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Restoration Druid 7.3

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On 3/2/2017 at 5:43 PM, evanbloom said:

Testing how? If not simulations, then what do you test? In your bullet list example of Mastery prio, what data supports your logical argumentation framework? It looks sound from a theoretical standpoint and all those people using Haste (myself included) must be doing something right, but I've just got this itch that something is not completely rigorous from a statistical point of view.

I'm not the actual writer/reviewer, so I can't provide proof of the actual data/numbers (I just don't have them, basically). But generally, they will take a large scaling of numbers where they do the maths that a sim would. They attribute a stat weight to each stat in increasing numbers of HoTs on the target. As you increase the number of HoTs, the weight on Mastery will increase while the weight on Haste increases. The reason why Mastery becomes more useful in an M+, for example, is because you have a smaller group of people to maintain your HoTs on, so they will all be at the 2-3 HoTs maintained mark. This means Mastery is far closer to Haste. It's always why Mastery is good for tank healing.

Haste is good in raids because you can't blanket every single person with HoTs. I'll try to get the actual numbers for you. You can also check out the WA that Orthios linked, I believe that must have some of the maths in the code.

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9 hours ago, Harry said:

your saying that no mention of druids dispelling and no mention of the spell natures cure an error when transferring a macro, its a fundamental part of being a druid healer. 

None of our healer guides mention any dispelling at all, outside of a macro or two. It's something we can certainly add.

9 hours ago, Harry said:

wrong macro

Given that your first comment was specifically about the Remove Corruption macro, I assumed you were questioning the macro page. We've never included any mention of the dispel and you're the first one to bring it up, at least in my time of watching the comments. We will fix the macro to instead have Nature's Cure (since RC is not a resto spell, hence why I said it was an error when transferring a macro from the old guide to the new one). 

As for adding something about NC, we can do that, of course, since you have asked for it. We can't add things that people want if we've never been told they want it, unfortunately. As for your comment about us not taking pride in it, we certainly do and it's why we have such in-depth sections about healing as a Restoration Druid. We have just simply never had a request (at least in my time here) to add something about dispelling before, so we didn't.

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15 hours ago, Blainie said:

But generally, they will take a large scaling of numbers where they do the maths that a sim would.

Thanks for the explanation! I'm not interested necessarily in the results, what I'm curious about is the procedure. Orthios said earlier that simulations are useless for healers. What you describe here -- basically what's the difference from a simulation then? ”Take a large scaling of numbers where they do the maths” what does that mean in fact? How is that not a simulation? Genuinely trying to understand the differences and the process here :)

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Guest Salvardor

anyone did some testing with  drape of shame ?

ist it still BiS ?

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On 3/7/2017 at 7:16 AM, evanbloom said:

 Genuinely trying to understand the differences and the process here :)

Super late here, but hopefully you're still interested:

  • Damage sims take a very specific encounter type and then apply that to the patchwerk model.
    • This means that the damage numbers are always slightly inflated, due to no movement, perfect conditions etc.
  • For healing sims (these did used to exist), you need to create a HUGE variety of simulations in order to actually create the proper conditions.
    • For DPS, it's rather black and white. They are either moving, or not, and they are either hitting one or multiple targets, right?
    • For Healers, there are a multitude of differentials, not limited to:
      • Type of tank
        • Are they someone that takes a huge amount of damage and just outheals it?
        • Do they create their own shields?
        • Do they use AM to stop damage?
        • Do they require chained externals to survive?
      • Type of damage
        • Magical
        • Physical
        • Sustained
        • Burst
        • Multi-hit vs. one-shot
        • Level of mob hitting the tank (boss vs. trash)
      • Types of encounter
        • Raid-wide damage
        • Tank-damage
        • Group soaking
        • Proximity damage
        • Burst damage due to tactics

Essentially, you need a crazy amount of different sims to run to get an answer, and you then need to work from there. The WA that Orthios linked essentially does all of this recording while watching people play in real time, if that makes sense? Rather than going and working out a situation for a trash pull of 3, a trash pull of 6, a magical boss, a physical boss and some group-wide damage, you can simply run the WA in a single dungeon of 20-30 minutes. As more and more people do it, information becomes more accurate and feedback means the WA becomes better, basically.

The maths that people do by hand is often easier than trying to write multiple different sims, essentially, where you need the correct rotational input etc. - instead you can use raw healing numbers and calculate it yourself.

Hope this helps!

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On 3/12/2017 at 11:47 AM, Guest Salvardor said:

ist it still BiS ?

