Oh my God! Now with the patch being so quick and just around the corner, we have to talk about the new season, Pool Dungeons, Mythic Plus trinkets. These are the words, but they're probably set in the wrong order because it's morning and I'm drinking my coffee. Good morning, everyone, or good evening! No matter what, we're covering all the items that are there. I'm not sure if they're all the animals, the cool ones, because you know some cool fan favorites are coming back due to the new rotation in the Dungeons.
And as always, we have Sunshade here. Hello Sunshade, are you ready? Oh yes, I guess there's no other choice. We have to talk about this because I'm excited for some of them. Yeah dude, like I cannot wait to see if we're going to split. I'm not going to tell you what I'm excited about because we will get to it and I will hold my feelings again. He holds it in for a long time. Let's get right into it and start off with the items from Brackenheit.
Hello, let's go off with the three kids. First one being the Friend's Frenzy Signal Flare. Is it Signal? It probably should be Signaled, but it's an old engine. What does this do? Well, it seems like it summons a Gnoll that deals physical damage, stuns, poisons targets, or gives you a top-secretary SOS, one of three effects. How does this work, son? If you've tested it, I think the Gnoll that gets summoned can deal any of these things. It's an agility and strength trinket, so intellect users cannot or should not use it. It definitely sounds like your average damage dealer trinket, you know, average.
I could totally see the stun effect on a raid boss, and that's such a good drinking frog. Yes, please! Listen, this can be used in arenas, this can be helpful there, and I can totally see it in dungeons. It really depends on what type of numbers we're looking at here, or how much physical damage it actually does and how much the poison. You know what it reminds me of? The Ruby World trinket, where you have one of four procs that you can get, but you can trade the Ruby World trinket.
Yeah, but is this, I mean, this would be really cool if the Gnoll summoned does all of those things at once. So, he goes in, does the physical damage, puts the poison on, and gives you your top secondary stat. That would be like, that's like the best solution. Why have one of four when you can have all? My question is, does this work with the raid trinket? For example, Hunter has that raid trinket which procs when your summoned pets do things.
Oh, that's a good point. Someone interesting is it because I guess it's how it's scripted because we've had trinkets that summoned pets before, but whether or not the game sees them as pets because I think we've had a similar conversation before where certain pets were influenced by certain classes, we had Auras, class Aura, and that didn't work, and I feel like I've heard this before where the devs specifically took trinkets out of class Aura, and they didn't consider them as pets anymore because they were overpowered. So, I would be surprised to see if this is considered a pet, to be honest. I can totally understand that.
And still, 50 damage reduction. This sounds pretty good depending on how the damage cap actually scales, and of course, how much damage it deals to you. I would imagine it's not that much damage, I would hope. I'm not sure about this impales, you think. Does this mean that you'll be rooted, or just that's the problem? Not the actual damage you take, but if it impairs your movement in any way, on top of the entangling effects that we're probably going to have eventually, that sounds pretty nuts.
I mean, if it's just flavor, like, okay, get impaled and get some damage in, and then the slime releases out of you, you know, it's fine. Like visually, whatever it needs to make sense or whatnot. But if it actually mechanically will keep you in place, and I see that as a big trade-off for the 50 damage reduction, we'll see. I think they would mention if you would be stunned or anything like that. They just say you suffer a 250 item level. You suffer 19k nature damage, and the slab absorbs 50 of damage taken up to 76k for 15 seconds.
So, it is capped. It is times for 250, so it's really low. Yeah, no, this will probably be very good. We'll wait for the numbers. One more trinket here. The agility strength trinket, Idol of pure Decay, ranged spells and abilities can unleash a volley of nature damage split between enemies, and it also slows them by 30%.
This is not going to be fun to use in a Sanguine week. Oh, a German intellectness that just makes everybody a frost [__] for like a couple of seconds. So that's not I don't think that's big of a deal. I think the damage proc is actually very, very important because it's just pure pure proc. And usually these trinkets kind of sound okay until we actually get them into practice, because a lot of the time, most of the time, people just want stats. Stats generally function better with your spec. They make you scale better.
The proc itself would probably have to be really strong, but I can see specs like Outlaw and Windwalker that just, you know, nobody Walker. Yeah, Windwalker, that just go with first. Usually, these skills first, this do scale but first in it traditionally, and this is just for ranged anyway. Yeah, this is right. Well, again, we can talk about pistol shots on Outlaw stuff. I don't I mean, there's other trinkets in the Mythicplus pool that will probably be more appealing to both Outlaw, for sure. Yeah, definitely.
