Hidden Artifact Effects, Suramar Menagerie and Vineyards, Nostalrius Blizzard Update, Brewmasters in Legion, Expel Harm Returned on thebesplayers

Today’s Legion news covers some hidden artifact effects, more Suramar screenshots like a Pepe Menagerie, and a lengthy blue post on Brewmasters in Legion. There is also an update on Blizzard’s Nostalrius post – Blizzard is willing to meet with the team on campus.

Warcraft Movie Publicity

Warcraft has tweeted about the upcoming film, with a set of Alliance and Horde images featuring weapons with new distinctive models! Simply a promotional image, or does this hint that if you see the movie, you can get these weapon appearances in game?

Hidden Artifact Effects

Artifacts in Legion have various hidden effects. When asked about them on the Legion Theorycrafting Thread, Blizzard stayed mysterious on the topic, so it’s up to the players to discover them!

Watcher

1. Are these effects meant to be hidden, or is there simply a missing spell ID, artifact trait, etc?

2. If not, what actually enables them? Are they baseline, tied to the equipped artifact, different per spec, and so on?

1) The former. When dealing with things as powerful as some of the artifacts players will be acquiring in Legion, sometimes mysterious things happen. Contrary to the spirit of the thread, I know. But there you have it.

2) See question 1.

Here are some of the effects that may be hidden special artifact traits:

  • Feral Spirit, Balance Druid: Ancient and powerful magic has affected this creature. Only a powerful Druid wielding the Scythe of Elune can dispel the effect.
  • Hunter’s Rush, Feral Druid: The Fangs of Ashamane have fed on the blood of beasts, providing a 3% movement speed increase. The rush will end upon entering combat.
  • Call to the Eagles, Hunter: When you are below 40% health, a massive eagle comes to your aid for 10 sec. This can only occur once every 3 min.
  • Overcharge, Arcane Mage: Aluneth has recently absorbed power from a nearby source of magical energy. Arcane damage increased by 2% within the Broken Isles.
  • Lightning Burst, Windwalker Monk: The gust of wind from your landing hits nearby enemies and knocks them back.
  • Might of the Silver Hand, Holy Paladin: The Light empowers you, increasing your damage to Undead by 100%.
  • Overloaded with Light, Discipline Priest: Light’s Wrath is getting hot. Your next Light’s Wrath will do massive damage.
  • Gaze of the Val’kyr, Fury Warrior: Odyn has granted you a second chance to defeat that which has bested you in combat. Do this within 8 sec and Odyn will grant you your life and restore 50% of your health.
  • Spirit of Vengeance, Paladin: When you die, you return as a Spirit of Vengeance for 15 sec.
  • Ashbringer, Retribution Paladin: The Ashbringer has a chance to instantly destroy any lesser demon or undead creatures.

If you want to try to find more, you can browse our Legion spell database and use various filters to narrow the results down. Extended search is your friend, as it will return search results for spells that use your search term in the description, not just the name of the tooltip. For example, you can do an extended search on Light’s Wrath to find Overloaded with Light. We found some ones that are likely to be related to artifacts, but that we can’t confirm: Surrounded by Trolls!.
Special thanks to Archimtiros for helping find a few of these.

Below are some pictures of Lightning Burst for Windwalker Monks:

There are also some cosmetic effects:

  • Arcane Mages have whispers like Aluneth Dalaran Whispers Four-Hour Timer: full list here. For example, Aluneth OOM Whispers (Voice) says "Is that everything you have"?
  • Protection Paladins can reveal demons in Dalaran via The Light Reveals. More screenshots here.
  • Elemental Shaman are friendly with air elementals in Stormheim.
  • Several classes have special AFK animations like Frost Death Knights, Restoration Druids, and Restoration Shaman.
  • NPCs react to certain artifacts. For example, a Ol’ Toomba in Dalaran talks about the curse of the Outlaw Rogue weapons, while an elven blacksmith wants to see Felo’melorn and has a neat conversation.

