Jump to content
FORUMS
Damien

Destruction Warlock 7.3

Recommended Posts

19 hours ago, Guest Rainingblue said:

If the stat scaling is:

Haste: 1.24

Intellect: 1.00

Why should i use a +200int socket instead of all +250 haste ones?

Gems have been nerfed to 150/100 instead of 250/150 for secondaries, that's why :)

17 hours ago, Guest Nisio said:

Thanks for the read! Do we have breakpoints/soft caps for haste or crit?

Not really

Share this post


Link to post
Share on other sites
Guest Malfallax

Back draft duration is reduced by Haste.

My backdraft is around 3sec duration is that intended?

Is backdraft better even though it has such a short duration?

Share this post


Link to post
Share on other sites

Hello first time posting on Icy Veins...forgive my ignorance if this next question has an obvious answer.

Leveling my first Warlock and decided to commit to Destruction since it fits my idea of the whole class fantasy but something on your summary pages for Destruction confuses me a little bit.

Here it says,

  • Strong single target damage
  • Exceptional damage to priority targets ("fingertip" burst)

And then here it says,

  • Average single target burst

These notes just seem kind of conflicting to me, especially after doing my first couple of low lvl (25-30ish) dungeons and noticing how "bursty" some of my abilities felt.  Any clarification would be greatly appreciated, and thank you for all of these awesome guides.  They really helps an old-school veteran that's been many years absent get back into the game!

Share this post


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

Hello first time posting on Icy Veins...forgive my ignorance if this next question has an obvious answer.

Leveling my first Warlock and decided to commit to Destruction since it fits my idea of the whole class fantasy but something on your summary pages for Destruction confuses me a little bit.

Here it says,

  • Strong single target damage
  • Exceptional damage to priority targets ("fingertip" burst)

And then here it says,

  • Average single target burst

These notes just seem kind of conflicting to me, especially after doing my first couple of low lvl (25-30ish) dungeons and noticing how "bursty" some of my abilities felt.  Any clarification would be greatly appreciated, and thank you for all of these awesome guides.  They really helps an old-school veteran that's been many years absent get back into the game!

Not sure how to clarify it better. Destruction can smack things for a decent amount once or twice with Chaos Bolt and/or Shadownburn but this doesn't make it a good "burst" class. It it good at dealing priority damage (as it says), which basically means killing important things (e.g. adds that spawn that wipe the raid if not killed in 10 seconds or less). Generally speaking classes that are described as having "good single target burst" are instead classes that have very strong cooldowns and can deal high damage for a more extended period (like a Fire Mage's Combustion + Rune of Power combo).

Share this post


Link to post
Share on other sites

That does help a little Furty, thank you!

I think maybe I just wasn't getting the difference between priority damage and true burst potential with DPS cooldowns or procs.

Edited by Ginger

Share this post


Link to post
Share on other sites
Guest Simz

The other warlock in my guild said that he believes Grimore of sac to be the best single target pick aswell as aoe pick, due to impish incarnation on your artifact which increase it by 50%. Is that true or is grimore of service stronger?

Share this post


Link to post
Share on other sites
Guest Skramz

cb25cb920e6b445e96029a436261de36.png
Why this priority relics?????
 whereas according  to simcraft:
657577eedd2748c983031a41c2208daf.png
immo has the best slice of dmg.
I just dont understand y chaotic instability on the 1st place. y not relics for shard generation and immo damage???

Share this post


Link to post
Share on other sites
Guest Muenze

HI @Furty

Why do you prefer Fire from the Sky over Master of Desaster?

Why 15% aoe dmg over 9% filler dmg?

I don't know anything about the upcoming raid bosses, are there viable usages for rain of fire in raid environment, better than 9% filler dmg?

Share this post


Link to post
Share on other sites
11 minutes ago, Guest Skramz said:

immo has the best slice of dmg.
I just dont understand y chaotic instability on the 1st place. y not relics for shard generation and immo damage???

Take a look at the Simcraft talent choices. They prioritise Immolation damage through Roaring Blaze, which means no Backdraft, as well as not taking Reverse Entropy. These is much less focus on Chaos Bolt damage in their sim because they aren't using talents for it. With 3 relics, you will get those Immolation buffs anyway, but with our build at the time of writing this, your damage will see a higher % of Chaos Bolt damage.

Share this post


Link to post
Share on other sites
On 9/12/2016 at 0:21 AM, Ginger said:

That does help a little Furty, thank you!

I think maybe I just wasn't getting the difference between priority damage and true burst potential with DPS cooldowns or procs.

I made some updates that should be live soon to further attempt to clarify so no one else is puzzled :) 

On 9/12/2016 at 1:53 AM, Guest Simz said:

The other warlock in my guild said that he believes Grimore of sac to be the best single target pick aswell as aoe pick, due to impish incarnation on your artifact which increase it by 50%. Is that true or is grimore of service stronger?

Service is stronger on single target while Sac starts to pull ahead on sustained cleave.

