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    • By Staff
      Blizzard have detailed the upcoming Shaman changes coming to the War Within Beta! After some partial information surfaced, they are now showing us the entire plan, starting with a new raid buff, Skyfury, as Windfury gets buffed and goes raid-wide! Then there are many, many changes to all three specs' talent trees, as well as the patch notes with all the tuning, so let's dive in.
      Shaman (Source)
      Greetings Shamans!
      Earlier today, we unfortunately deployed a small part of our Shaman update to the Beta. This may have put the class into a bad state for testing, but that will only be the case for the next day or so. We have significant updates to the Shaman talent trees coming in tomorrow’s new Beta build.
      First, we’d like to outline our philosophy and goals for these changes. We’ll start by addressing the new Shaman raid buff: Skyfury, and then go over each of the tree updates individually.
      Skyfury
      Throughout Dragonflight and The War Within’s development, the topic of raid buffs has been actively discussed and we’ve come to the decision to add a new raid buff to the Shaman class. Our goal with this buff is for it to fully replace the Windfury Totem buff previously brought by Enhancement Shamans and grant Elemental and Restoration access to a raid buff to encourage their value in raids.
      Skyfury incorporates the previous effect Windfury Totem had of activating additional auto-attack swings with a small Mastery buff. Players may also note that this is lifting the party-wide restriction previously in place on Windfury Totem’s effect and turning it into a guaranteed raid-wide effect.
      Class Tree
      For the Shaman class tree, we’ve reduced the node count of defense and throughput nodes to allow most of the decision making in this tree to focus on picking up different pieces of utility. There will also be some new toys to help with group utility and personal survivability.
      Pathing has been improved in a variety of ways and the previously potentially restrictive locations of Gust of Wind / Spirit Walk and Earth Shield have been changed to be easier to pick up. We feel this frees up points for more compelling decisions elsewhere without having to compromise movement or defensiveness to such a large degree.
      Elemental
      Elemental’s updates focused on scaling their proc rates to be more consistent between AoE and single target situations, allowing for things such as Lava Burst to have more of an impact on their rotation and improving their talent tree layout to allow for more diverse builds and variety.
      We want to empower Elemental Shamans to be able to specialize as lightning focused, lava focused, or weaving between all the elements and have distinct builds within each of these options to allow for impactful choices to determine damage profiles.
      Restoration
      Our Restoration Shaman updates condensed the availability of damage focused nodes in the specialization tree to free up more points to decide on healing profiles and moving core nodes such as Ascendance and Tidebringer into more available locations. We want Restoration Shamans to feel they have multiple compelling options to reach the heavily desirable nodes on their tree.
      We’ve also focused on increasing the effectiveness of a few core Restoration Shaman spells we feel have fallen behind. The two most notable spells here are Healing Surge and Spirit Link Totem. In Healing Surge’s case players will notice more bonuses to this spell to allow players who are looking to utilize this spell more effectively and for Spirit Link, we are returning the Spouting Spirits azerite trait with a twist of splash healing to make it strong in any group content. Healing Rain is also seeing new bonuses focused on increasing its effectiveness.
      Enhancement
      For Enhancement, we’ve generally been pleased with the state and talent diversity of their specialization tree, so we’re approaching it with a lighter touch. We focused on baselining a few of their core spells and utility within their specialization tree to allow for more optionality in both the Core and Spec trees.
