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Damien

Brewmaster Monk 6.2

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Guest Tackeo

Chi Explosion acually do all of those things if u have 4 chi. So you can acually spam this with 4 chi and get Shuffle and purify and Aoe at the same time.

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Guest Sebeck

One question i have is about the enchant for the weapon. I see that Mark of the blackrock seems to be the enchant of choice for the bonus armour (which is of course great for tanks). As it only procs when you go under %50 health, how would the mastery enchant (mark of the bleeding hollow) compare? Im just thinking of those fights where u do not go below %50 too often. Im not a heavy duty raider so the higher lvl fights it may happen way more often... Anyways - just curious. Thanks

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Guest ysondre

I agree, this stat priority is just wrong. Haste for energy generation ? Who needs haste when you can pick up serenity, generate a full minute of Shuffle out of it, and purify / guard the rest of incoming damage with the remaining chi ?

 

Worse, when serenity is in effect, you can purify and guard for free all while using Blackout kick, since those abilities are off GCD. Indeed, it seems like Sunnier has been stuck into MOP.

 

A brewmaster stacking haste is shooting himself an arrow in the knee.

 

Critical strike (for elusive brew uptime) and mastery (for purifying, since with serenity you have more chi for that particular task) is the optimal way to go. I'd advise mastery personally, but that's just me.

 

Ascension is just bad in WOD, and really behind chi brew or power strike, the latter being king of chi generation.

 

 

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Guest ysondre

According to Sunnier's art of war, haste is the worst stat for a brewmaster. Source : http://sunniersartofwar.com/#stats

 

Quoted : "With the exception of haste, which is our weakest stat, you can pick your own stat priority based on any other stat.".

 

I guess he didn't review this guide at all, in fact, looking at how icy-veins stat priority is putting the emphasis on haste.

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According to Sunnier's art of war, haste is the worst stat for a brewmaster. Source : http://sunniersartofwar.com/#stats

 

Quoted : "With the exception of haste, which is our weakest stat, you can pick your own stat priority based on any other stat.".

 

I guess he didn't review this guide at all, in fact, looking at how icy-veins stat priority is putting the emphasis on haste.

The guides don't get updated very often, and it's not uncommon for the reviewers to not re-address the guides once they're written, meaning Sunnier likely hasn't sent any updates to Damien/Vlad (not saying that this is the case, but rather that it is entirely likely).

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"We believe that the best choice is Invoke Xuen, the White Tiger."

However you have put that the only performance enhancing skill form that tier is rushing jade wind...? (in the picture at the top)
I'm a little confused. Please could I get some more information? 

 

Thanks. x

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Guest keznor

The thing I don't understand is: Is Crit/Mastery worth nothing if you don't stack it heavily? Isn't the truth somewhere in-between? Has anyone done the math? Just having either the "Control" or "Smothing" build seems weird to me, and I'd like to believe that both seem to be worth going for and should never be considered to be the worst stat as the builds imply

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The thing I don't understand is: Is Crit/Mastery worth nothing if you don't stack it heavily? Isn't the truth somewhere in-between? Has anyone done the math? Just having either the "Control" or "Smothing" build seems weird to me, and I'd like to believe that both seem to be worth going for and should never be considered to be the worst stat as the builds imply

 

Well mastery's more powerful the more you stack but if you're facing difficult content you do feel even just a bit more of it. Truth of the matter is that both crit and mastery are more or less our strongest stats. They do their jobs really well. There's times when one is more beneficial than the other but that's reliant on the mechancis of a fight.

 

Personally I never liked the idea of "control or smoothing" builds. To me its just weird because you ultimately want to survive... and there's some fights where a 'control' build really isn't going to control anything (see: most fights in BRF) because crit just doesn't affect the hits that are actually dangerous, while there's fights where crit does shine quite nicely. I view it more or less as what stat(s) is best for what encounter's mechanics.

 

I mean what I recommend right now is more or less the old mantra for Brewmasters: Stack mastery to comfort, then get crit or multistrike. Multistrike a bit more so nowadays because mastery is more or less all the defense you need for this tier and crit and MS are fairly close on damage (MS wins out) but crit's safer when it comes to survival. But again if you've got more than enough defense with mastery, it's okay to get more damage.

