He has an ability that stuns your pet for 2 turns. He starts out with the ability and uses it when it's off cooldown, so switch out when it happens.
His other two abilities are a Leech attack and a regular attack that seem to have a two-turn cooldown each since he uses both attacks then passes his turn and begins the rotation again with the stun.
Dragon pets like Emerald Proto-Whelp are good for this battle since they do more damage to Magic pets, which can help cancel out his healing.
Have two Dragon pets so you can switch between them when he stuns.
Once you defeat Cookie’s Leftovers, return to Marcus “Bagman” Brown to turn in the quest and receive your reward.
Originally Posted by Blizzard Entertainment
PvP Please make it possible to Obliterate Combatant's gear.
Relics and Combatant’s gear will become obliterable in Patch 7.2.5. (WarcraftDevs)
Mounts is stormcrow in-game and obtainable by players? i need more secret mounts.
Opinion Poll!We try to give dev notes on complex, non-obvious, or large impact changes. But for simple tuning, we usually don't. (1/3) (Celestalon)
I commonly see "Can you explain your reasoning for nerfing X?", but never for similar buffs. Obviously, getting nerfed sucks, but... (2/3) (Celestalon)
...there's often nothing complex/interesting to it. Answer'd usually be "It was simply overpowered." Should we say that? Alternative? (3/3) (Celestalon) I think the problem is after something is OP you nerf it to the ground, making it almost unplayable.
Do we? We try not to. It's easy to perceive as such, though, and I can empathize. It's *extremely* rare that we ever intentionally overnerf. (Celestalon) Clarify everything even if it seems obvious. The more transparent you are with your changes and reasons the better for everyone.
(Assume that including dev notes at all has a time cost that could be spent elsewhere, working on other important changes) (Celestalon) Unless it costs me a Raid Tier I'm ok with this.
What if it costs you changes to your spec, so that someone else's spec can get a "It was 5% high, so we nerfed it by 5%" post? Still? (Celestalon)
Ghostcrawler still occasionally talks about WoW. Remember that he no longer works for or speaks for Blizzard.
Originally Posted by MMO-Champion
For games that support the trinity (Tank, Healer, DPS), why does it always seem that DPS is always in low demand compared to Tanks or Healers? Is it because being DPS is something players naturally gravitate to, or because games still haven’t found a way for tanking and healing to be more fun?
I think tanking or healing are plenty fun, and those are almost exclusively the roles I tend to play (especially in WoW, which is probably what I played the most).
I think DPS is kind of low risk, high reward, in that it’s pretty satisfying but if you screw up, it’s usually not super painful. Yes there are DPS checks, but it’s often hard to isolate one person as being the reason you didn’t clear that bar. Tanking and healing are more high risk, moderate reward. If you do your job right, then that kind of feels like table stakes, and if you do them wrong, everyone notices and might yell at you. As DPS, you can sometimes zone out or even AFK. Everyone knows if you AFK as a tank. You have to always be “on.”
Dealing damage also feels like the core way to play those games, because that’s you have to do when solo, and it even feels like the core way to play most games. Link has a sword. Samus has a ranged weapon. Mario jumps on dudes. I think we all just grow up as DPS as a default and then migrate into other roles.
I have often wondered what would happen to WoW if dungeons were 6-players (tank, healer, 4 DPS) and raids were similarly scaled up. Would the ratios just naturally work out better, or would the population slowly shift and there would still be too many DPS? (Source)
Another episode of HeroStorm has been released.
World Quest Group Finder Updated World Quest Group Finder has been updated to work with the recent addon changes. You now have to click a button in the center of the screen to trigger searching for and applying to groups.
US: Mage Tower Up - Artifact Challenge Tips
If you were able to complete a challenge, feel free to leave some tips for other users!
The Highlord's Return - Blood Death Knight, Vengeance Demon Hunter, Brewmaster Monk, Protection Paladin, Protection Warrior, Guardian Druid
Beast Mastery Hunter Changes in 7.2.5
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
Hi Beast Masters. We’ve been reading your feedback and trying different sets of changes for Beast Mastery Hunters internally and on PTR.
To start, we are reverting all 7.2.5 changes we’ve made so far to how Wild Call triggers. Instead, Dire Beast and Dire Frenzy will have 2 charges baseline. The Mantle of Command (legendary shoulders that currently add +1 charge to Dire Beast/Dire Frenzy) will be changed to instead further increase the proc chance of Wild Call.
Overall, this will result in more Focus for all Beast Mastery Hunters, resulting in a more active rotation. Additionally, this gives all Beast Mastery Hunters access to a Dire Beast/Dire Frenzy with 2 charges playstyle that is more engaging and fun, allowing you to make decisions on when to use the buttons, instead of feeling like you should most often simply push them on cooldown.
We’ve been trying other iterations of changes surrounding Dire Beast/Dire Frenzy and Wild Call, including increasing Dire Beast/Dire Frenzy Focus generation or versions that avoided changing the legendary shoulders drastically, but ultimately reached the conclusion that giving 2 charges to the abilities baseline, which many of you have asked for, was the best change for the spec at the current time. We appreciate your patience while we try different iterations on PTR.
We are also making a few other less major changes to the spec in the next PTR patch, including:
Aspect of the Wild will reduce the global cooldowns of your damaging abilities by 0.2 seconds, allowing you to more reliably spend the Focus you’re generating while it's active, especially with Dire Beast/Dire Frenzy going off.
