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Restoration Druid 7.3

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1 hour ago, Guest Xirmac said:

...wall of text

So all this saltiness and hatred you put into your wall of text, screaming for dismissing the guide is because you don't agree on a one talent choice? 

Even if you were right - and you are not - doesn't it seem like a bit of overreacting?

It was stated a million times in the past that IV guides are aimed for the raid environment and in said environment a talent that works as a short on-demand raid CD for all the raid is a million miles better than a 4% chance for a proc of a single target mediocre heal with a weak HoT.

Regrowth was a good healing spell when we had a glyph that made it a 100% crit removing the HoT part. The glyph has gone. The only usage of Regrowth in pre-patch (the guide is for the pre-patch) is during Omen of Clarity procs or paired with SotF talent as a must for a 200% healing increase. Otherwise you get a spell that heals for a half of a Healing Touch amount for a double mana cost.

You actively insist on using in raids (IV guides are for the raids as I already said) a talent that does a competitive amount of healing for a single target only when paired with other talent and works as a proc of a proc (you need MoC to proc and then Regrowth to proc as a crit) instead of a 1 min. raid CD (in raids) or a 1 min. damage mitigation CD with increased healing from HoTs (for a tank in 5-man)?

Sorry, but I don't agree.

Anyways, it's always nice to discuss things with calm people :)

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4 hours ago, Guest Xirmac said:

IMPORTANT NOTE 2

Guys... just a good advice. Do not listen such websites and guides like this, or noxxic or any similar sh*t. Read your spells, passives and talents, understand those and try it out in every situations, with every combinations! Only this way you will be a good player!

lol.... Noxxic has fallen off over the years but I still read it for different points of view though Icy Veins I believe is still viable for many classes as a STARTING POINT. I have raided on druid for the last 3 going on 4 expansions. resto and balance being the majority of my time. 

Every time their are class changes I jump on here read what they have to say and take it out to try, though I can say I have found flaws and situations in where they are wrong the amount of work that it would take to go through every raid and dungeon fight for each class to choose a talents and when to pop what would be ridiculous, and still probably have flaws just because this game changes with every group and player that plays it. Currently for my group b/c we lack a good tank healer since disc went to the toilet, I have found Mastery>Crit is better in almost every circumstance, along with taking stone bark and ward on extremely rough fights for the tanks, or fights where big debuff are put out. Our other resto druid builds more of the AoE build with complete different talent choices. To say any guide is bad b/c it doesn't account for everything is just a flawed since of thought.

 

The best advice I can give anyone either starting raiding or  someone who has raided for years is to get as many different views as possible from as many different perspectives. Your combatlog parses many jack crap if you spent 3 hours wiping on it b/c you took the 'better healing' over the external cd, and your tank gets one shot.

The only good thing from that quote is reading your spells and talent and trying them out in many situations, but take others people knowledge as well and build upon it, being a solo player in an MMO world will just put you behind.

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Guest Xirmac
6 hours ago, Pandacho said:

"... one talent choice? ..."

 

No, not only one talent choice, I just grabbed an example as I said at the start. ( I just guessed you all can read and understant what you read, but as I can see I was wrong ) There are a ton of idiotism at every classes, that's clearly visible that those guides are not based on any try or any sense...

Returning to the omen of clarity: Yes, lifebloom has a 4% chance, with 4setbonus it's 8% and that's why I tested it to be able to show you an exact number of procs in one minute. As I said, I can cast 9-12 free regrowth in average which is much better than + x sec HoTs on 2-3 ppl in every 1 min. Long cd for low effectiveness.

Anyway I really don't care how you guys make your characters useless by relying on such sites... At least I know why are all the LFRs, battlegrounds, random dungeons, mythic dungeons unplayable bcause of players who just don't know what does their spells do at all :)

 

 

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From the Rotation, Cooldowns, and Abilities page (3.1)

Quote

Lifebloom Icon Lifebloom is a healing over time spell that can only be on one target at one time. You should always keep Lifebloom up on a target who is taking constant damage, such as the tank. When Lifebloom expires, it heals its target for a large amount. This means it is always recommended to let it expire from its target before refreshing it.

I'm finding that if refreshed within last 30% of the duration (<4.5 seconds) of the HoT, the bloom effect OCCURS, and refreshes duration - the maximum duration being 130% of base, as usual.

Edited by Forreststump
Typo

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Uncommon Patron

this has to do with stat priority-

in my other game certain enchants go on certain gear

 

right now ive got haste enchants on my druid but some gear wont take a haste enchant, like helm for example, is there a different enchant i can use for that? 

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11 hours ago, Sugartits said:

right now ive got haste enchants on my druid but some gear wont take a haste enchant, like helm for example, is there a different enchant i can use for that? 

You can't enchant helm in WoD content (armor slots enchants were removed during different expansions). Right now you can enchant a weapon (will be removed in Legion), neck, cloak and rings. Here you can read about the current state of enchanting. 

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Xirmac,

MoC is not a viable talent, and I doubt it is currently designed to be. It has no row 1 synergies except abundance which is a poor talent that caps in 3-5 rejuvs. The output you lose from MoC does not make up for the mana you gain. Flourish is simply far more competitive both because it is in itself very powerful, and because it synergizes with other abilties like EoG, ToL, innervate, SotF,  WG, cult and CW.

 

 

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Guest GuestDru

Hello, 

Does Flourish consider Efflorescence/Spring Blossom as HOT?

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Guest Skinnable

Hi guys,

I liked the guide, thanks a lot to the author!

No offense but I found some build choices a bit doubtful. Here is why:

First is ofc, the Germination talent. With the current gear levels and until Legion comes, I'd say the class trinket, if obtained, is shouting at you to pick the double Rejuv as it also doubles the chance to heal your raid pet tick. In many fights, people are used to stack near each other if of course not advised otherwise. HC gear provides enough haste to make those aoe ticks frequent enough. I would not recommend giving this up for a 2min Tranq cd which will most likely not even be needed unless your raid dps is low. Many druids advised me to replace Germination with the shroom hot, but that healing over time is less than one cast of Rejuv, total waste of a talent tbh.

Second and the last spot where I wanted to add some of my personal experience is last talent tier. I currently use Moment of Clarity and considering that our mana regeneration is very bad at the moment, it is the only obvious choice, especially that it works so well with the Restoration 4-set bonus. If you place Lifebloom on both tanks you will just spam those Regrowth's all the way, what otherwise would eat your mana like hell. The other 2 talent choices are either very situational(pvp) or just not worth it because of the long cd.

I hope this will help some of you who also had doubts about those talent tiers.

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Greetings!

First of all I wish to say thank you for this guide and the ones that were made before it.

I consider myself a good restoration druid in both PvP and PvE with lots of experience, and when reading the guide I had some questions / comments.

1) Please make a section for 5-man (mythic+ or even usual heroics). I saw your comment on the 5-mans - almost all talent picks are different from the raid-oriented build. The fact is that those druids, who know their class since BC will change the talents accordingly in 5-man dungeons, but those, who are new - they won't. They will consider the proposed talents optimal and will stick to it.

2) Will the guide be updated with new 110 lvl gems, enchants, food? All the info is available now.

3) I understand the talent choices for the raids (20-man). But what about those situations, where the raid consists of 10-12 people with just 2-3 healers? For example, this year I won't have a lot of time, so I'm totally skipping Mythic raiding. And as that, I will be leading a raid of 10, max 12 good people who also just want to finish Heroic Raids quickly.

In that case (in the case of 10-12 people in the raid) I consider the value of Mastery and Germination much higher. Especially when you get +3 sec on HoTs from Artifact. With just 2 healers, you will always almost want to have double Rejuvenation on both tanks (or at least the one taking damage now). And as you only have 10 people, you have a great chance to spam double Rejuvenation on half the raid. Otherwise, without Germination, I won't have much freedom to heal.

In situations, when 1-2 people from the raid get some kind of debuff from boss and require heavy healing - Germination and high Mastery also come really useful.

4) When comparing stats using weights, did you consider the following?

Mastery value can be 1x, 2x, 3x. But not less then 1x. So in some cases, which are not at all rare, value of mastery for some players will be up to x3. So additional +5% in Mastery has a potential to become +15% healing.

If Germination is not taken, the value of Mastery is, let's say, X. But if Germination is taken, the weight of Mastery becomes Y, so that Y > X.

5) What would you recommend for 10-12 man raids given 3) and 4) ?

Thank you! =)

Edited by Mekc
some typos

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You know, now I thought about the proposed logic that crit > mastery... And this is what i see.

Crit and Mastery values are the same, e.g. 1024 crit/mastery gives you 2.93% crit/mastery at level 110. So no difference here.

Crit gives you healing x2 when the crit occurs. But it is a bit of uncontrollable "burst" of healing. So it means you get 10000 tick heals, and then you get 20000 tick, when the crit procs. It means that crit heals are more susceptible to overhealing. The only moment it is wrong is when raid is NEVER at full HP.

Mastery gives you tick*(1+mastery%*number of HoTs). So it heals with more stability. Even for 1 HoT on the target you get increased healing. And it's less "bursty", meaning potentially less overhealing.

And now about those players that you give more HoTs (2-3). Given the Restordruid is sane and gives more HoTs to people in high need of healing - it means that people in high need of healing will get Mastery*3 more healing. Moreover, tank-healing for a druid (sometimes you need to do it) becomes much easier with high Mastery.

Mastery also buffs direct heals when there is a HoT on a target. But it doesn't buff direct heals with no HoTs on the target (Crit does). In my opinion, only a bad druid will direct-heal a player without having a single HoT on him. So this "advantage" of Crit goes away.

So, to sum it up:

Mastery is at least as good as Crit. And almost always it is better.

Crit-oriented advantages:

Direct heals on average heal for more when there is no HoT on a target

Higher chance for Living Seed (direct heals only)

Crit-oriented disadvantages:

Higher chance of overhealing

Mastery-oriented advantages:

Better healing for those, who need more healing.

Easier and better tank healing.

Often Mastery*2 proc due to Rejuv+WG and so on.

Mastery-oriented disadvantages:

Less healing when direct healing a target without HoTs (which should almost never happen)

Conclusion

Mastery is at least as good as Crit, and almost always better.

