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One-Shot New Explosives in Mythic+ - Explosive Affix Massively Nerfed in Shadowlands Pre-Patch
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Geposted
20.10.2020 um 04:54
von
Squishei
The Shadowlands Pre-Patch has brought some changes to the Explosive Affix in Mythic+, making Explosive health no longer scale with key level. That's not all, as the health pool of Explosive has been massively reduced, allowing basically any instance of damage to one shot the Explosive!
This next week's Mythic+ affixes on live servers should include
, so you can test out the new
after the Weekly Reset!
Explosive Changes in the Shadowlands Pre-Patch
Explosive received quite a few changes in the Shadowlands Pre-Patch, as noted in the
9.0.1 Patch Notes
.
Blizzard
Explosive
Explosive Orbs now spawn 4 to 8 yards from the unit that summoned them (was 3 yards).
Explosive Orb health has been reduced and no longer scales with keystone level.
Explosive Orbs now have a sound effect when defeated.
The biggest change for most players will be the Explosive Orb health reduction and the fact that its health will no longer scale with Key level. If you've done a high Mythic+ key with Explosive, you know that as the key level increases, you start needing to put more and more into Explosives making them more and more of a priority and more of a DPS loss. On top of that, many casters, especially DoT classes, had issues putting out the burst damage required on the Explosives leading it to be by a job mostly accomplished by melee specs.
In addition, since Explosive can spawn on boss adds, there has been and will continue to be boss fights where the difficulty of Explosive becomes much more difficult due to Explosives spawning from adds. Some examples from Battle for Azeroth include:
Raal der Unersättliche
in Waycrest Manor
Avatar von Sethraliss
in Temple of Sethraliss
Vol'zith der Flüsterer
in Shrine of the Storm
Vol'kaal
in Atal'dazar
With the changes in the Shadowlands Pre-Patch, the Explosive affix will become much easier as the health of Explosive has been massively reduced. You really only need to brief look at them funny and they'll die with current tuning.
Current Health of Explosive in the Shadowlands Pre-Patch
From our testing, current health of Explosive in the Shadowlands Pre-Patch at level 50 is
97
at any key level. Yes, a low low ninety-seven, no matter what the key level is.
If you're relatively well geared in the Pre-Patch, you can pretty much use any ability (including Auto Attacks) any they should one-shot the Explosive. If it doesn't one shot the Explosive, it'll likely two shot the Explosive. It's really really hard to think of an ability that doesn't one-shot that Explosive.
Due to the massively reduced health pool, any class with a spammable instant cast spell will be able to handle Explosive well. Even casters who haven't faired as well in the past can now help significantly with Explosive!
Druid:
Mondfeuer
Frost Mage:
Eislanze
Priest:
Schattenwort: Schmerz
Shaman:
Frostschock
Warlock: Single tick of
Verderbnis
(Gets Instant damage in Shadowlands)
Most melee abilities that can be used at a range such as
Gleve werfen
or
Heldenhafter Wurf
will also one shot Explosive.
Melee specs can pretty much use any ability on the Explosive, even a single auto attack from most classes will kill an Explosive!
You won't be using multiple globals into the same Explosive anymore and the
affix is now way more of a team effort as
everyone
is able to contribute! Whether it's a boss with adds that make Explosive spawn at range, or a large number of Explosive spawn in melee, everyone will have abilities that can help cull the number of Explosives whether it's at range or in melee.
Conclusion and Thoughts
This change to Explosives is awesome! Each Explosive will only need one global from any player and the lowered health pool allows the use of low damage spammable abilities. Before, many casters knew how dangerous it was to let an Explosive detonate, but hard casting on an Explosive and then it dying mid cast also felt bad. Now you'll feel less bad as you only need to use an instant cast ability.
Explosive is now something that you'll have to deal with as a group, and it will no longer feel like you're playing whack-a-mole with Explosive and doing the dungeon as a side effect. Now you'll be doing a dungeon with some extra priority mobs that you'll need to target occasionally.
Lastly, Explosive is no longer only a melee-oriented job and the responsibility will be on everyone to deal with as everyone has tools to contribute. The punishment for failing an Explosive is still 40% of your maximum health from
Explosion
and can still be line-of-sighted or out ranged (60 yards). However, Explosive will become less of a burden and hopefully a less hated affix with this change with how much their health was reduced.
What do you think of this Explosive change? Let us know in the comments below.
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