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Arcane Mage 7.3

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6 hours ago, Blainie said:

which spec performs the best.

Is the reason there is a huge problem here instead of the previous...

6 hours ago, Blainie said:

The guides on the site are here to ensure players are aware of exactly how to maximise their DPS

Which is not how its coming across at all. The subtext is saying IF you want to play Arcane here is what we found but you should roll fire like the rest of us. Instead of having someone dedicated to the spec, playing it no matter what is "best" , like NotConvinced and then passing said wisdom to other dedicated players on how to be the best overall, regardless of the majority who jump on the band wagon of Fire is better for reasons... 

Obviously Twistedmind,NotConvinced,Arcane Fluffy and the "vocal minority" dedicated to the spec have found a way or ways, not covered in the guide, to beat fire which does not make it top spec...maybe easiest to get numbers but not top. All i'm asking is that instead of just disputing Arcane's potential and their findings on how to top logs over fire you could reach out to them and say hey your doing something I could not figure out mind giving some pointers to improve our guide and make it better for those who don't want to roll Fire but be just as good.

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Guest straylight

Does anyone have any answers to my specific questions about the rotation on page 3?

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19 hours ago, Tigersharrk said:

Is the reason there is a huge problem here instead of the previous...

Which is not how its coming across at all. The subtext is saying IF you want to play Arcane here is what we found but you should roll fire like the rest of us. Instead of having someone dedicated to the spec, playing it no matter what is "best" , like NotConvinced and then passing said wisdom to other dedicated players on how to be the best overall, regardless of the majority who jump on the band wagon of Fire is better for reasons... 

Obviously Twistedmind,NotConvinced,Arcane Fluffy and the "vocal minority" dedicated to the spec have found a way or ways, not covered in the guide, to beat fire which does not make it top spec...maybe easiest to get numbers but not top. All i'm asking is that instead of just disputing Arcane's potential and their findings on how to top logs over fire you could reach out to them and say hey your doing something I could not figure out mind giving some pointers to improve our guide and make it better for those who don't want to roll Fire but be just as good.

You are still pushing this idea that Arcane is just as good as Fire when they play it, yet there is no definitive proof of it being so. Just because someone says, "I always beat Fire mages", doesn't mean that Arcane is better than Fire. 

As I said previously, I could play a Shadow Priest (lowest simming) and come top in a dungeon. Does that mean Shadow is just as good as Arms Warrior? Definitely not, someone like Wordup would absolutely destroy my SPriest in damage. I am 100% sure that I could go into a dungeon and play Arcane while my friend plays Fire and top the damage meters. Does that make Arcane better than Fire? No. It just makes me a better player than the other person or better geared.

If there is definitive proof of what they are suggesting, then I am 100% sure that Furty is more than happy to read through what is shown. Simply telling us that they do good damage in a dungeon means nothing.

Nobody is saying that it makes sense for Mastery to be bottom given the effect. Mastery SHOULD have been the best stat for Arcane Mages, given the effect of it. Legion changed A LOT of things, most notably the fact that Versatility is now actually VERY good for a lot of classes. Arcane Mage is one of those classes. Mathematically, Versatility is the best.

Until some actual proof is offered up that can genuinely show that Mastery outperforms Versatility in a gameplay scenario, nothing in this guide will change.

Here is a sim from Frosted, a very well respected Mage theorycrafter:

3Yrbkby.png

I can't really put it much better than he did.

Quote

It's just not very good it seems

 

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Guest Thulsa
On 13.9.2016 at 3:09 PM, Guest Twistedmind said:

Hey, a couple of things to note after reading through this.

Stats at 110:

  • 1% Crit = 350 Crit Rating
  • 1% Haste = 325 Haste Rating
  • 1% Versatility (Damage Portion) = 400 Versatility Rating
  • 1% Mastery (Arcane Charge Damage) = 700 Mastery Rating

I have 11081 Mastery Rating = 31,66% = 350 Rating/1%

Am i crazy or how did you get those numbers ? Even worse is, that there are 5 different stat priorities on 5 different sites i visited. I stick with Mastery>Crit>Versatility>Haste for now, cause I'm doing quite well so far.

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Guest Sacuri

Im not sure but if i Take a look at the BIs list and see no Item with versatility .. im confused stat prio is  int - ver-crit  why there is no item with it ? can someone explain me that pls :)

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Guest term

Completely anecdotal, but I have been having the same experience as others. By stacking mastery I am consistently high on damage and I keep thinking these guides all have to be missing something. Even in PvP I pull higher numbers on Arcane than Fire. Both my artifacts are leveled the same. I swap out my mastery gear when switching to Fire but they are within 3 ilvls of each other. I would have sworn the opposite would be true because Fire is a lot more mobile in PvP for me. Not sure what else to say but I think you guys are missing something...

