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Azerite Traits in Battle for Azeroth Alpha Build 26231

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A first look at datamined Azerite traits in Battle for Azeroth.

Set bonuses are gone in Battle for Azeroth and we're going to empower Azerite armor in order to unlock traits. Here's a first look at Azerite traits that are currently available as of Alpha Build 26231.

Check out our Battle for Azeroth Content Hub for the latest information about WoW's next expansion!

Categorized Azerite Traits

The following Azerite traits have a class and/or specializations listed:

Death Knight

All Specializations

  • Dark GrudgeDark Grudge - Death Strike heals for an additional 0.5 sec of damage taken, and Death Strike deals an additional 231 damage.

Frost

  • DecimateDecimate - Obliterate has an additional 5% chance to trigger Rime, and Obliterate deals an additional 539 damage when it critically strikes.

Unholy

  • Scourge the UnbelieverScourge the Unbeliever - Scourge Strike grants your Ghoul 5 energy, and Scourge Strike deals an additional 231 damage.

Demon Hunter

Havoc

  • Seething ChaosSeething Chaos - Chaos Strike generates 3 Fury over 3 sec, and increases your Critical Strike by 0 for 9 sec.

Vengeance

  • Gaping MawGaping Maw - Lesser Soul Fragments heal for 3% more, and Soul Cleave deals 97 additional damage.

Druid

All Specializations

  • Long NightLong Night - Increases the duration of Moonfire by 1 sec, and Moonfire grants 0 Mastery for 15 sec.

Feral

  • BloodlineBloodline - Rip has 2% additional critical strike chance, and deals an additional 36 total damage.

Guardian

  • Twisted ClawTwisted Claw - Mangle deals an additional 3% damage against bleeding targets, and grants you an absorb shield that prevents 385 damage for 6 sec.

Restoration

  • Rejuvenating BreathRejuvenating Breath - Increases the duration of Rejuvenation by 1.1 sec and the total healing of Rejuvenation by 42.

Hunter

All Specializations

  • Aspect of the CheetahAspect of the Cheetah - Adds an additional 77% speed to the initial 3 seconds of Aspect of the Cheetah.

Beast Mastery

  • Flashing FangsFlashing Fangs - Kill Command increases the damage of your next Cobra Shot by 326.
  • Ride the LightningRide the Lightning - Increases the critical strike chance of Aspect of the Wild by an additional 5% and causes your attacks to deal 77 additional Nature damage, chaining to up to 2 targets.
  • Rotting JawsRotting Jaws - Kill Command has a chance to deal 77 to 385 additional damage and grants you 6 Focus over 3 sec.

Marksmanship

  • ArrowstormArrowstorm - Increases the damage of Aimed Shot by 77 and has a 4% chance to reset the cooldown of your Rapid Fire.
  • Piercing ShotsPiercing Shots - Each arrow fired by Rapid Fire has a 4% chance to hit an additional target.
  • Seize the InitiativeSeize the Initiative - Aimed Shot has an additional 8% critical strike chance against targets that are above 90% health, and Aimed Shot deals an additional 434 damage.

Survival

  • Raking TalonsRaking Talons - Raptor Strike has an additional 6% critical strike chance against targets that are below 50% health, and Raptor Strike deals an additional 83 damage.
  • Vigorous WingsVigorous Wings - Increases the duration of Aspect of the Eagle by 8 sec and causes your Mongoose Bites to deal an additional 462 damage when they critically strike.
  • Whirling ReboundWhirling Rebound - Increases the damage of Hatchet Toss by 77 and causes it to return to you, dealing 539 damage to enemies it strikes.

Mage

Arcane

  • Arcane PummelingArcane Pummeling - Each wave of Arcane Missiles deals 14 more damage than the previous one.
  • Blast RadiusBlast Radius - Arcane Blast deals 5% damage to all enemies within 5 yds of the primary target, and deals an additional 231 damage.

Fire

  • Ignition PointIgnition Point - Ignite damage from Fireball is increased by 5%, and Fireball deals an additional 69 damage when it critically strikes.

Frost

  • Packed IcePacked Ice - Frostbolt has 5% additional critical strike chance, and deals 139 additional damage.

