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Outlaw Rogue 7.3

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Guest weapon speed

That is totally wrong, just try and test it, skills are based on physical power or weapon dps and not weapon damage..

 

2 items with the same item level will do the same, they do not use weapon damage for outlaw EXCEPT for killing spree ( a talent not suggested to take ) or the mastery *main gauche* that does offhand weapon damage..

So since we arent suppose to take killing spree, wouldnt I want a fast main hand to proc a lot of offhands..

 

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2 hours ago, Guest weapon speed said:

That is totally wrong, just try and test it, skills are based on physical power or weapon dps and not weapon damage..

 

2 items with the same item level will do the same, they do not use weapon damage for outlaw EXCEPT for killing spree ( a talent not suggested to take ) or the mastery *main gauche* that does offhand weapon damage..

So since we arent suppose to take killing spree, wouldnt I want a fast main hand to proc a lot of offhands..

 

 

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Guest Bored
18 hours ago, Guest weapon speed said:

 

16 hours ago, Furty said:

Im getting a bit bored of replying here..

http://wow.gamepedia.com/Normalization

ALMOST all skills based on "weapon" damage are normalized, so dagger or 2h doesnt change anything, it's only based on DPS.

The only skills that arent based on normalized weapon damage  are indicated like killing spree wich specifically say "attack with offhand weapon" .. but W/E.. I'm done arguing here, everyone is replying without trying to understand my question

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6 hours ago, Guest Bored said:

Im getting a bit bored of replying here..

http://wow.gamepedia.com/Normalization

ALMOST all skills based on "weapon" damage are normalized, so dagger or 2h doesnt change anything, it's only based on DPS.

The only skills that arent based on normalized weapon damage  are indicated like killing spree wich specifically say "attack with offhand weapon" .. but W/E.. I'm done arguing here, everyone is replying without trying to understand my question

I'm honestly not really sure how to respond to this... I think there are a number of things that you aren't clear about, the differences between Weapon Damage, Weapon DPS, and Attack Power included.

Some skills, such as Run Through, base their damage off your Attack Power. This means that if you change weapons, assuming the weapons are the same item level, Run Through's damage will not change since both of the weapons will give the same amount of Agility and increase to your AP.

Other skills, such as Saber Slash, base their damage on a combination of different things, which includes Weapon Damage. What this means is when you swap to a slower weapon of the same item level, such as moving from a dagger to a sword, you will see an increase in the damage of this skill.

Now, there are things that are normalized for Outlaw Rogues as well. Things such as Combat Potency, a passive that has a chance to refund energy on your successful offhand white hits. This is normalized between slow and fast weapons, so faster offhands do not provide infinite energy regeneration

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Guest Chriz

What's the difference now that Slice and Dice is 100% speed increase on attacks?  Is Roll the Bones still tops?

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40 minutes ago, Guest Chriz said:

What's the difference now that Slice and Dice is 100% speed increase on attacks?  Is Roll the Bones still tops?

Yes, because it has higher potential. You can roll 2 buffs at the same time which will vastly outweigh the sole AS buff from SnD

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Hi, first time writing here, but Carrn knows me, so take that for what it's worth. I'm updating my weakauras, and I'm at the roll the bones portion. Having rolled quite a bit on a target dummy, I find I'm spending a lot of time trying to get True Bearing, and it feels like a loss of dps. I know if I have 2-3 buffs that's acceptable, even if I don't have a True Bearing buff. So, in terms of best for the amount, what would be the preferential buffs over the lesser? For a single buff, would this be the order of preference?

  1. True Bearing
  2. Broadsides
  3. Shark Infested Waters
  4. Grand Melee
  5. Buried Treasure
  6. Jolly Roger

For double buffs, you have Broadsides and Shark Infested Waters for burst, what would the other combinations be good for?

For triple buffs, I'm sure you'll be doing well with whatever you have, and all six? Well just stabby stab stab.

I guess what I'm asking, since I normally main a tank, what are the benefits for the buffs, and how best do I use them? I want to know which is best for sustained, burst, aoe, so I can make a weak aura that'll say ("Hey dummy, you got a good roll for aoe damage" and I can look and say, "Well poop, I'm just fighting one target, I better re-roll"). I know I'm asking for a lot, but rogues have been one of those classes that I just haven't been able to get behind since starting. 

