World of Warcraft News and Raiding Strategies RSS Feed

by Published on 2017-07-25 12:46 AM

Patch 7.2.5 Hotfixes - July 24
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Class, Raid, Items, and PvP hotfixes below will go live with maintenance in each region.

Classes
Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Frost
    • Fixed a bug preventing Hungering Rune Weapon from generating a Rune at the correct rate of once every 1.5 seconds.
    • All damage abilities increased by 5%.

Demon Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Vengeance
    • Demon Spikes physical damage reduction increased to 12% (was 10%).
    • Fracture damage decreased by 5%.
    • Spirit Bomb damage decreased by 10%.

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Protection
    • Increased the damage done by the following abilities by 4%: Avenger's Shield, Judgment, Hammer of the Righteous, Blessed Hammer, Consecration, Shield of the Righteous, Eye of Tyr.
  • Retribution
    • Blade of Justice damage increased by 10%.
    • Crusader Strike damage increased by 10%.
    • Zeal damage increased by 10%.

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Fixed a bug where Elusiveness reduced the amount of AOE damage reduction Feint provided.

Class Halls
  • Calydus will now appear if a player can accept or turn-in a quest with him, even if he's on a mission.

Dungeons and Raids
  • Tomb of Sargeras
    • The Fallen Avatar
      • The Fallen Avatar’s health is reduced by 5% in Mythic difficulty.
    • Kil’jaeden
      • Kil'jaeden's health reduced by 5% in Mythic difficulty.
      • Armageddon now creates 6 Armageddon Rains (was 8) in Mythic difficulty.
      • Illidan's Sightless Gaze now deals less damage in all difficulties.
      • Demonic Obelisk now spawns 3 Obelisks on the first cast in Mythic difficulty.

Items
  • Spectral Thurible will no longer damage creatures you are not in combat with.

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Arms
    • The Great Storm's Eye damage bonus per stack reduced to 2% (was 4%).
    • Ayala's Stone Heart now procs 40% less often for Arms Warriors.

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • All Specs
    • Mantle of the Master Assassin duration reduced to 5 seconds (was 6 seconds).
  • Subtlety
    • Denial of the Half-Giants cooldown reduction reduced to 0.2 seconds per combo point spent (was 0.3 seconds).

Player versus Player
Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Balance
    • PvP Template Armor reduced by 10%.
    • Bladed Feathers grants 11% additional armor per rank in PvP (was 22.5% per rank).
    • Ironfeather Armor now grants an additional 25% armor (was 50%).
    • Celestial Guardian now grants 10% spell damage reduction (was 20%).
    • Moonkin Form now grants 125% additional armor in PvP situation (was 200%).
  • Restoration
    • PvP Template Intellect increased by 2%.
    • PvP Template Mastery increased by 20%.

Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Survival
    • Holy Priests with Greater Fade active can now be correctly interrupted by Muzzle

Mage (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Frost
    • Frigid Winds increases chilling effects by 10% in PvP situations (was 15%).
    • Chilled reduces the movement speed of targets by 40% in PvP situations (was 50%).

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Holy
    • Ray of Hope's cooldown is increased to 60 seconds (was 45 seconds).
    • PvP Template Intellect reduced by 4%.
    • PvP Template Mastery reduced by 30%.
    • The heal over time effect of Renew now heals for an additional 75% in PvP (was 100%).

Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Restoration
    • Riptide's heal is increased by 15% in PvP situations (was an additional 30%).
    • PvP Template Intellect reduced by 3%.

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Affliction
    • PvP Template Intellect increased by 3%.
  • Destruction
    • PvP Template Armor increased by 30%.
    • PvP Template Versatility increased by 5%.

Blue Posts
Originally Posted by Blizzard Entertainment
Frost Death Knight in Patch 7.3
Row 75 on next PTR:

Inexorable Assault updated to: "While in combat with no enemy within 8 yards, you gain Inexorable Assault every 1 sec. Each stack causes your next autoattack to deal [100%AP] additional Frost damage."
It's stealing the distance-based mechanic from the proposed White Walker--where we agree it didn't always accomplish as much as we'd want. Also, the attack-based version of IA would likely have been awkward to waterproof against weird rotational shenanigans.