Will be re-assessed in 7.2 :)

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We are currently in the process of updating our guides in preparation for the release of 7.2 - please understand that we will not be answering questions in this section about "What is better for 7.2?" prior to the patch release, since all the information will be available when the patch goes live. Please be patient and thanks for waiting!

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7 hours ago, Blainie said:

Super late here, but hopefully you're still interested:

  • Damage sims take a very specific encounter type and then apply that to the patchwerk model.
    • This means that the damage numbers are always slightly inflated, due to no movement, perfect conditions etc.
  • For healing sims (these did used to exist), you need to create a HUGE variety of simulations in order to actually create the proper conditions.
    • For DPS, it's rather black and white. They are either moving, or not, and they are either hitting one or multiple targets, right?
    • For Healers, there are a multitude of differentials, not limited to:
      • Type of tank
        • Are they someone that takes a huge amount of damage and just outheals it?
        • Do they create their own shields?
        • Do they use AM to stop damage?
        • Do they require chained externals to survive?
      • Type of damage
        • Magical
        • Physical
        • Sustained
        • Burst
        • Multi-hit vs. one-shot
        • Level of mob hitting the tank (boss vs. trash)
      • Types of encounter
        • Raid-wide damage
        • Tank-damage
        • Group soaking
        • Proximity damage
        • Burst damage due to tactics

Essentially, you need a crazy amount of different sims to run to get an answer, and you then need to work from there. The WA that Orthios linked essentially does all of this recording while watching people play in real time, if that makes sense? Rather than going and working out a situation for a trash pull of 3, a trash pull of 6, a magical boss, a physical boss and some group-wide damage, you can simply run the WA in a single dungeon of 20-30 minutes. As more and more people do it, information becomes more accurate and feedback means the WA becomes better, basically.

The maths that people do by hand is often easier than trying to write multiple different sims, essentially, where you need the correct rotational input etc. - instead you can use raw healing numbers and calculate it yourself.

Hope this helps!

Thanks, Blainie, it doesn't matter it's late :) So basically when you say Icy Veins carries out testing to recommend stat priorities, you mean IV uses maths done by people instead of computers, did I understand correctly?

When you say for healing you need a HUGE amount of sims,  do you mean it is something that you would need NASA grade inhibitingly expensive processing power to calculate in a fair amount of time? Or what other reason is preventing Icy Veins from writing and running sims for healers for all that variety of situations other than manual maths being easier?

And this brings me back to what Orthios said, that ”sims do not accurately reflect in-game encounters at all”. Surely sims reflect whatever you program them to reflect?

Hope you can find some time to answer these questions while also preparing for the patch :)

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3 hours ago, evanbloom said:

Or what other reason is preventing Icy Veins from writing and running sims for healers for all that variety of situations other than manual maths being easier?

Simply because we don't need to, basically. Through in-game testing, using raw numbers and spreadsheets, etc. you can basically work out exactly the same thing with less issues. It's not the case with DPS specs because of how much easier sims are to make for them.

You'd be putting in a huge amount more work to create the same result, basically. The best example I can give is the spreadsheet that was made by Dreamguard for Holy Paladins - it's a resource that many HPalas use for finding specific stat weights when they don't want to just follow our priority (he isn't an IV writer, but his spreadsheet actually perfectly illustrates my point) - https://docs.google.com/spreadsheets/d/1WTRKEeOWmmKqbUFz8C35rSOp_A93BzgsLyQinFXagTo/edit#gid=1959096800

This is his weights page, where you can see exactly the kind of maths I'm talking about :) (It's not for Resto Druids though, sorry!)

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6 hours ago, evanbloom said:

And this brings me back to what Orthios said, that ”sims do not accurately reflect in-game encounters at all”. Surely sims reflect whatever you program them to reflect?

I think you're overestimating what can be done within simulationcraft.  How SimC works is it takes a given APL (Action Priority List) and goes through it to determine what happens at a given time.  You can add raid events to their own APL (which is by default empty) and specify various aspects regarding the event, but there's only so much you can do.  These events, however, are based on time, not boss health percentage.  It is incredibly difficult to accurately model a fight for a multitude of reasons: 1) Group composition can very well dictate how long the fight lasts and who does the damage to adds (if any), 2) Many boss mechanics are based on health %, and the time the boss hits that % can vary widely, even within a single group, 3) Some things simply aren't possible to model in SimC right now (examples being Skorpyron's shockwave and pillars, chronomatic anomaly and elisande's speed up/down mechanics (elisande's in particular since it is a bubble that you move in and out of at will), and krosus's bridge breaking, just to name a few).

