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Damien

Survival Hunter 7.3

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Guest Cookiedoughjunkie

I'm not sure your name holds much weight here honestly.

No offense, but you're saying a lot of things that are so far not true.

How is mastery BETTER Than haste? You get more haste, it affects more of your damages AND it actually affects your mongoose regeneration a good deal without much effort.

How is their AoE bad? Have you seen their AoE in legion? I'm going to say no, you have not. They have some of the bigger bursts on AoE, dragonfire grenade is strong, both dragonfire and explosive trap can be preset for AoE and then used with AoE (dragonfire, you attach it to boss, when AoE comes up, it'll still tick damage on them. Explosive, you set the trap away from boss, and let the AoE adds proc it when THEY spawn, and if you do it right can get two rolling)

A full 6 stack of mongoose fury on Fury of the Eagle is ridiculously powerful, not 'meh'. It's probably the highest burst damage. The only difference is trying to time keeping 6 stacks of mongoose fury when you use it. Which isn't that hard if you're this 'elite player' the posts made it seem you were to have you looking at survival hunter. It's also great that using Fury of the eagle ALSO extends the Mongoose fury buff so you can use it with 0 mongoose bite charges and hope during those extra 3 seconds you gain more charges, which I've seen a lot of 2 charges and sometimes 3 during fury of the eagle.

Carve's artifact buff actually makes it a good AoE filler and just AoE on it's own right. 10% extra damage PER enemy? while we may not see a lot of large AoE fights now, that doesn't mean there won't be later.

so, you want to do the biggest AoE and you know AoE adds are coming?

1) Throw down explosive trap just outside boss' hitbox where the AoE adds will come and pop it. Of course, set this down a few seconds before the adds come out.

2) start using mongoose bite to get 3-6 stacks. you may want to use a few before throwing down explosive trap even.

3) the second before adds come out, throw dragonfire grenade.

4) with 3-6 mongoose bites, the SECOND AoE comes out, use a 300% stronger Fury of the Eagle.

boom, you just won AoE.

If somehow there are AoE mobs still up after, carve.

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I am not sure who brought up my "name" in the first place, but I am pretty sure it wasn't me.

I think you need to understand that just because you yell the loudest, it doesn't mean you're right.

 

Problems with your post (as in, things that are simply wrong) include:

1) You cannot "place" Explosive Trap as accurately as your post implies If you have no target, it will be thrown down a bit in front of you. This is not something you "just" drop outside the hitbox of the boss exactly where you want it, it also presumes absolutely no boss movement which is not a realistic scenario for any Emerald Nightmare or Mythic+ fight that I can think of.

2) Fury of the Eagle extends Mongoose Fury by its cast time so that you always get overlap with however many Fury stacks you had before pressing the button. Thus I am not sure exactly what you hope to achieve by casting it at 0 charges of MB, which is something you'd do anyway.

 

" while we may not see a lot of large AoE fights now, that doesn't mean there won't be later. "

Well, we know what the fights in Nighthold are about. Or maybe you didn't, but there are not actually meaningful heavy AoE fights in Nighthold. 

The main thing you'd want AoE for at endgame is Mythic+ content where consistency is Beast Mastery's strength, and the reason that it is so powerful for them. Survival's AoE is frankly terrible when Fury of the Eagle is not available to it,  and even when it is available to it, it's not something you can use immediately since it requires serious buildup to be effective. By the time you have built it up to 6 stacks, there's a good chance that half the mobs in that AoE pack you are fighting will be dead. Survival will always lose in a Mythic+ scenario when we're just talking about damage because it is inconsistent, and because the bulk of its AoE potential is not frontloaded and requires buildup. Basically the complete opposite of Beast Mastery and Marksmanship.

I think these AoE sim timelines are pretty telling. Beast Mastery is very consistent throughout, with peaks whenever Aspect of the Wild is used especially.

fd5f08f14e.png

Then there is Survival, obviously the peaks are 6-stack Fury of the Eagles, something which you will

1) Not be able to perform all the time in the first place (not enough time to build stacks)

2) Even if you are able to build them, there is a very, very good chance that the lower-health mobs in the Mythic+ pack you're fighting (or raid AoE adds) are dead

6989ee7bab.png

Even with perfect Fury of the Eagles all throughout a 4-target AoE fight, Survival still falls short of Beast Mastery.

