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by Published on 2016-12-15 01:57 AM

Patch 7.1.5 PTR - Build 23244
A new build is on the way to the PTR!

Calculators Updated




Legendary Item Changes
Originally Posted by MMO-Champion
Shared

Death Knight

Demon Hunter

Druid

Hunter

Mage

Monk

Paladin

Priest
  • Kam Xi'raff - now reduces the cost of damaging spells by 75%, down from 100%. -1103 Mastery
  • Zeks Exterminatus - Now 1.5 PPM, down from 2 PPM.

Rogue

Shaman

Warlock

Warrior



Achievement Changes
Originally Posted by MMO-Champion
Promotions
Feats of Strength



Talent Changes
Originally Posted by MMO-Champion
Priest
Shadow



Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Unholy
  • Apocalypse Strikes the enemy, dealing (900% of weapon damage) Physical damage and bursting all up to 6 Festering Wounds on the target, summoning a member of your Army of the Dead for 15 sec for each burst Festering Wound. Artifact. Melee range. Instant. 1.5 min cooldown.
  • Unholy Death Knight Damage and periodic damage of Clawing Shadows, Death and Decay, Death Coil, Death Strike, Festering Strike, Scourge Strike, and Soul Reaper increased by 3%.

Demon Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Vengeance
  • Vengeance Demon Hunter Increases damage/healing done by Annihilation, Blade Dance, Chaos Strike, Death Sweep, Demon Blades, Demon Rend, Demon's Bite, Demon's Blade, Fel Eruption, Felblade, Fracture, Fury of the Illidari, Immolation Aura, Inferno, Mana Break, Mana Rift, Metamorphosis, Sever, Shear, Sigil of Chains, Sigil of Flame, Sigil of Misery, Sigil of Silence, Soul Carver, Soul Cleave, Spirit Bomb, The Hunt, and Throw Glaive by 4%. Increases periodic damage/healing done by Blade Dance, Death Sweep, Demon's Blade, Felblade, Immolation Aura, Inferno, Mana Rift, Sever, Shear, and Throw Glaive by 4%. Demon Hunter - Vengeance Spec.

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Feral
  • Feral Druid Increases damage/healing done by Maim, Rake, Shred, and Thrash by 4%. Increases periodic damage/healing done by Rake and Thrash by 4%. Druid - Feral Spec.

Guardian
  • Guardian Druid Increases damage/healing done by Mangle, Maul, and Thrash by 4%. Increases periodic damage/healing done by Thrash by 4%. Druid - Guardian Spec.

Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Marked Shot Rapidly fires shots at all targets with your Hunter's Mark, dealing (450% of weapon damage) Physical damage and making them Vulnerable for 7 6 sec. Vulnerable Damage taken from Aimed Shot increased by 100% for 7 6 sec. 100 yd range. Instant.

Talents
  • Black Arrow Fires a Black Arrow at the target, dealing [ 4 + 130% of AP ] Shadow damage over 8 sec and summoning a Dark Minion to taunt it for the duration. When you kill an enemy, the remaining cooldown on Black Arrow will reset. Marksmanship Hunter - Level 30 Talent. 40 10 Focus. 40 yd range. Instant. 15 sec cooldown.
  • Serpent Sting Targets hit by your Raptor Strike and Carve are also affected by Serpent Sting, dealing [ 5 + 115% 144% of AP ] Nature damage over 15 sec. Survival Hunter - Level 90 Talent.
  • True Aim Each successive Arcane Shot or Aimed Shot fired at the same target increases the damage those Shots deal to the target by 2%, stacking up to 8 10 times. Limit 1 target. Marksmanship Hunter - Level 30 Talent.

Beast Mastery
  • Beast Mastery Hunter Increases damage/healing done by Chimaera Shot, Cobra Shot, and Kill Command by 4%. Hunter - Beast Mastery Spec.

Marksmanship
  • Arcane Shot A quick shot that causes [ 0.615 * 150% 200% of weapon damage or 0.038 * Level * 150% of weapon damage + 0.231 * 150% of weapon damage or 150% 200% of weapon damage + 0.231 * 200% of weapon damage or 200% of weapon damage ] Arcane damage. Generates 5 Focus. Hunter - Marksmanship Spec. 40 yd range. Instant.
  • Marked Shot Rapidly fires shots at all targets with your Hunter's Mark, dealing (450% of weapon damage) Physical damage and making them Vulnerable for 7 6 sec. Vulnerable Damage taken from Aimed Shot increased by 100% for 7 6 sec. Hunter - Marksmanship Spec. 30 Focus. 40 yd range. Instant.

Marksmanship & Beast Mastery
  • Multi-Shot (Beast Mastery) Fires several missiles, hitting your current target and all enemies within 8 yards for (75% 100% of weapon damage) Physical damage and triggering Beast Cleave
  • Multi-Shot (Marksmanship) Fires several missiles, hitting your current target and all enemies within 8 yards for (75% 100% of weapon damage) Physical damage Generates 2 Focus per target hit.

Survival
  • Survival Hunter Increases damage/healing done by Butchery, Carve, Flanking Strike, Lacerate, and Raptor Strike by 25% 7%. Increases periodic damage/healing done by Lacerate by 25% 7%. Hunter - Survival Spec.

Mage (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Frost
  • Frostbolt Launches a bolt of frost at the enemy, causing [ 1 + 195% 175% of Spell Power ] Frost damage and slowing movement speed by 50% for 15 sec. Mage - Frost Spec. 2% of Base Mana. 40 yd range. 2 sec cast.

Paladin (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Retribution
  • Greater Blessing of Kings Places a blessing on an ally that grants them an absorption shield. It absorbs up to [ 180% [ 270% of Holy Spell Power ] damage, and will be refreshed to full strength every 6 sec, even if fully consumed. You may only have 3 Greater Blessings active at one time Limit 1. Limited to 1 target. Paladin - Retribution Spec. 30 yd range. Instant.
  • Greater Blessing of Wisdom Places a blessing on an ally that causes them to regenerate 1% of maximum health and mana per 15 sec. You may only have 3 Greater Blessings active at one time 10 sec. Limit 1. Limited to 1 target. Paladin - Retribution Spec. 30 yd range. Instant.
  • Retribution Paladin Increases damage/healing done by Crusader Strike, Consecration, Divine Storm, Eye for an Eye, Justicar's Vengeance, Judgment, and Zeal by 12%. Increases periodic damage/healing done by Wake of Ashes by 12%. Paladin - Retribution Spec.

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Legacy of the Void Void Eruption may be cast anytime your Insanity level is 70 or higher 65 or [email protected][], and Voidform increases Shadow damage dealt by an additional 0%. Shadow Priest - Level 100 Talent.
  • Misery (New) Vampiric Touch also applies Shadow Word: Pain to the target. Shadow Priest - Level 90 Talent.
  • Shadow Crash Hurl a bolt of slow-moving Shadow energy at the destination, dealing [ 960% of Spell Power ] Shadow damage to all targets within 8 yards. Generates 15 Insanity. Shadow Priest - Level 90 100 Talent. 40 yd range. Instant. 30 sec cooldown.