      Patch Notes
      Class Tree
      Many talents have moved locations or have had their pathing updated in all trees. New Ability: Skyfury – Harness the fury of the Windlord to grant a target ally 2% Mastery and empower their auto attacks to have a 20% chance to instantly strike again for 1 hour. If the target is in your party or raid, all affected party and raid members will be affected. Learned at level 17. New Talent: Elemental Resistance – Healing from Healing Stream Totem reduces Fire, Frost, and Nature damage received by 6% for 3 seconds. Healing from Cloudburst Totem reduces Fire, Frost, and Nature damage taken by 3% for 3 seconds. New Talent: Refreshing Waters – Your Healing Surge is 25% more effective on yourself. New Talent: Traveling Storms – Thunderstorm now can be cast on allies within 40 yards, reduces enemies movement speed by 60%, and knocks enemies 25% further. New Talent: Seasoned Winds – Interrupting a spell with Wind Shear decreases your damage taken from that spell school by 15% for 18 seconds. Stacks up to 2 times. New Talent: Encasing Cold – Frost Shock snares its targets by an additional 10% and its duration is increased by 2 seconds. New Talent: Arctic Snowstorm – Enemies within 10 yards of your Frost Shock are snared by 30%. New Talent: Ascending Air – The cooldown of Wind Rush Totem is reduced by 30 seconds and its movement speed effect lasts an additional 2 seconds. New Talent: Enhanced Imbues – The effects of your weapon imbues are increased by 20%. New Talent: Stone Bulwark Totem – Summons an Earth Totem at the feet of the caster for 30 seconds, granting the caster a shield absorbing damage for 10 seconds, and an additional absorb every 5 seconds. 2 minute cooldown. New Talent: Jet Stream – Wind Rush Totem’s movement speed bonus is increased by 10% and now removes snares. New Talent: Primordial Bond – While you have an elemental active, your damage taken is reduced by 5%. Voodoo Mastery has been redesigned – Your Hex target is slowed by 70% during Hex and for 6 seconds after it ends. Reduces the cooldown of Hex by 15 seconds. Flurry moved from Class tree to the Enhancement tree. The cooldown of Gust of Wind has been reduced to 20 seconds (was 30 seconds). Earthgrab Totem and Windrush Totem no longer share a choice node. Lightning Lasso and Thundershock no longer share a choice node. The following talents are now 1 point: Totemic Focus Elemental Warding Nature’s Guardian Winds of Al’Akir Nature’s Fury Totemic Surge The following talents have been removed: Go With The Flow Flurry Maelstrom Weapon Enfeeblement Stoneskin Totem Tranquil Air Totem Ancestral Defense Surging Shields Swirling Currents Hero Talents
      Farseer (Restoration/Elemental) Restoration Undulation can now trigger Call of the Ancestors. Totemic (Enhancement/Restoration) Restoration Healing from Chain Heal from Totemic Rebound increased by 400%. Elemental
      New Talent: Fusion of Elements – After casting Icefury, the next time you cast a Nature and a Fire spell, you additionally cast an Elemental Blast at your target at 60% effectiveness. New Talent: Storm Frenzy – Your next Chain Lightning or Lightning Bolt has 40% reduced cast time after casting Earth Shock, Elemental Blast, or Earthquake. Can accumulate up to 2 charges. New Talent: Elemental Unity – While a Storm Elemental is active, your Nature damage dealt is increased by 10%. While a Fire Elemental is active, your Fire damage dealt is increased by 10%. New Talent: Lightning Conduit – While Lightning Shield is active, your Nature damage dealt is increased by 8%. New Talent: Everlasting Elements – Increases the duration of your Elementals by 20%. New Talen: Thunderstrike Ward – Imbue your shield with the element of Lightning for 1 hour, giving Lightning Bolt and Chain Lightning a chance to call down 2 Thunderstrikes on your target for Nature damage. New Talent: Earthen Rage – Your damage spells incite the earth around you to come to your aid for 6 seconds, repeatedly dealing Nature damage to your most recently attacked target. New Talent: Echo of the Elementals – When your Storm Elemental or Fire Elemental expires, it leaves behind a lesser Elemental to continue attacking your enemies for 15 seconds. New Talent: First Ascendant – The cooldown of Ascendance is reduced by 60 seconds. New Talent: Preeminence – Your Haste is increased by 25% while Ascendance is active and its duration is increased by 3 seconds. New Talent: Fury of the Storms – Activating Stormkeeper summons a powerful Lightning Elemental to fight by your side for 8 seconds. Primordial Fury has been redesigned – Now increases the critical damage bonus of Elemental Fury by 25%. Icefury has been redesigned – Casting Lava Burst has a chance to replace your next Frost Shock with Icefury, stacking up to 2 times. Icefury