Damien

Arcane Mage 6.2

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This thread is for comments about our Arcane Mage guide.

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Your statements on a burn phase not working at current gears levels and low levels of mastery compared to the bonus stacks are inconsistent. While I do not have all the numbers needed (mana regen per second, missile proc chance, and so on) to prove the following mathematically, i do know that based on the numbers from the tooltips a burn should work. The burn might be short, but basic math principles says works.

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Your statements on a burn phase not working at current gears levels and low levels of mastery compared to the bonus stacks are inconsistent. While I do not have all the numbers needed (mana regen per second, missile proc chance, and so on) to prove the following mathematically, i do know that based on the numbers from the tooltips a burn should work. The burn might be short, but basic math principles says works.

What is inconsistent in my statements?

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Your statements on a burn phase not working at current gears levels and low levels of mastery compared to the bonus stacks are inconsistent. While I do not have all the numbers needed (mana regen per second, missile proc chance, and so on) to prove the following mathematically, i do know that based on the numbers from the tooltips a burn should work. The burn might be short, but basic math principles says works.

Please share your math! Genuinely interested here? You used the Markov Chain approach?

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hey

 

just to say that the MoP flasks are 114 intellect while the cataclysme flasks gives you 119intellect

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hey

 

just to say that the MoP flasks are 114 intellect while the cataclysme flasks gives you 119intellect

We've been aware of that for some time, but we believe that this is unintended and is going to get fixed very soon. I wouldn't want to tell people to go and waste gold getting Cataclysm enchants and flask, only for them to find out 2 days later that they bought them for nothing.

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I have personally found it MUCH better to only use 2 missile procs at 4 arcane charges even if u have 3 missile procs. Reasons being is it maximizes your time at 4 stacks of arcane charges. 

 

The scenario often presented is you have 3 missile procs. You use only 2; leaving 1 left over. After you have channeled 2 missile procs u are back at full mana and have room to cast arcane blast 2 more times as well as refresh your nether tempest: providing a total of 3 opportunities to gain a second missile proc. Going with the chances you gain a second missile you channel you 2 missile procs and you are back at full mana, and again have room to cast 2 arcane blasts at full mana, from here you barrage dump and repeat. I found this to be the best rotation.

 

 

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So i have been experimenting with the rotations and have found that it is better to use 2 arcane missiles rather than dumping all 3; reason being is it maximizes your time at 4 stacks in conjunction with gaining full benefits of your mastery.

 

The scenario often presented is you are at 4 stacks with 3 missile procs; instead of dumping all 3, only use 2. After channeling your 2 missiles you should be back at full mana and have room to cast arcane blast 2 more times and refresh your nether tempest, giving you 3 opportunities to gain a second missile proc. Going with the chances you get a second missile proc, you channel your 2 missiles and again you are at full mana. From here you cast arcane blast a couple more times, barrage dump your stacks and repeat.

 

Also, only using missiles when you have at least 2 stacks. Using just 1 missile proc then using arcane blast then barrage dumping really messes with your rhythm throughout the rest of fight and hurts your dps. If you only have one stack of arcane missiles by the time you have reached 4 stacks and refreshed your nether tempest you should immediately barrage dump and save you 1 missile proc for your next 4 stack period.

Edited by Kicks

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I have personally found it MUCH better to only use 2 missile procs at 4 arcane charges even if u have 3 missile procs. Reasons being is it maximizes your time at 4 stacks of arcane charges. 

 

The scenario often presented is you have 3 missile procs. You use only 2; leaving 1 left over. After you have channeled 2 missile procs u are back at full mana and have room to cast arcane blast 2 more times as well as refresh your nether tempest: providing a total of 3 opportunities to gain a second missile proc. Going with the chances you gain a second missile you channel you 2 missile procs and you are back at full mana, and again have room to cast 2 arcane blasts at full mana, from here you barrage dump and repeat. I found this to be the best rotation.

This is more or less what the rotation in our guide tells you to do.

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This is more or less what the rotation in our guide tells you to do.

 

I think the guide is over all good, but i do think that the way it explains how to use arcane missiles is a little vague.

 

 

  1. Cast wow_icon_spell_nature_starfall.jpg Arcane Missiles, if you have 4 stacks of wow_icon_spell_arcane_arcane01.jpg Arcane Charge and 3 charges of Arcane Missiles.
  2. Cast wow_icon_spell_nature_starfall.jpg Arcane Missiles at 4 stacks of wow_icon_spell_arcane_arcane01.jpg Arcane Charge.

 

As explained in my original comment, using all 3 procs isn't nearly as good just using 2 since it greatly increases your time at 4 stacks of arcane charges. This is all from my personal testing and i saw quiet a difference when using this specific rotation. If you feel this guide is satisfactory then feel free to ignore me

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I think the guide is over all good, but i do think that the way it explains how to use arcane missiles is a little vague.