Monk

Brewmaster

  • Fit to BurstFit to Burst - Keg Smash clears 3% of your damage delayed with Stagger, and Keg Smash deals an additional 69 damage.
  • Swift RoundhouseSwift Roundhouse - Blackout Strike has an additional 5% chance to critically strike, and deals an additional 125 damage.

Mistweaver

  • Invigorating BrewInvigorating Brew - Vivify does an additional 173 healing when empowered by Thunder Focus Tea.

Paladin

Holy

  • Divine IlluminationDivine Illumination - Holy Shock has 5% additional critical strike chance, and does 139 additional damage and healing.

Protection

  • Righteous BastionRighteous Bastion - Shield of the Righteous grants damage reduction for 0.50 additional seconds, and does 55 additional damage.

Retribution

  • ZealotryZealotry - Crusader Strike deals an additional 6% damage over 4 sec, and does 111 additional damage.

Priest

Discipline / Holy

  • Pillar of LightPillar of Light - Smite has an additional 5% chance to critically strike, and it deals an additional 69 damage.

Discipline / Shadow

  • Torment of TormentsTorment of Torments - Shadow Word: Pain's duration is increased by 1.0 sec, and it deals 139 additional damage instantly.

Holy

  • Bindings of FateBindings of Fate - Casting Heal on an ally also heals you for 8% of the value, and Heal restores an additional 208 health.

Rogue

Assassination

  • ContaminantContaminant - Mutilate has a 10% chance to apply additional Deadly Poison, and does 124 additional damage.

Outlaw

  • SwashbucklerSwashbuckler - Saber Slash has 3% additional chance to strike twice, and does 49 additional damage.

Subtlety

  • Subtle BladeSubtle Blade - Nightblade's duration is increased by 1.0 sec, and deals 14 additional damage whenever it deals damage.

Shaman

All Specializations

  • Astral ShiftAstral Shift - Increases the damage reduction of Astral Shift by an additional 77%
  • Embrace of the TidesEmbrace of the Tides - Increases the critical healing of Healing Surge by 154 and causes it to prevent up to 231 damage over the next 6 sec.
  • Healing WayHealing Way - Healing Surge critically heals for an additional 5%, and further heals for 462 more on targets below 35%.
  • OverloadedOverloaded - Increases Lightning Bolt's Overload chance by 5% and damage by 154.

Elemental / Restoration

  • Flames of the ForefathersFlames of the Forefathers - Increases the damage of Lava Burst by 308 and causes it to grant an additional 5 Maelstrom.
  • LightningburnLightningburn - Increases the damage of Chain Lightning by 77 and causes your Fire spells to deal an additional 231 damage for 4 sec.

Enhancement

  • ElectropotenceElectropotence - Increases the critical chance of Stormstrike by 8 and causes Stormstrike critical strikes to deal an additional 231 damage.
  • Storm's EyeStorm's Eye - Increases the critical strike chance of Crash Lightning by 77 and increases the radius of Crash Lightning by 1.
  • Striker's GraceStriker's Grace - Reduces the cooldown of Stormstrike by 5% and increases the damage it deals by 90. 

Restoration

  • Ancestral ReachAncestral Reach - Increases the healing of Chain Heal by 77 and causes it to bounce an additional time.

Warlock

Affliction

  • SufferSuffer - Agony's duration is increased by 1 sec, and it deals 162 additional total damage.

Demonology

  • Meteoric FlareMeteoric Flare - Hand of Gul'dan has a 5% chance to refund a Soul Shard when it hits a target, and deals an additional 69 damage.

Destruction

  • Unshackled FelUnshackled Fel - Chaos Bolt deals 5% damage to all other enemies within 5 yds of the primary target, and deals an additional 231 damage.

Warrior

Arms

  • Heavy-HandedHeavy-Handed - Mortal Strike refunds 3 Rage and deals 121 additional damage.

Fury

  • BloodcrazeBloodcraze - Bloodthirst has 5% additional critical strike chance, and deals 146 additional damage when it critically strikes.

Protection

  • Battering RamBattering Ram - Devastate, Thunder Clap, and Revenge have an additional 5% chance to reset the cooldown of Shield Slam, and Shield Slam deals an additional 104 damage.

