Jump to content
FORUMS
Damien

Frost Mage 6.2

Recommended Posts

Guest mellario

Would the synergy between Icy Floes and Rune of Power offset the disadvantage of RoP in movement fights enough to make it worthwhile? I haven't tried it in a raid yet and I was just curious if anyone had.

Share this post


Link to post
Share on other sites

Would the synergy between Icy Floes and Rune of Power offset the disadvantage of RoP in movement fights enough to make it worthwhile? I haven't tried it in a raid yet and I was just curious if anyone had.

Depends on how frequently you'd have to recast the Rune.

Share this post


Link to post
Share on other sites
Guest monk3ym4jik

Is that a typo that Comet Storm is our best Tier 7 ability? The guide says it is by far the best single target dps boost, but Comet Storm is more of an AOE ability, no?

 

Did you guys mean Thermal Void?

 

Thanks for the guide btw. And for updating it so quickly after patch.

Share this post


Link to post
Share on other sites

Is that a typo that Comet Storm is our best Tier 7 ability? The guide says it is by far the best single target dps boost, but Comet Storm is more of an AOE ability, no?

 

Did you guys mean Thermal Void?

 

Thanks for the guide btw. And for updating it so quickly after patch.

CS is not an AoE ability, and with the recent buff in patch 6.1 it has become a very decent single target ability bringing it on par with PC and actually even better than PC unless the given circumstances are given as explained in the guide.

 

TV is the best Multiple Target choice.

 

The reason why CS is not an aoe ability is: that it's damage is SPLIT between the enemies.

Share this post


Link to post
Share on other sites
Guest Gnome

Hey folks! Long time reader, first time poster. I was wondering if someone could answer questions or help solve an issue I'm running into.  The higher my ilvl, the lower my dps seems to be going. At the standard 640 (with everything enchanted with multistrike), I was doing killer DPS in normal Highmaul. However, with an ilvl of 650, most of the gear that seems to be dropping from raids, world bosses, and garrison missions are booting multistrike for mastery, and I've lost over 4% MS and have gained 4% in mastery. My dps has dropped nearly 2k... Is there a reason gear is pushing Frost mages towards using mastery vs multistrike? Half the time I just put on my 640 gear and enjoy the top DPS meter slot.  Any insight would be greatly appreciated. I'm a casual raider, so I'm not in heroic raiding yet, but I do want to ensure I'm pushing the most dps so the progression group I'm in can be successful at our own pace.  Thanks for your time!

Share this post


Link to post
Share on other sites

Hey folks! Long time reader, first time poster. I was wondering if someone could answer questions or help solve an issue I'm running into.  The higher my ilvl, the lower my dps seems to be going. At the standard 640 (with everything enchanted with multistrike), I was doing killer DPS in normal Highmaul. However, with an ilvl of 650, most of the gear that seems to be dropping from raids, world bosses, and garrison missions are booting multistrike for mastery, and I've lost over 4% MS and have gained 4% in mastery. My dps has dropped nearly 2k... Is there a reason gear is pushing Frost mages towards using mastery vs multistrike? Half the time I just put on my 640 gear and enjoy the top DPS meter slot.  Any insight would be greatly appreciated. I'm a casual raider, so I'm not in heroic raiding yet, but I do want to ensure I'm pushing the most dps so the progression group I'm in can be successful at our own pace.  Thanks for your time!

Before switching an item on your character, you chould check whether that item is indeed an upgrade or not. www.askmrrobot.com is a great tool for this.

Share this post


Link to post
Share on other sites
Guest Leah

Is there a weak auras for tracking icicles? It's hard to see them when you're stacked.

Share this post


Link to post
Share on other sites

Is there a weak auras for tracking icicles? It's hard to see them when you're stacked.

I don't know of any weak auras like this, but I also can't see any reason why you would need one.

Share this post


Link to post
Share on other sites
Guest sawboss

hi where can i find out what talent and rotation and stats to chooce wen i got 4 piece tier 18 and profecy and class trinket?

Share this post


Link to post
Share on other sites

hi where can i find out what talent and rotation and stats to chooce wen i got 4 piece tier 18 and profecy and class trinket?