Shadow
  • Voidform When Voidform ends, you return to normal Shadowform, and you gain Lingering Insanity, allowing the Haste bonus to persist for 60 sec or until you next enter Voidform.

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Outlaw
  • Outlaw Rogue Increases damage/healing done by Ambush, Between the Eyes, Blunderbuss, Cannonball Barrage, Death from Above, Ghostly Strike, Killing Spree, Killing Spree Off-Hand, Pistol Shot, Run Through, and Saber Slash by 0% 7%. Rogue - Outlaw Spec.

Subtlety
  • Subtlety Rogue Increases damage/healing done by Backstab, Death from Above, Eviscerate, Finality: Eviscerate, Gloomblade, Poisoned Knife, Shadowstrike, Shuriken Storm, Shuriken Toss, and Tendon Slice by 7% 12%. Increases periodic damage/healing done by Finality: Nightblade, Nightblade, and Weaponmaster by 7% 12%. Rogue - Subtlety Spec.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Boulderfist Slams your target with the power of stone, dealing [ 1 + 250% of AP ] Nature damage and enhancing your weapons for 10 sec, [email protected][] your critical strike chance by 5% 0% and all damage you deal by 5%. Generates 25 Maelstrom. 2 charges. Enhancement Shaman - Level 15 Talent. 10 yd range. Instant. 7.5 sec recharge. 2 charges. 6 sec recharge. 2 charges.

PvP Talents
  • Control of Lava Lava Burst damage increased by 50% 25%. Your Flame Shock damage over time has a 10% chance to reset the remaining cooldown on Lava Burst, and increase its damage by 50% 25%, stacking up to 3 times. Elemental Shaman - Tier 4 PvP Talent.

Enhancement
  • Rockbiter Assaults your target with earthen power, dealing [ 1 + 155% of AP ] Nature damage. Generates 15 20 Maelstrom. Shaman - Enhancement Spec. 10 yd range. Instant.

Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Shadowburn Blasts a target for [ 1 + 315% of Spell Power ] Shadow Shadowflame damage. Generates 1 Soul Shards, and an additional1 additional 1 if the target dies within 5 sec. 1 charge. Destruction Warlock - Level 15 Talent. 2% of Base Mana. 40 yd range. Instant. 12 sec recharge. 1 charge.

Warrior (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Heavy Repercussions Shield Slam extends the duration of Shield Block by 1.5 1.0 sec, and Shield Block increases the damage of Shield Slam by an additional 30%. Protection Warrior - Level 100 Talent.

Arms
  • Arms Warrior Increases damage/healing done by Bladestorm, Bladestorm Off-Hand, Cleave, Colossus Smash, Execute, Execute Off-Hand, Hamstring, Heroic Leap, Heroic Throw, Mortal Strike, Overpower, Ravager, Rend, Shockwave, Slam, Storm Bolt, and Victory Rush by 5%. Increases periodic damage/healing done by Ravager by 5%. Warrior - Arms Spec.

Fury
  • Fury Warrior Increases damage/healing done by Bladestorm, Bladestorm Off-Hand, Bloodthirst, Dragon Roar, Execute, Execute Off-Hand, Furious Slash, Heroic Throw, Shockwave, Storm Bolt, Whirlwind, and Whirlwind Off-Hand by 5%. Warrior - Fury Spec.

Protection
  • Revenge Swing in a wide arc, dealing [ 1 + 650% 440% of AP ] damage to all enemies in front of you. Your successful dodges and parries cause your next Revenge to become free. Warrior - Protection Spec. 30 Rage. Melee range. Instant. 3 sec cooldown.

