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Damien

Protection Paladin 6.2

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In terms of value, Stamina is listed as equal to mastery. However you should never ever stack it, since you get enough as it is from gear. Stamina just makes your healthbar look more consistent while taking the same damage. It's recommended to just not gem it, you should just happen to get it when you get socket bonuses/upgrades.

 

When comparing gear of different item levels, often times it's best to just ignore the stamina as well, though in cases where the upgrade is large (say +40 ilvls) then you will want to go with the stamina to help your healers keep you from spiking (except if its a matter of 4set, keep your 4sets if youre using Eternal Flame).

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You are missing Stamina in stat priority chart.

 

Stamina is discussed in the stats page, but due to its nature, it's really not possible to just put it into the priority list. It doesn't matter much anyway, because as Fouton says, you shouldn't be actively gearing for it in any way. The only exception is some gimmicky fight or something like this, but that's very unlikely.

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Just putting my thoughts out there... isn't haste still an insanely highly recommended stat ? considering that it increases your holy power regenaration and therefore makes you able to keep up wow_icon_ability_paladin_shieldofvengean Shield of the Righteous ALOT more... on my paladin i am going currently as much haste as i possibly can, i have around 52% haste and i am able to keep an uptime on wow_icon_ability_paladin_shieldofvengean Shield of the Righteous about 80% or more of the intire fight (note that i also have wow_icon_spell_holy_divinepurpose.jpg Divine Purpose) but i do understand that ofc it is recommended to keep a balance of some kind between mastery and haste in order to increase the dmg reduction of the spell itself.. this is atleast what i am doing, and it is working like a charm, able to solotank close to everything, and dont need a healer for when im doing towers on galakras on HC (old normal)

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Just putting my thoughts out there... isn't haste still an insanely highly recommended stat ? considering that it increases your holy power regenaration and therefore makes you able to keep up wow_icon_ability_paladin_shieldofvengean Shield of the Righteous ALOT more... on my paladin i am going currently as much haste as i possibly can, i have around 52% haste and i am able to keep an uptime on wow_icon_ability_paladin_shieldofvengean Shield of the Righteous about 80% or more of the intire fight (note that i also have wow_icon_spell_holy_divinepurpose.jpg Divine Purpose) but i do understand that ofc it is recommended to keep a balance of some kind between mastery and haste in order to increase the dmg reduction of the spell itself.. this is atleast what i am doing, and it is working like a charm, able to solotank close to everything, and dont need a healer for when im doing towers on galakras on HC (old normal)

This kind of thing depends a lot on your tanking style, and the environment in which you are in. For example, why I would say that it is impressive that you can solo-tank the towers without needing any healers, I'd ask why you would ever need to do that to begin with, since you have healers in the raid.

 

The guides we write are intended to be of use to characters progressing on difficult content. Not the most cutting edge of progression, because that's really where the innovation happens, but not farming old content either, because that's where you can get away with a lot.

 

So, I'm confident to say that if you were to be doing the same fight on Mythic, or progressing on a boss in the upcoming Highmaul, you'd find that Mastery would help you more.

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Hi,

 

I am playing a paladin protection / retribution

 

I am a little bit confused by your guide and the 6.0.2 patch note. (it will not be the first time with Blizzard but...)

 

So patch notes says:

 

Secondary Stat Attunements

A new concept that we’re introducing is each specialization having an attunement to a particular secondary stat. These take the form of a passive ability that grants a 5% increase to the amount of a specific secondary stat gained. This provides a good starting point for where to focus your secondary stats. Usually, it will be your highest throughput stat (not counting Spirit for Healers, and Bonus Armor for Tanks, which is an optimal secondary stat in most cases). There are exceptions, and raw throughput may not even be the biggest concern in some situations. Treat this as a guideline, not a rule, about which secondary stat to favor.

 

  • All specializations now receive a 5% bonus to specific secondary stat bonuses received from all sources. This bonus is granted through new passive abilities or additional effects added to existing passive abilities.
  • [... other classes ...]
  • Paladin
    • Holy: Critical Strike
    • Protection: Haste
    • Retribution: Mastery

 

 

and in your guide you says that Mastery is top priority:

 

 

The stat priority for Protections Paladins is as follows:

  1. Mastery;
  2. Bonus Armor;
  3. Versatility;
  4. Haste to 50%;
  5. Critical Strike;
  6. Multistrike.

 

is everything ok and all right?

 

Do we have to prioritise Haste up to 50% and then Mastery (for enchant and gems) or prioritise Mastery?

 

Thanks

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This kind of thing depends a lot on your tanking style, and the environment in which you are in. For example, why I would say that it is impressive that you can solo-tank the towers without needing any healers, I'd ask why you would ever need to do that to begin with, since you have healers in the raid.

 

The guides we write are intended to be of use to characters progressing on difficult content. Not the most cutting edge of progression, because that's really where the innovation happens, but not farming old content either, because that's where you can get away with a lot.

