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by Published on 2014-07-11 12:10 AM

Artcraft - Son of Exodar - New Male Draenei Character Model
This model showed up in Build 18471, along with the Undead Male, Night Elf Female, and in progress Human Female model.







Originally Posted by Blizzard (Blue Tracker / Official Forums)
Welcome once again to Artcraft! I’m Chris Robinson, art director of World of Warcraft. This Artcraft is another quick one, but still packed with goodies. Today we’re showing you our work on the male Draenei. The original was one of the better character models in the game, so it didn’t require a ton of translation—but with higher-resolution textures and more polygons to work with, we were able to bump up his fidelity quite a bit, as well as improve how we convey emotion through a new animation rig.

That’s all for now—thanks again for continuing to follow along as we develop these updated character models. See you next time!

Heart of the Valorous Buff This Weekend
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Beginning Friday, July 11 at 9:00 a.m. PDT, through Monday, July 14 at 9:00 a.m. PDT, we’ll be applying the Heart of the Valorous buff which will increase the rate of Valor Point gains an additional 100%. Don’t wait to get in on the action!

by Published on 2014-07-09 10:22 PM

Warlords of Draenor Beta - Build 18522
Build 18522 will be deployed to the Beta realms soon.



Dark Portal Updated



Season 16 Death Knight Armor Set
Unfortunately it looks like the belt buckle and shoulders are missing from this build.



Season 16 Warlock Armor Set
This set has a bug that prevents the gloves from showing.



Tier 17 Mythic Death Knight Set
As you can see, most of the set is missing for now.



Season 16 Mage Armor Set




New Weapon



New Creatures




New Icons



















New Items
This build added a ton of new items, so we can't list them all here. Check the WoWDB beta site for the full list.

Level Type Slot Name
100Junk Small Pouch of Gold
1Companion Pets Draenei Micro Defender
1Companion Pets Molten Corgi
665Other Abrogator Stone
665Other [PLACEHOLDER TIER 3 ITEM]
70Mount Creeping Carpet
1Key Alliance Supply Chest Key
1Key Horde Supply Chest Key
665Quest Felbreaker's Tome
665Quest Sigil of the Sorcerer King
90Quest Cryptic Tome of Tailoring
90Quest Cryptic Tome of Tailoring
525One-handed AxeOne Hand Spectral Axe
615One-handed AxeOne Hand Munificent Axe
560One-handed AxeOne Hand Tormented Axe
645One-handed AxeOne Hand Axe
655One-handed AxeOne Hand Formidable Axe
630One-handed AxeOne Hand Turbulent Axe
645One-handed AxeOne Hand Grandiose Axe
1StaffTwo Hand Farmer's Shovel
1StaffTwo Hand Farmer's Hoe
1StaffTwo Hand Farmer's Broom
100Food & Drink Song Flower


Achievement Changes
Originally Posted by MMO-Champion
Ashran
Player vs. Player

Brawler's Guild
World Events

Buildings
Garrisons

Draenor Dungeon
Dungeons & Raids
  • Dragonmaw? More Like Dragonfall! Name Changed from Dragonmaw? More like dragon fall! to Dragonmaw? More Like Dragonfall!
  • Heroic: The Everbloom Name Changed from Heroic: Overgrown Outpost to Heroic: The Everbloom. Defeat the final boss in Overgrown Outpost on Heroic difficulty. [NYI] 10 points. Defeat Yalnu in The Everbloom on Heroic difficulty. 10 points.
  • Militaristic, Expansionist Defeat Fleshrender Nok'Gar with, Siegemaster Olugar, Pitwarden Gwarnok & Lieutenant-Commander Druna alive and fighting. 10 points. in Iron Docks on Heroic difficulty, while Siegemaster Olugar, Pitwarden Gwarnok, and Lieutenant-Commander Druna remain alive and in the fight. 10 points.
  • No Ticket Defeat the Blackrock Assault Commander after abruptly removing 10 or more enemies from the encounter area Defeat Nitrogg Thundertower after abruptly removing 20 enemies from the Grimrail in Grimrail Depot on Heroic difficulty. 10 points.
  • The Everbloom Name Changed from Overgrown Outpost to The Everbloom. Defeat the final boss in Overgrown Outpost. [NYI] 10 points. Defeat Yalnu in The Everbloom. 10 points.
  • Water Management Defeat Witherbark without allowing him to replenish any of his Aqueous Energy in The Everbloom on Heroic difficulty. 10 points.
  • Weed Wacker (New) Defeat Yalnu without any Kirin Tor Battle-Mages dying in The Everbloom on Heroic Difficulty.

Dungeon Challenges
Dungeons & Raids
  • The Everbloom Challenger Name Changed from Overgrown Outpost Challenger to The Everbloom Challenger. Complete the Overgrown Outpost Challenge Mode. 10 points. Everbloom Challenge Mode. 10 points.
  • The Everbloom: Bronze Name Changed from Overgrown Outpost: Bronze to The Everbloom: Bronze. Complete the Overgrown Outpost Everbloom Challenge Mode with a rating of Bronze or better. 10 points.
  • The Everbloom: Gold Name Changed from Overgrown Outpost: Gold to The Everbloom: Gold. Complete the Overgrown Outpost Everbloom Challenge Mode with a rating of Gold. 10 points.
  • The Everbloom: Silver Name Changed from Overgrown Outpost: Silver to The Everbloom: Silver. Complete the Overgrown Outpost Everbloom Challenge Mode with a rating of Silver or better. 10 points.

Followers
Garrisons

Garrisons

Legacy
  • Brawlin' and Shot Callin' (Season 1) Name Changed from Brawlin' and Shot Callin' to Brawlin' and Shot Callin' (Season 1). Reach Rank 8 with Brawl'gar Arena. Rewards Title: Brawler. 10 points. during the Pandaria campaign. Rewards Title: Brawler.
  • Brawlin' and Shot Callin' (Season 1) Name Changed from Brawlin' and Shot Callin' to Brawlin' and Shot Callin' (Season 1). Reach Rank 8 with Bizmo's Brawlpub. Rewards Title: Brawler. 10 points. during the Pandaria campaign. Rewards Title: Brawler.
  • Deck Your Collection (Season 1) Name Changed from Deck Your Collection to Deck Your Collection (Season 1). Defeat the following Brawler's Guild bosses. Rewards: Wraps of the Blood-Soaked Brawler. 10 points. during the Pandaria campaign.
  • Deck Your Collection (Season 1) Name Changed from Deck Your Collection to Deck Your Collection (Season 1). Defeat the following Brawler's Guild bosses. Rewards: Wraps of the Blood-Soaked Brawler. 10 points. during the Pandaria campaign.
  • Having a Brawl (Season 1) Name Changed from Having a Brawl to Having a Brawl (Season 1). Reach Rank 9 with Brawl'gar Arena. Rewards: Brawler's Pass. 10 points. during the Pandaria campaign.
  • Having a Brawl (Season 1) Name Changed from Having a Brawl to Having a Brawl (Season 1). Reach Rank 9 with Bizmo's Brawlpub. Rewards: Brawler's Pass. 10 points. during the Pandaria campaign.
  • I've Got the Biggest Brawls of Them All (Season 1) Name Changed from I've Got the Biggest Brawls of Them All to I've Got the Biggest Brawls of Them All (Season 1). Reach Rank 10 with Brawl'gar Arena. 10 points. during the Pandaria campaign.
  • I've Got the Biggest Brawls of Them All (Season 1) Name Changed from I've Got the Biggest Brawls of Them All to I've Got the Biggest Brawls of Them All (Season 1). Reach Rank 10 with Bizmo's Brawlpub. 10 points. during the Pandaria campaign.
  • Now You're Just Showing Off (Season 1) Name Changed from Now You're Just Showing Off to Now You're Just Showing Off (Season 1). Defeat the following rare brawl bosses. 25 points. during the Pandaria campaign.
  • Now You're Just Showing Off (Season 1) Name Changed from Now You're Just Showing Off to Now You're Just Showing Off (Season 1). Defeat the following rare brawl bosses. 25 points. during the Pandaria campaign.
  • The Second Rule of Brawler's Guild (Season 1) Name Changed from The Second Rule of Brawler's Guild to The Second Rule of Brawler's Guild (Season 1). Reach Rank 7 with Brawl'gar Arena. Rewards: Brawler's Pass. 10 points. during the Pandaria campaign.
  • The Second Rule of Brawler's Guild (Season 1) Name Changed from The Second Rule of Brawler's Guild to The Second Rule of Brawler's Guild (Season 1). Reach Rank 7 with Bizmo's Brawlpub. Rewards: Brawler's Pass. 10 points. during the Pandaria campaign.
  • You Are Not Your $#*@! Legplates (Season 1) Name Changed from You Are Not Your $#*@! Legplates to You Are Not Your $#*@! Legplates (Season 1). Win a brawl. 10 points. during the Pandaria campaign.
  • You Are Not Your $#*@! Legplates (Season 1) Name Changed from You Are Not Your $#*@! Legplates to You Are Not Your $#*@! Legplates (Season 1). Win a brawl. 10 points. during the Pandaria campaign.

Missions
Garrisons

Professions
  • Grand Master of All (New) Raise all primary professions to 700 skill points. 50 points. Account Wide.
  • Jack of All Trades Raise five different primary professions to the maximum skill level. 25 points. Account Wide. 600 skill points. 25 points. Account Wide.
  • Master of All Raise all primary professions to the maximum skill level. 50 points. Account Wide. 600 skill pionts. 50 points. Account Wide.



Set Bonus Changes
Originally Posted by MMO-Champion
Druid (Forums / Skills / WoD Talent Calculator)

Mage (Forums / Skills / WoD Talent Calculator)
  • Item - Mage T17 Fire 2P Bonus Casting Inferno Blast grants you the Firestarter effect. Firestarter reduces the cast time of your next fireball by 25%. Inferno Blast now has 2 charges.
  • Item - Mage T17 Frost 2P Bonus When you activate Icy Veins, you also gain Arctic Power. Arctic Power increases your Multistrike damage by 33% for 20 sec. While Frozen Orb is active, you permanently have the Fingers of Frost effect.
  • Item - Mage T17 Frost 4P Bonus Frostbolt has a 101% chance to surround the target with icy spikes that all converge, dealing 1 Frost damage. Each Ice Lance cast while Frozen Orb is active generates one stack of Ice Shards. When Frozen Orb ends, Ice Shards reduces the cast time of Frostbolt by 25% and increases the damage of Frostbolt by 30%.

Monk (Forums / Skills / WoD Talent Calculator)
  • Item - Monk T17 Brewmaster 2P Bonus When you dodge an attack while Elusive Brew is active, you generate $165,356 Energy. Dodging an attack generates $165,356 Energy.
  • Item - Monk T17 Brewmaster 4P Bonus Keg Smash now has 2 additional charge. Purifying Brew generates 2 stacks of Elusive Brew.
  • Item - Monk T17 Mistweaver 2P Bonus Vital Mists increases the healing of Surging Mist by 20% per stack. Every time your Soothing Mist heals a target you gain the Mistweaving effect. Mistweaving increases your multistrike healing by 5%. Consuming a 5 stack of Vital Mist generates 0 chi.
  • Item - Monk T17 Mistweaver 4P Bonus Heal has a 10% chance to Surging Mist multistrikes imbue you with Chi-ji's Guidance Chi-ji's Guidance increases your spirit by 10% for 10 sec. causes your next Thunder Focus Tea to generate 1% Chi. Stacks up to 0 times.

Paladin (Forums / Skills / WoD Talent Calculator)
  • Item - Paladin T17 Holy 2P Bonus When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 25% effectiveness. When you cast Light of Dawn, you gain Lawful Words, which lets you cast a free Word of Glory at 25% effectiveness. as though they were cast with 3 Holy Power.
  • Item - Paladin T17 Holy 4P Bonus Heal has a 10% chance to imbue you with Light's Grace. Light's Grace increases your spirit by 10% for 10 sec. When you cast Word of Glory, you gain Light's Favor, which lets you cast a free Light of Dawn at 10% effectiveness.
  • Item - Paladin T17 Protection 2P Bonus When Grand Crusader activates, your armor is imbued with When you use Avenger's Shield, you gain Faith Barricade. Faith Barricade increases your bonus armor by 10 for 5 sec. block chance by 50 for 5 sec.
  • Item - Paladin T17 Retribution 2P Bonus Name Changed from Item - Paladin T17 Retribution 4P Bonus to Item - Paladin T17 Retribution 2P Bonus
  • Item - Paladin T17 Retribution 4P Bonus Name Changed from Item - Paladin T17 Retribution 2P Bonus to Item - Paladin T17 Retribution 4P Bonus. Judgment has a 101% chance to immediately deal 10% of the total damage of your Censure effect to the target. Hammer of Wrath causes your next Exorcism to generate 3 Holy Power.

