If you are killing 3 bosses in Uldir a week, you’re building up your Reorigination Array stacks. I’ll explain what this buff is and all of the details around how it works. Then I’ll jump into some ranking information to see how good it is for you.
How does Reorigination Array work?
The Reorigination Array is a buff that gets activated in Uldir. The buff adds 75 points to your highest secondary stat. So if Crit is your highest stat and you have 1,000 Crit. The Reorigination Array buff will bring your Crit up to 1,075.
You need to meet a few conditions to activate it.
: You must equip an Azerite item that drops from Uldir.
: You must be able to unlock the outer ring of traits on that Azerite item.
: You must activate one of the following Azerite Powers on that outer ring (note, all Uldir Azerite gear has one of these powers):
: You must also have killed 3 bosses in Uldir in a week, on any difficulty (including LFR). Doing this adds a permanent stack to the buff, up to a total of 10 stacks, for a total of 750 extra of your highest secondary stat.
This last condition, #4, is being tracked in-game, even if you haven’t met any other condition. Continue reading
Is there anything tougher than an acronym that sounds exactly like the word “tough”? There is: a made-up word written in all caps that actually isn’t an acronym at all and also sounds exactly like “tough”. TUF.
TUF is a new take on the “NPS” tanking metric that we used in Legion.
In a sentence: “TUF” measures how good you are at staying alive and negating incoming damage.
In a shorter sentence: “TUF” measures how tough you are.
As a tank, do you have enough gear to live through damage spikes? Can you live long enough for your healing team to help you recover? Are you tanky enough that you can use gear and talents that favor DPS a bit more?
By accurately modeling a healing team and measuring your tankiness vs damage, we can use tank simulations to answer these questions. Continue reading
There isn’t much use for a tank simulator unless you have something to tank. I know, I’m captain obvious over here.
The boss mechanics and how tank ‘rotations’ interact with them are the core of tank simulations (and I think, the most interesting). I’m covering both of those things in this post (Part 2). Continue reading
Simulating DPS, even as a tank, is pretty straightforward. Most people who are familiar with simulators ‘get’ this concept and have used tank sims for this purpose.
Simulating your survival as a tank isn’t as straightforward and requires a more complex system. Since it’s complex and new to most people, I’ll be covering the system in detail in this series of tank-simulation articles. Continue reading
Diminishing returns shows up in many places in Battle for Azeroth: damage reduction from Armor, Stagger and blocking attacks, and chance to dodge, parry or block attacks are the most prominent. Calling it an “often misunderstood” topic isn’t quite right… most people get it. People tend to argue about it a lot more than they actually misunderstand it, because there are a lot of valid ways to look at it… it’s like the Necker cube of WoW.
We are going to talk specifically about Armor, but the same logic applies to block amount, dodge chance, etc. — they all use a fundamentally similar formula. Continue reading
In Battle for Azeroth, how does diminishing returns affect Armor, Block Amount, Stagger, Dodge, Parry, and Block Chance?
Some things haven’t changed and you’ll be familiar with them. Other things are a little different with Battle for Azeroth. We’ve figured out everything you need to know through data mining and a dizzying amount of in-game testing. Continue reading