Twintop

Character Stat Customization: Enchanting, Gemming, and Food

Sign in to follow this  

5 posts in this topic

7425-gear-customization-in-warlords.jpg

With the removal of reforging in patch 6.0.2 and the reduction of available gem sockets on level 91+ gear in Warlords, customizing what stats are most predominant on your gear has become both more streamlined and limited. Rather than having the ability to micromanage your stats on a piece-by-piece basis, you are now limited to three distinct ways of choosing what secondary stats are most valuable to you: enchants, gems, and food.





Enchants


The easiest way to customize your gear in Warlords is through Enchanting. Unlike previous expansions where nearly every piece of gear was able to have enchants (or other profession equivalents), in Warlords there are only 4 gear slots that will accept enchants: Neck, Back, Rings, and Weapons. Each of these gear slots have enchants that increase the secondary stat of your choice, rather than a mix of primary and secondary stats.

Neck, Cloak, and Ring enchants come in two variants: a less expensive version ("Breath of") with fewer stats that costs 1xinv_enchanting_wod_crystalshard3.jpgLuminous Shard and gives fewer stats or lacks a secondary effect (run speed for Cloaks), and a more expensive version ("Gift of") that costs 4xinv_enchanting_wod_crystal.jpgTemporal Crystal plus 3xinv_tradeskillitem_sorcererswind_tong.jpSorcerous Air, 3xinv_tradeskillitem_sorcerersearth_tong.jSorcerous Earth, 3xinv_tradeskillitem_sorcerersfire_tong.jpSorcerous Fire, or 3xinv_tradeskillitem_sorcererswater_tong.jSorcerous Water.
 

Neck Enchants

Stat +40 (Inexpensive) +75 (Expensive)
Critical Strike inv_misc_note_01.jpgBreath of Critical Strike inv_misc_note_01.jpgGift of Critical Strike
Haste inv_misc_note_01.jpgBreath of Haste inv_misc_note_01.jpgGift of Haste
Mastery inv_misc_note_01.jpgBreath of Mastery inv_misc_note_01.jpgGift of Mastery
Multistrike inv_misc_note_01.jpgBreath of Multistrike inv_misc_note_01.jpgGift of Multistrike
Versatility inv_misc_note_01.jpgBreath of Versatility inv_misc_note_01.jpgGift of Versatility

Cloak Enchants

Stat +100 (Inexpensive) +100 and +10% Movement Speed (Expensive)
Critical Strike inv_misc_note_01.jpgBreath of Critical Strike inv_misc_note_01.jpgGift of Critical Strike
Haste inv_misc_note_01.jpgBreath of Haste inv_misc_note_01.jpgGift of Haste
Mastery inv_misc_note_01.jpgBreath of Mastery inv_misc_note_01.jpgGift of Mastery
Multistrike inv_misc_note_01.jpgBreath of Multistrike inv_misc_note_01.jpgGift of Multistrike
Versatility inv_misc_note_01.jpgBreath of Versatility inv_misc_note_01.jpgGift of Versatility

Ring Enchants

Stat +30 (Inexpensive) +50 (Expensive)
Critical Strike inv_misc_note_01.jpgBreath of Critical Strike inv_misc_note_01.jpgGift of Critical Strike
Haste inv_misc_note_01.jpgBreath of Haste inv_misc_note_01.jpgGift of Haste
Mastery inv_misc_note_01.jpgBreath of Mastery inv_misc_note_01.jpgGift of Mastery
Multistrike inv_misc_note_01.jpgBreath of Multistrike inv_misc_note_01.jpgGift of Multistrike
Versatility inv_misc_note_01.jpgBreath of Versatility inv_misc_note_01.jpgGift of Versatility

Weapon Enchants


Weapon enchants in Warlords each offer a unique secondary stat proc or places a bleed on your target. Unlike the Neck, Cloak, and Ring enchants listed above, these enchants only have one strength each and cost 15xinv_enchanting_wod_crystal.jpgTemporal Crystal plus 10xinv_tradeskillitem_sorcererswind_tong.jpSorcerous Air, 10xinv_tradeskillitem_sorcerersearth_tong.jSorcerous Earth, 10xinv_tradeskillitem_sorcerersfire_tong.jpSorcerous Fire, or 10xinv_tradeskillitem_sorcererswater_tong.jSorcerous Water. The one exception to this is inv_misc_note_01.jpgMark of the Shattered Hand which costs only 1xinv_enchanting_wod_crystal.jpgTemporal Crystal but does not grant any secondary stats.
 

