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Azerite Gear Feedback: September 27th

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Just now, CorneliusBrutus said:

I am just constantly surprised at WoW players. I had thought anyone upon seeing the Azerite gear system's workings, would inevitably come to the conclusion "oh, if I want to play multiple roles extremely optimally, it would be a good idea to keep a dedicated set of these 3 pieces for that specific thing". Apparently that hasn't been the case. Reforging costs are meant to help guide you to this conclusion ("well this isn't something I should do often"), but apparently people are just didn't get that hint and are now outraged. Reforging has always been an "oops I picked the wrong thing" or "I'd like to try a new thing" button.

Speaking for myself, I have tons of 340 pieces to choose from, easily 1 for every spec with variations, and I don't have to reforge anything. 355? I have a grand total of one piece and that's because I purchased it from the Champions of Azeroth vendor. Granted that I've been unlucky, but my situation is not exceptional. Since I only have the one piece, I had to make a decision not to min-max, but instead to choose the "catch-all" traits on it to be OK for all the content I do, because I don't want to have to pay gold to reforge it constantly. If I did want to min-max, the system in place punishes me excessively for doing so. And now they are stating that if anything, they would go even further in that direction if people were deciding to min-max anyway.

The literal sea of 340 pieces that any player can get from a variety of sources probably set up unreasonable expectations as well.

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2 hours ago, CorneliusBrutus said:

See my above reply to another post. It is not inaccurate to say "carrying around an entire set of new gear isn't a positive experience for a lot of players", and also that players who want to excel in multiple situations should expect to carry around a few extra pieces. You can't min-max without some effort, dude. The point of Azerite gear is to condense the gear swapping into a 3-piece set to minimize the amount of stuff the players are tracking and keeping in their bags. And if it's too much trouble for you, then you can still perform at a perfectly acceptable level without the optimal traits chosen, because of how those gear pieces are still giving you piles of stats. 90% of the "problems" with the Azerite gear is player perception (and some Blizzard communication errors).

True, and I don't disagree - I'm someone who doesn't mind putting forth the effort.  However, when half of your bags are full of 3 different sets of tank gear, 2 sets of healing gear, 2 sets of PvP gear, and an 2-3 sets of DPS gear (Azerite, trinkets, rings, weapons, shields) you have to agree that things are a bit ridiculous.  It becomes "too much trouble" when you're a progression player who enjoys min/maxing to push M+ keys and mythic raid bosses.  I know that my concerns are not the concerns of the casual player, but that doesn't mean that they are not concerns.

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2 minutes ago, Tarazet said:

Speaking for myself, I have tons of 340 pieces to choose from, easily 1 for every spec with variations, and I don't have to reforge anything. 355? I have a grand total of one piece and that's because I purchased it from the Champions of Azeroth vendor. Granted that I've been unlucky, but my situation is not exceptional. Since I only have the one piece, I had to make a decision not to min-max, but instead to choose the "catch-all" traits on it to be OK for all the content I do, because I don't want to have to pay gold to reforge it constantly. If I did want to min-max, the system in place punishes me excessively for doing so. And now they are stating that if anything, they would go even further in that direction if people were deciding to min-max anyway.

The literal sea of 340 pieces that any player can get from a variety of sources probably set up unreasonable expectations as well.

I think that's totally possible, and fair. I think the intended behavior is that you keep using the 355 regardless, and can either use the catch-all traits, or whichever fits your most-used spec, then getting a new 355 piece is exciting because you have these new options you didn't have before. Unlike before, you would loot a 355, you already have a 355 in that slot: well that was anti-climatic. I'm not going to defend the system across the board, but so much of the outrage is due to misinterpretations and, on Blizzard's end, miscommunications.

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3 minutes ago, Ancalagon said:

True, and I don't disagree - I'm someone who doesn't mind putting forth the effort.  However, when half of your bags are full of 3 different sets of tank gear, 2 sets of healing gear, 2 sets of PvP gear, and an 2-3 sets of DPS gear (Azerite, trinkets, rings, weapons, shields) you have to agree that things are a bit ridiculous.  It becomes "too much trouble" when you're a progression player who enjoys min/maxing to push M+ keys and mythic raid bosses.  I know that my concerns are not the concerns of the casual player, but that doesn't mean that they are not concerns.

