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Unholy Death Knight 7.3

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Guest Gamul

To avoid selecting and pulling boss with pet during pre-pull/rp pooling, simply turn around, pool and turn back as the pull is about to happen. Even DnD was selecting boss as I clicked it even when I didn't have boss selected.

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Hello Tegu,

My name is Jack and i'm a 13/13 Mythic hfc exp raider, but i need help.

I am planing on rerolling unholy/frost DK for legion. But i have some problems, i've always wanted to play DK but i never understood the runes system. Like how do you know when to use runes and when to use your runic power. I know you should have 3 recharging at all times but i have a lot of downtime because i use all 5 really fast, is this normal? and then i have nothing to press for 1-5 seconds. if not can you please help me. I would like to know when i should use my runes so i don't waste them and get downtime and things like at how many runes should i use festering strike and clawing shadows. Thanks hopefully you can help me.

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On 20/07/2016 at 0:54 PM, baconinja said:

Haste is more important as the GCD on DKs was changed from 1s flat, to 1.5s scaling to 1.0 at 50% and .75s at 100%. It allows you to perform more actions in a set amount of time. On top of that, it increases your rune regeneration rate, which also increases your runic power generation. It makes for much less downtime overall. The biggest change to make haste better was the GCD change though, to my knowledge.

GCD can be now reduced below 1s? That is new, although it is not very likely that we are going to hit anything above 50%, without procs and/or TW, due to DR.

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6 hours ago, Guest Gamul said:

To avoid selecting and pulling boss with pet during pre-pull/rp pooling, simply turn around, pool and turn back as the pull is about to happen. Even DnD was selecting boss as I clicked it even when I didn't have boss selected.

That's a new one, good to know.

4 hours ago, Jac2925 said:

Hello Tegu,

My name is Jack and i'm a 13/13 Mythic hfc exp raider, but i need help.

I am planing on rerolling unholy/frost DK for legion. But i have some problems, i've always wanted to play DK but i never understood the runes system. Like how do you know when to use runes and when to use your runic power. I know you should have 3 recharging at all times but i have a lot of downtime because i use all 5 really fast, is this normal? and then i have nothing to press for 1-5 seconds. if not can you please help me. I would like to know when i should use my runes so i don't waste them and get downtime and things like at how many runes should i use festering strike and clawing shadows. Thanks hopefully you can help me.

With somewhat good gear and haste your runes should be re-charging fast. Usually you want to prioritize runes over Death Coils as long as you are not going to cap Runic Power or if your Dark Transformation's duration expires then you want to  throw more Death Coils in order to reduce the cooldown of DT. Unholy works pretty much same way as any other class, there is priority list which you should follow and it is been explained in the rotation sections. Festering Strike isn't dependant on  how many runes you have but more about how many Festering Wounds your target has, something you should try avoiding capping outside of Dark Arbiter cast. If you have Festering Wounds, if your disease is up then you should use Clawing Shadows outside of Dark Arbiter. During Dark Arbiter it's all about festering Strike since  it gives you the most runic power in 15 seconds window.

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2 hours ago, simpetar said:

GCD can be now reduced below 1s? That is new, although it is not very likely that we are going to hit anything above 50%, without procs and/or TW, due to DR.

GCD caps at 0.750ms but could happen only during Bloodlust.

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9 hours ago, baconinja said:

Uhhh, you mean .750s, or 750ms, right?

.750, 0.750 whatever is easier for you less than a second ofc.

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Does anybody have an idea if Death Coil cast during Sudden Doom contributes to Dark Arbiter damage /  Runic Corruption? It sure did in the past, but from ingame testing I could not see any conclusive result. Technically, during the free cast, RP is not spent.

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9 minutes ago, simpetar said:

Does anybody have an idea if Death Coil cast during Sudden Doom contributes to Dark Arbiter damage /  Runic Corruption? It sure did in the past, but from ingame testing I could not see any conclusive result. Technically, during the free cast, RP is not spent.

Sudden doom procs count for Dark Arbiter and Runic Corruption.