Stat Enchant Notes
Bonus Armor inv_misc_note_01.jpgMark of Blackrock 30% Proc Chance, 40 second ICD
Critical Strike inv_misc_note_01.jpgMark of the Thunderlord 2.5 RPPM; while active, critical heals and attacks extend the duration by 2 seconds, up to 3 times
Damage + Bleed inv_misc_note_01.jpgMark of the Shattered Hand 3.5*Haste RPPM
Haste inv_misc_note_01.jpgMark of Warsong 1.15 RPPM; 1 stack is lost every 2 seconds
Mastery inv_misc_note_01.jpgMark of Bleeding Hollow 2.3 RPPM
Multistrike inv_misc_note_01.jpgMark of the Frostwolf 3.0 RPPM; can stack up to 2 times
Spirit inv_misc_note_01.jpgMark of Shadowmoon 25% Proc Chance on Damage or Heal, 40 second ICD

Gems


The next, albeit less predictable, method to customizing your character's secondary stats comes in the form of gems. Gem sockets are no longer guaranteed and instead are randomly found on pieces of gear. Unlike in previous expansions there are no longer gem socket colors, only prismatic sockets. Additionally, each gem color is tied to a specific secondary stat. Gems, just like Neck, Cloak, and Ring enchants above, come in two different variants:

The less expensive uncommon-quality that grants +35 of secondary stat or Stamina and costs 1xinv_jewelcrafting_taladitecrystal.jpgTaladite Crystal plus 5xinv_misc_herb_fireweed.jpgFireweed, 5xinv_misc_herb_frostweed.jpgFrostweed, 5xinv_misc_herb_starflower.jpgStarflower, 5xinv_misc_herb_arrowbloom.jpgNagrand Arrowbloom, 5xinv_misc_herb_taladororchid.jpgTalador Orchid, or 5xinv_misc_herb_flytrap.jpgGorgrond Flytrap.

The more expensive rare-quality that grants +50 of a secondary stat or Stamina costs 50xinv_jewelcrafting_taladitecrystal.jpgTaladite Crystal plus 10xinv_tradeskillitem_sorcererswind_tong.jpSorcerous Air plus 5xinv_misc_herb_fireweed.jpgFireweed, 5xinv_misc_herb_frostweed.jpgFrostweed, 5xinv_misc_herb_starflower.jpgStarflower, 5xinv_misc_herb_arrowbloom.jpgNagrand Arrowbloom, 5xinv_misc_herb_taladororchid.jpgTalador Orchid, or 5xinv_misc_herb_flytrap.jpgGorgrond Flytrap.
 

Stat +35 (Inexpensive) +50 (Expensive)
Critical Strike inv_jewelcrafting_43.jpgCritical Strike Taladite inv_jewelcrafting_49.jpgGreater Critical Strike Taladite
Haste inv_jewelcrafting_48.jpgHaste Taladite inv_jewelcrafting_54.jpgGreater Haste Taladite
Mastery inv_jewelcrafting_47.jpgMastery Taladite inv_jewelcrafting_53.jpgGreater Mastery Taladite
Multistrike inv_jewelcrafting_45.jpgMultistrike Taladite inv_jewelcrafting_51.jpgGreater Multistrike Taladite
Stamina inv_jewelcrafting_46.jpgStamina Taladite inv_jewelcrafting_52.jpgGreater Stamina Taladite
Versatility inv_jewelcrafting_44.jpgVersatility Taladite inv_jewelcrafting_50.jpgGreater Versatility Taladite

Food


The third and final way of customizing your character's secondary stats is through food. Unlike in previous expansions where food gave a primary stat bonus, in Warlords food grants a specific secondary stat instead. With feasts your highest secondary stat is always choosen. As with enchants and gems above, food comes in two different variants:

