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Beast Mastery Hunter 7.3

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Just now, Guest Joshone said:

Does this guide account for the diminishing returns of Torment the Weak?  My assumption is that since multiple stacks of Torment the Weak doesn't increase damage, it just increases the application rate, this being the case, wouldn't it hit the 3 stack more frequently and cause a reduction in efficiency of stacking that trait?

I'll ask Azor, but I would assume so. He normally does take things like this isn't consideration. I'll let you know what he says.

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Guest Aasris

On a similar note, does the BiS List for the relics take into account the Netherlight Crucible? Are the t2 and t3 traits from NC randomly generated for each relic? Clarifying, will the same relic from different difficulties have the same NC t2 and t3 traits or will they be different?

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13 hours ago, Guest Aasris said:

On a similar note, does the BiS List for the relics take into account the Netherlight Crucible? Are the t2 and t3 traits from NC randomly generated for each relic? Clarifying, will the same relic from different difficulties have the same NC t2 and t3 traits or will they be different?

It's random, regardless of where the relic came from or which one it is. 

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Guest Eckel

Hello... Seems like everyone is recommending the Zoo build now. Not sure if this is going to come out correctly, but at what crit strike % should zoo build be chosen over mastery (Dire frenzy) build?

I am still using mastery build. I have tried to swap things out for crit gems / enchants / etc and changed my talents before (right after 7.3 released) and I simmed less dps. I have jumped up in ilvl and I am now 933-935 ilvl (depending on gear equipped). crit varying from 30-34% mastery 94-107% haste around 16%. DPS varies (depending on RNG / trinket procs) from 900k-1.3 million. Since my median history average % is still only around 50-70 %, there is room for improvement.  I am  looking for ways to tweak more DPS and wondering if my base crit would be high enough to give Zoo build another try? I just don't want to waste all the money on crit gems / enchants / etc and end up having to change back.

warcraftlogs

I have all bm leggo's except Qa'pla, Eredun War Order. I sim on both Raidbots and Askmrrobot. For pure dps: I use Parcel's tongue and Roar of seven lions. For survivability, i will swap seven lions for prydaz. 

Talents with mastery enchants still show my existing build is best.

,Capturee.thumb.PNG.a526b23268a6105ae9e86b4901e0632f.PNG
 

DPS Gear vs survival gear

image.thumb.png.d46eac2aa05dbc5d2f5bbd8e2c6d7503.png

Thank You,

Eckel

 

 

 

Capturee.PNG

image.png

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Guest Devil's advocate

I have a problem with Dire Frenzy while utilising high mastery and a decent crit chance: One with the Pack provides me with ample rests of Dire Frenzy - but as I see it every reset above 3 active stacks of Dire Frenzy is somewhat wasted as it 1. only provides focus while reducing the CD of Bestial Wrath and 2. doesn't provide a significant damage boost like Stomp does.

And even if I use Dire Frenzy while utilising ever reset its damage still is only a fraction of my overall damage.

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Guest Atreides
9 hours ago, Guest Eckel said:

Hello... Seems like everyone is recommending the Zoo build now. Not sure if this is going to come out correctly, but at what crit strike % should zoo build be chosen over mastery (Dire frenzy) build?

I am still using mastery build. I have tried to swap things out for crit gems / enchants / etc and changed my talents before (right after 7.3 released) and I simmed less dps. I have jumped up in ilvl and I am now 933-935 ilvl (depending on gear equipped). crit varying from 30-34% mastery 94-107% haste around 16%. DPS varies (depending on RNG / trinket procs) from 900k-1.3 million. Since my median history average % is still only around 50-70 %, there is room for improvement.  I am  looking for ways to tweak more DPS and wondering if my base crit would be high enough to give Zoo build another try? I just don't want to waste all the money on crit gems / enchants / etc and end up having to change back.

warcraftlogs

I have all bm leggo's except Qa'pla, Eredun War Order. I sim on both Raidbots and Askmrrobot. For pure dps: I use Parcel's tongue and Roar of seven lions. For survivability, i will swap seven lions for prydaz. 

Talents with mastery enchants still show my existing build is best.

,Capturee.thumb.PNG.a526b23268a6105ae9e86b4901e0632f.PNG
 

DPS Gear vs survival gear

image.thumb.png.d46eac2aa05dbc5d2f5bbd8e2c6d7503.png

Thank You,

Eckel

 

 

 

Capturee.PNG

image.png

Your talent comparisons are not quite fair at all. You need to have crows not volley in all of them, and Way of the Cobra with stomp build as well. The only thing you should really be checking between is Killer Cobra or Aspect of the Beast.

My guess is just changing to Way of the Cobra and Crows In the second build will make your stomp build competitive. (almost certainly Killer Cobra is better for you.)