Warlock (Forums / Skills / WoD Talent Calculator)
  • Item - Warlock T17 Demonology 2P Bonus Hand of Gul'dan now has 1 additional maximum charge, and Corruption has a 10% chance to generate 1 charge of Hand of Gul'dan when dealing damage.
  • Item - Warlock T17 Destruction 2P Bonus When Immolate deals damage it has a 10% chance to add a charge to Conflagrate. 15% chance to generate a full Burning Ember.
  • Item - Warlock T17 Destruction 4P Bonus Consuming an ember reduces the cooldown of Dark Soul by 5 sec. When a Burning Ember is filled up, you have a 25% chance to get a Chaotic Infusion. Chaotic Infusion reduces the cast time of Chaos Bolt by 50% and causes Chaos Bolt to consume no Burning Embers when cast.

Warrior (Forums / Skills / WoD Talent Calculator)



Spell Changes
Originally Posted by MMO-Champion
Mounts
Flying
  • Creeping Carpet (New) Summons and dismisses a Creeping Carpet. This is a ground mount. Account wide. 1.5 sec cast.
  • Flying Carpet Summons and dismisses a Flying Carpet. Requires 300 skill in tailoring to ride. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.
  • Frosty Flying Carpet Summons and dismisses a Frosty Flying Carpet. Requires 425 skill in tailoring to ride. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.
  • Magnificent Flying Carpet Summons and dismisses a Magnificent Flying Carpet. Requires 425 skill in tailoring to ride. This mount changes depending on your Riding skill and location. Account wide. 1.5 sec cast.

Companions

Death Knight (Forums)

Talents
  • Conversion Continuously converts Runic Power to health, restoring 2% of maximum health every 1 sec. Only base Runic Power generation from spending runes may occur while Conversion is active. This effect per 1 sec lasts until canceled, or Runic Power is exhausted. Death Knight - LvL 75 Talent. 5 Runic Power, plus 5 per sec. Instant.

Blood
  • Runic Strikes now causes your autoattack multistrikes with a two-handed weapon generate 15 Runic Power

Druid (Forums)
  • Entangling Roots Roots the target in place for 30 sec. Damage caused may interrupt the effect. Druid - Balance & Restoration Spec. 6.5% of Base Mana. 35 yd range. 1.7 sec cast.
  • Hurricane is now a Solar spell.
  • Moonfire is now a Lunar spell.
  • Thrash Thrash all nearby enemies, dealing immediate physical damage and periodic bleed damage. Damage varies by shapeshift form. Druid - Feral & Guardian Spec. Melee range. Instant. Melee range. Instant.

Talents
  • Cenarion Ward Protects a friendly target, causing any damage taken to for 30 sec. Any damage taken will consume the ward and heal the target for [ 293.3% of Spell Power ] every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Useable in all shapeshift forms. Lasts 30 over 6 sec. Druid - LvL 30 Talent. 9.2% of Base Mana. 40 yd range. Instant. 30 sec cooldown.
  • Dream of Cenarius Increases healing from Healing Touch by 20%. Each time you activate Eclipse reach maximum Lunar or Solar Power, your next Healing Touch is instant and will cause your next Starsurge not to trigger its cooldown. Druid - LvL 90 Talent.
  • Heart of the Wild When activated, dramatically improves the Druid's ability to deal melee damage, cast spells, and heal. While in Cat Form, Agility increased. Spell damage and Healing increased and mana cost of all healing spells reduced by 100%. Allows Rejuvenation to be cast while shapeshifted. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Heart of the Wild When activated, increases all healing done by 25% and dramatically improves the Druid's ability to tank, deal melee damage, and cast spells. While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced. While in Cat Form, Agility increased. Spell Damage increased. Mana cost of all damage spells reduced by 100%. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Heart of the Wild When activated, dramatically improves the Druid's ability to tank, cast spells, and heal for 45 sec. While in Bear Form, Agility and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced. Spell damage and healing increased, and mana cost of all spells reduced by 100%. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Heart of the Wild When activated, dramatically improves the Druid's ability to tank, deal melee damage, and heal. While in Bear Form, Agility, Expertise, Hit Chance, and armor bonuses increased, Resolve granted, and chance to be hit by melee critical strikes reduced. While in Cat Form, Agility, Hit Chance, and Expertise increased. Healing increased and mana cost of all healing spells reduced by 100%. Druid - LvL 90 Talent. Instant. 6 min cooldown.
  • Incarnation: Chosen of Elune now increases all spell damage by an additional 15% rather than by 25% for specific spells.
  • Incarnation: Tree of Life Shapeshift into the Tree of Life, increasing healing done by 15%, increasing your armor by 120%, and gaining protection from Polymorph effects. In addition, some of your spells are temporarily enhanced while shapeshifted. Lasts 30 sec armor by 120%, and granting immunity to Polymorph. Functionality of Lifebloom, Wild Growth, Regrowth, and Entangling Roots is enhanced. You may freely shapeshift in and out of this form for its duration. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots 30 sec, at which point the shapeshift expires Druid - LvL 60 Talent. Instant. 3 min cooldown.
  • Soul of the Forest You gain Casting Swiftmend grants 50% haste for your next spell when you cast Swiftmend. Druid - LvL 60 Talent. spellcast. Druid - LvL 60 Talent.
  • Ursol's Vortex Conjures a vortex of wind for 10 sec at the destination location that reduces the movement speed of all enemies within 8 yards by 50%. The first time an enemy attempts to leave the vortex, winds will pull that enemy back to its center. Lasts 10 sec. Useable in all shapeshift forms. Druid - LvL 75 Talent. 30 yd range. Instant. 60 sec cooldown.
  • Ysera's Gift Every 5 sec, heals you for 4% of your maximum health. every 5 sec. If you are at full health, then a random injured nearby a random nearby injured ally will be healed instead. Druid - LvL 30 Talent. 100 yd range.

Minor Glyphs
  • Glyph of the Stag (New) Your stag form can now be used as a mount by party members. Travel Form will no longer ever activate flight, and Flight Form is learned as a separate ability. Minor Glyph.

Hunter (Forums)
Talents
  • Adaptation Name Changed from Versatility to Adaptation
  • Binding Shot You fire Fires a magical projectile, tethering the enemy and any other enemies within 5 yards of the landing arrow for 10 sec. If targets move 5 yards from the arrow they are stunned for 5 sec (3 sec PvP) and will be immune to the effects of Binding Shot for 10 sec for 10 sec, stunning them for 5 sec if they move more than 5 yards from the arrow. Hunter - LvL 30 Talent. 30 yd range. Instant. 45 sec cooldown.
  • Wyvern Sting A stinging shot that puts the target to sleep for 30 sec. Any damage will cancel the effect. Only one Sting per Hunter can be active on the target at a time. Hunter - LvL 30 Talent. 40 yd range. Instant. 45 sec cooldown.

Beast Mastery
  • Beast Cleave After you Multi-Shot, your pet's melee attacks and their multistrikes also strike all other nearby enemy targets for 75% as much for the next 4 sec. Hunter - Beast Mastery Spec.

Beast Mastery & Survival

Survival
  • Serpent Sting no longer grants you 3 Focus each time it deals damage.

Mage (Forums)
  • Frost Nova Blasts enemies within 12 yds of the caster for [ 14.92% [ 1 + 14.92% of Spell Power ] Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect. 2% of Base Mana. Instant. 30 sec cooldown.
  • Living Bomb The target becomes a Living Bomb, taking [ 18.75% [ 4 + 18.75% of Spell Power ] Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional [ 37.51% of Spell Power ] Fire damage to the target and all other enemies within 10 yards. May be spread by Inferno Blast. Unlimited range. Instant.
  • Nether Tempest Places a Nether Tempest on the target which deals [ 12 + 3.1% of Spell Power ] Arcane damage over 12 sec. Limit 1. Each time Nether Tempest deals damage, it also triggers a wave of arcane energy that deals an additional [ 1 + 3.1% of Spell Power ] Arcane damage to the target and [ 12 + 37.2% of Spell Power to all enemies within 10 yards. Nether Tempest's damage is Limit 1 target. Damage increased by 50% per Arcane Charge when cast. Unlimited range. Instant. at cast time. Unlimited range. Instant.

Talents
  • Flameglow Protects you with fiery energy, absorbing up to [ 22% of Fire Spell Power ] damage from each attack against you (up to a maximum of 30% of the attack). Mage - LvL 30 Talent. Mage - LvL 30 Talent.
  • Frostjaw Silences and freezes the target in place for 8 sec. Lasts half as long versus Player targets. Damage caused may interrupt the effect. Mage - LvL 45 Talent. 1% of Base Mana. 30 yd range. 1.5 sec cast. 20 sec cooldown.
  • Ice Floes Allows you to move while casting and channeling the next Mage spell that has a base cast or channel time less than 4 sec. This spell may be cast while a cast time Your next spell can be cast while moving. Castable while another spell is in progress and is not on the global cooldown, and accumulates up to 3 charges. Lasts 15 sec unaffected by global cooldown. Max 3 charges. Mage - LvL 15 Talent. Instant.
  • Living Bomb The target becomes a Living Bomb, taking [ 18.75% [ 4 + 18.75% of Spell Power ] Fire damage over 12 sec. When this effect ends, or the target dies, it explodes to deal an additional [ 37.51% of Spell Power ] Fire damage to the target and all other enemies within 10 yards. May be spread by Inferno Blast. Mage - LvL 75 Talent. 1.5% of Base Mana. 40 yd range. Instant.
  • Nether Tempest Places a Nether Tempest on the target which deals [ 12 + 3.1% of Spell Power ] Arcane damage over 12 sec. Limit 1. Each time Nether Tempest deals damage, it also triggers a wave of arcane energy that deals an additional [ 1 + 3.1% of Spell Power ] Arcane damage to the target and [ 12 + 37.2% of Spell Power to all enemies within 10 yards. Nether Tempest's damage is Limit 1 target. Damage increased by 50% per Arcane Charge when cast at cast time. Mage - LvL 75 Talent. 1.5% of Base Mana. 40 yd range. Instant.
  • Prismatic Crystal no longer has spec specific tooltips.

Frost
  • Deep Freeze now may be broken by damage, rather than breaking on any damage.

Monk (Forums)
  • Chi Burst (Brewmaster, Windwalker) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack. Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to the Monk and all allies in its path.
  • Chi Burst (Mistweaver) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack. Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to the Monk and all allies in its path.
  • Chi Wave (Brewmaster, Windwalker) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Mistweaver) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Brewmaster, Windwalker) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Mistweaver) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Healing Elixirs Every 18 sec, you gain Healing Elixirs. Healing Elixirs heals you for 15% of your total health the next time maximum health when a damaging attack brings you below 35% of your maximum health, or health, or when you drink a Brew or Tea while injured. Instant. This effect can only happen once every 18 sec. Instant.
  • Spinning Crane Kick (Mistweaver) You spin while kicking in the air, dealing [ 658% of Mainhand Min DPS + 69.7% of AP + 658% of Mainhand Max DPS ] damage over 2.2 sec to enemies within 8 yards and 0 [ 197.5% of Spell Power healing over 2.2 sec to allies within 10 yards.
  • Spinning Crane Kick (Mistweaver) You spin while kicking in the air, dealing [ 658% of Mainhand Min DPS + 69.7% of AP + 658% of Mainhand Max DPS ] damage over 2.2 sec to enemies within 8 yards and 0 [ 197.5% of Spell Power healing over 2.2 sec to allies within 10 yards.
  • Spinning Crane Kick While channeling Spinning Crane Kick, you also heal nearby injured allies for 0 [ 49.38% of Spell Power every 0.75 sec for 2.2 sec. Healing yourself does not count for Chi generation. 3 sec cast.
  • Touch of Death Instantly kills a creature with less health than the Monk's maximum health. Can also be used on tough creatures when they are below 10% health, dealing damage equal to the Monk's maximum health to them. Monk - Brewmaster & Windwalker Spec. 3 Chi. Melee range. Instant. 1.5 min cooldown.
  • Transcendence You split your body and spirit, leaving your spirit behind for 15 min. Use Transcendence: Transfer to swap locations with your spirit. Monk - Brewmaster & Windwalker Spec. Instant. 45 sec cooldown. Instant. 45 sec cooldown.
  • Transcendence: Transfer Your body and spirit swap locations. Monk - Brewmaster & Windwalker Spec. 40 yd range. 0.5 sec cast. 25 sec cooldown.
  • Zen Sphere (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere: Detonate (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.