The third talent, this iteration, will be a version of Volatile Shielding that increases AMS's absorb and RP generation (and nothing else). In keeping with IA--we're experimenting a bit with allowing some damage payoff in a "utility" row in the case of a spec like Frost that isn't getting strong movement bonuses. (Blue Tracker / Official Forums)

Elemental Discussions - Patch 7.2.5
Few updates--potentially not on the upcoming PTR:

1) Not going forward with the Maelstrom generation change. It's generally way too much disruption and potentially new problems introduced for something that's meant to be a somewhat minor set of changes in this patch. Given all the feedback that was concerned about the slowdown it would cause on 2-3 targets, it's okay to leave Chain Lightning generating resource so quickly on 5 targets--it's a less bad problem overall, and also what people are already used to on live.

Reverting the Maelstrom change is also effectively a further buff to Earthquake damage. This should be a clear net buff to steady AoE where Earthquake can be used well (which is not every AoE situation). It may not completely cause Earthquake to surpass Chain Lightning, but it is a big step in that direction. We'll likely tweak numbers further to balance all these concerns/goals. Namely:
--Helping out Earthquake substantially
--Not causing a large buff to AoE damage in steady Earthquake-friendly situations
--Not causing a large nerf to Chain Lightning-only burst (which is a strength that Elemental is used to in Legion)

2) Slightly buffing Elemental Blast's own damage to mostly cancel out the reduction to the stat buff, as discussed earlier.

3) Buffing Frost Shock in parallel with Earth Shock. We still need to look into Frost Shock interactions with the 7.3 set bonus if we go forward with that bonus. (Blue Tracker / Official Forums)
by Published on 2017-07-24 07:59 PM

Season 11 Necromancer Guide: Leveling Tips, Builds, and More

What Happened in Hearthstone? Taking a Look Back at July 17 - 23

Method - Mythic Kil'jaeden World First Video
Method has released their Mythic Kil'jaeden video!



PvP Tuning Changes for July 25
Originally Posted by Blizzard (Blue Tracker)
We're looking to make the following changes with maintenance in each region this week:

Druid - Balance
  • PvP Template Armor reduced by 10%.
  • Each rank of Bladed Feathers grants 12.5% additional armor in PvP, down from 25.
  • Ironfeather Armor now grants an additional 25% armor, down from 50% armor.
  • Celestial Guardian now grants 10% spell damage reduction, down from 20%.
  • Moonkin Form now grants 125% additional armor in PvP situations, down from 200%.

Druid - Restoration
  • PvP Template Intellect increased by 2%.
  • PvP Template Mastery increased by 20%.

Mage - Frost
  • Frigid Winds increases chilling effects by 10% in PvP situations, down from 15%.
  • Chilled reduces the movement speed of targets by 40% in PvP situations, down from 50%.

Priest - Holy
  • Ray of Hope's cooldown is increased to 60 seconds, up from 45 seconds.
  • PvP Template Intellect reduced by 4%.
  • PvP Template Mastery reduced by 30%.
  • The heal over time effect of Renew now heals for an additional 75% in PvP, down from an additional 100%.

Shaman - Restoration
  • Riptide's heal is increased by 15% in PvP situations, down from an additional 30%.
  • PvP Template Intellect reduced by 4%.

Warlock - Affliction
  • PvP Template Intellect increased by 4%.

Warlock - Destruction
  • PvP Template Armor increased by 30%.
  • PvP Template Versatility increased by 5%.

Blue Posts
Originally Posted by Blizzard Entertainment
Tier 21 - Mistweaver 4P
In a future build, the Mistweaver 2p bonus will be a Heal Over Time effect instead of an absorb to allow better interaction with the 4p bonus. (Official Forums)

Upcoming Hunter Tier 21 Set Bonus Changes
Some changes you will see in a future PTR build:

The BM Hunter 4p has changed to Kill Command reducing the cooldown of Aspect of the Wild.

The Marksmanship Hunter 4p has changed to just be a way simpler tooltip with roughly the same value, and has swapped places with the 2p. This makes the new 2p a buff to your Focus builders, and the 4p the chance for Marked Shot to shoot a target twice. (Official Forums)

The Mythic Dungeon Invitational Proving Grounds Are Here!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Secure your spot* in the Mythic Dungeon Invitational by making a run at Mythic Keystone dungeons during the Proving Grounds July 25-August 8! The top scoring contenders will be invited to join as one of 32 outstanding teams from around the world, competing for a share of the $100,000 prize pool.

Teams must master multiple dungeons during this two-week period to be considered. We’ll be judging performance across the 5 dungeons in which the team achieves the highest Keystone Level.