Stat priority:

5-man:

intellect > mastery > haste > crit = versatility (germination >>> spring blossoms, inner peace situational)

10-15 man:

intellect > haste = mastery > crit = versatility (germination > spring blossoms, inner peace situational)

20+ man:

intellect > haste > mastery > crit = versatility (spring blossoms > germination, inner peace situational)

Edited by Mekc
fixed some typos

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Guest amr

Haste is listed as a top priority stat, but one of its features is missing. Haste increases the speed at which HoT tick without reducing the total time the HoT stays on the target. As such, it allows for EXTRA ticks of the hot to occur in excess of the normal base amount of ticks. For example, if 10 ticks happen in 10 seconds, but you get a 50% speed increase from haste, the entire 10 seconds of healing would occur in the first 5 seconds of the spell. Then there would be 5 "bonus" seconds of free ticks afterwards. 

Hope this makes sense. And please, correct me if I'm wrong! This is a huge feature of haste that isn't mentioned at least from what I could tell.

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1 hour ago, Guest amr said:

Haste is listed as a top priority stat, but one of its features is missing. Haste increases the speed at which HoT tick without reducing the total time the HoT stays on the target. As such, it allows for EXTRA ticks of the hot to occur in excess of the normal base amount of ticks. For example, if 10 ticks happen in 10 seconds, but you get a 50% speed increase from haste, the entire 10 seconds of healing would occur in the first 5 seconds of the spell. Then there would be 5 "bonus" seconds of free ticks afterwards. 

Hope this makes sense. And please, correct me if I'm wrong! This is a huge feature of haste that isn't mentioned at least from what I could tell.

You are right in theory :) But I have to mention (so people that are not familiar with the math wouldn't think that it's possible to stack Haste up to gaining 50% healing bonus) that in a normal situation your gain would be more between a partial and 1 tick (not 5), but it's still a good bonus.

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Guest Rudy199

So versatility should be completely avoided right now on live and in Legion?

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12 hours ago, Guest Rudy199 said:

So versatility should be completely avoided right now on live and in Legion?

Well, 'avoided' wouldn't be the exact word. You shouldn't prioritize it - that's right but don't DE an item just because it has Vers. Higher ilvl still matters more, same as a big amount of your best secondary stat.

I don't raid in pre-patch (thanks God for the break^^) but in Legion with the Resto new Mastery, you are going to prio Haste and Crit in raids>Mastery=Vers and Mastery > Haste&Crit > Vers in 5-man.

The new Mastery is very strong when you are able to stack a lot of HoTs on a single target. This is exactly what druids would be able to do in 5-man for tanks (so Mastery goes first) but one wouldn't take a deep single target build for raid healing and in this case Mastery goes down.

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On 8/10/2016 at 9:44 AM, Mekc said:

You know, now I thought about the proposed logic that crit > mastery... And this is what i see.

Crit and Mastery values are the same, e.g. 1024 crit/mastery gives you 2.93% crit/mastery at level 110. So no difference here.

Crit gives you healing x2 when the crit occurs. But it is a bit of uncontrollable "burst" of healing. So it means you get 10000 tick heals, and then you get 20000 tick, when the crit procs. It means that crit heals are more susceptible to overhealing. The only moment it is wrong is when raid is NEVER at full HP.

Mastery gives you tick*(1+mastery%*number of HoTs). So it heals with more stability. Even for 1 HoT on the target you get increased healing. And it's less "bursty", meaning potentially less overhealing.

And now about those players that you give more HoTs (2-3). Given the Restordruid is sane and gives more HoTs to people in high need of healing - it means that people in high need of healing will get Mastery*3 more healing. Moreover, tank-healing for a druid (sometimes you need to do it) becomes much easier with high Mastery.

Mastery also buffs direct heals when there is a HoT on a target. But it doesn't buff direct heals with no HoTs on the target (Crit does). In my opinion, only a bad druid will direct-heal a player without having a single HoT on him. So this "advantage" of Crit goes away.

So, to sum it up:

Mastery is at least as good as Crit. And almost always it is better.

Crit-oriented advantages:

Direct heals on average heal for more when there is no HoT on a target

Higher chance for Living Seed (direct heals only)

Crit-oriented disadvantages:

Higher chance of overhealing

Mastery-oriented advantages:

Better healing for those, who need more healing.

Easier and better tank healing.

Often Mastery*2 proc due to Rejuv+WG and so on.

Mastery-oriented disadvantages:

Less healing when direct healing a target without HoTs (which should almost never happen)

Conclusion

Mastery is at least as good as Crit, and almost always better.

Stat priority:

5-man:

intellect > mastery > haste > crit = versatility (germination >>> spring blossoms, inner peace situational)

10-15 man:

intellect > haste = mastery > crit = versatility (germination > spring blossoms, inner peace situational)

20+ man:

intellect > haste > mastery > crit = versatility (spring blossoms > germination, inner peace situational)

RDSW counts the real time contribution excluding overheal of a single point of each stat over an encounter. Crit is more often than not better than even haste, and far above mastery and versatility. You have to keep in mind that theory crafting is a lot more complicated than the simple terms you defined it here. For example while a crit is more likely to overheal, a hot tick crit is pretty safe. In anycase RDSW does the math for you to compute the point by point value of your secondary stats.

 

As it stands, Haste and Crit are fighting for first and second. I've seen crit more often in the lead, but this may change when legion raiding kicks on. Trailing behind them significantly is mastery then versatility.

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Guest Tuffen
Quote

When Lifebloom expires, it heals its target for a large amount. This means it is always recommended to let it expire from its target before refreshing it.

As has already been mentioned this is wrong.  Any chance to fix this in the guide?

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On 13.08.2016 at 0:16 AM, Manaleaf said:

RDSW counts the real time contribution excluding overheal of a single point of each stat over an encounter. Crit is more often than not better than even haste, and far above mastery and versatility. You have to keep in mind that theory crafting is a lot more complicated than the simple terms you defined it here. For example while a crit is more likely to overheal, a hot tick crit is pretty safe. In anycase RDSW does the math for you to compute the point by point value of your secondary stats.

 

As it stands, Haste and Crit are fighting for first and second. I've seen crit more often in the lead, but this may change when legion raiding kicks on. Trailing behind them significantly is mastery then versatility.

Let's then speak about the complexity of theorycrafting.

Can you explain using logic and theory why crit can be better then mastery, given that mastery multiplies itself by x2 and x3, and crit is just a plain stat?

For example, in the same topic you were saying (like with 100% assurance) that:

Quote

CW is 4.58 times stronger than Props in Heal Per Mana Per Spell Power.

Then there was a discussion for like 5-10-15 pages that this is illogical and wrong. And people proved to you that math was wrong. At least 4 times wrong.

Same here. You say it's very complex. The big theorycrafting is complex indeed - but this is just the comparison of quite simple secondary stats. Critical Strike was never great for Druids. But in Legion in appears that it is. Why? Were there any big changes to Critical Strike mechanics? Haste was good and is good. At least here we agree. Mastery was great, and as I see it now - it's even greater now for small groups (5-10), and good for 20-man. Crit - nothing changed.

Please, tell me using common language, logic, formulas (and so on) how Crit suddenly became so good, even much better than Mastery?

Thank you.

P.S.: I'm myself a financial analyst. Using a lot of VBA. If logic says the results (or some of them) are wrong - usually it ends by digging into the code and finding the mistakes (in formulas, code logic, anything). If results don't have logic behind them - they are wrong almost always.

P.S.S.: as for WoW, I'm not saying I'm a pro player. I don't have all the time to invest in Raids, given family, job, interests. But in WoD I was in Top 1-10 list of restoration druids on a lot of bosses (warcraftlogs). As for Arena, 2200-2500 is my usual arena rating. So not "Pro", but I'm a very fine restoration druid.

Edited by Mekc

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On August 25, 2016 at 10:03 AM, Guest Tuffen said:

As has already been mentioned this is wrong.  Any chance to fix this in the guide?

I am fixing this right now. Thanks for reminding me.

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Guest Killerpirate

So i noticed you placed Moment Of Clarity on the never pick list.  It seems like the author doesn't understand this talent.  Let me try and explain a little about it.  It allows your moment of clarity to give you 3 casts of regrowth completely free.  With some artifact talents, this can also allow for 6 free regrowths to be spread among the group.  Early on when damage is high and knowledge is low mana usage will be high so this does help quite a bit.  Also when paired with the big incarnation tree, it definitely helps on the instant cast spam to not go oom so fast.  

This is information I am sure you know already.  However what is missing from this is the fact that when you have your feral ability the moment of clarity increases your energy max by 30.  This effectively allows you to easily apply rake, shred*4, rip, and back to reapplying your dots before getting energy locked.  Without it you will get stuck on the shreds for a few seconds and its pretty slow regen on energy as resto.  This technique REALLY helps your dps in dungeons, to the point I am always beating at least one dps in the group.  If you are wanting more dps in dungeons, choose Moment of Clarity.  This should be mentioned in your guide.

Another thing that is missing in your guide is how incarnation should be macroed with innervate to help save mana.  This allows you to go crazy on heals and just spam as much as you can for the window of time without fear of going oom.  Its amazing.  This by the way is where the first tier talent Abundance comes into play.  Again this guide says never pick it but you never mention how it can possibly be used which is amazing.  When you do incarnation and innervate this allows for you to spread your hots a lot and if you use germination this is even more crazy.  At this point, if you are using Abundance, all your healing touches are instant cast and all your regrowths that you are spamming are stronger.  This allows for so much raid healing it is insane.  Pair this with another boomkin innervate with the haste boost and druid wont be able to be beat.  The author should really look more into the not so obvious choices and try them out before writing them off.

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3 hours ago, Guest Killerpirate said:

This technique REALLY helps your dps in dungeons, to the point I am always beating at least one dps in the group.  If you are wanting more dps in dungeons, choose Moment of Clarity.  This should be mentioned in your guide.

I'm pretty sure the mods will say you that the guide is for raid and that the talent choice is different for doing dungeon as resto druid.

Also, for the macro, I'm pretty sure they can add it to the guide! :)

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18 hours ago, Guest Killerpirate said:

So i noticed you placed Moment Of Clarity on the never pick list.  It seems like the author doesn't understand this talent.  Let me try and explain a little about it.  It allows your moment of clarity to give you 3 casts of regrowth completely free.  With some artifact talents, this can also allow for 6 free regrowths to be spread among the group.  Early on when damage is high and knowledge is low mana usage will be high so this does help quite a bit.  Also when paired with the big incarnation tree, it definitely helps on the instant cast spam to not go oom so fast.  

This is information I am sure you know already.  However what is missing from this is the fact that when you have your feral ability the moment of clarity increases your energy max by 30.  This effectively allows you to easily apply rake, shred*4, rip, and back to reapplying your dots before getting energy locked.  Without it you will get stuck on the shreds for a few seconds and its pretty slow regen on energy as resto.  This technique REALLY helps your dps in dungeons, to the point I am always beating at least one dps in the group.  If you are wanting more dps in dungeons, choose Moment of Clarity.  This should be mentioned in your guide.

