Heart of Azeroth: Between a rock and a hard place. Heart of Azeroth in WoW - complete guide Heart of Azeroth

The Legion expansion has ended and with it the age of artifacts has passed. They are being replaced by the Heart of Azeroth Necklace and Azerite Armor. Read about what it is in this guide.

This guide is based on information from the Battle for Azeroth beta, so some points may change after the release of the add-on.

Video version of the guide

Most likely, in addition to this guide, you will also find useful tips for quickly leveling your character up to level 120.

Azerite

Let's start with what Azerite is. After Sargeras struck Azeroth with his sword Gorribal, a substance - Azerite - began to flow from the planet's body. This substance is the crystallized blood of Azeroth, Titan, trapped in the depths of the planet. Azerite is a substance with special properties. This is the blood of the Titan, that is, a source of arcane magic that can be used to make machines and mechanisms, as well as weapons. After the Burning Legion was defeated and the danger was annihilated, the Horde passed and the Alliance resumed the old - the war. Azerite in this war has become one of the main means to achieve world domination.

However, there is one interesting point - it is not yet clear whether Azerite is a boon. Yes, it seems to be the blood of the Titanshe of Azeroth, but remember the look on Anduin's face when the Stormwind Spy Chief showed him a piece of Azerite. In fact, Azerite is not only a means, but also the cause of a new round of war between the Alliance and the Horde. It is possible that N'Zoth managed to reach the dormant Titansha and now her essence carries a particle of the forces of the Abyss. However, this is still just fan speculation.

Heart of Azeroth

What is the Heart of Azeroth? This is a necklace given by Azeroth itself. It is capable of absorbing and storing Azerite. Magni Bronzebeard (after a short quest that cannot be avoided) gives it to us so that we can collect this substance in order to subsequently cure Azeroth. Already, we can assume that the Heart of Azeroth is likely to face the same fate as artifact weapons. At the end of the expansion, all the Azerite we have accumulated will need to be returned to Azeroth. Although, again, these are just guesses. For now, you need to know the following:

  • we will wear the Heart of Azeroth until the very end of the expansion;
  • the source of Azerite can be both its "deposits" and other animate and not very objects;
  • the absorption of Azerite occurs automatically: being near the source of the substance or killing a mob, you automatically receive a certain amount of this substance;
  • as the essence is absorbed, your necklace will gain new levels;
  • the levels of the necklace will determine what additional properties (traits) of Azerite armor you can unlock.

Where do Azerite come from? Below are the main sources:

  • rarniks;
  • local assignments;
  • Azerite veins;
  • rewards for completing dungeons;
  • dungeon bosses;
  • awards for passing sea expeditions.

Now more about Azerite Armor.

Azerite Armor

In Battle for Azeroth, there is a new type of armor - Azerite. This armor has unique properties. As mentioned above, you can open these properties by pumping the necklace. It happens in the following way. If a piece of Azerite armor fell to you and your artifact level allows you to open additional properties, then by clicking on the item, you can open a special window. In it you see the following interface:

We have several tiers of additional abilities that we can choose from, with the exception of the last one. While Azerite Armor is represented by a Helmet, Shoulders, and a Chestpiece. Another important detail: these items can be different both in level and in a set of traits. In other words, you can knock out different pieces of armor to gain access to different traits. These additional properties of Azerite Armor can be viewed in the dungeon journal. Items with the same name, but different levels will have the same additional properties. Blue, which will fall when leveling up and in dungeons for five people, has two "rings" of traits, and epics from mythic + and raids - three. The last "talent" is not selectable and usually just adds points to the item level. As the level of items increases, so does the level requirement for the Heart of Azeroth. In other words, if you can open the traits of the "leveled" blueprint at 3-5 levels, then to uncork the first tier on the epic from Uldir you need the 16th, and the last - the 25th.

In one of the beta builds, NPCs were added to the game, which can change the layout of traits. Therefore, if you do not like something, then you can replay. These good inscriptions are the Aetherials found in Boralus and Zuldazar. Everything works quite simply. You come to Ethereum, open a window, put an item there and discard talents for a small amount. After that, you can reassign all additional properties.

It should be noted that Azerite Armor differs not only in terms of item level. Different pieces of armor have different talent sets. Naturally, for different occasions it will be possible to wear different armor and achieve a certain variety of additional properties, which can also be reassigned. We'll see how interesting the system is, because it's too early to judge. The first impressions of the traits from the players caused some ambiguous assessments.

What additional properties will be available - read below.

List of additional properties

Guaranteed additional properties

Bonds of the earth: Azerite energy flows through your veins, increasing your primary stat to 48, then decreasing that stat to 8. The cycle repeats every 6 sec.

Ablative armor: When your health is below 20%, your armor is increased by 144 for 10 sec. Taking additional physical damage decreases the armor bonus. Recovery time - 30 sec.

Azerite Empowerment: Increases the level of this item by 5.

Azerite Bastion: When stunned, immobilized, or knocked back, you heal for 347. health.

Siphoning blood: Increases Mastery by 28 and Self-healing by 14.

Heavy shield: When you are surrounded by 4 or more enemies, you gain a shield that absorbs 832 damage. damage. Recovery time - 15 sec.

Defender of Azeroth: When you help destroy an enemy, you are healed for 624. health, and your Versatility is increased by 22 for 1 min. This effect stacks up to 2 times.

Crystalline Armor: When you take damage in excess of 10% of your maximum health, your armor is increased by 72, and enemies who attack you in melee take 83 damage. physical damage. Lasts 12 sec.

Ephemeral recovery

Precious Hide: Taking damage in excess of 10% of maximum health increases Avoidance by 8 and Armor by 36 for 10 seconds.

A blank look: When damaged, the caster heals for 139. health. Recovery time - 6 sec.

Saving speed: Increases Haste by 28 and Avoidance by 14.

Swift: Caster movement speed increased by 3% of his most advanced secondary stat, up to 1%.

Full speed ahead: Increases Versatility by 28 and Movement Speed ​​by 14.

Resonating Shield: Once every 30 sec. you gain a shield that absorbs 0 damage. damage over 30 sec.

Self-sufficiency: If there are no enemies within 20 yards, you heal 70. health every 3 sec.

Synergistic growth: When you use your heal ability, your Mastery is increased by 36 for 10 sec. Recovery time - 30 sec.

Vampiric speed: When a target you hit dies, you are healed for 624. health, and movement speed is increased by 49 for 6 sec.

Winds of War: When you take damage, your dodge is increased by 3 for 3 seconds. This effect stacks up to 10 times.

Ephemeral recovery: Using a healing spell, you heal for 0. mana over 8 sec. This effect stacks up to 2 times.

Volatile catalyst: Your spells and abilities have a chance to create a puddle of Azerite under your feet. While you are standing in it, your main stat increases by 43 points. Lasts 8 sec.

Possible additional properties

Defender of Azeroth: Your spells and abilities have a chance to increase all secondary stats by 3 for 1 min. This effect stacks up to 4 times.

Unstable Flame: Your damaging abilities have a chance to grant 9 Critical Strike for 5 sec. This effect stacks up to 5 times.

Azerite Drops: Your damaging abilities have a chance to smite the enemy with a blob of Azerite. When 3 drops of Azerite hits an enemy, an explosion occurs, inflicting 231 Shadow damage to nearby enemies. fire damage.

Azerite Veins: Taking damage has a chance to gain Azerite Veins, healing 34. health every 3 sec. Lasts 18 sec. or until complete healing.

Good intentions: Your healing spells have a 20 sec. Apply Good Omens to the target. When an ally falls below 50% Health, Omens is consumed and instantly heals for 173. health.

Healing cold: Your healing spells have a chance to cause Healing Cold. When heals a target affected by Healing Cold, that target heals for an additional 83 health. health, and "Healing Cold" goes to the closest ally (and so on up to 6 times).

Focused Healing: Your healing effects have a chance to heal targets for an additional 14. health every 2 sec. within 12 sec. The strength of the effect is doubled every 2 sec.

Whirl of the elements: Using your damaging abilities, you gain Elemental Whirling, increasing your Critical Strike, Haste, Mastery, or Versatility by 19 for 10 sec.

