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Blizzard on New Talent System in Dragonflight

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The WoW development team answered a lot of questions about the new talent system in Dragonflight and clarified how it will work.

The talent system will be completely revamped in Dragonflight. The developers talked more about the system in two blue posts. Let's look at them in more detail!

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  • The majority of nodes are 1 point with some 2-3.
  • Multi-rank talents are mostly passives.
  • At max level, you'll fill out approximately two thirds of the talent tree.

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Hello! We have seen a lot of questions about the talent system preview, here and in other feedback, and want to start answering what we can. Note that it’s still too early for a lot of specifics (including, we can’t post complete trees yet for people to peruse). There is still a lot to discuss about our approach and goals for the system.

Will they be the old style of talents? 1% gains here and there that you put 5 points into, or is each box only 1 point?

Primarily the latter. We’re still experimenting quite a bit with drafting trees, but currently the majority of nodes are 1 point, with some 2-3. It turns out that the game has a lot more custom abilities and bonuses to potentially award in a tree, than it did many years ago. Multi-point passives still exist, although even there, most are more class-specific than simply giving stats. Think of the sorts of passive bonuses that have existed in systems like Conduits, Artifacts, or Azerite. More complex than a plain stat bonus, but simpler than the sort of thing that would currently be a level 50 passive talent or a Legendary. 3-point passives can still have important purposes for doing things like balancing different paths.

What percentage of the tree will be filled out at max level?

Very, very roughly speaking: think something like 2/3. In general it is fine for people to have quite a lot of “stuff”, especially considering that the tree contains many different kinds of things. Some are comparatively basic abilities/bonuses that many players of a given spec will have, some are the more advanced optional bonuses that currently live in systems like Legendaries, as well as optional utility of various kinds. Players need to be able to spend enough points to have some things from all of these categories—having a class/spec that is complete in the way that a current live class is, albeit much more customized. At the same time, enough of the tree has to be left unselected at max level to make the choices between different paths matter, where the points you’re leaving out still include some potentially high-value options. Usual design maxim here: if you feel torn because your last point is leaving out something you’d want, no matter what you do, we’ve probably done it right.

You mentioned being able to save your builds to your character. It would be pretty awesome for a way to share those in the game between players. So someone could just load in someone else’s build and it’s filled in for them.

This is a feature we currently have listed as something we’d like to do, though it’s still too early to say anything more.

Nimox also posted very useful FAQs about the new talent system.

  • The talent system becomes available at level 10 when you pick your spec.
  • For the Evoker, access to talents will be gated behind quests, just like Death Knights work, because they start at a higher level.
  • In the Dragonflight pre-patch, you will have 51 talent points to spend -- 26 in your class and 25 in your specialization tree.
  • In Dragonflight, the number of talents will go up to 61 -- with 31 talents to spend in your class tree and 30 in your spec tree. 
  • You can't spend talents in a spec tree that's different from your current spec.
  • Squares are active abilities, circles are passive effects, and octagons are choice nodes, where you get to pick one of multiple options in that talent node.
  • Talents with multiple ranks require additional points to be spent per rank of the talent.
  • You will be able to save and name many different talent loadouts and swap between them with ease.
  • Thanks to the new system, you will be able to pick two talents that were previously on the same tier.
  • Covenant Abilities, Legendary Powers, and Artifact Traits will be implemented into the new trees.

Blizzard Logo(Source)

In addition to Sigma’s thoughts above, We have gathered several questions (mostly from players on Twitter asking Desvin). Here are our answers to those:

When do talents become available?

  • The talent system becomes available at level 10 when you choose your Specialization for your class. For the Evoker, because they are starting at a higher level, the talent tree will be made available at some point during their starting experience.

How many talent points do you get, and how do you get them?

  • Talent points are obtained by gaining character levels. You gain one point every level, alternating between a talent point for your class tree, and your spec tree. In the pre-patch, at level 60, you will have a total of 51 talent points to spend, with 26 in your class, and 25 in your spec tree. When you reach the maximum level of 70 in Dragonflight, you will have 61 total talent points to spend, with 31 in your class tree and 30 in your spec tree.

Can I get all of the talents in the class and spec tree?

  • No, you will not be able to obtain every talent in these trees. Similar to the current system, max-level builds will have to make decisions about what to include and exclude.

Can I spend points in a spec tree that is different from my current spec?

  • No, you will not be able to spend points in a spec tree different from your own. If you put points into the Restoration Druid tree, and swap to Balance Druid, the effects from the Restoration tree will no longer apply to you. You will have new points to spend in the Balance tree!

How does spending points in the talent tree work?

  • You must obtain talents in the top row of a tree first. Then, after obtaining all ranks in any talent, you may spend points in subsequent talents in the tree (indicated by an arrow). If a talent has multiple arrows leading to it, you may obtain it after fully buying at least one of the prerequisites.
  • Your class tree may grant you 1 or 2 starting talents automatically before you have to start spending points, based on what specialization you are. These do not cost any talent points and are free.
  • Certain rows don’t allow to you progress beyond them until you have spent a certain number of points in talents you have access to.