At the end of the two weeks, teams will need to submit their top score using this form. Note that any entries received prior to the end of the Proving Grounds period (August 8) will not be considered. All entries must be received by August 11 by 3:00 p.m. PDT. Only dungeons completed during the Proving Ground period will be considered.

Read the original announcement and keep an eye on the World of Warcraft esports site.

Proving Grounds FAQ
Do any completed Mythic Keystone Dungeons count, or do I need to finish the dungeon within the timer for it to be valid?
A.Only dungeons completed within the allotted time will be counted (Maw of Souls must be completed in less than 24 minutes, Black Rook Hold needs to be completed within 39 minutes, etc). If you didn’t complete the dungeon in time but submit it as one of your runs, your submission will be invalid.

Q. Can I submit two different runs for the same dungeon?
A. You’ll need to submit times for 5 different dungeons, with no repeats. For example, you can’t submit a 22 Halls of Valor run and a 21 Halls of Valor run.of Valor run.

Q. How do I know what my best dungeon clears were at the end of the Proving Grounds?
A. IIt’s up to you to keep track of your eligible dungeons during the two-week Proving Grounds period. You can keep track by taking screenshots, referencing the in-game Mythic Dungeon UI, or checking the Mythic Keystone Leaderboards for your realm.

Note:During the Regional and Global stages of the Mythic Dungeon Invitational, your 5-player team can use multiple characters and you won’t be limited to a single class each.

Q. Do we have to use the same characters throughout the Proving Grounds? Can I use alts or invite other guild members to push for higher keystone clears?
A. All 5 dungeon times you submit need to be with the same 5 characters. Bringing in alternate characters or other players will invalidate your entry.

Q. Do I just use my normal characters for the Proving Grounds? What about the later stages of the tournament?
A. You’ll be using your normal retail characters for this portion of the tournament. If you’re selected as one of the 32 teams to compete in the Mythic Dungeon Invitational bracket, you’ll be given access to a specially configured tournament realm for your region that will have everything you need to compete (consumables, gear, etc). This will allow us to set keystone affix combinations different from the current live combination for that week, and allow us to normalize gear and artifact level among all competitors.

Q. If I’m invited to compete in the later stages, do I need to travel somewhere?
A. All stages of the Mythic Dungeon Invitational will be played online, so no travel is required. The tournament realms are physically located in each region to minimize any concerns over latency during the Regional and Global stages of the tournament.

*Download the Complete Mythic Dungeon Invitational Rules
by Published on 2017-07-23 10:55 PM

Season 11 Necromancer Guide: Leveling Tips, Builds, and More

Top HearthPwn Standard and Wild Decks of the Week for July 23

Christie Golden - New World of Warcraft Novel
Christie Golden is writing another World of Warcraft novel!



Method Interview - Kil'jaeden World First
Method has an interview about their world first Kil'jaeden kill.



Mythic Tomb of Sargeras Progression
Exorsus defeated Mythic Kil'jaeden today!



Blue Tweets
Originally Posted by Blizzard Entertainment
So I crafted a lego prior to 7.2.5 and it has iLVL 970. I wish to sell it on AH, how do I make it 1000 iLVL?
The impression that Legendaries could go to item level 1000 was a bug in the Dungeon Journal. At this time, item level 970 is the maximum. (WarcraftDevs)

Why has there been no official word regarding the Priest class mount trail effect nerf? Can we compromise? Miss the feathers!
We removed only a few feathers* that were reaching the player camera. *per the artist, these aren't "feathers", but "magical owl dander". (WarcraftDevs)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
Purely design wise, what was your favorite WoW class to work on?
Death knight, no question. It was just a blank slate, so we felt free to challenge every idea, rather than having a few years of built up expectations and history to contend with. I don’t mean to sound like those factors should be dismissed - far from it. It was just nice to start from very little. A death knight needs a sword, and there’s something about it being cold, and whatever abilities the character had in War3. That was about it.

If that feels like a cop-out answer, then my next one is probably warrior. I always enjoyed how the WoW warrior felt like a mix between a soldier and a gladiator (and a bit of barbarian). It was fun to work with the rage mechanic, even when it could be really frustrating to tune sufficiently. (Source)



Hearthstone - Knights of the Frozen Throne Comics
Hearthstone has released three Knights of the Frozen Throne comics!







