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Blood Death Knight 7.3

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12 hours ago, Guest uracoin sylvanas said:

i have no idea how to log my runs outside of using skada or recount, but comparing the net gain of mastery compared to versa in damage increase should make it quite obvious form what i can see.

6500 mastery provides aprox +25% attackpower, while 6500 versatility aids with aprox 12% damage gain. the defensive side of versatility is by no doubt a factor to consider, but if damage is the goal, it looks like mastery deffo is better than both crit and versatility. i imagine the highest damage gain would come from having a good deal of both haste, crit, and mastery and rely on concordance + 2p TOS for the versatility proc. i can only talk form experience, but goofing around with different rings/amu to alter my stats it looks to be haste>mastery in aoe and mastery>haste for single target dps (this i believe is cause in aoe, blood plague and blood boil is a lot of the dps, while on single target it is not, and haste is king with bloodboil and dot ticks)

Passing this on.

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13 hours ago, alleraz said:

Is Lights Embrace any good? Noticed it was missing from Icy-veins.

It's worse than the ones currently listed. It makes such a small amount of difference that it falls into a category of just being straight up worse.

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Guest Undertaker

Hello, Im learning the class and I have a a question in managing runes and bone shield during a lot of mobs. Lets say 5+ mobs. My bone shield kind of depletes really fast and have no time to even use heart strike on them. Is this ok or I'm doing something wrong?

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On 10/3/2017 at 10:06 AM, Guest Undertaker said:

Hello, Im learning the class and I have a a question in managing runes and bone shield during a lot of mobs. Lets say 5+ mobs. My bone shield kind of depletes really fast and have no time to even use heart strike on them. Is this ok or I'm doing something wrong?

This is covered in the guide:

Quote

Effectively, you will always want to prioritise maintaining high amounts of Bone Shield Icon Bone Shield stacks; you should use Marrowrend Icon Marrowrend when you have 6 or fewer stacks of Bone Shield, unless you really need the additional Runic Power to use Heart Strike Icon Heart Strike x2, and even then you should immediately try to re-stack Bone Shield.

Hope this helps.

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On 10/25/2017 at 5:54 AM, Brodie said:

Should you equip 4 piece tier 20 at the expense of 30 ilvls?

What pieces do you have and what are the stats on the pieces you would be replacing?

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Uncommon Patron
On 10/26/2017 at 6:45 AM, Blainie said:

What pieces do you have and what are the stats on the pieces you would be replacing?

Arcane Defender's  Breastplate - 4950 stam, 3300 str, 600 haste, 1354 mastery replaced with Gravewarden Chestplate 3744 stam, 2496 str, 649 crit and 1099 mastery plus the 4 piece abilities.

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On 10/28/2017 at 12:09 AM, Brodie said:

Arcane Defender's  Breastplate - 4950 stam, 3300 str, 600 haste, 1354 mastery replaced with Gravewarden Chestplate 3744 stam, 2496 str, 649 crit and 1099 mastery plus the 4 piece abilities.

Yeah, replace it. If it was a BiS piece stat-wise, with heavy haste weighting, it might have been a closer call. It's not a good enough piece to beat out 4-piece.

  • Thanks 1

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23 hours ago, Timergu said:

Master of Shadows in the Netherlight Crucible has been nerfed to 500 avoidance and might not be #1 anymore.

I let the writer know - will update as needed.

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Guest Diab
Quote

Shackles of Bryndaor IconShackles of Bryndaor: this is also very powerful, and is useful on every fight. When tanking, almost every Death Strike IconDeath Strike should heal for more than 10% of maximum health (due to your Versatility), resulting in an effective 25% decrease in the cost of this ability.

This is currently listed as #2 legendary for Blood DK. But I'm guessing this was not updated since the nerf to the amount of runic power refunded as it is now 15% (says 25% in the text and was that way before 7.1.0). So my question is, is it still #2 in priority? 15% of 45 is 6.75 runic power refunded, which does not seem like much.

Thank you.

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12 hours ago, Guest Diab said:

This is currently listed as #2 legendary for Blood DK. But I'm guessing this was not updated since the nerf to the amount of runic power refunded as it is now 15% (says 25% in the text and was that way before 7.1.0). So my question is, is it still #2 in priority? 15% of 45 is 6.75 runic power refunded, which does not seem like much.

Thank you.

It is still worth it and it is still the 2nd best, for now. I don't think it will change much with the T21 set, either.

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Guest Kicknazz

The bracers are only 15% runic power refund, and has been since before night hold released. Not entirely sure how you get 25% runic power refund out of it.

While Dancing Rune Weapon is up and while using Service of Gorefiend each heart strike reduces the CD of vamp blood by 6 seconds. I dont see how this is considered a tier 2 legendary with the T21 4pc when your goal is to have max up time on DRW. Consequently also while having DRW up your runic power generation is also increased and thus lowering your VP more so from red thirst.

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Do you need to make a  highe ammount of dmg as a blood dk or tank in general and if so is there a special rotation and build for the dk to do so ?

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On 12/8/2017 at 1:35 AM, TheKaiser said:

Do you need to make a  highe ammount of dmg as a blood dk or tank in general and if so is there a special rotation and build for the dk to do so ?

You won't really need to do anything specific to deal damage, unless your group is really suffering on killing specific adds. You can follow the same rotation.

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On 12/1/2017 at 10:40 PM, Guest Kicknazz said:

The bracers are only 15% runic power refund, and has been since before night hold released. Not entirely sure how you get 25% runic power refund out of it.

While Dancing Rune Weapon is up and while using Service of Gorefiend each heart strike reduces the CD of vamp blood by 6 seconds. I dont see how this is considered a tier 2 legendary with the T21 4pc when your goal is to have max up time on DRW. Consequently also while having DRW up your runic power generation is also increased and thus lowering your VP more so from red thirst.