 

Wish I could add something more substantial. Actually, scratch that. Keep the info thats out there. I am enjoying being one of the few mages that are not Fire and blowing away peoples expectations.

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22 hours ago, Guest Sacuri said:

Im not sure but if i Take a look at the BIs list and see no Item with versatility .. im confused stat prio is  int - ver-crit  why there is no item with it ? can someone explain me that pls :)

Hey there! This is because there is very little, if any, versatility gear to be found in Emerald Nightmare. The BiS list is intended to be the best gear you can find in the raid instance, but in reality, you can probably find better gear from Mythic+ in the future to meet your stat requirements.

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34 minutes ago, Guest term said:

Completely anecdotal, but I have been having the same experience as others. By stacking mastery I am consistently high on damage and I keep thinking these guides all have to be missing something. Even in PvP I pull higher numbers on Arcane than Fire. Both my artifacts are leveled the same. I swap out my mastery gear when switching to Fire but they are within 3 ilvls of each other. I would have sworn the opposite would be true because Fire is a lot more mobile in PvP for me. Not sure what else to say but I think you guys are missing something...

Wish I could add something more substantial. Actually, scratch that. Keep the info thats out there. I am enjoying being one of the few mages that are not Fire and blowing away peoples expectations.

Could you perhaps provide a log of yourself playing the two specs, if you do have the gear for it? As I said before, I'm 100% not trying to just be the bad guy and shut people down. I just want to make sure that we can see something from the players that are claiming the performance differences. 

Thanks in advance.

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15 hours ago, Guest term said:

Completely anecdotal, but I have been having the same experience as others. By stacking mastery I am consistently high on damage and I keep thinking these guides all have to be missing something. Even in PvP I pull higher numbers on Arcane than Fire. Both my artifacts are leveled the same. I swap out my mastery gear when switching to Fire but they are within 3 ilvls of each other. I would have sworn the opposite would be true because Fire is a lot more mobile in PvP for me. Not sure what else to say but I think you guys are missing something...

 

Wish I could add something more substantial. Actually, scratch that. Keep the info thats out there. I am enjoying being one of the few mages that are not Fire and blowing away peoples expectations.

I would also like to point out that PvP and PvE are completely different beasts, and a spec good at PvE might not be good in PvP and vis vera. Like in 6.2 where Arcane was dominating in PvE but both Fire and Frost were better in arenas and BGs, or how Sub Rogue was the best Rogue spec in HFC but in 3v3 Combat was prefered due to the burst and lockdown it provided in arenas.

Getting good numbers in PvP doesn't matter to the discussion of the fact that every sim, theorycraft and log is saying Fire does more DPS than Arcane on dummies and dungeons.

Edited by Brutalis
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49 minutes ago, Brutalis said:

Getting good numbers in PvP doesn't matter to the discussion of the fact that every sim, theorycraft and log is saying Fire does more DPS than Arcane on dummies and dungeons.

Basically this. I'd be happy to review something that is presented to me that states otherwise, but it is yet to happen.

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For the "Vocal Minority" who are still lost a PvE vid done by a true Arcane Mage, Arcane Fluffy enjoy!!!

https://www.youtube.com/watch?v=WLtLPkU4BFU

Default stat priorities have changed on AMR to Int>Crit>MASTERY>Versa>Haste which is whats covered in his video but Fluffy also has a Mastery build (Int>Mastery>Crit=>Versa>Haste) that he will update his followers on later. 

Enjoy and happy raiding!

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5 hours ago, Tigersharrk said:

For the "Vocal Minority" who are still lost a PvE vid done by a true Arcane Mage, Arcane Fluffy enjoy!!!

Just watched the video and was wondering if you could point me to the part where he explains the reasoning and proof behind his stat priority? 

A time in the video would be great. I look forward to watching that part of the video.

5 hours ago, Tigersharrk said:

Default stat priorities have changed on AMR to Int>Crit>MASTERY>Versa>Haste 

What is the reasoning behind this?

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31 minutes ago, Blainie said:

Just watched the video and was wondering if you could point me to the part where he explains the reasoning and proof behind his stat priority? 

A time in the video would be great. I look forward to watching that part of the video.

What is the reasoning behind this?

 
 
 

I'm using the crit build of Int>Crit>Mastery>Vers>Haste because of preference, ingame testing, and common sense. For preference, I prefer the more burst centered playstyle, as the mastery build becomes more worthwhile (better stat distribution on gear) I may switch over to it, but both are performing equally if the crit doing better. 

