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Arcane Mage 7.3

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12 hours ago, Guest No thx said:

If fire is soo superior how is it then that I end up on top of damage meters (and dps) with arcane?

start to think that you guys didn't play arcane for quite some time.

its not only this guide. Paladin sucked as well till the community forced you to change it. Idk about the other guides, since I don't play them.

thx for the effort (copy/paste and so) but no thx

Quite disrespectful or not?

Assuming gear (i.e. ring, 4piece boni etc. ) is equal:

If you deal more dps with arcane than other mages with fire, then they might just suck.

Arcane still has a very high burst, but as soon as you dumped all your mana and evocated it`s all gone ... then the other speccs still continue high dps and arcane just sucks ...

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19 hours ago, Guest No thx said:

If fire is soo superior how is it then that I end up on top of damage meters (and dps) with arcane?

start to think that you guys didn't play arcane for quite some time.

its not only this guide. Paladin sucked as well till the community forced you to change it. Idk about the other guides, since I don't play them.

thx for the effort (copy/paste and so) but no thx

To be honest I can play any class or spec in the game and be on the top of the meter when compared with 99% of the playerbase. Nothing to do with the class balance. Very flawed thought process you have.

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Guest Infra
On 22/08/2016 at 7:19 PM, Guest No thx said:

If fire is soo superior how is it then that I end up on top of damage meters (and dps) with arcane?

start to think that you guys didn't play arcane for quite some time.

its not only this guide. Paladin sucked as well till the community forced you to change it. Idk about the other guides, since I don't play them.

thx for the effort (copy/paste and so) but no thx

If you're playing with undergeared players or your guild isn't good enough at playing the game, then yes you can top meters with every single class, it depends on how bad those players are.

However at equivalent gear Fire is far more supperior as Arcane in every way, period. This is a fact and numbers you can see on warcraftlogs are a proof.

You can find this kind of informations at other places but since I don't do theorycrafting myself I can't really redirect you anywhere else than warcraftlogs.

I mean I don't know it's common sense.

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Quote

 

The stat priority for an Arcane Mage is:

  1. Intellect;
  2. Mastery;
  3. Critical Strike;
  4. Versatility;
  5. Haste.

 

 

 

Hi everyone,

Actually, the Arcane Loot Specialization give us items with Mastery>Haste priority.

So my question is : (For Arcane Mage) Should we change manually our Loot Specialization to Fire during Legion ?

Edited by Supsup

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8 hours ago, Supsup said:

Hi everyone,

Actually, the Arcane Loot Specialization give us items with Mastery>Haste priority.

So my question is : (For Arcane Mage) Should we change manually our Loot Specialization to Fire during Legion ?

In Legion the Arcane stat priority is Vers>Crit>Haste>Mastery

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2 minutes ago, Furty said:

In Legion the Arcane stat priority is Vers>Crit>Haste>Mastery

Ok, can you explain ? Is this simDPS ?

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Guest Wolden

So exactly what should i max because i dont see how exactly versatility helps

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11 hours ago, Guest Wolden said:

So exactly what should i max because i dont see how exactly versatility helps

Vers>Crit>Haste>Mastery

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Guest Oli

Hello Furty,

 

many thanks for your awesome guides.

I am new to mage and wanted to choose a spec which was demed best by the bests players, which it seems you are a part off.

 

I read your old guide regarding Arcane and have selected this as Spec/Artifact. I sadly saw to late that you are leaning more towards fire now.

(Also found out that 98% of mages I see are fire)

Would you change from Arcane to fire?

 

My Arcane artifact are lvl 7 and I am only lvl 104, so I want to make the change now before it gets to high.

 

I am not Mythic material, maybe Normal/Heroic, but I want to play a spec, which in theory could be the best, if I practice enough.

 

Best Regards

Arcane Oli

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Guest Elenya
On 7/19/2016 at 4:21 PM, Furty said:

That's been edited out, based off of Artifact stuff (which extends AP a little).

It applies to both, actually, though Fire is stronger in dungeons.

