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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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      Heroic Raids
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      Create a new modern World of Warcraft character to undertake your adventures in Pandaria, collect a variety of powerful new items and transmogs, then take your transmogs with you when you continue your adventures in World of Warcraft®:The War Within™. All Remix characters created during the event will convert to a standard character to play within modern World of Warcraft at the end of the event.
      From the realm Character Selection screen, players will be given the option to create a new World of Warcraft Remix character, beginning at level 10, which will only be able to play with characters taking part in the event.
      Characters in the selection screen which are only available to play in the World of Warcraft Remix event will have an icon next to the character name so they can easily be identified when choosing which mode of World of Warcraft you intend to play through.
      Once you’ve created your character, you’ll begin your new journey in the Timeless Isle and meet up with the infinite dragonflight and Eternus who will set you on your path.
      New Loot, New You
      In World of Warcraft Remix, players have the opportunity to collect a variety of items from just about anywhere: quests, chests, creatures, bosses, and more. New customizable items will be yours for the taking and each item slot has their own unique identity with spell gem sockets. These sockets come with exciting turbo-charged new effects similar to trinkets.
      Each time you loot new items, you’ll have the chance for powerful new upgrades allowing you to push the limits further and faster than ever before with uncapped progression. As you progress, you’ll gradually become more and more powerful as items also grant increased permanent stats.
      Don’t worry if you slot a gem into a slot and want to remove it, you’ll be able to add and remove gems easily. You’ll also be able to use Unraveling Sands to transform unwanted items to bronze.
      You’ll find a few different types of gems to slot into your gear as you adventure through Pandaria including Meta Gems, Tinker Gems, and Cogwheel Gems. Here are a few examples of what you could find:

      Cloak of Infinite Potential
      You’ll also be able to earn an Artifact cloak that gains permanent power increases as you play when you loot various threads of time. Infinite Power achievements you earn on your strongest character will grant alternate characters a more powerful starting cloak — making leveling even faster!
        Earn titles, a variety of transmogs, previously unreleased color variants of older mounts, and more simply by completing World of Warcraft Remix: Mists of Pandaria specific achievements during the Remix event. These achievements will become Feats of Strength when the event ends.
      August Phoenix
      Astral Emperor's Serpent
      Players will also be able to ride their dragonriding mounts throughout Pandaria and if you haven’t learned this skill yet, don’t worry, trainers are standing by.
      Welcome to a New Bronze Age
      There’s no such thing as a bad drop and any drop you get can be converted into a new currency— Bronze. You’ll be able to use this currency to purchase upgrades and World of Warcraft account-bound cosmetics.
      Head to a bazaar in any zone to purchase everything from class transmogs, to Mists of Pandaria mounts, toys, and more. This allows players to purchase items that were previously unable to obtain or difficult to obtain as random drops by simply spending this new currency to add them to their account’s collection.
      Inifnite bazaars can be found at the following locations:
       
      Location
      Zone
      Tian Monastery
      Jade Forest
      Halfhill Market
      Valley of the Four Winds
      Temple of the White Tiger
      Kun’Lai Summit
      Niuzao Temple
      Townlong Steppes
      Kor’vess
      Dread Waste
      Star’s Bazaar (Alliance)
      Shrine of the Seven Stars
      Golden Terrace (Horde)
      Shrine of the Two Moons
          Players won’t be able to use the Auction House in World of Warcraft Remix: Mists of Pandaria.
      World of Warcraft Remix: Mists of Pandaria goes live May 16 at 10:00 am PDT worldwide. We’ll see you in Pandaria!
    • By Staff
      Today's War Within Alpha build focuses on the overhaul of the Destruction Warlock tree, aimed at simplifying talent choice and improving underutilized abiltiies.
      The developers wanted to reduce fluctuation in power, enhance underutilized talents, and simplify decision-making within the talent trees with the latest Destruction tree update.
      Some highlights:
      Chaos Bolt is now baseline for Destruction Warlocks. Avatar of Destruction has been removed. Decimating Bolt is reintroduced to boost the power of your rotational spells. Underutilized talents like Soulfire and Cataclysm have been improved to increase their viability. (Source)
      Today’s Alpha update focuses primarily on Destruction.
      The Path Ahead
      Before we dive in, we want to acknowledge that our work with each specialization tree is not complete. We’ve seen the recent discussions regarding how bloated the Demonology and Destruction tree are in terms of available talents and ranks, as well as thoughts on the pathing of the Affliction tree.
