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Legion Class Preview - Warrior

U ovom blogu Blizzard nam govori o izmenama Warrior klase u World of Warcraft Legion nastavku. U njemu možemo pročitati par primera jednostavnih abilitia, kao i jednog talenta.
Originally Posted by Blizzard (Source)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Warrior—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Warrior. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Warrior in World of Warcraft.

Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders.

Warriors are thematically informed by our own history, dating back to ancient clashes when close-quarters, shield-and-sword combat was the backbone of battlefield strategy. Warriors in WoW are steeped in this tradition, with each specialization filling distinct niches.
One notable goal we have for Warriors in Legion is to significantly expand their customizability through talents, especially for Arms and Fury. If the below core abilities seem sparse, it’s to leave room for more from talents than ever before. Both specs now have five rows of core throughput talents (mostly different between Arms and Fury, too), with a strong mix of active rotational abilities, passives, procs, cooldowns, and other interesting effects. You’ll find old favorites like Overpower, Heroic Strike, and Opportunity Strikes, returning classics like Avatar, Dragon Roar, and Storm Bolt, along with a host of brand new talents. We look forward to seeing the combinations that you put together.


Arms
Across culture and kingdom, men and women who demonstrate great physical aptitude are transformed into mighty warriors through tests of strength, endurance, and fighting capability. Their friendships are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. It’s more than a matter of preference—it speaks to the character of the wielder. Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses.

"Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed."

Gameplay
The defining character traits of Arms Warriors already mesh well with their gameplay, but there’s room for more flavor. In Legion we’ve opened up a wider variety of potential gameplay styles based on your talent choices, as discussed above. We also replaced their Mastery with Colossal Might, which increases the effectiveness of Colossus Smash, playing into their theme more directly. As before, Arms Warrior Rage generation comes from auto-attacks.

Here’s a basic look at the core combat abilities for Arms Warriors:
  • Mortal Strike
    • 20 Rage, Melee Range, Instant, 6 sec cooldown
    • A vicious strike that deals strong Physical damage and reduces the effectiveness of healing on the target for 10 sec.
  • Slam
    • 15 Rage, Melee Range, Instant
    • Slam an opponent, causing moderate Physical damage.
  • Colossus Smash
    • Melee Range, Instant, 45 sec cooldown
    • Smashes the enemy’s armor, dealing massive Physical damage, and increasing damage you deal to them by 20% for 6 sec.
  • Execute
    • 10 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing strong Physical damage to the target, and consuming up to 30 additional Rage to deal up to massive additional damage. Only usable on enemies that have less than 20% health.
  • Tactician
    • Passive
    • Slam, Whirlwind, and Execute have a 20% chance per target hit to reset the cooldown on Colossus Smash.
  • Mastery: Colossal Might
    • Increases the damage of your Colossus Smash by 50%, and causes it to increase damage taken by an additional 50%.

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Arms-specific talents:
  • Titanic Might
    • Passive
    • Increases the duration of Colossus Smash by 200%, but halves its effectiveness.


Fury
On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage—often wielding a weapon in each hand to maximize the destruction. Even without the protection of a shield, the fury warrior leaves little opportunity for an opponent to strike without suffering grievous wounds in return—delivered in a whirlwind of blades that dooms anyone its wake. Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray.

"Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray."

Gameplay
Fury is a thematically grandiose take on the classic warrior archetype, and in Legion we want the gameplay to convey this better. To help deliver on the fantasy of a relentless death-dealer, we’ve bolstered their gameplay around quickly building Rage and then going wild with Rampage. In particular, Enrage is now considerably more powerful, doubling your attack speed (and thus Rage generation, since the majority of Rage is still generated by auto-attacks), along with increasing damage based on Mastery. Similar to Arms, a multitude of talent options will expand your combat abilities in a wide variety of ways.

Here’s a basic look at the core combat abilities for Fury Warriors:
  • Bloodthirst
    • Melee Range, Instant, 4.5 sec cooldown
    • Attack the target in a bloodthirsty craze, dealing moderate Physical damage, generating 10 Rage, and restoring 5% of your health.
    • Bloodthirst has an additional 40% chance to be a critical strike.
  • Enrage
    • Passive
    • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
  • Raging Blow
    • 10 Rage, Melee Range, Instant
    • A mighty blow with both weapons that deals a total of strong Physical damage.
    • Only usable while Enraged.
  • Rampage
    • 50 Rage, Melee Range, Instant
    • Unleash a series of 5 brutal strikes over 2 sec for a total of massive Physical damage.
    • Rampage always deals damage as if you were Enraged.
  • Execute
    • 30 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing a total of massive damage Physical damage. Only usable on enemies that have less than 20% health.
  • Mastery: Unshackled Fury
    • Increases damage done while Enraged by 28% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Fury-specific talents:
  • Frenzy
    • 15 Rage, Melee Range, Instant
    • Furiously slash at the target, dealing moderate Physical damage, and increasing your Haste by 5% for 10 sec. Stacks up to 5 times.


Protection
Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall.

"For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack."

Gameplay
Protection gameplay ties strongly to Warrior lore and exemplifies the very foundation of the tank role in the game, so we’re primarily focused on fine-tuning their mechanics. Shield Block and Shield Barrier in particular often created a trap choice for players. We’ve replaced Shield Barrier with a new ability, Ignore Pain, which massively reduces damage taken (up to a cap based on maximum health) and functions as your primary defensive Rage-spender. It doesn’t compete as much with Shield Block, and thus provides you with distinct tools in your arsenal to apply to different situations. In terms of Rage, Protection Warriors now primarily generate Rage through taking damage, supplemented by a baseline Rage income from ability usage. This plays well with Ignore Pain as their primary Rage-spender; it’s most useful when you’re taking a lot of damage, which is also when you’ll have a lot of Rage to use on it.