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2 hours ago, evanbloom said:

Thanks, Blainie and Orthios, for the answers! So it seems to be one of those situations where humans are better than robots :)

Glad to see that you've got your answer! :) If you need anything else, you can always ask.

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Guest Rifap

Shouldnt the 10% heal/sta increase be the first new trait to take? it says #5 currently.

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Guest DennyCrane

Do not take Grace of the Cenarion Circle first, it is useless.

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On 3/29/2017 at 10:43 AM, Guest Zkar said:

Grace of the Cenarion Circle as 5th taken, yeh right...

Hey! This is being fixed right now as we speak - this was an error when transferring things across between notes. The updated diagram and notes will be up ASAP!

Sorry and thanks for reporting it to us :)

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21 hours ago, Guest Rifap said:

Shouldnt the 10% heal/sta increase be the first new trait to take? it says #5 currently.

See above. Thanks for helping to report it!

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52 minutes ago, Guest DennyCrane said:

Do not take Grace of the Cenarion Circle first, it is useless.

See above - we are actually going to be recommending it as the first pick shortly :)

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I see one error in "No shapeshift form and Travel Form: you fly to an ally's location." in https://www.icy-veins.com/wow/restoration-druid-pve-healing-spec-builds-talents

When you do wild charge in travel form, you actually leap a fair distance, not fly to ally's location. It can be used as a double jump and you can carry a person with you in stag form. It can be used to nullify fall damage by leaping just before hitting ground, or fights like EN spider boss you can leap to the left side web path on the second phase. Basically the talent only works like that in outdoor fights, because normally you can't use travel form at all.

I still see displacer beast as a very good talent that shines in indoor raids but it messes you up a little bit by activating catform automatically.

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Guest Arcuriel

Were the legendary rankings updated for 7.2? The items page still says legends have an item level of 910.Were the legendary rankings updated for 7.2? The items page still says legends have an item level of 910.

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18 hours ago, Guest Arcuriel said:

Were the legendary rankings updated for 7.2? The items page still says legends have an item level of 910.Were the legendary rankings updated for 7.2? The items page still says legends have an item level of 910.

This is just a tooltip error - we have since updated this. Thanks for pointing it out! 

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Guest Taz

I would assume it's still Up there as far as raiding goes, since crit imo should be higher in raiding setups. Due to the higher uptime of hots on party members in dungeons haste/mastery increase in value and as such the power of drape decreases. 

On 12/3/2017 at 0:47 PM, Guest Salvardor said:

anyone did some testing with  drape of shame ?

ist it still BiS ?

 

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On 4/21/2017 at 10:07 AM, Guest Taz said:

I would assume it's still Up there as far as raiding goes, since crit imo should be higher in raiding setups. Due to the higher uptime of hots on party members in dungeons haste/mastery increase in value and as such the power of drape decreases. 

Pretty much, yeah. Will just depend on how you build and what you use it for.

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Guest Zounds

Legendarys needs revisiting as some have changed since last update.

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      The player watches as the bombs they've placed go off one by one. The siege convoy is destroyed, buying everyone more time. Real-Time Cutscene (RTC):
      Title: 11.0 [ADF] - Arathi Tower turns to dark Fire Scene Description:
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... Real-Time Cutscene (RTC):
      Title: 11.0 Z5 - Level Up - Chapter 2 [ZKR] Scene Description:
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. Real-Time Cutscene (RTC):
      Title: 11.0 [EPE] - Earthen Player Exposition Scene Description:
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. Animated Real-Time Cutscene (ARTC):
      Title: 11.0 [WTW] - Whisper on the Wall Scene Description:
      Cutscene plays. In-game Cinematic Movie:
      Title: 11.0 [XEF] - Xal'atath Endgame Finale Scene Description:
      Cutscene plays. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [QAD] Queen Ansurek's Demise Scene Description:
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid. Real-Time Cutscene (RTC):
      Title: 11.0 RTC [TSD] The Spider Drop Scene Description:
      The players defeat the first raid boss. From a platform above, the queen orders her troops to cut the web. The platform the players are on is targeted. The webs snap and the players fall. I've tried to rerarrange the scenes to provide a coherent and progressive storytelling experience, but the order may not be correct as we're missing a lot of context, and there are some generic cutscenes like the earthen allied race one, and so forth.
      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
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