Anoregon
The flight plan I just filed with the agency list me, my men, Dr. Pavel here. But only one of you!
Soultakers world boss! FROST DK GET HYYYYYPED!
Nice!
Soultakers world boss! FROST DK GET HYYYYYPED!
Soultakers world boss! FROST DK GET HYYYYYPED!
Ahh sorry, me being thick. Ill try and get a hold of someone tonight, thanks!
Underwhelming. Been using the blue version of them that better matches my gear for a while anyway, thanks to the "bug". Nothing like having a hidden appearance locked behind a world boss a couple of months in yet having access to 3/4 skins anyway.
This world boss is an absolute shit show. The one dude just randomly charges someone walking up to the encounter and then resets. Happened about 5x to much rage. On the kill I got a Prydaz. Any idea if this is getting buffed to be more than an absorb shield. The stats are kinda poo for all my specs.
So I have yet another dumb ass rookie question but it's in regards to which specs use which gear. Currently I'm gearing as Blood DK but if I want to switch to frost for mythics do I need different trinkets/rings/neck? Or can I do decent dps without needing specific gear to go from blood to frost for any given dungeon or raid?
Is it possible for a 104 dk to get the weapon appearance from the world boss
Nope. You need to be artifact knowledge 4 for it to drop, I believe.
Nope. You need to be artifact knowledge 4 for it to drop, I believe.
So what are the best tanks for mythics? I'm thinking on boosting a character, kinda want to tank since I can already dps and heal on my shaman.
Druid is the best tank for Mythics, most of the known +15 clears were using Guardians.
Nah, it's not really worth waiting.
My group is definitely considering pushing for mythic+15 this week but I'm hoping Tyrannical doesn't ruin our plans. Some bosses are just so completely broken with that up. But our gear has improved a lot and we don't need to worry about Necrotic or any other horrible bullshit this time.
I know we can't get the +15 hidden appearance until the next raid tier, but if the post-Nighthold boost to mythic dungeon difficulty is substantial then this might be the best week to get the +15 done. I don't think we have enough time to cycle back around to these affixes by then, but I didn't do the math.
I'm so jealous of HoT healers with overflowing. I was reading on reddit that HoT ticks remove the shield they just applied, so it never really stacks a large shield? Definitely doesn't work that way with our Holy Pal, we tested it the first week overflowing was an affix, and if he healed a target at 100%, it would add to the shield not use it up. So if he healed me with a 300k Holy Light out of combat at 100%, I would get a 300k absorb, if he healed me again I would have a 600k absorb, etc. Meaning with an unlucky crit after I full-healed myself at the end of a pull, he could drop a 1 million absorb shield on me with no way to remove it before the next pull, so I start 1 million in the hole. Really feels super broken on high crit high burst non HoT healers.
Funny for us is that now that we understand Skittish, next week's Teeming/Skittish/Fortified is by FAR our easiest shot at a +15, almost guaranteed if we have enough time and don't get screwed by "miniboss but counts as trash so it murders you with Fortified" keys like Wardens.
Ran a +12 last week, got a shit 885 neck piece for the same slot as my shit 910 welfare legendary. GG blizz.
I started one of the new suramar quests from the adventure guide that teleported me from suramar into a mountain in azuna.
I could not finish it because we did a mythic dungeon and now I can't seem to get back? I was looking for 30 minutes for a way back into the mountain. I abandoned the quest hoping I could restart it again in suramar, but nothing there. Any advice?
There's an entrance to the cave outside (you actually have to use it at the end of the quest). It's slightly obscured with some crystals and shrubbery in the crystal canyon things where the pylon / whelps WQ is.
Teeming sucks but there's no interaction between that and Skittish so we'll be free to CC on the real shit pulls. That's another affix that we really hated at first but learned to deal with over time. Still makes Arcway horrific though.
I got the fishing artifact the other day, man this thing is so fucking boss
where do you get it
what does it do
where do you get it
what does it do
Twice in two dungeons I've had healers bail after the boss that drops their hidden artifact skin. That is some garbage.
Yup. Blame Blizzard. They did the same thing with quest items in WOD dungeons and eventually had to change the quests to require killing the last boss.Bad design, I'd say. Put the damn drop on the end dude? I'm a genius!
Bad design, I'd say. Put the damn drop on the end dude? I'm a genius!
Yup. Blame Blizzard. They did the same thing with quest items in WOD dungeons and eventually had to change the quests to require killing the last boss.
Guess they didn't learn.
