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Retribution Paladin 7.3

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Guest Eridius

I'm a little confused by the advice with Execution Sentence to cast Judgement and then immediately cast it. Since it's now the time the proc triggers rather than when the spell was cast that matters, wouldn't it make more sense to cast ES, build up some more holy power, and then judge? That way you can cram more holy power abilities into that judgement. Or is there something I'm missing here?

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Guest Jest

First time/guest poster.  After reading the vitriol from other commenters, I too wish to express my gratitude to the folks that maintain this site.  Updating most of the guides the day the patch went live was rather surprising and greatly appreciated.  Thanks and don't let the bastards get you all down.

Seriously folks, if you're not offering constructive criticism (and there were a few very helpful posts in that vein), shame on you.  Vent your rage in more productive ways.

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6 hours ago, Guest Eridius said:

I'm a little confused by the advice with Execution Sentence to cast Judgement and then immediately cast it. Since it's now the time the proc triggers rather than when the spell was cast that matters, wouldn't it make more sense to cast ES, build up some more holy power, and then judge? That way you can cram more holy power abilities into that judgement. Or is there something I'm missing here?

The thing here is that if you gather 5 holy power then precast es then BoW to use the 3 TV  it's 8 GCDs gone without a spender being used at the start of a fight with the ring being popped which is not worth, I'd just CS>BoJ>CS>J and go.

And since you have 30 % haste your judgement will always line up with its duration

Sims strongly suggest that you always want to use judgment on cooldown mid-fight regardless.

just no need to build for a window that has no meaning for single target. Of course pooling and waiting can still be a thing when adds are about to come in.

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45 minutes ago, Guest Jest said:

First time/guest poster.  After reading the vitriol from other commenters, I too wish to express my gratitude to the folks that maintain this site.  Updating most of the guides the day the patch went live was rather surprising and greatly appreciated.  Thanks and don't let the bastards get you all down.

Seriously folks, if you're not offering constructive criticism (and there were a few very helpful posts in that vein), shame on you.  Vent your rage in more productive ways.

 

On July 20, 2016 at 3:56 AM, Guest Rave said:

Pretty surprised to see plenty of hate from the community. Sure the beta has been out for a while but suddenly putting a massive blame on such a revered webpage who puts out guides for the community as a SERVICE is very disheartening to see. Have some class and respect for people going out of their way to offer help to the community. Sure no one is perfect but they are still the best around. Give them time fix their mistakes instead of offering such unsupportive feedback. Seeing all this entitlement makes me sick to my stomach. 

Thank you both for your posts. We really do appreciate it, because as you know, people are much more inclined to post the negative feedback than the positive one on the Internet, often forgetting that there are real people behind the guides. Fortunately, we've learned to develop something of a thick skin after years of running the website.

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Guest cremor
11 hours ago, Blainie said:

I might be wrong here, but I believe CLC Ret can be made to work as an addon if you configure it. You could set custom rotations and priorities in WoD.

clcRet (and clcInfo) can only be configured to use abilities that it knows. All the new 7.0 abilities and talents won't work. And of course the whole Judgment debuff thing won't work either.

Since the author of those addons stopped playing in mid 2015 and hasn't even logged in with his Curse account since February 2016 I doubt that there will be an update.

You could add Hekili as an alternative. It isn't updated for 7.0 yet, but the author is working on it.

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I just reads the comments after sending damien items I thought needed to be updated and a few things I mentioned are what has been posted here so look for those updates to be coming soon. Thank you all again for your patience while we get the guide properly adjusted to reflect the changes in the game.

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Gratz on updating your informaion. I'm the guy that pointed out Justicar's Vengance. As I play classes and learn them I will be happy to alert you if any information is incorrect. 

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23 hours ago, Conquest said:

I just reads the comments after sending damien items I thought needed to be updated and a few things I mentioned are what has been posted here so look for those updates to be coming soon. Thank you all again for your patience while we get the guide properly adjusted to reflect the changes in the game.

Those updates haven now been in for a while, so the guide should be as up to date as it is before new developments/feedback :)

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Guest Solitarie

I am reading through the guide and it just feels somewhat fragmented. What I mean is that if you start on the first page and actually read through it, you see the points that were updated and those that were not very clearly. Specific examples include on page 1, the "Significant 7.0.3 Changes" reads as before, but based on the comments provide and the changes to the talents and rotations page, this gives a false impression of the state of the class after the patch. 

A second example would be on the stat priority page. You updated haste under "1. Basics" to reflect the requirement for 30% haste, but the "2. Getting a better understanding" section was not updated at all with this. Unfortunately that would mean that you do not, in-fact, get a better understanding of the stats. 

