Jump to content
FORUMS
Damien

Beast Mastery Hunter 7.3

Recommended Posts

1 minute ago, kriley71 said:

Tear 3 and 5 are not talked about on the talents.

Tier 3

Posthaste

Farstrider

Dash

 

Tier 5

Binding Shot

Wyvern Sting

Intimidation

Azor does give a short description, mainly due to the fact that these talents won't directly impact the damage you put out. These are more "utility" talent rows. Please check the talents page for the choices that he suggests, as well as why. 

Share this post


Link to post
Share on other sites
2 hours ago, Guest lavascha said:

Hey dude! Great guide for beginners.

Although some of your statements are just making me pissed off. Can you please explain why BM is considered worse than MM? Considering rotations, cd's and everything, BM felt much more smooth than MM to be honest. Most of MM talents have this small area of usefullness during a 8 min fight, yet all viable BM talents have great use in them, and dps never drops even when RNJesus decides to leave you alone, yet your cd's make you go literally wild.

Second, how is Chimera Shot better than Stomp? Even against a single target (a situtaion rarely happens) simple math tells you stomp is way better, even without mentioning the cosmetic part.

Great job again, but a bit confusing statements for lovers of this spec.

Smooth does not equal good, that is a flawed subjective conclusion, and has nothing to do with the reality of the game which is that Marksmanship is capable of equal or higher single-target damage, and significantly higher multi-target damage. On top of that, it can do full single-target damage while doing full AoE damage at the same time, which is its strongest asset.

I don't know what you mean by Marksmanship's talents only being useful for a small part of an 8 minute fight (what fight do you think lasts 8 minutes, anyway?)

I'd like to see your math on the Stomp vs Chimaera argument.

The statements are not "confusing" unless you mean that they are ambiguous in their wording or something. Your personal opinion (which is all that you've offered so far) does not outweigh the thousands of simulation iterations that's been run to achieve the results that ultimately make the foundation for a practical guide.

Share this post


Link to post
Share on other sites

I am wondering about the Stat listing for BM you have in guide.

The stat priority for a Beast Mastery Hunter is:

  1. Agility;
  2. Weapon DPS;
  3. Haste;
  4. Versatility;
  5. Mastery;
  6. Critical Strike.

I would put Mastery ahead of Haste  then  Versatility with Critical Strike last.

Bm damage when you have 2 pets out almost all the time with the addition of Bestial Fury and Stampede would gain more dps  with Mastery. Does Versatility do anything for pets?

 

Share this post


Link to post
Share on other sites

What you would personally put it as is irrelevant to me unless you can prove that it is the higher DPS option. And no, your feeling/personal experience hitting dummies/raidtesting/random world mobs does not count.

Share this post


Link to post
Share on other sites

With Mastery being tied to pet damage, Why is versatility considered a higher priority stat?

Since I'm not an ultra theory crafter guru, just an average player I would think it should be Haste (For cooldown reduction) and Mastery.

Thanks so much for putting out these guides. Your efforts are much appreciated!

Share this post


Link to post
Share on other sites

Versatility is tied to all damage, you can't look at what a stat does and make conclusions based on that. By that logic, Versatility would always be the best stat because it just flat out increases your damage done, sounds sick, right? Err. It's about how much a stat improves your output by per point.

  • Like 1

Share this post


Link to post
Share on other sites

Hi Azo,

First of all i want to thank you very much for your guides, it´s allways a pleasure to read it and follow up your instructions, good Job well done.

I have a question regarding BW and your recommended opener sequence.

Does Stampede and Crows benefit from BW or not, because the tooltip from BW says "...increase all our damage..."?

Thank you very much for your reply, and sorry for my bad english, i am not native.

Kind regards

Armorphis

Share this post


Link to post
Share on other sites
4 hours ago, Armorphis said:

Hi Azo,

First of all i want to thank you very much for your guides, it´s allways a pleasure to read it and follow up your instructions, good Job well done.

I have a question regarding BW and your recommended opener sequence.