You'll get to return the favor by leaving after Ashgolm in Vault when you're farming for Thunderfury at least!Yeah, for sure. I'm leveling a Rogue and I did Eye and Darkheart and there is zero incentive (outside not being a twat) for these people to stay. So Shaman bailed after the 2nd boss in Eye and the Druid after the first. Its just so fucking selfish but totally unsurprising.
Protection Warrior:
While Protection’s performance is still solid, we want to provide Revenge a clearer role in the live rotation, and eliminate the need for an off-GCD ability (Focused Rage) to deal damage. To address both of these problems, Revenge is made into a higher-damage ability, which is used rotationally with its usual activation proc, but can also be used outside of that proc by spending Rage. This eliminates the need for Focused Rage. Thunder Clap will fill the role of a second Rage generator, and be used regularly while tanking. Also of note is a new talent that allows you to adopt a more open playstyle if you prefer, by making your auto attacks trigger Devastates automatically, rather than fitting it into open spaces in your rotation.
Survival Hunter:
Survival's most notable addition is some new gameplay for traps. As all Hunters will once again have traps in 7.1.5, we want to make sure that Survival still feels like the master of traps. In particular, we want to restore the concept of baiting enemies into traps, as opposed to merely dropping them at their feet for an immediate effect. A new Survival passive will grant all your traps an added effect if an enemy is led into the trap after it is placed, encouraging you to anticipate the movement of an enemy, or coordinate with your tank in group content. Talents further enhance this, allowing you to increase the bonus in situations where you can reliably make use of it, or to use a new effect on Steel Trap to singlehandedly eliminate enemies who walk into it of their own accord.
Marksmanship Hunter:
We agree with players that Marksmanship currently relies far too much on Patient Sniper not only to do good damage, but also to make the rotation feel fun and rewarding. As such, we’re changing baseline Vulnerability to essentially bake in Patient Sniper, and adding a new Patient Sniper talent in its place. We are also adjusting some talents to allow for more diversity within talent rows and reflect the change to the base rotation. In particular, the Level 100 row: while Sidewinders was commonly used in all situations for its effects on the rotation, we’d rather the base rotation felt fluid on its own, and Sidewinders was a talent focused on the wide-area cleave that is its most clear purpose. Among other changes to help with this, Marked Shot no longer requires the targets to have Vulnerable to do strong damage, so builds without Sidewinders will be able to use it more effectively.
Shadow Priest:
Shadow’s overall pacing is being adjusted so that the highest peak is at the end of Voidform, rather than just before the start of the next one. As a part of this, Lingering Insanity is removed, but overall Insanity generation (and therefore Voidform uptime) is increased. Additionally, Mind Sear is replaced with a new passive effect that allows Mind Flay to fulfill the same purpose. Shadow already has significant multi-target gameplay from the desire to maintain two damage-over-time effects on each target (a process which being is made smoother by allowing Void Bolt to extend DoTs on multiple targets at once). Finally, we are continuing to tweak the Insanity decay rate in Voidform, and the strength of Surrender to Madness, to better balance the Level 100 row. We want to preserve the purpose and strengths of Surrender to Madness for players who enjoy it, without it being quite so ubiquitous as it is currently.
Arcane Mage:
Arcane is receiving several significant talent changes, to increase talent diversity and move away from some of the more problematic gameplay centered around Quickening. In addition to a new Arcane-specific shield to replace Ice Barrier, there are few utility updates not yet on the PTR: Presence of Mind will be baseline for all Arcane Mages, and a new talent will be added that allows Arcane Missiles to be channeled while moving.
Fire Mage:
While Fire was mostly in a good place, we’re looking at two related issues in 7.1.5; the degree to which critical strike dominates other stats, and the overly high amount of damage concentrated into Combustion. Focusing on critical strike’s very strong contribution to the damage of Combustion, as well as that of Pyretic Incantation, addresses both of these. We'll be adjusting the damage of Fire’s core spells to leave its total damage similar to what it was before these changes. We're also giving Fire its own element-themed shield, as with Arcane.
Some spec design notes for the next PTR build (which isn't up yet)
Some spec design notes for the next PTR build (which isn't up yet)
where do you get it
what does it do
Yeah not sure how i feel about tc now being a rage generator.Ugh, couldn't they just add rage generation to Devastate? Would be so much easier than this shit.
"Hey guys, I just threw my trap down so can we move the boss over in to it so I can get some extra damage?"
Sounds like a GENIUS change.
The archaeology focus for the next two weeks isn't too bad, took me about an hour and some to get the 10 pieces needed. They seem to be a guaranteed drop from the rare spawn that can come too (hell, I got two off one, even), so its not like those damn jewels a few weeks back.
Reward is a wyrmtongue pet.