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Guest Xardas

Sorry for my very bad english but i think you can understand me

my armory https://worldofwarcraft.com/en-gb/character/burning-legion/qúincy

so i have 4pt 21 and 2p t20 and i have problem...im fu.cking hate mok nathal i think this buff ruined my fun on this spec to play ;/

so i pick mok nathal and serpend sting but i dont stack mok i use raptor strike only when i have 2p adn 4p bonus from t21set so i have sometimes mok nathal buff 1 or 2 stack

i lose so much damage doing this?? on raid dummy in 10min fight i have 1.60mil dps when im stacking mok to 4 and uptime always, but if i play like i said earlier using raptor strike only when i have 2p adn 4p bonus on, i do 1.5mil ,but this is only dummy

and  i do with my gear too low dps?

 

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On 12/22/2017 at 3:52 PM, Guest Myrorr-Xavius said:

I realise this isnt ideal as its only a LFR but i checked out the Top Mythic SV kill and his SS did 4.26 % of his damage, DfG did 4.9% of mine, Top LFR did 3.9% of his damage with SS. 

But DFG triggers the GCD. With 7 casts of it in your fight, you're not only contending with the damage of SS, but the other 7 casts you also lose out on (with the amount only getting larger as the fight gets longer). 

Assuming worst case scenario, you'll use 7 Raptor Strikes, meaning in your log, it'd be an additional 632,000*7 damage. So you're looking at the damage from SS + another 4,424,000 damage. Given that that 4,424,000 damage is around 30% of the damage you dealt with DFG, it's fair to say that it is more damage than the increase from DFG to SS (which is around 20% in your most extreme comparison of LFR to LFR, 4.9% to 3.9%). Keep in mind this is a worst case scenario, while using your Raptor Strike damage and a low SS damage output level. The difference only becomes bigger when checking the other logs, since the Mythic top parses' RS does about 2.5x the damage yours does.

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15 hours ago, Guest Xardas said:

i lose so much damage doing this?? on raid dummy in 10min fight i have 1.60mil dps when im stacking mok to 4 and uptime always, but if i play like i said earlier using raptor strike only when i have 2p adn 4p bonus on, i do 1.5mil ,but this is only dummy

Can you post a log of yourself to the Hunter forum? I can't really help you with what you've given me, your armoury doesn't tell me anything. 

Thanks!

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21 minutes ago, Guest Xardas said:

So, you're using AI there, but for general use: you need to keep WotMN stacks at 4 as much as possible.

As for your actual log:

  • You should be running Serpent Sting on Aggramar. It's by far the best parsing choice, as seen here.
  • You only cast one Raptor Strike on the fight. You should have 60+ on a fight this length.
  • You could have fit in another use of Fury of the Eagle easily with better management of its usage.
  • Your opener is really confused. Check the opener section of the guide to work out how to perform this.

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Guest Xardas

ah sorry on this log aggrama i dont use t21  cuz i drop last part on this aggramar xD next time when i go raid i link logs with t21 set

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On 12/29/2017 at 7:44 PM, Guest Xardas said:

ah sorry on this log aggrama i dont use t21  cuz i drop last part on this aggramar xD next time when i go raid i link logs with t21 set

I'll take a look whenever you're ready with the log.

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Guest Xardasos
On 15.10.2017 at 12:38 PM, Blainie said:

Tested this on my Hunter (also female human) - might be a trinket proc or so, I don't see it. Have you seen it again on a character?

and again i today see hunter sv female ho when have 3 stacks + of mongose she shine all the time but only when she have 3+

2 screens -she dont have any proc trinket or something else weird buff

2 stacks - https://ibb.co/dTRgu6

and another screen 2 sec after when she have 3 stacks

3 stacks - https://ibb.co/c3nnZ6

she shine in red color ;/ all the time when he have 3+

 

 

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19 hours ago, Guest Xardasos said:

and again i today see hunter sv female ho when have 3 stacks + of mongose she shine all the time but only when she have 3+

2 screens -she dont have any proc trinket or something else weird buff

2 stacks - https://ibb.co/dTRgu6

and another screen 2 sec after when she have 3 stacks

3 stacks - https://ibb.co/c3nnZ6

she shine in red color ;/ all the time when he have 3+

 

 

Thats really weird, it seems a bug from the Bestial Wrath animation.

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On 1/16/2018 at 6:58 PM, Guest Xardasos said:

and again i today see hunter sv female ho when have 3 stacks + of mongose she shine all the time but only when she have 3+

The only things it can be are a trinket proc, a buff or a bug. I'm really not sure what it is. Maybe Sacred is right with it being a BW bug.

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Guest SUPAHGUESTO

Hello i was looking over the BiS portion of this guide and i was wondering why Mote of the Forgemaster is BiS iron relic when Decimator Crankshaft exists?

Because i was looking at it wondering why, when in the artifact portion of the guide it says that Fluffy, Go is less of a ilvl upgrade compared to Jaws of the Mongoose.

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I think that rotation and coldown section have some problem.

6.4.2 said 'Because both "Snake Hunter" and "Aspect of the Eagle" offer a big return on Mongoose Bite charges, you do not usually want to cast them within the same Mongoose Fury window.'

