Legion World Boss Tracker

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A preview of the 11 Legion world bosses.The Broken Isles are a continent full of vicious challenges and mighty foes. The most powerful of them are the 11 new world bosses.Unlike Warlords of Draenor, world bosses in Legion are going to remind you of the good old days of Mists of Pandaria or even vanilla! Here is a summary of what we know about them.General Info.There are 11 world bosses in total, but only 1 of them will be active each week per realm. The selection is random.The active world boss will always be the target of a World Quest. The World Quest will last several days, so you have time to kill it. Read Blainie's guide on World Quests.The group size to defeat these world bosses depends on your skill and patience.

A world boss is a raid boss-level monster that appears in the main, shared game world rather than an instance limited to a certain number of players. They are also known as world raid bosses, outdoor bosses, or outdoor raid bosses, and the phrase raid encounter may be used in place of 'raid boss'. These bosses were designed to be fought by one or more raid-sized groups of max-level characters. Overview of the World Bosses in Battle for Azeroth and their abilities, including bosses on Kul Tiras, Zandalar, and Warfronts. While many of the greatest threats to peace in Azeroth are locked away in ancient vaults or perched atop soaring fortresses, others walk brazenly beneath the open sky.

Some groups have managed to kill them with just 5 people and clever kiting. A raid of 20 people will need around 6 minutes to kill a world boss. To be comfortable, take a raid of 30+ players.Each boss drops ilvl 860 gear for a specific slot (Head, Feet etc), a specific type of relic and either a ring, neck, trinket or cloak.The drop chance seems to be low, most of the time you will probably get no loot. On the plus side, the World Quests for world bosses yield good rewards.You are loot eligible once a week for each world boss.3 of them are in Stormheim, 2 in Highmountain, 2 in Azsuna, 2 in Val'sharah and one in Suramar. Ana-Mouz's location is unknown.Ana-MouzAna-Mouz didn't grace us with her presence in the Beta, so we don't know much about her. The Adventurer's Journal states that 'she uses various area-denial abilities to limit where enemies can safely stand and she summons Lesser Minions'.

This imp mother drops chests, a Fel relic and an Inscription recipe for a.Loot,.CalamirCalamir dwells in Azsuna. It is an elemental that shifts between using Arcane, Fire and Frost abilities.

It drops boots for all armor types, a Fire relic and a Jewelcrafting design.Loot,.by HeelvsBabyfaceDrugon the FrostbloodThis mountain giant resides in Highmountain. The fight seems pretty straightforward: just avoid his attack. Drugon drops wrists and a Frost relic.Loot,.by RiuyFlotsamFlotsam is a sea giant located in the Shipwreck Cove, in Highmountain. He has themed abilities called,. He drops gloves and a Life relic.Loot,.by Reallife lumberjackHumongrisYet another giant, he is located in the Gloaming Reef, in Val'sharah.

All of Humongris's attacks deal area damage. Try to remain spread to decrease his overall damage. Humongris drops shoulders.Loot,.by RiuyLevantusLevantus is situated in the Lithduin Reef, in Azsuna. You will have to fight her in the water! Levantus drops gloves, a Blood relic and a hidden Artifact appearance for Enhancement Shamans.Loot,by RiuyNa'zak the FiendNa'zak is the only world boss located in Suramar. He drops legs, two rings and an Arcane relic.Loot,by RiuyNithoggNithogg is located in Stormheim.

Nithogg has typical dragon abilities, plus an aoe lightning attack that is easy to dodge. Nithogg drops helms, a Holy-type relic and one of the three item that is used to unlock an appearance for Fury Warriors.Loot,by HeelvsBabyfaceShar'thosShar'thos hangs out by the Tangled Cleft, in Val'sharah. This is another typical dragon fight. Shar'thos drops chests, a Shadow relic and one of the three item that is used to unlock an appearance for Fury Warriors.Loot,by IronstarPaladinThe SoultakersSoultrapper Mevra, Captain Hring and Reaver Jdorn are the Soultakers. They are located at Shield's Rest Island, in Stormheim.

Over the course of the encounter, each of the Soultakers gains energy. As each Soultaker reaches 100 energy, they unleash a devastating attack.

