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Blood Death Knight 7.3

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Guest Donkeyjani

Actually, tremble before me is OP talent for big pulls. It stuns mobs time to time, so they dont hit you. 

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6 hours ago, Guest Donkeyjani said:

Actually, tremble before me is OP talent for big pulls. It stuns mobs time to time, so they dont hit you. 

I asked our reviewer about this and he doesn't really agree. I'll let him elaborate on this, though.

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Guest Tylantia

Grasp imo is far superior, considering its -CD coupled with alot of DnD procs.

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Guest DonkeyJani
2 hours ago, Guest Tylantia said:

Grasp imo is far superior, considering its -CD coupled with alot of DnD procs.

With 2min cd? Yea grasp is nice, but not superior. 

 

And it's wrong to say in guide that tremble is useless in pve. 

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Guest Luio

The disregard of Tremble Before Me as a PvE talent is understandable, people would usually be using tons of AoE on pulls with many mobs and this would break any semblance of stun on them. It is a useful talent for solo play tho, but I'm guessing this is catering towards raids and dungeos, not solo play.

On another note, I disagree with the lack of use for Rune Tap. Doing a bit of calculations with Foul Bulwark, the maximum health increase is 20%, which after Death Strike applies would only increase the minimum DS heal to about 12%, which is a mere 2% extra. Sure, it accumulates and can make a difference but this extra 2% would be assuming you have full bone shield, which usually isn't the case. More often than nor the enemy will hit you right after a Marrowrend on which case you would go down to 9 or even less depending on when you use your DS so its not 2% but rather less than 2% and 1% at 5 BS charges which is usually what you'd be above of. So all in all the increase isn't that great even with the synergy with Ossuary. On the other hand you have Rune Tap, which has a low cd and does consistent 25% damage reduction, which means you'd have an extra reliable mitigation effect which probably prevents as much damage as the extra 2% on the DS would. I'll go with rune tap.

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Guest Raelik

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

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28 minutes ago, Guest Raelik said:

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

I'm thinking to go mastery -> crit -> versatility -> haste. 

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Guest Kylo

1st up; thanks for the guide!

It would be useful for the guide to be updated to point out the situation(s) that these Talents would be useful for; eg. This combo is probably the most effective vs raid bosses. It may be obvious to those who create the guides but the players most likely to come to IcyVeins in the first place are the players most likely to need to know that there can be better alternatives in certain situations (such as the alternatives suggested in the 'Rotation' page)

Better still would be options for the most likely situations will be in for the next few weeks;

  • Vs. Raid/Dungeon Bosses (Maybe breaking stuns/fears with [Wraith Walk] is more useful here)
  • Vs. More than X mobs - eg. Dungeon
  • Vs Solo content - eg. Levelling (Maybe [Tremble Before Me] is more useful here)

 

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1) As was said, Tremble Before Me might be fine for solo large pulls, but it shouldn't be needed there. In any group content, the amount of AoE going out will never be 0, and since the disorients are both random and on a 10 second ICD, it's not reliable enough for anything. At best, it could be used on a fight like Xhul'horac to cause random interrupts on the imps, but this would require giving up faster grip CD (which is objectively better), and timing DnD with imps.

2) I fucked up potions, agreed. Guide is being updated, but it's versatility for survivability, strength for DPS. Versatility for surv because it still gives 1500 stat instead of 1000

3) Rune Tap is an interesting talent. While it can have its place, its uses are very niche and it is overall worse than Foul Bulwark. Foul Bulwark provides a consistent survivability boost throughout the fight. The additional Death Strike heal isn't what matters, it's the stability of having extra HP, which gives healers much more breathing room. Additionally, with Rune Tap, you will lose out on DPS and RP generation. Even with an average of 6-7 stacks of Bone Shield, Foul Bulwark is still much, much better.

4) I'll be honest, I haven't tested much WoD content in prepatch, as my focus was on Legion. Once the guide is updated to Legion, there will be further depth about talents for specific bosses and dungeons.