WowCraft - Ep 38: Aggro Pro
Another episode of WowCraft has been released.

by Published on 2017-07-23 02:12 AM

Season 11 Necromancer Guide: Leveling Tips, Builds, and More

The Rise and Fall of the Lich King - The Lore Behind Hearthstone's Newest Villain

PvE Tuning Changes for July 25
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We're looking to make the following changes with maintenance in each region next week:

Classes

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Frost
  • Fixed a bug preventing Hungering Rune Weapon from generating a Rune at the correct rate of once every 1.5 seconds.
  • All damage abilities increased by 5%.

Paladin (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Retribution
  • Blade of Justice damage increased by 10% (unchanged in PvP).
  • Crusader Strike damage increased by 10%.

Items

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
All Specs
  • Mantle of the Master Assassin duration reduced to 5 seconds (was 6 seconds).

Subtlety
  • Denial of the Half-Giants cooldown reduction reduced to 0.2 seconds per combo point spent (was 0.3 seconds).

Warrior (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Arms
  • The Great Storm's Eye damage bonus per stack reduced to 2% (was 4%).
  • Ayala's Stone Heart now procs 40% less often for Arms Warriors.

Windwalker Scaling
Originally Posted by Blizzard (Blue Tracker / Official Forums)
http://www.peakofserenity.com/2017/0...walker-scaling
I don't know if there's a better thread where this is being discussed, but this thread seems closely related to the work done in the post.

Restating something I'd already said to the author--stat scaling is a massively complicated problem, and basically any rigorous knowledge fed in about it is a helpful addition. The main impediment to discussion on such a large dataset being offered as feedback is having to go through the whole methodology--enough to be sure we're all on the same page as to exactly what it's showing. I expect something as ambitious as "make a chart of all stats for all DPS specs at once" is likely to wind up as a project of perpetual refinement rather than something you can just "do" one day.

Which is all to say: basically all I can do is start with scattered questions/comments as I go through, rather than any kind of grand conclusion.

----

The best chart to spent most time on is probably the "% DPS gained per 475 stats" one.
--Versatility clocks in at 1.00% (+/- 0.01) on nearly all specs. Does that mean that the profiles being used have 0 Versatility?
--More broadly, what "current" stats are being used to generate the weights? As explained above, that affects how stats look relative to each other when viewed as a % of total DPS. If the profiles aren't constructed in a uniform way, some might have more lopsided stat distributions than others.
--Given how few things remain that are left out of Versatility, it might be cleanest to bring them all in at this point. No promise yet.
--For specs that are significantly above 1.00%, are they double-dipping Versatility or is that a simulation artifact?

"I didn’t include Weapon DPS in the averages as there was no easy way to do so and be fair to all specs. If you come up with a way that works, let me know."

--I believe the correct way is to make a weighted sum of Primary and WDPS based on whatever ratio they exist at currently on typical gear (similar to the advice I gave for Stamina).
--The variation in primary stats is a bit curious--looking at casters, where there's no WDPS complication. If, on a caster, all DPS other than trinkets is proportional to Int, the value of Int on all of them should be nearly identical (again after correcting for special cases such as the portion of Demonology damage that scales with Stam). Maybe what I'm saying is: the variation in Int's value seems like a sort of "control"--one way of getting insight into the magnitude of systematic error in the model.
--Trinkets also throw a minor wrench in the works if they're not treated uniformly in the comparison. It seems like you'd have to either avoid RPPM-damage-proc trinkets on everybody (those don't scale with primary), or add another factor representing trinket ilvl and fold it into primary just as with Stam and WDPS.

Patch 7.3 - Elemental Shaman
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Next PTR will have a small set of Elemental changes meant to focus on a couple specific problems.

Mastery capping
  • Elemental Overload does 85% of base damage (from 75%) and proc rate reduced 17%
  • Totem Mastery-Storm Totem bonus 5% (from 10%)
  • Elemental Blast gives 2000 stats at level 110 (from 2400)
  • All damage abilities increased 3%

Some of the power of mastery is shifted from proc rate into damage. The nerfs to Totem Mastery and Elemental Blast don't require talent rebalancing, since they are minor and those are talents are already generally favored. The slight total DPS loss from those changes is counteracted in the baseline spec. With both talents, the mastery cap (with all these changes) would increase from 10400 rating to 15067.

