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Damien

Feral Druid 6.2

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In 4.2.1 you say that Moonfire is applied with energy.  This is only true if you take the Lunar Inspiration talent.  Also, for pure single target, you don't want to take LI.

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In 4.2.1 you say that Moonfire is applied with energy.  This is only true if you take the Lunar Inspiration talent.  Also, for pure single target, you don't want to take LI.

That should not be in there, it must be a left-over from when I had the level 100 content included. Removing! Thanks.

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1. Single Target Rotation

 

Thrash is not of benefit to use, even with Omen of Clarity.

 

2. Multiple Target Rotation

 

Only use Thrash is the targets will live long enough for the bleed to expire.

 

4.1

No ability gives more then 1 combo point.  This is only affected by Primal Fury in which direct damage crits add an additional combo point.

 

4.2.1

Thrash should not be used for single target.

 

4.2.7

Please split this into two sections that are Boss HP>25% and BossHP<25%

>25%

Only use FB when at 5 cp and 50 energy

<25%

Strive to use FB at 5 cp and 50 energy but if Rip will fall, any cp or energy combo works.

 

4.3.1/2

TF can be used during Berserk now.  It is not always optimal to use TF before Berserk.  There is no need to wait to use Berserk so long as TF will come off cooldown within half of Berserks duration.

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Guest Synat

So the guide says bleeds snapshot and then they don't. Update the snapshot section if you would. Please and thank you.

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Guest Aemas

Hello,

 

I think it's mistake in gems. Red and yellow gems are switched :-)

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1. Single Target Rotation

 

Thrash is not of benefit to use, even with Omen of Clarity.

 

2. Multiple Target Rotation

 

Only use Thrash is the targets will live long enough for the bleed to expire.

 

4.1

No ability gives more then 1 combo point.  This is only affected by Primal Fury in which direct damage crits add an additional combo point.

 

4.2.1

Thrash should not be used for single target.

 

4.2.7

Please split this into two sections that are Boss HP>25% and BossHP<25%

>25%

Only use FB when at 5 cp and 50 energy

<25%

Strive to use FB at 5 cp and 50 energy but if Rip will fall, any cp or energy combo works.

 

4.3.1/2

TF can be used during Berserk now.  It is not always optimal to use TF before Berserk.  There is no need to wait to use Berserk so long as TF will come off cooldown within half of Berserks duration.

Thank you. I've implemented (most of) your suggestions.

 

So the guide says bleeds snapshot and then they don't. Update the snapshot section if you would. Please and thank you.

The guide still talks about bleeds snapshotting because they still do snapshot. They just don't snapshot your stats (like they used to), they do still snapshot your buffs such as Tiger's Fury and Savage Roar, and come level 100 they'll also snapshot Bloodtalons and Improved Rake.

 

I admit that the way the section was worded was a bit mislead, and it could have caused the impression that stats still affect it. I've amended that.

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Guest Xunn

Droodfocus is out of date, i got it to work but expiriencing many things not working that worked pre 6.0.2 patch. It would be very nice if someone would take it over and keep it updated.

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Droodfocus is out of date, i got it to work but expiriencing many things not working that worked pre 6.0.2 patch. It would be very nice if someone would take it over and keep it updated.

Many ferals are now using a GUI developed in weak auras that gives you very similar information to Droodfocus.

 

It can be found here http://fluiddruid.net/forum/viewtopic.php?f=11&t=5034

 

*Credit to Pawkets for doing it

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Droofocus isnt working at all. Ive made it very simple with using only Weak Auras 2, and really like the result. Have a look if interrested:

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Guest MiraNyxx

I use class timers. You can set custom triggers and etc as well as adjust size. very easy to setup and you can have it track trinket procs too.

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I use class timers. You can set custom triggers and etc as well as adjust size. very easy to setup and you can have it track trinket procs too as long as you know the name of the buff.

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Guest Guest

Prismatic gem slot should be filled using the blue (rigid) or yellow (smooth) as both give +20 to crit, and not the hybrid haste / crit.

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Prismatic gem slot should be filled using the blue (rigid) or yellow (smooth) as both give +20 to crit, and not the hybrid haste / crit.

Thank you for spotting this. I'm fixing it now!