now empowers the next 2 Frost Shocks (was 4). Mastery: Elemental Overload has been redesigned – Now increases all Physical and Elemental damage dealt. The damage of Elemental Overloads is now 25% of normal damage (was 85%). Lava Surge is now learned at level 12 and has been removed from the Class tree. Inundate is now learned at level 14 and has been removed from the Elemental tree. The trigger rate of Lava Surge and Searing Flames now scale based on the number of targets Flame Shock is on. In single target, it should trigger slightly more often, and in AoE, it should trigger less often. Flash of Lightning now also increases the critical strike chance of Lightning Bolt and Chain Lightning by 10%. Swelling Maelstrom now also increases the damage of Earth Shock, Elemental Blast, and Earthquake by 5%. Master of the Elements now increases the damage of the next spell by 15% (was 10%/20%). Echo Chamber now increases the damage of Elemental Overloads by 10% (was 8%/15%). Power of the Maelstrom now causes the next Lightning Bolt or Chain Lightning to trigger an additional Elemental Overload (was 2). Can now stack up to 2 times. Magma Chamber now stacks up to 10 times (was 20). Elemental Equilibrium is now a 10% damage bonus (was 8%/15%). Elemental Equilibrium no longer has a tracking debuff. Eye of the Storm now reduces the Maelstrom cost of Earth Shock and Earthquake by 5, and Elemental Blast by 10. Maelstrom generation has been updated for the following abilities: Lightning Bolt is now 6 (was 8). Lightning Bolt Overload is now 2 (was 3). Chain Lightning is now 2 per target hit (was 4). Chain Lightning Overload is now 1 per target hit (was 3). Lava Burst is now 8 (was 10). Lava Burst Overload is now 3 (was 4). Icefury is now 12 (was 25). Icefury Overload is now 4 (was 12). Frost Shocks empowered by Icefury is now 10 (was 14). Flow of Power no longer increases Maelstrom generation from overloads. Stormkeeper has been removed from its choice node with Lightning Rod. Earth Shock is now a choice against Elemental Blast. Earthquake is now a choice node with an option to have it be cast on your target. All nodes are now 1 point. The following talents have been removed: Tumultuous Fissures Focused Insight Refreshing Waters Primordial Bond Call of Thunder Call of Fire Electrified Shocks Windspeaker’s Lava Resurgence Oath of the Farseer Further Beyond Rolling Magma Primordial Surge Maelstrom Weapon Enhancement
      Maelstrom Weapon is now learned at level 10 and has been removed from the Class tree. Feral Lunge is now learned at level 14 and has been removed from the Enhancement tree. Flurry moved from Class tree to the Enhancement tree. Elemental Blast damage reduced by 25%. The following talents have been removed: Windfury Totem Focused Insight Refreshing Waters Restoration
      New Talent: Tidewaters – When you cast Healing Rain, each ally with your Riptide on them is healed. New Talent: First Ascendant – The cooldown of Ascendance is reduced by 60 seconds. New Talent: Preeminence – Your Haste is increased by 25% while Ascendance is active and its duration is increased by 3 seconds. New Talent: Reactive Warding – When refreshing Earth Shield, your target is healed for each stack of Earth Shield they are missing. When refreshing Water Shield, you are refunded mana for each stack of Water Shield missing. New Talent: White Water – Your critical heals have 215% effectiveness instead of the usual 200%. New Talent: Spouting Spirits – Spirit Link reduces damage taken by an additional 5%, and it restores health to all nearby allies 1 second after it is dropped. Spouting Spirit’s healing is decreased beyond 5 targets. Spiritwalker’s Tidal Totem has been redesigned – After using Mana Tide Totem, the cast time of your next 3 Healing Surges is reduced by 100% and their mana cost is reduced by 50%. Master of the Elements has been redesigned – Casting Lava Burst increases the healing of your next Healing Surge by 30%, stacking up to 2 times. Healing Surge applies Flame Shock to a nearby enemy when empowered by Master of the Elements. Improved Earthliving Weapon has been redesigned – Earthliving receives 150% additional benefit from Mastery: Deep Healing. Healing Surge always triggers Earthliving on its target. Earthen Harmony has been redesigned – Earth Shield reduces damage taken by 5% and its healing is increased by up to 150% as its target’s health decreases. Maximum benefit is reached below 50% health. Downpour has been redesigned – Casting Healing Rain activates Downpour, allowing you to cast Downpour within 6 seconds. Downpour: A burst of water at the target location heals up to 5 injured allies with 12 yards and increases their maximum health by 10% for 6 seconds. Downpour is twice as effective for Totemic Restoration Shamans. Living Stream has been