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Guest Eckel

 

Thank you.... . I re-simmed with crows on all. There isn't much difference between between the top two builds  (.2%). This is also with a mastery build. I did multiple talent comparisons just to make sure all bases were covered between wotc / dire stable / cobras & AOTB. 

image.thumb.png.481237ae45e60bfafd672123e137efb4.png

With my best DPS gear on (highest simmed gear), with one +200 mastery gem, mark of the trained soldier neck enchant and both rings +200 mastery enchant, my stats are listed below. 

image.thumb.png.f79c9c4eb89b2a67ae041a843b02b17b.png

ilvl: 935.94

My main question is still ... Is there a certain % of crit where it become better to swap from mastery build to the crit build? I changed gems out and enchants once already a while back and changed back because it was less simulated dps. Just thought if the anyone knew what % of crit it became better to run a crit build over mastery it might save me some gold and switching and finding out it wasn't great for my stats.

Thank You,

Eckel

image.png

image.png

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On 10/10/2017 at 10:22 PM, Guest Eckel said:

My main question is still ... Is there a certain % of crit where it become better to swap from mastery build to the crit build? I changed gems out and enchants once already a while back and changed back because it was less simulated dps. Just thought if the anyone knew what % of crit it became better to run a crit build over mastery it might save me some gold and switching and finding out it wasn't great for my stats.

The general response for this question is basically - it depends. It sucks, but it's the truth. The swap doesn't just depend on your Crit and Mastery levels, but Haste and Versatility too. Stats are incredibly fluid in Legion and so those "certain % points" just don't really exist. It literally changes for everyone in almost every case.

Resimming over and over is essentially the way to do it, while building two sets of gear.

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On 10/11/2017 at 7:22 AM, Guest Eckel said:

My main question is still ... Is there a certain % of crit where it become better to swap from mastery build to the crit build?

There are too many variables for it to be just simply percentage based, but a good rule of thumb for Zoo build is at LEAST 35% crit.

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Guest Concerned BM

When considering if you should upgrade a relic, should the plus values listed on the guide be used to compare relic ilvl or the ilvl increase of the weapon if the relic was increased? 

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21 hours ago, Guest Concerned BM said:

When considering if you should upgrade a relic, should the plus values listed on the guide be used to compare relic ilvl or the ilvl increase of the weapon if the relic was increased? 

They are weapon item levels, not relic item levels. It's how much the item level of the weapon itself increases after a relic is put in.

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Guest taiwannumberone

heya, so i recently just returned to the game, new to this crucible thing. i'm trying to figure out using CrucibleWeight if this new higher ilvl relic with a useless trait is better than my current one (before taking into account the relic tree). i've imported the string here, so basically, i should just go with the relic with the bigger # at the top? i'm assuming that # takes into account the ilvl, trait, and the whole tree right?

thanks!

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3 hours ago, Guest taiwannumberone said:

heya, so i recently just returned to the game, new to this crucible thing. i'm trying to figure out using CrucibleWeight if this new higher ilvl relic with a useless trait is better than my current one (before taking into account the relic tree). i've imported the string here, so basically, i should just go with the relic with the bigger # at the top? i'm assuming that # takes into account the ilvl, trait, and the whole tree right?

thanks!

Yeah, essentially. As long as you have the values for each trait in the addon, then just take whatever has the highest number. It adds up everything, item level, trait and all traits in the tree assuming you take the best route. Just make sure you're double checking the route as you do it, since it's better to be safe than sorry!

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Guest Stigma

The Zoo build appears to be way better than the Dire Frenzy one - in all (gear) situations!

My BM hunter is sporting ilvl 942 with ~70% Mastery and ~40% Crit. And I am not a "new BM Hunters that have not acquired the T19 2-piece set bonus from the Nighthold yet". In order to replace 2 slots for the t19 bonus, I would need some high WF/TF mythic t19 items (915+) to compensate for the loss of stats - which I don't own. So in essence, I have outgeared the idea of 2 t19, but regardless, the zoo build is better anyway.

With or without 2 t19, the DF build just never seems to be on top. I just ran a sim on my little hunter who is pretty much only there for her professions. 915 ilvl and no t-bonus whatsoever. Result: Zoo is better!

tldr: What exactly is the justification for the existance of the Dire Frenzy build? 

 

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16 hours ago, Guest Stigma said:

tldr: What exactly is the justification for the existance of the Dire Frenzy build? 

It's an odd build that, in general, does flourish in the early time of Hunters. In very strange setups of stats and gear, it can work incredibly well at high levels too. It's actually the highest parsing build on Sassz'ine, despite 8 of the top parses being Zoo. #1 and #3 are DF.

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Guest Tayy

So now with the new BIS list for Antorus, will there be a change in the way we play our hunters? Zoo vs. DF or even something new? Any changes there?

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On 11/26/2017 at 3:27 PM, Guest Tayy said:

So now with the new BIS list for Antorus, will there be a change in the way we play our hunters? Zoo vs. DF or even something new? Any changes there?

I believe Antorus is going to be the same thing as ToS was. A mass-pile of simming yourself and depending on those results, finding out which build works best for you. It's a really unideal situation, but it's the reality for BM.

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Guest DrakanFire

Is it recommended to switch to KC from AotB when getting T21 2pc as seen on the front page sims? If so, How does this affect other values such as artifacts traits and crucible choices, stats priority ect?

