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Frost Death Knight 7.3

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On 22.11.2016 at 6:46 PM, Gormnir said:

 so i thought id ask here if anyone else thinks this or if its merely my guildie? also vert is still better than mastery for frost DK right?

I think it's just your guildie. Yes, Vers is still better.

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Hello, my current stats are 20 haste 28 crit 40 mastery and 4 versatility. Should i try to get more versatility gear for single target Raid boss fights and also use versatility food buff? For mythic + i should use mastery gear and mastery food do to better aoe damage scaling?

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2 hours ago, kayath said:

Hello, my current stats are 20 haste 28 crit 40 mastery and 4 versatility. Should i try to get more versatility gear for single target Raid boss fights and also use versatility food buff? For mythic + i should use mastery gear and mastery food do to better aoe damage scaling?

Yes, you should aim to get more Vers. gear for ST. I'm not sure how well the Mastery vs. Vers. scale works in AoE. You can sim yourself vs. 1, 2 and 3 targets to see whether the value of Mastery jumps up noticeably for you.

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Will BoS be a viable build on 7.1.5 ? Or machine gun build still pulls ahead on sims even after the buff ?

Edited by Kulnazz

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As I was searching the top frost dks on Ursoc mythic on Warcraft logs I realized that most of them (mostly the top 10) are using the Potion of Prolonged Power instead of Potion of Old War and also I see no hits from the Fisbrul Special so I guess they are using another food buff...

Is the guide so much outdated? And if yes can u guys confirm if Potion of Prolonged Power is so powerful and suggest a vital food buff for our spec?

Thanx in advance

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@Blainie: sorry, only read your answer late, but as I did further tests I got further convinced about versatility > mastery now, so that's ok.

However I re-propose my previous question about bad to the bone trait (also to whoever else knows exactly what this does): does it only increase by 15% the small damage razorice itself does (which amounts to about 2% of damage on sustained st) which would mean 0,3% dps increase per trait or does it also increase the other effect of razorice, as in the up to 15% increased frost damage when you have 5 stacks of razorice?

A clarification would be very useful since if it's only the first effect I would find the trait increasing frost strike range more useful, while if it also has the 2nd effect it's far more powerful than it looks.

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On 11/26/2016 at 11:22 PM, Kulnazz said:

Will BoS be a viable build on 7.1.5 ? Or machine gun build still pulls ahead on sims even after the buff ?

There could still be a huge amount of tuning before 7.1.5 is released. Rest assured that the guide will be updated in time for the release!

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@Blainie I know Icy veins is not related do Ask Mr Robot, but since the main page sugests you to sim your char on AMR, do you know why they COMPLETLY ignore the 20% haste cap and go straigh for CRIT ? 

My personal Soft Cap gear:

26,938 STR 19.79% Haste 27.79% Crit 3,46% Vers 27% Mastery

AMR Best in Bag:

26.968 STR 9.37% Haste 33.92% Crit 3% Vers 29% Mastery

 

Using Frostscythe and Glacial Advance when simulated (M+ build)

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i got a question regarding razorice in main and Fallen crusader in offhand. as i still see DK's with them as the other way around where its fallen crusader in main and razorice in ofhand. which made me wonder if it actually matters if you put it in offhand or mainhand? if so id like an explanation about why it is so

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On 12/6/2016 at 5:17 PM, Kulnazz said:

@Blainie I know Icy veins is not related do Ask Mr Robot, but since the main page sugests you to sim your char on AMR, do you know why they COMPLETLY ignore the 20% haste cap and go straigh for CRIT ? 

I'll be honest, I'm just not sure, I'm sorry. I get asked stuff like this quite a lot and it's really difficult to answer, simply because I don't know what their process is for calculating their priorities/weights.

I wish I could help, but I'm just not sure!

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18 hours ago, Gormnir said:

i got a question regarding razorice in main and Fallen crusader in offhand. as i still see DK's with them as the other way around where its fallen crusader in main and razorice in ofhand. which made me wonder if it actually matters if you put it in offhand or mainhand? if so id like an explanation about why it is so

As far as I know, it does matter. If you have RI in main hand, you will spread the debuff to everything when you Frostscythe, since it takes from your MH. All other abilities take from your OH as well, so it doesn't matter for them.

