Jump to content
FORUMS
Damien

Retribution Paladin 7.3

Recommended Posts

Guest augestor

For raids, does Crusade beat out DP even on mid-high AoE fights?

Share this post


Link to post
Share on other sites
On 9/17/2016 at 5:48 PM, Guest Sareth said:

So am i supposed to reset the artifact traits when i can go the long way to ashes instantly? (rank 18 + 24000 AP to reset)

It looks like it, yes.

Share this post


Link to post
Share on other sites
23 hours ago, Guest augestor said:

For raids, does Crusade beat out DP even on mid-high AoE fights?

Yes, I believe it does.

Share this post


Link to post
Share on other sites
15 hours ago, Guest Ret said:

With Blade of WrathBlade of Wrath being reworked for 7.1 will it still be considered the go to for single target?

I would imagine it is still too early to say, since the full changes are yet to be released and finalised. We will update the guide for 7.1 when it releases.

Share this post


Link to post
Share on other sites
On 9/18/2016 at 5:18 AM, Guest augestor said:

For raids, does Crusade beat out DP even on mid-high AoE fights?

Yes. in raids crusade wins out on dp and holy wrath in all situations.

On 9/19/2016 at 5:51 PM, Guest Ret said:

With Blade of WrathBlade of Wrath being reworked for 7.1 will it still be considered the go to for single target?

Well if they dont nerf the proc rate for BoW (7.1) i could debate it will be our bis talent. as it's proc rate is insane :v).

  • 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 Raldbthar

Anyone else thinking justicars vengeance becomes even more valuable when picking crusade?

Crusade starts out giving a very low percentage to haste and damage increase and requires you to stack it by spending holy power before its powerful. The goal would be to stack it as quickly as possible to get the most out of this short duration cooldown, right?

Not easy to do with Templars verdict costing 3 hp, or 2 with a fires of justice proc.

Justicars vengeance allows you to stack crusade up much quicker than just building hp and dumping with tv.

Example here..

Starting a boss fight where you would use crusade.

1 get 5 hp

2 cast judgment

3 cast crusade

4 cast just veng

5 cast wake of ashes

6 cast just veng

And you will then have 9 or 10 stacks of crusade in only 3 attacks after casting crusade, depending on fires of justice proc or not.

Of course once you have tv buffed up with traits you wouldnt really use jv often. But i cant see the other talents on this tier having as much value as jv especially when picking crusade.

Share this post


Link to post
Share on other sites
2 hours ago, Guest Raldbthar said:

Anyone else thinking justicars vengeance becomes even more valuable when picking crusade?

So, once that tiny window of Crusade damage passes, you then have a dead talent. You'll never use it. 

I mean, at a point where you have barely anything in your artifact, yes, you can and it works. Once you have some of the traits in your artifact, JV just plummets in value. 

I really don't think it's worth it taking JV in order to try use it with Crusade. TV will simply be more damage per holy power.

  • Like 1

Share this post


Link to post
Share on other sites
Guest Djidam

Hi, 

First off, thanks for the guide, great help.

 

I have Ravaged seed pod HM version from a bonus roll. Not very sure about this one and there's little info online about it. Some of my sims, compared to an 830 ilvl trinket with force and crit, put Ravaged seed pod slightly behind my 830 trinket (3k dps less) but competitive in AoE fights.

And I just saw that it was once a BiS trinket (replaced byt Ursoc), so is it still very powerfull (yet not a BiS) or just crap ?

Thanks for your time !

Share this post


Link to post
Share on other sites
2 hours ago, Guest Djidam said:

And I just saw that it was once a BiS trinket (replaced byt Ursoc), so is it still very powerfull (yet not a BiS) or just crap ?

I know that for some other DPS classes, this trinket was bugged and so dropped in value. I don't know if it is the same for Ret Paladin, but I would assume so.

If there is another reason, I'm tagging @Farion to help, because I don't know it!

Share this post


Link to post
Share on other sites
1 hour ago, Guest Templars Verdict said:

now with the 10% Damagebuff from Templar’s Verdict, we dont need to use purpose proccs for Justicar's Vengeance ?

Thx for the commends.

I would assume that you don't use JV any more after the buff, no. I'm going to tag @Farion to help/confirm, since I'm not 100% sure.