Kill Command and Dire Frenzy will cause your pet/Hati to charge up to 40 yds (up from 25 yds) to the target, matching the max range of your ranged abilities.
When your pet casts Dash, Hati will also gain Dash for the same duration.
FEEDBACK: Tomb Raid Finder Wing 1
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
Tomb of Sargeras is now open for testing Raid Finder difficulty. Specifically, the first wing (The Gates of Hell) is now available on the PTR. We expect to keep the wing open for the entire weekend.
Please use this thread for feedback and bug reports regarding the first wing encounters, or related issues. Noting the nature of your group (Mythic guild premade, PUG, etc.) is helpful, as are any logs.
Thank you to everyone helps test!
Originally Posted by Blizzard Entertainment
Relics IN the Q&A you said relics would be throughput, yet all the rogue relics that drop off BS bosses are cloak, sprint etc
We dropped our preliminary "second bonus trait" plan. As always, the base properties of Relics span the entire range of available traits. (WarcraftDevs)
PvP Good day indeed, how do you feel about the 50% dampening games?
Don't like it. We'll spend a lot of time looking into it. (holinka) Do you feel like that causes another problem by making meta/balance changes with tournaments around the corner?
Auction House Dance Party Please tell me the music for AH Dance Party is a placeholder..? Def doesn't make me want to dance... More beats plz!
It is (Muffinus)
Overwatch - 30 Million Players
Overwatch hit a new milestone recently, with 30 million players! This is after hitting 25 million players just 3 months ago, 20 million players 6 months ago, and 15 million players 9 months ago.
FinalBossTV #137 - Feral Druids
This week focuses on Feral Druids!
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.
Group Finder Addons Changed
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
Since the release of Patch 7.2, we’ve been working to resolve issues with realm performance that were causing players to experience heavy latency and/or disconnects on the Broken Isles. As our investigation has continued, we’ve discovered that many of these issues were being inadvertently caused by addons intended to automate the creation and joining of groups via the Group Finder, even for players who were not using those addons.
Today, we’ve changed what addons can do when interacting with Group Finder, in order to address major performance issues with the game service for players— not just for those using these addons, but for others as well.
In order to alleviate those issues, we’ve recently applied a hotfix that changes how addons interact with the Group Finder. Players will now need to give a manual confirmation when an addon attempts to:
- List and delist a Group Finder group.
- Search for and request an invite to a Group Finder group.
Addons that are affected by these changes will need to be updated to comply with this new restriction. We understand that this is a relatively sudden change, but it was important to resolve the performance issues as quickly as possible.
Note: If you are not using an addon that modifies the Group Finder feature, you should not encounter any issues resulting from this change.
Latest thoughts: Spitfire - It's a fun playstyle option for people, but having both defensive (even without it being an increase to Hot Blooded, it's still more Elusive Brawler stacks) and offensive value (more Breath of Fires for damage), it's hard to fit it anywhere in the talent tree, and it complicates artifact trait values. We're going to just cut if for now (may return at some point in the future when it fits in better). Niuzao will return, and will simply deal more damage to make him competitive with the row.
Blackout Combo - Yeah, the 2sec rotation is problematic. Some people like the frantic gameplay, but we think other talent combinations deliver on that better anyway. The main problems with it are that it invalidates a ton of other talent choices, actually *reduces* rotational choice because you just combo everything instead of having to choose what you combo, causes energy capping issues, is a massive buff to the talent potentially upsetting talent balance, and is too fast-paced without any other contribution. We're going to return it to 3sec, where you can pair it with other GCD-filling talents to create the frantic playstyle if you prefer, without causing the above issues.
Hot Blooded and Dragonfire Brew - Baseline, Hot Blooded is very strong. 1% DR per bronze trait is already on the extremely strong side. The Legendary chest was created with Hot Blooded in mind as its defensive benefit. But that gets a little out of hand when we added 4th points to Bronzes, and you min/max relics, increasing it to the massively-OP level of 7% DR for a legendary. Then the 7.2.5 changes also add more Elusive Brawler stacks to that. We're going to adjust these two traits in order to better balance trait and legendary values: Dragonfire Brew will also increase the duration of Breath of Fire's DoT by 100%, giving it defensive value. Hot Blooded will now be active the whole time, instead of ~half the time without the Chest, and so is changing to 1% DR per point to compensate.
EDIT: Overall Tuning - As always, overall tuning happens late in the process. Don't worry about overall power level of Brewmasters when giving feedback on these changes.
I have a feeling theres a disconnect between how much the monk community value those elusive brawler stack and how the Developpers value them.
First off, as said many times, dodge doesn't do anything VS magic damage or VS any kind of boss threatening ability as they are undodgeable even if physical (ex: spellblade annihilate).
From a mythic raider point of view, those dodge stacks hardly do anything, as bosses auto-attack (the only thing that's dodgeable) are the least threatening form of damage we have to face.
From a M+ dungeon point of view, those stack comes and go so fast nobody will notice the buff... having 100% dodge chance for 1 auto-attack out of the 5+ weak mob training you hardly change anything...
It's also one of the reason people hardly, if ever, use blackout combo to empower purify.
We value it based upon its actual real world value, not a theoretical worst case that doesn't actually exist. You should too.
