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Damien

Frost Mage 7.3

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4 hours ago, Guest Alex said:

In the last talent section, you said that glacial spike requires a mastery build. Should I go for that + splitting ice  until I get more crit, in your opinion?

Honestly, you'll get the most accurate response if you sim your current gear with the two different talents setups - do you know how to sim it?

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Guest Alex
1 hour ago, Blainie said:

Honestly, you'll get the most accurate response if you sim your current gear with the two different talents setups - do you know how to sim it?

Okay, thanks for the answer. I know now, after googling it :)

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Just now, Guest Alex said:

Okay, thanks for the answer. I know now, after googling it :)

Awesome, glad to hear it! Good luck and if you have any other questions, just ask :)

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On 08/04/2017 at 0:04 PM, Guest Alex said:

Hi quick question. I'm still gearing and I'm currently at 893 ilvl but I've got a lot of mastery in build - 37%. 22 % crit and 20% haste.

In the last talent section, you said that glacial spike requires a mastery build. Should I go for that + splitting ice  until I get more crit, in your opinion?

Thanks in advance.

 

In my opinion, even if your crit is low compared to your mastery, I'd definitely go for a regular TV build instead of GS.

First of all, GS isn't as good as before 7.2 and the set bonus and legendarys aren't balanced for a GS build at all.  

Then, comes the RNG part, GS' damage "can" skyrocket if you get lucky making the spec very inconsistent. If you like being in control of your DPS, the TV build will probably be your best bet, sometimes you can get lucky with procs and extend your Icy-veins duration by a decent amount making your damage really high but being unlucky isn't really punishing right now. And 37% mastery clearly isn't enough for a decent GS build.

 

 

Edited by Gloob
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Just looking for a confirmation on this: is the freezing effect from Frost Nova eligible to trigger Ice Lance's special Frozen effect? It can be useful when questing.

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12 hours ago, evanbloom said:

Just looking for a confirmation on this: is the freezing effect from Frost Nova eligible to trigger Ice Lance's special Frozen effect? It can be useful when questing.

Yep, it can.

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Guest Alex
On 10. 4. 2017 at 11:05 PM, Gloob said:
Spoiler

 

In my opinion, even if your crit is low compared to your mastery, I'd definitely go for a regular TV build instead of GS.

First of all, GS isn't as good as before 7.2 and the set bonus and legendarys aren't balanced for a GS build at all.  

Then, comes the RNG part, GS' damage "can" skyrocket if you get lucky making the spec very inconsistent. If you like being in control of your DPS, the TV build will probably be your best bet, sometimes you can get lucky with procs and extend your Icy-veins duration by a decent amount making your damage really high but being unlucky isn't really punishing right now. And 37% mastery clearly isn't enough for a decent GS build.

 

 

 

 

Thanks for this, I will definitely keep the TV build so.

Edited by positiv2
Fixed the quote

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On 4/14/2017 at 7:34 PM, Guest Alex said:

Thanks for this, I will definitely keep the TV build so.

Glad to see you got more input on the build! :)

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Few questions:

Question 1:

Quote

Cast Icon Ebonbolt if it is off cooldown. It is ideal to cast Icon Ebonbolt with Brain Freeze Icon Brain Freeze; you will need to immediately follow the Ebonbolt with Flurry Icon Flurry and you will get both Brain Freeze Icon Brain Freeze procs as well as shattering the Icon Ebonbolt cast. You want to always Shatter the Ebonbolt with this proc.

Normally my latency is at 200ms, I seem to be able to shatter the Ebonbolt from it's own Brain Freeze proc. Is this possible with lower latency?

Question 2:

Quote

 Lonely Winter is roughly tied with Bone Chilling Icon Bone Chilling in high end gear.

How high are we talking about? Normal Nighthold 2-piece set bonus?

Normally we don't take Lonely Winter because the Water Elemental allows us to generate more FoF procs to extend Icy Veins with Thermal Void. I can see that changing in Patch 7.2.5.

Question 3:

With Freezing RainFreezing Rain, shouldn't it be a DPS increase to cast Blizzard even on single target when Frozen Orb is out?

Blizzard does 8 waves of 49.5% Spell Power damage each wave and reduces Frozen Orb cooldown by 0.5 each wave.  I am able to get at least 2 Blizzard casts off each Frozen Orb.

Question 4:

With Incanter's Flow taken, shouldn't priorities change accordingly to only use Ice Lance when you've got 4/5 stacks of IF and less than 3 FoF procs? Priority to use Ice Lance when you've got 3 stacks is always highest priority. I seem to have a bad habit on spending all my FoF procs when I start using Ice Lance.

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29 minutes ago, Archimage said:

Normally my latency is at 200ms, I seem to be able to shatter the Ebonbolt from it's own Brain Freeze proc. Is this possible with lower latency?

Yes.

30 minutes ago, Archimage said:

How high are we talking about? Normal Nighthold 2-piece set bonus?

Depends on the actual gear in question. Normal NIghthold 2-piece could mean terribly itemised pieces, etc. Simming this is the best way of knowing when they surpass each other.

30 minutes ago, Archimage said:

With Freezing RainFreezing Rain, shouldn't it be a DPS increase to cast Blizzard even on single target when Frozen Orb is out?

Blizzard does 8 waves of 49.5% Spell Power damage each wave and reduces Frozen Orb cooldown by 0.5 each wave.  I am able to get at least 2 Blizzard casts off each Frozen Orb.