On the stat prio: Crit is highest because the raw damage output it gives, primarily increasing the damage of arcane missles, tempest, and mark of aluneth.

Mastery is second highest. After further testing, it was shown to outperform versatility because of the extra sustain it gives, which the build lacks stacking raw damage.

Versatility is the third highest, and second most damage generating stat. The stat distribution on gear doesn't give the luxury of being able to stack it optimally.

Haste is last, because quickening gives all the haste you need. :) 

 

I don't have simulation links ( I notice you lads tend to over rely on them). I'm a bit old school and rely on ingame testing with the gear I currently have/what I will have. 

 

Sorry if english is bad! :D

Edited by Fluffeh
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1 hour ago, Fluffeh said:

I'm using the crit build of Int>Crit>Mastery>Vers>Haste because of preference, ingame testing, and common sense. For preference, I prefer the more burst centered playstyle, as the mastery build becomes more worthwhile (better stat distribution on gear) I may switch over to it, but both are performing equally if the crit doing better. 

I see. 

1 hour ago, Fluffeh said:

I don't have simulation links ( I notice you lads tend to over rely on them). I'm a bit old school and rely on ingame testing with the gear I currently have/what I will have. 

This is generally because they eliminate human error. They make up for the fact that an individual might be better at A than B.

In all honesty, I have now reached a point where the minority can fight their corner. It pains me to say it, but there is no point in me replying anymore. The main source of theorycrafting information that 99.9% of the WoW community accepts (sims) is suddenly being thrown out the window because this minority doesn't like what it says.

Your DPS will barely suffer if you take this build, you will do slightly less than with ours and that's it. 

Z7oLE3D.png

Once again, from Frosted. The stat weights are so similar that, in all honesty, if you want to choose a different gearing strategy, whatever. Do it. The simple truth is Fire > Arcane. That isn't changing.

You could play Arcane as Haste > Vers > Crit > Mastery and it literally wouldn't even matter, because Fire will still win. The weights are basically the same, with a 0.07 difference between the two highest and lowest.

Gear as you wish. When the simulations and testing completing by Furty reflect an increase in damage, the guide will be updated and changed. Until then, it will not be changed without mathematical PROOF of it needing to be done so.

Thanks for your video and good luck with playing Arcane. I hope I do not come off as rude, but I'm sure you can see how frustrating it is to just have people say "sims? nah, those only work for every other class in the game, but not us!".

Good day and thanks for your contribution to the site.

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Guest straylight

I'm sorry to have to come back to this again, but can someone please offer some answers to the questions about the Arcane rotation? Arguing which spec is best can be interesting, but some people (or at least just myself) just wanna play what they enjoy and come to icy-veins for some help with that. Please don't let the spec discussion overshadow more practical things.

Here are the main two questions I asked on page 3 of this thread. For a broader context and other minor questions, see that comment on page 3.

1) Down to what percent of mana am I expected to go to during a Burn phase in Arcane?

2) Do I only cast Blast and Missles during Burn? So delay Supernova until after the end?

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5 hours ago, Blainie said:

I see. 

This is generally because they eliminate human error. They make up for the fact that an individual might be better at A than B.

In all honesty, I have now reached a point where the minority can fight their corner. It pains me to say it, but there is no point in me replying anymore. The main source of theorycrafting information that 99.9% of the WoW community accepts (sims) is suddenly being thrown out the window because this minority doesn't like what it says.

Your DPS will barely suffer if you take this build, you will do slightly less than with ours and that's it. 

Z7oLE3D.png

Once again, from Frosted. The stat weights are so similar that, in all honesty, if you want to choose a different gearing strategy, whatever. Do it. The simple truth is Fire > Arcane. That isn't changing.

You could play Arcane as Haste > Vers > Crit > Mastery and it literally wouldn't even matter, because Fire will still win. The weights are basically the same, with a 0.07 difference between the two highest and lowest.

Gear as you wish. When the simulations and testing completing by Furty reflect an increase in damage, the guide will be updated and changed. Until then, it will not be changed without mathematical PROOF of it needing to be done so.

Thanks for your video and good luck with playing Arcane. I hope I do not come off as rude, but I'm sure you can see how frustrating it is to just have people say "sims? nah, those only work for every other class in the game, but not us!".

Good day and thanks for your contribution to the site.

 
 
 
 
 
3

Meh. I've got nothing better to do. While tinkering with gear for more stat diversity I discovered that I may have perhaps undervalued versatility in my initial observations.