Talents
  • Ascension Increases your maximum Chi by 1, your maximum mana by 10%, and your energy regen energy regeneration by 10%, and your maximum mana by 10%. Monk - LvL 45 Talent.
  • Celerity Allows you to Roll and Chi Torpedo more often Reduces the cooldown of Roll and Chi Torpedo by 5 sec and, increases their maximum number of charges by 1, and reduces their cooldown by 5 sec. Monk - LvL 15 Talent. Monk - LvL 15 Talent.
  • Charging Ox Wave A mighty Ox effigy rushes forward 30 yards in front of you, stunning all enemies within stunning all enemies in its path for 3 sec. Monk - LvL 60 Talent. Instant. 30 sec cooldown.
  • Chi Burst (Brewmaster, Windwalker) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack. Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and AP healing to the Monk and all allies in its path.
  • Chi Burst (Mistweaver) You summon a torrent of Chi energy and hurl it forward, up to 40 yds, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to all allies in its path. Chi Burst will always heal the Monk. While casting Chi Burst, you continue to dodge, parry, and auto-attack. Hurls a torrent of Chi energy up to 40 yds forward, dealing [ 1 + 203.6% of AP ] Nature damage to all enemies, and [ 120% of AP ] healing to the Monk and all allies in its path.
  • Chi Torpedo Torpedo a distance in front of you Torpedo forward, dealing [ 2 + 65.6% of AP ] Nature damage to all enemies and 0 healing to all allies in your path. Chi Torpedo replaces Roll, and travels farther than Roll Replaces Roll, and travels farther. Monk - LvL 90 Talent. Instant.
  • Chi Wave (Brewmaster, Windwalker) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 75.7% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Chi Wave (Mistweaver) You cause a wave of Chi energy to flow through friend and foe, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to the nearest targets within 25 yards. When bouncing to allies, Chi Wave will prefer those injured over full health. A wave of Chi energy to flows through friends and foes, dealing [ 1 + 75.7% of AP ] Nature damage or [ 90.8% of AP ] healing. Bounces up to 7 times to targets within 25 yards.
  • Diffuse Magic Reduces all spell damage taken by 90% and clears all magical effects on you, reversing them Reduces magic damage taken by 90% for 6 sec and transfers all harmful magical effects back to their original caster if within 40 yards if possible. Lasts for 6 sec possible. Monk - LvL 75 Talent. Instant. 1.5 min cooldown.
  • Healing Elixirs Every 18 sec, you gain Healing Elixirs. Healing Elixirs heals you for 15% of your total health the next time maximum health when a damaging attack brings you below 35% of your maximum health, or health, or when you drink a Brew or Tea while injured. Monk - LvL 75 Talent. This effect can only happen once every 18 sec. Monk - LvL 75 Talent.
  • Invoke Xuen, the White Tiger Invokes the White Tiger Celestial, summoning an effigy at the command of the caster. The effigy will assist you, attacking your primary target and also inflicting tiger lightning every 1 sec to 3 nearby enemies within 10 yards dealing [ 1 + 66.6% of AP ] damage. Lasts for 45 sec. Brewmaster Brewmaster: Summon an effigy of Xuen, the White Tiger for 45 sec under your command. Xuen attacks your primary target and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 1 + 66.6% of AP ] Nature damage Xuen will also taunt the target, forcing it to attack him Windwalker, Mistweaver: Summon an effigy of Xuen, the White Tiger for 45 sec under your command. Xuen attacks your primary target and strikes 3 enemies within 10 yards every 1 sec with Tiger Lightning for [ 1 + 66.6% of AP ] Nature damage. Monk - LvL 90 Talent. 40 yd range. Instant. 3 min cooldown.
  • Ring of Peace Forms a sanctuary around the friendly target, instantly Form a Ring of Peace around the friendly target for 8 sec incapacitating all enemies for 3 sec. In addition, enemies within the Ring of Peace who attack or cast harmful spells will be incapacitated for an additional 3 sec. Ring of Peace lasts for 8 sec and incapacitating them again each time they attack or cast a harmful spell. Monk - LvL 60 Talent. 40 yd range. Instant. 45 sec cooldown.
  • Rushing Jade Wind (Brewmaster, Windwalker) You summon a whirling tornado around you which deals [ 125.8% of Mainhand Min DPS + 62.9% of Offhand Min DPS + 10% of AP - 1 ] to [ 125.8% of Mainhand Max DPS + 62.9% of Offhand Max DPS + 10% of AP + 1 ] damage to all nearby enemies every 0.75 sec, within 8 yards. dealing [ 566.3% of Mainhand Min DPS + 283.1% of Offhand Min DPS + 90% of AP + 566.3% of Mainhand Max DPS + 283.1% of Offhand Max DPS ] damage over 6 sec to enemies within 8 yards . Generates 1 Chi, if it hits at least 3 targets. Lasts 6 sec. Generates 1 Chi if it hits at least 3 targets.
  • Rushing Jade Wind (Mistweaver) You summon a whirling tornado around you which deals [ 188.8% of Mainhand Min DPS + 10% of AP - 1 ] to [ 188.8% of Mainhand Max DPS + 10% of AP + 1 ] damage to all nearby enemies every 0.75 sec, within 8 yards. dealing [ 849.4% of Mainhand Min DPS + 90% of AP + 849.4% of Mainhand Max DPS ] damage over 6 sec to enemies within 8 yards . Generates 1 Chi, if it hits at least 3 targets. Lasts 6 sec. Generates 1 Chi if it hits at least 3 targets.
  • Zen Sphere (Brewmaster, Windwalker) Forms a Zen Sphere above the target, healing the target for [ 9% of AP [ 72% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 23.4% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.
  • Zen Sphere (Mistweaver) Forms a Zen Sphere above the target, healing the target for [ 10.8% of AP [ 86.4% of AP ] over 16 sec;] and dealing [ 1 + 9% of AP ] Nature damage every 2 sec to the nearest enemy within 10 yards of the target every 2 sec for 16 sec. Only two Zen Spheres can be summoned at any one time. After 16 sec, the Zen Sphere detonates, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. If the target of the Zen Sphere reaches 35% or lower health or if the Zen Sphere is dispelled or expires it will detonate, dealing [ 1 + 36.8% of AP ] Nature damage and [ 28.1% of AP ] healing to all targets within 10 yards. Triggered early if dispelled or the target falls below 35% health.

Mistweaver
  • Focus and Harmony Haste effects lower the global cooldown of your spells and abilities. Monk - Mistweaver Spec. Your attack power now equals exactly 100% of your spell power. Monk - Mistweaver Spec.
  • Stance of the Spirited Crane Sets your attack power equal to exactly 100% of your spell power, causes you to use Mana instead of Energy, and improves the functionality of Surging Mist, Blackout Kick, and Crackling Jade Lightning. While in this stance, you will gain Eminence. Eminence 35% of all damage you deal will be converted into healing on an injured ally within 20 yards. Monk - Mistweaver Spec. Instant.
  • Stance of the Wise Serpent Causes you to use Mana instead of Energy, increases Iincreases healing done by 20%, and improves the functionality of Crackling Jade Lightning and Spinning Crane Kick. Monk - Mistweaver Spec. Instant.
  • Teachings of the Monastery Causes your Spinning Crane Kick to heal nearby injured allies for 0 [ 49.38% of Spell Power every 0.75 sec for 2.2 sec. Healing yourself does not count for Chi generation from Spinning Crane Kick. Monk - Mistweaver Spec.

Paladin (Forums)
  • Execution Sentence A hammer slowly falls from the sky, causing [ 914.2% of Holy Spell Power ] Holy damage over 10 sec. This damage is dealt slowly at first and Damage increases over time, culminating in a final burst of damage. Dispelling the effect triggers the final burst. Unlimited range. Instant.
  • Harsh Word Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% of Spell Power ] per charge of Holy Power. 40 yd range. Instant. up to [ 264.59% of Spell Power ]. 40 yd range. Instant.
  • Holy Prism Sends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they take A beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 165% of Spell Power ] Holy damage and radiate radiates [ 2 + 120.58% of Spell Power ] healing to 5 nearby allies within 15 yards. If an ally is the prism, they are A friendly target is healed for [ 178.93% of Spell Power ] and radiate radiates [ 235% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Holy Prism Sends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they take A beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 165% of Spell Power ] Holy damage and radiate radiates [ 2 + 120.58% of Spell Power ] healing to 5 nearby allies within 15 yards. If an ally is the prism, they are A friendly target is healed for [ 178.93% of Spell Power ] and radiate radiates [ 235% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. 40 yd range. Instant. 20 sec cooldown.
  • Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% [ 264.59% of Spell Power ] per charge of Holy Power. 1 Holy Power. 40 yd range. Instant. 1.5 sec cooldown.
  • Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% of Spell Power ] per charge of Holy Power up to [ 264.59% of Spell Power . 1 Holy Power. 40 yd range. 1.5 sec cast. 1 sec cooldown.
  • Word of Glory Consumes up to 3 Holy Power to heal a friendly target for [ 88.2% of Spell Power ] per charge of Holy Power. 40 yd range. Instant. up to [ 264.59% of Spell Power ]. 40 yd range. Instant.

Talents
  • Clemency You can use Hand of Freedom, Hand of Protection, Hand of Sacrifice and Hand of Salvation twice each before incurring their cooldowns. Paladin - LvL 60 Talent. Your Hand abilities all now have 2 charges. Paladin - LvL 60 Talent.
  • Eternal Flame (Holy) Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for [ 1 + 88.2% heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% of Spell Power ] every 2 sec for 10 sec. up to 30 sec. Initial healing amount and heal over time duration increased per charge of Holy Power. The heal over time is increased by 50% if used on the Paladin. Healing over time increased by 50% when cast on self.
  • Eternal Flame (Protection, Retribution) Consumes up to 3 Holy Power to place a protective Holy flame on a friendly target, which heals them for [ 1 + 88.2% heal an ally for up to [ 1 + 264.59% of Spell Power ] and an additional [ 1 + 16.03% of Spell Power ] every 2 sec for 10 sec. up to 30 sec. Initial healing amount and heal over time duration increased per charge of Holy Power. The heal over time is increased by 50% if used on the Paladin. Healing over time increased by 50% when cast on self.
  • Execution Sentence A hammer slowly falls from the sky, causing [ 914.2% of Holy Spell Power ] Holy damage over 10 sec. This damage is dealt slowly at first and Damage increases over time, culminating in a final burst of damage. Dispelling the effect triggers the final burst. Stay of Execution If used on friendly targets, the falling hammer heals the target On a friendly target, the falling hammer heals for [ 674.2% of Holy Spell Power ] healing over 10 sec. This healing is dealt slowly at first and over 10 sec. Healing increases over time, culminating in a final burst of healing. Dispelling the effect triggers the final burst. Paladin - LvL 90 Talent. 12.8% of Base Mana. 40 yd range. Instant. 60 sec cooldown.
  • Hand of Purity Places a Hand on the friendly target, reducing damage taken by 10% and damage from damage over time effects by an additional 80% (less for some creature attacks over time by an additional 80%) for 6 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - LvL 60 Talent. 7% of Base Mana. 40 yd range. Instant. 30 sec cooldown.
  • Holy Prism Sends a beam of light toward a target, turning them into a prism for Holy energy. If an enemy is the prism, they take A beam of light turns the target into a Holy Prism. An enemy target takes [ 2 + 165% of Spell Power ] Holy damage and radiate radiates [ 2 + 120.58% of Spell Power ] healing to 5 nearby allies within 15 yards. If an ally is the prism, they are A friendly target is healed for [ 178.93% of Spell Power ] and radiate radiates [ 235% of Spell Power ] Holy damage to 5 nearby enemies within 15 yards. Paladin - LvL 90 Talent. 17% of Base Mana. 40 yd range. Instant. 20 sec cooldown.
  • Light's Hammer Hurl Hurls a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for 14 sec. Arcing Light blasts a 10 yard radius every 2 sec for 14 sec. Each blast Deals [ 2 + 51.68% of Spell Power ] Holy damage to enemies and reduces their reduces enemy movement speed by 50% for 2 sec. and Heals allies for [ 40.24% of Spell Power ;] every 2 sec. Paladin - LvL 90 Talent. 51.9% of Base Mana. 30 yd range. Instant. 60 sec cooldown.
  • Pursuit of Justice You gain 15% movement speed at all times, plus an additional 5% movement speed for each current Increases your movement speed by 15%, plus an additional 5% for each charge of Holy Power up to 3. Paladin - LvL 15 Talent.
  • Repentance Puts the enemy target in a state of meditation, incapacitating them for up to 60 sec. Any damage from sources Meditation incapacitates the enemy target for 60 sec. Any damage other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead. Paladin - LvL 30 Talent. 10% of Base Mana. 30 yd range. 1.7 sec cast. 15 sec cooldown.
  • Sacred Shield Protects the target with a shield of Holy Light for 30 sec. The shield absorbs absorbing up to [ 122.9% of Holy Spell Power ] damage every 6 sec. Can be active only on one target Only one target can be affected at a time. Paladin - LvL 45 Talent. 40 yd range. Instant. 6 sec cooldown.
  • Sanctified Wrath Holy: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Holy Reduces the cooldown of Holy Shock by 50% and increases the critical strike chance of Holy Shock by 20%. Protection Reduces the Holy Shock's cooldown by 50% and increases its critical strike chance by 20%. Protection: Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Protection Reduces Judgment's cooldown of Judgment by 50%, and causes Judgment it to generate one additional Holy Power. Avenging Wrath also increases healing received by 20%. Retribution Reduces the cooldown of Hammer of Wrath Avenging Wrath lasts 50% longer and grants more frequent access to one of your abilities while it lasts. Retribution Reduces Hammer of Wrath's cooldown by 50%. Paladin - LvL 75 Talent.
  • Selfless Healer Your successful Judgments reduce the cast time and mana cost of your next Flash of Light by 35% per stack and improves its effectiveness by 20% per stack when used to heal others and increase its effect on others by 20%. Stacks up to 3 times. Paladin - LvL 45 Talent.