The less expensive food grants +75 of a secondary stat or +112 Stamina. There are two different recipes for each stat. One set requires land-based components, either 5xinv_misc_food_draenor_rawtalkbukflesh.jpRaw Boar Meat, 5xinv_misc_food_draenor_rawclefthoofflesh.Raw Clefthoof Meat, 5xinv_misc_food_draenor_rawelekflesh.jpgRaw Elekk Meat, 5xinv_misc_food_draenor_rawboarflesh.jpgRaw Talbuk Meat, 5xinv_misc_food_draenor_rawriverbeastfleshRaw Riverbeast Meat, or 5xinv_misc_food_draenor_rawrylakegg.jpgRylak Egg. The other requires fishing-based components, either 10xinv_fishing_innards_meat_gulper.jpgAbyssal Gulper Eel Flesh, 10xinv_fishing_innards_meat_sturgeon.jpgBlind Lake Sturgeon Flesh, 10xinv_fishing_innards_meat_sleeper.jpgFat Sleeper Flesh, 10xinv_fishing_innards_meat_ammonite.jpgFire Ammonite Tentacle, 10xinv_fishing_innards_meat_skulker.jpgJawless Skulker Flesh, or 10xinv_fishing_innards_meat_seascorpion.jpgSea Scorpion Segment.

There are two feast recipes available as well, inv_tradeskill_cooking_feastofblood.jpgFeast of Blood which requires 10x of each land-based component, or inv_tradeskill_cooking_feastofthewater.jFeast of the Waters which requires 10x of each fishing-based component.

The more expensive food grants +100 of a secondary stat or +150 Stamina. Each of these require 5x of both versions of the less expensive food plus an herb, either 1xinv_misc_herb_fireweed.jpgFireweed, 1xinv_misc_herb_frostweed.jpgFrostweed, 1xinv_misc_herb_flytrap.jpgGorgrond Flytrap, 1xinv_misc_herb_arrowbloom.jpgNagrand Arrowbloom, 1xinv_misc_herb_starflower.jpgStarflower, or 1xinv_misc_herb_taladororchid.jpgTalador Orchid.

You can get +100 of a secondary stat or +150 Stamina from eating a inv_tradeskill_cooking_feastofblood.jpgSavage Feast. This is obtained by having a level 3 Barn in your Garrison and placing a work order on a trapped Wetland Trampler.

As of Patch 6.1, +125 secondary stat food is now available. Each of these consist of 6xinv_fishing_innards_meat_saberfish.jpgCrescent Saberfish Flesh plus 12x of a specific fish flesh.
Stat +50 (Inexpensive) +100 (Expensive) +125 (Very Expensive)
Critical Strike inv_misc_blackrockham.jpgBlackrock Ham
inv_misc_food_draenor_grilledgulper.jpgGrilled Gulper
inv_misc_blackrockbarbeque.jpgBlackrock Barbecue inv_misc_food_162_fish_90blue.jpgPickled Eel
Haste inv_misc_panseardtalbuk.jpgPan-Seared Talbuk
inv_misc_food_draenor_sturgeonstew.jpgSturgeon Stew
inv_misc_frostystew.jpgFrosty Stew inv_misc_food_draenor_saltedskulker.jpgButtered Sturgeon
Mastery inv_misc_braisedriverbeast.jpgBraised Riverbeast
inv_misc_food_draenor_fatsleepercakes.jpFat Sleeper Cakes
inv_misc_sleepersurprise.jpgSleeper Surprise inv_misc_food_161_fish_white.jpgSleeper Sushi
Multistrike inv_misc_rylakcrepes.jpgRylak Crepes
inv_misc_food_draenor_fierycalamari.jpgFiery Calamari
inv_misc_calamaricrepes.jpgCalamari Crepes inv_misc_food_meat_cooked_04.jpgSalty Squid Roll
Stamina (+112/+150/+125) inv_misc_heartyelekksteak.jpgHearty Elekk Steak
inv_misc_food_draenor_steamedscorpion.jpSteamed Scorpion
inv_misc_taladorsurfandturf.jpgTalador Surf and Turf inv_misc_food_155_fish_78blue.jpgWhiptail Fillet
Versatility inv_misc_clefhoofsausages.jpgClefthoof Sausages
inv_misc_food_draenor_whiptailchowder.jpSkulker Chowder
inv_misc_gorgrondchowder.jpgGorgrond Chowder inv_misc_food_164_fish_seadog.jpgJumbo Sea Dog
Feast (Best Stat) inv_tradeskill_cooking_feastofblood.jpgFeast of Blood
inv_tradeskill_cooking_feastofthewater.jFeast of the Waters
inv_tradeskill_cooking_feastofblood.jpgSavage Feast  
  • Like 3

