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by Published on 2016-04-14 02:32 PM

Legion Alpha - Build 21491 - Models, Maps, Icons, The Broken Shore Intro, and More!

Legion Alpha - Build 21491
A new Legion build went out last night with lots of data changes. Keep in mind errors are possible in our list of changes below.

Originally Posted by Blizzard (Blue Tracker / Official Forums)
We are tentatively looking at another Friday/Monday set of raid test sessions, based on build stability. I'll update with details on Thursday.

Achievement Changes
Originally Posted by MMO-Champion
Artifacts
  • Forged for Battle Upgrade your artifact forge and be recognized by the members of your Order unlock an alteration for your artifact weapon. Rewards: Artifact Appearance. 10 points.
  • Improving on History Complete the quest line "Balance of Power," unlocking a further alteration for your artifact weapon. Rewards: Artifact Appearance.

Collections

Cooking
Professions

General
  • Brokenly Epic (New) Equip an epic item in every slot with a minimum item level of 845. 10 points.
  • Brokenly Superior (New) Equip a superior item in every slot with a minimum item level of 790. 10 points.
  • Cataclysmically Epic Equip an epic item in every slot with a minimum item level of 359. 25 points. 10 points.
  • Epic Equip an epic item in every slot with a minimum item level of 213. 25 points. 10 points.
  • Mystically Epic Equip an epic item in every slot with a minimum item level of 476. 25 points. 10 points.
  • Savagely Epic Equip an epic item in every slot with a minimum item level of 640. 25 points. 10 points.

Legion
Quests

Legion Dungeon
Dungeons & Raids
  • Burning Down The House (New) Defeat the Shade of Xavius while he has 10 stacks of Apocalyptic Empowerment on Heroic Difficulty. 10 points.
  • Egg-cellent! (New) Defeat Dresaron after slaying the Hatespawn Abomination in Darkheart Thicket on Heroic difficulty.

Legion Raid
Dungeons & Raids
  • Cage Rematch Defeat Skorpyron in the Nighthold on Normal difficulty or higher without any player leaving the center rings. 10 points.
  • Fruit of All Evil (New) Defeat High Botanist Tel'arn in the Nighthold while all members of the raid are afflicted with Arcane Exposure on Normal Difficulty or higher.
  • Gluten Free Defeat Trilliax in the Nighthold by eating no more than 20 Toxic Slices on Normal Difficulty or higher. 10 points.
  • I Attack the Darkness (New) Defeat a Creature in the Dark during each of phase of the encounter with Xavius. 10 points.
  • I've Got My Eyes On You Defeat Gul'dan in the Nighthold on Normal difficulty or higher after defeating 16 Eyes of Gul'dan within 3 seconds. 10 points.
  • Not For You Defeat Tichondrius in the Nighthold without taking any damage from Echoes of the Void on Normal difficulty or higher. 10 points.
  • Use the Forces... (New) Defeat Cenarius without cleansing each of the following Forces of Nightmare in The Emerald Nightmare on Normal difficulty or higher. 10 points.
  • Webbing Crashers (New) Defeat Elerethe Renferal in the Emerald Nightmare after destroying all her Egg Sacs on Normal Difficulty or higher. 10 points.

Professions
  • Hot Swapper Achieve 250000 points in a single jewelcrafting minigame. 10 points.Account Wide.
  • Resourceful (New) Upgrade all star recipes in one primary profession to 2 stars or higher. 10 points.
  • The Shortest Distance Reach level 20 in the Blingtron Circuit Tutorial minigame. 10 points.Account Wide.



Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses

Death Knight (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Frost Fever A disease that deals Frost damage every 3 sec for [ 378.4% of AP ] Frost damage over 24 sec and has a chance to grant the Death Knight 5 runic power. Unlimited range. Instant. each time it deals damage. Unlimited range. Instant.

Talents
  • Avalanche While Pillar of Frost is active, jagged icicles your melee critical strikes cause jagged icicles to fall on your nearby enemies, dealing [ 240% of AP ] damage over 20 sec [ 24% of AP ] damage. Frost Death Knight - Level 45 Talent.
  • Bursting Sores Festering Wounds deal 50% more damage when burst, and all enemies within 8 yds of a burst Festering Wound suffer [ 11.35% [ 58% of AP ] Shadow damage. Unholy Death Knight - Level 15 Talent.
  • Castigator Each Festering Strike critical strike applies 2 additional Festering Wounds. Each Scourge Strike critical strike bursts 1 additional Festering Wound, and bursting Festering Wounds grants an additional 2 Runic Power each. Unholy Death Knight - Level 45 Talent.
  • Dark Arbiter Summon a Val'kyr to attack the target for 40 sec. The Val'kyr's attacks will burst Festering Wounds 15 sec. The Val'kyr will gain 1% increased damage for every 1 Runic Power you spend. Unholy Death Knight - Level 100 Talent. 30 yd range. Instant. 3 min cooldown.
  • Debilitating Infestation Enemies affected by Outbreak have 50% reduced movement speed Outbreak reduces the movement speed of all affected enemies by 50% for 3 sec. Unholy Death Knight - Level 60 Talent.
  • Ebon Fever Virulent Plague deals its damage 50% more frequently and lasts 200% longer the same damage in half the time. Unholy Death Knight - Level 15 Talent.
  • Epidemic Empower your Virulent Plague, causing all infected enemies to instantly suffer Causes each of your Virulent Plagues to flare up, dealing [ 150% of AP ] Shadow damage. Nearby enemies suffer to the infected enemy, and an additional [ 27.5% of AP ] Shadow damage and are infected with Virulent Plague. Unholy Death Knight - Level 90 Talent. 2 Runes. Instant. to all other enemies near them. Unholy Death Knight - Level 30 Talent. 1 Runes. Instant.
  • Freezing Fog Howling Blast deals 100% more damage to the primary target. Frost Death Knight - Level 15 Talent. and Frost Fever deal 50% increased damage. Frost Death Knight - Level 30 Talent.
  • Frostscythe A sweeping attack that strikes all enemies in front of you for (0% of weapon damage) Frost damage. This attack benefits from Killing Machine. Critical strikes with Frostscythe deal 4 times normal damage. Frost Death Knight - Level 90 Talent. 1 Runes. 8 yd range. Instant. 6 sec cooldown.
  • Frozen Pulse Your auto attacks have a chance to While you have no full Runes, your auto attacks radiate intense cold, inflicting Frost [ 1 + 36% of AP ] damage on all nearby enemies. Frost Death Knight - Level 90 Talent. 30 Talent.
  • Gathering Storm Remorseless Winter deals 15% more damage with each successive wave Each Rune spent during Remorseless Winter increases its damage by 10%, and extends it by 0.5 sec. Frost Death Knight - Level 90 Talent.
  • Icecap Your critical strikes during Pillar of Frost have a chance to extend its duration by 1 Your Frost Strike and Obliterate critical strikes reduce the remaining cooldown of Pillar of Frost by 1.0 sec. Frost Death Knight - Level 45 Talent.
  • Icy Talons Frost Strike hits increase also increases your melee attack speed by 25% for 3 sec 10% for 6 sec, stacking up to 3 times. Frost Death Knight - Level 15 Talent.
  • Infected Claws Your Ghoul's Claw attack has a 50% chance to cause a Festering Wound on the target. Unholy Death Knight - Level 30 Talent. 90 Talent.
  • Murderous Efficiency Consuming the Killing Machine effect has a 50% 10% chance to cause you to gain 1 Rune. Frost Death Knight - Level 30 Talent. 15 Talent.
  • Obliteration Gain a charge of Killing Machine. For the next 6 sec For the next 8 sec, every Frost Strike hit triggers Killing Machine, and, Obliterate costs 1 less Rune. Frost Death Knight - Level 100 Talent. Instant. 1.5 min cooldown.
  • Ossuary While you have at least 6 5 Bone Shield charges, the cost of Death Strike is reduced by 5 80 Runic Power. Blood Death Knight - Level 30 Talent.
  • Pestilent Pustules Festering Strike now applies 2 to 6 Festering Wounds Every fifth Festering Wound you burst grants you 1 Rune. Unholy Death Knight - Level 30 Talent.
  • Rapid Decomposition Your Death and Decay deals damage 50% more often, and while in your Death and Decay you generate 10% 20% more Runic Power. Blood Death Knight - Level 30 Talent.
  • Runic Attenuation Increases your chance to trigger Runic Empowerment as if you had spent 35% more Auto attacks generate 1 Runic Power. Frost Death Knight - Level 30 Talent. 90 Talent.
  • Shadow Infusion Dealing damage with Death Coil will decrease the While your ghoul is not transformed, Death Coil will also reduce the remaining cooldown of Dark Transformation by 2 seconds 0 sec. Unholy Death Knight - Level 90 Talent.
  • Shattering Strikes Increases Frost Strike critical strike damage by 30% If there are 5 stacks of Razorice on the target, Frost Strike will consume them and deal 50% additional damage. Frost Death Knight - Level 15 Talent.
  • Soul Reaper Strike an enemy for (150% of weapon damage) Physical damage and enemy's soul for (350% of weapon damage) Shadow damage afflicting them with Soul Reaper for 5 sec. Bursting a Festering Wound on an enemy afflicted by Soul Reaper grants 3% Haste 7% Haste for 15 sec, stacking up to 3 times. Unholy Death Knight - Level 100 Talent. 1 Runes. Melee range. Instant. 45 sec cooldown.
  • Tightening Grasp Reduces the cooldown on Gorefiend's Grasp by 60 sec, and your Death and Decay also reduces the movement speed of enemies within its radius by 50% 70%. Blood Death Knight - Level 75 Talent. 60 sec cooldown.
  • Tombstone Consume all Bone Shield charges. For each charge consumed, you gain 3 Runic Power and absorb damage equal to 4% 3% of your maximum health for 8 sec. Blood Death Knight - Level 60 Talent. Instant. 60 sec cooldown.
  • Unholy Frenzy When a Festering Wound bursts, your ghoul gains you gain 100% increased attack speed for 2 sec. Unholy Death Knight - Level 45 Talent.
  • Volatile Shielding Your Anti-Magic Shell turns your enemies' pathetic magic against them, absorbing 35% more damage, but generating no Runic Power. When it expires, 100% 25% of all damage absorbed is dealt as Arcane damage divided among nearby enemies. Frost Death Knight - Level 75 Talent.

