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Damien

Outlaw Rogue 7.3

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Hey,

 

I have a question about the current opener provided by the guide. I feel like it's not the best way to open up. Re-rolling several times, especially during AR/Cursed Dreadblades feels like a huge dps loss, if you happen to be unlucky enough to re-roll that often. I had many pulls just like that, re-rolling 6 times and still sitting on 1 single buff, instead of any 2 buffs. 

Anybody thinks the same? Any other opener, which is better? What I have seen on the internet, for example, seems reasonable:

Marked for Death at 10 seconds before pull  -> Roll the Bones 1 second before pull -> Ambush -> Adrenaline Rush -> Ghostly Strike -> Curse of the Dreadblades -> Saber Slash until 6 combo points* -> Run Through -> Saber Slash* -> Saber Slash to 6 combo points* -> Run Through, repeat

(not my opener, source)

The usage of Marked for Death seems reasonable to me, not sure about the rest.

Any thoughts? :)

Edited by Dexter

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6 hours ago, Dexter said:

Hey,

 

I have a question about the current opener provided by the guide. I feel like it's not the best way to open up. Re-rolling several times, especially during AR/Cursed Dreadblades feels like a huge dps loss, if you happen to be unlucky enough to re-roll that often. I had many pulls just like that, re-rolling 6 times and still sitting on 1 single buff, instead of any 2 buffs. 

Anybody thinks the same? Any other opener, which is better? What I have seen on the internet, for example, seems reasonable:

Marked for Death at 10 seconds before pull  -> Roll the Bones 1 second before pull -> Ambush -> Adrenaline Rush -> Ghostly Strike -> Curse of the Dreadblades -> Saber Slash until 6 combo points* -> Run Through -> Saber Slash* -> Saber Slash to 6 combo points* -> Run Through, repeat

(not my opener, source)

The usage of Marked for Death seems reasonable to me, not sure about the rest.

Any thoughts? :)

This is the main thing about Roll the Bones, and why I have mixed feelings about it.

It is more beneficial to search for any 2 buffs than to play with 1 buff, but you could get unlucky and end up rolling badly 97 times in a row. Yeah it sucks, but that's the way Outlaw plays. The reason you use your cooldowns to help you do that is so it doesn't take forever - your CP generation is hugely more potent with cooldowns running, and let's you put yourself in the best possible position (2+ buffs) as quickly as you can

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9 hours ago, Carrn said:

This is the main thing about Roll the Bones, and why I have mixed feelings about it.

It is more beneficial to search for any 2 buffs than to play with 1 buff, but you could get unlucky and end up rolling badly 97 times in a row. Yeah it sucks, but that's the way Outlaw plays. The reason you use your cooldowns to help you do that is so it doesn't take forever - your CP generation is hugely more potent with cooldowns running, and let's you put yourself in the best possible position (2+ buffs) as quickly as you can

I was actually quite surprised by this. I thought, obviously incorrectly that we rolled for 2+ buffs that helped speed up our rotation, to simply get more Run Throughs out as it is our top damage ability. 

So during AR+CotDB+Lust+Pots in the opener when our rotation is at its fastest, I assumed that even if we only get 1 buff, just spamming out RTs would be beneficial and then fishing for those 2+ RtBs once we got in to normal rotation.

It just feels weird to me, to spend our burst window not bursting :P. But if 2+ buff is just THAT high of a priority I will just suck it up and reroll during CotDB/AR.

I love the style and the surge of happiness when I get 6 buffs on prepull MfD+RtB, which more than offsets the chains of 1 buff that you sometimes get :D

 

 

Edit: I have been running my own AMR and Simcraft sims.

I was surprised again to find that an 850 ilvl Tempered Egg of Serpentrix with a 100 Vers socket and an 845 ilvl Hunger of the Pack with 100 vers socket. Sims Higher than either combined with a 7/7 Alchemist Stone.

I guess I thought the 4k agility proc would weigh heavier than static agi and crit+snake damage.

