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Guest NotConvinced

After testing with better gear (840+) I will continue to insist that the proper Arcane stat priority is Mastery>Critical Strike>Versatility>Haste  with crit almost as important as mastery.

Everyone keeps focusing on the mana regen and mana increase (which is really important for high damage arcane output) but mastery has something more important, damage gained from each arcane charge. At 840+ gear you should be getting close to ~20-22% damage boost ontop of the 60% damage increase from each arcane charge. Couple that with more mana and more regen and you can easily stay at high mana levels through any 5-man heroic (and most mythics) without the need of using barrage to clear charges and go back to a low damage/low mana consumption rotation.

While critical strikes are at the risk of RNG mastery damage boost per arcane charge is not, meaning it's guaranteed damage increases which can be further boosted with a high crit rate. Also mastery mana levels boost the already considerable damage of Mark of Aluneth giving you a stronger AoE mana-free spell.

So to make my case mastery boosts mana regen keeping you at high mana longer, more mana to blow on  high damage full arcane charged spells and increase damage of your artifact spell, and a guaranteed damage increase across your most cast spells. This mastery is powerful for a reason, and is often misused.

Every time I've ran simulations my dps is much much lower than in game dps because the simulations insist on dumping arcane charges way more often than it needs to be because of the high damage of arcane barrage skewing the results while not taking into account the time to get back to full damage.

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5 hours ago, Guest NotConvinced said:

After testing with better gear (840+) I will continue to insist that the proper Arcane stat priority is Mastery>Critical Strike>Versatility>Haste  with crit almost as important as mastery.

Everyone keeps focusing on the mana regen and mana increase (which is really important for high damage arcane output) but mastery has something more important, damage gained from each arcane charge. At 840+ gear you should be getting close to ~20-22% damage boost ontop of the 60% damage increase from each arcane charge. Couple that with more mana and more regen and you can easily stay at high mana levels through any 5-man heroic (and most mythics) without the need of using barrage to clear charges and go back to a low damage/low mana consumption rotation.

While critical strikes are at the risk of RNG mastery damage boost per arcane charge is not, meaning it's guaranteed damage increases which can be further boosted with a high crit rate. Also mastery mana levels boost the already considerable damage of Mark of Aluneth giving you a stronger AoE mana-free spell.

So to make my case mastery boosts mana regen keeping you at high mana longer, more mana to blow on  high damage full arcane charged spells and increase damage of your artifact spell, and a guaranteed damage increase across your most cast spells. This mastery is powerful for a reason, and is often misused.

Every time I've ran simulations my dps is much much lower than in game dps because the simulations insist on dumping arcane charges way more often than it needs to be because of the high damage of arcane barrage skewing the results while not taking into account the time to get back to full damage.

When assessing something like this, it can often help to provide examples of what you are talking about. Can you show us a log in a dungeon, comparing Mastery to Versatility?

This is by no means calling you out, it just helps us to see exactly what you are talking about. There are a number of reasons differences can occur and a log allows us to assess everything at face value. It also allows us to check fight length etc.

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6 hours ago, Guest NotConvinced said:


While critical strikes are at the risk of RNG

Crit isn't an RNG stat at all with a stable output spec. 

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Guest NotConvinced
2 hours ago, Blainie said:

When assessing something like this, it can often help to provide examples of what you are talking about. Can you show us a log in a dungeon, comparing Mastery to Versatility?

This is by no means calling you out, it just helps us to see exactly what you are talking about. There are a number of reasons differences can occur and a log allows us to assess everything at face value. It also allows us to check fight length etc.

I can't because I didn't think far enough ahead. I can try and rebuild a set with the stats recommended and rotation stated by the guide, but I had to take time off of work to even get the amount of play time I had to sink into my mage so it may take an ungodly amount of time.

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9 hours ago, Guest NotConvinced said:

I can't because I didn't think far enough ahead. I can try and rebuild a set with the stats recommended and rotation stated by the guide, but I had to take time off of work to even get the amount of play time I had to sink into my mage so it may take an ungodly amount of time.

Sim comparison can also work then. Simming two different gearsets at the same item level against each other eliminates human error.

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On 9/9/2016 at 9:46 AM, Guest NotConvinced said:

After testing with better gear (840+) I will continue to insist that the proper Arcane stat priority is Mastery>Critical Strike>Versatility>Haste  with crit almost as important as mastery.

Everyone keeps focusing on the mana regen and mana increase (which is really important for high damage arcane output) but mastery has something more important, damage gained from each arcane charge. At 840+ gear you should be getting close to ~20-22% damage boost ontop of the 60% damage increase from each arcane charge. Couple that with more mana and more regen and you can easily stay at high mana levels through any 5-man heroic (and most mythics) without the need of using barrage to clear charges and go back to a low damage/low mana consumption rotation.

While critical strikes are at the risk of RNG mastery damage boost per arcane charge is not, meaning it's guaranteed damage increases which can be further boosted with a high crit rate. Also mastery mana levels boost the already considerable damage of Mark of Aluneth giving you a stronger AoE mana-free spell.

So to make my case mastery boosts mana regen keeping you at high mana longer, more mana to blow on  high damage full arcane charged spells and increase damage of your artifact spell, and a guaranteed damage increase across your most cast spells. This mastery is powerful for a reason, and is often misused.

Every time I've ran simulations my dps is much much lower than in game dps because the simulations insist on dumping arcane charges way more often than it needs to be because of the high damage of arcane barrage skewing the results while not taking into account the time to get back to full damage.

NotConvinced, I think I like your stat priority better than the guide, it makes more sense to me to still have mastery some where near the top than the bottom. One question tho with the high mastery do you still use the familiar or switch to WoP since im told that with high mastery WoP is better than AF. Also are you still relying on the NT spam or has blizz nerfed it already?

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8 hours ago, Blainie said:

Sim comparison can also work then. Simming two different gearsets at the same item level against each other eliminates human error.

But he just said " Every time I've ran simulations my dps is much much lower than in game dps because the simulations insist on dumping arcane charges way more often than it needs to be because of the high damage of arcane barrage skewing the results while not taking into account the time to get back to full damage. " Which means he cant sim it without the other spec pulling ahead do to how the sim wants to dump charges. Unless there is a way to tell it not to then he will have to dedicate a lot more of his time to prove his stats 100% viable; to me thats a lot to ask of a person....unless he is doing a guide to for a site like this. Which I would be intrigued to see honestly (hint...hint).

Edited by Tigersharrk

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Just now, Tigersharrk said:

to me thats a lot to ask of a person.

So should we simply just trust him? Unfortunately, that's not quite how these things work. 

Just because an individual feels that the old way is better than the new and disregards the hard work of Furty, I don't think you can say that they must be right.

Should Furty go and reinvestigate all of the work he has put in, simply because an individual disagrees with the majority opinion?

To me, that's a lot to ask of a person.