Blood, Frost, Unholy
  • Wraith Walk Sidestep into the Shadowlands, breaking Root effects and increasing your movement speed by 70% for 3 sec. During this time all movement-impairing effects are suppressed but you may not attack attacking will cancel the effect. Death Knight - Blood, Frost, Unholy Spec. 3 sec cast (Channeled). 60 sec cooldown.

Frost
  • Howling Blast Blast the target with a frigid wind, dealing [ 38.52% of AP ] to that foe, and [ 30.8% of AP ] Frost damage to all other enemies within 10 yards, infecting all targets with Frost Fever. Frost Fever A disease that deals Frost damage every 3 sec for [ 378.4% of AP ] Frost damage over 24 sec and has a chance to grant the Death Knight 5 runic power. each time it deals damage. Death Knight - Frost Spec. 1 Runes. 30 yd range. Instant.

Unholy
  • Outbreak Deals [ 38% of AP ] Shadow damage and surrounds the target in a miasma lasting for 6 sec that causes the target and all nearby enemies to be infected with Virulent Plague. Virulent Plague A disease that deals [ 168% [ 294% of AP ] Shadow damage over 21 sec. It erupts when the infected target dies, dealing [ 45% of AP [ AP ;] Shadow damage divided among nearby enemies, and has a 30% chance to erupt each time it deals damage. Death Knight - Unholy Spec. 1 Runes. 30 yd range. Instant.

Demon Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Critical Strikes (New) Increases your chance to critically strike by 10%. Passive.
  • Eye Beam Blasts all enemies directly in front of you for [ 9 + 2,142% 1,530% of AP ] Chaos damage. 50 Fury. 20 yd range. 2 sec cast (Channeled). 45 sec cooldown.

Talents
  • Felblade (Havoc) Generates 40 Fury. Generates 30 Fury.
  • Netherwalk Slip into the nether, increasing movement speed by 100% and becoming immune to damage, but unable to attack. Lasts 5 sec. Replaces Blur. Havoc Demon Hunter - Level 60 Talent. Instant. 1.5 min cooldown.
  • Prepared Reduces the cooldown of Vengeful Retreat by 10 sec, and generates 75 Fury over 6 sec after using if you damage at least one enemy with Vengeful Retreat. Havoc Demon Hunter - Level 30 Talent.
  • Spirit Bomb Launch a nearby Soul Fragment at your target, exploding for [ 150% of AP ] Shadow damage in a 6 yd radius. Damaged enemies become Frail for 10 sec, increasing your chance to shatter Lesser Soul Fragments from them. with Shear. Vengeance Demon Hunter - Level 60 Talent. 30 yd range. Instant.

Havoc

Vengeance
  • Mastery: Fel Blood Demon Spikes reduces Physical damage taken by an additional 8.00%. Also increases your attack power by 8%. Demon Hunter - Spec. Vengeance Spec.

Major Glyphs

Druid (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Moonfire (Balance) A quick beam of lunar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Arcane damage and then an additional [ 8 + 84% 60% of Spell Power ] Arcane damage over 16 sec.
  • Moonfire (Feral, Guardian, Restoration) A quick beam of lunar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Arcane damage and then an additional [ 8 + 84% 60% of Spell Power ] Arcane damage over 16 sec.
  • Moonfire 10% 6% of Base Mana.
  • Moonfire (Balance) A quick beam of lunar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Arcane damage and then an additional [ 8 + 84% 60% of Spell Power ] Arcane damage over 16 sec.
  • Moonfire (Feral, Guardian, Restoration) A quick beam of lunar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Arcane damage and then an additional [ 8 + 84% 60% of Spell Power ] Arcane damage over 16 sec.
  • Rebirth Returns the spirit to the body, restoring a dead target to life with 60% health and 20% mana. Castable in combat. 30 10 Rage. 40 yd range. Instant. 10 min cooldown.
  • Sunfire (Balance) A quick beam of solar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Nature damage and then an additional [ 6 + 84% 60% of Spell Power ] Nature damage over 12 sec to the primary target and all enemies within 5 yards.
  • Sunfire (Feral, Guardian, Restoration) A quick beam of solar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Nature damage and then an additional [ 6 + 84% 60% of Spell Power ] Nature damage over 12 sec to the primary target and all enemies within 5 yards.

Talents
  • Incarnation: Chosen of Elune An improved Moonkin Form that increases the damage of all your spells by 45% 40% and causes your Lunar Strike and Solar Wrath to generate 50% additional Astral Power. Lasts 30 sec. You may shapeshift in and out of this improved Moonkin Form for its duration. Druid - Level 75 Talent. Instant. 3 min cooldown.

Balance & Restoration
  • Sunfire (Balance) A quick beam of solar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Nature damage and then an additional [ 6 + 84% 60% of Spell Power ] Nature damage over 12 sec to the primary target and all enemies within 5 yards.
  • Sunfire (Feral, Guardian, Restoration) A quick beam of solar light burns the enemy for [ 1 + 126% of Spell Power 1 + 100% of Spell Power;] Nature damage and then an additional [ 6 + 84% 60% of Spell Power ] Nature damage over 12 sec to the primary target and all enemies within 5 yards.
  • Sunfire 18% 12% of Base Mana.

Guardian
  • Ironfur Increases armor by 100% 75% for 6 sec. Multiple uses of this ability may overlap. Requires Bear Form. Can't be cast in Flight Form. Druid - Guardian Spec. 45 Rage. Instant. 1 sec cooldown.

Hunter (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Feed Pet - You may use the Beast Lore ability to identify what types of foods your pet will eat.

Talents
  • Head Shot now does 675% of weapon damage, down from 900%.
  • Lone Wolf now increases your damage by 20%, down from 35%.

PvP Talents
  • Go for the Throat When you Kill Command a target at 50% 40% health or lower, the cooldown is reset. Beast Mastery Hunter - Tier 5 PvP Talent.

Marksmanship
  • Aimed Shot now does 185% of weapon damage, down from 250%.
  • Marked Shot now does 225% of weapon damage, down from 300%.

Mage (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Splitting Ice (New) Your Ice Lance and Icicles now hit a second nearby target for 75% damage. Frost Mage - Level 60 Talent.

PvP Talents
  • Burning Determination Reduces the duration of interrupts by 30% After being interrupted while casting a spell, you become immune to being interrupted while casting for 30 sec. Mage - Tier 2 PvP Talent.
  • Burst of Cold Your Frost Nova instantly resets the cooldown of your Cone of Cold and increases its damage by 50% 400% for 6 sec. Frost Mage - Tier 5 PvP Talent.
  • Concentrated Coolness Frozen Orb now is cast Frozen Orb's damage is increased by 20% and is now castable at a location with a 40 yard range, and no longer moves. Damage is increased by 20% but no longer moves. Frost Mage - Tier 5 PvP Talent.
  • Dense Ice now increases the amount your Ice Barrier absorbs by 60%, up from 30%.

Arcane
  • Arcane Barrage now does 187.5% of Spell Power Arcane damage, down from 250%.
  • Arcane Explosion now does 75% of Spell Power Arcane damage, down from 98%.

Fire
  • Mastery: Ignite Your target burns for an additional 8% 6% over 9 sec of the total direct damage caused by your Fireball, Inferno Blast, Scorch, Pyroblast, and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite. Every 2 sec, your Ignites may spread to another nearby enemy. Mage - Fire Spec.

Frost

Monk (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Fists of Fury Pummels all targets in front of you, dealing [ 2,500% of AP ] damage over 4 sec. Deals reduced damage to secondary targets. Can be channeled while moving. Melee range. Instant.
  • Renewing Mist now heals for 60% of SP health, up from 50%.
  • Spinning Crane Kick now has an additional effect for Windwalkers: Spinning Crane Kick's damage is increased by 50% for each unique target you've struck in the last 15 sec with Tiger Palm, Blackout Kick, or Rising Sun Kick.

Mistweaver
  • Renewing Mist Surrounds the target with healing mists, restoring [ 50% [ 60% of Spell Power ] health over 20 sec. If Renewing Mist heals a target past maximum health, it will travel to another injured ally within 20 yds. Each time Renewing Mist heals, it has a 4% chance to increase the healing of your next Vivify by 50%. Monk - Mistweaver Spec. 2.5% of Base Mana. 40 yd range. Instant. 8 sec cooldown.
  • Vivify Causes a surge of invigorating mists around the target, healing them and their 2 nearest injured allies for [ 225% of Spell Power ]. Limited to 3 targets. Monk - Mistweaver Spec. 4% of Base Mana / 20 Energy / 20 Energy 4.5% of Base Mana. 40 yd range. 1.5 sec cast.