Share this post


Link to post
Share on other sites

Hello Furty,

Thanks for the great guides as usual. I was wondering if you or anyone else are able to explain to me why there is such a big difference in stat priorities/weights between the ones you supply for destro and the ones that Mr. Robot gives. Their simulator gives haste>mastery as the two primary secondary stats while you guys say haste>crit (which is what I have been using). Is there reason for this? Have the changes over time -- and most especially the artifact talents -- effected the weights we're used to without our realizing? They have slightly different (yet not too big of a deal) weights for demo as well, but I feel the need to ask when the stat priorities are completely changed. Thanks for your time!

Share this post


Link to post
Share on other sites
18 hours ago, Euko said:

Hello Furty,

Thanks for the great guides as usual. I was wondering if you or anyone else are able to explain to me why there is such a big difference in stat priorities/weights between the ones you supply for destro and the ones that Mr. Robot gives. Their simulator gives haste>mastery as the two primary secondary stats while you guys say haste>crit (which is what I have been using). Is there reason for this? Have the changes over time -- and most especially the artifact talents -- effected the weights we're used to without our realizing? They have slightly different (yet not too big of a deal) weights for demo as well, but I feel the need to ask when the stat priorities are completely changed. Thanks for your time!

The best way to explain this is with the idea of highs and lows.

Due to the random nature of Mastery, there are pulls where you will have TERRIBLE RNG, and you will have very small damage increases, while sometimes you will get lucky and have big increases. The use of Crit completely eliminates that aspect of RNG between damage increases, instead having the standard "Will it crit or not?" RNG.

You also have a higher chance of Soul Shard generation when pushing for Haste > Crit.

Share this post


Link to post
Share on other sites
Guest Lionsden

Hi Furty,

 

With the recent changes to Warlock's resting Soul Shard count (Up from 1 to 3) would you consider changing any of the talent priorities. For example, I now found that the Chaos Bolt focus build is much stronger out of the gate than Immolate when running Mythic dungeons.

 

Secondly, I've found from personal experience that I pull much higher dps, even single target, when running Grimoire of Sacrifice over Grimoire of Service. Despite the description of the skill on Wowhead and other DB sites saying it can not crit, my combat log and parsing meters shows Demonic Power does crit, just over 100K for me at ilvl 847 (Artifact ilvl 876). Considering how often this passive ability procs and the fact that boss mechanics can sometime interfere with constant use of Grimoire of Service on cd, I'm curious why Grimoire of Service is still weighted higher for single target dps?

Share this post


Link to post
Share on other sites
7 hours ago, Blainie said:

The best way to explain this is with the idea of highs and lows.

Due to the random nature of Mastery, there are pulls where you will have TERRIBLE RNG, and you will have very small damage increases, while sometimes you will get lucky and have big increases. The use of Crit completely eliminates that aspect of RNG between damage increases, instead having the standard "Will it crit or not?" RNG.

You also have a higher chance of Soul Shard generation when pushing for Haste > Crit.

Well first of all, the weights are calculated over 1000's of simulations so highs and lows average out. There will certainly be pulls where your mastery just didn't do as much as what crit could have done for you, but if the numbers are THAT different it wont be that often, or by that much. Mr. Robot gives int 1, crit 0.62, haste 0.78, mastery 0.77, versa .59 vs Furty's supplied weights at 1, 0.82, 0.9, 0.66, 0.7 respectively. I understand why haste > crit has value, but that isn't what I was asking. As I don't really know where Furty's numbers come from, I am asking how it can be possible for there to be such a huge difference in the numbers, enough so that there would even be a largely different priority. Is it because of the gear each tested with? Perhaps those weights come from different talent/trait selections? Were Furty's weights made before changes have been made, both on blizzard's side and player preference? These are the answers I am looking for, not what you have given me. Thank you again, all.

Share this post


Link to post
Share on other sites
Guest Jennifer
On 9/12/2016 at 5:48 PM, Guest Skramz said:

cb25cb920e6b445e96029a436261de36.png
Why this priority relics?????
 whereas according  to simcraft:
657577eedd2748c983031a41c2208daf.png
immo has the best slice of dmg.
I just dont understand y chaotic instability on the 1st place. y not relics for shard generation and immo damage???

warlock discourd and other locks are actually saying take burning hunger relic and chaotic instability because you get more shards on immolate crits. Combine that with higher crit chaos bolts and its way better that any aoe relic. I never use rain of fire.

Share this post


Link to post
Share on other sites
On 9/16/2016 at 9:26 PM, Euko said:

Well first of all, the weights are calculated over 1000's of simulations so highs and lows average out. There will certainly be pulls where your mastery just didn't do as much as what crit could have done for you, but if the numbers are THAT different it wont be that often, or by that much. Mr. Robot gives int 1, crit 0.62, haste 0.78, mastery 0.77, versa .59 vs Furty's supplied weights at 1, 0.82, 0.9, 0.66, 0.7 respectively. I understand why haste > crit has value, but that isn't what I was asking. As I don't really know where Furty's numbers come from, I am asking how it can be possible for there to be such a huge difference in the numbers, enough so that there would even be a largely different priority. Is it because of the gear each tested with? Perhaps those weights come from different talent/trait selections? Were Furty's weights made before changes have been made, both on blizzard's side and player preference? These are the answers I am looking for, not what you have given me. Thank you again, all.