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Hey guys, I'm having a hard time choosing between 2 relics for my frost artifact.

I currently have an 875 relic in the Shadow slot buffing Ambidexterity. However i just got an 880 relic for the same slot that buffs "Nothing but the Boots", the crit damage increase trait. The 880 relic only boosts the artifact by 1 item level. Should i go with it or should i just stick to my 875 relic for ambidexterity?

Thanks for any help in advance :) 

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Guest mermanatee

Ambiexterity 100% unless its likea 15 ilvl boost ambi will be better.

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On 16/12/2016 at 1:20 PM, sykretts said:

Hey guys, I'm having a hard time choosing between 2 relics for my frost artifact.

I currently have an 875 relic in the Shadow slot buffing Ambidexterity. However i just got an 880 relic for the same slot that buffs "Nothing but the Boots", the crit damage increase trait. The 880 relic only boosts the artifact by 1 item level. Should i go with it or should i just stick to my 875 relic for ambidexterity?

Thanks for any help in advance :) 

 

On 18/12/2016 at 4:52 AM, Guest mermanatee said:

Ambiexterity 100% unless its likea 15 ilvl boost ambi will be better.

 

Got this img for Frost DK relics from the discord channel, i hope it helps:
http://imgur.com/a/RZmoh

 

Its a bit sad because on M+ Ambidesxterity is useless, and you cannot swap relics !

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I have a question about Sindragosa's Fury, the 10 second slow, and mind control.

On mythic Nythendra, the MC'd friendlies are broken out from MC using SF.  Does that 10 second slow persist after MC is broken?

I insist that it does NOT persist because it's not a debuff that is applied to the target, but rather an effect that is caused by the ground upon which you walk.  Similar to a hunter's old frost trap... as long as you are in the frost on the ground you are slowed... but the frost on the ground only lasts 10 seconds, and if you are no longer considered to be standing on it (because it's no longer an enemy's ground effect), you will no longer be slowed.

What is correct here?

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4 hours ago, Eagleeye1975 said:

What is correct here?

I can't check this at the moment, but I would assume as you do. It is an aura triggered by standing in a certain area and it has to be "refreshed" by still standing in it. Assuming that you break the MC, the area is no longer hostile.

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Guest Lycoris

I recently got the [Perseverence of the Ebon Martyr] helmet, and I have a few questions regarding it.

1. How much does this helm alter the value of Relics? I know that the Blast Radius relic is second BiS after Ambidexterity without this helm for ST, and BR is already better for AoE, but does this helm also make it superior for ST?

2. While I think it extremely unlikely, following the above line of thinking, would this helmet also increase the value of the Freezing Fog talent enough to pass Frozen Pulse in value? I feel it may, at least at higher Haste values where you get more resource bloated and are at 2- runes for less time.

3. Would this helmet cause the value of [Gathering Storm] to pass [Runic Attenuation] since it would give more uptime for the helmet's power? I rather dislike how awkward we feel without RA, since I have more than once been a few RP shy of a Frost Strike and missed refreshing my Icy Talons because I was not running RA, but I could still see this being the case.

As a side note: I have noticed that though Remorseless Winter lasts for 8 seconds, the debuff that it applies that increases the HB damage lasts for about 10 seconds. I found this interesting to note as it increases the average value of the helm from 16% HB damage to 20%.

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22 hours ago, Guest Lycoris said:

I recently got the [Perseverence of the Ebon Martyr] helmet, and I have a few questions regarding it.

I've put in a note to the writer of the guide for some answers, so as soon as I get them I'll pass them back to you! :)

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Guest Usernr333

I dont have the math but the legendary helmet together with tier 19 set could be the best you can get. I tried it on ptr and got almost 500kdps(no pots/flask) for 10minutes on the dummy with 880ilvl and that is alot more as i can do on live with normal RA build.

I took Freezing Fog and Gathering Storm and 2 relics with Blast Radius. 1,5mio hb crits when storm is up and rime proccs alot.

