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Mythic+ Combat Resurrection Change on the 7.3.5 PTR
15/12/2017 em 18:39
interview with Forbes
two months ago, Morgan Day announced they were looking at how combat resurrections function in Mythic+ Dungeons. Now on the 7.3.5 PTR, combat resurrections are a shared resource in Mythic+ Dungeons.
Update: This has now changed to a 10 minute charge timer in
Learn more about 7.3.5 in the
Patch 7.3.5 Content Hub
noticed the changes
on the PTR and we decided to investigate the changes as well.
Here is what we found out:
Combat resurrections are now a shared resource across the entire party. Each player's combat resurrection ability (
Pedra da Alma
Dádiva de Chi-Ji
Pó da Vida
) is on the same timer and has the same number of charges similar to raids.
Charges are expended when someone accepts a resurrection. Players are able to cancel the battle resurrection without using the charge.
The party starts with 1 charge at the beginning of the dungeon and a new charge is granted every 10 minutes.
No matter how many players are in the dungeon, the cooldown is currently always 10 minutes.
To finish in time, players will only be allowed 3 combat resurrections in 30 minute dungeons, 4 combat resurrections for the dungeons between 30-40 minute dungeons, 5 combat resurrections for the 45 minute dungeons.
There is a maximum of 5 charges that can be stored, but that will take at least 40 minutes. However, if your dungeon goes long enough, you'll be able to use 5 combat resurrections on a single boss!
We didn't get to test it, but since the current system follows the same rules as raid, a Shaman's
and Resto Shaman's
Totem de Proteção Ancestral
should not take up a charge.
Combat resurrections have always been a powerful tool in dungeons and especially higher keystone Mythic dungeons. So, what does this mean?
Players will only need at one combat resurrection class (DK, Druid, Warlock, BM Hunter) to make use of the combat resurrections. However, having two could be beneficial if one of those classes die.
Players will have to use their battle resurrection abilities more sparingly and decide if it's worth using it, running back or waiting until combat is over to resurrect. It might be worth saving battle resurrections for boss fights and tank deaths only.
You will have access to less combat resurrections over the entire dungeon, especially if you normally bring more than one combat resurrection class.
Interested in pushing High Keystones? Check out our High Keystone Dungeon Guides for each dungeon below.
Black Rook Hold
Cathedral of Eternal Night
Court of Stars
Eye of Azshara
Halls of Valor
Maw of Souls
Vault of the Wardens
Seat of the Triumvirate
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