Yes, Elusive Brawler does nothing against Magic/undodgeable damage. However, apart from some extremely niche situations like Star Auger, it's not that piercing damage alone that kills you; it's the combination of those and other damage that is dodgeable. Nowhere is this more true than on Brewmasters, where there is no spike damage, only smoothed total damage (which is mostly auto attack damage). Mastery drastically reduces the total damage you take, which is the only thing scary to a Brewmaster anyway. (Blue Tracker / Official Forums)
Priest (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator) Discipline in Patch 7.2.5
Thanks for all the feedback. As I mentioned last week, there was a lot of rapid iteration going on so it was hard to give any detailed updates. This build is a more complete set of changes that seems to be going in a good direction, though there are still some issues to work out.
--Talent balancing. In particular, Evangelism is an idea we like, but finding serious competition for it as a raid talent might be hard. It probably needs to be against heavier hitters like Power Infusion (especially if that helps it be less of a one-note cooldown stacking build). There will likely be further iteration on talent arrangement to better accommodate the new additions.
--Mana. The spell whose cost is most important for balance purposes is Plea, because it is now the most efficient way to convert excess mana into Atonements. We reduced the cost so it would make more sense when compared against Shadow Mend and Radiance, but have to keep an eye on whether that leaves mana as a reasonable limiter on how much Atonement you can spread over the course of an encounter.
--Overall Atonement count. The changes in the last build helped fix a lot of mechanical issues, but also added a lot of raw power to the spec, particularly in terms of Atonement spread/uptime. And particularly Evangelism returns a lot of the burst-Atonement coverage that currently dominates Disc raiding. That's not necessarily a problem if everything else about the spec is working well, and it's good to continue having a bit of a niche that Disc is used to in Legion. But as discussed in my first post, if it's as easy to blanket the raid as it is on live, that limits the spec somewhat.
While this is something we'll monitor throughout PTR, especially with more internal and external raid testing, there is definitely a worry that in order to balance the spec at this point, the Atonement transfer % would have to go down, which is the opposite of the stated goal. We don't want to be in that position at the end of PTR when it's harder to make other changes. (Blue Tracker / Official Forums)
Developer Q&A - Ion Hazzikostas
Ion Hazzikostas answered questions today about Patch 7.2. Next month there will be a Patch 7.2.5 Q&A.
Tomb of Sargeras
Tomb will release sometime in mid to late June.
Gear mattering is the default in WoW.
Timewalking is there to normalize people of all levels so that they can do content together.
The challenges not scaling means that they will become accessible over time to the entire audience.
Green fire started off being challenging and eventually became easier.
The challenges aren't made for a few percent of players. Over the long run more people will be able to enjoy them.
Early on there is a lot of prestige being able to complete the challenge so early.
There will be a large number of people that won't be able to do it with Tomb or Argus gear.
The team didn't have the capacity to make 36 challenges, so they are happy with the ones they created.
Broken Isles Pathfinder
Overall the team is pretty satisfied with how things worked out.
The team would have wanted to add another couple light requirements to Part 2, such as donate to buildings or kill elites, something that you would have gotten over time.
Anyone who you see flying right now has done the outdoor content of Legion. Now you can enjoy the perks of flight.
The team doesn't have any plans to turn off the invasions right now, even way down the road.
It is content for people to do, there isn't really any reason to turn it off.
The team isn't thinking about changing the frequency of invasions.
Unlike the pre-expansion patch invasions, these are taking place in zones players are actively using, shutting down other activity in that zone.
The invasion achievement being required for flying would have been annoying, no one wants to get up at 3 AM for an invasion.
Timewalking being up all of the time would result in people always or never wanting to do it.
Broken Shore Buildings
Contribution rates haven't declined so far. The team was expecting them to, but it hasn't happened yet.
If contribution rates decline, the team will adjust the amount of supplies needed for the buildings.
Part of the reason is storytelling. The team is trying to create a global narrative, the forces of the Alliance, Horde, Legionfall, all building towards an event.
Tomb will open when it opens for gameplay reasons. It was far too early to open it when Patch 7.2 released.
The world story builds up towards Tomb opening.
One option is everyone playing through the content leading up to Tomb opening in a few days, followed by a long wait with nothing.
The other option is some weekly steps, alternating between meaty quests and filler. The team is aware they are giving us filler as a pacing step.
Eventually the team realized (late in the PTR cycle) that the zone felt pretty empty with not a lot to do. They accelerated the release of the weekly steps, only leaving filler for the rest of progression.
They didn't plan out the release of content as well as they should have.
There are Artifact unlock challenge lines, class mount quests, artifact challenges, which took lots development resources. If you are only playing one character, you may only see 1/12th of the content.
The team learned from this and will improve in the future.
Patch 7.2 Content Size
In terms of the number of quests, creatures, text, and other things added, Patch 7.2 was a very big patch.
More VO lines were recorded for Patch 7.2 than any previous expansion.
The team completed a massive amount of content, but that doesn't mean anything to players if they feel like they don't have anything to do.
What more would you like to see?
If there were more traditional things like Isle of Thunder story questing, that would only add a few more hours of content. Is that enough?
What do you expect in a big named patch?
The right thing for you to do in Patch 7.2 was to go to Broken Shore and do the Artifact things.
If you log in and see an invasion of a zone, you might want to go there first. The more things there are for you to do on Day 1, the less clear it is what you should do.
The team could have done a better job of communicating how the content rollout was going to work.
The class specific content probably won't continue going forward to Patch 7.3.
Tomb Raid Testing
More raid testing will take place over the coming weeks: LFR, Heroic, and Mythic.