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Burden of proof is on the one making the claim. If he claims Mastery is the best stat when all evidence so far says otherwise he needs logs that back it up.

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9 hours ago, Brutalis said:

Burden of proof is on the one making the claim. If he claims Mastery is the best stat when all evidence so far says otherwise he needs logs that back it up.

This is my point, thank you.

I'm not dismissing him, I'm not trying to be rude, I'm simply stating that he can't challenge the guide without proof (that we can check) to back it up.

If we followed every claim with no proof, our guide writers would never sleep.

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Guest NotConvinced
On 9/10/2016 at 3:35 AM, Blainie said:

Sim comparison can also work then. Simming two different gearsets at the same item level against each other eliminates human error.

The problem with every sim I've used it insists I use barrage way too often because the sim sees barrage as high damage output due to Arcane Charges buff and the fact it's an instant cast with no prerequisites. This means I need to either have 3 Arcane Missiles cached opening with an Arcane Explosion/Arcane Blast right after using barrage to clear my Arcane charges, either way I'm now in a low damage rotation until completing the spells to get to 4 Arcane charges. The sim doesn't see it this way, it sees instant cast with high damage putting it on the top of my rotation even though it costs time and dps to re-ramp up charges.

If the sim could let me adjust that I would be able to run a more accurate simulation but seeing as how I just started using software to run sims in the pre-patch I have no idea how to properly weigh abilities.

 

 

On 9/10/2016 at 11:30 AM, Tigersharrk said:

NotConvinced, I think I like your stat priority better than the guide, it makes more sense to me to still have mastery some where near the top than the bottom. One question tho with the high mastery do you still use the familiar or switch to WoP since im told that with high mastery WoP is better than AF. Also are you still relying on the NT spam or has blizz nerfed it already?

I personally wouldn't recommend NT Spam, but that's really a personal call as I haven't tried it out since the pre-launch patch.

I use the familiar currently, though yes WoP is also a viable option because it gives you more AM which helps you conserve mana on single target which in turns helps you to continue procing AM and if you are trying out the NT spam it's pretty much a necessity.

With Mastery and Crit above Versatility I've been going toe to toe with most fire mages I've ran with, I may have the order reversed or maybe I'm just crazy but I could never keep my mana up through boss fights on a lower priority without going to a low damage rotation.

Sorry to answer those backwards.

 

 

On 9/10/2016 at 5:11 PM, Brutalis said:

Burden of proof is on the one making the claim. If he claims Mastery is the best stat when all evidence so far says otherwise he needs logs that back it up.

I 100% agree and I'm about 6 pieces shy of trying to run an 840 comparison but work started up so who knows how long it will still take.

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Guest Ionne

Is it just me or is anyone else hoping something concrete will appear and be able to assure me I can still play arcane and not horribly gimp my group? I've tried fire and I just can't get into it :(

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46 minutes ago, Guest Ionne said:

Is it just me or is anyone else hoping something concrete will appear and be able to assure me I can still play arcane and not horribly gimp my group? I've tried fire and I just can't get into it :(

To be honest, Arcane isn't that terrible. I ran Court of the Stars yesterday with an Arcane Mage and when we summoned him and I noticed his Aluneth, I told my other 2 guildies in the group to kick him (yeah, I am slightly mean lol). Obviously, he couldn't do big numbers in trash packs with 3-4 mobs, but he performed well in bosses (either 2nd or 3rd, but with like 1-2% difference) and trashes with 5+ mobs. I didn't inspect him to see what he was wearing, I think he had the Dinosaur trinket (like me).

I believe Arcane needs gear, Fire has the same issue too, both specs get better the more gear you get. I haven't played or read about Arcane at all, but from what I have understood Blizz needs to decide what they want to do with Quickening and generally with the overall rotation, what playstyle for Arcane they want to promote.

Fire isn't difficult to get at all, you just need to have good reflexes/reaction. :) All Mage specs are easy; we don't like to admit it, but Mage isn't a hard class.

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Guest straylight

I play Arcane because I like it. I've done Mythics and did my share in them, especially if there was very little movement involved :P I also got a lot of raised eyebrows for being Arcane, which kinda saddens me (and all these phoenix balls in the class hall), but that's life. In non-Suramar dungeons I was able to be 2nd or 3rd on bosses. I compared gear with fellow dps to be able to have a clearer picture and they usually had equal gear to mine (847), or a few levels higher. In Suramar dungeons unfortunately my DPS wasn't that good, but then again group members were also kinda better geared than me and there was also a lot of movement involved. That being said, I need a few clarifications.

1) For the Burn phase, I understand the purpose is maximum dmg during Arcane Power. I'm curious down to what percentage of mana am I expected to drop in a typical burn phase at the end of Arcane Power, right before Evocating to full again? Because in my experience I still have quite a few Blasts' worth of mana left when AP ends which I usually burn away as well before finally Evocating. Otherwise I feel like I'm not using Evocation to full. I noticed that the Opening Sequence explicitly states to go down to 0 mana

2) Do I delay casting Supernova until after the Burn phase, if it comes off CD during a burn phase? I suspect the answer here is yes, delay it, because the GCD could be used on something more damaging, but I would like a confirmation.

3) I've seen recommendations of Satyr instead of Claw for the neck enchant. Your website recommends Claw. How much better is Claw compared to Satyr?

4) 820 Infernal Alchemist Stone or an 835 stat-stick with int and haste?

 

I tried Fire to see what all the fuss is about but there's something that I just don't get about the rotation.

First off, I can't know whether my Fireball will generate a Heating Up proc until it lands on the target. But sometimes the target is far away so what do I do with that travel time while I wait to see whether I need to cast another Fireball or cast Fireblast to start up the Hot Streak?

Secondly, this:

Quote

Whenever you get a Heating Up Icon Heating Up proc, you should convert it to a Hot Streak Icon Hot Streak using Fire Blast Icon Fire Blast. Generally, you will then want to cast a Fireball Icon Fireball, and immediately spend your Hot Streak Icon Hot Streak on a Pyroblast Icon Pyroblast as your Fireball Icon Fireball cast finishes. Both of these spells will strike at the same time, generating the largest possible ignite and the chance at an immediate follow up Hot Streak Icon Hot Streak if both of them critically strike. If only one of the spells critically strikes, Heating Up Icon Heating Up will proc and you can immediately Fire Blast Icon Fire Blast and repeat this process.

It's that second Hot Streak I'm confused about, the one that might be generated if both the Pyro and the Fireball crit. So I treat it as before, start casting a Fireball and then releasing the Pyro together with it? The moral of the story being that I never immediately use a Hot Streak to cast the Pyro, I always have to join a Fireball to that Pyro?

Sorry for the wall of text of questions :D

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Guest ironically

Depending on your dungeon strats and how you play as a group, arcane mage performs perfectly fine.