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20 hours ago, Guest DrakanFire said:

Is it recommended to switch to KC from AotB when getting T21 2pc as seen on the front page sims? If so, How does this affect other values such as artifacts traits and crucible choices, stats priority ect?

Asking Azor.

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On 12/6/2017 at 5:47 AM, Guest DrakanFire said:

Is it recommended to switch to KC from AotB when getting T21 2pc as seen on the front page sims? If so, How does this affect other values such as artifacts traits and crucible choices, stats priority ect?

Not necessarily - AotB still provides a great amount of Kill Command casts if you have high enough crit. 

If you want to switch over to higher haste and a lot more mastery, plus Dire Frenzy, Killer Cobra and Roar/Huntmaster legendaries because you like that more, feel free to do so. I currently still sim higher with AotB even if I drop half my crit for more mastery and haste, but it is a close sim.

If you were to make the change, your stat priority would just be easily obtained from raidbots.com and you could find your own stat weights specific to your character, and crucible choices/artifact traits would again remain mostly on Jaws of Thunder, much like it is with AotB.

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Guest CrucibleWeight

BM Crucible Weight export

 

cruweight^128861^238051^7.3^ilvl^1^197139^0.27^252207^0^252091^8^197140^2.7^253111^0^197160^0^252088^8^252875^7.3^197038^3.3^206910^5.3^252191^7.3^252922^3.3^197047^2.1^252906^8^253093^7.3^197138^0^197080^5.3^253070^7.3^252888^6^252799^9.3^197162^6.7^end

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On 11/12/2017 at 10:46 PM, Blainie said:

It's an odd build that, in general, does flourish in the early time of Hunters. In very strange setups of stats and gear, it can work incredibly well at high levels too. It's actually the highest parsing build on Sassz'ine, despite 8 of the top parses being Zoo. #1 and #3 are DF.

I currently run the Dire Frenzy build and have simmed myself in all sorts of Legendary combinations both with the Zoo/ AotB builds & DF builds and every time DF sims progressively higher for me.   Being as much as 150-250k higher in sims. 

Stat wise im sitting at roughly:
Crit: 30%

Haste: 15%

Vers: 10%

Mastery: 90%

Granted these values fluctuate as I play with gear combos, but these are the stats i have where I am getting the highest parse in sims. This is with having the t20 4 piece and tier 21 2 piece in all sims.

Edited by GoKartMozart

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Guest DrakanFire
20 hours ago, Luthixx said:

Not necessarily - AotB still provides a great amount of Kill Command casts if you have high enough crit. 

If you want to switch over to higher haste and a lot more mastery, plus Dire Frenzy, Killer Cobra and Roar/Huntmaster legendaries because you like that more, feel free to do so. I currently still sim higher with AotB even if I drop half my crit for more mastery and haste, but it is a close sim.

If you were to make the change, your stat priority would just be easily obtained from raidbots.com and you could find your own stat weights specific to your character, and crucible choices/artifact traits would again remain mostly on Jaws of Thunder, much like it is with AotB.

How does AotB provide a great amount of Kill Commands especially without the leggo boots? 

I still plan using the Stomp build it seems sims are showing to replace T19 2pc when you get Heroic T21 2pc. Azor sims on the front page with Stomp and KIller Cobra with Roar and Soul ring are an example. 

I just wanted to confirm if that’s the go to talent for that tier and see if it changes priorities such as Jaws trait be top relics choices ect. 

Waiting on Azor answer but I’ll continue to sim myself.

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10 hours ago, Guest DrakanFire said:

How does AotB provide a great amount of Kill Commands especially without the leggo boots? 

I still plan using the Stomp build it seems sims are showing to replace T19 2pc when you get Heroic T21 2pc. Azor sims on the front page with Stomp and KIller Cobra with Roar and Soul ring are an example. 

I just wanted to confirm if that’s the go to talent for that tier and see if it changes priorities such as Jaws trait be top relics choices ect. 

Waiting on Azor answer but I’ll continue to sim myself.

It doesn't if you don't have the leggo boots, I was just under the assumption that if you're playing this far into the expansion as BM you would have the boots for that build.

Yes, 2pc H T21 is going to be significantly better than 2pc T19, unless you managed to get really good titanforges.

Jaws will still be the top trait to aim for, and if you sim it you will find that to be the case. Especially if you're going to swap out for Roar and Soul, which focus heavily on your BW windows, meaning you'd want the most out of your KCs.

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Guest DrakanFire
22 hours ago, Luthixx said:

It doesn't if you don't have the leggo boots, I was just under the assumption that if you're playing this far into the expansion as BM you would have the boots for that build.

Yes, 2pc H T21 is going to be significantly better than 2pc T19, unless you managed to get really good titanforges.

Jaws will still be the top trait to aim for, and if you sim it you will find that to be the case. Especially if you're going to swap out for Roar and Soul, which focus heavily on your BW windows, meaning you'd want the most out of your KCs.

Unfortunately leggo boots are my last BM leggos to get. 

So far my sims tell me Prydaz and Soul are my leggo choices and Killer Cobra edging out AotB by 8k. 

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      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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