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Damien

Unholy Death Knight 7.3

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sorry if this like hand-holding here

Im not theorycrafter by any means but just want to get a clarification.

you mention the stat priority is haste > mastery > crit but when i run simcraft its saying i want haste > crit > mastery. is the haste > mastery meant for players who are highly geared? if so, cool ill just follow simcraft. just not 100% sure which i should i be following. i am sitting at 13% crit, 21% haste, and 60% mastery at ilvl 711 with only two piece from HFC.

again, sorry if this is like hand-holding here. >.<

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10 minutes ago, Samuru89 said:

sorry if this like hand-holding here

Im not theorycrafter by any means but just want to get a clarification.

you mention the stat priority is haste > mastery > crit but when i run simcraft its saying i want haste > crit > mastery. is the haste > mastery meant for players who are highly geared? if so, cool ill just follow simcraft. just not 100% sure which i should i be following. i am sitting at 13% crit, 21% haste, and 60% mastery at ilvl 711 with only two piece from HFC.

again, sorry if this is like hand-holding here. >.<

No, it's just the Icy Veins staff haven't updated it yet and indeed should be Haste > Critical > Versatility > Mastery for single target and Haste > Critical > Mastery > Versatility for AoE.

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all shall serve is simming a few thousand dps higher for me than the other talents.  are the sims not working well with that talents or should i be ok if it is simming higher?

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I wouldn't trust sims that much yet and to answer your question i'd say that AWS is worse than Bursting Sores and Ebon Fever. Could be good for leveling if you don't want to go Ebon Fever.

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Guest Greiver

Here's just a recommendation on a simple but useful macro for pet management as Unholy. Basically what this does is makes one button to use Dark Transformation unless your Ghoul does not exist in which case it will summon your ghoul.

#showtooltip
/cast [nopet] Raise Dead
/stopmacro [nopet]
/cast [target=pet,exists]Dark Transformation

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Guest Snorana

Hi, just wanted to add my touch and say what I found.

I ran a few simcrafts with today's beta version and it's telling me that single target Unholy Frenzy is in front of Castigator by 4k dps, I also really like UF because since Sudden Doom's proc chance  now works off attack speed and not haste anymore, it increases sudden doom proc chance by 100% leading to a great Val'kyr pull. Also statwise the sims is currently telling me :

Str > Haste > AP > Wdps > Vers ~= Crit > Mastery

1 ; 0.91 ; 0.86; 0.70 ; 0.62 ; 0.59 ; 0.39 for the normalized weights.

Also best single target option on first tier based on the sim is All Will Serve. 

And lastly, in AoE situations mastery doesn t surpass Versatility before 6-7 targets.

Which means going for haste>Versa as main stats maybe, except for intense Mythic+ if packs get huge.

All those numbers are based on the 08/12 simcraft beta version and are made on my lvl 100 toon.

Have a nice day,

Snorana

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5 hours ago, Guest Snorana said:

Hi, just wanted to add my touch and say what I found.

I ran a few simcrafts with today's beta version and it's telling me that single target Unholy Frenzy is in front of Castigator by 4k dps, I also really like UF because since Sudden Doom's proc chance  now works off attack speed and not haste anymore, it increases sudden doom proc chance by 100% leading to a great Val'kyr pull. Also statwise the sims is currently telling me :

Str > Haste > AP > Wdps > Vers ~= Crit > Mastery

1 ; 0.91 ; 0.86; 0.70 ; 0.62 ; 0.59 ; 0.39 for the normalized weights.

Also best single target option on first tier based on the sim is All Will Serve. 

And lastly, in AoE situations mastery doesn t surpass Versatility before 6-7 targets.

Which means going for haste>Versa as main stats maybe, except for intense Mythic+ if packs get huge.

All those numbers are based on the 08/12 simcraft beta version and are made on my lvl 100 toon.

Have a nice day,

Snorana

Your stat weights are not correct for pre-patch  also AwS isn't better than Bursting Sores for single target. 

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Guest Veiss Versa

Question about the Unholy Frenzy/Castigator/Clawing Shadows tier... With the recent nerfs to Clawing Shadows, I can see that Castigator is clearly the best option currently.

However, this raises questions for me regarding the level 110 experience... Do you think that the removal of the legendary ring as a factor, as well as the introduction of Apocalypse as a cooldown will push us into more of a Soul Reaper/Unholy Frenzy setup to make use of all that burst haste? Especially since Castigator itself is non-optimal because it, firstly, doesn't play into our best all-round stat priority (Depending on Crit, which is arguably our third-best stat), and secondly can potentially cause wasted Festering Wounds? It throws a pretty bad wrench into the blackjack game. (FeS once to 6, you will definitely waste wounds on the second hit, or FeS for 2, then maybe crit and get to potentially anywhere between 5 and 8  or even just to 4 more so you have to FeS again?)

Or am I seriously overthinking this and it's not even necessary to worry about potentially over-capping Wounds this much?

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12 hours ago, Guest Veiss Versa said:

Question about the Unholy Frenzy/Castigator/Clawing Shadows tier... With the recent nerfs to Clawing Shadows, I can see that Castigator is clearly the best option currently.