 

Anyway, thanks, Rasp.

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8 hours ago, Rasputan said:

Hi, first time writing here, but Carrn knows me, so take that for what it's worth. I'm updating my weakauras, and I'm at the roll the bones portion. Having rolled quite a bit on a target dummy, I find I'm spending a lot of time trying to get True Bearing, and it feels like a loss of dps. I know if I have 2-3 buffs that's acceptable, even if I don't have a True Bearing buff. So, in terms of best for the amount, what would be the preferential buffs over the lesser? For a single buff, would this be the order of preference?

  1. True Bearing
  2. Broadsides
  3. Shark Infested Waters
  4. Grand Melee
  5. Buried Treasure
  6. Jolly Roger

For double buffs, you have Broadsides and Shark Infested Waters for burst, what would the other combinations be good for?

For triple buffs, I'm sure you'll be doing well with whatever you have, and all six? Well just stabby stab stab.

I guess what I'm asking, since I normally main a tank, what are the benefits for the buffs, and how best do I use them? I want to know which is best for sustained, burst, aoe, so I can make a weak aura that'll say ("Hey dummy, you got a good roll for aoe damage" and I can look and say, "Well poop, I'm just fighting one target, I better re-roll"). I know I'm asking for a lot, but rogues have been one of those classes that I just haven't been able to get behind since starting. 

 

Anyway, thanks, Rasp.

Should have just asked me, if you were going to post here Rasp :P

I haven't seen Legion Sims yet, but from what I understand after the nerfs / buffs currently it's best to look for any 2 buffs; it doesn't matter which ones. Fishing for SiW OR any 2 buffs is very close, pulling ~1k less dps

The only real variation to that that I can think of would be not re-rolling TB if  you're running MfD and there's a bunch of adds out and AR is on cooldown, since you could quickly chop off a huge portion of the cooldown.

Certainly come Legion TB's value will be significantly less on average, since we'll have a lot less Haste to build for finishers, but it might be worth rolling for if AR and / or Dreadblades are coming off cooldown soon.

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Thanks Carrn, after speaking to you in game, I think I have everything set up the way I need it. For those wondering;

Single buff, reroll if anything but Shark Infested Waters

If True Bearing, reroll if Adrenaline Rush is on cooldown, and greater than 10 seconds remain.

For double buffs, if Grand Melee comes up, reroll, but at a point where there is a low point in dps, or you know you're going to have to move soon, otherwise it's ok to just keep it.

For triple and six buffs, keep them no matter what they are.

The way Outlaw Rogue is designed, there's no real predictable burst window, and you shouldn't reroll to find the right set of buffs for the situation you're in.

Yes, I was working on some weakauras for this, I have a lot of characters, so I have a few that are rolled into one, with additional ones applying depending upon the class/spec. What this means is; I don't have a single weakaura for any particular spec. I have uploaded them, and have a screenshot, so if you want to pick stuff out and incorporate it into your own, or just use it as is, that's fine.

The shitty image I have shows the 4 addons I have active for Outlaw. Top left is a simple Roll the Bones aura. It expands outwards, and just has the icons, with a duration displayed on each one. The next three are rather large files, despite their apparent size. Below it is Outlaw Rogue, which has most defensive cds, Adrenaline Rush, and Blade Flurry. The one below that is Outlaw Rogue Rotation. To use this, the one on the far left has the higher priority, with the ones to the right of it either lower priority, or just showing as available for when you have a burst window appearing. The bottom one is called Pop Up. I have that showing on all of my characters, and it adapts to whatever class/spec you have. It shows Target Name and Health, player energy resource, multiple ones if applies, and target cast. It also has a Visible GCD bar, and a Cast Bar, and it only appears when in combat.

The top right shows all of them together as in use. Apologies if there's a better format to doing all this stuff.

Roll the Bones

Outlaw Rogue

Outlaw Rogue Rotation

Pop Up

Outlaw Rogue.png

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What if you have a dagger that is several ilvs higher than your second slow weapon, would it be a better choice for all situations not just cleaving?

