Jump to content
FORUMS
Sign in to follow this  
Damien

Enhancement Shaman 6.2

Recommended Posts

AS is simming to be 800 dps better than Echo at my gear (632), but I seem to be getting better results from Echo. Without raid logs its hard to know though, because echo skews some things, like, back to back to back fire novas. or back to back to back LvL.

 

Also, Im sim'ing Agi > Haste >> Multi >> Mastery > Crit at the moment.

 

edit: Im also curious about the T17 2PC and how it effects SS/Echo

Edited by Qlix
  • Thanks 1

Share this post


Link to post
Share on other sites

Did the rotation change at all in regards of the 25.11 hotfix?

According to Purge, the only change was that Chain Lightning now replaces Lightning Bolt at 2 enemies (down from 2) in the multiple-target rotation.

Share this post


Link to post
Share on other sites

Question - if you have the Tier 17 bonus, would Echo of the Elements win out in that talent tier due to the increased ability to spam Stormstrike, and therefore further reduce the CD on Feral Spirits?

 

Thoughts?

According to Purge, it does not. It reduces the gap between Echo of the Elements and Ancestral Swiftness in single-target, but Ancestral Swiftness still remains better. 

 

And a plus,

some theorycrafting on ancestral swiftness vs echo of elements now that blizzard added a 20% dmg on both stormstrike and lava lash would be good to have.3

According to Purge, the status quo remains the same.

Are you sure this is updated? Its still has references to SOO and SOO gear.

I removed the 2 mentions of SoO stuff. Sorry about that smile.png

 

 

AS is simming to be 800 dps better than Echo at my gear (632), but I seem to be getting better results from Echo. Without raid logs its hard to know though, because echo skews some things, like, back to back to back fire novas. or back to back to back LvL.

 

Also, Im sim'ing Agi > Haste >> Multi >> Mastery > Crit at the moment.

 

edit: Im also curious about the T17 2PC and how it effects SS/Echo

As said in the guide, Echo of the Elements is the best talent when you can make proper use of Fire Nova, so it is not surprising that you see better results with Echo of the Elements, given that you must mainly be running heroic dungeons where there are a lot of mobs to kill. Dungeon boss fights are too short to draw any sort of conclusion from them. Remember that the guides are written with the hard content in mind: raid bosses.

Multistrike and Mastery are very close in value with raid gear, but Mastery becomes so much better when there is any sort of AoE/Cleave damage, that we had to put it ahead in the stat priority.

Share this post


Link to post
Share on other sites
Guest Ashagreyjoy

There's no mention of Improved Maelstrom Weapon and whether that has any effect on hardcasting LB or CL.

Share this post


Link to post
Share on other sites

According to Purge, it does not. It reduces the gap between Echo of the Elements and Ancestral Swiftness in single-target, but Ancestral Swiftness still remains better. 

 

Is that including the factor of damage that windfury proccing wolves provides; what I mean is that is this just theory, or has he tested it in the WoD beta when you could test Tier 17.

 

Sorry for the relentless questions - wouldn't feel bad if we didn't need to pester you to ask Purge :P

Share this post


Link to post
Share on other sites

There's no mention of Improved Maelstrom Weapon and whether that has any effect on hardcasting LB or CL.

 

All perks are considered when writing the guide, because it's not something you can choose to have or not.

 

 

Is that including the factor of damage that windfury proccing wolves provides; what I mean is that is this just theory, or has he tested it in the WoD beta when you could test Tier 17.

 

Sorry for the relentless questions - wouldn't feel bad if we didn't need to pester you to ask Purge tongue.png

 

Knowing Purge, I'm sure he both tested it during Beta and then tested it on SimulationCraft (which does account for wind fury damage from the spirit wolves).

Share this post


Link to post
Share on other sites
Guest Kallya

One question, the gearing up section contains PVP gear and some of the gear like atleast the Torunament gear will break in PVE why is it included?

 

And how high should you DPS be with a 630gs with BIS for this item level?

 

I don't trust noxxic :D

 

But thanks, greate guide! smile.png

Share this post


Link to post
Share on other sites

One question, the gearing up section contains PVP gear and some of the gear like atleast the Torunament gear will break in PVE why is it included?