Professions
Inscription
  • Vantus Rune: Cenarius Reduces the materials required to craft a Vantus Rune: Cenarius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.
  • Vantus Rune: Cenarius Craft a Vantus Rune: Cenarius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Cenarius Greatly reduces the materials required to craft a Vantus Rune: Cenarius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Chronomatic Anomaly Greatly reduces the materials required to craft a Vantus Rune: Chronomatic Anomaly. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Chronomatic Anomaly Reduces the materials required to craft a Vantus Rune: Chronomatic Anomaly. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Chronomatic Anomaly Craft a Vantus Rune: Chronomatic Anomaly. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Dragons of Nightmare Greatly reduces the materials required to craft a Vantus Rune: Dragons of Nightmare. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Dragons of Nightmare Reduces the materials required to craft a Vantus Rune: Dragons of Nightmare. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.
  • Vantus Rune: Dragons of Nightmare Craft a Vantus Rune: Dragons of Nightmare. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Elerethe Renferal Reduces the materials required to craft a Vantus Rune: Elerethe Renferal. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.
  • Vantus Rune: Elerethe Renferal Greatly reduces the materials required to craft a Vantus Rune: Elerethe Renferal. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Elerethe Renferal Craft a Vantus Rune: Elerethe Renferal. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Grand Magistrix Elisande Greatly reduces the materials required to craft a Vantus Rune: Grand Magistrix Elisande. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Grand Magistrix Elisande Craft a Vantus Rune: Grand Magistrix Elisande. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Grand Magistrix Elisande Reduces the materials required to craft a Vantus Rune: Grand Magistrix Elisande. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Guarm Greatly reduces the materials required to craft a Vantus Rune: Guarm. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 50. Roseate Pigment x 25.
  • Vantus Rune: Guarm Craft a Vantus Rune: Guarm. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 70. Roseate Pigment x 35.
  • Vantus Rune: Guarm Reduces the materials required to craft a Vantus Rune: Guarm. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 60. Roseate Pigment x 30.
  • Vantus Rune: Gul'dan Greatly reduces the materials required to craft a Vantus Rune: Gul'dan. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Gul'dan Reduces the materials required to craft a Vantus Rune: Gul'dan. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Gul'dan Craft a Vantus Rune: Gul'dan. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Helya Greatly reduces the materials required to craft a Vantus Rune: Helya. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 50. Roseate Pigment x 25.
  • Vantus Rune: Helya Reduces the materials required to craft a Vantus Rune: Helya. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 60. Roseate Pigment x 30.
  • Vantus Rune: Helya Craft a Vantus Rune: Helya. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 70. Roseate Pigment x 35.
  • Vantus Rune: High Botanist Tel'arn Reduces the materials required to craft a Vantus Rune: High Botanist Tel'arn. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: High Botanist Tel'arn Greatly reduces the materials required to craft a Vantus Rune: High Botanist Tel'arn. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: High Botanist Tel'arn Craft a Vantus Rune: High Botanist Tel'arn. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Reduces the materials required to craft a Vantus Rune: Il'gynoth, The Heart of Corruption. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Craft a Vantus Rune: Il'gynoth, The Heart of Corruption. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Greatly reduces the materials required to craft a Vantus Rune: Il'gynoth, The Heart of Corruption. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Krosus Greatly reduces the materials required to craft a Vantus Rune: Krosus. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Krosus Craft a Vantus Rune: Krosus. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Krosus Reduces the materials required to craft a Vantus Rune: Krosus. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Nythendra Reduces the materials required to craft a Vantus Rune: Nythendra. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.
  • Vantus Rune: Nythendra Craft a Vantus Rune: Nythendra. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Nythendra Greatly reduces the materials required to craft a Vantus Rune: Nythendra. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Odyn Reduces the materials required to craft a Vantus Rune: Odyn. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 60. Roseate Pigment x 30.
  • Vantus Rune: Odyn Greatly reduces the materials required to craft a Vantus Rune: Odyn. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 50. Roseate Pigment x 25.
  • Vantus Rune: Odyn Craft a Vantus Rune: Odyn. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 2, Roseate Pigment x 70. Roseate Pigment x 35.
  • Vantus Rune: Skorpyron Craft a Vantus Rune: Skorpyron. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Skorpyron Reduces the materials required to craft a Vantus Rune: Skorpyron. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Skorpyron Greatly reduces the materials required to craft a Vantus Rune: Skorpyron. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Spellblade Aluriel Reduces the materials required to craft a Vantus Rune: Spellblade Aluriel. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Spellblade Aluriel Craft a Vantus Rune: Spellblade Aluriel. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Spellblade Aluriel Greatly reduces the materials required to craft a Vantus Rune: Spellblade Aluriel. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Star Augur Etraeus Greatly reduces the materials required to craft a Vantus Rune: Star Augur Etraeus. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Star Augur Etraeus Craft a Vantus Rune: Star Augur Etraeus. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Star Augur Etraeus Reduces the materials required to craft a Vantus Rune: Star Augur Etraeus. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Tichondrius Reduces the materials required to craft a Vantus Rune: Tichondrius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Tichondrius Craft a Vantus Rune: Tichondrius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Tichondrius Greatly reduces the materials required to craft a Vantus Rune: Tichondrius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Trilliax Craft a Vantus Rune: Trilliax. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 50. 3, Roseate Pigment x 25.
  • Vantus Rune: Trilliax Greatly reduces the materials required to craft a Vantus Rune: Trilliax. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Trilliax Reduces the materials required to craft a Vantus Rune: Trilliax. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 40. 3, Roseate Pigment x 20.
  • Vantus Rune: Ursoc Craft a Vantus Rune: Ursoc. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Ursoc Reduces the materials required to craft a Vantus Rune: Ursoc. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.
  • Vantus Rune: Ursoc Greatly reduces the materials required to craft a Vantus Rune: Ursoc. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Xavius Craft a Vantus Rune: Xavius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 10, Roseate Pigment x 30. 5, Roseate Pigment x 15.
  • Vantus Rune: Xavius Greatly reduces the materials required to craft a Vantus Rune: Xavius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 6, Roseate Pigment x 30. 3, Roseate Pigment x 15.
  • Vantus Rune: Xavius Reduces the materials required to craft a Vantus Rune: Xavius. Inscription. 1.5 sec cast. Reagents: Sallow Pigment x 8, Roseate Pigment x 30. 4, Roseate Pigment x 15.