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Guest Kristanna

Hi.

 

Something I've just catch up on Live servers. Minor Glyph of Travel recommended on the builds-talents-glyphs page is unattainable at this point. It is learned by a discovery recipe using the new WoD ink, so noone will be able to craft it before WOD launches.

 

Given that most of the guide seems targeted to current live lvl 90 capped game, its a bit odd recommending an unnatainable glyph. Under the minor glyph section, I would withdraw the Glyph of Travel (or weite a note stating that it is indeed very nice, but unnatainable until WOD ). And also I would add glyph of Aquatic Form. Pretty situational, but a nice improvement for some very aquatic environments.

 

Kris

 

P.S. The same applies to the Druid Guardian Bear tanking guide.

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Hi.

 

Something I've just catch up on Live servers. Minor Glyph of Travel recommended on the builds-talents-glyphs page is unattainable at this point. It is learned by a discovery recipe using the new WoD ink, so noone will be able to craft it before WOD launches.

 

Given that most of the guide seems targeted to current live lvl 90 capped game, its a bit odd recommending an unnatainable glyph. Under the minor glyph section, I would withdraw the Glyph of Travel (or weite a note stating that it is indeed very nice, but unnatainable until WOD ). And also I would add glyph of Aquatic Form. Pretty situational, but a nice improvement for some very aquatic environments.

 

Kris

 

P.S. The same applies to the Druid Guardian Bear tanking guide.

Thank you! That was indeed our intention, to exclude any WoD-only content. I'll fix it now.

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Guest Chillywonka

The stat priorities are confusing as there are no weights, but I think Enchant Gloves - Major Agility (+10) or Enchant Gloves - Greater / Superior Haste (+11) would be better than strength and mastery.

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The stat priorities are confusing as there are no weights, but I think Enchant Gloves - Major Agility (+10) or Enchant Gloves - Greater / Superior Haste (+11) would be better than strength and mastery.

 

Stat weights vary per individual and gear set.  Therefore, they cannot be expressed and taken as gospel by everyone.

 

Enchant Gloves - Major Agility is a level 100 enchant.  For now, the best would be mastery, then haste.

 

 

what about glyph of savagery¿

What about it?

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Guest Gervi Ataca Bro

 

 

What about it?

 

"Glyph of Savage Roar causes you to gain a wow_icon_ability_druid_skinteeth.jpg Savage Roar (as though cast with 5 Combo Points) each time you use wow_icon_ability_druid_disembowel.jpg Rake or wow_icon_spell_shadow_vampiricaura.jpg Shred while wow_icon_ability_druid_prowl.jpg Prowling. If you are using wow_icon_spell_druid_incarnation.jpg Incarnation: King of the Jungle, then this glyph is essentially mandatory, but otherwise you can skip it. "

 

If we can skip Glyph of savage roar because nowadays we all pick Soul of the forest as level 60 talent, Glyph of Savagery could be a nice alternative isn't it? Or is the 10% penalty too big?

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The stat priorities are confusing as there are no weights, but I think Enchant Gloves - Major Agility (+10) or Enchant Gloves - Greater / Superior Haste (+11) would be better than strength and mastery.

 

I've removed the Strength Enchant suggestion, but the Mastery one remains ideal.

 

what about glyph of savagery¿

 

Glyph of Savagery requires WoD.

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Uncommon Patron

Ok, I am totally confused with the stats priority on Ferals, and quite frankly I have been for years. When I follow exactly was it recommended, I have virtually no energy regen what so ever, so I spend long periods waiting to use my attacks because I don't have enough energy for any of them to be used. This blows my DPS through the floor, bleeds or no.

 

I have taken to checking out the Armories of some of the top end Feral in the world and running in the high end guilds. In each and EVERY case they all have haste in their gems or gear. Prior to 6.0.2 most had nearly 25% haste on average. I remember several expac's ago being informed that Ferals take more swings per attack than most other melee dps. As I recall, it was three swings to every one swing for other melee. This may no longer be the case, I do not know.

 

What I do know, is that if I follow exactly what is recommended, I cannot get any real DPS... In fact, prior to this patch, I managed to build my haste up to approximately 20%, and my DPS skyrocketed. It was still not the best, but a lot of that was a matter of gear, and trying to get some kind of base rotation to work from, but I was making progress.

