New bug: Controlled Instincts is proccing for Frost from Arcane’s Orb debuff.
That said, can we get Controlled Instincts stuck on Frozen Orb as well, both for thematics and so we have a duration that isn’t reverse haste scaled?
New bug: Controlled Instincts is proccing for Frost from Arcane’s Orb debuff.
That said, can we get Controlled Instincts stuck on Frozen Orb as well, both for thematics and so we have a duration that isn’t reverse haste scaled?
Another build and still nothing to address the problem with Frosts new talent Deaths Chill. This talent is very problematic in a number of ways.
First the talent works against hero talents. As to build the stacks up you will have to spam frost bolt. Which means you will actively be ignoring all other abilities and talents including the hero talents, No brain freezes, No Ice lances, nothing. This mind you is also not interesting gameplay as you will simply be spamming frost bolt for roughly 25 seconds before doing anything else to finish the damage boost.
Second the tier pieces also work against this as they are simply increases to your ice lance damage.
Third if this is the intended idea for the talent, its poorly introduced. Nothing tells the player that they should actively avoid using their rotation and if they arn’t nothing suggests that they should do their rotation either. This is just awful in a design sense because now you are forcing your player to look outside of the game to figure out how to do their rotation instead of things that should be understandable within the game itself.
Ultimately you have a talent that will either A never get used because it works against frosts entire kit, especially the hero talents. Or B its gonna be so marginal in the damage boost because you only get it from filler that it will feel worthless. This has been mentioned multiple times before but as each patch comes out and nothing is address it becomes worrisome that all the feedback is being ignored for frost. And we will see something like 2-3 months after the game is live a change that finally fixes something that was brought up back in alpha.
Here is feedback about Frost Mages and Frostfire hero spec in latest build after testing.
Frost changes feedback:
Frost tree main unaddressed issues:
Frostfire changes feedback:
Frostfire main unaddressed issues:
New MAJOR BUG appeared with the latest build:
I want to echo Kuni’s statements here, our TA IV proc feels very underwhelming, and thats something the water elemental could fix. Giving us a dmg boost in our cd like Arcane and Fire (with UI) get from TA. Having added access to Freeze in AOE would also feel great.
TA granting Frostfire Empowerment feels very good, and is the only synergy Frostfire has with the proc, where Spellslinger still generates double splinters. Would really like TA giving the proc to stay.
I also want to highlight a very real possibility that we take Fractured Frost and Cold Front in ST just to generate more orbs, which is degenerate, and something that arose in the DF beta as a prominent build as well.
https://imgur.com/gallery/splinterstorm-bug-BxvmOiJ
I honestly didn’t expect Arcane to get this many changes (and reportedly we have more coming according to the dev notes?) Thanks for looking at our spec, I appreciate it
- Leydrinker (Current Version): Consuming Nether Precision has a 20% chance to make your next Arcane Blast or Arcane Barrage echo, repeating its damage at 60% effectiveness to the primary target and up to four nearby enemies.
- Leydrinker (Suggested Change): Activating your Touch of the Magi causes your next Arcane Barrage to echo, repeating its damage at XXX% effectiveness to the primary target and up to four nearby enemies.
- Arcane Harmony (Current Version): Each time Arcane Missiles hits an enemy, the damage of your next Arcane Barrage is increased by 5%. This effect stacks up to 20 times. (Max = +100% damage)
- Arcane Harmony (Suggested Change): Each time Arcane Missiles hits an enemy, it generates 1 stack of Arcane Harmony. Each time Arcane Blast hits an enemy, it generates 4 stacks of Arcane Harmony. Each stack increases the damage of your next Arcane Barrage by 5%. This effect stacks up to 20 times. (Max = +100% damage)
Another CRITICAL bug on Arcane/Spellslinger specialization:
Some more mage problems:
Fire
Frost
Arcane
I’m sure some of these you guys are fine with, and those that are absolutely a problem will not be addressed in TWW, but worth pointing them out still
Fire Mage Bug
Hyperthermia has procced for me while inside Combustion
I really dislike the frost spec tree at the moment. The moves away from glacial spike, the desire to seemingly make frostbolt more important, the lack of meaningful choice between AoE and ST, the fact that we never take Cold Front and yet it remains a capstone, and the number of talents that we never change whatsoever. Frost being one of the easier specs is not an excuse for low tree customization. I really hope there’s a shift in design philosophy soon. The Hero Talent trees for frost are fantastic, but the frost spec tree itself needs jesus.