The talents/rotation pages received significant updates, but the rest just feels fractured as far as being updated. I do love the guide and still/will have it book marked. 

Thumbs up for great work in the short amount of time you have had!

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If the situation presents itself, and you're at 4 Holy Power with only Blade of Wrath off CD, would you start Judge phase or wait for Crusader Strike to free up a charge, or even over-cap with a Blade cast? 

Ive been starting a judge phase, personally, in that situation.

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12 hours ago, PatrickHenry said:

If the situation presents itself, and you're at 4 Holy Power with only Blade of Wrath off CD, would you start Judge phase or wait for Crusader Strike to free up a charge, or even over-cap with a Blade cast? 

Ive been starting a judge phase, personally, in that situation.

If i correctly understand what you tried to say, then yes you start the judge phase.

So the rotation will be like assuming you have 4 holy powers with cs on cd which is 2.79 seconds

Judgement   >    ES(if you took it)/TV (1 holy power left)  >    boW ( this will put you back to 3 holy) > TV > Cs >CS> Judgement > boW > tv > Cs > cs> tv, and you keep going on.

and assuming you have 30% haste the uptime of the judge debuff and judgement cd will be equal, so its always better to use it on cd if you got the right amount of haste.

Edited by Farion

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Guest Apox

I'm glad to see the guide updated. For the most part it's accurate now. Will change slightly at 110 with max artifact, but it's a very solid starting point for learning retribution.

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23 hours ago, Guest Solitarie said:

I am reading through the guide and it just feels somewhat fragmented. What I mean is that if you start on the first page and actually read through it, you see the points that were updated and those that were not very clearly. Specific examples include on page 1, the "Significant 7.0.3 Changes" reads as before, but based on the comments provide and the changes to the talents and rotations page, this gives a false impression of the state of the class after the patch. 

A second example would be on the stat priority page. You updated haste under "1. Basics" to reflect the requirement for 30% haste, but the "2. Getting a better understanding" section was not updated at all with this. Unfortunately that would mean that you do not, in-fact, get a better understanding of the stats. 

The talents/rotation pages received significant updates, but the rest just feels fractured as far as being updated. I do love the guide and still/will have it book marked. 

Thumbs up for great work in the short amount of time you have had!

I'm tweaking the Significant Changes section slightly (I realize it doesn't reflect the state of the class that clearly), but for the rest, I'm not sure what you mean. I rather prefer keeping the "Getting a Better Understanding" somewhat meta-neutral, instead just explaining what effect each of the stats has on the spec. If there was more to say about the 30% haste cap (maybe there will be), it might be in a 2.1 subsection.

Thanks for the comments :) 

2 hours ago, Guest Apox said:

I'm glad to see the guide updated. For the most part it's accurate now. Will change slightly at 110 with max artifact, but it's a very solid starting point for learning retribution.

Thank you for your comment, I really appreciate it.

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Guest Bruenir

The biggest problem I see with this guide (and I am not a theorycrafter nor have I played my paladin seriously since WotLK is that Crusader Strike is listed as main part of the rotation.  It's not even part of the Retribution spec.  I started leveling (lvl 91) and thought - hey at least I can get used to the rotation, but the rotation is leaving me going .. "huh"? I have large points where i'm doing nothing, as everything is on CD.  Any tuning of that would be useful.

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We just got Solsacra to review the guide. He pointed out two minor things, so the guide is rock solid now.

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Guest Bear

So glad you guys are on top of the changes as they're happening or better data comes in; it's awesome that we have such a wealth of knowledge to turn to.  Keep up the good work!

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Guest Saralia

After Elitistjerks fading i'm really glad to see a reliable source of information (and free aswell !) so i can improve. I took a break from the game and just came back with the pre-patch, so i really appreciate the time and effort your willing to take to give us detailed information about what's going on.

The last i want to ask for is, could you give us some general stat weights in numbers so i can fix my pawn values ? Because im not very experienced with simcraft and its kinda patchwerk and very personalized. I do understand the importance of the Haste cap of course, but i like just hovering over an item and get a short information if its better or not.

 

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Guest Elrigh

First of all I want to say that I appreciate your work and that Icy-Veins is still my first Choice when I search for Rotations and Guides.

I had used the update version of the guide until I had a discussion on reddit. Someone pointed out that Judgement Debuff only affects Holy Power Spenders (now).

Seems like you changed the guide in some points to meet the new effect. But a big part of the Guide does not make sense anymore.

Why should I keep the Debuff up all the time during the fight, if most of my abilitys do not take advantage from it. You still recommend Haste as important Stat but only because of the Judgement Debuff. And in the Rotation you recommend to cast Judgement before Executioner Sentence AND to keep the buff up when Executioner Sentence hits. But why, when Executioner Sentence is not taking advantage of the Debuff?

