Dmg Starting Gear At Higher Levers

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Challenges • Classes • Collectables • Crafting • Enhancements • Epic Destinies • Favor • Feats

Potion of Genius Spells - Knock (Mage) Resist Fear (Mage) Mage Robe of Cold Resistance RANDOM ITEM - Finest Light Crossbow (+4 Thac0) (any 1 of these) Giant Halberd (2d8 dmg, -1 Thac0, -2 AC, min 18 STR) Finest Heavy Crossbow (+2 dmg, +4 Thac0 Diseased Halberd +1 (10% chance target is diseased) There is also a small box of treasures just in. Starting at Higher Levels in D&D 5th Edition This is a more liniar progression table based on the Starting equipment table in DMG page 38 'High Magic Campaign' You always start with the normal Starting Equipment as per selected Class, race and Bachground regardless of level In addition you start with following depending on starting level.

Jun 27, 2019 It's that time of year again, GEARING UP TIME! Let's have a look at how you can get 430 item level in Patch 8.2. Twitter - https://twitter.com/SignsOfKelani. Length crowning, for example, is a circular (or 2nd order) material removal, starting at a reference point and extending in tooth length or face width. 55 Assembling Spiral Gears: Double Taper Can Be Double Trouble (January/February 2006) Bevel gear systems are particularly sensitive to improper assembly.

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Artificer

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Favored Soul

Fighter

Monk

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Starting a..

Enhancements
Tactics
Equipment
Spells

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Class Summary[edit]

The Artificer is a Premiumclass that reflects many of the core themes of Eberron. With a masterful knowledge of magical devices and constructs, Artificers keep the technological marvels of Eberron running.

The Artificer can be purchased in the DDO Store for 995 or can be unlocked by earning 150 House Cannith* patronfavor.

(* This can be done without access to the Level 19 quest pack Secrets of the Artificers (free to VIP), but it's not easy. There is one free-to-play quest, a Level 28(!), which can provide 27 favor, and there are 21 House C challenges** which give 1 favor/star (heroic and epic counted separately), 6-stars max (for 6 x 21 = 126 possible). So this requires an almost perfect completion of all Heroic and Epic challenges (for at least 123/126 possible favor) plus the Level 28 quest on Elite.)
(** Challenges can be free-to-play via Challenge Tokens.)

Alignment: AnyHit dice: d6

Class Skills

Skill points at 1st level: (4 + Intelligencemodifier) x4
Skill points at each additional level: 4 + Intelligencemodifier
Concentration (Constitution)
Disable Device (Intelligence)
Haggle (Charisma)
Open Lock (Dexterity)
Repair (Intelligence)
Search (Intelligence)
Spellcraft (Intelligence)
Spot (Wisdom)
Use Magic Device (Charisma)
[[File:Skill {{{%title%}}}.png link={{{%TITLE%}}}]] [[{{{%TITLE%}}} {{{%TITLE%}}}]] (Ability)

Weapon and Armor Proficiencies[edit]

Simple weapons
Martial weapons (Light Hammer, Warhammer)
Exotic weapons (Great Crossbow, Repeating Light Crossbow and Repeating Heavy Crossbow)
Light armor
Medium armor
Shields (except tower shields).

Past Lives[edit]

Past Life: Student of ArtificeYou recall more about your past life as an artificer. When you use a rod, staff, or wand, you have a 15% chance to retain essence and not expend a charge, and can produce an Enchant Armor or Enchant Weapons effect a total of ten times per rest. (Activate this artificer ability to increase the Enhancement Bonus of your target's currently equipped weapons or shields by 1, or to increase the Enhancement Bonus of your target's currently equipped armor by 1. An item can have only one temporary item enchantment at a time.)
Past Life: ArtificerYou were an Artificer in a past life. You occasionally find yourself tinkering with your gear. Each time you acquire this feat you gain a stacking +1 bonus to all Intelligence based skills and Use Magic Device. This feat can be stacked up to three times.