Thank you for removing Snowstorm and for introducing Permafrost Lances, this is a great talent that fits in well with the spec and is a step in the right direction of addressing anti-synergistic and/or dead talents.
From this recent build across all specs, Frost is still lowest in terms of total unique talents including choice node options (now tied with Survival) and total talent points overall. As Survival just had an entire rework and multiple spells became baseline, they would likely have overall more choice than Frost given that Frost is locked into such a large amount of talents to make base spells functional.
If talents such as Brain Freeze, Shatter, and Fingers of Frost are not going to be made baseline, then Frost needs multiple new choice nodes to offer options for varied gameplay. Currently the primary talent builds in Beta are almost identical for both AoE and ST, where only 3 talents are being varied. This does not meet any goals of build variety and falls extremely far behind specs like Fire which has immense variety in talent choice and builds. Please introduce more choice for Frost.
In all of these cases, Fractured Frost and Cold Front are still not looking to being taken due to the multiple problems previously raised about this talents in this thread, but even if they were tuned high they would be problematic to the health of the spec by encouraging degenerate Frostbolt spam. Frost currently only has 1 AoE designed capstone talent (Coldest Snap) that is worthy of taking. Please completely revise Fractured Frost and Cold Front to be less problematic and more beneficial in cases.
If Winter’s Chill’s duration could be extended to last an extra couple of seconds that would be a great quality of life improvement. Particularly when needing to shatter Ray of Frost into WC where WC will usually expire before RoF has finished channelling which causes the last 1-2 ticket of RoF to not benefit from WC.
Some additional feedback about Frost Mage and Frostfire after more testing.
Frost feedback:
Frostfire feedback (including from Fire POV):
After doing some delves at different difficulties, heroic dungeons, and dummy testing here’s some feedback about the gameplay and flow of the Hero trees and how they interact with the Frost spec tree.
There are still situations where Splinterstorm is triggering without having 8 Splinters present. It has been difficult to replicate but it is making accurate testing more challenging and needs to be fixed.
In encounters where enemies die quickly, or before you can stack 8 Splinters to trigger Splinterstorm, Spellslinger feels like a very non-existent spec with nothing happening. This was particularly a prevalent feeling in Delves for the trash which is the majority of it (so this would also apply to any solo play). But also in dungeons where enemies died quickly or when Splinters across across targets but then they die too quickly which wastes the Splinters entirely. This may cause Spellslinger to fall into a pit where at certain lower difficulty levels where things die quick enough that the spec fails to actually function because it’s slower or not possible to get Splinterstorm to trigger.
Outside of Icy Veins, Spellslinger doesn’t have a lot going on at all and unless Spellfrost Teachings is proccing rapidly then there’s actually no noticeable gameplay change from base Frost and the Hero tree feels very non-existent.
When Icy Veins is up and there is no mechanics downtime Spellslinger starts to become rapid fire and it’s causing an overloaded gameplay where we have such an incredibly high uptime on procs and debuffs. This is leading to a situation that is heavily impacting the value of many talents.
Over testing a large number of IV windows with a different ST builds (w/GS and no/GS), these are the current average casts and buff % uptime during IV:
Average | Count | Buff % uptime |
---|---|---|
Ice Lance | 23.44 casts | N/A |
Frozen Orb | 4.56 casts | N/A |
Frostbolt | 1.44 casts | N/A |
Winter’s Chill | 107.22 | 70.76% |
Finger’s of Frost | 32.89 | 66.13% |
Brain Freeze | 3 | 50.67% |
What this is resulting in:
Getting on average 4 - 5.5 times more Winter’s Chill procs than the amount of Ice Lances that are able to be cast.