 

So, I'm confident to say that if you were to be doing the same fight on Mythic, or progressing on a boss in the upcoming Highmaul, you'd find that Mastery would help you more.

i do see your point, why is it needed to go without healer in the towers when there is a healer for it anyways, and about the part were i might find mastery more valueable in progress runs, again, i do see your points but isn't it kinda useless to go mastery without haste? mastery increases your block chance and increase the damage reduction value on  wow_icon_ability_paladin_shieldofvengean Shield of the Righteous, but you cant block more than 30% of the incoming dmg, no matter how much mastery you have. and without haste your uptime on holy power will be very low, and therefore you wont have  wow_icon_ability_paladin_shieldofvengean Shield of the Righteous up very much of the fight.. so basicly im just wondering if it wouldn't be more valueable to go for 50% haste before you start going for mastery?

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While haste is an extremely useful stat, theory crafters have shown through sims and with direct math that mastery will help more. The thing to note about mastery is that it helps in multiple ways, rather than just Shield of the Righteous, and often times a healthy balance of both haste and mastery will be useful. Since a balance is nice, and haste comes easier, stacking Mastery will keep them evened out in value. A direct-math standpoint is that you reduce the most damage when your shield of the righteous damage reduction% equals your uptime %.

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Guest Truls

I'm curious, Guarded by the Light has disappeared from our spellbooks, did something else take it's place?

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Hi,

 

I am playing a paladin protection / retribution

 

I am a little bit confused by your guide and the 6.0.2 patch note. (it will not be the first time with Blizzard but...)

 

So patch notes says:

 

 

and in your guide you says that Mastery is top priority:

 

 

is everything ok and all right?

 

Do we have to prioritise Haste up to 50% and then Mastery (for enchant and gems) or prioritise Mastery?

 

Thanks

 

The stats priority should be fine as listed on the website at the moment. Prioritise Mastery. Haste to 50% merely indicates that it's of value to you (and more so than Critical Strike) until that point, after which it is not.

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Guest Yridaa

Tier 2:

 

"The talent choice here is largely irrelevant, and it will not impact your performance in any way"

 

 

I beg to differ:

 

First of Justice allows for some reasonably/very powerful defensive cooldown;

 

 

Spoils:

 

Using it just when Kor'thik Warcaller's spell_shadow_unholyfrenzy.jpgEnrages, especially in Mythic.

 

 

Amalgamation of Corruption:

 

Using it when two Manifestation of Corruption's spawn and the other tank is phased. This allows you to taunt 1 manifestation and stun the other until the taunt comes off CD.

 

 

Galakras:

 

Interrupting  Dragonmaw Bonecrusher's ability_ghoulfrenzy.jpgFracture, interrupting Dragonmaw Tidal Shaman's spell_nature_healingwavegreater.jpgChain Heal.

 

 

General Nazgrim:

 

Stunning any add.

 

 

Malkorok Mythic:

 

Taunting the Living Corruption, and applying the stun when it is between melee and ranged. This way no one gets the ability_warlock_soulswap.jpgLanguish debuff.

 

 

Siegecrafter Blackfuse:

 

Stunning Crawler Mines

 

 

Paragons of the Klaxxi:

 

Stunning almost all adds

 

 

Garrosh:

 

Stunning players afflicted by ability_garrosh_touch_of_yshaarj.jpgTouch of Y'Shaarj before it gets Empowered.

 

 

 

 

The other Tier two abilities don't come close towards the utility and defensive CD that the Fist of Justice has.

 

 

I've been using Icy-Veins for years but I almost always put really big question marks on some of your decisions. I guess I sound like an ass with this criticism, but I honestly feel that sometimes you could use a different point of view on some of your choices.

 

That said though, I know a lot of you put tonnes of effort into the site and to make it easier for everyone. I value the craftsmanship that went into it for years.

 

 

I wish you could be a bit more elaborate on some of the choices made, and I wished I bit the bullet and came with criticism sooner.

 

 

There's another great example I would like to put up, but am very interested to see if you can find out for yourself (Yourselves?). If you like to be challenged, try to find out why I strongly disagree with your opinion of your Tier 6 Choices. The more thought you put into it the more elaborate I'll be and see if I can change your opinion.

 

Thrill of discussions.

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Tier 2:

 

"The talent choice here is largely irrelevant, and it will not impact your performance in any way"

 

 

I beg to differ:

 

First of Justice allows for some reasonably/very powerful defensive cooldown;

 

 

Spoils:

 

Using it just when Kor'thik Warcaller's spell_shadow_unholyfrenzy.jpgEnrages, especially in Mythic.

 

 

Amalgamation of Corruption:

 

Using it when two Manifestation of Corruption's spawn and the other tank is phased. This allows you to taunt 1 manifestation and stun the other until the taunt comes off CD.

 

 

Galakras:

 

Interrupting  Dragonmaw Bonecrusher's ability_ghoulfrenzy.jpgFracture, interrupting Dragonmaw Tidal Shaman's spell_nature_healingwavegreater.jpgChain Heal.