Wouldn´t it make more sence to try to cast as many Final Verdict/Divine Storm in the time the Judgment Debuff is up instead of casting Judgment and wasting time casting spells which do not take advantage of the Debuff? 

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These are all the most up to date sims for ret (that I know of) each link is organized by the first tier talent. 
ES: https://dl.dropboxusercontent.com/s/1hrvg6bou5nn5qa/EScombo.html?dl=0

FV: https://dl.dropboxusercontent.com/s/b4iyyv8teqjh9m1/FVcombo.html?dl=0

Cons: https://dl.dropboxusercontent.com/s/6xloo0uwmnjlzez/Conscombo.html?dl=0

 

6 hours ago, Guest Elrigh said:

First of all I want to say that I appreciate your work and that Icy-Veins is still my first Choice when I search for Rotations and Guides.

I had used the update version of the guide until I had a discussion on reddit. Someone pointed out that Judgement Debuff only affects Holy Power Spenders (now).

Seems like you changed the guide in some points to meet the new effect. But a big part of the Guide does not make sense anymore.

Why should I keep the Debuff up all the time during the fight, if most of my abilitys do not take advantage from it. You still recommend Haste as important Stat but only because of the Judgement Debuff. And in the Rotation you recommend to cast Judgement before Executioner Sentence AND to keep the buff up when Executioner Sentence hits. But why, when Executioner Sentence is not taking advantage of the Debuff?

Wouldn´t it make more sence to try to cast as many Final Verdict/Divine Storm in the time the Judgment Debuff is up instead of casting Judgment and wasting time casting spells which do not take advantage of the Debuff? 

Execution Sentence now consumes HP so it will be affected by the judgment debuff. And if you take a look at the break down of damage on logs (https://www.warcraftlogs.com/reports/6dPVYC1fhRaxgZHQ#fight=5&type=damage-done&source=7) your top damage should always be your finishers unless the fights are faster than it could be skewed. The more haste you have, the more often you'll be doing extra finisher damage. It's how the class is built. I hope that answers your question, unless I misread it.

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On 7/23/2016 at 3:28 AM, Farion said:

If i correctly understand what you tried to say, then yes you start the judge phase.

So the rotation will be like assuming you have 4 holy powers with cs on cd which is 2.79 seconds

Judgement   >    ES(if you took it)/TV (1 holy power left)  >    boW ( this will put you back to 3 holy) > TV > Cs >CS> Judgement > boW > tv > Cs > cs> tv, and you keep going on.

and assuming you have 30% haste the uptime of the judge debuff and judgement cd will be equal, so its always better to use it on cd if you got the right amount of haste.

If we're not haste capped yet, since I'm still at about 18% from being 15% capped WoD...

What are your thoughts on the rotation if you're at 4HP and Judgement is still on CD, with the above situation? 

Let the autoattacks roll until Judgement is up or CS comes back up for the last HP?  Or over-run your HP with a BoW cast? 

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On 7/20/2016 at 6:31 PM, Guest AttackYeFace said:

5.1.1. Pooling Holy Power

You can have up to a maximum of 5 Holy Power at one time. However, no ability that consumes Holy Power can consume more than 3, which means that you do not need to dump your Holy Power as soon as it reaches 3 charges, and you can continue to use Holy Power-generating abilities at 3 charges.

UPDATE

Justicar's Vengance spends 5 holy power.

Please, update and fix.

I think their point is that with  JV is that you only use it when DP procs. So while you are technically correct, if you follow the guide then you would never use an ability that spends 5HP.

The implication seems to be that there is no advantage to building to 5HP unless you are waiting for Judgement to come off CD. Is that correct?

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Guest Ezenthor

You might want to add something about attempting to use JV when the judgement debuff is up in addition to using it when DP is procced. It's not entirely necessary as you have a lot of other things going on, but it is important to note (I feel) that the damage is increased when judgement is used as it's a holy power spender. I was actually surprised to not read anything about that and had to do my own in game testing to make sure that it was affected by judgement.

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Under Food it says that Savage Feast etc. will give you a Haste buff. It won't, it gives you a Strength Mastery buff, unless there is some way to change your "attuned stat".

 

 

Edited by Ffont
Strength->Mastery (was an error)

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Guest Testament

There´s one thing left I would mention for maximising your dps outside of boss fights.

The fist of justice (Tier 3 Level 45) talent increases your performance of justicars vengeance. You can stun your target more often, so the damage of jv always doubles. Very usefull in pvp either.

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      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%.
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