Another thing that is missing in your guide is how incarnation should be macroed with innervate to help save mana.  This allows you to go crazy on heals and just spam as much as you can for the window of time without fear of going oom.  Its amazing.  This by the way is where the first tier talent Abundance comes into play.  Again this guide says never pick it but you never mention how it can possibly be used which is amazing.  When you do incarnation and innervate this allows for you to spread your hots a lot and if you use germination this is even more crazy.  At this point, if you are using Abundance, all your healing touches are instant cast and all your regrowths that you are spamming are stronger.  This allows for so much raid healing it is insane.  Pair this with another boomkin innervate with the haste boost and druid wont be able to be beat.  The author should really look more into the not so obvious choices and try them out before writing them off.

Hello!

I appreciate your post. I've read it, considered it, and discussed it also with Gamko who reviews the guide as our "expert".

First of all, Power of the Archdruid can indeed allow you to apply 2 additional Regrowths if it procs (not sure where you got 6 from), but using it on Regrowth is probably not ideal anyway, at least not for maximum HPS.

We don't recommend Moment of Clarity, and we stand by this, but that doesn't mean you or others shouldn't feel free to try it out. We have a duty to "guide" people along the path that we feel produces the best results, consistently. There are very many combinations of things that "can work" in certain situations (especially now with combinations of talents, artifact traits and relics, legendary items, and eventually set bonuses), but we can't entertain every possibility. It would be nearly impossible to maintain the guides, not to mention that it would turn the guides into novels, which we definitely want to avoid.

Now, regarding Feral Affinity, you may be right, but we still feel that for progression content (which is what our guides are written for), Guardian Affinity is simply the best choice.

Regarding Tree of Life + Innervate, that's a good idea and I'll include that macro in the guide. But we still can't recommend taking Abundance, even though it does of course work with Tree of Life. See the above rant about covering every possible combination. 

15 hours ago, Kirr said:

I'm pretty sure the mods will say you that the guide is for raid and that the talent choice is different for doing dungeon as resto druid.

Also, for the macro, I'm pretty sure they can add it to the guide! :)

Kirr is mostly correct. The guides were initially (before Legion) written with a raid progression context in mind. We've expanded that to dungeon progression (Mythic+) where applicable (though there's more work to be done on that front, I admit). In any case, raiding is the main focus and we always only look at progression content (meaning places where if you aren't well optimised, you're dragging the raid down).

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Guest Justanothernoob

I have a few questions:

Is the tooltip of our mastery correct? (I looked it up on wowhead)

Quote

Your healing is increased by 5% for each of your Restoration heal over time effects on the target$witch<1>[][, up to3].

So whatever happens, we can only get the masterybuff only 3 times.

This means that Germination is only viable if the whole party gets constant dmg or am I wrong? I think the second Rejuvenation would cause too much overheal. I would actually prefer the hot you get when healed by our aoeheal because of being a hot.

As far as my dungeonexp goes for now I havn't seen any encounter where the tank got high constant dmg which renders a second Rejuvenation just as useless as well? Though I mainly did nhc and not every dungeon. (Gearscore...) So isn't Spring Blossoms better than Germination because of being free and saving time?

So my hots on the tank are Rejuvenation, Lifebloom and Regrowth. This leaves me with the maximum of 3 stacks of the masterybuff if this information is correct. Since it's more or less rnd which target gets healed by our aoe I don't count that for the tank.

For the party- and raidheal I would cast Rejuvenation on everyone/many and depending on the hot from Spring Blossoms plus Wild Growth and then heal those directly which are too damaged to depend on the hots.

I think I would have more time to cast Moonfire and Sunfire or simply to move than I would have if I had to give everyone two Rejuvenations. Not to mention manacosts. Doing this I would like to try and go for mastery and crit once again.

I do like mastery more because you probably forgot it stacks three times. Oh I forgot. The buff doesn't only affect direct heals anymore but our hots just as well! And since I get 1% for 583 mastery and this still needs to be multiplied with 3 I end up with 1% healincrease every 194 points. For haste I get 1% every 324 points and for 349 I get 1% crit.

Since Efflorescence heals randomly injured people in the field, I assume that at most 9 people can be influenced by Spring Blossoms at the same time granting me one masterystack on those for free. My raid is going to be 10 to 16 people which is why this is perfect for me.

Another question: Why is it wrong to let Lifebloom expire and refresh it right after that. Of course only if one can manage to do so?

And why is everyone obsessed with haste? I like crit more because of a passive and it's perk on the artifact. (Assuming that we are to use power in our healing weapon.)

I do know that my thoughts are often wrong or strange.

