Jump to content
FORUMS
Damien

Brewmaster Monk 7.3

Recommended Posts

Guest Moon
17 hours ago, Blainie said:

Where are you seeing no Haste gear? The dungeons drop a huge amount, regardless of difficulty. World Quests too.

I feel this too - I have 29% crit and only 22% mastery, ilevel 842. I know that Mythic Black Rook Hold has lots of Leather Haste gear, but that's the only place I've been able to find it

Share this post


Link to post
Share on other sites
9 hours ago, Guest Moon said:

I feel this too - I have 29% crit and only 22% mastery, ilevel 842. I know that Mythic Black Rook Hold has lots of Leather Haste gear, but that's the only place I've been able to find it

Throw me a link to your armory and I can detail places to get the Haste gear you need to fill the slots.

Share this post


Link to post
Share on other sites
Guest Amp

Thanks for writing this guide. I had a few comments and questions.

What is the justification for listing crit as equal to mastery and better than versatility? This may have been the case when Celestial Fortune was 100%, but at 65% it's no longer a very valuable stat according to other guides..

Why have you not taken mastery breakpoints into consideration?

Why do you recommend the Mark of the Hidden Satyr neck enchant? This provides zero defensive benefit.

Why do you recommend the stamina flask? More stamina doesn't cause us to mitigate or heal for any more, but the agility flask does.

Share this post


Link to post
Share on other sites
On 9/17/2016 at 4:36 PM, Guest Amp said:

Thanks for writing this guide. I had a few comments and questions.

What is the justification for listing crit as equal to mastery and better than versatility? This may have been the case when Celestial Fortune was 100%, but at 65% it's no longer a very valuable stat according to other guides..

Why have you not taken mastery breakpoints into consideration?

Why do you recommend the Mark of the Hidden Satyr neck enchant? This provides zero defensive benefit.

Why do you recommend the stamina flask? More stamina doesn't cause us to mitigate or heal for any more, but the agility flask does.

Hey there!

Unfortunately, I don't play a BM Monk, so I don't know enough here to give proper answers. Going to tag @Furty, hopefully he can help out with answering some of these.

Share this post


Link to post
Share on other sites
On 9/21/2016 at 0:34 AM, Guest Moon said:

http://us.battle.net/wow/en/character/kelthuzad/Moonbabe/simple

Here she is! I am really only seeing Haste+Mastery gear in Mythic Black Rook Hold :(

After going through the first four dungeons in the dungeon journal, I gave up since I'm basically listing the whole thing. Every dungeon listed below has that slot with either Crit/Haste or Mastery/Haste, since those are the two ideal setups for gear. I have then also included pieces that have Crit/Mastery in case you have hit the 30% haste cap, denoted with the comment in brackets. There's plenty of gear to be found!

Helm - Violet Hold, Black Rook Hold, Darkheart Thicket

Neck - Violet Hold, Darkheart Thicket (once you hit Haste cap)

Shoulders - Violet Hold, Darkheart Thicket

Back - Violet Hold, Black Rook Hold, Court of Stars, Darkheart Thicket

Chest - Violet Hold, Darkheart Thicket

Wrists - Black Rook Hold (once you hit Haste cap), Court of Stars, Darkheart Thicket (once you hit Haste cap)

Hands - Court of Stars, Darkheart Thicket

Belt - Violet Hold, Black Rook Hold, Court of Stars, Darkheart Thicket

Legs - Violet Hold (once you hit Haste cap), Court of Stars, Darkheart Thicket

Feet - Violet Hold, Black Rook Hold, Court of Stars (once you hit Haste cap), Darkheart Thicket

Rings - Violet Hold, Black Rook Hold, Court of Stars, Darkheart Thicket

 

 

Share this post


Link to post
Share on other sites
Guest Moon
30 minutes ago, Blainie said:

After going through the first four dungeons in the dungeon journal, I gave up since I'm basically listing the whole thing. Every dungeon listed below has that slot with either Crit/Haste or Mastery/Haste, since those are the two ideal setups for gear. I have then also included pieces that have Crit/Mastery in case you have hit the 30% haste cap, denoted with the comment in brackets. There's plenty of gear to be found!

Helm - Violet Hold, Black Rook Hold, Darkheart Thicket

Neck - Violet Hold, Darkheart Thicket (once you hit Haste cap)

Shoulders - Violet Hold, Darkheart Thicket

Back - Violet Hold, Black Rook Hold, Court of Stars, Darkheart Thicket

Chest - Violet Hold, Darkheart Thicket

Wrists - Black Rook Hold (once you hit Haste cap), Court of Stars, Darkheart Thicket (once you hit Haste cap)

Hands - Court of Stars, Darkheart Thicket

Belt - Violet Hold, Black Rook Hold, Court of Stars, Darkheart Thicket

Legs - Violet Hold (once you hit Haste cap), Court of Stars, Darkheart Thicket

Feet - Violet Hold, Black Rook Hold, Court of Stars (once you hit Haste cap), Darkheart Thicket

Rings - Violet Hold, Black Rook Hold, Court of Stars, Darkheart Thicket

 

 

Maybe I'm just blind omg, I hate VH so I never like to go through it, lol. It's also that I have some gear that 850 and one 860, so replacing things is really hard, even if the stats are better. :(

I appreciate it so much, thank you!

