Relic of Time: Summon World Bosses

The Relic of Time is used to summon greater beings of Azeroth.
You can obtain Relic of Time from a new Weekly Quest offered by Nozdormu! Once obtained, gather at least 3 Heroes each with their own Relic of Time and visit an active Shrine to conjure one of Azeroth’s great beings.
Heroes can now find Shrines near World Boss spawn locations that can be used to restore the boss to a previous state in time, notably one in which they are currently alive! Summoning a World Boss requires 3 Heroes, each with their own Relic of Time, to channel on the altar.
Shrines that can currently summon a world boss are surrounded by a magical effect. Shrines become active when the previous corpse of the World Boss despawns.
This change will offer Heroes the opportunity to challenge World Bosses on their own time.

Elemental Assassin
Deal devastating damage to your enemies with empowered shocks and elementally enhanced blades. Assault your enemies with deadly combinations of backstabs and shaman shocks before unleashing Ice Shock, a new Finishing Move dealing massive frost damage and restoring energy to ensure your enemies cannot escape your killing blow.
Elemental Assassin creates new synergy between Shaman Elemental and Enhancement with Rogue Assassination and Combat, unlocking new gameplay and build options around hybrid physical melee and shock spells. Backstab empowers your shocks with massive damage, while maintaining your shocks on your target enable devastating Backstab damage, creating a unique rotation that rewards proper management and quick thinking during boss mechanics.
Your Frost Shock is transformed into Ice Shock.
Ice Shock is a finisher move dealing direct Frost damage, then additional Frost damage over 6 seconds that restores energy when dealing damage.
Your Backstab deals 15% more damage for each of your Shaman Shocks on your target and grants you Elemental Assassin.
Elemental Assassin increases the direct damage of your next Shaman Shock by 50% and increases the duration by 6 seconds. Stormstrike also deals 50% more damage and does not consume Elemental Assassin. This effect stacks up to 2 times.
Your Shaman Shocks grant you Elemental Blade for the duration of the shock, increasing your Stormstrike critical damage by 15% and your Spell damage by 20% of your Agility. You can have Earth, Fire and Ice Elemental Blade active at the same time.

Lava Sweep
Burn through packs of enemies building up to a fiery eruption, dealing single target burst with massive Pyroblasts with a devastating Lava Sweep follow-up.Lava Sweep is a heavy hitting fire hybrid focused on bringing new synergy between Enhancement, Elemental and Fire mage.
Your Lava Lash is transformed into Lava Sweep only usable with a two-handed weapon dealing 80% weapon damage to all targets in front of you increased by 50% to the main target if imbued with Flametongue.
Fire Nova increases your Spell Damage by 15% of your Attack Power for 15 seconds and dealing damage with Lava Sweep or Fire Blast adds a stack of Eruption, increasing the critical strike chance of Fireblast and Pyroblast by 5%, stacking 5 times. Once fully stacked, Pyroblast will consume all stacks and reset the cooldown of your next Lava Sweep causing it to deal 40% more damage to your target.
For 8 seconds after using Lava Sweep, Pyroblast, Fire Blast and Flame Shock gain additional scaling and restore mana based on your attack power and trigger a stack of Maelstrom Weapon.
Knight of the Eclipse
To solve the rotation issues and clunkiness, we have separated the instant cast buff into its own buff that affects both Wrath and Starfire, allowing you to generate stacks without Eclipse being active, and allowing you to spend those stacks on either spell. Additionally, when you begin a new Eclipse Phase with stacks of Lunar Knight or Solar Knight still active from the previous phase, they will be converted into stacks for your current phase. These two changes paired together will allow you to maintain rotational flow between Eclipse Cycles.
The other consistent feedback for Knight of the Eclipse was that it had a total lack of AOE. We felt like this was a great opportunity to give Starfall some love and obvious synergy and improve this Legendary’s viability in Dungeons and Mythic+.
We have introduced a new mechanic in the form of Knightfall. Your Starfall is transformed into Knightfall, a toggled ability that causes your Astral Strike to trigger 3 seconds of Starfall at 5 combo points. In keeping with the theme of being a Melee Caster, the radius has reduced to 8 yards. In order to make full use of Starfall’s damage you must maintain Astral Attunement, gained by casting Lunar/Solar Knight empowered Starfall/Wrath. This ensures the cross class interactions remain the most effective way to build when playing this Legendary.
Finally, we fixed some critical bugs that were really holding back the potential of Knight of the Eclipse. Eclipse Strike was not gaining any additional damage from spell power and Starfire was not gaining any Attack Power scaling from the Lunar Wrath. These 2 bugs combined to significantly lower the single target DPS and have been resolved.
- [New] Starfall is transformed into Knightfall. While Knightfall is active your Solar Strike will trigger 0.6 seconds of Starfall per combo point spent. This Starfall effect strikes enemies within 8 yards of you and deals significantly increased damage while you have Astral Attunement.
- Eclipse Strike now grants 50% reduced cast time of your next Wrath or Starfire as an independent buff without requiring Eclipse being active. This will allow you to gain instant casts to initiate an Eclipse Cycle with, or retain them through Eclipse changes.
- Renamed Solar Wrath to Solar Knight. Renamed Lunar Wrath to Solar Knight.
- Solar and Lunar Knight now increase the Attack Power scaling of Starfire and Wrath by 12%, increased from 9%.
- Solar and Lunar Knight stacks will now convert to the opposite cycle when changing Eclipse phases for smoother gameplay rotations.
- Solar and Lunar Knight Empowered Wrath and Starfire now grant Astral Attunement.
- Fixed an issue where Starfire was not gaining Attack Power scaling from Lunar Knight.
- Fixed an issue where Eclipse Strike was not scaling from Spell Power.
- Fixed a bug where Triggering Eclipse with Eclipse Strike could allow for triggering the same phase twice in a row.

