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Discipline Priest 7.3

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On 10/12/2016 at 7:32 PM, Benjignome said:

How do you guys think Unstable Arcanocrystal http://www.wowhead.com/item=141482/unstable-arcanocrystal&bonus=0 holds up vs the other trinkets for disc? Is sacrificing 1200ish int worth gaining all the other secondaries if I have a int/haste 845 trink?

Noxxic lists stat weights as:

Intellect [9.02] > Haste [7.52] > Crit [6.02] > Mastery [4.52] > Versatility [3.02]

Is this correct? If so it appears to lean towards arcano in this situation. 

Thanks so much!

I can't really speak for Noxxic, unfortunately, because I have no idea where they get their weights from. Yes it is worth using the trinket though.

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Hi Priest friends.

 

I wanted to ask, it's kinda the mess now with my gear, I'm like ilvl 845 but  with 22% crit 22% haste and 26% mastery so… that sucks.

I made my first raid like this, and I didn't feel that, my dps was low (under 80k) and healing (even if I don't like looking at that stat) was under 125k generally. I wanted to play without shadow Mend, but I couldn't coz my dps wasn't high enough to bring them their life back.

 

In the guide, Mastery is kinda the worst stat, but I see some people with full Mastery, is there something about that? And maybe should I go for Schism? 

 

Thanks guys ! 

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6 hours ago, BunnyHeal said:

I wanted to ask, it's kinda the mess now with my gear, I'm like ilvl 845 but  with 22% crit 22% haste and 26% mastery so… that sucks. I made my first raid like this, and I didn't feel that, my dps was low (under 80k) and healing (even if I don't like looking at that stat) was under 125k generally. I wanted to play without shadow Mend, but I couldn't coz my dps wasn't high enough to bring them their life back. In the guide, Mastery is kinda the worst stat, but I see some people with full Mastery, is there something about that? And maybe should I go for Schism? 

 

What are you using instead of schism? I know that the big arguement against using it is that it doesnt map exactly with penance but the extra DPS and weapon it gives you on rotation instead of smite all the time is well worth it.

I don't get the "not enough heals" comments people make... how do you structure your rotation? feel like its not the choices your making but more the way you use the spells

for example... adding plea in between fights is near essential since it means you go into a fight with atonements up. On the boss... you should be asking the tank for a pull timer, getting out 5 /6 pleas and then adding a shield to the tank as your last atonement... that means when the tank pulls your straight into your dps rotation (schism - PtW - penance - smite as a filler)

shadow mend is for emergencies because of the mana cost... don't rely on it

Aim for 5 Pleas+1 shield then dps rotate... because at 6 atonements on players plea becomes cost-ineffective to cast

do the shield last of the 6 atonements you put up. 1/. The shield is a fixed cost (plea increases the more atones you have so they need to be cast first). 2. you want to shield the tank last so that it lasts longest and if an atonement drops off before you restart your rotation, its not the one you cast on the tank

I choose Divine star over Halo because i prefer the extra casts and use it as a quick instant heal (appreciate the heal it does is small but as an instant cast its handy and resests quick)

as for stat builds... haste all the way. Use the website "Ask Mr Robot" if you don't already to get your stats weighed properly

there's not much arguement in my mind for stepping away from the set rotation... you'll get the most healing out of your disc by 5xplea + shield then dps and repeat... just keep repeating. other healers will out do you but you want to get back to the DPS phase of your rotation as quick as possible so the sooner you negate whatevers happening in the raid, get your pleas (and shield) up, the quicker you can dps (and therefore heal)

You've got shadowfiend / pain sup / barrier / rapture / radiance all still available as needed ans the guide tells you about radiance in particular so you should be fine. Just stick to the rotation as much as possible

Edited by dhumpriest
missed spell out
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Thanks you for your answer!

 

Currently, instead of Schism, I use the extra tick on Penance, but yeah, I should give Schism a chance.

The main problem is that my priest is a reroll coz I have to main Tank for my guild, so I can't try it a lot in raid and my first experimentation was on the Dragons. And here, there was an other problem I guess, the other heal in my little group was a Paladin, not the best mate.

 

Ok, so I'll stick with haste! The problem is that I have a better stuff in my bags (847 equipped but 850 in bags) but this is only full mastery, I'm pretty unlucky with loots. 


But yeah, thanks again, I'll try like this next time, and with Schism, hopefully it won't eat all my mana!

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Hi ! Thx for this big work, it's very helpfull.

Two ask :

- Our stat priority stay the same in mm+ like raid ( hâte > crit > mastery ) ?