 

As explained in my original comment, using all 3 procs isn't nearly as good just using 2 since it greatly increases your time at 4 stacks of arcane charges. This is all from my personal testing and i saw quiet a difference when using this specific rotation. If you feel this guide is satisfactory then feel free to ignore me

That's because you think too much like a human and are extrapolating! tongue.png

Line 1. doesn't say "Cast Arcane Missiles 2 times" or "Cast Arcane Missiles 3 times". It says to cast Arcane Missiles only once, so you get rid of that 3rd charge and make room for another one. So what the guide advises you to do is to give "getting rid of your 3rd charge of Arcane Missiles" a high priority and give "getting rid of your other 2 charges of Arcane Missiles" a lower priority, lower than casting Arcane Blast when you're over 93% mana (to make the best of your 4 stacks of Arcane Charge, as you are suggesting).

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I half/disagree with the use of Nether tempest for all situations AOE, simply because with supernova I offer more raid assistance. I'll give you a couple examples where Supernova has been shining, and I do just as much DPS.

 

First, trash mobs where the adds are weaker and there is one add that requires a lot of DPS. The single target bonus of Supernova (+100% increased damage on the main target) allows me to focus DPS on the main target while doing considerable damage to the adds around it.

 

This also translates well into fights with adds that have casters. The effect of knocking opponents up in the air is also an interrupt. Real life example? On Garrosh, mind controls are interrupted.

 

The other shining example of Supernova is when you're in a high DPS group and you're blowing through everything quickly. You don't have time to sit and drop arcane blasts to build up charges (I explain why I don't use cone of cold below).

 

On a 45 second CD with 2 charges, you can use arcane explosion and drop Supernova in between pulls.

 

For everything else, I use Nether Tempest because of the damage increase of arcane charges (+50% per charge).

 

Bottom line is that I believe Supernova actually does more damage in situations where you can't get up charges. In cases where you can, I only use it when I have four charges (bad practice probably, but my focus is getting up charges on longer fights first - I also explain why below).

 

Also, I don't use my missiles unless I have 2-3 charges. Right now I have the 4-set bonus and by waiting until I have 2-3 procs, arcane charges are x4 100% of the time and it becomes a rotations of missiles and re-applying NT. I don't drop all 3 when I have it either, I'll use 2, apply NT and that is where I see the most procs. I've had as many as 10 missiles in a row and I barely use any mana. I stay near 100% the whole time. 

 

Also, I don't use alter time anymore. I use Ice Barrier for the absorption and not getting interrupts while dropping Arcane Blasts to get my stacks up (DPS increase). For speed I use the Rapid Displacement glyph so I have 2 charges of blink.

 

I don't use Evanesce either. Don't need it with Ice barrier and rapid displacement (I explain those choices below).

 

I don't use cone of cold... not when you have an increased focus on multistrike and arcane blast with either NT or Supernova. There wouldn't be a need for it at all.

 

Being an arcane mage I think, in WoD will be all about sustaining your arcane charges for as long as possible, especially with a focus on multistrike. It's AOE hell on trash, and single target beast on bosses.

 

Also... I use 5 arcane blasts not four. Arcane charges increase the damage of the next spell used. First cast has no charges, so it boils down like this, AB(1) = 0 charges, AB(2) = 1 charge, AB(3) = 2 charges, AB(4) = 3 charges, AB(5) = max damage with 4 charges. If you stop at 4 blasts, you never get a blast off with maximum power.

 

If you have experience with mana utility, the mana loss is negligible compared to the damage gained.

 

Anyway, that's my 2 cents.

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I half/disagree with the use of Nether tempest for all situations AOE, simply because with supernova I offer more raid assistance. I'll give you a couple examples where Supernova has been shining, and I do just as much DPS.

 

First, trash mobs where the adds are weaker and there is one add that requires a lot of DPS. The single target bonus of Supernova (+100% increased damage on the main target) allows me to focus DPS on the main target while doing considerable damage to the adds around it.

 

This also translates well into fights with adds that have casters. The effect of knocking opponents up in the air is also an interrupt. Real life example? On Garrosh, mind controls are interrupted.

 

The other shining example of Supernova is when you're in a high DPS group and you're blowing through everything quickly. You don't have time to sit and drop arcane blasts to build up charges (I explain why I don't use cone of cold below).

 

On a 45 second CD with 2 charges, you can use arcane explosion and drop Supernova in between pulls.

 

For everything else, I use Nether Tempest because of the damage increase of arcane charges (+50% per charge).

 

Bottom line is that I believe Supernova actually does more damage in situations where you can't get up charges. In cases where you can, I only use it when I have four charges (bad practice probably, but my focus is getting up charges on longer fights first - I also explain why below).

 

Also, I don't use my missiles unless I have 2-3 charges. Right now I have the 4-set bonus and by waiting until I have 2-3 procs, arcane charges are x4 100% of the time and it becomes a rotations of missiles and re-applying NT. I don't drop all 3 when I have it either, I'll use 2, apply NT and that is where I see the most procs. I've had as many as 10 missiles in a row and I barely use any mana. I stay near 100% the whole time. 