Thunder Slam
We made minor changes to Thunder Slam to increase the single target damage potential while encouraging making use of all mechanics within the LRE. Lightning Blade will now cause the target to take 20% more damage from your Thunder Clap. This change should open up build and rotational variety while adding additional single target damage potential through the intended mechanics.
- Your Thunder Clap deals 20% more damage to targets affected by Lightning Blade.

Frozen Chaos
Frozen Chaos had a double layer of RNG which made the enchant prone to damage draughts or massive damage spikes depending on your RNG, which proved to be a little too chaotic to find the proper balance.
These changes aim to reduce the double layer of RNG which was previously present in the build, while still preserving the proc based gameplay that allowed the rotation to be dynamic. You now generate Frozen Chaos on all Frostbolt and Ice Lance crits, instead of sometimes on casts and sometimes more often on crits.
Previously, when Splintered Chaos ended it would generate a new stack of Frozen Chaos, creating unintended situations where casting
The additional stack of Frozen Chaos which had been granted when Splintered Chaos ended has been removed from the LRE, as it was being used in an unintended way. With this gone, it became clear that at lower levels of crit rating on gear, the build was largely unplayable without having to rely on more RNG in the form of Fingers of Frost. This led us to add an additional trigger for Finger's of Frost into the rotation to smooth out stack generation and accelerate the initial stack generation phase, which had been causing issues in PvP and PvE.
The buff durations on Frozen Chaos and Splintered Chaos have both been increased to add much needed quality of life to the enchant during boss mechanics and between pulls in dungeons.
Lastly, Chaos Meteor has been fixed to work with the bonus damage of Frozen Chaos and the Immolation application of Splintered Chaos, in order to make it a viable AoE option, however it will not have its cooldown be reset with the effect of Frozen Chaos.
- Your Frostbolt and Ice Lance critical hits grant you a charge of Frozen Chaos (max 3).
- Frozen Chaos increases the damage of your next Chaos Bolt by 25%, increases its Spell Power scaling and causes it to reset Chaos Bolt's active cooldown.
- Casting Conflagrate grants you Splintered Chaos, causing your Chaos Bolts to hit an additional target and apply Immolate on all targets hit. In addition, your Conflagrate triggers your Fingers of Frost (if known).
- The duration of Frozen Chaos has been increased to 45 seconds, and the duration of Splintered Chaos has been increased to 7 seconds.
- Chaos Meteor now benefits from the bonus damage of Frozen Chaos, but cannot have its cooldown reset.