 

 

General Nazgrim:

 

Stunning any add.

 

 

Malkorok Mythic:

 

Taunting the Living Corruption, and applying the stun when it is between melee and ranged. This way no one gets the ability_warlock_soulswap.jpgLanguish debuff.

 

 

Siegecrafter Blackfuse:

 

Stunning Crawler Mines

 

 

Paragons of the Klaxxi:

 

Stunning almost all adds

 

 

Garrosh:

 

Stunning players afflicted by ability_garrosh_touch_of_yshaarj.jpgTouch of Y'Shaarj before it gets Empowered.

 

 

 

 

The other Tier two abilities don't come close towards the utility and defensive CD that the Fist of Justice has.

 

 

I've been using Icy-Veins for years but I almost always put really big question marks on some of your decisions. I guess I sound like an ass with this criticism, but I honestly feel that sometimes you could use a different point of view on some of your choices.

 

That said though, I know a lot of you put tonnes of effort into the site and to make it easier for everyone. I value the craftsmanship that went into it for years.

 

 

I wish you could be a bit more elaborate on some of the choices made, and I wished I bit the bullet and came with criticism sooner.

 

 

There's another great example I would like to put up, but am very interested to see if you can find out for yourself (Yourselves?). If you like to be challenged, try to find out why I strongly disagree with your opinion of your Tier 6 Choices. The more thought you put into it the more elaborate I'll be and see if I can change your opinion.

 

Thrill of discussions.

 

You are right. We've historically treated the talents that give you a stun (or improve it) as simply CC (for example Mighty Bash for Guardian Druids), but it is true that you can use them quite well to mitigate add damage. We'll amend the guide to make a note of the usefulness of these talents.

 

As for tier 6 talents, I can't quite say what your gripe might be. The discussion we have there is fairly open-ended. Perhaps you disagree with the idea that the greater number of global cooldowns spent on Holy Prism is a disadvantage (since you can also use it "when you need it")?

 

thanks a lot Vlad and Fouton

 

You are very welcome.

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Bring the Tier 6 discussion to the paladin forums and I'll gladly put out a good debate :) The basics of it though is: Execution sentence is single target king, lights hammer is AoE burst king, holy prism is add control king. Overall prism takes away from mitigation slightly and sims worst, but can have an amazing utility to picking up adds. It's a matter of using it for the right fight.

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Guest Beergo99les

Man i've been reading tanking feedback for WoD all night. It's 5 am and I have to go to work, i'm that dedicated to this. My guild needs me, my friends need me. When I look at the boss fights of the first raid, I see heavy tank single target damage. With dots and having to swap. I'm just trying to figure out which class can boss tank the best and i'm not really sure because over 3 hours of reading, I just can't pick. I'm noticing a "it's balanced" vibe for this expansion.

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Guest Guvante

Should Haste be avoided or treated as secondary to Mastery/Bonus Armor? It appears that the value and rarity of Bonus Armor makes it first and Mastery great due to its various effects, but the stat listing puts Haste as dead last yet half the points and discussions talk about haste as being just below Mastery in effectiveness.

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Should Haste be avoided or treated as secondary to Mastery/Bonus Armor? It appears that the value and rarity of Bonus Armor makes it first and Mastery great due to its various effects, but the stat listing puts Haste as dead last yet half the points and discussions talk about haste as being just below Mastery in effectiveness.

You should always follow the actual priority of stats (so, that puts Haste dead last). The order of the paragraphs describing the stats is not an indication of the value of those stats :)

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Guest Kirta

I dont see sanctity of battle passive on my friends paladin.Did they remove it ?

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Guest Joe

The Rotation section of the Prot guide needs some updating. It says that SotR is useless against magic damage, which is no longer true if you take Holy Shield at level 100. 

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I dont see sanctity of battle passive on my friends paladin.Did they remove it ?

It still exists, it just doesn't show up in the spell book anymore.

 

The Rotation section of the Prot guide needs some updating. It says that SotR is useless against magic damage, which is no longer true if you take Holy Shield at level 100. 

Thank you. I will look into this now.

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Guest DT-

And what profit do you get from SotR against magic dmg with holy shield? Holy shield adds you an ability to block spells, but block value not affected by SotR.

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And what profit do you get from SotR against magic dmg with holy shield? Holy shield adds you an ability to block spells, but block value not affected by SotR.

That's right, indeed!

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Guest Allelya

The tool tip information that appears when hovering over your link for Sanctified Wrath is not the same as what I am seeing live, in-game when I look at my talents. 

 

In-game, mine says the following: Your Holy Wrath now generates 1 Holy Power, and deals 100% additional damage. 

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Guest Jordan

Any thoughts on the worth of Kyb's Foolish Perseverance? Is the 594 stam worth it? Or is it better to focus trinkets with mastery, bonus armor or vers?

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      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!
    • 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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