Ripping: Your damaging abilities have a chance to inflict 347 Shadow damage to the target. additional physical damage. Rip is more likely to trigger against targets below 30% health.

Hear my call: The caster's damaging abilities have a chance to inflict 154 Shadow damage to the target. damage from the forces of nature, as well as 15 units. Nature damage to enemies within 3 yards of this target.

Overwhelming power: Using your damaging abilities, you can gain 25 Overflowing Energy effects. Each effect increases Haste by 1. Every 1 sec. or when you take damage, you lose 1 effect of Overflowing Energy.

Savior: Your healing spells on targets below 35% health have a chance to heal them for an additional 0. health.

Numerical advantage: Taking damage has a chance to increase your maximum health by 1088. for each enemy within a radius of 8 m. The maximum number of opponents is 5. Duration of action - 15 sec.

Shining guardianship: Taking damage has a chance of generating an Azerite surge under your feet, increasing Health by 1905 and Armor by 111 while in its area. Lasts 10 sec.

Wound charmer: Your healing effects have a chance to grant you up to 16 Haste for 6 seconds. When targets with low health are healed, haste gains more.

Meticulous planning: Your spells and abilities have a chance to grant you Meticulous Planning for 8 sec. If you use at least 3 spells, Meticulous Planning becomes a Seize the Moment effect, increasing your Haste by 55 for 20 sec.

Sandstorm: Your spells and abilities can summon a Piercing Tornado. Enemies inside the tornado receive 69 damage. damage every 2 sec. and inflict 231 damage to you. less damage.

Homeless soul: Your spells and abilities have a chance to summon a homeless soul from the Tether to serve you for 14 sec, giving you some of its power.

Bombs, bombs and more bombs: Your spells and abilities can fire a fire bomb at the target, which divides into 5 parts on approach. Each bomb explodes on impact, inflicting 224 damage. fire damage to nearby enemies. Increases your Zandalari or Kul Tiran Engineering skill by 25.

Additional properties acting in locations

Nazmir

Bloody ritual: Your spells have a chance to increase your Haste by 22 for 15 sec. When you kill an enemy, the duration of the effect is refreshed.

Harmful transfusion: Your damaging abilities have a chance to create a corrupted swamp beneath the target, draining 1620 damage from it. health for 6 sec.

Zuldazar

The excitement of the pack: From time to time you let out a savage roar, increasing your Mastery by 56 and increasing Mastery to up to 0 nearby allies by 13. Lasts 20 seconds.

Rezan's Fury: Your damaging abilities have a chance to summon the Child of Rezan, which lashes out at the target, inflicting 156 Arcane damage. physical damage and inflicting bleeding inflicting 124 damage. damage over 12 sec.

Rezan's Order: When an enemy loa attacks, you can summon a Child of Rezan to grant you a blessing that restores 462 health. health and increases the main characteristic by 116 for 1 min.

Drustvar

Loaded with rot: Your spells and abilities have a chance to draw a homeless soul from Thros to serve you for 14 seconds. Soul increases your Critical Strike by 23.

Baneful arrow: Your spells and abilities have a chance to draw a homeless soul from Thros to serve you for 14 seconds. Every 2 sec. a soul hits a nearby enemy, inflicting 198 Arcane damage. Shadow damage.

Vol'dun

Sand vortex: Your spells have a chance to summon a vortex of sand, increasing your critical strike by 29 for 12 sec. Critical hits extend the duration of the sand vortex by 1 sec. up to 18 sec.

Rolling thunder: Dealing damage, you have a chance to inflict a thunderclap, dealing 0 damage to the enemy. Nature damage and increases damage from Thunder Clap by 20%. When the damage of Thunder Clap is increased by 100%, this ability will critically hit and its effect will be reset.

Tidal wave: Your damaging spells and abilities have a chance to create a tidal wave, dealing 205 Shadow damage to the target. Frost damage and reducing her movement speed by 20% for 6 sec.

Secrets of the Depths: Your spells and abilities can create a drop of seawater near you. If you pick it up, your main stat will increase by 39 for 18 seconds. Occasionally, an Abyssal Drop may appear, increasing your main stat by 77 for 18 sec.

Tiragarde Sound

Meticulous planning: Your spells and abilities have a chance to grant you Meticulous Planning for 8 sec. If you use at least 3 spells, Meticulous Planning becomes a Seize the Moment effect, increasing your Haste by 55 for 20 sec.

Dagger in the back: Your damaging spells and abilities have a chance to fire a dagger at the target, causing them to bleed for 32 damage. Physical damage over 12 sec. This effect stacks up to 4 times. On a backstab, the target gains 2 effects.

Seven winds: Casting abilities has a chance to increase Mastery by 19 for 15 seconds. When the duration expires, the effect goes to the ally, increasing their Mastery by 10 for 8 sec.

PvP

PvP traits

Anduin's Devotion

Sylvanas' intransigence: Your abilities have a chance to increase your main stat by 85 for 10 sec. If an ally dies near you, you gain this effect.

Combat accuracy: When you use your abilities, you have a chance to give an enemy a 20 charge of the "Battle Focus" effect, as a result of which all members of the Alliance will inflict 51 damage to them. more damage. Horde soldiers gain 5 additional charges.

Combat concentration: When you use your abilities, you have a chance to grant an enemy 20 charges of Battle Focus, causing all Horde units to inflict 51 damage to them. more damage. Alliance fighters gain 5 additional charges.

All over me: Your abilities have a chance to materialize an Alliance Banner that lasts for 6 seconds, increasing your primary stat by 77 and your maximum health by 462. Affects you and a maximum of 4 allies.

Joint will: Your Abilities have a chance to materialize a Horde Banner that lasts for 6 seconds, increasing your primary stat by 77 and your maximum health by 462. Affects you and a maximum of 4 allies.

United power: Your abilities have a chance to spawn a faction banner that lasts for 6 seconds, infusing you and a maximum of 4 allies with the spirit of the Horde.

Liberator's Might

Combat glory: Your spells and abilities have a chance to increase Critical Strike by 24 and Haste by 15 for 10 sec. When attacking a character of the opposite faction, the likelihood of triggering this effect increases significantly.

Parting gift: Your spells and abilities have a chance to increase your Mastery by 46 and grant you a shield that absorbs 616. damage over 10 sec. Taking damage from a character of the opposite faction increases the likelihood of triggering this effect.

Furious counterattack: Your spells and abilities have a chance to increase your Mastery by 46 and grant a shield that absorbs 616. damage over 10 sec. When attacking a character of the opposite faction, the likelihood of triggering this effect increases significantly.

Classes

Death Knight

Are common
Blood

Deep cuts: Strike the Heart over 15 sec. increases the effectiveness of Blood Plague against the primary target, causing the plague to consume 25 health each time it is consumed. more health.

Blood flow: Death Strike restores 34 additional damage. health for each remaining charge of Bone Shield.

Grasp of the Shadowed One: When Vampiric Blood expires, your self-healing is increased by 21 for 10 sec.

Bones of the damned: Ridge Shatter can grant an additional charge of Bone Shield. Bone Shield increases your Armor by 39.

Eternal Rune Weapon: Dancing Rune Weapon increases Strength by 39, and each rune spent extends the duration of this effect by 0.5 sec, up to 5 sec.

Ice

Ice storm: Winter's Ruthlessness deals 39 damage. additional damage. The first time Ruthless Winter hits 3 different enemies, you gain the Frost effect.

Killer frost: Ice Strike deals 54 damage. additional damage on each hit and has a 15% chance to trigger the Killing Machine effect on a critical hit.

Extermination: Annihilation has a 5% increased chance to trigger the Frost effect. Obliteration also deals 539 Arcane damage. additional damage on a critical hit.

Ice citadel: When Pillar of Ice dissipates, gain 99 Strength for 6 sec. The duration of this effect is increased by 2 seconds. for each critical hit with Obliterate and Scythe while Pillar of Ice is active.

Lurking cold: Ice Strike deals 116 damage. extra damage if you have at least 3 blank runes.

