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The Current Problems with PvP Gear Vendors in Shadowlands

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Blizzard has recently started collecting PvP feedback on the Shadowlands Beta, so we're highlighting the biggest problems with the new PvP vendors.

Blizzard has added PvP vendors back to the game, allowing players to buy and upgrade their gear with Honor and Conquest Points in Shadowlands, but the current problem is that the gear is very limited when it comes to secondary stats.

There are no Haste/Versatility capes, no Versatility/Mastery rings, which implies that you'll be forced to do PvE content to get the items you need to play on a competitive level. At the same time, PvE players never have to cross over to PvP to complete their own sets of gear.

That means the best gear from PvP does not come from PvP, so we will have the same situation as we did in BfA, where you had to clear Mythic raids to be competitive in PvP.

In previous expansions up to Warlords of Draenor, PvP vendors had items with PvP-specific stats like PvP Power or Resilience. So if a secondary stat was undesirable, you would still go with a PvP item from the vendor despite having the wrong stat since PvP Power/Resilience made up for that lack of it.

Blizzard can easily fix this by adding PvP-specific stats back to PvP gear or by adding 6 stat combinations for items on the PvP vendor, allowing PvPers to form a set with the ideal stats.

Game Director Ion Hazzikostas confirmed, however, that there will be no PvP-specific stats returning in the Shadowlands.

I personally think PvP deserves to be a separate mode just like PvE, and hope Blizzard will implement some improvements in the coming Beta builds to address the issues brought up in this article.

This post has been written based on the following video by Stoopzz_TV.

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A-*filtered*-men

Pve shoups grant the best pve rewards. Pvp should grant the best pvp rewards. Bring pvp scaling back. 

Edited by Mishmish
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As a PvE-only player, I agree. 

Just to play devil's advocate, though...

If a PvP item has no PvP specific stats and is available at high ilvl with any of the six possible secondary start combinations, what prevents PvE players from having to do PvP to get their BiS? 

I've heard folks say that there were but issues with PvP-only stats. That's not something I know about. But it does seem PvP gear needs something to distinguish it from PvE so that each mode can yield it's own BiS. 

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1 hour ago, KDF said:

As a PvE-only player, I agree. 

Just to play devil's advocate, though...

If a PvP item has no PvP specific stats and is available at high ilvl with any of the six possible secondary start combinations, what prevents PvE players from having to do PvP to get their BiS? 

I've heard folks say that there were but issues with PvP-only stats. That's not something I know about. But it does seem PvP gear needs something to distinguish it from PvE so that each mode can yield it's own BiS. 

You are essentially right, if all the desirable secondary stats become available from PvP vendors, PvE players could get their gear through PvP, that's why they should just bring pvp stats back. The current PvP scaling aura which makes you deal more damage the worse gear is broken and should go away as soon as possible.

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4 hours ago, Stan said:

personally think PvP deserves to be a separate mode just like PvE, and

"I personally think PvP deserves to be a separate mode just like PvE"... Then dont allow pve trinkets and other op *filtered* like that to be usable un PvP... They are moron seriously. They have all the answers and solutions, but chose to *filtered* the game because they dont care about pvp. Why having a mode in the game if you dont want to care about it and balance it to be FAIR for people only playing that mode?

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1 hour ago, KDF said:

I've heard folks say that there were but issues with PvP-only stats. That's not something I know about.

It changes the current 'you have to do PvE to be competitive in PvP' problem we're complaining about into 'my PvP gear is worthless in PvE'. 

And it might be tempting to dismiss that because, well, they are different modes. But it means you probably want two different gearsets -- which is universally-acknowledged suckiness.

And I found, at least, it affects the casual player more. Possibly because it's easier to notice someone's in PvP gear than it is to notice they're not stacking versatility, possibly because you notice yourself more easily, possibly because it makes more of a difference. Possibly I was just an idiot back then and people picked on my gear instead of my skill. I don't really know. 

Not sure if it's just a balancing problem or if it's really just a situation that has to have a downside. None of the solutions we've ever had have been perfect.  

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If the issue is merely secondary stats being available, isn't the problem that it's easier or more reliable to obtain them from one mode than the other? Instead of changing stats, isn't there some way to equalise the difficulty or chance to obtain them? 

Theoretically if somebody can fully participate in PvE and PvP to obtain twice the gear that doesn't seem too much of a problem. It's when it's better gear, surely. 

 

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Having a PvP-specific stat solves a lot of issues. PvE-centric players won’t feel shafted, and PvP-centric players will have access to the gear that makes them efficient and better at the thing they enjoy and want to engage in.

Why Blizzard doesn’t do this, we can all guess. From a gaming philosophy point of view, I think they’re generally against actively discouraging certain gameplay modes, especially PvE-related ones.

