Damien

Blood Death Knight 6.2

82 posts in this topic

This thread is for comments about our Blood Death Knight guide.

Share this post


Link to post
Share on other sites

On the page here, there is an issue with potions:

 

3.3. Potion

During the encounter, your best choice for a potion will be wow_icon_trade_alchemy_potiond5.jpg Potion of Mogu Power for physical damage and wow_icon_trade_alchemy_potiona2.jpg Master Healing Potion for magic damage.

 

I'm sure the Master Healing Potion should be a Potion of the Jade Serpent in order to increase Magic Damage

Share this post


Link to post
Share on other sites

The potion is to deal with/decrease magical damage, not increase it.

Share this post


Link to post
Share on other sites

On the page here, there is an issue with potions:

 

3.3. Potion

During the encounter, your best choice for a potion will be wow_icon_trade_alchemy_potiond5.jpg Potion of Mogu Power for physical damage and wow_icon_trade_alchemy_potiona2.jpg Master Healing Potion for magic damage.

 

I'm sure the Master Healing Potion should be a Potion of the Jade Serpent in order to increase Magic Damage

The idea is that the Healing Potion heals you up (after you have taken magical damage), while the Potion of Mogu Power gives you strength, which in turns increases your attack power. This in turn increases the self-healing from Death Strike... which means higher Mastery shields that protect against physical damage!

Share this post


Link to post
Share on other sites

Hi and thanks for summon up the new thanking guide and making an effort to extend the en-depth knowledge of the subject. However I came across the section on minor glyph saying "there are no interesting or relevant minor glyph"

 

Please consider the enter minor glyph:

Glyph of resilient grip

Glyph of Army of the dead

 

as these are pretty vital for blood tanking

 

 

 

Share this post


Link to post
Share on other sites

Hi and thanks for summon up the new thanking guide and making an effort to extend the en-depth knowledge of the subject. However I came across the section on minor glyph saying "there are no interesting or relevant minor glyph"

 

Please consider the enter minor glyph:

Glyph of resilient grip

Glyph of Army of the dead

 

as these are pretty vital for blood tanking

Thank you! I'm going to include them in the guide, that's a great idea.

Share this post


Link to post
Share on other sites

I realize that with the various tuning passes, stat weights are changing.  But I felt compelled to point out that the optimal enchants, gems, and stat weights given here for Blood DK's aren't even close to a match for Ask Mr. Robot.  Main reason I mention it is the Ask Mr. Robot link directly in the guide is bound to lead to some confused people.

 

Beyond that, thanks so much for putting the guide together.

Share this post


Link to post
Share on other sites

I realize that with the various tuning passes, stat weights are changing.  But I felt compelled to point out that the optimal enchants, gems, and stat weights given here for Blood DK's aren't even close to a match for Ask Mr. Robot.  Main reason I mention it is the Ask Mr. Robot link directly in the guide is bound to lead to some confused people.

 

Beyond that, thanks so much for putting the guide together.

 

Agree - and the Str>Mastery>Haste seems very light/brief. What about Crit, Multistrike and Bonus armour?

Share this post


Link to post
Share on other sites

 

Agree - and the Str>Mastery>Haste seems very light/brief. What about Crit, Multistrike and Bonus armour?

 

I've fixed the issue (though not much has necessarily changed in practice until we get real access to the new stats). Thank you for pointing it out :)

Share this post


Link to post
Share on other sites

Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

Share this post


Link to post
Share on other sites

Hello, I think you've forgotten about crit when you made the stat priority smile.png

Share this post


Link to post
Share on other sites

Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

 

There's no need for glyph of outbreak as a tank. Once you outbreak the boss on pull you should easily keep all of your diseases refreshed and spread onto every target with blood boil, especially since it's the only thing we can use blood runes on now, other than a couple of cooldowns. As long as your diseases don't drop of more than once per minute (which they shouldn't if you're blood boiling) you can refresh again with outbreak if they happen to drop for some reason.