 

Also, I don't use alter time anymore. I use Ice Barrier for the absorption and not getting interrupts while dropping Arcane Blasts to get my stacks up (DPS increase). For speed I use the Rapid Displacement glyph so I have 2 charges of blink.

 

I don't use Evanesce either. Don't need it with Ice barrier and rapid displacement (I explain those choices below).

 

I don't use cone of cold... not when you have an increased focus on multistrike and arcane blast with either NT or Supernova. There wouldn't be a need for it at all.

 

Being an arcane mage I think, in WoD will be all about sustaining your arcane charges for as long as possible, especially with a focus on multistrike. It's AOE hell on trash, and single target beast on bosses.

 

Also... I use 5 arcane blasts not four. Arcane charges increase the damage of the next spell used. First cast has no charges, so it boils down like this, AB(1) = 0 charges, AB(2) = 1 charge, AB(3) = 2 charges, AB(4) = 3 charges, AB(5) = max damage with 4 charges. If you stop at 4 blasts, you never get a blast off with maximum power.

 

If you have experience with mana utility, the mana loss is negligible compared to the damage gained.

 

Anyway, that's my 2 cents.

I modified the explanations for Tier 5 talents, to make some room for Supernova in multiple-target situations.

Regarding your Arcane Charge suggestions, I don't think anything in the guide goes against what you said.

I highly disagree with your take on Alter Time though. Ice Barrier costs a global cooldown to cast, so that's a DPS loss, when Alter Time is not.

I'm not sure I understand what you are trying to say regarding a "focus on multistrike".

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There are no situations when you do 5 Ablasts. You generally get AM in between so you can channel one AM and let mana get up. Sims show that the sweet spot is to start casting Arcane Blast when you are at 93% mana at the start of your cast. 
Not using CoC because of Multistrike??? And staying at 4 charges as long as possible? From my experience in WoD you rather want to cycle in between as fast as possible and get as many AM's out as possible at 4 charges.

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I modified the explanations for Tier 5 talents, to make some room for Supernova in multiple-target situations.

Regarding your Arcane Charge suggestions, I don't think anything in the guide goes against what you said.

I highly disagree with your take on Alter Time though. Ice Barrier costs a global cooldown to cast, so that's a DPS loss, when Alter Time is not.

I'm not sure I understand what you are trying to say regarding a "focus on multistrike".

 

There are no situations when you do 5 Ablasts. You generally get AM in between so you can channel one AM and let mana get up. Sims show that the sweet spot is to start casting Arcane Blast when you are at 93% mana at the start of your cast. 

Not using CoC because of Multistrike??? And staying at 4 charges as long as possible? From my experience in WoD you rather want to cycle in between as fast as possible and get as many AM's out as possible at 4 charges.

 

 

re-reading my own post I need to clarify a couple things. First of all, keep in mind that a lot of stuff is broken right now.

 

1. Arcane Blasts x5 - For me (572iL with 4 piece tier), going 5 blasts increased my damage output. That 5th blast drops between 19k and 20k damage with 4 stacks of Arcane Charge. I've seen it go as high as 23k damage and it added between 2k-3k DPS output.

 

That may change after WoD drops but for right now doing 5 AB is better than the standard rotation. By the time I get through to my missiles, I'm back to back at full mana anyway. Regen is just ridiculous.

2. My choice of Ice Barrier over Alter Time - in fights where you take damage, push-back and interrupts are * also a DPS loss, and at a 1.5 minute cool down, I get way more utility from Ice Barrier (25 second cool-down), than Alter Time. Even more so in high movement fights.

 

Two reasons for that.

 

a. If you're in a fight in which you take damage sooner than every 1.5 minutes, which is basically every fight now, then Ice Block is definitely the way to go.

 

b. With the increased cast time of arcane blasts (even with my enchants, it is 1.81 seconds), push-backs, which can happen up to two times before I finish cast is longer than the 1 second it takes for a global cool-down use, and with four casts, it's a bigger DPS loss to not have Ice Barrier.

 

The only reason to even use Alter Time now, since they removed the mana and buff effects is health, and for that, I have Greater Invisibility with the same cool-down as Alter Time (1.5 minutes).

 

You may drop more DPS standing on a dummy or in simulation but they don't account for real situations where you take damage and suffer from push-back and interruptions.

 

With the changes in 6.0, I whole heartedly believe that Ice Barrier should be the default choice here.

 

3. Focus on multistrike - by that I mean enhancements, multistrike, leech, versatility, etc. For mages, it is multistrike. For me, multistrike is almost 7% and by making sure that I sustain ACx4 for as long as possible, I see my blasts and explosions hitting multiple times, in between my rotations to barrage, (as in the reason why I say that I think * that sustaining 4 charges for as long as possible will be important to dps).