Suramar City Updates

Quintessence from WarcraftPets alerted us to an additional section of Suramar with a familiar feathered friend! Yesterday, we covered a lot of the little flavor updates to Suramar, like a playground and zoo, and these discoveries are in the same vein.

We found a menagerie with eight Pepes, an elaborate vineyard with dozens of fancy casks, and an aquarium. Pepe is showing up quite frequently in Legion now!

  • He shows up twice in the Rogue Order Hall, one is on Jorrix Powerspark’s head, one is dressed as a ninja overlooking the gold vault.
  • Pepe is part of a still-life painting in Legion Dalaran and Suramar.
  • Pepe shows up on a shipwreck in Azsuna.
  • Pepe can spawn all over Dalaran wearing little goggles, and if you find him, you get The Tangerine Traveller.

Blizzard and Nostalrius

Following J. Allen Brack’s post about Nostalrius, in which he stated that Blizzard had been in touch with Nostalrius and was looking forward to more conversations, Nostalrius has tweeted that the talks are moving forward and Blizzard is willing to meet with them on campus.

Brewmasters in Legion

In addition to short blue posts made after the latest build, which we added to our Legion Build 21570 post, Celestalon posted a lengthy explanation of how Brewmaster Monks should play on the Alpha. To learn more about PvE Brewmaster Monks in Legion, check out our Talent Calculator, Artifact Calculator, and Legion Changes Overview.

Celestalon

Game Designer
Thanks for the constructive discussion on this, it’s been great.

We think it’s fairly intuitive and works well, that you have limited brew charges, and so want to use them when in danger and not when not in danger. However, the further amplification of that through Gift of the Ox is a little too much of a stretch for people to notice (buried in the Gift of the Ox tooltip) and play around.

We also agree with many of the discussed issues that the healing spheres in general pose.

We have the following further revisions planned:

  • Gift of the Ox will now drop healing spheres more consistently*, but will no longer drop them more frequently when you are at low health, baseline.
  • Secret Ingredients has been replaced with a new talent, Gift of the Mists: Passive. Gift of the Ox has an up to 100% increased chance to trigger, based on your missing health.
  • Expel Harm has returned for Brewmasters:
    Expel Harm
  • Instant, 15 Energy
  • Draw in the positive chi of all Healing Spheres within 30 yards, and expel negative chi, damaging the nearest enemy for 10% of the amount healed.

Let us know how this feels when you get a chance to try it in the next build. Thanks!

* Theorycrafter info: It’s no longer a random chance, under the hood. When you are hit, it increments a counter by (DamageTakenBeforeAbsorbsOrStagger / MaxHealth). It now drops an orb whenever that reaches 1.0, and decrements it by 1.0. The tooltip still says ‘chance’, to keep it understandable. Gift of the Mists multiplies that counter increment by (2 – (HealthBeforeDamage – DamageTakenBeforeAbsorbsOrStagger) / MaxHealth); ie, a simple linear 0-100% increase based on missing health, counting the hit as a full hit.

Celestalon

We normally prefer to provide the abilities and world and let players determine how they want to play, and decide for themselves what the ‘best’ way for themselves to play is. In this case, we think that maybe just spelling out how we expect it to be played will help you all experience it better, give better feedback, and help identify the points of confusion you had that prevented you from reaching these conclusions. So, without further ado…

Celestalon’s Guide to Mastering the Brew
Here’s how I play the new Legion Brewmaster. This is non-talent-specific, talents will be an additional layer on top of this.

Offensive Abilities
These are important because they establish threat, do damage, and give you more usage of your Active Mitigation abilities. They’re best used in a priority list, with the key skill differentiator being maximizing Keg Smash usage, and not wasting any Energy while maximizing damage.
1. Always, ALWAYS save enough Energy and GCDs to Keg Smash exactly as it comes off cooldown.
2. Tiger Palm, if you’re at risk of capping Energy.
3. Breath of Fire if there are multiple targets.
4. Blackout Kick.
5. Tiger Palm with excess energy, making sure to leave 40 for when Keg Smash comes off CD.