It's really good on single target or 5+ groups, where arcane sucks is when you have 2 or 3. So for most normal tactics and dungeons arcane sucks.

However, if your tank manages to get sick pulls, well time aluneth + arcane explosions, you can keep up quite ok with 1M+ dps. Single target bosses with quickening is also sick.

Managed 400k+ overall dps in 9min 54s of our BRH run today, although this mage is only a twink with 824 itemlevel. Don't know about fire, might have done better, maybe not. Overall really decent experience.

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Guest Ionne

Oh no I get fire. I just can't get into it. It's just not fun for me. I'm trying out arcane and seeing where it takes me so hopefully I'll be okay in groups 

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Guest Twistedmind

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

So my first thought when looking at the changes to this guide is, how can a stat that's a 1% dps gain at 400 in value be the #1 recommended dps stat?  I could see it being weighted highly because the sim being run doesn't have any of the Versatility stat on the gear template.  And maybe the 5% character base critical chance + the 3% weapon trait is devaluing crit.  But it looks like all of the research being pulled for Vers being #1 is coming from a sim, which may not being programmed accurately.  I can't look at it myself, but I can look at a spreadsheet and say that Versatility shouldn't be overtaking crit.

=====

Next thought is about Mastery being devalued in general.  It's hard to quantify because you weigh it several different ways.  At one arcane charge, 700 rating for a 1% dps increase is abysmal.  But you could also look at it as at 4 charges, it only takes 175 rating to get that 1% dps increase.  So basically, you need to look at total spells cast at each of their current arcane charge counts to see how much of a % increase mastery is giving.

And then there's the other side of the coin.  The total spells cast in a fight will change based on how much total mana+regen you have between evocations.  Assuming you hit 0 mana every 90 seconds, you need to look at the breakdown of spells cast at 4 charges to see how good mastery is PLUS you need to do a total damage done comparison to see if you're at a breakpoint where you could have gotten out 1 more arcane blast or gotten 1 more arcane charge during those 90 seconds.

So the TLDR is that the sim calculating mastery isn't modeling something right because even basic to intermediate math can illustrate that mastery shouldn't be the worst stat, if not our number 1 stat.

=====

My last thought was to clear the air about this nether tempest + quickening dps thing.  Spamming the spell isn't the ultimate goal of the rotation.  What you're supposed to be doing it getting to 100 stacks of quickening as fast as possible while keeping nether tempest up at 100% uptime.

Essentially you want to evocate on cooldown.  And in between evocates, do whatever you need to do to keep stacking quickening.  This means spacing out ablasts, aexplosions, and missiles.  Casting explosions to refresh stacks is semi-easy because of the instant nature but standard dps rules apply, it does the best damage per cast at 3+ targets.  And it puts you vulnerably into melee range.  Spamming Tempest over and over again trying to proc missiles is also semi-safe because you can stretch your mana pool with mana free spells.  But casting Ablast is best, simply because of it's increased chance to proc missiles.  So spacing apart your casts without dropping stacks is the art and science of doing good dps with this rotation.

Also, you're not going to see crazy dps right now with this trick because it takes 4.5-5.5 minutes to reliably get to 100% quickening.  This early in the xpac, we're only seeing 2 minute fights from dungeons.  And on the longer fights, the bosses go immune or there is some mechanic that forces you to drop your quickening stacks.  Wait until raids come out and this playstyle might jump into the spotlight on 5+ minute raid fights with an intense execute phase and bosses that are attack-able one hundred percent of the time.

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Guest NotConvinced
3 hours ago, 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

So my first thought when looking at the changes to this guide is, how can a stat that's a 1% dps gain at 400 in value be the #1 recommended dps stat?  I could see it being weighted highly because the sim being run doesn't have any of the Versatility stat on the gear template.  And maybe the 5% character base critical chance + the 3% weapon trait is devaluing crit.  But it looks like all of the research being pulled for Vers being #1 is coming from a sim, which may not being programmed accurately.  I can't look at it myself, but I can look at a spreadsheet and say that Versatility shouldn't be overtaking crit.

=====

Next thought is about Mastery being devalued in general.  It's hard to quantify because you weigh it several different ways.  At one arcane charge, 700 rating for a 1% dps increase is abysmal.  But you could also look at it as at 4 charges, it only takes 175 rating to get that 1% dps increase.  So basically, you need to look at total spells cast at each of their current arcane charge counts to see how much of a % increase mastery is giving.

And then there's the other side of the coin.  The total spells cast in a fight will change based on how much total mana+regen you have between evocations.  Assuming you hit 0 mana every 90 seconds, you need to look at the breakdown of spells cast at 4 charges to see how good mastery is PLUS you need to do a total damage done comparison to see if you're at a breakpoint where you could have gotten out 1 more arcane blast or gotten 1 more arcane charge during those 90 seconds.

So the TLDR is that the sim calculating mastery isn't modeling something right because even basic to intermediate math can illustrate that mastery shouldn't be the worst stat, if not our number 1 stat.

=====

My last thought was to clear the air about this nether tempest + quickening dps thing.  Spamming the spell isn't the ultimate goal of the rotation.  What you're supposed to be doing it getting to 100 stacks of quickening as fast as possible while keeping nether tempest up at 100% uptime.

Essentially you want to evocate on cooldown.  And in between evocates, do whatever you need to do to keep stacking quickening.  This means spacing out ablasts, aexplosions, and missiles.  Casting explosions to refresh stacks is semi-easy because of the instant nature but standard dps rules apply, it does the best damage per cast at 3+ targets.  And it puts you vulnerably into melee range.  Spamming Tempest over and over again trying to proc missiles is also semi-safe because you can stretch your mana pool with mana free spells.  But casting Ablast is best, simply because of it's increased chance to proc missiles.  So spacing apart your casts without dropping stacks is the art and science of doing good dps with this rotation.

Also, you're not going to see crazy dps right now with this trick because it takes 4.5-5.5 minutes to reliably get to 100% quickening.  This early in the xpac, we're only seeing 2 minute fights from dungeons.  And on the longer fights, the bosses go immune or there is some mechanic that forces you to drop your quickening stacks.  Wait until raids come out and this playstyle might jump into the spotlight on 5+ minute raid fights with an intense execute phase and bosses that are attack-able one hundred percent of the time.

You put into words what I've been trying to say with mastery way better than I could have ever done. I have no idea why on every single mage site, forum, and guide why mastery is the bottom of the barrel stat. It's solid damage increase at 4 Arcane charges and makes it possible to stay out of needing to barrage clear every few casts in boss fights to keep damaging.

Versatility, while initially easier to gain damage for the first few arcane charges, doesn't do as much as mastery or even as much as a high crit value in the long run. At best versatility may be better when questing but for 5-mans and potentially in raids it doesn't preform as well as the benefits of higher mastery or crit. Granted I'm just the vocal minority here.