 

At 572iL on a dummy I'll drop anywhere from 16k to 21k DPS sustained, and do the same in a raid, and that is in between the use of arcane power.

 

On the first point, I may * go back to 4 blasts, but for right now, it's a DPS increase.

 

I hope that better explains why I'm coming at this the way that I am. I spend a lot of time on dummies, but when you get into a raid, it doesn't always work out to perfection. Some things I find I'm getting more damage from that the guide may not agree with. I gotta go with what works.

Edited by Athalos

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So, based on your stat priority, wouldnt you want to gem intellect + Stat? or am i wrong here

No, because you get 10 of a secondary stat on a gem and only 5 of Intellect, so even though Intellect is better, point for point, than some secondary stats, it is not twice as good.

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Athalos, pushback does indeed offer a dps loss but
a) Casting Ice Barries is a GCD you aren't doing damage.

b)Ice Barrier breaks from all AoE not only spells that cause pushback damage. (and most do not)

 

There is absolutely no reason from a dps perspective to pick a GCD defensive over a non GCD defensive.

Considering the ABlast thing I'll have to do a bit more research. YOu might have a point.

 

Edit: Nope you have no point. If your mana regen is high enough that you have regenerated one Arcane Blasts worth of mana during the cast, then you could just as well got for a 6th, 7th, 8th cast.

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Athalos, pushback does indeed offer a dps loss but

a) Casting Ice Barries is a GCD you aren't doing damage.

b)Ice Barrier breaks from all AoE not only spells that cause pushback damage. (and most do not)

 

There is absolutely no reason from a dps perspective to pick a GCD defensive over a non GCD defensive.

Considering the ABlast thing I'll have to do a bit more research. YOu might have a point.

 

Edit: Nope you have no point. If your mana regen is high enough that you have regenerated one Arcane Blasts worth of mana during the cast, then you could just as well got for a 6th, 7th, 8th cast.

 

You don't do any damage in push-back either. Either way you're not doing damage. You're also* not doing damage when you're teleported back to where you are. AT works like blink that way. You can't cast mid blink.

 

(However, I can see someone using a macro [/cast Alter Time /cast Presence of Mind] on a full charge of missiles, then when you are teleported back you can open up with Arcane Barrage and an instant Arcane Blast) - there's an idea, but that's only good every minute and a half (every 3 minutes if you're using Glyph of Arcane Power).

 

Global CD aside, after using Ice Barrier all of your spells are available after 1 second, which means you have a 1 second stop in DPS. I get the reasoning and followed it too, but since they changed it, the question isn't about how long you're not going to be doing DPS, rather WHEN you're going to take damage.

 

You'd have to be able to predict when damage is coming for it to be effective, right? Otherwise you wasted it.

 

In a perfect case scenario where you don't take damage, why would you even need alter time or Ice Barrier?

 

To return to the position you started right? Provided of course you're not too far away like in a high movement fight, or the effect is negated.

 

So, if you know you're only going to take damage once every minute and a half, Alter Time will work great, but how many fights do you think are like that. One, maybe two? If you're not going to take damage at all you don't need either of them.

 

At best you can switch just for that fight. The rest of the time, if you're taking damage, you're losing DPS.

If you take damage once I can see the call for Alter Time because push-back is about the same - 1 second, but if you take damage more than once, what's doing to happen?

 

What if you take damage twice or more, that time accumulates and it will be much longer than 1 second.

 

Here's the best way I've been using Ice Barrier - when I get dotted on a fight and I'm taking damage every second.

 

My main spell is already longer than one second and I can't drop stacks because Greater Invisibility is on cool down - every cast is going to be pushed back, sometimes twice.

If I'm trying to get my Arcane Charges up then what? It's going to take even longer to get them up and I'm losing DPS the whole time that dot is on me. We're talking 4 or more seconds longer considering the cast is almost 2 seconds and you're taking damage per second.

 

That happens more often, a lot more often than only taking damage once every 1 and a half minutes.

 

And in those moments, I can get my stacks up and complete more rotations through the damage and I get more DPS.

 

That's just one real example.

 

Like I said, I understand the reasoning, but when it comes to fights where I take damage, whether it's dots, crap on the ground I'm moving out of, a tank turning to far and there's a cleave on group, or there are enemy abilities with multi-targets, or you're just too close, or a bad pull, or whatever else happens in almost every fight, Ice Barrier wins.

 

A 1 second cost of not doing damage is greater is any number of situations where you take damage sooner than 1.5 minutes.

I can't wait for a perfect storm to use Alter Time, not when I'm taking damage. When we had other shields (I really miss Mana Shield), Alter Time was great, but where we don't really have any other abilities that will stop damage?

I gotta go with what gives me more damage output.

As for 6, 7, 8, etc. casts of Arcane Blast... I rarely go below 93% and regen might be great, but that doesn't mean I get to waste mana either. a 5th blast won't compromise my mana pool. A 6th won't either depending on how much mana I have.

That I would say is something that would be specific to each mage.