Defensive Abilities
This will make up the meat of the discussion, as there is a ton of nuance in only a few abilities here. There are several defensive resources important to Brewmasters: Brew Charges (ISB/PB), Health, Ox Orbs, and Stagger. (Energy is the other resource, but that’s considered an offensive resource, and is converted into more Brew Charges per above). Each of those resources is important, and should be monitored.

Let’s start by talking about Health, as it’s likely the most nuanced resource. Obviously, if you run out, you die, but there’s so much more going on here. It’s actually ideal that you stay somewhat damaged, when you’re not in danger. Let’s explore why that’s a safe thing to do, and how it benefits you.

The Brewmaster is especially well suited to staying somewhat damaged, having Stagger to provide constant steady damage, and having Mastery: Elusive Brawler to ensure that it’s highly unlikely that you’ll take a string of multiple non-avoided attacks in a row. Mastery is not just plain dodge, it’s key to recognize the difference; it acts as a fairly reliable form of dodge, when you need it (and not when you don’t).

Now for the benefits of staying damaged. Presumably, if you’re in much danger as a Brewmaster, you’re likely in group content, and are getting some external healing. Consider what form that healing takes. It varies based on the spec of healer(s) with you, but a safe assumption is that there is a mixture of steady healing (such as HoTs) and large direct heals (such as Flash of Light). Healer mana matters in Legion (and we want to make sure that spending mana on tanks is an important part of that), so minimizing how much healing you need is important. If you stay at full health most of the time, and occasionally spike low, that wastes most of the steady healing (HoTs), making them mostly overheal. By staying damaged, the HoTs can do their job.

Secondly, Gift of the Ox provides you with healing spheres, but it procs more often the lower health you are. That means two things: First, it reinforces that you want to let yourself get damaged. Second, it means that you shouldn’t pick up the healing spheres when you don’t need them, as their healing will reduce the chance of more dropping until you take more damage. Thus, the best way to use Gift of the Ox is to only use them when you get dangerously low on health. That will ensure there is a significant number of them, ready to go whenever you do need them. Also, it’s worth noting that the fact that they drop at your left and right (alternating) matters, as it means you can choose to collect only half of them at once, as one side’s pile will likely be enough to keep you going; no need to grab both sides if you don’t need to.

That brings us to the primary way that you manage your health: Ironskin Brew and Purifying Brew, which share charges. They work best when combined; using a healthy mixture of both is nearly always superior to heavily favoring one or the other. Ironskin Brew provides damage smoothing and increases the effectiveness of Purifying Brew, but does not reduce healing needed. Complimenting that, Purifying Brew removes Staggered damage, but only does much if you’ve recently used Ironskin Brew.
Ironskin Brew’s damage smoothing is element that should dictate when you use it. The above discussion of health showed how beneficial it is to stay in a damaged state, but you also don’t want to risk dying. Use ISB when there is risk of dying in the next couple seconds. Mastery will help with that significantly, making it reliable for you to not take a string of several unavoided hits in a row; trust in it. It can be a scary wave to ride, but trust in your toolset to keep you alive, even if you’re not at full health. Save ISB for incoming telegraphed spike damage from your enemies, and when you get down to half health (or whatever point you risk dying to a couple more hits). Accept that you’re only going to have ISB up some of the time (half of the time is a good starting estimate), and focus on making those ISBs count, covering the most incoming damage, and points when you are most at risk. Don’t waste brew charges on ISB when you’re at high health.

