This trinket was not available for PTR testing, so the information below is a guess based on datamining.
How does it work. The general mechanics is similar to the Corruption from patch 8.3 BfA. When equipping a trinket, you can choose one of five runes (it takes 30 seconds to change between each). The first four give one stat and what kind of deterioration for your character. The last, fifth, immediately gives 4 stats and a debuff that deals damage every 30 seconds, about 9k damage. In theory, you can choose the necessary stat for yourself and your personal debuff, which can be compensated by your mechanics. The last rune deals damage and is more suitable for any thread of tanks or healers. The idea is interesting, but most will choose "stable" trinkets that deal damage or give a general save, since the bonus is too weak, and the negative effect in rare situations can lead to death.
Description of effects in runes, tooltip from 233 item. Each rune change (from 1 up 2) requires a cooldown of 30 seconds.
- Your Haste is increased by 68. 10% of damage you take will echo again 3 sec later.
- Your Versatility is increased by 68. All Healing you take is reduced by 5%.
- Your Critical Strike is increased by 68. You are bleeding for 456 damage every 2 sec.
- Your Mastery is increased by 68. Your spells and abilities reduce your movement speed by 2% for 15 sec, stacking up to 10 times.
- Your Critical Strike, Haste, Mastery, and Versatility are increased by 136. When the Final Rune fades, explode for 9082 damage. 30 seconds remaining.
Information based on tooltips 233 and 259 items. What exact stats are given for 246/272/285 - I can't say. Who drop - write.
One Rune Stats
Final Rune Stats
Just looted this out of the Timewalking Chest. After playing around with it here is what I've found. Normal 259 Trinket. Protection Paladin.
Everything above is accurate regarding tool tips. Each rune (1-4) gives 81 of a bonus stat.
Runes one through three are pretty straight forward. The damage on Rune Three bleeds 860 damage every 2 seconds, ticks on me constantly for 751, which is less then my out of combat health regen. Damage appears to be reduced by Versatility and Devotion Aura. Phial of serenity does not remove the effect. Souldbind Kleia's Ascendant Phial ability does not prevent the damage.
What I do not know if it is intended is on rune four; "Your spells and abilities reduce your movement speed by 2% for 15 sec stacking up to 10 times." The stacks gained vary by ability and additional stacks are gained when damage is dealt.
Consecrate gives 3 stacks and constantly increases the stack to 10, but the damage is mitigated down to 610 per tick (Mastery damage reduction while standing in consecrate)
Changing auras gives 2 stacks.
Avenger's Shield gives one stack on cast and then a second upon hitting your target.
Divine Toll took it to 9 instantly. Then Divine Resonance fired and took me to 10.
Blessed hammer give 1 stack to start then and an additional stack per enemy hit.
Avenging Wrath gives one stack.
Hitting the trinket a 5th time consumes rune 1-4 and gives the final rune buff increase all 4 stats by 163 for 30 seconds ,when the rune fades explode for 16160. The explosion did 12211 to four swarm training dummy, and a crit strike on the 5th for 24423. 73267 dmg for a 2.5 minutes explosion is 488 dps.
Activating the final rune does not remove the movement speed debuff.
Blessing of freedom and divine shield remove the speed debuff.
For a paladin this could increase the value of the Echoing blessing conduit, as it would remove and prevent the debuff for 8 seconds and mitigate the speed reduction for another 8 seconds. Leaving 9 seconds till it become available again.
I also know that the runes do not persist through death. I died as I was typing this from rune 3.
Switched to ret, without some passive mitigation or healing, you will die from the bleed out of combat.
I looted this (i259) from the Timewalking chest on an Unholy DK and frankly I'm terribly disappointed. Sure, it's loot from the final boss in Sepulcher but... so is his navel lint.
I mean first rune says it all: take a 10% increase in damage for +81 secondary stat. Compare to ANY other trinket at that level and you're looking at a base functionality of +80 primary stat and no disadvantage, and a positive proc effect.
