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New Venthyr Soulbind Traits in Patch 9.1 PTR Build 38312 - Guide Writer Analysis and Feedback
17/04/2021 a las 04:20
New Soulbind Traits for every covenant are now available for testing in the first
9.1 PTR build 38312
that arrived on April 13th. We asked a popular spec of each role to review the new Venthyr soulbind traits to help assess how these additions might improve your options for soulbinding in Patch 9.1 Chains of Domination.
Our Guide Writers have given their thoughts on the updated Soulbinds on the Patch 9.1 PTR for Build 38312. Check out their opinions below!
New Kyrian Soulbinds - Guide Writer ThoughtsNew Necrolord Soulbinds - Guide Writer Thoughts
New Night Fae Soulbinds - Guide Writer ThoughtsNew Venthyr Soulbinds - Guide Writer Thoughts
Patch 9.1 PTR Build 38312 Spell ChangesPatch 9.1 PTR Official Patch Notes
Our Soulbind Calculator is updated with all the new traits on the Patch 9.1 PTR!
to check them out!
Patch 9.1 Venthyr Soulbind Trees
When the Haste effect of Euphoria ends, gain 10 sec sec of either 20% increased critical strike chance or Versatility, whichever you currently have more of.
Enemies within 8 yds are slowed by 10%. If you fall below 35% health, enemies within 8 yds are rooted for 4 sec sec. This can only occur once every 60 sec.
Health Potions and Healthstones grant you an absorb shield equal to 50% of the amount healed.
When Soothing Shade activates, Tubbins and Gubbins each offer you a cup of tea, healing you for (Total health * 1 / 100) health every 1 sec and reducing damage taken by 5% while standing in the shaded area.
While you are Well Fed, gain 0 Speed and 0 Avoidance.
Once per day you can speak with Theotar in Sinfall to obtain The Mad Duke's Tea, which increase your <Primary Stat> by 3%, or your Haste by 3%, or your Critical Strike chance by 3%, or your Versatility by 3% for 1 hour.
Each nearby enemy trembles at your presence, increasing your damage and healing done by 1%, and reducing damage taken by 1%, up to a maximum of 3 enemies.
While below 50% health, Door of Shadows cools down 50% faster.
Any overhealing done to you will heal for an additional 15% of the overhealing amount over 6 sec.
Tank Opinion - Protection Paladin
We asked Lincoln, our Protection Paladin writer, to give their thoughts on the new Venthyr Soulbind traits for
-- This gives you an absorb when you use a health potion or healthstone. This is a nice to have passive in any PvE situation. A tank should always have health pots so this trait adds just a bit more value to things they already do.
-- This Nadjia trait roots nearby enemies when you drop below 35% health. This could be useful in Mythic+ for kiting or even PvP. However, roots are generally very weak because they break on damage so it has really questionable value overall.
-- This is a buff for Nadjia's
where you'll get Critical Strike or Versatility, whichever you have more of, after the initial Haste buff ends. This is a strong trait that increases the value of
-- This is a new trait on Theotar that gives trickle healing and some damage reduction while in
. It will be useful when movement is low and you can actually stand in it. Combined with the Mastery bonus, this trait could be a nice survivability bonus for a few tank classes. When movement is high, you won't use this trait.
-- This is just a passive bonus for Theotar that gives speed and avoidance when you have a food buff. It's a no effort passive bonus and won't make a big difference either way.
-- This new trait on Theotar is maybe the strangest trait they've added across any soulbind in 9.1. Once a day, you can talk to Theotar for
that gives you a random stat for 1 hour. The item lasts for three days and it stays even if you change soulbinds or die. In its current form, it's a glorified augment rune with an unclear use. You effectively don't have an end trait if used incorrectly or it gets wasted somehow.
-- This new trait on Draven converts any overhealing done to you into a hot that heals you over 6 seconds. Tanks, especially ones with some self-healing, are constantly overhealed so this will be really useful just for more passive healing in any content.
-- This is another new trait on Draven. It makes your Door of Shadows cooldown faster at lower health. This is a really weak trait for tanks. The cooldown has never been a barrier for its use as a tank and this won't really won't change that.
-- The last trait on Draven grants 1% damage, healing and damage reduction per nearby enemy up to three. This will be the best value in dungeons as you'll always have the max damage reduction in most situations especially against trash. In a single target raid, it will depend on the boss and your stats as Nadjia could provide some nice defensive value as well.
Taking a step back and looking at how these traits affect tanks, Nadjia and Draven are definitely better and help fulfil their roles in a clearer way. Nadjia is for damage and Draven is for M+ and when you need a bit more tankyness especially against multiple targets. In the case of Theotar, the new traits actually reduce the overall quality of his entire kit. In 9.0, he can be a really strong soulbind because of
however, the traits do not supplement that in the proper way.