They drop belts.Loot,Withered J'imHe can be found at the Isle of Watchers, in Azsuna. J'im is the only boss that doesn't drop a relic. Other than that, his loot table consists of helms, a ring, a cloak and a trinket.Loot,.by HeelvsBabyface. Blizzard have gone into detail clarifying the intent behind the Jailer's Torments mechanics that some have presumed were designed as a timer for the Torghast experience, intended to prevent players from going at their own pace. As they explain, this isn't true, as the main goal is to prevent players from having to wait for the big cooldowns in order to be optimal and clear the harder floors.Definitely check out the full explanation, as it's enlightening and should alleviate some worries:Torghast (source)We agree that one of the best things about Torghast is that you can play at your own pace, without feeling rushed. We certainly don’t want to make Torghast into a fast-paced, timed game mode. We have instead added Torments, which are designed to provide some additional texture for players at high levels, and to solve a problem that arises when extremely difficult content meets our often cooldown-based class design.Here’s what Torments should do.Imagine a perfectly-efficient Torghast group.

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They are willing to do whatever it takes to climb the tower. At the highest difficulty they can manage, that means waiting for all cooldowns on every pull – unless there’s some reason not to do so. This is our problem: that’s not fun to play, but it’s the right way to play if you want to win.Torments should apply just enough pressure that this group can still kill every single creature on the floor (which takes a while, since these enemies have lots of HP), while still being careful, using crowd control, taking a few seconds to rest or strategize between pulls, and even then, maybe sometimes waiting just a little longer for a cooldown before engaging. If that is the most efficient way to play Torghast, then we’ve hit our mark exactly. If that perfectly efficient group has to skip big portions of a floor because Torment debuffs are getting too out of hand, we have a problem.Here’s what Torments shouldn’t do.Make Torghast into a fast-paced, time-constrained feature that feels too similar to existing timed features like Mythic Keystone Dugeons, Horrific Visions, or Island Expeditions.Prevent you from taking a break when you need one.Intimidate casual players from playing Torghast altogether.How can testers help us tune it?Playtest Torghast, and let us know how it feels. We appreciate all feedback, and the most valuable feedback for this feature will come from experience in Torghast, rather than discussions about time-based difficulty that aren’t informed by in-game experience.If something feels bad, let us know why.Did you feel rushed when you didn’t want to?

Was that pressure because of actual game difficulty, or was it simply the presence of the Torment itself?Were you unable to defeat a level because of Torments, even though you were playing at a normal pace?Did you want to take a break mid-run but felt like you couldn’t?Do you feel like Torments are appropriate, but should be introduced at a higher level than they currently are (12)?Alternately, did a particular Torment feel underwhelming? Do you still feel like you can wait 10 minutes between every single pull without threat of being overwhelmed?There are several different Torments in the current Alpha. Some affect spawning and environment, and others affect your character directly. Some increase over time, and others remain at a fixed difficulty.How do they feel in comparison to one another?Does a particular Torment feel more punishing or unfun than the others?We’ve seen some emotional response to this change, which we take to mean that you care about Torghast being fun.

We do too.Please keep up the productive discussions, and we’ll keep listening. We have some clarifications on the recent changes/buffs for Palas on the Alpha, with Word of Glory, Blessing of the Seasons, Ashen Hallow, Seraphim + Inquisition and Shield of the Righteous getting some detailed explanations.Paladin (source)Word of Glory was buffed recently on alpha, in particular for Holy.Some people have seen, but, a few things not clear on Blessing of the Seasons from tooltips alone: the party is only in one Season at a time (whichever you’ve cast most recently). So you are not simply pressing a button every 15 seconds to maintain 4 buffs. You can let each season last anywhere from 15-60s. Assuming you have a favored buff based on role/context, that you want to keep for 60s, it’s more like 4 presses every 2 minutes, but you might vary that based on planning ahead to have certain buffs at certain times.Ashen Hallow was pretty recently iterated upon, and its tuning might be pretty far off. Increasing value or reducing cooldown could both be options there, although increasing value might be preferable because the visual is so enormous. Also, a long cooldown is better contrast to the other Paladin options.Seraphim + Inquisition is uncomfortable, we agree.