redesigned – Now increases Healing Stream Totem’s healing by 100%, decaying over its duration. Lava Surge is now learned at level 12 and has been removed from the class tree. Current Control now reduces the cooldown of Healing Tide Totem by 45 seconds (was 30 seconds). Mana Tide Totem’s radius is now 40 yards. Ancestral Awakening now triggers at a 20% base chance and increases to a 40% chance when activated by a Critical Strike. Torrent now additionally increases the chance for Riptide’s initial heal to critically strike by 8/15%. Water Totem Mastery now activates on a chance, but its effect has been increased to 3 seconds of reduction. Water Shield now has 9 charges. Primordial Wave’s cooldown has been reduce to 30 seconds (was 45 seconds). Healing Rain now heals 5 targets (was 6) and healing increased by 17%. Acid Rain now damages 5 enemies (was 6) and damage increased by 16%. Overflowing Shores now heals 5 targets (was 6) and healing increased by 14%. Wavespeaker’s Blessing is now a 2-point talent. The following talents are now 1 point: Tidebringer Deluge Improved Earthliving Weapon The following talents have been removed: Improved Primordial Wave Tumbling Waves Continuous Waves Resonant Waters Flash Flood Stormkeeper Refreshing Waters Please note that we intend to continue tuning and iterating on the changes above throughout the Beta, and we also have plans for further updates that will come with a future patch in The War Within.
    • By Stan
      Harldan has reached Level 70 in MoP Remix in just 29 minutes and 25 seconds, beating Shiekrunner's previous record by a whopping 18 minutes!
      The player utilized brand new strategies outside of the standard Heroic Dungeon spamming with Level 20 twinks.
      In a lengthy Reddit post, Harldan broke down the most important parts of the speed run!
      Something's currently broken with raid scaling. The more people you invite to your group, the less XP you get from killing mobs. This decrease appears to be exponential, because going from 2 to 3 players can cause you to lose almost 50% of the mob kill XP.
      To avoid the bug, Harldan completed most of the raids with only 1-3 boosters.
      With XP nerfs coming in the War Within pre-patch, I hope to see someone reach Level 70 under 15 minutes!
    • By Staff
      "New "best" solo of my 14 years of soloing." It seems Durendil refused to rest on his laurels after those Raszageth and Sarkareth kills and got a very special boss down! While this one isn't quite Awakened, it's still the latest raid, and another penultimate boss to boot. And not just any penultimate boss, as Tindral and his transitions and seeds are legendary, being a pretty solid guild killer back in Season 3. Let's get into this really impressive kill.
      Just to get us started, the (Normal difficulty) boss went thought his rotation of deadly attacks 7 times during phase 3. Each rotation was comprised of a DoT dealing 95% of the hunter’s HP, seeds also dealing 95% between damage and a healing absorb, plus other random damage costing Durendil 235% of his health per rotation, every 50ish seconds. And with Beast Mastery not having that much self-sustain, you can imagine how tricky it all got.
      Using some specific gear (most notably Fyrakk's Tainted Rageheart, Decoration of Flame and Seal of Filial Duty), he managed to to reach 9 defensive CDs: the two trinkets, Exhilaration, Aspect of the Turtle, Stoneform, Survival of the Fittest, Dreamwalker's Healing Potion, Aspect of the Cheetah and Ancient Hysteria. With so many hard-hitting abilities with varying timers and overlaps, and also so many cooldowns with varying timers and overlaps, it was an insane balancing act of reconfiguring any and all available defensives until he found the perfect permutation in order to survive the final casts at the 10 minute 30 second mark and reach the enrage.
      Not to mention everything else going on in the fight such as soaking seeds, positioning the fire, and the intermissions, where a mistake could cause a death or simply make Durendil lose damage on the boss, making it impossible to beat the enrage. And so after a many pulls, long analysis/theorycrafting sessions, and a whole lot of spreadsheet calculations, the crowning achievement for Durendil had arrived.
      Here's the (massive) full description with all the details on the kill:
      This was my most technical and most fun solo in 14 years, even more than Kil’jaeden Mythic. This boss deals immense damage, so I kept trying to survive for longer and longer, having no idea if it was possible or if I could manage the dps for the enrage. And with 9 seeds and 9 DoT in the fight, with varying timers between them, that meant countless permutations of 9 defensives with varying cooldowns, some of which are wasted if used together.