It'll work for me, where I ride out arcane missiles and get 7-10 in a row, but maybe not work for you. The only way to really tell that is to test your limits in combat. Find that point where it's too much and hold back from going beyond it.

Damage and DPS is as much per-person (individual) as it is a template to follow.

For example, about 5 seconds before a hero, I'll use Evocation (for the 30% mana over time effect), followed by a supernova on the target for that 100% damage increase and I'll let Arcane Blast rip for 7 or 8 blasts and I won't drop below 93%.

But again, I can do that because I know where my limits are. If I were to go more than 8, I'd be losing a lot of DPS. 

With 7 or 8 I was able to drop around 34k DPS on Malkorok for a burst, and I've done higher from time to time (my best is 58k so far). Where we started Mythic I'm 575iL now, so again, it's that individual factor, but I know I wouldn't have been able to do it if it weren't for Ice Barrier protecting me from those interrupts.

We had someone not run out of the group on that fight, and the week before, a healer we pugged dispelled in the group. Alter Time wouldn't have stopped that.

Edited by Athalos

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Concerning your Ice Barrier reasoning, the idea of defensive CD's is that you won't have to use them. Healers should be able to cope with 18-20k damage every 25 seconds. The power of Alter Time is that you can use it to soak an ability that would bring you down to 10% and then get right back up.

Also what you have wrong is that dots don't trigger pushback, nor do channeled spells. The only thing that triggers spell pushback is auto attacks and general magic damage. Picking Ice Barrier will make you waste 3 GCD's every 25 second (and a GCD for Arcane at 100 will be more than 1 second due to haste levels) whereas alter time lets you soak a huge pool of damage for your group without letting it affect you. 
Also, you have to remember there are disc priests in the raid, so a portion of the cast mini-interrupts will be absorbed by their own absorbs. 
Imo Ice Barrier is more of a) Solo mobs out in the open talent, whereas Alter Time is a 1.5 minute Lay on Hands on yourself.

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If I kept Ice barrier up all the time as part of my rotation, you'd be correct. It would be a horrible DPS loss, but I don't.

 

What I'm advocating is the use of a flexible spell for when you take unpredictable damage sooner than a minute and a half, so your spell casting isn't interrupted.

 

During periods where you know you're going to take huge amounts of damage, Greater Invisibility will reduce damage by 90% both during, and for 3 seconds after you exit. And as it too has a cool down of 1.5 minutes, to me, it's a better choice than Alter Time anyway.

 

The only time I ever used Alter Time before the patch was as part of my burn phase. I'd wait until I had 2 stacks of missiles, drop mirror image, then blow Arcane Power and Alter Time and double up on my burn phase. Either that, or on Garrosh, use it before mind controls went out and it would drop it when I ported back.

 

But now, it's useless to me because it relies on too many IF situations to be viable.

 

You assume IF the healers can keep up with damage and IF you have the right combination of healers in the first place and IF their abilities aren't on cool down and IF you know when damage is coming, and IF it's not on cool down because you used it already and damage is happening faster than a minute and a half, and IF a lot of things.

 

Way too many assumptions for a minute and a half cool down, of which you already have one.

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Nah, I'm assuming healers can do their jobs. Ice barrier shields just a fickle of damage, so if they can't keep you up, even using it is not going to help the raid (a.k.a wipe). If you don't use it on cooldown, then you further devalue the value of the shield overal. Assume it would shield for 25k and you use it on CD you have 1k per second they have to heal you. However this is bound to break on the first type of AoE.  
Alter Time usage: 
On Tectus you can take a laser with AT, kite it to nigeria, reactivate Alter Time, be in position have fun dpsing.
On The Stone Hands guy, you can use it to reposition yourself behind a second crystal while being out of position.
Ice Barrier is just a spell that is simple to use, good at what it does, but in a raiding environment nowhere near as good as a 1.5 minute cooldown taht resets both Health and positioning. 
There is only 1 time when IB > AT which is when you have to take damage during an instance that exceeds your health pool. Then and only then would IB > AT IF you don't have a disc priest that can shield you from it.
Oh and IB>AT on any questing you do of course :P

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I've been in too many raids where there isn't a discipline priest and healers that aren't so hot, or tanks that require extra attention from healers. I'm not using IB for damage mitigation, but interruption protection during damage periods.

 

For big damage moments Greater Invisibility is what I prefer, and I rarely ever have to move further than a blink away. To me AT is just a bit redundant.

 

Then again, that's kinda why they made a lot of changes, so there's more than one way to skin a cat.

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Maybe this has been answered before, but a brief search turned up nothing for me, does taking mastery beyond 100% do anything for arcane mages or is it wasted stats at that point?