I can safely say this is a prediction, and I'd suggest you alter that description. Everyone's afraid that Arcane is subpar, when its burst equals Fire and its AOE is far beyond it.

 

Optimal talent setup at 110, single target, is:

-Familiar

-Shimmer

-Rune of Power

-Supernova

-Ice Floes

-Nether Tempest

-Quickening

 

It's nowhere near weak in single target, is demonstrably superior to both Fire and Frost in AoE and kiting/AOE slows/roots, and, if played properly, is much more valuable. 

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Guest Oli

Many thanks for your fast reply. 

Take care and gl in Legion.

 

Best regards

Fire Oli :-)

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Guest Elenya
9 hours ago, Furty said:

Fire is much better, yes.

I wouldn't say it's "much" better. 3-6% better in ST and horrifically lower in terms of AoE, Kiting and CC isn't superior by any extent of the word.

 

You need to modify your summarization, because it's wrong. Arcane is not weak. Fire is not overwhelmingly strong. Optimal talents in your guide are wrong.

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Guest Zlatan

I need to agree with Elenya, somehow stacking your Arcane Charges correctly and timing them with Arcane Barrage will proc missles really neat.

I must say, it isn't as "weak" as we think of it. Especially in AOE, I'm spamming Arcane Explosion until 4 charges (since it raises so high in mana cost) and then finishing with Arcane Barrage, then just rinse and repeat. It's dealing like 70k damage to every opponent on the third charge.

I'd like to have some tips on what spec to pick now before reaching level 110.

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17 hours ago, Guest Elenya said:

I wouldn't say it's "much" better. 3-6% better in ST and horrifically lower in terms of AoE, Kiting and CC isn't superior by any extent of the word.

 

You need to modify your summarization, because it's wrong. Arcane is not weak. Fire is not overwhelmingly strong. Optimal talents in your guide are wrong.

It really is "much" better, particularly in raids. It pushes checks much better, it has far superior priority damage, and cleaves more efficiently (e.g. loses very little single target). Talent build is correct.

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Guest Elenya
On 9/1/2016 at 3:40 PM, Furty said:

 

"Much" being relative? Fire has mediocre cleave and has to give up pushing "checks" to do any sort of decent AoE. Ignite damage on secondary targets is abysmal at best.

 

Fire isn't "particularly" better in raids by any extent of the imagination. It beats Arcane in ST by about 5% (Which, believe it or not, your talent setup IS wrong in regards to, go look at Altered Time's forums and you'll see which build is highest, it's not what you have posted) and Arcane beats it in AoE. "Significantly."

If you'd stated that being a complex spec, Arcane is better suited to those who like a challenge, that'd make sense.

 

As it stands, Fire is NOT overwhelmingly superior or even majorly superior. Individual mileage may vary, but that's no reason to discredit and mislabel a spec that is extremely viable in the current tier, at least until we see changes in the next few weeks.

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7 hours ago, Guest Elenya said:

"Much" being relative? Fire has mediocre cleave and has to give up pushing "checks" to do any sort of decent AoE. Ignite damage on secondary targets is abysmal at best.

 

Fire isn't "particularly" better in raids by any extent of the imagination. It beats Arcane in ST by about 5% (Which, believe it or not, your talent setup IS wrong in regards to, go look at Altered Time's forums and you'll see which build is highest, it's not what you have posted) and Arcane beats it in AoE. "Significantly."

If you'd stated that being a complex spec, Arcane is better suited to those who like a challenge, that'd make sense.

 

As it stands, Fire is NOT overwhelmingly superior or even majorly superior. Individual mileage may vary, but that's no reason to discredit and mislabel a spec that is extremely viable in the current tier, at least until we see changes in the next few weeks.

I guess we'll wait and see all the hordes of Mages going Arcane this tier then. Until that time fluffing up your favorite spec is essentially wishful thinking. If you want to discuss it more or provide more substantial discussion that goes beyond "I like Arcane, it's good, you're wrong!!11!", then I suggest you take it to the forums instead and include something that substantiates your conclusion.

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Ok i'm soooo confused and looks like I have geared wrong while lvling (luckily caught this before I started doing dungeons).