Uncategorized Azerite Traits

Traits listed here do not have a Class/specialization assigned yet or may be available to more than a single Class. Most of the traits falling under this category could be classified as role traits available to damage dealers, healers and tanks.

Item level-increasing traits

DPS Traits

  • Embrace of the SandsEmbrace of the Sands - Critical strikes by your abilities have a chance to create a localized Sandstorm, damaging enemies and healing allies within 10 yards for 308 every 2 sec for 6 sec.
  • Fury of the SandsFury of the Sands - Attacks have a chance to deal 77 additional Physical damage. Critical strikes by this damage are multiplied by 300%.
  • GutripperGutripper - Your damaging abilities have a chance to deal 347 Physical damage to the target. Gutripper occurs much more often against targets below 30% health. (Approximately 5 procs per minute).
  • Heed My CallHeed My Call - Your damaging abilities have a chance to deal 154 to your target, and 15 to enemies within 3 yards of that target.

Traits that increase primary / secondary stats by a flat amount

Traits that increase secondary stats

  • Blood SiphonBlood Siphon - Increases your Mastery by 28 and your Leech by 14.
  • Elemental WhirlElemental Whirl - Your damaging abilities have a chance to grant you Elemental Whirl, increasing your Critical Strike, Haste, Mastery, or Versatility by 77 for 10 sec. (Approximately 2 procs per minute)
  • LifespeedLifespeed - Increases your Haste by 28 and your Avoidance by 14.
  • LongstriderLongstrider - Increases your movement speed by 10% of your highest secondary rating, up to 3%.
  • Mote in the EyeMote in the Eye - Your abilities have a chance to grant you 462 critical strike rating, decreasing by 77 every 2 sec.
  • On My WayOn My Way - Increases your Versatility by 28 and your Speed by 14.
  • Overwhelming PowerOverwhelming Power - Your damaging abilities have a chance to grant you 25 applications of Overwhelming Power. Each stack of Overwhelming Power grants 38 Haste. An application of Overwhelming Power is removed every 3 sec or whenever you take damage.

Traits with absorbtion effects

  • Bulwark of the MassesBulwark of the Masses - When you are surrounded by 4 or more enemies, gain a shield that absorbs 832 damage. Cannot occur more than once every 15 sec.
  • Resounding ProtectionResounding Protection - Every 30 sec, gain an absorb shield for 208 for 30 sec.

Traits with healing effects

  • Azerite FortificationAzerite Fortification - When stunned, immobilized, or knocked back, you heal for 347.
  • Azerite VeinsAzerite Veins - Taking damage has a chance to grant you Azerite Veins, healing you for 34 every 3 sec. Lasts 18 sec or until you are fully healed.
  • Champion of AzerothChampion of Azeroth - Contributing to the death of an enemy of Azeroth heals you for 624 and grants you 22 Versatility for until cancelled, stacking up to 2 times.
  • Impassive VisageImpassive Visage - When you take damage, heal for 139. Cannot occur more than once every 6 sec sec.
  • Vampiric SpeedVampiric Speed - When an enemy you damaged dies, you heal for 624 and gain 49 Speed for 6 sec
  • SaviorSavior - Your heals on targets below 35% health have a chance to heal for an additional 208. (Approximately 5 procs per minute).
  • Self RelianceSelf Reliance - While no enemies are within 20 yds, you heal for 70 every 3 sec.
  • WoundbinderWoundbinder - Your healing effects have a chance to increase your Haste by up to 62 for 6 sec. Healing lower health targets will grant you more Haste. (Approximately 2 procs per minute).

Tank traits

  • GemhideGemhide - When dealt damage greater than 10% of your maximum health, gain 31 Avoidance and 138 Dodge for 10 sec.
  • Winds of WarWinds of War - Taking damage grants you 14 Dodge for 3 sec, stacking up to 10 times.

Placeholder traits

Placeholder traits that are likely going to be replaced in future builds:

Not Yet Implemented Azerite Traits

Traits that do not exist in the database yet.

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Its not RNG, Azerite pieces will all have the same traits. If Hunter1 kills BossA, and gets an Azerite Chest, and Hunter2 also kills BossA, and gets an Azerite chest, they will have the exact same traits.

