor-content situations, there is quantity variance, but even in those circumstances they will always show up as long as you’re not at the acquisition cap.)

Please note that Shadowflame Crests are intentionally available at some key levels below the gear that would require them for early upgrades. For example, a +11 Mythic Keystone dungeon provides Wyrm’s Shadowflame Crest fragments. This allows players at this level of play to upgrade their Champion-level gear (also earned from +11 Mythic Keystone dungeons) above the 4/8 level, and creates a reason to run this more challenging content above the +9 keys that also drop Champion-track gear.

  • Veteran-track gear
    • Available in limited quantity in outdoor content. Suffusion Camps and the weekly wrapper quest will offer gear on this track.
    • Gear on this track will drop from the end-of-run chest in Mythic Keystone dungeons up to +8.
    • Raid Finder Aberrus will drop gear on this track.
  • Champion-track gear
    • The new World Boss will drop gear on this track. Under limited circumstances, players will be able to get this level of gear from Suffusion Camp activities.
    • Gear on this track will drop from the end-of-run chest in Mythic Keystone dungeons from +9 up to +16.
    • The Great Vault will award gear on this track for Mythic Keystone dungeons up to +7.
    • Normal Aberrus will drop gear on this track. Very rare items from Raid Finder Aberrus end bosses will also be on this track.
  • Hero-track gear
    • Gear on this track will drop from the end-of-run chest in Mythic Keystone dungeons from +17 and up.
    • The Great Vault will award gear on this track for Mythic Keystone dungeons from +8 up to +15.
    • Heroic Aberrus will drop gear on this track. Very rare items from Normal Aberrus end bosses will also be on this track.
  • Mythic gear
    • The Great Vault will award gear above the upgrade system’s range for Mythic Keystone dungeons of +16 and higher.
    • Mythic Aberrus will drop gear above the upgrade system’s range. Very rare items from Heroic Aberrus end bosses will also be above that range.

Q: Why cap item upgrades at all?

A: Because this is a (nearly) universal system, it includes things like outdoor gear. We’re going from a world where the Valor system only lets people who play a lot of M+ upgrade their gear to a world where everyone gets to upgrade their gear, even folks who are focused on outdoor play. The challenge here is that we’re still creating specific gear ecosystems for competitive players. We don’t want to create a world in which players need to run off-season M0s to get their BiS gear. We don’t want players feeling like they need to watch world quests to find the trinket that they need for raiding. And we don’t want to create incentives for players optimizing for Mythic raids to spend extra time to do Normal raids in order to get their best items. We want players to get their best rewards when they’re challenging themselves, and we want to minimize the amount of farming easy-to-them content that you need to do.

Q: These item names–Flightstones, Shadowflame Crests–are really specific to Dragonflight. Why not give them names that would work for a more evergreen system?

A: Well, for starters, this system isn’t evergreen. This is a system specifically for 10.1 and Season Two. It’s certainly designed with the potential for it to be evergreen, but it’ll be evaluated over the course of the season. We can’t tell you whether it’ll be here in Season Three because we don’t know yet.

There is a tentative plan for naming these upgrade components going forward, though. If the system continues in Season Three, we’ll swap out “Shadowflame” for an adjective more appropriate to the theming of that season. So in Season Three you’d collect a Season Three version of Flightstones, plus Whelpling’s [NEW ADJECTIVE HERE] Crests, Drake’s [NEW ADJECTIVE HERE] Crests, etc. Each season would change the adjective on the crest. Each expansion would change the name of the levels of crest to something more appropriate to that expansion’s theme. And the name “Flightstone” would probably change to something thematically appropriate as well.

I want to stress that this is a tentative plan and could easily change. And that’s assuming we keep the system. Right now, speaking only for myself and not the rest of the development team, I think it’s very likely we keep it and make small iterative improvements. But I can also see a world where it’s not quite the improvement to gearing that we’re looking for and we either return to the previous system or try something new for Season Three. The simple truth is that none of us can see the future, but this is what we’re trying for Season Two.

Q: For Shadowflame Crests, are we limited to how many times we can get them or how many times we can use them?

A: The cap is on acquisition. Every time you would get a crest fragment, the game tracks how close you are to cap and only gives you enough to reach the cap. So if you’ve already earned 140 whelpling crest fragments in the first week, and you would get another 12 crest fragments for finishing a +2 Mythic Keystone in time. Because you’re 10 fragments away from the cap, you’ll only get those 10 fragments.

Once you have crest fragments, you can combine them into Crests freely. And once you have the Crests, you can spend them freely at item upgrade vendors. The cap increases by 150 fragments (10 crests) weekly.