- what are stat weight for discipline ? I need them for pawn.

Big Thx again.

( sorry for m'y english :/ )

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The accepted weights in 7.0 by most top priests were:

Raids: 
Intellect .865 | Critical Strike 0.685 | Haste 1 | Mastery 0.729 | Versatility 0.655

Dungeons:
Intellect 1.225 | Critical Strike 0.961 | Haste 1 | Mastery 0.617 | Versatility 0.928

Though with 7.1, Shield Discipline is probably the default talent of that tier in Raids now (as Mindbender's mana sustain is even worse than Solace now).  As a result, we're focusing more on PW:S in raids, and that might mean that in raids mastery went down a bit and Crit went up.  So the guide is probably correct now on both fronts.

So in M+, go Int>Haste>Crit>Vers/Mastery

In Raids, Haste>Int>Crit/Mastery>Vers
 

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Guest healbro

Just wish disc priests were as good as other healers. We need to press more buttons than any other healer for less healing and more mana.

Life is hard atonement should just be passive or not on the GCD so you could spread between casts.

If you role holy you will do double the healing with the same gear.

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On 10/27/2016 at 6:04 PM, Guest healbro said:

Just wish disc priests were as good as other healers. We need to press more buttons than any other healer for less healing and more mana.

Life is hard atonement should just be passive or not on the GCD so you could spread between casts.

If you role holy you will do double the healing with the same gear.


Holy has 0 utility where we have plenty.  That's where things differ.

All Holy does is put out high HPS and provide another innervate.  Their cooldowns are just more HPS.  This makes Shamans, Druids and Monks significantly more desirable for externals and raid cooldowns like spirit link.

We have Barrier, PS and the ability to completely burst heal through a raid mechanic.  We also bring a significant amount of DPS which sets us even further apart as we can help push timers/etc.  

Right now Disc is one of the top healers in high end M+ and a very strong raid healer for its utility.  HPS is not all healing, or Discipline priests in general are about.

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On 10/30/2016 at 1:51 AM, Dradreydreys said:

Holy has 0 utility where we have plenty.  That's where things differ.

This seems to have always been the key difference. Right now, if you want to simply pump out huge numbers, Disc isn't the spec to play. If you want to be a vital part of your raid, Disc is probably a good choice.

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On 10/24/2016 at 8:17 AM, Crouky said:

Hi ! Thx for this big work, it's very helpfull.

Tagging you to look above for answer to your question.

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Guest davelister

am i the only one who likes to use clarity of will in raids. clarity of will combined with shield discipline is extremely efficient. it stacks 2 times doubling the absorb amount, its extremely mana efficient as it leaves almost no overheal and you get that 1% mana back from shield discipline on clarity of will as well as power word: shield so i never run out despite constantly casting. with hero up you can quite easily shield a 20man raid before the first timer is up and if there is a dot going on or a raid wide damage as is the case in most fights thats 20% of your mana coming back to you.

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On 21.11.2016 at 6:49 PM, Guest davelister said:

am i the only one who likes to use clarity of will in raids

My knowledge of it is actually fairly limited, but I was wondering if you could post a log example of you using it? I'm always open to relaying new feedback to our writers and, if it is that you've found something that really does work well in contrast to our guide, it's nice to have it included.

Looking forward to see a log if you have one!

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IMO the real problem with CoW in raids is that it doesn't apply atonement.

Even if it applied atonement you'd use it somewhat sparingly, but why would you realistically want to CoW the raid when instead you could rapture PW:S spam or PW:R spam to apply atonement to the whole raid and Light's Wrath the health back?  Especially when it requires sacrificing Halo which is a pretty good 45 second cooldown. 

In the case it applied atonement I could see it having use essentially as a replacement shadowmend.  Our goal would still be to blanket heal mechanics, but you'd be able to use CoW for stuff like the first wave of Nyth rots, etc.

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18 minutes ago, Dradreydreys said:

IMO the real problem with CoW in raids is that it doesn't apply atonement.

Definitely a fair point. It would essentially change the way you would have to heal as a disc, no?

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1 minute ago, Blainie said:

Definitely a fair point. It would essentially change the way you would have to heal as a disc, no?

Yeah, CoW has its place right now in high M+.  It's really good to pre-empt the harder mob packs and to set up for big damage (like the first wave of shadowbolts from BRH final boss).  But if it doesn't apply atonement, I don't see a reason to use it in raid,  

At least as of right now, there's no mechanics that feel like a giant tank burst you need to prepare for.  And even if there were, I don't know if I'd want to take CoW for it over running Halo.  We're so, so good at healing raid-wide burst damage that spending time and mana not doing that seems kinda bad.  