However, this raises questions for me regarding the level 110 experience... Do you think that the removal of the legendary ring as a factor, as well as the introduction of Apocalypse as a cooldown will push us into more of a Soul Reaper/Unholy Frenzy setup to make use of all that burst haste? Especially since Castigator itself is non-optimal because it, firstly, doesn't play into our best all-round stat priority (Depending on Crit, which is arguably our third-best stat), and secondly can potentially cause wasted Festering Wounds? It throws a pretty bad wrench into the blackjack game. (FeS once to 6, you will definitely waste wounds on the second hit, or FeS for 2, then maybe crit and get to potentially anywhere between 5 and 8  or even just to 4 more so you have to FeS again?)

Or am I seriously overthinking this and it's not even necessary to worry about potentially over-capping Wounds this much?

That's what I've been doing.  FeS with no more than 2 wounds up and SS with no less than 2 wounds up so I didn't waste any.

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Guest Bubbledeath

Sorry if this has already been said, but it is kind of unclear, to me at least. What would i take as the final talent tree if i dont have the legendary ring? Does it depend on the fight length, so if its less than 3 minutes take Dark Arbiter but if longer take Soul reaper? im sorry if the guide states this but its is kind of unclear to me.

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15 hours ago, Guest Veiss Versa said:

Question about the Unholy Frenzy/Castigator/Clawing Shadows tier... With the recent nerfs to Clawing Shadows, I can see that Castigator is clearly the best option currently.

However, this raises questions for me regarding the level 110 experience... Do you think that the removal of the legendary ring as a factor, as well as the introduction of Apocalypse as a cooldown will push us into more of a Soul Reaper/Unholy Frenzy setup to make use of all that burst haste? Especially since Castigator itself is non-optimal because it, firstly, doesn't play into our best all-round stat priority (Depending on Crit, which is arguably our third-best stat), and secondly can potentially cause wasted Festering Wounds? It throws a pretty bad wrench into the blackjack game. (FeS once to 6, you will definitely waste wounds on the second hit, or FeS for 2, then maybe crit and get to potentially anywhere between 5 and 8  or even just to 4 more so you have to FeS again?)

Or am I seriously overthinking this and it's not even necessary to worry about potentially over-capping Wounds this much?

Unholy Frenzy is probably the worst talent right now in that tier and unless they change something with it i expect Castigator / Clawing Shadows to be the talents we play with once again. Regarding the level 100 talents yes Soul Reaper should be pulling ahead of Dark Arbiter at 110 with long fights even though the difference between those 2 talents wasn't that big last raid testing. About the Festering Wounds you can easily avoid over capping them outside of Apocalypse. Capping with Apocalypse isn't a bad thing because of the Artifact Weapon traits that buffs your army.

1 hour ago, Guest Bubbledeath said:

Sorry if this has already been said, but it is kind of unclear, to me at least. What would i take as the final talent tree if i dont have the legendary ring? Does it depend on the fight length, so if its less than 3 minutes take Dark Arbiter but if longer take Soul reaper? im sorry if the guide states this but its is kind of unclear to me.

Right now Dark Arbiter is king simply because the raid encounters doesn't last that long to make Soul Reaper viable.

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Hi Tegu just a little question 

how should i scale my uhdk? 

the stats order are crit/haste/mast

18/26/64 or 21/22/64

Edited by Quiks

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50 minutes ago, Quiks said:

Hi Tegu just a little question 

how should i scale my uhdk? 

the stats order are crit/haste/mast

18/26/64 or 21/22/64

18/26/64

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Guest Hydrun

Fantastic guide Tegu, was away from the game for 6-ish years so it was nice to get a solid refresher for my UH DK. I do have a question about Bursting Sores however. I've been using your recommended talents (Soul Reaper instead of DA as I do not have the ring) and it has been working well, but I'm surprised to see Festering Wounds as the highest percentage of my damage, about 1% above scourge strike. This has been the case since switching to Castigator after the CS nerf, and I was wondering if I should just default to Bursting Sores instead of Ebon Fever for single target, swapping to Ebon Epidemic for AoE? I know the guide says Sores are better for burst, but both seem to be sustained damage unless you arent in melee with the boss no? Or is Ebon that valuable to default too because of the confirmed damage and passive cleave? 

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3 hours ago, Guest Hydrun said:

Fantastic guide Tegu, was away from the game for 6-ish years so it was nice to get a solid refresher for my UH DK. I do have a question about Bursting Sores however. I've been using your recommended talents (Soul Reaper instead of DA as I do not have the ring) and it has been working well, but I'm surprised to see Festering Wounds as the highest percentage of my damage, about 1% above scourge strike. This has been the case since switching to Castigator after the CS nerf, and I was wondering if I should just default to Bursting Sores instead of Ebon Fever for single target, swapping to Ebon Epidemic for AoE? I know the guide says Sores are better for burst, but both seem to be sustained damage unless you arent in melee with the boss no? Or is Ebon that valuable to default too because of the confirmed damage and passive cleave? 

Yes you should go with Bursting Sores and Castigator for Single Target and Ebon Fever for AoE.