      I spent 20% of my time on this boss analyzing my tries and theorycrafting the RT note on the left on an Excel spreadsheet. And it was fun.
      Seeds dealt 95% of my health (700k damage + 600k absorb) and the DoT also dealt 95% of my health (1M3 over 35 seconds). Plus 45% per « subphase » from the rest.
      Phase 3 was 7 subphases, each dealing 235% of my health, each around 52 seconds. And BM hunter has notoriously bad self-sustain, since pets deal 70% of our damage, and leech only works on the hunter’s damage.
      So the entire progress was :
      - survive the next DoT / seeds
      - die because I don’t have the right CD rotation
      - add a line or two to the Excel spreadsheet with the next DoT / seeds
      - optimize the defensive cooldown rotation (RT note)
      - try out the new rotation, see how it works
      - adapt rotation until I survive longer
      So first I had to survive the 7:30 mark. Then I got stuck at 8:40 for a while until I also optimized my self-healing. Then I had to find a way to survive the 9:50 mark. Then when I reached 10:30 I found out I really had no CDs left at all, so I had to rethink my rotation completely and tried multiple strategies. But I had the entire spreadsheet of timers by then.
      Finally I reached the start of the enrage and died to having no CDs for the last seeds. Boss was at 15%. So I adapted the rotation again, and had to start thinking about dps.
       
      In order to survive, I used the following tools :
      - Diurna’s ring. It has random but great shield.
      - Fyrakk’s trinket. An extremely strong shield, it can absorb all damage from Seeds + DoT during 20 seconds.
      - Eranog’s trinket. On paper, it has the same absorb as Neltharion’s trinket with twice the CD. But the 35 second duration instead of 10 means you always get full value, with only no overheal.
      - Dwarf racial to dispel the DoT.
      - Exhilaration, 50% self-heal. Its CD is reduced when you attack - it will come into play later.
      - Turtle / immunity. Allows me not do seeds.
      - Survival, -40% reduction for 6 seconds.
      - Potion.
      In the end, I adopted the following rules :
      - Maximise Fyrakk trinket’s usage. It’s better than turtle. So I used it 4 times in phase 3.
      - For the Dwarf racial / dispels, The issue is the 4th DoT lasts only 20 seconds before the next cast. So I could only dispel 2, 5 and 7 to get full value.
      - Use Turtle twice. There was time for 3 turtles, but doing so meant one less Fyrakk, and more damage from the DoT. Plus less CD reduction on the self-heal.
      - For the self-heal, on every seed there is a healing absorb, from 4 to 7 stacks. It stacks AND REFRESHES, so any healing is « lost » if it restacks. In the end, the only good timing was right after the stacks have finished stacking. Plus a potion for the first one at 7 stacks. However, the cooldown of the self-heal is slightly longer than the one of the seeds, which will come into play later
      - Use the -40% reduction on seeds without Fyrakk or Turtle, if off CD.
      - Adapt phase 2 CD usage to phase 3, in a way that allows you to (temporarily) get back to 100% health during phase 3.
      Then there was the Bloodlust timing. The cooldown for the self-heal was really tight, so I had to use Bloodlust after to attack faster and reduce it further during phase 3. So I used it on pull and when my dps cooldowns were up.
      That meant I couldn’t use BL for the second shield, so I couldn’t break it in time. It’s why I let the first shield cast - then the flight buff doesn’t get removed. And you can zoom immediately to the third platform.
      Finally the seeds. First, tank the boss near the edge. Then pack the fire AoEs on one side, near the boss. But if you « block » the boss too much, he will spawn seeds on the other side or too far away from him. And you need to keep attacking even when doing the seeds to reduce the CD of the self-heal. So I moved the boss away when there was too much fire.
      So soak seeds while facing boss and attacking.
      Finally, I could afford a couple of trees if using Fyrakk without the DoT. And I didn’t need to do seeds with the turtle. That left 3 seed phases with no safety net - I used my Cheetah on 2 of them.
      As you can see, I could afford one « bad » tree in phase 2, but a single tree in phase 3 meant I was a single tick from getting killed at the end. I’m surprised I survived.
