Tuning Changes – Raid, Tazavesh, and Sandworn Relics

With today’s weekly reset, we made the following changes to some Sepulcher of the First Ones encounters and Tazavesh enemies:

Dungeons and Raids

  • Sepulcher of the First Ones
    • Vigilant Guardian
      • Spawn rates for the Volatile Materium and Pre-Fabricated Sentries are less aggressive on Mythic difficulty.
      • Increased the grace period before Exposed Core where Refracted Blast and Deresolution won’t be cast on all difficulties.
    • Artificer Xy’mox
      • Artificer Xy’mox health reduced by 15% on Mythic difficulty.
    • Halondrus the Reclaimer
      • Reclaim initial damage reduced by 10% on Raid Finder, Normal, and Heroic difficulty.
      • Decreased additional speed Ephemeral Motes gain from Eternity Overdrive by 50% on Raid Finder, Normal, and Heroic difficulty.
      • Eternity Overdrive scaling damage reduced on Raid Finder, Normal, and Heroic difficulty.
      • Earthbreaker Missiles damage reduced by 15% on Raid Finder and Normal difficulty.
    • Anduin Wrynn
      • Anduin Wrynn’s health reduced by 5% on Normal and Heroic difficulty.
      • Anduin’s Despair health reduced by 25% on Normal and Heroic difficulty.
      • Remnant of the Fallen King’s Army of the Dead summons a Monstrous Soul once per intermission on Heroic difficulty.
      • Wicked Star damage reduced by 20% on Normal and Heroic difficulty.
      • The targeting visual effect for Rain of Despair has been updated.
    • Lords of Dread
      • Ruined Crest of Lordaeron has returned to the loot table.
    • Rygelon
      • Fixed an issue that could cause Cosmic Ejection to strike players outside of the intended radius.
  • Tazavesh: So’leah’s Gambit
    • The murlocs of Stormhiem are more courageous and flee combat upon reaching 15% health (was 25%).
    • Murkbrine Shellcrusher will no longer attempt to recast Cry of Mrrggllrrgg if the cast is prevented.
    • Murkbrine Wavejumper’s Mrrggrrglrrlr Leap damage reduced by 20%.
    • Murkbrine Wavejumper will no longer attempt to recast Mrrggrrglrrlr Leap if the cast is prevented.
    • Burly Deckhand’s Super Saison increases damage dealt by 50% (was 100%).
    • Hourglass Tidesage’s Brackish Bolt damage reduced by 20%.
    • Devoted Accomplice’s Energy Slash damage reduced by 20%.
    • The cooldown of Devoted Accomplice’s Energy Slash has been increased.
    • Wandering Pulsar’s health reduced by 20%.
    • Wandering Pulsar’s Pulse damage reduced by 15%.
    • The cast time of Adorned Starseer’s Drifting Star cast time increased to 3.5 seconds (was 2.75 seconds).
    • Adjusted the position of two Adorned Starseers.
  • Tazavesh: Streets of Wonder
    • Armored Overseer and Gatewarden Zo’mazz’s Proxy Strike damage reduced by 30%.
    • Adjusted the arming visual of Armored Overseer’s Beam Splicer.
    • Support Officer’s Hard Light Barrier cast time increased to 3 seconds (was 2.5 seconds).
    • Interrogation Specialist’s Stasis Beam cast time increased to 2.5 seconds (was 2 seconds) and duration reduced to 3 seconds (was 4 seconds).
    • Interrogation Specialist’s Spark Burn damage reduced by 20%.
    • Frenzied Nightclaw’s Frantic Rip impact damage reduced by 30% and damage over time reduced by 50%.

Upcoming Changes

In an effort to make gear purchased with Sandworn Relics more accessible, we have an upcoming hotfix that will be improving the rate of acquisition of Sandworn Relics substantially by doing the following:

  • Endless Sands Rares: Increased average dropped relics to 8 (was 4).
  • Sandworn Chest: Increased average dropped relics to 25 (was 18).
  • Daily Quests: Increased the average number of relics awarded to 8 (was 4).
  • World Boss: Increased the average dropped relics to 40 (was 13).
  • Tribute of Enlightened Elders: This chest now grants an average of 60 relics (was 0).

Keep an eye out on the hotfix updates for when the relics change is live.


Oh thank god for the Tazavesh changes, that place gave us a good laugh when we done our first 15 on each side, but damn it hurts so much.

1 Like

Appreciate you jumpin on stuff blizz

Where class tuning


click on hotfixe updates

Release the creation catalyst early.


Exactly… where is class tuning?
Tier set tuning too.