3 minutes ago, lambot said:

One of the methods Build up Runic Power before the pull

 

That's a good video for showing you how to build RP fast. Sadly they are gonna nerf Epidemic's RP pre-pull soon pretty sure.

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Guest Zalasta

Ok, I'm sure there's a better place to get this answered, and I feel kind of silly bringing these issues up, but here goes.

I feel rune starved a lot of the time, and I'm not entirely sure why.  I'm sticking to the laid out rotation, but after about 45 seconds, I'm out of RP, and have upwards of 3 seconds wait for a rune.  Am I missing something, or is this expected?

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7 minutes ago, Guest Zalasta said:

Ok, I'm sure there's a better place to get this answered, and I feel kind of silly bringing these issues up, but here goes.

I feel rune starved a lot of the time, and I'm not entirely sure why.  I'm sticking to the laid out rotation, but after about 45 seconds, I'm out of RP, and have upwards of 3 seconds wait for a rune.  Am I missing something, or is this expected?

Well depends  what your gear looks like, i find unholy somewhat fast spec with  haste, you could have some downtime especially if you get a bit unlucky with Runic Corruption procs but that's part of the game. It's normal after your initial burst things to slow down.

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2 hours ago, Tegu said:

Well depends  what your gear looks like, i find unholy somewhat fast spec with  haste, you could have some downtime especially if you get a bit unlucky with Runic Corruption procs but that's part of the game. It's normal after your initial burst things to slow down.

in additions if you are sorta lower gear leveled you may want to play with soul reaper as your lvl 100 talent especially if you don't have ring. you basically get a near perm 15% increase to haste which helps those runes alot. granted hfc got nerfed to oblivion but if your group isn't burning down bosses in under a minute and you feel starved you may want to sit on soul reaper anyways. dark arbiter is a big burst cannon which is always favored at the end of expansion but if bosses aren't melting, then you may favor more constant dps to the burst

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2 hours ago, Tegu said:

Sudden doom procs count for Dark Arbiter and Runic Corruption.

That's a good video for showing you how to build RP fast. Sadly they are gonna nerf Epidemic's RP pre-pull soon pretty sure.

might be repeat, haven't read every topic here. you can also on a couple fights pre pull runic power. examples are iron reaver and archimonde. you have damaging goop on the battlefield, pop ams and jump in, and you'll get some free rp there. be careful though, i've heard of sludge belcher acting up if you take damage pre pull.

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39 minutes ago, demonardvark said:

might be repeat, haven't read every topic here. you can also on a couple fights pre pull runic power. examples are iron reaver and archimonde. you have damaging goop on the battlefield, pop ams and jump in, and you'll get some free rp there. be careful though, i've heard of sludge belcher acting up if you take damage pre pull.

Actually i don't think that you get Runic Power from Kormrok and Achimonde's green pools anymore, same thing with Iron Reaver probably fixed or gives close to nothing. Just do the epidemic pre-pull like it's shown in the video above, it's the fastest way there is right now.

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11 minutes ago, Tegu said:

Actually i don't think that you get Runic Power from Kormrok and Achimonde's green pools anymore, same thing with Iron Reaver probably fixed or gives close to nothing, Just do the epidemic pre-pull like it's shown in the video above, it's the fastest way there is right now.

really? hrm, swear I did. I run the spell eater talent though so maybe the extra marination time helped out. i'll need to double check that. but between that and the epidemic method, i'd swear i had close to 100 rp before iron reaver. but again, will double check :)

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Guest lonvass
Quote

It is important to note that, when using Scourge Strike IconScourge Strike/Clawing Shadows IconClawing Shadows while you are standing on top of your own Death and Decay IconDeath and Decay/Defile IconDefile, these abilities cleave everything in range of your primary target. If you are using Clawing Shadows (which has a 30-yard range), you can drop Death and Decay/Defile at your feet and cleave adds that are within 30 yards of your position, as long as you are standing on top of Death and Decay/Defile.