 

really the glyph is just a waste of 30rp.

Share this post


Link to post
Share on other sites

Hello, I think you've forgotten about crit when you made the stat priority smile.png

 

He did. for right now priority on stats you can actually get should be:

 

Str > Bonus Armor > Mastery > Crit > Haste

 

Str is 1:1 the best stat, but for gemming you would want either mastery for purely more survival, or crit if you want some hybrid dps+avoidance.

Share this post


Link to post
Share on other sites

 

Just one question

 

If I have Glyph of outbreak, how can I start the rotation if I don't have runic power?

 

There's no need for glyph of outbreak as a tank. Once you outbreak the boss on pull you should easily keep all of your diseases refreshed and spread onto every target with blood boil, especially since it's the only thing we can use blood runes on now, other than a couple of cooldowns. As long as your diseases don't drop of more than once per minute (which they shouldn't if you're blood boiling) you can refresh again with outbreak if they happen to drop for some reason.

 

really the glyph is just a waste of 30rp.

 

I believe Flesh was talking about taking PL and glyph of Outbreak. I would taunt to get aggro before ranged pull on me while I get in melee range. I would BB next because it can be done from range and then DS. This will get all your runes to start recharging and also have enough RP to Outbreak. 

 

If you don't want to wait on the RP, you can IT while running in and then PS. However, getting the 30 RP shouldn't take too long and is not going to hurt waiting for it. 

Share this post


Link to post
Share on other sites

Thanks for the advices. I got used to tank with a runic power based build, not the standard rune based one. Now there's no way to tank like that with the new DK  sad.png

Share this post


Link to post
Share on other sites

Why has everything changed to multistrike?

Because it's very good :)

Share this post


Link to post
Share on other sites

I think there is a new useful macro for when you take the Glyph of Death Coil.

 

/cast [mod:alt, @mouseover, help] Death Coil

/cast [@target, harm] Death Coil.

 

It allows you to cast death coil at your target, but if you hold alt and cast the spell, you can hit an ally to place the shield on them.

 

Share this post


Link to post
Share on other sites

Because it's very good smile.png

 

Thanks a lot!  I can understand the chance to do a little more damage might be "very good" but I cannot see how it is better than other stats like Stanima for a tank build?  Surely doing extra 30% damage hits is nice for questing or for dps, but this is a guide to tanking during raids? Why would I build a tank and then stack multistrike?  Sorry, I am new to WoW so this might be a stupid question, I am just a little confused and was hoping you could offer more explanation, I think the guide could be fluffed up a bit in this section

Share this post


Link to post
Share on other sites

Does multistrike (highly rated stat) have some different mechanics re: say Death Strike than crit (didn't even make the list) does? Intuitively they seem similar to me.  Or is the reason that Multistrike allows for multiple heals & absorb shields while crit doesn't?  

Share this post


Link to post
Share on other sites

Multistrike gives you more Runic Power thanks to Runic Strikes (passive). That means more stuff you can do in the fight and less downtime. It also means you get off more Death Coils, so you get a better Shadow of Death and you get more Blood Tap charges.

 

Stamina stacking, as we explain, is not ideal. It's good rarely, and it's always good "to an extent" (until you're comfortable with the health pool), but otherwise it turns you into a big sponge. For pure survival, you might be better off stacking something like Mastery, but the difference won't be that great, and Multistrike does also give you lots of extra DPS. Once the raids hit and we see exactly what works and what doesn't, we'll be sure to update.

Share this post


Link to post
Share on other sites

Multistrike gives you more Runic Power thanks to Runic Strikes (passive). That means more stuff you can do in the fight and less downtime. It also means you get off more Death Coils, so you get a better Shadow of Death and you get more Blood Tap charges.

 

Stamina stacking, as we explain, is not ideal. It's good rarely, and it's always good "to an extent" (until you're comfortable with the health pool), but otherwise it turns you into a big sponge. For pure survival, you might be better off stacking something like Mastery, but the difference won't be that great, and Multistrike does also give you lots of extra DPS. Once the raids hit and we see exactly what works and what doesn't, we'll be sure to update.