A crazy high up-time on Winter’s Chill, which is causing Flurry to not be needed at all, so the only Brain Freeze being generated are from Water Elemental.
Sitting on Brain Freeze procs because there’s no value in casting Flurry, leading to high uptime on BF despite so few procs being generated because the only procs are from Water Elemental.
Nearly no Frostbolts being cast at all during an IV window.
Drowning in FoF procs from Freezing Winds and leading to just an IL spamfest.
The more that Spellfrost Teachings procs the more fun this Hero tree feels, but this just fuels the loop even more. If Spellfrost Teachings was nerfed even more then it would just kill off any fun that Spellslinger had entirely.
Given the above results, this leads to a number of implications for the Deathborne playstyle of Death’s Chill, Slick Ice, Fractured Frost, and Cold Front:
Slick Ice and Death’s Chill are providing extremely low value and often no value for Spellslinger in ST because Frostbolt is almost never cast.
The lack of casting Frostbolt is even more prevalent in AoE, where the already full AoE rotation is leading to zero Frostbolts being cast in the majority of IV windows.
With no Frostbolts being used during IV, the following talents are providing such often no value where they’d be considered dead talents: Slick Ice, Death’s Chill, Fractured Frost.
With Frostbolt and Flurry almost never being cast during IV, that means Cold Front as a capstone is providing zero value during our major cooldown and any stacks that exist going into IV are likely to fall off during IV, wasting any effort we previously had building CF stacks prior. A capstone talent should always provide value, inside and outside our major cooldown.
With Slick Ice, Death’s Chill, Fractured Frost, and Cold Front providing next to no value during IV for Spellslinger, this is causing significantly restricted talent options for Frost. Niche talents like Frostbite and Subzero cannot be taken for raid/dungeon bosses, leading to even fewer options.
With already the lowest number of total unique talents, the lowest number of choice nodes, and lowest total overall talent points, and 19-20 mandatory talents to make the spec function, there are essentially no options for build variety and choice. The ST and AoE builds are almost identical with only 2-3 talents difference, and players may be forced to talent into talents like Slick Ice and Death’s Chill despite them providing extremely low, or zero, value because there just isn’t anything else to talent into that can provide some sort of value. For players who want to opt for a non-GS playstyle there’s even fewer options useful for spend those talent points in. This is seriously critical and needs to be addressed.
Frostfire Bolt still does not contribute to Bone Chilling.
Hard to replicate but I found that if I’m in the middle of casting Frostfire Bolt and Frostfire Empowerment procs then it will automatically consume the proc when I finish casting FFB. It probably shouldn’t consume the proc in this case and only consume it when we use it for an instant cast.
The increase in duration of Fire Mastery and Frost Mastery is nice. There were issues in prior builds where Fire Mastery would have a higher chance of dropping off before reaching 8 stacks and that was frustrating, so it’s slightly improved now. Need to keep an eye on this though.
It’s quite easy to get Excess Frost; however, actually proccing the Excess Frost Ice Nova is more tedious than expected. In ST often Flurry is on cooldown where we have no charges, so we’re unable to trigger this. It’s quite common to reach 8 stacks of Frost Mastery again before even able to trigger the initial Ice Nova because Flurry is still on cd. This is then munching the initial Excess Frost proc, wasting it.
Too often in AoE situations we don’t even need to cast Flurry at all, so it’s encouraging us to cast Flurry when we wouldn’t normally need to.
To maximise shattering, the standard rotation has always been Frost(fire)bolt > Flurry > shatter 2x IL (or shatter whatever). But when we have the Excess Frost buff and also have a Frostfire Empowerment buff, we have to solo cast the Flurry to trigger Excess Frost before being able to use Frostfire Empowerment to gain Excess Frost again, otherwise the initial Excess Frost buff gets munched. This is particularly disruptive to the rotation and flow of the spec and not intuitive at all.