Curious -- why do you have 2 sets of healing gear? Do you have different for M+ and raiding? Is that common across many specs? The top end is probably a bit too far in the direction of gear set min-maxing than intended. The existence of different stat priorities for M+ vs raids may have been a variable that compounds that too much, unlike just having simple "PvE/PvP" sets.

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1 minute ago, CorneliusBrutus said:

Curious -- why do you have 2 sets of healing gear? Do you have different for M+ and raiding? Is that common across many specs? The top end is probably a bit too far in the direction of gear set min-maxing than intended. The existence of different stat priorities for M+ vs raids may have been a variable that compounds that too much, unlike just having simple "PvE/PvP" sets.

All specs have dramatically different gear requirements for healing M+ vs. raids - I think even more so than DPS. You use a completely different set of talents, different spells.. and the secondary stat priority shifts along with those changes.

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13 minutes ago, CorneliusBrutus said:

Curious -- why do you have 2 sets of healing gear? Do you have different for M+ and raiding? Is that common across many specs? The top end is probably a bit too far in the direction of gear set min-maxing than intended. The existence of different stat priorities for M+ vs raids may have been a variable that compounds that too much, unlike just having simple "PvE/PvP" sets.

Common? Even as dps and rogue I use 7 gear sets. Of course need a different sets for M+ and raiding and even in that for single or aoe and different talents. Sim every single one if you get new item is just so much "fun". Plus you need for almost every single build other azerite pieces or you need to reforge them at every swap (it's so cool when you should change in raid and can't).

Edited by Hypersonic

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18 hours ago, Stan said:

The point about traits being "useless and uninteresting" is interesting considering that you also make the point of "every gear change requires simming." These two points are kind of at odds with each other.

This is a fundamental misunderstanding of the problem.  Traits can be both inscrutable and uninteresting.  (Caveat, I do think "useless" is the wrong word.  They aren't ineffectual, they just don't have an impact on gameplay.)

The traits we liked in legion are the ones that impacted your rotation.  In Legion launch, then again at ToS, there were traits that fundamentally changed how you played your spec - almost always for the better.

Having to sim everything is a symptom of them being badly described ("X has a chance to Y"); feeling like the traits are boring is a result of them all being random procs that you can't plan or react to.

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4 hours ago, thurk said:

Having to sim everything is a symptom of them being badly described ("X has a chance to Y"); feeling like the traits are boring is a result of them all being random procs that you can't plan or react to.

This was exactly what I said but the person liking your post is the same one that criticized me for saying so. I don't agree that his point of criticism was that there was only one thing Blizzard didn't anticipate correctly.

 

A lot of things changed and are changing due to unexpected results or feedback. Surely, the "lets make it simple" statement won't be part of that however, as it's just 14 years of obscure text that we have to sim to know.

 

And no, some encounters are impossible if you don't min/max that would otherwise be possible. Of course, we're talking mythic raid progression. It's exactly what @Tarazet said as well, they claim to do one thing but do something else. If at least they'd agree or at least communicate clearly "I'll talk with them in a few days, we'll see" - 3 months later. It can take months for something fundamentally unbalanced or broken (I'm going to provide one of the worst offenders here: 20 second complete CC immunity in PVP, took ~4 months to "rebalance"?)

 

No, Blizzard anticipate a lot of things incorrectly.

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12 hours ago, CorneliusBrutus said:

I am just constantly surprised at WoW players. I had thought anyone upon seeing the Azerite gear system's workings, would inevitably come to the conclusion "oh, if I want to play multiple roles extremely optimally, it would be a good idea to keep a dedicated set of these 3 pieces for that specific thing". Apparently that hasn't been the case. Reforging costs are meant to help guide you to this conclusion ("well this isn't something I should do often"), but apparently people are just didn't get that hint and are now outraged. Reforging has always been an "oops I picked the wrong thing" or "I'd like to try a new thing" button.

Yes it is, and that's why people are pissed, because azerite armor is super hard to get over 340 ilvl (and even harder with the right traits), making constant reforging crucial for anyone who wanna play multiple roles.

EDIT: not hard, just fucking totally random

Edited by Baguettson
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17 hours ago, Yridaa said:

 

You two got off on the wrong foot here. tkioz was being cynical towards Blizzard in his original post. I believe Kurosu interpreted it as if tkioz was in agreement with Blizzard here.

 

You're both on the same side here, the way I'm reading it at least.