And it just gets worse from there. I've got a i213 trinket that gives +68 primary stat and a small proc; way better value. This is just going to sit in my bags and boost my effective ilevel. If the runes gave semi-random shard of domination effects then maaaaybe?
This isn't power at a cost because there is no incentive to use it.
I got this on normal,
and the "exploding" 5th rune....didn't explode for any dmg.
The slowdown effect of the Fourth Rune is multiplicative, so for example if you have all 10 stacks and you mount up on a flying mount, your flying speed is going to be 328% :)
A good thing to note is, it seems this trinket does NOT occur a CD in other on use trinkets, meaning you can have this and another on use trinket. With just a 30 second cool down, I found it easiest to macro into an ability I use often, for example, Stormstrike on an Enhance Shaman!
I find this trinket activates itself from time to time without me pressing it, which is scary.
Be aware the Explosion effect from the Final Rune will cause you to force-dismount if on a flying mount! I finished my mobs off before the final explosion, and flew away - just to go tumbling into the abyss when the effect went off in mid-air!
If you use it repeatedly in a raid on Trash, and get the 1st, 2nd, 3rd, and 4th rune buffs, when you pull a boss, it drops all those buffs and you have to start from none again. If you use it every 30 seconds, it will take at least 90 seconds to get to all 4 buffs again.
In mythic plus dungeons, the buffs did not reset on boss pull, so you can stack it up and it should stay on the whole time. Unless you die of course.
Got a Heroic version today from the vault.
Bad side of this trinket is, if you use invisibility potion in M+ to skip trash and you have a bleed debuff from the 3rd rune,
it will instantly put you out of invisibility after the bleed ticks.
Not very fun.
Looks like the echoed damage from the first rune can crit against you. What hot garbage.
13:41:39> Dungeoneer's Tanking Dummy Melee hit You 3,376 Physical.
13:41:39> Your Condensed Anima Sphere healed You 3,135 Nature.
13:41:42> Your The First Rune hit You 619 Shadow. (Critical)
It'd be nice if they would fix it as it bleeds me to death constantly. You cannot even stand still without pumping in pots to stay alive. The negatives outweigh the positives. Personally one has to question why the programmer would create this. I do not think he is smart at all. Raidbots is simming it in for me atm. All i can do is hope for a decent trink.
Got this from the mythic weekly chest. I am getting sick of this. First of all I am tired of getting trinkets and rings in this box to begin with because I don't even get a transmog piece to go with it, but secondly, I didn't do 4 mythics just to be given a piece that I have to worry about 24/7. I don't care about the positives stop forcing negatives effects on me.
For some reason, it slowdown debuff from the fourth sigil triggers by itself every 5 seconds when I'm in shadow spec. No idea why. I have nothing that triggers every 5 seconds.
As a Warlock you can pick Demon Skin talent to counter the bleeding effect from 3rd rune
it counts a spell and stacks up movespeed debuff from 4th rune
This thing is a huge piece of crap. First of all, any decent trinket will give you 3 digits of your primary stat, which this pos doesn’t.
For any other Resto Druids unfortunate enough to get this through whatever means, the bleed on the third rune won't kill us BUT it makes our passive 'Ysera's Gift' proc to heal us. This counts as an ability it seems, and results in the fourth rune, the one that give a 2% movement speed penalty for any spell or ability you cast, stacking up to its maximum 10 stacks. Which means we'll be stuck with a 100% uptime on the 20% movement speed penalty. It's fairly brutal. I'm just standing in Oribos with this on and sitting at 20 stacks, the stacks fall off after 20 seconds without casting spells or abilities, but its resetting every 5 seconds, so it has to be yseras gift making it stay up. Kind of ridiculous.
This trinket is so big disappointment, that if you replaced other trinket with this one, don't get rid of the old trinket even if the old trinket has much lower item level - to keep an option of returning to a relaxed way of playing this game.