is false - ss and cs have a 8yard cleave radius

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51 minutes ago, Guest lonvass said:

is false - ss and cs have a 8yard cleave radius

Actually isn't false, if you drop death and decay at your feet ( which gives you the cleave mechanic for 10 seconds ) you can cleave targets that are within 30 yards in your range as long as your primary target is  around the adds which you want to AoE. Easy to try it out, simply go out of your garrison and check it out on dummys or in Warspear. Make sure there is at least 1 or more targets around your primary target go 30 yards away from the main dummy, drop death and decay at your feet and you would see that Clawing Shadows Cleaves.

http://imgur.com/a/8QDdU - You can see the number of hits from Clawing Shadows on the right side.

What you say is also true but they are two completely different things.

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Hey folks,

New to the unholy dk and I have a question about Blood elf vs Undead. I know Undead has touch of the grave and the unholy DK has dread blade, do these two things play well with each other to be worth it? Or is the Blood elf still better?

Thank you.

 

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Question: Trinket BIS. If Haste>Crit - why is Skull of War BIS for UH 7.0? This makes no sense. For a Haste build you should be running vial and rumbling pebble. OR - Heirloom. I'm a bit confused here.

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2 hours ago, Orlandu said:

Hey folks,

New to the unholy dk and I have a question about Blood elf vs Undead. I know Undead has touch of the grave and the unholy DK has dread blade, do these two things play well with each other to be worth it? Or is the Blood elf still better?

Thank you.

 

Never played Undead  so i can't really answer that question but regardless Blood Elf is superior.

 

2 hours ago, DYCS said:

Question: Trinket BIS. If Haste>Crit - why is Skull of War BIS for UH 7.0? This makes no sense. For a Haste build you should be running vial and rumbling pebble. OR - Heirloom. I'm a bit confused here.

Crit is actually close to Haste when it comes down to single target dmg also Skull of War gives you a bit more strength and almost double stat 3k crit vs 1600 haste. I have been thinking to try out Vial on bosses like Iron Reaver but i couldn't do it last week, either way it's gonna be close and crit might give you more value  for Dark Arbiter than haste. When you have trinkets like Skull of War and Stone of the Elements everything else falls behind in terms of dps  except the  30 seconds bosses which can go either way depending on procs, rng etc. I believe that the Heirloom trinket might be better than Skull of War at Mannoroth and Archimonde just because you can extend its duration by killing adds. And to add a few words to rumbling pebble well, let's just say that the fights in HFC doesn't last much to  have any value from low passive stats compared to 2k str proc or 3k crit. I can only suggest to try out for yourself what works better for you since each trinket interacts differently with your gear, talents and how fast your guild kills the bosses.

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7 hours ago, Tegu said:

Crit is actually close to Haste when it comes down to single target dmg also Skull of War gives you a bit more strength and almost double stat 3k crit vs 1600 haste. I have been thinking to try out Vial on bosses like Iron Reaver but i couldn't do it last week, either way it's gonna be close and crit might give you more value  for Dark Arbiter than haste. When you have trinkets like Skull of War and Stone of the Elements everything else falls behind in terms of dps  except the  30 seconds bosses which can go either way depending on procs, rng etc. I believe that the Heirloom trinket might be better than Skull of War at Mannoroth and Archimonde just because you can extend its duration by killing adds. And to add a few words to rumbling pebble well, let's just say that the fights in HFC doesn't last much to  have any value from low passive stats compared to 2k str proc or 3k crit. I can only suggest to try out for yourself what works better for you since each trinket interacts differently with your gear, talents and how fast your guild kills the bosses.

 

If this is the case - where can I find the actual stat weights for 7.0 (numbers)? (AND THANKS!)

 

Edited by DYCS

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I don't have the exact values right now @DYCS pretty sure they have changed for HFC fast kills, I'm gonna write them down once i get new results.

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Guest varro

necrosis combined with bursting sores, seem alot better tbh

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13 minutes ago, Guest varro said:

necrosis combined with bursting sores, seem alot better tbh

If you think that way go for it, unfortunately that's not the case.

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      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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