I’ve seen charts of the tier sets, the discrepancies are pretty large between them, outliers are very much so there, so some tuning is definitely in order…

Seriously might just pack it in.

Anduin and halondrus were some of the best fights in the entire expansion and you just trashed them.

What an awful choice.

1 Like

Might be waiting for more people to get tier, and/or Unity.

1 Like

No point to the relics, I just got enough to get the cheapest and I’m already past the ilevel.

Blizzard you need to change this. It’s the same with all quartermaster gear, by the time you have rep to buy you are way beyond the ilevel and the price is still ridiculously high.

What’s the harm is letting people get 3 or 4 pieces before they are ilevel past?


Week 1 people are pushing anduin sub 10% before the last phase, and you give him a health nerf?

Undergeared pugs with zero tier pieces are pushing maximum will power per down phase and you nerf the big add health?

People can avoid huge white lines so you just make them hurt less?

Horrible decisions. Wow.


Adding 0.5 seconds to the Scalebinder Fishsticks cast would be clutch. Not being able to interrupt because you’re GCD locked feels horrible. 0.5 seconds would still require fast reaction time, but actually give people a chance to hit the stun across a GCD.


most people haven’t played either fight on mythic. give it time

That and the timegated campaign rewards players with seriously low BoP gear.

Amazing changes, especially the sandstorm relics.

Love the Tazavesh changes of course as well :slight_smile:

Maybe next time you can have internal people actually test things instead of releasing hilariously broken content?

Too much to ask?

Somehow FF can do it even without a PTR.


I would argue normal difficulty still needs to be reviewed. And in before the hardcore elitists: NORMAL raids are intended for friends and family raiding. It should be tuned to be a sufficient challenge for 233-239 gear you get from the zone, with one legendary at best. You shouldn’t need to run LFR to get tier sets to run a normal raid. There should not be a “meta” for normal raids. That’s why you can’t just “trickle down” the difficulty from Heroic to Normal. Normal raiders have different challenges to overcome - some of them physical, some visual and some technological. That’s why some mechanics need to be blatantly clear, or slowed enough where someone with a high ping, or arthritis can react in time, or have the mechanic not be an insta-kill on failure (unless you are literally just standing in bad). We know Blizzard should be able to do this, because they were able to do this.

Normal raids are intended for the average player - which is why there is no achievement for killing the end boss. Blizzard may have forgotten that promise made back in Mists, but I have not.

Blizzard has turned normal raids into a barrier to entry for heroic raiding, which does a disservice to friends and family raiders as well as heroic raiders who have to “waste” their time in a “trivial” difficulty that technically they have no business being involved with. And while there are pugs who are cheerfully clearing normal, those pugs are not friends and family raiders. You younger folks probably won’t remember that friends and family guilds existed, but those who came from Wrath certainly should, since Wrath had the largest population of casual raiders WoW ever had (Ghostcrawler effectively firing the friends and family player base in Cataclysm, which is why so many guilds collapsed back then – guilds which had been around since launch, but died before Blizzard implemented flex - -all because Ghostcrawler (and his team) decided to raise the difficulty floor on raiding and have friends and family raiders “get gud.” The end result was the players left the game - and the same will happen now if Blizzard doesn’t re-learn that lesson).

In any event, my recommendation is that perhaps a few of the devs actually run with a friends and family team to see where their delta in expectations is; because frankly I think the devs are basically surrounded by an echo chamber of raiders who dismiss “lesser” difficulties as being trivial and not worth the effort. The devs need to either listen to friends and family raiders or see for themselves how the designs are not working as intended for the difficulty.

Normal raids should, if balanced correctly, be the path to onboarding more players into raiding by making the experiences in normal sufficiently but nor overwhelmingly challenging. LFR should only be there for players who don’t want to raid but want to see the story.


These types of casts are all over the place. Are they all bugs or are they intended as a “HA HA, made you waste your interrupt”?

How about make them account bound rather than soulbound, that way I could sent them to alts who could actually use the gear.


So, to make sure we all understand… Instead of making these BoA, or making the items purchased BoA, so they would actually be USEABLE for us in some way, we instead are going to have even more used bag space than we had before at a faster rate than before…? Am I reading this right?

Because I don’t think anyone, not one single person, actually has a use for these items. By the time we have the relics to buy even one of these, we are already getting Cypher Equipment at equal or higher item level WITH POWERS ON THEM, thus making the relic gear literally trash in comparison.

This relic gear is little more than cosmetic at this point, when it could have been an AMAZING catch up / gear bump mechanic for alts.

Please Blizzard… PLEASE just make the blasted relics BoA so we can mail them to alts! They already take up the bag space, so make it actually WORTH taking up the bag space!