Share this post


Link to post
Share on other sites

This is going to make enchanting a bear again.  

 

I'll be there when it goes live next week, but seems like they are making enchanting hard again.

 

Not so much about the limitations, but I bet gathering mats is going to suck.  Reminds me of Burning Crusade.  Looks like we are going to have BC 2.0 . . .

Edited by SkuulzonVelen

Share this post


Link to post
Share on other sites

Thanks for pointing that out, JvChequer!

 

Flasks weren't included as they are only available as primary stats. Earlier in beta they were granting secondary stats, but the devs did not like players having quite *that much* control over their secondaries. I may add them (flasks, and maybe potions?) to this post so that it becomes a one-stop-consumables-shop, so to speak, as it is related.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By gregn6238
      Hey guys, I'm doing a small study looking into why players chose to play in PvP realms and why others chose RP. It would be much appreciated if you all could just post a quick reply with a few words regarding why you chose which and your age (if you feel comfortable). Thanks you!
       
    • By Starym

       
      There's more alt space coming with Battle for Azeroth, as the character limit per server will go up by two, leaving the paltry 16 slots in the dust.
      So thanks a lot to the new allied races and hopefully the number will grow as even more get added, especially the Zandalari and Kul Tirans (who unfortunately won't be coming immediately with BfA's release). For more info on all the upcoming allied races, check out one of these articles:
      Allied Races Official Page Update: May 4 Dark Iron Dwarves & Mag'har Orcs Overview Dark Iron Dwarves & Mag'har Orcs Official Preview Kul Tiran & Mag'har Orc Heritage Armor Kul Tiran Customization Options Kul Tiran Druid Bear Forms Kul Tiran Druid Cat Forms Kul Tiran Druid Travel Forms Zandalari Troll Druid Forms Zandalari Troll Druid Forms Animations Zandalari Troll Shaman Totems
    • By Blainie

      Enter now for your chance to win one of the 75 keys we are giving away!
      The time has come for our beta key giveaway for the upcoming expansion, Battle for Azeroth! This post will have everything you need to not only enter the giveaway, but make sure that your entry has the best chance of winning one of the 75 keys we are giving out.
      How to Enter
      With the information that has been spreading through datamining and now on the beta servers, it's obvious something big is brewing for the home city of the Night Elves, so our contest will be sending you to Darnassus! In order to enter, you will need to have a level 1 Night Elf and bring it to Darnassus - specifically, The Howling Oak.
      Once you have arrived, position yourself at the entrance on the first platform, as shown below:

      Once you have done so, you should click on the in-game clock and then click the "Show Stopwatch" button that appears in the Clock window. This will show you an in-game timer that you'll need to use for the contest.
      The objective is to follow a route through Darnassus and time yourself from start to finish, following the steps we have outlined in the instructions below. Once you have your time, you will then choose from one of five times in the poll at the top of this post; you should select whichever time is closest to the time you recorded while completing the run through Darnassus.
      Users that selected the "correct" time will then be placed into a pool of players that will be eligible to win a key. The winners will be chosen at random from those that have selected the correct option in the poll. As long as you follow the route, there should be no issues with your time being too far off the average we found while running the route.
      So, without further ado, let's get running!
      Instructions for Route
      Follow the steps below exactly as detailed in order to keep your time as close to ours as possible. There are a few things to note before starting your run:
      Read the full instructions before starting your run. It will make things much easier for you. Use the WoW in-game timer. It's likely more reliable than your years-old egg timer. Stick to the path as much as you can on the map's route. We stayed in the middle of the path for the whole route, so cutting corners too often might ruin your chances. The red route on the map below should be followed as precisely as possible until you reach the Temple of the Moon, at which point you should follow the instructions for where to go. We typed out each emote in order to give players a fair chance in case they did not want to use macros for the emotes. You should do the same. When you see an "or" between two emotes, you can choose which one to do. We felt we would give an option for the Alliance players that wanted to show respect to their comrades, but also leave the possibility for Horde players to show their disdain for the Alliance. Here is a map of the route you will follow:

