For part 3 of my Legion series, I’ll be taking a look at the legendary items that are available to Windwalkers and how they will effect everything. Understand that these are subject to change and are certainly not the final word on any of them.
Tentative preferred priority: Hidden Master’s Forbidden Touch (2+ targets) > Drinking Horn Cover > Cinidaria, the Symbiote > Katsuo’s Eclipse > Cenedril, Reflector of Hatred > March of the Legion > Prydaz, Xavaric’s Magnum Opus > Sephuz’s Secret
While primarily aimed at tanks, or for PvP, this necklace will provide a useful cushion against incoming damage. 25% of your health is a solid extra chunk of survivability.
Whether this is useful or not depends entirely on the availability of other necklaces.
Sephuz’s Secret (Ring)
There aren’t many loss of control effects that we can apply to enemies, and even less during a raid. This could be useful during trash where you can Paralysis a target just for some quick extra haste.
Cinidaria, the Symbiote (Belt)
This is a very interesting legendary. It increases DPS by a huge 50% when the target is above 90%. The damage bonus will be larger and larger the harder content gets and bosses have more health. A fight like Archimonde in HFC, where most strats require a large amount of burst at the start would see this legendary shine.
The overall power of this legendary will amount to around 5% increased damage depending on the mechanics of the fight.
This is just about my favorite of the legendaries because I love Touch of Karma. Increasing the amount that it absorbs and redirects from 50% to 200% is a huge swing in both damage and survivability. Its effectively adding a maximum of a Touch of Death and a half to each Touch of Karma.
Katsuo’s Eclipse (Boots)
Reducing the cost of Fists of Fury from 3 to 1 Chi is a large Quality of Life improvement. Overall you shouldn’t have a problem having the Chi for it without the legendary if you’re planning ahead like you should, but it becomes enormously easier with the legendary. The biggest gain will be in multitarget where an additional 2 Chi that can go toward Rushing Jade Wind/Spinning Crane Kick will be very noticeable.
Hidden Master’s Forbidden Touch (Gloves)
As everyone can probably figure, this about as good as it gets. A second Touch of Death use every 90s is another full health bar worth of damage. Current when tested the second Touch of Death could only be cast on a second target, so this Legendary would only be useful in situations where there is more than one target, and obviously both targets will live the full duration until you get points in Death Art.
Its unknown whether this will also include a second 10% of Gale Burst and whether the first Touch of Death will explode into the second’s Gale Burst, much like current Soul Capacitor and Maalus, the Blood Drinker, but suffice it to say that if this is the case, then this legendary is absolutely insane.
Drinking Horn Cover (Wrist)
Increasing the duration of Storm, Earth, and Fire is a difficult thing to quantify. At minimum you can generate and use 6 Chi during the 15s, assuming no haste and no pooled Chi (which would be bad). This means that you’d be able to extend the buff by 3s at minimum. Starting with, and using, a full Chi bar would give you another 6 Chi, or 3s of the buff before factoring in haste. While you’ll never be able to extend the buff indefinitely, the more haste you have and higher your skill, the longer you’ll be able to prolong it. It is unclear if this will ever benefit Serenity, so this may be strictly a multitarget legendary once equivalent ilvl items are available.
March of the Legion (Ring)
Increased movement speed is nothing to scoff at, even though people often do. Windwalking increases passive movement speed by 10% already. Another 15% will bring the bonus to 25% which is a huge amount of speed. Considering that the 8% movement speed boot enchants used to be required for all levels of raiding in previous expansions, 10-25% movement speed is insane. Obviously no direct DPS benefit, but a significant benefit in being able to keep up with targets for all those in 10 yards of the wearer.