 

I understand that Multistrike is very good with the RP generation which leads to more runes, %HP stacking and potential healing/absorbs via deathstrike MS'n... but I am still debating if it is better than Mastery for enchants.

 

Granted, we're only talking about ~270Mastery vs 284MStrike (5% bonus) if you're to fully enchant one way or the other... I'm just wondering since Mastery is a catch'all kind of stat that smooths things out and is reliable versus something that is more prone to spiking. 

 

Does Mastery hit some caps that make it not as good or do you think that the MStrike benefits really outweigh Mastery?

 

Any numbers backing this explanation would be awesome too... I like numbers. smile.png

Share this post


Link to post
Share on other sites

Unless I'm misunderstanding how the "Enhanced Death Coil" buff works, I would argue that "Glyph of Outbreak" and "Breath of Sindragosa" are no longer worth taking (or at least, more complicated of a choice) because of the buff from "Enhanced Death Coil".  

 

"Enhanced Death Coil" gives you 3% more health for 30s and the effect stacks each time you cast a new Death Coil.  However, each "buff" is on an individual timer; i.e. 30s after you cast the first Death Coil, the health gain (3%) from that would disappear and your max health would drop, but you would still have the health buff from any other Death Coils you'd previously cast.  This results in a multiplicative health gain the more Death Coils you cast until your health eventually starts to drop as the buffs fall off (so we'd likely see a quick rise to a certain plateau which would then stabilize).  

 

Because of the above, "Glyph of Outbreak" and "Breath of Sindragosa" now having the negative side-effect of causing a Blood DK to cast fewer Death Coils and thus the buff from "Enhanced Death Coil" will not stack as high/will not be refreshed as often.  The net effect of this would be that you'd be trading the utility of (1) having an extra Death Strike (assuming you needed more than one within the 30s cd of Outbreak and couldn't get it through Blood Tap), or (2) the additional AoE damage spell for more overall health.  

 

I could see why "Glyph of Outbreak" or "Breath of Sindragosa" could be more useful due to easier situational manipulation, but overall I would imagine that the additional health (alleged to plateau at as much as 20-25%) provided by the "Enhanced Death Coil" buff means Blood DKs should really use their RP on Death Coil as often as possible rather than to spend RP on getting more Outbreaks (even with the added utility of getting an extra death strike) or adding yet another AoE damage spell to our arsenal.  

 

That being said, if the buff from "Enhanced Death Coil" adds to your max health while not increasing your current health, everything I said above would be rendered moot unless you were being topped off (and, according to Blizzard, healers shouldn't have to do that as much in WoD raids).  

 

At the very least, I would think all of the above would add an extra wrench into the "optimal" talents & glyphs for Blood DK such that you should refer to your particular raid situation a bit more (e.g. if you tend to receive a lot of overhealing, then even if the Enhanced Death Coil buff applies only to max health and not current health, the extra max health would still probably be more useful since you'd actually be using some of those overheals).  

Share this post


Link to post
Share on other sites

It took me a few hours to get used to the new rotation, but overall Blood seems to play just like before.

 

Having Death Coil as a mana dump just seems like gravy as I wasn't using death coil at all before.

 

I don't mind have less buttons to put in the rotation and with the new health pools I'm not having any trouble keeping my head above water.

 

Now just to get to 100.

Edited by SkuulzonVelen

Share this post


Link to post
Share on other sites

At the moment it doesn't look like Bladed Armor is mentioned anywhere in this guide, so I suggest you elaborate on Strength vs Bonus Armor in more depth. Here is my take, feel free to correct me if I am misinterpreting something.

Bonus Armor should be considered the most valuable stat for Blood. Bladed Armor (http://www.wowhead.com/spell=161608/bladed-armor) provides the same amount of attack power per point as strength and also increases physical damage reduction. 