Originally the requirement to unlock your class mount was Exalted with Armies of Legionfall, but that requirement has been removed.
As soon as you complete the Legionfall campaign, you can unlock your class mount!
It is easier to remove requirements later than it is to add additional requirements.
Patch 7.2 is what was announced at BlizzCon. It is a patch with a dungeon, zone, raid, PvP brawls, assaults, and more.
Patch 7.2.5 is micro-holidays, a Timewalking raid, and new legendary items.
The plan is similar to what happened when Mythic Nighthold opened.
Week 2 the Mythic Keystone loot cap will go to 15, end of run loot Heroic, end of week Mythic.
The lag and latency issues are on the team's radar and they want to fix it.
In Legion, sharding tech was added. This is why the release was so smooth.
There are some addons that are causing behaviors that don't play well with sharding tech.
The team doesn't want to break up groups, having people that can't see each other in a group
The team wants to minimize the number of times you move from one shard to another. In previous expansions you would switch around when filling up a group, which felt bad.
Addons that are automatically creating groups are causing performance issues.
Heirloom upgrades are planned for Patch 7.2.5.
You will see upgrades in an upcoming build.
In Patch 7.2.5, if you have all of the legendary items for a spec and a legendary drops, it will randomly be for one of your off specs.
You can still change your loot spec if you want to target a specific spec.
If the team answers questions about one spec or class, they are answering a question that isn't relevant to 11/12 players watching.
Getting class information out there is something the team wants to do, maybe AMAs on the WoW subreddit would work.
Specs feeling like different classes with baseline abilities changing per spec.
There was a lot of focus on spec identity at the cost of some class identity.
Having a Fire mage never cast a frost spell might be too much, they are still a mage.
In some places the team went too far towards spec identity at the cost of class identity.
Tomb isn't the last raid in Legion. Patch 7.3 takes us to Argus with a new raid zone.
It doesn't feel great when you need an external buff to be effective or viable.
Making Disc priests less Innervate reliant is important.
Some of the classes are still hybrids, with a history and identity that is rooted in offering support to others. There is some value in recognizing this.
The team wants you to look at your raid composition and be happy that there is a certain class there. There are only a couple of examples of this right now, but the team could add some more.
If you want to work as a team to maximize effectiveness, this is a nice way to do it. If you goal is to top the meter that is probably less important to you.
If you are looking to fill a PuG, it would be awesome if you wanted to look for a specific class rather than just grabbing the highest item level player.
The team may have gone too far with bring the player, not the class. Sunwell was a long time ago and a different world. Not being viable without multiple group buffs is bad, but we are in a different place now.
The team would rather you take a slightly less geared Warlock rather than a third Hunter.
The team would like to make these challenges something you can go back and do again if you want.
Mythic+ Dungeon Balance
The team has nerfed the new ones a lot. They are keeping an eye on statistics, completion rates, times, chest count.
Things are mostly in a good space right now when it comes to balance.
Any time a new dungeon is introduced, you are learning a new dungeon. You have already been running the old dungeons many times and know them well, so they are easier even if the new ones are balanced well.
The new affixes are comparable in difficulty to the old affixes and the team is happy with them.
Overall the team is happy with the difficulty of Mythic Nighthold.
There is pretty smooth progression through Nighthold.
Gul'dan and Elisande might be the targets of a few nerfs.
There are no plans to add Armies of Legionfall reputation to the invasions.
If you don't enjoy them, don't do them.
The team doesn't want to give every activity every reward.
Invasions give Nethershards, Artifact Power, emissary credit, and reputation. They are already rewarding.
Order Hall Resources
There isn't anything planned for spending your excess Order Hall Resources on.
Bonus Rolls are a big sink for resources.
The team may offer something to spend them on in the future.
They don't want players to regret not earning more if they add a substantial thing to spend them on in the future.
Some players are always running low on Order Hall Resources
Legendary Item Upgrades
When Tomb unlocks, the item level ceiling on everything shifts up by 30.
New legendary items will drop at 970, and there will be a quest to upgrade again.
Legendary upgrade items will drop right away, you won't need to pick up the quest.
Once all of your legendary items are upgraded, hopefully the team will be able to hide the quest.
The upgrade item will take you from 910 to 970 if you haven't upgraded yet.
Black Temple Timewalking
This will be tied to the Burning Crusade timewalking event.
In the future the team would love to have a timewalking raid for every event.
What raid would you like to see for each expansion's timewalking event.
Paragon Emissary Chests
These chests still mostly reward the same thing, which is underwhelming. The team will discuss this.
Artifact Challenge CC
There is a ruleset for some creatures that uses a PvP style CC rule, with diminishing returns.
You shouldn't be able to CC some of these mobs endlessly, as this would make content trivial.
Diminishing returns and limited duration are both used to accomplish this.
Cripple being a four second duration is something the team looked at, but Affliction Warlocks found other ways to do the challenge, even without a specific legendary item.
Vol'jin is dead, what update do you want?
Stories are told in a way that makes sense for the narrative.
This felt like the right time to finish the Alliance story arc.
The team doesn't want to force symmetry and tell a story where it doesn't feel right.
Going back to the initial Broken Shore experience, the Horde did have an extra cinematic.
You won't be able to use weapon illusions on your Artifacts.
This was an artistic decision made early on.
Visual effects have to attach to certain places on weapons, which would constrain their design.
Most of the weapons aren't designed to have weapon enchant visuals attached.