Does Stampede and Crows benefit from BW or not, because the tooltip from BW says "...increase all our damage..."?

Thank you very much for your reply, and sorry for my bad english, i am not native.

Kind regards

Armorphis

Yes, they do benefit.

Share this post


Link to post
Share on other sites
Guest Axxia

I came here because I really wanted help with talents and rotation for beast mastery but your recommendations don't make sense. You don't recommend taking barrage as a talent but you do have it in both rotations for one target and two target but don't include murder of crows in your rotations which is the talent you do recommend. This makes no sense at all and is frustrating. I was hoping to get real advise I could follow from someone with greater knowledge than I obviously have but please be consistent.

Share this post


Link to post
Share on other sites

It is in the rotation for people who decide to use it against the guide's suggestion. If you are not using Barrage, simply pretend the step is not there. Based on your suggestion and others', I have decided to just remove sub-optimal talents from the rotation altogether to make it cleaner, and easier to understand for those using the advised talents (the majority). This goes for all guides.

A Murder of Crows is considered a cooldown, I've added a note about it as such.

Share this post


Link to post
Share on other sites

Thank you Azor, as always your advice is most welcome :) 

As someone who mains BM and had to switch for guild to MM for WoD, I sure hope BM gets a little tweaking to AOE when Legion hits! /fingerscrossed

Share this post


Link to post
Share on other sites
Guest Blayke
On 7/19/2016 at 9:00 PM, Azortharion said:

Chimaera and Stomp are extremely close single-target, with Chimaera narrowly winning out. Unless you have simulations that show the contrary that are better than my own, then your anecdotal experience and in-game testing is not worth a single thing, actually.

The same goes for everyone challenging the guide on its choice of talents. You can't just come and claim something is better, you must prove it. The best way to do that is with sims. If not with sims, then you must have a reasonable case for why simulations are not adequate.

 

With all due respect to your large body of very fine work, you are being unnecessarily petulant here.  As has been pointed by others, including the Admin of this site, simulations are not to be altogether relied upon at this point in time due to devs being more focused on level 110.  This reminds me of the time Aldrianna, the well known Elitist Jerks rogue theorycrafter who pioneered the use of spreadsheets in theorycrafting, once claimed that if there were a discrepancy between his spreadsheet and in-game experience, then the game must be wrong.

Ultimately, the game is not played on a simulator.  In game experience counts.   From what I can see, nobody is "challenging" you, they are merely reporting what they're seeing in-game and asking you for answers.  As someone who holds himself out as an expert, you have a responsibility to answer their questions, not simply dismiss their experiences and questions as not worth a single thing.

While I doubt this comment will actually be approved by the moderator, it felt good to get this off my chest.  :)

Share this post


Link to post
Share on other sites
23 minutes ago, Guest Blayke said:

With all due respect to your large body of very fine work, you are being unnecessarily petulant here.  As has been pointed by others, including the Admin of this site, simulations are not to be altogether relied upon at this point in time due to devs being more focused on level 110.  This reminds me of the time Aldrianna, the well known Elitist Jerks rogue theorycrafter who pioneered the use of spreadsheets in theorycrafting, once claimed that if there were a discrepancy between his spreadsheet and in-game experience, then the game must be wrong.

Ultimately, the game is not played on a simulator.  In game experience counts.   From what I can see, nobody is "challenging" you, they are merely reporting what they're seeing in-game and asking you for answers.  As someone who holds himself out as an expert, you have a responsibility to answer their questions, not simply dismiss their experiences and questions as not worth a single thing.

While I doubt this comment will actually be approved by the moderator, it felt good to get this off my chest.  :)

We're never going to not approve comments like this :p

Share this post


Link to post
Share on other sites
2 hours ago, Guest Blayke said:

With all due respect to your large body of very fine work, you are being unnecessarily petulant here.  As has been pointed by others, including the Admin of this site, simulations are not to be altogether relied upon at this point in time due to devs being more focused on level 110.  This reminds me of the time Aldrianna, the well known Elitist Jerks rogue theorycrafter who pioneered the use of spreadsheets in theorycrafting, once claimed that if there were a discrepancy between his spreadsheet and in-game experience, then the game must be wrong.

