Frostfire
Frostfire Season 3 Tier Set BonusesImplementation & GameplayNow this is an exciting tier set! The idea with the 2p is that some of those frosty spells you have been casting now benefit from
Mastery: Ignite. That alone is hype, but they are also slightly buffed and
Mastery: Ignite at 150% effectiveness! The 4p makes
Pyroblast much stronger, since it now has a chance to follow up with a
Glacial Spike that also contributes to
Mastery: Ignite. Stat weights are fluid, but Frostfire generally prefers Versatility currently since much of our damage didn't scale with
Mastery: Ignite. This tier bonus makes Critical Strike and Mastery more valuable, and seems to promote gameplay that focuses on
Mastery: Ignite spread in AoE. This is further exemplified by the fact that the bonus does not affect
Flamestrike, meaning that
there is now far more value to play Frostfire as the ignite spreader it has always dreamt of being. The big question is: Will it be enough?
It's hard to know all of the ways this tier bonus will shake things up for Frostfire, but the clear incentive is to cast as many
Pyroblast as possible. Unfortunately, talents like
Pyromaniac and
Hyperthermia are likely out of reach due to the 2 point cost of
Fevered Incantation and
Fire's Ire. Picking these up while keeping
Firefall and
Meteor would lead to some extremely cursed pathing. I expect talents will stay the same for now, but if either of these 2 pointers are changed our options will swing open.
Aside from shaking up our stat weights, this tier also has the potential of slightly skewing our gameplay to favor more of our
cool spell procs, or pooling them for
Combustion. We will have to wait for sims to know the full impact.
Strength & ContentWe don't have sims yet, and this set is very likely to change in some small ways. The value is hard to pin down since it depends on your Critical Strike and Mastery. When it comes to the 2p bonus:
All of these values are gaining 10% damage.
Frostfire Bolt gains 50%
Mastery: Ignite effectiveness; this and the damage increase should gain us around 3.5%.
Comet Storm and
Frostfire Burst do not currently contribute to
Mastery: Ignite, so adding the damage bonus and ignite should increase damage by about 5.8-7% depending on Mastery. With the 4p,
Glacial Spike typically adds around 7-10% based on procs, with 100%
Mastery: Ignite effectiveness. Let's assume this adds around 2% on top.
Putting it all together brings our tier set estimation to 18-20%. Since this bonus heavily leans into
Mastery: Ignite cleave, it does have to contend with
Flamestrike. Since
Flamestrike is already used at higher target counts for Frostfire (compared to Sunfury), I think this is a perfect fit for the hero talent. I'm not sure if I am convinced that this will make Frostfire ignite cleave viable in Mythic+, but I certainly hope we end up there!
FeedbackThis set bonus is very exciting, and I think Blizzard has done well to deliver a passive damage increase in such an exciting way. My only gripe with it is the animation of
Glacial Spike. When you proc the
Glacial Spike you skip over the casting animation and lob it at the target with extreme speed. The spell is only on the screen for only a split second, so it is easy to miss. I think this is a missed opportunity for a spell with such a cool animation. I would like to see some of the casting animation added, so that it is clear to the player and others around them when it procs.
Visuals of Glacial Spike. The left is the proc for Frostfire, the right is the animation for Frost. Sunfury
Sunfury Season 3 Tier Set BonusesImplementation & GameplayThe 2p part of this tier is some passive damage and haste. We get three times as much value from
Spellfire Sphere and double value from
Mana Cascade.
Spellfire Sphere is a buff that we have at 5 stacks for most of the time we are in combat.
Mana Cascade stacks 10 times (or 15 with
Ignite the Future) but fluctuates a lot in combat. This buff quickly caps out during
Combustion if played properly. The 4p provides more haste with
Lesser Time Warp and damage for
Hyperthermia, which happens after
Combustion ends. It also extends our
Hyperthermia window substantially.
The biggest thing you will notice with this tier set is that
Hyperthermia feels ridiculously long. Typically, your
Arcane Phoenix will cast 5 exceptional spells in
Combustion. This translates to 12 seconds of
Hyperthermia (or more with
Ignite the Future) following each
Combustion.
Hyperthermia has been redesigned now to increase the damage of your
Flamestrike and
Pyroblast over the duration.
Swapping out the previous tier set (
Jewels of the Aspectral Emissary) should only account for a minor increase of the cooldown between
Combustions in Single Target, but the total time between in the "filler rotation" should remain mostly the same thanks to the combination of longer
Hyperthermias and added haste. The difference will be more noticeable in cleave and AoE, since
Glorious Incandescence pushes the cooldown lower on average in these scenarios (due to the combination of
Unleashed Inferno and
Kindling proccing 3 times with
Fire Blast).
Strength & ContentAll of these bonuses are passive and aren't specific to Single Target or AoE. This tier set should moderately boost our damage across the board.
We don't have sims yet, and this set is very likely to change in some small ways. When it comes to the 2p bonus, we spend most of our time at 5
Spellfire Spheres. This portion of the 2p should represent an increase of around 9.82%. Haste from
Mana Cascade should increase our damage by about 5.5%. These combined should put the value of the 2p around 15-16%.
The 4p bonus is a bit harder to gauge. The buffs provide 10% damage and 15% haste with an uptime of around 25-30%, but never during our
Combustion.
Hyperthermia uptime is also substantially increased. Based on some spell overrides and napkin math, I'm expecting the
Hyperthermia part to be around 4.4% and the buffs portion to come in around 6%. In total, that brings us to a 25-26% increase. Keep in mind that there are many other interactions between these buffs that I have not fully accounted for.
When it comes to content, this tier bonus can be very frustrating to play in Mythic+. Unreasonably long
Hyperthermia windows following
Combustion make our cooldown window very long, which either leads to wasting
Hyperthermia or holding
Combustion to avoid waste. Even worse, we now suffer from chronic "
Spymaster's Web Syndrome". What I mean by this is that if you ever die in combat and get resurrected, you lose all of your
Spellfire Spheres effectively disabling your tier bonus for about a minute. Fire is already overly punishing when mistakes occur, and these two points make it even worse.
FeedbackSunfury is in a really bad spot when it comes to Single Target currently. This is more of an issue with Sunfury as a hero talent for Fire, so I'm not sure if we can expect the tier bonus to address it too much. This tier set may be strong, but it may not fully bridge the gap in a raid. Sunfury Fire has relatively low burst, and many boss mechanics on the final encounters have huge damage amps (
King's Hunger &
Destabilized for example).
Damage aside, the issue I have with this tier is that it focuses on
Hyperthermia. As much as I love Sunfury mobility, I'm not sure passive percentage increases and mashing
Pyroblast longer makes for an interesting tier set. This bluepost is from patch 11.1:
Developers' notes: Fire’s resource economy post-The War Within has been too generous, which has made certain spells like Fireball and Scorch feel unnecessary while also impacting how we can tune Pyroblast and Flamestrike. Our goal here is to reduce access to Phoenix Flames and less-so Fire Blast while amping up your spenders to help increase skill expression,
increase your reliance on casting, and make exciting spells hit a bit harder.