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Destruction Warlock 7.3

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On 12/3/2016 at 0:11 PM, Fedie said:

this is an excellent point. I find myself at a different stage, although raiding its awesome I can.  Which I guess we can call it another type of progression.

So as Destro lock trying to clear trash very fast to beat timers and really working on learning how to AoE more than 2 targets. I can say Channel Demon Fire comes to help. 

My current strategy for a 5 mob wich CDF and GS will be Havoc->Immolate 4 times->Rain of fire->channel demon fire, by then I find myself wishing for shards so I cast conf in a target a couple times if needed but the main goal is to keep rain of fire and shards up until next CDF CD is up and at the same time watching for immolates.  This is super busy but it's doing the job as I find myself higher up on DPS chart whereas  I was at the bottom with the previous build.  This is most likely apply to 5 men mythic + progression only as everything is happening so fast.

I appreciate any pointers on Destro AoE specifically managing CD and Shards with CDF

 

Channel Demonfire is *really* bad on AoE as it has a fixed number of bolts no matter the number of targets (meaning it does the exact same damage on single target).

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Guest Haeidi

Hey Furty, how good is Wriggling Sinew for warlocks? Can't find it in the trinket list, is it really that bad?

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Guest Graby

Hello there. Fist off thank you for the guide. I have been coming here for 4 years for info on my classes. 

I was wondering in the talent section the guides says to take Back Draft after getting 31+ Artifact point and if less than that taking Roaring Blaze. can you explain this a bit?

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On 12/16/2016 at 3:58 PM, Guest Haeidi said:

Hey Furty, how good is Wriggling Sinew for warlocks? Can't find it in the trinket list, is it really that bad?

Will double check this.

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Will this guide be updated for 7.1.5? Really could use some help figuring out what talents I need to spec into for what bosses going forward. 

Thanks! 

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1 hour ago, Kevinlock said:

Will this guide be updated for 7.1.5? Really could use some help figuring out what talents I need to spec into for what bosses going forward. 

Thanks! 

It will be, yes.

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

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

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

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12 minutes ago, Blainie said:

It will be, yes.

Outstanding! Thank you so much! Really appreciate all the hard work making these guides and updating with each patch! 

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Just now, Blainie said:

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

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

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

Yeah Destro is going to be one of those specs that will probably require quite alot of updating to the Guide as we got our talents all changed around. Whats going to be used for Single Target and Multi Target is going to be changed all around. Which is why I love Icy Veins and the staff/mods/community for these guides as I know they take a lot of hard work to make. 

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Guest helldozer

I am wondering if you ppl read what you write after you write it. The recommendation on a talent in the first sentence and then a direct contradiction in the following sentence makes me feel like i am reading something from a *removed*. Please let me know if you need examples as they are numerous.

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1 hour ago, Guest helldozer said:

I am wondering if you ppl read what you write after you write it. The recommendation on a talent in the first sentence and then a direct contradiction in the following sentence makes me feel like i am reading something from a *removed*. Please let me know if you need examples as they are numerous.

Edited your comment to remove the unnecessary reference to someone with a mental disability.

As for the content of the comment, yes, examples would definitely be helpful. As you may have noticed, and as said in my comment above, our team has been working late into the night to try update the guides while working with patch notes that have been changing and lacking certain information that guide writers needed. If there are examples of what you are seeing, then tell us so that we can actually work to fix them, thanks.

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Guest Bibby Bloxberg

All in all great guide, Thank you, use it lot. Only point, that is described a little irritating after the update:

Speccs:

4. Tier 2

 

Still guess now life tap is #1

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The Destro guide needs some editing updates, and here are some examples you requested:

Tier 2 Talents:  The text has been updated to reflect the new importance of Empowered Life Tap, however the graphic bar above it still shows Reverse Entropy with a Check and ELT with an X

Tier 3 Talents:  Mortal Coil still reflects the pre patch functionality.  No way to tell from the text if it reflects new or old thinking.  Since you know get the heal regardless, it would seem to me that Mortal Coil would be more useful than Demonic Circle at least in some situations.

Tier 4 Talents:  Soul Harvest is listed as preferred in the general raid setup but the graphic bar in tier 5 lists it as a question mark, which seems off.

Tier 5 Talents: Demon Skin is in the same boat as Soul Harvest.  Unless the "?" is now used as "preferred in one or more scenarios", however the check seems more widely used for that.

 

 

 

 

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Guest a curious lock

Mortal Coil Icon Mortal Coil is fairly useless as it has a shorter duration than Shadowfury Icon Shadowfury and only affects a single target. It is worth noting that the heal from Mortal Coil Icon Mortal Coil only happens if the target is successfully horrified, so it cannot be used on a raid boss for a little bit of extra healing. "

blizzard patchnotes states: 

  • Mortal Coil healing is now 20% of maximum health (was 11%).
  • Mortal Coil now always heals you, regardless of whether the target is affected by the Horror.