Indeed I thought he was supporting blizzard.

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i don think this is just a 'take it and like it' scenario, at all.

He acknowledged no fewer than 3 times there are things they are either actively working on or at least talking bout changing.  At least a little.

Including things that are just not fun, ie his "bit of a downer" comment.  

--- with regard to:  "OH NO I HAVE TO PAY TO REFORGE, this sucks!"---

Well, if it were expansions prior you would be FORCED to get totally different gear for different situations.  Especially if youre talking about MinMaxing.

Edited by PatrickHenry
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5 hours ago, PatrickHenry said:

i don think this is just a 'take it and like it' scenario, at all.

He acknowledged no fewer than 3 times there are things they are either actively working on or at least talking bout changing.  At least a little.

Including things that are just not fun, ie his "bit of a downer" comment.  

--- with regard to:  "OH NO I HAVE TO PAY TO REFORGE, this sucks!"---

Well, if it were expansions prior you would be FORCED to get totally different gear for different situations.  Especially if youre talking about MinMaxing.

In the past, the best gear has typically dropped as a result of clearing the content. Now, you can spend hours clearing a Mythic +15, which is among the most difficult content available, and you have literally zero chance of getting any of the powerful Azerite gear. The chances of getting it from the weekly chest are miniscule.

It's either raid Heroic/Mythic, or grind your balls off in PvP to the point of reaching 2000+ rating. They've left the best new mode of content they've introduced in years in the dust.

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On 9/28/2018 at 3:19 PM, Tarazet said:

The chances of getting it from the weekly chest are miniscule.

Just like they were the same for clearing content.  You get one per week.  you get it or you dont.

Less possible now, but still there.  Everyone also has the same chances to do so.  

Does luck play a part?  Absolutely.  But at least it cannot WF/TF, meaning youre only searching for the M0 level, or a N/H level.  and if you win the lottery with a M+ quality one then so be it, but even planning on that is pretty folly.  I'd personally look at it like a WF/TF.  If I get it, great.

I dislike the system, this is true.  This being one of the reasons, even.  But I have yet to find it some game-breaking issue, as opposed to say 20+ item level difference being a downgrade simply because the traits require higher HoA level than you possess, making the other lower one better.  THAT is absurd.

Edited by PatrickHenry
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I would honestly love to be able and complain about azerite traits but in order to do that I would have to be able to see a piece of azerite gear drop never received one from my m+ weekly chest and haven’t had an emissary azerite cache in 2 weeks