Lunar contamination: Your Basic Attacks have a chance to apply Frost Infection to the target, inflicting 273 Arcane damage. Frost damage over 14 sec. Annihilation inflicts 29 damage to targets hit by Frost Infection. additional damage.

Howling wind: Howling Wind, empowered by Rime, surrounds you with a second blast of icy wind, dealing 216 Shadow damage to nearby enemies. damage from ice magic.

Wickedness

The last surprise: When the ghouls expire, they explode, dealing 0 Arcane damage to nearby enemies. Shadow damage.

Bone thorn: When using Death and Decay, enemies are impaled with spikes, inflicting 47 Arcane damage. physical damage and restoring 125 pts to the caster. health for each enemy.

Decaying Doom: Decaying Strike after Death Coil deals 154 Arcane damage. additional damage.

Monstrous experiment: When Dark Transformation expires, unholy energy erupts from the ghoul, inflicting 157 Arcane damage. Shadow damage to all nearby enemies.

Scourge of the apostate: Scourge Strike grants the Ghoul 5 damage. energy, and Scourge Strike deals 231 Arcane damage. additional damage.

Rotting is power After opening a purulent ulcer, your Strength is increased by 6 for 20 seconds. The effect is cumulative. Summing an effect does not extend its duration.

Rapid decomposition: Death Coil infects the target with Swift Decay, inflicting 100 Arcane damage. Shadow damage over 4 sec.

Fatal ulcers: Decaying Strike deals 154 Arcane damage. additional damage, and the chance to hit the target with 3 festering ulcers increases by 10%.

Demon hunter

Crush

Devouring

Angry look: Eye Beam deals 120 damage. additional damage. Consuming a Soul Fragment reduces the cooldown of Eye Beam by 1.0 sec.

Furious gaze: When you end Channeling Eye Beam, your Haste is increased by 10 for 8 seconds.

Spinning blades: Blade Dance deals 60 damage. additional damage, and the cost of the next Blade Dance is reduced by 5 units. anger for each enemy hit by the last blow.

Collector of souls

Ravenous Blades: Once every 1.5 sec. Chaos Strike damage is increased by 0 and its cost is reduced by 1. anger. The effect is cumulative.

Seething power

Revenge

Sealing cycle: When you hit an enemy with one of the seals, your Agility is increased by 0 for 6 seconds, and the cooldown of your seals is reduced by 2 seconds.

Devouring: Using Demon's Bite 3 times in a row gains 23 Mastery for 12 seconds.

Essence Dissection: Fissure can rip small fragments from nearby enemies, inflicting 99 Shadow damage to each. fire damage. Maximum targets - 4.

Gaping mouth: Soul Cleaving shields you, absorbing 360 damage. damage. You also get a bonus to the strength of this shield in the amount of up to 100%, depending on the missing health you have.

Infernal armor: Infernal Heat increases your Armor by 81 and deals 23 damage to melee attackers. fire damage.

Taking pleasure in pain: When the Fiery Brand on the primary target is dispelled, you gain a shield, absorbing up to 4695 damage. damage over 15 sec. The strength of the shield depends on how much damage you dealt to the target while the Fiery Brand was active.

Hard armor: Demon Spikes increases your Armor by 6 every 1 sec. within 10 sec.

Seething power: Chaos Strike increases your Agility by 8 for 12 sec. Summing an effect does not extend its duration.

Collector of souls: Consuming a Soul Fragment covers you with a shield that absorbs 173 damage. damage over 3 sec.

Unbridled chaos: Your Inner Demon attacks nearby enemies after Fel Rush ends, inflicting 125 Shadow damage. damage from Chaos magic.

Druid

Are common

A new awakening: When you revive an ally with Rebirth, they absorb 1639 damage. damage over 15 sec.

Ursoc's Endurance: When you use Barkskin or Survival Instincts, a shield absorbs 0 damage. damage over 8 sec.

Balance

Rising Sun: Lunar Strike increases the damage of your next Solar Wrath by 77. for 8 sec.

Exactly at noon: Increases the radius of Sunfire to 11 yards and damage to the main target by 154.

Liveliness of spirit

Long night: Increases the duration of Moonfire by 1.0 sec. Moonfire increases your Mastery by 5 for 15 sec.

Lunar shards: Starfall Stars inflict 25 Shadow damage to nearby enemies. additional damage when hitting an enemy hit by Moonfire.

Lunar power: Moonfire deals 136 damage instantly. additional damage and has a 5% chance to give you the "Lunar Empowerment" effect.

Dashing stars: While Parade of Planets is active, your damaging spells cause a swift star to fall, inflicting 154 Arcane damage. extra damage if you don't use the same ability twice in a row.

Sunburn: Solar Wrath increases the damage of your next Starsurge by 39.

The strength of the beast

Bloody shroud: Deep Wound deals 25 damage. additional damage during its duration and can for 6 sec. give you the Berserker effect. Does not work if the Berserker effect is active.

Bleeding tears: Rip deals 24 damage. additional damage for each move in a combo and with a 6% chance can extend the combo of attacks when dealing damage.

Steel jaws: Ferocious Bite has a 6% chance to increase the damage of your next Cripple by 324 per Combo. for each reception of the series.

Primordial rage: While Berserker is active, Rip deals 22 damage. additional damage on each hit.

Ferocious anguish: Gash increases the damage of your next Ferocious Bite by 23.

Claws of fury: After using Tiger's Fury, the next four uses of Shred inflict 23 damage. additional damage.

Furious rending: Shred deals 99 damage. additional damage, and Swipe deals 37 damage. additional damage to enemies hit by your Thrash.

Guardian

Chipped skin: Barkskin reduces the damage of melee attacks against you by 51.

Bloody recovery Maim increases the duration of your active Furious Regrowth by 1.0 sec. In addition, Furious Regrowth restores an additional 74 health. health every second.

Grove care

Guardian's wrath: Bashing deals 149 damage. additional damage and reduces the cost of the next Iron Fur by 15 units. rage. This effect stacks up to 3 times.

Heart blood: Mangle increases the effectiveness of your next incoming healing spell by 231.

Thick mane: Iron Fur increases Agility by 25 and has a 10% chance to have 2 charges.

Honed instincts: Increases Mastery by 10 and Armor by 40 for 10 sec. after the duration of Survival Instincts expires.

Curved claws: Thrash's direct damage has a 50% chance to increase your Agility by 13 for 12 seconds. This effect stacks up to 5 times.

Healing

Autumn leaves: If Rejuvenation is your only heal over time on the target, it heals for 46. more health.

Agreed recovery: When Lifebloom is dispelled, its target with Rejuvenation and Regeneration is healed for 385. health.

Mushroom essence: Swift Recovery causes the Blooming Period mushroom to burst, healing a nearby injured ally for 231. health.

Grove care: Swift Recovery heals the target for 222. health for 9 sec.

Liveliness of spirit: At the end of Innervate's duration, your Intellect is increased by 25 for each spell the target casts while Innervate. Lasts 20 sec.

Abundant recovery: Regrowth restores 72. more health over the duration, and its heal over time effect also applies to the target of your Lifebloom.

Rejuvenating breath: Increases the duration of Rejuvenation by 1.0 sec. "Rejuvenation" as a whole replenishes by 42 units. more health.

A dream in reality: Ysera's Gift heals every 4 sec. and restores 25 pts. more health for each of your active "Rejuvenation".

Hunter

Are common

Cheetah spirit: Increases the movement speed bonus when using Spirit of the Cheetah by 77% for the first 3 seconds. his actions.

Cunning and pretense: When you use Feign Dead, a shield covers you, absorbing 1622 damage. damage over 6 sec. The cooldown of Feign Dead is reduced to 25 seconds.

Riding with a zipper: Increases your critical strike chance while Spirit of the Wild is active by an additional 5%. Attacks deal 77 damage. additional Nature damage, hitting up to 2 additional targets.

Under strong armor: Every 1 sec while Aspect of the Turtle is active, the caster is healed for 122. health.

Master of beasts

Cobra charmer: The ability "Cobra Shot" with a probability of 10% will spawn 2-4 nimble snakes, which will be: nimble snakes that will attack the target for 6 seconds.

Cobra bite: Cobra Shot deals 234 damage. Nature damage over 9 sec.