Paths[edit]

  • Arcane Marksman
  • MasterMaker
  • Runic Champion

Prestige Enhancements[edit]

Advancement table[edit]

Table: The ArtificerArtificer Spells
LevelBase Attack BonusFort SaveRef SaveWill SaveAuto-Granted FeatsArtificer KnowledgeArtificer Craft MasterySpell points1st2nd3rd4th5th6th
1st+0/+0+0+0+2Artificer Construct Mastery, Inscribe Infusion, Rapid Reload, Unleash Iron Defender, Reanimate Construct 3/day, Trapfinding, Arcane Lore, Great crossbow, Repeating heavy crossbow, Repeating light crossbowScrolls +1502+2-----
2nd+1/+1/+6+0+0+3Rune Arm UsePotions +1+1753+2-----
3rd+2/+2/+7+1+1+3Wands +11003+21+2----
4th+3/+3/+8+1+1+4Trapmaking, Bonus FeatScrolls +2+21253+22+2----
5th+3/+3/+8+1+1+4Retain EssenceArms and Armor +1, Potions +21503+22+2----
6th+4/+4/+9+2+2+5Wands +2+31803+22+21+2---
7th+5/+5/+10/+15+2+2+5Wondrous Items +1, Scrolls +32103+22+22+2---
8th+6/+6/+11/+16+2+2+6Bonus FeatPotions +3, Arms and Armor +2+42453+23+22+2---
9th+6/+6/+11/+16+3+3+6Wands +32803+23+22+21+2--
10th+7/+7/+12/+17+3+3+7Scrolls +4, Wondrous Items +2+53203+23+22+22+2--
11th+8/+8/+13/+18+3+3+7Potions +4, Arms and Armor +33604+23+23+22+2--
12th+9/+9/+14/+19+4+4+8Bonus FeatWands +4+64054+23+23+22+21-
13th+9/+9/+14/+19+4+4+8Artificer Skill MasteryScrolls +5, Wondrous Items +34504+24+23+22+22-
14th+10/+10/+15/+20+4+4+9Potions +5, Arms and Armor +4,+75004+24+23+23+22-
15th+11/+11/+16/+21+5+5+9Wands +55504+24+24+23+221
16th+12/+12/+17/+22+5+5+10Bonus FeatWondrous Items +4+86004+24+24+23+222
17th+12/+12/+17/+22+5+5+10Arms and Armor +56605+24+24+24+232
18th+13/+13/+18/+23+6+6+11+97205+25+24+24+232
19th+14/+14/+19/+24+6+6+11Wondrous Items +57805+25+25+24+243
20th+15/+15/+20/+25+6+6+12Bonus Feat+108455+25+25+25+244

Artificer bonus feats[edit]

Artificers can select bonus feats at levels 4, 8, 12, 16, and 20 from the following list:

  • Dragonmark of Making - Human only
  • Exotic Weapon Proficiency - Bastard Sword or Dwarven Waraxe
  • Metamagic Feat (any)
  • Skill Focus (any)


Class feats[edit]

Level 1[edit]

  • Arcane Lore - Represents your knowledge of the Arcane. This feat is received once for every artificer level.
  • Artificer Construct Mastery (passive): Allows an Artificer to spontaneously cast any single-target Repair Damage or Inflict Damage spell they have inscribed in their spellbook. These spells will appear in bonus spell slots once inscribed.
  • Artificer Knowledge - Scrolls (passive): Grants a +2 to UMD checks related to scroll use, and all scrolls used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 4, 7, 10, and 13, and is capped by the Artificer's Intelligence Bonus.
  • Inscribe Artificer Scroll (active): Allows an Artificer to inscribe artificer spells from scrolls into their spellbook. This action will destroy the scroll.
  • Rapid Reload (passive): Allows crossbows, including repeating crossbows, to be reloaded faster.
  • Reanimate Construct (active): Allows an Artificer to revive their Iron Defender minion once per rest.
  • Trapfinding (passive): Allows the use of the Search skill to locate traps when the task has a Difficulty Class (DC) higher than 20.
  • Unleash Iron Defender (active): Allows an Artificer to summon an Iron Defender homunculus.