      The enrage was quite tight, but I still had room to increase dps, with a few seeds bringing me out of range, and other small rotation errors since I was focusing a lot on survival / strategy.
      Logs.

      Huge congratulations to Durendil, who has now soloed two out of the three Dragonflight endbosses, not to mention a whole lot of other massively impressive solo kills and isn't showing any signs of stopping! So go check out his channel if you want to see even more impressive WoW feats.
    • By Staff
      Blizzard has posted another short story called "Trials" starring Thrall who begins questioning the value of the trials...
      The short story was written by Jonathan Maberry and you can download it here.
      (Source)
      After several younglings are lost attempting their om’gora rites, Thrall begins questioning the value of the trials. The new generation places such emphasis on martial strength and battle prowess that they would risk death attempting the rites before they are ready. Walking through Orgrimmar with his family, Thrall reflects on his son’s readiness for the trials, his own coming of age, and how to prepare this new generation to build on the legacy he and his friends started long ago.
      Download to read the Rest of This Short Story by Jonathan Maberry
    • By Staff
      The Great Push returns in Dragonflight Season 4! Each weekend, 6 of the world's top dungeoneers will have 5 hours to push the assigned dungeons as high as possible!
      The Proving Grounds happened from June 19-24. Now, we're looking forward to live broadcasts from Group A and Group B, running from July 5 to July 14. The Global Finals will take place from July 19 to July 21. You can watch the event on Twitch or YouTube. The total prize pool is $260,000!
      (Source)
      The Great Push has returned for its second-ever full season in the final season of Dragonflight! Each weekend, six of the world’s top dungeoneers will have five hours to push the assigned dungeons as high as possible.
      The Great Push (TGP) is a spinoff of the Mythic Dungeon International (MDI), the premiere Mythic+ speedrunning competition in World of Warcraft. The Great Push pits the top players in the world against one another to test their limits and set records by pushing Mythic+ keystones as high as possible over the span of several weekends. All the action will be streamed live on the Warcraft Twitch and YouTube channels!
      Each week of the Groups Stage brings with it six new teams of distinguished dungeoneers vying for a spot in the Global Finals, and six unique sets of dungeons and affixes to be conquered. At the end of each Group weekend, the 3 teams with the fastest runs in the highest dungeons will qualify for a spot in the Global Finals, and earn a shot at earning the lion’s share of the $200,000 prize pool!
       
        Each weekend of The Great Push takes place over the span of 3 days, with a total of 15 hours of Tournament Play. Competitors will have five hours each day (including 20 minutes of required break time) to complete the assigned keystones at the highest level possible.
        This season of The Great Push brings with it a series of new changes for competitors:
      Group Compositions are now locked, teams are required to have 1 tank, 1 healer, and 3 DPS in each group. Dungeon Distribution is now spread out to follow a 3/2/1 schedule. Day 1 will introduce 3 dungeons, Day 2 will introduce 2 more dungeons, and Day 3 will introduce the final dungeon. Team Feeds are now available! Each team is mandated to have at least one competitor stream their gameplay during the Tournament. The Global Finals will be keeping the competition alive all weekend, as daily eliminations have been removed. All six teams will survive until the last second!   Prepare for the action by reading more about the broadcast:
        Details
      Venue: The Great Push is taking place online, and with more opportunities to watch than ever before! Catch the main broadcast live over at Twitch.tv/Warcraft and YouTube.com/Warcraft, or enjoy a first-person perspective from your favorite team by tuning into a co-stream of their gameplay. Dates:  Group A - July 5 to July 7 Group B - July 12 to July 14 Global Finals - July 19 to July 21 Broadcast Start Time: 10:00am (PDT) / 7:00pm (CEST) Prize Pool: $260,000   Talent
       
        Group A: Host - DoA Casters - Dratnos, Naguura, Tettles, Xyronic Group B: Host - Rookuri Casters - Dratnos, Naguura, Tettles, Xyronic Global Finals: Host - Doa Casters - Dratnos, Meeix, Naguura, Tettles, Xyronic Stay Connected
      Subscribe to the Warcraft Twitch and YouTube channels to check out the action live, and follow @WoWEsports on X (formerly Twitter) for coverage and gameplay updates!
      Interested in costreaming the main broadcast? Fill out the Costreaming & Watch Party Form.
       
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