Here’s a basic look at the core combat abilities for Protection Warriors:
  • Offensive
    • Devastate
      • Melee Range, Instant
      • A direct strike, dealing moderate Physical damage.
      • Devastate has a 30% chance to reset the cooldown of Shield Slam.
    • Revenge
      • Melee Range, Instant, 9 sec cooldown
      • Swing in a wide arc, dealing strong damage to all enemies in front of you.
      • Generates 4 Rage.
      • Your successful dodges and parries reset the cooldown of Revenge (cannot occur more than once every 3 sec).
    • Deep Wounds
      • Passive
      • Your Devastate and Revenge cause the target to bleed for strong Physical damage over 15 sec.
      • This effect is cancelled if the target reaches full health.
    • Thunder Clap
      • Instant, 6 sec cooldown
      • Blasts all enemies within 8 yards for moderate damage and reduces their movement speed by 50% for 10 sec.
    • Shield Slam
      • Melee Range, Instant, 9 sec cooldown
      • Slam the target with your shield, causing strong Physical damage.
      • Generates 6 Rage.
    • Heroic Strike
      • 30 Rage, Melee Range, Instant
      • Instantly deals moderate Physical damage.
      • This ability is not on the global cooldown.
  • Defensive
    • Shield Block
      • 10 Rage, Instant, 12 sec recharge, 2 charges
      • Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks.
      • Shield Slam deals 30% additional damage while Shield Block is active.
    • Ignore Pain
      • 40 Rage, Instant
      • Fight through the pain, ignoring 90% of the next massive amount (based on maximum health) of damage you take.
    • Spell Reflection
      • Instant, 25 sec cooldown
      • Raise your shield, reflecting spells cast on you and reducing magical damage taken by 30%. Lasts 5 sec or until a spell is reflected.
    • Mastery: Critical Block
      • Increases your chance to block by 10% (with Mastery from typical gear) and your chance to critically block by 30% (with Mastery from typical gear).
      • Also increases your attack power by 20% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Protection-specific talents:
  • Shield Discipline
    • Passive
    • Shield Slam extends the duration of Shield Block by 2 sec.
    • Shield Block increases the damage of Shield Slam by an additional 30%.

We hope you’ve enjoyed this early preview of our approach to Warrior class and specialization design in World of Warcraft: Legion. We’ll continue our series later today with a look at Monks and Druids.

Legion Class Preview - Shaman

U ovom blogu Blizzard nam govori o izmenama Shaman klase u World of Warcraft Legion nastavku. U njemu možemo pročitati par primera jednostavnih abilitia, kao i jednog talenta.
Originally Posted by Blizzard (Source)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Shaman—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Shaman. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying out the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Shaman in World of Warcraft.

For millennia, since the primitive tribal cultures of Azeroth and Draenor, the natural elements of the physical universe have been celebrated, feared, and even worshipped. Mystics sought communion with the earth, air, fire, and water, and learned to tap into their raw power. In time, these spiritual guides came to understand that nature’s elemental forces aren’t wholly benevolent, but have, in fact, been locked in an unending conflict of chaos and primal fury that once consumed the physical realm. So began the calling of the Shaman, to bring balance to these volatile energies, leveraging their intensity to mend wounds . . . or inflict them.

The use of totems is integral to the Shaman archetype, and we’re addressing some persistent issues with their mechanics. For a long time there have been significant constraints associated with totems, like the fact that they can only be dropped at the Shaman’s feet, or that they only have 5 health, or that no more than one of the same elemental type can be active at one time. While these constraints were intended to ensure that totems felt unique, they ultimately drove us to creating strange tools to allow the Shaman to bypass such constraints, such as Totemic Projection or Totemic Persistence. In Legion, we’re eliminating this awkwardness and simply removing the constraints.

Totems of the same nature type can now be summoned together, allowing you to have Healing Stream Totem and Healing Tide Totem up at the same time. Elementals are no longer tied to totems, but are guardians that follow and assist you. Totems’ maximum health will always equal a percentage of your maximum health. In addition, totems that need to be placed at a specific location will be directly placed using a targeting reticle. If you want to place Earthgrab Totem in the middle of a big pack of nasty orcs, you can do that without having to run into that nastiness or use a separate spell to throw the totem there. In general, totem mechanics are concentrated around temporary effects (either beneficial or hostile) in a localized area, as opposed to “maintenance buff” cooldowns you need to make sure are up at all times.

Finally, we’re bringing needed clarity to Shaman resources, particularly to move away from disguising a couple key resources as buffs. Lightning Shield charges for Elemental Shaman, Maelstrom Weapon charges for Enhancement Shaman, and Mana have all been replaced for Elemental and Enhancement with a new resource: Maelstrom. Mana is a fitting Restoration Shaman resource and will remain for that spec.


Elemental
Certain shaman have dedicated themselves above all else to forging a deep bond with the elements. They have peered beyond the Elemental Plane, gleaning visions of an ancient past where manifestations of volatile energies once raged unimpeded across primordial Azeroth. Through careful study and dedication, the elemental shaman is able to channel such power into destructive magical surges. Through the body of the shaman flows bolts of lightning, as if from storm, and bursts of fire, as if from molten earth. They manipulate the land itself and summon spirits of earth, fire, and storm to their aid. To battle an elemental shaman is to taunt the very forces of nature.

"Through the body of the shaman flows bolts of lightning, as if from storm, and bursts of fire, as if from molten earth"

Gameplay
Elemental Shaman already have a strong, thematic ability repertoire. We’re retaining much of that existing gameplay in Legion, while smoothing the rough edges. The previously mentioned switch to Maelstrom as a resource is most significant. Elemental Shaman will build Maelstrom through their Lightning Bolt, Lava Burst, and Chain Lightning, and spend it on abilities like Shocks and Earthquake. This change also allows us to remove the cooldown on Shocks, since they instead compete for resources. Shock usage is now more flexible for Elemental Shaman, such as using more of their Maelstrom on Flame Shock to DoT multiple targets. Another notable change is the return of Elemental Overload as their Mastery; Molten Earth never lived up to our hopes, being too non-interactive and confusing.

To give you an idea of the Elemental Shaman in action, here’s a basic look at their core combat abilities:
  • Lightning Bolt
    • 40 yd range, 2 sec cast
    • Fires a bolt of lightning at the target, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Lava Burst
    • 40 yd range, 2 sec cast, 8 sec cooldown
    • Hurl molten lava at the target, dealing strong Fire damage. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Generates 15 Maelstom.
  • Flame Shock
    • 0 to 20 Maelstrom, 45 yd range, Instant
    • Sears the target with fire, causing minor Fire damage and then an additional minor Fire damage every 2 sec. Lasts 10 to 30 sec based on Maelstrom spent.
  • Earth Shock
    • 10 to 100 Maelstrom, 45 yd range, Instant
    • Instantly shocks the target with concussive force, causing massive Nature damage, based on Maelstrom spent.
  • Lava Surge
    • Passive
    • Your Flame Shock damage over time has a chance to reset the cooldown of Lava Burst and cause your next Lava Burst to be instant.
  • Mastery: Elemental Overload
    • Grants a 40% (with Mastery from typical gear) chance for Elemental Overload to occur. Elemental Overload causes a Lightning Bolt, Chain lightning, or Lava Burst spell you cast to trigger a second, similar spell on the same target that causes 75% of normal damage and Maelstrom generation, and no threat.