So the stat priority is:

Int>SP>Versa>Crit>Haste>Mastery (as I have seen here and Altered Time) and not Int>Sp>Mast>Haste>Crit>Versa anymore??

AMR has it as Int>SP>Crit>Versa>Mast>Haste

Whats the correct stats?

Also why is Versa all the sudden better than Mastery (and everything else for that matter) and is haste back of the bus cause of Quickening?

Why is Erosion not good at all? (Just wondering you didn't really give a reason in the guide?)

Finally for AoE do you switch SN to Res and NT for Ero, as shown on AT?

Edited by Tigersharrk

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Check the simulationcraft results. We clearly see that Fire does about 13k more dps than arcane, and given Arcane's complexity and how easy it is to mess up the gap can become much bigger. However I find Arcane the most fun to play and since I'm not a top 500 mythic raider my guild doesn't really mind if I'm not totally optimal.

Now, something I keep hearing about is this Nether Tempest + Quickening spam playstyle. The explainations I've seen have been vague but people swear it's the most optimal conserve phase now. Do you know anything about it? Could you explain/touch on it? I mean, the Arcane Guide on Alter Time claims it can give a whopping 100k boost in DPS and it seems the sims back up the claim.

Many thanks.

Edited by Brutalis

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Guest NotConvinced

Mastery the lowest priority for Arcane? I've used stat priority as stated by this guide and unless I was sticking to an extremely low damage rotation I was going OOM after using evocation before any boss was downed.

After changing to a mastery priority I can full on dps without any need for barrage clearing for the majority of bosses. This means I'm gaining the extra damage amount from staying at 4 arcane charges and by staying at full 4 for the entire fight, with maybe a need for evocation on harder boss fights.

The downside is that I have down time after some pulls so tanks that blitz I'm going to lose dps naturally, but my single target on bosses? No problem.

Since this guide pulls so hard for Fire spec though I tested 10 runs as fire with stat priority stated as Icy Veins wants it vs 10 runs as Arcane how I have it and I'm consistently pulling better AoE and ST by 8-10%.

Seeing as how all of your streams since legion has had zero Arcane mage play (or any mage in general) I feel like this is a fire mage pushing for reasons not to be arcane with poor stat priority and bad information about how to use arcane charges.

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22 hours ago, Guest NotConvinced said:

Mastery the lowest priority for Arcane? I've used stat priority as stated by this guide and unless I was sticking to an extremely low damage rotation I was going OOM after using evocation before any boss was downed.

After changing to a mastery priority I can full on dps without any need for barrage clearing for the majority of bosses. This means I'm gaining the extra damage amount from staying at 4 arcane charges and by staying at full 4 for the entire fight, with maybe a need for evocation on harder boss fights.

The downside is that I have down time after some pulls so tanks that blitz I'm going to lose dps naturally, but my single target on bosses? No problem.

Since this guide pulls so hard for Fire spec though I tested 10 runs as fire with stat priority stated as Icy Veins wants it vs 10 runs as Arcane how I have it and I'm consistently pulling better AoE and ST by 8-10%.

Seeing as how all of your streams since legion has had zero Arcane mage play (or any mage in general) I feel like this is a fire mage pushing for reasons not to be arcane with poor stat priority and bad information about how to use arcane charges.

That's how I'am feeling is that everything is based on this wonky notion that Versa is better than Mastery but Altered Time does have the same stat priority there as well that isn't done by Furty so maybe he just pull it form there since he's more focused on fire. I would like to see a guide done by a main Arcane but after walk my class order halls and seeing it flooded with fire mages that is unlikely.

 

So should I just keep stacking Mastery and Haste or what do you think the priority should be? Cause this is getting confusing! (Especially when no one answers my questions,sigh).

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4 hours ago, Tigersharrk said:

That's how I'am feeling is that everything is based on this wonky notion that Versa is better than Mastery but Altered Time does have the same stat priority there as well that isn't done by Furty so maybe he just pull it form there since he's more focused on fire. I would like to see a guide done by a main Arcane but after walk my class order halls and seeing it flooded with fire mages that is unlikely.