What do the shapes of the talent points mean?

  • Squares are active abilities. Circles are passive effects. Octagons are choice nodes, where you get to pick one of multiple options in that talent node.

What are the diamond shaped abilities on the sides of the tree?

  • Those are a mechanic that, as of this writing, we are not planning to include. We will give further updates as needed, as we continue making changes to the set of features and mechanics in the system.

What are those talents with a small arrow on both sides of it?

  • Those are talent selection nodes where when you hover over that node, it will present multiple options for you to select one of. These choices can be either a new active ability or a passive benefit.

How do talents with multiple ranks work?

  • Talents that have multiple ranks will require additional points to be spent per rank of the talent. Currently we don’t have any active abilities with multiple ranks, only passive effects. The value of these passive effects may not linearly scale with points invested. You must purchase all available talent ranks of a multi-rank talent to progress further down the tree from this node.

Will some talents be in more than one specialization talent tree?

  • Where this makes sense, yes. For example, both Feral and Guardian might have the Berserk talent in their talent tree, while Restoration and Balance will not.
  • Note: We know that Berserk is not exactly the same for Feral and Guardian, but want to be clear that talents do not have to be exclusive to one spec tree or another because it is in the spec tree, and not the class tree.

Will the class talent tree change at all when changing specs?

  • With very few exceptions, nothing will change in the class tree when changing your specialization. One such exception might be Counter Shot, which will change to Muzzle if you choose Survival. They are both the interrupt button, but are themed differently and have different cooldowns. Keeping that distinction is important.

Is the class tree just utility and the spec tree is where all of the throughput is?

  • No, there can definitely be some throughput-increasing talents in the class tree, but the spec tree likely has the majority of them. One of the main purposes of the class tree is to give you a place to explore parts of your class that are not focused on your main role’s throughput (such as utility, or abilities that are more closely connected to other specializations), so we limit the pressure to make throughput optimizations in the class tree.

Are all talent points new abilities?

  • No, most of them are existing things from the current or past game, but there are also new active and passive abilities in the new class and spec trees.

What about the abilities you gain when you level up in the new player experience on Exile’s Reach?

  • Exile’s Reach is remaining unchanged for the most part, you will still obtain many fundamental class abilities from completing the quests and this content. Your interaction with the new talent system will begin after you reach level 10.

What about some abilities that are super important for gameplay, such as interrupt abilities, that you don’t gain from the starting experience?

  • We are currently trying to focus as many combat-altering abilities as possible into the new talent trees. This can include things such as movement abilities, interrupts, dispels, hybrid healing options, defensive abilities, etc. Our goal is to set up the trees and paths so that there opportunities to choose between different types of utility, but not to, for example, abandon all utility choices entirely in order to maximize your DPS. If you choose not to have an interrupt, it is likely because you traded it out for some other type of utility or CC that you believed would be more useful in the situation. The inverse is also true—specializations that do not have a certain capability in Shadowlands (such as an interrupt) may be able to obtain it by giving up something they currently do have.

Will there be some sort of talent loadouts or preset trees we can swap between?

  • Yes! This is an important tool for you to have when dealing with a more advanced talent tree system. You will be able to save and name many different talent loadouts and swap between them with ease.

Won’t people just go to a website and find a build and just use that instead of experimenting with the talent trees?

  • We’re sure that this will happen. We’re also sure that people will make fun and distinct builds that work for their own style of playing the game.

This talent tree looks very complicated and overwhelming to me compared to the current version of talents in Shadowlands.

  • This is a frequent topic of discussion for us. This new system is definitely more complicated, but also allows for significantly more freedom in you choosing what is important to the activities you are doing while playing the game. There is a cost to this new complexity and depth, but we feel that the benefits of the new talent system are strong enough that it is worth the cost here. We are trying to make sure that new players face a more limited number of choices in the early rows, so that you don’t have to wrap your head around the whole tree until you have spent some time leveling a class. In addition, the easy ability to respec in town means that you don’t have to analyze the entire tree in order to make immediate decisions, as you can simply reallocate the points later if you decide you’d rather be on a different path.

How much of my class is going to be in this talent tree compared to other add-on/extra systems like legendaries, covenants, conduits, soulbinds, etc?

  • We’re trying to put as much class related stuff as we can into this new talent system as a singular place to manage your character. There will still be some abilities that are granted to players from leveling up, but significantly fewer. We recognize that abilities such as Eyes of the Beast, or Astral Recall, or Teleport: Moonglade, aren’t combat altering choices you’re making, and you would be hard pressed to spend a talent point to obtain this ability again. Those abilities are not going away, they are not going to go in the talent tree, they will just be a bonus spell you get while leveling up. Other than that, we’re trying to put as many combat related abilities in the tree as we can, which does mean you are going to have to invest talent points into the system to get your current abilities back.

With the above statement that we have to spend talent points to get our current abilities back, does that mean there is nothing new?