Share this post


Link to post
Share on other sites
On 9/29/2016 at 0:59 PM, Guest Djidam said:

Hi, 

First off, thanks for the guide, great help.

 

I have Ravaged seed pod HM version from a bonus roll. Not very sure about this one and there's little info online about it. Some of my sims, compared to an 830 ilvl trinket with force and crit, put Ravaged seed pod slightly behind my 830 trinket (3k dps less) but competitive in AoE fights.

And I just saw that it was once a BiS trinket (replaced byt Ursoc), so is it still very powerfull (yet not a BiS) or just crap ?

Thanks for your time !

The pod is actually crap. so if you have a trinket that sims better than it , then go for it.
here a list of preraid trinkets to look for
https://simc.derig.org/static/output/trinkets_sols_st.html
and trinkets over all
https://simc.derig.org/static/output/trinkets_prof_and_860_world_st.html

On 9/29/2016 at 2:13 PM, Guest Templars Verdict said:

now with the 10% Damagebuff from Templar’s Verdict, we dont need to use purpose proccs for Justicar's Vengeance ?

Thx for the commends.

Nope, Jv is no longer valuable at all, d.p procs on tv or ds.
how ever i would suggest if you use crusade as its better than dp/holy wrath over all :v)

 

 

 

Sorry for not replying earlier, progressing mythic and getting my char ready is taking all my time. cheers

Share this post


Link to post
Share on other sites
On 9/30/2016 at 0:38 AM, Guest Stat Values said:

What are the current stat values for ret?

What do you mean? Stat weights? They vary for each person, so you need to sim your own character for them.

  • Like 1

Share this post


Link to post
Share on other sites
Guest Bulbs

I got a feeling that u guys are kinda neglecting paladin's... They are one of the top dps single and AoE with the respective end gear 860+(use simulators, check the labbels in heroic and mythic developments or enter in a group with a good pally). U guys write stuffs like 

In single target DPS, the Retribution specialisation is currently performing well, compared to most other classes. While it is not at the top of the DPS rankings, it is certainly worth bringing to raids.

In AoE DPS, Retribution does decently, but does not shine.


We even't get a pro and con proper description, and if u guys says that a spec in the top 5 aoe labbel "does not shine" there's something really wrong with those avaliations.

ps: if those poor avaliations are old, then please update them.

Share this post


Link to post
Share on other sites
21 hours ago, Guest Bulbs said:

I got a feeling that u guys are kinda neglecting paladin's... They are one of the top dps single and AoE with the respective end gear 860+(use simulators, check the labbels in heroic and mythic developments or enter in a group with a good pally). U guys write stuffs like 

In single target DPS, the Retribution specialisation is currently performing well, compared to most other classes. While it is not at the top of the DPS rankings, it is certainly worth bringing to raids.

In AoE DPS, Retribution does decently, but does not shine.


We even't get a pro and con proper description, and if u guys says that a spec in the top 5 aoe labbel "does not shine" there's something really wrong with those avaliations.

ps: if those poor avaliations are old, then please update them.

Our evaluations are based on the application of Ret in a real raid. Let's break this down:

A solid AoE fight is the Heart of Corruption, in which you would expect Ret to shine if it was a "top 5 AoE" spec. It's middle of the pack on the 75th percentile and on max DPS. It's definitely not performing as a top 5 AoE spec, as you call it. It does as we say, it does not shine, it just does "decently".

For ST, as we say, it performs well compared to most other classes.

  • Like 1

Share this post


Link to post
Share on other sites

By the looks of it and after getting the trnket, Nature's Call is far from being a BiS trinket. Asked someone to sim me with Nature's Call (875) and Spiked Counterweight (830) and Spiked did about 1.5k more DPS thatn Nature's Calle being 45 WHOLE ilvl above.

Share this post


Link to post
Share on other sites
Guest Mint

I think it was made clear at this point by the game developers, that at least Ursoc's paw is not working correctly (a GM confirmed this, search on google). I therefore conclude, that many other raid trinkets are broken aswell, because, as you said, a blue 830 can/should/has never beaten a raid 875 before. The only thing I hope is, that they will fix them a) fast and b) 'old/bad' trinkets will get the buff retrospectivlely, so I am not punished by getting the item at the wrong time.

btw, I am using 850 Ursoc's atm, it is not good. Depending on the encounter the dot does 1,5-3% of my total damage (852 ilvl overall). My blue 825 horn is close if not better. Just got a 835 seed pot in LFR, I'll test that out for sure.