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Elemental-specific talent:
  • Maelstrom Totem
    • 40 yd range, Instant, 30 sec cooldown
    • Summons a Maelstrom Totem near the target for 15 sec that repeatedly attacks an enemy within 30 yards for moderate Nature damage. Every time the Maelstrom Totem attacks, it will generate 5 Maelstrom for you.


Enhancement
Intense communion with fire, earth, air, and water isn’t exclusive to the elemental shaman. In many ways, enhancement shaman similarly bond with nature and leverage its power on the battlefield. What distinguishes them in their training—and in their connection with the elements—is their combat methodology. These shaman favor empowering their physical attacks with elemental energies and facing their adversaries up close. They don’t shy from the frontlines, wielding magically augmented weapons, potent elemental attacks, and totems that shape the tide of battle.

"These shaman favor empowering their physical attacks with elemental energies and facing their adversaries up close"

Gameplay
The identity of the Enhancement Shaman is cool, but we don’t feel that the mechanics do well to establish that. We want this spec to be more than a melee-range Elemental Shaman, while having a distinct “Battle Mage” feel. Enhancement’s niche focuses on dishing out devastating spells and punishing strikes at melee range to destroy their enemy. Rather than leaving you with a multitude of buttons, many of which are inconsequential, we’re emphasizing empowering your weapons and allies in the fray. Enhancement Shaman become increasingly deadly as they build their power through Maelstrom generation. They must be careful not to let it overflow, while maintaining enough to utilize their most dominant attacks at critical moments.

To give you an idea of the Enhancement Shaman in action, here’s a basic look at their core combat abilities:
  • Rockbiter
    • 10 yd range, Instant
    • Assault your target with earthen power, dealing moderate Nature damage, and generating 15 Maelstrom.
  • Flametongue
    • 10 yd range, Instant, 12 sec cooldown
    • Scorch your target with fiery power, dealing moderate Fire damage, and enhancing your weapons.
    • Each of your weapon attacks cause up to minor additional Fire damage, based on weapon speed. Lasts 16 sec.
  • Windfury
    • Passive
    • Each of your main-hand attacks has a 7% chance of triggering three extra attacks, dealing minor Physical damage.
  • Lava Lash
    • 30 Maelstrom, Melee Range, Instant
    • Charge your off-hand weapon with lava and strike your target, dealing strong Fire damage.
  • Stormstrike
    • 60 Maelstrom, Melee Range, Instant, 16 sec cooldown
    • Energize your weapons with lightning and deliver a massive blow to your target, dealing heavy Physical damage.
  • Maelstrom Weapon
    • Passive
    • When you deal damage with a melee weapon, you generate 5 Maelstrom.
  • Stormfury
    • Passive
    • Each of your attacks has a 2% chance to cause Stormfury, resetting the cooldown on Stormstrike, and causing your next Stormstrike to cost 50% less Maelstrom and to trigger no cooldown.
  • Mastery: Enhanced Elements
    • Increases the chance for Stormfury and Windfury to trigger by 5% (with Mastery from typical gear), and increases all Fire and Nature damage done by 40% (with Mastery from typical gear).

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Enhancement-specific talent:
  • Sundering
    • 60 Maelstrom, Instant, 20 sec cooldown
    • Shatter a line of earth before you, causing strong Physical damage and knocking enemies to the side.


Restoration
Some shaman find a serene affinity for the restorative properties of water. These shaman do not necessarily seek the Light or turn to the divine, yet they feel a profound spiritual connection with the source from which all mortal life took root. So strong is their connection with water that the shaman is able to restore life and heal afflictions. They balance this with a command of the other elements, finding harmony in nature and purifying their allies as a tidal surge washes across a sandy shore.

"Restoration shaman feel a profound spiritual connection with the source from which all mortal life took root"

Gameplay
Restoration mechanics are informed well by the themes of the spec, and we want to avoid disrupting what healers already like about it. What has changed has primarily been in terms of tweaking their gameplay in more fun directions. There’s now slightly more emphasis on targeted healing, and slightly less on Chain Heal spam. We’ve also significantly improved their talents, offering more impactful and varied options. Additionally, Restoration gains the most from the removal of totem restrictions.

To give you an idea of the Restoration Shaman in action, here’s a basic look at their core combat abilities:
  • Healing Wave
    • 2.1% Mana, 40 yd range, 2.5 sec cast
    • A slow but efficient wave of healing energy that restores a moderate amount of a friendly target’s health.
  • Healing Surge
    • 4.1% Mana, 40 yd range, 1.5 sec cast
    • A quick but expensive surge of healing energy that restores a moderate amount of a friendly target’s health.
  • Chain Heal
    • 5.6% Mana, 40 yd range, 2.5 sec cast
    • Heals the friendly target for a moderate amount, then jumps to heal the most injured nearby party or raid members. Healing is reduced by 30% after each jump. Heals 4 total targets.
  • Riptide
    • 1.5% Mana, 40 yd range, Instant, 6 sec cooldown
    • Restorative waters wash over a friendly target, healing them for a moderate amount and an additional moderate amount over 18 sec.
  • Healing Rain
    • 4.3% Mana, 40 yd range, 2 sec cast, 10 sec cooldown
    • Blanket the target area in healing rains, restoring a moderate amount of health to up to 6 allies in the area over 10 sec.
  • Healing Stream Totem
    • 1.7% Mana, Instant, 30 sec cooldown
    • Summons a Water Totem at the feet of the Shaman that heals an injured party or raid member within 40 yards for a minor amount every 2 sec. Lasts 15 sec.
  • Tidal Waves
    • Passive
    • When you cast Chain Heal or Riptide, you gain the Tidal Waves effect, which reduces the cast time of your next Healing Wave by 40% or increases the critical effect chance of your next Healing Surge by 40%. Stacks up to 2 times.
  • Mastery: Deep Healing
    • Increases the potency of your healing spells by up to 60% (with Mastery from typical gear), based on the current health level of your target (lower health targets are healed for more).

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Restoration-specific talent:
  • Wellspring
    • 2.4% Mana, 30 yd range, 1.5 sec cast, 12 sec cooldown
    • Create a surge of water that flows forward, healing all friendly targets in a wide arc in front of you for a strong amount.

We hope you’ve enjoyed this early preview of our approach to class and specialization design in World of Warcraft: Legion. We’ll continue our review tomorrow with a look at Warriors, Monks, and Druids.

Overwatch Beta - Dostupni Novi Heroji: D.Va, Genji, i Mei!