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This reminds me of the Glyph system. Back when you had 3 tiers, sorta like a good, better, best in slot glyph (small, med, and Large). The glyph system was small , slight cosmetic changes, med. slightly better cosmetic changes and the last "Big" glyph actually improved a talent.  They tossed out the old glyph system and this azerite system looks very familiar. Makes me wonder what they have learned from past mistakes.

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What do you mean by Killing a Boss and getting a trait? So you do not Choose them yourself, you drop them from bosses or what?

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7 minutes ago, Highfather said:

This reminds me of the Glyph system. Back when you had 3 tiers, sorta like a good, better, best in slot glyph (small, med, and Large). The glyph system was small , slight cosmetic changes, med. slightly better cosmetic changes and the last "Big" glyph actually improved a talent.  They tossed out the old glyph system and this azerite system looks very familiar. Makes me wonder what they have learned from past mistakes.

I'd say that with the artifact weapons / netherlight crucible they already turned the glyph system (aka "Path of the Titans") into what it originally was supposed to be: endgame progression. Though I doubt they really have learned anything, since they once again try for fake choices even though there's always gonna be a best trait. At least they'll remove the RNG, that completely ruined the crucible...

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1 hour ago, J0k3r said:

What do you mean by Killing a Boss and getting a trait? So you do not Choose them yourself, you drop them from bosses or what?

Heart of the Azeroth (legendary neckpiece) empowers Azerite armor (Head/Shoulder/Chest items). Azerite armor has traits on it. The gear always has the same traits, but raid difficulties increase the % of its effects.

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On 3/21/2018 at 6:23 AM, jinsu2301 said:

Though I doubt they really have learned anything, since they once again try for fake choices even though there's always gonna be a best trait. At least they'll remove the RNG, that completely ruined the crucible...

I'm not sure how it's a 'fake' choice.  Sometimes there are no good options, but usually in everything (talent tiers, gear, etc) there is at least some use outside of one specific 'choice.' 

The only way to fix that would be to make all the talents identical. 
...now THAT sounds fun...



But yes, RNG is crap.  I hope its gone...  but from their PoV it adds replayability.  Chasing the better version. 

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13 hours ago, PatrickHenry said:

I'm not sure how it's a 'fake' choice.  Sometimes there are no good options, but usually in everything (talent tiers, gear, etc) there is at least some use outside of one specific 'choice.' 

I'm talking about stuff like giving you a flat bonus on one stat or another, or the stuff they did with the netherlight crucible where you had the choice between, let's say, two offensive traits. One of those will be just flat out better than the other, even if it's marginal, there are clear right and wrong choices here.

Talents are a bit different, since they mostly do more than just giving you a flat bonus, they change your rotation or playstyle, so personal preference becomes more of a factor. You often have talents that reward a more difficult rotation with higher dps, or higher defense vs greater mobility vs self-healing, etc. The reason they reworked the old talent trees into the new system is because there were so many talents that where just "+5% more dmg on this spell". it was kinda dumb, so they just baked it into leveling progression and passive abilities instead of giving you a "fake" choice.

That they brough those kinds of traits back with the artifact was fine, because eventually you would have all traits anyway (it made relics and their bonus traits a bit annoying though). 

Azerite armor is essentially the same as artifact relics minus the RNG element. You look for a piece of armor with a specific set of traits, and then you go down the ideal trait route. There isn't really a choice there as far as I can see apart from choosing traits based on you specific talent choices and playstyle, which does make things just as boring as making everything identical. It's the cookie cutter problem all over again.

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12 hours ago, jinsu2301 said:

There isn't really a choice there as far as I can see apart from choosing traits based on you specific talent choices and playstyle, which does make things just as boring as making everything identical. It's the cookie cutter problem all over again.

The RNG element of the Netherlight crucible gave that.  Some talents were better, as there always will be when the number crunchers get their hands on them.  Some were pretty worthless from most standpoints, as there generally - but not always - seems to always be.

But the next relic you get could be 'the same relic', and still have different traits.  Perhaps the 2nd tier was trash with good last tier, where the new relic has a decent second and a decent third tier choice.  Which you have to watch your pathing on.  There's a choice. 

Just because it's not necessarily the choice you want doesn't mean there isnt one. 

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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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