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One question i have is about the enchant for the weapon. I see that Mark of the blackrock seems to be the enchant of choice for the bonus armour (which is of course great for tanks). As it only procs when you go under %50 health, how would the mastery enchant (mark of the bleeding hollow) compare? Im just thinking of those fights where u do not go below %50 too often. Im not a heavy duty raider so the higher lvl fights it may happen way more often... Anyways - just curious. Thanks

 

Typically then you'd probably go with the crit enchant or maybe the multistrike enchant if you're really not taking that much damage. Mastery one's not great because crit and MS mitigation (or healing as the case is for MS) can be activated outside of the proc, which simply boosts its generation, while the mastery enchant can't. So that basically just means if the proc happens when not actively tanking its less detrimental if you have crit or MS than it is with mastery.

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Guest Slatch

Just had a friend start asking me about how much haste he should have, since he just started learning BrM. What an odd question, 0 is preferred of course. But IV says you need haste? WTF? This has been wrong since release, and continues to be. Is IV going the way of Noxxic? Random advice that sounds right but isn't...

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The guide states:

 

Haste (until you are comfortable with your energy regeneration rate)

 

If you are comfortable with 0 haste(as most Brewmasters currently are) then great. It falls into a similar category to spirit for healers.

 

More haste will result in more energy, more melee swings, more chi and more Gift of the ox. If you feel that this doesn't provide you with any benefit compared to the other stats then you are comfortable and can skip over the haste in the priority listing.

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Guest Ysondre

The guide states:

 

Haste (until you are comfortable with your energy regeneration rate)

 

If you are comfortable with 0 haste(as most Brewmasters currently are) then great. It falls into a similar category to spirit for healers.

 

More haste will result in more energy, more melee swings, more chi and more Gift of the ox. If you feel that this doesn't provide you with any benefit compared to the other stats then you are comfortable and can skip over the haste in the priority listing.

 

Yeah, but there's so little benefit with stacking haste that it is really, definitly useless useless. Why spend 100 points for a return of 0.1% when you can invest those 100 points elsewhere and get 1% back ? (i didn't made the actual maths, i give the rough idea).

 

It is the worth stat for DPS, for survivability, for control, for smoothing...

 

I'll just quote mmo-champion, which has the best guide on brewmaster so far : "Haste is just awful, so try and avoid that if at all possible. Point for point it provides far less 'oomph' for us than other stats."

 

The true haste cap for a brewmaster is 0 haste. You will NEVER need more. And you will never feel more confortable with more haste : you'll just gimp your character. And even if haste does matter in the variables you're giving, the effect is so negligible that you should completely disregard it.

 

I see in your armory that you are almost to the haste cap of 0 for a brewmaster. Only 146 haste to get rid of. Almost there !

 

Once, icy-veins was my source for this kind of info. I've switched to others sources. At least, their guides are up to date, and they don't stubbornly leave misleading info online.

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Guest sujezz

I agree, haste is useless and even stacking it hard will not make you feel comfortable. For those moment you don't have energy you use your free Tiger Palm. Also the stat priority is different. On progression in current content mastery wins by helping healers not to stress so much. Once progressed crit becomes a bit better option as well as only having 2pc. I'm currently still progressing so my stats priority are:

1. Agility (by getting an upgrade with warforged, also note that 700 ilvl will always win with 685)

2. Bonus Armor (but those you can get only on neck/back/rings/trinkets).

3. Mastery

4. Crit

5. Versatility

6. Multistrike (you really don't want to move or move boss whenever you don't need while tanking)

7, Haste

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Guest Talyani

Hi, does weapon speed matter? I'll have a choice between the 2.0 speed pvp staff and the 3.6 pvp polearm and I'm not sure which to get.

 

Thanks.

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Guest Guest

I'm totally confused here.  If I look at the Stat Priority page for BM monk it lists agility as the top stat (the only tank spec that doesn't list armor first).

 

Yet if I look at the BiS page it lists 4 trinkets at the top and none of them are agility trinkets.  2 are Armor, 1 is Mastery and 1 is Haste.  Where's the Agility trinkets if agility matters most?

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I'm totally confused here.  If I look at the Stat Priority page for BM monk it lists agility as the top stat (the only tank spec that doesn't list armor first).

 

Yet if I look at the BiS page it lists 4 trinkets at the top and none of them are agility trinkets.  2 are Armor, 1 is Mastery and 1 is Haste.  Where's the Agility trinkets if agility matters most?

The additional ability also must be taken into account. The Procs/static from the listed trinkets is mastery which is very desirable.