Item Effects
  • Akainu's Absolute Justice Lava Lash deals 50% 30% increased damage while your weapons are enhanced by both Flametongue and Frostbrand.
  • Al'Akir's Acrimony Chain Lightning deals 10% 5% increased damage to each subsequent target.
  • Alythess's Pyrogenics Enemies affected by your Rain of Fire take 15% 10% increased damage from your Fire spells.
  • Anger of the Half-Giants Demon's Bite generates an additional 1 to 20 Fury. 14 Fury.
  • Archavon's Heavy Hand Mortal Strike refunds 10 Rage. 8 Rage.
  • Archimonde's Hatred Reborn Gain an absorb shield for 50% 40% of your maximum health for 10 sec. When the shield is consumed or expires, 75% of the damage absorbed is dealt to nearby enemies, split evenly. Instant. 1.2 min cooldown.
  • Artifact Research Note Looted (New) Instant.
  • Ashes to Dust Enemies hit by your Wake of Ashes take 20% 15% increased damage from you for 6 sec.
  • Ayala's Stone Heart Your attacks have a chance to make your next Execute cost no Rage and be usable on any target, regardless of health level. Approximately 2.25 procs per minute. 1.8 procs per minute.
  • Call of the Wild Reduces the cooldown of all Aspects by 50%. 35%.
  • Ceann-Ar Rage Gain 10 Rage whenever you Enrage. Gain 8 Rage whenever you Enrage.
  • Cenedril, Reflector of Hatred Touch of Karma deals 300% increased damage. 150% increased damage.
  • Chain of Thrayn Avenging Wrath increases healing done by an additional 70% 50% and increases damage done by an additional 25% 20%
  • Cinidaria, the Symbiote Your attacks cause an additional 30% damage to enemies above 85% 90% health and heal you for 100% of the damage done.
  • Delusions of Grandeur The remaining cooldown on Metamorphosis is reduced by 1 sec for every 15 Fury you spend. 30 Fury you spend.
  • Eye of the Twisting Nether Damaging enemies with your Fire, Frost, or Nature abilities increases all damage you deal by 2% 1.5% for 8 sec. Each element adds a separate application.
  • Feretory of Souls Casting a damaging Fire spell has a 15% 10% chance to generate a Soul Shard. 100 yd range.
  • Focuser of Jonat, the Elder Healing Wave and Healing Surge increase the healing of your next Chain Heal by 15% 10%, stacking up to 5 times.
  • Fujieda's Fury Bloodthirst increases all damage you deal and all healing you take by 1% for 10 sec, stacking up to 5 times. 4 times.
  • Greenskin's Waterlogged Wristcuffs Between the Eyes has a 20% chance per Combo Point to increase the damage of your next Pistol Shot by 400%. 300%.
  • Hood of Eternal Disdain Agony deals its full damage 20% faster. 10% faster.
  • Ice Time Your Frozen Orb explodes into a Frost Nova that deals [ 1 + 1,400% of Spell Power ] damage. 600% of Spell Power ] damage.
  • Insignia of Ravenholdt Your attacks that generate combo points deal 20% 12% additional damage as Shadow to all targets within 0 yards in front of you.
  • Kam Xi'raff Using Light's Wrath reduces the mana cost of your damaging spells by 100% 75% for 1 sec, increased by 1 sec per ally affected by your Atonement.
  • Lesson of Razuvious Scourge Strike has a chance to burst an additional 1-4 Festering Wounds. 3 Festering Wounds.
  • Lessons of Space-Time While you have a Dimensional Rift open, all of your damage is increased by 15%. 100 yd range. 10%. 100 yd range.
  • Liadrin's Fury Unleashed While Avenging Wrath is active, you gain 1 Holy Power every 2.5 sec. 4 sec.
  • MKII Gyroscopic Stabilizer Your Aimed Shot grants you gyroscopic stabilization, increasing the critical strike chance of your next Aimed Shot by 20% 15% and making it castable while moving.
  • Mystic Kilt of the Rune Master Arcane Barrage grants you 4% 3% of your maximum mana per Arcane Charge spent.
  • Oakheart's Puny Quods Barkskin instantly grants 40 Rage plus an additional 40 Rage over 4 sec. 45 Rage plus an additional 15 Rage over 3 sec.
  • Perseverance of the Ebon Martyr Howling Blast deals 40% increased damage to enemies affected by Remorseless Winter. recently damage by your Remorseless Winter.
  • Pristine Proto-Scale Girdle Lava Burst deals an additional [ 1 + 40% 18% of Spell Power ] damage over 6 sec. Stacks up to 5 times.
  • Reap and Sow Reap Souls lasts 2.5 2.0 sec longer per soul consumed.
  • Rhonin's Assaulting Armwraps Arcane Missiles has a 25% 18% chance to make your next Arcane Blast cast within 6 sec cost no mana.
  • Shadow Satyr's Walk Shadowstrike restores 5 3 Energy plus an additional 1 Energy for every 2 3 yds between you and your target.
  • Sin'dorei Spite For 25 sec after casting Summon Doomguard or Summon Infernal, you and your minions deal 30% increased damage. 15% increased damage.
  • Spirit of the Darkness Flame Your Fiery Brand now heals you for 150% 100% of the damage done and each enemy hit by your Sigil of Flame increases the instant damage of your next Fiery Brand by 20% 15%, stacking up to 15 times.
  • The Apex Predator's Claw Your pet gains the passive abilities of all pet specializations and deals 10% increased damage. 5% increased damage.
  • The Deceiver's Blood Pact Earth Shock has a 30% 15% chance to refund all of the Maelstrom spent.
  • The Dreadlord's Deceit Every 2 sec, gain 40% 35% increased damage for your next Fan of Knives, stacking up to 30 times.
  • The Emperor's Capacitor Chi spenders increase the damage of your next Crackling Jade Lightning by 125% 50% and reduce its cost by 5%, stacking up to 20 times.
  • The Wildshaper's Clutch Critical damage from your Bleeds have a 40% 30% chance to trigger Primal Fury.
  • Ullr's Featherweight Snowshoes The remaining cooldown on Trueshot is reduced by 1.0 0.8 sec each time you cast a damaging Shot.
  • Uncertain Reminder Bloodlust effects last 100% longer on you. 75% longer on you.
  • Vantus Rune: Cenarius Increase Versatility by 1,000 1,500 while fighting Cenarius. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Chronomatic Anomaly Increase Versatility by 1,000 1,500 while fighting the Chronomatic Anomaly. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Dragons of Nightmare Increase Versatility by 1,000 1,500 while fighting the Dragons of Nightmare. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Elerethe Renferal Increase Versatility by 1,000 1,500 while fighting Elerethe Renferal. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Grand Magistrix Elisande Increase Versatility by 1,000 1,500 while fighting Grand Magistrix Elisande. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Guarm Increase Versatility by 1,000 1,500 while fighting Guarm. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Gul'dan Increase Versatility by 1,000 1,500 while fighting Gul'dan. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Helya Increase Versatility by 1,000 1,500 while fighting Helya. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: High Botanist Tel'arn Increase Versatility by 1,000 1,500 while fighting High Botanist Tel'arn. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Increase Versatility by 1,000 1,500 while fighting Il'gynoth, The Heart of Corruption. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Krosus Increase Versatility by 1,000 1,500 while fighting Krosus. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Nythendra Increase Versatility by 1,000 1,500 while fighting Nythendra. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Odyn Increase Versatility by 1,000 1,500 while fighting Odyn. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Skorpyron Increase Versatility by 1,000 1,500 while fighting Skorpyron. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Spellblade Aluriel Increase Versatility by 1,000 1,500 while fighting Spellblade Aluriel. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Star Augur Etraeus Increase Versatility by 1,000 1,500 while fighting Star Augur Etraeus. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Tichondrius Increase Versatility by 1,000 1,500 while fighting Tichondrius. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Trilliax Increase Versatility by 1,000 1,500 while fighting Trilliax. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Ursoc Increase Versatility by 1,000 1,500 while fighting Ursoc. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Vantus Rune: Xavius Increase Versatility by 1,000 1,500 while fighting Xavius. You can only use one Vantus Rune per week, and the effect lasts for the entire week. Instant.
  • Varo'then's Restraint Chaos Bolt has a 30% 20% chance to strike an additional enemy within 30 yards.
  • Velen's Future Sight Increase all healing done by 20% 15% and causes 50% of overhealing on players to be redistributed to up to 3 nearby injured allies, for 10 sec. Instant. 1.2 min cooldown.
  • Wakener's Loyalty Each soul shard you spend empowers your Skull of the Man'ari, increasing the damage of your next Thal'kiel's Consumption by 5%. 3%.
  • Whisper of the Nathrezim Templar's Verdict and Divine Storm increase the damage of your next Templar's Verdict or Divine Storm within 4 sec by 25%. 15%.
  • Xavaric's Magnum Opus Every 30 sec, gain an absorb shield for 30% 25% of your maximum health for 30 sec.
  • Zann'esu Journey Flurry increases the damage of your next Blizzard by 50% 35%, stacking up to 5 times.
  • Zeks Exterminatus Your Shadow Word: Pain damage has a chance to increase the damage of your next Shadow Word: Death by 125% 25% and make it usable on any target, regardless of health level. Approximately 2 procs per minute. 1.5 procs per minute.
  • Zodyck Family Training Shackles Your Poisons and Bleeds deal 40% 30% increased damage to targets below 30% health.



Artifact Powers
Originally Posted by MMO-Champion
Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Unholy
  • Apocalypse (Rank 1) Strikes the enemy, dealing (900% of weapon damage) Physical damage and bursting all up to 6 Festering Wounds on the target, summoning a member of your Army of the Dead for 0 for each burst Festering Wound.
by Published on 2016-12-14 05:57 AM

Blizzard Publishing Launches, Rhykker's Unhallowed Grenades DH Build

Deck Spotlight: Let's Play Miracle Rogue

Elder Scrolls Sword or Helmet Giveaway

Patch 7.1 Hotfixes - December 13
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Dungeons and Raids
Helya
  • Resolved an issue where Helya's Taint of the Sea on Mythic difficulty would sometimes cast at incorrect times in Stage One.

Player versus Player
  • Players can now reach Prestige level 8.

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • (Assasination) Agility increased by 5%.
  • (Outlaw) Agility increased by 5%.

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • (Affliction) Intellect decreased by 5%.

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • (Frost) Stamina reduced by 10%.