I guess assumption really is the mother of all f-ups. To be fair the difference is only on the order of 1% to 2%.

I have only started simming now as I am 848 ilvl and am starting to have to make gear choices now that 2 weeks of mythics are done.

Edited by SilkAus
More thoughts :)

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Guest Monty

Hey I was wondering more why you go cannonball barrage over killing spree for aoe or just why killing spree isn't considered in the slightest its not really a topic was discussed. I really just love killing spree as an ability and I hate not having it I just wish it wasn't a talent

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4 hours ago, SilkAus said:

So during AR+CotDB+Lust+Pots in the opener when our rotation is at its fastest, I assumed that even if we only get 1 buff, just spamming out RTs would be beneficial and then fishing for those 2+ RtBs once we got in to normal rotation.

Don't reroll during cooldowns. There's also no rush to instantly pop CDs. Can reroll for a bit before activating AR/CotDB. Usually if I get a shark I'll just go as this will be more beneficial during CDs than Broadsides + Jolly Roger for example. It's very contextual and not at all easy to explain via a text medium. Should be a video exclusively discussing RTB soon.

2 hours ago, Guest Monty said:

Hey I was wondering more why you go cannonball barrage over killing spree for aoe or just why killing spree isn't considered in the slightest its not really a topic was discussed. I really just love killing spree as an ability and I hate not having it I just wish it wasn't a talent

It is better in every way.

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29 minutes ago, Furty said:

Don't reroll during cooldowns. There's also no rush to instantly pop CDs. Can reroll for a bit before activating AR/CotDB. Usually if I get a shark I'll just go as this will be more beneficial during CDs than Broadsides + Jolly Roger for example. It's very contextual and not at all easy to explain via a text medium. Should be a video exclusively discussing RTB soon.

Ah OK, I had thought about delaying a bit, I guess wasting the first few rolls of the fight getting those 2+ buffs will get made up during the AR+CotDB.

I 100% agree the intricacies and technicalities of RtB is super hard to get across in text. And where to draw the line on so called useless buffs during CDs. Like you said with BS and JR and even Buried Treasure, we will usually not have an energy problem under CDs with pistol shot procs.

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I got a question - it seems like Slice and Dice was slightly buffed (100% aspeed up from 90%) and roll the bones was nerfed (most cases 40% was turned into 25%) - but the guide does not reflect that yet. So my question is - wouldn't that bring Slice and Dice closer? I've been playing around with it and to be honest - I hate wasting 5 combo points 4 times in a row beacause I roll a single crap buff. I could have used all of those on Runthroughs instead. I've had a lot more fun playing with SaD as well since I don't have to constantly check which buff I just got (admitedly this could be resolved with experience using the spec and TellMeWhen for example but it still doesn't solve wasting combo points).

I guess I won't switch back to roll the bones ever so maybe I'm just looking for validation but whatevs - it only became fun playing a rogue for me when I switched to Slice since before it felt like a damn chore.

Edited by Werchu

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6 hours ago, Werchu said:

I got a question - it seems like Slice and Dice was slightly buffed (100% aspeed up from 90%) and roll the bones was nerfed (most cases 40% was turned into 25%) - but the guide does not reflect that yet. So my question is - wouldn't that bring Slice and Dice closer? I've been playing around with it and to be honest - I hate wasting 5 combo points 4 times in a row beacause I roll a single crap buff. I could have used all of those on Runthroughs instead. I've had a lot more fun playing with SaD as well since I don't have to constantly check which buff I just got (admitedly this could be resolved with experience using the spec and TellMeWhen for example but it still doesn't solve wasting combo points).

I guess I won't switch back to roll the bones ever so maybe I'm just looking for validation but whatevs - it only became fun playing a rogue for me when I switched to Slice since before it felt like a damn chore.

The guide does reflect that - I know there's the one paragraph that the text wasn't changed, but all of the tooltips for each skill if you mouse over them do, and the information in the guide also reflects this change.