      The steps for the route are as follows:
      Start your timer. Emote with /salute or /spit at one of the guards next to you (you can do this at either guard, it does not matter). Follow the route around Darnassus until you reach the entrance to the Temple of the Moon. Enter the Temple, then turn left immediately and follow the path with lamps on either side that leads to a ramp guarded by two Sentinels. Once you reach the top of the ramp, turn right and follow the path until you reach Tyrande and Malfurion. Stop just before them. Emote with /bow or /laugh at Tyrande. Emote with /salute or /spit at Malfurion. Run through them and jump off the balcony into the water below. As soon as you land next to the statue of the fountain, stop your timer. Once you've got your first time, you can either try again and average your times, in case you felt you made a mistake, or you can enter with your first time. Come back to this page and select the option in the poll that you think was closest to your time for the route. Your entry will be your poll selection, so choose wisely and good luck!
      Rules and Information
      As for every contest, we have a set of rules that will apply for the duration of the contest:
      The contest will finish as soon as the poll closes on Friday, May 25th, 2018. Users will be selected at random from the pool of players that choose the "correct" poll option. This will be done by a random number generator and we will not change the choices unless a user has broken one of the rules. You may only enter the competition once; if you attempt to enter with multiple accounts from the same IP, your entries will be void. Do not use any speed enhancement buffs, gear or mounts. You should complete the route at the running speed of a Level 1 Night Elf (any class) in their starter gear. Do not use any race other than Night Elf for the challenge; they have a passive increase to their movement speed that other races do not have. Good luck to all that enter and we hope you can come to appreciate the beauty of the city while completing the challenge (or scout out a few weak points for future battles if you will be returning as a Horde player)!
      EDIT: The poll results that are displayed after voting should all be at 0 votes. Your vote is still counted, but we have done this to remove the possibility of users simply checking the results for an easy method of entering, rather than actually participating.
    • By Starym

       
      Balance Druids have been in a pretty bad place on the beta for a while now and were almost memed out of existence, but there's finally some good news as CM Seph responded to some detailed feedback on the class with a lengthy post explaining plans for the spec. New baseline passives, empowerments that are more significant to gameplay, new and changed talents and a lot of specific skill improvements all add up to make boomkins interesting to play again, so check out the detailed plans for the spec below and check out the recent talent changes.
      Seph (source)
      05/01/2018 12:19 AMPosted by Cyouskin
      Solar Empowerment and Lunar Empowerment do not provide rewarding gameplay.
      Single-target rotation can be optimized by a CastSequence macro.
      This is two-parts and our two most important goals for the spec’s changelist going into BfA (and they tie in with each other):
      First is to add something interesting to the base rotation. As many have pointed out, Balance Druid’s baseline rotation is pretty predictable, and doesn’t offer much in the way of procs or reactionary gameplay. New baseline passive: Solar Wrath has a 20% chance to grant Lunar Empowerment. Lunar Strike has a 20% chance to grant Solar Empowerment. The goal here is to break up the monotony of chain-casting of only one generator with procs that incentivize you to use the other generator.
      Second is to make Solar/Lunar Empowerments more meaningful. The damage bonus they provide on live isn’t negligible, but they don’t provide anything interesting other than damage. It’s hard to make a damage bonus with no created gameplay feel like a bonus psychologically, when you know in the back of your mind that everyone’s damage is tuned to be similar at the end of the day. We’re trying two changes here:
      Solar Empowerment is changing into: Causes your next Solar Wrath to explode for an additional X% of its damage to all nearby enemies (also hits the primary target). This helps to differentiate the two Empowerments a bit mechanically and visually. It also gives Solar Empowerments, which are now granted by Lunar Strike, an AOE component so that when it procs while you’re AOEing with Lunar Strike, you feel good about getting and using the Solar Empowerment proc. Currently the Solar Empowerment bonus is half the value of Lunar Empowerment’s damage bonus, and scales by Mastery at the same half rate.
      Starlord talent is becoming baseline, making Lunar and Solar Empowerment always reduce the cast time of their affected spells by 15%. This is a simple and direct way for Empowerments to be felt and desired. Starlord is being redesigned into: Starsurge grants you 3% Haste for 15 sec. Stacks up to 3 times. Gaining a stack does not refresh the duration. (Tier 20 4-pc bonus)