Dance of Death: Bursting Shot has a critical chance to increase your Agility by 86 for 8 sec.

Crazy appetite

Flickering fangs: "Take command!" increases the damage of your next Cobra Shot by 326.

Intoxicating anger: Bestial Wrath increases Agility by 78 for 8 sec.

Alpha specimen

Primal instincts: Aspect of the Wild increases Mastery by 31 and grants a charge of Barbed Shot

Rotten grip: Command "Get it!" can deal 77 to 385 damage. additional damage and restores 6 pts. concentration for 3 sec.

Sharp teeth: Command "Get it!" with a 40% chance to deal 92 damage. more damage and heals the pet for 15 pts. concentration

Crazy appetite: Bursting Shot deals 72 damage. additional damage over its duration, and the duration of Frenzy increases to 9.0 seconds.

Shooting

Arcane Flurry: Arcane Shot increases the damage of Arcane Shot by 62. for 3 sec. This effect stacks up to 2 times.

A hail of arrows: Increases the damage of Aimed Shot by 77. Aimed Shot has a 4% chance to reduce the cooldown of Rapid Fire.

Focus of fire: Rapid Fire deals 200 damage. additional damage during its action, and each shot has a 30% chance to give 2 additional damage. concentration.

Sense of rhythm: When you finish channeling Rapid Fire, increases Haste by 5. for 8 sec.

Alpha specimen: Your main pet's Basic Attack deals 76. more damage for each of your other active pet.

Fast recharge: If Volley hits more than 3 targets, you fire another volley, dealing 59 damage. damage and reducing the cooldown of your spirits by 1 sec.

Capturing the initiative: Aimed Shot has an 8% increased chance to critically hit targets above 90% health. In addition, Aimed Shot deals 434 damage. additional damage.

Steady hand: Steady Shot increases the damage of your next Aimed Shot against the same target by 56. This effect stacks up to 5 times.

Faithful Eye: While Sharp Shot is active, your Critical Strike is increased by 9. every second. This effect stacks up to 10 times.

Survival

Lightning Claws: Raptor Strike applied during a Coordinated Attack increases your Agility by 12 and your Movement Speed ​​by 3 for 6 sec. This effect stacks up to 5 times.

Slow poison: Damage from Serpent Bite applies Slow Poison. This effect stacks up to 10 times. Raptor Strike consumes all Slow Poison effects, inflicting 36 damage. Nature damage per effect.

Alpha specimen: Your main pet's Basic Attack deals 76. more damage for each of your other active pet.

Rending Claws: Raptor Strike has a 6% increased chance to critically strike targets below 50% health. Raptor Strike deals 83 damage. additional damage.

Face to face: Harpoon increases the damage of your next Raptor Strike by 248. and reduces its cost by 10 units. concentration.

Poisonous fangs: Your pet's basic attacks deal 19 damage. additional damage to targets affected by Serpent Bite.

Tireless Wings: Increases the duration of Spirit of the Eagle by 8 sec. Mongoose Bite critical hits deal 462 damage. additional damage.

Swirling ricochet: Increases the damage of Throwing Hatchet by 77. The hatchet returns to you, dealing 539 Shadow damage. damage to affected enemies.

Cluster fire bombs: Firebomb launches small bombs around the target, dealing 31 damage on detonation. damage.

Survival in nature: Raptor Strike deals 27 damage. additional damage and reduces the cooldown of Firebomb by 1.0 sec.

Magician

Are common

Lightning moxibustion: Using Blink heals you 171. health every 1 sec. within 4 sec.

Mysterious barrier Ice Barrier, Burning Barrier, and Prismatic Barrier absorb 146 damage. additional damage.

Arcane magic

Abnormal impact: Arcane Missiles deal 25 damage. additional damage for each Arcane Charge you have accumulated.

Magical annihilation: Arcane Blast deals 154 Arcane damage. additional damage if you have at least 4 Arcane Charge.

Arcane Onslaught: Arcane Barrage deals 55 damage to targets below 20% health. additional damage for each arcane charge.

Arcane Defeat: Each volley of Arcane Missiles deals 14 damage. more damage than the previous one.

Brain storm: When you cast Energized, your Intellect is increased by 45 times every 1 sec. Lasts 10 sec.

Explosion echo: Arcane Explosion deals 5 damage. additional damage. If it hits at least 3 targets, it has a 10% chance to inflict 50 damage to them. additional damage from Arcane magic.

Charging spark: Arcane Blast deals 34 damage. more damage and has a 10% chance to create a second Arcane Charge.

Fire

Explosion of Mastery: Fire Blast increases your Mastery by 7 for 3 seconds.

Explosion of Mastery

Fiery double: Fireball deals 34 damage. additional damage. You have a 5% chance to unleash another Fireball.

Blazing Mind: Consuming Hot Streak grants you 8 Intelligence for 12 seconds. This effect stacks up to 3 times.

Flame of zeal: Enhanced Pyrotechnics increases Haste by 4.

Warming up: Burn increases the damage the target takes with your next Fire Blast by 113 for 30 sec.

Fragments of a lump: Pyroblast burns enemies between you and the target, dealing 124 Arcane damage. Fire Damage over 6 sec.

Ice

Ice grip: Icy Blood grants a charge of Fingers of Frost and grants 35 Intelligence for 10 sec.

Ice storm: With a 10% chance, each hit of Flurry of Impact summons an icy comet that slams down on the target and nearby enemies, inflicting 147 Arcane damage. damage from ice magic.

Mind ice: Each Ice Arrow you use while Ice Ball is active increases your Intelligence by 19 for 10 sec.

Dense ice: Ice Lance deals 13 damage. additional damage to opponents who have recently been hit by your Frozen Orb.

Ice tunnel: Frostbolt increases the damage of Frostbolt by 13. This effect stacks up to 3 times. The effect is canceled when you change the target of your Frostbolt.

White mist: Ice Lance deals 18 damage. additional damage and reduces the cooldown of "Ice Ball" by 0.5 sec.

Touch: After consuming Brain Freeze, there is a 30% chance of your next Flurry of Strikes, which takes time to cast and is applied over the next 15 seconds, inflicting 212 damage. more damage for each hit.

Monk

Are common
Brewmaster

Boiling broth: Flame Breath deals 60 damage. additional damage while in effect and can summon a Healing Orb when dealing damage.

Knockout agility: Blackout Attack deals 169 damage. additional damage. Critical hits of Blackout Attack grant 1 additional effect of Agile Badass.

No strength to endure: If you drink Purifying Brew while under the effect of Strong Stagger, your 3 following abilities: Your next melee abilities heal you for 360. health.

Niuzao's blessing: Eliminate Harm restores 60. health for 6 sec. for each healing sphere consumed.

Staggering attacks: Blackout Attack reduces delayed damage taken when Stagger is triggered by 62.

Strength of mind

Niuzao lessons: Grants a bonus to Mastery up to 51 based on your current Stagger level.

Mistweaver

Breakthrough life: When Healing Cocoon is dispelled, a mist burst is released, restoring 2476. health distributed between the target and nearby allies.

Heavenly breath: When you use Thunder Tea, you gain Yu-Long Breath, which restores 3 health. max health 6 to an ally within 15 yards for 2 sec.

The font of life: Increases the initial healing of Essence Font by 26. Essence Font has a chance to reduce the cooldown of Thunder Tea by 1 sec.

Winged broth: Revive for an additional 173 health. health under the influence of thunderous tea.

Foggy peak: Whenever Renewing Mist heals an ally, your Haste has a chance to increase by 128 for 10 sec.

Thick fogs: Enveloping Mist heals the target for 62. health every time she takes damage.

Strength of mind: While Fortifying Brew is active, you heal 92. health every second.

Joyful animation: Increases the healing done by your Vivify spell by 85. Vivify critical effects reduce the cooldown of Strength Regeneration by 1.0 sec.

Sunrise Technique

dancing with the Wind

Iron fists: Fists of Fury increases your Critical Strike by 8 for 6 sec when hitting at least 4 enemies.

Zenith strikes: When you trigger the Combo Strike mastery, the cooldown of the Touch of Death is reduced by 0.1 sec. Touch of Death deals 1540 Arcane damage. more damage.