SnD performs, on average, worse than RtB in all scenarios.

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Guest Deathraid

Are stat weights correct in the guide for live? I've been doing some minor simcrafting that's putting haste up with versatility. Am I just simming wrong or is the guide not updated yet(last updated on prepatch 8/29)? 

 

Please let me know. Thank you!

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24 minutes ago, Guest Deathraid said:

Are stat weights correct in the guide for live? I've been doing some minor simcrafting that's putting haste up with versatility. Am I just simming wrong or is the guide not updated yet(last updated on prepatch 8/29)? 

 

Please let me know. Thank you!

If you have a loot at a post I made in this thread a few days ago, you'll see that the stats listed are for Rogues at a Mythic (880) ilevel. At 840 the most beneficial stats are going to be Haste / Vers

If you ever have any doubt, believe the Sims for your specific character

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I find it is always best to sim the gear you currently have, if you are concerned about your exact priority. I don't know how current or optimised the rogue apls are, but they seem to make sense to me in simcraft.

Stats are pretty fluid to a certain extent, I did some sims this morning in my current gear and got Vers>Crit>Mastery>Haste. Which differs slightly from the guide. but I am above 840 but obviously nowhere near 880.

 

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Any reason why haste becomes the worst stat once your gear gets better? Doesn't energy starvation become a problem even if your ilvl is 880+?

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15 hours ago, Kroyfel said:

Is the heirloom trinket simming really high for anyone else? I don't see it mentioned in the guide (Infallible Tracking Charm).

My heirloom trinket is simming higher than 845 Memento of Angerboda and 840 static agi/vers trinket.

Edited by Kroyfel

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Just now, Carrn said:

Presumably to get to the boss more quickly and make sure you can keep up while the boss gets positioned by the tank.

Man I overthought that one.

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6 hours ago, Falx said:

Any reason why haste becomes the worst stat once your gear gets better? Doesn't energy starvation become a problem even if your ilvl is 880+?

Once you have a certain amount of base energy regen, you don't need much more

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Just now, SilkAus said:

Man I overthought that one.

Your answer was actually good, I just didn't assume that people had that legendary yet. 

Also, the current best Outlaw legendary according to Sims is the Insignia of Ravenholdt I believe, although the boots are pretty close.

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Guest Skippy5393

The ordering of the quality on the RtB buffs is confusing me, mainly because I personally view Shark Infested Waters and True Bearing (so long as AR is on cool down) as the two buffs to look for when rollin' dem bones, so I'm having trouble figuring out which end of the list is the high end. Could you add the phrase "from best to worst/from worst to best" to clarify when you get the chance? I'm assuming the SIW is the one at the top, but I want to make sure, as I really do want to get better at this class.

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10 hours ago, Carrn said:

Once you have a certain amount of base energy regen, you don't need much more

Hence is not a matter of energy regain, it's  more like, once u get to X amount of Haste, it becomes the worst stat. In that case I'd like to know what X amount of Haste I need to have before going for other stats :)

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6 hours ago, Guest Skippy5393 said:

The ordering of the quality on the RtB buffs is confusing me, mainly because I personally view Shark Infested Waters and True Bearing (so long as AR is on cool down) as the two buffs to look for when rollin' dem bones, so I'm having trouble figuring out which end of the list is the high end. Could you add the phrase "from best to worst/from worst to best" to clarify when you get the chance? I'm assuming the SIW is the one at the top, but I want to make sure, as I really do want to get better at this class.