Edited by Aughyssul
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3 hours ago, Guest Luio said:

The disregard of Tremble Before Me as a PvE talent is understandable, people would usually be using tons of AoE on pulls with many mobs and this would break any semblance of stun on them. It is a useful talent for solo play tho, but I'm guessing this is catering towards raids and dungeos, not solo play.

On another note, I disagree with the lack of use for Rune Tap. Doing a bit of calculations with Foul Bulwark, the maximum health increase is 20%, which after Death Strike applies would only increase the minimum DS heal to about 12%, which is a mere 2% extra. Sure, it accumulates and can make a difference but this extra 2% would be assuming you have full bone shield, which usually isn't the case. More often than nor the enemy will hit you right after a Marrowrend on which case you would go down to 9 or even less depending on when you use your DS so its not 2% but rather less than 2% and 1% at 5 BS charges which is usually what you'd be above of. So all in all the increase isn't that great even with the synergy with Ossuary. On the other hand you have Rune Tap, which has a low cd and does consistent 25% damage reduction, which means you'd have an extra reliable mitigation effect which probably prevents as much damage as the extra 2% on the DS would. I'll go with rune tap.

Thank you for the suggestion. I'll let Aughy's post be your reply :)

2 hours ago, Guest Raelik said:

Wouldn't our potion of choice be versatility instead of bonus armor considering bonus armor no longer exists?

Yes, that's right. I'm fixing it now. Thanks!

2 hours ago, DomkeyJani said:

I'm thinking to go mastery -> crit -> versatility -> haste. 

I am making a stat update, but it's a bit the reverse of this :)

1 hour ago, Guest Kylo said:

1st up; thanks for the guide!

It would be useful for the guide to be updated to point out the situation(s) that these Talents would be useful for; eg. This combo is probably the most effective vs raid bosses. It may be obvious to those who create the guides but the players most likely to come to IcyVeins in the first place are the players most likely to need to know that there can be better alternatives in certain situations (such as the alternatives suggested in the 'Rotation' page)

Better still would be options for the most likely situations will be in for the next few weeks;

  • Vs. Raid/Dungeon Bosses (Maybe breaking stuns/fears with [Wraith Walk] is more useful here)
  • Vs. More than X mobs - eg. Dungeon
  • Vs Solo content - eg. Levelling (Maybe [Tremble Before Me] is more useful here)

 

Thank you for this post. Right now, the guides are geared towards raiding (and always have), not dungeons and certainly not solo content. This may change in the future, but right now that's the case. Sometimes we mention when a talent is better for dungeons or solo content, but it's pretty exceptional right now.

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Guest Exie

A very small change, and honestly it might be too self evident to be worth adding, but in the rotation I think it should be mentioned that Death Strike shouldn't always be cast when available.  Sometimes banking runic power and using Death Strike when you need health / are taking burst damage is the way to go, rather than just blindly following the rotation priority and using it as soon as you can.

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1 hour ago, Guest Exie said:

A very small change, and honestly it might be too self evident to be worth adding, but in the rotation I think it should be mentioned that Death Strike shouldn't always be cast when available.  Sometimes banking runic power and using Death Strike when you need health / are taking burst damage is the way to go, rather than just blindly following the rotation priority and using it as soon as you can.

Thanks for the suggestion, we'll see if we can clarify this :)

1 hour ago, Dium said:

What are the exact stat weights so I can import them into AMR?

Going to tag @Aughyssul here, because I honestly have no idea. Perhaps he can help you with that. No promises though!

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I unfortunately fucked up and lost allll my simcraft data a few days ago. I'm rebuilding my APL and shit now, hopefully I'll have real stat weights soon.

As for the Death Strike thing, it does clarify underneath that it should be used reactively, but I'll see about clarifying that more :)

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Guest Guest

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

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Guest Sonalita

Some errors and oddities:

in talents, the description of tombstone talks about consumed runes, rather than consumed bone shield charges

 

in the rotations  page section 5.2, second para, it says "Death Knights have, as we have seen above, a very large number of survival cooldowns."  this is no longer true, almost all our cool downs have dissapeared

 

in the stats priority page, the 1st two lists are identical.

 

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Guest Warpig
10 hours ago, Guest Guest said:

Can someone please explain to me why haste is now the best and crit is above mastery? I just fail to see why, isn't bloodshield our main form of AM?