Asking Furty.

31 minutes ago, Archimage said:

With Incanter's Flow taken, shouldn't priorities change accordingly to only use Ice Lance when you've got 4/5 stacks of IF and less than 3 FoF procs? Priority to use Ice Lance when you've got 3 stacks is always highest priority. I seem to have a bad habit on spending all my FoF procs when I start using Ice Lance.

Technically, yes, but it requires further adjustment of the rotation to fit the flow. From guide:

Quote

2.2.3. Incanter's Flow

The stacks of this talent should be ignored unless you are very confident in your ability to correctly optimize according to the current period within the  Incanter's Flow cycle. It is recommended you focus on executing the rest of your specialization correctly since fixating on the Incanter's stacks generally leads to a DPS loss unless executed perfectly.

Hope this helps.

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Thank for the reply, just waiting for @Furty's replay on Freezing Rain.

If I tick the "AoE" checkbox, there is a line:

Cast Blizzard Icon Blizzard if more than 2 targets are present and within the AoE. Cast on cooldown if you are talented into Arctic Gale Icon Arctic Gale.

The 2nd part is confusing since it can mean one of the following:

1. Cast Blizzard on cooldown regardless of targets present if you are talented into Arctic Gale.
2. Cast Blizzard on cooldown only when there are 2 targets present and you are talented into Arctic Gale. AKA: Don't cast Blizzard if you don't have Arctic Gale.

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On 4/26/2017 at 9:27 AM, Archimage said:

Thank for the reply, just waiting for @Furty's replay on Freezing Rain.

Me too! I've pinged the note again and I'll pass on his reply as soon as he sees it. Sorry for the delay!

On 4/26/2017 at 9:27 AM, Archimage said:

The 2nd part is confusing since it can mean one of the following:

I believe it is only on 2+ targets, because you should only be taking the talent for 2+.

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3 hours ago, Blainie said:

I believe it is only on 2+ targets, because you should only be taking the talent for 2+.

How does Arctic Gale influence this line in our rotation? If I don't have the talent, do I still use Blizzard on 2+ ?

I was expecting to see something like:

Cast Blizzard on 3+ Targets. If you have Arctic Gale talented, start casting it on 2+ targets.

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On 4/28/2017 at 5:49 PM, Archimage said:

How does Arctic Gale influence this line in our rotation? If I don't have the talent, do I still use Blizzard on 2+ ?

Okay so, I've got word from Furty: You'll use Blizzard on cooldown no matter the number of targets if you have AG. If you don't have AG, you'll use it on 2+ targets on cooldown.

Hope this helps!

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We are currently in the process of updating our guides in preparation for the release of 7.2.5 - all questions about "What is better for 7.2.5, X or Y?" will be answered in our guide updates. Thanks for your patience while we get everything completed and good luck in the new patch!

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Guest Ngrins

Looks like the latest update for 7.2.5 left Frozen Orb out of the single target rotation completely. 

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7 hours ago, Guest Ngrins said:

Looks like the latest update for 7.2.5 left Frozen Orb out of the single target rotation completely. 

You have to select "cooldowns" on the options above. It is included there.

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Guest picklediasho

have the new legendaries been rated yet?

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13 hours ago, Guest picklediasho said:

have the new legendaries been rated yet?

I believe these are still being worked on and uploaded - they should be up in the coming days at most. Sorry for the delay!

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To be completely honest a good amount of the talent information is false. Frost Bomb should not have a check and the same applies to Mirror Image. UM and AG far outpace Frost Bomb while Incanters Flow is also better for single target and cleave. Also, I feel if Lonely Winter and Bone Chilling are roughly tied then why doesn't Lonely Winter have a check considering that Lonely Winter is considered the optimal talent by most frost mages. A bit misleading. TLDR update the guide 

Edited by Atrelis

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Guest Thaorum

For any one rerolling to frost and has no tier and bad legendarys 

TV vs GS : from running alot of sims with different builds glacial spike + lonely winter + splitting ice is the best even on single target if you have no t19 or t20 set and bad legendarys. 

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Guest bellum

Hello and thank you for the guide.
I just wanted to clarify isnt it 35.33% shatter crit cap for raid bosses as in ((103%-50%)/1.5)?

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Guest Flarntraz

The rotation information for those checking off Glacial Spike needs rewritten. Using Brain Freeze procs on Ice Bolt should only happen at 3 or less icescicles. At 4 or above brain freeze should be kept to use on a Glacial Spike cast. This is due to the change in Flurry travel speed allowing Glacial Spike to benefit from the shatter bonus. The Flurry can then still be followed by an Ice Lance and the roatation can continue normally.

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Guest Trinkets

Got a question about trinkets. is a 925 spectral thurible trinket better than a 860 arcano (gs build)? made some simming but it does not count the effect of the spectral thurible.

thank for answering

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On 6/20/2017 at 2:48 AM, Atrelis said:

To be completely honest a good amount of the talent information is false. 

Passing this to Furty.

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      The players defeat the first raid boss. From a platform above, the queen orders her troops to cut the web. The platform the players are on is targeted. The webs snap and the players fall. I've tried to rerarrange the scenes to provide a coherent and progressive storytelling experience, but the order may not be correct as we're missing a lot of context, and there are some generic cutscenes like the earthen allied race one, and so forth.
      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
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