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    • By Stan
      Check out all the class changes that went live in the last War Within Alpha build!
      Death Knight
      [NYI] Under Construction- This talent is not yet implemented and is waiting to be raised from the dead. Virulent Plague has a chance to abruptly flare up, dealing 50% of the damage it dealt to target in the last 4 sec. When this effect triggers, the duration of your active minions are increased by 1.0 sec, up to 3.0 sec. [NYI] Under Construction- This talent is not yet implemented and is waiting to be raised from the dead. Your Runic Power spending abilities have a chance to additionally deal 30% of the damage dealt over 4 sec. Unholy Death Knight- Unholy DeathKnight core passive Decreases damage/healing by 5%: Apocalypse, Avalanche, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cleaving Strikes, Cold Heart, Dark Transformation, Death and Decay, Death Coil, Death Strike, Defile, Epidemic, Festering Strike, Festering Wound, Frost Fever, Frozen Pulse, Glacial Advance, Inexorable Assault, Outbreak, Rune of Razorice, Sacrificial Pact, Scourge Strike, Soul Reaper, Unholy Blight, Unholy Pact, Virulent Plague Decreases periodic damage/healing by 5%: Apocalypse, Avalanche, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cleaving Strikes, Cold Heart, Dark Transformation, Death and Decay, Death Coil, Death Strike, Defile, Epidemic, Festering Strike, Festering Wound, Frost Fever, Frozen Pulse, Glacial Advance, Inexorable Assault, Outbreak, Rune of Razorice, Sacrificial Pact, Scourge Strike, Soul Reaper, Unholy Blight, Unholy Pact, Virulent Plague Increases damage/healing by 15%: Soul Reaper Increases damage/healing by 4%: Apocalypse, Avalanche, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cleaving Strikes, Cold Heart, Dark Transformation, Death and Decay, Death Coil, Death Strike, Defile, Epidemic, Festering Strike, Festering Wound, Frost Fever, Frozen Pulse, Glacial Advance, Inexorable Assault, Outbreak, Rune of Razorice, Sacrificial Pact, Scourge Strike, Soul Reaper, Unholy Blight, Unholy Pact, Virulent Plague Increases periodic damage/healing by 4%: Apocalypse, Avalanche, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cleaving Strikes, Cold Heart, Dark Transformation, Death and Decay, Death Coil, Death Strike, Strikes, Defile, Epidemic, Festering Cold Heart, Dark Transformation, Death and Decay, Death Coil, Death Strike, Defile, Epidemic, Festering Wound, Frost Fever, Frozen Pulse, Glacial Advance, Inexorable Assault, Outbreak, Rune of Razorice, Sacrificial Pact, Scourge Strike, Soul Reaper, Unholy Blight, Unholy Festering Wound, Frost Fever, Frozen Pulse, Glacial Advance, Inexorable Assault, Outbreak, Rune of Razorice, Sacrificial Pact, Scourge Strike, Soul Reaper, Unholy Blight, Unholy Pact, Virulent Plague Tightening Grasp- Enemies hit by Gorefiend's Grasp take 5% increased damage from you for 15 sec. Additionally, reduces the cooldown on Gorefiend's Grasp by 30 sec. Gorefiend's Grasp cooldown is reduced by 30 sec and it now also Silences enemies for 3 sec. Exterminate- After Reaper's Mark explodes, your next Obliterate costs no Rune and summons 2 scythes to strike your enemies. The first scythe strikes your target for [ 306% of Attack Power ] Shadowfrost damage and has a 20% chance to apply Reaper's Mark, the second scythe strikes all enemies around your target for [ 102% 204% of Attack Power ] Shadowfrost damage. Red Thirst- Reduces the cooldown on Vampiric Blood by 1.0 2.0 sec per 10 Runic Power spent. Blooddrinker- Drains [ 191.7% of Attack Power ] health from the target over 3 sec. The damage they deal to you is reduced by 20% for the duration and 5 sec after channeling it fully. You can move, parry, dodge, and use defensive abilities while channeling this ability. Generates 20 additional Runic Power over the duration. Bonestorm- A Consume your Bone Shield charges to create a whirl of bone and gore that batters all nearby enemies, dealing [ 22.6% of Attack Power ] Shadow damage every 1 sec, and healing you for 3% of your maximum health every time it deals damage (up to 15%). Lasts 1 sec per 10 Runic Power spent. Deals reduced damage beyond 8 targets. Lasts 1 sec per Bone Shield charge spent and rapidly regenerates a Bone Shield every 1 sec. Heartbreaker- Heart Strike generates 1 0 additional Runic Power per target hit. Consumption- Strikes all enemies in front of you with a hungering attack that deals 0 Physical damage and heals you for 150% of that damage. Deals reduced damage beyond 8 targets. Causes your Blood Plague damage to occur 50% more quickly for 8 sec. Generates 2 Runes. Reinforced Bones- Increases Armor gained from Bone Shield by 10% and it can stack 2 additional times. Blood Death Knight- Blood DeathKnight core passive Increases damage/healing by 40%: Avalanche, Blood Boil, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cold Heart, Death and Decay, Death Coil, Death Strike, Death's Caress, Defile, Frost Fever, Frozen Pulse, Glacial Advance, Heart Strike, Inexorable Assault, Marrowrend, Rune of Razorice, Sacrificial Pact, Soul Reaper, Unholy Blight, Unholy Pact Increases periodic damage/healing by 40%: Avalanche, Blood Boil, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cold Heart, Death and Decay, Death Coil, Death Strike, Death's Caress, Defile, Frost Fever, Frozen Pulse, Glacial Advance, Heart Strike, Inexorable Assault, Marrowrend, Rune of Razorice, Sacrificial Pact, Soul Reaper, Unholy Blight, Unholy Pact Increases damage/healing by 139%: Death Strike Increases damage/healing by 48%: Defile Increases periodic damage/healing by 15%: Blood Boil, Blood Plague, Death's Caress Perseverance of the Ebon Blade- When Crimson Scourge is consumed, you gain 4% 6% Versatility for 6 sec. [NYI] Under Construction- This talent is not yet implemented and is waiting to be raised from the dead.  Every 20 Festering Wound you burst empowers Festering Strike to become Festering Scythe for 12 sec. Festering Scythe Sweep through all enemies within 14 yds in front of you, dealing [ 200% of Attack Power ] Shadow damage and infecting them with 2-3 Festering Wounds. Incite Terror- Heart Strike and Scourge Strike extend the duration of Essence of the Blood Queen by 0.5 sec. Vampiric Strike increases the extension by 100%. Vampiric Strike, Heart Strike and Scourge Strike cause your targets to take 1% increased Shadow damage, up to 5% for 15 sec. Vampiric Strike benefits 300% more from this effect. Wave of Souls- Reaper's Mark calls forth bursts of Shadowfrost energy and back, dealing [ 57.5% 86.25% of Attack Power ] Shadowfrost damage both ways to all enemies caught in its path. Wave of Souls critical strikes cause enemies to take 0% 5% increased Shadowfrost damage for 0, 15 sec, stacking up to 2 times, and the wave back is always a critical strike. Frost Death Knight- Frost DeathKnight core passive Increases periodic damage/healing by 28%: Frost Fever and Howling Blast Increases damage/healing by 4%: Avalanche, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cold Heart, Death and Decay, Death Coil, Death Strike, Defile, Frost Fever, Frost Strike, Frost Strike Off-Hand, Frostwyrm's Fury, Frozen Pulse, Glacial Advance, Howling Blast, Inexorable Assault, Obliterate, Obliterate Off-Hand, Remorseless Winter, Rune of Razorice, Sacrificial Pact, Soul Reaper, Unholy Blight, Unholy Pact Increases periodic damage/healing by 4%: Avalanche, Blood Plague, Blooddrinker, Bonestorm, Breath of Sindragosa, Bursting Sores, Chill Streak, Cold Heart, Death and Decay, Death Coil, Death Strike, Defile, Frost Fever, Frost Strike, Frost Strike Off-Hand, Frostwyrm's Fury, Frozen Pulse, Glacial Advance, Howling Blast, Inexorable Assault, Obliterate, Obliterate Off-Hand, Remorseless Winter, Rune of Razorice, Sacrificial Pact, Soul Reaper, Unholy Blight, Unholy Pact Heart Strike- Normal: Instantly strike the target and 1 other nearby enemy, causing [ 47.5% of Attack Power ] Physical damage, and reducing enemies' movement speed by 20% for 8 sec Generates 5 bonus Runic Power. Heartbreaker : Instantly strike the target and 1 other nearby enemy, causing [ 47.5% of Attack Power ] Physical damage, and reducing enemies' movement speed by 20% for 8 sec, plus 0 2 Runic Power per additional enemy struck. Shattered Frost (New)- When Frost Strike consumes 5 Razorice stacks, it deals 50% of the damage dealt to nearby enemies. Deals reduced damage beyond 8 targets. Demon Hunter
      Thrill of the Fight- After consuming both enhancements, gain Thrill of the Fight, increasing your attack speed by 15% for 5 20 sec and causing your next ability to deal 30% increased damage and healing. Art of the Glaive- Consuming 20 40 Soul Fragments allows you to cast Reaver's Glaive. Reaver's Glaive : Throw a glaive enhanced with the essence of consumed souls at your target, dealing [ 100% 300% of Attack Power ] Physical damage and ricocheting to 2 additional targets for [ 50% 150% of Attack Power ]. Begins a well-practiced pattern of glaivework, enhancing your next Shear and Soul Cleave: Shear applies Reaver's Mark which causes the target to take 15% increased damage for 5 20 sec Soul Cleave deals 3 additional glaive slashes to nearby targets for Attack Power damage. Intent Pursuit- Casting an enhanced ability reduces the remaining cooldown of The Hunt by 2 4 sec. Wounded Quarry- While Reaver's Mark is on your target, melee attacks have a chance to strike with an additional glaive slash for 0 damage and have a chance to shatter a soul. Warblade's Hunger- Consuming a Soul Fragment causes your next Chaos Strike or Shear to deal [ 100% of Attack Power ] bonus damage. Incisive Blade- When enhanced, Chaos Strike and Soul Cleave deal deals 30% increased damage. Druid
      Primal Wrath- Finishing move that deals instant damage and applies Rip to all enemies within 8 10 yards. Lasts longer per combo point. 1 point : [ 26% of Attack Power ] plus Rip for 4 sec 2 points: [ 39% of Attack Power ] plus Rip for 6 sec 3 points: [ 52% of Attack Power ] plus Rip for 8 sec 4 points: [ 65% of Attack Power ] plus Rip for 10 sec 5 points: [ 78% of Attack Power ] plus Rip for 12 sec Wildpower Surge- Mangle grants Feline Potential. When you have 6 stacks, the next time you transform into Cat Form, gain 5 combo points and your next Ferocious Bite or Rip deals 50% 100% increased damage for its full duration. Thrashing Claws- Normal: Shred deals 5% increased damage against bleeding targets and Shred and Swipe apply the Bleed damage over time from Thrash. Thrash, if known. Brutal Slash : Shred deals 5% increased damage against bleeding targets and Shred and Brutal Slash apply the Bleed damage over time from Thrash, if known. Primal Fury- When While in Cat Form, when you critically strike with an attack that generates a combo point, you gain an additional combo point. Damage over time cannot trigger this effect. Mangle critical strike damage increased by 20%. Strike for the Heart- Shred, Swipe, and Mangle's critical strike chance and critical strike damage are increased by 8% 6%. Dreadful Wound- Ravage also inflicts a Bleed that causes [ 25% 27.5% of Attack Power ] damage over 6 sec and saps its victims' strength, reducing damage they deal to you by 5%. 4%. Dreadful Wound is not affected by Circle of Life and Death. Empowered Shapeshifting- Frenzied Regeneration can be cast in Cat Form for 40 Energy. Bear Form reduces magic damage you take by 4%. Swipe Shred and Swipe damage increased by 3%. Mangle damage increased by 5% 10%. Tranquility- Heals all allies within 40 yards for [ 295% 1,180% of Spell Power ] over 8 sec. Each heal heals the target for another [ 6.88% of Spell Power ] over 8 sec, stacking. Healing increased by 100% when not in a raid decreased beyond 5 targets. Rampant Ferocity- Ferocious Bite also deals [ 33.3% of Attack Power ] damage per combo point spent to all nearby enemies affect by your Rip. Spending extra Energy on Ferocious Bite increases damage dealt by up to 50%. Damage reduced beyond 5 targets. Aggravate Wounds- Every Thrash, or Swipe you cast extends the duration of your Dreadful Wounds by 0.4 sec, up to 6 additional sec. Evoker
      Expanded Lungs- Fire Breath's damage over time is increased by 15% 20%. Dream Breath's heal over time is increased by 15% 20%. Feed the Flames- After casting 9 Pyres, your next Pyre will explode into a Firestorm. In addition, Pyre and Disintegrate deal 20% increased damage to enemies within your Firestorm. Snapfire- Pyre has and Living Flame have a 15% chance to cause your next Firestorm to be instantly cast without triggering its cooldown, and deal 100% increased damage. Traveling Flame- Engulf increases the duration of Fire Breath by 8 sec and causes it to spread to a nearby target target within 25 yds. Might of the Black Dragonflight- Black spells deal 10% 20% increased damage. Dream Flight- Take in a deep breath and fly to the targeted location, healing all allies in your path for [ 240% of Spell Power ] immediately, and [ 150% of Spell Power ] over 15 sec. Healing increased by 100% when not in a raid. Removes all root effects. You are immune to movement impairing and loss of control effects while flying. Time Convergence- Abilities Non-defensive abilities with a 45 second or longer cooldown grant 5% Intellect for 15 sec. Defensive abilities grant 5% Stamina for 15 sec. Essence spells extend the duration by 1 sec. Overawe- Oppressing Roar removes 1 Enrage effect from each enemy, and its cooldown is reduced by 20 sec for each Enrage dispelled radius is increased by 33%. Trailblazer- Hover and Deep Breath travel 30% 40% faster, and Hover travels 30% 40% further. Titanic Precision- Living Flame Reversion, and Azure Strike critical strikes have a 100% increased chance to trigger Essence Burst. Sense Power (New)- Gauge the magical energy of your allies, showing you when they are using an exceptionally powerful ability. Hunter