Share this post


Link to post
Share on other sites
2 minutes ago, Guest Moon said:

Maybe I'm just blind omg, I hate VH so I never like to go through it, lol. It's also that I have some gear that 850 and one 860, so replacing things is really hard, even if the stats are better. :(

I appreciate it so much, thank you!

It's no problem. I understand that it can really suck replacing that high item level gear with worse stuff, but sometimes it's worth it! Maybe you'll just get lucky and get it all titanforged.

It's also worth noting that Agility is pretty far down the stat prio for Brew, so getting well itemised stuff that is 10-20 item levels lower may not be that bad if it has completely BiS stats.

Share this post


Link to post
Share on other sites

Hey, Is there a better neck enchant for surviving? like the bonus armour one or mastery one? Or is that just trash for us and offers us little to no bonus to survive? 
 

Also is there a point when Mastery becomes less valuable? (for instance if we got to guarantee a dodge every 2 or 3 swings there is no point getting more?)

Thanks

Share this post


Link to post
Share on other sites
15 minutes ago, Entenei said:

Hey, Is there a better neck enchant for surviving? like the bonus armour one or mastery one? Or is that just trash for us and offers us little to no bonus to survive? 
 

Also is there a point when Mastery becomes less valuable? (for instance if we got to guarantee a dodge every 2 or 3 swings there is no point getting more?)

Thanks

I would use Heavy Hide, the armour enchant, if you really want more survivability.

There are "breakpoints" so to speak, but you'll need to give us proper stat information in order to calculate those. You can still stack Mastery and it's still very good, but if you want peak performance, you can stop at the breakpoints. Make a thread in the Monk forum showing your stats, gear, etc. and I'll help you over there.

  • Like 1

Share this post


Link to post
Share on other sites
1 hour ago, Blainie said:

I would use Heavy Hide, the armour enchant, if you really want more survivability.

There are "breakpoints" so to speak, but you'll need to give us proper stat information in order to calculate those. You can still stack Mastery and it's still very good, but if you want peak performance, you can stop at the breakpoints. Make a thread in the Monk forum showing your stats, gear, etc. and I'll help you over there.

That's cool. for now I'm still not at the haste cap i need. So as far as tweaking my other stats for now is out of my reach.  But when I get more gear i might take you up on that offer.  Thanks.

 

 

Share this post


Link to post
Share on other sites
14 minutes ago, Entenei said:

That's cool. for now I'm still not at the haste cap i need. So as far as tweaking my other stats for now is out of my reach.  But when I get more gear i might take you up on that offer.  Thanks.

No problem. Whenever you're ready in the future, you can just pop a post in that Monk forum and I'll grab it :)

  • Like 1

Share this post


Link to post
Share on other sites

Generic comment being mass posted over the comments threads guys.

We are aware of the changes and our writers are working hard to update the guides to suit what has changed. Currently, there is a lot of work still to be done and it's unlikely that every guide will be up-to-date immediately. Expect a flood of updates over the coming days that will answer all of your questions about what is now best after X change, in time for the reset next week.

Thanks for your understanding and patience.

  • Like 1

Share this post


Link to post
Share on other sites
Guest 2 Important Comments

I saw someone earlier in this board comment on RJW being seemingly more reliable than compared to Special Delivery. and it is, but your dps will be lower if you only get a few procs. But, I would add that RJW complicates the rotation, just slightly, and is usually a dps decrease... however... it allows the ability to pick up adds that much easier without the statue talent; so, it really comes down to your play style. Special Delivery is best(optimally) used when you have BoB in the prior talent tree, as you burn 3 ISB's at the beginning of a fight, then one more after BoB usage. Thus, more brew usage = more snares/dmg. Also, Tier 1, Tiger Palm is terrible, it is literally just a quick talent pick for those who don't want another active to manage, but it is a dps and hps decrease compared to both of the other options. Because if you hit another target with tiger palm, it drops off of the last target abruptly(only one active at a time). Just my two cents on these.

Share this post


Link to post
Share on other sites
On 10/25/2016 at 4:23 PM, Guest 2 Important Comments said:

Because if you hit another target with tiger palm, it drops off of the last target abruptly(only one active at a time). Just my two cents on these.