Holy
  • Daybreak Casting Holy Radiance causes your next Holy Shock to also heal each ally up to 6 allies within 10 yards of the target for 15% of the original healing done. Can accumulate up to 2 charges. Paladin - Holy Spec.
  • Denounce Casts down the enemy with a bolt of Holy Light, causing [ 91.5% of Spell Power ] Holy damage and preventing the target from causing critical effects for the next 4 sec. Paladin - Holy Spec. 9.4% of Base Mana. 40 yd range. 1.5 sec cast.
  • Light of Dawn Consumes up to 3 Holy Power to unleash a wave of healing energy, healing 6 injured targets in your party or raid allies within 30 yards for up to [ 3 + 73.5% of Spell Power ]. Paladin - Holy Spec. 1 Holy Power. 1.5 sec cast.

Protection
  • Hand of Salvation (New) Places a Hand on the party or raid member, temporarily removing all their threat for 10 sec. Players may only have one Hand on them per Paladin at any one time. Paladin - Protection Spec. 6% of Base Mana. 40 yd range. Instant. 2 min cooldown.

Priest (Forums)
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and then up to an additional 100% of the initial damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration. Instant. 100% of damage done. Instant.
  • Holy Nova Causes an explosion of holy light around the caster, causing [ 14.3% [ 28.6% of Spell Power ] Holy damage to all nearby enemy targets within 12 yards and healing up to 5 nearby targets within 12 yards for [ 46.2% of Spell Power ]. Instant.
  • Power Word: Shield (Discipline) Also grants you Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%.
  • Prayer of Mending Places a spell on the target that heals them for [ 67% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid member an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. Unlimited range. Instant.
  • Prayer of Mending Places a spell on the target that heals them for [ 67% of Spell Power * Percent Health ] the next time they take damage. When the heal occurs, Prayer of Mending jumps to a party or raid member an ally within 20 yards. Jumps up to 5 times and lasts 30 sec after each jump. 2.7% of Base Mana. 40 yd range. 1.5 sec cast. 10 sec cooldown.

Talents
  • Angelic Bulwark Anytime a damaging When an attack brings you below 30% health, you gain an absorption shield equal to 15% of your total health lasting for 20 sec. This effect maximum health for 20 sec cannot occur more than once every 90 sec. Priest - LvL 15 Talent.
  • Angelic Feather Place a feather at the target location. If allies walk through it, they gain granting the first ally to walk through it 60% increased movement speed for 6 sec. Max 3 charges. Only 3 feathers can be placed at one time. Maximum 3 charges. Priest - LvL 30 Talent. 40 yd range. Instant.
  • Body and Soul When you cast Power Word: Shield or Leap of Faith, you increase the Your Power Word: Shield and Leap of Faith also increase your target's movement speed by 60% for 4 sec. Priest - LvL 30 Talent.
  • Clarity of Purpose Heals Heals an ally for [ 1 + 492.4% of Spell Power ], increased by up to 100%, based on how injured the target is. Also heals up to 5 injured allies within 10 yards of the target for up to [ 2 + 984.8% of Spell Power ], split such that more injured targets will receive a larger portion of the healing. The more injured targets are, the greater the total healing received will be the same amount. Replaces Prayer of Healing. Priest - LvL 100 Talent. 5.7% of Base Mana. 40 yd range. 2.5 sec cast.
  • Desperate Prayer Instantly heals the caster for 22% of their total maximum health. Priest - LvL 15 Talent. Instant. 2 min cooldown.
  • Divine Insight Damage over time from your Shadow Word: Pain and damage from your Mind Spike Your Shadow Word: Pain and Mind Spike damage has a 5% chance to reset the cooldown on Mind Blast and cause your next Mind Blast within 12 sec to be instant cast and cost no mana. Priest - LvL 75 Talent. make your next Mind Blast instant. Priest - LvL 75 Talent.
  • Divine Insight When you cast Greater Heal or Prayer of Healing, there is a 40% chance Your Greater Heal and Prayer of Healing have a 40% chance to make your next Prayer of Mending will not trigger its cooldown, and will not trigger its cooldown and jump to each target instantly. Priest - LvL 75 Talent.
  • Divine Insight When you cast Penance, there is a 100% chance Casting Penance causes your next Power Word: Shield will both ignore and not cause the Weakened Soul effect. Priest - LvL 75 Talent. to ignore and not cause Weakened Soul. Priest - LvL 75 Talent.
  • Insanity Casting Mind Flay while your target is affected by your Devouring Plague causes your Mind Flay to deal 33% additional damage per orb consumed by Mind Flay deals 33% additional damage to your Devouring Plague victims per Shadow Orb spent on the Devouring Plague. Priest - LvL 45 Talent.
  • Phantasm When you Fade, you remove all movement impairing effects from yourself, and your movement speed is unhindered Activating Fade removes all movement impairing effects and prevents your movement speed from being reduced for 5 sec. Priest - LvL 30 Talent.
  • Power Infusion Infuses the Priest with power for 20 sec, increasing haste by 25% and reducing the mana cost of all spells by 20%. Lasts 20 sec. Priest - LvL 75 Talent. Instant. 2 min cooldown.
  • Power Word: Solace (Discipline) Strike an enemy with the power of the heavens heavenly power, dealing [ 183.48% of Spell Power ] Holy damage, an additional [ 2.21% of Spell Power ] Holy damage over 7 sec, and restoring 1% of maximum mana.
  • Power Word: Solace (Holy, Shadow) Strike an enemy with the power of the heavens heavenly power, dealing [ 183.48% of Spell Power ] Holy damage, an additional [ 2.21% of Spell Power ] Holy damage over 7 sec, and restoring 1% of maximum mana. Damage dealt by Power Word: Solace will instantly heal a nearby low health friendly target within 40 yards from the enemy target This damage will heal a nearby injured ally for 100% of the damage dealt (50% when healing the Priest). or half as much if it heals the Priest.
  • Surge of Darkness Damage over time from your Vampiric Touch and Devouring Plague has a 20% chance to grant you Surge of Darkness, causing your next Mind Spike to not damage has a 20% chance to cause your next Mind Spike not to consume your damage over time effects, become instant cast, cost no mana be instant, and deal 50% additional damage. Limit Can accumulate up to 3 charges. Priest - LvL 45 Talent.
  • Surge of Light You have a 10% chance when you Smite or cast a healing spell to gain Surge of Light, causing your next Flash Heal to be instant cast and have no mana cost. Limit Your healing spells and Smite have a 10% chance to make your next Flash Heal instant and cost no mana. Can accumulate up to 2 charges. Priest - LvL 45 Talent.
  • Void Tendrils Summons Shadowy tendrils out of the ground, rooting up to 5 enemy targets within 8 yards of the caster for 20 sec. Killing the tendril will cancel the effect for 20 sec or until the tendril is killed. Priest - LvL 60 Talent. 4% of Base Mana. Instant. 30 sec cooldown.

Discipline
  • Borrowed Time (New) After casting Power Word: Shield, you gain Borrowed Time, reducing the cast time or channel time of your next Priest spell within 6 sec by 15%. Priest - Discipline Spec.
  • Holy Nova Causes an explosion of holy light around the caster, causing [ 14.3% [ 28.6% of Spell Power ] Holy damage to all nearby enemy targets within 12 yards and healing up to 5 nearby targets within 12 yards for [ 46.2% of Spell Power ]. Priest - Discipline Spec. 0.8% of Base Mana. Instant. 1.6% of Base Mana. Instant.

Holy
  • Circle of Healing Heals up to 5 friendly party or raid members within 30 yards of the target for [ 110.83% of Spell Power ]. Prioritizes healing the most injured party members. Priest - Holy Spec. 2.2% [ 221.67% of Spell Power ]. Priest - Holy Spec. 4.4% of Base Mana. 40 yd range. Instant. 12 sec cooldown.
  • Mastery: Echo of Light Your direct healing spells and their multistrikes heal for an additional 10.4% over 6 sec. Priest - Holy Spec.

Holy & Discipline
  • Prayer of Healing A powerful prayer heals the friendly target's party members within 30 yards for [ 110.83% [ 221.66% of Spell Power ]. Priest - Holy & Discipline Spec. 4.4% 8.8% of Base Mana. 40 yd range. 2.5 sec cast.

Shadow
  • Devouring Plague Consumes up to 3 Shadow Orbs to deal up to [ 1 + 337.5% of Spell Power ] Shadow damage and then up to an additional 100% of the initial damage over 6 sec. Heals the caster for up to 15% of maximum health over the duration 100% of damage done. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
  • Mind Blast Blasts the target for [ 1 + 207.9% of Spell Power ] Shadow damage and generates 1 Shadow Orbs. Priest - Shadow Spec. 3% 1% of Base Mana. 40 yd range. 1.5 sec cast. 9 sec cooldown.
  • Mind Spike Blasts the target for [ 1 + 97.5% of Spell Power ] Shadowfrost damage, but extinguishes your damage over time effects on the target. Priest - Shadow Spec. 1% 0.5% of Base Mana. 40 yd range. 1.5 sec cast.

Major Glyphs
  • Glyph of Holy Nova Teaches you the ability Holy Nova. Causes an explosion of holy light around the caster, causing [ 14.3% [ 28.6% of Spell Power ] Holy damage to all enemy targets within 12 yards and healing up to 5 targets within 12 yards for [ 46.2% of Spell Power ]. Healing is divided among the number of targets healed. These effects cause no threat. Major Glyph.

Minor Glyphs

Shaman (Forums)
  • Chain Lightning Hurls a lightning bolt at the enemy, dealing [ 1 + 30.66% of Spell Power ] Nature damage and then jumping to additional nearby enemies. Affects 3 total targets. Shaman - Elemental & Enhancement Spec. 7.1% of Base Mana. 30 yd range. 2 sec cast.
  • Earthquake (New) An earthquake shakes the target area, dealing 1 Physical damage to enemies every 1 sec, with a 10% chance of knocking them down. 100 yd range. Instant.
  • Improved Fire Totems now also buffs Magma Totem.

Elemental
  • Earthquake (New) You cause the earth at the target location to tremble and break, dealing [ 112.5% of Nature Spell Power ] Physical damage over 10 sec to enemies in an 8 yard radius, with a 10% chance of knocking down affected targets. Shaman - Elemental Spec. 70.3% of Base Mana. 35 yd range. 2.5 sec cast. 10 sec cooldown.
  • Mastery: Elemental Discharge When you deal direct damage with Lightning Bolt, Chain Lightning, and Earth Shock, you have a 16% chance to gain Electric Charge. At 3 Electric Charges, a Lightning Strike hits the target for [ AP ] Nature damage. When you deal [ 200% of Spell Power ] Nature damage. When you deal direct damage with Lava Burst, Lava Beam, and Flame Shock, you have an a 16% chance to gain Rising Heat. At 3 Rising Heats, an Eruption hits the target for [ AP [ 300% of Spell Power ;] Fire damage. Shaman - Elemental Spec.

Elemental & Restoration
  • Lava Burst You hurl molten lava at the target, dealing [ 1 + 77.04% of Spell Power ] Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal 50% additional damage. Shaman - Elemental & Restoration Spec. 7.7% 2% of Base Mana. 30 yd range. 2 sec cast. 8 sec cooldown.

Major Glyphs
  • Glyph of Unstable Earth Causes your Earthquake spell to also reduce the movement speed of affected targets by 40% for 0. Major Glyph. 3 sec. Major Glyph.

Warlock (Forums)

Talents
  • Kil'jaeden's Cunning now has a 1 minute cooldown and 8 sec duration rather than 2 minute cooldown and 15 sec duration.

Affliction
  • Soul Swap Copies your damage over time effects from the target, preserving their duration. Your next use of Soul Swap will exhale a copy of the effects onto a new target. Soulburn: Applies Corruption, Unstable Affliction, and Agony without removing them from a target. Warlock - Affliction Spec. 6% of Base Mana. 40 yd range. Instant. 1 Soul Shard. 40 yd range. Instant.