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6 hours ago, Guest NotConvinced said:

You put into words what I've been trying to say with mastery way better than I could have ever done. I have no idea why on every single mage site, forum, and guide why mastery is the bottom of the barrel stat. It's solid damage increase at 4 Arcane charges and makes it possible to stay out of needing to barrage clear every few casts in boss fights to keep damaging.

Versatility, while initially easier to gain damage for the first few arcane charges, doesn't do as much as mastery or even as much as a high crit value in the long run. At best versatility may be better when questing but for 5-mans and potentially in raids it doesn't preform as well as the benefits of higher mastery or crit. Granted I'm just the vocal minority here.

Ok Twistedmind and NotConvinced then would you say a better stat priority or at least a compromise between the two are Int>Crit>Mastery>=Versa>Haste? Maybe having a close mix of versa and mastery is the key with crit coming in slightly above mastery? Plus why would blizzard give you a expansion long weapon with the wrong stats on it?

Also, I recently watched a vid by Arcane Fluffy (a guy thats obviously die hard Arcane) on stats for Arcane Mage and even though most of the vid was for PvP (as most vids are now'er days) he did cover briefly PvE as well as put some game play to show how he was applying his stats, which he has it like AMR Int>Crit>Versa>Mastery>Haste. When I asked why he actually had a good response: " Unfortunately, Blizzard hyped up our new mastery and gave us a high base stat for it, but they under tuned the living heck out of it. The little sustain it does provide does not necessarily translate into damage output. Most of the websites have guides tend to over rely on simulations, which don't account for real world application and human error. " He also said in the video that Cirt and Versa go better when it comes to gear so I'll leave you a link for the vid if you guys want to watch, like i said he briefly covers PvE before going into PvP stuff but his game play in the vid is how he is managing his resources and rotation in live application. Maybe you guys can submit an alternative guide to IV with your stats, rotation, talents (something brief) so people can play and be their own judge. As for me I will just gear both ways in hopes something more solid comes in but thank you guys for being "vocal minority" so the rest of us can get some answers and help improve Arcane while most ppl are just going to fire or dealing with mediocrity/elitist ass-hattery.

Arcane Fluffy Stats Vid: https://www.youtube.com/watch?v=iZzzIgUpMpE

 

 

Edited by Tigersharrk

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On 9/13/2016 at 7:23 PM, Tigersharrk said:

OUnfortunately, Blizzard hyped up our new mastery and gave us a high base stat for it, but they under tuned the living heck out of it. The little sustain it does provide does not necessarily translate into damage output. Most of the websites have guides tend to over rely on simulations, which don't account for real world application and human error. 

Pretty sure I said the exact same thing at the start of the Arcane zealotry a few pages back. Basically the obvious conclusion; it's not good because it is under tuned, not because it is a conceptually bad stat.

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Guest Hello

It's not about zealotry, it's about the language you use while describing Arcane suggests that it is a poor dps spec.  That is simply not the case, and the response from the people here is only natural considering how unthinking most of the masses are.  When you say X is the best spec on a dps class, everyone will disregard the other two specs assuming they must be "garbage" and only play that spec.  In this case, Arcane is still a solid dps, both on single target and AoE.  What you must understand is that by the way you describe arcane in your guide, you're giving most readers the impression that they should look down on anyone playing Arcane.  We've seen an extreme example from one of those types of people in this thread suggesting that a mage be kicked solely for being Arcane.  This of course creates a backlash among players who want to play Arcane.  

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Guest NotConvinced
3 hours ago, Guest Hello said:

It's not about zealotry, it's about the language you use while describing Arcane suggests that it is a poor dps spec.  That is simply not the case, and the response from the people here is only natural considering how unthinking most of the masses are.  When you say X is the best spec on a dps class, everyone will disregard the other two specs assuming they must be "garbage" and only play that spec.  In this case, Arcane is still a solid dps, both on single target and AoE.  What you must understand is that by the way you describe arcane in your guide, you're giving most readers the impression that they should look down on anyone playing Arcane.  We've seen an extreme example from one of those types of people in this thread suggesting that a mage be kicked solely for being Arcane.  This of course creates a backlash among players who want to play Arcane.  

Yes! Exactly! So to make sure maybe it wasn't just me I went to watch all of his legion twitch streams since launch and there wasn't a single mage let alone Arcane mage played. It was that mix that made me sketchy of this guide and want to reply, I found my own play with stats that work for me and I'm topping the dps chart most runs but still this guide feels like it's pushing me to play fire which I've never enjoyed and what's worse is because of the throngs of people who swarm Icy Veins I've had several people try and tell me the 'correct' spec pointing to this guide as to why Arcane is trash and at least a few people say word for word 'Arcane's sister specialization, Fire, outpaces it in every regard.' which is just an insult as I blow past the fire mage in AoE and come close or beat them in single target.

The worst is getting kicked from a mythic before it even starts when you're sitting at ilvl 844 and when you ask the party leader why, they state 'not fire'. This guide does zero to help us Arcane mages out, so yeah I'm going to toss out what works for me because someone needs to be in the corner for Arcane and it should be the players who like Arcane.

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3 hours ago, Guest Hello said:

It's not about zealotry, it's about the language you use while describing Arcane suggests that it is a poor dps spec.  That is simply not the case, and the response from the people here is only natural considering how unthinking most of the masses are.  When you say X is the best spec on a dps class, everyone will disregard the other two specs assuming they must be "garbage" and only play that spec.  In this case, Arcane is still a solid dps, both on single target and AoE.  What you must understand is that by the way you describe arcane in your guide, you're giving most readers the impression that they should look down on anyone playing Arcane.  We've seen an extreme example from one of those types of people in this thread suggesting that a mage be kicked solely for being Arcane.  This of course creates a backlash among players who want to play Arcane.  

Are you referring to this statement?

Quote

Arcane is currently weak relative to competitor specs. It handles pack-to-pack AoE very well, making it okay for dungeons, but lacks the sustained damage necessary to compete on boss encounters. Arcane's sister specialization, Fire, outpaces it in every regard.

Everything that Furty currently states is in comparison to Fire - Fire DOES beat Arcane, there is no argument there. He actually states it handles AoE "very well", praising the spec, but he is simply giving a comparison for players that wish to maximise their DPS as a Mage.

Unfortunately, the guide isn't here to tell people: "Fire is good, Arcane is OK, pick whichever you want". The guides on the site are here to ensure players are aware of exactly how to maximise their DPS and which spec performs the best.

1 minute ago, Guest NotConvinced said:

This guide does zero to help us Arcane mages out, so yeah I'm going to toss out what works for me because someone needs to be in the corner for Arcane and it should be the players who like Arcane.

If it is that you wish to fight this corner, you can. Furty has still provided a guide for Arcane players, should they wish to play the spec. He is simply stating, if the players are of equal skill, Fire will beat Arcane. Of course, I could play a Shadow Priest (lowest simming class) and beat an Arms Warrior (highest simming class) in a dungeon if the skill discrepency is high enough.