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • (Windwalker) Strike of the Windlord now deals 60% damage in PvP.
  • (Windwalker) Fists of Fury now deals 85% damage in PvP.

Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • Atonement effect increased by 10% in PvP.

Druid (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
  • (Restoration) Fortified Bark (Honor Talent) now increases the damage reduction of Ironbark by 15% (was 30%).

Upcoming PTR Legendary Changes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As we mentioned this during the live Q&A last week, we feel the biggest shortcoming of the current Legendary system is that, for some specs, there are some items that are clearly better than others in nearly all situations. As a result, players who have received a different Legendary item feel unlucky, as they didn’t receive the “best” one.

So, we’re making some fairly substantial changes to Legendary items intended to bring them more in line with each other. Items that give a raw throughput increase (without significant situational restrictions or drawbacks) are having their overall power reduced, and we’re taking another pass at several of the more niche items to make sure that, when they’re usable, they feel powerful.

Essentially, we feel that if a Legendary is only usable in certain situations, it should feel extremely valuable in those situations. Conversely, if a Legendary is nearly always going to increase your overall performance, that increase should be relatively smaller. Up until this point, we’ve made the mistake of allowing several items to be both extremely impactful AND always useful, which has made other Legendaries feel “bad” by comparison. It’s also caused some specs to feel as though they need a particular Legendary in order to compete. Those are the issues we’d like to solve.

We’re actively working on these changes right now and expect to have them ready for the next PTR build. We’ll be doing additional class tuning where necessary as a followup, once these changes are in place.

Instead we are faced with the daunting possibility that we may simply never get a useful legendary. That is not fun, its repeatedly disappointing.
We agree. The problem is that some Legendaries don't feel useful. That's the issue we're looking to solve here.

I really hope you guys learn from the system and the next iteration of legendaries is purely defensive/utility and no outright dps legendary affixes. They would be much more fair/balanced if they were that way.
There's definitely a lot we've learned here. Ion even said pretty much exactly this in the last Q&A - if we did it all over again, we'd probably only make "Utility" Legendaries.

With some, as the instructors fourth lesson for Unholy DKs, it is MANDATORY. This legendary is -required- for us to perform even remotely on par with other DPS classes.
Right. As I said, that's another problem we're trying to fix. If a spec is only competitive with a specific Legendary, then we need to bring up their numbers. To do that, we need to also nerf that Legendary.

Just use a legendary token system. Problem solved.
Disagree. "Just let me pick the best Legendary" doesn't solve this particular problem; there shouldn't be one or two Legendaries that are far and away the best one in all situations. With the way these items are in 7.1, if we add such a system, everyone will just pick the best 2 for their spec and the rest will still suck. We'd rather that none of them sucked.

And just to be clear: something like what you (and others) are describing here is not off the table. Ion even mentioned at BlizzCon that we may end up doing something along those lines in a later patch. It just doesn't solve this problem.

Another problem not mentioned here is being spec-locked because of legendaries. I have X on my spec, so can't freely switch without feeling behind. AP already contributes to this problem but at least can be caught up -- legendaries, with soft caps and what not, just make it impossible to switch.
Yeah, we definitely share your concern here. We don't have a solution yet (and aren't likely to for 7.1.5), but it's something we're talking about.

Blue Posts
Originally Posted by Blizzard Entertainment
Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Upcoming Unholy Death Knight Changes
Quick note on a small upcoming change: in the next PTR build, Apocalypse will burst up to 6 Festering Wounds (instead of 8). However, the damage of the summoned ghouls will be increased by 33% (which will not be obvious from data), keeping the total the same. This is also a large buff to the damage of Army of the Dead. Finally, in a separate change, the damage of the summoned Gargoyle and Val'kyr will be increased.

However, will apocalypse continue to burst 4 wounds in pvp?
Yes. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Any consideration for a pet battle related tint to the new artifact appearance tied to solo content?
What would a "pet battle related artifact appearance" even look like? Accepting all ideas. (Muffinus)
by Published on 2016-12-13 03:18 PM

Blizzard Publishing Launches, Rhykker's Unhallowed Grenades DH Build

New Hearthstone TV Commercials - December 2016

Spring Balloon Festival
Spring Balloon Festival allows players to take a short balloon ride around a zone.

  • Head to one of the red X markers on the world map to find a balloon.
  • Once there, speak to the pilot and he will let you sign up to ride.
  • Actually taking a ride requires a total of three players, so you will have to wait for more to show up.
  • The ride will take you elsewhere in the zone and play some dialogue along the way.
  • At the end of the ride you are dropped off and the balloon disappears.



World Boss - Withered J'im
DEADLY: Withered J'im is up again this week, rewarding players with Artifact Power and a chance at item level 860 loot.



Legion PvP Season 2 Begins
A new PvP season starts at 8 AM PST today!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Attention all Arena and Battleground competitors! On December 13 at 6 a.m. PST, Legion PvP Season 1 will come to a close. But the battle will pick up just two hours later at 8 a.m. PST, when Legion PvP Season 2 begins!

Season 1 – End of Season Rewards
If you participated in Season 1, in order to ensure you receive the rewards that you’re due, please keep the following in mind:

  • Refrain from transferring your character(s) to another realm or faction until after Legion Season 1 has ended.
  • Legion Season 1 titles and mounts will be awarded approximately two weeks after the season ends.

Season 2 Begins
With Legion Season 2, the maximum number of times you can Prestige will increase from 4 to 8. Furthermore, weekly Rated Quest rewards will increase to the following values:

Last Week's Rating Base Item Level Appearance
0 - 1399 855 Gladiator
1400 - 1599 865 Gladiator
1600 - 1799 875 Gladiator
1800 - 1999 880 Gladiator
2000 - 2199 885 Elite
2200 - 2399 890* Elite
2400+ 900* Elite

*Item levels 890 and 900 above will become available when the Nighthold raid opens.

The item level of PvP gear rewards from Skirmish, Battleground, Arena, and Rated Battlegrounds victories will increase with Season 2, but the transmog look will remain the same as Season 1.

Faction-based Rewards
Don’t forget—end-of-season rewards are based on your faction nowadays. The top 0.5% of Alliance PvPers will be awarded the Gladiator: Legion Season 1 achievement and mount, and the same will go to the top 0.5% of Horde PvPers. If you transfer your character to the other faction, you must have 50 wins after your transfer to receive the reward.

Now get out there and fight to the finish!

Weekly Bonus Event - Legion Dungeons
The Legion Dungeon Event is live this week!