If they really want to solve the problem, just standardize PvP in Rated modes. Give everyone the same gear for their specialization. They could also have a Wild mode where anything goes gear-wise, but maybe that isn’t rated, or has a separate ranking system. Just an idea.

Who else would pay an extra $5 a month on their sub for permanent private arena servers, with pre-made characters only having access to PvP vendor gear? Sign me up!

 

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1 hour ago, Azragard said:

Having a PvP-specific stat solves a lot of issues. PvE-centric players won’t feel shafted, and PvP-centric players will have access to the gear that makes them efficient and better at the thing they enjoy and want to engage in.

Why Blizzard doesn’t do this, we can all guess. From a gaming philosophy point of view, I think they’re generally against actively discouraging certain gameplay modes, especially PvE-related ones.

If they really want to solve the problem, just standardize PvP in Rated modes. Give everyone the same gear for their specialization. They could also have a Wild mode where anything goes gear-wise, but maybe that isn’t rated, or has a separate ranking system. Just an idea.

Who else would pay an extra $5 a month on their sub for permanent private arena servers, with pre-made characters only having access to PvP vendor gear? Sign me up!

 

They could just have pvp power or something, where it lowers and increases the damage you get from players and do to players, but otherwise does nothing for the player, but the problem with pvp stats is that players that just start to do pvp will get massacred because pvp'ers will have pvp power and therefore be unbeatable....I think that is why they removed pvp stats.

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1 hour ago, Lithari said:

They could just have pvp power or something, where it lowers and increases the damage you get from players and do to players, but otherwise does nothing for the player, but the problem with pvp stats is that players that just start to do pvp will get massacred because pvp'ers will have pvp power and therefore be unbeatable....I think that is why they removed pvp stats.

 Yes, in essence that is why they removed it, because many people start the exapansion doing either PVP or PVE, but after that gets “boring” or they are happy with where they are they try and switch. Just to find their PVP or PVE gear is useless and they have to start all over. 
 The worst feeling was for PVE going to PVP and being One shot all day long and unable to do anything even though you may have too-tier PVE gear, mid way through the expansion. 
 Which is why Blizzard stopped PVP specific aspects or so they said, and said this is a primarily PVE game with some PVP aspects. 
 In my opinion the way to fix this would be to have a PVP power yes, but have a “basic” set of PVP gear you can make via professions, and how much you have of the PVP stat is what the system uses to decide placement, so  in general you will be paired against people worn similar PVP stat and it comes down to skill and class balance. 
 

 At least that is my opinion so that wherever in the expansion you decide to PVP you have access through professions to a basic set and your PVP stat helps place you against others of your stat level.

 

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2 hours ago, RavenOak said:

 Yes, in essence that is why they removed it, because many people start the exapansion doing either PVP or PVE, but after that gets “boring” or they are happy with where they are they try and switch. Just to find their PVP or PVE gear is useless and they have to start all over. 
 The worst feeling was for PVE going to PVP and being One shot all day long and unable to do anything even though you may have too-tier PVE gear, mid way through the expansion. 
 Which is why Blizzard stopped PVP specific aspects or so they said, and said this is a primarily PVE game with some PVP aspects. 
 In my opinion the way to fix this would be to have a PVP power yes, but have a “basic” set of PVP gear you can make via professions, and how much you have of the PVP stat is what the system uses to decide placement, so  in general you will be paired against people worn similar PVP stat and it comes down to skill and class balance. 
 

 At least that is my opinion so that wherever in the expansion you decide to PVP you have access through professions to a basic set and your PVP stat helps place you against others of your stat level.

 

Or, they could give the basic pvp gear (starting gear to atleast give you a chance) when you first start doing pvp, maybe get a quest, like Introduction to PvP, where you just get told to go to the pvp battlemasters or whatever they are called and they give you the starting gear, if its gained by another player or a profession, it means that players that make it hard to get such gear or force players to be a crafter, which they may not want to do.

I always find a downside to my own ideas. lol

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@RavenOak and @Lithari, those are great ideas. I don't know why Blizz makes it so hard on itself. It would be so much easier also for them, scale pve and pvp, when they're more separated. 

This expansion has so much potential, imo, just remove these restrictions on covenants and conduits and handle pvp gear the way the users above me recommended.

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Why should PVP be a separate mode? Why should a raider not be able to compete in PVP with the PVE-gear he put a lot of work into? An equally geared PVP-player will just wreck the raider. A PVP-player with less gear than the raider should be at an disadvantage but depending on the gear- and skill-gap the raider is usually still beatable. At the same time a PVP-player should also be able to use his gear in PVE. It is an MMORPG after all and gear should always have a significant impact. So in the end they should aim for the available PVP-gear to be as just good as the PVE-gear. The availability would be a problem but in times of big data they can see what percentage of players can beat content that rewards for example ilvl 100 and then give that same reward to a PVP-rating that the same percentage of players reach. (Always percentages of player actually doing the content/pvp not percentages of the whole population.)