 

So should I just keep stacking Mastery and Haste or what do you think the priority should be? Cause this is getting confusing! (Especially when no one answers my questions,sigh).

I'm not really "focused" on any one spec in particular, just on what is correct. Mastery isn't that strong because the ratio of extra 4 charge blasts gained from regen versus just doing more damage all the time is too low for it to be an effectual stat. Conceptually the stat should be good but it is not balanced correctly, unsure of what exactly is confusing or wonky about that.

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16 hours ago, Furty said:

I'm not really "focused" on any one spec in particular, just on what is correct. Mastery isn't that strong because the ratio of extra 4 charge blasts gained from regen versus just doing more damage all the time is too low for it to be an effectual stat. Conceptually the stat should be good but it is not balanced correctly, unsure of what exactly is confusing or wonky about that.

Whats confusing is that AMR has it Int>Crit>Versa>Mastery>Haste, You and AT have it Int>Versa>Crit>Haste>Mastery and "not convinced" is right with no mastery you would go OOM very quickly as well as without haste your AB takes forever to cast. Unless you are taking into consideration the NT spam (which i'm still having a problem comprehending as NT isn't really giving AM that much even when spammed). Which is also why im trying to get guys like "Not Convinced", "No Thx" and "Elenya" to elborate and contribute their stats and such instead of just criticizing you. I personally feel the stats should be Int>Versa>Mastery> Haste>=Crit or Int>Mastery>Versa>Haste>=Crit. I digress im not a "simmer" I just want to raid and have fun while getting some cool gear and i go here to get me on the right path to raiding.

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15 hours ago, Tigersharrk said:

Unless you are taking into consideration the NT spam (which i'm still having a problem comprehending as NT isn't really giving AM that much even when spammed).

Exactly this. How does this work? I'm trying it on a dummy and it just isn't giving that 100k DPS increase people claim.

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38 minutes ago, Brutalis said:

Exactly this. How does this work? I'm trying it on a dummy and it just isn't giving that 100k DPS increase people claim.

Straight from AT:

Arcane NT-Spam Playstyle:
NT-Spam playstyle centers around abuse of NT, and Quickening. The goal is to maintain max Quickening stacks through the use of NT spam to proc AM casts, AM casts, and AE.

The traditional "conserve" rotation is replaced by a rotation that consists of spamming NT. AB is used to build Arcane Charges, or to burn mana if you are high (>70ish%). At 4xAC, you want to be using AB so long as your mana is high, else spamming NT. Once Quickening is about to fall off, you prioritize using AM to refresh it. If Quickening if about to fall of and you have no AM, you use AE to refresh and continue spamming NT. Things like Super Nova / Mark of Aluneth are used close to on Cooldown. If you are running ROP, RoP is sync'd to MoA uses, Burn phases, and instances of
being capped on RoP charges.

The "burn" phase is initiated when you have Evocation nearly off CD, and Arcane Power available. Here you play a fairly standard burn rotation - using AP and RoP together, spamming AB and AMing when you have it. NT is now a mana throttle - should your mana pool fall too low without Evocation CD up yet, you revert to NT spam to gain AM charges and regen mana. AE serves the same purpose as in Conserve.

The primary goal should always be keeping Quickening stacks up. If at any point you are not able to maintain max stacks (which takes a few minutes to build up) this playstyle is sub-optimal. For that reason, one should use caution in applying it to in-game scenarios. This requires you to be in melee. If mechanics force you out, unless you are smart with AM banking, Quickening will fall. If there are large movement times or phase transitions, this will not be playable.

I'm still not seeing the numbers but maybe cause im not using AB as much as spamming NT and AE waiting for AM's.