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      Moment of Clarity (level 100 talent) removed. Photosynthesis is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Abundance Prosperity Cenarion Ward 30 Tiger Dash Renewal Wild Charge 45 Balance Affinity Feral Affinity Guardian Affinity 60 Mighty Bash Mass Entanglement Typhoon 75 Soul of the Forest Cultivation Incarnation: Tree of Life 90 Inner Peace Stonebark Spring Blossoms 100 Photosynthesis *new* Germination Flourish Hunter
      Marksmanship
      Serrated Shots (level 15 talent) removed. Serpent Sting is a new level 15 talent. Level Talent 1 Talent 2 Talent 3 15 Master Marksman Serpent Sting *new* A Murder of Crows 30 Careful Aim *new* Volley *new* Explosive Shot 45 Trailblazer Natural Mending *new* Camouflage 60 Steady Focus Streamline *new* Hunter's Mark *new* 75 Born To Be Wild *new* Posthaste Binding Shot 90 Lethal Shots *new* Barrage Double Tap *new* 100 Calling the Shots *new* Lock and Load Piercing Shot Monk
      Brewmaster
      Brewmasters now have access to Vivify (Single-target heal). Tiger's Lust is now a level 75 talent (down from 30). Mystic Vitality is now a level 30 talent (up from 75). Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Mystic Vitality Chi Torpedo 45 Light Brewing Gift of the Mists Black Ox Brew 60 Tiger Tail Sweep *new* Summon Black Ox Statue Ring of Peace 75 Healing Elixir Tiger's Lust Dampen Harm 90 Special Delivery Rushing Jade Wind Invoke Niuzao, the Black Ox 100 High Tolerance Elusive Dance Blackout Combo Mistweaver
      You must now remain stationary while channeling Soothing Mist. Moving interrupts the channel. Zen Pulse (level 15 talent) removed. Mist Wrap is now a level 15 talent (up from 45). Mana Tea is now a level 45 talent (up from 100). Diffuse Magic is now a level 30 talent (up from 75). Tiger's Lust is now a level 75 talent (down from 30). Essence Well is a new level 100 talent. Rising Thunder (level 100 talent) removed. Rising Mist is a new level 100 talent. Level Talent 1 Talent 2 Talent 3 15 Mist Wrap Chi Wave Chi Burst 30 Celerity Diffuse Magic Chi Torpedo 45 Lifecycles Spirit of the Crane Mana Tea 60 Tiger Tail Sweep *new* Song of Chi-Ji Ring of Peace 75 Healing Elixir Tiger's Lust Dampen Harm 90 Summon Jade Serpent Statue Refreshing Jade Wind Invoke Chi-Ji, the Red Crane 100 Essence Well *new* Focused Thunder Rising Mist *new* Windwalker
      Windwalkers now have access to Vivify (Single- target heal). Healing Elixir (level 30 talent) removed. Diffuse Magic is now a level 30 talent (up from 75). Chi Torpedo is now a level 30 talent (up from 75). Power Strikes is now a level 100 talent (down from 75). Fist of the White Tiger is now a level 45 talent (up from 60). Tiger's Lust is now a level 75 talent (down from 30). Tornado Kicks (level 60 talent) removed. Tiger Tail Sweep is a new level 60 talent. Combo Breaker (level 60 talent) removed. Summon Black Ox Statue is a new level 60 talent. Ring of Peace is no longer baseline, but available as a talent at level 60. Dampen Harm is a new level 75 talent. Wind Strikes (level 100 talent) removed. Level Talent 1 Talent 2 Talent 3 15 Eye of the Tiger Chi Wave Chi Burst 30 Celerity Diffuse Magic Chi Torpedo 45 Ascension Fist of the White Tiger *new* Energizing Elixir 60 Tiger Tail Sweep *new* Summon Black Ox Statue *new* Ring of Peace *new*
      75 Inner Strength *new* Tiger's Lust Dampen Harm *new* 90 Hit Combo Rushing Jade Wind *new* Invoke Xuen, the White Tiger 100 Power Strikes Whirling Dragon Punch Serenity Priest
      Shadow
      Power Infusion (level 90 talent) removed and has no replacement now > Coming Soon! Level Talent 1 Talent 2 Talent 3 15 Fortress of the Mind Shadowy Insight Shadow Word: Void 30 Mania Body and Soul San'layn 45 Twist of Fate Misery Dark Void *new* 60 Last Word *new* Mind Bomb Psychic Horror 75 Auspicious Spirits Shadow Word: Death Shadow Crash 90 Lingering Insanity Mindbender Coming Soon! 100 Legacy of the Void Void Torrent *new* Surrender to Madness Rogue
      Assassination
      Dispatch (level 15 talent) has been renamed to Blindside. Level Talent 1 Talent 2 Talent 3 15 Master Poisoner Elaborate Planning Blindside 30 Nightstalker Subterfuge Master Assassin *new* 45 Vigor Deeper Stratagem Marked for Death 60 Leeching Poison Elusiveness Cheat Death 75 Internal Bleeding Iron Wire Prey on the Weak 90 Venom Rush Toxic Blade Exsanguinate 100 Poison Bomb *new* Hidden Blades *new* Crimson Tempest Previous Talent Changes
      We're covering talent changes every Battle for Azeroth Alpha Build. Here's a history of our previews so far:
      Alpha Build 26433 Talent Changes Alpha Build 26367 Talent Changes Alpha Build 26310 Talent Changes Alpha Build 26287 Talent Changes Alpha Build 26231 Talent Changes Alpha Build 26175 Talent Changes Alpha Build 26131 Talent Changes Alpha Build 26095 Talent Changes Alpha Build 26032 Talent Changes Alpha Build 25976 Talent Changes
    • By Stan