337c4dd855.png

a87ef52fd6.png

 

I do not care much for simulations when talking about Mythic+ content and ever-changing raid environments either, but when Beast Mastery wins against Survival even when Survival has everything going for it (perfect Fury of the Eagles throughout, more than anything, and of course no additional targets dying) I think that's quite telling.

Mastery is better than Haste because the value of additional Mongoose Bites is higher than the value of more autoattacks/shorter globals/etc. This may shift when I redo the stat weights for the content that's coming up.

Oh, and by the way, Dragonsfire Grenade can't be preset for AoE either. When you have the audacity to be so arrogant , you better keep your facts neat and tidy, being wrong about how basic mechanics does not reflect very well on you when you are the one asking me if I have "seen their AoE in Legion".

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20 hours ago, Guest VeritasLuxMea said:

My experiences in Mythic dungeons up to this point seem to run contrary to this notion. Fury of the Eagle is available for just about every large trash pull, as are dragonsfire grenade and explosive trap. Though, I suppose this could ring false in Mythic+, where mobs have significantly more health, and there is virtually no downtime between pulls.  

I understand that in a Mythic raiding environment where there is already fierce competition for limited melee spots, Survival is not really an option for most Hunters. However, from what I have experienced so far on live, Survival excels in many areas (including burst AoE) and is a perfectly viable, if not above average spec for both dungeons and raids.  

I would also add that missing from your guide is any information regarding the current implementation of Hunting Companion, namely the fact that Thunderstomp has a chance to proc Hunting Companion once for each target hit, and that Pet Class specific abilities such as the Carrion Bird's Bloody Screech have a chance to proc Hunting Companion as well. Thus making Tenacity Spec Carrion Birds superior pet choices for Survival.

Mythic+ dungeons favour consistency, AoE consistency is Survival's biggest weakness and that was the gist of my post. Even Marksmanship is more consistent. At least Survival is not random. The other reasoning for Survival's AoE being listed as a con is above. I will concede that to say it is "weak" is probably bordering on hyperbolic.

I'll bring up the Tenacity pets.

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Guest VeritasLuxMea
11 minutes ago, Azortharion said:

Mythic+ dungeons favour consistency, AoE consistency is Survival's biggest weakness and that was the gist of my post. Even Marksmanship is more consistent. At least Survival is not random. The other reasoning for Survival's AoE being listed as a con is above. I will concede that to say it is "weak" is probably bordering on hyperbolic.

I'll bring up the Tenacity pets.

AoE consistency is absolutely and issue for Survival, but I find that the added challenge of timing the 6 Stack Fury of the Eagles (so as not to reach peak stacks only to find most/all of the adds already dead) to be value added to the spec. Spamming Barrage/Sidewinders/Marked shot is consistent, but doesn't allow much room for interesting or satisfying gameplay. I realize this is a non factor when considering viability in Mythic raids, but should certainly count as a point in Survival's favor when considering which class/spec to play for an entire expansion. Also a big thank you for your time and attention on these guides. We are all extremely lucky to have someone so dedicated as a resource.

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Well, there is only so much you can do on a given pull. Almost regardless of what you do, you will need ~8 seconds to generate 6 stacks, and you will need ~4 more seconds to get the most out of that Eagle, and no target may die in this 12 second window. This is ignoring the globals you will want to spend on Dragonsfire and Explosive Trap too. Besides, fun is subjective, it's hard to really say that being fun to play is a "pro".

If I could choose the best spec, but it'd also be Survival, but the facts don't support my personal opinion. Earlier in beta, Dragonsfire Grenade used to do full damage to secondary targets which allowed you to do tens of millions of damage in a single global. Now that was fun (and absolutely broken), but I digress.

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Guest Cookiedoughjunkie

I have the audacity to be arrogant BECAUSE you post so absolutely yet it can and definitely is arguable.

You complained about it being in mythic +. Well, sorry, I go into as a 705 against others who are 735-740 (fury warrior, arcane mage) on my surv and still out AoE them.

You said you can't accurately throw Explosive trap. Your geometry might be lacking if that is 'your truth' of the matter. It's not.