Candidly, one reason it’s hard to address is that there’s probably a split among people thinking one or the other would be cooler to keep. Open problem for now.Shield of the Righteous: This is an example (with respect to Ret and Holy) of something there hasn’t been much of in the past two expansions or so.

A button mainly intended for another spec, that is given to the class while leveling, that you don’t have a strictly clear max-level use for. You certainly can use it, and one can imagine situations where you would. But if you don’t, or don’t put it on your bar, that’s fine.

Our current thinking is that instead of taking it away when you choose your specialization, we can just not. We are discussing the UI that lights up buttons you don’t have on your bar, for cases like this. Spanish site WowChakra interviewed Game Director Ion Hazzikostas on their stream earlier today and there was a lot of new info we got from it, from new reputation-type buffs that are coming, a lot on Torghast's intention, Bolvar's role in the pre-patch, legendaries, PvP and a lot more, so let's get right into it.The reputation buff will not be extended, but there are new ones coming after it, possibly ones related to Legendary cloak and corruption catch-up/selection. More news in a few days (the rep buff expires on May 18th).Bolvar will most likely be featured in the pre-expansion event/pre-patch and is mentioned as our link to the Shadowlands, as he is the one that gets us in. This might suggest that the pre-expansion event will be us gathering up what's needed to be able to actually enter the Shadowlands on Bolvar's behalf.Toghast will also have events during the expansion, where the specifics of the event will take over a portion of the tower for a couple of weeks and change the gameplay of it.

There won't be a special event at the start of the expansion. They're also trying to rework the loading screens, since they have to be there due to the random nature of the floors.Time passage in the Shadowlands isn't just sped up or slowed down, it's chaotic and complicated and we'll only know how much time has passed in Azeroth after the expansion is done (or some patches in).Current Torghast is nothing like it will be on live, the very long runs, the progression and difficulty curve, anima powers etc, it's all just there for testing and is not intended to be like that in the final version.

The intention is to have shorter runs, to have the anima build definitely make you stronger and make things easier for a while, but it shouldn't just keep getting easier.Legendaries can only be made from specific crafted items, that have to be made by blacksmiths, leatherworkers etc., making the item crafting professions more valuable. You will turn those crafted items into legendaries at the Runesmith.Armor set bonuses are in flux right now, as they don't want players to be locked in to 4 specific armor pieces, as there's a lot more loot from different sources in Shadowlands.There are more options coming for War Mode, with a FFA zone/area, possible Covenant vs. An overview of the latest Shadowlands class changes that went live this week.Death KnightRuneforgingRune of the Apocalypse - Affixes your rune weapon with a rune that gives your ghoul's attacks a chance to apply one of the following debuffs to the target, Death: Healing Reduction, War: Increases damage taken by from the Death Knight, Famine: Reduces damage taken by dealt to the Death Knight, Pestilence: Slows the target and deals damage over time.

Modifying your rune weapon requires a Runeforge in Ebon Hold.Demon HunterCovenant AbilitiesFodder to the Flame - Cooldown reduced to 2 minutes (was 3 minutes).HunterTar Trap - Hurls a tar trap to the target location that creates a 8 yd radius pool of tar around itself for 30 sec when the first enemy approaches. All enemies have  50 + 25% of Spell Power % 50% reduced movement speed while in the area of effect. In this week's 9.0.1 Alpha Build 34365, Blizzard has taken Blade Flurry off the global cooldown.While Blizzard confirmed in the Morgan Day interview they won't be reverting the GCD changes in Shadowlands, the devs want the community to bring up specific cases, where they don't feel right, so they can look into it. At the end of the day, they don't want players to press six buttons after entering combat.Today, there has been a small change for Rogue's Blade Flurry. The spell now received a Rank 2 component (Blade Flurry), which makes it instantly deal damage to up to nearby 5 targets for  120% of Attack Power  Physical damage.Latest Shadowlands Alpha Build 34365 NewsTorghast Developer Update: May 13th.

Strategyfocuses his and abilitieson his main threat target while randomly targeting players with. Inquisitor Meto will periodically summonat random locations. Damage Dealers.

Spread out around the boss to mitigate the damage of. One player should stand in each to lessen the damageto the raid.