Windwalker
  • Cyclone Strikes (New) Brewmaster, Mistweaver: Spin while kicking in the air, dealing [ 400% of AP ] damage over 1.5 sec to enemies within 8 yds. Windwalker: Spin while kicking in the air, dealing [ 400% of AP ] damage over 1.5 sec to enemies within 8 yds. Spinning Crane Kick's damage is increased by 50% for each unique target you've struck in the last 15 sec with Tiger Palm, Blackout Kick, or Rising Sun Kick. Monk - Windwalker Spec.
  • Fists of Fury Pummels all targets in front of you, dealing [ 2,500% of AP ] damage over 4 sec. Deals reduced damage to secondary targets. Can be channeled while moving. Monk - Windwalker Spec. 3 Chi. Melee range. 4 sec cast (Channeled). 24 sec cooldown.
  • Storm, Earth, and Fire Split into 3 elemental spirits, suited to attacking multiple enemies. Each spirit deals 75% of normal damage and healing for 15 sec, each spirit dealing 33% of normal damage and healing. While active, Spinning Crane Kick deals 100% increased damage. You directly control the Storm spirit, while Earth and Fire spirits mimic your attacks on different nearby enemies. They will not attack the same target as you. Lasts until toggled off, or either Earth or Fire spirit is destroyed. Monk - Windwalker Spec. Instant. nearby enemies. Monk - Windwalker Spec. Instant. 1.5 min cooldown.

Windwalker & Mistweaver
  • Rising Sun Kick now costs 2% of Base Mana, down from 3%.
  • Spinning Crane Kick Brewmaster, Mistweaver: Spin while kicking in the air, dealing [ 159.8% [ 400% of AP ] damage over 1.5 sec to enemies within 8 yds. Monk - Windwalker & Mistweaver Spec. 1 Chi / 1 Windwalker: Spin while kicking in the air, dealing [ 400% of AP ] damage over 1.5 sec to enemies within 8 yds. Spinning Crane Kick's damage is increased by 50% for each unique target you've struck in the last 15 sec with Tiger Palm, Blackout Kick, or Rising Sun Kick. Monk - Windwalker & Mistweaver Spec. 3 Chi / 3 Chi / 1% of Base Mana. Instant.

Paladin (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Holy Prism A beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 300% of Spell Power ] Holy damage and radiates [ 2 + 250% [ 225% of Spell Power ] healing to 5 nearby allies within 15 yards. A friendly target is healed for [ 400% of Spell Power ] and radiates [ 225% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Holy Prism A beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 300% of Spell Power ] Holy damage and radiates [ 2 + 250% [ 225% of Spell Power ] healing to 5 nearby allies within 15 yards. A friendly target is healed for [ 400% of Spell Power ] and radiates [ 225% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Judgment now costs 3% of Base Mana, down from 8%.

Talents
  • Beacon of the Lightbringer now has an additional effect: The healing and range of Light of Dawn are increased by 30%.
  • Crusader's Might Crusader Strike's critical strike chance is doubled, and its critical strikes grant you Infusion of Light Crusader Strike reduces the cooldown of Holy Shock and Light of Dawn by 1.5 sec. Holy Paladin - Level 15 Talent.
  • Divine Hammer now does 25% of weapon damage, down from 35%>
  • Divine Steed now has a 45 sec cooldown, down from 60 sec. Now has a 3 sec duration, down from 4.
  • Execution Sentence now does damage after 8 sec, down from 10.
  • Holy Prism A beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 300% of Spell Power ] Holy damage and radiates [ 2 + 250% [ 225% of Spell Power ] healing to 5 nearby allies within 15 yards. A friendly target is healed for [ 400% of Spell Power ] and radiates [ 225% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. Holy Paladin - Level 75 Talent. 17% of Base Mana. 40 yd range. Instant. 20 sec cooldown.
  • Rule of Law 60 sec cooldown.
  • The Fires of Justice Reduces the cooldown of Crusader Strike by 0.5 1 sec and gives it a 30% 25% chance to reduce the cost of your next Holy Power ability by 1. Retribution Paladin - Level 30 Talent.
  • Zeal Strike the target for (150% 210% of weapon damage) Physical damage. Maximum 2 charges. Grants Zeal, causing Zeal attacks to chain to an additional nearby target per stack. Maximum 3 stacks. |cFFFFFFFFGenerates 1 Holy Power. Retribution Paladin - Level 30 Talent. Melee range. Instant.

Protection
  • Divine Steed now has a 45 sec cooldown, down from 60 sec. Now has a 3 sec duration, down from 4.

Retribution

Priest (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Divine Star 100 yd range. Instant. Fires a Divine Star forward 24 yds, healing allies in its path for [ 1 + 90% of Spell Power ] and dealing [ 1 + 90% of Spell Power ] Holy damage to enemies. After reaching its destination, the Divine Star returns to you, healing allies and damaging enemies in its path again. 100 yd range. Instant.
  • Halo 100 yd range. Instant. Creates a ring of Holy energy around you that quickly expands to a 30 yd radius, healing allies for [ 287.4% of Spell Power ] and dealing [ 287.4% of Spell Power ] Holy damage to enemies. 100 yd range. Instant.

Talents
  • Power Word: Solace Strikes an enemy with heavenly power, dealing [ 1 + 300% [ 300% of Spell Power ] Holy damage and restoring 0.75% of your maximum mana. Priest - Level 60 Talent. 40 yd range. Instant. 12 sec cooldown.
  • Schism Attack the enemy's soul with a surge of Shadow energy, dealing [ 300% [ 400% of Spell Power ] Shadow damage and increasing damage that you deal to the target by 30% for 6 sec. Discipline Priest - Level 15 Talent. 1% 2.5% of Base Mana. 40 yd range. 1.5 sec cast. 15 sec cooldown. 6 sec cooldown.
  • Shadowy Insight Shadow Word: Pain periodic damage has a 10% chance to reset the remaining cooldown on Mind Blast. and cause your next Mind Blast to be instant. Shadow Priest - Level 75 Talent.
  • Void Lord Lingering Insanity persists for 10 8 seconds after you next enter Void Form. Shadow Priest - Level 60 Talent.

Discipline
  • Penance Launches a volley of holy light at the target, causing [ 600% of Spell Power ] Holy damage over 2 sec. Castable while moving. Priest - Discipline Spec. 2.5% 3% of Base Mana. 40 yd range. Instant. 9 sec cooldown.
  • Plea (Discipline) Mana cost increased by 50% 100% for each Atonement you have active.
  • Plea 0.6% 0.36% of Base Mana.
  • Power Word: Radiance A burst of light heals a friendly target and their 2 nearest allies for [ 250% of Spell Power ], and applies Atonement. Can be cast in Spirit of Redemption. Can't be cast in Shadowform. Priest - Discipline Spec. 6% 6.5% of Base Mana. 40 yd range. 2.5 sec cast.

Discipline & Shadow

Holy
  • Holy Fire Consumes the enemy in Holy flames that cause [ 150% of Spell Power ] Holy damage and an additional [ 40% of Spell Power ] Holy damage over 7 sec. Stacks up to 2 times. Can't be cast in Shadowform. Priest - Holy Spec. 1.5% 1% of Base Mana. 30 yd range. Instant. 10 sec cooldown.
  • Holy Word: Chastise Chastises the target for [ 1 + 500% of Spell Power ] Holy damage and incapacitates them for 5 sec. Can't be cast in Shadowform. Priest - Holy Spec. 3% 2% of Base Mana. 30 yd range. Instant. 60 sec cooldown.

Rogue (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Agonizing Poison Coats your weapons with a Lethal Poison that lasts for 60 min. Each strike has a 20% chance to poison the enemy 12 sec, increasing all damage taken from your abilities by 10% 5%, stacking up to 5 times. Damage bonus increased by Mastery: Potent Poisons. Assassination Rogue - Level 90 Talent. 1.5 sec cast.
  • Death from Above 50 25 Energy.
  • Ghostly Strike Strikes an enemy with your cursed weapon, dealing (176% of weapon damage) Physical damage and causing the target to take 10% increased damage from your abilities for 15 sec. Awards 1 combo points. Outlaw Rogue - Level 15 Talent. 60 Energy. Melee range. Instant. 30 Energy. Melee range. Instant.
  • Master of Shadows You immediately gain 60 Energy when you enter Stealth. Rogue - Subtlety Spec. Subtlety Rogue - Level 100 Talent.

Subtlety
  • Relentless Strikes You gain an additional 40 Energy when you enter Stealth. Subtlety Rogue - Level 100 Talent. Your finishing moves have a 20% chance per combo point to generate 0 Energy. Rogue - Subtlety Spec.

Shaman (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
Talents
  • Ancestral Protection Totem Summons a Totem at the target location for 30 sec. All allies within 20 yards of the totem gain 10% increased health, and the first ally who dies can If an ally dies, the totem will be consumed to allow them to Reincarnate with 20% health and mana. Cannot reincarnate an ally who dies to massive damage. Restoration Shaman - Level 75 Talent. 11% of Base Mana. 40 yd range. Instant. 5 min cooldown.
  • Ascendance Transform into a Flame Ascendant for 15 sec, replacing Chain Lightning with Lava Beam and removing the cooldown on Lava Burst, and increasing the damage of Lava Burst by an amount equal to your critical strike chance. Elemental Shaman - Level 100 Talent. Instant. 3 min cooldown.
  • Elemental Blast Harnesses the raw power of the elements, dealing [ 577.5% [ 600% of Spell Power ] Elemental damage and increasing your Critical Strike, Haste, or Mastery by 0 for 10 sec. Elemental Shaman - Level 60 Talent. 40 yd range. 2 sec cast. 12 sec cooldown.
  • Elemental Fusion Flame Shock has a 10% 5% increased chance to trigger Lava Surge. Elemental Shaman - Level 75 Talent.
  • Icefury Hurls frigid ice at the target, dealing [ 1 + 180% of Spell Power ] Frost damage and causing your next 4 Frost Shocks to deal 400% increased damage. Generates 30 24 Maelstom. Elemental Shaman - Level 100 Talent. 40 yd range. 2 sec cast. 30 sec cooldown.
  • Liquid Magma Totem Summons a totem at the target location for 15 sec that erupts with liquid magma, hurling [ 1 + 45.6% hurls liquid magma at a random nearby target every 1 sec, dealing [ 1 + 25% of Spell Power ] Fire damage at all enemies within 8 yards every 3 sec to all enemies within 8 yards. Elemental Shaman - Level 100 Talent. 40 yd range. Instant. 60 sec cooldown.
  • Totem Mastery Summons four totems that increase your combat capabilities for 30 sec. Resonance Totem Generates 1 Maelstrom every 1 sec. Storm Totem Increases the chance for Lightning Bolt to trigger Elemental Overload by 10%. Ember Totem Increases Flame Shock damage over time by 20%. Tailwind Totem Increases your haste by 3% 2%. Elemental Shaman - Level 15 Talent. 40 yd range. Instant. 30 sec cooldown.