      This doesn't instantly make Empowerments the most interesting class mechanic in the game, but it should be a step forward.
      05/01/2018 12:19 AMPosted by Cyouskin
      Fury of Elune, Sunfire, and Lunar Strike do not share the same splash radius.
      We’ve increased/standardized the splash radius of Lunar Strike, Fury of Elune, Full Moon, and Sunfire to 8 yds. Many of the 3-5 yd radius AOEs in the game started off as: Let’s make this spell effect that looks explosion-y, but won’t impact AOE damage too much, so let’s make it a small 3 yd radius. In practice, having AOE capability means players want to make use of it, and when it’s 3-5 yds it’s very difficult to and thus can be frustrating. 8 yds means you can more easily hit a basic clump of enemies on you or the tank.
      05/01/2018 12:19 AMPosted by Cyouskin
      Lunar Strike is insignificant in AOE despite having a splash mechanic.
      Lunar Strike’s radius increasing from 5 to 8 yds should be noticeable, but we can probably safely nudge up the splash damage a bit (25->33%) and see how it plays. Note that next week you’ll see a 10% reduction to Lunar Strike’s base damage – that’s to mirror a new 10% reduction to its base cast time (2.5->2.25 sec). This makes Lunar Strike’s cast time and Astral Power generation to be each exactly 50% higher than Solar Wrath, and makes it no longer slower resource generation/ramp with Lunar Strike than Solar Wrath.
      05/01/2018 12:19 AMPosted by Cyouskin
      Stellar Flare suffers from a very heavy cost. A Starfall that costs 60, plus the Stellar Flare (10), plus the fact we aren't casting a filler (8), means Stellar Flare costs a bit too much.
      Stellar Flare requiring a Starfall to be down to get a large portion of its damage felt bad – it’s a kind of weird negative synergy with both being Astral Power spenders. We’ve removed the Stellar Empowerment portion of it, and instead its damage is increased by Balance mastery (the portion that increases Astral Power spender damage), and kept its 10 Astral Power for now.
      One use case for Stellar Flare was that it can be a spender for targets that can’t all be covered by a single Starfall (even though Stellar Drift covers the entire world and pulls the floor above), and this use case pointed even more toward removing the Stellar Empowerment requirement portion of it. I think Stellar Flare is still looking for its place on the spec - we’ll continue to look for opportunities to improve/change it.
      05/01/2018 12:21 AMPosted by Cyouskin
      AOE gameplay is too reliant on Shooting Stars. Other talents do not come close to the         performance of Shooting Stars.
      Shooting Stars looks/feels cool, but provided just a little too much Astral Power. Especially considering that the talent row it’s now on (with Stellar Drift and Stellar Flare) provides no other resources generation, reducing its Astral power proc makes sense.
      05/01/2018 12:19 AMPosted by Cyouskin
      Force of Nature suffers from scaling issues. The other talents have a notable effect on Astral Power generation.
      Agree that summoning some Treants on a long cooldown doesn’t bring much in terms of mechanical interaction. It now generates some Astral Power over its duration.
      05/01/2018 12:21 AMPosted by Cyouskin
      The current rate of Astral Power generation is pretty low.
      Starsurge’s cost hasn’t been changed, but some amount of Astral Power generation has been added to a few places – Warrior of Elune, Force of Nature, Fury of Elune (now a generator instead of spender), Nature's Balance (new design). Additionally, the average cast speed of your two generators has been meaningfully sped up, with Starlord’s 15% cast time reduction becoming baseline. Definitely will be keeping an eye on pacing feedback.
      05/01/2018 05:50 AMPosted by Maruul