  • Absolutely not! There will be new some new abilities to Dragonflight, as well as returning Artifact traits, set bonuses, legendary effects, etc. The new system also opens up some opportunities for you to get some abilities that were otherwise locked behind a spec choice, or to possibly have combinations that were impossible in Shadowlands, such as multiple talents from the same row at the same time.

Does this mean that I can get talents from any spec on my class with this new system?

  • No, there will still be plenty of things in the spec-specific talent trees. Guardian druids will still see plenty of tanking related things in their spec tree that a Restoration druid cannot obtain, and vise-versa. A Restoration druid can invest more points in the Bear related abilities on the class talent tree for more defensive options just as much as a Guardian druid can invest points into more healing options from the class tree. The new spec talent trees will be heavily focused on your combat role of healer, tank, or DPS.

If a Shadowlands covenant or legendary ability is in the talent tree, and I also have that covenant ability or legendary equipped, what happens?

  • The plan currently is that these nodes will still exist in the talent tree and you can obtain them, but your Shadowlands covenant or legendary ability will override it. You won’t have multiple versions of the same spell to cast, or double stacked legendary effects or anything of the sort. Not every Shadowlands covenant ability, legendary, soulbind, or conduit effect will be staying in the talent tree.

How does respeccing work?

  • Respeccing should work relatively similar to how it currently does in Shadowlands with you being able to swap talent builds around. As far as removing a few nodes and spending them elsewhere, we’re still working on that flow, but want to make it as simple and easy as we can.

What about PvP talents?

  • PvP talents will continue to work the way they do now, there will be PvP talent choice nodes on the new talent UI frame where you choose extra effects while in PvP situations.

What about the API for talents?

  • This is a great question that I’m sure our UI team will work out. You are not forgotten, addon authors or users!

Will (my class) be getting (ability) in the new talent trees??

  • Maybe. There’s a lot of work to be done still, and we need to be careful about how much stuff we’re adding to these trees. If we just put all 21 talents from Shadowlands into the tree, that’s a huge amount of extra stuff your character can get.
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7 minutes ago, Dejo93 said:

aight, looks promising. I'll take this over borrowed power changing every expansion

Shaping up to be a pretty grounded expansion which is fine by me.

I'm good with cool systems like artifacts too though. Guess I'm easy to please lol.

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4 minutes ago, Prophet001 said:

Shaping up to be a pretty grounded expansion which is fine by me.

I'm good with cool systems like artifacts too though. Guess I'm easy to please lol.

eh, cautiously optimistic after the last 2 expansion were disappointing 

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Hopefully these changes won't negate spec identity and there is going to be enough talents exclusive to them. Wouldn't like the idea if all specs felt too similar with how many abilities/spells they could use.

This, of course, is going to be hard to balance, but it's not like we've got the perfect balance now. What I don't like is how they want to put utility like interrupts and dispels into those trees. This is going to be annoying in pugs and lfr, so maybe they will change their mind (if they are going to listen to feedback, rather than claiming that they are listening to it). Otherwise we are going to get situations like these:

"Rogue, shaman, mage etc. - can you guys interrupt?"

"Nope, didn't spec into interrupt. Max damage!"

"Priest, druid? Anyone? Dispel them!"

"Nope, didn't spec for dispel."

I'm not going to miss borrowed powers, so this is a good change. Would like the mission table gone as well, but I guess it's going to stay.

Edited by Arcling

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Until the next expansion when someone feels that this needs to be incorporated into the base class and we have a new system again ... which is what has happened every other time !

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It's nice that they keep trying, of course there is going to be a "one spec to rule them all" for all the specific occasions.
The previous simplified system was something of a resignation to that fact.
But I like that you are now given more of a choice, so instead of having a "worthless tier of talents with zero significance" you can now get two lower tier talents or something if it comes to it, although judging by the prereqs and forced choice nodes in the tree look, you might have to get it regardless and be unable to combine two same tier things that might have been exciting to have.
Guess we'll wait and see.

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I'm a little confused with these Shadowlands covenant abilities returning, are these just soulbind and legendary passives or do we also keep some of the core abilities such as Fleshcraft and Soulshape? I'd like to keep Abomination limb on my Dk if possible.

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2 hours ago, Darkzarupia said:

I'm a little confused with these Shadowlands covenant abilities returning, are these just soulbind and legendary passives or do we also keep some of the core abilities such as Fleshcraft and Soulshape? I'd like to keep Abomination limb on my Dk if possible.

most likely not all of them will be included usually when they do stuff liek this they add one or 2 that make sense and wont be game breaking if may not be from the covenant u prefer for ur class since what covenant u use wont have any effect when DF launches 

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On 4/21/2022 at 11:35 AM, Arcling said:

Would like the mission table gone as well, but I guess it's going to stay.

Many people enjoy it and...being that it's totally optional...don't see why it should be removed. Don't like it...don't do it.

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23 minutes ago, Calysia said:

Many people enjoy it and...being that it's totally optional...don't see why it should be removed. Don't like it...don't do it.

It's not optional when quests and important resources are tied to it. You couldn't ignore it in those expansions that featured it.

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      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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