Warrior (Forums)
  • Whirlwind Off-Hand (Fury) Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1, stacking up to 3 times.

Talents
  • Furious Strikes (New) Wild Strike costs 10 less Rage. Warrior - LvL 45 Talent.
  • Heavy Repercussions (New) Shield Slam deals 50% additional damage while Shield Block is active. Warrior - LvL 45 Talent.
  • Slam (New) Name Changed from to Slam. Slam an opponent, causing 50% weapon damage. Each consecutive use of Slam increases the damage dealt by 50% and the Rage cost by 100%. Warrior - LvL 45 Talent. 10 Rage. Melee range. Instant.
  • Sudden Death (New) Your autoattack hits have a 10% chance to make your next Execute free and useable on any target, regardless of health level. Warrior - LvL 45 Talent.
  • Taste for Blood (New) Each time Rend deals damage, you gain 3 Rage. Warrior - LvL 45 Talent.
  • Unquenchable Thirst (New) Bloodthirst no longer has a cooldown. Warrior - LvL 45 Talent.
  • Unyielding Strikes (New) Devastate reduces the Rage cost of Heroic Strike by 6 for 6 sec, stacking up to 5 times. Once this effect reaches 5 applications, its duration will no longer refresh. Warrior - LvL 45 Talent.

Arms
  • Rend (New) Wounds the target, causing [ 76.63% of AP ] bleed damage over 18 sec, and a final burst of [ 175.15% of AP ] bleed damage when the effect expires. Warrior - Arms Spec. 10 Rage. Melee range. Instant.
  • Sweeping Strikes Your melee attacks strike an additional nearby opponent for 50% damage. Lasts 10 sec. Warrior - Arms Spec. 30 10 Rage. Instant. 10 sec cooldown.

Fury
  • Meat Cleaver (New) Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1, stacking up to 3 times. Warrior - Fury Spec.

Fury & Arms
  • Whirlwind (Fury) Dealing damage with Whirlwind increases the number of targets that your Raging Blow hits by 1, stacking up to 3 times.

Fury & Protection
  • Enrage (Protection) Shield Slam and Devasate critical strikes, activating Berserker Rage and critical blocks Enrage you, generating 10 Rage and increasing damage done by 10% for 6 sec.

Professions
Alchemy
  • Alchemical Catalyst May also generate Sorcerous Fire and/or Sorcerous Water. Reagents. Melee range. 2 sec cast. 1 sec cooldown. Gives 10 skillups. Reagents: Frostweed (20), Blackrock Ore (3).
  • Alchemical Catalyst May also generate Sorcerous Fire and/or Sorcerous Water. Reagents. Melee range. 2 sec cast. Reagents: Frostweed (20), Blackrock Ore (3).

Cooking

Fishing
  • Find Fish Nearby fishing nodes appear on the minimap. Only one form of tracking can be active at a time. Instant. 1.5 sec cooldown. Instant. 1.5 sec cooldown.

Herbalism
  • Find Herbs Nearby herb bushes appear on the minimap. Only one form of tracking can be active at a time. Instant. 1.5 sec cooldown. Instant. 1.5 sec cooldown.

Mining
  • Find Minerals Nearby mineral veins appear on the minimap. Only one form of tracking can be active at a time. Instant. 1.5 sec cooldown. Instant. 1.5 sec cooldown.
  • Find Minerals Nearby mineral veins appear on the minimap. Only one form of tracking can be active at a time. Rank 2. Instant. 1.5 sec cooldown.

Tailoring
  • Hexweave Cloth (New) May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. Gives 10 skillups. Reagents: Native Beast Fur (20), Gorgrond Flytrap (10).
  • Hexweave Cloth May also generate Sorcerous Fire and/or Sorcerous Air. Reagents. 2 sec cast. 1 sec cooldown. Gives 10 skillups. Reagents: Native Beast Fur (20), Gorgrond Flytrap (10).



Misc Changes
Originally Posted by MMO-Champion
CharTitle
  • CharTitle #395 - Architect ...

Game Text
  • Game Text #85374 - [Placeholder Scene!]
  • Game Text #86245 - By the Light, what is that thing?
  • Game Text #86246 - I don't like da look a' dis ting, hero.
  • Game Text #86250 -
  • Game Text #86251 -
  • Game Text #86252 -
  • Game Text #86253 -
  • Game Text #86254 - Yrel, this is how I always wished to see you. Do not let me down.
  • Game Text #86255 -
  • Game Text #86256 - You have exceeded all my hopes, Yrel. You may proceed.
  • Game Text #86257 -
  • Game Text #86258 - Yrel... how you have grown since last we met. But... is it enough? Are you worthy of leading our people?
  • Game Text #86259 - Now, it is my turn to test your strength.
  • Game Text #86260 - When you face a more powerful foe, will you stand strong?
  • Game Text #86261 -
  • Game Text #86262 - When you stare upon an endless legion, will you be ready to command?
  • Game Text #86263 -
  • Game Text #86264 - When all hope is lost, will you... still... fight?
  • Game Text #86265 -
  • Game Text #86266 -
  • Game Text #86267 - When you look inside yourself and see only darkness, can you still find the Light?
  • Game Text #86268 - What was that?
  • Game Text #86269 -
  • Game Text #86270 -
  • Game Text #86271 - Yrel... it is true. The student has surpassed the teacher. You are ready.
  • Game Text #86272 - If only Prophet Velen could see you now... he would be proud.
  • Game Text #86273 - Rise, Yrel. It is your charge to unite the draenei. Prepare them for what's to come.
  • Game Text #86274 - Farewell...
  • Game Text #86275 -
  • Game Text #86276 -
  • Game Text #86277 - One final trial awaits, Yrel. You must face all three of us Exarchs in combat.
  • Game Text #86278 - You have chosen your champion. Now, let us begin!
  • Game Text #86279 - Ahh, I am defeated.
  • Game Text #86280 - Such strength!
  • Game Text #86281 - I submit!
  • Game Text #86282 - Today, you have completed the trials of the exarch.
  • Game Text #86283 - To us, you have proven courage, kindness, faith, and strength - pillars upon which our society has arisen.
  • Game Text #86284 - However, we measure a leader not by her merit, but by the merit of her friends.
  • Game Text #86285 - Champion, it is YOU who have truly been under trial.
  • Game Text #86286 - $n, we have noted your bravery, your loyalty, and your selflessness. You are a true hero.
  • Game Text #86287 - Your exceptional deeds speak clearly for Lady Yrel's ability to lead.
  • Game Text #86288 - Yrel, do not forget the lessons of today. Help us lead our people. Trust them, and trust in yourself.
  • Game Text #86289 - And now, RISE...
  • Game Text #86290 - EXARCH YREL!
  • Game Text #86294 -
  • Game Text #86295 -
  • Game Text #86296 -
  • Game Text #86297 - The beast is defeated, but we cannot rest yet. One enemy still remains.
  • Game Text #86298 - I am needed near the gates. Warchief Hellscream has been spotted on the battlefield.
  • Game Text #86299 - Find Bladefury. Bring me her head!
  • Game Text #86300 - Taz'dingo! Well fought, mon. But we ain't leavin' until da she-orc be dead.
  • Game Text #86301 - I be needed near da main gate. Dey say Grommash has joined da battle.
  • Game Text #86302 - Take care a Bladefury. Bring me her head!
  • Game Text #86303 -
  • Game Text #86304 -
  • Game Text #86305 -
  • Game Text #86306 - Ah, hero! Just in time. Come!
  • Game Text #86307 - Right on time, commanda. Come, follow me.
  • Game Text #86308 -
  • Game Text #86309 - I will remember this day, HEROES. I will remember your names and your faces... and when the time comes, I will carve you limb from limb.
  • Game Text #86310 - If you dare challenge me, I will be waiting in Tanaan Jungle. Your death lies beyond these gates.
  • Game Text #86373 - The entrance to the main vestibule opens!
  • Game Text #86374 - The barrier behind Exarch Hataaru slides open!
  • Game Text #86377 - The teleporter to the central platform is now active!
  • Game Text #86467 -
  • Game Text #86586 - Thanks pal! You're a life saver!

GameTip
  • GameTip #631 - |cffffd100Tip:|r Item attributes that are grayed out do not contribute to your character's power.
  • GameTip #632 - |cffffd100Tip:|r Group Finder allows you to create and find groups for any dungeons, raids or quests.
  • GameTip #633 - |cffffd100Tip:|r Look for passive abilities in your Spellbook that increase the effectiveness of certain attributes.

GarrFollower
  • GarrFollower #194 - Phylarch the Evergreen - Phylarch the Evergreen - Abilities:

LFG Entry
  • LFG Entry #870 - The Trial of Faith

Scenario
  • Scenario #708 - The Everbloom
  • Scenario #709 - The Everbloom

Taxi
  • Taxi #1518 - Wildwood Wash, Gorgrond
  • Taxi #1519 - Highpass, Gorgrond
  • Taxi #1520 - Breaker's Crown, Gorgrond
  • Taxi #1522 - Evermorn Springs, Gorgrond
  • Taxi #1523 - Deeproot, Gorgrond
  • Taxi #1524 - Iron Docks, Gorgrond
  • Taxi #1527 - Quest Path 4442: Spires of Arak: (DLA) - Veil Terokk -> Talon Watch Breadcrumb
  • Taxi #1528 - Iron Siegeworks, Frostfire (CSA)
  • Taxi #1529 - Darktide Roost, Shadowmoon Valley (CSA)



Strings Changes
Originally Posted by MMO-Champion
  • BASE_SETTINGS - Base Settings
  • GARRISON_DISMISS_FOLLOWER - Dismiss
  • GARRISON_DISMISS_FOLLOWER_CONFIRMATION - You are about to dismiss this follower permanently. This follower cannot be re-acquired. Dismiss %s?
  • GARRISON_DISMISS_UNIQUE_FOLLOWER_CONFIRMATION - You are about to dismiss this follower. You can re-acquire this follower from some NPC [NYI]. Dismiss %s?
  • GARRISON_FOLLOWER_COUNT - Followers: %s%d/%d%s
  • GARRISON_MAX_FOLLOWERS_CANNOT_RECRUIT - You have too many followers. You must get rid of some followers before you can recruit more.
  • GARRISON_MAX_FOLLOWERS_MISSION_TOOLTIP - You have too many followers. You must get rid of some followers before you can start new missions.
  • GARRISON_MAX_FOLLOWERS_TOOLTIP - You have too many followers. You must get rid of some followers before you can start new missions or recruit more.
  • GARRISON_MISSION_FAILED - Mission Failed
  • GARRISON_MISSION_PERCENT_CHANCE - %d%% Chance
  • GARRISON_MISSION_SUCCESS - Mission Success
  • OPTION_TOOLTIP_UNIT_NAME_HIDE_MINUS - Hide all minor NPC names in the game world.
  • RAID_SETTINGS - Raid and Battleground
  • RAID_SETTINGS_ENABLED - Enable Alternate Graphics Settings
  • RAID_SETTINGS_ENABLED_TOOLTIP - Check this option to enable an alternate graphic setting for Raids and Battlegrounds.
  • UNIT_NAME_HIDE_MINUS - Hide Minor NPC Names
  • WARLORDS_OF_DRAENOR - Warlords of Draenor
  • WEEKLY - Weekly
  • YOU_EARNED_LABEL - You Earned



Battle Pet Ability Changes
Originally Posted by MMO-Champion
Aquatic
  • Steam Vent 100% Hit Chance Blasts the target with steam, dealing 14 to 26 Aquatic damage. Aquatic. 20 damage. 100% Accuracy. 15 to 28 Aquatic damage. Aquatic. 22 damage. 100% Accuracy.

Beast
  • Bark (New) 100% Hit Chance Deals 15 Beast damage and reduces the target's next attack by 25%. Lasts 1 round. Beast. 15 damage. 1 round duration. 100% Accuracy.
  • Bull Charge (New) 100% Hit Chance Builds up power during the first round. The next round the user charges the enemy with unstoppable force, dealing 50 Beast damage. Beast. 4 round cooldown. 50 damage. 100% Accuracy.
  • Claw 100% Hit Chance Claws at the enemy, dealing 16 to 24 Beast damage. Beast. 20 damage. 100% Accuracy. 25 Beast damage. Beast. 21 damage. 100% Accuracy.
  • Horn Gore 100% Hit Chance Gores the enemy, dealing 16 to 24 Beast damage. Beast. 20 damage. 100% Accuracy. 25 Beast damage. Beast. 21 damage. 100% Accuracy.
  • Smash 100% Hit Chance Smash the enemy, dealing 14 to 26 Beast damage. Beast. 20 damage. 100% Accuracy. 15 to 28 Beast damage. Beast. 22 damage. 100% Accuracy.
  • Superbark (New) 100% Hit Chance Barks with incredible power, dealing 35 Beast damage. This attack cannot reduce the opponent's health below 1. Beast. 4 round cooldown. 35 damage. 100% Accuracy.