      And for the love of god remove Nature's Balance, I have never seen a talent that makes me more depressed. I dread the day I have to pick it because it's the best, it is horribly unexciting and makes the rotation even more wrath spam. Don't make it baseline, don't buff it, just delete it.
      Agree here. The bonus it provided ended up making the single-target rotation less engaging, even if it was sometimes nice to have in multitarget situations.
      The new/redesigned version of Nature's Balance is: While in combat, you generate 2 Astral Power every 3 sec. While out of combat, your Astral Power rebalances to 50 instead of depleting to empty. It's a combination of the live Blessing of An'she talent (which has been removed and one half folded into this one) and the new effect which removes out-of-combat Astral Power degeneration while below half, allowing you to enter combat with up to 50 Astral Power, which allows a Starsurge or Starfall on the opener.
      05/08/2018 05:18 PMPosted by Gärzen
      Welp the new build came out today and another nerf in the form of Soul of the Forest only reduces the cost of starfall by 10 down from 20. Thats the nail in the coffin right there, destroyed the rest of our niche. This was the build we were looking forward to.
      Starfall’s base Astral Power cost has been reduced to 50. We probably should have waited to make that change to Soul of the Forest along with the rest of the changes to the spec. Overall, that reduction to Soul of the Forest is still the right thing (I think many of you agree) - 1/3 off the cost of Starfall for a talent is pretty overboard – but without the context of the rest of the changes it’s understandable that it doesn’t look right.
      05/13/2018 03:53 PMPosted by Comfybundles
      Please give us a way to spread Moonfire on multiple targets.
      Twin Moons is a new talent that causes Moonfire to deal additional damage and also hit a second nearby enemy within 20 yds of that target. (a.k.a legendary shoulders) This was useful functionality that helped with ramp in multitarget situations and was also visually satisfying.
      One other change is to Celestial Alignment/Incarnation: Chosen of Elune. Instead of providing +50% Astral Power generation on Lunar Strike/Solar Wrath, they now provide 15% Haste (and their damage bonus has been tuned down slightly for now). The spec’s resource is a bit of a not-super-stable balance of Astral Power and Lunar/Solar Empowerment generation/consumption, and Celestial Alignment/Incarnation: Chosen of Elune sometimes caused resource/Empowerments overflow, a problem that a Haste bonus doesn’t have.
      Thanks for all the well-written and constructive feedback, especially from the original poster.
    • By Stan

      Battle for Azeroth Beta has been updated with phased versions of Tirisfal Glades and Darkshore, showing the aftermath of the Burning of Teldrassil and the Siege of Lordaeron.
      Our coverage of Beta Build 26624 includes new Azerite traits, Class Changes, Kul Tiran Druid Aquatic Forms, Flying in Battle for Azeroth, the Brutosaur Mount, Glory of the Uldir Raider & Glory of the Wartorn Hero.
      The Burning of Teldrassil
      Once Alliance players complete the Siege of Lordaeron, they will find many Darnassian refugees in Stormwind Harbor. The boat to Darnassus needs to be repaired, but there is a portal that you can take to witness the aftermath.

      You will be teleported to Lor'danel and see the burning Teldrassil in the background. The zone cannot be accessed, because fatigue will eventually kill you. You can talk to Zidormi in Darkshore to witness Darnassus before the Siege of Lordaeron.

      The Siege of Lordaeron
      The zeppelin to Undercity is no longer operational and there's a portal to the Ruins of Lordaeron.

      The area can be entered right now, but you will get killed by a mysterious buff in a couple of ticks. You can talk to Zidormi to witness Tirisfal Glades before the Battle for Lordaeron.