 

And how high should you DPS be with a 630gs with BIS for this item level?

 

I don't trust noxxic biggrin.png

 

But thanks, greate guide! smile.png

If you want to figure out how much DPS you should be doing, the best thing to do is to run simulation craft on your character.

Regarding the PvP items included in the guide, they are listed, because they are easy to obtain and they can help you meet item level requirements to queue for Heroics or LFR.

Share this post


Link to post
Share on other sites

Referencing the ancestral guidance vs rushing streams...

 

I understand that the healing totem is weak but give it can be dropped multiple times in a fight ancestral guidance seems lackluster unless you need burst healing after a phase I guess it could help but then again any healing is helpful at that point right?

Share this post


Link to post
Share on other sites

Referencing the ancestral guidance vs rushing streams...

 

I understand that the healing totem is weak but give it can be dropped multiple times in a fight ancestral guidance seems lackluster unless you need burst healing after a phase I guess it could help but then again any healing is helpful at that point right?

I don't understand your sentence.

  • Thanks 1

Share this post


Link to post
Share on other sites
Guest Guest

In MoP times i used to glyph my Fire elemental and use everything every 3 minutes, with Assurance of Consequence trinket things were even more synced .

 

I now have trouble finding the perfect solution on every boss, perhaps because i have  2 kids now and being tired!, but the truth is, without tier 17 bonuses i find the following ideas as useful..I don't have good trinkets yet, call it bad luck...(so no proc trinkets, just passive stats there for now)

 

Use elemental mastery and feral spirit on cd,  ascendance and fire elemental with them if they are ready, they might stay on hold for 1min or 30seconds for that. Berserking staying 1 min to sync with feral spirit and elemental mastery every after 1 Ferals/EM

 

Without elemental mastery, i just use any cd ready when the legendary ring procs and perhaps a weapon enchant procs.

 

but what about if i have lucky double-sided coin and butcher trinket?

 

Does everything becomes on hold till a trinket procs? What is your opinion about it? 

Share this post


Link to post
Share on other sites

In MoP times i used to glyph my Fire elemental and use everything every 3 minutes, with Assurance of Consequence trinket things were even more synced .

 

I now have trouble finding the perfect solution on every boss, perhaps because i have  2 kids now and being tired!, but the truth is, without tier 17 bonuses i am inclined to the following ideas as useful..I don't have good trinkets yet, call it bad luck...(so no proc trinkets, just passive stats there for now)

 

One idea was to use anything that is ready while there is one proc from a weapon or legendary ring

 

Another was, to wait for everything to sync every 3 minutes along my racial (berserking). So Ascendance would be on spam, Primal Fire elemental glyphed would delay 30seconds after the initial pull to be reused and Feral spirit and/or Elemental Mastery delay 1 minute! This felt really underpowered in WoD though.

 

A middle solution was to use everything in sync with Feral Spirit and Elemental MAstery. So every 2 mins these two would be spammed and Ascendance would delay 1 minute after the first use (along Berserking) and be used again on the 4th minute in the fight. Fire elemental unglyphed would delay just 1 minute inside the fight (so it would be used again on 6th instead of 5th minute) And so on.

 

But what if i had Lucky Double-sided coin or the Scales of doom trinket? Would everything go on hold till a trinket procs? What is your opinion about it? 

 

 

And more questions!

 

Does multistrike affect our Magma totem,  Fire nova, , Liquid Magma and any of our pets's attacks (basic attacks , skill attacks). Talking about Fire elemental , Primal Fire elemental, Feral Spirit, Storm elemental ?

 

Weapon Enchants : Mark of warsong.(the haste enchant)  Considering most players are still below 30% haste buffed (some are there with Ancestral swiftness) wouldn't 1 Mark of warsong be really fine? Even with the new haste buff from blizzard i am sure many shamans would be in less than 50% haste with Ancestral Swiftness, 2 x Marks of warsong. The only annoying thing when i tried those enchants was the irregular rotation timing when they proc-ed. As haste affects our GCDs and CDs on our main basic rotation, timing of the skill CDs would significantly change thus having to be way more focused on rotation timings instead of fight mechanics tongue.png.