But yeah, I think like the major utilitarian factor would be the 30% slow, but yeah, proc rate. If the proc rate is uh, like super high, but the damage is low, then yeah, this will be a more clearly then utility trinket for sure. However, if the proc rate is lower but the damage is like decent to high, then yeah, a strong contender for all of the casters out there. Let's move along to Halls of Infusion. Shall weigh out the trinket itself from there, starting it off with a Radius Fragment.
It increases the main stat reduced with every ability you use. This is so interesting because it gives baseline Mastery, right? Yeah, and then increases main stat reduce with every ability, so you get a big chunk of what, I don't know, strength, and then in the case by you using your...Yeah.
I would prefer to not take haste if they could help it because haste is always, you know, kind of like a double-edged sword for healers, maybe not as much in dungeons but definitely in raids. It's very interesting, and I'm actually kind of excited about this for sure. Next on the list, we have another agility one, if I'm not mistaken.
Yeah, globe of jagged ice, apart from spells and abilities, can impale the target with a stack of jagged eyes stacking up to four. It has an AoE effect, you shatter shards, dealing a percentage of frost damage split among nearby enemies, slowing them by five percent per stack. Another slow trinket, the second slow trinket in about five of them.
Thoughts on this? I mean, it has the news effect, so this is really cool because the passive enables the unused effect. We've seen this on a couple of great items as well, we have like a passive that will build up something for the use effect because you have like the jagged ice that impels your target stacking up, and then the use effect will shatter the shards, right? You know why it's in correlation, right? Yeah. If the proc is decent enough, this is cool because it can be kind of like a mini-game. Oh, well, the cooldown is decent enough.
Yeah, it's 30 SEC. This is actually cool. I kind of like these string kits where you can just have like your own separate mini-game. You might probably need a weaker to kind of track it because the Huawei doesn't really do a good job and letting you track these without an external add-on, so that's kind of iffy. But it does add a little like, "Oh, I'm doing my rotation. Oh, wait a minute, I know I can use my trinket. That's pretty cool, pretty flavorful. I like it. Next on the list, uh, we should get a proper healer trinket.
Should we? Yeah, it looks like we're getting Waters Beating Heart. It's an on-use increases one ally's armor up to, okay, and heal them for an x amount over eight seconds, effects are increased based on current health, most powerful on targets below 20 hp. Right, this is the oh [ __ ] trinket. Okay, it's more of a tank drinking, not necessarily healer because it's also the armor.
Oh, doesn't it? But it's an intellectual true. Uh, no, I, hot take, I think this is a steaming pile of poop trinket for a couple of reasons. First of all, in any situation where I would imagine a tank would need, uh, would need assistance, they would probably not need armor the most. They would definitely did a lot. Um, the devs kind of want to push a lot of armor out, but armor is not usually what kills tanks, hardly ever.
A lack of armor is what kills tanks. Second of all, the always these healing effects that are super strong when targets are very low are very iffy to use because, first of all, you obviously never want to be below 20 HP or at least close to 20 hp to get the most use out of this trinket, and it's, you kind of would like a preventative measure about that. And not to mention that it's, I mean, how much it's over eight seconds? If we would know the exact amount of armor and if that would be a big chunk, wouldn't that make a difference if you'll be like big, big armors that like wouldn't that make a difference because it has to be.
You can't put it right under you. It has to be a bit forward. Got it? I get it. Uh oh, fair enough. I mean, I only played with this while leveling and beta testing. It seemed good at the time, but we didn't really have much to play with at the time. Anyway, maybe it just doesn't scale right anymore. Which, I mean, I don't know about the crit. Some specs will definitely value the crit, depending on how much it goes up.
Their box broke as well. Uh, Paladin red Paladin, I can totally see it. I'm looking at the value of the crit, to be honest here. And if that is really good, I can see it being used on a lot of different specs. But other than that, it doesn't really impress me that much, especially with the wonkiness. All right, all right, what's next? The next is a very cool-looking trinket, I would say.
The Mutated Magma Wall Scale. It's an agility and strength trinket. And your attacks have a chance to cause flaming tentacles to grow from your body for 10 seconds. And they lash out, dealing some fire damage every two seconds split between enemies in front of you. Damage is increased for each enemy you struck, up to five enemies. Oh, okay.