Elemental
  • Earth Shock Instantly shocks the target with concussive force, causing up to [ 600% [ 700% of Spell Power ] Nature damage based on Maelstrom spent. Shaman - Elemental Spec. 10 Maelstrom. 40 yd range. Instant.
  • Earthquake Totem Summons a totem at the target location which causes the earth within 8 yds to tremble and break, dealing [ 300% of Nature Spell Power ] Physical damage over 10 sec and sometimes knocking down enemies. Shaman - Elemental Spec. 40 50 Maelstrom. 35 yd range. Instant.
  • Flame Shock Sears the target with fire, causing [ 1 + 87.5% of Spell Power ] Fire damage and then an additional [ 1 [ 7.5 + 43.75% of Spell Power ] Fire damage every 2 over 15 sec. Maelstrom increases duration up to 100%. Shaman - Elemental Spec. 40 yd range. Instant.
  • Frost Shock Chills the target with frost, causing [ 1 + 50% 60% of Spell Power ] Frost damage and reducing the target's movement speed by 50% for 5 sec. Maelstrom increases damage and duration up to 100%. Shaman - Elemental Spec. 40 yd range. Instant.
  • Lightning Bolt Hurls a bolt of lightning at the target, dealing [ 1 + 204% 180% of Spell Power ] Nature damage. Generates 10 8 Maelstrom. Shaman - Elemental Spec. 40 yd range. Instant.
  • Mastery: Elemental Overload Your Lightning Bolt, Chain Lightning, and Lava Burst casts have a 16% chance to trigger a second cast on the same target for 75% of normal damage and 50% of normal Maelstrom generation. Shaman - Elemental Spec.

Elemental & Restoration

Enhancement
  • Healing Surge Heals a friendly target for [ 550% of Spell Power ]. Consumes 20 Maelstrom, if available, to become instant. Shaman - Enhancement Spec. 19.8% 27% of Base Mana. 40 yd range. 2 sec cast.

Restoration
  • Flame Shock Sears the target with fire, causing [ 1 + 175% of Spell Power ] Fire damage and then an additional [ 3 [ 4 + 175% of Spell Power ] Fire damage over 15 sec. Shaman - Restoration Spec. 20% 20 sec. Shaman - Restoration Spec. 15% of Base Mana. 40 yd range. Instant. 6 sec cooldown.
  • Lightning Bolt Hurls a bolt of lightning at the target, dealing [ 1 + 300% 270% of Spell Power ] Nature damage. Shaman - Restoration Spec. 40 yd range. Instant.
  • Tidal Waves Casting Chain Heal or Riptide reduces the cast time of your next Healing Wave by 0% 20% or increases the critical effect chance of your next Healing Surge by 30%. Stacks up to 2 times. Shaman - Restoration Spec.

Warlock (Forums, Talent Calculator, PvP Talent Calculator, Artifact Calculator)
  • Summon Felhunter Summons a Felhunter under your command, able to heal itself by consuming the beneficial magic disrupt the spell casts of your enemies. Summon. 0 Soul Shard. 2.5 sec cast.

Destruction
  • Mastery: Chaotic Energies Your Destruction spells deal up to 24% additional damage, randomly. You take up to 5.328% reduced damage, randomly. Warlock - Destruction Spec. Your spells deal a random amount of additional damage, up to 24%. Damage you take is reduced by a random amount, up to 5.328%. Warlock - Destruction Spec.

Professions
Blacksmithing

Enchanting

Inscription
  • Glyph of Fallow Wings Name changed from "Glyph of ?" to "Glyph of Fallow Wings". Craft a Glyph of ?. Inscription. 1.5 sec cast. Fallow Wings. Inscription. 1.5 sec cast.
  • Glyph of Tattered Wings Name changed from "Glyph of ?" to "Glyph of Tattered Wings".
  • Vantus Rune: Cenarius Name changed from "Vantus Rune: Xavius" to "Vantus Rune: Cenarius". Craft a Vantus Rune: Xavius. Inscription. 1.5 sec cast. Cenarius. Inscription. 1.5 sec cast.
  • Vantus Rune: Cenarius Name changed from "Vantus Rune: Xavius" to "Vantus Rune: Cenarius". Greatly reduces the materials required to craft a Vantus Rune: Xavius. Inscription. 1.5 sec cast. Cenarius. Inscription. 1.5 sec cast.
  • Vantus Rune: Cenarius Name changed from "Vantus Rune: Xavius" to "Vantus Rune: Cenarius". Reduces the materials required to craft a Vantus Rune: Xavius. Inscription. 1.5 sec cast. Cenarius. Inscription. 1.5 sec cast.
  • Vantus Rune: Dragons of Nightmare Name changed from "Vantus Rune: Ursoc" to "Vantus Rune: Dragons of Nightmare". Reduces the materials required to craft a Vantus Rune: Ursoc. Inscription. 1.5 sec cast. Dragons of Nightmare. Inscription. 1.5 sec cast.
  • Vantus Rune: Dragons of Nightmare Name changed from "Vantus Rune: Ursoc" to "Vantus Rune: Dragons of Nightmare". Greatly reduces the materials required to craft a Vantus Rune: Ursoc. Inscription. 1.5 sec cast. Dragons of Nightmare. Inscription. 1.5 sec cast.
  • Vantus Rune: Dragons of Nightmare Name changed from "Vantus Rune: Ursoc" to "Vantus Rune: Dragons of Nightmare". Craft a Vantus Rune: Ursoc. Inscription. 1.5 sec cast. Dragons of Nightmare. Inscription. 1.5 sec cast.
  • Vantus Rune: Elerethe Renferal Name changed from "Vantus Rune: Cenarius" to "Vantus Rune: Elerethe Renferal". Reduces the materials required to craft a Vantus Rune: Cenarius. Inscription. 1.5 sec cast. Elerethe Renferal. Inscription. 1.5 sec cast.
  • Vantus Rune: Elerethe Renferal Name changed from "Vantus Rune: Cenarius" to "Vantus Rune: Elerethe Renferal". Craft a Vantus Rune: Cenarius. Inscription. 1.5 sec cast. Elerethe Renferal. Inscription. 1.5 sec cast.
  • Vantus Rune: Elerethe Renferal Name changed from "Vantus Rune: Cenarius" to "Vantus Rune: Elerethe Renferal". Greatly reduces the materials required to craft a Vantus Rune: Cenarius. Inscription. 1.5 sec cast. Elerethe Renferal. Inscription. 1.5 sec cast.
  • Vantus Rune: High Botanist Tel'arn Name changed from "Vantus Rune: Krosus" to "Vantus Rune: High Botanist Tel'arn". Greatly reduces the materials required to craft a Vantus Rune: Krosus. Inscription. 1.5 sec cast. High Botanist Tel'arn. Inscription. 1.5 sec cast.
  • Vantus Rune: High Botanist Tel'arn Name changed from "Vantus Rune: Krosus" to "Vantus Rune: High Botanist Tel'arn". Reduces the materials required to craft a Vantus Rune: Krosus. Inscription. 1.5 sec cast. High Botanist Tel'arn. Inscription. 1.5 sec cast.
  • Vantus Rune: High Botanist Tel'arn Name changed from "Vantus Rune: Krosus" to "Vantus Rune: High Botanist Tel'arn". Craft a Vantus Rune: Krosus. Inscription. 1.5 sec cast. High Botanist Tel'arn. Inscription. 1.5 sec cast.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Name changed from "Vantus Rune: Elerethe Renferal" to "Vantus Rune: Il'gynoth, The Heart of Corruption". Greatly reduces the materials required to craft a Vantus Rune: Elerethe Renferal. Inscription. 1.5 sec cast. Il'gynoth, The Heart of Corruption. Inscription. 1.5 sec cast.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Name changed from "Vantus Rune: Elerethe Renferal" to "Vantus Rune: Il'gynoth, The Heart of Corruption". Craft a Vantus Rune: Elerethe Renferal. Inscription. 1.5 sec cast. Il'gynoth, The Heart of Corruption. Inscription. 1.5 sec cast.
  • Vantus Rune: Il'gynoth, The Heart of Corruption Name changed from "Vantus Rune: Elerethe Renferal" to "Vantus Rune: Il'gynoth, The Heart of Corruption". Reduces the materials required to craft a Vantus Rune: Elerethe Renferal. Inscription. 1.5 sec cast. Il'gynoth, The Heart of Corruption. Inscription. 1.5 sec cast.
  • Vantus Rune: Krosus Name changed from "Vantus Rune: High Botanist Tel'arn" to "Vantus Rune: Krosus". Greatly reduces the materials required to craft a Vantus Rune: High Botanist Tel'arn. Inscription. 1.5 sec cast. Krosus. Inscription. 1.5 sec cast.
  • Vantus Rune: Krosus Name changed from "Vantus Rune: High Botanist Tel'arn" to "Vantus Rune: Krosus". Reduces the materials required to craft a Vantus Rune: High Botanist Tel'arn. Inscription. 1.5 sec cast. Krosus. Inscription. 1.5 sec cast.
  • Vantus Rune: Krosus Name changed from "Vantus Rune: High Botanist Tel'arn" to "Vantus Rune: Krosus". Craft a Vantus Rune: High Botanist Tel'arn. Inscription. 1.5 sec cast. Krosus. Inscription. 1.5 sec cast.
  • Vantus Rune: Nythendra Name changed from "Vantus Rune: Il'gynoth, Heart of Corruption" to "Vantus Rune: Nythendra". Craft a Vantus Rune: Il'gynoth, Heart of Corruption. Inscription. 1.5 sec cast. Nythendra. Inscription. 1.5 sec cast.
  • Vantus Rune: Nythendra Name changed from "Vantus Rune: Il'gynoth, Heart of Corruption" to "Vantus Rune: Nythendra". Reduces the materials required to craft a Vantus Rune: Il'gynoth, Heart of Corruption. Inscription. 1.5 sec cast. Nythendra. Inscription. 1.5 sec cast.
  • Vantus Rune: Nythendra Name changed from "Vantus Rune: Il'gynoth, Heart of Corruption" to "Vantus Rune: Nythendra". Greatly reduces the materials required to craft a Vantus Rune: Il'gynoth, Heart of Corruption. Inscription. 1.5 sec cast. Nythendra. Inscription. 1.5 sec cast.
  • Vantus Rune: Ursoc Name changed from "Vantus Rune: Nythendra" to "Vantus Rune: Ursoc". Greatly reduces the materials required to craft a Vantus Rune: Nythendra. Inscription. 1.5 sec cast. Ursoc. Inscription. 1.5 sec cast.
  • Vantus Rune: Ursoc Name changed from "Vantus Rune: Nythendra" to "Vantus Rune: Ursoc". Craft a Vantus Rune: Nythendra. Inscription. 1.5 sec cast. Ursoc. Inscription. 1.5 sec cast.
  • Vantus Rune: Ursoc Name changed from "Vantus Rune: Nythendra" to "Vantus Rune: Ursoc". Reduces the materials required to craft a Vantus Rune: Nythendra. Inscription. 1.5 sec cast. Ursoc. Inscription. 1.5 sec cast.
  • Vantus Rune: Xavius Name changed from "Vantus Rune: Dragons of Nightmare" to "Vantus Rune: Xavius". Craft a Vantus Rune: Dragons of Nightmare. Inscription. 1.5 sec cast. Xavius. Inscription. 1.5 sec cast.
  • Vantus Rune: Xavius Name changed from "Vantus Rune: Dragons of Nightmare" to "Vantus Rune: Xavius". Reduces the materials required to craft a Vantus Rune: Dragons of Nightmare. Inscription. 1.5 sec cast. Xavius. Inscription. 1.5 sec cast.
  • Vantus Rune: Xavius Name changed from "Vantus Rune: Dragons of Nightmare" to "Vantus Rune: Xavius". Greatly reduces the materials required to craft a Vantus Rune: Dragons of Nightmare. Inscription. 1.5 sec cast. Xavius. Inscription. 1.5 sec cast.