 

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On 12/31/2016 at 11:20 PM, Guest Usernr333 said:

I dont have the math but the legendary helmet together with tier 19 set could be the best you can get. I tried it on ptr and got almost 500kdps(no pots/flask) for 10minutes on the dummy with 880ilvl and that is alot more as i can do on live with normal RA build.

I took Freezing Fog and Gathering Storm and 2 relics with Blast Radius. 1,5mio hb crits when storm is up and rime proccs alot.

I haven't tested it personally, but I'm sure the writers/reviewers have been testing stuff like this in depth! Thanks for sharing what you've found though, I'm sure it will be taken a look at :)

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Guest usernr333
12 hours ago, Blainie said:

I haven't tested it personally, but I'm sure the writers/reviewers have been testing stuff like this in depth! Thanks for sharing what you've found though, I'm sure it will be taken a look at :)

I dont know if they changed something but i tested it again and i barely get over 400k dps. It is still better than my live dmg but nothing compared to what i got before. :/

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8 hours ago, Guest usernr333 said:

I dont know if they changed something but i tested it again and i barely get over 400k dps. It is still better than my live dmg but nothing compared to what i got before. :/

I was excited after reading of your previous tests, so I am quite sad to hear this.

This is likely a reflection of the Base Howling Blast damage nerf, which I feel was unnecessary. They buffed Freezing Fog to make it a more viable option compared to Frozen Pulse, but then nerfed the Baseline HB damage. Strange people...

May I ask if this testing was with the current Machine Gun build or the new Breath build? Early testing seems to indicate that the Breath Build may be the superior build now, which will definitely benefit from both the Tier set effects and a more heavy Mastery setup, which would in turn also benefit a more Howling Blast orientated build.

One frustrating thing for certain, is that a breath build heavily discourages the use of Icy Talons, which would devalue Frozen Pulse as well, increasing the relative value of Freezing Fog. If only Icy Talons gave stacks whenever you spent RP instead of only from Frost Strike, am I right?

I will be somewhat annoyed if Mastery starts to emerge as one of our best stats, as I have gone to lengths to remove as much of it as I reasonably can from my gear to moderate success. Crit on the other hand, I simply cannot seem to get rid of and am currently over 30% on when my Eye is stacked. A strange problem to have to be sure, but with 25% haste as well, I can't complain too much, only wish those stats were flipped.

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9 hours ago, Guest usernr333 said:

I dont know if they changed something but i tested it again and i barely get over 400k dps. It is still better than my live dmg but nothing compared to what i got before. :/

This is often the reason why we don't update guides prior to everything actually going live. People do sometimes get angry at us, but things can change multiple times in a few days. It means everything needs to be re-tested and re-uploaded. 

I'm sure the writer and reviewer are hard at work ATM to get things up to par with all the recent changes :)

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On 1/3/2017 at 8:56 AM, Blainie said:

This is often the reason why we don't update guides prior to everything actually going live. People do sometimes get angry at us, but things can change multiple times in a few days. It means everything needs to be re-tested and re-uploaded. 

I'm sure the writer and reviewer are hard at work ATM to get things up to par with all the recent changes :)

Just to bounce off this notion, after patches there are often countless emergency hotfixes for both the game itself and simulation programs. In 7.1 alone, there were several hotfixes every few hours for about 3 days and even the simulation programs had various bugs that were popping up. Literally the best stats and talents were changing by the hour, without someone there to constantly update things you could end up with inaccurate information really quick. So, while everyone wants the new information immediately its really better to have to wait a bit and get the correct information once the dust settles from the patch landing. 

 

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      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... Real-Time Cutscene (RTC):
      Title: 11.0 Z5 - Level Up - Chapter 2 [ZKR] Scene Description:
      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. Real-Time Cutscene (RTC):
      Title: 11.0 [EPE] - Earthen Player Exposition Scene Description:
      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. Animated Real-Time Cutscene (ARTC):
      Title: 11.0 [WTW] - Whisper on the Wall Scene Description:
      Cutscene plays. In-game Cinematic Movie:
      Title: 11.0 [XEF] - Xal'atath Endgame Finale Scene Description:
      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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