So, this is a passive trinket. I can kind of see this on tanks, depending on how it scales. Usually, tanks like passive AOE damage split every now and again in Mythic+. It usually helps with the throughput and the aggro-keeping. Now, of course, right now, it seems that on 250 level, it does 1200 fire damage every two seconds. It doesn't say for how long. Oh, for five pulls, ten seconds.
So, that's five times, so that's about 6K fire damage. It's not that much, but it looks cool as fast. It looks very cool. We'll take this one for the visuals, for sure. I mean, you know, numbers aside, it's tentacles. Like, who doesn't like tentacles? And it's fiery tentacles. It looks insane. Yeah, numbers twice, it's still a guessing game because we don't know until they release the patch what is going to happen with all of the scaling with these. But for sure, one of the coolest, I agree. Next up, Spoils of Neltaris. It's intellect unused effect gain a secondary stat by a percentage for 20 seconds. So, basically, you get a random proc of the secondary stats.
I imagine this reminds me of, is this the same as the Sepulcher cache with weapons trinket thing that you just choose whatever stat procs, and then you use it? No, it's very passive. Think Dark Moon Fair shuffling the deck. Oh, okay. This is the trinket that I simmed this patch on my Evoker. I had it on my Evoker. I saw this 372 item level, I think, and it was still seeming higher than most of the trinkets I kept getting from Mythic+.
All right, this is the Spoils. Now I remember. Yes, this is the chosen one. But yeah, did we get any updates on this? Will this be nerfed down with the secondary stat? I mean, it's pretty bonkers for this 372. Currently, better than, I'm guessing. I don't know if the Sims calculate every possible proc. It might have shown like the best proc over because obviously, it can be any of the four secondary stats.
Fire damage split between all nearby enemies. Damage increases for each enemy hit. It can be a contender for many melee specs, but it has no main stats. The proc would have to be strong to compensate. In the past, items like these with no main stat had strong effects, making it a trade-off. I don't believe Gavel had main stats either. This trinket could potentially be a contender for melee specs, especially in dungeons. The proc effect looks pretty strong if it slaps in AOE. It's impossible to get two of these since there are two unique equipped. It doesn't have a mace that could be used by Holy Paladin, leaving a lot of potential untested. However, it's difficult to determine its strength because there's no chance to test it properly on the PTR. Judging by history in WoW, these items tend to be very strong when they don't have main stats. It sounds promising, but it's hard to say. It looks juicy for my rogue at least.
Moving on to the trinket from the dwarves. It's an agility and strength trinket, Homeland Raid Horn. It has a use effect that calls upon the Lost dwarfs to rain down cannon fire at your location. It deals fire damage split between you and all your enemies over three seconds. This trinket will damage you as well, and the damage increases for each enemy struck, up to five targets. This is perfect for unholy protection and Frosty cases AMS. You can stay in the fire, but we don't know if it damages only you or your allies as well. The proxy is strong though, and it can potentially get you into trouble. Regardless, it's useful on some specs, even on a red Paladin, especially because it's fire damage, and Repel has some buffers. They whitelisted this trinket from the class school to avoid it being buffed by other abilities. However, the rate trinkets on a monk 4 set get buffed, and the Beacon from the Beyond gets buffed by the shadow damage from the Windwalker 4 set, so it's possible that this might change.
Lastly, there's the tank trinket, the Inexorable Resonator. It's a stamina trinket, and the equip effect activates the Defense Matrix for 12 seconds when you fall below 50% health. The Defense Matrix has a high chance to react to your damage taken, counter-attacking for some fire damage and absorbing.
The next amount of damage you take is every two minutes, and you can get this effect again. It's like an "oh [ __ ]" moment, but the fact that it has a two-minute internal cooldown makes me think that they want this to be a slightly cheat-death style trinket. It looks like it's reminiscent of the Sanctum Fade Scrap trinket for tanks. It depends on how strong the proc is; at 250 at level, it seems decently strong. The main issue is that it's purely defensive and has no offensive capabilities, except for the counterattack.
Of course, we've had this style of trinket before. It definitely matters what the proc is - a high chance is not ideal. We've also had the Defense Matrix, which tanks would use and which had the counterattack mechanic, dealing pretty substantial damage back. So, I definitely think this is a numbers game because you're not getting any money or passive damage - it's just every two minutes you might be doing some damage back, which is kind of niche. If it's going to work out like a semi-cheat death trinket, then it's definitely a powerful contender. But again, there are a lot of contenders in the raid and professions that could possibly take the cake out of this one. It will all boil down to numbers, for sure.