I simply don't know. I don't know how AMR simmed it. I'm yet to see anyone that agrees with the AMR priority however, let alone the weights, so perhaps that holds some credence. @Furty, any ideas?

Share this post


Link to post
Share on other sites
9 minutes ago, Blainie said:

I simply don't know. I don't know how AMR simmed it. I'm yet to see anyone that agrees with the AMR priority however, let alone the weights, so perhaps that holds some credence. @Furty, any ideas?

That's good enough for me really, I have been pretty happy with Furty's weights anyway.

Share this post


Link to post
Share on other sites
Just now, Euko said:

That's good enough for me really, I have been pretty happy with Furty's weights anyway.

Okay. Sorry that I couldn't give more information on the topic anyway, but I'm glad to hear it's sorted now!

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.

Share this post


Link to post
Share on other sites
Guest Burnita(guest)

Hello, for neck you can use as cheaper version, gift of hast (75 haste)

Share this post


Link to post
Share on other sites
7 hours ago, Guest Burnita(guest) said:

Hello, for neck you can use as cheaper version, gift of hast (75 haste)

Technically, yes. We haven't included it since it's not a Legion enchant.

Share this post


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

One Question: Naraxas' Spiked Tongue is Best in Slot Trinket? Is this Correct?

Technically, yes, but it depends on what you are comparing it with. With how different WF/TF systems work, you could find a better trinket due to it rolling a high "warforged" item level. 

Simming is the best way to test it.

Share this post


Link to post
Share on other sites
Guest Argonil

You've probably already heard this, and disagreed, but then I disagree with your disagreement. First of all, Master of Disaster should definitely be taken before Fire From The Sky. There's no contest!
Second, Fire and the Flames is by all standards worse than Master of Disaster. 9% damage is better than 6% cast time, even if you factor in Dimension Ripper's higher proc rate from lower cast time. Especially when Fire and Brimstone is picked.

Also, I get higher sustained DPS on dummies and in raids using GoSac over GoSer. Probably because the Impish Incineration trait gives 50% increased GoSac damage, but only 18% to imp's firebolt. And your imp can die, has travel time, and can get out of range and such. I even preferred GoSac while leveling, as I could easily pull several mobs with immolate and watch them die. But I do see how some warlocks would want a tank, especially those new to the class.

Share this post


Link to post
Share on other sites
13 hours ago, Guest Argonil said:

You've probably already heard this, and disagreed, but then I disagree with your disagreement.

Hi there!

Thanks for the feedback, I'll make sure to pass this on to Furty. I just wanted to ask a few things first. Please note that I'm not trying to be annoying or rude, I'm just trying to make sure I've got things together before passing it on for Furty to review.

  1. I'll ask about the RoF vs. Incinerate trait issue. Perhaps there is some reason here that we're just not seeing!
  2. For FatF vs. MoD, do you have the maths behind this? You seem to be very sure of what you're saying, so I just assumed that you'd done the maths behind it. I'm just asking because it means I can forward it on with your comment. It's generally easier to assess the validity of a suggestion if there is proof with it.
  3. For GoSac vs. GoSer, Furty does recommend both as a possible talent. Judging by the most used talents on each fight on WLogs, it does look like both talents get a fair bit of use, but Sac does win out in the end in popularity:
    1. Nyth Heroic - Serv
    2. Il'gynoth Heroic - Sac
    3. Elerethe Heroic - Sac
    4. Ursoc Heroic - Serv
    5. Dragons Heroic - Sac
    6. Cenarius Heroic - Sac
    7. Xavius - Sac

I'll pass all of this on to Furty, but as I said, I'd love to see the maths/thinking behind point 2 before doing so. Thanks!