Novi patch postavljen je juče na Overwatch beta serverima, koji je otključao tri nova heroja predstavljena na Blizzcon 2015, kao i Hollywood mapu.

  • D.Va, Genji, i Mei su dostupni za igru.
  • Hollywood Mapa nalazi se u rotaciji.
  • Dodatne spawn lokacije dodate su za napadače na svim mapama.
  • Genji je drastično nerfovan od onoga što smo videli na BlizzConu.
  • McCree High Noon ability traje kraće.
  • Symmetra Sentry recharguje se brže.
Overwatch Beta - Dostupni Novi Heroji: D.Va, Genji, i Mei!

Diablo III Patch 2.4.0 PTR Preview

Blizzard je na Blizzcon 2015 govorio o novom sadržaju koji nam dolazi uz Patch 2.4.0. Danas imamo blog gde možemo pročitati sve detalje o novom velikom patchu, koji bi do kraja nedelje trebalo biti pušten na PTR Test serverima, kako bi igrači mogli da isprobaju novine, i prijave bugove, pre nego što isti bude pušten na live serverima.
Originally Posted by Blizzard (Source)
We draw ever closer to the Public Test Realm for Patch 2.4.0, and it’s time to take a look at what the next patch for Diablo III: Reaper of Souls has to offer! We recommend you grab a drink, maybe a snack, and get comfy—there are loads of new items, features, and quality of life changes to cover, so let’s get to it!

Please note that this is only a preview. The below information does not reflect all changes available in Patch 2.4.0 and is subject to change. Some images represent works in progress, and may not be representative of the final product.


New Zone: Greyhollow Island

Explore a new stretch of Sanctuary by venturing to Greyhollow Island! This mysterious forested locale is steeped in intrigue, and rumors abound that those who visit are doomed to never return. Brave the wild beasts and supernatural creatures and unravel the mystery behind the tragedies that have occurred here. This new zone is exclusive to Adventure Mode, but be forewarned; the land itself is said to be hungry for blood.


Expanded Areas: The Eternal Woods and Royal Quarters

In addition to an entirely new zone, Adventure Mode will be growing even bigger. We’ve expanded on two existing areas in Sanctuary to give additional variety to bounties and pique the interest of the most stalwart explorers.

We know already what lies beyond the gates of the Ruins of Sescheron, but what’s the land like before it? Take a look over your shoulder and wander the Eternal Woods, an undead-infested boreal forest featuring new events and bounties.

Have you ever wondered what lies beyond the rubble in Leoric’s Manor? In Patch 2.4.0, you’ll no longer need to speculate as the blockade has been cleared and the Royal Quarters are open for exploration! Learn more about the Skeleton King’s living days and discover hidden secrets that are bound to lead to more adventure.


Revamped Set Items

One of our long-standing goals has been to bring more parity across class sets. Patch 2.4.0 is going to be a milestone in this regard, as we’re revamping, revisiting, or revising nearly every one of the 24 class sets in the game. Some will see total overhauls, like Thorns of the Invoker or the Shadow’s Mantle. Others will be getting their power or play style juiced up, like Inna’s Mantra or Firebird’s Finery.

We’ve also completely reworked two existing two-piece jewelry sets and will be adding a two-piece flail and shield set for the Crusader. These are bound to spur an untold number of never explored builds, especially for those of you who’d like to explore the boundaries beyond 6-piece class sets.

The amount of changes headed to each set varies, so keep a close eye out for our upcoming PTR patch notes for full details!


New Feature: Set Dungeons

With all these updated sets comes greater power, and, with our latest feature, greater challenge. We want to give players the opportunity to learn and master their sets inside and out. To do this, we’re introducing an entirely new set of challenges in the form of Set Dungeons. Once you complete and don the full six pieces of any given class set, you’ll receive a clue to track down an ancient dungeon designed just for you and your set.

These completely static dungeons are not randomized, and it’s up to you to decide how to best utilize your powers to complete these challenges. Mastering a set dungeon comes with cosmetic rewards unique to each set, but the truly dedicated can earn even more exclusive rewards by mastering all the sets from one class or even all 24 of them!


New Feature: Empowered Rifts

While not everyone is a virtual billionaire, we’ve heard from plenty of players that there just aren’tenough ways to spend your piles of filthy lucre. We agree, and our next feature aims at giving you a way to turn all that gold laying around into a greater chance of glory with Empowered Rifts.

When you enter a Greater Rift, you’ll have the option to choose to make your attempt an Empowered Rift. By spending some of your hard earned gold, you’ll increase the number of possible Legendary Gem upgrades at the end of a successful run by one, to a maximum of four. The amount of gold this will cost you varies based on the tier of Greater Rift you’re attempting, so spend wisely!


New Legendaries

It wouldn’t be a new content patch in Diablo without a slew of new items. In addition to the numerous Set revisions being made, we’re adding over forty new Legendary powers in Patch 2.4.0. We’re adding new powers to existing power-less Legendaries, introducing completely new items, and even updating some existing powers that previously lacked that familiar orange text. We couldn’t possibly cover them all here, but enjoy this tiny taste of what’s to come!


Revised Buff UI

When Kanai’s Cube was added in Patch 2.3.0, we knew we were opening up a level of power to all players that was completely unprecedented. With all these crazy new levels of power came an overburdened buff bar, and we immediately heard your requests to spiff up the user interface for better, clearer communication.

We’ve removed some of the more static buffs from the buff bar area, improving the skill bar to show duration and whether or not a given skill is active. This has cleared up a lot of space from the more precious temporary buff area for each class, and we’re excited to hear your feedback on this huge quality of life addition.


More Stash Space

It’s been a long time request for players to have more room to store their treasures, and we’re pleased to announce the technology has arrived! With all the new stuff we’ve added and the loads more that are headed your way, it’s time to give you more storage for all of it.


So much room for activities!

We’re adding an additional gold-purchasable stash tab for all players with the Reaper of Souls expansion. If you’re concerned that’s not enough, don’t worry—we’re also adding a way for players to earn additional Stash tabs, up to a maximum of 10, through our Season Journey feature.

Stash space works differently for our Console players, so we’ll also be offering comparable new space on the PlayStation 4 and Xbox One platforms. You’ll be able to purchase up to 350 item slots using gold.


Season Journey Revisions

Seasonal players have spent Season 4 getting to know the Season Journey, a feature that details your adventure through any given Season, tailored for different styles of gameplay at every level. We’ve got some revisions headed to the Season Journey that are bound to make Seasons as a whole an adventure you’ll always want to re-explore.