It would be pointless to write a guide that accounts for simply being a weak player. If that was the case, we would have to put a disclaimer in every guide saying:

"Despite this being the strongest spec in the game, your DPS might still be low because you're playing it completely wrong."

It's also worth noting that you are saying you are essentially fighting for the "little guy" Arcane, but then you're surprised that people don't receive Arcane well. There would be no fight to be fought if Arcane was just as strong as Fire.

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Zen Pulse has been redesigned – Renewing Mist’s heal over time has a chance to cause your next Vivify to also trigger a Zen Pulse on its target and all allies with Renewing Mist, healing them increased by 5% per Renewing Mist active, up to 50%. Jadefire Stomp no longer casts Essence Font, its cooldown is reduced to 15 seconds (was 20 seconds), and now casts Gusts of Mist on each ally healed. Gust of Mist healing increased by 20%. Jade Bond now increases the healing of Yu’lon’s Soothing Breath by 300% (was 40%). Invigorating Mist healing increased by 8%. Vivify healing increased by 9%. Vivify now costs 3% base mana (was 3.4%). Developer’s note: We are increasing the effectiveness of baseline Vivify with the removal of the Clouded Focus talent. Burst of Life’s icon has been changed. Various talents have changed locations. The following talents have been removed: Essence Font Upwelling Font of Life Clouded Focus Windwalker Developer’s note: Our updates for Windwalker in The War Within are intended to address a few issues the specialization struggled with throughout Dragonflight. These points of focus for us were the power levels of the Haste and Mastery stats falling behind other options, Jadefire Stomp’s usability, and the Touch of Death gameplay focus. Other areas that we are also looking at are resource bloat, evening out their rate of auto-attacks, and adding more pronounced thematics through both gameplay and visuals. Learn more here 3. New Talent: Acclamation – Rising Sun Kick increases the damage your target receives from you by 4% for 12 seconds. Multiple instances may overlap. New Talent: Flurry of Xuen – Your spells and abilities have a chance to activate Flurry of Xuen, unleashing a barrage of deadly swipes to deal Physical damage in a 10 yard cone. Invoking Xuen, the White Tiger activates Flurry of Xuen. Developer’s note: This ability is still being implemented and will be added in the subsequent Public Alpha build. New Talent: Martial Mixture – Blackout Kick increases the damage of your next Tiger Palm by 10%, stacking up to 12 times. New Talent: Courageous Impulse – The Blackout Kick! effect also increases the damage of your next Blackout Kick by 175%. New Talent: Energy Burst – When you consume Blackout Kick!, you have a 100% chance to generate 1 Chi. New Talent: Gale Force – Targets struck by Strike of the Windlord are sent reeling from its impact, causing them to become vulnerable to your attacks for 10 seconds. Your abilities have a 100% chance to affect the target a second time at 10% effectiveness as Nature damage while they are vulnerable. New Talent: Dual Threat – Your auto attacks have a 20% chance to instead kick your target dealing Physical damage and increasing your damage dealt by 5% for 5 seconds. New Talent: Momentum Boost – Fists of Fury’s damage is increased by 100% of your Haste and Fists of Fury does 10% more damage each time it deals damage, resetting when Fists of Fury ends. Your auto attack speed is increased by 60% for 8 sec after Fists of Fury ends. New Talent: Ordered Elements – During Storm, Earth, and Fire, Rising Sun Kick reduces Chi costs by 1 for 5 seconds and Blackout Kick reduces the cooldown of affected abilities by an additional 1 second. Activating Storm, Earth, and Fire resets the remaining cooldown of Rising Sun Kick and grants 2 Chi. New Talent: Sequenced Strikes – You have a 100% chance to gain Blackout Kick! after consuming Dance of Chi-Ji. New Talent: Revolving Whirl – Whirling Dragon Punch has a 100% chance to activate Dance of Chi-Ji. New Talent: Knowledge of the Broken Temple – Whirling Dragon Punch grants 4 stacks of Teachings of the Monastery and its damage is increased by 20%. Teachings of the Monastery can now stack up to 8 times. New Talent: Singularly Focused Jade – Jadefire Stomp’s initial hit now strikes 1 target, but deals 500% increased damage and healing. New Talent: Communion With Wind – Strike of the Windlord’s cooldown is reduced by 10 seconds and its damage is increased by 20%. New Talent: Brawler’s Intensity – The cooldown of Rising Sun Kick is reduced by 1 second and the damage of Blackout Kick is increased by 10%. New Talent: Combat Wisdom – Every 15 seconds, your next Tiger Palm also casts Expel Harm and deals 100% additional damage. Replaces Expel Harm. Glory of Dawn has been redesigned – Rising Sun Kick has a chance equal to 100% of your Haste to trigger a second time, dealing Physical damage and restoring 1 Chi. Rushing Jade Wind has been redesigned – Strike of the Windlord applies Mark of the Crane to all enemies struck and summons a whirling tornado around you, causing Physical damage over 8 seconds to all enemies within 8 yards. Jadefire Stomp has been redesigned – Strike the Ground fiercely to expose a path of jade for 30 seconds that increases your movement speed by 20% while inside, dealing Nature damage to up to 5 enemies and restores health to up to 5 allies within 30 yards caught in the path. Up to 5 enemies caught in the path suffer additional damage. Inner Peace has been redesigned – Increases maximum Energy by 30. Tiger Palm’s energy cost reduced by 5. Mastery: Combo Strikes is now 20% more effective. Touch of Karma is now baseline for Windwalker. Whirling Dragon Punch now deals additional damage to the first target struck and its damage is reduced beyond 5 targets. Expel Harm no longer generates Chi for Windwalker. Flying Serpent Kick no longer deals damage. Mark of the Crane now only applies to the primary target of each strike. Teachings of the Monastery now stacks up to 4 times (was 3). Thunderfist now always generates 4 stacks of Thunderfist and additional stacks of Thunderfist per each additional target struck. Transfer the Power no longer stacks from Rushing Jade Wind, but now stacks from Spinning Crane Kick. Crane Vortex now increases the damage of Spinning Crane Kick by 15/30% (was 10/20%). Spinning Crane Kick now cancels from using other spells or abilities, but no longer prevents auto-attacks for its duration. Empowered Tiger Lightning’s effect is now baseline for Xuen, the White Tiger. Invoker’s Delight now increases Haste by 20% while active (was 33%). Xuen’s Bond now decreases the cooldown of Invoke Xuen, the White Tiger by 0.2 seconds (was 0.1 second) per Combo Strikes activation. Dance of Chi-Ji’s chance to trigger reduced by 25%. Tiger Palm Energy cost increased to 60 (was 50). Chi Burst no longer generates Chi for Windwalker. Many talents have changed positions. Drinking Horn Cover and Spiritual Focus are now a choice node together. The following talents are now 1 point: Touch of the Tiger Hardened Soles The following talents have been removed: Power Strikes Fatal Flying Guillotine Skyreach Serenity Forbidden Technique Widening Whirl Bonedust Brew Attenuation Dust in the Wind Flashing Fists Open Palm PALADIN Multiple applications of Greater Judgment may overlap. This also functions with Retribution’s multiple stack application. Glyph of the Luminous Charger now only works while Crusader Aura is active. Holy Developer’s note: Our goals are to replace Light of the Martyr with a passive spell but keep the same thematic sacrifice theme, move more of their throughput from Beacon of Light into their baseline spells, and redesign