      Wildfire Infusion- Normal: Lace your Wildfire Bomb with extra reagents, randomly giving it one of the following enhancements each time you throw it: Shrapnel Bomb: Shrapnel pierces the targets, causing Raptor Strike and Carve to apply a bleed for 9 sec that stacks up to 3 times. Pheromone Bomb: Kill Command has a 100% chance to reset against targets coated with Pheromones. Volatile Bomb: Reacts violently with poison, causing an extra [ 24.57% 33.4% of Attack Power ] Fire damage against enemies suffering from your Serpent Sting, and applies Serpent Sting to up to 3 targets. Mongoose Bite : Lace your Wildfire Bomb with extra reagents, randomly giving it one of the following enhancements each time you throw it: Shrapnel Bomb: Shrapnel pierces the targets, causing Mongoose Bite and Carve to apply a bleed for 9 sec that stacks up to 3 times. Pheromone Bomb: Kill Command has a 100% chance to reset against targets coated with Pheromones. Volatile Bomb: Reacts violently with poison, causing an extra [ 24.57% 33.4% of Attack Power ] Fire damage against enemies suffering from your Serpent Sting, and applies Serpent Sting to up to 3 targets. Butchery : Lace your Wildfire Bomb with extra reagents, randomly giving it one of the following enhancements each time you throw it: Shrapnel Bomb: Shrapnel pierces the targets, causing Raptor Strike and Butchery to apply a bleed for 9 sec that stacks up to 3 times. Pheromone Bomb: Kill Command has a 100% chance to reset against targets coated with Pheromones. Volatile Bomb: Reacts violently with poison, causing an extra [ 24.57% 33.4% of Attack Power ] Fire damage against enemies suffering from your Serpent Sting, and applies Serpent Sting to up to 3 targets. Survival Hunter- Survival Hunter core passive Increases damage/healing by 10%: 36%: A Murder of Crows, Barrage, Bloodshed, Careful Aim, Carve, Chakrams, Chimaera Shot, Death Chakram, Dire Beast: Hawk, Explosive Shot Flanking Strike, Frenzy Strikes, Fury of the Eagle, Harpoon, Hydra's Bite, Improved Kill Shot, Kill Command, Mongoose Bite, Serpent Sting, Stampede, Steel Trap, Stomp, Terms of Engagement, Volley, Wailing Arrow, Wildfire Bomb, Wildfire Infusion, Wind Arrow Increases periodic damage/healing by 36%: A Murder of Crows, Barrage, Bloodshed, Careful Aim, Carve, Chakrams, Chimaera Shot, Death Chakram, Dire Beast: Hawk, Explosive Shot, Flanking Strike, Frenzy Strikes, Fury of the Eagle, Harpoon, Hydra's Bite and Improved Kill Shot, Kill Command, Mongoose Bite, Serpent Sting, Stampede, Steel Trap, Stomp, Terms of Engagement, Volley, Wailing Arrow, Wildfire Bomb, Wildfire Infusion, Wind Arrow Sentinel Precision- Raptor Strike, Mongoose Bite and Wildfire Bomb deals deal 10% increased damage. Beast Mastery Hunter- Beast Mastery Hunter core passive Increases damage/healing by 7%: A Murder of Crows, Barbed Shot, Barrage, Bloodshed, Careful Aim, Chakrams, Chimaera Shot, Cobra Shot, Death Chakram, Dire Beast: Hawk, Explosive Shot, Flanking Strike, Fury of the Eagle, Hydra's Bite, Improved Kill Shot, Kill Command, Kill Shot, Mongoose Bite, Multi-Shot, Serpent Sting, Stampede, Steel Trap, Stomp, Terms of Engagement, Volley, Wailing Arrow, Wildfire Infusion, Wind Arrow Increases periodic damage/healing by 7%: A Murder of Crows, Barbed Shot, Barrage, Bloodshed, Careful Aim, Chakrams, Chimaera Shot, Cobra Shot, Death Chakram, Dire Beast: Hawk, Explosive Shot, Flanking Strike, Fury of the Eagle, Hydra's Bite, Improved Kill Shot, Kill Command, Kill Shot, Mongoose Bite, Multi-Shot, Serpent Sting, Stampede, Steel Trap, Stomp, Terms of Engagement, Volley, Wailing Arrow, Wildfire Infusion, Wind Arrow Increases damage/healing by 50%: Volley Increases damage/healing by 15%: Improved Kill Shot and Kill Shot Volley- Rain a volley of arrows down over 6 sec, dealing up to [ 294% 352.8% of Attack Power ] Physical damage to any enemy in the area, and gain the effects of Trick Shots for as long as Volley is active. Aimed Shot- Normal: A powerful aimed shot that deals [ 280.5% 336.6% of Attack Power ] Physical damage and causes your next 1-2 Arcane Shots or Multi-Shots to deal 35% more damage. Chimaera Shot : A powerful aimed shot that deals [ 280.5% 336.6% of Attack Power ] Physical damage. Careful Aim : A powerful aimed shot that deals [ 280.5% 336.6% of Attack Power ] Physical damage. Aimed Shot deals 0% bonus damage to targets who are above 70% health. A Murder of Crows- Summons a flock of crows to attack your target, dealing [ 576% 345.6% of Attack Power ] Physical damage over 15 sec. If the target dies while under attack, A Murder of Crows' cooldown is reset. Rapid Fire- Normal: Shoot a stream of 7 shots at your target over 2 sec, dealing a total of [ 357% 428.4% of Attack Power ] Physical damage. Usable while moving. Each shot generates 1 Focus. Streamline : Shoot a stream of 7 shots at your target over 2 sec, dealing a total of [ 357% 428.4% of Attack Power ] Physical damage. Usable while moving. Rapid Fire causes your next Aimed Shot to cast 0% faster. Each shot generates 1 Focus. Kill Command- Normal: Give the command to kill, causing your pet to savagely deal [ 214.9% 158% of Attack Power ] Physical damage to the enemy. Kill Command has a 25% chance to immediately reset its cooldown. Generates 15 Focus. Tip of the Spear : Give the command to kill, causing your pet to savagely deal [ 214.9% 158% of Attack Power ] Physical damage to the enemy. Kill Command has a 10% chance to immediately reset its cooldown. Kill Command also increases the damage of your next Raptor Strike by 0%, stacking up to 3 times. Generates 15 Focus. Barbed Shot- Normal: Fire a shot that tears through your enemy, causing them to bleed for [ 222% 237.5% of Attack Power ] damage over 8 sec. Sends your pet into a frenzy, increasing attack speed by 30% for 8 sec, stacking up to 3 times. Generates 20 Focus over 8 sec. Thrill of the Hunt : Fire a shot that tears through your enemy, causing them to bleed for [ 222% 237.5% of Attack Power ] damage over 8 sec and increases your critical strike chance by 2% for 8 sec, stacking up to 1 time. Sends your pet into a frenzy, increasing attack speed by 30% for 8 sec, stacking up to 3 times. Generates 20 Focus over 8 sec. Cobra Shot- A quick shot causing [ 146.3% 156.5% of Attack Power ] Physical damage. Reduces the cooldown of Kill Command by 1 sec. Bloodshed- Command your pet to tear into your target, causing your target to bleed for [ 184.9% 172.8% of Attack Power ] over 18 sec and increase all damage taken from your pet by 15% for 18 sec. Mongoose Bite- A brutal attack that deals [ 148.6% 202% of Attack Power ] Physical damage and grants you Mongoose Fury. Mongoose Fury Increases the damage of Mongoose Bite by 15% for 14 sec, stacking up to 5 times. Successive attacks do not increase duration. Fury of the Eagle- Furiously strikes all enemies in front of you, dealing [ 838.8% 1,140.3% of Attack Power ] Physical damage over 4 sec. Critical strike chance increased by 50% against any target below 20% health. Deals reduced damage beyond 5 targets. Kill Command cooldown resets reduce the cooldown of Fury of the Eagle by 3.0 sec. Kill Shot- You attempt to finish off a wounded target, dealing [ 297% 400% of Attack Power ] Physical damage. Only usable on enemies with less than 20% health. Bestial Wrath- Normal: Sends you and your pet into a rage, instantly dealing [ 80.1% 74.9% of Attack Power ] Physical damage to its target, and increasing all damage you both deal by 25% for 15 sec. Removes all crowd control effects from your pet. Bestial Wrath's remaining cooldown is reduced by 12 sec each time you use Barbed Shot. Scent of Blood : Sends you and your pet into a rage, instantly dealing [ 69.6% 65% of Attack Power ] Physical damage to its target, and increasing all damage you both deal by 25% for 15 sec. Removes all crowd control effects from your pet. and activating Bestial Wrath grants 0 charges of Barbed Shot. Raptor Strike- A vicious slash dealing [ 182.7% 248% of Attack Power ] Physical damage. Wildfire Bomb- Hurl a bomb at the target, exploding for [ 57% 78% of Attack Power ] Fire damage in a cone and coating enemies in wildfire, scorching them for [ 114% 156% of Attack Power ] Fire damage over 6 sec. Deals reduced damage beyond 8 targets. Deals 40% increased damage to your primary target. Stomp- When you cast Barbed Shot, your pet stomps the ground, dealing [ 37.5% 40.1% of Attack Power ] Physical damage to all nearby enemies. Marksmanship Hunter- Marksmanship Hunter core passive Increases damage/healing by 7%: 22%: A Murder of Crows, Aimed Shot, Barrage, Bloodshed, Bursting Shot, Careful Aim, Chakrams, Chimaera Shot, Death Chakram, Dire Beast: Hawk, Explosive Shot, Flanking Strike, Fury of the Eagle, Hydra's Bite, Improved Kill Shot and Improved Rapid Fire, Kill Shot, Legacy of the Windrunners, Mongoose Bite, Multi-Shot, Rapid Fire, Serpent Sting, Stampede, Steel Trap, Stomp, Terms of Engagement, Volley, Wailing Arrow, Wildfire Infusion, Wind Arrow Increases periodic damage/healing by 22%: A Murder of Crows, Aimed Shot, Barrage, Bloodshed, Bursting Shot, Careful Aim, Chakrams, Chimaera Shot, and Death Chakram, Dire Beast: Hawk, Explosive Shot, Flanking Strike, Fury of the Eagle, Hydra's Bite, Improved Kill Shot, Improved Rapid Fire, Kill Shot, Legacy of the Windrunners, Mongoose Bite, Multi-Shot, Rapid Fire, Serpent Sting, Stampede, Steel Trap, Stomp, Terms of Engagement, Volley, Wailing Arrow, Wildfire Infusion, Wind Arrow Decreases damage/healing by 40%: A Murder of Crows Decreases damage/healing by 15%: Barrage Barrage- Rapidly fires a spray of shots for 3 sec, dealing an average of [ 180.4% 154% of Attack Power ] Physical damage to all nearby enemies in front of you. Usable while moving. Deals reduced damage beyond 8 targets. Kill Shot- You attempt to finish off a wounded target, dealing [ 278.3% 320% of Attack Power ] Physical damage. Only usable on enemies with less than 20% health. Symphonic Arsenal- Multi-Shot, Carve and Butchery cause any target affected by Sentinel to explode, dealing Arcane damage to up to 6 targets within 8 yds discharge arcane energy from all targets affected by your Sentinel, dealing [ 56% of Attack Power ] Arcane damage to up to 6 targets within 8 yds of your Sentinel targets. Explosive Shot- Fires an explosive shot at your target. After 3 sec, the shot will explode, dealing [ 238.7% 291% of Attack Power ] Fire damage to all enemies within 8 yds. Deals reduced damage beyond 5 targets. Lunge- Increases the range of your melee attacks and abilities by 3 yds. Auto-attacks with a two-handed weapon reduce the cooldown of Wildfire Bombs by 1.0 sec. Kill Command- Give the command to kill, causing your pet to savagely deal [ 159% 148.6% of Attack Power ] Physical damage to the enemy. Mage
      Clearcasting-  For each 0 mana you spend, you have spend, you have a 1% chance to gain Clearcasting Casting Arcane spells has a 10% chance of making your next Arcane Missiles or Arcane Explosion free. Arcane Missiles fires 1 additional missile. Surging Blaze- Flamestrike and Pyroblast cast times are reduced by 0.5 sec and damage dealt increased by 10% Pyroblast and Flamestrike's cast time is reduced by 0.5 sec and their damage dealt is increased by 5%. Call of the Sun King- Phoenix Flames gains 1 additional charge and deals 15% increased damage always critically strikes.  From the Ashes- Your direct-damage spells to targets affected by Charring Embers Phoenix Flames damage increased by 15% and your direct-damage spells reduce the cooldown of Phoenix Flames by 1 sec. Phoenix Flames- Normal: Hurls a Phoenix that deals [ 77.05% of Spell Power ] Fire damage to the target and reduced damage to other nearby enemies. Alexstrasza's Fury : Hurls a Phoenix that deals [ 77.05% of Spell Power ] Fire damage to the target and reduced damage to other nearby enemies. Always deals a critical strike. Evocation- Increases your mana regeneration by 750% for 6 sec and grants Clearcasting. Arcane Surge- Expend all of your current mana to annihilate your enemy target and nearby enemies for up to [ 431.5% of Spell Power ] Arcane damage based on Mana spent. Deals reduced damage beyond 5 targets. Generates Clearcasting. For the next 15 sec, your Mana regeneration is increased by 425% and spell damage is increased by 35%. Aether Attunement- Consuming Clearcasting has a 15% chance to grant Every 3 times you consume Clearcasting, gain Aether Attunement. Aether Attunement : Your next Arcane Missiles deals 150% 100% increased damage to your primary target and fires at up to 4 nearby enemies dealing 100% 50% increased damage. Splintering Sorcery- When you consume Nether Precision, conjure 2 Arcane Splinters that fire at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% 35% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% 23.4% of Spell Power ] Arcane damage over 16 18 sec. This effect stacks. Magi's Spark- Your Touch of the Magi now also conjures a spark, increasing causing the damage from dealt by your next Arcane Barrage, Arcane Blast, and Arcane Missiles by to echo for 25%. 25% of their damage. Upon receiving damage from all three spells, the spark explodes, dealing [ 150% of Spell Power ] Arcane damage to all nearby enemies. Mirror Image- Normal: Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 15%. 20%. Taking direct damage will cause one of your images to dissipate. Reabsorption : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 15%. 20%. Taking direct damage will cause one of your images to dissipate. You are healed for 5% of your maximum health whenever a Mirror Image dissipates due to direct damage. Reduplication : Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. While your images are active damage taken is reduced by 15%. 