      This week's Alpha Build 26476 added new class-specific Azerite traits to the game. Check them out!
      Our preview of this week's Alpha Build includes Dark Iron Dwarves & Mag'har Orcs and racial nerfs so far.
      New Azerite Traits
      Below is a list of class-specific Azerite traits that have been added to the game in this week's Alpha Build 26476.
      Death Knight
      Festermight - Bursting a Festering Wound grants you 205 Strength for 20 sec, stacking. Stacking this effect does not extend its duration. Spellreaper - When you successfully dispel an effect with Reap Magic, gain 1,647 Absorb for 20 sec. Demon Hunter
      Soulmonger - Consuming a Soul Fragment shields you, granting 700 Absorb for 3 sec. Druid
      Awakening - When you resurrect an ally with Rebirth, they Absorb 6,618 damage over 15 sec Shredding Fury - After your Tiger's Fury, your next four Shreds are increased by 93. Solitary Rejuvenation - If Rejuvenation is your only Heal over Time effect on the target, increase the healing of Rejuvenation by 187. Sunblaze - Solar Wrath increases the damage of your next Starsurge by 156. Hunter
      Dance of Death - Dire Frenzy has a chance equal to your critical strike chance to grant you 346 Agility for its duration. Shellshock - Each second Aspect of the Turtle is active, heal for 494. Unerring Vision - While Trueshot is active you gain 346 Critical Strike rating every sec, stacking up to 10 times. Venomous Fangs - Your pet's Basic Attack deals 78 additional damage to enemies suffering from your Serpent Sting. Mage
      Arcane Pressure - Arcane Barrage deals an additional 700 damage per Arcane Charge against targets below 20% health. Blaster Master - Fire Blast increases your Mastery by 0 for 3 sec. Eldritch Warding - Your Ice Barrier, Blazing Barrier, and Prismatic Barrier absorb 588 additional damage. Monk
      Strength of Spirit - While Fortifying Brew is active, heal for 370 every second. Paladin
      Stalwart Protector - When you cast Divine Shield, grant 734 absorb for 15 sec to nearby allies. Priest
      Sanctum - When you cast Fade, absorb 2,000 Magic damage for 10 sec. Rogue
      Footpad - Allies within 8 yds while your Sprint is active gain 311 Speed. Shaman
      Serene Spirit - When you cast Astral Shift and when Astral Shift ends, heal for 1,748. Warlock
      Lifeblood - When you use a Healthstone, gain 355 Leech for 20 sec. (May as well be a generic trait available to all Classes). Warrior
      Breach - When you damage an enemy with Heroic Leap, gain 235 Leech for 20 sec. Full List of Azerite Traits
      Below is a list of all Azerite traits that have been added to the game so far. The most recent traits have the *NEW* tag.
    • By Stan