Blessing of Summer to feel more specific to their role. Learn more here. New Talent: Bestow Light – Light of the Martyr’s health threshold is reduced to 70% and increases Holy Shock’s healing by an additional 5% for every 5 seconds Light of the Martyr is active, stacking up to 3 times. While below 70% health, the light urgently heals you every 1 second. Light of the Martyr has been redesigned – While above 80% health, Holy Shock’s healing is increased 20%, but creates a heal absorb on you for 30% of the amount healed that prevents Beacon of Light from healing you until it has dissipated. Blessing of Summer has been redesigned – Bless an ally for 30 seconds, causing 20% of all healing to be converted into damage onto a nearby enemy and 10% of all damage to be converted into healing onto an injured ally within 40 yards. Beacon of Light now transfers 15% of healing done (was 25%). Barrier Faith now transfers 20% of healing into its absorb (was 25%). Word of Glory healing increased by 25%. Light of Dawn healing increased by 20%. Holy Shock healing increased by 20%. Tyr’s Deliverance healing decreased by 15%. Sacrifice of the Just now reduces the cooldown of Blessing of Sacrifice by 15 seconds (was 60 seconds). Blessing of Sacrifice now transfers 30% of damage taken (was 20%) for Holy. Fixed an issue that caused Tyr’s Deliverance’s healing to not be affected by some modifiers, such as Avenging Wrath. Barrier Faith is now on a choice node with Holy Prism. Tyr’s Deliverance and Reclamation have changed positions in the tree. Light’s Hammer has been removed. Retribution Developer’s note: Our initial goal is to explore how we can make secondary stats more appealing to Retribution, to allow a natural progression of scaling throughout an expansion. Due to the nature of many talents offering guaranteed critical hits, it was difficult for us to make Critical Strike a stat that felt valuable. To address this, we’ve reworked and rebalanced these talents to not automatically crit. They will instead gain value when you do crit, such as increasing their critical strike damage.
      One of the sources of frustration we’ve seen when it comes to the Retribution spec tree is that there is a large amount of friction between Single Target and AoE builds, leaving very little wiggle room for any sort of hybridization. We’ve done some restructuring to alleviate some of this tension, to create more room to explore hybrid type builds for when the scenarios might call for it. Learn more here 2. New Talent: Burn to Ash – When Truth’s Wake critically strikes, its duration is extended by 2 seconds. Your other damage over time effects deal 30% increased damage to targets affected by Truth’s Wake. Righteous Cause has been redesigned – Each Holy Power spent has a 6% chance to reset the cooldown of Blade of Justice. Art of War has been redesigned – Your auto attacks have a 20% chance to reset the cooldown of Blade of Justice. Critical strikes increase this chance by an additional 10%. Divine Hammer has been redesigned – Divine Hammers spin around you, consuming a Holy Power to strike enemies within 8 yards for Radiant damage every 2.2 seconds. While active, your Holy Power generating abilities recharge 75% faster, and increase the rate at which Divine Hammer strikes by 15% when they are cast. Deals reduced damage beyond 8 targets. Now a 2 min cooldown. Damage increased by 300%. Divine Hammer base periodic decreased to 2.2 seconds (was 3 seconds) Period scales with Haste. Final Reckoning has been redesigned – Now increases the damage taken from your single target Holy Power spenders by 30%. Increases the damage taken from your other Holy Power spenders by 15%. Vengeful Wrath has been redesigned – Hammer of Wrath deals 50% increased damage to enemies below 35% health. Vanguard of Justice has been redesigned – Templar’s Verdict and Divine Storm cost 1 additional Holy Power and deal 20% increased damage. Templar Strikes has been redesigned: Charge cooldown increased by 15%. Templar Slash, 2nd part of combo, overrides Templar Strike for 5 seconds (was 4 seconds). Crusader Strike becomes a 2-part combo: Templar Strike slashes an enemy for damage and gets replaced by Templar Slash for 5 seconds. Templar Slash strikes an enemy for damage, and burns them for 50% of the damage dealt over 4 seconds. Truth’s Wake effect is now added to Wake of Ashes baseline. 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. WARRIOR Developer’s note: The Warrior class talent tree has been significantly reorganized to allow for more player choice and build diversity in Warrior builds, as well as improve access to utility abilities like Storm Bolt and Shockwave. Rage generation for all Warrior specs in Dragonflight has been higher than we’re happy with so we’ve removed or reduced the power of several Rage-generating effects. With tuning, this will introduce more tactical gameplay around when to use Rage spenders and make those spenders more impactful. More details can be found in the Feedback: Warrior Updates 1 thread. Significant re-arrangement of many talents on the Warrior tree. Berserker Rage now auto-learned at level 12. Thunder Clap base Rage cost reduced to 20 (was 30). Slam damage normalized across all specializations (Arms-only Slam damage bonus removed), and damage increased by 200%. Blood and Thunder no longer increases Rage cost or damage of Thunder Clap. Crackling Thunder also increases damage of Thunder Clap by 10%. Frothing Berserker now refunds 10% Rage for Arms and Fury, and 25% Rage for Protection. Shockwave no longer generates Rage on cast. Champion’s Spear generates 10 Rage on cast (was 20). Thunderous Roar no longer generates Rage on cast. Thunderous Words now causes Thunderous Roar’s Bleed effect to increase damage targets take from all the Warrior’s bleed effects, rather than passively increasing it all the time. The following talents have been removed: Titanic Throw Sonic Boom Arms Developer’s note: In Dragonflight, Arms Warriors were most impacted by Rage over-generation, and combined with Arms having several mechanics that interact with Rage spend (Tactician, Anger Management, and Test of Might) led to certain builds dominating for most of the expansion and led to Arms rotation being overwhelmed by ability resets. To address this, in The War Within, Arms is receiving significant Rage generation and Rage cost adjustments as to make Rage management interesting for Arms. Many Arms talents have also seen significant changes, with the aim to give Arms Warriors more choices for their builds and rotation based on their preferences and the content they are playing, as well as more control over how and when they generate additional Rage. Learn more here. Moderate re-arrangement of several talents on the Arms tree. New Talent: Finishing Blows – Overpower generates 8 Rage when used on a target below 35% health. Barbaric Training has been redesigned for Arms – Now grants 20% damage and 10% critical damage to Slam and Whirlwind. Storm of Swords has been redesigned – Now grants Whirlwind a 30% chance to make your next Whirlwind cost 100% less Rage. Rage generated from auto-attacks reduced by 16%. Whirlwind base Rage cost reduced to 20 (was 30). Rend base Rage cost reduced to 20 (was 30). Ignore Pain Rage cost reduced to 20 (was 40). Cleave damage increased by 5%. Whirlwind damage reduced by 33%. Collateral Damage’s damage bonus now applies to Cleave as well as Whirlwind. Unhinged now will cast Mortal Strike on your target if valid, falling back to a random target. Warlord’s Torment no longer triggers from Colossus Smash. Duration of Recklessness buff increased by 50% and bonus Rage generation reduced to 25% (was 100%). In for the Kill’s Haste bonus now lasts as long as Colossus Smash does. Improved Overpower increases number of Overpower charges by 