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2 hours ago, TBlakely said:

What if you have a dagger that is several ilvs higher than your second slow weapon, would it be a better choice for all situations not just cleaving?

Depends how high "several" is, but I would hazard a guess that it probably doesn't matter. Overall you'd be gaining more white damage with the dagger but losing Mastery damage with the sword. 

However, if the dagger is high enough level to have more damage (not DPS) than your other sword, go with the dagger.

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Guest Who

For multiple-target situations, when we use Blade Flurry IconBlade Flurry, we swap to a Fast Main-hand / Slow Off-hand configuration.

How will this work with the Artifact weapons? 

The Dreadblades, Fate + Fortune (Slow Main Hand Sword + Slow Off Hand Sword) are both 2.60 speed.  

Will we still swap weapons for Blade Flurry?

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There will be nothing to swap too. There are literally no weapons in Legion other than the artifact ones.

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12 hours ago, Guest Who said:

For multiple-target situations, when we use Blade Flurry IconBlade Flurry, we swap to a Fast Main-hand / Slow Off-hand configuration.

How will this work with the Artifact weapons? 

The Dreadblades, Fate + Fortune (Slow Main Hand Sword + Slow Off Hand Sword) are both 2.60 speed.  

Will we still swap weapons for Blade Flurry?

Also right now Slow/Slow is better, it's just old info from the original guide that's completely overhauled for Legion. As Locky said there's nothing to swap to so it's a non issue.

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On 8/15/2016 at 7:49 AM, Carrn said:

Your skills base their damage off your weapon damage, so the higher damage weapon you have the better off you will be.

They actually do not.  It is based off your weapon DPS not damage.  Instant attacks are normalized, meaning all daggers are treated as having a 1.7 swing timer and all 1 handed non daggers are treated as 2.4 I believe.  Meaning regardless of the actual damage of the weapon, 2 1 handed non dagger weapons with identical dps deal identical damage with things like saber slash even if one has a 1.5 attack speed and the other has a 2.5 attack speed (This is of course also assuming they have identical amounts of agility and secondary stats).

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Guest Dave

I am just wondering why you recommend using an intelligence boost gem? 

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6 minutes ago, Guest Dave said:

I am just wondering why you recommend using an intelligence boost gem? 

I'm .... not sure actually. In the raw file it is an agility gem. Maybe a site bug, I'll look into it.

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Guest Tolkien

Hello, just wondering if you can provide any insight as to why stat weights like crit and haste flipped so much in value from pre-patch to legion. Thanks for the guide!

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Guest Answermancer

Good to see this guide has been updated with the post-hotfix data, but there's still some references to True Bearing being the best that will probably confuse new readers.

On the Spell Summary page it says:
Roll the Bones is a finishing move that generates a random buff(s), the most important of which is True Bearing, because it allows you to reduce the cooldown of Adrenaline Rush. This is explained in great detail in the rotation section of the guide.

Since this is the first real mention of RtB I think it will confuse people.

Also under talents it says that SnD is a 15% DPS loss where I think last I heard it was around 4% now, but that's probably less important, either way it's a DPS loss.

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On 8/29/2016 at 1:13 PM, Guest Tolkien said:

Hello, just wondering if you can provide any insight as to why stat weights like crit and haste flipped so much in value from pre-patch to legion. Thanks for the guide!

Artifact/RtB changes mostly.

On 8/29/2016 at 6:03 PM, Guest Answermancer said:

Good to see this guide has been updated with the post-hotfix data, but there's still some references to True Bearing being the best that will probably confuse new readers.

On the Spell Summary page it says:
Roll the Bones is a finishing move that generates a random buff(s), the most important of which is True Bearing, because it allows you to reduce the cooldown of Adrenaline Rush. This is explained in great detail in the rotation section of the guide.

Since this is the first real mention of RtB I think it will confuse people.

Also under talents it says that SnD is a 15% DPS loss where I think last I heard it was around 4% now, but that's probably less important, either way it's a DPS loss.

Sure, I'll update this when I get some time. Thanks for the heads up.