20%. Taking direct damage will cause one of your images to dissipate. Mirror Image's cooldown is reduced by 10 sec whenever a Mirror Image dissipates due to direct damage. Splinterstorm- Whenever you have 8 or more active Embedded Arcane Splinters, you automatically cast a Splinterstorm at your target. Splinterstorm : Shatter all Embedded Arcane Splinters, dealing their remaining periodic damage instantly. Conjure an Arcane Splinter for each Splinter shattered, then unleash them all in a devastating barrage, dealing [ 70% 35% of Spell Power ] Arcane damage to your target for each Splinter in the Splinterstorm. Splinterstorm has a 20% chance to grant you Clearcasting. Spellfrost Teachings- Direct damage from Arcane Splinters has a 5% 3% chance to summon a Greater Arcane Echo that deals [ 8.25% of Spell Power ] damage to all nearby enemies and increases the damage enemies take from you by 6% for 5 sec reset the cooldown of Arcane Oreb and increase all damage dealt by Arcane Orb by 50% for 10 sec. Alexstrasza's Fury- Phoenix Flames and Dragon's Breath always critically strikes and Dragon's Breath deals 50% increased critical strike damage damage, and contributes to Hot Streak. Controlled Destruction- Damaging a target with Pyroblast increases the damage it receives from Ignite by 1%. 0.5%. Stacks up to 25 50 times. Leydrinker- Consuming Nether Precision has a 15% 10% chance to make your next Arcane Blast or Arcane Barrage echo, repeating its damage at 25% effectiveness to the primary target and up to four nearby enemies. Phoenix Reborn- When your direct damage spells hit an enemy 20 25 times the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Controlled Instincts- For 8 seconds after being struck by an Arcane Orb, 30% 20% of the direct damage dealt by an Arcane Splinter is also dealt to nearby enemies. Damage reduced beyond 5 targets. Frostfire Empowerment- Your Frost and Fire spells have a chance to activate Frostfire Empowerment, causing your next Frostfire Bolt to be instant cast, deal 100% increased damage, explode for 80% of its damage to nearby enemies, and grant you maximum benefit of Frostfire Mastery and refresh its duration. Mana Adept- Arcane Barrage grants you 2% 1.5% of your maximum mana per Arcane Charge spent. Sparking Cinders (New)- Living Bomb explosions have a 15% chance to increase the damage of your next Flamestrike or Pyroblast by 15%. Burning Blood [NYI] (New)- Damage dealt to targets below 30% health is increased by 10%. Heat Shimmer [NYI] (New)- Damage from Ignite has a 5% chance to make your next Scorch deal 25% increased damage and deal damage as though your target was below 30% health. Gravity Lapse (New)- Your Supernova becomes Gravity Lapse. Gravity Lapse The snap of your fingers warps the gravity around your target and 4 other nearby enemies, suspending them in the air for 3 sec. Upon landing, nearby enemies take [ 50% of Spell Power ] Arcane damage. Inspired Intellect (New)- Arcane Intellect grants you an additional 3% Intellect. Monk
      Mistweaver Monk- Mistweaver Monk core passive Increases damage/healing by 4%: Celestial Breath, Celestial Harmony, Chi Burst, Chi Wave, Enveloping Mist, Essence Font, Expel Harm, Healing Sphere, Invigorating Mists, Invoke Chi-Ji, the Red Crane, Invoke Yu'lon, the Jade Serpent, Mastery: Gust of Mists, Refreshing Jade Wind, Renewing Mist, Reverse Harm, Rising Mist, Soothing Mist, Thunder Focus Tea, Thunderous Focus Tea, Vivify Increases periodic damage/healing by 4%: Celestial Breath, Celestial Harmony, Chi Burst, Chi Wave, Enveloping Mist, Essence Font, Expel Harm, Healing Sphere, Invigorating Mists, Invoke Chi-Ji, the Red Crane, Invoke Yu'lon, the Jade Serpent, Mastery: Gust of Mists, Refreshing Jade Wind, Renewing Mist, Reverse Harm, Rising Mist, Soothing Mist, Thunder Focus Tea, Thunderous Focus Tea, Vivify Increases damage/healing by 79%: Rising Sun Kick Increases damage/healing by 4%: Blackout Kick and Teachings of the Monastery Increases damage/healing by 245%: Tiger Palm Increases damage/healing by 184%: Spinning Crane Kick Increases periodic damage/healing by 400%: Crackling Jade Lightning Revival- Heals all party and raid members within 40 yds for [ 325.45% 1,301.8% of Spell Power ] and clears them of 3 harmful Magic, all Poison, and all Disease effects. Healing increased by 100% when not in a raid reduced beyond 5 targets.  Jade Ignition- Whenever you deal damage to a target with Fists of Fury, you gain a stack of Chi Energy up to a maximum of 30 stacks. Using Spinning Crane Kick will cause the energy to detonate in a Chi Explosion, dealing [ 85% 127.5% of Attack Power ] Nature damage to all enemies within 8 yards, reduced beyond 5 targets. The damage is increased by 5% for each stack of Chi Energy. Xuen's Bond- Abilities that activate Combo Strikes reduce the cooldown of Invoke Xuen, the White Tiger by 0.2 0.25 sec, and Xuen's damage is increased by 10%. 15%. Jadefire Stomp- Strike the ground fiercely to expose a path of jade for 30 sec, dealing [ 40% of Attack Power ] Nature damage to up to 5 enemies, and restores restoring [ 91% of Spell Power ] health to up to 5 allies within 30 yds caught in the path. Stagger is 5% more effective for 8 sec against enemies caught in the path suffer an additional [ 65% of Attack Power ] damage. Dual Threat- Your auto attacks have a 20% chance to instead kick your target dealing [ 80% 175% of Attack Power ] Physical damage and increasing your damage dealt by 5% for 5 sec. Lotus Infusion (New)- Allies with Renewing Mist receive 15% more healing from you and Renewing Mist's duration is increased by 2 sec. Jadefire Fists (New)- At the end of your Fists of Fury channel, you release a Jadefire Stomp. This can occur once every 25 sec. Jadefire Stomp Strike the ground fiercely to expose a path of jade for 30 sec, dealing [ 40% of Attack Power ] Nature damage to up to 5 enemies, and restoring [ 91% of Spell Power ] health to up to 5 allies within 30 yds caught in the path.Stagger is 5% more effective for 8 sec against enemies caught in the path. suffer an additional [ 65% of Attack Power ] damage. Ferociousness (New)- Critical Strike chance increased by 2%. This effect is increased by 100% while Xuen, the White Tiger is active. Paladin
      Laying Down Arms- When an Armament fades from you, the cooldown of Lay on Hands is reduced by 15.0 sec and you gain Shining Light or Infusion of Light. Shared Resolve- The effect of your active Aura is increased by 33% 0% on targets with your Armaments. Divine Wrath- Increases the duration of Avenging Wrath or Crusade by 3 sec, and Radiant Glory by 1.5 sec. Avenging Crusader- You become the ultimate crusader of light for 12 15 sec. Crusader Strike and Judgment cool down 30% faster and heal up to 5 injured allies for 360% 420% of the damage they deal. If Avenging Wrath is known, also increases Judgment, Crusader Strike, and auto-attack damage by 30%. Holy Bulwark- Will the Light to coalesce and become manifest as a Holy Armament, wielded by your target. Holy Bulwark : While wielding a Holy Bulwark, gain an absorb shield for 15.0% of your max health and an additional 5.0% 2.0% every 2 sec, stacking up to 30%. Becomes Sacred Weapon after use. Crusader's Might- Crusader Strike reduces the cooldown of Holy Shock and Judgment by 1.5 sec. Infusion of Light- Your critical Holy Shocks empower your next spell cast: Flash of Light : Mana cost reduced by 70% 30% Holy Light : Generates 2 100 Holy Power. Judgment : Greater Judgment prevents an additional 100% damage dealt by the target. Hammer and Anvil- Judgment critical strikes cause a shockwave around the target, dealing [ 100% of Attack Power ] additional damage or healing at the target's location. Inflorescence of the Sunwell- Infusion of Light has 1 additional charge, increases Greater Judgment's effect by an additional 50%, reduces the cost of Flash of Light by an additional 30%, and causes every 3 casts of Holy Light to generate an additional Holy Power Holy Light's healing is increased by an additional 50%. Radiant Glory (New)- Wake of Ashes activates Avenging Wrath for 8 sec. Each Holy Power spent has a chance to activate Avenging Wrath for 4 sec. Priest
      Perfect Vision- Reduces the cooldown of Premonition by 6 15 sec. Narrowed Visions- Premonition gains an additional charge and now only rotates to the next spell when you cast Premonition. Waste No Time- Premonition causes your next Power Word: Radiance, Heal, Heal or Prayer of Healing cast to be instant and cost 15% less mana. Exaltation- Increases the duration of Rapture by 5 sec. Rapture enhances 2 additional shields. Prompt Deliverance- Reduces the cooldown of Purify by 2 sec. For 6 sec after casting Leap of Faith you may cast it a second time for free, ignoring its cooldown. Void Blast- Entropic Rift upgrades Smite into Void Blast while it is active. Void Blast : Sends a blast of cosmic void energy at the enemy, causing [ 228% 125% of Spell Power ] Shadow damage. Luminous Barrier- Create a shield on all allies within 40 yards, absorbing [ 239.59% 958.36% of Spell Power ] damage on each of them for 10 sec. Absorption increased by 100% when not in a raid decreased beyond 5 targets.  Voidheart- While Entropic Rift is active, your Atonement healing is increased by 20% 10%. Fatebender- Premonition's effect is increased by 30% if the divined spell is different than the previous premonition. Increases the effects of Premonition by 30%. Divine Feathers- Your Angelic Feathers increase movement speed by an additional 10%. When an ally walks through your Angelic Feather, you are also granted 100% of its effect. Premonition- Gain access to a spell that gives you an advantage against your fate.  Using your abilities rotates through the available spells. Premonition rotates to next spell when cast. Premonition of Piety Increases your healing done by 5% and causes 50% of overhealing on players to be redistributed to up to 3 nearby allies for 10 sec. Premonition of Insight Reduces the cooldown of your next 3 spell casts by 5 sec. Premonition of Solace Your next single target healing spell increases your target's healing received by 25% for 10 sec. Preventive Measures- Increases the damage absorbed by Power Word: Shield by 10% and the healing done by Prayer of Mending by 10% 15%. Clairvoyance- Under construction. After casting Premonition of Solace, your next Premonition grants all of your Premonition effects at 100% effectiveness. Assured Safety- Power Word: Shield casts apply 1 stack of Prayer of Mending to your target. Prayer of Mending casts apply a Power Word: Shield to your target at 20% 25% effectiveness. No Escape- Entropic Rift slows enemies by up to 80%, 70%, increased the closer they are to its center. Divine Hymn- Heals all party or raid members within 40 yards for [ 285% 1,140% of Spell Power ] over 8 sec. Each heal increases all targets' healing taken by 4% for 15 sec, stacking. Healing reduced beyond 5 targets. increased by 100% when not in a raid. Indemnity- Atonements granted by Power Word: Shield last an additional 2 3 sec. Rapture- Immediately Power Word: Shield your target, and your for the next 3 8 sec, Power Word: Shield Shields has have no cooldown and absorbs absorb an 80% additional 40%. damage. Foreseen Circumstances- Pain Suppression reduces damage taken by an additional 10%. Guardian Spirit lasts an additional 2 sec. Under Construction- Not yet implemented. Your Flash Heal, Heal, and Holy Word: Serenity are 30% more effective when cast on yourself. Desperate Measures (New)- Desperate Prayer lasts an additional 10 sec. Angelic Bulwark's absorption effect is increased by 15% of your maximum health. Rogue
      Flensing Knives (New)- Slice and Dice causes your Backstab to deal an additional [ 20% of Attack Power ] Plague damage. Clear the Witnesses (New)- Your next Fan of Knives after applying Deathstalker's Mark deals an additional [ 20% of Attack Power ] Shadow damage and generates 1 additional combo point. Deathstalker's Mark (New)- Ambush from Stealth applies 3 stacks of Deathstalker's Mark to your target. When you spend 5 or more combo points on attacks against a Marked target you consume an application of Deathstalker's Mark, dealing [ 30% of Attack Power ] Plague damage and increasing the damage of your next Ambush or Mutilate by 10%. You may only have one target Marked at a time. Singular Focus (New)- Damage dealt to targets other than your Marked target deals 3% Plague damage to your Marked target. Momentum of Despair (New)- If you have critically struck with Fan of Knives or Shuriken Storm, increase the critical strike chance of Fan of Knives, Shuriken Storm, and Black Powder by 15% for 12 sec. Shadewalker (New)- Each time you consume a stack of Deathstalker's Mark, reduce the cooldown of Shadowstep by 3 sec. Hunt Them Down (New)- Autoattacks against Marked targets deal an additional [ 10% of Attack Power ] Plague damage. Darkest Night (New)- When you consume the final Deathstalker's Mark from a target, gain 60 Energy and your next Envenom cast with maximum combo points is guaranteed to critically strike, deals 30% additional damage, and applies 3 stacks of Deathstalker's Mark to the target. Ethereal Cloak (New)- Cloak of Shadows duration increased by 2 sec. Lingering Darkness (New)- After Deathmark expires, gain 3 sec of 10% increased Nature damage. Corrupt the Blood (New)- Rupture deals an additional [ 2.5% of Attack Power ] Plague damage each time it deals damage, stacking up to 10 times. Rupture duration increased by 3 sec. Shaman