Ultimately, the game is not played on a simulator.  In game experience counts.   From what I can see, nobody is "challenging" you, they are merely reporting what they're seeing in-game and asking you for answers.  As someone who holds himself out as an expert, you have a responsibility to answer their questions, not simply dismiss their experiences and questions as not worth a single thing.

While I doubt this comment will actually be approved by the moderator, it felt good to get this off my chest.  :)

The simulations are not dev-created, there is no reason to doubt simulations that are made around current content because the developers are focused on 110. (The developers of WoW or the developers of SimCraft?); either way it's irrelevant because there's no difference, from a simulation standpoint, between 100 and 110, if you do not actually have 110-specific variables in play (like an artifact) for your level 100 prepatch simulations. Ingame experience does not count because ultimately being able to repeat something in a simulator 10000, 25000, 50000 or more times is going to be more scientifically valid than Average Joe #672 going on a dummy and finding, over a pathetic sample size of 10, that the guide is wrong, unless there's a reason to believe that the simulator is modeling in-game mechanics incorrectly which absolutely does happen from time to time, which is why a lot of ingame testing is done by myself and others to try and achieve similar results with similar variables. But to just cry foul on the simulator without backing up what you're saying does not make any sense. If it is modeled correctly, there is no better way to find out which of 2 talents is better than a simulation which eliminates RNG and even player skill from the equation. If two talents are effectively equal or within a very small margin of the other, we tend to recommend the one that's easier to use and/or maximize.

In-game experience is not worth a single thing because the methodology used by different players varies wildly, and as do the thousands of variables and their combinations, because it's not like Average Joe #672 and Average Carl #823 has talked to each other and are using the exact same methodology, and if I were to individually investigate the methodology used by each and every single one who asks why they are seeing different ingame results than the simulator implies, then that is all I would be doing with my entire life.

Your initial comment about developers focusing on 110 implies that you have a lack of understanding of what SimulationCraft actually is, who makes it, and what makes it far superior to in-game testing as far as comparing talent X and Y go, provided that those talents and the related mechanics are modeled correctly. 

If a guy were to play simulator and hit a dummy for 5 minutes with two different talents like, 10 times each, he could reach almost any conclusion between here and the moon because simple RNG will tend to vary your DPS much, much more than a talent choice will.

Share this post


Link to post
Share on other sites
Guest Blayke
57 minutes ago, Azortharion said:

Your initial comment about developers focusing on 110 implies that you have a lack of understanding of what SimulationCraft actually is, who makes it, and what makes it far superior to in-game testing as far as comparing talent X and Y go, provided that those talents and the related mechanics are modeled correctly.

To address this comment, allow me to repeat a quote from Damien.  It was in response to someone asking why Heroic trinkets were showing up as Mythic ones.   Even though it appears on the Mage forum, it is equally relevant here:

" It's what SimC is outputting currently. People are still working on it, so there's room for improvement. One problem is that most devs are focusing on Level 110, so results for Level 100 sims are highly inaccurate. Gotta work with the tools available :P"

So by dev's, I assume he means SimC devs.   I also assume Damien has a pretty good idea of what he's talking about.

None of this is meant to discredit your work, which I and many others have benefited from.  But I do think that given the somewhat wonky nature of things in pre-patches in general you need to develop a healthy respect for the margin of error in sims. 

To just assume players based their questions on 10 swings is patronizing.  To say in game experience is "not worth a single thing" is absurd.  Yes, 50,000 iterations in a sim should be mathematically more accurate than a few hundred on a training dummy, but the results from both should at least be in the ballpark. I'm sure you're aware of the GIGO principle (garbage in garbage out).  If something is off with a sim, it doesn't matter how many iterations you run, you're still going to get false information.   If a player can't approximate in game what the sim says should be happening, then that potentially raises questions which should be addressed. 

Again, I have nothing but respect for your body of work.  But please, have a healthy appreciation for the margin of error that is inherent in any theorycrafting, and try being a little nicer to the very people who admire your work and rely on it to get better.