Critter
  • Apocalypse 100% Hit Chance Calls down a meteor, which will fall 15 2 rounds from now, instantly killing all active pets. Cockroaches and Beetles always survive this attack. Critter. 20 round cooldown. 15 round duration. 100% Accuracy. 2 round duration. 100% Accuracy.
  • Apocalypse A meteor is falling from the twisting nether. When it lands all active pets will die. This effect cannot be removed. Cockroaches and Beetles always survive this attack. Critter. 200% Accuracy.

Dragon
  • Breath 100% Hit Chance Overwhelms the enemy with draconic breath, dealing 16 to 24 Dragon damage. Dragon. 20 damage. 100% Accuracy. 25 Dragon damage. Dragon. 21 damage. 100% Accuracy.
  • Shadowflame 100% Hit Chance Overwhelms the enemy with draconic breath, dealing 14 to 26 Dragon damage. Dragon. 20 damage. 100% Accuracy. 15 to 28 Dragon damage. Dragon. 22 damage. 100% Accuracy.

Elemental
  • Inferno Herding (New) 100% Hit Chance Deals 10 Elemental damage and forces the opponent's lowest health pet to swap into battle. Elemental. 4 round cooldown. 10 damage. 100% Accuracy.
  • Puppies of the Flame (New) Look adorable, becoming unattackable for 2 rounds. During this time, Puppies of the Flame attack the opponent, dealing 5 Elemental damage each round. Elemental. 8 round cooldown. 2 round duration. 100% Accuracy.
  • Puppies of the Flame (New) 100% Hit Chance Deals 5 Elemental damage to the enemy pet twice each round. Elemental. 5 damage. 100% Accuracy.
  • Railgun 100% Hit Chance Fires a magnetically-powered shot, dealing 16 to 24 Elemental damage. Elemental. 20 damage. 100% Accuracy. 25 Elemental damage. Elemental. 21 damage. 100% Accuracy.
  • Seethe 100% Hit Chance Projects seething anger at the target, dealing 14 to 26 Elemental damage. Elemental. 20 damage. 100% Accuracy. 15 to 28 Elemental damage. Elemental. 22 damage. 100% Accuracy.

Humanoid
  • Dreadful Breath 100% Hit Chance Channels a dreadful toxic breath which deals 7 Humanoid damage to 21 Humanoid damage split across the enemy team. Deals additional damage if the weather is Cleansing Rain. Your pet continues performing this attack for 3 rounds. Humanoid. 7 damage. 100% Accuracy. 21 damage. 100% Accuracy.
  • Gauss Rifle 100% Hit Chance Takes a shot, dealing 14 to 26 Humanoid damage. Humanoid. 20 damage. 100% Accuracy. 15 to 28 Humanoid damage. Humanoid. 22 damage. 100% Accuracy.
  • Punish 100% Hit Chance Lashes the enemy with a flail, dealing 16 to 24 Humanoid damage. Humanoid. 20 damage. 100% Accuracy. 25 Humanoid damage. Humanoid. 21 damage. 100% Accuracy.

Magic
  • Emerald Bite 100% Hit Chance Bites the enemy with Emerald teeth, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy. 25 Magic damage. Magic. 21 damage. 100% Accuracy.
  • Expunge 100% Hit Chance Deals 14 to 26 15 to 28 Magic damage to the target. Magic. 3 round cooldown. 20 damage. 100% Accuracy. 22 damage. 100% Accuracy.
  • Moon Fang 100% Hit Chance Bites the enemy with arcane power, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy. 15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.
  • Nimbus Increases your team's hit chance by 10% 20% for 9 rounds. Magic. 9 round duration. 100% Accuracy.
  • Onyx Bite 100% Hit Chance Bites the enemy with Onyx teeth, dealing 14 to 26 Magic damage. Magic. 20 damage. 100% Accuracy. 15 to 28 Magic damage. Magic. 22 damage. 100% Accuracy.
  • Shadow Talon 100% Hit Chance Slashes at the target with cruel talons, dealing 16 to 24 Magic damage. Magic. 20 damage. 100% Accuracy. 25 Magic damage. Magic. 21 damage. 100% Accuracy.

None

Undead
  • Diseased Bite 100% Hit Chance Infects the enemy, dealing 16 to 24 Undead damage. Undead. 20 damage. 100% Accuracy. 25 Undead damage. Undead. 21 damage. 100% Accuracy.
by Published on 2014-07-09 08:14 AM

Redesigned Firebird's, New PTR Build Tomorrow, Demon Hunter Feedback, INVIS vs Greater Rift 100

Curse of Naxxramas: Pricing Structure, Heroic Mode, Golden Cards, Music & Sound Info

This Week's Hero Rotation, Spectre Illidan & Kandy King Muradin Added to the Shop

Warlords of Draenor - Tier 17 Hunter Armor Sets
Today we are taking a look at the Tier 17 Hunter armor sets.

Warlords of Draenor changes things up slightly by using one set of art for Raid Finder, one set of art for Normal and Heroic, and one set of art for Mythic difficulty. You can find the Raid Finder armor sets in our Raid Finder armor sets preview.





Warlords of Draenor - Nighttime Changes
Mumper confirmed that Shadowmoon Valley operates on an accelerated day/night cycle today.



Warlords of Draenor Theorycraft Discussion
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Thanks for your answers. Sorry to lay the blood craze questions on thick, but...

Should an auto attack that causes two multistrikes result in a double application of blood craze (and thus heal for twice as much)? It seems to be doing that now. I'm not saying the behavior is wrong, just wondering if it's intended and thus probably won't change.

Also, I'm still seeing instances where a single multistrike event causes either 4 ticks or 5 ticks of healing. To clarify, this is without refreshes of the buff during its progress. The "lucky" 5-tick version heals for about 4.2% of max HP, the 4-tick version, about 3.3%. My main concern is with the variability in number of ticks. Perhaps some sort of timing/latency issue? Hard to model value of multistrike if the result can vary by 25%, with unclear rules governing the duration you actually get.

An auto attack that causes two multistrikes should indeed result in a double application of blood craze, and thus heal for twice as much. If you started with no Blood Craze, that'd result in a total of 6% (pre-resolve), spread out over 4 ticks, aka 1.5% per tick.

I'm not sure how a single multistrike could result in 4, let alone 5 ticks. I'll investigate that tomorrow.

Will you be adding a multistrike bit to all of the _MISSED combat log events for the cases where multistrikes are fully absorbed/immuned/evaded?
Yes.

I do have one question in regard to Multistrike. I noticed this with Chi Explosion but I just now tested before the servers went down; but are any of the ticks from the DoT from Blackout Kick supposed to Multistrike? Currently the DoT will not Multistriking. The initial hit from Blackout Kick can Multistrike and the damage from the base hit plus the multistrike will go towards forming the DoT:

Base hits for 50k
Multistrike hits for 15k
Ticks from DoT hits for 3.9k = ((50k + 15k) * .3) / 5

That's working as intended. It doesn't double-dip.

Primal Tenacity and Resolve. You mentioned on Twitter that Resolve would affect PT, but it doesn't right now in Beta. Based on simming it definitely shouldn't, and PT might even need a nerf on top of that. I'm assuming that you changed your mind on Resolve affecting PT.
Correct on all counts.

Thrash impact crits are proccing Primal Fury (i.e. generating 5 additional Rage) per target hit. Intended? Note that this does not affect ticks.
We're going to change that. We had erred in the player's favor on that, but it's looking simply too strong to balance.
When you say change, I assume you mean make it so it can only proc off the primary target?
Yes.

So, I'm hoping to get a better understanding of how diseases (Necrotic Plague especially) and the new Pestilence will fit into all DPS DK rotations. It's fairly straightforward for Blood, but I'd greatly appreciate if you could comment on some of the following cases:

Frost AoE without Necrotic Plague: Howling Blast will continue to cause Frost Fever. Blood Plague will be worth utilising on Single-Target for both specs, but what about AoE?
On Live, it's currently not worth spreading BP with Pestilence unless 10+ targets will survive all 30s of the diseases- will WoD feel similar?

Frost AoE with Necrotic Plague: Howling Blast will stack Necrotic Plague very quickly for AoE purposes; Pestilence shouldn't see any use in most circumstances.

Unholy AoE without Necrotic Plague: Since Pestilence is a central part of the AoE rotation, we'll be cloning diseases constantly. This will mean that, assuming long term sustained AoE without Festering Strike use, we'll need to eventually reapply diseases with Outbreak/PS and then restart the cycle. Since DoT snapshotting is gone though, this won't be a problem.

Unholy AoE with Necrotic Plague: Since Pestilence clones Necrotic Plague stacks as well, this means that longer duration NPs are preferred- even if they're at lower stacks. This has the potential to be incredibly powerful when spreading 15-stack NPs to new adds.
But what will this mean in cases where we lack an existing 15-stack of NP to spread (i.e. no boss to spread or let it jump off)? Will tick rates even out to the point where, even with its resetting mechanic, NP will still gain stacks fairly quickly? Or will it be optimal to wait till NP has "jumped" and stacked a little before Pestilencing? I know Mendenbarr's initial numbers suggested that waiting might be better in some cases, but just curious what the numbers look like on your end.

Also, completely separate question: Will Breath of Sindragosa interact with the Plaguebearer talent in any way? By this I mean will it add stacks of NP or extend disease duration?

I don't know the breakpoints that different rotations are worth using on, but in general terms...

Frost AoE without Necrotic Plague: Yes, you'll want to Pestilence once every ~30s to spread Blood Plague, but not spam Pestilence, since HB>Pest for AoE damage. Rest of your runes would goto HB, DnD, and PS.

Frost AoE with Necrotic Plague: Same, except without Pestilence.

Unholy AoE without Necrotic Plague: Correct.

Unholy AoE with Necrotic Plague: Finding the exactly optimal nuanced rotation for each specific starting case and target count is up to you, but generally... Your unholy runes going into PSs will help stack NP up faster, if you're spending BD/FD runes on Pestilence so NP is falling off. However, also worth considering is to mix FS and P at a rate such that NP never falls off. I suspect that that'll be optimal on some range of targets.

How is rune of cinderglacier intended to interact with diseases? Does it snapshot the benefit? Does it use charges to apply diseases?
Cinderglacier in general is still somewhat up in the air about how exactly it'll work. Ask again when you see changes to it.

Clarification: does this mean that Sacred Shield will eventually use the new HoT mechanics (getting one partial tick at the end that varies in size based on haste)? Because right now it's using the old ones, where it always grants an integer number of full ticks, and the tick time and overall duration change as you change haste.
Yes.

Unrelated: Uther's Insight (the buff from Empowered Seals + Seal of Insight) seems to be double-dipping on Versatility.
All HoTs are. Bug. We'll fix it.

Is the current Haste rating-->% conversion set to where you want it to be?
No, I believe the next build will raise it to 100rating/%.

Is it intended that both the Tiger Strikes mechanic and the ReM/RSK reset mechanics with Multistrike can proc from themselves?
We're changing it so that it can't trigger back to back.

Will fight specific or quest abilities be able to multistrike? IE Scorpion or AIM from Paragons and similar things that give extra action buttons. What about damage procs like trinkets or weapon enchants or on use trinkets like the Mini Iron Star?
Technically, it depends upon the effect, but a guideline that we usually expect to follow is "If it can crit, it can multistrike" for these cases.

Could you explain the mechanics of Necrotic Plague in regards to its stacks? I noticed once I get it to 15 stacks, nothing seems to be able to refresh it or add any more stacks. Is that the intended mechanic of the ability or some sort of bug?
Yes. It has a 15 stack cap, and nothing can refresh it. Reapplications add a stack but do not refresh it.

Festering Strike is special in that it can extend it.

Beta Realm Maintenance - July 8th and 9th
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Unfortunately, it appears as though we'll have to extend this maintenance first thing overnight and into the morning, as we encountered some last minute issues preventing us from going live tonight.