The cap does not apply to rewards from one-time quests (you’ll always be able to get those, and they won’t count against future earnings either) or from downgrading your Crests with Vaskarn in Loamm.

It’s great to see so much discussion about this system and hearing what people are looking forward to and worried about. I’ve been watching a lot of videos and reading forum threads and commentary on a bunch of different websites. And I encourage y’all to keep discussing it. Thoughtful, critical, and constructive player feedback is catnip for game developers.

-Chimes

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The only reason some of us farm lower lvl keys Blizzard, is because with your ridiculously low drop rates you put on trinkets along with a horrendous loot pool for target farming. This gives a good portion of us a slightly better better chance at maybe being able to equip one of those before the start of the next tier. I appreciate the gearing changes, but something needs to be done about dungeon trinket and weapon farming. I think my 87 runs of Nokhud and still no ragefeather drop is worthy of a new system for that.

Edited by ArthasStormrage87

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Uncommon Patron
2 hours ago, Staff said:

A: While that’s certainly an option, it’s not required, no. Getting an item on the Veteran upgrade track means that item can be upgraded to Veteran 8/8, which is the same ilevel as Champion 4/8, which is only 4 item levels lower than Hero 1/5. If you upgrade your gear to Veteran 8/8, you’ll be more than ready to do content that drops Hero-track gear.

holy shitz wtf does ANY of this mean this whole system is doa.

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10 hours ago, Grumar said:

holy shitz wtf does ANY of this mean this whole system is doa.

On the one hand it means that they are trying to make the gear let outdoors players be able to bother to try instanced content.

On the next tentacle it means they've doubled down on the This Xpac's Gear Only story for what to wear.  

"No upgrade works forever my son" -- King Terenas

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I don't understand why they find it necessary to have all these different progression routes. Everyone should just get the same gear. I personally like doing heroic raids, I think it'd be fine if people doing less difficult content were able to get the same ilvl gear that I can. I don't get why PVEers have a problem with this. Would they be mad that they can't go flex in LFR with their 420 ilvl?

 They need to come up with some other reward system for doing more difficult content. The end-game gear chase has gotten old. 

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I honestly think you lot just don't get it. I am an old CE raider, I have now quit raiding cause of the current gear system, I did 3 clears for not 1 piece of loot, so why bother. We need the loot to progress to higher lvls. Mythic plus was at least possible to progress with valor, we usually need to spam low keys for BIS gear, as said above, I did the 40 odd runs of NO for ragefeather, only to be lucky enough to have it gifted. Then I had to do the valor runs to upgrade to 415. Then we can push our io higher, do our 20's or above, but we have to get to at least 415 first. Getting into groups is near impossible as is, and without a huge io or ilvl, don't bother. Of course you would know this if any of you actually play the game. Guess I'll wait till 10.2, maybe we will have a half workable system. And all this on the stupid recrafting system, lets all sit at the AH for days at a time spamming trade for a recraft that no one does.