Jewelcrafting
  • JewelCraft Name changed from "Jewel Toy" to "JewelCraft".



String Changes
Originally Posted by MMO-Champion
  • ADVENTURE_MAP_TITLE - Adventure Scouting Map
  • ARCANE_CHARGES_POWER (New) - Arcane |4Charge:Charges;
  • BOOST2_SHAMANELE_HEX (New) - Use |cFFFFFFFFHex|r to turn the solider into a frog.
  • BOOSTED_CHAR_LOCKED_SPELL_TIP - Additional abilities will unlock as you progress through quests in Tanaan Jungle. combat training.
  • BOUNTY_BOARD_NO_BOUNTIES (New) - You'll receive another Emissary Quest tomorrow
  • CHALLENGE_MODE_GUILD_BEST_LINE (New) - |c%s%s|r
  • CHALLENGE_MODE_GUILD_BEST_LINE_TOOLTIP_TITLE (New) - %s|nLevel %d
  • CHALLENGE_MODE_GUILD_BEST_LINE_YOU (New) - |c%s%s (You)|r
  • CHALLENGE_MODE_NEW_BEST - %s - New Best! Weekly Best!
  • CHALLENGE_MODE_NO_RUNS_THIS_WEEK (New) - You haven't run any Challenge Mode dungeons this week.
  • CHALLENGE_MODE_RECENT_BEST (New) - Recent Best
  • CHALLENGE_MODE_THIS_WEEK (New) - This Week
  • CHALLENGE_MODE_WEEKLY_BEST (New) - Weekly Best
  • CHALLENGE_MODE_WEEKLY_REWARD_AVAILABLE (New) - You've earned a reward chest for last weeks performance. Visit your class hall to claim it!
  • CHARACTER_SELECT_INFO_TRIAL_BOOST_APPLY_BOOST_TOKEN (New) - Apply Boost to Unlock
  • CHARACTER_SELECT_INFO_TRIAL_BOOST_LOCKED (New) - Class Trial Completed
  • CHARACTER_SELECT_INFO_TRIAL_BOOST_LOCKED_TOOLTIP_TEXT (New) - Apply a Level 100 Character Boost to unlock this character.
  • CHARACTER_SELECT_INFO_TRIAL_BOOST_LOCKED_TOOLTIP_TITLE (New) - Character Locked
  • CHARACTER_SELECT_INFO_TRIAL_BOOST_PLAYABLE (New) - Class Trial In Progress
  • CHARACTER_TYPE_FRAME_TRIAL_BOOST_CHARACTER_TOOLTIP - Create a new level 100 character and try it for a limited time. You have an the option to apply a boost token to this character at the end of the trial.
  • CHARACTER_TYPE_FRAME_TRIAL_BOOST_CHARACTER_TOOLTIP_INVALID (New) - |nTrial boost is invalid for your selected class.
  • CHARACTER_UPGRADE_FREE_100_POPUP_DESCRIPTION - Your purchase of Legion comes with a World of Warcraft: Legion includes a level 100 Character Boost. You can choose to boost a character now or try a class first before you use your boost. an existing character, try a new class before using your boost, or close the window to use the boost later.
  • CHARACTER_UPGRADE_FREE_100_POPUP_TITLE - Thank you for joining us! Welcome to Legion!
  • CHAT_BUBBLES_EXCLUDE_PARTY_CHAT (New) - Exlude party chat
  • CHAT_BUBBLES_TEXT - Player Chat Bubbles
  • COMBO_POINTS - Combo Points |4Point:Points;
  • GARRISON_ABILITY_UNLOCK_TOOLTIP (New) - |n|nUpgrade %s to %s quality to unlock this ability.
  • GARRISON_MISSION_COMPLETE_BONUS_CHANCE (New) - Bonus Chance:|n|cff00ff00%d%%|r
  • INSANITY (New) - Insanity
  • INSANITY_POWER (New) - Insanity
  • MAELSTROM_POWER (New) - Maelstrom
  • ORDER_HALL_TALENT_TITLE (New) - Order Advancement
  • PVP_HONOR_XP_BAR_CANNOT_PRESTIGE_HERE - Open your Honor Talents frame to prestige! Open the Honor Talents pane to prestige
  • PVP_PRESTIGE_RANK_UP_WARNING - Your Honor Level will be reset to 1. You will lose access to all of your honor talents until you earn them again.
  • RELIC_SLOT_TYPE_WIND - Wind Storm
  • SHOW_COMBAT_TEXT_TEXT - Enable Scrolling Combat Text for Self
  • SPELL_FAILED_CUSTOM_ERROR_298 - Requires 2 Withered Berserker Berserkers
  • SPELL_FAILED_CUSTOM_ERROR_299 (New) - Target's health is too low
  • SPELL_FAILED_MUST_KNOW_SUPERCEDING_SPELL (New) - Must know previous spell rank to learn.
  • TALENTS_FRAME_TALENT_LOCK_DESC - Talents will unlock as you progress through quests in Tanaan Jungle. once you finish combat training.
  • TOOLTIP_SUPERCEDING_SPELL_NOT_KNOWN (New) - Requires Previous Rank
  • TRANSMOGRIFY_CLEAR_ALL_PENDING (New) - Undo all pending changes
  • TRANSMOGRIFY_INVALID_MISMATCH - This armor This item type isn't compatible with this appearance.
  • WARGAME_TOOLTIP - War Games allow you to challenge groups of other players to a showdown in a battleground or arena of your choice. To start a War Game you must be the party leader, select a battleground or arena, target an opposing party leader, and click the Start War Game button.
  • WORLD_QUEST_CANT_COMPLETE_BY_SPELL (New) - You can't use that on this quest type.
by Published on 2016-04-14 12:22 AM

Update (1:30 AM EST): Still working on diffs, added Warlock Class Hall screenshots.
Update (12:05 AM EST): Due to some data changes, diffs are taking longer than normal. New quests have been added to the WoWDB Beta site.

Legion Alpha - Build 21491
Another build is on the way!



Adventure Guide
The Adventure Guide has been updated to contain a filterable list of legendary items per spec and slot, as well as a list of item sets (NYI).



New Models



New Icons











Stormwind Harbor



Warlock Class Hall



New Loading Screens



New Maps



World Quests Design Notes Apr 13
Originally Posted by Blizzard (Blue Tracker)
Greetings everyone! In the next test build we will be unlocking the World Quests feature, which will play a major role in the endgame content of Legion.

At BlizzCon, we spoke briefly about World Quests, and since then we have been busy adding and iterating on this system. We now have well over 300 World Quests ready for testing. Before you dive in on the test realms, we’ve got details for you.

What are World Quests?
World Quests represent our new approach to end game questing, with a few key differences from other systems such as daily quests.

First, you don’t have to head to a daily quest hub to gather up quests. Once you’ve unlocked World Quests, simply open up your map and look around. You will see a variety of things to do, including which loot and reputation gains you can earn from each activity. You’ll plan your adventure, then head out into the wilds.

Second, World Quests encompass many types of gameplay. World Quests will show you quests, rare elite spawns, rare spawns, pet battles, outdoor PvP activities, world bosses, special dungeon activities, profession activities, and more. Want to know what there is to do in Azeroth today? Just open your map!