For the BiS-List I would hope to find a note added rather sooner than later, that the BiS-trinkets are totally not BiS ATM.

Share this post


Link to post
Share on other sites
On 10/7/2016 at 4:00 PM, Pincho93 said:

By the looks of it and after getting the trnket, Nature's Call is far from being a BiS trinket. Asked someone to sim me with Nature's Call (875) and Spiked Counterweight (830) and Spiked did about 1.5k more DPS thatn Nature's Calle being 45 WHOLE ilvl above.

The trinket recommendations have been completely revamped and updated, so hopefully this can now account for all the issues that trinkets have, as well as the DPS contributions they give!

  • Like 1

Share this post


Link to post
Share on other sites
On 10/8/2016 at 1:53 PM, Guest Mint said:

For the BiS-List I would hope to find a note added rather sooner than later, that the BiS-trinkets are totally not BiS ATM.

See my comment above. Thanks!

  • Like 1

Share this post


Link to post
Share on other sites
Guest Mint
3 hours ago, Blainie said:

The trinket recommendations have been completely revamped and updated, so hopefully this can now account for all the issues that trinkets have, as well as the DPS contributions they give!

Hey, thank you. But you are missing Horn of Valor now, which is a very good trinket, as you know. Probably just slipped through in the editing process.

After having read multiple other ret guides on other forums, the Ivy-Veins BiS list gets shittalked a lot. I wanted to ask two things directly, which is said about the List in most other forums: 1. It is said that the IV list focuses too much on haste and is 'corrupted' by mastery. An Example would be the Neck slot, where we gain another 1k Mastery, which is not very good. (Where we could also take the haste/crit one from Cenarius)  Also it is said that after certain breakpoints in haste (eg. 20/25%) it is worth focusing on other stats such as versa and crit instead of aditional haste. Even though I have not simmed stuff myself many other people did and provided evidence to these statements in the other forums. I followed the BiS-list blindly (...) and I am now at 21 crit 23,5 haste and 30 mastery and I believe sacrificing some haste in order to avoid mastery to gain versa and crit would have been better.

Another thing I noticed with the artefact relicts: In the IV guide (at least the last time I checked) you have a rule of thumb where it is said to always take the higher ilvl one, regardless of the boost and only with two of the same ilvl start comparing. I followed this blindly (my fault, of course) and replaced a +40 crusade-uptime-boost with a +42 random one, although  afterwards I read that someone simmed that a crusade 2,5 sec buff is worth 8 ilvls on his char.

I am very thankful for the guide and hope my post does not get misunterstood, as I only intended to clear up things I personally dont understand/ read differently elsewhere.

Share this post


Link to post
Share on other sites
4 hours ago, Guest Mint said:

Hey, thank you. But you are missing Horn of Valor now, which is a very good trinket, as you know. Probably just slipped through in the editing process.

After having read multiple other ret guides on other forums, the Ivy-Veins BiS list gets shittalked a lot. I wanted to ask two things directly, which is said about the List in most other forums: 1. It is said that the IV list focuses too much on haste and is 'corrupted' by mastery. An Example would be the Neck slot, where we gain another 1k Mastery, which is not very good. (Where we could also take the haste/crit one from Cenarius)  Also it is said that after certain breakpoints in haste (eg. 20/25%) it is worth focusing on other stats such as versa and crit instead of aditional haste. Even though I have not simmed stuff myself many other people did and provided evidence to these statements in the other forums. I followed the BiS-list blindly (...) and I am now at 21 crit 23,5 haste and 30 mastery and I believe sacrificing some haste in order to avoid mastery to gain versa and crit would have been better.

Another thing I noticed with the artefact relicts: In the IV guide (at least the last time I checked) you have a rule of thumb where it is said to always take the higher ilvl one, regardless of the boost and only with two of the same ilvl start comparing. I followed this blindly (my fault, of course) and replaced a +40 crusade-uptime-boost with a +42 random one, although  afterwards I read that someone simmed that a crusade 2,5 sec buff is worth 8 ilvls on his char.

I am very thankful for the guide and hope my post does not get misunterstood, as I only intended to clear up things I personally dont understand/ read differently elsewhere.

Well first of all thank you for the reminder on horns.