Moving on to the Breaching Talent - this is a haste trinket with no main stat. The use is still power from your future self. I love the fact that they flavored this so much with the dungeon, it's amazing. You gain 1.6K intellect for 20 seconds, and then lose 509 intellect for 20 seconds. So, you lose about a third of it. The two-and-a-half-minute cooldown means that it doesn't align with any of those cooldowns, like farmages or maybe Destro locks that are really pumping during their combustion.
It's a first trinket for sure, but I don't know what's the rate of combustion procs when you play Kindling, like you have it in a very minute and 10 seconds or something like that, and maybe you can use it every day. I think this could align with combust, to be fair. Judging by the fact that combust will probably be somewhere around the same anymore, because you'll have 20 seconds of increased intellect then 20 seconds of downtime with lower intellect, which is a problem. So, you don't use that, and by the next 20 seconds, you'll have your combustion ready. I can totally see this for fire mages, not sure on other caster stoles because of the two-and-a-half-minute cooldown.
In terms of design, it's actually really cool. It definitely matters what the numbers are because this could be one of those trinkets that you can also take into consideration, like "oh my God, we just need to push the boss a little bit more in this phase. I know your damage is going to suck by the end, but we just need people to do a little bit more."
And I feel like this is the trinket that can do stuff like that. I kind of like niche trinkets like, "in this fight, I'm just going to equip this. My damage might be overall lower because I'm losing the overall intellect, but we're going to push it through this phase, so I'm going to pop it there, and it's going to be really cool." Yeah, it does sound like a giga-birth trinket, judging from the numbers that you're probably going to get on this, for sure.
Uh, because I think it will change, there's also Parryum on some of the items there. I don't think we have Parry anymore right now. A lot of the items also had double sockets, which would be very cool. [Music] This is definitely an interesting discussion because obviously loot tables are subject to change. We've seen this with Legion dungeons where they've added weapons where we obviously didn't have weapon drops in Legion, and I wouldn't put it past them to change the loot table in Vortex Pinnacle.
However, I do want to point out that it could be cool and refreshing to see some different styles of Trinkets and Rings provided they're not going to be the best in slot 100% guaranteed take this. And although tanks still use Parry, you don't get Parry from any actual dedicated Parry stats because you just get them for crit on most tanks. It would be interesting to see these kinds of niche things, like 'oh, remember the old days when you used to get a hit chance on trinket.' Obviously, I don't know how that would work nowadays, but it would be interesting to see how much of the nostalgia they can keep with these items.
Yeah, okay, let's get off with the first one. This is like a versatility trinket, Heart Of Thunder. On use effect, increase Max HP by a certain amount for 15 seconds. This is so old school, man. Oh my God, this is like the old PVP trinket. It does share a cooldown with the Battle Master shrinking, so okay. You play both of you guys, play big tanks. Is this a thing anymore for increasing message HP? No, do you have any beneficial effects?
No. It's very bad because the only situation where you would use an increase in health on a trinket, specifically like this for 15 seconds, is usually when you want to avoid a tank buster, which there are not that many of anymore. Obviously, there are mechanics in the game that give you a boost of HP like last stands like in corn like Metamorphosis vampire blood.
Every tank except probably no brewmaster has it in fortifying brew as well, so all tanks have a mechanic where they gain a boost of HP. It's nice, it's not really why they like that defensive most of the time, so gaining a bunch of health is not something that tanks can use effectively in combat outside of just surviving a big hit because that health is going to go away. And if it doesn't go away, then this is useless and you just get the versatility.
So, I would be surprised if this becomes valid at any point. I guess I mean it's kind of redundant to talk about the Cataclysm items dropping in the next season because we don't have answers regarding the next and the Rings and maybe some other pieces of fluid over there, including this trinket as well since you want to do dungeons for Loot, and if the loot is pretty poop for its purpose, this is very interesting because obviously we have the patch announced, and we don't know what the Vortex loot is going to be like.
There is no way to test, there's nowhere to see. Yep, so it's maybe a little bit alarming, but I guess we'll see. I think it's going to be fine in the end though. Alright, let's go to the military and Slayer up. We have a bunch of trinkets here, and shall we start off with the tank one? Sun: Yes. The Shard of Rook Mora is an agility and strength trinket with the use effect that lasts 30 seconds.