 

Hardcasting Lightning bolt when everything is on cd. Difference in overall dps if doing it or not? I do refuse to do it tongue.png

Edited by Voskopoula

Share this post


Link to post
Share on other sites

I don't understand your sentence.

 

two min period (my observation)

 

RT = 1min up time 60 total heals (30 ticks) ~250K healing

AG= 10s up to time 75-100k healing

 

AG is burst healing but isn't RT in general better in a raid since it would compliment healer Aoe heals more consistently? I like AG just wish the CD was a bit shorter (30s).

Share this post


Link to post
Share on other sites

two min period (my observation)

 

RT = 1min up time 60 total heals (30 ticks) ~250K healing

AG= 10s up to time 75-100k healing

 

AG is burst healing but isn't RT in general better in a raid since it would compliment healer Aoe heals more consistently? I like AG just wish the CD was a bit shorter (30s).

 

Edited by Voskopoula

Share this post


Link to post
Share on other sites

Quote is bugged to my browser or i did something wrong.

 

Anyway

In what circumstances AG is still awesome : On aoe situations where you want to help your healer. Examples

 

1)  Kargath Bladefist Mythic if you are in Stands group  (where you should be in this fight as top aoer).

2) Imperator HC and up, if your healers dont have many cds, you need to aoe burst the adds of the transitions down and at last phase with the arcane remnants.

3) Tectus hc/mythic ,  especially when Motes start doing their aoe damage

 

It won't solo heal the situation of course! but it will help your healers's mana quite a lot.

And these are just few examples , i am still on my first morning coffee tongue.png

 

Share this post


Link to post
Share on other sites
Guest Grey

Please add the new 680 alchemy trinket to the list of BiS, I have a feeling it could be better than any trinket you can get in H BRF. Thank you.

Share this post


Link to post
Share on other sites
Guest xXShamanXx

Question - if you have the Tier 17 bonus, would Echo of the Elements win out in that talent tier due to the increased ability to spam Stormstrike, and therefore further reduce the CD on Feral Spirits?

 

Thoughts?

Echo of Elements brings only one time Stormstrike more. So you will reduce the CD on Feral Spirits only by 5 seconds. But if you accidentely skip Stormstrike in your rotation, you dont loose that cooldownreduce.

Share this post


Link to post
Share on other sites
Guest crippz

How can Echo of the Elements be better than Ancestral Swiftness for Single-target DPS? It gives you just 1 Stormstrike and 1 Lava Lash more (if you dont have any downtime attacking the boss so 2 charges can be recharged meanwhile). How can this be better than 5% Haste (which lowers the cooldown of Stormstrike and Lava Lash) and gives you an instant Lightning Bolt timed with your Unleash Elements buff?

 

What am I missing or am I just really dumb? Please can someone explain to me, why I should take Echo for Gruul or Butcher?

Share this post


Link to post
Share on other sites
 

 

If one weapon of your two weapons does higher damage than the other, use it as your off-hand weapon, as the combined damage (melee attacks + abilities) you get from your off-hand weapon is usually higher than what you get from your main-hand weapon.

 

Omg when did that happen?

So i downloaded the latest of latest of simcraft (18 march) and by my surprise on the typical patchwerk style battle at options!

 

 

Echo /Primal Elementalist /Storm Elemental talents

685 Main hand,  670 off hand weapon patchwerk result 34986 dps

670 Main hand,  685 off hand weapon patchwerk result 35040 dps!  

 

Then i thought that i gotta check what happens in AoE situations 

 

Echo / UF/ Liquid magma Talents

670 Main hand,  685 off hand weapon patchwerk style 5 targets ,    104117 dps, 35202 dps to main target

685 Main hand,  670 off hand weapon patchwerk style 5 targets ,    104153 dps, 35231 dps to main target

 

.... the differences on 15ilvl weapon difference are ridiculous but i did expect stronger results for stronger main hand..

 

For me this is kinda stupid, I would expect situational better results in pvp where burst and lava lash is very good (bypassing armor etc) but this seems like a design flaw, to have stronger weapons in offhand..