Honestly, so long as you're rolling for 2 or more buffs, you don't need to worry about which specific buffs you have

However, the guide does list the buffs in order of value to you. Aka the first on the list is the most valuable, and so on and so forth

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decided to play assa for the first part of this expansion. since i get "never lucky" with the bones rolling. 1 outta 10 fights i get good buffs and deal by far the best dps in the group 9 times outta 10 im frustrated and hate my life as a rouge. playing assa gives u a solid reliable dps, with not much of a loss even if u have to move a lot and stuff.

i never like sword speccs anyways. i know its not the ideal way to handle this. but im done with the gambling, maybe i give it a shot later this moth or so. i dunno 

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5 hours ago, Zupsero said:

decided to play assa for the first part of this expansion. since i get "never lucky" with the bones rolling. 1 outta 10 fights i get good buffs and deal by far the best dps in the group 9 times outta 10 im frustrated and hate my life as a rouge. playing assa gives u a solid reliable dps, with not much of a loss even if u have to move a lot and stuff.

i never like sword speccs anyways. i know its not the ideal way to handle this. but im done with the gambling, maybe i give it a shot later this moth or so. i dunno 

This is unfortunately the problem with RNG-based specs. It's not for everyone, so if you simply don't like the playstyle, then fair enough. 

By law of averages, you should eventually see some better rolls, but they might not always be at the right moment.

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Guest lordofc

i have 850 blood relic that gives combat potency 3 extra energy. I also have 845 blood relic that gives 10% extra main gauche damage. which one would you use? and why?

Thank you!

