Legendaries

In Legion by Babylonius

We’re finally reaching a point that people have one more legendary than they can equip. This means, you’ll have to choose which one(s) you want to use. I’ll cover every legendary, if/how they change things, how useful I believe they are, and what you can do with them. In alphabetical order.

Cenedril, Reflector of Hatred

What it does:

This increases the maximum size of your Touch of Karma damage from 50% of your maximum health to 125%.

How you use it:

Just like you’d use Touch of Karma. It will allow you to survive longer hits, or stand in fire longer to transfer more damage to the target.

How strong it is:

It is a very strong legendary. It provides an extra 75% of your health as damage any time you use Touch of Karma. Its certainly one of the strongest legendaries when used offensively and provides a nice DPS boost when using it defensively.

Cinidaria, the Symbiote

What it does:

As long as the target is above 90%, you do 30% more damage. This works particularly well with all the cooldowns you should be using on the pull.

How you use it:

You attack the target. The belt does damage equal to 30% of what you’ve done as a separate hit, Symbiote Strike.

How strong is it:

This legendary gets stronger as content gets harder, as harder content generally has more health so it stays above 90% more. Because of the synergy with Gale BurstTouch of Death, and Serenity, it can count for a considerably increase in damage at the start of fights.

Drinking Horn Cover

What it does:

Increases the duration of Storm, Earth, and Fire by 0.6 seconds for every chi spent. This allows you to extend each use of Storm, Earth, and Fire by several seconds.

How you use it:

There is no effect on Serenity, due to Serenity decreasing the cost of all Chi spenders to 0. No Chi spent, no extended buff.

Ideally, in addition to having your major damage abilities available, you enter Storm, Earth, and Fire with maximum Chi, even better if Energizing Elixir is available.

This doesn’t change the rotation in any meaningful way other than making sure you pool appropriately.

How strong is it:

It is a very strong legendary. One of the best when not using Serenity.

On average, if you plan ahead, Storm, Earth, and Fire can be extended by an additional 8-10s, effectively increasing its uptime by 60%. This can be very useful in extended AOE situations.

One last note is that the other legendary, Katsuo’s Eclipse, does decrease the cost of Fists of Fury, so there is a slight negative effect on Drinking Horn Cover by making it slightly harder to use the extra chi. It should, however, still be very easy to use it all.

The Emperor’s Capacitor

What it does:

Chi spending abilities provide a stacking buff that increases the damage of Crackling Jade Lightning by 50% per stack as well as decreasing its energy cost by 5% per stack, stacking up to a maximum of 20 times.

How it works:

When you use any ability that use Chi, you gain a stack. Once you hit high stacks, preferably 20, but 18 or 19 are acceptable if you have the downtime space to fit a full channel of Crackling Jade Lightning in without delaying anything else, you can channel Crackling Jade Lightning. This will both do damage and allow you time to regen energy and other resources, as well as give you time to plan out the next few abilities.

How Strong it is:

Strong single target damage that helps cut down on downtime and can be used flexibly around other abilities and situations.

Hidden Master’s Forbidden Touch
What it does:

Allows you to cast a second Touch of Death on a second target within 5s of the first.

How you use it:

After casting Touch of Death on a target, you select another target and cast Touch of Death again on them. You NEED to cast another ability in between so that you do not lose the mastery bonus and Hit Combo.

If you cast it a second time on the same target, you will get the “A more powerful spell is active” error.

How strong is it:

The strength of this legendary comes in multi-target fights, for obvious reasons. It works somewhat with Gale Burst, in that any additional damage you do to either target will increase Touch of Death‘s damage to that target. The damage from one Touch of Death will not increase the damage of the other like the Warlord’s Soul Capacitor/Ring, so temper your expectations. The more targets there are, the less effective one cast of Touch of Death is, this legendary allows Touch of Death to remain a slightly larger portion of your damage for slightly longer.

Ex. If its 10% of your damage on one target, its 5% of your damage on 2 targets, 2.5% on 4 targets and so on. With Hidden Master’s Forbidden Touch it stays roughly 10% at 2 targets, so its 5% at 4 targets.

Katsuo’s Eclipse

What it does:

Anther straightforward legendary. The cost of Fists of Fury is reduced from 3 Chi to 1 Chi.

How you use it:

This legendary has a tangible effect on how the rotation feels. Having another 2 Chi to spend every 20-24s means that you need to learn to work in more Blackout Kick to use that Chi, while planning it out so that you have the Chi necessary for the hard hitting abilities.

While it can make the rotation a little faster and difficult to plan, the reward is also noticeable, being the top personal DPS legendary not tied to a defensive cooldown. Its also very strong in AOE situations where you have 2 Chi to toss into Spinning Crane Kick.

How strong is it:

Its very strong. The strongest all-around legendary that Windwalker’s have available to them.

Kil’jaeden’s Burning Wish

What it does:

Basic on-use trinket. It fires a “vortex of destruction” that explodes for AOE fire damage.

How you use it:

Press button, do damage

How strong is it:

Decent single target, very strong AOE damage that scales with more targets.

 

March of the Legion

What it does:

The movement speed buff from Windwalking is increased from 10% to 25%. The buff is for all friendlies within 10 yards and lasts for 10s after they leave that range.

How you use it:

You equip it and move faster, simple as that.

How strong is it:

Although this legendary provides no direct DPS benefit, movement speed is an incredibly underrated buff. Back in the day (which was a Wednesday) movement speed enchants to boots were required for raiding. 8% was a huge deal, people lived and died by 8%. For anyone who raided back in those days, 10% sounds good, 25% should sound insane.

The benefit of this ring cannot be overstated. It can decrease damage taken and increase healing and damage done. Any mechanic that takes you, or someone else, away from the target can be done faster, and they can return from it faster.  However, if you’re not benefiting from the movement speed, due to being able to keep up with the boss due to other mobility or mechanics, obviously the extra speed is wasted. There is no quantitative benefit to this legendary, but the benefit is there if you need it.

Prydaz, Xavaric’s Magnum Opus

What it does:

Every 30s you gain a bubble worth 25% of your health.

How you use it:

Get bubble, take less damage

How Strong is it:

25% of your maximum health is nothing to scoff at. If you’re prone to standing in fire or particularly slow to react, this gives you a little bit more cushion before anyone knows you’ve made a mistake. It also provides a large amount of secondary stats over similar ilvl necks.

 Sephuz’s Secret

What it does:

After you successfully CC, stun, dispel, or interrupt a target you get a buff that increases you movement speed by 70% and gives you 25% haste for 10s.

How you use it:

Apply CC/Stun/interupt/dispel, get buff

How strong is it:

Its very strong in Mythic+ and other dungeons, as well as raid trash where you can regularly stun and interrupt targets. With all of the possible ways to trigger the buff, there should regularly be a way to get some use out of it. While not the strongest, its not useless on raid fights either.

Hopefully, this answers more questions than it creates. As always you can find us on Discord to answer questions, and if you liked what you read don’t hesitate to scroll down or to the top and subscribe and support WtW.