      In the near future, you will see that the Demonology tree is being restructured and condensed. Both the Destruction tree and the Affliction tree will also undergo a restructuring in the near future. In this context, a restructuring means that: the amount of 2-rank talent nodes will be reduced, talents may be removed, talents may be added, new pathing will be added, and talent nodes may be moved.
      Destruction Update
      Here are our stated goals, with the addition of a new goal, for Destruction moving into the War Within:
      Reduce the fluctuation in throughput in relation to the number of targets in combat. Improve underused talents such as Soulfire and Cataclysm. Condense the number of talents and talent ranks available. Beginning with our general changes, we are moving Chaos Bolt to be baseline. This is mainly to provide a Soul Shard spender once your specialization is chosen. We are also removing Chaosbringer but plan to provide additional tuning to Chaos Bolt, Rain of Fire, and Shadowburn baseline to ensure their power remains relatively the same.
      Avatar of Destruction
      We are removing Avatar of Destruction for a couple of reasons. First and foremost, we want to highlight Summon Infernal as a powerful moment and Avatar of Destruction lessens that by increasing the cadence in which an Infernal is present.
      Secondly, Avatar of Destruction provides Destruction warlocks with a powerful, multi-target stun on a frequent basis. We could remove the stun, but we want to stay in line with our philosophy that when a player sees a demon there’s an understanding of what function that demon provides.
      To replace Avatar of Destruction, we want to try bringing back Decimating Bolt as it fits the fantasy of a Destruction warlock well and provides more power to your rotational spells. We plan to iterate on this decision based on feedback we see from the community.
      Inferno
      We have redesigned Inferno to reduce how much throughput fluctuates based on the number of enemies present during an encounter. This will allow us to tune Destruction in all situations, regardless of the number of targets available. Additionally, this allows us to tune this talent to be a competitive option against Cataclysm rather than have it remain the correct choice.
      Soulfire, Shadowburn, Channel Demonfire
      We want to make each of these spells more appealing. In this build, you’ll see a redesign of Decimation as an experiment to accomplish this for Soulfire however we plan to expand more on this as well as Shadowburn and Channel Demonfire with the restructuring of the Destruction tree, mentioned earlier in this post. Stay tuned for future updates as we work to address this goal.
      Thank you for the discussions thus far. We appreciate the continued feedback!
      You will find all the changes that went live for Warlocks this week linked below.
      (Source)
      WARLOCK Hellcaller Seeds of Their Demise has been redesigned – Blackened Soul damage increased by 30%. When Blackened Soul deals damage, you have a chance to gain Ritual of Ruin/Tormented Crescendo. Malevolence, Wither, and Seeds of Their Demise icons have been updated. Demonology You now have a 35% chance (was 100% chance) to generate a Demonic Core from your summoned Dreadstalkers when they fade. Destruction New Talent: Devastation – Increases the Critical Strike chance of your Destruction spells by 5%. New Talent: Emberstorm – Increases the damage done by your Fire spells by 2/4% and reduces the cast time of your Incinerate spell by 10/20%. New Talent: Decimating Bolt – Hurl bolts of decimating magic at your target, dealing Shadow damage and increase the damage of your next 3 Incinerates by 40%. Decimating Bolt’s damage, and the bonus to Incinerate both increase as your target’s health decreases. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. Ruin has been redesigned – Increases the Critical Strike damage of your Destruction spells by 5/10%. Inferno has been redesigned – Rain of Fire damage is increased by 20% and its Soul Shard cost is reduced by 1. Decimation has been redesigned – Your Incinerate and Conflagrate casts on targets that have 35% or less health reduces the cooldown of Soulfire by 5 seconds and reduce its cast time by 40% for 10 seconds. Chaos Incarnate has been redesigned – Chaos Bolt, Rain of Fire, and Shadowburn always gain 70% of the maximum benefit from your Mastery: Chaotic Energies. Chaos Bolt has been removed from the Destruction specialization tree and is now baseline. Conflagrate has been moved to row 1. Backdraft has been moved to row 2. Roaring Blaze and Improved Conflagrate have been moved to row 3. Ruin has been moved to row 9. The following talents have been removed: Avatar of Destruction Chaosbringer
    • By Staff
      The latest Alpha build introduces significant changes to Death Knight's core and Unholy talent trees and here is what the devs had to say about the changes!
      The core class tree has been restructured to provide damage abilities earlier, improving the leveling experience and offering more flexibility in talent choices.
      The Unholy specialization has been streamlined to reduce the complexity of its rotation and cooldown management, making it less reliant on specific talent builds.
      Epidemic and Outbreak are now baseline and Sudden Doom has been updated.
      Here is what the devs had to say about the latest Death Knight changes.
      (Source)
      Greetings, Death Knights.