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Guest zouma

thanks for your guide. Tegu, just a littl question. (i can't speak english well. sorry)

single target talent :  BS - PP - Casti or CS - SB - @ - SI or IC - SR (i don't have a legend ring)

AoE : EF - Ep - Casti or CS - SB - @ - SI - Defile

is it best?

and why don't you use BF? 

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Guest zouma
2 hours ago, Guest zouma said:

thanks for your guide. Tegu, just a littl question. (i can't speak english well. sorry)

single target talent :  BS - PP - Casti or CS - SB - @ - SI or IC - SR (i don't have a legend ring)

AoE : EF - Ep - Casti or CS - SB - @ - SI - Defile

is it best?

and why don't you use BF? 

 

and why don't you use BF?*

BF is misprint. it is UF(Unholy Frenzy)

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7 hours ago, Guest zouma said:

thanks for your guide. Tegu, just a littl question. (i can't speak english well. sorry)

single target talent :  BS - PP - Casti or CS - SB - @ - SI or IC - SR (i don't have a legend ring)

AoE : EF - Ep - Casti or CS - SB - @ - SI - Defile

is it best?

and why don't you use BF? 

BS - PP for long duration fights ( BRW for short ones 2,3 minutes top ) - Castigator - SB - SI ( for 1:30 + fights ) - IC ( for short fights ) - Dark Arbiter is king  otherwise Soul reaper ( depending on your gear and kill times )

AoE - EF - Epidemic - Castigator - SB - SI for long fights, IC short - Dark Arbiter or Soul reaper, Defile is dead.

Unholy frenzy is shit just boosts your melee attacks which ain't that good compared to Castigator. 

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Guest Therrom

One question, why use Festering Strike to keep Festering Wound at max stacks? 

It's not a DoT, and bursting a wound at 1 stack does exactly  the same damage as bursting a wound at 8. So shouldn't we be bursting them as fast as possible instead of stacking them to 8? Possibly 2 or 3 for the bursting two at once talent, or the pet bursting one.

The only possible reason I can see is for an add that dies quickly, to get the exploding damage when it dies. But for a single target boss, the damage after it dies doesn't matter.

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1 hour ago, Guest Therrom said:

One question, why use Festering Strike to keep Festering Wound at max stacks? 

It's not a DoT, and bursting a wound at 1 stack does exactly  the same damage as bursting a wound at 8. So shouldn't we be bursting them as fast as possible instead of stacking them to 8? Possibly 2 or 3 for the bursting two at once talent, or the pet bursting one.

The only possible reason I can see is for an add that dies quickly, to get the exploding damage when it dies. But for a single target boss, the damage after it dies doesn't matter.

Can you link me the part saying that you should go for 8 stacks ? You just don't want to overcap them, there's nothing more into it.

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Guest Therrom
Quote

4. Cast Festering Strike Icon Festering Strike.

This applies 2-4 stacks of the Festering Wound Icon Festering Wound debuff, which caps at 8 stacks. Do not use Festering Strike if you are at maximum stacks, and ideally avoid wasting any potential stacks (so try not to cast it when you have 5 or more stacks).

5. Cast Scourge Strike Icon Scourge Strike (or Clawing Shadows Icon Clawing Shadows, if you have taken this talent).

This consumes 1 stack of Festering Wound Icon Festering Wound, so only use it if the target has at least 1 st

 

I took that as a priority, meaning "cast Festering Strike unless you cap, and only then cast Scourge Strike". I'm sorry if that's not what you meant, but that is what I took it for.

So is there a number of stacks I should aim for, or is any number >0 good?

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9 minutes ago, Guest Therrom said:

I took that as a priority, meaning "cast Festering Strike unless you cap, and only then cast Scourge Strike". I'm sorry if that's not what you meant, but that is what I took it for.

So is there a number of stacks I should aim for, or is any number >0 good?

There's not really a set in stone number since the amount of Festering Wounds is random especially with Castigator basically try avoiding over capping it for example don't FS if you are at 6 stacks. Things will change when Apocalypse is in the game.

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It doesn't proc all the time, but I have had quite a few times FeS give me 4 wounds and it also crit causing Castigator to give me 2 more for a total of 6 wounds in a single FeS.  And a fair amount of the time I burst 2 wounds at a time.  So I FeS with 2 or less wounds and SS with 2 or more wounds.  However, it can get tedious here and there as sometimes you just alternate FeS and SS several times over.

 

I do have one question though.  Does FeS refresh the duration of already existing wounds?  It seems like it does to me but I wasn't sure.

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14 minutes ago, arson94 said:

It doesn't proc all the time, but I have had quite a few times FeS give me 4 wounds and it also crit causing Castigator to give me 2 more for a total of 6 wounds in a single FeS.  And a fair amount of the time I burst 2 wounds at a time.  So I FeS with 2 or less wounds and SS with 2 or more wounds.  However, it can get tedious here and there as sometimes you just alternate FeS and SS several times over.

 

I do have one question though.  Does FeS refresh the duration of already existing wounds?  It seems like it does to me but I wasn't sure.

It is what it is, you can't really control random abilities.

And yes Festering Strike refreshes the duration of FW.

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      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%.
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