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Grenade Juggler now causes Wildfire Bomb to have a 25% chance to also fire an Explosive Shot at your target at 100% effectiveness (was 25% chance to reset the cooldown of Explosive Shot). Bombardier now grants two free charges of Explosive Shot after Coordinated Assault ends (used to make Explosive Shot have 0 cooldown and cost 0 Focus for 4 seconds). MAGE Hero Talents Spellslinger (Frost/Arcane) Splintering Orbs updated for Arcane only – The first enemy damaged by your Arcane Orb conjures 4 Arcane Splinters. Spellfrost Teachings updated for Arcane only – Spellfrost Teachings now automatically launches an Arcane Orb when it procs, rather than resetting the cooldown of Arcane Orb. Developer’s note: The difference in effectiveness between Arcane Orb and Frozen Orb in single target versus AOE is stark. These changes should help Arcane Mages to feel as though they’re still getting full benefit out of their Hero Talents in single target relative to Frost Mages, who can much more easily get full benefit. Sunfury (Arcane/Fire) Lessons in Debilitation no longer casts a crowd-controlled spell when you summon your Phoenix. Developer’s note: Mages having access to a free, off global cooldown crowd-controlled spell every time they use their cooldowns was proving to be too problematic in all forms of content. Gravity Lapse now benefits from Time Manipulation in the Mage Class Tree. Fixed an issue that was causing Spellfire Spheres to be removed from players upon starting an encounter. Meteorites will now properly benefit from damage amplification effects and proc on-damage effects. Codex of the Sunstriders has been redesigned – Over its duration, your Arcane Phoenix will consume each of your Spellfire Spheres to cast an exceptional spell. Upon consuming a Spellfire Sphere, your Arcane Phoenix will grant you Lingering Embers, increasing your spell damage by 2%. Stacks up to 5 times. Spellfire Spheres now properly increase periodic spell damage. Arcane Glorious Incandescence has been redesigned – Consuming Burden of Power causes your next cast of Arcane Barrage to grant 4 Arcane Charges and call down a storm of 4 Meteorites on its target. Mana Cascade has been redesigned – Casting Arcane Blast or Arcane Barrage grants you 1% Haste. Stacks up to 10 times. Multiple instances may overlap. Spellfire Spheres are now generated by casting 6 Arcane Blasts or Arcane Barrages (was consuming Clearcasting). Fire Sun King’s Fury-enhanced Pyroblasts and Flamestrikes will correctly grant Combustion when you gain Hyperthermia during the Sun King’s Fury hard-cast. Arcane The position of many nodes on the Arcane spec tree has changed. Developer’s note: We’re making some updates to the Arcane tree this week but some extra talent nodes didn’t quite make the build. Expect to see them in the coming weeks. Nether Munitions has been redesigned – When your Touch of the Magi detonates, it increases the damage all affected targets take from you by 8% for 12 seconds. Improved Touch of the Magi is no longer a choice node with Magi’s Spark. Magi’s Spark and Nether Munitions are now a choice node. Magi’s Spark explosion damage increased by 300%. Magi’s Spark echo damage increased to 100% (was 50%). Magi’s Spark’s explosion will now properly benefit from spell damage amplification effects and will contribute to Touch of the Magi. Arcane Blast damage increased by 10%. Arcane Barrage damage increased by 12%. Arcane Missiles damage increased by 10%. Leydrinker chance to trigger increased to 15% (was 10%). Leydrinker now echoes for 50% damage (was 15%). Arcane Missiles, Arcane Barrage, Supernova, and Shifting Power can now properly generate Clearcasting. Wizened Wit removed. Nerub-ar Palace Class Set (2) Set and (4) Set Bonus updated – Now benefits Arcane Barrage instead of Arcane Explosion. (4) Set Bonus proc chance reduced to 5% (was 10%). (4) Set Bonus damage buff increased to 20% (was 10%). Fire Pyromaniac procs now count as consuming a Hot Streak, and this is now communicated in the talent tooltip. Pyromaniac Flamestrike and Pyroblast echoes can no longer contribute to Hot Streak. Living Bomb damage reduced by 30%. Sparking Cinders damage bonus reduced to 10% (was 15%). Sparking Cinders will now trigger at most 3 times a minute, increased with Haste. Phoenix Flames damage reduced by 10%. Pyroblast damage reduced by 10%. Intensifying Flames Ignite damage bonus reduced to 20% (was 25%). Frost New Talent: Permafrost Lances – Frozen Orb increases Ice Lance’s damage by 15% for 15 seconds. Ice Caller is now located at Snowstorm’s previous location. Fixed an issue that allowed Frost Spellslingers to generate Splinters with other player’s Winter’s Chill. Snowstorm removed. Nerub-ar Palace Class Set (2) Set Bonus has been redesigned – Ice Lance damage increased by 8%. (4) Set Bonus has been redesigned – Damage from Fingers of Frost enhanced Ice Lances invoke a Frigid Pulse, dealing Frost damage to nearby enemies. Damage reduced beyond 8 targets. Developer’s note: The previous Frost Mage set bonuses were benefitting Spellslinger far more than Frostfire, which contradicted our stated goals for the 11.0 Tier Sets. We’re glad everyone liked the designs of the previous iterations of