We heard a lot of your feedback when it came to Seasons, so first up is a change that includes our non-Seasonal players: starting with Season 5, we will no longer be including new Seasonal Legendaries. Instead, all Legendary items headed to Patch 2.4.0 will be made immediately available to players regardless of Season participation.

However, we still want there to be item-based rewards as part of the Season experience. We’ve introduced Haedrig’s Gift, a special bundle of Set items you’ll receive on completion of certain stages of the Season Journey. Should you complete the first four chapters of the Season Journey, you’ll be guaranteed a full set of one of your six piece class sets. Which set applies to the Season will rotate with each new Season, so you’ll have plenty of opportunity to collect them all.

We’ll also be continuing to include cosmetic rewards, like banners and portrait frames, so don’t worry—there are plenty more of those to come!


Season Rebirth

Sometimes, when you finish a Season, you just can’t wait to jump straight into the next one. We wanted to introduce a way for players to transition from Season to Season quickly and seamlessly, avoiding the tedium of the end-of-Season purge. The Season Rebirth option does just this, taking a non-Seasonal hero, reducing them to level 1, and stripping all their gear. Any gear removed from a hero in this way is automatically mailed to you in the non-Season, giving you thirty days to reclaim the items at a later time.

This change allows you to participate in a Season while keeping you’re hero’s name and hours played. This is a great option for when you’ve grown particularly fond of a hero and want to keep their legacy going or if you just want to jump straight into the newest Season. Bear in mind that your Paragon level, completed achievements, and other accomplishments all remain behind with your non-Seasonal heroes.


New to PC: Action Combat

Players who have challenged Diablo on console may be familiar with this upcoming feature to PC and Mac. While you may already be familiar with Massacre and Destruction bonuses, these kill-and-destroy streaks function quite differently in the Action Combat system.

Massacre bonuses begin once you’ve killed at least fifteen or more enemies, and as you kill more, you’ll see this new bar accompanied with a timer that indicates how long you have to engage another enemy before you trigger your bonus. Completing a Massacre bonus gives you a boost to experience gained—the more monsters you kill, the higher the bonus.

Destruction bonuses occur when you chain demolishing destructible environment objects in the world around you, including barrels, stalactites, flimsy wooden doors, and more. Chaining together this wreckage will grant you a temporary boost to speed that will last longer the higher your chain reaches.

Finally, you can receive the Trap Mastery buff by defeating enemies through the clever use of environmental traps. This handy buff lasts longer based on the number of enemies defeated and grants you double resource generation for its duration.

The Action Combat feature will be available to all Diablo III players, regardless of whether you have upgraded to the Reaper of Souls expansion.


And So Much More…

Patch 2.4.0 is a monstrous patch, packed to the brim with not only features we’ve seen requests for, but our own love letters to a game we have poured our hearts into and love dearly. We’re so eager to share all of this and more with you that we are aiming to launch the Patch 2.4.0 PTR in the weeks following BlizzCon so you can dive in and provide your feedback on all these new features.

We’ll have more information on how to participate on the PTR soon, nephalem, but in the meantime—we’ll see you in Sanctuary!

Legion Class Preview - Death Knight

U ovom blogu Blizzard nam govori o izmenama Death Knight klase u World of Warcraft Legion nastavku. U njemu možemo pročitati par primera jednostavnih abilitia, kao i jednog talenta.
Originally Posted by Blizzard (Source)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Death Knight—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Death Knight. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying out the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Death Knight in World of Warcraft.

The first new class introduced to World of Warcraft after its launch, Death Knights came into the fray with an identity unmistakably tied to the Wrath of the Lich King story. The Death Knights of Acherus, their cold bodies lifted from the grave in the Scarlet Enclave, were commanded by the Lich King and Highlord Darion Mograine to slaughter every villager in Tyr’s Hand, New Avalon, and Havenshire, and to sack Light’s Hope Chapel, decimating both the Scarlet Crusade and the Argent Dawn.

Ultimately, as a result of such uncompromising ambition, the Lich King was betrayed by Highlord Mograine in an act that freed the Death Knights from their servitude. Under Mograine’s leadership they formed the Knights of the Ebon Blade and began joining the ranks of the Horde and Alliance forces bound for Icecrown Citadel to end the reign of Arthas, the Lich King. Though now free from the Lich King’s grasp, these once virtuous champions remain knights of darkness, wielding runeblades of death and destruction and mercilessly stealing the very life essence of their enemies.

We always want to reflect the Death Knight origin story and identity in how they play. The biggest area where we see room for improvement is in their resource system. Runes are a very iconic resource, but their functionality has always been convoluted. In Legion, we’re making Runes more straightforward by removing their division into separate Blood, Frost, and Unholy types. Death Knights now have six unified Runes to spend, with a maximum of three recharging at any one time.

With this change, it’s also important that we preserve the existing gameplay familiarity of Death Knights by making mostly minor changes to core ability functionality and cost—we don’t want the Rune change to create a situation where the best Frost rotation is just Obliterate, Obliterate, Obliterate. Finally, we’re reducing ability overlap between specializations, giving each a single disease with a unique trait and creating a talent tree that’s largely populated with spec-specific talents to better distinguish them.


Blood
In undeath, some death knights find a special affinity for the blood and bone of the living. They carve into their enemies, sustaining themselves with deadly sanguine strikes, while using the bloody, shattered remains of the dead to fortify their own defenses. These crimson-soaked knights bend the very rules of mortality to control the frontlines of the battlefield.

"These crimson-soaked knights bend the very rules of mortality to control the frontlines of the battlefield"

Gameplay
The core abilities for Blood should be familiar, though we’ve touched them up to bring added clarity to the specialization. Each core ability now better leverages that sinister command of blood and bone to fuel your survivability. In particular, we’ve changed Death Strike to cost Runic Power instead of Runes. This results in a more clear choice of resource expenditure; you can’t lock yourself out of being able to heal if you spend a Rune at the wrong time, and also gives Runic Power generation a bigger impact.

Instead of Rune Tap, we’re positioning Bone Shield to be the primary complement to Death Strike for active defenses to better tie into the fantasy and provide more flexibility. Marrowrend is a new attack which allows you to rotationally generate Bone Shields. To provide gameplay contention between Runes of a single type, Blood Strike now generates additional Runic Power on top of the standard amount gained for spending a Rune.