 

Checking the profile of Stenhadli, who runs with Midwinter and has contributed to info on Icy-Veins, I notice that nearly all of the orange gems that he has socketed are either Haste or Haste/Crit, even though the info at the bottom of the page shows that he does not have any Haste.

 

I am tired of taking one or two swings and then not being able to do anything because the energy is so slow to regen, and the only way, to my understanding to resolve this is to give Haste some consideration in the priorities besides being at the bottom of the list. Will someone PLEASE explain this too me...How are you keeping your regen up if you have NO haste, and if you do have Haste, how much do you have? As it is, I am leaning towards stacking my Orange gems with either pure haste or haste/crit, because I see no other means to generate the energy at a reasonable level for me to get any DPS worth anything.

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Ok, I am totally confused with the stats priority on Ferals, and quite frankly I have been for years. When I follow exactly was it recommended, I have virtually no energy regen what so ever, so I spend long periods waiting to use my attacks because I don't have enough energy for any of them to be used. This blows my DPS through the floor, bleeds or no.

 

I have taken to checking out the Armories of some of the top end Feral in the world and running in the high end guilds. In each and EVERY case they all have haste in their gems or gear. Prior to 6.0.2 most had nearly 25% haste on average. I remember several expac's ago being informed that Ferals take more swings per attack than most other melee dps. As I recall, it was three swings to every one swing for other melee. This may no longer be the case, I do not know.

 

What I do know, is that if I follow exactly what is recommended, I cannot get any real DPS... In fact, prior to this patch, I managed to build my haste up to approximately 20%, and my DPS skyrocketed. It was still not the best, but a lot of that was a matter of gear, and trying to get some kind of base rotation to work from, but I was making progress.

 

Checking the profile of Stenhadli, who runs with Midwinter and has contributed to info on Icy-Veins, I notice that nearly all of the orange gems that he has socketed are either Haste or Haste/Crit, even though the info at the bottom of the page shows that he does not have any Haste.

 

I am tired of taking one or two swings and then not being able to do anything because the energy is so slow to regen, and the only way, to my understanding to resolve this is to give Haste some consideration in the priorities besides being at the bottom of the list. Will someone PLEASE explain this too me...How are you keeping your regen up if you have NO haste, and if you do have Haste, how much do you have? As it is, I am leaning towards stacking my Orange gems with either pure haste or haste/crit, because I see no other means to generate the energy at a reasonable level for me to get any DPS worth anything.

First, I would like to recommend posting in the Druid section of the forum so you can get some more personalized results.  That can be found here.

 

Feral has never had very good energy regen and through its existence has only focused on haste twice (for a brief time in ICC when Armor Penetration capping was relevant and with RoR...however aiming for a mastery proc).  It is a spec that is about planning and using a secondary resource (combo points).  You need to be patient and properly pool your energy.

 

The stat priority laid out in the guide can be a bit confusing.  While each player/gear set will be different, you generally want:

agi>crit>haste=mastery

 

This is because bleeds are no longer the majority of our damage.  The best way to recover energy is to use the Soul of the Forest talent and have optimal usage of Tiger's Fury.

 

-I hope this helped.  If you have further questions, feel free to post them or pm me.

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Guest Pandaloni

Hi there ppl!i am a little bit confused about Heart of the Wild Talent!it is bugged?why on Feral spec says improves Tanking and on Guardian Spec improves dmg while in cat form???isn't that confusing?is that some kind of bug or it is that way?if it is is soooooooooo wrong imo...help out and really new druid guy here!thank you

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Hi there ppl!i am a little bit confused about Heart of the Wild Talent!it is bugged?why on Feral spec says improves Tanking and on Guardian Spec improves dmg while in cat form???isn't that confusing?is that some kind of bug or it is that way?if it is is soooooooooo wrong imo...help out and really new druid guy here!thank you

Because your tier 6 talents (gained at level 90) do not help boost your performance in your primary role. They are there to help you perform other roles, to support your theme of being a hybrid. So, in the case of Heart of the Wild, they allow you to perform other roles better (such as tanking, healing, or doing ranged DPS).

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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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