 

 

Another thing that i read on simulation craft changes

 

 

  • Shaman
    • Improved lava lash in-game is now cloning flame shocks with unleash flame and elemental fusion

Whaaat!

"because wow_icon_ability_shaman_lavalash.jpg Lava Lash spread Flame Shock to other targets without the damage buff from Unleash Elements (i.e., if you have an Unleash Elements-buffed Flame Shock on a target, you will get a normal Flame Shock on nearby enemies after using Lava Lash)."

 

So i went to my garrison's two targets, i first used lava lash minor glyph (noFS spread) , removed all gear and trinkets except the 2 weapons, just to be sure i wont write wrong numbers

I talented for Elemental fusion ofc.

 

 

                                      Primary Target                     Secondary Target 

FlameShock                       441 Dot                                    none

UE+FS                                618   (140% of FS confirmed)

1EF+FS                              617   (140% of FS confirmed) 

2EF+FS                              794    (180% of FS confirmed)

2EF+UE+FS                      1111    (251%! of FS confirmed)*

 

*   tested it 1000 times, seems the 2EF+UE are multiplying each other, so it,s 180% x 180% = 251%!) Same thing happens with 1EF+UE, they multiply each other 140% x 140% = 196% )

 

 

removed minor lava lash glyph , added lava lash major glyph to be sure i spread the shock 100%

It does get spreaded BUFFED!

 

                                  Primary Target                     Secondary Target 

FlameShock                       441 Dot                                   441

UE+FS                                618                                         617 

1EF+FS                              617                                         617

2EF+FS                              794                                         794                     

2EF+UE+FS                      1111                                       1111                  

 

How did i check it,  simply checking at combat log and seeing 2 new entries of dots being added always (sometimes they were different, criticals) but most of times 2 identical flameshock damage were being added)

 

So now the hard part, i had to check if lava lash will spread an inferior flameshock over the superior one.

 

So i throw a 2EF+UE+FS on main target, wait for lava lash to reset and throw one ll more,

i get 2x 1111 dots.

Check 1 :  then i cast flameshock on main target the dot went down to 441 sad.png

Check 2 :  i then cast lava lash and the secondary target got it's dot down to 441 too sad.png

 

Outcome

1) Flameshock will spread with lava lash as  buffed either with Unleash elements or Elemental Fury or any combination of both (UE+EF then FS, UE+EFx2 then FS, EFx2+UE then FS ) then lava lash. Both targets or more targets (didnt check on more than 2 but i guess it works for many) will get the buffed version of Flameshock you applied last , before the lava lash spreaded it.

2) Except from flameshock renewall, Lava Lash unfortunately will spread inferior flameshock from the main target over superior flameshocks on targets around. Same applies for flameshock on main target of course, if you throw a less buffed or unbuffed flameshock it will renew timer on the target and will update to inferior dot.

 

Perhaps the second result i had , all dot-ers know it, i didnt . dont troll me for that. However the first result is surprisingly logical and i dont know when they fixed it.

Edited by Voskopoula

Share this post


Link to post
Share on other sites
Guest Razadeodio

excuse me, but why use lava lash before flame shock?

Share this post


Link to post
Share on other sites

just for the sake of using and testing elemental fusion on dummies.

 

normally if you spec Elemental Fusion you will want to attack from far with flameshock and then throw 2 lava lashes (spreading a bad unbuffed flameshock at start) however with 2 3 4 flameshocks ticking lava lash will renew fast and used after an unleash elements and flameshock will create a super buffed flameshock which then will be sent to other targets with another lava lash.

 

 i did some maidens hc tonight and it was pretty funny  that at few tries i used  Elemental Fusion with unleash elements  and 2x lava lash buffs was on par in dps with liquid magma talent on the 3 maidens..