Chain Lightning dominating Earthquake
Chain Lightning is so strong that Earthquake is often not attractive to cast. There are also secondary issues such as the importance of Lightning Rod procs and resource overflow in AoE.
  • Chain Lightning damage reduced 12% and generates 4 Maelstrom (from 6)
  • Earthquake damage increased 29%
  • Earth Shock damage increased 13%

Damage is shifted from Chain Lightning into Earthquake, and Earthquake is further increased to account for generating less Maelstrom (which helps the overflow issues, including on Static Overload procs). The Earth Shock buff helps stave off the potential for Earthquake to get too close to it again, and a buff to Earth Shock was pretty reasonable generally.

Again, the goal is to address these issues in a relatively contained way. 7.3 is generally light on class changes, but we wanted to try to get at these known problems. As always, open to feedback on any complications that these look like they might introduce.

One additional concern we're seeing here is that based on preliminary testing this change is not accomplishing its intended goal without an extremely large number of targets. Chain Lightning spam is still projecting to be higher than using your Maelstrom Power at all up until you reach around 7 targets. Earthquake is still not strong enough.

So far as we can tell, with the current changes (which have Earthquake at 100% SP per tick) a more standard AoE rotation won't be worth it over Chain Lightning spam unless it's brought to at least ~117% per tick or so (where it'll be about equal at 5 targets.)

The only case it appears to be worth it in is where it's the only way to proc Sephuz's Secret, in which case using it only to proc Sephuz's Secret but not at any other time is dps neutral.

The extra factor that wasn't accounted for here is the impact that the change to the damage per Mastery hit would have on Static Overload procs. This also significantly increases the range of impact that Static Overload has, which only makes how inconsistent it is even more painful.

The question I have at this point is why is this even left as a potential question? Earthquake is our only AoE Maelstrom Power spender. It should be so massively, unquestionably stronger than spamming Chain Lightning that even the notion of Chain Lightning spam should be laughed out of the room.

Thanks. To the various comments here and above:

--If Elemental Blast is actually behind after the small nerf, it should be relatively easy to correct by buffing its own damage. That said, the current set bonus pushes Primal Elementalist (and that sort of thing is generally acceptable for a tier), which means it's unsurprising if it's slightly ahead on its row for right now.

--We agree Earthquake should be more of a "finisher" out of the two, and this set of changes is trying to go in that direction. It should at least be used consistently in its intended role. It sounds a little odd that changing one spell's damage 45% relative to the other (plus the Maelstrom change) doesn't at all change the number of targets at which you'd use Earthquake, but we're happy to keep looking at any more detailed discussion of why that would be the case.

--The Maelstrom change would be a pacing change, but I think there are some advantages if we keep it and instead put value into buffing Earthquake (further than this if needed). It helps the above discussion of Earthquake actually being worth enough to stand out. The current version where, on average, each Chain Lightning pays for more than one Earthquake is a pretty weird builder/spender relationship--and is part of the answer to your question of why Earthquake isn't stronger. Also, Maelstrom overflow is a significant issue currently. In your example of Static Overload, it currently overflows in literally every case (on 5 targets). Pulling back on that and giving Earthquake much higher value cuts down on resource waste while making it more valuable when you spend it.

If the main problem is that the Earthquake buff here isn't enough to accomplish the goals as described, that's something we can review further (and of course welcome any further input on that question).

Patch 7.3 - Outlaw Rogue Tier 21 4pc Bonus
Originally Posted by Blizzard (Blue Tracker / Official Forums)
OK, some updates. Reminder that numbers and designs are subject to change still.

The set bonus now reads:

Run Through has an 8% chance to grant you a Roll the Bones combat enhancement buff you do not already have for 10 sec.

Slice and Dice users get the same set bonus, it may need different tuning based on talents so do not get attached to any of the numbers.

If you get a buff from Run Through, and then Roll the Bones, the short duration buff will be rerolled at its current duration to a new combat enhancement you didn't get from the new cast of Roll the Bones. This works if you are lucky and have multiple bonus Run Through procs active right before a Roll the Bones cast.

Minor note: If you're the lucky Rogue who gets back-to-back Run Through procs, and then uses Roll the Bones, and continue the luck streak and gain 5 buffs, the set bonus will only retain 1 of the short duration set bonus buffs as there are only 6 total potential buffs.

Some future PTR build will have it working this way, thanks for the conversation in this thread.

Auction House Dance Party
The Auction House Dance Party is a new micro-holiday! You can stand on the dance floor and dance, get teleported up to the stage, and grab the Happy Feet buff.






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