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Uncommon Patron

Has anyone noticed Tricks of the Trade not working at all? Like the icon not even being available when a party member is targeted. I was using the /cast [@focus] way to cast pre-Legion and it was working. Now the spell book and macro'd abilities are not working. Unless I'm completely missing something.

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Guest Hello
On 9/2/2016 at 11:19 PM, PJTMayhem said:

Has anyone noticed Tricks of the Trade not working at all? Like the icon not even being available when a party member is targeted. I was using the /cast [@focus] way to cast pre-Legion and it was working. Now the spell book and macro'd abilities are not working. Unless I'm completely missing something.

Do you have a resist mind control buff on your character?

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Overall very nice guide but to be honest I was surprised to see Stat priority section and haste losing that much efficiency since WoD where everyone who play combat were going to achieve most haste possible.

Is haste really that bad right now? Actually I was going through mythics this week (at that time I had two 830 haste/mastery rings) and It seemed that after I acquired two 840 rings but with versatility/mastery  I started to starve on energy so bad therefore It seemed like dps loss to me...thats why I doubt that haste is least prioritized... ( and btw I use ghostly strike and deeper stategem)

Edited by ddkil

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59 minutes ago, ddkil said:

Overall very nice guide but to be honest I was surprised to see Stat priority section and haste losing that much efficiency since WoD where everyone who play combat were going to achieve most haste possible.

Is haste really that bad right now? Actually I was going through mythics this week (at that time I had two 830 haste/mastery rings) and It seemed that after I acquired two 840 rings but with versatility/mastery  I started to starve on energy so bad therefore It seemed like dps loss to me...thats why I doubt that haste is least prioritized... ( and btw I use ghostly strike and deeper stategem)

Did you use any sort of addon to record DPS numbers? I understand that you might feel like you're doing less DPS due to lower Haste and less buttons to spam, but did you actually see a DPS drop? You say that it "seemed like a DPS loss". If you use SimCraft to compare different sets of gear, you can clearly see which stats perform best.

It can take a bit of getting used to, since you would be able to constantly spam abilities as Combat, but things have changed when the spec changed.

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1 hour ago, ddkil said:

Overall very nice guide but to be honest I was surprised to see Stat priority section and haste losing that much efficiency since WoD where everyone who play combat were going to achieve most haste possible.

Is haste really that bad right now? Actually I was going through mythics this week (at that time I had two 830 haste/mastery rings) and It seemed that after I acquired two 840 rings but with versatility/mastery  I started to starve on energy so bad therefore It seemed like dps loss to me...thats why I doubt that haste is least prioritized... ( and btw I use ghostly strike and deeper stategem)

Current generic Sims for 840 item level have stat weights for Outlaw as:

  • Agi: 1
  • Vers: 0.61
  • Haste: 0.56
  • Crit: 0.55
  • Mastery: 0.49

Basically what that shows is that Vers is best but not by much, Haste and Crit are effectively the same, and Mastery is only slightly behind.

These stats will change based on how much gear you have. The same generic Sims for 880 item level (Mythic raid with 1 legendary) have the following stat weights:

  • Agi: 1
  • Vers: 0.79
  • Crit: 0.68
  • Mastery: 0.54
  • Haste: 0.49

The stat priority given in the guide shows the Mythic level weights (albeit with incorrect numbers for Vers and Crit).

For the time being, you should be prioritizing your stats according to the 840 item level that you're hovering around, and not what is shown in the guide.

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      Allow you to acquire each specialization’s core gameplay with less talent point investment. Simplify rotational complexity. Provide new nodes that can help you adapt your damage profile to better match a given encounter’s demands. Provide competitive choice nodes that let you opt-out of complex gameplay. Since we’re talking about Fire only, we can get a bit more granular:
      Fire’s AOE
      The biggest issue we were looking to address with this iteration was giving you more ways to adjust your talents and rotation to better suit different profiles, which goes hand-in-hand with increasing the effectiveness and excitement of Flamestrike, Phoenix Flames, and Living Bomb. We’re excited to see what Fire Mages can cook up with the new talents. Our goal with these changes is to push Ignite-spreading out of the default playstyle in higher forms of content, especially above 3 targets-- but retain and add talent support for it so its still exciting to utilize when it makes sense.
      Sun King’s Blessing
      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      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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