The talents don't change. The rotation is on the rotation tab.

Share this post


Link to post
Share on other sites
Guest Mathiasp

Hi, i have a question about Prismatic crystal and Frozen orb. PC has 1.5 min cd and FO has only 1 min. So during my opening sequence i can use both at the same time, but 1 min later FO comes out of cd and PC is still on a 30s cooldown. Should i wait for my PC to recharge or should i use FO on cd? 

Share this post


Link to post
Share on other sites

Hi, i have a question about Prismatic crystal and Frozen orb. PC has 1.5 min cd and FO has only 1 min. So during my opening sequence i can use both at the same time, but 1 min later FO comes out of cd and PC is still on a 30s cooldown. Should i wait for my PC to recharge or should i use FO on cd? 

Wait for PC. :)

Share this post


Link to post
Share on other sites
Guest Referiat-Drakkari

Why mastery it's under versatility? It's an useless stat for PvE

Share this post


Link to post
Share on other sites

Why mastery it's under versatility? It's an useless stat for PvE

Because we trust in simcraft, rather than a simple opinion: "it's useless".

 

WrSmI2x.png

Share this post


Link to post
Share on other sites

Here and there I revisit this guide and I've always wondered why you prioritize using Freeze over Water Jet (with the prerequisite circumstances written) at all or at least with more specification.

 

Clearly there are rare circumstances where you'd gain more from having a successful freeze on add-like mobs. Maybe you'd go for some kind of shatter combo with Ice Nova or something. Or perhaps (if a shatter combo isn't a factor,) you'd need some kind of ultra burst (if you wanted to get those Ice Lances out right then and no later) on a target near death preferring such over more total damage after another few seconds via Water Jet. Maybe you need the root/crowd control for the sake of your raid and fight mechanics, but that isn't specified. None of it is specified.

 

Otherwise I don't see the purpose of using Freeze with such little justification, even if there are adds up. Adds or no adds, Water Jet does more damage, and you still get the Fingers of Frost charges, always at least two charges, even. Water Jet is just a simple DPS increase if you aren't concerned about any of those extremely rare circumstances for Freeze.

I'm curious if you disagree. If you do, please explain. If you agree then I think you should specify some of this when noting the usage of Freeze in the priority list of the rotation.

 

Cheers!

Share this post


Link to post
Share on other sites

I regret writing that all now. I finally just now saw the bottom note concerning basically what I explained. xD

Share this post


Link to post
Share on other sites

With the opening sequence you state, for good reason, that you should cast Frost Bomb before Icy Veins. That's good. Don't you feel you should follow the same idea when casting Mirror Image? The GCD is the same amount of time as the Frost Bomb cast and during that GCD you're doing nothing. I personally cast Icy Veins after Mirror Image, then I'm all set.

 

This isn't as big an issue (it's all so miniscule) if you use Thermal Void, considering you'd aim for having 100% uptime on Icy Veins during Mirror Image's duration. I can kind of understand why you'd not want to do that using Thermal Void, but Icy Veins isn't on GCD so that's not really an issue either, you can still wait half a second or more (if not the entire GCD and cast Icy Veins with your next GCD) before casting Icy Veins and your Mirror Images shouldn't lose DPS.

What I'm suggesting is especially the case if you do end up not using the talent Thermal Void. Total upside!

Share this post


Link to post
Share on other sites

I feel confident about recommending the following in regards to the adaptations to the rotation with the Tier 18 4-piece bonus, this also kind of includes the Tome of Shifting Words adaptation as well, but that's not nearly as important:

Anyway, I recommend just the same, except I believe it's a good idea to start the Frostbolt Ice Lance cast cycle at one less Fingers of Frost charge (at least), three instead of four.

Obviously I understand that casting Frostbolt with Water Jet going at four charges already isn't going to waste your new charge acquired by the Frostbolt hitting with Water Jet.

However, we've already got quite a decent chance at getting Fingers of Frost charges from every Frostbolt cast alone. I'd really not like to have four, cast Frostbolt and Ice Lance, and get two charges and waste one.

I can't personally see a downside at this moment.