Palm strikes: When Fists of Fury deals damage, they have a 5% chance to grant 1 damage. qi energy, and also inflict 12 pts. additional damage.

Weak point: When using Tiger's Paw, there is a 10% increase in the chance that the next Blackout Kick will be used without spending any resources. In addition, Tiger Paw deals 15 damage. additional damage.

Sunrise Technique: After hitting the target with Rising Sun Kick for 15 sec. Melee attacks against that target deal 49 damage. additional physical damage.

Fast roundhouse kick: Using Blackout Kick increases the damage of your next Rising Sun Kick by 74. This effect stacks up to 2 times.

Paladin

Are common

Dignified steed: While Divine Steed is active, you inspire yourself and nearby allies, which increases your and their movement speed by 77 for 5 seconds. The cooldown of Divine Steed is reduced to 40 seconds.

Item - Proc Mastery: Your harmful spells have a chance to increase Mastery by 229 for 20 sec.

Stalwart Defender: When you use Divine Shield, nearby allies are also covered by a shield that absorbs 182 damage. damage over 15 sec.

Light

Divine enlightenment: Holy Shock has a 5% increased chance to critically hit. In addition, Holy Shock deals 139 damage. additional damage and restores the same amount of health.

Dawning light: Increases the healing done by Light of Dawn by 77 and has a radius of up to 40 yards.

Divine revelation: When you heal an ally with Holy Light while affected by Surge of Light, you heal 51. mana.

Aura-amulets: Aura Mastery also increases the maximum health of allies by 308. for the duration of its action.

Mercy of the judge

A piece of hope: Increases Flash of Light on a target with your Beacon of Light by 62.

Breath of the Martyr: After using Light of the Martyr, Blessing of Sacrifice has a chance to heal the target for an additional 35. health. This effect can stack up to 10

Radiant radiance: Holy Shock critical hits deal 62 damage. additional damage or restores 54. additional health for 3 sec.

Life-giving grace: Holy Light critical effects restore 25. mana while Avenging Wrath is active.

Second dawn: Light of Dawn has a 20% chance to create a second sector of light immediately after the first.

A moment of compassion: Flash of Light heals for an additional 62. health if the target is affected by your Particle of Light.

Protection

Bulwark of Light: Avenger's Shield shields you with a shield that absorbs 313 damage. damage over 8 sec.

Mercy of the judge: When you convict an enemy, you heal all allies within 8 yards of the convicted enemy for 96. health.

Healer's Hammer: Hammer of the Righteous heals you for X. health if your health level falls below 20%.

Inner Light: When Shield of the Righteous is dispelled, your Block is increased by 193 and all enemies attacking you for 4 sec. get 154 units. Holy damage.

Encouraging Fortitude: Increases the trigger chance of Great Crusader of the Light to 20%. This effect also increases your Strength by 62 for 8 seconds.

Rational protection: Judgment critical hits reduce melee damage dealt to you by a hit target by 193. for 8 sec.

King's Shield: When Defender of Ancient Kings is dispelled, your Block is increased by 539 for 10 sec.

Flame of the righteous: When Shield of the Righteous is dispelled, your Block is increased by 154 and all enemies attacking you for 4 sec. get 231 units. Holy damage.

Bastion of Righteousness: Shield of the Righteous reduces damage taken over 0.50 additional seconds and deals 55 damage. additional damage.

Floating shield: Avenger's Shield now hits 4 enemies and increases Mastery by 15 per enemy hit for 8 sec.

Retribution

The power of the punisher: Enforcing Wrath increases your Mastery by 46.

Deferred sentence: Crusader Strike has a 3% chance to apply Conviction to the target, dealing X damage. Holy damage after 7 sec.

Divine right: When Divine Storm damages an enemy below 20% health, you gain 35 Strength for 10 sec.

The fire of purification: Blade of Justice critical hits set the target on fire, taking 0 damage. additional Holy damage every 2 sec. within 6 sec.

Rampant anger: When Avenging Wrath expires, your Strength or Intelligence is increased by 616 for 15 sec. The strength of the effect depends on how much damage you dealt and healed during the duration of Punisher's Wrath.

Mercy of the judge: When you convict an enemy, you heal all allies within 8 yards of the convicted enemy for 96. health.

Unstoppable justice: Judgment deals additional damage if you have more health percentage than your opponent. The maximum amount of additional damage is 120 units.

Unyielding Inquisitor: When you expend Holy Energy, your Haste is increased by 1 for 10 sec. for each spent unit of Light energy. This effect stacks up to 20 times.

Scorching Blades: Blade of Justice critical hits also deal 96 damage to the target. Holy damage over 6 sec.

Fanaticism: When using Crusader Strike, increases the damage of Crusader Strike by 20. for 20 sec. This effect stacks up to 10 times.

Priest

Are common
Obedience

Haughty rebuke: Confession deals 31 damage. additional damage and prolongs the duration of your Shadow Word: Pain by 1 sec. for each charge.

Dark depths

The gift of redemption: Smite deals 87 damage. additional damage if you have at least 3 Atonement active.

A moment of calm: Pain Suppression applies Atonement on the target and instantly heals the target for 313. health.

Torture torture

Scars and sorrows: When your Confession heals an ally, the damage of your next Smite is increased by 125. When your Confession damages an enemy, your next Power Word: Shield absorbs 219 damage. more damage.

Long shine: Power Word: Radiance restores an additional 62. health and applies "Atonement", the duration of which is 70% of the usual.

Reward for meekness: Atonement reduces damage taken by 0.0%.

The power of the dark side: When using Shadow Word: Pain, your next Confession has a chance to be empowered and deal 50% additional damage to the target.

Light

Blessed Sanctuary: Glimmer of Light from Holy Word: Consecration restores 220. more health.

Everlasting Light: Heal restores an additional 198 health. health depending on the amount of missing mana you have.

Piercing glow: Flash Heal increases the healing done by Flash Heal on the same ally by 63. for 6 sec.

Litany: Prayer of Healing heals the most seriously injured ally for an additional 27. health.

Sacred flame: Holy Fire deals 124 damage instantly. additional damage and restores 110 pts. mana for each damage dealt.

Recovery word: Prayer of Mending heals for an additional 50 and reduces Holy Word: Sanctify's cooldown by 2 sec.

The shackles of fate: Applying Heal to allies also heals yourself for 8% of the Healed Health. In addition, Heal heals for an additional 256. health.

Dark

Chorus of Madness: When Voidform expires, your Critical Strike is increased by 2 for each Voidform effect. The effect gradually fades every 1 sec.

Death throes: Shadow Word: Pain deals 40 damage. additional damage. When an enemy is killed by your Shadow Word: Pain, you gain 5 damage. madness.

Dark depths: Whenever Shadow Word: Pain deals damage, the healing of your next Dark Regrowth is increased by 8, up to 240.

Collected thoughts: After using Vampiric Touch, the damage of your next Mind Blast is increased by 157.

Searing speech: Mind Sear deals 25 damage. additional damage to enemies affected by your Shadow Word: Pain.

Evil ghosts: Shadowy Wraiths deal 25 damage. additional damage to enemies affected by your Vampiric Touch.

Torture torture: Increases the duration of Shadow Word: Pain by 1.0 sec. Shadow Word: Pain instantly deals 139 Shadow damage. additional damage.

Whisper of the damned: Void Bolt increases the damage of Mind Blast by 58. for 6 sec. This effect stacks up to 6 times.

Robber

Are common

Team sprint: During your Sprint, allies' movement speed within 8 yards is increased by 77%.

Twilight Shroud: Cloak of Shadows heals you for 171. health every 1 sec., as well as 77 units. health for each effect scattered by it.

World of Warcraft developers talked about the Heart of Azeroth - one of the main new mechanics of the Battle for Azeroth expansion. Throughout the expansion, we have to pump the artifact necklace to unlock various effects of the new Azerite armor.

Official Blizzard Quote ()

Recently in Silithus ...
With the support of the heroes of Azeroth, armed with powerful artifact weapons, herald Magni Bronzebeard has managed to heal a terrible wound inflicted on the planet. While Azeroth's condition is stable, a small poultice isn't enough for her to fully recover.