the tier sets and are investigating implementing them into the Frost tree. MONK Brewmaster Heightened Guard reduced to 40%. Windwalker Chi Burst has been redesigned – Your damaging spells and abilities have a chance to activate Chi Burst, allowing you to hurl a torrent of Chi energy up to 40 yards forward, dealing Nature damage to all enemies, and healing to the Monk and all allies in its path. Healing and damage reduced beyond 5 targets. Fixed an issue that caused Chi Burst to deal more damage than intended while Storm, Earth, and Fire was active. PALADIN Hero Talents Herald of the Sun (Holy/Retribution) Holy Sun’s Avatar healing reduced by 40%. Dawnlight healing reduced by 20%. Sun’s Avatar now activates 1 Dawnlight when Awakening activates Avenging Wrath (was 4). Second Sunrise can no longer active Divine Purpose. Sun’s Avatar will now always pick players when applying its friendly Dawnlights. Fixed an issue that caused Awakening to stack from Second Sunrise. Fixed an issue that caused Sun’s Avatar to not activate when Awakening extends an Active Avenging Wrath. Retribution Sun’s Avatar now triggers 1 Dawnlight when Avenging Wrath is triggered by Radiant Glory (was 4). Lightsmith (Holy/Protection) Sacred Weapon now deals area of effect damage/healing. Shining Light stacks to a maximum of 2. Holy Divine Favor has been redesigned – Now a passive that triggers automatically after you cast Holy Prism or Barrier of Faith. Several talent locations have moved to facilitate Divine Favor’s choice node moving below Holy Prism’s choice node. PRIEST Cauterizing Shadows can now trigger from enemies dying with Shadow Word: Pain or Purge the Wicked active regardless of the duration of the effect. Added 5% spell variance to Power Word: Shield and Luminous Barrier. Hero Talents Voidweaver (Discipline/Shadow) Void Blast damage reduced by 25%. Discipline Fixed an issue causing Dark Reprimand to consume 2 charges of Premonition of Insight. Holy Fixed an issue causing Holy Fire with Empyreal Blaze active to consume Premonition of Insight. Fixed an issue causing Holy Word: Chastise to consume 2 charges of Premonition of Insight. Shadow Fixed an issue causing the range of Psychic Link to not be increased by Phantom Reach. ROGUE Hero Talents Deathstalker (Assassination/Subtlety) Deathstalker’s Mark damage increased by 100% and it now applies 2 marks baseline (was 3). Hunt Them Down damage increase by 100%. Lingering Darkness increased to 30 seconds. Flensing Knives damage increased by 100%. Darkest Night now grants 40 Energy (was 60), applies 2 stacks of Deathstalker’s Mark (was 3) and its damage has been increased by 100%. Developer’s note: These changes were applied via hotfix during last week’s Beta testing. WARLOCK Hero Talents Diabolist (Destruction/Demonology) The cast time of Infernal Bolt has been increased to 2 seconds (was 1 second). Ruination damage is now reduced beyond 8 targets. Overlord, Mother of Chaos, and Pit Lord are now visible to other players at a reduced scale and will retain their original scale for the summoner. Overlord now charges its target rather than leaps. Mother of Chaos’ Chaos Salvo visual has been updated. Hellcaller (Destruction/Affliction) Seeds of Their Demise has been redesigned for Destruction – Blackened Soul damage increased by 30%. When Blackened Soul deals damage, you have a chance to gain 2 stacks of Flashpoint. Zevrim’s Resilience healing increased by 90%. Soul Harvester (Demonology/Affliction) New Talent: Gorefiend’s Resolve – Targets resurrected with Soulstone resurrect with 40% additional health and 80% additional mana. Spirited Away has been removed. Affliction Death’s Embrace has been redesigned – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 10% (was 5%) when your target is at or below 35% health (was 20%). Malediction has been redesigned – Increases the critical strike chance of Agony, Corruption, and Unstable Affliction by 10%. Malign Omen has been moved to row 9. Dark Harvest has been moved to row 10. Demonology Blood Invocation has been redesigned – Power Siphon increases the damage of Demonbolt by an additional 25%. Doom is now passive and has been redesigned – When Demonbolt consumes a Demonic Core it inflicts impending doom upon the target, dealing Shadow damage to enemies within 10 yards of its target after 20 seconds. Damage is reduced beyond 8 targets. Consuming a Demonic Core reduces the duration of Doom by 2 seconds. Impending Doom has been redesigned – Increases the damage of Doom by 30% and Doom summons 1 Wild Imp when it expires. Doom Eternal has been redesigned – Demonic Cores reduce the duration of Doom by an additional 2 seconds. Infernal Presence damage reduced by 50%. Destruction New Talent: Unstable Rifts – Bolts from Dimensional Rift deal 25% of damage dealt to nearby enemies as Fire damage. Chaos Incarnate has been redesigned – Chaos Bolt, Rain of Fire, and Shadowburn always gain at least 70% of the maximum benefit from your Mastery: Chaotic Energies. Dimension Ripper has been redesigned – Incinerate has a chance to tear open a Dimensional Rift or recharge Dimensional Rift if learned. Raging Demonfire now extends Immolate by 0.5 seconds (was 0.2 seconds). Summon Infernal has been moved to row 6. Crashing Chaos has been