Share this post


Link to post
Share on other sites

It does not matter that the SimC devs are focusing on level 110, because the mechanics governing level 100 content are not affected. I cannot speak for Damien as that is not part of my job description.

Just apply your brain to it, though. Why would SimCraft devs working more on 110 (whatever that actually means? Class mechanics remain the same) have any bearing on the accuracy of Sims done at 100 - what do you imagine the difference to be?

People do base their questions on 10 attempts a lot of the time. Sometimes, it's even less (single logs). I know this because I've done it for years, it's not like people trying to refute me with anecdotal evidence is a new thing. Not everyone does it, but it is not an unreasonable assumption.

Until the opposite is proven, SimCraft is the best thing to rely on. Is it perfect? No, but it is significantly more reproducable than any in-game testing. Ingame tests are conducted all the time to see if damage numbers, ability counts and other mechanics are modeled correctly, the same goes for crafting the action lists.

Share this post


Link to post
Share on other sites

Azo, one of the things you dont do which I (&probably others) would appreciate is; listing a reason for the secondary stat changes on your secondary stats page. ex. Mastery was very good for BM hunters but has been down graded because.... they nerfed pet damage or mastery benefits or maybe they just buffed the hell out of Haste & Vers. This would help us come to grips with the changes. Even if the answer is "I dont know why mastery sucks now that just what the sims tell me" at least it would be an answer.

Edited by Knocknoc

Share this post


Link to post
Share on other sites

You can't really compare stats across patches/fundamental changes of the game. It might as well be a new spec, there isn't something you can say for individual stats that made them better or worse, other than literally just saying what the stats do (which the guide already does).

Share this post


Link to post
Share on other sites
Guest KitKat

I think you all should be ashamed of yourselves.  This guy Azortharion has taken his time to make this guide for you.  He didn't get paid anything for doing it and his only payment is "thank you's," but does he get that?  Nope.   He just gets a bunch of slack from a bunch of people who think they know it all.  Well, if you all know it all so much, go write your own guide and if it's better, then I'm sure you will get people who will use it - but for now this is the only guide that is out there.  Everything is up in the air right now because we're transitioning from WoD to Legion and it must be very hard to make a guide that is accurate in the long term.  This guide is it for now though and it is what Azortharion's tests have shown to be the most effective, so be respectful and pay him his "thank you," or go write your own guide!

  • Like 2

Share this post


Link to post
Share on other sites
On 24 July 2016 at 2:38 AM, Guest Blayke said:

To address this comment, allow me to repeat a quote from Damien.  It was in response to someone asking why Heroic trinkets were showing up as Mythic ones.   Even though it appears on the Mage forum, it is equally relevant here:

" It's what SimC is outputting currently. People are still working on it, so there's room for improvement. One problem is that most devs are focusing on Level 110, so results for Level 100 sims are highly inaccurate. Gotta work with the tools available :P"

So by dev's, I assume he means SimC devs.   I also assume Damien has a pretty good idea of what he's talking about.

None of this is meant to discredit your work, which I and many others have benefited from.  But I do think that given the somewhat wonky nature of things in pre-patches in general you need to develop a healthy respect for the margin of error in sims. 

To just assume players based their questions on 10 swings is patronizing.  To say in game experience is "not worth a single thing" is absurd.  Yes, 50,000 iterations in a sim should be mathematically more accurate than a few hundred on a training dummy, but the results from both should at least be in the ballpark. I'm sure you're aware of the GIGO principle (garbage in garbage out).  If something is off with a sim, it doesn't matter how many iterations you run, you're still going to get false information.   If a player can't approximate in game what the sim says should be happening, then that potentially raises questions which should be addressed. 

Again, I have nothing but respect for your body of work.  But please, have a healthy appreciation for the margin of error that is inherent in any theorycrafting, and try being a little nicer to the very people who admire your work and rely on it to get better.