This complies with your guide when it comes down to choosing rings, capes, and neck pieces. Attack Power outweighs the amount of physical damage reduction provided by Bonus Armor point for point, so it should never be optimal to equip an item with bonus armor and agility due to primary vs secondary stat budgets on these items.

Trinkets are a little different though since primary and secondary stat budgets are almost always 1:1 at the same item level. Procs aside, a trinket with bonus armor should always be valued higher than a trinket with an equal amount of strength.

The editors of this site are surely better than I when it comes to wording and structuring these guides for easier reading by the masses, but you could present this information simply by explaining Bladed Armor in the stat priority section. You may also consider adding a note about bonus armor trinkets being preferable to strength trinkets in your "gearing up" section.

Side note, it may be worth mentioning in your guide that the bonus armor potion is the best option for pre-potting since it provides 500 more attack power than the strength alternative.

Thanks for reading. Again, please let me know if I am misunderstanding something and everything I know about my Blood DK is a lie!

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Stan

      May is ahead of us and Blizzard published a list of events that await us in Azeroth in the upcoming month. 
      Don't forget to check out our "This Week in WoW" series (published every Tueday), where we preview all events in more detail on a weekly basis!
      Blizzard (Source)
      Time flies when you’re fighting the Burning Legion! May is already looming over us, much like the Sentinax looms over the Broken Shore. Despite the long shadow cast by this Legion ship, Azeroth’s champions fight on—and there are still bright moments ahead. Keep an eye on your in-game calendar for exact start and end times of the many events this month so you don’t miss a thing!
      In Game Events
      Children's Week (May 1 - 8)

      Show an orphan what the hero’s life is like! Visit Orphan Matron Nightingale in Orgrimmar, Orphan Matron Mercy in Shattrath, or Orphan Matron Aria in Dalaran and make a child’s dream come true.
      Battleground Bonus Event (May 2 - 8)
      While this event is active, random Battlegrounds will award Honor at an increased rate. Glory awaits in the fields of battle!
      PvP Brawl: Warsong Scramble (May 2 - 8)
      Do you have a flag? Warsong Gulch has always been the scene of an epic capture-the-flag battle, but what happens when you can capture your enemy’s flag without having your own at your base? Find out when you step into this PvP Brawl! We’ve also added a few more power-ups to the field of battle to stir things up a bit. To win, your team will need to be the first to capture five flags.
      Darkmoon Faire (May 7 - 13)
      Meet Silas Darkmoon and his troupe, play games that test mind and nerve, and behold exotic sights from the four corners of Azeroth and beyond!
      Legion Dungeon Event (May 9 - 15)
      While this event is active, the final boss of each Legion dungeon awards an extra item when defeated.
      Spring Balloon Festival (May 10 - 12)
      The skies are clear; the wind is calm—it’s a great day for hot air ballooning. Hop into a hot air balloon, enjoy the scenery, and make some new friends!

      Pet Battle Bonus Event (May 16 - 22)
      While this event is active, your pets will earn experience at triple the usual rate! Get out there and battle!
      PvP Brawl: Deepwind Dunk (May 16-22)
      Can you even dunk? If you want to win this Brawl, you’re going to need to work on your skills because Dunkball has come to Pandaria. You’ll race to claim balls from the map’s center, or northern, or southern mines, take them to your enemy’s base, and then go for a magnificent long range shot or go all in for the dunk.
      Cataclysm Timewalking Dungeon Event (May 23 - 29)
      While this event is active, players level 86 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from the Cataclysm expansion. While Timewalking bosses will yield loot appropriate for a player’s regular level.
      Glowcap Festival (May 27)
      Today, the sporelings of Sporeggar in Zangarmarsh hold their annual mushroom festival. Help them keep the great Fshoo alive as long as possible!
      Arena Skirmish Event (May 30 - June 5)
      While this event is active, Arena Skirmishes will award Honor at an increased rate. Will you answer the call to battle?
    • By Alwaysmiddle
      Thanks for the ride guys, I hope everyone luck in the future. Our guild will be finished here, it's been fun.
    • By Stan