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5 hours ago, faragorn said:

The Destro guide needs some editing updates, and here are some examples you requested:

Tier 2 Talents:  The text has been updated to reflect the new importance of Empowered Life Tap, however the graphic bar above it still shows Reverse Entropy with a Check and ELT with an X

Tier 3 Talents:  Mortal Coil still reflects the pre patch functionality.  No way to tell from the text if it reflects new or old thinking.  Since you know get the heal regardless, it would seem to me that Mortal Coil would be more useful than Demonic Circle at least in some situations.

Tier 4 Talents:  Soul Harvest is listed as preferred in the general raid setup but the graphic bar in tier 5 lists it as a question mark, which seems off.

Tier 5 Talents: Demon Skin is in the same boat as Soul Harvest.  Unless the "?" is now used as "preferred in one or more scenarios", however the check seems more widely used for that.

 

 

 

 

Hey - there was an error somewhere when I sent in some of the updates and the graphic bar didn't update with the rest of the guide. It's an easy fix and should be taken care of now.

1 hour ago, Guest a curious lock said:

Mortal Coil Icon Mortal Coil is fairly useless as it has a shorter duration than Shadowfury Icon Shadowfury and only affects a single target. It is worth noting that the heal from Mortal Coil Icon Mortal Coil only happens if the target is successfully horrified, so it cannot be used on a raid boss for a little bit of extra healing. "

blizzard patchnotes states: 

  • Mortal Coil healing is now 20% of maximum health (was 11%).
  • Mortal Coil now always heals you, regardless of whether the target is affected by the Horror.

Thanks, added this as well. Spotted it in the official Blizzard patch notes, but it wasn't in any of the unofficial/datamined notes that I saw. Since the Blizzard "official" notes were notoriously riddled with mistakes (you might have seen the forums and Twitter erupting) I wanted to wait until the patch so I could confirm firsthand.

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The guide currently has a green checkmark over Channel Demonfire, but the description still says that it isn't worth using because it doesn't scale well with gear and is negatively impacted by movement (same as it said for 7.1.0)

Did anything change there and Channel Demonfire is actually okay now, or is the checkmark an error?

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On 1/11/2017 at 2:02 AM, Ammako said:

Did anything change there and Channel Demonfire is actually okay now, or is the checkmark an error?

It looks like this has been updated now and CD is actually pretty solid.

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20 hours ago, Kevinlock said:

Im hearing conflicting reports that  Enchant Neck - Mark of the Claw might be better for Destro Warlocks. Does anyone know if this is true or not?

Can you show me the reports that you're seeing, maybe if they are linking sims or testing reports? I just need something to show to Furty before asking him to review.

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15 hours ago, Blainie said:

It looks like this has been updated now and CD is actually pretty solid.

That makes me happy Worgen. That talent was always the most fun.

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6 hours ago, Ammako said:

That makes me happy Worgen. That talent was always the most fun.

Glad to hear it! Yeah, I do love it too! :D

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Guest Jennifer

I'm hearing from a few other warlock guides that CDF is better for ST than SC and Better for cleave than WH. If this is true where does it leave people with the legendary Odr havoc cloak?

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7 hours ago, Guest Jennifer said:

I'm hearing from a few other warlock guides that CDF is better for ST than SC and Better for cleave than WH. If this is true where does it leave people with the legendary Odr havoc cloak?

This is true. We've updated the guide to reflect this; it wasn't expected from most players based off of the PTR results and our extrapolations, however, the live build has seen CDF become the strongest option on both single target and stacked cleave+. The main reason for this  is due to Eradication no longer being taken, meaning the Shard efficiency of Conduit is less meaningful as ELT uptime isn't tied to shard expenditure. When we took Eradication, channelling CDF would usually result in a loss of uptime, and the loss of Soul Conduit for CDF would also mean less CBs and less uptime. This is no longer an issue with the ELT talent.

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13 hours ago, Guest Jennifer said:

I'm hearing from a few other warlock guides that CDF is better for ST than SC and Better for cleave than WH. If this is true where does it leave people with the legendary Odr havoc cloak?

Glad to see that Furty grabbed your question. If you have any others, please feel free to ask :)

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Guest Eowyne

Please, could anyone explain to me when use Channel Demonfire on the single target rotation?  

Many thanks in advance!!

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      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid. Real-Time Cutscene (RTC):
      Title: 11.0 RTC [TSD] The Spider Drop Scene Description:
      The players defeat the first raid boss. From a platform above, the queen orders her troops to cut the web. The platform the players are on is targeted. The webs snap and the players fall. I've tried to rerarrange the scenes to provide a coherent and progressive storytelling experience, but the order may not be correct as we're missing a lot of context, and there are some generic cutscenes like the earthen allied race one, and so forth.
      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - 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 - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
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