The road to the future ...

Events in Silithus are just the first step towards healing the planet. Players will continue this endeavor in Zandalar and Kul Tiras, where they will scout sources of Azerite, hoping to help their factions. Herald of Magni knows a way to help Azeroth while enhancing your armor, and the Heart of Azeroth is the key to that. Thanks to this powerful artifact, you will be able to "awaken" the amazing dormant power of various elements of armor with the help of Azerite.

OBTAINING THE HEART OF AZEROT

After completing the "Battle for Lordaeron" quest, you will again need to meet Magni in the Silithus Desert. He will give you the Heart of Azeroth, a powerful amulet with which you will embark on your adventure in Kul Tiras and Zandalar. The Heart of Azeroth will allow you to extract the power of Azerite and heal the wounds of the planet, and having gained enough power, this artifact will begin to develop along with your character. As the strength of the Heart grows, so does its characteristics. It will also allow you to enhance special helmets, chest armor and shoulder pads.

Each piece of Azerite-Forged Armor comes with three to four traits, spread across special rings that will unlock as the Heart of Azeroth develops. New Item Trait Rings can be unlocked by increasing the power of the Heart of Azeroth. You should definitely equip the hero with all three types of Azerite armor, and their properties can be seen and changed by opening a special menu using the Shift + right mouse button combination.

In each feature ring, certain bonuses are given to choose from.

  • Outer ring: The properties in this ring will often depend on where the item was obtained. They can also be related to a specific specialization.

Example:
Pauldrons of heinous corruption
Harmful transfusion
(passive)
Damaging abilities have a chance to create a corrupted swamp beneath the target, siphoning 8,628 damage from them. health for 6 sec.

  • Second ring: These properties usually increase the effectiveness of performing a certain role on the battlefield: they increase the damage of soldiers, allow them to absorb more damage to tanks, and increase the healing indicators of healers.

Example: Savior - Your healing spells applied to targets below 35% health have a chance to heal them for an additional 942 health. health.

  • Third ring: this includes protective and auxiliary properties.

Example: Azerite Bulwark (Passive) - When stunned, immobilized, or knocked back, you heal for 1,852. health.

  • Fourth ring: Azerite Empowerment is located in the center fourth ring and increases item level by 5.

Equipment of epic quality (like rewards in raid dungeons) can have a fourth level of properties, which comes as a second ring for armor. Not the highest tier items usually have a limited number of rings of three, and this additional ring is not included in their set.

If you change your mind and want to change the properties, then you can contact the Azerite Blacksmith in Boralus or Zuldazar. Although the initial cost of reforging will be quite low (only 5 gold), it will increase each time. However, high prices will not last forever, and they will decrease every two days.

BY CLOTHES MEET

There are several factors to consider when it comes to Azerite armor. These items have no secondary stats, so you don't have to worry about them when choosing mods. Also, unlike the Heart of Azeroth, these items cannot be enchanted.

Another interesting feature of Azerite armor is that each one has its own properties. If you liked the properties of a particular item, you can get exactly the same, only of a higher level. For example, in terms of their properties, items obtained in raids found using the search system and in Mythic difficulty have the same properties, but in the second case, the armor has a higher level, characteristics and power in general. In addition, we have distributed the items in such a way that you will know in advance where to find the item you need. The rewards for completing Mythic dungeons and participating in PVP also vary by level.

Below are variants of an item obtained at different levels of the Tol Dagor Mythic Dungeon.

Overseer's Protective Helm
Seven Winds
(passive)
Your spells and abilities have a chance to increase your Mastery by 287 for 15 sec. Upon expiration, it jumps to the closest ally, increasing their Mastery by 144 for 8 sec.

Requires Level 16 Heart of Azeroth.

Azerite-enhanced armor can be obtained in a variety of ways: as a reward for quests, for participating in raids and PvP battles. The level of each such item will depend on the place and method of obtaining it. If you are looking for better gear, you can earn it by participating in weekly events such as raid trips, killing raid and off-dungeon bosses, frontline and rating PvP battles, or even found in treasure chests ( weekly reward for completing Mythic dungeons).

It is also worth completing the world quests for Magni Bronzebeard. He will play an important role in strengthening your Heart of Azeroth. As you build relationships with him and move from friendship to exalted, you will receive Azerite as a reward and you will be able to seize the chance to obtain Azerite Armor.

Catch up and overtake

Like the Artifact Lore in Legion, the Heart of Azeroth will help players keep up with the ever-accelerating race for power. Over time, the amount of Azerite required to level up the Heart of Azeroth will decrease, allowing players to catch up with their comrades. This system will help you if necessary, but it will still take some effort to increase the strength of the Heart.

While you are healing Azeroth, there are tons of opportunities to optimize your gear for your playstyle, whatever it is.

Avid players of the legendary World of Warcraft probably already know that in the new addition there will be no artifacts for various classes, as well as the power of the artifact and the crucible of the void light. They will be replaced by the "Heart of Azeroth" artifact amulet. Who will accompany players throughout the expansion. A reasonable question arises: what will happen to the existing legendaries?
Firstly, those legendaries that you have now are most likely to be abolished or simply deleted. That is, they become irrelevant and, in comparison with new items, are seriously inferior in strength.
And secondly, whatever the bonus from the legendary item, the trivial difference in starts will be felt stronger. Therefore, you will have no options. We'll have to replace their legendaries with the brilliant green of the new addition.

What enhances the Heart of Azeroth necklace?

As the developers announced, the Heart of Azeroth is a mixture of an artifact and a legendary, an item that will change as you progress and level up in the game. In fact, the interface is slightly changed, but in general it looks like an artifact. That is, it is a one-of-a-kind unique item throughout the expansion. You won't have any other legendaries or special items. One necklace that enhances other items you are wearing has its own special talents and enhancements. It seems that it will be much more convenient than artifacts, because, judging by the weight, the necklace is not tied to a specific spectrum, which means that you will not become a slave to world quests or one specialization. There should always be a choice of spectrum without significant losses in power. In the legion, you have to download several specs for different needs, which is very inconvenient.

So how do you upgrade the Heart of Azeroth Necklace?

The necklace will be improved with a new resource - the so-called "Azerite"... Azerite is given for various activities in high-level content. It will be something like an entity for the legendary. That is, you went to the dungeon, did some whips, world quests, went to the Battle Ground, went to a new scenario and got some of this Azerite. Then, with the help of it, you opened a new level in the necklace and run calmly on.
It is not yet known how strong the talents and abilities will be, more information will appear a little later. It is also worth adding a few words about battle-hardened items and items forged by titans - they remain in the game, since the developers are satisfied with the current state of affairs. However, as the creators of the add-on said, there is still work to be done on this.

Granted to players by Magni Branzobeard, it opens up the opportunity to use Azerite talents in a new type of equipment - Azerite Armor. The guide tells about the Heart of Azeroth, how it is strengthened with the power of an artifact, and about the artifact's knowledge system, which affects the amount of power required to level up the Heart of Azeroth.

  • Who is Azeroth?
  • Acquiring the Heart of Azeroth
  • Heart of Azeroth Level
  • Knowledge of the artifact
  • Gaining the power of an artifact
  • Defenders of Azeroth Reputation
  • Azerite Armor
    • Azerite Armor Mechanics
    • Reforging Azerite Armor

Who is Azeroth?

Deep in the bowels of the planet, there is a mysterious entity called the "soul of the world." Presumably the soul of the world (named Azeroth) is more powerful than any member of the Titan Pantheon and even Sargeras himself. Since the defeat of the Burning Legion on Argus, Sargeras has inflicted truly horrific damage on Azeroth by plunging his sword deep into the heart of the planet. Returning home, the heroes realized that they had won a bitter victory. The sword of Sargeras practically destroyed the territory of Silithus, leaving a terrible rift on the surface, and the dark energy from the sword began to seep into the core of the planet. Azeroth is dying and now, more than ever, needs heroes to heal their wounds before it's too late.

To learn more about the Heart of Azeroth, see the developer's article "Battle for Azeroth Preview: At the Heart of Azeroth."