 

Your spec in AMR simulator: http://www.askmrrobot.com/wow/simulator/report/f9991299a1aa43309a0e1c04f80eb0b8

http://imgur.com/X1TLZBX

 

My Spec in simulator: http://www.askmrrobot.com/wow/simulator/report/ebf4e7dd1e80466698bd06cf6352604f

http://imgur.com/vVsc471

Edited by Fluffeh

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49 minutes ago, Guest straylight said:

I'm sorry to have to come back to this again, but can someone please offer some answers to the questions about the Arcane rotation? Arguing which spec is best can be interesting, but some people (or at least just myself) just wanna play what they enjoy and come to icy-veins for some help with that. Please don't let the spec discussion overshadow more practical things.

Sorry! I didn't realise that I had missed your comment, really sorry about that.

49 minutes ago, Guest straylight said:

1) Down to what percent of mana am I expected to go to during a Burn phase in Arcane?

Taking this from the guide:

Quote

Once Arcane Power Icon Arcane Power ends, and you no longer have the Mana to cast Arcane Barrage Icon Arcane Barrage, you should activate Evocation Icon Evocation and fully channel it to restore your Mana to 100%. After this is done, the conserve phase resumes. 

So essentially until you can no longer cast Arcane Barrage due to mana issues.

50 minutes ago, Guest straylight said:

2) Do I only cast Blast and Missles during Burn? So delay Supernova until after the end?

Yes.

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1 minute ago, Fluffeh said:

Meh. I've got nothing better to do. While tinkering with gear for more stat diversity I discovered that I may have perhaps undervalued versatility in my initial observations.

Your spec in AMR simulator: http://www.askmrrobot.com/wow/simulator/report/f9991299a1aa43309a0e1c04f80eb0b8

http://imgur.com/X1TLZBX

My Spec in simulator: http://www.askmrrobot.com/wow/simulator/report/ebf4e7dd1e80466698bd06cf6352604f

http://imgur.com/X1TLZBX

Think you've linked the same image twice, so can't see what the difference is!

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Just now, Blainie said:

Think you've linked the same image twice, so can't see what the difference is!

Fixed

Edited by Fluffeh

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2 minutes ago, Fluffeh said:

Fixed

So, what conclusions would you draw from these 2 sims? It's probably better to let you do it for the sake of the people reading.

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5 minutes ago, Blainie said:

So, what conclusions would you draw from these 2 sims? It's probably better to let you do it for the sake of the people reading.

 
 

That stat differences are almost negligible, but I would still value mastery higher than is listed in the guide. And yes, Fire is still above arcane. This is just for the sake of stat discussion. :)

 

EDIT: Also, after further examination, haste may be located higher in the guides priority listing because of the effect on the trinkets. I'm curious how this will play out with different trinkets able to be gotten in EN and TNH

Edited by Fluffeh
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So I was looking at this guide and there is a mistake on how he read these pants works Mystic Kilt of the Rune Master IconMystic Kilt of the Rune Master . It makes it so barrage gets 4 percent of your max mana per arcane stack, not your arcane blast. that would be broken. So I don't think mastery is as bad as you think it is. Especially since this doesn't devalue it at all!

Edited by Justez
typo

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1 minute ago, Justez said:

So I was looking at this guide and there is a mistake on how he read this ring works Mystic Kilt of the Rune Master IconMystic Kilt of the Rune Master . It makes it so barrage gets 4 percent of your max mana per arcane stack, not your arcane blast. that would be broken. So I don't think mastery is as bad as you think it is. Especially since this doesn't devalue it at all!

It's actually a pair of legs. Just a typo on the AB, it's evaluated correctly.

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Guest straylight
5 hours ago, Blainie said:

Taking this from the guide:

So essentially until you can no longer cast Arcane Barrage due to mana issues.

So I do NOT drop charges with Barrage at the end of Arcane Power, I just keep going on until I have no more mana and only THEN drop charges? In theory, if RNG is my side I can hover at very little mana but keep casting free arcane missiles as they proc, maybe even a free blast with the legendary bracers every now and then, and then keep dragging on like this until arcane power comes off cd again?

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On 9/20/2016 at 5:23 PM, Guest straylight said:

So I do NOT drop charges with Barrage at the end of Arcane Power, I just keep going on until I have no more mana and only THEN drop charges? In theory, if RNG is my side I can hover at very little mana but keep casting free arcane missiles as they proc, maybe even a free blast with the legendary bracers every now and then, and then keep dragging on like this until arcane power comes off cd again?

Pretty much!

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      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
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