Edited by hirlix

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1 hour ago, hirlix said:

Why should PVP be a separate mode? Why should a raider not be able to compete in PVP with the PVE-gear he put a lot of work into? An equally geared PVP-player will just wreck the raider. A PVP-player with less gear than the raider should be at an disadvantage but depending on the gear- and skill-gap the raider is usually still beatable. At the same time a PVP-player should also be able to use his gear in PVE. It is an MMORPG after all and gear should always have a significant impact. So in the end they should aim for the available PVP-gear to be as just good as the PVE-gear. The availability would be a problem but in times of big data they can see what percentage of players can beat content that rewards for example ilvl 100 and then give that same reward to a PVP-rating that the same percentage of players reach. (Always percentages of player actually doing the content/pvp not percentages of the whole population.)

Hm, I disagree. Why should someone, who has never done pvp, have everything already for pvp? It's a different type of content, so it should have it's own progression.

You don't have all the pets for pet battles for example just by raiding, because it's different content. 

I would even go one step further and separate m+ from raids with different gear, so you don't have to raid mythic in order to get you best m+ gear. But i know, of course, that will never happen, and accept hat most players probably wouldn't want that. 

For me it would just be perfect, if I could do what type of content i want, without having to bother so much with other stuff.

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18 hours ago, Lithari said:

Or, they could give the basic pvp gear (starting gear to atleast give you a chance) when you first start doing pvp, maybe get a quest, like Introduction to PvP, where you just get told to go to the pvp battlemasters or whatever they are called and they give you the starting gear, if its gained by another player or a profession, it means that players that make it hard to get such gear or force players to be a crafter, which they may not want to do.

I always find a downside to my own ideas. lol

 I do like that idea that you get it from a quest from PVP NPC, the idea behind the professions was to make professions more viable, but I suppose often with PVPers professions may seem tedious or not needed as you PVP for your gear. 
 In fact a great opportunity for Blizzard would be to make a short “starting” PVP experience quest to help highlight how to use your abilities differently in PVP to help bridge some of the skill and concept ideas between players. Such as stopping a spell cast if you anticipate a spell interrupt being used. It doesn’t need and should not be a long “starting” PVP experience, but maybe a way to highlight some ways to switch from PVE thinking to PVP. 
Just a thought though.

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7 hours ago, hirlix said:

Why should PVP be a separate mode? Why should a raider not be able to compete in PVP with the PVE-gear he put a lot of work into? An equally geared PVP-player will just wreck the raider. A PVP-player with less gear than the raider should be at an disadvantage but depending on the gear- and skill-gap the raider is usually still beatable. At the same time a PVP-player should also be able to use his gear in PVE. It is an MMORPG after all and gear should always have a significant impact. So in the end they should aim for the available PVP-gear to be as just good as the PVE-gear. The availability would be a problem but in times of big data they can see what percentage of players can beat content that rewards for example ilvl 100 and then give that same reward to a PVP-rating that the same percentage of players reach. (Always percentages of player actually doing the content/pvp not percentages of the whole population.)

 I feel in many ways this could be nice, but in my opinion the reason it is not implemented is because you would realize your equipment is not RNG gated or time gated through PVP. So in my opinion so many people would PVP just to gear up, and you don’t always have to wait for your group to keep working towards your goal to start. Because in PVP instead of hoping a boss will drop your trinket, weapon, etc. You can earn your gear through earned currency and you purchase exactly what you want. I really prefer this method of play, that every time I play the content I am earning a currency toward getting exactly what I want next. I like the RPG idea of picking it off a boss, but that idea is broken for me by realizing why would this boss be carrying half of this gear? LOL

AND if the gear was equivalent, the speed to get geared up by doing both PVE and PVP content would not allow a 2 year long expansion cycle. Could you imagine how fast you would gear if you could do Raids, Mythic+, and PVP in a week and all the gear would be equivalent!? You would likely do Raid and Mythic+ to start your week see what dropped randomly, then PVP to get currency to purchase you next upgrade that didn’t drop. Blizzard would likely need to do a more aggressive expansion and content release schedule and they do not want that because content takes time, and there would not be time to tune classes so it would be unlikely and crazy in general. IMHO 

So yes I like the idea, but I feel it reduces the engagement of the expansion and yes we all love the idea of removing the time gating, but without it the whole MMO concept falls apart and content is pushed to fast not as thought out or well done, is not as finished and the company cannot maintain the different aspects of the game as well. So yes time gating slows our progress and as a side provides the company more money, but that money and times provides us with more complete and engaging content. Now you cannot please everyone with each new aspect of content but in general it is better because of how it is done. 

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Its simple, I will not return to WoW until they fix pvp. The game is dead to me until they actually treat the mode with respect and dont hacksaw it anytime a single tear falls off the cheeks of a dainty raider.

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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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