Third, and perhaps most importantly, World Quests aren’t daily. Some World Quests will stick around for a week, such as world bosses, while others will rotate every three hours, such as PvP towers. Our goal is for your map to be an evolving landscape of engagements throughout the day, where interesting things can pop up periodically, rather than on a strictly daily basis.

What are Emissaries?
Emissaries are the representatives of the major factions in Legion. Each day, you’ll receive a new emissary quest which will automatically appear on your map of Broken Isles.

To complete the Emissary quest, simply finish four World Quests that are associated with that faction. This will reward you with a lucrative cache of loot. Most World Quest types will satisfy this requirement, allowing you to choose which activities best fit your gameplay style.

Each Emissary quest will be available for three days. If you forgot to log in yesterday, that emissary quest will be available for two more days, and you’ll also have a new one. You can have up to three Emissary quests active at once.

I believe loot was mentioned?
Yes! World Quests provide many types of loot, including toys, mounts, battle pets, and even power items. While many items are still works in progress, our main goal here is to provide you with a variety of activities and rewards that will evolve with your character, keeping World Quests viable for a long time.

How are World Quests unlocked?
As soon as you hit level 110, World Quests will become available to you.

We’re looking forward to your feedback on this feature. Please bring it here to this new discussion forum so that we can talk as we test World Quests with you.

Thanks!

I'm assuming by next build you don't mean the one today? As it wasn't mentioned in design notes
Yes, World Quests are in the build coming today.

You will be able to level to 110.

Oh, and World PvP objectives are a part of World Quests? YESSS, love it. @Holinka Just hope it won't be queued or phased.
Most of them are open FFA arenas, sometimes involving riding a goat. Embrace the world PvP! (Muffinus)

Will reason be provided as to why our characters will do them? Like, how do they know things are going on on the map?
Quest text will be given to you via a Talking Head when you start/finish the quest, and are tied to the zone's quest story. (Muffinus)

For those of us who hate PvP more than GC hated Paladins, I assume the PvP objectives are fully optional?
Both PvEvP (PvE that flags you) and full PvP objectives will be available. Both grant honor. (Muffinus)
That's not my question. Can I complete all reputation besides the inevitable PvP one with just pure PvE quests?
Yes (there is currently no PvP reputation). (Muffinus)

Legion : Worlds Quests
Currently, World Quests can drop power items all the way up to top-tier raid loot.

With the usual caveat that the frequency, distribution, and item levels possible are in a very early state and subject to change.

More challenging content will have a higher chance at an awesome or unique reward. (Blue Tracker / Official Forums)

4/13 Alpha Build Design Notes
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Hey all,
We have another alpha build going up today. This build includes a variety of revisions and bugfixes all around, but most notable changes are focused on classes:

  • New Specialization Unlocked – Finally, the last specialization is unlocked. We’d love any and all feedback about gameplay, artifact quest line, abilities, etc.
  • Destruction Warlock
  • Broken Shore (Alliance) available – Alliance players will be given the quest "The Legion Returns" upon logging in. Follow Varian Wrynn to the Broken Shore and face off against Gul'dan in the experience that will begin your adventure into Broken Isles.
  • World Quests available – Once you level to 110, World Quests and Emissary Quests will appear on your map. This is our new approach to endgame questing in Legion. Please direct your feedback to the new World Quests forum here: http://us.battle.net/wow/en/forum/22813803/
  • Class Status – We’ve made many iterations based on feedback and testing. Here are some highlights:
  • Frost Mages – Splitting Ice has returned.
  • Frost Death Knights – Many talents revised for more engaging gameplay.
  • Unholy Death Knights – Many talents revised for more engaging gameplay. Artifact ability revised further.
  • Windwalker Monks – Fists of Fury, Spinning Crane Kick, and Storm, Earth, and Fire revised to adjust AoE gameplay.
  • All Hunters – Growl threat massively increased.
  • Subtlety Rogues – Master of Shadows and Relentless Strikes swapped and revised.

Thanks, and we look forward to your feedback!

Also, check out the design notes from the previous build, if you haven't already as well: http://us.battle.net/wow/en/forum/topic/20742806438

Originally Posted by Blizzard Entertainment
New Logging Feature: COMBATANT_INFO
FYI, today’s build should finally include the Interesting Auras data. Let us know how that works out. (Blue Tracker / Official Forums)

Death Knight (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Blood Death Knight Feedback -- Build 21466 -- 13-Apr
Hey Blood Death Knights. You may have noticed that Frost and Unholy got some significant revisions to their talents in today’s build. We were in the process of doing the same for Blood when today’s build was made, along with some baseline changes, and most of those changes didn’t make it in in time. Here’s a full list of what’s yet to come in the next build for Blood:

  • Blood Strike removed.
  • Heart Strike is now baseline for Blood. It hits 2 targets, generates 5 bonus RP, and snares. While in Death and Decay, it hits 5 targets.
  • Blood Boil damage increased by 300% in order to let it function as snap aggro.
  • Asphyxiate is now baseline for Blood.
    • It also is no longer channeled, and now has a 45sec CD, down from 2min. (This part applies to Unholy’s as well.)
  • Many talents have been changed. Here’s a full list of Blood talents and what’s changing with them:
  • Level 56
    • Bloodworms – Duration increased to 15sec.
    • Heartbreaker – New: Passive. Heart Strike generates 2 additional Runic Power per target hit.
    • Exsanguinate – Unchanged.
  • Level 57
    • Rapid Decomposition – Unchanged.
    • Soulgorge – No longer replaces Blood Boil, but Blood Boil no longer applies Blood Plague.
    • Spectral Deflection – Swapped from Level 58. Redesigned to: Attacks that deal more than 25% of your maximum health will consume a second Bone Shield charge to further reduce the damage.
  • Level 58
    • Ossuary – Swapped from Level 57. Now triggers at 5+ Bone Shield stacks, and also increases max Runic Power by 10.
    • Blood Tap – New: Active. Generate 1 Rune. 2 charges, 1min recharge. Recharge time reduced by 1sec whenever a Bone Shield charge is consumed.
    • Anti-Magic Barrier – Unchanged.
  • Level 60
    • Mark of Blood – Swapped from Level 90. Now costs 30 Runic Power, lasts 25sec, has no cooldown, only triggers from auto attacks, and application range increased to 15yd.
    • Red Thirst – Swapped from 58.
    • Tombstone – Unchanged.
    • Level 75
    • Tightening Grasp – Unchanged.
    • Tremble Before Me – Now a fears the target in place, and only breaks on significant damage, like other fears.
    • March of the Damned – Unchanged.
  • Level 90
    • Will of the Necropolis – Unchanged.
    • Rune Tap – Swapped from 60. Redesigned to be similar to live: Active. Consume a Rune to reduce all damage taken by 25% for 3sec. 2 charges, 25sec recharge.
    • Foul Bulwark – Unchanged.
  • Level 100
    • Bonestorm – No longer costs Runes. Now costs 10-100 Runic Power. Lasts 1sec per 10 Runic Power spent.
    • Blood Mirror – Unchanged.
    • Purgatory – Swapped from 60.

While you unfortunately won’t be able to play with these changes until the next build, we look forward to your feedback on them. Thanks!

What exactly are your plans for Blood mobility, snare capabilities and immunities? Because the status quo is just terrible.
Wraith Walk for mobility, Heart Strike to snare, and no immunities (What immunities are you thinking of? IBF's stun immunity?), plus talented stronger snare, AoE fear, or CC-break.

Will Heart Strike be generating bonus RP per target hit?
Not baseline, that's the Heartbreaker talent.

Thank you! Depending on DnD for aoe damage felt awful and this plugs a hole in our toolkit. I'm assuming it's still 2 charges with no rune cost.
Correct.

So this is going to reduce the damage by an extra 20%? Multiplicative?
Additive. Attacked for 100, first charge reduces that to 80, second charge reduces it to 60.

Blood Tap is the preferred rune regeneration talent on live because of the degree of control it gives the Death Knight. Being able to bank a Death Strike for when you need it, or just being able to keep tighter control on runes in general without relying on RNG, made the talent great. Since Death Strike has a runic power cost now, is it possible that you'd consider making Blood Tap give runic power instead of a rune? Say 20 RP/charge? And is this version of Blood Tap off the GCD?
We tried it as RP, and found Runes to be much more versatile. We found that you'd generally rather have the option of which Rune ability, plus the RP ability with a GCD or two delay. (Giving you 1 rune is effectively giving you 10-15 RP as well, once you spend it)

This looks REALLY strong. Blood has traditionally struggled with auto attack damage disproportionately to the amount we've struggled with boss abilities, but I think this might be too much. 100% uptime on an 8% hp heal per melee swing is kind of crazy. 3 minutes was too long of a CD but 0 CD is too little. I'd suggest putting it on a 1 min CD and make it cost a rune instead of RP.
The Heal % will be tuned. Probably halved, or more, since you can keep it up more often. We think it works well as an alternative RP spender.

Part of me is saying THANK GOD, because Blood really needed a way to pass AM checks without misusing Death Strike. But this talent is far and away the strongest of the tier, and significantly devalues Tombstone. Tombstone was going to be our answer to large, predictable bursts of damage but if we have Rune Tap we probably won't need to exchange bone shield charges for an absorb, and can take Mark of Blood for a much larger benefit overall.

Is there any way we can roll Tombstone and Rune Tap into one talent? Maybe take Rune Tap, decrease the base damage reduction and the cost to 0, and allow it to consume Bone Shield charges for increments of damage reduction up to a certain cap? Something like 1 charge for 10%, 2 charges for 20%, etc?

This sounds like tuning feedback; we'll get to tuning. Tombstone and Rune Tap are somewhat similar, but their frequency is intentionally rather different, as is how you setup to use them.