US Realms - World Boss - Si'vash Si'vash is up now, so you can head to the Broken Shore for a chance at item level 900 loot, a Frost Relic, or Storm Relic.
US Realms - Nether Disruptor
The Nether Disruptor is active on US realms!
Originally Posted by Blizzard
(Blue Tracker / Official Forums)
Work on Patch 7.2.5 is continuing to progress, and this week’s PTR update reflects that. You’ll see several updates and additions to patch features (including some we haven’t enabled for testing yet), another round of class changes, and a new event enabled for testing: the Moonkin Festival. Head to the Moonglade if you’d like to check it out.
Later this week, we’ll be opening up the first wing of Tomb of Sargeras on Raid Finder difficulty for testing. We currently plan to switch it on at around 4 PM Pacific time on Friday, and it’ll remain open throughout the weekend. We’ll open a thread for feedback once it’s available.
Next week, we’re planning to open up Black Temple Timewalking for testing again, and hope to be ready to begin testing the Chromie quest line as well. Thanks for all of your feedback so far, and happy testing!
The DIre Frenzy change should read as "Instead of generating 25 Focus instantly, generates 24 Focus over 8 secs, similar to how Dire Beast generates Focus." This is to address issues with using Dire Frenzy while near full Focus, especially combined with Dire Stable.
Also currently the Dire Frenzy Focus regen buff is overwriting itself rather than stacking independently like Dire Beast's Focus regen buff.
Of Brews And Blackouts (7.2.5)
Today's PTR build has a number of changes for Brewmasters. Continuing to iterate based on feedback, we've done the following things:
- Removed the Tiger Palm -> Blackout Strike interaction, and dropped Blackout Strike back to a 3sec cooldown (but still unaffected by Haste). This should provide a simple BoS - X - X rotation that is extremely flexible.
- Returned Breath of Fire to a 15sec cooldown. There's enough room in the rotation for it to be back at its previous usage rate.
- Moved Spitfire down to the level 90 talent row, preserving the level 15 talent row as is on live, replacing Niuzao instead. The level 90 row is a DPS row though, with no direct survivability value. To offset the increased usage of BoF that Spitfire allows, the Hot Blooded artifact trait now provides half as much benefit when you have Spitfire. Yes, this makes Spitfire directly incompatible with the legendary chest, and that's OK.
It also has one highly experimental change: Blackout Combo now also reduces Blackout Strike's cooldown to 2sec, and the other level 110 talents have been adjusted to preserve talent balance. I say highly experimental because this is something we were trying out internally, but didn't work out too well.
We found it to be too frantic, too much pressure to not miss any BoSs due to BoS having a survivability benefit now, and too restrictive on the rotation. It also meant that you had to avoid all of the talents that add anything to your rotation, because your GCDs are completely full, even with no talents that add GCDs, even with no Haste, etc.
There are enough ways to customize your GCD utilization now that you can fill up nearly all of your GCDs with the 3sec Blackout Strike if you want to (and it doesn't require a ton of Haste). As such, we're planning to return to a 3sec Blackout Strike (both with and without Blackout Combo), and let you fill up however much of that time that you want. I think you'll find that you can fill that time (or not) pretty easily. Regardless, the 2sec version made it into this build, so give it a try and let us know if your experience matches ours or not.
As always, feedback on any of this is welcome and appreciated.
P.S. One tweak to High Tolerance and Elusive Dance that we're likely going to keep is raising their benefits at Light Stagger, so that you still get most of their value even when not getting smashed.
Thanks for keeping us updated, Celestalon. No feedback on the ISB duration, or is it set in stone now?
The ISB duration, we've listened to a lot of feedback about.
It's definitely a significant change for high skill players. It's definitely a nerf, on its own, for those players, in some situations. However, it's a good nerf. And I don't just mean in terms of a theoretical 'better game', I mean it's a nerf that is in your personal benefit.
In simple terms, Brewmasters are currently strong in situations where they can exploit this, and weak in situations where they can't. By reducing your ability to exploit this, we can then also tune you up across the board (and have, if you notice the rest of the changes), so that you're strong in both situations.
TL;DR: The ISB duration change is a nerf in some situations for some players, that is compensated for with buffs in all situations for all players, resulting in a net gain for you. (Blue Tracker / Official Forums)
Shaman (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator) 7.2.5 Enhancement Class Discussion
The flat buff to the spec's damage to account for the talent changes is a very rough number on current PTR. As always, total DPS tuning gets its closest look at the end of the process, but we often put in some loose compensation for changes along the way to keep things in the ballpark (which facilitates testing/feedback).
The same is true for the new talents, which haven't had much of any look at tuning. New Tempest may well be a little low--that said, possibly reducing the power of that row and buffing the baseline spec instead would be worthwhile, since part of the point was reducing the importance of Stormbringer procs. New Boulderfist is mostly tuned based on pacing--it's a talent that makes the rotation quite full and a little more hectic in terms of GCDs. If its DPS value is too low, it will probably have some sort of damage bonus added.
Both new Tempest and new Boulderfist intentionally are relatively simple passive talents. This is because the overall potential rotational complexity added in the Enhancement tree is rather high (also because they are replacing effects that were quite passive in the first place--old Tempest, and Boulderfist's 100% uptime damage bonus).