This reason is why we recommend Chi Burst vs. any sort of AoE. EotT is only best on 1 target. As soon as a second target is introduced, Chi Burst pulls ahead of both of the other two.

For ST:

Chi Wave: For me, it does 24,502*4 damage and 24,636*3 healing, assuming it is used on the enemy first. This has a 15s cooldown and amounts to 6,533.86 DPS and 4,927.2 HPS per use, assuming it is used on cooldown every time it is up. If you use it on yourself first instead, you will get 4,900.4 DPS and 6,569.6 HPS.

EotT: It does 12,152*4 damage and 10,997*4 healing, but has no cooldown, so instead we need to extrapolate, multiplying each value by 15/8 (1.875) to reach that same HPS/DPS per 15 seconds. For that 15s artificial window of use, you will get 6,076 DPS and 5,498.5 HPS.

As you can no doubt see, the actual difference is VERY slight, EotT is just more consistent in what it outputs, given that it has no cooldown. Chi Wave can certainly be used, but I would still stick with EotT for 1 target. I definitely wouldn't say it is "terrible".

Share this post


Link to post
Share on other sites
Guest Matainer

I imagine this may have been an oversight from playing multiple other tank specs, but in the artifact progression page, I see many, if not all of the references to fortifying brew are stated as "Shield Wall" and I thought that would clear up some confusion if that were cleared up.

Share this post


Link to post
Share on other sites
6 hours ago, Guest Matainer said:

I imagine this may have been an oversight from playing multiple other tank specs, but in the artifact progression page, I see many, if not all of the references to fortifying brew are stated as "Shield Wall" and I thought that would clear up some confusion if that were cleared up.

I'll see if we can get that cleared up. Thanks for letting me know!

Share this post


Link to post
Share on other sites
Guest Mort

Is there any stat weight values i can put into the "pawn" addon for helping to pick gear?

Share this post


Link to post
Share on other sites
22 hours ago, Guest Mort said:

Is there any stat weight values i can put into the "pawn" addon for helping to pick gear?

There isn't really a specific weight I can give you, since it's just harder to get for Brewmaster. Generally, the priority should work fine, especially since a breakpoint is included.

Share this post


Link to post
Share on other sites

The guides are currently being updated for 7.1.5! I just wanted to leave a few notes for all of our users that might be getting ready to leave a comment:

  • Some pages do not require updates. The "Last Updated" stat does not mean the page is out of date, it might just not have needed any changes. If you feel that it does, leave a comment telling us what needs changing and why.
  • The process will not happen immediately - some guides will be updated faster than others simply due to the number of resources available. Be patient, they'll be ready when you need them!
  • There might be some continuity errors when making small adjustments to large guide pages. If you do find one of these, just let us know in the comments and we'll get it fixed ASAP.
  • "Why have you not taken into account X buff to X ability?" - remember, just because something got buffed, it doesn't mean it is now automatically better than the other options!

As always, we want to thank you all for being patient while we get things updated and I'm always available to help you all if you need it :)

Share this post


Link to post
Share on other sites
Guest Gwaun

The 7.1.5 review didn't update the legendary section. The legendary head got some change and make it good (and make "zen"  really usable). I think this legendary could be better than ring & feet. It give us a real CD usable every 2.5 min

Share this post


Link to post
Share on other sites
17 minutes ago, Guest Gwaun said:

The 7.1.5 review didn't update the legendary section. The legendary head got some change and make it good (and make "zen"  really usable). I think this legendary could be better than ring & feet. It give us a real CD usable every 2.5 min

Hey - the gear section will be getting a full update within a day or so, including Nighthold BiS.

Share this post


Link to post
Share on other sites

Question regarding the 7.1.5 updates!

Before the update Brewmasters were very low on the list of viable mythic raiding and I've heard a lot of talks about them being very good after the patch but I don't see how they would be much better now with the small changes that was made?

The new talent giving 40% efficiency to magic-attacks on Stagger is great and all but you're taking out the healing elixir out of the equation then and the 5% boost to dodge on the last tier doesn't seem like that much of a dealbreaker to me.

So the question then is, was the talk of Brewmasters being that bad just talk and no facts so nothing really changed or is there something significant that happened overall in the patch that I've missed that is all of sudden putting Brewmasters on the board for 7.1.5?

Share this post


Link to post
Share on other sites
Guest gwaun
1 hour ago, Arkpit said:

Question regarding the 7.1.5 updates!

Before the update Brewmasters were very low on the list of viable mythic raiding and I've heard a lot of talks about them being very good after the patch but I don't see how they would be much better now with the small changes that was made?

The new talent giving 40% efficiency to magic-attacks on Stagger is great and all but you're taking out the healing elixir out of the equation then and the 5% boost to dodge on the last tier doesn't seem like that much of a dealbreaker to me.