With these new traits, you'll likely use Theotar less especially for situations where you want to push damage. The end trait,
, is really weak when you compare it one for one against
from Nadjia in a raiding scenario. Additionally, another of Theotar's new traits is tied to
which is already difficult to use correctly because of movement and how it restricts it. For DPS output, Nadjia will see a lot more use as her traits are more flexible and can be used for single target or AoE. Defensively, Draven is still the go to pick as you'll receive more healing and be bit more tanky. As a Venthyr Tank pushing keys, you'll also go Draven because
will add some passive damage reduction especially for trash packs.
Protection Paladin Guide
Healer Opinion - Holy Paladin
We asked Pelinal, our Holy Paladin writer, to give their thoughts on the new Venthyr Soulbind traits for
is nice for added survivability, but nothing too exciting. The real addition is
which gives you some nice extra crit, or vers after Euphoria ends which can really help during something like
provides little value in PvE scenarios.
Overall these traits do improve the power of Nadja, it could make her the go-to in some scenarios (smaller group sizes) as
is less effective in PvP/dungeons.
Theotar is an interesting one, he is already extremely powerful in raids due to the value of
, but his new traits aren’t that powerful.
is nice utility, but not a game-changer, and
some extra survivability, which Holy paladin doesn’t lack.
is potentially good, a 1 hour long buff that gives quite a bit of power. If you are doing a specific dungeon this can be nice, or if you are really close to a kill it provides a lot of power. But provides literally nothing depending on how long your raid/dungeon session goes. In dungeons you may not take Theotar as much, but in raids
is valuable enough that I don’t see major changes for Venthyr while raiding.
Draven sees the largest buffs
gives you a fair amount of protection, as usually a raid can overheal a fair amount. This is probably more useful for tanks, but if you are using
frequently this can be nice.
will rarely be chosen, as you will not be under half health for long enough to care about the increased cooldown recovery (hopefully).
is also potentially nice if there are multiple targets in melee being cleaved giving you a permanent healing increase. Its possible Draven sees more use. But he lags the other two currently
Holy Paladin Guide
DPS Opinion - Enhancement Shaman
We asked Wordup, our Enhancement Shaman writer, to give their thoughts on the new Venthyr Soulbind traits for
From a DPS perspective
has been a mixed bag of Soulbind choices, some are great but nothing eye-popping and lots have their place for Enhancement, but aren't going to seal the deal on playing a Covenant above and beyond the ability granted. What 9.1 seems to bring is some bumps to each, though it seems like it might be a tree that's ironically lacking a bit of refinement despite
One thing to note before diving into each individual Soublind is that they all come with an extra Potency slot for free (and Conduit slots on the tree are being empowered over the course of the patch). Mileage may vary depending on build played, but generally speaking we've spent the majority of Shadowlands avoiding Potency slots especially as
being so weak, so this isn't very exciting.
As it stands right now, what is coming in 9.1 misses the key context of any class changes that may be happening. The Soulbinds are improving especially for the one we regularly use -
- when playing
, but changes elsewhere in other trees (the shifts to
are already present, and the looming power of some
options are very relevant) might be enough to pull us away from it being the default Covenant currently.
has undoubtably been the premier pick for DPS just by virtue of having good throughput traits that allow us to bypass weaker Conduit options, but despite that it still has conditions that need to be met (
fight timers and
's target limit). The tree adds in
as the final capstone which effectively boils down to an extra 10 seconds per activation of a 20% secondary steroid (though this time in the form of Critical Strike/Versatility when the Haste ends). Given the activation is conditional on extra enemies killed this has a lot of potential on some encounters and Mythic+, but it still relies on a specialization having cooldowns that fit into the windows Thrill Seeker creates, which isn't always fluid and can be a turn off, however the free damage it grants is undeniable. Aside from this the
trait is of note that empowers
uses granting an absorb shield on use, and extra survival in moments where using these is necessary is always appreciated.
is more of a niche pick with certain builds that has some appealing traits (in particular
for certain fights), but isn't as robust and much more conditional on its effects than Nadjia. In spite of this, the bottom row addition of
is very appealing for short bursts of progress, but seems like the kind of effect that's unlikely to make it to live. That it not only persists outside of Soulbind swapping (so equates to a daily world buff in effect), but also fades after only an hour when most players are active for more than that time in most content streams makes it seem like a fun gimmick that may get tried on the PTR, but I expect ultimately dropped; we'll see though.
's tree is fundamentally lacking in consistent throughput options that also has a heavy conditional on the strong trait available later (that being
), so is an infrequent pick already, but still has a robust defensive toolkit that improves here. The final addition is exclusively tailored toward multi-target situations, but it's doubtful that
will do enough to bring it above Nadjia especially considering Nadjia's gains from enemy death, while Draven requires consistent multi-target uptime to capitalize upon.
Enhancement Shaman Guide
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