The overall goal is somewhat surgically fixing a few core rotational problems that affect nearly all players of the spec, without opening up a huge number of changes or causing much disruption. Longer-term, I wouldn't be surprised to see iteration on ideas like Stormlash, but there's not a specific plan yet, and this patch isn't the right time for it. Of course we will try to adjust isolated talent/trait balancing issues as we can, especially ones that have gameplay impact (for example, I believe there was a good comment somewhere in these threads, that Wind Strikes contributes to the chain-proccing feel of Stormbringer because of its huge short-duration boost). (Blue Tracker / Official Forums)
Wake Up Tell your pet to wake up. 100 yd range. Instant. 30 sec cooldown.
Dire Frenzy Causes your pet to enter a frenzy, performing a flurry of 5 attacks on the target, and gaining 30% increased attack speed for 8 sec, stacking up to 3 times. Generates 25 Focus . Beast Mastery Hunter - Level 30 Talent. 100 yd range. Instant.
One with the Pack Grants Wild Call 60% increased chance to reduce the cooldown of Dire Beast. Beast Mastery Hunter - Level 60 Talent.
Separation Anxiety When your pet attacks a target alone without your assistingÂ for 5 sec, it becomes enraged increasing itsÂ damage by 50% . Attacking your pet's target calms it down, removing the enrage effect. Beast Mastery Hunter - Tier 4 PvP Talent.
Flurry Unleash a flurry of ice shards, striking the target 3 times for a total of [ 3 + 534.6% of Spell Power ] Frost damage. Each shard reduces the target's movement speed by 70% for 1 sec. Mage - Frost Spec. 1% of Base Mana. 40 yd range. Instant.
Blackout Combo Blackout Strike also empowers your next ability: Tiger Palm: Damage increased by 200%. Breath of Fire: Cooldown reduced by 6 sec. Keg Smash: Reduces the remaining cooldown on your Brews by 2 additional sec. Ironskin Brew: Pauses Stagger damage for 3 sec. Purifying Brew: Grants you a stack of Elusive Brawler. Brewmaster Monk - Level 100 Talent.
Elusive Dance Purifying Brew now clears an additional 15% of damage delayed with Stagger. It also grants up to 20% Dodge and damage done for 6 sec, based on the level of Stagger damage purified. Brewmaster Monk - Level 100 Talent.
High Tolerance Stagger delays an additional 10% of incoming damage. You gain up to 15% Haste based on your current level of Stagger. Brewmaster Monk - Level 100 Talent.
Hit Combo Each successive attack that triggers Combo Strikes in a row grants 2% increased damage, stacking up to 8 times. Windwalker Monk - Level 90 Talent.
Invoke Xuen, the White Tiger Summons an effigy of Xuen, the White Tiger for 45 sec. Xuen attacks your primary target, and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 1 + 40% of AP ] Nature damage. Windwalker Monk - Level 90 Talent. 40 yd range. Instant. 3 min cooldown.
Refreshing Jade Wind Summon a whirling tornado around you, causing [ 297% of Spell Power ] healing over 6 sec to up to 6 allies within 8 yards, and increasing the healing of Essence Font by 20% while active. Mistweaver Monk - Level 90 Talent. 5% of Base Mana. Instant. 6 sec cooldown.
Vivify Causes a surge of invigorating mists around the target, healing them and their 2 nearest injured allies for [ 300% of Spell Power ]. Limited to 4 targets. Monk - Mistweaver Spec. 4.5% of Base Mana. 40 yd range. 1.5 sec cast.
Windwalker Monk: Damage bonus on spells raised from a 14% damage increase to a 19% damage increase.
Smite Discipline, Shadow: Smites an enemy for [ 250% of Spell Power ] Holy damage. Holy: Smites an enemy for [ 250% of Spell Power ] Holy damage and has a 20% chance to reset the cooldown of Holy Fire. Can't be cast in Shadowform. 0.5% of Base Mana. 40 yd range. 1.5 sec cast.
Evangelism (New) Extends the duration of all of your active Atonements by 8 sec. Discipline Priest - Level 100 Talent. Instant. 60 sec cooldown.
Purge the Wicked Cleanses the target with fire, causing 0 Fire damage and an additional [ 48% of Spell Power ] Fire damage over 20 sec. Spreads to an additional nearby enemy when you cast Penance on the target. Can't be cast in Shadowform. Discipline Priest - Level 100 Talent. 2% of Base Mana. 40 yd range. Instant.
Sanctuary (New) Smite's absorption effect is increased by 50%. Priest - Level 75 Talent.
Shadow Covenant Draws on the power of shadow to heal up to 5 injured allies within 30 yds of the target for [ 450% of Spell Power ], but leaves a shell on them that absorbs the next [ 225% of Spell Power ] healing they receive within 6 sec. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Discipline Priest - Level 100 Talent. 5% of Base Mana. 40 yd range. Instant.
Contrition Increases Atonement duration by 3 sec. Discipline Priest - Level 75 Talent.
Discipline Priest Discipline Priest core passive Increases damage/healing of Shadow Word: Pain by 24% . Increases periodic damage/healing of Shadow Word: Pain by 24% . Increases buff duration of Shadow Word: Pain by 0. Priest - Discipline Spec.
Plea A quick, efficient plea to heal an ally for [ 1 + 225% of Spell Power ]. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Discipline Spec. 2% of Base Mana. 40 yd range. Instant.
Power Word: Radiance A burst of light heals a friendly target and their 4 nearest allies for [ 250% of Spell Power ], and applies Atonement for 50% of its normal duration. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Discipline Spec. 6.5% of Base Mana. 40 yd range. 2.5 sec cast.