Potential solutions:
Making the Excess Frost and Excess Fire buffs stack would help, particularly when we get Frostfire Empowerment procs more rapidly.
To address Excess Frost and Flurry’s more rarity, either Frostfire needs to generate more Flurries or Excess Frost needs to not trigger off Flurry at all.
Currently, trying to ensure that every Excess Frost and Excess Fire buff is used and not munched is quite cognitively challenging, more so in AoE than ST. It requires heavy buff tracking and more future play planning to anticipate your rotation in advance, rather than Frost’s history reactionary playstyle to procs as they happen. In doing this, I am finding that it encourages me to sit and hold Frostfire Empowerment procs until the time is right (either to not much Excess Frost/Fire procs or maximise Fire/Frost Mastery duration) and ensure Excess Frost and Excess Fire is used by sometimes casting IL without FoF/WC, or solo cast Flurry, or cast Flurry into WC. It’s a very disruptive playstyle to how Frost has historically played and I really hope it’s not tuned to play this way because it is just incredibly unfun and cognitively draining.
Frostfire Frost plays very similarly to base Frost during IV. From testing a large number of IV windows in AoE and different ST builds (w/GS and no/GS), here are the averages that I got during an IV window:
AoE | Count |
---|---|
Frostfire Bolt | 3.2 casts |
Frostfire Empowerment | 3.6 procs |
Death’s Chill (w/FracFrost cleaving 3) | 9.75 stacks |
ST (w/GS and non-GS builds) | Count |
---|---|
Frostfire Bolt | 9.42 casts |
Frostfire Empowerment | 2.83 procs |
Death’s Chill | 9.21 stacks |
Similarly to Spellslinger, Frostfire is rarely casting Frostfire Bolt during the IV window in the AoE rotation. The majority of the casts of FFB are the insta-Frostfire Empowerment procs. Frostfire benefits somewhat a little more from Death’s Chill than Spellslinger, because of Fractured Frost and Frostfire Empowerment it is able to get a few stacks of Death’s Chill. However, these stacks only occur if FFE procs so the build up of these stacks is slow and not consistent, meaning the overall value is much less.
It is the ST Frostfire rotation that is benefitting the most from Death’s Chill out of every build and both Hero specs. As there are less WC than Spellslinger, there are more opportunities to cast FFB. Noting that when talented into GS, the overall FFB cast during IV is slightly lower.
This is also showing that the vast majority of Frost builds are not benefitting from Death’s Chill, Slick Ice, and Fractured Frost, and even though Frostfire is mildly getting some value it is quite minor overall. This is even more evidence that these talents need to be revised and removed for talents that provide meaningful gameplay to Frost.
With the introduction of Permafrost Lances, and Ice Caller now being placed underneath it, this means we are now investing 1 additional talent point into tier 2 of the talent tree than we did before.
Due to so many critically mandatory talents for AoE to play smoothly, and the need to spend an additional talent point to get to Ice Caller, this is now 1 less talent point that we have to spend in tier 3 for AoE builds.
In prior beta builds, when building for AoE we used to be able to have just enough talents to pick up 3 capstones. Now we only have enough for 2 capstones. This is now pushing access to undesirable capstones like Death’s Chill and Cold Front even further out of reach for AoE builds and even harder for players to justify picking up, as in doing so would be sacrificing either a significant dps gain or QoL improvement from another talent. This loss of this extra talent point is further restricting AoE build diversity and variety, so again another call that Fractured Frost, Cold Front, and Slick Ice, and Death’s Chill need significant revisions to be desirable capstone talents that are not problematic for the health of the spec’s gameplay.
Lingering critical bugs in the Sunfury tree:
EDIT:
Latest build re-introduced a old design flaw in the Hyperthermia talent from the Fire spec tree which allows it to proc while any combustion is active. Please fix this and all of the above, ty xoxo
After seeing Astarael’s analysis post - maybe there really should be a redesign to mentioned there capstone talents. However, since there are definitely people who enjoyed Deathborne playstyle from Shadowlands, this redesign could be a compromise one that still keeps some of its mechanics active.