If you're simming at the not optimal rotation for it as you've described you're doing, then I'm not sure to believe you. If you're also rating consistency and ease of use rather than a complex spec that has the potential to do more if timed well, then say so and not 'it's meh at best' when it's not.

If you're still talking about dungeon and mythic content, you know there's probably a little downtime between pulls to restack up to 3 mongoose or get back that little bit on Fury of the eagle, so I hope your sims weren't on test dummy when you're trying to describe mythic content. Not to mention, layout depending, you can start your build up on the single mob that comes right before the AoE pulls if they're chain pulling, which does happen in these dungeons.

" Fury of the Eagle extends Mongoose Fury by its cast time so that you always get overlap with however many Fury stacks you had before pressing the button. Thus I am not sure exactly what you hope to achieve by casting it at 0 charges of MB, which is something you'd do anyway. "  No duh. What was the point of this, you thought you were disproving a point? You do realize that only reinforced what I said. Because while you're doing FURY OF THE EAGLE, your mongoose bites can come back either via your own recharge time or PET ATTACKS. Therefore, you have 0 mongoose bites? you can extend fury of the mongoose with Fury of the Eagle and hope to finish up with more mongoose bites since you should be getting one or two charges doing fury of the mongoose.


" Mastery is better than Haste because the value of additional Mongoose Bites is higher than the value of more autoattacks/shorter globals/etc. This may shift when I redo the stat weights for the content that's coming up. " Oh goodie, it's like you don't know that haste gives you MORE mongoose bites than mastery does. It's like you don't know that reduction to mongoose recharge time, faster pet auto (to proc what little mastery you start with or that gear forces on you). I'm not even in optimal gear and you know what I've found? It's ridiculously hard for me to use all my abilities in the rotation and NOT keep getting mongoose bites which only makes me think in higher IL with higher potential ratings for haste and mastery that all it's going to do is give us too much, forcing us completely out of mastery and onto stats that hit diminishing returns.

And dragonsfire can't be preset? You do know that it's a DEBUFF onto the main target, it does AoE damage per second to anything around your target, which means, yes, even targets that come within range of your main target that weren't hit by the initial bomb toss.

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Guest Cookiedoughjunkie

It still does full damage to adds if they are around the initial target thrown at for it's full duration... It's wording is different to make sure you know that if enemies move away, they no longer take that damage, or enemies move in after it's set, they'll start taking that damage. This also prevents it from massively slowing a bunch of enemies and reducing it to just slowing one enemy.

4 hours ago, Azortharion said:

 Earlier in beta, Dragonsfire Grenade used to do full damage to secondary targets which allowed you to do tens of millions of damage in a single global. Now that was fun (and absolutely broken), but I digress.

 

 

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Even if Beastmastery is better for raiding environments, I will keep playing Survival. Why? Because BM is annoying to play, and Survival is a lot of fun.

This is why I switched from BM to Survival in the first place, during pre-Legion. Of course in raids I'll just switch to BM but I can't like this annoying spec anymore.

 

Edit:

I got one question tho. Is the Touch of the Void that strong? Should I equip one and use it at all times times despite if very low ilvl?

Edited by GalloViking

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1 hour ago, Guest Cookiedoughjunkie said:

It still does full damage to adds if they are around the initial target thrown at for it's full duration... It's wording is different to make sure you know that if enemies move away, they no longer take that damage, or enemies move in after it's set, they'll start taking that damage. This also prevents it from massively slowing a bunch of enemies and reducing it to just slowing one enemy.

 

No, how Dragonsfire Grenade USED to work is as such:

When you use DFG, all targets that were in the range of the initial splash of DFG were affected by the DoT, which, let me remind you, was a Fire Nova every 1s for 8s, with no target cap.  AKA, the damage went up exponentially with the number of targets.

Now, only 1 target gets affected by the DoT portion (the target you used DFG on), which scales linearly with number of targets. 

12 minutes ago, GalloViking said:

I got one question tho. Is the Touch of the Void that strong? Should I equip one and use it at all times times despite if very low ilvl?

Touch of the Void got nerfed recently, and the on-use effect no longer scales past level 100.

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Guest Cookiedoughjunkie

Then it still does full damage to secondary targets. That's the wording used.

That's multiplying overlapping splash damage.

And shame it still doesn't work like that.