Obviously the Frostbolt Ice Lance cycle is only restricted to the Tome of Shifting Words trinket. Otherwise, there could be times where instead of starting the cycle early and continue, you dump Ice Lance charges early and continue.

If you really wanted to be safe you could start the cycle/dump even sooner, so long as you get as many charges (without waste) out of your Water Jet, perhaps you'd only spam Frostbolt toward the end of Water Jet.

Theoretically I believe you could cast the successive Frostbolts at any time and the cycle/dump at any time as long as you aren't getting extra-wasted charges of Fingers of Frost.

All in all I think this will vary depending on temporary buff procs you may or may not have up over the duration of your Water Jet channel. I believe that would be a large enough factor in you adjusting the order you cast your Frostbolts and Ice Lances during Water Jet (always while abiding by the Tier 18 4-piece bonus and trinket if possessed).

Share this post


Link to post
Share on other sites
Guest Bóomtastic

Heya, first time posting here or in fact anywhere tbh and not sure why I super cared but went to read this out of curiosity and I was just wondering what the targeted audience is. As a high end frost mage myself largely working off my own intuition and instinct I find quite alot of this information wrong due to the fact that it simplifies the spec to a degree where you do not account for procs in terms of ring, trinkets, weapon etc and when you use your procs: i.e. Brain freeze and ice lance procs at all. I am not sure if it is too much to ask the average player looking here to be able to consider procs and their implications as it totally changes the gameplay, if it is then fair enough and ignore me but if you want a more in depth complicated guide that is much more satisfying in my opinion then let me know and I would be interested in helping out as I personally would hate to play frost in the sub optimal way cited in this guide but it if it is aimed for a selective player base then fair enough.

Share this post


Link to post
Share on other sites
Guest Sawboss

Im wondering with the 4 piece and the class trimmer isnt iT smarter to cast waterjet and 3x frostbolt and after the 3 frostbolt icelance frostbolt icelance frostbolt as you can multistrike a frostbolt what can create 2 fofs? And also If you have 4 fofs is iT than smart to cast 4x icelance with icyveins up or frostbolt icelance frostbolt icelance etc ? Or 2 quick icelances and than frostbolt icelance Brian freez Braun freez single target rotarian?

Share this post


Link to post
Share on other sites

With the opening sequence you state, for good reason, that you should cast Frost Bomb before Icy Veins. That's good. Don't you feel you should follow the same idea when casting Mirror Image? The GCD is the same amount of time as the Frost Bomb cast and during that GCD you're doing nothing. I personally cast Icy Veins after Mirror Image, then I'm all set.

 

This isn't as big an issue (it's all so miniscule) if you use Thermal Void, considering you'd aim for having 100% uptime on Icy Veins during Mirror Image's duration. I can kind of understand why you'd not want to do that using Thermal Void, but Icy Veins isn't on GCD so that's not really an issue either, you can still wait half a second or more (if not the entire GCD and cast Icy Veins with your next GCD) before casting Icy Veins and your Mirror Images shouldn't lose DPS.

What I'm suggesting is especially the case if you do end up not using the talent Thermal Void. Total upside!

 

I'm going to change that, but I'll check with Kuni first.

 

I feel confident about recommending the following in regards to the adaptations to the rotation with the Tier 18 4-piece bonus, this also kind of includes the Tome of Shifting Words adaptation as well, but that's not nearly as important:

Anyway, I recommend just the same, except I believe it's a good idea to start the Frostbolt Ice Lance cast cycle at one less Fingers of Frost charge (at least), three instead of four.

Obviously I understand that casting Frostbolt with Water Jet going at four charges already isn't going to waste your new charge acquired by the Frostbolt hitting with Water Jet.

However, we've already got quite a decent chance at getting Fingers of Frost charges from every Frostbolt cast alone. I'd really not like to have four, cast Frostbolt and Ice Lance, and get two charges and waste one.

I can't personally see a downside at this moment.

Obviously the Frostbolt Ice Lance cycle is only restricted to the Tome of Shifting Words trinket. Otherwise, there could be times where instead of starting the cycle early and continue, you dump Ice Lance charges early and continue.