      We have a list of all Azerite traits that have been added to the game so far.
      We've datamined 198 Azerite traits so far and the list has been updated for Alpha Build 26433. Some Azerite traits are placeholders and values may be slightly off.
      Class-Specific Azerite Traits
      Death Knight
      Dark Grudge Glacial Contagion Decimate Scourge the Unbeliever Deep Cuts Icy Citadel Festering Doom Bone Spike Graveyard Latent Chill Horrid Expulsion Marrowblood Demon Hunter
      Seething Chaos Gaping Maw Devour Revel in Pain Furious Gaze Infernal Armor Druid
      Twisted Claw Long Night Rejuvenating Breath Bloodline Primordial Rage Heartblood Fungal Essence Streaking Stars Raking Ferocity Masterful Instincts Coordinated Restoration Power of the Moon Hunter
      Aspect of the Cheetah Arrowstorm Ride the Lightning Vigorous Wings Rotting Jaws In The Rhythm Whirling Rebound Seize the Initiative Raking Talons Flashing Fangs Serrated Jaws Wildfire Cluster Haze of Rage Arcane Flurry Latent Poison Mage
      Blast Radius Ignition Point Packed Ice Arcane Pummeling Arcane Annihilation Flames of Alacrity Packed Ice Brain Storm Preheat Winter's Reach Monk
      Swift Roundhouse Fit to Burst Invigorating Brew Boiling Brew Iron Fists Sunrise Technique Overflowing Mists Staggering Strikes Paladin
      Zealotry Divine Illumination Righteous Bastion Avenger's Might Bulwark of Light Martyr's Breath Inspiring Beacon Rejuvenating Grace Fortifying Auras Critical Flash King's Shield Righteous Flames Healing Hammer Strong Light Searing Blades Healthy Judgment Deferred Sentence Furious Wrath Expurgation Warmth of the Light Dauntless Divinity Priest
      Bindings of Fate Torment of Torments Pillar of Light Moment of Repose Permeating Glow Searing Dialogue Weal and Woe Blessed Sanctuary Thought Harvester Rogue
      Contaminant Subtle Blade Swashbuckler Sharpened Blades Deadshot Double Dose Night's Vengeance Storm of Steel Twist the Knife Shaman
      Astral Shift Storm's Eye Lightningburn Ancestral Reach Flames of the Forefathers Electropotence Embrace of the Tides Healing Way Overloaded Striker's Grace Volcanic Lightning Primal Primer Soothing Waters Lava Shock Strength of Earth Ebb and Flow Warlock
      Suffer Unshackled Fel Meteoric Flare Wracking Brilliance Shadow's Bite Heavy Rain Erratic Omen Inevitable Demise Umbral Blaze Warrior
      Bloodcraze Heavy-Handed Battering Ram Deafening Crash Trample the Weak Executioner's Precision Gathering Storm Bloodcraze Sword and Board Generic Azerite Traits
      Increase Versatility 15 Haste Increased Intellect 46 Strength Agility 20 Item - Proc Mastery Netherlight Fortification Test Spell - Anders Test Power 6 Azerite Empowered Longstrider Resounding Protection Blood Siphon Woundbinder Lifespeed Elemental Whirl Heed My Call Fury of the Sands Overwhelming Power Gutripper On My Way Mote in the Eye Embrace of the Sands Portal: Dalaran - Broken Isles Savior Winds of War Vampiric Speed Test Azerite Power Champion of Azeroth Impassive Visage Bulwark of the Masses Gemhide Azerite Fortification Self Reliance Azerite Veins Uncertainty Uncertainty Uncertainty Uncertainty Crystalline Carapace Ablative Shielding Strength in Numbers Upwelling Synergistic Growth Concentrated Mending Bracing Chill Ephemeral Recovery Weeping Aura Ruinous Bolt Rezan's Fury Rezan's Command Meticulous Scheming Blightborne Infusion Filthy Transfusion Secrets of the Deep Sandstorm
    • By Stan

      Players that haven't played the game for a while can now claim 7 days of free game time until April 30, 2018.
      Open the Blizzard Battle.net desktop app. Click the glowing Gift Button located next to your BattleTag in the upper right. Click Claim. A notification will pop-up whenever you have new Gifts to claim. We're not exactly sure how long must your account be inactive in order to receive the gift, but we'll update this thread when we find out! The game time can only be redeemed until April 30, 2018.
      If you decide to activate your account now, make sure to check out what's going on this week in WoW!

    • By Stan

      Our preview of Dark Iron Dwarves & Mag'har Orcs includes customization options, racials, mounts, and more!
      Today, we're looking at Dark Iron Dwarves and Mag'har Orcs that are now available for playtesting on Battle for Azeroth Alpha.
      Welcome to our preview of Dark Iron Dwarves and Mag'har Orcs. Both Allied Races are now available for playtesting on Battle for Azeroth Alpha, so we recorded videos of their customization options and included other useful information in this article.
      Dark Iron Dwarves
      Achievement: Allied Races: Dark Iron Dwarf
      Heritage Armor

      Playable Classes: Hunter, Mage, Monk, Paladin, Priest, Rogue, Shaman, Warlock, Warrior
      Racial Abilities
      Name Effect Dungeon Delver While indoors, move 4% faster. Fireblood Removes all poison, disease, curse, magic, and bleed effects and increases your primary stat by 231 and an additional 77 for each effect removed. Lasts 8 sec. (2 min cooldown) Forged in Flames Reduces damage taken from Physical attacks by 1%. Mass Production Increases Blacksmithing skill by 5 and Blacksmithing speed by 25%. Mole Machine While outdoors, summon a Mole Machine that tunnels through the earth.[NYI] (3 sec cast, 30 min cooldown) Racial Mount: Dark Iron Core Hound

      Shaman Totems

      Customization Options
      Mag'har Orcs
      Achievement: Allied Races: Mag'har Orc
      Heritage Armor

      Playable Classes: Hunter, Mage, Monk, Priest, Rogue, Shaman, Warrior
      Racial Abilities
      Name Effect Ancestral Call Invoke the spirits of your ancestors, granting you their power. (Instant, 2 min cooldown) -> Might of the Blackrock - Increases secondary stat by 102 for 15 sec.  Open Skies Increases mounted speed by 10%. Savage Blood Reduces the duration of Poisons, Diseases, and Curses by 10%. Sympathetic Vigor Increases pet health by 10%. Racial Mount: Mag'har Direwolf

      Shaman Totems

      Customization Options