No hope for that one iteration of Bonestorm that worked off of consuming Runic Power for uptime the same way Breath of Sindragosa does on live? It's a fun mechanic that's only going to be more fun with the elimination of RNG in our runic power generation.

Also, the tooltip for this ability is a bit unclear; if Bonestorm hits multiple targets, is it intended to heal us for each target hit? So a 5 second Bonestorm heals us for 5% of our HP if it only hits one target, but 10% for 2 targets hit and 15% for 3 etc. or is it going to be that a Bonestorm will always heal for 1% of max HP/second?

We'd like to leave the 'continuously drain RP until you run out' mechanic to Breath of Sindragosa on DKs. Yes, multiple targets causes multiple heals per sec. It's good for self-healing when there are multiple enemies.

Purgatory will still be mandatory for progress on any boss that threatens the tanks
Purgatory being considered 'mandatory' to some is always interesting to us, since it doesn't actually reduce the healing you need, while its competitors do. It's quite likely that if you took one of the competing talents, you'd never need Purgatory, and would need less external healing. (Blue Tracker / Official Forums)

Monk (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Windwalker Monk Feedback -- Build 21466 -- 13-Apr
Hey Windwalkers. Today’s build includes the previously-described new design for Windwalker AoE. Please give it a try, run a dungeon, and let us know how it feels. There are a few changes still to come that we’ve made internally, but not in time for today’s build, that are further revisions to this, that I’d like to describe.

It feels odd for the only throughput benefit of SEF to be the bonus SCK damage, in most situations (since on <5 targets you likely already have tagged them all for SCK even without SEF). Fantasy-wise, SEF is a really cool spell, and we think this version is too restrictive on its use case. As such, we’re going to merge it with Tigereye Brew, to function in all the ways you used Tigereye Brew as well. With the below changes, SEF will become your primary DPS cooldown, for both single-target and AoE, with the added bonus of quickly tagging targets for Spinning Crane Kick.

  • Tigereye Brew has been removed.
  • Storm, Earth, and Fire has been revised again, in order to fill Tigereye Brew’s purpose:
    • Each spirit does 45% of normal damage, for a net gain of 35% damage.
    • It has 2 charges.
    • It no longer increases Spinning Crane Kick damage.
    • The spirits will no longer attack CC’d targets.
    • While SEF is active, the button can be reactivated to direct your spirits to focus their attacks only on the selected target.
  • Serenity now replaces Storm, Earth, and Fire, instead of Tigereye Brew.

This is intended to be a pure upgrade to Tigereye Brew, so let us know if you see any issues this may cause. You’ll be able to try this out in the next build.

Any changes to healing brew? Because of the removal of TEB we will lose a trigger for the talent.
Healing Elixirs was already thin on triggering effects, for all specs. We're considering that as its own separate problem that we will solve. Current thought on how to best do that is to just make it an active button itself, instead of tied to other abilities, but with the nuance that it'll auto-activate if you get knocked low, just like it currently does (so you can still treat it as a passive if you prefer).

SEF will be used like TEB is being used previously, the clones can/will attack your target and all damage will still be increased?

Will the clones automatically go toward other targets or will you have to target them and reactivate to send them elsewhere?

What will their initial target priority be?

The change and stacks of SCK are remaining, correct? You'll still tag unique enemies to build stacks for bonus SCK damage?

Will activating SEF a 2nd time send one spirit or both to the selected target?

Basically, how will the spirits function in a single target and AOE environments both with and without player intervention? What if you pop it with one target then others spawn?

Will they copy any additional % damage increases like the current ring type buff, or just stat increases?

When you cast SEF, the clones will spawn and pick two nearby targets. Whenever you attack something, they'll repick their target, based on the aforementioned logic. However, if you press the SEF button again they will immediately jump to the targeted enemy and attack only them, never swapping off them. If you swap targets and press it again, they'll swap to that target. If they're focused on a target and that target dies, they'll revert to autopicking (bouncing around like crazy).

The SCK changes should be in today's build. Yes, SEF spirits hitting anything does count as you tagging it for SCK.

Whether they benefit from % damage increase buffs will have to be handled manually per effect (they're pets, under the hood, of course), but we intend for them to almost always benefit from whatever you benefit from. Please let us know when they don't, and we'll fix it if we can.

There's no mention in the description, but since you said it is our "single target dps button" as well, I imagine the clones can attack the same target we are attacking for full dmg, right? Also, whats the planned duration / recharge time cd?
Yes, they can attack the same target as you. You and your spirits each deal 45% of normal damage, for a total of 135% of normal, a net gain of 35% increased damage.

Same duration/recharge as Tigereye Brew had. 2 charges, 90sec recharge, 15sec duration. (Blue Tracker / Official Forums)
by Published on 2016-04-13 06:12 AM

Update: A new Legion build is on the way! It adds Destro warlocks, World Quests, and Level 110

Weekly Server Maintenance, Curse of Tristram SC2 Mod

New Priest Card Reveal - Embrace the Shadow; Neutral Legendary - Deathwing, Dragonlord

Upcoming Balance Update - April 12th, Sounds of Azmodunk Video

Overwatch Beta Test this Weekend - April 15 & 16, Official Patch Notes - 28538

Legion - Horse 2 Mount
Legion adds an armored version of the Horse 2 model as a mount.





Order Hall Followers and Missions
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Some additional thoughts on the concerns that have been raised in this and other threads, loosely paraphrased:

Don't you understand that no one likes missions? Why are you keeping any piece of the system?

We understand that many players are unhappy with garrisons, and in particular with the prominence of follower missions in Warlords of Draenor. We're certainly not sitting around, saying to ourselves, "Wow, everyone loves managing followers and doing missions; let's just copy/paste this feature into our next expansion for an easy win!"

We agree that, especially in the long run, the balance of content and rewards between garrison missions and core world content was a big problem in Draenor. Players too often found themselves without much reason to bother with dungeons or outdoor content, possibly logging on to raid or PvP, and otherwise just checking in to collect mission rewards and send followers out on new ones. And after a little while of that, it's awfully easy for it to stop feeling like a proper MMO experience.

We've tried to tackle this problem throughout our design of Legion. We've focused on replayable and varied outdoor world content and dungeon content as the heart and soul of the Legion endgame, and on reward systems that will support the continued relevance of those systems.

But at the same time, there are people who do enjoy the mission minigame, and there are some positive elements, such as a bit of offline progression, and the fun of looking forward to a reward waiting for you when you get home and log in. Not all aspects of the game are intended to appeal to all players - that's part of the challenge of creating a single game that is played by such a diverse audience with different preferences and playstyles. But while garrison followers and missions were a substantial portion of the content in Warlords, Order Hall missions are probably more like 3% of Legion.

I understand that there is a fair amount of cynicism, and there are some who are probably reading this right now and thinking that it's just a bunch of nice-sounding words trying to cover up our sinister plan of mission-table supremacy. But even if we wanted to, we know that we can’t hide anything here. Well before Legion is in anyone's hands, people will be experiencing the system in its entirety in beta, and we'll be judged on that basis.

But there's key player power at the bottom of my Order Hall tech tree, so isn't that gated behind missions?

Actually, no. As I mentioned in my post in the Alpha forums, what players are seeing in Alpha right now lacks context, admittedly because we haven't provided much. The research you can initiate in your Order Hall to unlock various perks, culminating in a strong player-power reward, requires Order Resources. Order Resources are not in any way gained through missions. You gain Order Resources from quest content: from the one-time Order Campaign quest arc, from treasures around the world, and at max level from outdoor world quests. If anything, missions are more likely to serve as an outlet for excess Resources once you have your research needs covered.

The Order Hall campaign immediately has you do missions that take a day to complete. That sounds terrible.

That's good feedback, and definitely the sort of thing we may adjust. Let me try to explain the intent here: The core of the class Order campaigns is epic quest content that is custom to your class. If you're a Death Knight, you might be working to raise a new set of Four Horsemen who are powerful enough to stand against the Legion; as a Mage, you may be investigating a plot that threatens to undo Dalaran from within; and so forth. That's what the Order campaigns are. We start you on these chains during the level-up experience, but they're intended to be a story that unfolds over time, complementing the game's level-up and endgame progression.

In Warlords, when we had the Garrison campaign quests, we presented a new one each week, but there was no real indication where the next step would come from, or how long you would have to wait in order to continue. This time around, we want to avoid having gaps where there's no quest in your log. Having occasional steps where we ask you to run a few missions with long completion times seemed like a more elegant way to do that, allowing us to weave in a bit of storytelling, as opposed to just "hey, come back next week for the next step."

I understand that most of the discussion is based on bits of information that emerge from the Alpha, and I know that it's difficult to truly reassure you when you haven't yet seen the things I'm talking about firsthand. But hopefully trying to share our goals and philosophies, as well as acknowledging past missteps (we hear you - really!), can provide some guidance about where this system is going to end up when it's complete.