There is barely any time when you need such a high uptime of VB, though. You are essentially aiming for a 30-second CD on it, which just isn't needed in Antorus, it wasn't in ToS either. If you need VB that often, you're severely undergeared for what you are progressing. The refund from bracers is a better choice, since it's a guaranteed proc. The T21 4-piece is pretty weak anyway. The ideal will likely be T20 2-piece + T21 2-piece.

Also, I've told the writer to update the description.

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On 9.12.2017 at 2:45 PM, Blainie said:

You won't really need to do anything specific to deal damage, unless your group is really suffering on killing specific adds. You can follow the same rotation.

Thanks for the response.

That is rather calming tbh.

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On 12/12/2017 at 3:52 AM, TheKaiser said:

Thanks for the response.

That is rather calming tbh.

 No problem :) It's just a case of going through the normal motions, since Blood Boil has no effect on rune usage and you'll be Heart Striking a lot anyway.

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Guest buzzlitebier

I did figure out, there is a softcap for parry around the 31%.  However items like mark of claw or chrono will push you over that limit.

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5 hours ago, Guest buzzlitebier said:

I did figure out, there is a softcap for parry around the 31%.  However items like mark of claw or chrono will push you over that limit.

What do you mean by a softcap on parry? This isn't a goal to aim for. You can't rely on RNG parry percentage to mitigate damage by stacking for it.

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Hello,

i'm cine from nemesis-eu, i'm sorry for my bad english, but i need to talk with someone on icy veins about my doubts.

I need to talk about stat priority written on this site about the blood dk. 

In this year, day by day i correct my stats to do more dps. I'm pretty sure that  "haste > crit > versa > mastery" is not correct because with my different equips i mixed my stats 9999 times.

For example in a 3 min fight with 2 pieces bonus t20, without proc trinkets (like memento or chrono or eye of command), strength flask / rune / potions (on acherus, me vs raid boss):

(956 IL archimonde + shoulder leg) 49667 strength - 6091 crit (21.23%) - 11606 haste (30.95%) - 4578 mastery (29.17%) - 9326 versatility (19.63%) ----> 955.548 DPS 

(955 IL archimonde + shoulder leg) 49517 strength - 9880 crit (30.70%) - 11675 haste (31.13%) - 4063 mastery (27.24%) - 5863 versatility (12.34%) ----> 1.002.611 DPS

(955 IL archimonde + shoulder leg) 49517 strength - 8633 crit (27.58%) - 12.799 haste (34.13%) - 4186 mastery (27.70%) - 5863 versatility (12.34%) -----> 970.917 DPS

(956 IL archimonde + shoulder leg) 49517 strength - 8990 crit (28.48%) - 11.452 haste (30.54%) - 5073 mastery (31.02%) - 5863 versatility (12.34%) -----> 1.001.114 DPS

(956 IL archimonde + shoulder leg) 49641 strength - 8990 crit (28.48 %) - 11452 haste (30.54%) - 6394 mastery (35.98%) - 4567 versatility (9.61%) -----> 1.005.729 DPS

haste is not very important after 30 - 32 %. after 30% we must stop and go to upgrade mastery >= crit with a versatility base around 4500 - 5000 points.

So my stat priority (DPS oriented) is Haste (32 % cap) > Mastery >= Crit > Versa ( 9 % at least).

 

I need to discuss it, so tell me your considerations :)

Edited by Cine
i don't know why "archimonde + shoulder leg" is in grey... i'v used archimonde + shoulder leg always, never mind

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5 hours ago, Cine said:

In this year, day by day i correct my stats to do more dps. I'm pretty sure that  "haste > crit > versa > mastery" is not correct because with my different equips i mixed my stats 9999 times.

For example in a 3 min fight with 2 pieces bonus t20, without proc trinkets (like memento or chrono or eye of command), strength flask / rune / potions (on acherus, me vs raid boss):

There's no need to do any in-game testing for a DPS stat priority. It's generally very inaccurate for DPS weights. You can just sim it. It's more accurate, has the same effect and there's no reliance on your ability to DPS effectively or not.

Your weights are Crit > Haste > Vers > Mastery, according to a quick sim:

rrmJRnr.png

I can almost guarantee that, as you put more Crit onto your gear, its weight will fall and you'll end up with H > C > V > M.

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2 hours ago, Blainie said:

There's no need to do any in-game testing for a DPS stat priority. It's generally very inaccurate for DPS weights. You can just sim it. It's more accurate, has the same effect and there's no reliance on your ability to DPS effectively or not.

Your weights are Crit > Haste > Vers > Mastery, according to a quick sim:

rrmJRnr.png

I can almost guarantee that, as you put more Crit onto your gear, its weight will fall and you'll end up with H > C > V > M.

I have used simulationcraft but it tell me that my dps is 500k. And it tells me that my weights are  haste > mastery > vers > crit  I think it's not correct because i do 1m dps and i have concluded that simulationcraft is not good for tank spec.... 

awddwaawd.png

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13 minutes ago, Cine said:

I have used simulationcraft but it tell me that my dps is 500k. And it tells me that my weights are  haste > mastery > vers > crit  I think it's not correct because i do 1m dps and i have concluded that simulationcraft is not good for tank spec.... 

When I ran your character through RaidBots, it said it was doing ~920K DPS, single target. RB uses SimulationCraft, so it's likely you have made a mistake while running the sim.

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      Cutscene plays. Advanced Real-Time Cutscene (ARTC):
      Title: 11.0 [QAD] Queen Ansurek's Demise Scene Description:
      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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