Smite Name changed from "Sanctuary" to "Smite". Smite absorbs the next [ 300% of Shadow Spell Power ] damage dealt by the enemy. Discipline Priest - Level 15 Talent.
Enveloping Shadows Deepening Shadows reduces the remaining cooldown of Shadow Dance by an additional 1.5 sec per combo point spent. Shadow Dance gains 1 additional charge. Subtlety Rogue - Level 90 Talent.
Gloomblade Punctures your target with your shadow-infused blade for (700% of weapon damage) Shadow damage, bypassing armor. Awards 1 combo points. Subtlety Rogue - Level 15 Talent. 35 Energy. Melee range. Instant.
Relentless Strikes Your finishing moves generate 5 Energy per combo point spent. Rogue - Subtlety Spec.
Shuriken Combo Shuriken Storm increases the damage of your next Eviscerate by 10% for each enemy hit beyond beyond the first. Stacks up to 5 times. Rogue - Subtlety Spec.
Symbols of Death Invoke ancient symbols of power, empowering the next use of several of your abilities: Shadowstrike: Generates 2 additional combo points. Nightblade: Deals 30% increased damage. Eviscerate: Critical strike chance increased by 35%. Rogue - Subtlety Spec. 25 Energy. Instant. 30 sec cooldown.
Flametongue Attack Scorches your target, dealing [ 1 + 120% of AP ] Fire damage, and enhances your weapons with fire for 16 sec, causing each weapon attack to deal up to [ 12.5% of AP ] Fire damage, based on weapon speed. Unlimited range. Instant.
Stormstrike Energizes both your weapons with lightning and delivers a massive blow to your target, dealing a total of (1,200% of weapon damage) Physical damage. Melee range. Instant.
Stormstrike Off-Hand Energizes both your weapons with lightning and delivers a massive blow to your target, dealing a total of (1,200% of weapon damage) Physical damage. Melee range. Instant.
Windfury Attack Each of your main hand attacks has a 20% chance to trigger two extra attacks, dealing (80% of weapon damage) Physical damage each. 100 yd range. Instant.
Windstrike Hurl a staggering blast of wind at an enemy, dealing a total of (1,200% of weapon damage) Physical damage, bypassing armor. 40 Maelstrom. 30 yd range. Instant. 16 sec cooldown.
Windstrike Hurl a staggering blast of wind at an enemy, dealing a total of (1,200% of weapon damage) Physical damage, bypassing armor. 100 yd range. Instant.
Windstrike Off-Hand Hurl a staggering blast of wind at an enemy, dealing a total of (1,200% of weapon damage) Physical damage, bypassing armor. 100 yd range. Instant.
Ascendance Transform into an Air Ascendant for 15 sec, generating 12 Maelstrom per second , and transforming your auto attack and Stormstrike into Wind attacks, which bypass armor and have a 30 yd range. Enhancement Shaman - Level 100 Talent. Instant. 3 min cooldown.
BoulderfistRockbiter enhances your weapons for 10 sec, increasing all damage you deal by 5%. Enhancement Shaman - Level 15 Talent.
LandslideRockbiter now also enhances your weapon, increasing your Agility by 8% for 10 sec. Elemental Shaman - Level 15 Talent.
TempestStormbringer now affects the next 2 Stormstrikes . Enhancement Shaman - Level 75 Talent.
Totem Mastery Summons four totems that increase your combat capabilities for 2 min. Resonance Totem Generates 1 Maelstrom every 1 sec. Storm Totem Increases the chance for Lightning Bolt and Chain Lightning to trigger Elemental Overload by 10%. Ember Totem Increases Flame Shock damage over time by 10%. Tailwind Totem Increases your haste by 2%. 40 yd range. Instant.
Windsong Lashes your enemy for [ 1 + 400% of Spell Power ] Nature damage, and enhances your weapons with wind, increasing your attack speed by 35% for 20 sec. Enhancement Shaman - Level 15 Talent. 10 yd range. Instant. 45 sec cooldown.
Windfury Totem Summons a Windfury Totem with 5 health at the target destination for 60 sec. If the totem is destroyed, Windfury Totem incurs a 30 sec cooldown. Windfury Totem enchants all allies' weapons within 10 yards with wind causing attacks to have a 40% chance to generate an additional 3 extra attacks, dealing (80% of weapon damage) Physical damage. Shaman Any2 Role - Tier 2 PvP Talent. 5% of Base Mana. Instant. 30 sec cooldown.
Crash Lightning Electrocutes all enemies in front of you, dealing (100% of weapon damage) Nature damage. Hitting 2 or more targets enhances your weapons for 10 sec, causing Stormstrike and Lava Lash to also deal (100% of weapon damage) Nature damage to all targets in front of you. Shaman - Enhancement Spec. 20 Maelstrom. Melee range. Instant. 6 sec cooldown.
Enhancement Shaman: Damage bonus on spells lowered from a 21% damage increase to a 4% damage increase.
Flametongue Scorches your target, dealing [ 1 + 120% of AP ] Fire damage, and enhances your weapons with fire for 16 sec, causing each weapon attack to deal up to [ 12.5% of AP ] Fire damage, based on weapon speed. Shaman - Enhancement Spec. 10 yd range. Instant. 12 sec cooldown.
Lava Lash Charges your off-hand weapon with lava and burns your target, dealing (625% of weapon damage) Fire damage. Shaman - Enhancement Spec. 30 Maelstrom. Melee range. Instant.