Death Strike is not the same Death Strike we are used to. DS is more of a reactive heal, rather than a protective shield. Death Strike can be used preemptively because it is Active Mitigation (3 sec window), however the shield that it provides is very small now. Mastery effects how big your shields are. I have a TON of mastery on my DK and the shield DS provides is very small. Having a lot of mastery does not increase the shield very much, therefore its value is less. 

Haste is really good because it increases the rate in which our runes regenerate. More runes equals more Marrowrends, which increases the uptime of our Bone Shield and provides us with Active MItigation for 3 seconds. More runes also equals more Heart Strikes which is our main Runic Power generator so we can cast more Death Strikes, mainly to heal us back up.

Here is a blue post talking about Marrowred's active mitigation it: http://us.battle.net/wow/en/forum/topic/20743504316?page=21#408

As far as Crit is concerned, it increases your parry, which means more times we are not getting hit, compared to a DS shield (which is TINY) absorbing only some of the damage. http://www.wowhead.com/spell=161797/riposte

The gameplay of a Blood DK has shifted dramatically imo. We no longer rely on your DS shield to protect us. It is now all about keeping our Bone Shield stacks above 5, Death Striking after being hit, and filling with Heart Strike. 

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On July 21, 2016 at 3:45 PM, Guest Sonalita said:

Some errors and oddities:

in talents, the description of tombstone talks about consumed runes, rather than consumed bone shield charges

 

in the rotations  page section 5.2, second para, it says "Death Knights have, as we have seen above, a very large number of survival cooldowns."  this is no longer true, almost all our cool downs have dissapeared

 

in the stats priority page, the 1st two lists are identical.

 

Thank you very much for pointing out these errors. I'm going to fix them now :)

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Guest Prof. Screwtape

I think until AMR manages to wrangle all it's cats (and even afterwards) we would all would like to applaud Aughyssul for all the work, and I for one can't express how much I appreciate your offer to share those stat weights.

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On 7/20/2016 at 10:43 PM, Aughyssul said:

I unfortunately fucked up and lost allll my simcraft data a few days ago. I'm rebuilding my APL and shit now, hopefully I'll have real stat weights soon.

As for the Death Strike thing, it does clarify underneath that it should be used reactively, but I'll see about clarifying that more :)

Hey @Aughyssul, just wondering if you've got the stat weights figured out again or something. 

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Hello, why is the recommended flask stamina instead of strength? If stamina is that good, it should be recommended for food as well. Or the stat prio with strength > haste is wrong.

if its
strength > stamina > haste
it should be strength flask and stamina food

if its
stamina > strength > haste
it should be stamina flask & food

Or is it depending on the amount of stamina you already have. But this should be said in the guide.

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Guest Opi

Hey!

I have some question about stats priority. Why strength is on top of list? Strength is giving nothing to our survivability only dps increase, or I'm wrong? Explain please.

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On July 26, 2016 at 5:39 PM, Treufus said:

Hello, why is the recommended flask stamina instead of strength? If stamina is that good, it should be recommended for food as well. Or the stat prio with strength > haste is wrong.

if its
strength > stamina > haste
it should be strength flask and stamina food

if its
stamina > strength > haste
it should be stamina flask & food

Or is it depending on the amount of stamina you already have. But this should be said in the guide.

Stamina flask is best for survivability, and Strength flask is best for increasing damage output. The actual moment to decide to switch between the two is hard to identify, but as the guide says, you need "enough" Stamina. I'm going to edit the enchants page to mention that Strength flask is best for damage.

Stamina doesn't really have a place in the stat priority. And at this time (pre-patch), you probably don't need Stamina at all, depending on your gear.

19 hours ago, Guest Opi said:

Hey!

I have some question about stats priority. Why strength is on top of list? Strength is giving nothing to our survivability only dps increase, or I'm wrong? Explain please.

Strength is at the top of the stat priorities because it provides attack power and parry, both of which are valuable. There is also a trend currently (especially during the pre-patch) to maximise tank DPS, since dying is less of an issue than during real progression content.

