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  1. #1

    Shadowlands Alpha Build 34821 - Runeforge Legendary Abilities

    Shadowlands Alpha - Runeforge Legendary Abilities
    We've datamined new Runeforge Legendary Abilities in Shadowlands Alpha Build 34821. These new abilities include spell effects from Torghast Anima Powers, Azerite Armor Traits, Legion Artifact Traits, Legion Legendaries and Tier Set Bonuses. Please note that these spells might not be final, everything shown here is subject to change.
    Originally Posted by MMO-Champion
    Death Knight (Blood, Frost, Unholy)
    • Superstrain Your Frost Fever, Blood Plague, and Virulent Plague also apply the other two diseases.
    • Phearomones You and your minions gain 10% Haste while you are inside your Death and Decay and enemies damaged by your Death and Decay have a chance to cower in place for 3 sec.
    • Death's Embrace Increases the duration of Anti-Magic Shell by 100% and any damage it absorbs heals you.
    • Grip of the Everlasting For 3 sec after casting Death Grip, you may cast the spell a second time without regard for its cooldown.

    Death Knight (Blood)
    • Bryndaor's Might Death Strike refunds 15% of Runic Power spent if it heals you for more than 10% of your maximum health.
    • Crimson Rune Weapon When a charge of Bone Shield is consumed, the cooldown of Dancing Rune Weapon is reduced by 30 sec. Additionally, when Dancing Rune Weapon fades, your Rune regeneration rate is increased by 40% for 10 sec.
    • Gorefiend's Domination Heart Strike reduces the remaining cooldown on Vampiric Blood by 2 seconds.
    • Vampiric Aura Your Vampiric Blood ability also affects all party members for 50% of the effect it has on you.

    Death Knight (Frost)
    • Koltira's Favor Obliterate deals 10% increased damage and has a 15% chance to refund 2 runes.
    • Biting Cold Remorseless Winter damage is increased byy 15%. The first time Remorseless Winter deals damage to 3 different enemies, you gain Rime.
    • Absolute Zero Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 sec.

    Death Knight (Unholy)
    • Reanimated Shambler Your attacks have a chance to summon a Super Zombie that shambles forward and explodes, dealing [ 124% of Attack Power ] Shadow damage and applying a Festering Wound to 8 nearby enemies.
    • Frenzied Monstrosity Dark Transformation also increases the attack speed and damage of you and your Monstrosity by 20%.
    • Death's Certainty Death Strike and Death Coil deal 10% increased damage and reduce the remaining cooldown of Death and Decay by 2.0 sec.
    • Deadliest Coil Reduces the Runic Power cost of Death Coil by 10 and Death Coil increases the duration of Dark Transformation by 2 sec.

    Mage (Arcane, Fire, Frost)
    • Expanded Potential Your Fireball, Frostbolt and Arcane Blast have a chance to give you Expanded Potential, which causes your next Hot Streak, Brain Freeze or Clearcasting to not be consumed.
    • Disciplinary Command Casting a Frost, Fire and Arcane spell within 10 sec of each other increases your Critical Strike damage of all your spells by 10%. This effect can only occur once every 30 sec.
    • Grisly Icicle Your Frost, Fire, and Arcane damage against enemies affected by Frost Nova is increased by 10% and no longer breaks it.
    • Triune Ward Casting any Barrier spell grants the effects of Blazing Barrier, Ice Barrier, and Prismatic Barrier. Each absorb shield has 40% effectiveness.

    Mage (Frost)
    • Slick Ice While Icy Veins is active, each Frostbolt you cast reduces the cast time of Frostbolt by 5%, stacking up to 10 times.
    • Cold Front Casting 15 Frostbolts or Flurries calls down a Frozen Orb on your target. Hitting an enemy player counts as double.
    • Freezing Winds While Frozen Orb is active, you gain Fingers of Frost every 5 sec. While Frozen Orb is not active, each Frostbolt reduces the cooldown of Frozen Orb by 2.5 sec.
    • Glacial Fragments Ice Lance has a 15% chance to explode into shards of ice when it hits a target, dealing [ 40% of Spell Power ] Frost damage to up to 5 enemies near your target. This chance is increased to 50% if your target is standing in a Blizzard.