Secondly bis list is a basic guideline to what you want to keep your eyes on if it drops as what was mentioned above the bis list it self. if a better stats item drops from mythic dungs/ raid for you then go for it.

and about the relics, until an official sims comes from theorycrafters them selves, (solsacra,msserano) about them, i will stay to my point. how ever, ONE a.w relic is a must so it lines up with your FCM trinket. but other than that, its still same.

 

Share this post


Link to post
Share on other sites
Guest Omnicknight

I cannot believe this actually got updated, good work on getting the trinket list fixed.

After my own tests and some words about how secondary stats scale in breakpoints except versatility which scales linearly, I dare to claim that the stat priority is as follows: haste ~>crit >versa >>>>>mastery

I would rather have some random few thousand versatility on my gear than having mastery. Directly replacing say 880 beartooth necklace with a warforged/high mythic+ 880 warden pendant increases dps. In my own sim from 337.8k to 340k. I think a good rule of thumb stat ratio to work towards would be 2 crit, 2haste, 1versa, 0mastery. That versa and crit are more useful than believed is likely the main reason why unstable arcano crystal trinket ranks so high(while mastery is provably awful).

In the discord Mserrano said haste doesn't look good on sims because of breakpoints thus invalidating simcrafts stat scaling feature, but in my own small scale tests of exchanging crit/haste, versa/haste and crit/versa amulets in simcraft, the crit/versa actually came out best. The big haste breakpoints I know of are at 12.5% and 30+%  which leaves a very wide gap. For itemization in that gap I have not yet heard a convincing reason or seen proof that haste is straight better than crit, or that crit is not better than versatility or that mastery is not the worst or that the stat scaling feature of simcraft actually is wrong. So many retris walk around with close to 0 versatility because "the guides said so". I would welcome to be proven wrong on this. Also the haste breakpoints is based on judgment buff duration, thus reliant on mastery, thus would matter a lot more if mastery wasn't really bad. Virtue's Blade on the other hand scales better with crit than Blade of Wrath and VB surpasses BoW in simcraft somewhere around the 25-27% crit mark, which is very significant.

Going over to talents Greater Judgment/Divine Hammer from that same tier starts becoming good when you expect 5+ target fights to be more important than single target fights. i.e you spend more time on all the big trashpack pulls than you spend on the bossfights of a mythic+ dungeon. Somewhere after 10+ targets though, Fires of Justice/Blade of Wrath starts to outperform GJ/DH in aoe dps through sheer holy power generation to cast more Divine Storms(better single target dps goes without saying GJ/DH is the lowest single target damage combination). Justicar's Vengeance has the unique benefit of doublings its 800% attack damage to 1600% attack damage against stunned targets. Repentance and Blinding Light daze do not count for that, so combine only with Hammer of Justice. If you can find a trash mob to stun and use JV on it actually is the highest damage output. For raiding purposed, the corruption and mindflay tentacles on the Ilgynoth fight, the Twisted sisters in the Cenarius fight and all minor adds in the Xavius fight can be stunned afaik and are excellent targets to start the second crusade on midfight. The crusade startup rotation with JV is (at 5 holy power) Judgement, Hammer of Justice(use crusade and trinket, ideally from one macro), JV, WoA, JV, CS, BoJ, TV, for 14 stacks of crusade in 6 Global Cooldowns. 

Speaking of Crusade, Crusade is not optional. After you attain 18 artifact levels on your ashbringer, you should have +7.5 sec duration increase for AW/Cru(+ possible 2.5 sec per relic with the trait), the difference between DP and Cru isn't small anymore. Max stacks Cru gives 52.5% damage and 52.5% haste, which is simply amazing and outperforms DP by a wide margin. The ramp up takes a bit of time, between 6 and 13 Global Cooldowns, depending on your chosen rotation. The added AW duration from Ashbringer is guaranteed to be extra seconds of 52.5% increased damage though, which makes Xavius' Fire relic the best in slot relic by far.

 

For Food, Fishbrul Special(fireball food) is noticably better for single target damage than Azshari salad, although I think fireball food types are not implemented in simcraft. Same reasoning as why Hidden Satyr is recommended on neck enchant it does more damage than the alternatives.

 

I have run a lot of simcraft simulations and done dummy tests to come to these observations, so maybe the next update might include some of this stuff. 

Cheers

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...