This absorb Shield up if it doesn't get consumed which is really good for tanks. Absorb is way better than HP but the next one, though, the telescope is even better. Yeah, exactly. So the Dallas part of the crack ship crack shaper, it prevents 50% of all damage taken for 15 seconds. It can absorb a max amount of percentage damage on a one-minute cooldown. So not only do you get a 50% damage reduction, you can also absorb a certain amount of damage. Yes, so I feel this is way least above the first one.
Um, yeah, one-minute cooldown, baby. I'm looking at the absorb, and it's like three times as less. I think this obviously, they're both good. This is all very, very subject to sim because we need to know exactly the effect of HP that this has, and I like the damage reduction way more than just a flat absorb Shield, obviously. And it is, I really love tank tickets with the one-minute cooler, that's yeah, that's what I'm saying. It is on a one-minute cooldown. You cannot really beat a one-minute cooldown, especially if the prevention is at 50%.
This is a very, very potent trinket for like, oh [ __ ] moments because yeah, I agree the absorb is lowish and stuff, but you know it's paired up with the 50% damage reduction, plus you can use this every one minute. You're supposed to be the Giga absorbed from the first one, which will be on the two-minute cooldown, so historically what I'm in the tank trinkets have been pretty good. Yeah, one difference would be that it will not have main stat. This Talisman, as opposed to the first one, will have versatility. I don't know how much that will impact the chosen of the two. I still feel people are gonna go for the second one though, even with that.
I think so too. Neither will the next one have main instead. The Rex is spiked tongue. It has Mastery, and it says your range attacks and spells have a chance to launch a ball of Venom that deals up to 2.2k Nature damage based on your distance from the target, maximum damage at 20 yards. This is, at 178 level, that's the damage that it has. This kind of reminds me of the Karazone trinket that we had last season in simple Cur that launched the balls of lightning stuff, and that was probably the most over part the Caster trinkets in the last season of shadowlands. I don't know if this is going to be on this same level.
It's interesting that it has a range component to its proc. I mean, it's interesting because it enables another like, quote-unquote, mini-game, keep the distance as far as possible but not too much like backstory yards, and you'll do the most amount of damage. It's cool. It's very number-based, so it's kind of hard to judge though.
Yeah, it was very good back in Legion. So was this Legion? Yeah, it was Legion. I think a lot of people liked it. It was a lot of Mastery, and I'm not sure if the distance it's kept at 20 yards. I think to be at least 20 hours away, yeah, it's kept maximum damage at 20 yards. Um, further than 20 yards, it doesn't give you any extra bonus. But what I'm saying is you can be 30 or 40. You're not going to do less damage. Yeah, but you cannot beat melee, that's for sure.
Like 170 level and the grid is probably gonna be good. What's interesting is that I don't know how much this matters because I haven't played with this in Legion, but it has a two-second internal cooldown. So fast attacking melee specs might actually need to practice a little bit more. I'm seeing Havocs, Rogues, and maybe Windwalkers, and probably a few Warriors too.
In terms of attack speed, it could potentially have a lot more benefits for melee, so attack fast and have the enhanced Shamans over there as well. But yeah, it's pretty cool, not like the most amazing one in the world, but it's just damage.
I say this because I know what other trinkets are now in the red as well, they have a ways to go, but we're not done yet, and now it's time to move to the real stars of the show: the BFA items from the two dungeons that remain on our list. With a little bit of a caveat here, we still have Azerite power armor dropping from these two dungeons, so I'm hoping those will get addressed pretty soon because we don't use Azerite armor, thank God for that. But let's talk about Harlan's Loaded Dice, which was an Abyss trinket for all agility melis. I'm not sure about range, maybe Hunters still? Oh, for sure Hunter, yeah, definitely. If this retains its value, it's going to be super nice because, for one, Freehold is a cool and easy dungeon to do, so you'll have a lot more chances to get this trinket.
I love this; I mean, there are so many unused trinkets that having a passive one is pretty much mandatory for most specs, and this is one of the best ones they've ever made. Yes, I mean, for agility folks, yeah. I wouldn't mind having this for my Red Paladin for the crit, but it's agility, so I'll still have mine. It's a very Rogue trinket; it's pretty much roll the dice on a Rogue.