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      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!
    • By Staff
      This week's Alpha notes bring a new zone, two new dungeon, the Earthen Allied Race, and many class changes, including the Demon Hunter Fel-Scarred Hero Tree! 
      Notes (Source)
      The War Within Alpha has been updated with Alpha #2, build 54361.
      NEW ZONES AND DELVES
      The Ringing Deeps NEW DUNGEONS
      The Stonevault Darkflame Cleft NEW ALLIED RACE
      Earthen CHARACTER LEVEL
      Developers’ note: With each phase, we encourage players to make a new template character and avoid using their previous characters as they could potentially be in a broken state. After making a new template character, make sure to talk to Questzertauren and he will prepare you for any available content.
      Level 73 Character Template Maximum Level: 75 CLASSES
      The following Hero Talents are available for playtesting in Public Alpha 2: DEMON HUNTER Fel-Scarred Fel-Scarred Demon Hunters embrace the monster within! Blasts of devastating Fel fire are unleashed while in demon form, and activating Metamorphosis greatly empowers additional Fel-themed abilities. The Fel-Scarred endure a pain that bubbles just beneath the surface, granting increased maximum Fury and a portion of their demon form bonuses at all times. Those who stand in their way will inevitably be introduced to that pain by intense fiery abilities and blades that burn with Fel energy. MONK Mastery of Harmony Developers’ notes: Master of Harmony was accessible in the Public Alpha 1 build but several talents were still being worked on. In Public Alpha 2, Master of Harmony is now fully playtestable. All Fear, Silence, Sleep, Stun & Interrupt visual effects have been updated with a new visual. Additionally, all movement speed slowing effects greater than 50% will now display a universal Slow visual on the target. Developers’ notes: Our main priority for this visual update is to help increase the clarity and consistency of messaging for common status effects. Slow (the status effect not the spell), for example has taken quite a few different visual forms over the years, mostly in the range of multicolored dust clouds around a target’s feet. As you can imagine this particular visual was difficult to notice from a distance and wasn’t easily recognizable. So, we did a pass on Slow and the other status effects listed to help address those clarity/messaging issues making them easier to quickly identify in combat. MAGE Sunfury Spells cast by the Arcane Phoenix no longer benefit from the caster’s secondary stats, spell damage bonuses, or talents. Arcane Phoenix’s Arcane Surge damage reduced by 50%. Reduced the damage of all Arcane Phoenix AOE spells by 50%. Arcane Barrage, Flamestrike, and Phoenix Flames Activation Overlay added for Hyperthermia and Arcane Soul Memory of Al’ar - Arcane Soul buff redesigned: Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. 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. MONK 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. Conduit of the Celestials Heart of the Jade Serpent now increases the cool down rate of affected spells by 75% (was 100%). Fists of Fury now channels 50% faster during Heart of the Jade Serpent. Windwalking is now a 1 point talent. Some connections have been moved within the final gate. Hasty Provocation has moved to a choice node with Quick Footed. 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. PALADIN Retribution Highlord’s Judgment has been renamed to Highlord’s Wrath. Mastery: Hand of Light has been renamed to Mastery: Highlord’s Judgment – Now also causes Judgment to have a chance to blast the target with the Light, dealing Holy damage. Highlord’s Wrath has been redesigned – Mastery: Highlord’s Judgment is 50/100% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Adjudication has been redesigned – Critical Strike damage of your abilities increased by 5% and Hammer of Wrath also has a chance to cast Highlord’s Judgment. Blades of Light has been redesigned – Crusader Strike, Judgment, Hammer of Wrath, and damaging single target Holy Power abilities now deal Holystrike damage and your abilities that deal Holystrike damage deal 5% increased damage. Divine Arbiter now has an additional effect – Highlord’s Judgment and Holystrike damage abilities grant you a stack of Divine Arbiter. Searing Light now has an additional effect – Highlord’s Judgment and Radiant damage abilities have a chance to call down and explosion of Holy Fire. Blessed Hammer from Adjudication now spawns from the target of your Hammer of Wrath. Execution Sentence now causes the enemy to suffer 20% of the damage dealt during its time after it expires (was 30%). Execution Sentence damage no longer counts as a damage over time effect. Highlord’s Judgment damage increased by 50%. Highlord’s Wrath is now a 1 rank talent. (was 2 ranks) Highlords Wrath: Mastery: Highlord’s Judgment is 50% more effective on Judgment and Hammer of Wrath. Judgment applies an additional stack of Greater Judgment if it is known. Vanguard of Justice is now a 2 rank talent (was 1 rank) Vanguard of Justice has been redesigned: Enemies hit by Templar’s Verdict take 30/50% increased damage from your next Divine Storm. Judge, Jury, Executioner has been redesigned: Divine Storm has a 40% chance to cause your next Templar’s Verdict to hit an additional 3 targets. WARLOCK New Talent: Pact of Gluttony – Healthstones you conjure for yourself are now Demonic Healthstones and can be used multiple times in combat. Demonic Healthstones cannot be traded. New Talent: Swift Artifice - Reduces the cast time of Soulstone and Create Healthstone by 50%. New Talent: Demonic Tactics - Increases melee and spell critical strike chance for you and your summoned demon by 2%. Fel Pact is now 1 rank and has been redesigned - Fel Domination cooldown is reduced by 60 sec. Fiendish Stride is now 1 rank and has been redesigned - Reduces the damage dealt by Burning Rush by 10%. Burning Rush increases your movement speed by an additional 20%. Grimoire of Synergy has been removed. Inquisitor’s Gaze has been removed. Summon Soulkeeper has been removed. Profane Bargain has been removed. Demonic Circle has been moved to row 3. Soul Leech is no longer baseline and has been added to the Warlock tree. Soul Conduit has been moved to row 10 and is now 1 rank. Fel Synergy has been moved to row 9. Soul Link has been moved to row 9. Abyss Walker has been moved to row 4. Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9. WARRIOR Protection Defensive Stance no longer reduces damage dealt by Protection Warriors. New Talent replacing Improved Heroic Throw - Fight Through the Flames: Defensive Stance additionally reduces magic damage you take by 5%.
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