So the question then is, was the talk of Brewmasters being that bad just talk and no facts so nothing really changed or is there something significant that happened overall in the patch that I've missed that is all of sudden putting Brewmasters on the board for 7.1.5?

Brewmasters just had few upgrade to make them nice to raid mostly because the others (drood & warrior) were nerf a bit.

The talent for magic-attacks on stagger should be great for some nighthold fight .Which helps to make is good for the upcoming tier. Your talent should always be chosen depending of the content you are fighting, I don't think magic-attacks on stagger should always been chosen

Then finaly the damage up should only be good for top raider. but it should feel nice in dungeon m+.

 

Share this post


Link to post
Share on other sites
1 hour ago, Arkpit said:

Question regarding the 7.1.5 updates!

Before the update Brewmasters were very low on the list of viable mythic raiding and I've heard a lot of talks about them being very good after the patch but I don't see how they would be much better now with the small changes that was made?

The new talent giving 40% efficiency to magic-attacks on Stagger is great and all but you're taking out the healing elixir out of the equation then and the 5% boost to dodge on the last tier doesn't seem like that much of a dealbreaker to me.

So the question then is, was the talk of Brewmasters being that bad just talk and no facts so nothing really changed or is there something significant that happened overall in the patch that I've missed that is all of sudden putting Brewmasters on the board for 7.1.5?

They were solid in Trial of Valor as well. The Legion version of Brewmaster has always been exceptional at dealing with large, isolated hits (Stormforged Spear for example). It also scales well, and has a great tier bonus, meaning it will likely be quite the contender in Nighthold.

  • Like 1

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      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.
    • By Staff
      Here come this week's Windwalker changes as well, with Blizzard detailing adjustments to Tiger Palm and Combo Strikes, as well as announcing talent tree layout changes coming with next week's build.
      Monk (Source)
      This week’s Alpha build brings more updates to Windwalker and we’d like to go over the underlying philosophy and reasoning for these changes. The main changes we’ll be discussing are to Tiger Palm and its damage distribution, making Combo Strikes more consistent and intuitive, and some incoming shifts to their spec tree talent layout.
      Tiger Palm
      Tiger Palm is the most commonly used button for Windwalker, but historically it has represented very little overall damage itself. We want Tiger Palm to remain mostly about generating Chi, but also represent a more meaningful percentage of Windwalker’s damage breakdown. Our goal is not to change rotational priorities, but to make every button press feel directlymeaningful to your overall damage.
      This also helps us tackle some interesting damage profiles by increasing their priority target damage, even in AoE scenarios. We’re excited about talents like Martial Mixture for this reason, which could offer some additional support to this profile.
      Combo Strikes
      We’ve removed Chi Wave and Expel Harm from the list of spells that trigger Combo Strikes for Windwalker Monks in The War Within. Since these are now automatically triggered, we didn’t think it was intuitive for these to trigger Mastery. Our intent for Combo Strikes is that the main focus should be directly on the action bar and relying on direct spell casts rather than auras to determine your next spell to cast.
      Alongside this, we’re making a couple adjustments to Combat Wisdom and Storm, Earth, and Fire to support these changes.
      Combat Wisdom will now rebalance Chi to 2 while out of combat instead of the default depletion. We think this will help both Windwalker’s opener feel more intuitive (only one required Tiger Palm before entering cooldowns with max Chi when playing with Ordered Elements) and also improve the experience of traveling between packs in Mythic Plus or the open world.
      Storm, Earth, and Fire is being added to the list of spells that triggers Combo Strikes. Our goal here is to make the transition to bursting feel as smooth as possible – both when maximizing Rising Sun Kicks with Ordered Elements and in the cases a Windwalker may choose to Storm, Earth, and Fire immediately before using other globals to set up Combo Strikes.
      Windwalker Tree Talent Layout Adjustments
      In next week’s Alpha build, we’re repositioning some nodes in the Windwalker tree to free up some builds we’re excited about. The main change is moving Teachings of the Monastery to Flying Serpent Kick’s location and moving Flying Serpent Kick baseline. Teachings of the Monastery is a talent we’re now considering core to the spec’s design in all scenarios, and moving it to a more centralized location frees up a talent point to increase optionality elsewhere.
      Thank you very much for your testing and feedback!
      And the changes from the development notes:
      Windwalker (Source)
      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.
      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.
    • By Staff
      Blizzard have detailed the changes coming to Fire Mages in this War Within build, as we as their intentions behind them. There are many talent tree changes, with new talents aimed at more choices being available, especially in the AoE department.
      Fire (Source)
      Hello Mages!
      We have a lot of Fire Mage changes hitting the Alpha today, and we want to take some time to go over what changes were made and why. As mentioned in our update post last week, we have a few goals that span all mage specializations. These are:
      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!
×
×
  • Create New...