With this trinket on, and with 3 runes activated, even going AFK in a resting area will become a scaring decision from now on.
This trinket is terrible. Not even putting agi/str/int on it sure was a choice. One absolutely ridiculous side effect I noticed, is that the delayed damage dealt to you after activating the first rune seems to interrupt you when you use an item/open a chest. Now imagine being a brewmaster monk with stagger on you, damage ticking away for a while after every fight...and trying to open a treasure chest in, say, Zereth Mortis.
I haven't done a lot of testing yet, but having that damage ticking away and making it impossible to open a chest was extremely frustrating. Has anyone else encountered this?
Blizz: "I see you're in tank spec, wonderful! How would you like to take 10% more damage, 5% less healing, and bleed to death!"
This trink is handy for getting @ start raid again (farm mog/mount).
Just uneq everything exept this trink and get to the third rune to kill yourself.
Most are saying this trinket is useless or garbage. That's probably because it is.
Could any brewmaster say if the bleed effect trigger stagger?
Carefull with the "third rune" bleed. It seems to cancel the "clicking" on the summon portals, interrupting the summoning.
As a Paladin I'm intrigued by this trinket. Why not leave Runes 1 - 4 active the whole time and never use the Fifth Rune? Thats 352 secondary's for the Heroic version.
The First Rune is the only problem IMO.
The Second Runes Vers adds 1% damage reduction and 2% increase in healing, so, the debuff is more like 3% healing reduction.
The Third Rune, my Leech easily overcomes the bleed to the point its not noticeable.
The Fourth Rune is tricky. As a Paladin Blessing of Freedom should work fine in most encounters.
Over all a Heroic version its about a 6% flat damage increase if the Final Rune is never used.
If it also had a static Primary stat this Trinket would have been BiS for almost everyone.
Healed 5 WOD Timewalking full of eejits, and all I got was this trinket.
For the same 5 timewalking, my resto shammy got The First Sigil - a 252 trinket with fixed 98 INT/98 AGI and an on use of 1,173 Vers for 20 seconds.
I think I'll take the latter, thanks.
They are buffing this by 25% for the last patch. Old Warrior Soul is getting a 10% nerf. Either one of those and The First Sigil is likely going to be BIS for many classes.
I'm confused as to why this is so bad; I equip it as a resto druid. With all four runes on, I get 102 Haste, 102 Versatility, 102 Mastery, and 102 Critical Strike. At the expense of taking some damage, which is less than Ysera's Gift heals me for, so I'm never losing health. The movement debuff is a little annoying in some fights, but if I need to move faster, I just shift to cat and shift out, triggering Timeless Pursuit 30% movement buff. Works fine for me in M+. Disclaimer - I don't raid. I recently picked up Enforcer's Stun Grenade, which is a passive 80 Versa with 798 on a 2 min. cooldown, but I still use this. Probably just not a good druid... :)
I'm a casual that bare does mythic. Got this one at ilevel 298.
I got so sad I wanna uninstall.
The 5th rune explodes with ~30k on Heroic. The effect can also crit.
If you can play around the negative effects this trinket is pretty nice - when you time the 5th rune right you can do tons of damage since the 30k are done to EVERY target.
Yes, the bad effects can be annoying, especially Rune 3. It depends on what abilities your class/spec has that can counteract the health loss. The Final Rune can be very powerful. Check time stamp 2:30 in this log.
FYI: The third rune (and thus 4th and 5th) almost instantly knocks you out of invisibility (shroud&potion confirmed). So if you pot with the 3rd+ rune up, it'll break you out on the first tick of bleed. Since you can't drop stacks off the trinket, this means you could potentially have to death skip rather than invis. Not great-- I'd say this is more in bug territory than anything else.
The only thing that this trinket give me (rogue) is to send me to my grave.................sooner :P
You can easily drop the stacks by swapping the trinket spots.
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