Here is a possible one based on Warlock’s Havoc / Bane of Havoc mechanics (could be something else if Blizzard would come up with better idea but just to give food for thought):
Fractured Frost - While Icy Veins is active, your Frostbolts and Flurries hit 2 additional targets nearby for X% of their damage and Ice Lances, Icicles and Glacial Spikes hit 1 additional nearby target for Y% of their damage. Stacks with additional projectiles from Splitting Ice (to 3 targets totally).
Comment: Altered this talent to also involve usual Frost’s rotational abilities other than Frostbolt. That would allow to keep most synergies with other talents in Frost tree and just turn it into 3 target cleave phase, but since it is quite a powerful effect additional projectiles likely should hit for less than 100% of damage, hence the X%.
Cold Front - Generating X Icicles causes your next Frostbolt or Ice Lance to call down a Frozen Orb towards your target.
Comment: Made several mechanical changes here to make it more compatible with remaining Frost talents. Changing Frozen Orb generation from spell casts to Icicles generated still keeps generation from Frostbolt and Flurry, but also makes Glacial Spike builds and Ice Lance contribute to it too and opens synergies with talents like Splintering Cold. Tying the proc to next cast of Frostbolt (single-target or 3 target cleave situations) or Ice Lance (AoE situations) allows to get a bit of control over it and launch Frozen Orb when and where it is needed instead of potentially missing its position or aggroing unintended enemies by current uncontrolled launch.
Slick Ice - while Icy Veins is active, casting Frostbolt, Ice Lance, Flurry and Glacial Spike increases its Haste bonus by X%, up to Y%.
Comment: A small redesign to make Slick Ice compatible with non-Frostbolt main rotational abilities. Since Haste is a powerful boost, damage bonus should likely be removed from this talent. Haste bonus cap both allows to keep power of this talent in line and avoid requiring some optimization patterns where you would spam as many instant / low cast time spells as possible to stack as big bonus as possible and avoid long cast times like Glacial Spike and Ray of Frost.
Death’s Chill - stacking bonus from Slick Ice now also increases your Frost damage done by X% per stack, up to Y%.
Comment: This will allow to keep all the synergies and limitations created in Slick Ice, but also add additional damage boost bonus to them.
As a result:
It is great to see that work on Arcane is still active. Even though the development states that more is coming next week, it is unclear what the additions or removals will be. Nevertheless, I will give feedback as the tree is right now.
Utility Nodes: One of the main things is that Arcane still has several utility talents all over the tree. These nodes are still bad design because they can never compete with any talent in any Gate you place them in unless required for pathing. It is still the case that every utility node has to be made baseline, required, or removed.
Presence of Mind: It is great to see that Wizined Wit has been removed. However, it is still the case that Presence of Mind, in a vacuum, is not strong enough to compete against any other node in Gate 2 because it is a utility spell, not a throughput spell. However, it will now, similarly to Dragonflight, always be picked because it is a required node to get to Siphon Storm. Presence of Mind is dependent on Siphon Storm tuning, and the Siphon Storm/Evocation nodes will always have a talent point tax in the form of Presence of Mind. It would be great if Presence of Mind was changed to be better as a standalone talent.
Impetus: If the intention is that the left-most column should be nodes that are always picked, then Impetus is the odd one out. I consider both Arcane Familiar and Presence of Mind core and flavourful spells for Arcane. Impetus is not.
Crackling Energy/Improved Arcane Missiles: These nodes still have the same issue. They are boring and mandatory, and put a heavy node tax on Gate 2. The existence of these nodes makes it impossible to pick situationally interesting nodes such as Arcane Tempo, Energized Familiar, Mana Adept, Chrono Shift, Surging Urge, etc.
There are too many boring nodes that are also mandatory for pathing and power. I hope that the alluded-to changes that are coming will address this.
