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Quest | Objective | Tooltip |
- | No Bosses Killed | Defeat 3 more powerful foes within Uldir to increase the effectiveness of Reorigination Array. |
| Kill 1 Boss in Uldir | Defeat 2 more powerful foes within Uldir to increase the effectiveness of Reorigination Array. |
| Kill 2 Bosses in Uldir | Defeat 1 more powerful foes within Uldir to increase the effectiveness of Reorigination Array. |
| Kill 3 Bosses in Uldir | - |
| Reach Maximum Power | Disables other quest tooltips. |
This leaves
without reason, but it isn't used enough in the tooltip to know more about it. That information also matches with what raiders experienced in beta during tests.
Being empowerment flags, those quests will likely have a weekly reset, like previous quests for similar effects, like legendary acquisition. That means that you can empower your
重组阵列 once every week, by killing 3 bosses in Uldir during that lockout.
This empowerment will likely increase its power like a stacking buff because, according to spell data,
重组阵列 has a max limit of
10 stacks, meaning it will take
10 weeks until it reaches full power, if our speculation is correct.
This post is part of our Battle for Azeroth beta coverage. Make sure to check the updated version of it for accurate information Strength of the Effect
Below you can see how strong will be the buff based on which difficulty your Azerite piece is. (Numbers rounded to the closest integer)
Difficulty | Original Value | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 |
LFR | 69 | 138 | 208 | 277 | 346 | 415 | 485 | 554 | 623 | 692 |
Normal | 74 | 149 | 223 | 297 | 372 | 446 | 520 | 595 | 669 | 743 |
Heroic | 80 | 159 | 239 | 318 | 398 | 477 | 557 | 636 | 716 | 796 |
Mythic | 85 | 170 | 254 | 339 | 424 | 509 | 594 | 679 | 763 | 848 |
Since the stat squish happened recently, it is important to put them in perspective, in the tabs below it shows how much the given rating converts to each stat. Note: Mastery has a different value per class so it is not realistic to display all 36 values.
You will only receive the effect in one of your stats, which is the stat you have the most on your gear.
Edit: I had scaling numbers from earlier in beta, I've updated them to reflect the current ones.
Difficulty | Original Value | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 |
LFR | 1.02% | 2.04% | 3.05% | 4.07% | 5.09% | 6.11% | 7.13% | 8.15% | 9.16% | 10.18% |
Normal | 1.09% | 2.19% | 3.28% | 4.37% | 5.47% | 6.56% | 7.65% | 8.75% | 9.84% | 10.93% |
Heroic | 1.17% | 2.34% | 3.51% | 4.68% | 5.85% | 7.02% | 8.19% | 9.36% | 10.53% | 11.7% |
Mythic | 1.25% | 2.49% | 3.74% | 4.99% | 6.24% | 7.48% | 8.73% | 9.98% | 11.23% | 12.47% |
Difficulty | Original Value | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 |
LFR | 0.96% | 1.92% | 2.89% | 3.85% | 4.81% | 5.77% | 6.73% | 7.69% | 8.66% | 9.62% |
Normal | 1.03% | 2.06% | 3.1% | 4.13% | 5.16% | 6.19% | 7.23% | 8.26% | 9.29% | 10.32% |
Heroic | 1.1% | 2.21% | 3.31% | 4.42% | 5.52% | 6.63% | 7.73% | 8.84% | 9.94% | 11.05% |
Mythic | 1.18% | 2.36% | 3.53% | 4.71% | 5.89% | 7.07% | 8.25% | 9.42% | 10.6% | 11.78% |
Difficulty | Original Value | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 |
LFR | 0.81% | 1.63% | 2.44% | 3.26% | 4.07% | 4.89% | 5.7% | 6.52% | 7.33% | 8.15% |
Normal | 0.87% | 1.75% | 2.62% | 3.5% | 4.37% | 5.25% | 6.12% | 7% | 7.87% | 8.75% |
Heroic | 0.94% | 1.87% | 2.81% | 3.74% | 4.68% | 5.62% | 6.55% | 7.49% | 8.42% | 9.36% |
Mythic | 1% | 2% | 2.99% | 3.99% | 4.99% | 5.99% | 6.98% | 7.98% | 8.98% | 9.98% |
Difficulty | Original Value | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 |
LFR | 0.41% | 0.81% | 1.22% | 1.63% | 2.04% | 2.44% | 2.85% | 3.26% | 3.67% | 4.07% |
Normal | 0.44% | 0.87% | 1.31% | 1.75% | 2.19% | 2.62% | 3.06% | 3.5% | 3.94% | 4.37% |
Heroic | 0.47% | 0.94% | 1.4% | 1.87% | 2.34% | 2.81% | 3.28% | 3.74% | 4.21% | 4.68% |
Mythic | 0.5% | 1% | 1.5% | 2% | 2.49% | 2.99% | 3.49% | 3.99% | 4.49% | 4.99% |
Purpose
The idea behind this whole system is likely to have an organic nerf to Uldir as time goes by. Assuming the whole effect is already in place when Uldir launches and not time gated, it shouldn't affect the world first race, however, it could impact on the
Hall of Fame race, especially if the inequalities from Antorus still appear during Uldir.
TL;DR
- Azerite Armor from Uldir have a zone trait that, if selected, enables 重组阵列 inside Uldir.
- 重组阵列 scales with item level, likely from the highest azerite piece with a trait.
- 重组阵列 buff is a permanent increase to your highest stat while inside Uldir
- Every week, there is a hidden quest to kill 3 bosses in Uldir that increases the effect of 重组阵列, up to 10 times.
This post is part of our Battle for Azeroth beta coverage. Make sure to check the updated version of it for accurate information Further Speculation, Questions, and Concerns
It is important to highlight that this post is an educated guess at best, based on data collected from beta, spell data, and previous systems from the game. As mentioned above, the system could be time-gated to only enter in effect later on, maybe after the final LFR wing open, or when the first LFR wing and Mythic Uldir open, since then every raiding player would have access to the zone.
The system could, as well, be different, maybe the power from the power isn't based on your gear but in some other value, maybe your average item level? There are many possibilities.
There are a couple concerns with a buff system like this, however. The first one comes from the fact that you
can not trade Azerite Armor, which can have unknown drawbacks, can you progress the effect without having the buff active? Is there a catch-up mechanism? If you obtain a higher difficulty piece, will you need to restart the grind to 10 stacks or will you keep your progress? Do Mythic pieces require 3 Mythic boss kills to empower? Those questions likely won't be able to be answered until Uldir launches.
Another concern is that assuming you're required to wear an Uldir Azerite Armor piece to gain the effect, that effectively locks one of your three Azerite slots to one available within Uldir, so even if you get item level 385 items from your Mythic+ Cache, you will still need to use one acquired from raids to gain the buff, going against the philosophy of freedom when picking your Azerite Armor.
Finally, there is the feeling of the trait. Which will affect characters receiving the haste buff or crit if they rely on it for procs, like Fire mages. Inside Uldir, assuming Heroic with 10 weeks, you will have an extra 14% haste or 13% crit, which is amazing. While you're inside of the zone. Outside, doing World Quests or Mythic+ dungeons, you won't have this benefit, which can shape completely different playstyles.
On another hand, this effect can also help those classes that have completely different rotation feelings with increased secondaries, allowing them to flourish earlier in the expansion, as it usually happens in the end, without compromising the stat scaling like happened in Legion.
So what do you think about this possible organic nerf and change of pace in Uldir? Will we maybe see a different mechanic like this in every tier?
This post is part of our Battle for Azeroth beta coverage. Make sure to check the updated version of it for accurate information