If you’re Ironskinning well, you’ll be building up a significant but not overpowering Stagger level. Pay attention to the Stagger bar on your unit frame, and use Purifying Brew to manage it. You have a limited number of Purifying Brews, so you want to maximize how much damage you remove from the picture with each one. Watch for your Stagger to spike up after you take burst damage (which you had Ironskin Brew up for); that’s a good time to Purify, thereby negating a massive chunk of that burst damage. Note that the Stagger bar is equivalent scale to your health bar; seeing a half full Stagger bar means you’re going to take half your health in Stagger damage. It also means that Purifying when you’re at 2/3 Stagger is going to negate a whopping 1/3 of your healthbar in damage; that’s extremely strong compared to other tank rotational heals/absorbs in Legion. One caveat to this is that if you’re at nearly full health, even if you have a large Stagger built up, save your Purifying for later; it would just turn the HoTs on you into overhealing.

Here’s a TLDR summary of how to best use these abilities:
1. If you’re at full or near full (>80%ish) health, save your brew charges, don’t use any. Obviously, use one on the pull since it’d just be wasted otherwise, but that’s it. Don’t pick up Gift of the Ox healing spheres.
2. If you’re damaged, but not in danger (probably 40-80% health, depending on the content), you’re in the sweet spot. Try to err as low as you can feel comfortable here. Use an Ironskin here or there, but don’t try to maintain it. Keep a spare brew charge or two in reserve for when you get dangerously low. Purify if you get over 40-50% Stagger. Still don’t pick up the healing spheres (some will expire and heal you automatically, that’s fine).
3. When you’re dangerously damaged (30-50%), don’t panic. Hit Ironskin for sure. Grab some healing spheres. If still dangerously low, grab the others and keep grabbing them as they spawn (which should be happening fairly frequently). Use Purify with a bit lower priority here; only Purify if you’re over 50-60% Stagger.
4. If you’re even lower than that, now it’s time to start panicking. Use Fortifying Brew if you run out of Ironskins. Keep gobbling up the healing spheres. If things are really dire, Roll away from the mobs to buy a few more seconds.

Conclusion
In summary, don’t panic. Let your health get moderately low. Maximize the effects of all your tools. Mix Ironskin and Purifying Brew fairly evenly. Don’t try to keep Ironskin up the whole time; only use it when you’re in already damaged. Have fun!

Hope this helped. Feedback about how this feels to play would be great, and what parts of this didn’t seem intuitive or confusing. Thanks!

Secondly, Gift of the Ox provides you with healing spheres, but it procs more often the lower health you are.

You’re not listening, Gift of the Ox is not acceptable reactive healing ability as we are not able to activate it via movement during most boss encounters.

Jerking left and right to pickup orbs only serves to put the target (boss) out of positioning and pissing off all of your DPS. Name one other tank class that has this issue, it’s solely unique to BrM and if this is your only response to the issue i feel sorry for the community moving forward.
It is not necessary to move the boss to pick up Gift of the Ox healing spheres. ANY movement in the right direction will pick them up. If you’re moving the boss, you’re moving too far.

And yes, I’ve seen bugs in Legion in a few places where they can’t be picked up; we’ll get those fixed.

By the way, nothing has changed about their placement from live, for the conspiracy theorists.

Why would you pick a tank that has to gamble and risk that much with his health on progression over any other tank that does not have to do that?

Every tank gambles with their life when tanking. Brewmasters do it in a different way. By having so much control over their survival, it’s in their hands to play to their situation and healers.

From a healer perspective that is not a very fun tank to have in a group. I am a healer, I want to heal people not stand around and wait to see if the tank is going to pick up some orbs or not. And if they don’t pick up some orbs than it is probably too late to do anything so I have to heal them regardless.

From a healer perspective, you should keep healing, but know that there’s an implicit Deep Healing mechanic on Brewmasters. They still need your healing, it’s just not quite as dire for them to be at medium health as it might be for other tanks.
I’d add that we know full well that this sort of design would not work in the live Warlords world, where spikiness is the only threat to tanks, and if you’re not at full health, you’re about to die.

That is not the Legion world. Legion is very different.

I’m going to ignore everyone else in the thread for the moment and point out a problem with Gift of the Ox.

People are seeing fewer orbs than they should if they use ISB because of the way the proc formula works.