The main problem with SimC right now is with the Action Priority Lists. The engine is in a good state, but for most classes, the default APLs are not optimal or written with Level 110 in mind. Azor maintains his own APL for Hunter specs, which gives him a definite edge over what others can sim. He would add his APLs to SimC, but he doesn't know how to. I usually do it for him, but I haven't had any time with the pre-patch and now we're working on the DH guides and the D3 patch that's coming up next week :P

Share this post


Link to post
Share on other sites
Guest aaa
On 7/21/2016 at 7:13 PM, Tenzi said:

I am wondering about the Stat listing for BM you have in guide.

The stat priority for a Beast Mastery Hunter is:

  1. Agility;
  2. Weapon DPS;
  3. Haste;
  4. Versatility;
  5. Mastery;
  6. Critical Strike.

I would put Mastery ahead of Haste  then  Versatility with Critical Strike last.

Bm damage when you have 2 pets out almost all the time with the addition of Bestial Fury and Stampede would gain more dps  with Mastery. Does Versatility do anything for pets?

 

It is

Agility

Mastery

Haste

Crit

Versatility

Weapon dps  now  ;)

Looks like you did know it good . And they almost bite you for it lol

 

Share this post


Link to post
Share on other sites

The stat priorities changed due to a change in how the sim methodology worked, usually working around lower killtimes.

That has nothing to do with what that guy said, because none of what he said is true. He just happened to guess what it would be post-change, but for all of the wrong reasons.

That's part of the fun in changing things such as stat priorities. The one billion people who have been telling you that you're wrong based on "hunches" and other bs are gonna be like "oh look I was right" when it just happens to change to whatever they pulled out of their ass back then.

Share this post


Link to post
Share on other sites
Guest aaa
5 hours ago, Azortharion said:

The stat priorities changed due to a change in how the sim methodology worked, usually working around lower killtimes.

That has nothing to do with what that guy said, because none of what he said is true. He just happened to guess what it would be post-change, but for all of the wrong reasons.

That's part of the fun in changing things such as stat priorities. The one billion people who have been telling you that you're wrong based on "hunches" and other bs are gonna be like "oh look I was right" when it just happens to change to whatever they pulled out of their ass back then.

Hey no need to be upset . I come here all the time to use this guide ( and mage , DK ect too ) and Im happy for it . On my own I would be kinda lost for sure . Just don't have enough game time to figure out everything alone.

I need to remember to re check on stats before I spend all that gold , and leather to change things and then have to change it again !

Share this post


Link to post
Share on other sites
Guest Hidden

The part about Blink Strikes is wrong by the way. The current version of Simulationcraft assumes that Beast Cleave only cleaves auto attack damage whereas in reality it also cleaves basic attack (e.g. bite) damage that's increased by Blink Strikes' +50%. This is trivial to test in-game and going by some napkin maths on total damage distribution when AoEing, Blink Strikes should easily be the best AoE talent when properly accounted for in Simulationcraft.

Share this post


Link to post
Share on other sites
11 minutes ago, Guest Hidden said:

The part about Blink Strikes is wrong by the way. The current version of Simulationcraft assumes that Beast Cleave only cleaves auto attack damage whereas in reality it also cleaves basic attack (e.g. bite) damage that's increased by Blink Strikes' +50%. This is trivial to test in-game and going by some napkin maths on total damage distribution when AoEing, Blink Strikes should easily be the best AoE talent when properly accounted for in Simulationcraft.

Neither Blink Strikes nor Beast Cleave have mechanically changed, thus their implementations in SimC are the same as they were before the patch, meaning it does account for the basic attacks triggering beast cleave.