      Totemic Coordination- [NYI] Chain Heals from your totems are 30% 25% more effective. Reactivity- [NYI]  Your healing spells cause your Healing Stream Totems to heal a nearby ally immediately at 50% effectiveness Healing Stream Totem now also heals a nearby second ally at 50% effectiveness. Cloudburst Totem stores 25% additional healing. Oversized Totems- [NYI] Increases the size and radius of your totems by 15%, and the health of your totems by 30%. Totemic Rebound- [NYI] Chain Heal now jumps to a nearby totem within 20 yards once it reaches its max targets, causing it to bounce an additional time to a nearby injured ally the totem to cast Chain Heal on an injured ally within 0 to 30 yards for [ 30% of Spell Power ]. Junps to 2 nearby targets within 20 yards. Restoration Shaman- Restoration Shaman core passive Increases damage/healing by 8%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases periodic damage/healing by 8%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases damage/healing by 54%: Ascendance, Chain Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 54%: Ascendance, Chain Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases damage/healing by 172%: Chain Lightning and Ride the Lightning Increases damage/healing by 128%: Lava Burst Increases damage/healing by 94%: Lightning Bolt Increases damage/healing by 108%: Flame Shock Increases periodic damage/healing by 108%: Flame Shock Increases damage/healing by 6%: Swelling Waves Increases damage/healing by 5%: Swelling Waves Increases periodic damage/healing by 20%: Flame Shock Increases damage/healing by 20%: Chain Heal Increases damage/healing by 12%: Healing Stream Totem Increases damage/healing by 25%: Swelling Waves Decreases damage/healing by 20%: Swelling Waves Increases damage/healing by 5%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Increases periodic damage/healing by 5%: Ascendance, Chain Heal, Earth Shield, Healing Rain, Healing Stream Totem, Restorative Mists, Surge of Earth, Tidebringer, Unleash Life, Wellspring Enhancement Shaman- Enhancement Shaman core passive Increases damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 16%: Ascendance, Chain Lightning, Crash Lightning, Crashing Storm, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Lash, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windfury Weapon, Windstrike, Windstrike Off-Hand Decreases damage/healing by 21%: Chain Lightning, Elemental Blast, Lightning Bolt, Ride the Lightning Increases damage/healing by 47%: Earth Shield Decreases damage/healing by 4%: Swelling Waves Increases damage/healing by 40%: Swelling Waves Increases damage/healing by 25%: Chain Heal Increases damage/healing by 43%: Earth Shield Decreases damage/healing by 9%: Elemental Blast Increases damage/healing by 10%: Elemental Blast Swift Recall- [NYI] Successfully removing a harmful effect with Tremor Totem or Poison Cleansing Totem, or controlling an enemy with Capacitor Totem or Earthgrab Totem reduces the cooldown of the totem used by 5 sec. Cannot occur more than once every 20 sec per totem. Lively Totems- [NYI] Your Healing Tide Totem, Healing Stream Totem, Cloudburst Totem, Mana Tide Totem, and Spirit Link Totem cast a free, instant Chain Heal at 100% effectiveness when you summon them. Elemental Shaman- Elemental Shaman core passive Increases damage/healing by 7%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 7%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases damage/healing by 19%: Swelling Waves Increases damage/healing by 47%: Earth Shield Increases damage/healing by 43%: Earth Shield Increases damage/healing by 12%: Elemental Blast Increases damage/healing by 67%: Chain Lightning, Maelstrom, Ride the Lightning Decreases damage/healing by 40%: Lightning Bolt and Maelstrom Increases damage/healing by 5%: Lava Burst and Maelstrom Increases damage/healing by 51%: Flame Shock Increases periodic damage/healing by 51%: Flame Shock Increases damage/healing by 164%: Elemental Blast Increases damage/healing by 29%: Lava Burst and Maelstrom Increases damage/healing by 57%: Lightning Bolt and Maelstrom Increases damage/healing by 25%: Chain Heal Decreases damage/healing by 13%: Chain Lightning, Maelstrom, Ride the Lightning Increases damage/healing by 3%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Increases periodic damage/healing by 3%: Ascendance, Chain Lightning, Crashing Storm, Earth Shock, Earthen Rage, Earthquake, Elemental Assault, Elemental Blast, Elemental Spirits, Feral Lunge, Fire Nova, Flame Shock, Flametongue Attack, Flametongue Weapon, Frost Shock, Hailstorm, Ice Strike, Icefury, Lashing Flames, Lava Burst, Lightning Bolt, Lightning Shield, Liquid Magma Totem, Maelstrom, Ride the Lightning, Searing Totem, Static Discharge, Stormstrike, Stormstrike Off-Hand, Sundering, Windfury Attack, Windstrike, Windstrike Off-Hand Healing Tide Totem- Summons a totem at your feet for 10 sec, which pulses every 2 sec, healing all party or raid members within 40 yards for [ 43.75% 175% of Spell Power ]. Healing increased by 100% when not in a raid reduced beyond 5 targets. Warlock
      Withering Bolt- Shadow Bolt and Drain Soul deal 15% 8% increased damage, up to 45%, 24%, per damage over time effect you have active on the target. Haunt- A ghostly soul haunts the target, dealing [ 68.75% 226.87% of Spell Power ] Shadow damage and increasing your damage dealt to the target by 10% for 18 sec. If the target dies, Haunt's cooldown is reset. Empowered Unstable Affliction- Reduces the cast time of Unstable Affliction by 10% 20% and damage dealt by Unstable Affliction has a chance to generate a Soul Shard. Wither- Replaces Corruption. Bestows a vile malediction upon the target, burning the sinew and muscle of its host, dealing [ 68.97% 13.8% of Spell Power ] Shadowflame damage immediately and an additional [ 298.23% 206.29% of Spell Power ] Shadowflame damage over 18 sec. Mark of Shatug- Your Summon Vilefiend becomes Summon Gloomhound and learns the following ability: Gloom Slash Tooth and claw are drenched in malignant shadow magic, causing the Gloomhound's melee attacks to deal an additional [ 244.44% 40.74% of Spell Power ] Shadow damage over 6 sec. If this effect is reapplied, any remaining damage will be added to the new Gloom Slash. Infirmity (New)- The stack count of Agony is increased by 4 when applied by Vile Taint. Enemies damaged by Phantom Singularity take 10% increased damage from you for its duration. Malefic Touch (New)- Malefic Rapture deals an additional [ 46.23% of Spell Power ] Shadowflame damage to each target it affects. Improved Haunt (New)- Increases the damage of Haunt by 35% and reduces its cast time by 25%. Haunt now applies Shadow Embrace. Malign Omen (New)- Casting Soul Rot grants 3 applications of Malign Omen. Malign Omen Your next Malefic Rapture deals 20% increased damage and extends the duration of your damage over time effects and Haunt by 2 sec. Warrior
      Seismic Reverberation- If Whirlwind or Cleave hits 3 or more enemies, it hits them 1 additional time for 30% damage. Opportunist- When Tactician resets Overpower's cooldown Overpower has its cooldown reset by Tactician, your next Overpower deals 10% additional damage and 10% additional critical damage. Second Wind- Restores 6% health every 1 sec when you have not taken damage for 5 sec. While you are below 35% health, restores 1.0% health every 1 sec. The amount restored increases the closer you are to death. Vicious Agility- Heroic Leap reduces the cooldown of Charge by 5 sec and Charge reduces the cooldown of Heroic Leap by 5 2 sec. Lethal Reflexes- Slayer's Strikes have a 50% chance to reset the cooldown of Overpower Mortal Strike critical strikes increase the damage of your next Mortal Strike by 15%. Barbaric Training- Slam, Cleave, and Whirlwind deal 20% 10% more damage and 10% increased critical strike damage. Boneshaker- Shockwave's stun duration is increased by 2 sec 1 sec and reduces the movement speed of affected enemies by 40% for 3 sec after the stun ends. Reap the Storm- Overpower Mortal Strike has a 20% chance to cause you to unleash a flurry of steel, striking all nearby enemies for [ 157.5% of Attack Power ] damage and applying Overwhelmed. Deals reduced damage beyond 8 targets. Relentless Pursuit- Charge removes all movement impairing effects and grants you 70% movement speed for 3 sec. Charge removes all movement impairing effects, this effect cannot occur more than once every 30 sec. Battlelord- Overpower deals 35% increased damage and has a 35% chance to reset the cooldown of Mortal Strike Strike and generate 10 Rage. Crushing Force- Slam deals an additional 30% damage and has a 7.50% increased critical strike chance. Mortal Strike deals an additional 5% damage and deals 5% increased critical strike damage.
    • By Staff
      Here comes a brand new War Within trailer, featuring Xal'atath, Alleria, Anduinb and more! We get a classic villain monologue, as she dives into our heroes' perceived faults, and we even get a look at Magni and a pissed off Thrall!
      The War Within Beta launches this week, on June 5th, so make sure you've opted in!
    • By Starym
      Well, Mists of Pandaria Remix is breaking all kinds of barriers in WoW. From being the first event of its kind in the game, to the many transmogs players are getting, crazy powerful characters, and now our fastest level 70 ever!
      Well, sort of. Previously leveling went from 1 to max level, but in Remix players start at 10. But considering just how fast 1-10 goes it's pretty much negligible. But enough introing, how did this happen??
      Shiekrunner managed to get to level 70 in 48 minutes and 30 seconds. Yep. That is a thing that happened. But it wasn't JUST the crazy leveling speeds of Remix that got the job done, however. There was a whole guild behind the Demon Hunter, some old-school prep including pet battles, and more! The entire run is recorded and ready to watch below, but let's go through just what was involved in getting this crazy speed done.
      This certainly wasn't a 1-man operation, as Shiekrunner had a 9-player group from the Tatortreiniger guild behind him helping out, downing raid bosses and getting them ready for him to loot the XP. The group consisted of five ilvl 476-ish players, one 380, and, of course, a level 20 Monk pushing the dungeons! In said dungeons a Demon Hunter was running skips in Scarlet Halls and Temple of the Jade Serpent (which some may frown upon, as it's ye-olde creative use of game mechanics, aka jumping through and around walls) and the rest go on branching paths for optimal XP.
      They did this running random Heroics for the bonus XP, avoiding grabbing the XP items and saving them for later. And boy, the later was quite something, as Shiekrunner gathered up 333% bonus XP and skyrocketed from level 47 to 61 in a couple of seconds.
      And then, quite a few more dungeons later and some picking up the of the pre-cleared raid XP, the moment had arrived. Level 70!
      In case you're wondering about the video length, a few of the raids were fast forwarded. And here's a more detailed breakdown of everything that went into the record, as Shiekrunner gave us a bit of an interview on the process:
      We achieved this as a coordinated group consisting of 9 players. Here's a detailed breakdown of our strategy and team composition:
      Dungeon Team:
      Shiekrunner (me) - The leveling character
      Nöxyi-Blackmoore - Level 70, iLvl 476
      Cémix - Level 20 Monk
      Lethestes-Blackmoore - Level 70, iLvl 343
      Permokremixx-Steamwheedle Cartel
      Raid Team:
      Leonie-Blackmoore - Level 70, iLvl 476
      Vashalla-Blackmoore - Level 70, iLvl 476
      Lunites-Blackmoore - Level 70, iLvl 476
      Nöxyi-Blackmoore - Level 70, iLvl 476
      Gadriel-Blackmoore - Level 70, iLvl 470
      Lethestes-Blackmoore - Level 70, iLvl 380
      Shiekrunner (me) - The leveling character
      Dungeon Strategy
      For Scarlet Halls and Temple of the Jade Serpent, our Demon Hunter, Nöxyi-Blackmoore, performed speedrun skips. This allowed our Monk and DH to take branching paths for simultaneous boss kills.
      Permokremixx had to create a new character each time we entered a raid  to keep us all under level 20 and avoid the slow dungeon, Stormstout Brewery.
      We also had an additional player for instant queues into the dungeon and miscellaneous tasks, such as protecting the leveling character and trading items like gems.
      Permokremixx and Lethestes queued as tank and healer, respectively, so our DH and Monk didn’t need to change specs every time we joined a dungeon.
      Because of our optimizations, we could still queue for random heroics but only got the following good dungeons:
      Temple of the Jade Serpent
      Scholomance
      Scarlet Monastery
      Scarlet Halls
      We were hoping to get Temple of the Jade Serpent and Scarlet Halls as often as possible as they were the fastest with the skips.
      Raid Strategy
      The players not participating in the dungeon were already inside the raid, clearing up to the first boss. This stacked the XP bonus, allowing us to finish with a 333% XP boost. At level 25, we joined Mogu'shan Vaults; at level 35, we moved to Heart of Fear; and at level 40, we entered Terrace of Endless Spring.
      One tactic we used was avoiding looting most of the XP bonus items from dungeons, opting to have them sent by mail instead. We made sure to loot the Threads of Experience for additional XP% whenever possible. We then opened these items when we had our full XP potential, allowing us to level up 15 levels in around 10 seconds with a 333% increased XP boost.
      Our guild, Tatortreiniger on Blackmoore, with fully geared MoP Remix characters and high-level cloaks, played a crucial role by sitting inside raids and clearing the raids fast.
      Preparation Prior to the Run
      Preparation included completing specific account-wide pet battle dailies on a non timerunning character that can be turned in on another character at any time via the quest log or more efficiently by using this macro:
      /run local info; for i=1, C_QuestLog.GetNumQuestLogEntries() do info = C_QuestLog.GetInfo(i) if info and info.isAutoComplete then ShowQuestComplete(info.questID) end end
      (This will turn in any quest that you can turn in via your quest log.)