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      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!
    • By Staff
      This week's Alpha notes bring a new zone, two new dungeon, the Earthen Allied Race, and many class changes, including the Demon Hunter Fel-Scarred Hero Tree! 
      Notes (Source)
      The War Within Alpha has been updated with Alpha #2, build 54361.
      NEW ZONES AND DELVES
      The Ringing Deeps NEW DUNGEONS
      The Stonevault Darkflame Cleft NEW ALLIED RACE
      Earthen CHARACTER LEVEL
      Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.
      Level 73 Character Template Maximum Level: 75 CLASSES
      The following Hero Talents are available for playtesting in Public Alpha 2: DEMON HUNTER Fel-Scarred Fel-Scarred Demon Hunters embrace the monster within! Blasts of devastating Fel fire are unleashed while in demon form, and activating Metamorphosis greatly empowers additional Fel-themed abilities. The Fel-Scarred endure a pain that bubbles just beneath the surface, granting increased maximum Fury and a portion of their demon form bonuses at all times. Those who stand in their way will inevitably be introduced to that pain by intense fiery abilities and blades that burn with Fel energy. MONK Mastery of Harmony Developers’ notes: Master of Harmony was accessible in the Public Alpha 1 build but several talents were still being worked on. In Public Alpha 2, Master of Harmony is now fully playtestable. All Fear, Silence, Sleep, Stun & Interrupt visual effects have been updated with a new visual. Additionally, all movement speed slowing effects greater than 50% will now display a universal Slow visual on the target. Developers’ notes: Our main priority for this visual update is to help increase the clarity and consistency of messaging for common status effects. Slow (the status effect not the spell), for example has taken quite a few different visual forms over the years, mostly in the range of multicolored dust clouds around a target’s feet. As you can imagine this particular visual was difficult to notice from a distance and wasn’t easily recognizable. So, we did a pass on Slow and the other status effects listed to help address those clarity/messaging issues making them easier to quickly identify in combat. MAGE Sunfury Spells cast by the Arcane Phoenix no longer benefit from the caster’s secondary stats, spell damage bonuses, or talents. Arcane Phoenix’s Arcane Surge damage reduced by 50%. Reduced the damage of all Arcane Phoenix AOE spells by 50%. Arcane Barrage, Flamestrike, and Phoenix Flames Activation Overlay added for Hyperthermia and Arcane Soul Memory of Al’ar - Arcane Soul buff redesigned: Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. 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. MONK 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. Conduit of the Celestials Heart of the Jade Serpent now increases the cool down rate of affected spells by 75% (was 100%). Fists of Fury now channels 50% faster during Heart of the Jade Serpent. Windwalking is now a 1 point talent. Some connections have been moved within the final gate. Hasty Provocation has moved to a choice node with Quick Footed. 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. PALADIN Retribution Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. Highlord’s Judgment damage increased by 50%. Highlord’s Wrath is now a 1 rank talent. (was 2 ranks) Highlords Wrath: Mastery: Highlord’s Judgment is 50% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Vanguard of Justice is now a 2 rank talent (was 1 rank) Vanguard of Justice has been redesigned: Enemies hit by Templar’s Verdict take 30/50% increased damage from your next Divine Storm. Judge, Jury, Executioner has been redesigned: Divine Storm has a 40% chance to cause your next Templar’s Verdict to hit an additional 3 targets. WARLOCK New Talent: Pact of Gluttony – Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. New Talent: Swift Artifice - Reduces the cast time of Soulstone and Create Healthstone by 50%. New Talent: Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 2%. Fel Pact is now 1 rank and has been redesigned - Fel Domination cooldown is reduced by 60 sec. Fiendish Stride is now 1 rank and has been redesigned - Reduces the damage dealt by Burning Rush by 10%. Burning Rush increases your movement speed by an additional 20%. Grimoire of Synergy has been removed. Inquisitor’s Gaze has been removed. Summon Soulkeeper has been removed. Profane Bargain has been removed. Demonic Circle has been moved to row 3. Soul Leech is no longer baseline and has been added to the Warlock tree. Soul Conduit has been moved to row 10 and is now 1 rank. Fel Synergy has been moved to row 9. Soul Link has been moved to row 9. Abyss Walker has been moved to row 4. 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. WARRIOR Protection Defensive Stance no longer reduces damage dealt by Protection Warriors. New Talent replacing Improved Heroic Throw - Fight Through the Flames: Defensive Stance additionally reduces magic damage you take by 5%.
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