    Mage (Arcane)
    • Temporal Warp While you have Temporal Displacement or other similar effects, you may use Time Warp at a reduced effectiveness, granting [ 15 + 25% of Spell Power ]% Haste for 20 sec.
    • (Main Hand Weapon only) Arcane Infinity Increases the damage done by Arcane Missiles by 10%. Each time Arcane Missiles hits an enemy, the damage of your next Arcane Barrage is increased by 2%. This effect stacks.
    • Arcane Bombardment Arcane Barrage deals an additional 40% damage against targets below 35% health.
    • Siphon Storm Evocation grants 2 Arcane Charges, and while channeling Evocation, your Intellect is increased by 2% every 1 sec. Lasts 30 sec.

    Mage (Fire)
    • Fevered Incantation Each consecutive critical strike you deal increases critical strike damage you deal by 2%.
    • Firestorm When Hot Streak activates, you have a low chance to cause all Pyroblasts and Flamestrikes to have no cast time and be guaranteed critical strikes for 5 sec.
    • Molten Skyfall Casting 30 Fireballs or Pyroblasts calls down a Meteor on your target. Hitting an enemy player counts as double.
    • Sun King's Blessing After consuming 6 Hot Streaks, your next non-instant Pyroblast cast within 15 sec grants you Combustion for 6 sec.

    Warrior (Arms, Fury, Protection)
    • Leaper Heroic Leap gains 2 additional charges.
    • Misshapen Mirror Spell Reflection lasts 200% longer, and applies to your party.
    • Signet of Tormented Kings Activating Bladestorm, Recklessness, or Avatar randomly casts one of the other two abilities.

    Warrior (Arms)
    • Battlelord Your Slam has a 30% chance to reset the cooldown of Mortal Strike.

    Warrior (Protection)
    • Thunderlord Each enemy you hit with Thunder Clap reduces the remaining cooldown on Demoralizing Shout by 3 sec.
    • The Wall Shield Slam generates an additional 2 Rage and reduces the remaining cooldown of Shield Wall by 4 sec.

    Last edited by Lumy; 2020-06-22 at 03:36 PM.

  2. #2
    Call me crazy but what's the point of removing spells and effects just to reintroduce them an expansion or two later?
    They always told me I would miss my family... but I never miss from close range.

  3. #3
    Quote Originally Posted by Justpassing View Post
    Call me crazy but what's the point of removing spells and effects just to reintroduce them an expansion or two later?
    What if you bought a car and then after a couple years the car dealer came and pruned your car of it's wheels as part of the extended warrant plan you bought. Then for another low, low payment, they unpruned one of your wheels. Get it now?

  4. #4
    "Phearomones: You and your minions gain 10% Haste while you are inside your Death and Decay and enemies damaged by your Death and Decay have a chance to cower in place for 3 sec."

    Who ever named this deserves a raise.

  5. #5
    Quote Originally Posted by Justpassing View Post
    Call me crazy but what's the point of removing spells and effects just to reintroduce them an expansion or two later?
    Because the legendary effects in legion was not the issue. The issue was the aquirement of these legendaries through RNG. You could play all you want: you might never be as good as the player who had his BiS legendary dropped from the first few mobs in Legion and you got after a month Sephuz Secret.

  6. #6
    Quote Originally Posted by Velerios View Post
    Because the legendary effects in legion was not the issue. The issue was the aquirement of these legendaries through RNG. You could play all you want: you might never be as good as the player who had his BiS legendary dropped from the first few mobs in Legion and you got after a month Sephuz Secret.
    That doesn't explain why we're getting Legion legendaries again, instead of brand new effects all the way. I mean there's some really cool new powers in there.

    I'm by no means a hater but this feels like the bare minimum effort and frankly, it is quite lame.
    They always told me I would miss my family... but I never miss from close range.