But, in the 6.4.5 said ' "Snake Hunter" should be used together with your "Aspect of the Eagle ability". '

the one section says "use that skills separate phase", and the other section says "use that skill in one phase"  

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On 1/20/2018 at 7:48 PM, Guest SUPAHGUESTO said:

Hello i was looking over the BiS portion of this guide and i was wondering why Mote of the Forgemaster is BiS iron relic when Decimator Crankshaft exists?

Because i was looking at it wondering why, when in the artifact portion of the guide it says that Fluffy, Go is less of a ilvl upgrade compared to Jaws of the Mongoose.

Because you gain bonus item level, since Argus the Unmaker drops loot that is 10 item levels above the rest of Antorus.

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On 1/24/2018 at 1:14 AM, Laiglinne said:

I think that rotation and coldown section have some problem.

6.4.2 said 'Because both "Snake Hunter" and "Aspect of the Eagle" offer a big return on Mongoose Bite charges, you do not usually want to cast them within the same Mongoose Fury window.'

But, in the 6.4.5 said ' "Snake Hunter" should be used together with your "Aspect of the Eagle ability". '

the one section says "use that skills separate phase", and the other section says "use that skill in one phase"  

I've let Azor know.

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On 1/24/2018 at 1:14 AM, Laiglinne said:

I think that rotation and coldown section have some problem.

This has now been fixed :)

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Any thoughts on the Survival Rework? Now it trully feels like a ranged class with one melee ability.

Raptor Strike / Mangoose bite (Melee unless aspect of the eagle is up)

Kill command (ranged)

Serpent Sting (ranged)

Wildfire bomb (ranged)

Throw Axe (ranged)

Artic Bola (ranged)

Murder of crows (ranged)

Chakrams (ranged)

I'm really excited by these changes and, just from a rotational and fun point of view, I would love to choose:

Tier 1 Talents: Throw Axe

Tier 2 Talents: Hydra bite for 2/3 targets cleave; Volatile Mixture for continuos aoe; Butchery for burst aoe

Tier 3 Talents: Posthate (I would love it it also applied to Disengage)

Tier 4 Talents: A Murder of crows

Tier 5 Talents: whichever. Probably binding shot

Tier 6 Talents: Mangoose bite 

Tier 7 Talents: Chakrams

I also love the New Mastery which increases the damage of all our focus consuming abilities (almost every ability except kill command, Wildfire bomb and Chakrams) 

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1 hour ago, SacredBlaze said:

Any thoughts on the Survival Rework? Now it trully feels like a ranged class with one melee ability.

It seems like it'll play similarly to the Demon Hunter from Diablo - mainly ranged, with a bit of melee thrown in when needed. Not sure if I'm a fan, but I'll try it out before giving an actual like/dislike opinion on it.

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Guest Quincy

I have  38%crit.  39%haste.   8% mastery.  13& versa. I have to much haste or crit? I wanna boost my versa changing items crit to versa but im unlucky to versa drop items 

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6 hours ago, Guest Quincy said:

I have  38%crit.  39%haste.   8% mastery.  13& versa. I have to much haste or crit? I wanna boost my versa changing items crit to versa but im unlucky to versa drop items 

There's no way to tell this other than through simming it. Use RaidBots to sim yourself: https://www.raidbots.com/simbot

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4. Viability of Spec Choices in Antorus

Marksmanship has the strongest single-target and AoE damage output of all three Hunter specs, but it is quite limited by movement which can be problematic in the hands of less experienced players, but the damage benefits it brings to Mythic raids in particular makes it worth learning and optimizing. It is also best for Mythic+ due to its AoE damage potential, and solid utility with Bursting Shot IconBursting Shot.

Beast Mastery generally does the least damage of all the Hunter specs, but it does not suffer from movement at all which makes it excellent if you are new to raiding and whatever content you are doing. It has good short-term single-target bursts which can make it really strong on fights where this is important. In Mythic+, it can bring both Bloodlust IconBloodlust / Heroism IconHeroism as well as battle ressurrections to your group using its pets, and its single-target burst comes in handy for dungeons like Upper Karazhan where there is not much AoE either.

 "Survive" has the second-best single-target potential of the three Hunter specs, and while it lacks in sustained AoE damage, it has excellent burst AoE using its Butchery IconButchery ability, and great AoE crowd control abilities through Caltrops IconCaltrops AoE slow, battle-ress and Bloodlust IconBloodLust /Heroism Icon  Heroism with pets, and enhanced traps across the board. In the aggregate, it is a competitive spec in the right hands, gaining a lot with a well-executed rotation, but also being a tad unforgiving and punishing when not played close to optimally. Due to this, in reality, it is often on par with Beast Mastery for single-target, due to the latter's ease of play compared to Survival.

 

 

 

How long is true??

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This guide will be updated for the release of the pre-patch of Battle for Azeroth in the next few days. We are aiming to have every guide deployed prior to the patch going live.

Please note that a new feedback thread will be created for the new guide, meaning that this one will be archived. Any feedback you have for the new guide should be placed in the new comment thread.

Thank you all for your patience and we are working to get the new guides up as soon as possible.

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Guest OMG

STOP UPDATING THE GUIDES BEFORE THE PATCH DROPS!

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      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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