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Loving the guide, just a quick question.

isn't ferocity better as a pet talent because of it's overall increased damage opposed to tenacity? could you please show the two matching up against each other to see if thunderstomp really is better?

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Good question, simple math:

 

Spiked Collar (the Ferocity damage bonus) is a 0.68% total damage increase.

One Mongoose Bite contributes about 0.24% damage on a 6 minute fight, on average.

So you need 3-4 extra Mongoose Bites in 6 minutes from Tenacity to make it work.

This is ignoring the fact that Thunderstomp deals a bit of damage, and that Charge is a small damage increase in itself.

Without Tenacity, you can expect a proc every ~8 Basic Attacks, so a Hunting Companion proc every 24 seconds (15 procs out of 117 Basic Attacks on a 6 minute fight).

Thunderstomp has a 10 second cooldown.

Thunderstomp can thus be used ~36 times in a 6 minute fight.

If we take the ~12.8% proc rate (15 procs out of 117 trials) and apply it to our 36 Thunderstomps, we'll get ~4.6 procs on average.

4.6 > "3-4".

Therefore, the few extra Mongooses that Thunderstomp will give you on a single-target outweighs the damage loss from not having Spiked Collar. On 2 targets, simply double the proc chance of Thunderstomp.

This is with fairly low (1500) Mastery.

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Guest Myrorr-Xavius EU

I'm currently 845 ilvl and finding Murder or Crows to out damage Snake Hunter time and time again.  

I line it up with Aspect and Fury of the Eagle for maximum benefit but I find the longer cooldown [than crows] adds up to less damage i've alternatively tried lining it up with Aspect every time but this was worse, as expected. 

I think the fact that you will gain a minumum of 4 stacks of Mongoose Bite before it drops off and very often 5 and not uncommonly 6 from pet procs means that having Crows the target whilst at 4-6 stacks + Fury and Aspect of the eagle is more beneficial than 3 hits once per 1min30sec. This does add an extra level of difficulty as you have to line up DoTs to ensure theyre all still up and normally only have a 1second widndow between applying your last Mongoose bite before hitting Fury.

From personal dummy testing without Hero/Lust

a Murder of Crows - 212k DPS over 100million damage. Peak DPS 290k. Poor Execution of rotation at times and hit 1 Stackless FotE         MB: 13.2%                                                                                                                                                                                                                         aMoC: 6%                                                                                                                                                                                                                                  FotE 5.7%                                                                                                                                                                                                                                        DPS @ 25mil damage = 220k

Snake Hunter - 198k DPS over 100million damaged. Peak DPS 315k. Good Execution - 1 wasted mongoose bite cd.                                          MB: 16.5%                                                                                                                                                                                                                                  FotE: 8.9%                                                                                                                                                                                                                                      DPS @ 25mil damage = 200k

It should also be noted that the CD of aMoC resets if a target dies, for bosses with adds this allows you to do 2casts within 15 seconds, thus allowing up to 1.2mil DoT damage in 30 seconds (although more likely around 800k) 6 stacks of MB vs 4 for FotE allows an extra 400k per target. [in my gear level]

My Conclusion. 

Crows for Single Target. Snake Hunter for AoE and 2+ targets

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On 9/20/2016 at 9:49 PM, Guest Myrorr-Xavius EU said:

My Conclusion. 

Hey there,

Just wanted to say, firstly, I'm not well versed enough to comment on your feedback, sorry! Given that raids have just opened, Azor is probably inundated with responsibilities there, so you might get a response much later than normal. We're not ignoring you and just wanted to make sure you knew that!

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5 minutes ago, Guest tanoy said:

can some one tell me why twisting wind is one of the bis trinkets for survival isn't it a ranged trinket? the tool tip say " Equip: Your ranged attacks and spells have a chance to create a Tormenting Cyclone at the target's location for 10 sec that deals 8507 Shadow damage every sec.

A lot (if not all) trinkets got their melee or ranged specifications removed, so melee spells/abilities will proc trinkets such as that and ranged spells will proc trinkets whose tooltips specify melee attacks.  Tooltips take a full patch to update (can't be done in a hotfix), so they will continue to have the misleading tooltips until 7.1.

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Generic comment being mass posted over the comments threads guys.