That said, I can totally see a CoW healing style being OK in some fights.  Heroic Il'gynoth comes to mind, where there's really no big raid wide damage, and you could reasonably spend your time CoWing Il'g's target for his eye beam.  I imagine the HPS would get pretty high that way.  Once you hit mythic though, we're kinda needed to cover the slime DoT damage and it becomes less useful. :P

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Guest Casualpriest

I'm not sure why the tooltip in here is incorrect, but shadow word pain lasts 18 seconds, not 14, if used by a shadow priest. Because of this, purge the wicked is not that much of an upgrade - only 2 seconds or one tick more. With that in mind, would you change the recommended talent in the guide, or is it not that relevant?

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13 hours ago, Guest Casualpriest said:

I'm not sure why the tooltip in here is incorrect, but shadow word pain lasts 18 seconds, not 14, if used by a shadow priest. Because of this, purge the wicked is not that much of an upgrade - only 2 seconds or one tick more. With that in mind, would you change the recommended talent in the guide, or is it not that relevant?

I'll double check with the writer/reviewer, but I believe it is still the best choice for raiding.

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23 hours ago, Guest Casualpriest said:

I'm not sure why the tooltip in here is incorrect, but shadow word pain lasts 18 seconds, not 14, if used by a shadow priest. Because of this, purge the wicked is not that much of an upgrade - only 2 seconds or one tick more. With that in mind, would you change the recommended talent in the guide, or is it not that relevant?


It costs .2% less mana baseline, and spreads to nearby targets when you cast penance.  It's also got higher damage on cast and over the period.

As such, in raids (where almost all your healing should be atonement) it's extremely mana efficient and useful. 

Grace is default in dungeons.

Shadow Covenant is not worth taking at all right now, and though it's getting small buffs next patch, is still likely not worth taking.

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On 12/5/2016 at 0:47 AM, Guest Casualpriest said:

I'm not sure why the tooltip in here is incorrect, but shadow word pain lasts 18 seconds, not 14, if used by a shadow priest. Because of this, purge the wicked is not that much of an upgrade - only 2 seconds or one tick more. With that in mind, would you change the recommended talent in the guide, or is it not that relevant?

Similar response to that of Dradreydreys above. Will just let you read his, hope it helps.

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I have played 5 healers and one tank since WoW started, and the Disc priest healing output over other classes has been extremely under-powered at this time.  While in raids our shields are some of the best direct healing, but much of Atonement healing, raid wide, is lost in overhealing.  We just do not have the utility and strength that other classes do.  From my druid, shaman, myst, holy, and pally we can more specialize who gets large healing dumps as well as leave it and forget it healing like druids. 

I feel healers are simply the strongest class to play in any mmorpg over all others, I really hope this class specialization gets a boost. I would like to see more of our abilities apply atonement- for instance dispels and halo, star.  Increase shadow mends healing, while pushing the dmg aspect of it farther away. Grace should be replaced with something else altogether, and increased Atonement time added permanently throughout the priests life. And PW radiance increased to 4. Also there should be an overall increase to our dmg by several %, not as much as the weakest geared dps but more then tanks. 

I know this is more of a rant/wish list but it would to see what other people feel could make this specialization stronger a right step in getting some changes. I wonder what others feel need to be boosted. 

Edited by holysister

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On 12/26/2016 at 5:56 PM, holysister said:

I know this is more of a rant/wish list but it would to see what other people feel could make this specialization stronger a right step in getting some changes. I wonder what others feel need to be boosted. 

I do think one of the biggest things that needs to be changed is the way the spec allows itself to be played. Because of the fact that they don't want certain specs to be too difficult, it won't happen, but I'd love to see Disc play like this:

  • When played badly, it performs badly. You will find yourself below other healers the majority of the time.
  • As you get more comfortable and more skilled, you can see yourself starting to compete with other classes.
  • The skill ceiling should be super high. A disc Priest should be able to top the meters when played by someone that is perfect at the class. I'd love to see it be brutally punishing, but incredibly rewarding when you "get it".

At the moment, it just sorta seems to flop too early.

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On 12/26/2016 at 0:56 PM, holysister said:

I have played 5 healers and one tank since WoW started, and the Disc priest healing output over other classes has been extremely under-powered at this time.  While in raids our shields are some of the best direct healing, but much of Atonement healing, raid wide, is lost in overhealing.  We just do not have the utility and strength that other classes do.  From my druid, shaman, myst, holy, and pally we can more specialize who gets large healing dumps as well as leave it and forget it healing like druids. 