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Blizzard have shared this week's Rogue changes, as well as plans for future adjustments to Fatebound and Trickster Hero trees.
      (Source)
      Greetings Rogues,
      This week’s Alpha build includes many changes to Class and Spec talent trees, including a handful of positional swaps, tuning changes, and a few new and redesigned talents.
      Feedback about these changes is welcome, so please post here with any notable experiences or opinions from your play in the Alpha test.
      More change will be coming over the next few weeks, focused primarily on hero talents. Deathstalker is still lurking in the shadows and will be revealed when it’s ready (sometime in the next few weeks).
      For Fatebound, more completed talents will be rolling in over time, and we have also been following gameplay and written feedback which will be cause for iterations to existing talents.
      For Trickster, we’ve been following all of your feedback, and it has generated significant internal discussion. While the core pieces will remain in place (Unseen Blade, the Fazed debuff, and a grand finish in Coup de Grace), we expect to revisit the gameplay that fuels this engine, and most notably move away from Feint being a primary applicator of Unseen Blade. Unexpected randomly-timed procs of Unseen Blade have also proven to cause trouble and are being similarly reconsidered, in addition to minor updates for other talents.
      Thank you to those who have played the Alpha and spent the time to share experiences and opinions so far. Keep it coming!
      And here are this week's changes:
      (Source)
      ROGUE New Talent: Shadowheart – Leech increased by 3% while Stealthed. Acrobatic Strikes has been redesigned – Auto-attacks increase auto-attack damage and movement speed by 1% for 3 seconds, stacking up to 10%. Developer’s note: Acrobatic Strikes no longer increases the range of melee attacks. We are revisiting increased melee range talents across the game, and most are being removed. Default melee range has increased since these talents were originally created, allowing specs with increased range to attack from well outside where it appears they should be able to. Cut to the Chase moved from Assassination talent tree to baseline all specs, triggering from Envenom/Dispatch/Eviscerate. Vanish’s guaranteed stealth duration now 1.5 seconds in PvP combat (base 3 seconds). Tight Spender now reduces Energy cost of finishing moves by 6% (was 10%). Subterfuge is now a 2-point talent, effect duration 3/6 seconds. Some talents have moved locations. Without a Trace moved from Subtlety to Class tree in capstone location, replacing Shadow Dance. Nightstalker has been removed. Assassination New Talent: Rapid Injection – Envenom deals 10% increased damage while Envenom’s effect is active. Serrated Bone Spike has been redesigned – (Passive) Prepare a Serrated Bone Spike every 30 seconds, stacking up to 3. Rupture spends a stack to embed a bone spike in its target: Deals Physical damage and Bleed damage every 3 seconds until the target dies or leaves combat. Refunds a stack when the target dies. Generates 1 combo point plus 1 additional per active bone spike. Serrated Bone Spike initial damage reduced by 24% and damage over time damage reduced by 9%. Improved Garrote effect duration increased to 6 seconds (was 3 seconds). Indiscriminate Carnage effect duration reduced to 6 seconds (was 10 seconds). Kingsbane damage bonus per poison application now has a stated cap at 1000% from 50 stacks (was 1980% at 99 stacks). Kingsbane base damage over time increased by 6%. Developer’s note: Kingsbane was originally intended to be uncapped, but abilities and talents introduced in the Dragonflight expansion allowed players to reach its previously-unreachable hidden cap. Increasing or removing the cap in the current environment would reinforce poor gameplay outcomes and continue to constrain talent options, so a lower cap is being introduced with the intention of having Kingsbane remain a valuable component of any build that includes it, but not by being required as every build’s all-important main character. Sepsis has been removed. Outlaw Ace Up Your Sleeve now grants 4 combo points when triggered (was 5). Mastery: Main Gauche damage increased by 24%. Adrenaline Rush has been updated: No longer increases global cooldown recovery rate by 25% while active. Now increases global cooldown recovery rate equal to your Haste while active, up to 25%. Now increases Energy regeneration by 50% (was 60%). Count the Odds effect now has base chance 10% (was 8%) and duration 8 seconds (was 5 seconds), but no longer doubled while Stealthed. Underhanded Upper Hand no longer affects Slice and Dice duration and no longer grants 3 seconds of Subterfuge duration (Stealth ability use). Crackshot’s Dispatch effectiveness reduced to 50% (was 75%). Thief’s Versatility now increases Versatility by 3% (was 4%). Some talents have moved locations. Sepsis has been removed. Subtlety Premeditation has been redesigned – After entering Stealth, your next combo point generating ability generates full combo points. Invigorating Shadowdust now reduces cooldowns by 10/20 seconds (was 15/30 seconds). Shadow Dance moved from the Class talent tree to Subtlety talent tree. Shadow Focus now reduces costs by 5%. Some talents have moved locations.
    • By Staff
      This week's War Within Alpha Build adds a void airship mount. Check it out!
      This mount is a Full Transformation for the plane mount from the Delves, taught through Airship: Void.
      Here is the mount model from all perspectives.

    • By Staff
      Blizzard have detailed everything about the new limited time event coming on May 16th! From the zones and raids for each level bracket to the new ability gems, upgradable cloak, transmogs, mounts, details on the Bronze currency system and more, check out all the exciting new content coming soon!
      MoP Remix (Source)
      Relive epic adventures with an all-new event— World of Warcraft Remix: Mists of Pandaria. Experience the wonders of Pandaria anew, but with fresh new loot— and (almost) unlimited power.
      What is World of Warcraft Remix: Mists of Pandaria?
      World of Warcraft Remix is a time-limited event which allows players to re-experience the entirety of the Mists of Pandaria expansion at an accelerated rate from level 10 through 70. All loot has been completely overhauled and has powerful new effects allowing players to shape their experience, power up, and power on. Features include:
      Accelerated Leveling and Content allowing you to take on nearly every quest, scenario, dungeon and raid. Create a new World of Warcraft Remix character starting at level 10 to adventure through the event up to level 70. A mountain of loot: Get powerful items from everywhere— quests, chests, creatures, bosses. Customizable items allowing you to power up as far as you can go to take on tougher content. Convert unwanted items into Bronze which can be used to upgrade items or purchase cosmetics. Keep what you collect: Take your collection of transmogs with you later when The War Within™  goes live. Available to Everyone
      No expansion purchase is needed, but a World of Warcraft Subscription or Game Time is required to begin this fast-paced adventure through Pandaria. This means that Classic players can also participate in a plethora of pandamonium by simply installing the modern (live) World of Warcraft client.
      WoW Trial Accounts will also be able to experience this World of Warcraft Remix without a subscription or Game Time through level 20. Purchase a subscription or Game Time to continue beyond level 20.
      Accelerated Leveling and Content
      With World of Warcraft Remix: Mists of Pandaria there will be no slowing you down and you’ll be able to take on nearly every quest, scenario, dungeon, and raid right out of the gate with accelerated leveling from 10-70. View the chart below for the availability of each type of content.
      Level Range       Zones     Scenarios Dungeons Raids 10-70
      Jade Forest
      Greenstone Village
      Brewing Storm
      Theramore’s Fall
      Temple of the Jade Serpent
      Scarlet Halls
      Scarlet Monastery
      Scholomance
       