Here’s a basic look at the core defensive and offensive combat abilities for Blood Death Knights:
  • Blood Strike
    • 1 Rune, Melee Range, Instant
    • Instantly strike the enemy, causing moderate Physical damage and infecting the victim with Blood Plague.
    • Generates 10 bonus Runic Power.
    • Blood Plague
      • A disease that deals minor Shadow damage and heals the caster for 1% of their maximum health every 3 sec for 30 sec.
  • Marrowrend
    • 2 Runes, Melee Range, Instant
    • Smash the target, dealing strong Physical damage and generating 3 charges of Bone Shield.
    • Bone Shield
      • Surrounds you with a barrier of whirling bones that reduces all damage you take by 25%. Each damaging attack consumes a charge. Lasts for 30 sec or until all charges are consumed.
  • Death Strike
    • 40 Runic Power, Melee Range, Instant
    • Focuses dark power into a strike that deals strong Physical damage and heals you for 50% of all damage taken in the last 6 sec (minimum 7% of maximum health).
    • If you are below 35% health when this is cast, all Runic Power is consumed, increasing the potency of the healing effect.
  • Mastery: Blood Shield
    • Each time you heal yourself with Death Strike, you gain 40% (with Mastery from typical gear) of the base amount healed as a Physical damage absorption shield.
    • Also increases your Attack Power by 20% (with Mastery from typical gear).
  • Death and Decay
    • 1 Rune, 30 yd range, Instant, 30 sec cooldown
    • Corrupts the ground targeted by the Death Knight, causing moderate Shadow damage over 10 sec to targets within the area. While you remain within the targeted area, your Blood Strike will hit all nearby enemies.
  • Crimson Scourge
    • Passive
    • Your successful autoattacks on targets infected with your Blood Plague have a 25% chance to reset the cooldown on Death and Decay.

To give you an idea of how some talents may build upon this core rotation, here’s an example of a Blood-specific talent:
  • Bonestorm
    • 15 Runic Power per sec, Instant, 1 min cooldown
    • A whirl of bone and gore batters nearby enemies 3 times per second to deal minor Shadow damage, healing you for 1% of your maximum health per strike.


Frost
Combining martial prowess with supernatural cold, frost death knights leave their enemies chilled to the bone—and broken of the will to fight. Unlike mages who learn to harness frost magic to great effect, these death knights are born of it, rime gripping their decaying hearts. These frozen undead warriors wield dual blades to strike with ferocity and inflict deathly cold upon anyone who would stand against them.

"These death knights are born of frost magic, rime gripping their decaying hearts"

Gameplay
The mechanics of the Frost Death Knight are quite solid and we don’t want to do too much to change that. You’ll notice that the core combat abilities listed below are largely familiar. One small area where we found room for improvement, however, is in Killing Machine’s passive interaction with the core rotation. While the automatic critical strikes it provides feel good, it’s often better to ignore its proc in favor of spending resources as fast as you can, as your damage output suffers if you wait for the different resources required for using Obliterate and Frost Strike to become available. Killing Machine now only affects Obliterate, and making wise use of its effect should feel more meaningful.

Here’s a basic look at the core combat abilities for Frost Death Knights:
  • Howling Blast
    • 1 Rune, 30 yd range, Instant
    • Blast a target with a frigid wind, dealing minor Frost damage to that target, and minor Frost damage to all other enemies within 10 yds, infecting all targets with Frost Fever
    • Frost Fever
      • A disease that deals minor Frost damage and has a chance to grant the Death Knight 5 Runic Power every 3 sec for 30sec.
  • Obliterate
    • 2 Runes, Melee Range, Instant
    • A brutal attack with both weapons that deals massive Physical damage.
  • Frost Strike
    • 20 Runic Power, Melee Range, Instant
    • Chill your weapons with icy power, and quickly strike the enemy with both weapons, dealing massive Frost damage.
  • Rime
    • Passive
    • Your Obliterate has a 45% chance to cause your next Howling Blast to consume no Runes, generate no Runic Power, and deal 300% additional damage.
  • Killing Machine
    • Passive
    • Your autoattacks have a chance to make your next Obliterate automatically critically strike.
  • Remorseless Winter
    • 1 Rune, Instant, 30 sec cooldown
    • Radiate extreme cold, dealing moderate Frost damage to all enemies within 10 yards of you over 10 sec.
  • Mastery: Frozen Heart
    • Increases all Frost damage done by 40% (with Mastery from typical gear).

To give you an idea of how some talents may build upon this core rotation, here’s an example of a Frost-specific talent:
  • Glacial Advance
    • 1 Rune, Instant, 12 sec cooldown
    • Summon glacial spikes from the ground that advance forward, each dealing moderate Frost damage to enemies near their eruption point.


Unholy
While free from the Lich King’s grasp, some death knights still embody the ever-corrupting nature of the Scourge plague that once threatened to consume Azeroth. No matter their allegiance or cause, they remain defilers of life; and nowhere is their callousness more on display than when threatened. Inflictors of the most aggressive of diseases—and masters of raising unhallowed minions from the ground—these unholy death knights are vicious melee combatants, capable of striking with the force of an undead legion and unleashing pestilence that would bring their foes to ruin.

"Unholy death knights are vicious melee combatants, capable of unleashing pestilence that would bring their foes to ruin"

Gameplay
Unholy is receiving slightly more mechanical changes than Blood and Frost, to better realign with their unique identity. We want to ensure that Unholy continues to be the spec with the most active use of diseases. In this regard, we recognize that Festering Strike lost its luster over time and have developed a new mechanic to ensure the ability remains integral in the Unholy rotation.

Here’s a basic look at the core combat abilities for Unholy Death Knights:
  • Outbreak
    • 1 Rune, 30 yd range, Instant, 6 sec cooldown
    • Deals minor 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 moderate Shadow damage every 3 sec for 21 sec. It erupts when the infected target dies, dealing moderate Shadow damage, split evenly between nearby enemies.
      • The disease also has a 30% chance to erupt each time it deals damage.
  • Festering Strike
    • 2 Runes, Melee Range, Instant
    • Deals massive Physical damage and infects the target with 1 to 3 Festering Wounds.
    • Festering Wound
      • A pustule-ridden lesion that may be burst by Scourge Strike, dealing moderate Shadow damage and generating 3 Runic Power.
  • Scourge Strike
    • 1 Rune, Melee Range, Instant
    • An unholy strike that deals strong Physical damage and strong Shadow damage. Triggers a single stack of Festering Wound, if it is present on the target.
  • Death Coil
    • 30 Runic Power, 40 yd range, Instant
    • Fires a blast of unholy energy at the target, causing strong Shadow damage to an enemy, and restoring 10 Energy to your Ghoul.
  • Sudden Doom
    • Passive
    • Your autoattacks have a chance to make your next Death Coil cost no Runic Power.
  • Dark Transformation
    • Instant, 1 min cooldown
    • Transform your Ghoul into a powerful undead monstrosity for 20 sec. The Ghoul’s abilities are empowered and take on new functions while the transformation is active.
  • Death and Decay
    • 1 Rune, 30 yd range, Instant, 30 sec cooldown
    • Corrupts the ground targeted by the Death Knight, causing moderate Shadow damage over 10 sec to targets within the area. While you remain within the targeted area, your Scourge Strike will hit all nearby enemies.
  • Mastery: Dreadblade
    • Increases all Shadow damage done by 50% (with Mastery from typical gear).