Blue Posts
Originally Posted by Blizzard Entertainment
Plate and Mail in Legion
Bricksteel Gauntlets - a quest reward that I had to grind Timbermaw rep to get (the only gloves in that style/color in the game).
Thank you for the report. As a result of this post we uncovered a bug in our data conversion that had been a little too aggressive. These items, and other level 40+ Mail items that were erroneously changed to Plate, will be reverted in a future build. (Blue Tracker / Official Forums)

FEEDBACK: Mythic/Mythic+ Dungeons
Bolster in its current state where it effects boss encounter adds is a little bit more situational but leads to the same problem in fights where there is no way to avoid killing the adds to progress/survive the encounter. The most obvious examples of this are Helya and Cordana.
The fact that it affected things like Flames of Woe and Stormforged Obliterators was actually a bug. They should be considered part of the boss encounter and be exempt. While it was possible to handle Bolster on them, as you note, there are other encounters where it would be entirely broken. (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Rogue (Forums / Skills / Talent Calculator / Artifact Calculator / PvP Talent Calculator)
Will Internal bleeding apply to stun immune mobs in Legion? Will it's damage increase with Deeper Stratagem?
No, it will not apply to stun-immune targets. However, Deeper Stratagem will increase it's potential damage. https://t.co/IkQwA0usll (WarcraftDevs)

PvE
Are rare mobs subject to scaling while leveling in Legion, or are they static?
The rare mobs you meet while levelling will scale with you. Separate max-level rares and rare elites exist as well. (WarcraftDevs)
when killing a level 102 mob, a level 110 player stopped to help. Mob appeared to scale to highest player's level. Y/N ?
Mob doesn't change level or stats, the damage and mob health numbers just display differently based on your lvl (Muffinus)
So you shouldn't see a damage decrease when other players hop in, unless the mob was using an ability. (Muffinus)
If you continue to see issues with this, please let us know what your findings are! (Muffinus)

Way too much melee clutter again Ion - with new spell fx, more pets and another melee class - can't see what's going on =/
Specific examples, ideally with screenshots or (even better) videos are super helpful. This is an ongoing effort for us. (WatcherDev)

PvP
Any chance of returning the old BG Call to Arms events? You could work on rep/achieves and play your favorite BGs.
We have no plans regarding these events for now, but we think that they can be valuable. (WarcraftDevs)p

Professions
Do you need lvl 110 to finish the questline for Blacksmithing. My quest stopped at quenching.
Yep! The questline will continue once you reach level 110. (WarcraftDevs)

Speaking of professions, will BS be getting a new key? WoD didn't have one, so Leystone Skeleton Key for 5 or 10 bars?
Blacksmiths have been unable to mold Leystone or Felslate into keys, but Jewelcrafters can make jeweled lockpicks! (WarcraftDevs)

Misc
whats your favorite thing about legion that as a warcarft fan you enjoy and am looking forward too
Tie between dungeons staying relevant, and artifact power letting me feel like there's always something I can do to progress (WatcherDev)

Get the New Illidan Novel Today!
The book is currently cheaper and in stock on Amazon if you don't want to wait for the Blizzard Store to get more in stock.


Originally Posted by Blizzard (Blue Tracker / Official Forums)
Are you prepared— for the new Illidan novel? If not, head on over to the Blizzard Gear Store and order your copy today! Written by author William King, you’ll learn more about the trials and tribulations of this quintessential figure in Azeroth’s history.

You are not prepared.

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Purchase your copy now!

Overwatch - Beta Weekend
Overwatch is having a stress test weekend with many more invites going out.



Heroes of the Storm - Sounds of Azmodunk
Blizzard released a nice video showing how they created sounds for one of the newer heroes.

by Published on 2016-04-12 05:11 AM

Weekly Server Maintenance, Curse of Tristram SC2 Mod

New Rogue Card Reveal - Thistle Tea, Formats Friends List Display Change

Kael'thas Temporarily Disabled in Ranked & Tournaments, Epic Plays and Moments #66

Legion - Mythic Dungeons
In Legion Mythic dungeons will scale in difficulty and rewards, making them relevant throughout the expansion. Most of what we know has been covered in the blue posts, but to recap:

  • Each level of difficulty increases the health and damage done by enemies in the dungeon by a percentage.
    • Level 1 (8%) and Level 2 (17%) Mythic Dungeons have no affixes.
    • Level 3 (26%) to Level 5 Mythic Dungeons have one affix, selected from Tyrannical, Bolstering, Raging, and Teeming.
    • Level 6 (59%), Level 7 (71%), Level 8 (85%) and higher have two affixes, selecting from the previous four and adding Necrotic, Volcanic, Skittish, and Decay.
    • This blue post has the full list of valid affix combinations.
  • There is a 45 minute timer that you must beat to advance to a higher level, but not to get loot.
  • When keystones upgrade, a new dungeon is selected at random.
  • The Mythic+ dungeons are only limited by keystone availability, not a weekly loot lockout.
  • Players are suggesting new affixes on the forum.


Originally Posted by MMO-Champion
  • Decay - All players lose 1% of their max health every 2 sec while the challenge is active.
  • Skittish - Enemies pay far less attention to threat generated by tanks.
  • Volcanic - While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players.
  • Necrotic - All enemies' melee attacks apply a stacking blight that inflicts damage over time and reduces healing received.
  • Teeming - Additional non-boss enemies are present throughout the dungeon.
  • Raging - Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated.
  • Bolstering - When any non-boss enemy dies, its death cry empowers nearby allies, increasing their maximum health and damage by 20%.
  • Tyrannical - Boss enemies have 50% more health and inflict up to 30% increased damage.



Patch 6.2.4 Hotfixes - April 11
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Raids and Dungeons
Legacy
  • Terrace of Endless Spring
    • Fixed an issue where defeating Protectors of the Endless may cause players to not receive loot if Protector Kaolan is defeated last.

Order Hall Follower System
Originally Posted by Blizzard (Blue Tracker / Official Forums)
I completely understand the concerns. What you're currently seeing in Alpha are bits and pieces of a system that is still coming together, untuned and often even inconsistent between classes, without additional context. And as a result, there's also a fair bit of misinformation floating around (for example, the cap on active champions/followers is 6, not 20). We haven't published a full explanation of the system, because we're still working out a few of the details - that's the nature of Alpha. And of course in the absence of information, seeing an interface that looks a lot like a reskinned version of what you're used to in Draenor garrisons (followers -> champions, garrison resources -> order resources, etc.), it's easy to assume that this is just a continuation of the old system.

I'd like to at least shed light on some of our goals and philosophies, and the core ways in which Class Order missions in Legion are going to be very different from garrison missions in Warlords. The mission system in Warlords was conceived as a core part of the garrison experience, and a self-contained progression that offered rewards that competed with other traditional content.

We approached Legion unsure whether there would even be any continuation of mission gameplay at all. We focused instead on the artifact and class order systems, creating traditional content to provide the experience of forming a band of the greatest champions of your class to combat the Legion, with an eye towards class identity and replayability. We want your journey through the Broken Isles to feel meaningfully different in at least a few key ways depending on whether you are a mage, a warrior, a demon hunter, etc.

Once we had the backbone of our order systems in place - a campaign quest arc wherein you recruit champions to aid your cause, and an order hall tech tree where you research upgrades - we saw what seemed like a good fit for a version of the old mission gameplay to provide another outlet for leading the champions you've gathered, and spending the order resources you've earned out in the world. But it is far more limited in scope, and designed to be a much smaller piece of Legion than missions were in Warlords - it's serving a larger system, rather than trying to stand alone as a system in and of itself.

There are fewer followers (champions), fewer and less frequent missions; but more importantly, the system is more closely tied to the game world itself. Order resources come from playing the game normally, and will come primarily from doing World Quests at max level. If you get a "raid mission," it won't give you a piece of raid loot directly; it will give you a quest to kill a specific boss in that zone, in exchange for a bonus piece of loot. In general, from the ground up, missions in Legion are not intended to be an alternate progression path, or a self-contained activity. We don't think of them as "content." But they are a useful additional outlet to complement core traditional content, such as dungeons, outdoor questing, and raids.

We'll have more details to share in the future, but hopefully this helps clarify some of our broader goals and provides some context to what you may be seeing in game.

Blue Posts
Originally Posted by Blizzard Entertainment
Raid Testing Issues
Obviously we've been experiencing significant technical issues. We've been trying to diagnose them, but they're beyond the scope of anything that can be addressed in the short-term (infrastructure/back-end issues, as opposed to just a simple code bug that can be fixed). As such, we're canceling today's tests. They'll be rescheduled.

I realize it's frustrating to carve time out of your schedule and then be unable to actually play. If there were anything we could do to prevent this, we would, but an alpha/beta environment is inherently less stable and polished because of how things are changing constantly, both in obvious player-facing ways but also in terms of behind-the-scenes tech. I apologize, but I honestly can't say that it won't happen again - it might. The disclaimers that accompany each raid testing announcement aren't just empty words. (Blue Tracker / Official Forums)

FEEDBACK: Mythic/Mythic+ Dungeons
Thanks for the great feedback so far, and lots of useful data. I haven't heard much about the Volcanic affix - any thoughts on how that one played out when it was active?

In the next build, Necrotic should stack a bit more slowly, but now also reduces absorbs taken as well as heals. Decay seems like it's probably more of a nuisance than an engaging challenge right now, yes? We're still thinking through possible changes with that one. Otherwise, the other affixes seem to have played out largely as envisioned, in terms of modifying gameplay.

We're keeping an eye on melee-unfriendliness concerns. We specifically avoided making any affixes that felt particularly punitive to melee players; it may be an issue with some specific Halls of Valor mechanics. It's fine if some bosses, or even some dungeons, are less favorable for certain specs or classes; it's not acceptable if the same specs are at a disadvantage in most or all of them, though.

Not much is likely to change in the next alpha build, but the next steps after that will be porting this system to the other 8 dungeons (Violet Hold will not be part of the keystone system - wave events and timers don't really play well together in a satisfying way). (Blue Tracker / Official Forums)

Blue Tweets
Originally Posted by Blizzard Entertainment
In future def only queueing for w/e role the satchel is up for, and will return feedback. Thanks so much for looking into this.
Just to follow up, this report helped us improve the queue logic a bit. The situation you encountered shouldn't reoccur. Thanks! (WatcherDev)

So, not trying to rile anything up, just curious did Adventure Mode get cut? or is it WIP?
That's World Quests. (Muffinus)
Ah, will we getting more information regarding what it entails in the coming future? End-Game questing? thanks for responses.
Yes, soon! (Muffinus)

Final Boss - Vengeance Demon Hunter Spec Preview
Final Boss is back with another spec preview!


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