      20-70
      Valley of the Four Winds
      Krasarang Wilds
      5.1 Landfall Campaign
      Unga Ingoo
      Domination Point
      Lion’s Landing
      A Little Patience
      |Dagger in the Dark
      Stormstout Brewery
       
      25-70
      Kun-Lai Summit
       
      Arena of Annihilation
      Brewmoon Festival
      Crypt of Forgotten Kings
      Shado-Pan Monastery
       
      Mogu’shan Vaults
      30-70
      Townlong Steppes
      Assault on Zan’vess
      Siege of Niuzao Temple
       
      35-70
      Dread Wastes
       
       
      Heart of Fear
       
      40-70
      Vale of Eternal Blossoms
       

      Battle on the High Seas
      Blood in the Snow
      Dark Heart of Pandaria
      Secrets of Ragefire
      Mogu’shan Palace
      Gate of the Setting Sun
       
      Terrace of Endless Spring
      45-70
      Isle of Giants
      Timeless Isle
       
       
       
      50-70
      Isle of Thunder
       
       
      Throne of Thunder
      60-70
       
       
       
      Siege of Orgrimmar
      70
       
       
       
      Heroic Raids
      Creating Your New Identity
      Create a new modern World of Warcraft character to undertake your adventures in Pandaria, collect a variety of powerful new items and transmogs, then take your transmogs with you when you continue your adventures in World of Warcraft®:The War Within™. All Remix characters created during the event will convert to a standard character to play within modern World of Warcraft at the end of the event.
      From the realm Character Selection screen, players will be given the option to create a new World of Warcraft Remix character, beginning at level 10, which will only be able to play with characters taking part in the event.
      Characters in the selection screen which are only available to play in the World of Warcraft Remix event will have an icon next to the character name so they can easily be identified when choosing which mode of World of Warcraft you intend to play through.
      Once you’ve created your character, you’ll begin your new journey in the Timeless Isle and meet up with the infinite dragonflight and Eternus who will set you on your path.
      New Loot, New You
      In World of Warcraft Remix, players have the opportunity to collect a variety of items from just about anywhere: quests, chests, creatures, bosses, and more. New customizable items will be yours for the taking and each item slot has their own unique identity with spell gem sockets. These sockets come with exciting turbo-charged new effects similar to trinkets.
      Each time you loot new items, you’ll have the chance for powerful new upgrades allowing you to push the limits further and faster than ever before with uncapped progression. As you progress, you’ll gradually become more and more powerful as items also grant increased permanent stats.
      Don’t worry if you slot a gem into a slot and want to remove it, you’ll be able to add and remove gems easily. You’ll also be able to use Unraveling Sands to transform unwanted items to bronze.
      You’ll find a few different types of gems to slot into your gear as you adventure through Pandaria including Meta Gems, Tinker Gems, and Cogwheel Gems. Here are a few examples of what you could find:

      Cloak of Infinite Potential
      You’ll also be able to earn an Artifact cloak that gains permanent power increases as you play when you loot various threads of time. Infinite Power achievements you earn on your strongest character will grant alternate characters a more powerful starting cloak — making leveling even faster!
        Earn titles, a variety of transmogs, previously unreleased color variants of older mounts, and more simply by completing World of Warcraft Remix: Mists of Pandaria specific achievements during the Remix event. These achievements will become Feats of Strength when the event ends.
      August Phoenix
      Astral Emperor's Serpent
      Players will also be able to ride their dragonriding mounts throughout Pandaria and if you haven’t learned this skill yet, don’t worry, trainers are standing by.
      Welcome to a New Bronze Age
      There’s no such thing as a bad drop and any drop you get can be converted into a new currency— Bronze. You’ll be able to use this currency to purchase upgrades and World of Warcraft account-bound cosmetics.
      Head to a bazaar in any zone to purchase everything from class transmogs, to Mists of Pandaria mounts, toys, and more. This allows players to purchase items that were previously unable to obtain or difficult to obtain as random drops by simply spending this new currency to add them to their account’s collection.
      Inifnite bazaars can be found at the following locations:
       