Lightning Bolt Fires a bolt of lightning at the target, dealing [ 45% of Spell Power ] Nature damage. Shaman - Enhancement Spec. 40 yd range. Instant.
Rockbiter Assaults your target with earthen power, dealing [ 275% of AP ] Nature damage. Generates 25 Maelstrom. Shaman - Enhancement Spec. 10 yd range. Instant.
Stormstrike Energizes both your weapons with lightning and delivers a massive blow to your target, dealing a total of (1,200% of weapon damage) Physical damage. Shaman - Enhancement Spec. 40 Maelstrom. Melee range. Instant. 16 sec cooldown.
Windfury Each of your main hand attacks has a 20% chance to trigger two extra attacks, dealing (80% of weapon damage) Physical damage each. Shaman - Enhancement Spec.
Rain of Fire Calls down a rain of hellfire, dealing [ 720% of Spell Power ] Fire damage over 8 sec to enemies in the area. 100 yd range. Instant.
Death's EmbraceCorruption, Unstable Affliction, and Agony deal an additional 50% damage on targets that are at or below 30% health. Affliction Warlock - Tier 4 PvP Talent.
Haunt A ghostly soul haunts the target, dealing [ 1 + 1,000% of Spell Power ] Shadow damage and increasing your damage dealt to the target by 30% for 15 sec. If the target dies, Haunt's cooldown is reset. Affliction Warlock - Level 15 Talent. 10 Soul Shard. 40 yd range. 1.5 sec cast. 20 sec cooldown.
Malefic Grasp While channeling Drain Soul, your damage over time effects deal 40% increased damage to the target. Affliction Warlock - Level 15 Talent.
Phantom Singularity Places a phantom singularity above the target, which consumes the life of all enemies within 25 yards, dealing [ 1,391.2% of Spell Power ] damage over 16 sec, healing you for 30% of the damage done. Warlock - Level 100 Talent. 40 yd range. Instant. 60 sec cooldown.
Shadowburn Blasts a target for [ 1 + 315% of Spell Power ] Shadowflame damage. Generates 6 Soul Shard Fragments and an additional 6 Soul Shard Fragments if the target dies within 5 sec. Destruction Warlock - Level 15 Talent. 2% of Base Mana. 40 yd range. Instant.
Siphon Life Siphons the target's life essence, dealing [ 57.8% of Spell Power ] damage over 15 sec and healing you for 100% of the damage it deals. Warlock - Level 60 Talent. 40 yd range. Instant.
Writhe in Agony Agony's damage may now ramp up twice as high . Affliction Warlock - Level 15 Talent.
AgonyAgony can now ramp up to 10 stacks. Warlock - Affliction Spec.
Mastery: Potent Afflictions Affliction, Destruction: Increases damage done by Agony, Corruption and Unstable Affliction by 25%. Demonology: Increases damage done by Agony, Doom and Unstable Affliction by 25%. Warlock - Affliction Spec.
Conflagrate Triggers an explosion on the target, dealing [ 1 + 226.55% of Spell Power ] Fire damage. Generates 6 Soul Shard Fragments. Warlock - Destruction Spec. 2% of Base Chi. 40 yd range. Instant.
Immolate Burns the enemy, causing [ 1 + 133.2% of Spell Power ] Fire damage immediately and an additional [ 6 + 72.15% of Spell Power ] Fire damage over 18 sec. Periodic damage has a 50% chance to generate 1 Soul Shard Fragment. 100% chance on critical strikes. Warlock - Destruction Spec.
Immolate Burns the enemy, causing [ 1 + 133.2% of Spell Power ] Fire damage immediately and an additional [ 6 + 72.15% of Spell Power ] Fire damage over 18 sec. Periodic damage has a 50% chance to generate 1 Soul Shard Fragment. 100% chance on critical strikes. Warlock - Destruction Spec. 6% of Base Mana. 40 yd range. 1.5 sec cast.
Incinerate Draws fire toward the enemy, dealing [ 233.1% of Spell Power ] Fire damage. Generates 1 Soul Shard Fragment. Doubled on critical strikes. Warlock - Destruction Spec. 5% of Base Mana. 40 yd range. 2 sec cast.
Rain of Fire Calls down a rain of hellfire, dealing [ 720% of Spell Power ] Fire damage over 8 sec to enemies in the area. Warlock - Destruction Spec. 30 Soul Shard. 35 yd range. 8 sec cast (Channeled).
Ceaseless Toxin Inflict 0 Shadow damage to an enemy in melee range over 20 sec. If they die while this effect is active, the cooldown of this ability is reduced by 30 sec. Melee range. Instant. 60 sec cooldown.
Cleansing Matrix Channel a cleansing matrix into an ally, healing them for 0 over 3 sec. If the channel is fully completed, the target is healed for an additional 0 over 10 sec. 50 yd range. Instant (Channeled). 2 min cooldown.
Spectral Owl Call upon a spectral owl to attack your target, inflicting 0 Arcane damage every 1 sec for 20 sec. Your ranged attacks and spells against the same enemy extend the owl's duration by 1 sec, to a maximum of 30 sec . 50 yd range. Instant. 2 min cooldown.
Summon Dread Reflection (New) Create a Dread Reflection at your location for 60 sec and cause each of your Dread Reflections to unleash a torrent of magic that deals 0 Shadow damage over 3 sec, split evenly among nearby enemies. 100 yd range. Instant. 45 sec cooldown.