      This week’s alpha build has our first round of changes to both the core class tree and the Unholy spec tree. As stated in our initial messaging our goals for the core tree updates were to shift some of the damage throughput at the end of the talent tree to earlier in the tree. For Unholy our goal was to address some of the flood of resources, reduce the number of things that need to be tracked to play optimally, increase pathing as well as choice, and reduce the number of nodes you need to pick up to play the spec fluidly. We will go into a little more detail below for both the core and Unholy changes.
      Core
      The core tree has undergone a decent reshuffling of talent placement, node pathing, ability’s becoming baseline and talent rank reduction.
      Due to the unique leveling experience Death Knights have and not starting from level 1, they had a reduced amount of abilities baseline and had to “buy back” several abilities that other classes and specs would have normally earned as they levelled. Heading into The War Within we are reassessing the stance on this for Death Knight not only for abilities they had to talent into in the core tree but also their spec trees. The hope here is by freeing up some of these talent points you had to spend to make a functional leveling experience you gain a few points that allow you to flex into more optional talents without locking you into one build.
      We have also updated several pathing nodes and moved around a few nodes to better fit the new tree philosophy. Structurally the bottom of the tree no longer holds 9 throughput talents and they have been shifted to earlier in the tree and many of them have been reduced to 1 point. Again, allowing for more build variety and the ability to pick up situational talents when you might need.
      We hope that the update to the core tree allows for more expression when building out your talents and not as if you are locked into one talent build with very wiggle room to pick talents reactively for the situation you are facing.
      Unholy
      The Unholy talent update focuses on reducing the number of talents that you had to pick to make the rotation function in a reasonably coherent way. This includes Epidemic and Outbreak baseline and addressing the number of ability cooldown reduction talents. Unholy suffered from having to choose multiple talents that reduced their cooldowns to align in a way that made sense from a gameplay standpoint. This made playing the spec any other way unreasonably convoluted especially if you were new to the spec and trying to learn to play the spec. We have removed any talent that had any sort of cooldown reduction to abilities and baked them baseline into the spec (this includes Army of the Dead which is now a 3-minute cooldown).
      Secondly, we wanted to address Sudden Doom which has been feeling lackluster for awhile now. Most notably we’ve updated its proc functionality to be more consistent instead of using our RPPM system which is usually found on trinkets and other item procs. It now has a base 25% chance to proc with bad luck protection built in. The hope here is this feels more fluid and a normally occurring proc that fits well int your rotation instead of one that feels like you can go long periods of time without it. We are still noodling on the base percentage chance and values are subject to change, but we’ve found this to be a good starting point. We’ve also updated its functionality to cause your next Death Coil or Epidemic to crit to add a little extra punch to the proc. Alongside some talents that interacted with Sudden Doom and the new talent Doomed Bidding we hope that Sudden Doom feels much more impactful as a class proc.
      We’ve also cut several talents that felt somewhat lackluster or just did very little for Unholy, most notably Feasting Strikes and Replenishing Wounds. We hope that with the reduced amount of must pick Cooldown talents, never picked “useless” talents, and new talent choices there are more appealing choices to be made within the tree that allow you customize in a way that fits your needs. Lastly, there are a couple talent nodes that have temporary “Not Yet Implemented” talents. We will be updating in the future build and eyeing talents that add a little more interaction with diseases in potentially exciting ways.
      Thanks for your patience! We look forward to hearing your feedback on the above. Next up-- we’re working to get our planned Frost and Blood changes in.