Acquiring the Heart of Azeroth

After being wounded by the sword of Sargeras in Silithus, the wound of Azeroth is bleeding profusely, in connection with which the planet asks Magni to find a hero to help her and offers his help in return, which leads to players visiting the Hall of Heart and receiving the Heart of Azeroth at 110 level. Magni asks to keep the Heart of Azeroth with him at all times as he tries to find a way to repair the damage Sargeras has done. The Heart of Azeroth will act as a way of telepathic communication with Magni.

Magni Bronzebeard: Azeroth's voice grows weaker by the minute. If the seal that protects this chamber fails, the soul of Azeroth will be lost! We are left with the only opportunity to save everything that is dear to us. Consume the Azerite in this chamber with the Heart of Azeroth. Then release the power of the amulet to close the crack in the center of the room. Azerite is destructive, but if you channel its power through the amulet, it can heal our world!

To obtain this quest chain, you must complete
the initial missions of the Battle of Azeroth and the Battle of Lordaeron scenario.

Alliance chain

Horde chain

Heart of Azeroth Level

Upon receipt of the Heart of Azeroth, the level of this artifact will be equal to 1, and the level of the item itself - 280. Players have the opportunity to strengthen the Heart of Azeroth by collecting Azerite, which acts as the power of the artifact. Unlike Legion mechanics, the power of the artifact will automatically be absorbed by your Heart of Azeroth, so you don't have to worry about overflowing your bags.

After reaching the specified value of the artifact power, your Heart of Azeroth will increase its artifact level by 1, and the item level by 2. To obtain each subsequent level of the artifact, more and more artifact power is required:

  • The required artifact strength in the range of 1-10 levels increases linearly.
  • At higher levels, the required amount of Artifact Power increases by 30% of what was required for the previous level.

In addition to increasing stats, increasing the level of an artifact unlocks Azerite talents on Azerite armor.

Level
artifact
Strength up to
next level
Level
subject
1 350 280
2 400 282
3 450 284
4 500 286
5 550 288
6 600 290
7 650 292
8 700 294
9 1.050 296
10 1.580 298
11 2.370 300
12 3.560 302
13 5.350 304
14 8.000 306
15 10.400 308
16 13.500 310
17 22.800 312
18 29.650 314
19 38.550 316
20 50.100 318

Knowledge of the artifact

As with class artifacts, the Heart of Azeroth has an artifact lore system.

  • Artifact Knowledge is a system that helps level 120 players develop an artifact faster by reducing the amount of Artifact Power required to level up.
  • Knowledge of an artifact is a global parameter and all characters have the same level.
  • The player is not required to take any action to increase the level of knowledge of the artifact.
  • Each level of artifact knowledge reduces the amount of artifact power required to the next level by ~ 23%.
  • The system will help players who started in the middle of the expansion to quickly catch up with players who are playing from the beginning.
  • Artifact knowledge is increased when the weekly save is reset (every Wednesday morning).
  • The system does not recalculate the previously obtained strength of the artifact for the new values. If you had 10% left until the Heart of Azeroth level increased, then with an increase in the level of knowledge of the artifact, you will still have 10% to the next level, but the amount of the artifact's power to it will be reduced.
  • From the previous paragraph, we can conclude that if you postpone the delivery of a task with a large amount of artifact power in a reward (envoy tasks, for example) until Wednesday, then the received artifact power will be 30% more effective than if you passed these tasks before increasing the level of knowledge of the artifact ...

Gaining the power of an artifact

Players can earn Azerite for many different activities - killing rare creatures, dungeons, raids, island expeditions, fronts, world quests, etc.

Island Expeditions

  • Azerite for the Horde / Azerite for the Alliance (weekly) - 2500 Azerite
  • Wait, I'll listen - rare items that start the quest - 700 Azerite each (14000 Azerite in total)
  • PvP Island Expeditions - 300 Azerite
  • Mythic Island Expeditions - 300 Azerite
  • Heroic Island Expeditions - 225 Azerite
  • Island Expedition Normal - 175 Azerite

Fronts and Arathi Highlands

  • Warfront: Battle of Stromgarde (once per cycle) - 750 Azerite
  • Emergency Exorcism (once per cycle) - 300 Azerite
  • Resource Contribution Quests - 500 Azerite each (5500 Azerite in total)
  • Front Victory - 150 Azerite
  • Rare Creatures in Arathi Highlands - 20 Azerite each

Dungeons

  • Mythic Dungeon Bosses - 35 Azerite
  • Heroic Dungeon Bosses - 30 Azerite
  • Completing a Heroic Dungeon - 50 Azerite
  • Random Heroic Dungeon Bonus Daily - 150 Azerite
  • Common Dungeon Bosses - 15 Azerite
  • Completing a Normal Dungeon - 50 Azerite
  • Daily bonus for a random normal dungeon - 100 Azerite
  • Random Battleground (First Win of the Day) - 151 Azerite
  • Random Battleground Win - 76 Azerite
  • Epic Random Battleground Win - 301 Azerite
  • Brawl - 151 Azerite
  • Arena Skirmishes - 16 Azerite
  • War Supply Crate - 300 Azerite

Tasks

  • World Boss World Quest - 500 Azerite
  • The Messenger's Mission - 400 or 1000 Azerite
  • World Quests - 100-400 Azerite
  • Champions of Azeroth World Quest - Azerite 200-300
  • Bonus Azerite from Champions of Azeroth World Quests - Up to ~ 200 Azerite
  • War Campaign Opening Quests - 500 Azerite
  • War Campaign Key Missions - 600 Azerite Each
  • Dungeon Quests - 600 Azerite Each
  • Rare Creatures - 35 Azerite
  • Key tasks during pumping - 50 Azerite

Defenders of Azeroth Reputation

Defenders of Azeroth is one of the new factions introduced in Battle for Azeroth. Upon reaching certain levels of reputation, quests will be unlocked, as a reward for each of which a bonus +15 to the item level at the Heart of Azeroth will be given.

Friendliness

  • Horde: Saving Azeroth / Alliance: Saving Azeroth.
  • The Power of the Heart to the Heart of Azeroth.

Magni Bronzebeard: the soul of the world has grown stronger, but the situation is still dangerous. Azerite oozes from the planet's wounds, and a serious struggle has begun for its possession. You have valiantly defended Azeroth, and the amulet around your neck holds great power. Azeroth calls us again. She wants me to help you find even more strength for your Heart. Are you ready?

Respect

  • Power of the Heart - Grants an additional 15 item levels to the Heart of Azeroth.

Magni Bronzebeard: The Heart of Azeroth grows stronger. I think I can reveal new possibilities of the amulet. You will need all of his power soon. Azerite is already hunted by half the world, and now the servants of the Old Gods are also looking for it! Come on. Use the Azerite you've collected to empower your Heart.

Reverence

  • Hall of Heart - Grants an additional 15 item levels to the Heart of Azeroth.

Magni Bronzebeard: The amulet is gaining strength. However, its full potential can only be achieved with the soul of Azeroth. I will wait for you in the Hall of Heart! Last time he looked, frankly, unimportant. But now you will see for yourself that we have healed many of the wounds of this world!

Azerite Armor

In Battle for Azeroth, a special type of armor was introduced - Azerite Armor. It is unique in that it can be upgraded with the Heart of Azeroth. Armor is only available for 3 equipment slots: head, shoulders and chest. Azerite armor has no secondary characteristics, but it gives a very significant increase in the main ones. Azerite Armor cannot be Tempered on drop or gain Tertiary stat.

Each item of this type has a certain number of talent rings that enhance your character. These talents are not distributed randomly, as was the case in the Crucible of Netherlight in Legion - the talents will remain unchanged on the same armor.

Obtaining Azerite Armor

Azerite Armor drops from the same sources as the rest of the equipment - world quests, dungeons, raids, etc. However, for Azerite Armor level 340 and above, the sources of the drop are always limited to weekly saves.

Quest reward

For completing the plot of the location of the task, you will receive Azerite armor with a level within 270-300.