Level 2[edit]

  • Artificer Craft Mastery (passive): Artificers gain a +1 bonus to all crafting skills for every even level of Artificer a character acquires, up to +10 at level 20.
  • Artificer Knowledge - Potions (passive): Grants a +2 to UMD checks related to potion use, if any, and all potions used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 5, 8, 11, and 14, and is capped by the Artificer's Intelligence Bonus. This feat also gives damage bonuses to certain infusions.
  • Rune Arm Use (passive)(active): Allows Artificers to equip and use Rune Arms.

Level 3[edit]

Dmg Starting Gear At Higher Levels 2017

  • Artificer Knowledge - Wands (passive): Grants a +2 to UMD checks related to wand use, and all wands used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 6, 9, 12, and 15, and is capped by the Artificer's Intelligence Bonus.

Level 4[edit]

  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +2.
  • Trapmaking (passive): You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
  • Bonus Feat: An artificer can select a feat from the Artificer Bonus Feat list.

Level 5[edit]

  • Retain Essence (passive): Whenever an Artificer uses a rod, staff, or wand, the character has a chance to not expend a charge. The percentage chance is based on (Artificer levels + Intelligence modifier)% chance not to expend a charge.
  • Artificer Knowledge - Arms and Armor (passive): Grants a +2 to UMD checks related to weapons, armor, and staves. Any activated abilities on weapons and armor ('clickies') used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 8, 11, 14, and 17, and is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 6[edit]

Dmg Starting Gear At Higher Levels Youtube

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +3.

Level 7[edit]

  • Artificer Knowledge - Wondrous Items (passive): Grants a +2 to UMD checks related to clothing, jewelry, and trinkets. Any activated abilities on these items ('clickies') used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 10, 13, 16, and 19, and is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 8[edit]

  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ('clickies') used by the Artificer are cast at an additional +1 caster level, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +4.
  • Bonus Feat: An artificer can select a feat from the Artificer Bonus Feat list.

Level 9[edit]

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 10[edit]

  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ('clickies') on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +5.

Level 11[edit]

  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ('clickies') used by the Artificer are cast at an additional +1 caster level, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 12[edit]

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +6.
  • Bonus Feat: An artificer can select a feat from the Artificer Bonus Feat list.

Level 13[edit]

  • Artificer Skill Mastery (passive): Grants a +1 bonus to all skills.
  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ('clickies') on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 14[edit]

  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ('clickies') used by the Artificer are cast at an additional +1 caster level, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +7.

Level 15[edit]

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 16[edit]

  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ('clickies') on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +8.
  • Bonus Feat: An artificer can select a feat from the Artificer Bonus Feat list.

Level 17[edit]

Dmg Starting Gear At Higher Levels 1

  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ('clickies') used by the Artificer are cast at an additional +1 caster level, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 18[edit]

  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +9.

Level 19[edit]

  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ('clickies') on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 20[edit]

  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +10.
  • Bonus Feat: An artificer can select a feat from the Artificer Bonus Feat list.


Spells[edit]

  • A artificer must choose and prepare their spells ahead of time (see below).
  • To inscribe, prepare, or cast a spell, the artificer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an artificer’s spell is 10 + the spell level + the artificer’s Intelligencemodifier.
  • Like other spellcasters, an artificer has a limited number of spell points and spell slots.
  • Their base daily allotments are given in the previous table.
  • Bonus Spell points are awarded for high Intelligence as detailed here.
  • Unlike a bard or sorcerer, an artificer may know any number of spells. They must choose and prepare their spells ahead of time by resting at a rest shrine or being in a tavern. While resting an Artificer should decide which spells to prepare.
  • Of particular Note to Players when developing an Artificer Character is that certain spells may only be obtained through the Auction House; finding a scroll or choosing it upon leveling up. The full list can be found here.
  • See also spell usefulness.