      And here are the specific adjustments made to the class, from the development notes:
      (Source)
      DEATH KNIGHT New Talent: Subduing Grasp – When you pull an enemy the damage they deal to you is reduced by 4% for 6 seconds. Located at Rune Mastery’s previous location. New Talent: Osmosis – Anti-Magic Shell increases healing received by 15/25%. Located at Unholy Bonds previous location. New Talent: Null Magic – Magic Damage taken is reduced by 15% and the duration of harmful Magic effects against you are reduced by 35%. New capstone choice node with Vestigial Shell replacing Soul Reaper. New Talent: Vestigial Shell – Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that absorbs magic damage and reduces the duration of harmful Magic effects against them by 50%. New capstone choice node with Null Magic replacing Soul Reaper. New Talent: Ice Prison – Chains of Ice now also roots enemies for 4 seconds but its cooldown is increased to 12 seconds. Available in gate 1 after Blinding Sleet. New Talent: Rune Protection – Your chance to be critically struck is reduced by 3% and your Armor is increased by 3/6%. Replaces Icy Talons old position within the tree. Chains of Ice is now granted baseline and learned at level 13. Anti-Magic Shell is now granted baseline and learned at level 14. Rune of the Stoneskin Gargoyle can now be Runeforged on 1-handed weapons. Rune of Hysteria has been removed. Developer’s note: Rune of Hysteria was a problematic design especially as it pertains to Breath of Sindragosa and the volatility of its uptime. We felt that for the overall health of the spec it would be best to remove Hysteria at this time to better enable us to meet our goals with the upcoming changes to Breath. Empower Rune Weapon has been removed. Developer’s note: This will still be available for Frost in their spec tree but both Blood and Unholy were often flooded with resources and a big unnecessary contributor to this was Empower Rune Weapon. To better dial in resources on Blood and Unholy we feel its best to keep Empower Rune Weapon for Frost only. Abomination Limb no longer grants Bone Shield, Runic Corruption, or Rime based on specialization. Developer’s note: In Shadowlands it was important for the spec hooks to exist to better balance between the other covenant ability choices. With its re-introduction in Dragonflight its added to the influx of resources/procs that can often come at inopportune times or add to the feeling of being unable to spend down the bonuses it grants. By removing this it allows the ability to “breathe” on its own and lean into its strength of AoE control and damage. Rune of the Apocalypse has been updated: War Effect Damage taken increased to 4% (was 1%). Duration increased to 10 seconds (was 6 seconds). Pestilence Effect Damage increased by 500%. Famine Effect Damage dealt to the caster reduced to 5% (was 2%). Death Effect Healing reduction increased to 5% (was 1%). Cleaving Strikes now also retains bonus effects for being within your Death and Decay for 4 seconds when leaving its area. Icebound Fortitude cooldown reduced by 60 seconds. Veteran of the Third War now grants 20% Stamina (was 10%). Now a 1-rank talent (was 2). Icy Talons Now increases attack speed per stack by 6% (was 3%). Now a 1-rank talent (was 2). Unholy Bond now increases effectiveness of Runeforge effects by 20% (was 10%). Now a 1-rank talent (was 2). Assimilation now reduces the cooldown of Anti-Magic Zone by 30 seconds. No longer increase Runic Power when absorbing damage. Suppression now grants an additional 6% damage reduction to area of effects when you suffer a loss of control effect. Moved to gate 3. Blood Scent Leech increased to 5%. Moved to gate 3. Blood Draw now also grants a buff reducing damage taken by 10% and reducing Death Strike cost by 10 for 8 seconds when falling below 30% health. Now a 1-rank talent. Moved to the left capstone position. Unholy Ground moved to gate 1 available after Cleaving Strikes. Sacrificial Pact is now a choice node with Enfeeble. Runic Attenuation moved to gate 1 available after Coldthirst. Soul Reaper moved to gate 2 available after Unholy Blond or Death’s Reach The following talents have been removed: Might of Thassarian Merciless Strikes Clenching Grasp Unholy New Talent: Doomed Bidding – Consuming Sudden Doom calls upon a Magus of the Dead to assist you for 8 seconds. Now a choice node with Summon Gargoyle. Ghoulish Frenzy is now available in the 2nd gate replacing Unholy Command. New Talent: Raise Abomination – Summons an Abomination to attack nearby enemies applying Festering Wound with its melee attacks and infecting all nearby enemies with Virulent Plague. 90 second cooldown. Replaces Army of the Dead. New Talent: Foul Infections – Your diseases deal 10% more damage and have a 5% increased chance to critically strike. New Talent: Menacing Magus – Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolts at up to 4 nearby enemies. Epidemic is now granted baseline and learned at level 18. Outbreak is now granted baseline and learned at level 13. Sudden Doom is now learned in gate 1 directly after Scourge Strike and also causes your next Death Coil or Epidemic to critically strike Sudden Doom is no longer an RPPM proc and has instead been updated to have a 25% chance on auto-attacks to proc with build in bad luck protection to provide a more consistent proc. Army of the Dead cooldown reduced to 3 minutes (was 8 minutes). Apocalypse cooldown reduced to 45 seconds (was 90 seconds). Dark Transformation cooldown reduced to 45 seconds (was 60 seconds). Vile Contagion cooldown reduced to 45 seconds (was 90 seconds). Festermight now functions like Ironfur, allowing multiple instances to overlap. Ruptured Viscera is no longer a choice node with Magus of the Dead. Ebon Fever is no longer a choice node with Bursting Sores and is available directly after Bursting Sores. Updated to also affect Frost Fever and Blood Plague if Superstrain is talented. Unholy Blight moved to gate 1. The following talents have been removed: Replenishing Wounds Army of the Damned Unholy Command Feasting Strike
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