      Location
      Zone
      Tian Monastery
      Jade Forest
      Halfhill Market
      Valley of the Four Winds
      Temple of the White Tiger
      Kun’Lai Summit
      Niuzao Temple
      Townlong Steppes
      Kor’vess
      Dread Waste
      Star’s Bazaar (Alliance)
      Shrine of the Seven Stars
      Golden Terrace (Horde)
      Shrine of the Two Moons
          Players won’t be able to use the Auction House in World of Warcraft Remix: Mists of Pandaria.
      World of Warcraft Remix: Mists of Pandaria goes live May 16 at 10:00 am PDT worldwide. We’ll see you in Pandaria!
    • By Staff
      Today's War Within Alpha build focuses on the overhaul of the Destruction Warlock tree, aimed at simplifying talent choice and improving underutilized abiltiies.
      The developers wanted to reduce fluctuation in power, enhance underutilized talents, and simplify decision-making within the talent trees with the latest Destruction tree update.
      Some highlights:
      Chaos Bolt is now baseline for Destruction Warlocks. Avatar of Destruction has been removed. Decimating Bolt is reintroduced to boost the power of your rotational spells. Underutilized talents like Soulfire and Cataclysm have been improved to increase their viability. (Source)
      Today’s Alpha update focuses primarily on Destruction.
      The Path Ahead
      Before we dive in, we want to acknowledge that our work with each specialization tree is not complete. We’ve seen the recent discussions regarding how bloated the Demonology and Destruction tree are in terms of available talents and ranks, as well as thoughts on the pathing of the Affliction tree.
      In the near future, you will see that the Demonology tree is being restructured and condensed. Both the Destruction tree and the Affliction tree will also undergo a restructuring in the near future. In this context, a restructuring means that: the amount of 2-rank talent nodes will be reduced, talents may be removed, talents may be added, new pathing will be added, and talent nodes may be moved.
      Destruction Update
      Here are our stated goals, with the addition of a new goal, for Destruction moving into the War Within:
      Reduce the fluctuation in throughput in relation to the number of targets in combat. Improve underused talents such as Soulfire and Cataclysm. Condense the number of talents and talent ranks available. Beginning with our general changes, we are moving Chaos Bolt to be baseline. This is mainly to provide a Soul Shard spender once your specialization is chosen. We are also removing Chaosbringer but plan to provide additional tuning to Chaos Bolt, Rain of Fire, and Shadowburn baseline to ensure their power remains relatively the same.
      Avatar of Destruction
      We are removing Avatar of Destruction for a couple of reasons. First and foremost, we want to highlight Summon Infernal as a powerful moment and Avatar of Destruction lessens that by increasing the cadence in which an Infernal is present.
      Secondly, Avatar of Destruction provides Destruction warlocks with a powerful, multi-target stun on a frequent basis. We could remove the stun, but we want to stay in line with our philosophy that when a player sees a demon there’s an understanding of what function that demon provides.
      To replace Avatar of Destruction, we want to try bringing back Decimating Bolt as it fits the fantasy of a Destruction warlock well and provides more power to your rotational spells. We plan to iterate on this decision based on feedback we see from the community.
      Inferno
      We have redesigned Inferno to reduce how much throughput fluctuates based on the number of enemies present during an encounter. This will allow us to tune Destruction in all situations, regardless of the number of targets available. Additionally, this allows us to tune this talent to be a competitive option against Cataclysm rather than have it remain the correct choice.
      Soulfire, Shadowburn, Channel Demonfire
      We want to make each of these spells more appealing. In this build, you’ll see a redesign of Decimation as an experiment to accomplish this for Soulfire however we plan to expand more on this as well as Shadowburn and Channel Demonfire with the restructuring of the Destruction tree, mentioned earlier in this post. Stay tuned for future updates as we work to address this goal.
      Thank you for the discussions thus far. We appreciate the continued feedback!
      You will find all the changes that went live for Warlocks this week linked below.
      (Source)
      WARLOCK Hellcaller Seeds of Their Demise has been redesigned – Blackened Soul damage increased by 30%. When Blackened Soul deals damage, you have a chance to gain Ritual of Ruin/Tormented Crescendo. Malevolence, Wither, and Seeds of Their Demise icons have been updated. Demonology You now have a 35% chance (was 100% chance) to generate a Demonic Core from your summoned Dreadstalkers when they fade. Destruction New Talent: Devastation – Increases the Critical Strike chance of your Destruction spells by 5%. New Talent: Emberstorm – Increases the damage done by your Fire spells by 2/4% and reduces the cast time of your Incinerate spell by 10/20%. New Talent: Decimating Bolt – Hurl bolts of decimating magic at your target, dealing Shadow damage and increase the damage of your next 3 Incinerates by 40%. Decimating Bolt’s damage, and the bonus to Incinerate both increase as your target’s health decreases. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. Ruin has been redesigned – Increases the Critical Strike damage of your Destruction spells by 5/10%. Inferno has been redesigned – Rain of Fire damage is increased by 20% and its Soul Shard cost is reduced by 1. Decimation has been redesigned – Your Incinerate and Conflagrate casts on targets that have 35% or less health reduces the cooldown of Soulfire by 5 seconds and reduce its cast time by 40% for 10 seconds. Chaos Incarnate has been redesigned – Chaos Bolt, Rain of Fire, and Shadowburn always gain 70% of the maximum benefit from your Mastery: Chaotic Energies. Chaos Bolt has been removed from the Destruction specialization tree and is now baseline. Conflagrate has been moved to row 1. Backdraft has been moved to row 2. Roaring Blaze and Improved Conflagrate have been moved to row 3. Ruin has been moved to row 9. The following talents have been removed: Avatar of Destruction Chaosbringer