Originally Posted by Blizzard (Blue Tracker / Official Forums)
All week, open Group Finder (default hotkey: i) and then select Dungeon Finder to queue for any Legion dungeon on Normal or Heroic difficulty. Alternately, get a group of veteran dungeoneers together and travel to one of the Legion dungeons on Mythic difficulty:

  • The Arcway
  • Assault on Violet Hold
  • Black Rook Hold
  • Court of Stars
  • Darkheart Thicket
  • Eye of Azshara
  • Karazhan
  • Halls of Valor
  • Maw of Souls
  • Neltharion’s Lair
  • Vault of the Wardens

Look for the following all week long:

  • Archmage Timear near Violet Hold in Dalaran has a quest for you.
    • Quest requirement: Complete 4 Legion dungeons on Mythic difficulty.
    • Rewards: One loot box containing a piece of gear from Heroic difficulty Emerald Nightmare.
  • Passive bonus: The final boss in each dungeon drop additional loot on all difficulties (except Mythic Keystone difficulties).

Sword or Helmet Giveaway
Our friends over at Gamepedia are giving away a Sword or Helmet prop, along with a Elder Scroll! These props will be created by Volpin Props, a company that brings things like Doomhammer to life.



Developer Communication
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Some good feedback here. I'll try to address your points as best I can.

On Twitter: Disagree that it's always the wrong approach, but it's definitely not always the right approach either. 140 characters is a blessing and a curse - it's harder to get a complete point across sometimes, yes, but it also forces things to be presented more concisely, which is great for certain types of feedback. We're not going to stop using Twitter, but we're continuing to learn about when it's not the right platform.

Also just as an aside, every account other than WarcraftDevs should be treated as someone's personal account and not as the correct place to provide feedback or look for answers. That also means that it's completely their choice if they decide to mute or block someone.

On the Q&As: I agree that the experiment in the last one to answer more spec-specific questions didn't go well. I honestly don't think the live Q&As are a good way to answer those questions at all. Even if we were to somehow narrow it down to only "legitimate" questions (aside: what criteria determine "legitimate" anyway?), there's far more to answer than we can possibly fit into one Q&A, so we're always going to leave something out.

Secondly, it's important to remember that not everyone follows fansites closely, or saw the BlizzCon panels, or even the other Q&As. AK alt catchup is a great example - despite all of the other places we talked about what's happening in 7.1.5, it was still one of the most-asked questions. I'm glad that you had already heard about it, but clearly a lot of others had not, which made it absolutely worth answering.

I do agree, though, that the Q&As work best when we either stick to broader topics, or focus the entire thing specifically on one topic (like we did with the Professions, PvP, etc. Q&As a few months ago). As a whole, it's a format we're still experimenting with. I can't promise they'll all be great, but I can promise that we'll learn from when they aren't.

On Interviews: Mostly agree, although it depends on the interviewer. You're not likely to see the hard-hitting questions coming from a major gaming publication, but you might from a community site, podcast, etc. Personally, I actually think we need a lot more interviews with those community sites, especially those that focus on more niche playstyles - it's a great way to get answers to those people without "wasting" everyone else's time.

On the forums: I actually completely agree with you here. Our forum presence sucks. It's a big issue that we're working to fix. That's part of why I'm here, posting this, and will continue to be around these forums as much as I can. Resolving this issue will take some time - if it can ever be completely resolved - but we're working on it.

It's worth mentioning that part of the issue - the general lack of dev posts - has been because they've been focusing as much of their time as possible into working on the game. Part of trying to keep patches coming at a good cadence means we need all hands on deck to get the work done, which means less time for the dev team to spend on the forums. That in turn means that, when the devs do get time for the forums, they spend the vast majority of it just reading, so they can absorb as much feedback as possible. So, the community team (including myself, but many others as well) need to step in to fill that gap, in a way that doesn't make you go "Ooh, a blue post! Ugh, it's just a CM." We haven't been, but we're going to.

On Reddit: I also like AMAs, and agree with your thoughts here. I do think that there are some topics where they might work much better than the Q&As, and while I don't want to say what those are for fear of over-promising, it's a cool idea that I'll circulate around.

On Patch Notes: I think a lot of the issues with patch notes are actually symptoms of some of the above issues. The designers' notes are definitely a good addition, but those are intended as little snippets of explanation for the player who doesn't really keep up with fansites, interviews, forums (well, when there's posts on them), etc. It shouldn't, whenever possible, be the first place that the person reading this thread heard about something, unless it really only needs a couple sentences to explain. If we need to give more detail, we should be doing that ahead of time and just referencing that explanation in the patch notes.

We've also heard loud and clear that you guys want PTR Patch Notes back. It's a tough situation for us to solve, though I don't think it's an unsolvable one. The PTR, especially under Legion's development structure, is much more experimental and incomplete than it's been in the past. Having official patch notes makes each individual change - any of which could be reverted at any point - feel a lot more "final" than they really are.

Our approach for 7.1.5, then, was "let's focus on what it'll be when it's done" - that was clearly the wrong choice. Official PTR Patch Notes might not be the answer we need, but we definitely need a way to keep you more informed of what's happening, especially for class changes. Even something as simple as "Class Notes for PTR Build ABCXYZ" might fill the gap.

At any rate, thanks for this - it's given us a lot to think about. I know there's a big difference between saying we'll do better and actually doing better, but threads like this really help us actually improve things.

I have an idea for your Q&A that should get you the questions that people want answered most

Make a thread about the Q&A first and specifically state that the most upvoted questions in this thread will be adressed/responded to in the Q&A when it happens. Do this everytime you have a Q&A, that should help people get the questions they want to see and hopefully the answers they want to see

We briefly debated this early on but decided against it, for a few reasons:

1) We don't always have an answer for something - if a highly-upvoted question is going to get "I don't know" or "We're not sure yet" as an answer, is that acceptable?

2) Sometimes the answer lies in something we're not ready to talk about yet; for example, if "When will you add Demon Hunters" got a ton of upvotes prior to Legion's announcement, how do we handle that? Do we dodge the question (which says just as much as answering it)? Do we lie and say we have no such plans? There really isn't a good outcome there.

3) It's pretty easily abused - if I want my question to be answered, it makes sense for me to ask all of my friends/guildmates/etc to upvote my question and downvote others, even if they don't care about the answer.

4) It heavily favors playstyles or classes with the highest overall representation; it's likely for there to be entire aspects of the game we never talk about again just because there are going to be fewer people upvoting those questions.

Because of the above (and probably a couple other reasons I can't recall right now), we decided that our best approach was to just ignore upvotes/downvotes entirely.

Yes, not only is it acceptable to say, 'We don't know," or "We aren't sure yet," but that kind of transparency is absolutely necessary for quality feedback and communication. Those are great jumping off points to get good feedback from the community. Of course, hopefully you would give us more than just those statements. Hopefully, you would explain why you haven't been able to come to a decision yet, what you perceive to be the pros and cons, and why it is so difficult to make that particular call and then MAYBE the community could help you actually make the decision.

Even if our feedback won't help make the decision easier, understanding your thought process will make it easier to accept the decision once it is made.

To be clear: I agree that "we don't know yet" can be a good thing to say. I don't think a time-limited Q&A is the right place to do that - would rather spend that time on a question we actually have an answer for.