(0.75 * Damage / MaxHealth) * (3 – 2 * HealthPercentAfterDamage)
Damage is the full damage of the hit, before absorbs, before Stagger. HealthPercentAfterDamage is with stagger taken into account, but not other absorbs. Mitigation does reduce Damage. In your example, Damage would be 100k.

Okay, so mitigation reduces Damage, and HealthPercentAfterDamage. Stagger reduces HealthpercentAfterDamage. However, GotO does not proc off of the Stagger DoT, so what happens is this:

Player 1 is at 100% health and does not use ISB. They generate X orbs over the next 10 seconds.

Player 2 is also at 100% health and DOES use ISB, but does not Purify. Both players take the same amount of damage over the next 10 seconds, however Player 2 gets less than X orbs because each individual melee swing is lower, yet their health is getting reduced all the same because Stagger is ticking.

What happens here is that, if you are trying to play like a good tank and smooth your damage all of the time, you get fewer orbs EVEN IF you maintain the same health level. Naturally, this means that many good players will see far fewer orbs than someone that knows the "secret" to playing BrM.

Change the HealthPercentAfterDamage variable to just Current Health and retune it a little. You already have Damage/Max Health representing the size of the hit, so the delta in health is already being counted and it doesn’t need to be counted again.

This should result in the proper amount of orbs being seen for good players, which will make them safer when they drop low, which should ease the feeling of dying whenever they don’t have ISB up.
Kind of. Right problem, different solution. We’re going to err in the player’s favor here, and make HealthPercentAfterDamage based on the same Damage amount as the left part of the equation is (ie, the full damage of the hit, before absorbs, before stagger, instead of after stagger).

OLD: (0.75 * Damage / MaxHealth) * (3 – 2 * (CurrentHealth – (Damage – Stagger)) / MaxHealth)
NEW: (0.75 * Damage / MaxHealth) * (3 – 2 * (CurrentHealth – Damage) / MaxHealth)

That will ensure that ISB doesn’t reduce the chance to generate an orb on any given attack (but still will on the next attack by virtue of being higher health).

Kind of. Right problem, different solution. We’re going to err in the player’s favor here, and make HealthPercentAfterDamage based on the same Damage amount as the left part of the equation is (ie, the full damage of the hit, before absorbs, before stagger, instead of after stagger).

OLD: (0.75 * Damage / MaxHealth) * (3 – 2 * (CurrentHealth – (Damage – Stagger)) / MaxHealth)
NEW: (0.75 * Damage / MaxHealth) * (3 – 2 * (CurrentHealth – Damage) / MaxHealth)

That will ensure that ISB doesn’t reduce the chance to generate an orb on any given attack (but still will on the next attack by virtue of being higher health).

Is that before damage reduction? meaning the RAW un-mitigated damage?
No, neither of those are before armor or any other actual DR effect. It’s just before Stagger/Absorbs.

Also, out of almost 1,000 Ox orbs, none of them proc’d Celestial Fortune.

Also, they disperse after a short time, ranging from 21 seconds to 28 seconds. If you’re greater than a 8ish yards away from them when they do, they will not heal you.

Gift of the Ox + Celestial Fortune fixed for next build.

They last 30sec, always.
My post was about how I suggest you play Brewmaster, not healers.

I didn’t say that healers should let you sit at low health; that’s putting words in my mouth. Healers should generally heal you the same as any other tank, just with the knowledge that it’s safer to use more efficient heals. For example, a healer may typically keep a HoT rolling, and use lots of normal Heals while you’re above 80%, and switch to Flash Heal if you drop below that. With a Brewmaster, they can probably stick to normal Heals for longer, switching to Flashes only at 60% or something. That’s an over-simplified picture of things, but that’s the general idea. It doesn’t mean to stop healing them.

You also shouldn’t try to take more damage. Stagger is a very powerful mechanic, and it lets you choose when you take damage, and when you don’t (or rather, take way way less). The whole point of this is to minimize damage, and take that damage at opportune times (when you’re not in danger).

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