    • By Staff
      The latest Alpha build introduces significant changes to Death Knight's core and Unholy talent trees and here is what the devs had to say about the changes!
      The core class tree has been restructured to provide damage abilities earlier, improving the leveling experience and offering more flexibility in talent choices.
      The Unholy specialization has been streamlined to reduce the complexity of its rotation and cooldown management, making it less reliant on specific talent builds.
      Epidemic and Outbreak are now baseline and Sudden Doom has been updated.
      Here is what the devs had to say about the latest Death Knight changes.
      (Source)
      Greetings, Death Knights.
      This week’s alpha build has our first round of changes to both the core class tree and the Unholy spec tree. As stated in our initial messaging our goals for the core tree updates were to shift some of the damage throughput at the end of the talent tree to earlier in the tree. For Unholy our goal was to address some of the flood of resources, reduce the number of things that need to be tracked to play optimally, increase pathing as well as choice, and reduce the number of nodes you need to pick up to play the spec fluidly. We will go into a little more detail below for both the core and Unholy changes.
      Core
      The core tree has undergone a decent reshuffling of talent placement, node pathing, ability’s becoming baseline and talent rank reduction.
      Due to the unique leveling experience Death Knights have and not starting from level 1, they had a reduced amount of abilities baseline and had to “buy back” several abilities that other classes and specs would have normally earned as they levelled. Heading into The War Within we are reassessing the stance on this for Death Knight not only for abilities they had to talent into in the core tree but also their spec trees. The hope here is by freeing up some of these talent points you had to spend to make a functional leveling experience you gain a few points that allow you to flex into more optional talents without locking you into one build.
      We have also updated several pathing nodes and moved around a few nodes to better fit the new tree philosophy. Structurally the bottom of the tree no longer holds 9 throughput talents and they have been shifted to earlier in the tree and many of them have been reduced to 1 point. Again, allowing for more build variety and the ability to pick up situational talents when you might need.
      We hope that the update to the core tree allows for more expression when building out your talents and not as if you are locked into one talent build with very wiggle room to pick talents reactively for the situation you are facing.
      Unholy
      The Unholy talent update focuses on reducing the number of talents that you had to pick to make the rotation function in a reasonably coherent way. This includes Epidemic and Outbreak baseline and addressing the number of ability cooldown reduction talents. Unholy suffered from having to choose multiple talents that reduced their cooldowns to align in a way that made sense from a gameplay standpoint. This made playing the spec any other way unreasonably convoluted especially if you were new to the spec and trying to learn to play the spec. We have removed any talent that had any sort of cooldown reduction to abilities and baked them baseline into the spec (this includes Army of the Dead which is now a 3-minute cooldown).
      Secondly, we wanted to address Sudden Doom which has been feeling lackluster for awhile now. Most notably we’ve updated its proc functionality to be more consistent instead of using our RPPM system which is usually found on trinkets and other item procs. It now has a base 25% chance to proc with bad luck protection built in. The hope here is this feels more fluid and a normally occurring proc that fits well int your rotation instead of one that feels like you can go long periods of time without it. We are still noodling on the base percentage chance and values are subject to change, but we’ve found this to be a good starting point. We’ve also updated its functionality to cause your next Death Coil or Epidemic to crit to add a little extra punch to the proc. Alongside some talents that interacted with Sudden Doom and the new talent Doomed Bidding we hope that Sudden Doom feels much more impactful as a class proc.
      We’ve also cut several talents that felt somewhat lackluster or just did very little for Unholy, most notably Feasting Strikes and Replenishing Wounds. We hope that with the reduced amount of must pick Cooldown talents, never picked “useless” talents, and new talent choices there are more appealing choices to be made within the tree that allow you customize in a way that fits your needs. Lastly, there are a couple talent nodes that have temporary “Not Yet Implemented” talents. We will be updating in the future build and eyeing talents that add a little more interaction with diseases in potentially exciting ways.
      Thanks for your patience! We look forward to hearing your feedback on the above. Next up-- we’re working to get our planned Frost and Blood changes in.
      And here are the specific adjustments made to the class, from the development notes:
      (Source)