      Tuning for Beast Mastery Hunters continues and Blizzard reverted changes made to Wild Call triggering. Dire Beast and Dire Frenzy will have two charges baseline The Mantle of Command (Legendary shoulders) will be changed to increase the proc chance of Wild Call.
      Changes above should result in more Focus and a more fluid rotation for Beast Mastery Hunters.
      Blizzard (Source)
      Hi Beast Masters. We’ve been reading your feedback and trying different sets of changes for Beast Mastery Hunters internally and on PTR.

      To start, we are reverting all 7.2.5 changes we’ve made so far to how Wild Call triggers. Instead, Dire Beast and Dire Frenzy will have 2 charges baseline. The Mantle of Command (legendary shoulders that currently add +1 charge to Dire Beast/Dire Frenzy) will be changed to instead further increase the proc chance of Wild Call. 

      Overall, this will result in more Focus for all Beast Mastery Hunters, resulting in a more active rotation. Additionally, this gives all Beast Mastery Hunters access to a Dire Beast/Dire Frenzy with 2 charges playstyle that is more engaging and fun, allowing you to make decisions on when to use the buttons, instead of feeling like you should most often simply push them on cooldown.

      We’ve been trying other iterations of changes surrounding Dire Beast/Dire Frenzy and Wild Call, including increasing Dire Beast/Dire Frenzy Focus generation or versions that avoided changing the legendary shoulders drastically, but ultimately reached the conclusion that giving 2 charges to the abilities baseline, which many of you have asked for, was the best change for the spec at the current time. We appreciate your patience while we try different iterations on PTR.

      We are also making a few other less major changes to the spec in the next PTR patch, including: Aspect of the Wild will reduce the global cooldowns of your damaging abilities by 0.2 seconds, allowing you to more reliably spend the Focus you’re generating while it's active, especially with Dire Beast/Dire Frenzy going off. Kill Command and Dire Frenzy will cause your pet/Hati to charge up to 40 yds (up from 25 yds) to the target, matching the max range of your ranged abilities. When your pet casts Dash, Hati will also gain Dash for the same duration.
    • By Stan

      Volunteer Guard Day micro-holiday is here and Blizzard continues to discuss 7.2.5 Brewmaster Monk / Discipline Priest class changes.
      Volunteer Guard Day
      /Salute a guard to receive the Volunteer City Guard buff. You will be periodically attacked by City Invaders. The buff persists through death. More details are included in our preview here.
      Patch 7.2.5 Class Discussion
      Class discussions are ongoing for Brewmaster Monks & Discipline Priest. If you've missed the previous round you can find it here.
      Brewmaster Monk
      Blizzard (Source)
      Lots of great feedback here on the latest build so far. Thanks.

      Latest thoughts:
      Spitfire - It's a fun playstyle option for people, but having both defensive (even without it being an increase to Hot Blooded, it's still more Elusive Brawler stacks) and offensive value (more Breath of Fires for damage), it's hard to fit it anywhere in the talent tree, and it complicates artifact trait values. We're going to just cut if for now (may return at some point in the future when it fits in better). Niuzao will return, and will simply deal more damage to make him competitive with the row.

      Blackout Combo - Yeah, the 2sec rotation is problematic. Some people like the frantic gameplay, but we think other talent combinations deliver on that better anyway. The main problems with it are that it invalidates a ton of other talent choices, actually *reduces* rotational choice because you just combo everything instead of having to choose what you combo, causes energy capping issues, is a massive buff to the talent potentially upsetting talent balance, and is too fast-paced without any other contribution. We're going to return it to 3sec, where you can pair it with other GCD-filling talents to create the frantic playstyle if you prefer, without causing the above issues.