Apologies for the extended downtime folks, I'll resume updating tomorrow morning once I know more.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Druid (Forums / Skills / WoD Talent Calculator)
Hey do you think you could look at Starfall and Rejuv? They could use a little graphical update.
They actually both have gotten tweaks since live. Don't intend to change them significantly. (Celestalon)
yeah, was just running some CMs and noticed rejuv ends abruptly and starfall could use a little polish. Nothing big.
Yep, Rejuv's ending is fixed now, and Starfall got a bit of polish. (Celestalon)

Hunter (Forums / Skills / WoD Talent Calculator)
Thank you Jon! I know it seems like a silly ability. But I think its a true staple of being a hunter. Exploring.
I looked into this recently. The tech involved in bringing Eyes of the Beast back would require extensive work. (Celestalon)

How exactly does LnL interact with BA Multistrikes again? I'm getting conflicting information from everywhere.
Each Multistrike grants 1 stack of LnL, which can stack up to 5. (Celestalon)
Okay, so it will *only* proc off multistrike then?
Yes. (Celestalon)
How long will charges last if not used right away?
15sec, currently. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
Is the mirror image talent a placeholder? Are the rest too? Does anyone expect a mage not to take rune of power?
Are you saying they're imbalanced vs. rune currently, numbers-wise? Or there's something inherently wrong? (Muffinus)
rune > mirror image currently. Unless you're making every raid boss "everyone is moving and walking all the time 420 garalon"
Like > or like >> or >>> I need quantification here man. Science. Graduated cylinder. (Muffinus)
They scale with your Haste, Crit, Multistrike, Versatility, Spellpower. We haven't done tuning yet, to balance the row. (Celestalon)

Monk (Forums / Skills / WoD Talent Calculator)
Any ETA on the Serpent Stance scaling issues? BotS ticks for 1k in serpent and 10k in crane.
Breath of the Serpent was accidentally set to scale with AP, not SP. Fixed that for the next next build. (Celestalon)

Is Chi Explosion replacing BoK intentional, in that case, is not having the BoK crit buff intentional w/ Chi Explosion?
Yes, no. And if you were hitting for 500k, it was probably against a low level target, where you get a damage multiplier. (Celestalon)
Is this the buff to help us solo old raid content?
Yes. (Celestalon)

Paladin (Forums / Skills / WoD Talent Calculator)
I recently noticed Holy Avenger no longer uses the Ashbringer model for your weapon. Bug or intended? I always loved the model.
Intended, for lore reasons. (Celestalon)
However, Seraphim does give you a really sweet-looking custom 2H hammer, or 1H hammer and shield. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Would it be possible for the shaman to talent into a permanent pet Earth(Tank) / Fire(Dps) ?
No, Shamans are not a pet class. Doesn't fit. (Celestalon)

Warlock (Forums / Skills / WoD Talent Calculator)
Yup, that is also gone strangely. I might be able to understand Twilight Ward, but CoE and Command Demon are important
Command Demon is coming back. CoE is gone because that whole raid debuff is gone (replaced with a Multistrike buff). (Celestalon)

PvP
Is it possible to make offensive heal play viable again? Like when priests used to deal dmg from time to time to score a kill
In general I think healer damage is going to be higher relative to MoP. PvP Power reigned it in a bit. (holinka)

thoughts on changing gladiator gear to warlord gear? And start over with the names. Warlords Mutilator etc then Deadly and so on..
We have some plans in this regard (holinka)

Reputation / Questing
Sorry not a pvp Question, but does not answer me. Is WoD mob dmg tuned? Seems very low, no challenge at all atm. Thanks
Early quest content is tuned to be easy. Additionally, if you copied your character over, you'll be very overgeared. (Celestalon)

World
After playing The beta. Any chance could see some more npcs? It's feeling a bit underpopulated. Like guards and labourers
Lots of work being done on this now. (Muffinus)

Garrisons
Hey, I love how many followers I could get from exploring the world. Quite fun. I loved the choice of 1 out of 3 followers one too
Cool! Glad you had fun (Muffinus)
Would of loved to know their abilities before I made my choice.
Considering options, e.g. collect them all at max level. Regardless, you'll have a solid slew of abils/traits no matter what. (Muffinus)

Hearthstone Expansion Pricing Revealed
Blizzard revealed the price for the Naxxramas Hearthstone Expansion today! It will cost $20 (2800 gold) for the entire thing if you play Naxxramas during the first month, as the first wing is free, or $25 if you play after that.



Monk Solo Kill - Horridon
Wannoob managed to kill Horridon on his own after 140 attempts. You can find more details in the video's description.

by Published on 2014-07-08 07:32 AM

Ausgamers UEE Hands-On, Multiboxing and D3, IGN Wiki Editing Contest, Greater Rift Ideas

Naxxramas Replayability, Top 5 Plays of the Week, This Week in Tournaments

Skin Spotlight: Demonic Tyrael

Warlords of Draenor - Blasted Lands Quests
After the most recent alpha build, the new Blasted Lands quests were active for some time. The Iron Horde have come through the red Dark Portal and taken over most of the Blasted Lands. Thrall, Khadgar, Vindicator Maraad, and other NPCs have set up small camps near the Dark Portal with a short quest line of standard kill, collect, and interact objectives.

At the end of the quest line, Thrall will assist you in killing the leader of this Iron Horde assault. Turning in the final quest currently plays the incorrect cinematic.





Warlords of Draenor - Orgrimmar Changes
Warlords of Draenor changes the guard in Orgrimmar once again! The Kor'kron Guard have been replaced by Troll, Tauren, and Orc guards. The Troll area of the city is now functional again and Xan'tish finally has his snakes back.



Warlords of Draenor Theorycraft Discussion
Originally Posted by Celestalon (Blue Tracker / Official Forums)
I was playing around with Devouring Plague and Multistrike tonight.
Changed Devouring Plague to just heal for 100% of its damage done, to solve this.

do you devs have additional factors in for things like incorrect items such as a warrior or paladin wearing cloth int gear so it doesn't count towards the item level
Not currently. Fighting low-level content in that manner is an inherently self-regulated form of gameplay. If you're willing to do silly stuff like that, you also would be willing to just buy high ilvl BoEs.

1. Thrash impact crits are proccing Primal Fury (i.e. generating 5 additional Rage) per target hit. Intended? Note that this does not affect ticks.
We're going to change that. We had erred in the player's favor on that, but it's looking simply too strong to balance.

2. Theck noted that Sacred Shield can Crit and MS. There was some question around whether or not T&C can do the same thing. I assume not.
Correct.

I've also noticed some oddity with Sacred Shield tick amounts. (Full Post)
These are actually the same issue. Partial ticks in general are broken currently, and are doing the wrong amount of damage (usually 99.7% of a full tick or so)

Has the DR formula for Dodge / Parry from Agility / Strength respectively been posted? I don't remember seeing it anywhere.
It hasn't changed. I'd have to dig it up; I believe it's been fairly well documented elsewhere, hasn't it? If you can't find it, I can dig it up.

The latest Beta build has a new Multistrike passive for Unholy. Necrosis: Your Scourge Strike, Festering Strike, Plague Strike, Soul Reaper, and Pestilence multistrikes deal an additional (3% of Attack power) Shadow damage.

  • Multistrikes with the slated abilities (Soul Reaper, Scourge Strike, Plague Strike, Festering Strike and Pestilence) trigger the Necrosis event to occur.
  • Although triggered by mulstrikes from certain abilities, Necrosisis itself SEPARATE from the multistrikes that cause it. Its damage is in no way tied to the damage caused by those Multistrikes.
  • The shadow damage it deals can Multistrike on its own, can Critically hit and also benefits from the Dreadblade Mastery. The base damage dealt by the event is dependent on Attack Power.
  • Attacks with multiple components (Pestilence, Scourge Strike and Soul Reaper) have a chance to multistrike independently with each portion. Any of these multistrikes can trigger Necrosis

100% accurate.

Hoping for some clarification on Shadow Reflection intended behavior. (Full Post)
All of those are intended, with one exception. SV should work for its own Rupture; that's a bug that it's not working.

The FW one is unfortunately intended due to a technical reason, so we're just tuning around it.

Just confirming some of the interactions for the new Elemental Discharge mastery

Only the listed spells can proc charges (Chain Lightning, Earth Shock, Lightning Bolt for nature, Lava Beam, Flame Shock, Lava Burst for fire).
Charges can proc on multistrikes of the listed spells
Discharges can crit and multistrike, but will never proc charges as they are distinct spells which are not listed for Elemental Discharge

[edit]Brightleaf just confirmed that Discharges can multistrike, but it doesn't appear that multistrikes can proc charges. Forgot about double dipping so now it all makes sense.

All correct, counting the edit in this post. (Lightning Bolt multistrikes do not proc Lightning Charge). However, we're still considering revision to the Elemental Shaman mastery, FYI.

How much versatility rating is 1% increased damage?
At level 100: 130 Versatility Rating = +1% Dmg/Healing/Absorbs, -0.5% DmgTaken.

As an aside, is there any particular reason why mastery doesn't buff 5 mastery (550 rating)?
We don't use the term "Rating" in-game anymore, only under the hood and in talking to theorycrafters and experienced players. So when we say "5 Mastery" in-game, that refers to 5 Mastery Rating. For all of the other buffs, we can give the %. "5 Crit" means 5 Crit Rating, but "5% Crit" means 5% crit chance. However, that doesn't work for Mastery. I can't say "5% Mastery", since every spec's Mastery has a different conversion rate.

The current mana costs of "efficiency spells" and base regen at level 100 do not appear to at all be lining up with the design goal Celestalon explained in the active mana regen removal post. If I understand correctly, efficient heals are supposed to be mana positive, and you are supposed to be gaining back mana while using them, and you can then dump off excess mana in exchange for burst and using "throughput" spells. Currently, almost all of the efficient spells are actually severely mana negative.

These mana costs are fairly comparable across all classes. The mana costs on all healing spells, or at least those intended to be efficient seem to be upwards of 40% higher than they would need to be to even be mana neutral let alone mana positive. Is this intended, or are the mana costs currently way off?

There's a difference between spamming your efficient direct heal, and doing an efficient rotation. There are things like Holy Shock and HoPo spenders for Paladins, etc. For Druids, there's just Lifebloom in that regard. It's possible that it's mistuned, but we're not seeing Druids having mana problems in internal testing. In particular, we're concerned that Wild Growth is too much throughput, since it can be made free with Omen of Clarity, making AoE healing feel too reliant on OoC.

Quick clarification about multistrike and absorb interactions. As I reported earlier, in my tests with Sacred Shield, I observed the following numeric results (expressed in normalized form).... (Full Post)

This raises a few questions
1) Is this intended, or is it a bug?
2) If it is not a bug, then are crit modifiers applied in the obvious way (i.e. crit_mod would become 1.02)?
3) If it is a bug, and for damage and healing spells in general, do crit modifier bonuses apply to the multistrikes (I assume the answer to this is yes, but may as well ask)?
4) Is this crit/ms behavior intended for all absorbs in the game now, or is it just Sacred Shield?

1) Intended due to technical necessity. Absorbs (or rather, aura applications in general) cannot actually multistrike; we just simulate multistrikes by varying the amount of the absorb, based on your multistrike chance. Same as how Crit has been for Discipline on PW:s for a while now.
2) Yes. Crit multipliers should apply identically to how they do for an actual crit heal.
3) n/a?
4) It's not a blanket thing, no. Just on a few that we want to not decrease in value as your crit/multistrike go up. The full list of affected spells right now is Sacred Shield, Power Word: Shield, and Clarity of Will. Spirit Shell also accounts for Multistrike and Crit but it averages them out, no random chance (not that that really matters right now, since we've removed Spirit Shell, but just FYI in case it were to return in the future or something).

gainst the clump of 3 target dummies in shattrath, I'm either seeing 3, 3+3, or 3+3+3 chain lightning events (counting multistrikes). Seems to imply that multistrike roll(s) are done on spell cast rather than
This is actually only the case for Chain Lightning; we custom did how Multistrike works for Chain Lightning, in order to make it feel the same as Elemental Overload did. Here's the logic, in case it's not obvious: On cast, roll multistrike chance once. Instead of multistriking, cast that many copies of a second Chain Lightning Multistrike spell (different spellID) at a random target that was hit by the initial Chain Lightning (random target selection per cast; could be different targets for each of the two multistrikes).

In regards to responsiveness change and hunter traps. Other than the change with removal of arming time is the removal of the batches every 400ms the only thing influencing the more responsive traps? I haven't had the chance to get into any pve or pvp with fast moving units on beta to check, but currently on live anything moving above a certain speed simply would not trigger a trap (even well after the arming time had come and gone). Guessing this has something to do with these batch processes and the location check attached to traps. Did traps get further changes to fix those issues or did the arming time in addition to the 400ms removal lead to the incredibly responsive traps we are seeing on beta?
More than that. Traps have used this extremely archaic system for hit detection which was literally 13 years old and only use for Hunter Traps.... until now. Now they use the same, responsive system for hit detection as most other responsive area effects (everything from Void Zones to Rings of Peace).

Quick clarification needed. For mastery, the tooltip always rounds down to the closest percent. Is this just a tooltip display rounding? I did some tests with BM and if I didn't round down I would get slightly off numbers, but it's possible I was doing something else wrong.
In *most* cases the rounding is just a tooltip display thing. However, there *are* a couple rare cases where it is actually rounded, one way or another. Master of Beasts was one of those cases, I believe. However, I don't believe it needed to be. Just fixed it to not be rounded. Give it a try in a few builds. In general, assume that Mastery effects are not rounded, and if you ever find that they are, report that as a bug. There may be one or two cases where we have to round it for some reason, but we can evaluate that then.