      DEATH KNIGHT New Talent: Subduing Grasp – When you pull an enemy the damage they deal to you is reduced by 4% for 6 seconds. Located at Rune Mastery’s previous location. New Talent: Osmosis – Anti-Magic Shell increases healing received by 15/25%. Located at Unholy Bonds previous location. New Talent: Null Magic – Magic Damage taken is reduced by 15% and the duration of harmful Magic effects against you are reduced by 35%. New capstone choice node with Vestigial Shell replacing Soul Reaper. New Talent: Vestigial Shell – Casting Anti-Magic Shell grants 2 nearby allies a Lesser Anti-Magic Shell that absorbs magic damage and reduces the duration of harmful Magic effects against them by 50%. New capstone choice node with Null Magic replacing Soul Reaper. New Talent: Ice Prison – Chains of Ice now also roots enemies for 4 seconds but its cooldown is increased to 12 seconds. Available in gate 1 after Blinding Sleet. New Talent: Rune Protection – Your chance to be critically struck is reduced by 3% and your Armor is increased by 3/6%. Replaces Icy Talons old position within the tree. Chains of Ice is now granted baseline and learned at level 13. Anti-Magic Shell is now granted baseline and learned at level 14. Rune of the Stoneskin Gargoyle can now be Runeforged on 1-handed weapons. Rune of Hysteria has been removed. Developer’s note: Rune of Hysteria was a problematic design especially as it pertains to Breath of Sindragosa and the volatility of its uptime. We felt that for the overall health of the spec it would be best to remove Hysteria at this time to better enable us to meet our goals with the upcoming changes to Breath. Empower Rune Weapon has been removed. Developer’s note: This will still be available for Frost in their spec tree but both Blood and Unholy were often flooded with resources and a big unnecessary contributor to this was Empower Rune Weapon. To better dial in resources on Blood and Unholy we feel its best to keep Empower Rune Weapon for Frost only. Abomination Limb no longer grants Bone Shield, Runic Corruption, or Rime based on specialization. Developer’s note: In Shadowlands it was important for the spec hooks to exist to better balance between the other covenant ability choices. With its re-introduction in Dragonflight its added to the influx of resources/procs that can often come at inopportune times or add to the feeling of being unable to spend down the bonuses it grants. By removing this it allows the ability to “breathe” on its own and lean into its strength of AoE control and damage. Rune of the Apocalypse has been updated: War Effect Damage taken increased to 4% (was 1%). Duration increased to 10 seconds (was 6 seconds). Pestilence Effect Damage increased by 500%. Famine Effect Damage dealt to the caster reduced to 5% (was 2%). Death Effect Healing reduction increased to 5% (was 1%). Cleaving Strikes now also retains bonus effects for being within your Death and Decay for 4 seconds when leaving its area. Icebound Fortitude cooldown reduced by 60 seconds. Veteran of the Third War now grants 20% Stamina (was 10%). Now a 1-rank talent (was 2). Icy Talons Now increases attack speed per stack by 6% (was 3%). Now a 1-rank talent (was 2). Unholy Bond now increases effectiveness of Runeforge effects by 20% (was 10%). Now a 1-rank talent (was 2). Assimilation now reduces the cooldown of Anti-Magic Zone by 30 seconds. No longer increase Runic Power when absorbing damage. Suppression now grants an additional 6% damage reduction to area of effects when you suffer a loss of control effect. Moved to gate 3. Blood Scent Leech increased to 5%. Moved to gate 3. Blood Draw now also grants a buff reducing damage taken by 10% and reducing Death Strike cost by 10 for 8 seconds when falling below 30% health. Now a 1-rank talent. Moved to the left capstone position. Unholy Ground moved to gate 1 available after Cleaving Strikes. Sacrificial Pact is now a choice node with Enfeeble. Runic Attenuation moved to gate 1 available after Coldthirst. Soul Reaper moved to gate 2 available after Unholy Blond or Death’s Reach The following talents have been removed: Might of Thassarian Merciless Strikes Clenching Grasp Unholy New Talent: Doomed Bidding – Consuming Sudden Doom calls upon a Magus of the Dead to assist you for 8 seconds. Now a choice node with Summon Gargoyle. Ghoulish Frenzy is now available in the 2nd gate replacing Unholy Command. New Talent: Raise Abomination – Summons an Abomination to attack nearby enemies applying Festering Wound with its melee attacks and infecting all nearby enemies with Virulent Plague. 90 second cooldown. Replaces Army of the Dead. New Talent: Foul Infections – Your diseases deal 10% more damage and have a 5% increased chance to critically strike. New Talent: Menacing Magus – Your Magus of the Dead Shadow Bolt now fires a volley of Shadow Bolts at up to 4 nearby enemies. Epidemic is now granted baseline and learned at level 18. Outbreak is now granted baseline and learned at level 13. Sudden Doom is now learned in gate 1 directly after Scourge Strike and also causes your next Death Coil or Epidemic to critically strike Sudden Doom is no longer an RPPM proc and has instead been updated to have a 25% chance on auto-attacks to proc with build in bad luck protection to provide a more consistent proc. Army of the Dead cooldown reduced to 3 minutes (was 8 minutes). Apocalypse cooldown reduced to 45 seconds (was 90 seconds). Dark Transformation cooldown reduced to 45 seconds (was 60 seconds). Vile Contagion cooldown reduced to 45 seconds (was 90 seconds). Festermight now functions like Ironfur, allowing multiple instances to overlap. Ruptured Viscera is no longer a choice node with Magus of the Dead. Ebon Fever is no longer a choice node with Bursting Sores and is available directly after Bursting Sores. Updated to also affect Frost Fever and Blood Plague if Superstrain is talented. Unholy Blight moved to gate 1. The following talents have been removed: Replenishing Wounds Army of the Damned Unholy Command Feasting Strike
×
×
  • Create New...