      Hot Blooded and Dragonfire Brew - Baseline, Hot Blooded is very strong. 1% DR per bronze trait is already on the extremely strong side. The Legendary chest was created with Hot Blooded in mind as its defensive benefit. But that gets a little out of hand when we added 4th points to Bronzes, and you min/max relics, increasing it to the massively-OP level of 7% DR for a legendary. Then the 7.2.5 changes also add more Elusive Brawler stacks to that. We're going to adjust these two traits in order to better balance trait and legendary values: Dragonfire Brew will also increase the duration of Breath of Fire's DoT by 100%, giving it defensive value. Hot Blooded will now be active the whole time, instead of ~half the time without the Chest, and so is changing to 1% DR per point to compensate.

      EDIT: Overall Tuning - As always, overall tuning happens late in the process. Don't worry about overall power level of Brewmasters when giving feedback on these changes.

      Thanks all!
      I have a feeling there's a disconnect between how much the monk community value those elusive brawler stack and how the Developers value them.

      First off, as said many times, dodge doesn't do anything VS magic damage or VS any kind of boss threatening ability as they are undodgeable even if physical (ex: spellblade annihilate).

      From a mythic raider point of view, those dodge stacks hardly do anything, as bosses auto-attack (the only thing that's dodgeable) are the least threatening form of damage we have to face.

      From a M+ dungeon point of view, those stack comes and go so fast nobody will notice the buff... having 100% dodge chance for 1 auto-attack out of the 5+ weak mob training you hardly change anything... 

      It's also one of the reason people hardly, if ever, use blackout combo to empower purify.
      We value it based upon its actual real world value, not a theoretical worst case that doesn't actually exist. You should too.

      Yes, Elusive Brawler does nothing against Magic/undodgeable damage. However, apart from some extremely niche situations like Star Auger, it's not that piercing damage alone that kills you; it's the combination of those and other damage that is dodgeable. Nowhere is this more true than on Brewmasters, where there is no spike damage, only smoothed total damage (which is mostly auto attack damage). Mastery drastically reduces the total damage you take, which is the only thing scary to a Brewmaster anyway.
      Discipline Priest
      Blizzard (Source)
      Thanks for all the feedback. As I mentioned last week, there was a lot of rapid iteration going on so it was hard to give any detailed updates. This build is a more complete set of changes that seems to be going in a good direction, though there are still some issues to work out.

      --Talent balancing. In particular, Evangelism is an idea we like, but finding serious competition for it as a raid talent might be hard. It probably needs to be against heavier hitters like Power Infusion (especially if that helps it be less of a one-note cooldown stacking build). There will likely be further iteration on talent arrangement to better accommodate the new additions.

      --Mana. The spell whose cost is most important for balance purposes is Plea, because it is now the most efficient way to convert excess mana into Atonements. We reduced the cost so it would make more sense when compared against Shadow Mend and Radiance, but have to keep an eye on whether that leaves mana as a reasonable limiter on how much Atonement you can spread over the course of an encounter.

      --Overall Atonement count. The changes in the last build helped fix a lot of mechanical issues, but also added a lot of raw power to the spec, particularly in terms of Atonement spread/uptime. And particularly Evangelism returns a lot of the burst-Atonement coverage that currently dominates Disc raiding. That's not necessarily a problem if everything else about the spec is working well, and it's good to continue having a bit of a niche that Disc is used to in Legion. But as discussed in my first post, if it's as easy to blanket the raid as it is on live, that limits the spec somewhat. 

      While this is something we'll monitor throughout PTR, especially with more internal and external raid testing, there is definitely a worry that in order to balance the spec at this point, the Atonement transfer % would have to go down, which is the opposite of the stated goal. We don't want to be in that position at the end of PTR when it's harder to make other changes.
    • By Stan