Blue Posts
Originally Posted by Blizzard Entertainment
Tab Targeting Changes
So, in 7.1, we actually reverted the tab targeting logic back to what it was prior to Patch 7.0. It should be functioning now exactly like it did during Warlords. I've personally found it much more reliable; if you're still having issues with it, did you have similar issues during Warlords? (Blue Tracker / Official Forums)

Reputation Catch-Up for Alts
We talked about this idea briefly on the Q&A the other day, but I'm interested in hearing more feedback. What do you feel you need access to that's locked behind a reputation for your alt? Most of the "big" unlocks - e.g. World Quests, access to Suramar dungeons - are now account-wide.

So, let me clarify my thoughts a bit, and why I asked for specifics:

Quite often, we see feedback that focuses on the solution instead of the problem. That's not a bad thing (in fact, it's quite natural and in many ways polite for someone who's trying to be helpful to suggest a fix for a problem), it's just that it occasionally means we have trouble tracking down what the actual core issue is that's causing you to present that solution.

Looking specifically at this topic: many of you are suggesting the MoP-style rep tokens as "the right fix." And maybe it is! But if we were to implement something like that, we need to know what it's fixing, because we might have a better way to solve the same problem. Or maybe we don't see it as a problem at all.

To use a dumb analogy, because I love analogies: say your roof has a leak, and every time it rains, water drips down through your ceiling and your carpet gets wet. You could keep a pot nearby that you put under the drip when it rains - that'd certainly solve the issue of damp carpet - but it's kind of inconvenient, and the leak is still there. It'd be a much better solution to fix the roof, so the leak stops happening entirely.

Or, you know, maybe you're actually in a gazebo and the carpet is supposed to get wet because it's weather-resistant and... okay, so this analogy isn't perfect. But hopefully I at least illustrated why I asked for specifics: maybe the solution is that the thing you want via rep should just be account-wide. Maybe it's already supposed to be account-wide, but there's a bug. Or maybe having to gain the reputation on your alt is an intended part of playing a second character.

This is mostly just me musing - there's some great info in this thread already that we can definitely talk about - but I thought it might be interesting or helpful to clarify. (Blue Tracker / Official Forums)

Hearthstone - New TV Commercials
Blizzard has a new Hearthstone TV commercial.

by Published on 2016-12-12 07:45 AM

New PTR Patch Notes - 2.4.3.42336

Popular Decks of the Week for December 11

Mythic+ 20 Darkheart Thicket
Members of Serenity and FatSharkYes completed a Mythic+ 20 Darkheart Thicket run within the time limit! Congratulations to them.



Patch 7.1.5 - Volunteer Guard Day
Volunteer Guard Day allows you to help defend your faction's city and take on the appearance of a guard.

  • Approach any guard in your faction's city and /salute them
    • Alliance: Stormwind, Ironforge, Darnassus, The Exodar, Stormshield
    • Horde: Orgrimmar, Thunder Bluff, Undercity, Silvermoon, or Warspear
  • You will take on the appearance of the guard you interacted with, along with a 24H Volunteer City Guard buff.
  • While you have the buff, City Invaders will spawn when you are in town and attack you. Defeat them to increase your kill count.
  • Killing 10 attackers adds the "Defender of X" to your buff, 50 for "Heroic Defender", and 250 for "Mythic Defender". This doesn't appear to have any actual effect.
  • This buff persists through death and changing of zones, but will be lost when entering an instance.
  • You can get the buff back again by saluting a guard. Losing the buff will not reset your kill counter.



Blue Tweets
Originally Posted by Blizzard Entertainment
PvP
probably a silly question. But will my honor talents reset at the end of season? Will I have to grind them again?
Honor talents will not be reset. There will, however, be new Prestige levels to earn! (WarcraftDevs)

Are the Prestige PvP mounts going away with the season?
Nope! The current Prestige mounts will still be obtainable in Season 2. (WarcraftDevs)

Someone said that in PvP only the first 34 weap ranks unlocked count, not the bonus ranks but don't see that in blue post? T or F?
This is correct. Ranks 35+ do not apply in PvP instances. (WarcraftDevs)

When you switch factions, is it 50 wins in the bracket you want the title in or 50 wins in either 2v2 3v3 or RBGs
50 wins in the specific bracket. (WarcraftDevs)

Will your current prestige rank reset, or will you just continue prestiging the new levels?
Prestige ranks will not reset. If you're already at max Prestige, you'll be able to immediately move on to the new ranks. (WarcraftDevs)

Lore
Can Fel Magic be used to Heal as well as Corrupt? Like Shivarra Priestesses who Heal?
definitely. If your a fel based creature. Otherwise it's going to leave a mark. (Alex_Afrasiabi)

Death Knights: what makes you feel like a DK? Do you consider yourself kind of evil? Would you raise a soul against its will? (Muffinus)

Priests: how does shadow fit in with the Light for you? Are shadow priests corrupted? What IS discipline? (Muffinus)

Ghostcrawler Tweets
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
How do you think players should provide feedback on games that’s useful for developers? Do you find player change suggestions useful, or should they focus more on explaining their problems instead?
So there is this (somewhat insulting) maxim that gets floated around that players are supposedly great at identifying problems and terrible at suggesting solutions. I don’t like repeating it, because it has this unhelpful implication that players are stupid.

Players aren’t stupid. They just don’t know the whole code base. I don’t know the whole code base. The tech director probably doesn’t know the whole code base.

Usually, the actual issue is that in software development, it’s often really hard for people not intimately familiar with a specific part of the code to predict how easy or hard an idea will be to implement. You get better at it of course, but I’ve been doing this for almost 20 years now, and I still get surprised when solution X takes 4 months to implement and nearly-identical solution Y takes 10 minutes.

Players are about as far removed from the code base as one can be, so often the solutions they come up with aren’t feasible, sometimes for very pedantic reasons.

There are other reasons the suggestion won’t work. Maybe it just feels wildly inconsistent to the rest of the game. Maybe it would cause a lot of bugs. Maybe it would be easy to exploit. Maybe it would cause weird player behavior.

So, yes, strictly speaking if you want to be as efficient as possible in your feedback, focus on explaining the problem. State the problem very clearly. Don’t assume the reader, even a dev, understands your shorthand. You might end up talking about two totally different things. Then state the consequences for the problem. That’s it. Suggestions on how to fix it are probably most useful as a way for us to reverse engineer what the specific problem is, but again, it’s more efficient just to state that clearly in the first place.

As an aside, I’ll risk making another sweeping generalization here and opine that player feedback is nearly always too long. There must be this other maxim somewhere that the length of a post is somehow proportional to the strength of the post, but that’s just not true in my experience. Players love bullets. Posts with lots of bullets get upvoted, as if the writer must certainly be an authority on a topic if they can come up with so many things that are busted or so many reasons why something being busted is bad. But longer isn’t automatically better. Longer is automatically less efficient however. You are probably burying your good stuff in a sea of words.