Bug:Cordovan (Contribs • Message• Email• Cordovan): If you inscribe Conjure Bolts from a scroll, you'll get the scroll version (only produces +1 bolts) instead of the Artificer spell version (produces +1 - +6 bolts based on caster level) version.source

Homunculus[edit]

An Iron Defender, Iron Defender Homunculus, or informally artificer dog, is an iron defender pet that can be summoned by any character with at least 1 Level of Artificer. They can act independently, although similar to hirelings they can be somewhat controlled by the player character.


An Iron Defender has its own 'Pet Character Sheet'. To access this, first, the pet must be summoned. This is a Feat, 'Unleash Iron Defender', that must be activated. This feat is found under the Feats tab on the character sheet, in 'Artificer Feats'. That link can be dragged and dropped to a hotbar from that location. Once summoned, the 'Pet' link in the upper-right of the Character Sheet (default c) will highlight. Clicking that link will then open the Pet Character Sheet, where you can view the pet's various stats, gear and currently selected enhancements.

Improving your Iron Defender[edit]

Your Iron Defender gains levels as you gain Artificer levels, not your total character levels. For example, a Level 12 (Warlock 10/Artificer 2) has an Iron Defender of Level 2, not Level 12.

Training[edit]

Dmg Starting Gear At Higher Levers 2

As your Iron Defender gains levels (via the character increasing Artificer Levels), it will gain Action Points that can be used to 'train' your pet. This is done at any Artificer class trainer. Currently selected enhancements can be viewed on the Pet Character Sheet, 'Enhancement' tab. If the enhancement requires activation (i.e. Trip, Bluff, Intimidate, and/or Sunder) that enhancement must be dragged/dropped to one of the slots on that page. It will then appear in the pet's command bar for use once the pet is summoned.

Gear[edit]

The minimum level for gear of your dog is equal to the sum of your Artificer levels and Epic levels. To equip gear, the Iron Defender must be summoned so as to access the Pet Character Sheet. On the bottom-left of that page are 2 gear slots - one for collars, one for docents. Drag and drop the desired item from your Inventory to the slot.

Iron Defenders can equip:

Having a Prot warrior against those sorts of specs can diffuse a lot of pressure, due to their high armor and self tankiness to physical damage, as well as peeling pressure off their partners with and.Whilst you remain a great peeling class for your teammates and being durable yourself, you do lack good single target pressure which can make it difficult to land kills. How is prot warriors dmg.

Tips[edit]

If you select a usable item (right-click, or cycle w/ q), such as a door, lever, gear or rest/resurrection shrine, then hit the 'gear' icon on the Iron Defender's command hotbar, your pet will attempt to 'use' that item. This can be handy for opening doors or pulling levers, etc.

Iron Defenders start with a Strength 15, and each Artificer level adds +1 (up to Str 34 @ Lvl 20). This gives them Str 18 @ pet Lvl 3, and Str 20 @ pet level 5, so they may be used in the above manner to open doors and turn valves that have a Strength Check higher than your character's Strength. Additionally, this Strength can be increased by +2/4 at pet level 6 and 10 via enhancements.

If you select a Soul Stone and do the same, the pet will 'pick up' that soul stone (which then disappears from view). This includes your own stone, if you have died, and/or others'. There is no limit, any number of soulstones can be carried in this manner. The pet can then be directed to follow you (or your ghost), opening doors along the way to a shrine, other party member, or any available destination. If you run into a dangerous area - a trap or enemy creatures - you can order your pet to 'Hold Ground', run through the hazard, then summon your pet to your current location. A pet cannot be ordered to 'drop' a soulstone. (Drop it! Drooop it.. drop it.. bad dog!)