      So giant congratulations on this incredible feat, and there's even hints of it being improved on! And in case this wasn't insane enough for you, as Shiekrunner himself says, there is a potential 5-10 minute improvement possible, since this was the group's first real run of this strategy.
      Be sure to check out more from Shiekrunner and the guild:
      Shiekrunner's Youtube Shiekrunner's Twitch Conzilf2p's Youtube (the level 20 Monk) The Guild's Raider.IO page 
    • By Staff
      Blizzard has posted another short story, this time, about Monte Gazlowe, Trade Prince of the Bilgewater Cartel.
      (Source)
      Monte Gazlowe, Trade Prince of the Bilgewater Cartel, has been probing working conditions among the goblins, touring factories, mines, and other operations. The process has been slowly eating away at him: Everywhere he tours, he sees a burned-out workforce, cheap machinery, and unhealthy working conditions that consistently drag production and denigrate their people. Worse yet, every boss has the same opinion: “This is the goblin way! Dog eat dog! Only the winner comes out on top!” But is this really the goblin way, or is it just the way Jastor Gallywix wanted them looking?
      Read and Download the Rest of This Short Story by Andrew Robinson
    • By Stan
      Skyriding Glyphs are back in the War Within expansion, but this time, they're not mandatory.
      In the latest War Within Alpha build, Blizzard added new achievements for Skyriding Glyphs or Dragonriding Glyphs as we know them right now. In War Within, they've received a brand new model.
      In the latest War Within Alpha build, Blizzard has introduced new achievements for Skyriding Glyphs, also known as Dragonriding Glyphs. Skyriding Glyphs received a brand new model for the War Within expansion.

      The new meta-achievement, Khaz Algar Glyph Hunter, grants achievement points but currently offers no additional rewards in the Alpha version. Skyriding now uses a system called Skyriding Proficiency, which players gain as they level up.
      Although the exact number of Skyriding Proficiency points earned during leveling remains unknown due to the Alpha's Level 70 character templates, it's clear that the Skyriding Skill Track will be account-wide. This means once a character unlocks all the skills, your alternate characters will automatically have them, saving you the hassle of re-learning them.
      On the skill track's right side, two choice-nodes are available: one toggles the Ride Along feature, and the other lets you choose between Whirling Surge and Lightning Rush.

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