1. Dreadnaught no longer increases number of Overpower charges. Strength of Arms no longer causes Overpower to generates 8 Rage when used on a target below 35% health. Tactician chance to reset cooldown of Overpower per Rage spent reduced to 1% (was 1.3%). Deft Experience increase to Tactician’s chance to reset cooldown of Overpower per Rage spent reduced to 0.5% (was 0.6%). Valor in Victory’s Versatility bonus increased to 2% (was 1%). Battlelord no longer generates Rage when triggered. Skullsplitter now accelerates Rend’s Bleed baseline. Ravager is now a choice node with Bladestorm. All existing Bladestorm sub-talents updated to work with both Ravager and Bladestorm. Bladestorm no longer generates Rage on cast. The following talents have been removed: Tide of Blood Reaping Swings Fury Developer’s note: In Dragonflight, the Fury talent tree allowed for players to specialize heavily in either Raging Blow or Bloodthirst, to the point of eliminating one or the other from their rotation. We think Fury works best when all the core rotational abilities see regular use, so we have made several changes to the Fury tree and abilities to ensure that both Raging Blow and Bloodthirst remain valuable for Fury Warriors in all builds, while maintaining build choice and rotational diversity for Fury Warriors with the return of Bladestorm to the Fury tree and the addition of a choice of Enrage effects. Learn more here 1. Fury Warriors now learn Defensive Stance by default. Moderate re-arrangement of several talents on the Fury tree. New Talent: Powerful Enrage: Enrage increases the damage your abilities deal by an additional 15% and Enrage’s duration is increased by 1 second. On a choice node with Frenzied Enrage. Bladestorm is now a choice node with Ravager. All existing Ravager sub-talents updated to work with both Ravager and Bladestorm. Wrath and Fury now increases the chance for Improved Raging Blow to reset Raging Blow’s cooldown by 10% while Enraged. Deft Experience no longer reduces Bloodthirst’s cooldown, instead it now increases Bloodthirst’s chance to trigger Enrage by 2% per point. Tenderize no longer increases the duration of Enrage. Frenzied Flurry has been removed, its effects have been added to Single-Minded Fury. The following talents have been removed: Raging Armaments Annihilator Storm of Swords Developer’s note: Annihilator and Sword of Swords provided an option for Fury players who wanted a lower “actions per minute” playstyle. However, we’re not happy with how they changed which abilities warriors used in their rotations. We are instead providing Powerful Enrage as a new option for a slower playstyle that synergizes with Fury’s rotation and flavor. Protection Whirlwind base Rage cost reduced to 20 (was 30). Whirlwind damage reduced by 33%. Rend base Rage cost reduced to 20 (was 30). DYNAMIC FLIGHT
      440+ Flying Mounts will feature Dynamic Flight active abilities, faster speeds, and new animations in The War Within. Known Issue: Dragonriding talent panel is not available outside of Dragon Isles. To access the talents, paste this command into the chat box: /run DragonridingPanelSkillsButtonMixin:OnClick() ITEMS
      The item levels of leveling gear have been adjusted to be rewarded at an appropriate item level through level 70. Developer’s note: With this adjustment the leveling content should feel easier for all players as the items being rewarded will be a higher item level. All leveling items will follow this high item level cadence except for heirlooms. Heirlooms still have the advantage of increasing their item level as the wielder levels. In general, this should make leveling a more fluid and pleasant experience! The sell value of the Elegant Canvas Brush has been reduced to 100 gold. PLAYER VERSUS PLAYER
      DRUID Call of the Elder Druid has been removed from PvP talents and is now a Restoration Druid talent. PALADIN Holy Barrier Faith is now 50% more effective in PvP combat (was 100%). PROFESSIONS
      Developer’s note: We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck. So, in The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize: Concentration and a new stat: Ingenuity. Learn more about this change in the Professions Update: Concentration in The War Within feedback thread. New Ability: Concentration – Concentration is a resource that you have a separate pool of per crafting profession. It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button within the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked. New Stat: Ingenuity – You have a chance to have an ingenious breakthrough when you Concentrate on a craft, refunding all Concentration spent. ALCHEMY Alchemy is in a near-complete state, beyond some polish and tuning work that will likely happen in broad strokes across all professions. Most, if not all recipes should be able to be crafted and utilized, and the specialization tree should be largely reflective of the final experience; all subject to feedback of course. Your good friend Instructaur and his cohort can supply you with the training and materials needed to experiment, and the items you make should be functional and ready for testing. Some additional notes: Phials have been rebranded to be profession effects only, retaining the 30m extendable duration. Flasks make a return with 1h durations! As a quality of life bonus, you can now have phials and flasks active at the same time. Experimentation has been carried forward from Dragonflight but with some adjustments in effort to mitigate frustration while keeping with the theme. You now select which herb to experiment with, and can only discover recipes that utilize that particular herb. Experimentation now has two forms: A repeatable version that you can do with short lockouts (which can be bypassed with Formulated Courage), and a time-gated one that boasts a much higher chance at recipe discoveries. Transmutation has been significantly expanded with a system called Thaumaturgy. This is a side component of Alchemy that boasts extra complexity which allows you to regularly transmute a variety of reagents found on Khaz Algar into other forms. While this process is highly destructive, specializations and clever choices in your inputs will ultimately bring you closer to transmuting Blasphemite, the elusive and highly coveted meta gem that is sure to catch the eye of aspiring Jewelcrafting entrepreneurs. Please take a look at the Thaumaturgy specialization tab and experiment with this feature with and without specializations and let us know how it feels! Specializations now focus heavily on the herbs of Khaz Algar, so it is wise to evaluate the recipe list to determine which recipes appeal to you the most. Specializations for all herbs on a recipe contribute to the final rolls associated with them. As a reminder, recipe difficulty tuning will happen in a later pass but you can nonetheless engage with this mechanic to observe their impact on crafts. BLACKSMITHING Specializations are in and ready for players to dissect! Developer’s note: While the hookups aren’t fully implemented, I’m hoping the Everburning Forge Specialization catches player’s attention as a way to inject a helping of profession stats deterministically. ENCHANTING In this Alpha build, Enchanting has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Dragonflight enchantments worked well to provide players with choices and customization, so many of the available options will look familiar in The War Within. There is a new host of weapon enchants available, as well as the new Cursed ring enchants as selectable options. Weapon Oils have also made a return, and Enchanting has an additional set of fun consumables to market to other players! The vast majority of the enchants have been implemented, but some of them are still in progress. Developer’s note: None of the enchants have been tuned yet, a baseline tuning will be done in the near future. Some of the specializations include: Designated Disenchanter Master your fundamental disenchanting rituals, maximizing the quality of reagents you create when destroying items. You will gain +1 Skill per point in this Specialization when disenchanting. Supplementary Shattering Learn the art of shattering the magical essences of Khaz Algar, temporarily empowering your Resourcefulness, Multicraft, and Ingenuity. Additionally, your studies will grant you +1 Ingenuity per point in this Specialization. FISHING In this alpha build, the waters around Khaz Algar are populated with a single fish while we worked out a few updates to the ecosystem. However, fellow Anglers will notice a change in their Fishing Journal, namely Fishing Accessories! Your existing Fishing Gear from the past will lose all Fishing stats and converting them to Fishing Accessories will permanently exchange the combat stats for the proper Fishing-related bonuses. Developer’s note: We’re strictly looking out for any friction with this conversion, items we might have missed, or critical issues to fix before this is fully live. HERBALISM In this Alpha build, Herbalism has been enabled and can be trained by Professor Instructaur in Orgrimmar and Stormwind. Specializations for herbalism have been fully implemented, and in addition to some of the fan favorites, we also have some new abilities and bonuses that you can specialize into. Finally, herbs are growing all over the Isle of Dorn, including ones that have been affected by the magics present on Khaz Algar. As always, we appreciate your time and feedback! The base idea behind Herbalism specializations in The War Within is the same as Dragonflight, but there have been changes and additions to some of the bonuses. The Botany specialization now has a Mulching sub-specialization, which allows you to make potent magical mulch and learn to utilize your Green Thumb. Mulching allows you to consume some of the common herb, Mycobloom, to make a consumable Mulch that gives you a large Finesse bonus to the next herb you gather. Green Thumb, also learned from the Mulching tree, is an activatable cooldown that doubles the amount of herbs you receive from the next herb you gather. JEWELCRAFTING Dragonflight Jewelcrafters will feel right at home with the updates in War Within! A familiar lineup of recipes await your discovery, but with a variety of new cantrips and an updated set of gems. We felt that Jewelcrafting’s structure, particularly its vast array of gem choices, fit well under the new profession system and wanted bring that with us into the new expansion. Item quality has been removed from raw gems and there is only one tier instead of two. Enjoy the reclaimed inventory space! The same lineup of gem options and their associated stats has been carried forward. For reference: Amber: Stamina Emerald: Haste Onyx: Mastery Ruby: Critical Strike Sapphire: Versatility Weighted hybrid combinations of all of the above! Ordinary hybrid gem cuts are now entirely sourced through Specializations rather than distributed across various parts of the game, in any order you choose. Knowing your customers and the gaps in the market is critical for maximizing your profits – but eventually all invested Jewelcrafters will be able to acquire all of the gems as usual. LEATHERWORKING Leatherworkers, your profession is available to be trained by Professor Instructaur in Orgrimmar and Stormwind! The general structure of Leatherworking remains the same as in Dragonflight, crafting a variety of armor pieces for both Leather and Mail wearers. Leatherworkers will also find that they have a new market in reagents with the ability to craft Weapon Grip Wraps and Armor Banding that is used in the high-level crafts of other Professions. We’ve also removed the specialization that granted general Skill across the board, so it should be clearer what specializations you need to focus on if you want to get max quality with a particular recipe. The majority of the recipes are implemented, but a couple of the embellished pieces aren’t implemented. Please look for them to be fully functional in the near future! Developer’s note: None of the effects have been tuned yet. Values related to stats bonuses, damage, or healing are very likely to change as the Alpha moves forward. The majority of specializations are implemented as well, except for a couple of sub-specializations within the Learned Leatherworker tree. Some of the specializations include: Learned Leatherworker Master your Leatherworking fundamentals to increase your reagent efficiency, ability to Concentrate, general stitchwork, and production process. This specialization tree is all about increasing your secondary crafting stats and increasing the efficacy of their effects. Flawless Fortes Master the techniques of Khaz Algar to craft specialty items beyond that of standard armor. This specialization tree focuses on improving your crafting capabilities for embellished armor pieces, reagents, armor kits, and profession gear. QUESTS
      The War Within campaign chapters and local stories. USER INTERFACE AND ACCESSIBILITY
      Spellbook has been redesigned and moved to the same window as Talents and Specializations. Professions now has its own micromenu button. Mount Journal now has a button called Switch Flight Style that lets you switch between steady flight (normal flying) and Dynamic Flight. NEW OPTIONS Option to replace spiders with alternative creatures. This doesn’t affect gameplay or difficulty. Option under Accessibility > General > Arachnophobia Mode. Icon can be used to mark your player character for visibility. Option under Accessibility > General > Self Highlight. Highlight your character’s silhouette when blocked by objects in game. Option under Gameplay > Combat > Show Silhouette when Obstructed. OBJECTIVE TRACKER Updated Objective Tracker art. Minimize settings are now on a new top level quest tracker header. New animations on headers and objectives. Icons for in progress quests have been updated. Objective Tracker text size can be adjusted with Edit Mode. Developer’s note: This will only apply for headers and most text lines in the tracker. Added new 3D quest bangs and icons: Meta quests Repeatable quests Campaign trivial quests Flight map icons have been updated. Flightmaster icon and bang has been updated.
    • By Staff
      Warbands are pretty great and solve a lot of issues players have had in previous expansions, but "just" making most things account-wide and offering a separate bank, among other things, wasn't enough! 
      As MrGM found out, there's a new set of achievements aimed at helping players with alts, as each character you get to level 80 (the new maximum in the expansion) will give you a 5% experience boost for the next characters you level. The  Warband Mentors: The War Within set of achievements even stacks up to 5 times, so each subsequent character you get to 80 will increase the buff, all the way to 25%! The buff is Warband-wide, so any character you level after that will get the buff.

      Making it easier to level alts is always a welcome change, and this is really making us love Warbands even more! 
    • By Staff
      Here's another nice addition to the game coming in the new expansion, with some really interesting mole mounts being added! Keyboardturn found all their variations and their mount special animations as well, so let's take a look. 
      And here's the mount special:

      Unfortunately ground mounts are getting very out-classed with the Dynamic Riding feature, but we're still hoping for that rumored dynamic ground mounts feature! Perhaps these could dig down and move below ground?
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