If you really wanted to be safe you could start the cycle/dump even sooner, so long as you get as many charges (without waste) out of your Water Jet, perhaps you'd only spam Frostbolt toward the end of Water Jet.

Theoretically I believe you could cast the successive Frostbolts at any time and the cycle/dump at any time as long as you aren't getting extra-wasted charges of Fingers of Frost.

All in all I think this will vary depending on temporary buff procs you may or may not have up over the duration of your Water Jet channel. I believe that would be a large enough factor in you adjusting the order you cast your Frostbolts and Ice Lances during Water Jet (always while abiding by the Tier 18 4-piece bonus and trinket if possessed).

 

I'll ask Kuni what he thinks.

Heya, first time posting here or in fact anywhere tbh and not sure why I super cared but went to read this out of curiosity and I was just wondering what the targeted audience is. As a high end frost mage myself largely working off my own intuition and instinct I find quite alot of this information wrong due to the fact that it simplifies the spec to a degree where you do not account for procs in terms of ring, trinkets, weapon etc and when you use your procs: i.e. Brain freeze and ice lance procs at all. I am not sure if it is too much to ask the average player looking here to be able to consider procs and their implications as it totally changes the gameplay, if it is then fair enough and ignore me but if you want a more in depth complicated guide that is much more satisfying in my opinion then let me know and I would be interested in helping out as I personally would hate to play frost in the sub optimal way cited in this guide but it if it is aimed for a selective player base then fair enough.

Thank you for your post. I realise that this type of information can be useful, but I don't think it's as crucial as you think and Kuni, who raids at a similar level as you, seems to have always agreed with me on that (he never pushed for this to be added to the guide).

 

Im wondering with the 4 piece and the class trimmer isnt iT smarter to cast waterjet and 3x frostbolt and after the 3 frostbolt icelance frostbolt icelance frostbolt as you can multistrike a frostbolt what can create 2 fofs? And also If you have 4 fofs is iT than smart to cast 4x icelance with icyveins up or frostbolt icelance frostbolt icelance etc ? Or 2 quick icelances and than frostbolt icelance Brian freez Braun freez single target rotarian?

I'll go back to that part of the guide after I spoke to Kuni. We wrote it the day after they changed the 4-piece bonus (before, it only lasted 8 seconds), so we were not sure how things would turn out and I simply forgot to come back to it.

Share this post


Link to post
Share on other sites

Would the weapon enchant Mark of the Thunderlord be better than Frostwolf especially if your are far from the crti cap and the two stats are close together in stat priority?  Also I was wondering where is the threshold of using a lower ilvl item with optimal stats vs a higher ilvl item with not so optimal of stats?  

Share this post


Link to post
Share on other sites
Guest Hotsuma

As of now this section is no longer accurate for the frost trinket:

 

4.7. Tome of Shifting Words

wow_icon_trade_archaeology_draenei_tome. Tome of Shifting Words, your class trinket from Archimonde, causes wow_icon_spell_frost_frostbolt02.jpg Frostbolt to empower your next wow_icon_spell_frost_frostblast.jpg Ice Lance (+94% with the Normal trinket, all the way to +131% with the Mythic Warforged version).

The trinket dmg was lowered i believe three weeks after 6.2 release.

Share this post


Link to post
Share on other sites
Guest Shadedemon

Either Bliz has adjusted something and the guide stat priority testing is outdated, or it's too variable for a general list to even be useful.

Couldn't get through silver proving grounds in Frost how I was set up.  Watched Pennyproblems on youtube, adjusted to her second video specs.  Still couldn't do enough damage, and some consensus that Arcane is better, so started changing gear for Mastery.  Even still in Frost spec things are dying noticeably faster in the Arcane stats weighted gear.  A bit more Mastery/Haste and I expect I'll get through in Frost without even switching to Arcane..

  IOW even in Frost, try the Arcane stat priority and see if things don't get better.  The improvement is already obvious and I've only changed the weapon and a few other pieces, still a lot of gear to change, mostly baleful for reference..

 

 

 

 

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • 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.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
×
×
  • Create New...