Sources without dependence on weekly saves

  • Common Dungeons - Item Level 310
  • Heroic Dungeons - Item Level 325
  • World Quests - Item Level 325

Sources with a dependency on weekly saves

  • Mythic Dungeons - Item Level 340
  • Emissary Rewards - Item Level 340
  • World Bosses - Item Level 355
  • Defenders of Azeroth Exalted - Item Level 355
  • World Front Bosses - Item Level 370
  • Uldir raid bosses:
      • Raid Finder System - Item Level 340
      • Normal Mode - Item Level 355
      • Heroic - Item Level 370
      • Mythic Mode - Item Level 385
  • Mythic + Dungeon Weekly Chest:
      • Level 2-3 Keys - Item Level 340
      • Level 4-6 Keys - Item Level 355
      • Level 7-9 Keys - Item Level 370
      • Level 10+ Keys - Item Level 385

Azerite Armor Mechanics

The basics

Each Azerite item has 3 or 4 Talent Rings:

  • 3 rings - item level< 340
  • 4 rings - item level> = 340

Only one talent can be selected in each ring. Item talents can be viewed by holding Shift and right-clicking on the item. The strength of talents depends on the level of armor. The rings open one by one, starting from the outside.

Outer Rim - Class Talents

Always contains specialization talents and one source talent. Source talent is determined by where you got this armor - Uldir, PvP, profession, etc. The outer ring will have one talent for each of your specializations.

Middle Ring - Role Talents

This ring is only present on armor with level 340 or higher and gives you a choice of 3 role talents. If a class cannot be a tank / healer, it will have fewer talents available. Many abilities in this circle cannot be called purely tank or just healing - they can suit anyone. You can choose any talent regardless of your role.

Inner Ring - Protective Talents

The ring provides 2 defensive talents to choose from. Most of them are available to absolutely all specializations and roles, but each class has 2 unique abilities.

Center ring

The only central talent is the same for any Azerite item - it just gives +5 item level.

Opening talent rings

The next ring of Azerite talent is unlocked as the Heart of Azeroth reaches a certain level. The higher the heart level, the further you advance in armor talents, and the stronger the unlocking abilities.

To find Azerite talents, you can use the Azerite Powers Finder on Wowhead.

Reforging Azerite Armor

Situations will often arise when the selected abilities of Azerite equipment are not suitable for the current battle - in which case they can be reset and recalled. To reset, you need to visit the armor reformer in Zulzadar or Boralus.

Horde

Horde members can swap Azerite Armor talents in Zuldazar. The location is marked on the map below:

Alliance

Alliance members can swap Azerite Armor talents in Boralus. The location is marked on the map below:

Each reforging will cost twice the previous one. The base price is 5 gold, which is quite cheap, but with frequent reforging, the amount becomes tangible very quickly. However, every three days the amount of gold required for refining will be halved.

5 – 10 – 20 – 40 – 80 – 160 – 320 – 640 – 1280 – 2560 – 5120 – 10240 – 20480 – 40960 – 81920 – 163840 – …

The artifacts obtained by the brave heroes of the World of Warcraft in Legion have lost their power: Magni Bronzebeard asked us to use it to suppress the power of Sargeras' sword in Silithus. Our gallant artifact story is over. But not in terms of gameplay!

Magni gives us the Heart of Azeroth so that we can accumulate Azerite and increase our strength.

The Heart of Azeroth is considered in this article as an element of the game mechanics, replacing the artifact, but intended to correct its shortcomings. Did the Heart succeed or not? Let's try to figure it out!

Mountains of Azerite!

The Legion's events culminated in the release of Azerite throughout the planet. Magni gives us a kind of "portable collector" of this precious resource, which also strengthens our character.

Conceptually, "Heart" is designed to solve the problem of lack of variety of weapons. It must be admitted that in "Legion" this was compensated by the pretentious background of the artifact and its appearance, but in fact the players wanted more possible guns. The second point is that the general pathos of the add-on's plot has decreased (which, by the way, is even good), and it was necessary not only to change it for the mechanic in the same way, but also to organically integrate these changes into the plot.


The Heart of Azeroth is almost perfectly embedded in the BfA storyline

This is how the “new artifact” was bound to Azerite. It must be admitted that, in terms of plot integrity, the solution is excellent for several reasons:

- It made it possible to make the achievement of reputation with the Magni Bronzebeard faction (Defenders of Azeroth) more justified;

- Azerite value for a separate the player, and not for the Alliance / Horde, increases significantly;

- The rewards are now expanded not mechanically (as was the case in the previous addon), but by plot, they say, hold the Azerite, they are still chasing after it;

From such positions, the Heart of Azeroth can be considered a progress in relation to an artifact, the power of which consisted of, at times, completely random things, "endowed with special energy." There are no such gaps here, partly for the reason that the combination of "plot-mechanics" turns out to be more elaborate.

Customization time!

Another important element that the Heart of Azeroth brings to the game is trying to customize your character's fighting style. Tied to the Heart are three pieces of your equipment called Azerite Armor: a headdress, a breastplate, and shoulder pads. Each of them has several slots for special properties, while the player has a choice of which property to leave on the armor. You need to understand that each armor has its own set of special improvements that can be inserted into slots.

In words it sounds delicious, but in reality it is quite problematic. It's all about the peculiarities of the properties that the player can insert into the slots. Usually they are formulated as "once every +100500 years, with a probability of 0.0001% your such and such a skill will deal 1% more damage." But, at the same time, there are more powerful properties, which, unsurprisingly, become the subject of the "hunt for players". It would seem, well, it happens, not particularly balanced - go look for armor with the necessary properties.

And here comes a random effect that often plays a cruel joke on us. Armor slots become available as you level up the Heart of Azeroth. Since the mechanics of its development are borrowed from artifacts (though not in everything), it is clear that a grind is needed to increase the level. But here's the bad luck: often, due to a random effect, armor of your item level falls to you, but the requirements for the slots for the Heart are outrageous.


The player is provided with a huge field for customization! In a sense.

The difficulty here is not even that you cannot open the necessary properties, but that you are forced to run with Azerite armor of the item level you need, but without any special improvements at all (even if they do not really give anything). As a result, we have a two-level randomness: you can get an Azerite armor with slots that match your Heart level (or not), and at the same time, it may have the properties you need (or not).

The result: yes, there is customization, but very often it affects the balance too much. Relatively speaking, this is a customization at the level "you are either powerful today, or run with empty Azerite armor."

Grind is not so bad. Probably.

At one time, artifacts were also disliked for grinding, but, in the case of the Heart of Azeroth, the problem softened somewhat. This is due at least to the fact that now you have expanded the activities for which you can get Azerite for your cherished amulet: fronts and expeditions have appeared (the latter generally fit perfectly into the search for this valuable material).

In addition, as your reputation with the Defenders of Azeroth increases, the Heart (as an item) level will rise by 15 units, which allows it to grow organically along with the rest of your equipment. Also, the mechanism of "knowledge about the artifact" here played with new colors: they increase automatically every week, reducing the amount of Azerite required to pump the Heart to the next level.


The war for the grind ... It never changes.

It would seem that the grind problem has been mitigated to one degree or another. But in fact, there is some difficulty in integrating it into the overall progress. Players looking to level up their Item Level very quickly can experience a terrible disappointment, since this is not the same situation as with the artifact (where the level of the artifact was increased by relics that could be knocked out). Here you need to grind Azerite itself wherever possible and, in addition, reputation with the Champions of Azeroth. Of course, the number of hours spent on progress is growing, but for sports players this, for example, turns into meaningless farming that does not directly depend on the skill.

Between a rock and a hard place

The Heart of Azeroth is a highly controversial mechanic that has its pros and cons. As I said, the harmony of the plot, the verified level of pathos and compliance with world events make the amulet a worthy successor to artifacts. But trying to keep up with combat customization and a complex grind system, apparently, played a cruel joke: conceptually, the idea of ​​an amulet and three Azerite armor is a very powerful and innovative solution. In fact, it seems to me, it would be almost impossible to avoid difficulties. Innovations of this level are always a pilot project that requires further development. But as we heard in the press conference for 8.1, the devs are listening to the players and looking for ways to improve the mechanics. We can only look forward to the release of the update and hope that the Heart of Azeroth will get out of its awkward position.

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