To give you an idea of how some talents may build upon this core rotation, here’s an example of an Unholy-specific talent:
  • All Will Serve
    • Passive
    • Your Raise Dead spell summons an additional skeletal minion, and its cooldown is removed.

We hope you’ve enjoyed this early preview of our approach to class and specialization design in World of Warcraft: Legion. We’ll continue our review later today with a look at Shaman.

Legion Class Preview - Warlock

U ovom blogu Blizzard nam govori o izmenama Warlock klase u World of Warcraft Legion nastavku. U njemu možemo pročitati par primera jednostavnih abilitia, kao i jednog talenta.
Originally Posted by Blizzard (Source)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Warlock—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Warlock. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying out the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Warlock in World of Warcraft.

Warlocks are the most volatile and insatiable of spellcasters. Though they often pledge themselves to the service of noble causes and are not innately evil, their desire to understand darker magics and exercise unwavering command over demonic forces breeds mistrust among even their closest allies.
Warlocks peer into the Void without hesitation, leveraging the chaos they glimpse within to devastating ends in battle—their greatest abilities are fueled by the souls they’ve harvested from their victims. They exploit powerful Shadow magic to manipulate and degrade the minds and bodies of their enemies. They employ Fire magic, dropping hellish rain from the sky, to immolate the opposition. They summon and command indomitable demons from the Twisting Nether to do their bidding, or even to be sacrificed as the Warlock sees fit, empowering and protecting the dark caster from harm.

The foundation of the Warlock class has been long and well established in Warcraft lore. However, while Affliction and Destruction Warlocks have maintained consistent, distinguished fantasies, the core identity of the Demonology Warlock has strayed too far from its roots in recent years. A primary goal for Warlocks in Legion is to accentuate the existing motifs for Affliction and Destruction, while returning Demonology back to its roots of summoning, utilizing, and empowering demons.

Warlock resources have also become too cumbersome, causing confusion that outweighed their depth. To this end, we’re going to once again standardize Warlocks on their most class-defining resources: Mana and Soul Shards. Finally, demons have always served various utility purposes, but most of them are very niche, while the same one or two demons see the vast majority of limelight. We want to re-incentivize demon variety, strengthening the various utilities that each demon supplies, and causing some demons to be favored based on the Warlock’s spec.


Affliction
Affliction warlocks are masters of shadow-touched powers, but unlike shadow priests—deadliest when pushed to the brink of insanity—these warlocks delight in using fel forces to cause intense pain and suffering in others. They revel in corrupting minds and agonizing souls, leaving enemies in a state of torment that would see them undone in due time. Even the most battle-hardened warriors can be deceived, landing blow after blow against the warlock, only to succumb to their suffering as their very vitality is siphoned away by the dark spellcaster.

"These warlocks delight in using fel forces to cause intense pain and suffering in others"

Gameplay
Affliction Warlocks’ gameplay has always aligned well with their character, but in terms of abilities, we want to avoid the feeling that DoTs are amplifiers for your channeled single-target damage. Applying spells that do damage over time is very core to Affliction, so we want to reinforce these spells as the primary source of damage, with other “filler” spells feeling more secondary. We’re adjusting the Affliction rotation so that DoTs are stronger, and your focus is more on figuring out how best to juggle those DoTs to maximize damage output.

Mechanically, we’re altering how Soul Shards are generated and spent, in part to better deliver on the more DoT-driven damage. Soul Shards are now generated by each Agony you have up on your targets, instead of only by your most recent Corruption cast, to favor placing DoTs on several targets rapidly (multi-dotting). You’ll then spend Soul Shards on an extremely strong DoT in Unstable Affliction, reinforcing the focus on DoTs.

Finally, in keeping with the Affliction theme, Drain Life serves as the main filler spell, instead of Malefic Grasp or Drain Soul. This better matches the Affliction identity because its damage stays secondary to the DoTs, which should be the primary focus of damage, instead of dwarfing them. It also adds significant self-healing, further playing to the Affliction motif.

To give you an idea of the Affliction Warlock in action, here’s a basic look at their core combat abilities:
  • Corruption
    • 3% Mana, 40 yd range, Instant
    • Corrupts the target, causing moderate Shadow damage over 14 sec.
  • Agony
    • 3% Mana, 40 yd range, Instant
    • Inflicts increasing agony on the target, causing up to a huge amount of Shadow damage over 18 sec. Damage starts low and increases over the duration. Refreshing Agony maintains its current damage level.
    • When Agony deals damage, you have a chance to regain a Soul Shard.
  • Unstable Affliction
    • 1 Soul Shard, 40 yd range, 1.5 sec cast
    • An especially insidious affliction that deals strong Shadow damage over 8 sec.
    • If the target dies, the Soul Shard will be refunded.
    • If Unstable Affliction is dispelled, the dispeller suffers strong Shadow damage and is silenced for 4 sec.
  • Drain Life
    • 3% Mana, plus 4,800 per sec, 40 yd range, Channeled
    • Drains life from the target, causing moderate shadow damage and restoring 18% of the caster’s health over 6 sec.
    • Drain Life’s damage is increased by 50% for each of your Corruption, Agony, and Unstable Affliction effects on the target.
  • Mastery: Potent Afflictions
    • Increases the damage of Agony, Corruption, and Unstable Affliction by 62.5% (with Mastery from typical gear).

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of an Affliction-specific talent:
  • Contagion
    • Passive
    • After you cast Unstable Affliction, you can cast a second one for free, within 3 seconds.


Demonology
By their very nature, demons are leeches on the living universe—but the demonologist has mastered harnessing the power of these malefic beings on the field of battle. Warlocks harvest the souls of their defeated enemies; those specialized in the ways of demonology use this life essence to tap into the Void, pulling all manner of abomination from the chaos of the Twisting Nether. While such a practice is often considered by outsiders to be wicked and reckless, the demonologist maintains absolute control over the summoned creatures. These malignant entities are fully beholden to—and empowered by—the will of the warlock, until banished to the realm from whence they came.