Healers. Players standing in will take damage over time, butwill cause the explosion to inflict less damage.

is randomly targeted and will hit a large portion ofthe raid depending on how well spread out they are. Tanks. Face the boss away from the raid for and. increases the damage from subsequent casts of Sow. Abilities.: The caster summons a scythe of pure fel energyto harvest the souls of his enemies. Any players in front of the caster suffer2 million Fire damage and will take an additional 300,000 Fire damage every 5.2sec. For 10 sec.: The caster thrusts a lance of fel energyforward, inflicting 2 million Fire damage to all enemies in a line.

Victims ofwill take an additional 100% damage from and.: The caster summons severalnearby that will explode after 15 sec. The damage of theexplosion is greater the larger the seed has grown. Players can absorb theenergy of the orb by standing in it, but will take 200,000 damage per 1 sec.while doing so.: The caster creates a field of fel energy in a widecone. Players caught in the field take 1 million Fire damage and an additional1 million damage over 10 sec.

Samsung smart camera app for macbook. Strategysummons forth several types of imps over the courseof the encounter that pester her enemies. In addition, whenMatron Folnuna reaches 100 Energy, she unleashes athat can be avoided. Any players who fail to avoidSlumbering Gasp can be freed from their slumber by inflicting anydamage to them. Damage Dealers. Run around to avoid her.

Help free allies from the effects of by inflictingdamage to them. Avoid being close to s to avoid their.

World

Healers. Run around to avoid her.

Avoid being close to s to avoid their. Tanks. Take turns tanking to manage the application of. Run around to avoid her. Help free allies from the effects of by inflictingdamage to them.

Abilities.: Inflicts 775,000 Nature damage to thecurrent target and increases the damage of Infected Claws by 5% for 12sec. Strategywill attack his threat target with s, and es.

All the while, Occularus willperiodically afflict random enemies with s and confound enemypositioning with s. Damage Dealers. s can be avoided, but their movement is deceptive. can be interrupted.

Healers. s can be avoided, but their movement is deceptive. s will decimate your raid if the victims are nothealed. Tanks will take more and more damage from s the longerthey continue to tank. Tanks. s can be avoided, but their movement is deceptive. can be interrupted.

Alternate tanking the boss to mitigate the effects of. Abilities.: The caster bites the target,leaving the victim bleeding for Physical damage over 20 sec.: The caster lashes outwith their tongue,inflicting 1 million Physical damage to the target. This damage is increasedbased on the number of s the victim has.: The caster focuses theirgaze on the target, inflicting 2 million Shadowflame damage. This damage isincreased based on the number of s the victim has.: The caster summons orbs of fel energy that willinflict 1.3 million Fire damage to any player they come in contact with.: The caster launches several eyes thataffix their gaze on a random player. Victims suffer 750,000 Fire damage everysecond for 15 sec. Strategywill periodically use his andto damage the raid.

Abilities.: The caster channels fel magic throughtheir weapon, inflicting 1.8 million Fire damage to all players within 8 yardsof their target over 6 sec. Every time the victim is damaged in this way, theylose 10% of their maximum health for 20 sec.: The caster stomps the ground,knocking enemies back and interrupting any spellcasting.: The caster exhales fel fire in a wide cone.Players caught in the cone take 1.4 million Fire damage and an additional 1million damage over 10 sec. Abilities.: The caster unleashes aconcentrated burst of sonic energy from their weapon, silencing all enemieswithin 100 yards for 6 sec.: Inflicts 8 million Fire damage, dividedevenly among all targets within 5 yards of the primary target. The primarytarget is afflicted with.: The victim's defenses are weakened, increasing the damage they take by 30% for 30 sec. While the victim's soul is cloven, they take 375,000 Fire damage every second.: The caster swings their axe, sending forthat random enemies.: The Wake of Destruction explodes oncontact, inflicting 1.3 million Shadow damage to all players within 3 yards.Any Latent energy in the area will be unleashed.: The caster chooses 3 targets, causing them toemit 8 after 4 sec.: The Wake of Destruction explodes oncontact, inflicting 1.3 million Shadow damage to all players within 3 yards.Any Latent energy in the area will be unleashed.