Yes, yes, but you know, having some cool assets but actual good products, yeah, yeah, shut up, it's good, it's good. We also have on the list The Rock-Crusted Voodoo Doll. I don't know if you ever used this, Serge, because I remember this being kind of like a poopy trinket. I don't know if you use it; it wasn't that poopy. It's an intellect trinket. I do remember using it, but I don't remember loving it so much. But it was okay.
You would throw the doll at the target, it deals some Shadow damage, so it's a DoT, and then it can proc another DoT after. Yeah, I remember it seemed a little bit underwhelming until it got proper trinkets, so I don't know how it scales now. I would imagine as a caster, considering the options we have today, we might not see it very much. Okay, but the absolute creme de la creme here, once again, for the agility boys and girls, the Bile-Stained Croc Tusks.
This was something that I farmed in Underrot; I have two of these. Underrot is not the easiest dungeon in BFA to do, especially if you're pugging. If you know what to do, it's okay, but it can be very punishing even in a coordinated group. However, if you talk about Demon Hunters, Monks, probably Outlaw Rogues as well, definitely the Alto Works as well.
High item level, and you know a good amount of secondary stats or whatever it was, a nice thing to chase. Yes, yes, uh yeah, cool cool indeed. What do we have next? The lingering Spore pods, again an agility strength. This makes your attacks and attacks made against you have a chance to trigger spores to grow for four seconds before bursting.
When they burst, they restore some health to you and deal some amount of damage split between all the nearby enemies, so it's an AOE proc that deals increased damage when striking multiple kinds. Maybe more for and against you, it depends. It depends exactly how it scales.
Once again, it's very hard to judge these. Obviously, if it is for tanks, and it is for tanks, it's gonna be pure Mythic plus. I would find it hard to see a lot of value with this rate. Obviously, it works better when the when you have more people more mobs attacking you. It's not a bad one per se. It's again one that I don't remember being top of the meters at the end, but at the time, we had like a different loot pool altogether. So this time around it could be good. It's nice to see different types of tank trinkets, not just boost your HP absorbs have some damage back. It's kind of nice for tanks that you know kind of struggle a little bit with output.
Oh for sure, for sure. Now the last trinket from under what this was such a good trinket for my red background. Animated blood, first of all, it gave Mastery and second of all, when you used it, you gain a good chunk of spring which would decay on 18 seconds. But not only that, it was on a one-and-a-half-minute cooldown. It was so good, the cooldown is very low.
It once again I don't think it matches almost anybody's cooldown profile, maybe Warrior, I don't know, wings are like one minute now, right? So yeah, well that's the thing. It could potentially still be good, but because it was very good for red back in the day because it also had the Mastery was like super best for red. Not the case anymore in 10-1, that's right. But yeah, the strength depends on how much strength they make it out to be.
It could potentially still be one of the best. The alignment with the cooldown sharp, it wasn't like the biggest star-shining thing about it, but the amount of Mastery plus strength you would get that would like overshadow any alignment you would have. So you can make use of this during wings and you can also use it sometimes two-minute cooldown. I could do it from different specs. I don't know how much Mastery your values or Fury Warrior or no dead diet. Well, maybe there's nice like Maestro, yeah.
So it was really good for the I remember because I played a lot of death at the time. This was almost mandatory for Unholy. It was very good for frost as well. I can definitely see this maybe on Fury. I know Fury sometimes likes to rock a lot of Mastery, especially in AOE. Yeah, the 1.5 minute cooldown is definitely going to factor into it to an extent, but then again it's always good to have strength and it's on 80 seconds decaying but still 18 seconds that's good. It's good and I can totally see this been best for a couple of strength classes, not paladins necessarily, unless they really give that huge chunk of strength. It was very bursty. Yeah, nothing else for sure for sure.
Fine, but I'm happy. All the overall sentiment is pretty positive. I love the fact that we're going to get back a couple of these items that will be really great for some. We can call it quite insane, depending on how the numbers will be too.
They will have to be to compete with what we get in the raid because this raid has probably the most interesting trinket lineup that we've seen in a while. So, it only makes a lot more sense that the dungeons also kind of measure up so that we have a healthy balance between going into a dungeon and covering that.
We also covered that in a video that you can check on our Channel. Let us know in the comments what you think, and what you are most excited about, depending on what you're going to play in 10.1. I love to read these comments, as always. Thank you, Patreons, for supporting the content. Thank you for watching until the end, and I wish to see you in the next one. Bye.