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I did some casual theorycrafting myself, as I wanted to better understand stat priority given here (except for Haste, which would be too time consuming to calculate for me). Keep in mind, I haven't played beta Legion yet. I measured stat usefulness against a training dummy first and then roughly extrapolated on Normal/Heroic raiding environment. This is what I got:

Spoiler

Lets assume I choose between Mastery, Parry and Versatility:

  • 73.3 Mastery Rating gives me 1% increased Physical absorb from Death Strike base healing.
  • The same amount of Parry (or Crit) Rating gives me 0.45% chance to parry an attack.
  • 73.3 Versatility Rating gives me +0.56%damage/healing_done and -0.28%damage_taken.

To get the idea how often my character is being hit in a spherical vacuum conditions I went to the Dungeon's Training Dummy and checked how often it would hit me and for how much damage on average (before it applies 5% increased damage done on itself):
The training dummy does approximately 9 hits every 10 seconds and deals ~40k damage per hit for ~360k total to my character.
My character has 570k health, 40% Mastery and 13% Haste. I manage to use Death Strike ~1.6 times every 10 seconds against single Dummy while keeping Bone Shield up. Within 10 seconds frame 1.6 of Death Strikes heal for 91.2k health and absorbs 36.5k damage with my 40% Mastery.

In these conditions:

  • With extra 73.3 Parry Rating (+0.45%) every ~223rd attack would be parried effectively mitigating ~40k damage every 247.5 second or ~1616 Physical damage every 10 seconds.
  • With extra 73.3 Mastery Rating (+1%) ~912 Physical damage would be absorbed every 10 seconds.
  • With extra 73.3 Versatility Rating (+0.56%damage/healing_done and -0.28%damage_taken) my character would get ~511 healing, ~204 Physical absorb and ~1008 less ALL damage every 10 seconds. Total ~1715 points.

Haste would be too time consuming to calculate for me.

Keep in mind that these are all approximate numbers aimed to give a general idea of the relative usefulness of each secondary stat. And they apply to my character.

You may have different stats distribution/environment and this is how different stats affect numbers:

Less Mastery (say, if you have absolutely no Mastery on gear and only base character Mastery of 12%) would only affect the usefulness of extra 73.3 Versatility Rating and only marginally. It would give ~61 instead of ~204 Physical absorb every 10 seconds.

More health would increase the usefulness of both Mastery and Versatility:
Very roughly 10% more health would translate into stronger mitigation effect from Mastery  by 10% and from Versatility by 4%. However mitigation from Parry will remain the same.

If for some reason you fight something other than Training Dummy you probably take more damage within 10 seconds frames. That would make Versatility and Parry more useful.
Roughly 10% more damage taken within 10 seconds would translate into 6% stronger mitigation effect from Versatility and 10% stronger mitigation from Parry.

Finally, if you are being hit more often than 9 times every 10 seconds (with average hit still doing ~40k damage) Parry and Versatility become more useful, while Mastery does not.
11% more hits (1 extra hit per 10 seconds) would translate into 6% stronger mitigation effect from Versatility and 11% stronger mitigation from Parry.

As you can see, environment with stronger/faster hits on your character increases Parry usefulness more (faster) than Versatility allowing Parry to catch up with Versatility in usefulness at some not too distant point.

Obviously, I am not a hardcore raider. All these calculations are done with the Training Dummy. It does less damage than 50% of your total health every 5 seconds, so Mastery doesn't benefit from stronger than minimal Death Strike healing. 

In raids damage taken per 10 seconds is much higher, though the number of hits per 10 seconds could be less than 9. 
If my character (570k health, 40% Mastery and 1.6 Death Strikes every 10 seconds) is being hit 6 times every 10 seconds and takes damage equal to 100% of his total health, than 

  • 73.3 Parry would mitigate ~2554 points of Physical damage.
  • 73.3 Mastery would absorb ~1824 points of Physical damage.
  • 73.3 Versatility would give stronger heal+absorb+reduction by ~1021+409+1596 or total ~3026 points (where 1596 points of Physical AND Magical type damage.

 

Edited by Enly

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      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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