Protection warrior blood craze seems to be behaving strangely, here are some questions.
I think most of your questions can be summed up by saying: It's a rolling periodic effect, just like Ignite (for example). The total healing amount should match the total expected healing amount. It's still a periodic though, and so refreshing it results in an extra tick. See if that explains all of your questions, and lemme know if anything is still unclear.

However, one thing is a bug: Blood Craze itself multistriking. It should not be able to. Fixed for next next build. That actually may have been re-triggering itself, even, not sure.

6: In battle/gladiator stance you lose the unwavering sentinel +15% HP buff. Is that intended? On live the HP is retained in battle stance, but is it different now so that gladiator DPS warriors don't benefit from the HP?
Yes, Unwavering Sentinel is intentionally Defensive Stance only. I'll update its tooltip to reflect that.

7: Impending victory seems to be healing for something like 21-22% of max HP, either in defensive stance or gladiator (lower HP) stance. Why is this different than tooltip 25%?
Bug. It was doing 20%. (And you were seeing a bit more due to Resolve, I'm guessing. Resolve should affect it).

Any updates on doom snapshotting? Currently, it is not snapshotting anything, whether it be the damage bonus from meta, or the mastery increase from dark soul, as shown below:
Just haven't gotten to it yet.

1: Will multistrikes attempt to proc from attacks that miss/parry/dodge?

1) Looks like they currently do, but shouldn't. (Or, alternatively, the Multistrikes should be able to miss). Will solve that and report back with which way we decided to go.

Follow-up testing to my previous question:

It looks like missed attacks are currently not proccing any multistrike rolls, while multistrikes from landed attacks are able to miss. This one-sided roll is punishing on auto-attacks. Shouldn't multistrikes be 2 completely independent rolls of the ability used?

Also, when you prevented missed attacks from proccing multistrikes, it looks like you forgot to extend that to avoided attacks as well, but that should be fine if you revert the missed multistrike change.

Way we're going to go with Multistrikes (it'll be a few builds before it gets working this way, FYI):

Missed/Dodged/Parried/Immuned/Evaded attacks cannot Multistrike. Multistrikes always hit.

Warlords of Draenor Beta - Dungeon Tuning
Originally Posted by Watcher (Blue Tracker / Official Forums)
I'd say that right now our Normal dungeons are harder than intended, with the exception of Bloodmaul Slag Mines which is in a pretty good place. We'll be opening Heroic dungeons for testing shortly, and there's a bit more room for the challenge and coordination you desire in that context.

Remember, these are Normal dungeons, which will gear players up for Raid Finder. When thinking about or giving feedback on whether they're "overtuned" or "just right" or the like, approach it from the perspective of how comfortable you'd feel doing the dungeon as a solo queuer with four random players on live servers. That's why we ask for feedback to be prefaced with information about the group makeup and background, because it's hard to overstate the difference between a LFG pick-up group and a group of 14/14H guildmates who are on Mumble.

Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
i cant seem to find icy talons (45% attack speed) anywhere but i can tell frost has it looking at attack speed. thoughts?
We're trying out hiding some passives that you don't need to know about for gameplay, to reduce spellbook clutter. (Celestalon)
i like seing everything cause i wanna know exactly how my spec is working. Just my grain of salt
We're planning to keep it documented somewhere out of game, at least. (Celestalon)
lol.. Passives u dont need to know about... If i dont need to know it, why dont you just remove it entirely?
What's the "worst idea yet" for you, may not be for many others. Something like increased attack speed doesn't... (Celestalon)
...matter to your ability to understand how to play, what buttons to use, etc. Just a feel/throughput difference. (Celestalon)
You're going to end up with new players not understanding why their other melee don't attack as fast.
That's indeed the risk. But, does that matter to the new player's ability to play/enjoy/group/etc? (Celestalon)
New players aren't failing to learn b/c too many tooltips, just not enough demonstration/application
You'd be surprised. Remember that not every player is your type of player. (Celestalon)

Shaman (Forums / Skills / WoD Talent Calculator)
Why Flurry change? Enh wasn't spammy and I don't want to play a spammy class.
It provides the option for haste to have a non-passive impact on your rotation. You could still avoid haste if you choose. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Explain gladiator stance in the context of Feral spec being forcibly slip into a DPS and Tanking spec please.
Just as with Feral/Guardian, you can't do both Gladiator/Tanking in the same fight. Same thing. (Celestalon)
with respect it's not, you made them 2 specs and now I can't DPS as guardian unless I respec, and have lost most cat skills
Right, which is the same deal as Prot. Perhaps you're missing that you can't swap in/out of Gladiator Stance in combat? (Celestalon)
and by all accounts gladiator stance is instant cast, a lot easier to switch roles with that then changing your whole spec.
Sure, it's instant vs cast time to switch. It's also a lot less of a change, far fewer abilities, powers, etc. Much more signif. (Celestalon)

PvE
Mostly concerned for casual guilds that don't do the weekly raid thing. Not really any income for them!
We want to increase gold income, in relative terms, from a variety of group activities (dungeons, etc.). (WatcherDev)

Will the testing for Heroic (due to flexing) occur similar to how LFR/Flex did for 6.0 while Mythic retains the set dates/times?
Normal and LFR will be more open-ended. Heroic and Mythic will have set times. (WatcherDev)

PvP
Hey you may have been asked this, but will there be an option to cap CQ points through playing only arena?
yes arena and RBG caps are the same (holinka)

maybe was answered but, in a pve server if i leave a finished battleground still pvp flagged for 5 min in wod?
We're considering changing that. (holinka)

Can the vicious saddle mounts b made account bound once learnt plz. The items r but not the mounts.
It's intentional. We want them to be a new goal each season. (holinka)
Why not add new mounts each season instead?
that's our hope but sometimes we don't have the resources (holinka)

Will we ever see the day that rating requirement is needed on certain gear other then a simple cosmetic.
Probably not. We didn't like the chicken & egg scenario it created at certain rating milestones (especially with weapons). (holinka)

US Connected Realms - Update 7/07
Originally Posted by Blizzard (Blue Tracker / Official Forums)
As previously announced, we’ve been working toward connecting realms to increase the number of players on low-population realms. Here's a continuously updated list that contains currently planned connections, future plans, and completed realm connections, all in one convenient location.

*Please note this list does not encompass all potential future connections. Please check back for further updates.

Next Connections
We will be connecting the realms listed below on Thursday, July 10 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Ysera and Durotan
  • Zuluhed and Andorhal, Scilla, and Ursin

We will be connecting the realms listed below on Thursday, July 17 during a scheduled maintenance beginning at 5 a.m. PDT through approximately 1:00 p.m. PDT. Once maintenance is finished, these realm connections will be complete.

  • Dawnbringer and Madoran
  • Deathwing and Executus, Kalecgos, and Shattered Halls

Future Connections
We do not have a date for the following realm connections, but will update this post when we do.

  • Gilneas and Elune
  • The Venture Co and Maelstrom
*Plans for these connections may change at any time, but we’ll provide additional updates on specific dates for future connections here as we can. Please note that as a part of the connection process realm times may change to match each other.

Destiny Beta and The Dark Below
Destiny (Wiki) is a upcoming game with some MMO elements that is being created by Bungie and published by Activision Blizzard. It is currently only planned to launch on consoles. Today the beta dates for PS3/PS4 and Xbox were announced, July 17th and July 23rd respectively.

The first two expansions were also announced, with the first one being titled The Dark Below!

by Published on 2014-07-06 08:27 PM

This Week in Review - Popular Decks & News, Funny and Lucky Moments #52

Skin Spotlight: Spectre Illidan

Warlords of Draenor - Darker Nights
Mumper recently let us know that some work related to darker nights is underway, so we took a look at what nights look like in several parts of Draenor. These screenshots show the areas with bigger differences between night and day, so keep in mind many areas currently don't change much at all.





Warlords of Draenor - New Character Model Faces
We got some more updates this weekend from Chris Robinson on plans for new character models and faces.



Blue Tweets
Originally Posted by Blizzard Entertainment
Classes
Druid (Forums / Skills / WoD Talent Calculator)
the new feral DoC... will we just receive healing from rejuv when put on someone else or will there be a buff gained when casted
You gain a Rejuv as well. (Celestalon)
Thanks and also will there be any snapshotting for feral bleeds with TF or bloodtalons, or is it entirely gone? Thanks
Those will explicitly snapshot. (Celestalon)
Ok, so pretty much just snapshotting bleeds from trinkets procs are gone?
Correct. (Celestalon)

This is a horrible change, please revert. There are loads of situations where I might choose "inappropriate one". How about RP?
Plan for travel form: one button does Aqua+Stag+Flight, baseline. Glyph splits it into Aqua+RideableStag and Flight. (Celestalon)
Seriously? I need to glyph out of that mess? ugh...
I'm guessing the 'mess' you're referring to is the bugs that there currently are with it. We'll fix those. (Celestalon)
in places where I can fly, I still don't always want flight form with no ground travel form available.
Then grats, your desire will be satisfied by this solution. (Celestalon)
I dont see why youre trying so hard to make it work as 1 button. Is it the end of the world if the forms are seperate?
Because constantly iterating and improving the game is what we strive to do. (Celestalon)
I'm not sure constantly iterating is something that's good to strive for, without the improvement part
Of course not. Change for change's sake is bad. However, it's sometimes hard for each individual to see improvement. (Celestalon)

Mage (Forums / Skills / WoD Talent Calculator)
clarification on pris crystal. manual target or auto redirect? concerns about clunkiness and/or movement fights?
It will automatically target it when you place it, but you can still swap targets off of it if you want. (Celestalon)

Ever thought about stacking pyroblasts, like arcane missiles or ice lances do already?
Yeah, but you kind of already get that with Heating Up, and stacking further would lose the gameplay of spending vs saving. (Celestalon)

Priest (Forums / Skills / WoD Talent Calculator)
while DP is active. Also, it forces us to pick Solace /Insanity so we don't feel gimped while we mindflay.
It doesn't force you into that at all. MSpike still removes DoTs to ensure rotational variety. (Celestalon)
Don't find it odd while our "burst" window is up (DP) we are forced to use a weaker spell - MindFlay- instead of MSpike w/ CoP?
In a playstyle that otherwise has higher burst? No, not really. (Celestalon)

Warrior (Forums / Skills / WoD Talent Calculator)
Whirlwind as part of ST rotation just shows how little idea you have of what to do with warriors. No other class has AOE for ST.
Right, except for Arcane, Fire, Frost, Demo, DfA Rogues, Ferals, Enhance, Windwalkers, Frost DKs, T16 Rets, and all tanks. (Celestalon)
Fire? If you mean Ignite/Combustion spreads, I don't think splash dmg from ST spell = primarily AE spell.
Living Bomb / Unstable Fireball / Blast Wave. (Celestalon)
Ok, that's kinda my point: Fireball isn't primarily AE; Unstable is a bonus to it. Bomb, I'd agree. BW, worth using ST?
Absolutely. (Celestalon)

PvE
with the responsiveness change will we see more "twitch" mechanics in raids ie wrack, defile, interrupts on Maloriak?
I wouldn't say "more" - but dealing with the ones we do have will feel better. (WatcherDev)
I can't promise there won't still be that "but I was out of it on my screen, look at my corpse!" guy in your raid, though. (WatcherDev)

PvP
Agree with shared sets for pve and pvp but they should be different for the factions. I like glorious ones for ally
The plan is to color them different by faction (holinka)

So will there be lag problems with the Huge pvp zone and capital zones sharing the same area? We did shy from that in WOTLK
Ashran is on a different instance. The staging areas are on your home realm. (holinka)

Is Mekkatorque still going to be kind of "open beta" server, or you changed your mind?
We haven't changed our mind. It was always a second server for those with beta access. (holinka)
I mean, what about that PvP server, with broad access, for more precise testing purposes; still in plans?
that was never the plan. I think some people misinterpreted what we said about a separate PvP realm during beta. (holinka)

ever any talk about rated/queued 1v1s? Queue up just how you would 2s/3s/5s but you queue into just a duel?
.No plans for a 1v1 queue but one awesome change in Warlords for duelers is we can reset cooldowns at the start of a duel now! (holinka)

how will the new pvp toggle affect cross realm raid groups? I was thinking pvp player gets pulled to pve server how will that work?
it uses the host realms rules (holinka)

Will Skirmishes be available for lower levels aswell or just max?
the plan is lower level as well (holinka)

Reputation / Questing
I really feel the introductory Tanaan quest chain should be phased. Really breaks immersion, otherwise.
Phased, or instanced, where it's your own personal storyline? It's similar to the DK start experience, which had other players. (WatcherDev)

Weekly News Recap
It has been a busy week, so here is your chance to catch up on any news you may have missed!


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