We are busy. You don’t want to make us digest a wall of text just to distill out the really critical information. You want to write like Hemingway: use just enough words to get your point across, and no more. (Source)



Geek Shopping Guide
Our friends at Gamepedia have put together a shopping guide for the holidays.



Dark Legacy Comics #563
DLC #563 has been released!

by Published on 2016-12-11 07:45 AM

New PTR Patch Notes - 2.4.3.42336

Weekend Wacky Wild Decks

All Artifact Weapon Traits Complete
Congratulations to Cerli (EU-The Maelstrom) for being the first to finish earning all of the Artifact Weapon traits! This was accomplished by chain running Mythic+ dungeons, allowing Cerli to farm up the 65,256,330 Artifact Power required.



Patch 7.1.5 - Hatching of the Hippogryphs
Hatching of the Hippogryphs is a micro-holiday that allows players to witness the hatching of hippogryphs in Feralas.

  • This event takes place in the Frayfeather Highlands in Feralas.
  • You can stand near an egg for a short while to keep it warm so that it hatches.
  • Once an egg hatches, you have a baby hippogryph on your shoulder for one day.
  • You can kill Lorthalium to obtain a Spectral Feather, which will keep your hippogryph around for five days.



Patch 7.1.5 - March of the Tadpoles
March of the Tadpoles is a micro-holiday that sends you to Borean Tundra to an area with baby murlocs.




Patch 7.1.5 - Love is in the Air Updates
Patch 7.1.5 brings updates to the Love is in the Air holiday!




Upcoming Raid Testing - December 13
Originally Posted by Blizzard (Blue Tracker / Official Forums)
On Tuesday, December 13, we will be conducting focused raid tests of Heroic Nighthold bosses.

Remember that Heroic difficulty scales for groups between 10 and 30 players, so feel free to assemble and bring a group of any size within that range.

Tuesday, December 13

Elisande – Heroic Nighthold
13:30 PST (16:30 EST, 22:30 CET)

Gul'dan – Heroic Nighthold
15:00 PST (18:00 EST, 24:00 CET)

As always, this testing schedule is very fluid and subject to the realities of a PTR environment. We might have to change the time of a testing session, change the bosses being tested, or cancel a test entirely, due to bugs, server hardware issues, etc. Keep an eye on this forum for the latest information, and thank you in advance for testing and providing feedback.

Blue Posts
Originally Posted by Blizzard Entertainment
Hunter (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
We definitely understand that Marksmanship Hunters were used to a version of Vulnerable on live that was, for all practical purposes, full uptime (i.e. it could be up for every or virtually every Aimed Shot). Skilled players will still be able to have a great majority of their Aimed Shots affected by Vulnerable even in 7.1.5, albeit with a higher demand on focus management and good use of Windburst. That is intended, even if it involves losing a degree of comfort in essentially never being without a Vulnerable when you want it. The debuff is less diluted and has more significance when it requires that sort of attention, and it is not without payoff: the damage of an Aimed Shot with Vulnerable is significantly higher than in 7.1, and can be further increased with the new Patient Sniper. The ability to use Piercing Shot with Vulnerable (and potentially Patient Sniper) is an example of a new option allowing a very strong burst.

While the fundamental mechanic driving it is a proc, the proc rate is quite high, and our goal is to make sure it is the sort of randomness that provides variation to a rotation while allowing responsive gameplay and room for mastery. The ability to wait on a Hunter's Mark while pooling focus to get full value from the Vulnerable will be more important than before. Windburst, as well as the talent options Sidewinders and Sentinel, allow on-demand Vulnerables as a resource to deal with situations where you have focus but not a Mark (or simply to make sure you have one for a key burst moment without having to react to a proc). Finally, removing the Vulnerable requirement for Marked Shot to do strong damage removes a reliance on multiple rapid procs and/or Sidewinders in order to use consistent buffed Marked Shots.

As the PTR goes on, we welcome feedback on what problems turn up when you try to put this into practice, but I wanted to explain a bit more what our expectation was. (Blue Tracker / Official Forums)

Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Cheat Death at 6 minutes is ridiculous... At the very least they need to make it reset on death, or no one is going to use it.
It does.

To say a bit more on the 7.1.5 changes to various “cheat death” effects, including Cheat Death, Cauterize, Purgatory, and Last Resort: firstly, the cooldown increase is not the only change—the cooldowns (specifically, the cooldown-enforcing debuffs) will now clear on death. So if you Cheat Death early in a dungeon, yes, you should avoid dying again for the next 6 minutes. However, in the event you do die (or the group wipes), you will return to combat with Cheat Death once again available.

More broadly, we examined the value of these effects as a whole and concluded they are too easily available. When Cheat Death was first added as a deep Subtlety talent (before the change to modern talent rows), its power and cooldown reflected the significant investment into that tree. In the current game, not only is its opportunity cost much lower, but, taking a look at the gameplay of healing and survivability challenges, the power level of such a frequent extra life is very high. For example, Rebirth has a 10 minute cooldown, and is a distinctively powerful ability that significantly contributes to a class’s perceived power in dungeons. Reincarnation has a 30 minute cooldown, and is far from being meaningless or forgotten. If we were adding Cheat Death and its ilk today and evaluating its power, there would be little justification for a cooldown as short as 2 minutes. Preventing a death that might otherwise have scuttled the entire current attempt at a dungeon or raid boss has more value than that.

On Last Resort in particular, we are aware that Vengeance Demon Hunters felt somewhat reliant on this to avoid deaths to unexpected burst damage, and we will be monitoring whether they need other changes to compensate (for example, they have increased health on PTR, increased baseline damage reduction, and a stronger Metamorphosis effect). And on Purgatory, its cooldown was increased the least because it conditional, and it was also made more reliable: the effect will now always last for 3 seconds regardless of whether you momentarily go above 0 HP during that window. (Blue Tracker / Official Forums)

Warlock (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
One problem that Destruction Warlock had was a number of talent rows with very obvious "single-target" vs. "AoE" talent picks. This has clear downsides--a requirement to swap talents often (and as a corollary, a feeling of being significantly crippled when not using the ideal talent loadout for a given situation). Clearly, it's a DPS loss single-target to say you can no longer have both Eradication and Reverse Entropy, and a DPS loss in some AoE situations to say you can no longer have both Cataclysm and Fire and Brimstone. But making that swap, and then making sure throughout PTR that Destruction DPS remains reasonably consistent with live, will leave the spec more well-rounded and not as pigeonholed by talent choices in a given situation. PTR already has buffs to Doomguard and Imp damage that help with numbers in all situations, as well as buffs to various talents to help futher improve flexibility. (Blue Tracker / Official Forums)

Sword or Helmet Giveaway
Our friends over at Gamepedia are giving away a Sword or Helmet prop, along with a Elder Scroll! These props will be created by Volpin Props, a company that brings things like Doomhammer to life.


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