See Also:

  • Drakos's excellent Unofficial Guide to Iron Defender Pets
Gear

Bugs[edit]

Minor bug: Some effects (from gear or training) don't take effect until the pet has been dismissed and recreated, for example, Vitality.

Bug: Pets and quests that are in Wilderness areas do not always interact well. If a pet is 'parked' (ordered to 'stand ground', i.e. hold position) in a quest, and that quest exits into a Wilderness area, you must order your pet to teleport to you before entering another quest or exiting the wilderness area. Failure to do so will result in losing the pet's command bar, but not being able to re-summon/revive/call the iron defender. Quickly logging out and back in will allow you to summon the pet and continue as normal. Once the pet is not parked, they should follow you as normal.


See also[edit]

Retrieved from 'https://ddowiki.com/index.php?title=Artificer&oldid=433249'
WoW Executive Producer J. Allen Brack is the New President of Blizzard Entertainment
Patch 8.1.0 PTR - Build 27985
Upcoming Azerite Armor Improvements
Originally Posted by Blizzard(Blue Tracker / Official Forums)
Thanks for all of the continued feedback and discussion around the Azerite Armor system. We’ve been following the community discussions closely, and the systems team has been focusing on making some improvements as their top priority. I’ve got some updates to share on our current thoughts, as well as some upcoming changes.
To start, here’s some of the bigger issues we’ve been seeing brought up:
  • Overall Availability: While there’s plenty of Azerite Armor in the 295-340 item level range, further sources are heavily limited and susceptible to bad luck. Even players who are doing a wide range of high-end content are still wearing at least one Item Level 340 piece, despite having replaced all their other gear several times over. Everything else about the system is basically irrelevant if you can’t get your hands on the gear in the first place.
  • Lack of Agency: When items do drop, it can feel like you’re not really given much in the way of options. You can choose whether you want this to be a Fire or a Frost piece, or a versatile one with a generic trait, but that isn’t necessarily an interesting choice. And when you look at the complete package, those choices don’t often feel like they’re having a meaningful impact on how you play your character.
  • Trait Depth: Several of the traits that are considered the “best” mathematically turn out to be some of the simplest mechanically, which reinforces the sense that the system isn’t really affecting gameplay.

We agree that those issues need to be resolved. So, here’s a few changes we’re working on:
  • We need to make Azerite Armor more available, for all types of players, through a method everyone can utilize. So we’re actually looking at Emissary rewards for that. The plan is to make Azerite Armor rewards from Emissary quests scale all the way up to 370 (based on your item level), which gives everyone a new, reliable source for appropriate gear. Further on, we’re looking at making some further improvements to the ways Emissaries reward gear, but getting more Azerite Armor in your hands is the higher priority for the immediate future.
  • When we add new Azerite Armor in what we’re calling “BfA Season 2” (starting with Siege of Zuldazar and its corresponding Mythic+ and PvP seasons), we’re going to add another outer ring to those pieces of gear that has two spec-specific trait options for each spec. This effectively means that your favorite traits will be available on a lot more items, while also opening up a lot more options across the scope of all of your Azerite pieces (and thus, we hope, create more interesting decisions).
  • We’re also going to continue to work on the individual traits themselves. We’ve done some basic tuning so far, but we’re taking the lessons we’ve learned from these first iterations forward, and Tides of Vengeance will bring new traits into the pool that reflect that. Our goal is to make the more generic traits be decent middle-of-the-road options for when you want to use a single piece for multiple situations or specs, but make sure the spec-specific options (which are generally the more interesting traits) win out in their respective environments.

Some of those changes won’t be coming until Tides of Vengeance (and you’ll see them on the PTR soon), but the overall availability of Azerite Armor is a much more pressing concern, so we’re investigating ways of hotfixing that directly into the live game. I don’t have a solid timeline on when that might be yet, but we’ll definitely have more information to share as soon as we can confirm when that can happen.
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