We are aware of the changes and our writers are working hard to update the guides to suit what has changed. Currently, there is a lot of work still to be done and it's unlikely that every guide will be up-to-date immediately. Expect a flood of updates over the coming days that will answer all of your questions about what is now best after X change, in time for the reset next week.

Thanks for your understanding and patience.

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Guest Ilovemuffins

With Flanking Strike buffed by 67%, does this affect the rotation at all? should we be finding time for it or just keeping it at filler?

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At what group size does Serpent Sting win out over DFG? Using DFG, I've had pretty lack luster results in Mythic+ due to the fact that the target often dies before the DoT is finished, or it is not off of cooldown for the current pull, or sometimes mobs just aren't close enough (user error). Even in Normal EN, most adds for bosses weren't getting any DFG damage. Single target, obviously DFG wins out. That's basic math. But no fight is patchwerk except maybe Ursoc and a little bit of Xavius. And obviously Mythic+ is as much about quick trash pulls as it is bursting the bosses down. With Serpent sting, you can apply it to every trash pull, every add, pretty much any time you want for the cost of a carve/raptor. 

All that to say, my gut tells me that Serpent Sting is the obvious choice and it's pretty easy to maintain. Especially when I've been reading that we value the consistency of BM versus the burst of Survival. What's the reasoning for DFG over Serpent sting in a Raid/Mythic+ environment? If Surv's weakness truly is AoE, why not do the best we can to mitigate that weakness?
 

P.S. I'm glad mastery is apparently better than haste. Mastery is on fucking EVERYTHING and it was maddening getting 820 blues that were "better" than 840s

P.P.S. I'm sure you're aware, but if you're not, your Pawn string still has mastery below haste (considerably). Any ETA on that? If no numbers, would it be folly to switch the values of haste and mastery in the mean time?

Edited by Ilovemuffins
additional info

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On 9/27/2016 at 7:44 PM, Guest Ilovemuffins said:

With Flanking Strike buffed by 67%, does this affect the rotation at all? should we be finding time for it or just keeping it at filler?

On 9/27/2016 at 8:03 PM, Ilovemuffins said:

All that to say, my gut tells me that Serpent Sting is the obvious choice and it's pretty easy to maintain. Especially when I've been reading that we value the consistency of BM versus the burst of Survival. What's the reasoning for DFG over Serpent sting in a Raid/Mythic+ environment? If Surv's weakness truly is AoE, why not do the best we can to mitigate that weakness?

Just tagging you both to say that, unfortunately, I don't know the answers to either comment. I'm sorry about that. I've let Azor know that the comments are here, but as Mythic progression has just started, he might be slightly slower to reply than normal. 

Once again, my apologies and I hope you get your answers soon! :)

Thanks for your understanding!

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2 minutes ago, Blainie said:

Just tagging you both to say that, unfortunately, I don't know the answers to either comment. I'm sorry about that. I've let Azor know that the comments are here, but as Mythic progression has just started, he might be slightly slower to reply than normal. 

Once again, my apologies and I hope you get your answers soon! :)

Thanks for your understanding!

Not a problem! I'm happy to test a little myself in the mean time

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Just now, Ilovemuffins said:

Not a problem! I'm happy to test a little myself in the mean time

Fantastic. If you do find anything notable or that you feel Azor might feel is worth looking at from your testing, post it here. Feedback is useful, especially when it is constructive :)

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I'm wondering how to properly use Fury of the Eagle after the opener. I read that it should only be used when you only have 6 stacks of Mongoose Fury. The problem is that there are times that I can only get around 4-5 on average while FotE is up and the stacks are about to fall off. Do I really not use it until I get 6, or should I use it on CD with whatever stacks I have? What takes more priority here?

Edited by Deswind

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11 hours ago, Deswind said:

I'm wondering how to properly use Fury of the Eagle after the opener. I read that it should only be used when you only have 6 stacks of Mongoose Fury. The problem is that there are times that I can only get around 4-5 on average while FotE is up and the stacks are about to fall off. Do I really not use it until I get 6, or should I use it on CD with whatever stacks I have? What takes more priority here?

From what I understand from the guide, using it on CD is important - the priority is essentially saying that, when you have 6 stacks, you should use it. It's not saying only when you have 6 stacks. I think it simply leaps up the priority when you do have 6 stacks. 

Reading the Fury of the Eagle section might help in the "Mastering" section.

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      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes.
      Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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