moved to row 7. Rain of Chaos has been moved to row 7. Crashing Chaos and Rain of Chaos now share a node. Ruin has been moved to row 8. Dimensional Rift has been moved to row 9. Diabolic Embers has been moved to row 9. Improved Chaos Bolt has been moved to row 9. Dimension Ripper has been moved row 10. Infernal Brand has been removed. WARRIOR Reverted an unintentional change to Intervene’s tooltip. Hero Talents Arms Reap the Storm now also triggers from Cleave for Arms. Arms Blademaster’s Torment has been redesigned – Activating Avatar casts Sweeping Strikes and while Avatar is active the cooldown of Cleave is reduced by 1.5 seconds. Developer’s note: With recent updates to Bladestorm, this talent went from strong synergy to a near-lock-in, particularly for Slayers. Total Bladestorm uptime was also becoming disruptive, so we’ve redesigned this talent to be useful in AOE situations and provide a different rotational cadence during Avatar. Warlord’s Torment tooltip updated with detailed information. No functional changes. Fury Berserker’s Torment tooltip updated with detailed information. No functional changes. Titan’s Torment tooltip updated with detailed information. No functional changes. Odyn’s Fury damage increased by 133% overall. Reckless Abandon now buffs your next Bloodthirst and Raging Blow. Protection Immovable Object tooltip updated with detailed information. No functional changes. PET BATTLES
      Added a gossip to Questzertauren so that players can unlock 3 battle pets from The War Within as well as 3 ultimate battle pet training stones to test the new pet battles. PLAYER VERSUS PLAYER
      CLASSES DEATH KNIGHT Strangulate (PvP Talent) now overrides Asphyxiate, but its cooldown is decreased to 45 seconds (was 60 seconds), its duration is increased to 5 seconds (was 4 seconds), and its range is increased to 20 yards (was 15 yards). DEMON HUNTER Cleansed by Flame now cleanses 1 magical effect (was all). DRUID New PvP Talent: Tireless Pursuit – For 5 seconds after leaving Cat Form or Travel Form, you retain up to 40% movement speed. High Winds has been redesigned – Increases the range of Cyclone, Typhoon, and Entangling Roots by 5 yards. HUNTER Tranquilizing Darts (PvP Talent) has been removed. MAGE New PvP Talent: Fireheart – Blazing Barrier’s damage is increased by 500%. Flamecannon (PvP Talent) has been removed. MONK Grapple Weapon (PvP Talent) range reduced to 20 yards (was 30 yards). Mistweaver New PvP Talent: Rodeo – Every 3 seconds while Clash if off cooldown, your next Clash can be reactivated immediately to wildly Clash an additional enemy. This effect can stack up to 3 times. Windwalker New PvP Talent: Rodeo – Every 3 seconds while Clash if off cooldown, your next Clash can be reactivated immediately to wildly Clash an additional enemy. This effect can stack up to 3 times. New PvP Talent: Rising Dragon Sweep – Whirling Dragon Punch knocks enemies up into the air and causes them to fall slowly until they reach the ground. The following PvP talents have been removed: Mighty Ox Kick Alpha Tiger PALADIN New PvP Talent: Wrench Evil – Turn Evil’s cast time is reduced by 100%. Judgments of the Pure (PvP Talent) has been removed. SHAMAN Skyfury Totem has been redesigned – Now triggers when casting Primordial Wave (was actively cast). WARLOCK Call Fel Lord damage increased by 80%. Fel Obelisk (PvP Talent) has been removed. WARRIOR Master and Commander now reduces the cooldown of Rallying Cry by 90 seconds (was 60 seconds). Battlefield Commander (PvP Talent) now increases the radius of Piercing Howl by 50% (was root targets for 2 seconds). Death Sentence (PvP Talent) has been removed. Arms Storm of Destruction has been redesigned – Now reduces healing on affected targets by 25% for 10 seconds (was reduce the cooldown of Bladestorm and Ravager). Duel (PvP Talent) duration increased to 12 seconds and its sound effect has been changed to be more noticeable. Fury Enduring Rage (PvP Talent) can now activate Recklessness without Enrage active and the duration of the Recklessness granted has been increased by 1 second. Slaughterhouse now stacks its effect if another healing reduction effect is active and overrides its effect once its effectiveness would surpass the active healing reduction effect or the active healing reduction effect is removed. The following PvP talents have been removed: Bloodrage Storm of Destruction (Fury only) REWARDS Developer’s note: In conjunction with the conquest earned update, we wanted to provide additional context on how players will earn their weapons. In 11.0 Season 1, players can earn a set of Conquest weapons suitable to their specialization without having to spend Conquest. Players can pick up the quest, “Weapons of Conquest” either by entering a Rated PvP match or by going to Dornogal to speak with the Conquest Quartermaster, Lalandi. This quest will task them with earning 2500 Conquest, which is achievable on Week 3 of the season. Players can then complete this quest by speaking with Lalandi. She will give you weapons, shields, and off-hands appropriate for your specialization. After completing this quest, players will be able to use Conquest to purchase weapons from Lalandi as normal.
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