Unless you can prove otherwise, we will assume that this is the case.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
    • By Staff
      This week's Alpha notes bring a new zone, two new dungeon, the Earthen Allied Race, and many class changes, including the Demon Hunter Fel-Scarred Hero Tree! 
      Notes (Source)
      The War Within Alpha has been updated with Alpha #2, build 54361.
      NEW ZONES AND DELVES
      The Ringing Deeps NEW DUNGEONS
      The Stonevault Darkflame Cleft NEW ALLIED RACE
      Earthen CHARACTER LEVEL
      Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.
      Level 73 Character Template Maximum Level: 75 CLASSES
      The following Hero Talents are available for playtesting in Public Alpha 2: DEMON HUNTER Fel-Scarred Fel-Scarred Demon Hunters embrace the monster within! Blasts of devastating Fel fire are unleashed while in demon form, and activating Metamorphosis greatly empowers additional Fel-themed abilities. The Fel-Scarred endure a pain that bubbles just beneath the surface, granting increased maximum Fury and a portion of their demon form bonuses at all times. Those who stand in their way will inevitably be introduced to that pain by intense fiery abilities and blades that burn with Fel energy. MONK Mastery of Harmony Developers’ notes: Master of Harmony was accessible in the Public Alpha 1 build but several talents were still being worked on. In Public Alpha 2, Master of Harmony is now fully playtestable. All Fear, Silence, Sleep, Stun & Interrupt visual effects have been updated with a new visual. Additionally, all movement speed slowing effects greater than 50% will now display a universal Slow visual on the target. Developers’ notes: Our main priority for this visual update is to help increase the clarity and consistency of messaging for common status effects. Slow (the status effect not the spell), for example has taken quite a few different visual forms over the years, mostly in the range of multicolored dust clouds around a target’s feet. As you can imagine this particular visual was difficult to notice from a distance and wasn’t easily recognizable. So, we did a pass on Slow and the other status effects listed to help address those clarity/messaging issues making them easier to quickly identify in combat. MAGE Sunfury Spells cast by the Arcane Phoenix no longer benefit from the caster’s secondary stats, spell damage bonuses, or talents. Arcane Phoenix’s Arcane Surge damage reduced by 50%. Reduced the damage of all Arcane Phoenix AOE spells by 50%. Arcane Barrage, Flamestrike, and Phoenix Flames Activation Overlay added for Hyperthermia and Arcane Soul Memory of Al’ar - Arcane Soul buff redesigned: Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay. MONK Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes. Conduit of the Celestials Heart of the Jade Serpent now increases the cool down rate of affected spells by 75% (was 100%). Fists of Fury now channels 50% faster during Heart of the Jade Serpent. Windwalking is now a 1 point talent. Some connections have been moved within the final gate. Hasty Provocation has moved to a choice node with Quick Footed. Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios. PALADIN Retribution Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. Highlord’s Judgment damage increased by 50%. Highlord’s Wrath is now a 1 rank talent. (was 2 ranks) Highlords Wrath: Mastery: Highlord’s Judgment is 50% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Vanguard of Justice is now a 2 rank talent (was 1 rank) Vanguard of Justice has been redesigned: Enemies hit by Templar’s Verdict take 30/50% increased damage from your next Divine Storm. Judge, Jury, Executioner has been redesigned: Divine Storm has a 40% chance to cause your next Templar’s Verdict to hit an additional 3 targets. WARLOCK New Talent: Pact of Gluttony – Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. New Talent: Swift Artifice - Reduces the cast time of Soulstone and Create Healthstone by 50%. New Talent: Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 2%. Fel Pact is now 1 rank and has been redesigned - Fel Domination cooldown is reduced by 60 sec. Fiendish Stride is now 1 rank and has been redesigned - Reduces the damage dealt by Burning Rush by 10%. Burning Rush increases your movement speed by an additional 20%. Grimoire of Synergy has been removed. Inquisitor’s Gaze has been removed. Summon Soulkeeper has been removed. Profane Bargain has been removed. Demonic Circle has been moved to row 3. Soul Leech is no longer baseline and has been added to the Warlock tree. Soul Conduit has been moved to row 10 and is now 1 rank. Fel Synergy has been moved to row 9. Soul Link has been moved to row 9. Abyss Walker has been moved to row 4. Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9. WARRIOR Protection Defensive Stance no longer reduces damage dealt by Protection Warriors. New Talent replacing Improved Heroic Throw - Fight Through the Flames: Defensive Stance additionally reduces magic damage you take by 5%.
×
×
  • Create New...