Beast and Blade
Beast and Blade is the first cross class pet Legendary. Pets have proven notoriously difficult to work with, evidenced by the previous lack of pet focused Mystic Enchants and the issues that immediately manifested with Beast and Blade.
What we found was that scaling pet passives was causing an error in how these values were being stored and updated over time, creating a situation that could not be reasonably resolved. As a result, we have made design adjustments to Beast to Blade.
We have added some safeguards that will allow us to enable the enchant again while being reasonably sure we are not introducing any major problems. This will allow us additional time to gather feedback and data.
- Blade Beast now increases your pet’s damage by 5% and reduces their damage taken by 5%.
- Double Team and Beastly Follow Up can no longer trigger simultaneously.
- These changes will allow us to more safely enable Beast and Blade again while we continue gathering feedback and data.
Your combo point generating rogue abilities grant your tamed pet a stack of Blade Beast, increasing your tamed pet's damage by 5% and reducing their damage taken by 5%. Stacks up to 5.
Hemorrhage grants Blood Focus. Causing you to gain 5 energy when your tamed pet deals damage with a special attack.
Your damaging rogue finisher moves have a 20% chance per combo point to cause your tamed pet’s next 2 special attacks to deal 50% more damage. Additionally, you have a 20% chance per combo point to grant a stack of Plan of Attack. Stacks up to 3.
Dispatch consumes all stacks of Plan of Attack and grants Double Team. increasing your tamed pet's special attack damage by 80% per stack consumed for 5 seconds.
Double Team and Beastly Follow cannot trigger simultaneously.
Update to Finisher Moves
Finishing moves have existed in a weird state on Ascension. They lack the traditional build up of a finisher move and satisfying damage of a finale. This is a result of how quickly combo points are generated on Ascension. Spending 5 combo points on a Finishing Move should feel powerful. Our goal is to keep moving Finisher Moves in that direction throughout the League. This update is the first nudge in that direction.
We are specifically addressing the Ruthlessness Talent and Ruthlessness Mystic Enchants. This combination guaranteed 1 combo point every finisher, sometimes up to 4, and allowed for spamming finisher moves without the need for any combo point generation at all, greatly limiting our ability to make your new and existing finisher moves feel powerful.
To address this, we have added an internal cooldown to how often Ruthlessness can proc, lowered by the Ruthlessness Mystic Enchant. Ruthlessness will now increase the damage of your Finisher moves by 1/2/3% to ensure it remains a competitive talent pick.
The scaling bonus per combo point for finisher moves has been significantly shifted towards the 5th combo point. This change is another step in the direction of making finisher moves powerful, ensuring that building up to and executing a 5 point combo point finisher feels great.
As a direct result of these changes, we can begin removing some of the shackles Finisher Moves have been burdened with.
- The scaling power for combo points is significantly shifted towards the fifth combo point.
- Ruthlessness now increases the damage of your Finisher moves by 1/2/3%.
- Added a 9 second ICD to the Ruthlessness talent.
- The Ruthlessness Mystic Enchant now reduces the ICD by 1 second.
- Ferocious Bite scaling & base damage increased by +5%.
- Eviscerate scaling & base damage increased by +8%.
- Blood and Guts scaling & base damage increased by +8%.
- Envenom scaling & base damage increased by +8%.
- Rupture scaling & base damage increased by +10%.
- White Walker - Winds of Winter scaling increased by +12%.
- Dispatch scaling increased by 12% & base damage +8%.
- Lucifur - Charred Bite scaling increased by +15%.
- Deadly Combo: Now increases the damage of your next Execute by 20%, increased from 15%

New Epic Enchant: Natural Destruction
Natural Destruction offers new build opportunities and synergy between Nature and Fire builds.
Gaining the Nature's Grace effect also grants you a stack of Natural Destruction, allowing your next Fireball or Pyroblast critical strike to proc the Nature's Grace effect.
Natural Destruction can be stored up to 5 times, has a 30 second duration. Triggering Nature's Grace through Natural Destruction does not grant additional charges to the Natural Destruction effect.
Rare Mystic Enchants
You have new Rare and Epic Mystic Enchants to add to your builds this update that will enable enable new build variety, rotations and offer some needed power to builds lacking strong enchant options.
New: Ashen Overload
Casting Conflagrate increases your chance to proc Lightning Overload by 30% for 3 seconds. Each additional RE increases this duration by 3 seconds.
New: Desecration
Increases your damage done with Fireball and Pyroblast by 1% and increases the critical strike chance of Fireball and Pyroblast by 2% on targets affected by your Immolate.
Improved: Don’t Make Me Angry
Now also increases the damage of Starfire.
What’s Next for mystic enchants?
We will continue making daily improvements to these Legendary Enchants, so keep your eyes on the changelog and be sure to join the conversation and share your feedback in our Discord! https://discord.gg/mmo
Improving Ascension is a never ending journey. There are always more improvements we want to make than hours in the day, but tomorrow has more hours! Here’s some of what we have immediately planned for those hours:
- Dark Penance: Unlock new synergy between Discipline Priest, Demonology and Shadow casting!
- Reworking some mechanics and major improvements to Cauterizing Fire.
- Adjustments to improve the flow and rotation of Elemental Destruction.
- Exploring and creating new Epic Mystic Enchants that unlock new build opportunities and classless gameplay.
- Creating new Rare Mystic Enchants to expand your choices, especially around Legendary Enchants and cross class gameplay that is currently lacking variety in Rare Enchants.