Arcing Cleave: The placement of this node is still worrying. I think it would make much more sense if Arcing Cleave and Eureka swapped positions such that the only path to Orb Barrage becomes:
This path makes perfect sense for two reasons:
Unsorted Comments:
Can we remove Siphon storm in the Arcane tree please and maybe move it to Time anomaly in the Class tree. Instead of Time anomaly granting Arcane surge, make it grant siphon storm by a chance. Siphon storm is a must pick boring talent that no one likes, especially having to use your mana regen ability at the start of a burst window is just backwards and lackluster.
Happy to see some of the feedback for Arcane being addressed. Here’s some more feedback based on the new build
The change to having meteors drop from barrage instead of Orb is great; however, it’s hard to discern whether Arcane Barrage proc glow is telling me that meteorites will rain from the sky, or if it’s from the tier set. It would be great if there was some sort of visual cue of which was which. Weak auras will solve this otherwise, but we shouldn’t rely on that.
Generating spheres with blasts and barrages is much preferred over clearcasting. However, it still feels slow to generate compared to fire. I’m not sure if it actually is slower, or if it’s just the more involved nature of generating and spending hot streaks makes the time fly better than spamming arcane blast, but regardless it feels pretty bad during the opener. This also seems like something that will be much slower in an AoE scenario. Maybe instead of tying it to certain spells, tying it to mana spent may make more sense? Or just add Arcane Explosion to the list of abilities? Or just make it every 6 casts of anything? All I can say is that sphere generation still feels faster and more natural for fire than arcane.
As I said in my previous post - would love Time Anomaly, Inspired Intellect and Shifting Power to be removed, and it would be great to add Cauterize as a replaced capstone.
Arcane Tree still feels very cluttered with little wiggle room. Way too many nodes that are flat damage increases that will either be picked or not picked based on tuning, with 0 difference in changes to playstyle or situation.
Reiterating from my initial feedback that Arcane Soul feels bad as a payoff. The clearcasting is nice, but I think an extra payoff beyond that would make this feel better. There could be a neat synergy with Arcane Harmony by having Arcane Soul not consume the buff, for example.
Spellslinger Spellfrost Teachings change to have shards shoot out an orb rather than eliminate it’s CD sounds neat, but I am not sure I love it. The only situation using orb is useful is for generating charges, but you want to plan generating charges. Having it randomly shoot off means you won’t actually get to spend the charges first. Having it reset the CD means you can at least barrage and then orb (assuming AoE, that’d be not very beneficial in ST). Maybe it’d be better if it shot out an Arcane Barrage instead?
Fire Mage
Supernova should not be a choice node with Dragon’s Breath.
Sunfury
Lessons in Debilitation
You forgot to add something back to Lessons in Debilitation. I get that you felt having a CC as part of it was too powerful, but then to leave the talent devoid of anything else beyond the Spellsteal mechanic is not quite enough to carry the point. I can’t foresee a situation where I would now take this over Gravity Lapse.
Ignite the Future
The uptime on this doesn’t seem worth the point. I’d prefer to see something like: “Generating a Spellfire Sphere while your Phoenix is active grants a charge of Fire Blast” or something, or perhaps a charge of Hot Streak!
Addressing game feel of Pyroblast in ST versus Flamestrike in AoE for Sunfury.
TLDR; consider making Flamestrike targetable, buffing Flamestrike and/or providing better synergy (like with Living Bomb), and swapping the talents Pyromaniac & Hyperthermia with From the Ashes & Phoenix Reborn (for Sunfury’s benefit)
So far everything for Fire seems pretty stellar, bang-up job. Players can now drill down to the finer points (aka get nitpicky).
With that, Flamestrike needs some love if you want it to be the preferred choice for Fire in AoE. Sunfury Fire’s ST build is great. The synergy Pyroblast has with other talents is great. But Flamestrike AoE is lacking. Which is sad for such an iconic and classic spell.
If Fire AoE in TWW meant buffed Flamestrikes that synergized with Living Bomb (or something fun), being able to proc Hyperthermia while still benefiting from Blast Zone (for Sunfury’s sake), AND that Flamestrike was targetable? Yuge.