      Roundup of today's Live Q/A with Game Director Ion "Watcher" Hazzikostas. Tomb will open somewhere between mid to late June. Exalted reputation requirement for Class Mounts was removed. Legendary items will be upgradable through essences, similar to 7.1.5.
      Legion Class Q/A was considered multiple times, but talking about a single spec wouldn't be too compelling to viewers playing a different class.
      Broken Shore
      The team didn't want players to feel overwhelmed with all the content on Day 1, which is why they went for gating Class Mounts
      The Exalted reputation requirement (Armies of Legionfall) was removed and once you finish the Legionfall campaign (Breaching the Tomb), you can start working on getting your Class Mount CRZ Issues
      They're acutely aware of it and don't like server hopping, it's definitely on their radar In Legion they introduced server sharding which made Legion launch smooth Some addons encourage behaviors that do not complement this tech (World Quest Group Finder) Demon Assaults
      Won't reward Armies of Legionfall reputation  They would have to sprinkle all rewards everywhere It's okay to have activities up that offer distinct rewards (AotL reputation / Nethershards) that do not interest you Don't need Nethershards? Don't do the Sentinax Legion Assaults are great source of Nethershards. If it's up in a zone you've got your emissary up, it's super time efficient Excessive Order Resources
      Spending 7,000 per week for getting 3 Seals of Broken Fate is a significant drain They may offer a sink in the future, but nothing is planned for now It's good to have excessive resources so that players don't feel forced to do World Quests Heirlooms
      Coming in the next 7.2.5 build Legendary Items
      New Legendary items will be introduced in 7.2.5 If you have all Legendaries for your spec, you will don't need to micromanage loot spec, off-spec Legendaries will drop automatically E.g. Brewmaster Monk who has all Legendaries for his spec will see WW / MW Legendaries drop Blizzard is happy with the current Legendary acquisition rate There will be a quest that offers a new Distilled Titan Essence to upgrade 940 Legendary items to 970 Mythic+ 
      Week 1 Tomb: Nothing Changes Mythic Tomb Opens: Mythic Cap goes up to 15, where weekly cache is comparable to Mythic Tomb and Mythic+ loot to Heroic Tomb loot According to completion rates / completion times / 2-chesting / 3-chesting, things are in a good space right now, no plans for nerfs Overall, affixes are good, learning curves (Fel Explosives), Grievious runs, people put on Prydaz etc.It's good to evolve different strategies for different affixes Nighthold Mythic
      Progression is fluid, Elisande & Gul'dan are subject to nerfs Patch 7.3
      We'll go to Argus and there's a new raid, more information not available so far There will be no Class-specific quests in 7.3. Armies of Legionfall represents all the classes united Reputation Paragon
      Paragon emissaries have underwhelming rewards compared to normal caches. This will be discussed in the future Timewalking
      Black Temple is tied to Burning Crusade Timewalking. Blizzard wants to come to a point where every Timewalking week will have a Timewalking raid associated with it Tomb of Sargeras
      Will open mid to late June More testing will be done on PTR (LFR Wing 1 opens this weekend) Items will have a +30 item level ceiling Gear will Titanforge to 955 Misc Questions
      Why are external buffs like Innervate and Greater Blessing of Wisdom still a thing? Did we learn nothing from Symbiosis?
      It doesn't feel good to need an external buff to feel viable. Disc Priests in 7.2.5 received changes to be less dependent on Innervation. Such spells help class identity It's better to fill a blank: bring the player, not the class. When you're looking for players, it's better to realize that you need a class that brings a buff rather than the highest item level player in the queue. You needed 5 Holy Priests for Felmyst. You could not be viable as a melee DPS if you didn't have a Warrior to give you Battle Shout, but that was nearly 10 years ago Will the Horde get an update on what's happening on their side? Sylvanas / Blightcaller / Volj'in?
      Vol'jin's dead. It's good not having to force this by a symmetry. They'll add a Horde part of the story when they feel it's right. At the start of the Broken Shore experience, Horde did have an additional cinematic.
      Will we ever be able to use Weapon Illusions on our Artifact?
      No. It was a really early decision by the Art team when they started working on Artifact weapons
      Will we be able to redo Mage Tower Challenges?
      Wasn't designed to be a repeatable thing, but this will be done in the future