I feel healers are simply the strongest class to play in any mmorpg over all others, I really hope this class specialization gets a boost. I would like to see more of our abilities apply atonement- for instance dispels and halo, star.  Increase shadow mends healing, while pushing the dmg aspect of it farther away. Grace should be replaced with something else altogether, and increased Atonement time added permanently throughout the priests life. And PW radiance increased to 4. Also there should be an overall increase to our dmg by several %, not as much as the weakest geared dps but more then tanks. 

I know this is more of a rant/wish list but it would to see what other people feel could make this specialization stronger a right step in getting some changes. I wonder what others feel need to be boosted. 


Our healing isn't underpowered at all, really.  We certainly have the capability to keep up and some very useful utility with our Artifact to all raid-relevant traits.

If you're losing a lot of healing to overhealing, likely your raid is either using their healing cooldowns inefficiently when you can burst heal the raid back to full, your raid is running too many healers for the content, or you're trying to play the role of a consistent throughput healer on a fight you shouldn't be,  My atonement overheals, yes, but it's never significantly more a percentage of my healing than say a Druid's rejuv overheal.

Not only would adding atonement to halo and star be incredibly powerful, it would make halo a 100% no brainer as a choice when it basically already is unless you're doing really high mythic+ (where Clarity is better in only some cases) but it would contribute even more to the overheal "problem."  I mean it would become the most efficient heal bar none in the game even at one or two atonements.

Shadowmend is already the strongest base heal in the game.  The DoT effect only somewhat keeps it in check, because any tank you're spamming with it is going to be eating the damage before the DoT is even relevant.  Increasing its healing while decreasing the DoT would cement Disc as literally the best 5-man healer period.  They're already really high up there with Barrier and the Artifact trait for Barrier, which allows them to clear much higher tyrranicals than other classes at the moment.

And we're generally on par with tanks in damage.  If there was a desire for us to do more damage we'd need to do less healing.

Disc right now is a very good healer.  It takes a decent chunk of skill, but more than that it takes a lot of fight knowledge to nail down properly.  My first few pulls on any mythic boss were complete trash as far as healing went.  But after learning where heals were needed most, where my burst windows should be and how long I had to set up for them, my HPS would keep up or even surpass other healers.  That's a very strong place to be in when I'm outputting as much damage as our tanks.

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There is a lot of good information on this thread hopefully I can offer some from my own experiences.

I've been priesting on and off since BC and have been PVE healing as disc since WoLK.  I didn't play WoD very long so when I started playing again in October I was taken aback and adamantly against the disc changes.  But after playing it for a while I loved it! Healing as holy is soooo boring.

Just as some background, I don't use any addons, except recount, and I don't use any macros, and never really did except DBM.  I can still top raid meters and easily outheal most people with similar gear.  

It took me a couple weeks to re acclimate myself but it wasn't until I added Solace and Schism did my healing started to take off.

Castigation is too limited for my taste, It's gives approx 25% boost to penance but that's just one spell and schism does damage and adds 30% to all of your spells. I can usually pop off a couple 30% boosted smites before the CD on penance resets anyways.

PWR is waaaay too much of a mana drain, especially if you are also using schism.  I only use sparingly during high AoE damage and even that is a rarity. It's also waaaay to slow for me.

I'm also surprised that Solace gets a bad rap.  With atonement up, it's an insta cast heal and adds mana.  I don't really understand how something you can usually only use once or twice an encounter is that much better.  I've never had mana problems ever since I stopped using PWR. 

Its definitely harder to fit extra dps into your rotation but I find that it is well worth it if you take the time to figure it out.  Disc priest play is all about anticipation as one commentor previously stated.  That will help you more than any talent.

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9 hours ago, Aloysius said:

Just as some background, I don't use any addons, except recount, and I don't use any macros, and never really did except DBM.  I can still top raid meters and easily outheal most people with similar gear.  

Thanks for your input, much appreciated.

Can you please link some of your logs, I'm very interested to see how you are playing.

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On 12/29/2016 at 8:52 PM, Aloysius said:

I'm also surprised that Solace gets a bad rap.  With atonement up, it's an insta cast heal and adds mana.  I don't really understand how something you can usually only use once or twice an encounter is that much better.  I've never had mana problems ever since I stopped using PWR. 

I imagine this is because Mindbender is more mana regen in a smaller window, which means it can be more helpful if you're finding yourself draining out.

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      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!
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