"The demonologist has mastered harnessing the power of malefic beings on the field of battle"

Gameplay
While all Warlocks maintain the power to summon demons, Demonology is distinguished by the ability to call forth waves of demons to overwhelm the opposition, and also to further empower the demons they summon. Over the years we strayed too far from this design, to the extent that Demonology gameplay was defined more by the Warlock becoming a demon. Legion provides a fitting opportunity for us to realign the spec around its core function of mastering control of demons, not transforming into them.

We also recognize that Demonology had a large array of intertwined mechanics that weren’t intuitive, and they’ve undergone a greater degree of redesign as a result. For those who played Demonology during Warlords of Draenor, the gameplay will feel quite different in Legion. Beta test feedback will be essential in helping us to ensure that the new spec feels strong and enjoyable and that we’ve accomplished our goal of returning Demonology to its foundations.

To give you an idea of the Demonology Warlock in action, here’s a basic look at their core combat abilities:
  • Shadow Bolt
    • 6% Mana, 40 yd range, 2.5 sec cast
    • Sends a shadowy bolt at the enemy, causing minor Shadow damage. Generates 1 Soul Shard.
  • Call Dreadstalkers
    • 2 Soul Shards, 40 yd range, 2 sec cast, 15 sec cooldown
    • Summon 2 ferocious Dreadstalkers to attack the target for 12 sec.
  • Hand of Gul’dan
    • 1 to 5 Soul Shards, 40 yd range, 1.5 sec cast
    • Calls down a demonic meteor full of Wild Imps which burst forth to attack the target for 12 sec.
    • Deals up to a strong amount of Shadow damage to all enemies within 8 yds and summons up to 5 Wild Imps, based on Soul Shards consumed.
  • Demonic Empowerment
    • 6% Mana, 1.5 sec cast, 12 sec recharge, 3 charges
    • Empowers up to 3 of your active demons with dark energies, increasing their Haste and health by 50% for 12 sec.
    • Prefers stronger demons first.
  • Mastery: Master Demonologist
    • Demonic Empowerment also increases the damage of your demons by 50% (with Mastery from typical gear).
  • Doom
    • 2% Mana, 40 yd range, Instant
    • Inflicts impending doom upon the target, causing absolutely massive Shadow damage after 20 seconds
    • Generates a Soul Shard when it deals damage.
  • Demonwrath
    • 2.5% Mana per sec, Channeled
    • Your demons crackle with demonic energy. Every 1 sec, all enemies within 10 yds of any of your demons take minor Shadow damage.
    • Each time Demonwrath deals damage, it has a 15% chance to generate a Soul Shard.
    • May be channeled while moving.

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Demonology-specific talent:
  • Implosion
    • 6% Mana, Instant
    • Causes all of your Wild Imps to be violently yanked toward the target, and then explode, dealing moderate Shadow damage to all enemies near them.


Destruction
Warlocks who command the power of destruction favor incantations of pure chaos and aggression in battle. In this regard, they’d find a stronger kinship with fire mages than warlocks of other disciplines—if not for their propensity to make use of magic deemed detestable by all mage orders. The destruction warlock is well-versed in discharging a dizzying array of shadow, fel, fire, and chaos magics upon opponents that rattle souls and conflagrate bodies. They require little motivation for the havoc they wreak, happy to revel in the destruction they cause—thrilled at any opportunity to watch the world erupt in discord around them.

"Warlocks who command the power of destruction favor incantations of pure chaos and aggression"

Gameplay
Destruction mechanics are in a solid place overall and are already a good match thematically, so we’re taking the opportunity in Legion to provide additional polish on existing gameplay. While resource mechanic functionality isn’t being drastically overhauled, we’ve changed Burning Embers back to Soul Shards. Not only does this return consistency across all Warlock specs, it also reestablishes the Soul Shard as the iconic source of Warlock power.

To give you an idea of the Destruction Warlock in action, here’s a basic look at their core combat abilities:
  • Incinerate
    • 6% Mana, 40 yd range, 2 sec cast
    • Draws fire toward the enemy, dealing moderate Fire damage.
  • Immolate
    • 6% Mana, 40 yd range, 1.5 sec cast
    • Burns the enemy with fire, causing minor Fire damage and an additional strong Fire damage over 15 sec.
    • Immolate critical strikes have a 30% chance to generate a Soul Shard.
  • Conflagrate
    • 2% Mana, 40 yd range, Instant, 8 sec recharge, 2 charges
    • Triggers an explosion of fire on the target, dealing moderate Fire damage and generating a Soul Shard.
    • Also causes Backdraft, reducing the cast times of Incinerate and Chaos Bolt by 30% for 5 sec.
  • Chaos Bolt
    • 2 Soul Shards, 40 yd range, 2.5 sec cast
    • Unleashes a devastating blast of chaos, causing huge Shadow damage. Chaos Bolt always critically strikes and your critical strike chance increases its damage.
  • Havoc
    • 8% Mana, 40 yd range, Instant, 20 sec cooldown
    • Mark a target with Havoc for 8 sec, causing your single target spells to also strike them. Limit 1.
  • Mastery: Chaotic Energies
    • Your Destruction spells deal up to 40% (with Mastery from typical gear) additional damage, randomly.

Additionally, to provide a glimpse at how some talents may build upon this, here’s one example of a Destruction-specific talent:
  • Channel Demonfire
    • 4.8% Mana, Channeled, 12 se cooldown
    • Launches 15 bolts of felfire at Immolated enemies within 40 yds, over 3 sec. Each bolt deals moderate Fire damage.

We hope you’ve enjoyed this early preview of our approach to class and specialization design in World of Warcraft: Legion. We’ll continue our review later today with a look at Death Knights and Shaman.

Starcraft 2: Legacy of the Void je Live

Poslednji nastavak Starcraft 2: Legacy of the Void, je danas live u svim regionima. Igrači napokon će se boriti da ujedine sve protoss rase, vrate njihovu zemlju i unište drevno zlo koje preti da uništi ceo živor u Koprulu sektoru. Ovo inače nije kraj za Stractaft 2. Blizzard je na Blizzcon objavio da ćemo imati već od sledeće godine prvi mission pack i mikrotransakcije u igri.
 
Originally Posted by Blizzard (Source)

The protoss armada has arrived and is ready to reclaim Aiur. In Legacy of the Void, brave commanders will embark on an intergalactic journey to unite the protoss race, take back their homeworld, and vanquish the ancient evil that now threatens to consume all life in the Koprulu sector.

Below you will find all of the new content coming with Legacy of the Void.

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