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      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
    • By Staff
      This week's Alpha notes bring a new zone, two new dungeon, the Earthen Allied Race, and many class changes, including the Demon Hunter Fel-Scarred Hero Tree! 
      Notes (Source)
      The War Within Alpha has been updated with Alpha #2, build 54361.
      NEW ZONES AND DELVES
      The Ringing Deeps NEW DUNGEONS
      The Stonevault Darkflame Cleft NEW ALLIED RACE
      Earthen CHARACTER LEVEL
      Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.
      Level 73 Character Template Maximum Level: 75 CLASSES
      The following Hero Talents are available for playtesting in Public Alpha 2: DEMON HUNTER Fel-Scarred Fel-Scarred Demon Hunters embrace the monster within! Blasts of devastating Fel fire are unleashed while in demon form, and activating Metamorphosis greatly empowers additional Fel-themed abilities. The Fel-Scarred endure a pain that bubbles just beneath the surface, granting increased maximum Fury and a portion of their demon form bonuses at all times. Those who stand in their way will inevitably be introduced to that pain by intense fiery abilities and blades that burn with Fel energy. MONK Mastery of Harmony Developers’ notes: Master of Harmony was accessible in the Public Alpha 1 build but several talents were still being worked on. In Public Alpha 2, Master of Harmony is now fully playtestable. All Fear, Silence, Sleep, Stun & Interrupt visual effects have been updated with a new visual. Additionally, all movement speed slowing effects greater than 50% will now display a universal Slow visual on the target. Developers’ notes: Our main priority for this visual update is to help increase the clarity and consistency of messaging for common status effects. Slow (the status effect not the spell), for example has taken quite a few different visual forms over the years, mostly in the range of multicolored dust clouds around a target’s feet. As you can imagine this particular visual was difficult to notice from a distance and wasn’t easily recognizable. So, we did a pass on Slow and the other status effects listed to help address those clarity/messaging issues making them easier to quickly identify in combat. MAGE Sunfury Spells cast by the Arcane Phoenix no longer benefit from the caster’s secondary stats, spell damage bonuses, or talents. Arcane Phoenix’s Arcane Surge damage reduced by 50%. Reduced the damage of all Arcane Phoenix AOE spells by 50%. Arcane Barrage, Flamestrike, and Phoenix Flames Activation Overlay added for Hyperthermia and Arcane Soul Memory of Al’ar - Arcane Soul buff redesigned: Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay. MONK Developers’ notes: Please note that not all of the below changes will be available in Public Alpha 2, but we want to give players a full picture our next planned update for Windwalker, so we’ve opted to include all of our changes. Conduit of the Celestials Heart of the Jade Serpent now increases the cool down rate of affected spells by 75% (was 100%). Fists of Fury now channels 50% faster during Heart of the Jade Serpent. Windwalking is now a 1 point talent. Some connections have been moved within the final gate. Hasty Provocation has moved to a choice node with Quick Footed. Windwalker Expel Harm no longer triggers combo strikes. Chi Wave no longer triggers combo strikes. Combat Wisdom now balances your Chi to 2 while out of combat. Developers’ notes: With the removal of Expel Harm from the list of combo strikes triggers, we’d like to naturally smooth out Windwalker’s opener by having them start each combat with some additional Chi. This also reduces the ramp-up steps for them to get going rotationally. Storm, Earth, and Fire now triggers Combo Strikes. Developers’ notes: Moving forward, we’d like for Combo Strikes to not trigger from spells that aren’t intuitive to mix into your rotation or aren’t directly under your control, such as Flying Serpent Kick and Chi Wave / Expel Harm procs. Along this line of thinking, we’re also adding Storm, Earth and Fire to the list of spells that can trigger Combo Strikes. We want the initiation of cooldowns to feel as smooth as possible, and we’d like to allow for Ordered Elements to feel easier to play around (also back to back Rising Sun Kicks are fun!). Ordered Elements now has a 7 sec duration (was 5). Jadefire Harmony now increases damage and healing taken by 8% for its duration (was 12%). Crane Vortex is now a 1 point talent and increases the radius of Spinning Crane Kick by 15%. Rising Star is now a 1 point talent. Vivify healing increased by 30% for Windwalker. Developers’ notes: With the removal of Expel Harm as an active button for Windwalker, we’d like Vivify to better fill the on-demand healing niche for them. Skytouch no longer increases the range of Tiger Palm, now increases critical strike chance by 15% (was 50%), and its lockout duration is 30 sec (was 60). Dance of Chi-Ji may now stack up to 2 times. Storm, Earth, and Fire clones will now copy your Tiger’s Lust casts. Developers’ notes: With the removal of Serenity in mind, we’re looking to open up counter play options for Windwalkers when their Storm, Earth, and Fire clones are crowd controlled in PvP. Flying Serpent Kick is now a 30 sec cooldown (was 20). Shadowboxing Tread’s extra Blackout Kicks are now 80% effective (was 100%). Developers’ notes: We’re adding a tuning knob to Shadowboxing Treads so we can more easily tune Blackout Kick’s damage between single target and AoE scenarios. PALADIN Retribution Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. Highlord’s Judgment damage increased by 50%. Highlord’s Wrath is now a 1 rank talent. (was 2 ranks) Highlords Wrath: Mastery: Highlord’s Judgment is 50% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Vanguard of Justice is now a 2 rank talent (was 1 rank) Vanguard of Justice has been redesigned: Enemies hit by Templar’s Verdict take 30/50% increased damage from your next Divine Storm. Judge, Jury, Executioner has been redesigned: Divine Storm has a 40% chance to cause your next Templar’s Verdict to hit an additional 3 targets. WARLOCK New Talent: Pact of Gluttony – Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. New Talent: Swift Artifice - Reduces the cast time of Soulstone and Create Healthstone by 50%. New Talent: Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 2%. Fel Pact is now 1 rank and has been redesigned - Fel Domination cooldown is reduced by 60 sec. Fiendish Stride is now 1 rank and has been redesigned - Reduces the damage dealt by Burning Rush by 10%. Burning Rush increases your movement speed by an additional 20%. Grimoire of Synergy has been removed. Inquisitor’s Gaze has been removed. Summon Soulkeeper has been removed. Profane Bargain has been removed. Demonic Circle has been moved to row 3. Soul Leech is no longer baseline and has been added to the Warlock tree. Soul Conduit has been moved to row 10 and is now 1 rank. Fel Synergy has been moved to row 9. Soul Link has been moved to row 9. Abyss Walker has been moved to row 4. Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9. WARRIOR Protection Defensive Stance no longer reduces damage dealt by Protection Warriors. New Talent replacing Improved Heroic Throw - Fight Through the Flames: Defensive Stance additionally reduces magic damage you take by 5%.
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