  7. #7
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    MMO-Champ literally becoming the Internet Explorer of datamining.

  8. #8
    I like how superstrain is just "you get to be a dk again".

    I like the blood ones. Especially vamp aura, nice callback, strong and thematic.

    The Frost and Unholy ones are just yawn-inducing retreads and super passive and non-interactive compared the mage ones.

  9. #9
    I am praying to the Light that Holy Priests get their self res back.

  10. #10
    Absolute Zero Frostwyrm's Fury has 50% reduced cooldown and Freezes all enemies hit for 3 sec.
    Yes daddy give it to me

  11. #11
    Quote Originally Posted by Justpassing View Post
    Call me crazy but what's the point of removing spells and effects just to reintroduce them an expansion or two later?
    Because it's always been like that, ever since TBC.

  12. #12
    Quote Originally Posted by Justpassing View Post
    I'm by no means a hater but this feels like the bare minimum effort and frankly, it is quite lame.
    I've never udnerstood this. Why do you care how much "effort" is being put into something? Care about if the outcome is fun or not. If I can make a game in 25 minutes and its the best game in existence, does anybody care that I only put 25 minutes of effort into it? What's important is the final product.

  13. #13
    Quote Originally Posted by Justpassing View Post
    That doesn't explain why we're getting Legion legendaries again, instead of brand new effects all the way. I mean there's some really cool new powers in there.

    I'm by no means a hater but this feels like the bare minimum effort and frankly, it is quite lame.
    On the other hand, I don't think all they need to do is creating all new effects while they have pretty much broad selection of affixes that worked as Legiondaries or tier sets in the past. This is also not the only power you get in Shadowlands, there are soulbinds coming and covenants powers are indeed pretty new effects.

  14. #14
    Quote Originally Posted by Azelas View Post
    I've never udnerstood this. Why do you care how much "effort" is being put into something? Care about if the outcome is fun or not. If I can make a game in 25 minutes and its the best game in existence, does anybody care that I only put 25 minutes of effort into it? What's important is the final product.
    That's missing the point entirely but thanks anyway for putting your 25 minutes in.

    Quote Originally Posted by Vaedan View Post
    On the other hand, I don't think all they need to do is creating all new effects while they have pretty much broad selection of affixes that worked as Legiondaries or tier sets in the past. This is also not the only power you get in Shadowlands, there are soulbinds coming and covenants powers are indeed pretty new effects.
    Yeah but I've been in the past, I want new toys More toys! More!!
    They always told me I would miss my family... but I never miss from close range.

  15. #15
    Quote Originally Posted by Justpassing View Post
    Call me crazy but what's the point of removing spells and effects just to reintroduce them an expansion or two later?
    all about borrowed power start the threadmill grind over and over again, they really went all on it with the concept in legion

  16. #16
    OMG PLEASE GOD NOT SHARD OF THE EXODAR AGAIN
    also, copy and paste is zzz

  17. #17
    in hindsight i wish in legion i woulda used that h dnd reduction with bursting sores alot more

  18. #18
    Bringing back the good part from the Legiondaries. Azerite traits was just an extension of it, but I hope they bring back more of the Legiondairy power that did something with your rotation or how you played. I see they have done so with some of the specs already as in baseline/talent, but I don't want it to be overextended with passive azerite traits/legiondary effect which are straight up boring.

    Like Temporal Warp. The effect is passive per se(well you gotta push that button) but it do change how you set up your burst and that's cool, or gives you another burst window and you get a choice with it as well. Rather than "your ability gives you haste for 10 seconds, now your spec feels good to play for those seconds" like most azerite traits do. Some legiondaries had that issue too, passive stuff.

  19. #19
    The "two extra charge to Heroic Leap" makes me happy. I used that Legiondary on my warrior all the time for the mobility alone. It was also luckily my very first Legiondary for my warrior, back then.

  20. #20
    Signet of Tormented Kings Activating Bladestorm, Recklessness, or Avatar randomly casts one of the other two abilities.
    This seems strong

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