Edited by Voskopoula

Share this post


Link to post
Share on other sites

What weapon is better for my main hand. I have Sorka's Chain fist which is Heroic wf (691) and Phemos' Double Slasher which is mythic with a socket (685) and i really dont know which is better pls help

Share this post


Link to post
Share on other sites

I ran some simulations and the scale factors came out to be:

 

Elemental Mastery/Primal Elementalist/Storm Elemental

  1. Agility (6.82)
  2. Haste (3.41)
  3. Multistrike (3.04)
  4. Versatility (2.94)
  5. Mastery (2.89)
  6. Critical Strike (2.85)

Elemental Mastery/Primal Elementalist/Liquid Magma

  1. Agility (6.84)
  2. Haste (3.51)
  3. Multistrike (3.03)
  4. Versatility (2.89)
  5. Mastery (2.88)
  6. Critical Strike (2.84)

Ancestral Swiftness/Unleashed Fury/Liquid Magma

  1. Agility (6.91)
  2. Haste (3.71)
  3. Multistrike (3.06)
  4. Versatility (2.91) = Mastery (2.91)
  5. Critical Strike (2.86)

This seems to be completely contradictory to the stat priority list from the guide, moving Mastery really low. Is there a reason for stacking Mastery? I have never had it rank higher than equal to Versatility, apart from 2+ targets where it surpasses other stats while playing with Liquid Magma.

 

Do you think that this is enough for the Haste/Multistrike maces from Hans&Franz to outshine the Haste/Mastery fist weapons with a visible results? I am now thinking in the terms of Gruul/Oregorger/Hans&Franz/Beastlord Mythic progress.

 

EDIT:

 

I missed one thing. The value of Versatility weakens compared to that of Mastery when movement is involved. So that's another downside to Versatility. But Multistrike seems to be the go-to stat for single target.

Edited by Derienn

Share this post


Link to post
Share on other sites

Please add the new 680 alchemy trinket to the list of BiS, I have a feeling it could be better than any trinket you can get in H BRF. Thank you.

 

I'm on it tongue.png

 

How can Echo of the Elements be better than Ancestral Swiftness for Single-target DPS? It gives you just 1 Stormstrike and 1 Lava Lash more (if you dont have any downtime attacking the boss so 2 charges can be recharged meanwhile). How can this be better than 5% Haste (which lowers the cooldown of Stormstrike and Lava Lash) and gives you an instant Lightning Bolt timed with your Unleash Elements buff?

 

What am I missing or am I just really dumb? Please can someone explain to me, why I should take Echo for Gruul or Butcher?

You should probably take Elemental Mastery for these fights, but why Echo is better than Ancestral Swiftness all comes down to the fact that theory crafters found that in SimC Echo performs better than Ancestral Swiftness.

 

 

excuse me, but why use lava lash before flame shock?

 

Because otherwise you run the risk of resetting the cooldown of Lava Lash before you had a chance to spend it.

 

I ran some simulations and the scale factors came out to be:

 

Elemental Mastery/Primal Elementalist/Storm Elemental

  • Agility (6.82)
  • Haste (3.41)
  • Multistrike (3.04)
  • Versatility (2.94)
  • Mastery (2.89)
  • Critical Strike (2.85)
Elemental Mastery/Primal Elementalist/Liquid Magma
  • Agility (6.84)
  • Haste (3.51)
  • Multistrike (3.03)
  • Versatility (2.89)
  • Mastery (2.88)
  • Critical Strike (2.84)
Ancestral Swiftness/Unleashed Fury/Liquid Magma
  • Agility (6.91)
  • Haste (3.71)
  • Multistrike (3.06)
  • Versatility (2.91) = Mastery (2.91)
  • Critical Strike (2.86)
This seems to be completely contradictory to the stat priority list from the guide, moving Mastery really low. Is there a reason for stacking Mastery? I have never had it rank higher than equal to Versatility, apart from 2+ targets where it surpasses other stats while playing with Liquid Magma.

 

Do you think that this is enough for the Haste/Multistrike maces from Hans&Franz to outshine the Haste/Mastery fist weapons with a visible results? I am now thinking in the terms of Gruul/Oregorger/Hans&Franz/Beastlord Mythic progress.

 

EDIT:

 

I missed one thing. The value of Versatility weakens compared to that of Mastery when movement is involved. So that's another downside to Versatility. But Multistrike seems to be the go-to stat for single target.

What character did you sim?

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      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.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      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.
      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.
×
×
  • Create New...