 

The agility trinkets are all designed with dps in mind so whilst the agility is nice the proc is useless for survivability etc.

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All the top Brewmasters are stacking a combination of Haste, Crit and Multistrike and leaving Mastery at like 10-15%

 

http://www.worldofwargraphs.com/statspve-bestplayers-10-1-0-0-0-0-0-0.html

That mostly has to do with having the 4pc and certain trinkets (SDI, Warlords Unseeing eye) and them being able to go through content much more easily than a new(er) BrM monk can, and thus trade the guaranteed survivability of mastery for more damage through crit/haste/ms.

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All the top Brewmasters are stacking a combination of Haste, Crit and Multistrike and leaving Mastery at like 10-15%

 

http://www.worldofwargraphs.com/statspve-bestplayers-10-1-0-0-0-0-0-0.html

That mostly has to do with having the 4pc and certain trinkets (SDI, Warlords Unseeing eye) and them being able to go through content much more easily than a new(er) BrM monk can, and thus trade the guaranteed survivability of mastery for more damage through crit/haste/ms.

 

So at what ilvl is it worth to switch from stacking Mastery to going 80%+ Haste etc? How much of a difference can I expect if I stack Haste at lower ilvl?

 

Everyone in this thread seems to be saying Haste is our weakest stat and yet it seems to be the best. Did 6.2 change the stat priority?

Edited by Brutalis

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So at what ilvl is it worth to switch from stacking Mastery to going 80%+ Haste etc? How much of a difference can I expect if I stack Haste at lower ilvl?

 

 

Everyone in this thread seems to be saying Haste is our weakest stat and yet it seems to be the best. Did 6.2 change the stat priority?

 

The reason you see the 80% haste is because the people you are looking at have a 2H weapon equipped, and the monk passive ability_monk_dpsstance.jpgWay of the Monk.  The point where haste becomes more powerful is when you get the 4pc and can more often have enough energy to use expel harm on cd to lower guard's cooldown.  There isn't really a set ilvl where this happens, and stacking non-mastery stats more has to do with how comfortable are you and your healers are with your damage intake.

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All the top Brewmasters are stacking a combination of Haste, Crit and Multistrike and leaving Mastery at like 10-15%

 

http://www.worldofwargraphs.com/statspve-bestplayers-10-1-0-0-0-0-0-0.html

The reason for this has more to do with maximising DPS than with maximising survivability. At high gear levels, tanks can afford to reduce their survivability without risking death, and this allows them to squeeze out more DPS. That said, Mastery remains the best stat for survival, so if you are still progressing through content (which is what our guides are aimed at), then it is best for you.

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I'm sitting at 16.5% Mastery, 21.2% MS & 26% Crit. Elusive Brew seems to lead to less actual damage taken than Guard.

 

http://www.brewmasterlogs.com/players/121438983/bosses/1785/5?tab=cooldowns

 

You can see that even on Mythic Iron Reaver, where we can't really dodge the Artilleries and Bomb soaks, that Guard should be way ahead but it's still close.

 

Then HC Tyrant, a boss encounter in which we tank either a boss or add most of the fight, EB pulls ahead: http://www.brewmasterlogs.com/players/121438983/bosses/1784/4?tab=cooldowns

 

Edit: Latest Mythic Kormrok as well: http://www.brewmasterlogs.com/fights/3b7bc748f539ab26?tab=cooldowns

 

Edit2: And for measure a fight with lots of add tanking, avoidance shines: http://www.brewmasterlogs.com/fights/4b6b3c39714e68eb?tab=cooldowns

 

Mastery is flawed in the sense that if you only stack it, all that you have to fall back on are two Guard charges, but with a  more balanced stat ratio you Guard enough, have plenty of Elusive  Brew stacks and when you are trying to bank charges or are in danger, you can collect plenty GotO orbs.

 

There are so many boss mechanics that ignore stagger altogether in HFC, so things are a bit more complex in terms of what's best for mitigation (vs. BRF) imho.

Edited by Redfella

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Only if you clear something with it, which happends rarely in any setting where you actually require heals. Blizz has tried their best to stop Nimble Brew work for boss mechanic cheesing (Worked on Blackhand for a while for example, then patched).

 

Zen, Fortuitous Sphere & Expel Harms are thus the go-to glyphs.

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Guest Ouroboros

with regards to the lvl 100 talents isnt Chi Explosion now considered the best to take in HFC?

after the nerfs to serenity and that soul dance just isnt needed in most encounters

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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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